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Fortress Builder V1.95o

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Fortress builder is a unique builder map inspired by the original Empire builder map.

Fortress builder contains an extensive array of units making for diverse gameplay. It also has several unique systems such as a sophisticated supply and demand based commodities economy. Unlike many other builder maps which allow players to attain virtually unlimited resources and endless armies, Fortress Builder forces players to make meaningful strategic choices with a limited supply of income.

The map is actively developed and suggestions are always welcome.


Techtree


• Large selection of units
• Explosives
• Stealth units
• Sophisticated economic system
• Empire Types
• Empire Powers
• Many siege strategies
• Techtree
• Anti-unit spam systems




Load Screen
Load%20screen%20take%203.png


Units
Fortress%20Builder%20unit%20collage.jpg


Siege
Fortress%20Builder%20siege.jpg





Credits
Loading screen art by Blizzard modified by Triptick
Wraith Lord by donut3.5
Demon Tower by HappyTauren
Angel by expresso
DemonTownhall by pWn3d
Rifleman Elite by TurieL
Cannons by paulH
Comet, sparks explosion and Massive exposion by WILLTHEALMIGHTY
Royal Captain and King by Tranquil
Dark Summoner by pandarian
Laboratory - Acid Lab By Scythy Dervish
Fire nova and Earth nova by Jetfanginferno
Ghoul skin by saikann
Nightmare by Juice F
Zombie by Darklord
Debourer by antihero
Cuthulu by pins
Lurker Behemoth by killst4r
Megapod model and icon by tee.dubs
Gondor soldier, Elven swordman, Elven shieldman and Elven spearman by Elenai
Ninja Icon and model by Sopho
Thief by ket
Assassin by soulreaver6
ChinaTown, Acadamy Workshp and Library by Mr.Bob
Blight area terrain by Kagedviper
Farm and Crossbowman by Kitabatake
Engineer by Ampharos_222
Mr Steampunk, Steampunk soldier, and clockerk giant by The Weird Human
Mech tower by Nex
BTNFireSwordBlue By 67chrome
LandDragon by MC
Giant worm by Sephiroth_VII
City Building 1 by Happy Tauren
Diseased One By -Grendel
Archer by Pike
Ambush and Multishot icons by Mr.Goblin
Succubus True Sight by Darkfang
Overqueen by dickxunder
Prime Matron by dickxunder
BTNWraith2 by donut3.5
BTNScythe by KingB00ker
BTNANADarkEnergy by Anachron
If I forgot your name on something I am very sorry and will add it immediately if you contact me on hiveworkshop or email me at [email protected]

I thank you all for your great models (I found all these models on hiveworkshop.com)



1.93e
Added several capturable buildings
Added mentor ability to generals
Added arbitrary zoom cmd

1.93c
Altered the way the economy system works to use abilities.
Added experience system.
Slowed repair of pristine citadel and emerald glade.
Made mana generator produce 14,000 mana instead of 12,000

1.93a
Rebuilt ally/unally system
Fixed tower limits
Fixed several bugs
Added a new fort

1.92i
Fixed a major bug in demon income
Made it so cannon towers don't use wood
Fixed a bug where fear the reaper worked on allies.

1.92g
Altered terrain (tell me if its better or worse!)
Raised price of towers
Added cannon tower
Made towers require technology
Made high level towers use 1 food
Fixed a bug where Emerald Palace and Prestine citadel could not revive heros.
Made it so demons gain curruption when players leave or are defeated. (they gain more if they kill the player themselves)
Fixed a bug where altars could be removed when a player left.
Fixed a bug where demon players where removed when they left.
Made it so curruption is doubled when a demon player leaves.
Reduced price of some demon units and upgrades.
Made some of Cult lords abilities stronger.

1.92e
Fixed several bugs
Debuffed demon slayers somewhat
Fixed Emerald Glade and Pristine Citadel

1.92c
Added pristine citadels and Emerald Glades
Changed a few tooltips to better reflect gameplay
Made alters give food instead or requiring it
Removed a glitch where some demons had holy type armor
Debuffed Rad auras damage from 20 dps to 10 dps

1.92a
Added alters for demons
Fixed some broken tooltips
Added alters command
Added start cinemtic for demons

1.91e
Fixed a bug where player 1 could get unlimited homunculi
Fixed a bug where Broodmothers cost 15,000 instead of 150,000
Increased armor of Red dragons, giant worms and broodmothers
Reduced Tower limit from 20 to 15
Debuffed all towers (Significantly debuffed Lightning conduct)
Made sanctified guard towers properly register in towerlimit
Increased price of Clockwerk legionnaire from 800 to 1200
Decreased price of demon slayer from 1000 to 800
Added a 90% spell resistance to leaders.

1.91c
Nerfed many demon units and raised prices and build times.
Nerfed wraith lord
Significantly raised price of demon tech upgrades
Fixed devouring lifeform ability
Reduced Broodmothers cost from 200,000 to 150,000
Buffed Broodmother and Giant Worms Attack
Added Deadly Venom ability to Broodmothers
Fixed Breath of Magma’s tooltip
Fixed demonic disease spread
Reduced merchant bonus
Reduced barbarian penalty

1.91a
Removed holy armor type from a bunch of things which shouldn’t have had it.
Removed possession from creeps who had it.
Added vitality drain ability to succubus and changed their stats to fit
Added new load screen
Added Homunculus hero to Artificial Magic tier 3
Added Warp Guard to Artificial Magic tier 3
Added Brood Mother to Wild Magic tier 3
Added Wraith Lord hero to demons
Increased AOE of probes remote viewing ability from 600 to 900

1.90g
Removed book of the dead
Fixed Sway of the Temptress so that It cannot target buildings or very high level units.
Fixed several Typos.
Altered start cinematic for readability
Changed some UI constants to make game functionality more obvious.
Made it so units are removed when a player is executed.
Added Succubus to demons
Added Dark Agent to demons
Added Cultist Ballista to demons

1.90e
Fixed Gate system
Added timer for income system
Fixed a bug where human players started with 5 food (economy points) used.
Updated Start Cinematic
Altered several UI constants to make economy points system more obvious.

1.90c
Added first of three new demon heros Succubus Queen
Fixed a bug where Light Blue recived no income
Income Time changed from 120 to 80 to increase game speed.
Increased Megapod price.

1.90a
Changed how demon economy works
Changed demon start location
Changed demon heros
Added more demon units
Altered balance between humans and demons
Rebalanced many demon units
Added Probes
Added Rangers
Fixed a few small bugs
New economy system for demons

1.88c
More bugfixes
Added an attack to citadels.

1.87
Many bugfixes
Income system standardized somewhat.

1.88e
Fixed prices of Steel golem and Worm
Added abilities to Sythmage and Druid
Misc bugfixes

1.88c
Fixed more bugs
Added an attack to Ancient Citadels and Imperial Palace
Added Mana Generators

1.88
Many bug fixes
Lots of balancing
New economy buildings
Switched Holy Crusader out for General

1.87
Several bug fixes

1.86
Landmines for combat engineers
New econ system fixed.
Added the start of T6 (more to come latter)
Fixed many bugs.

1.85f
Emergency bugfix.

1.85
Added camera command.
Added in second agent tier.
Added combat enginers
Complex new economy system :)
Removed rally army ability.
Removed outdated random events.

1.84
Debuffed barbarian bonus from 100% Attack speed to 80%
Rebalanced terrain.
Fixed several bugs

1.83
Rebalancing
Bug fixes
Added spaces in cinematic
Added tavern and assassin

1.82
Debuffed Araj's ability
Added ransoms
Limited towers
Removed lag from fire towers.
Buffed Bosses
1.81
More Bug fixes
Tower Limit
Optional Unit Limit
Brief tutorial Cinematic
minor balances
1.80
bug fixes
1.79
Expanded and debuged empire powers
Strengthened demonic fotresses defense
Debuffed Greater demons
1.78
Fixed varius bugs
Rebalanced income
Debuffed demons slightly
1.77b
fixed small but critical bug
1.77
Added in 4 Culture Types.
Fixed income somewhat (Shold help lag).
1.76
Various Bug fixes and balances (Lots of minor and major so I don't want to list)
1.75
Buffed bombs helth making them easyer to build
Fixed rename
Terrain changes to blight area by kaged viper
Added in -open and -close
Debuffed divine damage
Removed Demon lords spell imunity
Made Demon lord invuln untell rescued to avoid exploit
Fixed exploit wich gave you infinent gold
Made is so demons can't but human bases
Fixed midnight even so that It will activate every midnight not just the first
1.74
Added in several new chat commands
Added specal bomb builders to barracks
Fixed several gliches in triggers
Prevented demon towers from stacking
Changed demon terrain slighly
1.73
Alowed human players to take other human players they defeat as vassals or simply to execute them.
1.72
Fixed bug where metorite always hit the same spt
Fixed bug where the repair item could not be picked up
Limited forts to one per player
1.71
redid forts terrain and changed tile for demon base
1.70
added new demon slayer units
fixed some bugs with demon units
added some slight balances
removed unused upgrades from units (like defend)
1.69
Repaired minimap image (it no longer messes up ingame minimap)
Added Puppet masters, Devouers, Megapods, and nightmares for demons
Balanced demons somewhat
Added walls for humans
Buffed Slayers
Gave Holy Crusaders Holy type attack
Removed several upgrads that wernt in use
1.68
1.68
Added minimap image (ty to Triptick)
Added imps
1.67
Added Demonic mortal and holy armor/damage types
Added demon slayers
Added holy towers
1.66
Added Floating text for bomb timers + fixed some bugs with bombs
1.65
Added bombs! :)
Added bomb defusers
Fixed leaks in the metorite trigger
1.64
Debuffed magic towers again (and limited it to 5 per player)
Fixed a leak
balanced units slighly
fixed several bugs
1.63
Fixed zombie triggers (Again)
debuffed human income
debuffed magic towers
incresed price for greater demons
fixed bug where you could use any item to repair a fort
1.62
Locked Player settings
1.61
Debuffed Devine Sheild
Changed the icons/descriptions for lumber and gold to be more game related
fixed a bug with the zombie triggers
1.60
Massivly decresed income
Balanced several units (towers arnt insane anymore)
Caped demon income at 10
Removed several abiltys that arnt part of the game
Changed barracks's and units to have more relistic names
Fixed several tooltips
Fixed several broken abiltys
1.51
Removed several icons for upgrades that do not exist
Fixed several tooltips
1.5
Massive leak reduction (shold help with lag)
Some Terrain Modifications
1.41
Demon income system redone
Fixed glich where version 1.4 would apear as 1.3
Demonic soldier now has a cost
Demonic cultist now costs much more

1.4
Ally/unally system fixed
Cd on rally army raised
Demons Buffed
Removed things that arnt part of the game(defend reserch ect)
Fixed Forces so there names would apear in the lobby
Removed the cost for Archmage
added this changelog

1.3
added Archmage and the Arcane tier
fixed a few of the ghosly Archmages abiltys
several bugfixes


Keywords:
empire builder, empire, fort builder, fort, fortress, fortress builder, builder, village builder
Contents

Fortress Builder V1.95o (Map)

Reviews
04:19, 27th Dec 2009 ap0calypse: Approved
Level 6
Joined
Jan 31, 2009
Messages
166
Several versions have improved the terrain including 1.84. That being said the terrain outside of the Fort's could obviously use allot of work. Its just not that high in my list of priorities (game play comes first). Nor am I an expert terrainer.
 
Level 2
Joined
Jul 13, 2011
Messages
6
this game is pretty good

pros: u can play against your friends
choose different castles
and build defenses
and con
theres not other races to play that makes it less fun
and also u need more custom models



PLAY starcraft 2its awsome:grin:
 
Level 10
Joined
Sep 7, 2008
Messages
744
Arcmage, with your permission, I'd love help you with the map. Some triggers, tool tips, spelling, adding more races, as well as various other things. There are several glitches I figured out by myself that I think i can fix if I had a look at the coding. Anyways, contact me if you would like some help.
 
Level 5
Joined
Apr 10, 2010
Messages
224
actually its hard to play because there are a few numbers of castles especially if they capture the easiest.
there should be more castles
 
Level 6
Joined
Jan 31, 2009
Messages
166
It's not that there are some forts which are strictly harder to defend than others. Some forts are easier to defend form a frontal attack but harder to defend from siege towers and agents. Forts which are smaller also tend to be easier to guard but you lose space to build. I will probably add like 2 more forts so that there is no way anyone will not have a fort.
 
Level 6
Joined
Jan 31, 2009
Messages
166
Erm.... I named it beta when I first released it with no understanding of what that meant. I have just kept the beta tag since then (about two years ago). Technically its more like alpha because I am still adding new features (Beta is supposed to be feature complete). I would certainly not call it a final product though.
 
Level 27
Joined
Jul 6, 2008
Messages
11,325
Erm.... I named it beta when I first released it with no understanding of what that meant. I have just kept the beta tag since then (about two years ago). Technically its more like alpha because I am still adding new features (Beta is supposed to be feature complete). I would certainly not call it a final product though.

So what? You could like already get rid of the Beta, since when it comes to mods and other things like that that keep growing and growing, Beta or Alpha don't really apply. Not to mention Starcraft 2 is like a complete game, but they still keep adding some features.
 
Level 2
Joined
Jul 29, 2010
Messages
24
there's too many bug, at first my leader bought an ancient(dunno wat it is) than the demons come and attack, the wall won't break but they can summon monsters inside == and my leader was running around while suddenly my leader changes owners, it becames the demon's unit.
 
Level 6
Joined
Jan 31, 2009
Messages
166
Only one of the things you describe is actually a bug. Not knowing what your fortress is is a symptom of not reading the quests or the start cinematic. Summoning units inside of a wall is not a bug its a tactic. The final thing you mentioned is that demons charm spell works on human leaders, this is admittedly a bug and will be fixed in the next version.

edit: I also noticed a more serious bug in 1.87c please play 1.87e
 
Last edited:
Level 6
Joined
Jan 31, 2009
Messages
166
Originally yes you were intended to have to buy Arcane university before you could get Arcane Barracks. However in new versions the only intended requirement to build them is invent magic. Arcane university are solely for getting Archmage's.

I attached my plans for T 6-8 if you are interested. They may change in time.
 

Attachments

  • Fortress Builder T6-8.doc
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Level 6
Joined
Jan 31, 2009
Messages
166
i see...
EDIT:also if these are for humans, then they should only be able to research one. and if they choose dark they ally with demons, however they shouldn't have the demon plague. but something like it..
For the first sentence I am a little confused. One what? And all of that is for humans.

I am not sure if I will make dark players automatically join the demons but it will definitely be an option. Also in the future at some unspecified date players killed by demons will become cultists rather than just being defeated.
 
Level 6
Joined
Jan 31, 2009
Messages
166
Making an A.I for a map this complex would be really hard. I could make one but it would be pretty stupid. It would build an economy without understanding the economic system. It would spam units without any real strategy. It would not be able to place towers appropriately. It would not be able to use agents and spies well. Over all I don't think its worth the time. Besides an A.I would be boring to play against.

Yes I understand there are many bugs in Fortress Builder. Many of the changes I am making right now are necessary for balance however so you could call them bug fixes of a different type. Also because I am not adding any new systems the chance creating any new bugs is much smaller. In the end Fortress Builder is a very complex map that I work on alone and I have a limited amount of time. The sad truth is that if I just fixed bugs all the time I would get bored out of my mind and just stop working on the map.
 
Level 6
Joined
Oct 29, 2010
Messages
171
lol in your screen shot for the seige why is there a blue here hanging out with the red army? lol but it looks fun im going to try it and i was wondering if you needed any help with this map because i would love to help you develope this.
 
Level 1
Joined
Feb 28, 2012
Messages
1
Map

Hey man, in all it is a good map, just to many bugs, and lacks some detail, if you ever want any help with some of those i could help if you want brother
 
Level 6
Joined
Jan 31, 2009
Messages
166
You mean the new demon plague from servants of the cults? The idea is although its only temporary units can reinfect each other. This means if you keep your units clumped together the plague won't end.
 
Level 6
Joined
Jan 31, 2009
Messages
166
Could you mention which bugs you noticed? Yes the terrain could use some work. More custom models = larger file size so I try to avoid unnecessarily adding some. I will probably have to add some for the holy tech tree though.
 
Level 6
Joined
Oct 29, 2010
Messages
171
Hey Arc! It's been a while since i have been on warcraft. I feel bad about abandoning you and your map. I know i wasn't that big of a help to you but i still feel like i abandoned you. SO IM BACK! C: I'm going to start doing those jass classes hive is offering too so i might be more of a help to you C: DONT EVER STOP WORKING ON THIS!
 
Level 2
Joined
Jul 11, 2013
Messages
12
Help me!

I cant run the game when i pres start custom game ,the chain with all the info about usear thats from the left side goes up and goes down and the map dossent launch help me plz!
 
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