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Foreplay

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Proudly presents:
Foreplay_Title.png

Version 2.3c.
Terrain by Ken-E, Code Engine by moyack

OFFICIAL DOWNLOAD

If you don't know what's Power of Corruption, please visit the official page for more information.
Foreplay_BG.jpg
One of Magtheridon's favorite pleasure grounds that was managed by the succubi family Armala. It was later forsaken after Illidan took over Outland but the family never really left. Now they hide a mysterious secret that Demons and Naga are decided to get no matter the cost. Who will win? it's up to you right now.
Gallery



More credits...
Models - Skins - Spells:

Armel:
- Naga Enchantress
Av3n:
- Demon caster spells
Cookie:
- Arachnian Queen
D.O.G:
- Demon Birth model
- Chaos Razormane
DonDustin:
- VolcanoShieldTarget
Frankster:
- Fel hound Rider
- Fel Orc Rampager
- Chaos Altar of Terror
- Fel Orc Assassin
Grendel:
- Ogre Iron Fist (modified)
- Legionnaire (modified)
Gottfrei:
- CruelCloister
- Demonic Sanctuary
Tarrasque:
- WarQueen
- incursor (terror king)
- Naga Royal Guard
- Dragon Turtle (Transport turtle)
- Death Knight (Burning Knight)
- Rock Prison
- Demon Archer
- Brutal Lord
- Lord of Darkness
JetFagInferno:
- Spiral Aura
- Fanactism Aura
- Greater Geiser
- Aura of Damnation
- Aura of Damnation buff
- BlackHole
- ManaThirst
- Treacherous Attack
- EnergyBreathDamage
Mephestrial:
- Legion Teleporter model
Pheonix-IV:
- Naga Town Hall
Spy:
- Lava Bomb model
THE_END:
- Venom Warrior skin
Whitehorn:
- Diabolic skin
- Despoiler skin (Demon Soldier)
WyrWuulfe:
- Satyr Worker model

Script & suggestions:

- Av3n (Your valuable help with items, abilities and other stuff)
- RedDragon (Abilities help and other stuff)
- Tarrasque (Your models and feedback were very useful)
- JetFangInferno (For his suggestions and FX development)
- GaDDeN (he has been a great helper with this project)
- Kyrbi0: Abilities and some other ideas
- Tim. (Thanks for his comments and for directing WC3C
- Veev. For his help in grammar
- Archmage Owenalacaster. For his help with the AI improvement.
- Earth-Fury for Board script.
- WC3C community (for all the feedback received)

Icons:

Some of this icons are as is, others were modified in borders and/or recolored in some cases, but they are based on the original work of the following authors:
- BLIZZARD
- CrazzyRussian
- FrIkY
- Handclaw
- M0rbid
- neo1989
- NFWar
- TDR
- TripleDotta

Other Credits:

- Vexorian: For your excellent WC3mapoptimizer. This map was reduced and protected with wc3optimizer 5.0
- RedDragon: A great supporter, thanks a lot.
- scumedit.net (R.I.P.): I have an special gratitude with this clan for its support and bugs comments.
- PitzerMike: For keeping alive JNGP. This map has been developed in Jass New Generation Pack (5d).
- WC3Campaigns.net: For all the great support and hosting of this project.
- This map has been compiled using Jass Helper version 2012-03-10. Credits to Cohadar and previous authors."
- Cohadar (For improving JassHelper and keep it alive)
- Pipedream (Grimoire is too sexy)
- PitzerMike (safety dance :p)
- Zoxc
- RedDragon: Ideas and suggestions
- Red-Bones-Ghoul: Ideas and suggestions (Lord of Darkness abilities)
- Blade.dk (his war stomp spell making tutorial opens my mind to the JASS world)
- scumedit.net (R.I.P.)
- www.wc3c.net
- "Blizzard: For creating patch 1.24 and fuck the WC3 modding community

Any comments and suggestions are welcome :thumbs_up:

Keywords:
PoC, Power, Corruption, Naga, Demon, moyack, Ken-E, 2.3c, altered melee, mod.
Contents

Foreplay (Map)

Reviews
Vengeancekael Date: 2012/Oct/13 15:55:58 [Please do not send me a message, use Staff Contact] Comment: [Approved] I'm not gonna director's cut every one of your PoC maps, so a 5/5 will do I guess. :P Staff Contact - Rules

Moderator

M

Moderator

Vengeancekael
Date: 2012/Oct/13 15:55:58
[Please do not send me a message, use Staff Contact]

Comment: [Approved]
I'm not gonna director's cut every one of your PoC maps, so a 5/5 will do I guess. :p

Staff Contact - Rules
 
Level 6
Joined
May 4, 2012
Messages
187
Cool terraining there! Though sometimes I think it is kinda dirty but meh. :))

But wait, isn't Magtheridon is a user in the hive?
 
Level 4
Joined
Aug 26, 2012
Messages
85
a really nice map. fun and enjoyable, a nice melee map too. definitely an approvable map.

off topic: Magtheridon is a Hero/Creature that stands in the Outland. and yes there is a user name Magtheridon96 who is a mod. here.

read more about Magtheridon here
 
Level 15
Joined
Feb 15, 2006
Messages
851
Probably the best altered melee map out there, quite inspirational too for other altered melee mappers. :p Good to see it on other environments as well, hope there's an Icegrown Glacier version. ^^
Thanks for your comments. And yes, we're on this, trying to expand it into several melee maps styles and in different tilesets. Please keep an eye in www.powerofcorruption.com
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
@Hammerfist, that is the worst possible suggestion you can make for a altered melee map. Do you know that pro melee map players took advantage of the mini-map? If you'll make the map 480x480 with different terrains, you'll just remove the advantage for players like me that uses that kind of technique(that I don't want to reveal how to). But anyway, it sounds nice actually but not really necessary.
 
Level 15
Joined
Apr 5, 2009
Messages
969
Some Pointers

Well, played the game couple (more than couple) a times this week. And here's few pointers:

Pointers:
*Fix button placements, for example, if you research X and then Y would move to the placement were X left off. Should be consistent.
*Honestly, I would apply QWERTY hot keys at any strategy game. Download Commandstring and import it to the map to gain Move (Q) and so on. When you do apply these new hotkeys, I would recommend that you change other skill hotkeys to ZXCV buttons, and so at the mid section ASDF like buildings and so on. Just set the path on Units\CommandStrings.txt.
*A part of the Naga tech tree feels silly though, initially you could build Reptilian Sanctuary but cannot produce any units without a Ruins of Relic? I suggest that its either make atleast 1 unit available for the Sanctuary or lock down the building till a Ruins of Relic is available. I think this factor also applies to the Demon tech tree.
*Since not all maps are going to feature water, rendering Water Essence for the Nage utterly useless, I suggest provide atleast a bonus small health regen even without the presence of water and then regeneration further increases within water. OR make a unit able to create a temporary artificial water, though this is cool, I prefer the first idea since its far more simple and an artificial water could cost a lot of problems.
*Transport Turtle and the other one (flying) for the Demons could been a cleverer unit, since all of the current map construct is fast paced and everything is accessible to the ground, I'd suggest to create a new unit for a replacement. But then again, I think that's just me.
*And lastly I find the tooltip WC 3 outdated, I'm going to send a template of something hotter than the original.

Well that's all I've got for now, will be playing this again soon!
 

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Last edited:

Gwy

Gwy

Level 4
Joined
Oct 10, 2008
Messages
134
dear moyack,

ty for this new map (terrainwise). Is it possible to bring out a 3 vs 3 or a 4 vs 4 player map?
plsssssssssss!!!!!!!!!!!!!!!!!!
 
Level 18
Joined
Jun 15, 2012
Messages
498
*Since not all maps are going to feature water, rendering Water Essence for the Nage utterly useless, I suggest provide atleast a bonus small health regen even without the presence of water and then regeneration further increases within water. OR make a unit able to create a temporary artificial water, though this is cool, I prefer the first idea since its far more simple and an artificial water could cost a lot of problems.

There is an unit wich can summon a kind of "shop", where you can buy an item wich creates a "water" area.
However I agree with you, an unit shall have that ability
 
Level 15
Joined
Feb 15, 2006
Messages
851
looks nice
are there people playing it? any replays? and how is the balance?
Right now I don't know, but I'd like to arrange some games. The question is where: bnet, garena, hamachi?? bnet is the shit and I can't host, garena implies a client but I think I could get it and hamachi, well, it's simple.

Well, played the game couple (more than couple) a times this week. And here's few pointers:

Pointers:
*Fix button placements, for example, if you research X and then Y would move to the placement were X left off. Should be consistent.
Agreed, I fixed the units and buildings but I forget fix the upgrades. I'll do the changes
*Honestly, I would apply QWERTY hot keys at any strategy game. Download Commandstring and import it to the map to gain Move (Q) and so on. When you do apply these new hotkeys, I would recommend that you change other skill hotkeys to ZXCV buttons, and so at the mid section ASDF like buildings and so on. Just set the path on Units\CommandStrings.txt.
Hmmm... It would imply a lot of work :( if several people suggest the same I'll take into account :)
*A part of the Naga tech tree feels silly though, initially you could build Reptilian Sanctuary but cannot produce any units without a Ruins of Relic? I suggest that its either make atleast 1 unit available for the Sanctuary or lock down the building till a Ruins of Relic is available. I think this factor also applies to the Demon tech tree.
Ohhh shit... I haven't noticed that... I miss this by mistake. I'll fix that, in the demos side this building allows to train the burning beast and in this case it's valid. But I 've found a similar bug in demon techtree. I've fixed it and I'll release the fixes in version 2.3b
*Since not all maps are going to feature water, rendering Water Essence for the Nage utterly useless, I suggest provide at least a bonus small health regen even without the presence of water and then regeneration further increases within water. OR make a unit able to create a temporary artificial water, though this is cool, I prefer the first idea since its far more simple and an artificial water could cost a lot of problems.
Actually Naga has a unit which heals with water: Coral bed and the summoned unit in Naga Imperial guard. Additionally Naga has items which "emulate the water" usage.
*Transport Turtle and the other one (flying) for the Demons could been a cleverer unit, since all of the current map construct is fast paced and everything is accessible to the ground, I'd suggest to create a new unit for a replacement. But then again, I think that's just me.
*And lastly I find the tooltip WC 3 outdated, I'm going to send a template of something hotter than the original.

Well that's all I've got for now, will be playing this again soon!
Hmmm in this one I get lost... more clever the transport turtle??

dear moyack,

ty for this new map (terrainwise). Is it possible to bring out a 3 vs 3 or a 4 vs 4 player map?
plsssssssssss!!!!!!!!!!!!!!!!!!
I'm working on this... please be patient :)
 
Last edited:
Level 15
Joined
Apr 5, 2009
Messages
969
@moyackx
The transport turtle and the flying transport feels generic especially in the presence of the Goblin Zeppelins. I'd replace them with a different unit, something much versatile on the combat.

Also, didn't know about the emulation of water, forget and disregard that statement. :)
 
Level 15
Joined
Feb 15, 2006
Messages
851
@moyackx
The transport turtle and the flying transport feels generic especially in the presence of the Goblin Zeppelins. I'd replace them with a different unit, something much versatile on the combat.

Also, didn't know about the emulation of water, forget and disregard that statement. :)
Map version: 2.3b

Comments: Bug fixes version. Now it brings a new map: Roads Untraveled

This version fixes some small bugs and brings a new feature.

  • Fixed the missile Z launch of Demon Zeppelin and changes the missile art.
  • Added the heal cargo ability to Transport turtle and Demon Zeppelin. This ability regenerates hitpoints in units transported in those cargo unit types. With this we'll give to this ships a more valuable usage.
  • This version comes with a new melee map: Roads Untraveled by Sonofjay
 
I just tested this, and I must say, I really did like it. The loading screens, custom sounds, and custom models made this look very good. This is one of the best altered melee maps I've ever played, mostly due to how well all of the imported content fits together into a powerful theme.

I'm giving this a 4/5 for now. It's really great, but the actual gameplay could stand to have some more balance in order to allow replayability.

However, there are still a few things to improve. I only played it once, so I haven't quite seen everything, yet, but I'll point out a few things that I think could be improved or changed:


I believe the tower-ish building could use a more fitting model to make it more obvious that it's intended to function as a tower. Maybe HappyTauren's [thread=95160]Demon Tower[/thread]
Many of the buildings had far too low health compared to the very high stats of the custom units. This caused destroying bases to be far too easy and quick, and anyone who decides to target buildings would be able to wipe out most of the buildings long before a defending army could stop them.
The terrain was about the same as the average melee map, but considering the high quality of the imported content, I would like to see some better terrain to match the units. I offer my own services to you, if you will accept them.
The tech trees didn't really seem very organized -- There were powerful melee units in every single building. It would be better if there was a building without any melee units, to add more specialization among the buildings. Basically, a new building, solely for spellcasters, and then an "ultimate" building that every melee race has, to put your race's strongest unit into.
The units and heroes are so overpowered that all structures, and all creeps, are ridiculously easy to wipe out. I suggest working on weakening the units and heroes a bit; try to get them closer to melee race balance so that they don't rip apart buildings and creeps so easily.


I didn't have much time to fully test it; I'll give you more detailed suggestions tonight, when I get home.
 
Last edited:
Level 7
Joined
Mar 9, 2008
Messages
101
Played the maps. Here be things:
- Naga AI appears to be borked. It will train two basic melee units, and a Hero, upgrade its hall to Tier 2, build a Shrine, then sit there the rest of the match while its workers collect resources. It appears to be waiting for something that doesn't exist yet.
- I wanted to save a replay showing this, but the game crashed without an error report (It just closed out. No prompts, nothing). The remaining AI on the map at the time were both Demon, which seemed to function properly.

I've found a good way to test AI is through the LAN. Set the map to Full Observers, set the player slots to AI, and yourself to Observer. If you can get a replay, you're doing good.

Other than those two issues, this is a very well-built system. Excellent work so far, you're nearly there!
 
Level 1
Joined
Jan 12, 2015
Messages
3
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