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Kodo Tag: Angus v0.09

Kodo Tag: Angus
by Theodore Anawald

Gameplay
In Kodo Tag all human players are in the same team, trying to survive for a certain amount of time while Kodos are chasing them.
Players that get caught are put in jail and will stay there until another player rescues them.
To survive players will have to build mazes and towers and kill some of the Kodos.
If at least one player survives until the 60th minute, the team wins.

Important: No Bot support!

Genre: Coop Survival
Suggested number of players: 4-8
Play time: 1-60 minutes
Playable map area: 128x128
File size: 704kb
Script: 100% GUI
Difficulty: Hard (Invariable)

Overview
VftyTDJ.png

Normal Perspective
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Aerial Perspective
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Ego Perspective
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At the start of the game you have 5 seconds to choose a Runner. If you don't choose you'll get a random one.
Runners only differ in their 5 spells. They have:
-a base movement speed of 300
-a sight radius of 450 at night and 600 at day
-1 hitpoint with a hitpoint regeneration of 0.00
-200 mana points with a hitpoint regeneration of 1.00
-100 damage and an attack rate of 2.00, range is 600
-true sight in an AoE of 300 around them.
-1 supply usage

Kodos spawn on the 4 green tiles surrounding the jail. The first Kodos spawn after 30, 40 and 50 seconds; after that they spawn every minute. Over time 200 Kodos will spawn, to ensure smooth movement they are controlled by 4 computer players.
If a player kills a Kodo he gains gold as bounty and every player gains some kodopoints; the kodo will respawn with the other Kodos the next minute.
Kodos always attack the nearest unit and if they can't find a way to it they will begin attacking buildings until they find a way.
Every five minutes the Kodos will get an upgrade. Hitpoints, hitpoint regeneration, mana regeneration, armor, damage, attack rate and movement speed are improved this way.
There are 14 different Kodos, each with several different abilities (some abilities remain locked until the 30th minute)
Kodos are usually faster than Runners, cannot see invisible units and kill Runners in one hit.

The jail is the green square with fire in the middle.
If a Runner dies, the player loses all units, buildings and ressources and spawns a flag in the jail. When another Runner enters the jail, all flags will transform back into Runners.
The amount of Mana a flag has is determined by the sum of the ressources the player lost. Flags regenerate 1 Mana every 10 seconds in addition. Flags can use the mana to cast spells and help those players who are still alive.
The ressources a player loses when his Runner dies are transfered into a pool. The rescueing player gets all the ressources in the pool.
The yellow number above the jail indicates the amount of gold in the pool.
The orange number above the jail indicates the amount of kodopoints in the pool.
Every second the pooled ressources are reduced by 1.
This system ensures that there is never a profit in losing and that living players are incentivised to rescue team-mates swiftly.

Hotkeys
Q W E R
A S D F
Z X C V/ESC
The perspective in game can be changed by typing certain words in the chat
For Normal Perspective: Normal
For Aerial Perspective: Aerial
For Ego Perspective: Ego
Inputs are not case-sensitive.

This is what the multiboard shows:
1. What kind of Runner the player uses
2. The name of the player
3. How many Kodos the player has killed
4. How often the player has died
5. How many runners the player has rescued
6. How much gold the player has
7. How many kodopoints the player has
8. How much supply the player uses
9. How many hitpoints the Runner has
10. How much mana the Runner has
11. How much movement speed the Runner has

- All units (except for wards and the watch tower) gain +33% vision at day/lose 25% of their vision at night
- The Kodos get a handicap of 10% for every unused player slot at the beginning of the game
- There is no music in this map, only sounds
- I've replaced some sounds with empty sound files, for example units won't talk to you anymore when buildings are completed etc.
- If you type "pause" in the chat you can pause the game and still move the camera around and look at things, everyone can resume any pause by typing "resume" in the chat
- Unit Visibility Change Rate is 0,01, Reaction Delay is 0,05
- maximum supply is 300
- Construction and Upgrade Refund Rate is 1,00

- Block certain paths and ramps with boxes and create mazes that way
- Leave space between the boxes so Runners can still pass
- Don't run immediately into a corner, maze close to the middle of the map
- Build boxes everywhere to gain vision, especially on top of ramps
- Once there is a fairly large maze and you have some vision, start mining
- Build farms and research towers to kill some Kodos
- Use the kodopoints to research more things

Panik (Kodo Tag: Extreme is an awesome map)
olofmoleman (kodo beast model and icon)
Marcos DAB (Icons)
viiva (Icons)
Blizzard from wc3sear.ch (Icons)
Paladon (Icons)
DeathKnight (Icons)
kola (unused Icon)
67chrome (Icon)
-Berz- (Icons)
Traxamillion (Icon)
-Kobas- (Icon)
Skipper (Icon)
Darkfang (Icon)
PeeKay (Icon)

v0.09
-slight terrain changes
-replaced an item that could glitch under certain circumstances
-slight balance changes in towers and hero abilities
-fixed one ability that didn't work
-fixed the attack animations of towers being too long
-multiboard size is now always 9 rows, independant of player numbers
-gold mines now contain 5000 gold, instead of 10000

v0.08
-2 new Runners
-Runner attributes are now supported by triggers
-For every player missing the Kodos get a handicap of 10% (so maximum 70%)
-New abilities
-Balance changes
-A few leak fixes
-A few bug fixes

v0.07
-Balance changes (abilities, items, etc.)
-Reduced lag (fixed memory leaks)
-Kodo respawn function changed
-Kodo spawn times changed
-Bank triggers changed
-2 Towers changed
-Fixed a few sounds
-Run through Map Optimizer

v0.06
-new terrain
-balancing changed
-sound changed
-few bugfixes
-many optimizations

v0.05
-translated some descriptions I overlooked previously
-fixed a bug with the ability "Treasure" purging some buffs
-nerfed the Blaze Kodo's immolation ability to 250 AoE affecting buildings and units
-added bonus coins, that give the player 10 Gold and 1 Kodopoint and appear randomly on the map

Map is unprotected, feel free to do what you want with it.

Keywords:
kodo, tag, angus, coop, survival, tower, hero, defense
Contents

Kodo Tag: Angus v0.09 (Map)

Reviews
Orcnet19:57, 19th Dec 2013700 Kodo Tag: Angus (Tested Version 0.09) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D RateScorePercentLetter...

Moderator

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Moderator


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Orcnet19:57, 19th Dec 2013

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Kodo Tag: Angus (Tested Version 0.09)


Rate
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5/591-100A

Rate
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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"The game is slightly intimidating, because of the kodos speed and track triggering for players I suggest you reduce there movement speed a bit and have a 50% chance to hit the player instead of directly killing them when hit."

Terrain

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"Terrain looks flat from cliff to ground level, but since its meant for game purposes, can be considered."

Management

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"Overall map can be useful."

Total Score: (Gameplay[x/5] + Terrain[x/5] + Management[x/5] / Total Score[15] * 50 + 50)


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9/1580%C
 
Level 6
Joined
May 13, 2013
Messages
282
A normal one review :p
REVIEW FOR THE MAP xxxxx by xxxxx
PROS:
-Terrain
+ As this terrain, kodoes can get into my house easily :D
+ No escape when dont maze enough lololol
-Gameplay
+ Exciting :D
+ God, you make me hate kodoes :D
+ Quite funny at some points
+ Skills fit with map like this
CONS:
-Terrain
+ Flat
+ Quite simple terrain
+ I feel ways are too small to set goldmine freely
-Gameplay
+ Hard if play single (how poor for me D:, i never have enough player ;_;)
+ Why must say ego, normal, aerial? How about typing a number or a letter (ex: f, n, r,...). But you can keep it if you want
+ Kodoes are too strong D:, hope you can weaken them a bit
SUGGESTIONS:
+ Make terrain look better (or u can keep it)
+ Tooltips for new player
+ Make towers stronger
+ Set some market place to buy smt
+ How about a turtorial in order to show new players?
OVERALL:
That's all what i can say, it's an exciting map. Useful for who want play maze map :)

VOTING FOR:ApprovalRATING:3/5
[TD] FOR SOME QUESTIONS
CONCERNING THIS REVIEW:
[TD]
PM:VM:
[TD] OUR BETA
TESTING GROUP:
[TD] REVIEWED BY:
[/TD]
[TD] BETA TESTERS [/TD]
[/TD]
[TD] I_am_Death [/TD]
[/TD]
[/TD]
 
Level 2
Joined
Dec 29, 2012
Messages
12
Kodos always attack the nearest unit and if they can't find a way to it they will begin attacking buildings until they find a way.

How would I go about creating AI like this?
fun map btw :)
My map is not protected, you can copy all the triggers you want. But this is what I did:

Einheit - Order (Entering unit) to Angreifen/Bewegen nach (Position of (Random unit from HeldenGruppe))

KI - Ignore (Entering unit)'s guard position

"Entering unit" refers to the Kodos when they spawn and Heldengruppe is the unit group with all the Runners. I think this is also what people use for their Tower Defense maps.
 
Level 7
Joined
Sep 9, 2007
Messages
253
My map is not protected, you can copy all the triggers you want. But this is what I did:

Einheit - Order (Entering unit) to Angreifen/Bewegen nach (Position of (Random unit from HeldenGruppe))

KI - Ignore (Entering unit)'s guard position

"Entering unit" refers to the Kodos when they spawn and Heldengruppe is the unit group with all the Runners. I think this is also what people use for their Tower Defense maps.

I don't quite understand this as I only speak English. Your triggers don't appear when I load the map, perhaps because of different language? dam...

If you order to attack move wouldn't they attack any buildings? what is the ignore guard position?
 
Level 2
Joined
Dec 29, 2012
Messages
12
I don't quite understand this as I only speak English. Your triggers don't appear when I load the map, perhaps because of different language? dam...

If you order to attack move wouldn't they attack any buildings? what is the ignore guard position?
I don't know why the triggers don't appear, I didn't put any protection on the map after all.

The "ignore guard position" is what makes the kodos ignore buildings, as long as the buildings don't prevent them from attacking the nearest unit. The function is also used in tower defense maps for the creeps I think.
 
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