DotA mod discussion
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DotA mod discussion
im sure many of you have tried DotA
its based on a starcraft map, Aeon of Strife. you control a single "hero" and battle against your enemies with the aid of allied heroes and hordes of NPC units. players are able to gain new abilities and powers for their heroes by gaining experience, and are able to find items on the map to help them as well as purchasing them at a store.
i've tossed the idea around with a few modmakers... i think something could be rigged up nicely with thefatcontrollers non-allied chicken code in terms of how the two armies of NPC hordes would function; the massive stumbling block i see here would be to make the code for "levelling up" as well as finding and using items.
certainly i would be willing to make the visual elements of the game, but i wouldn't have a clue even how to start programming the lua for the features a DotA game would require... so consider this post a request for help with this... possibly... i dunno. just really considering the feasability of the project, how long it would take, and could i get help with it from some of the lua wizards...
its based on a starcraft map, Aeon of Strife. you control a single "hero" and battle against your enemies with the aid of allied heroes and hordes of NPC units. players are able to gain new abilities and powers for their heroes by gaining experience, and are able to find items on the map to help them as well as purchasing them at a store.
i've tossed the idea around with a few modmakers... i think something could be rigged up nicely with thefatcontrollers non-allied chicken code in terms of how the two armies of NPC hordes would function; the massive stumbling block i see here would be to make the code for "levelling up" as well as finding and using items.
certainly i would be willing to make the visual elements of the game, but i wouldn't have a clue even how to start programming the lua for the features a DotA game would require... so consider this post a request for help with this... possibly... i dunno. just really considering the feasability of the project, how long it would take, and could i get help with it from some of the lua wizards...
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: DotA mod discussion
For 'levelling up', you could simply unlock extra abilities when the unit reaches a certain value of experience.
Re: DotA mod discussion
Hello,
Try this, see if you like it. For now it is in the state of "Proof of concept", I do hope I will make it a playable mode someday, but don't ask me when that day will be or I will LOCK this thread. Oops I forgot this is not the TOWER DEFENSE thread; Feel free to post your suggestions, or feel free to play with the scripts.
The game was done using quantum's mission editor ( http://springrts.com/phpbb/viewtopic.php?f=14&t=18218 ) and it is based on BA 6.95 therefore you need to have this mod installed. You also need this map: http://spring.jobjol.nl/show_file.php?id=1435 the game only works on that map.
Install:
Just copy the *.SDZ file in your mod folder and the map into your maps folder, open springlobby and host a new mission.
How to play:
- Change the map to "Downs of Destruction"
- Put team 1 as allay 1, and set it to Mission AI
- Put team 2 as allay 2, and set it to Mission AI
- From team 3 to 7 are to be set to allay 1
- From team 8 to 12 are to be set to allay 2
- Disable Units Wrecks
- Set the ending conditions to "kill everything"
Unfortunately the script crashes if you put any player in alliance 2, but if your friends join alliance 1 everything is fine.
- the goal is to destroy the enemy's Vulcan Cannon.
Well here are the modfile and the project file:
Try this, see if you like it. For now it is in the state of "Proof of concept", I do hope I will make it a playable mode someday, but don't ask me when that day will be or I will LOCK this thread. Oops I forgot this is not the TOWER DEFENSE thread; Feel free to post your suggestions, or feel free to play with the scripts.
The game was done using quantum's mission editor ( http://springrts.com/phpbb/viewtopic.php?f=14&t=18218 ) and it is based on BA 6.95 therefore you need to have this mod installed. You also need this map: http://spring.jobjol.nl/show_file.php?id=1435 the game only works on that map.
Install:
Just copy the *.SDZ file in your mod folder and the map into your maps folder, open springlobby and host a new mission.
How to play:
- Change the map to "Downs of Destruction"
- Put team 1 as allay 1, and set it to Mission AI
- Put team 2 as allay 2, and set it to Mission AI
- From team 3 to 7 are to be set to allay 1
- From team 8 to 12 are to be set to allay 2
- Disable Units Wrecks
- Set the ending conditions to "kill everything"
Unfortunately the script crashes if you put any player in alliance 2, but if your friends join alliance 1 everything is fine.
- the goal is to destroy the enemy's Vulcan Cannon.
Well here are the modfile and the project file:
- Attachments
-
- eternal defence.mission.xml
- mission editor project file
- (542.03 KiB) Downloaded 28 times
-
- testmission.sdz
- Mod file
- (115.62 KiB) Downloaded 34 times
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: DotA mod discussion
DotVC?xyz wrote:the goal is to destroy the enemy's Vulcan Cannon
Re: DotA mod discussion
I would like to have it something close to what War Evolution was!
Four types of mechs. Upgrading from experience.
Although the upgrading mechanic was just unlocking hidden weapons on it!
Four types of mechs. Upgrading from experience.
Although the upgrading mechanic was just unlocking hidden weapons on it!
Re: DotA mod discussion
Couldn't DOTA be made using War Evolution's units? That is, grab a bunch of CA skirmishers for the creeps, and then use War Evo's units for the heros?Pendrokar wrote:I would like to have it something close to what War Evolution was!
Four types of mechs. Upgrading from experience.
Although the upgrading mechanic was just unlocking hidden weapons on it!
Re: DotA mod discussion
that certainly could work well
i was thinking... TA-ify dota a bit; have it so your hero (commander) reclaims wrecks, then uses them to buy upgrades for himself (upgrades are an instantaneous unit morph) in the form of new weapons, better stats, etc.
some of the things that i'd like to see included if this ever gets off the ground...
in dota it seemed like most heroes had "auras" which were abilities that ran on a timer and effected not only the hero himself, but other units surrounding him within his range (effecting things like damage, defense, healing rate... one of my favourites in dota was thorns aura, which mean that whenever a unit with thorns aura was hit at close range, the damage was shot back to the attacker at 1/2 power)
many heroes as well had "summon" abilities, which would bring a unit into the game for a limited time under that heroes command
im not sure how i feel about having random items dropped around the map that the heroes can pick up, that was the one thing in dota that i was never particularly keen on... some items seemed very OP; if items were to be included i'd like to see them have special consideration for balancing; or at least have a comprehensive "store" that heroes could buy items at for a more reasonable price and with a better selection than the way it seemed to be in dota.
and yeeee, agreed pendro and pxtl... i can picture it, and i like it (although, since im fail @ coding, i'd probably try to create some of my own models anyway; at least for the creeps)
in either case, got a nod of support from someone i expect has the follow-through to work on this project from the coding aspect, so i expect that although it seems fairly complicated now, a lua wizard would be able to beat it into submission.
p.s. ubuntu is my new best friend
i was thinking... TA-ify dota a bit; have it so your hero (commander) reclaims wrecks, then uses them to buy upgrades for himself (upgrades are an instantaneous unit morph) in the form of new weapons, better stats, etc.
some of the things that i'd like to see included if this ever gets off the ground...
in dota it seemed like most heroes had "auras" which were abilities that ran on a timer and effected not only the hero himself, but other units surrounding him within his range (effecting things like damage, defense, healing rate... one of my favourites in dota was thorns aura, which mean that whenever a unit with thorns aura was hit at close range, the damage was shot back to the attacker at 1/2 power)
many heroes as well had "summon" abilities, which would bring a unit into the game for a limited time under that heroes command
im not sure how i feel about having random items dropped around the map that the heroes can pick up, that was the one thing in dota that i was never particularly keen on... some items seemed very OP; if items were to be included i'd like to see them have special consideration for balancing; or at least have a comprehensive "store" that heroes could buy items at for a more reasonable price and with a better selection than the way it seemed to be in dota.
and yeeee, agreed pendro and pxtl... i can picture it, and i like it (although, since im fail @ coding, i'd probably try to create some of my own models anyway; at least for the creeps)
in either case, got a nod of support from someone i expect has the follow-through to work on this project from the coding aspect, so i expect that although it seems fairly complicated now, a lua wizard would be able to beat it into submission.
p.s. ubuntu is my new best friend
Re: DotA mod discussion
Too bad the whole thing of having to add bots is really cumbersome. Doesn't the Gaia have support for non-player factions for this kind of thing?
Otherwise, could the creeps be unelectable units associated with a player?
Otherwise, could the creeps be unelectable units associated with a player?
Re: DotA mod discussion
It's very easy to do creeps as Gaia, non-Neutral. And the Lua could run in a way that's compatible with every possible map.
Re: DotA mod discussion
DotA creeps have to fight other creeps AFAIK, I think that could be done easily by making those units belong to a player on the team and simply prevent him from giving orders to them.
Re: DotA mod discussion
Yeah, I forgot about the friendly creeps. Easy enough to do, though.
Re: DotA mod discussion
I don't believe War Evolution's partial use guidelines allow for the incorporations of the current assets in another game. In addition, I would rather do something like this with entirely new models.
Or as a map-based mutator for a particular game or mod, maybe Gundam or BA.
Or as a map-based mutator for a particular game or mod, maybe Gundam or BA.
Re: DotA mod discussion
Micro Modules is already based on a combination of small creeps and big units, I don't know how many are needed for DotA but that could be useful.
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- Posts: 834
- Joined: 19 May 2009, 21:10
Re: DotA mod discussion
You could have bundled the map with the mod/misson in one archive. This has been proven to work fine. So users would only need to download 1 file.xyz wrote: The game was done using quantum's mission editor ( http://springrts.com/phpbb/viewtopic.php?f=14&t=18218 ) and it is based on BA 6.95 therefore you need to have this mod installed. You also need this map: http://spring.jobjol.nl/show_file.php?id=1435 the game only works on that map.
Re: DotA mod discussion
Yes, unfortunately I have no idea how to do that; Any help will be appreciated.SirMaverick wrote:You could have bundled the map with the mod/misson in one archive. This has been proven to work fine. So users would only need to download 1 file.
Re: DotA mod discussion
hi xyz! took me a while, but i finally tried your mission, and was very impressed.
as stated, if you could include the two files as a single archive, that would be perfect; certainly it would make the game-mode nice and accessible... that was how "original" dota for wc3 was, download the map, and the game-mode was built into it...
perhaps if we go ahead with this, i could use the creeps from micromodules as placeholders until new content could be created to fill the spot; certainly don't have anything against the models, they're great, i just want to be involved and contribute as much as i can; and since all i really know how to do is create models and maps, i might as well crank away at them.
xyz ... do you mind if i fiddle with your mission a bit and possibly release my own version?
*edit* maybe this would be the sort of project where it would be GOOD to spend ages and ages working on a single model; if anyone would like to contribute art and models, especially in the vein of "heroes" which probably deserve more detail and care than i'm likely to be able to afford them, jump on in, the waters fine!
as stated, if you could include the two files as a single archive, that would be perfect; certainly it would make the game-mode nice and accessible... that was how "original" dota for wc3 was, download the map, and the game-mode was built into it...
perhaps if we go ahead with this, i could use the creeps from micromodules as placeholders until new content could be created to fill the spot; certainly don't have anything against the models, they're great, i just want to be involved and contribute as much as i can; and since all i really know how to do is create models and maps, i might as well crank away at them.
xyz ... do you mind if i fiddle with your mission a bit and possibly release my own version?
*edit* maybe this would be the sort of project where it would be GOOD to spend ages and ages working on a single model; if anyone would like to contribute art and models, especially in the vein of "heroes" which probably deserve more detail and care than i'm likely to be able to afford them, jump on in, the waters fine!
Re: DotA mod discussion
Not at all, feel free to do whatever you want.KaiserJ wrote: xyz ... do you mind if i fiddle with your mission a bit and possibly release my own version?
I like the way this map looks on the sides, but there is way to much water in the middle, and i would like to have only one river pass instead of two.
BTW I've uploaded the latest version.
Change-log:
-Renamed it to DotV (Defenders of the Vulcan)
-every 2 min each side will get a siege vehicle also,
-limited the number of players to 3 per team, so that spring will not crash, if the number of players exceeds 8.
-balanced the defense a little bit.
*EDIT* -Also if you destroy enemies building you will get a bonus unit each wave.
Test:
-I tried combining War_Evolution with BA but after that the lobby client froze when i was trying to host the game.
If anyone want to test this game in a 3vs3 match let me know.
*EDIT*: Let me know on the lobby, search for xyz32.
Re: DotA mod discussion
Ask OptimusPrime and it's done! If you can find him on Supreme Commander forums or moddb.com that is!neddiedrow wrote:I don't believe War Evolution's partial use guidelines allow for the incorporations of the current assets in another game. In addition, I would rather do something like this with entirely new models.