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Warleader - Master of the Realm

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SCREENSHOTS



In the early game, your focus is on expanding as fast as possible. Capturing more buildings increases your gold, food limit and gives you access to more unit types.

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Warleader - Master of the Realm gameplay mod

Current stage - beta
For a list of implemented and in-progress features see below.
If you want to join the team, see the recruitment thread here

Warleader Gameplay Description
Players only directly control their heroes. Each hero has a flag, which is the only way to control the soldiers. Regular units can be trained and they move and fight at the location of a hero's flag. Each hero can plant the flag in the ground anywhere, or he can keep the flag with him to make his army follow him and fight with him.

Master of the Realm Description
Players can not build structures, they must capture the structures that already exist on the map. These structures give benefits like more gold, increased food limit, more units available to train, more heroes etc. Some structures are key objectives and must be captured to win the game.

Depending on the race the players choose pre-game, a barracks of the their faction is placed at the start location and the player is free to recruit heroes, recruit units, fight neutral monsters and capture more structures. The objective of the game is to capture all the structures on the map. The player that succeeds in this is the game winner.

Map features and their current status

Warleader engine:
Core (units that move and fight at the flag and heroes that can use the flag) - finished
Army tactics management (standard, aggressive, defensive, hold fire) - finished
Unit ability system (units have abilities that can be controlled through the hero's Army menu: finished
Multiple hero support (each hero controls his own army with his flag) - finished

Master of the Realm engine:
Core (structures on the map that can be captured by players and give various benefits to their owner) - finished
Neutral hostile rebellions (killed neutrals respawn all together from time to time and try to reconquer their lands) - finished

Project perspectives
I would like to make more than one map based on this gameplay. The starting point will be a 2-vs-2 map. Depending on how that turns out and on community feedback maybe a 1-vs-1 map, a 4-player free-for-all, an 8-player free-for-all could follow. Also, when Starcraft 2 comes out, we should be able to work with that as well, provided the SC2 editor and scripting language will allow us.

Content:

Race - Stormwind Legions (humans) - finished (select Human from race select screen)
Race - Elven High Guard (high elves) - finished (select Night Elf from race select screen)
Race - The New Horde (orcs) - finished (select Orc from race select screen)
Race - Shadow Council (demons) - finished (select Undead from race select screen)

Items (hero-enhancing and for increased army sizes) - finished
Creep camps - finished
Neutral objectives (Observatory and Rebel Camp) - finished


Thanks to:


SCRIPTING:


RisingDusk for the LastOrder library (Warleader engine)

http://www.wc3c.net/showthread.php?t=104175



MODELS:


Elenai for the Elven Buildings model pack (the High Guard buildings and their icons)

http://www.wc3c.net/showthread.php?t=93925


General Frank for the Bloodelf Cavalry model (Elven Champion unit)

http://www.hiveworkshop.com/forums/models-530/bloodelf-cavalry-blade-rider-134100/


Tranquil for the Royal Captain model (Legionnaire unit)

http://www.hiveworkshop.com/forums/models-530/royal-captain-108101/


dickxunder for the Prime Matron model (Demon Stalker hero)

http://www.hiveworkshop.com/forums/models-530/prime-matron-125142/


Gottfrei for the Cruel Cloister model (Shadow Temple building)

http://www.hiveworkshop.com/forums/models-530/cruelcloister-123731/


Thrikodius for the Shrine of the Deathwalker model (Shadow Forge building)

http://www.hiveworkshop.com/forums/models-530/shrine-deathwalker-123939/


ICONS:


X.e.r.e.X for the Flame Wall icon (Elven Spellweaver's Barrier spell)

http://www.hiveworkshop.com/forums/icons-541/btnflamewall-93298/

bigapple90 for the Blood Sword icon (Horde Blademaster's Sweet the Scent of Flowing Life ability)

http://www.hiveworkshop.com/forums/icons-541/btnbloodsword-155179/


Related links:
The original idea thread on THW here

The recruitment thread for this project here

What do you think?
 

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Last edited:
Level 7
Joined
Jan 18, 2010
Messages
61
A new version of the map

Hi all, we're working at the map and could use some opinions as we go along :)

Added in this version:

New race - The Nether Walkers
Specialized in shock-and-awe tactics and control of combat, led by the Nether Stalker, a deadly magician and assassin. Our newest race, joining the Imperial Legion and the Elven High Guard.

Neutral Monsters
These guys guard the strategic objectives on the map. After you kill them and capture the objective, they will re-spawn from time to time to try and take it back!

Other than that, fixed a number of bugs and minor errors.

So what do you think ?
 
Level 7
Joined
Jan 18, 2010
Messages
61
a bit of story telling

Master of the Realm - Halmai Island
The fertile Island of Halmai lies in the middle of a vast inland sea, surrounded by warlike kingdoms and city-states. The island, since immemorial times, has been a prize of war and the human inhabitants have long gotten used to the constant turmoil. Recently, the invasion of the Burning Legion has forced the troublesome neighbors of Halmai to renounce their claims to the island and the hardy folk finally have a chance to become a nation. However, they need a strong and skillful ruler, and several pretenders have seen this opportunity to claim the island's rich resources and strategic position.

The Legions of Stormwind
The humans of Stormwind recruit into the Legions only the finest and bravest that humanity has to offer. Their endurance and quality equipment can simply wear out an enemy, a tactic they prefer to use combined with heavy cavalry attacks and artillery bombardment. The backbone of the Legions are their superbly trained Legionnaires, marching fearlessly into battle. They wield their longswords with efficiency and their shields are defenses as well as means to bash an enemy's skull in. Supporting the infantry are heavy cavalry that throw mighty warhammers before engaging in close combat, as well as heavy siege artillery engines that soften up enemy targets and can quickly turn buildings to rubble.
 
Level 7
Joined
Jan 18, 2010
Messages
61
Uploaded the newest version of the map, you can find it attached to the first post.

Added in this version:
Army tactics management: choose one of 4 tactics to control the way your army fights and moves.
Switched to a 4-player map to allow easier testing by more players.
Neutral monsters now quickly regenerate health when out of combat.
A new hero, the Shademaster, leader of the Shadow Council.
Some terrain work done, much more still to go.

What do you think ?
 
Level 3
Joined
Apr 5, 2009
Messages
58
Ah, lopaki, how you've been, i know it's awhile since we've last spoken ^^
And alex... How's the beta? You still need me, haven't really been on msn, but just let me know if the terrain still needs tinkering, just thought to tell you that im still around although not in msn or yahoo.
 
Level 7
Joined
Jan 18, 2010
Messages
61
New version uploaded

Hi all

After a long-ish time, here's the next version of our map. It has a lot of new stuff, mapping is nearing completion and the Human faction is starting to take shape. Also, units now have special abilities, controlled through their commanders' Army menus. Take a look, see how you like it :)

Also, anyone interested to participate in the project, go for our recruitment thread (there's a link in the first post)

So, what do you think ?
 
Level 15
Joined
Dec 18, 2007
Messages
1,098
I've tested the map when you bumped the second time, but couldn't find the time to give a proper review. Furthermore, at that point in time, the map was still rather unpolished, so I decided to wait a while.

Now, I see that it has grown quite a bit, the tooltips are really good and the gameplay itself is, I must say, pretty interesting. I really like the system that you have implmented for army control, it takes some time to get used to, but it is really wonderful.

I see you've replaced the Shadow Lord with the elf. The elf is really quite the hero, but I find it troublesome that the archers attack without drawing the enemies close to the trap sometimes. What position would you suggest when placing and using the trap?
Also, I find the healing ability really useful, it was what kept my archers alive while assaulting the Town Hall thing (I must admit, it really is a powerful building :p)

I haven't been able to try out the barrier, but it could be a really useful spell against melee units :D

Wonderful map, can't wait to see more updates. I'll post more in time :D

EDIT: I just noticed that the units guarding the camps respawned and retook it, kinda took me by surprise xD
 
Level 7
Joined
Jan 18, 2010
Messages
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Thanks for the feedback Zack, it is rather frustating to work on something that nobody bothers to comment.

I've tested the map when you bumped the second time, but couldn't find the time to give a proper review. Furthermore, at that point in time, the map was still rather unpolished, so I decided to wait a while.
I have many ambitions for this map, probably not all will be realized, and real life keeps getting in the way in the oddest moments so work isn't going as fast as I would like it to..

Now, I see that it has grown quite a bit, the tooltips are really good and the gameplay itself is, I must say, pretty interesting. I really like the system that you have implmented for army control, it takes some time to get used to, but it is really wonderful.
This is my biggest worry about this map actually, since it basically turns Warcraft3 into a whole new game. I feel very reassured that somebody other than me thinks it's not total crap :)

I see you've replaced the Shadow Lord with the elf.
The other heroes will come back, after I've redone them and their factions the way I want them to be. The former members of the team worked on them, and while I like the way they designed the heroes, I'm redoing the triggering (GUI => jass) and tweaking some things here and there.

The elf is really quite the hero, but I find it troublesome that the archers attack without drawing the enemies close to the trap sometimes. What position would you suggest when placing and using the trap?
When testing the map, I found it most effective to place the archers about 1.5 bowshots away (real far) and I put down the trap about halfway between the archers and the mobs. Then, I go with the hero and pull the mobs right into the trap, so that the archers fire on them while they're stunned. Then after the stun wears off, the mobs still have to walk a long-ish way to the archers while under fire the whole time.. Don't know how this would perform against humans, since right now I don't have anyone to playtest against. I plan the focus of the game to be on PvP, so most abilities will receive some serious tweaking once some multiplayer testing gets done

Also, I find the healing ability really useful, it was what kept my archers alive while assaulting the Town Hall thing (I must admit, it really is a powerful building :p)
Imagine assaulting a player's castle with an army defending it, and getting attacked by another of that player's armies in the rear XD

I haven't been able to try out the barrier, but it could be a really useful spell against melee units :D
At later levels, it lasts 30 seconds and is really long, so you should be able to surround the archers with barriers all the way ^^ Of course, the archers wouldn't be going anywhere either hehe

Wonderful map, can't wait to see more updates. I'll post more in time :D
Working on it, thank you for taking the time to review this. It's been a big morale booster tbh

EDIT: I just noticed that the units guarding the camps respawned and retook it, kinda took me by surprise xD
Yep, right now the mobs just respawn after 10 minutes, but I'm working on a new system where, after players lose lots of units (like in major battles) there's a high chance that ALL the dead mobs respawn at once in the center of the map and attack each to his old location, resulting in something like a huge invasion of neutrals. More details as things get done :)
 
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Level 7
Joined
Jan 18, 2010
Messages
61
New version

Been a lazy couple of weeks, anyway I've implemented the Neutral Rebellion System:



Each neutral hostile killed by any player counts as a rebel
Each unit owned by any player counts as a police
The difference between rebels and police increases UNREST each second.
When unrest becomes higher than a value, there is a rebellion.
The value depends on the number of units of all players that are on the map.
In a rebellion, all DEAD neutral hostiles are spawned at once and they each attack toward his original location.


There's a multiboard that shows estimated time to the next rebellion and all the information about unrest etc.

Additionally, there are a number of minor tweaks and fixes.

Have fun
 
Level 7
Joined
Jan 18, 2010
Messages
61
For the Horde!

Uploaded the newest version of the map (attached to the first post)

The New Horde has arrived! Led by deadly Blademasters and wise Loremasters, the Warriors, Shamans and Raiders are ready to annihilate any opposition.

As always, feedback is welcome. Have fun!
 
Level 7
Joined
Jan 18, 2010
Messages
61
Pre-release version

The Shadow Council race is complete, themed on devils and other infernal creatures.
The stealthy Stalker focuses on sliding in and out of combat with stealth, dealing damage and stunning enemies and bringing fiery death in their ranks.

The powerful Councillor engulfs enemies in walls of flame, forces his will on them to make them fall in death-like sleep and finishes them off with powerful magic attacks.

The primary unit is the Shadow Guard, a melee attacker and ambusher. It is very good at ambushing enemy heroes, using his permanent invisibility which dissapears only when he attacks, and his mana burning attack.

Shadow Cultists are corrupted humans who traded away their souls to demons. They heal friendly units and give them their life willingly. When they die, they summon powerful demons into battle but only for a short while.

Shadow Corruptors are strong demons. They are powerful against buildings and have the ability to call burning meteors from the sky, to damage and stun whole armies.


This makes 4 races in total. For this first release of the map, I'm stopping there so I can focus on a few fine points, fixes and some polishing.

Please try the map and post your opinions, all bug reports and suggestions that are used will find their way to the loading screen credits list.

Thank you and have fun
 
Level 7
Joined
Jan 18, 2010
Messages
61
New version uploaded in the first post.

No new flashy content added I'm afraid, however you may want to check out the former 'Quests' button and the Upkeep system; aside minor bug fixes and tweaks of course.

So.. you like?
 
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