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Panda Tag 12.1

1. General Info

This map is based on the classic Kodo Tag 2.2 by Tiny Tauren & GaMeR[RuS], and expands on it with unique changes and a Pandaren twist. It retains the core Kodo Tag gameplay while introducing new elements for a more varied and challenging experience.
The objective is to survive for 35 minutes by protecting your Panda Runner from a demonic onslaught. If your runner is caught, teammates can rescue you and will receive a small reward for doing so.
The map is designed for multiplayer but can also be played solo. Starting alone will automatically activate a dedicated single-player mode with adjusted features. Playing solo is harder but offers a unique and rewarding challenge.
Panda Tag delivers a tougher, more strategic experience than classic Kodo Tag. Victory requires smart building, efficient resource use, and well-timed upgrades to withstand the growing demonic threat.


2. Map info and Features

Panda Tag is a more challenging and strategic take on the classic Kodo Tag formula. Instead of escaping kodos, players must survive a relentless demonic invasion. The map features smarter enemy behavior, varied attack angles, and a heavier focus on base defense and resource management.

Also note that the map Naga Tag is inspired by Panda Tag and provides an alternative style of gameplay that is somewhat easier and better suited for smaller groups of players.


Key Features
  • Higher Difficulty: Tougher than standard Kodo Tag, new players may need several attempts, even on easier settings.
  • No Mazing: Mazing doesn't work, focus on building and fortifying your base.
  • Resource Management: Efficient economy is crucial. Lumber is essential for upgrades, while gold is required for nearly everything, including units and structures.
  • Upkeep System: Food cap is 130. Manage unit production wisely to avoid penalties.
  • Research-Driven: The blacksmith provides essential upgrades, research is vital for survival.
  • Upgradeable Defenses: Most towers can be upgraded multiple times for stronger late-game defense.
  • Scaling Difficulty: The longer you survive, the harder it gets; prepare early to withstand the late-game assault.
  • Achievement Modes: Optional challenges that modify the map and/or restrict access to certain buildings or upgrades for added difficulty.

Turtle Tag - A Panda Tag Variant
  • The Gameplay: Secure a base behind dense rows of spiked barricades. Since mazing doesn't work you should focus entirely on constructing fortified layers of defence.
  • The Economy: Gold mines are more scarce and contain nearly depleted gold reserves. Instead, rely on Gold Shrines, standalone structures constructed inside your base that provide a gold income over time.
  • The Upgrades: Research at the Blacksmith is essential. Most defensive structures can be upgraded multiple times, with a critical focus on enhancing spiked barricades to return lethal damage to attackers.
  • Food Cost Adjustments: Units and Towers require more food, while Walls require less.


3. Changelog:

9.3
  • Added a more accessible single-player mode, which is automatically activated when playing alone.
  • Reduced the difficulty when playing with fewer players. The total number of spawning demons has been reduced on all difficulties depending on the number of active players.
  • Added a quest log containing tips and more detailed credits.

9.4 – 9.9
  • Some minor bug fixes and balancing.
  • Added new demon mechanics and an additional demon unit.
  • Reduced the difficulty of the initial spawn on all levels.
  • Added more player bonuses for the "Normal" and "Easy" difficulties to make the early game more enjoyable for new players.
  • The "Easy" and "Normal" difficulties are now more accessible thanks to a health increase for all basic buildings and a damage buff for all basic towers.
  • Tweaked some changes from the previous version.
  • Added more music.
  • Added a function that automatically removes demons if many players leave.
  • Fixed a single-player bug.
  • Improved and balanced the triggers that automatically remove demons if players leave.
  • Redesigned parts of the map.

10.0 – 10.7
  • Bug fixes and minor balancing changes for the single-player version.
  • Fixed a spelling error.
  • Fixed some icons and edited the regular tower.
  • Made some reforge-friendly changes.
  • Added a build limit for basic buildings to prevent spamming.
  • Added a destroy option for certain buildings.
  • Added a function that makes it harder to kite demons during the late game.
  • Reduced the health of demons on Easy difficulty and in Solitaire mode.

10.8 - 11.9
  • Added a few optional Achievement Modes for an extra challenge, which alters the map and/or disables certain buildings and/or upgrades.
  • Added an option to mute the custom music.
  • Added a new Very Easy mode (Trivial) designed for brand-new players.
  • Added a new Pandaren Archer unit.
  • Added an option to retire worker units, removing them in exchange for a small gold refund.
  • Renamed the existing difficulties for clarity.
  • Performed general rebalancing across the game.
  • Fixed numerous flavor text and spelling errors.
  • Improved some triggers to reduce potential leakage
  • Fixed an issue where certain buildings did not display the correct portrait.
  • Edited some existing buildings to look more pandaren.
  • Optimized the attack trigger to avoid attacking the flags.
  • Fixed an issue that the custom music would not stop playing when disabled.
  • Made many small balancing changes to futher enchance the gameplay.
  • Added a visual effect to show which difficulty was selected.
  • Made it harder to block in the spawn area.
  • Added a blink ability to the spiteful demons to make them more versatile in their attacks.
12.0-12.1
  • Added a Spiked Barricade upgrade to enable more versatile strategic options.
  • Added a phoneix fire ability to the diabolic demons during the end game.


4. Credits:


Pandaren Models:

Pandaren Footman (Pandaren Kyo Warrior) by Norinrad
Pandaren Kyo Warrior by Norinrad

Pandaren Shaman (Pandaren Sage) by PROXY
Pandaren Sage

Pandaren Runner (Sumo) by Norinrad
Pandaren Sumo
Pandaren War Turtle

Pandaren Peasant (Pandaren Villager) by General Frank
Pandaren Villager

Magical Walls (Burrow (Orc) and Derivatives) by Ujimasa Hojo
Burrow (Orc) and Derivatives

Big Wall (Quilboar Bunker) by Edge45
Quilboar Bunker'

Regular Tower, Blacksmith and Barracks (Pandaren Buildings) by bakr
Pandaren Buildings

Pandaren Archer (Pandaren Archer) by PROXY
Pandaren Archer


Demon Models:

Infernal Demon (Mannoroth) by Murlocologist
Mannoroth

Enraged Demon (DoomLord Submitted) by NaserKingArthas
DoomLord

Diabolic Demon (HeroMoltenOverlord) by Nirvendor
HeroMoltenOverlord

Gilded Demon (Pit Lord and Derivatives) by Ujimasa Hojo
Pit Lord and Derivatives

Blighted Demon (Brutallus) by Commedia, BaiyuGalan and Magnaroth
Brutallus

Icons:
Pandaren Footman (BTNPandarenMilitia) by mnib & Skipper
Spiked Barricades - Upgrade (Spikes Icons (Pack 1)) by Villagerino

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


Map Playthrough (v.10.7):
Previews
Contents

Panda Tag 12.1 (Map)

Turtle Tag 2.6 (Map)

Reviews
Paillan
First off, sorry for long wait, I had to host this thing many times and nobody would join. Getting players problems aside, the map seems to be much more balanced now, and while I felt that the difficulty curve spiked a bit too much in the end, this...
I highly suggest you re design the description, right now it's lack luster, plain and confusing (there are map tips as well as features bunched up)
Instead of making single player a code thing, I suggest using a trigger that detects when there's only one "user" player on the map.

Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Simply too hard. I don't know how you tested this, but in a multiplayer game it's impossible. Demons have too high attack damage and rate, too much health. In contrast walls suck.

Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Thank you again Paillan for your feedback. I have now updated the description and edited the map to include the things you requested to be changed.

I will also provide more and better screenshots when I have the spare time.

In terms of difficulty I want the map to be hard, but not impossible. I dont want the map to get dull during the mid and end game. I basically want to keep the tension going thought-out the entire game. I have done some changes in terms of the number of demons spawning when you are playing as few people. I have also included tips that emphasizes the necessity of researching to stay alive.

Furthermore, I have added a Single Player warning that states that its easier to play with other people.

May I ask how many people you played with or did you test it alone?
 
HARD. even with 6 players it was impossible for any of us to get a base going, even if we got ignored for a while, when we got attacked it was by 4 or more demons at the same time, and they shreded walls and towers.
Eventually we won by running around and spamming great halls to distract the AI.

Until the map is actually a tag, and not just running around forever
Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
HARD. even with 6 players it was impossible for any of us to get a base going, even if we got ignored for a while, when we got attacked it was by 4 or more demons at the same time, and they shreded walls and towers.
Eventually we won by running around and spamming great halls to distract the AI.

Until the map is actually a tag, and not just running around forever
Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!

Thank you for further feedback Paillan! I will reduce the difficulty on all levels in terms of the amount of demons that spawn and grant the players additional bonuses on the easier difficulties to build up a base. Which difficulty did you guys play on?
 
First off, sorry for long wait, I had to host this thing many times and nobody would join.
Getting players problems aside, the map seems to be much more balanced now, and while I felt that the difficulty curve spiked a bit too much in the end, this only happened in some games, in other games it was fine.
Overall, I see no reason to keep this map pending.

Set to Approved
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Panda Tag v.11.1 Changelog:
  • Added a few optional Achievement Modes for an extra challenge, which alters the map and/or disables certain buildings and/or upgrades.
  • Added an option to mute the custom music.
  • Added a new Very Easy mode (Trivial) designed for brand-new players.
  • Added a new Pandaren Archer unit.
  • Added an option to retire worker units, removing them in exchange for a small gold refund.
  • Renamed the existing difficulties for clarity.
  • Performed general rebalancing across the game.
  • Fixed numerous flavor text and spelling errors.
  • Improved some triggers to reduce potential leakage
  • Fixed an issue where certain buildings did not display the correct portrait.
  • Edited some existing buildings to look more pandaren.

Also thanks to @WTiiWarcraft for playing my map:
 
Last edited:
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