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Risk Next Gen 3.2i Team

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Risk Next Gen
This is a fast paced map where the goal is to conquer the world. There's only one obstacle: 11 other players trying to do the exact same thing. Conquer regions for bonuses, and secure entire continents for additional bonuses. This map combines many of the best elements of Risk maps before it as well as some concepts from the classic board game. This game requires diplomacy and deception, careful calculations, and micro and macro skills to even survive. The best part? After playing a game on the lagless official hostbots which allow players from all battle.net realms to connect to one another, visit the Official Website to view your stats from any game, see where you rank compared to others, and view replays from any official game hosted.

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Credits:
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-NewRelic for helping with the coding and designing an awesome website
-ShadowAbyss for pointing out a few memory leaks
-super_ckicken for hosting the map when I needed to test
-born2modificate for releasing textures to the public (some terrain textures used in this map)
-Debode for the battleship skin
-GeneralFrank for the $ icon
-Paladon for the skeleton icon
-Rayquaza for the 'suspend' icon
-zombie2279 for the laptop icon
-RodofNod for creating Risk Devolution
-Goble-r1sk for making several fun risk maps
-MrPutnam, SinfulNinja, lostcommo, and SpartanofDeath for testing


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Screenshots:
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NG0.jpg

NG1.jpg

NG2.jpg

NG3.jpg

NG4.jpg

NG5.jpg



Changelog:
Version 1.02d
-Added a two minute timer, if timer expires, 1/4 bty, 5 Spawns, Names Hidden, and Bridges are chosen
-Some code changes that will hopefully result in accurate win reports, and not randomly report players as dead when they are still within the game

Version 1.10
-Game will no longer end at incorrect times
-Further attempts to correct position tracking

Version 2.0
-Code optimizations. Lag should be significantly reduced, and crashes should happen much less frequently (hopefully not at all). Game runs much more smoothly.
-Voting. There are now 6 set modes that players can choose from. In future versions this will only be the case in ranked games, otherwise the first slot will choose options via the old method
-Position tracking method changed, possibly fixed
-Base Ownership transfer should work correctly now
-Several bottlenecks widened
-Intro removed
Aesthetic Changes:

* Beacons are now colored. (Will change back if players don't like it)
* When a territory is taken, it is announced on the multiboard. Tent appears immediately.
* Changed the look of the multiboard slightly
* Multiboard displays game mode
* New loading screen, ingame minimap, and minimap preview images


Version 2.1
-Code tweaks
-Battleship SS regeneration rate lowered

Version 2.2
-Bottlenecks widened
-Transports ships can now load and unload anywhere in Transport Ship modes.

Version 2.3 BETA
-Multiboard sorting: The databoard now sorts based on players' revenue
-Multiboard edits: X captured y message no longer cut off past certain length
-Multiple beginning game options
-Players who fail to own land at the end of the turn for three consecutive turns will be considered dead upon the fourth.
-Terrain changes, bottlenecks widened, some ship accessible places are now blocked, Britain has another access point, a few areas replaced with the transport landing tile. Africa is more accessible from mid east and the river chokepoint widened
-Map now split into two versions: One where the terrain stays the same, and a new one which has a more devo-style feel to it. (complete but other map needs updating)
-Tracking unit kill and train details
-Recruitment Centers/Spawn Buildings now have two new abilities; one to select nearby centers, and another to set the rally point to the rally point of the current selected center.
-20 max transports in transport mode
-Players now able to ping other players via an ability in the control center, as well as enable/disable viewing the pings
-Control center has a camera option 'Lock' which locks a players' camera to the far setting even if they accidentally scroll etc
-The method of sorting when multiple units are leaving a Circle of Power now takes into account the units % health and does a better job of keeping a weak unit as defender
-When loading units into a transport, one unit stays behind in the Circle of Power preventing empty ports
-SS no longer target empty land Circle of Powers
-Player position tracking code changed
-2 Player Timer increased to 18 minutes

Unit Changes:
-Selecting units now prioritizes them based on the importance of their abilties. (IE Roar units first, than heal, and so forth and last units without abilities.)
-All unit ability hotkeys changed to use ERTY
-Knights now have bloodlust with autocast on by default
-Private, Marine Private, Medic Lt, Marine Major, General movespeed increase
-All tank movespeed decreased
-All tank's range increased
-All tanks hp regen rate decreased
-Tank A 300hp increase
-Tank A new ability based on taunt
-Tank A defense increase
-Tank B and C attack speed and damage increase
-Tank C defense increase
-Generals now have an autocast roar ability
-General starting mana increased to 300
-Marine major gold cost reduced from 5 to 4
-Marine major defense decreased
-Marine Major health reduced by 150
-Marine Major mana starts at 90
-Marine General new ability - Berserk
-Marine General new ability - Throw Net
-Marine General damage increased
-Medic LT have a ranged attack
-Medic LT new ability - Focus Heal
-Medic LT new mana max increased to 385
-Medic LT mana regen increased
-Medic LT starting mana now set to 125
-All ship movespeed changed
-Sniper Captain renamed to Artillery Captain

Version 2.3b BETA
-Bounty and Fog Options removed from ranked voting
-Transport Cap Increased to 40 from 20
-Attack ground new image remove, replaced with default

Unit Changes:
-Tank taunt ability [Provide Cover] area of effect increased from 450 to 700.
-General mana reduced to 225 from 300
-General autocast roar off by default and mana cost increased to 155 from 125 (...Removed)
-General autocast War Cry replaced with Battle Cry
-General ability [Reckless Frenzy] mana cost increased to 65 from 50.
-General defense reduced to 11 from 12.
-Marine Private Range reduced to 400.
-Marine Private movespeed increased to 285.
-Marine Private Icon changed (thanks yun, kept forgetting about that, haha. Actually you gave me the wrong path, but the reminder helped.)
-Major health reduced from 650 to 625.
-Major defense reduced from 7 to 6.
-Marine General armor reduced from 9 to 8
-Tank A range reduced to 650
-Tank B range increased to 785
-Tank C range increased to 725
-Transport Ship new ability - [Kill Transport]
-Medic LT starting mana reduced back to 75
-Medic LT new ability- [Extinguish Morale] (Dispel roar buff)
-All ships now avoid empty land Circle Of Powers

From 3.0 Beta to 3.0d Beta
-Unit Data tracking removed, caused lag
-Tank A attack type changed to magic
-Tank A range decreased to 575 from 650
-Tank A damage reduced to 65
-Tank B hp increased from 1250 to 1300
-Tank B armor type changed to unarmored
-Tank C range reduced from 725 to 685
-Tank C damage type changed to piercing
-Tank C armor increased to 8 from 7
-Tank C movement speed increased from 250 to 275
-Major defense reduced from 6 to 5
-Marine General health reduced by 25
-Marine General defense reduced from 8 to 7
-General defense reduced from 11 to 9
-Max transports increased to 50 for transport mode



Videos:

http://www.youtube.com/watch?v=2S_iL_ue7IQ&feature=relmfu
http://www.youtube.com/watch?v=pYvlaoRSUbI


Keywords:
Risk Next Gen, team, devo, risk, dota, strategy, generation, diplomacy, world, domination, Risk, Strategy, Next, Gen, Devo, Devolution, Micro, RNG, Wo
Contents

Risk Next Gen 3.2i Team (Map)

Reviews
Vengeancekael - [Contact] Date: 2012/Jul/03 14:50:17 Comment: [Approved] View post Resource Moderation - Rules
Level 14
Joined
Dec 9, 2006
Messages
1,091
For those who don’t know, Risk is a board game produced by Hasboro. The primary object of the game is "world domination," or "to occupy every territory on the board and in so doing, eliminate all other players." Players control armies with which they attempt to capture territories from other players, with results determined by dice rolls.

PsychoMarauder’s Risk Next Gen is a wonderfully implemented Warcraft III version of the classic game. The basic premise of the game still remains: attempt to conquer the world. But now, you must attempt to do so in a faster-paced game.

Plenty of game principals from the original board game are utilized for the foundation of the map. Players must leave at least one soldier in each territory in order to occupy it. Players get an allotted amount of reinforcement bonuses based on the number of territories they hold. The bonus is larger when a player owns a continent.

However, PsychoMarauder adds a plethora of extra features that make the game infinitely more interesting. There are different types of units that can be trained with the reinforcement resources that can diversify the effectiveness of your army. Instead of only continental bonuses, there are also now regional bonuses, so that smaller sections of continents can be strategically captured for greater effect. There is also a variety of game options that can allow for different types of strategic gameplay; such options include full naval travel and landing, port-port travel only, and bridge crossings. The game can when with different victory conditions, such as economic victory or control victory, preventing games from being drawn out past the “winning point.”

As towards general functionality, the game performed seamlessly for me.

Overall, Risk New Gen is a fun map to play with friends and any fans of the original Risk should give this version a shot.

Final Rating: 5/5 and significant push for approval.

~Asomath
 
Level 6
Joined
Sep 19, 2005
Messages
169
Hey guys sorry I forgot I posted this here. This version has been slightly neglected and I'll need to make some adjustments to get it up to speed like the FFA/1v1 version is.

However it is great to come back to such positive reviews, made my day.

KGG I know you dislike the terrain, and I also dislike it in some ways, but any suggestions on how to fix? I've released versions where there is a tactical terrain height advantage for units and the mountains play a role. But how could the terrain be better?
From an accuracy stance I shied away from that for gameplay purposes.


Hellraider, stalemates can occur in ffa when people are afraid to make a move. I don't see how this is possible in 1v1 or team games because those become incredibly fast paced the better you become at the game and based on the skill level of your opponents. In case of a transport game stalemate, try -votess, ship games tend to have less waiting periods.

I think someone commented on the games ending rather quickly; I can only say this. A 8+ ffa game will be far more balanced and players tend to keep a balance of powers. 1v1 and teams might as well be a different game, it depends completely on the skill level of everyone in the game and their playstyle.

There are MANY tricks in this map that players do not know and some never learn even at the pro level. In my opinion there is a high skillcap to this game and the rankings help add to that. Hope everyone enjoys playing.
 
Level 14
Joined
Dec 9, 2006
Messages
1,091
It was truly a pleasure reviewing this map, and Im glad my review could be used to hasten the approval of this gem. I believe I made a comment on the game ending in different ways and quicker, but I marked it down as a positive note, as it prevented long drawn out, war-of-attrition games that ruin replayability.

~Asomath
 
Level 7
Joined
Jul 25, 2008
Messages
292
Hey, my friends were once again playing this game and at least once during each round one of us accidentally tapped the scrolling wheel on our mice and were forced to zoom in without being able to zoom out again. I was wondering if there is a command to reset back to the game's starting zoom (or perhaps a command to lock the zoom at the start).
 
Some suggestions would be to merge this with your other map for a game mode because it uses the same terrain. http://www.hiveworkshop.com/forums/maps-564/risk-next-gen-3-4b-154733/

Maybe add some more units? Some spells like cannon fire or artillery using a projectile system maybe? We got a few here at hive.

I can't review this because I haven't played in a team, just offering some suggestions.
 
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