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Gnoll Tribes v0.4.1

This map is protected.
Information:
This map is about conquering other players and tribes. You start off with your chosen hero, builders and a boat allowing you to wander off anywhere you want to settle down and build your empire. Keep in mind that you can delete your basecamp and rebuild it anywhere, anytime!

If your hero is killed you will automatlicy join the attackers Tribe, so there is no need to leave before everyone belongs to the same team!

Choose your star sign depending on what kind of tactics you wanna focus on and conquer your enemies with unique units!


Star Signs


Assassin.jpg

Hero Type:
Quick melee.

Hero Aura:
Sharpshot.

Bonus Units:
Gnoll Assassin, Albatross.



Ravager.jpg

Hero Type:
Strong melee.

Hero Aura:
Protection.

Bonus Units:
Gnoll Savager, Gnoll Gladiator, Gnoll Raiding Ship.

Bonus Abilities:
Pillage.



Shaman.jpg

Hero Type:
Quick ranged.

Hero Aura:
Lightning Guard.

Bonus Units:
Gnoll Shaman, Gnoll Clubber.






Increased the range that docks can repair.
Removed a error message.
Removed tower ground texture.
Reduced mana of Gnoll Shaman and the mana which upgrades gives them.
Increased speed of Gnoll Brute, Poacher and Shaman.
Reduced speed of Gnoll Gladiator and Clubber.
Improved several tooltips.
Increased armor of Gnoll Watch Tower and Wall and the armor they receive from upgrades.
Lowered the speed of all heroes to the same amount.
Limited Gnoll Battleship and Raidingship to 10 and doubled their cost.
Star sign Ravager will no longer be able to build any Gnoll Battleships.
Star sign picking system improvement.
Added Reset Camera Range option at your tribe leaders Game Options.
Terrain improvements.



When a player gets captured, all of his buildings should be destroyed again.
Minor interface improvements.
Limited Gnoll Market to one.
Changed proper names of the Shaman tribe leader.





Tribe Leaders' Spy ability should now work and also show tribe leaders in transports.
Zeppelins should no longer cost any lumber (income) to repair.
Increased damage, armor and health of Gnoll Clubber.
Changed armor type of Gnoll Clubber.
Improved tooltips.
Docks can now repair ships.
Improved "What to do?" in Map Info.
Reduced speed of Gnoll Raiding Ship and Transport Ships.
Reduced health of Gnoll Shaman but increased their damage.
Reduced health and damage of Gnoll Assassin.
Reduced selection height of Albatross.
Increased area of effect damage of Gnoll Battleship and Raiding Ship.
Minor interface improvements.
Minor terrain improvements.
Tribe Leaders' auras Protection and Sharpshot now shows special effects again.
Changed attack type of Gnoll Clubber and increased their attack cooldown.
Reduced health of all free-to-build buildings.
Added building market.



Small bug fixes.
Tribe Leaders' Spy ability should no longer show the example heroes.



Major bug fix.



Minor terrain fixes.
Changed hero tribe leaders' names.
Remade the star sign picking system.



Gnoll Commoners summoned by the ability "Summon Commoners" should now get auto selected.
Corrected the message which shows up when your leaders gets captured and you become free.
Area of effect damage should no longer be able to damage self of friendly units.
All units apart from heroes and those which can carry heroes should now be able to suicide.
Trigger improvements.
Improved the tooltip of tribe leaders Spy ability.
Changing your camera range should now work as good for everyone.
Added 4 Laboratories to the map.
Increased the price of Zeppelins bought from the Labratories.



If you're two people in the tribe and the leader leaves or gets captured the other one should now get free and tribeless.
Fixed colours of tribe names when a new random leaders gets chosen if the actual leaders leaves or gets captured.



Gnoll Battleship and Raiding Ship should now be able to attack ground also.
Everyone should now be able to modify their camera range from the game options of their hero.
Reduced health of Gnoll Commoner.
If a player leaves when his hero is in a cage it should now be removed also.
Minor interface improvements.
Improved the preview image, it now also tells you some basic information about the map.
Improved loading screen information.
Added answers to some usual questions in Map Info.
The star sign chooser should now be selected for everyone in the start.



Major bug fix.
Terrain changes.
Removed ground textures from towers.



Changed armor type of Gnoll Battleship and Raiding Ship to fortified, also changed their attack type to Siege and alllowed them to attack trees.
Increased cooldown of towers attack.
Fixed several tooltips.
Bridges should now be easier to pass over.
Boats should no longer cost any lumber (income) to repair.
Reduced repair costs of all buildings.
Fixed message being shown when someone is captured.
Added upgrades Reinforced Hull and Shamanism.
Increased armor of all boats.
When captuing someone, all of his Prison Wagons will be opened.
Added upgrades Sharpened Steel, Tightened Bows and Light Footed.
Changed armor type of Gnoll Gladiator to medium.
Increased armor of Gnoll Savager.
Gnoll Shaman now also takes use of Magic Sentry.
Changed armor type of Gnoll Clubber and Brute to small.
Reduced damage of Gnoll Gladiator.
Removed ability Purge from Gnoll Shaman.
Total terrain remake.



Capturing an enemy should now put his hero in a cage which can be moved around by the tribe leader, the hero can also be released and put in the cage again if the leader wish to do so.





Fixed terrain errors.
Albatross is now invisible.
Albatross now fly higher.
Some messages will no longer disappear too fast.
Minor interface fixes.
Fixed changing of tribe leader leaks.



"When a tribe leader leaves a random player in the tribe will become the new leader, same for when a tribe leader gets captured." from latest version should now work.



Fixed terrain errors.
Increased selection circle scale of Gnoll Workshop.
Gnoll Battleship can no longer attack air units.
Reduced size of Gnoll Battleship.
Leavers will now have their buildings destroyed also.
Added unit Albatross to The Assassin.
When a tribe leader leaves a random player in the tribe will become the new leader, same for when a tribe leader gets captured.
Gnoll Clubber should no longer have the ability Pillage.
Added Game Options to heroes, therefore remove one more aura.
Players can now change their camera range via Game Options from their hero.
Only five latest version notes are now shown instead of ten.
Minor interface changes.



Fixed terrain errors.
Reduced food cap from 75 to 50.
Reduced food cost of "Gnoll Catapult" from 4 to 2.
Fixed several hotkeys.
Player colours should no longer differ.



Income should now work properly again.



Improved tooltips.
All tribe names should no longer be in red colour.
When a player leaves, all of his/her units apart from buildings will get killed.



Test Version.



Test Version.



Terrain balancing changes.
Changed armor type of wall and tower to fortified.
Basecamp should no longer give any extra food.
Fixed orange's colour.
If you get caputred by another tribe your buildings will now be ruined.
Changed name of "Gnoll Builder" to "Gnoll Commoner".
Fixed Savagers tooltip, should no longer say that they have the "Ensnare" ability as they don't.
Added ability "Summon Commoners" to heroes.
"Gnoll Battleship" should no longer be able to carry units, never even meant to.
Improved several tooltips.
Reduced hero auras for each hero by 1.
Added weather to the desert.
The forest has dramatically grown on the west side of the map.
Major changes to game start.
Minor interface changes.



Reduced catapult collision size.
Reduced food cap to 75.
Increased damage of the clubber.
Fixed terrain errors.
Fixed further more tooltips and hotkeys.
Tribe leaders may now change the name of their tribe with the tribe options at their hero.
Player name colors are now more exact.





You should no longer receive a new hero when yours is killed.
Builders "Teleport" ability should now display special effects again.
Heroes "Spy" ability should now work properly.
Fixed minor terrain errors.
Minor terrain improvements.



To take over a tribe you now have to kill their hero instead of their basecamp. Also, you can now destroy your basecamp and build it wherever you want.
Zeppelins can no longer unload units on mountains or rocky spots.
Fixed some terrain errors.
Added "Military Commands" for all heroes.
Removed the researchable ability "Ensnare" used by "Gnoll Savager".
Added units "Gnoll Catapult" and building "Gnoll Workshop" which produces it.
Corrected even more tooltips.
Added ability "Spy" to the heroes which shows the location of the other heroes on the map for 5 seconds.



Efficiency of several triggers improved.
Towers are now limited in the way that no towers can be built in the selection scale of another, therefore the selection scale has been increased.
Added easy keyboard bindings for most actions that have bindings. (Q,W,E,R,A,S,D,F,Z,X,C,V)
Changed name of "Iron Plating" upgrade to "Gladiators' Glory".
Fixed further tooltip errors.
Modified some tooltips.
Changes to interface tooltips and hotkeys.



Fixed minor terrain bugs.
Completely removed old abilites.
Minor changes to the interface.




Credited Europe (Northrend) Battle.net Users
Vuormalainen - Creator
Leetzore - Tester
KaoukaN - Tester
Joelainen - Tester

Hiveworkshop.com Resources:
Kimberly - Gnoll Slavehandler model and icon.
Mephestrial - Other custom gnoll models and icons. Tree bridge model.
Herio-san - Custom rock model.


Keywords:
gnoll tribes
Contents

Gnoll Tribes v0.4.1 (Map)

Reviews
20:57, 13th Aug 2010 ap0calypse: Approved
Level 7
Joined
Jun 1, 2009
Messages
305
description is decent. Maybe add what all the signs are and add some screen shots?

Will download and test when i get home
 
Level 1
Joined
Nov 6, 2009
Messages
8
Bridge in middle doesnt not function- the one above the middle island cant be walked across other than that seems to work so far as i have seen.
 
Level 7
Joined
Jun 1, 2009
Messages
305
ok found a problem. the increase income upgrades dont go away when they are full. when your maxed out it spends the time to research it and when its done it says your already at full doesnt increase income and doesnt give back your gold. wasnt payin attention and lost 60 gold!!!

edit
also the shaman seems to have an advantage. the shaman unit does magic damage and EVERY other unit has heavy armor!

the gladiator seems to be the most powerful unit(and one of the cheapest) it has pretty much the same hp as the hammer one. the same damage the same attack speed. BUT it can get 9 armor. the other has 0. it ALSO has the defend ability(or w/e it is) that makes it take less from ranged attacks. i think its price either needs to be raised or the upgrades need to be for everyone!
 
Last edited:
Level 12
Joined
Oct 19, 2008
Messages
579
ok found a problem. the increase income upgrades dont go away when they are full. when your maxed out it spends the time to research it and when its done it says your already at full doesnt increase income and doesnt give back your gold. wasnt payin attention and lost 60 gold!!!
It should restore your gold, however I thought I would fix it later but I'll do it just now, thanks!
edit
also the shaman seems to have an advantage. the shaman unit does magic damage and EVERY other unit has heavy armor!

the gladiator seems to be the most powerful unit(and one of the cheapest) it has pretty much the same hp as the hammer one. the same damage the same attack speed. BUT it can get 9 armor. the other has 0. it ALSO has the defend ability(or w/e it is) that makes it take less from ranged attacks. i think its price either needs to be raised or the upgrades need to be for everyone!

I'll have a look into this, thanks again! :D
 
Level 2
Joined
Feb 25, 2010
Messages
20
I played this map with 3 friends and it was very funny. The idea of it is great! But i think it needs some improvements. More stuff to develop at the blacksmith. Then make the ships better and more expensive or make a new, better one. And a transport ship with more space. Else it was much fun to play. And btw, the bridge south to the center doesnt work, units cant pass it.
 
Level 2
Joined
Feb 25, 2010
Messages
20
Oh, the bridge stuff was allready mentioned.

Dammit, i wanted to edit my first post, accidentaly created a new one, sorry for that.
 
Level 12
Joined
Oct 19, 2008
Messages
579
I played this map with 3 friends and it was very funny. The idea of it is great! But i think it needs some improvements. More stuff to develop at the blacksmith. Then make the ships better and more expensive or make a new, better one. And a transport ship with more space. Else it was much fun to play. And btw, the bridge south to the center doesnt work, units cant pass it.

Thanks, update is coming today :)
 
Level 2
Joined
Feb 25, 2010
Messages
20
Played it another time today, please limit the amount of towers. In the end of the game i played today everyone had about 50 towers and it was just not possible to get through. In the end we all just waited for sth to happen because it had no effect to attack so.

EDIT: I would suggest 15 towers max.
 
Level 12
Joined
Oct 19, 2008
Messages
579
Played it another time today, please limit the amount of towers. In the end of the game i played today everyone had about 50 towers and it was just not possible to get through. In the end we all just waited for sth to happen because it had no effect to attack so.

EDIT: I would suggest 15 towers max.

This won't be needed. I'am happy to show you this version note "Towers are now limited in the way that no towers can be built in the selection scale of another.".

Selection scale has been made bigger ofc.
 
Level 2
Joined
Feb 25, 2010
Messages
20
Hm, I dont know if im happy with that, now its just harder to build towers for you dont see the selection areas of other towers. I can still build 60 towers around my main building...

And btw, can you let the game end automaticaly 20 sec or sth like tat after every tribe belongs to one?

I had an idea for this game during the last time i played: How about a special ressource you get for killing other gnolls? That would force people to attack each other... Like Pride or whatever, and you need it for techs and maybe some special units yet to come?
I realy like this map, dunno why but i like controlling gnolls for a change^^ But it needs some more things, it... tastes unfinished in its gameplay.
By all this criticizing and proposing changes i want to say it again, i realy like this map^^
 
Level 12
Joined
Oct 19, 2008
Messages
579
Hm, I dont know if im happy with that, now its just harder to build towers for you dont see the selection areas of other towers. I can still build 60 towers around my main building...

And btw, can you let the game end automaticaly 20 sec or sth like tat after every tribe belongs to one?

I had an idea for this game during the last time i played: How about a special ressource you get for killing other gnolls? That would force people to attack each other... Like Pride or whatever, and you need it for techs and maybe some special units yet to come?
I realy like this map, dunno why but i like controlling gnolls for a change^^ But it needs some more things, it... tastes unfinished in its gameplay.
By all this criticizing and proposing changes i want to say it again, i realy like this map^^

You can perhaps build 60 towers around your main building if you got a very large area sure, but they will be spread out and easy to take out by your enemies.

Yea, I was thinking about implementing that auto win. Coming in next update :)

Hmm I think I like that idea but do you mean that you would get that "Pride" for taking over a tribe or just killing other gnoll units?

I agree that it somehow tastes unfinished :/

I had this idea to make the tribe owner of a tribe get about (choosen player number)% of his "slaves" income and if they dont like it they can go against him and someone else can become the leader of the tribe but im not sure..
Well something I think Iam gonna do is that you have to kill the hero instead of the basecamp so that people could move around their basecamp, delete it and rebuild it.

Thanks for your replies! :D

I say this hundred times and I will say it again! Pictures, images or someone call it screenshots, dude you need that!

I know it has been said hundred of times but none ever mentioned it on my helms deep and it worked out just fine.. But alright, I'll get you some screenshots :D
 
Level 2
Joined
Feb 25, 2010
Messages
20
I thought of this "Pride" stuff that you get it for killed gnolls, maybe for heroes 10 and for overtaking a tribe 50, sth like that... It would reward more aggressive players that dont just build towers and wait.

Yeah, but 60 towers are still taking a few hundred gnolls as victim if you try to destroy them, and I think theyre to cheap for what they can kill. Its just no fun to build an army just to destry some towers, then rebuild it, destroy some more towers, and btw the enemy has an army, too, so attacking another player alone is very hard to win...
 
Level 12
Joined
Oct 19, 2008
Messages
579
I thought of this "Pride" stuff that you get it for killed gnolls, maybe for heroes 10 and for overtaking a tribe 50, sth like that... It would reward more aggressive players that dont just build towers and wait.

Yeah, but 60 towers are still taking a few hundred gnolls as victim if you try to destroy them, and I think theyre to cheap for what they can kill. Its just no fun to build an army just to destry some towers, then rebuild it, destroy some more towers, and btw the enemy has an army, too, so attacking another player alone is very hard to win...

Theres catapults in the newest version, tho its not done yet :)
 
Level 2
Joined
Feb 25, 2010
Messages
20
Yay, thatll be great^^

Edit: How bout the catapults have a bigger range than the towers, and they deal more dmg with every attack if they attack continously? So if theyre killed quickly they dont do much, that would make you defend them.
 
Last edited:
Level 12
Joined
Oct 19, 2008
Messages
579
Yay, thatll be great^^

Edit: How bout the catapults have a bigger range than the towers, and they deal more dmg with every attack if they attack continously? So if theyre killed quickly they dont do much, that would make you defend them.

Range is already bigger but deal more dmg I do not know. I think you would defend them anyways. btw sorry for not releasing the update yesterday. iam sure ill upload it soon or today atleast
 
Level 2
Joined
Feb 25, 2010
Messages
20
Hm, got overtaken because my hero died (wtf?!). That was kinda... surprising. I dont like it xD the catapults work great.

Edit:Btw, the heroloose as tribeloose thing... i dont like it, you cant realy use your hero in battle anymore because he is focused on immediately...
 
Level 12
Joined
Oct 19, 2008
Messages
579
Hm, got overtaken because my hero died (wtf?!). That was kinda... surprising. I dont like it xD the catapults work great.

Edit:Btw, the heroloose as tribeloose thing... i dont like it, you cant realy use your hero in battle anymore because he is focused on immediately...

You'll have to defend him like you probably would do in real.. If you got any other idea than basecamp one, I want to hear it^^
Thanks again for replies!
 
Level 12
Joined
Oct 19, 2008
Messages
579
theres several premade spots, using regions it randomly generats a number and based on the number it makes the base there. like if the number was 20 it would use region 20 or whatever.

I know how it would work out, but it doesn't feel like the right way of solving the problem, it just make it more noobish and unprepared randomly suggested solution.

still people would be able to pack it up for the time when they are fleeing from their enemy..
 
Level 2
Joined
Feb 25, 2010
Messages
20
Why not just return to the hero is a hero thing and the base is the thing you must defend? Why the hell would you be able to move it? its a friggin building. I suggest the players think of where to build it before they built it, and if its by any chance a bad place, bad luck. I realy dislike this new system :( You could make it rebuildable in the first 6 mins or so, so if you make a grave error you can change it, but not when the game is already running.
 
Level 12
Joined
Oct 19, 2008
Messages
579
maybe unable to use when theres an enemies withing X range? or one of your buildings is under attack?

Then they could use it to see if there is enemies nearby.

Why not just return to the hero is a hero thing and the base is the thing you must defend? Why the hell would you be able to move it? its a friggin building. I suggest the players think of where to build it before they built it, and if its by any chance a bad place, bad luck. I realy dislike this new system :( You could make it rebuildable in the first 6 mins or so, so if you make a grave error you can change it, but not when the game is already running.

Ye but this also gets very annoying when 2 players built at the same place and one gets captured and vise versa..
 
Level 1
Joined
Nov 6, 2009
Messages
8
I agree with they pack up what you could do is make a back and for upgrade from base to "packed up base" thats a slow moving unit similar to the root deroot system.
 
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