Memories of the Fallen

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Memories of the Fallen

New postby samtre on Sun Oct 18, 2009 1:51 am

12 heroes, in 3 graves (STR, AGI, INT)
2 Factions (Ligra & Kilrom)

Made a dota-like map but changed the map layouts
Creeps will switch lanes at some points, giving a tactical advantage and disadvantage at lanes.

Has some models and icons downloaded from Hiveworkshop and some skins, icons and re-modeled models edited by me

I have a few problems with the map:
1) I don't have any idea how to balance the creeps by the towers, hero levels and hero skills. (Maybe balanced 25%?)
2) Too many trees around the map, I don't know what can I do to remove those forest..... (Putting Creeps)
3) Need 1 more hero and hero skill ideas.
4) All my spells are made in GUI, (must.......................learn.............................JASS)
5) Unable to balance heroes
6) Having troubles with placing creep production buildings at bases.
-----------------------------------------------------------------------------------
Spoiler:
Changes:
- added "preloading?"
- fixed some leak on abilities
- balanced a bit more
- less lag in game, more loading time.......

have some problems about leaks........ the problem is noted inside the trigger editor...........

-----------------------------------------------------------------------------------

I am able to fix some leaks, finally know how JASS works, a little bit.......

Fixed a lot of leakage, still has some not done......

Added a new hero, has a skill Glaive Boomerang.... Throws a glaive and it returns to you after it reaches the target, hits enemy units twice (one for going to the point, one for going back). It will return it to you wherever you go, all made in GUI, although its much easier in JASS, but i don't understand, atleast I created it right?

-----------------------------------------------------------------------------------

Boomerang will always return to you, checking position every 0.03 seconds.
Added blink to combo with the boomerang,
Recoloured/Reskinned/Remodeled SacrificialAltar.mdx from Red to Green to have the 3 attributes altars -> STR, AGI, INT.
3-Altars.JPG
weeeeeeeeeeeeeeeeeeeeeee
3-Altars.JPG (165.87 KiB) Viewed 4022 times
Attachments
Ertmas_MotF.w3x
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Last edited by samtre on Fri Nov 13, 2009 9:01 pm, edited 9 times in total.
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Re: Memories of the Fallen

New postby 3ICE on Sun Oct 18, 2009 6:31 am

Your sounds are all broken.
You could put creeps in the forest or backdoor pathways.
Preload every special effect during initialization.
How do we win?
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Re: Memories of the Fallen

New postby samtre on Sun Oct 18, 2009 11:27 am

what do you mean by preload special effects? o.o

suppose to add a building or hero at the end of the map (left, right), kill it to win, same as dota, but different layouts............
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Re: Memories of the Fallen

New postby 3ICE on Thu Oct 22, 2009 10:41 am

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Re: Memories of the Fallen

New postby samtre on Fri Oct 23, 2009 3:43 am

i've found some forums that told me how to preload, but I still don't quite get it.........

they say put all your abilities into 1 unit via triggering, but what does it really help?
is it to put all dummy spells into 1 unit, or ALL spells into the unit.?

changed map, Storm Rider's 3rd skill has lower cast range, lower mana cost, a bit more damage, I did what they told me to do to preload, maybe decreased the dummy movement periodic timer.
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Re: Memories of the Fallen

New postby 3ICE on Fri Oct 23, 2009 6:51 am

The first time a spell is used, the special effects in it need to be loaded in a slow slow process. It is better to load them while loading the map, so lag spikes can be avoided ingame.

Here is an example of Blizzard preloading the "Nuke" spell:
Code: Select all
function PreloadFiles takes nothing returns nothing
  call Preload("Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdx")
//...
  call Preload("Objects\\Spawnmodels\\Human\\HumanLargeDeathExplode\\HumanLargeDeathExplode.mdx")
  call Preload("Textures\\BloodWhiteSmall.blp")
  call Preload("Abilities\\Weapons\\Mortar\\MortarMissile.mdx")
//...
  call Preload("Objects\\Spawnmodels\\Orc\\OrcSmallDeathExplode\\OrcSmallDeathExplode.mdx")
  call Preload("ReplaceableTextures\\Splats\\ThunderClapUbersplat.blp")
  call Preload("ReplaceableTextures\\Splats\\CraterUberSplat.blp")
  call PreloadEnd(.01)
endfunction

I doubt putting spells on a unit would help at all, but of course I could be wrong since I never preloaded anything before. I would either use t_ani Special Effect - Create on every custom model or place one of each units for every custom spell you have and order them to cast their spells at map init or if that doesn't work, right after map init. Again, I never preloaded anything before in my life so this information could be totally wrong. I have no idea how or why I even know it. :]

You know you have succeeded when no drop in fps occurs at casting a new spell.
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Re: Memories of the Fallen

New postby samtre on Mon Oct 26, 2009 6:45 am

I've done the "preload", or what i think it is.....

I've ordered some of my heroes that have laggish problems to learn/cast spells at map init, it fixed the lag and its going pretty smooth.....
I've fixed some leaks on my spells, balanced the spells a little bit.............fixed the Holy Strike for the preloading........
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Re: Memories of the Fallen

New postby 3ICE on Fri Oct 30, 2009 8:57 am

Awesome. I will try to fit playing MotF for a few hours into my schedule.
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Re: Memories of the Fallen

New postby samtre on Sat Oct 31, 2009 10:28 am

swt.......... and why don't you play?

Reason: No winning condition.
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Re: Memories of the Fallen

New postby 3ICE on Sat Oct 31, 2009 2:24 pm

Sorry, what?
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