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Great Battles - Middle Ages v.15.4

Creator

Created by Ironside

Great Battles-Middle Ages Team

Ironside = Project Leader
Vikus = Grammar check
krisserz = Trigger check
8Ball777 = Object edtor
Wasp = Terrainer
CyberDuelX16 = Grammar check, Map Testing, Tooltip fix
KraZy_Marm4SET = Grammar Check
eclyptk = Terrainer
Credits

Samurai by BlinkBoy
Blood Sword by Kitabatake
Blue Blood Sword by Kitabatake
RPGHero by Tenebrae
All buildings by Mr. Bob
The Shotting System by assasinater
Bane Web by D4RK_G4ND4LF
PlatedFootman by HappyTauren
FootmanCavalry by wingednosering
Spells Quick Act & Arrow Armageddon by defskull
Gameplay

You begin with a custom race. Then build up your base. Train a strong combo army and attack the enemy.
The game is based on Levels. So there are 3 Main Buildings, 3 Towers, 3 Barracks, 3 of each Unit-Type. This excludes the King.
AI

The map uses a full custom AI, created by me, that is actually quite good once your a good player at this game, and is very strong for new players.
Terrain

The map uses a standard map (DivideAndConquer) for terrain, since I suck at terraining, I would make the map completely boring.
Commands


# is the the color of a player (example -ally light blue).

-ally # ---> requests alliance towards player #.
-accept # ---> accepts alliance towards player #.
-war # ---> declare war on player #.
-retreat ---> tells that you are retreating.
-defend ---> tells that you are defending your castle.


Screenshots

165490-albums3153-picture26716.jpg


165490-albums3153-picture26715.jpg


165490-albums3153-picture26714.jpg


165490-albums3153-picture26713.jpg


165490-albums3153-picture26712.jpg


Help

Also if anyone wants to help me with this map, then this is for you: http://www.hiveworkshop.com/forums/project-recruitment-256/great-battles-middle-ages-165309/
Keywords:
Altered, melee, custom, race
Contents

Great Battles - Middle Ages v.15.4 (Map)

Reviews
16:42, 20th May 2010 ap0calypse: Approved
Level 3
Joined
Oct 30, 2009
Messages
21
This seems really good, I'll try it out later and give feedback.
________________________________________________

Edit: Okay, here's my review.

+Good Things+

Custom models and abilities. :thumbs_up:

Includes AI :thumbs_up:

Pretty fun :thumbs_up:

Triggered spells :thumbs_up:

Nice Terrain :thumbs_up:

-Bad Things-

I dont know, if it was just me, but it was laggy :thumbs_down:

Only one race :thumbs_down:

Slight bugs with the AI (try to run through trees) :thumbs_down:

OVERALL

It was pretty fun, even though I died in like 15 minutes and once accidentally clicked ''Hell Contract'' or something, I dont remember the name and had to start all over again. It needs more races, so it can have variety. 3.75/5
 
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Level 22
Joined
Feb 3, 2009
Messages
3,292
Ok, thank you:

1. The game "lags" because it has so many functions running at the whole game. It is leak free.
2. The game is ment to have only one race, since it's middle ages wars with some creates inside...
3. What kind of bug? Never seen him run into trees before. If you can explain it to me, or show a screenshot or something, it will help.

====================================================================

EDIT: New version, fixed the overpowered Gate Guardian's "United We Kill":

165490-albums3158-picture26906.bmp
 
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Level 3
Joined
Oct 30, 2009
Messages
21
I played it again, there are some creeps behind trees. That's where they're trying to get to. And sorry, I didn't get a picture :bored:

EDIT: Okay, I got the picture, but I dont know how to post it.. A little help ^^'

EDIT: Here you go.
182099-albums3167-picture26921.jpeg
 
Last edited:
Level 22
Joined
Feb 3, 2009
Messages
3,292
You can post it by uploading to your profile in an album, then use tags. You can see for each picture the direct IMG tag. Though I didn't see them trying to get to those creeps...

=======================================================================

EDIT: Added custom Preview Picture... Coulden't find anything better than this, if you got something, do tell :)
If you ask, how it fits the map? There is a secret Lich in the map, who's powers have yet to be created :) He is the so called Lord of the Land...

=======================================================================

EDIT2: As I wrote for the Preview Picture, I mentioned the Lich... The Lich will have it's role in the game in someway. There are several ways I'm thinking of doing it:

1. One player (Pick or Random) would control only the Lich, he can't really win the game or kill any kings, but he is more of a Natural AddOn.
2. AI for Lich (Very difficult option ; maybe impossible to turn out good at all.)
3. Kill & take control of him, same as for Gate G[/SIZE][IMG]file:///C:/DOCUME%7E1/user/LOCALS%7E1/Temp/moz-screenshot.pnguardian.

=======
I don't know yet, I'd like to hear from you! If you have a good suggestion, please tell.
=======

EDIT3: After a long while, I completed the Doom Mage Aron.
EDIT4: There are both a new Loading screen and a Preview picture. However, the new Preview doesn't want to show up on hive, but it does in warcraft.
EDIT5: Seems to work now.


EDIT6:

New Bigger Version [v.3.8]

-Center camp is much stronger now
-Aron is now Fixed
-Aron (Player Settings) Fixed
-Creep Camps Fixed
-Balance on Aron
-Doom can now target heroes, effect on heroes is only several seconds long.
-New Preview
-New Loading screen
-The Ultimate Minions of Aron special effects added
-Added the core item for Aron's Death => Aron's Heart
-Aron has a small and good looking death animation
-Disabled global vision for Aron


EDIT7: Expecting a new version soon. Rain of Chaos will be replaced due to it being overpowered.

EDIT8: Replaced Rain of Chaos with Wave of Darkness.


EDIT9: I'll show the changes of the Rain of Chaos newly replaced with Wave of Darkness:

Old spell:
[Infernals start to rain down from the sky.]

165490-albums3158-picture27239.jpg


New spell:
[Shoots a wave of Dark Missiles towards a location. Number of Missiles is in range from 40 to 50. Each deals an amount of damage (see bellow). The cooldown is also very small. ]

165490-albums3158-picture27240.jpg


EDIT10: Since this post is getting big, I'm not going to write further, anyway, big updates are coming, one is already made; 4.0
 
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Level 28
Joined
Jan 26, 2007
Messages
4,789
I love the non-protection =D (and the description is more than okay).

Anyways, I've seen you use things like call DestroyGroup(GetLastCreatedGroup())...
Pretty weird in my opinion (never seen anyone remove leaks like this before xD), so I wonder why you do it like that.

I've done a little bit of research and GetLastCreatedGroup() calls this:
JASS:
function GetLastCreatedGroup takes nothing returns group
    set bj_groupLastCreatedDest = CreateGroup()
    call ForGroup(bj_lastCreatedGroup, function GetLastCreatedGroupEnum)
    return bj_groupLastCreatedDest
endfunction
Basically, it creates another group which doesn't get destroyed >.< (or I'm missing something, which is possible of course).
Either way, it uses another function (BJ), so just create another variable for it :)

You also 'forgot' (really forgotten it or laziness, your pick :p) to remove some leaks across all triggers and sometimes you use DestroyGroup after a player group function O_O.
Well, it's been about 2 weeks since I last mapped, but that doesn't seem right :p


Back to the game:

Well, there were quite a few things wrong with the game: if you switch your builder, he cannot build anything (main builder can't construct defensive buildings and vice versa).
The "kill unit"-ability can be both a blessing as a curse: accidentally pushing it does occur, but it's good to lose some food.
I would suggest making it a "press twice to kill unit"-ability, which immediately solves all those problems =D

When I cleared the middle spot, my king gained 16 levels and I received a gate guardian (level 16), which could create another 3 gate guardians (the last gate guardians couldn't create other guardians), this seems pretty overpowered...

The fact that you can only choose 1 race with 5 units (not counting upgrades) can be a bother as well, since it doesn't leave much room for tactics (though I do know that balancing a lot of units or even different races is very hard and time-consuming).
The houses were also a bit weird: they act like castles, so they can't be placed near a gold mine and builders will immediately go to the nearest mine when constructed, perhaps base them off lumber mills instead? Or was this all part of the masterplan? ^^

Well, the terrain is a standard warcraft terrain, can't say too much about that, though a nice, balanced custom terrain is always better than a standard terrain.
 
Level 22
Joined
Feb 3, 2009
Messages
3,292
Well, I'll get into using custom variables for every group sometime, but since I really hate work like that, I just do it so it doesn't leak for the first versions.

Yes the switch worker is meant to have different buildings to build, because one worker doesn't have enough slots for all buildings, so I made a Main (with all producing structures) and Defensive for the gates & walls.

Yes, the Gate guardian can summon almost perfect clones, except that these can't wear items and that they can't summon even more clones.
Yes they are currently very strong, But I'm going to work on it, I intend to make them very deadly strong as long as they're hostile units, when they will be player, they'll be much weaker.

Well I only made 1 race, because how can there be more races if there were only humans in the middle ages (and I added these creatures as a add-on). I simply can't add more races, and also, it would become really hard to both balance and victory condition trigger would become hard. I'm already having problems with balancing only the King, the Corrupted King, the Gate Guardian and Aron.

About the suicide and the houses, I'll see what I can do.

EDIT: Well fixed the house and to keep things simple, I just made that the "Kill this unit" needs to channel for 10 seconds before the units dies, leaving enough time to cancel any missclick.
EDIT2: v.4.2 replaced all "GetLastCreatedGroup" with "bj_lastCreatedGroup" , also found and destroyed the final leaks which weren't destroyed in the previous versions, so hopefully the lag will be gone now.
 
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Level 22
Joined
Feb 3, 2009
Messages
3,292
I'm working on it, I'll make one for Episode 3: Skeleton King's Revenge
EDIT: I'd like to say, that don't download this version, I found horrible bugs soon after uploading it, a fix is coming up.

EDIT: The fixed version 5.4 is out! You can dl and play in peace again :p
 
Last edited:
Level 22
Joined
Feb 3, 2009
Messages
3,292
It's kind of to big, and I also don't remember what all I've done so far in each version, so not possible.

EDIT: So here it is, the long waited Episode 5: Retreat
I think everyone will like the new version much more than the previous, as the changes are huge.
 
Last edited:
Level 3
Joined
Mar 26, 2010
Messages
12
you can add new hero (king) and new units such as mercenaries or paladins. Also improve descriptions. For example: Soldier |n max hit points:550, armour 2 |n damage - 14-15, attack speed 115 |n attack range - meele. |n movement speed - 325 |n|n abilities: Shield.. .. ...and so on. map will better
 
Level 22
Joined
Feb 3, 2009
Messages
3,292
That's boring for me to do...and time consuming as well...I make new units, spells, buildings, upgrades, but tooltips are always bad by me, as I don't have patience to write that stuff.

So, if I'll have luck, someone on the forum in the Map Developement will accept the job to improve the tooltips, that's the only way.

Also, I already have the hero King in the map...
And I am already working on custom items, also there will/is only be one shop, and that is in middle of the map, protected by red. It currently has 3 items in it, I'll get on removing the default items from creeps soon.

I still have to upload 5 versions to the Hive, but I won't until I get a resource, that I'm waiting for.

Also if anyone wants to help me with this map, then this is for you: http://www.hiveworkshop.com/forums/project-recruitment-256/great-battles-middle-ages-165309/
 
Level 1
Joined
Apr 30, 2010
Messages
2
I really like the idea of this map. Taking over your enemys base when you kill his kind is quite fun, though mid-game this makes every smart player just surround his king with towers and walls. also, I get a rondom fatal error crash in this version (8.1) only.... Wonder if anyone else does?

anyways great map, love the skins and the idea. Will be downloading your updated versions and testing further with my friends.
 
Finally I find some time to test this :at:

Things that I like:

1st - Map Description
2nd - Memory leaks are cleaned

  • Win
    • Events
      • Time - Every 2.50 seconds of game time
    • Conditions
    • Actions
      • Set Leos = (Units of type Leo)
      • Set LeoEvils = (Units of type Leo evil)
      • Set Tokens = (Units of type Token)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Number of units in Leos) Equal to 1
              • (Number of units in LeoEvils) Less than or equal to 0
              • (Number of units in Tokens) Less than or equal to 0
        • Then - Actions
          • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo))))] + ============================================))
          • Game - Display to (All players) for 9999999.00 seconds the text: (((|cff + Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo))))]) + (Name of (Owner of (Random unit from (Units of type Leo))))) + has won the game.|r)
          • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo))))] + All players may leave at will. The game has ended.))
          • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo))))] + ============================================))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Entire map)
          • Custom script: call DestroyGroup(bj_lastCreatedGroup)
          • Custom script: call DestroyTrigger(GetTriggeringTrigger())
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Number of units in Leos) Less than or equal to 0
              • (Number of units in LeoEvils) Equal to 1
              • (Number of units in Tokens) Less than or equal to 0
        • Then - Actions
          • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo evil))))] + ============================================))
          • Game - Display to (All players) for 9999999.00 seconds the text: (((|cff + Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo))))]) + (Name of (Owner of (Random unit from (Units of type Leo evil))))) + has won the game.|r)
          • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo evil))))] + All players may leave at will. The game has ended.))
          • Game - Display to (All players) for 9999999.00 seconds the text: (|cff + (Player_Colours[(Player number of (Owner of (Random unit from (Units of type Leo evil))))] + ============================================))
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Entire map)
          • Custom script: call DestroyGroup(bj_lastCreatedGroup)
          • Custom script: call DestroyTrigger(GetTriggeringTrigger())
        • Else - Actions
      • Custom script: call DestroyGroup(udg_Leos)
      • Custom script: call DestroyGroup(udg_LeoEvils)
      • Custom script: call DestroyGroup(udg_Tokens)
3th - Nice usage of sound editor
4th - Nice usage of import manager (no large files)
5th - Nice usage of Object Editor
6th - Custom Models for buildings
7th - Ai
8th - Units Descriptions
9th - Dialog Buttons
10th - Nice Credits ingame!
Things that I don't like:
1st - Well terrain (I am terrainer so what can I say)
2nd - Corrupt king has Illidan Icon
3th - Worker who build gates
4th - King ability that give sword to him will be placed on 1,2 instead of 0,2 (x,y) when he learn it
5th - Some abilities should have better description
Word or 2 to Author:
1st - Add more doodads to improve terrain, looks to empty this way.
2nd - Replece worker that build walls and gates with 2 more building!
(you can add ability to Gate that will rotate building, when player choose right place he can cast another that will permanently replace gate to one that can maybe be upgraded to stronger etc)
3th - Improve some abilities and gameplay descriptions
4th - On loading screen white text about contact looks bad (Create better Loading Screen with that or colorize text and change it's position)

Well I don't really like this kind of games, just think what can happen if 2 players play and some of them build some building on each map corner, 1 hour to find and destroy :ar:, but honestly this one looks good :ag:! There is still loot of work and you know that! You can ask someone to create some icons or maybe more models! Add more buildings, units, maybe you can create some new races, you can add more game modes, even fun ones (create only kings and make something like arena on center of map, within walls etc etc)! Also maybe you can create some units/building like fountains that will increase armor, reg hp or mana, reduce same etc etc! And at the end you can add level up system to units so they gain movement speed or attack speed or hp, mp, armor etc etc after each kill (Veteran skill or something like that):at:

I tested map in Single Player mode :asad: my friend don't have time to test with me so here it is 3/5 from me now!
(I will give you more but there is still much work to do just like I write above so I don't want from you to get lazy :aht:)


3/5 + Vote for Approval
+Rep for very good triggers and map idea
 

CyberDuelX16

C

CyberDuelX16

2. The game is meant to have only one race, since it's middle ages wars with some creates inside...
You could make the races empires (Celts,England,Gauls Etc.)

And when do i get started on the Checks?
 

CyberDuelX16

C

CyberDuelX16

Do i change text in the map or just list the errors?
 
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