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Guardians of Ashenvale v1.4a

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Guardians of Ashenvale


Story:
Ashenvale forest has suffered extensive damage due to the humans and orcs invading.

As if that were not enough, the Legion has begun to invade these sacred lands as well.

As Tyrande helps Malfurion awaken his powers, she entrusted Shandris to enlist a
Night Elf Special Group: they must go into the woods and do what it takes to restore
peace to this woods.

Let's hope it's not too late.


Main Quests:
- Activate the 3 statues.
- Kill both Legion Agents.

Map features:
Singler Player
(macro control) or Cooperative Gameplay (up to 6 players).
Classic Blizzard gameplay with some custom puzzles.
2 Main Quests + 5 Optional Quests.
Custom Units.
Custom Items.
Custom Boss fights.
Custom NPCs Voicelines.
QWER/ASDF hotkeys.
- Aprox ~1:30~ 2:00hs of gameplay -

Intended to play on Classic Graphics (but I'm not gonna stop you).
Last patch.

ABOUT

Screenshots

Changelog

Credit List

Storytime



Alright, but what is Guardians of Ashenvale about?

About

It's ment to be a cooperative gameplay, featuring classic Blizzard gameplay with some puzzles and secret places (inspired on Escape Rooms and other platform games) with custom boss fights, custom items and classic + custom units.

There are two stages of the game: Activating the 3 Statues & Defeating the 2 Legion Agents.

The story takes place right after Tyrande wakes up Malfurion, in Warcraft 3 RoC campaign.

Follownig this story setup, the main idea was to give more protagonist to those common units that are always the ones who die first, who are not remembered and their story is not told. That's why I wanted to make units instead of heroes, where everyone is as important as the rest of the party.



What about the player units?


Having said that, each player has an assigned unit, but, at the same time, all players share control over all ally units. Each player will have to adventure into Ashenvale Forest, facing enemies and solving puzzles.

The party consist on a group of 7 units and are a part of a group called "Night Elf Special Agents", formed by Shandris and lead by Druid Larodar.

Each unit has some classic and custom spell.



Units and Players:

  • Player 1 - Druid of the Claw (Tank) + Target Indicator (share with all).
  • Player 2 - Huntress (Damage dealer)
  • Player 3 - Archer (Damage dealer)
  • Player 4 - Priestess (Healer / Damage dealer)
  • Player 5 - Druid of the Talon (Damage Dealer)
  • Player 6 - Wisp & Throwglaiver (Support + Damage Dealer)

What if my unit dies?
Whenever a Special Night Elf Agent dies, they will be transported back to the basecamp and be revived on the Altar of the Guardians (they have a respawn time of 10 seconds).

However, if Priestess uses "Elune's Chosen", they will be ressurected on the place where they died. There is only one exception to this rule: Ballista. When destroyed, the Wisp can repair it and will be brought back to life. Ballista is not considered an "agent", therefore, if all units are dead but ballista, you will face defeat.

While facing Bosses, the ressurection by altar is off.

Note: There are hints on the bookshelfs around the map.



Is there anything that grant diversity and replayability?

New Ally Unit:
These new buildings are here to bring diversity and replayability to each gameplay.

Base of Operations
You can add some flavour to the gameplay here. You can activate presets modes like Easy and Hard mode. But also you have control over the enemy's upgrade: you can activate them individually. And If you want to play some fun modes that will add some different gameplay, you also have: Early Access, Lost Items, Back Up and Everything Explodes. Lastly, if you are going Solo, you can find "Lone Wolf" mode here. PS: You can also change the NESAG color by typing down the color on chat "-lightblue" for example.

Hunter's Hall
If you played my other map (Village Fall) you'll find it similar to Vaults, but this time is simpler. Here, you'll have stats to upgrade your characters stats and spells. Though, you should choose wisely since you can't upgrade all of them on a single gameplay.

Target Indicator
This unit is a hero that is shared with all players. It's ment to ping on the terrain itself displaying some common commands like "Group Up", "Retreat", "Go" and a target indicator that can be used to target a unit or terrain.



There is no Lumber on this map? What about my must be, fav, best item Circlet of Life?!

Resources

Gold: Obtained by killing mobs and bosses.
Replaced Lumber with Mana Stones: only obtained by killing Bosses.

Mana Stones are used to Upgrade some Stat or Spell of the unit on the Hunter's Hall building you get access to at the Second Camp or going Early Access Mode.




Custom Items:

Green Items = Level 1 items. Having two green items of the same type will automatically mix them together and give you a blue item of the same type.
Blue Items = Level 2 items. Having two blue items of the same type will automatically mix them together and give you a purple item of the same type.
Purple Items = Level 3 items. Max level of these items, not mixing each other with the same type.
White Items = Level 3 or 4 item. Some of them can be mixed with other items but need a Recipe.
Orange Items = Level 5 items. Max level item of the Map. You can obtain them by killing bosses or combining them with William (yes, he IS back!).
Recipes = William sells them. Recipe is used to combine items.

And yes, you can have your must be, fav, besto item Circlet of Life (slightly modified though).

Screenshots

Check out the gameplay and the progress of how the map was evoling through the Screenshots:


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Changelog

Here there's the list of changes made each map release.​


Guardians v1.4a
Special Agents:

- Improved models of all agents and increased their scaling value (their collition size is the same), except for Priestess' model.
- Increased Huntress' "Assault" spell AoE damage from 250 to 300.
- Reduced Archer's base attack from 30 to 27.
- Increased Archer's cooldown attack from 1.3 to 1.4secs.
- Increased Archer's base armour from 0 to 1.
- Reduced Huntress's base attack from 28 to 26.
- Increased Huntress's cooldown attack from 1.550 to 1.6 secs.
- Increased Huntress' night sight vision from 900 to 1200.
- Changed Huntress' attack type from Pierce to Normal.
- Ballista can now attack air units.
- Reduced Balliesta's base attack from 49 to 44.
- Increased Ballista's cooldown attack from 3.10 to 3.2secs.
- Increased D. Talon's base mana points from 310 to 325.
- Reduced D. Talon's base attack from 32 to 29.
- Reduced D. Talon's base armour from 3 to 2.
- Changed D. Talon's armour type from Unarmored to Small/Light.
- Increased D. Talon's cooldown attack from 1.60 to 1.7secs.
- Increased Moonflare's damage from 50 to 65.
- Decreased Moonflare's cooldown from 4 to 3.
- Increased Moonflare's AOE from 150 to 175.
- Increased Moonflare's mana stone damage from 300 to 325.
- Decreased Moonflare's mana stone cooldown from 3 to 2.
- Increased Flower's of Life mana cost from 50 to 90.
- Reduced Flower's of life silence AoE from 500 to 425.
- Increased D. Claw's HP regen from 0.75 to .80
- Reduced D. Claw's MP from 450 to 300.
- Reduced D. Claw's base attack from 26 to 24.
- Reduced D. Claw's Fairy of Life's (Mana stone spell) chance of activating from 20% to 15%.
- Reduced D. Claw's Fairy of Life's (Mana stone spell) healing from 100 to 70.
- Reduced Priestess's base attack from 27 to 25.
- Reduced Priestess' night sight range from 1000 to 950.
- Increased Priestess's day sight range from 900 to 950.
- Increased Mana Burst (mana stone spell) damage from 400 to 450.

Note: To compensate the new quests and new neutral hostile units (which grants more gold and items) I'm nerfing some stats in order to not be so OP when facing the Bosses.

Guardians of Ashenvale:
- Renamed the "Druids & Sentinels" faction to "Guardians of Ashenvale" ergo, the name called GUARDIANS, (dunno why it took me so long to make this).
- Fixed Rider selection circle height (kind-of).
- Renamed "Pedestal" for "Base of Operations".
- Increased Tharifas' damage from 67 to 72.
- Made portals to Statue of the East invulnerable.
- Gave NPCs quest givers names.

Humans:
- Fixed Battlemage Priest casting Blessings all the time. (Was missing the CD part rip).
- Increased Sharpshooter damage from 34 to 42.
- Increased Sharpshooter range from 400 to 500.
- Now there's a pool of 4 random heroes for Humans at the right bottom base that will be select at random each game.
- Archmage now has a +3 mantle of Inteligence.
- Decreased Arcane Tower base damage from 53 to 45.
- Rework Archmage spells (Summon Mud Elemental + Disarm + Blink).
- Elf mage -> Arcane stun -> Banish. -> Mana Burn.
- Paladin -> Dispel Magic -> Divine Shield -> Holy Light.
- Mountain King.

Undead:
First Boss:

- Renamed Mutation to "Apothecary Mutation".
- Changed Apothecary Mutation armour from Divine to Large.
- Increased Apothecary Mutation base defense from 1 to 9.
- Increased Apothecary Mutation health from 2700 to 5875.
- Increased Apothecary Mutation attack range from 200 to 225.
- Increased Apothecary Mutation attack damage from 91 to 101.
- Increased Apothecary Mutation hit points regen from 2 to 10.
- Added 850 points of mana to Apothecary Mutation.
- Added 1.5 points of mana regeneration to Apothecary Mutation.
- Added Disease Cloud to Apothecary Mutation. (Hard)
- Added Death Bomb to Apothecary Mutation.
- Added Vampiric Potion to Apothecary Mutation. (Hard)
- Added Rooting Cloud to Apothecary Mutation. (Hard)
- Increased Frenzy attack duration from 4 to 9.
- Explosive Barrels inside Apothecary Mutation room explosion damage increased from 200 to 250 and 375 to 450 damage.
- Apothecary Mutation movement speed increased from 250 to 320.
- "Monstruosity heart" is now dropped via triggers, hopes this can fix the issue of not dropping the item when ApoMutation is killed.
- Changed his model.

Notes:
1) So apparently, I don't know when, I'd given the Mutation some spells but never actually gave him mana to use them LOL. So, let's see how it goes now. I've tweaked his old spells in order to be a bit more fun to play againts, let's see how it goes.
2) I tested with a friend and the first boss felt too strong for it to be the first boss. When playing solo, you don't feel it takes too long since you are using multiple characters at the same time. Even though the idea was to use the explosive barrels to take it down, I'm nerfing some stats while also increasing the Barrels size to incentivate players from using them.

Units (undead):
- Obsidian Statue now has attack damage upgrade.
- Added Wail of Torment spell to Banshees.
- Increased Banshee's hit points from 285 to 300.
- Increased Banshee's mana points from 200 to 225.
- Increased Banshee's base attack from 8 to 18.
- New unit: Dark Ranger.

Neutral Units:
- Added Poison Sting (Hard mode) to dark trolls. Frenzy, entangling roots and evasion to Warlord. Dark priest trolls = animate dead (Hard mode).
- Increased DTP mana from 300 to 400.
- Increased DTSP mana from 200 to 275.
- Added Sleep (Hard mode) to Satyr Soulstealer + Feedback.
- Added feedback to Satyr and S. Trickster.
- Reworked Fairy Fire (Hard mode) and Curse for S. Shadowdancer.
- Retweaked S. Hellcaller cleaving attack. (Hard mode)
- Added S. Hellcaller Fireblast.
- Increased S. Hellcaller mana reg from 1.250 to 2.
- Added En. Jung. Stalker Tough skin and Shockwave (hard mode).
- Added Cyclone to Elder Jung. Stalker. (hard mode).
- Added Command Aura to Naga Myrm. (hard mode).
- Added Acid Spill to Hydras (hard mode) and Focus Fire.
- Added New Goblin Merchant Shop. You can buy scrolls, misc. and potions.

Legion:
- Increased mmovement speed of Warlord Legion Agent from 320 to 335.

Items:
- Reduced item drops and item levels across all map.
- Added new item: tome of health +10.
- Added new item: tome of mana +10.
- Added new item: tome of mana +25.

Gameplay:
- Added / improved a few new icons.
- Added more pings on the mini-map as the player progresses on the story.
- Added a Ping Indicator system: A hero that can be used by all players for better comunication.
- Added more information on the quest log (about the quests ofc).
- Added that one missing voiceline when the 3 statues were activated.
- Added new voiceline when completed Echoes of the Guardian quest.
- Added new Watcher and Timeless Library voicelines.
- Creep Agro Range reduced from 600 to 475.
- Fixed typos.
- Fixed that one growing tree that wouldn't allow Ballista, Huntress or Druid of the Claw to pass through the first statue comming from the Lightblue Waygate (and many other trees around the map).
- Give some extra hints at the three code part, now getting the code should be easier.
- Increased all bosses scale size.
- Increased "Normal Attack" type damage to "Unarmored" armor type from 1 to 1.2.
- Increased chance to miss (moving or high ground) from 25% to 40%.
- Movement speed bonuses now should stack.
- Movement speed maximum is now 522. (400 to 522).
- Movement speed minimum is now 110. (150 to 100).

- New quest: Corrupted Ancient. Find the Inquisitor and help him put at rest his friend.
- Updated the Outpost quest:
1) Now you have to destroy the Orc Stronghold instead of the Shadow Shaman.
2) Changed the outpost location point.
3) Changed the Rider NPC loc a bit more up to the North.
4) Fixed typos.

Gamemodes
- Color mode: You can now change all Special Agent Unit's color by typing down the color after a "-" example: "-red" "-lightblue".
- Reworked Game modes:
Now you have 2 presets: Easy mode & Hard mode. If you don't want to play those presets you can actively choose to improve their damage, armour, HP&MP boost or spellcasters upgrades one by one. All of these upgrades can be found on the Base of Operations. Have in mind that playing one of the two presets will lock you out of choosing manually the other upgrades and viceversa! -> Added Lost Items, Early Access, Back Up, Everything Explodes and Easy mode + a set of customizables enemy upgrades to Base of Operations.

Terrain:
- Added new visual gameplay hints. (pings, vision on the statues, more clarity on hints).
- Minimal visual changes to Druid of the Talon's, Priestess' and Huntress' path.
- Terrain improvements (now is a bit wider).
- Reduced Fog from Z end 3900 to 4900.
- Increased Fog Z start from 0 to 1000.

Note 1: I don't use the camara so far away, but my friend do so, and told me it was way too much fog so I'm reducing the Fog intensity for better clarity when using full out zoom.
Note 2: now the left side of the map does not feel so much clustered and has some room to breathe.

Notes: In order to give the map more replayability, I'm trying to add some random elements to the game while also adding some more control on the enemies' stats so that the player can choose how to fight them.

HiveWorkShop:

- Improved map info.



Guardians v1.3b
04/02/2024

Night Elf agents:

- Increased Priestess' ally bubble heal effect from 25 to 28.
- Increased Priestess' ally bubble bonus armour from 3 to 4.
- Increased Priestess' enemy bubble damage from 15 to 20 damage per sec.
- Decreased mana cost of Bubble from 85 to 75.

Units:
- Added a new camp of neutral hostile units.
- Some neutral units now have damage upgrade on Hard Mode.
- Increased some helth points of enemy / neutral units.
- Added new spells to neutral / enemy units.

Humans:
- Decreased Polimorph duration from 12 to 10.
- Increased Polymorph cooldown from 3 to 15.
- Decreased Slow cast range from 700 to 600.
- Increased Spellbreaker's damage from 12 to 56.
- Reduced Spellbreaker's attack range from 325 to 300.
- Increased SB's HP from 750 to 900 + mana pool from 400 to 850.
- Increased hp's regen from 1 to 1.5 + mp's regen from 1 to 1.85.
- Added dispell magic, anti-magic, spell block to SB's. (Removed anti-magic passive).
- All towers now have attack upgrade.
- Changed model of Elite Priest + renamed him to Battle Priest.
- Added "Blessings" to Battle Priest.
- Changed model of Rifleman Elite to Sharpshooter.

Orcs:
- Shaman Chaing Lightning attack damage increased from 125 to 135.
- All towers now have attack upgrade.
- Changed Elite Shaman model and renamed it to Warlock.
- Increased Warlock attack from 25 to 29.
- Added Soul Burn to Warlock.
- Increased Warlock mana to 450.
- Increased mana regen to 1.5.

Undead:
- Garg increased attack from 17 to 25.
- Garg increased HP from 410 to 600.

Legion:
- The three Liches now have separate spells from each other: fire, dark and frost.

Terrain:
-Changed some terrain.
-Improved visuals in the 3-code quest.

Items:
- Increased all William's Recipes Gold cost from 75 to 100.
- Removed Lion's Horn item.
- Replaced Lion's Horn with Staff of Negation: removes buffs from area.
- Now Ring of Protection level 3 gives Devotion Aura (does not stack).
- Reduced Arcane Ring armour from +6 to +4.
- Added Devotion Aura to Arcane Ring.

Gameplay:
- Hard mode: Increased enemies HP% increased from 120% to 130%.
- Hard mode: Now all enemies have their damage increased by 4.
- Priestess' Path: Mountain Giant increased hit points from 1050 to 1250 and HP reg/sec rate from 1 to 1,25.
- Added some UI's and sounds to the first Statue quests.




Guardians v1.3a
19/08/2023

Units:
-New unit: Pedestal.
Here you will have access to the game modes.
(You can now access Lone Wolf mode through here).
Archer:

- Increased Base Attack from 29 to 30.
- Reduced Attack Range from 575 to 550.
- Added new Mana Stone Spell: Poison Bomb.
- Added new Mana Stone Spell: Illusionist.
- Now Shadowmeld regenerates hp and mp while out of combat.
- Increased Shadowmeld damage from 40 to 60.
- Increased Shadowmeld ms from .10 to .20.
- Increased Shadowmeld inv transition from .45 to .25.
- Reduced Shadowmeld cooldown from 20 to 12 secs.
- Reduced Shadowmeld mp from 50 to 30.
- Shadowmeld last now for 10 seconds on normal and with mana infusion.
- Increased Shadowmeld mana infused damage from 200 to 400
- Increased Shadowmeld mana infused ms from .300 to .600
- Increased Shadowmeld inv transition from .15 to .05
- Reduced Shadowmeld mana infused mp cost from 60 to 40.

Druid of the Claw:
- Reduced Base Defense from 4 to 3.
- Increased Battle Roar duration from 20 to 30 secs.
- Reduced Fairy of Life % chance to proc from 25% to 20%.
- Added new Mana Stone Spell: Bear Form.

Druid of the Talon:
- Reduced Hit points regen from 0.5 to 0.4.
- Added new spell: Flower of Life.
- Added new Mana Stone Spell: Force of Nature.
- Cyclone spell is now a mana infused spell.
- Reduced Fairy Fire mana cost from 25 to 15.
- Reduced Moonfire damge from 65 to 50.
- Reduced Moonfire mana cost from 65 to 45.
- Increased Moonfire AoE from 125 to 150.
- Reduced Moonfire cooldown -1 on both levels.

Huntress:
- Increased Base Damage from 27 to 28.
- Reduced Attack CD from 1.60 to 1.55.
- Increased Hit points regen from 0.500 to 0.600
- Added new Mana Stone Spell: Glaive Storm.

Priestess:
- Increased Hit points regen from 0.50 to 0.55.
- Increased Mana Points from 325 to 335.
- Bubble now applies +3 armour to the friendly target unit.

Guardian Wisp:
- Reduced Forest Song mp from 80 to 70.
- Reduced Hit points regen from 0.50 to 0.35.
- Added new Mana Stone Spell: Last Hope.

Ballista:
- Reduced collision size from 35 to 32.

Enemy Units:
- Increased Lich movement speed from 270 to 300.
- Increased Lich's attack range from 585 to 785.
- Added Frost Attack to Lich. (Hard mode)
- Added Frost shield to Lich. (Hard mode)
- Increased Lich's armour from 0 to 2.
- Increased Base Attack from 55 to 92.
- Decreased Attack CD from 1.8 to 1.5 secs.
- Increased Doom Guard damage from 61 to 82.
- Decreased Doom Guard Attack CD from 1.4 to 1 sec.
- Increased Doom Guards HP From 1500 to 2000.
- Increased Doom Guards HP regen from 0.5 to 0.65
- Added Splash Attack to Doom Guard (Hard mode)
- Obsidian Statue HP's increased from 500 to 850.
- Obsidian Statue now have a 0,25 hit points regeneration.
- Obsidian Statue ms improved from 270 to 300.
- Obsidian Statue damage increased from 6 to 26.

- Added more units in Human's and Orc's camps.
- Increased Boulder Towwer scale to 1.65.
- Increased Watch Tower damage from 15 to 23.
- Increased Watch Tower Attack CD from 0.800 to 0.900
- Increased Tauren movement speed from 270 to 285.
- Increased Troll Throwspear from 22 to 26.
- Decreased Troll Throwspear Attack CD from 2.31 to 2.2.
- Increased Footman base damage from 11 to 13.
- Increased Shadow Shaman STR from 44 to 49.
- Increased Shadow Shaman AGI from 38 to 61.
- Increased Shadow Shaman INT from 52 to 54.
- Replace Shadow Shaman's Ring of Protection +2 to +5.
- Increased Archmage STR from 19 to 21.
- Increased Archmage INT from 25 to 30.
- Increased Watcher Stalker damg from 59 to 61.
- Reduced Watcher Stalker Attack cd time from 1.35 to 1.15.
- Now Watcher Stalker have 2 armour.
- Increased Guardian Protection dmg from 93 to 103.

Note 1: Lich and Doom Guards should pose a threat, so I'm buffing them up.
Note 2: The party when together is pretty strong. And since each one of them have unique spells and stats, they excel in comparisong to the Humans and Orcs units. Besides from that, the items you are collecting while progressing makes the map easier than it should be. So I'm buffing a little some enemy units in order to compete with these things mentioned.

Items:
- Added + info on the recipes that needs two items to be made of, now have the name of the Vendor who sells said item.

Gameplay:
- Changed Shandris model for Druid Larodar so that I can voice him. The map lore is still the same though.
- Added Hard Mode. Enemies will have their handicap increased up to 120%, their attack and defense upgrade to 2, and lastly, they are able to cast some new spells.
You can activate it from Pedestal. You can find it next to the Altar.
- New Side Quest: Outpost. Find the Rider and aid her!
- Reduced the countdown from Magic Rune Replenish health on Huntress's path from 30 seconds to 0 seconds. Now it also heals her mana points.
- Added rocks that block the path from Wonder's Chamber to Base camp. (They will break once the second camp is discovered).
- Improved some terrain.
- Improved how unlocking Green Rune works:
1) I realized I didn't put any punishment if Priestess were to die while channeling the Green Rune. Now the timer will stop if she dies and will have to re start the channel again. Note: the enemy won't stop comming until the duration is completed, doesn't matter if she is alive or dead.
2) When Priestes finishes channeling, the Lightblue Gate that wasn't active, now activates in order to make the retreat faster and game more fluent.
3) Now while Priestess is channeling, the player will have control over the Mountain Giant. Will lose control over him when the channel is over.
4) Ambush Undead units (previously only 3 ghouls) spam rate reduced from 30 to 25 seconds. Now there is a random of 3 units that will appear with the other 2 ghouls: Improved Ghoul, Necromancer and Banshee.

Note: with this, the Priestess player should have a more active role in unlocking the rune instead of sitting in front of the computer and just wait for a whole minute.

Bug Fixes:
- Blocked the path from the purple Gate to the two bosses chamber.
- Fixed Rebirth and I'm too cool to die working while the character's dead.
- Now the unit's deaths shouldn't be bugged.
- Updated some Buffs/Effects from Spanish to Eng.
- Now Dummy Owls are not going to trigger entrance intances such as Color Platform or Riddle entrance.
- Now the circle that made you able to re-enter the Platform Color room is disabled once it's completed.




Guardians v1.2C
30/03/2023

Units:

- Fixed multishot tooltip on Archer.
- Now Druid of the Claws "Entangle Roots" slow enemies movement speed by 50%.
- Now using Assault wakes up sleeping units.
- Fixed heal effect on Giant Mountain in Priestess path.
- Wisp shackles & Critical strike (archer) now affects mechanical units.
- Updated William Stashs model.

Gameplay:
- Changed the names of "Players" to the unit they are supposed to control.
- Increased Main Statues Hints cd from 25 to 50 secs.
- Stopped the Main Statues hints once they've already activated them.
- Fixed some dialogues.
- Added some voice acting dialogues + hints in order to help with the Optional quests and the new Riddles Room!.
- Riddles Room: Fixed the duplicate items whenever you enter the same riddle twice.
- Riddles Room: You now have vision when on Riddle Room.
- Riddles Room: Changed the riddles contents for Warcraft 3 lore, WoW plus some of the lore I built across the map. Explore the map to find out the answers to the new riddles!
- Reduced Riddles Rooms countdown from 200 secs to 120secs. (2 minutes). Note: Now that Riddles are about Lore, I think we should all have it easier and faster, that's why i'm reducing the timer to a 2 min, which I think it's not too much but not too little.
- Upgraded some visual effects responses to some players actions.
- You no longer need Wonder's Key to open Wonder's gate. Note: It was way complicated how it worked before so now I'm making it easier.
- Made the no-invulnerable Gate at Wonder's Boss invulnerable.

Author's note: There is an annoying bug that the World Edit keeps deleting William every now and then when I open it, I don't know why!



Guardians v1.2b

Units:
- Changed Boulder Tower attack type from artillery to missile (splash).
- Added more decaying time to the units deaths.
- Changed Altar of Elders owner to Player 1, in case it doesn't revive units automatically, you can do so manually.

Gameplay:
- Added a new mode: "Lone wolf" for single players. (If player 1 it's playing and all the other player slots are empty). You should type down: "-lw" (without ""). All the obtained gold will go directly to player 1. Note: Have in mind that "Mana Stones" won't because you can use others player's resources when upgrading techs.
- Fixed units teleporting to the center if entering any of the units paths.
- Now with only entering the red glowing rune with the equipped Item on Priestess should open the way.
- Changed Red Rune location.
- Instead of 80 seconds, now you have 200 seconds for the riddle.
- Improved Platform Color's room.
- Added hints for each of the Three Statues.
- Fixed one of the Explosive Barrels not exploding on the correct area.
- Fixed Color Platform: Fixed solving itself (if it hasn't ended after 90 seconds, it will solve itself). Fixed damaging units that aren't near. Now units can re-enter if they die. Added some QOL updates for the player. Changed the modality. NOTE: I realized I was doing it wrong. It's supposed to be something about the brain and blabla, but it was supposed to be the other way around lmao. I did it the easiest way. Anyway, leaving that aside, I was putting the wrong variables and that's why it solved itselfs, it was using the "check color" and not the "color done" variable. If completed by running out of time it will be orange, if completed by the player they'll be green.

Terrain:
- Tweaked fog settings.
- Improved red rune terrain.


Guardians v1.2
Note: I just keep finding random bugs that I wasn't even aware 🤣

Terrain:
- Added some terrain details and changes on Druid of the Talon, Priestess and Huntress paths. (The first part of the gameplay, all the first statue and the Mutation Boss, was the one I did 10 years ago. I thought to revise it and give it some love~)

Units:
- Added some upgrades on Humans and Orcs.
- Increased Wisp sight night radius from 650 to 1000.
- Reduced Wisp sight day radius from 1250 to 900.
- Increased Archer sight night radius from 825 to 1150.
- Increased Huntress mana points from 200 to 210.
- Increased Druid of Talon mana points regen from 1.115 to 1.2
- Nerfed Wisp mana points regeneration from 1.3 to 1.1.
- Increased Shandris basic attack damage to 146.
- Increased Shandris basic attack range to 625.

Items:
- Added hotkeys and organized Assasin and Driad's selling items.
- Reduced cooldown stock replenish time for Tome of Health +10 from 120 to 30.
- Increased Tome of Health +10 maximum stock from 1 to 3.
- Increased Tome of Health +10 gold cost from 60 to 70.
- Fixed and added items to random drops (now all items drop, as it should've been).
- Decreased Tome of Health replenish time from 120 to 50 secs.
- Increased Tome of Health stock from 1 to 3.
- Reduced gold cost from Tome of Health from 200 to 90.

Gameplay:
- Trying another ress triggers, hoping to fix the deads of the units.

Bosses:
- Increased Mutation range to 200.
- Reduced Mutation defense from 2 to 1.
- Reduced Mutation hit points from 3000 to 2700.
- Warlord Legion Agent now removes debuffs before casting Mirror Image.
- Warlord's Mirror Imagen spell duration increased.
- Fixed a possible random bug where a hostile Blizzard was casted on the 2º basecamp.
- Now Fixed for real Warlock Legion Agent having permanent magic inmunity. 🤦‍♂️:Facepalm:


29/01/2023
Guardians v1.1

Units:
- Disabled experience gain of Shadow Hunter and Archmage.
- Reduced Shadow Hunter's STR from 27 to 24.
- Tharifas range increased from 500 to 750.
- Fixed Wisp's Forest Fire upgrade.
- Reduced Wisps Shackles duration from 9 to 5.
- Increased Wisp Shackles damage from 15 to 25.
- Changed Druid of the Claw Rebirth functionality: When HP is equal or below 125 hit points, he'll instantly heal up to 70% of his hit and mana points. Cooldown: 60 secs.
- Rebirth Upgrade changed: Rebirth now triggers every 30 seconds.
- Changed Sorry, I'm too col to die funcionality: the same with Rebirth but diferent values.

Bosses:
- Made Boss Guardians Invulnerable and + other NPCs (just in case you little funny guys wanted to start hitting them before they turn hostile)
- Fixed Warlock Legion Agent having permanent magic inmunity while casting rain of fire and after.

Terrain:
- Improved / changed some terrain.

Gameplay:
- Added some QOL Visibility on certain areas.
- Added some QOL sounds and pings.
- Added some QOL visuals.
- Reduced Color Platform start countdown from 8 to 4,5 seconds.
- If all of the agents are dead (Throwglaiver doesn't count as an agent), you'll face defeat.

Notes:
Due to the nature of Reincarnation spell, giving it to a unit made the unit bug and disapear when killed if the spell was on CD. Luckily today I woke up and finally found a solution about that. Changed the Reeincarnation spell for both Priestess and Druid so that all of the units can die and have a Defeat Condition. The first patch those two were pretty much broken, since they could never die.


28/01/2023
*Launched v1.0!

Credits:

You can find here the list of all resources used by the community.​

I used Asset Scanner but if I missed you by any chance please do say so and I'll add you ASAP.






I started this map on a Tuesday 19 of Feb. 2013 (almost 10 years ago!) on my mother's working computer but dropped it the next week, right before collage and studies.

Somehow, at the begining of the year 2023, the map came to my mind and went at it. Luckily I have not deleted the e-mail where I sent the map file lol. When I opened it, I saw that hardly 1/4 of the map had been done, so on the course of January I set to finished it. I tried to remember what my old self wanted to do and thought If it was even possible for me to do so... I remembered I wanted to make a cooperative gameplay with some puzzles on it, but never actually had any inspiration or knockledge to keep on working on it.

Now, I tried to keep it simple, but fun at the same time, trying to have that "Classic Bllizard vibe" but adding some touches of my own.



As of this time, 1 of May, 2024, I think I have finished the map. Of course there might be some polishing that could be done or some better execution of triggers, etc... but I'm quite happy with the result. I've never thought I could actually make a map this big and have my friends supporting it by putting their voces on it.

After v1.4a goes out, there could be some balance updates, bug fixes and stuff but I think no mayor update will be done. Not on the near future at least.

Thank you for playing!

Contents

Guardians of Ashenvale v1.4a (Map)

Level 10
Joined
Dec 31, 2008
Messages
185
Oh dear, I always get nervous when uploading maps. If you guys find some bug please let me know down in the comments. I'll try to fix it as soon as possible.

Hope you guys enjoy this map and check my other map Village Fall as well If you haven't already ❤️

edit:
Guardians v1.1 launched.

After talking with a friend I've realized Druid of the Claw and Priestess were pretty much broken.

Through all the process I couldn't think of any posible solution to reincarnation spell. I think it's pretty cool to have some units reincarnating but due to the nature of the spell, it has some complications when used on units. If the spell went on CD and the unit dies, it's body will not be able to rise in any kind of form, unavailable to play again and be removed from game.

But after having a good night rest (lol not really), I suddenly came up with this changes on both Rebirth and Sorry, I'm too col to die spells.

And since I'm already talking about spells and stuff, "Ancestral Spirit" is also a bit broken, so I wouldn't recommend you guys using it on "friendly" units.

Anyways, the resume of Guardian v1.1 updates includes:
  • Quality of Life visual, visibilities, sounds and overall gameplay.
  • Bug fixes.
  • Small balances.
  • Defeat Condition.
Check the full list on [Patch Notes].
 
Last edited:
Level 10
Joined
Dec 31, 2008
Messages
185
Guardians v1.2:
  • Mostly some balance and bug fixes.
  • QOL items shortcuts.
  • Added some flavour to Priestess, DoT and Huntress paths.

For full list: please check [Patch Notes]

I was skeptical to release it so soon, but since the Warlock Magic Inmune was still there I feel I had to (I put the trigger twice and deleted just 1 on v1.1). If no big buggs are found I think I'll stick with v1.2 untill map review.

As always, if you find any bugs please let me know. I'd love to see if the riddles and puzzles are easy or hard to figure it out.
 
Level 14
Joined
Jan 16, 2009
Messages
716
Played this solo had some fun until I lost most of my units to that damned tower :peasant-grin:

Here are the notes I took while playing.
  • The solo paths are a nice addition, especially in single player where it's a good introduction to each unit so you can learn them before using them all at once.
  • I like how the priest path had some "healing" challenge to it.
  • "Sorry I am too cool" icon is awesome
  • If you drag an enemy into the start of one the "solo" paths it will get teleported to the middle with the "You can't get into the..." Message
  • Druid's moonflare dummy caster health bar is visible.
  • Archer and druid of the talon path is probably the hardest.
  • Priest path is super short compared to the other. I think I am missing something.
  • Weird how horde, alliance and undead are all mixed together.
  • Huntress couldn't go in front of the statue, the path seemed to be blocked by an invisible blocker.
  • I like how the archer and druid paths merge together.
  • My wisp and druid of the claw died but my ballista didn't and now they are not reviving.
  • It seems dying to that tower just straight up kill your unit forever which is quite dumb!
  • Thought I found a continuation for huntress but it was just 2 trolls. So now I have this stuck huntress and all my other units died. That's game over!
 
Level 10
Joined
Dec 31, 2008
Messages
185
Played this solo had some fun until I lost most of my units to that damned tower :peasant-grin:

Here are the notes I took while playing.
  • The solo paths are a nice addition, especially in single player where it's a good introduction to each unit so you can learn them before using them all at once.
  • I like how the priest path had some "healing" challenge to it.
  • "Sorry I am too cool" icon is awesome
  • If you drag an enemy into the start of one the "solo" paths it will get teleported to the middle with the "You can't get into the..." Message
  • Druid's moonflare dummy caster health bar is visible.
  • Archer and druid of the talon path is probably the hardest.
  • Priest path is super short compared to the other. I think I am missing something.
  • Weird how horde, alliance and undead are all mixed together.
  • Huntress couldn't go in front of the statue, the path seemed to be blocked by an invisible blocker.
  • I like how the archer and druid paths merge together.
  • My wisp and druid of the claw died but my ballista didn't and now they are not reviving.
  • It seems dying to that tower just straight up kill your unit forever which is quite dumb!
  • Thought I found a continuation for huntress but it was just 2 trolls. So now I have this stuck huntress and all my other units died. That's game over!

Thanks for taking your time and make this review. I'll answer them as a list and try giving some hints without spoiling much. hehe:

3) Noted.
4) It was intended, but i'll see if i can add dummy unit to it.
5) Yes, the way I've envisioned those paths are mostly going into hidding and wait for the others to complete their paths (Archer) and using the tramps (Druid).
6) Priestess and Huntress path are connected. When the Huntress activates the switchs, something changes on the Priestess path (You should check and explore the new path so you can keep on both pathes).
7) I wanted to make it look like it was "chaos". The Alliance and Horde are already (or trying to) stablished themselves on Ashenvale, while the Legion+Undead are starting their invasion, going all out on them. That mostly happens on the first statue, though.
8) Check Nº6. 👀
10+11) Yes, that is correct. Now that I read this I feel like a dumb. Since they are units and killed by artillery their bodies just splashed. I'll try changing that attack to non-artillery. But you should now that there is an easy way to deal with both towers without getting any damage.
12) You were doing fine, just needed an extra push from the Priestess path :p
 
Level 14
Joined
Jan 16, 2009
Messages
716
Okay I played it again but sadly got stuck on the left side again. It seems like the mountain giant should open a path but he doesn't.
  • Cleared all the right path this time.
  • Still stuck on the left part. Huntress got the blue rune but she is stuck there.
  • Priestess has the talisman but I don't know what to do with it. I even gave here the rune from the right side but it did nothing.
  • So I am stuck can't progress on the left side.
  • I don't know what to do with runes.
 
Level 10
Joined
Dec 31, 2008
Messages
185
Okay I played it again but sadly got stuck on the left side again. It seems like the mountain giant should open a path but he doesn't.
  • Cleared all the right path this time.
  • Still stuck on the left part. Huntress got the blue rune but she is stuck there.
  • Priestess has the talisman but I don't know what to do with it. I even gave here the rune from the right side but it did nothing.
  • So I am stuck can't progress on the left side.
  • I don't know what to do with runes.
I wanted to send you a private message with all you have to do, but I can't. 🥹

But firstly, hey! I'm so sorry you couldn't figure it out. This map has a lot of exploring and thinking, sometimes it can be pretty frustrating. Sorry.

Drop the talisman into the rune. That should solve the issue. Huntress path should merge with Priestess, and she will be able to go throw that small place huntress can't go in.

I don't know how to send you PMs, I was trying to give you full response over there, I don't want to spoil it here :p
 
Level 14
Joined
Jan 16, 2009
Messages
716
Played a bit more of it. Here are my notes. Gonna try and continue it when I have more time.

  • I don't really like that "drop an item in some spot" puzzle because the map never teach you dropping items in certain spots unlock stuff. So you are supposed to guess that. But now it creates this situation where potentially I will have to drop an item somewhere to progress. There are many items and even more spots. Because of this when doing the riddle puzzle I was dropping the answer on the circle of power thinking that's how you interact with that (but that's not the case).
  • I really like how the map seems to be filled with secrets but I don't think you should hide main path content like secrets. Finding that red glyph hidden randomly behind some tree was a bit too random.
  • Boss fight was nice.
  • About the mixing of alliance, horde and demons. It's fine for them to be all over but I do think you should try and have some clear alliance or horde bases, not this mix of horde and alliance buildings. It doesn't really make sense for them to build so close to each other.
  • Bookshelves for hints is nice.
  • I had my inventory full for the 4 choice riddle and the timer being so short, there was no chance for me to solve it. And apparently I can't redo it for the reward. I guess I need to save more often. I cheesed that riddle by just picking up all the answers and walking into the circle. Didn't get any reward it seems. The timer is way way too short if you want players to do it legit. But to be honest I was not a fan of it and the questions seemed random and thematically didn't fit the map at all.
  • There are some recipes with level 2 items but I didn't find a way to split my level 3 into two level 2. Bummer.
  • Can't spend the gold of other players. Maybe easier to just give ownership to player 1 of all units. Probably gonna have the same issue with stones.
  • Generally for puzzles you want to have some feedback so the player know if he is on the right path or even just to know if what he is trying has an actual interaction or he is just doing nonsense. Talking about the puzzle on the left side with the mushrooms. I had no idea if what I was trying was doing something and ultimately I gave up and went right.
  • The color platform puzzle indicators should be way less subtle, that night elf building is probably not a good choice.
  • The color platform puzzle still does damage to a revived unit.
  • After a while the color platform just solve itself? Well at least the door opened up. But I think it bugged the whole thing because now my units are stuck there and the rocks are not falling like the bookshelf suggest they should.
 
Level 10
Joined
Dec 31, 2008
Messages
185
Played a bit more of it. Here are my notes. Gonna try and continue it when I have more time.

  • I don't really like that "drop an item in some spot" puzzle because the map never teach you dropping items in certain spots unlock stuff. So you are supposed to guess that. But now it creates this situation where potentially I will have to drop an item somewhere to progress. There are many items and even more spots. Because of this when doing the riddle puzzle I was dropping the answer on the circle of power thinking that's how you interact with that (but that's not the case).
  • I really like how the map seems to be filled with secrets but I don't think you should hide main path content like secrets. Finding that red glyph hidden randomly behind some tree was a bit too random.
  • Boss fight was nice.
  • About the mixing of alliance, horde and demons. It's fine for them to be all over but I do think you should try and have some clear alliance or horde bases, not this mix of horde and alliance buildings. It doesn't really make sense for them to build so close to each other.
  • Bookshelves for hints is nice.
  • I had my inventory full for the 4 choice riddle and the timer being so short, there was no chance for me to solve it. And apparently I can't redo it for the reward. I guess I need to save more often. I cheesed that riddle by just picking up all the answers and walking into the circle. Didn't get any reward it seems. The timer is way way too short if you want players to do it legit. But to be honest I was not a fan of it and the questions seemed random and thematically didn't fit the map at all.
  • There are some recipes with level 2 items but I didn't find a way to split my level 3 into two level 2. Bummer.
  • Can't spend the gold of other players. Maybe easier to just give ownership to player 1 of all units. Probably gonna have the same issue with stones.
  • Generally for puzzles you want to have some feedback so the player know if he is on the right path or even just to know if what he is trying has an actual interaction or he is just doing nonsense. Talking about the puzzle on the left side with the mushrooms. I had no idea if what I was trying was doing something and ultimately I gave up and went right.
  • The color platform puzzle indicators should be way less subtle, that night elf building is probably not a good choice.
  • The color platform puzzle still does damage to a revived unit.
  • After a while the color platform just solve itself? Well at least the door opened up. But I think it bugged the whole thing because now my units are stuck there and the rocks are not falling like the bookshelf suggest they should.
Man you are giving really constructive critism and I'm loving it, thank you.

1) You are right, I'll change that.
2) True, you have a point.
3) I'm glad you like it. Did you make it only the first one? I think the two bosses on the top right are the hardest? I don't remember right now (Just in case save before). Should I writte down in the description what the bosses do? Just so people is aware of it? Or should I leave it to the surprise?
4) I see what you are getting at.
5) Yes! Glad that helped! I was thinking of a not-spamming way to help players when in need and the bookselves seemed ok.
6) I thought it was enough time but that was because I did the map so... I'll add more time then. Not gonna lie... they are random because I wanted to put some riddle thing but coulnd't decide on W3 lore or just some general knowckledge.
8) noted.
9) Alright I'mma sit down and think how to give players some hint or aid in some way.
10) noted.
11) that shouldn't happen
12) While I tested the platform color I had an issue that, (since it's random) It took me 5+ minutes to finally show up the 4th color, so in order for the player not to be stucked 5+ mins. set a timer that after a certain amount of time the riddle "solves itself". And instead of solving the riddle, you "survived the riddle".
13) Did you complete the laberynth path as well as the platform color? Once both are complete those rocks should fall. If you did, then that's a bug.
 
Level 10
Joined
Dec 31, 2008
Messages
185
Guardians v1.2b is out!

Most of the changes are from the feedback Wareditor gave me.

Summary:
  • Added more hints. (With some silly voice lines).
  • Fixed platform colors. (It did solved itself because I used the wrong variables lol).
  • Added single player mode: Lone Wolf "-lw".
  • QOL changes.
  • Altar is now owned by player 1 in case the automatic ress doesn't occur.
For the rest on details check [Patch Updates].
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,829
Focus makes a spell appear that's not in English. Also, player names are in Espanol.
Apart from that, the map seems neat, multiplayer, mildly puzzle oriented and with some custom stuff in terms of gameplay.
The replayability pretty much relies on playing as a different unit.
A bit sluggish to play solo. Much to take care of at once at times.

Approved.


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

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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.
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Level 10
Joined
Dec 31, 2008
Messages
185
Focus makes a spell appear that's not in English. Also, player names are in Espanol.
Apart from that, the map seems neat, multiplayer, mildly puzzle oriented and with some custom stuff in terms of gameplay.
The replayability pretty much relies on playing as a different unit.
A bit sluggish to play solo. Much to take care of at once at times.

Approved.


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

R U L E S

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

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


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.


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:
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Thanks for the map aproval! 😍

I thought I understood how the translation between game clients worked but seems I don't. I'll check that later after I replay it to see if anything else's missing.
 
Level 10
Joined
Dec 31, 2008
Messages
185
Alright fellas, so first things first: Thanks Deep for the rating! OMG I wasn't expecting that at all! Of course special thanks to Wareditor as well for the feedback! 🥳😱😭

Next, we have a new update!

Guardians v1.2c!
  1. Changed the questions asked on the Timeless Library (riddles room). Now it's about Warcraft 3, WoW and some of the map itself lore, to be in more tune with the map.
  2. Added new hints and voicelines to help the player figure the side/optional quest and some questions of Timeless Library.
  3. Added some QOL visuals.
Notes/Fun? facts:
  • I've been having this bug where Williams get deleted for no reason ☠️. I've been having these for 3 days straight, weird. Poor William.
  • Now that Timeless Room's questions are about warcraft 3 lore, I reduced the timer to 2 minutes. 3/5 of the questions you already know the answer if you ever played the campaings.
  • On version 1.2b, (the one that started the Williams curse...) I had a crash and I had to re-import all of the icons again ☠️☠️. Luckily for me, it was on this map and not the other one...😂
  • Through "Player Properties" and Triggers, I have changed the "Jugador 2 (...) Jugador 6" to the name of the units the player is supposed to control, but it seems if the user slot is empty, it will still display it on spanish ☠️ ☠️ ☠️ . Since I'm not sure on how to take on another approach, I'll just leave it as it is since it's not a big deal.
 
Last edited:
Level 10
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Dec 31, 2008
Messages
185
Allright, Guardians v1.3a is out everyone! Summary:
  • New Balance updates for Special Agents units + Mana Stone spells.
  • New Hard Mode (+ armour, + attack and new spells).
  • Balance stats on most units.
  • New optional quests.
  • Improved how Green Rune unlocks.
  • + new voicelines.
Detailed information on patch notes.



Notes: The Special Agents party when together is pretty strong. And since each one of them have unique spells and stats, they excel in comparisong to the Humans, Orcs and Undead units. Besides from that, the items you are collecting while progressing makes the map easier than it should be. So I'm buffing a little stats of some enemy units in order to compete with these things mentioned.

Lich and Doomguards should pose some kind of a threat, so they are the ones that have significant buffs.

Please do let me know if you find any bugs and I'll try to fix them ASAP.
 
Last edited:
Level 10
Joined
Dec 31, 2008
Messages
185
Hi guys, new version out: Guardians v1.3b.

I feel the party is still pretty strong together so I'm buffing the hard mode a bit more... well, harder. Now some special units will have new spells on the hard mode (Lich and Mages mostly) so be mindful of that. On the other hand, added some diversity on enemy units + some new spells. A bit of balance changes and, lastly, added a bit of QOL changes.

Detailed information on patch notes!

Hope you guys enjoy and as always: open to feedback.
 
Last edited:
Level 10
Joined
Dec 31, 2008
Messages
185
Hi guys. I welcome the new last mayor update for Guardians!

Guardians of Ashenvale v1.4a
Summary:

  • Changed map name to Guardians of Ashenvale.
  • Improved map description
  • New gamemodes!
  • Some units balance updates.
  • New quest: Corrupted Friend.
  • New voicelines.
  • Fixed some bugs and typos.
  • And some more.
For more in depth changes you can check the "Changelog" tab!

I played with a friend the other day 1/2 of the map; he gave me some good and solid feedback. Taking his, Deeps' and my own thoughts I tried to improve the quality of life experience of new players while playing my map for the first time. Now there are more pings, new (no recorded) lines, visibility and sounds that should help the player know where to go next. I hope this changes help the player's experience to be more fluent and less frustrating or confusing on "where to go now?!".

Even though this map does not have a strong lore / story, I want the player to enjoy and submerge into the experience without having a really hard time thinking about the riddles or puzzles (that might take them away from completing the map). Yes, I intend these to put some challenge into thinking, but I don't want them to be really hard, thats why I'm also giving more hints and an easy way to figure things outs; like the three codes quest, for example. (The game already takes around 1,30hs+ to finish so I think this can also make the game feel smoother and less heavy on the head).

In terms of gameplay replayability, one aspect of it was playing as a different unit, therefore, on the first part you will have to play the part you didn't play before and that will keep it fresh in some way (in case you played in multiplayer, that is). But what happens when you play single player? Well I tried to think on both experiences and thats why I came up with some silly game modes and upgrades that the player can choose to play with. It can make the game more hard or fun, depending the mix you do with them.

I have more ideas that I'd like to implement to this map, but I think the map as it is is fine. Adding more things will be resulting in me having to re-do or re-tweak boss fights because units will gear up so much bosses wouldn't feel like a threat at all, and I already feel it's happening.

So, having said that, I think this will be the last mayor update of the map (or at least for now), and try to recycle this new quests and ideas I have for (luckily, mabye) another map. I will keep updating the map in terms of balance changes or bug fixes as I see them or get reports on them, though. Mostly because I haven't really test all the changes yet, yes I'm a terrible developter(?) but nothing game breaking should be. Probably.

On the art side, I did not want to import as much models mostly because the process of doing so is a bummer, but to be honest, a map feels fresh when there are new stuff on it and makes it less repetitive to the player experience. I also wanted to keep it non-imported because if (mostly) unit models were untouched, there should have no problems when playing it with reforged graphics. But now that I've imported some more models, I think we can say It's mostly targeted to play on classic graphics.

Anyways, hope you can enjoy this map. I put a lot of efforts into making it. When I started this 11 years ago, I never actually thought I'd finish it and look this good. I'm so proud of myself 🥲 Of course there is a lot to improve but that's for a new map.

Shoutout to all my friends who put their voices to play these characters and all the amazing community here. ♥

As always, open to feedback~.

PS: How do you like the new map description? I tried to look a bit more better, I want to play and take some new screenies but I don't have that much time latetly~ r.i.p. anyways, if anyone got here: thanks~
 
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