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Races At War v1.34

This is an Altered Melee Map created by me.

Gameplay:
-Traditional RTS style, similar to WCIII Melee games.
-Has no Heroes and Creeps.
-3 unique races to choose from, each with it's distinct features.

Factions:

CELTIC ANGELS
===========
Humanoids who worship the 'Celtic Flames' as the purest of elements that existed to destroy evil. The Terraformers were their long-time enemies as they exist to destroy all life. They use fire as their weapon and call upon holy servants of the 'Celtic Flames' to fight for them.

Gameplay:
-Focuses on aggressive tactics.
-Units are powerful but are expensive.
-Focuses on AOE attacks.
-Uses fire as their weapons.
-Certain units can be equipped with runes to boost their stats.
--------------------------------------------------------------------------------------

TERRAFORMERS
===========

Alien plant-like creatures from outer space. These things exist only to destroy everything. They infest planets by planets to absorb all nutrients required for them to survive and grow. These things will never stop at their goal.

Gameplay:
-Typically focuses on rushing and swarming.
-'Grow' some of their buildings so that they lose their workers.
-Units have low hp but high hp regen.
-Corpses can be recycled to further strengthen the army.
-Uses alot of debuffs such as poison that can deal damage over time.
--------------------------------------------------------------------------------------

SHADOW CULT
===========

A group of religious and high-tech aliens that are mysterious but wishes to help the Celtic Angels to defeat the Terraformers for unknown reasons. They use magic and high-tech machines to destroy their enemies.

Gameplay:
-Focuses on stealth and guerilla tactics.
-Mostly ranged units.
-Units have low hp but high damage.
-Workers summon buildings.
-Buildings have low hp.

Credits:
expresso
infrenus
General Frank
Elenai
Tranquil
BROAD_SIDE
Coxxon
Mr. Bob
SD_Ryoko
Kofi_Banan
jigrael
Callahan
NightWolf
Dark Hunter1357
levigeorge1617
Darkholme
Deep Sea Kraken


This is the 12th update of the map. A few major changes such as the terrain and the preview screen.

General:
========
-Changed the terrain of the whole map.
-Added 2 extra gold mines beside each gold mine and changed their models.
-Reduced the cost for most units.
-Reduced gold collection for each worker to 5.
-Changed the Preview Screen.
-Increased food cap to 125.


Celtic Angels:
=============
-Changed the name of Sky Protector to Angel of Fury and increased the Flame Strike spell duration to 30 seconds.
-Changed the Consume ability of Fire Djinns.
Consume: Consumes 100 hp from an allied unit, healing the Fire Djinn's life by 200. Manacost: 50.
-Added special effects for the Flamecaster's "Immolate" ability.

Shadow Cult:
===========
-Increased the build time of Resource Deposits to 30 seconds.
-Increased the Cultist's Dark Bolt ability mana cost to 85.
-Drones now can only be produced at Cult Councils.
-Removed the "Invisibility after 7 seconds" from the Archon and Cultist.
-Removed Permanent Invisibility from Stalker and added the "Invisibility after 7 seconds" to it.
-Changed the ability of the Gate of Souls to: 70% chance to spawn a Spectre on the corpse of a dead Cultist, Stalker,
Channeler, Deconstructor, Bladekin, Spyder Bot and Archon.
-Gatherers can only gather 5 lumber per load now.

Terraformers:
=============
-Changed the Imbue Poison ability of the Gene Manipulators to Thorn Mutation.
Thorn Mutation: Mutates a target allied unit and causes it to grow thorns, permanently increasing its damage by 5. Does not stack. Manacost: 65.
-Wisps now harvest gold and lumber.
-Wisps can only gather 5 lumber per load now.
-Removed upkeep from the game.
-Changed the decay time of bones to 10 seconds.
-Increased the cost of Stalkers by 5 gold.
-Increased build time of Resource Deposits to 10 seconds and changed its armor to Heavy.

Celtic Angels:
==============
-Slightly increased the movement speed of Guardians and increased damage by 1.
-Increased hp of Acolytes to 200.
-Changed the hp regeneration of Sprouts to hp degeneration.

Shadow Cult:
============
-The Homing Bomb ability now requires an upgrade that can be researched at the Signal Beacon.
-The Cripple ability that Shadow Cultists have is now replaced with Engulfing Darkness; A channeling ability like Aerial Shackles.
-Increased the speed of Homing Bombs.

Terraformers:
=============
-Hp of Mana Devourers is reduced to 750. Mana Devourers now also have slight mana degeneration.
However, Mana Devourers now have Spell Immunity.

Others:
=======
-Some target point support powers(Shadow Decay, Earthquake, Deploy Drones, Avatar of Warran, Volcano) now require the target point
to be visible in order for the abilities to activate.


Celtic Angels:
==============
-COST CHANGES G L
------------- - -
- Guardians 150 25
- Fallen Mutants 160 50
- Flaming Souls 185 45
- Missionaries 255 75
- Sky Protectors 295 125
- Searinghawk Raiders 225 85
- Magma Fiends 255 100
- Fire Djinns 245 125
- Sharpshooters 225 100
- Alva-Persists 225 50

-HP CHANGES
-----------
- Guardians = 470
- Fallen Mutants 575
- Flaming Souls = 425
- Missionaries = 750
- Sky Protectors = 825
- Searinghawk Raiders = 700
- Magma Fiends = 800
- Fire Djinns = 650
- Sharpshooters = 375
- Alva-Persists = 650

-DMG AND ARMOR CHANGES D A
---------------------- - -
- Guardians - 2
- Missionaries 30-32 4
- Magma Fiends 23-25 4
- Fire Djinns 26-28 0
- Searinghawk Raiders 19-21 1
- Sky Protectors 49-53 1

-OTHER CHANGES
--------------
-Attack speed of Fire Djinn is decreased.
-Food cost of Guardians, Flaming Souls has been reduced by 1.

Shadow Cult
===========

-Removed hp degeneration from Spectres; they neither degenerate or regenerate now. In addition,
they now use the Basic Cult Training Program upgrade and the Carbonite Armor upgrade.
-Increased the cost of Stalkers to 145 gold and 45 lumber.
-Increased the cost of the Bladekin to 135 gold and 60 lumber.

Terraformers
============

-Slightly increased the attack speed of Pulverizers.


Celtic Angels:
==============
-Fixed a bug where Arcane Net can be used without upgrading first.
-Reduced base armor of Missionaries by 1.
-Reduced hp of Sky Protectors to 885.
-Removed the Alva-Zyx for balance reasons.

Terraformers:
============

-Increased the hp of Mana Devourers by 100.
-Increased the hp of Pulverizers by 35.
-Drastically decreased the attack speed of Poison Walkers, increased damage of Poison Walkers.
-Increased the hp of Sprouts to 115.

Shadow Cult:
===========
-Slightly reworked Spyder Bots: hp increased to 675, reduced movement speed, greatly increased damage, changed missile art
,increased base armor to 4, slightly increased its gold cost and reduced its lumber cost, greatly reduced attack speed.


Others
======
-Added score screen icons for Superweapons.



Game
====
-Changed the map terrain.
-Removed some unneccesary triggers.
-Extended the time length to choose a race to 20 seconds.

Celtic Angels
=============
- Replaced the Searinghawk Raider's Invoke Fire ability with the Arcane Net ability.(The ability still needs the
upgrade to work)

Terraformers
============
-Reduced the gold costs of the Terraformer buildings that use up workers.
-Reworked the Mana Burst ability. The ability now drains all mana and deals (1.5xmana) damage to all nearby enemy
units. The ability still retains the 1.5 second stun.
-Increased Tremor Slam ability damage from 20 to 35.
-Slightly reduced the attack speed of Poison Walkers.
-Reduced Sprout's hp by 5.
-Increased the hp degeneration of Sprouts to -4.5 per second.
-Increased the range of Gene Manipulators by 150.
-Decreased food cost of Pulverizers by 1.
-Decreased Lumber Production time of Spore Genetic Churners and Spore Converters to 10 seconds.
-The Terraformer Commander's Roots of Wrath ability can now also affect mechanical units.

Shadow Cult
===========
-Replaced the Shadow Swiftness upgrade with the Shadow Empowerment upgrade, which improves the 1st and 2nd
abilities of the Cultists and the Archon.
-Slightly reduced the lumber cost of the Bladekin.
-Reduced the movement speed of Invaders.
-Reduced the damage of Invaders. Now, Invaders can attack up to 3 units.
-Increased the speed of Homing Bombs.
-Reduced mana cost and cooldown of the Laser Cannon ability to 90 mana cost and 90 sec.
-Reduced costs of Bladekin Mastership upgrade. Now, Bladekin Mastership can only be researched when Cult Temples
are built.
-Fixed the tooltip saying that the Impervious Shields Superweapon ability only lasts for 10 seconds. The real
duration is 15 seconds.

Others:
=======
-Realigned icons.
-Slightly improved tooltips.
-Fixed hotkey bugs.
-Fixed some tooltip errors.


-Nerubian race removed.
-The 3 races have now been split into two sub factions.
-The Sub Factions are:

Celtic Angels: The Order and The Fallen.

Terraformers: The Horde and The Ancients.

Shadow Cult: Robotics and Zealous.

-Cost of Invaders have been reduced and attack speed has been slightly increased.
-Destroyers have a new ability: Laser Cannon.
-New units have been added in this version:

Celtic Angels: Fallen Mutants, Sharpshooters, Magma Fiends.

Terraformers: Pulverizers, Mana Devourers.

Shadow Cult: Bladekin, Spyder Bots.

-Not all units, abilties and upgrades will be available in a specific faction.
-Here are the units that are only available in a specific faction:

Celtic Angels:
=============
The Order: Guardians, Sharpshooters, Missionaries.
The Fallen: Fallen Mutants, Magma Fiends.

Terraformers:
=============
The Horde: Vine Berserkers, Mana Defilers, Wooden Idols, Pod Stalks.
The Ancients: Pulverizers, Mana Devourers.

Shadow Cult:
============
Robotics: Stalkers, Invaders, Destroyers.
Zealous: Bladekin, Spyder Bots.

-Here are the upgrades that are only available in specific factions:

Celtic Angels:
=============
The Order: Long Spears, Improved Bows.
The Fallen: Unstable Molecules, Breath of Fire.

Terraformers:
=============
The Horde: Accelerated Spore Growth, Vitality of the Underlings.
The Ancients: Ancient Growth, Tremor Slam, Mana Burst.

Shadow Cult:
============
Robotics: Laser Cannon, Dampen Nerves.
Zealous: Spirit Gathering Efficiency, Create Land Mine, Bladekin Apprenticeship, Shadow Swiftness.

-The Deconstructor's Nanite Surface ability(the renamed Armored Surface) is now only available
if the Robotics sub faction is chosen.

Others:
======
-Improved tooltips abit.
-Changed the build time of quite a number of buildings.


Celtic Angels
=============
-The Searinghawk Raider's ability "Invoke Fire"'s mana cost has been reduced from 75 to 55.
-Reduced Volatility's speed boost from 1000% to 300% bonus.

Terraformers
============
-Increased base armor of Saplings to 3 but reduced defense upgrade bonus to 2.
-The Poison Walker has been reworked; its Spore ability has been removed. It now has a new ability, Spawn Sprout,
which causes it to create a Sprout everytime it attacks. Also, it now has a very small splash attack. Its attack
speed has also been reduced. Also, it now has no mana and the cost to train it is slightly raised.
-Gene Manipulators now lose their "Recycle" ability. Instead, the ability has been replaced with Spore. Also,
Toxic Blast now deals 2 damage per 0.5 seconds instead of 10 damage per 3 seconds and the duration of Toxic
Blast has been reduced to 10 seconds instead of the original 15.

Shadow Cult
===========
-Invaders can now only attack up to 2 units instead of the original 4. However, they now have a new ability,
called the Homing Bomb. Well, you can tell what does it do.

Nerubian Empire
================
-Fixed the Locust Nest's Locust Swarm bug, which causes the locusts to stay at one place.
-Reduced the number of locusts spawned by the Locust Nest's Locust Swarm from 7 to 5.
-Brood Queens now have the ability "Spider Egg Mine", which deploys an invisible egg that explodes when enemy
units are near, damaging them.

Others
======
-Fixed some descriptions.
-Slight terrain changes.


-Added a new race: The Nerubian Empire
-Changed the Acolyte's lumber gathering system. It is now it's own lumber deposit. Also added attachments
to the Acolyte, increased it's cost price and increased it's build time from 7 to 10.
-Added attachments to the Flamecasters.
-The Alva-Zyx now has only 1 attack, which is the one with the chaos damage.
-Bot Squad's attacks can now target air.
-The "Rain of Fire" ability now lasts 3 waves instead of the original 9. Also, it's damage per second has been
reduced from 20 to 15, it's cooldown reduced from 12 to 10 and it's mana cost has been reduced from 120 to 110.
-Slightly reduced the attack damage of Missionaries and Fire Djinns
-Increased the lumber cost of Flaming Souls.
-Added the "Magic Resistance" upgrade to the Shadow Cult.
-Increased the hp of Invaders from 450 to 550.
-Slightly increased the damage of Spectres.
-Increased the Archon's base armor from 0 to 1.
-Increased the cost of the Commander Evolution upgrade.
-Slightly decreased the cost of Stalkers.
-The mana cost of the "Imbue Poison" ability has been reduced from 125 to 65.
-Cultists and the Archon now can turn invisible after 7 seconds.
-Shadow Cult mechanical units now only require roughly half of their costs to be fully repaired.
-Increased the health of Flaming Souls to 515.
-Decreased the range of Thorn Fletchers to 650.
-Changed the model of the Signal Beacon.




Other details:
-The AI chooses it's race randomly.
-The AI is quite buggy(trying to fix that) due to the new stuff implemented
-Please rate my map and give comments and feedback. They would be really appreciated.
-The map is PROTECTED.
-Any problems and bugs please report to me at [email protected]

Keywords:
War,Altered Melee,Races,At,Races At War, Terraformers,Celtic Angels,Shadow Cult, Alien, Futuristic,RTS
Contents

Races At War v1.34 (Map)

Level 6
Joined
Apr 1, 2009
Messages
220
Tested on all three races and here are the problems.
Celtic Angels:
1.Celtics don't have a defensive building.
2.Celtics don't have an epic unit.
3.Rune of Energy and the Rune of Vitality give the equal amount of mana and health. The mana should be decreased.
Terraformers:
1.The game crashed when i built their superweapon.
Shadow Cult:
1.Specter's description said they degenerate, but they don't.
Other:
1.Bad terrain, liked the previous one.
2.No neutral building other than the gold mine feels boring.
3.Need some in depth storyline.
Anyway 4/5 pretty good but Celts kinda ruin.
 
Level 35
Joined
Feb 5, 2009
Messages
4,560
God damn, you still on this map?? Get a new thing! :p
Just kidding, you are perfecting this to perfection. I love it! =D

I especially love that you added two versions of each faction =D

Now, for some criticism. I do believe it is sooo uber easy to expand in this game. The main problem with this is that a player can set up an expansion in a highly defendable location very early. Set up a shitload of towers (this works really well for the Shadow Cult, btw, due to the increase in pop cap) and you can instantly discourage any enemies from entering your territory with great ease.
This isn't too bad, but perhaps creating a counter measure to some of the more 'desirable' locations would be something to consider.

One thing I'm wondering is why there's 3 'gold mines' at each location. I'm just wondering, it's not really a bad thing. Although I can spam workers and instantly get 15 on gold at the start of the game, giving me shitloads of resources to spare in the end game. But it's not really that bad, tbh.

And I notice you've added some minor super-weapon-esque abilities, too =D
Just wondering, why not use the mana as the cooldown for them, too? And perhaps set their health to the max so you don't get the '1/1' showing up whenever you click on them.

Apart from there minor blemishes, I do believe this is pretty much perfect =D
Good job =D
 
Level 5
Joined
Oct 3, 2008
Messages
58
Tested on all three races and here are the problems.
Celtic Angels:
1.Celtics don't have a defensive building.
2.Celtics don't have an epic unit.
3.Rune of Energy and the Rune of Vitality give the equal amount of mana and health. The mana should be decreased.
Terraformers:
1.The game crashed when i built their superweapon.
Shadow Cult:
1.Specter's description said they degenerate, but they don't.
Other:
1.Bad terrain, liked the previous one.
2.No neutral building other than the gold mine feels boring.
3.Need some in depth storyline.
Anyway 4/5 pretty good but Celts kinda ruin.

Wow, thanks for the comments! Well, for the Celtic Angels, the reason I didn't put a defensive building or an epic unit is to counter it's already strong forces. I added that each building has slight immolation tho. I might be changing the rune system to something else(not confirmed yet). The game crashed when u built the superweapon? That has not happened b4. I'll look into it. I'll add the hp degeneration. For the terrain, I tried something different by adding cliffs instead of just flat terrain. I decided to put gold mines only for now, maybe adding neutral buildings in the future. I'm not really focusing on the storyline, but I might just improve it in the future. Thanks alot!!!
 
Level 5
Joined
Oct 3, 2008
Messages
58
God damn, you still on this map?? Get a new thing! :p
Just kidding, you are perfecting this to perfection. I love it! =D

I especially love that you added two versions of each faction =D

Now, for some criticism. I do believe it is sooo uber easy to expand in this game. The main problem with this is that a player can set up an expansion in a highly defendable location very early. Set up a shitload of towers (this works really well for the Shadow Cult, btw, due to the increase in pop cap) and you can instantly discourage any enemies from entering your territory with great ease.
This isn't too bad, but perhaps creating a counter measure to some of the more 'desirable' locations would be something to consider.

One thing I'm wondering is why there's 3 'gold mines' at each location. I'm just wondering, it's not really a bad thing. Although I can spam workers and instantly get 15 on gold at the start of the game, giving me shitloads of resources to spare in the end game. But it's not really that bad, tbh.

And I notice you've added some minor super-weapon-esque abilities, too =D
Just wondering, why not use the mana as the cooldown for them, too? And perhaps set their health to the max so you don't get the '1/1' showing up whenever you click on them.

Apart from there minor blemishes, I do believe this is pretty much perfect =D
Good job =D

I might increase the build time of town halls soon. I added 2 extra gold mines becuz I wanna relate to the Starcraft-esque gameplay where if u focus on macro-management, u'll get alot of income. For the locations, I'm gonna add side pathways up the hill soon. For the abilities, i think i'll consider ur suggestions. Thanks for the tips!
 
Level 6
Joined
Apr 1, 2009
Messages
220
IMO, there should be a new race based on spirits or energy and stuff, they could be a hidden race. I like the maps race comparision to Starcraft:
Celtic Angels = Terrans
Shadow Cult = Protoss
Terraformers = Zerg
And the new race should be a comparision to Xel'Naga, maybe......but all of this is just me saying. :grin:
 
Level 35
Joined
Feb 5, 2009
Messages
4,560
Imo, a better race comparison would be with that of Command and Conquer 3:

Celtic Angels = GDI (Brute power, essentially)
Shadow Cult = Nod (Stealth and causing havoc on the battlefield)
Terraformers = Scrin (Nasty stuff... just nasty.. :p)

And the different factions for each race make this an even better comparison than this map mod with Starcraft.

Btw, avpchin did have a fourth race at some stage, but it was nerfed as it wasn't as well received.
But adding new races is a... meh idea. Mainly because I'd rather play a game with 2 incredibly well done and distinctly different races than a game with 20 races that end up being quite dull.
Not an uncommon suggestion, but not an entirely bad one either (as there are only three races, so it is a possibility). Nonetheless, I wouldn't reccomend it (unless, of course, avpchin is fully satisfied with how the races are as of now [as he should be, although some minor additions could still be made here and there], in which case thinking of a bonus race could be a good idea).

@avpchin: Just a quick thought, I noticed that with the different factions you have researches that are unique to a faction. My first suggestion would be to remove the 'requirement' thing and just make it that when a player chooses the required faction, you unlock the research via triggers (just an aesthetics thing, though).

And my other suggestion is that you add some more researches. Not too much, just a couple more. If done with my first suggestion, space for the icons will not be an issue, either ;)
 
Level 5
Joined
Oct 3, 2008
Messages
58
To Jargalhurts: Maybe I might develop a new race. But that's not till later stages. There are still some things in the races that need tweaking.(E.g: Gene Manipulator's Imbue Poison ability, changed that to a new one). However, like your idea about the spirits and energy thing.

To Wazzz: Possibly I might be doing something slightly similar to UAWEA(Universe at War Earth Assault)'s Hierarchy Race for the fourth race. But other than that, it's not confirmed yet. And yes, I'll use triggers to disable other sub-faction's researches, (kept forgetting to do that lolz). For the researches, maybe I'll be adding more. Thanks for the suggestions!
 
Level 6
Joined
Apr 1, 2009
Messages
220
there should be more support spells for sub-factions. example:
Shadow Cult Robotics: Instant Repair - Repairs all allied mechanical units in an area.
 
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