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Deadlock [NE] 2.4

Submitted by Daffa the Mage
This bundle is marked as approved. It works and satisfies the submission rules.
-Night Empire-
Formerly one of the sons of the most feared empire ever existed, yet he defected.
Thus he raised his own empire, the one that dominates the night and beyond.


Night Empire is an altered melee map where you can play as the deceptive, cunning and agile Night Empire, a sub-faction of NullMagic that betrays them in Resistance Against the Cake Crusade RP.


  • A whole new arsenal of the human army called Night Empire.
    Play with deception, ambushes and manipulates the night to your utmost. Show everyone who's in command of the battlefield.


    PROS
    + Can attack and deal some damage before everyone else can react (Earliest rush)
    + Powerful Heroes
    + Very Beneficial Upgrades
    + Has very powerful late game units
    + Late game dominance
    + Easy Food Supplying
    + Easy Expansion
    + Steal enemy building for your own purposes :p


    CONS
    - Complicated Tech methodology (losing a building costs more than just resources and production, but also tech advance)
    - Extensive Lumber usage
    - Weak early units
    - Long teching time
    - Only heals at night for most units and heroes
    - Did I mention they don't have defensive Towers? :cry:



  • [January 7th, 2019 [2.4]]
    Added AI for Night Empire (Human 90% Handicap, Support EASY NORMAL HARD)

    Changed University to use small size instead
    Changed Bank gold mechanic

    Increased Loyalist armor from 1 to 2
    Increased Loyalist HP from 400 to 450
    Increased Scholar HP from 230 to 285
    Increased Bowman HP from 300 to 375
    Increased Grand Slam damage from 100/150/200 to 125/175/225
    Increased Grand Slam movement speed reduction from 25/38/56% to 25/45/65%
    Increased Grand Slam attack speed reduction from 30% to 40%
    Increased Sky Guardian gold cost from 400 to 500
    Increased Infiltrator HP from 50 to 100

    Decreased Loyalist food cost from 3 to 2
    Decreased Scholar food cost from 3 to 2
    Decreased Infiltrator food cost from 2 to 1

    Fixed Wraith Tank requirements

    [July 3rd, 2018 [2.2 + 2.3]]
    [2.2]
    Fixes Blink cost for third level (1.29 factor)
    [2.3]
    By FlameofChange (alias Ghostofpast)
    ¤ Fixed Selection circle, size, and color of all units and buildings.
    ¤ Changed the icon of Scholars, Sky guardians, wizards and Noctis Knights.
    ¤ Changed the model of the University. It has now a proper build animation.
    ¤ Fixed a leak in the Init.
    ¤ Compressed some triggers, destroying ~100 lines of code. They do the same but it's cleaner.
    ¤ Compressed some textures and icons, saving ~40-50 kb

    Note: I created manually the icons of the Bandit Knight and the fire mage model.

    [February 20th, 2018 [2.1]]
    Aesthetic changes
    Tooltip fixes
    Changed hotkey of most buildings

    Noctis Artificium no longer requires Altar of the Night

    Added effect for Breeze Aura healing

    Removed Magus Agreement research

    Increased Quick Deploy (Manor) from 20 seconds to 30 seconds
    Increased Quick Deploy (Tower) from 10 seconds to 30 seconds
    Increased Ambusher strength from 5 to 6
    Increased Moon Blade damage from 100/150/200 to 250/400/550
    Increased War Aura damage bonus from 5/10/15% to 8/16/24%
    Increased Null Wave duration from 5(2) to 10(4)

    Decreased Ambusher agility from 25 to 24
    Decreased Moon Blade mana cost from 125 to 120

    [January 28th, 2018 [2.0]]
    NEW Night Empire UI

    Changed Noctis Knight requirement from tier 2 to tier 3

    Increased Tower Speed speed bonuses from 20% to 25%
    Increased Tower Speed effect range from 800 to 1200
    Increased Night Arrows damage from 10/20 to 15/30
    Increased Night Arrows mana cost from 0 to 5
    Increased Bowmen's mana start, mana maximum and mana regen from 0/0/0.0 to 75/150/1.0 respectively

    Reduced Rejuvenating Light healing from 300/450/600 to 200/400/600
    Reduced Emperor's Call damage bonus from 5/8/11 to 4/6/8
    Reduced Breeze Aura healing from 10% to 5%

    [December 1st, 2017 [1.9]]
    Increased Sabotage's damage from 750 to 800
    Increased Spirit Power's mana cost from 125 to 150
    Increased Tower Speed's area of effect from 500 to 800

    Reduced Moon Blade damage from 250/400/550 to 100/150/200
    Reduced Moon Blade cooldown from 30 to 20
    Reduced Water Gush damage from 15/30/45 to 10/15/20
    Reduced Cold Rain damage from 200/330/560 to 150/250/350
    Reduced Emperor's Call damage bonus from 10/15/20 to 5/8/11
    Reduced War Aura's percentage bonus from 7/14/21 to 5/10/15
    Reduced Night Walk's backstab damage from 50/100/150 to 40/80/120
    Reduced Snare's duration from 15 to 10
    Reduced Night Arrow's damage bonus from 12/25 to 10/20
    Reduced Thunderstrike's damage from 20 to 15

    Changed Water Gush mana cost from 75/125/175 to 125

    [SKIPPED [1.8]]
    Added Fortification Support and Willpower Support
    Added Quick Deploy for Bank

    Changed All heroes health regeneration from Always to Night Only
    Changed Wraith Tank tooltip slightly
    Changed Assassin, Magic Allies icons
    Changed Noctis Knight model

    Fixed Manor tooltip
    Fixed Tier System
    Fixed Deflecting Shield tooltip
    Fixed Cold Rain tooltip
    Fixed Breezing Aura Buff icon

    Increased Scholar's HP from 130/180 to 230/280
    Increased Elite Guard's HP from 1100 to 1250
    Increased Airship's HP from 700 to 900
    Increased Swordsman's armor upgrade bonus from 1 to 2
    Increased Wizard's HP from 200 to 300
    Increased Magician's HP Regen from 0.25 to 0.5
    Increased Sky Guardian's base damage from 50 to 70
    Increased Armored Airship Research HP Bonus from 0 to 100
    Increased Support Houses food provided from 0 to 8

    Reduced Power Potion's damage bonus from 30 to 20
    Reduced Worker's food from 2 to 1
    Reduced Grand Slam's mana cost from 110 to 100
    Reduced Emperor's Call's HP Regen from 2/3/4/ to 1/2/3
    Reduced Rejuvenating Light's mana cost from 100/125/150 to 100/100/100
    Reduced Ambusher's Blink's cooldown from 5/4/3 to 3/2/1
    Reduced Moon Blade's damage from 300/500/700 to 250/400/550
    Reduced Wizard's food cost from 4 to 3

    Known Bug : The tier system is partially abusable

    [October 14th, 2017 [1.7 (Messed Log due to Miss Check)]]
    [Log Part 2]
    FIXES :
    Version number in front screen
    Feedback now has Night Blade name
    Special Combat Training now has Defense Training name
    Invisible Move skill bug
    BALANCE :
    Increased Wraith Tank health from 600 to 700
    Increased Force upgrade heath bonus from 10% to 25%
    Increased Bank build time from 60 to 90
    Increased Foundry build time from 60 to 90
    Increased University build time from 70 to 75
    Increased Elite Guard build time from 45 to 60
    Increased Sky Guardian build time from 70 to 75
    Increased Night Arrows damage from 10/16 to 12/25
    Increased all units Food cost by 1 (except Wagon)
    Increased Ambusher's Night Walk damage from 50/75/100 to 50/100/150
    Increased Scholar (Magus Agreement) health by 50
    Reduces Ambusher base damage from 10 to 8
    Reduces Manor build time from 180 to 45
    Reduces Farm build time from 35 to 30
    Reduces Lumber Post build time from 60 to 20
    Reduces Scout Post build (Worker)/deploy (Wagon) time from 20/20 to 15/5
    Wagon now used to build Manor and no longer requires Mobile Deployment
    Wraith Tank now only requires Weapon Base and no longer auto regenerates (and upgrade no longer provide such bonus)
    Manor now requires Mobile Deployment
    Peasant no longer can build Manor
    Scout Post no longer has deployment requirement (only build requirement)
    House has a new mode : Morale Support (req. Command)

    [Log Part 1]
    AESTHETIC :
    Changed Ambusher, Swordsmen and Elite Swordsmen voices
    Changed Noctis Knight model and icon
    Changed Cold Rain to deal massive damage in 1 wave instead of similar to Blizzard
    Changed Night Arrows upgrade to Improved Night Arrows
    FIXES :
    Fixed Assassin's tooltips
    Fixed Rejuvenating Light level requirement
    BALANCE :
    Increased Cold Rain mana cost from 80 to 100
    Increased Cold Rain cooldown from 15 to 45
    Increased Wraith Tank gold cost from 215 to 275
    Decreased Water Gush damage from 15/35/60 to 15/30/45
    Decreased Battle Spirit mana cost from 35 to 25
    Decreased Bind mana cost from 80 to 75
    Decreased Emperor's Call armor bonus from 2/3/4 to 1/2/3
    Decreased Emperor's Call damage bonus from 15/23/30 to 10/15/20
    Decreased Grand Storm damage from 50 to 40
    Decreased Specialized Gold Harvesting bonus gold from 10 to 5
    Decreased Reinforcement unit summoned from 5 to 3
    Decreased Wraith Tank stationary building attack range from 1900/2000 to 1400/1500
    Removed Spell Immunity from Elite Swordsman

    [August 2nd, 2017[1.6]]
    Changed Magus Agreement mechanism slightly (unseen difference)
    Changed Loyalist model to BETA Footman (by Blizzard Entertainment)
    Changed Assassin powers : attacks now cause them to appear for a brief moment, health increase by 200
    Changed Quick Deploy Swordsman powers : no longer Spell Immune, lasts for 10 (Tower)/20 (Manor) seconds
    Changed General's Divine Shield with Rejuvenating Light
    Added Night Shield for Loyalist
    Added Deflecting Shield for Elite Swordsman (Reinforcement)
    Increased Null Wave's cooldown by 30
    Increased Emperor's Call's mana cost by 25, Area of Effect by 50, life regeneration by 1, and cooldown by 30
    Increased Grand Storm's Area of Effect by 50
    Reduced Loyalist health by 50
    Reduced Wraith Tank's damage side per die by 3, health by 150, secondary weapon (deployed) damage by 15 and armor by 2/4 (normal/deployed)
    Reduced Scholar's Battle Spirit armor bonus by 1 and mana cost by 15
    Reduced Moon Blade's cast range by 28
    Fixed Battle Spirit Buff

    [July 1st, 2017 [1.5]]
    Changed Tier 2 unlock set requirement
    Changed Snare requirement
    Changed Worker hotkey to Q
    Changed Backpack hotkey to R
    Changed Assassin requirement to Night Pillar from None
    Changed General's Night Blade to War General
    Changed Wraith Tank's requirement and Stationary Mode model and icon
    Changed Tower Speed ability position
    Increased Bind duration from 20 (5) to 60 (10)
    Increased sight range of all buildings (except Scout Post) during night
    Increased Command's lumber price from 50 to 100
    Increased Wraith Tank's food cost from 4 to 5
    Increased Ambusher's damage base from 0 to 10
    Reduced Improved Wood Cutting lumber increase from 10 to 5
    Reduced Specialized Gold Harvesting gold increase from 15 to 10
    Reduced Noctis Knight's Invisible Move's requirement from Dark Armor to Night Armor (1 tier down)
    Reduced Fade Duration of Ambusher's Shadowmeld from 1.5 to 0.5
    Reduced Ambusher's starting agility from 32 to 25
    Some icon and model changes
    Tooltip fixes

    [April 8th, 2017 [1.4.1]]
    Changed several tooltips
    Changed some units' sounds
    Changed Scout Post armor type to Fortified
    Changed effect of Repair On-Board of Sky Guardians
    Changed some unit's models
    Changed Magician's proper names
    Added one more Thunderstrike to Sky Guardians
    Added 3 armor to Scout Posts
    Added 3 additional armor to Elite Swordsmen
    Added Special Combat Training upgrade for Swordsmen
    Added Spell Immunity to Sky Guardians
    Added 1 extra food cost for Sky Guardians
    Reduced movement speed of Magician by 50
    Removed True Sight from Sky Guardians
    Removed Defend from Elite Guards
    Fixed a bug with Repair On-Board for Sky Guardians

    [Feb 28th, 2017 [1.4]]
    Added Stationery Mode for Wraith Tanks (requires Force)
    Added Wizards into list of units affected by Magic Shield
    Increased Noctis Knights' Base Damage by 2
    Increased Elite Guards' Sides per Die by 2
    Increased Magician's Strength by 3
    Increased General's Night Blade's Bonus Damage by 20
    Increased General's Grand Slam Damage by decent amount
    Increased Sky Guardian's Sides per Die by 3
    Increased Sky Guardian's Thunderstrikes by 1
    Increased Wraith Tanks' food cost and level by 1
    Reduced [Mobile] Wraith Tanks' Sides per Die by 1
    Reduced Noctis Knights' Sides per Die by 1
    Reduced Wizards' HP by 100
    Reduced Loyalists and Swordsmen's Deflecting Shield deflect chance by 15%
    Reduced Scout Posts' Quick Deploy amount by 2 and duration by 45 seconds
    Reduced Ambusher's Agility by 3
    Reduced Sky Guardian's Food Cost by 3
    Reduced Wraith Tanks' Turbo Engine gold cost by 50 and lumber cost by 75
    Changed Wizard spellset
    Changed some units models and icons
    Changed Infiltrator training building to Night Pillar
    Changed Snare requirement
    Changed Night Empire's Orb
    Changed Bowmen's research ability
    Changed Lumber Base into Weapon Base with new uses
    Changed Moon Blade's effects
    Fixed Infiltrator's Capture ability
    Fixed Noctis Artificium Tier 3 Items Setting
    Removed House requirement from Military Command
    Others unmentioned upgrades

    [Feb 13th, 2017 [1.3]]
    Rename Dispel Magic into Nullify Magic
    Added Repair On-Board to Phantom Cannons and Wagons
    Added Quick Deploy to Scout Post
    Added Lesser Clarity Potion to Noctis Artificium
    Added Night Pillar as Tier 2 requirement
    Added Backpack requirement which is Noctis Artificium
    Added Wood Cutting upgrade to Workers
    Increase Noctis Knight transport size by 1
    Increase Thunderstorm damage by 5
    Increase Invisible Move backstab damage by 15
    Increase Nullify Magic dispel damage by 275
    Increase Wizard food cost by 1
    Decreased Power Potion damage bonus by 20
    Decrease Sky Guardian movement speed by 30
    Decrease Invisible Move (Elite) cooldown by 10 seconds
    Decrease Water Gush mana cost by 5
    Decrease Vitality Training health bonus by 50
    Changed Elite Guard requirement into Command only
    Changed Command requirement into Tier 3 Set
    Changed tooltip of modified stats
    Changed some icons and models
    Changed Blade of the Moon, Strength of the Night and Night Armor upgrades' requirements into None/Tier 2 Set/Tier 3 Set
    Changed some models and effects
    Changed Web ability of Loyalists
    Changed Heal ability of Scholars
    Changed Inner Fire ability of Wizards
    Changed Wizards' movement type and regeneration time of day
    Changed Scout Post requirements
    Fixed Scout Post tooltip
    Fixed Wagon's hotkey
    Fixed Emperor's Call buff model

    [Jan 29th, 2017 [1.2.1]]
    Rename Night Knight into Noctis Knight
    Rename Warehouse into Bank
    Changed Wraith Tank icon
    Changed map description
    Corrected Wraith Tank description
    Corrected General model scale
    Corrected some requirements affected by name changes
    Fixed a major bug that caused Tier 2 and Tier 3 to unlock before all requirement met properly
    Added New Music for Night Empire

    [January 25th, 2017 [1.2]]
    Minor Hotkey, Icon Placement and Icon changes
    Some name changes
    Some aesthetic changes
    Strength of the Night now affects Sky Guardians and Wizards.
    Increase gold price of Elite Guard by 40
    Increase lumber price of Magic Shield by 100
    Increase research time of Magic Shield by 30 seconds
    Increase research time of Magus Empowerment by 60 seconds
    Increase health of Night Vault and Slayer Agent by 25
    Increase research time of Force by 15 seconds
    Increase health regeneration of Phantom Cannon by 0.5
    Increase gold price of Orb of Soulless by 175
    Increase damage of Sky Guardian by 1
    Increase movement speed of Phantom Cannon by 25
    Increase dispel damage of Dispel Magic by 25
    Increase effect radius of Dispel Magic by 50
    Increase cooldown of Dispel Magic by 5 seconds
    Decrease Sky Guardian health by 100
    Decrease Repair On-Board health bonus by 150
    Decrease Sky Guardian armor by 4
    Decrease Scholar's health by 50
    Decrease Slayer Agent's attack cooldown by 0.5 seconds
    Decrease Magic Shield health bonus by 50%
    Decrease Magic Shield lumber cost by 300
    Decrease Magic Shield gold cost by 250
    Decrease tier requirement of Hall of Shadows by 1 tier
    Decrease Ambusher's Strength by 5
    Decrease Night Blade's bonus damage by 11
    Decrease Emperor's Call bonus damage from 20/30/40 to 15/23/30
    Decrease Emperor's Call bonus armor from 2/4/6 to 2/3/4
    Decrease Emperor's Presence armor bonus from 2/4/6 to 2/3.5/5
    Decrease Sky Guardian's movement speed by 30
    Decrease Slayer Agent's movement speed by 72 and damage by 25
    Decrease Thunderstorm damage by 25
    Added Feedback for Night Knights
    Added Armored Airship upgrade for Sky Guardians
    Added Mobile Deployment upgrade, now required to create Wagons
    Added Magic Sense for Wizards, which requires the new Anomaly Detection upgrade
    Added Surveillance Tower into Worker's building arsenal
    Added Turbo Engine upgrade for Phantom Cannons
    Remove gold and lumber cost from Wagon
    (Note, names in the list are Version 1.1 name of the unit)

    [January 13th, 2017 [1.1]]
    Aesthetic modifications for the entire Night Empire
    Increase Emperor's Null Wave cooldown from 90 to 120 seconds
    Increase Emperor's Emperor's Call mana cost by 25
    Increase Ambusher's Night Walk duration by 10 and cooldown by 15
    Reduces General's Grand Slam damage for level 3 by 0.75
    Reduces Ambusher's starting Intelligence by 5
    Increase Ambusher's starting Agility by 5
    Increase Magician's Water Gush damage for level 1 by 5
    Increase Deflective Shield research time by 10, lumber cost by 50
    Deflective Shield now gives additional armor and health to affected units
    Reduces Vitality Training health bonus by 25
    Force upgrade now increases Phantom Cannon range by 100
    Reduces Worker, Lancer and Elite Guard max health by 25
    Reduces Sky Guardian's Thunderstrikes damage by 10
    Added Magic Allies upgrade
    Magus Empowerment and Magic Shield now requires Magic Allies
    Sky Guardians now deal Magic damage instead of Siege damage
    Vitality Training now requires Dark Armor
    Reduced Emperor's Emperor's Call damage from 30/45/60 to 20/30/40
    Increase Dispel Magic mana cost by 5
    Increase Vitality Training research time by 60 seconds

    [December 31st, 2016 [1.0]]
    First Upload
  • REPORT ME IF YOUR RESOURCES IS MISSING FROM THE LIST!
    Terrain by Blizzard Entertainment
    Coherence Improvements by GhostOfPast

    Reviews :
    Version 1.1 by Supernickman 32
    Version 1.2 by Supernickman 32
    Version 1.2.1 by Rufus
    Version 1.2.1 by Alxen345
    Version 1.3 by deepstrasz
    Version 1.4 by deepstrasz
    Version 1.9 by Unregret
    Version 2.0 by Scias
    Version 2.0 by twojstaryjakcie

    Systems :
    Customized Victory/Defeat Condition by Retera

    Models :
    Bank by Mike
    BEDragonHawkLancer by Wandering Soul
    FootArcher by Wandering Soul
    Human Airship by Shiv
    Assasin by soulreaver6
    Sapper Academy by The_Silent
    Fire Mage by Kitabatake
    Swordsman by Elenai & General Frank
    Barrack by Mike
    Town Hall by Mike
    Tower by Mike
    House by Mike
    Human Captain General by Direfury
    Wc1Mage by Mc !
    HeroGlow by assasin_lord
    BETA Footman by Blizzard Entertainment
    HD Peasant by KAIL333XZ
    Bandit Knight by Direfury
    Arcane Observatory by Ujimasa Hojo

    Icons :
    BTNBank by Eagle XI
    BTNWardenCriticalStrike by -Berz-
    BTNWardenEvasion by BETABABY
    BTNWardenDoppelWalk by hieu2525
    BTNFootman2 by RedCrusader
    BTNRoyalCaptain by HappyTauren
    BTNNWNSword by Apheraz Lucent
    BTNBanditKnight by GhostOfPast
    BTNFireMage by GhostOfPast

    Music :
    Sad Angel by Kupers

    Others :
    Recommended Name Changes by Leo Akastenix
    UI by Renna!ssance team
  • Links to Epicwar!
    2.1
    1.4
    1.3
    1.2
  • I was hoping that I could try sticking to the original package of the Night Empire, but since they're too similar with Humans in Warcraft 3 in many ways, I have to make changes here and there. In addition, their lack of useful technologies and unique heroes in the story has led me to lend them some of other RP factions' technologies (most notably Sky Guardians). And to worsen things up, I don't have the complete original unit list of this subfaction.

    Also, from 1.4 on, if anyone shares a screenshot of this race in game, I will give credits and add them to the description.





[​IMG]
Contents

Deadlock [NE] 2.4 (Map)

Reviews
Supernickman 32
Off the reviews Episode 10 (*GREAT REVIEW EXCHANGE): Deadlock [NE] Read This My opinions are subjective, they can't be same as yours. Let's begin. Off the reviews Episode 10: Deadlock [NE] What is Deadlock [Night Empire]? This is altered melee map...
Rufus
I find it weird that you must build a ranch before the barracks though, but it is not a very beig deal. Pretty sloppy, I must say. Thebuildings was basically just human buildings tinted darker. The emperor had an ability that buffed nearby allies, and...
deepstrasz
Quick Deploy's icon is the same as Elite Guard's and as Command's. Snare should be placed under the Loyalist. Why do the Bank and Lumber Mill have the same upgrades with the exception of the Lumber Harvesting upgrade that is only present in the mill?...
deepstrasz
Why aren't the Night Arrows under the Bowman? There's a blank spot between that upgrade and the unit. What about adding hero glow to heroes? One example: How to add Hero Glow without Modeling Weird that the first two spells on that hero have [Q], [W]...
deepstrasz
Some changes made. Set to Approved. It all depends on the creator to further polish the work or not.
Scias
I've played only 2 games so far vs Computer Normals so I have no idea how to play this race yet, but here's some of my first thoughts: -On the first game, I went with the Ambusher Hero, didn't like seeing her using same Warden model as the night...
twojstaryjakcie
I really like the originality of the mechanics implemented in your army. It reminds me of Dawn of War with all its powerful late game upgrades and units. That said, there's quite a few issues with the map that could be addressed. The first thing I...
  1. deepstrasz

    deepstrasz

    Map Reviewer

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    Those blackish human structures just look like laziness to me. There are so many models on this site... At least you could have edited the original skins...
     
  2. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    To be honest yeah, I was lazy with the buildings (and even unit) models. After a search as per your comment, I found that many model for buildings doesn't suit how I emphasize the buildings of the empire, so many have yet to change.
    Though, thanks to it, I found many decent unit models for replacement of the current ones.
     
  3. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    Version 1.1
    Aesthetic modifications for the entire Night Empire
    Increase Emperor's Null Wave cooldown from 90 to 120 seconds
    Increase Emperor's Emperor's Call mana cost by 25
    Increase Ambusher's Night Walk duration by 10 and cooldown by 15
    Reduces General's Grand Slam damage for level 3 by 0.75
    Reduces Ambusher's starting Intelligence by 5
    Increase Ambusher's starting Agility by 5
    Increase Magician's Water Gush damage for level 1 by 5
    Increase Deflective Shield research time by 10, lumber cost by 50
    Deflective Shield now gives additional armor and health to affected units
    Reduces Vitality Training health bonus by 25
    Force upgrade now increases Phantom Cannon range by 100
    Reduces Worker, Lancer and Elite Guard max health by 25
    Reduces Sky Guardian's Thunderstrikes damage by 10
    Added Magic Allies upgrade
    Magus Empowerment and Magic Shield now requires Magic Allies
    Sky Guardians now deal Magic damage instead of Siege damage
    Vitality Training now requires Dark Armor
    Reduced Emperor's Emperor's Call damage from 30/45/60 to 20/30/40
    Increase Dispel Magic mana cost by 5
    Increase Vitality Training research time by 60 seconds


    The new models for the units and building aren't uploaded yet.

    EDIT :

    I meant new version screenshots.
     
    Last edited: Jan 13, 2017
  4. Directive255

    Directive255

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    Cool, gotta try this out
     
  5. Supernickman 32

    Supernickman 32

    Joined:
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    Off the reviews Episode 10 (*GREAT REVIEW EXCHANGE): Deadlock [NE]

    Read This
    My opinions are subjective, they can't be same as yours. Let's begin.


    Off the reviews Episode 10: Deadlock [NE]
    What is Deadlock [Night Empire]?
    This is altered melee map that adds Night empire that technically is a race but author calls it only a army that is part of human race.


    1. Gameplay and Summary

    I spent a lot hours playing map and it was interesting. At first play time i was
    lost, after sometime i realized how to play. Night empire is powerful, i can rush through creeps and enemies with hero and few summoned soldiers. But don't think it will remain like that all the time, about half times that i played map i was close to defeat, because my units were just dying and enemy just kept rushing.
    I spawned many slayers, since they attack damage is big and no one can spot them, but they are
    weak, only 25 hp. Night elves had Warden, so one used ability and all my mighty army died.
    When i first played map found out about tactic that i call 'slayer attack'.
    Create little army of slayers and send them to base of enemy, but as i mentioned earlier that won't work easy against elves and humans. I would suggest to add few buildings such as defensive towers.


    2. Aesthetics
    I won't write much here, because it's standard edited tft melee map.
    When i read the name i thought, in this map you will be able to play as race that is more similar to night elves or undead, but then i read description and played map.


    3. Bugs
    I found only one thing that i can call bug. Night empire buildings (most) of them are edit of standard human buildings just changed color of model, so before i place building i see that it looks as standard model, but then it colors in black.
    Bug

    Before Building
    [​IMG]

    After Building
    [​IMG]
    Rate.
    _________________________________________________________________
    - Gameplay 29/40
    - Terrain 10/10
    - Enjoyably 20/20
    - Bonus points 3 (points for creating new race and models)
    - Total points 62 = 9
    ---------------------------------------------------------------------------------------
    Awesome 70/70 = 10 (with bonus points 81/81)
    Good ,but could be better 50/70 = 9
    Not bad 40.9/70 = 8
    Nicely 35/70 = 7
    Too hard to you? 28.5/70 = 6
    You tried ,but only half 20/70 = 5
    Nice ,but with this you'll never be good mapmaker 15.5 =4
    Try harder 10/70 = 3
    Thanks, you failed 5/70 = 2
    This sucks 0/70 = 1
    Converting to Hive rate system: 4.3/5 :thumbs_up:
    +Rep
    for you
     
    Last edited: Mar 29, 2019
  6. Daffa the Mage

    Daffa the Mage

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    Thank you for the review, allow me to reply to it :
    1. Gameplay and Summary
    I intend Slayer as your little harass weapon to prevent enemy expanding, though from what you describe there it seemed I went overboard with them. Need to nerf their damage and reconsider their cost as well as their abilities.
    To be fair, all races should be able to counter Slayers. Though they can counter them at different stages. Though so far I found Orc and Undead are having a bad time since they lack proper truesight when played by AI. Humans are having easier time by using their towers, gyro and etc.
    In regards to defensive building. I was considering it but it would gave away a major weakness. I hope you did notice they have this "Magic Shield" research which turn the battle upside down when it goes to sieges, which is meant to replace the towers. Though I did nerf them in the next yet-to-be-released version.
    2. Aesthetics
    Yeah, it's the usual Deadlock map by Blizz. The name actually taken from my RP faction when it was Hive 1. If you by any chance ever read Resistance Against Cake Crusade (RACC) RP, you might notice this faction (as well as the reference of Sky Guardians).
    3. Bug
    I can't do much in this regard. Though the only viable solution is to re-model them with proper colors via magos, I lack experience in the field.
     
  7. Chaosy

    Chaosy

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    Grey scale would probably be better. But that's a pain.
     
  8. Daffa the Mage

    Daffa the Mage

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    Well, it's RGB play actually. Unless you meant transparency
     
  9. Chaosy

    Chaosy

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    You'd have export and convert to gray scale. It cannot be done by changing rgb settings :p

    As I said, super bothersome.
     
  10. Daffa the Mage

    Daffa the Mage

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    Ouch, that's hurt to know :p
    Anyway, rolling the update in...
     
  11. Supernickman 32

    Supernickman 32

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    Addition to my review
    Note that's not full review just addition after i played new version. Rate also was changed.

    Surprises

    When i played new version i was surprised by, first town hall is called "Manor" second you can build scout tower by worker. Also slayer name was changed to assassin and their health and attack was remade, i'm happy because now slayers aren't so deadly as they was before, but in same time i'm sad since they not so powerful as they was before. Second new upgrades such as "Mobile Deployment upgrade". This time i played lesser than before and again i was close to defeat, when game was close to end i build 2 Manors in main base to protect it (And yes i played with AI).

    Screenshots from my playthrough

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
    Rate.
    _________________________________________________________________
    - Gameplay 33/40
    - Terrain 10/10
    - Enjoyably 20/20
    - Bonus points 9 (points for creating new race and models, and update)
    - Total points 72 = 9
    _________________________________________________________________
    Awesome 70/70 = 10 (with bonus points 81/81)
    Good ,but could be better 50/70 = 9
    Not bad 40.9/70 = 8
    Nicely 35/70 = 7
    Too hard to you? 28.5/70 = 6
    You tried ,but only half 20/70 = 5
    Nice ,but with this you never be good mapmaker 15.5 =4
    Try harder 10/70 = 3
    Thanks seat down two 5/70 = 2
    This sucks 0/70 = 1
    Converting to Hive rate system: 4.6/5 :thumbs_up:
     
    Last edited: Jan 27, 2017
  12. Daffa the Mage

    Daffa the Mage

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    @Supernickman 32
    Thanks for the addition.

    Manor reinforcement actually act as substitute for base defense (since you don't have defense towers). Though I consider adding these to certain buildings as well (with less duration and amount, ofc) to make things more interesting for them.
    Also, in my runs, I rarely mass slayers due to their low health (even with the last update, a mortar/meat wagon/demolisher/ballista's splash will send them to their doom). I would rather recommend massing Knights with some Loyalists/Lancers to back them up in front (and one or two Elite Guard) followed with spellcaster and ranged troops behind them.
    Main reason Slayer is there is to serve as your little harass to delay enemy expansion (this is critical especially FFA battles), not meant to be massed :p though I like the idea :D (and maybe one day I made them a direct combat troop... nah :p let's keep that for another race specialized in shadow technology )
    Also, you should not rely on 1 hero alone in NE. I tried to make them go well with each other ; General for crippling foes (slow, reinforcement), Emperor for offensive support (disable, call, buff <get the buff and aura along with Scholar and see what happens :p>), Ambusher for key targets (sabotage <watch those critical structure torn apart quickly>, fatal strike <which is like instant death to heroes>), and Magician for crowd control (all his spells are meant to help kill en masse, except the aura which is to prolong his survival).

    As always, I appreciate the review :)
     
  13. Supernickman 32

    Supernickman 32

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    About slayers. I don't i use them in mass attacks, since they still are too deadly i basically use them at base protect and final attacks on enemy expands and bases.
     
  14. Daffa the Mage

    Daffa the Mage

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    I see. Well, using one hero only is not a great idea with this race :)

    ---

    Anyway, going to insert a small update soon. Just aesthetic changes and a unique music theme for the race (ain't fair if others got but they don't).

    EDIT :

    UPDATED!
    This is a minor update. The only biggie are a major bug fix and the music.
     
    Last edited: Jan 29, 2017
  15. Supernickman 32

    Supernickman 32

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    You know music are atmospheric and so are GREAT!

    Edit: Also i think you need change hotkeys, since most of them don't make sense such as Manor[Q] or Military Command[W].
     
    Last edited: Jan 29, 2017
  16. Daffa the Mage

    Daffa the Mage

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    @Supernickman 32
    I made the hotkey following the keyboard ;
    QWER
    ASDF
    ZXCV

    That's why some didn't make sense.
     
    Last edited: Jan 30, 2017
  17. Rufus

    Rufus

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    I find it weird that you must build a ranch before the barracks though, but it is not a very beig deal.
    Pretty sloppy, I must say. Thebuildings was basically just human buildings tinted darker. The emperor had an ability that buffed nearby allies, and the buff is placed weirdly udner them, rather than embracing them. The loyalist had the "web" ability. It could have been nice with something fitting the unit more. HolyShield has a big letter in the middle of his name.
    Music is cool, but not realy useful for melee though.
    I liked the idea of the infiltrator! I also liked the tiers. They do not just dep

    I think there are a great deal of issues with the race already. Status set to awaiting update.
     
  18. Daffa the Mage

    Daffa the Mage

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    Thanks for the review. It seems there's a cut in the dep, so I can't get the last sentence message quite well. Would be helpful to clarify it for me.

    The ranch requirement will be removed in the next version.

    In what ways they're sloppy? The requirement system? The teching method? The units distribution? Unique traits?

    I'll take care of the Web ability.

    The names are actually directly taken from the RP for most heroes, hence the middle uppercase. But if it's a bother, I can rewrite them.

    Actually, Infiltrator is meant to be a way to stole tech from enemies, in similar way of Undead Banshee with Possession.

    The tier is a concept I took from Red Alert where building 1 is needed to build Building 2 and so on.

    I took note of the building models and will find suitable replacement for them.
     
  19. Rufus

    Rufus

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    ...depend on the main buildings upgrade.
    Shit. There was something more here I think, but I can't remember. :/

    The sloppy things was the things I listed after it. It is also the general feeling I got from the map, based on the other things that I talked about in the review. Do you think I'm unfair, or can you agree?

    Perhaps you can have a capital letter in the middle of a name in english, but it didn't seem to fit here. Keep it if you think it does work. :)