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The Caravan Bandits 3.0

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Aug 23, 2006
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Hello everybody,
Just finished my second map ever, my first one was back in 2004... decided to make a second a few weeks ago and I just finished a couple days ago. The game may need some balancing, but please play on both sides before replying. Thanks to everybody who gives me some input, and helps me along the way. I'll be sure to credit you in the next version for your help.

SUMMARY

There are two cities. Between these cities is a Trade Route, along which travels Caravans carrying Gold. The Defenders are responsible for defending and protecting the Caravans while the Bandits have to kill the Caravans and rob the Gold.

OBJECTIVES

The game mode is chosen by Player 1 at the start of the game. There is either Target Mode or Timed Mode.
Target Mode has the first team to reach 1500 Gold, wins.
Timed Mode has either a 30 minute or 45 minute timer and the team with the most Gold when time is up, wins.

TEAM OBJECTIVES

Defenders
- Defend and protect each Caravan that goes through the Trade Route. For each unit that survives and makes it to their destination, each Defender earns Gold.

Bandits
- Attack and kill the Caravan units and pick up the Gold they drop. Gold picked up is evenly distributed to the entire team.

v.3.0 --- Aug 21/06
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- Fixed major issue that didn't allow Orange to collect Gold that dropped from Kodos
- Increased tower range
- Removed firebolt from Dark Priest
- More tweaks for units to balance the game out more
- Lowered attack damage from Caravan units
- New unit! The Bandits can now purchase a Goblin Sapper from the Mercenary Building
- New feature! Now, more than 1 Caravan can spawn at a time, for a maximum of 2 Caravans at a time
- Slowed down the Caravans a bit
- Changed model for Bandit Ancient and model for summoned Treants
- New units! The Transport is back for the Defenders! Also Caravan Escort, Elemental, Black Barracks, Giant and Spy
- Some minor terrain changes

v.2.6 --- Aug 20/06
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- More unit tweaks and balances
- Lowered food start for Defenders
- Lowered food given by farms
- Removed Thorns Aura from Caravan leader

v.2.5 --- Aug 19/06
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- Made Caravan move faster
- Removed annoying game pause at the beginning of the game
- Fixed error in leaving Player message
- Made Bandit heroes more expensive
- Made penalty for Bandits who allow their heroes to die
- Made hero revive time 60 from 40 seconds
- Made a Waygate to connect both cities
- Removed unit! Transport
- Tweaked several Defender units' prices and stats
- Changed Defenders Hunter Ensnare into Shadowmeld
- New building! Caravansary
- Fixed team leave defeat bug

v.2.0 --- Aug 19/06
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- Made Defenders starting towers invulnerable
- Made Knights slightly stronger
- Increased Bandit hero revive time to 40 seconds from 15
- New unit! Scout Tower created to help reveal invisible units
- Changed Advanced Barracks price to 150 from 210
- Changed Farm price to 25 from 50
- Changed Guard Tower price to 80 from 100
- Changed Cannon Tower price to 80 from 100
- Changed Sasquatch price to 200 from 280
- Changed Transport price to 150 from 180
- Changed starting money for Defenders to 300 from 250
- Farms provide 18 food instead of 16 / Barracks provide 20 food instead of 10
- Barracks now have an attack
- Defenders now receive 50 Gold each time a Caravan spawns

v.1.6 --- Aug 19/06
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- Fixed player leave victory
- Lowered Defenders Knights hitpoints to 500
- Lowered Defenders Archers hitpoints and increased attack cooldown time
- Made Bandit heroes slightly more powerful

v.1.5 --- Aug 19/06
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- Changed Bandit Hideout so hero cannot be revived from there
- Fixed Lancer's level 6 special
- Made Heros for the Bandits revive for free
- Added victories for when other players leave
- New feature! Changed players to 6 Bandits vs. 4 Defenders, made Player 6 (Orange) a Bandit
- Changed Defenders start money to 250 from 300

v.1 --- Aug 19/06
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- Released map, first public test

Check out the map's website for screenshots
http://thecaravanbandits.net.tc/

Thanks for all the input and suggestions you guys can offer.
 

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Level 11
Joined
Sep 1, 2006
Messages
443
I guess my comments don't count since i played this on singleplayer cus i didn't have very much time, but....i like the map its good, the two things that sorta lept out at me (minor things i guess) was the whole waygate thing, usually i would say "cmon dude you can be more creative then a waygate", but seeing as it is a RoC map, it dosen't matter very much, and the build structure icon on the defenders worker is a bit..odd.....can't wait to see custom abilities on this map! (i am correct that RoC maps can't have designated teleportation spots, and have to do it through waygates, right?)
 
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