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Tree Tag 2020 Edition

Submitted by ssbness
This bundle is marked as approved. It works and satisfies the submission rules.
Tree Tag 2020 Edition
The best Tree Tag Edition ever..!


Community discord:
its Tree Tag Time! (discord.gg/bkA3rz5)
Player statistics:
Tree Tag Leaderboard (wc3stats.com/tree-tag)
Tree Tag Guide:
instructional Tree Tag Training Guide


The Tree Tag basics:
Ent: Survive until the time runs out.
Infernals: Kill all ents before the time runs out.


Ent in short:
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 in short:
In the beginning, you can select 1 out of 9 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
- Quick ingame team setup
- Easy to learn, hard to master
- Find the dragonballs in the forest..?
- With a leaderboard and player statistics!
... and a very friendly community!

- 8 unique ent classes!
Runner, Regrower, Illusionist, Warrior, Protector, Economist, Scout and Sailor
- 9 unique infernals!
Pyra, Blaze, Burnin, Khale, Darkness, Voltron, Luxo, Aeris and Terra


Infernal setup:
- 1-5 players: 1 infernal
- 6+ players: 2 infernals
- 10+ players: 3 infernals


Game duration:
- 1-12 players: 45 minutes
- 13+ players: up to 60 minutes


Ingame pictures:
[​IMG]
[​IMG]
[​IMG]
[​IMG]


Gameplay videos:
- ent gameplay


- infernal gameplay



The credits:
- Crystal_Infernal.mdx by DarkHunter1357
- DemonTower.mdx by HappyTauren
- ShadowInfernal.mdx by UgoUgo
- HD_Loading_Screen.mdx by Softmints
- Selection_Octagon.blp by Avatars Lord
- ForceGem.mdx by RightField

The Changelog:
!! Note: You always find the latest changelog on the discord. !!

Changes (v2.11):
```
- Bugfix: Berserker Gauntlets no longer removes Potion of Invulnerability from your inventory
- Bugfix: Infernal talents now spawn on the correct level
- Deactivated Oneway tunnels now have 8 max mana
- Bugfix: The spells of Tinker/Illidan now also level up while Robo-Goblin/Metamorphosis is activated
- Ensnare (Blaze), duration: 2/3/4/5/7 -> 2/3/4/5/6
- Ents now have greatly reduced attack damage after rescue (as long as they have bonus armor/immunity)
- Summon Wildkin (Furion), hit points: 600 + (200 * level) - > 350 + (150 * level)
- Mirror Image (Maeiv), duration: 2.5 + (0.5 * level) -> 5 + (0.5 * level)
- Mirror Image (Maiev), number of images: 1 + (1 after each 4 level) -> 2 + (1 after each 8 level)
- Mirror Image (Maiev): Illusions now have a 50% chance to attack-move instead of only moving around upon spawn (to create a little bit more confusion)
- Supported modes: SD/HD -> SD (Bye bye Reforged)
- Repicked infernals now also have dust of appearance at start
- Tinker, armor base: 2 -> 0
- Bugfix: Full Potential (dragonball wish) now gives the hp/dmg buff to the right hero, if the targeted hero is not owned by the player who called shenlong
- Goblin laboratory, costs: 7500 -> 5000 gold
- Changed the projectile art of the Infernal Machine
```

Changes (v2.10d):
```
- The Kodo Beast is now an Infernal Machine and immune to spells
- Frost Attack, duration: 1/2 -> 0.75/1.25 seconds
- Ice Towers, attack type: Magic -> Chaos
- Furion/Tyrande, base hp: 150 -> 300
- Clockwerk Goblin / Goblin Blaster, food: 15 -> 25
- Goblin Tank, food: 30 -> 35
- Goblin Tank, hit points: 12500 -> 15000
- Goblin Blaster, damage: 250 -> 300
- Goblin Blaster, attack speed: 0.5 -> 0.55
```

Changes (v2.10c):
```
- Ents no longer lose half of their resources upon death, if they have less than 2500 gold
- Terra: Replaced Earth Trap with Volcano
- Fixed the tooltip of Furion (since he got Devotion Aura now)
- Deforestation Talent, duration: 28/34/40/46/60 -> 30/37.5/45/52.5/60
- Invasion Talent, damage: 85/145/205/265/325 -> 75/125/175/225/275
- Invasion Talent, hit points: 1000/1750/2500/3250/5000 -> 750/1500/2250/3000/3750
- Invasion Talent, duration: 60/75/90/105/120 -> 60/60/90/90/120
- Invasion Talent, attack speed: 1.75/1.6/1.45/1.30/1.05 -> 1.5
- Observation Talent: Now moves very slowly around
- Infernal talents summons are now named after their level (eg: Skeleton Chieftain IV)
- Farms, increased base feed: 10 -> 15
[All Farms: 12/19/30/45/70/108/162 -> 17/24/35/50/75/113/167]
- Rocks, decreased gold feed: 50/75/100/150/250/350 -> 20/40/100/150/200/250
- Rocks, decreased exp feed: 50/75/100/150/250/350 -> 25/50/75/150/250/350
- Rocks, base armor: 4/4/4/4/4/4 -> 2/2/4/4/4
- Goblin Laboratory, costs: 5000g/10000w -> 7500g
- Clockwerk Goblin, costs: 5000g/7500w -> 7500g
- Goblin Blaster, costs: 7500g/10000w -> 10000g
- Goblin Tank, costs: 15000g/20000w -> 20000g
- Goblin Sapper, costs: 1500g/2000w -> 2000g
- Tinker, costs: 2500g/5000w -> 2500g
- Tinker, hit points: 750 -> 500
- Tinker, gold feed: 500 -> 400
- A small overhaul of all goblin unit stats
- Wolf Cage, lifetime of wolves: 45 -> 60 seconds
- Uncaged wolves now automatically attack/move accross the map upon spawn
- Wolf Training, gold costs: 2500 + (2500 * level) -> 10000 + (5000 * level)
- Wolf Training, upgrade time: 30 -> 45 seconds
- The Wolf Training upgrade is now shared between all ents.
```

Changes (v2.10b):
```
- Fixed the Placed/Destroyed Wards stats
- The Sentry Ward upgrade is now an individual upgrade in the Upgrade Center
- Ent Ashs are no longer affected by Devotion Aura
- Renamed Anti Taunt to Repel; radius: 300 -> 350
- The ultimate abilities of all nightelf heroes now have 3 levels (6+,12+,18+)
- Furion now has Devotion Aura instead of Thorns Aura
- Summon Wildkin (Furion), duration: 30/35/40/.. -> 60/60/60
- Summon Wildkin (Furion): Always summons 3 wildkins
- Avatar of Vengeance (Maiev): overall buff, removed summons
- More small tweaking of all hero abilities
```

Changes (v2.10):
```
- Blink (Nature Lover, Advanced Lover), mana cost: 0 -> 25
- Advanced Builder, hit points: 24 -> 25
- Hired guards now burn nearby trees upon ankh activation (only shades dont)
- Changed the stat "Hired guards" (it now increases by 1 for each unit and no longer by the food cost of the unit)
- Added the stat "Killed guards" (number of killed guards) [i will try to add that it also counts if an ankh is used..]
- Added the stats "Placed Wards" and "Destroyed Wards"
- Watcher Wards now correctly show the remaining lifespan (they had 900 instead of 1200 mana before)
- If an infernal leaves in the first 15 minutes and noone wants to become infernal, a random infernal will get picked anyway
- Ent Ash, scaling size: 60 -> 80%
- Ent Ash, hp regeneration: 0.5 hp/s -> 0.1 hp/s
- Ent Ash Hp upgrade no longer increases the hp regeneration
- Ent Ash Hp upgrade, maximum level: 5 -> 4
- Ent Ash now has Hardened skin (reduces all attacks on it by 245, cant be reduced to less than 55)
- Ent Ash now has Anti Taunt: Pushes all enemy units within 300 radius away from the ent ash.
- You no longer lose all the bonus hp for rescuing ents, if you die (instead it get halved)
- The oneway tunnel now only lasts for 180 seconds
- The oneway tunnel now takes 8 seconds to detonate and the life span is indicated by the remaining mana
- Tunnel Entrance, build time: 3 -> 4 seconds
- Tunnels no longer can be connected, if they are still under construction
- Pissed of / Raging / Furious Tree, attack damage in uprooted form: 85/125/250 -> 45/75/125
- Pissed of / Raging / Furious Tree, bonus armor per upgrade: 2 -> 1
- Owl Scout (Tyrande) is now immune (no longer can become invisible)
- The Glyph of Talents now spawns next to the Infernal Gate with a short minimap ping
- Removed the Sentry Ward items from the game and gave it as ability to all infernals (can be ugpraded in the Infernals Heart)
- Added new icons for Owl Nest and Infernals Outpost
- Added Acesupreme to the patreon animals
- Bugfix: Animals no longer can be cloned with Illusion
- Animals now have Hardened skin (reduces all attacks on it by 10000, cant be reduced to less than 30)
- Changed the ability icons of the animals
- Frog, jump cooldown: 8 -> 5s
```

Changes (v2.09d):
```
- Observers no longer share their vision and ally chat with other Observers
- The number of regrown trees (for Nature Lovers) no longer shows to Observers, if they arent observing ents
- The dynamic Blink cooldown text no longer shows to Observers, if they arent observing ents
- The dragonball wish message is now also shown to Observers
- Rescue messages are now also shown to Observers
- Observers now can use the -i command
- You now can see which buttons are currently activated in the Observer menu
- Bugfix: The -votekick [Kick status] message now displays the correct result
- Bugfix: If you swap within the first minute to ent, you no longer start without resources
```

Changes (v2.09c):
```
- Mini Inferno Stone, hit points: 5000 -> 2500
- Bugfix: Inferno Stone, gold cost: 500 -> 1000 (i think i changed that accidentally)
- Furios Tree, gold feed: 125 -> 175
- Shade no longer get +100 armor after reviving with Demon Ankh (too easy Shade Push)
```
Previews
Contents

Tree Tag 2020 Edition v2.11 M01 (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

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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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  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

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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.