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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Insanity Attack v4.5

Submitted by blancfaye7
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]
by blancfaye7

You find yourselves, the Normalizens, in the middle of nowhere.
An apocalypse broke out for reasons unknown, rendering all people to become insane and cause trouble everywhere.
Cults have sprung, other species are evolving, the mighty have fallen...
These are now called the Insanes.
People who still have their sanity are officially called the Normalizens.

You, the Normalizens, must defend yourself from becoming one of the Insanes.
The Insanes will attack you anytime soon. Use your skills to build a base and train sane people to fend off the Insanes! Anything is possible!
You never know, you might kill the source of this apocalypse sometime soon...


Gameplay

First off, the players can choose what mode they want to play in. There are 5 modes:
Very Easy, Easy, Normal, Hard, Insane.
The Insanes adjust for the Normalizens. Isn't that nice of them?

The Normalizens consist of Builders, Military, Resource Structures, Research Structures, Towers, Garrison Structures, Shops and Walls.
Builders are units that build structures vital for progression.
Military are units that are combat-able and experts on the battlefield.
Resource Structures are buildings that give Lumber and Gold resources which play an important role for spending in research, building structures and training units.
Research Structures are buildings whose purpose is to research upgrades. Upgrades include the improvement of each part of the Normalizens.
Towers are basically defensive structures to safeguard the base.
Garrison Structures are buildings that train Military units.
Shops are buildings that sells items for unit (Builder, Military and Tower) improvement.
Walls are structures that serve as a barrier, literally. They are mostly used to cover your camp from the Insanes.

Being a Normalizen, of course there is pride.
Whenever there comes rivalry or dispute between them, or when they feel like they want a contest, then there always is a PvP system.
Normalizens can declare war on each other, as well as redeclare alliance.

Being a Normalizen, there is also friendship.
Each Normalizen is a friend of the other. They can give resources to those who are in need. They can also give their own units under the command of another leader (currently disabled, though).

In the middle of chaos, the Insanes love to bring a trouble party with them just to make a Normalizen to be one with themselves. Random Events will definitely occur, and it must be expected by the Normalizens in order to survive their chaotic acts.

Even with that said, there is still one goal that the Normalizens have: To survive and defeat the Final Boss, whoever the boss is.
It is the end if All the Normalizens' Main Builders died, as it is their leader.
Also, the Final Boss seem to have an aura that makes any person insane... Whatever.
The Normalizens must survive no matter what!

To give a summary:
Normalizens can discuss which mode fits them.
Normalizens must get rid of Insane Fools out there who try to attack them.
Normalizens can declare war on one another.
Normalizens can reforge alliance.
Normalizens can give units to others, except to the Insane Folks.
Insane Fools are random because they want to be random, so Normalizens must expect for the worst.
Normalizens will win if the Insanes give up because they got bored of it or when the Final Boss is killed.
Normalizens will lose if their Main Builders die.


General Screenshots


I am going to update the screenshots using v4.1 version.
Below are screenshots that are outdated.

When the map starts...
[​IMG]

A sample camp that a player can make...
[​IMG]

The Insanes have started invading.
[​IMG]

The Insanes have successfully destroyed the player's camp.
[​IMG]

When all of the players' Main Builders die...
[​IMG]


Features

Different Difficulty Modes
PvP System
Unit Sharing System [Disabled]
Camera Manipulation
Important Unit Searching
Random Events (More to come!)


Game Tips

General
• Don't be insane.
• Be coopreative.
• Don't lose hope.
• Be respectful.
• Be a fun person.

Early Game
Check for a good area. Trees play a vital role in the game. They blind you from vision, and that's not good especially for towers. Any unit whose vision is blurred cannot attack on that spot, even if enemies are in combat range of the unit. These trees also block your view, especially those large ones! In the PvP world, you can use these trees to your advantage .
Start small, Think fast. Start your camp as a small and nice place to live. 3 by 3 Walls are enough to fill your camp with a Hall, 6 Lumber Mills and 2 Towers. This is a very good starting set up.
Be efficient (Decision-making). Walls take too long to build. Well, then leave them unfinished! Place your unfinished Walls first then build them later. Your first priority is to get resources quick and fast, and have at least 1 offensive/defensive unit, in which it is just a Tower in early game. Power Build it if you must, since Pests are a problem.
Be efficient (Base architecture). All structures you can build have the same size, except walls. You must place your buildings well to maximize the small space that you have, and to also have pathways for your builders to travel to easily. Just 1 space gap is fine; all units except the mechanical ones fit through that gap. In late game, there will come Insane Freaks that are ranged. You must place buildings that are least used near the walls so that you lose only a little speck of progression. Take note also of each unit's sight range. Offensive units won't be able to attack on blind spots. Some structures have good sight range on day or night.
Do not rush. Though some things are good to be rushed, there are also some that aren't. This includes Upgrading fast to an Advanced Hall. There are times that Advanced Hall is needed fast, but not all the time. There are other factors, but you must discover them yourselves.
Assign Control Groups. Throughout the game, Control Groups will be very much important. You'll need this and you know you'll need this and abuse it to the maximum extent.

Mid Game
Get Assistants. These group of workers are a must to have! Assistant Builders are your heroes! They have inferior Fast Repairs and Power Builds, but that's something! Helpers can also help auto-repair the walls. Not only that, but only Helpers can build Tunnels, which makes travelling a lot easier especially if your camp is getting bigger.
Expand when needed. You heard me: Only expand when it is needed! Expanding needlessly can lead to your deaths. Expansions are needed for extra space. There are two kinds of expansions: the 1st one and the 2nd one. Hey, don't complain! I don't know what to name them. Anyway, the 1st one is an expansion which is extending your base from a direction. For example, you could either build walls outside of your camp which is just connected from your camp. The 2nd one is an expansion that is building a completely new camp in some place. This one is better, but harder to manage. You need some kind of defense to even pull through building a new camp.
Upgrade when there is a chance. Research those upgrades when you can! Researches take time to finish, and you wouldn't want the Insane Freaks to continuously get stronger without you getting stronger as well! Towers can get outdated, etc...

Late Game
Produce an army. At this point, you should be mass producing units to kill the Final Boss, and to reduce stress from your camp/s. This can be done in mid-game. You need to reserve a space for these, since this can become cloggy.
Research only what you have researched with a progress of 70% and up. Starting to research new upgrades can become futile. It can help, but it's better to focus what you have maximized by now.
• Get a Bank. Yep. With this, Lumber and Gold can all become as 1 type of currency. There is unity and serenity within the hearts of Wood and Money!
Always check your camp and builders. With the Insane Fools getting more insane each second, you have to check your camp regularly. Anything bad can happen, you know!

This is addressed to all the Players in cooperation. Good Luck out there, Normalizens!


Credits

World Editor by Blizzard is used for this project.

Insane BGM is made by beatdock.
Peaceful BGM is made by craigaustin.
Alarm sound effects are made by fongcheng4 and audiomicro.
(www.freesfx.co.uk)

Pickaxe sounds are made by Benboncan and an unknown artist.
(www.freesound.org and www.audioblocks.com)

Touhou Models came from THDotS.

Etrian Odyssey Models are made by harin.
(chaosrealm.info)

Dwarf Cavalry Model is made by Radagast.
Arthas Rider Model is made by Kuhneghetz.
Basic House Model is made by Ergius.
Beautiful Gate Model is made by s4nji.
Hero Glow is made by assassin_lord.
Better House and Generator Models are made by Kitabatake.
Gold Mine Model is made by Mike.
Nebula is made by WILL THE ALMIGHTY.
Destroy Button is made by CRAZYRUSSIAN.
Map Description Generator by Vengeancekael is used.
Dozer Icon is made by Hayate.
Game Logo is made by Ardenian.
Map Optimizer by Vexorian is used.
Model Editor by Magos is used.
MDX Squisher by Guesst is used.
Technical Support are given by Dat-C3, Flux, sentrywiz, Wietlol, BPower, edo494, WaterKnight, Death_Adder, spasorc, morgos14, MyTearsYourWeapon, IcemanBo, rulerofiron99, apcrabnightlive, Almia, Alright, Destiny.Knight and andreasaspenberg.
Map is tested by Yugata, kino, Mech_Warrior with his friends, Orcnet with his friends, Mammamia, Emm-A- and Flux.
(www.hiveworkshop.com and www.wc3c.net)

Infection Attack by Asiliuxas map gave me inspiration!

Thanks to my friends, namely Oblige, Oracle, Cross, CipheR, Jevichrono, eggertime, PusheenTheCat, nutellaboy, doge, Cerbus, Jamaja, MikuMikuRin, RM, thereoninguy, Transcendence, illyas, Kaku and hayahay for testing the map and giving suggestions. I needed the support you gave me!


Changelog

v0.1
- This is the first version.
- Expect this map to be buggy.
- First release: Alpha Version.

v0.5
- Second version of the map development.
- Fixed several leaks that causes lag.
- Removed Blancii C.I.W.U.N.
- Changed the central area of its terrain layout.
- Made the central area to be unbuildable.
- Fixed Tunnel Burrow.
- Reedited the buildings that the Technician can construct.
- The next version (v1.0) will have Enemy AI fixed.

v0.7
- Third version of the map development.
- Fixed more leaks.
- The next version (v1.0) will have Enemy AI fixed. Some updates were made.
- Rebalanced difficulty.
- Easy mode now available.
- Added regeneration rates of Advanced Wall and Gates.
- Decreased Imbued Wall regeneration.
- Increased Imbued Gate regeneration.

v0.8a (1st)
- Fourth alpha version of the map development.
- Fixed more leaks.
- The next version (v1.0) will have Enemy AI fixed.
- Opening and Closing Gates no longer makes a selection with other players.
- Fixed some bad unit references.
- Removed profanity on Easy Mode. All profanity will be eradicated soon.
- Hard mode is buggy due to Immolation skills of Flandre and Koishi. Thus it is disabled.
- Fixed wrong flags of the Spawn System.
- Updated Enemy Stats and Upgrades over time.

v0.8a (2nd)
- Fourth alpha version of the map development.
- Fixed more leaks.
- Fixed Gate Bug.
- Fixed some bad unit references.
- Removed some profanity. All profanity will be eradicated soon.
- Hard mode is buggy. Thus disabled.
- Fixed wrong flags of the Spawn System.
- Updated Unit Stats, Upgrades and Spawn Times.
- Upgrades for enemies are updated on Easy Mode for testing.
- Updated AI, but not completely perfect yet.
- Added a new track.
- Set a maximum cap for gold and lumber.
- Fixed upgrading system to actually upgrade affected units.
- Added Fast Repair for Assistants.

v0.8b
- Fourth beta version of the map development.
- Added Chen and her Champions as bosses.
- Extended Survive Time.
- Updates only available on Easy mode for testing.
- Disabled Normal Mode temporarily.
- Added Pests.
- Normalized game economy (Ongoing).
- Fixed Assitant Builder Upgrade bug.
- Major Update on Military Units.
- Added Vertical Gates.
- Changed Burrow Mechanics.
- Will implement Spacebar Points.

v1.0 (Alpha)
- Stable Version of the map (Alpha Testing).
- Added a Tutorial Mode.
- Unimplemented Spacebar Points.
- Soon to implement Normal and Hard Modes.
- Technician and Manager are downgraded upon the death of Imbued Town Hall.
- Fixed Mining Sound Set.
- Readjusted Enemy stats for a reasonable difficulty increase.
- Added a PvP system.
- Changed all Background Music.
- Added a Shop entity.
- Creator now officially named as blancfaye7!

v1.0 (Beta)
- Stable Version of the map (Beta Testing).
- Map now open to public for beta testing.
- Readjusted enemy health and variable upgrading.
- Readjusted Military and Tower variable upgrading.
- Fixed Unit Sharing to avoid giving units to enemy players.
- Updated Tutorial.

v1.1 (Beta)
- Stable Version of the map (2nd Beta Testing).
- Major Model Updates (Added Team Color and Unit Glows).
- Enemy A.I. updated.
- Increased Map Size.
- Added in-game Tips.
- Sight Range decreased for most units.

v1.2 (Beta)
- Quick Update of the Map (2nd Beta).
- Decreased Map Size and Playable Area Bounds.
- Fixed Sight Range absurdity.
- Updated Reveal Skill.
- Fixed careless AI bug.
- Added camera reset chat command.
- Added new structure: Scout Beacon.
- Replaced Battleship with Locomotive.
- Changed and added Camera Chat Commands.
- Single Player Modes now get more resources to at least survive.

v1.3
- First Official Release of the Map.
- Adjusted pitch of "-cam far".
- Fixed A.I. of Chen.
- Fixed the freeze bug of the Champions.
- Fixed Immolation of Koishi and Flandre.
- Decreased Dice Damage of Advanced Military Units.
- Increased Tower Damage.
- Updated Upgrade Tooltips to a more specific description.
- Increased Normal and Hard difficulty.
- Decreased 2nd-Tier Resource structures' costs.
- Fixed Sound Sets of Ranger and Marines.
- Quitters will not have some of their units to be removed and their resources are now divided among User Players.
- Fixed Player List Multiboard.

v2.0
- Second Official Release of the Map.
- Increased Pulverize chance of Bull that became intelligent.
- Decreased Advanced Hall and Imbued Town Hall's HP and armor.
- Decorated Terrain on the edges.
- Reduced Decay Time.
- Added 2 new Random Events; 2 Insane units added.
- Changed Healing Wave of Nurse to Slow.
- Changed name of Nurse to Witch; corresponding upgrades and tooltips also updated.
- Changed name of Priest to Cleric; corresponding upgrades and tooltips also updated.
- Fixed Hostile Sound Effect from looping.
- Fixed registration of units even when in PvP mode.

v2.1
- Third Official Release of the Map.
- Removed Tutorial as it is pointless.
- Added Spawn Limit.
- Updated the Blink Spell; 150 to 1000 range, 200 second cooldown, 5 second cast time.
- Will implement Sanity System if supported by many.

v2.2
- Fourth Official Release of the Map.
- Fixed Death of Main Builders condition for defeat.
- Removed Single Player Limiter.
- Will implement Sanity System if supported by many.
- Changed Destroy button.
- Fixed Quitter's unit removal.
- Fixed Multiboard disappearance bug.

v2.3
- Fifth Official Release of the Map.
- Nothing major changed.
- Updated Tooltips with information of Tech Upgrades.
- Refactored some Triggers.

v2.4
- Sixth Official Release of the Map.
- Removed Casting TIme of Blink. Cooldown is now 220 seconds, and the minimum range is now at 250.
- Increased resource production of Advanced Lumber Mill, Gold Mine, Excavation Sitr and Underground Green House.
- Decreased building time of some buildings, from small scale change to large scale change.
- Increased repair rate of all buildings with variations, from small scale to large scale change.
- Added a Very Easy Mode.
- Refactored some triggers again.

v3.0
- Seventh Official Release of the Map.
- v3.x series will be the final versions.
- Fixed Hard Mode Enemy Scaling over time System.
- Increased immolation interval of Koishi and Flandre to reduce lag, but the rate of damage per second reimains unchanged.
- Units cannot no longer transport to another unfinished burrow.
- Increased Final Boss's Tentacle Spawn cooldown.
- Worker movement speed on Final Stage (until boss is defeated) will now retain the decrease effect even when downgraded or upgraded.
- Melee Military Units' acquisition range slightly increased.
- Marines are nerfed in terms of damage, attack rate, HP and food cost.
- Added tooltips on Blueprints for Mechanical-only items to work correctly.
- Decreased Military Expedite's upgrade to 15% Attack Rate.
- Changed Military Expedite's Movement Speed Increase to 15.
- Fixed Quest Logs for long texts being unreadable.

v3.0a
- Seventh Official Release of the Map. This is a quick update.
- v3.x series will be the final versions.
- Reverted Shop Client Acquisition range to default (350).
- Fixed Final Rush completion bug that makes it repeat.
- Added a Damage System to Emergency C4 for PvP purposes.
- Increased Chen and her Champions' HP and regeneration.
- Decreased production time for Life Orb.
- Decreased item cost of Critical Necklace to 350.
- Decreased Golden Bracelet Damage Output to 10.
- Slightly decreased production time for Golden Bracelet.
- Changed Hall upgrade sequence requirements from Gate to Walls.
- Reduced Battle Golem's Taunt to 45 seconds.

v3.1
- Eighth Official Release of the Map.
- v3.x series will be the final versions.
- Reworked on Chen and her Champions.
- Chen has less Evasion now.
- Chii and Faye both have less base HP now.
- Decreased damage output of Chii and Faye.
- Reworked on Chen's attack speed so that it is dependent on Chii's buff.
- Increased Crazed Pickpocket's HP.
- Decreased upgrade time of all Mines and Mills.

v3.2a
- Updated from v3.1 to add missing key features.
- Added a Bulk Buying system for Military Units and Trinket Boutique only.
- Fixed a misplaced icon positioning for Critical Necklace.

v3.2b
- Updated from v3.1 to add missing key features.
- This map is still for testing purposes for v3.3.
- Decreased Faye's buff of damage increase to Chen.
- Chen's attack speed decreased.
- Decreased Jamaja's splash damage over structures.
- Decreased armor and health regeneration of Jamaja.
- Bounce attacks will not hit the same enemy anymore.
- Bounce radius increased.
- Helicopter Multishot range increased.
- Houses are now faster to build and repair.
- Better Houses now give 5 food, and is now faster to build and repair.
- Vacant Lots and their upgrades now produce 3 food.
- Vacant Lots now have a limit of 15.
- Jamaja's Tentacle spawn rate increased.
- Fixed Tentacles AI and beefed them up.
- All items balanced.
- Added -find functions. Check Logs for instructions.
- Improved dependency equivalence.
- Disabled -give command... for now.
- Charger has now a limit of 4.

v3.3
- New official and stable release of the map!
- Fixed multiple Manager creation bug.
- Power Build of Assistant Builder is now instant, and cooldown is reduced.
- Fixed misplaced icon of Lighting the Beacon.
- Reverted Chen's attack speed from the nerf hammer.
- Slightly increased Chen's evasion. She's too easy now even with Champion buffs.
- Heavily refactored enemy AI.
- Improved some of the unique abilities of enemies.
- Nothing would spawn anymore after winning the game.
- Slightly nerfed Tentacles.
- Slightly beefed Jamaja from the nerf hammer last version.
- Slightly increased Tentacle Spawn rate.
- Fixed the PvP system from giving projectile vision.
- Fixed Cold Tower model problems.
- Added Helper Towers.
- Buildable Cold Towers removed.
- Reassigned techtree requirements, shortcuts and button positoin of structures.
- Refactored the structures that can be built to fix a dependency equivalence bug.
- Modified Point Values for Triggering and as well as Score Board Calculation.
- Gate does not reposition anymore and is not allowed to be opened if there is a unit in it's pathing.
- Improved Imbued Splash Tower and Tank splash range.
- Fixed Locomotive's attack type.
- Fixed attack animation v.s. projectile launch of Tank and Locomotive.
- Changed and swapped a few projectile arts for relevance.
- Added exploding death effects to all units.
- Increased slow duration of Bolt Discharger.
- Fixed Witch's stats and cost.
- Increased aquisition range of all allied units.
- Main Builder Power Build now only sets the construction progress to 99%.
- Charger Repair icons now have a proper autocast button art.
- Barriers now have a limit of 5.
- Removed Test Mode completely.
- Accordingly colored tooltips for readability.

v4.0
- Major stability update of the map.
- Map player size has decreased to 7 from 10.
- Insanes now have 5 color identifiers.
- Choppy movements severely reduced.
- Pests now belong to Brown Insanes only.
- Quitter's Chargers won't get destroyed anymore.
- Slightly buffed Chen in stats and abilities.
- Fixed a fatal bug in stopping enemy stat improvement over time.
- Refactored Spawn limit.

v4.0a
- Major stability update of the map.
- Fixed a buggy remnant of the fatal bug said from the previous version.
- Fixed a few tooltips as well.

v4.0b
- Major stability update of the map.
- Patch fix for versions v4.0 and v4.0a.
- Fixed the fatal bug problems of v4.0 and v4.0a. Problems still persisted even when the said fix was done.
- Fixed more tooltip errors. Minor details only, though.

v4.1
- Balance changes of the map.
- Strengthened Towers.
- Greatly improved Military Unit stats.
- Removed game end time.
- Treated projectile vision alliance bug a feature... for now. Just added a few lines to remove vision of unused player slots.

v4.5
- Adjusted enemy stats.
- Power spikes reduced for all modes.
- Removed "Ping" art since the minimap is not accurate.
- Adjusted Item prices from what they're worth.



Old Map Development Thread: Check it out here.

Other Old Map Development Thread: Check it out here.

Development Threads will stay dead from now on.

► Map Description Generator 「By Vengeancekael」
Contents

Insanity Attack v4.5 (Map)

Reviews
Moderator
15:38, 7th May 2015 Orcnet: "] Damn I manage to last a few minutes from those excessive siege units attacking me from everywhere, it would be nice if siege units has level hp and damage, while pierce or normal units have big base damage and...
  1. blancfaye7

    blancfaye7

    Joined:
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    1. That's rather odd. The Icon would be for dummy unit. The HP would be the dummy's. I'm not going to add a DDS on the map to detect the damage always. whenever the builder is attacked anyway, it won't go red. There are still many reasons.

    2. The SC part is making me uncomfortable... I'll have a talk with other players about the Installation technique. It's more like of "the way I want it to be" than "how to make an ease of access through it." This is the same as the Destroy button in terms of uncomfort. I'll not implement both until i get my mind unfazed. I don't know why I feel uncomfortable about it... Decisions must come into one; people be saying different things I guess. I'll decide once I get a talk with it.


    1. Seems reasonable. I'll think about it and how to do it.

    2. I'll leave the decorating to someone else. I tried decorating the the map on the UNSEEN sides. So far no change in lag is seen, but the low-end computers have lag, which doesn't concern me anymore.
    This is not my plan in the first place, because I for one don't have time to terrain anymore and study it. I have already a new project to commence on soon. I'll leave it to somebody else, if they want, but I'm not going to look.
    Insanity Attack: My first and last finished map. I can't believe where it is standing today.
     
  2. Mammamia

    Mammamia

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    Updated post 55. 17.00 http://www.hiveworkshop.com/forums/2685221-post55.html

    > This is not my plan in the first place, because I for one don't have time to terrain anymore and study it. I have already a new project to commence on soon. I'll leave it to somebody else, if they want, but I'm not going to look.

    Yea. That's what I thought.

    > The SC part is making me uncomfortable...

    Take your time :)

    > 1. That's rather odd. The Icon would be for dummy unit. The HP would be the dummy's. I'm not going to add a DDS on the map to detect the damage always. whenever the builder is attacked anyway, it won't go red. There are still many reasons.

    At least that's a start)
    Base that dummy of a worker, then run a trigger that tracks peasant's current HP every 0,5-1 seconds. If they were decreased - play some sound. In case of heal (or moon shard hp regen make them equal to the main one.
    Percentage based track should be good enough.
    This is far from perfect, but hey, might work.

    Implementing this will also free one control group for military units, as they are the main force of war.

    > Insanity Attack: My first and last finished map. I can't believe where it is standing today.

    _=(^_^)=_
     
  3. Mammamia

    Mammamia

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    Horray! I've beaten Chen, but five turtles 35k hp each is just too much. ... for now.
     
    Last edited: May 18, 2015
  4. Mammamia

    Mammamia

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    ** I've just played a multiplayer ver 2.4 and that's what I can say: The more people in the game - the more dramatical the fps drop after the first boss and forth. Strangely enough when I lost my secondary worker it somewhat got better.
     
  5. CreepyShake

    CreepyShake

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    Taking heavy lag even when playing with 2 players. I mean... First 20 minutes looks fine... Until Chen... I can barely move my screen to see my base blowing apart...
     
  6. Mammamia

    Mammamia

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    Join Date: Apr 2015
    Posts: 1


    I feel your pain man. Just do the good ol' WC3 surround. That helps. Or should I say preemptive wc3 surround.
     
  7. blancfaye7

    blancfaye7

    Joined:
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    Map is updated to v3.0a

    Few updates. I have made this update because I will be busy from now on and I can only accept fixing bugs already. (Depends though)

    Forgive me, but I may not at all grant some suggestions. Maybe after I'm not busy anymore I can work on it.

    Surely though, I'll find time.

    I wonder what's causing it. Some few others do not experience it, while some does. Some also reported that when they lost their Assistant as well that performance got a bit better. Sigh... *bumps head*

    I'll try to reduce lag. But if you have a low-end computer then I can't really do much about it.
     
  8. fog1993

    fog1993

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    - extraneous, but i like Chen >w<
     
  9. Sieghart93

    Sieghart93

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    1. seriously no idea how to kill chen.. whats with 99% evasion? or was it 100%...
    I cant find any spell user as well except the cleric and sorceress ....or is there any unit which can splash on ground @@?

    2. i left chen aside stuck it somewhere.... then last boss.... 5k siege monster... just whats the most efficient army to kill it =.=? could it even be killed with single player...
     
  10. blancfaye7

    blancfaye7

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    Cleric and Sorceress are the only Spell Users you can train.
    It's a 99% Evasion. She is killable though. I want the user to devise a tactic on how.

    Jamaja can be killed as well in many ways. If you can't kill him, then you got to bolster up your forces and upgrade and manage resources.
     
  11. CreepyShake

    CreepyShake

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    1. Spash and Multi-shot tower will do it. Just don't hit Chen, hit the creeps around her.
     
  12. blancfaye7

    blancfaye7

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    Map is updated to v3.1!

    Check out the changelogs for this update.

    Feel free to comment and suggest in this thread.
     
  13. blancfaye7

    blancfaye7

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    First of all, not a necropost!

    I think this is something useful.

    I was planning to update the map again by:
    1. trying to implement (again) the bulk buying of items for units in range around the shop.
    2. add a unit recycling system to reduce frame lag at late game.

    I will create a new thread about this in the development of insanity attack (the old dev thread of the map is already closed.)

    Link to the dev thread

    Edit: Map is now v3.2a. Check the changelogs.
     
    Last edited: May 8, 2016
  14. Heaven Editor

    Heaven Editor

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    I like your positive attitude responding to people's comments. You have made a lot of changes. I will try it soon. Stay positive. I love Infection Attack as I think I would love yours too. :D
     
  15. blancfaye7

    blancfaye7

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    Thanks. I needed that!

    I hope you'll like it.

    ---

    Currently, I don't think I would implement the Recycler system anymore due to the facts I have learnt. The next update will be item balances and Chen balances (or maybe even Jamaja). Give me time.
     
  16. Alxen345

    Alxen345

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    Not bad! It was entertaining. I like it. You get a 4/5 rate ;)
     
  17. blancfaye7

    blancfaye7

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    The map is updated!

    v3.2b

    Check out the changelogs. There are several updates and I need each tested or evaluated.
     
  18. Death Adder

    Death Adder

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    First of all I played this map 4 times in single player (For a total at about just above an hour), the furthest I got on "Very Easy" was the purple remember forgotten spirit or whatever that one shotted all my buildings. (lost 99% of my dps when my boulder towers died)

    I quite liked the map, but in my opinion it's basically too much of a bother to learn the game. I can't even imagine how many times you would have to restart and replay the same first 20+ minutes just to learn what you have to do so you can actually understand what everything does.

    Then every time you get a bit further you have to replay it even more to find out what the new stuff you unlocked or what the new enemy does and how to counter them.

    As an example my first game was lost by default because I didn't know the units would spawn outside of the playable map area, so my base in the corner was obviously no good.

    After the initial 10~ minutes there's no more pauses, so very little time to think. As a beginner I want to have a fairly easy time to read figure out how to play, read descriptions, stats, and so on.

    The constant flow of units meant that I couldn't really take my time and learn the game. Obviously this isn't necessarily a bad thing for experienced players, but shouldn't they at least be playing the "Normal" difficulty? Why does this unending flow also apply to the "easiest" difficulty? To me it seems very much counter-intuitive.

    It seems like the difficulty hasn't really been related to skill level, but rather the number of players.

    There should be one selectable scale for player skill (V-Easy, Easy, Normal, Hard, V-Hard) and the second automatic scaling related to how many players there are in the game.

    • If you're bad / noob you should be able to win Very easy or easy.
    • If you're not bad but not good you should be able to win in Normal and sometimes maybe Hard.
    • If you're a good player you should be able to play alone and win in the hard and very hard difficulties.

    Now it's entirely possible that I'm completely clueless and is overestimating the game's difficulty here, but I'm pretty sure I even saw the Map Author say that he's only won once on very easy difficulty somewhere early in the thread.

    That should be pretty telling that the difficulty scaling is pretty screwed up.

    Ok, so now my suggestions here:

    -Scale the difficulty by number of players separately from the selected difficulty. Whether or not you play V-Easy, Easy, Normal, Hard, or Insane shouldn't be strictly proportional to how many players are in the game.

    -Make the building time scale with how many players are playing and/or the selected difficulty level. (Including the cooldown for powerbuilding)

    After making my base I just couldn't expand it any further without my buildings instantly being focused down and eventually there wasn't enough room or even worse I made my base too big so I couldn't wall it off in time before the purple ghosts came and one-shotted all my towers.

    I can see how the powerbuild mechanic would make this a non-issue for multiplayer (assuming there's some basic communication), a couple of players could blink forward and place walls and some could place some towers and voila you've got an instantly built extension to your base.

    I didn't have that luxury in singleplayer.​

    -Give some short breaks in the lower difficulties so beginners aren't overwhelmed by having to read and learn massive amounts of information without dying while they're doing it.

    -Increase the Acquisition range of the units, especially melee, they just stand there like dumb bricks. My units weren't attacked at all until I literally made a wall of them to block the enemy movement.

    I don't see how there could be any risk of the units running off on goose chases all over the map, none of the enemy units care about your units besides the towers and buildings being built, so there's just no way your units will run away from the base.​

    p.s. I didn't read the F9 quest log, but considering that there is no room for any breathers and that opening quest log doesn't pause the game in multiplayer you shouldn't be expecting beginners to spend much time there to begin with.

    In my mind it's more of a tool like google and wikia pages. After you've already caught their interest first and they want to find out more about your map, certain details, tricks & tips, they will take their time to read on their own at their leisure as new things show up one after the other.

    You know when you buy games, how often do you read the game manual that come with it? Probably never, right? At the most you'll quickly gloss it over while the game is installing.

    You shouldn't expect any player to invest half an hour or whatever of their time to read front-loaded info dumps before they even know what the game is all about.

    Especially so for online multiplayer with randoms.
     
  19. blancfaye7

    blancfaye7

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    Thank you for your response!

    I was already thinking about this at some point when I was developing. Same issue on reading what the Quest Logs are written on. I was supposedly planning on making a yet another easier difficulty... but it will take some time. I started making it but I haven't finished it yet. I think I was working on it since v3.0. Because this was started few years ago, some of my triggers aren't that awesome. The 30+ triggers would take time again to scale and everything; and because of that as well I tend to become lazy.

    That time was then a really screwed up version. I've balanced some things out (in the current 'skill level difficulty' set up; currently there is only one, which is Hard.)

    Yes. I have somewhere stated that in the thread. The words in the "difficulty setting" is very misleading indeed. It should not be even worded as Easy, Normal, etc... if it is based on the number of players. I am also trying to set up a REAL difficulty environment, but as said above that would take tweaking on several triggers... If I had a lot of time to invest it was already done, but alas...

    I'll see what I can do about this. My events were literally periodic events. Maybe prolonging the timers are enough (?)

    Damn... That means that their acquisition range is still that low. I will adjust it. Thanks for the feedback.

    I-I'll see what I can do. This is a good idea, but I kinda forgot if this is possible in GUI triggers.

    Summary of Difficulty Confusion
    The menu that is showed is a Player-count-based level. Currently, it is selectable.
    But the ACTUAL difficulty setting is not defined. Currently, it can only be defined as HARD and it cannot be changed... for now.
     
  20. Death Adder

    Death Adder

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    Probably not ideal, but a way to at least try it out could be to simply turn off the spawn triggers (temporarily) and pause the timer for new events.

    You can't do it by triggers, at least not directly, but what you could do is create units without models that have the "locust" and "human repair" abilities. Basically it would speed up the work speed as if you had multiple workers building the building.

    I've messed around with something similar in the past so if you need trigger / test map I could probably put something together to give you an idea to make it fit your map.

    Alright, that makes sense. So really there wasn't as much about the difficulty not working as it's simply confusing or misleading.

    That said, since it appears you're already making quite a lot of changes it's probably best to save this for last. Since the difficulty would most likely change you might have to redo your own work afterwards which would be pretty counter-productive.

    Either way, good job and good luck! :thumbs_up: