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- Jan 14, 2016
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*Map has now been released! Go check out the latest version in the 'maps' section.
A 2-player chessboard game of elemental proportions
The Horde is at a crossroads. The venerable shamanism of the orcish ancestors, expounded by elders like Ner'zhul and Zuluhed, is being rapidly usurped by fel magiks, wielded with terrible efficiency by their former apprentices, Gul'dan and Nekros. Now, they test their powers of command against each other, demons vs elements, in a battle of strategy and wits!
THE GAME
Zuluhed's Challenge is a 2-person turn-based strategy game. Each player controls an army of 12-16 minions, which can perform one move and one attack each turn, with the aim of wiping out the enemy army.
These armies are overseen by a powerful hero. Your hero cannot attack directly, but he will determine the units available, and has a powerful, unique spell that can turn the tide of battle in your favor. Heroes can also obtain magic items to boost your forces, hamstring the enemy, or build hazards across the playing field!
There are four gameplay modes available, which modify the game dynamics (while maintaining the same rules and objectives).
A stripped-down strategy game. In classic mode, there are no heroes, no extra spells, no magic items. With only your army units, you must bring down the enemy.
Classic games play more slowly, and reward foresight and planning.
In Prizefight Mode, heroes are rewarded with a random magic item every turn. These can include nets to keep enemy players from moving, landmines to damage unsuspecting units, uber-powerful summonables that will serve in your army for a limited time, or any of a dozen other items.
Prizefights are meant to be more chaotic and random. They should play more quickly, and hold an element of chance.
Mercenaries collect a salary in gold for every turn, and a bounty in wood for every enemy piece destroyed. Heroes can spend gold in their base's gold shop to acquire general magic items, while stronger and more specialized items can only be bought from the wood shop.
Mercenary games introduce an additional level of strategy. Shop items can drastically alter play strategy; these games may play fastest or the most drawn-out.
Playing the game single-player gives you access to AI mode, a version of classic mode that allows players to acquaint themselves with the general mechanics of Zuluhed's Challenge.
This is not a true AI, more of an attack algorithm created exclusively for this mode. This lacks most of the game's features, and should be seen more as 'practice' than as a genuine game mode.
THE PLAYERS
Players can elect to play as a warlock, commanding a demonic cadre, or a shaman, leading a battalion of elemental allies.
Elements
Elemental units focus on outlasting and outranging opponents. Their support unit can heal friendly targets.
Elemental Solid: Medium Unit, 15 hp. 1 move range, 1 attack range, 5 damage.
Elemental Spray: Support Unit, 15 hp. 2 move range, 1 target range, 5 healing.
Elemental Squall: Light Unit, 19 hp. 2 move range, 3 attack range, 7 damage.
Elemental Cinder: Heavy Unit, 20 hp. 2 move range, 2 attack range, 19 damage.
Elemental units can level up by killing enemy pieces, gaining up to +2 bonus attack range
Demons
Demons focus on damage and shutting down opponents. Their support unit can silence enemies, preventing a particular unit from attacking for the duration of its next turn.
Imp: Light Unit, 11 hp. 1 move range, 2 attack range, 6 damage.
Succubus: Support Unit, 12 hp. 1 move range, 2 target range, silence ability.
Felhound: Medium Unit, 18 hp. 2 move range, 2 attack range, 10 damage.
Voidwalker: Heavy Unit, 30 hp. 2 move range, 1 attack range, 15 damage.
Demon units can level up by killing enemy pieces, gaining up to +5 bonus damage
Different units have different strengths
Heavy units do + 2 damage to medium units, but have a -2 penalty against light units.
Medium units do + 2 damage to light units, but have a -2 penalty against heavy units.
Light units do + 2 damage to heavy units, but have a -2 penalty against medium medium.
Gul'dan is a warlock hero, leader of the Shadow Council and Ner'zhul's former apprentice.
Volcano: (100 mana) deals 8 damage to up to four units in a target area.
Nekros Skullcrusher is a warlock hero, the master of Grim Batol and Zuluhed's insubordinate lieutenant.
Dominate: (70 mana) takes control of an enemy unit for a single turn.
Ner'zhul is a shaman hero, chieftain of the Shadowmoon Clan and Warchief of Draenor.
Portal: (60 mana) create portals on the game board lasting 3 rounds. Any unit can move through a portal to instantly appear at its partner.
Zuluhed is a shaman hero, chieftain of the Dragonmaw Clan and the last shaman serving in the Horde.
Spirit Drake: (80 mana) summons a spirit drake, a temporary unit lasting 3 rounds. The Spirit Drake has 20 hp, unlimited move range, 2 attack range, 12 damage.
ABOUT
All models from Hive Workshop
Ramza-------------------Imp
HappyTauren------------Lava
SuPa---------------------Magma Elemental
Grendel------------------Necromagus
alfredx_sotn-------------Air Elemental
Mc !----------------------Fire Elemental
Tauer--------------------Guldan
Hayate------------------Pitfall
UgoUgo-----------------Shadow Assault
Shyrony----------------Spirit Dragon Missile
And an extra special thanks to Stefan.K, who created the Zuluhed model for me from scratch.
This originated as a puzzle from one of the unreleased levels from my campaign Legacy of the Master. Technical difficulties along with IRL stuff left that sort of indefinitely postponed, but I thought this was probably my strongest puzzle from the game, and it would be a shame if it never saw the light of day. I haven't seen a map like this on Hive before (maybe I'm not looking hard enough), so I decided to doll it up, create a couple game modes, special mechanics, etc.
The original campaign puzzle is there in AI mode (accessed by playing the game single player), but it's much simpler (and probably more boring) than the gameplay for multiplayer mode.
I considered a few different gameplay modes for this. One idea was a 'Deathmatch,' where your hero is actually one of the game pieces, and the object is to kill the hero, rather than eliminate the army. In that case, the heroes would also have a couple more special abilities. Another idea I had was a 'skirmish' mode, which, instead of turn-based strategy, would give players so many seconds to put down mines, barricades, traps, unit generators, etc, then generate so many units automatically onto the playing field and see who came out on top. I thought this could make a good palette-cleanser for the realtively slow gameplay of a turn-based strategy, but I ultimately decided against it, as there are already heaps of maps like that.
Perhaps, if folks enjoy this, I'll go back and add a couple new modes.
Not a promise, but just some ideas I had
Additional Armies
Draenei, consisting of~
Weak: Broken (light) - special ability, stealths after attacking
Average: Rangari (med)
Strong: Vindicator (heavy)
Support: Anchorite - casts light of the naaru, dealing 2 healing OR damage every turn, four turns
---
Experienced units can gain reduction to incoming damage
Orcs, consisting of~
Weak: Grunt (heavy)
Average: Spearman (med)
Strong: Raider (light)
Support: Wardrummer - no target ability, but passively increases attack of all friendlies in 1-square radius
---
Experienced units can gain increased move range
Additional Heroes
Orgrim Doomhammer: cast lava lash, burning target unit and all adjacent units by X amount every turn for three turns
Rend Blackhand: cast fel aging, permanently upgrading a unit to the next tier (weak->support->average->strong). One strong unit can be upgraded to Warlord Maim.
Prophet Velen: cast redemption, restoring a random slain unit to life at the target square
Akama: cast shade, creating an immobile unit that lasts until it is destroyed or does X damage
Additional Game Modes
Conquest: Units 'capture' squares by landing on them (players can capture their opponent's squares). Four special squares generate resources that can be spent in shops (gold, lumber) for the corresponding player as long as they have a piece occupying the square. First player to capture 40 squares wins.
King of the Hill: Players have a 'pawn' unit in one corner of their board, which can only move one square at a time, no attack. The goal is to be the first to move their pawn to the center of the board (it respawns in the corner if it is destroyed).
Additional Items
Pipe Bomb: cast on friendly unit. On death, it will damage all nearby enemies
Mirrormask: Use to switch the location of one friendly unit with another
Windsock: when paired, will create a cyclone that moves across the board to the other windsock, damaging all in its path - regardless of which player placed it
Earthbind totem: decreases attack range of all adjacent units
Enfeebling Poison: halves target unit's damage for 3 rounds
Reinforcements: weak mercenary unit that can be purchased in king of the hill, conquest mode.
ZULUHED'S CHALLENGE
A 2-player chessboard game of elemental proportions
The Horde is at a crossroads. The venerable shamanism of the orcish ancestors, expounded by elders like Ner'zhul and Zuluhed, is being rapidly usurped by fel magiks, wielded with terrible efficiency by their former apprentices, Gul'dan and Nekros. Now, they test their powers of command against each other, demons vs elements, in a battle of strategy and wits!
THE GAME
Gameplay
Classic Mode
Prizefight Mode
Mercenary Mode
AI Mode
Zuluhed's Challenge is a 2-person turn-based strategy game. Each player controls an army of 12-16 minions, which can perform one move and one attack each turn, with the aim of wiping out the enemy army.
These armies are overseen by a powerful hero. Your hero cannot attack directly, but he will determine the units available, and has a powerful, unique spell that can turn the tide of battle in your favor. Heroes can also obtain magic items to boost your forces, hamstring the enemy, or build hazards across the playing field!
There are four gameplay modes available, which modify the game dynamics (while maintaining the same rules and objectives).
A stripped-down strategy game. In classic mode, there are no heroes, no extra spells, no magic items. With only your army units, you must bring down the enemy.
Classic games play more slowly, and reward foresight and planning.
In Prizefight Mode, heroes are rewarded with a random magic item every turn. These can include nets to keep enemy players from moving, landmines to damage unsuspecting units, uber-powerful summonables that will serve in your army for a limited time, or any of a dozen other items.
Prizefights are meant to be more chaotic and random. They should play more quickly, and hold an element of chance.
Mercenaries collect a salary in gold for every turn, and a bounty in wood for every enemy piece destroyed. Heroes can spend gold in their base's gold shop to acquire general magic items, while stronger and more specialized items can only be bought from the wood shop.
Mercenary games introduce an additional level of strategy. Shop items can drastically alter play strategy; these games may play fastest or the most drawn-out.
Playing the game single-player gives you access to AI mode, a version of classic mode that allows players to acquaint themselves with the general mechanics of Zuluhed's Challenge.
This is not a true AI, more of an attack algorithm created exclusively for this mode. This lacks most of the game's features, and should be seen more as 'practice' than as a genuine game mode.
THE PLAYERS
Warlocks vs Shamans
Gul'dan
Nekros
Ner'zhul
Zuluhed
Players can elect to play as a warlock, commanding a demonic cadre, or a shaman, leading a battalion of elemental allies.
Elements
Elemental units focus on outlasting and outranging opponents. Their support unit can heal friendly targets.
Elemental Solid: Medium Unit, 15 hp. 1 move range, 1 attack range, 5 damage.
Elemental Spray: Support Unit, 15 hp. 2 move range, 1 target range, 5 healing.
Elemental Squall: Light Unit, 19 hp. 2 move range, 3 attack range, 7 damage.
Elemental Cinder: Heavy Unit, 20 hp. 2 move range, 2 attack range, 19 damage.
Elemental units can level up by killing enemy pieces, gaining up to +2 bonus attack range
Demons
Demons focus on damage and shutting down opponents. Their support unit can silence enemies, preventing a particular unit from attacking for the duration of its next turn.
Imp: Light Unit, 11 hp. 1 move range, 2 attack range, 6 damage.
Succubus: Support Unit, 12 hp. 1 move range, 2 target range, silence ability.
Felhound: Medium Unit, 18 hp. 2 move range, 2 attack range, 10 damage.
Voidwalker: Heavy Unit, 30 hp. 2 move range, 1 attack range, 15 damage.
Demon units can level up by killing enemy pieces, gaining up to +5 bonus damage
Different units have different strengths
Heavy units do + 2 damage to medium units, but have a -2 penalty against light units.
Medium units do + 2 damage to light units, but have a -2 penalty against heavy units.
Light units do + 2 damage to heavy units, but have a -2 penalty against medium medium.
Gul'dan is a warlock hero, leader of the Shadow Council and Ner'zhul's former apprentice.
Volcano: (100 mana) deals 8 damage to up to four units in a target area.
Nekros Skullcrusher is a warlock hero, the master of Grim Batol and Zuluhed's insubordinate lieutenant.
Dominate: (70 mana) takes control of an enemy unit for a single turn.
Ner'zhul is a shaman hero, chieftain of the Shadowmoon Clan and Warchief of Draenor.
Portal: (60 mana) create portals on the game board lasting 3 rounds. Any unit can move through a portal to instantly appear at its partner.
Zuluhed is a shaman hero, chieftain of the Dragonmaw Clan and the last shaman serving in the Horde.
Spirit Drake: (80 mana) summons a spirit drake, a temporary unit lasting 3 rounds. The Spirit Drake has 20 hp, unlimited move range, 2 attack range, 12 damage.
ABOUT
Model Credits
Author Notes
Future Features
All models from Hive Workshop
Ramza-------------------Imp
HappyTauren------------Lava
SuPa---------------------Magma Elemental
Grendel------------------Necromagus
alfredx_sotn-------------Air Elemental
Mc !----------------------Fire Elemental
Tauer--------------------Guldan
Hayate------------------Pitfall
UgoUgo-----------------Shadow Assault
Shyrony----------------Spirit Dragon Missile
And an extra special thanks to Stefan.K, who created the Zuluhed model for me from scratch.
This originated as a puzzle from one of the unreleased levels from my campaign Legacy of the Master. Technical difficulties along with IRL stuff left that sort of indefinitely postponed, but I thought this was probably my strongest puzzle from the game, and it would be a shame if it never saw the light of day. I haven't seen a map like this on Hive before (maybe I'm not looking hard enough), so I decided to doll it up, create a couple game modes, special mechanics, etc.
The original campaign puzzle is there in AI mode (accessed by playing the game single player), but it's much simpler (and probably more boring) than the gameplay for multiplayer mode.
I considered a few different gameplay modes for this. One idea was a 'Deathmatch,' where your hero is actually one of the game pieces, and the object is to kill the hero, rather than eliminate the army. In that case, the heroes would also have a couple more special abilities. Another idea I had was a 'skirmish' mode, which, instead of turn-based strategy, would give players so many seconds to put down mines, barricades, traps, unit generators, etc, then generate so many units automatically onto the playing field and see who came out on top. I thought this could make a good palette-cleanser for the realtively slow gameplay of a turn-based strategy, but I ultimately decided against it, as there are already heaps of maps like that.
Perhaps, if folks enjoy this, I'll go back and add a couple new modes.
Not a promise, but just some ideas I had
Additional Armies
Draenei, consisting of~
Weak: Broken (light) - special ability, stealths after attacking
Average: Rangari (med)
Strong: Vindicator (heavy)
Support: Anchorite - casts light of the naaru, dealing 2 healing OR damage every turn, four turns
---
Experienced units can gain reduction to incoming damage
Orcs, consisting of~
Weak: Grunt (heavy)
Average: Spearman (med)
Strong: Raider (light)
Support: Wardrummer - no target ability, but passively increases attack of all friendlies in 1-square radius
---
Experienced units can gain increased move range
Additional Heroes
Orgrim Doomhammer: cast lava lash, burning target unit and all adjacent units by X amount every turn for three turns
Rend Blackhand: cast fel aging, permanently upgrading a unit to the next tier (weak->support->average->strong). One strong unit can be upgraded to Warlord Maim.
Prophet Velen: cast redemption, restoring a random slain unit to life at the target square
Akama: cast shade, creating an immobile unit that lasts until it is destroyed or does X damage
Additional Game Modes
Conquest: Units 'capture' squares by landing on them (players can capture their opponent's squares). Four special squares generate resources that can be spent in shops (gold, lumber) for the corresponding player as long as they have a piece occupying the square. First player to capture 40 squares wins.
King of the Hill: Players have a 'pawn' unit in one corner of their board, which can only move one square at a time, no attack. The goal is to be the first to move their pawn to the center of the board (it respawns in the corner if it is destroyed).
Additional Items
Pipe Bomb: cast on friendly unit. On death, it will damage all nearby enemies
Mirrormask: Use to switch the location of one friendly unit with another
Windsock: when paired, will create a cyclone that moves across the board to the other windsock, damaging all in its path - regardless of which player placed it
Earthbind totem: decreases attack range of all adjacent units
Enfeebling Poison: halves target unit's damage for 3 rounds
Reinforcements: weak mercenary unit that can be purchased in king of the hill, conquest mode.
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