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Ogre Tag v1.05

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Afisti Presents

Ogre Tag
Created by SteeKutzy

Map Info:
There are 9 runners trying to escape and survive for 25 minutes to the onslaught of many ogres.
Nearly every runner type (except one) gets killed in one single hit, but he can be rescued by his/her teammates simply if some of them walks in the prison area.
The ogres are played by the computer, and its AI it's quite dumb, but it's meant to be like this to enforce people building mazes instead of bunkering themselves.
For example, if you build a row of walls and you let an open way, the ogres won't cut the walls but will make it all around the walls and enter the way left opened.
This because towers are really fragile, and resistant walls cost many gold, so it would be unbalanced for the runners.
The map is similar to Kodo Tag X-treme but more difficult, has got a smaller map, and features many upgrades and items for your runner so that people can decide if playing this as a tag map or as a Hero defense, basically.
For example, a farmed Tank with good items and upgrades could beat a low-level Ogre on a 1v1 if you play well.
NEVER, EVER try to kill an high-level Ogre on a 1v1, even if farmed, because you will get bashed badly.

Features:



  • 5 different runner-types;
  • 6 different tagger-types, and some of them can cast spells;
  • 4 difficulties to choose from;
  • 3 different food limits to choose from (food is needed to make stronger towers);
  • possibility to enable random events;
  • a full set of 4 abilities for each runner-type.

Credits:

Models:
  • Norinrad (Ogre Gladiator);
  • HappyTauren (animated grass doodad);
  • dickxunder (Succubus);
  • Tarrasque (Medusa);
  • JetFangInferno (Aqua Spike);
  • communist_orc (Spike Trap);
  • Champara Bros (Water Tentacle);
  • Uncle Fester (Cave Hydra);
  • skrab (Mana Fountain)
Skins:
  • 67chrome (Naga Myrmidon)

Special Thanks:
  • Senkin from thehelper.net (Multiboard Tutorial)
  • AceHart from thehelper.net (Dialogs Tutorial)





  • Fixed a bug that caused someone to be given a MERFOLK on save, even if he/she didn't pick it at the beginning
  • Warm-up time has been increased from 15 seconds to 30 seconds


  • Spells cost no more mana;
  • Ogre's movespeed reduced from 300 to 270;
  • Every runner got their movespeed buffed;
  • Frog, Cave Hydra and Angry Gorilla random events added;
  • Dryad and Succubus (runners) released;
  • Spike Trap and Moon Well (buildings) released;
  • Medusa event added (boss event);
  • Now you can decide to run a 30 second cooldown time on start;
  • Water Elemental's attack range is now 1000 from 400;
  • Mermaid's skillset reworked;
  • Merfolk now got "Taunt" instead of "Frostbolt" as tier 1 spell;
  • Items gold cost highly reduced;
  • Researches now cost way less;
  • Swapped Tiny Ogre wave with Ogre Magi wave (now it should be easier to prepare yourself to fight Tiny Ogres);
  • Mana Pendant removed;
  • Healing Salve and Horn of Endurance released.






Author's notes:

The uploader's name Afisti is the same person as the creator SteeKutzy (first is Hiveworkshop accout, second is bnet account)



Feedbacks and reviews are gladly accepted!

Keywords:
tag, ogre, kodo, fast, skill, whatever.
Contents

Ogre Tag v1.05 (Map)

Reviews
12:10, 7th Sep 2011 Vengeancekael: Use a template for the description. Is Afisti your other username or do you have permission from the original author to upload his map here? Updated: See post If you have updated your map, please contact...

Moderator

M

Moderator

12:10, 7th Sep 2011
Vengeancekael:
Use a template for the description.
Created by SteeKutzy ; Uploaded by: Afisti
Is Afisti your other username or do you have permission from the original author to upload his map here?

Updated:
See post
If you have updated your map, please contact me via a private message or visitor message.

Update: Status: Approved

Also you can remove the boundaries now, the trees block passage now.
 
Afisti is your other username after all.
Now use a template to improve the description and you'll get a review from me soon.

edit:

These triggers can be merged:
  • Rescue Enter
    • Events
      • Unit - A unit enters Central Area <gen>
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Entering unit)) Equal to |cFFFF941AMerfolk|r
          • (Unit-type of (Entering unit)) Equal to |cFF0DE8FFMermaid|r
          • (Unit-type of (Entering unit)) Equal to |cFFB466FFTiderunner|r
    • Actions
      • Set tempPoint = (Center of Central Area <gen>)
      • Set tempGroup = (Units of type Fish Trap Merfolk)
      • Unit Group - Pick every unit in tempGroup and do (Unit - Remove Invulnerable (Neutral) from (Picked unit))
      • Unit Group - Pick every unit in tempGroup and do (Unit - Cause (Entering unit) to damage (Picked unit), dealing 1000000000.00 damage of attack type Spells and damage type Normal)
      • Custom script: call DestroyGroup (udg_tempGroup)
      • Set tempGroup = (Units of type Fish Trap Mermaid)
      • Unit Group - Pick every unit in tempGroup and do (Unit - Remove Invulnerable (Neutral) from (Picked unit))
      • Unit Group - Pick every unit in tempGroup and do (Unit - Cause (Entering unit) to damage (Picked unit), dealing 1000000000.00 damage of attack type Spells and damage type Normal)
      • Custom script: call DestroyGroup (udg_tempGroup)
      • Set tempGroup = (Units of type Fish Trap Tiderunner)
      • Unit Group - Pick every unit in tempGroup and do (Unit - Remove Invulnerable (Neutral) from (Picked unit))
      • Unit Group - Pick every unit in tempGroup and do (Unit - Cause (Entering unit) to damage (Picked unit), dealing 1000000000.00 damage of attack type Spells and damage type Normal)
      • Custom script: call DestroyGroup (udg_tempGroup)
      • Custom script: call RemoveLocation (udg_tempPoint)
  • Rescue Merfolk
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Fish Trap Merfolk
    • Actions
      • Set tempPoint = (Center of Red and Blue <gen>)
      • Unit - Create 1 |cFFFF941AMerfolk|r for (Owner of (Dying unit)) at tempPoint facing (Random real number between 0.00 and 360.00) degrees
      • Selection - Select (Last created unit) for (Owner of (Dying unit))
      • Custom script: call RemoveLocation (udg_tempPoint)
      • Game - Display to (All players) for 10.00 seconds the text: (Player_Colors[(Player number of (Owner of (Dying unit)))] + ((Name of (Owner of (Dying unit))) + |r has been |cFFFFCC00saved|r!))
      • Set RunnersAlive = (RunnersAlive + 1)
      • Set Rescues[(Player number of (Owner of (Killing unit)))] = (Rescues[(Player number of (Owner of (Killing unit)))] + 1)
      • Multiboard - Set the text for (Last created multiboard) item in column 5, row Multiboard_Spots[(Player number of (Owner of (Killing unit)))] to (String(Rescues[(Player number of (Owner of (Killing unit)))]))
  • Rescue Mermaid
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Fish Trap Mermaid
    • Actions
      • Set tempPoint = (Center of Green and Pink <gen>)
      • Unit - Create 1 |cFF0DE8FFMermaid|r for (Owner of (Dying unit)) at tempPoint facing (Random real number between 0.00 and 360.00) degrees
      • Selection - Select (Last created unit) for (Owner of (Dying unit))
      • Custom script: call RemoveLocation (udg_tempPoint)
      • Game - Display to (All players) for 10.00 seconds the text: (Player_Colors[(Player number of (Owner of (Dying unit)))] + ((Name of (Owner of (Dying unit))) + |r has been |cFFFFCC00saved|r!))
      • Set RunnersAlive = (RunnersAlive + 1)
      • Set Rescues[(Player number of (Owner of (Killing unit)))] = (Rescues[(Player number of (Owner of (Killing unit)))] + 1)
      • Multiboard - Set the text for (Last created multiboard) item in column 5, row Multiboard_Spots[(Player number of (Owner of (Killing unit)))] to (String(Rescues[(Player number of (Owner of (Killing unit)))]))
  • Rescue Tiderunner
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Fish Trap Tiderunner
    • Actions
      • Set tempPoint = (Center of Green and Pink <gen>)
      • Unit - Create 1 |cFFB466FFTiderunner|r for (Owner of (Dying unit)) at tempPoint facing (Random real number between 0.00 and 360.00) degrees
      • Selection - Select (Last created unit) for (Owner of (Dying unit))
      • Custom script: call RemoveLocation (udg_tempPoint)
      • Game - Display to (All players) for 10.00 seconds the text: (Player_Colors[(Player number of (Owner of (Dying unit)))] + ((Name of (Owner of (Dying unit))) + |r has been |cFFFFCC00saved|r!))
      • Set RunnersAlive = (RunnersAlive + 1)
      • Set Rescues[(Player number of (Owner of (Killing unit)))] = (Rescues[(Player number of (Owner of (Killing unit)))] + 1)
      • Multiboard - Set the text for (Last created multiboard) item in column 5, row Multiboard_Spots[(Player number of (Owner of (Killing unit)))] to (String(Rescues[(Player number of (Owner of (Killing unit)))]))
Just use the action 'If then else'.

Next:
Remove the actions 'Do Nothing' they're useless.

The triggers 'Day' and 'Day Copy' are bugged and don't work.

And now:
  • Runner Death
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Dying unit)) Equal to |cFF0DE8FFMermaid|r
          • (Unit-type of (Dying unit)) Equal to |cFFB466FFTiderunner|r
          • (Unit-type of (Dying unit)) Equal to |cFFFF941AMerfolk|r
    • Actions
      • Wait 2.66 seconds
      • Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit))) and do (Unit - Remove (Picked unit) from the game)
      • Set tempPoint = (Center of Central Area <gen>)
      • Unit - Create 1 Fish Trap Merfolk for (Owner of (Triggering unit)) at tempPoint facing (Random real number between 0.00 and 360.00) degrees
      • Custom script: call RemoveLocation (udg_tempPoint)
      • Game - Display to (All players) for 10.00 seconds the text: (Player_Colors[(Player number of (Owner of (Dying unit)))] + ((Name of (Owner of (Dying unit))) + |r has been |cFFFF2626captured|r and is now trapped at the center!))
      • Set RunnersAlive = (RunnersAlive - 1)
      • Set Deaths[(Player number of (Owner of (Dying unit)))] = (Deaths[(Player number of (Owner of (Dying unit)))] + 1)
      • Multiboard - Set the text for (Last created multiboard) item in column 4, row Multiboard_Spots[(Player number of (Owner of (Dying unit)))] to (String(Deaths[(Player number of (Owner of (Dying unit)))]))
      • If (RunnersAlive Equal to 0) then do (Game - Display to (All players) for 15.00 seconds the text: |cFFFFCC00Ogres are...) else do (Skip remaining actions)
      • Wait 10.00 seconds
      • If (RunnersAlive Equal to 0) then do (Game - Defeat Player 9 (Gray) with the message: Lost already?) else do (Do nothing)
      • If (RunnersAlive Equal to 0) then do (Game - Defeat Player 8 (Pink) with the message: Lost already?) else do (Do nothing)
      • If (RunnersAlive Equal to 0) then do (Game - Defeat Player 7 (Green) with the message: Lost already?) else do (Do nothing)
      • If (RunnersAlive Equal to 0) then do (Game - Defeat Player 6 (Orange) with the message: Lost already?) else do (Do nothing)
      • If (RunnersAlive Equal to 0) then do (Game - Defeat Player 5 (Yellow) with the message: Lost already?) else do (Do nothing)
      • If (RunnersAlive Equal to 0) then do (Game - Defeat Player 4 (Purple) with the message: Lost already?) else do (Do nothing)
      • If (RunnersAlive Equal to 0) then do (Game - Defeat Player 3 (Teal) with the message: Lost already?) else do (Do nothing)
      • If (RunnersAlive Equal to 0) then do (Game - Defeat Player 2 (Blue) with the message: Lost already?) else do (Do nothing)
      • If (RunnersAlive Equal to 0) then do (Game - Defeat Player 1 (Red) with the message: Lost already?) else do (Do nothing)
The defeat conditions can easily be shortened, just do one if then else multiple, then pick every player and defeat the picked players.

And finally, every trigger with the event 'Map initialization' can be merged into one.

And please, use a better loading screen image, not a too bright one and so that we can read the text on the screen.

At the start give the player more prep time so he can check out his skills and everything. Also warn the player that an ogre can insta kill you lol.

Also how about maybe a revival system for single player maybe :/ Like you can get revived twice only.

Also add a quest menu with tips, credits and the objective.

Add ingame messages with tips and the objective in the beginning.

Add some kind of ability that increases your speed so you can do something to block the ogres off while they're after you.

The game can be fun but it's very hard. It would be better if you didn't get insta-killed.

The terrain also needs more doodads, maybe animated grass, they don't block anything anyway and trees surrounding the terrain boundaries.

Custom models would also be neat.

Do the things I mentioned and your map will be approved with a 3/5 rating, since it's nothing too original.

edit: Also please add a custom preview image.
 
Last edited:
Level 3
Joined
Mar 27, 2011
Messages
45
These triggers can be merged

You're right, i'll do that.

The triggers 'Day' and 'Day Copy' are bugged and don't work.

Yeah, they were from an old map and forgot to remove them :).

The defeat conditions can easily be shortened, just do one if then else multiple, then pick every player and defeat the picked players.

Right, didn't see that.

And finally, every trigger with the event 'Map initialization' can be merged into one.

I actually did split them on purpose, so i could find different categories easier, but if it's needed i'll do that

And please, use a better loading screen image, not a too bright one and so that we can read the text on the screen.

Yeah, i know that's a big pain reading in the loading screen, but i couldn't find a good Ogre image bigger than 512x512. Well i'll search better if it's needed


Also warn the player that an ogre can insta kill you lol.

Well, in the loading screen i wrote that Merfolk "is the only runner that doesn't die in one hit in early game", so i thought it was clear, plus in a TAG map insta-killing is quite common, and if a player clicks on an ogre he can read his damage so...should i really add that?

At the start give the player more prep time so he can check out his skills and everything.

Mmm i don't know there...the ogre spawn timer is 15 seconds, and that's quite short, but if i make it longer wouldn't it be a little too easy for the runners to set up a big maze early game? Sure it would be helpful for noobs but it would ruin the game for pros...i'll think on a solution

Also how about maybe a revival system for single player maybe :/ Like you can get revived twice only

Mmmm, i don't see the point in this because if you get killed you lose all your buildings and you drop your items, and the ogres will be all there still, so you would die in less than one minute anyways.

Also add a quest menu with tips, credits and the objective.

Right, i'll do that.

Add ingame messages with tips and the objective in the beginning.

Tips are a good idea, but the objective is quite clear from the loading screen, should i add that in tips too?

Add some kind of ability that increases your speed so you can do something to block the ogres off while they're after you.

I don't like movespeed increase abilities in tags, i think they are too cheap, there are already many tree gaps where you can pass between, and small places that you can fill with a fast backbuild. it's really that necessary?


The game can be fun but it's very hard. It would be better if you didn't get insta-killed.

Well, you tried it alone XD, easy mode is extremely easy played with 9 people.
Sorry, the insta-kill is fundamental because else different runner types would be useless, also there are items and upgrades that can increase your lifepoints. I'm planning to add a runner that can get 3 hits early game, if i have to increase other runners hit points, Mermaid and Tiderunner would get killed in 2 hits, Merfolk in 3, and the other one in 4, and that would be incredibly cheap.

The terrain also needs more doodads, maybe animated grass, they don't block anything anyway and trees surrounding the terrain boundaries.

I always hated doodads on TAGs because they hinder your gameplay, but non-blocking ones are good, i'll add them. Ok for the trees on boundaries too.

Custom models would also be neat.

Completely right, but i couldn't find any good Ogre besides Gladiator. I'll add also other runners so i'll use custom models on new updates.

edit: Also please add a custom preview image.

I actually don't know how to do that, but i'll check out tutorials.

Please reply to my quotes so i know what's strictly needed and what's not.
Thanks :)
 
I always hated doodads on TAGs because they hinder your gameplay, but non-blocking ones are good, i'll add them. Ok for the trees on boundaries too.
Also add a quest menu with tips, credits and the objective.
I always hated doodads on TAGs because they hinder your gameplay, but non-blocking ones are good, i'll add them. Ok for the trees on boundaries too.
And also change the loading screen, I can't read the text on it.

To add a preview image, resize the image to 256x256 or 128x128 using gimp and save it as .tga. Import the image and change its path to 'war3mapPreview.tga'.

Do these things and your map will get approved.
 
Level 3
Joined
Mar 27, 2011
Messages
45
Yeah, it's basically the remake of kodo tag, wich is a very old map (something like 2003-2004) but this one is based on the X-treme version.
The main difference is that in classic kodo tag taggers attack buildings and don't follow mazes at all, while in x-treme they run after your runner first, and rarely attack towers or walls (unless they are blocked).
 
Level 9
Joined
May 14, 2008
Messages
576
lol ok i tested it i was the only one who survived for 10 min while i never played kodo tag, i had the Naga hero but i wonder how do you play this kind of map it's really hard and i wonder if the mana fountain really worked u should check it
 
Level 3
Joined
Mar 27, 2011
Messages
45
Fountain works but you have to be next to it, cos it has a range of 200 to prevent building and gaining gold at the same time.
Yeah game is difficult if you have never tried something like this, but after a couple of tries you could be able to handle it :)
 
Level 3
Joined
Mar 27, 2011
Messages
45
Allright, i got back to mapmaking after 2 years :eek:

Since people found this game waaaay too difficult, i made it ALOT easier (you can find changes in changelog) and added many new things.

Looks like people still can't make it xD, but at least they don't die in the first 3 minutes like they did long time ago.

There is also a startup time now, so you can read skills buildings etc... without losing too much time.
 
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