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Distant Lands - A Massive Custom Melee

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Distant Lands

Introduction
:
Distant Lands consists of 6 original Warcraft III/The Frozen Throne melee maps, combined into one large map.
Each map can be accessed by an adjacent map on foot. The only exception to this is map B1, which requires waygates from its adjacent maps.
(B1 is in outland)
Each map is barriered off at the corners.

If you enjoy frequent large-scale battles, jump in!

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Undead (70% ('Infected')) vs. Orc (100%, Easy (a.k.a. skirmish mode))

The Maps:
There are two rows and 3 columns. Each map was copied from an existing melee map, doodads included, though some maps were texture-swapped. The maps copied are not a 1:1 reflection of the original.

  1. A1: Brutal Winter
  2. A2: Goldshire
  3. A3: Tanaris
  4. B1: ??? (Outland)
  5. B2: ???
  6. B3: Lost Temple

(You could just enable Spectator mode and watch the A.I. go at it. Works fine.)


Features:
  • Selecting a handicap level determines what race you or the A.I. use.
  • Leaving the handicap at its default value of 100% results in a vanilla race with vanilla function.
  • Each race, new or vanilla, is fully usable by the A.I.
  • A compressed version of the below description is in the Map Details section when starting your round. Below is an elaboration.


Extra Features:
  • Setting an A.I. to 50% handicap will result in a campaign hero being used instead (max 2 heroes, works in Easy/Skirmish A.I. mode).
  • Gold mines and trees (resources) are increased in capacity, depending on how many players there are. These values cap.
  • Toggling Always Visible (via Map Options prior to hosting) will not reveal the map as it typically does, but rather give full visibility of A.I.s.
  • Setting an A.I. to team 23 will make them not attack players unless attacked first.
  • Setting an A.I. to team 24 will make them only attack players, and will be neutral to other A.I.s.
  • Pressing Esc. in-game will zoom the camera out incrementally.


Easy/Skirmish A.I. Mode:
  • Setting an A.I. to Easy will result in low-tier, high-capacity skirmishes. Highly recommended.
  • This mode works with custom races and vanilla ones.
  • There are alternate units with near-identical stats for A.I. in this mode, as follows:
  • Human: Rifleman are swapped with an (human) archer.
  • Night Elf: Primary melee unit is a Sentry.
  • Orc: Troll Headhunter is swapped with an (orc) archer.
  • Undead: Ghouls are swapped with skeletal swordsman, Cryptfiends are swapped with skeletal archer.


Races:
Remember, the handicap percentage matters!
Human
100%: Nothing new here. Standard human race.
90%: High elf. Heavily inspired by the campaign. No weird, new mechanics, such as increased HP regen in daylight and the like. Slight resistance to magic for most units.
90% Insane: High elf highborn. They like upper-tier units, specifically.
80%: Alternate humans. They are more barbaric, appearance-wise, but still vanilla humans (for the most part). Even regarding their stats.
80% Insane: Police. 5-0. The fuzz. Pit them against Insane zombies (see Undead 80) for a good time. Thanks HerrDave, for the police models.
70%: Dwarves. Heavily-armored. Good at breaking buildings. Big shoutout to HerrDave for pretty much all of their models. Slight weakness to magic for most units.
Orc
100%: Dabu
90%: Fel orc. Heavily inspired by the campaign. They are totally balanced. Yep.
80%: Draenei. A neutral hostile race, inspired by the campaign. Think Monolith.
70%: Ogre. See above (directly above).
Nigh Elf
100%: FunnyWarcraft3
90%: Naga. Nothing special. Taken from the campaign. Almost as easy as fel orcs in a 1v1.
Undead
100%: It's at least 500 gold on the second offense, you n'wah.
90%: Demon. Another neutral hostile race. Not many buildings, but many units to select. Primarily made for a fun, tough A.I. to face off against.
80%: Zombie. Think "zerg rush." They use no hero. They are relentless.
80% Insane: Resident Evil 2 zombies. Thank you, HerrDave!
70%: Infected. Pretty much zombies, before death. Slight difference, gameplay-wise. If you enjoyed the Culling of Stratholme, you may enjoy going up against this one. Beware their birthing persons (l'mao).

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Installation:
Unzip the 7zip and place the map in %:\Users\User\Documents\Warcraft III\Maps\(whichever folder conveniences you, typically Download)\

Credits:
Resources imported into the map are courtesy of the below-mentioned, via The Hive Workshop:
Footman16
High Elf Spellbreaker
Flavius Alexander, deme3s
Armored Human Archer
GeneralFrank
WotR Dwarf Forge
Gumberbunbder
Dwarven Barracks
HerrDave
T Zombies
WotR Dwarves
JB_McKnight
Greenetech Building
Ket
WcII Church
Kitabatake
Ballistav1
Navys
Maghar Thrall
skrab
Police Car
Tamplier777, Superfrycook, Darious
High Elf Altar
Tamplier777
High Elf Ranger
Veronnis
Bloodmage skin
Xerox
YL

Honorable Mentions:
Blizzard Entertainment
DesignerDave
TheSaltyCracker
Sylvanas911
Previews
Contents

Distant Lands 1.0.8 (Map)

Reviews
deepstrasz
A nice idea however, the shear size and segmentation of the map leads to convoluted gameplay. Other than that, the new races are just mostly reskins and using 100% base game mechanics and abilities. Simple. If you want more reviews, you should...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,807
A nice idea however, the shear size and segmentation of the map leads to convoluted gameplay.
Other than that, the new races are just mostly reskins and using 100% base game mechanics and abilities.

Simple
.


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

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