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Defense of the Citadel 1.32

「Defense of the Citadel」

By VendaV

Gameplay
[tr][/tr]
Black Citadel is under attack of huge armies! You have well fortified base under command of legendary heroe Teron Gorefiend, the Death Knight. 44 waves of enemies, 5 bosses, everyone has only one target - your Black Citadel. Will you survive? Enemies will aswell attack on your secondary bases randomly.
This is my first published map, I will be glad for your reactions. There are 2 difficulty levels.
The map was secondary translated to English, however World editor content (like triggers) has not been translated. I have never played English WC3, but i tryed to use WC3 style. I hope so I didn't forget anything.

Features
Defense-scenario map with 4 levels of difficulty
Hero from WC2 with original abilities
New upgrades and abilities
Demon Gate can spawn demons - player gets stacks for spawn abilities over time
• Some demons can be upgraded

Food limit and Upkeep increased
5 powerfull bosses
4 buff marks
• Collecting coins for Goblin Master

Credits
Credits list can be also called ingame by typing "/credits".
Warcraft 3
Warcraft 2 - icons, sounds and hero concept
Death Knight WC2 By Necrokenis

Changelog
1.10 - Terrain changes, Heavy towers food produce reduced from 15 to 10, victory text repaired, game is a bit faster, demons support reduced.
1.11 - Terrain changes, walls repaired.
1.12 - Added easy mode (game is slower, enemies are weaker) and insane mode (game is 4x faster, enemies are stronger) - note that time of waiting before the first wave is not affected by difficulty mode; credits list can be now called ingame by typing "/credits" - can be used only once per 10 seconds.
1.20 - New Demon Gate system - demons are spawned at Demon Gate by using abilities to spawn them (player gets "stacks" of demons over time), other supports are not changed; terrain changes, enemy heroes have items, visual bugs repaired.
1.21 - Description bugs repaired; enemy heroes will now go with their army; early waves buffed; doodads added.
1.30 - Secondary quest system - collecting coins for Goblin Master, reward system; 4 buff marks, that can be collected from creep camps; terrain changes; some enemy waves changed.
1.31 - Bug repaired, hero buffed, terrain changes.
1.32 - Game is now much faster on hard and insane difficulty. Added information about food cost of demons and their food costs were changed to fit more their strenght.
Map Description Generator 「By Vengeancekael」
Previews
Contents

Defense of the Citadel 1.32 (Map)

Reviews
Rufus
A decent scenario map that is quite fun to play. Could be part of a campaign. There are a lot of things that need to be polished and be worked on, but it is still quite fun. The custom things you added yourself to the undead techtree are a little...
Level 23
Joined
Oct 12, 2008
Messages
1,783
> Gorefiend is by far the worse hero, many of his skills make no sense in the game type, que. Unholy Armour, Haste especially.
> Upgrades such as Freezing Breath do nothing as there are no buildings to attack
> The Demon Gate really screws up your strategies as the free demons take quantities of food and thus limit your ability to build the units you truly need
> Default Ziggurats dont do anything but upgrade into towers since food is capped by default
> Gold is much harder to obtain than lumber, at least by 4x
> Wave intervals are soul-crushingly long.
> Your victory text is not in english

I personally like scenario maps, thus despite all these flaws I enjoyed playing most of it.
That said, there are plenty of points for improvement.
 
Level 4
Joined
Aug 12, 2016
Messages
24
Thanks you, for your points:

Gorefiend is made in image of original WC2 hero, aswell his abilities. I know so some are less usefull than others, but I wanted him to be as much as is possible identical. Unholy Armor is good ability, if you can use it (especially if you played WC2) - if your unit is low HP, you can make its live longer by it or protect unit from focus. I admit so Haste is the most useless ability from Death Knight set, in WC2 the spell was good only for making faster dragons or peons.

1 building is there :) but you are right, I will disable this upgrade.

I know problem with demons and food and I will try to reduce it.

Heavy towers will no longer provide bonus 5 food (reduced to classical 10). The Ziggurats are there prepared to be upgraded to towers. I don't know if I should increase food limit ... .

I will reduce wood sources, but in meele maps aswell gold is much harded to obtain than wood.

What difficulty did you played? I think in Hard it is fast enought.

Repaired, I didn't played full game again when i translated.
 

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,183
Terrain is quite horrific and the map description is broken. Incorrect credits as well, there is no way to have a 1mb map with no imports (unless you made them all yourself, which I doubt)

As for your features, seems dull. Food limit and upkeep is no features even, this is just one changed variable. Compared to most map yours do not stand out.
 
Level 4
Joined
Aug 12, 2016
Messages
24
Terrain is quite horrific and the map description is broken. Incorrect credits as well, there is no way to have a 1mb map with no imports (unless you made them all yourself, which I doubt)
Here is credit: "Warcraft 3, Warcraft 2 - icons and sounds and hero concept, Death Knight WC2
By Necrokenis" - just in credit table in my description
Incorrect? I used only one custom model and i made a credit in description here. Everything else imported is from Warcraft II and by rules of Hive is allowed to use content from other Blizzard games as I did. And aswell I changed texture of Warcraft III missile and re-imported it. I hope so I didn't forget anything, but if you know so I didn't credit specific thing, say and I will repair it.
You are wrong, it is more than 1 variable - 1 is for food limit and 3 for each Upkeep.... .
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,807
-Death and Decay has urove instead of level in its description
-Whirlwind doesn't have level 1, 2 etc. in the description; the spell damages friendly buildings
-Death Coil cannot be cast to heal Teron though the description says it is possible
-should other heroes be summoned by the player as well?
-some enemy units (like the Archmage) might not start going towards the player's base from the moment they appear but seconds later leaving other troops that go before to be more easily killed
-there could be some optional quests; there is some time between waves to do something else than build towers and train units
-the first waves are very weak
-terrain is not that lovely to behold; good thing it's not often necessary to leave the base
-some units have some addons but everything is pretty much playing the Warcraft III undead

2.5/5
.
 
Level 4
Joined
Aug 12, 2016
Messages
24
Thanks you, for your points:
Propably I forgot to change it when I was translating it; will be repaired.
Description will be repaired; the spell should damage friendly units and buildings, as well as in Warcraft 2. This is the danger of this spell, not mistake :) .
It should'n be casted to heal Teron directly; instead of this, the damage done by this spell to enemies is given to him as HP, like in Warcraft 2.
I think heroes chosen by the player give to the game a bit of freedom aspect - game can be played differently, deppenging on your choise... .
I will think about units timing and paths. Heroes are preplaced and hidden until right time, on the other hand classical units are created in the right time. This system can cause the problem. Heroes can't be created because of their items and items dropped from them. I will try to send them a bit later.
I'm working on mercenary marks system (like optional quest) - if you take mark ("randomly" spawned somewhere), they will help you to defend (mercenaries will not be able to be controlled by player), if not, they will attack you. Mercenary camps can be aswell counted as optional quest - they will give you gold and items.
I will look at first waves, maybe because of new optional quest they would be buffed.
I'm working on terraing always when I'm making new version. I wanted concept of the safe base where enters can be well defended, but I will try to make player leave the base more often (for example mercenary marks). Still it's defense-type map, the base is the most important thing.
I didn't want to make new race, but just give small changes to fit more to this map. I'm working on upgrades of demon units - lategame they are weak.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,807
Description will be repaired; the spell should damage friendly units and buildings, as well as in Warcraft 2. This is the danger of this spell, not mistake
I know but it's quite useless to use it near the base where most of the battling is done.
This system can cause the problem. Heroes can't be created because of their items and items dropped from them. I will try to send them a bit later.
Well, you could but it would take time to create items and set variables to them so you would afterwards give them via triggers to the created hero.
 
Level 4
Joined
Aug 12, 2016
Messages
24
I relased "Hotfix" where I repaired bugs in descriptions, buffed some early waves and delayed heroes in waves. I know so terrain is somewhere just too easy, but I have to separate attacking paths because of dull AI. I'm trying to make terrain better in some places. I'm working on optional quest system.
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
It is good that you respond so well to feedback. This mean you will probably become more and more skilled in map making over time.

I'm going to check this out soon, are there more things you need to fix before I do?
One thing that I can tell you right away, is that you could really use to update your screenshots. They are not very good-looking at the moment, and they could be improved a lot. :)
 
Level 4
Joined
Aug 12, 2016
Messages
24
I'm working on the new version with optional quests. Aswell it will change a terrain a bit. I will try to make a better screenshots.
The map was meant for all scales of player skills, so you can choose difficulty - it changes HP of enemies and time before waves.
This is my first map which I translated and published :) , maybe I have better maps, but this map doesn't have so much text to translate :)
 
Level 23
Joined
Oct 12, 2008
Messages
1,783
In the event someone comes around to review this, Id like to leave my recommendation and say that despite how crude and rough this map is in terms of polish, it actually quite fun.
Might want to take that into account.
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
A decent scenario map that is quite fun to play. Could be part of a campaign.
There are a lot of things that need to be polished and be worked on, but it is still quite fun.

The custom things you added yourself to the undead techtree are a little strange.
For example, the main hero had death and decay at level 1, and could be upgraded again very soon, so it took 10 seconds to kill any unit, if used properly.
Most of the heros abilities felt a little unfinished, and not quite fitting the hero. A whirlwind on a death knight kind of unit? Many things didn't make sense this way.

The terrain is pretty basic, and not interesting to look at. Some more effort here would be nice.
Right now it consists of mostly blizzard cliffs and wall trees, with a minimal amount of other doodads.

Despite being pretty rough around the edges, it is a fun map, and works as intended.
While it still have a lot of things to improve both aesthetically and gameplay wise, it can be approved.
 
Level 4
Joined
Aug 12, 2016
Messages
24
Thanks you,
I'm working on new secondary quest system that will a bit change terraing too. I will try aswel to make terraing better.
Main hero is inspired by WC2 hero as much as posible, especially in spell mechanics. Death and Decay was a bit problem because of its % dmg, unlike WC2, that had absolut dmg. I'm going to change it a bit.
 
Level 5
Joined
Oct 4, 2008
Messages
149
Alright. As most people have said already, this is far from a polished and balanced map. It was generally enjoyable to play, but some things need to be heavily improved in order to improve overall gameplay experience:

  • Waiting for the next wave is a drag. Worst yet, a player has no idea when is that wave going to happen, thereby ending up on enemy often attacking while you're out of base and doing something else. A simple timer between wave intervals can fix this. Also make wave intervals a fixed value
  • I appreciate the sounds and icons from the original Warcraft 2. However most of those skills translate poorly into WC3. This especially makes your main hero ridiculously underpowered. I could (and should) have simply picked the standard UD trifecta which would have been far more powerful, but I ended up with just the main hero for challenge's sake
  • Other than being super expensive, upgraded spirit towers are getting repaired at a ridiculous rate of around 0.8 hp per second, essentially taking forever. Fix this!
  • The map itself feels very bland and lifeless, and the optional quest is basically just a fetch quest ad nauseum
  • If you wanted to make permanent skeletons like in WC2 you could have used triggers instead of creating a summon with a long shelf life
  • A little tip about the next wave might have been nice. They feel totally imbalanced with one wave being pretty weak followed by base wrecking next wave
  • I feel like the main goldmine should have enough to last through the game. Once it ran out I found myself without resource since the opponent will target any expansions
I will have to give this a 2.5/5. I appreciate the effort but it can be a lot better. It was challenging however, and by the final revenant I only had the citadel, a few towers and some demons from the gate.
 
Level 4
Joined
Aug 12, 2016
Messages
24
Alright. As most people have said already, this is far from a polished and balanced map. It was generally enjoyable to play, but some things need to be heavily improved in order to improve overall gameplay experience:

  • Waiting for the next wave is a drag. Worst yet, a player has no idea when is that wave going to happen, thereby ending up on enemy often attacking while you're out of base and doing something else. A simple timer between wave intervals can fix this. Also make wave intervals a fixed value
  • I appreciate the sounds and icons from the original Warcraft 2. However most of those skills translate poorly into WC3. This especially makes your main hero ridiculously underpowered. I could (and should) have simply picked the standard UD trifecta which would have been far more powerful, but I ended up with just the main hero for challenge's sake
  • Other than being super expensive, upgraded spirit towers are getting repaired at a ridiculous rate of around 0.8 hp per second, essentially taking forever. Fix this!
  • The map itself feels very bland and lifeless, and the optional quest is basically just a fetch quest ad nauseum
  • If you wanted to make permanent skeletons like in WC2 you could have used triggers instead of creating a summon with a long shelf life
  • A little tip about the next wave might have been nice. They feel totally imbalanced with one wave being pretty weak followed by base wrecking next wave
  • I feel like the main goldmine should have enough to last through the game. Once it ran out I found myself without resource since the opponent will target any expansions
I will have to give this a 2.5/5. I appreciate the effort but it can be a lot better. It was challenging however, and by the final revenant I only had the citadel, a few towers and some demons from the gate.

Could I ask you what difficulty did you chose?
Main waves attack primary your Citadel, but there are small waves that will target your expansion. However, there is one gold mine that can be attacked only through your main base (or by air) - near troll "base", but you have to cut trees to get there.
Now I see that there was a bug - Heavy Spirit Tower had 750 second repair time. Solved, thanks.
It should be surprise when, where and who will come.
In WC2, I think there weren't permanent skeletons, their life was just long (over 10 minutes).
I will think about that hero.
 
Level 11
Joined
Dec 31, 2012
Messages
169
Why?
Why is Teron Gorefiend here?
Why can I train the other undead heroes?
Why are the wave intervals so long?
Why do the demons consume food when the tooptips don't tell you anything?
Why is everyone just attacking the base?
Why do some of the abilities you can learn feel unneeded? (The Last Try is a good example)
Why are goblins willing to server the scourge, the undead force that wants to kill all life, just for a few measly coins?
Why do Teron's abilities only level up twice?
 
Level 4
Joined
Aug 12, 2016
Messages
24
This map is something between campaign and meele. It was an experiment.
There is not any main story, it is not part of any custom campaign or story line. I just want to make WC2 hero.
One hero is not enought, so you could train classic heroes.
Intervals deppend on difficulty seting. I think so on Insane, they are short.
Demon calling is spell based in this version, but I will change it with new demon system.
Because this is defense scenario :) .
The Last Try is random based spell. It could kill tauren or knight for example if you are lucky enought.
Goblins help everyone in this game, everyone could buy in their shops in meele maps for example.
He has 5 hero abilities, but there are only 10 levels, easy math :) . I did not want to make players choose between his spells.
 
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