Warcraft IV: Red Horizons

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Disclaimer: Yes, the map size is enormous. However, this map is really more of a "mod" and is designed to be played through a modified MPQ file. Since that can't be uploaded, I've uploaded a "source" map.

This map attempts to answer the question: What if Blizzard develops Warcraft 4 to be a more traditional RTS?

The result is fast-paced gameplay with heroes taking a less important role and brute force being emphasized over magic. A fully functional navy has been implemented and the custom effects and models have maintained Blizzard-like quality. Also, units feel more deadly and less cartoonish/feminine, as many models have been replaced with more badass counterparts.

Two new gameplay systems have been added: one for the Undead and Orcs and one for the Humans and Night Elves. These new units and abilities are accessed through the worker units' advanced build button, or in the case of the Night Elves, by training a Blood Elf engineer

The Undead and Orcs have an offensive approach. They can build a “Demon Alter” functionally similar to a “superweapon” factory from CnC. Upon storing enough mana, the altar can deploy a variety of powerful spells at any point on the map. Units and heroes can be sacrificed to increase the mana. In contrast, the Humans and Night Elves have a defensive approach. They can build walls and grow a defensive barrier of trees and deploy other special units.

The terrain in this version is not polished. If you'd like to terrain it, send me a PM and I'll send you an unprotected version.

Version 1.1:

- Added oil patches to the seas, which function as a time-based income system
- Added the Ancient Collosal to the Night Elves; a wisp can merge its spirit with a Mountain Giant to create the massive unit capable of hurling boulders long distances
- With their Well of Wonder, the Night Elves can grow trees to create a defensive barrier anywhere within a large radius (They can no longer build walls)
- Orcs can build War Stations, mobile units that can repair machines and train Grunts, Raiders, and Axemen
- Humans can upgrade their walls to allow Archers to garrison and fire from them
- Mercenary naval units: Pirate ships that plunder from enemy units each attack, Gnomish repair vessels, a kamikaze Orc rowboat
- If a Hero kills the Dragon King, he reaches max experience
- Killing the Dragon King drops the lucrative "Dragon Gold" item, it's worth 10,000 gold

Version 1:

- Added high-resolution terrain textures for the Lordaeron tileset
- Decreased wait time for Prince

Version .9:

- Orcs and Humans have a "super unit." If the Orcs build 25 ogres, they acquire the Ogre Master, a powerful hero with unique spells.
- If the Humans build enough defensive structures, they acquire the Royal Family. First come the King who can create Vassal states, knight Royal Captains, and marry a Queen. When the Queen appears, the prince will also soon appear. The prince is himself a hero, but can choose to murder his father (you just have him attack your King) to become even more powerful.
- Vassals generate an income stream
- The "Knight" ability when applied to Royal Captains summons a horse, allowing the unit to become a Royal Crusader
- The Humans now have the "Enforce Prayer" ability at the Church. Activating it will allow a chance that an Angel appear in 5 minutes to provide extra defense to your forces
- The Dragon King now has a knock-back ability
- To make directing large armies even easier, every unit has a "Command Comrades" ability. Clicking anywhere on the map will order all units of its type to attack-move the target location

Version .8:
- Orcs, Humans, and Undead workers have an "advanced build" button; Night Elves can train Blood Elf engineers; you no longer have to purchase builder units as mercenaries
- Human footmen are promoted to Royal Captains once they accumulate 5 kills
- Night Elves can build a Blood Elf Observatory, which can reveal the entire map for 10 seconds
- To ease micromanagement of large armies, heroes have a "command coordinates" ability that allows them to order all of your military units to attack-move any point on the map.
- Races are now balanced

Other major features:
- Food limit is now 200
- Units' attack strength has been doubled

Minor features:
- Humans can upgrade Knights to Paladins. Paladins have a 25% chance of surviving the death of their horse to continue the battle as a foot soldier.
- Orcs can increase the armor of Ogres further with a special upgrade that equips them with shields
- Siege weapons have a badass explosion impact
- Abominations have been replaced by Hell Riders who can set building on fire with their raze ability
- Human archers have a flaming arrow ability that sets units on fire
- Siege towers can be garrisoned, and when garrisoned by archers can attack
- Kodo Beast Tower can be garrisoned by Troll Beserkers
- Undead can build the Lindormr Dragon, which can take off and land, functioning as both a land and air unit
- Dwarven Cannon team can lay mines
- When heroes die, they drop "spoils," an item recoverable by both enemy or friendly heroes which gives the owner 250 gold
- an independent population limit for ships, just like in Age of Empires 3, which avoids problematic trade-offs between land and sea units
- Many more unique units and abilities!


NOTE: This map is designed to be played LAN with a friend, since the AI will not take advantage of many of the features.

UPDATE: Fixed some of the tool tip errors and balanced creeps.

Thank you to the many talented artists who have submitted their work to this website's resource section. Your work is very high quality and I am indebted to many of you.

forelmashi (for the map template), HFR, Balnnazar, Beepo, Callahan, Blade.dk, Blizzard Entertainment, Cookie, Darky27, Dmitry Rommel, Elven Spellmake, General Frank, Ghan_04, olofmolem, Miseracor, General Frank,Hueter, Happy Tauren, FrIkY, Amigurumi, jatter2, Kitabatak, Tenebrae, Illidan(Evil)X, Hubcool, ahtiandr, IceFrog, maskedpoptart, Metzen, Moyack, Paladon, Pitzer Mike, PurplePoot, quaisio, richie_lich, Red XIII, Rising_Dusk, Strategy Master, The_Mechanic, Tiki, Tim., Vexorian, w3catlegio, Whitehornm, Tranquil, Olofmoleman, Mechanical Man, wingednosering, Kallimachos


Keywords:
Warcraft 4, Warcraft 2, traditional rts, starcraft, red alert, diablo
Contents

Warcraft IV: Red Horizons (Map)

Reviews
18:54, 11th Aug 2010 ap0calypse: Rejected
Level 3
Joined
Aug 4, 2009
Messages
54
Very interesting map. However, there are tooltip errors all over the place, Spirit Walkers are still 500-hitpoint tauren in their ethereal forms, and goblin sappers can lay mines all over the place - for free. That's just the orcs, mind you, I haven't tried the other races yet.

EDIT: For undead, the Lich-whatever-it's-called-now is a bit too powerful. Level3 frost-nova can one-shot nearly all of the "basic" "barracks" units with the nova damage, Death Knight's Death Coil still does full damage/healing, and mass ghouls, while now viable due to lower food cost + lower hitpoints all around, will almost certainly get one-shotted by any AOE at all, if Frost Nova is any indication.

Heroes in general have far too many hitpoints, and for the most part can just rambo through to the backlines and kill whatever. This also makes a Wand of Illusion absolutely silly for creeping. Speaking of which, creeps need their hitpoints scaled down some because it is just real damn costly to get at the creep camps with an Overseer and 4 poachers.
 
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Level 5
Joined
Jul 10, 2009
Messages
89
supertoinkz:

that's an interesting take. however, the idea wasn't to convert the game to a different genre or gameplay type. the goal was to keep the ideas from Warcraft 3 that were fun as well as compatible with a traditional RTS.

since you took the time to come up with a precise measure of how much i altered the original game, i took the opportunity to look at your map, "Warcraft: Orcs and Humans." i found that you deleted two of the races. i guess simply deleting content constitutes a substantial alteration? the same with rehashing ideas from a 16 year old game? you didn't change the orcs all that much; most of thier base base units remain the same.

i'd say you changed the original races 3.2%
 
Level 2
Joined
Aug 18, 2008
Messages
20
It says the file name is to long O_O when i tried to play it with a friend of mine. Soooo. Can you please fix it XD.
 
Level 5
Joined
Dec 30, 2009
Messages
90
File name, not the file size. And Rodny, you can change that yourself, just rename it to something lower.

I'll take a look at this and write up a review.

EDIT:

Ships
Ships were useless. There's not enough water for me to bother building them, and its not like I can bombard them from the seas, they'll just go further inland. Also, why are you bothering to make the Extra Builders in the Mercenary camp instead of built from your main base? w00t I can hire a Orc Worker as a Human! And, why would a Blood Elf shipyard make Human and Night Elf ships? From what I can tell, that was a pretty slack approach. Just make 4 extra workers and put them in your main building.

Scaling
Hero spells need to be toned down a lot more. I picked the Emperor and could pretty kill the early creep sites with 2 Flame Strikes, which also brings me to my next point, 84 HP Footman is way to weak. If I used Flame Strike and my Footmen were hit, they died in seconds. In SC and Traditional WC3 Melee, attack speeds and damage dealt is low enough that you have time to micro your troops out of harms way, normally. But in here, my Footmen died within seconds.

Furthermore, the entire Human HP set up is screwy. In normal WC3 Melee, its fine to have the Dwarves have more HP than a Footman, the Footmen have a different armor type that deals with that. But in here, the HP is so low, than it just fucks up the system. You scaling system just doesn't work. You've decreased all the HP values, but you've left the gold and attack values pretty much the same.

Tanks have so low HP that you could probably mass casters and kill them because of their magic attacks. I didn't try it, but since they have the same attack value as their normal WC3 counterparts, I'm guess its gonna work.

General Polish
You had quite a few tooltip errors. Emperor is spelled Emperor, not Emporer. The Archers don't have their attack upgrade showing. The Upgrade Tooltips need to be updated. I don't really understand why you removed Blight from Undead, SC, a more tradition RTS as you call it, have Zerg with their Creep, why can't the undead keep their Blight?

Creeps and Mercs weren't affected by your HP scaling, from what I could see. Thunder Lizards had over 700 HP, and the Darkstalkers had like over 200 HP. And the Razormane Medicinemen that you could hire cost just about the same as a Knight, but had 600 HP to the Knight's 275. Paladins need to be disabled and then enabled when you research Paladins and then Knights get disabled. Furthermore, their Zeal ability didn't work.

Lastly, you had quite a few models/units that I didn't quite understand why you bothered with it. The Undead Spirit Tower doesn't need a spec model. The Limindor Dragon is the same as a Frost Wyrm, I'm pretty sure, in which case why not use the Frost Wyrm? Same thing for the Dwarven Cannon. Why bother?

It needs more work.
 
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Level 5
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Jul 10, 2009
Messages
89
The_Phalanx:

Thanks for taking the time to review the map - I agree with some of your comments. However, I think others miss the mark.

First of all, I would disagree that ships are useless. I've play tested this map with several friends, and control of the seas via naval dominance was an important key to victory each round. It allowed the player to secure the bottom right gold mine and also harass the inland gold mines.

Second, purchasing the special worker units at mercenary camps allows the map creator to dictate more easily whether or not the player can make use of the special buildings and abilities. Not all terrain layouts may be compatible with shipyards. Furthermore, the current system helps to set up the "offense versus defense" approach discussed in the map description above. Since each pairing of races can build the same special buildings, it didn't make sense for me to allow them to train an identical unit.

There definitely are some imbalance issues due to the scaling down of the hit points. I will definitely look into that. Same goes fo tool tip errors.

The Lindomr Dragon can take off and land, unlike the Frost Wyrm. Not sure what you mean about the Paladins needing "to be disabled then enabled." Zeal has worked in every test I've done - fyi, the Paladin survives the death of his horse only 20% of the time.

Many of the model swaps were done because the style of the original models did not mix well with my vision of a brutally violent and mature game, and hence, hurt the immersion experience for me. For example, I thought blight looked dumb and made it difficult to distinguish units. Also, the model for the ziggurat and spirit tower looked messy to me, so i replaced it with the demon tower. Same with the Frost Wyrm and Abomination. Same with the Mortar team, which also seemed out of place in a medieval world.
 
Level 5
Joined
Dec 30, 2009
Messages
90
First of all, I would disagree that ships are useless. I've play tested this map with several friends, and control of the seas via naval dominance was an important key to victory each round. It allowed the player to secure the bottom right gold mine and also harass the inland gold mines.

From what I saw from the ships, and I didn't check all of the, they lacked the range to actually prevent units from gathering gold. You could easily just build more inland, and gather gold that way. This, of course, doesn't help if they do an air raid, but doesn't help the usefulness of ships. Undead especially can haunt the gold mine and not have to worry about it. If you want them to be useful in the map, bring the gold mines closer to the water's edge.

Second, purchasing the special worker units at mercenary camps allows the map creator to dictate more easily whether or not the player can make use of the special buildings and abilities. Not all terrain layouts may be compatible with shipyards. Furthermore, the current system helps to set up the "offense versus defense" approach discussed in the map description above. Since each pairing of races can build the same special buildings, it didn't make sense for me to allow them to train an identical unit.

Not quite understand what you mean here. How does placing the builder in Mercenary Camps do anything? All it does is make me have to kill those Creeps, which I'm going to do anyways, before I can build ships. If the terrain layout isn't compatible with shipyards, then you need to disable it. Just do it beforehand in your map triggers. WC2, if there wasn't any water, you couldn't build the shipyard.

As for training an identical unit, who said anything about making it an identical unit? In WC2 and SC, you tier 2 and up structures all had an "Build Advance Building" button you could pick from. In WC3, I'm pretty sure you can't do that, but you could do it just by giving each player another builder. And then, you can spread out the Tech-Tree more. A few people have said its pretty much normal melee with a few changes, you could easily increase those changes buy enlarging the Tech-Tree some.

The Lindomr Dragon can take off and land, unlike the Frost Wyrm. Not sure what you mean about the Paladins needing "to be disabled then enabled." Zeal has worked in every test I've done - fyi, the Paladin survives the death of his horse only 20% of the time.

I don't remember reading the 20% in the tooltip. If its there, I must have glazed over it. As for what I mean by enabling and disabling, let me put it this way. In WC3 as Humans, I can't build a Siege Engine (Barrage) at the start of the game. As Orcs, I can't build a Troll Berzerkers. But once I get the Barrage upgrade or the Berzerker upgrade, the Siege Engine and Troll Head Hunter both disappear and are replaced with the Siege Engine (Barrage) and Troll Berzerker, respectively. I've had a hard time trying to do it by upgrades, but its relatively simple to do it by triggers. Disable the unit at the start of the game, then when the player researches it, enable the unit and disable the obsolete unit.

Many of the model swaps were done because the style of the original models did not mix well with my vision of a brutally violent and mature game, and hence, hurt the immersion experience for me. For example, I thought blight looked dumb and made it difficult to distinguish units. Also, the model for the ziggurat and spirit tower looked messy to me, so i replaced it with the demon tower. Same with the Frost Wyrm and Abomination. Same with the Mortar team, which also seemed out of place in a medieval world.

A Cannon isn't much more advanced than a Mortar. If you played M2TW, you get Mortars like right after Grand Bombards. As for the rest, I do by best to avoid custom models to keep the map size small. If I can use a Blizzard Model, then I will. So, to each his own.
 
Level 4
Joined
Jul 8, 2009
Messages
84
No please god no.

I've played this map, and i see some glaring problems here.

For one, i played as orcs, and i can honestly say that you nerfed the damage, not raised it, for the grunts. I'd also like to point out, the the berserker upgrade is potentially useless if you want your army to look cooler, as you just use a normal creep troll model for both.

your heros, i wanna kill them. You changed the name, but not the spells. Come on, thrall with a Troll... whatever's spells, and a warlord with a far seers spells? No, set it straight.

I'd also like to inform you, that waaaaay too many of your tooltips are screwed, specifically the naval units.

Once more, a huge problem. Your dummy unit for Meteor is built wrong. A frog, that can be attacked, that just appears? Give the damned thing Locust.


[+] Fairly Good Idea
[-] Units are bad, and too many models are used for normal units
[-] bad terrain
[-] BAD HEROES
[-] Bad dummy unit
[-] What the hell is up with Doom affecting ONLY HEROES?

All in all, this map is a waste of space on my system, and until you can fix these glaring disrespects to your beloved "Traditional RTS's"...

No, just no.
 
Level 5
Joined
Jul 10, 2009
Messages
89
Moon Lord Hawkeye:

Your criticism about the heroes is valid - I agree that the spells don't fit the types of heroes. Also, you're right about the tool tip errors.

However. . .

By Blizzard's design, which I left unchanged, Doom can only affect heroes.

I swapped the models for many units to return the game to a Warcraft 2-feel. As a matter of taste, I preferred troll axe throwers and ogres to spear throwers and tauren.

I'm not sure what you mean about the units being "bad." Unbalanced? If you find any other areas for improvement, i'd be happy to know.
 
Level 4
Joined
Jan 10, 2009
Messages
86
WTF!? Doom can only effect non-hero units and after their death they turn into a Doom guard!!
 
Level 3
Joined
Aug 4, 2009
Messages
54
This was going to be a civil critique, but now it's just a shit-list.

Having tried a previous version, and being quite unimpressed by it, I thought to give it another go when I saw the map layout was redone from the ground up. I'd hoped you'd learned something of decent game design in the many months since I last tried it, but apparantly not.

First, the general things:
  • Some things are really out of place. You say you're trying to give it a more "WC2 feel", and you've replaced certain units to that effect, but why is the TC still here, for instance? And then there are the creep camps. This is a Lordaeron Summer tileset, why on earth do you have Unbroken, Tuskarrs, Dragonspawn, and Thunder Lizards here?
  • As with the last version, units are priced far too high for the nerfing you've given them. Gathering rates and overall resource availability are the same, so there's absolutely no reason why units that have lost 3/4 of their health should still cost the same amount. Units in an RTS should follow one of the following themes:

    1) Weak, expendable, but cheap. Typically best used in large numbers. Games that follow this pattern (Age of Empires, Starcraft) usually emphasize map and resource control.

    2) Strong and precious, and expensive. Used for ambushes and the like. Games that follow this pattern (such as WC3) emphasize unit micromanagement, keeping as many troops alive as possible while whittling down the enemy.

    What you get, when you make units expensive but weak, is an unfortunate and unplayable mess where the first player to gain an edge in momentum wins, because the losing player will be unable to replace his units before they too are eradicated.
  • Ships aren't very well done here. There are no strategic resources on the seas besides a single gold mine (which some races can reach with or without ships), and any important land-based assets are too far inland to be affected by the naval units. All that remains is the accessway -- controlling the seas means you can bypass the three (!) creep camps guarding the land route.
  • Lose the custom models. I don't know what you're trying to make it 'feel' like with them, but 'hardcore' or 'badass' ain't it. The gameplay, along with the legion of other issues outlined above, makes the whole thing feel remarkably amateur and the models are not going to help that.
  • With units having so few hitpoints, adding to their armor really doesn't do much to make them live longer. If you changed the armor upgrades to add to the units hitpoints instead it might help.

And for some specific things:
  • Orcs
    • Goblin sappers are overpowered, possibly even worse than when they could lay infinite land mines. A single one getting into the thick of an enemy formation can kill entire armies. Or at least turn a creep camp into an instant rout.
    • The healing salve was merely useful to the Orcs in vanilla WC3. Now, with grunts having 150 HP and the salve STILL healing 400 HP, it's insane.
    • Zeppelins in the shop, first tier, no prerequisites. What were you thinking?
  • Humans
    • I can understand changing the model for the magic building, but why change the shop model?
    • Much like with the Healing Salve, keeping the healing factor of the Regen Scroll was a bad idea.
    • There's absolutely no reason to build footmen, at all, ever. Especially now that T1 range has no prerequisites and has 1.5x as many hitpoints as footmen.
    • Human towers appear to be almost entirely the same as their vanilla counterparts. They were powerful then, they're moreso now.
  • Undead
    • For some inadequately-explored reason, the Tomb of Relics counts as a town hall and can't be built near a gold mine
    • Why did you make the Lichdemented warrior melee? He's still a caster!
    • 15 hitpoint skeletons, with 4-5 damage. Yeah, I can do a lot with those. Like watch them die.
    • Dark Ritual, and to a lesser extent Death Pact, are largely useless now because of how many hitpoints undead units don't have.
    • Crypt Fiends/Archers were already dangerous because of how much damage they could do at once with enough of them. Now, their damage remains the same, and so because of the lowered hitpoints you can achieve the same effect with about half as many archers firing. Also, they have 30 more hitpoints than grunts and are infinitely more useful. What's up with that?
    • If you don't want Undead buildings to require blight for placement, that's fine. But the Undead still don't regenerate unless they're standing on blight, so. Yeah.
    • All these problems and I haven't even gotten past first tier, what the hell. I think I'm done with this race.
  • Night Elf
    • Is there a particular reason why you've removed the mobility of night elf buildings?
    • Hippogryph riders are kinda overpowered. Just about the only thing they can't comfortably take is airborne anti-air (gargoyles and such), and towers. And I'm not so sure about the former.
    • Consider reducing the coefficient on the moon well's healing, or reducing its maximum mana and/or recharge rate. They hardly have to expend any juice at all to heal an entire control group to full.
  • Other
    • There's no reason for the shipbuilders to be located at mercenary camps. Having them built at a sufficiently-tiered town hall (or another derivative structure that you, the player, have built) is good enough, and also allows you to have one unique shipbuilder per race. Again, no reason to do otherwise.
    • The thought that not one, but TWO red creep camps are close enough to be guarding the same gold mine is an oversight that should never have been missed.
    • Creep camps are still too strong. The weakest creep has nearly as many hitpoints as a grunt, while doing more damage. Higher level creep camps can decimate your troops in an instant with their AOE spells or splash damage.
    • Melee units in general are mostly useless because they will typically die before they can get more than two hits in, if that.
    • If you have an air unit spotting for you, the trebuchet can fire straight across the river into the secondary goldmine on the other side.

In conclusion, this map is nothing resembling balanced or fun, and I strongly suggest, I implore you, to go back, do a lot of playtesting, maybe break out Excel and get some spreadsheets going so you can compare numbers on each race. Whatever you were trying to do with this map, you've got a long way to go.
 
Level 5
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Messages
89
Dear Loyal2NES,

Thank you for your passionate review of my map. Disregarding your immature tone (your post reeks of a strange mix of anger and despair, like a fat toddler who discovers he can no longer keep up with his friends on the playground), you definitely found some weak points and some clear mistakes.

You implore me? Yes, honorable warrior of the internet forum! I accept your noble mission! I will balance my custom Warcraft 3 map!
 
Level 4
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Jul 8, 2009
Messages
84
Hrm, i must admit, that at the time i wrote my review for this map, i was tired, irritated at having space taken up by a game that really feels unfinished, and i did not go as in depth as Loyal2NES... I digress, that my post, wasn't so much a review, as.... bad.

However, in light of that, L2N actually has a more mature, better post then what i had, and i cannot help but wonder what part of his, nearly all encompasing review, could have an immature tone.

What he posted is a proper review, and no offence if there's some sort of sarcasm i'm not picking up over the internet, there's only one truely immature post here, and to me, it seems like the one above me...

I am done, and as i said before, sorry if i'm not picking something up.


On that bright note, i like the concept, it's just that the execution is a little... missing, and execution is everything. I await eagerly for a balanced out version, and a version where the creep camps are proper, and your heroes have either custom skills, or skills more suited to their models and names.


Balancing is a huge issue, and i can understand the trolls in the orc race, i just suggest that you give them a new model file for the berserker upgrade, instead on just a unit with the same model, and an added ability... makes it seem like a ripoff.

Sea units... well, they're pretty much useless. There's a goblin labratory that can be used to ferry your units to the gold mine, and if you were to instead add an attack, perhaps based off of Pheonix Fire, that would allow the zeppelin's to attack, it would be much more useful than the ships. I will admit, however, that they are usefull chokepointers in the land pass between bases.

Heroes... well, i suggest getting rid off some of the custom models, or at least finding something that suits them better, perhaps the warlord could have..... i got nothing :p

I will admit, that i only played as orcs, and i have no idea what issues other races may have, but right at this moment, i do not wish to find out.

-Hawkeye
 
Level 5
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Jul 10, 2009
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Yes, yes, I probably should have posted it in the map development forums first to weed out many of the problems discussed in this thread.

If anyone is interested, we could turn this into a collaborative project. Just PM me. I'm not interested in getting credit. I just want to convert Warcraft III into a fun, fast-paced, balanced RTS, so I have something to play until I use my old-age pension to buy the real Warcraft IV.
 
Level 4
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Jul 8, 2009
Messages
84
Har, yes yes call me unperceptive... however, some of the flame... i dunno, most of the time, the forums i'm on, that can be normal.

I'd be interested in helping with this, as i can definatly see this being a really good map, that and i need something to work on...


Dang, feel wierd to be called moon..... *shudder*
 
Level 5
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Jul 10, 2009
Messages
89
Great. I think we have a nice foundation to work from.

The goal, or the overarching vision you might say, is to use Blizzard's game as a base from which to add our own ideas to make the game faster-paced and a little more grown-up, like a more traditional RTS. While I enjoy Warcraft 3's style of gameplay, I was initially dissapointed with the direction Blizzard took. I think it'd be cool if we could make this map the realization of what could have been if Blizzard continued the direction it took with Warcraft 2.
 
Level 1
Joined
Feb 6, 2010
Messages
1
Overall, an enjoyable map. Not sure if it is any better than the original game, but it does present some new features and a slightly different gameplay style.

Pros:
The Offense vs. Defense feature that the engineers and craftsman present.
Cool new abilities (the meteor, zeal, trebuchets, walls, fire arrows for archers)
More units=cooler battles

Cons:
Doubt that it is balanced
Many small polish issues (tooltips,frog from meteor, greened-out icons)
Overpowered creeps
 
Level 6
Joined
Oct 29, 2008
Messages
115
um... can you please look at the pics you got and why it is all greeny and defferent to the map that you give us to download? and how do you build walls????????? i dont get this map on the pics its way much defferent... is it an upcoming one??????
 
Level 5
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Jul 10, 2009
Messages
89
Those are screenshots from an earlier version. . . I've imported all of the modded content into a different map.

You build walls with the Blood Elf engineer, purchased from a mercenary camp. I've triggered it so idle engineers will auto finish walls after the foundation has been placed. I'll upload an updated version soon.
 
Level 5
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Jul 10, 2009
Messages
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I took the dragon out to make the file size smaller. But I'm thinking of putting it back in, since the map size doesn't really matter - it's never going to be played on Bnet anyway.

A lot of the cool stuff can be accessed with the special builder units (i.e. blood elf engineer or horde craftsman). you buy these at a mercenary camp. if you're playing as undead, make sure you research the horde treaty at your town hall. then you can build the horde laboratory and demon altar.
 
Level 3
Joined
Oct 30, 2009
Messages
21
I tried the map, and I really liked it. Here are my thoughts:

+Good Things+

I absolutely adored the fact, that you can make full scale assaults without having to send groups one by one. I wish that was in the real War3 :thumbs_up:

I also liked the new units and spells. Gives much more variety. :thumbs_up:

The damage change was also good, I didn't have to wait all that long for my troops to destroy a small village. :thumbs_up:

I know I forgot something, but lets leave it at that..

-Bad Things-

The hero Warlord (I dont know if I got the name right.. the new orc hero) was pretty much useless himself in battle, because he has like 50% lower hp than the grunt, I would usually keep him standing out of battle, summoning those creatures. :thumbs_down:

The spoils of war were not all that useful. :thumbs_down:

The AI builds like three to four rows of towers around their gold mine, and they do not attack as far as i've seen. :thumbs_down:

Overall

As I said before, I really liked it, I had alot of fun and it kept me entertained for quite a while. I was just kinda picky with the bad things, but still you could fix some of that. 4.5/5
 
Level 4
Joined
Nov 18, 2009
Messages
98
ok first thing you gotta delete the naval buildings cause there was no water. 2nd night elves and undead need a super hero becuase they can only get 2 heroes and the rest of the map was terrific i hope you keep making your melee masterpiece and yeh if you want anyhelp just PM me. overall 5/5

Keep up the good work!!!
 
Level 3
Joined
Nov 19, 2009
Messages
17
They might already have started war4. War3 was a HUGE hit, and im pretty sure they'll make a 4, i mean, look at ALL THIS TIME to SC2. Like what? 5,6,7,8,9, or more years? -seems like this will be a epic map, the screens are uber, so ya, ill try it out-
 
Level 5
Joined
Jul 10, 2009
Messages
89
Since very few custom maps are actually played on B-net (except for DotA), it didn't make sense for me to sacrifice models and special effects for this feature. I've played some of the maps that have made this sacrifice for B-net, and while the gameplay may have been solid, the unprofessional presentation made me feel like I was playing something other than a modern RTS. Also, I made this map mainly to play with friends over LAN or Hamachi with a modded "warpatch.mpq" file. If you want the modded .mpq, I can send you a download link for it along with the custom maps. Just PM me.

A new version will be released soon. The Night Elves will be given an "Ancient Growth" ability. Once researched, Wisps can temporarily enter Mountain Giants to merge their spirits, allowing the Mountain Giant to grow into an Ancient Collosal. These units can throw boulders far distances and dislodge from the ground to become the most powerful melee units in the game.
 
Level 22
Joined
Feb 3, 2009
Messages
3,292
Information:


As a Reviewer of the Map Reviewers Group, I joined the THW Cleaning Event.
I
end up writing a fast review, or just posting the end state of the map, rating is not always included!


Current State for this map: Rejected


I will contact the moderator to Approve/Reject the map, depending on what you recieved.

 
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