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Mazing Contest XL
Submitted by Elvenking_slider
Mazing Contest XL
Created by Elvenking
Created by Elvenking
This 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.
-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.
Healtower: Reach the longest time and do not let your runner die or he will be teleported to the exit.
Under 50% HP your runner will be slowed by 45% because of heavy blood loss!
(This mode will be added to the main version in the next big release with the wc3 1.29 patch)
Lumber in this mode is randomly 1 to 3 and the heal towers have the exact same range as thunderclap
or speedbuff towers. The healing ability has a cooldown of 5 seconds and a delay of 1 second until it heals.
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!
Game option changes:
- Time: Building time increased to 1:00 to 2:00 instead of 0:30 to 1:30
- Tower bombs: 0-3 tower bombs instead of 0-2 and much higher chance to get some.
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:
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).
Thanks to everyone who played my maps, you motivated me to implement more features and making this XL version.
Thanks to Peppolino my reliable friend who always plays mazing contest with me and tested like every version.
Thanks to Sexytime. and 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.
Creator of mazing contest PENDER for the best map ever made!