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AcrossTheRealmsV1.2

Across the Realms is an altered melee in a custom universe with custom factions.
The mod is a long term project that currently features 4 playable factions.
My goal is eventually create a "War of the Races" type of mod and I plan on adding more races at a later date.

This mod is my love letter to fantasy or sci fi games in general made possible by Blizzard Entertainment and TheHiveWorkshop website.
- A lot of work was involved in making this mod, I hope it´s as enjoyable for people to play as it was for me to create it and do test runs.

-Features-
Play as Dark Elves, Dark Dwarfs, Dwarfs and Wood Elves.
A massive amount of custom models.
A classic way to play with a twist.
Intentional imbalances and overpowered stuff.


To select any of the current existing races simply pick the default race in the main menu.
  • To play as Dwarfs select Humans
  • To play as Duergar/Dark Dwarfs select Orcs
  • To play as Dark Elves/Drow select Undead
  • To play as Wood Elves select Night Elf
To play against an opponent in single player simply add any computer controller.
This will run a trigger wave-like "ai". At the moment there is no race ai.
----> If you don´t add any computer player in single player you will be able to explore the tech tree/races without any pressure. The computer in force2 will not be an issue.


The start of the game should be familiar to any Warcraft player except there is a lot of custom models and there are no choppable tree´s, more on the second resource in a bit.
Your worker gathers gold, builds and repairs as usual.
---->Keep in mind that the pick icon represents almost every worker.

When you open the build menu you will see this
or
The icons may take a bit to get used to but they are a general representation of what a structure might function with few exception.
For example: The crown icon is your race Town Hall. The fork and knife is your "farm". These structures may share icons but they will have their own uniqueness depending on race.


Instead of lumber you savagely attack flags to capture them or research it up to x amount of times. They will generate a resource called lore that gathers slowly over time.
Lore resource is often needed to research, build or train the more unique aspects of your race. If you find yourself pressured on the map then as long as you have gold, you will still have access to the majority of your tech tree and some of your upgrades.


There are buildings, upgrades and even a few units that are shared between races but what you have access to varies. This design is very much a tribute to two of my favorite rts games; Age of Empires and Warlords Battlecry.


Each race has their own unique playstyle. They may share some common grounds, however only one race can sacrifice their workers to fill a well of blood and summon demons, or build treasures for easier access to gold mines. "long sentence, I know".


Pay close attention to armor, weapon types or unique tags. Counters are design to be strong.


The survival wave trigger does grow stronger over time, it also splits waves to new locations. Currently there is only one difficulty option to it.

I am really bad at triggers and codes. In order to avoid leaks, decisions made by the survival waves on pathfinding, locations and when to escalate it´s difficulty is all based on dummies and for the ai to complete research from pre placed structures.
Pathfinding is a simple follow the moving dummies that is already pre placed.
I had to learn about leaks and how to fix them regardless and it all feels like it runs smoothly.

If there is a huge problem or there are easier way to accomplish what I did, keep in mind that I am clueless when it comes to this sort of thing.

-At the start I split the mod work in this way
0 = Various gameplay stuff including terrain/map work, added 1 race.
0.25 = Add 1 race and generic stuff, updated gameplay
0.50 = Add another race and more generic stuff, updated gameplay
0.75 = Added fourth race, modeled generic stuff, updated gameplay
1.0 = Here we are.

-I´ll be slowing progress down at this point but this is a basic idea on what I plan to do.
1.5 = Updates based on feedback, improvement etc.
2= Add 1 or 2 new races, potentially more generic stuff and release.

-How many races do I plan to add?
6+ or so. This may never come to pass as i´m about to start a new chapter in my life and I got no clue how much it will influence my time.

I am also prone to replacing units and changing stuff. I do hope to expand on current races tech tree. I did limit myself to how much unique content each race currently has so that I could finish this without being overwhelmed.

  • Archmage Owenalacaster
  • Blizzard Entertainment - Warcraft, WoW Icons etc
  • Direfury - Warlock mdl
  • FerSZ - Red, Green, Black and Bronze Dragons mdl
  • Galendor Crail - PriestessOfPain mdl
  • General Frank - MechanicGears mdl
  • HerrDave - DwarfWorker mdl
  • Jesus Hipster - GuardianWisp mdl
  • MechanicalMan - Drow Tower, Altar and Warriors Kabal mdl and for our modding history. I learned a lot from him.
  • Mike - Ballista mdl
  • NfWar - Oil & Mechanism Icon
  • Norinrad - Earth Elemental, Lava Elemental mdl
  • Sellenisko - BalrogOfMoria mdl
  • Wazzz - Variety
  • WillTheAlmighty - Fireworks mdl

Minor Update 1.1
-Restore Dwarf Engineer lost ability. Lookoutpost effects dwarf towers.
Minor Update 1.2
-Familiar+Gargoyle now benefit from Divination and Spell Focus upgrade
-Warlocks now benefit from Divination and Spell Focus upgrade
-Reduce Druid essential spells mana cost.

That´s it for the things I overlooked. Reason for these daily updates is that I will be leaving to work at a dig site and I will be away for awhile, cheers!
Contents

AcrossTheRealmsV1.02 (Map)

Reviews
deepstrasz
There's a lot of units with similar roles and might get the gameplay cluttered. Control points is a nice idea but having the second resource based on them and they being so few forces players to constantly battle over them with the advantage to the...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
  1. There's a lot of units with similar roles and might get the gameplay cluttered.
  2. Control points is a nice idea but having the second resource based on them and they being so few forces players to constantly battle over them with the advantage to the players that own the flags most of the time.
  3. Generally, standard Warcraft III material. Also, the factions are pretty much mirrored.
  4. Mole Machine's warp ability should take time depending on the distance otherwise it will be pretty unbalanced.
Approved.


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Em!

Em!

Level 25
Joined
Jan 9, 2004
Messages
635
There's a lot of units with similar roles and might get the gameplay cluttered.
That´s how it is in rts e.g. age of empires, warlords battlecry, warcraft 1 & 2 and 3. A footman is a frontliner, orcish grunt too.

Control points is a nice idea but having the second resource based on them and they being so few forces players to constantly battle over them with the advantage to the players that own the flags most of the time.
This point is speculation.
Lacking lore resource does not cripple your production. Lacking gold does.
If you lose map control in a standard warcraft 3 game do you have the advantage?

Dawn of war has capture points as a resource mechanic, wbc too. This is tribute game to a wide variety of rts and fantasy games in general.

Generally, standard Warcraft III material. Also, the factions are pretty much mirrored.
This point needs further clarification.

Mole Machine's warp ability should take time depending on the distance otherwise it will be pretty unbalanced.
That´s a balance concern and there are easier ways of nerfing the machine.

Thanks for the approval.
 
Last edited:

Em!

Em!

Level 25
Joined
Jan 9, 2004
Messages
635
Abilities and game mechanics are Warcraft III aside control points. Mirrored as in units are quite similar to each other among factions/races.
Yes it´s rts. Warcraft 3 is rts and I am using the world editor. A fireball in one game is a fireball in another.
Keep in mind that there is age of empires "along with other games," influence in my mod.

Let´s examine your "mirror" theory and see it in effect in warcraft3, focus is on early game.
All weapons and armor upgrades are copies of one another with different icons.

Footman-weaker than grunt
dwarf rifleman-stronger than troll head hunter.

There is a give and take with undead and night elf.
Ghoul weak front liner but makes up for it by being cheap and capable of harvesting lumber.
Crypt fiend, short range with high hit point. The crypt fiend can front line better than a ghoul but that´s an expensive trade off, not worth it.

Archer is a cheap ranged dps with shadowmeld. Not a front liner.
Huntress similar to crypt fiend but mirrored because the archers cannot front line.
This formula is common in rts for balance purposes

You are not wrong but this is a common theme in mods and rts in general.
 
Level 21
Joined
Dec 4, 2007
Messages
1,478
Well made and you obviously put a lot of effort into this!

However, it seems to me that everything dies too fast - players resolve to rushing + massing ranged/siege/air units.
Thus boiling down to a Zergfest of sorts. Hard to get around this in such a type and genre.

You could try and create a different map with more defendable locations.
 

Em!

Em!

Level 25
Joined
Jan 9, 2004
Messages
635
Well made and you obviously put a lot of effort into this!

However, it seems to me that everything dies too fast - players resolve to rushing + massing ranged/siege/air units.
Thus boiling down to a Zergfest of sorts. Hard to get around this in such a type and genre.

You could try and create a different map with more defendable locations.
Ty for feedback. Yeah, i have already beefed up health on units a lot and edited the map with more defensible location. I can´t upload it yet because there is just too much content i´ve been adding/fixing and planning. I´ll try to narrow my focus down for an update on that.
 
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