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Naga Tag 4.7

1. General Information:


Naga Tag is a survival-based tag map in which players control Murloc Runners trying to survive a relentless assault by corrupted Naga invaders. Built on the foundation of Panda Tag v.11.0, which itself draws inspiration from the classic Kodo Tag formula, this version introduces a new setting, adjusted difficulty, mechanics and theme designed for smaller teams.
The once-peaceful Murloc Island has been cursed. While the inner gold mines remain accessible, they provide only limited resources. To establish a proper base, players must raise an army and push outward to seize the outer gold mines, now corrupted and guarded by deadly Blighted Naga-Demons.
Run from the Naga, avoid being captured, build and upgrade your defenses, reclaim the corrupted mines, and survive for 40 minutes. If a Runner is caught, their teammates can rescue them and receive a small reward for doing so.
Naga Tag supports one to five players. A dedicated single-player mode activates automatically when playing alone, providing a challenging solo experience.

I created Naga Tag as a way to explore a different direction in theme and gameplay without altering the Pandaren aesthetic and balance of Panda Tag. While Panda Tag focused on a forest setting with demonic enemies, I wanted to try something new, shifting the setting to a tropical island and experimenting with Murlocs and Naga as the central factions alongside new mechanics.
This map allowed me to implement different design ideas, such as new unit and items interactions, an aquatic visual theme, and a more compact player count, all without conflicting with the direction of Panda Tag. Naga Tag is meant to stand on its own as a parallel and somewhat easier variant that builds on the same foundation but heads in a different creative direction.




2. Shared Features with Panda Tag:

These core mechanics and systems remain consistent with Panda Tag:
  • Survival Objective: Survive for 40 minutes while defending against enemy units and supporting teammates.
  • Rescue System: Captured players can be rescued by allies.
  • No Mazing: Defensive layout relies on base structure and tower placement; mazing is ineffective.
  • Upgradeable Towers: Most towers can be upgraded multiple times to withstand increasingly powerful attacks.
  • Resource Management: Lumber is used for upgrades and research; gold is required for units and structures.
  • Upkeep System: Food cap is 150 (increased from 130 in Panda Tag). Manage unit production wisely to avoid penalties.
  • Scaling Difficulty: Enemy waves increase in strength over time, requiring early preparation and coordination.
  • Optional Achievement Modes: These challenge modes restrict access to buildings or upgrades for added difficulty.
  • Single-Player Adjustments: A refined solo mode offers a tailored difficulty curve and feature set for players who want to tackle the map alone.



3. New Features in Naga Tag:

Naga Tag introduces several new elements and changes that set it apart from Panda Tag:
  • New Theme and Setting: Forests and demons are replaced with a tropical island overrun by corrupted Naga forces. Visuals and atmosphere reflect an aquatic, coastal environment.
  • Play as Murlocs: Players control Murloc Runners, offering a distinct aesthetic and faction identity compared to the Pandaren in the original.
  • Reduced Player Count: Maximum number of players reduced from 10 to 5. Enemy behavior, spawn rate, and difficulty scaling have been rebalanced accordingly.
  • Corrupted Outer Gold Mines: Unlike in regular Panda Tag, outer mines are no longer freely accessible. They are now blocked by Blighted Naga-Demons, forcing players to fight for expansion.
  • Items: A inventory systems and items have been added to give players more strategic options during gameplay.




4. Hero Tag - A Naga Tag variant:

The Hero Tag variant introduces several changes to the Naga Tag gameplay experience:

  • Hero Runner Upgrade: The standard Runner has been replaced with a Hero Runner who can level up, unlock new skills, and enhance attributes.
  • New Power-Up Drops: Nagas now drop extra items, giving players more ways to boost and empower the Hero Runner.
  • Frozen Island Setting: The once-tropical island is now frozen, bringing a fresh and dramatic change in scenery.
  • Easier Gameplay: As the Hero Runner grows stronger with each level, this version offers a smoother and more forgiving experience than regular Naga Tag.



5. Changelog:



2.9 - 4.7:

  • Optimized the attack trigger to prevent units from targeting flags.
  • Rebalanced spawn rates to make all difficulties easier and more enjoyable, especially in full multiplayer games.
  • Fixed a bug causing a Naga Demon to spawn instantly with 5 players.
  • Fixed a bug causing multiple Nagas to spawn simultaneously.
  • Fixed an issue where Naga spawns wouldn’t attack and instead camped near the jail.
  • Fixed an issue that the custom music would not stop playing when disabled.
  • Changed and edited the visuals of some of the naga models.
  • Added more music tracks.
  • Made many small balancing changes to further enchance the gameplay.
  • Added a small chance for the nagas to drop gold or lumber when killed.
  • Added a visual effect to show which difficulty was selected.
  • Redused the droprate of gold and lumber a little for balancing reasons.
  • Added an ensnare ability to the spiteful demons to make them more versatile in their attacks.
  • Added a no-inventory challenge achievement run that can be activated at the start of the game by typing: "-e".
  • Added a phoneix fire ability to the diabolic demons during the end game.






6. Credits:



Based on: Panda Tag v.11.0 by Monkeycat
Original Inspiration: Kodo Tag 2.2 by Tiny Tauren and GaMeR[RuS]

The Music used is borrowed from Waystone Games' canceled MOBA-game: "Dawngate" which was published by Electronic Arts.
The music is accessible from: Waystone Games' Soundcloud.

Murloc Models:
Murloc Runner (Direfury's Murlocs (Murloc Warlock)) by Direfury
Murloc Footman (Direfurys Murlocs) by Direfury
Murloc Shaman (Direfurys Murlocs) by Direfury
Murloc Peasant (Direfurys Murlocs) by Direfury
Siren Archer (Siren and Derivatives) by Ujimasa Hojo
Regular Tower (Tower (Human) and Derivatives) by Ujimasa Hojo
Magical Walls (Burrow (Orc) and Derivatives) by Ujimasa Hojo
Tidal Vault (Arcane Vault and Derivatives) by Ujimasa Hojo
Runner Hero [Hero Tag variant] (Skink Worker) by Gluma

Naga Demon Models:
Naga Crew (Myrmidon Royal Guard and Derivatives) by Ujimasa Hojo
Enraged Naga Demon (High Detail Naga Myrmidon) by Misha
Diabolic Naga Demon (Naga Royal Guard) by Tarrasque
Spiteful Naga Demon (incursor) by Tarrasque
Chaotic Naga Demon & Crazed Naga Demon (Naga Brute / Giant Murloc (Low Definition)) by Bleeq (Other), Dominus15 (Idea/Request)
Blighted Naga Demon (Skeletal Myrmidon) by Mister_Haudrauf
Naga Skyship (Orc Air Barge) by Lord_T
Infernal Naga Demon (N'yalothan Naga) by Misha, Mister_Haudrauf, N'zoth


Previews
Contents

Naga Tag 4.7 (Map)

Hero Tag 2.7 (Map)

Reviews
deepstrasz
Nice old school gameplay but not quite different from other maps of the genre. No custom gameplay mechanics or real innovations. For future entries, please try to make it more different than merely a racial/environmental thematic change. Approved...
Bugs:
1. Outer goldmines guardians often ignore us if we attack one of them. The rest just walks randomly, until we attack them, even if they're very close when attacking one of them.
2. Attacking nagas sometimes are blocked in water, when they're in the river and towers attack them from the cliff, they try to go into the cliff.
3. Murloc heal is a bit too weak? 8 hitpoints per heal. Rejuvenation is good, but it requires too much micro.
4. Allied warrior units wander randomly if we leave them in one place without orders
5. Enemies prioritize buildings too much? If naga is attacking a building and we attack the naga using units, it doesn't switch target to our units, but waits until the building is destroyed.
6. Give time after start, instead of instantly spawning nagas? 5-15 seconds of time.
7. Make towers smaller? They take a lot of space. But they might be too op if they're smaller, unless their damage is reduced.
 
Thank you very much CapAd for taking the time to provide such detailed feedback, it's greatly appreciated!

1. That's actually somewhat intentional; they’re designed to behave zombie-like, slow, dumb and not too aggressive, allowing players to push them back and secure a base more easily. Kinda like how one can lure creeps in regular Warcraft III.
2. Great catch! Updated: I've added trees and visual blockers to prevent the nagas from trying to path into inaccessible cliffs from the water areas.
3. The healing amount is intentionally modest to balance macro and micro gameplay, but I’ll keep an eye on it and see if small tweaks are needed.
4. I'm not sure about what you mean here. Is it their agro range? Could you please clarify this a bit more? Are they moving even when set to hold position or standing ground?
5. That behavior is somewhat deliberate, or rather I have not made any custom triggers about switching target mid fight, hence regular wc3 agro. Yet allowing enemies to switch targets could also be exploited (similar to creep targeting manipulation in WC3). Still, I’ll review it to see if it needs fine-tuning. What potential trigger do you suggest using?
6. That’s a great point. On easier difficulties, I added the ability to resurrect fallen warriors at the start to help hold off nagas. Currently the initial spawn timer is 15 seconds, but a longer delay before the nagas initial spawn might improve pacing overall. How long of timer do you suggest?
7. Yeah, totally agree this is a tricky balance issue. Some advanced towers are smaller but require food, which helps balance their strength. I’ll continue testing to see what adjustments might improve the overall flow.
Thanks again for the thoughtful input! :D
 
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Nice old school gameplay but not quite different from other maps of the genre. No custom gameplay mechanics or real innovations.
For future entries, please try to make it more different than merely a racial/environmental thematic change.

Approved.


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Really fun map to play, it was a blast! I started with a small base and then had to fight for outer mines to build a solid defense in the right corner. Playing it solo was a tough yet enjoyable challenge. Playing with others is probably even better especially since you can choose appropriate difficulty levels.
 
Last edited:
Big thanks to @WTii for testing out the map and helping me identify some important bug fixes, It’s hugely appreciated!!

Version 2.9 - 3.5 Changelog:
  • Optimized the attack trigger to prevent units from targeting flags.
  • Rebalanced spawn rates to make all difficulties easier and more enjoyable, especially in full multiplayer games.
  • Fixed a bug causing a Naga Demon to spawn instantly with 5 players.
  • Fixed a bug causing multiple Nagas to spawn simultaneously.
  • Fixed an issue where Naga spawns wouldn’t attack and instead camped near the jail.
  • Fixed an issue that the custom music would not stop playing when disabled.
 
Last edited:
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