• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Guardians of Origin ver. 0.92

  • Like
Reactions: Ićpomp
271128-59e764f6f5ed4d1b8d64956549b1cb55.png




This is the first custom map that I decided to publish. Creating this map taught me a lot about the Warcraft World Editor, although I already had experience creating maps before...

Background: Initially, the idea of creating an autonomous city that should independently fight off different crowds of enemies came to me when I wanted to make an RPG in Warcraft, where there is a main city on a large map, to which the hero periodically returns (to buy or sell something, take quests, etc.) That is, this RPG was essentially time-based: the player had to balance between the main plot, and also help the city fight off crowds of enemies. Only by killing the final boss of the quest could end the suffering of the city.
From the very beginning, I made this map as a rehearsal for that very RPG, but I got so carried away that I decided to make a separate custom map. It has undergone many changes to become what it is now.

Required Warcraft 3 version: 1.36.1

Of course, both SD/HD are supported. I didn't use any custom skins/models but I highly recommend playing on the SD version if you feel you have a weak PC.

Languages: currently only English and Russian are supported. Done using .wts files, so you don't need to configure the language. The language will be set depending on the language of your game. But system messages will always be in English...

Description

A relatively difficult custom game where you have to deal with crowds of enemies alone OR with friends.

- Survive 26 waves
- Kill the final boss
- Don't lose more than 80 civilians

Current version: 0.92*

Story: At the peak of their civilization, humans, combining magical art and technology, opened a portal to the very heart of the universe - the Origin. But what they found there brought great disaster... Now the remnants of the once Great Empire will fight to the death with the creatures from the other side of the portal.

Number of players: (1-5)

Key Features:
- 26 waves of opponents and the final one.
- Heroes are free and do not require food, they are resurrected or revived with more health/mana.
- The maximum hero level is 15.
- Towers are strengthened and give experience for kills.
- Workers do not occupy the limit, but cannot become militias.
- Some custom spells and units.
- Unique race: Night Watch
- ....

Discover more features on your own...

Initial preparations and explanation of players' positions.

When creating a lobby, by default the first player is set into the red slot (I think everyone knows this). If you are going to play SINGLE PLAYER, then it is recommended to stay in the red slot since this place is considered the “central player”, so the main player will be the first to take on the onslaught of crowds of enemies. Don't forget to fill the other two slots of your team (team 1) with AI. They will play as "Day Watch" and "Night Watch".

But in CO-OP, the map may feel more interesting. Depending on the number of players, it is recommended, that the strongest player sets in the red slot, and other players set as supporters on Day Watch and/or Night Watch. Also, if desired, you can take the side of the enemy and stay in the second slot of team 2 - and be able to partially control computer units.


What's next? Depending on how things go, I will update the map as much as possible, for example, at least in plans there is a wish to add more heroes, make more waves (>40). And of course, correct errors, do optimizations, maybe add more languages and all sorts of little things. Don't forget to check my and community's comments. :)

Version Notes:
Version 0.92 - Current Version, Released: Jan 29, 2024

List of changes:

--General--

- Now Central (red) Player starts with Keep (was Castle).
- More enemies in later waves.
- Limit of building City Gates is three for Red Player (excluding starting ones)
- Limit of building towers is ten for all team of defenders (excluding starting ones)
- From now Defenders can control civilians.
- Food cap: 100 -> 80.

Balance Changes:

-- Abilities' Stats Changes--

Brilliance Aura:
Mana Regeneration LvL 1: 0.750
Mana Regeneration LvL 2: 1.250
Mana Regeneration LvL 3: 2.000 -> 1.500

--Units--

Hydromancer's Supply: 3 -> 4

Hydromancer's Crushing Wave:
Damage: 150 -> 125
Max Damage: 900 -> 750
Cooldown: 9 -> 12


Hydromancer's Healing Wave:
Healing of 1st target: 215 -> 175
Cooldown: 10 -> 9
Mana Cost: 100 -> 90

--Heroes--

Crusher's Cleaving Attack:
Distributed Damage Factor LvL 1: 0.450
Distributed Damage Factor LvL 2: 0.650 -> 0.600
Distributed Damage Factor LvL 3: 0.900 -> 0.750


Crusher's Illusion:
Mana Cost: 80 -> 110

Crusher's Requiem:
Duration: 12 -> 10
Cooldown: 120 -> 150
Damage per target: 90 -> 80

Version 0.91 - Second Version, Released: Dec 7, 2023

List of changes:
- Players have returned their original colours. The colours are now the same as the colours in players' slots. (to avoid confusion)
- The gameplay for the attacking side has been improved: now when selecting an ally’s unit, it comes under full control of the player.
- Added a new role - Observer! Now one player can become an observer and see the flow of the game. It differs from a standard observer in that he has more rights, and at a minimum, he can click on every unit of any player to read their abilities. Something like a God in a famous God's Land map, but on minimum impact.
- Minor bug fixes.

Version 0.9 - First Version, Released: Nov 30, 2023


*Unfortunately, I have never been able to test the cooperative mode, since I have 0 friends who could be invited to Warcraft. Therefore, the game version remained at 0.9, BUT in theory, everything should work.
Previews
Contents

Guardians of Origin ver. 0.92 (Map)

Reviews
deepstrasz
Some units have the same icons. Generally, playing human, a bit of night elf. Heroes are regular ones, some even having same abilities. The ghost mages are a bit confusing and don't seem to have hero glow. Can be simply added: How to add Hero Glow...
Level 6
Joined
Sep 10, 2022
Messages
68
I will be very grateful if you rate my map, and of course, share your thoughts.
Was it difficult for you?
Would you like to fix/improve/add anything?
How do you like the balance? (I know it’s not perfect, but I hope it’s not terrible and it was nice to play, although it should be difficult)

It would be great if anyone wanted to check out the co-op mode with friends. If so, please let me know whether you can choose the same heroes.

Thanks everyone for your help.
 
Level 12
Joined
Mar 4, 2014
Messages
204
This was a cute little defense map, I played it a few times solo and managed to win quite easily. I found that the first waves were somewhat harder than the last, mainly because the heroes were weaker at the start. However, after the heroes gained levels and items, it became a piece of cake to defend.

The map layout makes it easy to defend the southern part of the town because of the small choke point. I just built a few hydromancers and picked the mana regen archmage hero, and that's it, the rest is history :xxd:

- The city didn't build much of an army, they only built the flying bomber units once in a while and they didn't do much, I expected them to build a real army, but they never did.

- The initial waves are challenging, but there is little increase in difficulty as the game progresses, leading to monotony.

- I liked that some waves had enemy heroes, sadly they were quite weak, and their impact was pretty low.

I would also have loved it if they dropped tomes as well and not just weak items.

- Considering the vast empty spaces outside the main city area, it would be a great idea to add some extra creep camps there, complete with fancy loot and other exciting features, to give the map a more realistic feel.

-I suggest adding additional events to the game. For example, enemy units could discover secret paths to enter the main city area, forcing players to protect the villagers from unexpected attacks. Having only one main path to the city makes defending the city too easy and boring.

- Also adding extra air attack waves would force the players to build towers and be more conscious about defending the entire city and not just focusing on the main path.

- The last boss was somewhat stronger than the previous ones but he too fell too easily, I think he should be buffed a bit.
 
Level 5
Joined
Jun 13, 2016
Messages
24
When creating a lobby, by default the first player is set into the red slot (I think everyone knows this). If you are going to play SINGLE PLAYER, then it is recommended to stay in the red slot since this place is considered the “central player”, so the main player will be the first to take on the onslaught of crowds of enemies. Don't forget to fill the other two slots of your team (team 1) with AI. They will play as "Day Watch" and "Night Watch".

Slots are counterintuitive imo. You should've been use the the corresponding slots instead of playing with recolors. Or use no recolor at all.

stay in the second slot of team 2 - and be able to partially control computer units.

I tried to play as 2nd attacker. And I had like next to no control over wave units lmao. I'd even daresay that I had no control over attackers. Still, it's a neat feature.

On the other hand, I think it'll be just a gimmick unless you give the attacker more ways to participate in the assault. Like some workers on that gold mine on the top left corner.
 
Level 6
Joined
Sep 10, 2022
Messages
68
This was a cute little defense map, I played it a few times solo and managed to win quite easily. I found that the first waves were somewhat harder than the last, mainly because the heroes were weaker at the start. However, after the heroes gained levels and items, it became a piece of cake to defend.

The map layout makes it easy to defend the southern part of the town because of the small choke point. I just built a few hydromancers and picked the mana regen archmage hero, and that's it, the rest is history :xxd:

- The city didn't build much of an army, they only built the flying bomber units once in a while and they didn't do much, I expected them to build a real army, but they never did.

- The initial waves are challenging, but there is little increase in difficulty as the game progresses, leading to monotony.

- I liked that some waves had enemy heroes, sadly they were quite weak, and their impact was pretty low.

I would also have loved it if they dropped tomes as well and not just weak items.

- Considering the vast empty spaces outside the main city area, it would be a great idea to add some extra creep camps there, complete with fancy loot and other exciting features, to give the map a more realistic feel.

-I suggest adding additional events to the game. For example, enemy units could discover secret paths to enter the main city area, forcing players to protect the villagers from unexpected attacks. Having only one main path to the city makes defending the city too easy and boring.

- Also adding extra air attack waves would force the players to build towers and be more conscious about defending the entire city and not just focusing on the main path.

- The last boss was somewhat stronger than the previous ones but he too fell too easily, I think he should be buffed a bit.

Thank you for your feedback.

1. Actually King's Army does not do anything, only makes upgrades, and when the limit is cleared, it begins to create an air army (bombers, gryphons). In principle, this is what I intended, because if we make another computer that will create a full-fledged army, it will become much easier.
2. Yeah, hydromancers with healing waves and crushing waves are quite imbalanced, because they obviously can heal a lot and have a lot of AOE damage. I'm thinking about reducing their healing and damage from waves or making spells more expensive and/or hydromancers may be more expensive.
3. The final boss must be tough, in fact, there should be a lot more waves between him and wave 26 (at least it was planned), so, with content updates he will become stronger.

About events, alternative passes to the city - good ideas. I will try to come up with something. Of course, I will try to add more air enemies, tomes from bosses. These are the easiest tasks to implement.

The idea of creeps on the map - once upon a time I thought about this, but then I realized that most likely players simply would not have time to run around the map, since enemies from the portal appear quite often. I'll reconsider this point.

Slots are counterintuitive imo. You should've been use the the corresponding slots instead of playing with recolors. Or use no recolor at all.



I tried to play as 2nd attacker. And I had like next to no control over wave units lmao. I'd even daresay that I had no control over attackers. Still, it's a neat feature.

On the other hand, I think it'll be just a gimmick unless you give the attacker more ways to participate in the assault. Like some workers on that gold mine on the top left corner.


Thank you for your feedback too.

1. Maybe you are right and I'll just return everyone to their original colours, but this will not change the fact that the first player is always the main slot, and that in Single Player mode it is best to play in this slot. Therefore, the recommendations in the description will most likely remain.
2. Yes, in fact, you can’t control computer units directly, you can only press spell buttons for them, if they don’t do this. I simply allowed the player to control an ally’s units, but the AI has not gotten away from this, and it constantly acts on its own.

In general, there is no special AI for Guardians of Origin here, there are a bunch of zones that, after a certain time, order a crowd of units to go through an attack to another point on the map... That’s why you have to literally grab control of units with your teeth and click many times to get them to do what they need to do. Perhaps one day, if I make an appropriate AI, or someone helps me with scripting, then it might actually become pleasant to play on the enemy side.
 
Level 5
Joined
Jun 13, 2016
Messages
24
Maybe you are right and I'll just return everyone to their original colours, but this will not change the fact that the first player is always the main slot, and that in Single Player mode it is best to play in this slot. Therefore, the recommendations in the description will most likely remain.
No complaints about that.

What I wanted to say is that it'd be much easier pick the facton you want to play as if you'll remember that "center forces was light blue so I should pick the light blue slot"

Or just leave the center forces their original red color. So that "color logic" will also works.

Or I dunno, make the Force description like "Defenders, Day Watch, Night Watch" so people will understand that 1st, 2nd and 3rd playable slots are Defenders of Humanity (aka center), Day Watch and Night Watch, respectively. Seen this solution in some maps.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,882
  1. Some units have the same icons.
  2. Generally, playing human, a bit of night elf. Heroes are regular ones, some even having same abilities.
  3. The ghost mages are a bit confusing and don't seem to have hero glow. Can be simply added: How to add Hero Glow without Modeling Dragon's Heir, the same.
  4. Dead Apostle and Black Huntress have hero models with glow which is confusing and the latter's bodies remain on the ground due to not having decay animation.
  5. Would be nice to have some respite, next waves to appear after the previous is finished or at least very near finishing (few enemies from a wave remaining).
  6. Building space is annoyingly small unless you build outside.
  7. Many units serve the same role and tad more powerful copies of their predecessors which could work as upgrades instead of separate units.
  8. Problem with the City Gate is that you can stack multiple ones on the same place.
  9. One of the nero black wolves has part of its name in Cyrillic. Also, Nero's unit name is also Nero unlike other heroes who have a specific different unit name under their hero name. Other unit names seems to be in French.
  10. Item roster seems a bit repetitive and unbalanced. For example Grog dropped some low level ones.
  11. I got "number of units from portal 100" then on the next wave it said 83. I don't quite get it. Before the fight with the last boss it said 70 something and during the battle 63.
  12. The Guardian of Origin is very weak. Dave and his troops almost killed him leaving him with 140 HP and I just threw a Storm Bolt at him and won, lol.
Overall, quite a simple and linear gameplay with very little replayability. Nice addition of AI though.

Approved
.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 6
Joined
Sep 10, 2022
Messages
68
  1. Some units have the same icons.
  2. Generally, playing human, a bit of night elf. Heroes are regular ones, some even having same abilities.
  3. The ghost mages are a bit confusing and don't seem to have hero glow. Can be simply added: How to add Hero Glow without Modeling Dragon's Heir, the same.
  4. Dead Apostle and Black Huntress have hero models with glow which is confusing and the latter's bodies remain on the ground due to not having decay animation.
  5. Would be nice to have some respite, next waves to appear after the previous is finished or at least very near finishing (few enemies from a wave remaining).
  6. Building space is annoyingly small unless you build outside.
  7. Many units serve the same role and tad more powerful copies of their predecessors which could work as upgrades instead of separate units.
  8. Problem with the City Gate is that you can stack multiple ones on the same place.
  9. One of the nero black wolves has part of its name in Cyrillic. Also, Nero's unit name is also Nero unlike other heroes who have a specific different unit name under their hero name. Other unit names seems to be in French.
  10. Item roster seems a bit repetitive and unbalanced. For example Grog dropped some low level ones.
  11. I got "number of units from portal 100" then on the next wave it said 83. I don't quite get it. Before the fight with the last boss it said 70 something and during the battle 63.
  12. The Guardian of Origin is very weak. Dave and his troops almost killed him leaving him with 140 HP and I just threw a Storm Bolt at him and won, lol.
Overall, quite a simple and linear gameplay with very little replayability. Nice addition of AI though.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
Thank you for your feedback too!

I will explain some points:

5. Actually, every new wave will not be generated if there are more than 150 units from the portal. It is a hidden mechanic that I prefer not to mention.
6. If there was more buildable space, players easily could win by building up everything with towers :)
8. Yeah, City Gates may be a problem, because I disabled building rules for it. I wanted to see how the players would play this custom game, building up everything with gates and maybe breaking the AI this way.
11. Still dunno what's going wrong. The script periodically counts all units from the gate on the map and then displays the value, in theory, the variable should change correctly...

In general, regarding ALL these points (1-12), I will continue working on them; by the way, there will be patch 0.92 soon, although I corrected other flaws there.
 
Top