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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

Moderator

M

Moderator

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.​
Not Rated
[tr]​

reportV2_animated.jpg
Rules
 

Deleted member 212788

D

Deleted member 212788

Give the AI a run and gimme some feedback. :D

Edit: I contemplated a campaign if this map gets approved with some prestige.

Edit: 18 dls and one comment, c'mon peeps. :L

A campaign, that would be very interesting to see. I'd love to see what you can do when there are no limits :)
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
A campaign, that would be very interesting to see. I'd love to see what you can do when there are no limits :)

Yeah Beastmen... Orks... Ogres, Goblins, all the goodies, definitely a mission related to the Lizardmen.

Just an FYI, these are some things to come in the next versions.

Chaos Sorcerer of Nurgle, Slaanesh, and Undivided will have abilities.

Witch Hunters will receive an ability called Holy Water, allowing them to damage Daemons and heal allies.

The Warrior Priest will be receiving a new ability.

Empire Knights will receive a damage debuffing ability.

and

Chaos Marauder Horsemen will be given a new upgrade.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
A few bugs:

* Chaos Horrors have the Bloodletter's tooltlip (also, I think Sludges would be better models than Eredars).
* Empire engineers have the Daemonsmith tooltip.
* I researched Commander Health, but Warrior Priests and Flagellants are still unavailable.
* Some units that are knocked back stay in the air.
 
Presentation - assets, terrain, interface
-Really good, with the exception of minor problems and details

Gameplay - fun, features, balance
-Lack of any original features/mechanics. Techtrees are abhorrent. Also this map has many things that wouldn't work in a competitive game

Concept - creativity, story, setting
-Still uninspired

Okay I was writing a really big review when I realised half the things I mentioned in v0.2 still apply in this version.

Your presentation is better, but the game is still just as boring and uncreative as before. You have not added anything to the gameplay itself. If you really want, I can come up with techtree ideas for you, but then that defeats the point of you making the map.
If I were to rate, I would give it a 4/5. It looks and plays better than the average map. But this map has far more potential to be fun, original, and really atmospheric.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Presentation - assets, terrain, interface
-Really good, with the exception of minor problems and details

Gameplay - fun, features, balance
-Lack of any original features/mechanics. Techtrees are abhorrent. Also this map has many things that wouldn't work in a competitive game

Concept - creativity, story, setting
-Still uninspired

Okay I was writing a really big review when I realised half the things I mentioned in v0.2 still apply in this version.

Your presentation is better, but the game is still just as boring and uncreative as before. You have not added anything to the gameplay itself. If you really want, I can come up with techtree ideas for you, but then that defeats the point of you making the map.
If I were to rate, I would give it a 4/5. It looks and plays better than the average map. But this map has far more potential to be fun, original, and really atmospheric.

Well detail the problems with the techtrees, and abnormalities, such as, "Things that wouldn't work in a competitive game."

I added a shit load of abilities to soften things up, added a knockback feature, I remove the exp feature from squads because it made the game unstable, and was a bit imbalanced with the Reinforce abilities. Albeit, there are still a few things that need rebalanced no doubt. But, don't mind giving me gameplay ideas, as long as they aren't totally ridiculous to add, maybe a little less bollocks than your last lot. xD

@CleavingHammer:

* Chaos Horrors have the Bloodletter's tooltlip (also, I think Sludges would be better models than Eredars). = Idk, I wish there was something better than both, a pink sludge might look alright, but I agree with you.

* Empire engineers have the Daemonsmith tooltip. = Will be fixed next version thank you.

*I researched Commander Health, but Warrior Priests and Flagellants are still unavailable. = I know why, I'll fix it next version.

* Some units that are knocked back stay in the air. = Yes I'm not quite sure why this is, but it has no effect on balance as these units can't wander outside the map, and have all the same statistics, and on top of that they land eventually, so not a huge deal as of right now.

@Useminename: Any reasons why? :p
 
Level 15
Joined
Apr 5, 2009
Messages
969
Full Review Emerges

I played the map couple of times. I wanted to create a very careful review since I haven't played any Warhammer games.

I gotta say, it's a great map! Large armies clashing one another and hearing unit pain per kill. It's really a slaughter-fest! Detailed terrain and there were atleast 4 playable maps (if I'm not mistaken) inside a map! And I could really see all the effort done to keep the game fantastic and appealing.

The AI is really stubborn (in a good way) and would likely to prove a challenge for newcomers such as myself, call me a noob and all...

Just let me point out some typos:
*Secondary resources is set to 'Lumber' both in description and sound. Rather saying 'Insufficient Lumber', I'd replace this with an alert sound or anything that's not verbal...
*Watch Tower of the Forces of Chaos has 'W' hotkey but doesn't seem to function
*Trashy display of icons especially the building list from the 'Worker'
Well that's about it though, their merely minor cosmetic variables...

5/5 Highly Recommended from me :D
 
Things that wouldn't work in a competitive RTS:
-Chaos tech paths gives the illusion of more choice and strategy, but really it reduces it. Remove it and create a more innovative way for teching up.
-Cannons/siege units don't damage your units. They should be able to, because it punishes players for bad micro.
-Units lack definitive roles, in turn limiting strategic depth and unit countering capabilities. Most attack types just read 'deals decent dmg, but weak against fortified'.
-Techtrees, even with tech paths, are really linear. In Sc2, you can have a million builds. Heck, even in Wc3, there were a diverse number of strategies. In this map, the number of buildings are limited, and each half of a techtree is trained from one of two buildings. Overhaul the entire techtrees. Define unit roles/counters by giving them abilities and more unique stats. SC2 example: the Immortal beats Roaches because their shields absorb low DPS attacks, and they deal extra damage to armoured units. In this game, Marauders are the same as Irregulars, except with some better stats.
-Squad system I like for fun and looks, but suffers poorly in any competitive game. It completely disregards micro, and can sometimes leave a battle up to chance. You can fix this by implementing a system I suggested last time; hold down arrow, and you can control units individually.
-Also attack ranges (eg. 12-13 dmg from a footman) encourage random gameplay. I would recommend certain units deal a specific amount of damage each time.

Again, read my posts in v0.2. You haven't listened at all to some things.
If you want, I can make full techtrees from scratch, and you can take a look at them and see whether you like them or not.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Things that wouldn't work in a competitive RTS:
-Chaos tech paths gives the illusion of more choice and strategy, but really it reduces it. Remove it and create a more innovative way for teching up.
-Cannons/siege units don't damage your units. They should be able to, because it punishes players for bad micro.
-Units lack definitive roles, in turn limiting strategic depth and unit countering capabilities. Most attack types just read 'deals decent dmg, but weak against fortified'.
-Techtrees, even with tech paths, are really linear. In Sc2, you can have a million builds. Heck, even in Wc3, there were a diverse number of strategies. In this map, the number of buildings are limited, and each half of a techtree is trained from one of two buildings. Overhaul the entire techtrees. Define unit roles/counters by giving them abilities and more unique stats. SC2 example: the Immortal beats Roaches because their shields absorb low DPS attacks, and they deal extra damage to armoured units. In this game, Marauders are the same as Irregulars, except with some better stats.
-Squad system I like for fun and looks, but suffers poorly in any competitive game. It completely disregards micro, and can sometimes leave a battle up to chance. You can fix this by implementing a system I suggested last time; hold down arrow, and you can control units individually.
-Also attack ranges (eg. 12-13 dmg from a footman) encourage random gameplay. I would recommend certain units deal a specific amount of damage each time.

Again, read my posts in v0.2. You haven't listened at all to some things.
If you want, I can make full techtrees from scratch, and you can take a look at them and see whether you like them or not.

I can't change the Chaos signs, it just pisses on the lore.

Each unit has a role counter, I just didn't list them in game good idea.

Ex. Incendiary > Fortified/Unarmored/Light < Medium/Heavy
Ex. Piercing > Light/Medium/Unarmored < Fortified

Plaguebearers are highly resistant to ranged attacks...

Marauders can detect with an upgrade, and become scouts.

Witch Hunters destroy Daemons.

Bestigors and Halberds counter cav.

Squads can be used competitively, and they encourage hero micro.

Ex. BFME 2, W40k DoW.

Techtrees could definitely work better... But there's really no space-conservative way I can think of. You have your 3 types (Siege, Basic, High Tier) of production per side, and 2 tech structures. I would like to add 1 more structure to both races for cav. This would definitely diversify the tree... But I need a stable model for Chaos. :\

Where did you get the idea that artillery deals no damage. I was testing with a friend because he complained imbalance when I focus fired a clump of handgunners and killed like two squads with one shot.

Also, there are a million builds just for Chaos lol... You can tech your first point, go 2 shapes, and rush Marauders, since they're fairly beefy against Irregulars... Then further from that, tech to Undivided, make Firebombs and use Horsemen as your tanks, or Warriors even. This sets you up for an early bust, and one that stays strong into the mid-game.

Make 2 workers. Make an Archive before you Shapery, drop a harvester after your second worker finishes, and a Shapery after your Archive does, sets you up for super early Daemons. You risk losing map control, but it sets you up for a tech lead.

I can think of so many openings... Maybe I'll list them all.

One last major problem I'm having is there's no scouting involved... You only feel out your opponent by attacking him. I maybe will add a super fast scout cav for both races, like AoE2.

Tl;dr, I need to add Stables for both factions and add some abilities to certain units.

@Ken-E: Thanks for playing. I'll fix all the sound in next versions.
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,097
If I may give a few suggestions:

* Add a scoreboard that tells you how much income you get for both ressources, as well as upgrades to increase it.
* Have squads display the number of units and the number they can have so you know which ones need reinforcing.
* If you can't give units like Chaos Lords and Generals portraits, could you possibly use their icon instead?
* Make the greater daemons bigger and more colorful. And if possible, remove the mask from the Bloodthirster, he just doesn't look right with it.
* Add some ruins to the Lustrian jungle.
* Maybe request a pink Sludge skin, or just make the unit a Blue Horror that comes in twos?
* Add some creeps to defend control points.
* Bug: Occasionally a squad unit will form with all its members counting towards the food cap (basically the tooltip says it costs 1, but takes up 6 on creation), making building farms unpredictable.
* Artillery units' damage reads that they do 1 damage, minus 100000.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
If I may give a few suggestions:

* Add a scoreboard that tells you how much income you get for both ressources, as well as upgrades to increase it.
* Have squads display the number of units and the number they can have so you know which ones need reinforcing.
* If you can't give units like Chaos Lords and Generals portraits, could you possibly use their icon instead?
* Make the greater daemons bigger and more colorful. And if possible, remove the mask from the Bloodthirster, he just doesn't look right with it.
* Add some ruins to the Lustrian jungle.
* Maybe request a pink Sludge skin, or just make the unit a Blue Horror that comes in twos?
* Add some creeps to defend control points.
* Bug: Occasionally a squad unit will form with all its members counting towards the food cap (basically the tooltip says it costs 1, but takes up 6 on creation), making building farms unpredictable.
* Artillery units' damage reads that they do 1 damage, minus 100000.

*1 Great idea, will add that to the timer.

*2 Maybe, this would be pretty heavy.

*3 All unit portraits will be 2D in later versions.

*4 Mask? Also Greater Daemons are huge already, except Tz and Sla.

*5 Good idea.

*6 I can make one myself, maybe I will.

*7 No lol, this hurts competitive play. Maybe on 4p maps, where players haven't spawned.

*8 I'll be fixing that next version.

*9 Unless there's a way to remove -/+ text display, this will stay the same because of the artillery physics.

Thank you for playing.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Bloodthirster: okay, it's a helmet, but it still looks strange with it.

A camera issue: the computer builds right next to the map border where the camera can't reach. Your units still see them, it's just that you can't tell them which one to attack.

On which maps, and which type of structures. They have different values for placement distance based on the position of their HQ. If I had to guess they place Houses/Hovels too far away.
 
The description, map type and category seem to be gone.
Here's the description's code:
[CENTER][table][IMG]http://img7.imageshack.us/img7/6403/warhammersignaturebyede.jpg[/IMG]
[R][IMG]http://www.hiveworkshop.com/forums/attachments/requests-341/87748d1281896144-need-pictures-your-map-description-come-here-assassinate-mi.png[/IMG][R]
Based on the Warhammer Fantasy universe.

Take control of one of two factions, The Empire, noblemen of the southern plains of the Old World, driven to defend their homelands, or the Forces of Chaos, barbarians from the North, infused with the hatred of their Daemonic deities, they seek to destroy the remnants of the Old World, and bring a reign of terror upon the world.

More information can be found here: [URL]http://www.hiveworkshop.com/forums/map-development-202/warhammer-reign-terror-217384/[/URL]

[R][IMG]http://www.hiveworkshop.com/forums/attachments/requests-341/87747d1281896144-need-pictures-your-map-description-come-here-assassinate-f.png[/IMG][R]
The map features a custom arc, and physics system for all artillery, a knockback system for commanders and large units, custom skins and models for structures, control-point and production based income, a fairly good AI, gorgeous terrain, good balance, and golden polish... And you have 4 in-game maps to choose from.


[LIST=1]
[*] Lustrian Swamps (4p)
[*] Chaos Wastes (2p)
[*] Sylvania (2p)
[*] Blooded Pass (2p)
[/LIST]

[R][IMG]http://www.hiveworkshop.com/forums/attachments/requests-341/87750d1281896230-need-pictures-your-map-description-come-here-assassinate-s.png[/IMG][R]

[HIDDEN=&quot;Screenshots - Warhammer: Reign of Terror&quot;][IMG]http://imageshack.us/a/img231/8562/whrot01.jpg[/IMG]

[IMG]http://img211.imageshack.us/img211/3019/whrot02.jpg[/IMG]

[IMG]http://img577.imageshack.us/img577/38/whrot03.jpg[/IMG]

[IMG]http://img825.imageshack.us/img825/9900/whrot04.jpg[/IMG]
[/HIDDEN]
[R][IMG]http://www.hiveworkshop.com/forums/attachments/requests-341/87746d1281896144-need-pictures-your-map-description-come-here-assassinate-c.png[/IMG][R]
Special thanks to Ap0calypse for teaching me everything I know, Reaper51 for helping with the optimization and alpha testing, and NFWar for making the insanely epic physics for the artillery.

Paladon
Mechanical Man
General Frank
Eubz
Sunchips
Dionesiist
67Chrome
Darkdeathknight
Pyramidhe@d
Born2Modificate
Marshmalo
Afroknight
CrazyRussian
Kitabatake
Elaniel
PeeKay
GhostThruster

[R][IMG]http://www.hiveworkshop.com/forums/attachments/requests-341/87752d1281896430-need-pictures-your-map-description-come-here-assassinate-cl.png[/IMG][R]

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.
+++++++++++++++++++++++
[/TABLE]

[COLOR=Red][B]Map Description Template Created by[/B][/COLOR] [URL=&quot;http://www.hiveworkshop.com/forums/members/-kobas-/&quot;]-Kobas-[/URL][/CENTER]
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
The description, map type and category seem to be gone.
Here's the description's code:
[CENTER][table][IMG]http://img7.imageshack.us/img7/6403/warhammersignaturebyede.jpg[/IMG]
[R][IMG]http://www.hiveworkshop.com/forums/attachments/requests-341/87748d1281896144-need-pictures-your-map-description-come-here-assassinate-mi.png[/IMG][R]
Based on the Warhammer Fantasy universe.

Take control of one of two factions, The Empire, noblemen of the southern plains of the Old World, driven to defend their homelands, or the Forces of Chaos, barbarians from the North, infused with the hatred of their Daemonic deities, they seek to destroy the remnants of the Old World, and bring a reign of terror upon the world.

More information can be found here: [URL]http://www.hiveworkshop.com/forums/map-development-202/warhammer-reign-terror-217384/[/URL]

[R][IMG]http://www.hiveworkshop.com/forums/attachments/requests-341/87747d1281896144-need-pictures-your-map-description-come-here-assassinate-f.png[/IMG][R]
The map features a custom arc, and physics system for all artillery, a knockback system for commanders and large units, custom skins and models for structures, control-point and production based income, a fairly good AI, gorgeous terrain, good balance, and golden polish... And you have 4 in-game maps to choose from.


[LIST=1]
[*] Lustrian Swamps (4p)
[*] Chaos Wastes (2p)
[*] Sylvania (2p)
[*] Blooded Pass (2p)
[/LIST]

[R][IMG]http://www.hiveworkshop.com/forums/attachments/requests-341/87750d1281896230-need-pictures-your-map-description-come-here-assassinate-s.png[/IMG][R]

[HIDDEN=&quot;Screenshots - Warhammer: Reign of Terror&quot;][IMG]http://imageshack.us/a/img231/8562/whrot01.jpg[/IMG]

[IMG]http://img211.imageshack.us/img211/3019/whrot02.jpg[/IMG]

[IMG]http://img577.imageshack.us/img577/38/whrot03.jpg[/IMG]

[IMG]http://img825.imageshack.us/img825/9900/whrot04.jpg[/IMG]
[/HIDDEN]
[R][IMG]http://www.hiveworkshop.com/forums/attachments/requests-341/87746d1281896144-need-pictures-your-map-description-come-here-assassinate-c.png[/IMG][R]
Special thanks to Ap0calypse for teaching me everything I know, Reaper51 for helping with the optimization and alpha testing, and NFWar for making the insanely epic physics for the artillery.

Paladon
Mechanical Man
General Frank
Eubz
Sunchips
Dionesiist
67Chrome
Darkdeathknight
Pyramidhe@d
Born2Modificate
Marshmalo
Afroknight
CrazyRussian
Kitabatake
Elaniel
PeeKay
GhostThruster

[R][IMG]http://www.hiveworkshop.com/forums/attachments/requests-341/87752d1281896430-need-pictures-your-map-description-come-here-assassinate-cl.png[/IMG][R]

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.
+++++++++++++++++++++++
[/TABLE]

[COLOR=Red][B]Map Description Template Created by[/B][/COLOR] [URL=&quot;http://www.hiveworkshop.com/forums/members/-kobas-/&quot;]-Kobas-[/URL][/CENTER]

Ah thanks. Damnit I just took the time to make a new one. At least I got the change log back. Ty.
 
Level 2
Joined
Jan 3, 2011
Messages
32
How about actually stating in the "type" of map it is...had to read all the comments to figure it out..since I couldn't view the screenshots. T_T
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
just dropping in to say im busy and not just ditching you. another review soon, but hopefully the beast pit and stables expands the tech options and linearity of each faction like i wanted you to do to the techtrees.

Well now you can either, go cav first, at the risk of your opponent hardcountering with pikemen, or you can go the safe route with the more versatile infantry opening. Though both the Stables and Beast Pit are missing 1-2 units to make them a useful proposition, don't know how I'm going to fill those gaps.

I'll be overhauling tooltips next.

If you want to test it sometime message me.

Edit: Major news, Marks of Chaos are being removed entirely, and you will play as Chaos Undivided in both multiplayer, and THE CAMPAIGN I am planning. I am also considering adding sea-based combat to the multiplayer version, and 100% dedicated to adding it to the campaign version. Also with the new space from all the units that will be dropped from Chaos, there may be enough room for Orks.

Updated, version 0.8b
 
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double post. yolo

Okay so the unit roster is fine now. But these are the things I still think could be changed to be more interesting or more strategically in-depth.

Techtrees are too similar to melee wc3 races and each other IMO. Lets not forget you only have 2 factions currently, so differentiation should be a higher priority between these factions. For example, in Sc2 each race's layout is vastly different. Zerg units are trained from larvae, from a single building. Protoss units can be warped in, and require pylons to use buildings. I can give examples of how to change up the techtree layout, and I really have some good ideas for making the buildings a bit less bland.

The secondary resource, whatever the fuck it is, is really uninspired. It's generated periodically from a building. So it's a clone of the primary resource. At least things like gold and lumber, minerals and vespene gas are harvested differently. Again, I can give examples of how a secondary resource can be used and harvested by each faction.

Units have roles now, and there are enough of them to compromise a decent techtree. However, they are still boring, kind of same-ey to the other faction's counterpart, and lack many abilities. I have heaps of ideas on abilities too. For example, if you want Irregulars to be hit 'n' runny, give 'em "Cowardice - this unit gains a temporary speed boost after it takes damage". If you want Bestigors to be good against big boys, give 'em "Beastbane - this unit deals extra damage to an attack target equivalent to 5% of its max HP", rather than a boring ol' "Phalanx - bonus dmg to one unit which could've been included in the attack type anyways".


I also strongly recommend implementing the below features.
-Hold down arrow to control units individually, a suggestion you completely ignored like three times. Really easy to implement, and means that players can still micro.
-No attack ranges. Damage should be dealt like in Starcraft imo coz a) looks better b) is easier to estimate average damage dealt. I also dislike damage bonuses from attack types. I think a unit's counter-ability should be determined by its attributes and spells.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
double post. yolo

Okay so the unit roster is fine now. But these are the things I still think could be changed to be more interesting or more strategically in-depth.

Techtrees are too similar to melee wc3 races and each other IMO. Lets not forget you only have 2 factions currently, so differentiation should be a higher priority between these factions. For example, in Sc2 each race's layout is vastly different. Zerg units are trained from larvae, from a single building. Protoss units can be warped in, and require pylons to use buildings. I can give examples of how to change up the techtree layout, and I really have some good ideas for making the buildings a bit less bland.

The secondary resource, whatever the fuck it is, is really uninspired. It's generated periodically from a building. So it's a clone of the primary resource. At least things like gold and lumber, minerals and vespene gas are harvested differently. Again, I can give examples of how a secondary resource can be used and harvested by each faction.

Units have roles now, and there are enough of them to compromise a decent techtree. However, they are still boring, kind of same-ey to the other faction's counterpart, and lack many abilities. I have heaps of ideas on abilities too. For example, if you want Irregulars to be hit 'n' runny, give 'em "Cowardice - this unit gains a temporary speed boost after it takes damage". If you want Bestigors to be good against big boys, give 'em "Beastbane - this unit deals extra damage to an attack target equivalent to 5% of its max HP", rather than a boring ol' "Phalanx - bonus dmg to one unit which could've been included in the attack type anyways".


I also strongly recommend implementing the below features.
-Hold down arrow to control units individually, a suggestion you completely ignored like three times. Really easy to implement, and means that players can still micro.
-No attack ranges. Damage should be dealt like in Starcraft imo coz a) looks better b) is easier to estimate average damage dealt. I also dislike damage bonuses from attack types. I think a unit's counter-ability should be determined by its attributes and spells.

Phalanx counters cavalry, pierce does not. The reason pikes have piercing damage is so they can't beat Warriors/Staties in a fist fight. Some of those abilities are a bit glamorous, I'd like to give units a more defined role, but passively.

Heroes are the ones that need the abilities atm.

Techtree ideas? Shoot.

Secondary resource is generated a lot differently from both races, and from capping. It's supposed to be, Essence for Chaos and Faith for Empire but WE isn't going to give me the ability to change it for each faction.

Hold down arrow key can't be done really. Enabling a toggled form of direct control where units can be ordered individually can however is extremely difficult.

I like the attack-range idea, most units already have a small range (2-3 points). I'll change those that don't.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
I liked the Marks of Chaos, maybe you could set them higher up the techtree?

Empire:
* Witch Hunter has no mana (and to me it seems healing would be more appropriate with the Priest of Sigmar).
* Most melee troops have their damage increased by Imperial Propagada, not Battle Hardened.
* Stables can be built without requirements, but the actual units aren't available until Armories / Workshops are built.

Chaos:
* Sometimes slaves will simply stop working on whatever they're building. At least one reason seems to be putting down a building where they are: they will move out of the way, but won't get back to work.
* Nurgle's Rot requires Holy Water. Truly there is nothing Chaos cannot corrupt.
* Daemonsmith tooltips uses humie instead of human.

As a general note, could you put special effects to distinguish between two-mode units (Marauders, Witch Hunters...) so you can select the ones you need (like attaching the firebomb missile to their arm)?
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
I liked the Marks of Chaos, maybe you could set them higher up the techtree?

Empire:
* Witch Hunter has no mana (and to me it seems healing would be more appropriate with the Priest of Sigmar).
* Most melee troops have their damage increased by Imperial Propagada, not Battle Hardened.
* Stables can be built without requirements, but the actual units aren't available until Armories / Workshops are built.

Chaos:
* Sometimes slaves will simply stop working on whatever they're building. At least one reason seems to be putting down a building where they are: they will move out of the way, but won't get back to work.
* Nurgle's Rot requires Holy Water. Truly there is nothing Chaos cannot corrupt.
* Daemonsmith tooltips uses humie instead of human.

As a general note, could you put special effects to distinguish between two-mode units (Marauders, Witch Hunters...) so you can select the ones you need (like attaching the firebomb missile to their arm)?

Looking into all of these.

Except the Stables, you're supposed to be able to make the Stables to get a head start on midgame cav.

Witch Hunter animations change but the Marauders lose their weapons when using Firebombs... Thing is I think a bottle in their hand would look shitty, maybe a symbol above their head idk, any recommendations appreciated.

All listed bugs have been fixed, updating sometime today.
 
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-I know that the Phalanxes counter cavalry. But can it be done in a better way? Like with an ability called 'Beastbane' or 'Giantslayer'? I'll put up some suggestions for how you can define your units better later.

-Heroes need abilities, true. But units are really boring right now too.

-Trick is to Lock Camera to a dummy unit in the centre of your camera ;D Now, you can hold down as much as you want. Also it's not extremely difficult whatsoever.

player holds down
-turn off "Select Captain of Squad" trigger
-turn off "Same Orders Given to each unit of Squad" trigger

player releases down
-turn shit back on

-Techtree ideas coming soon.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
-I know that the Phalanxes counter cavalry. But can it be done in a better way? Like with an ability called 'Beastbane' or 'Giantslayer'? I'll put up some suggestions for how you can define your units better later.

-Heroes need abilities, true. But units are really boring right now too.

-Trick is to Lock Camera to a dummy unit in the centre of your camera ;D Now, you can hold down as much as you want. Also it's not extremely difficult whatsoever.

player holds down
-turn off "Select Captain of Squad" trigger
-turn off "Same Orders Given to each unit of Squad" trigger

player releases down
-turn shit back on

-Techtree ideas coming soon.

Turning off the triggers is easy sure. But you have to keep them on for the other players still using these functions.
 
Yo lemme try make a better GUI squad system. What I want to add:
total food costs in unit tooltips (eg. the tooltip for a marauder will say 10 food)
hold down to micro function
wargear/squad reinforce system, like in DoW
possibly a squad captain system (this is so only one unit can cast spells in a squad)
squad regeneration

say the word and I'll start.

EDIT: Techtree ideas.
Okay, so your techtree itself is nice and diverse. However, how you layout the techtree is very linear, with both factions having little variation. I suggest some unique ways to have each techtree tech up and train units interestingly.

Chaos - a faction I find aggressive. My suggestion is to use the Bastion for teching up tiers, but only tech to tier 2. The Shapery trains every unit except Slaves and some Daemons. How the Shapery trains units is by having 'chaos summons' spawn around it. These 'chaos summons' are dummy units, that can be upgraded into units. I have more specific ideas, and can provide examples of the chaos summons idea.

Empire - a faction I find regimental, ordered. My suggestion is to have the buildings unlock tech, like with how terran buildings unlock tech. I also think the secondary resource should be added to your coffers immediately after a certain building is built. Again, I have more specific ideas and can provide examples of the secondary resource idea.
 
Last edited:
Level 22
Joined
Jul 25, 2009
Messages
3,091
Yo lemme try make a better GUI squad system. What I want to add:
total food costs in unit tooltips (eg. the tooltip for a marauder will say 10 food)
hold down to micro function
wargear/squad reinforce system, like in DoW
possibly a squad captain system (this is so only one unit can cast spells in a squad)
squad regeneration

say the word and I'll start.

EDIT: Techtree ideas.
Okay, so your techtree itself is nice and diverse. However, how you layout the techtree is very linear, with both factions having little variation. I suggest some unique ways to have each techtree tech up and train units interestingly.

Chaos - a faction I find aggressive. My suggestion is to use the Bastion for teching up tiers, but only tech to tier 2. The Shapery trains every unit except Slaves and some Daemons. How the Shapery trains units is by having 'chaos summons' spawn around it. These 'chaos summons' are dummy units, that can be upgraded into units. I have more specific ideas, and can provide examples of the chaos summons idea.

Empire - a faction I find regimental, ordered. My suggestion is to have the buildings unlock tech, like with how terran buildings unlock tech. I also think the secondary resource should be added to your coffers immediately after a certain building is built. Again, I have more specific ideas and can provide examples of the secondary resource idea.

The Temple of Sigmar will produce some faith/secondary resource next version.

As far as the squad system with wargear, and attaching commanders, I intended to have both of these already, but just never got to it.

Total food cost is also something I'll definitely be adding.

But it will read more like... "Members in squadron = X"

So the food cost (Y) times the number of members (X) is the amount that will be used (Z). I think I may be able to prevent you from building a squad if you don't have this number Z remaining in food...

TL;DR: I like everything you said except the Chaos summons thing, sounds like a Zerg ripoff, it could work for Daemons though. If you really want make the system, or you can edit mine of course...
 
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