• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Blackrock Foundry (Mythic) v1.0.4 .w3x

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
  • Like
Reactions: deepstrasz
The map is a re-creation of the Dungeon "BlackRock Foundry" from World of Warcraft: Warlords of Draenor. This map is intended for 3 players. But i have made it so you also can play alone. Choose from 6 custom heroes, with custom abilites and complete the weekly Blackrock Foundry(Mythic) for a chance to get your legendary loot. Defeat all the 10 bosses in order like in the game to win. Some bosses have voice-overs to make it more EPIC. Will it be you, who destroys Blackhand and his foundry? Good luck.

Note: No models were created by me. They are downloaded from HIVE, listed below.
Sounds used are from WoW and WC3.
Feedback is appreciated :)
-Joadan

Patch:1.0.1: Added fully customizable hero selection.
Minor adjustments to difficulty of enemies.
Reduced health of Kromog and Blackhand.

Patch:1.0.2: Enviromental Changes.
Reduced mana cost of hero powers.
Improvements to teleportation system.
Fixed an issue where Blackhand would teleport away.
Added Screenshots.

Patch:1.0.3: Changed so that heroes will choose their own skills via. their class trainer.
Bosses are balanced to an agreeable difficulty, some are given new abilities and voices.
New skills and abilities (Still working on this)
Visual improvements.

Patch:1.0.4: Added detailed tooltips for spells and abilites.
Heroes have a icon suited to their class.
Heroes are adjusted to fit their role.
Players can now loot gold from the trash mobs.
Abilities has been reworked.
Rare/Epic/Legendary items added.
Beastlord Darmac's fight functions properly.


Currently just the three bosses in the Slagworks, have chances to drop. Loot system will be improved and changes to the map will be made in the next patch.:)
I have plenty of future updates planned! Thanks for your patience and support!

Resources used in making of this map, thanks for making this possible:

Blackhand
Blackrock Grunt

models by: Tauer

DragonWarrior(TheSlayer)
model by: eubz

ForsakenAssassin
model by: Uncle Fester

BlackLegionPriestV1
model by: AhhFreshWeeD

Gronn
model by: Sellenisko

HeroDemonHunter
model by: makai

Ratamahata_Shaman_Enhancement

model by: ratamahatta

Bloodelf Champion
Hero Whitemane Druid

models by: General Frank
Contents

Blackrock Foundry (Mythic) (Map)

Reviews
Korialstrasz
Okay, I like the idea, recreating dungeons from WoW in wc3. Same universe, should work perfectly if done correctly. Your map however, still needs quite a bit work. I only played it for 10 minutes, and I've got some points that you really need to work...
deepstrasz
Unfortunately, this is not a campaign, it's one map. Replace the Campaign tag with RPG or something else that fits, if any but co-op does fit. A credits list is mandatory in the map description. You can use this for help on which resources belong to...
Korialstrasz
It seems that you have updated your map, and I gave it a second try. I do love that you listened to almost all of my feedback that I gave. It is noticeable that you did put changes on everything that I mentioned and even added the custom heroes. That...
deepstrasz
Should make it so that you could see the abilities of heroes or at least know their names before selecting. Heroes have weird icons, not matching their portraits. There are way too few abilities and because of that primary attributes make little to no...
Korialstrasz
Your next patch again is a great step into the right direction and I can see that you are spending a lot of your time into this and are really trying to get this done. The new skilling system is a lot better and as soon as they are class restricted it...
deepstrasz
1. Many icons don't have DISBTNs. They look like green squares on pause/F10. These will help you know how to add or make such icons: Button Manager v1.8.2 BLP Lab v0.5.0 Complete Icon Tutorial - All About Icons How to Make an Icon Passive spells don't...
Level 6
Joined
Apr 5, 2015
Messages
166
Okay, I like the idea, recreating dungeons from WoW in wc3. Same universe, should work perfectly if done correctly.
Your map however, still needs quite a bit work. I only played it for 10 minutes, and I've got some points that you really need to work on and also some ideas to improve it.

1. The terrain I've seen could be improved. Try not to use all the random doodads, random wooden chairs and water troughs do not fit into this kind of dungeon.
2. More items, more variation, more content. This is really needed to add some replay value. All I have seen is like 5 items and the only unit I was fighting were grunts.
3. Fixes need to be done. The teleports in the start are a mess, it's hard to spot most of them, try to add something visual there like a real teleporter. Also I do not understand why you added books of experience on the floor of the marketplace. If you want to set a start level and start money it should be done via triggers. You can't get back to the marketplace once you are in the dungeon. (If it is supposed to be like this tell the player before going in.) The 7. hero, I believe its the assassin is invisible and cant be seen before picking it. Tooltips - These still seem to be a mess. Add a tooltip to every ability you did, sometimes you used tooltips as names or didn't have any. The player needs to know what the spells do. If you're playing solo, the cameras feel to fast to follow with all 3 heroes. And the heroes all can't get out of the marketplace, atleast not in the same spot. It seems that every hero needs to leave at a different teleporter, which is weird if you play alone.
4. I would recommend to add all the hero classes of WoW, the regular ones, with no skills at all. After you picked your class, there could be a shop for your class (that gets created via trigger for each player) where you can choose to buy many of the class skills. With that, you would have a much bigger variety and players would have more fun. And every class could be played differently. You could use wood or something like that as a resource for skills.

Look at these points. I'll take another look once you worked on your map. If you want more feedback hit me up with a message.
And don't take my words too hard, I mean it in a friendly and helping way.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,941
Unfortunately, this is not a campaign, it's one map. Replace the Campaign tag with RPG or something else that fits, if any but co-op does fit.

A credits list is mandatory in the map description. You can use this for help on which resources belong to whom: Resources in Use by Blackrock Foundry (Mythic) | HIVE

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!


R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description

ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.



 
Level 6
Joined
Apr 5, 2015
Messages
166
It seems that you have updated your map, and I gave it a second try.

I do love that you listened to almost all of my feedback that I gave. It is noticeable that you did put changes on everything that I mentioned and even added the custom heroes. That is very good!
But we're still away from a public release in my opinion. What you should do is to put some more work into the skill system that you created. Don't get me wrong, it is great that it's there, and some skills look cool and fresh, but that was not my first intention. Everyone can buy skills from all classes, you should restrict this with triggers and create one shop for each class. Don't use fancy new spells that summon Illidan or Mana fountains, instead use the real skills out of World of Warcraft for the classes. You do not even need to do new skills for most of them. Druid has things like entangle, bear form, etc. and the same goes for the other classes too. Mage - Water Elemental, Blizzard, Flamestrike, etc. I would also make the buyable skills tomes of agility, for example, that boost +0 and give the hero the spell via trigger. And it can be bought as many times as one wants, the more you buy it, the higher its level gets. But, a druid can only buy skills for himself, if one tries to buy skills for different classes, refund the wood and do not give the spell to the target. Ultimates should also be valued differently. Maybe make them more expensive and/or only allow to buy one for each class if you want to keep this form of skills in the game. I do not think it is needed tho, because you can't get back to the skill shops anyways.

Now to fixes and balancing: I wasn't able to teleport out of the skill area with one hero, through neither portal. And I did some fighting on the map until I came to the first 2 bosses. They had like 4500 hp each, and did insane damage. They crushed me in like three to four seconds. Have you finished your map yourself yet? You should definitely give it a few runs to balance everything correctly, especially skills, hero HP, and resources that should be given to the players.

Do me the favor. I like that you are working on your map so fast and are trying to implement stuff that I told you. But better take yourself more time to do these new systems and skills and everything. There is no need to release asap, you can get this really good, but it needs its time. Balancing is never easy and fast, but it is even more important in a map like this to be done correctly or players will be frustrated. I would even recommend you to create a thread in map development first with your map and beta versions, so that we can get there together more easily. I would definitely help, and others would too. However, this is entirely up to you and I do only recommend this. I hope you keep on working and we'll get there!
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,941
  1. Should make it so that you could see the abilities of heroes or at least know their names before selecting.
  2. Heroes have weird icons, not matching their portraits.
  3. There are way too few abilities and because of that primary attributes make little to no use. Everyone could just be playing a strength hero because they're the strongest.
  4. Ability items can be transferred from one hero to another thus every hero in a game can have the same spell. I chose 7 spells and only after realized there was an ultimate to choose. You can choose more ultimates too. So yeah, 8 spells if many passive ones are chosen.
  5. Abilities don't have hotkeys, at least not visible ones.
  6. Chaos Wave has an "I" in its title at the end.
  7. Some spells have the "Level - number" in their title, others don't. How do you level up the spells? I can't return to the spell choosing place to try and buy the same one again to see if it can be upgraded.
  8. Bosses (Orego-something) follow you until you're dead. Door didn't close there when getting to it.
  9. Would be nice not to change the potion look because it's all confusing as the Invulnerability Potion is now a healing potion etc.
  10. Anyways, spells are Warcraft III ones. I suggest custom ones.
  11. Animals called by Mazuru do not attack, they just stand there looking. Oh, they attack after he dies.
  12. Why no Hold Position!? Or it might have been replaced by a spell.
  13. How do you earn gold? Killing units does not give any. Killing bosses, the same...
  14. Most of the time it feels like killing units on the map which aren't doing too much as they're way of attack and spell casting is repetitive.
  15. I'm not sure the human spearman fits. You should find an orc spearman model. There is one or maybe more on the site.
  16. Kromog wastes his mana, time casting Earthquake that doesn't do any damage while the heroes attack him and heal.
  17. Boss drop items are uninteresting. What about unique items?
  18. Would be nice to ping the minimap or pan the camera when a door/gate is unlocked.
  19. I highly advise on moving the heroes by triggers so that none shall remain outside a boss fight.
  20. Fire traps don't deal any damage.
  21. The elevator to Tam Windtotem the Blackhand can be crossed even if it is up. Use the close elevators walls trigger when it's up.
  22. You rarely have the mana to use so many spells. "Luck" I've chosen more passives.
Overall, nice but needs gameplay variety and a bit more non-Warcraft III obvious content.

Awaiting Update.
 
Level 6
Joined
Apr 5, 2015
Messages
166
I have read all comments, putting a lot of effort in a big patch now, thanks for you support.

Your next patch again is a great step into the right direction and I can see that you are spending a lot of your time into this and are really trying to get this done.
The new skilling system is a lot better and as soon as they are class restricted it will feel a lot better. You should add 3-4 skills more per class tho and try to use accurate skills icon, because at the moment they feel very random. Use the ones out of WoW or good fitting ones from the Hive. One thing you also really need to work on are the Bossfights. They need to have skills that they are using, and in the best way those would be the same that they have in WoW, since that is what your map is about. But before you do that, you should really work on the points that deepstrasz told you in his last post. Those are really important and you have not worked on them yet.

But again, good updates, keep working and you will get there!
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,941
1. Many icons don't have DISBTNs. They look like green squares on pause/F10. These will help you know how to add or make such icons:
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon
Passive spells don't have the passive icon look. Consecration has an icon of an autocast spell and this ability cannot be autocast.
2. You should mention the type of ability in their shop description so you know which is passive and which is not. If not, add a specific passive icon to those which are not active/mana based. You can, optionally, write the mana cost and cooldown. This is a helpful guide: Tooltip Tutorial Spell descriptions after you buy them, on the heroes, tell less details, not even damage, duration etc.
3. Some heroes like Gorekson have more spells.
4. Most spells are just Warcraft III ones renamed and with different icons.
5. The Unstable Slag Shoulderplate's icon looks as if it has a cooldown. Just a nitpick. It's pretty useless as an item in that it's no different from Claws of Attack +3.
6. Darmac doesn't drop anything. Also Franzok and his partner. Also most bosses, it seems.
7. Flambender has normal attack. Bosses should have at least Hero attack type to deal proper damage against Hero armour.

Awaiting Update.
 
Top