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Orc Gladiators: Revenge 1.33bb

Submitted by pick-a-chew
This bundle is marked as approved. It works and satisfies the submission rules.
Host map Arrange game
Orc Gladiators: Revenge

A modern remake and take on the old Orc Gladiators map. The game is very recognisable, but brings in new weapons, skills, monsters, items and a talent-point system to make the game more interesting.

Wait, what? Skills scale off of attributes?

Yep. Tired in old OG versions where your Druid ends up being pretty useless at the last half of the game? In this version, all of your spells, including summons, scale directly off of your primary stat.

That's cool. But like, spamming the same spell all game is boring.

That's why in this version you can modify your spells with Talents. The effects of talents vary. Some are quite simple, such as reducing the cooldown, whereas some may transform it completely, such as make it passive or change what it does.

Ohh.. and i heard rumours EXP gains are less retarded?

Yep. Don't fret about being in range of EXP, EXP range is global, and the best part, you still get EXP if you're dead, meaning you wont fall behind in power and become useless (ahem, original orc gladiators).

And gold? Will i be starved of gold all game because i'm not a DPSer?

Your main income is from completing waves. Most of it is from beating the wave itself, and you get extra gold depending on how fast you cleared the wave (faster = more gold). Whilst you can't trade gold to allies, a player can type -borrow xxxx to request gold. Typing -loan in response to this gives them your gold, and they will automatically pay it back in due time.

Great. But what about camping the same spot all game long?

Holding the same spot will eventually cause the audience to become bored, which will prevent your team from receiving weapon upgrades (which grant a generous power spike for your team). It is a part of the game to rotate around the map. Keeping the audience entertained rewards you Enchants and accelerates your acquisition towards future upgrades.

OK. Anything else i need to know?

The game starts off easy but gets progressively harder. Teamwork is essential.



    • 15 weapons (aka heroes) to choose from
      • Bow - your classic ranged attacker that has a few active abilities at their disposal
      • Claws - a well-rounded and versatile caster that can damage, summon and support the team
      • Katana - basically a blademaster that excels at killing single targets
      • War Drums - does little damage itself, but focuses on buffing the team
      • Scythe - a summoner who helps tank enemies with his skeletons and golems
      • Druid Staff - archetypal healer who also restores mana and summons treants
      • War Hammer - tank that's good at crowd control
      • Double Edge - caster that can tank whilst they have mana
      • Pickaxe - builder who revolves around maintaining a Watch Tower
      • Great Axe - a melee DPSer who's good at single target and area damage
      • Wizard Staff - versatile caster who can choose his abilities
      • Trident - ranged caster who specializes in the power of the seas
      • Runeblade - unholy tank who can also support and heal his team
      • Crystal Ball - a caster/support hybrid who brings utility
      • Alchemy Flask - a group-healer who excels at tank support
      • Pelt - an adaptive fighter who can changes into various animals to stay alive
    • 54 different waves
      • Defeat 20 waves to win the game
      • Each wave is randomized, from a possible choice of 3
      • The game starts of easy but gets progressively harder
    • Bosses
      • Each level has a boss with its own unique abilities
      • Some require you to dodge their abilities
      • Some require you to stand in their abilities
      • Some summon things that go boom if you don't kill them!
    • Shops
      • Early Game Items = Shady Gin
      • Boots = Terrance
      • Potions = Bertha's Cauldron
      • Stackables = Remin
      • Scrolls = Tiz'tak
      • Caster Relics = Uthrogg
      • Support Relics = Adondis
      • Tank Relics = Farrington
      • Combat Relics = Layaisha
      • Hexes (various useful effects) = Montezulin
    • Informative multi-board that shows:
      • hero level
      • hero health
      • hero mana
      • player's total damage done (as a % of the total)
      • player's total boss damage done (as a % of the total)
      • player's total healing done (as a % of the total)
      • player's total tanking done (as a % of the total)
      • current gold
    • End-of-round reward
      • Choose from a random selection of 3 rewards
      • Got bad choices? There's always a low-value, safe choice

  • Gameplay

    [​IMG]
    Gameplay 2

    [​IMG]


  • 20/09/17 - Final Public Test version released
    All changes can be found at Discord - Free voice and text chat for gamers



  • MAP MADE BY:
    • pick-a-chew
    CREDITS FOR OG CONCEPT:
    • PlagueBringerX (original/classic version)
    • Balduras and OGem (for developing the concept further)

    SPECIAL THANKS:
    • BaronF4: Map Preview Screen and for updating terrain
    • Bribe: For his DDS and item clean up
    • Rayess: For feedback on map dev forums
    • Sewers: Balance and design feedback, discord organization
    • WC3: Discord server creator and manager
    • Tutko: Balance and design feedback, discord organization

    ALL CREDITS:

    Systems:
    1. Bribe (Damage Detection System & Item Clean Up)
    2. Paladon (Lightning Strike & Leap)
    Models/Textures:
    1. PrMosquito
    2. Waldbaer
    3. mavika
    4. JetFangInferno
    5. Darkwind
    6. Lord_T
    7. assasin_lord
    8. Forgotten_Warlord
    9. Truth Troll UA
    10. PROXY
    11. Deolrin
    12. Sunchips
    13. JesusHipster
    14. Kitabatake
    15. Blood Raven
    16. Thrikodius
    17. Tr!KzZ
    18. UgoUgo
    19. Uncle Fester
    20. Callahan
    21. marcus158
    22. s4nji
    23. Haistrah
    24. sPy
    25. Nasrudin
    26. Mythic
    Icons:
    1. Blizzard Entertainment
    2. Mc !
    3. Gwen Stefani
    4. KelThuzad
    5. Mr.Goblin
    6. inhuman89
    7. The Panda
    8. stefanstan95
    9. Hemske
    10. TheRanmar
    11. kola
    12. Prince Yaser
    Help/Advice:

    1. Hive Workshop (forums)
    2. Discord
    3. BaronF4
    4. Rayess


  • You can always find the latest version on ENT.
    You can always find the latest changelogs on Discord.


  • Please PM me if you would like an unprotected copy of Orc Gladiators. I strongly believe that distributing unprotected maps allows for the following:
    • People can learn map-making tricks quicker (e.g. how to use hashtables)
    • People can innovate their maps better (e.g. borrowing/reshaping concepts)
    • Your map can become immortal (i.e. if you go missing people could mod your map)
    Do note that OG:R is mostly written in GUI and i would describe the trigger structure and logic as somewhat "complex and convoluted" so if you're a total newbie to mapmaking you may not be able to learn anything.

    Also to retain some integrity for my own development of the map I will only give a version that is a few months old.
Previews
Contents

Orc Gladiators: Revenge 1.33bb (Map)

Reviews
deepstrasz
1. Avoid playing music through the sound channel; use the other Play Music trigger. 2. Should rename the Idle Workers ("~" for talents) to something fitting. 3. Did you credit the original creator ingame/in the quest log as in the map thread...
  1. pick-a-chew

    pick-a-chew

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    Reserving this space. I am aware i'm missing a few names in the credits. I'll look to update it when i got time. Just wanted to put the map "out there" for now.

    Edit: updated credits
     
    Last edited: Sep 20, 2017
  2. polios3

    polios3

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    maybe can you add single player mode?
     
  3. BaronF4

    BaronF4

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    Different but balanced heroes with unique and tasty skills. Spells and summons grows stronger with heroes stats. This version of Orc Gladitors is much more friendly to players than old ones and have good balance.
    I like it!

    2A.png
     
  4. pick-a-chew

    pick-a-chew

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    The game scales, so single player mode already exists. I have actually completed it on single player :p
     
  5. PhucTH

    PhucTH

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    Can you give a explain to each weaponds. This map, we have 20 weaponds. So what are they, what is the different? Something like that.
     
  6. pick-a-chew

    pick-a-chew

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    I'll update the description. I wont go into detail because each weapon is pretty in-depth and can be specialized to a certain role based on what talents you get, and the only way to really find out what they're like is to play them.
     
  7. PhucTH

    PhucTH

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    Well, a detail description would consider spoiler, but some thing like what are those weapons, and what are those weapons's attribute are would be better.
     
  8. tilree

    tilree

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    It's a fun map and alot more fun that the old one (From what I remember of the older one)

    The difficulty spikes are well placed, as just when you get a hang of what your role is with your weapon the real dangerous waves come. The bosses felt abit lack luster but also felt balanced enough since you have to fight a wave of mobs at the same time.

    I do think the last boss is abit boring and could use some adding of spells or something.

    Overall I think it's a very fun map and look forward to playing it some more!
     
  9. pick-a-chew

    pick-a-chew

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    Glad you liked it!

    Last boss is something i've continued to change and i do have plans for new abilities for him.

    The wave bosses are pretty boring. The only fun one is the giant scorpion because his impales can wreck people. I will plan to add 1 more spell to each boss to help make things harder. Like you said though, if people start dying before the boss even spawns, the boss will make easy work of the rest of the group.
     
  10. PhucTH

    PhucTH

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    I have tried your map. Nice map, some what better than the old verison. Here is some ideas of mine.
    1/Give weapons an increase in stats when player lv up or do something, like killing an amount of creeps, taking sufficent damage or cast enough spell. Just like profficent.
    2/I saw that with each weapon, you can learn up to 6 spells. How about add type of orc, differtent type of orc recieve different trait (passive) in the final skill slot.
    3/Some secret heroes will make the game better and more challenging. Add difficulty for more challenging game.
    ps: sorry for any grammars and volcapulary mistake there.
     
  11. kirbyfish

    kirbyfish

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    ^noice maganda yung laro napaka astig yung mga karakter. Galing (^_−)☆ orcyy fight4x
     
  12. pick-a-chew

    pick-a-chew

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    1. Is an interesting idea, but with talents, seems a bit unnecessary, and may change how people play the game (e.g. last hitting, taking more damage than necessary, spamming spells when not needed).
    2. Two weapons require 7 spells. The last skill slot may be used to an extra ability to the other weapons.
    3. I have thought about adding a random-only hero. Maybe it'll be added in the future.

    Thanks for the feedback!
     
  13. PhucTH

    PhucTH

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    1/What I mean is, each weapon can increase in stats or performance, maybe based on player's lever or performance.
    2/Oh sorry, I didn't check all the weapons yet. Sorry, my bad.
    3/ I think that there is lack of range dps and range caster.
     
    Last edited: Sep 23, 2017
  14. This is my Hammer

    This is my Hammer

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    I have tragically never played the original orc gladiator map in my many years of being a warcraft lover, but I have played and am possesion of this "life of gladiator" map which is very similar and also insanely unbalanced. I'm glad to say that I fucking loved this map, and I think its very clean in alot of aspects, all the abilities work as stated, the descriptions are mostly clear and the fact that you can see all the damage is amazing. The hero, ability, and talent variety all make this game very fresh, and each of the weapon type fulfills their role perfectly. I am absolutely 100% sure that this map is going to be approved in no time, and that people are going to love it just as much as me. I have 4 minor issues though, that even though you are essentially done making the map, I think deserve mentioning:

    1. The tool tip for the Great Axe stomp talent is HIGHLY misleading in my opinion, I believe that it directly implies that the second stomp does 1.5x strength, but instead the damage is split amongst the stomps so that there is no damage increase
    2. I completely disagree with the insane amount of RNG involving the stat rolls after each round, and it would warm my heart if you could consider doing preselected rewards or at least remove the rewards that are BLATANTLY worse than others, like i think it's absurd that the 1 to all stats reward exists because it is singlehandedly better than all other pure stat awards, and sometimes the exp and gold awards are just clearly half of what they are sometimes.
    3. I'd consider implementing a difficulty system, and maybe combination items, and just a couple more items in general.
    4. This is like the lowest priority but I do believe that it's actually physically impossible to solo with Pickaxe, because the first wave with a low stat character is very tough, even when i RANDOMED him i still found it completely impossible due to me only having a shitty physical attack.

    This Custom Game handily gets a 5/5 from me!
     
  15. pick-a-chew

    pick-a-chew

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    1. I just checked the triggers for War Stomp; there shouldn't be a damage decrease because it either deals 3.0x or 1.5x depending on the unit-type of the casting unit (orc or dummy). I'll investigate though to see if i can find the bug.
    2. Well, it can feel like RNG, especially if you get choices that are useless to you, BUT, they allow you to build towards a certain playstyle. E.g. +1 stats is overbudgeted, but +2 primary stat is better for pure damage, and +200 EXP will help you rack up talent points quicker. Other than +1 stats and +25 gold (+25 gold will become +25 gold & +100 EXP when i get round to it), they should be all fairly balanced. I could add a static option to help lessen the effects of bad RNG, e.g. option 4 is always +1 your primary stat (which has less value, but is always useful).
    3. Yes to all of those! It's just a matter of finding the time to do it :p
    4. Yeah; level 1 he's pretty powerless. On solo mode you will probably die horribly. I could let him build towers off from the start. It's something i'll think about.

    Glad you liked it! thanks for your excellent feedback
     
  16. This is my Hammer

    This is my Hammer

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    Oh, I just checked, though I did believe you about the triggers, the stomp does full damage! In that case the tooltip for the talent is perfect, but the tooltip your NEW stomp ability gets is incorrect, it still says it does 2x strength, so thats a pretty easy fix. Also as far as RNG and money, I still believe that options like +1 agi and +1 int, or any option where you get one in two seperate stats are directly worse than +1 to all stats, but just doing the static option would be amazing! But one issue I forgot to mention is the spoils, I think that RNG there should be entirely scrapped because round one RNG determines whether you get one gold piece, or enough spoil drops to double your money and allow early items FAR faster, I think that if Crowd's favor is that expensive, gold is important enough that it shouldn't be completely random whether a creep drops spoils, and then the amount that it gives is also random. Wouldn't it be easier and better just to have like certain preset creeps, like casters and bosses to drop coins with static amounts? Also on the topic of spoils, another piece of bitching about the pickaxe guy, I think his income talent should be COMPLETELY reworked perhaps into something like 50 gold a round which would still take a while to pay itself off, because I think even in a large multiplayer game where ALL the other players EXPLICITLY agree to let only him pick up coins, I'm pretty sure that talent could never pay itself off, using basic math, if we assume that the value of a talent is 400 gold (price to buy). It would take the Pickaxe picking up EIGHTY gold pieces just to have the talent pay itself off, without having provided ANY tangible benefit, I find this especially true because the first talent takes a good while to unlock. Speaking of which, I think you should quickly include somewhere as a disclaimer that you don't get talents past level 20, and that level 30 is the max level.
     
  17. pick-a-chew

    pick-a-chew

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    The gold bonus from the pickaxe skill is fully passive and its effects are team-wide. That is, anyone who picks up a coin with a level 7 pickaxe in the team, will get spoils worth 5 gold more (per pickaxe). And it stacks. The idea of that talent is to get it on level 8, so your team feels the full effects of it throughout the whole game. The later you pick the talent, the more useless it will be, but in the early game it is very powerful (obviously the pickaxe has to sacrifice getting that over any of his other talents). If you have 10 pickaxes in your team, coins will be worth 50+ gold. If they take the talent, then 100+ gold. It is actually pretty powerful, especially if you have 2/3 pickaxes on your team (which is a viable strategy). I'm slightly inclined to nerf it because it is powerful if stacked.

    It has been reworked before :p, i may just change it into +gold per round (for every player or maybe just himself). I'm not sure yet...

    I have had mixed feelings about gold drops for a while. I only put it in because in the old OG, getting the last hit on creeps was really the only way to get a good amount of gold. Last hitting is a very archaic mechanic, and the next best thing i thought as a bonus would be coins. Obviously coins drop on the front line, so your ranged people are missing out on drops and gold. My current future rework would be something like this: every round, 3 coins will drop per player, and the drop chance is much higher (say 10%), so drops are random, but limited, and coins give less gold, but give gold to all players, and despawn after 10 seconds if not picked up (so clicking them is still important).

    Probably is a tooltip error, there's so many to track :(, if i change numbers in the triggers, i might forget to update any affected tooltips! That talent was buffed in the past so it makes sense i forgot to update it.
     
  18. This is my Hammer

    This is my Hammer

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    I agree, last hitting is pretty archaic, and makes money grabbing and greedy playing a part of what is supposed to be a co-op and or team game. There are actually a couple of other tooltips errors I found, a couple of them in the auras of the wardrums charachter, where the aura description in the selection screen wouldn't match the aura description when it is equipped, this issue came up for thorns aura, and i believe Vampiric if i'm not mistaken. Also does vampiric aura work like it did in original warcraft, as in is it melee only or does it afffect ranged units?
     
  19. pick-a-chew

    pick-a-chew

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    I think thats right, i've nerfed vamp aura and thorns aura recently.

    Vampiric Aura is triggered; it leeches melee and ranged. It used to leech from melee, ranged and spell damage but the code for that ended looking really ugly (because when spell dummies deal damage, i have to let the game know that actually the hero did the damage, not the dummy), so i just simplified it to physical damage only.