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Stomp of the Titan 1.3

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Stomp of the Titan 1.3

It was only three years ago when the Titans showed up. They flooded out of the canyon and killed anything in their path. No one knows where or why they came. The kingdoms scientists say they came from the west but others think they were a punishment from the gods. But the titans have slowly began to thin out, and their armies are few, now is the time to find out where they came from and reclaim our land! This will be hard though, you'll need the only one who's been able to slay a titan, the farmers, the government, and the military to defeat them. Use careful planning and take risks to get gold and food that lies within the titan territory. Beware of the night, the titans become stronger then, the creatures sight may be very limited, but they will be more difficult to slay. With them roaming around aimlessly you should be able to sneak past them and reclaim your lost kingdom!

The game is single player, but to do that don't place any computers! That will mess up the AI. If you have less than five players, have everyone play human, only have someone play the titans if you have exactly five people, or else it's to hard to play.



Factions
-Government, The government is the leader of the survivors. They play as red and has the most high tech weaponry in the colony. Their building is the town hall. They have to upgrade it to use different soldiers. They have Rifleman which are very powerful ranged units, but the rifleman can only outrun a giant. They also have a very powerful foot soldier called the Swordsman. They have a lot of health and do lots of damage. The other unit that the Government get are militia. They are cheap, weak units used to lead away titans and be cannon fodder.

-Military, The military is the faction with the most units. They have knights, footman, militia, mortar teams, scout dogs, and priests. Knights can outrun anything and are very powerful. Footman are good as meat shields and can actually take some damage unlike militia, mortar teams are slow powerful units only good at killing if others are taking the blows, scout dogs are the fastest unit in the game and can see well in the dark making them useful when trying to dodge titans at night, and priests are the medics of the colony who'll keep your brave soldiers alive.

-Champion, The Champion is only 1 unit. They play the most powerful unit owned by the humans. He has high health and damage and has abilities to sneak around titans. He is good at titan slaying, food collecting, and scouting.

-Peasants, The peasants are one of the most important factions. They have very few soldiers that are very cheap. This faction is used to gather resources for others and at times help overwhelm the titans with their numbers. They have milita, footman, and an exclusive unit to the peasants, the archer. They are cheap, fast units that can shadow meld and help scout at night. They might not do much damage to titans, but they do attack a lot faster than the rifleman.

-Lastly, The Titans. The titans are an overpowered race. They play only one unit, but that unit can eventually raise an army of titans. The Titan Lord is very powerful, but when killed, the Hive is vulnerable to attack. The Titan Lord's job is to keep humans confined and starve them out, or if he is lucky, sneak in the base when the humans forget to shut it.



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Models and Icons: Sellenisko, karland90, Cavman, Freddyk, EvilShade, HerrDave, Illidan(Evil)X, InfernalTater, takakenji, Sin'dorei300



1.1- Added new models, added more rocks and shrubs, added more doodads in the forests, zombies can now infect titans and humans, all titans are more powerful, the Titan Lord has increased stats, new food mechanic, added a minimap preview.
1.2- Added a new starvation trigger that shouldn't leak, when no one plays as the Titan Lord, he starts at level 5, when the Titan Lord dies he gains control of the other titan team, repairs now cost no lumber, boats cost no lumber.
1.3- Added Zombie Titans, added events (5 of them), red and purple now make Scout Dogs and Blue doesn't, red now can make mortar teams, the Titan Lord now has more health and starts at level 10 if no one is playing it, when food is dropped off it gives you 15 food instead of 10, farms on the purple team now generate gold, some collisions fixed, a Deformed Titan that is on the map is now a normal Titan, the Titan Slayer now has two new abilities (Got rid of scout and silence ability), red can now make footman, Titan Lord deformed behemoth and titan now have a bigger collision, fixed Titan Lord XP bug, priests now do 10 more damage.
1.4- Removed Teal Team, gave Titan Slayer to the Blue Team, added titan progression where only weak titans spawn, then tougher ones spawn later in the game, Titan Lord now has better stats and starts at a higher level, made the final boss not as impossible, added a new infection system, fixed some events, freed space at the human starting place.


Keywords:
Titans, war, travel, planning, hard, big, giant, giants, stomp, titan, medieval
Contents

Stomp of the Titan 1.3 (Map)

Reviews
22:27, 9th Aug 2015 Shadow Fury: Map set to needs fix. [Orcnet] See my review.

Ardenian

A

Ardenian

Interesting concept!
The overall tile variation is okay, but you could use more smaller doodads, like bushes and flowers and create more unique areas.

I noticed some things:
  • 'Collect' tooltip of workers ( player red) is wrong, they cannot harvest lumber
  • 'Call to arms' does not work, player reds worker are not applying to it.
  • Food looks like a stackable item and it can be used ( as if it has an ability), maybe remove the stock and/or make it not an active ability
  • Teal's hero cannot pass the northern gate, as trees are blocking him, is this intended ?

So, basically, what is the function of player red ? The initial task seems to be being drop off for food.

The concept of having different players fulfilling different task is interesting, but I experienced that all players except red have big gold problems.
 
Level 10
Joined
Oct 2, 2014
Messages
215
Interesting concept!
The overall tile variation is okay, but you could use more smaller doodads, like bushes and flowers and create more unique areas.

I noticed some things:
  • 'Collect' tooltip of workers ( player red) is wrong, they cannot harvest lumber
  • 'Call to arms' does not work, player reds worker are not applying to it.
  • Food looks like a stackable item and it can be used ( as if it has an ability), maybe remove the stock and/or make it not an active ability
  • Teal's hero cannot pass the northern gate, as trees are blocking him, is this intended ?

So, basically, what is the function of player red ? The initial task seems to be being drop off for food.

The concept of having different players fulfilling different task is interesting, but I experienced that all players except red have big gold problems.

Thanks! So when i have time, i'll fix the workers, add some more doodads, and i'll see what's wrong with the food. Also the trees at the northern gate are suppose to block titans, but never intended to block the hero. I'll see if i can free him while blocking titans. Also the map is about team work. Whenever i play this map with my friends we have to share gold and do short gold runs. Usually red collects the first gold mine, and shares it, and with that money, they travel the land dodging titans so they can collect gold until the titans find them. So really you need to share, but it just depends on the people you play with. And the purpose of red, a drop off for food, the rifleman unit, and the swordsman which is a better version of the footman. They just have different troops then everyone else.
 

Ardenian

A

Ardenian

It's a good concept to split them his way!

About the food, I mean it looks as if it is stackable as it has an index, but it isn't. I think you created it this way to show that it is one stock of food, but I myself was confused by it, additionally die to the active use with no purpose.
Don't you think you could optimize it somehow, the food system ?
 
Level 10
Joined
Oct 2, 2014
Messages
215
It's a good concept to split them his way!

About the food, I mean it looks as if it is stackable as it has an index, but it isn't. I think you created it this way to show that it is one stock of food, but I myself was confused by it, additionally die to the active use with no purpose.
Don't you think you could optimize it somehow, the food system ?
I just did the easiest way to have a food system, place it near the base and everyone gets food, that also makes it a task to actually get the food back to the colony without dying. So i don't know how i could change how it works, but i could make it so you could place the food and the titans will be drawn towards it.
 

Ardenian

A

Ardenian

I just did the easiest way to have a food system, place it near the base and everyone gets food, that also makes it a task to actually get the food back to the colony without dying. So i don't know how i could change how it works, but i could make it so you could place the food and the titans will be drawn towards it.
I have on my mind a trigger that makes the same thing as if you drop the food, but simply being executed when you come near the town hall, so you wouldn't have to drop every piece of food. Just a suggestion.

The mountains/ rock parts could be more... rock-ish. I think they are too plain.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
This map is actually intriguing but the overall execution has lots of defects. You distributed badly the tasks of each player since there are clear problems of economy and less interesting roles than others. For example, the role of player 1 red isn't really great. You just keep gathering gold/food and building some towers in the beginning, nothing more. Only when you'll upgrade to Keep it'll get better. Gathering food isn't even something enjoyable after some time you do it. Every time you pick the food and send it back to base. You could implement for the pack horse some command to send him back to base automatically so that the player doesn't need to do that manually.

Let's have a few words on other players. Player 2, for instance, is funnier to play because I am able to train multiple units from the very beginning (assuming I got a good deal of gold). Player 3, on the other hand, is a bit boring to play. The abilities you gave him are not amusing (and not even for a champion in all honesty). No damaging skills? At least one would be appropriate I'd say. You focused on sneaking and exploring when you created his abilities didn't you? Lastly, player 4. It's the same thing of player 2 but with much less units to train. You need to balance things out because some players got more entertaining roles than others. You should also allow all players to get gold in someway so that they're able to train units and not just be dependant on player 1.

Not a lot to say on the terrain. Tile variation was used everywhere, a few decorations were present and it was not flat. There's just a little thing... I can sneak through the rocks to reach the Titan Lord. I think we are not supposed to get to him unless the demonic gate is opened so if that's case, you shall close that way. Take a look at the pathing blockers because you left an evident gap.

I'm also a bit confused... the Titans are so damn large, why can't they crush a little wooden gate? If I close the gates, the Titans cannot pass. Really? A giant that cannot break through some wood? That's a misconception for me...

Overall the map is set to needs fix.
 
Level 30
Joined
Jul 31, 2010
Messages
5,246
As to what I can offer a review for this map, I'd go all the way into deep downs of the game play.

The idea is like a new stepping stone for an Altered Melee with a slight slice of Risk to what I played so far, however I don't think covering a specific player units to do specific tasks is quite a pain in the buttocks, especially when you designed a map filled with extreme creep level, damages, and other stuff that can obliterate you in a matter of seconds.

Red player only dishes out resources, can only build towers and units that only block titans on their way which is time consuming. Teal Player resides of being the hero and hero alone, which makes its role way worse. I mean tracking food as fast a possible with such sloppy speed and abilities not even worth having due to titans being so overpowered. Also the hero is considered Titan Slayer, but can't get his shit up on a titan fight? yeah he dies faster than those weak peasants that only be blockage to a titan.

The map is so hard to explore, do macro, and raid regions due to every creep being impossible to fight on (pointing titans), speaking of the map, the terrain is horrible. My starter location is too tight, giving titans randomly entering my base is like blockiing a tip on the hole of a running faucet, it splatters my strategy and ends me up in a bad mess. Which is bad.

Lastly, management, Those scout towers are confusing, are they Town Halls or used for Scout? Guard Towers are useless defense material and the only way to reduce titan damage is to micro every shit creeps I've got. As much I want this to get approved, all I can do for this now is just rejection. Sad to say it much needs more work, proper arrangement of characters, and above all, a better build of gameplay. I can suggest giving all players all techtree, heroes, and every bunch of gizmo they can whip a titan's ass no matter what. Give nearby regions some gold/food/creep to raid into so that I can able to get resources on a supposed "safe zone" before they pop out hell.

Another is the titan spawns, sure in the Anime they are like Grim Reapers with funk faces, but I can recommend giving early spawns weak titans? you know that is able to get killed by Level 1 cheap ass Titan Slayer for once? and by the time it gets longer, trigger starts to spawn stronger titans, and not just that, but more of them.

For now, this needs map development.
 
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