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Siegecraft

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Welcome to Siegecraft.

…where the entire map is a gigantic battlefield!

To win, just destroy the enemy capital! But doing this is not easy. Designed by someone who hates AOS maps, this map is about one thing and one thing only: epic battles.

No lanes. No symmetrical layout of the land. No predictable attacks from the armies. There is artillery that will constantly bombard the battlefield. Sides will build a fort and retake it constantly.

The map size is epic (a rarity for AOS maps). The number of different units that spawn surpass over a hundred. This map is also great for newcomers to Warcraft 3 who just want to pick a hero and kick some butt.



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This map has the intent on pushing Warcraft 3’s limits today so that the map ages better over time. Lag will be a factor. The lag is not being caused by leaks or bad triggering but by the sheer amount of units and crazy spells in the game. On my computer, that has a healthy amount of ram, the lag is almost non-existent when the battlefield is saturated. But for those with lesser computers, there may be some lag. As the game goes on, the lag should decrease whenever a barracks is destroyed and the army shrinks. If you receive any lag, it will be at its worse in the beginning of the game.

If this map lags for you, there are options one can take to eliminate it. Choose the option of destroying the South Barracks or North Barracks (or both), and you will find the game running much faster and smoother. Removing the artillery also helps.

This map is also a very high file size due to the sheer amount of content and to all the imported data. This map is not intended to be a Bnet map where you throw it up there blindly and have people join you. This map is intended to play with friends you know or by yourself.

This map is also protected.


Features:



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The above images are common in a typical game of Siegecraft. Explosions, big spells, small spells, units racing towards one another, battles breaking out all over… if you do not like epic battles and prefer grandma friendly wars, then this map is not for you.

Unlike most AOS maps, there are no ‘lanes’. There is just a battlefield. There are no lanes to ‘push’. Depending on how the armies are marching across the battlefield will determine when and how the battles occur.

Also, unlike most AOS maps, there is no symmetry between the sides. Far from being unbalanced, this has removed repetition that (to me) plagues usual AOS maps. It is fun when areas are different.




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In Siegecraft, the armies do not ‘upgrade’ as in a typical AOS (such as +1 armor) or adding another unit. Instead of upgrading, they go through an entire metamorphosis.

After a period of time (which you can modify in the options), a new ‘age’ will begin and entirely different units will spawn as your army. When a new ‘age’ begins, your army will become more powerful and the units deadlier. But they will also behave differently as well. For example, in the Age of Magic, almost all the units cast spells. AOS games can get boring because the armies get boring and easy to kill. The Ages remove repetition by making the armies harder and deadlier. The game becomes more intense.

Each ‘Age’ is like its own game due to how different they are from one another. Here is the breakdown of the Ages.


-Age of Knives



Age of Knives is the very first Age. This is very medieval period, and units act as you would expect. Footmen use swords. Archers use bows. Archmages turn people into sheep. Catapults hurl rocks at the towers.

-Age of Magic



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With the Age of Magic, the elite units of the Age of Knives become the bread and butter of the army. Now, most of the units are spell casters.

-Age of Chaos



All hell breaks lose with the Age of Chaos. Units become very fast, the spells they cast are deadlier, and flying units begin making up much of the army. If you neglected to level your hero, you’re going to be torn to shreds.

-Age of Order



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The Age of Order smoothes the roughness from the last age and the units are more complete. Flying units and battle mages rule this Era. The units aren’t as fast, but they are more deadly. Sometimes a giant golem appears (above) to dominate the battlefield.

-Age of Ascendancy



This era is the last and will end the game swiftly if it is still in a stalemate. The Age of Ascendancy is technology from the future. Marines with machine guns enter the scene backed up by space ships. Hovercrafts appear firing lasers. Some cruisers are extremely dangerous with their lasers. Others fire deadly explosions and black holes that can take out even the most leveled hero.

If a game reaches the Age of Ascendancy, it will not last much longer. Due to powerful units and extremely strong artillery, the game will come to its conclusion.

Most of my games end up being 50 minutes long or shorter. Typically, the Age of Ascendancy ends the game within five to ten minutes.


But epic battles wouldn’t mean much without rich engrossing terrain to fight them in.

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All the above images are playable areas. While that looks nice, it becomes boring if terrain is nothing more than the same theme (such as a forest theme). Wouldn’t a game be more fun with more diversified locations?


Diversifying the terrain is to eliminate repetition during play. It is more fun where areas are very different from other areas.

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All images above are playable areas in the game.




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It wouldn’t be much of a battle if you couldn’t lead your troops. For each side, there is a flag. The flag grants buffs to the hero and surrounding units. But the flag also has a set of icons for you to click where you can tell your armies where to attack.

If you steal the enemy’s flag, however, they will not respond to orders from the enemy.




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Leading troops into battle is one thing, but wouldn’t it be fun to be king and have absolute power? Each side has a palace. When you enter it, go to the throne room, and you will find a crown lying on the ground. Pick up the crown, and you will find your hero sitting on the throne! You will lose control of your hero, though, since kings can do nothing but sit on the throne. However, you will be able to control all the units for your side with absolute precision. If you get tired of being a monarch and wish to return to battle, click on the guy with the exclamation point next to the throne. You will surrender the crown… and control.


An AOS needs a healthy amount of heroes. So, in Siegecraft, you are presented with many different heroes to choose from.

Some heroes are very simplistic such as the Amazonia who fires special arrows. Other heroes are more complicated such as the Morph Mage who can shapeshift into any hero form she comes in contact with, even the enemy heroes. Other examples include the Huntress Hero can unmount and you end up with two heroes: the huntress and her panther, and she can mount the panther and have different abilities. There is also the druid who can transform into different forms, each form having their own unique abilities. The heroes are very different from one another.

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And many heroes have crazy spells. In the last image above, the Ogre Mage rides lightning back to his side’s Fountain of Health. Every hero has a triggered spell of some sort. Some of them are very elaborate.


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What I really hate about AOS maps is whenever they have many heroes, they are almost always variations on the default Warcraft 3 heroes. So to help combat that, I’ve included all the default Warcraft 3 heroes into Siegecraft. Now, the default heroes have been altered to fit with Siegecraft meaning they can go up to level 20 like the other heroes (and their abilities have been adjusted accordingly).

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If you wish to choose a default hero (because you don’t like Siegecraft’s heroes or because of nostalgia), just move your fairy through the portal. Both sides can choose any default Warcraft 3 hero.



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While items are a main part of most AOS maps, they take a backseat approach in Siegecraft. There are a number of items for your hero to choose from and benefit. However, items alone are not going to determine the game. There is no ‘build’ of items for any type of hero. Siegecraft is about you leading battles, not about you buffing a single hero.




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While the default mode is a zoomed out top down view, you can alter the cameras to play the game any way you want. If you want to play it from a bird’s view, go ahead (top picture above). If you want to view the action from the ground, go ahead (bottom picture above). The tools for the camera are to make the game as comfortable as possible for you.

Press ‘Escape’ to access these controls during the game.




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Within the beginning three minutes of the game, whoever presses ‘escape’ first will control the options. With this, you can set up Siegecraft to do many things. You can disable features such as the artillery or the north and south spawns. You can start players off with 2000 gold or more if you choose. You can modify the revival time for heroes and even modify the experience rate for heroes.

Most important of all, you can modify the Ages. If you just wish to play in the Age of Knives, you can turn off the Ages. If you just want to play in the Age of Chaos, you can set up the game to start in the Age of Chaos. But what if you want a challenge and wish to start one side in the Age of Chaos and the other side in the Age of Order? You can do that.

Also, incredibly important, you can choose the RACE of the sides. Currently, there are only two races: Humans and Night Elves. Both races use completely different units and have different ways of attacking (Night Elves rely on superior archers and gigantic walking treants).

The options are to put the player in control of whatever game experience he or she wants. The options enable a healthy replay of Siegecraft.


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Siegecraft does include artificial intelligence so the map is fully playable with a single player. The bots know how to use their abilities, know to retreat when they get low on health, know how to build forts, and will obtain the flag and order troops around.

The AI currently has only one difficulty setting at the present time. So no matter what difficulty setting they are assigned, they will be the same.

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The bots also will talk to you. Sometimes, such as in the above image, they will lose their temper with you. Like a human player, sometimes they don't like to lose. (This, of course, can be disabled in the options.)



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Siegecraft is being released now because Starcraft 2 is about to come out. While Siegecraft has been extensively been worked on, it clearly is not “finished” (but what map is?). Here are some of the things that I wanted to add…

-Additional races such as the Orcs and Undead as opposed to just having Humans and Night Elves as the choices.

-Different difficulty settings for the AI. The AI currently present would be considered ‘Easy’ mode. ‘Hard’ mode would have the heroes keep targeting the Human players in a devilish way.

-More items.

-More heroes for the Hallaer Side. I already have half a dozen already done for them. Oh well.

-While Astalder side is mostly done with their heroes, a few of them could use more work. The Charge Knight, in particular, needs some new spells.

-A full multiboard. It was never necessary for the gameplay so I left it out for now. The Leaderboard does its job fine.

-At the “Fort Shop”, different types of forts would be available such as a fort with fire towers or ice towers. This wasn’t included at the time because of how radically unbalancing a “super fort” became to the game’s flow.

-A loading screen. But who really cares about a loading screen? Bah.

-There are ‘empty areas’ on the map around the sides. These were to be filled in as territories that heroes could explore on their own via the portals (such as the one in the church). There, the hero could level up and gain gold very easily. I even wanted to program the AI to join the Human Heroes if they decided to take on any of these missions. And furthermore, I wanted these territories to go through time. So you could reset the portal and the same area would change from grassy caveman type era to a sci-fi high technology era. I simply ran out of time to implement this.

-An ending cinematic and a credits cinematic were begun but could not be completed in time. This is truly a shame because they were very amusing. The ending cinematic would have your hero sit on the throne. Just as the introduction mimicked Warcraft 1’s intro, the ending sequences would have mimicked Warcraft 1’s endings.

This map will still be worked on if there is interest.

The limitations of Warcraft 3 engine’s on the total amount of units is totally gone in Starcraft 2. While this map took an incredible amount of work, if you desire something similar to be made in Starcraft 2, please say so. Starcraft 2’s better engine would greatly help out this type of map. But I won’t do it if the interest isn’t there.

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I must thank the entire Hive Workshop for making this map possible. From the advice to the spells to the models, all of it was applied. So much has been applied, it is going to be impossible to credit everyone. So I will shout out to the biggest contributors:


SPELLS:

Hanky- Hanky’s Spell Pack is a core piece of this map. And he thought with his own system that no one would use his spells. Hah!

Dr.Feelgood- His spellpack is partially used.

Beserker- Many of his spells are used.

Squiggly- You can tell which spells are his because of all the special effects.

RMX- For spells like Twin Axe.

Scorpion 182 – For his spells.

BlackShogun – For his dragonhead model and spells.


MODELS:

67Chrome- Big thanks to him for his amazing skins. Siegecraft’s Magic Archer and numerous other heroes thank him.

Dan van Ohllus- For models like the unmounted mage and the Amazonia.

General Frank- For many heroes such as the Tigerian Slicer to army units such as the knight and pikeman.

Will the Almighty- For many special effects.

Jetfang Inferno- For many special effects.

Kitabatake- For the catapult and ballista models, for the Night Elf spider tank, for the Bane model, etc.

Radagast- for the Master Dwarf model.

Cloudstrife- For terrain ideas.

There are, unfortunately, many people I am leaving out because there are so many and I cannot remember them. But they are all available on the Hive.

So thank you again, guys!


Updates


Summary

This is likely the last update to Siegecraft for Warcraft 3. The Galaxy Editor has just been released meaning I was correct to rush this map to completion. To give you an idea of how fast this map was worked on, when the Starcraft 2 beta began, there was no terrain at all. When the map finally got uploaded, it only had a couple of weeks before the Galaxy Editor was released marking the end of the War 3 modding era.

This map could have used another few months to bake but I had to pull it out of the oven now to see whether people would like the recipe. This is why there are so many 'imperfections' you will find if you look close enough. But I am glad this map got uploaded in its imperfect state rather than not being uploaded at all.

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Welcome the Orcs, a new race added with 1.2. Even though there was only a few days between patch 1.1 and 1.2, I was barely able to squeeze out the Orc race.

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The Orcs come in colors of green and red and prefer coptors and big damn tanks. Who knew?

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The Slicer hero has a new ability and a new ultimate. The ultimate is 'multiply' where the Slicer splits into many copies of himself. The Slicer copies have bladestorm so you can fire off several bladestorms all in one spot. Mows down the enemy... literally.

Note the many Generals on the side. All the 'special' units for each race are now considerably more powerful. These units like the General can only have one running around at a time. All have command and vampiric auras. The General will make many, many copies of himself. The Warchief will undergo bladestorm. And the Warden will cast starfall. These 'little heroes' are considerably the strongest unit on the battlefield outside the heroes.

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With this rushed 1.2 patch for a rushed map, this pretty much concludes Siegecraft for Warcraft 3 and my involvement with Warcraft 3 modding. I'll see you in Starcraft 2.

Full Patch Notes

-BUG FIXES-

-Lag reduction!- Footman now has a new low poly model. Warcraft 3's footman is very high poly and slows the map when in large numbers.
-Fountains, for both sides, will no longer heal the enemy.
-Fountains' rate of healing has doubled (to reduce time of hero sitting by fountain).
-Fixed a bug with Player 8 giving computer death dialogue even when a human was playing.
-Fixed several pathing bugs in the upper snow area.
-Fixed multiple pathing bugs in the Ice Palace.
Spiced up the Hallaer area with better terrain.
-Fixed the pathing error near the Hallaer Hero spawn.
Corrected doodads at the water fountain at the Top Middle Barracks for Astalder.
-Fixed a bug for Player 10's camera system.
-Fixed major bugs in the 'Reset Camera' which would cause zoom and rotation to become 'off'.
-Fixed a bug that player's name was not displayed when he became Emporer of Hallaer.
-Fixed typing errors in Harpy Hero's Spin Attack description.
-Fixed the description of Retribution Aura in that it does not last for a certain amount of time but is permanant.


-New Features-

-Slicer has a new ultimate: Multiply
-Slicer has a new ability: Crush
-Ancient Warrior's Nature Shockwave has been replaced with Entangling Roots.
-Ancient Warrior's Elune's Wrath ability has been replaced with Nature's Explosion.
-Orc Race is now available.


-Balance-

-Deafening Strike's cooldown increases with the levels.
-Charge once again has area of effect.
-Some item prices have been lowered to increase their usability.


Summary:

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Multiplayer now works with no one dropping. Lag has also been reduced. However, battling the lag will continue on different fronts. Hopefully everyone will able to do something like the above image such as leading a massive army of gigantic trees to attack the unsuspecting enemy.

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Note how the Amazonia has that skull shield? Almost all the AI heroes now purchase weapons to better kill you. The AI are no longer pushovers at the later Ages (provided they earned enough gold!). The Amazonia above just tore through my warlock.

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Credits have now been added to the game to thank people for their contributions. Credits will turn on when the game is over (and is, of course, skippable).


Full Patch Notes

-BUG FIXES-

-Players in multiplayer games will no longer disconnect as soon as they pick a hero for the Hallaer side anymore. The 'transporting' disconnect bug has also been eliminated.
-Spawn system reworked to reduce lag. (While lag has been reduced, spawns may not act as they should since it is a new system.)
-Only fairies and heroes can trigger 'new heroes' and rune descriptions now.
-The giant Treants for the Night Elves are no longer spell immune.
-Correction in text concerning Fortress Tower description.
-Correction in text concerning Chaos Mage.
-Level 5 of the Juggernaut summon has lost its summon artifact ability. It can now summon the dead.
-The 'Press Escape' note during the introduction no longer blinks.
-Huntress Hero's name will no longer change when mounting or unmounting.
-Mountain Giants (Age of Chaos) now have mana.
-Orb of Water ability now correctly displays all five levels.
-Keeper can no longer attack you when you sit on the throne.
-A doodad error was corrected in the Astalder Throne Room.
-A testing ability for cannons was removed.
-Magic Tower's name is now 'Magic Tower' and no longer 'Guard Tower'.
-Will of the Forest ability text has been corrected.
-Amazonia's name was corrected.
-Create Golem now creates golems to match the map's current tileset.
-Fixed an error in Twister that it didn't scale to the spell's level and did little to no damage.
-Removed major lag from Twister by removing terrain changes the spell did.
-Ancient Warrior Rune description has been corrected.
-Fighter (Human/Age of Ascendancy) now has laser art (mostly) firing from the model.
-Fighter's spells have been removed.
-The Elite Hippoglyph Rider (Age of Order) no longer uses Flamestrike spell but a new custom one appropriate as a Night Elf spell.
-Fart Spell no longer uses a passive looking icon.
-Bane's "Raise Greater Dead" now has appropriate tooltips describing what skeletons are summoned.
-Polarity Aura now displays the correct tooltips.
-Added rocks, flames, and other terrain around Hallaer's hero revival place.
-Space Marine's Banish has been replaced with Energy Wave.


-BALANCE-

Main Buildings

-Due to popular demand, both palaces have had their hitpoints doubled from 2500 to 5000.

Fire Panda

-Fireaga cooldown has been increased from 7.5 to 14.
-Fireaga mana cost has been increased from 50 to 70.
-Fire Nova mana cost has been decreased from 80 to 60.


Mage Warrior

-Twister cooldown has been increased from 8 to 22.


Charge Knight

-Fury Grab mana cost has been decreased from 200 to 150.
-Loses the Trample ability. Now has Energy Burst in its place.
-Charge ability only affects the hero, no longer has area effect.


Master Dwarf

-Renamed to Blood Dwarf
-Loses the Lightning Hammer ability. Now has Blood Jar in its place.


Elite Archer

-Renamed to Nature Archer


Space Marine

-Starship summon is no longer permanent.


-New Features-

-Jasso now talks when he dies! (Can be disabled, of course.)
-Laran now talks when he dies! (Quite an insulter...)
-Can Enable Local Fog in options. (Game now starts with universal fog.)
-Can Enable Music Area Effects. (Will de-sync multiplayer games. Only use in singleplayer.)
-Credits will now play when the game ends.


Release Version

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Keywords:
AOS, epic, siege, war, battle, large, hero, flag, army, chicken, warcraft, medieval, sci-fi, fort, terrain
Contents

Siegecraft (Map)

Reviews
23:46, 23rd Apr 2010 ap0calypse: Approved
Level 5
Joined
Feb 27, 2009
Messages
115
Congratulation, the patch...is great, i could test the map now :D Didn't find any bugs, but i have 2 suggestion. First: its kind of strange that you can recover at the enemy's fountain, make it only for the allies of the fountain. Second: could you make a new command for the flags? The one that orders units to attack the middle fort, its not necessary, but its would be good. Anyway, +rep for this amount of lag reduction.

Fountain will be fixed. The flag command is more complicated. By being able to attack the fort, you will be able to tell the army to go backwards or you could keep them ping ponging from the fort to a base. Also, if you die after giving the command, would units just keep going to the fort and clogging it up?

The way how the fort works is that, aside from adding cannons, it attracts any enemy that gets near it (which is why the north and south spawns are usually unaffected). So if you want to attack the fort, just use 'Attack Center'. All the units will either go through the fort or get near it enough for the trigger to tell them to attack.

I'm curious about the difference between your lag experience with 1.0 and 1.1. How much of it has improved for you? It is hard for me to tell.

1.2 will have further lag reduction. But I am rapidly running out of maneuvers to limit lag.

I think even now in 1.1 the map is running pretty well. Unfortunately, since the first reaction was 'zOMG lag!' to the map, this map will unfortunately forever be known to be 'laggy' even if the lag doesn't exist. So imprisoning is the first impression!
 
Level 5
Joined
Feb 27, 2009
Messages
115
I want anyone who downloads Siegecraft to feel free in posting their impressions, bugs, and/or desires. Do not let my walls of text deter you. The audience is always, always, always right. Anything said here will almost assuredly work its way into the next patch. Your experience is the only thing that matters.

To those who want to see this type of 'vast battlefield with heroes' concept continue in Starcraft 2, I have some questions for you. (Consider this a poll!)

1) Since Starcraft 2 already exists in the space age, do you feel it is necessary to have an 'Ages' concept which would start the game with swords and shields and upgrade them to Starcraft 2 units? Or would you want to try something different?

2) Would it matter if the 'hall of heroes' type selection was taken away in place of a more 'tavern' like system?

3) Do you wish to have more defensive options? Similar to the shop in the fort, imagine a shop at one of the spawns where you could 'purchase' defenses.

4) The heroes in Siegecraft are still trying to figure themselves out. In DOTA type maps, nukers and stunners were found to be 'right' in that type of map with passive abilities and summons being taken out. However, in Siegecraft I find the opposite is true that passive and summons seem very effective since they are supplementing an army (rather than being a hero duel). One experience I had was playing Siegecraft with the blademaster, who is considered imbalanced as too strong in default Warcraft 3, and I didn't find him too effective a hero. But then I used the Human Paladin and laughed as I hit guys with my little hammer. At first, he seemed very weak. But since all his abilities are strengthening the surrounding army, he became very powerful at a later level (and items gave him strong attack power). So my question is what are the new heroes you feel work well for this map and which ones do not? Which heroes are the ones you like to play?

5) What are the strongest elements of this map that you like that you would not be happy if they were taken out? The fort? The palaces you can walk in? The different races? The different ages?
 
Level 7
Joined
Feb 12, 2010
Messages
287
1) i like how it starts with medieval then goes to space age, then theres more diversity rather than footman... knight... priest... catapult...

2) doesnt matter to me...

3) there probably should be at least 1 or 2 more defensive options...

4) welll i was thinking, that as the ages progressed, your hero got stronger (like blademaster got a laser sword etc)that increased damage health or attributes (space marine gets agility implant or whatever)

5) i like all of them.
 
Level 5
Joined
Jun 18, 2009
Messages
168
Well, about my lag, it was like creeps are battling, only me and and other hero was there, i cast that gravity like spell with time mage, and it lagged for like 8-10 sec, now, its like 1-3 sec
 
Level 6
Joined
Feb 27, 2008
Messages
222
looks extremely promising. Will look it up in a few seconds ( i really hope it becomes famous, i'm tired of AoS too)

Edit : Here's a review :

Pros :
- Pretty epic
- Seems pretty balanced at first sight
- The ages system is new and innovative (in warcraft scenarios anyway)
- Epic terrain

Cons :
- Extremely confusing
- Unit control sux
- Some units also suck while some are imba
- Boring items
- Waaaay too many imported stuff. The game was rather laggy and has a big filesize.


Justification : Well, as the description says, rather epic fights occured but only after magic age. Heroes are rather well designed and balanced. I really liked the age system, though i have to say i expected it to be... uh... i don't know, how to say it. More noticeable. When it said that we entered magic age i expected to see a lot of new crap around casting stuff and all. But all i saw were essentially the same models and names with the prefix "magic" added. Same for chaos age. The terrain is also worth mentioning, as it is probably one of the most epic terrains i have seen.

Now, although it has that epic feel, this map is lacking a LOT of stuff. First of all it's confusing - You pick a hero and you have no idea where in hell are you. I'm talking about the first time you play the game, the round which decides if you think the game is fun and worth playing. That part is incredibly confusing.
Secondly, the unit control. It sux. Big time. I picked up the flag, and ordered the units to attack north. Sure enough, all units went top, BUT, ALL units went there. Nothing left to defend. So i resumed the units' actions, but for some reason, units still tend to go where you last ordered them. Anyway, i told them again, to go top and we won the lane.
However, then i ordered them to go down. They destroyed everything except the gateway thingie. There were about 5 units, so i decided i'd order everyone to go center and push while i'm destroying the gateway. Immediately, all the units just turned around, and didn't even finish the gateway, leaving me alone. Which brings me to my next point.

I was left there fighting the gateway, and left it on 300hp. Then 3 units came out, and they permabashed me to death. 3 units. ONLY 3 units. I don't remember what they were, but a goddamn hero is supposed to be stronger than 3 measly units.

So, when i ressurected, i bought some items and charged there to finish it off. By the time i got there, the gateway had regened to full hp....


And being able to enter the palace and control your units from there is no substitute for this. It means you are losing on exp and gold and it's just that you aren't there. If somehow a clash occurred, the guys who didn't have a guy in the palace would be winning. And getting stronger. In the end, they could just send their units to push 1 lane, 1~2 guys can defend everything else, and the other 3~4 people would just pwn the other team. And even though the control of units would grant some advantage, it just doesn't seem to be worth it.

Now, about items... extremely messy. I mean, extremely messy. I went to that place with 4 shops and left as soon as i could (seeing as a priest blocked my way out by trying to heal me). All were normal wc3 items and in no specific order. There are some unique stuff, but definitely not as unique as items can be. There's practically nothing real good to spend your money on (or maybe there was, but i couldn't find it)


And of course, the imported stuff. My most important view of a map. I hate maps with huge quantities of imported units and everything you could squeeze in. Not only do models add a lot of size to the map file, they show uncreativity. They show that whoever made the map could not think of unique material or create it himself (maybe you did create the models yourself? If you did then disregard this last part), and he has to resort to using stuff other people think off. Also, as already said, i noticed there are a lot of models that were already used and just had their names changed. So, even if there are much other flaws around, this is the main part which is going to cause your map not to get a 5/5 from me.



So, all in all, this is another AoS map only with a different setup and more focus on pushing with massive armies that actually do something rather than auto attack. If i could, i'd rate it 3.5/5, but i'll still rate it 4/5 since it does have that epic feel. Though it's not that much expressed.
 
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Haven't tried the new version yet, but I just wanted to clarify my earlier comment about the AI: the hero AI works just fine, it's the units (while in king mode) I'm talking about. For example, I was trying to get a group of Flame Strike Hippogryph Riders to attack the base from the south, but they kept being ordered to go to a different point. Similarly, a bunch of Mountain Giants ordered to guard the fort kept trying to turn around and head back to their own base. Another one was with a Forest Fairy I told to cast Blizzard, which she did for maybe two seconds before the computer ordered her to Chain Lightning an enemy, interrupting the channelling.
 
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Okay, have tried it now. Found a few more, but the improvements are there.

* On the Hallaer's entrance, the large southern walls (on both sides of the lava) are walkable. This isn't a bad thing in itself, as it allows for more units to participate in the fight, but it should have ramps for access.
** Also, the lava itself is walkable, making it less of a defend-the-bridge than it's set up to be.
* Units that have been summoned/ressurected/reincarnated only attack if enemies are present, otherwise they just sit there.
* Heroes always seem to give the same bounty (46 gold) no matter the level.
* Burrowstrike isn't interrupted by stunning (Crypt Lord takes damage, but continues moving forward to target). Perhaps he could be made invincible for the duration, so as to avoid wasting a spell?
* The Nature Archer:
** Retribution Aura says the effects last 30 seconds, rather than being permanent.
** How much damage the Hurricane Arrow does per unit is not stated.
* Jasso still doesn't talk when dead (Laran does though, quite funny).
* I liked the credits, nice way to show off terrain when you concentrate more on the fighting throughout the game.
 
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Emperror,

Your 'review' is very funny but not in the way you intended. You didn't so much review the map as you applied the 'AOS Standard' onto the map and are shocked that this map does not match the 'AOS Standard'. You keep referring to 'lanes' of which there are no lanes in Siegecraft. You wonder why your hero got slaughtered to Chaos Knights (footmen from the third Era) and declare it 'imbalanced' because that is not how things are done on typical AOS maps. You saw four shops (and you somehow missed the other five, three of which are in the palace) and wondered where are all the items since, according to the 'AOS Standard', there has to be tons of items.

Siegecraft is intentionally veering away from any such mythical 'AOS Standard' and going its own path. All the things you thought were not 'right' were intended and are working properly. For example, it was correct for your hero to be mauled by Chaos Knights because heroes, in this map, are not supposed to be powerhouses that dominate spawns. To the contrary, heroes are supposed to supplement the spawns. If a hero tries to attack an area all alone, you will have a dead hero fast. The Ages upgrade the units so they remain dangerous to the heroes (but the player can turn off the Ages so they can lord over the spawns if they so choose). There are new items designed for this map in shops you didn't see (and they are very useful). You can even buy towers and build them almost anywhere.

What I find so interesting is that there is some sort of 'AOS standard' out there (think DOTA) where some people cannot perceive values independent from 'AOS Standard'. As an example, this map is more about the battlefield and the armies, not about the heroes and their items. And it was intended that way.

I have no desire to make a DOTA clone or even a DOTA "killer". Here is why:

I was a beta tester for Aion of Strife made by Eul. Not one of the sequels. I'm talking about the original Starcraft version. I'm one of the very old RTS mod makers. I still have the papers that Westwood's lawyers sent me to 'cease and desist' from the original Command and Conquer (Westwood hated modders). Anyway, then, as now, I didn't really like the direction Aion was going because it was more tactical around one hero and going away from the 'big battlefield' that was the RTS. What I do appreciate about the AoS is its simplicity of only having one hero.

Siegecraft is not about 'evolving' the AOS. Siegecraft is about 'rejecting' the AOS. It is intended to go a very different direction. This direction is more focused on the armies and their composition, on the battlefield, on epic battles, and players' heroes are only a minor part of that battle. You can help guide and shape the flow of the battles, but you cannot lord over it. Now, whether or not this direction is fun or not is up for the player to decide. But with all the million DOTA clones out there, I have no desire to make another one. And I don't think anyone has a desire to play them either.

But I liked your review. "What! I cannot solo a barracks? How are these Chaos Knights killing my lone hero? OMG imbalance!" You must have stopped there or else I would have heard complaining about the powerful starships shooting laser beams from the Age of Ascendency!
 
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Okay, have tried it now. Found a few more, but the improvements are there.

* On the Hallaer's entrance, the large southern walls (on both sides of the lava) are walkable. This isn't a bad thing in itself, as it allows for more units to participate in the fight, but it should have ramps for access.

There used to be light bridges that connected the areas of the cannons to the areas across the lava (where the stairs are). I took them out because the light bridges looked so awful. I couldn't find an adequate bridge.

If I had more time, I intended to create a 'lightning bridge' using special effects. It would have looked awesome and been fun to 'zap' across.

** Also, the lava itself is walkable, making it less of a defend-the-bridge than it's set up to be.

The lava isn't walkable. There are no pathing errors. The problem is due to Nature Archer's Hurricane Arrow (and probably Earth Wave) that, for some bizarre reason, moves the pathing blockers. Since Hurricane Arrow is a very complicated spell trigger wise, it has been difficult for me to solve this (it isn't my spell).

You might ask, "Why did you include this spell in the first place then?" The early Betas used a very different terrain that used Blizzard cliffs and had no pathing blockers. Hurricane Arrow and the Nature Archer was one of the earlier heroes and spells. When I transferred everything over to the new map with new terrain, I never realized that the spell could alter the pathing blockers.

* Units that have been summoned/ressurected/reincarnated only attack if enemies are present, otherwise they just sit there.

Only from the armies. The AI heroes' summoned units will go where the AI hero is.

With some time, this issue probably could be fixed. It is complicated because there are many 'mages' and many different areas they are going. Having the summons follow the mage doesn't work (tried it). A solution would require at least ten triggers (due to the ten different locations the armies go to). A solution is possible but is going to take a while to make.

Since the SC 2 editor is coming out today, bam, I'm out of time.

* Heroes always seem to give the same bounty (46 gold) no matter the level.

Thanks for bringing this to my attention. I will make it give something better.

* Burrowstrike isn't interrupted by stunning (Crypt Lord takes damage, but continues moving forward to target). Perhaps he could be made invincible for the duration, so as to avoid wasting a spell?

Let me guess, you tried a stun arrow on the Crypt Lord when he was burrowstriking? =)

* The Nature Archer:
** Retribution Aura says the effects last 30 seconds, rather than being permanent.

Will be fixed in 1.2.

** How much damage the Hurricane Arrow does per unit is not stated.

It is a very strange trigger.

* Jasso still doesn't talk when dead (Laran does though, quite funny).
* I liked the credits, nice way to show off terrain when you concentrate more on the fighting throughout the game.

I did fix something recently with Jasso's text so it should be working in 1.2.
 
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1) i like how it starts with medieval then goes to space age, then theres more diversity rather than footman... knight... priest... catapult...

2) doesnt matter to me...

3) there probably should be at least 1 or 2 more defensive options...

4) welll i was thinking, that as the ages progressed, your hero got stronger (like blademaster got a laser sword etc)that increased damage health or attributes (space marine gets agility implant or whatever)

5) i like all of them.

This map isn't done, so the analogy I like to use is that "I had to pull it out of the oven before it was fully cooked to see whether people liked the recipe." Not many people are going to care about War 3 modding once the Galaxy Editor is out.

Here is where, judging from reactions, I thought Siegecraft worked:

-Big Battlefield worked...
-Diversified terrain worked...
-Ages concept worked...
-Mix of units worked to make interesting battles... (there are twelve different units that spawn each age)

Now that I think about it, the 'Ages' concept is really the 'Tiers' that is in regular RTS such as 'Tier 1' and 'Tier 2' except, perhaps, in a more elaborate way.

I've been thinking how to do Siegecraft for Starcraft 2. One thing about this map is that it originally had many more units spawning (making an even MORE epic battlefield). But, alas, Warcraft 3 cannot handle that many units so I kept lowering and lowering and lowering the units.

With SC 2, I'll have to do many 'engine tests' to see what is possible with this new engine. One of the obvious things is to have many more units on the battlefield.

Since everyone and their dog are going to race to make DOTA clones, I want to go a direction that people aren't taking. So the focus will likely be on the battlefield and the armies. For example, in the single player preview, you saw the lava rise and fall. Wouldn't it be cool if the battlefield could change like that? What other changes could occur on the battlefield?

It would also be neat to be able to upgrade your defenses and have 'unique' defenses (i.e. something that isn't just a tower).

Everyone seems to like the Ages concept. The problem is that there are no custom models for SC 2 so you are going to be stuck with zealots playing the role of swordsman for a while. There is a concept I've been talking to people that they find far more exciting and interesting than the Ages (but Ages will still be included). Need to test it before I talk about it.

Since Siegecraft is an epic sized map and very large, it is going to be a while before I can invite you guys for the alpha. Aside from learning the new engine, the editor being 'beta' is worrisome to start a project of magnitude.

If you liked 'Starship Troopers' for Starcraft, you will really enjoy the SC 2 map I'll make first before starting the colossal project that is Siegecraft.
 
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Emperror,

Your 'review' is very funny but not in the way you intended. You didn't so much review the map as you applied the 'AOS Standard' onto the map and are shocked that this map does not match the 'AOS Standard'. You keep referring to 'lanes' of which there are no lanes in Siegecraft...
i read the entire post but it's too big to quote


Ok, i'm still used to AoS, so i refered to each point of the base as a lane (north, south, center etc).
Now i am comparing it to an AoS because it's rather similar. 5 or so places where units appear, 5 or so places that units need to destroy + a main base.

Anyway, yeah, i did misunderstand the balance in the map. But it's still kind of weird to get mauled by 3 units. Well, next time i will make sure to get more of a supportive hero.

However, my point for controlling units still stands. An idea that might fix this is making a flag for each control point of the map. Say, a "North" flag, a
"South" flag etc. and each flag would control the units from their respective point. A hero can carry multiple flags and control all armies by himself and still be around getting exp and possibly gold.
 
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Also, as an idea for the next incarnation, I think stealing the enemy's flag should allow you to give commands to the enemy army, as this will provide extra incentive for getting it back, not to mention the more strategic aspects (a few defender-heroes holding back a massive tide of units while nukers sneak in unopposed except by heroes and towers, hero-on-hero duels unfettered by pesky units getting in the way...)
 
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The map is indeed promising. Only thing that kills it is the horrible lag :necry:. I run a Quad-core/5gb RAM computer, and the lag is still noticeable :eek:. I can't even imagine when you play that game with a full house. And this goes to the people saying "not the maps fault, get a new comp". Okay..most people on Battle.net do NOT have an excellent computer to run this map. Most people just have a moderate computer to play most of the games hosted on Battle.net (Games that doesn't require to have a high tech computer to play with of course, like DotA, LoaP, TDs, RPGs, etc). And to be quite honest. I don't think people are willing to waste money upgrading their computer, or buying a new one just to be able play one single map. So really, when you host this online, you might as well be waiting there for a couple days to attract players, because you're not going to get people with fantastic computers. I can assure you, you will have people complaining about lag, and leaving the game. Not every person in the game lobby will have the computer suitable for it (unless you get real lucky, and get a full house with people using good computers). So I think the best solution for this is to either try to to fix the lag somehow, or maybe try removing some triggers. Take this suggestion if you'd like, I'm just giving my opinion. Besides that, the game is extraordinary, terrain, triggers, skins. heroes, and spells. I'll rate it a [4/5] for all those great components :grin:.
 

Deleted member 177737

D

Deleted member 177737

First off, it was quite fun/entertaining on single player. There was a little bit of lagg (was playing wow & wc3 at the same time) but other than that it was a good map. Gonna try it against my friend in a few days.
1) Since Starcraft 2 already exists in the space age, do you feel it is necessary to have an 'Ages' concept which would start the game with swords and shields and upgrade them to Starcraft 2 units? Or would you want to try something different?

2) Would it matter if the 'hall of heroes' type selection was taken away in place of a more 'tavern' like system?

3) Do you wish to have more defensive options? Similar to the shop in the fort, imagine a shop at one of the spawns where you could 'purchase' defenses.

4) The heroes in Siegecraft are still trying to figure themselves out. In DOTA type maps, nukers and stunners were found to be 'right' in that type of map with passive abilities and summons being taken out. However, in Siegecraft I find the opposite is true that passive and summons seem very effective since they are supplementing an army (rather than being a hero duel). One experience I had was playing Siegecraft with the blademaster, who is considered imbalanced as too strong in default Warcraft 3, and I didn't find him too effective a hero. But then I used the Human Paladin and laughed as I hit guys with my little hammer. At first, he seemed very weak. But since all his abilities are strengthening the surrounding army, he became very powerful at a later level (and items gave him strong attack power). So my question is what are the new heroes you feel work well for this map and which ones do not? Which heroes are the ones you like to play?

5) What are the strongest elements of this map that you like that you would not be happy if they were taken out? The fort? The palaces you can walk in? The different races? The different ages?


1) Try going from the pre-historic (cave man) age to the space age (starcraft). It would be a challenge, but it would also add length and strategy to the game play.
2) The hall of hero's is a good idea, but if you wanted to expand the map a little bit you should switch to a tavern system. If not then keep the hall.
3)Defiantly.
4) ---Suggestion unknown atm---
5) I probably wouldn't like the places that you can walk into to be taken out. Mainly because I think it adds to the realism of the battle.
 
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Work on Siegecraft has begun for Starcraft 2. Already, much of the ‘spawning systems’ are working from the Galaxy Editor. I’ll report progress on the new version in this thread, let’s call it “Alpha” to differentiate it from its Warcraft 3 sibling.

You want the lag to be gone? Well, its gone! I’ve filled up the map with units and no lag whatsoever, not even a trace of it. Warcraft 3 was never designed for many units (hence the ‘upkeep’ and focus on micro based gameplay). But Starcraft 2 can and the result is very fast paced combat. While I haven’t implemented the following features yet, they are very much doable and will be done:

You want more commands with the flag? Well, you’re going to get it. While you can still order the entire army to attack an area, you will now easily be able to tell one barracks to attack another area and do so in different ways.

You want more fleshed out heroes? The Warcraft 3 hero system is going to be abolished. In its place will be a skill tree system similar that you have seen in Diablo or World of Warcraft. This will allow you to have greater replayability with heroes. There will be an attribute system as found in many RPGs. It will be fully fleshed out.

You want a better interface? Then you will like the customized GUI with buttons on the screen.

And there will be much more for the Alpha (which I am keeping quiet about because I am not as sure as they can be implemented).

Someone said above about whether the Starcraft 2 incarnation can be as good as the Warcraft 3 one. It will not be as good. It will be better. Much better. The Warcraft 3 map is going to seem like some strange prototype once it is compared to its Starcraft 2 incarnation.

I’ll list progress reports on here on this thread (so keep putting out any ideas and/or comments). Screenshots will be put up too. It may be possible to get the Alpha out within weeks, but please do not hold me to that! I expect some Jack-In-The-Box surprises to emerge from the Galaxy Editor.
 
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imo you should keep working on it, what if someone makes a wc3 to sc2 map converter o_O?

There already is a WC3 and Starcraft 1 converter for SC 2. However, it deals with only melee maps. Siegecraft uses a ton of triggers, a ton of custom data, and none of that can be converted over due to the different programming language. Many things can be ported over, but there is no magic ‘convert’ button. Worse, the custom models cannot be ported over due to the complexity of the Starcraft 2 models. This is OK for now because the SC 2 models look fantastic. In the end, I might have to hire an artist to do some of the models.

Very frustratingly, to both you and me, this map has already exceeded the limits of the Warcraft 3 engine. The Warcraft 3 engine was not designed for something like this. In the default melee game, you will note how the game continually pressures the player to not have many units. First, you have the hero, or heroes, who eats 5 food each (quite a sum). Then, you have the ‘upkeep’ which baffled RTS players from the beginning because this is the first time we’ve seen such a thing. The ‘upkeep’ was to pressure players to play the game with small armies, not massive ones.

Some of the lag can be fixed with a better computer, but much of it is due to the inefficiency of Warcraft 3’s engine. The only way to make this map ‘better’ is to chop off its limbs. Army size would have to be reduced, spells would have to be completely nerfed, some terrain would have to be steamrolled, and the camera view would have to be zoomed in. I’m not ready to hack my baby to pieces especially for a game no one plays anymore. It is much better to make it for Starcraft 2. It will not take long to do so. And it will rapidly surpass this map. To give an idea of how fast the map progressed, when the Starcraft 2 beta began, Siegecraft had no terrain whatsoever and fifteen less heroes (with only one race).

The map is indeed promising. Only thing that kills it is the horrible lag :necry:. I run a Quad-core/5gb RAM computer, and the lag is still noticeable :eek:. I can't even imagine when you play that game with a full house. And this goes to the people saying "not the maps fault, get a new comp". Okay..most people on Battle.net do NOT have an excellent computer to run this map. Most people just have a moderate computer to play most of the games hosted on Battle.net (Games that doesn't require to have a high tech computer to play with of course, like DotA, LoaP, TDs, RPGs, etc). And to be quite honest. I don't think people are willing to waste money upgrading their computer, or buying a new one just to be able play one single map. So really, when you host this online, you might as well be waiting there for a couple days to attract players, because you're not going to get people with fantastic computers. I can assure you, you will have people complaining about lag, and leaving the game. Not every person in the game lobby will have the computer suitable for it (unless you get real lucky, and get a full house with people using good computers). So I think the best solution for this is to either try to to fix the lag somehow, or maybe try removing some triggers. Take this suggestion if you'd like, I'm just giving my opinion. Besides that, the game is extraordinary, terrain, triggers, skins. heroes, and spells. I'll rate it a [4/5] for all those great components :grin:.

You are absolutely correct in that the player’s computer cannot be faulted. I should have aimed for the lower end of the tech scale. I should have brought in more testers in at the beginning to avoid the lag situation. And with SC 2, this will be done.

I’m hoping with computers getting faster, that time will be kinder to the lag on this map. The Warcraft 3 engine has its limits, but maybe the trend of better computer technology might make this into a worthwhile LAN map.

1) Try going from the pre-historic (cave man) age to the space age (starcraft). It would be a challenge, but it would also add length and strategy to the game play.
2) The hall of hero's is a good idea, but if you wanted to expand the map a little bit you should switch to a tavern system. If not then keep the hall.
3)Defiantly.
4) ---Suggestion unknown atm---
5) I probably wouldn't like the places that you can walk into to be taken out. Mainly because I think it adds to the realism of the battle.

The Ages are definitely going to be difficult to pull off in SC 2 due to the lack of models. The Ages wasn’t put in to emulate Empire Earth or anything, it was put in to eliminate repetition of gameplay (since the same units on the battlefield gets stale). And as entertainment climaxes to an end, I was hoping the Ages would help climax the game. I’d like to continue the Ages, but they won’t be in the Alpha. There is going to be some experiments. And as time goes on, once the gameplay is ironed out, the Ages will be added back in.

Aside from the laggy game engine, another severe limitation of Warcraft 3 is the file size of playable maps of 8 mb. It used to be 4 mb, which is certainly worse than 8 mb, but it was still limiting. The custom models you see in this map are all very small files with the exception of two large size models (which I left in as I was guilty of liking them too much) that are the Life Bringer (Templar model) and the Queen (Prime Matron model). All the other models and skins are very basic, very small, right up to the spaceships. And even then, I’m out of space.

Starcraft 2 is going to have to have a higher tolerance than 8 mb because custom models are going to be WAY larger than in Warcraft 3 (and Blizzard says they want custom artwork in the maps). The Ages require custom models, and we need to wait to see what type of limitations Bnet 2.0 has for that (Blizzard has not yet told us). There is something very interesting about going from Celtic Wonderland units (archers and footmen) to the space age.

Also, as an idea for the next incarnation, I think stealing the enemy's flag should allow you to give commands to the enemy army, as this will provide extra incentive for getting it back, not to mention the more strategic aspects (a few defender-heroes holding back a massive tide of units while nukers sneak in unopposed except by heroes and towers, hero-on-hero duels unfettered by pesky units getting in the way...)

This can easily be explored in the Alpha.

The only issue is making sure the side CAN get their flag back. The enemy will likely place the flag in a nest of nasty towers. It is why the War 3 version transports the flag back after a period of time.

The flag commander will have more options in Starcraft 2. As EMPerror suggested, I thought about multiple flags. But that takes away the role of flag carrier, and if everyone has flags then you might as well eliminate the flags and use custom GUI.

One thing I think that makes this map ‘fun’ is the constant battles. In regular melee, most of the time units are sitting around. Here, they charge into battle, get slain, and respawn to do it again and again. Ordering armies to go ‘backwards’ or to ‘stop’ would drastically alter the flow of the game. One solution is to add in a second, but smaller, army that can be ordered to guard certain points, patrol certain areas, make surgical strikes, etc.

Or maybe just put in the control you guys request and see how it plays out in the Alpha. If it works, it works. If it doesn’t, it doesn’t. It is hard to know until we play multiplayer games over the idea.

Keep putting out any thoughts or ideas on Siegecraft for this map or for its SC 2 incarnation. If you have any replays, I would love to see them. I check back regularly to this thread even though my focus right now is on Siegecraft for SC 2.
 
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well wouldnt the terrain be changed over still ? less work to do.

No. The War 3 map uses a mix of various terrains which not even Galaxy Editor supports. Also, due to how ugly Blizzard cliffs are, there are no cliffs whatsoever on the War 3 map. All the barriers are pathing blockers which means tons of them for an epic sized map. Because of the pathing blockers, and the bridges that require hundreds of 'invisible platforms', doodads in the map go over 25,000 in the number. Although I don't think that is the cause of the lag, it certainly isn't helping. You don't want the War 3 terrain. It has many issues.

This time around, I'm going to not use pathing blockers and rely more on the Blizzard cliffs to make sure performance stays up. Also since some unit movement can go over the cliffs, the cliffs might become a strategic part of the battleground. We'll see.

The map may seem like a ton of work (and it was), but 90% of it was learning the editor and JASS New Gen Pack. This is my first ever Warcraft 3 map. I'm in a far better position now with Galaxy Editor than I was with World Edit. In one single day of starting Siegecraft for SC 2, I am almost already done with putting in the spawning battles. It isn't going to take long to add the rest.

Terrain is fun and relaxing. It is even way easier in SC 2. Since I won't be using pathing blockers, even more easy. The only time sink will be the custom spells and the heroes. Even with the War 3 map, the heroes took most of the time going through different spells, fixing them, etc.

The Unit Editor is the Unexplored Country in the Galaxy Editor. No one yet truly understands it. All we know is that it is very powerful. But it is very tricky to do stuff that we did easily in warcraft 3 (like add a new ability). Some of the War 3 heroes can easily be ported over since their triggers will still function (such as the Time Mage). Though I'm going to try to stay away from the triggered spells so there won't be lag.
 
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I can't wait till this comes out in SC2, but i probably wont get enough money to buy SC 2 if its completed for like 3-4months :( anyway, as you told about galaxy editor, this map sounds epic in SC2
 
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Siegecraft has a new home...

Hello everyone!

For updates on Siegecraft for Starcraft 2, go to this website. http://siegecraftmap.wordpress.com/

Comments at the Siegecraft blog are also welcome.

The Hive is experiencing strange behavior lately. For example, the last page of this thread never appears. Some people have posted things on this thread that were lost. So please post any feedback on the blog site. At least it will not get lost.

Progress for Siegecraft for Starcraft 2 is steady but slow. The big issue is the beta changing from patch to patch. I expect Phase 2 of the Beta to change even more things. Once the retail version of SC 2 comes out, I expect progress to skyrocket since I'll finally have all the model and unit assets. I'm a little hestitant to do stuff like terrain since so many doodads are missing in the beta.

And the SC 2 version of Siegecraft has NO LAG whatsoever. Think of the map as not as a 'port' but almost like a 2.0 version. If you found this Warcraft 3 map to be of any interest or fun at all, you're going to have your head spin with the SC 2 version.
 
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the map is nice.

2 issues i have with it:
A: the life bringers ability (forgot what its name was) which gives 1000 armor for 7 seconds - is OP. it makes everyone practically invulnerable to physical damage for 7 seconds. Not to mention that it costs ONLY 35 mana and has NO cooldown.
B: the start is OK, but once it gets to the Age of Magic, i constantly cept being stunlocked. The only item to prevent from being stunlocked is the amulet from the store, but it too blocks only 1 spell every 40s. Either reduce the stun time or just take out the mages stunning abilities (or increase cooldown) completely, its unbearable.

other than that, the terrain is nice, the gameplay is good, i like it.
4/5.
 
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works fine and no lag at all, all you need to do is set your video settings to high except the gamma (make sure when you change the resolution it must be x32 not x16) and it will reduce lag, i only have 2GB RAM and its ok :)
 
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Dec 4, 2010
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1
space marine and air heroes

the space marine's ultimate is freaking OP..............i tried the map yesterday and he stacked 6 SIX of those ships and juz bullrushed the enemies base........................and about air heroes, they are juz freaking annoying during early game since melee heroes don't have 300 gold to buy an orb and when i used a knight hero(i forgot the name but he shares the same skin as one of the units ingame) i only had 1 skill which could hit my enemies harpy hero and that was my ultimate which juz does 300dmg to a single unit + shackling it and throwing it around for 6 secs...........(without reducing 25% magic resistantce all heroes had)
 
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