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Race-Building Contest #1 Submissions

03-04-2009, 11:54 PM#1
Rising_Dusk
This thread is intended for posting final submissions for the 1st Race-Building contest. Any posts not containing a submission will be deleted, so please post any such comments in the main contest thread instead.
03-08-2009, 03:22 PM#2
Sunwarrior25
Attached is the Bandit race that I worked on. It has been tested ingame, and I couldn't wait to show it off. The race contains only two units that can hit fliers, though it seems to do better against buildings. Siege weapons need to be researched before they can be used, and mounted characters are only available when there is a stable.

There was a map with an AI up here, but I removed it just in case I couldn't have both. (AI map and non-AI map).

Update - March 8, '09

Fix'd:
- Fixed building tooltips for Boot Camp, Siege Tent, and Stable.
- Fixed an error in the level skip requirement for "Fight Them!"
- Changed pathing map and size of Stable.
- Changed button position of "Get Moving!" and Thunder Storm.
---
- Increased defense bonus for "Heads Up!" from 3 to 15.
---
- Changed the Trebuchet's Projectile Launch Z to 900 from 160

Known bugs:
- Exploit: Players can Pack Up a Command Tent, move it closer to a Gold Mine, then unpack. This makes the number of miners needed to mine quickly equal to 2.
- Players may receive a warning to 'build a Town Hall or they will be revealed in 2 minutes'. Although the Command Tent is classified as a Town Hall, it somehow doesn't count in normal melee.
- Due to Wc3's wierd Defeat conditions, having only a Packed Command Tent will not save players from defeat (even if they can unpack and rebuild)


Update - March 14, '09

Fix'd:
- Reduced movement speed of packed tents.
- Game now uses a custom victory/defeat trigger that checks for Buildings and workers when a unit dies. Defeated players give control of their remaining units to allied players. (Credits to Michael Peppers.)
- Packed Command Tents now move away from Gold Mines if they get within 512. (again, thanks to Peppers and cosmicat)

Known bugs:
- The new victory defeat trigger doesn't account for any units other than buildings and 'peon-type' units. A player who has neither is denied the chance of a final retaliation strike. 'peon-type' units include Peasants, Peons, Acolytes, Wisps, Engineers, and any other worker for a custom race.

Attached Files
File type: w3x(4)BanditRace.w3x (198.1 KB)
03-08-2009, 04:01 PM#3
gyrosphinx
Here is my submission

Swarm and make good use of the units with swarming abilities, every kobold except the scavenger auguments itself with a bonus to attack.
The hero is speciallized in augumenting, so make good use of his lantern aura.


Hidden information:
Techtree:

units:
Kobold Miner: candle, build, repair etc.
Kobold Swarmer: bash, swarming, candle
Trapper: stasis trap, ensnare, Molotov Cocktail, candle
Scavenger: ensnare
Stone Golem: no specific
Sapper: Burrow, supereffective building destructor
Cave Bat: swarming, evasion
Geomancer: firebolt, entangling roots, Rock Fall
Woundmaster: Heal, Abolish Magic, Rejuvenation.
Barrager: AoE damage, return gold and lumber

Heroes:
Taskmaster: Bomb Barrage, Get Working!, Lantern Aura, Earthquake

Buildings:
Kobold Great Hive: town hall, also contains gold mining and pillage upgrades
Shelter: food producer
Tunneler's Den: Barracks, Produces Swarmers, Ratorg riders, barragers and golems
Fire Arrow Bunker: Defencive building
Map Centre: Advanced troop production, produces cave bats, trappers, geomancers, healers and contains ensnare and caster upgrades.
Altar of The Rock: Altar
Cave Forge: Weapons and Armor upgrades
Gold Vein: small gold mine
strengths: very high food production, cheap units, lots of aura-like abilities, excellent for swarming and hit and run tactics
EDIT: Fixed some balancing stuff



This is the final submission, everything is finished, and the race is a down to earth kobold race, no fancy triggering, just a perfect kobold race as it should be.
Attached Images
File type: jpgkobold 1.jpg (896.7 KB)
File type: jpgkobold 2.jpg (857.8 KB)
03-20-2009, 02:22 PM#4
Michael Peppers
Submission completed!

What you must know:

1. To play using this race your race must be "Humans"
2. This race is not intended for multi-player playing, period.
3. Here is the Techtree
4. All about the Maiden Inn, here and here
5.
List of known bugs

General bugs:
- Hotkeys may cause problems with the standard commands (attack, move, stop, etc.) for different languages

Init:
- Initial minor lags due to not cause some lags in-game
- Camera centering movement is a little laggy, because of initial delag

Nailclippers:
- Explosive Anti-Nail Attack missile not in sync with damage

Enchantress:
- Cunning Inspiration won't stack with Inner Fire

Templar Maiden:
1. Love Potion:
- A small buff bug when the targeted unit has not been yet converted

2. Photo Shoot:
- The skill is based on the "stand victory" animation of the enemy, if it hasn't got this animation, the skill won't look as awesome as it should

4. Voracious Butterflies:
- Butterflies not in sync with buffs


6. I'll still be in the main thread for suggestions, bug report, how to remove existing bugs and hotkey problems report

Updates:

(20-03-09)
- Added True Sight to the Amazon Sentinel
- Reduced mana cost and cooldown of Life Brew

(21-03-09)
- Fixed Enslaved Man tooltip typo
- Tweaked a pair of Upgrade requirements
- Fixed a bug on the Templar Maiden unit abilities
- Another typo fixed (Scout)

(22-03-09)
- Fixed Hero Spells lags
- Reduced initial lag
- Found and solved a buff duration bug on Love Potion
- Destroying some triggers just to prevent some lags in long games

(23-03-09)
- Fixed and modified Fascination Ward, now it works as it should
- Coloured "F"... XD

(24-03-09)
- Demoness sound set for the Charming Damsel
- Sorceress sound set for the Templar Maiden
- Added a couple of names in the credits... see for yourself :P

(25-03-09)
- Cut 2 now-useless lines from the Victory/Defeat trigger
- Fixed a typo in the "Cunning Inspiration JASS credits" line
- Fixed an Upgrade bug made when fixing the Fascination Ward (-.-)

(28-03-09)
- New trigger line to assure that no bugs come from the Nailclippers' upgrade

(30-03-09)
- Love Potion won't target high level creeps anymore
Attached Files
File type: w3xTheFFactor.w3x (484.9 KB)
03-20-2009, 11:32 PM#5
holyadvocate
Here is my "submission"... id forgotten about it...

Hmm... ive built a few races since i uploaded this, they are actually.. like, cool... but, i wont change my shit up

Techtree

Hidden information:
NOTHING HERE YET LOL


Your harvesters are also your basic warriors.

Hole up in a well defended base and ambush enemies with small, fragile, hard hitting fast moving armies.

expand often and early with the Warren

I havnt added an enemy in to fight, i will if that is preferred
Attached Files
File type: w3x(4)Dreanei.w3x (385.5 KB)
03-22-2009, 04:43 AM#6
Balnnazar
Here it is, the Arcanist race:
Sry.. its in spanish... but i know you can understand how use the race.
(i made it in spanish because is more esay for me to work in the language i better know)
I going translate the map later. i upload it now because i dont want to be out of this for not upload the map...

I going to upload some photos later.
Attached Files
File type: w3xArcanistas.w3x (226.8 KB)
03-24-2009, 08:31 PM#7
Dragoon
the Experimentals

Gold is harvested by zombies.
Lumber is harvested by building refineries.

Units can be mutated from the basic unit: Slimes

Please report bugs/typos/balance stuff/etc so I can fix it

changelog


10/04/2009
- Tooltip Fix for burrow (Tar Fiends)

07/04/2009
+ Replaced Skullmulchers with Tar fiends, siege units who needs to burrow to attack. Can also turn any building, in a slime producing factory. (These slimes can't mutated)
- Tootip fix for Godslayer (only applies on units after the upgrade)
- Some Balance

01/04/2009
- Last minute balance

29/03/2009
- Changed the Caskets cost to 150/50

26/03/2009
+ Added Credits
- Fixed food bug
- Fixed tooltips
- Fixed Ruin upgrade
- Balancing

21/03/2009
+Initial Release

Attached Files
File type: w3xExperimentals.w3x (262.4 KB)
03-29-2009, 03:28 AM#8
wc3shady
the Black Ice Clan
(Ice Trolls + Magnataurs + Other Northrend Guys)

Drudges (the workers) are created in twos by Seneschals (early game scouts).

Credits are in a Trigger

changelog


3/28/09 - Uploaded
3/30/09 - New Version
- Bugs Fixed
- Excess Non-Descript Items Removed
- Devotion Upgrades are now instant and free
- Removed the Ability to Train Multiple Heroes
- Removed the "Player13 has been defeated" message
- HP of Rage Advocates and Frost Riders reduced
- Damage of Frost Riders reduced
- Cost of Rage Advocates increased
- Lowered the attack speed on "Primal Rage"
- Lowered the movement speed on "Aura of Sseratus"
- I think that's it.
3/30/09 - Another Update
Fixed This:
Quote:
- Would it be possible for you to use a modified version of the Undead's Blight ability to cause the land around the Black Ice Clan's structures to frost over, as an alternative to using a modified terrain?
- No explanation of Furious Howl's function in its tooltip.
- Although a ranged unit, there is neither sound nor missile graphic to accompany the Prophet of S (The Intelligence Hero's) attack.
- Magik Curse is a very powerful initial caster's skill. Too many effects going on at once. This caster's second spell is also quite powerful, as it seems to be the equivalent of Decripify with a longer duration and is available after only one upgrade.

4/02/09 - Update
- Fixed Sovereign Howl
- Fixed Frost Wolf Attack
- Heroes Are Free
- Balancing

Attached Files
File type: w3xBlack Ice Clan.w3x (296.9 KB)
04-01-2009, 05:00 AM#9
Tot
Skullz n Booze (Skeletons/Faceless)

Credits are in Kartenbeschreibung (no idea), if you start map from ingame not from editor.

To Play choose undead

EDIT:
Uncoutable changes, but now I'm ready
Attached Files
File type: w3x(4)Skullz n Booze.w3x (509.3 KB)
04-01-2009, 10:17 AM#10
deolrin
Heres my submission. For the techtree, check this.

Shadowgrin Clan:

EDIT: Tooltips updated.

EDIT2: Map updated, fear fixed.
Attached Files
File type: w3x(4)ShadowgrinClan.w3x (415.9 KB)
04-10-2009, 05:10 AM#11
Alevice
I'm not as 100% done as I would have liked, but they are fully playable, so I am submitting them already, just to prevent being raped by the deadline.

I'm missing a few credits, but hopeuflly I'll be able to fix that in time.

edit: added some credits.

Without further ado:

KALIMDOR RAIDERS


Kalimdor Raiders

Introduction

Kalimdor Raiders - Units:
UnitRoleAdditional Info
Kobold MinerGold RecollectorCan be upgraded to build an undeground tunnel that transport instantly units accross the map.
Kodo WagonFood Production/Gold Drop PointSlowly increases the regeneration rate of friendly units nearby
Kodo OffspringFood ProductionCan be sacrificed to produce more food, until it decays
Centaur DrudgeMedium Melee InfantryBuilds Structures
Centaur ArcherMedium Ranged InfantryCan be upgraded to have increased attack range.
Harpy ScoutLight Aerial RangedCan be upgraded to shoot multiple targets.
Harpy WitchLight Aerial SpellcasterCan cast Mirage, which creates an Illusion that fools opponents; Marionette, that creates a faux spellcaster from one of the opponent races, that it is not autotargeted and can blow up to destroy mana of enemies nearby; and last, Shadow Cloak, which turns all units under an area invisible until they attack.
Ogre CrusherAdvanced Melee/Siege InfantryCan upgrade his club to deal siege damage. Can also be upgradd to have additional armor.


Kalimdor Raiders - Buildings:
BuildingRoleAdditional Info
Kahn's LodgeTown HallProduces Kobold Miners and Kodo Towers
Altar of BrutalityAltarSummons the Centaur Kahn
Centaur TentBarracksProduces Centaur Drudges and Archers
Ogre LairAdvanced BarracksProduces Ogre Crushers
Harpy's NestSpellcaster BuildingProduces Harpy Scouts and Witches
Looted WaresUpgrade BuildingProvides upgrades for many of the units.
Kodo Herds?Produces Kodo Offspring
Firepit?Regenerates health of friendly units nearby at a high rate during the night.

Kalimdor Raiders Hero + Skills:
HeroModelRole
Centaur KahnCentaur Kahn
SkillsTypeDescription
WarcryInstant Area of effect (Buff)Increases the damage and attack rate of friendly units nearby for a short time.
Horrible WardSingle TargetCreates a ward from a corpse that cause enemy nearby units to run away from it.
Pestilence AuraAuraEnemies nearby get higher chances to miss when attacking
Avatar of DepravityInstant Self-Targeted (Ultimate)Turns the Kahn into a ferocius monster that delights on agony and torture. It has increased armor.

Attached Files
File type: w3x(4)KalimdorRaiders.w3x (472.4 KB)
04-10-2009, 05:18 AM#12
Archmage Owenalacaster
The Magic Race is a genus of animate spells which originate from the Twisting Nether. Though it remains unknown if it is led by a more powerful entity, its forces are invariably observed under the command of the chaotic Harbingers.
Attached Files
File type: w3xMagicRace.w3x (443.4 KB)
04-10-2009, 06:38 AM#13
bobbuttons
This is my submission - the Murlocs.
The credits are in the map description.
I will be away for a couple of days, so I may be late into the marking/ judging etc.
Good luck to all!
Attached Files
File type: w3x(4)Murloc.w3x (325.8 KB)
04-11-2009, 05:12 AM#14
Kyrbi0
This is my submission. Effectively, it's a specific facet of the Goblin race; the ones heavily associated with mechanical things (for the most part). (I say this because it could've been Alchemy-based, Explosive-based, or Greed-based, and I want to differentiate between what people might think as "obvious" for Goblins).

Anyway, that was a bit wordy. Enjoy! :P

--EDIT--
2,500th post! What a coincidence. :P
04-11-2009, 07:06 AM#15
Kino
Done a little hurriedly, Hero skills arent exactly finished (some of them have been replaced with generic skills).

Jungle race, has no theme...