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The Betrayer v1.2

The Betrayer v1.2
by Mr.Pockets00000/ UnholyDecimator

previous versions: http://www.epicwar.com/maps/search/?n=the+betrayer&go=1

11b8769.png





v1.0
-release

v1.0a
-split command quest into 2
-fixed goldmine issue when replacing to naga
-improved naga tech tree

v1.0b
-fixed the message for when Betrayers increase strength

v1.0c
-fixed income display
-nerfed head hunter
-fixed player leave display



v1.1
-ninja profession now adds additional movement speed.
-head hunter now has critical strike
-thor now has increased bonus damage
-demonilitionist now causes fire damage to buildings overtime
-added Slayer profession
-added Guild Leader profession
-added Eskimo profession
-added Magi Addict

v1.1a
-added suspect function

v1.1b
-fixed an issue with the Slayer GUI
-fixed and issue with the -suspicions command
-hive release



-added vote to allow professions





Players: 4 - 12
Map Size: 192 x 192 (full), 172x172 (playable)
File Size: 491 kb
Base Map: Emerald Gardens



"There's a killer in our midst..... and it's one of us."

This is an altered melee where two players are randomly selected to try and kill the others. Great if you have a lobby full of intelligent, deceptive players.

This map is centered around the idea of Phantom Mode from StarCraft Legacy. It's left unprotected with the intention of portability- The ability to copy and paste the triggers, and modify the game constants to create more Betrayer maps.



At the beginning of the game everyone is assigned a role; two players are selected as Betrayers. One player is selected as the Knight, and the rest are assigned the role Commoners.

Betrayers aim to cause confusion and havoc while concealing their identities. They pose as normal Commoners. Betrayers also gain extra resources and an increase to food limit overtime. There's a need for them to watch their unit production to conceal these facts.

The Knight is the leader of the Commoners. Having a slight increase in income at the start, the Knight begins the game more powerful than either of the Betrayers. However as time progresses, the Knight falls behind on income and food limit. A good strategy for the Knight is to reveal himself right away, and try to get the Betrayers discovered as soon as possible.

A Commoner is just that. Has no special role other than to follow the orders of the player who claims he is the Knight.



In addition to being assigned a role, every player is assigned a profession. Professions don't have an effect on your goal like your role does, however do give you an additional bonus.

- Army General: All of your ground units are graced with 1 bonus armor, 15% attack speed boost, and 50 life.

- Architect: Grants the ability to build and repair structures faster. If a structure is under construction or has lower than 100% hp, you can finish/repair it instantly for the cost of 200 gold and 100 wood.

- Weapons Master: Start the game off with 1/1 all weapon and armor upgrades. In addition, your upgrade cap is set at 5 instead of the usual 3.

- Head Hunter: Killing an enemy unit grants 15 gold to the user (stacks with Commoner bounty). In addition, all ground units are granted a 15% chance to deal double damage upon attack.

- Terrorist: All of your structures will detonate with AOE damage upon destruction.

- Demolitionist: All of your units deal double damage to structures. In addition, your units attacks cause attacked structure to set fire.

- Turtle: All of your buildings are granted with 10 additional armor.

- Cultist: You joined a cult. Upon death, your units return as a zombie. Zombies have a timed life of 45 seconds. When a zombie dies, it stays dead.

- Ninja: All of your units are granted 15% evasion and 50 bonus movement speed. In addition, all of your units are given the ability to hide at night.

- Thor: All of your units have a 5% chance to stun an enemy upon attack! In addition, your units are granted a 25% damage boost.

- Toxic Man: All of your structures are granted an aura that severly damages nearby enemy air units.

- Fisherman: Your units/structures have been replaced with Naga units/structures.

- Slayer: All of your units deal 175% normal damage to other units, but deal only 35% damage to structures.

- Guild Leader: All of your heros gain experience 100% faster. In addition, your heros gain bonus attributes per level up (based on previous level's attributes).

- Eskimo: All of your structures are granted auras to slow nearby enemies.

- Magi Addict: All of your spell casters regenerate mana at an increased rate. All of your units are magic immune.



The original map concept came from a StarCraft 1 map: Phantom Mode
Emerald Garden is a Blizzard Melee map.
Programmed by Mr.Pockets00000/UnholyDecimator


I am the betrayer...

Keywords:
Phantom Mode, Deception, Who's the Killer, Altered Melee, Trickery
Contents

The Betrayer v1.2 (Map)

Reviews
16:32 4 November 2015 StoPCampinGn00b: Map approved. The map is a decent play for friends and could be with randoms since it's basically parasite in a melee map scenerio. However, the quality all around is somewhat lacking. For example, militia is...

Moderator

M

Moderator

16:32 4 November 2015
StoPCampinGn00b: Map approved. The map is a decent play for friends and could be with randoms since it's basically parasite in a melee map scenerio. However, the quality all around is somewhat lacking. For example, militia is taken out in non-professions mode. It's understandable to take it out with professions enabled, but those who would choose barebones melee would want the melee gameplay they love.

What you can do is make non-professions mode with minimal alterations as opposed to professions mode which is unbalanced, gimmicky, but can be something fresh.
 
Level 32
Joined
Apr 2, 2013
Messages
3,954
The map is somewhat unique but what concerns me is the balance. This is a simple, fresh concept riddled with complications.

- Army General: All of your ground units are graced with 1 bonus armor, 15% attack speed boost, and 50 life.

- Architect: Grants the ability to build and repair structures faster. If a structure is under construction or has lower than 100% hp, you can finish/repair it instantly for the cost of 200 gold and 100 wood.

- Weapons Master: Start the game off with 1/1 all weapon and armor upgrades. In addition, your upgrade cap is set at 5 instead of the usual 3.

- Head Hunter: Killing an enemy unit grants 15 gold to the user (stacks with Commoner bounty). In addition, all ground units are granted a 15% chance to deal double damage upon attack.

- Terrorist: All of your structures will detonate with AOE damage upon destruction.

- Demolitionist: All of your units deal double damage to structures. In addition, your units attacks cause attacked structure to set fire.

- Turtle: All of your buildings are granted with 10 additional armor.

- Cultist: You joined a cult. Upon death, your units return as a zombie. Zombies have a timed life of 45 seconds. When a zombie dies, it stays dead.

- Ninja: All of your units are granted 15% evasion and 50 bonus movement speed. In addition, all of your units are given the ability to hide at night.

- Thor: All of your units have a 5% chance to stun an enemy upon attack! In addition, your units are granted a 25% damage boost.

- Toxic Man: All of your structures are granted an aura that severly damages nearby enemy air units.

- Fisherman: Your units/structures have been replaced with Naga units/structures.

- Slayer: All of your units deal 175% normal damage to other units, but deal only 35% damage to structures.

- Guild Leader: All of your heros gain experience 100% faster. In addition, your heros gain bonus attributes per level up (based on previous level's attributes).

- Eskimo: All of your structures are granted auras to slow nearby enemies.

- Magi Addict: All of your spell casters regenerate mana at an increased rate. All of your units are magic immune.

Professions kill the balance and the appeal. It's a melee map in a the mind of a parasite or metastasis map. The strategy isn't completely taken away, but it becomes more complicated and tedious to deal with. So what you will not have enjoying the map are melee players and non melee players.

What you can do is do a complete overhaul of the professions or for the ones that apply, make them mastery upgrades. This gives a player a choice in play style. On top of that, some of these are minor gimicks and some of these are radical changes... and there's a lot. You should probably narrow it down to the top # of potential player favorites. Or you can go the vanilla route and take these out all together. Better yet, you can have them enabled or disabled by host command or vote.

Everything else is acceptable. The terrain isn't good at all but it's good enough. The quests and all are quite informative.


Map set to needs fix.
 
Level 32
Joined
Apr 2, 2013
Messages
3,954
Map approved. The map is a decent play for friends and could be with randoms since it's basically parasite in a melee map scenerio. However, the quality all around is somewhat lacking. For example, militia is taken out in non-professions mode. It's understandable to take it out with professions enabled, but those who would choose barebones melee would want the melee gameplay they love.

What you can do is make non-professions mode with minimal alterations as opposed to professions mode which is unbalanced, gimmicky, but can be something fresh.
 
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