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Vanguard Strike

Submitted by biridius
This bundle is marked as approved. It works and satisfies the submission rules.
Warhammer 40k
Vanguard Strike


    • Genre: Altered Melee
    • Players: 1-4
    • Game version: 1.26 or later
    • Map version: 1.04
    .
    Inspired by the Dawn of War series from the Warhammer 40k universe, this map uses game-altering systems and many custom models created by the community to bring W40k into Warcraft III.

    [​IMG]

    List of Features:
    • Squad control system with options
    • Vehicle sponson & damage effect system
    • Cover, flanking, morale, setting up heavy weapons, ordnance knockback, deep striking
    • Switching to close combat and tying up system
    • 5 playable races: Chaos, Eldar, Imperium, Orks and Tyrainds
    • Custom AI
    • Mods: -survival, -control, -regicide
    • Camera rotation on arrow keys, use "-cam" to turn off/on


    • Squad control system
      Allows to control a squad of units as if it was just one unit.
      Each squad can also purchase additional options, such as sergeants, special weapons like flamers, or squad-wise upgrades, like Marks of Chaos or Tyranid biomorphs.

      [​IMG]

      Reinforcements
      Each squad may purchase additional members anywhere on the map, but only while unengaged.
      If a squad attacks or is attacked by an enemy, they temporarily lose the ability to reinforce.

      Morale
      Squads that seem to be losing a fight lose morale, which can be restored using different abilities, or when you get them out of combat.
      Once morale reaches 0, the squad morale breaks and their attacks will miss.
      If the "-panic" mode is activated, broken squads will immediately run away to the base.

      Close combat engagements
      Some units may switch between shooting and close combat attacks.
      When a squad is attacked by an enemy melee unit, they may not fire and are forced to fight in close combat.

    • Vehicle secondary weapons
      Vehicles have more than one weapon.
      For example, a Leman Russ tank has 3 additional Heavy bolters in addition to its main gun.
      The sponsons fire at separate targets, and may fire while the vehicle is moving.
      You may use the "Target sponsons" ability to specify a target for your tank's secondary weapons.

      [​IMG]

      Vehicle damage system
      When a vehicle takes a hard hit, like from an anti-tank missile, it suffers adverse effects.
      It may get temporarily slowed down or stunned, be unable to fire its secondary weapons, or explode, damaging all nearby units.

      Damage resistance
      Vehicles and buildings take reduced damage from all attacks, by a flat amount.
      - Most vehicles have between 10 and 30 damage resistance
      - Generators have -3, Turrets -8, Most buildings have -20 and HQ buildings -32

      Weak small arms fire or close combat attacks will often have no effect on a vehicle.
      Flanking or backstabbing a vehicle is more effective, as it increases the damage before the flat damage reduction.
      For example, an attack with 30 damage would have no effect on a Leman Russ (damage resistance -30).
      But if you attacked it's rear armor, the damage increases by 40% to 42 damage, resulting in 12 damage after the resistance.

    • Deep strike
      Some units, when trained, arrive from orbit, the Warp, etc. directly onto the battlefield.
      Instead of walking up the map, they instantly arrive at the rally point.
      However, deep striking units are stunned for 5 seconds while they enter the battlefield.

      Cover system
      While a unit is within a crater, or behind a stone wall or building, it takes 40% less ranged damage.
      Some weapons like flamers or Eradicator's main gun ignore this modifier.
      Some units may be upgraded to increase the protection they receive from cover to 55%.

      Flanking system
      When attacking from behind or flanking, units deal bonus damage.
      Flanking increases damage by 25%.
      Backstabbing increases damage by 40%.
      Melee attacks receive double bonus for this, so +50% or +80%. This makes melee hordes more viable as they are better able to surround the enemy.

      Heavy weapons and Suppression
      Some infantry weapons are Heavy, requiring a setup time after moving before they are able to fire.
      These weapons suppress enemy squads, slowing down their movement by 50% and attacks by 50%.

      Physics system
      Blasts from heavy ordinance, like a tank's main gun, scatter troops they hit.
      Some abilities also have this effect.

      Character protection
      Some units, including heroes, squad leaders and specialists, are protected by other friendly squad members. Damage to them is spread out, stopping them from being easily focused down.

    • Allows to zoom in or out farther than usual, and rotate the view.
      Use Arrow Up to zoom in, Arrow Down to zoom out.
      Use Arrow Left and Arrow Right ro rotate the camera left and right.

      "-cam" command allows to turn this off if you want to use arrow keys to move the camera instead of rotating.



  • Credits for models and textures used in the map:
    • IronMaiden
    • Grey Knight
    • Mechanical Man
    • Burning_Dragoon5
    • wraith
    • Epsilon
    • The_Silent
    • donut3.5

  • There are 3 main resources in the game.

    Power
    Produced by generators over time. Each player has a limited number of generators they can build.
    Generators are fragile and destroying them will hinder the enemy economy.
    When a generator is destroyed, it blows up, damaging nearby units.
    Most races use power as the primary resource to buy and reinforce their units.

    Escalation
    When dealing or taking damage, players gain this resource.
    The attacker generates more Escalation than the one who takes damage.
    Capturing a strategic point on the map instantly grants +50 escalation, and increases amount of escalation you gain from damage by 10% until it is captured by the enemy.
    Escalation is typically used for research or buying advanced units and vehicles.
    It is also used to build more generators.

    Population cap
    The food resource from Warcraft 3 is still used to limit the number of units per player.
    The difference is that it starts at 80 food and is typically not increased by building farms.
    A squad takes up a fixed amount of population cap, no matter how many members it has.

  • Default mod
    Destroy all enemy buildings to win.

    Survival
    Command: -survival
    All players are allied, and must survive against 10 waves of Tyranids.

    Regicide
    Command: -regicide
    Every player gets a hero at the start of the game, if your hero dies you lose.
    The goal is to eliminate all enemy heroes.

    Control area
    Command: -control
    Capture more than half of all strategic points on the map and hold them for 5 minutes.

    Extra commands
    You may use this in addition to the main game mods.
    -panic: units with broken morale will immediately flee to the base
    -cycle: set day/time cycle speed
    -no fog: remove Fog of War
    -no creeps: remove creeps

    AI commands
    You can use these before the game starts to order the AI to pick a race.
    -imperium, -chaos, -orks, -eldar, -tyranids



    • Faction abilities
      Gifts of Chaos
      : Chaos Gods reward their followers with mutations, making squads that fight a lot more powerful over time.
      Corruption: buildings slowly damage nearby enemy units.

      Hero
      Daemon Prince

      Summoned Daemons
      Escalation resource may be used to summon Bloodletters, Flamers and Beasts

      Main Infantry
      Cultists, Renegades, Chosen, Raptors, Noise marines, Possessed

      Vehicles
      Defiler, Rhino, Predator

    • Faction abilities
      Wraithbone
      : all vehicles and buildings quickly regenerate.
      Mobility: very fast units, may build teleport gates, and most vehicles may fly.
      Power from pain: Dark Eldar units heal in combat.

      Hero
      Farseer

      Main Infantry
      Guardians, Mandrakes, Kabalites, Incubi, Reavers, Warp spiders, Harlequins, Warlock Conclave

      Vehicles
      Falcon, Fire prism, Talos, Wraithlord


    • Faction abilities
      Galaxy spanning empire
      : tiering up increases power income and pop cap.

      Hero
      Lord Commissar

      Main Infantry
      Guardsmen, Command squad, Scouts, Support squad
      Space marines: Tactical, Assault, Devastator, Terminator squads (all may Deep strike)

      Vehicles
      Chimera, Hellhound, Leman Russ, Basilisk, Dreadnought


    • Faction abilities
      Mob rule
      : Large squads of Orks are resistant to morale damage.
      Looting: All squad upgrades for Orks cost Escalation instead of power.

      Hero
      Warboss

      [​IMG]

      Main Infantry
      Gretchen, Sluggas, Shootas, Stormboys, Tank bustas, Weirdboyz, Nob squad, Flash gits

      Vehicles
      Lobba, Gun wagon, Killa kan, Mek traktor


    • Tyranids begin with an Infestation node, spawning Genestealer broods.
      Once enough Escalation is gained by fighting or capturing points, they advance to Hive node, allowing to produce more advanced units and buildings.

      Faction abilities
      Biomass consumption
      : most units cost Escalation, allowing you to reinforce as much as you fight.
      Synapse: certain units (Warriors, Hive tyrant) boost morale of other units.

      Hero
      Hive Tyrant

      Main Infantry
      Genestealers, Ripper swarms, Hormagaunts, Termagants, Gargoyles
      Warriors, Venom brood, Biovores, Pyrovores, Raveners

      Monster creatures
      Carnifex, Trygon



  • Map development thread (before release)

    General
    - improved text layout on item tooltips
    - reduced damage protection of squad specialists from 100% to 90%
    - ordnance knockback now knocks down units, and they need a few seconds to get back up

    Chaos
    - new Armor type for Daemons, receives reduced damage from universal, normal and piercing attacks, but full damage from power weapons and explosives

    Eldar
    - new unit: Warlock conclave, start with destructor spell and healing aura, may purchase additional abilities
    - Farseer: Eldritch storm may now hit the same unit multiple times
    - Wraithlord: added ghostglaive, starcannon and bright lance options; requires Spirit Shrine to upgrade
    - Harlequins: added neuro-disruptor option
    - Reavers: added haywire blaster option; moved to Support Portal from HQ
    - Mandrakes: changed armor type to Daemonic, health reduced from 700 to 600
    - Falcon: changed pulse laser projectile
    - added attachment effect for fusion guns of harlequins / guardians
    - Improved holofield moved to Support portal from Spirit Shrine
    - changed trace color of shuriken weapon projectiles to blue

    Orks
    - added defensive Turrets
    - Nobs: Waaagh! banner aura no longer affects vehicles
    - Painboy: increased ranged damage, added AoE
    - Flash Gitz: changed projectile color to yellow
    - Sluggas: increased stikkbomb damage by 10 and range by 100
    - Weirdboyz: fixed maximum squad number; added Warpath spell
    - Warboss: fixed ultimate ability levels

    - fixed food spike bug on later game versions
    - fixed unnecessary attack ground tooltip on squads
    - fixed ai trying to cap allies points if they were taken while ai was on the way
    - added a 0.6sec cooldown on the formation indicator
    - added generator fade in animation
    - fixed food cost of some dummies

    General
    - added gradual fade-in animation for buildings with no birth animation
    - fixed units getting stuck in the air after being knocked into trees
    - fixed dead creeps preventing cap

    Eldar
    - fixed tooltips for Eldritch storm, Murderous prowess, Wraithbone warsuits
    - increased Bright lance range to 1400
    - improved portrait camera for Reavers, removed noise

    Chaos
    - removed permanent special effect from Temporal distortion mutation

Previews
Contents

Vanguard Strike v1.04 (Map)

Reviews
deepstrasz
[spoiler] [spoiler] If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE MAPS Description Guide - Melee Maps...
  1. deepstrasz

    deepstrasz

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    As you can see, on 1.31.1, there are dire issues (attached video).
     

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  2. biridius

    biridius

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    Thanks for reporting these.
    I've added a cooldown to the code that creates formation indicators in case someone does that.
    Not sure what's the deal with the food spikes. I tried to recreate the bug but it doesn't happen for me.
     
  3. deepstrasz

    deepstrasz

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    Tried it on 1.31.1? It's pretty important to know that there are major code changes between 1.21 which was deemed exploitable and 1.29+.
     
  4. biridius

    biridius

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    It's 1.26, not 1.21 like the site shows (I think you have said before it's because of jngp).
    Can I have more info on the food spikes? It's unclear from the video when exactly they happen.
    There are no units being created when giving a move order, and all dummies and squad members cost 0 food, so it makes no sense to me how it could be spiking.
     
  5. deepstrasz

    deepstrasz

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    I'm not sure either. It's when I click around with a group/squad/battalion of units, as you can see in the video. I haven't done anything else but move them around, clicking like crazy.
    Is the map unprotected? I might try to open it and see the triggers, if they're not custom script but GUI that is.
    I'm pretty sure it has to do with the patch version difference. 1.31.1 reads something badly and makes units taking food :\ or something.

    If it's protected, you could send me a private message with the unprotected map for testing, if you want.
     
  6. biridius

    biridius

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    It's unprotected, but as always I used JNGP for it and it's all c/vjass all over the place.

    I'll try a trigger checking for units entering the map, checking if they take more than 0 food, and debugging its name and send it to you to test on the new wc3.
    This should show messages on what exactly is it that's being created.

    Edit: forgot to add a check for Player 1 red to avoid making messages from creeps/ai etc.
     
    Last edited: Jul 21, 2020
  7. deepstrasz

    deepstrasz

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    Yeah, can't open it in 1.31.1 editor :\
    You should not be working with unofficial editors since there's a high chance of things not working at one point. Besides, I don't think JNGP has anything more than the new stuff added in 1.31+.
     
  8. biridius

    biridius

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    Does the food spike bug still happen?

    I made a bit more sofisticated trigger to test food usage, type "-test food" and it will display when units change their food use, should work for created units, morph, etc. I would like to see what it says when the bug happens on 1.31
    Edit: the system is in the main map file for 1.02, not in the earlier comment
     
    Last edited: Jul 23, 2020
  9. deepstrasz

    deepstrasz

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    Yes, sadly on both 1.31.1 and 1.30.4. I attached footage recorded on 1.30.4.

    Also spam text with the -test food command occurs when moving the units as the food increases.
    vanguard.png

    I wonder how this map plays out in 1.32+. I don't have it installed so I can't tell.
     

    Attached Files:

  10. biridius

    biridius

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    I think the issue lies with my trigger for building with squads, it creates a proxy copy of the ordered squad's portrait after checking if GetObjectName(orderid) != "Default string".
    If it returns something else for invalid orders in the new versions, that would explain the food spikes.
    I've added a couple extra checks, hope it works correctly now, could you check it for me?
     

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  11. deepstrasz

    deepstrasz

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    Hey. It doesn't seem to happen anymore.
    I'll check it further then and edit this post or post another one if you or someone else posts after this one.
    What I've seen is that some brigades like the infantry have the Attack Ground ability in both melee and ranged mode but it doesn't work. Also, the ability has no UI cursor.

    Question is, does your map still work properly on the version you've made it on now that you fixed it for 1.30+?
     
  12. biridius

    biridius

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    Thank you for testing.
    Yes it works on my 1.26 wc3. I've just added a check for "" as well as "Default string", and a check for GetUnitPointValueByType to ensure the trigger doesn't treat orders like "move" as a build order anymore.

    I'll go fix the attack ground thing, then update the main map file.
    I should also make more screenshots since all the old ones are outdated.
     
    Last edited: Jul 23, 2020
  13. deepstrasz

    deepstrasz

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    -the problem is that if you make full food (100) or almost, your units will not take orders instantly anymore and they will have to be put on a queue where it will make them walk a few paces, stop and so on
    -another issue is the lag caused by many floating texts on the screen at one time; for one player it's OK but if there would be more or all players with full food, there won't be a fluid game
    -would be a good idea to find more custom icons like for low morale and stuff
    -not sure why melee attack mode would be useful when the soldiers have infinite ammo and the close damage is so low
    -maybe you could think of better names and icons for the attack and armour types. Why do infantry have normal attack type for both melee and ranged?
    -not sure if intended but brigades take the same food regardless if they don't have all their soldiers alive
    -if you use hero models for non-hero units, their bodies will remain on the ground since they have no decay animations usually
    -Stubbornness has the Reincarnation description
    -Lead by Example's buff has no description
    -Genestealers have some empty inventory slots with some lines as description
    -Devastator Squads are a pain to handle; they either attack and don't want to move anymore or their leader remains somewhere behind
    -Dreanought's Target Sponsons causes video glitches on the screen and the unit becomes invisible for a while; also it attacks even when moving with its back at the enemy
    -I was expecting a bigger boom from the Basilisk to be honest
    -of course some buildings look too medieval; a thing that maybe could be improved over time if you find the necessary models
    -that Dreadnaught really is a pain; see video; the model needs fixing
    -Support, Veteran and Conscripts look the same and attack pretty much the same. What is their role or how do enemy differentiate them?
    -tanks also look pretty much similarly
    -Toxic Miasma's icon is that of some other ability from the human faction; Ignore Cover, I think? Dreadful Presence too; Doom too
    -same kinds of visual bugs after training the Trygone and other troops in the same building
    -is Carnifex supposed to require 100 food?
    -the Chaos tower looks like the one of the humans
    -what's the role of the Chaos blight? I see buildings don't require it; does it give boni to the units like how undead regenerate on it?
    -Renegades have the icon of Infantry and look the same
    -Heavy Weapons and Fury of the Legion have the same icon
    -there's some weird stuff going on with the video glitches; don't know why; some models probably
    -Wraithbone Warsuits has the same icon as some other upgrade from some other faction, maybe Chaos
    -Fortune's icon=Celestial Shield's
    -all tanks from Aeldari jump :D?
    -well generally can't say much about the faction balance
    -Power of WAAAGH has the Berserk buff, icon and all
    -trying to build with shift+next command doesn't work

    vanguard.png



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    EDIT:
    Tested on the latest 1.32+ patch and the visual bugs don't appear anymore.
    I'm having lag when I play with the humans and there are too many soldiers on the screen. This doesn't happen with the tyranids.

    Anyways,
    Approved.
     

    Attached Files:

    Last edited: Oct 17, 2020