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Toy Soldiers v1.56

Submitted by SnaKy
This bundle is marked as approved. It works and satisfies the submission rules.
Features:
- shooter map, in conclussion it's mix of various FPS games given into WarCraft3
- great for LAN party
- fast-paced action
- 5v5 gameplay
- Bomb/Defuse mode and Zombie mode
- realtime, round-based gameplay
- takes just few moments to learn how to play (if you ever played ET it will be piece of cake for you)
- 7 unique classes to choose from, even if it's very similar to play with every class, everyone has got another pros/cons
- more types of ammunition, not just one per weapon
- hiding in trees and bushes, giving it realistic touch
- 4 types of grenades, airstrike, artillery barrage
- unique 3D positional sound, also walking sounds (like in Counter-Strike)
- still in development so things may change (any suggestions you give I take in consideration)



You thought maybe that the name of map doesn't have any connection with gameplay itself except the word soldiers. well yeah, the game is not toys, I made it more or less realistic. I took it more poetic. ;)
Even the map is not as colorful as the map preview picture. The game is a lot of dark green while picture is light, flashy, etc. It's done on purpose.

Also: map is unprotected.

Follow thread at forums // old screenshots

screenshots:

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[​IMG]
[​IMG]
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[​IMG]
[​IMG]
[​IMG]


changelog:

-- 1.55-1.56
- Added new map Thousand Canes
- Bunch of changes I don't remember

-- 1.54-1.55
- Added very simple AI (will be better with ongoing versions)
- Added new command for host -mode , to change actual map/mode
- Added new command for host -ai , to enable/disable cpu taking over leavers (default: enabled)
- fixed stacking system, now item stacks even with full inventory (if item is bought)
- Increased hp of zombies; Main zombie 3000 -> 4000 / Infected 1500 -> 2000
- Increased hp of Minion Lair; 300 -> 500
- Barricades get destroyed on every new round (in Zombie mode)
- changed item name; Antipsychotics -> Neuroleptics
- Added Team Deathmatch mode to Inferno
- all ammunition is now cheaper; Bullets 20g, Shells and Sniper Rounds 30g, Stun 90g
- fixed bug when unit had LSD before changing to zombie
- fixed many other bugs with zombies
- fixed issues with selection

-- 1.53-1.54
- New mode - Zombie
- tweaked grenades physic
- improved graphics a bit
- added sound for airstrike's bomb whistle
- fixed portrait bug
- Sticky bomb's clusters do more damage now
- bigger collision size for Riot Shield (better protection)
- Bomb don't have hp regen now but hp increased from 50 to 60
- technical fixes

-- 1.52-1.53
- Medic can heal himself but it's only 50% effective
- New item - Riot Shield
- New item - Goggles
- Text-tags seem to be fixed more or less
- a lot of other technical fixes

-- 1.50-1.51
- tweaked Bear Trap to be weaker (cd, no dmg,...)
- Stalker's cloak uses less mana
- cloaked Stalker is now less visible a bit
- changed some things about LSD Grenade
- fixed -rr command
- fixed -kick command (for host: type just -kick to display player list
for player's ID, then type -kick # , where # is player's ID from 1 to 9)
- fixed bug with conditions of winning for blue team
- fixed bug with leaving when picking class
- cover aura does more translucency by 10%
- fixed Stalker's minimap icon when cloaked
- smoke from Smoke Grenade does less damage
- Sniper's ammo now come in pack of 8 instead of 6
- Sniper's attack cooldown has been reduced to 4 from 6
- fixed camera issues in replay
- Recon has new ability - Painkiller (increases temporary his hp)
- Morphine now gives 2.5 sec invulnerability to ressurected unit
- Turrets have more intelligent shooting pattern now

-- 1.42-1.50
- improved INFERNO terrain
- new class - Stalker (Infiltrative role, comes with Bear Trap,
Cloak and well known Smoke Grenade)
- upgraded code a bit
- smoke from Smoke Grenade now actually blocks vision and does little damage in it's area
- a lot of minor stuff changed

-- v1.20
- decreased cost of Stimpack from 90 to 65
- reworked Operator, now he has Artillery Barrage instead Smoke Grenade and Sentinel instead Support Aura
- created *beep* sound when you hit somebody in fog of war (the most usable for Sniper and MG classes)
- minor changes

-- v1.19
- increased Mortar's cooldown from 7 to 14 seconds
- increased Sentry Turret's hp from 400 to 600
- increased Barricade's armor from 0 to 20
- decreased cost of Stimpack from 100 to 90
- tweaked Medic's gun (shots faster and smaller spread now)
- decreased hp drain on revive from -5 hp to -3 hp per second
- decreased duration of Medikit from 25 to 20 seconds'
- added Destroy ability to Barricades

-- v1.18
- created system for changing maps
- reworked Satellite, now it is less laggy and more comprendious
- reduced self-fucks with Mortar
- Mortar is now a bit weaker
- trees can be destroyed now
- fixed old grenade bug (disappearing)
- terrain less messy
- added an item - Stimpack
- two shops instead of one now
- Smoke/LSD grenades now use the same grenade item as explosive ones (more limited)
- increased max of grenades from 5 to 6
- a lot of other tweaks I don't remember

-- v1.17
- a lot of small changes have been done
- added an ability for Machinegunner - Mortar
- automatically finds and uses new ammo from your inventory when the currently selected is depleted
- Scout renamed to Recon
- teamcolored nametags
- added an item - Barricade/450hp
- changed C4 Detonator from item to ability + it has got an new icon (easier to control)
- added towers to terrain
- new messages for kills that anyone can see
- minor changes on terrain

-- v1.16
- increased duration of Rune of Heal from 5 to 10 seconds (it's healing slower now)
- team with lesser players now get more gold on end of round
- increased cost of Sentry Turrets to 85 from 70
- changed damage of Sniper Rifle, now it takes 80% of max hp to unarmored and 40% of max hp to kevlar armoured targets
- Sentry Turrets get removed on end of round now
- tweaked Rune of Heal
- fixed swap command
- fixed detector of allied players

-- v1.15
- changed UI
- changed hotkeys
- added muzzleflashes
- added glow on grenades
- machingegun is now faster shooting
- effects of LSD are now shorter, 30->20
- changed color of LSD Grenade from white to yellow
- every player can be revived only once now
- fixed bugs with game camera

-- v1.14
- increased Machinegunner's hp up from 505 to 600
- Machinegunner have now same movement speed as Sniper
- nametag now comes with class name
- players spawn with temporary invulnerability (10 seconds)
- minor changes on terrain
- minor changes on tooltips

-- v1.13
- added class: Machinegunner/505hp
- added an ability for Sniper - Scope Mode
- added an item - Sentry Turret
- decreased Operator's cost from 140 down to 120
- Sniper now wears a bush (better cover)
- added new sound for Knife
- fixed minimap bug with Operator

-- v1.12
- added unique detector of position of allied players
- added class: Operator/450hp
- added abilities for Operator - Support Aura, Airstrike
- now you explode when you carry Explosive Barrels and die
- some locations (like bushes etc.) gives you partialy invisibility when you don't move
- added an item - Satellite Screen
- better preload
- improved tooltips

-- v1.11
- increased Scout's movement speed from 460 to 490
- increased Scout's hp up from 500 to 525
- increased AOE of LSD Grenade from 400 to 600
- changed cooldown of LSD Grenade to 10
- minor changes

-- v1.10
- new model for AP bullets and Stun shells
- increased cost of Stun shells to 80 from 60
- morphine now do not use mana if no usable corpse is near

-- v1.09
- improved tooltips for all explosives
- HP of classes are now: Marines and Scouts/500hp , Snipers/425hp, Medics/400hp
- fixed minimap bug
- minor changes

-- v1.08
- added an ability for Scout - Binoculars
- added an ability for Medic - LSD Grenade
- improved tooltips for all ammunition
- fixed morphine bug (hopefully)
- increased bullets damage a bit

-- v1.07
- fixed crash when purchasing grenades

-- v1.06
- balanced vision of every class now

-- v1.05
- grenades can be purchased now
- minor changes

-- v1.04
- minor changes

-- v1.03
- every weapon has its own ammo now
- added classes: marine, medic, scout, sniper
- added 5v5 gameplay
- grenades are limited now (max 5)
- fixed camera
- fixed leaving players bug


Keywords:
Toy Soldiers, Toysoldiers, Toy, Soldier, Shooter, Physics, Grenade, Action, Hide, Projectile, Bomb, Counter Strike, CS, TS, TF, Stalker, Operator, Mar
Contents

Toy Soldiers v1.56 (Map)

Reviews
Moderator
03:51, 2nd Oct 2008 VGsatomi: Another elaborate, high quality tactical map by snaky. teamwork is essential and each class played very unique roles. Interaction with the terrain and variety of weapons, abilities and items in a modern tactical combat...
  1. Lastbil

    Lastbil

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    I agree :) thats good changes + PLEASE PLEASE make so if you take team death match that host can change how many victories that needed for win so I dont have to rmk all the time :)
     
  2. dracir

    dracir

    Joined:
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    This was the best map ever for the lan we do every 2 months. The map layout is great, way of firing, grenade, "spells" its all awesome. But, the only things missing is maybe 1 more mod et 1-2 map layout choise.
    Thx for the map :)
     
  3. xzero

    xzero

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    Please update the map as the new warcraft 3 1.24 update doesn't allow this map to work.
     
  4. Lastbil

    Lastbil

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    Yes, I cant play this awesome map right now :(
     
  5. brOz

    brOz

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    [rainbow]Yeah, I was hoping for a new version, I saw that u were active so i thought there would come an update...

    Looking forward to play it :thumbs_up:[/rainbow]
     
  6. qassamzed

    qassamzed

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    that's right
    I hope it will update soon

    add more weapon,class,item,even the Map (dessert theme,city theme.etc)

    Snaky where are u..? Plz Update this map ^^v
     
  7. SnaKy

    SnaKy

    Joined:
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    ah sorry guys, i had and still having some issues in RL
    made little update this time, new terrain (de_inferno) and made some tweaks like decrease of movement speed, etc...
    already played some games on BN and it was quite fun besides the bloody bugs there :(

    i know it sometimes bugs when someone leave, bomb sometimes makes boom a lot quicker than it should, texttags with player names often bug when playing with 8 players and more and so on
    but still, let me know about bugs you encounter also if you have any ideas for balance issues

    oh, and i didnt write changelog this time, cant be arsed to do it :D
     
  8. DarkRaven27

    DarkRaven27

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    i think its gonna be good if there is an AI
     
  9. pomelito123

    pomelito123

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    Suggestions:

    Chance to shoot the foot (Slows the enemy but can be healed by medic)
    Chance to shoot the hand (Allows only Knife mode or Decrease reloading time can be healed too)
    Chance to do a headshot (instant kill)
    Chance to directly hit the enemy (full damage even w/ Kevlar Vest)
    Chance to do a critical shot (EGGSHOT!!!)
     
  10. Crios

    Crios

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    Not bad 4/5
     
  11. Cpt.ZnacK

    Cpt.ZnacK

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    once again it get better and better..NYC!
     
  12. Ultimate_MapCreator

    Ultimate_MapCreator

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    Where's the changelog for the latest versions?
     
  13. SnaKy

    SnaKy

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    there is none, i have some reasons why i stopped writing 'em
    and i am sorry for that
     
  14. Ultimate_MapCreator

    Ultimate_MapCreator

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    Could you at least post the important changes? Like new maps, classes, modes, etc.
     
  15. SnaKy

    SnaKy

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    ok there it is:

    Code (Text):

    1.50-1.51
    - tweaked Bear Trap to be weaker (cd, no dmg,...)
    - Stalker's cloak uses less mana
    - cloaked Stalker is now less visible a bit
    - changed some things about LSD Grenade
    - fixed -rr command
    - fixed -kick command (for host: type just -kick to display player list
    for player's ID, then type -kick # , where # is player's ID from 1 to 9)
    - fixed bug with conditions of winning for blue team
    - fixed bug with leaving when picking class
    - cover aura does more translucency by 10%
    - fixed Stalker's minimap icon when cloaked
    - smoke from Smoke Grenade does less damage
    - Sniper's ammo now come in pack of 8 instead of 6
    - Sniper's attack cooldown has been reduced to 4 from 6
    - fixed camera issues in replay
    - Recon has new ability - Painkiller (increases temporary his hp)
    - Morphine now gives 2.5 sec invulnerability to ressurected unit
    - Turrets have more intelligent shooting pattern now

    1.42-1.50
    - improved INFERNO terrain
    - new class - Stalker (Infiltrative role, comes with Bear Trap,
    Cloak and well known Smoke Grenade)
    - upgraded code a bit
    - smoke from Smoke Grenade now actually blocks vision and does little damage in it's area
    - a lot of minor stuff changed
     
    these are actual changes for upcoming 1.51, will release it as soon as it's tested well
     
    Last edited: Nov 2, 2009
  16. Dark.Revenant

    Dark.Revenant

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    Technically, this map is the top of its class.

    However, this comes at a price; you spent so much time on the engine but the gameplay aspects seem to be less developed. For instance: the map design is pretty well laid-out, but it has some faults with the doodad/obstacle placement. Beyond that, it's mainly just a general feeling that there is not enough variety. Sometimes realism must be sacrificed to make a better game. You should have more ammo types, more versatile items, and make the classes more easily differentiable (they all look largely the same and act the same in the basic sense, in that all of them essentially have the point-and-shoot mechanic with nearly identical bullet speed - the abilities are not enough to create a sense of uniqueness).

    There is one especially broken thing: medics. Even when completely alone, a medic is the single most dangerous class in the game because of his hax-level healing and rush capabilities. A stim + heal, then a rush to a hotspot followed by a sentry placement results in a very tough-to-beat situation. The medic can basically rush into combat with great speed, destroy the target(s) with the sentry, shotgun, and spammed knife, and heal at every opportunity. The healing is the crux of the problem; once I managed to, in a 2v1 scenario (the 1 was a medic and the 2 were nonmedics), bring the enemy down to 75 hit points. By the time (7 seconds later) my team mate got to him after I died, the hit points were already at 400. He brought the hitpoints down to 50 before both were driven back by grenades. Eight seconds later, they found each other again, and the medic was back to hull health already. My team mate brought the medic to 200 hit points before he died. The medic took more damage than my whole team combined and survived because of the near-instant regeneration speed.
     
  17. SnaKy

    SnaKy

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    I just awoke..:D

    I noticed that too (about medics). There are two ways yet I have to decide which one should I use: _1._ Medic cannot heal himself (but other medic could heal him...) OR _2._ When Medic use Medikit on Medic class (himself+other medics) the healing would be somehow worse (less HP,less duration...anything). What you think?

    Also I am like a half of year experiencing the Texttags (hp and name over players - sometimes don't appear) still bug, and seems I cannot fix it. :(

    Anyways, made some new stuff for new version. Sniper have new ability now - Sticky Bomb, its very tricky 'grenade'. Hard to explain how it works, but it have many purposes (can be stick on tree like trap, when enemy comes near the sticky bomb attach to him...or you can stick it on urself and then run to enemies - if you're lucky it will stick on them). When sticky bomb explodes (does very little explosive dmg) it shoots 20 shrapnels in the circle (even hurting your team so beware).
    Second thing is the Riot Shield. Imagine Tactical shield from CS1.6 ... I have to tweak it a bit yet to be more practicable. It acts like obstacle moving in front of you. In my mind i'd like it to be usable in something like Tank tactic. One of your team (with shield) stands in some area to keep your allies out of firefights. However Sniper, MG and Turret can penetrate it (like they can penetrate other obstacles too). But explosions seem to destroy shields very quickly :D

    Also perhaps I forgot to say it, but there will be new terrain since the oldest one (jungle?) cannot be played anymore. It will be rather small for 2v2 or 3v3. Inferno seems to be the best at 4v4 (5v5 is truly more grenade-work than firefight it should be - and I don't like it that much).

    WIP Scheme:
    [​IMG]
    (my friend Rednek drew this)
    I have to decide how environment will look like - snow? or more city-like? :D don't know yet...:cidea:
     
  18. xzero

    xzero

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    You should make it so sentries can't see cloaked stalkers :p
     
  19. wereguy2

    wereguy2

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    Awesome, you should make it all tight and cover-based.
     
  20. Cozythrias

    Cozythrias

    Joined:
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    best shooting game i ever played, and yet again im waiting for the new updates, i'll be keeping track 5/5

    tho i suggest, that medics cannot heal themselves since truly that medics are really dangerous only thing i was do about the medics was become a recon use stim pack then pain killers then shotgun knife em to death, but medics still have more of an advantage if they hit and run then heal