Fate Map overview

Holy Grail War is a Warcraft 3 custom map that aims to simulate Fate's Holy Grail War, wherein 7 pairs of servant and master battle each other for the holy grail. HGW brings unique Warcraft 3 mechanics and custom attack system that is never seen before from other custom maps.

Moderators: Ragnara, Blink, Zero Two

Registered users
Registered users
Posts: 253
Joined: Sun Oct 14, 2018 6:01 pm

Re: Fate Map overview

#21

Post by Killerwatts »

From the look of these videos, are you planning on adding ai?
Registered users
Registered users
Posts: 56
Joined: Mon Mar 11, 2019 11:24 am
Discord: https://discord.gg/VvKTB8T

Re: Fate Map overview

#22

Post by Blink »

Killerwatts wrote: Fri May 03, 2019 8:08 am From the look of these videos, are you planning on adding ai?
Maybe... The rules of the map is too complex (Like mana collecting, I'm planning to create objectives so the map will be more than just fight and that's it) so creating an AI will be hard. No problem with their combat AI tho (I haven't been able to defeat the AI I created lol).
Image
User avatar
Respected Members
Respected Members
Posts: 4
Joined: Tue Oct 16, 2018 10:23 pm

Re: Fate Map overview

#23

Post by ShiroN3K0 »

Kiyo x_x ily dude
Registered users
Registered users
Posts: 56
Joined: Mon Mar 11, 2019 11:24 am
Discord: https://discord.gg/VvKTB8T

Re: Fate Map overview

#24

Post by Blink »

I am planning to name the map Holy Grail War... cos its about the holy grail lol. If any of you guys want to suggest a name, feel free to do so, just keep it simple and related to the Fate series. I am planning to recruit members for this project and will contact the admins for a Forum section in the Hosted Projects section. I will also create a discord server for the members. I am planning to create a map as high quality as possible in preparation for reforged, and since I am not an expert in many fields, I'm hoping for members to help me.

I am currently on the... ehem... endgame of the semester in a university and I am planning to go all out once the semester is finished.

For those who have not seen the updates yet...
Blink wrote: Fri May 03, 2019 6:22 am UPDATES
  • Optimized Missile System
  • Blocking System
  • Kiyohime (Berserker)
Sample Vids:
I had 2 Musashi's fight each other to test the blocking system and look for bugs.
[youtube]1aAD7CXOkDA[/youtube]
Skills inspired from FGO.
[youtube]TONyeyHQlv8[/youtube]

Warcraft 3 1.31 PTR brought some interesting updates so I thought I should wait for it before creating UI and Hero Selection System.
I updated kiyohime's flames and made it cleaner and with lights
[youtube]lxk3lSGpP5M[/youtube]
ShiroN3K0 wrote: Fri May 03, 2019 1:21 pm Kiyo x_x ily dude
ily too bro... no homo
Image
User avatar
Registered users
Registered users
Posts: 12
Joined: Tue Oct 23, 2018 6:54 am

Re: Fate Map overview

#25

Post by Ragnara »

I approve this map project.
I really like the parkour system looks unique, haven't seen something like that yet at Warcraft 3. Might even consider to help you out if it's needed.
Registered users
Registered users
Posts: 2
Joined: Tue Jun 11, 2019 7:09 pm

Re: Fate Map overview

#26

Post by lucabibble »

Blink wrote: Sun Apr 21, 2019 12:23 pm Yea dude, I am planning on doing that. The problem is occlusion. If a servant went behind those skycrapers, they wont be able to see what's happening behind. Another problem is the targetting of spells, for example, if I want my serant to cast a spell and they are behind the building how are they going to cast the spell properly? If I want to cast a spell at the ground, since they're behind the building, it will be cast on the building instead. Currently solving these problems for the moment. Oh yeah, another thing is the map design... I currently have no idea what the city will look like @onion13@
Isnt that a good thing? because I fail to see a way a servant like hans can win against karna without running and hiding while applying as much debuffs as he possibly can. As to arena design is there any reason to do something other then a generic city with buildings radiating out from a central point on the map and growing smaller and lest clustered together as they go? We certainly dont have enough detail on fuyuki for it to be recreated.
Registered users
Registered users
Posts: 56
Joined: Mon Mar 11, 2019 11:24 am
Discord: https://discord.gg/VvKTB8T

Re: Fate Map overview

#27

Post by Blink »

I see, thanks for the suggestions! We have already decided how we'll solve these problems with the occlusion so no worries. And about the terrain design, I'll definitely consider that.
Image
User avatar
Registered users
Registered users
Posts: 4
Joined: Sun Apr 21, 2019 8:08 am
Location: Indonesia
Contact:

Re: Fate Map overview

#28

Post by Rheiko »

Damn, the progress so far looks so dope. I'm rooting for this project to finish. Keep up the good work!
Registered users
Registered users
Posts: 56
Joined: Mon Mar 11, 2019 11:24 am
Discord: https://discord.gg/VvKTB8T

Re: Fate Map overview

#29

Post by Blink »

Rheiko wrote: Mon Jul 01, 2019 10:36 pm Damn, the progress so far looks so dope. I'm rooting for this project to finish. Keep up the good work!
thanks brother! @orc1@
Image
User avatar
Posts: 8
Joined: Tue May 21, 2019 11:05 am
Location: Sweden
Website: https://chaosrealm.co
Discord: https://discord.gg/BUEZkef

Re: Fate Map overview

#30

Post by Zero Two »

Rheiko wrote: Mon Jul 01, 2019 10:36 pm Damn, the progress so far looks so dope. I'm rooting for this project to finish. Keep up the good work!
@infernal@ @infernal@
Image
Post Reply

Return to “Holy Grail War”