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Battle of the Bulge v7.5

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Battle of the Bulge (BotB) v7.5

NEW GAMEPLAY VIDEO!!!!!! GO TO THIS LINK:::
http://www.youtube.com/watch?v=SoWAh19QEAQ

FOR SCREENSHOTS AND MORE DETAIL GO TO THIS LINK:::
http://www.hiveworkshop.com/forums/f202/battle-bulge-botb-v7-4-a-98290/

TO SEE/JOIN THE FORUM GO TO THIS LINK:::
http://z4.invisionfree.com/Epic_Battle_Bastogne/index.php?act=idx

This is an AOS WW2 theme game. It is only an AOS because you pick a hero and a computer controls waves of units. It is a very unique and original game with some new concepts:

-Battle Orders ==> Your hero can give orders to friendly troops to add a stragetic advantage

-Kill Streak ==> for every unit you kill your Kill Streak (KS) increases. The higher your KS the more gold you get per kill. You also use your KS to upgrade units and buy certain items for your hero.

-Item & Weapons ==> Grenades, Ultra Grenades, Smoke Grenades, Land Mines, Sticky Bombs, Concentrated Napalm, Concentrated Mustard Gas, Machine Gun Towers, Bunker Towers, Artillery Gun Towers, and 4 Tiers of Hero Items.

-Not Typical AOS Lanes ==> there are 3 lanes on units like on a traditional AOS but in this map they are practically next to eachother which creates a frontline effect. There is still Top Mid and Bot, but you get much more action with lane mixing.

-Salary(Income) ==> every player starts off with a salary of $1. This means you get 1 gold per second. Every 5 kills increases your salary by $1.

-Action Mode and Normal Mode ==> Action Mode has a lot of units spawned which makes for a really action-packed intense game but can cause lag for ppl with bad computers.

This is still under construction so there is still much more to be added.
-more heroes
-vehicles that your hero can buy and enter which squishes nearby weak enemies
-more Battle Orders
-Department of Defense and Department of the Army


If you like fast paced action games this is for you.


=Note!= This is map unprotected! I'm allowing people to see how it works and to learn and take from it.

Keywords:
Battle, Bulge, Battle of the Bulge, Reddspyder, Epic, Bastogne, Belgium, WW2, DotA, Shooter, Modern Warfare, Hero Arena, Tug-of War, AoS
Contents

Battle of the Bulge v7.5 (Map)

Reviews
14:49, 15th Aug 2009, by Rui(#18): Boring and «raw» map. No credits are given to the authors, so this will remain Rejected(until updated).

Moderator

M

Moderator

14:49, 15th Aug 2009, by Rui[self=http://www.hiveworkshop.com/forums/maps-564/battle-of-the-bulge-v7-5-a-97924/#post1261339](#18)[/self]:
Boring and «raw» map. No credits are given to the authors, so this will remain Rejected(until updated).
 
Level 11
Joined
Nov 12, 2006
Messages
765
Well, I liked it, but anyone here, not to get off topic, but can someone who enjoys making futuristic/modern warfare maps create an Ender's Game map, based on the book, "Ender's Game"...you can ask me about the book, if you haven't read it but you wanna make the map. up 2 u


=) thanks

NO this is not the place to ask someone to make a game. go through the forums and create a thread there asking about it. if u really want someone to make it youll also explain what Enders Game was about. this is why u have -3 rep right now. if i could make it -4 i would. epic fail. dont hijack threads especially map threads.

Edit: anyways. i think you should change the minimap image to a picture of the real Battle of the Buldge. it will probably increase downloads because it will look cooler.
 
Level 17
Joined
Nov 26, 2007
Messages
1,964
Review

It opens up nicely with a creative and resourceful cinematic, made by someone who is obviously lacking in the skills of making a more advanced cinematic but makes a nice one nonetheless, giving a brief and historical (yet some what inaccurate) introduction to the map with the same name as the famous Battle of the bulge.

There is a fair selection of Heroes, but I would really have liked to see some Axis exclusive heroes and vice versa to the allies. Nazi officer? French operative (What were they called again..)?

Abilities are your standard Warcraft III shindig, but they are no similar Warcraft rip offs. The similarities are obvious, of course (Such as Machine gun turret set ups as a Serpent ward ability) but they are fairly modified and give enough variation to keep the game entertaining

There ARE imbalances though, I have tested several hereos. None of the imbalances seem major but there are some slight advantages/disadvantages to each hero (*COUGH* SNIPER TOWER *COUGH*). Either way, I'd suggest vigirous testing to find and work out some of the small Imbalances. This comes with time, and several versions later so be patient.

The terrain is just up to average at best. The explosions at the city are nice, but the tileset variation is just awful, and I hate the fact that you used cliffs in a square shape. I understand it has to be symmetrical, but can't you add some variation to it? Some details do not effect balance.

Speaking of symmetry, I would really have hoped for some branching roots, where each factions creeps branch out and move around inside the city. They are bunched up in clusters and walk a perfectly straight path to the otherside. This is fine an all, but a little variation would have been nice.

On a quick note, commands are a nice idea but are absolutely worthless. Firstly because they do not work properly, second because in a high action AoS you aren't going to wait for an NPC to heal you. Hit and run, run back, etc.


I noticed the map was unprotected (you mentioned) so I peeked at the triggers...

GUI, of course. But the amount of leaks is god awful.

First off, you have a huge amount of worthless triggers, you make a trigger for each player (Repick, respawn, etc.) while they can all be put inside the same trigger.

Second, you don't destroy unnecessary triggers (That are not needed after they serve their purpose).

For triggers that you only need to function once (Repick, Cinematic etc...)

And do you have to have so many Waits? The amount of waits and their length is ridiculous!

In summary: Some new game play elements are introduced, and the overall theme is nice. But a lot of the things that make this map "Unique" fail in practice. But in the end, despite a few imbalances and some bad and leaky triggering this map functions and is worth a try.

And some of the tooltips are plain epicwin.

Final rating 2.5/5

Approvable, Decent
 
Level 5
Joined
Jun 15, 2008
Messages
22
It opens up nicely with a creative and resourceful cinematic, made by someone who is obviously lacking in the skills of making a more advanced cinematic but makes a nice one nonetheless, giving a brief and historical (yet some what inaccurate) introduction to the map with the same name as the famous Battle of the bulge.

Ya i decided to go with an intro thats not your ordinary cinematic kind of intro. Its not that im lacking in cinematic skills but instead i did something different to break the monogamy of game intros :p


The terrain is just up to average at best. The explosions at the city are nice, but the tileset variation is just awful, and I hate the fact that you used cliffs in a square shape. I understand it has to be symmetrical, but can't you add some variation to it? Some details do not effect balance.

I tried to make the terrain a bit more dynamic and i did so with random explosions, health packs, painkillers, etc. I dont know what you mean by the tileset is awful because its a winter snowy battle so it has to be a winter tileset. What i did about the cliffs on the side and the trees on the edges of the map is i made them nondescipt and plain throughout. This is because it makes players understand that theres nothing past that point and to not be interested there and to instead focus on the battlefield where the game is played.

Speaking of symmetry, I would really have hoped for some branching roots, where each factions creeps branch out and move around inside the city. They are bunched up in clusters and walk a perfectly straight path to the otherside. This is fine an all, but a little variation would have been nice.

The major goal i tried to accomplish with this map is to create a frontline effect like in real life. The lanes are so close to each other that all you need to do is attack the lane next to you and you'll see that the lanes will mix and both teams will be emerged in a choatic frontline of bullets and explosions. I had always thought that the idea of having 3 lines entirely appart made the gameplay more boring because it wud just be wave after wave of units coming from the exact place all the time. I made the units have small collision sizes to make them bunch up more than normal. That way players can get major kill combos with thier abilities, grenades, artillery, and all the other kinds of weapons u can use in the game. Because think about it, who doesn't like the feeling of pwning an entire group of enemy units in one hit?

On a quick note, commands are a nice idea but are absolutely worthless. Firstly because they do not work properly, second because in a high action AoS you aren't going to wait for an NPC to heal you. Hit and run, run back, etc.

Im constantly adding and building this map because it hasnt reached the final version yet. The two orders that existed when you played are used in online play to send a message to your teammates quicky. Trust me i wasnt going to leave only two battle orders in the final version. There will be many more and they will have all kinds of uses to help you in the battlefield.

I noticed the map was unprotected (you mentioned) so I peeked at the triggers...

GUI, of course. But the amount of leaks is god awful.

Lol ya its gui because im not going to waste my time learning JASS because im university learning the real programming languages. But using the WE's gooey is perfectly fine in map making. Thats because even the most simplist games can be loads of fun, and fun is the most important essence of games and a lot of map makers, i find, forget about this. About the leaks: theres only two sections of triggers that are not leak proof and those are the reinforcement triggers. This isnt a problem because they do not occur often enough to cause the memory in the Stack and Heap(memory) to collide.

First off, you have a huge amount of worthless triggers, you make a trigger for each player (Repick, respawn, etc.) while they can all be put inside the same trigger.

I seperated them to be more organized. Theres also nosuch thing as a worthless trigger. I have some triggers that i no longer need (transport triggers from when the map was larger) but i have then disabled. Lol ya i when i made this map i did make the triggers a lil messy but i neatness has no impact on performance. Also i was very high usually when i made this lol (did you notice the medical marijuana item with the puff-puff pass ability lol)

Second, you don't destroy unnecessary triggers (That are not needed after they serve their purpose).

For triggers that you only need to function once (Repick, Cinematic etc...)

Again this has no impact on the game. And besides theres only like 15 small triggers that have no purpose after a certain point.

And do you have to have so many Waits? The amount of waits and their length is ridiculous!

Lol theres nothing wrong with waits. they are basically embedded temporary timers.


I appreciate your review of the game because i believe that being open to critque and cynicism is what makes maps grow and get better. Ive been testing this game for a while now and when testers say "this is should be that way" and "this doesnt need that" i tweak the game and fix it according to what people say.
 
Level 18
Joined
Mar 13, 2009
Messages
1,411
Tested this map together with Rui, Thrikodius and Yixx

+ The starting cinematic looked nice.
+ Interesting heroes and items.
+ Proper use of Hotkeys.
+ Nice setting and style.

- Lacks some credits on models (like WILLTHEALMIGHTY's explosions).
- For the Bio the Acid Bomb and the ultimate were based of the same spell, bugging eachother.
- Wrong button order (Ultimate was on the second spot)
- Minor grammar errors on upkeep etc.
- Optional Quests yet to be added.
- Mainly adjusted basic abilities.
- Overuse of effects caused lag for some others (maybe lower the effects after the cinematic).
- Income seemed to raise at high speed and gave aggressive heroes an advantage.
- Some of the items dropped on the field are very (too) strong.

I liked the map even though it had some problems (balancing issues aside). I suggest attempting to reduce lag and efficiency first, because that was disturbing some players (and at least add some credits where needed).

For now I give this map a 3/5 and vote for approval for being an enjoyable map nonetheless if credits are given!

PS: Name and screenshot or scary D:
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
Rui's review for "Battle of the Bulge" (v7.5), by Reddspyder07

"Battle of the Bulge" is a modern warfare Aeon of Strife (AoS) map. In this map, you'll pick one of several commanders and help your forces make it to the other base, and destroy it. While on the field, you can pick up some items that are used instantly -- such as the Pain Killer (temporary invulnerability) or the Health Pack (to heal) --, or others that you can conserve for later use such as the Healing Salve.I have to say I didn't find the gameplay original at all. It is just another AoS.The first things I'd like to call attention for are the lack of resource credits (explosions and other models). A map cannot be approved with uncredited resources. Plus, the optional quests («commander intel») seem to have not been written.
Like I said earlier, I notice no originality in this map. You choose a hero, and there you go with a couple of abilities -- Warcraft III's basic ones -- to battle to kill and get killed. Even Medics have this Fan of Needles ability which is basically a Fan of Knives that, when leveled to its maximum, can instantly kill a few units. He also possesses a Holy Light spell that is named as a Dose of Morphine...Noticeable are also the masses of slaughter, now that I think about it. Maybe that is why all the abilities are applied on an area of effect; units barely have time to do anything and they're already dead.This AoS map, like a few others, allow you to purchase upgrades for your units. This is no difficult task: the gold you need for buying them is about 1% of that you're currently owning when you notice it.The game seems to be slow, maybe the idea is to use the large amount of gold you get and upgrade straight away. Then again, you don't get that much lumber (called «streak» in this map) -- which is earned by killing other units -- to do that. Like I said earlier, the units are dead before you can do anything to them, so more players don't necessarily mean the game will run faster. Rather, the streak is going to get split, and players can be very stubborn on handling over resources.Last regarding the gameplay I can only say I found it extremely weird for bows to be used in the second world war.
The terrain is just a snow field. While it doesn't look bad, it doesn't leave you amazed either. I must express my dislike for the bases, however. There are lots of buildings piled up against each other which don't look good at all.Maybe I should also count the explosions as terrain effects, since they don't damage at all. While the idea gives realism to the battlefield, there is no realism on the idea itself because the explosions don't damage anything.
That is it. I wouldn't be surprised if people left the map while playing. That reminds me of how unbalanced it was when one of my testers left and we were in a situation of 2vs1. He barely had a chance.
I don't like modern warfare maps, I admit. Maybe it is because they're always so raw and uninteresting. It is so how I classify this map.My rating is 2/5 (Lacking). This map is for Rejected until credits for the models are given to their authors.I tested this map with Billy the Cat, Thrikodius, and Yixx.
 
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