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Azeroth Allstars v1.4c

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-Introduction-
Hello Hive. I've kept this map for myself for a long time now. I've only played it with some friends of mine and it remained in an unfinished state for many years. But as I've been playing some WC3 recently, I decided to finish it and release it, so maybe a few more people can enjoy it! It was greatly inspired by Uther Party, consider similitudes as a homage rather than a rip-off. This map is my gift to the amazing WC3 community with which I had a lot of fun years ago. The map is not protected.


-Description-
Azeroth Allstars is a party game where players compete in mini games (20 in total). Lots of love went into these little games. I focused on quality rather than quantity. All games have enough content to be interesting, but still remain simple enough to be understood in a few seconds. They are designed to last roughly the same time (~2min) and they all have their tiny lore, featuring our favourite characters from Warcraft. They are also different enough to cover a wide variety of skills among players. Beginners can still have fun against advanced players with the auto balance feature that will grant various boosts (depending on the game you're playing) if a player gets too far behind in the score. Earn points after each game and the winner is the one with the most points at the end. You can also get special awards depending on how good you performed in certain category of games (for example, winning a lot of games based on randomness will grant you the "luck award").


-How to play-
  • Choose the settings
    Game length : 20, 10 or 5 games
    Game selection :
    - All pick (players pick games in turns)
    - Winner picks (the winner of the previous game picks the next one)
    - All random (all games are picked randomly)
    Auto balance : ON or OFF (recommended if there are players with a different level of skill)
  • Pick a game
    If you are the player picking the game, you have to cast your Q spell on an unit which corresponds to a game (or cast W to pick a random game). If the game selection is "All random", games will just start automatically.
  • Read the game instructions
    You have a short amount of time to read what you have to do in the game
  • Play the game
    All abilities (if there are any) are bound to QWER hotkeys.
  • Go back to 2 until all games are played
  • Watch the awards and laugh at losers
Note : If you start the game alone, tester mode is activated (you can control 3 other players as player 1)


-Changelog-
==========
v1.4
==========
GENERAL CHANGES

  • Slightly adjusted automatic cameras (changed distance)
  • Changed the icons of passive abilities (used icons without borders)
  • Added a "help" (replacing the "quest" menu) where you can find a tip about changing the camera
  • Changed the helm terrain art (visible on the minimap and at the beginning)
  • Changed the name of some games
  • Added some tips
  • BUG : pathing blockers surrounding the arena now don't get removed if you played a different map before this one (which means you can't leave the arena now)
  • BUG : the camera now switches to automatic at the end to watch the awards (so you can't get stuck in a corner when using free camera for example)
GAME CHANGES
  • Elven Frisbee (Huntress) : glaives collision improved, glaives are now unselectable, more trees have been added to the arena, glaives are now correctly removed at the end of the game (1.4b)
  • Kaboom (Goblin Sapper) : fireballs are now unselectable
  • 1000 Little Orcs (Spy) : there are now only two unit types and two colors, making the game a bit easier (the orc manual has also been removed), time to answer was reduced from 15s to 10s, the number of orcs each turn can now slightly vary (instead of always increasing by 2)
  • Groovy Grove (formerly Treant, now Keeper of the Grove) : changed the player unit, increased the number of trees to make a larger grid, "Ensnare" ability now kills goblin shredders, added "Force of Nature" ability, sudden death now works correctly
  • Tank demolition (Mortar Team) : removed a bug where a boosted player could get killed by the tank (v1.4b)
Previews
Contents

Azeroth Allstars v1.4c (Map)

Reviews
deepstrasz
So, in the Blademaster fight, it's who kills who first, not the last man standing? Add the Locust ability to Fireballs so you won't be able to selected them and/or see their healthbar. In the Shaman challenge, you can get past the main terrain tile...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,798
  1. So, in the Blademaster fight, it's who kills who first, not the last man standing?
  2. Add the Locust ability to Fireballs so you won't be able to selected them and/or see their healthbar.
  3. In the Shaman challenge, you can get past the main terrain tile.
  4. You've used active ability icons for passive abilities. If you want, you can make them look passive with this: Button Manager v1.8.2
  5. Even in the paladin-dreadlords challenge, villagers and players can get out of the arena borders.
  6. You should put some info in the quest log about putting the camera back up and so on.
  7. Pigs get out of the arena borders too. It's problematic because in the druid of the talon challenge, the druids die if they get off the main tile.
  8. Glaives should have the Locust ability not to be selected and not to see their healthbars.

Approved.


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Level 4
Joined
Oct 14, 2009
Messages
29
@deepstrasz Thank you for your review! Here's my answer to all your points below :

1. So, in the Blademaster fight, it's who kills who first, not the last man standing?
Well, one player gets eliminated after each duel. So, technically, you have to be alive after the last duel to win. That makes you the last one standing. The tag "last one standing" is usually opposed to "player with most points". For example, in "Troll Hunt", even if you're the last troll alive, you might not be the winner (because other players may have scored better and died before you).

2. Add the Locust ability to Fireballs so you won't be able to selected them and/or see their healthbar.
8. Glaives should have the Locust ability not to be selected and not to see their healthbars.
Somehow, adding the locust ability to theses makes my collision detection ineffective. I'll try to figure it out.

3. In the Shaman challenge, you can get past the main terrain tile.
5. Even in the paladin-dreadlords challenge, villagers and players can get out of the arena borders.
7a. Pigs get out of the arena borders too.
I have no idea how you could do this. I placed some "Pathing Blocker (both)" all around the arena and couldn't figure out how to get across in the games you mentioned. However, I once hosted the map with a bot from ENT Gaming and all Pathing Blockers were replaced by a larger, visible version of that ugly cube and any unit could freely move across. I have never been able to reproduce that bug, any idea what's happening here? Could you leave the arena in every game allowing you to move? Can you maybe try the map again as a local game? I'm curious, because it looks like some inconsistent behavior from WC3 and I'd like to hear if it happened to other players.

7b. It's problematic because in the druid of the talon challenge, the druids die if they get off the main tile.
Actually, all units that have the blink or mirror image ability get killed if they leave the arena (that's the only way I found to prevent people from cheating) and I intend to leave it that way. But if you could just walk out of the arena, I understand that it's frustrating.

4. You've used active ability icons for passive abilities. If you want, you can make them look passive with this: Button Manager v1.8.2
I like this kind of details, but I'm thinking that I want to keep this map as "import-free" as possible (only a few sounds and the custom map preview). I thought that people would figure out that abilities that aren't on the last row are passive. I'll think about it though.

6. You should put some info in the quest log about putting the camera back up and so on.
Yeah, why not. Thanks.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,798
I have no idea how you could do this. I placed some "Pathing Blocker (both)" all around the arena and couldn't figure out how to get across in the games you mentioned. However, I once hosted the map with a bot from ENT Gaming and all Pathing Blockers were replaced by a larger, visible version of that ugly cube and any unit could freely move across.
That's what happened. I had to restart the game (Warcraft III.exe) to make the purple boxes disappear. Anyways, if collision is off for units, they will get through pathing blockers. Maybe you should surround the area with little regions that push/move you back right near them to their opposite side when you enter them. I think the issue happens if you play one (different) map after the other.
 
Level 4
Joined
Oct 14, 2009
Messages
29
Maybe you should surround the area with little regions that push/move you back right near them to their opposite side when you enter them.
That seems really tedious and will feel unnatural if we can't run along the border.

Why do my pathing blockers get destroyed after playing a different map? I can't find an alternative to this, because i'd like to block air units too.

EDIT : apparently, if I use doodads instead of destructibles, they don't get removed, so I made my own pathing blockers
 
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