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Planet Of The Orcs 3.4.1

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MY FIRST MAP, I LEFT IT UN-PROTECTED SO FEEL FREE TO LEARN FROM IT
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Change Log
http://www.brokenalliances.com/phpbb3/viewtopic.php?f=77&t=1779
Introduction
Planet of The Orcs is a survival game, not quite yet finished in all its aspects I'm getting there tho. That takes place on the outskirts a fictional city located within Draenor.

The terrain is somewhat resembles Zangarmarsh + Hellfire Peninsule. The game has no legit story and is up for a change if anyone is willing to write one. The game chronicles around a rebellion that is taking place within the city. The troll rebel leader is Kunte Kinte, he was the first to defy the orcs domineering tasks. Though him the trolls find leadership and organization. They're making a stand and fighting for their freedom.


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Gameplay

You can survive the waves of enemies doing using various methods of survial. If you wanna make repair bots, weak units, walls, and towers as in fortress survival thats possible. If you prefer to be a badass Rambo dude and slaughter enemies resident evil style, thats also doable. Those two not your style of gameplay, then you can just base with friendly trolls and work together.

Your character changes with each weapon you decide to use. combine your weapon+armor to survive. If you are mounted on an animal your are limited to armor and no weapon(i need to figure out a trigger to make weapons null if on animal)

Weapons
When weapons are picked up and clicked they change trolls into different classes.

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.44 Magnum-Pirate
Knives-Ravager
Spear-Headhunter
Chafed Spear-Spear Master
Flaming Spear-HeadHunter Beserker
Psi Blades- Psionic Phatom
Cufflinks-Mage
Cane-Arbiter
Boomerang-ShadowHunter
ExoSuit-Samus
PickAxe-Builder
Battle Axe-Axe Thrower
Warlord Axe- Warlord
Wand-Voodoo Preist
Staff- Preist
Club-Witchdoctor
Sword-Samurai
Bow-Archer
Bacardi Rum- Fiend
Dagger-Assassin
Scimitar- StormReaver
Mammoth Hunter-Mammoth Blade

Armor
Armors give abilities, may only hold one at a time unlike weapons.

Warlock Shroud-Rain of Fire, Skull of Flames
Hunter Hood-Beserk, Critcal Strike
Assassin Shiek-Shadowmeld, Evasion
Radiation Suit-Radiation,Toxic Spew
Spiked Plate- Imaple, Spiked Armor
Voodoo Rags-Hex, Big Bad Voodoo
Jungle Armor- Mosquitoes, Entangle
Lich Veil- Frost Nova, Frost Armor
Tauranian Battle Gaurd- Pulverize- Slam
Tempest Spaulders- Monsoon
Project Members
Leader-Blackrockorc
Terrainer-Blackrockorc
Story(needs work)-Blackrockorc
Triggerer-Blackrockorc
Other....Guess who.... Blackrockorc
Feel free to join the team if interested
Mounts
When players tame animals and have the respective mount they are able to mount animals.
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Bat
Raptor
Pig
Panther
BearMount
Croc(coming soon)

Random Stuff

I did the terraining, and everything else aside from models.
Ill begin working on credits as soon as i can.
PM me if your model is in the game i didnt credit you, lost original read-me's cuz cpu died and i had to pull the map from mapgnome. +didnt kno how to add a credit thing in the F1 menu as i'm new to mapping.

I update the map constantly. the version number 2.4.1 is the times i save the game since i started public testing.

PM if you beat it and send me a replay. I dont want this to be another game where a wash rinse repeat strat works.

post suggestions n balance issues at the official forum http://www.brokenalliances.com/phpbb3/viewtopic.php?f=77&t=1779

Shiik-Frost Troll SKin
Caveman-Bed, Dire Troll , Forest Troll Bear Rider
Joke Master-Troll Predator
takakenji-Dark Troll Worker
Lord_T-Troll Pirate, Troll Samurai, Troll Raptor Rider
jigrael-Troll Ravager, Python Warrioress
t-rav2010-Troll Assassin
HappyTauren-Troll
Ket-Troll Boarrider
Nasrudin-Troll Mage
Norinrad-Troll Skull Splitter
Bart_Illidan- Dark Troll Shadowmage
GreyArchon-Bat
Huinipachutli-Dire Troll Skin
Hound Archon-Illidan Skin
lieutang-Brick Wall
Taylor_mouse-War Golem, Zuldrak Golem



Keywords:
Survival, Mini-Game
Contents

Planet Of The Orcs 3.4.1 (Map)

Reviews
15:19, 14th Sep 2010 Cweener: Approved My post.
Level 3
Joined
Jul 4, 2010
Messages
30
You cant play this map single player, way to hard. The main guy (I would recommend changing the name) has a large agro range and will run to the south to fight the waves of monsters even if the defenses are still up. He dies too fast along with the base to the east, if you try to defend that base it leaves the other base open for attack. Mounts are useless because you lose all of your moves the weapons and armor give you. Its more use full to tame a group of beasts for allies than mounts. On the plus side terrain is great, weapons and armor have a nice series of spells that go with them and the models you used were perfect.
 
Level 3
Joined
Mar 25, 2009
Messages
36
Some incorrections at the text

The image: World of Planet of the Orcs? Wouldn't you change the map name to World of the Orcs, then change the part wrote Planet of the Orcs to only Orcs? World of Planet of the Orcs seems TOO Incorrect. A World, of a planet. Weird. :thumbs_down:
Second part: Game name and Gameplay: The Name is Planet of the Orcs. Why you control Trolls?
 
Level 8
Joined
Nov 21, 2008
Messages
316
The image: World of Planet of the Orcs? Wouldn't you change the map name to World of the Orcs, then change the part wrote Planet of the Orcs to only Orcs? World of Planet of the Orcs seems TOO Incorrect. A World, of a planet. Weird. :thumbs_down:
Second part: Game name and Gameplay: The Name is Planet of the Orcs. Why you control Trolls?

lol well your on a planet predominantly with orcs

You cant play this map single player, way to hard. The main guy (I would recommend changing the name) has a large agro range and will run to the south to fight the waves of monsters even if the defenses are still up. He dies too fast along with the base to the east, if you try to defend that base it leaves the other base open for attack. Mounts are useless because you lose all of your moves the weapons and armor give you. Its more use full to tame a group of beasts for allies than mounts. On the plus side terrain is great, weapons and armor have a nice series of spells that go with them and the models you used were perfect.

if your on east some time pst me n ill host it up... fills everytime. ill show you how useful mounts are. you can use armor on mounts just not weapons
 
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Level 3
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Nov 24, 2008
Messages
62
Inspiration

I must say, i'm inspired by this map. It melds together my favorite custom heroes and survival RPG's all into one Warcraft story centered map. I love the choice of a troll rebellion that alone gets you 5/10. Even though i love it, the point of these posts is not only for praise, it's for criticism.

I think a timer before the waves come might be a good addition but otherwise, I think that wave strength should be regulated according to the amount of ppl. I tried this in 1-player and unfortunately to check out models and skills i had to use an invincible cheat. srry :( . Opinion: my favorite model was the mammoth blade-mammoth hunter. All models and spells that i got to try were great.

Terrain: 9/10 - I found several of the buildings/pathways confusing, that is only me though.
Gameplay: 10/10 - I have no idea how many waves it'll go up to, but i could play this for hours on end.
Spells: 8/10 - Having the regular skills is essential to a game useing the regular races, i approve XD.
Items 10/10 - I love ur item system, models/skills applied by armor and weapons may have been done before but I have seen many systems allow several changeable sets in the backpack at once.
Lag 9.5/10 - As far as i can tell, i had no lag until (guessing here) the 6th wave when an army of Shamans appeared.
I will look forward to any new versions, compelted or otherwise.

Final Grade: AWSUM/10

Good luck to your future projects.
:thumbs_up::thumbs_up::thumbs_up:
 
Level 8
Joined
Nov 21, 2008
Messages
316
I must say, i'm inspired by this map. It melds together my favorite custom heroes and survival RPG's all into one Warcraft story centered map. I love the choice of a troll rebellion that alone gets you 5/10. Even though i love it, the point of these posts is not only for praise, it's for criticism.

I think a timer before the waves come might be a good addition but otherwise, I think that wave strength should be regulated according to the amount of ppl. I tried this in 1-player and unfortunately to check out models and skills i had to use an invincible cheat. srry :( . Opinion: my favorite model was the mammoth blade-mammoth hunter. All models and spells that i got to try were great.

Terrain: 9/10 - I found several of the buildings/pathways confusing, that is only me though.
Gameplay: 10/10 - I have no idea how many waves it'll go up to, but i could play this for hours on end.
Spells: 8/10 - Having the regular skills is essential to a game useing the regular races, i approve XD.
Items 10/10 - I love ur item system, models/skills applied by armor and weapons may have been done before but I have seen many systems allow several changeable sets in the backpack at once.
Lag 9.5/10 - As far as i can tell, i had no lag until (guessing here) the 6th wave when an army of Shamans appeared.
I will look forward to any new versions, compelted or otherwise.

Final Grade: AWSUM/10

Good luck to your future projects.
:thumbs_up::thumbs_up::thumbs_up:

im glad you enjoyed it. the newer version reduces the opness of shamans and raiders sorry if you made it to that wave and got pwnd. On the respawn trigger when a raider dies it was spose to spawn a raider n peon not raider n shaman. lol that created the opness. Anyways thank you for the review.
Wisp me if your on us.east id get the bot to host for ya.
...Changelog
Added bearmount. buffed axe thrower. voodoo spirits now uses red skull(cuz red skulls r cool+ its a hidden model)
Raptor nerfd cuz he could solo til like wave 7.
added the cascades of waterfalls area
 
Level 3
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Messages
62
Wisp me if your on us.east id get the bot to host for ya.

Thnxs, i'll be sure too. It seems a very interesting game for online play. I ask though, is there reason not to start with a weak weapon like a dagger or something in beginning room for each char? I suppose starting with no weapons emphasizes the survival bit a lot more. lol I answered my own question
XD :) XD
 
Level 8
Joined
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Messages
316
Thnxs, i'll be sure too. It seems a very interesting game for online play. I ask though, is there reason not to start with a weak weapon like a dagger or something in beginning room for each char? I suppose starting with no weapons emphasizes the survival bit a lot more. lol I answered my own question
XD :) XD

exactly but i think ill add one weapon or armor to a each spawn spot
 
Level 3
Joined
Nov 24, 2008
Messages
62
I did notice that you updated since the last time i downloaded and i'll still play/comment on this game. (still luv it :D ) but i would seriosuly suggest a changelog.

It tells all players what has been fixed, and what to look out for even more.

I didn't get through all models last time but i'm going to check out every single one this time :).

I'm going to give this fair warning. I have started testing balance of the models and skills. This list is going to be long........

Please, bear with it. :hohum:
 
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Level 3
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Messages
62
Ok here goes....

This is going to be a long post.....

First i like the new start point.

Weapons:
.44 Magnum & Sword - its ok, I'd add a bigger description to the skill "shoot", add dmg. range or something. Plus put some more skills in there.
Assassin's Dagger - With cripple, remove the slow its virtually pointless, instead of anti-magic shell put in poison, it befits an assassin. Slash is good idea but add a bleed effect with maybe 1-2 dmg per second.
Boomerang - slow down the attack speed, just before the last attack hop hits he attacks again. I recommend putting the shadow image skill to 50 mana and add a daze skill like a blunt weapon should have, that could lower move speed, useful for a lon-range char. Change the attack hop to 2 hits maybe, or keep the 3-hit and lower dmg.
Bacardi Dragon Berry Rum - where did the taunt skill go? set higher hp, warstomp- 4 sec. stun, 30-40 dmg. Change Bash to 20%.
Cane - add the serpent ward skill. Why bio scan? due to what the skill suggested the name should be more along the lines of Bio Corruption.
Chafed Spear - no changes, Good Model.
Claw & Spear - The name and model suggest a non-magical melee unit. I must bring up the fact of the skills Mana Purge and Blink. I suggest getting rid of blink and putting in an attack skill of some sort and a passive ability.
Club - I suggest a different model. The current one suggest a magical-weak melee character. Weapon name suggest big brute. Why put in serpent ward?
Cufflinks - Change name to spellbook. Cufflinks doesn't have relation to magci like model doe. Add another spell, make it better than fireball, give char. 150 mana.
Exo-Suit - photon cannon skill did not appear. I am skeptical about having Samus in the game XD
Flaming Spear - Good model choice for weapon. Incinerate is a fine skill, i'd modify the skill Searing Arrows to Searing Tips and add it, also put in fire attack skill like flame strike. You have to choose between Searin Tips or Incinerate.
Knives - Great model. Only thing i'd change is a good attack speed and the skill either howl or the terror yell spell.
Mammoth Blade - No changes, good the way it is
Mystical Long Bow - grammar nazi moment, Long Bow is spelled Longbow. Change Black Arrow to either Searin or Frozen Arrow. Add a line attack skill and also give a passive skill, like evasion or crit. stirke.
Scimitar - love model even though snake makes no sense XD. I only question what a scimitar has to do with lightning skills...
Spear - lower mana cost on sentry ward, only worth 5-10 mana. Like suggested in Flaming Spear, make something like barbed spear tips, bleed dmg. or even cripple or something. Add Beserk, only with the 50% attack speed increase.
Staff - Troll Priest needs 150 mana and some form of attack spell, like a holy wrath AoE spell, but it doesn't have to be strong.
Sword - Add the Cleaving attack skill. remove drunken haze, has nothing to do with the samurai/swordsmen concept. Add crit. strike.
Pickaxe - This is a long one. A defense builder is a good idea, need some of them on map though. Add a bunker to the build list, lower build times on towers. Mostly on the Watch Tower, make the buildings buildable almost anywhere. The Treant unit in barracks is missing the tooltip name and while modifying the barracks add a tank-type unit with low dmg. and taunt to build list, make it require a lot of wood though. Also the build icon stays on character even after removal of Pickaxe. please fix, i have suspision that it interfeared with addition of skills on the Psionic Blades and Exo-suit and such.
Psionic Blades - great idea. add blink or some sort of mind-steal skill. Life steal didn't appear.
Wand - Great model, I love the Nether Nova spell. I compliment your creativeness witht he voodoo spirits, i like the skull models on them. he should have 150 mana and should have a curse-type of spell.
Warlords Axe - The name suggested (in my imagination) a large, bulky bad @.$.$. tauren chieftan type of troll with giant melee axe. I was slightly confused when i got a troll with, count'em, "two" midget axes. Otherwise, wind walk is good skill, i'd add shockwave and cleave skills.

Armor:
Assassin's Shiek - plz rename, I had no idea what a shiek was and when i tried to find out i learned Shiek didn't exist. Sheik did and it meant old man/chieftan. If Shiek meant someting of a cloak then i'd add fan of knives instead of shadowmeald.
Hunters Hood - With the berserk skill get rid of the + 50% dmg.
Jungle Armor - How is Mosquito Tracker useful? The creep, even if you used it on them, would follow you and get killed anyways. Add resistant skin, liek with a 10% chance to block 10 dmg.
Tauranian Battle Guard - I can't remember the name but one skill on there has a slow movement effecft, remove. Add a small armor reduction effect with the slam dmg., maybe a knockback also.
VooDoo Rags - rename the big bad voodoo, it just doesn't fit a shield spell. If you remove the Voodoo rags, Devour Magic stays until you activate another armor on you.
The rest of the armor - I didn't write these down but they all looked just fine. Some of them had a nice color change/ look difference. I don't suggest changeing them unless bugs or glitches.

Miscilaneous and Creatures:
Crocadile - The devourer skill doesn't work.
Kodo Beast (creep) - Get rid of devour skill, it ate me while riding raptor.
Raptor - Add slash skill to raptor.
Other Tameables - I didn't try them out but have a passive skill for them, like the bear could have Bash.
Misc. - With the waves, eventually Cave Trolls and Naga join the orcs.... Didn't get..... and WHY have master splinter and the ninja turtle Leonardo join the fight???? Instead of all the skills with movement speed reduce, make a tar/goo/glue/slime mine that'll slow them down instead, allowing more survival related effects/skills to be placed. I still believe Mounted Riders need some skills or something. Also make them heroes so they can't be eaten. Does the game end if that Kunte Kinte guy dies??

Hero Suggestions: More or less these are ideas, not fully created heroes.
Demonic Troll - wings, possible tail. Have fire or ice spells, summon Infernal with low summon lifetime. Line attack skill with a demonic weapon or claws. Howl of Terror skill. Should fight boss to Obtain.
Mutant Troll - A mix between a troll and the Alien. Has a tail and claws, crawls or runs on all-fours. Poison Mist breath? windwalk (stalk skill). Tail attacks and such. Fight boss to obtain.
Troll Guardian - A Troll paladin of sorts with armor, shield and a hammer. Uses skills like bash, avatar, heal, or lightning hammer. Fight Boss to Obtain.
Troll Kegmaster - A semi-copy of the Pandaran Hero. Only has Keg under arm. Uses skills related to alchohal or lighting oil and such.
Troll Necromancer - Self-explanitory. Death Coil, Summon Undead Skills. Maybe even Summon Undead animals. Dead Mounts...... Give 150 mana.

All comments made above are more or less, Suggestions not commands, requests, orders etc. Enjoy your day and I apologize to anyones eyes who had to read this.

ALL HAIL WARCRAFT!!!!!!!

:mwahaha::mwahaha::mwahaha::mwahaha::mwahaha::mwahaha::mwahaha::mwahaha::mwahaha:
 
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Level 8
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316
i base most of the troll spells off of the spell animations so i look at them in the world editor.

so the ravager(knives) i gave it the ability raptor strikes, cuz just like in wow. when the ravager does his spell animation its a spin. so i figrued it would be the perfect ability. imma make a longer post addressing more of the changes you suggest. and thanks for the tip about the devourmagic problem.

the reason samurai has drunken haze n shit is cuz his animatioon makes him drink(watever is in his red flask) then spit it out. thats why breath of fire looks amazingly accurate on him

regarding the the make the mounted animals not being eaten. i think i can raise there lvl so they cant be eatn thts it tho. if i make em heros lotta spells n triggers become useless
 
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Level 3
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Nov 24, 2008
Messages
62
Sorry, you should've put that in a hidden tag to begin with.
Very long and way too colorful.

~Hidden, so people don't have to see it everytime.

Srry don't know how to put in a hidden tag. Also srry with colors, i thought it might help.
 
Level 13
Joined
Mar 13, 2010
Messages
1,172
thankyou hope it wasnt too hard for you

Naaa, a challenging map, is a good map. I always say that the best way to keep it fun; is to make it to a certain extent, very hard but still possible. Sure, i'm still trying to win it, but it keeps me addicted. :xxd: If it was too eazy and I had already finnished it, then I would probebly not feel like playing it again.
 
Level 8
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Messages
316
Naaa, a challenging map, is a good map. I always say that the best way to keep it fun; is to make it to a certain extent, very hard but still possible. Sure, i'm still trying to win it, but it keeps me addicted. :xxd: If it was too eazy and I had already finnished it, then I would probebly not feel like playing it again.

sadly we beat it today. :( figured out out one item made everything op. so imma nerf that lol but keep trying you wont figure the item out
 
Level 13
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Messages
1,172
sadly we beat it today. :( figured out out one item made everything op. so imma nerf that lol but keep trying you wont figure the item out

Yeah, but your map is hard, so I will definatly feel like playing it again after I beat it! So good job :thumbs_up:
 
Level 6
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Jul 13, 2010
Messages
101
none of my friends like survival maps, unless its SWAT aftermath. So i cant rly play it with others and ty for tip, when i played again, i spawned at a bear mount. BEARS FTW
Critique
Pros and Cons of map
Pros - Well built and designed, models work and are beast
Cons - Only Axe Thrower and Mammoth Hunter allowed with ANY weapon... Fix?
4/5
 
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Level 8
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Nov 21, 2008
Messages
316
none of my friends like survival maps, unless its SWAT aftermath. So i cant rly play it with others and ty for tip, when i played again, i spawned at a bear mount. BEARS FTW
Critique
Pros and Cons of map
Pros - Well built and designed, models work and are beast
Cons - Only Axe Thrower and Mammoth Hunter allowed with ANY weapon... Fix?
4/5

prepare to reduce your cons to 0 lol. i made a mistake of posting one of the inbetween versions. from 7.5 -7.7 was me testing triggers to see how i could make mounts hold weapons n the effects be nulled. 7.8 is a working one.
 
Level 8
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316
I played this with you on BNet it was really fun, but I wish the classes could level up in some way. 4/5

glad you think it was fun. Sadly i wont add levels cause thats just not my style home slice. Originality is key, so mabey ill add some weird income system based on [idea that will come soon] and people will be able to buy [upgrades?] idk but for now no lvls.

First you people want levels, then ranks, then before ya know it save codes, then this might as well be a undead assault 2 lol or its successor restricted complex.
 
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Level 6
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Messages
1,425
Alrighty,
I will give my full review now, or you can see my final rating at the bottom.


Please note, parts of the description section, and almost all of the terrain section of this review I borrowed from ap0calypse, because he is awesomeness.


"The reason why a good description is necessary is to encourage players to play your game.
It will grip the attention of people who (accidentally) pass by, attention is one of the basic things a map must have, otherwise it will be forgotten in the thousands and thousands of maps on battle.net."
( - The Importance of a Description, by ap0calypse).

Also,
If you'd like some examples of a good description try the following links.
Shining Waters by R.Gaming_Strike
Avatar by dj0z

Additionally, a description is required (not just optional).
Only a few people will download your map with no description and it is certain to get rejected.

Your description is great. It gives all necessary info, and then some.



General Triggering Tips

1) Leaks and how they affect you

Now, if you don't know, the definition of a leak, an object handle that is used and stored in memory but cannot be recalled.
In layman's terms, it's basically like having something on your computer taking on space, but you can't get rid of it, so it bogs down your memory uncontrollably.
Try the hidden tag below for more info on leaks.

You cleaned up your leaks VERY well.
Nice job, I couldn't find anything.


2) Inefficiencies: The plague of triggers

Now, an inefficiency can be a couple of things.
1) It can be a trigger that need not exist due to another trigger fires on the same event.
Note, that practically any two triggers that fire on the same event, can be combined, with the exception of triggers that turn off or on.
This is due to the fact that we can use if-then-else for the conditions.

2) It can be a way you do something, that just doesn't have to be done that way. (Things like manually putting a if-then-else 8 times with the same actions but with different players can be avoided by looping 8 times through one if-then-else and using integer A as the player number)

A few of these here and there, and then there's those trigger categories "weapon", "weapon drop", "armor", and "armor drop".
Now, all of these categories could be compressed into 4 long triggers (1 per each current category), however they'd be long.
I'd suggest, maybe three triggers per each current category.

Link to a helpful tutorial



General Terrain


1) Tileset

Choose your tileset carefully: a combination of about 3 or more different types of grass for forests is not a luxury.
The tileset is the base of the terrain, it's very important that you learn to combine tilesets that look good together (note that some of the edges of tilesets can be different when next to another type, you need to think about that too: what looks good next to what?).
Most people start out with 1 or 2 different types of tileset that don't match eachother, then go to randomly placing a few tilesets that do match eachother and then finally, after some practice, can succesfully combine tilesets and know where to place them.

Your tileset was splendid.
You used it well and had a good amount of tiles for this sized map.

2) Transition

This part also belongs to the tileset somehow.
When you're creating a terrain and you're using different tilesets, make sure that they are mixed and that you can't see any clear border.

You also did really well here.

3) Cliffs

Try not to use cliffs (in the terrain palette: apply cliff: increase/decrease one/two).
Cliffs could be used when you actually need a cliff, but when you need a mountain of some sorts, or a wall use the raise land tool or doodads.

Not bad. No blizzard cliffs, just nice height tool variation everywhere.

You should also never use the standard water-tools for the terrain, there's a far better (yet more complicated) option to create water.
Cliffs could be used when you actually need a cliff, but when you need a mountain of some sorts, or a wall use the raise land tool or doodads.
The thing here is that you need to create a new map in order to make this work, I don't think you can adjust this when you've already made your map.
What you need to do: when creating a new map, there's an option called "Initial Water Level", if you set this to "shallow water", you start off with your terrain completely under (shallow) water.
Afterwards, when the terrain is created, you should raise the land (not with the cliff tool!) so it is slightly above water-level (it should look like land on the minimap, but may not be too high).
When this is done, click the "apply height: plateau" tool and drag it all along the terrain, starting from the little patch of land, now the entire terrain should be above water-level.
To create a river now is very easy: lower the terrain and you've got water - this can be done to create puddles, rivers, sea, whatever you want.

You made sure to use the height tool here as well, BUT one thing you didn't do, was use the "smooth" tool to help compliment the rivers.
take a look at this before and after example.
View attachment 89530Note how it is jagged, and looks just unnatural.

View attachment 89531This little area took me about 15 seconds. Seriously, it may not be a ground breaking difference now, but trust me, it looks WAY better.


Doodads:


1) Spamming doodads

Doodads may never be spammed, you can place a lot of environmental doodads (such as shrubs), but never overdo it.
A lot of people spam things like rocks, waterfalls or fire, but that is not the point of doodads.

4) Emptiness

Empty terrains are very ugly, if you compare older or less professional maps with higher quality maps, you can immediately see that the higher the quality of the map, the less empty the terrain looks.
This is because, usually, people who know how to map, also know that the terrain is a major part in the entire game: I don't like playing on empty, bad terrains.
The solution? Environmental doodads! These are the most useful doodads and your map should exist out of about 70-80% environmental doodads (and trees are probably the second most used doodad).
A tree doodad is just a tree, nothing special, but once you add a bit of shrub and mushrooms underneath, it makes it feel more realistic.
Yet again: do not spam these either... they can look good in greater numbers than most doodads, but that's no reason to spam them.

Nothing left empty, very nice.

Additional:


1) Weather/Fog

These are main ingredients when creating a cinematic and shouldn't be forgotten in other maps either.
There's no need for a weather effect (in fact: please don't touch it if you don't really know what you need to do with it), but a (triggered, not weather) fog can drastically improve how a terrain looks, or the 'aura' it gives off.
Creepy maps need a darker fog, happy maps a light one, you can make it change for day/night purposes, you can change it depending on the region you're in.
Basically this decides what kind of map you're playing

To make a default fog: go to Scenario -> Options, there you should see the option "Use Terrain fog", set style to "Linear" (nothing else) and choose your color.
You probably need to lower the starting Z as well (about 1000, or even less if you want), otherwise you won't see a lot of the fog.

2) Sky

You seriously don't need this if you don't use camera's that have an angle of attack of at least 330 degrees...
In cinematics however, it decorates the entire terrain and - if it matches the cinematic theme - it really expresses the general idea.




General Obj Editor Tips

1) Ability Tooltips

I have written an entire maps worth of ability tooltips before, about 60 of them. It took me about a week. Seriously. Put some serious thought into these. Anything and everything we need to know should be here.
If it has a cooldown. If it has a certain range, and even if it's melee. What targets it can affect. How many targets. How long to cast. The basic idea of it. And anything else you can come up with.

You did a lot of work here, and it certainly looks good.

2) Other Tooltips

2A) Regular Unit Tooltips

Now, these are pretty easy.
They should include things like, unit classification. Unit's range. What the unit can/can't target. The basic info on the unit. The build time for the unit. Attack cooldown. And anything else you can come up with.

2B) Hero Tooltips

These are a bit more intricate.
They should include things like, abilities. Stats and stats per level. Base attack. Lore behind the hero. Range of the hero. Attack cooldown. Targets he/she can attack. Any other special information. And anything else you can come up with.

Not many custom ones, but ones that were gave necessary information on the unit. Nothing more, however.

3) Balancing

Now, I really can't tell you how to balance your map. All I can say is if you play it with a full-house and you play as every position(not every color) and noticed it was no harder nor any easier, then you can say it's been tested for balance. Outside of that, it hasn't been properly tested.

All units appeared to be decently balanced.




General Gameplay Tips

1) Replay value

This refers to how well your map can be replayed. Major bugs, imbalances, and other things to just generally mess up the gameplay, will affect this.

No major bugs. No lag. No terraining eyesores.
Very nice.

2) Bugs and how they affect your map

Now, a bug is anything that is supposed to happen but can affect gameplay. Things like glitches for example. These can not only hurt the replay value of the map, but are general annoyances, and can lead to imbalances.

Couldn't find anything.

3) Laginess, and overall file size.

Now, lag can be caused by a couple of FIXABLE(key word here) things.

1) It can be because you have a lot of triggers. Now, on battle.net if you have more than 300 triggers, your map probably goes to hell. This can be easily fixed, by combining triggers. I've never seen a map that actually needed 300+ triggers.
2) It can be due to trigger leaks. If your game starts out fine, but gets worse, it's probably due to leaks. We've a number of tutorials on this site alone to help here.
3) It can be due to unnecessary doodad spam. This is pretty self-explanatory. Too many doodads are a bad thing. In the object manager you can see how many doodads you have, and what the limits are.
4) Just a big file size in general. Things like imports, music, triggers, and terrain size, all contribute to map size. If your map exceeds 7 MB, it probably won't have a high replay value, due to the lag it's bound to have on Battle.net.

even in late-game, lagless.




My final comments/concerns

Description was good.
Triggers were above average.
Terrain was great.
Obj Editor work was average.
Gameplay was nice.



My final rating,

4/5 (Recommended)
Approved
 
Last edited:
Level 7
Joined
Aug 21, 2010
Messages
283
First you people want levels, then ranks, then before ya know it save codes, then this might as well be a undead assault 2 lol or its successor restricted complex.
This is a very interesting map, and quite a fun one at that. My favorite part about it had to be the mounts. :D Everything works great, and I haven't experienced any lags or any glitches. About the levels issue for which I quoted you: This map isn't made to be an RPG, so it doesn't need a save system. If you just added normal levels that made a hero stronger/gave new skills (like normal WC3), it would be more fun. There are other survival maps out there in which your hero can level up, but you don't necessarily need save codes.

Rating: 5/5 :D
 
Level 8
Joined
Nov 21, 2008
Messages
316
This is a very interesting map, and quite a fun one at that. My favorite part about it had to be the mounts. :D Everything works great, and I haven't experienced any lags or any glitches. About the levels issue for which I quoted you: This map isn't made to be an RPG, so it doesn't need a save system. If you just added normal levels that made a hero stronger/gave new skills (like normal WC3), it would be more fun. There are other survival maps out there in which your hero can level up, but you don't necessarily need save codes.

Rating: 5/5 :D

thank you, Me and my epic team of idea makers(me) are hard at work trying to think of a unique income system for this map so people can become stronger. The next version i release will be epic sauce.......... If only klingo would finish the photon cannon spell......
 
Level 1
Joined
Sep 13, 2010
Messages
1
+ Nice Terrain + Good gameplay + Many items + Many spels - not interesting to play in sinle player I will give this map 4
 
Level 7
Joined
Aug 21, 2010
Messages
283
Your description seems a little messed up for some reason, there are tags all over the place. Anyways, what's new in this version?
 
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