Wintermaul Redux 1.08g

Author: Taishaku

Patch Compatibility:
1.24e - 1.27a LAN: Compatible1.32 - 1.36 Reforged: Compatible3.0.x Definitive: Untested
Wintermaul Redux 1.08g terrain minimap
Terrain minimap

Lobby Preview

Wintermaul Redux 1.08g lobby preview

Preview image from the map file

What's in the map file

Extracted from the map file
12 chat commands12 quest entriesScript: JASS

Chat Commands (12)

-repick-kick-boot-air-fort-testing123-pause-start-level-nodefeat-killall-stop

Quest Log (F9)

Version 1.08
I'm expanding the tower repertoire so there's more flow and balance to the game. (Meaning you can't rush your ultimate as easily.) I improved the overall damage of all towers, so this game should be easier to beat without massing at Gray, which by the way now has a tower cap. I also added a minimap preview so people would stop freaking out over the fact that there are only three spawns. Also, map testers tell me that the game STILL experiences server splits. I've decided to bite the bullet and switch to a custom value system rather than a unit group system. It's ostensibly identical to the old system, but if this won't work, I don't know what will. -Income no longer increases at level 15. -The lives lost from leaking Duke Wintermaul has now been set to 15. -The gold cost of Lives has been reduced to 50. -Increased the difficulty armor bonus. -Fixed Blink hotkey. -Capped the number of towers at Gray at 75. -Splash no longer damages air units; it was too imbalanced. -Air units now move slower and have 25% less hit points. -Changed the name of Corruption to Corrosion. -Changed the name of Readying Aura to Arming Aura. -Added Tuskarr Warrior to Ice. -Added Archer, Sapper Team, and Gunship Mk I to Technology; removed Howitzer and V1 Rocket Launcher. -Added Searing Axe to Fire. -Added Buzzsaw Mech to Electricity. -Added Midwestern Gustfront to Wind; redesigned Desert Sirocco. -Added Death Tower and Rust Projector to Poison; removed Poison Tower. -Removed Gnoll Warrens; redesigned Gnoll Stonebreaker and Gnoll Shardshooter. -Overhauled Earth. -Added Aquamarine Destroyer to Crystal. -Increased the attack damage of all non-splash units. -Fire Tosser can no longer attack air units. -Added Multishot to Sparkler and Crackler; removed Splash. -Removed Turbulence from Webspinner. -Redesigned Blistering Beetle; renamed Spiker Beetle.
Version 1.07
Hopefully there are no more server splits with the staggered spawn system. Anyhow, I addressed the complaints that some of the ultimate towers are useless by late game. -Redesigned Hypercane, Epicenter, and Eye of the Storm. -Added Splash to Sparkler and Crackler. -Increased the attack damage of Lightning Rod and Tesla Coil.
Version 1.06
This damn server split problem doesn't seem to be going away. I'm testing a new spawning system in which ground units spawn with invulnerability and become vulnerable as they begin moving. -Decreased map size. -Added a repick function. (Type "-repick") -Nerfed the stun duration of all AoE stun. -Nerfed the splash radius of many towers. -Increased creep difficulty. -Increased the gold cost of Ballista, Polybolos, and Aeroplane. -Increased the gold cost of Reign of Fire. -Decreased the gold cost of Terra Mater. -Increased the spell duration of Faerie Fire. -Increased the spell duration of Might of Oaks. -Increased the spell duration of Web; increased the cooldown. -Redesigned Crystal Rage and Crystal Fury.
Version 1.05
SOMEBODY BEAT NORMAL?!?! -Added Mark to builders. -Added Unstuck to Anti-Stuck. -Removed the third bounty increase; one gold for 1-15 and two gold for 16-30. -Decreased the hit points of Duke Wintermaul. -Increased the number of air spawns from 10 to 15. -Increased the number of 21-30 spawns from 10 to 15. -Decreased the movespeed of 11-20 spawns. -Removed the armor typing weakness of Normal. -Decreased the gold bonus of Bank Tower. -Increased the spell damage of Poison. -Redesigned Poison Tower and Poison Spire. -Increased the attack damage of Sludge Flinger and Sludge Spewer. -Changed the available attack targets of Ice Troll Priest and Ice Troll High Priest. -Increased the attack damage of Frost Blaster. -Increased the gold cost of V2 Rocket Launcher. -Increased the gold cost of Nuclear Missile Silo. -Decreased the gold cost of Flame Dancer and Flame Star. -Increased the gold cost of Flamethrower and Incinerator. -Decreased the splash radius of Spring Breeze and Spring Zephyr. -Decreased the spell damage of Hypercane. -Decreased the stun duration of Epicenter; increased the spell damage. -Decreased the attack range of Sapphire Buster and Ruby Blaster. -Decreased the gold cost and attack damage of Crystal Lagoon and Crystal Lake. -Increased the gold cost of Mystic Enchanter and Mystic Sage. -Increased the area of effect of Mystic Arrows.
Version 1.04
Due to popular demand, I made it possible for other players to pick difficulty if Red is not present. I also further balanced the races. -Increased the bonuses provided by aura towers. -Increased the attack damage of Bank Tower. -Removed Sell from Egg Sac; Egg Sac's gold cost is now counted as apart of an upgraded tower's gold cost. -Decreased the gold cost of Ent Treecrusher, Ent Stonethrower, and Ent Rootbreaker. -Changed the attack targets available for Ent Stonethrower. -Increased the attack damage of Natural Pool and Stagnant Pool. -Increased the gold cost of Stagnant Pool. -Added Might of Oaks to Keeper of Nature and Guardian of Nature.
Version 1.03
The server split problem has been resolved for the most part. No more mass disconnects, anyway. -Changed the armor typing of Duke Wintermaul; increased the hit points of Duke Wintermaul. -Increased the gold cost of Catapult, Mangonel, and Mortar Team; increased the damage of Mangonel and Mortar Team. -Increased the gold cost of Polybolos and Aeroplane; increased the damage of Polybolos and Aeroplane.
Version 1.02
This map was released to address the increasingly commonplace server splits that plagued 1.01. I have redesigned the initial spawn triggers to attempt to remedy this problem. There is also a buff to splash to encourage their use rather than lag-increasing Spell towers. -Removed spawn unit group array. -Removed nonessential "permanent" groups. -Redesigned multiple triggers. -Removed death effects. -Fixed the splash radius of Insect towers. -Increased splash radiuses by 25. -Added Blink to all builders. -Redesigned Crystal Rage and Crystal Fury. -Added Turbulence to Webspinner. -Added Splash to Flame Dancer and Flame Star. -Reduced the movement speed reduction of Oozing Aura and Flooding Aura. -Reduced the spell damage of Hypercane. -Increased the damage period of Eye of the Storm.
Version 1.01
This map has successfully finished its run in its first version to mostly positive reception. Huzzah. Many bugs and typos were pointed out over time, and they were remedied in the lettered versions. But this version condenses all this and includes major bug fixes and a reduction in overall difficulty by improving ultimate towers while also removing the lag generated by them through increasing their gold costs. An additional thank you goes to Relenor of HiveWorkshops for pointing out numerous typos. -Cleaned up workers. -Fixed Howitzer and Railway Gun attack typing. -Fixed Meteor Minion and Meteor Master. -Increased the gold cost and splash radius of ultimate towers. -Increased the attack damage of Flamethrower and Incinerator.
Version 1.00
First and foremost, I thank everyone who helped me beta test this map, your input has been invaluable to the balancing of this map. Especially three people who will go unnamed. In that one game, you taught me the importance of dumbass-proofing this game. Major changes include the addition of new towers to Insect and new triggers to improve gameplay, as well as vital bug fixes. Minor changes are geared primarily to improve balance. But otherwise, this map is complete! -Added an anti-return trigger. -Increased the gold cost of all ultimate towers. -Added Leaping Spider and Deathspewer to Insect. -Fixed Web. -Fixed Munitions Factory. -Fixed Cornucopia. -Added Splash (Small) to Ballista; removed Splash (Line) from Ballista. -Increased the attack damage of Railway Gun. -Increased the movement speed reduction of Cold. -Decreased the spell damage of Poison. -Increased the attack damage of Flame Dancer and Flame Star. -Increased the attack damage of Sparkler and Crackler. -Decreased the stun duration of Meteor Strike and Star Strike. -Redesigned Static Purger and Static Discharger. -Decreased the gold cost of Dynamo and Alternator. -Increased the attack damage of Lightning Rod and Tesla Coil. -Increased the armor reduction and cooldown time of Faerie Fire. -Fixed the available attack targets of Ent Stonethrower. -Decreased the spell damage of Devour. -Increased the attack damage of Keeper of the Earth and Guardian of the Earth. -Decreased the percent chance to Bash. -Increased the attack damage of Pebble Flinger and Pebble Skipper. -Removed Bash from Gnoll Shard Repeater and Gnoll Shard Sprayer. -Increased the gold cost of Icicle Tosser and Icicle Sprayer; increased their attack damage. -Increased the attack damage of Snowball Launcher and Snowball Shooter. -Removed Poison from Stagnant Pool. -Redesigned Plague Engine and Plague Nexus. -Increased the splash radius of Tropical Typhoon. -Decreased the splash radius of Winter Gale. -Decreased the attack damage of Envenomed Impaler. -Increased the area of effect and armor reduction of Corrosive Cocktail.
Introduction
This map was made for those who like Wintermaul but hate the fact that the only way to lose is to lag out. It has been remade from the bottom up. All of the inefficient triggers and pathing, contributed by generations of (incompetent) map makers, have been redone to make gameplay smoother. In addition, the map has been made perfectly symmetrical and greatly simplified; before, Wintermaul maps tended to be very asymmetrical. All of the "new" races have also been removed. Most of them were made with no vision and were terribly unbalanced. I retained Wind and Insect to have every possible variety of primary and secondary attack types possible. In addition, most of the races now have upgradable towers to improve game continuity. Finally, all of the spawns have been rebalanced. Before, the balancing was haphazard at best. Now, spawn difficulty is mathmatically scaled. Also new is the level system. Every five levels cycles the armor of the spawns; typing now plays a much more important role than in past Wintermaul games. On a side note, the number of spawns, doodads, and effects have also dramatically decreased (and with it, the lag). In fact, if your spell settings are set to Low, the only effects you will see are Bash, Poison, and Cold. Although I am pleased with many of the adjustments I have made, the most distinguishing feature of this map is the collective bounty system. When one player kills a unit, all players receive gold. This eliminates the in-game bickering that ensues when one player feels that they are having their kills stolen. By the way, do not worry if a player leaves; a leaver's bounty will be given at random to another player whenever a unit is killed.
Spawns
The first level, Scout, is Normal so players can get a feel for the difficulty of the game. But from then on, armor goes through a five level cycle. The order is as follows: Fortified, Medium, Unarmored, Heavy, Light. Razing deals double to Fortified, but half to Unarmored. Normal deals double to Medium, but half to Heavy. Maiming deals double to Unarmored, but half to Fortified. Magic deals double to Heavy, but half to Light. Piercing deals double to Light, but half to Medium. Spells deal full damage to all armor types. In addition, each level has an added bonus to make it more challenging. Fortified levels have 200% armor. Medium levels have Hardened Skin and 125% normal hit points. Unarmored levels have +100 movespeed and Evasion. Heavy levels have 150% normal hit points. Light levels are air units and have Spell Resistance, but no armor and lower hit points. Be sure to pay attention to typing and ask those behind you to cover your typing weaknesses!
Races
Crystal (Magic/Normal) - This race was designed to be a high damage output race. It has very expensive towers with splash attacks and above average range and towers with both fast and slow attack speed. BE WARNED: It has the most expensive basic tower (at 40 gold). Earth (Magic/Razing) - This race was designed to be equally suited at killing Heavy and Fortified armor targets. Almost all of its towers splash, but suffers from poor range and slow attack speed. Fire (Magic/Maiming) - This race was designed to kill Heavy armor targets. It has an excellent mix of towers, with a cheap basic tower for mazing, and has average range and attack speed. However, its greatest weakness is its inability to effectively defend against air units. Wind (Piercing/Magic) - This race was designed to be dedicated anti-air. All of its towers have a splash attack against air units but no spells. They have above average range and fast attack speed. Ice (Normal/Piercing) - This race was designed to be a traditional cold race. Most of its towers do not have splash and have low attack damage, but it makes up for this with slowing attacks. It has average range and attack speed. It has the second most expensive basic tower (at 12 gold). Poison (Normal/Razing) - This race was designed to be a traditional poison race. Most of its towers do not have splash, low attack damage, and no spells, but it makes up for this with slowing, damaging poison attacks that stack. Typically, the best strategy to use with this race is to create large mazes (for the poison to take effect). It has average range and fast attack speed. Insect (Maiming/Normal) - This race was designed for mazing. It has only one tower: a very cheap basic one with no attacks. This basic tower is then upgraded into various other ones, which have mediocre damage and range and slow attack speed. Typically, the best to use with this race is to create large mazes with the basic towers to make up for the other, lower quality towers. Electric (Piercing/Maiming) - This race was designed to perform against both air and ground targets. It has an excellent mix of towers, with a cheap basic tower for mazing that can upgrade into one of two excellent support towers, and has average range and fast attack speed. However, this race has no primary splash damage. Stone (Razing/Piercing) - This race was designed to kill Fortified armor targets. Most of its towers do not have splash, but each tower does have the ability to perform a mini-bash. It has below average range and decent attack speed. Tech (Maiming/Razing) - This race was designed to be an artillery race. Its towers have the best range of all the other races', as well as splash attacks, but have typically slow attack speed. Typically, the best strategy to use with this race is to build a maze directly adjacent to another player's so one gets two mazes for the price of one.

Map Specifications

Terrain Dimensions96 × 96
Playable Area88 × 88
Suggested Players9
Max Slots10 slots
Size212.37 KB
Script EngineJASS
Graphics ModeSD & HD
Lobbies106

Author's description

Original in-game description by Taishaku
Work together to stop the forces of Northrend from escaping! Original map by Duke Wintermaul.