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Battle of 2154 1.3.1

Battle of 2154 1.3.1

In the future (Around 2087) a nuclear war broke out. This caused most of the world to be a dry wasteland covered in ruins of mankind and the mutated corpse of the ones that survived in a bomb shelter. The only safe place is Canada (Or the Holy Land as some call it.), where the cold temperatures repel the mutants and some how keep radiation out. But it isn't as safe as people thought it was. During the Imperial decision to reclaim America and Russia, an organization called the Terran Republic attacked. They believe that mankind is suppose to live in the "Holy Land" forever and that the rest of the world wasn't ever suppose to be. So before the Imperials sent out their first expedition into America, the company of soldiers that was suppose to reclaim America was attacked in the Canadian wilderness. European Mercs. were also hired to kill the company soldiers because other civilians who have the same beliefs as the Terran Republic had the same idea, but didn't actually want to fight. Last but not least, Russians who somehow survived in the wasteland got word off this expedition, but to them, the wasteland is better than gleaming cities, so they also had the idea to attack the Imperial force. This is the battle of 2154, and you decide what happened during it and which faction came out victorious.


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If you have complaints, questions, or comments about the map, or ideas for updates, please tell me!


Models: chilla_killa, Fingolfin, Illidan(Evil)X, Kuhneghetz, General Frank, Kofi_Banan, Ket, SataX,Mc !, Burning_Dragoon5,Kwaliti, GhostThruster, Ujimasa Hojo, JB_McKnight, The Weird Human, killst4r, Mechanical Man, jk2pach
Icons: Huinipachutli, Mechanical Man, Illidan(Evil)X, Sin'dorei300, Blizzard Entertainment Warcraft II Icon, Blizzard Entertainment, epsilon, GhostThruster, Kimbo, NFWar, HappyTauren, Dristitia, bigapple90, Ujimasa Hojo, Kwaliti, olofmoleman, 4eNNightmare, Hemske, Zombie, -Grendel, General Frank, darkdeathknight, The Weird Human, 4eNNightmare, Bas, CRAZYRUSSIAN



1.1- Added a hidden unit, changed the way artillery cannons attack, added a missile to the hover tank, mortars now attack faster, mortars now have a fixed animation, commander unit was added, starting units were added and they don't take up food, you can no longer build Command Centers directly, you get Head Quarters now from 4 captured reactors instead of 3, the test unit was removed, fixed the alien grunt, fixed the capture the reactor mode from needing 8 reactors to all of them, removed defensive reactors, 1.1.5- removed horse test unit, leaks fixed, new message when you earn the Headquarters, new message at the beginning.
1.2- ADDED FREAKEN' AI hahaha!, special unit builds no longer require an item which breaks the game.
1.3- Massive Overhaul (Still not perfect though) Reactor Guardians are now Neutral Hostile, Mechs are now smaller, you can now see the Grunt projectile, Mortar has more HP, Mutant units now have auto-cast initially on, Food limit is now 150,Transport training time and cost have been reduced, Teir 3 HQs now provide 10 food and can be a resource drop-off,Control Centres now provide 10 food, changed unit food costs, Nerfed Behemoth, Removed Mutant Mode, Removed the Immortality Project (Wouldn't work), Added a Power Cell building for food (10 food),Changed the HQ model and icon, Fixed AI, Lowered the amount and power the creeps have, lowered the Grunt armour, Medical Super Soldiers now heal a lot faster.
1.3.1- Fixed the requirements for the Academy and Bio-Lab, added more/ better creeps, gave more gold/ lumber to AI so they can start faster, nerfed the Mech Suit's damage, tweaked how the AI attacks. (I'm still working on the AI, this needs a lot more fixes I think, but I'm getting there)


Keywords:
Future, wars, battle, 2154, Canada, mutants, zombie, modern, game, modes, uklabokalala, AI
Contents

Battle of 2154 1.3.1 (Map)

Reviews
18:47, 25th Aug 2015 Shadow Fury: The map is approvable. It's a nice altered futuristic melee map which offers a modern race to control against enemy units. Taking over the reactors from the hostiles and protecting them from enemies provides a...

Moderator

M

Moderator

18:47, 25th Aug 2015
Shadow Fury: The map is approvable. It's a nice altered futuristic melee map which offers a modern race to control against enemy units. Taking over the reactors from the hostiles and protecting them from enemies provides a challenging gameplay. It is quite strange to see the terrain changing tiles magically in the beginning; it would be better to do that before away from the sight of players. The landscape is lacking since it's just composed of trees. Decorations would be better.
The absence of heroes could be awkward for some players so you may consider implementing them if you want as they would surely spice up the gameplay.
 

Ardenian

A

Ardenian

I think you forgot to remove a testing unit for player red, the dragon hawk.

The tile variation change should not occur once the game has started, or has it a purpose it does ?

There is no way to increase food early without expanding and building new HQs. for player red ?

The building time seems quite high to me compared to the amount of resources gathered, there is kind of an imbalance in my opinion.
 
Level 25
Joined
May 11, 2007
Messages
4,651
"Artillery Cannon can shoot anywhere on the map"
Has a max range of 1400.

I need reactors to upgrade my tech, but there is nothing telling me that guarded reactors exist on the map, the players have no knowledge about this from the start of the game.

And to get reactors I need an army, but most of my food is used by workers + the artillery cannon that can shoot anywhere on the map with the range of 1400.

I can upgrade my HQ to a control center or I can build a control center directly from the worker. Why?

The marauder unit needs his Damage point fixed, he currently plays his animation and then about 0.5 seconds later the missile is shown.

The hover tank uses the instant attack, for a missile model.

So yeah, the map has potentional but currently it's not in a release stage.


EDIT:
I looked at the triggers a bit.
This is bad:
  • Common Terrain
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Environment - Change terrain type at (Random point in (Playable map area)) to Northrend - Snow using variation -1 in an area of size (Random integer number between 1 and 3) and shape Circle
      • Environment - Change terrain type at (Random point in (Playable map area)) to Northrend - Snow using variation -1 in an area of size (Random integer number between 1 and 2) and shape Circle
      • Environment - Change terrain type at (Random point in (Playable map area)) to Northrend - Snow using variation -1 in an area of size (Random integer number between 1 and 4) and shape Circle
      • Environment - Change terrain type at (Random point in (Playable map area)) to Northrend - Grass using variation -1 in an area of size (Random integer number between 1 and 6) and shape Circle
      • Environment - Change terrain type at (Random point in (Playable map area)) to Northrend - Snow using variation -1 in an area of size (Random integer number between 3 and 7) and shape Circle
I recommend ya read about leaks: http://www.hiveworkshop.com/forums/triggers-scripts-269/things-leak-35124/
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
I checked the map and I see that the issues have been fixed. The idea of offering a modern technological race is pretty cool. There are indeed location leaks in the "Move" triggers and unit group leaks in "Immortality" triggers. You must fix these leaks to avoid lag (the looping trigger especially).
If we have to talk about test units then there is the rideless horse located at the south of the map. It is useless so it should be removed.
Finally, why does the terrain keep changing tiles at the beginning of the game? It was snow then it turned into all the other tiles out of the blue.

The map is nearly ready for approval. Fix the leaks and the terrain issue if possible and approval will follow.
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
* T3 centers don't return resources.
* Neutral Hostiles guarding the reactors should be, well, Neutral Hostile. Currently the only one is a yeti hidden in the trees in the northwest.
* Super Medic doesn't heal any faster than the regular one.
* Zombies' parasites should be autocast, including the spawned ones.
* The AI had a Reactor in their base when I killed it.
* Grunt doesn't have a projectile.
* Killed every enemy including the browns, but it didn't trigger victory.
 
Last edited:
Level 10
Joined
Oct 2, 2014
Messages
215
* T3 centers don't return resources.
* Neutral Hostiles guarding the reactors should be, well, Neutral Hostile. Currently the only one is a yeti hidden in the trees in the northwest.
* Super Medic doesn't heal any faster than the regular one.
* Zombies' parasites should be autocast, including the spawned ones.
* The AI had a Reactor in their base when I killed it.
* Grunt doesn't have a projectile.
* Killed every enemy including the browns, but it didn't trigger victory.
I'll see what I can do. The reactor thing in the base is the only way the AI would work (this is my first time making one) and the victory thing I'll look into, it might be because of the game mode... I know at least one of the game modes are broken.
 
Level 15
Joined
Sep 6, 2015
Messages
576
If you work on it, this map can be really good, but in its current state I don't think it belogs in the Approved maps section. No offense, but it is off in many aspects. Here it is in short:
- Balance is completely off, you need to rebalance all units and everything
- The terrain needs a lot of work and adaptations
- Aesthetically, it needs a lot of work too (wrong tooltips; models, icons, etc. that fit better together; etc.)
- You need to change certain aspects of the custom race and its units and buildings
- You need to do a detailed checkup when it comes to bugs, and remove all of them
- Trigger leaks should be removed
- The AI doesn't attack at all as far as I could see
- You should make a quest that contains the elementary things about how players should play and what they should do
 
Level 10
Joined
Oct 2, 2014
Messages
215
I have seen the AI attack, but only when it amassed a LOT of troops. I don't know how much I'll keep working on this map since I can never properly test it. I will see what I can do with all these suggestions. Also if a unit is unbalanced please tell me so I can work on it. Thanks for playing, I appreciate it!
 
Level 15
Joined
Sep 6, 2015
Messages
576
For the AI attacking, take a look at "IV. Attacking Tab" of this tutorial Tutorial: The WC3 AI Editor - Wc3C.net, and also make sure that you have "Have No Mercy" ticked in your AI properties, otherwise the AI won't attack properly.
When it comes to unbalanced units, here are some:
- Behemoth is way too strong, it has 8x the health (8500) and 5x the damage (500+) above average, it can decimate everything
- Mech/Hover Tank are way too big and they can get an army stuck at some choke points in the forest, so you should increase the width of the paths and/or reduce the collision size of the bigger units:
Screenshot_1.png
- Transport isn't so useful, and it has high build time and food cost
- Mortar has too low health
- Unit production buildings shouldn't be upgraded from the main building
- The buildings are too big/have too big building plots
- Immortality Project doesn't only give resurrection to infantry, as it says, but to everything
- Most units have too little food cost
- Building HQs for food isn't a good idea, since they cost too much, take too much space, and have too high build time for that purpose, and they are the only ones that add food. They also lose much of their food when they are upgraded to the unit producing buildings.
- And, from what I've seen, many other units and buildings probably have too weak or too strong health/damage/armor/abilities or too low/high cost/build time, and they are not standardized, but that needs to be tested in detail and carefully calculated.
Also, it is not recommended to have such a high food limit as 300, since in Warcraft 3 you can control/select only 12 units at a time.
Edit: Also, don't add workers to the attack forces in the AI, otherwise the AI won't attack properly.
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,105
* Starting units and built units are considered separate units.
* Mutants have a tendency to stop moving before attacking, at least in the beginning stages.
* In Mutant mode, killing a town hall gives a "Player color was defeated" message. Except it gives the message every time you kill one, and they build a lot of town halls. When I got to the last player, killing a single one won the game.
* Had some massive lag spikes in Mutant mode, but not when the mutants were moving, strangely enough.
* HQ and Control Center have the same model.
 
Level 10
Joined
Oct 2, 2014
Messages
215
* Starting units and built units are considered separate units.
* Mutants have a tendency to stop moving before attacking, at least in the beginning stages.
* In Mutant mode, killing a town hall gives a "Player color was defeated" message. Except it gives the message every time you kill one, and they build a lot of town halls. When I got to the last player, killing a single one won the game.
* Had some massive lag spikes in Mutant mode, but not when the mutants were moving, strangely enough.
* HQ and Control Center have the same model.
Well when I work on it, I'm gonna remove the broken gamemodes (Mutant especially) and I'll try to find a model for the Control Centre
EDIT: Well I've done most of this in the new update and most suggestions I have gotten in the past few days I did too.
 
Last edited:
Level 10
Joined
Oct 2, 2014
Messages
215
Behemoths take up 1 transport space. Hilarious as it is to airdrop 8 of the things into the base, people will probably complain.
Vehicles can go into ground transports. This includes transports. Metal boxes in metal boxes...

What's the bottom area for?
Bottom Area was for a discontinued game-mode. I could update the transports in a couple weeks or next week, I'm too busy at the moment.
 
Level 7
Joined
Jun 28, 2017
Messages
317
just note i can't save replays on this map.

But it's good when i first tried it the other day. :infl_thumbs_up::infl_thumbs_up::infl_thumbs_up::infl_thumbs_up::infl_thumbs_up:

edit: post fixed due to a mistake i have on it. It supposed to say "can't", but i forgot a "'t" part right behind the word "can" like in "can't". my bad. :vw_death:
 
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