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Legion Invasion of Turtle Rock

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Official Description: A normal map with a minor twist - a "Legion invasion" themed titleset. No triggered spells (too lazy to make and balance them for now)

In game description:This island has now become inhabited by the Legion, for unknown purposes. The Legion must be removed from this island and all resources must be secured against all potential threats.

Suggested players:1v1 or 2v2

Credits

Thanks to Blizzard for making the original map Turtle Rock
Thanks to all of the Hive community for the plethora of models.

The map titled (4)Return2TurtleRock(cls).w3x is adjusted to work with Warcraft 3 Reforged (not tested as I use a legacy version), while the map titled (4)Return2TurtleRock(rdx).w3x is a map specifically designed for 1.27 users and contains an expanded tavern hero roster.

Changes Made:
  • when the map was released:

The map was created using version 1.27 of WC3 TFT, which I believe is still the most used by people who play custom maps (I just returned recently to WC3 modding after the Reforged mess).

This map mostly emulates the 1.31 Patch Changes for melee games, with a few key differences:

Human:

- Knights have a researchable skill called Victory Rush, which gives Knights a 20% chance to deal 20% extra damage on non heroic organic units. He also has 50 less hit points than in WC3 Reforged.

- Fire Orb now adds 6 extra damage, enables the hero to attack air units and reflects 30% of melee damage taken by the wielder back to the aggressors.

- Footmen can now be upgraded into Swordsmen at T2. They have a unique skill called double time which increases their attack and movement speed by 30%.

Additionally Swordsmen have 450 HP, 4 Heavy Armor and they deal 16-19 damage. They are slow moving tanks designed to reduce the dependency on Knights, while protecting Mortars and Tanks.

Orc:

- Wind Walk cooldown from Blademaster has been increased to 10 seconds, however the cooldown starts when you activate the spell (this is a limitation of the current version of the editor I am using).

- Far Seer: Gains a skill called Ancestral Guidance, which gives him temporarily the ability to cast Far Sight, while also having True Sight.

Undead:

- Canibalize for both Ghouls and Abominations no longer requires research, however the amount healed and duration of the skill have been altered to be weaker. This can be overcome by researching better digestive systems in the crypt for these units.

- On this map the Ritual Dagger provides an amount of health and mana restoration equal to 50% of the killed units current hit point value.

Night Elf

- Vorpal Blades will still increase projectile speed of the Glaive Throwers, however the damage of Glaive Throwers remains the same, because it's still guaranteed to hit its primary target.

- Mountain Giants Taunt CD reduced to 14, but they don't get a 2nd cast, 3 seconds later.
Contents

Legion Invasion of Turtle Rock (Map)

Legion Invasion of Turtle Rock (Map)

Reviews
Paillan
I think this is only a few steps away from a normal melee. You may want to add more things or I will be forced to give you a substandard rating. Also, lacking screenshots.
Level 7
Joined
Aug 19, 2010
Messages
174
I think this is only a few steps away from a normal melee. You may want to add more things or I will be forced to give you a substandard rating. Also, lacking screenshots.

If I change tag from Altered Melee to Melee,would that suffice for average rating? Or is it because I changed some heroes in the tavern,then added some of my own,that I have to keep the Altered Melee tag?

Also I would apreciate some criticism towards the in game heroes themed around Illidari faction to better balance them(besides the fact that sea witch and pit lord are cheap edits).
 
Last edited:
Level 19
Joined
Jan 22, 2011
Messages
3,968
If I change tag from Altered Melee to Melee,would that suffice for average rating? Or is it because I changed some heroes in the tavern,then added some of my own,that I have to keep the Altered Melee tag?

Also I would apreciate some criticism towards the in game heroes themed around Illidari faction to better balance them(besides the fact that sea witch and pit lord are cheap edits).

No, you already established the map as an altered melee, unless you delete your changes it will stay as such, even if you change the tag, we can just fix it again.
Well, for starters there's not much aside from the heros. If the legion is indeen invading, maybe a random even that spawns demons that attack the players?
 
Level 7
Joined
Aug 19, 2010
Messages
174
Changes made:
Illidari Battlemage: Replaced FoD ultimate with Torch Magic
Paladin:Removed custom model made by paladinjst in favor of the built in one for Garithos to reduce lag and map size (I will miss that model)
Illidari Blademaster: Increased cooldown of Flame Crash to 15,reduced damage over time effect by half(to 5 seconds) and set mana cost to 115
Replaced portal with a quest explaining why the Legion invaded Turtle Rock Island.
Added the Illidari Demonologist,a mobile summoner with very poor burst damage.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,829
Illidari Demonologist's hotkey (I) in the description needs fix.
Illidari Blademaster's first spell's hotkey text is broken; his third spell doesn't have a hotkey (when being learned). He has Bladestorm, the Blademaster also does.
The Demonologist's third spell doesn't have a description when learned (tooltip missing). Shimmer mentions the Warden in the description... also, it's just Blink. The icon is changed after learning the spell and the title is written with a small "s". Acid Bomb is present on the Goblin Alchemist too and this one has a different icon.
Many spells need text fixing.
Most of the custom hero spells have icons that can be either found for other spells or things like items.
Battlemaster's icon is that of the Spell Breaker. This hero has Rain of Fire which is present on the Pitlord. Demonic prison's hotkey is S which belongs to the command Stop. Its icon is basically activated Immolation.
Torch Magic is kind of weird for an ultimate. The icon position is not on the fourth row but on the third.
Ranger's Hall of Arrows has the A hotkey which belongs to the Attack command.
Seawitch's hotkey in the Tavern looks weird; it's just a "y" after her name. Why not make it like for the others and set it to (Y)?
Why did you change the Paladin's model to Garithos?

Overall, a nice terrain overhaul but an unpolished and reckless custom hero design.

______________________________________________________

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A credits list 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.

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Level 7
Joined
Aug 19, 2010
Messages
174
New changes for December 2023:

  • Altar Heroes:

All races are getting a fifth altar hero. Shadowfiend for Undead, Warsong Champion for Orc, Dark Knight for Human and Lifebinder Druid for Night Elf.

  • Shadowfiend – contests Lich’s position as orb carrier and has a tool kit specialized in providing support for Death Knight and Dreadlord First. Custom model is used

Stats:

Agility 14 + 1.20 per level

Intelligence 18 + 3.20 per level (main attribute)

Strength 16 + 1.60 per level

Attack speed is 2.33, which is noticeably slower than Lich’s, but his toolkit compensates for lack of speed with his key ability, Unholy Assault. Movement speed is like Lich’s.

Unholy Assault – 90 mana, 35 duration, 45 cooldown, provides 10%/15%/20% bonus damage and 2/3/4 bonus armor to all nearby units.

Banish – same as Bloodmage, this is the key support ability for Shadowfiend as it turns Dreadlord’s Sleep into an unbreakable stun, while also buffing the Deathcoil damage.

Fireball – 75/150/225 direct damage as well as 15/35/50 damage over time. This is the selfish option for Shadowfiend, where you buff the Banish damage yourself.

Shadow Barrage - Bombards an area with dark magic attacks, dealing damage to nearby enemy land units and stunning them for 1 second. Damage is split randomly among all targets and is capped at dealing 2800 damage to all the units inside the area of effect.

  • Warsong Champion – An aggressive melee support hero who specializes in applying pressure.
This hero uses both models of Grom Hellscream, due to the fact that it has a transformation skill. He competes with Far Seer for First Slot vs Undead in 1v1 and TC first in team fights 3v3 & 4v4, as he has faster creeping time and a debuff which rivals the utility of Endurance Aura.


Stats:

Agility: 20 +1.60 per level (main attribute)

Intelligence 16 +2.00 per level

Strength 18 +2.40 per level

Atk speed is 1.23 while movement speed is 320

Demoralizing Shout – an AoE debuff centered around the caster, it reduces armor by 2/3/4 for 12 seconds. Costs 75 mana and has a 15 second cooldown.

Blood Fury – turns the orc into a Demon. The hero gains the Undead tag, meaning it can’t be damaged by Death Coil, but can be damage by Holy Light. Additionally, while in demon form, the hero gains a 40% movement speed bonus and 100/225/350 bonus hit points. This costs 125 mana and has a 20 second duration which is paired with a 60 second cooldown.

Cheap Shot – 15% to cast Bash, dealing 20/40/55 bonus damage while stunning the opponent.

Hellfire Grenade – During their brief tenure under the service of Mannoroth, a few Warsong Champions studied Engeniering under the guidance of the Burning Legion. They can create a grenade which deals 75 damage over 25 seconds (20 on heroes). Secondary targets near the initial impact take 50 damage fof the same duration.

Costs 150 mana and has a 120 second cooldown.

  • Dark Knight – A mobile bruiser who excels at melee combat.
This hero competes with Panda in FFA for the second slot and with Archmage for first slot in 2v2, when paired with Orc or Night Elf. Uses the model of Garithos.

Stats:

Agility 16 + 1.50 per level

Inteligence 14 + 1.80 per level

Strength 22 + 2.70 per level (main attribute)

Movement speed is 320 and atk speed is 2.20

Shockwave – this is a version of Carrion Swarm from Dreadlord, which was modded to have a unique effect.

Howl of Terror – same as Pit Lord. This allows the Dark Knight to debuff enemies that are outside his auto attack range. Add to his 320 movement speed and a pair of boots and this guy will be able to charge into many armies with impunity.

Crusader Aura – This is the melee only version of Trueshot Aura. This allows Knights and allied Orc/Night Elf melee units to hit harder in team games.

Prism of Retribution – Summons one Prism of Retribution at a target location of your choice and deal 41-45 spell damage to up to 12 targets. This is a Serpent Ward with Barrage and 1200 HP basically. Cooldown is 120, but duration is 150, meaning for 30 seconds you can have TWO of these bad boys making havoc on the battlefield...Did I mention they also have Spell Immunity?
  • Lifebinder Druid:
A druid who petioned Alextraza and her brood for power, in exchange for servitude. This hero channels the power of both Nature and Fire Magic. From a gameplay perspective this is an aggressive support hero aimed at lessening the weakness of the Night Elf race – as a result, selecting this hero will always be hard choice, because as a player you must ask yourself – Do I enhance the strengths of the Night Elf race by picking a better hero, or do I chose this one to have a more well rounded army with fewer weaknesses.

Stats:

Agility: 18 + 1.00 per level

Intelligence: 19 + 3.00 per level (main attribute)

Strength: 15 + 2.00 per level

Essence Blast – this is basically Finger of Death modded so that you can’t hit invulnerable enemies. Deals 115/215/325 damage and mulches the corpse, making it unusable by either DK ult or Paladin Ult.

Lifie Giver’s Flame – a reskined version of Lighting Shield which deals 20/25/30 damage. Coincidentally duration is also 20/25/30, but the cooldown is 10/8/6

Purifying Ritual – Dispel on a hero. Deals 150/200/250 damage to summoned units while removing negative effects from the units – this is meant to reduce the economic strain placed on Night Elves by employing Wisp to Detonate on Summons

Revitalization – A single target effect which restores 600 HP and 400 MP over 12 seconds. 60 second Cooldown.

Most Druids in TRPG Warcraft basically follow a watered down version of Ysera's Emerald Druidism. Most Night Elves who wish to depart their society would normally petition Ysera for servitude as that would ramp up their proficiency in nature magic and shapeshifting, but the Life Binder Druids do the opposite and learn new schools of magic to increase their proficiency in healing and ranged attack magic.

This is why I argue this is misusing a bit the TRPG lore. It’s possible and doable for such a character to return to Night Elf society, but, based on my research, the odds of this happening are very slim.

Tavern Heroes:

  • Dragonsworn Battlemage

Warrior Hero (primary stat is strength) trained by the Blue Dragonflight, adept at melee combat and supporting nearby allies. This is a melee hero who can only attack land units.



Stats:

Agility 15 +1.50 per level
Intelligence 16 +2.00 per level
Strength 16 +2.50 per level (main attribute)

Abilities:

Going to start with the passive first, because it’s key to his ability kit:

Improved Spellcasting (it’s like Engineering Upgrade, it increases the range of his non ultimate abilities while providing a bonus to damage and movement speed and increasing the damage cap of the ultimate)

I’ve added the range of the spells as well, since those increased by the Battle-Mages improved spell casting passive. The range increase doesn’t apply to the ultimate. That one gets a different kind of bonus from this passive.

Frost Bolt:

Mana Cost: 75

Cooldown: 8

Duration 15.10

Range: 550/850 (when fully upgraded)

Damage: 75/150/225

Additional effects: attack and movement speed reduced by 70%



Conceal:

Mana Cost: 85

Cooldown:10/15/20

Duration: 20/35/50

No other bonuses such as the ability to walk through units or deal backstab damage

Range: 300/450 (when fully upgraded)



Burst of Arcane Missiles:

Mana Cost: 185

Cooldown:180

Range: 650

Damage: hits 5 units at once, each taking 255 damage/1275 total.

Additional effects: The hero’s passive increases the damage cap to 2040, which means that a total of 8 units will lose 255 hit points. The targets can not be manually selected.

  • Pit Lord:
Looses Rain of Fire and gains the ability to summon Vilefiends. These monsters have the same stats as the Beast Master’s Bear, but they only get True Sight and the Undead Classification, meaning any players can take advantage of these beasts by sacrificing them with Sacrificial Daggers, Death Pact or Dark Ritual.

  • Bandit Warlock

Mystical Hero, adept at controlling combat using demonology and dealing large amounts of fire damage. Can learn Rain of Fire, Curse of Weakness, Dark Gift and Diabolic Intervention. Attacks land and air units.

Stats: 18 Strength (+2.40 per level), 16 Agility (+1.00 per level), Intelligence 20 (+2.60 per level); 22-28 damage and 3 points of hero armor, Movement Speed: 290. The auto attack range is 550, which is as small as Firelord’s.

Rain of Fire is taken from Pit Lord, who instead gains the ability to summon a Vilefiend, who has the same stats as Beastmaster’s Bear but gains True Sight as early as level 2. With careful management the Pitlord can summon 2-3 of these.


Curse of Weakness:

Mana Cost: 85

Cooldown: 12

Duration on normal units: 14/16/18

Duration on heroes: 6/7/8

Initial effect: slows unit’s attack and movement speed by 30%/50%/70%

Additional effect: Silence



Dark Gift:

Mana Cost: 75

Cooldown: 9

Single Target Healing:200/300/400

Additional effect: can be used to heal both Living Heroes and Undead Heroes

Ultimate is called Diabolic Intervention and summons the Warlock’s Patron from the Burning Legion. This skill is based off of Storm Earth and Fire and summons a boss unit with a reskined Storm Bolt, Banish, Blink, Earthquake, Devour Magic and Resistant Skin.

Naga Sea Witch: She looses Mana Shield and gains a new transformation skill called Elemental Ascendance. This turns the Naga into a Oceanic Elemental, who grants the naga 125/220/315 bonus hit points and increasing her movement speed to 320, but lowering her attack range at a level comparable to Firelord’s.

This is done to give Naga more viability in FFA.

Changes to Non Heroic units

  • Human:

Footmen can now be upgraded into Swordsmen at T2. They have a unique skill called double time which increases their attack and movement speed by 30%.

Additionally Swordsmen have 450 HP, 4 Heavy Armor and they deal 16-19 damage. They are slow moving tanks designed to reduce the dependency on Knights, while protecting Mortars and Tanks.

  • Undead:

Necromancer: They lose Cripple and gain the Dancing Spell Focus, an ability which creates a construct from dark magic that bounces up between 12 enemy units, dispelling enemy units in its wake. Any summoned unit touched by this beam takes 200 damage.

New unit Specter: They Start with 14% Evasion. Adept Training unlocks Lesser Cripple, which reduces attack speed by 10%, attack damage by 35% and movement speed by 50%. Master Training unlocks Darkness Raising, which increases the Evasion chance to 21% and upgrades Lesser Cripple into Cripple, which reduces attack speed and attack damage by 50% and movement speed by 75%

This is a transitional unit for Ghoul Rush builds. He is meant to provide support for an army which mainly features Crypt Fiends and Banshees, as you continue to try and rush the opponent down while you are both in T2. By T3, you will probably unsummon your Dark Temples to create Statues, Destroyers and if the gameflow permits Frost Wyrms.

Exhume Corpse: Nerfed back to require Black Citadel, but the corpses generated are now made to spawn Flesh Golems as a means to buff Animate Dead.

The Flesh Golem is a melee siege unit, which deals 23-28 siege damage to buildings and 22-26 normal damage to units.He has 1250 HP and 4 Heavy Armor. This guy can take 5 casts of Dispels before going down, while benefiting from Graveyard Upgrades.
 
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