Tactics : Kingdom (a WC3 mod)

10-12 player map

(8-12 players recommended)

(160 x 160 Large Map)

current map size: 1.39mb


Work in progress.

A project of mine since Spring ’06. Safe to say, I am quite dedicated to it.

I’ve got a long history of gameplay and what annoyed me most was that whoever balanced the skills and items in every game
I played did a poor job and missed a lot of things. As well as there being a complete lack of ingenuity and fun.
Of effort and style. I hope to not suffer this with my map.

Simply put, this map is the map I always wanted to play, and the map no one else would have ever made. I’ll be using this map as part of my portfolio in the future, which ensures my need to release a working version and keep it updated.

The only unfortunate part is that I have to make most of the triggers in GUI, because I still have yet to learn JASS.
I keep testing scripts out, but I get inspired and have to create things as best I can in GUI before I forget.

If you have any questions, just ask. It will probably remind me of something I forgot.

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Spells in this game have casting times, with those casting times comes an
animated casting bar to let you know how long you have left to cast the spell.
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Fists/Gauntlet: Full Damage to All Armor types
Bladed: Full Damage to All Armor types
Piercing: Reduced Damage to Leather and Robes
Piercing Ranged: Reduced Damage to Leather and Robes
Sorcery: Bonus damage to heavy armor, reduced to Robes
Explosives: ??

Robes: Reduced damage from Sorcery
Natural Hide: Bonus damage from Sorcery
Leather: Reduced damage from Sorcery and Piercing
Chain Mail: Reduced damage from physical
Full Plate: Heavily reduced damage from physical
Elven: Heavily reduced damage from all

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Certain items can be forged into stronger ones
+1 / +2 / +3 / +4
Requires Gold and Smithing RecipePowered by Hackadelic Sliding Notes 1.6.4
damage bonus gear grants casters higher spell damage
allowing many styles of playPowered by Hackadelic Sliding Notes 1.6.4
Award medals given and stored in save code if wished
Gives visual enhancements and titlesPowered by Hackadelic Sliding Notes 1.6.4
Bonus gold for killing players with bounty
Faction declares bounty and pings his location
Symbol over head to identify which player is the target
Collect the bounty and celebrate with your factionPowered by Hackadelic Sliding Notes 1.6.4
NPCs have inventory with equipped gear, small chance to drop gear
Bosses also have rare gear, with even smaller chance to dropPowered by Hackadelic Sliding Notes 1.6.4
Every class has a book to check stats,
invisibility detection levels,
and use their individual movement ability to escape or chase down their preyPowered by Hackadelic Sliding Notes 1.6.4
6 vs 6 battle
East vs West
Objective is to destroy the two power generators which power the faction leader and Ultimate building
Destroying a generator reduces their power greatly, granting the enemy team an easier victory.Powered by Hackadelic Sliding Notes 1.6.4
3 vs 3 vs 3 vs 3 battle
NorthWest vs Northeast vs SouthWest vs Southeast
Objective is to annihilate all your enemies power generators.Powered by Hackadelic Sliding Notes 1.6.4
1 vs 1 vs 1 vs ….
The towns close off and fountains are placed in the center ring.
First player to X kills wins.
To access towns, players must die
Invuln inside towns, but kicked out after Y seconds.Powered by Hackadelic Sliding Notes 1.6.4
hit points of all buildings reduced drastically
annual gold increased
exp gain increasedPowered by Hackadelic Sliding Notes 1.6.4

allies attackable
annual gold decreased (tbd)
all expert options enabled

Expert Mode Options:
No Tower Mode
No Creep Mode
Resource Mode
Territory Mode
CTF mode (Capture The Flag)
LMS Mode (Last Man Standing)

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allies not attackable
annual gold increased (tbd)
expert options disabledPowered by Hackadelic Sliding Notes 1.6.4

Every base has its own style. The map is generally sectioned off to form 4
unique areas, each with their own unique style of construction.

In the very corner of each base, there is a ‘power generator’ (generic term)
and portal. The power generators provide statistics and invulnerability to
your faction leader. Once destroyed, your faction leader’s strength and
invulnerability begin to diminish as it was a source of their power. So that
after one is destroyed, a channel opens up to the final staging area, in
which the World Tree or Entombed Lich King is located and made vulnerable.

There are only two generators per faction, but once both are destroyed,
your faction leader becomes greatly weakened. Though with only one
destroyed, he can hold his own against the incoming onslaught of units on
his own for a very long time.

Simply put- it is nearly impossible to win until you destroy at least 1
generator. Even with both generators destroyed, if the enemy is strong
enough, they can still defend their final boss and push back in attempts to
win the game.

In War Mode, the object is simply to destroy their base generator.
More balancing needs to be done to ensure this mode is balanced and fun.

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They are in each base, near the fountain. They take you to the neutral
staging area, which has 4 paths. Each path takes you to the corresponding
portal/gate. It’s meant as a quick transportation into your Northern or
Southern base. When you revive, you are birthed in the neutral staging area.Powered by Hackadelic Sliding Notes 1.6.4

There are base items with singular stats, recipes to merge those items into
more complex ones, recipes to forge those complex items into items of even
greater power, and even Item Sets.

Unlike most games with items, I take the time to balance each item while
keeping their effects and abilities well documented and thought out.

In every base, there is a myriad of shops to purchase the goods necessary to
help forge the character you enjoy playing most, as well as a handful of shops
in the neutral staging area and a few hidden eggs scattered around the map.

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You’ll recognize the similarity if you’ve ever played Diablo 2. Same thing.
You collect items with the same name in them, and they start giving bonuses for
having multiple pieces of the same set.

I am still deciding if I want to allow Item Set’s to be upgraded via the forge system.

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I just wrote a page of information out, and I got some BS error message
stating that my information was lost, so please be patient.

As it is, there are 59 Heros that I have mapped out and planned. Their stats, their skills, everything.
I’ve currently only implemented 11 of them in the game, and I’m working on tweaking their skills to
exactly how I want them to work. As well as writing descriptive tooltips. A few of the heros are not unique
to the gaming world, but are definitely unique to WC3 and were interesting enough to turn my eye.
Perhaps they’ll turn yours as well.

The MAXIMUM level is 35 in my game. While it is not needed to win, it is merely serving as
a level cap. Every hero is armed with 3 spells, each with 10 levels; a super with 5 levels;
attributes with 10 levels; and to top it all off, a movement ability.

As it stands, there are 6 levels of super, but you require level 36 to attain it. I am
currently working out how I want a player to acquire their spell, but it is yet:
(TBD)

All together, there are 35 skill points points to spend, and 45 places to spend them.
You must choose your hero’s specialization, granting a more customized feel to your play,
as well as allowing players to play a multitude of ways with every hero.

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Fire Mage
Enforcer
Flame Ranger,
Mortar Team,
Grave Keeper,
Berserker,
Battle General,
Servant of Khu’Alim
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******* *******,
****** ********,
****** **********Powered by Hackadelic Sliding Notes 1.6.4
 

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