1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Welcome to the new Hive! Be advised that we're still working on the site. There are still many rough edges, so please bear with us.
    Dismiss Notice
  3. The member Kam is making HIVE coasters. Take a look. For every coaster you buy, Hive gets $1.
    Dismiss Notice
  4. The poll for Icon Contest #14 - Seven Deadly Sins is out!
    Dismiss Notice
  5. The 25th Texturing Contest has started! Contestants are to create a skin representing a dark elf person/being or any construct related to it using the vanilla models or the custom ones found on the site.
    Dismiss Notice
  6. Buy it, use it, break it, fix it, trash it, change it, mail - upgrade it. Join (Optionally) Paired Techtree Contest #11 - Techno Magic now!
    Dismiss Notice
  7. Voting squad, line up! Cast your vote on the poll for Modeling Contest #29 - Squads!
    Dismiss Notice
  8. Hero Contest #8 is up and running! This time it's a joint contest between artists and coders. Go here for team matchmaking.
    Dismiss Notice
  9. The poll for the theme of our StarCraft II Terraining Contest is up. Cast your note now!
    Dismiss Notice
  10. The ninth Concept Art Contest has launched. Enter now!
    Dismiss Notice

Pudge Wars v2.03d

Submitted by Lambdadelta
Host map Arrange game
PUDGE WARS ADVANCED

Project Status
I am no longer working on Pudge Wars anymore (since v2.03c). Any future updates will be done solely for the purpose of bug fixes. Therefore I have released an unoptimized version of Pudge Wars for people to learn, for people to edit, and for anyone wishing to continue development for this fun map. You may download the unoptimized version here.


Download
Current version: v2.03d
Date released: 8 July 2012
Forum link: http://pudgewars.forumotion.com/

A list of older versions of Pudge Wars (including some of Tossrocks) can be viewed here.




Project Details
  • This map was based off the original Pudge Wars.
    Source: http://www.gamefaqs.com/boards/589475-warcraft-iii-the-frozen-throne/46354776
  • Pudge Wars Advanced was created by Tossrock, and taken over by Siraraz in 2010. Decline in development (before new developer came) was due to the following reasons:
    • Software used to develop map ceased to function properly;
    • Lack of enough free time. Other priorities and commitments;
    • Starcraft II's release was near; development would be futile and a waste of effort and time.
  • Development is primarily done by Siraraz. Credits however are due to other users as their resources have been used.


Map Details
Pudge Wars Advanced (or Pudge Wars for short) is a mini-game map where two teams of up to six players aim to achieve victory by scoring a certain amount of enemy kills or winning a certain amount of rounds first. The arena is set in a 32x32 map (even less actually), divided by a river running vertically in the middle of the map: creating two sides, West and East.

[​IMG]

The map is based on the Butcher character from DotA, and his ability: Meat Hook. The map has heavily expanded on the simple Meat Hook ability and is the core of the map. The ability Meat Hook is a simple concept: Pudge throws his bloody Meat Hook towards the targeted location. Any units hit by the hook will be damaged and reeled back to Pudge. Once reeled back, you can kill the target by attacking him or hooking him again. However, one should expect the enemy to have the same goal in mind; creating a chaotic festival of bloody butchery as the surrounding quickly becomes filled with meat hooks.

Features
  • Fully triggered abilities
  • Artificial intelligence
  • Ingame switch system, the same as DotA's
  • 10 different items, many of which are based off DotA heroes
  • Upgradable items - even with a full inventory
  • Death notification messages that inform of the killing style
  • A random hat party
  • ... and more!



Media
Screenshots:
Yet to come. Go check out the map instead :)

Videos:
http://www.youtube.com/watch?v=LVloDD3oa5o&feature=related
http://www.youtube.com/watch?v=wVtuYnOFry4


Credits
RESOURCES
CODE
‘Anitarf’ for ‘SpellEvent’
‘BBQ’ for ‘PeriodicLoop’
‘Jesus4Lyf’ for ‘Hash, ‘DummyCaster’, Damage’
‘kingkingyyk3’ for coding assistance
‘kenny’ for extracts of code I used from his ‘Pudge Wars Meat Hook Revisited’ resource
‘grim001’ for ‘GetProc’
‘Magtheridon96’ for ‘RegisterPlayerUnitEvent’
‘nestharus’ for ‘Event’
‘Rising_Dusk’ for ‘GroupUtils’
‘Strilance’ for ‘HostBot Command Library’
‘Tirlititi’ for ‘ClearItems’
‘Vexorian’ for ‘Table’, ‘SimError’, ‘TimerUtils’, ‘FauxHandleVars’

ART
‘xXMephistoXx’ for the ‘Magic Hat’ model (used for hat party command)
‘kunkka’ for the loading screen

TESTERS
‘BAkil’, ‘TrevorTheHoly’, ‘Orgetorox’, ‘Fire525108’, ‘aznshocktrooper’

SPECIAL THANKS
‘kingkingyyk3’for developing the AI
‘Mr_Bean’ for continued support and managing the forums
‘Tossrock’ for developing this amazing map


Changelog
v2.03

Version D
Version D (08/07/2012):
Gameplay
*Strength gained per level for Pudge reverted back to 5.0 (+125 HP/level)

Bug Fixes
*Fixed the level 5 Rupture percent to be actually 30% instead of 40% (oops)
*Fixed level 5 Rupture from not being applied when the target Blinks away
*Fixed a bug in which Split would always end up as a deny


Version C
Version C (02/07/2012):
Gameplay
*Added a new powerup: Spectre’s Dagger
Allows you to Meat Hook through allies, land mines and barricades for 30 seconds
*Added a new powerup: Berserker’s Blood
Same concept as the passive on Sacred Warrior (Huskar) from DotA. For every 5% health missing, Pudge gains 5% damage and speed. The first bonus starts at full health. This buff lasts for 30 seconds.

Pudge:
*HP per strength point reduced from 50 to 25
*Strength per level reduced from 5.0 to 2.5
*Increase Strength cannot be bought if you have more than 125 already

Split (Azwraith’s Lance):
*Pudge now has the same life when exiting Split formation
*Split visual slightly modified; the real Pudge is transparent and tinted black

Techies’ Explosive Barrel:
*Improved mine damage from (300, 350, 400, 450, 500) to (400, 462.5, 525, 587.5, 650)
*Improved thrown mines’ damage from (500, 575, 650, 725, 800) to (625, 737.5, 850, 912.5, 1025)

Blink (Grapple Hook):
*Blink cast range reduced from 900 to 650
*Blink now escapes hooks

*Initial position now randomized
*Improved fountain regeneration rate from 7.5hp per second to 1% (of max HP) per second
*Ward cast range reduced from 500 to 200
*Ward charges from 3 to 2

Visuals

*Floating text is no longer shown if you can’t see the unit
*Changed flame model so it is easier to attack manually
*Changed hotkeys of Upgrades shop
*Command –unstuck now moves camera instantly

Other

*Added new game mode: timed mode (-tmxxx)
Timed mode will set the game to last xxx minutes. The team that has the most kills at the end of this time will be the winners. Example usage: -tm030nt. This will make a 30 minute game with revive time of 5 seconds. In this way, a draw can occur.
*Added a team-switch mechanism (like DotA’s)
Usage: -switch x, this will initiate a switch request with a player on the other team. The value of x can be from 1 to 5 (even unused player slots). All players except one must then accept this request by typing –ok.
*HostBot command now registered in a different style. Instead of “k1n” for –km100nt, the style is now: k1 for –km10, n25 for –km250nt, etc. The first string is ‘k’ or ‘n’. HCL supports only kills mode for now. The number after it will be the kills required x10.
*Added command –camh to adjust camera distance
*Added more hints
*Changelog removed from quest menu due to space limitation

Bug Fixes

*Fixed a bug in which a powerup could be repeated twice
*Fixed a bug with Rupture in which it would not end when you Doppelwalked a Level 5 Strygwyr Claws Meat Hook


Version B
Version B (03/06/2012):

*Fixed lag caused when items would be dropped.
*Leaver items and gold now given to team again.


Version A
Version A (30/05/2012):

Gameplay

Pudge
*Reduced base movespeed from 350 to 325

Meat Hook
*Reduced damage upgrade amount from 35 to 20
*Reduced radius upgrade amount from 15 to 10
*Reduced speed upgrade amount from 75 to 50

Items

*Added a new consumable item: Dust of Apperance (25g)
Effect: Reveals invisible units within 500 radius area of effect. Lasts 5 seconds. Contains 2 charges.
*Changed the item models of most items to a miniture version of the hero they represent

Strygwyr’s Claws:
*Reduced base drag % by 5% (10%, 15%, 20%, 25%, 30%)
*Level 5 bonus Rupture reduced from 40% to 30%
*Level 5 bonus Rupture duration reduced from 5 seconds to 3 seconds
*Level 5 bonus Rupture no longer deals damage on Blink (distance must be more than 250 range)

Azwraith’s Lance:
*Illusions cannot spawn if hook causes death

Tiny’s Arm:
*Reduced cast range increment from 500 to 300 (1000/1300/1600/1900/2200 range)
*Cast range changed to infinite, but actual effect distance will remain the actual maximum range

Techies’ Explosive Barrel:
*Reduced mine damage from (500, 575, 650, 725, 800) to (300, 350, 400, 450, 500)
*Reduced thrown mines' damage from (750, 900, 1050, 1100, 1250) to (500, 575, 650, 725, 800)
*Reduced area of effect (applies to both ground and thrown): Full damage:
Reduced by 50. From (200, 225, 250, 275, 300) to (150, 175, 200, 225, 250)
Half damage: Reduced by 100. From (400, 425, 450, 475, 500) to (300, 325, 350, 375, 400)

Barathrum’s Lantern:
*Power Bash no longer affects allies

Lycan’s Paws (Please send feedback in regards to this item):
*Movespeed bonus reduced from 50/75/100/125/150 to 40/55/70/85/100
*Movespeed increase % removed from Level 5. Attack % increase from 27% to 40%

Reveal:
*Reveal now costs a fixed 10g
*Reveal now has a 15s cooldown

Powerups

*Powerups now spawn as ally instead of enemy
*Changed powerup spawn algorithm: the powerup chosen is still random but cannot be repeated until all other powerups have been spawned

Flame:
*Flame unit vision reduced from 500 to 200 (same as v1.24)

Thunder:
*Thunder nova now created when activated
*Added new lightning visual effect for meat hook. If flame is active with thunder, the hook will be a red lightning (currently not possible unless under testing conditions)

Other

*Suiciding not caused by Techies' Ultimate or Dynamite rune now causes your team to lose one point
*Max level heroes no longer drain xp
*Invulnerability when reviving lasts only 2.5 seconds. Hook-safety still remains 5 seconds.
*Hints are now displayed every 45 seconds for newer players. Use -togglehints/-toghints to turn on/off. Use -showhint to display a random hint.
*Revive time for non-nt mode changed from 3(level) + 5 to (level) + 5
*Observers/Referees can now see damage tags and other messages
*Leaver gold and items are no longer distributed (maybe this will fix the lag?)
*Added HCL support for bots. Currently only supports the following modes:
'k1n' = -km100nt
'k1' = -km100
Feedback on this area is appreciated.

Bugs

*Leaver heroes are now removed
*Dynamite now explodes when the previous holder was an illusion who has dissapeared
*Fixed a bug in where giving an item which became an upgraded item would still allow you to cast the ability

Known bugs:
*When a player leaves lag is created


v2.02

Alpha 2
Alpha 2 (29/01/2012):

KNOWN BUGS/ERRORS
*AI has few bugs with item purchasing
*Barricades may not properly rotate if multiple are ordered to by another player under shared control
*Various bugs with ‘whosyourdaddy’ cheat in offline play
*Few errors with messages in testing mode
*Leavers hero is not removed from game

GAMEPLAY
*Toss projectile pickup priority changed:
1. Allied mines
2. Enemy heroes
3. Allied wards
4. Allied heroes
5. Enemy mines
6. Enemy wards
*Pudge is now invulnerable for 5 seconds after reviving
*Increased the Hyperspeed slow percentage from 50% to 75%
*Increased Grapple Hook’s Blink range from 400 to 900 (now allows blinking to other side)
*Few changes on Earthshaker’s Totem:
Barricades:
*Removed the armor from barricades(armor wasn’t used in Pudge Wars anyways)
*Added 40% resistance to all damage types to barricades
*Added a 90-second duration to barricades
Max level ability (Fissure):
*Fissure barricades are now created in an exact straight line (compared to previously jagged)
*Fissure-made barricades are now invulnerable (damage text still shows though)
*Added another grapple lightpost to each side
*Changed the position of existing lightposts to let the new one fit in better
*Land Mines can now damage wards and fissures
*Land Mines can now damage other land mines within a 75 range radius.
*Increased the radius of Blade Barrier from 175 to 200 (same as pre-v2)
*Increased the flame damage interval from 0.25 sto 0.50s (same damage dealt, just less frequent)
*Decreased
the stun duration on Level 5 Toss from proportional to the distance to
an approximately fixed 0.75s (this 0.75s is counted from when the tossed
unit stops motion)

VISUALS
*Removed the yellow flashy cooldown model
*Reduced the number of blade units in blade barrier by half
*Headshot kill message now shows who owns the first hook
*Fixed Lycan’s Paws purchase tooltip
*Removed the [Level 1] suffix from the Reveal tooltip
*Changed Split ‘s death animation
*Changed the Hyperspeed trail duration from 1.0928 to 1.08 (barely noticeable)
*Removed the smooth transition of terrain fog when hyperspeed is active
*Pudge explosions (when Pudge explodes into many parts) now face the same direction before exploding
*Added a death animation for Land Mines
*Added a death animation for Barricades
*Added a spawn animation for Barricades made with Fissure
*Added death information on the killing spree quest information log
*Improved Upgrade Point tooltip in the screen interface
*Changed the hero attribute tooltips

MISC
*Added a 5-second delay before the match starts after the mode is selected
*Added a sound for when the game starts
*Added map description
*Modified item purchase hotkeys. Item hotkey corresponds to their position in the command card.
*More script optimizing
*Blade Barrier can now be removed using the -r/-reset command.
*Game no longer ends in 60 seconds after a team wins

BUGS/FIXES
*Removed the –observer command from the Commands quest log
*Fixed the command -stat from not working
*The
reveal gold cost now reduces exactly 7 minutes after the game mode is
selected rather than 7 minutes after the game is loaded
*Fixed barricades from not rotating when multiple are selected (see known bugs)
*Removed the fountain powerup from the powerup spawn pool
*Fixed Toss from picking dead land mines as a projectile
*Fixed testing commands from being active every game
*Fixed Dynamite/Techies’ Detonate from only damaging one unit.
*Fixed a bug in which an observer/referee player leaving would cause the scoreboard to display “left” everywhere on it.
*Fixed a bug with -resethook command detection of current hooks
*Fixed a bug with hyperspeed leaving vision behind after it had ended

AI
AI
redesigned by kingkingyyk3. The AI now has a randomized hook upgrade
pattern as well as a randomized item purchasing pattern. The AI is now
able to use active abilities and has improved reactions to specific
scenarios.


Alpha 1
Alpha 1 (29/01/2012):

GAMEPLAY
*New powerup: Some Fountain Manipulator powerup [NOT COMPLETED].
*Reworked Split.

Stat Changes
*Reveal:
  • Duration: 30 -> 35
  • AoE: 800 -> 900
  • Cost: 5 -> 50 (decreases by 5 gold every 7 mins until price is 5 gold)
*Illusion damage taken increased from 100% -> 200%
*Changed max. players from 12 -> 10 (allows observers in lobby, removed in-game observer commands)
*Change priority of projectile pickup for Toss, as follows:
  1. Allied Land Mines
  2. Allied Wards
  3. Enemy Heroes
  4. Allied Heroes
  5. Enemy Land Mines
  6. Enemy Wards
*Limited amount of Doppelwalk illusions to one. When Doppelwalk fires; any existing illusion will be destroyed.
*Grapple Hook radius capped to 250.

MISC
*Buying items with full inventory
*Item repickup limit removed.
*Added command: -clear. This command clears the screen of any text messages.
*Changed “dy” to “-dd”
*Changed “ff” to “-ff”
*Added “-r” for “-reset” command

VISUALS
*Renamed Phantom’s Lance to Azwraith’s Lance
*Changed Phantom’s Lance (Azwraith’s Lance) tooltip
*Removed the “Advanced” from the map name
*Changed
the player board (-sb board) to show method of killing for each
individual method rather then a category. Instead of “powerup, attack,
headshot, hook, item”, it is now “blades, fire, lightning, dynamite,
etc.”. Methods of killing you haven’t used are coloured, grey, whilst
those you have are coloured green.
*Added disclaimer for Grappling
Hook stating that it is not an offensive ability. It can only grapple
structures, not hook units.
*Barricade and Grappling Hook command
card position fixed so they don’t move around. Grapple Hook occupies (1,
2) and Lay Barricade occupies (2, 2).
*The Choose Upgrades window
will automatically close after a player upgrades a stat if their skill
points (or lumber) is below the minimum value required for an upgrade. For example:
you have 5 Skill Points, all upgrades cost 3 Skill Points. You decide
to upgrade a random stat, you are left with 2 Skill Points. Seeing as
you are unable to upgrade anymore, the window will automatically close.
*Quest log detailing the amount of kills for each spree. Killing Spree - 3, and so forth.
*Dynamite: the floating text now follows the holding unit’s height.
*Dynamite: the floating text no longer jumps from 20 height to 150 when activated
*Toss: added a targeting image to show the collision-contact radius.
*Toss: land mines now face the proper direction when they are thrown with Toss.
*Pudge shadow centre changed from 60,60 to 75,75
*Rescaled the Grapple Hook model to a more accurate size.

AI
*Changed the rate at which AI purchased items: 0.03125 -> 1.00
*Changed the rate at which AI predicted unit movement: 0.03125 -> 0.25
*Rescaled AI reaction time. Easy: 0.6s. Normal: 0.45s. Insane: 0.3s

BUG FIXES
*Fixed hyperspeed from not providing speed boost to revived players who died with hyperspeed
*Fixed the speed of objects in hyperspeed when Tossed
*Fixed illusions from being able to damage anything.
*Fixed a bug where Toss wouldn’t work.
*Fixed a bug in which powerups would not follow the proper trajectory when Tossed.
*Users may no longer purchase Tome of Power at Level 25. Gold is refunded if player attempts to purchase.


Keywords:
Pudge Wars Advanced, Pudge Wars, Tossrock, Siraraz, Meat Hook, Pudge, Hook
Contents

Pudge Wars v2.03d (Map)

  1. 23:49, 15th Sep 2010
    Cweener: Approved
    Post.
     
  2. -Kobas-

    -Kobas-
    Joined:
    Jan 17, 2010
    Messages:
    5,959
    Can you explain: Created by Siraraz ; Uploaded by: xBlackRose
     
  3. light bolt30

    light bolt30
    Joined:
    Jan 31, 2009
    Messages:
    1,869
    Why did you post this up when it's clearly not yours. Please show us that you have permission to post this up here or else it's instant rejection.
     
  4. Lambdadelta

    Lambdadelta
    Joined:
    Jul 6, 2009
    Messages:
    843
    I am Siraraz. I would have my username changed - but I can't.

    I think I may add BlackRose on the map it self so people don't misunderstand X_X

    EDIT: I have no idea how Google'ing Siraraz is evidence.. but the signature on the Siraraz account on PlayDotA was. Lol o_O.
     
    Last edited: Jun 14, 2012
  5. light bolt30

    light bolt30
    Joined:
    Jan 31, 2009
    Messages:
    1,869
    That explains all of that. Hope to see you succeed to make the map better.
     
  6. kidsoulex

    kidsoulex
    Joined:
    Dec 3, 2009
    Messages:
    192
    So thats why i never saw a new version of pudge wars
    I wish you good luck and make the map even better
     
  7. Anachron

    Anachron
    Joined:
    Sep 9, 2007
    Messages:
    6,122
    You made this? Awesome. Can I increase the terrain for you? xD
     
  8. -Kobas-

    -Kobas-
    Joined:
    Jan 17, 2010
    Messages:
    5,959
    I like this terrain :p
    I am great fan btw :D
     
  9. kidsoulex

    kidsoulex
    Joined:
    Dec 3, 2009
    Messages:
    192
    There is no screenshots and videos are too short
     
  10. Parrothead

    Parrothead
    Joined:
    Jun 10, 2007
    Messages:
    779
    Regardless it's the almighty Pudge Wars. If you haven't played it before, you're in need of playing classic games.

    Hope that lightning desync bug was fixed :ogre_haosis:. Raging at other people ingame not to pick up that powerup made the game horrendous to endure. Will be uploading this to my bot.
     
  11. Cweener

    Cweener
    Joined:
    Oct 10, 2009
    Messages:
    1,460
    Guess I'm bad too then, huh?
     
  12. Zealon

    Zealon
    Joined:
    Mar 13, 2010
    Messages:
    1,147
    Pudge Wars, Mirana Wars, Nevermore Wars, Axe Wars, Bounty Hunter Wars, And Pudge Wars Advanced. Nice.
     
  13. Lambdadelta

    Lambdadelta
    Joined:
    Jul 6, 2009
    Messages:
    843
    Ahaha. Yep. Pretty much - Tossrock's JassHelper stopped working or something (it seems that was his thread he asked in)? And thanks :)

    Well, I kind of confuse myself over that word, I don't consider myself the maker of this map, just the current developer. But I guess people see it as the same - and increase the terrain? The map size is fine :3

    I had kind of thought that the map was popular enough to give results. I'll perhaps add screenshots later.

    Ahh? Someone has told me about some lightning desync, but I have never experienced it. Was this in v1.24? I play that often (because my community isn't 100% aware of a new version) and don't seem to experience desyncs with Thunder, only lightnings from the bot left corner to wherever it was last. :)

    Huh? :)?

    Are you going to play this map? Or simply "sigh" at the amount of DotA hero derived maps?

    :| Well, I didn't know if you were kind of annoyed at the amount of DotA hero maps or not. But misunderstanding here :)
     
    Last edited: Sep 15, 2010
  14. Anachron

    Anachron
    Joined:
    Sep 9, 2007
    Messages:
    6,122
    Increasing the terrain = Increasing the quality. I want to make it more unique and eyecandy so more people will want to play it :)
     
  15. Zealon

    Zealon
    Joined:
    Mar 13, 2010
    Messages:
    1,147
    It wasn't a sigh, I like DotA hero maps. I'm a fan.
     
  16. -Kobas-

    -Kobas-
    Joined:
    Jan 17, 2010
    Messages:
    5,959
    @Cweener this map has best hook systems ever created ^^

    So many cool stuff, like instantly killing enemy hero with hook if he is already hooked by another player... Items are really cool, each one add different effect or ability to hero, making him more unique!

    Main weapon, hook, can be upgrade with points (lumber, just kill some enemies for some)! Damage, Range, Speed and AoE!

    Even power ups are cool ^^
     
  17. Cweener

    Cweener
    Joined:
    Oct 10, 2009
    Messages:
    1,460
    Well then, guess when I review it, I should have fun =)
     
  18. -Kobas-

    -Kobas-
    Joined:
    Jan 17, 2010
    Messages:
    5,959
    Don't forget to test AI :razz:
     
  19. Lambdadelta

    Lambdadelta
    Joined:
    Jul 6, 2009
    Messages:
    843
    Ah. Just realised that Rounds mode is not working correctly. I'll be fixing that ASAP.