Grim's 2 team map pack
Posted: 22 Apr 2013, 05:20
http://hl.udogs.net/files/Uploads/%20Us ... packv1.zip
So a year ago, grim told me to make him a 2 team map pack. I have labored furiously over the last 4 days to steal as many maps and units as possible, for his project. The labor of love that was created shall be known as "Grim's 2 Team Map Packā¢".
Basically I've taken most of the popular 2 team maps, as well as some less played ones, and given them new unit trades. There are usually 2-3 variants per map, such as MG (Myrkridian Giant without special throw), FG( Forest Giant), Dragon (new dragon unit as map's focus), trow, and Troll (new sinkable giant unit as the map's focus), bre'Unor (using wolf heroes, bre'unor thanes, bre'unor shaman, and regular bre'unor), and shadow (a mix of dark and light). I have also changed assassin so that each map (excluding zodiac), has the statues from the great divide as targets, instead of mobile units. Hopefully this will create some fun games, as the targets are in interesting places on some maps.
I've also fixed some issues like sinkable dwarves on maps like acts and dun caric. I probably missed some bugs, so if you know of any tell me before I make a final version of this. I've also looked thoroughly at the unit trades and maximum points allowed, and am fairly satisfied with what they are now. If anybody thinks a unit trade is flawed, boring, or not right for the map, let me know and I'll make some changes.
Some of the new units may throw you off, or be different than how I described them earlier. Let me post some pictures and give descriptions here for you:
Giant Troll

Health: Trow
Resistances: lightning and explosive resistance at 50% (slightly worse than a trow's), and 75% faster pus recovery.
Attack: Melee strike equal to that of the trow kick/punch. Same attack rate.
Speed: Heron guard walk speed
Miscellaneous: Can walk underwater like a wight. Also rolls into a ball when it taunts, appearing like a rock. These rocks are placed on the map, and there are moving ambient rocks that appear similar. Hide as a rock or sink underwater and ambush your enemy!
Medusa Dragon

Health: Myrkridian Giant
Resistances: Fire 50%, slashing 30%, explosive/lightning 70%. Basically as resistant as the trow to explosives/lightning, but weaker to other attacks than the myrk giant.
Attack: Trow punch damage (a little less than double myrk giant damage), berserk attack rate
Speed: Heron guard walk speed
Miscellaneous: Special ability is to shoot a stoning breath at enemy units, in a straight line. Any unit caught in the path of this ability is frozen in place until healed. Units stoned in this way are also more vulnerable to damage. This ability can be used twice in one game, but the mana bar of the dragon must be fully charged.
Bre'Unor Shaman

Health: Warlock
Resistances: 70% explosive/electrical, 80% resistance to fire, 85% faster pus recovery time.
Attack: A fetch-ranged lightning bolt that sets the ground on fire, using the entire mana bar. Melee attack is the same as the journeyman.
Speed: Warlock move speed
Miscellaneous: Starts with 7 heals it can use. Upon death, a flame pillar will appear where it was, dealing some damage to nearby units.
Warlock Elder

Health: Warlock
Resistances: None
Attack: Smaller and weaker version of the warlock fireball, consuming about 1/3 of the mana bar. Range is somewhere between fetch lightning and warlock fireball.
Speed: Warlock move speed
Miscellaneous: Secondary ability is to shoot a ball of flame centipedes, which will jump from unit to unit until there are none left or its lifespan expires. Warlock fireball distance attack.
Wasp

Health: Spider
Resistances: 50% weakness to fire
Attack: Exactly same attack as a spider
Speed: Spider speed
Miscellaneous: Can travel over water like a soulless, and over rocks like a spider.
Fir'Bolg Archer

Health: Archer
Resistances: 15% longer freeze time from pus (original archer also has this).
Attack: Same arrow as regular bowman. Weaker melee attack.
Speed: Archer speed
Miscellaneous: Special ability is a "fever arrow" instead of a flaming one. If it hits a target, they will freeze like they were hit with a small pus.
Heavy Cavalry Warrior
Health: Maul
Resistances: 20% resistance to slashing, 50% weakness it kinetic
Attack: Myrk Giant damage, at journeyman attack rate.
Speed: Slightly faster than a spider.
Miscellaneous: When targeting an enemy from a distance, this unit will charge, receiving a 35% speed boost. Disclaimer: Not actually pink and green
So a year ago, grim told me to make him a 2 team map pack. I have labored furiously over the last 4 days to steal as many maps and units as possible, for his project. The labor of love that was created shall be known as "Grim's 2 Team Map Packā¢".
Basically I've taken most of the popular 2 team maps, as well as some less played ones, and given them new unit trades. There are usually 2-3 variants per map, such as MG (Myrkridian Giant without special throw), FG( Forest Giant), Dragon (new dragon unit as map's focus), trow, and Troll (new sinkable giant unit as the map's focus), bre'Unor (using wolf heroes, bre'unor thanes, bre'unor shaman, and regular bre'unor), and shadow (a mix of dark and light). I have also changed assassin so that each map (excluding zodiac), has the statues from the great divide as targets, instead of mobile units. Hopefully this will create some fun games, as the targets are in interesting places on some maps.
I've also fixed some issues like sinkable dwarves on maps like acts and dun caric. I probably missed some bugs, so if you know of any tell me before I make a final version of this. I've also looked thoroughly at the unit trades and maximum points allowed, and am fairly satisfied with what they are now. If anybody thinks a unit trade is flawed, boring, or not right for the map, let me know and I'll make some changes.
Some of the new units may throw you off, or be different than how I described them earlier. Let me post some pictures and give descriptions here for you:
Giant Troll

Health: Trow
Resistances: lightning and explosive resistance at 50% (slightly worse than a trow's), and 75% faster pus recovery.
Attack: Melee strike equal to that of the trow kick/punch. Same attack rate.
Speed: Heron guard walk speed
Miscellaneous: Can walk underwater like a wight. Also rolls into a ball when it taunts, appearing like a rock. These rocks are placed on the map, and there are moving ambient rocks that appear similar. Hide as a rock or sink underwater and ambush your enemy!
Medusa Dragon

Health: Myrkridian Giant
Resistances: Fire 50%, slashing 30%, explosive/lightning 70%. Basically as resistant as the trow to explosives/lightning, but weaker to other attacks than the myrk giant.
Attack: Trow punch damage (a little less than double myrk giant damage), berserk attack rate
Speed: Heron guard walk speed
Miscellaneous: Special ability is to shoot a stoning breath at enemy units, in a straight line. Any unit caught in the path of this ability is frozen in place until healed. Units stoned in this way are also more vulnerable to damage. This ability can be used twice in one game, but the mana bar of the dragon must be fully charged.
Bre'Unor Shaman

Health: Warlock
Resistances: 70% explosive/electrical, 80% resistance to fire, 85% faster pus recovery time.
Attack: A fetch-ranged lightning bolt that sets the ground on fire, using the entire mana bar. Melee attack is the same as the journeyman.
Speed: Warlock move speed
Miscellaneous: Starts with 7 heals it can use. Upon death, a flame pillar will appear where it was, dealing some damage to nearby units.
Warlock Elder

Health: Warlock
Resistances: None
Attack: Smaller and weaker version of the warlock fireball, consuming about 1/3 of the mana bar. Range is somewhere between fetch lightning and warlock fireball.
Speed: Warlock move speed
Miscellaneous: Secondary ability is to shoot a ball of flame centipedes, which will jump from unit to unit until there are none left or its lifespan expires. Warlock fireball distance attack.
Wasp

Health: Spider
Resistances: 50% weakness to fire
Attack: Exactly same attack as a spider
Speed: Spider speed
Miscellaneous: Can travel over water like a soulless, and over rocks like a spider.
Fir'Bolg Archer

Health: Archer
Resistances: 15% longer freeze time from pus (original archer also has this).
Attack: Same arrow as regular bowman. Weaker melee attack.
Speed: Archer speed
Miscellaneous: Special ability is a "fever arrow" instead of a flaming one. If it hits a target, they will freeze like they were hit with a small pus.
Heavy Cavalry Warrior
Health: Maul
Resistances: 20% resistance to slashing, 50% weakness it kinetic
Attack: Myrk Giant damage, at journeyman attack rate.
Speed: Slightly faster than a spider.
Miscellaneous: When targeting an enemy from a distance, this unit will charge, receiving a 35% speed boost. Disclaimer: Not actually pink and green