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2P Campaign: Sentinel 04

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Sentinels Campaign: Terror of the Tides
Based on the work of The-Spoon and Blizzard Entertainment.

Chapter Four: Wrath of the Betrayer
"Hours later, suffering from grievous wounds and exhaustion, Maiev and Saithis stumble back to the relative safety of their base camp."

General Changes: Both players can control the Runner. / Gold Coins you collect are evenly divided between the two players. / Features Warden Saithis as the second hero. / Features a number of systems: shared powerups, bounty, techtree, upgrades, infromation, tribute commands, tweaked upkeep levels and food limit, slow harvesting. (See Useful Links for more information.) / You can choose from two difficulties: Normal and Insane.

Insane Mode: Slightly less starting resources. / You start with Trees of Ages instead of Trees of Eternity. / Some Ancient Protectors are removed. / The AI of Illidan's Naga is improved. / Serena Scarscale is more powerful. / Heroes receive less experience from kills. / Many creeps are replaced with more powerful creeps and some additional creeps are added to the Runner's path. / Tidal Guardians on the Runner's path have more hit points and armor. / The Naga on the Runner's path start with Razorspine Blades and Razorspine Scales researched. / You receive less gold from Gold Coins. / The Staff of Teleportation has a longer cooldown. / The Runner's Heal restores less hit points per cast.

Important Information: The 2 Player Campaign is a concept first brought to Warcraft III by The-Spoon. The idea is to convert the original maps of Blizzard Entertainment so that it can be played by two people. The-Spoon, however, only wishes to complete the Reign of Chaos campaigns. Therefore, I have decided to do the Sentinel campaign.

Useful Links: You can view the full list of credits here. / You can read the complete list of systems, mechanics and commands here. / If you want to be notified automatically when a new map of the 2 player campaign is released, subscribe to the thread found here.
16 April, 2011
A minor cosmetic adjustment to when the game begins.
22 May, 2011
Blade Shield now spawns correctly. / A typo in the learn tooltip of Blade Shield fixed. / Maiden of Pain replaced by Eclipse. / Twilight Guardian reworked. / Saithis has a new icon. / A minor issue with the intro cinematic's camera movements fixed.
Special thanks to indomitable1319!
22 May, 2011
Gold Mines will get entangled properly when playing on Normal difficulty.
14 July, 2011
The AI of Illidan's Naga and Illidan's Servitors updated to run more efficiently. / Gold Coins now grant 200 gold to each player instead of 150. / Serena Scarscale's intelligence reduced on Insane. / Serena Scarscale's Forked Lightning now deals less damage. / Shadow Orb value rescaled from 50/100/200/300/350/400/550/700/900/1250 to 125 per level. (Sells for 62.5 per level.) / The "gold mine is running low" message is now sent at 750 gold remaining. / Fixed a serious bug that could cause the load code to not store all of your items or spawn incorrect items. / Fixed a serious issue with Twilight Guardians that could sometimes create permanent units. / Summons will no longer grant bounty. / Summons can no longer be raised by Twilight Guardians. / Fixed a number of visual and audio glitches and problems.
Special thanks to KhalanDuriant!
17 July, 2011
Fixed an issue where the "<Player> wishes to skip the cinematic!" message would display every time the player pressed Escape.
Special thanks to Snow von Porges!
14 August, 2013
Updated the lobby interface to better show which heroes you'll be playing. / Scroll of Town Portal will now transport both players' units inside the area of effect. / Scroll of Town Portal now only costs 175 gold.
3 January, 2019
Fixed crashes at the beginning and end of the game on newer patches.


Keywords:
terror, of, the, tides, wrath, of, the, betrayer, two, 2, player, campaign, sentinels, chapter, four
Contents

2P Campaign: Sentinel 04 (Map)

Reviews
20:41, 24th May 2011 -Kobas-: Status: Approved
Level 2
Joined
Jul 8, 2011
Messages
17
Possible Changes:
  • It may be interesting if you could select a map such as this type where a base needs to be defended while something else needs to be done somewhere else and give control of the entire base defending operation to 1 player while the whole other task of the core mission to the other. The reason I say this is, if done right, it could promote very interesting teamwork opportunities.

    I.e. For this map, player defending the base has the ability to send units through the tunnel to player 2. The defending player still has the pressure of limited/low resources so has to decide/communicate carefully with the runner-player precisely what he needs. The runner-player's side of the map would have to be increased in difficulty slightly to make up the need for extra units while the main base would also need more attacks and possible item drops from these attacks or an additional side mission (to find gold scattered around) so you don't get bored defending if runner-player takes forever.

    I know you have also finished making this map, but I feel a concept like this would be a nice change to the flow to the 2P campaigns as having both player do both things has already been done extensively throughout TheSpoon's maps. Perhaps consider it in a future campaign?

Bugs:
  • HP bars sometimes show and sometimes don't show for some reason. Holding down 'ALT' and changing the "HP BARS ON" option in the options does not make a difference. Very annoying since you have to keep the runner alive and general unit conservation.

Overall:
This map felt a bit bland in terms of effort. The base attacks could have done with an extra siege turtle each time.
 
Level 18
Joined
Jul 3, 2010
Messages
536
First of all, a big thanks for these much needed reviews. I see the devotion in you that I have for TheSpoon's maps and that's a great thing. However, I ask you to post bugs and reviews in the hosted project forums found here. It is much easier to keep track of what I've fixed and what I changed if it is in one place. It would also eliminate the need for six seperate discussions and constantly repeating myself.

Once again, the problem with the difficulty is because of normal mode. I posted a suggestion on Sentinel 02. Please read it and add your ideas to thread I asked you to make.

As for the possible change, my reasoning is the same as with Sentinel 03, I feel it would require more work from one player, which does not feel cooperative to me.
I divided the runner's group and also the starting base so that you have to watch both places, which made the original map challenging and fun to play. As for teamwork opportunities, there are still the question of who trains and builds what and when you advance with the Runner's group. Also, which Gold Coins you take and which ones you skip. (Although on Normal you can probably collect them all.)
 
Level 1
Joined
Jul 15, 2013
Messages
1
Code does not work

A code from lastest 03 map does not work.

CNFG-1RTC-ZTTN-Qghi-nMCR-Z5m2-zoFp-AJ13-j89G-dr

Did all optional quests, invalid code pasted. And yes, checked many times. How to fix this?
 
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