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Armies of Pamndo

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Armies of Pamndo: the war of the twelve (Ver. 0.82)*

It's had been decades since the drums of war were heard, the fragile peace has been broken once again, but this time, an unknown force lurks in the shadows...
Be one of the great lords of the land and conquer pamndo.


The game contains several factions:

The Kingdom of Vandrad (or Imperials for short)
Outlaws
Elven Alliance
Orc Forces
The Undead Army
The Unknown (WIP)


Economy:

The economy is a hybrid between traditional gold mines and a passive income every minute


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The map is 82% done and balancing it is the biggest problem so.

Any feedback is appreciated
also

AI
Red slot works properly now, blue and teal are WIP




*

Big rework of units
Random tips, added general information on quest tab (F9)
Added several new units and abilities, also T0 units are now removed
High tier units have a training limit and some players of the same faction can't train certain units for balance purposes.
Reduced Gold from initial (and only mine for now) gold mine (12500 to 10000)
Fixed undead death tower attack type
Resource camp no longer has backpack ability
Added hotkey to everything
Fixed several units and buildings descriptions
increased pirate unique ship health
many small changes i no longer remember

0.82.1
fixed elf and orc passive and typos
added wood gathering upgrade to orc and undead factions


Next Update to-do list:
Terrain overhaul


0.9 goals:
A more "alive" terrain with neutral places and sub-factions
more active ways of getting gold, not only the initial goldmine
random events
Contents

Armies of Pamndo Ver.0.82 (Map)

Reviews
deepstrasz
1. Many units and buildings have the same icon. Militia looks exactly like the Armed Peasant and Man at Arms (not only that but they also do the same thing; same with the other Sword troops). For icons, you could either try finding different ones on...
deepstrasz
1. Is it intended for the Worker to not require food? 2. Some units are still alike and have the same icons. Maybe you'll change that in time. 3. Naval Technology upgrade's positioning isn't correct. It moves to its left when melee weapons are...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
1. Many units and buildings have the same icon. Militia looks exactly like the Armed Peasant and Man at Arms (not only that but they also do the same thing; same with the other Sword troops). For icons, you could either try finding different ones on this site or change their hues with:
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon
2. The terrain is pretty much flat and repetitive.
3. There is no explanation ingame of what you should do.
4. Barrack and Stables have the same name.
5. Imperial armour has an active looking icon while it is a passive ability (I guess; I don't actually know how it works). You could use the first program I linked to make a DISBTN (passive icon) out of the original icon.
6. Resource Camp has the Backpack ability which cannot be researched because there is no Arcane Vault.
7. The human/first force factions are too close to each other compared to the others.
8. There are only two types of attack and armour. OK... undead have chaos damage on towers...
9. Foundation and possibly other buildings can be built on anything even doodads and other buildings.

You should differentiate units more. They're just stronger copies of each other. They don't even have abilities.
Races/factions are not varied; they're basically the same thing.
The base idea isn't bad but the final execution isn't good.

Awaiting Update.

==========================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
1. Is it intended for the Worker to not require food?
2. Some units are still alike and have the same icons. Maybe you'll change that in time.
3. Naval Technology upgrade's positioning isn't correct. It moves to its left when melee weapons are researched. Melee weapons one takes the place of the ranged weapons upgrade.
4. Well, Runner and that other unit from the bandits look the same. Why didn't you colour the night elves yellow too?
5. You could mention in the unit descriptions if their ranged is different (write the value).
6. Units are still not differentiated enough. Look at how those in the original game are made. They have roles either through their armour and attack types or movement and attack speed or they range and abilities,

It's a step forward. Perhaps you could also make it so that only two players/factions play at a time not forcing everybody to be in?

Awaiting Update.
 
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