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Market Madness

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Market Madness-The Spiritual successor to Cherryville Chaos


at first I really don't understand the map,I was startled I said ''what the!!???!!!???! why did my units loss there health lol this game suks'' an then I started reading the instruction and still I don't understand
most of those addons seem pretty annoying for a normal game
I actually dont quit understand the map at first but it seems this map is non-understandable could use some work on the discription maybe you could put some instruction clearly rules seems broken

Ah, poor Cherryville Chaos. So why not amp up the number of random rules from 17 to... 34??? Now including a hero with fully custom voice lines, and one with mostly custom voice lines. Take your common sense and desire for balance and put it in a trash can, because I don't want it.

Da Rules
Voting is for scrubs, so the host gets to decide between 1(why even play at that point?),3,6,9,12,15,MAXIMUM CHAOS(30)(Not actually 30), or Unchaos. They might also choose WIP if they are stupid. A number of rules will be randomly selected to be active throughout the game, equal to the number picked. MAXIMUM CHAOS enables all 34 rules. The rules enabled by Unchaos will be marked below, and are also visible in the quest log, but you may be too busy for that.

*Rule 1:
The tech maximum has increased from 3 to 15 for weapons/armor. Each race also has 2 techs that go up to level 5.
Human
-Long Rifles
-Animal War Training
Orc
-Berserker Strength
-Troll Regeneration
Undead
-Ghoul Frenzy
-Skeletal Longevity
Night Elf
-Improved Bows
-Upgrade Moon Glaive

Rule 2: When units are killed, there is an 80% chance to generate a weak permanent minion under the killer's control. This does not happen if the unit is also controlled by the killer, the unit is mechanical, or flying, or is a minion spawned from this event.

*Rule 3: Hero Cap With this rule, heroes are no longer limited to level 10.

Rule 4: Free Workers Peons, Peasants, Acolytes, and Wisps no longer cost food.

Rule 5: Thunderstorm Lightning crashes down randomly, doing damage to anything it hits.

Rule 6: Guardian Angel At noon, angels bathe you in holy light, healing every unit.

Rule 7: Midnight Curse Just before midnight, all units take a great deal of damage. Though this is only a 'minor' effect, it's screwed me over a lot of times, so watch out.

Rule 8: Communism! At dawn and dusk, gold from all players is added together and redivided evenly, along with a small bonus for working together. The same happens for lumber.

*Rule 9: Bonus Experience When killing an enemy unit, heroes get Enemy (Level*10)+5 experience. Summoned units grant half this.

*Rule 10: Items Units that die may drop items!

*Rule 11: Stackable Items Shops at the north and south ends of the river sell some new items. They don't have much effect individually, but you can stack as many as you can afford.

*Rule 12: Salvage Enemy Gear Killing any enemy gives bounty. Hooray!

*Rule 13: Stackable Items Non permanent items stack. Must have an open slot in inventory to pick up the item before you combine it.

*Rule 14: Universal Upgrades Universal Upgrades apply to all units with the relevant attribute. Universal attack affects all units with an attack. Universal defense affects all units with a defense upgrade. Hero units have been given 1 defense upgrade bonus per level. AI players have a 75% chance every 2 minutes to gain a universal upgrade.

Rule 15: Grab Bag
Pulls from an assortment of effects every 45 seconds.
OPTIONS
-Switches the current mana and life of a unit.
-Sets current mana and life to average of current mana and life.
-Respawns up to 20 destructibles.
-Units with less than 90% Mana lose health and gain mana at a 1:1 ratio. If this kills the unit, it does damage in an area dependent on max mana.

Rule 16: Unstable Form 1/2000 chance of an attacked unit turning into another type of unit currently on the map.

*Rule 17: Elixer(sic) of Potential Adds Crazeelixer, which resets hero level, but increses the hero's stats and the experience rate gain of the player.

*Rule 18: Item Fusion Fuse Permanent items for stronger versions of themselves. (Goes up to +12 on stat items, and +15 on claws of attack)

*Rule 19: Veteran Status When a non-hero kills a unit, they gain veteran status, which gives a chance to deal critical damage and evade.

*Rule 20: Creep Respawn The North and South bandit lords respawn every 60 seconds(I'll finish up the other camps later(I will not do this))

Rule 21: Pig of Power If your pig of power dies, you become an ally of the player who killed it. And you have to pay them taxes! Just awful! (Uh full disclosure, I made this on an old computer without multiplayer capability and AI aren't very good at testing this sort of thing. Looking back at the code, I'm 80% sure it'll work. If not, the piggy still gives you nice buffs!)

*Rule 22: Advanced Magic More magic, MORE! Spellcasters now have 5 spells, and their upgrades go to 10! New Spells granted at research level 4 and 6.
Custom spells:
Human:
Sorc-Burning Magic, Familiar
Priest-Healing Wave, Resurrection
Orc:
Witch Doctor-Serpent Ward, Life Saving Measures
Shaman-Embrace of Stone, Meteor Swarm
Spirit Walker- Cow Patty, Make Steaks?!?!
Undead:
Necromancer-Call of Undeath, Gruesome Experimentation
Banshee- Song of Discord, Wail of the Banshee
Obsidian Statue-Black Statue(Doesn't actually need this rule because they don't have an upgrade)
Night Elf:
Dryad- Entangling Roots, Inevitable Reclamation
Druid of the Claw-Hibernation, Call the Forest Horses
Druid of the Talon-Storm Surge, Blessing of the Wind
(Probably one of my favorites; Necro spell isn't as in depth as I'd like it, but I'm sure it will be even better in my next map :))

Rule 23: Rebellion Losing units makes your people unhappy. If your rebel sentiment is over 100, then there is a chance the next time a unit dies there will be a rebellion among your ranks! (Extra Radically alters gameplay, more so than the other Major Rules: Rebel sentiment(RS) is calculated by the food cost of the unit that dies+1 added to RS. Structures and illusions are exempt. When RS is over 100, all of player's (non-hero)units are checked, given random number from 1 to RS. If number is >100 that unit rebels. If any unit rebels, RS is set to 0)

Rule 24: Butterfingers Whoops! When a hero dies, they have a 1 in 12 chance to drop each item they are holding.

*Rule 25: The Dead Walk When a unit dies after dusk, but before midnight, they leave a permanent corpse. It will come back to life at midnight. (Farm those critters!)

Rule 26: Ice Lord The Ice Lord makes his rounds, attacking who he pleases. His army and personal strength grow over time. Cut him down to slow his growth!(Spawns South Mid. How farmable is he? Depends on how laggy those crows are being)

*Rule 27: Healthy Trees These trees are stronk, and are 10x as healthy!

*Rule 28: New Heroes There are new heroes for hire in the tavern! Avatara and Wizard of the Coast. WotC uses 10 food. Avatara has voice lines!

*Rule 29: Kinslayer Your units seek blood! If they kill a unit of the same type, they gain the Kinslayer ability, which increases attack and movement speed. After 10 levels of this, they receive a 3 bonus damage per kill.

*Rule 30: Azeroth Prime 1 day shipping on these fancy new items that can be found in the center of the map. Order now! Adds 4 fancy new items.

Rule 31: W A L L At 6:00,12:00,18:00, and 24:00, there is a chance for walls of flame to spring up. They simply cannot be passed by ground units, they deal no damage. These occur in fixed locations, and they are reset every time this event triggers(however a wall can appear in the same place several times in a row). (Not great for AI, but I imagine it would add an interesting element for human combat.)

*Rule 32: Rich Merchant Somewhere out there is a rich merchant. Find him, kill him, AND TAKE HIS MONEY! He's called an arrogant merchant in-game to make you feel less bad about killing him. Not that you would feel bad anyway, you psycho.

*Rule 33: Creepy Reinforcement The creeps get creepier, they are recruiting backup as well! Every 60 seconds, a random creep gets a random creep. Creepy!

*Rule 34: Midland Heroes Three great heroes are available in the Mercenary Camps. Only one of each is available, they do not cost food, and do not count towards your hero cap. The latter two will only appear once their predecessor has been hired. (Don't worry, I did not add the Eclipse in this map)
Universal Changes: All town halls have 5 levels. Each race has an upgrade for their food and for their towers.

Well, there you have it! I finally bought Reforged, so this is my last map that was made just for Classic. Now that I have access to a modern computer, who knows what wHaCkY rules will be present in the next installment? Those with trashy taste, remember to leave a 1/5 for 'poor balance' lmao
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Market Madness (Map)

Reviews
deepstrasz
No credits list. Substandard.
Well, this is a fun idea. However, it is indeed quite chaotic to a degree, but manageable. The most annoying part is I have no choice on which 'Chaos' element I want to apply to the game. Some of the elements are more annoying than others, too uncontrollable, and not fun. Some others are just plain cool (like the upgrades, commie), and much more interesting toward the gameplay structure (commie, for example, enforces heavy utilization of resources in time).

Of course, one would not expect a heavily balanced situation on the game, but it is quite balanced to a degree. The problematic ones would be the ones like the 'Lightning Bolt' element, or the Dig Mine popping Gold Golems out of the blue would be a big pain point to deal with. However, it is fun and something I could consider recommending if people want a refresh from the common melee.

I'd give this a 3/5 with a borderline of 4/5 (at least give some sort of hint about those Gold Golems?). Some effect like mutation seems to be not triggering, and the piggy rule seems broken. Also, stealth tower, please. Here's a video of my gameplay.

 
Level 21
Joined
Dec 4, 2007
Messages
1,478
Quite the interesting concept (had something similar in mind the other day).
And as Daffa pointed out: a vote/choice system or even drafting some rules out would go a long way.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,828
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Market Madness

Awaiting Update.


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  • 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.
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