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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 6
Joined
Nov 24, 2012
Messages
198
Hey this is Warhammer?
I have play warhammer in my computer and i know what is warhammer.

Just Like This
223852-albums5973-picture63503.bmp


223852-albums5973-picture63504.bmp

_________________________________________________________________________________________________________

But if you talk about old warhammer,there are no Fortress and no building for upgrade unit.In the old warhammer just pick infantry you want and war thats it GOT IT>>>>>
 
Last edited by a moderator:
Level 22
Joined
Jul 25, 2009
Messages
3,091
:eek: wheres my credit!

You're not credited? Shit, had to redo the list, I think I forgot PeeKay too.

Welcome back Res.

Edit: Also noticed two major bugs, going to update and fix them today, additionally with an updated AI which kicked my ass last night.

@CleavingHammer: Idk, might add wargear, who knows, still lots of features to be added yet.

Double update.
 
Last edited:
As I said before, I would provide an example of the techtree layout, along with some ideas. The unit/building/ability tooltips/descriptions tell you what I changed or added. Biggest change is I killed the general, and put in a bright wizard ^^ also, these are all suggestions, and so you can take one idea, without taking the others, or you can modify any ideas I had.
 

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Last edited:
Level 22
Joined
Jul 25, 2009
Messages
3,091
As I said before, I would provide an example of the techtree layout, along with some ideas. The unit/building/ability tooltips/descriptions tell you what I changed or added. Biggest change is I killed the general, and put in a bright wizard ^^ also, these are all suggestions, and so you can take one idea, without taking the others, or you can modify any ideas I had.

I was thinking of adding bright wizards, but then it would balance out with Empire having way more stuff than Chaos.

I'll check the map.
 
Level 15
Joined
Jan 26, 2010
Messages
1,642
You finished it! Great job man! Gonna download this NAOW!
EDIT: Just played it, there's a slight techtree glitch, Draft is not required to train Greatswords. Also, isn't free units abit mobby? If Irregulars become free, then a player could amass a humongous amount!
Also, The Volley Cannon and Chaos Hellcannon get a MAJOR decrease in firepower. Is this on purpose?
 
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Level 22
Joined
Jul 25, 2009
Messages
3,091
since you clearly know not the art of resizing, heres a 256x256 one, also with the warhammer logo adjusted more in the centre. some credits would be nice too, but i guess im asking for too much.

I already credited you, like 50 times... Pretty sure you're under Special Thanks unless it got deleted back during that fuck up with the map versions.

I didn't even look at the size of it, til I checked the size of the map, figured you just didn't mip it.

*It'll be a lot smaller next version lol, that was 900kb...

Also I fixed the pathing bugs in the new map for next version.

And the next map is the Araby Dunes.
 
Level 28
Joined
Apr 6, 2010
Messages
3,106
Chaos: Very strange bug concerning the fireball launcher unit: It has a question mark icon, no name (except when you mouse over it in the building queue), no description (the cost tends to float one or two lines above the command box), doesn't show up when built and instantly lags the game (two is even worse).
Also, I can't find the upgrade to have the Chaos Lord mounted.
The Focus upgrade applies to the no-longer-existent Sorcerer Coven, not the Sorcerer.

Empire: the Bright Wizard's attack is slightly too big for him, could you reduce it?
Also, he's not very noticeable (the staff is too skinny, he just looks like yet another guy with a sword), maybe add a special effect to identify him.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Chaos: Very strange bug concerning the fireball launcher unit: It has a question mark icon, no name (except when you mouse over it in the building queue), no description (the cost tends to float one or two lines above the command box), doesn't show up when built and instantly lags the game (two is even worse).
Also, I can't find the upgrade to have the Chaos Lord mounted.
The Focus upgrade applies to the no-longer-existent Sorcerer Coven, not the Sorcerer.

Empire: the Bright Wizard's attack is slightly too big for him, could you reduce it?
Also, he's not very noticeable (the staff is too skinny, he just looks like yet another guy with a sword), maybe add a special effect to identify him.

He's going to have a flaming helmet.

Also that Fireball Launcher ain't supposed to exist... JNGP has a tendancy to add things to other things all by itself. I'm going to update and fix this shit today, probably give the Bright Wizard his 3rd ability. Also what do mean his attack is too big?

Mark of Chaos is the upgrade for the mounted lord, it's at the Bastion.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
I did research it, he's still on foot. Even when rebuilt after researching it.

Too big as in his missile is easily two or three times his size. Compare it with the sorcerer.

No, he has an ability that's unlocked with the purchase of Mark of Chaos, that allows him to mount/dismount.

I fixed the missile size and fireball bs with a hotfix, didn't change the version name, just overwrite.
 
Level 28
Joined
Apr 6, 2010
Messages
3,106
Weird bug on the mounted Lord: when transforms, he just sits there looking impressive on his rearing horse, ignoring orders telling him to attack or move. As soon as he is given a different order (stop, hold position, sight or fury) he functions normally.

Araby is nice, but it's kinda flat.

Can you do Nagarroth next?
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Weird bug on the mounted Lord: when transforms, he just sits there looking impressive on his rearing horse, ignoring orders telling him to attack or move. As soon as he is given a different order (stop, hold position, sight or fury) he functions normally.

Araby is nice, but it's kinda flat.

Can you do Nagarroth next?

Araby is a lil small, I plan on beefing it up for the top-to-bottom, so that conflicts don't start 30 seconds into the game lol.

I take a look into that mounting bug.

And I may create Nagarroth, don't really know what it would look like there lol.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Sharp rocks, ice, shipwrecks, and lots of snow. Think Mordor if it was at the north pole.

Sounds more like the Sea of Chaos to me.

Isn't Naggaroth like Sylvania? It's part of the Shadowlands right?

Edit: New poll is up, since Chaos and Empire are so close to a 100% finish, I thought it's time for me to use that remaining space in the map to throw in the third race. The difficulty rating on the poll is how difficult it would be to make the race, just for your edification.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
No.

But I think Naggaroth will be the next terrain. :D

I'm going to start thinking up the techtrees for races, as hypotheticals, in the event I actually made them, feel free to throw ideas in.

Elves are going to be the most agile, and cunning race.

Dwarves will be the least agile race. Their armies will essentially be a wall of steel backed up by their superior siege weapons.

Vampire Counts will be micro intensive, and the bulk of their armies will be composed by using summons by necromancers which can be unlocked at other structures.

Greenskins will be spammy, extremely cheap but versatile. Each kill performed by an Orc Boy will grant him bonuses from looting his opponents.
 
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Level 28
Joined
Apr 6, 2010
Messages
3,106
Orcs: add a mechanic where the more kills he gets, the better he gets. If at any time his stats exceed a certain number, he becomes the warboss (if the warboss was already built, the warboss dies and the new boy takes his place).

I still hold that creeps should be put on the map, not for experience and items but decoration. The maps feel rather empty without other living creatures.

For instance, if they're no way to recruit Tzeentchian daemons, have some sitting around a ritual circle in one of the Chaos maps. Villagers wandering the castlegrounds, Lizardmen in the swamp...
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Orcs: add a mechanic where the more kills he gets, the better he gets. If at any time his stats exceed a certain number, he becomes the warboss (if the warboss was already built, the warboss dies and the new boy takes his place).

I still hold that creeps should be put on the map, not for experience and items but decoration. The maps feel rather empty without other living creatures.

For instance, if they're no way to recruit Tzeentchian daemons, have some sitting around a ritual circle in one of the Chaos maps. Villagers wandering the castlegrounds, Lizardmen in the swamp...

I planned on it.

I was going to add spirits to Sylvania, scorpions to Araby.

Villagers in Bretonnia sounds intriguing.

As far as Chaos Wastes Daemons go, the tentacles fill this role.

I like your Orc idea.
 
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