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Tree Tag Reforged v0.15a

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Tree Tag Reforged

Features:

-Randomly generated terrain
-Random biomes
-Map size scales with more players
-Infernals are picked by randomly or by volunteers.
-No anti-climactic win/loss by timeout.
-No 4000 hp walls (tree tag is not vampirism).
-Camping non-existent.
-Infernals are actually fun and strong.
-Archer wars minigame.

Description:
Description:

Gameplay:
You either play an Ent or you get randomly selected to play an Infernal. The Infernals job is to capture all the ents and imprison them in cages near the center. Ent's want to do the same by sealing all the Infernals, but start out as weak beings incapable of fighting. However they can build bases to produce gold, lumber, experience, units and upgrades that make them stronger. Eventually growing strong enough to fight back and the roles reverse. The hunter is now the hunted. At this point infernals want to stall time long enough for Archimonde to arrive to their cause.

Ents:
Run away, build a base and tech up as quickly as possible. To win you must either seal all the infernals by destroying them. They can do this by evolving into stronger froms Ent > Treant > Ancient, with an army of archers or by summoning Cenarius.

Infernals:
Capture all the ents. Make sure to guard the cages. Don't give the Ents time to tech and grow strong. If they do, try and stall time for Archimonde's arrival.

Random Terrain:
Terrain is randomly generated at start of the game. Because it laggs to generate, it's stretched out over 3 minutes paired with a minigame. Score the most kills during the minigame and you're rewarded with bonus gold on start.
Screenshots:

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Discord:

Tree Tag Reforged Discord (Generally a discord for my maps)
Join our community to find players and arrange games.

Devlog/Changelog:

View plans and changelog or the game here.
Dev. Note:

This map differs from other tree tag maps by being more action packed. The map is smaller, games are short and last around 25 minutes tops. Camping is basicly nonexistant since there are no safe places. Regrowth is limited and doesn't stall game progression like it does in other treet tag. Same with blink, there are no get-out-of-jail free cards, scout and plan your position carefully. Because trees don't regrow the game always escalates.
Credits:

Treant and Derivatives (Model) - Ujimasa Hojo
Frostmancer (Model) - Dargoth
Root Thrust (Model, Icon) - Dargoth
BrownRoots (Model) - JetFangInferno
Invasion vine (Model) - Callahan
Blue and Green Fungus (Model, Icon) - Callahan
Druid Hut (Model) - Callahan
Thorny creeper (Model, Icon) -Callahan
Tree of Life and Derivatives (Model) - Ujimasa Hojo
Ice Infernal (Model) - Jhotam_3Dcool&create
CrystalInfernal (Model, Icon) - Dark Hunter1357
CrysltaInfernoBirth (Model, Icon) - Dark Hunter1357
RagnarosMinion (Model) - Sin'dorei300
ShadowInfernal (Model) - Necromancer_187
Pumpkin Infernal (Model, Icon) - Thrikodius
Infernal Elite (Model) - Blitzkreige
Lava Infernal (Model) - Burning_Dragoon5
Water Infernal (Model) - t-rav2010
Lava_Infernal (Model) -TrOiA
Great Lightning (Model) - Tranquil
BTNJuicyFruit (Icon) - lelyanra
Hornet (Model) - Em!
BTNNatureLance (Icon) - Mc !
BTNNatureSword (Icon) - Mc !
BTNNatureArmor (Icon) - Mc !
BTNNatureWrath (Icon) - Infinitynexus
LightningArrow (Model) - JesusHipster
Windfury (Model) - JesusHipster
Leaves Weather Effect (Model) - JesusHipster
Stone Shield (Model) - JesusHipster
Health Surge (Model) - JesusHipster
New Blink (Model) - JesusHipster
Chains Spell Effect (Model) - JesusHipster
Stormfall (Model) - Mythic
Farm (Pig) and Derivatives (Model) - Ujimasa Hojo
Boulder - (Model) - Mythic
Substitute Wood & Chopped Wood - (Model) - Hayate
Massive Punch Effect - (Model) - arnelbigstonepd33r
BTNFireImpact (Icon) - FrIkY
Fel Meteort (Icon) - KILLCIDE, Mr.Goblin
BTNInfernalMeteorShower (Icon) - RaeVanMorlock
BTNBurningArcher (Icon) - Blizzard Entertainment, Nealdros
skeletonknight (Model) - GUNNER
BTNUndeadHorse (Icon) -Kuhneghetz
BTNInfernalShower (Icon) - The Panda
NutMissile (Model) - Mythic
NatureTower (Credits) - Ergius
Contents

Tree Tag Reforged v0.15a (Map)

Reviews
deepstrasz
Problems are long waiting for terrain generation, no suitable terrain minimap and no cliffs for vision and movement restriction. Music should be played through its proper channel not the one for sound. Try the other play music trigger. You could give...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
We really don't want loads of versions of one map. What's so different from the original and moreover from the one recently approved on which you commented on (apart from the early game Infernal issue)?

EDIT:
alright, read the description a bit. Seems interesting. I'll check it out sometime by comparing multiple Tree Tag maps on the site.
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
I know that, but it's hardly the same since i've taken a new spin on it.

It's made up from scratch, so the similarities ends with the initial premise of a tree tag: hide and seek in the trees.
Instead of ents just running away and hiding after piling up loads gold, they are called to action by having to defeat the infernals.
In this game the roles become reversed, so it's more of a hunter vs hunted premise.
Theres a natural progression from hide and seek into a hero arena.
You could say it's a tree tag for people that don't like tree tag.

I have a lot of gripes with the current state of tree tag, which have become more like vampirism maps where you just camp as Ents.
Game progression is halted or even undone by regrowth and it's by far the worst mechanic introduced to tree tag.
Blink allows for easy cheesing and makes things too easy for Ent.
So this is sort of my way of adressing issues with the game in a way that forces interaction from both parties involved.
 
Level 23
Joined
Jul 26, 2008
Messages
1,305
I have a lot of gripes with the current state of tree tag, which have become more like vampirism maps where you just camp as Ents.
Really good point. This is one of the reasons why Hunter v Farmer dominates the current "Tag" genre --- It forces farmers to do things instead of just sit around and wait for a hunter to find them, and forces more interaction between the two teams with smaller map, good elevation spots for hunter sentry wards to cover the map, etc.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. Problems are long waiting for terrain generation, no suitable terrain minimap and no cliffs for vision and movement restriction.
  2. Music should be played through its proper channel not the one for sound. Try the other play music trigger.
  3. You could give some info about the multiple neutral buildings.
  4. Maybe you could create more interesting spells than have regular Warcraft III ones.
  5. There's an animation bug with the main tree building and its upgrades in that it look uprooted although rooted and rooted only when training/upgrading. I guess you have to play with the animation names and requirements.
  6. Ship!? Besides the one for transport which you could say you'd use it to protect your treant, what's their role? Besides too many trees in their way, not that much water. Of course, they're stronger than any other unit but pointless for more than defense.
  7. Chimaeras not implemented? Also, no Hippogryphs either (Mount Hippogryph too).
It's appreciated since it has terrain generation which seems to place neutral buildings on the same positions. Also, neat that's for 24 players.

Approved.


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Level 24
Joined
Nov 9, 2006
Messages
2,558
I don't think you're justified in comparing it to other tree tags, when this is a completely new iteration made to be different.

Problems are long waiting for terrain generation, no suitable terrain minimap and no cliffs for vision and movement restriction.
-The minigame is there because of the waiting time, people think it's fun too so not sure why waiting would be a problem.
-Terrain minimap, like what? you can't show terrain changes on minimap, it's pretty pointless
-Cliffs can't be made through triggers. They also create elevation points which enforce camping and this map is all about not-camping.

Music should be played through its proper channel not the one for sound. Try the other play music trigger.
I'll work on it.

You could give some info about the multiple neutral buildings.
Players never read in games, so any form of text is pointless. If you stand nearby a gold mine it shows gold gain ticks. So it's becomes self-evident through visuals once you mess around with them.

Maybe you could create more interesting spells than have regular Warcraft III ones.
Most of the spells are custom spells.
The ones that aren't serve very important functions.

There's an animation bug with the main tree building and its upgrades in that it look uprooted although rooted and rooted only when training/upgrading. I guess you have to play with the animation names and requirements.
I don't know if theres a fix for it at the moment or if it can be fixed.
I've tried messing around.
The only fix is to give the tree root ability.
Ancient animations are just wonky to deal with in general.

Ship!? Besides the one for transport which you could say you'd use it to protect your treant, what's their role? Besides too many trees in their way, not that much water. Of course, they're stronger than any other unit but pointless for more than defense.
Sometimes the map will generate lots of water or long rivers. So boats are sort of situational.

Chimaeras not implemented? Also, no Hippogryphs either (Mount Hippogryph too).
Flying units don't work well with raised terrain and will fly straight through rolling hills in many cases. In general flying units are also kinda of cancer for a game like tree tag which is all about protection with trees. You kinda just screw the rules of the game. Raising terrain in general presents a lot of bugs and need of workarounds. Especially when water is involved.
The only units available at the moment are archers because archers are like the most braindead/least micro intensive units, which is good for tree tag players because they tend to be very casual.
 
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