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Missile War v0.67

Submitted by TKF
This bundle is marked as approved. It works and satisfies the submission rules.
This map is protected.

TKF Presents:

-Missile War-


[​IMG]


Short Description:
This is a missile war between 2 ships. (bottom and top area are the ships)
The goal is simple. Build harvesters to harvest energy from energy generators. Build missile launchers to nuke the other ship and destroy the ships energy generators. Build shield booster to increase ships shield power. First one to finish off enemy ships energy generators wins.

This is a classic popular map which is still working with current wc3 version


-Youtube link -
https://www.youtube.com/watch?v=eDGuhawqIL0

Thanks Vidya Only (Youtube)




Full changelog list
Change log from original version to 0.36
New Missiles: 7
Anti-Missile - 50 dmg - Destroy Missiles
Anti Matter - 4000 dmg
Death Spore - Kills organic and creates parasites - 50% chance to ignore shields
Plasma Torpedo - 10000 dmg - Destroy Multiple Missiles
Photon Balls - 300 dmg - Creates leak holes in the shield
Big Boy Nuke - 7200 dmg - Destroy Multiple Missiles
Novalith Torpedo - 48000 dmg - Destroy Multiple Missiles - Big Explosion


Added Upgrades to following structures: 10 (added)
Unit Producer -Tech Producer (Can also research techs)
Energy Manager - Improved Energy Manager - Super Energy Manager (10 min)
Energy Manager - Improved Energy Manager - Energy Recycler (15 min)
Rocket Launcher - Missile Launcher (10 min)
Ion Cannon - Anti Matter Cannon (20 min)
Bunker - Shield Bunker (10 min)
Laser - Super Laser (10 min) - Ultra Laser (15 min)


Added Structures: 4
Maintenance tower (10 min)
Mega Shield Booster (20 min) -> Mega Shield Maxer (20 min)
Novalith Cannon (30 min or Novalith Tech)


Added units: 3
Marines - (Combat Training level 4)
Parasites - (Death Spore Spawn)
Spore Beast - (Evolved Parasite)


Added ship control options: 6
Plasma Torpedo (4000) - Launches 2 plasma torpedoes
Photon Balls (4500) - Launches 24 photon balls with different abilties
Shield Wave (4500) - Emits an protective shield wave that lot of missiles
Turbo Regeneration (1750) - Quickly regenerates both shields for short time
Shield-Phasing (1250) - Immune to shield piercing weapons and prevent leaks
Emergency Shield Boost (4500) - Boosts both shields with 50000 hp for short time


Known bug fixes: Gold bug has been fixed, terrain bug fixed, shield regen level fixed upon reload after depletion, prevented teamkill on energy generator.

Added Features:
Leaver gold system
Kick system
Player punishing system
+many minor changes

Changelog from 0.36 to 0.58

Changelog from 0.36 to 0.37

Novalith Cannon cost increased from 2000 to 2500
Changed the model of big boy nuke
Novalith torpedo damage is reduced from 48000 to 32000, but the price is also reduced at same rate
Some tooltip fixes
Terrain has been changed: Light square tiles on top ship and black marble on bottom ship
Map preview picture has been added

Changelog from 0.37 to 0.38

Starting gold limit raised from 100 to 200
Increased some of the ship control functions cooldown with 25%
Gameleader commands added: -rush, -nodeathspore, -highincome, -bounty
Unit classification undead renamed to beast
some minor adjustments...
-
Fixed -nodeathspore command (0.38b)
Marines killed by death spores, now also alert the crew (0.38b)

Changelog from 0.38 to 0.39

Added a (crappy) tutorial: type -help. I'm not sure it's good enough yet...
The initial anti-rush time is increased from 2 minutes to 3 minutes. It's only 2 minutes in rush mode. This prevents instant missile ownage at start.
Gameleader command added: -nopassivemissiles
Changed the armor of some structures
Armor upgrades now gives 2 armor pr level, instead of just 1
Photon Balls (5000 gold; increased from 4500) - Launches 30 photon balls, increased from 24
Fixed a bug with the top ship terrain. It's now more space on the edge
Fixed a bug with photon torpedo damaging the laser, causing the laser to instantly damage the enemy structures when part of a laser was destroyed
Minor text changes...
-
Added 3 structures (0.39b)
Missile Jammer (5 min) -> Super Missile Jammer (10 min) -> Ultra Missile Jammer (15 min)
-
Added more hp to missile jammers (0.39c)
Ultra jammer does now work (0.39c)
-
Jammed missiles will now head either straight up or down (0.39d)
Jammers are rebalanced again (0.39d)
Missile Jammer 0.7 cooldown, 2500 range -> Super Missile Jammer 0.3 cooldown, 3000 range -> Ultra Missile Jammer 0.2 cooldown, 4000 range

Changelog from 0.39 to 0.40


Added new system. Gold surplus system. Gold lost though limited gold capacity and destroyed structures will be stored as energy in this system; energy pool can regain gold and the control center can use it for devastating attacks.

Added 2 structures for the basic builder
Energy Pool added (Slowly recovers lost energy)
Control center (Recovers and uses lost energy)
Both structures has a mana pool, which shows the lost energy
The missile jammer can now only be built by the armament specialist, since it is a defensive structure
Ships energy generators have now 10 armor, instead of just 5.
Ships hull (aka generators) will now lose 0.4% of it's hp every time a structure is destroyed.
Maintenance towers has 25% less build time
-
Fixed a bug with the gold surplus system when a player left the game (0.40b)
Fixed a bug with the napalm bomb not doing damage to the shields (0.40b)
Text warnings will occur when the control center uses it's abilities (0.40b)
Energy generators will benefit from the best armor upgrade available (0.40b)
-
Earthcracker does now cost 2500 energy, raised from 2000 (0.40c)
Fixed the annoying issue with upgrade messages (my fault) (0.40c)

Changelog from 0.40 to 0.41

Fixed a bug with the kick command, causing the player to still observe the game (hopefully fixed)
Fixed a big with launching 3 novalith topedoes - it does now launch 3 torpedoes!
Missile moving frequency changed from 0.05 to 0.06 sec
Added 1 new ability to the Control center
Clean Infestion added
Minor fixes and changes...
-
Fixed another kick command bug (0.41b)

Changelog from 0.41 to 0.42

Fixed a bug that caused the missile jammer to jam shield wave (it looked ridiculous!)
Fixed a damage bug with the napalm
Ships hull (aka generators) will now lose 0.5% of it's hp every time a structure is destroyed, increased from 0.4%.
Greatly increased the cooldown of 2 ship shield recharge control functions
Recharge inner ship control function does now also works when shield is online
Recharge outer ship control function does now also works when shield is online
Added 3 new abilties for the control center
Disable Structure (Stuns target structure for 15 sec)
Convert gold to energy (1000 gold -> 1000 mana)
Convert energy to goldy (1000 energy -> 1000 gold)
Spore beasts now counts as 10% each instead of 1% level of infection.
-
Removed the annoying infestation message (0.42b)
-
Added death spore warning when some research tech level 2 before 10 min. (0.42c)
The inner shield recharge do now cost 1500 again instead of 20 gold (my mistake) (0.42c)

Changelog from 0.42 to 0.43

Fixed a minor bug with the gold surplus energy system
Parasites do now only have 150 hp in the 10 first minutes of the game. (except rush)
Control Center abilities changed: Changed Thunder bomb and napalm bomb. Cost reduction 1250 -> 1000 mana, damage reduced to 2/3, outer shield piercing ability added
Nuclear Missile is renamed to Missile (250 dmg)
Big Boy is renamed to Nuclear Missile (7200 dmg)
New icon imported for Nuclear Missile (earlier known as big boy)
Shield booster regen limit is raised from 100 to 200. (there is 2 auras now)

Changelog from 0.43 to 0.44

Implemented homing system for a new missile

Thunder and napalm bomb does now correct damage on the shields
Fixed the multi mutiny bug, caused a team to "lose" before all players left cuz the player used shift command and did get itself kicked more than twice, thus tricking the trigger leaver counter (hopefully I didn't fuck it up this time again)
Reduced the cost of Energy Pool to 500, down from 600.
Control center's Energy Chain ability has been nerfed. Mana cost 500 -> 800. Damage reduced to 1250
Control center's Earthcrack ability has been nerfed. Mana cost 2500 -> 3500
Control center's ECM Jamming ability has been nerfed. Mana cost 1500 -> 2000
Death spores can no longer dodge anti missiles
Death spores can no longer ignore shield wave
10 anti missiles option has been removed from Missile Launcher
Upgrade added to Missile Launcher -> Nuclear Missile Launcher (900 gold, 20 min)
1 new missile added: Anti-missile seeker (homing)
Plasma torpedoes is immune to jamming now, but not the damage
Plasma torpedoes cannot be homed by anti-missile seekers
Minor fixes...
-
MAJOR BUG: TK system reverted to the old working system! (0.44b)

Changelog from 0.44 to 0.45

Fixed a bug with the parasites drowning stuck in the waters
Fixed a multiboard bug when the parasite evolved manually
Added regen info about -sss mode when initiated
All missiles do now have 0 armor
Energy pools will now be slowly destroyed when energy = 0
Upgrade added to Ultra Laser -> Plasma Defense Tower (3600 gold, 20 min)
Minor fixes...

Changelog from 0.45 to 0.46

Fixed a major bug which caused a fatal error when a anti missile killed a structure
Fixed a bug with the bounty text, making it appear for all players when a structure was destroyed in bounty mode.
Fixed a bug with the energy pools which didn't degenerate when the energy was 0
Novalith Torpedo do now have 10000 hp, increased from 8000hp
Shield wave missile kill range slightly reduced
Removed Plasma Defense Tower upgrade due to endless games (50 of them killed everything -.-)
Control center's Earthcrack ability has been nerfed. Mana cost 3500 -> 4000
Gameleader command added: -suddendeath (-sd; disables shield boosters)
After 1 hour gameplay, suddendeath mode is enforced to end the game
Instant victory is changed to a good slow victory
End game stats awards added:
Killer, Builder, Launchers, Shields, Missile Freak, Point Defense, Destroyer, Researcher, Ships Weapon Officer, Ships Shield Officer.


Changelog from 0.46 to 0.47

Fixed some bugs with the end game awards, preventing the ships AI to gain awards (hopefully fixed now)
added command: -stats: Allows you to see the potential awards at any given time
added command: -mode: Allows you to see the current game modes
Added new victory condition. Kill the ship crew (unit producers included)
Marines do now have 50% damage reduction from death spores and gas clouds
Death spores which ignores the shields get a green color now
The initial start units is now added to the death spores target list
The shield bunker upgrade has been buffed. Hp increased from 2000 hp to 2400 hp
Added minor distant sounds effect from large explosion and big missile launches
Changed the titles of some of the end game awards
Added Admiral award.

Added a new ship weapon. Water Torpedoes (6000)
Added new projectile: Submerged Energy Torpedoes - 12000 dmg - Invisible on radar - Damages ship hull
-
Critical Bug fixed that caused instant win to top ship crew (added missing condition) (0.47b)
-
Critical Bug fixed that caused the game to crash (LOL! looping hang xD) (0.47c)
-
Critical Bug fixed that caused the torpedoes to be jammed, and then kill the enemy? LOL (0.47d)
Critical Bug fixed that caused major impact party all the time on the map! LOL (0.47d)
Reduced the chance for the AI to get awards (0.47d)


Changelog from 0.47 to 0.48

Fixed tooltip missing icon bug for the laser towers
Fixed a bug with the added sound effects
Fixed a bug with the award counter that counts structures built
Anti matter must be hit twice with seekers now to be destroyed
Buffed the combat training upgrade. Hp pr level increased from 15 to 20
Slighly nerfed the initial hp of harvesters, parasites and spore beasts
Nerfed the anti missiles with shorter killing range
Slightly increased the cooldown of ships defensive control functions
Changed a chance ability of photon ball. High hp is replaced with unjammable.
Gameleader command added: -fragilemode (-fm; max hp is halved)
Control center's Earthcrack ability has been changed. It can no longer pierce shields. Mana cost decrease from 4000mp -> 2500mp. If it's being used while shield is down, it will continue until it expires, even if the shields would go online again

Added a new ship control shield option. Multi-Dimensional Shielding (8000). Greatly reduces damage taken from missiles and lasts only 25 seconds.
-
Fixed a fatal bug which made the missiles to move way to fast (0.48b)
Added a new JASS move script, which should make the game lagg a little less (0.48b)


Changelog from 0.48 to 0.49

Slightly improved the movement script. Replaced bj_DEGTORAD with 0.01745
Revealing secret hotkeys for missile launching (Q,W,E,A,S,D,Z,X,C)
Missile which hit the left and right edge of the map will instantly die
Multi-Dimensional shielding has been nerfed. Cost increased from 8000 to 8500
Multi-Dimensional shielding does block less damage now.
Missile Jammers do cost 12,5% more now.
Novalith cannons passive anti matter fire rate is reduced from 160 to 150
Team gold income bonus factor has been increased from 2,5% to 4%
Nuclear Launcher upgrade cost increased from 900 gold to 1000 gold
Removed passive anti-missile seeker fire from nuclear launchers
Imported a new missile model into the map (by Kofi_Banan)
1 new missile added: Cruise Missile (fast, anti homing system)
Added passive cruise missile fire to nuclear launchers
-
Fixed a bug causing the cruise missile to act like a anti-missile seeker (0.49b)
-
I think I fixed the fatal error bug, but not sure (cause is unknown) (0.49c)


Changelog from 0.49 to 0.50

Fixed a bug that sometimes caused the shields to suddenly deplete
Fixed a bug with the homing missile engine, that could be a source of fatal errors
Fixed a bug causing fatal error when a cruise missile killed a mega shield maxer. For the same reason, mega boosters cannot block of missiles anymore.
Cruise Missiles no longer destroy each other, they do instead 400 damage
Slightly reduced the cost of cruise missiles
Nerfed the Multi-Dimensional shielding, it cost 8000, but dmg reduction reduced to 82% instead of 86%.
Increased the cost of multi-phasing from 1250 gold to 1500 gold
Gameleader command added: -slowmissiles (-sm; disables the movement engine for reduced lagg and slower missiles)
New structure added: Orbital Center (Novalith tech required)
New unit added: Mothership (Orbital Center)
Mothership has 17500 hp and is equipped with 2 long range photon launchers with 6 sec cooldown; 3 Point defense plasma cannons against enemy missiles and ships with 2 sec cooldown, 4 short range energy cannons against ground and structures with 2 sec cooldown.
-
Damage done by jammers reduced from 20 to 15 (0.50b)
Attempted to tweak the homing system in -sm mode (0.50b)
-
Fixed a overseen memory in the homing missile system in -sm mode (0.50c)

Changelog from 0.50 to 0.51

Fixed a bug with the death spores which caused them to ignore the shields 100%
Fixed a bug with the ECM Jamming and EM Field abilities in -sm mode
Fixed a bug which caused the cruise missile to often slip trough the inner shield
Added a new control center ability: Gravity Vortex. Sucks all missiles.
added command: -zoom x: Where x is your view distance. 1000 min - 6000 max
-sd mode does now also eliminate some great laggs (lol without shield system, you're doomed xD)
-sd mode stacks perfectly with -sm mode. Great lagg reduction combined :cute:
Fixed other minor bugs...
Minor tweaks...
-
Fixed a fatal bug with the Gravity Vortex. It will no longer kill the player casting it (0.51b)
Fixed a fatal bug the napalm bomb in -sm mode (0.51b)
-
Fixed a bug that caused the Orbital beacon to not benefit from upgrades (0.51c)
Made an attempted fix to the seeker homing system in -sm mode (0.51c)
Added another bunker upgrade (0.51c)
Bunker unit capacity reduced to 4 (0.51c)

Changelog from 0.51 to 0.52

Fixed a bug with the submerged energy torpedo which could damage the enemy ship when it did hit a shield wave
Jammers do now 20 damage in normal mode, and 15 in -sm mode
Lasers nol onger suffer 50% damage penalty, but 75% damage penalty in -sm mode
Orbital Beacon is now available earlier - 20 minutes
Parasites do now evolve 20% slower. This should give the crew enough time to eliminate the infection
-npm mode does now properly remove passive missile fire icons
Mothership hp has been increased from 17.5k to 20k
Motherships long range weapon has 20% faster fire rate
Gameleader command added: -nobeacon (-nb; Disables orbital beacon)
Orbital beacon has now special com research to unlock the 2 new ships
ADDED NEW SPACE SHIP: SPACE BOMBER :cute:
ADDED NEW SPACE SHIP: MARINE FRIGATE :cute:
-
Reduced the reaction range of the bomber (0.52b)
Frigate do now auto acquire on targets - crew increased to 6 (0.52b)
Marines can now be controlled by the owner (0.52b)
-
Shield regeneration is now triggered and updates every second (0.52c)
There's no longer a limit to the regeneration bonus, even if both the shield abilities is at lv100 (0.52c)

Changelog from 0.52 to 0.53

Fixed several bugs with the submerged energy torpedo
Fixed a bug with the ultra bunker which didn't block the laser properly
Fixed a bug with the Nuclear Missile which prevented it to kill harvesters
Fixed a old bug that caused the units to get combat training lv 10 in -nds mode (I finally remembered it ^^)
Fixed a bug which caused the anti missile to effectively kill the big ships. It's now ineffective vs ships now except the bomber
Marine Frigate now keeps the same color to prevent player control abuse when boarding the other ship
Nukes and Torpedoes does now more damage on their outer explosion radius
Energy Recyclers will now be instantly destroyed when the energy reaches 0
Added player colors to the player names when they leave
1 new missile added: Razor Blade (replaces death spore in -nds mode)
The razor blade doesn't create parasites, but follow enemy units and slaughter them. When the razor blade is done with killing units, it will begin to slice up the structures. It takes full benefit from attack upgrades.
-
Rebalanced the Razor Blade in -nds mode: hp is halved so defending is much easier, duration reduced a little, cost increased a little (0.53b)
Razor blade do now move slower in -nds mode (0.53b)

Changelog from 0.53 to 0.54

Removed the ultra bunker income abuse bug and also nerfed it to 4k hp. It can no longer attack.
Removed the annoying homing system lagg bug in -fm mode, (replaced with normal anti missiles)
Added 2 new structures
Local Shield Gen (10 min)
Huge Shield Gen (20 min)
Made the Anti Matter cannon available just after 15 min
Orbital Beacon does now only cost 5k gold
Frigate can now be built without nova tech, but requires control center
Mothership does now only require Nova tech
Added a new control center ability - Energy Ripper. Destroys energy based structure.
-
0.54b
Bunkers and shield gens does dissipate in 1 hour sudden death. The game should now end faster

Changelog from 0.54 to 0.55

Fixed a deactivate bug for the local shield gens
Fixed a bug with the math, which allowed the huge shield gens to absorb 1 novalith
Fixed 1 fatal error issue with -b command (lets hope there is no more...)
Jammers does cost slightly more
The cost of single cruise missile is now 400 gold. Rest is the same
Only armament specialists can build local shield gens now
The bonus and cost of upgrading mega shields has been doubled
Other minor fixes...


Changelog from 0.55 to 0.56

Fixed a minor bug with the local shield gen
Removed the -bounty mode
Added a permanent mini bounty system instead.
Changed the energy system, which extends the benefit of having energy pools.
Increased the team bonus income bonus with 12.5% pr player -1 (4 players = 37.5%)
Doubled the starting shield strength
Increased both shield regen with 25hp pr sec.
In -sss mode, the shield strength will only be multiplied with 3 instead of 5, still that will make the shields in -sss mode 20% stronger than earlier.
Added an invisible handicap at start (2500 shield and 200 hp regen) which disappears later.
Halved the laser amount, but still does same damage.
-
0.56b
Laser do now 10000 damage instead of 5000 (a bug)
Fixed the laser description
Orbital beacon do now cost 4000, reduced from 5000.


Changelog from 0.56 to 0.57

Fixed a bug with the reserve energy system
Fixed a bug which caused you to not gain 50% money back when destroying your own structures
Added a new mode: -cf ; ceasefire mode which disallows missile launches at beginning.
Minor adjustments on loading screen text
Lessened the requirements on laser defense (500) - You no longer need ion cannon
Changed the missile seeker model
Decreased the research time for unit and structure upgrades

Changelog from 0.57 to 0.58

1.24b Compatible version
Reduced the casting range of Gravity Vortex
Ultra Laser Tower cost increased from 1200 to 1500
*Ultra laser tower dps increase by 25% accordingly to price

Changelog from 0.58 to 0.59

Fatal bunker bug caused the game to crash. Fixed.
Megashield booster cost increased by 5%
Reduced the cost of all shield booster upgrades a little
Local shield gens does now cost 45% more
Jammers cost reduced by 10%
Increased the cost of bunker upgrades
Greatly reduced the cost of energy managers (not recyclers)
Energy pool cost reduced from 500 to 400
Unit producer and tech producer does now have 25% more hp
Bomber no longer collides with normal missiles
Bomber cost increased from 2500 to 3000
Death spore toxic cloud damage increased
Novalith Cannon passive anti matter fire rate reduced from 150s to 140s
Reduced the cost of shield wave from 4500 to 4000
Increased the cost of shield boost from 4500 to 4750
Increased the cost of Multi-Dimensional shielding from 8000 to 9000
Increased the shield wave hp from 2000 to 2200
Reduced the cooldown on some of the ship shield powers
Minor edits...


Changelog from 0.59 to current version
0.61 - Version build from 0.57, stats might now match like in 0.59
Recoded the movement engine - should be much more efficient now
Removed slow mode as result of movement engine optimization
Greatly improved the anti-missile homing system
Increased the cost of local shield gen to 2500
Increased the upgrade cost of huge shield gen to 7500
Energy ripper damage is limited to 4500 now
Set shield booster upgrade the price same as costs

0.62
Fixed missile edge bug (You know, fatal error when its out the map edges)

0.63
Added a teamkill failsafe by killing main builder at start
Added Plasma Defense Tower (8000) - Ultra Laser Upgrade
Sudden death will occur at min 50, instead of 1 hour
Increased the costs of anti missiles
Doubled the storage capacity of Energy Managers
Also increased Energy Managers costs accordlingly
Workers can no longer attack gold wards (team kill bug)
Fixed a bug with Jamming System (New Projectile system)
Fixed a bug with laser damaging other ship before it hit inner
Removed Ultra defense bunker upgrade
Upgrade shield booster available before min 5 (To prevent unfair rush)

0.64
Reduced cost of Energy Recycler from 1250 to 1000
Fixed a bug with the jamming system, it will now jam properly
Fixed a teamkill punishment bug which caused a team to lose
Energy spike does now 7000 max damage
You will need 2 energy spike shots against a huge shield gen

0.65
Added alternative regen upgrades to shield boosters
Shield Inner Maxer does add 200% more shield hp, but cost more
Shield Outer Maxer do add 100% more shield hp
Shield Inner Regenerator do add 100% more regen bonus
Shield Outer Regenerator do add 200% more regen bonus, but cost more
Added new mode: -quicktech, halves the delay of time restrictions
Novaliths are now more resistant to jamming
Extended top area at top ship to match bottom ship
25% faster default gold income at normal mode
Recharge outer is now available after only 5 mins



Latest Changelog

0.66

Added -fog mode: Fog of War enabled
Added -npt mode: Disables Plasma Defense Tower
Added -ncc mode: Disables Control Center building
Added build effect on rocket launchers now
Increased energy storage by 50%
Space vessels slightly cheaper
Anti Missiles is now ineffecive against vessels and vortex
Some ship control functions is available earlier now
Extended multiboard to show number of enemy missiles
Radar Scan replaces EM Slow field for control center
Fixed a bug with quick tech mode not working
Fixed a bug that could disable mode commands for host


0.67
Added mode dialog selection for blue player
Strong starting shields is now default
Energy spike do now cost 3000 energy to use
Increased cost of control center to 3000
Radar scan will drain 200 energy in fog mode
Nerfed Control centers energy drain ability
Fixed leak entry waits to same for both teams
Fixed a missile bug with vessels taking to much damage
Fixed a bug with gravity vortex kicking out players
Fixed a fatal error bug with bunkers
Fixed small multiboard bug


[​IMG]


Map hosting shortcuts
Hosting Information:

Map can be hosted via MakeMeHost and ENT Hosting.


Makemehost host shortcut: www.makemehost.com/index

ENT shortcuts: https://entgaming.net/link/host.php

Load code for ENT is
iwxu2 for the 0.67 version



Feedback appreciated


Credits
  • Credits to Exilus5 as the first mapper. Map is continued from an old Missile war map of his.
  • With the 1.24 incompatibility special credits to Procyon for fixing the return bug for me.
    [*]Credits to:
    WILLTHEALMIGHTY for the BTNSharkMissile icon
    [*]Credits to:
    Kofi_Banan for the RocketMissile-2- model
    [*]Credits to:
    RightField for the laser model
    [*]Credits to: ? for the blue shield bubble



Notice: If you're tired of being early game missile rushing, type -cf and you have a enjoyable longer game.

Keywords:
Missile, Nuke, Ship War, Missile Wars, Nuclear, Rocket, Cruise Missile, Nuclear, Ship, USA vs Iraq, NUKING MADNESS
Contents

Missile War v0.67 (Map)

Reviews
Moderator
21:17, 7th Oct 2015 StoPCampinGn00b: Rating bumped from three to four. It's a quality classic and the user ratings shows how favorable this decision would be. Enjoy :) 12:04, 12th Sep 2009 PurplePoot: Bumping to hopefully unlock the topic.
  1. General01

    General01

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    Bringing you new, wackier than ever ideas since 1992...
    Towards the end of the game, when you get to the point where there is no more room onboard your ship to build boosters or weapons platforms, I still yearn for the chance to upgrade my ship. Adding floating barges which boost your shields, either eratically (with regeneration) or constantly (as shield boosters do), or missile boats which circle around and fire constantly and passively at the enemy ship, would be a nice end-game touch. But it would keep the race to boost your shields going on for longer. What might also be good is the ability to refine your existing buildings - increasing the amount that your shield boosters boost by 5% per upgrade, perhaps, or shortening the cooldowns on passive fire. Then again, I am always keen on upgrades, and they would certainly be powerful ways to boost your shield with minimal effort.
     
  2. TKF

    TKF

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    Well, I'm not going that far with build space availability. Also I'm not going to add more upgrades atm.

    I tried to add shield recharge based by gold function, but I'm to lazy atm to do the math right now. That will maybe be added later. As a temporary solution, I greatly increased the shield recharge cooldown, so fast usage of it isn't possible anymore.

    I have also filled the control center with full of abilities now, thus nothing big, it allows greater regulation of energy now.
     
  3. Fat_steve

    Fat_steve

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    This is a really good map from the last version i played which was a really early one and i've never got round lucking for a new-er version of missile wars.
    The first time i played this map we were 8 minutes in game and some saught of parasite apparantly controled by the other team was attacking our Core systems and rapidly spread threw the base killing everything (pretty fast i might add), and then i began to look for some way to stop them i saw the marine thing on the main center but i couldent get it cos it needed some upgrades and i began to get them but then i ended up running out of money.
    So can you add some other way of getting ridd of the parasites?
    and make the parasites less powerfull. :thumbs_up:
     
  4. TKF

    TKF

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    There's a warning occurring, when someone has researched level 10 time restriction, however I will add death spore warning in this text message as well to notify unaware players. Build lasers against parasites. Lasers might shoot down death spores before they reach the crew.

    Otherwise death spores won't be available until 10 mins has passed and a warning concering building lasers against death spores do display.

    Death spores are really a waste of money, when they doesn't get though the laser defense, cuz they kill organic only. But the parasites is a deadly threath if they get out of control.

    Also it's possible for the host (blue player) to type -nodeathspore (-nds) to disable death spores in a game. There's several custom commands for gamemodes.

    Edit_

    Minor update.
    Now, I've taken the opportunity to add warning to players if someone gets death spores before 10 mins has elapsed. While I was testing a different system, I forgot to re-set the inner recharge cost to 1500; it was 20.
     
    Last edited: Jun 10, 2008
  5. Arthas_92

    Arthas_92

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    nice map! too bad that the nuclear missiles aren t actually "NUCLEAR BOMBS"...but its nice!:thumbs_up:good work!
     
  6. DrazharLn

    DrazharLn

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    And this shall forever be known as the lost version of exploit.
    I'm still playing this map, it's great fun. I think an AI could be added rather easily to it, however. I could probably do it, it would be good practice for me too [as I would like to add AI to my own project eventually].
     
  7. emperor_d3st

    emperor_d3st

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    Okay, out of 8-9 times I played this map I always won in 8-10 minutes. If your enemy is noob you are going to omgwtfpwn, so I can't speak of this map in detail, but so far I don't like the harvesting system. I think that needs improvement, but no suggestions come into my mind regarding this.
     
  8. TKF

    TKF

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    AI would be interesting, but unfortunately I have no knowledge or experience in AI design/making, so if you or someone else could implement such AI into the map, I would be grateful and add his name at the credits under AI programming. Until then, this map can only be played by humans cuz I don't want to dig in myself for making an AI.

    To bad you got so short games, but I do sometimes take it easy to make the enemy build up first, if they are noob, just to toy with them and overpwn them in late game :smile:

    If all your teamates including you rush to nuke them to death at start, it's a different thing. I've few experiences with such tactics against me.

    But this gave me the idea of adding another custom mode -strongstartshields (-sss). The shields initial strength is 5 times stronger (2500 inner hp / 5000 outher hp). I'll add this cmd in next version.

    Concerning the deadliness of death spores, I got multiple feedbacks on it cuz it's lethal. Maybe I do something about it to balance it in the future versions. First, im going to let the parasites have 120 less hp in the first 10 minutes, so it would be easier to kill them.

    And also researching 10 min tech restriction will make death spores available for that player, and give him early opportunity to produce death spores.

    btw the death spores (toxic missile) already have only 80 hp in the first 10 minutes, then 200 hp when 10 minutes of the game has passed, thus making it impossible to pass 1 normal laser tower in the very early stages of the game.

    With warnings to build the laser tower against death spors being displayed every game, I think this should learn them a lesson every time.

    Edit_

    Update 0.43 released.

    I've nerfed the parasites, but only at 10 first minutes. If it's not enough, I may set death spores available after 15 min, instead of 10 min which is a bit early. But I do that only as a final nerf.

    Also, I kinda fixed the shield regen 100 limit, by setting it to 200. It's highly unlikely if a team has 200 inner shields or 200 outer shields, so I think 200 should do. I'm not going to make another stacking aura atm. Also imported a nuke icon.

    I'm working on a homing system script which allows missile to follow missiles, that will be released soon... though the script is quite simple, it's effective.
     
    Last edited: Jun 12, 2008
  9. Discohydra

    Discohydra

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    A very good map, I guess is to have some pre-made AI controlled Patrolling marines to prevent parasite rushes.

    There should also be a Defense structure that launches Anti-missiles passively, But you can buy them more en masse at the structure (5, 10, 20, 50 missiles)

    Are you going to add a homing script for Anti-missiles? It would be very good, as to remove the waste of buying 100 missiles only for them to go to waste. and it would be very nice for the passive building. (Make the missiles spawn as 5 at a time every 15 seconds as to prevent power missile rushes.)

    Could you please nerf the death spore shield pierce in late game, since they have a bit more HP, nerf it to somewhat of 40%-45%, As to prevent some oh... 60 death spore rushes.

    Jammers are very good, but they shouldn't cost as much! Make the cost 800/1000/1500 instead of 1000/1000/1600.

    There should be "Wire guided" Missiles, So it follows the mouse, but, it has a slow turning radii, Make this as to exploit shield leaks caused by photon balls, as AI missiles take no advantage to this.

    I have a few suggestions for a few ship control commands:

    Fighters, This launches AI controlled Fighters, They are target-able with missiles, but not Plasma torpedoes, Novilath torpedoes, Nuclear missiles, Anti-missiles, or Photon balls. These fighters can shoot down missiles, and attack enemy shields. The HP is up to you.

    Emergency Anti-missile wave, This wave shoots 100 Anti-Missiles, all even dispersed around the battlefield, they kill enemy missiles and deal minor damage to the shield. (I dont care if you add this or not, Shield wave is exactly like this, except with your "Homing" script.)

    Board Enemy ship, This ability sends 1 Missile target-able cargo ship, with anywhere from 3-12 marines on it. This has a 75% chance to pierce the shields, and its VERY slow, It's also a large target and collides with missiles. Parasites attack marines. Even if allied.

    Good map! definite 5/5.

    You get them after the first 10 minutes!!! The nerf will end when you get them! Thats if you dont tech.
     
    Last edited: Jun 12, 2008
  10. DrazharLn

    DrazharLn

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    The idea there is to make parasite rushes less effective.
    I don't find that parasites are very effective tbh. When I was playing a 2v2 game, parasites got on to our ship once, they killed all me harvesters, but they die pretty quicky. after that one time, no parasite ver got onto our ship. If you look at the ;ayout of the ship, you will see several perfect places to put laser towers. It's childs play to avoid parasites.
    They are a valid early game tactic, but by about 20mins, they are a dead tactic unless you were to rush 500 or so at once.
    But then again, my ship had 11 uber lasers at the bow, this effectively made our inner shield invulnerable, as nothing could hit it.
    That leads me to one of the only problems with this game: stalemates. The enemy fired 6 or 7 novaliths at our shields [combined strength of shields ~300,000] along with a bunch of antimatter and other stuff. He made one hit. We waited for the inner shield to fail, then instantly regenned it, same with the outer. We also had a hundred anti missiles too.
    But anyways, I love this map.

    @TKF I made a Ship War game with General01 before [it wasn't nearly as good btw, it was our first project and we flounderd a little] I'll try and get an AI working for that. If I can do that I'll contact you again and we'll work out how to add an AI to the map.
     
  11. TKF

    TKF

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    I'm not going to make marines, btw they will be turned into parasites by the death spores. Also you can use ship control option and multi-phase shields to prevent leaks 100%.

    I disagree with the option of massing a lot of missiles, it's only going to lagg much more.

    I'm going to add new defensive structure that have anti missile seekers as passive ability, firing 1 every 25 sec. Also this structure will be quite expensive. I'm going to remove to 10 anti missile option due to heavy lagg, and let the 3 and 5 options remain. I find it unrealistic to spit out to much anti missiles, so this is limiting that function. Still, you can fire 5 and 5 missiles quite quickly. But it will require more clicking.

    The second upgrade of missile launcher is going to have anti missile seekers missiles, which is more expensive but have a minor home ability. The anti missile seekers I'm going to introduce is also 50% faster than other missiles.

    The anti-missiles are going to stay the same, I'm going to add another new anti missiles seekers with homing.

    Don't see a big problem with a lot of death spores, imagine what they wasted spending so much gold on that many death spores.

    Jammers do cost 600/1000/1600, not 1000/1000/1600.


    In that case, fighters could be locusts with weapons.

    The ship weapons is unique, so I won't add anti missile weapon. There is shield wave as you mentioned

    And this is missile wars, purely missile wars, so I have no plans of implementing any further boarding options.


    But ship control have space for 2 more options, but atm I'm not going to add more. Otherwise nice suggestions.


    I was unaware of that project of yours.

    It's up to you to add AI or not. But I can imagine it will be hard to add AI in missile wars, so they don't just build the same over and over again. The missiles doesn't cost food, so the AI must also be triggered I guess.
     
  12. Discohydra

    Discohydra

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    Thank you.

    Atleast you took my suggestions into account. Thank you for that.

    Well, Thanks for taking my defensive structure idea into account, but I do have a few suggestions about that.

    For the Anti-missile launcher, Why not have it upgradeable? upgrade it to increase the number of passive missiles it creates? or have it as a tech upgrade?

    Your right about that ship boarding idea. It should be just missile wars. :ugly:


    Good luck with the map, If you need any feedback, just let me know.
     
  13. DrazharLn

    DrazharLn

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    The project we were working on died a long time ago, and if I was to continue work on it, I would make it between two [or more] continents or planets. It would be counter productive to muddy the waters with a clone game.
    I was planning on triggering it. The AI will probably not be that great, but I can make it OK for tutorial purposes perhaps. I'll give it a go anyways.
     
  14. cedi

    cedi

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    This map is very cool. Greate work. But can you create a command to deactivate the controlcenter( the buildable ). Because I'm not a friend of the Earth Crack.

    And I think jammer shield tower or something would be a good idea. Then it isn't so cool when you pay 4k gold for a very big missile and then it will turn aorund and comes back.

    MfG cedi
     
  15. TKF

    TKF

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    I did take that into consideration, and nerfed earthcrack. I suspected earthcrack was too powerful, so your comment confirmed that. I haven't added more features. I haven't changed the jammers.

    And the plasma torpedo cannot be jammed now.



    I have added a new launcher now. Unfortunately it's not available until 20 mins gameplay or tech level 4. Have also nerfed some control center abilities too in order to balance it.


    And as I promised:
    Homing system!!!

    Anti-missile seeker has this ability.

    pros: Amazing homing :thumbs_up:
    cons: It laggs a little more due to 2 unit groups :thumbs_down:
     
  16. Discohydra

    Discohydra

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    BUG!!!!!!!

    Thanks to your revamped kicking trigger, The game causes a memory leak when some one is kicked for TKing.
     
  17. TKF

    TKF

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    Does the game stop? or major laggs?
     
  18. Discohydra

    Discohydra

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    Well

    It lags the game to the point that it stops. IT lags heavily for a few seconds, then it freezes, and ending the process will not stop Wc3, I had to restart my computer.
     
  19. emperor_d3st

    emperor_d3st

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    That's a good idea, I'm fetching the new version and check it out :)
     
  20. Discohydra

    Discohydra

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    Alright, I like the -sss command, It will prevent missile rushers, Which always ruin my games, so please introduce that, or a better idea, Double/Triple the shield/shield regen, To help with missile rushers/not-so-good-defenders.