WIP World of Warcraft3 Instances [Pre-Release Thread]

Chains of Ice sould be named Howling Blast, because you says it does AoE... Just nitpicking :p
 
Icy Touch does the AoE;
But yes, Howling Blast would be better indeed.

And please, nitpick all you like :) !
 
Update
There is now a test map uploaded.
It's nothing special.
The scorpions have no attack, and are just used for testing damages.
The skeleton has an attack, and is used for testing different things (Paladin's Retribution Aura, although the Paladin isn't in this release).

Have fun, and give me some feedback!
 
I tested your map. Looks great already!
However, I played the feral druid and I had some issues.
I could only stack 1 combo point, whilst the orbs floating around my hero were getting more and more.
(The image did not update either, instead you got a new ability)
Feracious Bite (not sure if typed corectly) does not work properly. (It does not add any damage)
Other then that it was fun to play :)
 
Feral Druid should be fixed.

Update
Spells
Frost/Unholy Death Knight auto-spell finished.
Rune of the Fallen Crusader: Has a X% chance to increase Strength by 15% for 5 seconds.

Thread
Test map updated.
 
Update
Map
I sort of have to redo everything up to this point.
I'm now using Damage so that the map, overall, will be of a better quality.
This will take some time to redo everything up to this point, but it shouldn't take too long.
 
I don't like the way your DK works: there's no rotation whatsoever, only right click and go breakfast cuz im hungry. Also runes don't work like that, i suggest you to copy almost the exact same system WoW uses to make it an interesting class
 
I don't want to copy exactly what WoW does, I think the four mana representing two Frost and two Unholy runes is nice.
And I mean, let's be honest, DK's were sort of just a lolattack class.
I played one as my main, and the only thing you really had to do was keep diseases up and attack.

But, I don't want to start a huge WoW discussion here, so PM me if you want to talk further about WoW :p

Anyways, I'm going to be recoding almost the whole map, so I should be back caught up and working on new content within a few days.
 
I have to say that I think you need a better system to handle the feral druid's melee combat. Having to select the ability and then the target rarely feels smmoth for melee range abilities, and having to constantly spam these abilities is royally annoying. The death knights combat flows much better for comparison. Consider making atleast Claw be based of an "on-next-attack" structure.
 
I would love to allow all the melee heroes abilities to be an on-next-attack feature;
But only one of those kind of spells can be on a hero at a time.

Dirac messaged me about a targeting system, but that requires all spells to be instant no-target.
I think I prefer to just have the select and target;
As long as you use hotkeys it's not that hard, considering I'm making them all QWER(T).
 
Maybe not a targeting system but this:
Everytime the druid deals damage to an oponent, store that unit for the druid so you can know which unit he damaged last, then when he casts the melee ability check if that unit is within range, if it isnt then do nothing, or pick the closest unit to the druid and deal damage to unit. You can use this system for storing damaged units
JASS:
library GetLastDamagedUnit requires AIDS // Don't forget requirements. Implicit requirements are bad practices
    private struct DamageData extends array // array structs are more efficient than regular structs. If possible, you should use Alloc <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile    :)" loading="lazy" data-shortname=":)" />

        // Our inner variables
        unit damagedUnit
        private trigger t

        // Set the unit variable
        private static method OnDamage takes nothing returns boolean
            set thistype[GetEventDamageSource()].damagedUnit = GetTriggerUnit()
            return false
        endmethod

        // Huzzah! No need for any init functions OR Damage!
        private method AIDS_onCreate takes nothing returns nothing
            set this.t = CreateTrigger()
            call TriggerAddCondition( this.t, Condition(function thistype.OnDamage) )
            call TriggerRegisterUnitEvent( this.t, this.unit, EVENT_UNIT_DAMAGED )
            set this.damagedUnit = null
        endmethod

        // Let&#039;s clean up our act
        private method AIDS_onDestroy takes nothing returns nothing
            call DestroyTrigger(this.t)

            set this.damagedUnit = null
            set this.t = null
        endmethod
        //! runtextmacro AIDS()
    endstruct

    // Lastly, let&#039;s make a pretty function wrapper
    function GetLastDamagedUnit takes unit whichUnit returns unit
        return DamageData[whichUnit].damagedUnit
    endfunction
endlibrary
it was coded by Sevion
 
It is fully possible to make these types of abilities without using Autocast buff placers. If you are using Damage, it is fully possible to simply trigger the effect on the next attack following having activated the ability.
Besides, the druid has no such ability at the moment, one wouldn't hurt.
 
It is fully possible to make these types of abilities without using Autocast buff placers. If you are using Damage, it is fully possible to simply trigger the effect on the next attack following having activated the ability.
Besides, the druid has no such ability at the moment, one wouldn't hurt.

Agreed.
 
Any codemonkey can write spells like in WoW.

People are only going to be interested in the terrain.
 
I'm going to be doing a lot of work on terrain.


Update
Since I've had to redo the map, I'm looking for a coder.
Someone who can make and/or code spells.
The only requirement is using Damage.
 
I'm putting this project on hold.
It's quite large, and this rewriting thing has put me in a slump on doing the necessary work.

I will, at a later date, restart work on this map, but for now I'm setting it aside.
I'm starting work on my own RPG, so be sure to watch out for that.

With that said, sorry for those who were looking forward to this project.
Someday, in the distant future, this project will get done.
 
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