War for the Overworld

War for the Overworld

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Fortress of Waargh
Legacy Maps: 1 Player Maps
File Size
4.380 MB
Apr 22, 2016 @ 10:20pm
May 27, 2016 @ 1:38pm
3 Change Notes ( view )

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Fortress of Waargh

Dem gretchen scumz tok orkz fortrez- dey tok uman armr n' tok et! Dem dum gretchen din' evn paint em' blak first! We make dem payz- Waargh must kep on'

Bild ya tropz- klaim da shrinez- kil da golinz see? Dat rmy finks tey da bezt- Orkz is da best- show em orkz best. Bash dem foolz- dem runtz don't know wot dey is doin'

V: 1.1
'Ent in a buncha orkz to kilz dem some gretchen scum for ya. Showz dem orkz are best and speedz up da map so ya can killen fastr. Might'a well painted er red'!

Uh, our troopas may have goten excited dou, dey destroy some of the shiny shiny and unclaim sum bridge.

V: 1.2
We killz morez.
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AzureDraco May 6, 2016 @ 1:59am 
if you give them a dungeon core they will act like any other ai underlord, including digging, building gaining minions, casting spells and attacking/digging to the player.. gives a degree of difficultie to it.. but since it still lagged even when i removed them im pretty sure it has other issue's too
im going to wait and play this again with 1.4 should run smoother then
SirCabbage  [author] May 5, 2016 @ 12:44pm 
Well, that sucks. Wonder if I made them neutral instead of owned by the empire if that would solve the issue
AzureDraco May 5, 2016 @ 12:24pm 
im not sure but AI blows them i think, causing the game to lag more
SirCabbage  [author] May 5, 2016 @ 12:04pm 
My current plan is to wait until heart of gold/patch comes out before doing anything drastic. They keep talking about the improvements in performance and when you think about it there hasn't been a patch since the map creator was released. But cheers for the list, I will use it if push comes to shove.

The unbound undead/fire elementals, ghosts and weavers I can understand deleting. But if at all possible I want to keep the underminers. They were put there to show that it was the people in the fortress who blew up their own floors.
AzureDraco May 5, 2016 @ 9:58am 
- deleted all unbound undead
- deleted all unbound fire elementals
- deleted all underminers
- deleted frost weavers
- deleted ghosts

in my experience these are lag creaters.. however even without them its still laggy as hell you might want to consider haveing a smaller map
AzureDraco May 5, 2016 @ 9:37am 
still lags like hell, im pretty sure its the map size but ill import the map into editor and see if i can make it playable
SirCabbage  [author] Apr 23, 2016 @ 3:33pm 
I wish there was a way to see what elements of a map were causing the most lag. It is annoying because it is impossible to tell how well it will work on someone elses machine.
DEATH_DEALER Apr 23, 2016 @ 3:07pm 
sorry but still to slow :wftosad:
it takes 30 sec to build a 5x5 room
my machine is decent amd 8 core
SirCabbage  [author] Apr 23, 2016 @ 2:44pm 
There you go, new version complete with patch log. lol Hopefully this worked- I know the map seems to work much smoother on my PC now.
SirCabbage  [author] Apr 23, 2016 @ 2:38pm 
I am about to re-upload a version where I have culled 2/3 of the enemies (and some of the high animation traps). Perhaps I went a little too overboard. The new version doesnt lag nearly as bad on my machine.