1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. The 15th Mini-Mapping Contest came to an end. The Secrets of Warcraft 3 are soon to be revealed! Come and vote in the public poll for your favorite maps.
    Dismiss Notice
  4. The 12th incarnation of the Music Contest is LIVE! The theme is Synthwave. Knight Rider needs a song to listen to on his journey. You should definitely have some fun with this theme!
    Dismiss Notice
  5. Join other hivers in a friendly concept-art contest. The contestants have to create a genie coming out of its container. We wish you the best of luck!
    Dismiss Notice
  6. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Mazing Contest Ultra

Submitted by Elvenking_slider
This bundle is marked as approved. It works and satisfies the submission rules.
Mazing Contest Ultra (normal + XL size)
Created by Elvenking

As the work of always updating 2 maps for every new feature or bugfix was quite time consuming,
I decided to combine mazing contest normal and XL into one map.
This means that all further updates to mazing contest will run under the new name of
"Mazing Contest Ultra".
This topic will still contain the XL description and a few extra notes.

To follow all updates simply read the Changelog entries,
I try to make them as detailed as possible :)

Beginner Info:
Everyone who never played my "enhanced" mazing contest version please make sure to atleast read this.
This map is based on mazing contest 1.2 and therefore I balanced range/clap frequency to fit the classic gameplay.
Many people notified me that the clap range is bugged in 1.2 and not consistent in all 4 directions of a tower so as only difference compared to the v1.2 I fixed this wrong clap range.
This changes the gameplay in a way to make it fair for everyone as 3-4 clap setups will work consistently.
Another important change is the dialog structure to choose the game mode and options.
Version 1.2 had basically the 2 options Normal and Customize, which meant to simply start the game
or to modify time/rounds and selling/upgrade feature.
I changed the dialog structure in order to have a faster and visually better mode selection.
The first dialog you will see is to select the basic mode of the game, do NOT compare the Custom mode to the old Customize option.
If you press Custom you will end up in a complicated dialog chain to really customize the game mode itself (towertype, win condition, ...).
The second dialog you will always see is the game options dialog.
This second dialog allows you to modify game mode independent stuff like time/rounds/selling/... which is basically the old Customize thing.

On your first time playing this map NEVER press Custom as game mode, simply press Normal and everything will be self-explanatory and fine^^

XL size map Info:
This part of the map is basically mazing contest 2 with larger build areas.
There is no difference in game modes, except some rng numbers.
Most of the terrain was redesigned, just to not have a boring looking map with bigger size.
For detailed information about game modes/mechanics read the description of my Mazing Contest 2 project page.
Mazing Contest v2.9
I just want to point out the differences here so it isn't a duplicate post.

Features:
-Same game modes as mazing contest 2
-Increased gold/lumber and rnd tower rate in all modes
-Increased build times to 1:00 -> 2:00
-Build area increased to 11x13 (143 tiles) from 8x9 (72 tiles)

Game mode changes:
  • Normal: 19-53 gold and 0-4 lumber now
  • Speedtower: 2-4 speedtower are spawned instead of 1-3
  • Expect: reach a time between 12-45s instead of 5-32s
  • Speedrun: 4-6 thunderclap tower instead of 2-6
  • Penalty: removed (only available as option in custom mode)
  • Traps: New game mode instead of penalty.
Game option changes:
  • Time: Building time increased to 1:00 to 2:00 instead of 0:30 to 1:30
  • Totaltime: Changed accordingly to round times.
  • Tower bombs: 0-3 tower bombs instead of 0-2 and much higher chance to get some.

General Map Info and Improvements

New Game modes:

Manatower: Reach the longest time and do not let your runner die from mana loss or he will be teleported to the exit.
Under 50% mana your runner will be slowed by 45% because of heavy blood loss!
Lumber in this mode is randomly 1 to 3 and the mana towers have the exact same range as thunderclap
or speedbuff towers. The mana restore ability has a cooldown of 5 seconds and a delay of 1 second until it restores.
As of version mazing contest ultra v1.5 the healtower mode was changed to manatower mode!
Hint: During the first round you can change the maximum mana to 10, 15 or 20 by using the -settings menu. More mana might make the mode more interesting in XL.

Traps: Small traps spawn in your maze that teleport the runnder back to the start upon activation.
Traps can only be used one time, so build your maze carefully to make maximum use out of them.
Important to notice is that you have to force the runner to directly step on it or it wont trigger the trap.
Sometimes pathing can choose to dodge the trap so make it non-dodgeable to be sure!
Version ultra 1.5 fixed trap spawn points to ensure they are the same for all players.

New Game option:
As part of mazing contest ultra v1.1 I introduced a new game option for both map sizes.
Checkpoints: You can place a checkpoint (item) anywhere in your maze and the runner will go there first.
To do this you simply drop the item on the ground where you prefer.
If you place it somewhere inaccessible the runner will try to reach it as far as possible before going towards the end.
This mechanics alters the maze building significantly and you build structures similar to Gem TD for example.

If you set this option to "random", the flag will be randomly placed each level (in sync for all players).

Should you manage to get your runner stuck the game will send it to the exit after 90 sec.
Also players can use the -unstuck command to send their runner towards the goal.

New Mazing points feature:

I added a point system to version XL 1.8 which makes the map less frustrating.
Sometimes it can happen that you fail a round or forget to place your checkpoint which is impossible to catch up then.
Mazing points are a different way to win the game, you get +3 for being first and +1 for being second on time each round.
At the end of the game 2 winners will be shown (highest time and highest score).

New Settings dialog:
Mazing contest ultra 1.5 has has the new feature of an extra settings dialog.
To open this dialog the mode selector has to type -settings during the first round.
You can only open this dialog once and no longer past the first round as it might be
unfair for other players to suddenly change something again.
Currently the dialog has not many settings but this might change with future map updates.
Available settings:
  • Enable penalty mode (all game modes): Unspent resources will reduce your total time.
    Please be fair and ask before enabling it^^.
  • Disable antiblock system for checkpoints (only if checkpoint option enabled):
    Turns off the antiblock system just for checkpoints so you can again block them off like in the older versions.
  • Change max mana of runner (only in manatower mode): Allows you to change the maximum mana value of the runner
    so he doesn't die that fast and has a longer slow duration.
  • Restart the game (all modes): After the first round the game will restart.
    This might be useful if the selected gamemode is not correct.
New Blinkmode (builder) feature:
With mazing contest ultra 1.3 the builder unit got a new ability called blinkmode.
This ability changes the movement to constant teleporting around and allows you to build your maze very fast.
Especially on XL this might be helpfull to reduce the time running around and therefore losing time.
You can toggle to option on and off and it will stay activated after auto-restart.
[​IMG]

Screenshots

Terrain Screenshots


Overview of the whole map:
[​IMG]

Overview of the XL map:
[​IMG]


Dialog screenshots


Map size dialog:
First dialog you see when starting the map
[​IMG]

Game mode dialog:
Second dialog you will see during the starting process
[​IMG]

Game options dialog:
Last dialog you will see during the starting process, finishes the mode selection
[​IMG]

Game settings dialog with manatower and checkpoints enabled:
This dialog can be openend with -settings during round 1
[​IMG]


Gameplay videos

Video of my personal best time in normal mode and normal map size:
Might also be helpful for some people to understand good thunderclap setups to hit 3-4 times ;)


Twitch streamer LForward testing the XL size of this map
Thanks for playing my map LForward :)


Change Log:

Change Log


Version: 1.0

  • larger build areas
  • redesigned most of the terrain

Version: 1.1

  • fixed camera positions

Version: 1.2

  • increased number of gold to 18-50 in normal mode
  • minor terrain changes (added some features)
  • improved red tower variation in speedrun mode
  • some additions to credits

Version: 1.3

  • increased number of gold to 19-53 in normal mode (should be final value now)
  • added a small visual indicator to tower bombs, so you can see each others ideas
  • removed death animation of tower bombs so it doesn't block fast building (added a different explotion instead)
  • changed hotkey for ready button to R (was on B for eng clients and therefore not useable)

Version: 1.4

  • neutral units are back
  • first "real" bugfix in any game mechanics. Maybe some explanation first: There are basically 2 major bugs in mazing contest since it release (e.g v1.2 has this bugs too). Here are 2 scenarios bug 1: https://i.imgur.com/8ANQO2y.jpg bug 2: https://i.imgur.com/rakBIjx.jpg. I was finally able to fix the bug 1, so you won't have to build a tower on that X to make the clap trigger. Regarding bug 2 i did not come up with any solution yet. Still these are no new bugs and classic mazing contest has them too!

Version: 1.5

  • fixed bug 2 with an algorithm to always stun in exactly 45 degree (top right corner) of a thunderclap tower.
  • fixed bug that tower bomb indicators didn't despawn after the last round and persisted forever if you restart the game.

Version: 1.6

  • fixed all bugs concerning thunderclaps not working. Each angle should now have the exact same behaviour.
  • Removed unnecessary code from former fixes to increase performance
  • added -cam option so you can adjust the camera distance in the game
  • finally updated all the total times
  • fixed bug in total times, they were not working correctly for 15 and 20 rounds
  • added new game mode "healtower" (read description above or ingame)
  • (Note: When 1.29 is live mazing contest 2 becomes 24 players and gets all this fixes here too.)

Version: 1.6b

  • again bugfix on thunderclaps. Increased range of the ability to 300 but trigger will only react at 250 range. This prevents thunderclaps that are castet but don't hit the runner.
  • reduced leak in healtower mode
  • reduced lumber in healtower mode to 3

Version: 1.7

  • fixed -cam option, it saves distance in the following rounds until game restarts
  • added 2 new abilities to the builder unit for zoom in and zoom out
  • all players are now allied, these should hopefully fix the issue that not everyone can read the standard ally chat (people usually don't press shit+enter to chat in all)

Version: Ultra 1.0

  • Mazing Contest 2.9 + Mazing Contest XL 1.7 (no further changes on the base maps)
  • integrated XL version into the classic size mazing contest map
  • created new terrain for 24 players in XL
  • added new dialog on start to choose game size
  • seperated XL and classic logic so the game can be restarted in any size again
  • further updates will now only happen in this combined version

Version: Ultra 1.1

  • Added new game option "Checkpoints"
  • Added inventory slot for checkpoint item (flag)
  • Added mechanic to reset your currently set flag via an item
  • Many bug fixes to prevent the game from getting stuck with checkpoints (there might still be bugs and I try to fix them as soon as i see one)
  • Added short overview of tower bombs to the game intro
  • Added short overview of the checkpoints option to the game intro
  • Applied all this changes to normal and XL size of the map
  • (uptaded) uploaded this version again with a small fix to custom game mode settings

Version: Ultra 1.2

  • Fixed some issues that cauzed the map to lag very hard
  • Added upgrade option from blocking tower to thunderclap tower if you enable selling
  • Added new game option "random Checkpoints", this will spawn the flags randomly and you can't pick it up (of course in sync for every player)
  • Added a few unstuck systems because of the bug that wc3 pathing sometimes bugs out if the flag is blocked.
  • Auto unstucker will send the runner to the goal after not reaching the flag for 90sec, this also gives a 60s penalty to the stucked player (fairness)
  • -unstuck command will send your runner to the goal and gives you a 30s penalty if it didn't reach the flag for atleast 1 minute
  • removed map leak from intro
  • (the version of this map uploaded to ENT has a better optimization with W3x2Lni v2.4.4) I somehow can't upload these optimizations to hive

Version: 1.8

  • I decided to update the 12 player version again due to the fact that my 24 map seems to crash people in the next map they play
  • Implemented all changes from ultra versions. Checkpoints (random and normal), tower upgrades, unstuck systems, leak reduction, intro changes,...
  • Added a score system to the map (mazing points). This makes the gameplay less frustrating if you completely fail one round. The first player to finish a round gets +3 point, the second one +1 point. At the end of the game 2 winners are shown (highest time and highest points).

Version: Ultra 1.3

  • (Small update compared to recent stuff but still some improvements)
  • Added point system to this version too
  • Added blinkmode (new) as ability to the builder. If you enable it your builder will teleport around instead of moving. This makes it easier to set some last second towers.
    There are some exceptions to the blinkmode, the builder will not blink if you use tower bombs or drop/pick the flag in checkpoint mode. If i enable blink for there too it bugs out and will never carry on the order it had.
  • Added some system for random flag mode to significantly decrease the probability of having a flag on entrance or exit of the maze. It is still possible but like 1 out of 1000 instead of 1 out of 100 rounds.

Version: Ultra 1.3b

  • (small hotfix, map name had no character free to change 1.3b, but loadscreen is different^^)
  • fixed bug with tower upgrades which let stun not work if you press upgrade on last second (upgrade to thunderclap is now instant)
  • changed default camera zoom in normal map size to 2200 so it is the same as in the original map from Pender
  • fixed bug with hotkey for upgrade sometimes not working (hopefully it always works for you guys now)
  • fixed bug with mazing score to not work at all in every mode that had shortest time to win mechanic

Version: Ultra 1.4

  • Removed penalty from mode selection (you can still choose it during custom mode selection but I wanted to keep the base modes kinda interesting and fun)
  • Added new game mode "traps" instead of penalty. Description above, basically small traps spawn in the maze that teleport your runner back to start.
  • Added custom mode selection for traps and option to choose 1-3 instead of just 1 trap.
  • Fixed a bug that traps (and even checkpoints) could spawn and block the entrance/exit of the maze with their dummy tower.
  • Added 1-2 minute to the auto unstuck if traps and checkpoints used togheter
  • Blinkmode no longer disables on restart
  • Music at the end of game stops now after selecting a new mode.
  • Extended random mode to cover 7 different modes now (penalty is still in there)
  • UPDATE: Uploaded map again with small hotfix to trap + random checkpoint mode togheter. Also fixed flag and trap placement in normal size ( it used XL values for positioning ).

Version: Ultra 1.5

  • ESC button can be used to open the ready dialog now
  • Implemented antiblock system for checkpoint mode. Can optionally be turned off and auto-disables if a random flag would be blocked
  • Fixed wrong trap mode spawns, now every player has them spawned at the same point
  • Added upgrade functionality for all special towers if selling is enabled (only thunderclap towers had this)
  • Replaced healtower mode with manatower mode. Reason for this was the wierd behaviour of neutral units on low health, I kinda had to make tons of checks to prevent most bugs, but still the mode turned out to be quite laggy after playing for a while. Using mana instead of health solved all problems and the mode works finally without bugs when using checkpoints too
  • Added new settings dialog via the -settings command. Player 1 (or whoever selects the mode) can use this command during the first round once to change a few extra settings or even restart the map
  • The settings dialog has the option to enable penalty mode (all modes)
  • The settings dialog has the option to disable antiblock system for checkpoints (only if checkpoints enabled)
  • The settings dialog has the option to change the maximum mana of the runner to 10/15/20 (only manatower mode)
  • Implemented a system to never spawn checkpoints directly on the start or exit of the maze (it still can spawn bad but it's less likely)
  • Improved pathing in checkpoint mode to further reduce the chance of the runner getting stuck
  • Fixed wrong player control and therefore vision to some (supposed to be) neutral units on the normal size map for player red
  • Fixed a few more bugs in random mode
  • Known issues: Automatic unstuck system for checkpoint mode doesn't ignore left players.
    Multiboard sometimes shows wrong timers but the game still saves the correct ones (visual bug)!



Credits:

Thanks to everyone who played my maps, you motivated me to implement more features and making this bigger versions.

Thanks to Peppolino/Schwammerlkrieg my reliable friend who always plays mazing contest with me and tested like every version.

Thanks to Masaa, Kacsa1111111 and Sexytime. with his clan IBCE for playing my maps very often and helping me with bugs and suggestions.

Thanks to CRAZYRUSSIAN, I used your zoom in and zoom out buttons icon in my map (Btncrzoomin, Btncrzoomout).
Thanks to Blood Raven for the muffin model I used in the environment.

Special Thanks:

Creator of mazing contest PENDER for the best map ever made!
Previews
Contents

Mazing Contest XL v1.8 (Map)

Mazing Contest Ultra 1.5 (Map)

Reviews
deepstrasz
Approved based on the other version's review: Mazing Contest v2.8-1
  1. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    9,557
    Resources:
    1
    Maps:
    1
    Resources:
    1