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Dark Iron TAG (beta)

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Jumbo

Hosted Project GR
Level 19
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Dark Iron Tag
DarkIronProfileWarcraft.jpg




Hello everyone. This is my new map.


INTRODUCTION:
The map has the players face off as Dark Iron Dwarves vs. Ironforge Dwarves in Loch Modan. The map is 8 vs. 4, but can be played with fewer people as well.


FEATURES:
-Tag game: 1 core unit for each player - if it dies, everything else owned by that player dies as well. Team 1 builds bases to kill team 2, while team 2 tracks them down and kills them.

-Different factions: One based on base building, long range, and turtling, the other on a single powerful hero unit and a powerful ritual.
-Tiny scale base-building: build bases around your gold mine, while blocking the entrance in the narrow corridors with 1 tile barricades. Every tile counts!
-Base builder can pass through 1 tile areas, while their enemies need 2 tiles of space.
-Tons of upgrades to decide which kind of base or hero you want to play.
-Break the siege: Enhance the game with Dwarven "Demolisher" artillery to turn your base into a long range battery or prepare a powerful ritual in the name of Ragnaros, summoning a mighty golem of the Blackrock Depths to your aid.
-The best team wins: playing together with your team is advisable for maximum effectiveness.
-Dying for a price: If there are other players alive in your team upon your death, you can revive for a cost in gold.


FACTIONS:
Ironforge Dwarves:
Start out as a dwarven worker. Gather gold from gold mines while running from the Dark Iron Dwarves until enough gold is accumulated for a proper base.

Dark Iron Dwarves: Each player has a single powerful hero unit, who gathers gold from his pillage ability. In the beginning of the game, the Dark Iron Dwarves simply hunt their enemies relentlessly, but later on they will have to choose between more tactical choices. They have 2 slot inventories and can equip 1 weapon (with attachement models) and a potion in the other. The weapons are not just stat modifiers, but bring 1-3 new abilities to the hero on their own - as long you have them equipped.




Note about the size: The map is 6mb because of custom music.

The map is inspired by Orcs & Elves TAG by NecroDragon.



SCREENSHOTS:

And here is a screenshot from the Dark Iron Dwarves trying to summon the magma golem Magmus, servant of Ragnaros:
Dark Iron Tag Screenshot1 Summoning.jpg
Player red running with his jet pack:
On the run with jetpack.jpg

A player base is being attacked in the early game:
Green early tower base.jpg

The Dark Iron Dwarves' main altar for item upgrades:
Dark Iron AltarJPG.jpg
 

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  • Dark Iron TAG v.1.3d(5).w3x
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Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,316
13/12/16: New version 1.2b. Fixed some nasty bugs and changed balance.

-Path blocked all areas that are supposed to be inaccessible (even with build spam teleportation you cannot get there anymore)

-Added detailed descriptions for items. Now they don't just tell you the general stats, but exact numbers and abilities.

-Added map loading description: Now new players will know the basics even without reading the questlog guides (Who reads quest logs anyway?).

-Nerfed riflemen (lowered attack speed, lowered base damage by 5)

-Increased Dwarven Worker attack (for easier base demolishing when escaping).

-Increased pillage value for Dark Iron Dwarves.

-Increased Jet pack boost cooldown to 80 seconds.

-Added a new burst healing spell and upgrade for the Altar of Storms.

-Dark Iron upgrade prices generally reduced.

-Fixed bugged spells: Scouting the area, Sentinel trap

-Fixed the multiboard sometimes showing a resurrected player as dead.

-Shrine of Summoning no longer degenerates hitpoints.

-Blood Sacrifice health transfer amount increased

-Life regeneration of Altar of Storms increased drastically.

-Fixed Architecture upgrade.

-And more...
 
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Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,316
New Version is up! 1.3d(2)

A big and a small content update: BLACKROCK ORC RAIDERS & Weather system

Once in a while, blackrock orc raiders will return home from fighting in the Wetlands and beyond. Problem is, they have to travel through Loch Modan, which is the fighting zone of the dwarven clans!
-Ironforge Dwarves must try to prevent the orcs from reaching their destination
-Dark Iron Dwarves have to escort the orcs and keep them alive - all if possible.
-Depending on how many orcs survive, the Dark Iron Dwarves will receive corresponding reinforcements in the shape of fresh orc warriors or slaves.
-Orc slaves, which can only be obtained through a perfect escort, can build base towers and even mine gold. This means that the Dark Iron Dwarves can even get a small amount of base building now.


-Rain will fall in the eastern part of the map - once in a while.

-Reduced Ironforge Life upgrade cost to 100 & 210 respectively.

-Slightly changed terrain to make it fit for the new escort feature.

-Item Cooldown Ability added: now it is no longer possible to reequip an item to reset it's abilities' cooldowns.
 
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Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,316
v. 1.3d(4)

Changelog:

-gold gain increased for Dwarven Worker increased, but now it ticks more often for 5 gold, making it more intuitive.

-increased initial wait before raiding parties start appearing.

-Added Mining Bot for Master Engineers.



v. 1.3d(5)
-Increased gold ticks to 8 gold for Ironforge Dwarves.

-Increased initial wait time for raider event.

-Increased time between raider events.
 
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