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[Defense / Survival] The Very End of You

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The Very End of You.

Commanding probably the last living creatures on the continent. How long can you last?

Overview

The Very End of You. Is a map about holding out. The world has ended and you have to survive.
You are in charge of a small runaway colony with nowhere else to go. Therefore, you have to make your final stand.

This map has been in development on and off since mid 2019 and is written entirely in typescript. It features a custom resources system to deal with new resources:Stone and Iron.

This thread is primarily for gathering feedback and additional playtesting. We have done a few test runs of it in the Hive Discord server in the past as well.

Story

The story of this map is mainly optional. Back in the older builds most of the lore was distributed in unit/building tooltips. But I felt that this caused too much bloat and proceeded to move these descriptions elsewhere.

You can proceed and uncover it, if that is what you desire. Or you can play the map with no regard for the story at all. For all one knows it might better to not think too much about these things.

Gameplay

The game starts with the map generating and first player (usually red) picking the difficulty settings. Once the map has finished generating and the host finishes selecting options the game will start.
You start with 4 workers and 4 archers and you will need have to find somewhere to construct your base. To construct your town hall structure, you need 500 gold. How do you get gold? Passive income every 10 seconds.
Pick your poison, preferable close to Stone as that is a highly needed resource, Iron is useful but not as important for your early game survival.
Start training workers and then you can decide what you desire to go for. One thing for certain is that you need barricades and/or army units to stay safe.

Play the way you want to. Either alone or with friends. The amount of enemies scale with the number of players.

Special Features

  • Procedurally generated terrain every time you launch the map.
  • Custom Resources.
  • Macro module that allows you to send mass orders.
  • Worker AI that allows you to waypoint/right click stone and iron to gather from them, and if the unit fails it will try to gather nearby nodes of the same resource.
  • A lot of secrets.

Known bugs/Missing Features

  • Upon losing a structure that is training/researching/upgrading to something costing custom resources, does not automatically refund the player.

Ideas/Planned Features

  • Better ending for New Game.
  • Custom UI.
  • More units for more build choice.
  • Expanding Player choice.
  • Biomes for map generator.
  • Versus modes for FFA and team (Passive & Active).
  • Archon mode.
  • Unit Veterancy (the more a unit deals damage/kills, the more tiny buffs they slowly accumulate).

Media



Warcraft_III_L14GzLtCrh.jpg

Warcraft_III_7HGpdpXexB.jpg

Warcraft_III_DspLmMuF6b.jpg


Credits

The hive discord server.- Feedback, Playtesting.
Hive Game Night Crew. - Feedback, Playtesting.
@MindWorX - Playtesting, Feedback, Ideas, Code help.
@Ralle - Playtesting, Feedback, Ideas
 

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Update 0.7.578:

  • Adjusted difficulty scaling to not slaughter you early on in harder difficulties.
  • Fixed a bug where too many units would spawn on the final night.
  • Implemented the start of a Custom UI.
    • It now shows gold and lumber as currentResource / maxResource.
    • It shows two new resources under those under the same format for Stone/Iron.
  • Fixed a lot of messy/broken tooltips.
  • Removed repair costs entirely (Instead its slower to repair with workers).
  • Fixed a bug with Transfer that would cause it to have longer range than intended, and not show visuals when repairing something far away.
  • A lot of minor fixes and tweaks not big enough to mention.
 

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Update 0.7.607

  • Implemented losing, you will now essentially lose when your colony dies.
    • This is a pretty major functionality, as actually losing is part of the game.
  • Increased Ore gathering from primary ores from 0.8 to 1.0.
    • This change is to make you need slightly less workers working custom resources. It could get a bit out of hand.
  • Soldier camp stone cost reduced from 200 to 150.
    • To make it easier to acquire early game and allow more building options.
  • Reduced the resource cost of quite a few upgrades, and made all upgrades obtain 10 levels.
    • Some of the costs were a bit too outrageous, not worth the cost. However at the same time i wanted people to be able to invest in whatever they like so providing 10 levels as the baseline should satisfy that need.
  • Readjusting AI aquisition to sometimes hunt down units outside bases.
    • Kinda weird for them to completely ignore units outside bases, this change should help alleviate that.
  • Fixed a bug where units were not tracked when changing forms.
  • Implemented new unit:High Priest can heal without any mana cost and boosts decent damage.
    • With the introduction of melee mode for archers, i felt like they could use a bit of support on the frontlines.
  • Readjusted and improved many of the -Lore Texts- to boost additional details and fixes to wording and grammar.
  • Added a new standard Tier 3 enemy.
    • You could argue that that I am not adding units rapidly enough, but I want every particular unit to provide a unique purpose which is why additions are so slow.
  • Tier 3 enemies are now introduced one night apart, instead of them all appearing the same night.
    • Having 3-4 (depending on world tendency) new enemies on a single night was a bit too rough in my opinion. This will hopefully help with that.
  • Tier 3 enemy spawn table weights have been adjusted so that there are slightly less tier 3 and more of other tiers.
    • Wasn't a fundamental problem until the new enemy was included and made it a bit more unstable.
  • Included a new specialist unit: the Autonomous Golem.This unit does not cost any food but has a very low movement speed.It includes excellent health but can not upgrade damage.It can also "Root" to act as an improvised mobile barricade.
    • Pushing outside your base was rough, I included "Rest nights" previously to try and mitigate that behaviour but its still very rough to expand. Optimistically, this mobile barricade should accomplish that task easier.
  • Reduced food cost of Soldiers from 2 to 1.
    • As the gameplay has changed and Archers became more useful, this higher food cost is no longer needed.
  • Reduced food cost of Engine of Doom from 4 to 3.Reduced base armor of Engine of Doom from 6 to 4.
    • At the outset the Engines of Doom were meant to act as frontline units, while I nonetheless want to persevere them as such. They were a bit too competent at their job.
  • Adjustments to the custom UI.
  • Many other small fixes, alterations and general improvements.

HotFix 0.7.619
  • Fixed a lot of SD incompabilities.
    • SD/HD compability is hard in the current editor, i thought i had a way around it but sadly the editor mangled my imports. I also noticed that some of the icons and models i was using didnt exist in SD, so in SD mode they are replaced with somewhat similar SD models and icons now.
  • Added new Unit: Centaur Impaler. This is a long ranged sniper unit with a slow but devestating single target attack.
    • I've been trying to work towards deprecating the Watch/Soldier towers, this unit is my attempt at trying to fill the "long range coverage" role. I also realised i was lacking good single target damage units so this unit should hopefully provide that role adequately.
  • Added back some of the enemy scaling in harder difficulties.
    • While the previous patch minorly had the effect i wanted, it was way too effective and made Very Hard mode go from borderline impossible to far too easy. This change should bring back some of the harshness of the harder difficulty without being too impossible.

Update 0.7.680
This is a very technological update, mostly QoL changes and some balancing acts. Also a lot of bug fixes and hopefully i have gotten the whole SD/HD compability thing down.
  • Rebuilt my HD/SD Compability framework.
    • This fix is meant to fix some of the issues with HD/SD incompability, Some units have different skins in SD mode now and icon fixes.
  • Worker AI for custom resources now work on resources in the Fog of War.
    • This has been on my TODO list for quite a while, it was a bit tedious and needed some workaround to work properly. Thank you warcraft 3!
  • Workers should no longer auto repair when trying to find custom resource to harvest.
    • This fix might cause some wonkyness, but hopefully it wont.
  • Advanced Lumber Harvesting Gold cost base/per level, reduced from 1500 to 1000.
    • It really wasnt worth that much gold.
  • Fix macro module to work on resources in fog of war.
  • Change macro module ordering of abilities.
  • Fixed visuals for a lot of units to have better backswings and akin.
  • Added back Difficulty to harder difficulties.
    • The previous fix wasn't enough to solve the issue, the scaling has been further adjusted and will hopefully bring back the "Ooof" to very hard.
  • Increased the attack cooldown of impalers from 4.000 to 5.000 .
    • With their high damage they shoot way too fast and are way too effective, adjusting.

Update 0.7.701
This patch is quite small, currently i am working on getting a release done which involves adding some of the last things to make it "release worthy".
  • Reduced Centaur Impaler range from 1500 to 1300.
    • Gosh that was way too far :p
  • Adjusted enemy spawn table to be more easing instead of all unit types all at once.
  • Negative armor no longer grants % bonus damage.
    • I never really wanted that in the first place, it's just something WC3 brought, i had to use some math to solve the issue.
  • Added new Armor and damage types, Heavy and Light armor which is weak to Siege and Pierce respectively.
    • This change is to encourage more unit diversity, as some units now deal with some enemies far better. While i dont want to make it too confusing, this simple addition should help bring some depth to what units you are gonna train.
  • Fixed a bunch of bugs and some minor changes that wont make sense to the end user.
 

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