1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Seek unity between the elements in the 22nd Terraining Contest Poll.
    Dismiss Notice
  3. Seize the moment! The 18th Mini Mapping Contest has commenced.
    Dismiss Notice
  4. The heavens smile on the old faithful. The 16th Techtree Contest has begun.
    Dismiss Notice
  5. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Risk Next Gen 3.4b

Submitted by PsycoMarauder
This bundle is marked as approved. It works and satisfies the submission rules.
-
Risk Next Gen


This is a fast paced map where the goal is to conquer the world. There's only one obstacle: 11 other players trying to do the exact same thing. Conquer regions for bonuses, and secure entire continents for additional bonuses. This map combines many of the best elements of Risk maps before it as well as some concepts from the classic board game. This game requires diplomacy and deception, careful calculations, and micro and macro skills to even survive. The best part? After playing a game on the lagless official hostbots which allow players from all battle.net realms to connect to one another, visit the Official Website to view your stats from any game, see where you rank compared to others, and view replays from any official game hosted.

-
Credits:

-NewRelic for helping with the coding and designing an awesome website
-ShadowAbyss for pointing out a few memory leaks
-super_ckicken for hosting the map when I needed to test
-born2modificate for releasing textures to the public (some terrain textures used in this map)
-Debode for the battleship skin
-GeneralFrank for the $ icon
-Paladon for the skeleton icon
-Rayquaza for the 'suspend' icon
-zombie2279 for the laptop icon
-RodofNod for creating Risk Devolution
-Goble-r1sk for making several fun risk maps
-MrPutnam, SinfulNinja, lostcommo, and SpartanofDeath for testing


-
Screenshots:

[​IMG]

[​IMG]

[​IMG]

[​IMG]

[​IMG]

[​IMG]



Changelog:
Version 1.02d
-Added a two minute timer, if timer expires, 1/4 bty, 5 Spawns, Names Hidden, and Bridges are chosen
-Some code changes that will hopefully result in accurate win reports, and not randomly report players as dead when they are still within the game

Version 1.10
-Game will no longer end at incorrect times
-Further attempts to correct position tracking

Version 2.0
-Code optimizations. Lag should be significantly reduced, and crashes should happen much less frequently (hopefully not at all). Game runs much more smoothly.
-Voting. There are now 6 set modes that players can choose from. In future versions this will only be the case in ranked games, otherwise the first slot will choose options via the old method
-Position tracking method changed, possibly fixed
-Base Ownership transfer should work correctly now
-Several bottlenecks widened
-Intro removed
Aesthetic Changes:

* Beacons are now colored. (Will change back if players don't like it)
* When a territory is taken, it is announced on the multiboard. Tent appears immediately.
* Changed the look of the multiboard slightly
* Multiboard displays game mode
* New loading screen, ingame minimap, and minimap preview images


Version 2.1
-Code tweaks
-Battleship SS regeneration rate lowered

Version 2.2
-Bottlenecks widened
-Transports ships can now load and unload anywhere in Transport Ship modes.

Version 2.3 BETA
-Multiboard sorting: The databoard now sorts based on players' revenue
-Multiboard edits: X captured y message no longer cut off past certain length
-Multiple beginning game options
-Players who fail to own land at the end of the turn for three consecutive turns will be considered dead upon the fourth.
-Terrain changes, bottlenecks widened, some ship accessible places are now blocked, Britain has another access point, a few areas replaced with the transport landing tile. Africa is more accessible from mid east and the river chokepoint widened
-Map now split into two versions: One where the terrain stays the same, and a new one which has a more devo-style feel to it. (complete but other map needs updating)
-Tracking unit kill and train details
-Recruitment Centers/Spawn Buildings now have two new abilities; one to select nearby centers, and another to set the rally point to the rally point of the current selected center.
-20 max transports in transport mode
-Players now able to ping other players via an ability in the control center, as well as enable/disable viewing the pings
-Control center has a camera option 'Lock' which locks a players' camera to the far setting even if they accidentally scroll etc
-The method of sorting when multiple units are leaving a Circle of Power now takes into account the units % health and does a better job of keeping a weak unit as defender
-When loading units into a transport, one unit stays behind in the Circle of Power preventing empty ports
-SS no longer target empty land Circle of Powers
-Player position tracking code changed
-2 Player Timer increased to 18 minutes

Unit Changes:
-Selecting units now prioritizes them based on the importance of their abilties. (IE Roar units first, than heal, and so forth and last units without abilities.)
-All unit ability hotkeys changed to use ERTY
-Knights now have bloodlust with autocast on by default
-Private, Marine Private, Medic Lt, Marine Major, General movespeed increase
-All tank movespeed decreased
-All tank's range increased
-All tanks hp regen rate decreased
-Tank A 300hp increase
-Tank A new ability based on taunt
-Tank A defense increase
-Tank B and C attack speed and damage increase
-Tank C defense increase
-Generals now have an autocast roar ability
-General starting mana increased to 300
-Marine major gold cost reduced from 5 to 4
-Marine major defense decreased
-Marine Major health reduced by 150
-Marine Major mana starts at 90
-Marine General new ability - Berserk
-Marine General new ability - Throw Net
-Marine General damage increased
-Medic LT have a ranged attack
-Medic LT new ability - Focus Heal
-Medic LT new mana max increased to 385
-Medic LT mana regen increased
-Medic LT starting mana now set to 125
-All ship movespeed changed
-Sniper Captain renamed to Artillery Captain

Version 2.3b BETA
-Bounty and Fog Options removed from ranked voting
-Transport Cap Increased to 40 from 20
-Attack ground new image remove, replaced with default

Unit Changes:
-Tank taunt ability [Provide Cover] area of effect increased from 450 to 700.
-General mana reduced to 225 from 300
-General autocast roar off by default and mana cost increased to 155 from 125 (...Removed)
-General autocast War Cry replaced with Battle Cry
-General ability [Reckless Frenzy] mana cost increased to 65 from 50.
-General defense reduced to 11 from 12.
-Marine Private Range reduced to 400.
-Marine Private movespeed increased to 285.
-Marine Private Icon changed (thanks yun, kept forgetting about that, haha. Actually you gave me the wrong path, but the reminder helped.)
-Major health reduced from 650 to 625.
-Major defense reduced from 7 to 6.
-Marine General armor reduced from 9 to 8
-Tank A range reduced to 650
-Tank B range increased to 785
-Tank C range increased to 725
-Transport Ship new ability - [Kill Transport]
-Medic LT starting mana reduced back to 75
-Medic LT new ability- [Extinguish Morale] (Dispel roar buff)
-All ships now avoid empty land Circle Of Powers

From 3.0 Beta to 3.0d Beta
-Unit Data tracking removed, caused lag
-Tank A attack type changed to magic
-Tank A range decreased to 575 from 650
-Tank A damage reduced to 65
-Tank B hp increased from 1250 to 1300
-Tank B armor type changed to unarmored
-Tank C range reduced from 725 to 685
-Tank C damage type changed to piercing
-Tank C armor increased to 8 from 7
-Tank C movement speed increased from 250 to 275
-Major defense reduced from 6 to 5
-Marine General health reduced by 25
-Marine General defense reduced from 8 to 7
-General defense reduced from 11 to 9
-Max transports increased to 50 for transport mode



Videos:
http://www.youtube.com/watch?v=LyqlyZmip-I
http://www.youtube.com/watch?v=2S_iL_ue7IQ&feature=relmfu
http://www.youtube.com/watch?v=pYvlaoRSUbI


Keywords:
Risk, Strategy, Next, Gen, Devo, Devolution, Micro, RNG, World, Generation, Risk Next Gen, team, devo, risk, dota, strategy, generation, diplomacy, ra
Contents

Risk Next Gen 3.4b (Map)

Reviews
Moderator
09:49, 24th Jan 2010 ap0calypse: Approved
  1. eubz

    eubz

    Map Reviewer

    Joined:
    Mar 29, 2011
    Messages:
    3,178
    Resources:
    135
    Models:
    77
    Icons:
    16
    Packs:
    1
    Tools:
    1
    Maps:
    26
    Spells:
    7
    Tutorials:
    7
    Resources:
    135
    Nice nice to the author...
     
  2. Black-kitty

    Black-kitty

    Joined:
    Jul 29, 2010
    Messages:
    263
    Resources:
    0
    Resources:
    0
    i love risk and its a very fun and good game. I already have this map though. but it sure is fun!
     
  3. Animalpower

    Animalpower

    Joined:
    Jun 1, 2010
    Messages:
    600
    Resources:
    3
    Maps:
    3
    Resources:
    3
    The bridges are unnatural. You could make docks for ships to transport overseas.
     
  4. GrandAdmiral96

    GrandAdmiral96

    Joined:
    Feb 25, 2012
    Messages:
    14
    Resources:
    0
    Resources:
    0
    does this map have AI?
     
  5. PsycoMarauder

    PsycoMarauder

    Joined:
    Sep 19, 2005
    Messages:
    173
    Resources:
    3
    Maps:
    3
    Resources:
    3
    This latest version, I think I forgot to include the AI. I'll fix that in the next release. The AI is pretty stupid though, nothing fancy. It would take an incredible amount of ingenuity and skill to create a good risk AI.
     
  6. PsycoMarauder

    PsycoMarauder

    Joined:
    Sep 19, 2005
    Messages:
    173
    Resources:
    3
    Maps:
    3
    Resources:
    3
    Latest Added: Live stats tracking capability. Code tweaks, unit balances, and achievements!
     
  7. LeThrow

    LeThrow

    Joined:
    Sep 14, 2012
    Messages:
    27
    Resources:
    0
    Resources:
    0
    so very hard but cool map XD 4/5
     
  8. LeThrow

    LeThrow

    Joined:
    Sep 14, 2012
    Messages:
    27
    Resources:
    0
    Resources:
    0
    look so very messy.
     
  9. PsycoMarauder

    PsycoMarauder

    Joined:
    Sep 19, 2005
    Messages:
    173
    Resources:
    3
    Maps:
    3
    Resources:
    3
    What looks messy? The terrain? I consider the map to be pretty polished in comparison to most wc3 maps.
     
  10. StaticMan

    StaticMan

    Joined:
    Jul 12, 2012
    Messages:
    16
    Resources:
    0
    Resources:
    0
    I find that Risk always feels messy the moment you finish conquering enough countries to fill at least two whole continents. But it's one of the things I love about the board game, and the same applies here. :)

    Wish this map will get some advanced AI in the future. I've always been dreaming about playing Risk with advanced AI, maybe something similar to chessmaster standards. Maybe that dream will come true someday with this map.
     
  11. PsycoMarauder

    PsycoMarauder

    Joined:
    Sep 19, 2005
    Messages:
    173
    Resources:
    3
    Maps:
    3
    Resources:
    3
    Yeah I've also been wanting that. I made an AI but its very very stupid and to create a smart AI would require a ton of smart triggering. Think about all the factors involved in a risk game lol.
     
  12. PsycoMarauder

    PsycoMarauder

    Joined:
    Sep 19, 2005
    Messages:
    173
    Resources:
    3
    Maps:
    3
    Resources:
    3
    How do you update the preview image on hive?
     
  13. leonidas132

    leonidas132

    Joined:
    Mar 12, 2013
    Messages:
    6
    Resources:
    0
    Resources:
    0
    this map is so awesome and why so fast capturing the buildings and so hard to defend but so easy to capture it.
     
  14. PsycoMarauder

    PsycoMarauder

    Joined:
    Sep 19, 2005
    Messages:
    173
    Resources:
    3
    Maps:
    3
    Resources:
    3
    ? not sure what ur question is
     
  15. NyQz

    NyQz

    Joined:
    Mar 24, 2013
    Messages:
    39
    Resources:
    0
    Resources:
    0
    Hmm, it's pretty unique and interesting. + REP :)
     
  16. Hell_Raider

    Hell_Raider

    Joined:
    Jul 25, 2008
    Messages:
    291
    Resources:
    0
    Resources:
    0
    Hey, any chance of updating the change log for this latest version?
     
  17. PsycoMarauder

    PsycoMarauder

    Joined:
    Sep 19, 2005
    Messages:
    173
    Resources:
    3
    Maps:
    3
    Resources:
    3
    No unit changes. Just some text visuals, some more subliminal messages and sounds, and some back end stuff that won't affect gameplay.
     
  18. Dat-C3

    Dat-C3

    Joined:
    Mar 15, 2012
    Messages:
    2,555
    Resources:
    10
    Models:
    1
    Maps:
    5
    Spells:
    3
    Tutorials:
    1
    Resources:
    10
    Alright so my rating for this is 3.4/5.

    I find it good, but it needs some more polishing on object data and triggers as well terrain. There isn't much to do and it gets boring quite fast just like melee. May I suggest some bases have advanced training unit systems or a game mode option for it?

    It also contains vulgar language and swear words as well useless junk at the start.
    By the way did you use the same load screen for all three of your maps?
     
  19. Hell_Raider

    Hell_Raider

    Joined:
    Jul 25, 2008
    Messages:
    291
    Resources:
    0
    Resources:
    0
    Not sure if it is a bug, or just possibly needs to be re-worked, but I played this last night with a bunch of friends and one of them was defeated in the first few minutes. He still had a fair bit of land, enough that he was getting extra spawns from it.
     
  20. PsycoMarauder

    PsycoMarauder

    Joined:
    Sep 19, 2005
    Messages:
    173
    Resources:
    3
    Maps:
    3
    Resources:
    3
    Polishing on object data? Care to elaborate, each unit has been very finely tuned on both unit sets to create intense gameplay.

    What swear words? The loading screen is the same because it is the risk next gen brand of entertainment.

    Advanced training unit systems..? Wtf is that?

    What is wrong with the code? Where else have you seen 4,000 units killing each other at once so smoothly?

    How does it get boring, and who are you playing with?

    @Hellraider sounds like he must have forfeit from his control options section.