Battle Arena Zero - Warcraft III Map Release
<div class="IPBDescription">Release & Discussion for Warcraft III Fans</div>I was wondering if any of you's play Warcraft III by any chance?
I've begun working on my Warcraft III map in favour of completing my NS map Metaphor (I'm currently holding the ns map project atm).
First glance, the map is a TOTAL Rewritten and Redesigned Angel Arena Map that I've already have called it Battle Arena Zero.
A lot of things have been added to it, a lot of it have yet to be implemented at this stage as the progress is going slow atm.
So here's my overview and the current progress of the war3 map.
Battle Arena Zero v0.1 Alpha Release, Formerly Angel Arena Zero
Date: 13-12-06
Map Author: Zerotech
E-Mail: <a href="mailto:zerotech80@yahoo.com.au">zerotech80@yahoo.com.au</a>
Status 25% Complete
Q. What do you get when you combine one map of a certain type and another under a different mode?
A. You get 2 maps integrated into one.
<b>Overview of Battle Arena Zero</b>
<b>Info. About this map</b>
I am aware that a number of players have already have tested out the previous versions of Angel Arena Z scattered throughout the internet.
The overall gameplay of all the versions that the map author have made have been a major transitions, thus creating a more dynamic gameplay atmosphere.
Ever wondered what it would be like to combine one map of a particular role and another map of a different role. By experiment the feelings are somewhat mixed. As this release is in development stages.
A lot of work needs to be done before the author declares its finished product.
In case you were wondering about the sudden name change, I've decided to provide my explanation of the changes (details are below the page) to improve the overall image of the map and as well as the Angel Arena projects.
<b>What's new and different compared to all the other Angel Arena series?</b>
A lot has changed, not just in visual appearences, also the gameplay role has changed dramatically, as people are adjusting to new gameplay enviroments. The map has taken over 3 months to complete from scratch and it is still a long way to go into completion. I'll start by explaining what this version contains comparing to the rest.
<b>Whats NEW? That has been added</b>
o Hero Selection Module redeveloped, now you can select heros from tavens instead of navigating (incomplete)
o New Heros added (Not many has been added as the author have begun fixing the map for any memory leaks)
o Re-Established Items, new and existing
o Item Manual Sets Complete restructuring - Combining certain items as well as the manual will transform into improved weapons and protection at your disposal
o Visual Layout has been redesigned from beginning
o Trigger Codes are now been re-written from scratch as all other Angel Arena Series they use the same coding algorithm and thus the code structure are prone to memory leaks
o Reduced the amount of memory leaks in the map, thus preventing any abnormal gameplay bugs and crashes
o Imposed limits on Gate Creeps spawning, the limit is 8 on each camp (this is done in order to reduce the memory it takes and improves on gameplay)
<b>What's yet to be added/improved</b>
o The basic foundations of the Angel Arena Series
o Preview - 2 Gameplay modes integrated into one
o Incomplete coding structure, It is not finished at time of writing
o New and existing Heros have yet to be added
o Item Sets have not been fully completed or implemented
o Additional Quests have yet to be established
o Duel Arena have yet to be installed
o Multi-Arena is yet to be established (more info. about it on future releases)
o TOP-SECRET - A New System will be established, cannot discuss of what this system is about. Info. about this new system will be elaborated upon future releases
<b>Why a name change to the map based on the Angel Arena series?</b>
To start off, I am aware there are various releases of the Angel Arena series. Most of the releases are edited and repacked. Most of the various releases uses the same psuedo-coding from the original Angel Arena series.
I've decided to change the name as the new name change will appeal to the target audience, thus creating an enviromental atmosphere. The idea is to attract as much of the audience as possible at the same time to keep the
map appealing. It is impossible to satisfy everyone as they have their different interests on how they like to play their game.
<b>Why have you decided to write the code from scratch instead of using the existing coding from the Angel Arena Maps?</b>
As far as I'm aware the coding structure that was used are heavily bugged, memory leaks were occuring at an alarming rate which could lead to the game unstable and prone to crashing. Warcraft III crashes happen more likely on bad edited maps which have a lot of memory leaks rather than the game itself (apart from hardware issues not relating to specific playable maps).
Another reason I've decided to write the code from scratch is to keep the coding organized and balanced so if changes were needed to be done, it can be retrieved in a matter of moments rather than replacing the existing coding values. It's a case of If it's broken, replace it rather than If it ain't broke, don't fix it.
I am aware as this is not a finished product, bugs are expected to happen, Provide your feedback to the map author here via email (contact details are on top of page)
Releases of this map are coming soon, for now I will start by providing some screenshots.
Keep an eye out on this thread for future releases.
<a href="http://img216.imageshack.us/my.php?image=baz01hd0.jpg" target="_blank"><img src="http://img216.imageshack.us/img216/9707/baz01hd0.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img207.imageshack.us/my.php?image=baz02ee0.jpg" target="_blank"><img src="http://img207.imageshack.us/img207/1197/baz02ee0.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img207.imageshack.us/my.php?image=baz03cf2.jpg" target="_blank"><img src="http://img207.imageshack.us/img207/9914/baz03cf2.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img207.imageshack.us/my.php?image=baz04ee6.jpg" target="_blank"><img src="http://img207.imageshack.us/img207/1223/baz04ee6.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img222.imageshack.us/my.php?image=baz05km2.jpg" target="_blank"><img src="http://img222.imageshack.us/img222/5120/baz05km2.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img222.imageshack.us/my.php?image=baz06hg0.jpg" target="_blank"><img src="http://img222.imageshack.us/img222/1032/baz06hg0.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img206.imageshack.us/my.php?image=baz07sv2.jpg" target="_blank"><img src="http://img206.imageshack.us/img206/2526/baz07sv2.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img204.imageshack.us/my.php?image=baz08qa2.jpg" target="_blank"><img src="http://img204.imageshack.us/img204/5831/baz08qa2.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img204.imageshack.us/my.php?image=baz09vp4.jpg" target="_blank"><img src="http://img204.imageshack.us/img204/1503/baz09vp4.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img215.imageshack.us/my.php?image=baz10ep5.jpg" target="_blank"><img src="http://img215.imageshack.us/img215/9111/baz10ep5.th.jpg" border="0" alt="IPB Image" /></a>
<b>UPDATE:</b> Due to Forums File Size Limits, I'm unable to send the files directly to the board, instead I will upload it onto another site.
Link to : <a href="http://www.epicwar.com/maps/9585/" target="_blank">Battle Arena Zero 0.1 Alpha Dev. Test Preview Rel. 1</a> Link FIXED now hosted on Epicwar's mapping site
I've begun working on my Warcraft III map in favour of completing my NS map Metaphor (I'm currently holding the ns map project atm).
First glance, the map is a TOTAL Rewritten and Redesigned Angel Arena Map that I've already have called it Battle Arena Zero.
A lot of things have been added to it, a lot of it have yet to be implemented at this stage as the progress is going slow atm.
So here's my overview and the current progress of the war3 map.
Battle Arena Zero v0.1 Alpha Release, Formerly Angel Arena Zero
Date: 13-12-06
Map Author: Zerotech
E-Mail: <a href="mailto:zerotech80@yahoo.com.au">zerotech80@yahoo.com.au</a>
Status 25% Complete
Q. What do you get when you combine one map of a certain type and another under a different mode?
A. You get 2 maps integrated into one.
<b>Overview of Battle Arena Zero</b>
<b>Info. About this map</b>
I am aware that a number of players have already have tested out the previous versions of Angel Arena Z scattered throughout the internet.
The overall gameplay of all the versions that the map author have made have been a major transitions, thus creating a more dynamic gameplay atmosphere.
Ever wondered what it would be like to combine one map of a particular role and another map of a different role. By experiment the feelings are somewhat mixed. As this release is in development stages.
A lot of work needs to be done before the author declares its finished product.
In case you were wondering about the sudden name change, I've decided to provide my explanation of the changes (details are below the page) to improve the overall image of the map and as well as the Angel Arena projects.
<b>What's new and different compared to all the other Angel Arena series?</b>
A lot has changed, not just in visual appearences, also the gameplay role has changed dramatically, as people are adjusting to new gameplay enviroments. The map has taken over 3 months to complete from scratch and it is still a long way to go into completion. I'll start by explaining what this version contains comparing to the rest.
<b>Whats NEW? That has been added</b>
o Hero Selection Module redeveloped, now you can select heros from tavens instead of navigating (incomplete)
o New Heros added (Not many has been added as the author have begun fixing the map for any memory leaks)
o Re-Established Items, new and existing
o Item Manual Sets Complete restructuring - Combining certain items as well as the manual will transform into improved weapons and protection at your disposal
o Visual Layout has been redesigned from beginning
o Trigger Codes are now been re-written from scratch as all other Angel Arena Series they use the same coding algorithm and thus the code structure are prone to memory leaks
o Reduced the amount of memory leaks in the map, thus preventing any abnormal gameplay bugs and crashes
o Imposed limits on Gate Creeps spawning, the limit is 8 on each camp (this is done in order to reduce the memory it takes and improves on gameplay)
<b>What's yet to be added/improved</b>
o The basic foundations of the Angel Arena Series
o Preview - 2 Gameplay modes integrated into one
o Incomplete coding structure, It is not finished at time of writing
o New and existing Heros have yet to be added
o Item Sets have not been fully completed or implemented
o Additional Quests have yet to be established
o Duel Arena have yet to be installed
o Multi-Arena is yet to be established (more info. about it on future releases)
o TOP-SECRET - A New System will be established, cannot discuss of what this system is about. Info. about this new system will be elaborated upon future releases
<b>Why a name change to the map based on the Angel Arena series?</b>
To start off, I am aware there are various releases of the Angel Arena series. Most of the releases are edited and repacked. Most of the various releases uses the same psuedo-coding from the original Angel Arena series.
I've decided to change the name as the new name change will appeal to the target audience, thus creating an enviromental atmosphere. The idea is to attract as much of the audience as possible at the same time to keep the
map appealing. It is impossible to satisfy everyone as they have their different interests on how they like to play their game.
<b>Why have you decided to write the code from scratch instead of using the existing coding from the Angel Arena Maps?</b>
As far as I'm aware the coding structure that was used are heavily bugged, memory leaks were occuring at an alarming rate which could lead to the game unstable and prone to crashing. Warcraft III crashes happen more likely on bad edited maps which have a lot of memory leaks rather than the game itself (apart from hardware issues not relating to specific playable maps).
Another reason I've decided to write the code from scratch is to keep the coding organized and balanced so if changes were needed to be done, it can be retrieved in a matter of moments rather than replacing the existing coding values. It's a case of If it's broken, replace it rather than If it ain't broke, don't fix it.
I am aware as this is not a finished product, bugs are expected to happen, Provide your feedback to the map author here via email (contact details are on top of page)
Releases of this map are coming soon, for now I will start by providing some screenshots.
Keep an eye out on this thread for future releases.
<a href="http://img216.imageshack.us/my.php?image=baz01hd0.jpg" target="_blank"><img src="http://img216.imageshack.us/img216/9707/baz01hd0.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img207.imageshack.us/my.php?image=baz02ee0.jpg" target="_blank"><img src="http://img207.imageshack.us/img207/1197/baz02ee0.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img207.imageshack.us/my.php?image=baz03cf2.jpg" target="_blank"><img src="http://img207.imageshack.us/img207/9914/baz03cf2.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img207.imageshack.us/my.php?image=baz04ee6.jpg" target="_blank"><img src="http://img207.imageshack.us/img207/1223/baz04ee6.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img222.imageshack.us/my.php?image=baz05km2.jpg" target="_blank"><img src="http://img222.imageshack.us/img222/5120/baz05km2.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img222.imageshack.us/my.php?image=baz06hg0.jpg" target="_blank"><img src="http://img222.imageshack.us/img222/1032/baz06hg0.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img206.imageshack.us/my.php?image=baz07sv2.jpg" target="_blank"><img src="http://img206.imageshack.us/img206/2526/baz07sv2.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img204.imageshack.us/my.php?image=baz08qa2.jpg" target="_blank"><img src="http://img204.imageshack.us/img204/5831/baz08qa2.th.jpg" border="0" alt="IPB Image" /></a>
<a href="http://img204.imageshack.us/my.php?image=baz09vp4.jpg" target="_blank"><img src="http://img204.imageshack.us/img204/1503/baz09vp4.th.jpg" border="0" alt="IPB Image" /></a><a href="http://img215.imageshack.us/my.php?image=baz10ep5.jpg" target="_blank"><img src="http://img215.imageshack.us/img215/9111/baz10ep5.th.jpg" border="0" alt="IPB Image" /></a>
<b>UPDATE:</b> Due to Forums File Size Limits, I'm unable to send the files directly to the board, instead I will upload it onto another site.
Link to : <a href="http://www.epicwar.com/maps/9585/" target="_blank">Battle Arena Zero 0.1 Alpha Dev. Test Preview Rel. 1</a> Link FIXED now hosted on Epicwar's mapping site
Comments
You are making remake number 212378 of that map. You are adding no real original content, you are just taking somebody else's work and modifying it a little bit. Completely and entirely unimpressive.
The name of the map "Battle arena Zero", seriously, what an "xtreme" generic name. Give it a real name, instead of 3 "cool" words strung together. Why "zero" in the first place? It makes no sense.
File -> New. Make your map from scratch, put actual time into your work. Better yet, come up with an original idea for a map as well. There is already enough Tower defence/DOTA/Arena maps to last a lifetime.
File -> New. Make your map from scratch, put actual time into your work. Better yet, come up with an original idea for a map as well. There is already enough Tower defence/DOTA/Arena maps to last a lifetime.
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As a matter of act I've already made this map from scratch mind you. (read through the changelog on what I've done.
The idea of combining 2 game modes into one isnt exactly a new idea. Nor that making an entirely new map with a new gameplay would make it interesting unless it has a few elements of gaming structure that players can easily learn and be able to adapt.
Mind you this is not a dota map, if it was i would be just like everyone else and do all repetitive. Speaking of repetitive, have I decided to make a map and code the way all other maps are done? No.
The idea of a multi-modal map would keep players interested as players have learned experience of maps played like dota.
As for originality, I didn't spend months making a map if it doesn't appeal to the audience. Which is why feedback is so important these days.
Does multi-modal maps exist in warcraft? yes
Are there lots of multi-modal maps available to try out? No.
You see the logic there.
Please spare us! It makes me sad you have a top secret feature which will end up being something insignificant let alone making a level which is just a cover with a few tweaks <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Also: The layout looks the EXACT same as the old versions, where exactly are your "changes"?
Repetition be damned: Don't expect praise over a map that is nothing more then a tweaked version of someone else's map. A map which, by the way, has already been remade/renamed/tweaked 1000 times.
Seriously: What you are doing here is my biggest pet-peeve when it comes to people that make maps for ANY game; taking an already popular map and just changing a few minor things then hoping to get fame off of it.
If you are set on doing an arena map: So be it, somebody finally needs to do it right. STILL, at least make the DESIGN yourself; because honestly, if I see one more "DOTA EXTREME XT 11.900x" or "XTREME ZERO TOWER DEFENCE V5.666" or "ANGEL ARENA ULTIMATE ZERO DRAGON FIRE" Im going to snap.
I hate to jump on the flaming wagon but how is that "mapping" anyway? It's large rectangular spaces bordered with elevated walls and item sellers. I don't play these WCIII mods or the original for that matter but this doesn't look like it should've taken long to complete.
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The coding side of the map takes the most time to complete, I haven't even setup the duel arena system properly, which is why it's been taking months, let alone learning the basic coding structure of it.
As for people who like to criticize, unless you have any substance which can throw me off track you basically have no idea what it's like to develop projects without seeing the real side of things, let alone the amount of reasearch it takes and the ins and outs of the map foundations. Want comparisons? Make a playable map from the HL Engine and Make a map with c++ coding structure on another game engine not relating to fps gaming.
As far as critcism goes, don't expect too much too soon or attempt to fight back unless you're prepared to take a barrage of artillery, as I've already stated about a few secret projects that I'm proposing, I won't make any hint of sign until the basic foundations are complete.
I can tell you whatever happens with the current multi-mode system is that it will be operated sequencially rather than simultaneous.
The coding side of the map takes the most time to complete, I haven't even setup the duel arena system properly, which is why it's been taking months, let alone learning the basic coding structure of it.
As for people who like to criticize, unless you have any substance which can throw me off track you basically have no idea what it's like to develop projects without seeing the real side of things, let alone the amount of reasearch it takes and the ins and outs of the map foundations. Want comparisons? Make a playable map from the HL Engine and Make a map with c++ coding structure on another game engine not relating to fps gaming.
As far as critcism goes, don't expect too much too soon or attempt to fight back unless you're prepared to take a barrage of artillery, as I've already stated about a few secret projects that I'm proposing, I won't make any hint of sign until the basic foundations are complete.
I can tell you whatever happens with the current multi-mode system is that it will be operated sequencially rather than simultaneous.
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Wait.. What? Did you just try to compare WCIII mapping with programming in C++. Im an EXTREMELY veteran mapper of both the SC and WCIII engine, I know the ins and outs of their trigger systems and I can assure you they are nothing compared to an actual programming language. And when developing on the WCIII mapping engine, you CAN see immediatly what you are doing... that's why there is a "Preview map" button.
Really, you are wasting your time just making another stupid "Angel arena" remake, it's not original, it's not impressive. In fact, anybody who ACTUALLY knows what they are doing with the engine will think less of you because you are trying to sell your remake as some kind of original game theme.
Also: Your metaphors make no sense...
As far as critcism goes, don't expect too much too soon or attempt to fight back unless you're prepared to take a barrage of artillery, as I've already stated about a few secret projects that I'm proposing, I won't make any hint of sign until the basic foundations are complete.
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And these secrets are? Until you reveal them you're just being laughed at, maybe even more so when you reveal.
Wait.. What? Did you just try to compare WCIII mapping with programming in C++. Im an EXTREMELY veteran mapper of both the SC and WCIII engine, I know the ins and outs of their trigger systems and I can assure you they are nothing compared to <b>an actual programming language. </b>And when developing on the WCIII mapping engine, you CAN see immediatly what you are doing... that's why there is a "Preview map" button.
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<a href="http://en.wikipedia.org/wiki/JASS" target="_blank">JASS</a> <a href="http://www.wc3campaigns.net/showthread.php?t=74894" target="_blank">Link 2</a>.
<a href="http://en.wikipedia.org/wiki/JASS" target="_blank">JASS</a> <a href="http://www.wc3campaigns.net/showthread.php?t=74894" target="_blank">Link 2</a>.
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It's not required to do any mapping though. The trigger system allows you to do the same thing but more user friendly.
Im just appalled that he is talking about a <i>remake</i> of somebody elses map as if it's some kind of large achievement or project worthy of everyones anticipation. Do you know how many people have remade those stupid Angel Arena maps? TONS. Maybe he is a good mapper and scripts well also, it doesn't change the fact that he is putting himself in the same league as all the little kids who think they are "leet mapperz" because they can make changes to somebody elses map.
If you are set on not using an original idea for a map, at least start from scratch.
And "let alone the amount of reasearch it takes and the ins and outs of the map foundations.", so the research it took for you to take a pre-made map and change a few minor details? It took you months to do that?
Oh yeah, I like how you give no credit in the intro screen to the original developer of the Angel Arena maps, because obviously it's not his work anymore since your radical changes consisting of a name change and modest hero additions.
<img src="http://www.aquateencentral.com/images/characters/InsultMaster.jpg" border="0" alt="IPB Image" />
Seriously. Iam "on the bandwagon". (jump the bandwagon, a saying that dosn't make any sense, translated to danish)