1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. We have recently started the 16th edition of the Mini Mapping Contest. The theme is mini RPG. Do check it out and have fun.
    Dismiss Notice
  5. Choose your ride to damnation in the 5th Special Effect Contest Poll.
    Dismiss Notice
  6. The winners of the 13th Techtree Contest have been announced!
    Dismiss Notice
  7. Vote for the best entries in the 13th Music Contest Poll.
    Dismiss Notice
  8. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Farmer vs. Hunter R! ver. 3.7

Submitted by Mufanza
This bundle is marked as approved. It works and satisfies the submission rules.
Farmer vs Hunter
Remastered Build

Farmer vs Hunter returns in a new, remastered version - bringing many improvements in de-bugging and balance!


So most of you probably know the original Farmer vs Hunter map, as it is oftenly hosted over Garena and Battle Net. Those of you who played it more than once might have noticed, that although the original version is really fun to play, it is rather imbalanced and issues like drophack, -clear command cheat and tower-occupied spawn points make it completely unplayable once the players decide to abuse them.
Since me and a friend of mine (who is not yet registered on the Hive) loved to play the original map, we decided to fix these issues in a fast remake that would not only bring the long desired debugging and balance, but also a whole new map to explore.

Long story short, what originally started as a weekend project prolonged into a few-months-taking remake which does not only bring the fixes we originally planned, but also many new gameplay mechanics and improvements that bring the experience this map can create into a whole new level!

Main Improvements

•No Drophack! - In the original version, Farmers could get into places where Hunters could not - which could make them completely invincible (This was achieved by building under your farmer, which would drop him into the nearest pathable location - often behind otherwise unpathable trees).
•More Balance! - In the original version, it was enough for Farmers to build a half-decent wall and a Death Tower to become unconquerable. It was possible to build these in about 5 minutes of gameplay if you were lucky.
In our version, the Farmers have little to no chances of defending at first, and they need to rely on hiding, denying and escape routes.
•No more issues due to Unit Limits! - In the original version, you had to build a huge army if you wanted to catch and defeat the hunter. Not only the units became almost completely unresponsive once you got too many of them, but they could also lead to unpleasant FPS Drop and even Game Crash once you pushed the limit too far. In our version, you only have to build one unit (a Golem) which you must upgrade and equip with spells in order to catch and defeat the Hunter. Normal units are still present, but they are controlled by an intuitive AI, so you don't need to worry about micro. Even if you get too many of these, your units are still as responsive as ever. Not even getting too many animals can slow down their responsivity.
•No wolf-summon hack! - Hunters were able to summon Feral Spirits through trees and walls, right into Farmer's bases. This is no longer the case.
•Farmers can no longer prevent their animals from wandering around with the 'Hold Postion' command! - This brings a new gameplay mechanic which we like to call 'Livestock Management'. You need to build walls for your animals and make them spawn in the right directions, so they don't get in your way or give up your position by wandering out of the base. This new mechanic is also the reason why -clear command is no longer present.
•New strategies, new mechanics! - Farmers hidding their farms all around the map or turtling in one base? Hunters fighting the Farmer's lategame forces, or running around the map, hoping not to get caught? All strategies have their pros and cons and the game is adjusted accordingly!
New units and items create new possibilities! Even if the Farmers turtle too hard, Hunters can lay siege to their base with Bombard Towers or explosive potions. In order to kill the Hunters, Farmers can upgrade their Golems with projectile-based abilities or they can just rely on the mercenaries!
•Much more! - You will find many things has improved since the original version!


Please, do not play with less than two Hunters and five Farmers (5v2)! The game gets less fun and less balanced if you do!
If you find any bugs or imbalances, we're absolutely completely open for critique and every feedback is very welcome! This map is no longer in beta stage, but that does not mean we're not working on it anymore!

In any case, thanks for playing and vote 5! :D

Changelog

Ver. 2.8 (5th July 2012)
-Fixed the Anti-Drophack system. It didn't work in certain cases but it should be flawless now. (thanks to sheep for diagnosing this)
-Fixed the spawn-stuck-bug which could make farmers/mercenaries stuck after spawn. (thanks to sheep and Tanasren for pointing this out)
-Increased Peon movement speed and removed their bounty award.
-Decreased Exploding Potion range
-Changed the descriptions at Farms (Tanaseren again).

Ver. 2.9 (6th July 2012)
-Removed Magic Wall and Hunter that spawned for the red player at start. Sorry about that.
-Cliff-height damage bonus for towers increased to 30%
-Wind Walk Potion duration decreased to 20 seconds (60 when -progame mode is active)
-Price of Sappers reduced to 30 gold when -progame is active.
-Increased stock maximum for Sappers to 2 and decreased replenish time.
-Some minor terrain changes were done as well.

Ver. 3.0 (11th July 2012)
-Nerfed Attribute Bonus a lot
-Sheep and Pigs should no longer glitch out of your base when they upgrade
-Magic Wall should no longer be able to change it's position when erecting it.
-Based on a popular request, hunters got nerfed a bit when "-progame" mode is not active (they get less stats per level-up).
-Fixed the bug that made Invisibility Potion disappear from the merchant after buying it.
-Animals will no longer stay in game after kicking a player - they will die after 40 seconds, along with rest of his/her units.
-Maximum-animal limit is now fixed on an unchanging number (3 players - 300, 4+ players - 200. Before it was: 3 players - 300, 4+ players - 1050/Number of Players).
-Box-Throwing towers are a bit stronger now
-Decreased mana cost of Flare Gun
-Fixed description for Goblin's tree-boom abilty.
-Goblins no longer explode upon death.
-Peons now have a very short-ranged blink
-Armor of Magic and Iron walls set to 5.

Ver. 3.1 (17th July 2012)
-Randomization elements implemented! Some parts of the world gets randomized at start, making the map a little bit different every game! (Of course, this is limited by Warcraft's engine (it's not possible to change cliffs or minimap in-game), but should add some variety nevertheless).
-Nerfed Hunters some more in non-progame mode (they get even less stats per level up).
-Golem upgrades are better in non-progame mode (hit points upgrade increased from 40% to 60%, damage upgrade increased from 5 to 10, attack speed upgrade increased from 12% to 15%).
Let me know if you think this is enough or not!
-Maximum level of Far Sight decreased to 2.
-Area around pools is unbuildable now.
-Pools can be destroyed.
-Pools can be temporarily disabled with Poison Wall ability.
-Poison Towers can one-shot Farmers again, but...
-...Shared True Sight for Farmers gives ability to see through trees and cliffs, so it's easy to avoid these poisoned towers once someone researches this.
-Added -cam command which changes the distance of camera if your computer is strong enough to handle it (for example: -cam 2000).

Ver. 3.1b (17th July 2012)
-Fixed a bug where an area in the bottom-left corner of the map was sometimes unpathable although there was no debris there.

Ver. 3.2 (31th July 2012)
-Goblin Mines now take 7 seconds to activate. During this time, they are visible and won't explode when destroyed.
-Potion of Healing now has 3 minutes cooldown.
-Potion of Wind Walk now has 20 seconds cooldown.

Ver. 3.3 (7th August 2012)
-Huge balance changes: Basic Arrow Towers are much weaker at start, costs more and take longer to build.
-Hunters have much more HP at start, but gain less HP for leveling up than before.
-Increased damage for most mercenaries.
-Changed repair time and hit points of most towers.
-Shared true sight no longer takes food
-Golems no longer have Wind Walk buff all the time.
-Added "-i" command which shows the player's total income and counts his/her animals.
-Fog is less dense now, allowing players to use greater values in the -cam command.

Ver. 3.4 (8th August 2012)
-Bombard Towers are much stronger and a bit cheaper now! But...
...Non-tower buildings and Flame-Arrow Towers now have explosion-proof design that makes them immune to Bombard Towers.
-You can only build 15 Flame-Arrow Towers.
(This should help the Hunters counter tower massing strategies).
-Horn of the Clouds is cheaper, lasts 9 seconds and has bigger range, but only two horns can be sold during one game.
-True sight is a bit cheaper.
-Box towers are cheaper.
-Fixed hotkey for peon's blink.

Ver. 3.4b (9th August 2012)
-I've realized the randomization elements never really worked. Things were the same every time. Should be fixed now tho!
-The Hunters got a great nerf - they get less stats for level-up and they level up much slower once they reach level 6. Attribute bonus is also much weaker now.
-Some terrain has been changed, mainly the bases on top-right.

Ver. 3.4c (9th August 2012)
-Some spelling mistakes fixed
-Show income command (-i) no longer shows double values when spammed.

Ver. 3.5 (12th August 2012)
-Previous Anti-Drophack System allowed players to drophack in a different way. This should no longer be possible and the map should be 100% drophack free now!
-Farmers now have it harder to deny themselves. It's still possible, just not as easy.

Ver. 3.6 (25th October 2012)
-Hostfix command has been removed as it could cause the game to crash.
-Maximum level for Hunters has been set to 8 - This should give the Farmers some chances if the Hunters farm too much.
-The bounty for Farmers gets decreased with deaths. So if there are noobs who feed too much, they'll eventually feed less and less and less...

Ver. 3.7 (3th January 2013)
-Hunters can now have only one wolf summoned at a time. Wolfs are much stronger tho and additional levels toughen them up exponentially.
-Small cooldown (3.5 seconds) has been added to the Exploding Potion.


Keywords:
farmer vs hunter, farmers, hunters, farmers vs hunters, versus, boobs, tits, porn, erotic, vampirism, tree tag, troll vs elves, orc, human, farm, anim
Contents

Farmer vs. Hunter R! ver. 3.7 (Map)

Reviews
Moderator
Vengeancekael - [Contact] Date: 2012/Jun/30 11:45:16 Comment: [Approved] Resource Moderation - Rules
  1. nevermind99

    nevermind99

    Joined:
    Aug 26, 2012
    Messages:
    3
    Resources:
    0
    Resources:
    0
    You donned such a realy nice work!!!
     
  2. Mufanza

    Mufanza

    Joined:
    Dec 8, 2006
    Messages:
    331
    Resources:
    4
    Models:
    1
    Skins:
    1
    Maps:
    2
    Resources:
    4
    Thanks so much!
     
  3. TheDownloader

    TheDownloader

    Joined:
    Apr 1, 2012
    Messages:
    25
    Resources:
    0
    Resources:
    0
    Hey venge is it in AI MODE? :33

    If not, can i request ? make it on AI Please!!!
     
  4. EhNuhc

    EhNuhc

    Joined:
    Nov 20, 2012
    Messages:
    2
    Resources:
    0
    Resources:
    0
    Wonderful Map!!! as for a Chinese player,I Really want to share it with my friends.So,may I translate it into Chinese?
     
  5. HKO2006

    HKO2006

    Joined:
    Aug 23, 2010
    Messages:
    33
    Resources:
    0
    Resources:
    0
    Thx for the updates:grin:

    Hope you can start your work soon. I was once a war 3 map translator, maybe I can help :D
     
  6. EhNuhc

    EhNuhc

    Joined:
    Nov 20, 2012
    Messages:
    2
    Resources:
    0
    Resources:
    0
    But I dont have a contact with mapmaker,Theres no one unprotect map,how to start it?
     
  7. leo3793356

    leo3793356

    Joined:
    Nov 16, 2012
    Messages:
    2
    Resources:
    0
    Resources:
    0
    FarmerVsHunter Manufacture Chinese map

    I come from Taiwan
     
  8. Sverkerman

    Sverkerman

    Joined:
    Feb 28, 2010
    Messages:
    1,283
    Resources:
    5
    Maps:
    5
    Resources:
    5
    I totally agree with the great leo3738529386236's opinion.
     
  9. Mufanza

    Mufanza

    Joined:
    Dec 8, 2006
    Messages:
    331
    Resources:
    4
    Models:
    1
    Skins:
    1
    Maps:
    2
    Resources:
    4
    Sorry for not being around this week guys! But here I am now and ready to roll :D
    Glad you like the map! I'll send you the unprotected version as soon as I can!
     
  10. leo3793356

    leo3793356

    Joined:
    Nov 16, 2012
    Messages:
    2
    Resources:
    0
    Resources:
    0
    FarmerVsHunter製造 我來自於台灣的 中國地圖
     
  11. Comp_Lunatic

    Comp_Lunatic

    Joined:
    Dec 30, 2012
    Messages:
    3
    Resources:
    0
    Resources:
    0
    Hello there, I'm just wondering about the summonable wolfes. The thing is when you reach lvl3, or 4, I find it very difficult for the farmers to have any hiding spots at all, since you can have around 7 wolfes summoned at the same time, and a decent rts player can handle that. You make shift-a click scout paths for each of them.

    I camp at wells and summon wolfs constantly which I put on patrol around the forests, and I find it to effective since you have reach over the whole map and can scout atleast two or more forests with one wolf.

    Now, if I never get fed that wouldn't be a problem, but you don't need many kills to get to lvl 3 or 4, given that they build around 4-7 farms before getting denial towers.

    With the money you get from the little feed there is you buy 1-3 grunts and hotkey those and make scout patterns too. Now you have huge map control in addition to the wolfes.

    But yeah, haven't played in garena yet, will do so. Still feel very uncertain of how optimal farmer play is like.
     
  12. Mufanza

    Mufanza

    Joined:
    Dec 8, 2006
    Messages:
    331
    Resources:
    4
    Models:
    1
    Skins:
    1
    Maps:
    2
    Resources:
    4
    Hmmm, I never really seen this in action, but you might have a point there - it does sound like a matter of great imbalance :S
    Thanks for letting me know about this, I'll look into it and see what I can do!

    edit: And while we're at that: any suggestions about whas should I do about it? :D
    Increase wolf cooldown?
    Stop Hunters from gaining experience from wolf kills?
     
  13. Comp_Lunatic

    Comp_Lunatic

    Joined:
    Dec 30, 2012
    Messages:
    3
    Resources:
    0
    Resources:
    0
    Well, what purpose does the wolfes play mainly? They are quite handy for killing of escaping farmers, or a small damage boost, but I can't find a reason for the long duration they last, unless for the matter that they can run around the whole map. To balance a decrease in their duration a reduced manacost would fit I think, since you can keep them around for much shorter time.

    But in order to prevent global scouting the wolfs would have to die within 30-40 secs, since it takes about 40 seconds for a wolf to run to any point of the map.

    Now a wolf lasts for 60 seconds, which enables atleast 20-30 sec scouting from any point of the map, plus the patroling 30 sec when it's moving to it's destined forest location, so I guess a duration of 30 secs seems okay. Then you would be able to have 3 wolfes at one time, and a hindrance to well camping map control.

    Anyways, there may be other ways to balance. like the cooldown you mentioned, it would probably work quite nice too. The point is that wellcamping shouldnt be favored, yeah. About no exp from wolfes, maybe that could have a max limit range? Since you still want to kill escaping peasants.
     
    Last edited: Jan 1, 2013
  14. Mufanza

    Mufanza

    Joined:
    Dec 8, 2006
    Messages:
    331
    Resources:
    4
    Models:
    1
    Skins:
    1
    Maps:
    2
    Resources:
    4
    Originally, the main purpose of wolves was to help you catch escaping farmers. Unfortunately, people didn't know how to use them well. Even the few that realized didn't think that leveling them is a good investment (compared to Wards or Attribute Bonus).
    That's where I decided to increase their damage and duration, so that they could be used as both: a siege boosts and a free scouts. I didn't realize they could be abused like this tho.
    Yeah, Hunters could still get experience if they're around.

    Anyway, the possible solutions I'm considering now are:
    •No exp from wolves (I worry that even if I did this, well camping would still be too powerful (since there is an auto level-up implemented, it wouldn't hurt the Hunters too much to do this)).
    •Make only one/two/three wolves available at a time (But hunters could still double their numbers like this, basically for free)
    •Decreasing their duration/increasing their cooldown (I fear that other, innocent usages of the wolf ability would suffer from this as well. They wouldn't be of much use as a damage boost since they die so easily and if you use them to outrun a farmer from a different way, they could expire before getting there.)
    •Combining some of these.

    I would like to hear your opinions (or ideas, if you have some that have not been mentioned) before processing any further tho (mainly your opinion Comp_Lunatic, and an opinion from Sheep as well, please :D ).
     
    Last edited: Jan 2, 2013
  15. Sheep

    Sheep

    Joined:
    May 7, 2011
    Messages:
    96
    Resources:
    0
    Resources:
    0
    I think making only one or two available sounds like a good idea.

    Not so sure about that no exp thing from wolves, because sometimes you have to leave the wolf far away while you go in someone's base.
     
  16. Mufanza

    Mufanza

    Joined:
    Dec 8, 2006
    Messages:
    331
    Resources:
    4
    Models:
    1
    Skins:
    1
    Maps:
    2
    Resources:
    4
    Allright, I've implemented it. At first I made it so there can be max two wolves summoned at a time, but it didn't differ that much from how it worked before (three wolves could be summoned before, but the third one lasted only for a while).

    You still get experience from wolf kills.

    To make things lees bitter for Hunters, I made wolves a lot stronger now. And they can get super tough if you level them up (additional levels decrease their mana cost, remove cooldown completely and increase their movement speed, hit-points, hit-point regeneration and damage. They also do double damage to buildings since level 2).
     
    Last edited: Jan 3, 2013
  17. Lenura

    Lenura

    Joined:
    Apr 7, 2009
    Messages:
    91
    Resources:
    0
    Resources:
    0
    i hate the fact that you get less exp the more you kill a farmer and that theres a maxlevel for hunters, why get punished if the farmers suck? you shouldnt make the game easier for the average public player, if they cant live up to it them fuck them.
    when someone of my mates is underfarmed or died alot we usually have 1base sticking around were he can camp in and simply help defending while others can use more gold to build a golem etc.
    remove the levelcap and exp minus on promode atleast
     
  18. Mufanza

    Mufanza

    Joined:
    Dec 8, 2006
    Messages:
    331
    Resources:
    4
    Models:
    1
    Skins:
    1
    Maps:
    2
    Resources:
    4
    Look at it from the other perspective: Imagine you're a in a fairly good team, but there's this one feeder that ruins everyone's game. Getting to a base with someone else is what an intelligent player should do in such case, but you just can't explain this to some people. Hunters get less gold for him, but they still get some so it doesn't change mechanics that much - they still try to kill him when they see him.
    Why the level cap? Well, every time that I played and Hunters got over level 8, the game was basically over. With that much feed, there's not much Farmers could do.

    But, I will do as you wish on at least one thing: I will remove these mechanics from the progame mode.
    Thanks for the feedback! :)
     
  19. Comp_Lunatic

    Comp_Lunatic

    Joined:
    Dec 30, 2012
    Messages:
    3
    Resources:
    0
    Resources:
    0
    Really nice solution, keep up with the good work! It's popular on gameranger.
     
    Last edited: Jan 6, 2013
  20. dungchung2

    dungchung2

    Joined:
    May 4, 2009
    Messages:
    13
    Resources:
    0
    Resources:
    0
    I played with full player slot, 3 hunters vs 7 farmers u know, everyone just play as normal game, without -progame mod. Then Farmer have win in very easily way, that not mean hunter can't find the farmer bases at all during whole game. In my opinion, hunter should make more and more stronger, gameplay mechanics now isn't balanced :(
    - Tower damage so high when mass building... hunter can be died suddenly. When game remains only 2 hunters or less, they give up !!
    - (Hunter team), Mercenaries price need cheaper, there are having difficulty in buying units in early game to control map.
    Some time golem in early game can kill hunter if hunter got stuck @_@
    - Game usually ending soon because hunter team go to give up, maybe all hunter are noob, (hunter need more chances to fight back farmer) in short i think you should make they stronger by some ways :D

    Sorry for my eng.