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Build and Brawl (BnBv1.9e)

Submitted by Ulfsire
This bundle is marked as approved. It works and satisfies the submission rules.
Hello Hive,

This is a battling map for 4 players. Gameplay is inspired by card shuffle and castle fight. The idea is a low-APM based on decisions, counters and combos.

Every round you have a random ally. Combine a Builder and Base and defeat the other team with units and spells.

Experience such famous strategies as "Eternal Militia Monolith" "The Ghoul Roost" "Immortal Wisp Citadel" "Cursed Gnoll Rush" "World Tree Apocalypse" and "Greedy Mesmer Bazaar," or experiment to find your own!


If anyone wants to play with me / my group to test strategies and give balance feedback, just send me a message, we're always happy for more

Features:
- a tutorial cinematic
- 14 builders (races)
- 36 bases (9 starting) (kind of works like a passive)
- can choose All Pick, Random Builders or All Random in Mode building
- with 4 players, rotating teams of 2; with 2-3 players, free for all, and automatic free for all if a player leaves a 4 player game
- bots that produce escalating random spawns for single player (just for testing)


Builders

Your Builder is your main unit, and can construct buildings with Gold and use Items (Spells) with mana. Spells have limited charges and are gained by constructing buildings. All Builders have access to at least one building that trains units, one that produces mana, and one that produces gold.

- Dwarf (New): Trains Riflemen and Mountain Kings, barrages enemies with single-target spells. A defensive builder.

- Priestess (New): Trains devastating Myrmidons and Consorts, smites enemies with Braziers and escalates mana. Very explosive.

- Count: Swarms with Cursed humans, summons Gargoyles and trains powerful Vampires. An offensive builder.

- Mesmer: Drains mana, deals constant spell damage and summons illusions. Good at casting and control.

- Lich: Trains hordes of weak undead and casts powerful killing / summoning spells. Good at quick swarms.

- King: Trains tough defensive footmen and casts a variety of spells. A flexible builder.

- Warlord: Grunts with cleave allow for constant AoE. Can also train fast-regenerating trolls. A rusher.

- Cryomancer: Can constantly freeze enemies with enough mana. Also able to rush with summoned Tusks. A caster.

- Diabolist: Units more powerful, but train more slowly. Flexible but costly magic. Dominant late-game.

- Gardener: A strange builder that summons plants. Has lots of self-healing and can swarm with Treants.

- Miner: Increases resources by building around Burrows. Has access to high-hp cave summons.

- Cultist: Lots of mass-destruction, and trains units with abilities that activate when they die.

- Assassin: Trains units with poison, and casts situational damage spells. Tricky but adaptive.

- Engineer: Trains machines that need to be powered up. Gains high mana regen and AOE nukes.


Bases

Your Base is in the middle where trained and summoned units spawn, and needs to be defended. Each starting Base has an inherent special that can be upgraded, and the Base itself can be upgraded into an advanced Base that changes this special. Advanced Bases can also invest in powerful delayed abilities. Bases need lumber, which is gained by all players whenever a powerful neutral Monster is killed.

Bazaar: adds more gold generation to your gold-producing (training) building.
----Tavern: causes your gold-producing building to also summon a Mercenary, can summon deadly Swashbucklers.
----Alchemist Lab: causes your gold-producing building to also damage a random enemy unit for an amount based on your total gold, can summon a crazed transmuting Alchemist.
----Voodoo Lounge: causes your gold-producing building to also generate mana, can transform all enemies into Swine.

Guard Tower: high hp, periodically fires arrows at nearby enemies.
----Death Tower: fires a slow high-damage projectile at a random enemy in global range, can temporarily disable itself to deal direct damage to an enemy Base.
----Sand Tower: rapidly thrashes melee-range units with sand, can summon a nasty Ant Lion.
----Pheonix Tower: scorches nearby enemies with Pheonix Fire, can heal itself while damaging all units at once.

Hut: summons a Gnoll whenever you train a unit.
----Roost: when you train a unit, calls thunder down on random enemy units, can summon a high-damage Thunder Beast.
----Yurt: when you train a unit, summons ranged Centaurs, can summon a powerful Khan with endurance aura.
----Magic Mine: when you train a unit, generates gold, can immediately produce gold at the cost of life.

Lodge: heals your units whenever they kill an enemy.
----Skull Tower: causes your killing units to buff either themselves or an ally with increased damage, can summon 2 Blood Trolls.
----Reaver Den: summons Reavers whenever your units kill, can empower all your units at once with increased attack.

----Mouth: generates mana when your units kill, can make one of your units deal heavy damage to all others.

Node: adds more mana generation to your mana-producing (training) building.
----Fire Node: causes your mana-producing building to also burn all units at once, can summon a mass of Fire Elementals based on mana.
----Water Node: causes your mana-producing building to also summon Water Elementals, can set your Builder's mana to maximum.
----Earth Node: causes your mana-producing building to also heal your Base, can summon a tanky Earth Elemental.

Necropolis: summons Longdeads when you kill any unit with a spell.
----Halls of the Dead: summons more powerful Angry Dead when you kill with a spell, can kill all units at once, which itself counts as a spell.
----Ziggurat: damages a random enemy unit whenever you kill with a spell, this damage counts as a spell, can summon a self-reanimating Paralich.
----Tomb: heals your Base when you kill with a spell, can drain 40 life from an enemy Base.

Nexus: damages a random unit whenever you cast a spell.
----Tabernacle: heals your Base whenever you cast a spell, can summon an evasive Celestial.
----Hellgate: summons an Imp whenever you cast a spell, can summon a bloodthirsty Hell Knight.

----Academy: restores some mana when you cast a spell, can double all your spell charges.

Shrine: summons Wolves whenever you construct a building.
----Temple: summons a self-summoning Zealot whenever you construct a building, can summon a Zealot on top of every enemy unit.
----Ancient: gains mana whenever you construct a building, can damage all enemy units and Bases for an amount that increases with each building you control.

----World Tree: heals your Base when you construct a building, can grant a friendly unit giant health.

Totem: restores life whenever one of your units dies.
----Citadel: smites an enemy unit every time one of your units dies, can summon a godlike Templar.
----Pagoda: damages an enemy Base whenever one of your units dies, can equalize the life of your and a random opponent's Base.

----Monolith: gains mana whenever one of your units dies, can restore most of its life at once.


Monsters

Monsters spawn once every 60 seconds unless there is a Monster in play. Monsters are the source of wood for all players and can dictate the tempo of a match. Different Monsters counter different types of units and never attack Bases. It can be useful to let a Monster defend for you against a rush, but remember, whoever kills the Monster also gains bonus gold.

Angry Bear:
strong cleaving attack and high-hp, can wipe out swarms of low-hp units.

Dragon Turtle: spiked shell reflects some melee damage back at attackers, and attacks at range.

Fire Drake: Immolation burns weak melee units, and attacks at range.

Ghost Wolf: 75% evasion but low hp, powerful against all units but vulnerable to spells.

Mana Beast: attacks deal global damage to all units with mana, wipes out low-hp spellcasters.

Rock Lobster: attacks permanently stun a single target, good against single elite units.

Swamp Hydra: spits poison at range and quickly regenerates health, but low-hp.

Thunder Lizard: a long-range attack that never misses, good against slow melee units and phantasms.

v1.9e (3/28/19)
-some small balance changes
-changed the way Evil Eye works for Cultist, changed Slime Pits to train Jellies, and the spell to Summon Monster Jelly, reduced stacks of Void Pulse
-Priestess Serpent Shrine now heals base for an amount = 100 x total Serpent Shrines when built
-Mesmer House of Joy now adds passive heal whenever you cast a spell (Stacking), Temple of Doubt adds passive Mana restore when casting
-changed Fountain of Blood (Count) so it summons a unit when a touching building trains, buffed Gargoyles to have 1 damage resistance
-reduced mana cost of Assassin Satyrs
-changed Barrel (Dwarf) into Munitions, which damages enemy units when a touching building trains, and gives the spell Siege Gang
-buffed Wolves from Shrine
-changed terrain to a symmetrical "colors" layout
-added many new Bases, mostly ones that self-heal or directly damage enemy Bases

Change Log
Changes:
v1.9b (2/15/19)
-back again! Preparing for a big Leader + Base expansion
-Set Wins Needed to only increase by 1 if two players are about to win simultaneously. This should make it very hard for rounds to go infinite
-Reduced some random name lengths to fit better
-Made a visible Monster timer in the center of the field - should allow for some better planned timing
-Removed all terrain and doodads - this is the age of visual minimalism

v1.9a (3/21/17)
-still need to change preview image, haha
-a balance update focusing on Bases, with some added features
-Carpentry mana cost 75 -> 125
-Storm Riders charges 1 -> 2
-Storm Cage gold cost 575 -> 675
-Engineer units (but not Base) with Armaments can now target Monsters with missiles
-Plague Ritual mana cost 125 -> 150
-Abomination and Magnataur no longer vulnerable to magic
-Huntress magic resist 75% -> 50%
-Fire Node now does 5 damage to 3 random units when you produce mana, can target the same unit more than once
-Temple now summons a healing Priest when you construct a building
-Crusade now increases the max life and mana of all friendly units
-Yurt now deals direct damage to an enemy Base when you train a unit
-Water Node and Tavern set to 4 lumber
-Academy life 300 -> 200
-Tabernacle healing 5 -> 10
-Celestial now gives Brilliance Aura to friendly units and builders
-Demolish gold cost 300 -> 600
-Each player is given a random name
-Every round, each team is given a random name
-players can vote for "fixed teams," which locks the current teams for future rounds (a requested feature for premade games with friends, obviously the game won't end in this mode if two players always have the same wins)

v1.8i (1/27/17)
-a small balance update
-Night of the Dead mana cost 50 -> 40, no longer gives +1 damage
-Town Bell mana cost 50 -> 75, charges 2 -> 1
-Love of the Chosen mana cost 75 -> 90, charges 3 -> 2
-Evil Seed damage capped at 10
-Pagoda is now 2 lumber, Citadel is now 3
-Monolith life 700 -> 400, Regenerate now only restores 200 life
-Villager train time 20 -> 30
-Cursed Beast damage 4-7 -> 2-5
-Blood Curse mana cost 50 -> 75, charges 2 -> 1
-Manor gold cost 745 -> 685
-Glory mana cost 60 -> 50

v1.8h (12/27/17)
-balance changes, small miner rework
-Centaur range and life reduced
-Assassinate can now target any unit, and the damage is dealt by the Huntress (triggers Lodge, Skulltower etc)
-Mother Tree cost 900->800
-Glory Banner cost 400->325
-Pagoda changed, now deals 1 damage to a random enemy Base whenever one of your units dies
-Lesser Calling mana cost 25->20
-Evil Seed mana cost 25-30
-Thunder Clap was causing the attacked unit to deal the damage, not the Mountain King (fixed)
-Newt Pact changed to summon 1 Newt at 25 mana, 3 charges
-Kobold Boss now gains 25 gold for each Tunneler in play
-Treasure Hunt now gains 200 gold for each Burrow
-fixed a lot of trained units that didn't have the Q hotkey

v1.8g (12/25/17)
-quick rework extension
-reduced gold cost of Castle 1600 -> 1415
-reduced gold cost of Glory Banner and removed +2 damage / -3 armor, reduced charges of Glory to 1
-changed priestess strategy tip

v1.8e+f (12/25/17)
-balance changes and reworks
-moved surrender button up vertically so players stop accidentally clicking it after exiting build menu
-added a light red chat message that alerts players whenever their Base receives direct damage from a spell or ability
-Blood Curse mana cost increased and stacks reduced, Cursed Manor cost increased
-Cursed Beasts now transform into Villager at 10 mana
-Storm Rider attack changed to 4-10, Never Misses replaced with a bounce
-Thunder now deals 60 damage to your Base
-increased heal from World Tree 15->25
-increased Giant Growth life gain 20->30
-made Angry Dead and Rock Lobster Inorganic
-removed summon cap from Town Bell, Spider Summoning and Mob, due to innate game cap of 30
-fixed bug from recent changes where Burrow wasn't training its second Tunneler
-Reavers buffed to 3-6 damage, 10hp
-Satyr changed to Reveler, no longer permanently debuffs, instead when it kills a unit summons a smaller melee Satyr
-Keep -> Castle, now trains Knights, trains Mercenaries for each touching Market, Militia for each touching Farm, Footmen for each touching Barracks
-Sally Forth! now summons 1 Knight per Castle, 1 Mercenary per Market, 1 Militia per farm and 1 Footman per Barracks
-Blacksmith +2->+1 damage
-Holy light now heals for 5, gives +5 life total, and deals 5 damage in 450 aoe
-Campfire cost reduced to 745, now instead of giving health regen causes touching training buildings to train +1 of their unit (Grunt or Troll) for each touching Campfire
-Aggression now gives 1 friendly unit +3 damage and deals 7 damage to a random enemy in 450 range (Warlord can now make use of Necropolis), charges increased and mana cost reduced
-Glory Banner now gives +2 damage and -3 armor to units trained by touching buildings, and additionally causes the trained unit to deal 5 damage to an enemy Base upon being trained (this scales per Glory Banner)
-Glory charges reduced to 2

v1.8c+v1.8d (12/21/17) (experimental)
-Totem and Tomb and some other on-death bases were messing with the damage trigger for scaling AOE spells like Mana Storm, Tranquility, Apocalypse, Evil Seed etc (all fixed)
- Storm Rider damage changed to 7-7, charges reduced to 1
- added a loading screen
- removed AI from 2-4 player games, the game was never meant to be played with AI and it's been warping people's impression + strategies.
- AI bots will only spawn if it's 1 player (if you want to test stuff out)
- If a player leaves, teams will revert to Free For All every round
- If only two or three players are in a game when it starts, teams will always be Free For All
- Added a cap of 30 to all unit-types for each player, meaning players won't be able to summon or create more than 30 units of any one type (prevents the type of swarm that can make the game almost unplayable)
- these changes will probably come with some bugs although I've tried to test thoroughly
- Stability is near!

v1.8b (12/20/17)
-sigh another quick hotfix, really worried about spamming makemehost but these are game breaking bugs here
-on kill effects of units entering play combined with Roost (and some other things) weren't understanding the owner and defaulting to player 1 (fixed)
-the Anointed buff could target your Builder (fixed)
-Devour ability of Mouth not working properly (fixed)

v1.8a (12/20/17)
-quick hotfix
-Ziggurat and Tomb were generating longdead off of longdead if holding decay scroll (fixed)

v1.8 (12/19/17)
-big Base "paradigm shift" update
-per player advice, not adding Tauren yet
-9 new Advanced Bases, all at 1 or 2 lumber, and some old ones switched to 1 lumber, allowing for a very early change in strategy
-many balance tweaks
-Holy Fire range reduced and no longer damages buildings
-Citadel now does damage originating from the Builder, not the unit (infinite zombies no longer works)
-Ziggurat damage reduced to 4
-Thunder Beast can now be targeted by all units
-Aviary changed to provide gold, mana and base heal whenever you build next to one, cost reduced
-Thunder mana cost reduced and damage to base increased
-Mana Surge once again damages base
-Ancient One damages base
-Slime Advance and Dark Alchemy damages base
-Evil Seed heals base
-Strangling Fruit and Sacred Arm no longer spawn additional buildings
-Consume now deals 10 damage and heals 10 life
-Treant health reduced to 6

v1.7c (12/14/17)
-small quality of life update
- remapped Building hotkeys to be spatially sensible:
QW
ASD
ZXC
- increased round start timer to 45 seconds
- spawn a unit when tower dies to allow defeated players to vote on modes / restart
- Strangling Fruit cost reduced
- Apocalypse mana 150 -> 100
- Chieftan builder and new Bases in the works...

v1.7b (12/10/17)
-small balance update
-took away mana gain on Statue, reduced cost, made Count gain mana whenever something is built next to Castle Ruins
-Lord's Gaze mana cost 25 -> 20, charges 5 -> 8
-Reanimate charges 4 -> 2
-gave Myrmidon cleave
-Initiate now generates +2 mana when he kills
-Brewer retains passive but Inebriate spell changed to Revelry (+8 life -2 armor to all friendly units)
-Storm Cage cost increased
-Increased inherent mana gain from Ancient
-Sand Tower, Halls of the Dead and Water Shrine lumber cost reduced (big 1 lumber Base update to come!)
-Advanced Bases for Bazaar and Node no longer have inherent production gain
-coming next: 1 lumber advanced option for every starting Base, new builder Chieftan

v1.7b (12/10/17)
-small balance update
-took away mana gain on Statue, reduced cost, made Count gain mana whenever something is built next to Castle Ruins
-Lord's Gaze mana cost 25 -> 20, charges 5 -> 8
-Reanimate charges 4 -> 2
-gave Myrmidon cleave
-Initiate now generates +2 mana when he kills
-Brewer retains passive but Inebriate spell changed to Revelry (+8 life -2 armor to all friendly units)
-Storm Cage cost increased
-Increased inherent mana gain from Ancient
-Sand Tower, Halls of the Dead and Water Shrine lumber cost reduced (big 1 lumber Base update to come!)
-Advanced Bases for Bazaar and Node no longer have inherent production gain
-coming next: 1 lumber advanced option for every starting Base, new builder Chieftan

v1.7a (12/8/17)
-new builder, Dwarf, trains riflemen and uses lightning magic, very defensive
-soft remake of cryomancer to encourage more interesting building placement
-ice hunt now summons tusks based on total igloos and total buildings touching an igloo
-cold throne now also causes units trained by touching buildings to summon frost wolves
-Count buffs
-villagers now transform at 15 mana
-Blood Knight summons twice as many villager
-Blood Curse cost 75 -> 50
-new trigger that makes all units interrupt their current action when the Monster dies (units were running toward the Monster's death point even after it died)
-tutorial now mentions the color-coding of building types

v1.6z (12/7/17)
-last one in this flurry
- added Vulnerability to a lot more big units, notably Abomination and Magnataur
- gave Huntresses magic resist 75%, gave greater demons 50%
- gave fire drake an aoe attack
- increased cost of Serpent Shrine
- reduced damage and hp of Consort
- Troll Lodge for Cryomancer now gives Cold Snap, a single-target nuke / freeze, opens up a Nexus / Cryophytosis strategy

v1.6y (12/6/17)
-quickfix, fixed magic resistance for treants / treefolk
v1.6x (12/6/17)
-quickfix, added Priestess strategy tips
v1.6w (12/6/17)
-another somewhat big update
- new Builder, Priestess, worships an ancient god, trains and summons powerful Anointed units
- added Spell Vulnerable, and made it so spell resistant 50/75 and spell vulnerable are armor types that can be seen by other players
- teams now rotate in a fixed pattern after starting from a random configuration
- when Monsters spawn and are in play, all units always try to attack it, this will hopefully cut back on the annoying target juggling
- Lodge heal halved
- Cursed Beasts now turn back into villagers on death
- Feast charges and damage reduced, but receive more charges with more Fountains of Blood
- small balancing tweaks to several new bases
- Tower variants now have their native projectile as an invisible ability instead of holding an extra item
- fixed bug where going random sometimes gave you nothing
- if there is a tie between random builder and all random, it will now default to random builder instead of all pick

v1.6v (12/4/17)
- a quickfix to clean up some Modes bugs and balance some overlooked power spikes from adding magic resistance, probably more to come
- added Restart vote in Modes (seems to work well, but these all need extensive bugtesting I think)
- made Villagers transform into Cursed Beasts at 20 mana, increased Feast damage
- Sprout mana cost increased 15->25, Druid casts Sprout at 5->10 mana
- slight increased gold cost to Cannon Fort, Workshop and Generator

v1.6u
- 10 new base upgrades, 2 new starting bases (Lodge and Totem)
- new Builder, the Count, trains undead Vampires and living Villagers, can summon Gargoyles, Blood Knights, Diseased Rats and Nosferatu, can transform living units into Cursed Beasts and heal allied units with Feast
- Diabolist reworked, Slab now summons warlock, can train Demons instead of Deceivers, Apocalypse Shrines give mana boost based on charges, new spells
- Mesmer tweaks, Spellbreaker -> Mage Knight, Temple of Doubt amplifies Mage Knight spell, House of Joy trains High Elfs only if you train Mage Knight
- Gardener tweaks, Undergrowth upgrades into Mother Tree, Briars entangles enemies when you train
- Many other balancing tweaks (and more to come)
- Magic resistance introduced and added to several units based on flavor
- Terrain added instead of black water
- Mode building in choosing area, can turn strategy tips on / off, and vote for All Pick, All Random or Random Builder

v1.5b
- fixed sanctum to autotrain Spellbreakers
- fixed Keep to show "for each Keep" text

v1.5a
- dramatically reworked some builders
MESMER:
- Sanctum now trains Spellbreaker
- Sanctum's passive now works like the nexus and spreads to adjacent buildings
- Temple of Doubt and House of Joy no longer train units, cost reduced and spell stacks increased
LICH:
- Cursed Grave no longer improves trained units, it now summons a scaling amount of units based on what it's built next to
- Plague ritual only summons Abomination, which now has cleave and raises a Zombie whenever it kills a unit
CRYOMANCER:
- Runes cost reduced and Cryophytosis now summons a Frost Wolf in the middle instead of Ice in the build zone
- Cold Throne no longer improves trained units, it now summons a Frost Wolf whenever you cast a spell
- Tusks (melee) attack increased and Ice Hunt mana cost reduced
DIABOLIST:
- Bargul Shrine changed to Apocalypse Shrine which no longer trains a unit, instead it costs 250g and gives 1 stack of Apocalypse, and Apocalypse damage now scales on number of Apocalypse shrines and number of Acolytes
- Lesser Demons summoned by adjacent Acolytes when a unit is trained are themselves now trained, meaning they trigger Hut and Yurt
KING:
- Gold costs reduced across the board
- Keep passive now actually works and triggers Hut and Yurt
WARLORD:
- Aggression now comes from Campfire
- Fort can summon Raider, a beefier unit with cleave
CULTIST:
- Sacred Arm now also summons Evil Dreams based on how many Tentacles you control
- Slime Advance stacks increased
- fixed Void Pulse to work properly for players besides player 1
GARDENER:
- Can no longer consume last Sprout stack
- Gains x Sprout stacks if you build a plant next to more than one tree
GENERAL
- Hellgate cost increased
- Guard Tower range slightly increased
- Guard and Death Tower no longer target Monsters
- Buildings color-coded, green for training, purple for misc, blue for mana generating and orange for gold generating

v1.5
- Includes a couple versions here, heh
- AI spawning reduced
- Quest Log replaced with "Help" info
- All Builders display strategy tips when picked and have "Strategies" visible as a passive ability
- New Bases and Base upgrades, Shrine, Temple, Nexus, Death Tower
- Removed Bases, Castle, Town Hall
- Diabolist costs increased
- Mesmer costs reduced and Sanctum reworked to nuke enemies
- Miner costs increased and Ore Vein improved
- Warlord Aggression no longer summons Grunts
- Holy Fire range increased to 600
- Many other minor tweaks

v1.2
- Name changed back to non-abbreviated less-absurd vision, new preview image
- Garrison range, damage and cost reduced
- Blood Pact now summons Succubi based on Acolytes
- Acolyte, Starblossom, Glowthistle, Undergrowth and Briars cost reduced.

v1.1
- quick fix, Imps summoned by Hellgate were always allied to player 1


Resource Credits: HeroGlow by assassin_lord, Loading Screen by unknown, Cliff1 (for cliff shadow) by Rufus

Testing Credits: Hamsamwich, Shame, inchoate, OvertlyEsoteric, Paillan(???)
Contents

BuildAndBrawlv1.9e (Map)

Reviews
deepstrasz
Sorry for intervening @Paillan but this map is fully functioning although the terrain hasn't much to show for itself. It's been some time and @Ulfsire updated it regularly. Plus, the holidays and all :) However, I suggest replacing the...
  1. Hamsamwich

    Hamsamwich

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    This is a pretty solid game so far. Kind of like castle fight distilled into its' purest form. Still needs some balancing, and removal of some toxic mechanics. Have high hopes.8/10
     
  2. Ulfsire

    Ulfsire

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    Thanks for the feedback hamsamwich, and it was fun testing with you. In lieu of a more extensive mechanical rework I've tweaked some of the costs / base powers. v1.2 is up!

    I'd also love to hear your thoughts on mana drain / ice spam / build-blocking mechanics - at what point does "control" become "toxic"?
     
  3. Paillan

    Paillan

    Map Reviewer

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    you might want to describe a bit more. For example, you could tell us in general terms what each builder does.
    You should also try to make your description more colorful, it looks really bland.
    Checking now.
     
  4. Ulfsire

    Ulfsire

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    Thanks for the advice man! I'll try to work on the hive-face.
     
  5. Paillan

    Paillan

    Map Reviewer

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    1. While builders seem balancedish, the AI is totally broken. It gets 3 free units were the player can train ony 1 at a time. With such a premise, I and my fellow tester got stomped by the AI the first game.
    2. Building time seems kinda unbalanced, but that may be due to the fact that the AI gets so many creeps (which led me to feel that building times were inmense)
    3. Speaking of AI (main theme) you might want to make an actual AI that doesn't cheat like crazy and actually plays the game. I know that will prove very hard, so I won't push it, but it would be very nice.
    4. Some quick strategy for each builder should be given in their description for new players.
    5. If you skip the intro cinematic, the quest log will not be created (intended?)
    6.The terrain becomes repetitive quite quickly. Maybe you could expand the map adding more areas to play?

    Overall this is actually quite a good map, and if you nerf the AI it will probably be enough to get approval, although I really recommend you that you implement other quality of life improvements. cheers!

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    A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

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  6. Ulfsire

    Ulfsire

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    Thank you!

    I'll try to improve what I can of the problems you described.

    - a "good" AI is beyond me in the immediate future, but I can definitely tone it down. I toned it up for my friends and I, but it really should be played with 4 humans. The AI just spawns units every 30 seconds and is easily countered by timed removal or mass summoning.

    - In terms of clarity, I plan on clearly marking which buildings actually train units, as this always seems confusing. Also I can give each builder a passive that contains starting strategy text, kind of like in battle royale. I could also put something in the quest log.

    Anyway, I'm really happy you took the time to review my map! Thank you again!
     
  7. Hamsamwich

    Hamsamwich

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    The AI isn't really that bad, I've played a decent amount, and really the only problem is your very first game ever. And even then the spells let you deal with creeps real easy.
     
  8. Ulfsire

    Ulfsire

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    New version is up! I tried to respond to most of your problems. I eagerly await judgement.

    1. I reduced the initial AI spawn. It now summons 1 "normal" unit every 30 seconds, increasing by 1 every 60 seconds. This is roughly equivalent to a player building a training structure every 60 seconds. The AI will also summon 1 "Big" unit every 30 seconds if it has 50 mana - the was the easiest analog I could make to a player's spellcasting, which is often used to summon big units (like golems etc.) A real AI would be much much better, I agree, but that's a long-term project and at the moment I was hoping to get this approved as a map that "should" have 4 humans.

    2. From my testing with other players, I think your impression of building times probably was skewed by the swarms that AI gets. However, there are also some builders like Gardener, Diabolist and Engineer that have "slow training" units. The standard speed that most units train at is 30 seconds, which is the AI spawn interval.

    3. See #1, agree with you and would love to, but that's going to take a while and I was hoping to get this approved as a pvp thing.

    4. Added some in-depth strategy tips as unit abilities, as messages that display when you pick, and added general help and Base advice in the Quest log.

    5. Solved, see #4

    6. The early versions of this map had randomly generated terrain and trees. I actually liked it, but ran into a bug where if I generated terrain too many times (after 3-5 rounds) using random variables from an array, it would start only generating dalaran terrains (like dirt and marble) instead of the variables, like it had "forgot" that I set Terrain [1] to Ashenvale Leaves, or something, and just made dalaran dirt. If you've run into this and found a solution I'd love to hear it.

    The argument for static terrain is to make it like a consistent non-distracting "court" since this map is in the style of castle fight, card shuffle, legion td. I kind of like it this way too, but if it really is too painful let me know.

    In summary: I'm very grateful to you for testing this and I'm obviously very anxious to get it approved. However, it's important to me that the map is up to Hive standards, so all feedback is appreciated, and I'll try my best to solve the reasonable flaws.

    May I credit you as a Tester?
     
  9. Paillan

    Paillan

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    There's no need for that man, it's my rank's duty to test maps :)
    Testing once I get home, looking forward to it!
     
  10. Eat_Bacon_Daily

    Eat_Bacon_Daily

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    Oh my goodness man. This map is a breath of fresh air. After ten thousand iterations of TDs and MOBAs finally a game with a completely unique and fun concept. I randomly decided to play this with buddies of mine, and we had an absolute BLAST. It was so fun coming up with different builder/base combos and strategies. The rounds a quick and exciting, yet there are things that block cheese and over snowballing. I have to see this is one of my favorite maps and I commend you for your excellent work. Please be sure to keep updating this because I will keep playing

    5/5!

    Here are just a few things I would like to see
    -A all random mode
    -Having the bases and builder picks hidden in the fog of war for the first 30 seconds of the game, so you can't just immediately counter your opponents
    -Having the first random monster that spawns to be a little weaker. (I had a matchup against someone going mass income and I was powerless to stop him because I got two Thunder Lizards in a row that spawned infront of my base)
    -Have the Tower base unable to attack the monster

    Also your map is amazing :)
     
    Last edited: Nov 21, 2017
  11. Hamsamwich

    Hamsamwich

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    Just played the new version and the AI is way too weak now. It can easily be 1v2d, although with a bad human player you can 1v2 also.

    I think the races are a tad more imbalanced now, but I think assassin is the power level every race should be at. Races that need buffing:

    Cultist (It's based on this weird mechanic of spawning buildings which is just bad. Maybe make some way that it can actually be beneficial, or at least make the buildings not weaker than every other races)
    Diablist (Just a tad under Lich)
    Lich (the strongest of these IMHO)
    Human (King?) (It's just a really really bad over priced warlord)
     
  12. Ulfsire

    Ulfsire

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    Thank you! I'm delighted that you've been enjoying the map. I plan on uploading a new version (1.6) with rebalanced / reworked builders in the next couple days.

    -All random mode is a planned eventual feature.
    -Hiding base picks is an idea I've thought a lot about and is still in deliberation. Pros and cons.
    -The Monsters could get a rework at some point. It does add a lot of randomness to the early game because some are really good against swarm rushes. I think it's interesting having an independent factor that the players have to react to. Will consider your suggestion.
    -Will try to rework tower targeting for 1.6

    I appreciate the feedback, and let me know if you want to be credited as a tester
     
  13. Ulfsire

    Ulfsire

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    version 1.5a is up!
    ...and 1.5b
     
    Last edited: Nov 24, 2017
  14. Ulfsire

    Ulfsire

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    version 1.6u is finally up! Check the top for big changes
    -didn't mean to bump, apologies for the breach in etiquette
     
    Last edited: Dec 4, 2017
  15. deepstrasz

    deepstrasz

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    You've updated. Bumping is valid.

    But please, use spoiler/hide tags for that wall of text. Use BB codes: BB Codes | HIVE
     
  16. Ulfsire

    Ulfsire

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    done
     
  17. Paillan

    Paillan

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    Okay so. Review incoming:
    1. I really like the descriptive spells. They help very much to play the game. Cheers on that.
    2. Right now some strategies seem really good tho, for example, mass summon strategies (such as gnolls or longheads) are extremely good, while other strategies of more quality units get easily overwhelmed. I feel like you need to adress the issue quality v/s quantity. It's not something easy to do though. My suggestion: give a cooldown to the abilities. That always avoid massive spam.
     
  18. Eat_Bacon_Daily

    Eat_Bacon_Daily

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    @Paillan I disagree with your criticism about massing. There are so many spells/abilities/combos that gain value by being used versus swarming. In my many playthroughs with friends, trying to overwhelm with swarming almost always fails. The best strategies seem to be slowly funneling little packs of units, so AOE clear gets less value. Additionally, this means that strong single units have a very solid place in the map. There are far more AOE clear abilities than single target ones.

    There are some imbalances in the map, especially in the late-game phase, but I don't believe massing is one of them.
     
  19. Ulfsire

    Ulfsire

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    Thanks for reviewing! I've been trying to solve a lot of the issues you brought up. In terms of massing, Longdeads seem weak to my test group, but gnolls are definitely strong with certain builders (miner, diabolist, possibly lich).

    This goal of this recent update was actually to add a lot of single powerful units and Bases / spells that benefit going "quality".

    In terms of spell cooldowns, early on I decided not to have them. I want building up and "going off" to be part of the gameplay, and I prefer charges and mana as a more visible resource than cooldowns.

    I have also worked very hard to add strategy tips and update the aesthetic. Let me know if there's anything I need to do to get approval. My fate is in your hands!

    I'd love to hear what feels strong to your group. This update changes a lot / adds a lot of new broken things (hopefully not!). I do want different Builders to be strong at different points in the game, but I don't want anything to feel too dominant / oppressive unless it's a clear counter. Also, I added All Random options just for you bud!