SUPPORT ACCOUNT CLANS
Welcome, Unregistered.
 

Thread: [Map] PVP RPG

Page 1 of 4 1234 LastLast
Results 1 to 20 of 70
  1. #1
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Australia
    Posts
    291

    [Map] PVP RPG

    Description: This map is a rpg where teams have to go down a winding road fighting through neutral camps to get to the middle of the map. An opposing team is doing the same and in the middle is both teams world trees, Kongor and a secret shop. Several strategies are viable like rushing the base, farming a carry with the last hits, buying a winged courier to spy on enemy progress, killing enemy tree, killing enemy team. Going slow and getting the maximum exp from extra creeps then arriving late but stronger, creep skipping with most of the team and leaving a carry to solo the early creeps.. etc

    Screenshots:





    New map screen-shot below!










    Known Problems:

    It is not yet balanced for 5v5 play, I need balance feedback and might have to restrict the game to 1v1, 2v2 and 3v3?


    Dream:
    Vote up on dream!!!
    http://dream.heroesofnewerth.com/map/Hot_To_Go/PVP RPG

    File: Get the file from dream, media fire keeps deleting my file.

    Instructions: Put the file into your Heroes of Newerth map folder which is in program files, game, maps. Play the map in practice mode.

    Code:
    Updated to v1.09
    - Gold tick increased from 1 to 2
    - Exp multiplier increased from 1.0 to 1.5
    - Middle pvp section textured and models added, making it look more like a clash of good and evil
    - Neutral creep camps bugs fixed
    - Creep stacking is now possible
    - Changed scenery heroes to level 25 to stop players farming them
    ----------------------------------------------------------------------------------------------
    Updated to v1.08
    - Second layer texture editing to make everything look a lot nicer and smooth
    - Fixed several neutral camps spawn issues
    -----------------------------------------------------------------------------------------------
    Updated to v1.07
    - Kongor now drops a Doombringer instead of token
    - You now have to load the map twice for some of the coding to take affect
    - Several neutral creep camps fixed
    - Secret Shop fixed again.
    - Made the shortcut where you cut trees down more even for both teams
    -----------------------------------------------------------------------------------------
    Updated to v1.06
    - Path more clearly defined and the volcano repainted to make it less dark
    - Lots of terrain second layer additions to make the map look a lot nicer
    - Kong has a new lair
    - Ancient creeps spawn fixed so the middle ancient properly spawns
    ---------------------------------------------------------------------------------
    Updated to v1.05
    
    - Secret shop now working 
    - Kong area worked on to indicate where his lair starts and ends
    - Added two towers to the end bases for each team
    - Changed countdown timer so the game starts immediately and the neutral creeps will spawn instantly
    - Removed homecoming stone from the shop
    Last edited by Hot_To_Go; 12-08-2011 at 02:37 AM.

  2. #2
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Australia
    Posts
    291
    Thank you very much Oloko for the support with codes and other tips.

    dandylion for help with neutrals, as well as anyone else I have missed who has given me help.
    Last edited by Hot_To_Go; 01-06-2011 at 08:09 AM.

  3. #3
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Feb 2010
    Location
    Norway
    Posts
    819
    This looks EPIC! , The map looks awesome! can't wait to try it out!, Good Job! keep it up!

  4. #4
    Offline
    Account Icon
    Join Date
    Oct 2009
    Location
    The Internet
    Posts
    119
    Quote Originally Posted by ScreenShotx View Post
    This looks EPIC! , The map looks awesome! can't wait to try it out!, Good Job! keep it up!
    QFT.

  5. #5
    Is everyone seeing the massive borders around ur screenies might wanna fix that

  6. #6
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Australia
    Posts
    291
    Thank's a lot, did the screenshots work? They look fine to me but a friend says he sees big white spaces around them?

    I published it on dream now, though the map needs more coding work to perfect. Hopefully dream allows changes to the file.

  7. #7
    Offline
    Account Icon
    Join Date
    Oct 2009
    Location
    The Internet
    Posts
    119
    i dont see any white spaces...They look fine to me

  8. #8
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Australia
    Posts
    291
    Cheers Roozi, Thumbs up on dream if you like it dude, took me a long time to get it to this stage!

  9. #9

    MAAADDD!

    This map looks awesome! Common S2 add this already!

    RPG AoE2 WTF!

  10. #10
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Nov 2009
    Location
    New Zealand
    Posts
    75
    Looking forward to this.


  11. #11
    Just here to bug report and to bump ur cool idea

    Kong is bugged, sometimes when attacking him i miss, im assuming this is some code leftover from caldaver and the functionality with kongors lair.

    Add some defence towers to the bases please

    There is a really weird camera glitch,ill go through with you some time

    Oh and some of the nuetral camps arent correct

    Great map tho was alot of fun just running through the nice environs killin the nuets

  12. #12
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Australia
    Posts
    291
    Quote Originally Posted by _Tones_ View Post
    Just here to bug report and to bump ur cool idea

    Kong is bugged, sometimes when attacking him i miss, im assuming this is some code leftover from caldaver and the functionality with kongors lair.

    Add some defence towers to the bases please

    There is a really weird camera glitch,ill go through with you some time

    Oh and some of the nuetral camps arent correct

    Great map tho was alot of fun just running through the nice environs killin the nuets
    Kong is not really a bug, its just his lair area, I either have to make a lair for him that is more defined so you know you are out of it or get rid of the miss function.

    Which neutrals in particular? I need to go through them all, it took me hours to add them all in.

    The defence tower is a good idea, might solve the level 1 rush problem with homecoming stones but I think its still a problem, maybe two towers? Dunno.

    Thanks for the feedback I will work on all of this.

  13. #13
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Australia
    Posts
    291
    Can someone help me out with some codes? I can not figure out how to do two things:

    1. Disable certain items, for instance homecoming stones.

    2. Have neutrals spawn at the start of the game. Oloko showed me how to do this with the game.config file but to do this I have to add a folder called resources with that file added into it. The game randomly deletes that folder soon after adding it.

  14. #14
    Quote Originally Posted by Hot_To_Go View Post
    Can someone help me out with some codes? I can not figure out how to do two things:

    1. Disable certain items, for instance homecoming stones.

    2. Have neutrals spawn at the start of the game. Oloko showed me how to do this with the game.config file but to do this I have to add a folder called resources with that file added into it. The game randomly deletes that folder soon after adding it.
    1. If you want to delete the item from the shop you will have to do the following:

    In your resource folder of your map, create a new folder called items.
    In it, create a new folder called shops.
    Open up resources0.s2z file from your game folder and go into the /items/shops folder.
    Copy the shop_supplies.entity file from the resources0.s2z into the /items/shops folder of your map.
    Open up this new shop_supplies.entity file that is in your map.
    Delete the <item name="Item_HomecomingStone" /> line of the file.

    2. Yes the folder is deleted when you save from the editor. It's pretty lame, but you will have to always backup your resources folder before using the map editor and then add it in your map every time you save.

  15. #15
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Australia
    Posts
    291
    Thank you so much Oloko, this is what confused me so often, the folder disappearing. I will implement the changes now and update the map!!

  16. #16
    Lol im in the first screen shot very cools =D

  17. #17
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Australia
    Posts
    291
    Updated to version 1.06, Patch notes above. Hit a slow point the map, apart from some cosmetic changes it is working how I want it to. I need some more feedback from testers because I don't know what else to change.

  18. #18
    I can pretty much run past kongor to the enemy fountain.

    Also only way for feedback would be to actually play against people

  19. #19
    Quote Originally Posted by Waterd View Post
    I can pretty much run past kongor to the enemy fountain.

    Also only way for feedback would be to actually play against people

    We need a way to test these maps like lets say S2 gives us few people some client (just like test client only for maps) so we can test these maps.

    Most of them look awesome
    My custom map -> Pacman HoN Style

  20. #20
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Australia
    Posts
    291
    It is intended you can run past kongor, there is a whole path that deviates around him. Kongor has a seperate lair where you can use the secret shop or kill him. Or you can choose to rush the base. He is not meant to be a guard to the bases.

    If you feel he should I can consider that feedback, but he is working as intended.

    You are right FlameStick, to balance the map properly we need to play it with multiplayer enabled. I need to find out if certain strategies on this map are over powered. Like base rushing at early levels, or creep skipping and having a carry get the early ones solo.

    My map has a lot of emelements and strategies that can be adopted, especially since the creeps respawn normally, how long do you kill creeps for? Which characters should farm? Is a couple of you powerful enough to rush the ancients or Kongor while the others kill low creeps?

    We need testing!!!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •