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Trackmania 0.9t

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What's this?
As far as I know, Trackmania offers a unique gameplay for a War3 map.

Two teams of up to four players fight against each other: Workers vs. Trolls.

The workers have to build a railway over the whole map to allow the train to reach the station in the south-est.
The train keeps going all the time, and takes massive damage when standing still.

The trolls however have to stop the train before it reaches the station, for it transports a whole lot of tools and machinery to tear down the forest.
When the train is destroyed, the trolls win.
[TD][/TD]
[TD][/TD]

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Featuring...

- Exciting gameplay
- Many possible tactics
- No player is excluded from the game

When a player's worker dies, he can still control his other units and those of the Railroad Company.
When his allies send him enough money, he can revive.
(When there are no alive workers, one of the players can revive for free instantly. Upon death all items will be dropped though.)

When a player's troll dies, he receives a wisp that is able to reanimate the troll when entering his dead body.
The workers however can build torches that reveal the invisible wisp, making it harder to revive.
(After 60 seconds the wisp is able to teleport a short distance, and allied trolls may destroy the torches)

- New terrain every time you play!
- Custom weather system
- Optional forest critters (-cr [0-10])
[TD][/TD]
[TD][/TD]

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Screenshots



Gameplay

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Terrain

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[TD][/TD]
[TD][/TD]

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Gameplay Tips


- Try to get a rusty mining pick (from the lumbermill) asap, so you get more lumber.
- You can build a mortar to clear the path when you are far away from a lumbermill.
- Build torches and towers near dead trolls to delay their revival


- Skill steal in the beginning!! Lure enemies out in the woods.
- Don't die near torches/towers.
- Use rocks and explosives from the goblin shops (see minimap icons) to stop the train

[TD][/TD]
[TD][/TD]

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Credits

unknown - Track models
iNfraNe - Water Model
Magtheridon96 - Host Detection
Frotty - Ideas and Testing (thanks to him the train runs all the time)
Garfield1337 - Ideas and Testing
[TD][/TD]
[TD][/TD]

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Progress/Changelog

The map is fully playable.
There are no known bugs atm.

-


1.0 (Reforged version)
Added/fixed some commands. There now is a command for track damage done by the train.
By default the train does not damage tracks anymore. (Was too hard for humans.)
0.9t
New: New troll spells, tracks get damaged by the train
0.9r
Fixes: Minor things
New: Random terrain generator, Voodoo Doll item
0.9k
Fixes: Train not moving properly sometimes, rock chunks healing aura removed...
0.9j
Fixes: Double wisp spawn, right click on lumber mills not working
New: Mana regeneration at troll huts, repair factories
0.9f
First release on the hive.

[TD][/TD]
[TD][/TD]

Keywords:
Rail, Railway, Track, Train, Troll, Worker, Forest, Barrens, Race, Trackmania, Railroad, Tycoon, Build
Contents

Trackmania 0.9t (Map)

Trackmania 1.0 (Map)

Reviews
21:31, 23rd Jan 2012 Vengeancekael: Approved
Level 13
Joined
Jun 1, 2008
Messages
360
Glad you like it.
You already can build riflemen in the tent though.
The seed/regrow is a good idea. I was already thinking about making a seed that acts like an entangling trap.

Download of 0.9r (without troll spells; optimized/protected):
In case you liked the old version better...
 

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Last edited:
Level 13
Joined
Jun 1, 2008
Messages
360
In case you found a bug:
I've already finished a new version (k), which fixes some issues about the train movement (they are very rare though) and another bug (which I won't tell you so you don't abuse it until then :D).
Still needs some testing though before upload. 0.9k uploaded
 
Last edited:
Level 13
Joined
Jun 1, 2008
Messages
360
Thanks :)

For the next version, I though about adding many new troll spells that you can select some from.
These spells will replace the hero spells, and will be improved automatically (all of them) as you level up.
The purpose is to make trolls be able to harass the humans without having to buy barrels of explosives all the time.
For example: (Green = Finished)
- Hardened Skin (so you can tank, especially effective against riflemen)
- Assassinate (strikes multiple times (meele) and adds evasion for a short period)
- Multi Strike (throws multiple axes - stacks with claws)
- Stampede (pushes units away and damages them)
- Kamikaze (turns yourself into a timebomb)
- Magical Whisper (grows trees and dense shrub)
...

Since you don't level up so fast, each level is intended to be a great improvement to your spells.

However, I don't have much time at hand, so you'll have to wait a while for these changes ;-)

€: New spells are working fine, working on balancing now.. (they are a little OP :D)
€: I have a hard time balancing, since post people seem to be illiterates.
I've made another change: The train damages the tracks he runs over (~90% of max HP).
This way you can't leave tracks unfinished or they will be destroyed.
Plus it is easier for the trolls to get some money in the late game.
 
Last edited:
Level 13
Joined
Jun 1, 2008
Messages
360
0.9t uploaded
When I played 0.9t it felt quite balanced, but if you think otherwise feel free to tell me.

Trolls can now choose 4 out of 8 spells, which will be leveled up automatically as the trolls levels up (max spell level is still 3).
These spells can be changed at any time with a cooldown of 5 minutes per spell.

And, as mentioned above, the train damages rails now.
 
Level 1
Joined
Feb 7, 2012
Messages
3
Played this game with my friends, we like it very much , 5/5!

Some improvements we would like to suggest:

1) For the terrain generation , we feel that it would be more challenging and interesting if there were slopes ( both downhill and uphill)

2) Add in random weather effects that will affect both teams , for example : Heavy rain that slows down the movement of all units by 15%
 
Level 13
Joined
Jun 1, 2008
Messages
360
The problem about slopes is that the track models would just stick out of them for they don't adjust to the angle.. buy I'll see what I can do.
Making weather effects affect the gameplay is a good idea - i could make tornados and maybe forest fires too.

Don't expect anything until friday though, I've got an important exam.

€: Gotta get a new keyboard first :S
 
Last edited:
Level 9
Joined
Jun 5, 2011
Messages
788
I know what you mean by exams... i have different high school tests and contests as well...
But, about the weather... i though you could make something like:

Rain > Slows all units.
Storm > Slows units and creates lightning bolts (which deal AoE damage where they hit, to both units and trees).
Tornado > Moves around randomly destroying trees and damaging units.
Heat > Damages units very slow (something like 1 hp loss every 2-3 seconds) and bursts fires in the forest (random flames that bring down trees).

Just a suggestion *smile*.
 
Level 26
Joined
Aug 18, 2009
Messages
4,097
The emptiness of this thread's replies --> spam is too damn high.

I do not get how trolls should be able to effectively swap their skills. This is also a problem we mentioned yesterday. Even without items and peasants feeding hard, you should have possibilities and a complex control. After all, as troll, you only take care of one hero in the environment. I still see the comparison to tag maps. You have not set a direct timer making a team win but the progress of the game derives from the builders developing the track. The hunters should nag and delay them to overstretch this timer as hunters grow stronger. But it cannot be that either team wholly loses their character. Builders win the game by finishing the track. Hunters win by destroying the train. So why should trolls be roflstomped in combat? The game is over at this moment as the trolls lose their strength. And that's why I said builders, rather than putting a counter force together, should employ more workers to match up with the complexity, fulfilling their role, for the trolls to have partial success when getting rid of minors and to not ridiculously lose the game at one swoop when the worker dies.

2) Add in random weather effects that will affect both teams , for example : Heavy rain that slows down the movement of all units by 15%

Randomness is always awkward in pvp maps. The factions here are completely different, it does not affect them equally. And you cannot even influence the weather unlike a blademaster can play his chances on critical strike by attacking. Furthermore, heavy weather like the strong wind is bad for visions. If the weather is not global, it will be hard to make out the area range.
 
Level 6
Joined
Oct 26, 2010
Messages
74
Yeah exactly. Lakes, hills, trees and small obstacles are placed randomly.
I tested it in single player and realized this. This feature is awesome but due to the load of trees on the map you dont experience this, enough.
Maybe if you play it more often it gives the little extra, which doesnt make it boring, tho.
Ill host it these days and try it out on multiplayer.
Til then, have my 5 star rating ;)
 
Level 23
Joined
Jan 1, 2009
Messages
1,615
Fun map but incredibly unbalanced. The troll spells have no description and vary highly in usefulness, Kamikaze being one of the strongest, because it can hardly be countered and is very high damage. All of our 4vs4 games were a troll stomp pretty much.
Also none of the trolls ever leveled? I think it would be more fun if trolls had some progression rather than just having the imba kamikaze from the start.
If you pick the wrong troll spells, you can be very useless. In general the game is very hard to get for noobs. Shared control lightblue units doesn't help with that.
The human revive mechanic is very weird, just ask allies for gold? Seems very unreliable. Also it isn't even obvious that you shouldn't lose the worker unit at all. How do I regenerate my worker?
It was still fun, but I think trolls should be more of a constant trickle-annoyance, rather than a big kamikaze every few minutes. iirc there were some ai troll minion spawns in previous versions which sadly seem gone now.
 
Level 13
Joined
Jun 1, 2008
Messages
360
Thanks for the review! As for the minions: There's a command now to set their numbers (-cr X I think.. see F9).

Kamikaze: I thought the Kamikaze spell is balanced because the trolls need quite a long time to revive and it's risky if humans use torches - but maybe it's too strong after all. When I play it again, I'll look out for that.

Which spells do you think are useless?

Revive mechanics: I already reduced the gold needed a lot in the last update; after trading once you can revive an allied player. Do you think it's still too hard or did you just have allies that didn't help you? Some team play is definitely required when that happens.
 
Level 12
Joined
Jan 4, 2014
Messages
548
I agree with @Frotty, the revive mechanic is weird. Beg for your teammates to give you gold is an annoying way to deal with reviving.
Maybe, you could make it calculate your current gold and subtract that needed to revive and if the player doesn't have enough make a timer that scales on how much missing gold the player has to revive. You could also be fancy and check periodically if the player has received gold and substract the gold to your death timer, so you could keep the begging teammates for gold aspect but not make it mandatory.
 
Level 6
Joined
Jan 13, 2013
Messages
131
Very cool map, played several times with my friends. The only problem is we can't figure out how humans can possibly beat trolls. Even when we banned kamikaze humans got demolished. I'm wondering if we're just missing something important somehow.
 
Level 23
Joined
Jan 1, 2009
Messages
1,615
Very cool map, played several times with my friends. The only problem is we can't figure out how humans can possibly beat trolls. Even when we banned kamikaze humans got demolished. I'm wondering if we're just missing something important somehow.
The balance and gameplay changed a lot over the versions.
But as usual with such maps, prison break is another that comes to mind, it depends a lot on player skill.
If humans know what they are doing, they can keep the train slow and make steady, fortified progress. You can camp troll corpses with towers and torches to prevent them from (easily) reviving. Once you gain enough resources and got upgrades, humans can be unstoppable.
The same goes vice versa - if a troll knows how to ambush properly and humans don't protect the train, you can easily destroy the current track causing massive damage.
Playing with pubs it's usually better to not go with symmetrical teams imho.
 
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