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Armored Command

This is a team based tank combat game where players need a lot of team work to gain victory. The combatants would have to use the specializations of each designation of their players to destroy the enemy Artillery Commander.

Gameplay is a bit similar to Archers map, but the role played by each player was a bit inspired by Cruiser Command though it can already be considered completely irrelevant due to heavy changes in gameplay.

This map will be unprotected/uncompressed until approved.

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Armored Command

Designations

Artillery Commander - long range class, team leader
Main Battle Tank - main assault class, heavy tanker/damage dealer
Support Battle Tank - secondary assault class, light damagers
Recon Humvee - information tech class, pathfinders/spotters

This game is already playable and works quite smoothly and bugs occur very rarely, but more updates will be placed later. These updates would enable better gameplay or it would make it more fun to play.


Details:
Units here cannot attack and they must "attack" using abilities which serve as their actual attack. Most abilities here are non-locking and non-direct target. They must be directed to fire at an area where the enemy is to damage the enemy unit.

Victory is achieved when the Artillery Tank of the enemy leader is dead.
All units here will resurrect after 30 seconds when they die, but they will permanently die if the recovery ability's cooldown isn't over.


ETC.




Thank you to all of the people who created the art model files in this game:

Kofi_Banan
Illidan(Evil)X
Blizzard

Thank you to meatfactory and all the people who helped me test this map on Garena



Change log (July 7,2012):

June 7, 2012
-First upload of this map on Hive

June 8, 2012
-First Update on Hive
-fixed hotkey problems
-replaced M1 Abrams with T-80
-lowered file size
-Added Overdrive Ability
-increased reincarnation CD time

July 1, 2012
-Reconnaissance abilities improved
-Items added
-Active Protection System (Short Term Invulnerability)
-Smoke Chaff (Short Term Invisibility)
-Reserve Ammo Stash (Quick Auto Reload)

July 3, 2012
-Sound detection ability added to Recon Vehicles
-Allows Recon Vehicles to detect and pinpoint the location of
gunfire
-This update develops greater need for the recon vehicle to contact
his allies and will now require players to play with greater team work
and properly pick their shots as Recon Vehicles can now detect and
locate almost all gunfire in-game.

July 7, 2012
-Improvements done on scouting abilities
-Fixed the Gun Sound Detection system
-Terrain Improved
-Removed Recovery Ability
-redone the far camera trigger



This map is designed to have light file size (will compress the file size through protection after approval) and short gameplays that measure around 5 to 30 minutes worth of gameplay depending on skill of the users.

ETC.
Keywords:
tank, battle, skirmish, team, work, destroy, artillery, humvee, jeep, abrams, bradley, mobile, destroyer
Contents

Armored Command (Map)

Reviews
Vengeancekael - [Contact] Date: 2012/Jul/01 13:37:53 Comment: [Approved] Resource Moderation - Rules Vengeancekael - [Contact] Date: 2012/Jun/22 23:07:54 Comment: [Rejected] The map is way too huge! Seriously make it smaller, this can't...
Aside from the terrain, what else? I didn't actually expect for this to be accepted so early... and it's still being updated, but indeed... it is already playable.

Well the triggers are .... o_O there are very few of them. Camera trigger needs to be fixed maybe after applying the cam you can pan the cam back to your tank and not just be in the set in the center of the map. A 3rd person camera mode would be nice. The abilities are not trigger based (nothing wrong with that but it's kinda simple) Terrain - yeah definitely can use some more custom models and more pipmin'. The only way that you can select the tank you want is to choose player position. There is no scoreboard, no custom loading screen, no preview image (not necessary but it would be nice).
 
Level 6
Joined
May 14, 2009
Messages
129
Well the triggers are .... o_O there are very few of them. Camera trigger needs to be fixed maybe after applying the cam you can pan the cam back to your tank and not just be in the set in the center of the map. A 3rd person camera mode would be nice. The abilities are not trigger based (nothing wrong with that but it's kinda simple) Terrain - yeah definitely can use some more custom models and more pipmin'. The only way that you can select the tank you want is to choose player position. There is no scoreboard, no custom loading screen, no preview image (not necessary but it would be nice).

Thanks... those problems would be addressed.
I'll do the repositioning of the camera.
Terrain will be worked on.
and yes... You will have to pick the tank you would want before the game starts.
Scoreboards are not necessary for now since the current game mode only requires the destruction of the Artillery Tank.
Custom Loading Screen and Preview images are being considered. I'm hesitating though because I want the file size to be as low as possible.

Thank you once again...
 
Level 6
Joined
May 14, 2009
Messages
129
I played it...Well good idea I must say,BUT!

-The map is way to huge

-Terraining 0

I can help you with the terrain...If u want so i give you a 2:5

I've heard many complaints about the large map, but I won't change it. Considering the attack range of most spells, the map area is proportion to the attack range. I've also improved the scouting system so that the players will be able to see each other faster even though the map is very big. I cannot change the map size as I do not want the players to feel cramped in positioning their units. In a map size like this, one can flank, attack, and skirmish against the enemy forces.

And don't worry... I'll fix the terrain tomorrow.

Can you expound on why was the concept good so that I'll be able to expound on those points, but don't worry. I'll fix the lacking parts as well.
 
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