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Morkeliph
04-04-2007, 4:50 PM
Okay, I've reworked the game quite a bit and am posting a new version in this post. I hope you enjoy it.

Download the latest version of Kingdom Elimination here! (http://wc3campaigns.net/attachment.php?attachmentid=24146&stc=1&d=1177083903)

Description:
Kingdom Elimination is a 6 player, modified melee map that is somewhat describable as a cross between standard melee, deathmatch, and elimination/defense. Featuring 4 custom races: the Storm Callers, the Wild Earth, Demon Fire, and the Raging Seas, each with a mix of standard and custom units and abilities.

Four new game modes, selectable by dialog at startup by Player 1
- Team Mode: this is the current game mode
- FFA Mode: unallies all players, first individual player to 75 points wins.
- Deathmatch: removes harder creeps and prohibits the training of standard unit producing buildings. Instead of eliminating players by taking out their Altars, players now work only for Hero kills. First individual to 50 points wins.
- Team Deathmatch: same as above except 2 teams of 3 compete to achieve a score of 100 to win.

Objectives:
Lead your team to 150 points by killing enemy Heroes and Altars. Destroying a player's Altar will eliminate them from the game, so defending yours is essential! Points are awarded based on vanquished Hero level and 50 points for eliminating a player.

Income comes somewhat differently in Kingdom Elimination. Gold comes freely at regular intervals, but how much you receive is dependent upon a few factors. First, the amount of lumber you have. The more the better. Second, the amount of unused food you are producing. Once again, more = better. Third, your upkeep status. The more food you are using, the more you pay in both food and lumber upkeep. However, nearby creeps often drop large piles on lumber than can bolster your income.

Tips:
- Conserve lumber! Use the Mercenary Camps to train units that do not cost lumber. This allows you to train units without substantially decreasing your regular income.
- Nearby neutral buildings contain useful items and units that can assist you towards victory. Make particular use of the Mercenary Camps, as they sell units without charging lumber, and stockpiling lumber is key to maintaining a consistent income of gold. Also make good use of the nearby Taverns, which will allow you to exchange gold for lumber or vice versa, buy hero power-ups, or recruit neutral Heroes.
- Offensive tower. Buildings are considerably harder to take out without siege units, and most players do not train any unless they are planning an assault on your base. A well performed offensive towering operation can catch a player well off guard and make them essentially powerless. Of course, a smart player will counter this by always having a few ranged siege units and by watching his borders closely, but the average player isn't very smart.
- Protect your teammates. Scrolls of town portal are fairly cheap and easy to use. If your teammate is under serious attack, town portal in swiftly before he takes too much damage, and always request your teammates to do the same for you. Remember, any Altar lost is one player down on your team and 50 points awarded to the opposing team!
- Attack with your teammates. A very effective strategy is to attack one opponents base with your entire force and force the opposing team to town portal in to the rescue. When this happens, your remaining 2 teammates can attack another player's base with a largely siege army and cause significant damage to their base during the distraction, and they can't town portal back because of the item cooldown!

Blacker
04-04-2007, 5:28 PM
That's what I call description.Sure I'll try as soon time I can :D

Mr.Bad
04-04-2007, 11:09 PM
Sounds good. +karma for the nice description

Sid
04-05-2007, 1:37 AM
Here are my thoughts...

First Look :
The map seemed to be pretty polished, though I tried that out in Single Player and with only Wind and Fire techtrees. Still, the game flow seemed to be pretty good.

Playing the map :
Well, there are some Balance Issues. I mean, with the spells. This map could use a heap of Custom Spells, due to the fact that you were making an entirely different Tech Tree. Also, I tried out the Demon with Lord of Terror's model and I found that he has 140 starting mana. But Lava Spawn needs 150 mana!
So, please rebalance these issues.

Gold Gain Idea seemed to be pretty cool. I did not check if you have locked the Resource Trading. Cause one guy can simply pool others and others provide him the protection. Like done in normally fast paced Tag maps. Lock the trading pls.

The Terrain choice is cool. I wonder if the Totems are placed by default, or created Dynamically. I thought it'd be a better Idea if they were placed dynamically. Same starting locations get boring after a while.

Creeps are way balanced, not a cheap cheese. Good work.

Finally, I can only give 7/10. Sorry.
-1 for not having Custom Spells at large.
-1 for Not properly correcting the Tooltips.
-1 for not having the Dynamic Gameplay elements, and some Balance Issues.

Although it is optional, I think this map can have AI done through the AI Editor. Check out the Monolith map for an easy tutorial.

Morkeliph
04-05-2007, 10:14 AM
Also, I tried out the Demon with Lord of Terror's model and I found that he has 140 starting mana. But Lava Spawn needs 150 mana!Whoops, I'll fix that one ASAP.I wonder if the Totems are placed by default, or created Dynamically. I thought it'd be a better Idea if they were placed dynamically. Same starting locations get boring after a while.You'll have to pardon my n00bishness, but I haven't figured out how to do that. Any tips because I would love to make that change.-1 for Not properly correcting the Tooltips.I thought I had changed these pretty thoroughly. Which tooltips were not accurate?

Thanks to everyone who has played the map thus far. I recommend playing it on battle.net if you get the chance, though admittedly it is hard to get people to play because the dl takes a while (3.7mb). If any of you have suggestions or complaints, please let me know in this thread so that I can address them as soon as possible. Thanks again!

Sid
04-05-2007, 10:47 AM
Well, The Worker Tooltips and some tooltips for some Researches and units.
Still, I should not have reduced that point. but if there's a Toltip problem with the very first unit you create on the game. It's kinda Ouchy in the eye.

Worker says it can attack Trees and Harvest Lumber. please fix it.

What feedbacks u got on WC3Campaigns, BTW?

Morkeliph
04-05-2007, 11:30 AM
Well, The Worker Tooltips and some tooltips for some Researches and units.
Still, I should not have reduced that point. but if there's a Toltip problem with the very first unit you create on the game. It's kinda Ouchy in the eye.Ah, yes. Now I remember that I had forgot to fix that. At one point in an earlier version workers could do those things, but I must have forgot to up date the tooltip when I changed that. Thanks for the heads up. First impressions are definitely important!

What feedbacks u got on WC3Campaigns, BTW?Not much so far. Several of us are planning on testing it out multiplayer tonight on battle.net, but since a moderator has yet to review the map it hasn't gotten much feedback so far. The feed back I have gotten though from other various sites has thus far been positive. In fact, this forums is the only one that has really given any real suggestions for fixes and change. But then again, I only posted this yesterday; more is sure to come (and is desired).

Something I would like help with, however, is suggestions for improvement in future versions. One thing that I have already considered doing (detailed below) I am going to need some help with because I'm not exactly sure where to begin.

What I would like to do is incorporate some kind of player experience system. What I mean by this is the the map will keep track of a players score/performance during a game and store that information somewhere on the players computer at game end. I believe there is a game cache where this sort of information can be stored that is often used in campaigns to save Heroes, etc., but I don't know exactly how to use it. What I would like it to do is this: depending on how a player performs through out the game, they will acquire "player experience points" as the game progresses. When the game ends, the variable that is tracking these points will be saved into the game cache. When the player plays again, depending upon how many points they have accrued, certain unlockable features may or may not be open to them. Some of these features I have already thought of are new race options (Light and Dark for instance), new neutral Hero options, new item options, etc.

If any of you have suggestions for unlockable features, or could direct me in how to properly use the game cache through the triggers, that would be most helpful and I would love to include your name in the game credits. Thanks!

Blacker
04-05-2007, 2:55 PM
You'll have to pardon my n00bishness, but I haven't figured out how to do that. Any tips because I would love to make that change.

Just go on scenario -> Player Properties and disable Fixed Start Location for all players.That surely must be that :D

Morkeliph
04-05-2007, 3:35 PM
no, while that will change the start location, meaning their screen start location will be different each time, it will not change where the totems are located. All that does in start a player with their screen looking at the wrong thing, such as someone else's base. There is a way to set a building to a start location so that when the location moves, so does the building, but this is what I haven't yet unraveled.

Blacker
04-05-2007, 3:42 PM
Then,what are you waiting for.Set,example P1red's locations to P1red's totem(if I understood well).

edwinfong25
04-06-2007, 12:37 AM
well, perhaps you could make a trigger that runs either at map initialization or time elapsed (with a short time)
(its your choice which) :)

then in that trigger create the totems for each player, at each player's start locations
'Unit - Create <Unit> for <player> at <player's start position>'
(well, something similar to that... not sure about the exact text...)
instead of placing them beforehand ;)

Sid
04-06-2007, 8:33 AM
Not really, Use Map Init trigger to Dynamically Create Totem and set it a variable. It's east though. If you can make Multiboards, it'd be damn easy fro you.

edwinfong25
04-06-2007, 2:12 PM
errr... hmm? :confused:
i dont quite understand what you mean by "not really" sid.... :concern:
isn't that what i suggested doing? :confused:
basically have a trigger that would create them at the beginning of the map...? :confused:

Morkeliph
04-06-2007, 4:47 PM
i dont quite understand what you mean by "not really" sid.... :concern:I don't think he was referring to you, and I've already fixed it so the totems are created at the beginning of the map, as you suggested. Actually, it's kind of funny because I opened it up, fixed it, and then came on here and read your posts. I suppose I should have tried a little harder before I asked you guys.

Currently, I'm working on making a player experience system so that as a person plays the map it keeps track of the good and bad things they do and they can potentially unlock features of the map like new races, etc. If any of you have ideas for unlockable features, please let me know because I am very open to suggestions.

Sid
04-07-2007, 2:19 AM
errr... hmm? :confused:
i dont quite understand what you mean by "not really" sid.... :concern:
isn't that what i suggested doing? :confused:
basically have a trigger that would create them at the beginning of the map...? :confused:

I wasn't refering to you Edwin, I know you can almost never go wrong in Triggering. ;)

edwinfong25
04-07-2007, 5:53 PM
oh, ok... lol
that's what i had figured at first (that you weren't referring to me... but then i got confused due to the time lapse between the posts?) well, everything's ok now :)

yeah, testing does help a lot... still, its also good to hear others' suggestions every so often, as they might know something that may prove to be very helpful :)

yeah sid, it's cleared up now :D
just keep an emphasis on that almost, lol ;)

Blacker
04-07-2007, 7:11 PM
Hey,this map is awesome!As I think,it can replace DotA's popularity.That's the job.

Mr.Bad
04-07-2007, 7:35 PM
I doubt it will replace DOTA, but it could easily become one of the more popular games on battle.net

Sid
04-08-2007, 1:45 AM
Sure. I think we could make an instaler for this that allows you install this kind of Gameplay on any of Melee or Custom Maps. Maybe like Creep Rebellion installer.
It's just an idea. But major disadvantage in this that you have to make the map open, which is kinda risky in these days.

Blacker
04-08-2007, 5:30 AM
You mean in these days is very hard to make a popular map.On B.net ppl are playing DotA,DotA must FALL.

Sid
04-08-2007, 8:17 AM
DotA is just popular, nothing else. It could only get 6/10 or 7/10 rating from a Map Critic.
One of the major reasons why it became popular was that it has so many heroes and Item Recipes. I think DotA was the first map to implement the recipes at large.

Basan
04-08-2007, 9:06 AM
Mork', tested it yesterday and if you don't mind I've got a couple of suggestions after one test run...
1st - When I killed an ally totem/altar it counted as points for my team. And if I make a PC slot closed and allow other after that one they both pop in map. :P
2nd - Recipes should be clearer, and that white fragment item is way powerful. After having it, just trounced centre creep camps by simply casting it over'em. Panda casts a few spells and then I instantly make it a Yogi bear gang for some snack rapping (along with my troops) shortly afterwards.
3rd - Alas, the foe AI PC didn't even selected it's race. :( That, imho, is the part that could make it really swell for non B.Net practice play.

Blacker
04-08-2007, 10:59 AM
DotA is just popular, nothing else. It could only get 6/10 or 7/10 rating from a Map Critic.
One of the major reasons why it became popular was that it has so many heroes and Item Recipes. I think DotA was the first map to implement the recipes at large.

Yeah,DotA is only popural.Few months ago that was my best map,then after I realized that it's just popular.Without ling,I can play DotA maybe 1 game in 2 weeks.That means if I make map with 200 heroes and Items,my map will be popular? :P

TheEradai
04-09-2007, 4:46 PM
have u posted ur map on epicwars? if not:

http://www.epicwar.com/maps/upload/

Morkeliph
04-18-2007, 9:15 PM
Well, some of you may have noticed that I've been absent for a while, but what's new. Anyway, I've been working pretty hard on the new version of the map, and I think you'll find it considerably improved. The races have been revamped, new items have been added to the neutral shops, income has been adjusted, load art changed, and new units have been created.

Please download and test the map here! (http://wc3campaigns.net/attachment.php?attachmentid=24084&stc=1&d=1176944321)

Thanks!

Sid
04-19-2007, 1:43 AM
Critical Bug,
This has no effect on Gameplay though.

Naga Incursers, when they submerge, are transformed into Submerged Royal Guards instead of Submerged Incursers. Please Fix it. It's easy to fix.

And about this, Go on, Call me Evil, I am. lol ;)

Morkeliph
04-19-2007, 10:01 AM
Heh, i never bothered to take off the submerge ability because i didn't think there was any place to submerge. I'm fix it asap. Thanks.

EDIT: Okay, I've fixed the bug and added some new features the map. Download version 2.1 from my signature or post #1.