you use the specially designed [i]macro mode[/i] to swiftly command large groups of forces while deploying [i]upgrades[/i] and [i]special units[/i] directly into the heart of the battle, confusing your opponent with the â€œ[i]eye vision[/i]\", and fighting for the title of [b]zB Master[/b] in this rapid-fire Starcraft-styled micro/macro frenzy! [b]KEY FEATURES[/b] - Six player intense Starcraft-style Micro/Macro gameplay - Balancing mechanism for kills & deaths - Original Starcraft music and sound effects - Approximate Starcraft 2 stats for units - Hand-made SC2 artwork built for WC3 from the Warcraft vs Starcraft mod - [i]COMBED FOR MEMORY LEAKS[/i] [i]If we missed a spot, LET US KNOW![/i] [b]OBJECTIVE[/b] To become the [b]zB Master[/b], you must reach round\'s kill goal before your opponents. ROUND 1: 150 kills ROUND 2: 250 kills ROUND 3: 350 kills â€œPointsâ€ are then handed out depending on everyone\'s placement for the round. After three rounds, the player with the most points wins to become the [b][rainbow]zB Master[/rainbow][/b]! Each round increases the spawn rate of Zerglings and the number of units that must be killed to win, so that each round becomes progressively more hectic. [b]MICRO / MACRO MODE[/b] By selecting your Zerg Beacon (/press escape) you can enter â€œMacro modeâ€, where every unit in the arena will receive the same order. In addition to commanding all of your forces at once, macro mode possesses the ability to rally your new recruits to a location, purchase upgrades, and drop in special units. Switching back to â€œmicro modeâ€ then is as simple as selecting individual units. [b]BALANCING ACT[/b] [b]KILLS[/b] â€“ Every unit killed earns a â€œzBâ€, which can be used to purchase round-specific upgrades for your special units. [b]LOSSES[/b] â€“ Losing a unit gives you â€œEnergyâ€, which can be spent to drop in special units anywhere onto the battlefield â€“ even your opponent\'s holdout! [b]HANDICAP[/b] â€“ If you fall below 25% of your opponents average underlings, you\'re given an extra Zergling every second until you\'ve caught up. A mini-map ping is signaled for each player receiving this handicap. [b]SPECIAL UNITS[/b] The [b]Autoturret[/b] acts as your base defense and allows some temporary reprieve, but don\'t rely on them for too long, as they can be taken down if the opponent gains too many forces. [b]Marines[/b] arrive as your earliest available ranged unit. They\'re good at chewing Zerglings up at a distance, but can be outrun easily. Stimpacks give the Marines an extra kick with 50% faster movement speed and 50% faster attack speed. [b]Roaches[/b] start with +1 armor and nearly double any other unit\'s HP. Best used as a distraction or special unit killer, as their slower attack rate makes it difficult to withstand overwhelming forces. [b]Hydralisks[/b] have the greatest range in the game, with an upgrade that extends the range even further. Slow movement speed makes sniping special units their strong-suit, but in a pinch their 90hp can be used to distract a few Zerglings. [b]SPYING EYES[/b] I\'ve got my eye on you â€“ Every issued order will cause the immediate area to light up in your opponent\'s team color. With this extra edge in psychological warfare you can tap into your rival\'s thoughts by seeing exactly where their focus is. [b]CUSTOM ARTWORK[/b] The artwork for [b]zB Master[/b] comes out of the (http://www.moddb.com/mods/warcraft-vs-starcraft) we\'re developing, which utilizes hand-made faithful recreations specifically designed for Warcraft 3. You can actually watch some of the progression videos of the models from our Youtube channel (www.youtube.com/zanmgt). [b]ROOM FOR IMPROVEMENT[/b] We\'ve got a list a mile long for improvements, but we\'d like to know what [i]YOU[/i] think would be best to deal with first: [list=a] [*]Reduced map filesize [*]More units [*]\"Turtle\" prevention [*]More abilities [*]More rounds (/custom rounds) [*]\"Call of Duty\"-style accolades, i.e. \"Most kills with a Hydralisk\" [*]2v2, 3v3 options [*]Ability to bet on the loser after you\'ve won a round [/list] [b]ABOUT ZERGLING BLOOD[/b] The original \"Zergling Blood\" was a classic madness/frenzy map for Starcraft 1 in which large quantities of Zerglings were thrown at one another. As you increased in kills you gained access to heroes, and after reaching the kill limit you won the game. [b]CREDITS[/b] zB Master, created in two months by ZanMgt_Gabriel, work began on January 1st, released on March 1st 2011. Artwork by ZanMgt_Aaron, and ZanMgt_Micah [b]MORE INFORMATION[/b] For more information on our Warcraft vs Starcraft mod, check out the ModDb page here: http://www.moddb.com/mods/warcraft-vs-starcraf [b]SPECIAL THANKS[/b] To the Hive Workshop and The Helper.net for being there when modding WC3 drives you batty! [b]YOU TUBE TRAILER[/b] http://www.youtube.com/watch?v=D0Hr-rrxCOA [b]DOWNLOAD (7.87mb)[/b] http://www.moddb.com/mods/warcraft-vs-starcraft/addons/zb-master-095c[/URL]
King-of-the-Hill style gameplay mixed with LoaP themes and design.
each turn brings new soldiers and gold. In Middle Earth Risk you concentrate on strategy and tactic â€“ you donâ€™t build any buildings but capture them from enemies. One of differences between Middle Earth Risk and classic Warcraft is a high number of units (excluding beginning) which makes you have to be a general and a good tactician. In the second hand the only way of growing is taking lands of enemies â€“ but there are too many players to kill them in one frontal attack so the game is a high level strategy. A game mode (Free for All, No Pacts, Ally, Alliance of 2, Teams of 2/3/4) determines if you play alone, with allies or with one or more teammates. Current version of Middle Earth Risk offers submodes which allow to set on fog of war, set rules or change a period of turn or beginning resources. Author: Versions: 7.92, 7.91, 7.9, 7.81, 7.8, 7.7, 7.6, 7.5, 7.42, 7.41, 7.4, 7.33, 7.32, 7.31, 7.3 by Kamulec Here is a lot of authors of older versions. An author of the first based it on Europe Risk. My version 7.3 is based on 7.2 by Spontanus & Risk_FTW. Website: [url=http://forums.claneat.com/viewforum.php?f=219]claneat.com[/url]
arena. -------------------------------------------------------------------------------- Short Introduction: 1. Choose a hero by double-clicking him. 2. Choose three normal abilities and one ultimate. 3. Now you will fight creeps in your lane, 15 creeps spawn with a three second interval. 10 rounds for every race (Human/Orc/Night Elves/Naga/Undead). 4. Every fifth level is the time for the arena. Here, different modes can be set to alter the gameplay. For the main site for Custom Hero Arena Defence, full changelog and more info go here: http://rotl.freeclanforum.com/ As always I would like you to inform me if you find any bugs or have tips on RotL.SwedishChef@hotmail.com.
The current idea go as following: 1) There will be 2 teams and 1 arena. The teams will have a base on each side of the arena and there will be a barrier in the middle of the arena so the teams will be divided. This will be a custom hero map so it starts off with the players choosing their hero and his skills (3 normal + 1 ulti). When they all have chosen heroes they will get teleported to their base. 2) The game will be based on rounds. For 3 rounds you will face creeps (like in orc gladiators). If you kill all creeps you have finished that round. However if you all get killed and creeps survive you will loose lives equal to the amount of creeps alive. Each team starts with 50 lives. 3) After the creep rounds the barrier is broken and the two teams can fight each other. The fight will go on for 2 minutes (so players can re-spawn and come back to the fight etc.). If you are really successful in the fight you can fight your way into the enemy base and start attacking their main building. They loose and you gain 1 life for every 100 hp lost of the main building. 4) The team looses if they reach 0 lives or if their main building gets destroyed.
Demons. And Demons build outposts and run away. Chasers win if they have all nine Runners captured. Chasers lose at Time Limit, or if all die.
West. http://kniveslives.net This map is a real time space strategy game. Colonize planets, build ships and buildings, create alliances and destroy your ennemies. ****This map is protected by W3 Map Optimizer**** If you do have any question about this map, simply send me a message! Models are being uploaded on this site. The reason it is protected is only because of the optimization which grants a lighter map and, overall, a fast loading time. If you want to help me, you can: -Report bugs -Host the map! -Suggest things. >>Credits:>Update Log
devastating abilities. To win the game either side must eliminate all the other sides hero's. This is a game that is fun to play and will never be the same twice. Good may have as many as 11 hero's Evil must have 1 human player. Note: This is Beta Version 0.7 Installation instruction are in the readme.
version 7.3 is based on 7.2 by Spontanus & Risk_FTW. Middle Earth Risk 7.91 is the newest final official version. The most important differences between Middle Earth Risk 7.91 and 7.9: - errors fixed - Shelob changed (sheâ€™s not moving and cannot be hurt by range attacks) - new commands: -color (let to see a list of playersâ€™ colors) and â€“teams (let to check whoâ€™s teamed with whom in â€“ao2 mode) - terrain changed a bit - improved Information (F9) The most important differences between Middle Earth Risk 7.9 and 7.81: - removed possibility of crashing the game by long-range units (they don't jump into the circle automatically) - resolved problem which turned towns into neutral - fixed other errors - special points renamed to points - very big changes in descriptions of units, auras and abilities, information (F9), text massages and hotkeys (added and adjusted) - rebalanced units with damage reduction (strong body, robust body), cleaving attack, heroes and few other - conditions of victory set for every mode - -np (No Pacts) mode - -ao2 (Alliance of 2) mode where everyone can choose one teammate during the game - game begins after minute while which red chooses a mode and submodes - submodes: -g7 (begin gold = 7, begin points = 0), -rules (no pacts out of team), -80% (win with 80% of towns), -90% (win with 90% of towns), -t45 (set turn time on 45 s) â€“t100 (set turn time on 100s) - in some modes and in â€“rules submode host can kick - in team mode when player leaves his income, resources, towns and units are given to his teammate - control is shared automatically in team modes - palantirs in Minas Tirith and Istengard - nearly free control of cameraâ€™s distance, degree and rotation - new icon for points and Nazguls, 3 new models - some changes in overview - bridges work without errors - if you start to rise/draw a bridge or open/close a gate you see a massage - Shelob changed strongly â€“ she doesnâ€™t move and canâ€™t be hurt by range attacks, player who defeat her gains 25 points (not 50) - lifesteal auras (except of Aragornâ€™s) donâ€™t work for Dead - heroes haven't web - catapults are more expensive - eagle has an aura, type of Which Kingâ€™s aura changed
and I think you'll agree with me it's the best tag map for Warcraft 3 ever.
Warcraft 3 tag map, so I made this map. Hopefully you will agree with me, this map is much better!
Player: 11 Short introduction At first, the host pick the settings (too less atm) [e.x: Forestmode: 75-125 Tree will be plant randomly over the map] Game start with "-start" ---- You have headstart of [U]30 seconds[/U] before the first zombies will spawn. Now you (and your team) must be fast build up an defense. The zombies are very weak but they multiple with "each" kill. So there are no safe place around, your base will fall. Always enlarge your base to prevent to die. For each kill you gain points. There are several awards, if you reach a point limit. At 10.000 Points you gain the advanced worker, who can build "better" towers and walls. For every 300 point you get an upgrade, which strenghen your walls and tower.As you the undead will get better too,it depends on the kills. I deveopled a system to balanced the player. All the more percent of points a player gained so much lesser points he will get. [e.x: A player has 50% of the teampoints, and kills a zombies that gives 25 points. He will get 12.5(50%)points and the other 12.5 will be share over the teams.] So there will be no extreme difference between the player points. --- Just survive as long as possible. --- Later i will add a Save/Load system to save played Games,Killed Zombies and more but no points. Have fun and good luck! Protected?: Yes Sorry for my bad english
on version 7.2 by Spontanus & Risk_FTW. Middle Earth Risk 7.8 is the newest official version. The most important differences between Middle Earth Risk 7.8 and 7.7: - statistics of ALL units, hero, special abilities and auras have been balanced and remade according to the mathematic - gates work properly - changed taxes and spawns - Resources changed: Wood has been replaced by Special Points and Food by Glory. - Special Points (SP) works similar to wood but you get SP/turn = (Glory+3)/4 - you don’t need Glory/Food for hero - hero aren’t so mighty warriors as they were. Now they are useful only as a support (as it should be) - no hero cloning. You cannot buy a new hero with the same name while old one is still alive (ex. there can be only 1 Which-King same time), excluding Nazguls. - 4 new heroes: King of the Mountains, Gandalf the Grey (+new model), Gandalf the White, Black Rider - new models, other visual changes - changed sounds of armour (while hitting) of many units - units and hero changed for being more similar to LotR - changed paths (walls are not able to be passed) - 4 units added - 3 units removed because there were an invention of MER’s authors and don't exist in LotR - new commands “-to X” “–from Y” which let you to make a charge into or from the caves - it’s easier to use Cair Andros’ bridge - a lot of small changes and fixed bugs - changed F9, improved hints, thanks and credits The most important differences between Middle Earth Risk 7.7 and 7.6: - much more balanced units (about half of them was changed) - gates and bridges works as they should (times is needed for opening and closing them, they are repaired only at the beginning of each turn) - a ford added next to Osgiliath (units move really slow in it and aren't able to attack effectively) - Moria replaced by Misty Mountains - Mithril Mines replaced by Moria - North Rohan replaced by Enedwaith - West Rhovanion replaced by East Emnet - lands of Harad renamed - Brown Hills called Iron Hills - gold and spawn system is partly changed - 4 new units added - undead dwarves removed - 7 new models - outlook changed a bit - new hero: Aragorn (very effective against Deads) - Thurin, called Dain, moved into Iron Hills - few units renamed (Beregond called Faramir) The most important differences between Middle Earth Risk 7.6 and 7.5: - much more balanced units - removed few bugs - rebuild of income - defending in caves is no longer way to splash enemies - les differences from Tolkien's world - new hero: Eowyn (very effective against Witch King) - more balanced - les differences from Tolkien's world - better outlook, 1 new model The most important differences between Middle Earth Risk 7.5 and 7.42: - new models in game - more balanced - les differences from Tolkien's world - better outlook - remade information form F9 The most important differences between Middle Earth Risk 7.42 and 7.3: - more balanced - les differences from Tolkien's world - renamed towns - correct information which country's part this town is - better outlook - list of authors - removed not actual information form F9 - to4 mode
your family and enjoy the map:) My next map is Rage of Empires. Ready for a new hot map? Download it anytime it comes! Have fun! Have Luck! ...
wishes post them here and I will see what I can do Changelog 1.08 - 1.09 •changed some ability's •fixed all known ability bugs (well kinda^^) •Omnilight (Tutorial on www.frogz.co.nr) •fixed major bug with helldemon •changed 2 hero models •reworked the enviroment (new tactical stuff) •add "-tournament" mode (info's on www.frogz.co.nr) •added Fog to the map •fixed kill system •fixed hero income Next Version •bugfixing with share mode •new Attachment for Helldemon A Little Gameplay video: http://www.youtube.com/watch?v=x6wJ27Xcsgw
features all new artwork with a modern twist and allows the player to get the futuristic style of play. This game allows the option of custom heroes and scenery with such cool features like a Doodad builder and custom spawners. This game has detailed state of the art scenery and items and is a must play for all fans. Play this game with 8 other friends and see why this game has become legendary in the Wacraft 3 RPG world. The Path Of Ashes
dragons (what came first, the dragon or the egg?). Back then, a war waged between the elements, shaking the very foundation of our now known worlds. A war that would shape the fate of all... [u][b]Factions[/u][/b] There were eight factions. When the war broke out, each faction called upon the aid of there element, releasing a power to the battlefield never seen before. Their factions became the Fire, Nature, Air, Mystic, Tech, Water, Holy and Earth. [u][b]Mystic[/u][/b] The first and only finished faction for now is the Mysic. The Mystic have forced there powers in secret, creating sources of energy where they could tap their power from. The Mystic boast many spellcasters, as well as magical melee and air. The only downside is their total lack of ranged units. [u][b]Nature[/u][/b] The next faction to be released will be Nature. Thats why I'll tell a little about them. The nature boast strong ranged units as well as a large number of melee. Their army is supported by the strong wizardry men, known as druids. [u][b]Features[/u][/b] Mass War Factions brings few new options beside the normal Warcraft III options: - The possibility to command up to 300 hundred units instead of the 12 usual. - When the game start you have to chose your faction. When you do so an entire base is automatically summoned. - Buildings are not constructed whit a builder but by selecting building foundations where you can construct them. - Nearly all unit powers are auto-casted, which is done to make life more simple. [u][b]Credits[/u][/b] The credits for the custom models, icons and special effects go to their respective owners from the hiveworkshop. Thank you, hivers.
Each player starts out in a classroom, and each one is released in thirty second intervals, allowing for each player to get a head start for leveling up and finding useful items. You will be released into a a big island, that, as mentioned, has a whole bunch of items on it that will help you kill your enemies. You may combine items to make different, more powerful items. Different doodads and destructible will allow you to get a 15% "covering" bonus, giving an evasion effect. A flash light can also be used to see further while walking around the island. Killing creeps across the map will level up your hero. Kill everyone in this free-for-all battle to the death!
and co-ordinate your battle plans for control of the land! AI can play, add as desired. Play instructions are provided in the Quest Log. Features: - Round based structure. Giving players a more strategic, planned actions type of game. - Morale System. If a team suffers many civilian or troop losses its morale may fail, causing troops to flee from the field of battle. - Music System. Featuring music that changes during battle and when the game objective, the Prince, is attacked. - Full AI support. Players set as computer can build armies and conduct both dynamic attacks and defense. - AI Control System. Pressing ESC during play brings up an AI control menu allowing for the selection of a range of different attack and defend strategies. Have the AI support your team the way you want it to. - Central Road Area. Face off with opponents in small skirmishes outside of the round structure in an effort to claim sole access to the travelling Merchants. - Merchants. They travel the central road and sell a variety of strange items. - Round Bonuses. Each round there is a chance that both teams will receive a bonus. The player on each team that receives it depends on their actions during the game. - Play balance. The stats and abilities of all the units have been carefully set up for a balanced game with effective counterability. - Blood effects. Now when you hit someone with a sword or shoot them with an arrow, blood comes out, not just on death. - Custom abilities, upgrades and items that are trigger driven for previously unseen effects. See the change log within the map archive for development information. v0.99j CHANGELOG: Added the ability to open the Castle Gates during an attack. Select via the AI Menu. Opens one set of gates each time. Each cannot be reclosed until the next round. Use with caution! Can also be used to cause your AI allies to fall back. Added additional event feedback. Added limited AI defense reactivity for an all AI team. Minor Changes: Catapults can no longer bleed. Fixed Team 2 camera panning when an attack begins. Reduced duration of Elemental Chaos skill. Additional miscellaneous fixes.
and co-ordinate your battle plans for control of the land! AI can play, add as desired. Play instructions are provided in the Quest Log. Features: - Round based structure. Giving players a more strategic, planned actions type of game. - Morale System. If a team suffers many civilian or troop losses its morale may fail, causing troops to flee from the field of battle. - Music System. Featuring music that changes during battle and when the game objective, the Prince, is attacked. - Full AI support. Players set as computer can build armies and conduct both dynamic attacks and defense. - AI Control System. Pressing ESC during play brings up an AI control menu allowing for the selection of a range of different attack and defend strategies. Have the AI support your team the way you want it to. - Central Road Area. Face off with opponents in small skirmishes outside of the round structure in an effort to claim sole access to the travelling Merchants. - Merchants. They travel the central road and sell a variety of strange items. - Round Bonuses. Each round there is a chance that both teams will receive a bonus. The player on each team that receives it depends on their actions during the game. - Play balance. The stats and abilities of all the units have been carefully set up for a balanced game with effective counterability. - Blood effects. Now when you hit someone with a sword or shoot them with an arrow, blood comes out, not just on death. - Custom abilities, upgrades and items that are trigger driven for previously unseen effects. See the change log within the map archive for development information.
from two to six teams. Once you have your team, your objective is to throw the Frisbee to one of your team mates. If he catches it, he will get a chance to throw it to another team mate. Your team must do this until they are able to get the Frisbee into the goal area. The Goal areas are located to the North and South of the field. Be the first team to 21 points and you will be the Champions!
to any of these questions, then you should test your skills on the My Boomstick map.
vs three tag style map. For all of you animal lovers, and/or closet PETA supporters, you will appreciate this download...you can choose from an assortment of cute furry animals; There are also three hunters to choose from, and all have special abilities. ANIMAL TAG Azjherben is still a WIP, (Work In Progress) and is in the process of being tested, so any and all constructive crititisms would more then likely be appreciated by the developer. [b]Some of the features of this map include:[/b] The available Animals: The Rabbit The Frog The Wolf The Raccon The Chicken The available Hunters: The FireHunter The Mechanical Hunter The Water Hunter Ten good hiding places As this is a WIP, [url="http://warcraft3.filefront.com/developer/azjh;27420"]azjh[/url] hopes to have a revised version released soon, until then, enjoy ANIMAL TAG Azjherben (v0.85) and happy gaming! The developer has also stated that, at this time, there are no screenshots available, but some will be sent in soon. Refer to the readme for additional information.
game include: Control regions to gain gold. Build armies of units to dominate unclaimed or enemy controlled regions. Attack cities to capture them. Along with the features found in the previous versions, this updated version brings a few changes and fixes. The same great content can be found here: [*]A functional score board [*]Artificially-Intelligent Barbarians & Axemen There are four main aspects of this game: Build units to conquer your opponents. Capture cities by attacking them and dealing them 75% damage. Control empires by capturing a specific number of cities in a region. (Each region contains a variety number of cities i.e. Cuba has only 2 cities while Mexico has 8) Depending on how many cities in the regions you control, you will gain extra units from that region. You also have a total of nine regions: North West Cuba Great Lakes North East Canada South East Mexico South West This is the final version for American Risk. Refer to the readme for more information.
domination...however, this one takes place in the continental America during the late 18th century. Along with the features found in the previous versions, such as: A new score board Lowered health of all units by 25% Artificially-Intelligent Barbarians & Axemen this map has been updated to enhance the gameplay, and elevate the funAbility factor! [b]There are four main aspects of this game:[/b] Build units to conquer your opponents. Capture cities by attacking them and dealing them 75% damage. Control empires by capturing a specific number of cities in a region. (Each region contains a variety number of cities i.e. Cuba has only 2 cities while Mexico has 8) Depending on how many cities in the regions you control, you will gain extra units from that region. [b]You also have a total of nine regions:[/b] North West Cuba Great Lakes North East Canada South East Mexico South West Refer to the readme for installation information.
features found in the previous version, this updated version brings a few changes, such as: A new score board Lowered health of all units by 25% Artificially-Intelligent Barbarians & Axemen [b]There are four main aspects of this game:[/b] Build units to conquer your opponents. Capture cities by attacking them and dealing them 75% damage. Control empires by capturing a specific number of cities in a region. (Each region contains a variety number of cities i.e. Cuba has only 2 cities while Mexico has 8) Depending on how many cities in the regions you control, you will gain extra units from that region. You also have a total of nine regions: North West Cuba Great Lakes North East Canada South East Mexico South West Refer to the readme for installation information.
so you have to build barracks - auto build units and get to enemy castle. To kill enemy units you have to build towers, towers cant attack, so you have to have cannons in them (items) these cannons you can build in Workshop..." This is a popular and good TowerWars-idea. It gives a challenge and there are different strategies to win this one. Next to the very well known Line Tower Wars, this is probably the 2'nd most popular TD-wars map.
buy items and become strong as effective as possible within a given time-limit and then participate in a tournaments where the players battle it out among with one teammate. There are 3 settings of gameplay-length that affects creeping-time and amounts of tournaments pr. session. Lots of different heroes to select from + all random mode. Compared to the Solo-version, this also has new items, shops etc. to make the game a lot more interesting. This game is intended for 12 players, but it does have A.I., making you able to test out the different heroes before going online. There is also a solo-version of this map that can be found [url="http://warcraft3.filefront.com/file/Golden_Tournament;73567"]HERE[/url].
out among with one teammate. There are 3 settings of gameplay-length that affects creeping-time and amounts of tournaments pr. session. You have 22 different heroes to choose from + an all random mode. Compared to the Solo-version, this also has new items, shops etc. to make the game a lot more interesting. This game is intended for 12 players, but it does have A.I., making you able to test out the different heroes before going online. There is also a solo-version of this map that can be found [url="http://warcraft3.filefront.com/file/Golden_Tournament;73567"]HERE.[/url]
out. There are 3 settings of gameplay-length that affects creeping-time and amounts of tournaments pr. session. You have 11 different heroes to choose from. This game is intended for 6 players, but it does have A.I., making you able to test out the different heroes before going online. There is also a team-version of this map that can be found [url="http://warcraft3.filefront.com/file/Golden_Team_Tournament;73568"]HERE.[/url]
special bullets or items they may find along the way. Special thanks to 13lur for his help with the map. Features: -Up to a 12 player 6v6 team game. -14 unique guns and items. -3 battlefields. -Ability to vote on victory conditions to set game length. -Taunts. -Kills, deaths, and game status multibord. -Deathmatch, Capture the Flag, Phoenix Egg Battle, and Freeze Tag modes
objective. Your sheep can build a variety of structures as you accumulate gold over time. These structures include buildings which can be built in mass to be used as a wall of defence, a building for training \"fighting sheep\" to help you kill the other sheep (this building can also be used as a revive point), and structures that earn you more money over time. There are farmers and guard dogs all across the map which will try to kill you and the other sheep if you wander too close to their packs. These farmers also contain items that your main sheep can pick up to boost its stats.
following you! Read quests to find out what to do! Answer Riddles that you find by looking for them from the description given to you. Try to survive till dawn witch is in 20 minutes while trying to not be kiled and answering the riddles. The Blair Witch follows a person and every 10 seconds goes to another one s u dont know who shes going for!
levels), 16 types of units to create defense, each with usefull abilities and skills, 4 types of heroes, with powerfull abilities. Gold is for killing attackers, lumber is for buying items...
Urikah , and you are hobbits such as Bilbo, Merry, Pippin Sam, or Frodo.[/quote]
do not waste your time, and kill as many people as you can. If you are not the Killer, you better run fast !! If you stay in one spot, your position will be revealed to the Killer !! Collect Clues on the board !! Guess who is the killer !! And then kill him/her !![/quote]
more hard to believe is, the author is gonna keep adding MORE. This map is so good, and I'm not joking, everyone should have it.
about it is all the new models that come with it! I coult about 10 new skins/models included, but I might not have gotten them all. Most of the models are just reskins, but two stand out from the rest. I actually almost died when I saw that one of the heros had none other than the orc model from the orc campaign screen! Now, I know how hard that mustve been to turn that model into a unit, adding animations and such. The other was the model of a really high poly skeleton warrior, which looks like its from a campaign screen that never made it into the game. Now for the bad news. :p Its got some bad parts including not having very many new abilities, and giving some abilities that you can never use (such as force of nature when theres no trees) Also, the good side ancient of wonders just sells the normal stuff from melee, while the evil version sells TOMES. If that dosent unbalance a game I don't know what does. Also, some of the heros for the evil side dont even show up, so they can have an invisible hero that is not only unselectable by the enemy, but it is silent as well. How this could be v1.1 is beyond me. Looks like to me this still needs to be in alpha stage, because it has so many bugs in it its unplayable. The only good part about this map would be the new skins and models.
have been fixed. Wether its a better version of DotA than AllStars is kinda up to you, some think its better, others think its worse, its up to you.
system does not work at all, or at least I couldnt get it to work, which made me quite angry after I had bought some really expensive items that were in an item combination recipie, and after I completed the recipie, nothing happened. Now, making that sort of system work in a game is extremely difficult, or I might have just been doing it wrong. Perhaps a good idea would be for the author to include some instructions on how to combine items, as it obviously dosen't work like in other DotA maps. Secondly, after I was able to get the fire key that let me into the island at the middle I noticed something distrubing. Once I had purchased my item, I could not get off the island. The only way for me to get off was for me to kill myself. Apparently the pad that transports you back to the battlefield is not working, unless youre supposed to get trapped there. Other than these bugs, the map is pretty fun to play, but its got quite a ways to go in order to surpass DotA AllStars.
pointless. :p Anyway, DotA is without a doubt the most played map on battle.net so don't be the only guy without it. :D
in any of my previous maps? Anyways, this Helms Deep is far different from any of the others you have seen. Its very balanced, with the good side depending on quality, rather than quantity. Even though your heros can die, it is possible for them to come back, provided they have an ankh of reincarnation on them, which can be bought, so your hero can come back, but only if you have taken prior steps for them to do so. This map also features a awesome cinematic in the beginning, which took a hell of a long time for me to make, so you won\'t be disappionted. I\'ve also made it so the good side has a food cap, so they can make more units, but the number they can make is very limited. The Uruk-Hai side, however, has an unlimited food cap, so they are going to go for mass numbers of units, to overwhelm the small force in the keep. Gandalf is playable in this version, but the player can only sit and build lots of units, as he is not allowed to join in the battle until dawn, which is 20 mins into the map. A player does not have to be Gandalf, since I have made it so if a slot is empty, the other players on that team can control that players units, which includes being able to build from that players buildings. I hope you guys really enjoy my map, which I have worked countless hours on to make it a fun map for you to play on. Any feedback on how to improve it would be greatly appreciated.
the evil sides units are slightly stronger than the good side units, so the evil player only has to worry about the good side heros.
if you keep moving you wont get hit. Another nice addition is the stamina factor. Your stamina is displayed in mana, and the more you move, the lower your mana gets. If your stamina gets to zero you are forced to rest until your stamina regerates leaving you open to attack, so try not to run too much. I had a lot of fun with this map even playing against comps, so against humans it must be awesome. If you like paintball maps, you have to get this one.
the evil sides units are slightly stronger than the good side units, so the evil player only has to worry about the good side heros.
you don\'t have a full game, just fill the left over slots with comps! Theres even some funny things in the map like a dead Puff the Magic Dragon, among other things. Definately download worthy.