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Battle for Tatooine

Submitted by darwin
This bundle is marked as approved. It works and satisfies the submission rules.
Presenting

Battle for Tatooine
Created by Darwin

Map Info:

Battle for Tatooine is an AOS-style Star Wars map using a custom flight system. Rebels resist an Imperial invasion of their research base in Tatooine. Players pilot starfighters, ground vehicles, cannons, and capital ships (ATATs and a recovered Republic Command Ship). Computer AI adjusts for player number, so you can play solo, cooperatively or competitively with your friends as a Rebel or Imperial. The game will detect how many players are on each side and adjust difficulty accordingly.

Features:

As a pilot for the Rebel or Imperial most of the time you will be flying a starfighter, strafing ground troops, dodging enemy fire, bombing enemy buildings and capital ships and shooting down enemy bombers. Features of starfighter combat include:

  • Linked and single fire
  • Rolls and lateral slips
  • Turret fire
  • Three types of missiles: concussion missiles, bombs, and proton torpedoes
  • Missiles home in on targets
  • Ion cannons that ionize ships for capture
  • Aerial Mines and other countermeasures
  • X-foil technology on Xwings and Bwings
  • Ion boosters
  • Sensors and jamming computers
  • adjustable camera with zoom in, zoom out, and rotate features (use arrow keys)
  • in-game help menu


Finally, the map has real Star Wars sound effects including lightsaber attacks, TIE screams, explosions, laser blasts, and more.

Additional Features:

In addition to extensive starship combat, the Battle for Tatooine includes:

  • Functioning ground vehicles: ATAT, ATST, T4-B Hover Tank
  • Custom hero abilities including laser reflection, force pull, and aimbot
  • An old crashed Republic Command Ship that has one last flight in it
  • Sandpeople raiders who can be influenced to take part in the battle
  • Cannon turrets you can use to shoot down enemy ships
  • Remote-controlled missiles

Images and Video:

Maps and Keyboard configuration

Map of Battlefield:
This map shows the major locations of the map.

[​IMG]

Hotkeys for Flight:
Flight uses right-clicks to turn and WASD for movement.

[​IMG]

Gameplay video

Star Warriors:
This video shows heroes, ground vehicles, and starship combat. Watch on HD for best visual.

http://www.youtube.com/watch?v=pGDKbZ7VTFQ



Change Log:

Change Log


Version 1.1

Added:
  • increased Flare shuttle speed
  • minimap pings to announce bulk freighters and the loss of the droid factory
  • unlock all ships on both sides by typing "may the force be with you" (must be entered before the first ship is piloted to keep it fair)
  • shortened tutorial introduction slightly
Fixed:
  • bug that teleported Player 5 when someone else used Shuttle Flare
  • bug where Imperial Heroes did not have their shuttle flare cooldown reset after taking a ride on the shuttle


Version 1.2

Fixed:
  • deleted a debugging trigger that allowed you to teleport your hero




Version 1.3

Fixed:
  • fixed a bug which left heroes immobile after Force Stab


Version 1.4

Fixed:
  • put in safeguards against Force Stab bugs


Version 1.5

Fixed:
  • Fixed another Force Stab bug that left Rebel heroes paralyzed


Credits:

Special Thanks:
  • Olaf Moleman
  • Illidan(Evil)X
  • Ikillforyou
Also thanks to:

Models:
  • Qassamzed
  • Morbid & Amigurumi
  • Tim
  • Dan van Ohllus
  • Iron Warrior
  • Coxxon and Syc
  • The_Silent
  • Teaspoon
  • Cavman
  • Max666
  • ChirusHighWind
  • Tranquil
  • Domokun
  • Pyramidhe@d
  • Armel
  • Naro
  • Satax
  • Game_slave
  • Frankster
Tutorials/Systems:
  • Kobas
  • Mechanical Man
  • Aesthetics
Loading Screen/Map Preview Image:
  • AL Meerow
  • Nick Kurochkin
Other:
  • Star Warriors board game by West End Games
  • Paulo Gabriel (icon)
  • MediaCollege.com for sound effects
  • Vexorian's Optimizer was used


Author's notes:

This is my first and possibly only map released for WC3. I hope you enjoy it, and please feel free to leave feedback. The map is BNet compatible (under 8MB) but only after Vexorian's optimizer shrunk it. For that reason you cannot open the map and see what I did. I'm happy to share all my work with the fine people here at the Workshop, so let me know if you'd like the larger version and I'll put it up on a pastebin for you. I don't know JASS, so there might be better ways to do the things I've done in the map, but you're all welcome to my work.

This map was made with just the World Editor and some custom scripts given to me here on the Workshop (thanks to all the people who helped!) This map is complex with many repeating triggers. I've removed all leaks (as far as I know) but slower computers may still experience lag. You can zoom in or out using your up and down arrow keys while flying. Zooming in will reduce lag. I also ask your computer quality at the start of the game; this will adjust cameras when in cannons to reduce lag.


[Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
Star Wars, Jedi, Tatooine, Starfighter, Missile, Flight
Contents

Battle for Tatooine (Map)

Reviews
Moderator
10:46, 24th Aug 2011 -Kobas-: Status: Approved Update: Vengeancekael: Private Message Date: 2011/Nov/12 18:08:19 Reasons: Other: Comment: Changing rating from 4/5 to 5/5 due to updates. I recommend this map to everyone! Flying a ship...
  1. FanOf.Anonymous

    FanOf.Anonymous

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    Yeah this maps rocks lml, but I notice...


    imp easily wins over rebels :

    imp hero vs rebel hero easily overpowers at 1v1, mostly what happens in missions.
    bounty hunter too OP: backstab windwalk + disabling flamethrower while manashielded... :(

    bombers (it has 60 bombs vs 12 for counterpart at start) has anti-hero manually denotated bombs upgrades (counterpart has none -_-)
    imps has faster/easier way to get to base at start (almost no effort on bounty hunters)
    imps can land to enemy base can steal technounion researched and kill afk enemy heroes at rebel base :(
    bombers harakiri at cliff near rebel main building
    rebel main building is easily selectable whereas, imp destroyer hardly selectable when trying to be missile targets. switching to laser targeting, you'll find lots of the turrets in the way so hard to target too.


    I'm glad you fixed the stuck bug and am excited about the updates.
     
  2. darwin

    darwin

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    Excellent, thanks so much for the feedback. I wouldn't have thought of half of those things. Perhaps when I'm a bit closer you would be willing to gather some friends and play test the new version before I upload it.

    A few questions if you don't mind:

    I've been toying with the idea of making ship-fired lasers no longer hit ground vehicles or ground units. My goal is to make bombers more specialized at killing ground units. It also lets players use ground vehicles, which now are pretty useless as any ship can kill them quickly. My concern is that players might really like the feeling of spraying lasers at groups of ground units and mowing them down.

    Are there other hero imbalances or useless abilities? I've changed the Bounty Hunter already so he loses stealth but gains an AOE grenade. This makes him a worse hero killer, but better at fighting enemy troops. I've also replaced the "stun setting" on the Rebel Sniper because it had very limited utility (I gave him a passive camera + range upgrade). I've sadly had almost no Hero vs. Hero experience. I have buffed the heroes a bit though, and make it so you can skip the introduction if players vote for that.

    I'm also worried that missiles are not very useful in ship to ship combat. I plan on making them harder to dodge, but harder to launch (e.g. you cannot launch a missile unless you have at least 5 tracking on the target). If you have thoughts on missile use, let me know.

    Anyway, thanks again, and send me some replays if you play again!
     
  3. Seyronix

    Seyronix

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    Wow! It was really nice seeing this map getting an update. Definitely didn't expect it.
    I'll be looking forward for the next version :).
    And thanks for making this amazing map!
     
  4. FanOf.Anonymous

    FanOf.Anonymous

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    I'm IlIIllIlIlIIlll on Eurobattle. My connection is not that good either. Played yesterday 12pm GMT, and like I would've shared the replay that but my connection was hell at that time. Tried again this 5:30pm GMT and this http://storage.entgaming.net/replay/view_replay.php?file=7265444.w3g

    A choice to watch cinematics by vote at start similar to some RPG like Gaias Retaliation (w/ custompatch) would be better. I see bounty hunter and clone troopers pass through some paths while the rest can't. I've seen the said hero pass straight towards the first red circle of power like those trees that normally block other units has a personal liking to him xD. Clone troopers could climb up the stony area (as seen in the end cinematics) whereas I tried using a non-bounty hunter hero, and failed and was forced to call the shuttle that came farther away from the base. It also would be nice to have a separate spawn point from the beginning flare-shuttle dropoff different from the shuttle dropoff after first flight away from the base as well as the respawn point - comparing it with imps respawn point, rebels have to walk farther to reach the research unit / ship selection.

    This 2v2 replay, I got DCed early. http://storage.entgaming.net/replay/view_replay.php?file=7268330.w3g
    But as I watched the replay chat log. There seem to be that trend to just hit the base, while enemies are in the middle of a mission. I wish there's some main building recovery or something that would at least make the missions worth takin.


    3v3 I'm Imp for 2nd time: http://storage.entgaming.net/replay/view_replay.php?file=7268345.w3g
    This shows how defenseless the base is. The other team is not even on a mission. My missiles are a bit out of range, it seems I'm hitting it, but damage by it can't be clearly seen (does sensors up the chance of hitting?) so the enemy's base was shot down mainly by lasers instead.

    About the questions:
    I don't mind answering but could you also show it in-game. Have you tried hosting via ENT.AU bot servers.
    You'll stop lasers from hitting ground units? But antiair-troopers,etc. can hit air units at least when I'm flying slow enough... was even thinking update on ground vehicles to fire anti-air for more sky<-->ground combat.
    About the next questions. I'm not sure about the missiles. I wish I could dodge them like you said. Made me want to see your replay or game with you to see how you play around missiles.


    edit: I'll PM you about an abuse which will make any rebel player scared to ever fight against an imp user that knows the abuse.
     
    Last edited: Feb 17, 2016
  5. darwin

    darwin

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    Thanks Fan, I'll have a look!

    I wanted to respond quickly though to say that you can skip the opening cinematic if every human player presses "ESC" at some point during the cinematic.

    I think adding a ground vs. air attack in an interesting idea. I'll look into it.
     
  6. ForHonorForFreedom

    ForHonorForFreedom

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    I think you should add in specific classes like for example take a look at Star Wars Battlefront 1 and 2, you can select a class which has a specific role such as a Heavy Trooper shooting at vehicles with a Rocket Launcher, a Sniper to shoot at units from a very far range, standard Trooper equipped with a Blaster Rifle and some grenades to deal AoE damage on ground units, Pilots to repair vehicles and repair them while using a vehicle, a Commander to give buffs to units like increased attack speed, defense and movement speed.

    I honestly see so much potential on this map and just hoping it can get more updates and recognition on how much fun it is!
     
  7. darwin

    darwin

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    Thanks Honor. There are some aspects of this in the game now. The Gamorrean sniper, for example, can hit units from very far away. And mechanical heroes can do very well using the turrets in the middle of the map. I do love Battlefront though, and I'll admit it really doesn't have that feel. I kind of focused on ship to ship combat.

    Originally I planned on letting heroes and ships fight (I imagined an "ultimate" where the jedi just pulled a ship down to the ground and crashed it). But in practice it was very difficult, and not very fun.

    I have dreams of a goblin vs. dwarf style map where I integrate boat mechanics, air mechanics (e.g. zepplins, flying machines), and maybe a train or mobile shredder as well. Ideally I'd like to balance the sea vs. air. vs. ground. I'm not sure Battle for Tatooine can do that well though. One big restriction is the size of the map. With all the imported models I just don't have room for any more ground vehicles.

    There will be an update shortly though. I cleared out some room and imported a few more models; made some new ships, new scenarios, etc. I'm hoping to upload it in the next week or two.
     
  8. Holymind

    Holymind

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    Add Darth Vadar pls.
     
  9. darwin

    darwin

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  10. FanOf.Anonymous

    FanOf.Anonymous

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    This map has Darth Vader Model... I hope someone can share or have similar models.

    Hi, darwin... could I join your BFT games? Or let's play via my GHostBot via BNET/PvPGN/Garena they're all supported. Maybe I should PM the GameHost server ip to ping check.
     
  11. darwin

    darwin

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    This request seems oddly prescient this week.
     
  12. Holymind

    Holymind

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    But this map does not have Darth Vadar as a playable character.
     
  13. darwin

    darwin

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  14. OverClocked

    OverClocked

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    Never thought wc and star wars would be able to merge like this. Amazing job
     
  15. darwin

    darwin

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    Thanks, OverClocked! I would recommend you check out the updated version for some new ships and features:

    Battle for Tatooine - GOLD