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Ooo a Map

08-10-2003, 06:55 PM#1
Ak47_Type_R
Civilization Wars V.95 is fnnaly released due to votes from my recent group of testers. Lag has been cut down. Scroll down to Civilization V.95 replay and read updates and messages for more details =)

Please leave comments and suggestions. I love feedbacks.

Ahh - This isn't a solo map project anymore. I have others wanting to help on it. And I havnt been on it much. (yes school).

I will try my best to respond to all and every suggestions/comments.

FAQs:

Q: What is the purpose of having a commander on our team. He does'nt seem to make a big difference.

A: The commander is the leader who choose which route his units spawned under him will take. It is very important for him to aid needed routes and to call pushes agaisnt enemy routes. He will also have the capability to split gold from leaving players in later patches.

Q: What is a command post? What does it do?

A: Command post is the most vital building on your team. Each player has one that they are souly responsible for upgrading and training. Each unit spawned under them are dependent on the player who controls that command post. Encourage your fellow teammates to upgrade these frenquently as possible.

Q: I've heard of missile reactors but how come I dont have one?

A: Missile reactors are a building that is able to launch deadly missile attacks on adjacent and fortress enemy structures. Only the four side players will have access to these buildings.

Q: How do we setup outpost in the middle?

A: You are able to setup outposts in the middle when a center cannon tower is destroyed. After being destroyed, the cannon tower will leave behind a circle of power labeled "Outpost Setup". Bring an engineer, created from your command post, to the circle of power. Your engineer will begin constructing the outpost on arrival.

Note: Only ONE player is allowed per outpost. Make your teammates capture outposts as well.

Q: What is the purpose of an outpost? Is it neccessary?

A: The purpose of an outpost is to give your team an advantage.
At Basic Command Post - You can signal dropships from your outpost to land reinforcement dropship attacks on any fronts or castle.
At Advanced Command Post - You can start lumber or gold shipment line for your team. Also able to train a captain to lead an attack agaisnt your enemy troops.
At Technology Command Post - You are able to train additional tanks and combat mage. You are also capable of training an nuclear engineer to construct a nuclear missile for you.

Q: How do I construct a nuclear missile.

A: To construct a nuclear missile meet these requirements:
1.) Your command post must be at technology age.
2.) You must have an outpost up.
3.) The 200 Lumber and 100 Gold to train a Nuclear Engineer at Outpost.

Bring your nuclear engineer to the large circle of power located directly in the middle of the fortress. Your nuclear engineer will immediately begin constructing a nuclear missile on the spot.

Note: Only ONE nuclear missile can be constructed at a time.

Q: Everytime I hear a nuclear missile is detected. We pretty much know that we lost. Is there any way to defend agaisnt a nuclear attack?

A: Yes, there are many ways. One is to quickly construct enough anti air towers to take down the nuclear missile. Another way is to send in heroes or heroes that are easily able to infiltrate the middle and take out the nuclear engineer and the constructing missile. Remember: Even though the nuclear engineer is killed. Others are able to continue building the nuclear missile.

Q: When I construct the missile, it seems like it take centuries to build. I've seen others build their's faster. How is this so?

A: You can easily help each other build by bringing in additional nuclear engineers and regular engineers (yes they are capable of helping - just not start one). They will quickly build nuclear missiles that a single unit on a project.


There is more that I remembered answering. These are by far the most asked questions. Please post questions and I will definitely answer them.
08-10-2003, 06:59 PM#2
JK-EARTH-Titan
I can't dl it now. Not at home :( :( :( ://// But when you say the average is so young, how young? I though most peeps playing are 7th-10th grade (most playing age group)
08-10-2003, 10:31 PM#3
Ak47_Type_R
Ok here is how the game work for those who keep messaging me wondering... >.<

Each team starts with 5 players each choosing a hero at the beginning. There are 4 int, agil, and str heroes (making 12 heroes). Ok, the most vital building you have is your command post (cp). It is the building that looks like a scout tower. Each player is controling one each. This is where you upgrade and make additional unit spawned UNDER your command post. If your command post somehow is destroyed - the units that spawn under it no longer spawns anymore. Also - Player Red and Orange are the commander of each of their team; meaning they have the capability of sending the unit spawned under them to go either left,middle, or right route. That just helps to reinforce a side or flanking a side.

Taking over the middle is an essential strategy to winning the game. When you successfully take over the middle you can set up outposts to where you can signal paratrooper drops on your enemies for a price, request gold/lumber delivery drop for your team, make additional units or simply nuke the hell out of your team from there by creating a nuclear missile.

The heroes is the main reason i created this map. Basically the intelligent heroes (Enchanter - Wizard - Necromancer - Shaman). They each have the capability to obtain secondary spells. To do this: gain to level 5, and than put hero skill points into it and you will recieve a dialog box to choose which secondary spell you want to learn. It's great because it turns tides in the game.

The hostile spawns that occupy the middle also not only defend what they have but also send in occasional drop ship with a hero to attack onto your homebases. It could either mean disaster or great chance for good experience and gold.

Lastly, This map is similarly like Civilization (if you ever played it) - where you gain and travel through the ages (3 ages in this map maybe more in future) and quickly try to either defeat your opponent or quick tech to the tech age and build a nuclear missile in the middle and blow them to HELL! =)

I hope this clears up alot of questions you guys had. And people ingame - I've directed them here for questions and etc.

<Have Fun!>
08-10-2003, 10:35 PM#4
Juvat
Maybe you could add a function so that if you type -Help it'll display all that, with a pause in between the paragraphs, of course.
08-10-2003, 10:39 PM#5
Ak47_Type_R
Hehe Not bad idea - I'll prob end up doing that. Thanks

Oh - Can you guys leave feedbacks/comments. And any visible bugs. Be greatly appreciated. ^_^
08-11-2003, 04:13 AM#6
Ak47_Type_R
Heres updated version V.60
08-11-2003, 06:30 AM#7
Lazurus
Hrm, well, I didn't play the updated version yet, but I will have to look into it tomorrow. :)

Anyway, I absolutely loved the strategic part of this map involving unit upgrades initiated by the player, ect. The command outpost idea is very original, I like it alot! (Though wood seemed scarce alot of the time. I don't know if you intended for it to be that way, but would there be some way to initiate a command that exchanges gold for lumber or something like that? Or perhaps this can be done at a building for people who wish to update their outposts instead of buying items to make their hero better?)

The spy also seemed fun, but as an added part of the battle / strategy and a bit of the charm to the map, why not expand upon it? You could have different types would could preform a multitude of different functions. Here are some of my ideas:
Saboteur: Give him a version of permanent invisibilty that doesn't allow him to appear whenever he attacks, then give him Pillage, Unstable Concoction for his attacks, and a very weak melee attack which can only be used on buildings. He'd be nice for hampering enemy expansions and wearing down defenses over long amounts of time.
Informer: He'd be the anti-spy unit ment for dealing with other spies for the enemy side. He'd get Permanent Invisibility (lets him appear when he attacks), True Sight, and Ensnare.
Assassin: He'd be the hero-slayer wannabe type of spy unit. I'd say grant him Permanent Invisibility, Slow Poison, a decent attack that can only target heroes, and maybe some version of Shadow Strike with a very long cooldown? Just a thought.
Seditionist: He'd be the an interesting spy for a few extra units. I'd say grant him Permanet Invisibility, no attack, and a version of Charm with a very short cooldown and a decent mana cost, but make him regenerate mana at a slightly slower than normal rate than necessary if balancing is needed.
Contaminator: He'd be the spy-unit to have for wearing down armies. Grant him permanent invisibility, no attack, and (I'm not sure if you can even do this because he'd be invisible) an aura which would work like the opposite of unholy aura, or even disease cloud, and very slowly sap away the health of nearby units.
Thats all I can think of off the top of my head. Just an idea to add more micromanagement for the player in the game. :)

The only little bug I found with my regular units was that upon upgrading my footmen into swordsmen (I already had the defend ability researched) they no longer used their defend, so the towers ripped them to pieces. :(

I only spotted one tiny typo, and that was on the Necromancer's Cripple spell. (vurnerable = vulnerable?)

About the set up of your map though = Did you intend to have both sides push into the middle against the computer to level up their heroes / gain upgrades until they both crushed it and then could work on killing eachother? It's an interesting idea, I think, and allows each side to develop somewhat differently.

Some heroes (Such as the archer -I forgot her class name) only have two abilities to pick from early on in the game, and it really limits the amount of micromanagement and potential one has with them. I'd say balance out those higher level abilities until they are on par with the others then let the hero learn them as with any other hero, just have the attribute bonus take the place of the spell book for casters and you should be set.

(On a side note, I'm not sure if you intended for this to be, but you don't get experience for tower kills. This makes it a bit more difficult than usual to get your hero up and going past level 1, but it's not too much of a problem.)

- Lazurus
08-11-2003, 02:21 PM#8
Ak47_Type_R
-Lazurus

Thanks for your review and suggestions. It might be a fun idea to do that. The tower experience issue (believe it or not) has been equally argued. Some people say it's not good idea to make tower give exp but just give more money when destroyed and others say GIVE EXP! ;P

I'm interested to see what map you are doing Lazurus - maybe now I can be more of help. I looking for anyone who would like to expand on this map/idea. Last game i played of this took longer than dota =P - Forcefully fighting over middle to nuke each other and for the lumber/gold supply line. We won because two of us pushed a side and gained a 2 flank advantage on them.

Well - THanks for the comments Lazurus.
08-11-2003, 03:59 PM#9
Lazurus
The map I am working on is nothing original or special like this, it is just a Hero Arena with only the original 4 heroes per race with modified abilities to make them more suitable for 1 on 1 combat, and also it is to test to see if I can balance out the problem with Intelligence vs. Agility / Strength heroes. I think I've had a little success so far, especially with the Warden's cool Cloak of Shadows (Shadow Walk? ;)) and the Tauren Chieftain's Fire Aura (Phoenix Fire? ;)) skills which someone helped me make. It's currently at a stand-still though, you see, I don't allow heroes to have more than 2 passive skills unless one is the ultimate of the hero, and the Pit Lord currently has one aura I planned for him, one passive ability, one passive ultimate, and only one attack spell, so until I can figure out some way to fix the aura issue its pretty much paused. (the map is ment to encourage micromanagement, that is why I got rid of alot of nuking spells for the spell casters and changed them into AoE spells, to force them to aim.)

I am going to go test the newer version of this map though (Necromancer Dee is my favorite hero!) I'll be back with more comments, hopefully. :)

- Lazurus
08-12-2003, 08:24 AM#10
Ak47_Type_R
- Go Lazurus! =P

Ok - I'll see what i can do about your little problem. If you havnt figured it out for youself yet. I'm still sick but I'm glad i can think straight. Alright time to open World Editor for the first time in a while.

<Click - Click ... Wait .. Wait... Wait ... (goes insane)> :bangH:
08-12-2003, 09:43 AM#11
FireDragonBlinx
ARGH!!!
I GET BOOTED TO THE DESKTOP WHEN I LOAD THE MAP!!!
PLEASE HELP!
08-12-2003, 05:08 PM#12
Ak47_Type_R
-FireDragonBlinx

I don't know what your problem is. I load it into Battle.net and single player with no problem. I will have a new version out soon where you can build actual missiles - besides the one you already can in V.60 (nuke) - but ones where you build at your base and launch em at your enemy structures therefore i'm also adding in anti air / missile defense towers and other features. I might add in Lazurus idea of the counter-spy units and etc. I will see. Look forward to see new version sometime =) - After i answer some stuff from mail and pms hopefully.

<Wah wah wah wah wah.> >.<
08-12-2003, 07:39 PM#13
hodi
I wanna see a screenie ;> too lazy to download it...
08-13-2003, 12:22 AM#14
Stold
cool map
08-13-2003, 11:02 PM#15
Lazurus
Hey AkA7, a few comments -

After playing this online with my friends, I noticed that perhaps the Archer's skill which causes it to rain and puts owls over the attacked units heads might be a bit too strong. It really hurt our armies quite a bit throughout that game, and its hard to counter since stun skills seem a little rare.

Necromancer Dee's Terrorizing Mind spell might need a 2nd look too. At level 1 it summons a skeleton mage with a slew of cool useful spells, at level 2 it summons a weak ghoul who can harvest lumber but not deposit it. At level 3 it summons a spider with ensnare and decent stats, but the skeleton was still better because of his fire rain spell. At level 4 it summons a nice abomination, and at level 5 I think it summons 2 of them, but I'm not sure. The lower levels might need just a tad bit more work.

Also, the the Holy Templar hero has a decent attack and quite a bit of HP, and since he can heal himself, he's very hard to kill. I'd say tone his healing down a bit more, or disallow him to target himself (the last option may be a bit brash though, it is part of what makes that hero what he is.)


Just a few thoughts I had when playing the game. :)

- Lazurus