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Defend the Kingdom Map

12-08-2003, 02:11 AM#1
Undertow
This is the first map that I've taken the time to make in full. I've been working on it for a few weeks now, and I must say, I'm quite pleased with it myself.

At present, it is in desperate need of balance testing. Since the map is a multiplayer map, I cannot do the full testing myself. However, I will not post the map yet. It is too dear to me to just give away at this point.

But, just so you can see how it looks, I've got a number of screen shots for you. The first is of the entire map at this point. The basic nature of the terrain is done, I just have to polish up some areas with doodads.

The enemy force (at this point called the "Host of Thangorodrim", if you get the reference I might have something for you...) comes from the south west and moves along three independent paths.

Every so often, the enemy will "surge" one of the three paths. Which one is chosen at random. As the enemy advances, they begin to take different paths and attack different points in the defense.

The enemy also sends a variety of troops at you, from melee infantry, to siege engines, to archers, to heavy warriors.

The idea is that the players will have to work together, defending seperate paths, if they are to win.
12-08-2003, 02:16 AM#2
Undertow
The players chose from a selection of units which they will then use to aid the defense (at present called the "Defenders of Ecthelion", again, if you catch the reference, you might get something...). Most of the major races are represented and the units fulfill a variety of roles. Most units are 4 to 6 units.

For example, the Night Elf unit is an effective long range unit, whilst the Tauren unit is a heavy melee unit. A player selects one unit when they begin, and controls it until it dies. When a player's unit is killed, they get to select another unit and can continue their fight.

Here's a screenshot of the standard units you can choose from.
12-08-2003, 02:21 AM#3
Undertow
There are a number of "cheat codes" included in this map. And those who catch the references might be rewarded with one or two of those. At this time, the codes will allow players to select from "secret" units that are unavailable for selection normally. These secret units are far more powerful than the standard units, and some can even drastically change the way the map plays.

For example, one of the secret units is the Dwarven Cannon unit (model by Cookie; great model). The cannons have the ability to destroy bridges. And one of the last moves the enemy has to make is to cross a bridge and destroy the gate that leads to the inner ward. Obviously, if the bridge is destroyed the enemy must use some other way to get in... and there is another way for them.

Here are the secret units.
12-08-2003, 02:26 AM#4
Undertow
Finally, there is the shape of the land itself. There are places throughout the map where the local defenses have positioned themselves. Obviously, when a player defends a location alongside the computer controlled defenses, the area will be easier to defend. But that does not mean they will be invincible.

There are cities and fortresses that must be defended. In addition there are some small outposts along the side roads where a couple of units will try to hold back the enemy.

And although there are no screenshots of them, there are fountains of health and mana. Such locations are unique and might be a good place to base a solid defense from.

Here are a few of the locations in the map. Mind you, this is one of the parts I'm still working on, but here they are anyway.
12-08-2003, 03:53 AM#5
Toxicseaweed
wow looks good. I might suggest though take away trees that the players will never see than create regions where you took those trees away *preferably not making little regions all over the place* and have at map initialization put a black mask over that area. Keeps the artistic feeling AND!!! cuts down on lag :)
12-08-2003, 06:02 AM#6
Undertow
I've found that one of the most interesting things about those clusters of trees is how they can be made to work to your advantage. For example, Mortar Team or Dwarven Cannons can blast their way through them to make new paths that allow players to travel quickly from one path to the next.

The Treant unit relies heavily on trees, and, in fact, is highly effective in areas with lots of trees because of its Force of Nature and Eat Tree abilities.

That, however, does not mean that there will be no special things hidden deep within the forests. If you blast around long enough with that Mortar Team, you may stumble upon to something handy....