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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Rise and Fall of A Kingdom

Submitted by ThatOneGuy2526
This bundle is marked as pending. It has not been reviewed by a staff member yet.
(Version 1.14)
To Save A Kingdom
Enemy troops from all races are reported to be coming from the the Eastern Valley of The Kingdom's city. An outpost is set up behind the river as the city recruits a hero to protect the last defense in the East. If the outpost falls, the city will surely fall with it. Commander Lyron will lead the defense while your forces lead the offense. Whenever you destroy the town hall of a race's outpost their troops will no longer have support and will stop sending reinforcements into the valley. Destroy their outposts and stop the onslaught before it gets out of hand. A hidden agenda awaits when you get too far, be careful who you trust.

Lyron's Story
A short story of why the events of To Save A Kingdom came to be and an introduction to part 3, To Destroy A Kingdom​


These are the first and second parts of three parts of Rise and Fall of a Kingdom. The second part is only a short story and is finished while the third part is under way.

Part 1: To Save A Kingdom
Part 2: Lyron's Story


Enemy units drop gold. Lumber shouldn't be a problem if used right as there's plenty in crates and barrels. Please tell me any feedback or bugs, I did this for fun and it's my first ever time working with Map Editor. This is single player but I can easily customize this to be 1-3 players with time if that's ever wanted as well as making difficulties because this is a "Normal" difficulty and I'd like to make a hard and insane in the future.


Update Notes
-Version 1.02
-Added a murgul unit to Player Shipyard
-Removed a couple units from Naga Area
-Added a Net item to ensnare air and ground units
-Decreased time for undead spawn
-Fixed upgrades not being added to troops
-However now upgrades aren't costing gold or lumber so this will be fixed in the future​
-Changed item dropped from Naga area
-Small changes of location of buildings in The Kingdom
-Human Archers and Blood Elf Lieutenants now have upgrades​
-Version 1.03
-Part 2 (the short story) is out now
-Again this isn't really a game and dialogue will most likely change but the story line will remain the same​
-In part 1, added an additional fountain of health and more units to Undead Raiders​
-Version 1.10
Part 1:
-Crates and barrels have finished with item inputs
-Units have finished with item up death inputs
-Sotrom Allies have been reconfigured in pathways
-Defenders Barracks is now online for their retraining purposes
-Regions have been modified to improve gameplay
-Player's starting wisp has been modified to be unable to do anything but move, stop, and hold position (Used to have build option as well as renew and detonate)
-Additional cinematic transmissions have been inputted for the following:
  • Game startup
  • Defeating Mercenaries
  • Defeating each Town Hall type building of outpost
  • Starting cinematic
-Version 1.12
Part 1:
-Fixed Infected Blight Removal
-Added transmission for Hero Revival
-Added environmental doodads and critters
-Fixed upgrades not costing any resources (from update 1.02)
However now when resources go to 0, upgrades aren't restricted which will be fixed later
-Added number of units for Night Elf Forces and Orc Forces and sped up spawn time of Human Forces
-Made "Commander Lyron" only available name for Commander Lyron's unit
-Fixed Orcslayer's unit
-Fixed Defender Barracks
-Added transmission from Naga unit and Infected Unit
-Version 1.14
Part 1:
-Added into guides to help pick heroes and a small guide on helpful hotkeys
-Removed two Defenders towers and six The Kingdom towers
-Added a priest and footman intro unit that explain objectives
-Added three Sotrom towers
-Gave tier 1 upgrades to enemy forces
-Added a cinematic to explain objective after crossing bridge

Contents

To Save A Kingdom (Map)

Lyron's Story (Map)

  1. ThatOneGuy2526

    ThatOneGuy2526

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    Let me know if anyone would want to access part 2 and I'll post it as well. Again, it's a a short story explaining why the events of the end of part 1 happened the way they did and sets up part 3, To Destroy A Kingdom. If no one wants it that's fine I just posted this first part to see how it goes and what a third party viewpoint is on errors in here.
     
  2. shadowhog

    shadowhog

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    First thing i noticed is that I upgrade wep/armor at the blacksmith yet the footman or archers do not upgrade after i train them from the barracks

    Yeah you’re right I’ll have to see how to code that in, might be that the mercenary camps are training units that are considered neutral instead of player based. Thank you so much I’ll work on that
     
    Last edited by a moderator: Aug 31, 2020
  3. shadowhog

    shadowhog

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    upload_2020-8-31_1-49-13.png
    idk if its the AI wave spawn but this was to the second undead forces for about 5 mins nothing attacked so had to kill them myself.

    To get the item from the water area on the right side of the map I think you should either reduce the amount of naga in deep water or maybe a few more murloc/swimmer units from the cages nearby. Cause for a non-dark ranger char that reward is meh for the effort needed I believe

    There is few air enemy units but due to pathing and some of the AI in wc3 just being dumb maybe add those web consumables or a orb to the the shop if possible to make it a tad easier for mele heroes to deal with them or you can add a gryphon aviary to the first reinforcement point rather than relying on the archers/mages

    In all though map was cool and fun kinda steamrolled with my brewmaster at a few points. Also liked when I got those random mobs from the huts was a nice addition. Would be eager to see what your other parts turn out to be. Ill also try the map in classic graphics and see if some of the pathing issues is reforge or just the collision of units in certain parts
     
  4. ThatOneGuy2526

    ThatOneGuy2526

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    Thank you so much, all this really helps. I’ll customize an item for the naga reward as I’m adding items to the other enemy units and edit the naga area a bit. I didn’t want the undead to spawn immediately with the other races so I was experimenting with wait times and based on your input I’ll lower the time because there’s definitely too many “Allied” units still alive in that picture so thank you. And yes I didn’t think of web consumables to help the melee heroes so I’ll definitely do that as well, again thank you so much

    And for part 2, it’s just a very short story line explaining the end of part 1 but part 3’s map is almost finished. I need to start the triggers, cinematics, and custom items still but the physical map is there now. I’ll probably upload part 2 soon but it won’t be much without part 3. And since Warcraft’s custom campaigns aren’t really there right now it’ll be separate maps even though I have the campaign layout ready for them.
     
    Last edited by a moderator: Aug 31, 2020