• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Warlords Gamma Test 7

Summary:

A map of strategy, tactics and politics.

The warlords each seek to take over the lands, while the ever more powerful barbarians seek to break out from where the Imperials are holding them and destroy all.

Background:

A kingdom lies broken. Leaderless, divided - weak. Hordes gather beyond the Heathen Wall, ready to strike. The Canith Empire has no desire to takes these lands, but the best chance of stopping the barbarian hordes is at the Wall. Imperial forces are dispatched, establishing a fort on the only pass though the wall in the area. Meanwhile, three warlords descend like vultures onto the striken lands. Only one may victor - but only if the barbarians are stopped.

Keywords:
Strategy, Tactics, Warlord, Warlords
Contents

Warlords Gamma Test 7 (Map)

Reviews
Wolverabid 9/10 Warlords is an excellent example of the Warcraft III map maker's art. This scenario is well developed, intriguing and will provide a great many players with an exciting and fun experience: very highly recommended. 02/07/08 Ash: At...

Moderator

M

Moderator

Wolverabid
9/10
Warlords is an excellent example of the Warcraft III map maker's art. This scenario is well developed, intriguing and will provide a great many players with an exciting and fun experience: very highly recommended.
02/07/08
Ash: At Griffen's request, and my own initiative, I've decided to re-review this map. It’s been a long time coming, in all honesty; lots and lots of versions have been released bringing more balanced, intuitive game play to an already outstanding map.

The basic premise of the Game is that you, the player, fight to take over land and keep ‘barbarians’ at bay. Although this concept is, somewhat, seen in most mainstream maps; Warlords twists this to actually involve tactics and brings new meaning to the term ‘risk’.

The game involves taking over ‘control points’ and spawning units in order to defend yourself, you’re never given vision of other players and they’re never given vision of you; so you don’t really know what they’re up to. At one moment you could be fighting against a given person only for your ally to counter attack and destroy your base.

Unlike most strategy maps, this one doesn’t rely on the, what I would call, ‘MASS DIS UNIT FOR TEH WINZOR’ approach; each unit has a counter part and your well planned strike can be debunked almost immediately. Which takes me onto my next point; action. Although most strategy maps contain 90% waiting and only 10% of fighting, this one seems to contain an equal mix. You’re never not doing anything, and moments are rare in which you’re either not being attacked or, on the other hand, launching your own attack.

The terrain, of all things in an action/strategy map, is beautiful. Things aren’t oddly placed; there are no free running (I.E ‘I-Can-Run-Through-This-Area-And-Bug-Up-The-Game-Syndrome) bugs, nor are any doodads oddly placed. The only thing, if any, that is slightly off is the fact that people can shoot through rocks; although that isn’t a massive problem.

However, I never give perfect scores and wouldn’t be much of a critic if I did. Maps always have a flaws and, sadly, this one is no exception to the rule. However few there maybe. Although, with that said, the only real problem I could find is that some spawns are stronger than others -- a gibbon, in all honesty -- and all this means is that some Warlords start off with stronger spawns. It really has no detrimental long-game effects, as no doubt they’ll get attacked by two people in no time.

All in all, I really, really enjoyed playing this map. Warlords provides, regardless of your favourite map style, good fun. It’s the map in which others follow. It’s the map which others want to be. This map is, undoubtedly, great.

4/5
 
Level 10
Joined
May 31, 2007
Messages
645
Approved 10/10
Good job man. Nice idea and strong scenario. Completely new project. This gave me an idea, which I may use in one of my maps. I will give credit for the idea, if I finally use it. Anyway- ONE OF THE BEST MAPS EVER...
 
Level 14
Joined
Nov 20, 2005
Messages
1,156
Updated to 0.1.9t (changes from r):

> Rebalanced barbarian gold; buff in early game, nerf in late game.
> Every two minutes (When barbarian growth now occurs), it is announced.
> Made temple visible for Imperials and barbarians at all times.
> Reduced Imperial income, but and also slightly reduced their income interval.
> Reduced finishing health of barbarian warriors to 45, from 50.
> Reduced Imperial mage and shaman mana regeneration, and the cost of their autocast spells.
> Stopped trebuchets being built in the Imperial fort.
> Fixed bug with mana not being refunded for disallowed portal attempts.
> Fixed bug where towers could be permamently destroyed.
> Made a message to display when players are hoarding gold, warning them it isn't clever.
> Buffed Defender's Honour's stats and duration.
> Buffed cavalry slightly.
> Gave barb heroes an extra name, so they aren't both called Ke'nac.
> Opened up the entrance to the Imperial fort a bit.
> Added a new entrance to the Imperial fort.
> Buffed wooden towers a bit in hp and armour.
> Buffed trebuchet damage and AoE.
> Added music on defeat/victory.
> Various fixes, such as some tooltips being clarified.
> Added in basic AI to Imperials on leaving.
> Imperial forces can now be controlled by the warlords, via, basic commands upon dropping.
> Individial icons for each unit (no player can control two units with the same icon).
> Some icons fixed to use proper passive icons (Leadership and Imperial Tactics abilities).
> Changed normal guard tower at rear Imperial base to Imperial tower.
> Upped cavalry move speeds.
> Charge! replaced with Void Fire.
> Fixed some rather odd voice sets.
> Fixed all warlord special unit stock times to 45 (from between 20 and 60).

> Fixed bug where AI for Imperials would only occur if the player dropped, rather than if not playing.
> Legionary attack reduced from 1d16 + 3 to 1d14 + 2.
> Reset rally point on capture of control point.
> Fixed a bug whereby the wrong music was played for the victorious warlord.
 
Level 14
Joined
Nov 20, 2005
Messages
1,156
Another update. Not really any big improvements, aside from pretty important bug fixes. Enjoy!


Change Log (u):

> Fixed a bug where on control points going neutral, the tower would not switch to neutral.
> Fixed a bug where control points going neutral wouldn't set off the evaluation for victory.
> Fixed a bug where the Imperial AI would not activate on the player leaving.
> Buffed void fire (doubled damage per hit).
> Cut restock interval for Legionaries from 10 to 6 seconds.
 
Level 14
Joined
Nov 20, 2005
Messages
1,156
Whoops. Left a bit of testing in from a test version I made for testing another bug. Here's the offending line:

if false then//CP_Owner != p then

Bit after the comment is the real code. My testing has been getting a little sloppy with my main tester unable to help, and exams and stuff. Sorry about that.

*gives Olavo cookies and rep*

New version v:

> Fixed bug where taking a single town as warlords would give victory if barbs defeated/not playing.
 
Level 14
Joined
Nov 20, 2005
Messages
1,156
Version 0.1.9w - Released 15/7/2007:

> Made warlord special units cost 20, down from 25.
> Allowed observers to see player state (left or not) and economic data.
> Stopped trebuchets in fort.
> Change Elven ultimate to Energy Blade, and made Restore a normal ability.
> Own income display re-established after full control given.
> Fix broken credits (cut off at the top).
> Void Fire damage interval raised from 0.15 to 0.21.
> Fixed Discharge ability.
> Fixed replays to function correctly again.
> Made Imperials get control over WLs when all WLs have quit/been defeated.
> Totals for each of the economy stats shown in observer or replay mode.
> Armour piercing nerfed against medium and heavy armour slightly.
> Fixed error with Imperials 'leaving' according to messages.
> Removed some unnecessary start messages, and lengthened time between the others.
> Fix not winning when player quits (WL).
 
Level 3
Joined
May 8, 2007
Messages
39
The orcs in version Delta 13 seem very underpowered. We managed to get outside only once and that was only a few feet.
 
Level 3
Joined
May 8, 2007
Messages
39
Yeah, we both used everything we could. Didn't help us that they built Trebuchets in grays base. Co-ordination, we had tons of because we were both on ventrilo and were twins. Just seemed that we needed 4 times as many troops as they did to win a little skirmish.
 

Ash

Ash

Level 22
Joined
Aug 27, 2005
Messages
1,684
At Griffen's request, and my own initiative, I've decided to re-review this map. It’s been a long time coming, in all honesty; lots and lots of versions have been released bringing more balanced, intuitive game play to an already outstanding map.

The basic premise of the Game is that you, the player, fight to take over land and keep ‘barbarians’ at bay. Although this concept is, somewhat, seen in most mainstream maps; Warlords twists this to actually involve tactics and brings new meaning to the term ‘risk’.

The game involves taking over ‘control points’ and spawning units in order to defend yourself, you’re never given vision of other players and they’re never given vision of you; so you don’t really know what they’re up to. At one moment you could be fighting against a given person only for your ally to counter attack and destroy your base.

Unlike most strategy maps, this one doesn’t rely on the, what I would call, ‘MASS DIS UNIT FOR TEH WINZOR’ approach; each unit has a counter part and your well planned strike can be debunked almost immediately. Which takes me onto my next point; action. Although most strategy maps contain 90% waiting and only 10% of fighting, this one seems to contain an equal mix. You’re never not doing anything, and moments are rare in which you’re either not being attacked or, on the other hand, launching your own attack.

The terrain, of all things in an action/strategy map, is beautiful. Things aren’t oddly placed; there are no free running (I.E ‘I-Can-Run-Through-This-Area-And-Bug-Up-The-Game-Syndrome) bugs, nor are any doodads oddly placed. The only thing, if any, that is slightly off is the fact that people can shoot through rocks; although that isn’t a massive problem.

However, I never give perfect scores and wouldn’t be much of a critic if I did. Maps always have a flaws and, sadly, this one is no exception to the rule. However few there maybe. Although, with that said, the only real problem I could find is that some spawns are stronger than others -- a gibbon, in all honesty -- and all this means is that some Warlords start off with stronger spawns. It really has no detrimental long-game effects, as no doubt they’ll get attacked by two people in no time.

All in all, I really, really enjoyed playing this map. Warlords provides, regardless of your favourite map style, good fun. It’s the map in which others follow. It’s the map which others want to be. This map is, undoubtedly, great.

4/5
 
Level 3
Joined
Jun 16, 2010
Messages
61
I think this map is awesome! my favorite is being the imperials because mostly you only have to fight the barbarians and not have to deal to much with the warlords unless you need help.

Overall a great map
 
Level 4
Joined
May 1, 2008
Messages
80
Just a question : How imperials can upgrade their units ?

And i was really surprised, because the map is small. "corruption" system is nice ! i will rate it soon.

edit : Wow ! it's totally the kind of map i love.
here my problems/suggestions :
-The "wall" is too small, it don't feel like a wall for me
-The temple position should be pinged for barbarians
-There must be a few defenses around the temple... a few barricade ? a damaged tower ?
-Map is a bit too small for me, and lacking of "fortresses", there is just the imperial fort.=(
-Imperial towers are totally imbalanced. They killed a whole army last time i played.
-Mage buff should be autocast at start.
-Balista need a tip to explain how they work
-Unit "ground size" (i don't know the name of this but... it's the place an unit take on the ground) shall be reduced for most units.
-Infernals shall not be availlable at start. I nearly lost the fort on the first wave.
-Remove 1 or 2 towers from barbarians position. Fighting barbarians on open land is already hard enough.
-1 hero is not enough to do micromanagement. What about 2 hero for each player ?
-Trebuchet is way too big !

It's all ! 4/5 because i was really surprised =D
(terrain is great, gameplay is great, heros are great, same for units.. just the few problems i mentioneed

Edit : And i played it, and 2 friends get fatal errors .... Fix it plz
 
Last edited:
Top