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Eurica: The Caribbean

Eurica-Cover.jpg


Assassinate-MI.jpg



New Description (Due to an expansion) :
A two-genre map made by me (Strydhaizer/Stryderzero), a custom-melee game and a survival game in one map. A custom-melee map is inspired on the usual blizzard melee but with simpler techtree and faster training of units to have more actions than waiting. The artstyle and the environment is all fantasy, based on Diablo 3 and some other games with dark atmosphere. There is also a survival game which a player must survive on unlimited waves of enemies, the higher the wave level is, the stronger and enemies will be. This map has no plot and story and is not a multiplayer but rather focuses on single-player. Enjoy!.

An updated version of the Survival Mode can be played here. The new project with the same name is currently in development.

Eurica is a Single Player altered - melee map made by sole-map-maker Strydhaizer (previously known as "Stryderzero"). The map is inspired on original blizzard melee maps, but with simpler techtree and faster training system, the map also have a realistic environment and units that was made and edited perfectly to fit together. Not so different from the traditional melee system, you will still grab gold and lumbers as well as base expansions, however, resources are not scarce as you can earn bonuses and you are given five to ten times larger resources compared to original melee maps. I also made a natural storm weather system, which strikes anytime during the game, however it is just part of environment/atmosphere design, it does not affect any object, units or abilities in the game.

As of update 1.7.0x, the map is now a two-genre map. The survival mode has been added where you will defend yourself against unlimited wave of enemies. You're not only going to defend yourself but you also have to feed yourself as you increase your hunger every second.




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Played by wtiiwarcraft
Note: The issue concerning the repeated playing of "Under attack" has been fixed in patch 1.10.2x.



Note : The trees are destructable.

Landmark : Magnus Aquila Windmill

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Landmark : Galata Lighthouse

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Landmark : De Valkemiere Tower (and Village)

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Landmark : Titan's Colloseo

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Landmark : Big Dave Clock

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Area : Another village

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Area : Forest Area

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Area : River Area

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Area : Lake Area

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Area : Southcoast Spawn Point

worldedit121%202015-07-19%2017-26-45-47.jpg







Note : The following screenshots were taken from the old-version of the map/outdated.

Peasant testing

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Note : The following screenshots were taken from the old-version of the map/outdated.

Player gathering resources

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Note : The following screenshots were taken from the old-version of the map/outdated.

Player gathering resources

WC3ScrnShot_071815_165449_04.jpg


AI preparing for an attack

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AI destroying the towers using their artilleries

WC3ScrnShot_071815_165325_01.jpg

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Note : The following screenshots were taken from the old-version of the map/outdated.

Spawning Unused Unit : Death

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Spawning Unused Unit : Mage

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Spawning Unused Unit : Catapult

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Spawning Unused Unit : Razore

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Dev Mode : Cheat Table Page 01

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Dev Mode : Cheat Table Page 02

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Introduction of New Blackhand Witch

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The Siege

147327d1438977796-eurica-caribbean-v-1-3-1-war3-2015-08-05-20-01-29-94.jpg


They're sneaking

147328d1438977796-eurica-caribbean-v-1-3-1-war3-2015-08-05-20-01-32-46.jpg


Player 4 (Computer 3) has returned

147329d1438977796-eurica-caribbean-v-1-3-1-war3-2015-08-05-20-01-36-12.jpg


AI vs. AI = Bloody Warfare

147330d1438977796-eurica-caribbean-v-1-3-1-war3-2015-08-05-20-01-41-07.jpg


AI upgraded their base

147331d1438977796-eurica-caribbean-v-1-3-1-war3-2015-08-05-20-01-44-04.jpg


Another strong AI

147332d1438977803-eurica-caribbean-v-1-3-1-war3-2015-08-05-20-01-48-78.jpg





Introduction

full



Survival Mode Combat

full



Survival Mode Combat 2

full




Skirmish Mode Preparing

full



Skirmish Mode AI 2 Preparing

full



Skirmish Mode AI 3 Preparing

full








Note : The following screenshots were taken from the old-version of the map/outdated.

Full Map View

worldedit121%202015-07-19%2017-12-00-14.jpg




Assassinate-CL.jpg




V.0.1.0
-Uploaded in the pastebin for pre-alpha testing (Only trusted friends have it)
-Fixed the 10 fps lag (with Gismo359)

v.0.1.1
-Fixed minor bugs and mispelled descriptions.

v.0.1.2
-Fixed the version multiboard

****BETA PHASE

v.1.0.0
-Updated the icons
-Fixed some of descriptions
-Re-balanced the artillery units
-Re-balanced buildings
-Now leaving the alpha stage, we're now in BETA.

v.1.0.1
-Removed the parasite ability from the wolfrider (patch)

v.1.1.0
-New and updated quests (or notelist/tipslist).
-Re-balanced gathering system (now gathering resources a maximum of 8 gold and 10 lumber).
-Titan's Colloseo base pathing fix (widened)
-Faster projectile speed for air-rider
-Life and Armor balance for Barbarian's Buildings.
-Description fixes.
-Added "Sharper Arrows" ability to Ballista (which deals double damage to organic units)
-Fixed the effects leaks that causes lag ang bug.
-Fixed the critical strike ability of ballista and glaive throwers (15% critical chance to 20% for glaive thrower and 40% chance to ballista)
-Fixed the Demolisher's Double Damage to enemy buildings
-Fixed the stun duration of Slam from 8 to 5 and Bash from 3 to 1
-Fixed the Demolisher's bug that crashes the game when destroying a building. (The cause of the crash is the units has 2 active attacks, attack 1 and attack 2 which basically have the same targets which is ground, air and structures)
-Changed the demolish ability to 100% critical chance of dealing double damage (now using the critical chance id instead of demolish id)
-Removed the Town Hall and Peasants "Call to Arms" ability which is believed the cause of the crash.
-Changed energy charge cooldown from 1.0 to 0.8
-New Bot Names
-Team Color has been implemented (Black for main player, Brown and Dark Green for Computers)
-Fixed the team color of units (Now it's blending with the color of the atmosphere after i unflagged the "unshaded" team color material of each unit)
-Hopefully no more crashes, it just happens when you have a cracked version (i have both original and cracked(or modded. which i always use when making maps, especially when using newgen) version in my pc and i tried playing it in the original and it works pretty well without crashing).

v.1.1.1
-Added hotkeys for the abilities
-Fixed grammar errors on Quest Menu
-Fixed the Unstable Concoction/Kamikaze ability of the air-rider (Strider), you cannot auto-cast in anymore.
-Shortened the name (If the map still dont show on your gamelist then you have to move it to the root folder (in the maps folder, not in any other folder inside the maps folder)
-Fixed the description of some abilities

v.1.2.0
-Removed impossible handicaps
-Removed bad languages in the description of the units, abilities, upgrades and buffs
-Removed half of the ocean, now looks smaller.
-New Force Names
-Realistic Minimap
-New Map Cover
-Replaced some of the bot-names
-AI will now use upgrades when you choose Normal and Expert mode
-Map is now for everyone, no more illegal, insulting and annoying words. (Thread Update)
-Fixed the "Strider" unit's description as it says it can attack both land and air units but it cannot really attack air units.
-Wider base on the Colloseum base and removed some of the arch barriers.

v.1.2.1
-Fixed the Farm's description (patch)
-Removed the unnecessary variables [in the map] (patch)
-Grammar fixes on Difficulty Message (patch)
-New peasant model and texture, also the portrait contributed by Deolrin
-Fixed the bug where the Normal and Expert AI dont attack (patch)

v.1.3.0
-Minor Terrain changes/improvement
-You can now cheat by typing "dev" in the chat, then a cheat table will appear in your screen ("Developers Mode")
-Changed the tag "Tauren" into "Epic" unit
-Player 4 (Computer 3) is now enabled and rolling
-Optimized the map (Removed unused resources from the map) - From 19mb to 17mb
-New Loading screen from the art gallery of unreleased "The Great Troll" war project (2007)
-Blackhand units have been removed (There is nothing else to add, we already got tons of variations of ground units)

v.1.3.1
-Each Goldmines now have 300000 golds (patch)
-Middle Goldmine set to 300000 instead of 500000 (patch)
-Unshaded the teamcolor material of Air Mechanic (patch)
-Reward Sound fix (patch)
-Removed conditions on AI building structures (bug fix)

v.1.3.2
-Game Balance, weakened the epic and artillery units, also made them a bit expensive than earlier versions (patch)
-More Random Bot Names (from 25 to 50 [each computer], so there are now 150 random bot names in the game)

V.1.4.0
-Plus 5 Damage to scout
-Added custom fading system for smoother creation of mines and town halls at the beginning of the game, works also when training units
-Heal and Repair are now automatically casted after building the healer, peasants and airmech
-Fixed the Idle Workers Icon on the left side of the screen
-New custom background music from Newgrounds.com
-New click and building placement sounds from Soundbible.com
-Shortened the button title "Map Information (F9)" to "Map Info(F9)" which you can see on the top left part of the screen
-New rally point model and icon
-Added new ability for the Shaman, the "Dark Fumes" ability which is exchanged from Wolfrider's "Sand Wave" ability.
-Reduced "Flaming Arrows" ability damage from 15 to 5 for game balance.
-Detailed descriptions (Abilities, Units, Buildings, Quests etc.) , improved the grammars aswell.
-Changes on unit prices and training time (8 seconds for Grunt, Archer and Cavalry | 10 seconds for Priest, Hunter, and Wolfrider | 12 seconds for Air Mech, Scout and Strider | 14 seconds for Shaman Baliista and Demolisher | 16 seconds for Overlord, Air Machine and Glaive Thrower)
-Terrain Changes (New Cabin in the Western Region, Waterplane at the river and Glows for smoother and more realistic lightings)
-Renamed some of the abilities
-Removed the Evasion ability from all units

Applied ideas but disabled/only available in dev-mode
-New Background music themes changeable on dev-mode. (You may only switch in Barbarians Theme or Dubstep Theme)
-Spawning Hero (Still WIP)

Removed ideas
-Realistic Atmosphere (Clouds floating above)

V.1.4.1
-Optimized the map, removed useless stuffs in the Map Archive

v.1.5.0
-Fixed mispelled things and stuffs (The "Crashing", "Map bugs" etc. on the quest tab, the map description and name has been updated aswell).
-Corrected grammars (Descriptions of Grunt, Priest, Air Mech, Overlord, Air Machine etc.).
-All credits are now written in the game.
-Added "Legal" on the quests tab
-Removed useless background music option in Dev Mode
-Smoother Fog to see ground units.
-Kill unit cheat is now enabled and can now be seen on Dev Mode Cheat Table, this cheat is for debugging purposes only.
-Remove unit cheat is now enabled and can now be seen on Dev Mode Cheat Table, this cheat is for debugging purposes only.
-Training Units and Upgrades Hotkeys added, you can now finally build units easilty and without using your left-click button.
-"Remove Fog" option is now on Dev Mode Cheat Table used for debugging and testing.
-The Hero that is still in WIP since v.1.3.0 has been updated and named "Scorpius", however, it is still in WIP for the next update.
-Returned the Professional (300%) and Hardcore(400%) Handicap, Impossible (500%) is still disabled.
-Fixed the lighting glitch occuring on the Southcoast base
-Fixed the sky, you can no longer see the sky below the terrain.

****EXPANSION PHASE

v.1.6.0x - v.1.6.1x
-Waves on the southcoast has been fix, it will now disappear with the ship when the fog of war is on (patch)
-Fixed the movement type of Demolisher (from Foot to Horse) and Ballista (from Foot to Amphibious), Movement type affects the sound when the units are walking on the water. (patch)
-More intense flashes on storms (patch)
-Terrain changes (mostly trees) and pathings adjusted for balance and space (patch)
-NEW LANDMARK! Bridge that connect South and West (Named "Hein's Caravan Bridge" has been finished and walkable, this bridge has been planned since the beginning but was not implemented. This was done to balance the map as each player was suppose to defend from two pathways.
-Unlimited Money Cheat in Dev Mode has been updated, you can now enable and disable infinite money.
-More features in Dev Mode including "Set Daytime" and "Set Nighttime", which will change your time, literally.
-Trigger optimization, removing possible trigger leaks.
-NEW! Storms are now functioning as RADIATION STORMS, all organic units will be damaged every second.
-More notes on the Quests/Map Info Tab
-Limited training of units has been implemented, you can no longer build an army of demolishers and overlords. However, there is no limit in building structures.

See maximum training of each units on the list below :
Hunter 5
Shaman 3 [E]
Peasant 10
Archer 5
Grunt 5
Overlord 2 [E]
Wolfrider 4
Cavalry 4
Ballista 3
Demolisher 2 [M]
Priest 4
Scout 4
Glaive Thrower 2 [M]
Air Machine 3 [M]
Air Mechanic 4 [M]
Strider 3

*M for Mechanical Unit and *E for Epic Unit

v.1.6.2x
-Changed the environment/ambient sound from "Mountains" to "Lakes" (patch)
-Removed the Water gradient to avoid lighting problems on the borders of southcoast and the west base (patch)
-Recolored water into something more natural (patch)
-Energy drain's description mistmatch on the targets of the ability, therefore it is fixed. Changed the possible targets of Energy Drain from 'Organic' to 'Mechanical'. (patch)
-Ensnare's description mistmatch on the targets of the ability, therefore it is fixed. Changed the possible targets of Ensnare from 'Air,Organic,Ground' to 'Air,Enemy'. (patch)
-Changed the possible targets of Heal from 'All player units' to 'Only player units'. (patch)
-You can now deconstruct your buildings with "Deconstruct Structures" ability given to peasants, however you will not receive any refunds.
-You can now build structures in no time by enabling the cheat on Dev Mode (Used in Debugging)
-Bridge Updated with better appearance and pathing.

-Resource Management, removed unused assets on the map archive, saving 5% of the map filesize
-Removed the Bash ability of the Archer
-Removed the Cold Arrows ability of Hunter and moved it to Archer
-Alot of changes in abilities and units for balance (mana requirement, cooldowns, etc.)
-Removed Soul Ritual from Shaman
-Maximum mana of some units have been changed
-Initial mana of each units have been changed to 100
-Updated Credits
-Upgrades cost values have been changed, now more expensive
-Balanced resource gathering, now back to default (10 gold, 10 lumber), slower gathering on goldmines aswell

1.6.4x
-Fixed bugs on dev mode, added more features

1.6.5.x
-AI Construction Fixes, they will now act better than before
-Fixed the missing pathing blocker on the house at the North part (patch)
-Adjusted Town Hall on the West Base to avoid AI peasants being stucked and will not be able to build anymore
-During the development, lots of bugs have been experienced during the debugging of hero, the hero has been cut and spawnable using Dev Mode if you want to try it
-Disabled Saving and Loading to avoid gameplay errors
-Expert mode handicap from 150% to 200%
-Income reward increased from 500 to 750
-Radiation Storms will now damage every 1.10 seconds instead of 1.50
-Players are now asked if he/she wants to enable developers tools or no
-Lot's of pathing blocker fixes
-Limitation on building Guard Tower to 3
-Smaller space for North base
-Air units height lowered to 500 from 600

v.1.7.0x
-Addition of sprint system and shoot/reload system for survival hero
-Different quests on melee and surviva to avoid confusion
-Optimized Codes and Triggers for faster loading
-Alot of unrecorded changes! This will need a giga-notepad for me to tell it all, while more of it is on survival mode (fixes on animations, abilities etc.)
-The New Survival Mode is now playable, get ready to fight the barbarians by your own.

v.1.7.1x
-Fixed Dev mode on melee mode conflicting on survival mode

v.1.7.2x
-Survival AI Fixes
-Few gameplay changes
-Unlimited levels for Survival

v.1.7.3x
-Survival Enemies command to attack player has been fixed
-Ability fixes (cooldown, casting duration etc.)
-Loop sounds have been fixed
-Few triggering fixes that have logic errors.
-Brought back TNT horse at level 4 (which was disabled during BETA testing)
-Disabled Fog of War in Survival mode
-Added note on Quests that Dev Mode is also usable in survival mode.

v.1.7.4x
-Removed casting durations on some abilities
-Re-enabled Fog of War in Survival Mode
-Re-edited wave 4 configurations as it still don't spawn horses on last update, the bug is now fixed.
-Defeat Condition in Survival mode will now inform you if you died in hunger or you died by being attacked.
-Removed the Sprint ability and restored the old Run and Walk system
-HARDER GAMEPLAY on SURVIVAL MODE, always prepare your grenades and airsupports, you will now need it.
-Slower walk speed, Normal Speed for running.

v.1.7.5x
-Dev Mode updates (Survival)

v.1.7.6x
-Enemy AI Fixes on Survival Mode
-Attack Ability Fix on Survival Mode
-Dev Mode Icon on Map Info changed with correct icon on Survival Mode
-Ability Cooldown fixes on Survival Mode
-Faster Energy Regain at Survival Mode

v.1.7.7x
-Ability Run Walk System Restored
-Fixed the button error on Melee Dev Mode Table Page 4
-Collision Fix on South East Convoy (Doodads)

v.1.8.0x
-(Survival) Value changes, weapon damage changed from 15 to 20 to eliminate easier creeps easily, and for the balance.
-(Survival) Better Hunger System, now in the multiboard
-(Survival) Airstrike bombs will no longer kill you
-(Melee) Building rotation returned to default 270 instead of 180
-(All Modes) Fixed the Gores that does not disappear on the whole game, special effects are now destroyed to avoid leaks
-Minor Lighting optimization
-Revised loading screen description
-(Melee) Defeat Condition trigger leaks and condition errors fixed
-(Melee) Fixed Melee Dev mode not looping properly due to trigger errors
-(Survival) Feed System is now working properly with the new hunger system
-(Survival) Enabled special effects while sprinting

v.1.9.0x
-(Survival) Fair Prices on Consumables
-(Survival) Slower Decrease of hunger
-(Melee) Fixed the Normal AI not attacking due to trigger errors
-Major Map Optimization, texture cleaned and optimized
-(Survival) Bear Trap Description fix
-(Survival) TNT Horses has been cut due to numerous bugs
-(Survival) Region Spawn Fixes to avoid player from seeing units spawning at spawn locations
-(Survival) Black Mask and FOW disabled

v.1.9.1x
-(Survival) Major Fix on Survival Spawn AIs, they will now attack the player properly without pausing which is a major bug before
-(Melee) Minor Fix on AI, hovever you may still experience/encounter AIs that don't attack because of AI regrouping errors
-(Survival) Brought back Black Mask and Fog for challenge
-(Survival) Spawn Region fix to avoid player from seeing enemies spawn

v.1.9.2x
-(Survival) Barbarian Death will no longer spawn from Wave 5 to Wave 40, but replaced with weaker but advanced units.

v.1.9.3x
-Decreased the fog thickness a li'l bit

v.1.10.0x
-(General) Updated title and description of the map
-(General) 1.28+ now supported > Hiveworkshop will no longer tell you to use older version of Warcraft III.
-(General) Widescreen support for UI.
-(General) You can no longer pick violence modes during map initialization, the game will automatically pick violent mode.
-(General) Renamed 'Hein's caravan bridge' to 'Caravan Bridge'
-(General) Small terrain updates, Caravan bridge floor is now better, and the ferns are slightly tinted to match the bush color.
-(Melee) Removed limitations when building units on melee mode, you can now build as many units as you want
-(Melee) Changed AI random name from 'I<3RazerTech' to 'Rzersucks'
-(Survival) Fixed spawning bug on survival mode caused by wrong sized regions
-(Survival) Removed fog of war on survival mode
-(Survival) Survival hero will no longer die instantly when hunger hits zero, instead the hero will continuously decrease 4 hit points per second
-(Survival) Survival Hero regeneration lowered from 1.25 to 0.5
-(Survival) Lesser fog thickness so it will be easier to see enemies during survival mode
-(Survival) Hidden Sattelite Bomb ability completely because the ability affects the attack ability - Buggy ability. All texts and objects related to this ability are now hidden and inaccessible.
-(Survival) Slightly faster shooting speed in survival mode.
-(Survival) Color coded text for Hunger in multiboard (Green, yellow, red etc.)
-(Survival) Updated the shooting system with newer version (The one that will be used in the sequel of this project), it will now detect destructibles, no longer the bullets will pass through objects or walls. Trees will now react to bullet impacts.
-(Survival) Change camera settings
New Bugs
-(Survival) When the survival hero picks up an item while the creeps are still spawning, the spawning will be stopped therefore some units will not spawn. This bug usually happens during wave 1 when player skips the timer and tries to pick up any item. (Not Gamebreaking)

v.1.10.1x
-(Melee) Removed the distracting target effect of repair mechanic unit ability.

v.1.10.2x
- Fixed the bug where the game continuously warning the player that the base is under attack.
- Fixed the team colors, due to patch 1.29 all the units with team color "Black" has been set to brown, all units has been set to black team color again.
- Decreased hunger needs from every 3 seconds to every 6 seconds.
- Ensnare duration changed from 15 to 6
- Added WTII's gameplay at the main post.




Assassinate-C.jpg




Project made by Strydhaizer. (Environment Artist, Gameplay Design)
Special Thanks to : Gismo359 (Trigger and AI Fix) Fingolfin and Talavaj (Models for Environment and Structures)
Loading screen done by Pins acquired from the project compendium.
Units Textures from Scars of Conflict Resource Pack, Cloudwolf and FrikY.

Credits :
-Berz-
bigapple90
Blood Raven
Cavman
CRAZYRUSSIAN
Dalharukin
Darkfang
Dentothor
Deolrin
Destructor [DOR]
D.ee
dhguardianes
Dmitry Rommel
DonDustin
EfReeZe
FrikY
General Frank/Frankster
-Grendel
!!GORO!!
HappyTauren
Heinvers
Helix-Magnus
ILH
JesusHipster
JetFangInferno
Kimbo/Kimberly/Werewulf
kola
Lichkings slave
L_Lawliet
Malvodion
Marcos DAB
Mobilize
PeeKay
Pins
Pyramidhe@d
Shrik
Shyronyi
-Stygian-
Tobyfat
viiva
Wa666r
Whitehorn
WILLTHEALMIGHTY
4eNNightmare

Names above were from different Warcraft III forums like Hiveworkshop.com , Chaosrealm.info, XGM.guru and WC3C.net.

Due to the expansion of the map, new credits have been added.

wc3_n00b - Quiver System
rulerofiron99 - Run Walk System
NFWar - Bullet, Grenade and Hunger System
Dangerb0y - Stack and Split
AlxEllis and Cimba (Newgrounds) - Background Musics
nagorog - Bomber Spell

Models, Textures and Icons Credits
Afronight76
BLazeKraze
Chenralstrasz/Chen
Coinblin
darkdeathnight
D4RK_G4ND4LF
Epsilon
GIANT_CRAB
Grey Knight
Kimbo
Sin'dorei300
tee.dubs
The_Silent
TTFTCUS
Zombie


Contents

Eurica: The Caribbean v.1.10.2x (Map)

Reviews
12:52, 26th Jul 2015 Shadow Fury: The map is fantastic and very amusing. I highly recommend this game to everyone, especially to those who like games based on Empire Earth and Ages of Empire because this is a very better version of these two games.

Moderator

M

Moderator

12:52, 26th Jul 2015
Shadow Fury: The map is fantastic and very amusing. I highly recommend this game to everyone, especially to those who like games based on Empire Earth and Ages of Empire because this is a very better version of these two games.
 

We're now leaving the alpha and opening the beta testing for everyone.

Current version is v.1.0.0
Changelog

-Updated the icons
-Fixed some of descriptions
-Re-balanced the artillery units
-Re-balanced buildings
-Now leaving the alpha stage, we're now in BETA.
-Removed the useless multiboard

Please leave suggestion, comments, or criticisms. Everything is welcome. I accept any comment even if it is rude. Please report bugs or glitches once you experience or find buggy-shit ingame.
 
Last edited:

Many fixes on the new version

Current version is v.1.1.0
Changelog

-New and updated quests (or notelist/tipslist).
-Re-balanced gathering system (now gathering resources a maximum of 8 gold and 10 lumber).
-Titan's Colloseo base pathing fix (widened)
-Faster projectile speed for air-rider
-Life and Armor balance for Barbarian's Buildings.
-Description fixes.
-Added "Sharper Arrows" ability to Ballista (which deals double damage to organic units)
-Fixed the effects leaks that causes lag ang bug.
-Fixed the critical strike ability of ballista and glaive throwers (15% critical chance to 20% for glaive thrower and 40% chance to ballista)
-Fixed the Demolisher's Double Damage to enemy buildings
-Fixed the stun duration of Slam from 8 to 5 and Bash from 3 to 1
-Fixed the Demolisher's bug that crashes the game when destroying a building. (The cause of the crash is the unit have 2 active attacks, attack 1 and attack 2 which basically have the same targets which is ground, air and structures)
-Changed the demolish ability to 100% critical chance of dealing double damage (now using the critical chance id instead of demolish id)
-Removed the Town Hall and Peasants "Call to Arms" ability which is believed the cause of the crash.
-Changed energy charge cooldown from 1.0 to 0.8
-New Bot Names
-Team Color has been implemented (Black for main player, Brown and Dark Green for Computers)
-Fixed the team color of units (Now it's blending with the color of the atmosphere after i unflagged the "unshaded" team color material of each unit)
-Hopefully no more crashes, it just happens when you have a cracked version (i have both original and cracked(or modded. which i always use when making maps, especially when using newgen) version in my pc. I tried playing it in the original and it works pretty well without crashing).

Please leave suggestion, comments, or criticisms. Everything is welcome. I accept any comment even if it is rude. Please report bugs or glitches once you experience or find buggy-shit ingame.

---

An early preview for the Eurica : The Constantine
Still using the same base terraining map used for the Eurica : The Caribbean, but will introduce new units and weather system. More information about it soon.
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Ardenian

A

Ardenian

First if all, as Arad MNK said, the map does not appear in the game list in the menu as the map name is too big. I reduced it manually and it showed up, so please fix this.



Review Eurica : The Caribbean v.1.1.0

Visuals - Gameplay and Aesthetics

My first impression: Gorgeous!
The map shows up a great use of custom doodads that match each other, using many high-quality custom models, skins and tiles.
The weather effects offer a great variety to the default altered melee and houses, taverns and towers give the map a great atmosphere.

Stryderzero, your map gives an absolutely new feeling within Warcraft, as we know it from Gaia's ORPG or Iceborn. for example.

One little thing, some/one tile/s are shown black in the mini map, it is a little aesthetically bad to view at, but well, only some little areas are.

Gameplay and Features

The gameplay is indeed very challenging. I tried to beat the game several times with default handicap and failed badly.
The idea of offering the player many different units to create a strategically army is very interesting and offers great replayability.

The difficulty is a point I struggled with, as I said.
I think it might be a good idea to add different game options, like, for example, that the enemies only build a limited number of different units and such, allowing the player to create a more personal difficulty.

The gameplay is, as you promise, very fast-paced, reminding of modern games like StarCraft 2.

Result

Eurica : The Caribbean is a fast-paced altered melee map offering a gameplay in a very customized environment. Different units allow to try different combos defeating his enemies ( or badly failing due to the difficulty).

I vote for Approval
 
Level 25
Joined
May 11, 2007
Messages
4,651
Going to comment as I play:
Why are there no hotkeys for the units? For easy hotkeys, use QWERTY hotkeys for everything, units, abilites, buildings, etc.

Priest does not have heal as autocast from beginning, is that intended?

Flaming and Cold arrows does not say how much damage they deal, I assume Flaming arrows deal more damage, or splash?

Terrain was superb.
 
My first impression: Gorgeous!
The map shows up a great use of custom doodads that match each other, using many high-quality custom models, skins and tiles.
The weather effects offer a great variety to the default altered melee and houses, taverns and towers give the map a great atmosphere.

Stryderzero, your map gives an absolutely new feeling within Warcraft, as we know it from Gaia's ORPG or Iceborn. for example.

That's what i aimed exactly. I'm glad you liked it. :)

The difficulty is a point I struggled with, as I said.
I think it might be a good idea to add different game options, like, for example, that the enemies only build a limited number of different units and such, allowing the player to create a more personal difficulty.

Sure thing, noted!

Anyway, tried playing the "Impossible" difficulty? It's more .... challenging :D

Why are there no hotkeys for the units? For easy hotkeys, use QWERTY hotkeys for everything, units, abilites, buildings, etc.

Good point, i'm going to fix it for ya.

Priest does not have heal as autocast from beginning, is that intended?

No, the problem is i dont know why it does not automatically auto-cast it, i probably messed up with that ability in the object editor, let's see what i can do for it :). For now, you have to cast it manually.

Flaming and Cold arrows does not say how much damage they deal, I assume Flaming arrows deal more damage, or splash?

Flaming arrows, as what the ability said, only deals more damage (it does not make a splash damage) and the Cold arrows just slows the enemy movement, no bonus damage [I might fix this one as the Cold Arrow description says that it deals additional damage but no it does'nt]

I'm going to fix everything up and update it later.
Thanks for playing and have fun with it. :)

Stryderzero,
Just call me Stryd/Stryder :)

---

Current version is v.1.1.1
Changelog

-Added hotkeys for the abilities
-Fixed grammar errors on Quest Menu
-Fixed the Unstable Concoction/Kamikaze ability of the air-rider (Strider), you cannot auto-cast in anymore.
-Shortened the name (If the map still dont show on your gamelist then you have to move it to the root folder (in the maps folder, not in any other folder inside the maps folder)
-Fixed the description of some abilities

Please leave suggestion, comments, or criticisms. Everything is welcome. I accept any comment even if it is rude. Please report bugs or glitches once you experience or find buggy-shit ingame.
 
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Level 21
Joined
Nov 4, 2013
Messages
2,017
This map is doubtlessly near to perfection!
The terrain was absolutely amazing, the custom buildings were magnificent, tile variation was extraordinary. Everything of the visuals was simply astonishing. I just want to know why the lower half of the map is water as this just takes up filesize in vain.
The gameplay was a real blast! While I don't think it's "fast-paced", I definitely think it's very enjoyable anyway. You got so many units to decide from and each unit has its own skills, creating such a large variation that you can think about thousands of synergies, tactics and strategies to manage your army. When I played it for the first time, I just spammed any unit I could because I wasn't still familiar to them. I managed to defend my base well but my raids were simple suicides (all that with 100% enemy handicap).
The game didn't crash at any moment nor did I suffer from unbearable lag. I'm just a bit disappointed that the building site on the east is a bit restricted. The AI had its buildings clustered so close that the battles were pretty annoying. One unit dies, the other takes his place. It's also caused by the usage of doodads to create the colosseum (yeah, the archways). This gives a precious advantage to the defender since the guard towers are almost inaccessible by ground (aha, that's why my sieges were disasters!). The battles were much more epic when they occured beside my base (the one at the southwest). Would you mind expanding a little bit more the eastern building site?
A final notice are the tooltips. I know you advised that there's going to be some bad wording but don't you think it's a bit negative and unprofessional? And why should this awesome map be limited to +13 only? It's a big shame, really. I strongly recommend removing the bad language from your map.

Overall the map is gorgeous and merits a 4.5/5 and an APPROVAL with an inarguable rating of 5/5. Yes, it's certainly highly recommended from me!
 
Congratz man! Your map deserves without any doubts a 5/5. Consider some of my suggestions though, the map can be even better than it is now and probably be worth a Director's Cut.

I wanna claim that Directors Cut title for my project :D. I will improve the map based on the suggestions that i've collected.

---

Current version is v.1.2.0
Changelog

-Removed impossible handicaps
-Removed bad languages in the description of the units, abilities, upgrades and buffs
-Removed half of the ocean, now looks smaller.
-New Force Names
-Realistic Minimap
-New Map Cover
-Replaced some of the bot-names
-AI will now use upgrades when you choose Normal and Expert mode
-Map is now for everyone, no more illegal, insulting and annoying words. (Thread Update)
-Fixed the "Strider" unit's description as it says it can attack both land and air units but it cannot really attack air units.
-Wider base on the Colloseum base and removed some of the arch barriers.

Please leave suggestion, comments, or criticisms. Everything is welcome. I accept any comment even if it is rude. Please report bugs or glitches once you experience or find buggy-shit ingame.
 
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Level 21
Joined
Nov 4, 2013
Messages
2,017
That's fantastic to hear! One last suggestion would be letting the AI be able to use upgrades. It could help if someone wants to play the game with both sides totally balanced (both 100% handicap, same units, same everything). I'd personally like that so I'd like to recommend it. Maybe you can add it as a game mode along with the settings of the AI so that players can choose what they prefer.
 

Ardenian

A

Ardenian

By the way, 'Beast Mode' tooltip of grunt is a bit confusing.
The way it presents itself makes it sound as if the grunt makes extra damage instead of taking extra damage.
Additionally, the unit gains movement speed, that's missing, too, isn't it ?
 
That's fantastic to hear! One last suggestion would be letting the AI be able to use upgrades. It could help if someone wants to play the game with both sides totally balanced (both 100% handicap, same units, same everything). I'd personally like that so I'd like to recommend it. Maybe you can add it as a game mode along with the settings of the AI so that players can choose what they prefer.
Sure, marked!

By the way, 'Best Mode' tooltip of grunt is a bit confusing.
The way it presents itself makes it sound as if the grunt makes extra damage instead of taking extra damage.
Additionally, the unit gains movement speed, that's missing, too, isn't it ?
Done!
 
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0_0 lawl.

Lol, i think i just missed that one. :D I will patch the map later on.

Damn! i wish i could be as good as you are in terraining...!
When seeing yours and therefor sees mine, i think mine is totaly junk (trash!)

You get an totaly 5/5 and take with +Rep for me.

Just keep practicing, you can also do it :) You just need to expand your imagination and always be creative and unique.
 
Where you got the Clock Tower? It's something unique in Wc3 as hiveworkshop doesn't have anything like it, should have specified it.

I built it manually, piece by piece, using Talavaj's "Stones and Sword" models (You can check it out here : http://www.hiveworkshop.com/forums/terrain-board-267/stone-sword-terraining-mapping-resource-238310/) and Sin Dorei's clock model which is in the models section of hiveworkshop (Here : http://www.hiveworkshop.com/forums/models-530/wallclock-226249/?prev=search=clock&d=list&r=20)

---

Current version is v.1.2.1
Changelog

-Fixed the Farm's description (patch)
-Removed the unnecessary variables [in the map triggers] (patch)
-Grammar fixes on Difficulty Message (patch)
-New peasant model and texture, also the portrait contributed by Deolrin
-Fixed the bug where the Normal and Expert AI dont attack the player (patch)

Please leave suggestion, comments, or criticisms. Everything is welcome. I accept any comment even if it is rude. Please report bugs or glitches once you experience or find buggy-shit ingame.
 
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For spells, its normaly Buffs that you need to edit.

I dont undertand...
Please be specific, a'right? :)

5/5 for so much unit variation, funny tooltips, and of course the terrain.
Thanks for playing it :)

That's what's were talking, the terrains looks real and blends perfectly in the atmosphere.
It a good news that you like it. :)

Is there anything that you can suggest to improve the map?
 
Level 16
Joined
Jul 16, 2007
Messages
1,371
This should be in altered melee category, and also with only one race at the moment and with fog of war removed, I honestly couldn't have fun. Despite that, it really does look aesthetically beautiful.
Looking forward to future versions and maps :)
 
This should be in altered melee category, and also with only one race at the moment and with fog of war removed, I honestly couldn't have fun. Despite that, it really does look aesthetically beautiful.

Not sure if you played the map fully but there is actually fog of war in the map, only works when the game time is midnight and dusk.

And, yes it is an altered melee map, i just forgot to put it to that category, but i already mentioned the map type in the map description.

I honestly couldn't have fun.
:(
 
Level 16
Joined
Jul 16, 2007
Messages
1,371
Hey I just pointed out in case you forgot, which you mentioned that you did. Not insulting. :)
Oh, well that's awesome then, I suppose I didn't really notice that close, I simply built an army and the AI could be seen from the minimap with a huge ass horde just bashing my base, shaman imba af :')

Hey please now, don't disperse, I really like where your ideas are heading, this is just the start as I said I think it is beautiful. Terrain, attention to details and such. I'm really looking forward to more races though :)
 
Hey please now, don't disperse, I really like where your ideas are heading, this is just the start as I said I think it is beautiful. Terrain, attention to details and such. I'm really looking forward to more races though

Thanks :)

---

New update will add new difficulty which is "Hardcore". Choosing "Hardcore" mode will unlock new units which is the Black Hand Units (which will be available on the new building which is the Temple. Black Hand Units are more unique and more powerful units.

So far i don't have plan to add new race, instead, i'll just add more units to a single race, filling all the spaces of Barracks, Archery and Stables structures.
 
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Great , you released it ! Congratulation ! 17 mb is pretty big but i bet it worths every mb :)

I hope you like it.

I do not have time to update it right now but the next update is uber-massive as you can now spawn unused units in the map with "developer's mode" cheat.

Also, new units in the barracks offc'se (Only available in the new difficulty, the "Advanced" mode, new tech units will be introduced)

Tauren units are now called "Epic" units, meaning, they are independent (can't be healed or supported by healers or any other support units)

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EDIT :

No Map file increase! They're already imported in the map since Pre-Alpha but i am not able to use them.
 

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The epic units are independent ? You mean like mercenary ?
Yes. exactly. :)

---



Current version is v.1.3.0
Changelog

-Minor Terrain changes/improvement
-You can now cheat by typing "dev" in the chat, then a cheat table will appear in your screen ("Developers Mode")
-Changed the tag "Tauren" into "Epic" unit
-Player 4 (Computer 3) is now enabled and rolling
-Optimized the map (Removed unused resources from the map) - From 19mb to 17mb
-New Loading screen from the art gallery of unreleased "The Great Troll" war project (2007)
-Blackhand units have been removed (There is nothing else to add, we already got tons of variations of ground units)

Please leave suggestion, comments, or criticisms. Everything is welcome. I accept any comment even if it is rude. Please report bugs or glitches once you experience or find buggy-shit ingame.
 

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Level 1
Joined
Aug 5, 2015
Messages
2
Great melee map ! Love it!

Though some mechanic units don't fit very well with barbarians ;)
 
Level 19
Joined
Jul 12, 2010
Messages
1,713
Pros:
-very nice map, fun to play and easy to learn for beginners
-good replacement of the WC3 RTS
-awesome terrain and completely new models

Cons:
-No Heroes, it just feels too simple without heroes.
-After some playing i realized that the only units i needed was Overlord and Demolisher, all the others are too weak to be of any use.

Suggestions:
-Add Heroes (obviously)
-Could use some more epic units
-Increase the food limit (80 seems to low)
-Make towers Upgradeable to increase damage

Overall:
This map is pretty good and has a lot of potential, looking forward to testing future versions, good luck with your map :)
 
I didn't learn about European History. Can you explain about the countries in your map?

Not sure what you mean exactly but the setting of my map is just fictional and you dont need to learn European history just to understand everything in my map. I dont want to explain because i am not a history teacher. :p

Add Heroes (obviously)

To be honest, we dont need heroes anymore since epic units are already heroes, i honestly dont want to put Superman or Batman or Ironman on my map. I dont want to be unfair with non-hero units :p.

I want a massive warfare as stated on the map description.

"Unlike the blizzard melees, this map is more on massive warfare and the player and computers cannot use or train heroes."
-Stryd.

Make towers Upgradeable to increase damage
I already did :p, please re-play the map.
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Increase the food limit (80 seems to low)
No, considering the food required of most of the units is "1", meaning, you can train about 60-80 clones of them, and the highest food required of epic and mechanical units is "3", it is really low when compared to original melee maps.

I dont want to increase it since it causes lag when there are alot of active units in the map (based on the tests when it was on pre-alpha stage).

Could use some more epic units
Sure thing :)

-After some playing i realized that the only units i needed was Overlord and Demolisher, all the others are too weak to be of any use.
So i think i have to balance the game abit, downgrading the power of epic units, and make them more expensive :p
 

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I just tried this map, and to be honest, i was a bit dissapointed. With the high praise from Shadow Fury, especially the "better version of empire earth and age of empires" part, i had expected much more from the gameplay. The tooltips were quite uninformative, and didn't clearly state the role of the units. There were an awful lot of units with active abilities, which made combat very micro-intensive, and i always felt like i didn't use the units to their full potential. To me, it is better to have multiple active abilities on one "spellcaster" unit type, than one on each unit. The autocast spells weren't set to "default active", which meant you had to manually activate them everytime a unit was trained.The race design felt a little incohesive, wtih a lot of unit models which didn't quite fit together visually. The lumber storage could not be used as an actual lumber drop-off, which didn't make sense, and there were like 5 upgrades in the whole map.

This being said, the terrain was absolutely stellar - the visual quality is some of the best i've seen for a playable wc3 map. The AI was also intelligent and challenging. I think it is pretty far from DC at this point, but i will be following your development.
 
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