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Civilization: RT v1.00b.55

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Decide the path of a civilization, from designing your own cities to overthrowing your own government. Lead armies to conquer your enemy, or simply bombard them, all choices to be made, are yours!

A few tweaks here and there.
*Map is protected*
Contents

Civilization: RT v1.00b.55 (Map)

Reviews
13:49, 12th May 2008 Firelord213: [+]The map is yours. [-]No information about the map being protected is give , I'll add it for you. [+]The map is in English. [+]No signs of any crashes or bugs. --------------------------------------------...

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M

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13:49, 12th May 2008
Firelord213:
[+]The map is yours.
[-]No information about the map being protected is give , I'll add it for you.
[+]The map is in English.
[+]No signs of any crashes or bugs.
--------------------------------------------
[++]This must been the best strategy game I have ever played in Warcraft 3.
[+]10/10.
♠Approved♠
 
Level 4
Joined
Dec 21, 2007
Messages
14
The terrain on the upper lands aren't quite complete, and the space zone isn't used yet, but you can explore a new that that I'm going to make into a powerful alien stronghold (below the space area)

What's the point of giving me a bad rating if you aren't going to criticize it? Perhaps you're just a fellow map maker that wants me to look bad? Be real to what you state, it's obvious you (whoever you are) rated "pathetic", because that's the only thing that can bring a 9.76 down to a 8.74, so why don't you LEAVE A COMMENT?
 
Level 2
Joined
May 23, 2005
Messages
4
This map is one of the greatest and most flawless maps on Warcraft. Most people do not understand it since it is to complicated for their feeble brains. I get to enjoy the pink of health even at an rather advanced age. I got to behead ACL of the Song Dynasty and have them elect a bumbling, talentless fool as their successor, thus ensuring a smooth victory.
 
Level 17
Joined
Apr 13, 2008
Messages
1,597
Hi, just stopping by to say hello and thanks for this awesome map. Me and my friends love it and looking forward for the next versions.
Have you ever considered adding spies to the game, or radiotowers, boosting your units damage or something, launchable and destroyable satellites, granting vision of a greater piece of the map or protecting your civilization against missiles or firing beams down to your enemies?
 
Level 4
Joined
Dec 21, 2007
Messages
14
Matter fact... yes I had, this is still in beta phase and it's going in a slow progress now (sadly, because I'm busy creating animations for some theatre), but I already have thoughts for ICBM and SDS (Satellite Defence System) and for nuke prevention, we got global warming and UN trade policies for that =), glad you enjoyed it =D

Matter fact... the last time I checked this site was 2-3 months ago...
 
Level 2
Joined
Apr 9, 2008
Messages
22
I love this map and think very well done and deep. The only problem I have ( personal not with the map) is aways wait till the last age to really attack anyone and defend till than. Does anyone else's play like that or is it me?
 

Ash

Ash

Level 22
Joined
Aug 27, 2005
Messages
1,684
This map, like many others, suffers from Elitism. It expects the player to know everything, and if he doesn't he get's automatically labeled as a n00b. Coupled with the fact that the units and upgrades are especially boring and repetitive; thing's aren't really looking too good for your map.

However, after several hours of playing, it began to grow on me. True, random Partisans and buildings randomly spawn in my base and kick seven bells out of me, but it's all quite good fun. Your map is very deep. But, because of that players are given no real chance to coinside and have wars until the final tiers, that is unless somebody decides to leave and wtfbombs the crap out of somebody.

Your map's nothing special, at the moment. Keep working on it, things will get better. I'm sure that space, for example, will bring a new depth or gaming to your map, especially when you have space units hitting land units; I don't believe thats been done before.

Overall, as I've already said, this map needs work. But I'm sure that the changes will right themselves in due time.

3/5
 
Level 17
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Apr 13, 2008
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1,597
This map, like many others, suffers from Elitism. It expects the player to know everything, and if he doesn't he get's automatically labeled as a n00b.

I don't agree on that, I was almost as efficient in my first game on this map when I played it the second, third, xth time.

However, some players tend to be defeated by barbarians in the first few minutes.
Sometimes the war part does not really begin until the late ages, but I have found those games rare, and most of the time the first battles start in the early medieval ages.
In the later ages the dominant team's main problem is to find the enemy, the game begins to be a little dull once you have the upper hand and the most land mass and your opponents still struggle.

I still think that when played in 2-4 teams with 10-12 players this game is one of the best strategy maps out there. :)
 
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Level 11
Joined
Nov 4, 2007
Messages
337
I votet 3/5
I agree that the map needs still a lot of work, but it is fun because of the basic principe. So here my review:

[+]

-Great basic principe
-Good terrain to play with
-Epic wars
-Partly very well made
-Á lot of good technology (5/5)
-tooltips are well made ( 4/5 )
-Games need to long => because of the idling

[-]
-The game is very very noobunfriendly
-The game suffers from elitism ( like ash said )
-The lategame begins to late
-A description in the loading screen would be cool; Its a lot to read at the beginning, and the Help isnt very clear
-The units have too less life, micro is very very hard.
-All in all the game isnt very clear
-A lot could be triggered much better, for example I liked it if the buildings would be chosen automatically ( I hope you know what I mean )
-I think some more unit types would be great, with special abilities/atributes => It makes each unit sensible.
-Actually its very good made, but it seems to be not-good because of some little things like "T1 =Civilizations T2=v0.55b" Rename neutral extra and neutral hostile and make them as computer enemies
-The game starts too slow to begin being interesting => very broing start => many leave
-Something is made a bit loveless
-Ressources are a great idea, but an overview of them would be good. Or that you know what they are good for when you click on them
-The roads look very silly; I can see the little barrels
-Cannons are imba
-A lot of units have no spells ==> some wihtout any sense
-Hard to get first


I wished....
-More Commands



All in all 3/5
The biggest problems is the less life of the units and the big map size. That causes a lot of lost motion/idling
Better these things and I think the map will be a lot better than. I tested it 2 times to notice all these points, so please take them to heart.
 
Level 17
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Apr 13, 2008
Messages
1,597
[-]
-The game is very very noobunfriendly
By noob, do you mean people with lower IQ than 80? :S Then yea. Anyone else should be able to figure out how the game works or should just press F9.

-The units have too less life, micro is very very hard.
If you use group buttons it's solved, I think. I also always share the control over my units with my ally whose lands are on the front line. So while I produce units, put them into transports and manage my empire he can rally my troops on the fronts.

-A lot could be triggered much better, for example I liked it if the buildings would be chosen automatically ( I hope you know what I mean )
Yes, that would help a little.

-I think some more unit types would be great, with special abilities/atributes => It makes each unit sensible.
That would mean much more microing.


-The game starts too slow to begin being interesting => very broing start => many leave
I don't agree on that, but I think it would speed up the game a little if players would get 2 settlers in the begining.

-Something is made a bit loveless
Umm, huh?

-Ressources are a great idea, but an overview of them would be good. Or that you know what they are good for when you click on them
As I said, F9 can give you the idea about resources, but to settle down strategically, it might be a good future implementation.

-The roads look very silly; I can see the little barrels
Yes, they do look a little silly, but they are also overlooked, only a few players use it.
 
Level 11
Joined
Nov 4, 2007
Messages
337
Emperor it seems like you were the reallife friend of Caelestus. I just gave criticism honestly, but you dont have to accept what I said. But thats a kind of kiddy, I think, when you cant deal with bad criticism.

And that what I said was actually true. I also asked the other players. 4 people left at the beginning because they didnt get the game. Of course F9 is helpful, but its made very unstructured - its hard to find what you need. I think micro is very important. Without any micro fights are no fun - I know what I am talking about. Just think about Warcraft: Why is warcraft so fun? Its not imba and easy to micro.

And it doesnt matters if many overlook the roads for example. These things are only very little, but only one mistakes and many Battlenet players say "n00b game". And it needs less than 10 seconds to be fixed (shift, scale value => 0.01)
 
Level 17
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Apr 13, 2008
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1,597
If you seriously think that read over what I wrote again. And I think it's kinda kiddy to reply with the word, 'kiddy' to an honest criticism that brings up pros and cons as well.

Edit: None of my posts were intended to be hostile or flame posts and I don't want to ruin this map's thread by starting an aggressive argument over a misunderstanding, I merely said that he misinterpreted something totally innocent.
 
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Level 4
Joined
Dec 21, 2007
Messages
14
First off, Emperor isn't my real life friend, matter fact, I've never seen him anywhere else other than on this thread.

This map is still under Beta and I rushed on the last few updates, the barrels are at it's smallest possible size already, I know a way to fix that though. I also intend to add much more ships, and I'm considering on "group battle units" for those who have no idea, it is using variables to control soldiers by groups instead of individuals e.g. (Train 1 footman, 3 other pops out for a grand total of 4, all having the same movements), and it's possible because I've already made a system for that on another map which.... I "layed down" for awhile...

I don't find much need for microing in this map, since the combats are usually large scale, the only units you should be microing are ranged units, the melee units have all their specialty set and would fight accordingly. The balance follows a more complex version of the "rock, paper, scissor" with a "bigger" rock beating a scissor with some luck and so forth.

Trust me, I know that the begining is slow if you're in a game full of leavers or quiters, I will probably set 2 settlers to start off with on the next version.

Lastly, I have found PLENTY of new models (and smaller for that matter) that I can use for this map which right now... contains about 2mb of space models which could be transfered and changed. This map hasn't been made newb-friendly yet, as I had promised earlier, but it will be soon. For the "select user" thing, I guess I'll just make all the structures into abilities and have a few triggers run the tests on if you have enough money etc. I'm getting frustrated with them too.

P.S., I'm a 3d artist and I had been busy and will still be busy, so don't hope for a fast update... sorry.
 

Ash

Ash

Level 22
Joined
Aug 27, 2005
Messages
1,684
(Train 1 footman, 3 other pops out for a grand total of 4, all having the same movements), and it's possible because I've already made a system for that on another map which.... I "layed down" for awhile...

How about making it an option that can be turned on/off?
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Neutral units have a strong tendency to spawn in the middle of the ocean, inspace, and even in the boundary, including buildings.
Colonies sometimes take no damage at all.
Amphibious Marines aren't.
Temple, cathedrals and libraries don't have pathing.
Some buildings have no sight radius, which makes them disappear into the Fog of War and unclickable if there are no other units/buildings around.
Capturing food resources and building granaries doesn't seem to affect supply.
Peasants sometimes despawn for no reason.
Gold income sometimes fluctuates wildly for no reason.
Spawned enemies will sometimes head for a player, but most of the time they just give up and return to their starting point. I often don't see the crusaders at all between the time they're announced and their being wiped out.

Consider having a way to tell how wide a city's resource circle is, and maybe a way to ping unclaimed resources on the map.
 
Last edited:
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