Templar's Bounty
Templar's Bounty is a single-player map featuring turn based combat. Plan your moves carefully when you find yourself facing enemy armies on a hexagon-grid battlefield, with combat inspired by what is seen in games like King's Bounty and the Heroes of might and magic series.
Almost everything in the game is randomized, allowing for some replayability despite the game being fairly linear and straightforward.
The map is currently in beta, so there are probably a few balance issues and bugs. If you happen to find a bug, I’d appreciate it if you would inform me about it.
I think the triggers need to be updated after the patch, all the in-game text is coming up as Param Errors. That includes victory message texts, Tips, Barracks unit buying screen (which btw doesn't work anymore for whatever reason).
Hi.
Just want to say, your map has a lot of potential. It looks awesome! I think you can create a cool game with a lot of abilities, races how it was in HOMM series. Please do not make this map public. Such maps should not be shared, because a lot people can ruin your map in future... Please trust me... Good luck, i hope you will do a great multiplayer map, but it will take a huge time...
@djimil11
Actually, what you are describing is intentional because this system is mostly based on the system of King's Bounty.
found a bug: in homm3 u can atack from the tile ur on in this ur movement tiles need to be able to walk over the enemy
if u make towns like in homm3 u win
This is amazing! so awesome!! Ive just started a map and was going to do something very similar!, like a heroes 3 map. would have loved to use some of your code.. if i could only understand the triggers haha
ill upload mine when i get a little further on it..
single player or multi player i think your map will be great :) and can be used for many other map ideas too
so Big thanks for showing me this is possible!
Update! The AI now works, so definitely check it out and share your thoughts about it. Check the Changelog for the rest of the changes.
Hello everyone.
Since the release of starcraft 2 i haven't really been working on the project at all (obviously because i've been playing it) but recently i started working again.
I'm saying this to make it clear for those who might be interested in the project that i haven't abandoned the project or anything, but i've got some new plans for it.
After doing some system optimizations i thought it would be fun to try and make an AI for the map, so that i could test stuff against the computer. Well, it turns out that it was way easier than i thought to make a decent AI.
I have been thinking a lot lately about the viability of the game being multiplayer. The time it takes to learn and get used to the game would probably mean this would not be very popular, and the matchmaking system i had in mind would probably not be awesome either.
So i think i'll try to start off with a small single-player adventure game of some sort. Most of the popular turn based games seem to mostly be about the single-player anyway, so i think it will work out better.
I might release an update soon that includes the AI so that you can actually play against something else than yourself.
This is very cool. Except,
The zerg win every time.
wow, tbh it would be great to see a starcraft board game style map xD
This looks almost like the heroscape board game actually.
Update!
Apparantly there were a lot more bugs than i initially perceived, but i think i managed to squish them all.
The map is now playable again, so be sure to try it out!
@BrogMaN
After beta phase 2 started, a lot of things started bugging. I've fixed most of the stuff and will release a new version soon.
I don't know if anyone else was having this problem but when I went to Test Document all that would show up was a completely uniform texture map with nothing on it at all. I thought that maybe there was something wrong with the newer version at first but the same thing happened with all the versions released. I eventually went into the triggers and switched the order around. I placed "Create Player 1" and "Create Player 2" at the top of the initialization triggers list and then the map loaded properly.
I'm pretty excited for this game once you get the basic engine down and can start focusing on the unit abilities, attacks, etc. I love these type of games. So far the only gameplay issue i found was with the melee units. When they attack, they move in close to the target to do damage but they never back off. This makes the units overlap and when there are multiple melee units attacking the same unit this can be very confusing on who is attacking and even difficult to target the right unit.
Thanks for the comments, and thanks for pointing out that bug Uberrated. It has been fixed, and it should now be much easier to see which unit's turn it is.
@franck17
At the moment i'm planning for a player vs player game, but i also hope to eventually make some sort of single player scenario using the system (with a story of course)
This is amazing! Just like Uberrated mentioned, it's quite difficult to know which unit's turn it is.
Beside that, waiting to see how this map is going to become. Is this going to be mainly about player VS player or is there a ''story'' that you are going to make?
This looks fantastic. You should recreate Quest 64 after this :0
Very well done! I think this has great potential.
Couple of things: It is hard to tell which unit has the current turn. You should apply some sort of graphic effect under them so its unambiguous. I think the special abilities of the previous units whose turn it was linger if the next unit does not have a special ability. I had a situation where it appeard like the roaches had psionic storm. It was uncastable though.
Keep this up!