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Warcraft Battle Royale 1.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
With battle royale modes making a big entrance to the gaming community, I decided it would be fun to make one of my own! I decided that I wanted to keep as much of the classic warcraft 3 feel as much as possible by not introducing custom spells and models. However I made several balance changes to most the original heroes, and made some custom heroes to make the hero pool a little bit larger.

The game is played over 3* rounds. In each round all players will pick a hero on a random location on the map. When all players are ready, you must kill creeps, buy items and kill of your foes until there is only one player left on the map. You gain points for surviving as long as possible and by killing your enemy heroes, the player with the most points after 3* rounds wins!


Death Zone: After 6 minutes of gameplay, the playable map area will start to shrink, forcing players to move closer to each other. Walking outside the playable area will deal damage to your hero! If you are killed by the Death Zone you will be punished with a minus point!


Creeps: All creepcamps appears to be green due to a warcraft 3 bug. To fix this I added goldmines! The goldmines does nothing, but more difficult (orange or red) creepcamps will lurk there!


Shops and Fountains:

At the edges of the map, you will find a Human, Orc, Undead and Night Elf shop. These shops sells items and also works as a fountain of health!

The 5 middle shops/fountains are:

  • Fountain of Health

  • Fountain of Mana

  • Fountain of Power (Healh and mana!)

  • Goblin Shop (sells good early- and mid-game items)

  • Marketplace (sells random powerful items)

*can be changed between 1-5 rounds, one round is about 20 minutes.

I have added the support of Computer players to this map! To play with bots, just add them in the game lobby, the difficulty will affect the bot’s handicap (does not affect the bot’s behavior):

Computer (Easy): No handicap

Computer (Normal): Starts the round at level 2, earns 75% more experience.

Computer (Insane): Starts the round at level 3, earns 125% more experience.


At this moment, Bots only works well in the FFA mode. You can play with Bots in team-mode but they will not stick together.

FFA: Classic battle royale mode!

Teams: Join forces in epic team battles, currently you can play 2vs2vs2vs2vs2vs2 and 3vs3vs3vs3 .

PVE (beta): Divides the heroes into two teams; Players VS Bots! Play a 3 vs 9, 2 vs 6 or maybe 1 vs 11. Your choice!


Pick Mode: Choose your Hero each round. You can set the limit of how many Agility, Strength and Intelligence heroes you can pick in the same game.

Random Mode: Gives you a random hero each round.


Creepmodes:
Normal: Normal creep difficulty
Hard: More and stronger creeps will spawn (recommended in teams of 3)
Mix: Each creepspawn has a 50/50 chance to spawn normal or hard creeps (recommended in teams of 2)

1.1
  • Added 24 player support!

  • Improved the Bots in several aspects such as priorities and code efficiency. (More improvements can still be done)

  • Reduced the item droprate by level 1-6 creeps (from 100% to 40%, creeps over level 6 still has a 100% droprate)

  • Added a damage multiplier to the Death Zone (DZ), the smaller the playable area gets, the more damage is dealt by the DZ.

  • All players are now given vision of the DZ

  • When there is only one square left, all remaining neutral buildings loses their healing aura ability.

  • Increased the punishment for dying in the DZ (from -1 point to -2 points)

  • Dying to creeps or by Sudden Death will now punish the player with -1 point.

  • Changed the Gold mines into “Monster Hives” and changed the minimap icon to be more clear to new players.

- New Terrain
- New hero system (and heroes).
- Improve the Bots further and hopefully add Team-mode support.
Contents

Warcraft Battle Royale 1.1 (Map)

Reviews
deepstrasz
1. There is a problem with creep camp circles not showing correctly on the minimap depending on creep group strength. 2. The terrain is Divide and Conquer. I suggest making your own. 3. Melee heroes have the handicap of not being able to attack air...
Level 2
Joined
Dec 7, 2017
Messages
4
Awesome Map!
we played it and damm , its really well done


the death zone its awesome , its random , that really impressed me.
mmm maeby you could add to set the timer for the death zones intervals? in some games we felt it was really fast , but i dont see a big problem here , just a nitpick

I dunno how hard its to do it , but maeby a mode to pick where you start? i cant see it being really hard to do . but just imagine a brawl of lvls1 or something

Also , i dunno if intended but , the bots ignore the loot boxes , they dont really go to get them . if they see one by chance they do get them , but they dont seek them


the heroes , all seems fairly easy to pick , some are way easier than others ,but thats undertandable , for example , with the blademaster or red gromash (cant remember the class , second str row) are really good and easy to use , you become really powerfull in no time while with heroes like the headhunter or the warder its really hard to stay alive and farm but well , maeby i dont know how to use them , or just some bad luck , but nothing a simple balance cant fix


have you considerd adding customs hero models? nothing too fancy , but thats always a welcome in such a heavy heroes map

the items feel balanced and really helpfull in some cases , silencer , and area dispell are among my favorites while barricade, while helpfull giving vision , i could not find a good way to use it , but i can see some giggles to have , to block a narrow path or something i love that kind of stuff that makes you think outside the box, i hope to see more items like that not being so "meta" like fun stuff


The bots , while i apreciate thay you added them , they are really basic , i would love to see more advanced bots ,but again i feel this is a player heavy map , i cant see being a nigthmare to get some advanced bots.
the easy bots are really , well , easy , the normals , are still easy , but god damm , you better shut down the insanes quick , cos they become a force to be reckoned with in no time!

Some Ideas
Maeby you could add a "assended" mode? sorta a 1vs11 (dunno how to name it) some player start being the buffed up guy , and whenever get the killing blow become the assended , not to stray away from your original idea , just something to give you

or like a hunt the monster mode "evolve" like , haha just thinking out loud

--------------------------

we really liked your map! , good job , and we will keep giving feedback as soon as possible


Ps: My brother would really love to see a musket guy (not the dwarf or marine)
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
1. There is a problem with creep camp circles not showing correctly on the minimap depending on creep group strength.
2. The terrain is Divide and Conquer. I suggest making your own.
3. Melee heroes have the handicap of not being able to attack air units before acquiring an orb.
4. The Paladin's Divine Shield is kind of game breaking.
5. Too many items and so little space. Makes selling a pain.
6. Makrura Deepseers don't retaliate.

Even with all the randomization, the game is pretty simple having too much usual Warcraft III content. Instead, there could be custom items, heroes (+abilities), creeps etc.

Awaiting Update.


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


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Level 6
Joined
Apr 5, 2015
Messages
166
My Review of your Map

This is my personal review and others might have a different opinion and/or value the points mentioned differently. If you update your map and you have the feeling my review is not fitting anymore, hit me up with a message.

Important Points

Description => 3/3 (Your description is good enough in content. It could use some better and prettier formatting, but this is not what I give points for. The information I was getting, were enough to let me download the map, and give it a try.)

Fun & Gameplay => 6/10 (First of all: I do love the idea, and I do believe it was a huge potential for a wc3 map. People may be a bit overfed of the Battle Royale theme soon, but I do not think that this would apply to your map, because for wc3 it is still a fresh mode. There are some points I want to point out here that need improvement, to make the map great in a longer term. First point that was noticeable were the "green spot" camps on the map. If I have never played the map before I would assume that I can take on any camp. With that in mind I ran into a camp, and noticed a bit late, that there are level 8 mobs in it. They stunned and damaged me for a bit, and that wasn't such a great feeling as a new player. Either, as mentioned before, show the real strength of each camp, or don't use such high enemies in the early game. No one can take them on anyways, pre level 4 or 5. The second and very important point is about the items. This has been mentioned before by deepstrasz and I can just agree. What would be cool and refreshing would be a system for some kind of bag. In that bag you can store the items and inside of it you can't activate them and they don't give you any bonus. Important would be, that a player can't access the bag while fighting, so that he can't store scrolls and potions forever and all use them in the end. Maybe something like a 1-2 seconds cast, that can be cancelled or something like that. If you do not like that idea, do less items with higher value (like in melee wc3) or make items upgradeable for money. Atleast the stats items. These two things could add a lot of fun to your map.)

Balancing & AI => 2/7 (This is a really important part for your map and I would say that this needs quite an improvement in your map. Playing with AI is of course not the way it is meant to be played, but since it is mentioned as a feature, i will take it into this rating aswell. I felt like playing with the AI wasn't very great. It doesn't really respond to events such as the Drop chests, and it sometimes feels lost in the game. (Like instant running away if you see them or something like that) And in the end when everyone is in the middle, in one round I've had two blademasters camping in the deadzone with perma invisibility at a mana fountain slightly to the north. They took almost no damage which get's me to my first point of balancing. The death-zone, especially in the later parts of the game should deal 20-30% damage per second. While this seems a lot it is how it should work to not let people heal up in it. Pubg had this change coming too, and it made the game better in my opinion. It deals way too less damage right now, and it needs to be more punishing. The next and probably the biggest thing would be the heroes. Some of them are really really strong, and others are almost completly useless. While, for example, a Lich is a good choice in melee if only as second hero, he is almost completly useless in here. The spells just don't fit the mode. Maybe if you play with a team that changes, but I'm still not so happy about him. While there are gamebreaking spells like the Pala divine shield, you should also think about summoning heroes. Far Seer is incredible strong because every hero that can spawn things has it much easier with creeping. And if you creep the fastest, you will probably win, no matter what hero the enemy has, even if it is a blademaster, just because the items and exp you have gathered will win you the game. Maybe rethink the categories into something like "Summoners", "Fighters" and "Tanks" instead of Int, Agi and Str, and give each of these categories something that makes them worth to pick. That is just my idea tho, but I really think you need to do something about that aswell.)

Terrain => 1/5 (Please give the map its own identity with its own terrain. That would really help it growing and maybe even get played a lot. The potential is there.)
Total Points and Rating

Total: 13/25 => 3/5 Stars
Pros & Cons

[+] Great idea.
[+] Good systems.
[+] The game is mostly working as it should be.
[~] No 24 player support (This would be perfect for a map like this.)
[-] Balancing really needs to be re-considered.
[-] No own identity because of no own terrain.
[-] Way too many items for 6 slots.
[-] AI is not working good enough yet.
I hope you really keep on working on this, I would really look forward to see this getting better and better!
 
Level 12
Joined
Jan 4, 2014
Messages
543
Fun game, it is clearly unbalanced, but I feel like that is part of the charm of the game. Though it would be cool to have some kind of blue shell item/event. By blue shell, I mean something like in mario kart, where the player in the lead can get hit with something to weaken him, because the snowball is usually very overwhelming. Also maybe take a look at the blade master and the fire lord, because they seem to be a little too strong. Some more events would also be really cool. This is obviously an early version and i think it shows much promise! Good luck with this great concept!

BTW, I found a very minor bug, if players are not filling each slot in order, the end game result messages will mess up

P.S I am a big fan of your other map "Are you a Lucker"
 
Level 5
Joined
Sep 22, 2008
Messages
37
Thank you so much Kobrawow, deepstrasz, Korialstrasz & Eat_Bacon_Daily for your thoughts and reviews, they will have a big impact on the final 24- player version! The map is in the early stages, this version (1.00) is more of a "trying the concept" map and a way to gain feedback so (hopefully) the 24-player version will be a smash-hit :) I will answer some of your feedback, I will not have the time to write an essay tonight so I will just pick out some quotes.


Kobrawow:
I dunno how hard its to do it , but maeby a mode to pick where you start? i cant see it being really hard to do . but just imagine a brawl of lvls1 or something
I like this idea, I probably will add this as an optional mode! Do you mean that all players can see were everyone spawns or will they still be a secret?

The bots , while i apreciate thay you added them , they are really basic , i would love to see more advanced bots ,but again i feel this is a player heavy map , i cant see being a nigthmare to get some advanced bots.
It's not easy making an advanced bot system, but i will look into it. Making them prioritizing loot boxes and beeing more aggresive towards players will be my next priority!

deepstrasz:
There is a problem with creep camp circles not showing correctly on the minimap depending on creep group strength.
I have looked for away to work around this, but I have not found one, seems it's a bug in WC3 so only creep camps placed at map initiation show the correct color on the minimap. If you know a way around this, let me know (google could not help me).
As I have stated in the map-description and on the loadingscreen, gold mines were added so players could know where the difficult creeps were.

The terrain is Divide and Conquer. I suggest making your own.
Will do when I add 24-player support.

Too many items and so little space. Makes selling a pain.
I have thought about the itemdrop system as well, probably gonna reduce the number of items dropped by low-level creeps and increase the reward for high level creeps.

Korialstrasz:
And in the end when everyone is in the middle, in one round I've had two blademasters camping in the deadzone with perma invisibility at a mana fountain slightly to the north. They took almost no damage which get's me to my first point of balancing.
I'll remove the aura ability from the fountains when they are inside the Deathzone or in the last square! That's an easy fix to that problem!

The death-zone, especially in the later parts of the game should deal 20-30% damage per second. While this seems a lot it is how it should work to not let people heal up in it. Pubg had this change coming too, and it made the game better in my opinion. It deals way too less damage right now, and it needs to be more punishing.
Right now the Death zone deals more damage the longer time you spend inside it, I like that perspective, that way you can consider making a dive into the zone to get that lootbox or buy that item from the marketplace. However I can clearly see the advantage off adding a damage-multiplier when ~50% and 75% of the map is covered by the death zone. I will definitely make it more punishing :)

The next and probably the biggest thing would be the heroes
Maybe rethink the categories into something like "Summoners", "Fighters" and "Tanks" instead of Int, Agi and Str
I'll probably rework the entire hero-pool for the final version, making a few that fits the theme of the game. I'll also consider removing the categories completly, they were made to force players playing more than just agility heroes. If i were a smart man i would have focused on this early, clearly i'm not :p! The next problem is that I lack time for editing! Damn full time job and life in general gets in the way :mad:

Eat_Bacon_Daily:
Though it would be cool to have some kind of blue shell item/event. By blue shell, I mean something like in mario kart, where the player in the lead can get hit with something to weaken him, because the snowball is usually very overwhelming.
Ahh, the blue shell mechanic, I have a real love-hate relationship towards that (i'll guess we all do depending on how well we are doing at the moment). But as a mapmaker, I only think they are necessary in longer games so people falling behind does not leave early in the game. My map consists of several rounds, and after each round all players begins "back on square one", so I don't feel that a catch-up mechanic is necessary. However, I could reduce the snowball effect by reducing Hero-kill bounty, XP-gain (if possible to reduce on just heroes?) and maybe make all items not drop upon death. At the same time you don't want to take away the satisfaction of killing your foes :)

BTW, I found a very minor bug, if players are not filling each slot in order, the end game result messages will mess up
Aww man! I thought I fixed all "empty slot"-bugs already! I'll look into this!

P.S I am a big fan of your other map "Are you a Lucker"
Ty! Maybe it's time for a 24-player-version of Are you a Lucker?! (M-I-N-D-B-L-O-W)
 
Level 5
Joined
Sep 22, 2008
Messages
37
New version 1.1 is out! I have added 24-player support and made some balance changes to the death zone, see the full changelog in the description for more details. Even if I don't think the map can be approved yet I was eager to release the 24 player version to gain more publicity and feedback. The next step for the map is to edit the terrain, and I could really need some inspiration from the community on that. So if you have ideas, please don't hesitate!
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
The next step for the map is to edit the terrain, and I could really need some inspiration from the community on that.
Look for Arena and AoS (Aeon of Strife) maps (here on the site) and games to get an idea of how to create a good design for a battleground.

For example:
https://i.pinimg.com/originals/42/5e/2e/425e2e3ba69afe26d1fbed42a1ae4757.jpg
https://cdna.artstation.com/p/asset...e/peter-lee-peter-lee-071-copy.jpg?1495685603
https://cdnb.artstation.com/p/asset...e/peter-lee-peter-lee-011-copy.jpg?1495681222
https://vignette.wikia.nocookie.net...sia_map.jpg/revision/latest?cb=20170913160231
http://www.english-heritage.org.uk/...ey-and-battlefield/portico/battlefield-aerial
https://bill37mccurdy.files.wordpress.com/2013/04/sam-jacinto-091312-04.jpg
https://tpwd.texas.gov/state-parks/san-jacinto-battleground/gallery/967-1314_300.jpg
https://static.gamespot.com/uploads...iramar_one_kill_60th.00_01_45_19.still002.jpg
Think about what you need: vision blockers, ramps, hiding places, destructibles to pass easily from a place to another, bridges etc.

Heck, you can even recreate your own neighbourhood.
 
Level 25
Joined
Feb 2, 2006
Messages
1,685
I really like the Battle Royale mode from other games.
Some feedback after playing a small game with bots:
  • It took me some time to get that I had to enter team in the chat to change to the team mode. Maybe the team mode would be a better/more interesting default and maybe use a tavern or custom GUI for the host to pick settings.
  • End the game when the last user player dies and let the strongest bot win automatically. Otherwise, users will have to wait.
  • Add some custom loading screen texture.
  • Custom terrain/battle ground as others mentioned. The map is a bit small for full player slots and the first death zone comes after like 5 minutes. The chances are pretty high that you meet each other before. Bots killed each other in the first 2 minutes or something.
  • Reduce training and upgrade time of Heroes building and heroes to 0.
  • Preview the next death zone from the beginning of the round. In Apex you will see where you have to go in the beginning I think. This helps you to optimize your gameplay a bit.
  • I think a circle with a random center would be better than a death zone at one side.
  • Add a backpack system, so players can carry items with them. If a hero is killed, the backpack drops all items. Maybe even allow stacking up more items for types. Of course this all has to be balanced but I felt like I had to leave so many items. Otherwise, players will have to destroy items, so the enemies cannot pick them up.
  • Add savecodes for stats. When the stats are loaded you might use different heroes/skins etc. see Apex again.
  • Add mercenary camps or a marketplace which sells killed creeps.
  • Bots do not buy or pick up any items only really late in the game. Maybe it is the difficulty.
  • After ending one round there is no help text. I need to remember to enter go etc.
  • I had the feeling that the bot already leveled during I was picking my hero? Or maybe the bot got lucky and killed some creeps immediately, not sure.
  • Allow sending AI commands to your bot team members like attacking positions or following you.

Other than that this map is pretty good and fun to play. I love the bot support and they do not seem to enter the death zone and just keep leveling. I don't mind the Ashenvale terrain but a custom battle field would be more interesting.
 
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