Warcraft Maul NG v2.65
PREFACE: THIS MAP IS NOT MEANT TO BE PLAYED WITH REFORGED AND WILL NEVER RECEIVE ANY SUPPORT FOR ANY ISSUES CAUSED BY THAT. STOP PLAYING REFORGED.
WCMaul NG (formerly dubbed NeXtGen) is a project I've been working on from 2008 to 2011, that aims to combine classical mazing known from Wintermaul,
with Elements from other TDs and Mauls such as Element TD, Shoppingmaul, eeve TD & Green TD to name a few.
It is originally a mod of "WarCraft Maul: Complete 1.5" (see epicwar), but has undergone so many changes since then that the map is a completely different experience.
Early wc3 custom maps were also often horribly unbalanced, so rebalancing towers was a very important factor in this.
The map can be extremely easy or terribly difficult depending on the playstyle, chosen races, players themselves and lost lives per level.
The "default" difficulty in my own opinion is 2 Stages on Normal with 20 lives because it allows each normal enemy to gain up to over 200% handicap in later levels,
which may require you to strategically place strong towers and combine them with mid-tier towers and/or weak ones to avoid that an army of Shamans with 132.000HP each simply run through your zigzag-stuff and kill you.
Playing on Easy caps the HP at 75% which can be done with just a few strong towers.
However, you cannot expect to sell all your weaker towers for just one expensive tower to wreck stuff like in Element TD and Green TD in later levels.
Each race also benefits from the lv15-given choice to build a bonus tower that can be quite a gamechanger.
► The map is a so-called mazing maul tower defense. You get to play from 1 to 9 players and have to defend the gold mine at the bottom of the map.
► In order to do that, your main objective is to build towers which are able to attack the spawned creeps (one spawn per player) either in a labyrinth that may or may not make use of waypoints scattered over the map or a straight defense line.
► The map offers 21 races (20 to choose from, one hidden, bonus random race) where each race has a certain playing style to it, requiring different approaches of slaying creeps.
► Warcraft Maul NextGen is playable in three difficulties
► Players can either choose to play 25 or 50 levels with a changeable amount of livels to start with
► If you're short on lives, you may buy them from your main base for 500 gold each.
► As the map offers over 230 towers and includes famous races from formerly known maul maps (The Undead, Naga), it also introduces new races such as the Elements and towers from the famed Green TD.
► If you're feeling lucky, try out the Animals and control your units, level your hero or dish out huge damage to enemies using one of the map's unique Ultimate Towers.
► To get money from not only killing enemy units, WcMaul NG features an income system giving you bonus gold depending on the amount stored on your account.
► In order to keep the map a little more challenging, it
a) has mini bosses appearing every ten minutes with increased HP and bonus gold
b) can be played in PRO Mode which requires at least two players to work together in order to get to level 50 and may take over two hours.
c) has a lot of effects lol
d) is equipped with varying aura key points spread over the map which buffs enemy units or may debuff your towers.
e) can be fine-tuned by setting the starting amount of gold left in the mine.
f) has a few secrets to it which you may be curious to explore
g) may require you and your team to do waypoint mazes which is actually encouraged if playing on higher difficulties
h) now has another, new miniboss in Normal Mode that randomly spawns without letting you prepare
► benefits of a simple, yet effective Balancing System based on lives lost per level and difficulty
► features a Single Player Mode
► 99.47% leak-free
► below 500kbyte map size
► has achieved over 25k Downloads on hive, over 25k on epicwar and possibly many more via bnet
► only needs TFT v1.26 to run, giving it ULTRA-COMPATIBILITY©
► still fries your toaster in 2020
► and lots more
► master.of.chaos, sserpyc,
TerranUp16, GameJNKY, Ultron,
► 1337lEeyorepro, DukeWintermaul, Illidan(Evil)X, WILLTHEALMIGHTY, JetFangInferno
► Apu, Kaputzemann, M][thos, 13rilliance, LunA.MoOnRideR
► Fyxe, THEOLD2, haqu, ILutherI, Clan SMXP
► DDF.Druid, the users of "the hive workshop", the testers around B.Net,
► and you
*Fixed the 1 Life not being applied to Normal Mode upon choosing
*Fixed HP handicap display for Easy- & Normal Mode
*Fixed Green Fear: Tree Spawn Walkability
*Nerfed the Dragonhawk (High Elves) by cutting its' range down to 300 instead of 700
*Fixed the Eye of the Dead not de-/applying the buff
*Removed the RNG for a certain secret, now has a 100% dropchance
*Added another Miniboss that randomly spawns in Normal+ without prior warnings
*Enemy Buffs now (Aura/Epic) only apply after lv3
*minor terrain adjustments; Lich King is now present in the map to insult you
Q: I ded on Easy - y tho?
A: This kind of tower defense may require you to build a pathway for enemy units to pass through that extends their distance to the Gold Mine at the bottom.
The map actively uses waypoints, so making use of these is maybe a good idea, no? Build more towers, derpface.
Q: Why can i only choose few races, not as mentioned 21?
A: When you select the wisp, click on the Symbol showing a Dark Orb to change to the other races.
Click on the bright orb to revert to its original form. Same goes with the ultimate wisp(s)
Q: How does the interest system work?
A: If you have saved at least 100 Gold, you gain a certain percent of the amount of Gold you own when the timer in the multiboard expires.
Also the amount you get is shown up above the Base of your race when the timer runs out.
You can gain a maximum of 100G interest
Q: Why have the ultimate towers such a long cooldown and what amount of damage do they deal?
A: Most of them do 1000000 damage IN GENERAL, what means NOT that they deal the 1000000 to every single unit in range, but 1000000 damage divided by the amount of units in range.
And as they deal such massive damage, you should not be able to use them whenever you want
Q: Why can't I kick ?
A: Only the host has the right to kick.
Q: Why do creeps sometimes attack my towers?
A: Well, the most common answer is, that creeps take 1x1 square units.
A tower covers 4x4. Therefore, if all places (16) are occupied, the unit can't move on and tries to use a different way by attacking.
Q: What are the symbols on the ground?
A: Those are special auras.
Each has a different effect on either creeps or towers. Find out yourself which aura spans which effect.
Q: What's with Bosses?
A: While normal creeps only steal one gold, the boss takes ten.
Every ten minutes, a mini-boss is spawned on the map which takes one life away.
Q: Why is there a food-limit and why did you choose 76?
A. The food-limit shall prevent at least a part of the lag which is caused by the amount of towers being on the map in lategame.
The number 76 is simple to calculate: 75 'normal' towers + 1 ultimate.
Q: What's the number in brackets in the multiboard next to the mode?
A: That's the current difficulty based on the mode you've chosen. It ranges from 0 to 400%.
Q: What are the numbers in [brackets] when I look at a towers' stats?
A: The numbers in brackets are the values for air.
If there are no brackets but the tower has an anti-air attack, the attacks share one value.
The Human Race spans a lot of towers with extremely low range.
Instead, the towers fire at high speed and some deal area damage.
Humans have decent anti-air towers.
Giants are relatively cheap and feature a few abilities.
The race relies on dealing splash damage and slowing enemy units.
Giant towers feature a high range tower.
This race is particularly important when it comes to anti-air defense.
Most towers are able to use a separate, long-range attack on enemy air units.
Towers that do not possess this ability may or may not make use of other skills.
High Elves are recommended in the back spots.
Many Orc towers deal piercing damage, so fortified armor may be difficult for them to kill enemies.
Some of them are capable of using spells and passive abilities.
Night Elves are very easy to play and perfect for newcomers.
Towers attack with different types of damage and also do splash damage.
A few possess abilities to cast on enemy units.
·Corrupt Night Elves
This race is difficult to start with as it focusses on dealing damage over time.
It is recommended to build a variety of towers to ensure maximum power.
Corrupted Night Elves may be unsuitable for newcomers.
Chaos Orcs feature a similar build-up as Orcs do, but rely more on special skills towers come with.
Like Orcs, this race starts off with Piercing damage so it's best to build numerous towers.
Goblins mostly make use of side effects to their attacks.
Due to the number of effects the towers possess, it is recommended to carefully read the tooltip.
The Goblin Alchemist is able to generate extra bounty.
The Naga rely on slowing enemy units.
As lots of towers are able to slow down, this race has decreased damage output.
The Naga race has weak anti-air and thus is not recommended for grey.
This race has a range of moveable units.
Hired units are able to move within a radius of 900 and will die if not in range.
Animals offer two skillable Heroes and the stongest unit in the game.
This race is not recommended for newcomers or grey.
Yo ho, have a seat at ye olde bar and hire various animals of different areas.
The Tavern towers are able to use skills to weaken enemy units.
Draenai towers feature decreased build time.
Side effects such as Immolation or Impale make this race more versatile.
The race offers the best anti-air tower in the game.
This race includes a line-up of dragon towers coupled with a variety of abilities.
Some towers have increased attack range and/or minimal area damage.
The Aviaries consists of various flying defense towers.
The towers deal average damage for a cheap price and have a few effects.
This race is best designed in a maze.
Spider towers partially deal Chaos damage.
A few towers also make use of abilities or have area damage.
Undead towers can slow enemies, deal damage over time and area damage.
The race relies on Chaos Damage so it's recommended for grey.
Demonic towers are able to perform slowing attacks on enemy units and are best used in numbers.
Some towers have increased attack range and/or area damage.
This race outputs highy varying damage and should be used in numbers.
Towers are able to damage multiple enemies or can be upgraded.
The Mausoleum is not recommended for beginners.
This race plays exactly like Green TD.
The towers base on splash damage and can be improved with Aura towers.
Anti-air defense and Champion defense must be built seperately.
The elemental race starts off with one base tower.
To build stronger towers, it is necessary to fulfill the requirements.
Elemental towers are expensive and deal high damage.
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Towers attack extremely slow at very high ranges.
Can be combined with Eye of the Dead for massive damage output.
·The Balance System
Balancing this map is done by factorizing a number based on Difficulty chosen and amount of units that reach the Gold Mine.
If no units reach the Gold Mine, the HP will increase until they pass a maximum of 150% on Easy, 200% on Normal and 300% on Pro.
If a unit reaches the Gold Mine, the HP will be decreased until 100% and not go up until that value is met.
·The Interest System
Interest is given every 30 seconds to Players.
The value given depends on Difficulty and Current Gold.
Choosing Easy sets the base value to 2%, Normal to 3% and Pro to 4%.
The interest will be applied in a range of 100-2000 Gold, where the interest will be set to 100 Gold fixed.
A keypoint of WCMaul NG are the unique 21 towers Players are able to choose from, depending on the Race chosen.
Activating a tower will in most cases trigger a GUI-based, so-called 'Cinematic Spell'.
The Spell being cast will greatly vary in terms of Effects and Damage over Time, but the overall Damage of 1.000.000 will be applied to all enemy units affected by the AoE.
The Exceptions are:
*the 'Eye of the Dead' as it adds a Critical Strike Aura to towers and thus does no initial damage.
*Green TD's 'Genetical Upgrade' upgrades any Siege Tower 9 to Siege Tower 10
*Draenai's 'Time Stop' renders enemy units unable to move
*Mausoleum's 'Dimensional Gate' applies a 50% chance to instantly kill affected units no matter the remaining HP
The spells are working as intended, yet they should not be cast in multiple instances.
The 'coding' relies a lot on variables and integer loops which will interfere with each other if a spell is being cast by two (or more) Players using the same Race.
Issues can also be caused if two (or more) players cast a spell while playing different Races.
Ultimate Towers that have no duration or are being cast using plain Unit Abilities are not affected by this issue.
I will adress myself to this in a while.
·RNG and You
Warcraft Maul NG relies on random number generation as far as the wc3 engine is able to do it.
Upon choosing a random race, a random integer number between 1 and 11 is chosen, respectively for each builder; generating a chance to acquire the secret Bonus race.
Auras that boost enemies or debuff your own towers are placed randomly around the map using the playable map are while excluding water, the gold mine and other impossible points.
There is also a 1 in 2 chance for each aura to appear on the map at all.
The same process is used for spells with a chance to trigger an effect (Lich eg. - 25%), the Ultimate Tower Charon (50%), or whether a certain unit reacts upon arriving on a specifit spot of the map.
Furthermore, the periodically applied Buff that enemy units receive makes use of RNG as well; the time intervals between each instance is chosen by selectign a random number from 30 to 60 seconds.
While the units that receive the buff are selected randomly, the process is based on a fixed percentual amount of enemy units on the map depending on the chosen difficulty.