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Tactical Wars Beta v0.95b

SIGN.jpg
Latest Trailer

Gameplay:


There will be two teams of up to five players each fighting against each other by constructing buildings and training armies to capture Points or destroy your opposing forces to win.

Each player has to select a race before the game begins. Each player starts with one builder that constructs all buildings. You will get a constant gold income. To increase your gold income, you have to capture more Control or Resource Points.

Plasma is required for advanced units, buildings and upgrades. To gain a plasma income, you have to build Generators.

Objectives:


You have to capture points by placing your units near a Control Point. The Control Point will then slowly be captured by your team. The number of units will not affect the rate of capture.

Once captured, your opponent's Score (Multiboard) will slowly drop. Once it reaches zero, your team wins. Control Points are located at the north, middle and south of the map.

You can also destroy your opponent's bases and builders to win the game.

If both teams have captured Control Points, the team with the highest Victory Points will cause the other team's Score to decrease. The rate of Score decreasing depends on the difference between the number of Control Points of both teams.

Untitled-2-1.jpg
Armed Military Forces trained to defend humanity and combat the undead menace and the demonic invasion. They rely on long-ranged weapons and powerful vehicles to defeat their foes.

Pros:
1)All ranged units.
2)Powerful units that deal splash damage.
3)Multiple Builders can increase the construction speed of one building.

Cons:
1)A number of units are slow.
2)Splash can deal damage to friendly units.
Untitled-3.jpg

Rotting corpses and monsters that seek to devour every living being. They can quickly mass swarms of units and also rely on raising the dead and harvesting corpses to unleash powerful spells. They use claws, fangs, poisons and diseases as weapons.

Pros:
1)Builder summons buildings (Can build multiple buildings at once)
2)Quick and cheap units.
3)Units can regenerate on Blight.
4)Have numerous abilities that can deal damage over time and also use corpses to spawn armies.

Cons:
1)Buildings require Blight to build upon.
2)Many units have low hit points.
Untitled-5.jpg
Demonic Horde bent on destroying planets and harvest their life force. Calls down hellish creatures from beyond by summoning Marks. Fire is their main weapon.

Pros:
1)Demonic Aura that increases movement speed of units and hp regeneration.
2)Strong units with above average hit points.
3)Able to call down multiple units quickly in an area within the influence of Demonic Aura.

Cons:
1)Units degenerate and slowly die without Demonic Aura.
2)Units are expensive.
3)Units can only be summoned within the Demonic Aura.
4)Slightly difficult to learn.
General:
1)Minor text fix
Undead:
1)Creep hp regeneration on blight reduced from 2.00 to 1.00 per second.
2)Animate Dead ability has been nerfed from 10 to 8 units.
3)Research time for Animate Dead has been decreased from 75 to 70 seconds.
General:
1)Demon Gates will now not lose mana for Summoning Demon Marks out of the Demonic Aura.
2)All Generators now last only 250 seconds. They get destroyed right after that.
Demonic Horde:
1)Increased the damage of Ravagers from 10 to 25.
2)Slowed down the Attack speed from 0.86 to 1.50.
3)Reduced gold cost from 200 to 175 and increased lumber cost from 50 to 75 for Ravagers.
Marines:
1)Summon Portal ability duration increased from 10 to 20 seconds.
Demonic Horde:
1)Broodlings no longer degenerates at a rate of 25 hp per seconds. They now have a 5 second expiration timer instead.
Demonic Horde:
1)Reduced the vision of Overseers to 1000 during the day and 800 during the night.
2)Reduced the food cost of Overseers from 3 to 2.
3)Reduced gold and lumber cost of Overseers from 100 gold 125 lumber to 100 gold 75 lumber.
Undead:
1)Slightly altered Envenomed Claws. Increased damage from 2 to 3 per second and reduced the time duration from 15 to 3.
General:
1)Minor hotkey and textfix
Demonic Horde:
1)There is now a limit of Demon Mark Summoning. Up to a maximum of 3 Demon Marks can be summoned for each Demon Gate built by the player.
2)If the Demon Marks have finished upgrading into another Mark, it frees up space and another Demon Mark can be summoned.
3)Mana cost of Summon Demon Mark decreased to 15.
4)Starting mana and max mana of Demon Gates reduced to 15 and 45 respectively.
General:
1)Game has been revamped.
2)Victory Points are now split into Resource Points and Control Points.
3)Resource Points only increase the gold income.
4)Control Points both increase gold income and lower your opponent team's score. There are only 3 Control Points and they are located at the north, middle and south of the map.
5)Capture of Points are now constant
6)Text fixes.
7)Icon and Model changes.
8)Techtree revamp for each race.
9)Added attack and defense upgrades for each race.
10)Added Detection ability to all Towers.
11)Added an option to enable tips.
12)Trigger clean-ups.
13)Added a Tower for the Undead Race.
Marines:
1)Added 3 new buildings: Armories, Vehicle Research Institutes and Energy Generators
2)Armories are a requirement to train Medics, Heavy Weapons Teams and Snipers(which also require a Tech Lab). They also provide infrantry upgrades and researches.
3)Vehicle Research Institutes are required to train Plasma Bombers and Pulverizers(which also require a Tech Lab). They also provide vehicle upgrades and researches.
4)Energy Generators increase mana regeneration of nearby player units.
5)Rollerbikes, Plasma Bombers, Pulverizers and Assault Fighters can now be upgraded to have the Energy Shield ability, which creates a shield that uses mana to absorb damage. These vehicles must be nearby an Energy Generator to gain mana. Energy Shield is researched at Tech Labs.
6)Plasma Bombers can now attack air.
7)Rollerbikes' attack speed is reduced to 0.90 whereas their damage has been increased to 15. In addition, the Spread Fire upgrade is buffed from 1 damage to 2 units to 2 damage to 2 units.
8)Sentry Towers now require an Armory to be built.
Undead:
1)Added 3 new buildings: Sarcophagi, Parapets and Spirit Towers
2)The Sarcophagi allow the upgrade of Ziggurats into Spirit Towers and provide Graveyard unit upgrades.
3)Parapets are a requirement to train Rippers and Spitters. They also provide Graveyard unit researches.
4)Spirit Towers are Undead Towers that are upgraded from Ziggurats.
5)Twisted Shrines now have attack and defense upgrades for Meathouse units.
6)The Plague ability for Plague Carriers has been buffed from 8 damage per second for 20 seconds to 8 damage per second for 25 seconds. Its mana cost is also increased from 100 to 125.
7)The movement speed, attack damage and attack speed of Shredders have been nerfed to 305, 8 and 0.60 respectively. There is now a new research called Skeletal Calcification that increases the movement speed of Shredders.
8)Fixed a bug where Rotting Tombs continuously Harvest Corpses even after they have max mana.
9)Armor of Rippers has been nerfed from 3 to 1.
10)Armor of Spitters has been buffed from 0 to 1.
11)Attack range of Plague Seeders has been reduced from 2500 to 2250.
Demonic Horde:
1)Changed the name of Inferno Silos to Sacrificial Chambers
2)Added 1 new building: Demonic Temples
3)Demonic Temples are a requirement to call down Eredars. They also provide unit upgrades and researches for Invaders and Eredars.
4)Invaders and Eredars have new upgrades. Demonic Fervor increases the movement speed of Invaders whereas Hellfire increases the number of targets the Eredars' attacks can hit
5)Sacrificial Chambers now have a new ability: The Mana Rift
6)Mana Rift costs 50 mana and summons a Mana Rift at any area in the map. It increases mana regeneration of nearby player units by 7.5 for 10 seconds.
7)The Rain of Fire ability is no longer Channeling. Elders can now cast them and retreat to a safer place in the midst of a battle.
8)The Inferno ability of Sacrificial Chambers now requires a research at the Demonic Assembly.
General:
1)The Faction Selector is now selected at the start of the game.
Demonic Horde:
1)Fixed a bug about Infernal Silos not providing food.
2)Fixed a bug in Elder Marks costing 3 food instead of 2.

General:
1)Major bug fixed involving Demonic Horde Summoning and Victory Conditions
General:
1)Preview screen changed.
2)The map now has custom music.
3)Two Victory Points have been moved to the starting team positions.
4)A few bug fixes.
5)Alot of new models were added in, particularly for the Marines faction.
6)A few unused models were removed.
7)Several units' collision sizes have been readjusted.
8)Unit priorities have been readjusted.
9)Text fixes.
Marines:
1)Barracks, Factories, Plasma Generators, Hangars and Tech Labs now have new and more modern models.
2)Factories and Hangars now cost 150 gold 100 plasma instead of 150 gold 50 plasma.
3)Tech Labs now cost 150 gold 200 plasma.
4)Repair Vessels's Repair range has been slightly increased.
5)Damage of Pulverizers has been reduced from 70 to 55. Also, it's splash radius has been reduced from 25/125/175 to 25/75/125. Also, it now costs 250 gold 125 plasma 4 food instead of 300 gold 125 plasma 5 food. Aside from that, its model has also been changed.
Undead:
1)Meathouses now cost 150 gold 100 plasma instead of 150 gold 50 plasma.
2)Twisted Shrines now cost 150 gold 200 plasma instead of 100 gold 150 plasma.
3)The Plague ability no longer stacks. It can now target all units and structures. The animation of the ability has been readjusted and now the ability affects friendly units as well and kills units if cast upon units with only 1 hp left.
4)Death Contraptions' normal missile attacks are now the same as the Dark Corruption missile attacks.
Demonic Horde:
1)Demon Gates now cost 200 gold instead of 150 gold.
2)Crafting Forges now cost 150 gold 200 plasma instead of 100 gold 150 plasma.
3)Eredars now cost 150 gold 75 plasma instead of 175 gold 75 plasma.
4)Overseer's model has been changed.
5)Hellfire Spawn's splash radius now reduced from 100/250 to 75/175
General:
1)Now more builders can be built. They cost 100 gold each. The Marines and Demonic Horde can have a maximum of 3 builders while the Undead can have a maximum of 2 builders.
2)Team Scores now increased from 750 to 1500.
3)Map reveal time has been reduced.
4)Builder icons realigned.
General:
1)Major bugfix that causes the players not to lose the game when all their units have died.
2)Fixed a bug where Rotting Tombs can't Harvest Corpses after gaining 200 mana.
3)Added a new map image and trailer.
4)Added more info in the Questlog.
5)Team Scores now increased from 750 to 1250.
Marines:
6)Sentry Towers can now attack air.

General:
1)Terrain redone.
2)Slight tooltips adjustments.
3)Bug fixes.
4)Unit line of sight adjustments.
5)Capturing victory points now take a longer time.
6)Each faction can now rebuild its builder for free if it is killed. However, it takes 90 seconds to rebuild.
Marines:
1)Pulverizers now cost 5 food instead of 4.
Undead:
1)Ziggurats now require blight to build on.
Demonic Horde:
1)Bug fix with Overseer and Hellfire Spawn Marks.
2)Hellfire Spawn Marks now cost 1 food instead of 4.

Marines:
1)Repair Vessel's ability 'Defensive Field' has been reworked. It is now an active ability which boosts target friendly unit's armor by 15 for 45 seconds.
2)The ability has to be researched at the Tech Lab.
3)Also, the Repair Vessel's cost is increased from 50 gold/50 lumber to 50 gold/100 lumber.
Demonic Horde:
1)Demon Guards can no longer devour Behemoths and other Demon Guards.
General:
1)Text and Bug Fixes.
Undead:
1)Graveyards and Plague Carriers now produce corpses every 25 seconds instead of every 15 seconds.
2)Death Contraptions now cost 150 gold/100 lumber instead of 100 gold/150 lumber.
3)Destroyers now cost 100 gold/50 lumber instead of 100 gold/100 lumber.
4)Plague Carriers now cost 75 gold/125 lumber instead of 75 gold/100 lumber.
Demonic Horde:
1) Eredars now cost 175 gold/ 50 lumber instead of 150 gold/ 50 lumber.
2) Broodmothers now cost 150 gold/ 75 lumber instead of 125 gold/ 75 lumber.
3) Incinerators now cost 250 gold/ 100 lumber instead of 250 gold/ 75 lumber.
4) Elders now cost 75 hold/ 125 lumber instead of 75 gold/100 lumber.
General:
1)Text and Bug Fixes.
2)Attack animation speed changes.
3)Food limit has been reduced from 100 to 75.
Marines:
1)Assault Fighter's damage has been increased from 12/17 to 15/20
Undead:
1)Graveyards now spawn Zombie corpses instead of Ghoul corpses.
Demonic Horde:
1) Demon Guards can no longer devour workers.
2) Devour's damage has been reduced from 5 to 3 per second.
3) Demon Guard's damage has been reduced from 40 to 35.
4) Demon Guard's attack has been changed to Explosive.
General:
1)Text and Bug Fixes.
2)New units have been added.
Marines:
1)Added two new units, the Repair Vessel and the Assault Fighter.
2)The Repair Vessel repairs vehicles and also has Defensive Field that increases the armor of nearby units.
3)The Assault Fighter is a flying attack unit.
4)Added a new building called the Hangar which now trains Spy Choppers, Repair Vessels and Assault Fighters.
5)Factory no longer trains Spy Choppers
6)Plasma Generator's damage has been increased from 3 to 5.
7)Sentry Tower's damage has been increased from 2 to 3.
Undead:
1)Added two new units, the Death Contraption and the Destroyer.
2)The Death Contraption is a machine that converts organic units it kills into Corrupted Fiends, an immovable unit which attacks nearby enemy units.
3)The Destroyer is a flying heavy attack unit that collects mana from units it kills to cast Orb of Annihilation to deal bonus area of effect damage.
4)The Death Contraption is trained from the Meathouse while the Destroyer is morphed from the Death Contraption.
5)A new research, Destroyer Form is a requirement to morph Destroyers.
Demonic Horde:
1)Added two new units, the Hellfire Spawn and the Demon Guard.
2)The Hellfire Spawn is a suicide air-to-air unit which damages units on impact.
3)The Demon Guard is a heavy melee unit which is able to devour nearby enemy land units and also explodes upon death.
4)Hellfire Spawns are summoned from Hellfire Spawn Marks while Demon Guards are directly trained from Demonic Gates.
5)Hellspawn Tower's damage has been increased from 10 to 20. Also, it's attack cooldown is decreased from 1.00 to 0.90
General:
1)Small text and bug fixes.
2)Upgrades and unit reworks for each race.
3)Model changes and adjustments.
Marines:
1)Two new upgrades: Sentry Ward and Accelerated Firing.
2)Spy Choppers can now deploy Sentry Wards if it is researched. Spy Choppers now have 25 initial mana and 100 maximum mana.
3)Accelerated Firing increases the attack speed of Plasma Bombers and Pulverizers.
4)Medic's Heal has been altered slightly. Now it heals 25 hit points for 10 mana and has 0.5 cooldown.
5)Artillery Strike's damage has been improved from 20 to 45 per second and its area of effect is increased from 200 to 225.
6)Rollerbikes' damage has been improved from 5 to 6.
Undead:
1)Three new upgrades: Corrosive Bile, Plague and Animate Dead
2)Plague Seeders can now reduce the armor of enemy units in an area when it attacks after Corrosive Bile has been researched.
3)Plague Carriers gain the ability to cast Plague when it is researched. Plague deals 4 damage over time for 40 seconds to organic units in an area. Plague Carriers now have reduced movement speed.
4)Animate Dead can now be casted by Rotting Tombs if it is researched. Animate Dead raises up to 20 dead units in an area. Rotting Tombs now have 300 maximum mana.
Demonic Horde:
1)The Model of Ravager and Broodmother has been changed.
2)Two new upgrades: Enhanced Demonic Aura and Rain of Fire
3)Enhanced Demonic Aura increases the effects of Demonic Aura.
4)Elders can now cast Rain of Fire if it is researched. It is a channeling spell that rains waves of fire on an area, dealing 20 damage per wave and 5 damage per second for 3 seconds.
5)Elders now have reduced hit points to 90 and have reduced movement speed. Also, Elders lose the ability to cast Recall. Also, Elders now cannot traverse cliffs and terrains
6)Overseers now have the ability to cast Recall. Recall now has no mana cost but has a 45 second cooldown.
7)The Unit Training System has been reworked. Demon Gates can now summon Demon Marks that can convert into other marks to deploy units. These Demon Marks can only be summoned within the vicinity of Demonic Aura. Demon Marks will dissipate if it is outside of Demonic Aura. Carvers are removed from the game. Demon Gates will have 25 initial mana and 75 maximum mana.
8)Outposts can now be upgraded to Infernal Silos. Infernal Silos sacrifice units to gain mana to call down Infernals from the sky.
General:
1)Flags are added to each Victory Points.
2)Victory Points can now be seen on the Minimap
3)A small vision of the Victory Point is provided to a team when the Victory Point is captured by said team.
4)Small text and bug fixes.
5)Model size adjustments.
General:
1)The Congregate Race has been changed to the Demonic Horde Race. The models of most of the units have changed and most of the units have been renamed. However, the unit's concept and stats are still the same.
2)The camera is now zoomed out a little bit to give a bigger field of view.
3)Victory Points are now pinged at the start of the game to enable new players to locate them easily.
Marines:
1)Attack cooldown for Plasma Generators has been decreased from 3.00 to 2.00
Units have now been classified into ground and air units. All attacking units can attack ground units while air units can only be attacked by some units.
Air Units:
Marines:
1) Spy Choppers
Undead:
1) Rippers
Congregate:
1) Overseers
2) Incinerators
Air Attacking Units:
Marines:
1) Marines
2) Snipers
Undead:
1) Creeps
2) Rippers
Congregate:
1) Crawlers
Undead:
1)Rotting Tomb now stops harvesting corpses when its energy pool is full.
Congregate:
1)Some changes were made for the Outpost. It now costs 25 gold cheaper (75 gold), takes 5 seconds faster to build (25 seconds) and provides 4 less food(8 food)
General:
1)Bug fixes.
2)Increased income speed.
3)Added a new race: The Congregate.
4)Optimized triggers.
Undead:
1)Tentacles can no longer capture points.

General:
1)Shadow adjustments.
Marines:
1)The damage of Plasma Bombers has been nerfed from 22 to 20.
2)Portals no longer use food when spawned.
Undead:
1)The attack cooldown of Plague Seeders has been decreased from 4.00 to 3.50

Marines:
1)The Drug Overdose ability is not auto-casted when the Heavy Weapons Team is trained.

General:
1)Bug fixes.
Marines:
1)The Drug Overdose ability has been nerfed from 200% to 150% increase in attack rate.

General:
1)Edited Terrain.
2)Increased gold income to 20 gold every 3 seconds and plasma income has been doubled.
3)Edited tooltips.
4)Slightly tweaked triggers.
5)Icons realigned.
Marines:
1)Deep Strike Relays now require Tech Labs to build.
2)The Artillery Strike research has been added to the Tech Lab
3)Heavy Weapons Teams now require Factory to be trained while Snipers now require Tech Labs to be trained.
4)Also, the Drug Overdose and Critical Strike upgrade are only available once Tech Labs are built.

This game is still a beta. Feedback and comments would be much appreciated!
This game has no AI.
You can post your comments and suggestions at the comments section or at the links below:
Links:
Blog:http://tacticalwarswar3.blogspot.com/
Forum:http://www.tacticalwars.smfnew.com/

Credits:
Capture Point System: LSI.Foley
Map Music: Am I Not Human? by Two Steps From Hell
Models:
General Frank
anarchianbedlam
Pyramidhe@d
WILL THE ALMIGHTY
d4rk
shamanyouranus
SuPa-
MasterHaosis
Dionesiist
Gottfrei
Skizzik
Mr. Bob
Thrikodius

THIS MAP IS PROTECTED!

Keywords:
Tactical Wars, Tactical, Wars, War, Tactics, Battle, Strategy, Undead, Human, Marines, Zombies, Demonic Horde Capture Point, Capture, Point,Tactical W
Contents

Tactical Wars Beta v0.95b (Map)

Reviews
10:40, 6th Jun 2011 VGsatomi: Approved.

What updates do you think I should add to this map?

  • Balance

    Votes: 8 13.3%
  • New Units/Unit Reworks

    Votes: 24 40.0%
  • Better Terrain

    Votes: 27 45.0%
  • Nothing/Minor Tweaks

    Votes: 1 1.7%

  • Total voters
    60
Level 5
Joined
Oct 3, 2008
Messages
58
Here's a list of BB Codes to help you; add colours, tables, hidden tags, etc. The terrain looks really plain judging from the preview of the video, only uses a few tile sets and is really plain. Also some screenshots of the game play will be nice.

Thanks! For now I just uploaded it with simple text as I haven't really gotten used to the codes. But I'll learn using it. Yeah, the tile set is slightly plain for now, cause honestly, I'm not good in terraining. I'll try to improve it in the future beta versions. Maybe I'll get a few screenshots when I'm free and upload it.
 
Level 22
Joined
May 11, 2004
Messages
2,863
I gave this map a try. I didn't play it multiplayer, so I cannot comment on balancing too much. The overall map concept is nice, where players are forced to decide between fortifying their bases or the nodes they've captured.

The terrain was decent, could use a bit more textures but overall layout was fair and dooded work was suitable.

The main problem this map suffers is largely the same problem many "futuristic" altered melee maps suffer- and that's lack of a coherent theme. You have futuristic, modern day and fantasy setting units coming out of regular fantasy style buildings battling monster enemies who shoot lasers, ect. All in all once your army is built up, its just a mess of different style models that don't fit any single theme. And throwing in the undead makes it seem even more awkward.

I played the "Marine" faction first and could not figure out how to get lumber. The alien faction was a nice idea, but requires TONS of workers to get your army built and all units are vulnerable while they are being build.

I would recommend either importing more models, or go strictly wc3 models and stick with that theme (i.e. make the aliens the burning legion or something).
 
Level 5
Joined
Oct 3, 2008
Messages
58
Thanks VGsatomi for the review! Maybe I'll be changing the unit models since I also find it somewhat weird in a sense.

I'll be slightly improving the terrain here and there since I don't really want to ruin it as I'm not skilled in terraining at all.

I should be adding "How To Play" guides in the start of the game or something. I'll work on that.

Other than that, thanks for approving the map! I'll continue to work on it! :D
 
Level 4
Joined
May 1, 2008
Messages
80
Hey !

Your map is nice, so i'll just focus on "how to improve it"
First, Your terrain : It has no soul. Made it feel epic :p it change everything.

Victory points : Ping them on the map, and add a flag, maybe, or improve the terrain, actually they lack of something
Camera : Camera is too close. A -Far and -medium camera command should be nice.
Unit theme : Units don't really fit the theme... Undeads are a bit too colorfull (ad some darkness effect ? Make them more dark ?)
Efficiency : I won the game without being prepared ! add more informations on how to win the game, and about how close you are to win.
Dawn of war I or II style : It's my question : do you aim DowI or DowII gameplay ?
Various :
-Tentacles : They are really nice but it may fit better if the building spawning them is the purple creature we see in Tft campaigns.
-Artillery : You should add some artillery to the marines (as a unit, or a building...) But with some dispersion system... a friend made one years ago, so it's not really hard to do.
-Epic : The map lack of something epic. Check this map for a nice exemple of controle point and story based map.
 
Level 5
Joined
Oct 3, 2008
Messages
58
Hey !

Your map is nice, so i'll just focus on "how to improve it"
First, Your terrain : It has no soul. Made it feel epic :p it change everything.

Victory points : Ping them on the map, and add a flag, maybe, or improve the terrain, actually they lack of something
Camera : Camera is too close. A -Far and -medium camera command should be nice.
Unit theme : Units don't really fit the theme... Undeads are a bit too colorfull (ad some darkness effect ? Make them more dark ?)
Efficiency : I won the game without being prepared ! add more informations on how to win the game, and about how close you are to win.
Dawn of war I or II style : It's my question : do you aim DowI or DowII gameplay ?
Various :
-Tentacles : They are really nice but it may fit better if the building spawning them is the purple creature we see in Tft campaigns.
-Artillery : You should add some artillery to the marines (as a unit, or a building...) But with some dispersion system... a friend made one years ago, so it's not really hard to do.
-Epic : The map lack of something epic. Check this map for a nice exemple of controle point and story based map.

Hey, thanks for the feedback!! I'll work on some of the things you said, like the terrain and camera. I won't be really adding artillery systems because the only thing I'm basing off of Dawn of War is the resource system lol. U'll actually win the game if you reduced your opponent's score to 0. U do that by capturing Victory Points.
 
Looks interesting, I'll give it a review. Had an idea similar to this.

EDIT: Review time!

Presentation - 2/5
Sir, this map is ugly. I like your map preview, but that's as far as it goes.
The models don't match at all, nor do the races.
The terrain is poorly done (including the capture points circles).
No use of custom UI to enhance atmosphere (eg. music).
Disliked the use of icons for units and buildings.
This bit needs cleaning up.
Gameplay - 4/5
Well, I like this alot. You're put into two teams, and your aim is to capture victory points (or something), whilst building an army and economy of your own.
The units were well-made, as were the buildings. The map is open, which usually results in spectacular large-scope battles.
Points capture is pretty good, though I think you should let players see captured points on the minimap (other than in the beginning of the game).
Only things I disliked were the lack of upgrades, the builder system (which puts Undead in a heavy advantage as they can summon buildings), and that's it.
I suggest that you could separate the players into 4 teams, as this would increase competition and increase player's individual skill usage.
Fun - 4/5
This schit would be really awesome with a full house!!!
I love how this map plays, the units are fun to mess with, and the victory point system forces players to always be on the move.
However, the presentation flaws somehow ruin the fun factor of this map.
Creativity - 4/5
From what I see, the units were inspired by StarCraft 2 and the system by Dawn of War.
I like it. Even though the basics were taken from other games, this map itself is unique in the universe of Wc3 mapping.
The races are well-divided, and although a bit typical, they were still well-made.
Storyline - N/A
No storyline included or needed.

Overall - 16/20 - 4/5
I approve of everything except the Presentation. That's the area you need to improve on. Otherwise, a well-crafted and unique map. Thumbs up.
 
Last edited:
Level 15
Joined
Jan 26, 2010
Messages
1,642
if there are marines,then there should be something like the protoss here..but it seems nice...though the one builder who cannot be replaced is a no-no.i mean its unfair and incites players to do builder targeting!hence maybe at least a structure that can respawn another one???

and perhaps a new unit for the demonic horde?here's my idea

Corrupter:
description:perhaps the most horrific unit of the demonic horde is the corrupter,spewing bile over enemies to slowly poison them or spawn corrupted marines to wreak havoc!
 
Level 5
Joined
Oct 3, 2008
Messages
58
@clockwork2 Haha, the builder is made one only for a few reasons. One is that to encourage players to target builders as a strategy. Another is to remove the need for a main building. There are a few more reasons to this also actually, but i'll address that once I'm free.

I'll take the unit idea in mind. But I have a unit similar to it already I think.

Thanks for your feedback and suggestion! :)
 
Level 12
Joined
Dec 17, 2009
Messages
951
i got no time to play it multiplay
but i got a suggestion, create a unit dummy (using invunerability/pathing .0/hidden in mini map) to each faction base position, to cast "mass command" spell, that pick every unit in X spell area range and order to attack move to X selected region :)
 
Level 3
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Aug 15, 2011
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73
Good Job

I can't say certain things about the map because of my crashed game... that sucks
but for what i have seen on the video and discription, i think you should add maybe one or two more factions to make the game more active, because three can easierly destroy each other, normally AI concentrates on foe a time and defence so if two faction attack you from both sides you going to waste all you got and loose soon, the same goes to the other two factions, and the Fog of war don't let you know where each enemy are attacking a time so it gets easier, but with more factions there are more attack options and possiblilities.
Good map tough, improve discription a little and will be perfect :)
:goblin_yeah: :thumbs_up:
 
Level 5
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Oct 3, 2008
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58
@.VTZ.: Thanks for the suggestion, but I don't think I'll implement the mass command spell. It only requires a little bit more micro for the player to control his or her armies effectively.
@Warchief Aeon: Thanks for the comment! Your game crashed? Can you let me know what happened to it? Also, there are only two teams in this game so you should be be able to get help from your allies. Also, I'm not planning to add any more factions just because I would like to test the balance of the game first. Thanks for the advice though!
 
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Oct 3, 2008
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@andreasaspenberg After demon Marks are upgraded into other Marks, you have to wait for about 15 seconds for the Mark to disappear and for the Demons to appear. A meteor animation will be played at that time. Also, the food building's upgrade is not to produce more food. The upgraded building has a special ability to summon Infernals after sacrificing units. The marine's tower is not weak lol. It deals quite high DPS to units (3 dmg every 0.1 sec) = 30 damage per second. Try testing the marks again and then if there's any problem you can inform me about it again.

EDIT: Oh, I accidentally disabled a trigger during one of the testings. I shall upload the corrected version now. Sorry for the trouble!

EDIT: Just finished uploading the new map. It should work by now. Thanks for the report!
 
Level 5
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Oct 3, 2008
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58
It looks great, though you could spice it up with art though. I only see a white minimap preview, there's no color or any artistic touch the loading same goes to the terrain. Units are just way too typical. But the overall concept is excellent.

Thanks! U only saw a white minimap preview?? Probably have to do with the tga pixels. I'll try to fix that. It happens sometimes if ppl set some settings to low.
 
Level 3
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Aug 2, 2011
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43
sorry but your previus version has been stolen by me,i fix 75 percent the terrain and translate into vietnamese<my nationality> and this is the first time i make amap<exactly stole it>thanks alot<of course i will give your credit
 
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Level 5
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Oct 3, 2008
Messages
58
Hey guys, just wanted to know your opinion for my up and coming version of the map. Which area should I improve in? Should I add in new units? Should I rework some of the existing units to suit better roles? And if so, which race should I start on improving? What do you think? If you have any suggestions, please comment on this thread or on my blogspot. Also, do vote for the polls in the blogspot. Thanks!
 
Level 5
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Oct 3, 2008
Messages
58
@.VTZ.: Thanks! I actually thought of that few months back, but didn't really had time to do it, and then it left my mind completely. Hmm..I think I should enlist my friend to help me then. Thanks again for the suggestion! :D
 
Level 35
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Feb 5, 2009
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OKAY so i sussed out the Demons, and liked the ideas behind them (being able to summon anywhere you have the Demon Aura for one, requiring the Demon Aura to not degenerate health as well).

The problem I noticed was that if you don't summon within the Demon Aura, you don't get the mana back, and it's pretty hard to know where the Demon Aura ends without some form of indicator. My suggestion is to either put down an indicator and make it impossible to summon outside of that (i'm sure that's doable for some of the more insane triggerers), or just rig it so that every time you summon outside the Demon Aura, it gives the casting unit its mana back.
 
Level 5
Joined
Oct 3, 2008
Messages
58
@clockwork2: Thanks for the suggestion! But sadly they die pretty easily and also I may have to do that for other units as well. I may keep that in mind tho. Thanks for the idea.

@Wazzz: Oh, there must be a bug. I did set a trigger where the Demon Gates will receive the mana back if it's outside the aura. I'll fix it in the next version. Thanks for the report.

EDIT: Just updated. Hope that you'll enjoy it! :)
 
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