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Tree Tag 2019 Edition

Submitted by ssbness
This bundle is marked as approved. It works and satisfies the submission rules.
Tree Tag 2019 Edition

The best Tree Tag Edition ever..!
Community discord

Ent: Survive until the time runs out.
Infernals: Kill all ents before the time runs out.

Ent gameplay:
Survive in the forest and hide from the infernals.
Create Resource Storages to build up an income and to become more and more wealthy.
Once you got enough resources, you can start to build powerful bases.
Get items to strengthen your ent or discover secrets in the forest.
And remember: If you get caught by an infernal, you can get rescued by your allies.


Infernal gameplay:
In the beginning, you can select 1 out of 6 different infernals.
After 30 seconds, the infernals land in the forest and the search for the ents begins.
You gain experience and gold by destroying buildings and units of the ents.
Buy more and more powerful items and units to gain control over the forest!!



Features:
  • fun and varied gameplay​
  • ingame team selection
  • 6 different ent classes:
    - Runner, Regrower, Illusionist, Warrior, Protector, Economist
  • 6 different infernals:
    - Pyra, Blaze, Burnin, Khale, Darkness, Voltron
  • stats-system across all games
  • easy to learn​
  • .. and a very friendly community​
Infernal setup:
  • 1-5 players: 1 infernal
  • 6+ players: 2 infernals
  • 10+ players: 3 infernals
  • 18+ players: 4 infernals
Game duration:
  • 1-12 players: 45 minutes
  • 13+ players: 60 minutes
Credits:
  1. Crystal_Infernal.mdx by DarkHunter1357
  2. DemonTower.mdx by HappyTauren
  3. ShadowInfernal.mdx by UgoUgo
  4. HD_Loading_Screen.mdx by Softmints
  5. Selection_Octagon.blp by Avatars Lord
  6. ForceGem.mdx by RightField
MoveSpeedX library (by PurgeandFire)
MoveSpeedX for GUI v1.1.0.0

Codeless Save and Load system (by TriggerHappy)
Codeless Save and Load (Multiplayer) - v2.0.0


Changes (v1.50):
```
- Bugfix: Swap fixed (if an ent is in hideout)
- If the swapping player votes for "No", his vote is counted 4 times
- If a player get kicked, his vote for chaos/bonustime will be removed
- Number of votes needed for chaos and bonustime: 2/3 -> 3/4 of the players
- Infernals have now a longer range against air units (-> owl scout nerf)
- Summon Wolf (Khale): higher damage; longer cooldown (90 -> 120s); automatically attack trees upon summoning
- Death and Decay (Darkness): Also reveals the targeted area now
- The upgrades in the Infernals Heart can now be bought without having any unit nearby
- Attack and Armor upgrade, levels: 10 -> 5; increased costs and effect of it
- Hit Point upgrade: Also increases regeneration by 20% now
- All players see now a message, if the bounty factor for infernals changed
- Advanced Lovers, new hotkey for renew: R -> C (it overlapped with regrow)
- Axe of Doom, life steal against units: 100 -> 50%
- Added usage to tooltip of dragonball wishes: Instant, target hero, target unit...
- New dragonball wish: Naval power (makes ships much stronger for all ents)
- The -income/-gold/-regrow commands are now sorted by the value (in ascending order)
- some more smaller changes..
```

Changes (v1.51):
```
- New chat commands: "-regrow all", "-feed all" to show stats of all (including left) players
- Shortcuts for -regrow (-r), -feed (-f)
- You can press ESC instead of typing -invis (but it has a 5 second cooldown, if you used it more than 2 times)
- Smaller collision size for units trained in the tree barracks and for wisps
- You can no longer blink into the water spots near the spawn; added rocks there
- Nature Lover: food costs 1 -> 2, mana points: 300 -> 400
- Enslaved Soul (dead nature lover): Only destroys a maximum of 20 trees, higher damage and hp, less duration 90 -> 60s
- Voidwalker (Darkness summons): Can now automatically destroy up to 5 trees (right-click trees)
- Regrow Tree ability for Ent Soul has now 3 levels and levels up with gametime
- Ent Ashs: Slightly bigger, easier to click
- Bounty messages: Now also shows the change to the previous value
- Reshaped the stats board (replaced hours played with stay rate)
- Renamed Score to Elo and changed its calculation a bit
- Some overall performance improvements to reduce the chance of crashes
```

Changes (v1.52):
```
- Changed dragonball wish "Treasure", received resources: 50k -> 10k + minutes played * 1500 (scales over time)
- Infernal Pit, food provided: 10/20/30 -> 5/15/25
- Limit of Skeletal Warriors and Burning Archers: 2/4/6 -> 2/3/4
- Limit of Shades: 1/3/5 -> 1/2/3
- Infernal Pit, new ability: Sacrifice unit (instantly kills one of your own units)
- Fel Beast (summons of Fel Stalker): Has 15% bash now
- Flames of Speed (Blaze), cooldown: 30 -> 35 seconds
- Ensnare (Blaze), duration: 2/4/6/8/10 -> 2/3/4/6/8 seconds
- Demon Fire (Burnin), duration: 4/6/8/10/12 -> 2/4/6/8/10 seconds
- Voidwalker (Darkness summon): No longer can destroy trees with left-click attack. Before level 3, they only can destroy 3 trees each
- Sodom and Gomorrah (Darkness): Darkness only transforms into Sodom (the golem) and can summon Gomorrah (the dragon)
- Sodom (Darkness): Attack speed can no longer be upgraded for him
- Electrical Light (Voltron): Before level 3, it no longer destroy trees on its way
- Increased mana costs for all infernal spells
- Destroy Trees (Infernal), cooldown: 15/14/13/12/11 -> 20/17.5/15/12.5/10 seconds
- Destroy Trees (Infernal), duration: 6/7/8/9/10 -> 10/10/10/10/10 seconds
- Mana burn (Illidan), cooldown: 7 -> 15 seconds
- Alternative chat command for "-w": "-l" (l for lumber)
- New addition to -regrow command: You see the number of currently destroyed trees
```

Changes (v1.52b):
```
- fixed mana costs for infernal spells
```

Changes (v1.53):
```
- Nature Lover, food costs: 2 -> 5
- Chicko (dog): Also get more hit points by mushrooms
- Chicko: Can eat trees
- Goblin Land Mine, full damage: 700 -> 1000 (partial damage is still 300)
- Battleship: Can attack air
- Goblin Sapper, Kaboom: No longer hits allied units
- Infernal, range against air: 325 -> 400
- Increased income for infernals: 10/25/50 -> 10/40/80 gold every 5sec (start/15mins/30mins)
(Total income in a 45min game: 15300 --> 23400)
- Decreased bounty factor by 10%
```

Added ent classes:
```
New building for ents: Fountain of Destiny.
Allows your ent to transform into different classes. Each class has an additional spell and can build a new structure.
Once you have selected a class, you cant change it anymore!
Runner:
Transforms your ent into a runner. Can cast Wind Walk and build Speed Crystals.
Wind Walk: Allows the ent to become invisible, and move 100% faster for 8 seconds. If the ent attacks a unit to break invisibility, the attack will do 500 bonus damage.
Speed Crystal: Increases the speed of nearby allies and provides line of sight.
Regrower:
Transforms your ent into a regrower. Can cast Natures Healing and build Natures Temple.
Natures Healing: Regrows for 15 seconds all dead trees in a target area.
Natures Temple: Can train Natures Guardian and Nature Lover.
Economist:
Transforms your ent into a economist. Can cast Eco Wisp and build Fortune Crystals.
Eco Wisp: Summons one Eco Wisp, which can gather lumber. Two eco wisps automatically merge into one better eco wisp.
Fortune Crystal: Increases the resources gained every income by 1%. Can be upgraded.
Warrior:
Transforms your ent into a warrior. Can cast Battle Roar and build Warrior Barracks.
Battle Roar: Gives friendly nearby units a 75% bonus to damage, 5 bonus armor and increases the regeneration rate by 500%.
Warrior Barracks: Barracks for powerful siege units. Can train the Ancient Chimaera.
Protector:
Transforms your ent into a protector. Can cast Protection and build Cannon Towers.
Protection: Increases a target friendly building's damage by 25%, armor by 4 and regeneration rate by 50%.
Cannon Tower: Heavy defensive structure. Can be upgraded to Ice and Fire Tower.
Illusionist:
Transforms your ent into a illusionist. Can cast Mirror Image and build Illusion Trees.
Mirror Image: Confuses the enemy by creating an illusion of the ent. Dispels all magic from the ent.
Illusion Tree: An illusive tree, which can transform into any other building.
```

Changes (v1.53b):
```
- Bugfix: Illusion Tree no longer can make an illusion of enemy buildings
- Bugfix: Large backpack (dragonball wish) will give all 6 slots back, if you gambled for Shenlongs Gem
- All ents see a message, if a player has chosen a class
- Changed -free command: Spawns a craving ent soul instead of instant reviving
- Changed -swap command, only works with a partner: -swap <player1> <player2>
- Added new anti-leaver mechanism: If an infernal leaves in the first 15 minutes, every ent will get asked, if he wants to replace the infernal. If one says yes, he will become it.
- Protection (protector ent), duration: 600 -> 900 seconds
- Skeletal Mage, Bloodlust duration on non-hero units: 45 -> 90 seconds
```

Changes (v1.54):
```
- Hero experience: Ents experience gain is also multiplied with the bounty factor (=> less exp for ents in full game)
(This also applies to the Tome of Experience)
- Heroes on higher level feed more gold: +(Level * 125 gold)
- If an ent got a class, the ent feeds more: 250 -> 450 gold
- Illusion Tree (Illusionist): Can be upgraded to Illusion Tree of Life (10 food, only this one can transform into Tree of Life and its upgrades)
- Speed Crystal (Runner): Has to be completely constructed before it grants speed aura
- Speed Crystal, build time: 15 -> 10 seconds
- If you have immunity, the Runner class wont turn invisible with Wind Walk (if you pick immunity up with Wind Walk, it will break invisibility)
- Fortune Crystal (Economist): +50% build costs and feed
- Eco Wisp (Economist): Level 2 and higher Wisps gather faster lumber
- Protection (protector), bonus regeneration: 50 -> 20%
```

Added talents for infernals:
```
You can buy the Glyph of Talents for 1250 gold at the Infernal Pit.
Allows your infernal to specialize in different talents. Each talent activates an unique power after you have killed an ent.
Once you have selected a talent, you cant change it anymore!
Deforestation Talent:
After you have killed an ent, a voidwalker will spawn and destroy nearby trees.
The duration of the voidwalker increases with the level of your infernal.
Observation Talent:
After you have killed an ent, a soul scout will grant you vision of the area.
The sight radius increases with the level of your infernal.
Invasion Talent:
After you have killed an ent, a powerful skeleton will control the area.
The strength of the skeleton increases with the level of your infernal.
```

Changes (v1.55):
```
- Fortune Crystal, bonus income: +1%/+2%/+3% -> +2%/+3%/+5%
- Fortune Crystal, gold cost: 150g/600g/1350g -> 500g/2000g/5000g (wood cost = gold cost)
- Fortune Crystal: limited to a total of 25 crystals (-> maximum: +250% income)
- If you upgrade Illusion Tree to Illusion Tree of Life, the illusions deal 15% more damage
- Illusions feed 10% gold (but no exp)
- Wind Walk (runner): Can no longer surpass the maximum movement speed for ents (440)
- Krillin: Sentinel -> Call Turtle
- Krillin: Can build the Fountain of Destiny (=> allows you to repick your class; but you lose krillin)
- Infernal talents, gold costs: 1250 -> 750
- Added more information to tooltips of the talents
- Talents: all spawned units last a bit longer
- Observation talent: Has True Sight in a 800 radius
- Observation talent: increased sight radius on highest level
- Invasion talent: Also destroys a few trees around the spawned unit
- Invasion talent: Skeleton Chieftain can right-click attack trees (but not automatically)
- Bugfix: The -swap <player1> <player2> command recognizes both digits of the second playernumber
- The stats show the average instead of total values
- Searing Blade (+250 dmg), gold cost: 3500 -> 3000
- Protection (protector): duration 900s -> forever, cooldown 30 -> 60s
```

Changes (v1.56):
```
- Increased bounty factor by 10% (reverted change from v1.53)
- If an ent kills an infernal, the received resources are now multiplied with the bounty factor: (Level of Infernal * 2000 gold * bounty factor)
- Infernal bounty: 1500 -> 150 (since ents already get resources for killing them)
(This should reduce extreme scaling for ents in early game and in games with more players)
- Infernals no longer can pick ent items up, which they could possibly abuse (and the other way around for ents)
- Shocking Crystal (Voltron): Level 1 deals slightly more damage
- Spiral of Decay (Khale): 15/30/45/60/75 -> 20/40/60/80/100 damage per second
- Dire Wolf (Khale summon): Also has Permanent Immolation now (25 dmg per second, damages buildings too), armor 10 -> 20
- Darkness Ward (Darkness): Increased hit points
- Bugfix: Your position will be revealed by entsight, if you are currently in a transport ship
- Rocks are limited to 40 per player
- Average of regrown trees are now shown in the stats
- Infernal talents also activate now, if they kill a hero (but level of spawned unit depends on hero and not infernal level)
```

Changes (v1.57c):
```
- Bugfix: Forest God in levitating form is targeted as air (allows infernals to attack him with range)
- Bugfix: Heroes/Ents with Orb of Venom can attack air
- Bugfix: If you swap as illusionist to infernals, your food wont get bugged, if you have built illusion trees before
- Bugfix: Blink in the first 3 minutes should no longer get your ent stuck
- The command "-attack off" now disables the attack for ALL towers (even for new built and upgrading towers)
- Changed scaling of Rocks: Added Large Rock as new upgrade between Big and Giant Rock (to balance it better out)
- Tree of Life/Ages, attack cooldown: 2.5 -> 3.5 seconds
- Ice Tower: Frost Attack is always active (before you had to turn it on) and also slows immune infernals
- Illusions of immune buildings are no longer immune
- Mirror Image (Illusionist), duration: 15 -> 20 seconds
- Fortune Crystals and Natures Guardian feed more gold/experience
- If there are more than 12 players in the game, you can vote how long you want to play (45 or 60 mins)
(The game duration will then be set to the average of all votes)
- The Golden Ankh disappears now after 10 minutes (instead of 15)
- Bounty factor, maximum: 150 -> 125%
(this only has an effect on games with less than 10 players; BountyFactor = 12 / <number of players> )
- Ents Regrow Trees (Level 2; after 15 mins), cooldown: 12 -> 10 seconds
- Ents inherit the resources of dead ent leaving (or of a left ent dying)
```

Changes (v1.58):
```
- Bugfix: Large Rock can be eaten by Invisible Tree
- Bugfix: The bonus Bolt uses no food, if you are playing as solo infernal
- Bountyfactor: Decreased by 5%
- Distance from mid, in which you lose half of your resources after dying: 2000 -> 2500
- Infernal range against air: 400 -> 450
- Demon Fire (Burnin): Movement speed reduction 100% -> 40%
- Avatar of Fire (Burnin), duration: 60 -> 45 seconds
- Lightning Trap (Pyra): Also destroys nearby trees by attacking units
- Lightning Trap (Pyra), attack cooldown: 2.6 -> 1.8 seconds
- Lightning Trap (Pyra), hit points: 250/500/750/1000/1250 -> 450/900/1350/1800/2250
- Nether Drake (Pyra): damage 150-165 -> 200-215, range 500 -> 550
- Nether Drake (Pyra): new ability Shielding (increases armor by 200 for 15 seconds; auto-cast if attacked)
- Voidwalker (Darkness), limit of destroyed trees: 3/3/5/5/5 -> 3/4/5/6/7
- Death and Decay (Darkness): No longer hits allied units
- Shadowsight (Khale): Is now an AOE ability and hits all units in the targeted area (+ buildings)
- Psychic Outburst (Khale), cooldown: 15 -> 120 seconds
- Psychic Outburst (Khale), damage per second: 50 -> 250
- Psychic Outburst (Khale), mana drained per second: 125 -> 400
- Psychic Outburst (Khale): no longer hits allied units
- Shocking Crystal (Voltron): Has True Sight (350 radius)
- Illusion Tree, damage taken: 750 -> 500% (but for Tree of Life illusions unchanged)
- Wind Walk (Runner): Also increases the movement speed of nearby units for 15 seconds
- Ancient Chimaera (Warrior): Overall buff (movement speed, attack range, hp regen..)
- Ancient Chimaera: Can summon 2 Faerie Dragons (60s duration, 90s cd)
- Battle Roar (Warrior), bonus hp regen: 5 -> 8 hp/s (wrong tooltip before: 500%)
- Protection (Protector), bonus hp regen: 0.2 -> 3 hp/s (wrong tooltip before: 20%)
- Eco Wisp (Economist): Has a chance to spawn multiple wisps (up to 4 wisps)
- Changed appearance of Eco Wips a bit
- Fortune Crystals (Economist): Costs more wood (500/2000/5000 -> 1000/4000/10000)
- Nature Love (Nature Lover): Instant death + regrow -> Slow death (-3 hp/s)
- Nature Lover: Regrow Trees has 3 levels (300/350/400 radius) after 0/15/30 minutes
- New icons for the ent classes
- Added random class to the fountain of destiny
- Ents cant build on the ankh of a dead infernal (to prevent respawning infernals to slip into bases)
```

Changes (v1.60):
```
- Changed number of infernals: 5+/9+/15+ -> 6+/10+/18+ players (2/3/4 infernals)
- Doom Guard, attack cooldown: 1.8 -> 1.5
- Doom Guard, damage: 450-500 -> 500-550
- Changed calculation of Elo a bit (added number of regrown trees to it)
- Sentinel (Ent), cooldown: 180 -> 120 seconds
- Death and Decay (Darkness): 4%/5% damage (10/15s) -> 5%/6% damage (8/12.5s) (same damage in less duration)
- Death and Decay (Darkness), initial damage: 160/240 -> 200/300
- Eco Wisp (Economist): has more hit points
- Psychic Outburst (Khale): reverted changes from v1.58
- Psychic Outburst (Khale), damage per second: 50 -> 75
- Psychic Outburst (Khale), mana drained per second: 125 -> 175
- Shadowsight (Khale): Increase cast range and duration
- some other small fixes
```

Changes (v1.61):
```
- Infernals receive 1 free experience every second (isnt much; for low-feed games)
- Skeletons, new ability: Destroy Trees (orders them to destroy trees for 30 seconds, 150s cooldown)
- Updated the tooltips and icons of some items/spells
- Items stack in inventory: Inferno Stone, Watcher Ward, Dust of Appearance
- Watcher Ward: Has 15 seconds cooldown now
- Potion of Omniscience: Also pings the locations of all ents now
- Staff of Teleportation, casting delay: 4 -> 3 seconds
- Lightning Trap (Pyra), cooldown: 60 -> 40 seconds
- Lightning Trap (Pyra), duration: 30/40/50/60/70 -> 20/30/40/50/60 seconds
- Glyph of talents automatically spawns after an infernal kills an ent for the first time
- Death of an Nature Guardian spawns a Fallen Guardian instead of destroying trees in a radius (lasts 150 seconds, can destroy up to 50 trees)
- Sentinel (level 2), cooldown: 120 -> 90 seconds
- Maiev: Wind Walk -> Mirror Image (lasts 7 seconds, illusions automatically run to random points of the map to confuse the infernals)
- Changed attack priorities when attacking buildings (all have a 2-2 attack, now infernals dont try to attack towers first, which makes attacking farms way more comfortable)
- Buildings with the Protection buff wont get resetted, if a player -swap the team
- Invisible Tree, feed: 20/200 -> 50/250 (gold/xp)
- Rescue bonus (for the rescuing player): 300 gold/wood -> (minutes played * 75) gold/wood
- Rescue bonus: If a hero/ent rescues a dead ent, he will receive experience
- preview image looks a little bit cleaner now
```

Changes (v1.61b):
```
- Fixed the Synergy ability of Wisps
- Glyph of Talents spawns in mid and you can select it via a hero icon
```

Changes (v1.62):
```
- The stats of players with colored names should now also be saved
- The ent classes are now displayed in the multiboard
- The -feed command now also shows the total passive income of the infernals
- Picking up dragonballs with full inventory is easier (if you right-click a dragonball with full inventory, the ent will be ordered to move to the dragonball)
- Bugfix: Advanced Lover has Regrow Trees again
- Bugfix: Forest God can be controlled again in Levitation form
- Forest God, feed: 30k -> 50k gold
- Teleport (Forest God), cooldown: 20 -> 40 seconds
- Darkness Ward (Darkness), cast range: 1200 -> 1400
- Darkness Force (Darkness), casting range: 700 -> 800
- Darkness Force (Darkness): increased AOE by 20 for each level
- Voidwalker (Darkness Force), damage: 15/25/35/45/55 -> 25/50/75/100/125
- Voidwalker (Darkness Force): automatically start to attack trees after 6 seconds, if they are idling
- Death and Decay (Darkness), increased cast range: 650/850 -> 1000/1000
- Gomorrah (Darkness ulti), hit points: 7.5k -> 10k
- Gomorrah (Darkness ulti), damage: 175 -> 250
- Sodom, destroy trees ability: radius: 200 -> 320, cooldown: 1 -> 5 seconds
- Nether Drake (Pyra ulti), damage: 200-215 -> 250-265
- Lightning Trap (Pyra), damage: 25/55/85/115/145 -> 50/100/150/200/250
- Lightning Trap (Pyra), duration: 20/30/40/50/60 -> 40/60/80/100/120
- Ensnare (Blaze): no mana cost
- Watcher Ward (item cooldown): 15 -> 3 seconds
- Sentry Ward: Has a shorter sight range during night, if night vision isnt upgraded
- Scout (Tyrande): lasts longer, but also higher cooldown; level 8: 65/30 -> 100/60 (duration/cooldown)
- Owl Scout: less hp (150/300/500 -> 150/250/350)
- Limit of rocks: 40 -> 25
- Naval Power (dragonballs): stacks up to 3 times (but has less effect after the first wish)
- some more smaller fixes..
```

Changes (v1.63):
```
- Create Watcher Ward upgrade: costs 3k -> 4k, the created wards are invulnerable
- Bugfix: Sentry Wards no longer can be attacked by farms
- Bugfix: You cant repick your infernal more than one time
- Necklace of Immunity: Now reduces the movement speed of the carrier by 25%
- Necklace of Immunity and Shenlongs Gem create a special effect around the carrier (to see easier, if a unit is immune)
- Full Potential (dragonball wish): +3000 experience / +30 stats -> +2500 experience / +750 hit points / +125 base damage
- Owl Scout (Tyrande), casting time: 0 -> 1 seconds
- The remaining life span of the Owl is indicated by its current mana
- If the owl dies, all units which fall out of the owl will become dizzy for 20 seconds (move/attack slower)
- Darkness ward (Darkness) -> Haunting Skull (is invulnerable and has more vision + true sight, but shorter duration)
- Force of Darkness -> Summon Voidwalker (only changed name / icon)
- Bugfix: Voidwalkers shouldnt automatically start to destroy trees, if they are currently attacking buildings
- Aura Well no longer provides auras, if it isnt fully constructed
- Votekick has a 30 second global cooldown (and 120 seconds for a single player)
- Skeletal Warrior, hp: 400 -> 800
- Burnin Archer, hp: 300 -> 650
- Skeletal Mage, hp: 600 -> 900
- Added new ability to Infernal Pit: Order Skeletons (orders all your skeletons to destroy trees)
- The gold feed of Rocks is no longer affected by the bounty factor (this means it feeds more in early game and in full house games)
- some more smaller improvements..
```

Changes (v1.64b):
```
[Infernal Pit]
- Shade, food costs: 1 -> 0
- Skeletal Warrior, hp: 800 -> 750
- Burning Archer, hp: 650 -> 600
- Skeletal Mage, hp: 900 -> 800
- Skeletal Force, bonus hp: 500 -> 450
[Infernal items]
- Staff of Teleportation, cooldown: 90 -> 60 seconds
- Cliffjumper Boots, cooldown: 90 -> 60 seconds
- Entsight, cooldown: 180 -> 120 seconds (you can bypass the cooldown anyway by giving it to another infernal)
- Sentry Wards: are invulnerable for the first 10 seconds
- Observer Wards (infernal upgrade): are no longer invisible
[Infernal spells]
- Death and Decay (Darkness), level 2 duration: 12 -> 11 seconds (72% -> 66% damage of total hp)
- Ball Lightning (Voltron): Is invulnerable, range: 500 -> 600
- Shocking Crystal (Voltron): Purges all units in the targeted area upon cast (slows for 2 seconds and dispels all buffs)
- Shocking Crystal (Voltron), damage: 20/30/45/60/75 -> 25/50/75/100/125
- Shocking Crystal (Voltron), duration: 6/7/8/9/10 -> 7/7/7/7/7 seconds
- Shocking Crystal (Voltron), cast range: 800 -> 900
- Gameplay constant, Magic damage against medium armor: 75 -> 100% (for better consistency, ents have medium armor)
(Voltrons Shocking Crystal is one of the few infernal spells with magic instead of spell damage)
- Electrical Light (Voltron), cast range: 800 -> 1000
[Ent classes: Protector]
- Increased base damage of all Protector class towers by 25
- Firebolt (Immune Fire Tower): damage 450 -> 550 (range 1000 -> 1200)
- Frost Nova (Immune Ice Tower): damage 450 -> 550, AOE damage 250 -> 400 (range 1000 -> 1200)
[Ent items]
- Shenlong's Gem reduces the movement speed by 15% (necklace of immunity does 25%)
[Ent buildings]
- Pissed of Tree, build time: 10 -> 8 seconds
- Raging Tree, build time: 15 -> 12 seconds
[Other]
- After a player swapped the team, infernals no longer lose unit control of their allies
- Swapping now also resets the vision of all destroyed trees (before you could see where trees were destroyed)
- Fixed a few unreachable spots for the infernals (in which immune ents could hide)
- Bugfix: Illidan no longer loses the Full Potential buff after using Metamorphosis
- Bugfix: dragonballs should no longer reappear in the inventory after getting rescued
- Added new chat-command: -rot <angle> (To rotate your camera around <angle>)
- Changed hotkeys of Illidan/Maiev (Windwalk/Mirror Image: D -> E)
- Changed the hotkey of Nature Lovers / Natures Guardian Windwalk (D -> E)
- Ent Ashs have now the ability "Search Soul", it selects the Ent Soul for you
- Selecting a class now removes the Improved Sentinel research from the upgrade center
[For newbies]
- Added a few more hints to the tooltips of ent buildings (tell me what i can add more)
- You have to build first a Resource Storage and Sentry Tower to unlock the other buildings (not sure if i keep it like this)
- The very first Sentry Tower costs no resources
```
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Tree Tag 2019 Edition v1.64b (Map)

Reviews
deepstrasz
What's new since the old versions? No loading screen. Anyways, is stuff to do in the game. I see some changes compared to older versions and this one supports more than 12 players. Approved. (previous comments: Tree Tag 2019 Edition)
  1. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
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    Do you have permission to edit/upload this map? Did you contact the original tree tag makers and its maintainers?

    Also, you have to credit resources you've used: Resources in Use by Tree Tag 2019 Edition v1.48 | HIVE from this site and any other.

    Don't upload multiple versions. Delete the previous ones if they are not drastically different and meaningful.

    Awaiting Update.



    If you want more reviews, you should participate in the The Grand Review Exchange!

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    MELEE MAPS
    Description Guide - Melee Maps
    Describing Your Melee Map
    Melee Map Description Generator v1.3


    MAPS IN GENERAL
    The importance of a Description
    Description Guide - Maps
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    Map Description Generator [1.2]

    How to Add a Screenshot to your Map Description


    ADDITIONAL NECESSARY INFORMATION
    • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
    • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
    • Map thread tags are important. Please use those that fit and not more or none.

    If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
    Paillan
    twojstaryjakcie
    Daffa the Mage
    https://www.hiveworkshop.com/forums/staff-contact.692/
     
  2. ssbness

    ssbness

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    The map is like 99% done by me. Only the terrain is based on the terrain of some old-school tree tag maps (hard to identify THE original creator) and the rest (gameplay, triggers, units, items, abilities...) is (re)done by me in the last few years.

    I have now added credits for the models (ingame credits is already in F9).
    The game itself is self-explanatory, but i will try to add further text soon. ^^
     
  3. deepstrasz

    deepstrasz

    Map Reviewer

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    What's new since the old versions?

    No loading screen.

    Anyways, is stuff to do in the game. I see some changes compared to older versions and this one supports more than 12 players.

    Approved.

    (previous comments: Tree Tag 2019 Edition)
     
  4. ssbness

    ssbness

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    Well, there are a lot new things compared to the old versions. It evolved over the last years and a lot of games with the feedback of the players.

    There is a custom loading screen, its the first picture of this resource.

    Here are just some of the new additions:

    General:
    • ingame selection of your team
    • balancing factors for a fun and fair game
    • enhanced terrain
    • automatic camera/zoom function
    • hotkeys for all buildings/units/spells
    • tooltips and hints for beginners
    • player statistics (win, lose, kills, gold/wood gained...)
    • various and flexible play styles (to adapt to several situations)
    • swap team function, and a lot of other chat commands..
    Ent:
    • new and more advanced buildings for ents
    • new units for ents
    • new items, new upgrades..
    • automatic upgrade for resource storages
    • ents can collect the 7 dragonballs for a wish ^^
    • you can choose out of 5 different ent heroes
    Infernal:
    • new spells for all infernals (+ level 20 spell)
    • 3 complete new infernals (khale, darkness, voltron)
    • new items for infernals
    • new units for infernals
    • added infernal upgrades
    And a lot of more things, which you can find and try out in the game... :D
    I spent a lot time to make it newbie-friendly and with each game you play, you will learn something new.

    There is always a complete changelog of all latest changes on our discord server.. ^^

    Tree Tag discord!
     
  5. deepstrasz

    deepstrasz

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    It should be in the map thread description, changelogs too, not on some external site.
     
  6. Nudl9

    Nudl9

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    I played this tree tag on battle.net, but i honestly feels it misses the whole point of tree tag.
    It has some real glaring issues:
    -Players no longer leave their base because they can have 3,5k hp walls. Theres no reason for Ents to take risks at all, it's really really boring.
    -As infernal if you don't get xp or gold from buildings within 10 minutes it's over. Because everyone has meaty bases that you can no longer penetrate. Finding enough buildings isn't always easy.
    -Blink cooldown is way too low and doesn't punish ENTs for using it. It felt like 15 seconds or something, it's impossible to catch ents.
    -Ents have Ankh. Why?
    -Attack is faster to use than eat tree, so why is eat tree ability even there for infernals?
    -Allowing Ents to regrowt trees defeats the purpose of tree tag. Theres supposed to be less and less tree coverage to work with, but this just resets the game back to 0 every time. It's not fun as infernal and it's not challenging as an Ent.
    -Theres nothing cheap to spend your gold on. What happend to 200g sentries and 500g skeletons? Boots costs 1500g which is ridicolous.
     
    Last edited: Apr 4, 2019
  7. ssbness

    ssbness

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    Well i would appreciate your feedback, if you would not have left the game after 15 minutes of playing.
    And tbh you do not not even have played one game as ent to judge it rightfully.

    Both teams have great potential, but it depends on the players, if you activate it or not.
    As infernal there are different strategies and ways to spend your gold on.
    There are plenty of units, upgrades and items from which you can choose. Ranging from low to high price.

    And as i already told you, the infernals scale with the time. The longer you play, the stronger they become. Also you gain more and more experience and gold for destroying buildings.

    Early game is balanced more towards ents, but in late game this completely changes.
    This allows new players to learn the game mechanics and get into the game more easily.

    Maybe it differs from your view on how tree tag used to be, but it now has a complete new dynamic and variety of possibilities. ^^
     
  8. Nudl9

    Nudl9

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    So because a player leaves the game in frustration it's not valid critisism?
    If players gets fed up you should take their opinion to heart, not reject it.
    You should always be concerned with how fun your game is and i'm being honest here when i say i didn't find your game fun.
    I like other tree tags, but i didn't like this one and i have explained why, so i don't want to retread what i said.

    I like playing infernal on tree tag, but there wasn't a whiff of familiar air to your game.
    The usual stuff i buy was gone or had changed prices for no discernable reason.
    You've rejected the norms of a classic tree tag game in favor of adding your own flavors.
    Which causes classic players to reject it because they no longer have familiar elements to work with.
    I've played other tree tag versions without skeletons and the other infernals i play with are usually quick to point it out.
    So my point is, you can't remove classic elements and not expect people to frown upon your "insert changes" elements.
     
  9. ssbness

    ssbness

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    I'm open to criticism, if its not based on false claims.
    You have played for 15 minutes, did not achieve success and then blamed it on the game.
    I also could play a ladder game and then say heroes are too weak after i died to a green creep camp.

    Maybe you have different expectations, but this is does not mean the game has glaring issues as you said. If you just take a look at the player statistics, you can see that it is currently even more in favor of infernals than ents.

    I receive a lot of feedback by the community and i can highly appreciate it, because i know that they actually play the game.

    Anyway, I dont want to argue about it. I just want to say, if you want to criticize something constructively, try to look on it from different perspectives.
     
  10. Nudl9

    Nudl9

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    False claims, wtf are you talking about?
    Of course i blame it on the game.
    There wasn't any comeback mechanic for us to get back into the game.
    The game should have cheaper items or higher xp/gold income.
    I'm used to getting multiple kills within the first few minutes of a tree tag.
    Thats the reason i like tree tag, because there aren't any 1k hp walls or 100 farms between me and the opposing team.
    You can cut the trees at any point in the game and get into their base.
    Which usually leads to games where ents actually try to free each other.

    I took your game seriously, i played 15 minutes and nothing happend.
    The other infernals on my team didn't get any kills either as far as i remember.
    Ents never tried to free each other and nobody had to leave their base under any circumstances.
    I didnt get any items because i couldn't afford anything.
    You need to give players options to work with.

    "I also could play a ladder game and then say heroes are too weak after i died to a green creep camp."

    Thanks for being so condescending wow.

    I'm providing you with feedback from my first game ever playing it.
    This is my first impression of the game, which is the most invalueable feedback you can get.
    Think about it this way: this is how every new player will experience your game
    But under much worse circumstances, because i actually like tree tag and have better performance than your average player.
    Which means every other infernal player after me will have a much more miserable game and probably leave within 5 minutes as their patience runs out.
    Which is what happens in most tree tag games btw, not just yours.

    "if you want to criticize something constructively, try to look on it from different perspectives."
    Dude players aren't concerned with other perspectives and they shouldn't be.
    If the game isn't fun why play it?
     
  11. ssbness

    ssbness

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    You just proof my point. You have different expectations of the game and i understand that.

    But you do not have the experience of the current game dynamic. There are about 100+ players a day playing this version of tree tag. They have adapted to it and i guess most of them have fun and like it. Or why would they host and play it?

    I already explained to you in my first answer that the game has changed. And i think its pretty ignorant to say that you are an above average player, after just playing one game.. xD

    But anyway, i dont like to have such discussions, play whatever you like. Bye, have a great time! :D
     
  12. Tressler

    Tressler

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    This map is hosted regularly every day and fills to a minimum of 12 players rather quickly. I have fun playing this map, although not so much as Infernal, though that is due entirely to my lack of experience. I played one game and Inf and it did not go well. One Inf went afk and eventually left, and the other 2 as with myself were noob. Does the game suck? No, not at all. I have won and lost as Ent, but only tried Inf once so I can't judge it fairly, however, there are many who do enjoy Inf play and are quite good at it. I am glad to see bugs being worked out rapidly. The second game I played, think 1.51?? the Infs knew exactly where the ents were and their building locations. I grew suspicious and reviewed the replay because it was just far too unlikely they could accurately guess our location down to the exact cluster of trees every single time. Guessing that was a bug, but may have been a hack. At any rate I no longer see that happen. Another issue, I assume has been fixed since I have not seen it since 1.55 I believe was the infs getting a goblin workshop, building a goblin hero, then smashing an ash ent for infinite money and exp and then using the now near divine tier goblin hero to blink into bases and crush everything with ease. One game was ruined by that and another game the ents all agreed to boot the inf before the damage was irreparable for the match. So thank you for the continuous effort and time you have given to make this game fun and less buggy. One final thing I have noticed lately, sometimes when blinking, the cooldown starts, however, the ent does not actually blink. I have died twice when I attempted to blink away from my soon-to-be-ashes base and instead remained where I was but the cooldown began and I was crushed before the cooldown ended. I was not under a net or any other spell effect that I could see either time.
    I hope you continue to polish this map and maybe in the future we can see variations of the landscape. Terrain variations between versions I know comes with its own headaches, but maybe once the game is settled to your preferences of balance and bug-lessness new terrains could be made?
     
  13. ssbness

    ssbness

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    Yes, i think as ent it might be easier to start with, because you are a smaller part of the team. ^^
    As infernal you always have a greater role in winning the game, but the more you play, the more you will learn how to gain the control of the map and to guess how ents move.

    Im always trying to fix bugs, the tinker thing was something, which only could have been exploited, if an ent cooperated with an infernal. About the blink: Its the default wc3 blink, could it be that you accidentally canceled it by using some other hotkeys? But i can take a look at it. ^^

    Actually i already made a complete different terrain II, but i havent updated it lately (last was for v1.52b). Im currently doing a lot balancing changes/fixes, since i added the ent classes in v1.53. Once i finished it, i will also update the alternative terrain again. Should be soon and there might be also a third terrain in the future. :D


    PS: If you are interested in tree tag, its the best to join our discord: Join the its Tree Tag Time! Discord Server!
    Here you can post suggestions, report bugs, read tips and always find someone to play with you. ^^
     
    Last edited: Apr 11, 2019
  14. Tressler

    Tressler

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    I was watching another replay trying to learn inf play better by watching people who kicked my butt and noticed a couple of odd things. When watching the Inf play (used auto camera in replay), once the Ents started running, the Infs screen kept bouncing to locations on the map where the ents were. It only happened to Ents who were doing something like used blink or were starting to build. The screen never jumped to a location where someone was just running. I watched the opening replay several times and it happened each replay. When I noticed the rapid screen jumps I paused the replay and removed fog and each jump was to an Ent. Im not sure what would cause this but it reminded me of pressing spacebar and having the screen jump to an alert like when attacked or a goldmine collapse.
    Second, is there a way to mass select trees for cutting by skeletons? The Inf I watched had a skeleton move into a forest and then every tree in the area was selected for cutting simultaneously. If this is legit Id love to know how to do that as I thought I had to shift-right click each tree and thats not only time-consuming but sometimes the AI is dumb and will sometimes stop cutting if you click a tree it cant reach yet.
    Checking out the discord soon
     
  15. ssbness

    ssbness

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    I dont know about the auto camera in replay, i never use it. But i also think its better to control the camera by yourself, if you want to learn or just always follow one infernal. ^^

    Nope there is no way for skeletons to mass select trees, you have to queue them all with shift-attack, if you want them to attack a lot trees. You can now also find a good infernal guide (pdf) in the discord.
     
  16. neven1

    neven1

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    Seems that picking up mushrooms removes starting Ankh item.
     
  17. ssbness

    ssbness

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    You lose the ankh automatically after 10 minutes, maybe it was just the moment you picked up the mushroom.

    ----
     
    Last edited: Apr 14, 2019
  18. Nyara♥

    Nyara♥

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    Nope, it is actually how you experienced the game, not how every new player experiences it.

    You seem to think you're the "common new", but nope, you have three kinds of players:

    - Legit new players: They either have never played Tree Tag before or the times they did they never dedicated more than a couple minutes into it. They wouldn't care the less what Tree Tag was 3+ years ago, and most those folks are enjoying a lot the new version. This is the sizeable majority.

    - Experienced players who have played Tree Tag through the years and have never lost the touch at all with the new versions, any change to balance, mechanics and so on has been gradual enough that everyone got used into it in a rather natural way. Most of them also loves the new version, or at least they can accept it and keep playing. This is an important minority.

    - Folks who were in the past experienced but lost the touch with the mod for years and then tried the new version. This is you. And hey, this is also me, if you didn't know! Just that my experience was different: I used to be a good infernal back in the day, and hey, that didn't stop just because of the new version. I still managed to win my first game and don't be a burden for my team. Sure, some things were different, but that is like, totally obvious after years of development, and to be fair, nearly all those changes made the experience a lot better for me. Learn to be more flexible and accepting of changes, it will help you not just with games, but also in life generally.

    No wonder 2019 version is hosted 15+ times daily and is nearly the only version played since half a year ago, in fact if you try to make a lobby of an older version it will never fill unless you got group of nostalgic friends willing to wait 30+ minutes for it, since it is just plainly worst and less fun and exclusively for nostalgic purposes.

    By the way, there is cheap stuff to buy, it is just organized a little bit differently, you didn't even tried to find the shops locations and so on. By the way, impenetrable bases existed back in the day, in fact they were way more common than now, you totally had a chance if you cared to stay longer. All opinions matters and ssbness still heard ya and all, but you gotta admit a 15 minutes play with a predefined very rigid mindset isn't going to be the sacred top comment neither.

    When it comes to my opinion, I love the map, keep up the good work! ^^
     
    Last edited: Apr 28, 2019
  19. Nudl9

    Nudl9

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    Im not some unique individual.
    Most people think similarly.
    I played with more patience than a normal person would.
    What makes you think other players are different?

    Don't make assumptions.

    Predfined rigid mindset? stop advanced using words and don't make assumptions.
    I gave it a go, but i got bored after those 15 minutes like i said.
    Normal people don't have an attention span of 15 minutes mind you.