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[Strategy / Risk] The Rift

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Feb 8, 2015
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EDIT: Project discontiued, as I have lost interest in (this kind of-) map making

In a world torn apart by a catastrophic daemon ritual known as 'The Rift' factions old and new strive for control over the lands of Pan - and dominance of the other factions.


Players
The map supports up to 10 players with control of each their faction; all with unique casters, warriors, and Heroes.

The Map
The map is 480 x 480 cells (the largest available in Advanced World Editors), and is devided into two large continents - a northern, and a southern - with a great scattering of islands in the middle ocean.
Each faction has a definite starting position, with most being well-defended, large capital bases (some exceptions occur though).

Map.PNG

Aside from player units a great deal of Neutral-Hostile creeps inhabit the map, and can provide resources and items when killed.
In addition; a generally hostile Computer-Controlled faction is also present, and will conduct a few events.

Gameplay
The ultimate goal of any faction is to destroy the units and buildings of all opposing players.
The simplest way to achieve this is to construct buildings; train units; and attack your foe with overwhelming force.
  • There are several ways to improve on your army's effectiveness:
    -The game features a wide variety of upgrades that may either flatly improve your army, or perhaps tilt its balance into your particular preference (for instance offense > defense)
    -Leveling your factions Heroes (there will be 2-3 for every team) can unlock powerful abilities that can turn the tide in both large- and small-scale battles
    -Acquiring unique items from the wild beasts of the land can improve the stats and abilities of your Heroes, sometimes allowing them to bolster your army as well (for instance a Command-Aura item)
    -Every faction has a line of Quests that, when completed, provide some kind of reward for your faction. These rewards range between Hero Items - new units or Heroes unlocked - resource rewards - or army upgrades

Heroes
  • Most factions start off the game with two Heroes, and in rare cases only one (another will always be available through a quest, however).
  • These Heroes can be leveled to a maximum of 20, where they reach the apex of their power. But it can be further supplemented with Epic and Artifact items.
  • There are no unrevivable Heroes, your Heroes can always be brought back from an altar.
    -The game does feature Demi-Heroes, however, who are extraordinary single units incapable of being revived.

The Rift has three resources: Gold, Industry, and Supply.

Gold is gained by capturing Control Points, found around the map. When held; these points grant a steady income of gold every minute. Gold can also be pillaged from Neutral-Hostile 'creeps' found around the map.
Gold is used for all unit-types and upgrades, as well as the revival of Heroes. Most units have a greater Gold-cost than industry cost, with a few exceptions.

Industry is harvested from the world. Objects such as rock chunks and wheat may be cut up by workers and delivered at the proper buildings. A few select control points also grant industrial income.
The Industry resource is mostly used for constructing buildings, and training heavier unit types such as Heavy Cavalry, Catapults, and flying units. It is also used in most upgrades.

Supply is used to sustain your army, acting as a population cap. Most units take up 1 supply, but some elite warriors require as much as 2 or 3.
You may increase your supply by constructing faction-specific buildings, allowing you to sustain a larger army. The maximum cap is 200 Supply.

Quests are player-specific "events"

Quests are missions unique to each faction. Sometimes they involve specific enemies, other times the player must simply send a warrior to a specific location.
Quests always provide a reward; often this will be a small force of free units (possibly including Demi heroes or buildings), access to new technology (upgrades), Epic items or bonus resources.
Note that a few quests can be completed by all players (See World Events), and the Rift Seeker cult can uniquely "steal" some quests from other players.

Foundation buildings
At select, key locations around the map are found Ruins and Tower Foundations.
Tower Foundations are the only places where defensive turrets can be constructed. When "killed" they change ownership, much like control points. Rare "deep-set" foundations provide platforms for great cannon towers.
Harbour Ruins are similarly useful. Only very few exists, and their provide the only locations suitable for building shipyards to produce your naval vessels.

Moving around the map
Moving around the map means legging it or shipping it. There are no scrolls of town portal(!). If you spread your forces too thin without securing your backlines, you can get ambushed and screwed over.
Deal with it.

Misc. Controls and Commands
Players can always give up and go "-observer", if they wish to observe the rest of the game.
Players can also adjust camera settings to zoom out much beyond regular Warcraft 3 settings, to account for the large map size.

HE Capital Overview WiP3.png
Imperial Ruins WiP2.png
Imperial Ruins WiP3.png
Islands Overview WiP1.png
North Central Overview WiP1.png
Northeast Overview WiP1.png
Northeast Overview WiP2.png
Northwest Overview WiP1.png
South Central Partial Overview WiP1.png
Southeast Partial Overview WiP1.png
Southwest Partial Overview Wip1.png
 

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