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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Test of Faith v1.11

Submitted by MStylo
This bundle is marked as approved. It works and satisfies the submission rules.
Melee micro simulator with lots of choice involved.

Fight your everyday foes to earn the gods favor. Manage fate of your units utilizing what's being offered as best as you can.


Map contains no modified or altered units and provides high variety of enemies you get to either encounter or control.
No heroes allowed!


Cannot be played on Reforged graphics right now. Map uses terrain modification triggers which do not bother to work.


Features & Details

-waves are randomly generated out of group of randomed units making every wave unique (following certain patterns)
-waves get stronger over time (set by chosed difficulty)
-several playable game modes adding extra flavour and challenge
-reliably structured rewards after each day


Gameplay Details
-starting food cap is 15 Orc, 16 Human, 17 Undead, 18 Night Elf - gets further modified by selected modes & difficulty
-once you kill all spawned enemies, summons die along with them
-enemy spawns with 200 movement speed which is reset to default as soon as you attack
-you are locked within the circular area - leaving is punished by death
-as soon as 1/3 of enemies remains, you have 50 seconds until whole area gets covered by decay slowly draining 3 + 1% max health & mana/sec (prevents from exploiting but also can be punishing lategame if you lack damage)
-Divine Encouragement - an aura emitted by the Sacred Pillar providing armor and health regen (more effective less units player has - at 4 gets disabled)


Difficulty Settings
Easy - Starting army: Starting food supply bonus: 4, Enemy strength level increases every 7 days, Enemy has 60% chance for a random research every day.
Normal - Starting army: Starting food supply bonus: 2, Enemy strength level increases every 5 days, Enemy has 75% chance for a random research every day.
Hard - No starting food supply bonus, Enemy strength level increases every 3 days, Enemy has 100% chance for a random research every day.


Tips


-Cannibalize as well as any channeling gets interrupted while reward selection window opens
- the "+" and "-" next to rewards are shown if the reward somehow affects your current challenge (Challenges mode)
-Draenei Seer(6), Harpy Queen(7), Infernal(8), Queen of Suffering(10), Infernal Juggernaut(10) & all the Dragons(10) are unobtainable unless "-allcreeps" command is turned on
-if you reach to a point whilst you're playing Queen of Suffering and your army gets much more massive than the enemy, game starts to rise up enemy level by 2 every day
-check Help(F9) for useful commands





Reward System

How it works:
Every rolled Forces in rewards have 20%(+1% per research) chance to belong to a research you already own. For example to increase chances for a Necromancer you need either Necromancer Adept/Master Training or Skeletal Mastery.
Researches have 30% chance to be tied to a unit you currently own. Starting with Archers & Huntresses is quite likely to offer Strength of the Moon.
Aid options increase chances to recieve healing as an option if your army is low on health. If Sacred Pillar is lower than 10%, chance to repair it takes over.
Summoned units are not considered by any reward.

Options to recieve new units get hidden as soon as you have no spare food. Instead, you get offered food supply.



Types of Rewards:


Rewards marked by * are influenced by player's current state.



*
Forces level 2
-Human: Footman, Priest, Sorceress
-Orc: Troll Headhunter, Shaman, Troll Witch-Doctor, Troll Batrider
-Undead: Ghoul, Gargoyle, Necromancer, Banshee
-Night Elf: Archer, Hippogryph, Druid of the Talon
-Neutral: Ice/Forest/Dark Troll Priest, Makrura Tidecaller, Draenei Disciple, Mur'gul Blood Gill
-Naga: Mur'gul Reaver, Naga Siren (Naga mode)
-always contain some health or mana restoration (30 heal to all units, 25 mana to all units, 100 heal to 3 random units, 100 mana to 3 random units)
-can be influenced by Divine reward



*
Forces level 3
-Human: Rifleman, Spell Breaker, Dragonhawk Rider
-Orc: Grunt, Raider, Spirit Walker
-Undead: Crypt Fiend
-Night Elf: Huntress, Dryad, Faerie Dragon
-Neutral: all level 3 neutral creeps
-Naga: Snap Dragon (Naga mode)
-can be influenced by Divine reward



*
Forces level 4
-Human: Knight, 3 Flying Machines, Mortar Team
-Orc: Demolisher, Kodo Beast, Wind Rider
-Undead: Meat Wagon, Abomination, Obsidian Statue
-Night Elf: Glaive Thrower, Druid of the Claw, Hippogryph & Archer
-Neutral: all level 4 neutral creeps
-Naga: Naga Myrmidon, Couatl (Naga mode)
-can be influenced by Divine reward



*
Forces level 5
-Human: Gryphon Rider
-Orc: Tauren
-Undead: Destroyer
-Night Elf: Chimaera
-Neutral: all level 5 neutral creeps
-Naga: Dragon Turtle (Naga mode)
-can be influenced by Divine reward



Forces level 6
-all level 6 neutral creeps ("-allcreeps" command exception - Draenei Seer, all 6 Drakes)
--2 food supply cost on receive (-3 if player's army level is greater than enemy level incoming +15)



*
Random forces
-unknown force of level of specific day (days 1,2,3,5 - level 2 & 3; days 4,6 - level 4; day 7 - level 5)



Replace random unit with #
-# = Knight, Tauren, Abomination, Druid of the Claw, Naga Myrmidon (Naga mode)
-same unit type will not be replaced
-in case player's army contains at least one of any 4 units above, "Replace # with ##" will share chance for roll



Replace # with ##
-# = Knight, Tauren, Abomination, Druid of the Claw, Naga Myrmidon (Naga mode)
-## = Frost Wyrm, Mountain Giant, Naga Royal Guard -1 food supply (Naga mode)



*
Aid
-200 heal to all units
-125 mana to all units
-40% missing health to all units
-50% missing mana to all units
-+2 food supply (+1 if player's army level is greater than enemy level incoming + 10)
-Sacred Pillar 30% repair (Sacred Pillar Destructible mode)
-Sacred Pillar 100 armor next day (Sacred Pillar Destructible mode)



*
Research
-a yet unreceived research
-can be influenced by Divine reward



*
Research Extra
-a yet unreceived research
-available only when no Forces options are offered (due to full food supply)



Item
-22 basic items, 26 unique items, chance to roll basic item is 75%+ higher (grows with each received unique item)
-unique items have food supply cost on receive and cannot be obtained more than once
-basic items: Healing Salve, Rod of Necromancy, Wand of Illusion, Claws of Attack +9, Gloves of Haste, Scroll of Healing, Scroll of Mana, Potion of Greater Healing, Potion of Greater Mana, Scroll of the Beast, Scroll of Protection, Periapt of Vitality, Ring of Protection +3, Ring of Regeneration, Talisman of Evasion, Greater Replenishment Potion, Lesser Scroll of Replenishment, Cloak of Shadows, Wand of Neutralization, Pendant of Energy, Wand of Mana Stealing, Runed Bracers, Boots of Speed
-unique items (1 food suppply cost): The Lion Horn of Stormwind, Alleria's Flute of Accuracy, Scourge Bone Chimes, Wand of the Wind, Greather Scroll of Replenishment, Claws of Attack +15, Ring of Protection +5, Orb of Fire, Orb of Lightning, Orb of Venom, Ankh of Reincarnation, Healing Wards
-unique items (2 food suppply cost): Warson Battle Drums, Ancient Janggo of Endurance, Khadgar's Pipe of Insight, Staff of Negation, Legion Doom-Horn, Khadgar's Gem of Health, Pendant of Mana, Scroll of Animate Dead, Orb of Corruption
-unique items (3 food suppply cost): Cloak of Flames Orb of Darkness, Orb of Frost, Staff of Silence, Scroll of Resurrection
-requires Items mode



Sacrifice all units to summon #
-only way to receive 7+ neutral unit
-level is equal to enemy spawning condition on day 7
-if enemy level is 8-10 > level 7 creep is rolled
-if enemy level is 11-13 > level 8 creep is rolled
-if enemy level is 14-16 > level 9 creep is rolled
-if enemy level is 17+ > level 10 creep is rolled
-easy difficulty has enemy level calculation bonus of 3, normal of 2, hard none
-level 7 "-allcreeps" command exception - Harpy Queen
-level 8 "-allcreeps" command exception - Infernal
-level 10 "-allcreeps" command exception - Infernal Machine, Queen of Suffering, all 6 Dragons
-use of sacrifice heavily reduces spawn of air enemies on next 6 days



*
Spells
-Mass Dispel - can be offered only if units are negatively affected
-Mass Bloodlust
-Mass Inner Fire
-Mass Frost Armor
-60% enemies spawn Crippled
-60% enemies spawn Polymorphed
-70% enemies spawn Rooted
-80% enemies spawn Faerie Fired

Enrage
-next day 7 enemy spawn with 40% attack speed & 40% damage undispellable buff
-+4 food supply (+3 if player's army level is greater than enemy level incoming +10; +2 if +20)



*
Divine
-Human, Orc, Undead, Night Elf forces next week - ties everyday's first Forces & Research option to refered race
-chance to roll option of starting race is slightly higher
-Divine Aid next week - every day two random neutral units (1 melee & 1 ranged) spawn to your assistance
-level of allied units is 1/3 of enemy spawning (max level 5 each)



Challenge Completed
-(1) two units
-random race spellcaster - Priest, Sorceress, Shaman, Troll With-Doctor, Spirit Walker, Necromancer, Banshee, Druid of the Claw, Druid of the Talon
-random neutral unit - level of 2 (1 if spellcaster is either Spirit Walker or Druid of the Claw)
-(2) +2 food supply
-(3) 4 random researches
-(4) Sacred Pillar 5% repair next week (restores 5% health every day)



Challenge Failed
-(1) two lowest health units die
-(2) -2 food supply
-(3) 1 level enemy strength increase (permanent)
-(4) Sacred Pillar 5% damage next week (damages 5% health every day - non lethal)


Examples:

Day 1

[​IMG]
(1) Level 3 Forces
(2) Level 3 Forces with Heal ability
(3) Aid
(4) Research
(5) Spells
(6) Items (Items mode)

Day 2

[​IMG]
(1) Level 3 Forces
(2) Level 3 Forces / Random Level 3 Forces / Replace
(3) Aid
(4) Research
(5) Spells
(6) Items (Items mode)

Day 3

[​IMG]
(1) Level 4 Forces
(2) Level 4 Forces / Random Level 4 Forces
(3) Level 6 Forces at cost of food supply
(4) Aid
(5) Research
(6) Items (Items mode)

Day 4

[​IMG]
(1) Level 3 Forces
(2) Level 3 Forces / Random Level 3 Forces / Replace
(3) Aid
(4) Research
(5) Sacrifice all units to summon high level neutral
(6) Items (Items mode)

Day 5

[​IMG]
(1) Level 3 Forces
(2) Level 3 Forces / Random Level 3 Forces / Replace
(3) Aid
(4) Research
(5) Spells
(6) Items (Items mode)

Day 6

[​IMG]
(1) Level 4 Forces
(2) Level 4 Forces / Random Level 4 Forces
(3) Aid
(4) Research
(5) Day 7 enrage for extra supply
(6) Items (Items mode)

Day 7

[​IMG]
(1) Level 5 Forces
(2) Level 5 Forces / Random Level 5 Forces
(3) Aid
(4) Research
(5) Items (Items mode)
(6) Divine




Game Modes
Sacred Pillar Destructible: Makes it necessary to defend. If it falls, you loose. Starts at 2000/1500/1000 health and gains 20/15/10 at the end of every day. Turned on increases starting food supply by 1.

Items: All units possess inventory. Adds an item reward option every day. Turned on decreases starting food supply by 1.

Supply Decay: At the end of every week subtracts 2 food supply. Turned on increases starting food supply by 4.

Challenges: Every week challenges you to fulfill a task. Sucess is rewarded, failure is punished (opens up new dialog with options at the end of week). Turned on increases starting food supply by 2.

Naga: All campaign naga units & researches become accessible for the player as well as for the enemy.

Advanced Spellcasting: Enhances AI to utilize most of it's units spells rather than dying with no cooldowns. Turned on increases starting food supply by 3.

Race Focus: First forces option & first research become tied to your starting race. Lasts until all race researches are owned. Removes day 7 divine option for the time being.


Screenshots

1

[​IMG]
[​IMG]

2

[​IMG]

3

[​IMG]


4

[​IMG]

5

[​IMG]

6

[​IMG]

7

[​IMG]




Changelogs

v1.11
-new game mode -
Race Focus
-fixed major bug Divine Aid not working
-fixed Naga forces next week never being available
-fixed selecting Naga mode giving +1 food intead of taking
-race spellcasters are no longer considered as air attackers by "-air" command (means you don't have to loose them to use the command) - includes Spirit Walkers & Statues
-Supply Decay mode subtracts 1 food every week (reduced from 2/week)
-Sacred Pillar Destructible mode supply activation grants 2 supply (1 before)
-Reincarnation & Ankh proc on sacrifice all units to summon high level neutral
-Orb of Corruption supply cost increased by 1 (2 now)
-Naga Royal Guard can now spawn at enemy difficulty of 17 earliest (15 before)
-fixed manacost challenge counting 2 more mana when 5 units are healed by Essence of Blight
-added missing warnings upon picking up Orb of Darkness & Orb of Frost on splash units (auto-drop on Gryphons and Hntresses)
-returned Cannibalize, Burrow & Stone Form for the enemy
-fixed bug with some items costing supply occuring more than once
-fixed Advanced Spellcasting AI for Dragon Turtle Crushing Wave
-fixed terrain shifting back to snowy default after loading saved game
-improved behaviour on flying enemies which are unable to hit ground
-starting supply is now shows as text at start
-fixed sky types on different terrain presets
-many bug fixes


v1.10b
-fixed major bug with challenge complete units reward instantly dying


v1.10
-new game mode -
Naga
-
introduced terrain variations - Ashenvale, Barrens, Dungeon (Northrend temporarily removed)
-added new mechanic - Divine Encouragement - a Sacred Pillar aura that increases health regen and armor of nearby allies. Gets more effective less units player has (disabled when more than 3)
-different races now start with different amount of supply - Human(16), Orc(15), Undead(17), Night Elf(18) (previously all were 15)
-disabled health & mana regeneration while reward window is open (health & mana for every unit gets stored and then returned)
-new items at cost of 2 supply - Legion Doom-Horn, Khadgar's Gem of Health, Pendant of Mana, Scroll of Animate Dead
-new items at cost of 3 supply - Cloak of Flames, Orb of Darkness, Orb of Frost, Staff of Silence, Scroll of Resurrection
-Day 1 second force reward being a neutral healer is now tied only to first 3 weeks (after behaves just like rewards on days 2/4/5)
-added limit to amount of Witch Doctors & Razormane Meidice Men you can have - maximum of 2
-items that cost supply are now considered unique - after chosen once they cannot be rolled again
-added new replace options - replace Knight/Abomination/Tauren/Claw with Frost Wyrm or Mountain Giant "or Naga Royal Guard - Naga mode" (unit type that will be replaced is known ahead)
-added Hardened & Resistant Skin researches
-late game day 6 buff - included spellcasters units for the enemy after level difficulty gets over 14 (maximum only one of each type though to keep it different from day 2)
-removed 1 level bonus into counter on hard difficulty at week 3 for Sacrifice all units to summon powerful creep (result is level 8 creep on third week instead of 9)
-added Spirit Walker into pool of rollable casters when challenge is complete
-fixed 60% units spawn polymorphed reward attempting to affect level 6 creeps
-Advanced Spellcasting: fixed units using dispel abilities on negatively affected enemies
-AS: fixed units using Dispel Magic, Disenchant & Devour Magic on all non magic immune units instead of summons
-AS: fixed Animate Dead & Inferno
-AS: fixed units using Ensnare on already ensnared units
-AS: added Abolish Magic, Healing Wave, Ray of Disruption, Inner Fire & Frost Armor intelligence
-AS: sligthly improved Charm & Berserk intelligence
-improved Devour AI - units now stop chasing after few seconds (too much kite was possible expecially against day 7)
-improved Druid of the Claw bears AI - once enemy researched Master Training they would immediately turn into elf form as they spawn
-flying attackers that can't hit ground will now attack any visible flying enemies instead of just standing next to pillar
-fixed Obsidian Statues mana use not being counted properly during manacost challenge (attempt to fix it at patch 1.09b failed)
-fixed Queen of Suffering event not working
-added reminder message about Cannibalize getting interrupted by reward windows (pops up when researched)
-"-reward" and observer message now mentions what unit was replaced (Replace random unit with Knight/Abo etc.)
-fixed observer message on long length challenge units reward
-couple of minor fixes


v1.09b
-units now become paused during rewards selection - harshly impacts caniballizing units as it interrupts their eating
-added few second preloading sequence before game starts to reduce ingame lag
-starting supply increased by 1
-Spell rewards affecting enemies now prioritize units it can affect (fe. 80% spawn rooted on wave of 3 grunts and 1 dryad will always root grunts instead of possibility trying to root dryad)
-reward Sacrifice all units for powerful neutral now forces units to drop Ankhs of Reincarnation instead of spending them
-fixed major bug with summoned unit being devoured while all enemy units get killed (game would not progress)
-fixed "-air" command not working when ranged unit is being devoured (only happened on day 7 against dragons)
-improved AI usage of some abilities on Advanced Spellcasting mode
-added supply modification messages upon selecting modes & difficulty
-added new command "-circle" - changes outer circle effect into second variation (reforged doesn't show first one)
-resource trading turned off


v1.09
-new game mode -
Advanced Spellcasting
-reworked combinations of attackers spawning on days 1/3/4/5 (endless variations instead of several preset combinations but still follow same rules as before)
-default starting food supply set to 14
-game modes & difficulty now modify starting food supply
-new command "-allcreeps" - answering the call to bring Queen of Suffering back - opens up possibility for all other creeps aswell
-observers & referees get shown info about player's rewards
-attacking enemies no longer have vision of entire map
-siege units spawn 200 range farther
-Challenges mode quality of life improvement - rewards that directly affect challenge are now marked by a +/- sign
-Challenges - scaling on "Spend maximum of xy mana." increased from 300+((EnemyLevel/3)*50) to 300+((EnemyLevel/3)*100)
-Challenges - scaling on "Kill 2 units within 2 seconds from one another xy times." increased from 2+(EnemyLevel/6) to 2+(EnemyLevel/3)
-completed challenge reward option 3 random researches increased to 4
-removed chance to recieve same challenge twice in row
-hippogryph added into day 6 enemy spawn pool (only one can spawn)
-added Exhume Corpses research into the pool (for the enemy aswell)
-Divine Aid now spawns one ground attacking & one air attacking unit every day instead of random
-added all neutral units into Divine Aid pool (level 5 max)
-reward penalty -3 food supply for level 6 unit takes over when your army level is 15 levels higher than enemy (10 before)
-Battle Golem(3), Enraged Elemental(4), Infernal Contraption(5) added into daily reward pools
-all supply requiring items are now twice as rare as regular items
-added following items - Boots of Speed, Cloak of Shadows, Wand of Neutralization, Pendant of Energy, Wand of Mana Stealing, Runed Bracers, Claws of Attack +15(-1), Ring of Protection +5(-1), Staff of Negation(-2)
-enemies with Raise Dead now spawn with ability on autocast
-Mass Dispel option now contains number on how many units are debuffed
-Dryad Slow Poison & Slowed(Frost Armor debuff) no longer considered as debuff in Mass Dispel option calculation
-command "-reward" after using random forces now includes what have been randomed
-fixed interation when player's Crypt Fiend with Burrow gets possessed/charmed (enemy fiends started burrowing)
-fixed 70% enemies spawn Faerie Fired option progressing manacost challenge for every dummy spellcast
-fixed ankh of reincarnation bug when you were able to continue to play after pillar being destroyed
-fixed possessed units being stuck at 150 movement speed if used before enemy speed is set to default
-units with Abolish Magic/Heal/Raise Dead now spawn without spells on autocast during manacost challenge (to prevent immediate use)
-fixed Obsidian Statues mana use not being counted properly during manacost challenge
-slightly improved behaviour on flying attackers unable to attack ground
-improved behaviour on summoned units (they used to chase alot)
-fixed Destroyer & Dragon Whelps not showing warning message to the player upon picking up Orbs of Lightning and Corruption
-fixed Sum of levels of defending units showing 14 instead of 12 in the beggining on hard difficulty
-new command "-debug" - serves as anti-stuck help in case enemy becomes somehow untouchable (Ethereal Form, Burrow etc.)
-new command "-roll" - rolls a random number between 1 and 100
-new command "-clear" - clears up the screen from all text messages


v1.08b
-fixed Spells options being broken
-added in-game hint about "-air" command when becomes viable first time
-some minor tweaks fixed & improved
-fixed "-color r" command sometimes randomizing same colors


v1.08
-new game mode
Challenges
-items now drop on the ground upon death
-Items mode reworked - now offers an item reward every day. Many new items added to the pool. No longer level day specific, instead some items are offered with supply penalty
-decay timer increased from 40 to 50 seconds
-decay damage rescaled from 2% of max health to 3 + 1% of max health (same for mana)
-day 6 Enrage option strength from 50% to 40%
-option enemies spawn Crippled increased from 40% to 60%
-option enemies spawn Polymorphed increased from 30% to 60%
-option enemies spawn Rooted increased from 50% to 80%
-option enemies spawn Faerie Fired increased from 60% to 70%
-added all missing level 3 neutral units to the forces pool except Battle Golem (chance to roll race units in comparison to neutrals increased)
-added all missing level 4 neutral units to the forces pool except Enraged Elemental (chance to roll race units in comparison to neutrals increased)
-added all missing level 5 neutral units to the forces pool except Infernal Contraption (chance to roll race units in comparison to neutrals slightly increased)
-added all missing level 6 neutral units to the forces pool except Draenei Seer
-added all missing level 7 neutral units to the forces pool except Harpy Queen (Day 7 attackers pool included)
-added all missing level 8 neutral units to the forces pool except Infernal (Day 7 attackers pool included)
-added all missing level 9 neutral units to the forces pool (Day 7 attackers pool included)
-modified warcraft 3 bug - parasite lasting forever on high level creeps
-fixed "-air" command not working properly while devouring ground unit
-fixed few bugs with possession
-fixed Gargyole not keeping inventory after leaving Stone Form
-fixed rare bug with glaive thrower occuring twice as option


v1.07
-
greatly improved reward system - every option except Items now considers player's current state increasing chances to offer more appealing options (used to be pure rng)
-removed Sacrifice options on days 2 & 6
-added +40% of missing health to all units, +50% of missing mana to all units, Sacred Pillar 100 armor next day to Aid options
-added new Spells options on days 1/2/5
-removed Mass Dispel from Aid options (now contained in Spells)
-added new Enrage option on day 6
-added health & mana loss decay to prevent from exploiting in order to regenerate
-added limit of how many siege units can spawn in a single wave (to prevent too many spawning especially in the early game)
-level 6 creep reward no longer costs 3 supply but 2 (unless your army strength is high)
-reworked notification warning about orbs (Gryphons & Huntresses can no longer carry them)
-fixed orbs modifying units attack indexes (fe. flying machine wouldn't need Bombs research to attack ground)
-if Sacred Pillar Destructible is on, idle enemies will now attack the pillar instead of chasing player units
-added all different types of neutral trolls & wolves into reward pool (keeping the same chance to roll)
-fixed replace abom/druid/knight/tauren not keeping items
-enemy no longer researches cannibalize/stone form
-fixed enemy Spirit Walker occasionally using Spirit Form
-fixed several issues with "-reward" command
-fixed some minor issues


v1.06c
-added sound effect 1 second before reward window appears (should help to prevent accidental picks)
-fixed losing benefit of picking "race units next week" as soon as double research shows up
-items now spawn closer to the pillar


v1.06b
-fixed recieving same research twice as an option
-fixed reincarnation issue messing defenders level counter (occured when unit died while another unit was reincarnating)


v1.06
-added extra research option when your current food is equal or higher than your food cap
-using Sacrifice all units for a powerful neutral will now cause to spawn no flying units on following day 6 and maximum of 2 units on day 3
-hard difficulty Sacrifice all units for a powerful neutral week 3 is now 1 level higher (8 to 9)
-added Rock Golem & Elder Sasquatch to level 6 unit reward pool
-added all 4 other types of Dragon Whelps into level 3 rewards (however chance to roll remains the same as it was one unit - previously only Red Whelp)
-added "-color r" command
-multiboard now stretches wider upon selecting rewards (no longer overlaps orc researches)
-some UI & Info(F9) text updates


v1.05
-new game mode
Supply Decay
-added new reward on day 3 - level 6 neutral at cost of 3 supply
-enemy strength on all difficulties now grows faster (hard affected mostly)
-hard difficulty Sacrifice all units to summons high level neutral level advantage removed
-pillar health on easy & normal difficulties reduced to 2000/1500 (20/15 growth)
-fixed bug with health/mana specials not working properly in every case
-health/mana specials are now being randomed every time a level 2 unit is rolled instead of being fixed (for example Batrider always had 85 heal to 3 units)
-aid option 150 mana to all units reduced to 125
-level 2 units special 85 heal to 3 random units increased to 100
-level 2 units special 50 mana to 3 random units increased to 100
-level 2 units special 20 heal to all units increased to 30
-level 2 units special 15 mana to all units increased to 20
-removed Bronze Dragon Whelp & Nether Dragon Hatchling from level 3 unit reward pool
-added Fire Revenant & Quillboard Hunter & Gnoll Warden to level 3 unit reward pool
-removed Tuskarr Trapper from level 4 unit reward pool
-added Giant Spider & Eredar Sorcerer & Giant Sea Turtle to level 4 unit reward pool
-removed Satyr Soulstealer & Ogre Magi from level 5 unit reward pool
-added Tuskarr Sorcerer & Unbroken Darkweaver to level 5 unit reward pool
-removed Queen of Suffering from Sacrifice all units reward pool
-added Razormane Chieftain & Nerubian Queen & Ancient Wendigo to both enemy day 7 spawn pool and player Sacrifice all units pool
-added Magnataur Warrior & Elder Sasquatch to enemy day 5 spawn pool
-removed Staff of Negation from level 3 item reward pool
-added Scroll of Protection to level 3 item reward pool
-added Scroll of Healing & Scroll of Mana to level 5 item reward pool
-fixed several inventory issues
-added "-modes" command
-removed slightly advantageous chance to roll some level 2 units in rewards (Archer, Priest, Shaman...)
-fixed reincarnation bug when you were able to continue to play after pillar being destroyed
-divine aid units now head back faster if forced out the circle by flying enemy units
-added lightning effect on wards being killed outside the circle


v1.04
-introduced game modes: added
Sacred Pillar Destructible & Items
-removed -tech command. Research Status board is now visible at all times also showing current week and day
-bonus 85 heal or 50 mana to 3 random units can no longer pick just spawned unit


v1.03
-food supply reward is now reduced from 2 to 1 if your units level is higher than enemy+10
-added commands to change player's, ally's, enemy's color (-color # / -color ally # / -color enemy #)
-time before 1w/1d wave spawns increased by 2 seconds
-bonus 65 heal to 3 random units increased to 85 (Gargoyle, Batrider, Hippogryph reward)


v1.02
-fixed a major issue with map not showing in game
-first two weeks now spawn maximum of 1 air unit (0 if you have less than 2 units able to attack air)
-faerie dragons can no longer spawn first week
-no longer spawns more than one kodo/destroyer on the same wave
-added lightning effect when killed for leaving the area
-improved endgame message now also showing difficulty you played on
-new loadscreen image


v1.01
-release



Videos & Thanks




BTNFrostShield icon by Darkfang
BTNFireSwordBlue icon by 67chrome

Origin idea from a custom map in my beloved PC game of my childhood Celtic Kings: Rage of War <3



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Contents

Test of Faith v1.11 (Map)

Reviews
deepstrasz
This is not altered melee (please remove this tag). It's Strategy/Risk and Defense/Survival, more of the latter. No player colour change? Could work better with more players too. "Our allied town is under siege!" spam. Does food supply count? I mean...
  1. FeelsGoodMan

    FeelsGoodMan

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    All your screenshots are broken.
     
  2. MStylo

    MStylo

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    That is weird. It is working for me even if I logout on Chrome. Although I opened it at Microsoft Edge and it doesn't load. Can you see other people images? Anyone else can't see them?
     
  3. FeelsGoodMan

    FeelsGoodMan

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    I can se other people's screenshots, yeah. Try force refreshing your browser. Your local cache might still make you see the pictures even if they're not there.
    [​IMG]
     

    Attached Files:

  4. MStylo

    MStylo

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    Resolved, thanks for letting me know.
     
  5. deepstrasz

    deepstrasz

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    Forcing players to use a command to manipulate the gameplay like the elimination of air units when the players can't fight them anymore is a bad game design. You should create the waves accordingly, depending on the strength and units the players have beforehand. If a player loses to such an attack but had the capability to win against it, then it's the player's fault.

    The map doesn't show in the game at all on 1.31.1. What version have you saved it with? Actually, it might be because you've protected it. You should find a different way of doing it. If you're using Vexorian's Optimizer, do some tests, tick and untick some fields and see if 1.31.1 sees it ingame.

    Awaiting Update.



    If you want more reviews, you should participate in the The Grand Review Exchange!

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    ADDITIONAL NECESSARY INFORMATION
    • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
    • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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  6. MStylo

    MStylo

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    Updated, issues fixed.
     
  7. deepstrasz

    deepstrasz

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    This is not altered melee (please remove this tag). It's Strategy/Risk and Defense/Survival, more of the latter.

    1. No player colour change?
    2. Could work better with more players too.
    3. "Our allied town is under siege!" spam.
    4. Does food supply count? I mean I could choose a Grunt when having 22/24. Or, if you don't have enough supply, you don't get to choose a unit next round/day?
    5. Curious, did you make use of all game's units, except heroes of course?
    6. Enemy units don't come together so you can easily smash the weaker ones first or the stronger ones depending on the case.
    7. Usually you choose units because upgrades are so random that you might not even have or get that unit until the "end".
    8. Razormane Medicine man :aht: and Spirit Walker.

    Enjoyable and creative although it could use more content, gameplay mechanics and stuff as well as a multiplayer mode.

    Approved.

    (previous comments: Test of Faith v1.02)


    borkenScreenshotsMeme.jpg
     
    Last edited: Jun 28, 2019
  8. MStylo

    MStylo

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    1. I wanted to give it more of an adventure feel to it so I chose purple for the player and violet to the allied units and obelisk which you are defending. This way it's clean to recognize who is who.

    2. Was playing with the idea of multiplayer. I may consider making it for two players.

    3. Wasn't happening to me so much it would bother me and it was a good notification for player that the enemy reached middle.

    4. I left that option to freely go over supply cap because otherwise let's say you have 3 supply left and after wave 7 it wants to offer you gryphon and destroyer. Both require over 3 food so you would have to be given an option of supply instead. It would be unnecessarily punishing and frustrating. Only when you have no spare food, your units options are replaced by supply. Here within map desription are screenshot examples of rewards, Day 6 contains this happening.

    5. Nearly every unit is being used only with very few exceptions that didn't fit the mechanics. Like there is never gonna be a flying dragon as level 10, infernal as level 8 who could easily rekt 50% of your units with permanent immolation, infernal juggernaut as level 10 who casually summons an infernal or level 3 ghosts who could possess your knight.

    6. This may seem like a negative and appear like it's me making it easy to let you kill a single unit while not fighting them all at once but this is intentional. After 5-6 weeks you are usually at 30-40 food and enemy strength keeps growing while yours doesn't. Soon these pickoffs become necessary for you to survive and it's all about skill to be able to reposition yourself. Fighting slightly weaker armies every day head on while getting barely one new unit would otherwise end after 3 days. :)

    7. Yes you cannot foresee what unit you are gonna get to choose from but it is rewarding once you get a chance to use it. I dare to say there is alot of possibilities to play around especially with day 7 reward when you can focus on a certain race.

    8. Statue and Kodo mvp aswell :D always happy to get them.

    To be fair, I thought hard about putting together as much melee content as possible while making it always fair to the player. Waves are different every single time even after you play it 100 times. It offers as many options to play with as units in warcraft 3 can provide. You can choose which race you want to focus onto, you can sacrifice everyone for a powerful neutral, all spells are available, you can get help when you realize you need it, etc. There is lot's of content and mechanics behind it already so it's quite harsh to say it needs more. :/ There is only so much a man can do with unmodified warcraft 3 units. :D
     
  9. deepstrasz

    deepstrasz

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    Well, honestly there's only arena defense. An adventure would require going beyond the death borders, doing things, basically, on other parts of the map than the middle.
    Well, honestly, I prefer a new unit than say, Moon Glaive, unless you have at least 3 Huntresses, of course.
    Yeah. Didn't try that yet. Can you have more units afterwards along the powerful one? How many times can you do this sacrifice? What's the minimum number of required units for the sacrifice?

    Well, you could think of more game modes. It's a really fun map but the downside is, totally main game material and mechanics.
     
  10. MStylo

    MStylo

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    Then consider it more as a quest. :D Just like the elves orcs and humans defended Mount Hyjal :D
    Sure some upgrades you don't get to use because you simply don't get that unit but it is always one option amongst many and it is up to you if you can afford to risk it.
    It kills everyone to summon a big guy so always only one. No difference when you already have an army of 15 units or last unit with 5% health.
    That is a good point I was thinking about some extra modifications but not so much yet since priority was to make the main concept working. Some extra features are something I will definetily consider.
     
  11. Blasterixx

    Blasterixx

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    Pretty interesting and fun map, i really like the reward system and the simplicity of the entire map having to deal with only 100% strategic micro and choosing the right reward, but the big problem with it its the fact that its getting to repettitive, especially after week 3~4, i played untill week 8 with 60 food army and then i killed all of them by leaving the circle :xxd:, My suggestions would be the following:

    1. Change the day 7 high lvl mob to day 6 instead, and put on day 7 a Random Hero to spice up the things(fighting only agaisnt units gets boring) for the first week the hero would be lvl 2, and gets 1 or 2 levels(depending of the difficulty for the next weeks).
    On harder difficulties the enemy heroes can have some items as well.

    2. There are too many weeks :mwahaha:, more than 7 weeks seems to be to much in my opinion. So make week 6 or 7 the last one(giving maybe only units with chaos dmg in the last week as well? and the hero for that week would have chaos dmg as well like an exemple(Grom Hellscream from the campaign with the blood from Mannaroth).

    3. Change the color of the enemies to red or blue( a color that can be seen on the minimap would be great, since the current color is invisible).

    4. Make the obelisk in the middle be vulnerable to attacks as well( forcing the player to protect it and not just run arround the map focusing the enemy creeps one by one), give it maybe 5k hp with fortified armor for easy mode, 2500 hp for normal and 1500 hp for hard.

    5. I noticed one of the choices we get after surviving a wave is this "orc/undead forces next week" with yellow words, what does this do exactly? i never get any forces the next week after picking that reward, so might be bugged.:eekani:

    6. Another problem with the choice reward system would be the fact that the player has no idea what the rewards even are, for exemple: Sacrifice all units for etc powerfull monster, there should be said what lvl the monster is and what spells does it have as well, since sacrificing more than 5 units for any kind of unknown monster that is not atleast a lvl 9+ is really not worth it, maybe change the "sacrifice all units" to "sacrifice 4 units of your choising" that will be much better and make it more plausible in the late game as well when u have 10+ units already.

    Overall great map with a cool and unique concept, i hope you all the best for the future of this project!:infl_thumbs_up:
     
  12. bufek12345678998

    bufek12345678998

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    I really liked the idea of the map and played it for around 1 hour. It gets really boring and easy after that. I would give that map overrall 3/5 but i still hope for more content and mostly 2-3 player co-op
     
  13. MStylo

    MStylo

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    I admit I never went over 44-46 food, I was always greedy for researches so it is possible it can get easy once your army gets really big especially on easy or normal. I'll think of some restrictions so it is acually the enemy who kills you, not boredom. :D

    It allows you to focus on one race next week. Every day first unit option and resarch are of given race.

    It is meant more as a last resort or take the opportunity option but I can see it may have felt unnecessary since your army was way too big. I'd prefer keep it more as an unique option having it sacrifice all your units since it's a really powerful unit. If it was at cost of only few units it would be too op. But I may add into the option description unit level. Abilities are up to the players' knowledge. :D

    Thank you for feedback and suggestions, I'll definitely consider them. What do you think in terms of co-op, should they have only one shared reward table or both players their own which would double the amount of armies on the battlefield? The first option seems more appealing to me and also more challenging to the players.
     
  14. bufek12345678998

    bufek12345678998

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    Personally i would have more fun if me and my friend got separate rewards but to not make it that easy, game could scale much faster in co-op
     
  15. Redbody

    Redbody

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    Can i Have version map that working on Warcraft 1.30.1 ? i can't find version v1.04 in warcraft 1.30.1
    btw the map is really cool
     
  16. MStylo

    MStylo

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    Thanks, glad you like it. However I'm not quite sure how to downgrade it to 1.30.1 sorry :/
     
  17. Redbody

    Redbody

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    oh sad my computer cannot upgrade to 1.30.4 or newer
     
  18. Kerael

    Kerael

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    Hello! I've been playing this map since v1.04 and I'm really impressed by its simplicity and difficulty in conjunction. Great work, I'm a big fan!
    I've tried v1.06 today and found a few bugs:

    1. When you get double upgrades (at negative supply ratio), sometimes the given upgrade choices are the same.
    2. Units with reincarnation result in 'lumber' stat being reduced after their 'death'. After some research I found that it can be fixed with (although I haven't tested it):
    Code (vJASS):
    TriggerRegisterDeathEvent(trig, u) // fires when a unit with reincarnation dies
    TriggerRegisterUnitEvent(trig, u, EVENT_UNIT_DEATH) // doesn't fire

    There is also a system out there tracking reincarnation (both death and resurrection), however I don't remember the name.

    Also, I'd like to suggest a few things:

    1. The options to sacrifice a random unit for healing/mana is almost never picked (at least by me). I think it would be better to instead sacrifice a random unit of a certain level (randomized as well) and give ~100*level health/mana to others. That would alleviate the fear of losing an Abomination to heal already full hp Archers, let's say.
    2. Have you considered Orbs giving an anti-air attack? Currently that would mean setting up a 2nd attack for each melee unit, which is too much of labor for a relatively insignificant effect. But when the Warcraft fixes become live, there is a chance of 'UNIT_WEAPON_IF_ATTACK_TARGETS_ALLOWED' actually working and giving/removing anti-air attack upon picking/dropping an item would be really easy. Something to keep in mind, I guess.
    EDIT: 3. The rewards dialog shows up without warning (sure, you can time it, but that is a matter of getting used to, which is no the best design, imo). This sometimes result in unwanted missclicks in situations where you regroup immediately after the fight and targeting a heal only to click on the dialog instead. I would suggest adding 2-3 ticks (BattleNetTick.wav) before the dialog shows up to prevent such occasions.
    4. The items sometimes spawn in an obstructed part of the field. I think it would be better to either spawn them south of the Pillar or within a ring (with min radius), so they are immediately visible when selected in the dialog.

    Good luck with the development! Awesome map!
     

    Attached Files:

    Last edited: Sep 19, 2019
  19. MStylo

    MStylo

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    Hey, I'm already aware of that double upgrade happening, but did not know about reincarnation. Gonna patch it out soon.

    1. That acually sounds quite good!
    2. As you described, it is pretty much impossible for me to allow melee units hit air with orbs unless I modify them all in object editor which is a kind of dumb thing to do. Also what I hate about orbs is that whenever you put them on units with effects like splash or bouncing it can ruin their attacks in one way or another. For example Orb of Corruption on Elder Hydra with splash makes the attacks to apply no debuf. Or worst case scenario - if you put it on Gryphon, his every attack will just vanish ending up doing nothing. I will have to improve on warning about that because that one hint when you pick your first orb is not enough.
    3. I've been thinking about that and a tick is a nice solution.
    4. Has it been spawning like too far from the pillar or too close to it?

    Thanks alot for a very helpful feedback!