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Black Law Hills 1.7.1

Black Law Hills
a Castle Fight like map

v1.7.1 beta release



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Introduction
Worked on this map for a couple of weeks. This map is very similar to Castle Fight but with a different terrain and pathing. It's Castle Fight with a twist! Next to that I've based some elements on my other Thug of War map which is called Mush.
I would like to have some feedback on this map. Its pretty balanced if I say so myself, so check it out!




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Gameplay
The objective of the map is to destroy the other player's castle. You do this by building buildings which spawn creeps automatically. These creeps don't need to be controlled, they will auto attack and auto cast all their abilities. Your task is to make the right choices at the right time.

You can react to your opponent by countering his unit's armor/weapon types (that way your units will have an advantage). Next to that all kind of abilities are there you can use/counter.

The objective is to let your units push the battle towards the castle of the other team and eventually destroy it.​





Features
Players2 - 8
RacesHuman/Orc/Undead/Night Elf/Northern/Naga/Fel Orc/Corrupt/High Elves (new!)




Commands
-matchXSets the amount of matches played in this game. X stands for the number of matches, so -match3 will set 3 matches to play (who wins most will win the game).
-balanceBalances the amount of players by adding computer AI's
-fillXFills up till X amount of players with AI's, for instance -fill4 will fill up both sides up to 4 players/AI's
-pickPlayers can now pick a race at the start of the game
-slOnly one lane will be available for fighting
-urEach race can only be picked once by one player in total.
-westXAdds X bots to the western forces
-eastXAdds X bots to the eastern forces
-eventsRandom events during the game are enabled
-snowEnvironment is changed to a more snowy look
-lavaEnvironment is changed to a more volcanic look
-fallEnvironment is changed to an autumn look
-leafEnvironment is changed to a dark forest look
-skipSkips the remaining waiting time


NOTE: commands can be typed in together in one line; for instance
Code:
-fill4 -sl -snow -skip
Will parse into a map where 8 players battle eachother over one lane with a snowy environment.​



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Map Overview

mapptp.png




Armor Table
Armor TypeLightMediumHeavyUnarmoredHeroFortifiedDivine
Pierce175%100%50%100%90%50%20%
Normal50%175%100%100%90%50%20%
Magic100%50%175%100%90%50%20%
Siege75%75%75%100%65%175%20%
Chaos100%100%100%100%100%100%100%
Hero110%110%110%110%100%60%30%



humansh.png

ingameaction.jpg

ingameaction2.jpg

massbattle.jpg




v1.7.1 Hotfix
  • AI bots should now properly repair buildings that are damaged
  • Added a mechanical ability to the following units; Demolisher, Glaive Thrower, Infernal Machine and Ballista
  • Normalized repair time for all units; 45 seconds for buildings, 120 seconds for the Castle and 20 seconds for units
  • Fixed a bug with the repair animation of some builders
  • Added the -event command in the Game Info (F9)
v1.7 "Evening the Scales"
  • Added Random Events; these can be enabled by a new settings command
  • Added a new command: -events, enabled random events
  • Added a new command: -westX / -eastX, which adds X bots to the western/eastern forces
  • AI bots now choose to build on top of bottom lane and announce this in chat
  • Dummy system has been improved, cap is now dynamicly increased and dummy recycling is more efficient
  • Dummies should no longer be recycled to quickly causing graphical glitches
  • Added a small wait in between new rounds
  • Increased the damage from the Phoenix, Phoenix Fire will now deal 100 damage initially (up from 40) and 100 over 10 secs (up from 40 over 10 sec)
  • Decay animations for some Barren buildings are fixed
  • Solved some typo's in the Game Info (F9)
  • Added a SFX to builders being warped back to the Castle when they try to run off
  • Fixed a bug where Mortar Teams where unable to attack structures
  • Fixed a bug where Campfire provided lumber in return and increased income by too much
v1.6.1 Hotfix
  • Eastern builders should no longer be able to escape building area
  • Western builders should now path properly
  • Ghost now has its unit button on the proper position
  • Barren builder should now pick their special building properly
v1.6 "Fields of Strife"
  • Added new race: The Barren
  • Added a tab to the multiboard displaying amount of buildings destroyed
  • Ancient protector should once again be repairable
  • Solved a bug where AI didn't properly reset building priorities after a new round was started
  • Solved a bug where the additional spawn gained through Shrine of the Gods remained after the first round
  • Solved a rare bug where a player could get builders of two races
v1.5 "Arts of the Arcane"
  • Added new race: The High Elves
  • Added a new command: -leaf for a dark forest environment
  • Added a new command: -settings to view what game settings are enabled
  • Added two new items; Double Damage (doubles damage for 30 secs for all units) and Quad Damage (triples damage for 30 secs)
  • If no commands are entered during the first 20 seconds of the game, auto settings are picked (4vs4 with bots)
  • The Castle now also emits a control point aura
  • Scoreboard at the end of a round has been improved (way more stats!)
  • Blaster Staff cooldown to buy has been lowered
  • When single lane mode is enabled the trees added are now in line with the environment currently active
  • Nether Dragon has its graphics changed
  • Haunted Home has its heal ability removed (bug)
v1.4 "Autumn Harvest"
  • Multiple matches in one game is now possible!
  • Added a new command: -matchX where X stands for the number of matches to play in one game
  • Added a new command: -fall changes the environment to an autumn look
  • Added a new wins stat to the multiboard which keeps track of the amount of wins during a game
  • Demolisher should now once again attack structures
  • Overtake should no longer take over structures
  • Earthquake displays the proper buff now
  • All buildings now decay properly (those with a doodad model as base)
  • Lava environment looks better now
  • Autocasts with no target now display graphics properly
v1.3 "Heart of Corruption"
  • Added new race: The Corrupt
  • Added new command: -ur for making each race only pickable once
  • Added new command: -lava for a volcanic environment
  • Added 3 new items; Sacred Totem (provides map wide aura), Orb of Lightning (lets the carrier cast a powerful chain of lightning) and Scroll of Restoring (heals in an area of effect once)
  • Commands will now be able to used together in one line (for instance -sl -fill4 -skip can be typed at once)
  • Builders should now be selected by default at the game start
  • Solved a bug with picking a race when a player plays on the east side
  • Siege buildings should now provide proper income increase
  • Barricade health and armor buffed
  • Solved a bug with pick race not working properly in multiplayer
  • Defeat messages should no longer pop up in multiplayer
v1.2 "The Red Invasion"
  • Added new race: The Fel Orcs
  • Added new command: -pick for picking a race instead of random
  • Added new command: -snow for a snowy environment
  • Added a scoreboard at the end of the match with stats about the game
  • Added a new item: the blaster staff
  • Control points now provide a small aura that gives an attack speed bonus to the controller
  • Improved the assassins AI
  • Buildings that are destroyed no longer provide income
v1.1 "Dwellings of the Deep"
  • Added new race: The Naga
  • AI now builds towers
  • Ice Prison now is a legendary building (costs 1 food)
  • Damage of towers is increased greatly
  • An item is available to buy off the main castle
  • Fixed a dummy position bug
  • Mushroom's Frost Bolt and Corrosive Attack have new spell effects
v1.0
  • Initial release





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Credits
Map made by me (drol/yuvixadun)
I would like to thank Ken Plattel by helping with multiplayer testing.
Additional credits to GeX for GMSI and Vexorian for Map Optimizer.
No custom models or icons were used in this map





FEEDBACK IS APPRECIATED!

Keywords:
Castle Fight, Castle, Fight, Thug of War, drol, Mush, Battle, Warcraft 3, Warcraft III, Siege
Contents

Black Law Hills 1.7.1 (Map)

Reviews
Date: 01:48:29 20-Nov-11 Map Moderator: -Kobas- Map Status: Rejected 1/5 Contact map moderator: Visitor Message / Private Message! Rejection Reasons: Map is simple copy of another map! Useful Links: The Important Site Rules. You can use...

Moderator

M

Moderator

Date: 01:48:29 20-Nov-11
Map Moderator: -Kobas-
Map Status: Rejected 1/5
Contact map moderator: Visitor Message / Private Message!

Rejection Reasons:
Map is simple copy of another map!

Useful Links:
The Important Site Rules.
You can use Map Development Section for testing and improving your maps.
Need help with triggers/memory leaks? Make a thread in the Triggers & Scripts Section.
Got any World Editor related questions? Make a thread in the World Editor Help Zone Section.
Got any Requests (Terrain, resources, spells, systems, loading screens...)? Make a thread in the Requests Section.
The Important Site Tutorials.
If you have any complaints or questions about your map, please make a thread here:Map Resource Moderation.

Comment: Explained everything in my post below.[/s]


Vengeancekael: Private Message
Date: 2012/Jan/05 19:01:24

Reasons:


Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone

Comment: Also approved <3 I simply adore these kind of maps and there's only a few of them that are actually good, but you've even added AI bots! :DDDDDDDD Best day of my life (or well week).
I will definitely be reviewing and rating this at some point, but for now, definitely approved.
Also you could try to completely add random things that you would not see in these type of maps if you so desire, which would definitely make your map more unique and make it stand out of the massive crowd. (And +repped)
Admin Contact - Resource Moderation - Rules
 
Triggers are more or less ok, but I played more advanced version, instead of wining the game, make rounds, first team who win (1/2/3/5/etc) win game.
Add more races (make them selectable or random chosen).
Add more game modes, add difficulties as well.

Add random events as well.

Edit terrain please, I hate to see same like terrain in each game. I saw some jass code, was lazy to check whole script, so you are familiar with GetLocationZ() use it to force builder build only on high ground or ground set for that. You can use different tiles as well.

Add random areas like river (where you can reduce ground units movement speed).

There is room for god know how many improvements, this just isn't good enough.

Rejected for now, sry.
 
Level 10
Joined
Aug 14, 2009
Messages
309
Triggers are more or less ok, but I played more advanced version, instead of wining the game, make rounds, first team who win (1/2/3/5/etc) win game.
Add more races (make them selectable or random chosen).
Add more game modes, add difficulties as well.

Add random events as well.

Edit terrain please, I hate to see same like terrain in each game. I saw some jass code, was lazy to check whole script, so you are familiar with GetLocationZ() use it to force builder build only on high ground or ground set for that. You can use different tiles as well.

Add random areas like river (where you can reduce ground units movement speed).

There is room for god know how many improvements, this just isn't good enough.

Rejected for now, sry.

Shame you think this way about the map.


Anyway; update, new 1.2 version is online!

Changelog:
v1.2 "The Red Invasion"
  • Added new race: The Fel Orcs
  • Added new command: -pick for picking a race instead of random
  • Added new command: -snow for a snowy environment
  • Added a scoreboard at the end of the match with stats about the game
  • Added a new item: the blaster staff
  • Control points now provide a small aura that gives an attack speed bonus to the controller
  • Improved the assassins AI
  • Buildings that are destroyed no longer provide income
 
Level 10
Joined
Aug 14, 2009
Messages
309
Updated to 1.3!

Changelog
v1.3 "Heart of Corruption"
  • Added new race: The Corrupt
  • Added new command: -ur for making each race only pickable once
  • Added new command: -lava for a volcanic environment
  • Added 3 new items; Sacred Totem (provides map wide aura), Orb of Lightning (lets the carrier cast a powerful chain of lightning) and Scroll of Restoring (heals in an area of effect once)
  • Commands will now be able to used together in one line (for instance -sl -fill4 -skip can be typed at once)
  • Builders should now be selected by default at the game start
  • Solved a bug with picking a race when a player plays on the east side
  • Siege buildings should now provide proper income increase
  • Barricade health and armor buffed
  • Solved a bug with pick race not working properly in multiplayer
  • Defeat messages should no longer pop up in multiplayer

Pretty fast update but with something big; multiple matches in one game!
Autumn environment looks very nice if I may say so myself, check it out!

Changelog:
v1.4 "Autumn Harvest"
  • Multiple matches in one game is now possible!
  • Added a new command: -matchX where X stands for the number of matches to play in one game
  • Added a new command: -fall changes the environment to an autumn look
  • Added a new wins stat to the multiboard which keeps track of the amount of wins during a game
  • Demolisher should now once again attack structures
  • Overtake should no longer take over structures
  • Earthquake displays the proper buff now
  • All buildings now decay properly (those with a doodad model as base)
  • Lava environment looks better now
  • Autocasts with no target now display graphics properly

I keep updating this :p

Another new race, please people, suggestions are more than welcome : )

Changelog
v1.5 "Arts of the Arcane"
  • Added new race: The High Elves
  • Added a new command: -leaf for a dark forest environment
  • Added a new command: -settings to view what game settings are enabled
  • Added two new items; Double Damage (doubles damage for 30 secs for all units) and Quad Damage (triples damage for 30 secs)
  • If no commands are entered during the first 20 seconds of the game, auto settings are picked (4vs4 with bots)
  • The Castle now also emits a control point aura
  • Scoreboard at the end of a round has been improved (way more stats!)
  • Blaster Staff cooldown to buy has been lowered
  • When single lane mode is enabled the trees added are now in line with the environment currently active
  • Nether Dragon has its graphics changed
  • Haunted Home has its heal ability removed (bug)
 
Last edited by a moderator:
Please don't triple post, I know, it's annoying when no one else leaves a comment on your thread :p

Also approved <3 I simply adore these kind of maps and there's only a few of them that are actually good, but you've even added AI bots! :DDDDDDDD Best day of my life (or well week).
I will definitely be reviewing and rating this at some point, but for now, definitely approved.
Also you could try to completely add random things that you would not see in these type of maps if you so desire, which would definitely make your map more unique and make it stand out of the massive crowd. (And +repped)
 
Level 10
Joined
Aug 14, 2009
Messages
309
Please don't triple post, I know, it's annoying when no one else leaves a comment on your thread :p

Also approved <3 I simply adore these kind of maps and there's only a few of them that are actually good, but you've even added AI bots! :DDDDDDDD Best day of my life (or well week).
I will definitely be reviewing and rating this at some point, but for now, definitely approved.
Also you could try to completely add random things that you would not see in these type of maps if you so desire, which would definitely make your map more unique and make it stand out of the massive crowd. (And +repped)
Thanks! I'm glad it's approved, will work even more on it now. Got a new race coming and I will work on your comments.
It's not triple post, check date :razz:

I've already merged the 3 posts I meant :p They were posted a day after the other. The 3 ones above the current one of course do not count.
Sorry for that, posts where comments on updates I did.
uhm wtf? why on earth are 90% of your units copied from castlefight?
and you dont even mention gex!!

I do in the credits, and yes a lot of them are like CF but hp/armor/dmg are balanced differently and most units have different specials and there is even a completely new race (and another one upcoming).
Next to that terrain (lanes cross) is quite different.
 
Level 10
Joined
Aug 14, 2009
Messages
309
New version up, with an entirely new race! Go see for yourself and enjoy : )

Changelog:
v1.6 "Fields of Strife"
  • Added new race: The Barren
  • Added a tab to the multiboard displaying amount of buildings destroyed
  • Ancient protector should once again be repairable
  • Solved a bug where AI didn't properly reset building priorities after a new round was started
  • Solved a bug where the additional spawn gained through Shrine of the Gods remained after the first round
  • Solved a rare bug where a player could get builders of two races
 
Level 10
Joined
Aug 14, 2009
Messages
309
hey just to let u know the other team builders can get out of their base

Thank you very much! Hotfixed it straightaway.

v1.6.1 hotfix
  • Eastern builders should no longer be able to escape building area
  • Western builders should now path properly
  • Ghost now has its unit button on the proper position
  • Barren builder should now pick their special building properly
 
Last edited:
Level 10
Joined
Aug 14, 2009
Messages
309
Took some time, but a large balance/fix patch is done.

Changelog:
v1.7 "Evening the Scales"
  • Added Random Events; these can be enabled by a new settings command
  • Added a new command: -events, enabled random events
  • Added a new command: -westX / -eastX, which adds X bots to the western/eastern forces
  • AI bots now choose to build on top of bottom lane and announce this in chat
  • Dummy system has been improved, cap is now dynamicly increased and dummy recycling is more efficient
  • Dummies should no longer be recycled to quickly causing graphical glitches
  • Added a small wait in between new rounds
  • Increased the damage from the Phoenix, Phoenix Fire will now deal 100 damage initially (up from 40) and 100 over 10 secs (up from 40 over 10 sec)
  • Decay animations for some Barren buildings are fixed
  • Solved some typo's in the Game Info (F9)
  • Added a SFX to builders being warped back to the Castle when they try to run off
  • Fixed a bug where Mortar Teams where unable to attack structures
  • Fixed a bug where Campfire provided lumber in return and increased income by too much
 
Level 10
Joined
Aug 14, 2009
Messages
309
nice :D, just dont like that its nearly the same as castle fight, but this map is a bit better ^^. i like that creeps get together in center of map. ill give you 5/5

Castle Fight it's my favourite map..but it has been much time since last version and with time it has started becoming boring..When I saw this map I was very happy ! Good Luck with the map and use some custom models too :p :wink:

Thanks :)

I'm working on improving the map; especially creating more elements that make it differ from Castle Fight.
 
Level 10
Joined
Aug 14, 2009
Messages
309
The AI wont repair their own castle :/

Thanks for telling me that, I'll look into it : )

EDIT: hotfixed

v1.7.1 Hotfix
  • AI bots should now properly repair buildings that are damaged
  • Added a mechanical ability to the following units; Demolisher, Glaive Thrower, Infernal Machine and Ballista
  • Normalized repair time for all units; 45 seconds for buildings, 120 seconds for the Castle and 20 seconds for units
  • Fixed a bug with the repair animation of some builders
  • Added the -event command in the Game Info (F9)
 
Last edited:
Level 2
Joined
Nov 27, 2010
Messages
24
hey i was playing version 1.7.1 and playing with ais.One of the ai build a defence tower in the back and it did nothing can u like fix it?
 
Level 13
Joined
Jun 1, 2008
Messages
360
You could at least credit gex for CF and provide a link to his map after copying most of his ideas (telling from the screenshots).
Also it would be nice to know what's new/better than in CF from the presentation..

/edit: just noted there are 2 more pages of comments.. well you could work out the differences in ur presentation anyways.
 
Level 3
Joined
Mar 23, 2011
Messages
53
The pathing is bad, and there is no anti-caging either, make unit stuck become common.
Fail.png

In the above screenshot, we have been locked outside enemy gate for around 20'. Even though we cleared all enemy building around the gate, Siege unit form a blockade prevent other unit from press on. I think it is partly because unit spawn too fast, giving Siege no free time to press the attack. And just some ranged/air unit can make it through can't do anything by themselves, since other side have around 20 tower, plus non stop unit spawning. I have tried many thing, even Double Damage + Quad Damage + Scroll + Orb of Lightning Combo or Quad + Lightning -> Double + Scroll + Lightning...in vain.
 
Level 10
Joined
Aug 14, 2009
Messages
309
The pathing is bad, and there is no anti-caging either, make unit stuck become common.
Fail.png

In the above screenshot, we have been locked outside enemy gate for around 20'. Even though we cleared all enemy building around the gate, Siege unit form a blockade prevent other unit from press on. I think it is partly because unit spawn too fast, giving Siege no free time to press the attack. And just some ranged/air unit can make it through can't do anything by themselves, since other side have around 20 tower, plus non stop unit spawning. I have tried many thing, even Double Damage + Quad Damage + Scroll + Orb of Lightning Combo or Quad + Lightning -> Double + Scroll + Lightning...in vain.

That's a shame :(
But playing one match for almost an hour is pretty long :p So I guess stuff like this turns up around then. I'm sorry for that.

I'll look into it.
 
Level 13
Joined
Jun 1, 2008
Messages
360
There's no fix, CF already had this problem.
You can only limit the number of spawns a player can have and offer upgrades instead. Or turn off collision.

How about you add some new elements to the game that make it different from CF?
Like, you could add a gem or something, that you can place on different circles that adds a bonus to defense/offense or spells.
 

sentrywiz

S

sentrywiz

My Review

From the two rounds played, this is my personal view on the game

Pros
-Great tooltips, hotkeys and descriptions (maybe twice as better than in CF)

-AI is almost as better than in CF although I can see the same bugs

-Working commands, triggers, not-laggy

-Buildings build significantly faster, towers are almost instant build. Like it

-Units spawn faster, even the higher tiers. Income also is greater, can build higher tier of units faster

-Even though I saw same words as in CF, your descriptions of units and their abilities are way more logical and eye-catchy. Its simplified and I can't seem to find mistype logic anywhere. Good job on that

Cons
-Balance is literally horrible. First off, Piercing damage should deal less damage to heavy. I saw some piercing damage units literally cut heavy armor to butter. Logic dictates, you can't cut a shield with a pocket knife.

-The map is a total rip-off of CF, you bothered a little with adding OP units to some races while keeping others literally the same. I think you need to create custom races, or atleast keep the races but make other units

-The AI is semi-functional just like in CF, it does most of the stuff but in the end AI is AI.. you did put a good effort in it though, I am a player that plays mostly offline

-There are units and buildings that are so OP they wreck the game. Examples:
1. Spirit Walker, having divine armor and magic damage for only 200 gold.
2. Legion Commander? It deals tons of damage on its own. Hits air/ground too
3. Incubus. Its a rip-off, and you probably increased the steal unit %. He stole 90% of my units. In CF, the incubus steals 1/100 units, that is if you mass build them. OP
4. Orc Ninjas.. they are not only going in stealth / out of stealth each time they hit, but they crit for lot, and get hard to deal with once they are massed. The next Orc Samurai upgrade are twice as worse to deal with.

-Building space is shorter in width and height, that is as good as its bad. More bad, because once enemies cross the ramp, they are two feet away from your castle.

-Rescue Strike's animation sucks. AI's rescue strike logic fails too, they let enemies kill 3 of my buildings then they decided to blow some enemy flyer which was molesting 1 building while their army was tearing through all of our base

-Can't I type the number of rounds I want to play?

Overall
I like the map, rip-off as it is and with flawed balance. I will try it out more, maybe I just plain suck. I think you need serious work on balancing and fixing the AI a little more. Some buildings and units are waaaay too powerful, and some plain suck even though they cost a devil's work in pay. That is why I like CF lot, its somewhat balanced once you get the hang of it. But overall, good job. A solid copy of CF



I'd like to see the triggers as how you did this. I noticed that you perfectly duplicated CF's triggers, all the block commands, ward unit type and possibly something else. Can I get an open copy?
 
Level 2
Joined
Jul 12, 2012
Messages
16
Love the map, especially the inclusion of the AI. Also, the multiple races and different available modes make no two games you play exactly the same.

Have a few bugs to report and suggestions to make:
1. In multi-round mode, it is possible to hide workers on the lower left corner of the map before the round ends, where they'll still be available for the next match, complete with increased food cap, the buildings they're able to build, any rescue strikes they still have, and any items they might have purchased.
2. The Naga's Tidal Guardian seriously needs a nerf. Either limit them to one (like the other ultimate buildings), reduce the damage they deal, or make buildings unaffected by the tidal wave. With a range that can reach the opposing castle and the ability to build more than one, 4v4 single-lane matches are reduced to who could build more Tidal Guardians to spam their opponents with.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
There's a big difference from Easy to Normal in what the AI does.
Until now it seems to be balanced better than Mush.

Bugs:
-Nether Drake does not attack air units and the building says they do.

The downside is that Mush has more troops +sea faring ones than Black Law Hills and it has bosses too.
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
The annoyance here is that it doesn't have the dialogue buttons of Mush and here the host has to learn the commands and type them quickly.
Actually, there is quite an imbalance. For instance undead have no Normal attack damage, at least not from the start. Skeletons have that but a body is needed for it.
 
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