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Pantokrator Footman Wars - Old Thread

11-01-2003, 06:59 PM#1
Panto
Greetings.

Here's the latest (and pretty much finished) version of the Pantokrator Footman Wars map. I wrote and created the map from scratch with four new races with four new heros each.

Footman Wars is a game where you compete as a team against other teams' heroes, while your standard units are generated for you as time passes. Destroy your enemies' town halls to win.

Features:
  • Made from scratch
  • Four new races with four new heros each.
  • Rally points work for spawned units
  • Dialog box race and range selection before the game begins
  • Computer players give control of their units to their allies
  • Players that leave the game give control of their units to their allies
  • Custom upgrades (including rate of spawn) and items
  • Free gift system promotes the use of some items to spice up gameplay
  • Both ranged and melee units balanced and in the same map
  • No lag when heros are summoned
  • Cohesive and complete "feel" for all races
A couple important things to know about this game:
  • Rally points work for spawned units. I haven't encountered this for any other Footman Wars map to date, and I think it's a really invaluable skill for micromanaging your developing armies. Just as you can get skilled at automating your base in melee Warcraft, so can you control your base structure, remote armies, your hero, and your deployment in this map. Being capable of doing that is a decided advantage for skilled players.
  • Computer players and players that leave during the game are not lost. They give control of their units to remaining allies. While this requires more micromanagement for the remaining players, it also gives you unified control of more units, which can be an advantage. Furthermore, you can get a full house a little easier by fleshing out a couple teams with a computer player. You can make a 2v2v2v2 game much more interesting by adding a computer to each team. The "difficulty" level of the computers does not change their behavior in-game. Note: If a player is controlling a computer army or the army of a left-player, the only structure that the enemies need to destroy is that of the remaining player.
Recent Fixes:
  • Balance fixes
  • Race-specific towers
  • Bug-free dialog race and range selection system
  • Uses the new 1.13 buff editor, thus removing several inserted files and reducing the file size.
Download
Pantokrator Footman Wars.w3x - 845kb
pantokratorfootmanwars.zip - 826kb

Download a replay from a game played on the 4-4-2004 1.14b version of this map.
http://panto.wc3campaigns.com/footmanwars/pfw114a.w3g
11-01-2003, 07:05 PM#2
Panto
Here's a screenshot. I'm playing with one computer and one putz who left during the map load. I'm playing against three humans on the other team who didn't coordinate their forces particularly well. The heros on my team are the Satyr Druid, the Liche, and the Witch.

For most of this game, I had all three townhalls' rally points on the druid, so reinforcements were steadily joining the battle. Also, I researched the increased spawn rate upgrades (expensive, but worthwhile). With numbers superiority, it was a pretty quick game.

EDIT: More screenshots added as per (sort of) request. Two of these are from the released version of the map for 1.14b and two from an earlier almost-released test game.

EDIT: Screenshots moved to the appropriate new subforum thread.
11-01-2003, 07:40 PM#3
Panto
Here's a shot of the map, the minimap, and the minimap preview. It's arranged to be geometrically identical for each team, and the players load into each team one by one, instead of filling up the first team, then the second team, etc.
11-01-2003, 07:46 PM#4
bproman
the screen shots arent working on my computer so u might want try to fix that but it sounds cool


Hey cool ur from wisconsin too
11-01-2003, 09:50 PM#5
Panto
I gather there was something wrong with the server this afternoon, but everything seems to be loading smoothly now.
11-01-2003, 09:57 PM#6
Immelman
wow. ima big fan of you panto,but who you gonna edit dll's for the ppls comps so they could choose their race?
11-02-2003, 01:33 AM#7
Panto
I'm afraid I don't understand, Immelman. The players can choose their races in the game creation screen. I'm not planning to manipulate .dll's for anything that they can already do.

Also, since this is a map and not a mod, there is a limited number of things that I can alter and insert to change the game.
11-02-2003, 05:32 AM#8
Panto
Here's information about the heros for each of the four races. This will be a somewhat long post.

Satyr heroes
Quote:
Satyr Reaper
Primary Attribute: Strength
Abilities: Nausea, Fog, Thorns Aura, Entrance
Nausea
The Piper nauseates his enemies within an area, causing disorientation. Area of effect, mana cost, and stun duration increase with level.
Fog
The Piper creates a fog which prevents ranged attacks, slows units, and causes melee attacks to miss. Radius of fog and percent chance to miss increase with level.
Thorns Aura
An aura that gives friendly nearby units a damage shield, which returns a percentage of a melee attacker's damage back to it. Percent damage returned increases with level.
Entrance (Ultimate)
The Piper dominates the mind of a target enemy unit. Entrance cannot be used on Heroes. Cooldown and mana cost decrease with level.
Quote:
Satyr Druid
Primary Attribute: Agility
Abilities: Cripple, Siphon Mana, Corrupt, Corpse Candle
Cripple
Reduces movement speed and lowers attack rate and damage of a target enemy unit. Amount of attack rate and damage lowered increases with level. Mana cost decreases with level.
Siphon Mana
Absorbs the magic of a target enemy unit by taking its mana and giving it to the Druid. Lasts 6 seconds. Mana drained per second increases with level.
Corrupt
The Druid's attacks gain the ability to lower the armor of units that he attacks. Armor penalty increases with level.
Corpse Candle (Ultimate)
Malevolent spirits who lure unwary travellers to their deaths emerge from the woodlands to aid the Druid. They suck away the life force of nearby enemy units and return it to the Druid. Number of spirits and percentage of life drained increase with level.
Quote:
Mighty Oak
Primary Attribute: Strength
Abilities: Roar, Trees' Sway, Cleaving Attack, Forest's Birth
Roar
Gives friendly nearby units a bonus to damage for 30 seconds. Percent damage bonus increases with level.
Trees' Sway
The Mighty Oak becomes the source of a rippling explosion which deals damage to nearby enemies. Damage and area of effect increase with level.
Cleaving Attack
The Mighty Oak strikes with such force that he damages multiple enemies with his attack. Percent damage splashed increases with level.
Forest's Birth (Ultimate)
The Mighty Oak splits into 3 powerful forest spirits. If any of the spirits survive for 45 seconds, the Mighty Oak is remade. The hitpoints and attack damage of the spirits increase with level.
Quote:
Wise Elm
Primary Attribute: Intelligence
Abilities: Shockwave, Nature's Call, Teleport, Vale of Silence
Shockwave
A wave of force that ripples out from the Wise Elm, causing damage to land units in a line. Damage, range, and area of damage increase with level.
Nature's Call
Summons friendly units from a target area to the Wise Elm. Number of units increases and cooldown time decreases with level.
Teleport
Instant short-distance spell that allows the Wise Elm to move through combat. Range increases and distance and mana cost decrease with level.
Vale of Silence (Ultimate)
Stops all enemy heros in an area from casting spells. Can be used from anywhere on the map. Length and area of silence increase with level.
Arach heroes
Quote:
Arach Queen
Primary Attribute: Intelligence
Abilities: Trap, War Stomp, Onslaught Aura, Relentless Pursuit
Trap
The Arach Queen creates a trap to hinder her enemies. The type of trap created changes with level.
War Stomp
Slams the ground, stunning and damaging nearby enemy land units. Damage, area of effect, and stun length increase with level.
Onslaught Aura
Increases the movement speed and life regeneration rate of nearby friendly units. Life regeneration and movement speed increase with level.
Relentless Pursuit (Ultimate)
The Queen becomes single-mindedly driven to destroy her enemies. Even death is only a minor delay. Length of delay before resurrection and cooldown decrease with level.
Quote:
Arach Lord
Primary Attribute: Strength
Abilities: Inner Fire, Summon Spiders, Devotion Aura, Ascension
Inner Fire
Increases a target friendly unit's damage and armor. Lasts 60 seconds. Damage percent, armor, and mana cost increase with level.
Summon Spiders
Calls forth a variety of spiders to aid the Arach Lord in battle for 45 seconds. The types of spiders called improves with level.
Devotion Aura
Gives additional armor to nearby friendly units. Armor increases with level.
Ascension (Ultimate)
The Arach Lord grows substantially more powerful, gaining a permanent bonus to armor and attack damage. Armor and attack damage increase with level.
Quote:
Black Widow
Primary Attribute: Agility
Infectious Sting, Precognition, Slow Aura, Fatal Sting
Fatal Sting
The Widow uses her deadliest sting to eliminate enemy units. Cooldown and mana cost decrease with level.
Precognition
The Black Widow can sense imminent danger. When an enemy attacks the Widow, she can evade further damage by shifting to insubstantiality. Mana cost and length of insubstantiality decrease with level.
Slow Aura
Units near the Widow have their movement and attack speeds decreased. Speed penalties and area of effect increase with level.
Infectious Sting (Ultimate)
Stings a unit, causing large initial damage and then additional incurable poison damage. Initial and poison damages increase with level.
Quote:
Hunter
Primary Attribute: Agility
Abilities: Poison Aura, Adrenaline, Slow Toxin, Acid Rain
Poison Aura
Activate Poison Aura to release noxious gas which deals damage every second to nearby enemy units. Damage per second increases with level.
Adrenaline
Increases the Hunter's attack speed, but causing it to take additional damage. Percent attack speed increases and percent damage taken and cooldown decrease with level.
Slow Toxin
The Hunter uses poison which does 4 damage to enemy units each second and slows their attack and movement speeds. Speed bonuses and duration increase with level.
Acid Rain (Ultimate)
Calls down waves of poisonous rain that damage units in a target area. Damage per wave and number of waves increase with level.
Undead heroes
Quote:
Flayer
Primary Attribute: Agility
Abilities: Keening, Terror, Weird, Demon Urge
Keening
The Flayer emits a wailing screem, dealing damage and slowing the movement and attack speeds of nearby enemies. Damage and speed penalties increase with level.
Terror
Instills deep fear in an enemy unit, causing it to miss frequently. Duration and percent chance to miss increase with level.
Weird
Gives a chance to dodge attacks and to deal damage. Chances to dodge and increase damage and percentage of damage bonus increase with level.
Demon Urge (Ultimate)
The Flayer transforms into a powerful Demon with a ranged attack and bonus hit points. Lasts 60 seconds. Hit points and damage increase with level.
Quote:
Revenant
Primary Attribute: Strength
Abilities: Surge, Unholy Armor, Command Aura, Bloodsoak Aura
Surge
The Revenant's unholy influence causes an increase in the attack and movement speed of a target friendly unit. Speeds increase with level.
Unholy Armor
Creates an evil barrier surrouding target friendly unit, adding to its armor. Armor bonus increases with level.
Command Aura
Gives extra damage to the attacks of nearby friendly units. Percentage damage bonus increases with level.
Bloodsoak Aura (Ultimate)
Nearby friendly melee units gain hit points when they hit enemy units. Percentage life soaked increases with level.
Quote:
Liche
Primary Attribute: Agility
Abilities: Unearth, Soul Leech, Frost Attack, Death Guard
Unearth
Raises dead units in an area to fight for the Liche. Number of units raised, duration, and cooldown increase with level.
Soul Leech
Sacrifices a target friendly Undead for life and mana. Percentage of life and mana gained increases with level.
Frost Attack
Adds a cold effect to the Liche's attacks that slows enemy units' movement speed. Duration of cold increases with level.
Death Guard (Ultimate)
Summons a giant Undead soldier to protect the Liche. Lasts 60 seconds. Hit points and damage of summoned unit increase with level.
Quote:
Witch
Primary Attribute: Intelligence
Abilities: Blanket of Darkness, Afterlife, Brilliance Aura, Sap Life
Blanket of Darkness
Spreads a curse of thick darkness over enemy units within an area. Percent chance to miss and duration increase with level.
Afterlife
On the death of target unit, a demon beast will arise at its corpse. Damage per second increases and unit type summoned changes with level.
Brilliance Aura
Gives additional mana regeneration to nearby friendly units. Amount extra mana regeneration increases with level.
Sap Life (Ultimate)
Absorbs the life essence of a target enemy unit by taking hit points from it every second and giving them to the Witch. Lasts 11 seconds. Hit points drained per second increases with level.
Elf heroes
Quote:
Adept
Primary Attribute: Strength
Abilities: Threshold, Devour Magic, Stunning Blow, Spell Shield
Threshold
The Adept unseals her inner strength, gaining damage, armor, and life for 20 seconds. Amount of damage, armor, and life gained increases with level.
Devour Magic
Consumes all magical buffs from units in an area. Each buff gives the Adept hit points and mana. Amount of mana and life gained increases with level.
Stunning Blow
Gives a chance that an attack will do bonus damage and stun the enemy. Percent chance to stun, damage, and stun length increase with level.
Spell Shield (Ultimate)
The Adept's body learns to naturally repel magical attacks and effects. Cooldown decreases with level.
Quote:
Knight
Primary Attribute: Strength
Abilities: Challenge, Sacred Armor, Speed Aura, Heal
Challenge
The Knight issues a ferocious challenge to his enemies, weakening their resolve. Lasts 12 seconds. Percentage attack damage reduction increases with level.
Sacred Armor
Creates an barrier of good surrouding target friendly unit, adding to its armor. Armor bonuses increases with level.
Speed Aura
Increases the movement speed and attack rate of nearby friendly units. Speeds increase with level.
Heal (Ultimate)
Heals a target friendly non-mechanical wounded unit. Amount healed increases and cooldown decreases with level.
Quote:
Ranger General
Primary Attribute: Agility
Abilities: Invisibility, Parasite, Critical Strike, Pulse
Invisibility
The Ranger General can avoid being seen and move faster. While invisible, she adds 25 damage to her attacks. Duration and percent speed bonuse increase with level.
Parasite
An insect infects an enemy unit, giving vision of its location. Range, armor reduction, and duration increase and cooldown decreases with level.
Critical Strike
Gives a chance to do more damage on an attack. Percent chance and damage bonus multiplier increase with level
Pulse (Ultimate)
The Ranger General releases a pulse of magical energy which damages enemies in an expanding circle around her. Damage and area of effect increase with level.
Quote:
Cleric
Primary Attribute: Intelligence
Abilities: Final Peace, Dispel Magic, Mana Shield, Divine Fury
Final Peace
Restores hit points to nearby friendly units. Hit points gained, maximum units affected, and area of effect increase and cooldown decreases with level.
Dispel Magic
Restores hit points to nearby friendly units. Area of effect, casting range, and damage to summoned units increase with level.
Mana Shield
Creates a shield around the Cleric that uses mana to deflect damage. Damage deflected per mana, cooldown, and mana cost increase with level.
Divine Fury (Ultimate)
The Cleric releases the burning energy of heaven's vengeance. Damage, range, and stun duration increase with level.
11-02-2003, 10:36 AM#9
KyoZic
Again I have to say Panto, You are the best. Another three tumbs up just for you. :D :foot: :infth: Keep the maps coming ;)
11-05-2003, 05:35 AM#10
Panto

Here's a shot of the base "footie" units for each race, both melee and ranged.
Stats for the footmen coming soon.
11-09-2003, 04:19 AM#11
Immelman
how about this feature :: every time a player leaves, it rearranges the teams so its even.
11-09-2003, 07:56 AM#12
Panto
No thanks. That would be confusing as heck to the players, as people on their team change frequently over the course of the game. Furthermore, if a person leaves from an evenly-matched game, there's absolutely no way to rearrange it to make it fair.

With the current system, where players who leave give unit control to their allies, I think it's got the best response to a leaving player. In some cases, depending on the remaining player(s), this may be an advantage, as they can start to concentrate their firepower where they want as a unified force.
11-09-2003, 04:02 PM#13
thegenestealer
I think you should change the icon for the "Fog" ability from "Tornado" to "Horn of Fog".

I think it would fit. I'm currently using that for a fog ability in a map i'm working on, but i dont care. I think it would fit even better with a satyr.

Also I don't like the name "Wierd" for the Flayer's ability, just doesen't sound good to me.

The rest is great keep up the good work.
11-12-2003, 07:53 AM#14
zotax
Very gj Panto.
Nice new races and options etc. If you wanted to further improve upon this great map you may want to add some of the features I've included in my Footman war, most likely the victory conditions (king of the hill, capture the flag etc). They would add quite a lot to your map.
Also another idea, one I havent implimented yet for my one (doubt I ever will) is a "restart" option for victory modes where a single team wins. Eq team one collects the set amount of flags so they win, and the game restarts again, saving rehosting, and allowing the players to perhaps play with a diff victory condition, hero etc.

Btw if you want an unprotected version of my fmw pm me, otherwise you can find it in the completed maps section of the map development forum.
11-13-2003, 03:05 AM#15
Panto
I was thinking about what you were saying, zotax, and I've played and enjoyed U)Footie Wars, but I don't think I'm going to add options for the win conditions.

The primary reason that I have for this is that I want the game to be something that people can practice at for the purposes of micromanagement and battle tactics. For this reason, I want players to be able to start playing immediately at the beginning of the map, so I don't want to have a dialogue box. Also, I don't want players wondering which objective they're going to have to go for before the map starts.

Although I can imagine the modifications to my triggers to add something like a kill-count win condition, if I'm going to pick just one, I think it's using the best win condition right now. Thanks for your insight. I'm a big fan of your map.