- Joined
- Jun 8, 2004
- Messages
- 66
MAP NAME
====================
Team Rush
CREATOR
====================
JRPereira
lead testers: UberMasterII, Auraiken
MAIN TESTERS
====================
WEBSITE
====================
http://www.jrpereira.com/warcraft3/team_rush
CURRENT MAP STAGE
====================
Late Beta. Current to-do is below:
CURRENT VERSION/DOWNLOAD
====================
0.98s - most features complete. Original plan for the map is fully implemented.
http://www.hiveworkshop.com/resources_new/maps/5567
WEBSITE
====================
http://www.jrpereira.com/warcraft3/team_rush
GAMEPLAY/OBJECTIVES
====================
Team Rush is a control point assault map where two teams compete to capture and hold territories which eventually lead up to capturing the enemy team's base to win. Gameplay on the map is fast-paced and teamplay-oriented. Each hero fills a specific role - from healing, to tank/meatshield, to both area effect and single target damage dealer, area defense and team support, etc.
Gameplay on Team Rush is divided up into up to 10 rounds (depending on the skill of the teams and the initial vote for total rounds. After a team captures the enemy base, the map is reset and the next round begins - each team starts fresh, starting out equally once more and with the ability to select a new set of heroes.
The main goal of Team Rush is to have your team capture control points on the map - eventually leading to capturing the enemy base. The control points are as follows:
To capture one of these control points, position your hero at the center of a point. After a small period of time, your team will have captured the control point. To view your progress, see the multiboard at the topright of the screen. Each control point held or captured by your team contributes gold to all players on that team.
FEATURES
====================
SCREENSHOTS
====================
The Team Rush website has a MediaRSS feed that you can use to view these screenshots as part of a gallery using a firefox and safari plugin called piclens.
http://www.jrpereira.com/warcraft3/team_rush/media.php
http://www.piclens.com
TERRAIN OVERVIEW
====================
LOADING SCREEN
====================
GAMEPLAY VIDEO
====================
The gameplay video showcases terrain and features from 0.98j. I'll be posting a new video in the future.
http://video.google.com/videoplay?docid=-7423176610357831962&hl=en
http://www.youtube.com/watch?v=A-PgFEYN97k (same as above)
HEROES
====================
Team Rush is geared around team vs team play with a large varied group of players. The heroes work best together, with each filling in specific roles.
Hero Information
====================
Team Rush
CREATOR
====================
JRPereira
lead testers: UberMasterII, Auraiken
MAIN TESTERS
====================
- Kite253
- Neobezo
- Senas
- Tr1xx
- GhostWitTheMost
- Pure-THC
- Genso
- Giga
- L33tCurry
WEBSITE
====================
http://www.jrpereira.com/warcraft3/team_rush
CURRENT MAP STAGE
====================
Late Beta. Current to-do is below:
- Add item recipes
- Further balance heroes
- Polish up map
CURRENT VERSION/DOWNLOAD
====================
0.98s - most features complete. Original plan for the map is fully implemented.
http://www.hiveworkshop.com/resources_new/maps/5567
WEBSITE
====================
http://www.jrpereira.com/warcraft3/team_rush
GAMEPLAY/OBJECTIVES
====================
Team Rush is a control point assault map where two teams compete to capture and hold territories which eventually lead up to capturing the enemy team's base to win. Gameplay on the map is fast-paced and teamplay-oriented. Each hero fills a specific role - from healing, to tank/meatshield, to both area effect and single target damage dealer, area defense and team support, etc.
Gameplay on Team Rush is divided up into up to 10 rounds (depending on the skill of the teams and the initial vote for total rounds. After a team captures the enemy base, the map is reset and the next round begins - each team starts fresh, starting out equally once more and with the ability to select a new set of heroes.
The main goal of Team Rush is to have your team capture control points on the map - eventually leading to capturing the enemy base. The control points are as follows:
- Red Base
- NorthWest/SouthWest
- Central
- NorthEast/SouthEast
- Blue Base
To capture one of these control points, position your hero at the center of a point. After a small period of time, your team will have captured the control point. To view your progress, see the multiboard at the topright of the screen. Each control point held or captured by your team contributes gold to all players on that team.
FEATURES
====================
- Coded from the ground up in JASS - map performs very well - no apprecible lags or memory leaks.
- 10 unique heroes to choose from, each with strong roles.
- Very teamplay oriented.
- No heavy penalty for dying.
- Fast gameplay - divided up into rounds (you can vote for the total rounds played).
- Detailed map.
- Random creep item drops.
- Charged items automatically stack to save inventory space.
- Rounds system - don't always have to rehost to play more rounds.
- Not protected - feel free to create derivitive maps and gameplay modes.
SCREENSHOTS
====================
The Team Rush website has a MediaRSS feed that you can use to view these screenshots as part of a gallery using a firefox and safari plugin called piclens.
http://www.jrpereira.com/warcraft3/team_rush/media.php
http://www.piclens.com
TERRAIN OVERVIEW
====================
LOADING SCREEN
====================
GAMEPLAY VIDEO
====================
The gameplay video showcases terrain and features from 0.98j. I'll be posting a new video in the future.
http://video.google.com/videoplay?docid=-7423176610357831962&hl=en
http://www.youtube.com/watch?v=A-PgFEYN97k (same as above)
HEROES
====================
Team Rush is geared around team vs team play with a large varied group of players. The heroes work best together, with each filling in specific roles.
Hero Information
- Scholar - The scholar acts as the battery for the team - stealing mana from the enemy and providing mana for his team. Scholars can also steal certain buffs and debuffs, further gathering mana for the team.
- Scout - The scout is the fastest class and has the largest sight radius (which also isn't affected by the time of day). The scout is great for observing the battlefield. The scout can also see invisible units, making it great for detecting assassins. The scout's summon allies ability allows her to bring allies to her location.
- Assassin - Master of stealth, the assassin can creep up to enemies and do massive damage. The assassin is adept at dodging in and out of battle, taking down enemies and preventing them from using abilities.
- Priest - Priests help to keep a team in fighting shape - healing players and shielding them from harm. Priests can also revive teammates, keeping them in the battle.
- Mage - The mage is adept at dealing damage to a wide area from a distance, making it great for assaults against swarms of targets and laying siege to enemy structures - especially when it's too dangerous to close in on enemy targets.
- Berserker - Berserkers can get up close to groups of enemies and dish out lots of damage.
- Brute - Best at the front of any assault, the brute is adept at absorbing damage and pushing through to capture points. The brute also can control combat through his taunts and stuns.
- Necromancer - The necromancer is a master of the dead - summoning hordes of skeletons and even reanimating the corpses of his enemies.
- Builder - Builders can put up base defenses and plant fountains and banners to heal and buff the team.
- Ranger - Rangers are adept at picking off targets from a distance. Their high damage and ability to use their abilities from extreme range means that they can comfortably sit back and pick away at enemies without fear of retaliation. However, the ranger is pretty much defenseless up close.
Attachments
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