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Lego Wars 4.0_b2ki

Hello everyone,

I like to introduce my little project to you: Lego Wars 4.0 - Combat Ready.
This map is based on Lego Wars 3.4 Classic by Ligthning Bolt (Original map by Bi00sphere, major changes by PacketStorm).
The map is under development for over a year (check this link, if you speak German: http://warcraft.ingame.de/forum/showthread.php?s=&threadid=168206) and I made a lot of changes, so its not just an edited version.

Lego Wars is a Castle Fight- like map: Two teams are building structures which produce units that automatically attack the enemy. The team which destroys the enemy's main building, the 'Sand Castle', wins.
Lego Wars provides some crazy stuff and of course some weird tactics to do so.
Build mobs, set traps, switch your buildings to hero-mode to unleash God's wrath over the battlefield, send your towers across the hole map, pack your buildings to transport them or just downgrade your enemy ;).

The build-tree has completely changed to allow an easier access to the game. Only one builder left to ensure clarity (not that usual in former versions of Lego Wars). This builder has three different construction modes:
1. the Buildingmode in which he constructs unit producing structures or tech-buildings
2. the Mobmode that allows him to create monsters which are more efficient as normal units and finally
3. the Towermode (this one should be damn clear ;)).

Some specials I want to be mentioned:

Philosopher's Stone: It is kind of an altar in Lego Wars. It can give a building the ability to build hero units. Nothing special about these units except being targetable by Philosopher's Stone's spells, for instance Walk of F(l)ame, God's Hand, Global Heal and so on...

Traps: There are two types of traps. Elemental traps are providing effects like flame dmg, frost dmg and electric dmg. You can combine two of these traps by building one trap on top of another.
Second type is the Brick Trap. Simply a Lego Brick which overruns every hostile unit crossing its way except buildings (which will destroy the brick).

Bob The Builder: Bob is an advanced harvesting unit. He collects some extra gold for you by hitting one of the goldmines. You can upgrade the mining speed of your Bob - or downgrade the one from your opponent!

This version is nearly final. If you find some bugs or things I could improve (language too ;)) feel free to leave a comment here.
I made some models for this map (like this brick-model) check my resources to download them.

This map is unprotected and open source. The code is GUI with some Jass snippets, so beginners could learn from it (Yes, its quick and dirty =)) .

Thanx for playing, SataX

Keywords:
lego, legowars, legowar, war, warz, bob, duplo, castle fight, battlefield, battle, toy
Contents

Lego Wars 4.0_b2ki (Map)

Reviews
02:18, 31st Jul 2010 ap0calypse: Approved
Level 18
Joined
Feb 28, 2009
Messages
1,970
This is a nice map. The terrain is too basic. I understand, that here you can`t make anything really special, but you could try just to improve this. Some DISBTNs are lacking. The bases are I think too close. Some little language mistakes (small letters and some other). Generally this is good map. Good descriptions and big plus is AI. No crushes detected. I think I will give 3/5.
 
Level 19
Joined
Oct 1, 2008
Messages
1,667
A good map with a nice range of buildings and units.
The tooltips can be improved, with some missing capitals etc.
The inclusion on an AI was nice, but it sometimes glitched. When a golem spawned at my base (I have no idea why) it only ran halfway across the map and then back...
Some DISBTNS were missing.
Give units a longer Acquisition Range, as they frequently ran right past each other.
The endgame animation looked nice.

This map is well done, but still needs more work and polish.
2/5 No Vote
 
Level 5
Joined
Jan 6, 2006
Messages
8
Thanks for your comments!
The golem that spawns at your base is the anti-rush protection. It is correct, that it comes back after crossing half of the map.
The acquisition range is so small to bring in some more tactics. You have to calculate where you place buildings.

I will fix the disbtns soon.
 
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