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Messages - Blood Raven

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1
News / Re: Build A World Map Making Contest!
« on: December 25, 2016, 04:19:34 am »
If anyone is looking for a theme i always wanted to see a dungeon based warcraft 3 map.

If anyone remember the old 1 vs 1 map bright and dark... then a bit like this map, just only the dark part :)

Were talking a map with warlocks, overlords, Voidwalkers, infernals, fel stalkers and the list goes on.

And ofcourse a sick ass terrain that remains enjoyable for a player, but still is remarkable and exclusive for a spectator! Lets go!
I have a couple of maps that use the dungeon tileset if you're interested:
http://www.hiveworkshop.com/threads/deamonheim.190529/
http://www.hiveworkshop.com/threads/elemental-caverns.208149/
http://www.hiveworkshop.com/threads/separated-worlds.262645/
Only the first on is FFA though. The second one is a kind of 3v3 and the last is 1v1.

Happy holidays everyone!

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News / Re: Build A World Map Making Contest!
« on: December 23, 2016, 05:34:12 pm »
@ZsSuperCumulo the blue coloring shows that the creeps in question have their acquisition range set to camp (200). Such helper functions (such as the selection helpers and starting location display) can be toggled on or off using the "I" key.

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News / Re: Build A World Map Making Contest!
« on: December 21, 2016, 05:32:02 am »
@ZsSuperCumulo You can add any weather effects (like snow, rain, moonlight etc) from Scenario -> Map options. Do experiment with it, it can breathe a lot of life into a map. Also experiment with fog too, but don't make it too dense or hard to see through.

@Ugrilainen The limit is now 128MB, no?

@FML|WorpeX Will do, but the map is far from getting finished. Even though it is barely 50% finished, I'm already over the doodad limit :D Just 12-player map things. It's essentially a much larger version of my 3-player Hidden Glade map.
Here's overall what's finished:

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News / Re: Build A World Map Making Contest!
« on: December 20, 2016, 08:18:29 pm »
@ZsSuperCumulo Well, I just slapped ashenvale rock and grass textures to the outland floating rock. Told you, some really cool stuff can come out of texture fiddling.
And about the tiles, I mostly do everything with a 1px brush unless I need to cover a large area with one tile (after which I add more with the 1px brush).

Also here is a completely random screenshot from one of my WiP 12-man FFA maps (I won't be using it in the contest since it was started beforehand)

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News / Re: Build A World Map Making Contest!
« on: December 20, 2016, 07:18:20 pm »
@blast870 , @FML|WorpeX  is there any way to change the color of plants? such as bush, Shrub, Viny plant, all of these come in green by default, but can I change their color?
Actually there is a way, but it takes some time and effort.
You might also need some tools like WC3 Image extractor and an image editing program.
1. Find the texture, which your model uses. You can do that by finding the model in Magos Model Editor (via the MPQ browser), going to windows->textures and seeing the texture path.
2. Open up WC3 image extractor and find the texture by the path you saw. Export as .tga
3. Open the .tga in any image editing program (like GIMP, paint.net or photoshop) and select the part of the texture corresponding to your model (the texture might be compilation for a number of doodads).
4. Adjust hue/saturation until you recieve the desired result.
5. Load your modified .tga back into WC3 Image extractor and export it as .blp. 75 quality is optimal (and with the new map filesize limit it shouldn't be a problem).
6. Import your new .blp file into the import manager of your map and change its path to the path from step 1.
7. Save your map and rerun the WE.

I know, too complicated for something so small and it probably isn't worth it, but you could get some very interesting results if you play around with this. I've used it in a couple of maps I've made, you can see the results in the images I've attached. For the rocks and bushes I've used copy-and-paste from other textures though.

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News / Re: Build A World Map Making Contest!
« on: December 19, 2016, 08:58:03 am »
Here are some screens from my first map (yep, I plan on making more than one if I have the time). Decided to mash up the ashenvale and sunken ruins terrain types. Note that this is very early WiP though, most doodads have not been placed.

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News / Re: Build A World Map Making Contest!
« on: December 17, 2016, 11:54:15 am »
@ZsSuperCumulo
The statue was either from Cityscape/Structures or Cityscape/Props categories.
The runes are from Dalaran Ruins Props or Destructibles, I'm not sure. You can always copy the doodads from other maps if you can not find them, although it will be a bit more time-consuming.
About your other question, that's called rolling shores and there are a couple of ways to do it:
1. Add shallow water, then make all the cliffs into ramps. This will however limit visibility and is time-consuming.
2. Start your map with shallow water everywhere, then raise the terrain out of the water. Now when you lower it, there will be water without cliffs. This does require you to start your map all over again though (you can still copy parts of the terrain/doodads)
I'd recommend that you read my terraining tutorial for future reference. Not all points in it can be applied to melee map making though.
Good luck!

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News / Re: Build A World Map Making Contest!
« on: December 17, 2016, 10:10:10 am »
Good luck to all the participants! Hive sends its regards.

I do have a couple of questions though:
1. Are we forced to use that creep drop table or is it just a guideline?
2. Are we allowed to use custom imports (for terraining purposes) as long as the map is still classified as melee?
3. Are fortress (team based) maps allowed?
4. Are we allowed to upload the maps we make for this contest to other sites (for example to the hiveworkshop)?

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