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Castle War 1.10a

Castle War V1.10a

By EdySan






Gameplay
[tr]
This is a PVP 4vs4, 2vs2, 1vs1, FFA, etc map where each Player Chose his race to play. Each king makes his own kingdom and allies: working in teams with other allied kings and defeat the enemy threat or fight just for your own fame defeating any competitor.
This is a strategy where you chose a king with his race, take a castle, build income, create lots of units, defend and attack, lvlup your hero, chose one culture to the hero, find.
Each race has its Pros and Cons, Hero, Unit Types and Team Cons

Screenshots
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Features
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Lots of units
Team Work
Hero Cultures
Unique Races
Settler Capture and maintain
Building Strong Economy

Credits
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67chrome for Bard_by67chrome.blp
Vengeancekael for Map Description Generator 1.2

Changelog
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Gameplay:
-Added to every Fortress the ,,Taxes'' research, which upgrades the income by 50 with every upgrade
-Kings movement speed set to 200 from 370
-Starting gold increased to 800 from 750
-Removes the duo gate opening system and replaced with 1 gate with 30000 hp from 1000
-The gates cannot be rebuilt, and friendly units can enter and exit from a castle by aproaching to the gate
-Settlers gate hp set from 1000 to 10000 but cannot be repaired
-Melle heroes receive additional 50 hp and 3 armor and ranged 2 armor
-Nerfed the last shrines number of guardians
-Upgraded the discription to the Kings
-Added the Race Advantages to the kinds description
-From now on, only 1 race of the same type can be chosen in every match
-Changed the king selection, and added a delay before chosing a king
-Solved many bugs


Race changes:

-,,Night Elfs'': - Keeper of the Grove: - Thorn Aura return damage set from 2/3/4 to 1/2/3
- Thorn Aura is now global
- Assasin can no longer attack Ambasador and Fortress
- Added Moon Light to the Fortess that reveals the map every night at 18:00 for 6 seconds

-,,Humans'': - Paladin: - Devoration Aura bonus armor set from 2/3/4 to 1/2/3
- Devoration Aura is now global

-,,Demons'': - Fel Guard Commander: - Battle Scream aoe set from 1000 to 2500
- Battle Scream damage bonus set from 10%/17%/24% to 5%/10%/15%
- Invasion Aura set attack speed bonus set from 10% to 15%
- Invasion Aura is now global

-,,Blood Elfs'': - Ranger: - Trueshot Aura bonus ranged damage set from 11%/22%/33% to 5%/10%/15%
- Trueshot Aura is now global

-,,Undeads'': - Skeleton Warrior life set from 115 to 105 and no longer can regenerate
- Undead Aura is now global
- Death Knight: - Unholy Aura is removed and replaced with Raise Skeleton Archers
- Death Pact mana cost set from 50/40/30 to 30

-,,Naga'': - Added 2 new skills to the Temple of Tides: Healing Wave (Global) and Regeneration Aura

-,,Corrupters'': - Chain Lightning : - Cooldown set from 90 to 60
- Damage set from 80 to 100
- Added Corruption Aura (Global) to the Ward of Corruption that descreases enemy primary armor by 65%

-,,Trolls'': - Changed the ability of the Temple of Spirits to be a Global Stun
- Added Voodoo Ritual ability to the Temple of Spirits that gives 105 health and 50 mana global

-,,Mechanics'': - Marine: - Added to the Fortress Nuclear Strike
- Flashbang mana cost set from 150 to 125
- Flashbang aoe set from 1000 to 1250

-,,Orcs'': - Added the passive Bravery to the Fortress that gives a free unit to they and their allies for every 6 trained units of the same type

Future updates
[tr]
Adding Team objectives
Adding 2 additional races
Units will have number limits but can be upgraded

If you find any bug report it here.
Sorry for my bad english.

Enjoy and have fun!!

Keywords:
War, Heroes, Special
Contents

Castle War 1.10a (Map)

Reviews
Orcnet09:45, 20th Aug 2013 Map Approved Castle War (Version 1.0b) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D RateScorePercentLetter...

Moderator

M

Moderator


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Orcnet09:45, 20th Aug 2013

Comment

Review

Map Approved
Castle War (Version 1.0b)


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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"Total game play is cool, using circle of powers as an activator for events and same for capturing cities, although I don't mind the idea of fast moving units and so, I'm expecting more upgrades and research capabilities for units."

Terrain

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"Terrain looks very plain and wide, it would be great if you can do tile variations so you don't need doodad work along the way."

Management

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"Overall map can be useful."

Total Score:


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8/1577%C
 
Theoden, along with your good advice, you might also supply a little help. Making a list of links is easy and helps out a lot. You are welcome to borrow mine anytime. :)

edysan, your map will not be approved without a proper description. Try reading up on some of these. Look mostly at the top 3. I really discourage people from using description generator. It hinders learning and makes crappy descriptions that all look the same and often produce broken tags.
 
Level 3
Joined
Feb 16, 2013
Messages
19
well, gave this game a solo play through tonight, will do my best to get my group together to test a bit more extensively. First off - I'm going to point this out before criticizing, because I want to emphasize this.
Thank you for taking a rather stagnant genre, and revitalizing it with new concepts. Even solo, I legitimately had some fun exploring this game and looking at the new additions you've added that encourage a lot more aggressive play and keep the game from turning into a defend-fest.

The camps, the neutral mobs, the altars, and the need to gain EXP for your hero make map control a vital and important element of any game, and the somewhat smaller map size(Compared to other empire/civ builder games, that is) allows you to actually use your own base rather than being forced to slowly build siege camps.

The different heros also have abilities that help a lot more than most Empire/Civ Builder games, and the income building llimit, while I don't feel properly addresses all the cash issues these games tend to have (See later in this post) is a good step forward in it's conservativeness. The maximum income building limit being low allows for a lot less unnecessary and quite honestly annoying base building that plagues many other games of this type, as well as encourages people to go for the camps you have set up which give bonus money further.

Firstly, to get them out of the way, the only 2 bugs I managed to note were that the yellow text above the demonic shrine's never seems to disappear after being used, so that could be annoying for online play, and the second was that, due to my unit's skill-bar being full already, I was incapable of using a "New demonic skill" that I had obtained at one of the shrines.

As far as gameplay/balance issues? There's a few. The main issue I'm seeing, which harshly impacts the game on several levels, is just the lack of content I noticed.

Picking demon race, I noticed immediately that my entire arsenal was a main building with a mildly useful rush defense ability, a farm-like portal structure for income, a barracks of sorts from which I could build troops, and a hero altar. The troops themselves, while having a few different roles, were 4 in total, all immediately available, and around the same level of money to buy. there was only one type of hero to use, and he was obtainable very early. This is detrimental for 2 reasons.

1. It ends up making the map have no climb to aspire to, and causes you to have to stick to very direct strategies, even with the inclusion of spies and settler-specific free units adding into your unit composition

and more importantly, 2.
It becomes very difficult just to have enough production centres up to spend the money you gain given the relative cheapness of the units, giving the game the opportunity to become footman wars level in terms of spammyness - which, given it's really one of the only tactics to use in this game, is a likely outcome of this game.

I'd ended up picking demons, so most of my forces were about average according to tooltips. If that's the case, then some races are even spammier, which is a bit hard just to think about. This wouldn't be as much of an issue if there were more higher-level units to counter such tactics, or things like siege engines or the like to help punish such, but as it sits now, if two players are roughly even in money and both have a good amount going, an endless battle with no hope for any outcome but a stalemate can certainly occur - though, as noted before, the heroes do definitely mitigate that factor, particularly due to their possessing a proper ultimate ability.

Overall, it's a good game, - scratch that, a fantastic game - but it does have some problems that need some ironing out before it can truly shine, and a good dose of content will allow it to get a great amount of popularity
 
Level 4
Joined
Aug 1, 2013
Messages
54
Overall, it's a good game, - scratch that, a fantastic game - but it does have some problems that need some ironing out before it can truly shine, and a good dose of content will allow it to get a great amount of popularity

I thank you very much for your kind words, i will do my best to make this map better and good advice with the bugs, i can solve them easy
 
Last edited:
Level 3
Joined
Feb 16, 2013
Messages
19
Played again with a friend recently, and ended up finding a few new things to report.
Firstly, and most simply, the "Death pact" ability of the death knight appears to be broken due to being unable to target biological units, so as a result it was not usable on any member of my army.
secondly, I can definitely say now that while you gain a lot of gold, it isn't QUITE enough to constantly spam - but you nonetheless end up building up a sizable army from it. I'd suggest, more than turning down the amount, just turning down the timing on it. give people a little more time to process their income and what to do with it, so that less overall time is spent focused on just making sure you're properly utilizing income.
beyond that, the only other change I'd suggest is just making the heroes a bit more durable - it's far too simple to just make 3 command groups of ranged and one or two shot them at the moment, especially at low levels, and that's a bit of a problem, particularly in that most will have no problem achieving the necessary army to do so.this is especially true for the more melee-focused heroes such as the death knight or the demon king.
 
Level 1
Joined
Feb 14, 2016
Messages
4
Elven soldiers don´t have their defense. This is a small minus but it is necessary for the elven soldiers. If in the next version of this map will not have a shield so I understand. But while it's a minus.
 
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