Warcraft III resources & community, 2003–2006 · archived

Ninja Combat Beta

not rated
Submitted by IggyZMisc374 downloads4.0 KB
FPS: First Person Shooter (well, sortof).

Three different gamestyles, one singleplayer, two multiplayer.

Eleven different keys, for ultimate command over your ninja.

Oh, and it`s unprotected, so you can fix my mistakes. (`Cos it`s only a beta)
File Name
Ninja Combat.w3x
Map Author
IggyZ
Suggested Players
1-6
Difficulty
96
Number of Missions
84
Type
.w3x
Tileset
Sunken Ruins
Playable Map Size
84 x 116
Map Size
96 x 128
Regions
10
Cameras
1
Units
22
Doodads
3085
Variables
19
Triggers
84

This map is unprotected.

Download

Comments

12
The arrow key movement in this one was much smoother then your other map. Not sure how precise the melee attack is, but it wasnt damaging my enemies. Pretty nice idea, though.
-VGsatomi
Hah! Knew there'd be something possible.
Instead of waiting for the loop to notice the key, in the next version pressing the key will automatically do the initial action, so that you start moving directly, then the loop cuts in for long movements.
There is nothing you can do about the lag. Arrow key movement is just something that doesnt work well in online maps. Even Azeroth Gran Prix, Blizzard's official map with the most well-done arrow key movement, doesnt work on b-net that great. To make it more multiplayer friendly, you'd probably have to do away with it.

And as far as the backflip animations go, if you have the WC3 file converter from the tools section, you could remove them in literally a minute. I can tell you how if you dont know (I did it when I used those models in one of my maps, because the backflips bugged me).

I'll give this map a try soon.
-VGsatomi
Sorry for double.

Bug found: When you kill a frog, it says you killed player 16.
Heh...This is an incredibly small map, try putting more creatures and stuff in. 8)
Cool, if you need any help with triggers/jass let me know. Have to say this map is one from the better ones.
Alright, I have no idea how to destroy most of the lags. But the next version will be using a completely different trigger system, so maybe it'll leak less.
If you know how to destroy all leaks and stuff that will not lag at all. I've seen a lot of multiplayer maps with timers 0.01 which went fluently.
Okay, thanks for your comments. I'll try to find out if there's anything I can do about the lag. And the leaks. Before I release the more finalized version.
To lower the delay on the keys a little bit you could change the every 0.whatever seconds of game time thing to something lower...but that wouldn't really help because it would make lag elsewhere...and probably there even more.
Indeed...Just have to say key-arrows have delay on multiplayer games and your triggers leak. Although the strifing was nicely done, I like it.
Very well done. My only real complaint is the troll headhunter backflip animation, but that cannot be helped. The cooldowns get annoying sometimes, but they make sense.