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Shango Winter Edition

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Shango Winter Edition is a remake of Shango Tower Wars, a map made by Carnifex.

Features:

4 creep shrines to send from
4 teams each with 2 players
11 different builders
45 creeps. Some have their own abilities

Commands for everyone:

-zoom value (Use: -zoom 3000) The value can be between 500 and 3000. Any value below 500 will put you to 500 and any value over 3000 will put you to 3000.
-clear (Use: -clear) Clears the screen of messages.
-g amount (Use: -g 350) Sends the amount of gold specified to your teammate.
-towers (Use: -towers) Displays how many towers you currently have.

Commands for Red:

-kick color (Use: -kick orange) Kicks the player of corresponding color from the game
-day (Use: -day) Turns the time to day
-night (Use: -night) Turns the time to night
-snow on/off (Use: -snow off) Turns the snow off or on.
-anim on/off (Use: -anim off) Turns the animations of towers off or on.

To view your teammate's income just select one of his buildings since income is displayed where lumber normally is.


MOGTkxv.png

Build a maze to stop the creeps from reaching the fountain, send creeps to defeat your opponents and try to get the highest income. Creeps spawn in the middle when sent and move to corresponding checkpoints trying to reach the end.

Take a look at the example below.

Map Layout

Z7WToCu.png

White Dots [Spawn] - When a player sends a creep, it will spawn at every other spawn except his team's. If a team is empty or defeated creeps won't be sent to them.

Yellow Dots [1st Checkpoint] - This is where the creeps that were sent will first try to move. It is recommended that you build your maze around this checkpoint.

Blue Dots [2nd Checkpoint] - After they have reached the 1st Checkpoint they will head for this one. If there are two players in a team, it's recommended for the second player to build here.

Red Dots [Fountain] - When a creep touches the fountain you lose 1 life. If 40 creeps enter, you lose. You can choose to stay and spectate or leave.

Media:





QCVk9Ft.png



All Versions



Version 8.1d 19/5/2019

- Added an option for Red to limit the numbers of towers that can be built.
Keep in mind that If this options is enabled it will change what happens when a player leaves or is kicked.
- Added an All Pick/All Random option
- Fixed a bug with the "-snow" command
- Added a "-towers" command to check how many towers you currently have
Version 8.1c 19/11/2018

- New and perfected Anti-Block system
- Shortened the loading time
- Added a special effect when selling a tower
- Added a message when a player picks a builder
- Updated tooltips
- Various bug fixes
- Berserk now has a visual effect
- New '-anim on/off' command to toggle the animations of towers

World Editor changes:
This patch comes with huge changes to triggers and the overall functionality of code. Comments have been changed/removed along with variable names.
Version 8.1b 12/11/2018

- Fixed a bug where your builder would spawn at the wrong region
Version 8.1a 11/11/2018

- Adjusted Creep Shrine Level 1's Stock Start Delay
- Swapped the order of builder icons
- Swapped the models of Dragon Builder's tier 1 towers
- Reworked the Human Builder
- Reworked the Orc Builder
- Buffed the Ultimate Strike ability
- Made upgrading towers just a bit slower
- Changed the icon for Divine armor
- Change the Build Menu icon
- Performance improvements
- Shortened the loading time
- Improved the BlockPrevent trigger
- The builder is now automatically moved to a corresponding checkpoint when trained
- Updated the Map Info
- Corrected Naga Builder's tier 1 tower tooltips
- Changed the icon for Animal Builder
- Changed Makura's cost from 61000 to 69000
- Changed Creep Shrine Level 4's cost from 200000 to 400000
- Added the Bounce Attack ability to Sapphiron
Version 8.0f 18/11/2017

- Possibly lessened the chance of desync
- Removed Critical Strike from Troll Headhunter (Orc Builder)
- Changed the description for Fire Attack
- Changed the name, description and effect of Disease Cloud
- Changed Creep Shrine's name to Creep Shrine Level 1
- Changed Creep Shrine NCD's name to Creep Shrine NCD Level 1
- Changed builder descriptions
- All Creeps from the Creep Shrine Level 1 now have 2 hp/s regen
- All Creeps from the Creep Shrine Level 2 now have 4 hp/s regen
- All Creeps from the Creep Shrine Level 3 now have 10 hp/s regen
- All Creeps from the Creep Shrine Level 4 now have 15 hp/s regen
- Added Berserk to all tier 1 towers from Orc Builder
- Changed the name, description and effect of Burning Soul
- Changed the name of Roots
- Changed the name, description and effect of Slow Poison
- Adjusted Stock Start Delay for creeps
- The camera now automatically zooms out after you train a builder

World Editor changes:
- Loops in the "Start" trigger now use a custom Variable
- Added loops in the "Start" trigger
- Made "Start" trigger more compact
- Region variables start with "rg"
- Combined "DefeatT#" triggers into 1
- Removed the "NoDecay" trigger, this should now be handled by "Combat - Death Type"
- Made "AutoSelect" trigger simpler
- Made some single-line actions/conditions into multiple lines
- Removed "Slowed" from the Buffs/Effects tab
- Removed "Crippling (Non-stacking)" from the Buffs/Effects tab
- Removed "Crippling (Stacking)" from the Buffs/Effects tab
- Removed "Stunt" from the Abilities tab
- Changed the text of the first timer window
- Changed "Team#Leaves" triggers slightly
- Changed "T#Sends" triggers slightly
- Changed "Initialization" trigger to use a loop
- Added an icon to Frost Aura
Version 8.0e 25/3/2017

- Fixed a bug when a player left the game or lost
Version 8.0d 25/3/2017

- All creeps now have movement speed of 400
- Raised the cap for movement speed
- Added "specialties" to builders' descriptions
- Reduced wait time in the BlockPrevent trigger
- Fixed armor type of Human Builder's towers
- Fixed armor type of Orc Builder's towers
- Fixed armor type of Animal Builder's towers
- Fixed armor type of Dragon Builder's towers
- Fixed armor type of Naga Builder's towers
- Fixed armor type of Night Elf Builder's towers
- Fixed Infernal tower's button position
- Lowered the size of Holy Builder's towers
- Lowered the size of Orc Builder's towers
- Lowered the size of Undead Builder's towers
- Lowered the size of Human Builder's towers
- Dragon Turtle tower no longer has a skin
- Doom Guard tower no longer has a skin
- Changed some of Hero Builder's tower models
- Renamed Blademaster (Hero Builder) to Samuro
- Renamed Keeper of the Grove (Hero Builder) to Cenarius
- New icon for Sea Turtle Hatchling and Sea Turtle towers

World Editor changes:
- Moved all towers out of the Neutral Passive category
Version 8.0c 13/2/2017

- Team lives will now update correctly to 0 when everyone from a team leaves
- Fixed Frost Infernal's name
- Changed Creep Pathing triggers, they should now work properly
- Fixed version 8.0b's date
- Fixed Creep Shrine NCD Level 4 not being colored
Version 8.0b 12/2/2017

- Changed map preview to show colors
- Fixed Creep Shrine Level 4's gold cost
- Fixed Creep Shrine Level 4's tooltip
- Fixed Frost Infernal's model
- Fixed winning message for team 2 being the wrong color
- Fixed Fire Lord's icon
- Buffed Knight (Human Builder)
- Buffed Lord Garithos
- Fixed Mortar Team's tooltip
- Fixed Spell Breaker's tooltip
- Fixed Version 8.0a's description
Version 8.0a 10/2/2017

- Corrected the Random Builder tooltip
- Shortened file name
- Made Shango Ultimate Towers more distinguishable
- Builder Market is now automatically selected at the start of the game
- Switched positions of red and blue
- Rebalanced creeps
- Removed unused icons/skins/models
- Changed the way the versions are published
- New icon and skin for Overlord
- New icon and skin for Doom Guard
- Spider renamed to Frozen Spider, new skin
- Turtle renamed to Icy Turtle, new skin
- Sea Giant renamed to Creature of The Depths
- Medivh renamed to Moses
- Corrected Frost Infernal's tooltip
- Updated Credits and Commands tabs in Map Info
- Added "NCD" label to shine names for clarity
- Added Creep Shine Level 4
- Added a multiboard
- Added an end-game multiboard with extra stats
- Added new hints
- Removed inventory from creeps
- Removed the leaderboard
- Removed the Spy ability
- Removed floating text
- Removed the -income command
- You can now use "-clear" to clear the screen of messages, instead of pressing ESC

World Editor changes:
- Renamed variables to fit the following format: Booleans start with "b", Dialogs start with "d", Dialog Buttons start with "db",
Floating Texts start with "ft", Integers start with "i", Multiboards start with "mb", Players start with "p", Player Groups start with "pg", Points start with "pt",
Reals start with "r", Strings start with "s", Timers start with "t", Timer Windows start with "tw", Units start with "u", Unit Groups start with "ug",
Unit Types start with "ut", Weather Effects start with "we", Arrays end with "_Array"
- Added comments for better readability
- Edited existing comments
- Creep Pathing triggers set to null the variable for last created unit instantly after using it



Version 7.0 - 7.4

Patch made possible by neven1
- Fixed Caime Bloodhoof's tooltip
- Fixed a bug that happened when a player left
- Changes to triggers
- Balance changes
- Fixed a bug that happened when a player left his region
- Fixed triggers not working properly
- Only red can now choose the options
- Changed map preview
- There is no longer a black tint when using the "-zoom" command
- New -snow on/off command
- Added hotkeys for tower upgrades
- Reworked the Kick and GiveGold triggers
- Made triggers more compact
- Changed formatting of many texts
- New hints
- Tower descriptions now include their attackspeed
- Fixed an exploit
- Added instant upgrading and building
- Hero Builder's towers now sell for the correct price
Version 6.0 - 6.7

- Small attackspeed buff to Shade and Crypt Fiend
- New minimap
- Optimizations
- Fixed Ogre not getting the speed buff
- Fixed an issue where the race market would change owner if a teammate left
- Fixed some creeps having slow attack speed
- Fixed creep sending to team 4
- The game will no longer end if you start it alone
- Fixed Stonemaul Ogre not getting the speed buff
- Fixed Speed Mage's tooltip
- Removed projectiles
- Banshee now has a proper model
- Fixed leaderboard showing 0 lives for team 2
- Fixed Attack Prevent System
- Minor changes
- Added hotkeys for buildings
- New models for Cursed Builder
- New models for Naga Builder
- Balance changes to Human
- Changed Holy Builder's primary attack type from Magic to Pierce
- Changed Night Elf's secondary attack type from Siege to Pierce
- Changed the sell system
- Fixed hotkeys
- Fixed some tower not giving back the correct amount of gold when sold
- Changed timer system
- Fixed creeps spawning next to shrines
Version 5.0 - 5.4

- More doodads
- Added floating text
- Custom map preview
- Added an ability to see enemy income
- Workers now teleport back when they leave the region
- Fixed creeps not being sent
- Fixed creeps destroying the whole maze
- Nerfed hero builder
- Troll Headhunter has a new ability
- Night Elf Archer has a new ability
- Huntress has a new ability
- Fixed typos
- Fixed Zombie respawn not working
- New zoom command
Version 4.0 - 4.5

- Fixed typos
- Nerfed some towers
- Improved tower descriptions
- Changed attack types of some towers for more variety
- Added options at the start
- Fixed Footman upgrading to Caine
- Delayed start options
- The first 3 creeps from the second shrine research faster
- Host now has limited time to choose options
- Creeps will no longer run into the wrong part if the maze is blocked
- New descriptions for some towers
- Fixed existing descriptions
- Income can now be seen where lumber resource is
- Added random race
- Modified start messages
- More doodads
- Last shrine now has cooldowns
- New icons for Ultimate Shango Tower 3 and 4
- New icons for income and gold
- New commands for red (-day , -night)
- Added descriptions for buildings in the race market
- Added -clear command
- Fixed Ice Mountain Giants tooltip
- Small changes to triggers
- Change in tower animations
- Fixed green icons
- Added hotkeys for race buildings
- Changed hotkey for Sell
- Descriptions of all towers are now the same format
- Updated credits
Version 3.0 - 3.3

- Fixed teleport's hotkey
- Changed Shago Ultimate Tower's description
- Zombie and Penguin have new abbilities
- Added "Splash" to towers abbilities
- Added new abilities to creeps
- Changed colors in the leaderboard
- Added some scenery, more to come
- All towers now have homing missiles
- Various fixes
- More scenery
- New models for infernal and mountain giant
- Fixed green icons and added new icons
- Fixed some towers not giving back the right amount of gold when sold
Version 2.0 - 2.7

- Interface changes
- New map layout
- Fixed creep sending
- Changed creep pathing to see if it will remove the lag
- Human race got a visual remake
- Undead race got a visual remake
- Orc race got a visual remake
- Night Elf race got a visual remake
- Removed mod
- Naga race got a visual update
- Fixed Spell Breaker's missile
- Added back the attack prevent system. Creeps will no longer destroy your whole maze
- Once more fixed creeps attacking the whole maze
Version 1.0 - 1.5

- Creeps can now pass through each other
- Made creeps smaller
- Made the map winter themed
- Added description for creeps
- A lot of new models and icons
- Moved the fountain slightly
- Added new sounds when the player leaves along with some other
- Added "-zoom" command
- Added doodads and other decoration
- Changed sizes and colors of many builds
- Builder is auto selected after being trained
- Shrines are auto selected after upgrading
- Changed ground textures of buildings
- Performance improvements
- Hopefully made it so that the game won't freeze
- Fixed some icon placements
- Nerfed the Ice Attack ability
- Balance Changes
- Changed some models
- Changed some descriptions
- Terrain changes to improve performance
- Other small changes


Rx2PTmD.png



Thanks to Carnifex for the original Shango

Icons used:
MountedFootman by Lelling
ZLTaurenDeathKnightblp by zadelim
IcyTurtle by Leopard
_AzureDragonJudicator by Muoteck
GeneratorBlue by Xifos
FallowDeer by Stanakin
Comet by Paladon
SnowBall by Hemske|nAcidStinger by PeeKay
IceGiant by FrlkY
CWMagmaLord by CloudWolf
AirRevenant by Sin'dorei300
DeathDoomGuardZL by zadelim
IceSpider by Windrunner29
CWDeathKnight by Cloudwolf
CREnergize by CRAZYRUSSIAN


Skins used:
Magma Lord by CloudWolf
SelectionCircle by SA Dashie
Ice Giant by FrlkY
Air Revenant by chr2
Tauren Death Knight by zadelim
IcyTurtle by Leopard
Icecrown UI by Kwaliti
Ice Spider by Windrunner29
Death Knight by CloudWolf
Death Doom Guard by zadelim


Models used:
Azure Dragon Crystal Lord by General Frank
Glaciar Aura by Daelin
Ner'zhul Infernal by LuisZek


Thanks to the following Hiveworkshop members:
Yugata, Dr Super Good, jot0017, Mythic, Death Adder, Nichilus, IcemanBo, LordDz, deathismyfriend, Shoto, Wietlol, Veritas 117, MojObi-Dos, Faith, Chaosy, pick-a-chew, Zwiebelchen, DEE-BOO, jonhysone, Warseeker, CafeSaiGon, Meatmuffin, CafeSaiGon, JaysProjex, neven1.
Thanks to my friends who helped me test and develop the map.
Thanks to Blizzard for making a great game.

Winter Edition by Dane
Older versions can be found here. These should not be hosted, always host the latest version.
Contents

Shango TW Winter Edition (Map)

Reviews
8:59, 14th Nov 2015 StoPCampinGn00b: Map works very smoothly after the updates where the leaks might have affected the gameplay. The design scenerio (2v2v2v2) of the map keeps the TD genre fresh while having standard and special towers. Also nice to...

Moderator

M

Moderator

8:59, 14th Nov 2015
StoPCampinGn00b:
Map works very smoothly after the updates where the leaks might have affected the gameplay. The design scenerio (2v2v2v2) of the map keeps the TD genre fresh while having standard and special towers. Also nice to see a few decorations on the sides of the map. Will play again on battle.net after playing it three times.

Map approved, not rated. Will rate if more extensive testing is done - especially on the balance of the races.
 

Ardenian

A

Ardenian

I dislike you use the name 'Shango TD' simply abusing the overall publicity this name has in the BattleNet instead of creating your own game.

Though it would be nice to have a more professional version of Shango TD.
 
Level 12
Joined
Dec 11, 2014
Messages
662
I dislike you use the name 'Shango TD' simply abusing the overall publicity this name has in the BattleNet instead of creating your own game.

Though it would be nice to have a more professional version of Shango TD.

Well this map is a remake so I see it as logical for it to keep its name. Using a different name would seem like I was trying to get off with using someone else's map as my own. Though I have thought of giving it a new name.
 

Ardenian

A

Ardenian

Hmhm, but see, even if you don't change the map you try to get off using someone's else map and basic ideas.
I guess as there are hell of Shango fakes and remade/remakes this could actually be a good one, I might give it a try.
 
Level 12
Joined
Dec 11, 2014
Messages
662
even if you don't change the map you try to get off using someone's else map and basic ideas.

I am well aware of that, and being so I crediting everyone I can, even Carnifex (Who I think created the original), I am also keeping the map open-source to once again not seem like I am taking all the credit for the map. I might even put an easter egg regarding carnifex
 

Ardenian

A

Ardenian

Hm, I had a quick look over the triggers, there are some leaks, especially waits, and most of them are pretty inefficient, too.
Maybe take a look on them, would be nice to have a leakless and efficient map.
They are not severe, as far as I noticed, though.
 
Level 12
Joined
Dec 11, 2014
Messages
662
Alright, thanks. I got a couple of questions if what I did was right and if I should do something or not.

What I did: used this
  • Actions
    • Set GroupVar = (Units in (Playable map area))
    • Unit Group - Pick every unit in GroupVar and do (Unit - Remove (Picked unit) from the game)
    • Custom script: call DestroyGroup(udg_GroupVar)
instead of this
  • Actions
    • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unit - Remove (Picked unit) from the game)
is that good?
Also this:
  • Actions
    • Set GroupVar = (Units owned by Player 2 (Blue))
    • Unit Group - Pick every unit in GroupVar and do (Unit - Remove (Picked unit) from the game)
    • Custom script: call DestroyGroup(udg_GroupVar)
instead of this
  • Actions
    • Unit Group - Pick every unit in (Units owned by Player 2 (Blue)) and do (Unit - Remove (Picked unit) from the game)
.
Good?

Also, there are 4 player group variables, 1 for each team, should I make them an array with the size of 4 or keep 4 different Player Group variables. Also, I remember seeing in a map that the size of an array was 1 but was used as if it had more and it worked, how do sizes work then? i guess ill search for an explanation here on hive
 
Last edited:

Ardenian

A

Ardenian

The map section is a bad place to ask these questions, consider posting it in the WEHZ.

Yes, it is good, as you remove leaks.

There is one thing, I learned you should never use a single action action, but a multiple actions action.

Hm, indexed variables would be slower, but you have more triggers with four variables. I myself would use indexed ones, as it makes the triggers look more cleaned.
 
Level 32
Joined
Apr 2, 2013
Messages
3,953
Review reserved

EDIT: Map works very smoothly after the updates where the leaks might have affected the gameplay. The design scenerio (2v2v2v2) of the map keeps the TD genre fresh while having standard and special towers. Also nice to see a few decorations on the sides of the map. Will play again on battle.net after playing it three times.

Map approved, not rated. Will rate if more extensive testing is done - especially on the balance of the races.
 
Last edited:
Level 12
Joined
Dec 11, 2014
Messages
662
I'm test this map v5 at solo. Where creep? Next income +gold but no see creep to kill

I tried to explain the game play on here and in the map if you go to F9 menu. There are no waves, enemies send creeps, that means that the enemy must be a human player. Also, you shouldn't build there, creeps spawn in the middle (When sent by another player) and move to the 1st checkpoint (In your case the upper right one), and then to the 2nd checkpoint (upper left) and then to the fountain where you lose your lives (bottom left)

The 1st attachment is how the creeps will go when red or blue send some creeps (1 creeps spawns 3 times (for each other team)).
The 2nd attachment is how creeps will go when someone from the opposite team sends creeps
Map can't be played against Computer opponents since they don't send and they don't build. But you can still start the map to test things without human players.
I added an explanation to the main post. You can also look at the screenshots in my main post (They are hidden) and you can see how we placed our towers.
 

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Last edited:
Level 1
Joined
Apr 20, 2010
Messages
1
Hi, I think the map would improve a lot with a all random mode and a mode that puts a limit on the amount of towers you can build. For example 60 towers per player. I think having a limited maze is more interesting than making a endless one without thinking.
 
Level 12
Joined
Dec 11, 2014
Messages
662
Hi, I think the map would improve a lot with a all random mode and a mode that puts a limit on the amount of towers you can build. For example 60 towers per player. I think having a limited maze is more interesting than making a endless one without thinking.

You're right! I can't say when the patch will come out but I'll make sure that's in the next one.
 
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