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Castle vs Castle Flame Edition 2.0c

Submitted by Flame_Phoenix
This bundle is marked as approved. It works and satisfies the submission rules.
It has always been my dream to create a map, but not only a map, a map that could make a difference, help people. This is that map...Flame_Phoenix

Hi guys, this is my map, from clan SOR. I've been developing this map the last 3-4 years, but only now I started working on it due some issues. This map is a Castle vs Castle map, it is by far the best I've ever seen and played. This is the beta version, it has bugs and needs testing.

You are invited to be an alpha tester if you want. You will gain reputation points if:
- You find and report bugs
- You give me good suggestions on how to improve the map
- You suggest spells, models or icons
- If you are a good tester, your name will appear in the loading screen.

Reason's to why you should play this map:
- Unique Items for you to use
- Unique Waves for you to buy
- 2 New Unique races: Blood Elf and Chaos Orc
- 4 new Tavern heroes
- A detailed multiboard with information about the game
- This map is open source, so you learn everything and gain experience
- Every Hero has a detailed story connected to the game (if not it will soon be added)

My to do list:
- Fix any bugs you may find
- Implement AI for all races

I am also looking for a team to help:
- If you are a good coder, you are welcome to join
- If you have good ideas on how to improve, you are also welcome
- If you are a good model maker, or know special places where I can find good models, welcome in
- If you are a good Icon maker, or know special places where I can find good icons, suit yourself

Current Team:
- Anachron (terrainer with name on screen!)
- Ciebron (coder, with colored name!)
- Themerion (coder, with colored name!)
- Byaku (icon, model, spell searcher, tester and suggestion giver)
- You can also have your colored name on the loading screen, join the team today !

Note, Some heroes are being remade, those heroes may not function properly for now. They are:
- Gate Summoner from Chaos Orcs
- Chaos Rider
- Electron

History, Major Changes:
Change log

Version Beta 1.1
- Remade and balanced the Wave system, now you can buy waves with lower costs and balanced spawns
- Remade and balanced the spawn system, now the castles spawn less units and there is more synchronization
- Added Shop System, now the shops can travel across the map, also each shop also has 2 pages of items
- Remade the welcome text, now it is more informative and fun to read
- Player 9 can now benefit from the Night Elf tutorial, Players 10 and 11 will have to wait
- Added the shop system!! Now it is even funnier to play! Remember to buy items and waves!
- Title corrected, added colored name "Themerion" to the Special thanks and colored "Ciebron"'s name
- Removed some useless units from the map (for now) in order to make it smaller and did some other minor changes to them as well

Version Beta 1.1a
- Fixed a bug with spawns, they used to attack very fast but to cause no damage.

Version Beta 1.2
- Remade the hero Sylvana from the High Elfs. Now she is a hell of a hero and I am sure most of you will enjoy her.
- Remade and updated the code of the Blademaster from the Chaos Orcs. Made some spells more powerful and efficiency was increased in all his 4 spells.
- Fixed a bug with the description of Shocking Aura, the description is now correct.
- Gold in mines was improved to 150.000
- Fixed various spelling errors
- Now first hero is free and costs only 5 food
- Ranger hero (Sylvanas) now costs food as well

Version Beta 1.3
- Fully remade the Night Elf tutorial system. Now it is MUI and has more functions the player can use. Press F9 for more information.
- Remove the Hunts and Dryads tactic. It may be added in a further version, but not for now.
- New icons for the Goblin's items! Now every item has an unique icon!
- Remade the code of some items in order to be easier to update for a next version
- New Item system Added, now the problems with recipes that were reported will no longer exist!
- Fixed spelling mistakes in High Elf race
- Fixed Hotkeys clashes with in Hiht Elfs
- Now Sentry ability works on High Elven towers
- Fixed a bug with the spawning buildings, now the south spawning buildings do get vulnerable
- Fixed a bug with the gold mines, now they all start with the same amount of gold
- Added a control system, now if the computer players have many units, the castle units will stop spawning
- Changed the terrain on the north up exit, now the lane has more space
- Corrected and fixed many spelling mistakes on the item's descriptions from both shops and races
- Fixed Spelling mistakes on the races description in the box
- Fixed many spelling errors in hero abilities and unit abilities
- Fixed many spelling mistakes with the Chaos Orc race
- Now the Chaos Cart siege unit explodes when it dies
- Added Byaku to Special Thanks and improved loading screen text. If he keeps working hard, he will get colored nick =D
- Added new Ability to Bandit Lord, Sun Ray

Version Beta 1.42
- Now the map version is TFT
- Fixed a typo in the Bandit Lord's name
- Made several drastic changes in the terrain. Now the map has some decent terrain at last in te lanes. More will be done in time.
- Completed, finished and balanced the Chaos Orc Warchief hero, now he is ready to rock!
- Fixed many typos on items and on the Chaos Orc race
- Added Anachron, the new terrainer of the team!
- Decreased map size by removing some models and others
- Fixed an exploit with a grass model

Version Beta 1.5
- Corrected many typos in both races and in items/spawns
- Remade the Hotkeys for the HE race
- Finally fixed the annoyance with the trees. Now they will only grow when no units are near them
- Remade the Hotkeys for the Chaos Orc race
- Added new spell to Druid Dwarf and replaced Ram Horns icon. Also changed the icon of the "Penguin Insult" ability
- Made the Druid Dwarf bigger
- Updated the SheepStrike code, now it is easier for my fans to use and import, and now it is JESP !
- Updated all comments on the Druid Dwarf spells, now if you need to import something you won't get lost =)
- The Icon from Ram Horns is now passive at last ! Now the icons are according to the abilities they represent (not like in crappy Dota xD )
- The Druid dwarf hero is now ready and complete !! Please enjoy ! =D
- Added new spell for Axe Dwarf, Earth Shaker
- Added revlisliver to loading screen !
- Fixed typos on the description of the map
- Added new system to detect damage!
- Added new ability to the wolf creeps ! Now the lv2 wolfs have a special ability to make the stronger!
- Replaced the passive ability from Axe DWarf with TeamForce
- Updated spell Apocalypse, now the code is no longer old and now the spell is more balanced
- Finished the Axe Dwarf hero !! Now he his abilities "Blood Bound" and "Power Jump", and remade his two other abilities !

Version Beta 1.6
- Added the first item to the bomber seller! A bomber that drops Fire Bombs!
- Added Sleepy Path Recipe, now Permanent Sleepy Path is available to buy!
- Added Ethereal Recipe, now permanent ethereal path is available to buy!
- Improved the code for the HolyReception item, now it is easier to change and read
- Improved the code for the WaveAttack item, now it is easier to change and read
- Improved the code for the FrostAttack item, now it is easier to change and read
- Improved the Jungle Axe item, now code is easier to read and use.
- Improved the Havens Armor item's code and balanced the item. Now it has 5% chance to be invulnerable for 10 seconds, instead of 7% for 15 seconds.
- Added another item to the Plane shop, the Explosive Bomber! Two new items for a fresh start for our shop!
- Drastically improved spell Chain Death from the Chaos Warchief
- Fixed Spiked Armor (now it works!) and fixed "Spiked Anchor". These items now work, and their code was heavily improved!

Version Beta 1.7
- Improved the Damage Detection system the map has
- Updated the Greave Ability code
- Updated comments on some other codes
- Changed the cost of the Improved Lumber Harvesting Upgrade. Now it also costs lumber.
- Made deep changes in some the internal system RaceAndTips and Icons for the Multiboard
- Made a full remake of the multiboard, from the zero, to fix all bugs and make it usefull by adding new fields
- Fixed the iddle workers bug. Now the human peasant will no longer appear!
- Added the sleep system just for fun! Now when the workers are idle a sleep animation will appera above their heads just if as they were sleeping for real!
- Added 2 new quest logs about named "Credits" and "MapInfo"
- Remade the Chaos Orc Fel Xaman. Now he has two new super abilities that will stack 100% with eveything else.
- Balanced the Chaos Orc Fel Xaman spells. Made the firebolt weaker and add him decent spells (it is about time =P)
- Changed the model, description, icon and name of the Altar of the Chaos Orcs. Now it fits with the other races.
- Changed the model, icon, description and name of the Chaos Orc shop building. Now it also fits with the other races.
- Fixed bug with the Ethereal item, the description now matches correctly the spell of the item.

Version 1.8
- Reduced dependencies from the Devour coded abilities
- Fixed and balanced MultiOrb from the Chaos Orcs. Now the healling effect appears, and the slow from the orb will stack with any spell.
- Improved the code of Strenght Armor to be more efficient and easier to change.
- Improved the code of Wisdom Armor to be more efficient and easier to change.
- Improved the code of Electric Armor to be more efficient and easier to change.
- Improved the code of Electric Sword to be more efficient and easier to change.
- Change of Damage Detection system. Now the map is able to have shield abilities and spells as well as a better interaction with the buff system.
- Improved the Sleep system code
- Greatly improved the Holy Reception item. Now it has more eye candy and the code was improved to stack with the other items of it's kind.
- Greatly improved the Sleepy Path item. Now it has more eye candy and the code was greatly improved as well.
- Greatly improved the Ethereal Path item. Now it has more eye candy and the code was greatly improved as well.
- Greatly improved the Unsafe Path item. Now it has more eye candy and the code was greatly improved as well.
- Greatly improved the Fast Path item. Now it has more eye candy and the code was greatly improved as well.
- Improved the code from the new OnFire ability from the Chaos Orc Fel Shaman, in order to be faster and prevent bugs.
- Greatly improved the Frost Attack item. Now it has more eye candy and the code was improved to stack with the other items of it's kind.
- Greatly improved the Lightning Attack item. Now it has more eye candy and the code was improved to stack with the other items of it's kind.
- Fixed a bug that prevented the player from having the Permanent Lightning Attack Recipe.
- Fixed a bug that prevented the player from having the Permanent Rage Reception Recipe.
- Greatly improved the Rage Reception item. Now it has more eye candy and the code was improved to stack with the other items of it's kind.
- Fixed a bug with Rage Reception, now it damages the enemies instead of teh allies and now it works properly.
- Change the icons of Rage Reception and Wave attack, so now they match the effects better.
- Greatly improved the Wave item. Now it has more eye candy and the code was improved to stack with the other items of it's kind.

Version 1.9
- Fixed a bug with the multiboard when buying heroes from teh tavern.
- Fixed and changed the name of Sauron's ring to Chinese Cheap Sauron's Ring.
- Removed some items from "The Oracle" shop that were useless.
- Fixed Blood Bound ability, now it has a correct buff.
- Corrected the name of a spell from Electron from "Orb of Zeuz" to "Orb of Zeus".
- Fixed the name of "Incendiary Bomber" item to "Incendiary Bomber" from "Amulet of Recal".
- Fixed the description of the Chaos Grom Hellscream.
- Fixed the amount of charges and stock replenish time of some goblin items.
- Fixed the resources bug, now all players (finally) start with equal amounts of gold and lumber.
- Improved the hero counter module of the multiboard, to prevent a possible bug.
- Improved the documentation of some systems of the map.
- Added a new check system. Now the race choosers will only be created if the corresponding slot is not open nor closed.
- Fixed a bug with the multiboard when a hero dies.
- Fixed a bug with the invisibility aura of teh Ranger, now it works well and the code was also optimized to be more efficient.
- Fixed a typo in the Speed Thurst ability.
- Fixed a typo in the Aliance Sanctum building.
- Fixed a typo in Retrocess ability.
- Fixed typos in the melee upgrades for High Elves.
- Fixed 2 typos in the High Elven barracks.
- Added Human AI to the map. Now you can play against the computer!! (finally) xD !
- Improved the Shadow aura ability of the Ranger by updating the code.
- Improved the Nature Bound ability of Ranger by increasing code efficiency.
- Made major changes in the terrain of the map in the middle, now the Oracle is easier to access and is better protected.
- Fixed a bug with the multiboard Peons module, the counter now works fine.
- Fixed a typo in the loading screen.
- Fixed the soldiers multiboard module, now it works for AI players.
- Increased the colddown of all Reception and Attack items from Goblin.
- Fixed Manaroth story.
- Updated Kills multiboard module to work with AI.
- Updated Buildings multiboard module to work with AI.
- Added an history and strategy tips to the Human heroes.
- Fixed a missing hotkey for Shard Rain.
- Fixed a typo in the starting message of the black screen.
- Fixed a bug with Greave ability, now it only has 10% to work and it doesn't work if attacked unit is ally.

Version 2.0a
- Fixed a bug with the Ram Knoackback ability, now it won't fire on buildings, mechanical units, dead units and air units. Also improved the performance of the code.
- Updated the "Launch Seal" spell from Druid Dwarf to be more balanced and to have a minimum range (so the paraboloic effect does not look stupid =P ).
- Fixed Chaos Barracks tooltip
- Remade Chaos Grunt unit. Now it has better abilities and fits in the theme decently.
- Remade the Chaos Berserker unit. It has new abilities and is fits in the theme better as well.
- Remade the Chaos Cart and fixed a bug with its air attack animation.
- Balanced all units from Chaos Orc Barracks.
- Replaced Greave with ChaoticRage.
- Now Chaos Stronghold is also able to research Chaotic Rage ability.
- Replaced Glorious Charge with Light Shield in the Bandit Lord hero. Now he has a usefull ability at last.
- Replaced Summon Gate with Fiery Summon in the Summoner. Now this hero (finally) has a decent ultimate that is not crap =P.
- Completely remade the Summoner's "Summon Fel Beast" ability. Now it is balanced to be a counter-part of the "Summon wolf" spell from the Orc hero and now it is (finally) balanced for melee game.
- Added CreepSys systems. Now some creeps revive in their areas.
- Replaced "Orb of Zeus" spell with "Ligthning Grenade" in Electron hero (from the tavern). Now his skills are more usefull.
- Fully remade and balance Lightning Invocation from Electron hero. Now it is bug free and it is (finally) decent to use and is faster.
- Completely remade the Orc Warlorck from Chaos Orcs. Now he is a ward unit made to counter orc's doctor.
- Changed Loading Screen of the map! (now we finally have a decent loading screen!)
- Removed shield dwarf, he was a bugged hero with no strategy defined. By doing this the map also becomes smaller to accomodate other models that will be more important.
- Removed a few model imports that are no longer necessary.
- Remade the history of the Druid Dwarf to fit the removal of the Shield Dwarf.
- Removed ABC timing system (finally).
- Removed DebugLib system.
- Updated BloodBound ABility and fixed.
- Changed the voice of Electron hero
- Remade the tier upgade message system. Now it is a lot smaller, the same player doesn't get repeated tier tips and he is the only player to hear the sounds.
- Replaced TimedEffects system with TimedHandles. Now I have more freedom for eye-candy in spells =D.
- Made major changes in the inner structure of the map so it could work for the next patch.
- Changed the attack type of all chaos units to piercing, magic and normal, in order to balance the game and the race.
- Due major changes that will occur in the next patch, the shop system in now down for a remake. Shops will only have 1 page inventory items and they will not travel.
- Due major changes that will occur in the next patch, the NE tutorial is not just down, it was also removed. Maintaining such a complex system with the new update coming would not be worth the effort.
- Due major changes that will occur in the next patch, the following heroes are down for a remake: Chaod Rider, Electron. These heroes have spells removed are being remade.
- Summoner hero is also down until a new design line comes up. He was too unbalanced to be played with, now his unbalanced spells got removed.
- Replaced the Urn item with Greave item on Chaos Orc shop. Now they have a tier 1 item very useful.
- Rebalanced Strenght Armor by lowering the chance of success.
- Fixed a bug on the Power Jump dwarf ability. Now the hero won't lose mana if he can't jump.

Version 2.0b
- Now Soul Ward doesn't raise skelies from dead summoned units.
- Diablo car siege unit now is able to attack buildings.
- Changed attack type of Chaos Machine to siege.
- Chaotic Rage will no longer activate on buildings, mechanical units nor on allies. Now it also requires the upgrade to work.
- Chaotic Rage is now a tier 2 upgrade and costs more gold.
- Fixed Chaotic Rage ability, now it won't destroy shield for no reason.
- Remade the Chaotic Rage ability. Now it gives 1% chance to deal Chaos damage per 2% hp missing. It will also be a tier 2 upgrade.
- Added new system to project, NovaSystem xe by Akolit0r.
- Added new spell to Electron, Shock Nova and fixed his Lightning Grenade spell (now it works!).
- Increased the quality of the code of WolfStrike ability now it won't collapse shields for no reason.
- Removed 2nd item page from Tank and Plane shops. Now all their items work properly xD.
- Added new ability to Chaos Warchief, Death Persistance. This new ability not fits well the tactic line of the hero.
- Added new ability to Summoner hero, Appocalypse. This new ability not fits well the tactic line of the hero.
- Added new item to Chaos Orcs, Fiery Summon tier 3 item that replaces useless Serathil.
- Balanced the fire power of the incendiary bomber, now it only deals 20 damage / sec.
- Added new item to the Bomber shop, Icy Bombs are now available to buy.
- Now Sylvana can pass the Murloc river.
- Fixed BloodBound ability, now it won't destroy shields for no reason.
- Removed the story from the Chaos shop and from the High Elf shop. It made no sense to only have 2 buildings with history while the entire tech race and other races were left alone.
- Made the WarChief hero bigger.
- Made all wards from Chaos Orc green caster visible, and now all ward spells have an AOE so the player knows the area each ward will affect.
- Rebalanced SoulWard by setting its colddown to 8 seconds instead of 2.

Version 2.0c
- Updated Special Units internal library to make the map more stable.
- Added the black screen again. The prevents AI from acting stupid and allows players to synchronize at the start of the game.
- Chaotic Rage is now a tier 2 upgrade.
- Fixed the description of Chaotic Rage upgrade.
- Fixed an important exploit with Chaotic Rage, now it won't affect units that are not supposed to be affected and it will not affect buildings as well.
- Fixed Rider Devil's Speed upgrade, now it increases speed instead of taking it away.
- Made major spell checks to grammar in Chaos Orc race and Tavern heroes.
- Fixed some descriptions of heroes.
- Scaled the unit model of Chaos Rider Warchief hero.
- Fixed a major bug with Soul Ward, now it works properly.
- Increased the cooldown of Draining Ward from 2 seconds to 3.
- Made minor spell checks to other units.
- Removed Ensnare from Chaos Rider. This unit is being prepared for an update.
- Added new spell to the Summoner - Dark Clones. This is an excellent support or counter for summoners.
- Finally, the Rider is now ready for his new Devil's Speed ability. This ability was finally added, and it is sure to make many fans happy. Added the remake of Devil's Speed (finally).
- Remade the description of the Chaos Orcs Race.
- Fixed the description of all upgrades from the Lumber Mill.
- Fixed the description of the Greave item.
- Removed Kodo's Vault. This makes part of a preparation for a new unit and strategy for this race.
- Removed Chaos Riderless Kodo, this unit was bogus and useless to the new main strategy of the race.
- Chaos Bestiary now trains Fel Orc Kodo.
- Now Fear Aura's buff corresponds to the buff of an aura.
- Added Myre to credits!
- Improved the README file a lot. Now you have more information about the credits there so you can research for your project =P


Please note that the map is not 100% completed yet, I would appreciate any help I could get and please be kind on comments.

Chaos Warchief and his spell Apocalypse, making rain meteors upon his enemies

[​IMG]


An image about a Chaos Orc base and the detailed information about their heroes

[​IMG]


The Dark Blademaster using one of his super abilities to kill the creeps !

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An army of Chaos Orc Units marching to battle. If I was an enemy I'd sure not want to face that !

[​IMG]


Here are some scrennies of the new hero Ranger, I am sure it will make you interested!
Here we see the Ranger with her "Shadow Aura" ability ... it's a lot more than you may think, trust me =D

[​IMG]


Now we see Ranger's Ultimate. It is my Golem Invocation spell changed and spiced. Those miss texts you in the image do have a purpose after all, download my map to know it! xD

[​IMG]


Now here some new abilities for Bandit Lord
Here is an image of the new spell Sun Ray!!

[​IMG]


Look how the terrain was improved!

A regular creep spot

[​IMG]


In Beta 1.8 the items were heavily improved!
An army with the Lightning Attack buff and the on Fire buff

[​IMG]


An army with the funny Frost Attack buff from the Frost Attack item

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Here is a caster using the Ethereal Path item

[​IMG]


Now in version Beta 1.9, we finally have AI!

Behold, the base of an AI team, with the new and improved multiboard system telling you the different rank of the AI players!

[​IMG]


Now the emotion of a grand scale battle against the AI players ... it is harder than it looks, trust me =P

[​IMG]


To know more spells from the hero, download the map !

Keywords:
Flame_Phoenix, Castle vs Castle, castle, Byaku, Anachron, Cakemeister, dday, clan sor, Myre, Flame Edition, flame, CCFE, IceCrown, Beta
Contents

Castle vs Castle Flame Edition 2.0c (Map)

Reviews
Moderator
01:46, 16th Aug 2008 Septimus: Map have been set to pending and going to be review again Edit : Tested it again, lot's of hotkey error. Apart from that it seem to be fine. http://www.hiveworkshop.com/forums/783956-post6.html 18:29, 19th...
  1. Need_O2

    Need_O2

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    Does AI work on difficult ?
    I dont wanna get pwnt by Computer (Easy)
     
  2. baassee

    baassee

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    Holy crap, that's an odd balance system but ya the bought waves arent so op (after some testing)


    wooh something that all maps need especially aos like maps ;)
     
  3. Flame_Phoenix

    Flame_Phoenix

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    Well, I advise insane AI, it isn't much hard to play with =P
    Also, fixed Shard Rain hotkey problem.

    Mmm, I will try to add some restrictions to the wave system in a nearby future, probably for version 2.0

    This is not an AoS map lol...
     
  4. Zelda.Alex

    Zelda.Alex

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    Found a problem regarding the buying units in the town. I gathered enough money to buy all the units that can be bought in the town and bought them all together. When i did this the gates of the town were blocked due to all the monsters that spawned together. They cannot go out and i cannot go into it.
     
  5. Flame_Phoenix

    Flame_Phoenix

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    Ha, behold my beloved testers, version 1.9 with AI implemented !
    This version has many, many fixes to the starting system and the multiboard, as well as typo fixes and hero fixes. Many things changed in this version and there is a chance version 2.0 will have better AI as well as more races for it.
    I also updated the description of the map as Need_O2 requested (or most of it) and now the testers can see all images as well.
    I am really sure people will like this version better than the other because insane AI will kick ass =P
    Please read 1.9 changelog for more information, and thx to all people that contributed with bug reports and suggestions.

    This problem was already reported, I intend to fix it for Beta 2.0 by adding a restriction system of some sort.
    Thx for playing and testing CCFE !
     
  6. Wright

    Wright

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    good job with the AI, they are quite crazy lol but I was playin around with the dwarfs and in the tooltip to learn breath of ice lvl 1 says 2000 aoe instead of 200, and shard rain has like no cooldown. For power jump, if you use it in an invalid spot, it still costs mana. it was getting pretty laggy 4v4 with AI, but that's probably to be expected since they were pumping units like crazy lol All I got for now. Oh and ram horns was activating on buildings XD looked pretty awesome.
     
  7. Mitchomitch

    Mitchomitch

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    Very well done map, 4/5. Why 4? It is very laggy after 20 minutes playing with AI. It's possible to play but really annoying :/
     
  8. Flame_Phoenix

    Flame_Phoenix

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    Lol, especially on insane, you bet that =P
    People should know that the AI algorithm is heavy especially in normal or insane. Their main purpose is to make as much units as possible and then strike in an epic battle. If you have old computer I recommend AI easy and lower the graphics, but there is nothing I can do to fix your lag problems, since they are not my fault. You should know that games with AI will always be heavier, since your computer will be divided into controlling all the custom stuff of the map, plus YOUR opponents and TEAM, and that is not easy.
    Therefore I will just kill anyone that gives me 4 because of the AI, that is just plain newbiness... AI deserves 5 for its complexity, I would like to know how much maps are out there with AI this complex, I bet this is even more complex that Dota's AI, so don't complain.

    Will fix that soon

    That spell will be removed, however thx for the report.

    I will fix this for version Beta 2.0

    Oh God, how could I forget to fix this thing =P
     
  9. Mitchomitch

    Mitchomitch

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    Eh... I didn't meant that it's easy to make an AI. I just said it becomes laggy when you are playing 20-30 minutes. My computer is actually pretty good, and i have other 8-12 player maps with AI, which are not laggy.

    And don't feel attacked, your map is really good. Lag's are always annoying and thats why i just gave 4. And one more thing: There are ways to reduce lags ingame. I don't know them, because im just a terrainer but there are ways. So please just try to improve your map and fix the known bugs.

    I know that normal and insane AI is heavier, but this is a thing which has actually nothing to do with the maps perfomance.
     
  10. Need_O2

    Need_O2

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    He has a bad team I suppose. You ask "why ?" ? Coz Im not in it ^_^
     
  11. Flame_Phoenix

    Flame_Phoenix

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    You cant compare dota AI or ladder AI to this AI, which is a lot heavier =P

    Seriously, what are you talking about?
    Anyway you said terrainer ? Can I see some of your maps please?

    No offense but, is this a joke?
    With insane AI playing 4v4, you will have more then 160 units in game, without counting with the creeps, heroes, buildings and waves spawns. Only counting units, I am not talking about code behind the triggers. This alone is enough to make any map lag...

    I hereby invite you as a tester for CCFE team.
     
  12. HFR

    HFR

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    Agreed with Flame_Phoenix, an decent AI is very hard to make, for the lags, I think that reducing particles, shadows, spell details and model quality can fix it.

    One more thing: The shops shouting announces is an really good thing, saw tha goblin say "Me better than Tank and Plane" is funny but their texts fade too fast, it's hard to read when the text fade out after half second.
     
  13. Mitchomitch

    Mitchomitch

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    What makes the AI from this different to Dota or other Maps? Your AI is just Creep AI, while Dota's AI is Hero AI and this is a lot more heavier than yours, believe me -.- Just use a "lighter" AI.

    You can't see my maps... im a "Noob" Terrainer^^"

    The problem is that your AI's are making too many units and thats the cause of the lags.
     
  14. Flame_Phoenix

    Flame_Phoenix

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    WHAT !? Creep AI!? Dota is heavier !!?!? Please, just please, stop humiliating yourself, you obviously make absolute no idea about what you are talking about, I can even get AI masters who would agree with me in 2 seconds. DOta AI is about heroes and items and it is so simple there are even tutorials about it. The only complex part of Dota AI is teh gang. In the human AI in my map, you have to build a tech tree that depends on many cases, control more than 1 hero at the same time, use items and micro with your army.
    You can't possibly compare.

    Ohhh, ok thx anyway =P

    It behaves like inside a ladder game, making units is a key to victory, without units you will eventually get killed, and I believe players (at least humans) don't like to get killed when having AI on their teams.
    Making units also give the player the opportunity to see epic battles, which is the point of the map =D

    I will however change the wave system in a further version, so it spawns less units.
     
  15. vegetation

    vegetation

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    This game is cool, the terrain is nice but not in the bases... It's like empty inside the bases. Nice game and AI's but way too laggy (and i have a good comp.)!!! I suggest you to remove empty things or bugging things that make the game lag.

    Oh yeah, i almost forgot. When we choose the fel orcs and we take the Dark Blademaster hero and then we click on the skill button, when we move our mouse on the Speed Thurst we see this: Level 1- 7% chance to give 6 agility bonus for 10 sec.
    Level 2- 5% chance to give 3 agility bonus for 5 sec.
    Level 3- 10% chance to give 9 agilitu bonus for 10 sec.

    You see the thing? The second level is weaker than the first, please fix this
     
  16. HFR

    HFR

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    I think the AI lag can be solved by reducing number of units. I know that's because of the epic battles (I like to see 200 units killing each other) but if each player trains only 20 warriors, the game will stil have the epic battle feeling:

    20 x 4 = 80 x 2 = 160

    And I think that 80 warriors per side is good enough for an epic battle and (maybe) for reducing the lag).
     
  17. Overdosed

    Overdosed

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    maps very well done 5/5 from me=]
     
  18. Mitchomitch

    Mitchomitch

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    Thx, thats what i mean -.-
     
  19. Flame_Phoenix

    Flame_Phoenix

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    Tooltips are not in correct order.
    Thx for the bug report !

    Truth is that the terrain needs hard fixing. Anachron (the former terrainer) was improving the terrain, however due some problems he can no longer fix it, meaning that I have to do it myself or that I have to find someone else. I am currently discussing ideas for the castle layout with some of my friends and I may change it for version 2.0, but this are complicated things that will change important sections of the map.
    About AI and units, I will try to reduce the lag by adding restrictions to the wave system, and by making it user dependant. What does this mean?
    It basically means this:
    - You only start with 2 footies per spawn on each team
    - Each kingdom will have some sort of tech center, in which upgrade units with the gold the kingdom has (or the player has, don't know yet)
    - If you want to have rifles, you buy the rifle upgrade, the kingdoom orders his peasants to build a blacksmith on each lane and then when the blacksmith is ready each lane starts spawning 1 rifle. You can upgrade rifles at the blacksmith with the kingdom's gold (or your gold, don't know yet)
    - This will work for the entire kingdom's tech tree. It also occurred me that instead of a tech center, we could make the king the tech center itself, but I don't think that would be much of a good idea.
    - About the waves, they will be limited by the level of the player. As some of you may have already noticed, the multiboard has icons, these icons tell the level of the player.

    These are all ideas from scratch yet, so if you have suggestions go ahead.
     
  20. HFR

    HFR

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    Good job with this, I like the idea of an tech center, but the AI will upgrade the spawns? If not, will be an waste of time...