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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 22
Joined
Jul 25, 2009
Messages
3,091
Lmao, okay I'll definitely need to fix that.

Right now I'm compressing the hell out of the map in preparation for the next race, which is looking like High Elves.

I'm going to let the poll run for a little bit longer, two days max. I could start the third race as soon as today.

Update: I dropped the map size quite a bit, and fixed that unlimited Chaos Lord exploit.
 
Last edited:
Level 5
Joined
Oct 8, 2010
Messages
134
Could you maybe do darkelves and dwarves to?, then you can have awesome battle between darkelves and highelves, or between dwarven and greenskins.

I mean those are some of the classic battles so why not right?

I love this map, I love Warhammer.
Keep up the great work and please don't stop
 
Last edited:
Level 22
Joined
Jul 25, 2009
Messages
3,091
Could you maybe do darkelves and dwarves to?, then you can have awesome battle between darkelves and highelves, or between dwarven and greenskins.

I mean those are some of the classic battles so why not right?

I love this map, I love Warhammer.
Keep up the great work and please don't stop

I wish I could do all of the following, but unfortunately there's only room for 3-4, and I don't have any models for some of them.

Dwarves
Vampire Counts
Greenskins
High Elves
Dark Elves
Lizardmen
Skaven

Speaking of which, I've got some model requests for anyone who is willing to help me with this map.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Maybe you could make the same map with the unused races?

I actually thought of doing this. But then it would only be certain racial match ups, which I suppose wouldn't be terrible.

Dark Elves, High Elves, Wood Elves, Dwarves < War of the Beard

Chaos, Empire, Bretonnia, < Storm of Chaos

Etc.

But for now I'm just going to try and squeeze four races into this baby.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
I uploaded a preview of the new High Elves. They're coming along fairly nicely.

http://img849.imageshack.us/img849/4393/whrot08.jpg

Edit: I need some ideas for abilities as well as intuitive ideas on upgrading your squads during the game. I really wanted to make a way for squads to have musicians, but couldn't think of anything good.

Update: High Elves are out, they're not entirely finished, as they're missing 1-2 buildings, and 2-3 units, but I feel I've kept you waiting long enough, I'm sure there are going to be lots of bugs/balance problems, so post them when you encounter them.

It is also very likely I am going to have enough room for a 4th race.
 
Last edited:
Level 22
Joined
Jul 25, 2009
Messages
3,091
There are serious bugs being fixed, and this map will be updated to 2.8b when they are done being fixed.

Do not download this version, it is unplayable. :)

Edit: All glitches fixed, new version uploaded, 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.
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,105
High Elf builders can't handle sequential orders given too quickly.
Great Eagle has no abilities or attack.
Bolt Thrower has the Great Cannon tooltip.
Selection circle on the Bolt Thrower is too small.
Archmage has the Swordmaster tooltip.
Shadow Warriors can't switch back to ranged after going to melee.
Silver Helms and Spearmen have the Shadow Warrior tooltip at the end of their own description.

Gutter Runners are called teams even though there's only one.
Selection circle on the mammoth and GUO is too small.
Horrors still use the Bloodletter tooltip.

The Phalanx Stance description is the same for turning it on/off.
Outrider helmets float above their heads.
Engineer and Laborers have no portraits.

Regarding portraits, very few are correctly centered (sometimes the camera is miles away and underneath, sometimes only half a face is visible...), and as the attachments (weapons, helmets...) don't show up they all look the same (Mounted Chaos Lord has the same face as a Rider has the same face as a Dragonlord, etc). Especially jarring for the elves.

And if I may give suggestions:
Use a golem as the earth elemental and give the Archmage a staff.
Use something other than "team" for the swordmasters.
Use a different model for the Dragonlord.
Remove swords/bows when Shadow Warriors are in ranged/melee.
Doom Sirens don't make a very impressive sound, use something like a Spirit Tower's sound.
Maybe add a dustcloud on un/packing trebuchets to show they're not sitting there.

As far as I can tell, the alternate reinforcement system works just fine (except on artillery, fortunately).
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
High Elf builders can't handle sequential orders given too quickly.
Great Eagle has no abilities or attack.
Bolt Thrower has the Great Cannon tooltip.
Selection circle on the Bolt Thrower is too small.
Archmage has the Swordmaster tooltip.
Shadow Warriors can't switch back to ranged after going to melee.
Silver Helms and Spearmen have the Shadow Warrior tooltip at the end of their own description.

Gutter Runners are called teams even though there's only one.
Selection circle on the mammoth and GUO is too small.
Horrors still use the Bloodletter tooltip.

The Phalanx Stance description is the same for turning it on/off.
Outrider helmets float above their heads.
Engineer and Laborers have no portraits.

Regarding portraits, very few are correctly centered (sometimes the camera is miles away and underneath, sometimes only half a face is visible...), and as the attachments (weapons, helmets...) don't show up they all look the same (Mounted Chaos Lord has the same face as a Rider has the same face as a Dragonlord, etc). Especially jarring for the elves.

And if I may give suggestions:
Use a golem as the earth elemental and give the Archmage a staff.
Use something other than "team" for the swordmasters.
Use a different model for the Dragonlord.
Remove swords/bows when Shadow Warriors are in ranged/melee.
Doom Sirens don't make a very impressive sound, use something like a Spirit Tower's sound.
Maybe add a dustcloud on un/packing trebuchets to show they're not sitting there.

As far as I can tell, the alternate reinforcement system works just fine (except on artillery, fortunately).

Combine is disabled for, Workers, Artillery, and other units, like War Mammoths and Steam Tanks.

I will fix all these tooltip problems.

Idk what you mean about High Elf Workers...

Shadow Warriors will be fixed.

Eagles are fine, they have an ability that allows them to attack but weakens them. "Change Height"

Phalanx is not a toggled ability, the tooltips are going to be the same from now until the end of days.

Outriders aren't supposed to have helms, will fix.

Portraits were originally 2D pictures of the races logos, but since there are now 3 races, I'm not going to import 3 of the same model just to get custom portraits, nobody looks at portraits anyway. Not a big deal.

High Elf Mages don't use staves according to Warhammer lore.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
All glitches fixed. All tooltips fixed.

New structure added. New unit added. New upgrades added. Many units rebalanced.

And finally a new map, designed solely for 1v1 or 2v2, don't worry the water isn't blue in game. :p

It would be good if High Elves had a unique way to harvest their secondary.

And I've been thinking about making workers purchasable at Outposts, any objections? Or maybe give Outposts an ability to teleport workers.

Also High Elf workers can be macro'd commands now.

Map size 6.66mb... (';..;')

Edit: Looks like Vampire Counts for the next race.
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,105
* Chaos Lord uses Mastered Armaments as his damage upgrade in both forms.
* Horrors have "Summon Bloodletters" in their tooltip.
* Units can go underwater in the Realm of Suffering.
* Here's a weird one: I was playing on Bretonnia, and both computers had somehow managed to get units stuck in the southwestern boundary (and even farther than the knockback could do, in the patch of snow). It seemed to mess them up considerably, as they didn't build any units afterwards.
 
Last edited:
Level 22
Joined
Jul 25, 2009
Messages
3,091
* Chaos Lord uses Mastered Armaments as his damage upgrade in both forms.
* Horrors have "Summon Bloodletters" in their tooltip.
* Units can go underwater in the Realm of Suffering.
* Here's a weird one: I was playing on Bretonnia, and both computers had somehow managed to get units stuck in the southwestern boundary (and even farther than the knockback could do, in the patch of snow). It seemed to mess them up considerably, as they didn't build any units afterwards.

These will be fixed next version, which I will release today.

Where exactly can you get out of the map on Realm of Suffering?
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
It's not in the Realm of Suffering (that one just seems to be missing a pathing blocker or two on the northern pond), it's in the castlegrounds. If you go west of the southwestern corner, there's a patch of snow, and that's where the units were.

Will the other factions have a flying unit?
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
"* Units can go underwater in the Realm of Suffering."

No, Great Eagles aren't really a flying unit anyway, and they're strictly for balance not for looks. High Elves have no shock-artillery, so against large armies laid out around such, like Empire's Great Cannons and Chaos' Hellcannons, they don't stand much of a chance, so Eagles are designed for sniping heavy artillery, and balancing the scales. Which I'd have to say they're quit good at, I lost 5 Hellcannons to them in the last game I played.

There's also a possibility High Elves will be getting another semi-flying unit as their ultimate, a White Dragon.

And the next version is going to boast a vastly improved squad system as well.
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Oh. Well, it's the big body of water at the northern border next to the castle, still well within the map.

As for squads, I've noticed that some are built one unit at a time if there's not enough food for the whole squad, will that change?

Yes it will.

In the next version if you have 40/45 food, and you make a 6 man squad, it won't become 46/45, it will kill the extra food usage so it becomes 45/45, and once you're unblocked you can reinforce that squad, so you don't get ripped off ever, and you still can't abuse the system.

Unless of course the members of the squad use 2 population per. Then it would only leave you with 2 squad members, and put you at 44/45.

Workers will also be buildable from Outposts next version
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Looks interesting. 100% going to try it out. Maybe at a lan in the weekend :)

Seems the description should be fixed. Some parts seem out of date (like you explain the amount of races, but then list more races.)

EDIT:
Played a game against two AI opponents (one chaos and one empire).
They seemed very weak, and I crushed them no problem. I don't know if they were going all out on each other, but they never attacked me, and when I came to attack them, I totally destroyed them in one try.

You should fix the hotkey for reinforce on the high eleven hall of heroes. It is the same as for training archers.
also the Hero (Dragon Prince) is not the first unit (you have to press TAB to get to him, when selected with some other units.)

Haven't tested it against real players yet, but looking forward to it. Nice map and ideas, but AI could use a boost :)
 
Last edited:
Level 22
Joined
Jul 25, 2009
Messages
3,091
Looks interesting. 100% going to try it out. Maybe at a lan in the weekend :)

Seems the description should be fixed. Some parts seem out of date (like you explain the amount of races, but then list more races.)

EDIT:
Played a game against two AI opponents (one chaos and one empire).
They seemed every weak, and I crushed them no problem. I don't know if they were going all out on each other, but they never attacked me, and when I came to attack them, I totally destroyed them in one try.

You should fix the hotkey for reinforce on the high eleven hall of heroes. It is the same as for training archers.
also the Hero (Dragon Prince) is not the first unit (you have to press TAB to get to him, when selected with some other units.)

Haven't tested it against real players yet, but looking forward to it. Nice map and ideas, but AI could use a boost :)

Yeah to cycle through unit-types you have to use TAB, unfortunately I can't change the WC3 engine.

If you did FFA, the comps likely attacked each instead of you, I recommend 2v2/1v1 scenarios with the AI, it's decent since I made some upgrades recently, but the AI is never going to compete with a real player. I'll look into the reinforce hotkey, but I stated earlier Reinforce doesn't seem to be working right with this version.

I think descriptions are up to date, 7 maps, 3 races.

Also, how do these complaints equate to 4/5?

From what it sounds like you only played one race on one map, in one scenario.
 
Last edited:
Level 13
Joined
Mar 23, 2008
Messages
1,214
It was mostly based on the AI. and the description is fine. I saw that Rights after I commented.

Btw. Is it possible to add colors etc to the minimap?

EDIT: I also noticed the units all clump up around the one you can select in a squad. Is it possible to fix this, so the following units, will stand with some space between each other?

PS: Reinforce worked fine for me (unless its supposed to work in some way I don't know :))
 
Last edited:
Level 22
Joined
Jul 25, 2009
Messages
3,091
It was mostly based on the AI. and the description is fine. I saw that Rights after I commented.

Btw. Is it possible to add colors etc to the minimap?

EDIT: I also noticed the units all clump up around the one you can select in a squad. Is it possible to fix this, so the following units, will stand with some space between each other?

PS: Reinforce worked fine for me (unless its supposed to work in some way I don't know :))

Reinforce is supposed to reinforce all members of the squad.

And it's not possible to fix unit clumping, that was a similar problem in WC3 melee, at least in this map you can control so many units that you'll rarely need to use follow.
 
Yeah to cycle through unit-types you have to use TAB, unfortunately I can't change the WC3 engine.
do you even know how to open the world editor

also some feedback: squad count text is too big.
locust addition as i rethink it is bad, look at it this way:
advantages-
helps select easier
disadvantages-
no hp bars
units clumped
more triggering
more object data
buggy; i believe they cannot be targeted by spells
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
do you even know how to open the world editor

also some feedback: squad count text is too big.
locust addition as i rethink it is bad, look at it this way:
advantages-
helps select easier
disadvantages-
no hp bars
units clumped
more triggering
more object data
buggy; i believe they cannot be targeted by spells

Well I'm going to be gone for a week and a half, so if anyone wants to chime in on this while I'm away, I'll decide what to do when I get back.

I plan on making some changes to the mechanics of the map when I return. Game modes, Domination, holding 51% of caps starts a countdown to victory, but killing your enemy is harder. Capture the Flag, well you can figure this one out yourself. :p

And a new functionality, you'll be able to select Wild Cards (Damn BOPs, I didn't know what else to call them) during the game which will become usable every X amount of seconds.

So maybe you'll order some kind of special elite squad or extra resources, they'll become available whenever the 'reinforcement' timer reaches 0, and it'll reset constantly throughout the game, so you'll have plenty of opportunities to call in racially related specials. And too keep it fun, your orders will have to be in before a certain point on the timer.

This'll be my last post 'til I get back, ovua, have fun.

Expect a huge update sometime around February 1st.
 
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Level 2
Joined
Feb 10, 2013
Messages
15
Review

I played the map with my friends and here's my review.

[+]Awesome Terrain
[+]Incredible AI
[+]Four Maps for a price of one :goblin_jawdrop:
[+]Balanced Unit Prices :pal:
[+]Nice Models :spell_breaker:
[+]Nice gameplay
[+]Lots of starter money
[+]You can have a big army from the start

[-]Mouse disappears after playing the game :ogre_rage:

This is the best game I played this deserves 4.9/5

Suggestions:Get more Warhammer accurate models,Add High Elf AI,And add to the food cap

(Note:This Is my first time to rate) :nemor::nemor::nemor::spell_breaker::spell_breaker:
 
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Level 22
Joined
Jul 25, 2009
Messages
3,091
I played the map with my friends and here's my review.

[+]Awesome Terrain
[+]Incredible AI
[+]Four Maps for a price of one :goblin_jawdrop:
[+]Balanced Unit Prices :pal:
[+]Nice Models :spell_breaker:
[+]Nice gameplay
[+]Lots of starter money
[+]You can have a big army from the start

[-]Mouse disappears after playing the game :ogre_rage:

This is the best game I played this deserves 4.9/5

Suggestions:Get more Warhammer accurate models,Add High Elf AI,And add to the food cap

(Note:This Is my first time to rate) :nemor::nemor::nemor::spell_breaker::spell_breaker:

Well a High Elf AI would increase the size of the map quite a bit but I'm thinking on it. I think the food cap is good, since any higher and with four people the game would lag.

Not sure how to fix that mouse glitch yet... D:
 
Level 2
Joined
Feb 10, 2013
Messages
15
Oh i have discovered something while playing sometimes the AI is not producing units (only empire does it though) All it makes is Irregular Division. (only in certain maps)
 
Level 3
Joined
Oct 23, 2010
Messages
32
Please put something in F9, when i started with 4 ppl, 2 left immediately because they had no idea how to play (Neither did I)... and your max-food is quite little, how about modes for changing that?
Also... reinforcing armies to max-strength is a lie :( it doesnt. Towers don't seem to attack sometimes, and how about some ability description on the units that have -1000000 dmg?
 
Level 6
Joined
May 23, 2011
Messages
295
Im loving your maps man i wish you added the tyranids and get the A.I ready for the other races but it must be quite complicated to do it in so little time, but anyway i wish you luck :D 5/5
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Im loving your maps man i wish you added the tyranids and get the A.I ready for the other races but it must be quite complicated to do it in so little time, but anyway i wish you luck :D 5/5

Haha, Tyranids are W40K man, this is Warhammer Fantasy.

And I'm out of space. Next thing to come is different game modes, maybe one more map, possibly 1-2 more AIs.
 

Gojira2000

G

Gojira2000

Hey riotz, do you have any of the army books? If not, i have a bunch of them both old and new, so if you need any info, just message me
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Great news, ResidentV has returned as lead terrainer, High Elves have been reworked to be more unique, many balance changes have taken place as well. Vampire Counts will be next to be reworked, and a new and improved Lustria will be released next version.
 
Level 1
Joined
May 1, 2010
Messages
5
This is a lot of fun. Love warhammer and glad to see maps based on it. I've played through several times without an issue but one time for some reason, i was playing as chaos on the Something Swamp? or something like that. And i ran my units haphazardly into one of the enemy bases and suddenly my food usage went through the roof. Like in the thousands. I scrolled over to the area and it was just a mess of ... stuff. I can't really put it any better than that. I'm not sure if it's your map or my computer and it doesn't seem to be a common issue. Every game I've played since then has been fine. Sorry thanks for pointing out my stupidity.
 
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Level 22
Joined
Jul 25, 2009
Messages
3,091
This is a lot of fun. Love warhammer and glad to see maps based on it. I've played through several times without an issue but one time for some reason, i was playing as chaos on the Something Swamp? or something like that. And i ran my units haphazardly into one of the enemy bases and suddenly my food usage went through the roof. Like in the thousands. I scrolled over to the area and it was just a mess of ... stuff. I can't really put it any better than that. I'm not sure if it's your map or my computer and it doesn't seem to be a common issue. Every game I've played since then has been fine. I also think it would be lovely if you could make reinforce autocastable because reinforcing after a large battle is quite a chore. Though that might make attacking bases a serious hassle.

Reinforce 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.
 
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