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King of the Hill 2.4 //\\oo//\\

Will you be the next KoTH, and add your name to the List of Legendary Kings? Or will you be banished to the Forgotten Island?

Gameplay:
~Choose a hero.
- Offensive Heroes generally have abilities which weaken rival forces
- Defensive Heroes generally have abilities which boost friendly forces
- All Intelligence Heroes require alot of micro to be effective
~Protect your Peasant as he ascends The Hill
~Be the 1st player to plant your flag on top of The Hill after completing your Castle
~Rounds:
- Round 1: Clear Creeps, research upgrades
- Round 2: Research upgrades, attack rival players
- Round 3: Race to the top of The Hill and be the 1st player to plant your Flag

*KoTH has a competitive AI. It CAN beat you!

~v2.4 Update:
- Peasant is now User controllable
- Ranged Heroes are now melee Heroes
- Added ability upgrades for Peasants, Defenders, and Heroes
- Round 2 now spawns creeps which travel down player paths
- Added 3 new items (Shell Shield, Wendigo Claws, and Furbolg Claws)
- Minor balancing issues corrected. (i.e. damage type incorrect)


BloodelfMage by General Frank
BloodelfPheonixGuard by General Frank
Seraphim by General Frank
Werewolf by General Frank
Fel Orc General by General Frank
Fel Orc Rampager by General Frank
WhiteManeDruid by General Frank
King Arthas by General Frank
BloodElvenPaladin by General Frank
TombPharaoh by Callahan
NerubianGuard by Callahan
Puppet Master by DonDustin
King by Tranquil
MurgulDreameater by jigrael
SkeletonLordX by levigeorge1617
King Leoric by Dan van Ohllus
DeathKnightNoHorse by Dan van Ohllus
Goblin Technomage by Rizz_Boomer
Lich by HappyTauren
Conjurer by Gottfrei
WitchDoctor by ironmaiden


Choose the Hero which best suits your preferences

184112-albums2781-picture23896.jpg


Kill creeps which block your path for gold and experience

184112-albums2781-picture23892.jpg


The action on top of The Hill is intense, as players must build besides each other

184112-albums2781-picture23903.jpg


All Heroes have Protection Aura, which significantly improves the armor of the Peasant. The Hero must be next to the Peasant for this to affect him.

184112-albums2781-picture23897.jpg


Building on top of The Hill is challenging, as other players will attempt to kill you.

184112-albums2781-picture23902.jpg


In Round 2, The King of Kings (Cenarius) claims The Hill, and enlists several gaurdians (Such as the one pictured here) to help him defend it.

184112-albums2781-picture23900.jpg


A view of castle proximity. Only 8 are shown here, but up to 12 can play.

184112-albums2781-picture23891.jpg


In Round 2, Cenarius will send his warriors and guardians to prevent you from claiming the hill.

184112-albums2781-picture23895.jpg


Keep track of where you are in relation to the leading player by typing "-stats"

184112-albums2781-picture23901.jpg


The Forgotten Island is where defeated players are banished to.

184112-albums2781-picture23899.jpg


To win a round, place your flag in the torch area AFTER completing your castle. To win the game, you must be the first to do this in Round 3.

184112-albums2781-picture23890.jpg


To effectively dispatch creeps, you must use the terrain to your advantage...

184112-albums2781-picture23893.jpg


...draw the Creeps around corners and into areas where you can surround them with your footmen.

184112-albums2781-picture23894.jpg


Suggestions/criticism (constructive) always wanted...
//\\0o//\\ //\\o0//\\

Note: Feedback is required in order to balance the heroes and their abilities. AI heroes can't use abilities, so multiple human players are needed. Glitches, suggestions for improvements/additions, and balancing problems that have been discovered need to be posted, or I can't fix them.

Keywords:
King of the Hill, KoTH, melee, FFA, flag, rounds, arena, king, hill
Contents

King of the Hill 2.4 //\\oo//\\ (Map)

Reviews
10:19, 23rd Jan 2010 ap0calypse: Approved
Level 4
Joined
Dec 6, 2009
Messages
75
Ok, it is 3:42 AM here and i just played your map and got to round 2, i will now give you a review on what i have seen so far



BAD

-Terrain seems somewhat dull and needs to be spiced up, it's to plain, some more vines and doodads on the walking tracks would be nice
-More special effect, there was hardly any eye candy in there and it was kind of, dare i say it, dull, spice it up a bit!
-I played this in single player, so i'm not sure if this caused it, but when i started the map i had nothing to pick my hero with and ended up getting a mountain king, is that supposed to happen?
-Custom abilities, more of these would be great as they add eye candy and something different to the game, it is a refreshing change that i would like to see in this map
-More upgrades would be nice, about 1 or 2 for the footman and peasent catagory's



GOOD

-Very original, i have not seen this done before, kudos
-Those custom heroes looked interesting but i did not get to play one for the reason above
-The part when you reached the final hill and other players had to make their castles and fight for control of the hill was great, added a lot of fun to it



Overall, from my point of view, that was a cool map and can be improved, it is not bad at all and i like it, but more can be added to make it better, hope that was not to harsh

I will rate it when i see some improvements, that's my point of view :thumbs_up:
 
Level 14
Joined
Dec 12, 2009
Messages
1,027
Thanks, I don't know why you couldn't pick a hero, a wisp is supposed to spawn in the hero selection area. I'll have to look into that... I'll talk with Crabby_Spider about adding some special effects. As for the upgrades, could you be a little more specific? The M.I. Tent contains several upgrades for the Peasant, Defender, and structures.
 
Level 4
Joined
Dec 6, 2009
Messages
75
With the upgrades i meant add more armor and attack upgrades for the footies and peasents, more varied terrain, and maybe more custom models?


//\\oo//\\ hee hee
 
Level 14
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Dec 12, 2009
Messages
1,027
Current Upgrades:

Defender:
-Armor (Round 1) (3 Levels)
-Damage (R1) (3L)
-Attack Speed (R2) (3L)
-Hit Points (R2) (3L)

Peasant:
-Armor (R1) (3L)
-Move Speed (R1) (3L)
-Build Speed (R2) (3L)

Building:
-Armor/HP (R2) (3L)
-Spikes (R2) (3L)

If these aren't enough, I'm open to suggestions. All Heroes currently have the same ultimate, but each will have their own, possibly custom in the update, again I'm looking for suggestions/feedback.
More custom models will be added once I find some I like, and I'm working on adding some effects to the spells.

//\\==//\\
 
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An intresting game, Which is origional out of the ones of this type that I have come across, It has an intresting game layout as it were, and it contains many of the best parts of other games, so many people would enjoy a game of it. I can see this being played daily online.

However I am a critical person, so I must find something bad If it's the last thing I do, right so, what was this thing about not playing with too many bots? I would assume it generated considerable lag. Also when you kill an Ai's hero when they are about to put the flag down in the middle they revive if they are level 6, then forget what they are meant to be doing and dont put it in the middle.

As for suggestions I would say this: More heros to choose from, prehaps some int heros if you can balance them with the others, Speed rune shop with a temp affect which only effects heros and footmen but not peasants.
Upgrades for your hero to make him more durble rehaps additoinal hp and regen? armour reserches for them as well?

for the time being Thats all I have to say, I will possibly have more to say when the game further develops.

Overall It's a great game, fun to play with small or large groups which will attract many people once they descover it. It's adaptive and balanced as everybody has the same thing. It's origional and theres nothing with quite the same aura to it. I have a feeling this game will be around for a long time, before it eventually gets overtaken by a recreation some 20 years from now or summit, Or you recreate it for starcraft II and then we'd all be playing it there. but either way It's a fun game with minimal problems, I rate this a 4.25/5 :p
 
Level 14
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Dec 12, 2009
Messages
1,027
...so I must find something bad If it's the last thing I do, right so, what was this thing about not playing with too many bots? I would assume it generated considerable lag. Also when you kill an Ai's hero when they are about to put the flag down in the middle they revive if they are level 6, then forget what they are meant to be doing and dont put it in the middle.

~The issue with the bots occurs in single-player when you play with 11 AI opponents. I'm not sure if it's a trigger problem or a system problem.
~I'm working on addressing the AI flag problem, and it will be fixed in the next update.

~If changing the AI triggers to JASS would help, I'd welcome any aid from a person experienced with JASS.
 
Level 4
Joined
Dec 6, 2009
Messages
75
Ok, new review


BAD


-Not enough enviroment doodas used eg flowers tree,trunks,bushes
-Standard Footmen are kind of boring
-Hero skills are a little boring, might want to change that around a bit



GOOD

-Improved Terrain
-Hero models are looking great, that really spices it up
-Great gameplay
-No bugs found





Looking pretty good man, 4/5? :)
 
Level 14
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Messages
1,027
-Not enough enviroment doodas used eg flowers tree,trunks,bushes
-Standard Footmen are kind of boring
-Hero skills are a little boring, might want to change that around a bit

~The footmen will be redone in the Footmen Frenzy style where you choose one of several races, although that won't be incorporated until v3.0
~In the next update, there will be 24 heroes to choose from (all custom models) with redone abilities. I'm already looking for custom spells/abilities.
~In regards to the terrain, there isn't much more I can do (I'm near the limit), but I appreciate that you take the time to look at it... too few pay attention.

Did you play through all 3 rounds?
 
Level 4
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Dec 6, 2009
Messages
75
~The footmen will be redone in the Footmen Frenzy style where you choose one of several races, although that won't be incorporated until v3.0
~In the next update, there will be 24 heroes to choose from (all custom models) with redone abilities. I'm already looking for custom spells/abilities.
~In regards to the terrain, there isn't much more I can do (I'm near the limit), but I appreciate that you take the time to look at it... too few pay attention.

Did you play through all 3 rounds?



I played 2 1/2 rounds but this looks pretty good man, i like what you've done here.
 
I'd rather not test this due to the fact that I am arachnophobic. But it looks good. :D

The Game Isn't spider specific, infact I do not Beleive the actual spider model is used at all atm, The //\\oo//\\ thing That Boris_Spider always does Is kinda A signature thing with no actual referance to the game, not yet anyway.

Anyway, I played the new version, Am I right in saying the Ai was made harder?

Well I found it considerably harder, Prehaps it was me using many Ai's, I like the new range of heros :]

I'm expecting great things from this, Dont let me down ;)
 
Level 14
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Dec 12, 2009
Messages
1,027
The AI was buffed. Before I can continue the map I need feedback from other players in regards to the Hero Abilities, as I haven't figured out the easiest way to get the AI to learn anything besides their Ult. The next step is to balance the heroes and get multiple players in one game, as I've yet to see a FH without AI.

Different footman races WILL be incorporated by v3.0, suggestions for either new footy races or other additions to gameplay are, as always, appreciated.
 
Level 9
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Apr 11, 2008
Messages
515
Now I wouldn't play this due to the description & screenshots:
In the description there is no reason why they are actually out there to conquer the hill (Would give it alot more reasons to play it)
And in the screenshots I started lolling so bad. Wondering why?
Well here we go:
1. YOU HAVE A GOBLIN NAMED "Nara Pathstrider". Think about that name once again and doesn't it sound a hell more like an elf's name?
2. YOU HAVE A LICH KING NAMED "Thordin Rockbeard". Now is that really a fitting name for a human? Or doesn't it sound a hell lot more like an dwarf's name?
 
Level 12
Joined
May 30, 2009
Messages
829
Now I wouldn't play this due to the description & screenshots:
In the description there is no reason why they are actually out there to conquer the hill (Would give it alot more reasons to play it)
And in the screenshots I started lolling so bad. Wondering why?
Well here we go:
1. YOU HAVE A GOBLIN NAMED "Nara Pathstrider". Think about that name once again and doesn't it sound a hell more like an elf's name?
2. YOU HAVE A LICH KING NAMED "Thordin Rockbeard". Now is that really a fitting name for a human? Or doesn't it sound a hell lot more like an dwarf's name?
Rough and blunt, but logical.
 
Level 14
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Dec 12, 2009
Messages
1,027
lol, I forgot about checking the names. Thanks for spotting that, and you weren't harsh. The names will be dealt with shortly, as for reasons to conquer the hill... there is no reason other then to have some fun. I assume you're inquiring about a storyline; feel free to make some suggestions as to possible storylines, but I won't guarentee I'll use them

Thanks for the critique.

//\\oo//\\
 
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oh, my, gawd! the ultimate spider symbol!

Haven't tested it yet, but looks interesting, might test it later :)

//Edit

Tested. Quite nice map, with some mixed gameplay forms.
for me it was like a footmen wars, king of the hill, and some 'capture the spot' map.

you wanted feedback, now fear mine >D

First some good points about the map:
+ one good point was the gameplay. It was mixed, and somethings new
+ the map includes AI which is quite okay (doesn't use abilities if I'm right?)
+ a lot of heroes and each has a custom model

Now some points, which should be improved:
~ the heroes have normal warcraft abilities
~ the path to the middle is to thin, it was very hard to fight
~ more upgrades would increase the fun factor
~ different types of defenders, quite repetitive with only footmen
~ there are only a few items on the map, and almost none of them is custom
~ finishing all 3 rounds is also a bit repetitive
~ annoying that your builder dies when you click him
~ maybe different races from which you can choose? (or depending on the hero)

So some things written out:
1. Give the heroes some nice triggered abilities. I know, that could be time consuming, but it increases the fun
factor drastically.
2. About the path: It was a pain to fight in there. You have a big advantage, if you are a ranged hero.
Otherwise you can't get to the enemies because of your footmen standing in front of you.
3. You included some upgrades, but some more would be nice. Maybe something like giving abilities to your
footmen.
4. Maybe like in footmen wars, that you can upgrade your defender tent, so that other units come out of it,
or you can make it, if you have a human hero, footmen will spawn, if you have an undead hero, undeads will spawn...
5. I missed some Items. I only found 2 items: Some kind of Healthstone, and a potion. I would really like to see some
weapons, armors, or stuff that increases your stats, also maybe items which you have to craft first.
6. Maybe add some nice events in each new round, so it's not always the same. I know you added those forgotten things,
but they can be easily defeated, and it's nothing special.
7. What had annoyed me most, were the builders. I wanted to see their stats, and suddenly he died!
I thought, shit where is the enemy? Then I clicked the second one, and he died too. Change it, it's very annoying,
or deselect, give a warning in quest log or that he dies in one second, or sth like that.
8. Maybe make different races? So that you can choose at the beginning.
 
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Level 14
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Dec 12, 2009
Messages
1,027
Thanks for the feedback!!

~The heroes will get triggered abilities, prob not until v3.0 though
~There will be different races to choose from, we (Crabby_Spider and I) haven't implemented the alternate footies yet; will be implemented by v3.0.
~The pathing is supposed to be tight, requiring the players to draw out the creeps; I'll work on the ranged hero's advantage.
~I like the idea of adding abilities to the footman, they'll be in the next update.
~The peasant is killed upon selection to prevent building exploits, and I'll make that more obvious so as to avoid confusion.
~I'll see what can be done to spice up the rounds, in terms of making each round unique.

//\\oo//\\
 
~The peasant is killed upon selection to prevent building exploits, and I'll make that more obvious so as to avoid confusion.

there is an option, where you can make a unit to a worker.
It's called Ward or sth like that. That makes, that you can select your unit, it belongs
to you, but you can't do anything with the unit
 
Level 14
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1,027
there is an option, where you can make a unit to a worker.
It's called Ward or sth like that. That makes, that you can select your unit, it belongs
to you, but you can't do anything with the unit

Ok, is this an ability or or a stat for the unit? Because that's exactly what we've been trying to do: make the unit owned by the player, but unable to take commands from the owning player.
 
Level 13
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Messages
1,198
I gave it a try but ran into bugs with the flag...also it wasn't clear what to do with the flag until i typed, "iseedeadpeople". (flag goes missing and can't find it is a very big bug, needs fixing)

i recommend learn vjass to make finding errors in code easy.

i only played one hero, and you have a lot of heroes to choose from, they might be fun heroes...but the gameplay seems very linear.

why are we asked to try to make townhall invulnerable when we do not even have pressure of losing townhall? maybe this is just something that sounds odd for early game. maybe in later game it makes more sense. but as far as i can tell, everyone goes to the middle of the map and avoids eachother. maybe it doesn't happen so much this way with full house. i played a test run with it with just 3 comps and we were all far away from eachother that we never encountered eachother until we got to the middle of the map.

also, i don't really like that the map is 3v3v3v3...imo it should be a complete ffa. but oh well...

the heroes seem cool although like i said i only played one, it's nice to see you know how to do the give the hero another weapon thing. also being able to tell if there is a computer player playing or not is cool. mostly everything seems very much like amelee map, which really reminds me a lot of my lord of the hill map...which if i remember right was buggy...and map protected...lol. it was pretty well designed though at least in my opinion and i liked it better than your map, at least somewhat.

i guess what i don't like about this game is how so much is automated. you cannot build anything. it almost feels like dota or enfos but the heroes are either not terribly interesting...or the fights are almost non-existant until you get to the middle.

i think the terrain is too complicated and treacherous. i think a simpler terrain to allow easier traversing would be better. that way players could choose to clash with eachother and maybe level up their hero more.

got a question...can you only have one hero? imo, you should unlock ability to hire more heroes. 3 max is fine. it would make the game a lot more fun. you already have soo many heroes. you might as well enable the players to make the game feel better.

your map has a big 'melee'/'ladder' feel to it. so take off so many restrictions that you have...like not being able to build towns, and not being able to go past one hero. that's my opinion. which can make the game more fun. maybe you should make a special kindof techtree to build which only exists in KoTH. or maybe just be lazy and ask player to choose their race. but give a little more excitement somehow like that, i think.

oh yeah, here's one more tip...in my loth map, i made it so the heroes all had special attributes and bonuses from those attributes, so that they were stronger than the melee heroes in late game...something that could be nice for your heroes too i think to spice things up a bit. just an idea...it worked out really great in that map, anyway. not saying it would here, it's just a thought.
 
Level 14
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Dec 12, 2009
Messages
1,027
I gave it a try but ran into bugs with the flag...also it wasn't clear what to do with the flag until i typed, "iseedeadpeople". (flag goes missing and can't find it is a very big bug, needs fixing)

i recommend learn vjass to make finding errors in code easy.

i only played one hero, and you have a lot of heroes to choose from, they might be fun heroes...but the gameplay seems very linear.

why are we asked to try to make townhall invulnerable when we do not even have pressure of losing townhall? maybe this is just something that sounds odd for early game. maybe in later game it makes more sense. but as far as i can tell, everyone goes to the middle of the map and avoids eachother. maybe it doesn't happen so much this way with full house. i played a test run with it with just 3 comps and we were all far away from eachother that we never encountered eachother until we got to the middle of the map.

also, i don't really like that the map is 3v3v3v3...imo it should be a complete ffa. but oh well...

the heroes seem cool although like i said i only played one, it's nice to see you know how to do the give the hero another weapon thing. also being able to tell if there is a computer player playing or not is cool. mostly everything seems very much like amelee map, which really reminds me a lot of my lord of the hill map...which if i remember right was buggy...and map protected...lol. it was pretty well designed though at least in my opinion and i liked it better than your map, at least somewhat.

i guess what i don't like about this game is how so much is automated. you cannot build anything. it almost feels like dota or enfos but the heroes are either not terribly interesting...or the fights are almost non-existant until you get to the middle.

i think the terrain is too complicated and treacherous. i think a simpler terrain to allow easier traversing would be better. that way players could choose to clash with eachother and maybe level up their hero more.

got a question...can you only have one hero? imo, you should unlock ability to hire more heroes. 3 max is fine. it would make the game a lot more fun. you already have soo many heroes. you might as well enable the players to make the game feel better.

your map has a big 'melee'/'ladder' feel to it. so take off so many restrictions that you have...like not being able to build towns, and not being able to go past one hero. that's my opinion. which can make the game more fun. maybe you should make a special kindof techtree to build which only exists in KoTH. or maybe just be lazy and ask player to choose their race. but give a little more excitement somehow like that, i think.

oh yeah, here's one more tip...in my loth map, i made it so the heroes all had special attributes and bonuses from those attributes, so that they were stronger than the melee heroes in late game...something that could be nice for your heroes too i think to spice things up a bit. just an idea...it worked out really great in that map, anyway. not saying it would here, it's just a thought.

Well,

1. By destroying an earlier building, all later buildings are also destroyed. I've done it to prevent several opponent wins. Usually the town hall is safe, but not always.

2. its actually a 12 person ffa. the nearby lanes are NOT friendly.

3. As for the automation, the builder is on a set path yes, but if you prefer to micro you can disable the auto-orders for the defenders.

4. The terrain is narrow yes, but you can usually draw out the creeps to surround them. In the game, your greatest opponent is the clock. Anything you can do to minimize the time required for building the next building (including travel time) will significantly increase your chances of winning.

5. Only 1 hero is allowed, yes, but there is no 'max' level that you'll be able to reasonably reach. You can boost their attributes at the shop and with certain items. Items are somewhat underdeveloped, yes, but I'd rather not have super complex things to collect and combine. I want players to grab something and use it. This is basically a hack-n-slash with a good dose of strategy. Even if you can't win, you can still decide who won't win.

6. I like your attribute bonus idea. The intelligence heroes (spell based) are currently under-powered and I've no real idea what to do with them. Thanks!

//\\oo//\\
 
Level 5
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Ok, is this an ability or or a stat for the unit? Because that's exactly what we've been trying to do: make the unit owned by the player, but unable to take commands from the owning player.

i can help you out with basic problems like this !!!
im good in gui, heres how you would do it
a unit is selected
selected unit equal to peasant (or unit type of peasant), player equal to owner of selected unit
order player to deselect unit

made this quick because i had to go, but i want to help you with your map, i can help with teh custom spellz

btw make sure to check for leaks
 
Level 28
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Jan 26, 2007
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4,789
i can help you out with basic problems like this !!!
im good in gui, heres how you would do it
a unit is selected
selected unit equal to peasant (or unit type of peasant), player equal to owner of selected unit
order player to deselect unit

made this quick because i had to go, but i want to help you with your map, i can help with teh custom spellz

btw make sure to check for leaks
Unfortunately, you'd still be able to give commands and you wouldn't be able to really check the stats.
 
Level 5
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Apr 19, 2009
Messages
165
Unfortunately, you'd still be able to give commands and you wouldn't be able to really check the stats.

how could you check the stats? if you selected the unit it would be unselected, and if it was in a unit group it would either deselect the unit group or only deselect the unit, and it is instant, meening you cant order it to move.

explain to me how it is possible to give commands.
 
Level 28
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Jan 26, 2007
Messages
4,789
It isn't "in an instant", it takes about a second to deselect it.
And you can't really check the stats because one second isn't always enough to check HP, mana, all other things you want to check.

So you can give commands by selecting the unit and giving a command, as long as you're fast enough.

And I think that not being able to see the unit at all wasn't the point either...
 
Level 14
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1,027
I actually already solved this problem. I made the peasant a "ward", in object editor, preventing players from using any of it's abilities. This turned out to be much cleaner and much more effective than anything I could do with GUI.

crawlers~ I'm glad you'd like to help out with the heroes and their spells. Feel free to test the game by yourself or with a friend (it has a fully functional AI, aside from heroes using spells). The intelligence heroes are all wip. If you have ability suggestions, then make them here please.

Unless ap0c insists I go to map development and start a thread there.

//\\oo//\\
 
Level 5
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Messages
165
few things i found:

whoever wins the first round will have a large advantage over everyone else, and will generaly win the second round, and if he does he will be very powerful and wealthy meening for sure he wil win third.

int heroes do a lot of damage and have little health.

for new races, i have idea for first one :D spiders.
instead of just having different moddels, here is my idea.
spiders would be weaker health but would have a parasite (1 dps 100 sec) and if a unit died by it, a egg would spawn which hatches into spider in 25 sec (the egg would have same stats as spider but no attack or move and could be walked over).

once you make a building invulnerable, just pick up the flag and keep marching so you dont need to go all the way down to get it again.
 
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While it's true that whoever wins rounds 1 and 2 gets a large advantage, they're not gaureenteed to win the round that matters, the final one. Usually I test with KoTH's co-author Crabby_Spider, and I destroy him. However, he can prevent me from winning by blocking me out while another player walks up unharrassed.
So even if you can't win, you can usually decide who else won't win.

The int heroes are effective only early game. Later on they're pretty weak. Of course, KoTH is a race, not just a battle. Matches should last between 30 and 45 min.

By races, did you mean hero or defender? Because I will set up different defender options, much like what you see in Footy Frenzy.

Hint: There's a way to make buildings vulnerable again, forcing them to come back and rebuild it if you destroy it.

//\\oo//\\

Edit: How many AI did you play with? (4,8,12 player matches are best)
 
Level 5
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While it's true that whoever wins rounds 1 and 2 gets a large advantage, they're not gaureenteed to win the round that matters, the final one. Usually I test with KoTH's co-author Crabby_Spider, and I destroy him. However, he can prevent me from winning by blocking me out while another player walks up unharrassed.
So even if you can't win, you can usually decide who else won't win.

The int heroes are effective only early game. Later on they're pretty weak. Of course, KoTH is a race, not just a battle. Matches should last between 30 and 45 min.

By races, did you mean hero or defender? Because I will set up different defender options, much like what you see in Footy Frenzy.

Hint: There's a way to make buildings vulnerable again, forcing them to come back and rebuild it if you destroy it.

//\\oo//\\

Edit: How many AI did you play with? (4,8,12 player matches are best)

i ment a race for defender

I am aware of how to make a building vulnerable

i played with 4 AI and my friend.
 
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