Blood Tournament Reloaded

Blood Tournament Reloaded


This is a remade version of the Blood tournament map with my personal touch.

Players construct buildings that spawn groups of units on a battlefield in 7 free-for-all rounds.
You earn blood points by killing enemy units which can be spent to build or upgrade your units.
Featuring big battles and a lot of blood.

Choose a faction amongst Human, Orc, Undead, or Night Elf.
Experiment with different builds and find the optimal army composition.
Enjoy the mayhem!

Estimated play time : 30min


Game modes

This version features multiple game modes to add some degree of replayability.
Red player has 60 seconds to choose the mode from the following list.

Modes can be put in one line, meaning you can save your favorite modes into a txt file and copy/paste into the chat.

Upgrade through items

This version features an upgrade system using items bought by the building, you can :
- Add/replace an ability on a unit
- Add additional units to spawn
- Replace spawned units with another

Example:
- A 10x Footman building can add a captain and gain defend ability.

Army previewer

In previous Blood tournament, it was hard to tell exactly where your units would spawn.
This game attempts at solving this issue by featuring a sort of "previewer" during the build phase, you can see where your units will spawn on the battlefield.

Bots

This game can be played with computer players, although they only build random things, I found it rather entertaining to play solo against 7 bots, better than nothing.
Bot replaces leavers.
You can type -bot to be controlled by a bot.

Source

The map is made with Wurstlang and is open source, it can be found here : https://github.com/Jaccouille/wc3-blood-tournament

Credits

For sharing Wurstlang related knowledge and code: Frotty, Quazz, Master-Troll, Overkane
For answering editor/trigger related questions : Duckfarter, raypack, Chaosium, Gnuoy
For making a cool Star Wars Blood Tournament map that inspired me to make this: Baal

Models:
General Frank, Orb of blood, (edited to reduce rotation speed)
Ujimasa Hojo (edited his paladin model, changed material type to additive or something to make a ghost paladin)
stan0033, Directional Arrows
Hate, Sweep attachment
imForFun, Straw hat
Found demon pillar here: UTM Outland, made by Dan van Ohllus


-(HU) Priest now dispels summoned unit upon attack for 150 damage
-(NE) Increased frenzy movement speed boost 30 -> 80%
-(NE) Reduced entagling root movement speed slow 70% -> 50%
-(UN) Changed Vampire price from 100 gold -> 50 gold + 500 blood points
-(UN) Fixed bug where non vampire unit would get the blood harvest bonus HP/Damage
-(UN) Reduced abomination armor 4 -> 0
-(UN) Reduced abomination disease cloud damage 20 -> 15
-(UN) Unholy aura heal increased from 1% max hp to 5 flat + 1% max hp
-Added tooltip when player is being controlled by bot
-Bot can be disabled by clicking around
-Can now put mode in a single line e.g \"-r 0 -hm 0.5 -dm 2 -sg 10000 -sb 100000\"
-Fixed bug with wrong round winner
-Increased start round vote duration so it doesn't expire after 60 seconds
-Made trade gold & start round unavailable during round
-Tournament manager now moves nearby center for final round
-(HU) Added bash 30% to Crusader (forgot to give the ability)
-(HU) Reduced sniper and rifleman explo ammo hp 440 -> 290
-(NE) Changed Mountain Giant armor from fortified to large, increased hp 2400 -> 2800, reduced price 300 -> 100 gold
-(NE) Increased Haunt cooldown 10 -> 15, duration 5 -> 4
-(NE) Increased taunt cd 10 -> 15 seconds
-(NE) Reduced Archdruid hp 1800 -> 1600
-(NE) Reduced BearForm HP 2400 -> 2000
-(NE) Reduced Entangling Root HP 200 -> 100, duration 10 -> 6 seconds
-(NE) Reduced Moutain giant damage by 20, its gold cost from 300 -> 200
-(NE) Reduced bear form armor 6 -> 4
-(NE) Reduced wisp hp 20 -> 10
-(NE) Removed Hardened Skin 5 from Druid of the claw
-(NE) Replaced Howl of Terror by Frenzy on Owlbear, cleave 30% by cleave 30%, reduced HP 2400 -> 1700
-(OR) Increased farseer spirit wolf cooldown 30 -> 45
-(OR) Reduced Marauder hp 1600 -> 1500, attack speed 1.5 -> 1.6
-(OR) Reduced Warmonger deflect 75% -> 30% chance to trigger
-(OR) Reduced berserk armor 5 -> 2, damage by 5, attack speed 1.3 -> 1.4
-(OR) Removed Critical Strike from marauder, added burning blade
-(UN) Added blood harvest ability to vampire & vampire lord, reduced vampire count from 3 to 1, gold cost from 300 to 100
-(UN) Added burning archer back
-(UN) Increased abom count 1 -> 5, gold cost 100 -> 300, HP 2400 -> 1400, damage 130 - 170 -> 80 -> 120
-(UN) Increased range on all raise skeleton abilities 750 -> 1000
-Add \"-ready\" command to start round (-r already existed but ppl were typing ready)
-Added afk detector, player that haven't moved during 30 seconds after beginning of a pre-round phase will be controlled by a bot
-Added back Sell All to builder
-Blood points are now given after round end to avoid people upgrading building during the round
-Fixed -r mode, should be possible to play more than 7 rounds
-Fixed bug where blood points for winning round weren't given to winner
-Increased damage type dealt to spectra, Pierce 10 -> 20%, Normal 20 -> 50%, Siege 10 -> 50%
-Increased default interlude time 90 -> 120 seconds
-Increased quarter final preparation time 120 -> 180 seconds
-Prevented repick after random
-Reworked all unit damage so they round to 0 or 5 for better clarity
-(HU) Reduced spell breaker HP from 1000 to 750
-(OR) Added Maurauder, upgrades from raider, gains critical strike
-(OR) Changed grunt & berserk armor type from large to Small
-(OR) Removed killing spree from berserker, reduced DPS, reduced HP 1000 -> 800
-(UN) Added spectral sage, upgrades from necromancer
-(UN) Reduced Vampire armor 4 -> 2, HP 1800 -> 1600
-(UN) Reduced Vampire attack speed 1.0 -> 1.2
-(UN) Reduced Vampire lord armor 8 -> 5, HP 2400 -> 2000
-(UN) Removed lifesteal from vampire & vampire lord
-Fixed bash ability
-Fixed damage & hit point multiplier mode for summoned units
-Hide sell building during round phase
-(HU) Increased Priest hitpoint 140 -> 220
-(UN) Removed burning archer (it was bugged)
-(UN) Vampire lord carrion swarm damage 100 -> 75
-(HU) Reduced Crusader HP 1600 -> 1300
-(HU) Reduced Rifleman HP 440 -> 290
-(NE) Increased Druid Talon DPS and HP 160 -> 210
-(NE) Modified Entangling root to spawn a AoE slowing ward like unit
-(UN) Added disease cloud to abomination, reduced cleave from 30% -> 20%
-(HU) Reduced Slow duration from 15 to 12 seconds
-(NE) Reduced moutain giant freeze after taunt cast
-(NE) Reduced starfall max damage from 600 to 400
-(UN) Increased carrion swarm cooldown from 6 to 10
-Added minimap ping on army preview position
-Can now sell upgraded buildings & buildings containing items
-Doubled unit HP, increased most ability damage
-Fixed Health Multiplier mode
-Removed bridge to smooth up army movement
-Removed sell all, added unstuck unit ability to builder
-Removed sheep sound on building move cast
-Smoothed up army movement to center
-(NE) Fixed huntress bounce reduce damage to 50%, used to not work
-(NE) Reduced Avatar attack speed, armor from 7 to 4
-(NE) Reduced starfall damage from 100 to 60
-(UN) Reduced plague bearer price from 600 to 500 blood points
-Added blood donation, players may get bonus blood points after each round if they are behind in the game
-Added random hat to randomed builder
-Added ready ability on builder so player can start round earlier
-Increased all Aura area of effect from 900 to 1200
-(HU) Increased soul burn cooldown from 3 to 5 seconds
-(OR) Increased Ogre Swing attack speed slow from 20 to 40%
-(UN) Increased Lich Raise Revenant from 750 to 1500
-Added more bridge to reduce unit lagging when moving to middle
-Potentially fixed desync issue with ogre
-(HU) Decreased Priest HP from 160 to 70
-(HU) Increased Priest damage by 4, attack range from 400 to 650
-(HU) Increased all Priest spell range to 700
-(NE) Increased Druid of Talon HP from 60 to 80
-(NE) Increased Wand of illusion cast range from 500 to 600
-(NE) Lowered Druid of Talon damage by 6, increased attack from 400 to 550
-Fixe demi-final scoreboard bug
-Fixed spawn bug where squad spawn would stop after reaching end of line
-(HU) Fixed sorc fire orb visual effect
-(HU) Increase sniper price from 50 to 100 bp
-(HU) Increased rifleman explosive ammo damage by 10
-(OR) Fixed ogre magi firebolt stun
-(OR) Reduced Witch Doctor HP from 140 to 100
-(OR) Reduced healing wave heal from 125 to 75
-(UN) Added Spawn Gut Crawler item to Abomination
-Added an army previewer to preview the units position on the arena
-(HU) Replaced paladin cleave by 30% stun
-(NE) Reduced Mountain Giant damage by 30, added 20% cleave
-(OR) Replaced Witch Doctor acid bomb by healing wave as base spell
-(UN) Null damage Orb now adds 15 damage to necromancer
-Named tournament manager
-Reworked building terrain
-Units now spawn from the portal and position themselve on the battlefield
-(HU) Reduced ghost paladin hp from 600 to 450
-(HU) Reduced sniper damage
-(HU) Removed paladin cleave
-(OR) new unit : Ogre magi alternative to armored Ogre
-(UN) Fixed skeleton death giving corpses
-Added total BP sum
-Added total blood point spilled at the end of the game
-Increased all projectile speed
-(HU) Replaced sorc fire shield by soul burn
-(NE) Changed bear form armor from large to small
-(OR) Improved raider burning blades
-(UN) Reduced Lich revenant count from 2 to 1, improved its stats
-(UN) Replaced necro skele mage by skele Orc
-Added music for elimination pahse
-Bot now replace leaving players
-Fixed Affliction reduction speed not working
-Fixed army points tooltip display on unit item
-Fixed some tooltip
-Fixed vote system
-Reduced carrion swarm max damage
Previews
Contents

Blood Tournament Reloaded v0.2f (Map)

Reviews
deepstrasz
A pretty nice concept. Nothing that much to say, seems quite fun. Maybe you can expand with races/factions and game modes further. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules...

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,213
A pretty nice concept. Nothing that much to say, seems quite fun. Maybe you can expand with races/factions and game modes further.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

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Level 2
Joined
Jun 7, 2024
Messages
2
Hi Jaccouille,
I like this map a lot, and I was wondering if you have any tips on creating my own map with my own units using the Blood Tournament theme? I haven't used WorldEdit in many years and am very beginner but I think it would be very fun to create this type of map with units of my design.

Thank you,
NiceSlay
 
Level 2
Joined
Jun 7, 2024
Messages
2
Update from my last reply: I have been trying to learn to use Wurst and add a custom unit (anything really to start).
For instance I wanted to make a super footman that is really tanky, ignoring balance issues and stuff at the moment but I couldn't even get it to spawn. I was able to do it if I edit the regular footman but I can't seem to add a unit of my own using similar code.

Then I reverted that, and I wanted to make footmen have an upgrade to a stronger footman and the upgrade didn't show up.

Wondering if you have any advice?
Thank you!
 
Update from my last reply: I have been trying to learn to use Wurst and add a custom unit (anything really to start).
For instance I wanted to make a super footman that is really tanky, ignoring balance issues and stuff at the moment but I couldn't even get it to spawn. I was able to do it if I edit the regular footman but I can't seem to add a unit of my own using similar code.

Then I reverted that, and I wanted to make footmen have an upgrade to a stronger footman and the upgrade didn't show up.

Wondering if you have any advice?
Thank you!
Hello,
For starters, this map can't really be edited with the editor only as it is dependent on Wurst, you could create the units in the editor but then, you'd need to reference their IDs in the script which I find tedious.

With Wurst you can define units, abilities buffs & upgrades with code and leverage the advantage of Object Oriented Programming. This is a time saver, especially for programmers who doesn't like to click on a user interface like the World editor.

I may write some documentation & make a template map to let people make their own blood tournament map, I believe it is fairly possible with perseverance even for non-programmers.

Can you elaborate on what you have done already :
1. Have you installed wurst? (Tutorial here but may be incomplete)
2. Have you managed to run a map from Visual Studio code?
3. Are you editing the blood tournament map or have you created a project from scratch?
 
Level 3
Joined
Jul 21, 2013
Messages
19
Finally a proper successor to original BT with some nice features and QoL changes unlike those clone maps with imba units (Grand, Origin, LOTR, W40K, SW..), hopefully more people pick this one up and start hosting it more often!


There's a typo in the knockout stage it says "Demi Finals" not sure if intended. :)
 
Last edited:
Level 3
Joined
Jul 21, 2013
Messages
19
After a few online games I'd like to point some issues I had and maybe you could consider making some changes.

So far I'd say human and undead are strongest races, pally with protection ability/item, upgraded knights and upgraded sorceress is really strong but undead with vampire lord is on a whole different power level. I find other races to be quite lackluster in comparison.
Mass building vampires with his ability can obliterate entire frontline if you place them in first rows, you'd need lots of canon fodder in front to counter that but then you'd need to wait for your main contigent of army to walk out of portal. I see spectral armor of vengeance spirits can apparently counter that due to vampire lord attack weakness however I haven't had a chance to test that in a live game yet.
So maybe his ability could be nerfed or perhaps make the spell have a delay when casted if that's possible.

As for other races, NE seems to have best ranged units naturally but they shine either after 1v1 fight in middle of arena or elimination round because in a normal round they get massacred by mortars, sorceress AoE, etc, but if you were to add e.g. to 5th or 6th row it would be useless unless you spam lots of them but they would occupy more rows so really there is no solution to this.

I find Orc to be possibly the weakest of all, units are individually strong but their count is too low, orc has least amount of units on field, they lack AoE nuker type of unit, shaman and witch doctor fades in comparison to similar units of other classes imo but I have yet to try orc in live match, so far I've had terrible experience with it against AI.

Now, some bugs I encountered. Not sure if this is caused by leavers or not but in late game voting to start the round breaks completely and there are multiple errors on screen, vote won't pass and no matter how many times players vote it will still bring up the error so you have to wait for timer to count down.

Also, sometimes when countdown is at 0 army still isn't coming out but it fixes itself in about half a minute or so.
There were some other error messages on screen but I can't remember it now on top of my head, I'll screenshot them next time.

Few suggestions: Add option for host to be able to change roundtime in the middle of a game or extend elimination time to maybe 3 minutes or so because at the beginning default time is too long but late game it's actually not enough if you have lots of units and you need to trade blood for gold, upgrade or add buy items. I know red can modify this at the beginning but because of the reasons above it wouldn't work for entirety of game.

I like item system but selecting all buildings and buying items for them often doesn't work as intended and you have to do each one individually and if you have lots of buildings this becomes really time consuming and tedious and yes I did have enough resources :wink: so again this brings us back to late game roundtime.

Lastly, add end game builder or more buildings purchasable only with blood like original BT had because currently you have too much blood by the end and you just spam same units, I just think it needs more variety even though this could potentially cause more balance issues as was the case in OG BT where gryphons for example would absolutely dominate the field unless opponent had mass archer posse and longbow squadrons.
Also add option to trade gold to blood in case of a screw up.

I have another more "radical" suggestion that could potentially break balance or not.
So I'm not a fan of mass building and moving buildings around just to find perfect formation each round. In original BT there were posse and squads of units, their count was much higher than in your map but you could choose to build either one single unit or a squad if I remember right, so perhaps if you don't agree on increasing count maybe consider adding one single unit instead of squad of more.

Okay, so this was a more lengthy post than I expected however I really enjoyed playing your map since I used to play a lot original BT back in the day and I'd like to see a revival to this style of maps more.

I'll edit my post if I think of anything else but this is it for now and I hope to see more of this map, thank you! :thumbs_up:
 
Thanks for writing such a long feedback, I apologize for the delayed response.

I'll certainly keep your points in mind, but please understand that, for me, the game is intentionally chaotic. Balancing it is a challenge I find difficult and not necessarily my priority, as my goal was to approach this as a technical and design experiment, primarily for my own enjoyment and that of my close friends.

So far I'd say human and undead are strongest races, pally with protection ability/item, upgraded knights and upgraded sorceress is really strong but undead with vampire lord is on a whole different power level. I find other races to be quite lackluster in comparison.
Mass building vampires with his ability can obliterate entire frontline if you place them in first rows, you'd need lots of canon fodder in front to counter that but then you'd need to wait for your main contigent of army to walk out of portal. I see spectral armor of vengeance spirits can apparently counter that due to vampire lord attack weakness however I haven't had a chance to test that in a live game yet.
So maybe his ability could be nerfed or perhaps make the spell have a delay when casted if that's possible.
I'll keep an eye on this. Debuff and ranged magic are meant to serve as counters to heavy-damage frontlines. I understand the frustration caused by massed Carrion Swarm, a solution could be implementing a cooldown upon spawn, so the unit must survive for five seconds before casting.

As for other races, NE seems to have best ranged units naturally but they shine either after 1v1 fight in middle of arena or elimination round because in a normal round they get massacred by mortars, sorceress AoE, etc, but if you were to add e.g. to 5th or 6th row it would be useless unless you spam lots of them but they would occupy more rows so really there is no solution to this.
I’m not entirely sure I understood this part, but from my previous feedback, NE seemed stronger than other races while still susceptible to defeat, which felt balanced enough. Archers being vulnerable to AoE is intentional, but the frontline is designed to mitigate this by soaking up AoE damage, which often has a cap (e.g., Carrion Swarm is absorbed by front liners, sparing backline ranged units).

I find Orc to be possibly the weakest of all, units are individually strong but their count is too low, orc has least amount of units on field, they lack AoE nuker type of unit, shaman and witch doctor fades in comparison to similar units of other classes imo but I have yet to try orc in live match, so far I've had terrible experience with it against AI.
The Orcs are meant to excel in sheer brute force on the frontline, the idea was "Orc breakthrough frontline and decimate backline", with a focus on Grunts, Raiders, and Warmongers. The reduced impact of their casters is by design, as they serve more as support for the frontlines rather than being game-changers on their own.

Now, some bugs I encountered. Not sure if this is caused by leavers or not but in late game voting to start the round breaks completely and there are multiple errors on screen, vote won't pass and no matter how many times players vote it will still bring up the error so you have to wait for timer to count down.

Also, sometimes when countdown is at 0 army still isn't coming out but it fixes itself in about half a minute or so.
There were some other error messages on screen but I can't remember it now on top of my head, I'll screenshot them next time.
I haven't been able to replicate these issues, but your suggestion that leavers might be involved could be a useful lead.

Few suggestions: Add option for host to be able to change roundtime in the middle of a game or extend elimination time to maybe 3 minutes or so because at the beginning default time is too long but late game it's actually not enough if you have lots of units and you need to trade blood for gold, upgrade or add buy items. I know red can modify this at the beginning but because of the reasons above it wouldn't work for entirety of game.
I'll extend elimination times and add more voting options to adjust game settings mid-match.

I like item system but selecting all buildings and buying items for them often doesn't work as intended and you have to do each one individually and if you have lots of buildings this becomes really time consuming and tedious and yes I did have enough resources :wink: so again this brings us back to late game roundtime.
This is indeed a drawback of the system, and I recognize how tedious it can become.

Lastly, add end game builder or more buildings purchasable only with blood like original BT had because currently you have too much blood by the end and you just spam same units, I just think it needs more variety even though this could potentially cause more balance issues as was the case in OG BT where gryphons for example would absolutely dominate the field unless opponent had mass archer posse and longbow squadrons.
Also add option to trade gold to blood in case of a screw up.
I’m hesitant to add such units, as elimination units tend to be overpowered. In this version, you can refund all your units, so players would simply sell their "normal" units and only build elimination units, which leads to the exact issue of "spamming the same units" that you highlighted.

I have another more "radical" suggestion that could potentially break balance or not.
So I'm not a fan of mass building and moving buildings around just to find perfect formation each round. In original BT there were posse and squads of units, their count was much higher than in your map but you could choose to build either one single unit or a squad if I remember right, so perhaps if you don't agree on increasing count maybe consider adding one single unit instead of squad of more.
This is an interesting suggestion, but it would require significant changes to my current system. I’ve considered reducing the complexity of building placement and item purchases by adding a blueprint system (like Factorio), where players could save their army composition and reuse them across games. I thought that would be an innovative and fun solution.

Okay, so this was a more lengthy post than I expected however I really enjoyed playing your map since I used to play a lot original BT back in the day and I'd like to see a revival to this style of maps more.
I am glad you enjoyed the map to the point where you wrote such a lengthy post.
 
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