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Custom Race: Admiralty of Kul Tiras

-Custom Race: Admiralty of Kul Tiras-

Made with Reforged: Classic graphics. This is an edit of the melee map DustWallow Keys to include The Admiralty of Kul Tiras as a playable race.
To play The Admiralty of Kul Tiras, select Human and click Yes at the start of the map.

This is an old project started in 2021 and has been sitting on hard-drive for a while so I decided to touch it up and post it. I have forgotten what I originally planed for this faction so if their are any oddities please feel free to point them out.


The Roster:
- 3 Heroes
- 11 Units
- 13 Buildings
- 36 Abilities
- 20 Upgrades
Initial defenses:
- Workers are stronger than other factions.
- Watch Tower: Defense building
Strengths:
- Good fire power
- Decent Tankyness
- Decent Anti-magic
- Mixed Support
Weaknesses:
- No early Air unit
- Mobility can get boged down

Note: Building Icons in this description are of the newer versions then ones in the map.

Changelog

Tier 1

Tier 2

Tier 3

Credits

Future



1.0 Uploaded to Map Development


1.0 Uploaded to Map Section


1.0 Hot Fix
Halberdier
  • Increased DPS to 16 at max weapon upgrade
  • Increased HP to 550
  • Increased Base Armor to 3
  • Decreased Gold Coast to 165
  • Decreased Food Coast to 2
Arquebusier
  • Increased DPS to 16.25 at max weapon upgrade
  • Increased HP to 450
  • Increased Gold Coast to 210
Cavalier
  • Increased DPS to 20 at max weapon upgrade
  • Increased HP to 1100
  • Increased Base Armor to 1
  • Increased Gold Coast to 260
  • Decreased Lumber Coast to 40
Naval Gun
  • Increased DPS to 25 at max weapon upgrade
  • Increased HP to 400
  • Increased Attack Range 1250
  • Increased Gold Coast to 200
Ark
  • Increased DPS to 63.33 at max weapon upgrade and with 3 Arquebusiers
Spiritualist
  • Swiftness Ward spell now places the ward
  • Mana Transfer activation mana cost reduced to 20
Inquisitor
  • Increased DPS to 10 at max weapon upgrade
Champion
  • Crippling Strike ability now uses a Dummy unit.
  • Crippling Strike ability armor reduction increased by 1 and chance was increased to 20% times level.
  • Blessing of Ironsides ability Mana Cost decrease to 65
Watch Tower
  • No longer the reinforce upgrade from the original orc structure.



216428-0829ce7b6eb39eb3676602c5f042e435_tn.jpg
Primary structure that receives gathered resources.

Trains:
btnvillagerman-png.434730
Mariner: Hard-working and stout-hearted citizens that make up the backbone of the Kul Tiras economy and military. Working both the docks and upon ships, these men are good at both construction and in a brawl. Can harvest gold and lumber, build structures, and repair buildings. Attacks land units and trees.

Upgrades:
216420-d160a5ed5edbb22e98185a49f0d7bb3b_tn.jpg
Armada Authority: Upgrade to Armada Authority to enable the production of additional types of structures and units.
btnpackbeast-png.434726
Backpack: Gives specific Admiralty of Kul Tiras units the ability to carry items.




216418-247dd1df5acc73e9c073d6f868e8c686_tn.jpg
Provides 8 food, which increases the maximum number of units that can be trained.



216416-2a6d5a0c2a111288026941505125f78d_tn.jpg
Defensive structure. Attacks land and air units.



216410-aadb8a5e79e7ebf8e6efb0a2a1242a6b_tn.jpg
Provides attack and armor upgrades for The Admiralty of Kul Tiras.

Upgrades:
59569-1000d14ea8e7e134e1950c49e9b58a93_tn.jpg
59567-c14337aea94439c1c4f5f7d410983208_tn.jpg
59565-887e88d7ddba110fd062edb9483d4ecc_tn.jpg
Kul'Tiran Plating: Increases armor of Halberdiers, Cavaliers, Inquisitors, and Dreadnoughts.
58374-fae9dbca0d9f373dbe11b9cf06e7560d_tn.jpg
58372-5137cca38b43f628856a3daa32e2c14d_tn.jpg
58368-3790aeafadb3f776ec5d8b16b5ec9a5c_tn.jpg
Kul'Tiran Steel Halberd: Increases damage of Halberdiers, Cavaliers, Inquisitors, and Hawk Form.
70772-7b29e879c057472b8525f1fdd860a3f5_tn.jpg
70774-098e71831b14d478ede214a8b6d6e2ab_tn.jpg
70776-ed90a13a7fe2874916e51f1905e3856a_tn.jpg
Kul'Tiran Standard Uniforms: Increases armor of Arquebusiers, Naval Guns, Arks, and Hawk Form.
btnhumanmissileupone-png.434719
btnhumanmissileuptwo-png.434721
btnhumanmissileupthree-png.434720
Kul'Tiran Gunpowder: Increases damage of Arquebusiers, Naval Guns, Arks, and Dreadnoughts.



216422-0bed9348a7a49a3ea4985e0a7b558bfc_tn.jpg
Provides building upgrades for The Admiralty of Kul Tiras. Also Serves as a drop-off point for harvested lumber.

Upgrades:
60828-f42d1a93c672ca0456be0025c3ab6d27_tn.jpg
60830-4b6aec8fb79afb247060dfec7e98472c_tn.jpg
Improved Architecture: Increases the armor and hit points of Kul Tiras buildings.
btnhumanlumberupgrade1-png.434717
btnhumanlumberupgrade2-png.434718
Improved Lumber Harvesting: Increases the amount of lumber that Mariners can carry.
173038-ab148aadea6d7834745f988adc56b172_tn.jpg
Port Watch: Provides Amada Authority and Navy Authority with the Port Watch ability, which allows them to reveal an area of the map and detect invisible units.



216430-ee7d61e3b99042b71929ae9d86432061_tn.jpg
Creates a shop with purchasable items. The items available depend upon what level of upgrade your Authority has (Port Authority, Amada Authority and Navy Authority) which buildings you have.



183746-65019038ee489ab74a7a941975edee5f_tn.jpg
Summons Heroes. Revives slain Heroes.

Summons:
btninquisitor-png.434723
Chaplain: Mystical Hero, adept at Healing.

Abilities:
100887-57bc8ec1a82580ddb6ad6fa9c6f51a3e_tn.jpg
Pure Light - A holy light that heals a target friendly living unit for a percent of its max hit points. Can't be cast on self.
94482-e6a5df4eafd885242ca4cb33d045533c_tn.jpg
Mind Rot - The Chaplain afflicts an enemy unit with a Mind Rot, which will cause the unit to lose mana per second. And if the afflicted unit casts a spell, will it become stunned.
67388-67c1f2be316ae21689969acfa9550608_tn.jpg
Holy Nova - Causes an explosion of holy light around the Chaplain, increases life and mana regeneration. Has a chance to reset the cooldown of Pure Light.
100799-62e4360f1c5021265e75bf43975b13d9_tn.jpg
Spirit of Retribution - Upon death, the Spirit of Retribution is summoned. Can cast Pure Light free of cost with a reduced cool down and will raise Lesser Spirits of Retribution from your fallen units.

108724-c4e30ac10be64b1781aec2709d80d0e3_tn.jpg
Hydromancer: Mystical Hero, adept at controlling enemy movement and ranged assaults.

Abilities:
102117-564d9820b8c20d969033473b60d7748e_tn.jpg
Orb of Water - Sends a great orb of water to the target point. During its short lifetime, it will send away bolts of water to nearby enemy units, dealing damage.
96053-8860d02de2675c6dc25a8d9cce0144cf_tn.jpg
Explosion - Creates a water explosion at the target area that will slow nearby enemy units.
96380-2fe8c980e257460531bfefa6a8e074f8_tn.jpg
Hydromancy - Gives a chance to attack faster for 3 seconds, on an attack.
121340-b2ce4b77066a9da29f3bb1f58e458a83_tn.jpg
Mass Freeze - Freezes enemy units around a target enemy unit with frozen water, preventing them from moving. Frozen units will also take damage per second.

173247-8ee0b1978201d8c79dfd1fd4aff40bce_tn.jpg
Champion: Warrior Hero, exceptional at melee combat.

Abilities:
76958-cab224c72e6175afd472be5a3c168d32_tn.jpg
Crippling Strike - Strikes the target with crippling power, dealing agility damage and reducing targeted unit's armor.
btnachievement_bg_most_damage_killingblow_dieleast-png.434710
Blessing of Ironsides - Wreaths an unit in magical silver which increases damage dealt but reduces movement speed.
80384-4fd47efbda42a2541abf796157c4b244_tn.jpg
Stance - Allow Champion to change Defensive, Passive or Offensive Stance. Each stance improves Champion's performance.
btnreincarnation-png.434728
Reincarnation - When killed, the Champion will come back to life.



216408-b8be6443336e6b8c90a53382372127ff_tn.jpg
Primary troop production building.

Trains:
170846-6f8ebcb26c45e5ae74939eee8bb00e60_tn.jpg
Halberdier: Well equipped, these men make solid infantry, and their polearms make them effective at holding out against both medium and large foes.

Abilities:
151491-5bf628645e164d9d6d4f82b6d607a266_tn.jpg
Plate Armor - Reduces the damage taken from spells, piercing attacks and magic attacks.
107965-f440ce658ff4f4e6f49cc470973506ac_tn.jpg
Polearm Training - Increases damage dealt to enemy targets with large armor.

170489-bc65ac8e13e7c5ac7d887dbf88bf8cd8_tn.jpg
Arquebusier: Armed with an Arquebus, these men fight at a medium range and are quite accurate, while capable of firing deadly volleys that can pierce most armor.

Abilities:
95330-bcae0043cd9c933f107f66b7ef1cdadd_tn.jpg
Heavy Arquebus - Attacks have a chance to reduce an enemy unit's armor and give vision of that unit.
btndwarvenlongrifle-png.434713
Rifled Barrels - Increases attack range and damage.

169193-863c1b57dff7873781ecbc07b7119911_tn.jpg
Cavalier: Well trained and armed with lance, this unit is handy for out flanking your opponent and chasing down casters. as well as harrying your foes' bases.

Abilities:
173024-8a559e6726e36551628b5f102bd53790_tn.jpg
Charge - Causes the casting unit to charge at targeted units bypassing other units and stunning the target.
73799-f02ea5511f444d86b7f6d4e553920d0a_tn.jpg
Explosive Tipped Lances - Causes attacks to do more damage to buildings.

Upgrades:
  • Plate Armor: Allows Halberdier to have Plate Armors.
  • Polearm Training: Allows Halberdier to have Polearm Training.
  • Heavy Arquebus: Allows Arquebusier to have Heavy Arquebus.
  • Rifled Barrels: Allows Arquebusier to have Rifled Barrels.
  • Explosive Tipped Lances: Allows Cavalier to have Explosive Tipped Lances.


216420-d160a5ed5edbb22e98185a49f0d7bb3b_tn.jpg
2nd tier Primary structure that receives gathered resources. Enables the production of additional types of structures, upgrades and units.

Trains:
btnvillagerman-png.434730
Mariner: Hard-working and stout-hearted citizens that make up the backbone of the Kul Tiras economy and military. Working both the docks and upon ships, these men are good at both construction and in a brawl. Can harvest gold and lumber, build structures, and repair buildings. Attacks land units and trees.

Upgrades:
216414-2024884740d61b382a99db366f87cc80_tn.jpg
Navy Authority: Upgrade to Navy Authority to enable the production of additional types of structures and units.
btnpackbeast-png.434726
Backpack: Gives specific Admiralty of Kul Tiras units the ability to carry items.

Abilities:
173038-ab148aadea6d7834745f988adc56b172_tn.jpg
Port Watch: Allows the Pyramid to reveal an area of the map. Detects invisible units.




216402-b974689bf2c6ed2da71736251accd617_tn.jpg
Spell troop production building.

Trains:
174539-1125863b023199a67c465ecdc0d1d4de_tn.jpg
Spiritualists: Having taken several oaths as part of their role: to serve and protect the people, guide and sustain them, and to make their ships strong. These sages are a vital part of the culture and might of Kul Tiras.

Abilities:
btninv_misc_anchor-png.434724
Anchor of Binding - Conjures up a spiritual anchor, inflicting damage and slows a target enemy unit's attack rate and movement speed.
btnability_monk_soothingmists-png.434708
Mending Rapids
- Caster stand stationary calls upon the restorative tides to heal allies within area a percent of their maximum health per second.
btnshaman_pvp_ripplingwaters-png.434729
Swiftness Ward - Summons an immovable ward that Increases nearby friendly units' movement speed and attack rate.

203254-0744e16e66b9666820c6426b8206a27b_tn.jpg
Thornspeakers: Living relics of the druidism used by the Drust of old, before the days of Tul, whose ways the Thornspeakers consider to have brought disgrace upon the Drust.

Abilities:
btninnerfireon-png.434722
Barkskin - Increases a target friendly unit's armor.
btnravenform-png.434727
Hawk Form
- Transforms the Druid into a Hawk, increasing mana regeneration, reducing mana and making him an aerial fighter.
btndispelmagic-png.434712
Dispel magic
- Removes all buffs from units in a target area. Human Form only.
71252-e1f7db54f5de8ae459af049dfc704f55_tn.jpg
True Sight - Reveals nearby invisible units. Hawk Form only.

170943-3f5dedc47822cefdd7a892f11e6e28b9_tn.jpg
Inquisitors: Champions that trace their origins back to the first colonization of Drustvar by the humans nearly three millennia ago. These highly trained individuals use a variety of techniques and weapons, and all armed with an in-depth knowledge of combating Drust and Witch magic.

Abilities:
130021-f015b595453151d0ac83c5dadd012b27_tn.jpg
Ravage Magic - Dispels positive buffs from enemy units, and negative buffs from friendly units.
144302-c3ea36f431407096937b3b1898f324f9_tn.jpg
Mana Transfer - Transfers mana between the Inquisitor and a target. Drains mana per second from an enemy, or transfers mana per second to an ally.
btncloudoffog-png.434711
Mana Cloud - Stops all enemies in a target area from casting spells.
btngenericspellimmunity-png.434715
Spell Immunity - Renders this unit immune to all spells.

Upgrades:
  • Spiritualist Training: increases Spiritualists' mana capacity, mana regeneration rate, hit points, and gives them the ability to cast additional abilities.
  • Thornspeakers Training: Increases Thornspeakers' mana capacity, mana regeneration rate, hit points, and gives them the ability to cast additional abilities.
  • Mark of the Raptor: Allows Thornspeakers hawk form to use Barkskin.
  • Mana Cloud: Allows Inquisitors to use Mana Cloud



216432-3a7f0be63d481b41d7234144df42098d_tn.jpg
Support troop production building.

Trains:
175620-7703b372c95cabd183a3331aa347f952_tn.jpg
Naval Gun: This powerful ship cannon has great range, damage and accuracy at the cost of being heavy and vulnerable. Devastating against enemy defenses and lethal against enemy troops.

Abilities:
btnfragmentationbombs-png.434714
High Explosive Shell - Uses explosive shells to increase damage dealt to Unarmored and Medium armor units.

btngnome-ark-png.434716
Ark: Stable on land and sea, this marvel of engineering features multiple centreline guns allowing its onboard complement to take on most foes. Requires loaded Arquebusier to attack.

Abilities:
104945-373f16e1d69a5647e2de2ea04757a504_tn.jpg
105162-f6b9fcc79d7b6a48aa6e2828f935748a_tn.jpg
Firing Ports - Causes nearby an Arquebusier to run into the Ark so that it can gain protection and allow the ark to attack.
btndwarvenlongrifle-png.434713
Rifled Barrels
- Increases attack range and damage.

Upgrades:
  • High Explosive Shell: Allows Naval Guns to have High Explosive Shell.
  • Improved Firing Ports: Upgrades the firing ports on Arks to increase the number Arquebusiers it can garrison.


216414-2024884740d61b382a99db366f87cc80_tn.jpg
3nd tier Primary structure that receives gathered resources. Enables the production of additional types of structures, upgrades and units.

Trains:
btnvillagerman-png.434730
Mariner: Hard-working and stout-hearted citizens that make up the backbone of the Kul Tiras economy and military. Working both the docks and upon ships, these men are good at both construction and in a brawl. Can harvest gold and lumber, build structures, and repair buildings. Attacks land units and trees.

Upgrades:
btnpackbeast-png.434726
Backpack: Gives specific Admiralty of Kul Tiras units the ability to carry items.

Abilities:
173038-ab148aadea6d7834745f988adc56b172_tn.jpg
Port Watch: Allows the Pyramid to reveal an area of the map. Detects invisible units.




216406-be6b35056ba116dbc0cb76d43d557110_tn.jpg
Elite production building.

Trains:
168729-92f0e40e0cd47b21b04d9906f80a2562_tn.jpg
Dreadnought: Constructed of tough oak, equipped with a massive fore bombard and 12 broadsides cannons. This awesome example of naval power is a hard nut to crack.

Abilities:
btnability_vehicle_siegeenginecannon-png.434709
Full Broadsides - Fires all its cannons, bombarding land units to the left and right of it, dealing damage to nearby enemy units and stunning them.

Upgrades:
  • Gunner Training: Allows Dreadnought to use Full Broadsides.



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Simple Spell Pack v1.3 by -Berz-
Large GUI Spellpack by Dekku
Death Knights Presences (v1.1) by Losam



Button Manager v1.8.2 by Shadow Daemon
MDL MDX Converter by Guessed
Wc3 Universal Calculator & Colorizer v5.3.2 Submitted by D.O.G.



- Replace building models with bakr’s newer one.
- Make use of the abundance of new Kul Tiras models to either replace or rework units
- And 4th Hero as either a Commander or sailor themed
- Custom melee map with deep water (Note to self: look into AI ship Use.)
- Add Kul Tiras/ sailor custom music
Contents

Admiralty of Kul Tiras (Map)

Reviews
deepstrasz
Generally, it's an OKish altered melee map but rather very Human inspired and original Warcraft III material based. Could be much more interesting IMO and more Kul Tiras like. Full Broadsides always shoots to the east and west, it doesn't matter to...
Level 3
Joined
Mar 21, 2019
Messages
9
Writing as I'm playing :)
Using the Champion's Crippling Strike ability spawns a Town Hall (at least when used near a gold mine).
Trading Post - Staff of sanctuary still requires Castle
Weird one - some AIs build a farm/moonwell and an altar then they don't do anything afterwards
Watch Tower still has the reinforce upgrade from the original orc structure.
Swiftness ward doesn't work (no effect applied) but it does spawn a Watch Tower in construction.


Balance suggestions:

The Cavalier has way too little hp, even if it might compensate through damage or attack speed, or through cost. 350 for a mounted unit in heavy armor is pretty weird too :) There's also a distinct lack of durable units. Everything is pretty low hp and squishy. Make them a little tankier and give them some damage on their charge ability, maybe even some extra stun duration.

The Halberdier is a decent unit, but as far as food and cost go, which are exactly the same as the Grunt's (almost), I'd still much rather have a Grunt. Maybe give them a bonus if there's plenty of them around? As if they were in formation, and they gain extra armor and damage or something. This would justify the cost ( ~50% extra relative to a footman, for a mere 80 extra hp, though the dmg scales somewhat nicely with upgrades, I'll give you that).

The idea of the Ark is pretty good, but in its current state I'd say it's an irrelevant unit. Even at max level I'd rather have 3 arquebuses shooting from outside rather than inside. Maybe if you allowed it to attack multiple targets depending on how many arquebuses it had inside, sadly that editor field in the attack details is a disappointing lie if I'm not mistaken :)

The Naval cannon is, I believe, underpowered in a couple aspects. The first one is the range, which is abysmal for a siege unit. It forces it to stay near the fighting hence exposing it, and the hp doesn't last much. I'd also make it a non-mechanical unit if you stick with the range being short, so it can at least be healed without the need of a worker (much like the mortar team, since it's still 2 dudes and a cannon :) )

I'm unsure if the arquebus is a little too strong. It does have significantly greater damage than the rifleman, while being cheaper and with a faster firing rate.

The Dreadnought is a pretty good unit, really in a place of 'crowning the tech tree'. The question is, in a melee game, can you survive 'till the late game to field it? :) The AI had some trouble targeting me but I'm pretty sure any late game army can plow through your infantry in no time.

Spellcasters are ok, the abilities are nicely chosen, no balance issues there. Maybe make the Inquisitor an alternative late-game heavy infantry? The mana channeling ability is a neat and useful thing. Although the 35 mana cost just to initiate it is pretty high in my opinion. The Mana Cloud ability is an interesting concept, but, the reason the DragonHawk Rider's ability works is because its target doesn't move (defenses), which ain't the case here.

Upgrades are cool, I like what you did with them.

Models are cool too.



I only tried the Champion hero. I'd say the mana cost for the Blessing of Ironsides is a little high for something that gives a debuff as well (being a procentual damage increase it's very effective on a dreadnaught, much less on a halberdier though, so it is pointless early game especially at 80 mana, and for only 15 seconds). The stance ability is cool. The Crippling strike ability also seems overpriced (mana-wise). I wouldn't change the price on it though, but I can't think of a replacement either. Make it more ... devastating or something. The Tauren Chieftain gets the shockwave that can damage multiple units for the same-ish mana price, if used at the right time. I'd keep the effect (armor reduction, damage twice the agility) but make it like the Warden's fan of knives, so it damages and reduces armor for all enemies around the hero. That would justify the mana cost, and give it more tactical significance.
 
Last edited:
Writing as I'm playing :)
Using the Champion's Crippling Strike ability spawns a Town Hall (at least when used near a gold mine).
Trading Post - Staff of sanctuary still requires Castle
Weird one - some AIs build a farm/moonwell and an altar then they don't do anything afterwards
Watch Tower still has the reinforce upgrade from the original orc structure.
Swiftness ward doesn't work (no effect applied) but it does spawn a Watch Tower in construction.


Balance suggestions:

The Cavalier has way too little hp, even if it might compensate through damage or attack speed, or through cost. 350 for a mounted unit in heavy armor is pretty weird too :) There's also a distinct lack of durable units. Everything is pretty low hp and squishy. Make them a little tankier and give them some damage on their charge ability, maybe even some extra stun duration.

The Halberdier is a decent unit, but as far as food and cost go, which are exactly the same as the Grunt's (almost), I'd still much rather have a Grunt. Maybe give them a bonus if there's plenty of them around? As if they were in formation, and they gain extra armor and damage or something. This would justify the cost ( ~50% extra relative to a footman, for a mere 80 extra hp, though the dmg scales somewhat nicely with upgrades, I'll give you that).

The idea of the Ark is pretty good, but in its current state I'd say it's an irrelevant unit. Even at max level I'd rather have 3 arquebuses shooting from outside rather than inside. Maybe if you allowed it to attack multiple targets depending on how many arquebuses it had inside, sadly that editor field in the attack details is a disappointing lie if I'm not mistaken :)

The Naval cannon is, I believe, underpowered in a couple aspects. The first one is the range, which is abysmal for a siege unit. It forces it to stay near the fighting hence exposing it, and the hp doesn't last much. I'd also make it a non-mechanical unit if you stick with the range being short, so it can at least be healed without the need of a worker (much like the mortar team, since it's still 2 dudes and a cannon :) )

I'm unsure if the arquebus is a little too strong. It does have significantly greater damage than the rifleman, while being cheaper and with a faster firing rate.

The Dreadnought is a pretty good unit, really in a place of 'crowning the tech tree'. The question is, in a melee game, can you survive 'till the late game to field it? :) The AI had some trouble targeting me but I'm pretty sure any late game army can plow through your infantry in no time.

Spellcasters are ok, the abilities are nicely chosen, no balance issues there. Maybe make the Inquisitor an alternative late-game heavy infantry? The mana channeling ability is a neat and useful thing. Although the 35 mana cost just to initiate it is pretty high in my opinion. The Mana Cloud ability is an interesting concept, but, the reason the DragonHawk Rider's ability works is because its target doesn't move (defenses), which ain't the case here.

Upgrades are cool, I like what you did with them.

Models are cool too.



I only tried the Champion hero. I'd say the mana cost for the Blessing of Ironsides is a little high for something that gives a debuff as well (being a procentual damage increase it's very effective on a dreadnaught, much less on a halberdier though, so it is pointless early game especially at 80 mana, and for only 15 seconds). The stance ability is cool. The Crippling strike ability also seems overpriced (mana-wise). I wouldn't change the price on it though, but I can't think of a replacement either. Make it more ... devastating or something. The Tauren Chieftain gets the shockwave that can damage multiple units for the same-ish mana price, if used at the right time. I'd keep the effect (armor reduction, damage twice the agility) but make it like the Warden's fan of knives, so it damages and reduces armor for all enemies around the hero. That would justify the mana cost, and give it more tactical significance.
Thank you for the quick review. The things you pointed out have been addressed, and a new map file has been uploaded. You can see the changes in the changelog. I have no idea what causes the AI to behave in that way. As for weird building spawns, it turns out that when I changed the map to the latest version, some of the units that were spawned by triggers and spells were changed.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,807
Generally, it's an OKish altered melee map but rather very Human inspired and original Warcraft III material based. Could be much more interesting IMO and more Kul Tiras like.
Full Broadsides always shoots to the east and west, it doesn't matter to which cardinal point the ship looks towards.

Approved.


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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.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
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