Update v4.1g
- Rumble maps completely transformed: new unit set including Forest Giants and Wasps; maps lightened to look like twilight
- Number of Dwarves reduced on several maps (wherever imbalanced)
- Breakaway walls now more easily breakable (normal RD's and Wild West TNT work)
- Inside maps: Fire arrows removed from Archer reinforcements
- Inside maps: Reinforcements now arrive after the siren on short games instead of immediately
- Inside maps: Fixed the "reinforcements sometimes shoot at the sky for no reason" bug seen with Anywhere plugins (especially Wild West)
Unique and Interesting Features
- A major mod of GimpMask's excellent map, used with permission
- Large selection of two-team and FFA maps where you start outside and work your way into, across, or around the StoneHeart; and where you start inside and must fight in close-quarters combat just to stay alive!
- All unit trading based on Difficulty (details below) so that teams are always equally matched
- Truce Sirens on all games to allow players time to set up before battle
- Wrath of Baak to keep players from attacking pre-siren on inside maps (details below)
- Inside maps (Maze/Frenzy/Cage) include Reinforcements which arrive at just under 5 minutes remaining (or earlier if only one or no teams remain alive inside). All teams always receive reinforcements even if they are killed inside at the beginning (unless one team wins outright before they arrive). Makes for unique Assassin and CtF games where you can sometimes "come back" to win!
- Randomly rising/falling gates on two of the inside maps (Frenzy/Cage) for a gaming experience like no other. Yes, you can get stuck in them.
- Strategically placed breakaway walls for Rocket Dorfs, Flare Dorfs, and other explosive units
- Breakable trees around the outside edge, allowing for explosive access to snagged game balls
- Unique and challenging flag/ball layouts on all maps
- Special Scavenger Hunt Balls 6 to 9 (inside maps include Ball X) plus an all-new game type: True Scavenger Hunt
- Ball launchers for Bacon/Captures/Scavenger Hunt
- Single unit Assassin games (Timid difficulty on Light/Pathfinder/Riot) designed for conversions such as RDF and WWII
- Perfect for RDF, the Anywhere multiplayer plugins, and just about every conversion under the sun
- Mini Peasant™ hunted units on all outside maps - hilarious!
- Easter Eggs and more!
Maps
The maps on SHRDF are divided into two main types: Inside and Outside; with Light, Dark, and Dwarf variants:
Map |
Units |
In/Out |
#Starts |
Gates |
Description |
Light |
Light |
Outside |
2,4,8 |
No |
Standard Light units
Army size based on difficulty (see details below)
|
Pathfinder |
Light |
Outside |
2,4,8 |
No |
Same as "Light" but includes invisible Pathfinder Dorfs
Extremely fun with Rocket Dorf Fest M+M or Giant Madness
|
Riot |
Dwarves |
Outside |
2,4,8,16 |
No |
Nothing but Dorfs
Designed for conversions such as RDF, Flare Dorfs, WWII
|
Rumble |
Dark |
Outside |
2,4 |
No |
Dark units in a slightly twisted setting with
Forest Giants, Myrmidons, Wasps, Fetch, bre'Unor, Ghols, Wights
|
Maze |
Light |
Inside |
2,3,6 |
Yes (at first) |
Light units in close-quarters combat
Legendary adds Warlocks - Inner gates go up once after siren blows
|
Frenzy |
Light |
Inside |
2,3,6 |
Yes (Up/Down) |
Light units in close-quarters combat
Legendary adds Warlocks - Inner gates randomly raise/lower
|
Cage |
Dwarves |
Inside |
2,3,6 |
Yes (Up/Down) |
Dorfs in close-quarters combat - ideal for conversions such as
RDF, Flare Dorfs, WWII - Inner gates randomly raise/lower
|
Unit Trading
Because the StoneHeart RDF map is relatively small, all Unit Trading is based on Difficulty Level. This means every team always starts with exactly the same units. For most games playing on Heroic is recommended, as Legendary adds inner fences to outside maps and the maximum number of units to inside maps, as follows (rein=reinforcement unit):
|
Timid |
Simple |
Normal |
Heroic |
Legendary |
Light Pathfinder Riot |
Very few or one unit Think: Elimination |
A handful of units |
A few more units |
MAX units |
MAX units PLUS small inner fences |
Rumble |
Always MAX units |
Always MAX units |
Always MAX units |
Always MAX units |
Always MAX units PLUS small inner fences |
Maze Frenzy |
MAX units MAX reins |
MAX units MAX reins |
MAX units MAX reins |
MAX units MAX reins |
MAX units PLUS Warlocks MAX reins |
Cage |
1 unit inside 1 rein |
2 units inside 2 reins |
3 units inside 2 reins |
4 units inside 2 reins |
6 units inside 3 reins |
Our Favorite Combinations
By far our favorite combination is to play RDF (Rocket Dorf Fest) RD Madness on Cage-6, Heroic or Legendary, 10 minutes Assassin, with the map off. Heavy Bacon (using Balls o' Fun) is also popular as is Giant Madness and Flare Dorfs. The Assassin game makes all your Dorfs targets. Having reinforcements adds many surprises!
All of the Anywhere multiplayer plugins play great on the Maze/Frenzy maps - especially Marathon Anywhere with Juggernaughts as Assassin targets. Oh man...
Another classic combination is RDF M+M Madness on the Pathfinder FFA-8 start, LMOTH, 4 or 5 minutes, map off. Because the Pathfinder Dorfs on this map convert to RDF Pathfinder Minis, the game tends to end with an insane semi-invisible battle at the middle. For those unfamiliar with RDF Pathfinder Minis, their Special Attack is a suicide explosion which makes for some amazing strategies and tactics.
Even more fun on the Pathfinder Map: RDF substitutes all Rocket Dorf types for Pathfinder Dorfs which means playing Giant Madness on the Pathfinder map gives you invisible Giants! The new Anywhere plugins also substitute converted units for the Pathfinder Dorfs. Try playing Captures with Wacky Balls (from Balls o' Fun). Yowza.
Trebuchets and Airships also make for extremely fun games on all maps, as do Bushido and UGR Anywhere.
Heck, there are so many combinations - and dozens we have yet to try - these are just the ones we play most often.
Wrath of Baak
Beware... Due to the nature of starting so close to the enemy on the inside maps (Maze/Frenzy/Cage), no one is allowed to attack until the Truce Off siren sounds - and I mean no one and no attacking whatsoever. Don't shoot at the ground, your comrades, a fence - don't even think about it. Anything other than Journeyman Healing (on Maze/Frenzy) will trigger the Wrath - and it can be pretty wrathful...
And just in case anyone complains that their units auto-attacked: all auto-targeting is turned off until the siren sounds. Keep this in mind if you put artillery units next to a fence that doesn't go up and the enemy is on the other side - they might auto-attack as soon as the siren blasts and consequently self-destruct.
True Scavenger Hunt
This map implements my special True Scavenger Hunt game type. With the help of Myrd at Project Magma (and some serious tweaking) the Scavenger Hunt balls are not only invisible on the overhead map, but are only visible when you are within visual range of them - just like enemy units! This means you must search for them like a true scavenger hunt. And of course, you can hide them too. Muhahahahahaaa...
All maps also include my special Scavenger Hunt balls 6 through 9, while inside maps add Ball "X" - a 10th Scavenger Hunt ball that never shows up on the Scoreboard. This means you won't know who has or hasn't tagged it unless you actually see it happen. We've only just begun to explore this new game type and think you'll really like it.
Note: The reason I say "my" Scavenger Hunt balls 6 through 9 and Ball "X" is because they are specially designed to work with my Balls o' Fun plugin (for standard Myth, WWII, ADT, Chimera, Wild West, etc.) giving you Wacky, Heavy, Giant, or Mini Scavenger Hunt balls. Take a second and ponder the permutations here...
Acknowledgements
Extra Special Thanks to ...
- The Members and Special Guests of the Order of H'Pak - past and present - for downloading so many versions of this map over the years (at least 38!), playing, laughing, and contributing in so many ways. You guys are awesome.
Special Thanks to ...
- GimpMask for the original Return to StoneHeart map and giving me enthusiastic permission to modify it and post my modified version to the public.
- Quesø for his brilliant idea of an "incremental small battle inside the cage" (where we brought units in from outside one at a time) which led me to create the Cage map, which in turn led me to create the slamming gates on Cage and the Frenzy/Maze variants. Still amazes me how often the two of us start right next to each other - it's uncanny, and always makes me laugh.
- The creator of the breakable Japanese Maple tree from God Head at Aleppo. I used it as a base for the modified trees I put on later versions of SHRDF so we could blast our way to the Bacon or Captures balls on the edge of the map.
- Myrd of Project Magma for adding the Patch 1.6 tweak to allow True Scavenger Hunt to become a reality. You're Da Man.
- The creators of WinMerge, Perl (I uses PHP now), and my trusty friend Vim, without whom I might just have gone 'round the bend when duplicating huge portions of the complex scripting for the inside maps (multiple times).
- Ozone for showing me the magic incantation to get the Subtract Monster Lists script action to work properly in v4.0g.
- GHOST for fail-safing the original scripts I created for Cage long ago. Although no longer used, this fail-safing taught me how to be a better script writer, which helped immensely in the completely re-written (and insanely complex) scripts for Cage/Frenzy.
Final Ruminations
SHRDF holds a special place in my heart (pun intended) because I learned SO MUCH about mapmaking over all the years and revisions of this single plugin. Hard to believe I started seriously working on this map in 2003 and it's been through 38+ revisions. Lots of new ideas (that always cropped up right when I thought I was done) combined with tons of hard work and excellent feedback from the OoH have all gone into the final product.
It's been one wild ride and I've loved every minute of it - even the minutes when I wanted to beam the creators of Loathing into deep space, widest possible angle of dispersion...
I hope you enjoy playing the end result as much as we do.
Feel free to comment on this map and anything else OoH, Myth, or game-related in the OoH Forums.
Cheers,
~Baak
Legal Stuff / EULA
- This unaltered readme file must be included with the plugin at all times.
- This plugin is freeware and comes with no warranty whatsoever. Use at your own risk.
- Please report any bugs to the author so they may be incorporated into future releases.
- Only the author is authorized to distribute this plugin in any form whatsoever, whether for profit or not. Exception: You may place this plugin on archive media (e.g. CD/DVD) for your own private collection or to distribute among Myth players you are actively playing with, as long as you do so without profit or commercial gain.
- If the author and OoH sites disappear completely from the Myth Community, and they have not passed their material on to a designated party from which it may be obtained, and the author has not already posted the plugin on a public download site (such as The Tain), you may then post this plugin in a non-commercial environment as long as you abide by this EULA.
- If you wish to modify this plugin, extract original material created by the author (including, but not limited to: scripting, units, tags, graphics, sounds), or incorporate it or portions of it elsewhere, you must obtain written permission from the author first and give appropriate credit. If you are unable to contact the author (or the author's designated representative(s)) because they have left the Myth community completely, you are free to proceed as long as you give appropriate credit and do not use any content or derivative works for commercial purposes.
- Anything not created independently from the Myth game by the author are copyright Bungie Software and/or Take Two Interactive and/or their respective author(s). Any other plugins mentioned in this document are copyright by their respective author(s).
- "StoneHeart RDF" and all related independently created material, including but not limited to: custom graphics; custom sounds; scripting; map layout; unit layout; unit/game balance; the concept, logic, design, scripting and execution of the cage-style games (Maze / Frenzy / Cage); Mini Peasants™; the combination of settings, layout, units, ambient items, etc. that make up the game "StoneHeart RDF"; the StoneHeart RDF Readme, Manual and any other related documentation; are Copyright ©2002-2008 Baak'lor Studios. All Rights Reserved.