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Azeroth Marathon v1.2 AI

Azeroth Marathon
version 1.2 AI
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In short
  • Fast playing mini race.
  • Use unit to win the race.
  • Use unit to slow, stun or damage other units.
Features
  • 17 different unit with two spells
  • 4 different areas
  • really low map filesize
  • custom events
  • special instant kill units
  • floating text on spell casting
  • about 20 different traps
  • AI, can be easy, normal, insane

Areas and Traps


Grass

3 Traps:
  • Exploding wisps - Tree of Life generates wisps that will suicide them in special area doing AoE damage.
  • Dark grass - Going over dark grass will make your path much shorter, but entering is with risk to you will be caught in roots.
  • Blood-Spiked sheep - Patrolling sheep with immolation, can be very deadly if you are caught in roots.

Fire

4 Traps:
  • Weak Lava - Not that hot lava, does 10 dps over entire area.
  • Burning Lava - Very hot lava, doing massive damage if you enter it.
  • Volcano - Fires fire rocks in random area that can do moderate damage.
  • Fire Lord - Attacks special area located near two burning laves, do high damage in you get in the center of attack

Desert

2 Traps:
  • Explosions - Every second few explosion will happen in random desert area doing moderate damage to nearby units.
  • Stampede - Hordes of rampaging thunder lizards that are going to damage you if you get too near them.

Ice

2 Traps:
  • Ice claws - Control you unit to avoid ice claws that will kill you if you get too near them.
  • Impale - On the very end of the map, on small blight area many spamming impales will try to stab you doing massive damage.

This pictures are from version 1.1 and there are some moderate changes in grass area
This are not in game pictures so they do not look that cool like in game.
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Credits

Thanks to the next people for testing the map:

  • -Kobas-
  • Dogs of Justice
  • PiratE-Of-7-Seas
  • DooM
  • Freeze87
  • ILH

Author's Note

Map Now support AI players
Also terrain maybe don't look good, it was hard to make it look nice when there are 4 different ares in 32x32 map.
Map is not protected so if you want to learn something go ahead

Keywords:
azeroth marathon, race, mini game, running, pvp, lap, cars, hammerfist, hammerfist132, ai
Contents

Azeroth Marathon v1.2 AI (Map)

Reviews
Approved - care to sprint on how your movement speed is? then play this map and see how fast you are!Azeroth Marathon (Version 1.1 + AI) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter...

Moderator

M

Moderator

[img]http://www.hiveworkshop.com/forums/albumpictures/65/1a741fbdfbc324e088ae4b7bdf7e6a25_65137.gif?dl=1358781786[/img] ORCNET
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Comment

Review

Version

Approved
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- care to sprint on how your movement speed is? then play this map and see how fast you are!
Azeroth Marathon (Version 1.1 + AI)


Rate
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5/591-100A

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4/581-90%B

Rate
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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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"Azeroth Marathon" is a Mini-game that let you go race on a map pack with traps, bombs, and meteor shower to win the lap count.

"The game is very engaging and with the boost with random characteristic units when you die, it is a good choice against strong opponents or those who are on the lead, the first entry on the track with entangling roots seems impossible to get out once you get stuck from it, I suggest you give the effect for only 3-4 seconds only to give enough time for you or the other player to get back on the track rather than getting bombed by that wisp and spell spam."

Terrain

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"Terrain is simple and is designed for the track in-game which is good but it would look better if you plan to give some beautification."

Management

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"To my conclusions, the game is straight forward letting you go simply sprint your way into the field and clash out with two spells, the lap count choices gives more depth in the game since a 3 lap or 5 lap is practically very fast to finish but for a 15+ its makes it more fun with friends and others."

Total Score:


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10/1583%B
V1.1 AI
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Orcnet
- has reviewed version 1.1 AI
 
Level 5
Joined
Dec 10, 2012
Messages
84
Well this is an interesting map, but the entangle roots part is a bit confusing. The last set of roots there's no way to go around them. It's basically luck wether you get entangled or you don't. And another annoying thing is everytime I get to the first teleporter I get zapped by the AI and instatly die; even when they're far across the map.

One last thing, when I kept respawning the gate was always closed and it took like 3 seconds before it would open for me. So maybe once the game starts just leave it open?

The AI is quite smart, it never dies from faults. Maybe tweak it a bit where sometimes their micro is off or something. Other then that they just run straight through the track with no problems except using spells agaisn't them.

I know the map is in beta stage right now, but there's some work that needs to be done!
I would also like to see the map increase in size further down the road.

Anyways Good luck! And [color=green2]+rep[/color] for motivation to improve the map!
 
Yes it is, dont say something just to get + one post. This is not orpg, rpg, aos, or something like that where terrain have big role.

EDIT: you want to say to warlocks is bad map because of terrain, no my answer is no. Some maps doesnt need good and detailed terrain, but for excample u can check my map from signature if u are so interested in good terrain.
 
Level 12
Joined
Jun 1, 2009
Messages
576
I like this genre of maps, i played 2 similar like this Junge Race and one more i dont remember the name.....

I found almost same things like PKCrafty that you need to fix...

I know that this map dont need some great terrain but if you want you can find some good terrainer to make it just little better......

AI is very anoying with wards, always cast on you when you are close to end, and if you play with lot of AI, you almost dont have chance to win....
So can you set example: there is 30% chance to AI use ward of players that is near end..............,or some condition that AI taget only leaders in game???


About entangle roots,somethimes looks like you pass near them but they still capture you.....

When game starts, make that gates are opened until end of game.....

Maybe to add some different units like: very slow but with lot hp i didnt noticed units like that.

Edit: What is this, i played only VS 1 AI and he cast death spell with Ward every time like he have unlimited mana? WTF


+rep waiting new version :goblin_yeah:
 
Hey mates, thanks for commenting. I will works on all things u told. Yes this map was inpired by one other, I dont jnow what name is but I think to it is Jungle Race, that map is much simpler them my but It was really funny to play. Yes I am planning rework on almost all things u told + I want to add restart when finish race, and team racing. Also will low chance of casting spells from wards. Easy ai dont cast it at all. Will also work on micro ai. Thx for comment. About endless casting of ward spells. Probably it was custom event path of death.
 
Update from 1.1 to 1.2

Version 1.2


New Things
  • New racer - Kwazimodo (abomination) - really slow, but really hard to kill moster, it have only one ability, "Explode" that will kill him and all nearby units.
  • New multiboard - Well this one have more details added, "Kills" and "Deaths", also this one is not bugged about counting you laps.
  • More optional game configuration - In version 1.1 Player1 could only change number of laps, from this version he can change laps, but also will custom events happens, and will Wards work.
  • Better and Less annoying AI - They will much more cast spells behave more like human overall, also they will not kill you everytime when you get near finish, chance is now I think from about 95% lowed to 50%.
  • Colorful texts - Players names are now in their player colors what makes in game look much better and alive.
  • Grass Terrain rework - That dark grass was really big problemm, so it took to much places and makes you get in roots even if you are near it, no it is easier to be avoided.
  • Little details - many of them what you probably wont see, but that were making game worser - too long entangling roots(now duration is reduced), added mana cost to heal, faster meteor shower from vulcan, greater sheep damage, lower ward spell mana cost, but also and mana regeneration, some doodads added, and many other things that I won't bother to write :)
Fixed bugs


First of all you should know to many, many bugs are fixed, so I cannot say them all, will say just most importmant:

  • Srampede now works - Thanks to the user ILH, who reported this bug, I have seen to I have messed up cleaning leaks in map and thats why spell is not triggered in start of the game. So once more third area have two traps.
  • Walking Bone(lich) - This unit Hovers, so it is reader like flying unit, and thats why it was immune to plenty effects, so it was probably one of the most OP units in the game, now he have some bonuces but he is much more bounded now.
  • Decaying - Well some racers had been decaying after death, that was mistake now all of them will dissapear few seconds after death.
  • Leaks - It look like to I have missed to clean few point/player group leaks, anyway that is now fixed.
  • Plenty little things - I am lazy to write all of them(spirit swap had no cooldown, bad button position for inner fire, my ultra bad spelling, really stupid AI etc)
Works on AI


In version 1.1 AI was really simple, but really annoying and it was only created just to be some alpha version for off-line playing. In this version it is almost bug less, much smarter, have more spell casting, almsot never get stuck, dont zip you with ward spell until you get mad, so I promise to this version will be much interesting for you to play with them!
This are just few excample of things that are better or fixed:

Spirit Swap: This spell was using action "Move Unit" that action will stop unit from its last order, and it was making AI stay in that place after casting spells, now I use some custom scrips that solved that problemm("set unitx,y)

Sprint, Blink, Wind Walk, AI will now use this spells in specific locations, that also make them more advanced to master.

From desert to ice: This region was making me a lot of problemms because few unit for excample priest, were just stucked there and take now actions unti l their last day, this is now fixed and they will behave better, even if they get stuck there is loop trigger that will every 10 seconds change their order and facing. This were just few details for more test map :p
Special thanks to ILH and Freeze87 for their testing my map, now they got in Credit list!

Of course thank you for your comments and downloads, if you wanted better and more interesting version here it is!
 
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