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Gnoll Tribes v0.4.1

This map is protected.
Information:
This map is about conquering other players and tribes. You start off with your chosen hero, builders and a boat allowing you to wander off anywhere you want to settle down and build your empire. Keep in mind that you can delete your basecamp and rebuild it anywhere, anytime!

If your hero is killed you will automatlicy join the attackers Tribe, so there is no need to leave before everyone belongs to the same team!

Choose your star sign depending on what kind of tactics you wanna focus on and conquer your enemies with unique units!


Star Signs


Assassin.jpg

Hero Type:
Quick melee.

Hero Aura:
Sharpshot.

Bonus Units:
Gnoll Assassin, Albatross.



Ravager.jpg

Hero Type:
Strong melee.

Hero Aura:
Protection.

Bonus Units:
Gnoll Savager, Gnoll Gladiator, Gnoll Raiding Ship.

Bonus Abilities:
Pillage.



Shaman.jpg

Hero Type:
Quick ranged.

Hero Aura:
Lightning Guard.

Bonus Units:
Gnoll Shaman, Gnoll Clubber.






Increased the range that docks can repair.
Removed a error message.
Removed tower ground texture.
Reduced mana of Gnoll Shaman and the mana which upgrades gives them.
Increased speed of Gnoll Brute, Poacher and Shaman.
Reduced speed of Gnoll Gladiator and Clubber.
Improved several tooltips.
Increased armor of Gnoll Watch Tower and Wall and the armor they receive from upgrades.
Lowered the speed of all heroes to the same amount.
Limited Gnoll Battleship and Raidingship to 10 and doubled their cost.
Star sign Ravager will no longer be able to build any Gnoll Battleships.
Star sign picking system improvement.
Added Reset Camera Range option at your tribe leaders Game Options.
Terrain improvements.



When a player gets captured, all of his buildings should be destroyed again.
Minor interface improvements.
Limited Gnoll Market to one.
Changed proper names of the Shaman tribe leader.





Tribe Leaders' Spy ability should now work and also show tribe leaders in transports.
Zeppelins should no longer cost any lumber (income) to repair.
Increased damage, armor and health of Gnoll Clubber.
Changed armor type of Gnoll Clubber.
Improved tooltips.
Docks can now repair ships.
Improved "What to do?" in Map Info.
Reduced speed of Gnoll Raiding Ship and Transport Ships.
Reduced health of Gnoll Shaman but increased their damage.
Reduced health and damage of Gnoll Assassin.
Reduced selection height of Albatross.
Increased area of effect damage of Gnoll Battleship and Raiding Ship.
Minor interface improvements.
Minor terrain improvements.
Tribe Leaders' auras Protection and Sharpshot now shows special effects again.
Changed attack type of Gnoll Clubber and increased their attack cooldown.
Reduced health of all free-to-build buildings.
Added building market.



Small bug fixes.
Tribe Leaders' Spy ability should no longer show the example heroes.



Major bug fix.



Minor terrain fixes.
Changed hero tribe leaders' names.
Remade the star sign picking system.



Gnoll Commoners summoned by the ability "Summon Commoners" should now get auto selected.
Corrected the message which shows up when your leaders gets captured and you become free.
Area of effect damage should no longer be able to damage self of friendly units.
All units apart from heroes and those which can carry heroes should now be able to suicide.
Trigger improvements.
Improved the tooltip of tribe leaders Spy ability.
Changing your camera range should now work as good for everyone.
Added 4 Laboratories to the map.
Increased the price of Zeppelins bought from the Labratories.



If you're two people in the tribe and the leader leaves or gets captured the other one should now get free and tribeless.
Fixed colours of tribe names when a new random leaders gets chosen if the actual leaders leaves or gets captured.



Gnoll Battleship and Raiding Ship should now be able to attack ground also.
Everyone should now be able to modify their camera range from the game options of their hero.
Reduced health of Gnoll Commoner.
If a player leaves when his hero is in a cage it should now be removed also.
Minor interface improvements.
Improved the preview image, it now also tells you some basic information about the map.
Improved loading screen information.
Added answers to some usual questions in Map Info.
The star sign chooser should now be selected for everyone in the start.



Major bug fix.
Terrain changes.
Removed ground textures from towers.



Changed armor type of Gnoll Battleship and Raiding Ship to fortified, also changed their attack type to Siege and alllowed them to attack trees.
Increased cooldown of towers attack.
Fixed several tooltips.
Bridges should now be easier to pass over.
Boats should no longer cost any lumber (income) to repair.
Reduced repair costs of all buildings.
Fixed message being shown when someone is captured.
Added upgrades Reinforced Hull and Shamanism.
Increased armor of all boats.
When captuing someone, all of his Prison Wagons will be opened.
Added upgrades Sharpened Steel, Tightened Bows and Light Footed.
Changed armor type of Gnoll Gladiator to medium.
Increased armor of Gnoll Savager.
Gnoll Shaman now also takes use of Magic Sentry.
Changed armor type of Gnoll Clubber and Brute to small.
Reduced damage of Gnoll Gladiator.
Removed ability Purge from Gnoll Shaman.
Total terrain remake.



Capturing an enemy should now put his hero in a cage which can be moved around by the tribe leader, the hero can also be released and put in the cage again if the leader wish to do so.





Fixed terrain errors.
Albatross is now invisible.
Albatross now fly higher.
Some messages will no longer disappear too fast.
Minor interface fixes.
Fixed changing of tribe leader leaks.



"When a tribe leader leaves a random player in the tribe will become the new leader, same for when a tribe leader gets captured." from latest version should now work.



Fixed terrain errors.
Increased selection circle scale of Gnoll Workshop.
Gnoll Battleship can no longer attack air units.
Reduced size of Gnoll Battleship.
Leavers will now have their buildings destroyed also.
Added unit Albatross to The Assassin.
When a tribe leader leaves a random player in the tribe will become the new leader, same for when a tribe leader gets captured.
Gnoll Clubber should no longer have the ability Pillage.
Added Game Options to heroes, therefore remove one more aura.
Players can now change their camera range via Game Options from their hero.
Only five latest version notes are now shown instead of ten.
Minor interface changes.



Fixed terrain errors.
Reduced food cap from 75 to 50.
Reduced food cost of "Gnoll Catapult" from 4 to 2.
Fixed several hotkeys.
Player colours should no longer differ.



Income should now work properly again.



Improved tooltips.
All tribe names should no longer be in red colour.
When a player leaves, all of his/her units apart from buildings will get killed.



Test Version.



Test Version.



Terrain balancing changes.
Changed armor type of wall and tower to fortified.
Basecamp should no longer give any extra food.
Fixed orange's colour.
If you get caputred by another tribe your buildings will now be ruined.
Changed name of "Gnoll Builder" to "Gnoll Commoner".
Fixed Savagers tooltip, should no longer say that they have the "Ensnare" ability as they don't.
Added ability "Summon Commoners" to heroes.
"Gnoll Battleship" should no longer be able to carry units, never even meant to.
Improved several tooltips.
Reduced hero auras for each hero by 1.
Added weather to the desert.
The forest has dramatically grown on the west side of the map.
Major changes to game start.
Minor interface changes.



Reduced catapult collision size.
Reduced food cap to 75.
Increased damage of the clubber.
Fixed terrain errors.
Fixed further more tooltips and hotkeys.
Tribe leaders may now change the name of their tribe with the tribe options at their hero.
Player name colors are now more exact.





You should no longer receive a new hero when yours is killed.
Builders "Teleport" ability should now display special effects again.
Heroes "Spy" ability should now work properly.
Fixed minor terrain errors.
Minor terrain improvements.



To take over a tribe you now have to kill their hero instead of their basecamp. Also, you can now destroy your basecamp and build it wherever you want.
Zeppelins can no longer unload units on mountains or rocky spots.
Fixed some terrain errors.
Added "Military Commands" for all heroes.
Removed the researchable ability "Ensnare" used by "Gnoll Savager".
Added units "Gnoll Catapult" and building "Gnoll Workshop" which produces it.
Corrected even more tooltips.
Added ability "Spy" to the heroes which shows the location of the other heroes on the map for 5 seconds.



Efficiency of several triggers improved.
Towers are now limited in the way that no towers can be built in the selection scale of another, therefore the selection scale has been increased.
Added easy keyboard bindings for most actions that have bindings. (Q,W,E,R,A,S,D,F,Z,X,C,V)
Changed name of "Iron Plating" upgrade to "Gladiators' Glory".
Fixed further tooltip errors.
Modified some tooltips.
Changes to interface tooltips and hotkeys.



Fixed minor terrain bugs.
Completely removed old abilites.
Minor changes to the interface.




Credited Europe (Northrend) Battle.net Users
Vuormalainen - Creator
Leetzore - Tester
KaoukaN - Tester
Joelainen - Tester

Hiveworkshop.com Resources:
Kimberly - Gnoll Slavehandler model and icon.
Mephestrial - Other custom gnoll models and icons. Tree bridge model.
Herio-san - Custom rock model.


Keywords:
gnoll tribes
Contents

Gnoll Tribes v0.4.1 (Map)

Reviews
20:57, 13th Aug 2010 ap0calypse: Approved
Level 12
Joined
Oct 19, 2008
Messages
579
Biggest update this far!

Gnoll Commoners summoned by the ability "Summon Commoners" should now get auto selected.
Corrected the message which shows up when your leaders gets captured and you become free.
Area of effect damage should no longer be able to damage self of friendly units.
All units apart from heroes and those which can carry heroes should now be able to suicide.
Trigger improvements.
Improved the tooltip of tribe leaders Spy ability.
Changing your camera range should now work as good for everyone.
Added 4 Laboratories to the map.
Increased the price of Zeppelins bought from the Labratories.
If you're two people in the tribe and the leader leaves or gets captured the other one should now get free and tribeless.
Fixed colours of tribe names when a new random leaders gets chosen if the actual leaders leaves or gets captured.
Gnoll Battleship and Raiding Ship should now be able to attack ground also.
Everyone should now be able to modify their camera range from the game options of their hero.
Reduced health of Gnoll Commoner.
If a player leaves when his hero is in a cage it should now be removed also.
Minor interface improvements.
Improved the preview image, it now also tells you some basic information about the map.
Improved loading screen information.
Added answers to some usual questions in Map Info.
The star sign chooser should now be selected for everyone in the start.
Major bug fix.
Terrain changes.
Removed ground textures from towers.
Changed armor type of Gnoll Battleship and Raiding Ship to fortified, also changed their attack type to Siege and alllowed them to attack trees.
Increased cooldown of towers attack.
Fixed several tooltips.
Bridges should now be easier to pass over.
Boats should no longer cost any lumber (income) to repair.
Reduced repair costs of all buildings.
Fixed message being shown when someone is captured.
Added upgrades Reinforced Hull and Shamanism.
Increased armor of all boats.
When captuing someone, all of his Prison Wagons will be opened.
Added upgrades Sharpened Steel, Tightened Bows and Light Footed.
Changed armor type of Gnoll Gladiator to medium.
Increased armor of Gnoll Savager.
Gnoll Shaman now also takes use of Magic Sentry.
Changed armor type of Gnoll Clubber and Brute to small.
Reduced damage of Gnoll Gladiator.
Removed ability Purge from Gnoll Shaman.
Total terrain remake.
Capturing an enemy should now put his hero in a cage which can be moved around by the tribe leader, the hero can also be released and put in the cage again if the leader wish to do so.
Fixed terrain errors.
Albatross is now invisible.
Albatross now fly higher.
Some messages will no longer disappear too fast.
Minor interface fixes.
Fixed changing of tribe leader leaks.
"When a tribe leader leaves a random player in the tribe will become the new leader, same for when a tribe leader gets captured." from latest version should now work.
Fixed terrain errors.
Increased selection circle scale of Gnoll Workshop.
Gnoll Battleship can no longer attack air units.
Reduced size of Gnoll Battleship.
Leavers will now have their buildings destroyed also.
Added unit Albatross to The Assassin.
When a tribe leader leaves a random player in the tribe will become the new leader, same for when a tribe leader gets captured.
Gnoll Clubber should no longer have the ability Pillage.
Added Game Options to heroes, therefore remove one more aura.
Players can now change their camera range via Game Options from their hero.
Only five latest version notes are now shown instead of ten.
Minor interface changes.
Fixed terrain errors.
Reduced food cap from 75 to 50.
Reduced food cost of "Gnoll Catapult" from 4 to 2.
Fixed several hotkeys.
Player colours should no longer differ.
Income should now work properly again.
Improved tooltips.
All tribe names should no longer be in red colour.
When a player leaves, all of his/her units apart from buildings will get killed.
Test Version.
Test Version.
Terrain balancing changes.
Changed armor type of wall and tower to fortified.
Basecamp should no longer give any extra food.
Fixed orange's colour.
If you get caputred by another tribe your buildings will now be ruined.
Changed name of "Gnoll Builder" to "Gnoll Commoner".
Fixed Savagers tooltip, should no longer say that they have the "Ensnare" ability as they don't.
Added ability "Summon Commoners" to heroes.
"Gnoll Battleship" should no longer be able to carry units, never even meant to.
Improved several tooltips.
Reduced hero auras for each hero by 1.
Added weather to the desert.
The forest has dramatically grown on the west side of the map.
Major changes to game start.
Minor interface changes.
Reduced catapult collision size.
Reduced food cap to 75.
Increased damage of the clubber.
Fixed terrain errors.
Fixed further more tooltips and hotkeys.
Tribe leaders may now change the name of their tribe with the tribe options at their hero.
Player name colors are now more exact.
 
Well let see...

Things that I like:


1st - Idea is so great!
2nd - Game Interface (colored text, icons, command buttons etc etc)
3th - Units Description
4th - Quest Log
5th - Imported models and skins

Things that I don't like:

1st - No Loading Screen (custom)
2nd - Map Description can be better (add screenshots)
3th - Gnoll leader selection system, that book looks bad -.-
4th - Terrain is so empty
5th - You can build shipyard at middle of island -.- (use Naga building setup, shallow water)
6th - No hints ingame, how to play game, what to build first etc etc
7th - Some abilities looks like passive (poison for assassin unit) in research form?
8th - Buildings have small pathing ground!

Word or 2 to Author:

* Map looks great and it is funny to play but try to add more races!
* Buildings have small pathing ground (use Lumber Mill)
* Terrain need to be upgraded (maybe you can add ruined ancient town at middle with fountain of Life that regenerate hp, maybe add armor etc etc, so players fight for it or something)!
*Some icons can be imported and changed!
*Camera options can be made in different way (player write: -cam_xx (xx is number from 10 to 99 for example))!
*Add items (each unit has hero inventory, units can buy, you can change that to learn, items that will give abilities like evasion, bash, critical, cleaving attack etc etc)
* Add experience system to units, after each kill unit will have increased dmg, armor, life, attack speed, etc etc, each unit can increase different attribute, also each race can increase different attribute, some mana other life etc!

There is so many ideas but I leave it to you.
Because I can't check your triggers and work in WE (good for you :D) I will rate this map with 2.5/5 (mark will be 3/5 then).

3/5 Vote for Approval
+Rep for some rally good things like descriptions, some new ideas and nice gameplay!
 
Last edited:
Level 12
Joined
Oct 19, 2008
Messages
579
-Kobas- said:
1st - No Loading Screen (custom)
Why is that bad? I would rather have a small file size.

-Kobas- said:
3th - Gnoll leader selection system, that book looks bad -.-
Do you think wisp hero picking is better? If so, I can use that.

-Kobas- said:
8th - Buildings have small pathing ground!
How is that bad?

-Kobas- said:
* Map looks great and it is funny to play but try to add more races!
Theres a reason why its called "Gnoll Tribes" :p Or do you mean star signs perhaps?


*Some icons can be imported and changed!
Why wouldn't the current ones do fine instead of increasing the file size of the map even more?

*Camera options can be made in different way (player write: -cam_xx (xx is number from 10 to 99 for example))!
I did that first but changed later as that was more easier and smoother for the player also.


Otherwise, great ideas! Thanks a lot :) Please reply if you can.
 
Why is that bad? I would rather have a small file size.
Well you need 200 KB more for Loading Screen :D
Do you think wisp hero picking is better? If so, I can use that.
Well because there is 3 heroes, maybe hero pick system with arrow keys and multiboard, when player click 'Esc' it will pick hero!
How is that bad?
Well unit can pass through building, looks bad!
Theres a reason why its called "Gnoll Tribes" :p Or do you mean star signs perhaps?
I was thinking about another Gnoll tribe :D (Add 1 or 2 more, yeap 5 will be awesome)
Why wouldn't the current ones do fine instead of increasing the file size of the map even more?
Well use hidden material within WE then! And btw icons are from 3 to 10 KB
I did that first but changed later as that was more easier and smoother for the player also.
Because it looks empty, maybe you can add few more camera options then :razz:
 
Level 12
Joined
Oct 19, 2008
Messages
579
Update!





When a player gets captured, all of his buildings should be destroyed again.
Minor interface improvements.
Limited Gnoll Market to one.
Changed proper names of the Shaman tribe leader.





Tribe Leaders' Spy ability should now work and also show tribe leaders in transports.
Zeppelins should no longer cost any lumber (income) to repair.
Increased damage, armor and health of Gnoll Clubber.
Changed armor type of Gnoll Clubber.
Improved tooltips.
Docks can now repair ships.
Improved "What to do?" in Map Info.
Reduced speed of Gnoll Raiding Ship and Transport Ships.
Reduced health of Gnoll Shaman but increased their damage.
Reduced health and damage of Gnoll Assassin.
Reduced selection height of Albatross.
Increased area of effect damage of Gnoll Battleship and Raiding Ship.
Minor interface improvements.
Minor terrain improvements.
Tribe Leaders' auras Protection and Sharpshot now shows special effects again.
Changed attack type of Gnoll Clubber and increased their attack cooldown.
Reduced health of all free-to-build buildings.
Added building market.



Small bug fixes.
Tribe Leaders' Spy ability should no longer show the example heroes.



Major bug fix.



Minor terrain fixes.
Changed hero tribe leaders' names.
Remade the star sign picking system.
 
Level 2
Joined
Apr 21, 2010
Messages
9
Review

Alright so, I've tested this map out with a friend of mine and here is what I have found.

  • Intro - Choosing the class you were at the begining gives much potential for the entire map, but sadly is the most interesting part of the game. Its creative and well done, but loses that as the game goes on. But this can be fixed.

  • Starting off - When i first looked at the building list i found it very boring. You should atleast have more requirements for some of the buildings. And instead of having the Barracks and the Shaman building, make another seperate one for the Assassins. This would add more balance to the game. Also add units to each class and spells for the heros.

  • Gameplay - You had good ideas in many places. In early stages you want to know what your going to be doing in the future. The Gameplay was alright. Few strategies limit possibilities for players to act upon. I would suggest since you have three classes, make it so that each one has a corresponding weakness and strength: Like Assassins are weak against the Warriors but are good against the shamans. To break it down more, Assassins are better vs magic types rather than physical types. and so on.

  • Things to Fix - Your terrain was lacking and really boring. You should think about taking away most of the trees and adding more cliffs and other natual obstacles. Also, change up the ground tiles, mix and and match so that they are less constant. Also increase/decrease the ground and make it not as flat.I found that your hotkeys were odd, although I understand you were trying to change it up a bit, some of them were even conflicting with one another - I noticed the hotkey for attack was R, but also for buildings, the hotkey for destroy was also R. I had learned this the hard way by accidentally pressing R twice with my tower selected.

Thats all of the major things that I discovered when playing this, and I hope what I said here helps you in improving this map. Good Luck!
 
Level 12
Joined
Oct 19, 2008
Messages
579
Alright so, I've tested this map out with a friend of mine and here is what I have found.

  • Intro - Choosing the class you were at the begining gives much potential for the entire map, but sadly is the most interesting part of the game. Its creative and well done, but loses that as the game goes on. But this can be fixed.

  • Starting off - When i first looked at the building list i found it very boring. You should atleast have more requirements for some of the buildings. And instead of having the Barracks and the Shaman building, make another seperate one for the Assassins. This would add more balance to the game. Also add units to each class and spells for the heros.

  • Gameplay - You had good ideas in many places. In early stages you want to know what your going to be doing in the future. The Gameplay was alright. Few strategies limit possibilities for players to act upon. I would suggest since you have three classes, make it so that each one has a corresponding weakness and strength: Like Assassins are weak against the Warriors but are good against the shamans. To break it down more, Assassins are better vs magic types rather than physical types. and so on.

  • Things to Fix - Your terrain was lacking and really boring. You should think about taking away most of the trees and adding more cliffs and other natual obstacles. Also, change up the ground tiles, mix and and match so that they are less constant. Also increase/decrease the ground and make it not as flat.I found that your hotkeys were odd, although I understand you were trying to change it up a bit, some of them were even conflicting with one another - I noticed the hotkey for attack was R, but also for buildings, the hotkey for destroy was also R. I had learned this the hard way by accidentally pressing R twice with my tower selected.

Thats all of the major things that I discovered when playing this, and I hope what I said here helps you in improving this map. Good Luck!

Well actually the barracks and spirit lodge is for everyone as it allows you to upgrade magic sentry. I have thought about the weakness and strength a lot but I think it would be better if anyone could kill anyone and therefore allow it to be more balanced? I'll update the terrain soon, thanks :)
Yea I found that bug with the tower too, seems like I'll have to create a specific ability for it :)


I like how hero selection system :D (Better then old one for sure :xxd:)
Btw I saw that you improved many things but I still found that above:



Well check picture!

Making it bigger will make it a square bigger and already a lot harder to place in your base :/ I still don't know if its worth it to lose the smoothness ^^
 
Level 6
Joined
Apr 18, 2009
Messages
224
Well i've tested it at home with my brother, and here a small list of things that i don't like:
-the terrain, its too plain, no environmental doodads, not even a river, i could improve it if you can send me an unprotected version of your map, here is a sample of my work: http://www.hiveworkshop.com/forums/...terrain-160741/?prev=status=p&u=ashbringer753

-the income system, well first it's a very basic and simple system, and with a system like this one, the player can stay in his base forever and mass defenses , without looking for new lands to build expansions. In my opinion you should make an "outpost" system with rescuable neutral passive buildings scattered around the map, this system will contribue to the innovation of offensive tactics. If i can resume what I've just said in a single phrase it would be : the largest the lands the wealthiest the player.
 
Level 12
Joined
Oct 19, 2008
Messages
579
Well i've tested it at home with my brother, and here a small list of things that i don't like:
-the terrain, its too plain, no environmental doodads, not even a river, i could improve it if you can send me an unprotected version of your map, here is a sample of my work: http://www.hiveworkshop.com/forums/...terrain-160741/?prev=status=p&u=ashbringer753

-the income system, well first it's a very basic and simple system, and with a system like this one, the player can stay in his base forever and mass defenses , without looking for new lands to build expansions. In my opinion you should make an "outpost" system with rescuable neutral passive buildings scattered around the map, this system will contribue to the innovation of offensive tactics. If i can resume what I've just said in a single phrase it would be : the largest the lands the wealthiest the player.

I'll have a look at your map and also think about a base, outpost system. Thanks :)
 
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