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Make Your Own Maze Map In World Editor

This is a discussion on Make Your Own Maze Map In World Editor within the Editing forum part of the Warcraft 3 Custom Maps category; Introduction Some people asked me how I made all my maze maps So this is a guide explaining you how ...

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  #1  
Old 05-27-2008, 10:56 PM
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Make Your Own Maze Map In World Editor

Introduction

Some people asked me how I made all my maze maps So this is a guide explaining you how to make one! First of all i'd like to say that this guide isn't going to be "a piece of cake" I myself took some weeks to learn the basics.
Lets move on, If you are new to map/maze making then read this first section.

1. How a maze map works

A maze map is a map with a base tile and then a single-line path which you must stick to (it can be multiply tiles too, like: "Escape from gayspace"), if you do not, your character dies. Also, patrols and catapults will get in your way to make it harder.

For basic beginners, you must first master the idea of a maze so to start, create a new map either 32x32 or 64x64, select a tileset that you like and pick a base tile, it must not be a tile which can go in a diagnal path like grass because that is a good path, not base tile. Pick something like dirt, grass or something that fits your needs
Now you're ready to start. I recommened not to use sand as it gets boring to look at

2. Beginning the maze

Once you've got the map ready, use a diagnal-like tile eg: grass, thick grass etc.

Use it and develop a maze with it.

Here is a picture showing how a good maze path looks like and what a bad maze path looks like:

A Bad One:



A Good One:



Good maze paths are recommended, windy, long and filled with lots of good places to put creeps in for a challenge.

3. Placing the Regions

Regions are used for killing a hero when they fall off the path, giving a target for creeps to patrol to and having teleports and catapults attacking.

When placing regions, it is important to save yourself the hastle and use as little amount of regions as possible, it is quicker to do.

Here are examples of a maze portion with lots of regions and a few regions (for the 'if you walk off path you die):

First a bad one:



As you can see from this pictures it gots lots of blue squares (regjons) If you touch them you die, Placing them like this is stupid, and takes too long time Here is a picture showing the easiest way to do it:

A Good One




4. The Creeps

It is important for creeps to be able to move around, they must be invunerable and not be able to attack (change this in the object editor).

Its very easy to make patrol triggers and such, just place a grunt or whatever unit you wish to have in your map, set a region you want it to patrol or go to, and then you go and make the trigger for it.


5. Triggers for Patrols and Death Regions


To make a unit patrol, the code is here:

Code:
Events - Map Initialization
Conditions - none
Actions - Order (UNIT) to PATROL TO (CENTER OF (REGION))
keep repeating the action in the same trigger and change it to all the other units and their patrol parts so that they all patrol.

----

Wandering Creeps: To make the creeps move at random places, give them the Wander ability in the Object Editor, disable their attack, and if you dont want them to leave a section of the maze then create a region around the entire section where they are and do this trigger:

Code:
Events - a unit LEAVES (REGION)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (CREEP TYPE)
Actions - Order (TRIGGERING UNIT) to MOVE TO (RANDOM POINT IN (REGION))
----

To make a region so that it kills a hero when they step on it, use this code:

Code:
Events - A unit enters (REGION) -- copy this event for ALL the regions that kill the hero player(s)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (HERO UNIT)
Actions - Kill (TRIGGERING UNIT)
----

To reveal the whole map, making it visible (reduces lagg in some cases) do this:

Code:
Events - Map Initialization
Conditions - none
Actions - Pick every player in (ALL PLAYERS) and do (Create visibility modifier emitting visibility across (PLAYABLE MAP AREA)

Collision Killing Trigger:

To make a trigger which kills a hero within collision of a creep do this:

Code:
Events - A unit comes within (45-80) of (HERO UNIT (PLAYER 1s)
Conditions -none
Actions - Kill (TRIGGERING UNIT)
you must now repeat that trigger and change the hero unit to all the hero units eg. Player 1,2,3,4,5,6,7,8 and 9s hero are a demon hunter, you must pick all different demon hunters for the events.

Example:

Code:
Events - A unit comes within (45-80) of (HERO UNIT (NOW PLAYER 2s))
Conditions -none
Actions - Kill (TRIGGERING UNIT)
---

Patrolling to more than one area

Commonly none as a creep 'looping' in a cycle instead of going back and forth in one place. All i can say right now is that it requires more than one trigger:

Start Moving

Code:
Events - Map Initialization
Conditions - none
Actions - Order (CREEP UNIT) to MOVE TO (CENTER OF (REGION001))
Move To Second Region

Code:
Events - A unit enters (REGION001)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (CREEP UNIT)
Actions - Order (TRIGGERING UNIT) to MOVE TO (CENTER OF (REGION002))
Move To Last Region

Code:
Events - A unit enters (REGION001)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (CREEP UNIT)
Actions - Order (TRIGGERING UNIT) to MOVE TO (CENTER OF (REGION002))
----

Teleports

Some people have teleports in their maps to make the maze harder to tell where you go to so that you cant cheat using the WE and things like that.

to do one, do this:

Code:
Events - a unit enters (REGION)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (HERO UNIT)
Actions - move (TRIGGERING UNIT) instantly to (CENTER OF (OTHER REGION))
I would HIGHLY recommend that you make a wait 1 sec before the first action takes place, i have been playing these maps a lot, and if it happens that you double click on the teleport you simply die.

So use this code instead:

Code:
Events - a unit enters (REGION)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (HERO UNIT)
Actions - wait 1 second
Actions - move (TRIGGERING UNIT) instantly to (CENTER OF (OTHER REGION))

Catapult Trigger:

The trigger to make a catapult attack a small area constantly goes like so:

Code:
Events - Every (TIME (3.00 is best)) seconds of game time.
Conditions - none
Actions - Order (CATAPULT CREEP) to ATTACK GROUND to (CENTER OF (REGION))
repeat that last action for any other catapults in that area, do a new trigger if you want to make them attack quicker or after a while. Be sure to change their damage if you want them to kill anyone first go who stands in the way of them when they're firing. To make them attack rapidly across a path, set their cooldown as low as you can and change the time in the event to:

Code:
Every 5.00 seconds of game time
- And change the actions to this:

Code:
Order (CATAPULT) to ATTACK GROUND to (CENTER OF (REGION))
 Wait 0.30 seconds
 Order (SAME CATAPULT) to ATTACK GROUND (CENTER OF (REGION NEXT TO THE FIRST ONE))
keep repeating the first 2 actions until all the wait actions add up to 5 seconds, then it will repeat all over again in a loop !

----

Advanced Ideas

Storyline

Its allways a good thing to add a story into your map, something you fight for, or something you are (in this case) escaping from

Terrain

A very important thing is the terrain, if you die you have to wait until another player revives you, if you have something cool terrain in your map, something to look at, the game wont get boring, and you'll get a good atmosphere

Traps

Units, Doodads (trees flowers or whatever) comming from no where to kill you is a good and nice thing to have in a map too, it makes it all a bit more exiting

----


Types of Mazes and a Tip

Normal Mazes

a maze like the one you worked on above is a nromal maze with a 1 square path with only a start, exit and some creeps.

These are very basic and easy to do.

Mini Mazes

a maze only with levels and lots of different variations of strategies that must be done. There are invisible levels, path changeing levels and so on, let your imagination run wild if you choose this kind.


Escape Mazes:

Similar to a normal maze except not many base grounds which kill you, mostly dodging and killing involved in these kind of maps. In this the path can be as long or small as you want, include many teleports and all that stuff.

TIP! if you are a beginner, small mazes tend to be the best start, but if you are good at making mazes whether average or expert, the maze maps must be big to include more stuff and make it more challenging.

----


A Trigger to kill units off the path without using regions !

Code:
Code:
Walk off path
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Units of type Civilian) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Terrain type at (Position of (Picked unit))) Equal to Ashenvale - Grassy Dirt
                    Then - Actions
                        Unit - Kill (Picked Unit)
                    Else - Actions
        Custom script: call DestroyGroup(GetLastCreatedGroup())
This trigger is very often used by lazy people as making triggers for all regions takes hell of lot time, in my opinion this way SUX because if you just cut a little of the path you die, which pisses most people off,

Instead i would recommend a tool made of Koga73 Called: Koga73's Quick Death Region Writer

This tool is very usefull and helped me a lot You can find it by a simple search on google, - When its downloaded simple follow these steps:

1. make ALL the death regions on the maze FIRST before ANY OTHER regions.
2. open the tool and type in the 1st number region (1) and the last number region (e.g 412).
3. fill in the other stuff and when your ready click apply/ok/done.etc. and now the death region trigger is all done for you !

-------------------------------------------------------------------------------------------------------


Thats all for now I hope this helped some of you guys who wants to build up your own map, If you have any questions feel free to ask

//Marcdk
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  #2  
Old 05-27-2008, 10:58 PM
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well not playing w3 but still look cool ..
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Old 05-27-2008, 11:33 PM
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same as boudin

rep
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Old 05-27-2008, 11:33 PM
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nice. ill make a maze sometime. +rep
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Old 05-28-2008, 02:07 PM
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Good job Marc, +rep .
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Old 05-28-2008, 05:20 PM
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Awesome guide. Thanks a lot =]. Don't forget to add tags in the future.

The screen shots are very helpful for novices .

moving.
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Old 05-28-2008, 05:23 PM
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Quote:
Originally Posted by hendricius View Post
Awesome guide. Thanks a lot =]. Don't forget to add tags in the future.

The screen shots are very helpful for novices .

moving.
Thanks a lot I layed lots of work in this, so i hope it was usefull for some people
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Old 06-01-2008, 08:58 PM
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Quote:
Originally Posted by WinneR_DK View Post
I know... but how do i "+ Has left the game."
i cannot find out where ...
i can do one of these, but where do you find "+"
And can i get your msn, that would be easyer
Take a look at this thread:Trigger - Unit leaves game [Video]
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Old 06-02-2008, 02:05 PM
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Quote:
Originally Posted by Marcdk View Post
Take a look at this thread:Trigger - Unit leaves game [Video]
Thanks for the help marc )
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Old 06-02-2008, 06:55 PM
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Thanks for the help marc )
No Problem
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Old 06-02-2008, 08:01 PM
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awsome guide dude! Good job!
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Old 06-02-2008, 08:40 PM
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awsome guide dude! Good job!
Thanks
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Old 06-12-2008, 05:09 AM
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Quote:
Originally Posted by Marcdk View Post
Introduction

Collision Killing Trigger:

To make a trigger which kills a hero within collision of a creep do this:

Code:
Events - A unit comes within (45-80) of (HERO UNIT (PLAYER 1s)
Conditions -none
Actions - Kill (TRIGGERING UNIT)
you must now repeat that trigger and change the hero unit to all the hero units eg. Player 1,2,3,4,5,6,7,8 and 9s hero are a demon hunter, you must pick all different demon hunters for the events.

Example:

Code:
Events - A unit comes within (45-80) of (HERO UNIT (NOW PLAYER 2s))
Conditions -none
Actions - Kill (TRIGGERING UNIT)
//Marcdk

eh looking @ this makes you notice it wont work... A unit comes near hero then kill triggering unit? thats saying kill the unit that comes near hero lol... wont be much of a maze that way :/ you got to do

Code:
Events - A unit comes within (45-80) of (HERO UNIT (NOW PLAYER 2s))
Conditions -none
Actions - Kill (HERO UNIT(Player 2)
for each player ><
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Old 06-18-2008, 04:22 PM
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Quote:
Originally Posted by Marcdk View Post
Patrolling to more than one area

Commonly none as a creep 'looping' in a cycle instead of going back and forth in one place. All i can say right now is that it requires more than one trigger:

Start Moving

Code:
Events - Map Initialization
Conditions - none
Actions - Order (CREEP UNIT) to MOVE TO (CENTER OF (REGION001))
Move To Second Region

Code:
Events - A unit enters (REGION001)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (CREEP UNIT)
Actions - Order (TRIGGERING UNIT) to MOVE TO (CENTER OF (REGION002))
Move To Last Region

Code:
Events - A unit enters (REGION001)
Conditions - ((UNIT-TYPE) of (TRIGGERING UNIT)) equal to (CREEP UNIT)
Actions - Order (TRIGGERING UNIT) to MOVE TO (CENTER OF (REGION002))
----
//Marcdk
Move to second region and move to last region is the same trigger ... should i change it to the place that he started to be on? >.> and then make 1 trigger more that says "unit enters (Starting trigger) conditions: (like you said) and Acitions: "Move (Unit) to (Central of region) ?

:p
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Old 06-18-2008, 04:38 PM
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Sorry for the wrong part Jok, good you cleared it up, and Winner, Please contact me in msn, im not 100% sure what you mean
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Old 06-18-2008, 07:42 PM
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lol ive made enough mazes to spot somthing like that and i saw another guide were they made same mistake
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Old 07-01-2008, 08:25 AM
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You stole this tutorial from someone named Jindo. I know because I also have an account on the same forum Jindo posted the tutorial on. It's by Jindo.


Guide - Mazes

And the forums:

Guide - Mazes - The Helper Forums

-rep for not crediting. Sorry, but It's something I have to do. Don't steal other people's work then say you did it.
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  #18  
Old 11-02-2008, 10:23 AM
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oh what a pimp sticky topic

god i love escape maps among other things

mmm dota
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Old 11-03-2008, 12:52 AM
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Quote:
Originally Posted by Xantan View Post
oh what a pimp sticky topic

god i love escape maps among other things

mmm dota
Escapes/Mazes are good, yes. DotA = Fail As for the topic, read my post above. He stole it.

Link to original is in the post above as well.
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Old 11-03-2008, 01:00 AM
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Quote:
Originally Posted by Sevion View Post
Escapes/Mazes are good, yes. DotA = Fail As for the topic, read my post above. He stole it.

Link to original is in the post above as well.
sad

- rep bro
LOL

btw I could post up a new tutorial for this -- (non fail ) ;]

I will do it tonight when im totally shitfaced

oh wait i already
am

ps I didnt even sleep hahahah kratom opiates wow

omg i love escape maps

but sadly i love dota too ;o
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Old 11-04-2008, 01:54 AM
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I don't like DotA Other AoS are SOMETIMES OK, but DotA is just plain gay for me ^_^

P.S. Are you the same Xantan from www.w3edit.net?
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