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Throne

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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THRONE

A turn-based, tactical board game similar to chess.
Each player starts with 11 units, which move in unique patterns.
The goal is to vanquish the enemy king.

Each turn last 40 seconds in which the player must make a move.
During the opponent's turn your controls are disabled, but camera angles can be changed by hitting the Esc key.
There is a neutral unit on the play field which changes location every 20 seconds - when attacked it gives a bonus swordsman to the attacker's faction.
When a player's unit reaches the three squares (left/right) closest to the throne his King unit is given a bonus item which provides it with an extra life.

Supports 2 Players and up to 10 Spectators. (no AI)


Credits:
Tranquil for the Mounted Knight and King models.


The idea behind this project was inspired by chess. Unlike the Warcraft classic game there is no room for luck, only pure tactical thought(example: the damage of units varies to some degree min-max) .
Every hit on an enemy unit is an instant kill. I know this type of maps are not that popular due to their speed and logical restrictions. I have thought of other updates which would be implemented at a later point, but for now I wish to leave it to a basic level of play without items, abilities,terrain or changes in number of moves or movement grid of units. Version 1.01 has been tested in multiplayer mode and shows no signs of bugs. The problem with the Cooldown timer and the multiboard overlaying is caused by the version of the game. In version 1.30 this issue is no longer a problem.



Version 1.01

Fixed cammera issues
Now user control is not disable during enemy player's turn instead move and attack abilities are disabled.
Amulet of Immortality now is only give to the 1st player to reach 1 of 6 near center squares.
Selection issues fixed.
Spirit of Fortune function fixed.
Previews
Contents

Throne (Map)

Reviews
deepstrasz
You cannot communicate during the other player's turn because user control is disabled. You can use the attack command on wisps multiple times in one turn and nothing seems to happen. Sometimes units don't respond to commands. Even had to use attack...
ReviewThrone Key ConceptMinigame - You based the map on a nice concept, although I played this and it's really not ready for approval. Deepstrasz and I played together and unlike in chess, where you can make actually normal moves, here units are...
Tested it right now with @deepstrasz . The same impression I've made is exactly his. The chat is now available while playing, good thing. Feels a bit different but not a lot from the previous version. The game is at least 10% faster but, units have...
deepstrasz
Alright, we had another take on it and well, movement is fixed. Sometimes the spell breaker doesn't want to kill but only uses the attack animation. Problem is that engagement is slow in that the units move more lots in front than on the sides. It...

Deleted member 247165

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Deleted member 247165

This requires multiplayer to be tested, since the opponent AI is not making a move. I use patch 1.29.
 

Deleted member 247165

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Deleted member 247165

Anyway, I really love the concept of this map, probably because I'm a chess player. Going to test it out with a friend soon :D
 
Level 19
Joined
Jul 2, 2011
Messages
2,162
This map was tested by the Warcraft Spelling Checker which generated the following report.



Number of spelling errors: 9

Total Objects: 5

Number of Custom;

Items: 1

Abilities: 3

Units: 2

Doodads: 0

Destructibles: 0

Buffs: 0

Upgrades: 0



List of swear words detected: 0



Percentage of Flat land: 31.0%

Number of doodads loaded with map: 518

Number of units/buildings loaded with map: 21

Imported files used: 4 of 4 files used

Estimated In Game loading time: 52.895999999999994 seconds


I think that means your map can be approved because it didn't detect any swear words :D
 
Last edited:

Deleted member 247165

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Deleted member 247165

I tested the map with my spell checker and it generated the following report.

Number of spelling errors: 10 (Including meatFactory and oponent)

Total Objects: 16

Number of Custom;

Items: 0

Abilities: 0

Units: 0

Doodads: 0

Destructibles: 0

Buffs: 0

Upgrades: 0



List of swear words detected: 0



Flat land: 31.0%

Number of doodads loaded with map: 23

Number of units/buildings loaded with map: 1

Imported files used: 0 of 0 files used

Estemated In Game loading time: 2.16 seconds


I think that means your map can be approved because it didn't detect any swear words :D
I and deepstrasz play it right now. We shall see if it's good
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,798
  1. You cannot communicate during the other player's turn because user control is disabled.
  2. You can use the attack command on wisps multiple times in one turn and nothing seems to happen.
  3. Sometimes units don't respond to commands. Even had to use attack two times on a nearby unit.
  4. It would be better for right click on a circle to move. Tried selecting one Footman 10 times... Sometimes you are forced to only use one unit for some reason.
  5. Very slow paced.
  6. I don't think units should be teleported over the middle zone to the enemy's zone.
  7. The camera should be left alone along with user control so you can see things better and not feel restricted.
  8. The middle zone is an annoyance.
  9. What's the role of life and armour if everybody dies from one go?
  10. I suggest you move more than 1 unit at a time at this rate...
  11. What's the use if every unit only walks one circle on the sides?
  12. This is entirely silly. Only one circle to move backwards too; what are you to do when only moving one unit per turn? Wait for the enemy to kill them one by one as you move towards them?
  13. What about ranged units?

I've attached a replay and the version I've played on (bottom of the post). Played it with @Alxen345 on 1.29.2.

Please, next time, when you decide uploading a map, make sure it's not alpha.
This an example of a good type of this genre: Zuluhed's Challenge

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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https://www.hiveworkshop.com/forums/staff-contact.692/
 

Attachments

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  • ThroneReplay.w3g
    107.9 KB · Views: 47
Last edited:

Deleted member 247165

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Deleted member 247165

Review
Throne
full

Key Concept
Minigame - You based the map on a nice concept, although I played this and it's really not ready for approval. Deepstrasz and I played together and unlike in chess, where you can make actually normal moves, here units are limited a lot. Also, players cannot communicate freely. You have to wait for your turn to say something and so on for the other player.
full

Gameplay
The main objective is to slay the enemy king. Also, the king can move only 1 yard per turn? I think he should be able to move at least 3 of them. The health and armor stats are kinda uselessly added. Any unit can instakill the opponent's unit if it is in the yard of its attack range, excepting the King that has a second life. There were moments when I couldn't make a single move on my turn or I couldn't attack or move a specific unit even if it was in the yard of range for moving or attacking.
full

Terrain & Aesthetics
Kinds of chess terrain. Tilesets used are fine in my point of view, nice decoration in the middle of the map also. :)
full

Wizardry
No need for spells in this type of map. But I have some suggestions like "Freeze Turn" "Freeze Unit" etc. Be creative.
full

Final Suggestions
The turn timer appears upon the main multiboard, fix this. Maybe because of the patch. I used 1.29.2. Fix the gameplay, add more available yards to move on for some specific units. Also, the spellbreaker guy should have a 2 yard attack range since he has a glaive in his hand and is logical that he should be able to attack from a greater distance, just my point of view. I'm really sorry but the map right now looks like it's a beta version. I vote for Needs Fix and I suggest you post this in the Map Development section.
 
Hmm looks like needs some more work to be done. I will watch the replay and see what needs fixing besides both of your suggestions.
About the ranged units when I said it's a chess-like game there are no "ranged" in chess - all units are what you might call instant-kill.
Also I can't remove the unit's armor or hp bars (don't know how). I will work on this project more to make it at least good for approval.
Thanks to both for reviews.
 

Deleted member 247165

D

Deleted member 247165

Tested it right now with @deepstrasz . The same impression I've made is exactly his. The chat is now available while playing, good thing. Feels a bit different but not a lot from the previous version. The game is at least 10% faster but, units have the same movement, there were moments when I couldn't move where I wanted, the middle doodads are still there and you are forced to play using the left and right sides of the terrain. I suggest you remove the doodads from the middle side of the map and allow units to move in all directions from the start. Try implementing some custom spells or passives to some units to make it more interesting and enjoyable. RAISE, the number of yards a unit can move. That's all. Fix what I mentioned please, I still don't see this map ready.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,798
Alright, we had another take on it and well, movement is fixed. Sometimes the spell breaker doesn't want to kill but only uses the attack animation. Problem is that engagement is slow in that the units move more lots in front than on the sides. It would not be an issue if not for the big obstacle in the midfront. Either have that removed or shortened or make units move more on the sides too. It takes forever to properly position your units to then move them forward on the sides properly without them being one behind the other.
Another issue is the way you attack where most units have one circle in front or to the sides and they can just wait for the enemy units to come to their circle and they only have to attack them.
Also, it looks weird that units are always facing front even when moving to the sides.

There is still work to be done. It's a substandard chess variant right now which creates more annoyance than fun.

Awaiting Update.
 
Ok thanks again for testing @deepstrasz and @Alxen345.

The situation from the https://www.hiveworkshop.com/threads/content-moderation-and-its-impact-on-the-creators-ideas.308934/
thread is unfolding as a good example.
I was hoping to gain some more opinions of the gameplay from other users, but it seems people rarely bother to comment on maps now.
I know you both raise valid points on what should be done and some changes will be made in the near future, it just feels not ok to change the map over the the opinion of only 2 people.
 

Deleted member 247165

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Deleted member 247165

It is valid if those 2 people are experienced in what they do. Partially, you are right. If you are not satisfied with the reviews. Ask other people to test it out for feedback.
 

Deleted member 247165

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Deleted member 247165

I am satisfied by the reviews, because they are detailed and express your opinions on the resource, even though I disagree with 1 of the suggestions.
Like? Which one? It's important to communicate with your reviewers, people that give you feedback and have an interest in your map. I'm not an official reviewer, I just showed some interest regarding this map.
 

Deleted member 247165

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Deleted member 247165

Both @deepstrasz and I suggested that. It will be a lot better. But anyway, you can ignore the feedback and make it how you want. When more than one people tells you something, you should take into consideration man. :/
 
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