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Terrania v1.17

A Hero Defense / RPG / Story map

Choose a hero from six classes. Three combat heroes and three craft heroes.
Combat heroes should defend the crafters, while crafters support combat heroes by making items and defense buildings.

The story of the map gets slowly unfold during the game. Between waves, heroes can find items and do secret quests.

Discord: Terrania discord invite link

- Save system
- Recommended to play with at least 6 players
- Credits are ingame

Changes v1.16 -> v1.17

I've updated Terrania again due to new bugs appearing thanks to Warcraft III Reforged updates:
- Replaced the Forge model due to a major graphical glitch appearing since latest Warcraft III update.
- Replaced the portrait of Fighter due to glitching since latest Warcraft III update.
- Slightly increased Defender's movement speed & slightly decreased Fighter's movement speed.
- Replaced health & mana flower models with custom models for consistancy over Classic & Reforged.
- Added a different model for seed flower II to visually distinguish it from seed flower I.
- Added new models for clay flower and iron flower.
- Added new model for ward plant (item, not building) for consistancy over Classic & Reforged.
- Fixed Marazure's statue foundation.

Changes v1.15 -> v1.16

This version is compatible with Warcraft III: Reforged. There are a few minor issues still but some of them are simply related to Reforged bugs.
The following problems have been fixed:
- Save system now works with Battle.net names. (Your old code works as long your name before the # symbol is the same.)
- Stacking issue mainly involving consumables have been fixed.
- Updated Discord link.

Changes v1.14T -> v1.15
Slicing Sprint and Crushing Jump abilities have been fixed and are now compatible with the newest version of Warcraft 3.

Changes v1.13 -> v1.14T

---Message from the Developer---
Due to recent Warcraft III updates (1.30 & 1.31), Terrania received some new bugs. Two abilities (Slicing Sprint & Crushing Jump) caused the game to crash. There's no easy fix for this so I've temporally disabled these abilities.

---New features:---
*None

---Bug fixes:---
*Iron Bar can be picked up again.
*Some issues regarding the Upgrade Mine ability have been solved.

---Finetunes/Changes:---
*None

Changes v1.12 -> v1.13

---Message from the Developer---
I had big plans but with the release of 1.29 & 1.30 it crippled map development. There are still some non-Terrania issues going on which is mostly sound related. I have however worked on some further tweaks.

---New features:---
*Added 1 new icon.
*Combat heroes that are level 30 now receive three experience after every wave.

---Bug fixes:---
*Knockback now works on Golems.

---Finetunes/Changes:---
*Armor of Xy is replaced by Vest of Chi (including new stats)
*Intro and outro got a make-over.
*Kinetic Flash no longer causes a small freeze.
*Changed the order of Rank abilities for the Builder.
*Crystal Duplicator I now has it's own icon.
*Crystal Duplicator III model is slightly enhanced.
*Crystal of Clarity model is enhanced.
*Crystal of Clarity shows the amount of clarity gained when receiving it.
*Reduced collision (pathing map) of quite a few doodads.
*Aligned a lot of floating texts, mostly by applying the z-axis.
*Mana Shield is buffed.
*The range of Chain Healing is increased.
*Some minor changes.

Changes v1.11 -> v1.12

---Message from the Developer---
Another batch of lovely finetunes. I will finally address the combat aspect of the map in the next update. I've made some good plans for it already, but I just need to find the time and motivation to do it.

---New features:---
*Added 1 new icon.
*Added 1 new ability. (Drop all items for crafters)
*Added 1 new command (-cam)

---Bug fixes:---
*Fixed a bug related to the -skip command.
*You can now learn skills from the School when your inventory is full.

---Finetunes/Changes:---
*The rank abilities of the Builder have been swapped around to make the Builder more useful early rank.
*Changed the hotkeys of the abilities in the Shared Spellbook.
*Moved the Brilliance Aura from the Shared Spellbook to the Hero.
*Increased level 1 and level 3 dispel buffs target area.
*Crafters will play two new animations during certain conditions. (Bag & Lumber)
*An earthquake will appear when a Crystal Dup III explodes.
*The death animation of the Dredge Mill has returned.
*The Forge now plays an animation.
*Changed the visual and audio part of Panic Rush.
*Slicing Spin can no longer hurt air units.
*Some minor changes.

Changes v1.10 -> v1.11

---Message from the Developer---
After years I've returned to release another update because I've discovered that there is an active Terrania Discord (discord.gg/5EPacmj). Although I don't have the time or motivation to do a complete overhaul of the map, I love finetuning it and that's what I've done.

---New features:---
*A Legendary Crystal Duplicator can appear.
*Added 3 new models.
*Added 7 new icons.
*Added 2 new abilities.
*Added 1 new command (-skip)

---Bug fixes:---
*Fixed the two barrel explosions so they still work when the trees are unblighted.

---Finetunes/Changes:---
*All combat gear have their fonts styled and their stats better displayed.
*Fighter's secret ability is no longer a channel ability.
*Defender has a different secret ability.
*Cleric has a different secret ability.
*Cleric's Abolish Magic is replaced with Dispel Buffs and will level up in wave 6 to counter the golems.
*Walls that are under construction are dark.
*Walls that have been upgraded are more yellow.
*Damaged items are darker and have grey font color.
*Crystal Duplicator I and II have their own model now.
*Changed the repair sound and SFX of the Crystal Duplicators.
*Changed the Slicing Sprint sound.
*Unblight Plant upgrade, Seed Flower upgrades and Crystal Lamp upgrade have hotkeys now.
*Build <structure> have hotkeys now.
*Repositioned some abilities in buildings.
*Boss 8 Howl of Terror is enhanced.
*Level 1 & 2 Mine upgrade result in a different visual appearance.
*Moved the Rank 16 Aura from Shared Spellbook to Hero.
*Changed some Hero animations while it's casting certain spells.
*The School now has it's available skills at fixed locations.
*Some minor changes.


Keywords:
defense hero survival lahey terrania adventure unique nature hard elven
Previews
Contents

Terrania v1.17 (Map)

Reviews
16:56, 14th Nov 2009 ap0calypse: Approved

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,191
Well, with 1 million exp I get like +20 stats and a lot of MS. The MS alone increases your effectivness.

Dragon sword can repaired at any level. Just you need the right items and to useforge ability near a smith. I think an orb of fire was one of them, forget the other(s).

Goldore is mined.... Ofcourse you need to have a bota to upgrade the mines so it can be mined and that needs a moderate ammount of exp (250 should be enough).

I think you can chance the hotkeys via a cutom hotkeys file. Hotkeys are the least of the makers concern, when they have a lot of GUI to optimize and attitudes to reconsider.
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,191
No idea what you mean by "the shield".
The strange tool parts are a simple collect all 3 (one from the treant, one from the ruins and one from the building to the left of the base) and then combine them all via fusing.
Use on the final boss to get extra points and automatically win (unless that has changed).
 
Level 2
Joined
Feb 13, 2010
Messages
22
The shield i mean is the Guardian Shield which is also damaged?

Btw.. for having the botanist 1st rank skill uprade mine isnt a bit....
what is the exp rank required for mass potion production....

erhh how to fuse them??
 
Level 2
Joined
Feb 13, 2010
Messages
31
Damaged Guardian shield + PowerPot + Gold ore + Enchant = repaired.
take 2 or all tool parts and then use Enchant.

Damaged Dragonsword + Fireorb + Enchant = repaired

Sword of Nature= Pure Wood + Green Crystal + Sowrd of Honor

Every lvl up = 1 xp.

1. rank skill with 200 xp
2. rank skill with 1500 xp
3. and last rank skill with 2500 xp

Botanist: 1. Mine update, 2. Kinetic Flash (Creats pots, directly from seeds), 3. improved Mine update.

Blacksmith: 1. Crystal Sword, 2. Crystal Armor, 3. Crystal Helmet

Builder: 1. repair lvl 2, 2. repair lvl 3, 3. Amplifier (build at Crystal Clarity) +1 CP.
 
Level 2
Joined
Feb 13, 2010
Messages
22
Damaged Guardian shield + PowerPot + Gold ore + Enchant = repaired.
take 2 or all tool parts and then use Enchant.

Damaged Dragonsword + Fireorb + Enchant = repaired

Sword of Nature= Pure Wood + Green Crystal + Sowrd of Honor

Every lvl up = 1 xp.

1. rank skill with 200 xp
2. rank skill with 1500 xp
3. and last rank skill with 2500 xp

Botanist: 1. Mine update, 2. Kinetic Flash (Creats pots, directly from seeds), 3. improved Mine update.

Blacksmith: 1. Crystal Sword, 2. Crystal Armor, 3. Crystal Helmet

Builder: 1. repair lvl 2, 2. repair lvl 3, 3. Amplifier (build at Crystal Clarity) +1 CP.

Wao ~ thx.. this should help a lot..
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,191
hellknights, just get the host to terminate their connection with them. Aka the custom kick or dissconect kick. All bot hosts have this feature, all you need to do is get the right permissions. Anyway, the map makers are too fond of kicking people with certain account names to even care about such a feature. Afterall they have systems in place to auto kick my main account DrSuperGood yet fail massivly to realise that I (like everyone else who has limited time so generates a code) have multiple different account names.

Generally they would be better off redoing the triggers in JASS and fixing blatant gameplay mechanical faults like the loss of all levels when you die (why not just make it so once you die passed the second or so round you can never respawn, as currently you are level 1 which is as good as dead unless you have imba rigged gear which carries you) and the fact that most things are usless against the second to final round. On top of that the overall grinding is reaching the pointless level, and as it is required to actually reach the final boss easilly (I seriously doubt people are making it with a full house of 0 EXP codes), it is frankly not worth playing unless you take a shortcut like I did and power boost your code.
 
Level 2
Joined
Feb 13, 2010
Messages
31
Generally they would be better off redoing the triggers in JASS and fixing blatant gameplay mechanical faults like the loss of all levels when you die (why not just make it so once you die passed the second or so round you can never respawn, as currently you are level 1 which is as good as dead unless you have imba rigged gear which carries you) and the fact that most things are usless against the second to final round. .

It was to easy, if you didn´t lose your lvl.
In fact its pretty good, so you can quickly gain more experiance, cause ever level up is + 1xp!

Its right that the second last wave is almost impossible WITHOUT good items, but thats purpose. You should have a reason to replay the map, and this wave is the reason.
And for what the fuck would you need a higher rank, with improved skills, if you could beat the map with 6 players without any higher ranks??

The most save and load maps are based on a system that needs improved lvl or skills to beat the map.

Btw. a change in the balance system would destroy the fun of the map, and many pro gamers who really enjoy the game, would give up playing it.

For my taste, the map could be more difficult.
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,191
Most maps have a difficulty system. With easy being winable without any codes and harder difficulties neededing mostly high codes to unlock.

For example swat aftermath. Yes it is possible to win insane and pinsane at rank 1 with skill, but for nightmare mode (where the actual difficulty starts), you need everyone to be atleast rank 11. Likewise for those people who found nightmare too easy (it is if your team is good) redscull added an extinction difficulty level requiring everyone to have maximum rank codes. The extinction difficulty was made to be nearly impossible with few if not no recent recorded winnings. The players of the map have been happy for years and even last month the community was highly active.

So what I am saying is eithor allow full house games of 0 exp players to win the map (not saying it should be easy, just doable) or add multiple difficulty levels so for full house games of maximum rank players, the game is actually rather tough.

For example an "easy" or "normal" difficulty could see the second to final wave be made only semi resistant to magic (75%-50% reduction). A hard or harder difficulty would see the wave be fully spell immune. Such changes could apply to every wave where the harder versions are strong, faster or have special abilities like evasion. To encourage harder difficulty play, more experience is awarded at higher difficulties as if someone is playing at a "pro" level, why should he have to grind as much as someone who is playing at a "noob" level.

and finally.
For my taste, the map could be more difficult.
With a difficulty level system, you could actually have even harder difficulties than currently avaiable, for people just like you. In these difficulties there cold be more enemies, or even unique enemies only to that difficulty just there to provide people like you with the challenge you seek. Infact there would be no limits to how hard an difficulty you could create, as apposed to currently where if you make it too difficult you run the risk of disscouraging new players.
 
Level 1
Joined
Mar 23, 2010
Messages
2
errmm,add sumthing to skip the cinema. tats wat i recommend,repeat the game wif same cinema,kinda boring n waste of time. Hope u update sumthing to skip the cinema.
 
Level 2
Joined
Feb 13, 2010
Messages
31
Most maps have a difficulty system. With easy being winable without any codes and harder difficulties neededing mostly high codes to unlock.

For example swat aftermath. Yes it is possible to win insane and pinsane at rank 1 with skill, but for nightmare mode (where the actual difficulty starts), you need everyone to be atleast rank 11. Likewise for those people who found nightmare too easy (it is if your team is good) redscull added an extinction difficulty level requiring everyone to have maximum rank codes. The extinction difficulty was made to be nearly impossible with few if not no recent recorded winnings. The players of the map have been happy for years and even last month the community was highly active.

So what I am saying is eithor allow full house games of 0 exp players to win the map (not saying it should be easy, just doable) or add multiple difficulty levels so for full house games of maximum rank players, the game is actually rather tough.

For example an "easy" or "normal" difficulty could see the second to final wave be made only semi resistant to magic (75%-50% reduction). A hard or harder difficulty would see the wave be fully spell immune. Such changes could apply to every wave where the harder versions are strong, faster or have special abilities like evasion. To encourage harder difficulty play, more experience is awarded at higher difficulties as if someone is playing at a "pro" level, why should he have to grind as much as someone who is playing at a "noob" level.

and finally.

With a difficulty level system, you could actually have even harder difficulties than currently avaiable, for people just like you. In these difficulties there cold be more enemies, or even unique enemies only to that difficulty just there to provide people like you with the challenge you seek. Infact there would be no limits to how hard an difficulty you could create, as apposed to currently where if you make it too difficult you run the risk of disscouraging new players.

Yes, but to begin with, Lahey is almost done with the map, and I doubt he gonna implant a difficult mode ever. Cause its to much work for to less gain + he has no time to do it.

If we had 2006, now. These suggestions were great, but we have 2010, SC2 is "almost" released. The leftovers of the WC3 community are specialist for a small amount of maps.
Its a waste of time, but good suggestion through.
 
Level 2
Joined
Feb 13, 2010
Messages
31
Is the maximum level of all skills level 2 or izzit unlimited even if we max our level to 30,it continue to increase non-stop?

If the skill lvl only increase at a certain hero lvl, how could it increase after your hero doesnt lvl up anymore ;)?!
 
Level 2
Joined
Feb 13, 2010
Messages
22
am agreed about the cinema .... can the level caps be raise?
the bounty hunter wave is last second or last? ( or still have more? )
i wonder.. since botanist is boring making power potion only.. how about making regeneration ward? aura ward?
 
Level 2
Joined
Feb 13, 2010
Messages
22
what i mean was that.. the botanist have too less skill to spend time on?
( although doing the potion was already enough but if builder and blacksmith are slower then botanist pace.. pots will still overflow and u still spam it like idiot!? lolzzz )
 
Level 2
Joined
Feb 9, 2010
Messages
15
Hey im ghost_of_you
i would just like to say that i love this game and have been playing it alot.
me and illyasviel05 plus some other people managed to do a 5 person game and win quite very easily, i think that you should put a how to play type thing up at the start or in the quest menu, in depth for each class/character because i just joined a game on us east (terrania bot) where me and one other person had actually played before, i was builder and i gave the blacksmith a step by step guide on how to create ore and build a forge.5 minutes later he still hadnt done anything.
its a good map, and i cant wait to see more games and improvements being done to it :aa:
i attached the replay to the 5man game.

The attachment you gave me didn't work.:cry:
By didn't work i mean when it goes inside,it doesn't play(Sticks in 1 screen):ao:
 
Level 3
Joined
May 12, 2010
Messages
35
I found the tool part at treant and left behind base but when I try to search for it at fountain ruins I can only find one book and 2 empthy vial there which I cant refill with the water in the river any tips how I can find the last tool part?

edit nvm I found it

anyway what am I supposed to do with the second empthy vial?
 
Last edited:
Level 7
Joined
Aug 21, 2010
Messages
283
This is a fantastic map, but will it continue to be updated in the future with new features/classes/quests etc? Or is this map finished?
 
Level 1
Joined
Dec 26, 2010
Messages
1
Hey, i just registered here in order to comment on my idea of what could make this game one of the most popular in all of warcraft: turn it into a PvP. If you could somehow revamp the game with 2 teams of 6 each that have to fight each other rather than fight off creeps, im sure the popularity would skyrocket. It would be a little complicated to do, but a map maker such as yourself should be able to do it fairly easily, considering the greatness of the current version of terrania.
PS: I absolutely love the game, great work on all of the aspects!
 
Level 16
Joined
Jan 31, 2009
Messages
1,792
Hey, i just registered here in order to comment on my idea of what could make this game one of the most popular in all of warcraft: turn it into a PvP. If you could somehow revamp the game with 2 teams of 6 each that have to fight each other rather than fight off creeps, im sure the popularity would skyrocket. It would be a little complicated to do, but a map maker such as yourself should be able to do it fairly easily, considering the greatness of the current version of terrania.
PS: I absolutely love the game, great work on all of the aspects!

This would fully take away the concept of Terrania. This would just make the map more different and will might as well be created as a totally new map rather than revamping Terrania as it is.
 
Level 2
Joined
Sep 11, 2009
Messages
9
Interesting that someone like you would reply to this and complain about how it wouldn't go on.

Banning your name took no time in the code and didn't hold back any development. I think it was 10 minutes of time ^_^

But you were one of the main contributors to the reason the map is delayed or not moving forward. Let's face it, people who find hacked versions of the map and openly state it drain the will of those who put hours upon hours of work to try and make it fair for the people who work hard to do it.

I'm not lahey, nor can I talk on his behalf, but if the map doesn't get a future update, you can thank people like DrSuperGood to contributing to the reason. Remember people "Cheating doesn't hurt the game" *winks sarcastically*

And before you act like I'm some random person, I used to be his public speaker, you'll see that earlier in the thread.
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,191
As opposed to me making a new acount and regenning which was 2 minutes. Net profit -8 minutes.

In that 10 minutes, you could have fixed up leaks, optimized something or even pollished some tooltip to look better.

Trying to shove the fault of this project's demise onto me is a pretty low thing to do.
Why do you not continue the project? If I trusted someone enough to speak for me I would certainly trust him enough with a non damaged version of the map.

I do have to admit that this map did keep me entertained a while and I played more after having got access to all late game gear than before. Overall the author should not feel too bad, as there are a lot of maps I can not say the same about.
 
Level 2
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Sep 11, 2009
Messages
9
As opposed to me making a new acount and regenning which was 2 minutes. Net profit -8 minutes.

In that 10 minutes, you could have fixed up leaks, optimized something or even pollished some tooltip to look better.

Trying to shove the fault of this project's demise onto me is a pretty low thing to do.
Why do you not continue the project? If I trusted someone enough to speak for me I would certainly trust him enough with a non damaged version of the map.

I do have to admit that this map did keep me entertained a while and I played more after having got access to all late game gear than before. Overall the author should not feel too bad, as there are a lot of maps I can not say the same about.
Well, I personally don't work on the project as I have moved on, but Lahey, the person who is the creator, has his own reasons.

I know one of the reasons of frustration is to put work into a project to have people bypass hard work and just "cheat" to get to the end. This is demotivating when the intent is not that case. The -8 minutes "wasted" was actually quite motivating for us to move on at the time. It was like we were fixing a problem. So "losing 8 minutes" could have been the cause of "feeling good enough to work for hours". You're speaking from a clueless level of assumptions on how our development at the time was doing. You should feel happy that I'm directly telling you feedback instead of just saying "U CHEET! LOLZOR, STFU!"

But alas, what's happened is done. Don't take it too personal. The individual cheaters were not the source of the demotivation, but the action that people were cheating themselves. In this case it makes more sense to blame the action, not the person.

If the developers of a map put in hundreds of hours into a game, hoping to see players do a likewise experience to gain the fun as they go along.. it can be quite demotivational when you find people who choose to bypass. This demotivation will lead to lack of updates, which will in turn cause those people who contributed to the cheating to complain about lack of updates. No matter how the cycle rolls, the origin is identifiable.

I'd liken it to a population of people pirating a game and wondering why the game's developers can't afford to make a sequel due to lack of funds. Whether it's "low" or not to blame the pirates in this case, the truth of the matter is that they contributed selfishly to the cause of the problem... lack of funds.

In the case of a project that got no donations and was funded purely on personal motivation. People who cheat took the motivation away from those who developed it. No matter how "low" it's percieved, the result is the same. People who cheated contributed to the lack of updates. As said above, it's nothing personal, it's just an explanation. If A happens, B will result.

But who knows... maybe you'll get some bug fixes or something in the future. It's up to Lahey afterall :) Maybe it will make you think twice about cheating when you realize that updates are not "OWED" to you... there are real people putting their blood and soul into the game.

FYI, I will not be responding about this subject further, so a response will be unnecessary on this matter. Keep enjoying the game as it is.. I still hold firm that it's one of the best WC3 will ever see. It's what motivated me to come to Lahey and ask if I could assist him in the first place.
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,191
Right... So apparently using the game within its designed limits is considered cheating now. I will repeat what I said once before, I played more after genning than before genning a code cause the game was a lot more fun being able to build everything.

You can not compare a code generator to game piracy. One way someone has stolen content which effort was put in and the other was someone saving time to obtain a certain level of play. Although game developers do usually discorage both, you must remember that WC3 is not only for your map, there are lots of other things people could do than sink and waste their time on your map so you can not expect people to play it for 100s of hours to get good stuff.
 
Level 7
Joined
Jan 9, 2010
Messages
339
YAY an update, thx Lahey i thought it was a dead map =D
i wanted to say, the crafting classes are very fun to play, but the combat classes ( cleric, fighter, defender) are quite bland, so i would like it if their gameplay was spiced up with cooler skills. Also the terrain needs some improving
 
Last edited:
Level 3
Joined
Oct 23, 2010
Messages
32
Awesome

I really like terrania, but im seeing many hacked maps of it lately. Could you set an anti-hack thing? Oh, and some suggestions:

1: More combat heroes: When i was new, some ppl bluff me like, "Got archer, mage, paladin also!!"
2: More quest and maybe side-quest : For more storyline, and items and such
3: Exp disabling skill: Players can activate it to not get any exp, while others get it instead, so to help those lacking in it
4: An advanced builder: For better buildings, items and plants, like botanist, builder and blacksmith all in 1
5: More ranks: I already at founder rank for long time liaoz, also got alot more ppl at it. Like maybe more rank skills / stats / mspeed / aspeed / armour / damage / spells / attachments (look nice :D )
6: Change the save/load system: Some people cracked it already, make a new system eg: -oldload than when saving it becomes new load. Dun use gold for exp, ppl put in cheats, than: "-gold 3000" and than "YAY IM RANK 15!!"
7: Some excitment for fighters: As the first guy said, it really is boring and many new people ragequit after a while.
8: DISABLE ALL VIS!: Players when hosting, put "All Visible", which makes it far easier and the dark element of the game is gone.
9: Host new commands to kick / pause bad players: My game was spoiled by bad players before, a cleric destroyed mazure's note before we could use it, a fighter destroyed the 2 vials and another fighter destroyed tool parts. Some fighters and clerics also take power pots / flowers and run off with them, or maybe the damaged sword and refuse to give it back.

Do fix a couple of problems and gameplay can be improved. Thanks!
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,191
I really like terrania, but im seeing many hacked maps of it lately. Could you set an anti-hack thing?
Sorry but that is not possible, why else has no map in WC3 ever managed to stop hackers. The easiest combat is to make it so that hackers do not really get any crutial advantage over normal players (which was not the case last time I played this).

6: Change the save/load system: Some people cracked it already, make a new system eg: -oldload than when saving it becomes new load. Dun use gold for exp, ppl put in cheats, than: "-gold 3000" and than "YAY IM RANK 15!!"
You do not understand how save systems work do you? That idea will not do anything as I could take my code and simply -loadold it (on an account which the makers did not decide to randomly kick from games ofcourse). A far better solution would be to make rank less valuable so that players do not have to unlock maximum rank (or atleast high rank) to win. At the start, the only really viable thing newbies can do are fighters as all the good building stuff needs high ranks.

9: Host new commands to kick / pause bad players: My game was spoiled by bad players before, a cleric destroyed mazure's note before we could use it, a fighter destroyed the 2 vials and another fighter destroyed tool parts. Some fighters and clerics also take power pots / flowers and run off with them, or maybe the damaged sword and refuse to give it back.
I think this is a bug more than a problem with bad players... Why can you even destroy these items? As they are quest items and largly required to win the game, they should not be destructable as there is no valid situation where destroying them is of any benifit at all. Infact, their destruction renders parts of the game imcompletable thus in my opinion it is a bug as I can not imagine the author planning it so that they can be destroyed.

I thought player 1 could already kick people and force them to drop all items... What more do you need?
 
Level 1
Joined
Jun 25, 2009
Messages
2
I think the save/load code system should stay the same, but with lesser bonuses, like Dr Super Good was saying, instead of all these items and buildings that require a code to make. Why not just have small bonuses, similar to what rc601 has, health, mana, and move/attack speed bonuses. That way hackers and high ranks wouldn't have such a big advantage over noob players.
 
Level 12
Joined
Jul 30, 2009
Messages
1,156
Sincerely, I agree with Dr. here. Although he did generate a code, and that's wrong, he wouldn't have a choice since the rank in here is too important, and it takes centuries to get to it. And as he said, being rank 0 you cannot win the game. Think like Undead Assault II:

There are a lot of difficulties, and usually with a good team you can win each of them with everyone at rank 0. That's because: initial heroes are both useful and fun to use already, and even though you choose difficulty, it scales with the overall rank of the room. Although it is better and funnier to have better ranks, which to some point are quite fast to get it, and give you some good advantages: more damage overall, and more classes. If you do put yourself to it, you get all the classes, a lot of damage, but the games turns a lot more challenging now because of your rank, although you have a lot more in your arsenal right now.

Your map does the opposite.

In the beginning you can do half the things you can do with a better rank. Although it is somewhat good to the learning curve, since there are less buildings/recipes/skills, it still is too hard to win unless you abuse the game via bugs (which there are plenty of it.) After obtaining the impossible and reaching a higher rank, the game loses its challenging effect, and becomes repetitive.

So instead of complaining about hackers and banning Dr's account, why don't you do a decent rank system and them begin on bugs and making the game more innovative? Else, it will be a waste of time, and the map will die, if it has not already.
 
Level 3
Joined
Aug 4, 2009
Messages
54
I can't say I approve too much of this game. The concept is great, and it's reasonably fun and challenging if you know what you're doing.

But however fun, that last part, the "know what you're doing," is a big problem I cannot abide. I cannot think of a single game in the entirety of BNet that is as unhelpful and outright hostile to newbies as Terrania is, short of some of those self-contained, "Build your own RPG" maps.

This game does not have a learning curve. Like Dwarf Fortress, it is a sheer cliff, and new players will flounder helplessly as they run around and die. Terrania has no documentation to speak of (not that such a thing should be necessary for a WC3 map, but it'd be better than nothing), nor a tutorial, nor even a brief grace period for players to experiment with their classes or receive tips from veterans before the first wave begins. All they get is their tooltips and a lot of frustrated lamentations from the other players. Especially in this era of WC3, such an issue simply cannot be allowed to exist.

The ranking system is also pretty absurd. It's one thing to lock entire classes from players of lower rank, because it tells these players that the class in question is designed for veterans. It's quite another to give all classes to all players, but lock away pieces of the class because the game has arbitrarily decided they're not good enough to use it yet. That these locked abilities are necessary to play the class to its fullest ability is nothing short of a cardinal sin.

On a minor note, the idea of a kick-on-detection blacklist written into the map code strikes me as petty, ineffective, and a waste of code.
 
Level 9
Joined
Jan 23, 2008
Messages
310
Played it today in full-house, must confess pretty awesome! Make it harder :) and make the blacksmith, builder and botanist only one per game, also do smth to make their role more cosiderable, like new recipes or sort of.
The skillset also sucks, i am sooo damn tired of standart skills, make some tricky nicelooking vJass spells and the game will get much more popular!

Also change the ugly forge to a normal standart blacksmith, it will look much more awesome!
 
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