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Santa vs. Evil 1.3

Santa vs. Evil 1.3

Friedrich Schiller tells the amazing story of Santa who defeated the Forces of Evil with nothing but a candy cane, snowballs, bleach, and Cookies. After Santa's reindeer die on Christmas Eve, he crashes near Munich, Germany where all of his sleigh burns. Desperate to save Christmas, Santa begins to rebuild his sleigh, but something is watching him... Waiting to strike. Little did he know that it was a Walrus Dude, who he later killed with a snowball, and was the beginning of his epic struggle against his greatest enemy.

Features:

  • 1.5 Hour- 2.5 Hour game-play
  • Co-op Santa Action up to 4 Santas
  • Difficulties
  • 2 Santas
  • 4 Bosses
  • 19 Waves
  • And for my maps, a cinematic!

Have at least one player on red then click the start game button. Once it loads, choose a difficulty and pick between 4 characters then wait for the Waves to start. If you pick the Deity, get the Snowball ability or you're gonna have a bad time. Survive as long as possible, it's not too hard to pick up.



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Models: Blood Raven, BROAD_SIDE, Burning_Dragoon5, Cavman, Deolrin, Direfury, donut3.5, Frotty, Gottfrei, -Grendel, HappyCockroach, HappyTauren, Hawkwing, Hayate, HerrDave, IamMclovin, infrenus, JetFangInferno, Kitabatake, Kuhneghetz, Lord_T, Mc !, Oliver, olofmoleman, Power, Pvt.Toma, s4nji, skrab, Suselishe, Sxar, Tarrasque, Thrikodius, valkemiere, vile, Walle, and WILL THE ALMIGHTY.

Icons:~Nightmare, 67chrome, -Berz-, BLazeKraze, Crabby_Spider, darkdeathknight, HappyCockroach, HappyTauren, Hayate, Hemske, JollyD, Kimbo, kola, lelyanra, LiOneSS, olofmoleman, Pyramidhe@d, Raging Ent, Riley, San, The_Silent, Thrikodius, and zbc.




1.1- Decoy Snow Piles with enemies that come from them; Icon of Blubber changed (Was asked to be changed by a friend); removed useless path-blockers now that I know they are useless; added an ice island thing, wont effect the game or be seen, it was going to be for a update but was canceled; made a snow pile limit (120 Piles)
1.1.1- Removed the Snowpile limit sending off that message because it got annoying, added a quest log, added some text that shouldn't really effect anything. Just a small update.
1.2- Added the Christmas Saint (New Santa), added all new abilities and crap for him, added a way to choose your Santa, added Free Use Christmas Music (I have the permission for it's use), fixed some bugs and trigger issues. Please give feedback!
1.2.1- Well sorry about that, the Christmas Saint can now attack air units.
1.2.2- Fixed a bunch off triggers not working with the Christmas Saint, it should be good now. Also I will try to fix the enemy lag, it'll just take a bit of time to get sorted.

1.3- Added the Abometal Snowman character, you can now skip cinematics, slight grammar adjustments, revised the crap terrain to be... still kinda crappy, added some new map events, added three more waves (a continued section), added more Christmas music, lowered the cost of mana for some abilities, balanced some abilities, added more crap to the Quest Log, and the AI have now been fixed to function a lot better (less unit lag, no more walking and stopping, etc.).

-This update was so small I'm not changing the name, it just fixed my boi Franz.



All difficulties are possible, not tested on the Continued section though.
If anything in the map offends you, I might change it if I can; otherwise, I'm keeping my crude jokes.
Please give feedback, I appreciate it. :)

Tips to winning: Pray, Listen to Iron Maiden, ask Lord Gaben for help, train with a montage, receive a Christmas miracle, spam the Christmas Saint's children, and run like an idiot.

Enjoy my Christmas gift to y'all!
Contents

Santa vs. Evil 1.3 (Map)

Reviews
A Void
Code: The snow (an item) is being constantly created on a random point in the map, it can stack-up quite quickly and it should either have a limit or a removal after certain time passes to prevent constant flood of items. I've seen that you put a...
A Void
Code: The snow (an item) is being constantly created on a random point in the map, it can stack-up quite quickly and it should either have a limit or a removal after certain time passes to prevent constant flood of items. I've seen that you put a...
Level 14
Joined
Jul 1, 2008
Messages
1,314
Haha I think that a good story indeed starts with santa killing walruses with a snowball. :D

I played your map, all 15 waves, and I would like to say that you should add something at the end. Also, the game is still pretty basic, not much features in it, however, it is actually fun, the tool tipps are quite funny. Maybe you can add some details to the game here and there to spice it up, so that not every single wave is almost identical to encounter (especially in the late game).
 
Level 10
Joined
Oct 2, 2014
Messages
215
Haha I think that a good story indeed starts with santa killing walruses with a snowball. :D

I played your map, all 15 waves, and I would like to say that you should add something at the end. Also, the game is still pretty basic, not much features in it, however, it is actually fun, the tool tipps are quite funny. Maybe you can add some details to the game here and there to spice it up, so that not every single wave is almost identical to encounter (especially in the late game).
Thank you! I'm so glad you enjoyed it. I'll try to see what I can do to spice it up. If you have ideas, I probably need them.
EDIT: I am going to add new update soon to hopefully help you.
 
Last edited:
Level 10
Joined
Oct 2, 2014
Messages
215
"Code: The snow (an item) is being constantly created on a random point in the map, it can stack-up quite quickly and it should either have a limit or a removal after certain time passes to prevent constant flood of items. I've seen that you put a command to clean snow but it should be done automatically without user's interference." -M'kay, limit trigger created.

"Terrain: Average Warcraft 3 terrain that could use some improvements. I noticed that you spammed a lot of doodads like rocks, corpses and etc. Another thing is that I noticed you using pathing blockers to make mountains unwalkable, I have no idea why you did this because rocks that you spammed already have pathing with them that prevents units from moving trough. You should remove those useless pathing blockers. The use of custom tree variations is a nice addition." -I don't think I'll change much of the terrain on the map, but I did fix the useless blockers. Could you give me some constructive criticism of the spamming on doodads, please? I get that a lot and I don't really see the problem.

But thank you so much for reviewing the map and I think enjoying it! I'm mostly surprised it got approved so quickly.
 
"Code: The snow (an item) is being constantly created on a random point in the map, it can stack-up quite quickly and it should either have a limit or a removal after certain time passes to prevent constant flood of items. I've seen that you put a command to clean snow but it should be done automatically without user's interference." -M'kay, limit trigger created.

"Terrain: Average Warcraft 3 terrain that could use some improvements. I noticed that you spammed a lot of doodads like rocks, corpses and etc. Another thing is that I noticed you using pathing blockers to make mountains unwalkable, I have no idea why you did this because rocks that you spammed already have pathing with them that prevents units from moving trough. You should remove those useless pathing blockers. The use of custom tree variations is a nice addition." -I don't think I'll change much of the terrain on the map, but I did fix the useless blockers. Could you give me some constructive criticism of the spamming on doodads, please? I get that a lot and I don't really see the problem.

But thank you so much for reviewing the map and I think enjoying it! I'm mostly surprised it got approved so quickly.

Spamming doodads doesn't improve the terrain quality of the map, it's just pretty repetitive to see copy and pasted rocks spammed in one area. What you could do is experiment with different doodads, sizes, locations to make something unique. There are a lot of models in Hive which you could use. I would recommend reading this tutorial, there is a lot you can do.
 
Level 10
Joined
Oct 2, 2014
Messages
215
Spamming doodads doesn't improve the terrain quality of the map, it's just pretty repetitive to see copy and pasted rocks spammed in one area. What you could do is experiment with different doodads, sizes, locations to make something unique. There are a lot of models in Hive which you could use. I would recommend reading this tutorial, there is a lot you can do.
How'd I not think of doodad size!? I'll check out the doodads on the website and hopefully upgrade my terraining.
 
Level 14
Joined
Jul 1, 2008
Messages
1,314
hey
Uklabokalala,

To explain a bit further, what A Void was suggesting:

So, I would like to comment on these spammed rocks, as he wrote it: They do not really look that good, because they are quite repetitive (they all look the same) and they do not really fit in to the landscape as they often are partly sticking out of the ground. This looks very unnatural - of course it is ok for a fun map, but thats where you can improve it - as being said, just think of a natural way, rocks look like, increase the doodad size and lower their lvls using CTRL+PageUp, uncheck"fixed doodad height" in the editor settings and you can easily modify your mountains.
The same way, some trees are sticking out o the ground, maybe just lower them a bit, you could even select all and just lower them - easy fix and it looks much better, cause we cannot see the ugly bottom ends of the trees :)
There is some cool rock models in the ultimate terraining map but you probably do not have to go that far for this game concept. However it would certainly help to make your map stand out ..
 
Level 10
Joined
Oct 2, 2014
Messages
215
hey
Uklabokalala,

To explain a bit further, what A Void was suggesting:

So, I would like to comment on these spammed rocks, as he wrote it: They do not really look that good, because they are quite repetitive (they all look the same) and they do not really fit in to the landscape as they often are partly sticking out of the ground. This looks very unnatural - of course it is ok for a fun map, but thats where you can improve it - as being said, just think of a natural way, rocks look like, increase the doodad size and lower their lvls using CTRL+PageUp, uncheck"fixed doodad height" in the editor settings and you can easily modify your mountains.
The same way, some trees are sticking out o the ground, maybe just lower them a bit, you could even select all and just lower them - easy fix and it looks much better, cause we cannot see the ugly bottom ends of the trees :)
There is some cool rock models in the ultimate terraining map but you probably do not have to go that far for this game concept. However it would certainly help to make your map stand out ..
I'll look out for those trees for a future update. I do need to check out the terraining map you speak of and see how that helps, maybe. I'll probably use all these terraining tips in the future, but I might implement them for this map. You two have been extremely helpful and I really do appreciate it, thanks you!
 
Santa vs. Evil Map Review 3/5

Code: The snow (an item) is being constantly created on a random point in the map, it can stack-up quite quickly and it should either have a limit or a removal after certain time passes to prevent constant flood of items. I've seen that you put a command to clean snow but it should be done automatically without user's interference.

The code is leakless but there are several places where you could have optimized the amount of triggers. Instead of doing things manually you could enumerate (pick all players, units of type...), this would make your code a little cleaner. This is entirely up to you.

Terrain:
Average Warcraft 3 terrain that could use some improvements. I noticed that you spammed a lot of doodads like rocks, corpses and etc. Another thing is that I noticed you using pathing blockers to make mountains unwalkable, I have no idea why you did this because rocks that you spammed already have pathing with them that prevents units from moving trough. You should remove those useless pathing blockers. The use of custom tree variations is a nice addition.

Game Play: It's a pretty fun map with plenty of humor to it. The waves are balanced enough depending on difficulty.

Overall: The map is an average hero defense with Christmas theme wrapped around it.

Approved
 
Level 10
Joined
Oct 2, 2014
Messages
215
-level third Snowman needs more mana than the Santa has...
-long spell cooldowns force the players to run like crazy
-only two places where the Chef teleports to
-no info in the quest log

2.5/5.
First of all... What? 3rd Level Snowman can yes, be obtained before you have the mana; but, you can get that mana over time so it's not too bad.

Long spell cool-down: This depends on your strategy and teamwork. I use snowball as the most important weapon. That kills about 60% of what I fight and it really depends on who I target and how my team deals with the situation. Also with my strategy I use my snowball a lot and then once I need to, I use my present. I never really run around that much "like crazy" I keep it to a condensed location where I can control what I fight. Pretty much you choose how much you run around and use spell cool-downs to your advantage.

The Chef is a random teleport; there are multiple things that could've occurred. 1. He did teleport only in two places which is really unlikely; technically he could only teleport to one place the whole game. 2. You only saw him in two places because he does move all over the map.

Finally, why does every map need a quest log? For some maps, half the fun is learning; exploring the options; seeing how things work; and learning how to overcome the unknown.

Look, I don't mean to be rude, I really do appreciate the time you gave to my map and to comment; but, the maps I make I always try to add an element of exploration to overcome the situation and figure out what to do or how to play. It seems like you didn't fully explore the map and/ or try to adapt to the map. And if you did.. well then tell me up bro!

I invite you play this map again and please tell me how it goes. I'd love to help you enjoy this map to it's full capability.
(I will add a Quest Log. People do depend on that sometimes so I will create one and probably release it today or this weekend. Also I'll check if the Chef was doing what it was doing because the map is broken and fix it if the map is broken.)
Sorry for the long comment. Part of it was just me ranting and I kinda got lost in thought. Thanks!

EDIT: The Chef is okay by the way. I added a quest log with some basic tips and info. hope that works!
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
3rd Level Snowman can yes, be obtained before you have the mana; but, you can get that mana over time so it's not too bad.
It is because it renders the ability useless for that time basically crippling the hero.
I use snowball as the most important weapon
I see. I tried presents and snowmen.
We were two persons. The games says 1-4 :D
Finally, why does every map need a quest log?
Most importantly for credits, but also for information about the game.
I make I always try to add an element of exploration to overcome the situation and figure out what to do or how to play.
Well, of course but I was really confused at first getting messages like: "presents spawned here", "the chef moved there" and so on. I mean I'm usually curious and go see what it's about.
I'd love to help you enjoy this map to it's full capability.
I'll try the snowballs strategy then.
The Chef is okay by the way.
Would be nice if he teleported in more than 2 locations as the presents appear in more than 2.
 
Level 10
Joined
Oct 2, 2014
Messages
215
It is because it renders the ability useless for that time basically crippling the hero.

I see. I tried presents and snowmen.

We were two persons. The games says 1-4 :D

Most importantly for credits, but also for information about the game.

Well, of course but I was really confused at first getting messages like: "presents spawned here", "the chef moved there" and so on. I mean I'm usually curious and go see what it's about.

I'll try the snowballs strategy then.

Would be nice if he teleported in more than 2 locations as the presents appear in more than 2.
Okay, to be honest: Snowman need to half a buff so I'm gonna reduce their mana. And I'm super happy you played with a friend, I hope you guys enjoy it. Credits in the map? Never thought about it, maybe I'll do that. But thanks for the feedback and clarification!
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
-dragon slow lasts too long; even with teleport it can become a problem
-when there are many enemy units on the map, they don't move normally
-presents disappear because players might not be able to reach them in time due to them being in enemy spawn territory
-would be nice to be able to skip cinematic mode/intro
 
Level 10
Joined
Oct 2, 2014
Messages
215
-dragon slow lasts too long; even with teleport it can become a problem
-when there are many units on the map, they don't move normally
-presents disappear because players might not be able to reach them in time due to them being in enemy spawn territory
-would be nice to be able to skip cinematic mode/intro
The Dragon is exactly what it is supposed to be, too many units I can't exactly fix (it does clear up over time), presents do not disappear (you might not be able to find them), I'll check on how to skip the cinematic.
 
Level 10
Joined
Oct 2, 2014
Messages
215
Hmm... can they spawn between trees where it is unreachable? What about a constant ping until the next presents appear?
A constant ping I'm my opinion would get annoying though, maybe. And they have set spawns. Presents though I have lost because some spawn points are hidden behind trees but are possible to be found. This might be a fun challenge to fix. Also I'm on my phone so I can't do anything at the moment. All electricity is turned off.
 
Level 10
Joined
Oct 2, 2014
Messages
215
Run a periodic check that enables and disables unit collision after some time for enemy units, this will fix their movement lag. Or you could separate units into different computer teams. There are many ways to fix movement lag which is caused by unit collision.
Well right now I'm still working on it. I just released a pre-mature update that I'm trying to fix. Also I'll try that periodic trigger, just how should it work exactly. I cant think at the moment. I'm in too much of a panic... AHHH!!!!
 
Well right now I'm still working on it. I just released a pre-mature update that I'm trying to fix. Also I'll try that periodic trigger, just how should it work exactly. I cant think at the moment. I'm in too much of a panic... AHHH!!!!

Something like this, experiment a little bit to find the suitable time values:

  • Movement Lag Fix
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • (Number of units in (Units owned by Neutral Hostile)) Greater than or equal to (>=) 64
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
        • Loop - Actions
          • Unit - Turn collision for (Picked unit) Off
          • Wait 0.30 seconds
          • Unit - Turn collision for (Picked unit) On
 
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