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Gods and Followers v2.5.3

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A 1 vs 1 map, where each player has a God to support them. This map tries to hold true to the melee play of Warcraft III: TFT. Creeps are available, as well as shops and expansions.

Map Specifics

208431-68b922c0059b74b0d640282fca7d1f80.jpg
Players
4

208430-a0bf11462cec6338b8e882705c9309cd.jpg
Creep Camps
8 10 6

208427-67ced567f320d96ce63cdb2eb304a5d4.jpg
Neutral Buildings
6

208423-626cd1b769e6dcd3ae555e8d52671d6c.jpg
Gold Mines
8
Gods:
- Gods support the melee players (followers) by means of spell casting and giving units.
- Gods start with 100 gold, which may be spent creating units for the followers.
- Gods will receive 5 gold whenever their follower gets a kill (creep, enemy unit, or sacrificed unit)
- Gods may use aggressive spells, such as blizzard and chain lightning or healing spells, such as healing wave, healing ward, or heal (modified priest ability)
- Finally, Gods may build up to 4 towers in the followers base, though they are expensive.

Units
These are all of the units that a god may produce for his follower, along with their prices.
All units in this map are melee in damage, health and armor. The only difference is that god produced units do not cost food for the follower.
  • Peasant - 15 Gold
  • Footmen - 25 Gold
  • Riflemen - 30 Gold
  • Priest - 25 Gold
  • Mortars - 45 Gold

  • Peon - 15 Gold
  • Grunt - 35 Gold
  • Troll Hunt - 25 Gold
  • Witchdoct - 30 Gold
  • Kodorider - 35 Gold

  • Acolyte - 10 Gold
  • Ghoul - 20 Gold
  • Necro - 25 Gold
  • Fiend - 35 Gold
  • Statue - 40 Gold

  • Wisp - 15 Gold
  • Archer - 25 Gold
  • Huntress - 30 Gold
  • Dryad - 30 Gold
  • Druid Claw - 35 Gold

Spell list and Mana cost
These are all of the spells a god may cast. A god regenerates 2 mana/second and has a maximum of 400 mana.

  • Firestorm* - 40 Mana
  • Hex - 50 Mana
  • Chain Lightning - 50 Mana

  • Mass Healing Wave - 150 Mana
  • Heal - 25 Mana
  • Bloodlust - 30 Mana
  • Disenchant - 65 Mana

  • Reinforcements*** - 100 Mana
  • Reveal - 10 Gold
  • Cloud**** - 100 Mana
* Firestorm is heavily nerfed
** Hex and Chain Lightning are level 1 hero spells
*** Reinforcements spawns units based on race, lasts 45 seconds
**** Cloud does not block towers, but rather gives all units in its range (including allied) a 50% chance to miss


Followers:
- Followers will need to do the majority of the work, including resource management and teching (as they would in a normal melee map)
- Gods may only provide the follower with units that the follower may build himself. Ie. a footman requires a barracks for the follower.
- Sacrifices may be helpful, as they can provide the follower with food-free units.



Where the Gods can cast spells from, train units for their follower, and research upgrades.
The Red Base, where purple plays follower and red is the God over him
The Blue Base, where blue plays follower and teal is the God over him



This is Wtii playing my map. Unfortunately, he is playing the originally uploaded version :p Even though there was a better version out ;)
Probably not a great video to post here, but regardless -



Tips
As a god, be sure to lay down a healing ward for the fight and to either turn on heal autocast, or to be sure to use it off cooldown. If damage is spread thoroughly, use the extra mana to use Mass Healing Wave. Healing Wave is the strongest single spell in your arsenal.

Using reveal to scout the enemy race and occasionally enemy buildings can save some time and slightly help your follower's economy.
Saving the starting gold until 100 mana can result in a moderate army for your follower, but it costs all of your mana and you will not be able to scout with reveal.

As a follower, be sure to creep efficiently. Communication with your god is key. If your god's mana is full, don't be afraid to take on a camp harder than you are ready for, because the god needs to spend his mana anyways. A quick start is key. Killing critters as animal sacrifices can be an easy way to get money for your god. When the game goes long, consider killing off your own workers and replacing them with food-free workers. This will allow you to host a larger army.

[1/10/2017]
- Uploaded
[1/11/2017]
- Added additional information and screen shots


[1/12/2017 -- Version 2.3.3; Version 2.3.4]
- Small map edits, including opening up narrow passages
- Added melee specs section to description
[2.3.4]
- Hopefully decent aesthetic changes
- Added proper sounds to most buildings for gods
- Added races' towers besides human (requires follower to be of the race of desired building)
- Removed unused units and spells from object editor, as well as unused triggers
- Possibly some other minor changes (I don't recall)

[1/13/2017 -- Version 2.3.5]
- Gods now properly get 1 gold every 15 seconds (whoops)
- 3 critters now spawn at a random point in the map every 2 minutes
- ** This will allow players to continuously provide gold to their god, even if creeping is out
- Fixed some leaks
- Removed 2 unused regions
- Polished the description a bit

[1/16/2017 -- Version 2.3.6]
- Removed the gods' buildings that are not of his follower's race
- Fixed Cloud ability ~ Previously prevented all attacking, now properly adds a 50% miss chance to allies and enemies alike.
- Possibly other minor things


[1/16/2017 -- Version 2.4.0; Version 2.4.1; Version 2.4.2]
[2.4.0]
- Significant terrain changes to help gameplay seem not so closed in and one dimensional. Credit goes completely to Traktor. He was a huge help here.
- Added the ability for bots to utilize given units for Orc, Undead, and Night Elf (Humans could previously be controlled by computer)
- Removed 2 unused imports, reducing the file size slightly.
- ** These will likely be the last gameplay features to be added, from here on out will be balancing and terrain improvements. Thank you all for playing, I got far more downloads than I thought (though I guess most maps get this many :p Silly me)
[2.4.1]
- Terrain changes, added a (perhaps clunky :( ) mountain in an open area to possibly add some to the environment. Added rocks in the water with shrubbery surrounding them.
---- Seems I temporarily broke the AI, so it will temporarily be on 2.3.6.
[2.4.2]
- After many, many, MANY mistakes and uploads, seems that the ai is correctly working in this version and it seems to be stable :p Enjoy 2.4.2 and the new AI!
[1/19/2017 -- Version 2.4.3]
[2.4.3]
- Fixed many small bugs (enemy raccoons xD)
- Fixed some tooltips
- Added an end to the game (hopefully)

[2/14/2017 -- Version 2.5.0; Version 2.5.1; Version 2.5.2]
[2.5.0]
- Reinforcements (spell) no longer costs money, and the units are now only temporary.
- Changed a few tool tips
- Added 2 new (hopefully) very hard camps
- Added 2 new orange camps (probably the last of the camps to be added)
- Removed healing ward from God and added Godly Bloodlust (80% increased attack speed)
- Removed blizzard from god and added Hex.
- Added Disenchant for god.
- Added a Final Stand spell for the god, which summons a large army in the allied base that lasts 30 seconds. Can only be cast once.
[2.5.1]
- Default includes no bots now
[2.5.2]
- God mana regen 1.5 -> 2.0
- God passive income from 1g/15sec to 1g/10sec
- Fixed disenchant requirements
[4/15/2017]
- Description now includes the video from Wtii
[6/29/2017 -- Version 2.5.3]
- God created towers now are not invulnerable. Instead they have 2x HP of their normal counterpart and +3 armor. They are affected by building upgrades researched by followers.
- When a god tower is destroyed, the original placeholder is recreated there.
- Minor terrain improvement (?)


Credits:
Map Description Assistance: Rufus - Melee Map Description
Early Version Terrain Improvement: WhatUCan @ battle.net US East
Final Terrain Improvements: Traktor
Contents

Gods and Followers v2.5.3 (Map)

Reviews
Rufus
Approved. Defenitely a really fun concept. there seems to be a few issues though. Like 5 minutes inbto the game, my followers hero and its warriors stopped and did nothing for 3 minutes. THat was strange behaviour, and I can't really tell what...
Level 6
Joined
Jan 8, 2010
Messages
155
Any and all feedback is greatly appreciated. It has been tested well, though I admit that I may have taken some shortcuts. I cannot guarantee that my triggers are leak-free - though they aren't called all too often and it should not be a large issue, especially on a map as small as this.
 
Level 6
Joined
Jan 8, 2010
Messages
155
Good idea! It's a fun concept, but it seems a bit rough around the edges.
The terrain could really be improved for example, as it is pretty bland as it is now.
You could check out some terraing tutorials here on the Hive.

Your description is informative enouch, but it is not at all appealing.
Check this link out, as it may be of help: Description Guide - Melee Maps
Thanks for the feedback! I'll get to it soon, slightly busy for a little though :p
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
I ran out of time, so it still might be poor.
Rushed maps are oftenly not very good. I won't check it out in a while, as then you will have more time to update it further. Also, other maps needs feedback aswell.
If you don't make large hills, it really adds to the atmosphere having slight laterations in ground texture.

Try to update it some more, if you can, an I will come back eventually. :)
 
Level 13
Joined
Oct 12, 2016
Messages
769
This gives me an idea of sorts for something I can only compare to chess.
What if you were to make it a modified melee map, where the player is a god with a variety of supportive or punishing global spells, and the melee players were merely CPU pawns? The god who wins would be the one that successfully manipulates his allied AI to victory. Could even give it a single player mode, faithful vs godless.
If you wish to collaborate for such a map, I could support you on the project, Thing.
 
Level 6
Joined
Jan 8, 2010
Messages
155
This gives me an idea of sorts for something I can only compare to chess.
What if you were to make it a modified melee map, where the player is a god with a variety of supportive or punishing global spells, and the melee players were merely CPU pawns? The god who wins would be the one that successfully manipulates his allied AI to victory. Could even give it a single player mode, faithful vs godless.
If you wish to collaborate for such a map, I could support you on the project, Thing.
This was actually my original idea, and the first map name was simply 'compvscomp'. That being said, I had to go into the game and update the melee AI code, which I will admit wasn't difficult when I figured it out, but getting to that stage was. I replaced the human.ai in the map, which allows the AI to play human and use the free units summoned by the gods. Currently other races won't work.
All of that being said, unless I can fix the AI a little bit, it seems hopeless. In one of my game plays with an AI human, it made an army, ran to creep a bit then took his whole army to the top left area and stood there. It did not move those units ever again, and ignored the fact that his entire base was getting destroyed. Needless to say, I lost that match, completely due to the AI. It was very unfair and not much fun :/

However, I would be willing to make a change if you think that those could be ironed out. I'll be honest, I don't have the slightest idea on where to start with a custom AI (which is why I simply modified the melee AI)

EDIT: This is going to be lengthy response :p I'll put the rest of it in the spoiler :)
If I were to do that, I think that it could change the game type from that of 'Altered Melee' to more of a Custom Game. I have always tried to keep it close to a melee map (because I'm hoping I can get a certain someone to play it :p) but I've been tempted to step away from these melee roots quite a few times.
If I were to go the Custom Game route, it could mean that I could add upgrades for the god to work towards. An example might be researching an upgrade for spell casting. In the current game, I think that feels out of place.
Another idea I toyed around with before scrapping it was Quests (the command '-sac #' still exists in the game, and displays a message to the follower to sacrifice units :p It does nothing besides provide that message though). If the AI could be effectively manipulated, it could allow the god to give quests to the player. They could complete the quest (maybe it's 'Sacrifice 3 units') and give gold to their god, or even provide a means for the god to get those upgrades mentioned above :) I dunno :p
Any of these seem like a bunch of work, which I'm kind of burnt out on this map (and my Christmas break ends in 3 days :'( )
Either way, thanks for the great ideas :) And if you think we can iron out those melee quirks and I feel comfortable to move away from melee (assuming that you think that would also be a good idea), we could start reworking this project whenever!
 
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Level 13
Joined
Oct 12, 2016
Messages
769
Either way, thanks for the great ideas :) And if you think we can iron out those melee quirks and I feel comfortable to move away from melee (assuming that you think that would also be a good idea), we could start reworking this project whenever!

Well Mr. Thing, how about I give you an idea on what I've visualized? It's actually fairly simple, but could prove fun in a more detailed custom map. I decided to take it up as a project for this weekend.
 
Level 2
Joined
Jan 13, 2017
Messages
21
I've tried to play this map as god with easy computer against hard computer. It would be great if you could stop healing spell somehow because it drains all mana. Cloud prevents units from attacking completely. Chain heal is very expensive compared to ward. It would be cool if you removed unused races building. Adding Storm bolt ability is maybe good idea
 
Level 6
Joined
Jan 8, 2010
Messages
155
I've tried to play this map as god with easy computer against hard computer. It would be great if you could stop healing spell somehow because it drains all mana. Cloud prevents units from attacking completely. Chain heal is very expensive compared to ward. It would be cool if you removed unused races building. Adding Storm bolt ability is maybe good idea
Aggressive spells feel a bit unbalanced to me, but I would consider it. Could remove all unused races buildings, wouldn't be too much work. Cloud has a 50% miss chance in object editor, if I remember right. Maybe it just seems that way, as I haven't experienced it myself. However, I will look into it soon, college classes start in two days :(
Chain heal is a massive heal compared to healing ward, and they stack completely. Chain heal is easily the strongest spell in the god's arsenal.

EDIT:
Also, did your computer control the units you gave him? If he wasn't human, I don't think it works, unfortunately. If it does work, please let me know :) That seems very interesting.
EDIT2:
Yup, I did go and give it a test. It does seem that cloud completely prevents units from attacking. I wonder what the 'Miss Chance %' value in the Object Editor changes then? Anyways, I'll rebalance it to 50 mana and a much smaller area and fix the text to match what it really does. Thanks for the info!
 
Last edited:
Level 2
Joined
Jan 13, 2017
Messages
21
Yes, I was playing with easy human computer against ud insane. I didn't want to use chain heal because it cost 150 mana but if I read correctly heal 3x130. If you cast spell near enemy gold mine you lose mana. Cloud prevented units from attacking completely, removed their attack during it's duration. When I used refinforcement during fight, computer simply moved added units to the starting gold mine. You could mark position where god units will spawn.
 
Level 6
Joined
Jan 8, 2010
Messages
155
Yes, I was playing with easy human computer against ud insane. I didn't want to use chain heal because it cost 150 mana but if I read correctly heal 3x130. If you cast spell near enemy gold mine you lose mana. Cloud prevented units from attacking completely, removed their attack during it's duration. When I used refinforcement during fight, computer simply moved added units to the starting gold mine. You could mark position where god units will spawn.
Marking the position is a good idea. Yes, I modified the human.ai to allow them to use the spawned units with the exception of the peasants. I'm not entirely sure where the code for peasants are in that file, unfortunately. As I said, human is the only race that will use spawned units as the computer. I will probably add the other races in 2.4.0. I currently need to work on the terrain it seems (gotta get approved, all the maps around me have been >.<)
Ah, if the tooltip says 130x3, it is incorrect. It's actually 130xY where Y is the number of damaged units for your follower. It completely sways the fight and double casting for 300 total mana is almost required if the other god does the same.
And yes, casting spells near the enemy gold mine does result in a loss of mana. It is to prevent people harassing the gold mines. If things are still correct, you should get a note saying why you lose the mana. There could be a few spots where the peasants can be hit with AOE spells in the gold mine area, which is why you completely lose the mana instead of it being refunded. I want to discourage people from trying to find the 'sweet spot' where harassing is effective.
EDIT: Said 2.6.0 :p Meant 2.4.0
 
Last edited:
Level 6
Joined
Jan 8, 2010
Messages
155
Yeah, I knew gods get gold for killing neutrals. It isn't necessarily intended, but not disallowed either. Killing them costs mana, and if he uses it to kill the enemy's camps, his allied hero loses out on the xp anyways. So it's a bit of a trade-off that I think is acceptable.
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
Approved.
Defenitely a really fun concept. there seems to be a few issues though. Like 5 minutes inbto the game, my followers hero and its warriors stopped and did nothing for 3 minutes. THat was strange behaviour, and I can't really tell what heppened there. When I summoned them troops, they remained in their spot, and the troops I summoned went away by themselves, without the hero.
This map should be developed further in my opinion, as the god is very limited as it is right now. More spells, upgrades and perhaps special summoned troops would be nice.
I'd love to discuss this further with you sometime. :)

If you want more reviews, try joining the Grand Review Exchange.
 
Level 6
Joined
Jan 8, 2010
Messages
155
Like 5 minutes into the game, my followers hero and its warriors stopped and did nothing for 3 minutes..
Hmm. I've witnessed similar things for sure. It seems the regular AI is very finicky with getting units it doesn't produce :/ I'd almost have to script the AI, but unfortunately I don't have a clue where to begin. Like would I import a .ai file or perhaps have a periodic event telling the bot what to do. I do not know the answer. That's another reason why I kinda shifted towards using a player instead of an AI for the follower.
Great to see it approved! Cheers! :) I'll release another update after checking these things out and probably replace some of the abilities with buffs (blizzard AND rain of fire, lame! :p)
 
Level 6
Joined
Jan 8, 2010
Messages
155
Alright! 2.5.0 is done. It changes some of the gods' abilities, hopefully making it more fun to play god. More interactive and less watch the game :p
[2/14/2017 -- Version 2.5.0]
- Reinforcements (spell) no longer costs money, and the units are now only temporary.
- Changed a few tool tips
- Added 2 new (hopefully) very hard camps
- Added 2 new orange camps (probably the last of the camps to be added)
- Removed healing ward from God and added Godly Bloodlust (80% increased attack speed)
- Removed blizzard from god and added Hex.
- Added Disenchant for god.
- Added a Final Stand spell for the god, which summons a large army in the allied base that lasts 30 seconds. Can only be cast once.
 
Level 13
Joined
Oct 12, 2016
Messages
769
Yo Thing,
For the Cloud ability, I recommend making it affect nothing (where you select "ranged," "melee," ect.) This way, that "miss chance" properly applies without completely preventing attack types or spells. I use it myself for one of my map abilities.
When you select one of those fields, think of it like a silence or disarm effect.
 
Level 6
Joined
Jan 8, 2010
Messages
155
Yo Thing,
For the Cloud ability, I recommend making it affect nothing (where you select "ranged," "melee," ect.) This way, that "miss chance" properly applies without completely preventing attack types or spells. I use it myself for one of my map abilities.
When you select one of those fields, think of it like a silence or disarm effect.

Hm, is that still an issue? I'll change it in a bit. It seemed to be working when I tried it last time >.<
Thanks for the notice!
 

Deleted member 247165

D

Deleted member 247165

It is really a nice concept. I really like it. The only thing I might suggest now to you, is improving the terrain. Just imagine this altered melee with some custom tilesets, different trees and some environmental beauty. Still, this deserves a 5/5 :)
 
Level 6
Joined
Jan 8, 2010
Messages
155
Thanks for the generous rating! I don't actually have much experience with creating nice looking terrain. To me, what people call nice looking looks like a bit of spammed tiles :/ However, imported tree models do look pretty glorious to me, along with most imported tilesets. I'm not sure how to import tilesets to be honest, but I could figure it out.

I have been debating on making a Gods and Followers v3.0, which would focus mostly on custom game elements - new buildings for the followers to build to help their gods out etc. Of course, I'd still leave up v2.5 and continue to update it if I end up getting any new suggestions for it.

As far as using custom models and tilesets, I'd probably do that for the v3.0 update if it ever comes around. I rather like the simplicity of gods in v2.5, because it allows players who are used to melee to adapt and not feel too out of place. I feel that adding new models might make it feel too custom :(
 

Deleted member 247165

D

Deleted member 247165

If you need some help, feel free to ask. I would be willing to help you :)
 
Level 6
Joined
Jan 8, 2010
Messages
155
Best help is letting me know what you'd like to see in the game. Ie. is a god-spell OP, does the game crash, or are the item drops imba? Those sorts of things.

Additionally, if you would like to help making a v3.0, I'm not sure when I'll start it - if it'll happen at all. I'm trying to decide what to include. Oftentimes my expectations are so high and then in reality they take so much time so I never accomplish them :p


  • 3 gods for each of the 4 races
  • Each one should have a support god and a god of war, the other will be maybe a special type that would be heavily influenced by the follower's play.
    • War gods would assist follower's units in combat: buff units, create summons, possibly incarnate on the battlefield himself
    • Support gods would help economically or to debuff enemy units
    • Special gods may require certain buildings to enable their special abilities. Or maybe Relics
  • Possibly include relics in the style of Age of Mythology (I have not played, only seen limited gameplay)
    • Relics could be found scattered around the map, or from defeating creep camps. Possibly as rewards from gods
    • Relics may enable powers in your god. Some may provide mana regeneration, some may add spells to your god and others may provide a tech level to the follower
    • Relics need to be stored in Temples constructed by the Follower
  • Temples
    • Temples provide additional mana regeneration to the gods.
    • Perhaps they may be used like a bank for the follower. Ie. they store gold in Temples and the god receives benefits based on the gold in the temples. The gold may be retrieved, depleting the god's power.
    • Strategic points for temples? Maybe gods' powers are enhanced near them? Or maybe certain points on the map (like mountains) allow for better bonuses for gods.
  • Priests
    • Some abilities focus on priests.
    • I think it'd be cool if massing priests (or shaman/witch doctors; acolytes; moon wells?/Priestess of the Moon?) could be a viable strategy because of gods' additional effects on them.
    • Example: Maybe the Night Elf Moon Goddess benefits from the followers having moon wells and a Priestess of the Moon, while the Orc god of Plagues would benefit off of Witch Doctors. They serve kind of as worshipers.
    • A potential idea for a spell: Transform all allied priests into Light Beings, high damaging melee units with a nerfed Holy Light ability.
Anyways, these are just some thoughts I've been jotting down over time. None are set in stone if I do begin working on it. I think the coolest idea is that different units serve as worshipers to different gods. I think it'd be funny seeing 20 acolytes gaining a bloodlust-esque ability from a god, granting lifesteal and cannibalism. However, a lot of extra balancing would need to take place for a custom game like this.
 
Level 6
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Jan 8, 2010
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155
As an example of my high expectations for my maps.

Unfortunately I lost the map :/ I was looking forward to working on it. I had the deck creation/drawing/deck shuffling systems complete. I was working on attack mechanics when my issue occurred. I haven't had the motivation to restart it again yet :( If it seems like a project you'd like to help with, I have been considering going on it again. It seems like a unique and fun concept to me, but the mechanics are pretty tedious.
 

Deleted member 247165

D

Deleted member 247165

The ideas planned for 3.0 are cool. You lost the open source of the mod? :/
 
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