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Christmas 99 v1.13

Christmas 99
by Skeedish
Post apocalyptic asskickery
Current stage of the map: Late beta
Map is protected


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Summary of the map/gameplay objectives
Pick a class, kill prawns, destroy Ziggurats, fight the other team to kill ANC Bosses, fight the other team to score points with a Rugby Ball at Hillbrow.


a1o3d2.jpg

First team to 350 points wins. The gameplay cycle goes as follows:

1. Destroy a Ziggurat - an ANC will spawn
2. Kill the ANC - it will drop a Rugby Ball
3. Take the Rugby Ball to the centre of the map (at the Hillbrow Tower) and hold position to score points
4. Repeat

Each ANC (Boss) they kill gives +15 points. Each Rugby Ball has 35 charges - while at the centre of the map (The "Hillbrow Tower") the balls will convert one charge into +1 points every 2 seconds until that Rugby Ball is used up. Players can be killed while holding a ball, and then the other team can pick it up and use it to score points.

* Map features:
-AoS style creep spawn paths with a difference: There are two types of "lane creeps" which spawn: Type 1 are allied to the bosses and are hostile to ALL human players. Type 2 are allied to ALL human players. Line of sight is shared by NEITHER of these types with human players. Line of sight is given to EVERY player of BOTH Type 1 AND Type 2's Towers - Ziggurats and Police Stations respectively.

The creep paths are Type 1 (Prawns) vs Type 2 (Metro Police). Whenever a creep spawning tower is destroyed, the tower will relocated to a random point within 7500 of the centre of the map, thus dynamically changing the creep paths as the game progresses.

-The map contains three types of Runes: MOERSA DAMAGE, POES-GROOT ARMOUR and BLIKSEM VINNIG Runes. These runes give bonuses to the carrying player, but when the carrier dies they will drop the rune (if it has remaining charges) and other players may pick it up.

-Players can buy items like in normal AoS maps (Recipes etc) but the map has a new class of item: "Ammo". Each player can buy one different ammo at a time to compliment their playing style. Ammo is used up with attacks.

-Bosses and Type 1 creeps (Enemy) spawn with one of 9 random creep abilities - things like from extra fast, increased damage/armour, a cleaving attack etc. These are made known to players via a colour change in the unit's team colour.

Bots/AI/Computer Players are supported and are great for learning how to play.

Bots are programmed (in order of preference) to
A. Score points
B. Try survive
C. Take Rugby Balls to the Hillbrow Tower
D. Kill ANC
E. Kill towers

Bots also buy Gloves of the Rainbow Nation, and upgrade them to Cosatu's Equality.
A HUGE thank you to General Frank for his Space Orcs of the 5th Generation model pack, Pheonix-IV for his Goblin Pack model pack, Mc ! for his Fel Goblin and Goblin Flying Chair models, abriko for his Zergicid model, Pyramidhe@d for his Ripper, Iron Knight and Sentient Gold Pot models, Thrikodius for his Ammo Box model, WILLTHEALMIGHTY for his Ground Explosion and Rocket models, Bon_Jovi for his Artillery Round model, infrenus for his Reborn model, Ampharos_222 for his Infernal Knight, Calcium Behemoth, Hominicle, Fel Orc Brutelord, Kubilla, Dullahan and Razor Armed Automaton models, Tarrasque for his Inferno Knight model, sPy for his Venemous Aura, shiik for his Mountain Legend skin, Dioniist for his Astherotian Disciple model and shiik for the skin, Paladon for his Jump, Knockback and Shockwave code, and RMX For his Imbody code. Awesome stuff.
v1.13 Changelog:
- 5 NEW HEROES - the PLANESWALKER, UNDERTAKER, NECRON TOMB LORD, SUCCUBUS and LIVING STATUE OF AGRICULTURE
- 3 NEW ITEMS INCLUDING A SUPER ITEM - "THE DEMOCRACY" - AND A MULTI-TIER UPGRADABLE ITEM

- New Pub, and the pubs are now split up into INT/STR/AGI. Various hotkeys have also been reassigned for picking heroes.
- The Nigerian Beetle Pimp's Pimp Hand ability now deals AOE damage equal to the hit points gained.
- Groot Ouen's Vinnig Skieter now only gives +30% attack speed per level.
- The North Korean's Railgun now costs 150 mana and has a mana increase of +15 per level, as opposed to 100/+10.
- Increased the damage bonus from the Beer Tankard from +25% to +30%.
- The Champion Braai Knight's Burnt at the Stake's Stake is now invulnerable.
- The Rocketeer's Meltabomb now gives a -2 armour penalty at all levels.
- Trees will no longer respawn if a Hero or ANC member is within 250 of the tree.
- Heroes can no longer pawn the Gem of True Sight, Orb of the "Greater Good", or Orb of the Fascist Communist.
- Fixed the Hero Damage tooltip on Beerfest.

Thanks to Ampharos_222 for his Kubilla and Dullahan models, sPy for his Venemous Aura, shiiK for his Mountain Legend skin, Mc ! for his Burning One model, Dionesiist for his Astherotian Disciple and shiik for the skin.

Download the District 99 v1.13 Map Pack, featuring Beerfest, Christmas, District and Easter:

District 99 Map Pack v1.13 Download Links:
http://www.hiveworkshop.com/forums/packs-542/district-99-v1-12-map-pack-203872/


Have fun! :D

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Keywords:
africa, anc, awesome, badass, beer, boer, bull, bulls, bunny, christmas, corruption, district 9, easter, egg, greed, malema, manto, marine, poverty, r
Contents

Christmas 99 v1.13 (Map)

Reviews
21:22, 7th Sep 2011 Vengeancekael: Status: Approved Different 'version' of District 99.
Level 10
Joined
Mar 16, 2009
Messages
354

Christmas 99
====
Systems
---
In working order, it would appear.
====
Gameplay
---
First, it's confusing to be dropped into. The map doesn't really explain itself besides telling you the main objective.
--
Agility heroes can't lose. Ever. Period.
--
The gameplay is very odd and objectiveless. Even with full teams it would seem like nothing is ever happening that anyone can explain or take credit for.
====
Graphics
---
Very basic, but it can be overlooked if the gameplay were made a little less dry.
 
Level 5
Joined
Oct 20, 2010
Messages
71

Christmas 99
====
Systems
---
In working order, it would appear.
====
Gameplay
---
First, it's confusing to be dropped into. The map doesn't really explain itself besides telling you the main objective.
--
Agility heroes can't lose. Ever. Period.
--
The gameplay is very odd and objectiveless. Even with full teams it would seem like nothing is ever happening that anyone can explain or take credit for.
====
Graphics
---
Very basic, but it can be overlooked if the gameplay were made a little less dry.

Thank you for the critique - very much appreciated :)

First, it's confusing to be dropped into. The map doesn't really explain itself besides telling you the main objective.

What do you mean by that exactly? Are you saying that a back-story of sorts is in order? Or are you saying that the players should be told up front that its "((Bulls vs Sharks) allied to Metro Police) vs (ANC allied to Prawns)" in some manner? I'm not sure where I'd fit that in...the loading screen has enough text for the loading time as it is - I wouldn't want to make it more complicated. Any suggestions? :)

Agility heroes can't lose. Ever. Period.

How so? I've tested a few games online and the heroes all seem fairly balanced... I've had a few people telling me that the Gamer Ranger's "Drunken Airstrike" is a bit imba, but I've put that down to teams (in my experience so far) clustering around Hillbrow, and have that sort of AOE skill as a deterrent to that sort of strategy-less strategy.

Would you recommend lowering the Agility heroes' strength gain per level? The main thing that distinguishes them is having no natural disables available. Perhaps their skills deal a bit too much damage?

One of the changes planned for the next version is to increase the level-skip requirement for the stat bonus and critical strike ("Lekker Skiet") abilities, so players can't just "pump attack damage", as it were.

The gameplay is very odd and objectiveless. Even with full teams it would seem like nothing is ever happening that anyone can explain or take credit for.

Haha... :p. Surely it's like "King of the Hill" with a few added twists? The map is designed to "self-regulate" i.e. ANC can be killed by the Metro Police without players being involved, so maybe that makes you feel that? I sort of follow what you are saying....but don't really have anything to say... if you could elaborate or offer a remedy it would be most appreciated.

Graphics
---
Very basic, but it can be overlooked if the gameplay were made a little less dry.

Ouch...haha...gameplay dry? Should the map perhaps be smaller? [EDIT] what do you mean by "dry"? The major criticism I've had of it in previous versions is that its been "too chaotic", and chaotic is pretty much the polar opposite of dry. [/EDIT] The map has been through quite a number of versions so far... it evolved from the idea of "Lets make a map where the players are BOTH allied to the one creep wave type, and BOTH enemy to the other creep wave type" then I had to implement some way of scoring so that teams had a clear objective and a way to win. As for graphics - do you mean that I should add more flair to spells?

All in all, thanks again for the constructive criticism - this is the first that I have received :)
 
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