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Friends COTC v1.3 Beta

Submitted by Rhamos Vhailejh
This bundle is marked as approved. It works and satisfies the submission rules.
Clash of the Creeps (COTC) is a custom melee map which alters all four playable armies into four entirely new playable armies. The change is more than just synthetic; the mechanics have been heavily edited. There is currently no computer AI for COTC, but it may happen in the future, as I would like to make a COTC based campaign some day.

This map, before modification, was originally a map that comes with Warcraft III when you install and update it. There will be many more to come after the Beta phase is over and there are no more changes to be made.

Alliance Faction changed to = Quilboar / Centaur
Horde Faction changed to = Gnoll / Kobold
Scourge Faction changed to = Naga / Murloc
Night Elf Faction changed to = Satyr / Corrupted Furbolg

Model and/or Texture Artists whose resources are used (and credited on the loading screen):
67Chrome, AmmoDump, Ampharos_222, assassin_lord, bananaHUNT, Blizzard Entertainment, Death_Minion_, Deolrin, garfield, HappyTauren, ike_ike, ikillforeyou, JetFangInferno, Kuhneghetz, levigeorge1617, LiOneSS, MasterHoasis, Mephestrial, Misha, Pyramidhe@d, Rhamos Vhailejh (I made a LOT of buttons! lol), shamanyouranus, Stanakin Skywalker, The Weird Human, Tranquil, Unwirklich, Vermillion Edict, Winch Gate

You can always check back to this page for the latest update notes.

UPDATES FROM 1.2 TO 1.3: (September 09, 2012)
GENERAL:
- The Sea Witch is no longer available for hire at Taverns.
- The Orc Grunt creeps (originally Gnoll Robbers), which appear along with the Knight creeps at unoccupied Goldmines have been changed into Footman creeps. Their stats remain that of the original Gnoll Robber.
- The Gnoll Assassin creeps have been changed into Night Elf Archer creeps as they were originally intended. A different creep which is not used in this map had been erroneously set as the Night Elf Archer. This has been corrected.
- The voice sets of many creep units have been corrected.
- The loading screen text has been updated; it now directly states in their description that the Satyr have excellent necromantic capabilities. "Get to know your upgrades" has been removed, as it goes without saying.
QUILBOAR/CENTAUR:
- Razormane Brutes have had their defense base increased from 1 to 2, their damage base increased from 20 to 26 and their base HP increased by 25%.
- Razormane Quilboar have had their gold cost increased from 85 to 95.
- Kolkar Outrunners have had their defense base reduced from 2 to 0, their attack speed increased from 1.35 to 1.4 and their food cost increased from 2 to 3.
- Kolkar Bloodchargers have had their defense base reduced from 1 to 0 and their damage base reduced from 27 to 21.
- The size of the Selection Circle has been corrected for Quilbeasts, the Kolkar Stormseer, and the Avatar of Agamaggan.
- The Razormane Medicine Man now emerges from training with Heal set as the default active auto-cast ability.
GNOLL/KOBOLD:
- Gnoll Pups have had their base defense reduced from 3 to 2 and their defense upgrade bonus reduced from 2 to 1.
- Gnoll Brawlers have had their base defense increased from 1 to 3.
- Kobold Ratorg Riders have had their defense base increased from 0 to 3.
- Gnoll Dogs have had their defense base increased from 1 to 2 and their defense type changed from small to medium.
- Gnoll Warhawk Riders have had their defense type changed from small to medium.
- The amount of increased attack speed provided per upgrade of Fervant Gnolls has been reduced.
- The Gnoll Mystic now emerges from training with Heal set as the default active auto-cast ability instead of Bloodlust.
NAGA/MURLOC:
- Naga Myrmidons have had their gold cost reduced from 225 to 185, their lumber cost reduced from 55 to 35 and their attack speed reduced from 1.85 to 1.7.
- Makrura Snappers have had their gold cost reduced from 225 to 170 and their damage base increased from 25 to 28.
- Makrura Tidal Lords have had their gold cost reduced from 225 to 200.
- Coatl have had their gold cost reduced from 225 to 190.
- Mur'gul Reavers have had their base HP increased by 25%, their attack speed reduced from 1.6 to 1.4 and no longer require an Altar of the Depths for training.
- There was an error that was causing Naga players' Tech Tree score to result in a ridiculously low value, regardless of Tech progression. This has been corrected.
- The Coral Blades and Coral Scales upgrades have had their base research times reduced from 60 seconds to 50 seconds.
- The Improved Lumber Harvesting upgrade was set up erroneously and was resulting in nothing happening. This has been corrected, and Mur'gul Scavengers will now carry additional amounts of lumber after research as was initially intended. Additionally, this upgrade now requires a Naga Temple of Tides (L2HQ, down from L3HQ) and has been provided with a second level of upgrade which requires a Naga Temple of the Old Ones (L3HQ). The cost of this upgrade has been reduced from 150G/100L to 100G/0L with a 100G/0L increment for level 2. (You know... like it *should* be. What on Earth was I thinking?)
- Naga Sirens can now be affected by Holy Tide.
- Mur'gul Reavers can now be raised.
- Mur'gul Scavengers have had their voice set corrected for command and selection responses.
- The Mur'gul Shadowcaster now emerges from training with Tidal Heal set as the default active auto-cast ability.
SATYR/FURBOLG:
- The Satyr Hellcaller has had the Unholy Aura ability changed to Vampiric Aura.
- Satyr have had their gold cost reduced from 120 to 110.

UPDATES FROM 1.1 TO 1.2: (May 30, 2012)
GENERAL:
- The population cap has been raised from 100 to 120.
- A cap has been placed on defense towers with a three tiered upgrade for allowing the production of additional defense towers. Initially, all players can construct up to six defense towers before they become capped, and they can no longer build them. All armies now have a new research upgrade which can be found at their respective defense tower buildings (Briar Vines, Feeding Pits, Tidal Guardians and Corrupted Ancients of Defense) which will allow the production of six additional defense structures up to three times, depending on what level of upgrade the player's HQ has reached, allowing for a maximum of 24 defense towers when fully upgraded. This was implemented to prevent wasting five hours of everybody's time trying to break through endless lines of towers and resulting in nobody having any fun (Note: If a player has reached their tower cap, and one of their towers is either destroyed or cancelled during production, causing the player to again fall underneath the tower cap, then that player will again be able to construct towers until they once more reach the cap or increase it with an upgrade).
- Updated the Loading Screen with additional tips. It now directly informs the player about the food cap raise, the tower cap implementation and adds a message in bold font which strongly advises the player to read all of their tooltips, as players neglecting their tooltips seem to be the largest cause of confusion.
QUILBOAR/CENTAUR:
- Razormane Brutes have have their damage base raised from 16 to 20.
- Razormane Hunters have had their damage base raised from 20 to 25
GNOLL/KOBOLD:
- Feeding Pits have had their attack cooldown increased by 35%.
- The Protect the Grub upgrade for the Gnoll army now also provides a Spiked Barricade effect for Feeding Pits which counterattacks back for 5 damage against melee attackers in addition to the fortified armor that it already provided. Additionally, the animation for this upgrade now shows as Spiked Barricades on the Feeding Pit model rather than Reinforced Armor pillars, which were never intended to be visible.
- Kobold Warriors have had their attack type changed from artillery to normal, as was always intended. This was causing a game crash whenever a player tried to use their attack ground ability, which they were never intended to have (special thanks to Eric "Retera" Theller for notifying me about this bug).
NAGA/MURLOC:
- Naga Myrmidons have had their food cost raised from 4 to 5 and their attack speed slightly reduced.
- Elder Hydras have had their HP and attack damage bases slightly reduced.
- The Naga army now has a healer unit. Mur'gul Shadowcasters now have an ability called Tidal Heal, which is functionally the same thing as the regular Heal spell with an aesthetics change.
- Spawned Hydras were causing a negative population count glitch for Naga players, this has been corrected.
SATYR/FURBOLG:
- Corrupted Harpies have had their food cost reduced from 3 to 2.
- Felguards have had their base HP value increased by 100% and their MP regeneration rate increased from 0.25 to 0.33.
- Darkened Wisps can no longer build structures, as they were never intended to.
- Darkened Wisps are now darker than they were before, so as to make them easier to distinguish from Corrupted Wisps.
- Sargeron Satyr's Rain of Fire spell now does damage over time in addition to base damage per wave.
- Fixed a missing icon for Satyr Soulstealers when they were not available for training.
- The Corrupted Furbolg Ursa Warrior hero was showing as the Night Elf Demonhunter on the scorescreen at the end of a game. This has been corrected.
- The icon for Haunt Tree has been relocated.

UPDATES FROM 1.0 TO 1.1: (May 16, 2012)
GENERAL:
- Updated the loading screen text tip for the Gnoll army; it now directly states that one must utilize the army's speed.
QUILBOAR/CENTAUR:
-
GNOLL/KOBOLD:
- Reduced the attack speed delay on Gnoll Brawlers to make them more worth their cost.
- Removed an empty and redundant ability from Kobold Warriors.
- Updated the tooltips for Gnoll Brawlers and Gnoll Mystics, making them a little clearer.
- Corrected the tooltip for Gnoll Pups (there were two consecutive spaces, this has been corrected).
NAGA/MURLOC:
- Murk was displaying as Blight. This has been corrected.
- Elder Hydras are supposed to spawn Hydras when they die. They were spawning more Elder Hydras making the Naga effectively invincible. This has been corrected.
SATYR/FURBOLG:
-

Initial Release (April 23, 2012)

As seen on Youtube (versions 1.0 and 1.1):
Quilboar/Centaur Preview Video: http://www.youtube.com/watch?v=0Pm48PFCSos&feature=plcp
Gnoll/Kobold Preview Video: http://www.youtube.com/watch?v=12XlYnmxUXw&feature=plcp
Naga/Murloc Preview Video: http://www.youtube.com/watch?v=2axJxvcy_3E&feature=plcp
Satyr/Furbolg Preview Video: http://www.youtube.com/watch?v=3gLXVgQnbg8&feature=plcp

Keywords:
Warcraft III, TFT, Frozen Throne, Custom, Melee, Quilboar, Quillboar, Razormane, Centaur, Kolkar, Gnoll, Kobold, Hogger, Naga, Vashj, Murloc, Creep, C
Contents

Friends COTC v1.3 Beta (Map)

Reviews
Moderator
Vengeancekael - [IMG] Date: 2012/May/17 00:54:43 Reasons: Other: Check out the tutorials section: Tutorials Check out the Map Development Section: Map Development Section Check out the World Editor Help Zone (Trigger issues, object editor,...
  1. Rhamos Vhailejh

    Rhamos Vhailejh

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    Last edited: May 9, 2012
  2. Rhamos Vhailejh

    Rhamos Vhailejh

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    It's very much worth pointing out (I should have in the description) that the computer doesn't work. There is no AI. There wasn't room for one. The Satyr/Furbolg (Night Elf) faction still works somewhat, but they won't use any special features or anything.

    I plan to release a single player edition that features AIs at some point in the future.
     
    Last edited: Apr 30, 2012
  3. Rhamos Vhailejh

    Rhamos Vhailejh

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    This map has been updated to v1.1 Beta. Refer to my signature for the latest version.
    If an admin could delete this thread, I would appreciate it. Thank you. ^^

    EDIT: Nevermind. I found the update button. Sorry that there's two of the same post now. I guess the new one ought be the one that's deleted.
     
    Last edited: Apr 30, 2012
  4. Rhamos Vhailejh

    Rhamos Vhailejh

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    Updated to version 1.2; May 30, 2012. This is a huge update!
     
  5. cleavinghammer

    cleavinghammer

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    So does this map have AI or not? I had one game where the computers did nothing but get gold, and another where a single satyr/furbolg army went around attacking the others.
     
  6. Rhamos Vhailejh

    Rhamos Vhailejh

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    No, this map does not have AI. Sometimes the Satyr/Furbolg army will do things, sometimes they won't; I can't really explain it. I personally find the AI editor to be very esoteric, and I haven't looked at it in a while (I have other projects and such), but I do plan to get it all straightened out at some point or another and release a single player version that does have AI. Furthermore, even if I *did* know my way around the AI editor, the map is already 7.98MB in filesize. This means there's only 0.02MB of remaining space before it goes over the 8.00MB multiplayer limit. Given that you have over 500 posts, cleavinghammer, I'm guessing that you probably already know this, but an AI (as far as I can tell) starts at no less than 0.20MB each. It would be very difficult to find the room to work in four of those. Hence the planned single player edition. Meanwhile, there's always Garena and Battle.net, but I've never had much luck with either of them, myself.

    PS: Sorry for taking so long to answer your question.
    PPS: There'll be an update soon.
     
  7. Kam

    Kam

    Blizzard Associate Producer

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  8. Rhamos Vhailejh

    Rhamos Vhailejh

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    Wow! I had no idea that compressing the audio files was even an option! Thank you SO much! The next update (v1.3Beta) is basically ready to be released (I think the only thing left I need to do is update the loading screen), but I'll definitely be sure to compress all the audio files for the following update (v1.4Beta)!
    As for the Hero ability sets which you addressed, the only thing that I personally feel is still wrong with them is that there are a small handful of Hero abilities that are repeated twice (for example, the Kolkar Stormseer and the Naga Sea Witch both have Tornado). I would rather that all the abilities be unique as is the case in regular, unmodified play. I just didn't know what else to do. I mean, it's not like I could give one of them Bladestorm or something silly like that. Can you imagine? lol. Hopefully I'll manage to come up with something for them in the future.
     
  9. MajorKaza

    MajorKaza

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    Non-compressed files are good only in cinematics. No point in game. :)
     
  10. DeathNaga

    DeathNaga

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    Can i suggest that you make the demon fountain and the demon gate have birth animations like you did with the water dragon roost and Murloc (or was it Mur'gul?) hut i've alrady figured out the path for the birth models would be sharedmodels\NEBirth if you wanted the nightelf birth and for the Undead it would be sharedmodels\Ubirth Also great modification 5/5
     
  11. MajorKaza

    MajorKaza

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    One ask: are you working on AI?
     
  12. Compaignuser1

    Compaignuser1

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    haha i got these so fast without going in hiveworkshop
     
  13. ogiwow

    ogiwow

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    I dont know how to install COTC help help?
     
  14. Rhamos Vhailejh

    Rhamos Vhailejh

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    @ogiwow: On this page, you should see a big, red DOWNLOAD button. When it asks you where you would like to put the download, you should put it into your WCIII program directory's Scenario folder in the Maps directory. So if you have WCIII installed to the default location, that should be C:\Program Files\Warcraft III\Maps\Scenario.
    If you have your browser set up to not ask you where you put downloaded files, then you will need to move the map file from your default downloads directory (Usually a folder called "Downloads" in My Documents) to the aforementioned Scenario directory.
    All that you need to do is have that one downloaded file in the proper folder, and it is successfully installed. At this point, you can select the map from your in-game lobby as the map on which you wish to play.
     
  15. Zalindos

    Zalindos

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    great mod overall, it's has a unique concept and it's well executed.
     
  16. Rhamos Vhailejh

    Rhamos Vhailejh

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    Thanks, Zalindos! You rock! :D
     
  17. Rhamos Vhailejh

    Rhamos Vhailejh

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    @DeathNaga: I'm very sorry for the extreme lateness of this reply, but for whatever reason, I just never noticed your post before. The custom birth animations for the buildings you mentioned were not my handiwork; those models simply came like that. I did create custom birth animations for some Quilboar buildings, but as any Quilboar player should be able to tell you, they're kind of buggy; it can only have up to six of them playing at any given time (so if you have more than six of these structures building simultaneously, you won't be able to see the birth animation for the seventh building onwards), and they can be a pain in the ass to click on, as you can only click them in the exact center, so highlighting is easier, but it's still a pain in the ass.
    Secondly, accounting for custom birth animations actually requires a shocking amount of trigger work, and it is an enormous job. The only reason I even went to the trouble to apply custom birth animations for those was because the models used for those buildings did not have any birth animations to begin with.
    On that note, I seem to recall that the Demon Gate doesn't have a proper birth animation either, though I'm less certain about the other structure you mentioned, the Demon Fountain. If they do not have birth animations at all (I'll have to check it out, it's been a long time), then applying custom birth animations will certainly be on the to-do list for a future update.
     
  18. Jaalawi

    Jaalawi

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    It would be nice if the Naga buildings produced water, instead of blight. Anyway, I have only watched this on Youtube, I'll play this later.