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Peon Wars v1.01

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Awsan presents:

226832-albums7451-picture86261.png

peon.gif
General Information

This is a remake of the Classic Peon Wars map. You start out with a lonely Peon and a base and you must destroy the opponent's bases. You do this by building towers in an offensive manner.


Gameplay

226832-albums7451-picture86270.png


There are two teams of 5 players each along with an AI. The AI is simply a main tower which, if destroyed, makes that team lose the game. Several items for the Peons to carry can be purchased at the tower. Peon Wars games are meant to take about 10-25 minutes.

Each player picks a Peon (Mighty, Nimble or Wise) and tries to take control of the middle. There are 3 beacons (called Control Points - CPs) which the Peons can take over to provide two bonuses for the team.

-Each CP provides the team of the owning player 3 gold per minute.
-Each CP provides a special aura to Peons around it: The top CP provides health regeneration, the one in the middle provides speed, and the bottom one provides mana regeneration. Several tomes can be found at each of the CPs at the start of the game, so get there quickly!

Gold and Lumber are used to purchase items for Peons to carry, buy upgrades for towers, research the Death Tower, and to train special units that produce food and can scout. Gold is gained by killing towers and Peons and by controlling the middle of the map. Lumber is supplied from Ashenvale, granting all players a lumber income of 1 per second. (Pooling gold and lumber to friendly players is necessary to unlock the more expensive upgrades.)

Five minutes in the game, all players receive 25 gold. After ten and fifteen minutes, they all receive an additional 50 gold. After 20 minutes, they all receive 75 gold and have Death Towers available free of charge.

Once one team has the middle part held down for long enough, they will gain enough of an upgrade advantage to begin a final push towards either each of the players' individual bases, taking each player down separately, or by destroying the main tower, which is harder to do, but immediately wins them the game. The player's Altars, however, can retaliate, and can use a Wrath of Storms ability to halt large assaults instantly:

226832-albums7451-picture86272.jpg


There will probably be an AI made soon so that you can play single-player/ co-op against the AI.

Tower List
There are six towers to choose from:

-Four Basic Towers, which are available immediately:

226832-albums7451-picture86253.png

The Peon Tower is the most basic of towers. It is quick to build and has high damage efficiency, but is very fragile.

Base Health: 250
Base Damage: 10-15 (Piercing)
Attack Speed: 0.5
DPS: 25
Range: 650
Base Armor: 0 (light)
Build Time: 3
Abilities:
PASBTNCriticalStrike.png
Critical Hit - Gives a 10% chance to deal double damage on an attack.



226832-albums7451-picture86252.png

The Grunt Tower fires slower than the Peon Tower and takes longer to build, but has slightly more health, more damage and a longer range.

Base Health: 450
Base Damage: 40-50 (Piercing)
Attack Speed: 1.5
DPS: 30
Range: 800
Base Armor: 2 (medium)
Build Time: 8
Abilities:
PASBTNCriticalStrike.png
Critical Hit - Gives a 10% chance to deal double damage on an attack.



226832-albums7451-picture86254.png

The Catapult Tower takes the longest to build of all Basic Towers. It has more health than the Guard Tower and deals splash damage, allowing it to easily take out large groups of Peon Towers.

Base Health: 500
Base Damage: 125-165 (Siege)
Attack Speed: 3
DPS: 48
Range: 650
Base Armor: 3 (Heavy)
Build Time: 18
Abilities:
PASBTNHumanArtilleryUpOne.png
Splash - Attacks deal splash damage in a medium radius.
PASBTNFireRocks.png
Scorched Earth - Attacks set the ground on fire, dealing additional damage over time.



226832-albums7451-picture86251.png

The Shaman Tower is special in that it is designed to deal large damage to Peons. It is not as powerful against towers, however. It has the largest vision range of all towers, allowing it to act as a warning for incoming Peons.

Base Health: 400
Base Damage: 25-35 (Hero)
Attack Speed: 1
DPS: 30
Range: 650
Base Armor: 2 (light)
Build Time: 11
Abilities:
PASBTNFeedBack.png
Mana Burn - Attacks burn up to 10 mana from enemies that are attacked, dealing additional damage.


-One Peon-specific tower which only that kind of Peon can build. At the start of the game, you pick one of 3 kinds of Peons, along with that Peon's special tower. Starting at hero level 6, the Peon's specific tower can be built:


226832-albums7451-picture86255.png

The Mighty Peon is the Strength-based Peon. He has the highest health, but moves slowly. His abilities focus on support and melee combat:

BTNBattleRoar.png
Battlecry (Q) - Increases the damage of all nearby units and buildings for a short time.
PASBTNHardenedSkin.png
Toughness (W) - Reduces damage taken from high-damage attacks.
BTNDivineIntervention.png
Protect (E) - Protects an allied Peon or structure from physical damage for a short time.
BTNBigBadVoodooSpell.png
Fortify (R) - Channels to turn nearby structures invulnerable for a short time.

The Tauren Tower is the Mighty Peon's special tower. It deals high base damage and has fortified armor with huge health, but its attack is the slowest of all towers.

Base Health: 750
Base Damage: 55-85 (Normal)
Attack Speed: 3.5
DPS: 20
Range: 700
Base Armor: 4 (Fortified)
Build Time: 15
Abilities: None



226832-albums7451-picture86256.png

The Nimble Peon is the Agility-Based peon. It moves the fastest and has the highest attack speed, but does not have a lot of mana. His abilities focus on stealth, confusion and escapes.

BTNMirrorImage.png
Mirror Image (Q) - Creates an illusion double after disappearing for a short time.
BTNInvisibility.png
Cloak (W) - Turns a friendly unit or tower invisible until it attacks.
BTNEvasion.png
Peonic Reflexes (E) - Gives a chance to dodge an attack.
BTNCloudOfFog.png
Smoke Bomb (R) - Channels to disable attacking and casting spells in the target area.

The Raider Tower is the Nimble Peon's special tower. It has the longest range of towers in the game. It can use Ensnare on Peons that get too close (range 450).

Base Health: 450
Base Damage: 20-40 (Normal)
Attack Speed: 1
DPS: 30
Range: 1000
Base Armor: 1 (Medium)
Build Time: 15
Abilities:
BTNEnsnare.png
Ensnare - Traps an enemy Peon in place for a few seconds.



226832-albums7451-picture86257.jpg


The Wise Peon is the Intelligence-based Peon. It has the most mana and can use powerful abilities, but has low health. His abilities focus on dealing magic damage and summoning and maintaining units.


BTNFireForTheCannon.png
Fireblast (Q) - Deals lots of damage to a target unit or building and mini-stuns it.
BTNSpiritWolf.png
Feral Spirit (W) - Summons a pair of Spirit Wolves to attack enemies.
BTNHealingWard.png
Restore (E) - Heals a target ally over time.
BTNFire.png
Flamestrike (R) - Burns a target area with the fury of hell. Deals double damage to structures.

The Witch Doctor Tower is the Wise Peon's Special tower. It can attack up to 3 targets at once and, if it kills a unit, a Zombie will be spawned. The Witch Doctor Tower can halt enemy advances by destroying constructing towers, quickly gaining a large army of zombies.

Base Health: 500
Base Damage: 15-20 (Magic, 3 Targets) 15-20(Chaos,per Zombie)
Attack Speed: 1 (Tower), 1 (Zombies)
DPS: 17 (Per Attack/Zombie)
Range: 650 (Tower),128 (Zombie)
Base Armor: 2 (Heavy)
Build Time: 15
Abilities:
BTNZombie.png
Summon Zombies - When the Tower kills an enemy tower or Peon, A Zombie is spawned in its place. Zombies have 150 health, deal 15-20 damage and last up to 30 seconds.
PASBTNScatterRockets.png
Multi-hit - Each attack hits up to 3 enemies.




-One end-game tower, the Death Tower.

226832-albums7451-picture86250.png

The Death Tower can be built after a research is done at the Great Hall. The Death Tower costs gold, lumber and a long time to build. When construction is started, the enemy will be notified. Take out enemy Death Towers as soon as possible!

The most powerful tower. Fires bolts of shadow with huge damage, firing rate and speed. Costs money to build and needs research, but is near-unbeatable. Once construction is started, the enemy will be notified.

Base Health: 750
Base Damage: 90-150 (Chaos)
Attack Speed: 0.5
DPS: 240
Range: 800
Base Armor: 3 (fortified)
Build Time: 120
Abilities:
PASBTNShadeTrueSight.png
True Sight - Can detect units made invisible by a Nimble Peon.
BTNDeathCoil.png
Death Coil - Sends a bolt of Death at an enemy Peon, dealing 1500 damage (near certain death). The missile can be dodged if the Peon builds a tower.




Development and Recruitment

Changelog:

1.1:
-Added several quests to guide new players.
-slightly improved the terrian in the middle of the map.
-Hero Attacks (Peon, Shaman Tower) now deal half damage to Unarmored units (Spirit Wolves).
1.01:
- Players are now correctly notified when a Death Tower is being built.
- The Death Tower can now use Demolish, and has its button positions fixed.
- The Control Point auras are now global, and have their power slightly reduced.
- Control Points no longer give food.
- Added a new item: The Spyglass, which can be used to reveal an area on the map.
1.0:
- First version, map added.


Recruitment
Please visit the Recruitment Thread below for additional information:
http://www.hiveworkshop.com/forums/...rs-recruitment-ai-testing-254875/#post2558021

Credits
-Assasin Lord's http://www.hiveworkshop.com/forums/models-530/heroglow-129462/?prev=search=hero%20glow&d=list&r=20

Keywords:
Tower Wars, Peon Wars, Classic Map, Remake
Contents

Peon Wars v1.01 (Map)

Reviews
19:43, 16th Aug 2014 Hell_Master: Map awaiting update seeing that it's a wip based on the review:

Moderator

M

Moderator

19:43, 16th Aug 2014
Hell_Master: Map awaiting update seeing that it's a wip based on the review:

StoPCampinGn00b;2562311 said:
user_offline.gif
user_offline.gif
PEON WARS v1.01
by Awsan
navbits_start.gif
RATINGS
Gameplay & Entertainment: 10/20
Terrain & Layout: 2/10
Doodads & Scenery: 3/10
Bugs & Consistency: 5/5
Presentation: 4/5
Total Score: 24/50

navbits_start.gif
FEEDBACK
Gameplay & Entertainment:
The first moments of the game, I'm glad to see a very simple quests. You aren't assuming that people play these kind of maps a lot. I immediately rushed to a control point and towered up, like you said in the quests. Towers give clear info, and it seems they are all balanced, except for the large amount of range the grunt tower has over the others.

Here is the biggest problem, you will get in a stalemate. If you mass tower a whole line of grunt tower, it is way to hard to break through, even with superior upgrades. I do see that towers cost food, but you can mass 25 towers in the beginning in probably less than 3 minutes.

The maps' features are nice. The control point system works as it should and it's fun to contest over them. There is a perfect amount of upgrades and items so you don't have to waste your time reading a bunch of upgrade descriptions. As for the hero's, they seem balanced. In a team, a diverse group will definitely win against say all agility.

Overall, the map represents trench warfare as you slowly move further and in between is no mans land. The most reason my peon dies is because he auto attacks! Please change this, it is very frustrating as most of the time you will tower up while a tower is already hitting your tower.

10/20
Terrain & Layout:
The way the map is shaped and the size is alright and everything is symmetric. The middle acts as a place to fight over high ground and the income. The playable area is quite big for a mini game like this so it will take longer than you would expect. One other thing that isn't recommended is to have the boundaries as your border in the background.

But these tiles man! Almost the whole map is desert except to patches of grassy dirt in the middle, that makes the terrain just low quality. I see you put in extra tiles from other tile sets (and did not use them), but using 4-5 tiles is totally fine if you are going to improve the terrain in the future. I terrained in my style below, but you may have your own. I wasn't sure if you wanted pathways, so I just did environment without any doodads.
227608-albums7473-picture86743.png
227608-albums7473-picture86744.png
2/10
Doodads & Scenery:
The only aesthetics outside the middle there are in this map, are cacti and the weather. The middle looks unnatural, and add more than just two groups of trees, a few shrub like things and those random fissures?. I understand that you need space for towers to build, but this map is more barren than a real desert. If there aren't enough doodads for barrens that tower cannot build over, you can always edit the doodad to look more barrens (shrubs) or find some from other sets.

3/10
Bugs & Consistency:
No bugs; all unit descriptions are to be seen. Everything is neat hotkeys and everything.

5/5
Presentation:
Your description describes how to play and the base features of it. Putting the tower stats made it even better. You contradicted yourself when saying 5 players with AI and a few sentences below it says AI will be added later. Your screenshots aren't working.

4/5

navbits_start.gif
Suggestions
Remember, these are suggestions. I highly recommend them, but these are optional. Some of these may be repeats from the critique section.
> More tile variation
> Add doodads around the map that don't affect the gameplay all to much
> Lower the range of grunt tower
> Make the hero not have auto attack (if attacked flee)
> Lower the food in the beginning to prevent mass​

[TD]

[tr][TD]
navbits_start.gif
VERDICT

[tr][TD]The only way a map can be approved is if it follows the map submission rules. Please know that some maps aren't meeting the rules because they are from years ago. Some rules are not met in your map.
> Need screenshots (How to add screenshots)
> Map is WIP, not allowed. If you are going to upload a map, it needs to be out of BETA and out of recruiting and stuff. Adding whole new systems like AI is not allowed or moderators will have to check it again

As the map is WIP, I vote for REJECTION
navbits_start.gif
NOTES
I've never played a peons wars map, but overall it's entertaining to a point but there is no love for how it looks. Feel free to contact me about this review, or to say hi! (+1) Reputation point for uploading and your hard work.

Special thanks to GreeN!X for letting me use the base of his map description that I have altered and edited.

[/TD][/tr]

[/TD][TD][/TD][/tr]
[tr][TD]
user_offline.gif
[/TD][TD][/TD][TD]
user_offline.gif
[/TD][/tr]​
 
Level 32
Joined
Apr 2, 2013
Messages
3,956
user_offline.gif
user_offline.gif
PEON WARS v1.01
by Awsan
navbits_start.gif
RATINGS
Gameplay & Entertainment: 10/20
Terrain & Layout: 2/10
Doodads & Scenery: 3/10
Bugs & Consistency: 5/5
Presentation: 4/5
Total Score: 24/50

navbits_start.gif
FEEDBACK
Gameplay & Entertainment:
The first moments of the game, I'm glad to see a very simple quests. You aren't assuming that people play these kind of maps a lot. I immediately rushed to a control point and towered up, like you said in the quests. Towers give clear info, and it seems they are all balanced, except for the large amount of range the grunt tower has over the others.

Here is the biggest problem, you will get in a stalemate. If you mass tower a whole line of grunt tower, it is way to hard to break through, even with superior upgrades. I do see that towers cost food, but you can mass 25 towers in the beginning in probably less than 3 minutes.

The maps' features are nice. The control point system works as it should and it's fun to contest over them. There is a perfect amount of upgrades and items so you don't have to waste your time reading a bunch of upgrade descriptions. As for the hero's, they seem balanced. In a team, a diverse group will definitely win against say all agility.

Overall, the map represents trench warfare as you slowly move further and in between is no mans land. The most reason my peon dies is because he auto attacks! Please change this, it is very frustrating as most of the time you will tower up while a tower is already hitting your tower.

10/20
Terrain & Layout:
The way the map is shaped and the size is alright and everything is symmetric. The middle acts as a place to fight over high ground and the income. The playable area is quite big for a mini game like this so it will take longer than you would expect. One other thing that isn't recommended is to have the boundaries as your border in the background.

But these tiles man! Almost the whole map is desert except to patches of grassy dirt in the middle, that makes the terrain just low quality. I see you put in extra tiles from other tile sets (and did not use them), but using 4-5 tiles is totally fine if you are going to improve the terrain in the future. I terrained in my style below, but you may have your own. I wasn't sure if you wanted pathways, so I just did environment without any doodads.
227608-albums7473-picture86743.png
227608-albums7473-picture86744.png
2/10
Doodads & Scenery:
The only aesthetics outside the middle there are in this map, are cacti and the weather. The middle looks unnatural, and add more than just two groups of trees, a few shrub like things and those random fissures?. I understand that you need space for towers to build, but this map is more barren than a real desert. If there aren't enough doodads for barrens that tower cannot build over, you can always edit the doodad to look more barrens (shrubs) or find some from other sets.

3/10
Bugs & Consistency:
No bugs; all unit descriptions are to be seen. Everything is neat hotkeys and everything.

5/5
Presentation:
Your description describes how to play and the base features of it. Putting the tower stats made it even better. You contradicted yourself when saying 5 players with AI and a few sentences below it says AI will be added later. Your screenshots aren't working.

4/5

navbits_start.gif
Suggestions
Remember, these are suggestions. I highly recommend them, but these are optional. Some of these may be repeats from the critique section.
> More tile variation
> Add doodads around the map that don't affect the gameplay all to much
> Lower the range of grunt tower
> Make the hero not have auto attack (if attacked flee)
> Lower the food in the beginning to prevent mass​

[TD]

[tr][TD]
navbits_start.gif
VERDICT

[tr][TD]The only way a map can be approved is if it follows the map submission rules. Please know that some maps aren't meeting the rules because they are from years ago. Some rules are not met in your map.
> Need screenshots (How to add screenshots)
> Map is WIP, not allowed. If you are going to upload a map, it needs to be out of BETA and out of recruiting and stuff. Adding whole new systems like AI is not allowed or moderators will have to check it again

As the map is WIP, I vote for REJECTION
navbits_start.gif
NOTES
I've never played a peons wars map, but overall it's entertaining to a point but there is no love for how it looks. Feel free to contact me about this review, or to say hi! (+1) Reputation point for uploading and your hard work.

Special thanks to GreeN!X for letting me use the base of his map description that I have altered and edited.

[/TD][/tr]

[/TD][TD][/TD][/tr]
[tr][TD]
user_offline.gif
[/TD][TD][/TD][TD]
user_offline.gif
[/TD][/tr]​
 
Last edited:
Level 21
Joined
Nov 4, 2013
Messages
2,017
This one seems to be a good game. However, I was really really sad to see that the entire map (excluding the middle part) is totally empty and done with desert tile only.
Is it me, or the screenshots don't work? I opened the spoilers but I couldn't see any image. Are you sure you used the correct commands?
Well, for now, I'll test the gameplay soon with some friends if I can and see what issues I can find out. As there is no AI, I cannot really judge gameplay in single player.
 
Level 6
Joined
Mar 9, 2013
Messages
189
Thanks for the valuable feedback. I will work on upgrading the map with better terrain, some balance changes, and so on. Once i feel that the map is fully complete, including AI and such, i will upload it again.
 
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