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Kul Tiras Campaign v1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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This is a first attempt at making mission 1 for a Kul Tiras themed campaign. Plunder Isle (Blizzard melee map) was used as a template since I was not interested in spending ages making the terrain. It doesn't have cutscenes yet but it should otherwise work. Naga AI will attack player base and ally villages periodically. Player wins when he destroys Naga bases. Player loses if ally town halls are destroyed. I wanted it to be if all ally villagers are killed or if X number of ally villagers are killed but I couldn't figure out how to make it exactly like I wanted so I settled for this simpler version. This is for testing purposes. Thanks to anyone who plays and tests it and gives feedback.
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Kul Tiras Campaign v1.0 (Campaign)

Level 8
Joined
Dec 2, 2015
Messages
235
* The only ranged troops are only available at the town hall.
* The Animal War Training upgrade still has that name in the tooltip.
* No siege units, and why is there a workshop in an allied base?
* No units that use the gunpowder upgrades.

(1) Not entirely true. The priest and the hydromancer are supposed to serve also as ranged support units as well as their caster roles. They benefit from blacksmith upgrades for that reason, to keep their damage a bit more competitive. But otherwise, what is your meaning on it exactly? Was it cumbersome because you wanted to train them from the barracks? Did you just find them lacking? I was going for an early campaign style where you haven't unlocked the full techtree yet which is why I limited the techtree. I didn't want to limit it too much though especially as the build up can't be as gradual since I intend only make about 4 missions for the whole campaign.

I would really like to give the Kul Tirans a custom ranged support unit though. Dwarven riflemen are cool and all, but I was hoping for something different for this campaign. Just as a part of the overall flavor.

(2) Thanks, I will fix that.

(3) No seige units was intended. Just a part of the challenge and the limited first mission techtree. The workshop in the allied base is just a part of trying to give the town a bit of character and because it has a cannon tower defending it. Did you find a lack of siege very cumbersome? Maybe I could make the workshop in the southern base rescuable so that the player can get siege units but only after a little bit of effort.

(4) The ranged units are all supposed to use them (spearman, hydromancer, priest), but if I accidentally made everything benefit from the melee upgrades then I will fix that too.

Tyvm for your feedback.

This should be put in this forum instead:
Map Development

I would really lower the rating of resources with maps made by Blizzard. Use templates the Hive community made/make instead. That way it's a bit "original".

I don't know how to move my thread. Is an admin needed or is that something I can do myself? I also don't know how to lower the rating of the resources. I am not sure what that means, what the current rating is, or if I ever set a rating.

But as for being original, I don't really claim to be. I am just trying to make something fun. I don't see using a Blizzard skirmish map as any different than using a custom model made by another player. I didn't make it and someone else put a lot of work into it and I don't pretend to claim that as my own.

I do want to try to remember to keep track of everything I use though so I can credit people. So far it's the map by Blizzard and the custom daelin on mount model by... uh, some guy... hold on a second...

Ujimasa Hojo is the name and here is the link to the stuff.

Ujimasa Hojo's Resources Discussion

Anyway, thanks for your feedback.
 
Level 8
Joined
Dec 2, 2015
Messages
235
I believe I fixed all the bugs mentioned. Hydromancer and priest were being affected by ranged upgrades from blacksmith as intended, but militia spearman was not. Now he should be. I also added a footman archer and a footman crossbowman. Archer is long ranged and shoots a little faster. Crossbowman is shorter ranged and hits harder. They should synergize well. They also should use ranged blacksmith upgrades. Elite War Training tooltip should be fixed now. I placed a couple of archers and crossbowmen onto the map but otherwise I didn't make any other changes.
 
Level 8
Joined
Dec 2, 2015
Messages
235
Yeah, I'm kind of bad at... uh, I don't even know the word. I don't think it's programming.

Anyway, not great at mapmaking, lol. I think I could probably figure out how to make quest updates. That doesn't sound too hard.

I have no idea how to make actual AI though which is why I made their attacks via spawning. I tried not to make it look too terrible since the naga attacks are coming out of the water which should kind of suit the theme.

Thanks for playing again.
 
Level 8
Joined
Dec 2, 2015
Messages
235
The waves are triggered to stop though. If you destroy the temple of the tides the waves from that base are supposed to stop spawning. So like if you destroy the purple temple of the tides then the purple waves that attack both the player and the ally will stop spawning.

Was that not happening? Maybe I did the triggers wrong, but when I did it myself I thought it was working.

Or do you just mean it would be better if each specific type spawning was cancelled by specific buildings? That might be better but I am a bit lazy to do that... lol.

Edit:

If you are curious, my current to do list regarding this little project is thus: figure out how to make quest updates, figure out how to make better AI for following levels, make cutscenes at start and end of this mission, and make sure hero is being saved from mission to mission (I already started work on that, but I can't confirm if I did the cache stuff right yet).
 
Last edited:
Level 19
Joined
Jan 22, 2011
Messages
3,968
Please don't double or triple post again. Also, yes, you need a moderator/reviewer too move a thread.
I will check this out.
Please do make the description bigger though, if you are planning on making a campaign, you should add lore, info of the heroes, the setting (normal Azeroth, alternate Azeroth, totally not Azeroth) as well as a bunch of info about the race/faction you play as.
I will still check out how it works, I am putting it into awaiting update for now.
 
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