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Werewolf - Transylvania

Submitted by Wasted_Savior
This bundle is marked as approved. It works and satisfies the submission rules.
Version 1.29.01
A werewolf is picked at random from the 8 players; 7 shall raise armies to thwart the werewolf, while the werewolf must hunt down the villagers.
Created by Jesse_James (AKA Wasted_Savior)
Edited by: Jesse_James, Antiseen(ud), Pwnage, Falanor


Villages
Villages get to choose between Hunting, Farming, Fishing, Merchant, Forging, Crafting or a combination to generate an income. It is the goal of the villager to raise an army to defeat the werewolf either during the day when he is weak or at night when he is strongest. Teamwork is suggested but not necessary for victory.

Werewolf
The werewolf plays much like the villager in that during the day he must hide from the other villagers while doing jobs to build his own army. During the night the werewolf transforms and is able to hunt the other villagers. The werewolf has no team mates, though he can play the rest of the villagers because of his anonymity.

Screen Shots
Screen Shots

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Changelog
Change Log for 1.29.01

Desync Issues
Latest version of the game is now playable again. Tests show that desyncs are not occurring as often as they did on 1.28 after latest Blizzard’s patch.

Role Preference
You will be able to set your role preference at the start of the game. You have 25 seconds to choose if you want to be werewolf or not before the game start. Keep in mind that if everyone chooses “NO” it will still be chosen randomly.

Easter Egg
Three strange wizards wandered into our map. They love to talk and make comments on different players.

List command
List command was removed.

You can find full list of changes in #change-log on our official Discord server.
Or on our forums here.



Authors Notes
If you have any bugs/errors/suggestions you'd like to submit or simply want to chat with people who like playing Werewolf Transylvania, please join our Discord Discord


Keywords:
Werewolf, Transylvania, Wolf, Survival, magic, simulation, Village, Farming, Hunting, Fishing
Contents

Werewolf - Transylvania (Map)

Reviews
Moderator
Dr Super Good: This map is a newer version of an already existing map that was approved. The map author requested the other be removed because it was obsolete and was submited by another user (not him) and so could not update it.
  1. melvinzamorajr

    melvinzamorajr

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    Will ther be AI for this great map?
     
  2. AnonymousPro

    AnonymousPro

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    That was quite a minor update opposed to expectation :d
     
  3. AnonymousPro

    AnonymousPro

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    I do agree with some of your points... but hey,
    -the maximum armor possible to reached in the game is currently 85-95 (forging's stats, devotion aura, beer, 6 wandering boot), AFAIK, a level 6 amateur werewolf took 3/4 of the night to bring my level 7 villager's hp down to 1/10.
    You can earn those when werewolf is level 6? I don't think so.
     
  4. Seth

    Seth

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    sorry i did not specify clearly there, it was suppose to be level 7 villager with just 6 wandering boot (30+5 activated armor), and around 3/5 night approximately.

    new look forum link+detailed change log for 1.25: http://forums.vofpro.com/viewtopic.php?f=4&t=670
     
    Last edited: Oct 27, 2014
  5. Seth

    Seth

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    1 more thing I used to wonder about ghost's movements but did not mention because of their speed, but now i would. (lousy spellings alert)
    -Ghost trapping:
    that after killing a player with your villager, since ghost can't fly through unit and trees, they have collision, and there was once upon a game, that i sealed one of them.... building fence/catapult with no vision for them to posses any form of living things right after killing them for few seconds. (for werewolf, use wife+special minion+catapult via wife and other units that ghost can't posses)
    conditions:
    -the right place, fast speed, start with their base's entrance, then slowly cover them up when done right. (note that 'the right place' have the largest impact here)
    I've stopped playing since 2 months ago so im not sure if ghosts still collide or how their speed are now... since its reduced to an extent that they can't chase werewolf i'd say all that i have here.
    P.S: (NEVER AFK IN WWT)
    -sincerely by,Seth a.k.a RaidenCameron. 2013.
     
    Last edited: Mar 15, 2014
  6. BunnyAng

    BunnyAng

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    My favourite map of all times :)

    One trick i love doing when i was the werewolf was to attack my own base with it, while defending it using my soldiers. This trick really gets anyone haha.
     
  7. Seth

    Seth

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    played with Gameranger and its time to share!

    Game Mechanism Suggestion (note: this is MOSTLY about changing stuff, not much adding):

    -allow werewolf to have a minion limit of 200-350 food orelse the warcraft 3 system/engine/wateva shiets won't render smooth movement to brown/everyall player's unit
    -disable reminion-ing zombie's minion after werewolf killed them.
    -disable pre-winter season's visioning which prompt players to "see through trees". (confirmed)
    -Winter Owl drops from tree right after winter season finishes (confirmed)
    -give ghost wife the auto-harvest ability like its original alive form
    -Judge Mage's vengeful spirit can be casted on cave's corpse...... LEGIT *lookaround the whole area*
    -disable "delay" when switching between primary and secondary structure building list
    -turn gargoyle's appearances into "events" like others.
    - '-no secrets vote' did not disable money/exp book loot and possibly others (may be glitches because i found thunderlizard diamond too quick and taken it before the votes are casted) + (partially confirmed)
    -is it just me, or the effect of Bear Trap is INSTANT? . .

    now for adding stuff:
    -range attack werewolf minion
    -a catapult that cost more lumber but very slow MOBILE (unpackable)
    -give Whim of the druid a better improvement in casting (*minorly* larger aoe, max target 1)
    -a cure for -curse events- and a banishment for -blessings events- on others. (just idea, i'm not creative :\) (or an item that TRIGGERS the events)
     
    Last edited: Feb 10, 2015
  8. AANTH

    AANTH

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    as always, a good map. :D
     
  9. neven1

    neven1

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    New Version ;o
     
  10. AnonymousPro

    AnonymousPro

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    andd thats quite a minor update i guess? maybe just halloween theme
     
  11. Inseer

    Inseer

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    I really love this map! 5/5 :D

    But I can't play online due to the fact that my internet is a building distributed wifi that I can't manipulate to open acess ports for the aplications others than w3arena to play online :(

    There goes all my w3 favorite maps :'(
     
  12. siralexofgames

    siralexofgames

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    it be cool seeing this with ai support
     
  13. Marcell

    Marcell

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    Pretty shit map really. Not sure why people like this. Too much effort to register on their forums so they better read this here:
    - Being Zombie is utter shit, because zombie is useless at 99% of things. Slow, 'conversions' die quick so you can't explore the map, it counts as a loss to your name if humans defeat the ww. Overall crap stats.
    - WW first night you can get stuck on countless spots because you're a 2 tiler in a 1 tile spot at the wrong time, ending the game day time day 2. Where's the unstuck option or spell button?
    - Professions are super slow to get to more than 1-2 yet some are labeled endgame? Lol. Never reached this "endgame" before.
    - Animals don't populate the map, they spawn in close groups across the map making hunting a shitty luck game hoping you run into these clusters.
    - The bonus catch chance item doesn't work, fuck knows how long it has been in the game and broken.
    - Animals shouldn't be able to attack bases, wtf? It gives away your position with a ping on the map and boom ww is at your door.
    - Imagine being ww with point number 4. I was level 4 once while the humans were level 9+.
    - 90% of the time the weather is windy, no balance between rain, clear, windy, snow.
    - What's up with all these secrets? It just gives long time players a bigger advantage over newbies.
    - Buff the useless items!

    /endrant
     
  14. Demonex

    Demonex

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    Hi. Could you make a 24p version of this map?
     
  15. Quinten

    Quinten

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    A 16 player version would be cool, with two werewolves.
     
  16. Roland_Deschain

    Roland_Deschain

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    Love the map. All I got to say is, Catapults are way over powered. I'll get a fully equipped base, double walls, full 15 Towers, fully upgraded army and all destroyed in 30 seconds from two Catapults and several Gunman. That's BS! Lower the power and range of those things. Can't even get the army out the gates before destroyed.
     
  17. JesusPoliceTV

    JesusPoliceTV

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    I'm looking to do the 16-24 player edit. I am not really in a rush here, as there would be many elements that would have to change and I feel brainstorming on these elements would be important.

    Right now, I am thinking I will just strip the needed elements into an epic-sized map.

    Changes I would be looking to make, just based on the increased map size:

    I feel like the biggest hurdle is balancing mobility vs. map size... Like if you are WW on an epic sized map, you have a ton of exploring to do, which means either increased MS or longer nights. Multiple WW is cool, but the second we introduce multiple WW, we have to assume these players will work together, and stats will need to be adjusted accordingly, meaning when they do not work together, the WW becomes much less effective. Do we open a dialogue between multiple WW players in the opening seconds of the game? I'm open to any ideas.

    For the sake of balance, I think the item-heavy meta of the current WW needs to be amended. In fact, I think having 0 game changing-strategy changing items in this new WW map will be important... No shops, no traveling merchant, the only thing farmers will have will be shovels, for corpse counter/resource gain and everyone will probably start out with one. I was thinking of this, or retaining the current item meta while reducing inventory size.

    With reduction of inventory/0 items comes an overhaul to almost every profession and I feel this would be counter-intuitive, so i feel a reduction in inventory size would be the better option here, but the increase in players vs. the way the game currently is, I think the room for abuse is spacious... Maybe a farm upgrade can unlock your farmers additional INV slots or something like this?

    Multiple farmers basing together would either be meta or prevented, I do not think the line between building together and not building together can be walked with that many people. If people are able to base together, I think adjusting the terrain to have treeless 'lanes' for the WW to take advantage of will be important, so WW would have unlimited sight radius, extending the entirety of the map, meaning if the WW is sitting in one of these lanes, his line of sight will not be blocked by trees at all in the lane and if any players cross into these lanes, the WW can see this activity, as long as he is maintaining that line of sight... Maybe we can make these roads with NPCs passing through and it is the farmers job to escort these npcs down the road or the WW will be able to bolster their forces using these NPCs... Meanwhile, the WW can use this time to potentially attack the farmers bases as well, while they are escorting, to prevent turtles. The other idea is to have these lanes lead to a castle and if the ww takes the castle, his forces will become so bolstered he will be practically unstoppable.

    As you can see, I am not just looking to expand this map into 16-24 player, but also change many elements of it... Yeah, a lot of you are not going to appreciate these changes, but right now, the farmer turtle meta is just too heavy... Building walls and archers is just too easy, amassing armor and hunting levels is just too quick and there are too many game-changing items. WW being able to take some time, rather than just going hard into the paint on night 1 will be important I feel.

    The other option is to just retain everything and do 16-24, but again, I think this is not such a great idea.

    Another idea I had, was to have the WW be like a spirit in the beginning, able to scout around before possessing a wolf, much like the zombie currently is and having the WW become a farmer at the end of night 1... I know this sounds kind of ridiculous and does not make a ton of sense, but I think for ww play it would be fun.

    Sorry, this post is kind of all over the place, but just rifting here.