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Overlord v3.0.3

「Overlord」

By Verdicten

[TD] Gameplay Overview [/TD]
Overlord is a micro-heavy, low skill floor, high skill ceiling, action packed arena map with an interesting twist.

The twist is that you don't level up your hero by usual means, instead everything you kill in Overlord, you'll gain control of.

Even the weakest of units can serve you in some way, wolves, while being useful in the early game for taking hits,
can be useful in lategame as they become sacrificial fodder when you consume their souls to increase your own strength.

(While the map is best played as a 4 man free-for-all, 1v1's also work. Lower amount of players will however contribute to a slower early-game.)

[TD] Gameplay In-Depth [/TD]


Overlord is an arena map currently featuring four different maps.
The four players spawn on a chosen arena, and each are given an "Overlord" unit.
This unit captures all units it kills as long as they're owned by neutral hostile.

Overlord Abilities

Sacrifice:Kills one of your own units and drops a soul item. When the soul item is acquired, you get some stats to your Overlord (The damage bonus has diminishing returns, to prevent soul camping from being OP)

Consume Instinct: This ability will permanently steal a targets defining ability (for example: A dryad's Slow Poison, or an Ogre Magi's Bloodlust) the defining ability then replaces this one, which lets you use the chosen ability for the rest of the round without any mana cost(Cooldown is the balancing factor here). You can even save Consume Instinct until you are in a battle, and use it on your enemy to steal their power-play and change the flow of the battle to your favor!

Ward: Places an invisible sight ward on a target location for three minutes, if you place these in the right locations you will be able to gain a significant amount of knowledge of your enemies positions.

Trap: Places a stun trap at the target location which lasts for a minute, the stun trap takes 6 seconds to activate, but will stun for 6 seconds in return. This combined with for example the spider "ensnare" ability can make the ambush playstyle viable on its own.


There are multiple enemy types on the map, four of these are "Boss" types, you could classify these bosses as vectors for victory, and they are very strong in their own right. Stat wise etc.
However, their real strength lies in how the user uses them. For example, the lizard boss gives a mana regeneration aura, which improves spell units and allows you to snowball your sacrifice spell uses.

All units on the map have their own unique abilities, and as they have a set spawn-point on each map you can make your own routes depending on how you want to play.

While there are multiple ways to achieve victory, there are actually only one real victory condition.
To be the last Overlord standing. The Overlord unit is like your 'King' piece from chess, when it dies all your units are deleted and you are set in spectator mode for the remainder of the round. So play accordingly.

[TD] Map Layouts [/TD]

(Units are not included in these images, but exist ingame)
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[TD] Screenshots 1 [/TD]

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[TD] Screenshots 2 [/TD]

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[TD] Currently Planned Features [/TD]

(I welcome suggestions with open arms, please tell me what's on your mind!)

- More Gamemodes
- Tournament mode with built in bracket system.
- "Fun" maps with themes. (that might or might not be balanced)

- Save/Load for amount of wins, which you may be able to buy additional "last-hit" animations with.
(Purely cosmetic ofcourse!)


- A sudden death mechanic have been suggested, however I am not keen at implementing this feature currently, as I've not found an elegant solution for this which doesn't ruin the flow of the match. It's likely that this will pop up later down the road, depending on how many people that will suggest this.


[TD] Credits [/TD]
Verdicten, for creating the map.

Quadrar, for playtesting.

You guys, for playing the map <3

[TD] Changelog [/TD]
v 3.0.3
Uploaded to the Hive
Map Description Generator 「By Vengeancekael」
Contents

Overlord v3.0.3 (Map)

Reviews
deepstrasz
The selection circle of Overlords is too big. If it is intentional, make the models bigger to fit those circles. I think the overlords should start in different sides of the map, not so near each other to engage from the start. Goal Oriented is a...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
  1. The selection circle of Overlords is too big. If it is intentional, make the models bigger to fit those circles.
  2. I think the overlords should start in different sides of the map, not so near each other to engage from the start.
  3. Goal Oriented is a passive ability with an active icon. You can make it look passive with this: Button Manager v1.8.2
  4. Stealing a spell should replace the current stolen one not leave you with the one you stole permanently.
  5. Not sure if only the hero/overlord should kill a unit to change owner. The transformed units of the player should be able to do it to. Maybe a micro strategy?
It's a nice and simple map which could make use of more content to diversify the gameplay.

Approved.


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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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Level 3
Joined
Nov 12, 2014
Messages
7
First I'd like to thank you deepstrasz, for reviewing my map!

Secondly I'd like to reply to some of your pointers.


The selection circle of Overlords is too big. If it is intentional, make the models bigger to fit those circles.
I Intentionally made the selection circle large, to underline the importance of the unit (I know it isn't the usual practice).
However, it's possible that the size might trick the player, making him/her think that it reflects on the unit's collision size. I'll look into it, and play around with the selection circle and see what can be made.

I think the overlords should start in different sides of the map, not so near each other to engage from the start.
This is something I've thought about when creating the map. My conclusion is that it contributes way too much RNG to the map. As the monsters have set spawn positions, spawning on the opposite side of the map from your favourite unit type could be a horrendous experience. (Please enlighten me if I've missed an aspect to this)
Goal Oriented is a passive ability with an active icon. You can make it look passive with this: Button Manager v1.8.2
You're sure as hell right about that! Will be fixed in the next update, and thanks for the wonderful resource!
Stealing a spell should replace the current stolen one not leave you with the one you stole permanently.
This is a subjective design question, which I'll happily reply to with why I've designed the ability like I have.

It all chalks down to strategic depth in my opinion, by making the consequence permanent* it creates this dilemma of when to use the ability.
(*Permanent here means for the remainder of the round)

Consider the following examples:
  • Exhibit A - (You can use the ability multiple times per round)
    • A Player would then use the ability on the wolf during the early game for sustain (e.g. cannibalize), and later swap to a more powerful ability (e.g. bloodlust) when available.
      • Pros:
        • This ability underlines micro, potentially increasing the skillgap further.
      • Cons:
        • There's already a lot of micro in Overlord.
        • This ability disincentivizes individual playstyle, as everyone would use the ability the same way.
  • Exhibit B - (The current state of the ability)
    • A player would then have to determine if he/she wants to use it on the wolf for early game sustain or wait until the lategame, where he/she can gain a more powerful ability.
      • Pros:
        • This ability underlines macro, which Overlord doesn't have alot of without this ability of outside of routing, warding, and ambushing.
        • Incentivizes individual playstyle, as people will probably end up with different abilities.
      • Cons:
        • Some abilities might be stronger than others. (e.g. X not seeing use, as Y is too strong.)
Not sure if only the hero/overlord should kill a unit to change owner. The transformed units of the player should be able to do it to. Maybe a micro strategy?
Yes, exactly as you have stated, this is a feature to increase the skillgap between bad players (who might fail last-hitting) and good players (who micros correctly while creeping).

Lastly, I'd love it if you explained what keeps this map from getting a higher rating outside of the pointers given. Either way, thanks for your review. :)
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
1: I Intentionally made the selection circle large, to underline the importance of the unit (I know it isn't the usual practice).
You can add hero glow instead: How to add Hero Glow without Modeling
2: This is something I've thought about when creating the map. My conclusion is that it contributes way too much RNG to the map. As the monsters have set spawn positions, spawning on the opposite side of the map from your favourite unit type could be a horrendous experience. (Please enlighten me if I've missed an aspect to this)
Well, a randomly generated spawn would do. Favouritism shouldn't be the case. You could even randomize the monster spawn points :D
It all chalks down to strategic depth in my opinion, by making the consequence permanent* it creates this dilemma of when to use the ability.
But you'd have to know what ability the unit you're going to steal from has and that means trying out each time in a different match.
This ability disincentivizes individual playstyle, as everyone would use the ability the same way.
The same way? Well, then what do you think will stop players from just getting the best ability from the start anyway every time? In my opinion, dynamism is better and creates diversity. Keeping it static means a more cautious approach, economically going for what is best overall not at the moment and options will be less and more repetitive.
Lastly, I'd love it if you explained what keeps this map from getting a higher rating outside of the pointers given. Either way, thanks for your review.
Well, overall, it's simple and founded on regular Warcraft III material (abilities, units, play style etc.). It's just my view. Other people are free to see differently.
 
Level 3
Joined
Nov 12, 2014
Messages
7
Great idea, I'll do that, thanks for the resource again! :)

Well, a randomly generated spawn would do. Favouritism shouldn't be the case. You could even randomize the monster spawn points :D
While I see your point, the spawns are actually randomized, it's just that all of them are in the middle.

I think it improves the early game, as you can try to snipe other peoples wolves etc. I've toyed with the idea of randomizing monster spawns, but that removes the routing aspect as I've mentioned earlier. I think making routes are what differentiate really good players from good players, and I'd like to keep that.

But you'd have to know what ability the unit you're going to steal from has and that means trying out each time in a different match.
Not necessarily, if you read the ability of any unit the one with the "[Defining Ability]" tag is the ability you will steal. Also, you can't steal from neutral hostile, so more often than not you will own the unit you're stealing from.

The same way? Well, then what do you think will stop players from just getting the best ability from the start anyway every time? In my opinion, dynamism is better and creates diversity. Keeping it static means a more cautious approach, economically going for what is best overall not at the moment and options will be less and more repetitive.
People can't really start with the best ability, as someone has to have killed the unit you're stealing from.

As the Overlord is weak in the beginning of the match, you can't really get the best units until you've gotten stronger or amassed an army. Which leads you to consider taking a weaker ability at the start to snowball to lategame faster.

Well, overall, it's simple and founded on regular Warcraft III material (abilities, units, play style etc.). It's just my view. Other people are free to see differently.
Fair Enough, everyone is entitled to an opinion.
 
Level 5
Joined
Jul 12, 2016
Messages
59
Hey, tried out playing the map with 3 buddies and I had a blast. It felt highly rewarding to be able to face off against opponents even if you had fewer units and still come out on top if you managed to micro your troops well. I like the design you mentioned about taking the abilities from one of your units and being stuck with that choice for the rest of the match, it made you think hard about what you really needed.

It's by no means perfect though, and we ran into a few pretty annoying issues. Our biggest problem was with the round length, we had several rounds where one person would die early, and then the match would go on for 10-15 minutes because the other players ran around gaining power and just avoided fights against players with more units. Slows, stuns and entangles helped mitigate some of this, but it was still very easy for the fleeing player to sacrifice a couple of units to block off the attacker and run away, so adding something for the dead players to do while waiting, and adding some mechanic to force players to eventually fight each other to enforce the rounds to be significantly shorter would greatly improve the map in my mind.

There's a couple more nitpicks that we felt were worth mentioning. Firstly if all the abilities of the units could have their hotkeys standardized to their grid positioning, that'd help out new players a lot. We had two new WC3 players and two veterans, and it was much easier to use all the abilities for the veterans simply because they knew the hotkeys by heart (Speaking of hotkeys, the Spirit Walker Spirit Link ability says it's bound to T, but it didn't seem to work, it might be bugged). Secondly, the items felt a bit uninspired, none of them seemed to be all too useful. What I found myself really wanting was some kind of mana regeneration or movement speed buff. Also, if you have multiple units selected, the Overlord itself aren't always prioritized to be the first one in the unit group, depending on which other units you had. That was a bit awkward, having to tab around with the unit selection to get to him.

Lastly regarding the issue deepstrasz mentioned about players spawning near each other, personally I think that simply giving the players a short invisibility buff at the start should help alleviate that.

Overall, great map concept and good fun to play with friends that know what they're doing in WC3, but could use some work. Would love to see it getting more updates.
 
Level 2
Joined
Apr 12, 2019
Messages
13

Comment

Suggestion

Screenshots



This is really simple but really fun, I love how there are multiple zones as well.


Make the zones larger, the rounds end too quickly before anyone can accumulate an army because the players keep bumping into each other too often.

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