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[Altered Melee] W40k Vanguard Strike

Discussion in 'Map Development' started by biridius, Mar 17, 2020.

  1. biridius

    biridius

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    An Altered Melee map inspired by Warhammer 40'000, particularly the Dawn of War series.

    Screenshots:

    DoW.jpg Horma rows.png guardians in cover.jpg

    Features:
    The map has multiple scripted systems altering the way Warcraft 3 is played.


    • Working AI - the map is playable in both multiplayer and single player.

      Mods, allowing to choose different victory conditions
      - Normal: destroy all enemy buildings
      - Survival: withstand 10 waves of Tyranids
      - Control area: take and hold strategic points on the map
      - Regicide: kill the enemy commander

      Camera rotation
      You may rotate the camera during the game using arrow keys, reset by pressing Escape.

      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.

      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 20%.

      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.

    • 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.

      Horma rows.png Nurgle.jpg

      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.
      Chosen in melee.jpg

      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.
      Kabalites kicking asses.jpg

    • 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.
      DoW.jpg

      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.

    • 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 100 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.



    Intended races: 5

    • (~95% done)

      Imperial guard units
      Imperial guard.jpg
      Hero

      Lord Commissar
      - Summary execution - restores morale of a squad and temporarily buffs their attack
      - Lead by example - temporarily makes the hero faster, grants area attacks and knockback
      - Aura of discipline - increases nearby units attack (does not affect vehicles)
      - Stubborness - revives the commissar if he dies

      Infantry

      - Infantry squad, Veteran squad, Support squad - may take 1/2/3 flamers, meltaguns, plasmaguns or grenade launchers
      - Command squad - a Colonel with buff abilities, has 4 bodyguards that can be upgraded with a Meltagun or Medi-pack

      Vehicles
      - Chimera - transport
      - Hellhound - flamer tank
      - Basilisk - artillery piece, long range but may not fire under half range, also has a heavy bolter that fires on the move
      - Leman Russ: versatile tank with a battle cannon and 3 heavy bolters; may upgrade to one of 4 variants:
      - Eradicator: more effective against hordes
      - Demolisher: slow moving siege tank
      - Executioner: effective against elite heavy infantry
      - Vanquisher: long range tank-hunter

      Space marine units
      Infantry

      - Scout squad - snipers
      - Devastator squad - marines with heavy bolters, may upgrade to missile launchers, multi-meltas, plasma cannons or lascannons
      - Assault squad - may jump to a target location, flying over obstacles
      - Tactical squad - may take 2 flamers, meltaguns or plasmaguns, or one of the former and a missile launcher
      - Terminator squad - start with fists and bolters, may take paired claws or hammer/shield, one may have a heavy flamer or an assault cannon

      Vehicles
      - Dreadnought - fights in close combat, may fire a bolter and a flamer while moving

    • (~95% done)

      guardians in cover.jpg

      Most Eldar units are hard hitting and very mobile.
      Eldar have webway gates to instantly move around the map where the gates are built. Their buildings and vehicles regenerate.

      Hero
      Farseer
      - Executioner - damages 3 enemy units
      - Fortune - protects a squad, absorbing a fixed amount of damage
      - Doom - reduces nearby enemy armor
      - Eldritch storm - slows down and damages enemies in a large area

      Infantry
      - Guardians: short ranged builder unit, can upgrade to have stealth, grenades, power blades and anti-tank meltaguns. In Tier 2 may add long-range heavy weapon platforms.
      - Kabalite warriors: main ranged infantry, may have grenades and special weapons
      - Mandrakes: stealthy melee unit
      - Harlequin Troupe: very fast melee unit, may be equipped with anti-tank melta pistols
      - Warp spiders: hit-and-run unit that can teleport, stun vehicles and deals area damage with their webs.
      - Incubi: elite melee unit with cleaving and vampiric attacks
      - Reaver jetbikes: very fast unit with vampiric attacks, may jump over obstacles, may take anti-tank blasters

      Vehicles
      - Talos: lighter melee walker with a long range sting
      - Falcon: transport / gunboat
      - Fire prism: fragile long-range artillery effective against most targets
      - Wraithlord: melee walker, also has two anti-infantry ranged weapons on both hands


    • (~95% done)

      Most Nid units cost Escalation instead of Power to represent absorbing biomass of slain enemies.

      Hero
      Hive Tyrant - has Superheavy armor unlike other heroes.
      - Paroxysm: while channeled, stuns the target squad.
      - Smash: rams through enemy units.
      - Onslaught: movement speed aura.
      - Catalyst: temporarily makes nearby tyranids regain health and prevents them from dying.

      Infantry
      - Genestealers - scout unit, become invisible over 5 seconds if they don't attack. Only unit to cost Power without "biomass".
      - Ripper swarms - builder unit / fodder
      - Termagants - ranged horde, may be led by a Warrior with anti-tank venom cannon
      - Hormagaunts - melee horde
      - Gargoyles - fast ranged unit similar to termagants, may fly over obstacles
      - Warriors - versatile melee/ranged unit, improves morale of other broods
      - Venom brood - tank-hunting warriors
      - Raveners - fast hit-and-run unit that may burrow under obstacles
      - Biovores - long range artillery
      - Pyrovores - flamer unit
      - Tyrant guard - bodyguard unit, boost Hive Tyrant's armor by 5

      Monster creatures (vehicle equivalent)
      - Carnifexes - melee monster that can charge through obstacles and scatter troops
      - Trygon - towering monstrous creature, may burrow under obstacles and fire electric discharges


    • (~95% done)

      Hero
      Daemon prince
      - Baleful gaze - knocksback an enemy unit, dealing damage to all enemies in the way
      - Daemonic flight - allows to jump over obstacles
      - Dreadful presence - saps enemy attack and morale
      - Infernal gateway - damages enemy units and heals daemons

      Infantry
      - Cultists: builder unit or assault horde
      - Renegades: ranged horde unit, may be equipped with a flamer or grenade launcher
      - Chosen: similar to tactical marines, may have anti-tank grenades
      - Raptors: jump unit, may suppress enemy morale or destroy buildings/vehicles with meltaguns
      - Possessed: melee troops effective against most targets
      - Noise marines: long range set-up team, good vs buildings and cover

      Vehicles
      - Defiler: melee walker and siege artillery unit
      - Rhino: transport vehicle
      - Predator: fast tank-hunter tank

      Daemon units: costs escalation instead of power
      - Bloodletters: horde melee unit
      - Beasts of Nurgle: slow down nearby enemies
      - Flamers of Tzeentch: deal area damage, effective against troops in cover and morale

      Mutations and marks
      Cultists, Raptors, Chosen and Possessed can be upgraded with a mark of one Chaos God.
      - Nurgle: increases health regeneration
      - Khorne: increases armor
      - Slaanesh: increases attack and move speed
      - Tzeentch: grants stealth
      Nurgle.jpg

      Any of those units that earns a lot of escalation catches the attention of the Ruinous powers and is rewarded with a random mutation. There are 7 possible mutations, and a squad can have up to 2 of them, leveling up to level 3.

    • (~95% done)

      Squad upgrades such as special weapons cost Escalation instead of Power, to represent scavenging equipment after fights.
      Large squads of orks receive a bonus resistance to morale damage.
      Ork base and army.png

      Hero: Warboss
      - Kustom shoota: allows to fire at the selected target while moving for a few seconds, causes suppression
      - Krump'em: damages and disrupts nearby enemy units
      - Mega-armor: absorbs damage until it overheats, dealing area damage and increasing movement speed
      - Power of Waaagh!: temporarily increases nearby units attack and grants melee charge

      Burnas.jpg
      Units:
      - Gretchen - builder/meatshield horde, may be given a long range cannon
      - Slugga mob - melee unit with pistols, may upgrade to kommandos or skarboyz
      - Shoota mob - ranged unit
      - Tankbustas - ranged anti-tank specialists
      - Stormboyz - jump pack unit, same stats as sluggas
      - Nob squad - elite melee unit, have a damage buff aura
      - Flash Gitz - elite ranged unit
      - Weirdboyz - ranged unit, disrupt enemy infantry

      Vehicles:
      - Lobba - long ranged artillery
      - Gun wagon - transport equipped with a cannon, may upgrade to Deff Rolla with ramming attack and rocket launchers
      - Killa kan - melee walker
      - Mek Traktor - mobile but fragile long ranged walker, pulls enemies closer



    Credits to IronMaiden, Grey Knight, Mechanical Man, Burning_Dragoon5, wraith, Epsilon, The_Silent, donut3.5 for all these great models and icons.
     

    Attached Files:

    Last edited: Jul 17, 2020
  2. biridius

    biridius

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    Done
    - Heavy weapon setup time system: devastators do not fire for the first 3 seconds after they stop moving
    - Escalation system: awards lumber for dealing/taking damage; gold is gained through income increased by generators
    - Ordnance knockback system: Basilisk and Leman russ main guns launch troops into the air on hit
    - Added functionality for weapon requirements (f.e. now you need T2 to get melta/plasma in infantry squads)
    - Some other minor things

    Now there's just transports and special attacks left to make, and then I can move on to making other races and the AI.
     
    Last edited: Mar 18, 2020
  3. biridius

    biridius

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    I should probably add other mods than melee, too.
    - Survival (waves)
    - Capture the flag
    - Any ideas?
     
  4. cleavinghammer

    cleavinghammer

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    Regicide: Start with a hero, and lose when your hero dies.
     
  5. biridius

    biridius

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    Added some eldar units - guardians, kabalites, harlequins, mandrakes, wraithlord, falcon and fire prism.

    Guardians are the builder unit. Instead of repairs, all vehicle/building units regenerate. Grav tanks jump like assault marines and have dodge chance (holofields) but much less hp and damage reduction than guard tanks.

    There is not much anti-tank for now, only melta pistols in harlequins and blasters in kabalites, and they all die hilariously to battle cannon fire flying all over the place and gettnig stuck in terrain. Might add haywire grenades on warp spiders once I make some animations for them.

    I'll work on modes once all the races are somewhat present and have heroes. The -regicide mode kinda works, will refine it later.
    - Imperium: Commissar (for now using the admiral model because it has a funny hat lol)
    - Chaos: there were some chaos lord models I think on xgm
    - Eldar, Orks, Nids - ?
     
    Last edited: Mar 19, 2020
  6. cleavinghammer

    cleavinghammer

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    Orks: Mek, Warboss, Mad Dok.
     
  7. biridius

    biridius

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    Main issue is there are no models for the heroes. I'd also add necrons and tau but both have like 1,5 models available. At least Nids can use zerglings/nerubians for gaunts, crabs for warriors/tyrant guard hydralisks for raveners and ghouls for genestealers. And there is a carnifex model.
     
    Last edited: Mar 19, 2020
  8. cleavinghammer

    cleavinghammer

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    You could always use standard orc models as Feral Orks, either as units or creeps.
     
  9. biridius

    biridius

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    I did find a few ork models, but they are not for hero units. There are storm boyz, shootas/sluggas, burnas, and sluggas with armor.
    Maybe the warlock/witch orc for mad doc/weirdboy, and the warboss could be just a larger ork with a horde rally flag on the back. And some postapoc vehicle models for trukks and such, if I find any.

    Edit: found a huge archive of 40k models, there's even a defiler and all kinds of marine tech
     
    Last edited: Mar 19, 2020
  10. biridius

    biridius

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    Trying to implement the transport system. It works but is a bit wonky for now.
    Eldar get the Falcon and Imperium gets the Chimera, each can transport one squad.

    Guardians got a meltaguns option (like storm guardians in the codex) and a Warlock that can cast Conceal to make the squad invisible for a short time. They are supposed to be a close range unit using transports or conceal to get close enough to use their meltaguns and shuriken catapults, or tie up heavy weapon squads in close combat.
     
  11. biridius

    biridius

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    Attempt to make a Tyranid warrior out of a zergling by making it stand on hindlegs and enlarging left foreleg into a "devourer" gun.
    warrior.jpg
    warrior brood.jpg
     
    Last edited: Mar 22, 2020
  12. cleavinghammer

    cleavinghammer

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    Doesn't seem very visible, maybe use a different color on the arm itself?

    Maybe change the brown over the rest over the body to purple to get the standard 'Nid look.
     
  13. biridius

    biridius

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    I'm not too good with modelling, mostly just messing with animations.
    Tried something like this, but leviathan's purple would be better I guess.
    So far only made some standing animations and a walk animation.
    warrios painted.jpg

    Edit: Hive Fleet Leviathan warriors
    leviathan warriors.jpg
     
    Last edited: Mar 22, 2020
  14. biridius

    biridius

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    Added some nids. The map file is back in the original post.
    - Warriors (with the new model) - switch between melee and ranged, both piercing damage; have vampiric aura
    - Genestealers - become invisible if they don't attack for 5 seconds
    - Carnifex - "living battering ram" ability allows to smash through units, scatters troops like ordnance fire
    Translated nid units I forgot to translate before. I started this map a few years ago but abandoned it; back then it was in russian.
     
  15. biridius

    biridius

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    Added "-survival" mode to have more enemies for testing, "-zoom out" command, and a multiboard showing power income.
    Scouts get same stealth as genestealers. Tyranid Warriors can take deathspitters and one venom cannon per brood.
     
  16. biridius

    biridius

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    Making Chaos now.
    Most infantry can choose a mark of Chaos.
    - Khorne increases armor
    - Tzeentch grants stealth
    - Nurgle regenerates health
    - Slaanesh makes the unit faster

    In addition, when a unit earns Escalation resource by fighting, they may receive a random "Gift of Chaos" (up to 2 different mutations, each can level up to level 3). The mutations permanently buff the squad and any fresh reinforcements to it, an emphasis to avoid losing your squads.
    - Terrifying visage: increases morale damage
    - Warp frenzy: increases attack power
    - Baleful presence: deals area damage like Immolation
    - Cosmic fate: dodge chance
    - Arcane occulum: detects invisible
    - Crystallic body: reduces damage from normal/pierce attacks by a flat amount
    - Temporal distortion: when unit takes damage and is under 50% hp, it becomes invulnerable for a few seconds (drops focus fire)
    Planning to add more later.
     
    Last edited: Mar 27, 2020
  17. cleavinghammer

    cleavinghammer

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    Will it be possible to disrupt spellcasting?
     
  18. biridius

    biridius

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    I don't really plan on making hero spells a significant part of the game, so it won't be necessary.
    Maybe some spells will be channeling and could get disrupted by artillery and other knockback abilities.
    Chosen in melee.jpg Nurgle.jpg
     
  19. cleavinghammer

    cleavinghammer

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    More in a Perils of the Warp sense. Casters getting Silenced, exploding, a targeted spell hitting a different location...
     
  20. biridius

    biridius

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    That's a great idea, I want to make psykers now lol
    Haven't started making hero spells yet aside from guard command squad.
    Once I get to it will make a system for perils, may be borrow them from a WFB rulebook.

    Edit: though it could make psykers too unreliable to use. And farseers/librarians are supposed to be protected by ghosthelms/psychic hoods, tyranids should be unaffected by perils, so this leaves just orks and chaos.
     
    Last edited: Mar 27, 2020