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1P vs 4C v0.32

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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The creator is not a native English speaker, so some sentences may sound slightly awkward.

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This map is exactly like a standard melee match.
You, the lone player, will face off against four coordinated AI opponents.

AI may receive support in the form of a small number of workers or performance-related advantages for certain buildings and upgrades. However, aside from these, it receives no resource bonuses, item drops, experience points, or unit performance advantages from any other triggers. It starts under conditions nearly identical to those of the player.

The goal of this map was not simply to adjust AI difficulty by tweaking unit performance or resource advantages, but rather to see how much I could increase the difficulty of AI battles using only the AI Editor and triggers.
Since the AI for this map is based on the AI Editor rather than being directly modified through scripts like AMAI, it will retain the inherent weaknesses typical of default AI. Please do not expect sophisticated unit control or organic responses based on intelligent decision-making.


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The AI will perform its respective roles and will be quite aggressive.


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If an AI has a surplus of a particular resource, we've implemented a feature that automatically triggers support for other AIs lacking that resource. These transactions are not visible to the player 1.
From the perspective of Player 6 (the observer player), the trigger outputs a message indicating which AI is giving what to which other AI; however, since this is displayed in Korean, there may be errors in the output.


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Players can now use up to 150 food, and the upkeep system has been adjusted from 50/80 to 80/120. This system does not apply to AI.
Additionally, for both players and AI, all upgrades—excluding attack and defense upgrades—are automatically completed as the Hall building tier increases.


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[v0.3] The 'Late-Game Carry' System Added
All four AI factions now feature dedicated late-game builds. While three AIs relentlessly assault your base from the start, one randomly chosen AI will ignore the early game entirely, focusing purely on tech and economy to unleash a devastating late-game wave.
In rare cases, they may choose not to use a late-game carry build.


This map is still under development and was not created with public release in mind, so there may be some bugs, both major and minor.
I would love to see your replays and hear your feedback on the difficulty.


-Various bug fixes
-Changes to Human AI unit composition
-Changes to Orc AI unit composition
-Increased the max food limit from 100 to 150 (the AI will remain unchanged)
-Adjusted the Upkeep thresholds from 50/80 to 80/120. (the AI will remain unchanged)

-Optimized the Human AI build
-Changes to Player Entrance Terrain
-Changes to Undead AI Unit Composition

-Late-game builds are now available for all races, not just the Night Elves.
-All upgrades—excluding attack and defense upgrades, Human building upgrades, and wood upgrades—are automatically completed as the Hall building tier increases.

-When a player concedes defeat, you can view the AI's field of view.
-Fixed a bug where the Orc AI would not attack in certain situations.


-A bug related to the “Hall Upgrade Complete” message has been fixed.

  • Added a tip message at the beginning of the game.
  • Changed the health threshold at which AI units return to base after taking damage from 20% or less to 35% or less.
  • Optimized the Orc AI's build.
Contents

1P vs 4C v0.33 (Map)

Reviews
deepstrasz
So, the idea is fine but pretty non-innovative in terms of gameplay. It's like a melee AI edit. I feel if you want to improve the melee AI, a system rather than a playable map would be a better option. Simple. If you want more reviews, you should...
Even tho it is a very interesting proof of concept, this map unfortunetly is much more difficult than it really needs to be. Even with bonus gold and lumber, is simply isn't quite enough to defeat 4 AI's on such a map. Or atleast I'm not.

When you finally beat the incoming attack wave, another one comes. And another one. Then there's like a minute of calm before the storm. Chimeras and Hippogryphs come, signaling the tide of doom. Or rather, the tide of 400 pop army against my already destroyed base.

Still, it is quite interersting to see, even tho I much preffer the Naga 1v1 map.
 
Even tho it is a very interesting proof of concept, this map unfortunetly is much more difficult than it really needs to be. Even with bonus gold and lumber, is simply isn't quite enough to defeat 4 AI's on such a map. Or atleast I'm not.

When you finally beat the incoming attack wave, another one comes. And another one. Then there's like a minute of calm before the storm. Chimeras and Hippogryphs come, signaling the tide of doom. Or rather, the tide of 400 pop army against my already destroyed base.

Still, it is quite interersting to see, even tho I much preffer the Naga 1v1 map.
Thank you for playing. To be honest, the goal of this map from the start wasn’t to make it beatable, but rather to make it as challenging as possible within reasonable limits. That’s why I’m considering increasing the maximum food capacity for players or implementing an upgrade system.
 
Thank you for playing. To be honest, the goal of this map from the start wasn’t to make it beatable, but rather to make it as challenging as possible within reasonable limits. That’s why I’m considering increasing the maximum food capacity for players or implementing an upgrade system.
That is a great idea. Don't be afraid to give the player more advantages like Dragon Roost or an option to get Runes of Fortification.
As much as I'd like to say it's reasonable, that Chimera army is absolutely brutal.
 
So, the idea is fine but pretty non-innovative in terms of gameplay. It's like a melee AI edit. I feel if you want to improve the melee AI, a system rather than a playable map would be a better option.
Simple.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description 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 too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Interesting, it is indeed unrelenting attacks from the enemy AI, they are truly ruthless. Even with bonus resources, 4 armies vs 1 feels impossible. Even if I repel their first attacks, once they reach 50+ food, they just destroy everything :eekani:

After a few more tries, I eventually reached the limit of the AI though. At the end of the day, they are still AI, and humans will always be better, at least when it comes to Warcraft 3 for now... :xxd:

I managed to defeat them all. I did it with Orc, and my plan was simple: rush Watch Towers early and create a wall of them since they attack very early with heroes. After that, it gets easier, just hold until you build a huge army yourself and try not to die to their massive mid-game push. It was difficult, but not impossible. :ogre_datass:

It was pretty funny watching the AI play almost like a human. The way they rush you, the way they cast their abilities before even reaching your base, just like a player would, it was pretty clever. Could you tell me how exactly you built this AI to behave like this? Was it done through triggers, or did you use the editor AI functions?

Other things the AI could improve on: it does not seem to buy items for its heroes, which would make them much stronger. Also, their units suffer from the usual AI behavior where, if one unit starts taking heavy damage, they all go into full retreat mode, even if most of them are still at full HP, especially the heroes. That could be improved so they stay more aggressive and do not retreat just because a few units get damaged or killed quickly.

Anyway, here is the replay if you want to watch it. I had a blast playing this map. It is hardcore, but when you manage to win, it feels amazing haha. Enjoy the replay:
 

Attachments

So, the idea is fine but pretty non-innovative in terms of gameplay. It's like a melee AI edit. I feel if you want to improve the melee AI, a system rather than a playable map would be a better option.
Simple.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description 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 too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
Thank you for playing! Next time, I'll try adding a few more elements.

Interesting, it is indeed unrelenting attacks from the enemy AI, they are truly ruthless. Even with bonus resources, 4 armies vs 1 feels impossible. Even if I repel their first attacks, once they reach 50+ food, they just destroy everything :eekani:

After a few more tries, I eventually reached the limit of the AI though. At the end of the day, they are still AI, and humans will always be better, at least when it comes to Warcraft 3 for now... :xxd:

I managed to defeat them all. I did it with Orc, and my plan was simple: rush Watch Towers early and create a wall of them since they attack very early with heroes. After that, it gets easier, just hold until you build a huge army yourself and try not to die to their massive mid-game push. It was difficult, but not impossible. :ogre_datass:

It was pretty funny watching the AI play almost like a human. The way they rush you, the way they cast their abilities before even reaching your base, just like a player would, it was pretty clever. Could you tell me how exactly you built this AI to behave like this? Was it done through triggers, or did you use the editor AI functions?

Other things the AI could improve on: it does not seem to buy items for its heroes, which would make them much stronger. Also, their units suffer from the usual AI behavior where, if one unit starts taking heavy damage, they all go into full retreat mode, even if most of them are still at full HP, especially the heroes. That could be improved so they stay more aggressive and do not retreat just because a few units get damaged or killed quickly.

Anyway, here is the replay if you want to watch it. I had a blast playing this map. It is hardcore, but when you manage to win, it feels amazing haha. Enjoy the replay:
Thank you for playing! And I really enjoyed watching the replay.
I also find it frustrating when the AI runs away without even putting up a proper fight. Sometimes, it’s actually advantageous to keep fighting even after all your units have been killed. This is an issue that arises when using the default AI Editor.
The AI hero using skills before reaching the base is likely something that only happens in the very early game. In the absolute early stages, the heroes’ attacks are 100% trigger-based, and at this point, skill activation is also handled via triggers. Any movements after that are controlled by the AI Editor. It seems to be a feature built into the default AI.
In the replay, the Human player used a Gryphon all-in strategy. I’ve also seen the AI Human player use this strategy a few times during my test runs, but honestly, I didn’t feel it was particularly threatening compared to the Night Elf’s Chimera all-in. It definitely seems like it needs some tweaking.
 
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