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Unfair Advantage

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Level 3
Joined
Aug 19, 2005
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47
Unfair Advantage
by CommanderZ

Description
Unfair Advantage is an altered melee map inspired by C&C3's Unfair Advantage. Team of defenders (2 players) is encamped on elevated platform with rich resources and only one access. Four-member team of attackers has to outnuber them in order to achieve victory.

Features
  • Pretty terrain to battle on (I haven't placed any decorational doodads yet though)
  • Huge and furious battles in narrow bottlenecks
  • Three different game modes
  • Fast paced gameplay guaranteed by some Wc3 melee alternations (building times of most units and buildings were halved, gold mines have unlimited capacity...)
  • 6 all new uber-expensive and uber-powerful legendary units (who played Supreme Commander knows what I mean) ranging from Annihilator Dragon to the Goblin Artillery.
  • You have to struggle for Circle of Power placed in the middle of the map just in the front of defenders' base - it generates game-breaking amounts of gold for its owner
  • AI is capable of playing this map (it has some limitations though)

Melee alternations
  • Unlimited gold mine capacity
  • Halved building times of all units and buildings except of main building upgrades
  • Upkeep was in fact removed (it is set to 90% and doesn't change anymore)
  • Bounties are ON for all units, heroes drop ~250 gold
  • Defenders have food cap set to 150 and starting resourcers increased
  • Trees can be destroyed only by spells
  • Hero level cap removed
.
.
.

Legendary units
Concept of legendary units is taken from Supreme Commander. They are extremely powerful, but also extremely expensive (10000+ gold, the most expensive costs 25000 gold) and can drain your economy for pretty long time. They differ widely in their purposes - some are meant to attract enemy fire, some offer long range bombartment and some are rather supportive. Every race has two by now.

NOTICE: They have just basic abilities by now, but I'm going to make them much more unique in future. You can also throw in some ideas.

AI
AI can basically play this map very well but it has some issues by now:
  • They don't build legendary units
  • They are unable to handle second gold mine in their base
  • Defenders don't camp in the bottlenmeck and perform suicidious missions on attacker's bases when they manage to mass some units
  • They seem to keep huge gold surplus, especially Insane bots
These bugs don't mean they are not challenging. I played many times Me+Insane VS 4 medium bots and I got owned everytime. I'm pretty lame in wc3 melee though :p

It would be great if someone could made some adjustments to the (PM me if you are interested. I don't know how AI editing works, so I cannot estimate difficulty of these changes)

Progress
Triggers: Finished
Terrain: Almost finished, needs doodads and maybe some cleanups
Legendaries: 6 finished for now, may be revamped or expanded
Balance: I have no idea

Change log
Code:
v0.133
- first public version
v0.198 (see post #7)
- the Naga Tidelord was introduced
- the Demigod was temporarily removed
v0.218 (see post #11)
- the Divine Emissary was introduced
- the Overmage was removed
- the Naga Tidelord model and icon was changed to Naga Royal Guard
- Circle of Power now generates gold for all players in the team

Final word
Please, don't treat this map as a full sized project. I just wanted to make a break from JASS and huge overcomplicated projects. The map was almost completely made in one week, so...don't let your expectations be too high. But it is still very funny, especially for people who don't like small-army limited resources based gameplay style ofvanilla wc3, but like its units, races, atmosphere... ;)

Enjoy!
 

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Last edited:
Level 4
Joined
Jun 16, 2007
Messages
97
ehh sounds like something where massing the best unit = win. it sounds cool in idea. also the bounty on sounds unfair because of the bottleneck. the 2 player team will be generating tons of resources as more units are thrown at them and crushed. also, last time i checked battles in bottlenecks arent fun. =Z
 
Level 3
Joined
Aug 19, 2005
Messages
47
Unit bounties are counted as importatnt part of income for defenders. Note that defenders have 3 gold mines (=>6 mines total as a team) each while attackers have 2 mines each(=>8 mines total as a team) and also defenders can support total of 300 food points while attackers can support 400. It means that they must be as effective as possible. Unit massing doesn§t wor as every unit in WC3 has its natural counter. As you can see on screenies I attempted to mass Wyrms, but they still need heavy ground cover as they die easily to any specialized anti-air unit.

PS: If defenders are camping too much, they lose chance to control the Circle of Power which provides 200 gold per 15 seconds.
 
Level 3
Joined
Aug 19, 2005
Messages
47
That would require much larger map, there is no room for them by now. Maybe I will expand the map sometime in future...
 
Level 3
Joined
Aug 19, 2005
Messages
47
New version (0.198) is here. I brings one next-gen legendary unit:

Ar'athlon, the Naga Tidelord
Race: Night-elf
HP: 19000
Mana:300
Damage: 289-333 (normal)
Armor: 12 (heavy)
Gold cost: 18500
Lumber cost: 4500
Abilities (all scripted):
  • Army from the Deep - Ar'thlon will call his mighty naga army from the depth of the nearest sea. The army may consist of 2-6 Mur'gul Reavers, 1-3 Sirens, 2-4 Myrmidons, 0-1 Sumonner and 0-2 Royal Guards. (Mana: 300, Cooldown: 120)
  • Call of Tide - Instantly teleports Ar'athlon and his fellow nagas into the nearest sea. (Mana: 100, Cooldown: 45)
  • Pulverizing Strike - Ar'athlon has 20% chance to slow all enemies around him and deal 200 damage to them while attacking. (passive)
  • Tiderunner - Ar'athlon is invisible and moves much faster when in water.

Also, the Demigod was temporarily removed from the game.

Tha map was reuploaded to the first post.
 

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Level 8
Joined
Jun 23, 2007
Messages
548
Ive played this im not a big fan of normal maps but its auctually pretty fun i reccommend it, its a very unique type of normal game. Protecting the queen king of the hill and i forgot the other. But this is very fun try it even if you DO hate normal games. But IF your retarded and sucks at normal games like me get a friend and mess around comps are hard even when set as easy for me =(.
 
Level 3
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Aug 19, 2005
Messages
47
W00t, new version is here - 0.218 - with one new experimental...eh, legendary, and some other improvements.

Firstly, the new unit:

Akron, the Divine Emissary
Race: Human (suprisingly)
Role: Damage dealer and support buffer
HP: 16000
Mana: 1200
Damage: 284-300 (normal)
Armor: 7 (medium)
Gold cost: 16200
Lumber cost: 5400
Abilities (3 of 4 scripted):
  • Divine Inspiration - Blesses target friendly unit permanently increasing its armor (+8). Also vastly (heals 3* more HP) increases effectivity of Priests' heal. (Mana: 65, Cd:1)
  • Blessed Soil - Blesses the soil in a wide range with an empowering spell. Allied units standing on it will get 20% damage bonus. The blessing lasts 5 minutes or can be dispelled by plaguing the land with blight. (Mana:250, Cd:150)
  • For Sake of God - With God's help can Akron convince almost any creature to fight for him. Cannot convert heroes or legendary units. (Mana: 125, Cd:20)
  • Purge the Unholy - Akron's blessed sword cleanses the undead. Any undead killed by Akron will explode and deal heavy damage (200) to sorrounding units. (passive)

Another changes: As moyack suggested, Tidelord's model was changed to Naga Royal Guard. And lastly, the Circle of Power now gives the gald to all allies of its owner. This makes it even more important for both teams. It can throw defenders into a serious disadvantage if they camp too much.

I was also thinking about upcoming legendaries and I realized I have good ideas for all races except of Orc. The have Space Orc and Goblin Artillery now. Both are "techy", which doesn't fit Orc theme very well ,so I will probably move the Artillery as soon as possible to human, but it would mean that Orc would havy only one legandary, which is unacceptable, so, please try to brainstorm another one for them, I ran out of ideas. It should use some model yet unused in game and it may be whatever role you want, but I would prefer rather a supporter/mage as they have Space Orc as tank/DPSer now. Rep is awaiting :)

Map was reuploaded to the first post.
 

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Level 10
Joined
Jun 10, 2007
Messages
557
[blank] the Eternal-Bloodthirster
Uses the 'hidden' Fel orc Berzerker model (I'll dig up the path in a bit)

Building Rage The longer [blank] remains attacking a single target, the more damage he does to it with each attack. (Passive) (if you've played Red Alert 2: Yuri's revenge, I'm thinking along the lines of the Gattling Cannon)
Andrenaline Rush [blank] gains +25% attack speed and +[] damage for 30 seconds. At the end of this period, damage is dealt to [blank] equal to the amount dealt to other units during this period. This can kill [blank].

Just my rough took-two-minutes-to-think-of idea. :)
 
Level 3
Joined
Aug 19, 2005
Messages
47
Sounds like nice concept - extremely dangerous, but very vulnerable meatgrinder. The first ability is Fury Swipes from dota, but it can be applicable there. The second is also nice, but it would need careful balancing as it would kill [blank] very quickly.

Thanks, +rep
 
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