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The Caravan Bandits

08-20-2006, 08:22 PM#1
Bacalhau
Hello everybody,
Just finished my second map ever, my first one was back in 2004... decided to make a second a few weeks ago and I just finished yesterday. The game may need some balancing, but please play on both sides before replying. Thanks to everybody who gives me some input, and helps me along the way.

SUMMARY

There are two cities. Between these cities is a Trade Route, along which travels Caravans carrying Gold. The Defenders are responsible for defending and protecting the Caravans while the Bandits have to kill the Caravans and rob the Gold.

OBJECTIVES

The game mode is chosen by Player 1 at the start of the game. There is either Target Mode or Timed Mode.
Target Mode has the first team to reach 1500 Gold, wins.
Timed Mode has either a 30 minute or 45 minute timer and the team with the most Gold when time is up, wins.

TEAM OBJECTIVES

Defenders
- Defend and protect each Caravan that goes through the Trade Route. For each unit that survives and makes it to their destination, each Defender earns Gold.

Bandits
- Attack and kill the Caravan units and pick up the Gold they drop. Gold picked up is evenly distributed to the entire team.

Quote:
v.2.6 --- Aug 20/06
--------------------------------
- More unit tweaks and balances
- Lowered food start for Defenders
- Lowered food given by farms
- Removed Thorns Aura from Caravan leader

v.2.5 --- Aug 19/06
--------------------------------
- Made Caravan move faster
- Removed annoying game pause at the beginning of the game
- Fixed error in leaving Player message
- Made Bandit heroes more expensive
- Made penalty for Bandits who allow their heroes to die
- Made hero revive time 60 from 40 seconds
- Made a Waygate to connect both cities
- Removed unit! Transport
- Tweaked several Defender units' prices and stats
- Changed Defenders Hunter Ensnare into Shadowmeld
- New building! Caravansary
- Fixed team leave defeat bug

v.2.0 --- Aug 19/06
--------------------------------
- Made Defenders starting towers invulnerable
- Made Knights slightly stronger
- Increased Bandit hero revive time to 40 seconds from 15
- New unit! Scout Tower created to help reveal invisible units
- Changed Advanced Barracks price to 150 from 210
- Changed Farm price to 25 from 50
- Changed Guard Tower price to 80 from 100
- Changed Cannon Tower price to 80 from 100
- Changed Sasquatch price to 200 from 280
- Changed Transport price to 150 from 180
- Changed starting money for Defenders to 300 from 250
- Farms provide 18 food instead of 16 / Barracks provide 20 food instead of 10
- Barracks now have an attack
- Defenders now receive 50 Gold each time a Caravan spawns

v.1.6 --- Aug 19/06
--------------------------------
- Fixed player leave victory
- Lowered Defenders Knights hitpoints to 500
- Lowered Defenders Archers hitpoints and increased attack cooldown time
- Made Bandit heroes slightly more powerful

v.1.5 --- Aug 19/06
--------------------------------
- Changed Bandit Hideout so hero cannot be revived from there
- Fixed Lancer's level 6 special
- Made Heros for the Bandits revive for free
- Added victories for when other players leave
- New feature! Changed players to 6 Bandits vs. 4 Defenders, made Player 6 (Orange) a Bandit
- Changed Defenders start money to 250 from 300

v.1 --- Aug 19/06
--------------------------------
- Released map, first public test

Check out the map's website for screenshots
http://thecaravanbandits.net.tc/

Thanks for all the input and suggestions you guys can offer.
Attached Files
File type: w3m(10)The Caravan Bandits v2.6.w3m (147.6 KB)
08-22-2006, 03:10 PM#2
Bacalhau
Version 3.0 Released.
Much more balanced, new units, new features.

Still need some testers. I'll rep and give you guys credit in the next version if you guys help out.

Thanks

Quote:
v.3.0 --- Aug 21/06
--------------------------------
- Fixed major issue that didn't allow Orange to collect Gold that dropped from Kodos
- Increased tower range
- Removed firebolt from Dark Priest
- More tweaks for units to balance the game out more
- Lowered attack damage from Caravan units
- New unit! The Bandits can now purchase a Goblin Sapper from the Mercenary Building
- New feature! Now, more than 1 Caravan can spawn at a time, for a maximum of 2 Caravans at a time
- Slowed down the Caravans a bit
- Changed model for Bandit Ancient and model for summoned Treants
- New units! The Transport is back for the Defenders! Also Caravan Escort, Elemental, Black Barracks, Giant and Spy
- Some minor terrain changes
Attached Files
File type: w3m(10)The Caravan Bandits v3.0.w3m (149.7 KB)
08-23-2006, 05:06 PM#3
Hyarion
Seriously, you NEED Frozen Throne.
Without custom abilities, no-one will play your map.
08-23-2006, 06:29 PM#4
Bacalhau
Quote:
Originally Posted by Hyarion
Seriously, you NEED Frozen Throne.
Without custom abilities, no-one will play your map.

Well, not no-one. Just not that many here. Afterall, there can't only be Frozen Throne maps, there's still a RoC community.

Thanks for the comment though. I'll be sure to have custom abilities in my next map and I'll still keep it RoC so both games can play it.
08-23-2006, 07:43 PM#5
Freakazoid
Quote:
Originally Posted by Bacalhau
Well, not no-one. Just not that many here. Afterall, there can't only be Frozen Throne maps, there's still a RoC community.

Thanks for the comment though. I'll be sure to have custom abilities in my next map and I'll still keep it RoC so both games can play it.

You can easaly create costum abilities in RoC.
08-23-2006, 11:27 PM#6
Bacalhau
Quote:
Originally Posted by Freakazoid
You can easaly create costum abilities in RoC.

Are you using the word easily loosely, or is there an actual easy way? Because the easiest way I know is with the TFT editor... but is there really another way?
08-24-2006, 02:05 AM#7
Ice_Keese
Yeah, by editing the MPQ...
But it's not "easy".
08-24-2006, 08:07 PM#8
Jacek
Quote:
Originally Posted by Ice_Keese
Yeah, by editing the MPQ...
But it's not "easy".
(isn't this map idea taken from legends of sand? hmm don't know didn't play it)

Abilities in ROC are easy to make... I've done it few times...

1) open war3patch.mpq (I think) eventually war3.mpq and extract AbilityData.slk file (find it yourself)

2) open it with Excel

3) modify the fields

4) import the file under same path into map
08-26-2006, 08:56 PM#9
Hyarion
Actually, it's more likely taken from Antistone's random map ideas page.
08-27-2006, 12:59 AM#10
Bacalhau
Quote:
Originally Posted by Hyarion
Actually, it's more likely taken from Antistone's random map ideas page.

Yeah, it was. He told me it wasn't exactly what he had in mind, but a good attempt.
08-30-2006, 12:08 AM#11
Bacalhau
I have 4.0 coming out soon with custom abilities, maybe some custom models, units balances, terrain changes, bots and more...

But first I would really like to have you guys critique my map...
As if I was submitting it to the maps section... I would love that, you can even add an "Unapproved" at the end of it if you want

I just would really like people's opinions from this message board. I hate to sound like I'm trying to flatter you guys, but I like the attitude here and the honesty here... this isn't just a DOTA clone map-fest site, and I would really respect any opinions given.

Hate to double post, but before I release a new version I would like some opinions, suggestions, comments and etc.

Thanks.
08-30-2006, 12:53 AM#12
Taur
if you really want some feedback, why not submit the map then? You can always update it later.
08-31-2006, 12:23 AM#13
Bacalhau
Quote:
Originally Posted by Taur
if you really want some feedback, why not submit the map then? You can always update it later.

Yeah you have a point. I just haven't because I have no custom abilities yet. I don't think my map would get a fair rating or review because everybody would just focus on the abilities. Once I finish the custom abilities I'll put it up for submission and hopefully get the amount and type of feedback I want.

Thanks Taur.