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Unfair Advantage

08-12-2007, 05:21 PM#1
CommanderZ
Unfair Advantage
by CommanderZ

Description
Unfair Advantage is an altered melee map inspired by C&C3's Unfair Advantage. Team of defenders (2 players) is encamped on elevated platform with rich resources and only one access. Four-member team of attackers has to outnuber them in order to achieve victory.

Features
  • Pretty terrain to battle on (I haven't placed any decorational doodads yet though)
  • Huge and furious battles in narrow bottlenecks
  • Three different game modes
  • Fast paced gameplay guaranteed by some Wc3 melee alternations (building times of most units and buildings were halved, gold mines have unlimited capacity...)
  • 6 all new uber-expensive and uber-powerful legendary units (who played Supreme Commander knows what I mean) ranging from Annihilator Dragon to the Goblin Artillery.
  • You have to struggle for Circle of Power placed in the middle of the map just in the front of defenders' base - it generates game-breaking amounts of gold for its owner
  • AI is capable of playing this map (it has some limitations though)

Melee alternations
  • Unlimited gold mine capacity
  • Halved building times of all units and buildings except of main building upgrades
  • Upkeep was in fact removed (it is set to 90% and doesn't change anymore)
  • Bounties are ON for all units, heroes drop ~250 gold
  • Defenders have food cap set to 150 and starting resourcers increased
  • Trees can be destroyed only by spells
  • Hero level cap removed
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.
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Legendary units
Concept of legendary units is taken from Supreme Commander. They are extremely powerful, but also extremely expensive (10000+ gold, the most expensive costs 25000 gold) and can drain your economy for pretty long time. They differ widely in their purposes - some are meant to attract enemy fire, some offer long range bombartment and some are rather supportive. Every race has two by now.

NOTICE: They have just basic abilities by now, but I'm going to make them much more unique in future. You can also throw in some ideas.

AI
AI can basically play this map very well but it has some issues by now:
  • They don't build legendary units
  • They are unable to handle second gold mine in their base
  • Defenders don't camp in the bottlenmeck and perform suicidious missions on attacker's bases when they manage to mass some units
  • They seem to keep huge gold surplus, especially Insane bots
These bugs don't mean they are not challenging. I played many times Me+Insane VS 4 medium bots and I got owned everytime. I'm pretty lame in wc3 melee though

It would be great if someone could made some adjustments to the (PM me if you are interested. I don't know how AI editing works, so I cannot estimate difficulty of these changes)

Progress
Triggers: Finished
Terrain: Almost finished, needs doodads and maybe some cleanups
Legendaries: 6 finished for now, may be revamped or expanded
Balance: I have no idea

Change log
Code:
v0.133
- first public version
v0.198 (see post #7)
- the Naga Tidelord was introduced
- the Demigod was temporarily removed
v0.218 (see post #11)
- the Divine Emissary was introduced
- the Overmage was removed
- the Naga Tidelord model and icon was changed to Naga Royal Guard
- Circle of Power now generates gold for all players in the team


Final word
Please, don't treat this map as a full sized project. I just wanted to make a break from JASS and huge overcomplicated projects. The map was almost completely made in one week, so...don't let your expectations be too high. But it is still very funny, especially for people who don't like small-army limited resources based gameplay style ofvanilla wc3, but like its units, races, atmosphere...

Enjoy!
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08-12-2007, 10:22 PM#2
darkwulfv
I could see an issue with air units, since they aren't affected by bottlenecks, which is half of how this map is won/defended. No bottleneck == death from ground, but either way, air units (especially Frost Wyrms, due to their freezing attack) could really throw it all off.
08-12-2007, 10:32 PM#3
CommanderZ
There are blue fires which prevent air units from passing at sides of the base.
Attached Images
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08-12-2007, 11:16 PM#4
darkwulfv
OOoohh, that's perfect! Smart idea.
08-20-2007, 08:32 PM#5
CommanderZ
New version is here. I have made two next-gen legendaries (I will attemt to recreate all 8 this way).

Quote:
Ar'athlon, the Naga Tidelord
Race: Night-elf
HP: 19000
Mana:300
Damage: 289-333 (normal)
Armor: 12 (heavy)
Gold cost: 18500
Lumber cost: 4500
Abilities (all scripted):
  • Army from the Deep - Ar'thlon will call his mighty naga army from the depth of the nearest sea. The army may consist of 2-6 Mur'gul Reavers, 1-3 Sirens, 2-4 Myrmidons, 0-1 Sumonner and 0-2 Royal Guards. (Mana: 300, Cooldown: 120)
  • Call of Tide - Instantly teleports Ar'athlon and his fellow nagas into the nearest sea. (Mana: 100, Cooldown: 45)
  • Pulverizing Strike - Ar'athlon has 20% chance to slow all enemies around him and deal 200 damage to them while attacking. (passive)
  • Tiderunner - Ar'athlon is invisible and moves much faster when in water.
Quote:
Akron, the Divine Emissary
Race: Human (suprisingly)
Role: Damage dealer and support buffer
HP: 16000
Mana: 1200
Damage: 284-300 (normal)
Armor: 7 (medium)
Gold cost: 16200
Lumber cost: 5400
Abilities (3 of 4 scripted):
  • Divine Inspiration - Blesses target friendly unit permanently increasing its armor (+8). Also vastly (heals 3* more HP) increases effectivity of Priests' heal. (Mana: 65, Cd:1)
  • Blessed Soil - Blesses the soil in a wide range with an empowering spell. Allied units standing on it will get 20% damage bonus. The blessing lasts 5 minutes or can be dispelled by plaguing the land with blight. (Mana:250, Cd:150)
  • For Sake of God - With God's help can Akron convince almost any creature to fight for him. Cannot convert heroes or legendary units. (Mana: 125, Cd:20)
  • Purge the Unholy - Akron's blessed sword cleanses the undead. Any undead killed by Akron will explode and deal heavy damage (200) to sorrounding units. (passive)
Also, the Circle of Power now gives gold to all members of the team owning it.

Map was reuploaded to the first post.
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08-23-2007, 09:04 AM#6
Vulkarus
Instead of halving the build times you might think of making them 3/4 the time they normally cost and make most units have double armor (or life). This way instead of having to mass 2x as many units you have to mass 1.5x as many units that can live 2x longer. This would make it take more time to replace your armies, but make your armies last longer. This would in turn make the game last slightly longer but also involve more strategy than just massing units and sending them in.

You don't have to implement it, but it's a thought.
08-23-2007, 12:35 PM#7
CommanderZ
Interesting concept, I like it. I will try it with one race and watch its effect.