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Gods and Followers v2.5.3

Submitted by Thing_I
This bundle is marked as approved. It works and satisfies the submission rules.
A 1 vs 1 map, where each player has a God to support them. This map tries to hold true to the melee play of Warcraft III: TFT. Creeps are available, as well as shops and expansions.

Map Specifics
[​IMG] Players 4
[​IMG] Creep Camps 8 10 6
[​IMG] Neutral Buildings 6
[​IMG] Gold Mines 8

Gods:
- Gods support the melee players (followers) by means of spell casting and giving units.
- Gods start with 100 gold, which may be spent creating units for the followers.
- Gods will receive 5 gold whenever their follower gets a kill (creep, enemy unit, or sacrificed unit)
- Gods may use aggressive spells, such as blizzard and chain lightning or healing spells, such as healing wave, healing ward, or heal (modified priest ability)
- Finally, Gods may build up to 4 towers in the followers base, though they are expensive.

Units
These are all of the units that a god may produce for his follower, along with their prices.
All units in this map are melee in damage, health and armor. The only difference is that god produced units do not cost food for the follower.
  • Peasant - 15 Gold
  • Footmen - 25 Gold
  • Riflemen - 30 Gold
  • Priest - 25 Gold
  • Mortars - 45 Gold

  • Peon - 15 Gold
  • Grunt - 35 Gold
  • Troll Hunt - 25 Gold
  • Witchdoct - 30 Gold
  • Kodorider - 35 Gold

  • Acolyte - 10 Gold
  • Ghoul - 20 Gold
  • Necro - 25 Gold
  • Fiend - 35 Gold
  • Statue - 40 Gold

  • Wisp - 15 Gold
  • Archer - 25 Gold
  • Huntress - 30 Gold
  • Dryad - 30 Gold
  • Druid Claw - 35 Gold

Spell list and Mana cost
These are all of the spells a god may cast. A god regenerates 2 mana/second and has a maximum of 400 mana.

  • Firestorm* - 40 Mana
  • Hex - 50 Mana
  • Chain Lightning - 50 Mana

  • Mass Healing Wave - 150 Mana
  • Heal - 25 Mana
  • Bloodlust - 30 Mana
  • Disenchant - 65 Mana

  • Reinforcements*** - 100 Mana
  • Reveal - 10 Gold
  • Cloud**** - 100 Mana
* Firestorm is heavily nerfed
** Hex and Chain Lightning are level 1 hero spells
*** Reinforcements spawns units based on race, lasts 45 seconds
**** Cloud does not block towers, but rather gives all units in its range (including allied) a 50% chance to miss


Followers:
- Followers will need to do the majority of the work, including resource management and teching (as they would in a normal melee map)
- Gods may only provide the follower with units that the follower may build himself. Ie. a footman requires a barracks for the follower.
- Sacrifices may be helpful, as they can provide the follower with food-free units.



Where the Gods can cast spells from, train units for their follower, and research upgrades.
The Red Base, where purple plays follower and red is the God over him
The Blue Base, where blue plays follower and teal is the God over him


Video Play

This is Wtii playing my map. Unfortunately, he is playing the originally uploaded version :p Even though there was a better version out ;)
Probably not a great video to post here, but regardless -




Tips
As a god, be sure to lay down a healing ward for the fight and to either turn on heal autocast, or to be sure to use it off cooldown. If damage is spread thoroughly, use the extra mana to use Mass Healing Wave. Healing Wave is the strongest single spell in your arsenal.

Using reveal to scout the enemy race and occasionally enemy buildings can save some time and slightly help your follower's economy.
Saving the starting gold until 100 mana can result in a moderate army for your follower, but it costs all of your mana and you will not be able to scout with reveal.

As a follower, be sure to creep efficiently. Communication with your god is key. If your god's mana is full, don't be afraid to take on a camp harder than you are ready for, because the god needs to spend his mana anyways. A quick start is key. Killing critters as animal sacrifices can be an easy way to get money for your god. When the game goes long, consider killing off your own workers and replacing them with food-free workers. This will allow you to host a larger army.

Change Log
[1/10/2017]
- Uploaded
[1/11/2017]
- Added additional information and screen shots

Version 2.3

[1/12/2017 -- Version 2.3.3; Version 2.3.4]
- Small map edits, including opening up narrow passages
- Added melee specs section to description
[2.3.4]
- Hopefully decent aesthetic changes
- Added proper sounds to most buildings for gods
- Added races' towers besides human (requires follower to be of the race of desired building)
- Removed unused units and spells from object editor, as well as unused triggers
- Possibly some other minor changes (I don't recall)

[1/13/2017 -- Version 2.3.5]
- Gods now properly get 1 gold every 15 seconds (whoops)
- 3 critters now spawn at a random point in the map every 2 minutes
- ** This will allow players to continuously provide gold to their god, even if creeping is out
- Fixed some leaks
- Removed 2 unused regions
- Polished the description a bit

[1/16/2017 -- Version 2.3.6]
- Removed the gods' buildings that are not of his follower's race
- Fixed Cloud ability ~ Previously prevented all attacking, now properly adds a 50% miss chance to allies and enemies alike.
- Possibly other minor things

Version 2.4

[1/16/2017 -- Version 2.4.0; Version 2.4.1; Version 2.4.2]
[2.4.0]
- Significant terrain changes to help gameplay seem not so closed in and one dimensional. Credit goes completely to Traktor. He was a huge help here.
- Added the ability for bots to utilize given units for Orc, Undead, and Night Elf (Humans could previously be controlled by computer)
- Removed 2 unused imports, reducing the file size slightly.
- ** These will likely be the last gameplay features to be added, from here on out will be balancing and terrain improvements. Thank you all for playing, I got far more downloads than I thought (though I guess most maps get this many :p Silly me)
[2.4.1]
- Terrain changes, added a (perhaps clunky :( ) mountain in an open area to possibly add some to the environment. Added rocks in the water with shrubbery surrounding them.
---- Seems I temporarily broke the AI, so it will temporarily be on 2.3.6.
[2.4.2]
- After many, many, MANY mistakes and uploads, seems that the ai is correctly working in this version and it seems to be stable :p Enjoy 2.4.2 and the new AI!
[1/19/2017 -- Version 2.4.3]
[2.4.3]
- Fixed many small bugs (enemy raccoons xD)
- Fixed some tooltips
- Added an end to the game (hopefully)

[2/14/2017 -- Version 2.5.0; Version 2.5.1; Version 2.5.2]
[2.5.0]
- Reinforcements (spell) no longer costs money, and the units are now only temporary.
- Changed a few tool tips
- Added 2 new (hopefully) very hard camps
- Added 2 new orange camps (probably the last of the camps to be added)
- Removed healing ward from God and added Godly Bloodlust (80% increased attack speed)
- Removed blizzard from god and added Hex.
- Added Disenchant for god.
- Added a Final Stand spell for the god, which summons a large army in the allied base that lasts 30 seconds. Can only be cast once.
[2.5.1]
- Default includes no bots now
[2.5.2]
- God mana regen 1.5 -> 2.0
- God passive income from 1g/15sec to 1g/10sec
- Fixed disenchant requirements
[4/15/2017]
- Description now includes the video from Wtii
[6/29/2017 -- Version 2.5.3]
- God created towers now are not invulnerable. Instead they have 2x HP of their normal counterpart and +3 armor. They are affected by building upgrades researched by followers.
- When a god tower is destroyed, the original placeholder is recreated there.
- Minor terrain improvement (?)


Credits:
Map Description Assistance: Rufus - Melee Map Description
Early Version Terrain Improvement: WhatUCan @ battle.net US East
Final Terrain Improvements: Traktor
Contents

Gods and Followers v2.5.3 (Map)

Reviews
Rufus
Approved. Defenitely a really fun concept. there seems to be a few issues though. Like 5 minutes inbto the game, my followers hero and its warriors stopped and did nothing for 3 minutes. THat was strange behaviour, and I can't really tell what...
  1. Thing_I

    Thing_I

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    Any and all feedback is greatly appreciated. It has been tested well, though I admit that I may have taken some shortcuts. I cannot guarantee that my triggers are leak-free - though they aren't called all too often and it should not be a large issue, especially on a map as small as this.
     
  2. Alxen345

    Alxen345

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    Provide us some screenshots
     
  3. Thing_I

    Thing_I

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    On it
     
  4. Clanzion

    Clanzion

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    Good to have like a wc3 equivalent of Black and White.
     
  5. Thing_I

    Thing_I

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    Thanks for the review! Any feedback is considered!
     
  6. Ardenaso

    Ardenaso

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    Since it's about gods, will you change the god units eventually into something more unique?
     
    Last edited: Apr 17, 2017
  7. Thing_I

    Thing_I

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    Probably not, I'm trying to keep the play very close to melee Warcraft III.
    Edit: Unless you mean maybe the God's buildings, then it is a possibility - but I didn't plan on it.
     
  8. Rufus

    Rufus

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    Good idea! It's a fun concept, but it seems a bit rough around the edges.
    The terrain could really be improved for example, as it is pretty bland as it is now.
    You could check out some terraing tutorials here on the Hive.

    Your description is informative enouch, but it is not at all appealing.
    Check this link out, as it may be of help: Description Guide - Melee Maps
     
  9. Thing_I

    Thing_I

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    Thanks for the feedback! I'll get to it soon, slightly busy for a little though :p
     
  10. Rufus

    Rufus

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    Good, good. :)
     
  11. Thing_I

    Thing_I

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    I made a few small changes, as well as a few gameplay changes. Maybe you could take a look for me? I ran out of time, so it still might be poor. I got a suggestion for adding hills to the map before, but in my personal opinion, hills can look pretty out of place from the in-game camera. Thanks for the help :)
     
  12. Rufus

    Rufus

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    Rushed maps are oftenly not very good. I won't check it out in a while, as then you will have more time to update it further. Also, other maps needs feedback aswell.
    If you don't make large hills, it really adds to the atmosphere having slight laterations in ground texture.

    Try to update it some more, if you can, an I will come back eventually. :)
     
  13. Wark

    Wark

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    This gives me an idea of sorts for something I can only compare to chess.
    What if you were to make it a modified melee map, where the player is a god with a variety of supportive or punishing global spells, and the melee players were merely CPU pawns? The god who wins would be the one that successfully manipulates his allied AI to victory. Could even give it a single player mode, faithful vs godless.
    If you wish to collaborate for such a map, I could support you on the project, Thing.
     
  14. Clanzion

    Clanzion

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    Wark's idea sounds very interesting and makes it even more similar to Black and White.
     
  15. Thing_I

    Thing_I

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    This was actually my original idea, and the first map name was simply 'compvscomp'. That being said, I had to go into the game and update the melee AI code, which I will admit wasn't difficult when I figured it out, but getting to that stage was. I replaced the human.ai in the map, which allows the AI to play human and use the free units summoned by the gods. Currently other races won't work.
    All of that being said, unless I can fix the AI a little bit, it seems hopeless. In one of my game plays with an AI human, it made an army, ran to creep a bit then took his whole army to the top left area and stood there. It did not move those units ever again, and ignored the fact that his entire base was getting destroyed. Needless to say, I lost that match, completely due to the AI. It was very unfair and not much fun :/

    However, I would be willing to make a change if you think that those could be ironed out. I'll be honest, I don't have the slightest idea on where to start with a custom AI (which is why I simply modified the melee AI)

    EDIT: This is going to be lengthy response :p I'll put the rest of it in the spoiler :)
    If I were to do that, I think that it could change the game type from that of 'Altered Melee' to more of a Custom Game. I have always tried to keep it close to a melee map (because I'm hoping I can get a certain someone to play it :p) but I've been tempted to step away from these melee roots quite a few times.
    If I were to go the Custom Game route, it could mean that I could add upgrades for the god to work towards. An example might be researching an upgrade for spell casting. In the current game, I think that feels out of place.
    Another idea I toyed around with before scrapping it was Quests (the command '-sac #' still exists in the game, and displays a message to the follower to sacrifice units :p It does nothing besides provide that message though). If the AI could be effectively manipulated, it could allow the god to give quests to the player. They could complete the quest (maybe it's 'Sacrifice 3 units') and give gold to their god, or even provide a means for the god to get those upgrades mentioned above :) I dunno :p
    Any of these seem like a bunch of work, which I'm kind of burnt out on this map (and my Christmas break ends in 3 days :'( )
    Either way, thanks for the great ideas :) And if you think we can iron out those melee quirks and I feel comfortable to move away from melee (assuming that you think that would also be a good idea), we could start reworking this project whenever!
     
    Last edited: Jan 13, 2017
  16. Wark

    Wark

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    Well Mr. Thing, how about I give you an idea on what I've visualized? It's actually fairly simple, but could prove fun in a more detailed custom map. I decided to take it up as a project for this weekend.
     
  17. Thing_I

    Thing_I

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    :p Feel free to modify my map in any way you want. Unless you want to start a completely new map, which would be fine too
     
  18. Traktor

    Traktor

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    I've tried to play this map as god with easy computer against hard computer. It would be great if you could stop healing spell somehow because it drains all mana. Cloud prevents units from attacking completely. Chain heal is very expensive compared to ward. It would be cool if you removed unused races building. Adding Storm bolt ability is maybe good idea
     
  19. Thing_I

    Thing_I

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    Aggressive spells feel a bit unbalanced to me, but I would consider it. Could remove all unused races buildings, wouldn't be too much work. Cloud has a 50% miss chance in object editor, if I remember right. Maybe it just seems that way, as I haven't experienced it myself. However, I will look into it soon, college classes start in two days :(
    Chain heal is a massive heal compared to healing ward, and they stack completely. Chain heal is easily the strongest spell in the god's arsenal.

    EDIT:
    Also, did your computer control the units you gave him? If he wasn't human, I don't think it works, unfortunately. If it does work, please let me know :) That seems very interesting.
    EDIT2:
    Yup, I did go and give it a test. It does seem that cloud completely prevents units from attacking. I wonder what the 'Miss Chance %' value in the Object Editor changes then? Anyways, I'll rebalance it to 50 mana and a much smaller area and fix the text to match what it really does. Thanks for the info!
     
    Last edited: Jan 16, 2017