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Colony Builders v.1.05D

Current Version: 1.05D
Current State: Delta
Map Genre: Builder/Altered RTS

This game is a Builder map, meaning it falls into the same genre as LotR Builder, Village Builder, Stronghold Builder, Castle Builder, etc. However, I've taken the genre into a new twist by combining the multiple races of Village Builder with the tactical and gameplay depth of Castle Builder along with some other twists.

7 Different Races:
-Humans
-Orcs
-Undead
-Naga
-Elves
-Draenei
-Goblins

Each races has two different Independence Branches:
-Humans -> Dwarven Clans or Crusader State
-Orcs -> Elementalists or the Fel Orc Horde
-Undead -> Spectral Legion or the Scourge of Flesh
-Naga -> Naga Swarm or the Tidal Lords
-Elves -> Blood Elf Refuge or the Night Elf Sentinels
-Draenei -> Denizens of the Black Citadel or Warriors of the Light
-Goblins don't have an Independence Branch, they're unique.

Decimate the other player's Colonies to win!


Start off with a Colonial Airship, land it and pick your race. You'll get the main racial building with which you can train your workers. Income is based on Population (Lumber). The more Population, the more income. Tents, which represent the lowest Housing Level, increases your population, and when you upgrade the tents, the more population the housing gives you. Furthermore, the house structures do evolve to their next tier by themselves if given time. The time taken for this to happen can be reduced greatly by building race specific structures that increase the desirability of the area.

The map has 24 Arable Land plots, 16 Landing Zones, 8 Trading Docks, 8 different Resource Types with 5 Resource Points for each, and 1 Goblin Marketplaces. Arable Land plots are for building farming structures on top to increase player food count. Landing Zones are the different areas your Colonial Aircraft can land at and begin the construction of your settlement. Marketplaces are there for the trading between Gold and Population if you ever find yourself with a surplus or a deficit in one or the other. Trade Ports allows for the development of trade routes between you and the Trade Companies. Trade Ports are heavily guarded by the Natives, and Marketplaces are no longer guarded.

Gaining Independence unlocks upper tier units which makes killing the other Colonists easier, and increases racial diversity by unlocking some cool abilities. However, judging the right time to gain Independence is crucial since your Parent Empire will send out an army to destroy you if they don't like you enough. For a more in-depth explanation, check the tutorial in F9, which also has the commands.



Current Version
->v.1.05D
- Fixed Crushing Wave Bug for Tidal Lords
- Fixed the Caravans spawning on the map border islands
- Increased Ground and Air Unit Build Times by 20%
- Increased Main Building Supply by 10 (45) and Farm Supply by 5 (20)
- Removed the Randomized Creep Camps Mechanic to kill the lag at the beginning
- Added in Last Resort to Medium and Easy Difficulty Races; Last Resort is cheap gold but high costing in population ability that allows for quick reinforcements at your main base.
->v.1.04D
- Balancing
-- Buffed Shredder Attack
-- Buffed Shredder's Cluster Rockets ability
-- Nerffed Archer Crews range
-- Nerffed Merchantmen attack range
-- Nerffed All Phoenix Fire based abilitys attack speed
-- Fixed Phoenix Fire bug
-- Added 50 attack range to Tier 1 Casters
-- Added 150 attack range to Tier 2 Casters
-- Increased Trade Port Supply Aura to 3
-- Fixed Supply Animal and Farm Supply Aura affecting Mechanical Units
- Housing Changes
-- Increased Housing Prices
-- Increased Housing Supply Costs
-- Increased Citizens given per House
-- Added a 4th Tier House
-- Racialized Housing Names
-- Doubled Housing Health
- Income Changes
-- Population Income is now 1/10 of Total Population, down from 1/5
-- Added Trade Caravans
-- Landing Zones are now replaced with Goblin Merchants (Items coming soon)
--- Trade Caravans go to Goblin Merchants and give player Gold for reaching it
-- Resource Points now build Trade Caravans
-- Renamed Trading Docks to Trade Wharf
-- Added Trade Docks and Trade Port
-- Added Cargo Ships and Merchant Ships, which give increased gold when arrive at a trade post
->v.1.03D
- Fixed Naga Evolutionary Path bug
- Fixed Command Aura tooltip
- Fixed Rally Tooltip
- Reduced Experience Gain Rate
- Fixed Dwarven tooltip errors
- Increased beginning Hero HP and decreased Hero HP gained per STR
->v.1.02D
- Choosing Independence is no longer done through a Dialog Box
- Added Revolutionary Heroes
- Added Wall Construction Ability to Walls
- Popular Sovereignty HP upgrade no longer affects Walls
- Increased Reinforced Defenses HP upgrade from 50% to 75%
- Increased Elven Archer base damage by 1
- Increased Naga Creeps around Trade Ports by 8
- Switched Tidal Guardians with Tidal Protectors
- Fixed Multiboard Glitch
- Switched www.wc3diplo.net to www.diplomunion.com in the starting message
->v.1.01D
- Fixed Tooltip Leadership Bonus
- Fixed Imperial Adviser Message Spam
- Implemented New Random Creep System around Arable Land
-- Removed Human Guard Towers around Creeps
- New Cavalry Armor Icon
- Fixed Resource Monopolies Tooltip
- Decreased Map Size to prevent map camera fatal error
- Switched Trade Ships level from 3 to 1 to prevent XP gain camping with Heroes
->v.1.00D
- New Terrain
-- Added Resources
--- Added in Resource Auras
--- Added in Resource Monopoly Global Auras
-- Removed Several Farms
-- Added an extra Landing Zone, bringing the total to 16
- Added a new, top, third button to empire requests to prevent random enter clicking
- Added in Supply Aura
- Added in Governors
- Added in Starting Units
- Decreased Goblin Shredder Upkeep cost by 8
- Fixed wc3diplo links
->v.5.60B
- Decreased duration time of Murloc Huntsman's Ensnare to 10 seconds
- Added Mur'gul Slave to Coral Beds
- Removed Murloc Slave from Tidal Sanctuary, Tidal Altar, and Naga Breeding Pool and added Albatross.
- Fixed the Seer's Den Tooltip
->v.5.59B
- Increased Armor Upgrade for Main Buildings' from 1 to 2 Armor
- Increased Main Buildings' starting HP by 500.
- Changed the Hall of War Hotkey to not conflict with Walls
- Changed the Warrior's Den Hotkey to not conflict with Walls
- Fixed Loading Screen Typos
- All Tier 2 Buildings now have the same pathing as their Tier 1 Counterparts
- Added "Demolish" to Walls and Towers to easier removal
- Increased cooldown on Nether Rift and increased ana cost from 50 to 125
- Fixed Elven Main Base armor upgrade bug
- Fixed Elven Main Base movement bug
- Changed Ballistics pre-requisite from Carronades to Bombard Cannons
- Increased the cost of Archer Crews
- Increased the cost of Reinforced Defenses
- Decreased Walls attack range by 100
- Added in Cavalry Armor
- Replaced Fortified Armor on units with Cavalry Armor
- Updated Cavalry Armor damage tables
- Fixed Goblin Zeppelins Upkeep glitch
- Decreased transport size of Goblin Zeppelins from 8 to 6
- Updated Goblin Zeppelin tooltip
- Doubled the cost of Mur'gul Slaves
- Fixed the "0 Battalion" message
- Increased Siege damage to Buildings
- Increased Siege Unit damage to Naval units
- Added Ensnare to Naga Huntsmen
- Changed the name of Goblin Waveriders Ensnare to Chain Shot
->v.5.58B
- Fixed Burning Dead tooltip
- Fixed Faerie Dragon tooltip
- Buffed the Spectral Portal ability for Spirit Gates
- Nerfed Gyrocopters
- Reduced positive population growth from Extra Supplies to 1 per Supply
- Increased negative population growth from Extra Supplies to 5 per Supply
- Fixed Adaptive Evolution tooltip
- Changed Military Recruitment to be 1/4 of Military Upkeep instead of 1/3
- Added new warning message when favor drops to 30
- Changed Imperial Invasion due to low favor to send more troops the more times it happens starting at 2 and going up by 2 each time; Invasion due to Independence is always 5 Battalions
- Open Slot players should no longer get defeated
->v.5.57B
- Increased Time and Time Increments for upgrades for all Races
- Fixed all Starting Hotkeys
- Increased Cost for all units by a factor of 2
- Added in the Upkeep Cost for all units in the unit's tooltip
- Fixed Defeat Triggers
- Organized Building List
->v.5.56B
- Nerfed Naga
-- Decreased Naga Anti-Ship Attack
-- Decreased Naga Starting Unit's HP by approx. 20%
- Nerfed Tier 2 Air
- Anti-Zeppelin Crashing Trigger Implemented
- Changed Walls Armor Type to Fortified
->v.5.55B
- Fixed Call in a Favor Draenei Glitch
- Fixed Call in a Favor Naga Glitch
- Added 0 Population Lose Condition
- Nerfed Nether Rift Unit Attacks
- Terrain Tweaks
- Updated Tutorials
- Tweaked In-game Messages
- Changed that when you lose your Main Building you no longer get any Favor Requests
->v.5.54B
- Nerfed Naga
-- Fixed Naga Upkeep Glitch
-- Nerfed Naga Ranged Units
-- Nerfed Dragon Turtle HP and Anti-Unit attack
->v.5.53B
- Added Expiration Timer to Nether Rift units
- Added Mud Spawn to Nether Rift units
- Tweaked Favor
- Added Imperial Force remover trigger after Imperial Forces destroy a main building
- Added Credits
- Tweaked In-game Messages
- Increased Starting Resources
- Tweaked Max Population Trigger
- Increased Land around Far East Sunken Road base
- Addition of "Call in a Favor"
- Buffed Goblin Shredders
->v.5.50B
- Fixed Invasion Glitch
- Fixed Exodus Glitch
- Added in a max Citizen Population
Previous Versions are not shown to reduce scrolling.

374255

^Map Previewer
cb100dstartingpoint.jpg

^Starting Area.
cbcrystals.jpg

^Power Crystal Plant near the Northern Trade Post
cbartifacts.jpg

^Ancient Excavation Site in the top right corner
cb100dfullview03.jpg

^Full Map View
cbv5orcvshumanfight.jpg

^A Human Army faces off against an Orc Army
cbv5conjurers.jpg

^A group of Blood Elf Conjurers face off against Naga Creeps with their elementals
cbv5battleshipfight.jpg

^A squadron of Dwarven Gyrocoptors and 3 Human Merchantmen attack a lone Human Battleship


Questions, Comments, and Criticism are all welcome.

-The_Phalanx

Keywords:
Colony, Builder, Colonial, Warcraft, The_Phalanx, Naval, Warfare, Boats, Ships
Contents

Colony Builders v.1.05D (Map)

Reviews
23:48, 7th Aug 2010 ap0calypse: Approved
Level 4
Joined
Jul 8, 2009
Messages
84
Uh, no duh you got owned. Piss of Mutha Russia and you get the big guns.

Erm, anyways... Pretty good map, the terrain is kinda basic in some area's... and some of the landing pads are WAY too close to one another.

4/5... i like this map.
 
Level 5
Joined
Dec 30, 2009
Messages
90
not bad

what are the goblins good at?

Fully upgraded Goblin War Zeppelins are pretty fun. Shredders are one of the better support units also, but their normal troops are on the crappy side until you get all the upgrades available after researching Technological Breakthrough.

As for the terrain issues, I'm currently working on fixing and problems with the map and updating some of the more boring tooltips and then I have a terrain re-vamp in mind.
 
Level 4
Joined
Dec 7, 2007
Messages
28
Great Map!!!
the biggest problem is the small player base. While me being in phalanx's clan aleviates that somewhat, its still a huge problem. Everyone who hasnt played before just gets pissed because they dont know what to do. A more clear tutorial system. and a more clear techtree in general is needed.
If it werent for the above fatal flaw this game is very fun! You just need to play it a good 3 times in order to see the genius from mastering the game.
 
Level 1
Joined
Jan 27, 2010
Messages
1
I downloaded this a few days ago, and its an impressive map. I host it as much as i can. Ive run into a few problems though. Most of the people who join the match dont really know what to do, and cant figure out how to get the independance or tech breakthrough upgrades. mostly becaues they almost never build a dock. so i find in alot of games people tend to get frustrated and leave. Alot of games people end up not knowing how much to build up and are incredibly easy to beat. Some other things is that the tier 2 tower is a bit on the powerfull side, almost to strong.

another thing that sohuld be looked at are the goblin shredders. It was the very start of the game, i was using undead and i guess they got them from their HQ support option. i used the same with extra troops. i didn't kill one of them and he destroyed all my troops and everything i threw at it. i think the multi shot is a bit much. especially when they get max upgrades, plus the bombers are pretty crazy.

The biggest thing that i see is the human farm fortification. it is an extreamly power tower on its own, plus it doubles the supply compacity from the original farm making it totally unfair for the other races.
 
Level 9
Joined
Dec 8, 2009
Messages
654
tested, i have decided to rate it 3/5.

reason:

(+) this is amazing, i dont really see better builder games out there.
(+) the terrain is ok, so a + is given.
(-) the start of the game is really boring, around 4~5 players usually say 'this game is boring' then leave.
(-) the units werent unique enough and some simple errors such as missing tooltips ruined the game.
(-) the loading time was really long.

well, wait till i test more then i reply u.
 
Level 5
Joined
Dec 30, 2009
Messages
90
(-) the start of the game is really boring, around 4~5 players usually say 'this game is boring' then leave.
(-) the units werent unique enough and some simple errors such as missing tooltips ruined the game.
(-) the loading time was really long.

1) I normally only get one person that says the beginning is boring and leaves. And normally its because he turtle'd and now doesn't know what to do. The game is supposed to be played aggressively, and if you turtle, then of course its going to be boring for you. Working on a terrain update to make players have less incentive to turtle.

2) What missing tooltips?

3) Don't really know what to do about that.

EDIT: @paulpan321, sorry I didn't see your post. Goblins can't declare their independence, since they're working for a Company instead of a Nation (lore-wise). Instead they have an upgraded in your main building called "Technological Breakthrough", which unlocks the War Zeppelin's upgrades (making it pretty kickass), Shredders, Batriders, and the unit upgrades in the Mercenary Camp.

EDIT2: Updated with 5.60B.
 
Last edited:
Level 6
Joined
Nov 14, 2008
Messages
224
I played this single player. i was bored a bit. then declaired independence. then died. loved it! wanna kick that empires ass.

on a side note you need more options. the game is awsome but it could still better represent the idea of pacific colonies. you need rare resources like shugar that'll give you extra gold. there needs to be a more dynamic building and unit tree. maybey random raids by the parent empire?

what would be cool is if the big empires declair war then the colonies belonging to them were at war too. (or a elven dude goes to war with a human dude so all the elves and humans are at war dude regardless.)

i ran too low on food. even with a lot of farms.

the development of units should be similar to the development of empires during the period. (starting with bows and spears is good, but every race should adopt gunpowder by the end
(there should be 3 tiers. 1:colony 2:war of independance (there should actually be a full war not just a raid. maybey the parent empires can all be represented by a universal AI that is at war with everyone in tier 2)
3:(need a name) the historical time period is around the civil war. for conflicts of this time period check out the civil war. the war of the pacific (that exact typing otherwise you'll get ww2)
 
Level 5
Joined
Dec 30, 2009
Messages
90
I'd like to point out that this game is better off for battle.net play. And, 300 is the max food. The game isn't designed to make food abundant, its there for you to fight over. The more food you have, the better. But you need to manage that food well, not go and spend it on Towers everywhere.

As for the last parts of your suggestion, about the eras, I can't say I know how to go about doing that. This map is a fictional part of the Warcraft Universe that pretty much goes on the idea of what would happen if a new land mass popped out of nowhere. At the moment, the Warcraft Universe has, and has had Gunpowder units for the past 20 or so years. Yet, the only race that uses them in large amounts are Dwarves. Elves and Humans would rather use Bows and Magic. Orcs don't use ranged weapons in general. Tauren are shown using Guns, but not really often. Trolls like their spears and throwing axes.

I haven't really seen any evidence indicating that the future of Warcraft would including the adoption of Guns as the main weapon of choice, especially considering that in Warcraft 2, the Horde and Alliance used cannons about equally, but in Warcraft3, it was the Alliance almost exclusively that used Guns (the only exceptions being Orc and Undead Naval units.)

If you are looking for a map with that kind of gameplay, then I suggest you looking American Colonization by Grunty1. If you're not familiar with it, the map starts off a little before 1492, and pits you as a Native Tribe or European Nation while you try to conquer the New World.

Lastly, the address your idea of Parent Empire raids and Tech-trees... I'm not sure what you mean by Dynamic Tech-Trees. I'm guessing you're talking about Racial Tech-Trees and how similar they are, in which case I'm working on that. But as for Parent Empire raids, that's most likely not going to happen. The idea here is as long as you appease them, they leave you alone. So why would they send a raid against you if they like you?

I guess "Enemy" Parent Empires, say Quel'Thalas when your Parent Empire is Northrend, would send a raid against you could happen... Something like a random event, but I still wouldn't want to do that too much, as it could create some problems. It wouldn't be too fun for the player to be randomly raided against and the player ends up losing :/ But the idea does have merit :p
 
Level 2
Joined
Nov 15, 2009
Messages
24
i really like this game. I've been a fan for quite sometime now and one thing always bothers me. Why don't you get any custom skins? You can find them all over the web, even right here at the Hive. It would make you game much better. Instead of having Orc Demolishers, with their obvious catapult track, shooting rockets, you could have a rocket launcher. And so on... I'd give you map a 4.5/5 for now, but custom skins would make it a solid 5/5.
 
Level 5
Joined
Dec 30, 2009
Messages
90
I have no interested in importing custom models. I feel that I have everything that I need as it is currently. If I do import anything, it will probably attack type and armor type icons, since blizzard didn't actually give us a different one for all of them, and for a few left out the upgrade box at the bottom.

And a little treat in the form of a screenshot of the new terrain.
cb100dfullview02.jpg
 
Level 3
Joined
Feb 8, 2010
Messages
33
i really like this map its fun and simple to understand if u read f9 but i got a question goblins cannot declare independence? i got technological breakthrogh and bother empire still ask for things from me overall this is a great map =D
 
Level 5
Joined
Dec 30, 2009
Messages
90
I don't really know. I guess it could be one of the options; Map Mods are swamped, not enough people have Thumb'd it Up, or the fact I have a "0" rating still is causing it to be overlooked. I don't really know, the system doesn't seem to be too clear on how long before a Map Mod takes a look at the map to approve it or not.
 
Level 2
Joined
May 18, 2009
Messages
21
Well , tested it yesterday with a friend. Some things are quite strange I have to admit.
I played draenai and he had Naga.
Once you find out how to effeicently capture stuff its no problem to conquer everything , but if you dont have time to find that out (when playing the first time probably) it ends quite frustrating. In the first hour we were learning an testing things and in the second I just killed his whole island with two battleships which had like 7k HP, chaos attack, multishot and 1100 range, I just kited his troops and he couldnt do anything.

Do naga have anything to counter these ships ?
 
Level 5
Joined
Dec 30, 2009
Messages
90
Naga Ranged units (Murloc Huntsman - Tier 1, Murloc Reavers or Tidal Elementals - Tier 2) have an Ensnare ability that can be used on ships which will lock the ship in place for I think 10 seconds. You can then easily surround the ship and kill it with your forces. Naga also has a set of upgrades that deal with anti-ship stuff in their Tidal Sanctuaries; the first upgrade is called Selective Breeding, I believe.

As for figuring out how to capture stuff, well I kinda expect the audience playing the map to have an idea of how to play a typical Diplomacy game and a typical Builder game. If you don't, then yes I can see it taking sometime to figure out what you're supposed to be doing.
 
Level 1
Joined
Jul 29, 2010
Messages
1
its quite a good map after the first 5 minutes of finding somewhere to land....i just played for the first time. i think a way to help the problem is too maybe add the triggers that display a message saying where to land.... :| anyway its ok but bad start 4/5
 
Level 22
Joined
Feb 3, 2009
Messages
3,292
Information:


As a Reviewer of the Map Reviewers Group, I joined the THW Cleaning Event.
I
end up writing a fast review, or just posting the end state of the map, rating is not always included!


Current State for this map: Approved


I will contact the moderator to Approve/Reject the map, depending on what you recieved.

 
Level 2
Joined
Sep 23, 2014
Messages
19
Ironbark Lumbermill on the east side of the map has no route to a merchant, thanks to the thing being completely surrounded by deep sea. As such, it's of no help, unless you want it for it's aura.
 
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