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[Strategy / Risk] War of the Clans

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Yeah, we're slowly progressing, but nothing much to show atm. Some new models then tons of codes, I doubt you want to read them. We are going to revamp all the heroes and there will be no strenght, agility, wisdom classifications to expand each characters storyline.

We are also going to introduce new building system and random AI movement system into beta. Main building will spawn peon every 2 minutes up to count of 10. Those peons will be uncontrollably walking in your stronghold, living their life, interacting with other peons and things. Your barracks will train troops by assigning order to one of these AI inhabitants. Once researched random nearest peon in range from barracks will walk there and after a short period of time becomes the chosen unit. Building orders also work this way, once building order is researched, 3 random nearest peons walk to the building location to construct the building. If peon is killed during his job, time required to complete the building slows down. If all peons die (for example if other player is attacking you), the building is destroyed.
 
Level 4
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Feb 1, 2015
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59
I suggest a minor cosmetic change

You may want to make clan-specific Watch Towers and Pig Farms (if used) so that they don't all bear the flag of the Blackrock Clan. And clan-specific doodad banners wouldn't hurt either.

Sorry for posting this in case someone already said this, but I didn't feel like reading like, 440 comments :ogre_rage:
 
Level 10
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I've decided to revamp all current heroes to suit the lore and story of each clan.

My current list:

Bloodbane

Golrag - Son of Logar
Bolrag - Son of Logar
Morgash - The Betrayer

Stormhowl

Mug'hor the Wise - The Black Wolf
Tana the Wolfspeaker - Mother to Wolves
Horgar - The Stormrider

Direfury

Nuul Goreblade - Leader of Spears
Gram the Wild - Slayer of Wyverns
Garakha - The Grandmother

Skullcrush

Borg the Mad - the Berserker
Tar'muk Stonefist - Master of the Forge
Karrak - Breaker of Skulls

Dreadfire

Vul'tar the Deformed - Speaker to the Dead
Dagul - the Executor
Yorag Fireblade - The Incinerator

Kor'gal

Kaadrag the Ancient - Grandson of Kor
Norn Mudeater - The Hunter
Krag - Son of Kaadrag

Gorimmar

Ugrok - The Slavemaster
Rylag One-Eye - The Overseer
Scorn the Mutilated - The Gladiator

The Mountain

Falrik the Listener - The Elder
Hag the Mighty - Spawn of Gor
Targa Beastbane - Terror of Skies

Im open to your ideas and story behind each hero.
 
Level 2
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10
Hey.

I'm new on this forum, and this very thread was a reason behind my registration. There are several things that I want to discuss/comment on:

1. Is there playable version of this map on MMH? Cause T7 version still has selection mode bug which prevents many from playing.

2. What does the hero revamping means? Will you (Argos) scrap them completely? Cause they are quite lovely and I grow to like them (also like the way they are balanced with few exceptions). Will there be no longer limit for only 1 hero? Will hero still affect units and tech tree?

I'm curious to hear in what direction the changes are gonna follow. From my perspective the charm of this map alpha version is it's great diversity between clans while preserving ongoing theme (Orc's Hordes). I like the fact that hero choice mostly defines gameplay (on top of basic clan characteristic). Even though in alpha it is far from perfection (Should I even bother to give feedback about alpha? Cause everything is changing?)

I'm kind of afraid how much story do you want to stuff into this map. Are you aiming for something like Lordaeron TA? Or are you going ever further? Cause I think that 2-3 events for each clan can be ok, but more than that and gameplay becomes really linear.

Regarding units. I really like how in alpha there is some basic units roster with path units expanding it. The problem is - will you preserve apha path system while adding exchanging some basic units for clan specific?

Someone in this tread said that hero classification is stupid/lame and I disagree. But it depends really on each person take on this map. For me this is fun minigame and I'm not into it for story, and immersion shows for me in late game when hordes of orcs units travel and fight along vast plains. I also like that clans are quite similar so I this map learning curve isn't as steep as in other maps.

CheerS!
 
Level 10
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555
Thanks Sanvone for your support :)

1. Is there playable version of this map on MMH? Cause T7 version still has selection mode bug which prevents many from playing.

Yes there are few playable versions on makemehost, but most of them are just test maps for my own research. I plan release of a new test version (T8) today or tomorrow with working Game-Modes.

2. What does the hero revamping means? Will you (Argos) scrap them completely? Cause they are quite lovely and I grow to like them (also like the way they are balanced with few exceptions). Will there be no longer limit for only 1 hero? Will hero still affect units and tech tree?

Revamped means from scrap. There will be no more Strenght/Agility/Wisdom classifications to suit better the story and events i've prepared for each hero. I'm still not sure if i should make 3 un-revivable heroes or 1 revivable. Honestly said i'm sick of hero-targeting so i will probably just add some demi-heroes with special abilities and rank-system (the more units they kill, the more bonuses the get).

Yes I intend to add some interesting story to the map and also some events in style of Lodaeron TA. For example if you choose hero called Gram the Wild - Slayer of Wyverns, you'll get a quest to eliminate wyvern hatchery and get some bonus for your troops as a reward (poisoned equipment etc.).

With heroes changing so will the paths from alpha. Gram the Wild will get for example some special Wyvern Slayer units. Clan's basic units will be also changed to allow people feel that each clan is unique in gameplay and strategy, which they can further shape with their heroes.

I plan to add some in-game guides and tips for new players to learn easier.

So we can expect to see completely new spells for each hero?

I don't think we're going to change all abilities, but yes there will be some changes. Current abilities proved quite suitable and i'll stick with them as much as i can.
 
Level 9
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Found this weird bug... your dreadfire dominence point text and the gold income special effect is way off near the highguard




Some ideas for units...


Norgseer: Norgseer assasin.... more powerful that the normal ones

Bunccaneer: powerful melee unit with pillage



The Mountain


Geomancer: new spellcaster

Golem: Tanking unit




Skullcrush: Crusher:anti mass control


Bloodbane: Blood brother:unit with bloodbath(vamaprism aura)
 
Level 2
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Regarding today's release.

Mode selection work just fine ^^b. No lag either. But Crafting triggers seem to not work which results in players being unable to craft anything. Also paths are kind of messed up (could train hunters in Blade path while Berserkers/Windspeakers are untrainable) But it involves only Blade and Shadow. As Shadow path I couldn't make Hawkeyes (or whatever is called that 120g unit with 3 abilities) cause I didn't met Path requirement. Wisdom seems to be ok. To summarise: units which unlock/don't unlock as intented: Hunter, Hawkeye, Berserk, Windspeaker.

That are major things that I found out are working as intended. Great work nevertheless Argos. I'm really impressed with T8, will play it mostly now. You deserve praise. If only you could fix crafting and special paths unit accessibility. That would pleased me greatly.

Will post ideas later.

CheerS!
 
Level 10
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Thanks, though T8 is still garbage. Found out that one game-mode is broken and another needs some alteration to prevent horrible gameplay.

As i mentioned before, paths will be merged with heroes in beta and current 4 "elite" unit types are not sufficient. I will delete all requirements on units until beta release.

Current crafting system will be also suspended in beta, that is the reason why i try not to lose my time with things i will delete anyway. Instead in beta features a new crafting system closely bound with mining and hunting orders.

The bug you were talking about Leo should be hopefuly fixed.

Please keep sharing your suggestions & feedback, it helps a lot :)
 
Level 2
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Hi I also been map testing this with sanvone. I really like the clans individuality. Also what I think would be great is if the little clans you take over could some how do something more. Like maybe you could pay 60 gold for you to appoint a new chieftain in those little clans and be able to make those clans grunts. That way it shows other players that you conquered those clans and subjected them into your horde. Also I would like to help you with the heros storys I really like the mountain clan and the direfury. I think maybe the mountain clan should maybe be able to get a upgrade like when you was doing the humans at high guard you payed 120 to get ishtari paladins. Maybe do the same and they would get ogres or some type of heavy unit?

And for orange since it looks like that clan has come to the dark powers. Maybe late game if you do certain events you could become fel orcs or undead orcs depending on that clans path. And a idea for blue since there shamans and one with the earth maybe they can get elemental units to fight for them late game?


This is just me spit balling ideas just let me know what you think so far.
 
Level 31
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I tried alpha version for like a minute. Camera is not set properly, I just moved mouse wheel and it got reset to normal. Many many missing DISBTN icons. Very poor spells and descriptions. But the main bad thing was that it started to lag, those spawning units caused so much of lag I was forced to shut down WC3. I know I haven't tested much, but from the first glance, it is a bit too early for an alpha in my opinion.
 
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Argos said:
Thanks, though T8 is still garbage. Found out that one game-mode is broken and another needs some alteration to prevent horrible gameplay.
I just found out later that pact of blood isn't working. Why Conquest need alteration?

As i mentioned before, paths will be merged with heroes in beta and current 4 "elite" unit types are not sufficient. I will delete all requirements on units until beta release.
Not a fun of this decision atm, but I'll let you suprise me in good way :). Good to know that we will get all units to train. Do we really need to make many specialised units for each clan though? I'm ok with like 1-3 clan specific units and like 1 hero specific units (as long as we have to choose 1 from 3 heroes). But not more. Also not a fan of adding non-orcs. Occasional non orc is acceptable for me.

Current crafting system will be also suspended in beta, that is the reason why i try not to lose my time with things i will delete anyway. Instead in beta features a new crafting system closely bound with mining and hunting orders.
Dayum Shame :(. Like how basic items were and how little they contributed but still contributed. I like how hard it was to make the difference and just had an amazing game last day where new people were hunting and mining like crazy.

brunner said:
Also what I think would be great is if the little clans you take over could some how do something more. Like maybe you could pay 60 gold for you to appoint a new chieftain in those little clans and be able to make those clans grunts. That way it shows other players that you conquered those clans and subjected them into your horde.
Not liking adding unique grunts to each neutral clan. But I like idea with buying chieftain - maybe some demi-hero? The current neutral base units roster for recruitment is ok. Only Watcher cost is kind of too high. Maybe rather enable recruiting your own grunts in neutral bases? Cause with 1 barrack in main base it is always question (Will I spam my basic grunt or go for other specialty unit).?

Also I would like to help you with the heros storys I really like the mountain clan and the direfury. I think maybe the mountain clan should maybe be able to get a upgrade like when you was doing the humans at high guard you payed 120 to get ishtari paladins. Maybe do the same and they would get ogres or some type of heavy unit?
This is TERRIBLE IDEA. As Istarian Paladins were OP even though human needed them it was like handing to player 210 gold worth of unit free per income. Late game when your training facilities works all the time it is even more of a problem. And they stat line was rlly good (950hp, around 50dmg and quick armor upgrades - they could fight evenly with most melee heroes around level 6-7 with few items =.=). Additionaly you get Ogres as Blue but have to pay for them (also there is limit pool of mercenaries). I belive that Mountain Clan will have it's own durable units but Ogres are over the top.

APproject said:
But the main bad thing was that it started to lag, those spawning units caused so much of lag I was forced to shut down WC3. I know I haven't tested much, but from the first glance, it is a bit too early for an alpha in my opinion.
Well lag is situnational. Most of the time it is nowhere as bad as it was before T7. Still game can crash after some major battles (with around hundred units per side), which is confusing cause it don't cause in the middle of bloodbath.

Some minor things that could use fix: Green Wisdom and Shadow heroes can pick their ultimate abilities at start and it's level requirment doesn't fit other's final abilities.

Will post ideas later cause I'm mostly occupied with playing W3 at the moment (50% time goes for this map either T8 or 1.4 Call of War!)

CheerS!
 
Level 10
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I tried alpha version for like a minute. Camera is not set properly, I just moved mouse wheel and it got reset to normal. Many many missing DISBTN icons. Very poor spells and descriptions. But the main bad thing was that it started to lag, those spawning units caused so much of lag I was forced to shut down WC3. I know I haven't tested much, but from the first glance, it is a bit too early for an alpha in my opinion.

Im sorry to not match your level, O' mighty one :)

Hope you will be more than surprised when Beta is released. Maybe you could give a try and play T8 version with Sanvone on battle-net sometime.



@Sanvone & brunnern Thank you very much for your ideas and comments :)
 
Level 31
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Sorry for looking rude, I did not wish to look like that. I did not require to match any level, I just stated few obvious points that absolutely require no kind of level to deal with. It is really easy to import DISBTN, fix camera and notice lag once game is opened and after these modes are picked. What I implied is that those little things could have been fixed in minutes before the release of alpha, that is why I said that from the first glance it looks released prematurely.

As for the lag, I did nothing, didn't move a unit and those spawning guys after few minutes almost crashed my computer. 6GB Ram for 2003 game engine is fairly enough.
 
Level 10
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Messages
555
That's fine man, don't be sorry, i understand that current state of alpha is terrible. Lag was fixed in test version 7 (T7), i agree also with all points of your review and i thank you for them.

I have birthday today so cheer up for my sake :)
 

bethmachine

Banned
Level 8
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Messages
419
Happy birthday Argos!
Guys please don't have a needless argument.
I will test out the map to see how it is, and if I'm in the mood slip in a short review.
 
I saw Argos on Direfury Clan :0 It's a bug.

---
Done making the MOUNTAINS! + a cool view on the savannah :)

Mountains
WC3ScrnShot_040515_130229_01.jpg
WC3ScrnShot_040515_132615_01.jpg
WC3ScrnShot_040515_132634_02.jpg
Savannah [OLD]
WC3ScrnShot_040515_132137_02.jpg
---
Now moving on to Skullcrush , i like this clan anyway so i am going to make their base special , different to what i have done to others. :)
 
Last edited:
Level 10
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Messages
555
Yeah, great progress :)

We will use cube-like buildings for Skullcrush. Maybe some dark-stone tint on classic rocks would make things more interesting? Lava maybe? They are artisan smiths and their iron craftsmanship is renowed among other clans.
 
Level 2
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Late Happy Birthday Argos!

Before I start presenting my ideas, there is little aspect I'd like to touch. Number of teams as design. Playing 1.4 in Call of War mode I was rlly impressed with gameplay cause there were 3 forces nicely positioned across 2 battlefronts. Generaly speaking in many games (MMO for example) problem with only 2 factions/sides of conflict brought way to much harm. Of course this map being part of W3 won't suffer the same fate as some MMO but to some degree is still affected by this logic. To put it simply - with 2 sides of conflict once the statis quo is destroyed, it goes kind of downhill for other team. They still can make comeback though. By having that 3rd party, the losing side can recover easier and still hope for victory while the winning team must be more aware of getting stabbed in the back. In my personal opinion 3 team design is superior both to 2 team and 4 team design. Why more teams isn't better? Cause it can easily evolve into alliance game which will turn into 2 team game. Also there can be so many players in w3 map, so bothering with more than 3 teams isn't worth it.

I'm entirely sure that I want humans back. There are people who enjoy playing them. Sure. But we would have to once again make some filesize space for their moddels and such. They were fun (while unbalanced because if people didn't prevent them from getting supplies they roftlstomped, and if they were in check they were just gold starved and powerless). They were event heavy (in comparison to rest of clans in alpha version) which was a nice change.

I was wondering what about getting additional clans but:
- with 9 and 11 clans it becomes tricky, cause 2 even teams no longer can be created,
- with 10 clans we are back to current situaion and have new "Humans Bastion",
- with 12 clans we have no space for neutrals I suppose?,

Food for thought and matter for reconsideration.

Regarding me playing on Battlenet - I'll have some break cause I've 2 exams next week. So if anyone will be looking to play then look for games at mmh Thursday and Friday.

Some ideas for Bloodbane.

As you have brothers and betrayer I think it would be to cliché for betrayer to be the villain. Why not make it that 1 of brother is villain drowned in his urge for vengeance at all cost while second brother would be more neutral from story standpoint while betrayer would be a good guy?

As they already were planned to have event of Dragonspire why not make it, an event which decides which path do they go? I think it would be cool if dragons were the future of this clan:

- Bloodbane clan would decide to drink slain dragons blood to empower themselves, transforming them into Fel (Red) Orcs. This change would be permanent and all units would get passive ability of partial magic immunity. I would associate it with Villain Brother as a path, who decided to absorb power of dragons into his people,

- Our lovely red clan could also decide to defeat and tame dragons to add them to their ranks. This would allow them recruitment of costly Red Dragons. At the same time heroes would get access to many additional dragon based items. This path would go with Neutral Brother, as he decided that his clan needs more power but not at all cost.

- And lastly path of Betrayer would include attempt to forge alliance with dragons and cooperation. Thankful dragons would share their wisdom with Bloodbane clan, gifting them in depth knowledge of magic (especially fire based spells), as well as one time bonus experience levels for heroes.

As for units you will have to wait cause I want to first hear your opinion about what I’ve written above and make full roster.

I’ll try to come up with more ideas if you will like anything from my suggestion.

CheerS!
 

bethmachine

Banned
Level 8
Joined
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Messages
419
Late Happy Birthday Argos!

Before I start presenting my ideas, there is little aspect I'd like to touch. Number of teams as design. Playing 1.4 in Call of War mode I was rlly impressed with gameplay cause there were 3 forces nicely positioned across 2 battlefronts. Generaly speaking in many games (MMO for example) problem with only 2 factions/sides of conflict brought way to much harm. Of course this map being part of W3 won't suffer the same fate as some MMO but to some degree is still affected by this logic. To put it simply - with 2 sides of conflict once the statis quo is destroyed, it goes kind of downhill for other team. They still can make comeback though. By having that 3rd party, the losing side can recover easier and still hope for victory while the winning team must be more aware of getting stabbed in the back. In my personal opinion 3 team design is superior both to 2 team and 4 team design. Why more teams isn't better? Cause it can easily evolve into alliance game which will turn into 2 team game. Also there can be so many players in w3 map, so bothering with more than 3 teams isn't worth it.

I'm entirely sure that I want humans back. There are people who enjoy playing them. Sure. But we would have to once again make some filesize space for their moddels and such. They were fun (while unbalanced because if people didn't prevent them from getting supplies they roftlstomped, and if they were in check they were just gold starved and powerless). They were event heavy (in comparison to rest of clans in alpha version) which was a nice change.

I was wondering what about getting additional clans but:
- with 9 and 11 clans it becomes tricky, cause 2 even teams no longer can be created,
- with 10 clans we are back to current situaion and have new "Humans Bastion",
- with 12 clans we have no space for neutrals I suppose?,

Food for thought and matter for reconsideration.

Regarding me playing on Battlenet - I'll have some break cause I've 2 exams next week. So if anyone will be looking to play then look for games at mmh Thursday and Friday.

Some ideas for Bloodbane.

As you have brothers and betrayer I think it would be to cliché for betrayer to be the villain. Why not make it that 1 of brother is villain drowned in his urge for vengeance at all cost while second brother would be more neutral from story standpoint while betrayer would be a good guy?

As they already were planned to have event of Dragonspire why not make it, an event which decides which path do they go? I think it would be cool if dragons were the future of this clan:

- Bloodbane clan would decide to drink slain dragons blood to empower themselves, transforming them into Fel (Red) Orcs. This change would be permanent and all units would get passive ability of partial magic immunity. I would associate it with Villain Brother as a path, who decided to absorb power of dragons into his people,

- Our lovely red clan could also decide to defeat and tame dragons to add them to their ranks. This would allow them recruitment of costly Red Dragons. At the same time heroes would get access to many additional dragon based items. This path would go with Neutral Brother, as he decided that his clan needs more power but not at all cost.

- And lastly path of Betrayer would include attempt to forge alliance with dragons and cooperation. Thankful dragons would share their wisdom with Bloodbane clan, gifting them in depth knowledge of magic (especially fire based spells), as well as one time bonus experience levels for heroes.

As for units you will have to wait cause I want to first hear your opinion about what I’ve written above and make full roster.

I’ll try to come up with more ideas if you will like anything from my suggestion.

CheerS!


Yoh! Nice essay! I like your determination.
Could I call upon you for a review, at some point in the feature?
Good job +Rep
 
Level 10
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555
Woooo, so much text to read :)

Alright so let me begin, Pact of Blood mode, which currently splits players into RANDOM 4 teams (2 players in each team) seemed the best option for 8 player map. Yes 3 teams would be perfect, but I cannot divide 8/3 and adding extra player into bugged alpha would cause too much trouble. But yes, in future this mode will probably be changed to 9/3.

Next and a very popular question is: "Why you deleted humans?", "Was there really not enough space for them?". The answer is yes, there is not enough space to expand both orc and human techtrees including: tons of models, icons, map space, story and balance. This is not a single-player campaign where you have no barriers to face, it's battle-net with 8 mb brutal restriction, which makes me cry everyday. IF something would change or I suddenly had some space to spare then maybe, but right now it is not possible.

Yes your ideas are very similar to mine. Player will decide at the beginning who should lead his clan and depending on his decision the events will appear and shape the storyline. I think i mentioned this already in older comments.
 
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Hey savone. Sorry I haven't been on playing with you like I have been I had to go back to work. I go work on a boat for 14 days then I'm off for 7. But I can't wait to try t8 also I'm thinking about stuff for the direfury clan I just really like them.
 
Level 2
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Alright well here is what I got on direfury so far.

Nuul Goreblade - Leader of Spears
I would say this hero should get some kind of item like a artifact spear that has been passed down through the clan to each leader of the spears. Also I noticed direfury grunts start with 450 health and maybe one of thr perks for this path could be your grunts get +30 health but lose there poison ability. Since they use Spears maybe get cleave or a small bleeding effect

Gram the Wild - Slayer of Wyverns
Well this hero should be ranged idk if you was going bow or spear with him. But I know this path your grunts would keep the poison on them. You would get a elite ranged unit called a Wyvern hunter who also has poison or maybe crit. And for this paths final unit maybe a Wyvern rider or just tamed wyvern.

Garakha - The Grandmother
I was thinking since this path is more like a magic based path the grunts would lose there poison and the direfury would erect a totem that gave all there units 0.3 life regeneration. Then they would get new magic units.
Earthcaller=Shamans who spent time out in the abyssal desert and mastered the art of the earth. Maybe summon a earth/sand elemental
Spirit callers=Shamans trained by grandmother herself they common with the dead of the clan. Maybe bring fourth spirits to help out the clan or attack there enemys.

I'm kinda writing storys for each hero and why they are important to the clan also I wish direfurys magic hero would of stayed a warlock. But this is just some ideas I made up a few seconds ago I wount continue till you guys give me some feed back.
 
Level 2
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27
Give me ideas and references for the East Side :/

You should try and fit the environment around the clans. Maybe a stormy barren around the Stormhowl Clan territory, a creepy and devastated ground around Dreadfire Clan territory, rocky hills around Skullcrush Clan territory? Something like that.
 
Alrighty im back to work.

I just recently discovered that Dalaran lighting can fix the shadow bug behind the rocks. Now ,lighting looks smoother compared to the earlier previews.

BEFORE [Using Barrens lighting] though this one looks more realistic compared to the preview below.
worldedit121 2015-04-07 20-18-27-27.jpg
AFTER [Using Dalaran lighting] it feels unrealistic but looks smoother and blends well to the rock tile :).
worldedit121 2015-04-07 20-18-37-35.jpg

And how about this? Is it fine or should i put something more to it? :)
worldedit121 2015-04-07 20-23-20-05.jpg

Also , dont forget to give me more reference images and ideas :)
 
Level 2
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I love the image with the dalaran lighting and that last picture those trees just look out of place like idk they just seem like they don't belong in the desert idk. Are you adding like a planes area of the map?
 
Level 10
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555
I agree with brunner, the trees seem to be too much green for barrens, though i like the interesting change after all single-color doodloads. Maybe delete those flowers they doesnt seem right and make a bit less grass so it will fit better among other terrain.
 
Level 2
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I mean yeah it could work with an oasis I supposed but would you use palm trees in a oasis? Those trees just remind me of an elvish look for some reason lol.
 
Level 10
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Argos what are the events for each clan? Could you tell me?

I don't have a full list of events yet but each hero will follow a "path" of his own. As you said before Slayer of Wywerns could get an event to destroy wyvern nest and get some bonuses according to it.

Btw just updated T8 version on makemehost.com. All game modes should me fully operational right now. Anybody wants to play /w me? :ogre_hurrhurr:
 
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I freaking wish i could play mab :////// but I'm at work I wount be home till next Thursday the struggles :((
 
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