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Beer beer 0.55

This was our entry for the Hive's first "Paired Mapping Contest", where BEER BEER was ultimately ranked second. Since the version we entered for the contest had been far from finished, we still continue working since then :)

BEER BEER is a hero defence map where teamplay is very important. All heroes are part of the town's guard, which has been partying really hard and is taken by surprise as the bad guys launch their attack! Therefore they have to continue consuming booze and stay drunk all the time, else they'll suffer from a hangover and would thus be uncapable of fighting.

It is no coincidence that the map version is still declared as 0.55. We are still having plenty of ideas for more items, heroes, bosses, mini-games/events etc. which we still plan to implement. Please follow the information in this thread if you are interested. We will keep you guys informed!

For feedback, questions, discussion on the map etc. please visit our thread on this forum or especially our facebook page which will always feature the latest information on BEER BEER and our other projects. The latest playable version will always be available for download here right away. You can also contact us here on the Hive, or message us on b.net (frooker / Unhit @ Northrend).

Thanks for downloading and enjoy playing!

P.S.: Even five years after the contest, this map still is not protected or anything. Please do not copy or edit without permission! If you are interested about anything that is in the map, just ask us. We won't bite ;)

Cheers,
frooker and Unhit



VERSION HISTORY

REUPLOAD #1: October 1st, 2007
Some minor bug and balance fixes, performance improvements.
Most important bugfix: hero experience sharing of a leaver is now correct.

REUPLOAD #2: October 21st, 2007
A couple of bug and balance fixes, especially with bossfights. No new items yet, sorry - those will be in soon!

Reupload #3: October 18th, 2008
Earlier this fall, we finally started to work on the map again. This upload updates the map from version 0.28 to 0.34 and comes with many changes. Some bugs have been fixed, balance has been improved (both between classes and in PvE lineups). There's also a bulk of new items that allow for further specialization of classes and other fun features. Expect the next versions with even more items, abilities (and fun!;)) to be ready in less time than this one.

Reupload #4: December 2nd, 2008
Work on the map continues! The most evident change in this version is the new loadingscreen. This version also comes with plenty of balance changes, especially for the Paladin, Warlock and Shadow Priest who (even though maybe harder to play than other classes) can now be regarded as equivalently strong compared to other classes. We still didn't implement armors yet, but expect these soon!

Reupload #5: June 21st, 2009
Well, we confess that the "expect armors soon" thing wasn't so true. But after a half year break, we are finally back to mapping. I just finished this new version which mainly comes with small bug and balance changes, most balange changes related to waves and especially bosses. However, we have some more ideas, especially concerning armors...so maybe...not going to promise anything this time, though ;)

Reupload #6: November 3rd, 2012
October 2012 was finally the time when, after three years, we fixed the return bug. This version, however, doesn't only allow you to play again. The change from v0.38 to v0.55 comes with many changes. Please read the posts on page #5 of this thread for more details.


Keywords:
Beer, Defence, Defense, Drink, Hero, Evolution, Teamplay, PvE, Alcohol
Contents

BEER BEER 0.55 (Map)

Reviews
Craka_J: In honor of the mini-contest! Approved.
Level 3
Joined
Sep 25, 2008
Messages
28
? what do u mean with patch 1.24? in Details on first page?






Oh yeah! first message on page 4! lol


P.S.: when your mana (or alcohol) reaches 0, you just lose alot of HP till u reach like 1 or 5 HP and you dont die, is that a bug or not? because i just read the beer beer pired mapping contest of Frooker and he said if u run out of alcohol you die, but in the game you dont! (sometimes you do)

& i also wanna be a tester!


idk why but i cannot host any of the beer beer maps anymore, even the oldest versions! when i click it says: Game not found and if i try again WC3 crashes!! Oo

? xD
 
Level 3
Joined
Sep 25, 2008
Messages
28
thanks! :grin:

another enchancement: (no idea for the name) an enchancement which gives a % to stun the target!

an "explosive" sword, which breaks after 50 or + hits, each hit deals an explosion which deals some good damage, but also damage yourself! (50% of the damage to yourself? or 100%?), like 20 or 40 damage, with some big cost (AoE dmg - after breaking, you just change to your normal sword)

tell me if the part of enchancements will be added, if not i stop thinking about them and concentrate in shields, armors etc... but if its going to be then i will stay giving more ideas for enchancement of weapons.
 
Level 6
Joined
Nov 4, 2004
Messages
125
I can only say that we are considering all your ideas that seem reasonable, and we are also planning to add weapons. But please also know that we will not add everything - and it will also take time, especially now with the patch and its consequences. If that does not demotivate you, you're free to share your ideas with us, thanks :)
 
Level 3
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Sep 25, 2008
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28
joke :grin: it didnt demotivated me, but just like you 2, i also wanna enjoy my vacations as much as i can, however sadly it ended today =(.... back to school ....:cry::cry:

I didnt replyed till now because i were enjoying the last days of vacation but now ima be here.

just wondering... why is it always you Unhit who posts replyes here? frooker posted 2 only! (since i started replying here) lol
 
Level 3
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Sep 25, 2008
Messages
28
haha dont think u will get rid of me so easily!! (joke)
but ye... here you are, another wave!

why not something like an upgrade for your hero? like lose less health/s or lose less attack speed when you are sober or lose less mana/s ?

and retaking the idea of the tasty meat and ugly mask, put something like this:

the ugly mask makes enemies run randomly around the screen.
the tasty meat should be something unclickable but it taunts nearby foes and has 9999999 armor and health (since its unclickable, no one is going to notice that), it should last like 10 secs, either with charges or not. if its unlimited, put its price a lot bigger than ugly mask, because all foes stay in a single place, meaning you can use AoE spells on them and easily kill tons of foes, im pretty sure that would be a real better crownd control than the ugly mask.
(if you can, make bosses immune to the taunt :p or them be able to one-hit the meat)

make a flag shop, there you can buy some flags which increase the morale of nearby people (increases atk speed, HP regen ,etc...) with a beer symbol! lol
make each flag give a different bonus and an ultimate flag with gives all auras.

o yeah and i think Animal Porn Magazine is a better item to be upgraded to ugly mask than big book of pirate insults (because the description says its scary! lol)

make something like a scope for the gunner's gun, greatly increasing the range or damage, but increasing attack speed because you are aiming with the scope!

also somekind of trainers, like u buy skills, (which are passive and dont have an icon, so they wont use room in the action bar) for gunners something like
Sniper Training, when you stand still for sometime, your damage is increased, for melee, an upgraded version of the Defend ability or upgraded beer rage (or whatever its called, the skill which the champion has to increase atk speed) for adepts (and for all the other adepts' ranks) a bouncing attack or a multi shot ability OR increases the healing effect of his healings but increases the cooldown OR descreases the healing done but descreases the cooldown, same goes for damage spells

ideas for items...

a shield which ricochetes back bullets and randomly hits someone else (if thats possible, if not, just make the shield give a % to ricochete bullets (miss))

a throwable beer which makes people miss their attacks (the beer affects a tiny area) and since you and all your allies are already drunk, it doesnt affect you, instead it heals your mana! (i dont think thats gona be easy to do so.... just put the AoE thing)

an Enchanted Khorium Shield, gives some real good armor and chance to block (miss), but its REAL expensive, slows you down and can throw some fireballs! lol (or give magic resistence) or everytime you block an attack, a tiny explosion occurs, damaging all foes


Edit: Lawl, i wanted to make this reply in the exactly day month and time, but i took 20 mins to make this T.T

Edit2... : Oh and if you have the Animal Porn Magazine / Big Book of Pirate Insults, give the player a discount for buying the ugly mask! (just make another button for it, but doesnt cost gold, just cost the item) that would be better than upgrading the item into it, because if no one has it, then no ugly mask! =(

Edit3......... : Yeah, i dissapered for sometime but thats because i got addicted on a game, and after playing it for.... 1 entire month... its boring now... lol so ima be back here!
 
Level 3
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Sep 25, 2008
Messages
28
yea, I know, (now I do haha) making maps is the worst thing in the world, I'm a decent mapper, i've made some decent maps but i always give up, its boring like hell, its really unbeliveable how you 2 haven't gave up yet (if you 2 haven't already), I've been trying to make flash games and its boring like hell, as long as you guys finish the codding of the new ver of WC 3, i would be happy to keep working on your map because i really liked it and I really want to add more stuff since you 2 are already too bored to keep working on it, (i have no idea of what the code is to make the map work correctly on the new WC3 ver, so just finish the codding please :grin:)
IF (yeah a real BIG if) you guys finish the codding, post it here and i will be improving the map as much as I can, you 2 got an awesome map, just need more work and its gona pwn other maps

P.S.: hm if making this code is hard, wouldn't it be faster if u guys start over another map but just copy and paste the triggers and units? (yeah i know they get mixed up with copy & paste)

P.S.S.: dont worry, i won't add crap! im not like that
 
Level 3
Joined
Sep 25, 2008
Messages
28
That's if we have spontaneous ideas for one single thing and just think it's too cool to not be implemented immediately :p you'll see what we mean with the next version :D armors are really the next thing on our agenda though, as you can see in our second but latest blog post.


o well... i just remind to reply this, i have NO idea of what blog's are (yes kill me for that lol), i just dont like that kind of thing, i preffer forums (if blogs arent forums too... lol...), but yeah i have no idea of what your blog is or where it is heheheheheh, so if your replying only on the blog... tell me and ima also reply there...

gueezz I think im saying crap.(because i think only authors can post on their own blogs)
 
Level 6
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Nov 4, 2004
Messages
125
We are terribly sorry that there still is no fix. To be honest, we just don't get around to start with it. We are convinced that once we do, we could be finished soon, but our mapping motivation isn't too great lately. However, I think we can safely assure you that we WILL fix everything.
 
Level 6
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Nov 4, 2004
Messages
125
Hey guys, sorry there's still no updates from us. After the obvious SC2-break, university is taking up the creative time needed to remaster the map once again. But please, no matter how small this comfort may be, know that we would also wish to play the map some time again, so maybe once we find the time we will fix it after all, even so long after the patch.
 
Level 6
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Nov 4, 2004
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125
Hey guys! I just wanted to inform those of you who actually still happen to check this thread (and thank you so much for this way of showing your appreciation for our work) that I just started working through tutorials on the new handle system and began working on the map. I'll now fix trigger after trigger as soon as possible and upload the fixed version once it was thoroughly tested. Cheers!

// Update on October 15th: The fixed version is ready, and we are now going to test it thoroughly.
 
Last edited:
Level 6
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And here it is...the new, fixed version, at last! It still does not contain everything we desire to put into the map, but it does have a lot of new things compared to the last version uploaded here (which was v0.38), and doesn't merely fix the return bug. After thoroughly playing the map in the past two weeks, I think it is ready to be uploaded and shown to the public once more...if of course, anyone of those who enjoyed to play the map back then are still around :p.

The new version 0.55 comes with the following changes:
- Bug changes: there were still plenty of things to be fixed in the earlier version, and of course new ones coming up as we played along. Everything that caught our attention has been fixed, especially the "Warlock bug" which made the warlock hero die instantly.
- Balance changes, both between different hero classes and between waves/bosses. Especially the mortar team and acolyte are a lot stronger now.
- Some minor ability changes which aren't technically balance changes.
- New model used for the Sorceror, Fire Mage by Kitabatake.
- New boss! After level 10, you will finally be able to prove yourself in a very unique bossfight, as intended ever since the first version.
- New hero! The battlemage is a combination between the offensive warrior and a mage.
- Plenty of new trinkets with very versatile functionalities, as well as a new weapon and the very first pieces of armor.
- New bounty sytem: the host of a game may now activate bounty sharing at the beginning of a game, which redistributes a selectable percentage of the bounty of each enemy unit to all other players whenever a unit is killed.
- Leaderboard change: the board does no longer show kills per minute and the highest kills per minute, but alcohol consumption and current alcohol level.

Plans for the future:
- More items, especially armors and some weapons. Trinkets are about done, although there may still be changes, of course.
- Ranger tree revamp: we wish to improve the ranger tree by granting players at least two options per evolution in this tree as well, and connecting it with the other two, already intertwined, trees. We already have some general ideas, but nothing specific yet.

Enjoy playing the latest version and let me know if there's any questions, or if you spot any bugs etc.!
 
Level 6
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Nov 4, 2004
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125
Thanks for playing the map, and thank you for your feedback!

You're raising a good point. The boss on lvl 10 is still the newest, and although we obviously ran a good amount of tests, there's still a lot to be tweaked - as is evident from your remark for example.

It is indeed intended that you can "prepare" for this boss more than the others, but I did not plan to allow players to first kill the catapults, then retreat, then relax, and attack again. Will probably run some tests with the catapults being invulnerable while the Orc War Chief is alive.

Thanks again! =)
 
Level 9
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May 14, 2008
Messages
576
on easy with the wizard i got to lvl 14 and i could beat easily lvl 15 but it became boring :x

i thought there were more than 3 level caps the first time

there are too many similar waves. One wave before lvl 10 there should have been ogres but there were 2 blademasters really strong, i reloaded lol and the ogres were there. Dunno why.
And the blademaster boss was very strong but i almost one shot him with my ice spell + the item which grants bonus spell dmg/crit
 
Level 6
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Nov 4, 2004
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@Tanasren:About the "level caps": do you mean when you can evolve your hero, and lvl 30 being the maximum level? If yes, then indeed, the overall cap is 30, and you can evolve after having reached levels 10 and 20. The map is not "optimised", if you so will, for playing alone on easy. In fact, on easy, even with more players per lane, you usually reach max level some waves before the last one - this is intended, to make it easier for players (as the difficulty "easy" says) to actually defeat the waves. On higher difficulties, slower leveling is part of the more difficult experience. For example, on hard, you'll usually reach lvl 30 around the last wave or so.

For "singleplayer", as it were, the quick leveling is again intended. The wave and boss strength primarily scales with difficulty level and player count only after that (although especially most bosses have significantly different hit points, depending on the player count), where the numbers 3/4 and 6/7 in player count are the most important boundaries. From a mapmaker's perspective, the easy way to make the map playable for a single player is to allow faster leveling in the sense that the player gets just as many creeps in the early waves, which are, especially on easy, quickly killed by the archers, but gets to take all the experience alone. With 2-3 players on easy, for example, you would be around herolvl 15-18 when the Orc Warchief spawns. Alone, of course, this means 20 or higher. But this is also necessary in a way.

Okay, maybe my reply was confusing - sorry. But in any way: thanks again for playing, if I find the time I might work on more adjustments for single players in the map. So far, this has not been high on the priority list, especially since this latest version, I made with a LAN-party in the near future xD

Another point/question: What do you mean with similar waves specifically? To what I know of other Hero Defences/Tower Defences, BEER BEER offers far more versatility between waves.

About the Blademasters/Ogres you mentioned: that's the first boss wave on, respectively right after, level 8; and this one, just like the boss waves after lvl 13 and lvl 18, have a couple of different bosses that may spawn (currently 3 on 8, but that's not a maximum cap - once we have more ideas that fit, we might implement these).

@GGpuJVSGJ: thanks, we will :)
 
Level 9
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ah ok, i don't play much hero defenses (only in solo lol, i dislike coop anyway)

yes i understand solo is not the focus, and it's not optimised for that

and about the waves being "similar" maybe it's the genre of hero defense, but well i just waited for wave with my summon where the path is tight and i aoe the melee units then the casters and the wave is done.
 
Level 6
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I definitely see your point and I agree - casters are very strong with summon and/or mass polymorph on that choke point. At least on easy. I just don't know how/if this could be improved without significantly altering how the map works with more players.

And I think I now understand better what you meant with similar waves. And actually, I may give you hope for future versions on that point :p one reason why this upload was labelled v0.55 is that we still have plenty of ideas for future versions, which were not implemented yet. Among them are more events between waves in the style of e.g. the Warchief fight, where you have to either leave the city to do something or use special new tools/things (not in the game right now) to defeat the wave.

So, I can't promise when this stuff will be implemented...but it's certainly on our schedule :D
 
Level 6
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Nov 4, 2004
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125
I remember when this map was made, it was for a contest. I used to play it quite a lot.
It sadded me to see it "die" along with many other maps with in the 1.24 update.
I'm very glad to see that it's back.

Thank you very much! It's so awesome to hear from people who played the map back then and now find out about it working again :D

Btw, for all those wondering - plenty of notes with ideas for new heroes, bosses, items etc. are right next to me on my desk here. Very busy with uni atm, but there will be a new version....a lot sooner than the last time I kept saying this :p
 
Level 6
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Superlate response, sorry, but thanks for your feedback! I definitely agree about the cinematic skip and there is an aim for more diversity (in fact, some new heroes are already implemented in a test version I played with friends a few times already, but they are far from being polished enough to really be published here yet, unfortunately). I hope I'll find the time for a (polished) new version soon, and then I will definitely implement new heroes - and a skip for the cinematic. Thanks for playing =)
 
Level 6
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Hey, I'm sorry for replying so late, but please know that this map is still on my mind repeatedly. Especially with the new patch that was just announced for WC3 two weeks ago, I am super thrilled to dive back into the editor. In fact, the reason I logged on was to browse models, because the map size limit has been increased. So maybe finally I'll be able to implement heroes like the druid and engineer that had been on my to-do-list for ages.

Most of all however, thanks a lot for still playing this game and taking the time to comment here. It may just be a small post, but really it means a lot to me! :)
 
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