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Dominions of War v1040

Submitted by AlexM
This bundle is marked as approved. It works and satisfies the submission rules.
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Dominions of War v1040
Created by AlexMdle

Map Info:

Dominions of War is a strategic free-for-all kind of map. Up to 12 players build up armies, research upgrades and enlist various mercenaries on their road to total conquest.

Only one can rule above the others, but the shifting alliances of war always leave a place for a subtle dagger in the back...


Features:

Strategy is key, whether in army composition, leading tactics or the player-to-player mindgames. A number of features serve to support and reinforce this style of gameplay.

  • Defeat is not the end: Defeated players can keep playing under the banner of their conqueror, or bide time to rebel and seize control for themselves.
  • The dogs of war: Reworked and rebalanced racial trees and neutral units. Over 360 entities to carry you to victory, all with unique strengths, uses and counters.
  • Macro Skills: Move your whole army with the ease of a button press, bound to (Q) and (W) for your convenience.
  • Born to Lead: 12 different Heroes with their own unique playstyles. ...and a few secret ones, for the daring.
  • Many paths to victory: Advanced spellcasting squads? Legions of skeletons? Mighty champion mercenaries? Solo heroes?? Anything goes.



Screenshots and Videos:

Gameplay Screenshots


Screenshot 1:
Just a screenshot.


[​IMG]
Screenshot 2:
Also just a screenshot.


[​IMG]

Videos

Gameplay 1 (Slightly Outdated):
Gameplay video courtesy of the Wc3 Vidya Group



Gameplay 2 (Very outdated, also Polish):
Gameplay footage.





Change Log:

Change Log


Version 1030-1035

Added:

  • Rebalanced majority of units with splash damage.
  • Upgrades are costlier and have a larger pool of levels.
  • All spellcasters received unique upgrades.
  • Mercenaries now have their own upgrade trees.
  • New '-mc' mode (Mercs Only), that removes racial battacks. (Mutually exclusive with "No Mercs" mode)
  • Blizzard seems to have fixed the "Hold Position" button in the meanwhile. That's neat.
  • Combed the map code for stray leaks and removed them.
  • Reduced the attack range of several ranged heroes and nerfed a few of them.




Version 1036-1037

Added:

  • Music now correctly plays in the music channel.
  • Slight nerf to Pulverize and Bloodlust. And a harsher one to Slow Poison.
  • Dryads are no longer Magic Immune, but possess Resistant Skin and their armor type naturally reduces spell damage taken.
  • Halved the amount of gold gained from pawning off items.
  • Added a notifier about spell damage reduction to unit descriptions.
  • Mercenary upgrades are cheaper and stronger.
  • New game modifier: -fog, adds fog of war.
  • Recoded modifiers, so you can chain them with a single hyphen, like -arhensmecfogca.
  • All Mercs didnt work with Undead. Fixed.
  • Apparently Drakonid Apprenticle isn't actually ranged.
  • A few more units are now fortified. Giant Crab is heroic.
  • Also reduced the collision size of most small units from 16 to 8.



Version 1038

Added:

  • Fixed the ability to select game modes.
  • Halved the maximum starting mana of racial casters.
  • Several extra nerfs to Taskmaster's Ramparts.
  • Crusader's Make Example now grants units temporary regeneration.



Version 1039

Added:

  • All Dragonspawn should definitely have the correct description now.
  • Increased the amount of units affected by Coat of Arms and Healing Wave.
  • Non-Champion Magic Immune units no longer have Heavy armor.
  • Racial upgrades slightly cheaper, fixed AA-Contingency.
  • Summoned units no longer give gold bounty and do not benefit from neutral upgrades.
  • Increased the elevation of several castles to remove fog mode disadvantage.
  • Fixed a Night Elf unit exploit.
  • System Shock should correctly display its trajectory when cast while turning.




Version 1040

Added:

  • Troll Witch Doctor: Serpent Ward replaced with Hex.
  • Faerie Dragon: Magic Immunity replaced with 66% spell resistance.
  • Dryad: Starting mana up to 100 from 75. Now casts Abolish on summoned units.
  • Mercenaries: You are now always guaranteed a choice of 8 different units.
  • Heroes: No longer revived during the game over sequence.
  • Triggers: Removed many sources of memory leaks and optimized a number of scripts.
  • Triggers: Optimized the damage system and game timers.
  • Upgrades: Upgrades that increase health now display the exact amount increased.
  • Sound: Picking multiple modes at once no longer mutes the sound cue.
  • Fixed some erroneous descriptions and typos. Racial units list their abilities.
  • Flying units no longer reveal the black space around your base.






Credits:

Special Thanks:

  • WC3 Vidya Group, for obvious reasons
  • Marble specifically for actual programming advice
  • All the UFF people, you know who you are
  • Toby Fox for that Undertale sfx used for mode switching?
  • The Mount&Blade artist, source of the loading screen


Author's notes:

Feedback appreciated. I will probably continue to improve on the map for a while once I'm less swamped down the year. It's been fun sofar and I hope it'll remain as such.


Map Description Template Created by -Kobas-
Find more here: Map Description - Templates
Previews
Contents

Dominions of War v1040 (Map)

  1. deepstrasz

    deepstrasz

    Map Reviewer

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    1. Please avoid playing the music using the Play Sound action and use the Play Music.
    2. Maybe use more terrain tile variation?
    3. Seems really neat. The only problem is, you can't separate forces. All go where the leader tells them to. The Castle can only be defended by itself if the leader doesn't send/leave troops there or goes himself to defend the castle while the troops do something else. You can't separate troops to flank enemy forces.
    4. I love it that the Mercenary Camp units change. Would have been nice for the items in the shops to change too.
    5. I don't know if the map should be discovered all the time. You kind of know what the enemy is doing.
    6. Is there a way to play in teams? I haven't tried this one in multiplayer yet.

    A fun strategy map with game modes that plays out differently than the normal game.
    Need to try it with somebody as there is no AI for it before I should approve it.

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    A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

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  2. AlexM

    AlexM

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    1. Just checked, that's what it uses.
    2. Ehhhh.
    3. Intended.
    4. Spells suck in general. Gotta do something about them.
    5. That's actually pretty cool. Stealing this idea.
    6. It's FFA. Teams would be very hard to implement in a way that makes sense.

    Gonna check out one of those page templates. Default formatting seems broken.
     
  3. deepstrasz

    deepstrasz

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    There are two play music actions. One of them plays through the sound channel (it can be stopped by shutting sound off: CTRL+S and not by shutting the music off: CTRL+M).

    EDIT:

    cautiously set to Approved.
     
    Last edited: Apr 21, 2017
  4. Yourself

    Yourself

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    Why is it v1037? Was the map worked on by someone else?
     
  5. AlexM

    AlexM

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    I just. Keep updating it. For example picking modes is borked atm. So, v1038 soon.
     
  6. Yourself

    Yourself

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    Shorten the map name a bit. I was having trouble hosting it on ent because of the file name.
     
  7. AwesomeGuy

    AwesomeGuy

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    Hey I just found your map, it is very cool and Awesome map, I really like all the custom units and the idea and how you make it all balanced (sort of). Very cool map, You are Awesome :D
    I Have nothing else to say, everything seem balanced and i have countered much bugs and glitches, this is a very fun map, I like RTS maps and this one is a good one (although no micro needed xD)
    How about adding a Dispell spell? both to merc and normal units, this spell very needed.
     
    Last edited: May 12, 2017
  8. Yourself

    Yourself

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    Is it intentional that red doesn't always pick the game mode? Started a game, and much to our suprise, it was purple who was assigned to pick the modes, who was afk.

    Also, pls nerf magic damage and summons since they're OP af.
     
    Last edited: May 13, 2017
  9. AlexM

    AlexM

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    Game attempts to detect a host when it starts, hence on a bothosted game it will always pick the person with the lowest ping. Summons have been on a shitlist for a while, so I'll look into them (I assume you mean necromancers in particular). Dispells already exist, Dryads and several mercenary units can cast it, Spellbreakers can also redirect debuffs I guess.
     
  10. AwesomeGuy

    AwesomeGuy

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    Oh hey Wtii_fan, sup. About that game, we had a problem with picking modes at start, I was red and Yourself was the Host and purple was the one who picked modes (lol). I have seen this bug before too, i dont know why it happens tho.
    and about that game where i had op summons, well i had 3 nerubians at start, and of course the Lich hero, that can summon lots of skeletons from a cropse. It was strong in early game, but i dont think my summons would be good at lategame. This game is very balanced, after all.
     
  11. Yourself

    Yourself

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    Theres a particular Nerubian unit that has magic damage, heavy armor and has Raise Dead ability(?). You need to tone down the magic damage a little bit, and change the armor type to medium or light.
     
  12. AwesomeGuy

    AwesomeGuy

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    Agreed, but this nerubian unit is champ i think. But magic damage is pretty strong. Another Idea, how about magic damage does extra damage against summoned units? like summoned units have a special armor that gets more damage from magic.