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Defense of the High Elven Gardens

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Reactions: Supernickman 32
31.3.2016 Map updated. v3
28.3.2018 MAP UPDATE v4 ( yeah took me some time :D )
-New units
-New terrain
-New abilities for heroes
-New enemies (orcs have been changed to demon units)
-Ranger heroes receive more agility per level

Map Info
Simple solo altered melee game, where you have acess to play as High Elf Ranger, together with other 3 high elf bases you have to defend againts 13 waves of demon/undead enemies.
Waves of enemies come every 2 minutes, which have been changed from 3. (since this, the enemies are weaker)
I added also 2 new human players and made new terrain, after the 13 waves you get to finish 2 quests!

Features

-Custom AI (teamnates)
-Each enemy spawn level takes 2 minutes instead of 3 (pretty fast game)
-Easy gameplay

Screenshots ( OLD VER, THE GAME GOT UPDATED!)

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246274-albums8792-picture107208.png



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246274-albums8792-picture107209.png


Tips
Although this is an easy solo game, there are some of them:
-Equip your ranger hero with items from shop
-Build at gray base ( or split the enemies into your bases, your choice)
-Build a lot of towers

Credit list:

Female Captain by Cavman, Kuhneghetz


Keywords:
art of defense high elf custom ai castle defense solo game
Contents

Defense of the Elven Gardens (Map)

Reviews
18:52, 4th Apr 2016 Rufus: Rufus ReviewMap ScoreGameplay:10 / 30Aesthetics:7 / 20Total:17 / 50 Rating Chart 45-505/5 Highly Recommended35-444/5 Recommended25-343/5 Useful15-242/5 Lacking0-141/5 Unacceptable Gameplay I like the idea that the...

Moderator

M

Moderator

18:52, 4th Apr 2016
Rufus:
profilepic210991_9.gif
Rufus Review
Map Score
Gameplay:10 / 30
Aesthetics:7 / 20
Total:17 / 50

Rating Chart
45-505/5 Highly Recommended
35-444/5 Recommended
25-343/5 Useful
15-242/5 Lacking
0-141/5 Unacceptable

mapdev.gif
Gameplay
I like the idea that the protectors heroes is all rangers, but each with a different aura, so that their prescence is valuable to eachother.
I would have liked to see the north-eastern and south-western forces come and aid the base at the main gate. It doesn't really make sense that hey would leave their allies to their fate.
I think you should add a trigger to determine when there are no enemy units left, and then launch the next wave of enemies. Now they stack on top each other if you are not killing them fast enough.
It might be a blittle too hard in its current stage. For example the first wave of zombies killed both of the outer turrets in the first wave, before I had the option to train enough units to defend it. The first base was gone after the second wave of ghouls. This could use some more balance.

terrianforum.gif
Aesthetics
The elven workers are currently called "peasants". You could change this to something more fitting.
The terrain is not very appealing. I like the layout of the bases and the map in general, but there are very few details, doodads and variety. More doodads in general wouldn't hurt.

Details that doesn't need to be changed:
I find it strange that undead forces have trolls in their hordes?
Perhaps you could add an undead base or something that the waves of enemies come from?

triggersandscriptsforum.gif
Bugs
Your triggers leak position and group handles. However, this doesn't matter very much as the events are not repeating themselves frequently and they are too few to really cause lag. You could search for tutorials in order to fix this though.

updatesandnewsforum.gif
Summary
I can see from looking at the triggers and the map in general that you still have much to learn, and that is what I hope to help you with by posting this review. There are probably more things to be fixed, but this is all I found right now. If you update the map with the changes I mentioned, I will play it again and give a new review.

Status set to Awaiting Update.
 
Level 5
Joined
Jun 24, 2015
Messages
52
Thank you, i have updated the map, old version contained old bug which didnt show the victory at the end of the game.

Btw does anyone know the trigger.. like after you kill 2-3 units, you win the game. I currently cant find what it looks like. Just know the trigger for 1 unit..
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
profilepic210991_9.gif
Rufus Review
Map Score
Gameplay:10 / 30
Aesthetics:7 / 20
Total:17 / 50

Rating Chart
45-505/5 Highly Recommended
35-444/5 Recommended
25-343/5 Useful
15-242/5 Lacking
0-141/5 Unacceptable

mapdev.gif
Gameplay
I like the idea that the protectors heroes is all rangers, but each with a different aura, so that their prescence is valuable to eachother.
I would have liked to see the north-eastern and south-western forces come and aid the base at the main gate. It doesn't really make sense that hey would leave their allies to their fate.
I think you should add a trigger to determine when there are no enemy units left, and then launch the next wave of enemies. Now they stack on top each other if you are not killing them fast enough.
It might be a blittle too hard in its current stage. For example the first wave of zombies killed both of the outer turrets in the first wave, before I had the option to train enough units to defend it. The first base was gone after the second wave of ghouls. This could use some more balance.

terrianforum.gif
Aesthetics
The elven workers are currently called "peasants". You could change this to something more fitting.
The terrain is not very appealing. I like the layout of the bases and the map in general, but there are very few details, doodads and variety. More doodads in general wouldn't hurt.

Details that doesn't need to be changed:
I find it strange that undead forces have trolls in their hordes?
Perhaps you could add an undead base or something that the waves of enemies come from?

triggersandscriptsforum.gif
Bugs
Your triggers leak position and group handles. However, thi doesn't matter very much as the events are not repeating themselves frequently and they are too few to really cause lag. You could search for tutorials in order to fi this though.

updatesandnewsforum.gif
Summary
I can see from looking at the triggers and the map in general that you still have much to learn, and that is what I hope to help you with by posting this review. There are probably more things to be fixed, but this is all I found right now. If you update the map with the changes I mentioned, I will play it again and give a new review.

Right now, there are too many issues to be fixed in order for this map to be approved, so I would set it to Needs Fix for the moment.
 
Level 5
Joined
Jun 24, 2015
Messages
52
Thank you for your review Rufus! :) I agree with almost everything..
But apologize me, i am very bad at doing triggers, my terrain skills are bad and i have no idea how to do cinematic either. Need to look for tutorials and so on certainly.. hopefuly i will find the time, because doing maps is just my hobby when i am sick at home..
 
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