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Jungle Race 2.01a

I am uploading this because a few people still play this sometimes, and there's no official place yet to download my mod.

This is a fairly old mod of Kolle's original jungle race that i infrequently update.

The aim of the game is simple and the game can be broken down as follows...

Aims:
- Be the first player to complete all of your laps.

Racers:
- At the start of each lap, you get a new random racer which probably has at least one or several abilities for you to use.
- Abilities usually cost mana but may damage, silence, slow, stun your enemies, causing them to get caught behind. Alternatively they might increase your speed or heal you, allowing you to finish your laps faster!
- When you reach the end of a lap area, your racer despawns, and you get a new racer in the next area.
- If your racer is killed by an enemy racer, you will get a new racer, but will start at the beginning of your current zone.
- There are 55 unique racers!

Evil Eye:
- Each player has a spellbook-style "Evil Eye"
- On Classic Mode, the Evil Eyes have Finger of Death, which allows you to kill any racer (including your own!) at the cost of 100 mana.
- Evil Eyes slowly regenerate mana, and gain mana when a racer finishes a lap, and some racers can even grant mana to Evil Eyes directly.
- On Advanced Mode, the Evil Eyes have several other abilities which enhance or hinder, such as Kill All (kills all racers) or Immortalize (makes your racer invulnerable).
- At the start of the game, evil eyes may be disabled by the host.


Although Warcraft 3 is very quiet, the minimum number of players i recommend is 5 to ensure there's enough interactions to keep the game interesting.

Happy Racing!


Keywords:
Jungle Race, Race, Random
Contents

Jungle Race 2.01a (Map)

Reviews
01:57, 8th Jun 2016 Shadow Fury: Almost ready for approval but set to needs fix nonetheless.
Level 5
Joined
Dec 31, 2015
Messages
116
You should a decent description. For now, it has information of the map. But, there is still missing, which is beauty. What I mean is, it doesn't have any design, like boxes, tables, sizes, colors and so on. I suggest to add some creativity. Try checking this. Screenshots would also be great, since it makes the description more appealing. Here's the link, if you don't know how to add some.

The 2 modes is great, it really fits to the map. Advance mode is kinda off the mark. There's a lot of abilities need some work, such Immortalize. You shoud balance Immortalize, try reducing the duration, since its effect becomes invulnerable.

I really like all the racers. The racers has its own usefulness and effectiveness. By the way, the turtle (I forgot the name) needs some work. It has low movement speed, too low. Try increasing the movement speed, or put some abilities that makes it useful.

I don't like the changing of racers, when I reach the end of the first field or lane. Maybe, you should only change the racers when it reaches the lap, not the end of the field or lane.

As for now, voting for awaiting update.​
 
Level 13
Joined
Jul 15, 2007
Messages
763
Thanks for the review Aether, i'll work on a fancy description when i get time for it.

For advanced mode i was thinking of disabling Immortalize & Invisibility if you are on your final lap. I don't think it's a bad thing if you decide to use these abilities to have almost a 100% chance to complete a lap early on. They can also be countered by Kill All and Global Transformation.

I could add the changing of the racers like that as a game play option. I like changing of racers because ultimately it helps people to lose overpowered/underpowered racers quicker (and racers like Sneaky Bastard or Immortal would become even more powerful).

Turtle is a gimmick racer, and is supposed to be the worst! I have however thought for a long time of adding a passive that makes it so that if you finish a lap with it, you score 2 laps instead of 1.

Again thanks for the feedback, wasn't expecting any to be honest!
 
Level 5
Joined
Dec 31, 2015
Messages
116
For advanced mode i was thinking of disabling Immortalize & Invisibility if you are on your final lap. I don't think it's a bad thing if you decide to use these abilities to have almost a 100% chance to complete a lap early on.
Yes, you should. Sometimes, this happens to me. I always the immortalize and invisibility when I'm almost at the lap.
They can also be countered by Kill All and Global Transformation.
I never knew that, anyways, thanks for the tip. :D
I could add the changing of the racers like that as a game play option. I like changing of racers because ultimately it helps people to lose overpowered/underpowered racers quicker (and racers like Sneaky Bastard or Immortal would become even more powerful).
That's why I never win. :ogre_icwydt:

I like the idea of it, I can't wait.
Turtle is a gimmick racer, and is supposed to be the worst! I have however thought for a long time of adding a passive that makes it so that if you finish a lap with it, you score 2 laps instead of 1.
Good idea, but I suggest 3 laps? Since it has very, very, very low movement speed. If 2 laps, then make one ability for it, like the other racers loses their control for a short duration.
Thanks for the review Aether. Again thanks for the feedback, wasn't expecting any to be honest!
No problem. :)
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
What a cool map! The idea is so unique and well-executed. However, before I approve this, I need to address a few points:

- Cheat costs too much mana. By the time Evil Eye gets 100 mana, I'll have most probably already finished the game. I say reduce it to half this value.

- The starting areas of the racers are too cramped. When I tried to include 12 players (computers), we were all stuck if big racers spawned such as Farm, Tree of Lol and Siege Engines. I deduced this could happen even if the racers moved so better preventing that and widening just a little bit.

- Test of Patience is extreme crap and totally not worth the effort. I know it's supposed to be very slow but... not that slow. Suicide was the only option I had when I'd haplessly got it. I don't also fancy the idea of making the laps count more because the chances it reaches the end are very scarce. By the time it covers all that distance, I'm sure some evil eye will already have 100 mana. In addition, take into account any attacking/damaging racer that could kill it and the chances of making it with this racer slump considerably.

- I'd really recommend implementing an AI in this map. I don't think it would be a tough challenge as many runners have passive skills so you simply order them to move to the end line. Those who have active skills should be easy to handle as well, except Builder Bob maybe... just try and see if you can because that would make your map playable in single player as well and even allow players in multiplayer to fill in empty slots if needed. This is optional of course but think it over first and decide if you want or not.

Fix the first 3 issues and your map is approved. For now, it's set to needs fix.
 
Level 13
Joined
Jul 15, 2007
Messages
763
Cheers Shadowfury. Points one and three are already addressed in an update I was doing yesterday (cheat costs 500 mana, activates instantly but cannot be used on your final lap & test of patience has been removed from the racer pool whilst I think of better abilities for it). I'll experiment with point 2; whilst overcrowding from the first set of racers isn't ideal, it's usually resolved quickly by players using their racers. Body-blocking is also an integral part of the winning strategy.

I was looking to do very basic AI, though that may take time and won't make it into the next version. I'll update the map and post it within a few days!

Thanks again for the feedback :)
 
Level 13
Joined
Jul 15, 2007
Messages
763
After playing it on Bnet earlier i discovered a gamebreaking bug with the Shredder so have posted this new version. Besides the hotfix, Test of Patience has been removed from the Racer Pool, Mimic has been buffed, Cheat cost 500 mana and is instant, and Invisibility, Cheat and Immortality are disabled if you are on your last lap.

The description needs an update before this can be approved.
Add a few screenshots and structure it in a nice way.

But... but... </3. I'll grab me some screenshots on the next play.
 
Level 13
Joined
Jul 15, 2007
Messages
763
How can this be played in LAN/multiplayer? It says the game cannot start with every player being on the same team. The team number cannot be modified.

That's odd, and something i have only just learnt about. All players belong to one force, though why it works on BNET and not LAN i have no clue. I'll reinstate player 1 as the "host" (separate force) which should solve the problem.

Edit: I've added two forces; you'll have to let me know if this works/fixes things because i haven't had time to check it myself.
 
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Level 13
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Jul 15, 2007
Messages
763
Hey guys. Played this a few times earlier and noticed some pretty serious bugs. The changelog which can be found in-game says:

Version 1.92 (2016)
RACERS:
- Autistic has been added. The Autistic is autistic and has to run in the opposite direction.
FIXES:
- Sometimes (very rarely) a player can lose their racer forever. A trigger has been added to fix this.
- Possessing a Shredder will no longer cause the Shredder to eject its pilot and for the Shredder to be hidden.

Also added a new racer because why not. I haven't had time to test him with others, but he worked fine on single player with computers. If i somehow broke the game let me know :p
 
Level 13
Joined
Jul 15, 2007
Messages
763
Caught another game of this earlier and did a few tweaks. The changelog in-game says:

Version 1.93 (2016)
FIXES:
- Potential Crash Fixes
RACERS:
- Tooltips have been updated to show cooldowns and have important info highlighted in yellow.
- Slow and Steady has been removed from the racer pool.
- Ability Keeper now gains 1 Z hotkey spell, 1 X hotkey spell and 1 C or Passive spell
- Various other small changes
NEW RACERS:
- Recombobulator added. Teleports enemies to a random location in their current racing area.
 
Level 13
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Jul 15, 2007
Messages
763
Had a few bug reports and have re-coded all Eye abilities to handle various types of racer situations. The changelog in-game says:

Version 1.95 (2016)
CHANGES:
- Due to the complexity of some racers (e.g. Zerg Swarm), all Eye abilities have been recoded to deal with unusual circumstances
- For example Immortalise will make ALL of your racers Immortal (if you have 3 zerglings for example). Cheat will ALWAYS give you a lap and will despawn of all your racers. Eye spells will always affect hidden and invulnerable units where appropiate.
- Some minor balancing on the Eye spells and mana costs.
- Fixes to the game options dialog at the start
RACERS:
- Transmute cannot be cast on Phoenix or Phoenix Egg (previously just egg)
- Transmute cooldown increased by 3 seconds
- Tornado Naga degeneration increased (-3 to -5)
- NEW RACER: Clickbait. Invulnerable but can be killed by being selected.

The most unusual racing situation is doing global transformation on a Zerg Swarm (which will give you multiple racers). All of these racers should be accounted for and are valid targets for further transformation, kill all, immortalize etc. and completing a lap will make all of your racers despawn.

Edit: Posted 1.97a which has a few tweaks
 
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Level 13
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Jul 15, 2007
Messages
763
Updated.

Version 1.99a (2017)
CHANGES:
- Player 1 will now decide if the game will run with 2 lanes or 1 lanes. (1 lane mode recommended for games with few players).
- Fixed a bug where the game would fail to start if a specific sequence of game modes was chosen.
- Basic AI has been added to the map. Computer-controlled racers will attempt to complete laps. (They will not use any active abilities).
NEW RACERS:
- Power-UP: A racer with the rune model. If it completes a lap, all other racers in the lane recieve Speed Boost.
- Techies: A racer who always explodes upon death. Has an ability that makes them go full speed, but they explode shortly after.
- Worms: A racer who can hide itself inside other racers, and makes them go faster.

I'm aware that a few versions before this one were not posted to THW, so there are other changes i haven't listed but can be found in-game!

I also haven't tested it multi-player yet, but i *think* there shouldn't be any awful bugs :p.
 
Level 4
Joined
Apr 24, 2017
Messages
103
hi pick-a.chew you create this amazing map?:O nicee
Version 1.99a released whoaa niceee!
Is good to update your maps and continue to contribute new content is much appreciated, and played this map many times in many years and is always fun to play testing the new version and warn you if I find any bug.
My score 5/5 just so simple and effective in gameplay with people

Sorry my english e.e have a good day mister.:goblin_yeah::infl_thumbs_up:
 
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Level 13
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Jul 15, 2007
Messages
763
Updated.

Versions 2.00a-2.01a (2017)
CHANGES:
- The game will now preload all racers and spells to prevent lagspikes for when things are loaded into the map for the first time.
- The game continues even when first place has been claimed, the first place winner will be announced and their racer put on display at the finish line. The game will close when all racers have finished racing (This was added so that players can finish their race-off even if they are quite a bit behind the first place winner)
- Units with minimal player colour (such as Evil Eyes and Zerglings) now have a generic Hero Glow attached to them to make it easier to tell who they belong to. Units with sufficient colour (such as racers with Hero models) do not have this change.
RACERS:
- Updated Piloted Shredder and Serena the Mutant to be able to transform into new and recently added racers.
- Innocence now has 50 health (to prevent players from accidentally killing them with passive damage effects like Radiator upon spawn).
- Worms now has 100 health.
- Bloodlust (Lustybloods) now gives 55% movement speed (up from 40%).
- Anti-Air now has Cloud (AoE silence/slow).
- Poison Touch now has Abolish Magic (self-dispel).
- Archimonde's Kill All has been replaced by Chain Death, and now has a new ability (Defiler - grants Eye mana if you kill an enemy).
- Pulverizer no longer has Pulverize but now has Totem Slam (AoE stun/damage). He can still attack for 20 damage.
- Power Up now gives 30 mana to all players.
NEW RACERS:
- Medivh; has Spell Absorption which changes into an ability when Medivh is targetted by one, and Mana Burn
- Changeling: Turns into a new racer every 6 seconds (new racers have the Changeling ability)

FIXES:
- Fixed Troll Ensnare Traps from not ensnaring enemies (bug introduced in 2.00a).

KNOWN ISSUES:
- Finishing a lap with Piloted Shredder will fail to give you a new racer after 0.5 seconds (and activates a back-up trigger to spawn a new racer after 5.0 seconds).
- If you are Worms, and your Parasitize a racer finishing their final lap, you will become "lost". Temporary workaround: use "Sacrifice" from the Eye.
 
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