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Felblood Elves and Void Elves


FELBLOOD ELVES and VOID ELVES
Created by wa666r

baneofhavoc-png.287250
MAP INFORMATION:

My 16th addition to the compendium of custom races. This addition allows the players to explore and play as the Felblood Elves and the Void Elves. Each with their own unique playstyle.


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felbuildings-png.287231






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ADDITIONAL INFORMATION:

TO PLAY AS THE FELBLOOD ELVES, CHOOSE PLAY AS THE HUMAN WHEN CHOOSING A RACE.
TO PLAY AS THE VOID ELVES, CHOOSE PLAY AS THE NIGHT ELVES WHEN CHOOSING A RACE.



OTHER FACTIONS



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CREDITS AND CHANGE LOG





Released



Hotfixes:
- Reap Coppice revamped. Wisps lasts a long time constantly destroying trees and returning them to the Main.
- Armor upgrades are more expensive but each level provides +10% HP.
- Ascendancy HP increase is buffed to 300 (from 150)
- Tyrannize now also increases hit points by 200.
- All Spellcaster units gain far more attack damage.



Hotfixes:
- Demon Sight now is a tier 2 ability that has to be bought.
- Fixed Reclaimer's selection circle.
- Siphoners are stronger and tier 3.
- Sustain and Blasphemous Flier are tier 3.
- Changed voice of Vanguard.
- Eradicator Wreathing Mode deals additional dice damage.



Hotfixes:
- Mass Reap Coppice added
- Reap Coppice moved to Insatiable Forge
- General tooltip fixes




- Updated spells with better code
- Remove spell leaks
- Fix tooltips
- Added Fel Fervor effects on heroes ultimates
- Fel Savage and Demon Gate have team color now
- Misc changes
- ADDED A WHOLE NEW RACE: VOID ELVES




Credits:
Blizzard Entertainment
Valve
Riot Games
Direfury
General Frank
Hyunrai
Donach
Kolbosa
Aleister
Trokkin
SnooBvip
Kacpa2
leyrender
Kyrbi0
Lockheart
dlrlwns
trinc
eXciTe
Kuhneghetz
Battleborn
13lackDeath
ZiBitheWand3r3r
Spellbound
Mythic
nightelfbuilder
Shorka
T.J.
Callahan
eXciTe
Norinrad
Kuhneghetz
dickxunder
Tarrasque
Grendel
Lichkings slave
A.R.
Misha
Glitzage
Mad
Windrunner29
Sin'dorei300
kangyun
Hermit
kangyun
Ether


(If I missed any just tell me, please)
Previews
Contents

Felblood and Void Elves v2 (Map)

Reviews
deepstrasz
1. Reap Coppice should have autocast. How do you know if lumber's out without checking? Other factions aside Night Elves, have idle workers when they stop cutting. Maybe the energetic ball shouldn't look like a Wisp? 2. Shadow Passerine is just...
Level 2
Joined
Jul 1, 2014
Messages
11
Tested it with AI. The Race is too under-power and is S&M addicted. Weak defenses, most units and heroes are glass canons with literal paper HP, primary tank unit is quite squishy, most items and abilities do more harm than good, heroes are too easy to be killed(Paper Hp+Melee+Huge battle=dead) and having lack luster healing to boot( neophytes have paper Hp and each time healing make them lose 50 HP/cast and that is the only unit capable of healing, the Orc start out the same but have the WDs to save them late game ), The one that take the cake is the lumber gather system. Please delete it a have the workers harvest lumber again. All of this make the race useless at all time in the game. Despite having a ton of abilities, units simply don't survive long enough or have the mana to effectively use them and the abilities themselves often do as much harm as it do good, further decrease the already pathetic survival rate of units. so I recommend toughen them up a bit and revert the lumber gather system back to normal, or do it like the night elves did.
 
Last edited:
Level 14
Joined
Jun 15, 2016
Messages
749
It's so good to see you back with new race, Wa666r. I test the race once, everything good, except following things:
- The gathering wood method based on Sentinel is really bad and ineffective. It stops worker order when they harvest gold and I end up with huge owl army invading entire forest.
- First support unit is so fragile due to their sacrifice threshold.

The race is quite balance with wide choices of units.
Funny fact: Dota reference everywhere, lol.
 
Level 15
Joined
Sep 24, 2009
Messages
1,523
Really pleasantly surprised to see Felblood Elves. I think no one would have guessed it. But, biggest problem with this race is that you went more for a flavor than for a playability. They just feel underpowered and a bit too much complicated for my taste. Sometimes, actually in Warcraft 3 majority of the time, less is more. 90% custom race maps I have played had that problem. Creators are trying too much to make new race unique and in the process that races doesn't even feel like a Warcraft 3 race. Also, your heroes are too much MOBA-like for my taste.
 
Level 14
Joined
Jun 15, 2016
Messages
749
Really pleasantly surprised to see Felblood Elves. I think no one would have guessed it. But, biggest problem with this race is that you went more for a flavor than for a playability. They just feel underpowered and a bit too much complicated for my taste. Sometimes, actually in Warcraft 3 majority of the time, less is more. 90% custom race maps I have played had that problem. Creators are trying too much to make new race unique and in the process that races doesn't even feel like a Warcraft 3 race. Also, your heroes are too much MOBA-like for my taste.

Gameplay Difficulty: 10/10 :D
 
Level 24
Joined
Feb 19, 2011
Messages
656
Really pleasantly surprised to see Felblood Elves. I think no one would have guessed it. But, biggest problem with this race is that you went more for a flavor than for a playability. They just feel underpowered and a bit too much complicated for my taste. Sometimes, actually in Warcraft 3 majority of the time, less is more. 90% custom race maps I have played had that problem. Creators are trying too much to make new race unique and in the process that races doesn't even feel like a Warcraft 3 race. Also, your heroes are too much MOBA-like for my taste.

I have to disagree with you with going for flavor over playability. I feel like this faction is fun to play as. Yes, it is harder than other factions, but that was intentional. If you want a more simple faction you could check out Scarlet Crusade or Illidari.
All heroes from warcraft 3 feel MOBA. MOBAs were born from Warcraft 3.
 
Level 15
Joined
Sep 24, 2009
Messages
1,523
I think you misunderstood me, I also do agree they are really fun to play, but what I am saying is that they are just overcomplicated for no apparent reason.
When it comes to heroes, you also didn't understand me. I know that MOBAs are born from Warcraft 3, actually my favorite genre of the games are MOBAs. So, let's take Arch Nethermancer for an example. She has those shards, first you need to cast spell to summon those shards, then you use ultimate ability to detonate them... That is something that you would never see in Warcaft 3 melee hero. As the matter of fact, they are really simple. Click and point cast spells with decent synergy in-between them. That is about it.
 
Level 24
Joined
Feb 19, 2011
Messages
656
I think you misunderstood me, I also do agree they are really fun to play, but what I am saying is that they are just overcomplicated for no apparent reason.
When it comes to heroes, you also didn't understand me. I know that MOBAs are born from Warcraft 3, actually my favorite genre of the games are MOBAs. So, let's take Arch Nethermancer for an example. She has those shards, first you need to cast spell to summon those shards, then you use ultimate ability to detonate them... That is something that you would never see in Warcaft 3 melee hero. As the matter of fact, they are really simple. Click and point cast spells with decent synergy in-between them. That is about it.

Honestly, I never enjoyed the oversimplified abilities of the vanilla game. I like to add my own flare to the hero abilities and design. To keep them as unique as I can. Adding another layer to gameplay by increasing the synergy of abilities.
I understand that this view on the heroes is not for everyone.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. Reap Coppice should have autocast. How do you know if lumber's out without checking? Other factions aside Night Elves, have idle workers when they stop cutting. Maybe the energetic ball shouldn't look like a Wisp?
2. Shadow Passerine is just Searing Arrows.
3. Where can I read the full description of what Fel Fervour does?
4. Too much invisible detection from tier 1 + Somber Reveal.
5. Fel Barrage's hotkey is actually Q not F as the title says.
6. Neophytes should be able to attack. Maybe 5 or 10 magic attack.
7. Fel Balsam=Healing Salve. I suggest also being able to regenerate mana and reduce the HP regain.
8. Vanguard has Spiked Carapace with the description kept? Also, it does not add armour. Also Unholy Aura buff on the unit and there are two abilities with the same icon of which one is the Spiked Carapace and is/looks passive.
9. Scantum of Vice and Altar of Wither need to switch positions in the Build menu.
10. Destructive Fires=Flame Strike.
11. Reclaimer's selection circle is placed too high.
12. You can train all units and build all remaining constructions on the first main building upgrade.
13. I see, all mages have all three spells from the start without the necessity for initiate-master rank upgrades.
14. I suggest the siege damage for Wreathing Mode, longer range and better armour.
15. Well, I'm not really sure how many people would be specifically using the abilities which activate upon death of units.
16. Vanguard and Reaver have the same soundset.

I agree with others that the mechanics are somewhat convoluted and hard to master giving the fact that most units are weak because of a sort of magic handicap.

Approved.

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Level 24
Joined
Feb 19, 2011
Messages
656
1. Reap Coppice should have autocast. How do you know if lumber's out without checking? Other factions aside Night Elves, have idle workers when they stop cutting. Maybe the energetic ball shouldn't look like a Wisp?
2. Shadow Passerine is just Searing Arrows.
3. Where can I read the full description of what Fel Fervour does?
4. Too much invisible detection from tier 1 + Somber Reveal.
5. Fel Barrage's hotkey is actually Q not F as the title says.
6. Neophytes should be able to attack. Maybe 5 or 10 magic attack.
7. Fel Balsam=Healing Salve. I suggest also being able to regenerate mana and reduce the HP regain.
8. Vanguard has Spiked Carapace with the description kept? Also, it does not add armour. Also Unholy Aura buff on the unit and there are two abilities with the same icon of which one is the Spiked Carapace and is/looks passive.
9. Scantum of Vice and Altar of Wither need to switch positions in the Build menu.
10. Destructive Fires=Flame Strike.
11. Reclaimer's selection circle is placed too high.
12. You can train all units and build all remaining constructions on the first main building upgrade.
13. I see, all mages have all three spells from the start without the necessity for initiate-master rank upgrades.
14. I suggest the siege damage for Wreathing Mode, longer range and better armour.
15. Well, I'm not really sure how many people would be specifically using the abilities which activate upon death of units.
16. Vanguard and Reaver have the same soundset.

I agree with others that the mechanics are somewhat convoluted and hard to master giving the fact that most units are weak because of a sort of magic handicap.

1. Reap Coppice should have autocast. How do you know if lumber's out without checking? Other factions aside Night Elves, have idle workers when they stop cutting. Maybe the energetic ball shouldn't look like a Wisp?
It is meant to act as a burst of large quantities of lumber at a time.

2. Shadow Passerine is just Searing Arrows.
*poison arrow, and ok? What is your point?

3. Where can I read the full description of what Fel Fervour does?
It essentially makes spells more effective and is used to activate or empower abilities. I could add a short description I guess.

4. Too much invisible detection from tier 1 + Somber Reveal.
Have to agree with you there. Maybe I'll make it cost resources to add Demon Sight per Doomguard.

5. Fel Barrage's hotkey is actually Q not F as the title says.
That will be fixed.

6. Neophytes should be able to attack. Maybe 5 or 10 magic attack.
They intentionally do not have an attack.

7. Fel Balsam=Healing Salve. I suggest also being able to regenerate mana and reduce the HP regain.
Mana regain for my Felblood Elves is meant to have a downside.

8. Vanguard has Spiked Carapace with the description kept? Also, it does not add armour. Also Unholy Aura buff on the unit and there are two abilities with the same icon of which one is the Spiked Carapace and is/looks passive.
The description is different from spiked carapace? I hope you are not getting this information from the editor because that ability is hidden from the player during actual gameplay. The Unholy Aura buff I will fix.

9. Scantum of Vice and Altar of Wither need to switch positions in the Build menu.
Why? It is in the correct position.

11. Reclaimer's selection circle is placed too high.
That will be fixed.

12. You can train all units and build all remaining constructions on the first main building upgrade.
Again, intentional.

13. I see, all mages have all three spells from the start without the necessity for initiate-master rank upgrades.
Intentional. Hence why their upgrades focus on more physical stats.

14. I suggest the siege damage for Wreathing Mode, longer range and better armour.
I will take it to consideration.

15. Well, I'm not really sure how many people would be specifically using the abilities which activate upon death of units.
Then it is for those that do.

16. Vanguard and Reaver have the same soundset.
That will be fixed.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
*poison arrow, and ok? What is your point?
Oh, well, then, if it also does DPS/time, I guess it's OK. My point is, trying to be as original as possible.
Have to agree with you there. Maybe I'll make it cost resources to add Demon Sight per Doomguard.
Or an upgrade for it on tier 2.
They intentionally do not have an attack.
I know... I was just suggesting making the unit less hardcore to play with.
The description is different from spiked carapace?
No. I was referring to ingame. Check it out yourself. If it doesn't occur for you, I'll add a screenshot.
Why? It is in the correct position.
I think building should be in the order of availability. The Sanctum of Vice is enabled on tier 2 (first main building upgrade) while you can build the Altar before that. It's how building successions for all Wc games are placed from what I remember.
 
Level 24
Joined
Feb 19, 2011
Messages
656
Oh, well, then, if it also does DPS/time, I guess it's OK. My point is, trying to be as original as possible.

Or an upgrade for it on tier 2.

I know... I was just suggesting making the unit less hardcore to play with.

No. I was referring to ingame. Check it out yourself. If it doesn't occur for you, I'll add a screenshot.

I think building should be in the order of availability. The Sanctum of Vice is enabled on tier 2 (first main building upgrade) while you can build the Altar before that. It's how building successions for all Wc games are placed from what I remember.

The whole Spiked Carapace does not show up or me.

The altar is in the same position as all the other races.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
The whole Spiked Carapace does not show up or me.
SpikedC.jpg

The altar is in the same position as all the other races.
True. It's because you can build the tower from the start and there's no farm building like for the other races. Also the shop is always the last tier 1 building as for your techtree.
FelBloodBuild.jpg HumanBuild.jpg NightElfBuild.jpg OrcBuild.jpg UndeadBuild.jpg
Don't worry about it. Humans have the tower on the last row of the first column I guess because either you can build it from the start and/or because it's not a farm like the Ziggurat to place it right before the Altar on the 2nd row of the first column.
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
Please remove the tag melee, it says melee, and this is not a melee map is an altered melee

In melee maps, races, units and buildings are used as the preset of the game. In melee we can´t change a single thing except the doodads to design new enviroments.
I think is important to respect the tags, it means to respect the audience.
There are melee comunities in wc3 that play competitive melee maps and if in the Hive the tags are not well used it will be a mess to find things with the proper tags.

see ya
 

Deleted member 247165

D

Deleted member 247165

Another masterpiece! W4 would be awesome with all these custom races :D
 
Level 1
Joined
Jun 27, 2015
Messages
3
I love the map! I wouldn't agree to the over simplification as to make things autocast and to be 'easier' to use. And I disagree with how 'weak' they are, infact the race is stupidly powerful from what I can see. However I have ran into nasty crashes since release so I have never been capable of completing a full game. It seems to occur around tier two units when utilizing the Cabalist. Regardless 5/5 man, brilliant work. Been following since the release of the Nightborne. Elf power!
 
Last edited:
Level 7
Joined
Jun 28, 2017
Messages
317
I tested the map on 1.28. And i was middle of getting lumber after getting a Subjugated Doomguard for food.

And now i can't harvest lumber with a Journeyman (Worker unit which is not working on V1.02) :(, but Felblood Elves is kinda good race to play and test on.


I'll wait for the new update for the map while it's Patch 1.29.1 i guess. @Wa666r Let me know if you're done updating the map.

Cheers. ~J-Kun FeruEnzeruJKun
 
Level 24
Joined
Feb 19, 2011
Messages
656
I tested the map on 1.28. And i was middle of getting lumber after getting a Subjugated Doomguard for food.

And now i can't harvest lumber with a Journeyman (Worker unit which is not working on V1.02) :(, but Felblood Elves is kinda good race to play and test on.


I'll wait for the new update for the map while it's Patch 1.29.1 i guess. @Wa666r Let me know if you're done updating the map.

Cheers. ~J-Kun FeruEnzeruJKun
You use the "Reap Coppice" ability from the Journeyman. They themselves do not harvest the lumber.
 

Deleted member 247165

D

Deleted member 247165

Valve should be in the credits as well. You used icons from the abilities of the heroes in DotA 2, even though they were recolored. Aside from that, you did a good job with the custom races.:plol:
 
Level 1
Joined
Aug 18, 2018
Messages
3
I think retextured blood elf buildings would have been better for the void elves. Like the felblood elves, but... more voidy. Otherwise great work.
 
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