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Tinker Total War V3,0

Dark-Zalor presents :

Tinker Total War V3,0
Created by Dark-Zalor

Map Info



The best engineers from two villages are fighting in an arena, every player can custom their hero to defeat the opponent team
There is more than 20 weapons and more than 20 items to custom your hero. The first team that reaches the amount of kills fixed by the mode will win the game.

This map is not a Dota Remake
It's not an arena with the hero Boush from Dota

For any questions or suggestions please send your e-mail at : [email protected]

I made a playlist youtube for epic games :
http://www.youtube.com/playlist?list=PLF2TjdmdzamtnV59qgcq_kmp6c9w2FZAs
I hope you will enjoy it, feel free to give me suggestions about song that are missing...

Visit my facebook page at:
facebook.com/DarkZalorMapper

Requires 1.32 Warcraft III version or Newer


Features



This game is a custom hero arena with the same heroes for each players but they are customisable during the game
by players with items and weapons. Each team has to kills enemies heroes, the first team that reaches 20 kills (Default) will win the game.

Weapons :
The weapons dealers are in the bottom of the areana, a hero can carry only 3 weapons maximum.
A weapon can be removed by using the portals, you get back half of the money you spent to buy it.
When you by a weapon you will obtain a spell, they aren't stackable
the controls of these spells are Q, W, E

Items :
The two dealers in the top of the arena can sell some item, these items can be use to
To Support your team :
like the defuse kit, the wards

To heal the caster :
Healer, heal, battery

To improve the resistance of the hero
Tome of strength, Auto Repair, boots of power

To deals damages :
like mines, energy booster, ...

Bonus :
There is 7 kinds of bonus you can pick
Gold Bonus (+75 gold to every friends)
Rune of Pain (30 damages per seconds enemies during 6 seconds)
Rune of Life (Heal 60 Hp and mana per seconds during 6 seconds)
Speed Bonus (Increases the allied move speed during 10 seconds 20%)
Speed Malus (Decreases the enemies move speed during 10 seconds 20%)
Armor Bonus (Increases the allied armor by 8 during 10 seconds)
Armor Malus (Decreases the enemies armor by 8 during 10 seconds)

These bonus spawn every 40 seconds and they runs between the two bases, they are destroyed at the end of the path.
Tinkers have to shoot them with the spell "Get a Bonus" (This spell doesn't damages enemies)
The first hero that destroy a bonus will gives a bonus to his team or gives a malus to the opponent team

Goblin Tank :
Every heroes have that ability it gives a magic immunity during 3 seconds but have 30 seconds cooldown.

Battle Ship Strike :
The tinker get a new ability, it will order to his ship to attack an area with 8 canonballs.
Every canonball deals 75 damages to enemies in the impact 150 Aoe.
The spell range is global

Modes :
There is a few modes
-nf : No Fog (Reveals the map)
-ds : Double Score (40 kills to win the game)
-ns : Normal Score (20 kills to win the game) (Default)
-hs : Half Score (10 kills to win the game)
-ex : Extreme Mode (No cooldown, no mana cost, No spell Goblin tank, No Spell Battle
Ship Strike)
-sc XX : Custom Score (XX kills to win the game)

Kills :
When you kill an enemy you will obtain a defaul bounty equal to (30 x Hero Lvl)

If you kill multi heroes in 10 seconds delay you will have a special bounty :
2 enemies - Double Kill (50 gold)
3 enemies - Triple Kill (100 gold)
4 enemies - Ultra Kill (150 gold)
5 enemies - Rampage (200 gold)
6 enemies - Combo Whore (250 gold)

if you kill heroes without dying between each kills your streak will increase for each kills
and you will get (Streak - 3) x 20 gold as bounty

If all the oponent team is killed at a moment
it's an Humiliation
Every allied units will get 100 gold

If a team can kill 5 consecutive enemies without any dies
It will get 75 gold

You can get an assist (+30 gold) if you have damaged the dying hero 10 seconds before



Screenshots



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Addon



V 3,0 :
Allow Reforged version of Warcraft III

V 2,5 :
Fix some spelling mistakes (just tell me if you find other english mistakes)
System with leaving player is fixed
I made a small tuto at the begining for players (to show differents shops)

V 2,4 :
The UI has been changed with the Minimage GoblinUI

V 2,3 :
Weapons stats and prices have been updated
Bonus gold for players are smaller

V 2,2 :
-sc XX mode to let the player to fix the score of kills per team to win

V 2,1 :
Add assists system (+20 gold)

V 1,9 :
The goblin tank spell cooldown is now 30 seconds (43)
rune of pain deal 30 damages (50)
bonus of armor gives 8 and -8 (10 and - 10)
rune of life give 60/s Hp and mana (100/s)
rune of gold gives +75 gold to every team mate (150)
Atomic strike is now 400 damages and 50 damages/s (600 and 75/s)
Nuke bomb is now 500 damages (600)
Watcher rocket deals now 150 damages (100)

V 1,8 :
Goblin tank doesn't take any damages
Weapon prices have been changed
Problems on bonus are fixed (Double bonus is cancelled)



Credits



Special Thanks:
  • The Helper
  • Hive WorkShop
  • The Warcraft 3 French Community
  • Blizzard

Loading Screen by Riot Game

Custom UI by :
MiniMage
I3lackDeath




Models :
  • JetFangInferno
  • Kitabatake
  • ratamahatta
  • wingednosering
  • GreyArchon
  • Troca
  • Ki
  • Zack1996
  • Frankster
  • Donut3.5
  • WILL THE ALMIGHTY
  • Rizz_Boomer

Author's notes



I spent a lot of time and imagination creating that map, I hope you will enjoy it.
If you have some ideas about spells, events, modes, just send me an e-mail at : [email protected]

I appreciate feedback and suggestions!



Map Description Template Created by -Kobas-
Find more here: Map Description - Templates



Keywords:
tinker, missiles, missile, rocket, explosive, explosion, weapon, ability, arena, engineer, mechanics
Contents

Tinker Total War V3.0 (Map)

Reviews
11:56, 19th May 2014 Orcnet: Gameplay is overall pinpoint of the game which gives a lot of fun factor or competitive play, I like how you can choose a huge varieties of missiles or spells to add for your hero, although I'm not quite sure what the...

Moderator

M

Moderator

11:56, 19th May 2014
Orcnet: Gameplay is overall pinpoint of the game which gives a lot of fun factor or competitive play, I like how you can choose a huge varieties of missiles or spells to add for your hero, although I'm not quite sure what the ships are meant for, I suggest it would be great if they'd be a special nuke you can use on the game's cosmetics, anyhow can be approved.
 
Level 16
Joined
Mar 27, 2011
Messages
1,349
Great game. It reminds me a lot of the Pudge Wars game I use to play a few years ago. Here's some suggestions:


- A loading screen description is important because it gives the players a first impression of your game. Your description has a couple of spelling mistakes. Fix the spelling mistakes; Engineer* and Customize*

- Some runes don't seem to work. The speed rune works, however the armor rune didn't appear to give me any armor, and the gold rune didn't appear to give me any gold.

- The "Get a Rune" ability is a little confusing. This ability shoots a projectile which can enter the enemies base. Players will try to dodge it even though it does no damage. Maybe prevent the projectile entering the enemy base, or make any target offensive ability pick up runes or something. You may need to think about a strategy to fix the confusing gameplay element. Maybe the ability could do damage, so players DO have to avoid it. You'd have to increase the cooldown if thats the case.

- The "Remove Spells" circle of power doesn't appear to work. I have 1 ability which wasn't removed when stepping upon the circle. Additionally, removing abilities when stepping upon the circle seems like a bad idea. Players may accidentally remove their abilities. Make the circle like a shop where players buy a Remove Abilities item which well, removes abilities and refunds them. No more accidental ability removals.

- Would it be a good idea to allow players vision of their own sides by default? Up to you.

- Speaking of vision, I'd really like to know if an ability I used hit an enemy. When fog is disabled (cant see enemies), you are shooting blind. That's okay, but it kind of sucks not being able to see if your ability hit an enemy. There is no intelligent aiming involved. Its just reckless shooting. Upon firing an ability, there should be vision of the area you shot at for a brief time. The type of vision would depend on the ability used. Abilities that explode in an area should provide vision in that area, missiles that fire in a line should provide vision in that line, etc. If you see the enemy when you fire, then players know where to shoot their next shots.

- I played single player so I'm not sure if there is commentary. But if there isn't, it may be a good idea to add "Killing Spree", "First Blood", "Monster Kill", "Double Kill", etc.

- Music is a good way to change the mood of the game. A lot of the Warcraft 3 music has a slow tempo (slow paced), quiet and more ambient sound to it. In other words, its boring and doesn't even remotely fit into your style of game here. Your game is like Pudge Wars. A fast paced action packed game. You either need to remove music and try to add lots of sound effects and commentary to fill the silence, and/or you need to add different music to the game. Unless you import music, you best internal music to choose from in my opinion would be the WC2 intro music. The "Storm, Earth and Fire" song could be good, but I find that song extremely annoying to listen to because it's so in your face. Maybe it could be used for any special events that may occur within the game.​


Remember, my suggestions are just suggestions. You may not agree with everything I said, it's just there for you to consider. Very interesting remake of Pudge Wars. Well done.
 
Hi, I have played your map and I have to sadly say that, it is unplayable in its current state. You simply you have too many bugs for streamlined, cohesive gameplay. Firstly, when I used the Goblin Tank spell, I lost all my spells. This did not happen once, it happened every time I used the Goblin Tank. This is because you do not make abilities permanent when you add them to a unit, which means they disappear when the unit uses a transformation spell. To fix this, you need to add this line every time a unit buys a spell:
JASS:
call UnitMakeAbilityPermanent(Unit,true,'XXXX')
Replace Unit with your unit variable, whether it be GetTriggerUnit() or whatnot, and replace XXXX with the raw code of the ability.
Then to remove the spell you need to do the same, except, change true to false, as follows:
JASS:
call UnitMakeAbilityPermanent(Unit,false,'XXXX')

Secondly, after playing for around 5 minutes, everybody turned invulnerable, which effectively ended the game right there.

I have attached the replay to show you.

Other things I have noticed:
That frost bomb weapon seemed overpowered, the damage and area was very big, and the cooldown did not seem very big. It also freezes in addition to all that. And he got it pretty early, so maybe you could balance it with a higher price.

You should also put a tooltip saying that the orb that you shoot at runes does not do damage, because I kept seeing people try to shoot enemies with it.

The Rune of Damages should be renamed, because I had no idea what it did. I thought it boosted allies damage, and I was wondering why all my allies were on fire. You should rename it to Rune of Immolation or something.

For now, because of the bugs that make it unplayable, I must give it a 2/5 rating. However, if you fix the bugs that ruin the game, I will increase it to a 4/5.
 

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Level 17
Joined
Oct 10, 2011
Messages
462
The new version has been uploaded

I fix problems with the goblin tank
I fix the problems with spells

Don't hesitate to send me you suggestions for
items
spell balancing
systems
events
modes

I really appreciate feedback and suggestions

I really thanks Strikest for his very constructive feedback
His game looked very epic

I'm sorry for these bugs they doesn't appear when I played it with my editor

Does anybody have tried my epic music playlist?
 
Ok I have played the new version, it is much better now that the bugs have been fixed. But there are still some minor bugs.

For one, it appears the tank form does not prevent damage from things if the damage will be fatal.

Also it appears that more than one person can shoot a rune?

In the replay attached, it shows that I shot the rune at the same time as someone from the enemy team, and we both got a message saying we picked up the rune.

Nukes seem super overpowered. The area is just too big, and they one hit kill everyone it seems?

Rune of Pain does sound much better now ^_^

Edit:

Dear god, you have to nerf nukes. I need to show you... how overpowered they are. Watch my 2nd replay.

Also, it appears that the Remove Spells circle broke in the 2nd replay, after a while I had so much gold that I wanted to relearn my Mortar, but when I stepped on the circle nothing happened, I didn't get a dialog or anything. I think it broke somewhere during the game, because the first time I accidentally stepped on the circle it worked, it might have messed up after I pressed cancel?
 

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Okay so I have tried the new version, the weapons seem more balanced now:thumbs_up:. Some notes I found:

I think the watcher missile should be cheaper. If you buy it at start you will not be able to compete with the damage of other players who get the laser or rocket.

Gold Bonus appears to be op. Getting that one rune is the equivalent of killing everyone on the enemy team 2 times. I think the gold bonus should only go to the player who gets the rune.

Atomic Bomb is still op, it needs way higher price or maybe limit 1 per team, or a higher cooldown, or a combination of the sorts. I didn't try the nuke though, so I'll reserve judgment on that.

Rune of Pain seems really good too compared to the other runes, but does Goblin Tank work against it? If it does then it's not so bad.
 

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Here's a replay I uploaded, hopefully it shows you why I think assists would be a good idea.

Because the whole team was damaging the enemies, but then the blue on our team got some early kills, and got ion cannon. After that we could not get any kills, because blue was taking them all with his Ion Cannon. Which means we were just sitting around with our starting weapons until Team 2 got humiliated 10 minutes later. That happened because since blue was the only one getting kills, he got enough gold for Atomic Strike... which still one hit kills everybody O_O
 

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Alright so I tried the new version, I must say the assists were a good start.

But now I think one person gets too much gold compared to the rest of the team. Check my replay to see what I mean; once Pink and Blue and me got Atomic Nuke, they were able to get gold so quickly, compared to the rest of the people on the team, who still had their starting weapons 20 minutes in. Maybe raise assist gold and lower the gold the killer gets? It might be the multi-kill gold bonus is too high as well. Because it got so ridiculous at the end, pink and blue were unkillable because they had 300 str and 6k hp, while the rest of us still died in one hit to atomic nuke. Maybe you could also add a limit to strength tomes?

Also, the remove spells circle bugged halfway through the game, both teams could not remove their spells because nothing happened when they stepped on the circle.

EDIT:

I got a few new bugs in the 2nd replay I'm attaching: Blue got a revive bug(he didn't rez). He didn't rez until his teammate red died. Also, I have some information that might be able to help you figure out why the Remove Spells Circle didn't work. When I went into the circle to remove my Fat Man weapon, i had the option to remove 4 spells. The fourth spell that it said I could remove was the Ion Cannon, which is a weapon I didn't have, because I sold it already. I assume after that the Remove Spells circle stopped working. Also, more case of having too much gold: this time it was me who had too much gold. I became unkillable, especially since the other team only had Flame Strike and his boat for attacks.
 

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Level 17
Joined
Oct 10, 2011
Messages
462
A new version will be released to balance weapons
Gold bonuses by kills will be decreased and assist bounty will be increased

I need new ideas

- I have the idea to make only 1 weapon Atomic Bomb or Nuclear Strike per teams
OR
- I have the idea to make Atomic Bomb and Nuclear Strike not disponible before 10 minutes of game time
OR
-Do nothing

Just tell me what is the best option
 
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Alright I had the chance to try your map today. The weapons definetely do seem more balanced, so that is good. I'll start with the minor things I noticed at start.

Why does it choose a random person to choose modes? It should be red who chooses every time, since he is host most of the time.

Second, Flammers should be Flamers. On multiboard you have Kills and Death. Should be Kills and Deaths.

Okay, for the gameplay, it definetely seems more balanced; especially at the start, the starting weapons are very good. But once again, as soon as I got Atomic Nuke, game broke completely. As soon as I used Atomic, I got 4 kills at once, and that gave me enough gold to buy the 1500 nuke, which gave me more kills enough to get the best weapons. At that point I just made them ragequit with my nukes, the game became totally one sided at that point.
 

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