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Mazing Contest v3.3

Mazing Contest 3
Created by Pender / modified by Elvenking

(24 player map, description is somehow bugged)
This project is no longer retired as i decided to release a new major version v3.0 with Warcraft 3 Reforged so everyone who played Mazing Contest still recognizes the map.
I am sorry to have caused so much confusions with my several versions and will therefore only upgrade this one from now on.
All information about mazing contest XL and ultra was merged into this project.
For more tips and tricks about mazing contest and a growing community please join my discord channel:
Join the Mazing Crew Discord Server!

Beginner Info:
Everyone who never played my "enhanced" mazing contest version please make sure to atleast read this.
This map is based on mazing contest 1.2 and therefore I balanced range/clap frequency to fit the classic gameplay.
Many people notified me that the clap range is bugged in 1.2 and not consistent in all 4 directions of a tower so as only difference compared to the v1.2 I fixed this wrong clap range.
This changes the gameplay in a way to make it fair for everyone as 3-4 clap setups will work consistently.

The dialog structure is more complex than the classic dialog in v1.2 so i decided to add an simple menu style option as of mazing contest 3.0.
Please make sure to use simple menu style on your first time playing this map.
The simple style auto selects normal mode and displays just the game option dialog where you can configure rounds/time/selling/...

As last tip I can give you, make sure to check out demo island (v3.0) as it shows how to maximize the slow output of thunderclap towers and how to properly build checkpoint mazes.

Intro maze showing thunderclap range and cooldown:

RGyZMSc.jpg



Map Info:

I had so much ideas on extra modes, so I created this map.
The layout is copied, but the triggers were partly rewritten by me.
In addition to the original version by Pender I made an huge bugfix to the thunderclap ability.
There were situations in "classic mazing contest" where the thunderclap did not cast/hit (top right corner),
since version 2.9 the ability will consistently hit around 250 distance.

Goal:

Mazing Contest is a competitive tower building map which revolves around constructing the best maze and will challenge your mind.
Gameplay is round based with limited resources and time to finish your structure.
Be creative and think fast!

Features:

Game modes:
  • Normal: Build the longest maze. 0-2 Thunderclap towers help you slowing down the runner.
  • Speedtower: 1-3 towers are spawned which increase the speed of your runner.
    Reach the longest time and avoid or negate speedtowers.
  • Expect: Reach a given time between 5-32s with your maze (towers are same as in normal mode)
    Expect mode + checkpoints will show 2 numbers. One is duration to flag from start and the other is duration to exit from flag.
    This means the second time starts counting after you reached the flag!
  • Speedrun: Try to get the shortest time, 2-6 thunderclap and a lot of blocking towers will be in your path
  • Traps: Small traps spawn in your maze that teleport the runnder back to the start upon activation.
    Traps can only be used one time, so build your maze carefully to make maximum use out of them.
    Important to notice is that you have to force the runner to directly step on it or it wont trigger the trap.
    Sometimes pathing can choose to dodge the trap so make it non-dodgeable to be sure!
    Version ultra 1.5 fixed trap spawn points to ensure they are the same for all players.
  • Manatower: Reach the longest time and do not let your runner die from mana loss or he will be teleported to the exit.
    Under 50% mana your runner will be slowed by 45% because of heavy blood loss!
    Lumber in this mode is randomly 1 to 3 and the mana towers have the exact same range as thunderclap
    or speedbuff towers. The mana restore ability has a cooldown of 5 seconds and a delay of 1 second until it restores.
    As of version mazing contest ultra v1.5 the healtower mode was changed to manatower mode!
    Hint: During the first round you can change the maximum mana to 10, 15 or 20 by using the -settings menu. More mana might make the mode more interesting in XL.
  • Random: each round is randomly 1 out of 7 modes. Reach the individual goal and get the most points. Points are given according to your performance.
  • Custom: create your own mode with several dialogs options

  • Penalty: Unspent ressources will give you a time penalty. Gold -0.5s Lumber -3s
    (this sub-mode was moved to -settings menu)
  • Infinite rounds: It is not really a game mode, but I want to metion this here too. In the game options you can select ? as rounds (total time mode).
    This means that the game has infinite rounds and will end if no player has build time left.
    The uniqueness of this option makes it to a "sub-mode" where you have to be as fast as possible in every mode.
Game options dialog:
Game options can be configured in the seperate dialog showing always after choosing the game mode you want to play (or after choosing map size in simple menu style).
  • Rounds: Total number of rounds to play.
    ? means infinite rounds (only in total time mode).
  • Time: Building time you have. Can be set per round or as total time depending on the choosen time mode.
  • Time mode: You can choose between round time or total time.
    In round time mode every round has the same building time (constant).
    In total time mode every player has an own timer for building.
    It is important to end the round with the "ready" button in total time mode.
    If a player runs out of building time he has to wait until the game ends.
    Hint: In total time mode you can choose infinite rounds as extra option!
  • Fog: If enabled you can't look on other players while building (useful in some modes).
  • Selling: Enables selling of towers you have built (gold and lumber is refunded).
    You can also set a cap for selling, this adds a time penalty for selling more towers than the cap.
    Penalty will increase with every further sell until it reached 10s so be careful.
  • Tower bombs: If enabled you get randomly 0-2 tower bombs into the inventory of your builder, which allows you to destroy any tower in your maze.
    Usually you want to use bombs to remove some red towers that block a good path.
  • Checkpoints: You can place a checkpoint (item) anywhere in your maze and the runner will go there first.
    To do this you simply drop the item on the ground where you prefer.
    If you place it somewhere inaccessible the runner will try to reach it as far as possible before going towards the end.
    This mechanics alters the maze building significantly and you build structures similar to Gem TD for example.

    If you set this option to "random", the flag will be randomly placed each level (in sync for all players).

    Should you manage to get your runner stuck the game will send it to the exit after 90 sec.
    Also players can use the -unstuck command to send their runner towards the goal.
Settings dialog:
Mazing contest ultra 1.5 added the new feature of an extra settings dialog.
To open this dialog the mode selector has to type -settings (or -s) during the first round.
You can only open this dialog once and no longer past the first round as it might be
unfair for other players to suddenly change something again.
Currently the dialog has not many settings but this might change with future map updates.
Available settings:
  • Bonus build time (if total time not enabled): Everyone receives additional build time every round.
  • Bonus Gold (all game modes): Everyone receives additional gold per round depending on the bonus gold setting. This setting helps you to avoid low gold rounds which are usually boring.
  • Bonus Lumber (all game modes): Everyone receives additional lumber per round depending on the bonus lumber setting.
  • Bonus tower bombs (if bombs enabled): Everyone receives additional tower bombs per round.
  • Enable penalty mode (all game modes): Unspent resources will reduce your total time.
    Please be fair and ask before enabling it^^.
  • Disable antiblock system for checkpoints (only if checkpoint option enabled):
    Turns off the antiblock system just for checkpoints so you can again block them off like in the older versions.
  • Change max mana of runner (only in manatower mode): Allows you to change the maximum mana value of the runner
    so he doesn't die that fast and has a longer slow duration.
  • Traps reset checkpoint (traps & checkpoints have to be enabled): After the runner visits a trap he will again go to the checkpoint even if it was already visited before.
  • Fast runner mode (not in manatower or any speedtower mode): The runner will be about 50% faster and thunderclap towers are adjusted to match this.
  • Restart the game (all modes): After the first round the game will restart.
    This might be useful if the selected gamemode is not correct.
Blinkmode (builder) feature
With mazing contest ultra 1.3 the builder unit got a new ability called blinkmode.
This ability changes the movement to constant teleporting around and allows you to build your maze very fast.
Especially on XL this might be helpfull to reduce the time running around and therefore losing time.
You can toggle to option on and off and it will stay activated after auto-restart.
a2LyWAU.jpg


Mazing score

I added a point system to version XL 1.8 which makes the map less frustrating.
Sometimes it can happen that you fail a round or forget to place your checkpoint which is impossible to catch up then.
Mazing points are a different way to win the game, you get +3 for being first and +1 for being second on time each round.
At the end of the game 2 winners will be shown (highest time and highest score).

Wc3stats
Mazing Contest is part of the new warcraft 3 statistics website wc3stats.com.
The website is still under development and will feature several interesting things such as
best maze times ever, timeline for each match showing winner of every round, custom map data showing several statistics to every game and much more...
Make sure to install their auto-uploader as it requires a replay from mazing contest ultra 1.5.2 to synchronize data into the leaderboard.
Mazing Contest is also taking helping in testing and improving the website, join their discord for more information :)
Warcraft III Stats

Mentionable mechanics:

Thunderclap towers: Same as in classic mazing contest, just to compare it with the speedbuff tower,
this tower slows the runner by 50% for 5 sec with 5 sec cooldown.
Hint: Range and cooldown was taken from the "classic" version made by Pender.
Fans of this so called "mazing contest Final 1.x" will notice an increased difficulty to get more than 2 stomps, but this is how the towers used to work!
Speedbuff towers: This towers will increase your runners speed by 50% for 3 sec with a cooldown of 5 sec.
The range of their ability is the same as the thunderclap towers slow.
This tower will also remove any slow buff on the runner!
Manatowers: This towers cast rejuvenation on nearby runners to fully restore them after 1 sec (also removing the slow effect). The range of this ability is exactly the same as thunderclap or speedtowers.
The cooldown of the restore is 5 sec. You wanna place the manatowers to maximize the slow duration of blood loss, just keep in mind that it restores 1 sec delayed!

I added a lot of customisability in this map with the extra game options after selecting the mode.
The game will automatically restart after 15 sec and you can choose a new mode to play.

XL size map Info:
This part of the map is basically mazing contest 2 with larger build areas.
There is no difference in game modes, except some rng numbers.
Most of the terrain was redesigned, just to not have a boring looking map with bigger size

Features:
  • Same game modes as normal size
  • Increased gold/lumber and rnd tower rate in all modes
  • Increased build times to 1:00 -> 3:00
  • Build area increased to 11x13 (143 tiles) from 8x9 (72 tiles)
Game mode changes:
  • Normal: 19-53 gold and 0-4 lumber now
  • Speedtower: 2-4 speedtower are spawned instead of 1-3
  • Expect: reach a time between 12-45s instead of 5-32s
  • Speedrun: 4-6 thunderclap tower instead of 2-6
Game option changes:
  • Tower bombs: 0-3 tower bombs instead of 0-2 and much higher chance to get some.
  • Time: All times were increased according (x2 of normal size)

Screenshots

XIMkBZs.jpg




Overview of whole map:
hVWe6Pp.jpg


Demo island:
BUgfJar.jpg




Map size dialog:
First dialog you see when starting the map
MsvEytY.jpg


Game mode dialog:
Second dialog you will see during the starting process (advanced menu style)
BqnxzAx.jpg


Game options dialog (simple):
Last dialog you will see during the starting process, finishes the mode selection
08FmE6z.jpg


Game options dialog (advanced):
TneQwXe.jpg


Game settings dialog with manatower and checkpoints enabled:
This dialog can be openend with -settings during round 1
PGBT2dD.jpg




Normal mode
aZyNrMJ.jpg


Speedtower mode
https://i.imgur.com/8DDpqs3.jpg
8DDpqs3.jpg


Expect mode
ceSBoVU.jpg


Speedrun mode
https://i.imgur.com/7Pu0C1B.jpg
7Pu0C1B.jpg


Trap mode
https://i.imgur.com/mVQOz7Q.jpg
mVQOz7Q.jpg


Manatower mode
https://i.imgur.com/SC8MvHG.jpg
SC8MvHG.jpg


Random mode
Random mode with all possible game options enabled.
https://i.imgur.com/GH4i4lf.jpg
GH4i4lf.jpg




Gameplay video:

Thanks to WTII for testing the 24 player version of this map (version 2.8-3).


Video of my personal best time in normal mode and normal map size:
Might also be helpful for some people to understand good thunderclap setups to hit 3-4 times ;)

Twitch streamer LForward testing the XL size of this map
Thanks for playing my map LForward :)


Change Log:




  • new game modes
  • replay after 10 rounds
  • ready button to start rounds faster


  • reduced start timer to 10 sec
  • changed thunderclap tower count in speedrun mode to 0-6
  • increased normal tower rate in speedrun mode
  • changed speedtower count in speedtower mode to 0-4


  • added map information to Quests(F9)
  • updated loadscreen description


  • Some changes to speedrun and speedtower mode to make them more unique


  • Added game options dialog (appears after selecting mode)
  • Option to change rounds (5/10/15/20)
  • Option to change build time (0:30/0:45/1:00/1:15)


  • Added fog of war option (if enabled you can't look on other players while building)
  • 2.51: fixed bug with fog of war not working at all
  • 2.52: fixed bug with fog of war being disabled after restart
  • 2.53: Improved speedrun mode: added algorithm to always spawn towers in middle


  • 2.6(alpha): Added random mode: Every round is one of the 5 "standard" modes
  • 2.6(alpha): Added new multiboard for random mode (point system)
  • 2.6(alpha): Added time mode option
  • 2.6(alpha): Round time mode is "old" system with constant build time each round
  • 2.6(alpha): Total time mode gives every player an own build timer
  • Added infinite rounds mode for total time option.
  • Fixed multiboard in random mode
  • Multiple fixes for total time mode to get it properly working.
  • Added better description of modes and options in quest menu


  • Fixed bug concerning left players causing to be rank 1 in scores
  • Fixed bug which made the last round not affect the final ranks
  • 2.7ptr: Updated the whole map to support 24 players


  • Some minor terrain changes
  • Added game option for selling
  • Added game option for tower bombs
  • Added build timer warnings for 15 and 5 seconds remaining
  • Builders are getting teleported back to their location in all modes now
  • 2.8ptr: changes were adopted here too


  • Major bugfix with tower bombs. Every unused spot spawned 1 item somewhere on the map.
  • Increased probability to get a tower bomb with this option (50% up to 75% to get one)
  • 2.8-1ptr: Adopted changes. Multiple terrain changes (beaches looked ugly and some small stuff)


  • added a small visual indicator to tower bombs, so you can see each others ideas
  • removed death animation of tower bombs so it doesn't block fast building (added a different explotion instead)
  • changed hotkey for ready button to R (was on B for eng clients and therefore not useable
  • first "real" bugfix in any game mechanics. Maybe some explanation first: There are basically 2 major bugs in mazing contest since it release (e.g v1.2 has this bugs too). Here are 2 scenarios bug 1: https://i.imgur.com/8ANQO2y.jpg bug 2: https://i.imgur.com/rakBIjx.jpg. I was finally able to fix the bug 1, so you won't have to build a tower on that X to make the clap trigger. Regarding bug 2 i did not come up with any solution yet. Still these are no new bugs and classic mazing contest has them too!


  • set hotkey for speedtower to G (it's more pleasant to build with B,G,T buttons)
  • fixed bug 2 with an algorithm to always stun in exactly 45 degree (top right corner) of a thunderclap tower.
  • fixed bug that tower bomb indicators didn't despawn after the last round and persisted forever if you restart the game.
  • 2.8-3ptr: updated with all changes


  • added new game mode healtower (+description in quests menu)
  • added a huge bugfix to the targeting mechanic of all special towers (thunderclap, speedbuff, healing). These towers will hit now consistent from every angle in 250 distance.
  • removed lot's of useless code from former attempts to fix this.
  • added -cam option and fix to save distance after round end (bug in XL version)
  • added 2 new abilities to the builder unit for zoom in and zoom out
  • all players are now allied, these should hopefully fix the issue that not everyone can read the standard ally chat (people usually don't press shit+enter to chat in all)




  • larger build areas
  • redesigned most of the terrain


  • fixed camera positions


  • increased number of gold to 18-50 in normal mode
  • minor terrain changes (added some features)
  • improved red tower variation in speedrun mode
  • some additions to credits


  • increased number of gold to 19-53 in normal mode (should be final value now)
  • added a small visual indicator to tower bombs, so you can see each others ideas
  • removed death animation of tower bombs so it doesn't block fast building (added a different explotion instead)
  • changed hotkey for ready button to R (was on B for eng clients and therefore not useable)


  • neutral units are back
  • first "real" bugfix in any game mechanics. Maybe some explanation first: There are basically 2 major bugs in mazing contest since it release (e.g v1.2 has this bugs too). Here are 2 scenarios bug 1: https://i.imgur.com/8ANQO2y.jpg bug 2: https://i.imgur.com/rakBIjx.jpg. I was finally able to fix the bug 1, so you won't have to build a tower on that X to make the clap trigger. Regarding bug 2 i did not come up with any solution yet. Still these are no new bugs and classic mazing contest has them too!


  • fixed bug 2 with an algorithm to always stun in exactly 45 degree (top right corner) of a thunderclap tower.
  • fixed bug that tower bomb indicators didn't despawn after the last round and persisted forever if you restart the game.


  • fixed all bugs concerning thunderclaps not working. Each angle should now have the exact same behaviour.
  • Removed unnecessary code from former fixes to increase performance
  • added -cam option so you can adjust the camera distance in the game
  • finally updated all the total times
  • fixed bug in total times, they were not working correctly for 15 and 20 rounds
  • added new game mode "healtower" (read description above or ingame)
  • (Note: When 1.29 is live mazing contest 2 becomes 24 players and gets all this fixes here too.)


  • again bugfix on thunderclaps. Increased range of the ability to 300 but trigger will only react at 250 range. This prevents thunderclaps that are castet but don't hit the runner.
  • reduced leak in healtower mode
  • reduced lumber in healtower mode to 3


  • fixed -cam option, it saves distance in the following rounds until game restarts
  • added 2 new abilities to the builder unit for zoom in and zoom out
  • all players are now allied, these should hopefully fix the issue that not everyone can read the standard ally chat (people usually don't press shit+enter to chat in all)


  • I decided to update the 12 player version again due to the fact that my 24 map seems to crash people in the next map they play
  • Implemented all changes from ultra versions. Checkpoints (random and normal), tower upgrades, unstuck systems, leak reduction, intro changes,...
  • Added a score system to the map (mazing points). This makes the gameplay less frustrating if you completely fail one round. The first player to finish a round gets +3 point, the second one +1 point. At the end of the game 2 winners are shown (highest time and highest points).





  • Mazing Contest 2.9 + Mazing Contest XL 1.7 (no further changes on the base maps)
  • integrated XL version into the classic size mazing contest map
  • created new terrain for 24 players in XL
  • added new dialog on start to choose game size
  • seperated XL and classic logic so the game can be restarted in any size again
  • further updates will now only happen in this combined version


  • Added new game option "Checkpoints"
  • Added inventory slot for checkpoint item (flag)
  • Added mechanic to reset your currently set flag via an item
  • Many bug fixes to prevent the game from getting stuck with checkpoints (there might still be bugs and I try to fix them as soon as i see one)
  • Added short overview of tower bombs to the game intro
  • Added short overview of the checkpoints option to the game intro
  • Applied all this changes to normal and XL size of the map
  • (uptaded) uploaded this version again with a small fix to custom game mode settings


  • Fixed some issues that cauzed the map to lag very hard
  • Added upgrade option from blocking tower to thunderclap tower if you enable selling
  • Added new game option "random Checkpoints", this will spawn the flags randomly and you can't pick it up (of course in sync for every player)
  • Added a few unstuck systems because of the bug that wc3 pathing sometimes bugs out if the flag is blocked.
  • Auto unstucker will send the runner to the goal after not reaching the flag for 90sec, this also gives a 60s penalty to the stucked player (fairness)
  • -unstuck command will send your runner to the goal and gives you a 30s penalty if it didn't reach the flag for atleast 1 minute
  • removed map leak from intro
  • (the version of this map uploaded to ENT has a better optimization with W3x2Lni v2.4.4) I somehow can't upload these optimizations to hive


  • (Small update compared to recent stuff but still some improvements)
  • Added point system to this version too
  • Added blinkmode (new) as ability to the builder. If you enable it your builder will teleport around instead of moving. This makes it easier to set some last second towers.
    There are some exceptions to the blinkmode, the builder will not blink if you use tower bombs or drop/pick the flag in checkpoint mode. If i enable blink for there too it bugs out and will never carry on the order it had.
  • Added some system for random flag mode to significantly decrease the probability of having a flag on entrance or exit of the maze. It is still possible but like 1 out of 1000 instead of 1 out of 100 rounds.


  • (small hotfix, map name had no character free to change 1.3b, but loadscreen is different^^)
  • fixed bug with tower upgrades which let stun not work if you press upgrade on last second (upgrade to thunderclap is now instant)
  • changed default camera zoom in normal map size to 2200 so it is the same as in the original map from Pender
  • fixed bug with hotkey for upgrade sometimes not working (hopefully it always works for you guys now)
  • fixed bug with mazing score to not work at all in every mode that had shortest time to win mechanic


  • Removed penalty from mode selection (you can still choose it during custom mode selection but I wanted to keep the base modes kinda interesting and fun)
  • Added new game mode "traps" instead of penalty. Description above, basically small traps spawn in the maze that teleport your runner back to start.
  • Added custom mode selection for traps and option to choose 1-3 instead of just 1 trap.
  • Fixed a bug that traps (and even checkpoints) could spawn and block the entrance/exit of the maze with their dummy tower.
  • Added 1-2 minute to the auto unstuck if traps and checkpoints used togheter
  • Blinkmode no longer disables on restart
  • Music at the end of game stops now after selecting a new mode.
  • Extended random mode to cover 7 different modes now (penalty is still in there)
  • UPDATE: Uploaded map again with small hotfix to trap + random checkpoint mode togheter. Also fixed flag and trap placement in normal size ( it used XL values for positioning ).


  • ESC button can be used to open the ready dialog now
  • Implemented antiblock system for checkpoint mode. Can optionally be turned off and auto-disables if a random flag would be blocked
  • Fixed wrong trap mode spawns, now every player has them spawned at the same point
  • Added upgrade functionality for all special towers if selling is enabled (only thunderclap towers had this)
  • Replaced healtower mode with manatower mode. Reason for this was the wierd behaviour of neutral units on low health, I kinda had to make tons of checks to prevent most bugs, but still the mode turned out to be quite laggy after playing for a while. Using mana instead of health solved all problems and the mode works finally without bugs when using checkpoints too
  • Added new settings dialog via the -settings command. Player 1 (or whoever selects the mode) can use this command during the first round once to change a few extra settings or even restart the map
  • The settings dialog has the option to enable penalty mode (all modes)
  • The settings dialog has the option to disable antiblock system for checkpoints (only if checkpoints enabled)
  • The settings dialog has the option to change the maximum mana of the runner to 10/15/20 (only manatower mode)
  • Implemented a system to never spawn checkpoints directly on the start or exit of the maze (it still can spawn bad but it's less likely)
  • Improved pathing in checkpoint mode to further reduce the chance of the runner getting stuck
  • Fixed wrong player control and therefore vision to some (supposed to be) neutral units on the normal size map for player red
  • Fixed a few more bugs in random mode
  • Known issues: Automatic unstuck system for checkpoint mode doesn't ignore left players.
    Multiboard sometimes shows wrong timers but the game still saves the correct ones (visual bug)!


  • After several small versions v1.5b, v1.5c, v1.5d, v1.5e i decided to make a minor release with v1.5.1. Map name still shows up as v1.5 but I updated the preview image to see the difference.
  • Round time options for XL map size are increased to 1:00 > 3:00 (up from a maximum of 2:00)
  • Antiblock system overhaul, old classic system got completely replaced by floodfill algorithm. This makes the map less laggy with many people, but a small blackscreen appears after playing the XL size map as quite a bit of memory will be allocated to manage the arrays.
  • Added w3mmd library to save data into replay files.
  • Mazing contest got added to wc3stats.com. This website is still in development and acts as statistic/ladder platform for warcraft 3 maps. To upload your stats automatically you have to install their replay uploader and it should show your games in the mazing contest section.
    Warcraft III Stats
  • Implemented placement system so wc3stats gets a final winner after every game. The winner will be the person with most wins by time > wins by score > total score (in case of a draw, the next value will be compared).
  • Added new game setting for bonus gold. Bonus gold can be set to 0/5/10/15 and will give everyone the set amount of extra gold every round. This might be useful for people that hate low gold rounds^^.


  • Fixed 24 player bug on wc3stats.com
  • Make sure to upload your replays or install their auto-uploader if you want to show up in leaderboard :D.


  • Expect mode: changed random time for XL size to 15-48s
  • Setting for more tower bombs [Extra bombs: 0/1/2]
  • Setting for time penalty on selling [Free sells: x/1/2/3]
  • Add discord link to lobby
  • Expect mode + checkpoints will show 2 numbers. one is duration to flag from start and the other is duration to exit from flag
  • Big Lag reductions (map is hopefully playable with 24p now)




  • Merged everything into a new major version 3.0
  • New command to set camera fast to other players
  • Revamped menu, option for simple menu (default, less customization) and advanced (showing more options)
  • Simpler intro just showing a basic maze and clap range
  • Demo island showing more maze examples for beginners
  • Change penalty sell mode to cummulative penalty (1s > 2s > 3s > ... > 10s)
  • rating based on rounds played
  • Reforged friendly tower models
  • Blocking towers can be built with F hotkey too (default hotkey B still works)


  • New tower you can use to check flag spot as the new model hides it
  • fixing speedtower negating slowtower buffs like it used to work before wc3 patch 1.30. This will make speedrun/speedtower mode more interesting again.
  • Remove expect mode 0s chat spam if you have no checkpoints active
  • Remove 0 score message as it spams chat in 24 player games
  • Setting for bonus lumber
  • Setting for double build time
  • Setting to reset flag visited after the runner hits a trap


  • All special towers have got a range indicator ability now
  • Changed double build time setting into bonus build time (+0/15/30/45/60s)
  • The start game timer will now be stopped while the -settings dialog is open
  • Changed maximum maze time to 1000s as it happened in XL mode that the maze can be longer than the previous cap of 300s which ends up being shown as negative time
  • Setting for fast runner mode (only works if no mana or speed tower is in the game). The runner will be around 50% faster if this mode is enabled. Thunderclap towers also got a 50% shorter cd on their clap ability.
  • Added the new range indicator to the intro maze and demo mazes
  • Ghost tower will only be available in the build menu if checkpoints are enabled


  • Critical hotfix: Range indicators caused other people to desync. This was fixed by not setting them invisible anymore for other people.


  • There are not any new gameplay features in this version. This is simply a stability update since the previous versions seemed to randomly crash in the latest patch.
  • Changed map optimizer.
  • Updated table library to 2023 version.



Credits:

Thanks to everyone who played my maps, you motivated me to implement more features and making this bigger versions.

Thanks to Peppolino/Schwammerlkrieg my reliable friend who always plays mazing contest with me and tested like every version.

Thanks to Masaa, Kacsa1111111 and Sexytime. with his clan IBCE for playing my maps very often and helping me with bugs and suggestions.

Thanks to CRAZYRUSSIAN, I used your zoom in and zoom out buttons icon in my map (Btncrzoomin, Btncrzoomout).
Thanks to Blood Raven for the muffin model I used in the environment.
Thanks to Grey Knight for the D3Imperius model i used in my demo maze as runner.

Special Thanks:

Creator of mazing contest PENDER for the best map ever made!
Contents

9 (Map)

Reviews
deepstrasz
Please provide Pender's approval of you modifying and uploading his map. Awaiting Update. ========================================================================== Always check/recheck the Map Submission Rules! (Map Submission Rules) A credits...
Eat_Bacon_Daily
I really love what you've done with the game man, though it isn't perfect yet. Iv'e only tried 2 modes so far Speedrun This mode has a lot of potential, but right now it is lacking. Most rounds are just build your speed towers in a straight line and...
deepstrasz
I guess this will be overlooked until the original author has something to say about it. It's a nicely done game. It could be better if you could make the terrain more appealing. Information about the game(play) is required in the Quest Log. Who made...
Level 12
Joined
Jan 4, 2014
Messages
543
Oh interesting idea, I always thought about making a fastest time version of this, but i couldn't think of a way to make it feasible. Your idea of making gold left over grant a penalty seems like a good way to do it. My friends and I love the original mazing contest, I will def give yours a try and come back with a review :)
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Please provide Pender's approval of you modifying and uploading his map.

Awaiting Update.

==========================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

A credits list 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.

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 12
Joined
Jan 4, 2014
Messages
543
I really love what you've done with the game man, though it isn't perfect yet.

Iv'e only tried 2 modes so far

Speedrun
This mode has a lot of potential, but right now it is lacking. Most rounds are just build your speed towers in a straight line and just spend your remaining gold on the edges. But once in a while you get some really interesting setups. We had one that made you chose one of two paths and had stomper/slower in the end. So basically the smart thing to do was chose a path where you can force the stomper/slower to hit the runner first and the get immediatly followed by your speeder tower. I liked these kind of puzzle like elements. There were other interesting ones too, but I forget, The dynamic of stompers negating speeders and vice versa is really cool. I think you need to find a way to cut out those straight line levels in this mode. Perhaps increase the spawn rate of towers specifically in the middle area so you have to pick 1 of two paths and maybe increase the amount of stompers/slowers to have more strategy.

Penalty
I don't have as much to say for this mode. It is a nice twist on the basic mode. I enjoyed the freshness of being able to play a mode like that, after playing the basic mode for so many years.

General Notes
-Love the ready up system, to make rounds go faster
-I like the quick tutorial explanations for every mode, but I wish there was a way to make to skip them or to make the game start faster, the wait is mildly annoying
-I wish there was some round duration option, like in the original


Anyways I really love what you did with the map. It likely going to be my new go-to mazing contest version. Hope you address the issues and hope to see more updates. You've got a fan :)
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Please provide Pender's approval of you modifying and uploading his map.
I guess this will be overlooked until the original author has something to say about it.

It's a nicely done game. It could be better if you could make the terrain more appealing.
Information about the game(play) is required in the Quest Log.
Who made the Runner Model? Credit that person.

Would be really neat to have more types of towers.

Awaiting Update.
 
Level 4
Joined
Jan 10, 2013
Messages
15
I sent the author a mail, but the original map is nearly 10 years old, so maybe the adress is no longer used.
I don't intend to steal his map, i even recommend in the loadscreen to play the original...

Regarding your other points:
-I tried to keep the map in the same state as the original so fans are not irritated from new terrain.

-Some information will be added to the Quest Log (which is empty in the original).

-I don't know how to find the author of the runner model, it must be assumed that pender created it.
In the import manager its just called "Acolyte~.mdx".

-More towers would be nice, but it should fit in the mazing contest setting.
I don't really have good ideas that won't make it too complex.
Maybe I can refer to penders statement at this point: Minigame - Mazing Contest: need advice
"I want the game pieces to be simple and easy to understand,
and I'm not sure more kinds of towers would add enough to the gameplay to justify the additional complexity.
"

-----------

@Eat_Bacon_Daily: I did not focus much on the speedrun mode, but now i made some improvements^^.
Try out expect , its in my opinion the best mode :D.
You can change the round duration in the custom mode option
(all modes except speedrun can be set there and i think you dont need more time for speedrun^^).
 
Level 4
Joined
Jan 10, 2013
Messages
15
Cool to see some new updates, this is still my go-to Mazing Contest version, I hope you keep improving it!

Thank you, but this update is just old stuff i never uploaded. Problem was that speedrun and speedtower had a chance to spawn no special tower, which made some level rather boring.

EDIT: removed all the stuff written here.
I am currently working on this map and will release following features step by step after finishing them:
-Game option dialog DONE
-Fog of war option to hide other players while building DONE
-Points system option as alternative to the standart score system DONE (random mode)
-Mini mode option (special mode with smaller buildings) DONE (XL version kinda reflects this idea)
-further improvements on speedrun mode to avoid "boring" levels DONE
 
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