Pillage The Village (Minigame +AI)

Pillage the Village

by Felito inspired by States.io (flashgames.com)
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Game Time: 10-15 minutes
Controls: Select a village and right-click an enemy village to start invading.
Your village will beginn spawning uncontrollable units towards the target.
Interrupt your current attack by right-clicking anywhere or issue another order.
When a village`s garrison reaches 0 it is captured and changes owner.
Goal: Capture 80% of villages or hold the Castle for 2:30 minutes
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Features: Auto-controlled units and AI for computer players Included.
Contains custom systems for Damage and Heroes.
Contains a brief in-game Guide
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291550-fc9e28122e0889f1b100f26942322aa8.png



Staff
Founder: Felito (Felixfelicis#21702)
Coding Assistance: Dukholtz
Conversion Assistance: Saran (Advany)
Models - hiveworkshop.com
(Building) Lordaeron Castle by bakr
(Building) Lordaeron Aviary by bakr
(Building) Silverhand Abbey by bakr
(Building) Silverhand Cathedral by bakr
(Building) Stormwind Castle by bakr
(Building) Silverhand Tabernacle by bakr
(Building) Falcon Tower by Vinz
(Building) Garrison by Vinz
(Buff) Armor Penetration by Vinz
(Buff) Windwalk by Vinz
(Buff) Liberty by Vinz
(Effect) Smite by Vinz
(Effect) Malvolence Aura by Vinz
(Effect) Spore Cloud by Vinz
(Effect) Lightning Strike by Callahan
(Building) Bandit Elite Barracks by Hoth
(Unit) Mounted Swordsman by Mephestrial
(Unit) Zweihand Knight by Gluma
(Unit) Bandit Dog by Hantoo
(Unit) Packhorse Cart by Hantoo
(Effect) Hero Glow by assasin_lord
(Buff) Snow Aura by Lordan12
External Resources
Wc3mmd.text ranking Script by WC3Stats


Version 1.00
1)
Changed from global variable to armor value for battle mechanics
2) Added 2 new hero abillities
3) Fixed desync issues due to ranked script
Version 0.80
1)
Added 4 Heroes (Dash, Artemisa, Thorwin, Sandro)
2) Fixed an issue in which villages had no garrison assigned
3) Fixed an issue which led to incresed duration of village protection
Version 0.55
1)
Compatible for Reforged player colors
Version 0.50
1)
Floating Text Updates and Unit Attack Counter
Version 0.38
1)
Vision enlarges circular during the first 120 seconds
Version 0.35
1)
Implemented Support Line System (Auto Spawn Mules)
2) Fixed Issue in which units moved to wrong building

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Join us! Discord - Villagers Club
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Please consider leaving a
Comment and Rating :)
Version 1.00+ for Reforged / Version 0.55 for Classic (1.24) (Open Source)
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Good Luck & Have Fun !
Previews
Contents

Pillage The Village 1.33 (Map)

Reviews
deepstrasz
Storm Bolt says it deals 10 damage but for some reason the buildings hit instantly regenerate. Quite nice mini-game. Could use more variety since it can get tad repetitive. For instance you can upgrade buildings near the castle to shoot arrows on...
I was invited to give my opinion on this map. I gladly oblige and am thankful to give my unfiltered opinion.

First off, the map is not for me. It is a bit too simplistic and bland for me to really enjoy. There is not much gameplay for my taste.
You should take this with a grain of salt.
However, can I really see the appeal of this project that enjoy a shorter and more condensed gameplay experience. The map is well made mechanically for what it is worth and you can easy get into it.
It is good for what it does, but just not for me.

I can imagine this map becoming a little indie game and shedding off its wc3 origins.
 
Level 13
Joined
Mar 4, 2014
Messages
224
Ha! Wow, I can't believe it. I remember playing a similar game a long time ago on the internet during the Golden Age of Flash games. You just helped me recall a lost fun memory.

I tried playing the game, and the first time I lost to the A.I., but the second time I won easily by outsmarting it. Once you grasp the game mechanics, it's quite simple to outsmart the A.I. I loved playing these games as a kid, which I believe belong to the Casual RTS-Action RPG genre. After doing some research, I found similar games in this genre, such as Phage Wars, Tentacle Wars, Galcon 2, Mushroom Wars 1, 2, 3, and last but not least, Civilizations Wars (which was my favorite game along with Phage Wars when I was a kid). I'm glad to see it now in a War3 setting.



Futures that the other games have that can improve your game:


- The major flaw in this map, unlike the other games, is that when units are sent to another base and an enemy takes over that base, the sent units that are on the way are destroyed. This doesn't make sense to me. It's absurd that the units die when the base is taken over by an enemy or even by myself for that matter. In short, please ensure that the sent units never die due to a change in base ownership. This is a feature not present in the other games and it makes the game much more enjoyable and less annoying.

- Being able to select multiple bases to send units to attack other enemy bases simultaneously.

- Have special places and bases that are unique. For example, a base that boosts the population growth by x2, or bases that boost the damage by x2. They can look slightly different; for instance, the population growth bases can have a purple aura or be bigger, while the x2 damage bases can have a red aura and have spikes. Alternatively, since we are in war3, they can have War Drums Aura to signify the damage increase, and the population growth can have the unholy aura to signify the higher regeneration of units.

Another example of a unique base is a Tower base. This base cannot regenerate its numbers, but it has splendid ballistic power, destroying all the armies that come close to it, along side that the units sent from these tower bases are also more powerful and look different. Additionally, while these towers are in the hands of the "nobody" faction, they can also attack you. Therefore, taking them over should be challenging, making it a strategic choice to decide whether to spend resources on taking them over or not.

- Random Events like earthquakes and rains of fire that can happen anywhere.

- Different types of terrains and regions, in a fire region of the map there can be fire rains that can destroy armies or weaken bases, of course, the incentive for going there would be the prize of stronger bases to take over to use against your enemies.

- Unique boss structures, similar to the towers, taking over them should be hard, but when you have control you can send them towards your enemies to destroy their bases much faster.

- The last suggestion would be to just give those games a try if you haven't already and see for yourself, you can inspire yourself more by playing them, they might be old but they are gold.



Futures that your game has that are good or different from the other games:

- I appreciate the fact that in this game when two small armies from different players encounter each other, they fight and cancel each other out. The other games usually don't have this feature, and I think it's a good addition. It makes sense that when two different types of armies collide, they wouldn't peacefully walk by each other, but rather engage in skirmishes.

- The option to upgrade the base themselves and the other 3 global researches, like the population growth, move speed, and the attack of the buildings. You should emphasize tho that the main 3 upgrades are global and not just for that said base.




This map has the potential to become great, I will rate it as 𝓑 Tier (Good) with 78 out of 100 points for now.
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,457
Please complete the credits list with missing material: Resources in use by Minigame - Pillage The Village (+AI) and from outside the site if any.

Awaiting Update.


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deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,457
Storm Bolt says it deals 10 damage but for some reason the buildings hit instantly regenerate.

Quite nice mini-game. Could use more variety since it can get tad repetitive.
For instance you can upgrade buildings near the castle to shoot arrows on support units going to the fort, however, if you don't have all buildings around the castle conquered, it's kind of impossible to stop the support waves eventually. Could get messy based on chance and stuff but I might be wrong.

You could work with some ideas, some probably very flawed but still: siege units which can kill multiple troops at once; towers near the castle which could be brought down by the siege units; these siege units could be sent or be part of buildings (i.e. attached towers or something). Unit variety could definitely make things more fun, adding knights which could move faster but not necessarily be more resistant, having slower unmounted but heavily armoured knights do the tanking until they reach their destination.

Approved.
 
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