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(10)Footmen VS Grunts S3 v0.99d

04-08-2007, 09:25 AM#1
SentryIII
Footmen VS Grunts S3 v0.99d

About The Map
This is a modified version of Footmen VS Grunts by newbie-w3. You have two teams: Footmen side consisting of Human and Night Elf units and heroes, and Grunts side consisting of Orc and Undead units and heroes. This game is all about battles with massive amount of units. However, simply massing units is not enough. It also involves a lot of micro; a lot of unit and hero control is essential in order to inflict the max amount of damage while taking a minimal amount of damage yourself.

Not your map? Why edit it?
There are a lot of maps out there that have a lot potential in terms of gameplay and fun. The problem is that most of that potential is lost or unseen due to lack of proper balancing and presentation of ideas. I personally like playing this map because of the micro involved that almost every player neglects to take advantage of. Add in some imbalanced custom heroes, a lack-luster selection of items, incorrect tooltips, and leaking triggers and you got a potentially good game bogged down with shit. That's where I come in...

Features
  • Plenty of opportunities to fight ranging from hero harasses to large-scale battles.
  • Switch between spawning units, or boosting your income.
  • 8 Custom heroes with JASS-enhanced abilities.
  • A balanced selection of items, with some unique to each team, and some JASS-enhanced items.
  • All regular heroes in the game as well, allowing new players to dive right in.
  • 7 upgradable towers, each with their own unique ability.

Progress
As far as I know, all bugs have been fixed. I'm looking at balancing the game right now, but please report any problems if you find any.

Current Issues
As I play it on Battle.net, some people mistake this for an older version. Also, I've gotten some negative feedback (READ: FLAMED) from certain people, yet they don't tell me why they feel this way or why they don't like it. I'd prefer not to assume, *COUGH*no rigged heroes, no cheats, micro is required*COUGH* so it would help a lot if feedback that is given also states why you like it, or don't like it.

Miscellaneous Information
If anyone can tell me how to contact newbie-w3, that would be greatly appreciated. Probably give him/her the link to this thread as well.
Attached Files
File type: w3xFootmen vs Grunts S3 v099d.w3x (327.2 KB)
04-09-2007, 07:49 PM#2
Castlemaster
Pro's
Refreshing map design. I like the new layout.

Slower creep spawn. Allows for more management rather than simple horde tactics.

Con's
Nothing new to offer. This game needed far more than just a leak fix. Several aspects of gameplay are in need of revamping. Such as the base heroes. Couldn't the priestess have an ability other than scout, which is completely useless in this style of gameplay? The archmage's mass teleport does not have near the utility in FvG that it does in standard WCIII. Many of the spells are unoriginal or just imbalanced. Also, the creep spawn system really just rewards the people who hoard money and defend. Those are the ones that eventually win the game. Several improvements could have been made to add more strategy to the game.

In fact, the tech trees are the same as with newbie-w3's map. The map severely lacks in originality. If you are going to use someone else's work as an inspiriation, do more with it than a simple reterraining and slight changes.

This map idea has several possiblities to be great, but the nature of the game itself lacks good features.

Then again it's possible I set my hopes too high for a map meant to be a simple leak fix.
04-10-2007, 08:54 PM#3
SentryIII
Thank you for taking the time to play my map and give feedback. Just so you know, as you are allowed to post criticism, I am allow to post counter-criticism in order to find out more information about any problems and give you my perspective in the gameplay ideas.


Quote:
Originally Posted by Castlemaster
Refreshing map design. I like the new layout.

It's an overall beautification of the map, ranging from the redesigned terrain to fixing tooltips.


Quote:
Originally Posted by Castlemaster
Slower creep spawn. Allows for more management rather than simple horde tactics.

I tailored this map to require more micro to make it more appealing to ladder players. It's always fun to be able to manage massive amounts of units and show some skill at it as well.


Quote:
Originally Posted by Castlemaster
Couldn't the priestess have an ability other than scout, which is completely useless in this style of gameplay? The archmage's mass teleport does not have near the utility in FvG that it does in standard WCIII.

Definitely counters Blademasters. Have a scout follow your priestess, and another one following a Blademaster. Other than that, multiple scouts will give you plenty of detection coverage during battle. As for Mass Teleport, have you considered mass attacking and teleporting in with more units when your units reach the enemy base, or possibly teleporting to the enemy's side to flank them? I've seen players do this lots with amazing results. An ability's usefullness really depends on how you use it. That's why those abilities stay, and why I re-instated the Far Seer's abilities.


Quote:
Originally Posted by Castlemaster
Many of the spells are unoriginal or just imbalanced.

Which spells do you think are unoriginal and unbalanced, and why? I believe almost all of the spells are balanced, and I'm working towards fine tuning them. It would be best to give more information in this area since I don't always know how someone else would feel about something.


Quote:
Originally Posted by Castlemaster
Also, the creep spawn system really just rewards the people who hoard money and defend. Those are the ones that eventually win the game.

The towers were rebalanced so that they would only act in a supporting role, not be the entire defense. As well, I've removed the sky-fury tower and gave each type of tower unique abilities. There is no best tower. I've added a feature to the creep spawn system that allows you to switch between spawning units and increasing income per second. You can also switch each individual unit to spawn or income through the dialog window in order if specific units of yours are simply feeding, but you can't do that for players that have left. The problem here relies on the players in they simply control their hero and not care about their units, letting them die. If you use your head (e.g. Run away if you have ranged units engaged by enemy melee units), you'll get lots of kills without giving away too much. Overall, I'm not understanding how people who hoard money and defend will eventually win. Please elaborate on this if you can.


Quote:
Originally Posted by Castlemaster
Several improvements could have been made to add more strategy to the game.

I've added a lot of improvements, but by no means can I think of everything. What other kinds of improvements do you think I should put in the map?


Quote:
Originally Posted by Castlemaster
In fact, the tech trees are the same as with newbie-w3's map.

Of course. I felt it was a good tech tree, so I kept it. It's not a bad thing. I did however tweak a few things to improve balance and overall presentation.