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Warhammer Reign of Terror v3.9b

----------RiotZ Presents----------

Warhammer: Reign of Terror
Created by RiotZ

Map Info:


Play as one of 4* factions, the ruthless Forces of Chaos, barbarians hailing from the far north, seeking to destroy the remnants of the Old World, or the Empire, fearlessly defending their homeland against all who assail it, in the name of the Emperor, or the selfish but noble and legendary High Elves, excelling by their well-versed bowmanship or the hapless and overwhelming Vampire Counts. Fight to the death on your choice of 8 maps.


Features:


*4 Playable races.
*2 Functioning AIs for Chaos and Empire races.
*Missile physics for all artillery.
*Beautiful terrain.
*Good balance.
*Knockbacks.
*8 Maps.
*Sexy UI. :)

Chaos Steppes (2p)
Lustria (4p)
Sylvania (2p)
Blooded Pass (2p)
Bretonnian Castlegrounds (4p)
Araby Dunes (4p)
Realm of Suffering (4p)
The Shattered Fortress (2p)


Screenshots and Videos:



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N/A


Change Log:


0.5b

Hellcannon dps reduced ever so slightly.
Empire Knights are no longer limited.
Firebomb AoE reduced.
Empire Pikemen cost reduced from 300 to 250, and train time down from 35s to 30s.
Chaos Knight HP increased to 260.
Commander Strength upgrades added to both factions, purchasable at the War Academy, and Heretical Archives.

0.6b

Beast Pit and Stables added to their respective races.
Exalted Heroes and Bestigors now produced at the Shapery.
Knights and Outriders now produced at the Stables.
Marauder Horsemen, Spawn of Khorne and Chaos Knights now produced at the Beast Pit.
Bestigors no longer require Chaos Undivided.
Commander Strength has been rebalanced from 10% to 100%, to 10% to 10%.
Bestigor health reduced from 260 to 230.
Heretical Archives now require a Shapery.

0.7b

Stables and Beast Pits no longer require a Dark Forge or Armory.
Knights now require the Armory.
Bestigors now require a Dark Forge.

0.8b

All marks of Chaos replaced with a single upgrade, called Mark of Chaos, unlocking units and abilities of undivided.
Chaos Sorcerer now has a slew of abilities.
Many Chaos units have been changed/replaced.

0.9b

Rampancy is now available for purchase at the Beast Pit.
Holy Water is now available for purchase at the Temple of Sigmar, and can be cast by Witch Hunters.
All AI bugs related to the change in units from version 0.7b to 0.8b have been fixed.
Marauder Horsemen now have 10 more movement speed.

1.0b

Fixed the button placement in the Stables and Beast Pit.
Removed Banner of Rage and Holy Water (derp) from the Chaos Lord.
Reinforced units are no longer unselectable.
Chaos Sorcerer is now limited to 1, and costs 250/25 instead of 300/0.
Exalted Heroes now build at 30s instead of 25s.
Sylvania now has 2 more control points.
The Chaos Sorcerer now requires a Heretical Archive to build.

1.1b

Rampancy can now be purchased.
Knight hp reduced from 275 to 260.
Chaos Knight hp increased from 250 to 260.
Trebuchet range increased from 700 to 1600.
Trebuchet minimum range increased from 0 to 600.
Witch Hunter cost decreased to 250/50 from 275/75.

1.2b

Nurgle's Rot no longer requires Holy Water.
Witch Hunters now have mana to cast their stuff.
Imperial Propaganda's price has been increased.
Imperial Draft's price has been decreased.
Marauder Horsemen now have the Combat Drugs ability, purchasable at the Beast Pit.
Perferator cooldown reduced from 45 seconds to 15 seconds.

1.3b

Greatswords no longer require Imperial Draft, but now require an Armory.
Greatsword DPS reduced.
Drunken Haze now available for State Soldiers and Halberdiers, purchasable from the Blockhouse.
The Warrior Priest now has the abilities Purge and Smite.
Warrior Priest HP increased from 1111 to 1200.
Trebuchet minimum range reduced from 600 to 400.
Trebuchet maximum range increased from 1600 to 1700.
Witch Hunters are now permanently cloaked, unless there are enemy detectors nearby.
The Chaos Lord now has the Unholy Sight ability.
Lunacy now has an 85% chance of a Flagellant exploding on death.
Temple of Sigmar cost reduced from 300/100 to 250/50, matching the Warp Way.
Packed Trebuchet now purchasable from the Stables, can be deployed instantly on the field of battle.
The General no longer has Glorious Charge ability.
New icon for the Chaos Slave.
Chaos Lord build time decreased from 30 to 35, matching the General.

1.4b

Chaos Warrior health decreased from 260 to 250.
Bloodthirst ability added to Chaos Warriors.
New screenshots added.
Nurgle's Rot no longer requires Nurgle's Rot.
Focused Sorcery no longer requires Holy Water.

1.5b

Both Commanders now cost 250/35 instead of 300/0.
Bloodthirst now only effects units with Bloodthirst.
Halberdier HP decreased from 200 to 190.
Income per interval for Holy Icons and Harvesters reduced by 1. Originally, 5 per harvester and 8 per icon.

1.6b

Fixed an instance of Bloodthirst causing lag.
Changes some buff effects.
Changed some buttons, mostly minor aesthetic changes.

1.7b

Combat Drugs have been removed.
Irregular HP increased from 125 to 140.
Cowardice added to Irregulars.

1.8b

Cowardice now gives a speed boost.
Drunken Haze has been removed.
Defensive Stance was added to Halberdiers.
Steam Tanks and War Mammoths are now specialized in anti-structure.
All structures have much higher health.
Outposts now have 2 tiers, Outposts, and Reinforced Outposts.
Walls cost 10 points instead of 50.
Many prices adjusted.
Mark of Chaos now requires either a Heretical Archive or a War Foundry.
Bestigors now have Axe of Burden.
Repair time for all siege weapons has been changed from 1 to 25, (can't believe I missed this one.)

1.9b

New map Bretonnian Castlegrounds.
Commander hp increased by 100 for all commanders.
Bestigors now have Giantslayer instead of Axe of Burden.
Halberdiers now have Phalanx Stance.
Chaos now has Gutter Runners built at the Beast Pit.
Specialized Equipment has been removed.
Requirements for base t2 structures are now either a cavalry or infantry producing structure.
Control Points have a new minimap display.
Steam Tanks have 500 range from 600, from the original 700.
Steam Tanks and War Mammoths now have the Demolisher abilities.
Great Cannons now have the Velocity ability.

2.0b

File size reduced by almost 1MB.
Pathing bugs fixed on Bretonnian Castlegrounds.

2.1b

Bright Wizard now replaces the General.
Mastery is now purchasable at the Temple of Sigmar.
Warrior Priest no longer has Purge.
Witch Hunters have been totally rebalanced.
Bestigors now counter cavalry cost effectively.
The Chaos Lord can now take a mounted form with the Mark of Chaos upgrade.
Commander Strength now gives 15% hp to commanders, instead of its original 10%.
Commander Strength II now upgrades 15 seconds slower.

2.1b HOTFIX

Fireball Launcher no longer purchasable at the Beast Pit.
Bright Wizard now has a smaller attack, and 31 damage instead of 32.
Firebombs now have a different visual effect.

2.2b

Surprise update, new map the Araby Dunes, four players.
Witch Hunters no longer knock back enemies with their pistols.

2.3b

Araby Dunes have been expanded.
New texture added to the trees in Lustria.

2.4b

Map size massively reduced.
Unlimited Chaos Lord exploit fixed.

2.5b

High Elves are now playable.
Pathing bugs have been fixed.
Bloddletters were removed.

2.6b

Spearmen dmg reduced by 2.
Warrior dmg increased by 2.
Chaos Knight dmg increased by 2.
Great Eagle speed increased by 30.
Shadow Warrior armor decreased in ranged mode.
Shadow Warrior dmg decreased.
Archer DPS decreased.
Repeater Bolt Thrower HP increased.

2.7b

Fixed a glitch where 2 players would spawn together on Bretonnia.
Minor button changes.
Minor balance changes.
All generators and towers are limited to 6, and allow 6 more with each HQ.
HQs are now limited to 3.
You can now combine 2 squads by controlling one and right clicking the leader of another of the same type, so long as they will not exceed 12 members overall.

2.8b

Fixed an exploit where you could continously make towers.
Great Eagle health reduced to 850 from 900.
Great Eagles can now use Change Height, which changes their pathing and combat advantages drastically.
Bolt Throwers damage reduced to 65 from 70.
Trebuchet damage reduced to 115 from 180.
Trebuchet AoE reduced to 180 from 225.
Piercing damage now does 25% less damage against Heavily Armored units.
Phoenix Guards have 10 less hp, from 290 to 280.
Ranged Shadow Warriors now do 2 less damage.
Text now displays above squads the number of units in the squad, and number upon creation.
Heavily Armored units and Medium Armored units take 25% less damage from Siege.
Firebombs now have a new effect.
Every new control point will yield 10% less return, until you have 10 control points, then new control points will yield no return at all.

2.9b

Control point taxes have been removed.
Control points now yield 10 income instead of 12.
Income rates have dropped from every 4 seconds to every 5.
Phoenix Guard hp has dropped from 280 to 270.
Great Eagles can now properly use the ability Change Height.
Shadow Warriors can toggle back and forth between melee and ranged now.
High Elves have a new structure, Hall of Magic, which produces t4 casters and has the upgrades Commander Strength, Apprenticeship and Magical Gems.
Chaos Knights can now be upgraded with Bone Chimes, which passively increases allied cavalry armor by 2.
Handgunner dmg increased by 2.
Archer dps increased by 1.
Elven Pole-arms now give 1.5x damage vs cav instead of 2x.
Snare Nets no longer require "Web"
Magical Shackles now cost 35 mana instead of 50.

3.0b

You can no longer reinforce if it will put you over your supply cap.
Firebombs have had their effects removed.
Fixed a glitch where Great Eagles were invulnerable.

3.1b

Changelog was lost during a computer bug.

3.2b

Changelog was lost during a computer bug.

3.3b

Commanders and casters now have higher priority over standard units.
Some pathing gaps fixed.
Reinforce hotkey changed from R to X.

3.4b

Ballista hp reduced from 650 to 500.
Ballista minimum range increased from 200 to 300.
Snare Nets can now be cast on ground units as well as air.
Added Technician's Aura to Daemonsmiths and Engineers.
Shadows Warrior ranged dmg reduced by 3.

3.5b

Added a message when a player leaves.

3.6b

Added mode selection.
Vampire Counts are now playable.
All flags have been retextured.
All commanders can now use reinforce.
New map 'The Shattered Fortress'
New upgrades for each race.
All team color now works with flags.

3.7b

Lost changelog

3.8b

Lost changelog

3.9b

Trebuchet damage reduced by 20, and attack rate reduced by 1 second.
Horror hp increased by 50.
Plague Drones movement speed increased by 40.
Mammoths are no longer classified as Fortified, but now as Heavy Armor.
All hotkeys have been corrected and fixed to an QWERASDFZXCV grid.
All ranged units now have normal armor ratings which match with melee.



Credits:

Special Thanks:
  • Ap0calypse
  • Reaper51
  • NFWar
  • ResidentV
  • GhostThruster

Models:
  • GeneralFrank
  • Kitabatake
  • Eubz
  • Dionesiist
  • Pyramidhe@d
  • Sunchips
  • Mechanical Man
  • Born2Modificate
Skins:
  • Darkdeathknight
  • Pyramidhe@d
  • Dionesiist
  • ShiiK
  • 67Chrome
  • Afroknight
  • Marshmalo
  • Born2Modificate
Icons:
  • NFWar
  • CrazyRussian
  • Elenai
  • Kuhneghetz
  • PeeKay
Tutorials/Systems:
  • Paladon
  • Ap0calypse
  • NFWar



Map Description Template Created by -Kobas-

Keywords:
Warhammer, Fantasy, RiotZ, xRiotZx, Chaos, Empire, Daemon, Daemons, Awesome, Epic, Roflmaowhyamiwritingdescriptionsfu, Orks, Greenskins, Skaven
Contents

Warhammer Reign of Terror v3.9b (Map)

Reviews
Vengeancekael Date: 2012/Nov/17 16:25:00 [Please do not send me a message, use Staff Contact] Comment:All 4 marks in Chaos Bastion have missing DISBTN. Anyway, can be approved. [tr]Not Rated Rules

Which race would you like to see next?


  • Total voters
    28
Level 17
Joined
Aug 19, 2007
Messages
1,380
Wow really well made map, looks terrific! Good balance of macro & micro. Nice custom models. To bad you can't really see them well, cause they are so tiny and there is no zoom function. Also makes it a bit hard to identify units. I would suggest add a simple zoom system like I did in Starcraft Hybrids. AI was decent, but does not attack sometimes. Info in quest section was lacking which made it a bit hard to get into. Just before I won (which was mainly because my AI ally was doing quite well xD), I noticed how to generate the second income faith.

Rating: 5/5 & +rep

einforce is actually, autocastable, I believe, that is, been a while since I've played my map. xD

Problem is, it only autocasts during combat, :C, I believe you can still shift + left-click to reinforce.

ps: how about basing the Reinforce ability of Heal, so the auto-cast works properly.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
[K40$]-Spectre;2400509 said:
Wow really well made map, looks terrific! Good balance of macro & micro. Nice custom models. To bad you can't really see them well, cause they are so tiny and there is no zoom function. Also makes it a bit hard to identify units. I would suggest add a simple zoom system like I did in Starcraft Hybrids. AI was decent, but does not attack sometimes. Info in quest section was lacking which made it a bit hard to get into. Just before I won (which was mainly because my AI ally was doing quite well xD), I noticed how to generate the second income faith.

Rating: 5/5 & +rep



ps: how about basing the Reinforce ability of Heal, so the auto-cast works properly.

Read the tooltips, they should be fairly explanatory, the map still needs work, but it has been suspended for a while. Also, there is a zoom function, it is
-cam x.

Have fun, thanks for the review.
 
Level 1
Joined
May 28, 2013
Messages
8
Creator, please, Don't forget about this map. Its really great.
And some question: How can I Mount Dragon Princes of Caledor?
 
Level 28
Joined
Apr 6, 2010
Messages
3,103
Been a while...

Anyway, Vampire Counts:


* What's the deal with the Necromancer's spells? Why does each individual spell have its own spellbook?
* None of the buildings have mana, so Song of the Dead is useless.
* Food seems to go high a bit too fast. If the undead of all people can't zerg the enemy but the Empire can...
* Corpse Cart tooltip is the Hellcannon's, Zombie Dragon's is the Necromancer's.
* Vargeists have "Spawn Giant Bat" as a tooltip.
* Tainted Claws is a green box until researched.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Been a while...

Anyway, Vampire Counts:


* What's the deal with the Necromancer's spells? Why does each individual spell have its own spellbook?
* None of the buildings have mana, so Song of the Dead is useless.
* Food seems to go high a bit too fast. If the undead of all people can't zerg the enemy but the Empire can...
* Corpse Cart tooltip is the Hellcannon's, Zombie Dragon's is the Necromancer's.
* Vargeists have "Spawn Giant Bat" as a tooltip.
* Tainted Claws is a green box until researched.

Haven't made any changes to the map in forever, and I'm unlikely to. But there's a good possibility I will fix these.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
I was working on Dwarves when I stopped working on the map, but with the overhauls, I might be focused more on expanding the races, specifically Elves, Chaos and Vampires, as me and my testers felt Empire was the most complete race.

So overall I can't really say at this point.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Would you consider bringing back the choose-your-patron-god for Chaos? That was definitely worth it.

It ruined gameplay in-game, but I've been dabbling with the idea of expanding Chaos into 3 sub-races, like Undivided, Khorne, Nurgle, I don't think I could do all 5, that would just be too much, it's about gameplay after all, not content.

Edit: Just had an hour long test, without squads present, and I will say I much preferred the gameplay with the exclusion of squads.
 
Last edited:
Level 22
Joined
Jul 25, 2009
Messages
3,091
Simply not enough models of Skaven exist.

I'm making various tweaks to the AI today, to see how good I can get it.

Me and a friend played a 2 hour game where one of the AIs followed his build order properly and was dominating the game. Hopefully I can get every game like this.

Plan on improving Chaos and Elven techtrees and totally revamping, pardon the pun, Vampires.
 
Level 28
Joined
Apr 6, 2010
Messages
3,103
I agree that the squads, while an interesting mechanic, tend to be more trouble than they're worth.

An occasional bug on dual mode squads: if a unit dies, sometimes the new leader reverts to the original weapon (i.e., melee Marauders and Skeletons).

Graveyard tooltips should mention they provide food.

Necromancers don't consider food when autocasting, allowing them to go over the limit (perpetually respawning and regenerating Cairn Wraiths at 120+ food? Almost felt sorry for the enemy). Also, their autocasts should be in a single spellbook, or better, have the autocast up front like the Graveyards (otherwise, you have to tell each one to cast rather than right-clicking once for all of them).

Corpse Cart tooltip is the Hellcannon's.

I can't speak for multiplayer, but it seems to me that Cpature the Flag would be better if victory involved getting the flag back to the base rather than just picking it up.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
I agree that the squads, while an interesting mechanic, tend to be more trouble than they're worth.

An occasional bug on dual mode squads: if a unit dies, sometimes the new leader reverts to the original weapon (i.e., melee Marauders and Skeletons).

Graveyard tooltips should mention they provide food.

Necromancers don't consider food when autocasting, allowing them to go over the limit (perpetually respawning and regenerating Cairn Wraiths at 120+ food? Almost felt sorry for the enemy). Also, their autocasts should be in a single spellbook, or better, have the autocast up front like the Graveyards (otherwise, you have to tell each one to cast rather than right-clicking once for all of them).

Corpse Cart tooltip is the Hellcannon's.

I can't speak for multiplayer, but it seems to me that Cpature the Flag would be better if victory involved getting the flag back to the base rather than just picking it up.

Yeah Vampires are getting totally reduxed eventually.... And I had originally fixed that food bug but it seems to have returned, anyway Vamps are getting totally redone.
 
Level 5
Joined
Jul 11, 2012
Messages
171
Hey RiotZ, I think you should keep updating it... Also a suggestion, to the Chaos Warriors there are a Bloodletter model made without custom skins in xgm.guru... Also the Lord of Changes I think could be good addition to your scenario... I hope I somehow could help... :p
 
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