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Tribes at War

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
A castle fight style idea and gameplay.
- The aim of the game is to have your units destroy the opposing castle.
- You must buy structures which then spawn units each time the timer expires.
- AI is used in game, and changing their difficult does also affect their abilities in game.
- Gold earned by kills is given to you when the timer expires.

At the beginning of the game Player 1 (Red) may pick a game mode, this is a list of all the different game modes and what they mean.
Normal - Normal gameplay is used, no random twists or alike.
Gold Rush - Both players begin with 1000 gold rather than 500 gold, also gold earned by kills of your AI ally will be doubled when given to you.
Militia Wars - Only Militia will be able to be used, all towers in the map are removed from the game, this is a fast game mode.
Brave Worker - Each player is limited to be unable to create any other peasants from their starting peasant. This peasant will need to be defended well to make sure of its survival.
Trail and Error - If a player builds a structure their ability to create structures will be stopped until the timer expires. Meaning players will have to pick what they build wisely. Also the timer is reduced.

Keywords:
Tribe, Wars, Castle, Fight, Human, Castle
Contents

Tribes at War (Map)

Reviews
08:10, 26th Jun 2011 -Kobas-: Status: Rejected
Review

Quick Review
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+Decently Fun
+Plenty of different unit foruse
+I like how the AI controls all unit fighting. It makes me feel like a general, unable to directly control fights, but able to direct forces
+It was obvious some actual time was spent making this map. The ideas are not (entirely) original, but it is kindof unique. It's like a WMW if you just auto sent units


-Leaks all over the place. Tons and tons of leaks
-Unable to play single player. You can't get money without killing other units. Consider adding a flat bonus each round timer
-Round timer was too long
-Terrain was terrible
-Ramps with towers were not wide enough. All too often I'd have a group or knights that would slowly get killed one by one while doing practically no damage to the tower, because the ramp wasn't big enough
-No directions on how to play except loading screen. Include information in an in-game quest


Endnotes: This is too fun of a map to not get approved. I'd say 2/5 with approval. It's decently fun, and the game works, but there are tons of leaks and stuff that weighs it down. Fix leaks, terrain, timer, a little balancing, and pathing.

I vote for Approval
 
Level 14
Joined
Oct 16, 2010
Messages
739
Terrain: I am always terrible with terrain. So I'll give it an attempt... not that i know what to add. any tips on that?
Leaks: Such as? I know a problem with defend but i haven't yet worked out how to fix it.
Round Timer: I made it long because of in one of my previous tests units stacked too much and ended up stopping each time they were told to move.
Gameplay Quest: I will add that in the next update.
Ramps: That's easily fixable.

Thanks for the feedback though. I'll make most of those changes then update it :)
 
Terrain is way too simple. Can't agree with your review here.
Status: Rejected

I agree that the terrain was simple, and I perfectly understand where you're coming from, and the leaks don't help the map either. It's a shame this map got rejected though, it was fun.

Karzama, if you want to learn to make good terrains, practice makes perfect. And a good place to start is this tutorial

http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/natural-environments-96825/

Leaks are data in a map that you didnt destroy after it was used once. When you call any point, it will leak a location unless you destroy the point via custom script. Here's a tutorial our spell mod Bribe wrote.

http://www.hiveworkshop.com/forums/...quick-tutorial-common-triggering-tips-190802/

I want to see this in the approved section. It's a fun game, and if you fix it, it could be a 4/5 map :)
 
Level 14
Joined
Oct 16, 2010
Messages
739
So... If I pick a unit group, tell it to go to an already set region. I would hold the group in a variable yes? then clear the variable after they are used? would i need to do anything about the position when it is a normally set position anyway?
 
Unit groups have a special function that can be called.

  • Custom script: set bj_wantDestroyGroup = true
You put this function before the unit group and it automatically destroys the unit group once it is done performing. It is a lot better than simply setting a variable then destroying the unit group. As far as points go, just look up a tutorial. Too much work to explain.
 
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