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Castle vs Castle Flame Edition 2.0c

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:

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.

















Here are some scrennies of the new hero Ranger, I am sure it will make you interested!








Now here some new abilities for Bandit Lord




Look how the terrain was improved!





In Beta 1.8 the items were heavily improved!












Now in version Beta 1.9, we finally have AI!









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
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...
My computer is actually pretty good, and i have other 8-12 player maps with AI, which are not laggy.
You cant compare dota AI or ladder AI to this AI, which is a lot heavier =P

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

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

He has a bad team I suppose. You ask "why ?" ? Coz Im not in it ^_^
I hereby invite you as a tester for CCFE team.
 

HFR

HFR

Level 22
Joined
Apr 12, 2008
Messages
3,388
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.
 
Level 3
Joined
Jan 11, 2009
Messages
62
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.
 
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.
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.

You can't see my maps... im a "Noob" Terrainer^^"
Ohhh, ok thx anyway =P

The problem is that your AI's are making too many units and thats the cause of the lags.
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.
 
Level 5
Joined
Jul 20, 2008
Messages
59
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
 

HFR

HFR

Level 22
Joined
Apr 12, 2008
Messages
3,388
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).
 
Level 3
Joined
Jan 11, 2009
Messages
62
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.

Thx, thats what i mean -.-
 
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.
Tooltips are not in correct order.
Thx for the bug report !

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 still have the epic battle feeling:
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.
 
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...
Not yet, the system isn't even done lol.
I intend to make the AI players able to upgrade the spawns as well as buy waves.
The Kingdoom will NOT upgrade automatically. The main idea is to make the players buy the upgrades and make them work in team to choose which unit from the kingdoom's tech tree is better to spawn. It is not a waste of time and will increase gameplay deeply.
 
Ok guys, I have some ideas for the remake of Chaos Orcs.
Feel free to give an opinion:

//================================================================

Fel Orc Lancer - The Hive Workshop - A Warcraft III Modding Site
Demon Tower - Wc3campaigns

Based on:
Design Guide for a Fifth Race - Wc3campaigns

"Barracks"
Model:
- Orc Barracks
Units:
- Chaos Grunt
- Chaos Berseker
- Chaos Cart
- Chaos cart + Grunt Combo

"Altar"
Model:
- Chaos: Altar of Terror - The Hive Workshop - A Warcraft III Modding Site
Units:
- Heroes

"War Mill"
Function:
- Receives wood and trains upgrades

"Possession Lodge"
Model:
- Orc lodge
Units:
- Chaos Caster
- Fel Caster

"Chaos Bestiary"
- Fel Orc Rider
- Dragon Rider
Fel Orc Lancer - The Hive Workshop - A Warcraft III Modding Site

Main:
- Orc base
Units:
- Peon
Upgrades:
- Greave
- backpack
- tiers 2 and 3

Chaos Dragon Roost:
- Red dragon
- Death Dragon lvl 6 -> requires shop

Spirit Invocator:
Model:
- Power Generator

Units:
- Corrupted Wyvern Spirit

Corrupted Wyvern Spirit:
- Invisible
- True sight
- Sacrificial Illusion
 
Nice ideas and the models are good.
Well, I need more. I am happy to see people replied fast to this stretch of ideas. Hopefully I will eliminate useless units such as riderless kodo.
I am open to ideas, if you have any, be at will.
This race should be a mix of Orc and Undead, which is why I am having trouble making it.

Thx for the comment btw.
 
An good substitute to the Chaos Warchief.

This is too big.. almost half MB and I need space. You should know I am going to remove some High Elf models as well to decrease map size.

Anyone needs an Chaos orc Hero?
This is like Grom model I have. No need to waste space using it.

Thx for the suggestions about models, I am looking more into ideas for melee Chaos Orc xD
 
I am afraid I have bad news ...


Code:
Because of lagging in game, I may just can wait for the next version of CCFE to test.
Unfortunately Archmage is not able to fix the lag problem. Although the next version will have more races with AI, I am afraid the lag will still be there. The source of the lag if because Wac3 AI has a poor inner code, specially when it comes to build buildings. If it can't build 1 building it will send the build request in an infinite loop. Because bases are small, this is a problem. I will try to change the layout and to move the bases to inside the castle. Hopefully they they will have more space and the lag will be reduced, however this probably won't happen for 2.0
 

HFR

HFR

Level 22
Joined
Apr 12, 2008
Messages
3,388
Lag? NOOOOOOOOOOOOO!!!!

Anyway, here's one suggestion for an chaos orc melee unit:

Chaos Orc Impaler/Cleaver/Pikeman

Medium melee unit with increased attack range. Can learn Cleave.

Hit Points: 550 - 625
Damage: 17 - 22
Attack Range: 200 - 215
Armor:
T.1 - 2
T.2 - 3
T.3 - 4 - 5

Upgrades used:

Melee attack upgrade
Melee armor upgrade
Cleave - Passive Ability.

Well, that's all for now.
 
I am officially having some time this weekend to work on the terrain again.
Finally good news for Beta 2.0
I already have the new loading screen, Bandit Lord and Summoner have new spells (soon Electron also will) and I am remaking a few sectors of Chaos Orcs. New terrain is highly needed in order to decrease the AI's lag.
When can you work? Please talk to me in msn, this is highly important for the future of the project =D
 
Ok, here are some news about the project. I remade all the units from the chaos barracks. Chaos Grunt and Berserker now have decent abilities at last, namely:
- Chaotic Burn: Adds +1 attack to the caster per each allied Undead or Chaos Orc unit nearby it. Has a limit of +7 damage, lasts 20 seconds, affects 300 AOE and requires tier 2.
- Chaotic Determination: same as the previous spell, but has a limit of 5 and adds armor instead.

Next stage will be heavier ... I intend to remake the Chaos Bestiary and to add a similar ability to the Chaos Raider. I would also like to have a nice ability for the Kodo Beast, but (again) I lack ideas.
 
Hi guys. My project CCFE has a Chaos Orc ladder race as some of you may know. However this race is unbalanced and has problems. Also their abilities suck. So I decided to remake the race and I came up with this ideas. However I am not sure if this new ideas are good. I fear that I am making the race too powerful and too unbalanced, and I also lack ideas and names for some key units. So I am here (again) asking for the opinion of the community.

Please give suggestions and ideas, I give rep++ to people who help.

Based on:
Design Guide for a Fifth Race - Wc3campaigns

Buildings

Main
- Model: Orc Great Hall
- Funtion: Can gather resources and evlve to 3 tiers.
- Units:
- Fel Orc Peon
- Researches:
- Greave: Allow Fel Grunts, Fel Raiders and Fel Peons to have a 7% of gaining resources when attacking enemy units
- BackPack: allows some Fel orc units to carry items
- Abilities: Spiked Barricades

Fel Orc burrow
- Model: Orc burrow
- Funtion: Increases food. Can load peons to defend itself.
- Abilities: Spiked Barricades

Fel Orc tower
- Model: Orc tower
- Funtion: Basic defensive unit that attacks enemies
- Abilities: Spiked Barricades

Corrupted fountain
- Model: Blood fountain
- Funtion: Sells items for the race. It is also a requirement for some units.
- Abilities: Spiked Barricades


Fel Lumber Mill
- Model: Orc Lumber Mill
- Funtion: Serves as a drop point for lumber. Also has upgrades for the Fel Orcs.
- Researches:
- Spiked Barrciades
- Melee attack
- Melee armor
- Ranged attack
- Ranged armor
- Abilities: Spiked Barricades

Chaos Barracks
- Model: Orc barracks
- Function: Trains basic warrior for the Chaos Orc race
- Units:
- Fel Orc Grunt
- Fel Berseker
- Chaos cart
- Researches:
- Chaos Fire: Allows Fel Grunts to make a powerfull roar that will increase their armor depending on the number of allied Undead or Chaos units nearby. Maximumm armor bonus is 5.
- Fel Berserker; Allows Fel Bersekers to make a powerfull roar that will increase their attack depending on the number of allied Undead or Chaos units nearby. Maximumm attack bonus is 7.
- Driver License: Allows Fel Berserker to ride a Chaos Cart, thus forming a new unit with a siege attack against buildings and stronger against air. It is however weaker in combat.
- Abilities: Spiked Barricades

Altar
- Model: Demon Portal (needs birth animation)
- Function: Trains and revives heroes
- Units:
- Summoner
- Chaos Warchief
- Chaos Blade Master
- Chaos Leader
- Researches: none
- Abilities: Spiked Barricades

Possession Lodge
- Model: Orc Spirit Lodge
- Function: Trains casters and also has upgrdas for them
- Units:
- Orc Warlock
- Fel Warlock
- Researches:
- Orc Warlock Adept training: Allows warlocks to cast Soul Ward. Soul Ward summons a skeleton from a corpse eveytime a unit dies near it. Also and increases their attack, mana and mana regeneration.
- Orc Warlock Master traning: Allows warlocks to cast Dark Stick. Dark Stick decreases enemy units max hp by 2% and slows their movement speed by 20% as well.Also and increases their attack, mana and mana regeneration.
- Fel Chaos Warlock Adept training: Allows Fel warlocks to cast Burn. Burn burns all enemies in the target AOE for 3 hp/sec and decreases their armor by -2. If a unit that is being burned dies, it will explode and the effect of Burn will go to all enemy units near it.
- Fel Chaos Warlock Naster training: Allwos Fel warlocks to cast OnFire. OnFire gives allies units +3 damage, increases hp regeneration, a fireshield that damages enemy units by 7 hp/sec and a fire AOE attack as well.
- Skeletal Unholy strenght: Upgrades the skeletons summoned by Soul Ward, making them stronger. Their life time does not change.
- Ward Longevity: Increases the life time of wards from the warlock.
- Abilities: Spiked Barricades

Chaos Bestiary
- Model: Orc Bestary
- Function: Trains medium units with abilities for fast attacks and support. Also trains the shop unit.
- Units:
- Fel Orc Rider
- Fel Chaos Kodo beast
- Fel Dragon Rider
- Researches:
- Devil's Speed: Allows Fel Riders to gain 2% extra movement speed per each allied Chaos or Undead unit nearby. Has a maximum stack of 25%. Lasts 15 seconds.
- Battle Transe: Allows the Fel Kodo beast to have an aura that increases allied units hp by 2%.
- Ability for Dragon Rider 1: (need idea)
- Abilities: Spiked Barricades

Chaos Dragon Roost:
- Model: Red dragon roost (need birth, train, and death animations)
- Function: Trains the ultimate unit for the Chaos Orcs. Also has upgrade for it.
- Units:
- Red Dragon
- Researches:
- Dragon Ability 1: (need idea)
- Abilities: Spiked Barricades

Spirit Invocator (need cool name too ...):
- Model: Power Generator (lack birth, train and death animations)
- Function: Trains a corrupted spirit wyvern and is a requirement for Dragon Roost. Also has abilities for the unit it trains.
- Units:
- Corrupted Wyvern Spirit
- Researches:
- (need ideas)
- Abilities: Spiked Barricades

Units
Fel Peon
- Description: Can harvest gold and lumber and it can also build structures. Can learn Greave ability and get inside burrows.
- Model: Fel Peon
- Icon: Fel Peon
- Abilities: Greave

Fel Grunt
- Description: Strong melee unit made to counter the Orc grunt but to be weaker in long term. Can learn Chaos Fire and Greave.
- Model: Fel Grunt
- Icon: Fel Grunt
- Abilities:
- Inner Flame
- Greave

Fel Berseker
- Description: Chaos Orc ranged unit. It is strong and has a great attack. Can learn Inner burn and Drive Cart.
- Model: Units\Demon\ChaosOrcRange\ChaosOrcRange.mdl
- Icon: Replaceabletextures\Commandbuttons\BTNDiabloCar.blp
- Abilities:
- Inner Burn
- Ride Cart

Chaos Cart
- Description: A siege unit for Chaos Orcs, just like the catapult.
- Model: Countraption machine
- Icon: Countraption machine
- Abilities: Get in (allows mix Fel Berseker with this unit)

Chaos Combination
- Description: A mix of the Chaos Berseker with the siege unit. This new unit is very good against buildings and air units, but weaker in melee combat.
- Model: Units\Other\DiabloCar\DiabloCar.mdl
- Icon: Countraption machine
- Abilities: Get Out (allows to separate the units again)

Fel Rider
- Description: Counterpart of the Orc rider, fast and deadly, specially good to harras. Can learn Devil's speed.
- Model: Fel Rider
- Icon: Fel Rider
- Abilities:
- Devil's Speed
- Greave

Fel Kodo Beast
- Description: Counterpart of the Orc Kodo Beast. Weak as a ranged unit, but excelent in support. Has devour and can learn Battle Transe.
- Model: Fel Kodo Beast
- Icon: Fel Kodo Beast
- Abilities:
- Battle Transe
- Devour

Fel Dragon Rider
- Description: (need ideas)
- Model: Fel Orc Lancer - The Hive Workshop - A Warcraft III Modding Site
- Icon:
- BTNWeredragonBlack - The Hive Workshop - A Warcraft III Modding Site
- BTNFelOrcEnforcer - The Hive Workshop - A Warcraft III Modding Site
- Abilities:
- Ability 1


Orc Warlock (need better name)
- Description: Ward casting unit made to be a dark counter of the Orc witch doctor. Can first cast "Draining Ward" which drains hp from enemy units near the ward. Can Learn "Soul Ward" and "Dark Stick".
- Model: Orc Warlock
- Icon: Orc Warlock
- Abilities:
- Drain Ward
- Soul Ward
- Dark Stick (need cool name)

Fel Warloc (need better name)k
- Description: Spellcasting unit made to be an alternative to the xaman. Can first cast "Firebolt" which damage and stuns enemy units for a short duration of time. Can learn "Burn" and "OnFire".
- Model: Fel warlock
- Icon: Fel Warlock
- Abilities:
- FireBolt
- Burn
- OnFire

Corrupted Wyvern Spirit
- Description: It is supposed to be as usefull as the undead ghost unit but it should be a born scouter and a master at confusing and escaping from the enemy.
- Model: Spirit Wyvern
- Icon: Spirit Wyvern
- Abilities:
- Invisibility
- True Sight
- Ability 1

Red Dragon
- Description: Might Air unit that has devour and is magic immune. Can also learn Drafon ability 1. (do you think that a flying unit with 3 abilities is too unbalanced? I think it is =S )
- Model: Red dragon level 10
- Icon: Red dragon
- Abilities:
- Devour
- Ability 1

I would like to have suggestions for units abilities and buildings. Also please answer:
- Do you think this race is overpowered ?
- Cool name for Orc Warlock and Fel Warlock (the names are too equal, I need something more original)
- Cool name for Dark Stick ability ... lol
- Ideas and a function for Dragon Rider
- What icon should the Dragon Rider have? You can choose 2 icons, let me know your opinion!
- Special ability for dragon Rider
- Special ability for Red Dragon (supposed to be a counter for Frost Wyrm)
- Special ability for Wyvern corrupted spirit
- Chaos attack is very strong. Do you think that all normal Chaos Units should have Chaos attack, or that only some special units should be allowed to have it ?

I think this is all =D
 

HFR

HFR

Level 22
Joined
Apr 12, 2008
Messages
3,388
Ok.

High Elf Pikeman/Spearman/Cleaver
Model

A melee warrior with long attack range.

Damage: 17 - 22
Armor: 1
Attack Range: 225
HP: 515
Ability: Cleave Attack

Cost: 185 - 30

Elven Swordsman
Model

A replacement for the generical elven Swordsman model.

Damage: 12 - 14
Armor: 2
Attack Range: 50/100
HP: 400
Ability: Defend

Cost: 120


These are the values whitout upgrades. Both uses the melee armor and attack upgrades.

Here is. You can edit the values, of course.
 
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