wc3c.net
wc3campaigns
Our homepage - http://www.wc3campaigns.netUser Control Panel (requires log in)Engage in discussions, join Contests, show your work and much more in our forums.Learn about Warcraft III modding - From beginner tutorials to the advanced levels.Show your art skills.Download great quality models, skins, spells and systems.Download maps from our database where map quality is the objective

Forums
User Name
Password
Register Search Today's Posts Mark Forums Read

Latest Tutorials
Creating Tooltips using Object Editor Fields
Custom Menu Background in wc3
Shiny & Cute Jewels
The Warcraft III "Weird" Ability Guide
vJass event handling I (function interfaces)

Maps
(12) Desert of Exile

Submitted by: Rising_Dusk
(12) Azeroth's Arcane Arena

Submitted by: Blade.dk

Ads by Google

Latest Tools
Screenshot
ACC - Alt+Click, Click
Wc3mapoptimizer 4.8
Icon Border Pack
vJass syntax Highlight for Kate

Latest Demo Maps
Screenshot
AmbienceTester
HeroChooseSystem HCS
CS16.0 [For wc3 1.23b or later]
Light Shield

Latest Models
Screenshot
Sonic Heroes
Jungle Troll Altar Of Blood
Nerubian Widow
Octorok

Latest Textures
Screenshot
The Inquisitor
Rosemaid
Archimonde
Murloc Upgrade pack

Random Resources
Screenshot
Walls Pack
Ice-themed SFX
Grim Pharoah Spell Pack
Chains of Solidarity

Latest Gallery Images
Promotional Screenshots - Deadly Habits Project Screens - By SamonerConcept Art - Gremlin on platform - By Dan van Ohllus
Terrain - Endless stair - By MaD[Lion]Terrain - CotL Screens - By ~Void~

Who's online?
Currently Active: 76
14 registered users and 62 guests

bomber7, Deaod, Fledermaus, Forerunner, greengreen, HELL_YA, HINDYhat, Michael_Peppers, moyack, Mr_Saturn, Muradin_McGee, Strilanc, Super_queijo, WTFish
  
Welcome to Wc3C.net!

Welcome to a community where all are welcome. From amateurs to experts of Warcraft 3 modding, everyone is free to interact with our friendly users and staff. Any questions concerning the Warcraft World Editor or Warcraft itself be sure to ask, we will help you in anyway we can. Do not forget to stop by our useful resources, maps and modding tools which are all at your disposal. Wc3C.net is home for various great projects like Project Revolution, vJass and the Jass New Gen Pack. Register an account today and join one of the greatest modding communities out there!


RSS feedsNews
Project News: OD 0.10u Released!
Posted by : Rising_Dusk ; 06-29-2009 at 06:48 AM

OBSIDIAN DEPTHS
Version 0.10u Released!

Obsidian Depths (OD) is a fast-paced multiplayer dungeon crawler map of survival and dynamic gameplay. It supplies players with a vibrantly changing environment that requires they adapt to it or fall by the wayside. The map isn't for the faint of heart, though, as it was designed with the ultimate level of difficulty in mind. Each and every one of its 10 levels and 13 bosses is crafted with its own theme and requirements players must meet to complete it.

OD 0.10u has been released, featuring a slew of fixes and tons of new adjustments to the map, its bosses, its heroes, its aesthetics, and so forth. Check out the Obsidian Depths Map Thread for the release information and the Obsidian Depths Forum where you can post your thoughts on the new version! I'm still taking suggestions too, so don't be scared to drop me a line and see what I think of your ideas!

Yes, if you are clever, you'll notice that 99% of this thread is copied and pasted from the 'r' release earlier this year. That's okay, I'm trying to make it seem like hosted projects actually get updates and stuff so I'm using it as an excuse to make news posts regarding them. If other Hosted Projects have updates, you can always contact me as the Projects Director and I'd be happy to post a site-wide announcement about your update. That's part of the stuff you get access to by being hosted. Don't forget! Yeah! <3
Comments (4)
Hero Contest #3 - The Verdict
Posted by : Rising_Dusk ; 06-15-2009 at 04:34 AM
HERO CREATION CONTEST #3

RESULTS


Remember the third hero contest? The judging, after several months, has finally been finished. Our judges this time around were Anitarf with coding, Captain Griffen with the design, and Rao Dao Zao on the art. Yet again, as I type this I'm not sure of who won the contest, but by the end of this post we'll all know. All judgments are scaled out of 1000, even though the initial judging might not be. This makes each of the judgments equally powerful in the final score for the entry. The public poll chose the top 5, the judgments will choose how they ranked against each other.
Design Judgment
Arcane Ranger

Arcane Ranger - 26 / 50

Theme - 5 - Okay, not much to say here. Not overly coherent theme. Laser beam much?
Synergy - 6 - Half AoE damaging, half specific target assassination? Bit confused.
Originality - 4 - Seen it all before. So many times.
Melee Design - 6 - Could fit in fine I think.
Awesome - 5 - Okay; didn't much like the way that the laser beam didn't act like shockwave (so if you clicked too near, you got less distance covered)


Deadeye

Deadeye - 36 / 50

Theme - 8 - Death and arrows, everything fits nicely
Synergy - 7 - Assassinate from invisible, etc - abilities actually fit together nicely.
Originality - 7 - I'd like to give 10 for the invisible by corpse ability. But I won't.
Melee Design - 5 - Would fit in decently but not overly well with melee.
Awesome - 9 - Hero felt just right. Everything about it. It fitted together.


Dark Apothecary

Dark Apothecary - 30 / 50

Theme - 7 - Nice theme going on.
Synergy - 6 - Remember it's tactical synergy, not just 'does ability A randomly boost B'.
Originality - 4 - Nothing that hasn't been seen before.
Melee Design - 6 - Could see it in melee, although basically 4 buff/debuffs is a little too many.
Awesome - 6 - Felt pretty good.


Annelord

Annelord - 26 / 50

Theme - 4 - There was one? Lack of spell descriptions or effects didn't help
Synergy - 5 - Disabler? Damager? What? Drawn out battle focus, but not really any role.
Originality - 6 - Different but not really high quality originality.
Melee Design - 5 - Decent. Although I can never see that aura working. 3v3, gg.
Awesome - 6 - I kind of liked the hero.


Dread Berserker

Dread Berserker - 25 / 50

Theme - 6 - Not great coherency, but not bad.
Synergy - 5 - DD, healing, curse, and uncontrollable spawns? Role - basic combat...?
Originality - 5 - Bit different from usual, but all been done before many times.
Melee Design - 4 - Distance based damage really doesn't fit well, nor does pure single target DD.
Awesome - 5 - Okay, not that awesome though.

Art Judgment
Arcane Ranger

70/100

This is a very nice model. But I believe it is marred by too many different textures competing for attention. Feathers, shoulder-pads, crystals, a funny helmet, actual hands... I like the idea, but I think there's just too much crammed into one model -- too much detail for a standard Warcraft melee hero. His projectiles too seem somewhat overly flashy. The suite of icons, however, do fit nicely. Overall, I do really like the concept, the aim... I just think it went a little too far.

Overall: this is the main character of an epic RPG campaign, not a faceless melee hero. And that is why I cannot score it higher.


Deadeye

95/100

I love the way his bow is just another set of bones on his arm. He's got just enough detail to work, though I think his facial texture is just a tiny tiny bit too much on the WoW side of things. His trousers are amazing, giving him a delightful denim-clad biker-gang look. He is beautifully animated, throwing himself around like a true Warcraft hero in Stand - 2, delicately balanced with the humour of his broken bow-arms in Stand - 3. I'm not sure how well exploding in death suits him, as he doesn't have any standard magical glows or such; they only manifest in his spells. Oh, his spells! Spell Slam is a delight to watch, a deadly pirouette of energy. The icons are nice, though the green of Quench Life seems at odds with the white, dull grey and blue of the others (though once more, it's an ultimate, so the contrast can be forgiven).

Overall: thunderous.


Dark Apothecary

80/100

He reminds me a lot of the Ash Ghouls from The Elder Scrolls III: Morrowind -- the face hollowed out and replaced by some ghastly protuberance. In terms of the mesh itself, there are some slightly nasty deformations around the base of the neck and the shoulders in the more exuberant stand sequences; his arm also goes right through his head in Stand - 4 (though Blizzard have some serious gaffs in their models, this is a bit much). The hero glow on the scythe also disappears in this sequence, and for one of his most visible attributes, that's not acceptable. Skirts were popular for a time in models, and I think there is perhaps a little bit too much stretching (the solution? Why, assigning some central vertices to both legs. If you already did this, then... It needed to be done harder!). What can I say about the texture? It looks like it is straight out of the MPQ -- that's a serious boon for this model.

Overall: I don't like the Undead, but this model tweaks a little part of me that delights in strangeness. It's unique, in terms of Warcraft, but it doesn't stand out badly like it could have.


Annelord

0/100

No artwork was submitted.


Dread Berserker

69/100

I like the little Death Knight-style runes on the spears and his shin-guards and the mohecan is insane. The texture is very nice, though I think the yellow bands could have been team-colour too; on anything other than Team Yellow, they seem a little out-of-place. He fits really well next to other unit units, especially the purple and bone of the Death Knight.

Overall: a nice texture.


Other Heroes

Demon Huntress: 10/100
An additive huntress? It's not that fact that is the issue, though; while the model is mostly additive, there are jarring parts that aren't, reducing this to a most cheap edit. She still has a corpse, too. I don't remember ghosts having corpses. Terrible execution.

Overall: there is still much work to be done.

Mage Hunter: 60/100
Everybody loves that hidden ranger skin. The addition of a backpack seems slightly strange given the Demon Hunter (plus special guests) animations; a pack full of kit would surely throw you quite off balance in all those pirouettes. Everybody also loves putting backwards-wielding swords on those animations, but I think the little rip and tear daggers really work. The eyes seem slightly odd, and don't really fit Warcraft's established conventions (for example, the Priest's glowing eyes). There are also some nasty holes in her mesh under the shoulder pads.

Overall: a nice idea, reasonably well-executed.

Avenger of Faith: 73/100
This model doesn't seem to know whether it's in WoW or the Warcraft III alpha. Parts like the helmet are dangerously low-poly, while other parts like the shoulder-pads, shield and the mace are a little over-done. I like the overall shape, the cowl over the helmet, the drape down his back, the mace (which is animated nicely rather than just stuck on); but I don't think the campaign-screen textures work at all, and the areas of pure team-colour just don't work against other units. While I dislike hero glow myself, its absence in this context is something unacceptable. The icons are nicely done, though I feel that Enigma is somewhat dark in comparison to the other three, jarring the eyes -- though it is the ultimate, so maybe this contrast is a positive point.

Overall: a nice idea with a lot of nice touches, but somehow skewed.

Behemoth: 65/100
The thing that immediately strikes me about this model is -- it's mostly unwelded. Fan as I am of sharp angles and edges, they have no place in Warcraft units. I think it could use more interesting hips, as the legs seem to float in mid air as they are. The sash seems like an awkward element that's just thrown on there; while he is an abomination, even this tatter should have some indication that it wouldn't just flutter away. And another thing -- where's the blood, the gore? Even if his bony extremities are clean white, I think a few splashes of red around the transitions would give him a bit more visual interest; he seems somewhat bland to me. His icons also seem incongruous; a million shades of green and black against his tan and white model?

Overall: he feels like he's missing something vital.

The Under Ruler: 55/100
His head is unwelded... Even though it's a lower-poly version of the Tichondrius head? He's got holes under his shoulders and his legs spasm quite often; perhaps he is out-of-line with his skeleton? The giant shoulders with huge swathes of dirty team-colour are very much Warcraft, but I don't think his lower half's grey and gold match very well -- it seems too moderate against his extreme black and team-colour (though it works all right when he's owned by Team Grey; perhaps even his lower parts should have been swathed in team-colour?).

Overall: just another Dreadlord. Some nice touches, but as many fatal flaws.

Grave Reaper: 25/100
The Hydralisk skin seems cluttered and stretched. I've worked with the model myself, and I know it's a punishing host that simply can't support very much. The skulls on his bony frill seem strange as there is no border around it; they just stop at the edge. In fact, I'm not very sure what they're even meant to be; are they supposed to be painted on, are they meant to be actual skulls...? And against all that fleshy madness, the Lich's giant collar shoved on the back seems like a completely arbitrary addition that adds nothing and even subtracts from the overall idea. And then you notice the crisp, detailed Makrura shoulder pads, jarring against the low-res rest of the skin. The Firelord texture also suffers from a bit of stretching, but it's nowhere near as bad. The skulls floating around his base in the flames are a nice touch, but as with the Hydralisk's frill, the chest-plate of the Firelord has no edges. The rest of the texture is somewhat swallowed by all the flame effects; I wonder if a model edit using in-game skins might not have achieved his goal somewhat more effectively...

Overall: don't ever try to do anything with the Hydralisk, it's not worth it.

Code Judgment
Arcane Ranger

Focus Magic (73/80)
-Cleanness (8/10)
* Correctly scoped. (+7)
* Detailed documentation at the start of the spell, somewhat lacking comments in the code. (+1)
-Reusability (8/10)
* The spell has a standard calibration section. (+7)
* Detailed descriptions in the calibration section. (+1)
-Efficiency (20/20)
* No complaints.
-Robustness (20/20)
* No complaints.
-Quality (17/20)
* The spell is much more complicated than it looks.

Enchant (66/80)
-Cleanness (8/10)
* Correctly scoped. (+7)
* Detailed documentation at the start of the spell, somewhat lacking comments in the code. (+1)
-Reusability (9/10)
* The spell has a standard calibration section. (+7)
* The spell can be used as a template for any passive-ability-buff spell, it would get +2 if mana lock wasn't hardcoded. (+1)
* Detailed descriptions in the calibration section. (+1)
-Efficiency (19/20)
* The abilities don't get preloaded because the preload calls come before the config call. (-1)
-Robustness (18/20)
* The spell is only supposed to prevent mana use, not mana gain, so it should support the use of potions. (-1)
* The stop order would be a nuissance if this were a unit target spell. (-1)
-Quality (12/20)
* A well coded buff spell.

Swap Arrow (64/80)
-Cleanness (7/10)
* Correctly scoped. (+7)
* Essential documentation at the start of the spell, no comments in the code. (0)
-Reusability (6/10)
* The spell has a standard calibration section. (+7)
* The flying height of the missile is hardcoded. (-1)
-Efficiency (19/20)
* PolledWait leak. (-1)
-Robustness (20/20)
* No complaints.
-Quality (12/20)
* A decent xecollider demo, not much more though.

Arcane Arrow (68/80)
-Cleanness (9/10)
* Correctly scoped. (+7)
* Detailed documentation at the start of the spell, essential comments in the code. (+2)
-Reusability (8/10)
* The spell has a standard calibration section. (+7)
* Detailed descriptions in the calibration section. (+1)
* The xecollider requirement isn't listed in the documentation, but I guess the library declaration is enough. (0)
-Efficiency (19/20)
* PolledWait leak. (-1)
-Robustness (18/20)
* calling .destroy instead of .terminate on an xecollider. (-2)
-Quality (14/20)
* A very good xecollider demo, shows just how much using external systems makes spellmaking easier.


-Code reuse (19/20)
* Some spells could benefit from using more external code. (-1)


Total: 290/340


Deadeye

Barrage (65/80)
-Cleanness (8/10)
* Correctly scoped. (+7)
* Has a healthy amount of comments. (+1)
-Reusability (4/10)
* The spell has a standard calibration section. (+7)
* Some values, like the movement constants, could use a more detailed explanation. Also, making a calibration value distance squared is excessive optimization. (-1)
* System variables are needlessly in the middle of the calibration section. (-1)
* The Crow Form ability is hardcoded. (-1)
-Efficiency (17/20)
* Using GroupEnums on a temporary group causes a leak. (-2)
* The callback timer is not stopped when there are no instances left. (-1)
-Robustness (20/20)
* No complaints.
-Quality (16/20)
* I like the attention given to little details such as launch coordinates and fluff arrows when there are too few targets.

Rickets (57/80)
-Cleanness (8/10)
* Correctly scoped. (+7)
* Has a healthy amount of comments. (+1)
-Reusability (4/10)
* The spell has a standard calibration section. (+7)
* The spell can easily be used as a template for any passive-ability-buff spell. (+1)
* Some values, like the rawcode constants, could use an explanation. (-1)
* System variables are needlessly in the middle of the calibration section. (-1)
* Library requirements of the spell are not documented. (-2)
-Efficiency (17/20)
* A timer per instance would have been more efficient. (-2)
* Doesn't preload the abilities. (-1)
-Robustness (18/20)
* If an affected unit is removed from the game (say by an artillery attack), FirstOfGroup checks could fail and the timer could be paused prematurely. (-2)
-Quality (10/20)
* It's a fairly simple spell and the implementation could be better.

Graverobber (54/80)
-Cleanness (8/10)
* Correctly scoped. (+7)
* Has a healthy amount of comments. (+1)
-Reusability (6/10)
* The spell has a standard calibration section. (+7)
* System variables are needlessly in the middle of the calibration section. (-1)
-Efficiency (20/20)
* No notable complaints.
-Robustness (12/20)
* The code does not take Tome of Retraining into account, a player could unlearn the ability and still be invisible if there are four or more corpses around. (-8)
-Quality (8/20)
* Just a simple passive ability.

Quench Life (58/80)
-Cleanness (7/10)
* Correctly scoped. (+7)
* Has a minimum amount of comments. (0)
-Reusability (3/10)
* The spell has a standard calibration section. (+7)
* System variables are needlessly in the middle of the calibration section. (-1)
* Most calibration values could use an explanation of what they do. (-1)
* Library requirements of the spell are not documented. (-2)
-Efficiency (16/20)
* Using GroupEnums on a temporary group causes a leak. (-2)
* There's no need to call ModuloInteger for each unit when the value is the same for all of them. (-1)
* Creating locations for GetLocationZ instead of moving a single location around. (-1)
-Robustness (18/20)
* Vulnerable to unit removal like Rickets, but since the spell was designed to be used by a hero who can't be removed in melee I guess it's ok.
* The size of the lightning array is hardcoded and too small for the default value, causing eyecandy bugs when multiple spells are cast at the same time. (-2)
-Quality (14/20)
* A basic AoE channeling spell, the eye candy is nice though.

-Code reuse (19/20)
* Some spells could benefit from using more external code. (-1)


Total: 253/340


Dark Apothecary

Noxious Fumes (27/80)
-Cleanness (0/10)
* Based on all criteria for this category a GUI spell cannot get any points.
-Reusability (-3/10 (counts as 0))
* No calibration section, spell entirely hardcoded. (0)
* Depends on a buff ability for it's effect, so no other spells in the map can use that buff ability. (-1)
* Requires the user to do a lot of object editor work. (-2)
-Efficiency (14/20)
* Leaks two groups in a periodic trigger. (-4)
* GUI conditions. (-2)
-Robustness (13/20)
* When the spell kills a unit for being on too low hp, it does not award proper bounty. (-5)
* Since this was made for melee, I guess using Immolation costs you points here too since the ability will not stack with regular immolation and might not work. (-2)
-Quality (0/20)
* Simple GUI really doesn't compare to vJass spells in other submissions, sorry.

Atrophy (30/80)
-Cleanness (0/10)
* GUI is ugly, period.
-Reusability (-3/10 (counts as 0))
* No calibration section, spell entirely hardcoded. (0)
* Depends on two buff abilities for it's effect, so no other spells in the map can use those buff abilities. (-2)
* Has it's own dummy caster instead of using a standard one. (-1)
-Efficiency (14/20)
* Leaks a group and a bunch of locations on every cast. (-2)
* Dummy casters stick around for 90 seconds. (-2)
* GUI conditions. (-2)
-Robustness (16/20)
* Since this was made for melee, I guess using Bloodlust costs you points here too since the ability will not stack with regular Bloodlust. (-2)
* Same for Acid Bomb. (-2)
-Quality (0/20)
* Again, does not compare.

Catalyst (16/80)
-Cleanness (0/10)
* Still GUI.
-Reusability (-3/10 (counts as 0))
* No calibration section, spell entirely hardcoded. (0)
* Depends on a buff ability for it's effect, so no other spells in the map can use that buff ability. (-1)
* Requires the user to do a lot of object editor work. (-2)
-Efficiency (8/20)
* Periodically checking all units on the entire map, seriously? (-5)
* Using GroupEnums on a temporary group causes a leak. (-2)
* Using GroupEnums with a null boolexpr causes a leak. (-2)
* GetUnitsInRectMatching doesn't set the local group variable to null. (-1)
* GUI conditions. (-2)
-Robustness (8/20)
* The leveling doesn't work correctly at all, so the miss chance will not be as advertised. (-8)
* The spell was supposed to use a hidden spellbook to hide it's passive ability but then doesn't do so? (-4)
-Quality (0/20)
* None.

Plaguebearer (36/80)
-Cleanness (0/10)
* Same story as with previous spells.
-Reusability (-3/10 (counts as 0))
* No calibration section, spell entirely hardcoded. (0)
* Depends on a buff ability for it's effect, so no other spells in the map can use that buff ability. (-1)
* Requires the user to do a lot of object editor work. (-2)
-Efficiency (16/20)
* The spell could have been done entirely in the object editor, so any code is a waste. (-2)
* GUI conditions. (-2)
-Robustness (20/20)
* Easiest way to get a lot of points for a GUI spell is to make it so simple it can't possibly bug.
-Quality (0/20)
* Again, could have been done with the object editor alone.

-Code reuse (0/20)
* Can't do that in GUI. (-20)


Total: 109/340


Annelord

Incubator (56/80)
-Cleanness (5/10)
* Correctly scoped. (+7)
* Lacks comments. (-1)
* Doesn't make use of create and onDestroy methods. (-1)
-Reusability (3/10)
* The spell has a standard calibration section. (+7)
* The damage detection library requirement is not documented. (-2)
* No clear separation between the calibration section and code (two extra empty lines don't count). (-1)
* Why not let people choose effects from the object editor, considering they would even have a browser and all? (-1)
-Efficiency (17/20)
* An expiration timer per buff plus unit life checks in the damage event would likely have been better than periodic life checks for all buffs. (-2)
* Doesn't preload the effects it uses. (-1)
-Robustness (19/20)
* Only the buff-applying aura is removed when the spell ends, not the buff, so it's visuals may persist for a second or two. (-1)
-Quality (12/20)
* A decent spell.

Fester (38/80)
-Cleanness (4/10)
* Correctly scoped. (+7)
* Lacks comments. (-1)
* Doesn't make full use of create and onDestroy methods. (-1)
* A struct per affected unit instead of a struct per cast would have looked cleaner. (-1)
-Reusability (4/10)
* The spell has a standard calibration section. (+7)
* It lacks comments though, what does "ENUM_VARIANCE" mean? (-1)
* No clear separation between the calibration section and code (two extra empty lines don't count). (-1)
* It lists UnitProperties as a requirement even thought it doesn't use them. (-1)
-Efficiency (13/20)
* Leaks a location on every cast. (-2)
* The Damager dummy isn't really needed and if you insist it is, preplacing one for every player would have been more efficient. (-1)
* Needless periodic gamecache calls due to the one instance per cast layout of the spell code. (-2)
* Setting a table entry to 0 instead of flushing it in DamageUnits, thus leaking gamecache entries. (-1)
* Doesn't preload the buff applying ability. (-1)
-Robustness (11/20)
* The CleanUnits static method should use GetEnumUnit, not GetTriggerUnit, this can cause the buff not to be removed from the unit. (-3)
* If one of the affected units is removed from the game, FirstOfGroup may return null and the spell may end prematurely. (-3)
* In the RangeFilter function a unit's current instance is not set properly if the unit was already affected by another instance of the spell. (-1)
* The spell ends when the caster dies even though nothing in the documentation or the tooltips implies this should happen. (-1)
* Only the buff-applying aura is removed when the spell ends, not the buff, so it's visuals may persist for a second or two. (-1)
-Quality (6/20)
* Just an AoE damage over time buff spell, poorly executed.

Consolidation Aura (54/80)
-Cleanness (4/10)
* Correctly scoped. (+7)
* No comments whatsoever. (-2)
* Doesn't make full use of create and onDestroy methods. (-1)
-Reusability (3/10)
* The spell has a standard calibration section. (+7)
* No comments whatsoever about what the calibration options do. (-2)
* No clear separation between the calibration section and code. (-1)
* Why not let people choose effects from the object editor, considering they would even have a browser and all? (-1)
-Efficiency (14/20)
* Uses the same update rate for projectiles and aura updates even though they have different needs. (-2)
* Enums units in the entire map instead of just those around heroes with the aura. (-2)
* Enums units all the time even if no heroes with the aura are on the map. (-1)
* Doesn't preload the effects it uses. (-1)
-Robustness (18/20)
* Dependant on bj_mapInitialPlayableArea, if a user destroys that by accident somewhere this spell is broken. (-1)
* May heal units not affected by the aura since HealFilter doesn't do either a buff or a IsUnitInRange check. (-1)
-Quality (15/20)
* This is quite a complex spell, auras are hard to do well.

Hivebeing (54/80)
-Cleanness (5/10)
* Correctly scoped. (+7)
* Lacks comments. (-1)
* Doesn't make full use of create and onDestroy methods. (-1)
-Reusability (3/10)
* The spell has a standard calibration section. (+7)
* It lacks comments though, what does "MIN_TENT_ASPD" mean? (-1)
* The orderstring of the dummy spell and tentacle spawn chances are hardcoded. (-3)
-Efficiency (16/20)
* Leaks a location on every cast. (-2)
* The earthquake could have simply been cast by the hero instead of a dummy caster. (-1)
* Doesn't preload the effects and abilities it uses. (-1)
-Robustness (20/20)
* No complaints here, the spell works.
-Quality (10/20)
* A plain channeling spell that relies on the object editor to do it's job, aside from the simple triggered eyecandy bonus.

-Code reuse (18/20)
* One spell uses a primitive non-standard damage detection library, I'm considering this as obfuscated embedding. (-2)


Total: 220/340


Dread Berserker

Juju Spear (59/80)
-Cleanness (6/10)
* Correctly scoped. (+7)
* Uses an InitTrig function instead of an initializer. (-1)
* Lacks comments. (-1)
* Easy enough to understand despite that. (+1)
-Reusability (6/10)
* The spell has a standard calibration section. (+7)
* Detailed descriptions in the calibration section. (+1)
* Speed depends on the update rate instead of being an absolute value. (-1)
* Has it's own projectile dummy unit instead of using a standard one. (-1)
-Efficiency (19/20)
* The destroy part could be done with one fewer IsUnitInRange call. (-1)
-Robustness (20/20)
* No complaints here, the spell works.
-Quality (8/20)
* A very simple projectile spell.

Inner Juju (50/80)
-Cleanness (6/10)
* Correctly scoped. (+7)
* Uses an InitTrig function instead of an initializer. (-1)
* Lacks comments. (-1)
* Easy enough to understand despite that. (+1)
-Reusability (6/10)
* The spell has a standard calibration section. (+7)
* Depends on a buff spell for it's effect, so no other spells in the map can use that buff spell. (-1)
-Efficiency (20/20)
* You can't go wrong with a spell this simple.
-Robustness (18/20)
* Since this was made for melee, I guess using Inner Fire costs you points here too since the spell will conflict and bug. (-2)
-Quality (0/20)
* I just have to balance the score a bit, a dummy spell being cast whenever the hero kills a unit is just too simple.

Intimidation (45/80)
-Cleanness (5/10)
* Correctly scoped. (+7)
* Uses an InitTrig function instead of an initializer. (-1)
* Lacks comments. (-1)
-Reusability (5/10)
* The spell has a standard calibration section. (+7)
* Depends on a buff spell for it's effect, so no other spells in the map can use that buff spell. (-1)
* Why not let people choose effects from the object editor, considering they would even have a browser and all? (-1)
-Efficiency (16/20)
* In the onDamage function, a handleTable call is made before checking if the unit is even in the group. (-2)
* The periodic loop method of checking when a buff is dispelled isn't really efficient. (-2)
-Robustness (9/20)
* Buff structs are only destroyed when the unit dies (you have an "and" instead of "or" in your condition) so a unit is affected permanently, except for the curse buff which wears off and can't be reapplied. (-8)
* Since this was made for melee, I guess using Curse costs you points here too since the spell will conflict and bug. (-2)
* If you level up the spell and then cast it on a unit already under it's effect, the level of the buff won't update. (-1)
-Quality (10/20)
* A typical buff spell.

Shadow Clones (47/80)
-Cleanness (5/10)
* Correctly scoped. (+7)
* Uses an InitTrig function instead of an initializer. (-1)
* Lacks comments. (-1)
-Reusability (2/10)
* The spell has a standard calibration section. (+7)
* Many of the spell's properties are hardcoded, though. (-4)
* Why not let people choose effects from the object editor, considering they would even have a browser and all? (-1)
-Efficiency (13/20)
* Using GroupEnums on a temporary group causes a leak. (-2)
* Using GroupEnums with a null boolexpr causes a leak. (-2)
* Doesn't preload the bonus hp ability. (-1)
* In the OnDeath function, a handleTable call is made before checking if the unit is of the right type. (-2)
-Robustness (15/20)
* Array size of X means you can use indexes 0 to (X-1), not 0 to X. (-5)
-Quality (10/20)
* The behaviour of the clones is rather simple, so the spell overall isn't that impressive.

-Code reuse (16/20)
* So much dummy unit stuff is embedded in the spells. (-4)


Total: 217/340

The Verdict
What the last five million words in this post actually mean to you...
Design score is out of 50, so it has a scale of x20, art is out of 100, so the scale is x10, and code is out of 340, so the scale is x2.94~.


Arcane Ranger
  • Design: 27/50
  • Art: 70/100
  • Code: 290/340
  • Scaled: 540 (Design) + 700 (Art) + 853 (Code)
  • Total Score: 2093
Deadeye
  • Design: 36/50
  • Art: 95/100
  • Code: 253/340
  • Scaled: 720 (Design) + 950 (Art) + 744 (Code)
  • Total Score: 2414
Dark Apothecary
  • Design: 30/50
  • Art: 80/100
  • Code: 109/340
  • Scaled: 600 (Design) + 800 (Art) + 320 (Code)
  • Total Score: 1720
Annelord
  • Design: 26/50
  • Art: 0/100
  • Code: 220/340
  • Scaled: 520 (Design) + 0 (Art) + 647 (Code)
  • Total Score: 1167
Dread Berserker
  • Design: 25/50
  • Art: 69/100
  • Code: 217/340
  • Scaled: 500 (Design) + 690 (Art) + 638 (Code)
  • Total Score: 1828
Uh, wow. So I really wasn't expecting that result, to be totally honest. It was ridiculously close when I was calculating the numbers, so I had to quadruple check my numbers. This is what it is, though. I guess this places the ranks as follows:
FIRST PLACE: Jigrael / Rising_Dusk
2414/3000
SECOND PLACE: Mc ! / Vexorian
2093/3000
THIRD PLACE: THE_END / Av3n
1828/3000
Congratulations to all of the winners and all of the participants, yet again this contest was a success and it's been proven to me once more that we haven't forgotten the ways of true hero development. Stay tuned for the next time, kids!
Comments (27)
Blizzard removes return bug, adds one useful native (update: many useful natives)
Posted by : Vexorian ; 06-09-2009 at 11:28 PM
http://forums.battle.net/thread.html...Id=17730193178
Quote:
Battle.net Map Making PTR

Following our temporary fix to address the recently identified Warcraft III exploit, we have begun preparations to implement a permanent resolution of the issue on Battle.net. As a consequence of this fix (which prevents the possibility of malicious software being spread through Warcraft III maps), we do anticipate that some functionality in current maps will need to be adjusted before it will work properly. Before deploying the fix, we’ll be working closely with the makers of some of the most popular maps to ensure that their maps continue to stay playable on Battle.net with little to no interruption. In the meantime, we’ll be hosting a Public Test Realm (PTR) for map makers to test their maps beginning on June 9th, 2009. We will also be hosting online guides to help map makers make the transition into the new patch during this process. Throughout this process we’ll keep everyone posted on any updates leading up to the release of the patch.

FAQ
Will I be able to play my favorite custom maps online on Battle.net?
We’ll be working closely with the map creators of many popular custom maps on Battle.net to ensure that they’re consistently playable online throughout this process.

Will my computer catch a virus while playing on Battle.net right now?
Our temporary fix has addressed the immediate issues that have been identified on Battle.net, but we still recommend that players avoid downloading maps from unofficial sources or websites they do not trust -- be aware that corrupted maps may share the same name as other popular maps.

How do I know if my map will work with the new patch?
The PTR will be going live on June 9th, 2009 and you will be able to test your maps there.

How do I fix my map if it does not work properly on the PTR?
A guide will be up on Battle.net shortly giving more technical details on how to fix many of the issues that may cause certain features on the map to malfunction. A link to that guide will also be updated in this forum thread as well when available.

For Map Makers - Transition Guide into v1.23b
http://forums.battle.net/thread.html...Id=17730193178

Basically, they removed the return bug as it could have been exploited to add trojans to maps. Now we have countless of new natives meant to replace the return bug. Primarily GetHandleId, and GetStringHash, the rest are mostly a native version of "Kattana's handle vars".

Discussion about the patch : http://www.wc3c.net/showthread.php?t=106305

Update: Although most of the 'hashtable' natives are of uncertain usefulness, some good few of them are excellent news, take a look at Table 3.0 for an example, these bring all the good about gamecache, without the bad...
Comments (0)
Project News: Power of Corruption Released!
Posted by : moyack ; 05-25-2009 at 11:33 PM

Version 2 Released!
DOWNLOAD | MIRROR

After a long time, the day has come: Power of Corruption has been finished and is available for download. I just want to give my gratitude to all the people who supported this cause and I wish you my best. Support the map by posting in its Submission Thread.
Comments (8)
Race Building Contest #1 - Poll
Posted by : Rising_Dusk ; 05-15-2009 at 03:13 AM
RACE-BUILDING CONTEST #1 - POLL


A race-building contest is one where entrants create a race for the WC3 melee game. In this case, we are to be making incomplete races akin to the exemplar race already in WC3, the Naga. This is our first contest of this sort, and it definitely turned out successful! We have 14 entries in this contest and each of them is actually quite fun! Give them all a try before commenting; I realize it's a daunting task but I reserve the right to delete votes if they do not give enough feedback for entries in the contest.

Please place your votes and comments in the Contest Vote Page in this thread. All votes will be placed in this thread here, but otherwise there is no posting to be had here. Get out there and vote, guys!
Comments (2)
Project News: OD Updated!
Posted by : Rising_Dusk ; 05-05-2009 at 04:30 PM

OBSIDIAN DEPTHS
Version 0.10r Released!

Obsidian Depths (OD) is a fast-paced multiplayer dungeon crawler map of survival and dynamic gameplay. It supplies players with a vibrantly changing environment that requires they adapt to it or fall by the wayside. The map isn't for the faint of heart, though, as it was designed with the ultimate level of difficulty in mind. Each and every one of its 10 levels and 13 bosses is crafted with its own theme and requirements players must meet to complete it.

OD 0.10r has been released, featuring a slew of fixes and tons of new adjustments to the map, its bosses, its heroes, its aesthetics, and so forth. Check out the Obsidian Depths Map Thread for the release information and the Obsidian Depths Forum where you can post your thoughts on the new version! I'm still taking suggestions too, so don't be scared to drop me a line and see what I think of your ideas!

On behalf of WC3C and the staff, I'd like to congratulate me on proving that Hosted Projects do get updates! Also, as a note of mentioning to other Hosted Projects, if you guys have updates you can always contact me as the Projects Director and I'd be happy to post a site-wide announcement about your update. That's part of the stuff you get access to by being hosted. Don't forget!
Comments (7)
News Archive
Unable to find a news item? Try out our News Archive


Valid XHTML 1.0 Transitional Valid CSS!


All times are GMT. The time now is 12:31 AM.


Donate

Affiliates
The Hubb The JASS Vault Clan WEnW Campaign Creations Clan CBS GamesModding Flixreel Videos

Powered by vBulletin (Copyright ©2000 - 2009, Jelsoft Enterprises Ltd).
Hosted by www.OICcam.com
IT Support and Services provided by Executive IT Services