1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still haven't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. Lead your forces to battle in the 15th Techtree Contest. The call is yours, commander!
    Dismiss Notice
  5. The reforging of the races is complete. Come see the 14th Techtree Contest Results.
    Dismiss Notice
  6. It's time to choose your horse in the race - the 32nd Modeling Contest Poll is up!
    Dismiss Notice
  7. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

TribalWars 8.6

Submitted by Thazrog
This bundle is marked as approved. It works and satisfies the submission rules.

IF YOU LIKE THIS MAP PLEASE RATE IT.


This is a melee-like war3 map, in which you have to build up a tribe and fight of enemy players using strategy.

Before describing the map I would like to thank Weyrid for contributing a lot of effort into helping me finish up and improve on this map with all sorts of changes that were very needed. I would like to now state that this map was initially created by me, but very much improved by Weyrid and is thus a combined effort for us both.

the 5 custom race tribes are :

Bandits


Trolls


Satyrs


Demons


Qeraji

The Satyrs, the 1st created race is probably the strongest in playing defense, as they have a very strong catapult to help them survive. The catapult itself though is limited to 2. All towers are limited to 4, to prevent players from just building a wall of towers, which makes the map boring. The Satyr race is a SlaveMaster race, as they have power over slaves of different types of creatures they gathered on their journy.

The Bandits have priests, and a Paladin / Knight hero with healing as well. The bandits focus more on using Golems as a main unit, to serve as tanks which can easily be healed. Their strong healing makes up for the fact that their attacks do not always do as much damage.

The Troll race is a mixture of Furbolgs and Trolls. They use brute strength to overwhelm enemies. The ranged Troll unit has the ability to use Healing Wards, which is very effective in combat. One could say the terrain is like the home of the Forest Trolls

The Demon race, the youngest race, does not have any healing powers at all(except for death coil). Instead, they do more damage. Some of their units have the ability to cannibalize corpses to return some hp. The demons rely on evil magics to give them strength, and this race holds much more damage spells than any other race.
They also start out having a "Lost Soul" unit, which is invisible, and can be used as a way of finding out where every enemy is at.

The Qeraji race is primarily a race which consists of units put together by dead corpses from all kinds of creatures. This race makes use of living buildings, and Infected Pigs to serve as "farms", which produces food. Yes, this race has a moving food producer unit.

The map was custom made by me, and is created with the idea of not having air units. The idea is to attract people to fight in the middle of the map as they try to hold the circle of power for 3 minutes with a hero, to win(if the -cent mode is active).


Modes :

-it (Unlimited trees)
-eg (unlimited gold in gold mines)
-wtf (-it + -eg)
-fogoff/on
-notomes (no tome drops for heroes from gnolls)
-cent (to activate the mode for holding the center of the map for 3minutes to win)
-pb (player bounties on kills)


Any suggestions, criticism or comments are welcome, so please, try the map, and talk about things inside the map that can be improved

Old Screenshots


[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]


ChangeLog

--------------------------------------------
Tribal Wars 8.6
-added the cooldown to the Maiden of Pain's blink ability tooltip
-added research time to the tooltips of upgrades
-edited the tooltip when hovering over heavy armour to correctly say how much damage magic damage does to it

(Update 8.6 Edited by Weyrid)
--------------------------------------------
Tribal Wars 8.5

- Redid terrain to to use raised terrain & pathing blockers.
- Race selection now occurs via a dialogue screen at the start of the game
- Standardized all the races.
- I(Weyrid) balanced all the units and buildings according to mathematics.
- I(Weyrid) made the tooltips of all units and buildings describe the stats about the unit.
- All Hotkeys now work and are related to the icon position for ever building, unit, Hero and upgrade.
- Fixed the hero abilities with the right information.
- Finished the Qera race.
- Removed the Bandit castle model from the game, giving them the standard Human model with its three tiers. It just looks better.
- Added a few modes, you can read up on them in the f9 menu.
- Improved the hints given to players.
- Added a trigger so that if a player defeats all the other tribe's bases the game will declare him the winner.
- Oh yeah, and I made the center mode me standard. It makes the map unique, i think. It can be disabled with the -nocenter mode. (Weyrid)

update 8.5 was created, edited and finished by Weyrid.
--------------------------------------------
Tribal Wars 7.0

-Added team modes 4vs4 and 2vs2vs2vs2. -T2 and -T4
-Satyr Stalker Hero hp nerf
-Qeraji Scavenger hp nerf
--------------------------------------------
Tribal Wars 6.9

-Qeraji race can now also build walls when the "-wall" mode is active
-Lesser Qera unit hp + damage buff
-Qeraji tier2 hall now requires "Hive Storage"
-Qeraji Siege units walk animation fixed
-Qeraji Spawnin pit scaling value increased
-Qeraji Parasite unit ability fix + hp nerf
-Hero "win the game" ability fixes from Tavern Heroes
-Qeraji Siege unit abilities removal fix
--------------------------------------------
Tribal Wars 6.8

-Qera pig food produced increased to 5, gold cost reduced to 70
-Qera ground textures fixed(buildings)
-Qera Hive Storage Building "create corpse" ability fixed
-Parasite ability added to the Qeraji Sludge Fling
--------------------------------------------
Tribal Wars 6.7

-Qera hero spawns now cost 0 gold
-The carrion beetle ability has been fixed
-Satyr Stalker hero hp nerfed
-The Qera "Hive Storage" unit now creates corpses which units can use to canibalize
-The Bandit assassin unit now deals more backstab damage
-Unit spawns for the "-sm" mode food cost fixed
-All Qera units can now use "Canibalize"
-Siege unit added to the Qera race("Qiraji Devourer")
--------------------------------------------
Tribal Wars 6.6

-Hero revive time costs reduced to 0.3
-Skeleton Spawn numbers and models reworked
-Demon Main Hall cost fixed
-Added a stronger level of creature spawns for mode "-sm"
-Demons now start with 4demonic worker units, and 1 lost soul unit
-Gold mine placement changes
-Breath Of Frost ability hotkey fixed
-Satyr Veteran food cost increased to 4 from 3
-Satyr Veteran attack speed reduced to 1.7 from 1.8
-Tribal WatchTower hp reduced to 500 from 700
-Added a new race to the game, the Qera, a flesh race
--------------------------------------------
Tribal Wars 6.5

-Added the ability of removing structures built at wrong locations
-The hp of farms, cages, Tribal Houses and Forest Huts have been reduced to 300
-Spawn mode added(a mode in which the normal game carries on, but skeleton warriors spawn every minute to help you fight
--------------------------------------------
Tribal Wars 6.4

-building hotkey fixes
-Unit hotkey fixes
-pb is now default, and not a mode
-Dark Caster mana increased(from 100 to 200)
-The marketplace can now be used by normal units
-Improved tips description
-Siege units armor types fixed
-Main hall costs adjusted
-Fixed the satyr gold cost for "Stash"
-bandit priest sound set fixed
-added a mode in which u can choose whether u want to use walls in the map or not
-added the ability to choose a random race when the map starts
-Demon Cage death animation fixed
-Loading screen removed(to free a lot of space)
--------------------------------------------
Tribal Wars 6.3

-Cice added to the testers list
-Satyr Universal Damage nerf(2damage)
-Satyr spellcaster mana nerf(down to 200 from 300)
-Demon universal damage buff(1damage)
-removed a certain amount of trees thus adding more space for building
-Removed some of the Neuts which caused problems
-Granite Golems(neuts) can no longer cast the AoE damage spell
-Demon Dark Caster + Maiden Of Pain food costs fixed
-Bandit Vicious Dog unit base defense nerfed
--------------------------------------------
Tribal Wars 6.2

-Satyr Warrior + Satyr Veteran Attack sounds fixed
-Troll Outcast + Troll Lighe Berserker attack sounds fixed
-Siege units are now limited to 4 at a time.
-added the "Essence of life" spell to the Satyr Caster unit
-Damage upgrades cost reduced for all 4 races
-3Hints added to new beginners
--------------------------------------------
Tribal Wars 6.1

-Satyr Assassin hero removed, and added to the bandit race replacing "The Invincible Swordsman"
-Slave Dark Forest Troll(Satyrs) changed to Slave Pigman Caster
-Troll Shaman(Satyr hero) removed and added to the Troll race
-Satyr Stalker hero added
-Satyr main base model change
-Abilities "fan of knives" and "blink" tooltip fixes
-Added a Troll caster unit
--------------------------------------------
Tribal Wars 6.0

-Ultimate spell placing fixed
-Force Of The Forest slow duration nerfed
-Animate Dead units duration nerfed
-Demon Main Hall Model Changed(Tier 2 + 3)
-Added a Siege unit to every race
--------------------------------------------
Tribal Wars 5.9

-Tier 2 hall for each race, now requires a Lumber Mill, Stash, Forest Mill or Graveyard
-Assassin in-game icon fixed
-camera pan(when choosing a race) fixed
-Satyr Worker MS increase
-Hero Revive Time reduced
-Heroes can now be revived at the main base as well as the altar
-Assassin Backstab Tooltip fixed
-Tester list updated
-Satyr Damage upgrade tooltip fixed
-Breath Of Fire hotkey fixed
-Demon Universal Damage nerf
-Assassin Buffed(backstab cd + damage buff)
-Holy Light slightly Buffed
--------------------------------------------
Tribal Wars 5.8

-Loading Screen color change
-Choosing a race when the map starts no longer costs resources
-Terraining improved
-Starting area improved
-Satyr Universal Buff(damage)
--------------------------------------------
Tribal Wars 5.7

-loading screen color change
-Dark Caster projectile changed
-added a bandit assassin
-Requirements for the strongest unit in each race edited
-added a bandit Caster
--------------------------------------------
Tribal Wars 5.6

-Forest Beast hp increased by 100
-ghoul changed to "Lost Soul", a unit which can be used for scouting.
-Text color changes
-Spirit Tower icon fixed
-Satyr Towers maximum changed from 4 to 2, due to the fact that they have catapults as additional defense
--------------------------------------------
Tribal Wars 5.5

-Improved Terraining at the starting point of the map
-Troll Light Melee Berserker unit attack-sound fixed
-Satyr Catapult unit targets fixed
-Battle Golem building time + resource cost nerfed
-Holy Light Cd and mana cost nerfed
--------------------------------------------
Tribal Wars 5.3,5.4

-Summon Prawns Tooltip fixed(2 4 6 prawns)
-Added an Imported sound when someone starts the countdown to victory
-Added a message when the map starts to encourage people to choose a race, and give clarity.
-Fixed Hotkey problems with hero abilities
--------------------------------------------
Tribal Wars 5.2

-Endless Time ability Tooltip fixed
-Fixed the Troll Tower tooltip
-Troll Tamed Beast Projectile changed
-Forest Beast tooltip fixed
-Fixed Mercenary Swordsman Ability to win the game
--------------------------------------------
Tribal Wars 5.1

-Changed the Endless Time spell only enemy units
-Fixed troll tower name(Defensive)
-fixed troll damage upgrade tooltip
-fixed Tier2 + 3 halls "build" tooltip
--------------------------------------------
Tribal Wars 5.0

-Satyr House Tooltip fixed
-Satyr Catapult defensive tructure nerfed(AoE)
-Added a unit to the Troll race(Tamed beast-Light Ranged unit)
-Fixed the Bandit mage spell "Summon Prawns" tooltip
-Fixed the marketplace in the center of the map, used to buy / sell wood and gold
-Added a spell to the Human Bandit mage(Slow)
--------------------------------------------
Tribal Wars 4.9

-Fixed the bandit race Stronghold and Fortress Worker bug(This is the only change in this version, but seeing as
it was an urgent error, I had to update the map)
--------------------------------------------
Tribal Wars 4.8

-Satyr Catapult : AS nerfed + Minimum range set to 250
-Removed the trigger spamming "Someone is attempting to start the countdown"
-Troll unit costs edited
-unit removed from map(from an edit mistake in earlier v)
--------------------------------------------


GL HF, and Enjoy

Credits to :
Markus3832
jigrael
skrab
Red XIII
General Frank
debode
Dionesiist
Lord_T
RightField
for making the models used in this map.

THIS MAP IS UNDER PROTECTION


Keywords:
satyr,bandit,demon,troll, Qeraji
Contents

TribalWars 8.6 (Map)

Reviews
Moderator
12:57, 11th Nov 2009 ap0calypse: Approved Seems to work properly.
  1. pregomal

    pregomal

    Joined:
    Mar 25, 2009
    Messages:
    32
    Resources:
    0
    Resources:
    0
    ins't it The Qiraji?
     
  2. Malcous

    Malcous

    Joined:
    Apr 2, 2008
    Messages:
    1,196
    Resources:
    0
    Resources:
    0
    -add more units and give them some more abilitys
    -improve the hero spells
    -improve the race descriptions

    You should really remove the flying sheep....
     
  3. The Templar

    The Templar

    Joined:
    Dec 18, 2009
    Messages:
    12
    Resources:
    0
    Resources:
    0
    well the game is fun but i think that i has more potenale so i hope you fix the ai. and just add more to the descriptions but besides that its a good fun game and best of luck to you with making it. ^_^
     
  4. Thazrog

    Thazrog

    Joined:
    Sep 26, 2009
    Messages:
    25
    Resources:
    1
    Maps:
    1
    Resources:
    1
    hehe some of them actually drop items. They weren't just randomly put there for no reason.

    but thx for the reply, will look for a way to improve that way.

    And thx to everybody for the positive feedback, glad you like the map :)
     
  5. Daleknosaur

    Daleknosaur

    Joined:
    Jan 21, 2010
    Messages:
    13
    Resources:
    0
    Resources:
    0
    EVIL IS IN THE HOUSE
    currently testing
     
  6. Weyird

    Weyird

    Joined:
    Nov 17, 2009
    Messages:
    35
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Awe "Thazrog".. Hehe, I played you map (Under Mort_wif_Rapier) when you hosted it.. Haven't seen it up in AGES. You given up or some such?
     
  7. Thazrog

    Thazrog

    Joined:
    Sep 26, 2009
    Messages:
    25
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Well, given up, no....but I'm a first year at tuks now, and I really don't have the time to edit the map any further :p.

    Besides, I play MW1 and MW2 with the little bit of free time I have :D
     
  8. kazajin

    kazajin

    Joined:
    Mar 29, 2010
    Messages:
    11
    Resources:
    0
    Resources:
    0
    I had only one issue and that is customized units while I loved some of the fitting changes you made to the classes I did not like the fact while there is some customization there is not full customization to really make it yours but I would LOVE if sometime you could message me with how to change the picture of the altar of darkness for undead and change there worker pictures I loved that
     
  9. Weyird

    Weyird

    Joined:
    Nov 17, 2009
    Messages:
    35
    Resources:
    1
    Maps:
    1
    Resources:
    1
    You said once you'd email me a copy I could edit?
    I'd love to fix up some admin, like consistency of the position of icons, spelling, etc.
    Would you mind emailing me an unprotected edition of the latest version? I promise not to spread it to anyone or make any untoward changes.
    My email is burn_up_warrior@hotmail.com
     
  10. Weyird

    Weyird

    Joined:
    Nov 17, 2009
    Messages:
    35
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Haha, ok that last comment of mine is funny in retrospect. It took a long time, but I finished your map for you.
    I emailed it to you.
     
  11. Thazrog

    Thazrog

    Joined:
    Sep 26, 2009
    Messages:
    25
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Yesh, thank you again for all the effort and work put into adding to the map and making it a bigger success. :)
     
  12. sven02121989

    sven02121989

    Joined:
    Apr 8, 2010
    Messages:
    8
    Resources:
    0
    Resources:
    0
    Tested!
    Too less buildings, items creeps spots.
    Heroes have standart abilities.
    AI doesn´t work.

    Good idea, but a bit too fast paced for me (buildings/units build too fast; heroes can be bought)

    Final Rating: 2/5

    Maybe you should start only with 3 races, then custom abilities and then custom units (it looks good especially the "zerg" race, but all in all its just a model).
     
  13. drakexx

    drakexx

    Joined:
    Sep 8, 2010
    Messages:
    181
    Resources:
    1
    Maps:
    1
    Resources:
    1
    i love that melle map but it needs more creeps 4/5+rep
     
  14. DMCfan

    DMCfan

    Joined:
    Oct 13, 2010
    Messages:
    34
    Resources:
    0
    Resources:
    0
    Vergil rule

    you forgot to change the text of the abilites, but is nice 5/5 :thumbs_up:
     
  15. DMCfan

    DMCfan

    Joined:
    Oct 13, 2010
    Messages:
    34
    Resources:
    0
    Resources:
    0
    you forgot to change the text of the abilites, but is nice 5/5 :thumbs_up:
     
  16. Eldubs

    Eldubs

    Joined:
    Sep 17, 2010
    Messages:
    1,370
    Resources:
    7
    Packs:
    1
    Maps:
    6
    Resources:
    7
    Is there any chance of changing the name? Because i play www.tribalwars.net, and alsways when i seek for a map like that game i end here, also made me be upset : (

    Altho the map i soogd, great gameplay. But if you could make more races, would make it more fine : )
     
  17. Goober4473

    Goober4473

    Joined:
    Aug 5, 2006
    Messages:
    19
    Resources:
    1
    Maps:
    1
    Resources:
    1
    I just played around on my own to look at the races. I like the simplicity of it. It seems like it would be fun for a micro-focused competative game.
     
  18. Thazrog

    Thazrog

    Joined:
    Sep 26, 2009
    Messages:
    25
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Well, that is actually more or less the point of the map. Its not about building tons of units and massing everybody to death. It won't work anyway because they get cluttered and bottlenecked in such a small area in which they have to move.

    The map rather concentrates on playing with and using units to their full potential ability and strength wise. This map is all about Micro-managing and being offensive.