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Lord of Khaz Modan

DESCRIPTION
You control Vanndar Stormpike, a Mountain King who calls these lands his home. The Lich King has sent his agents to take control of an ancient dwarven artifact. Recover its power and use it to destroy the undead leaders.

GAMEPLAY
This is a single player map in the style of a typical Warcraft mission. It has an approximate play time of 75-100min, so don't forget to save your progress!

ADDITIONAL INFO
If you've played a warcraft mission you already have all the skills you need for this, anything covering special gameplay is covered by the map design or in-game hints. If there's still anything unclear, let me know!


All bugs found or feedback is appreciated!


Version 1.01

- Terrain pass to make things a little less flat
- Changed Spider creeps to Spiderlings to match their Nerubian families
- Fixed Vanndar's Ultimate ability to be permanent
- Added attack from undead bases during the final quest
- Fixed an edge case where one of the Demon Lords could follow the player back to the temple
- Fixed an edge case where Acolytes sometimes attempt to rebuild their base after their Demon Lord has been killed
Contents

Lord of Khaz Modan (Map)

Reviews
Map Description - Templates
deepstrasz
Well, it's your choice if you want to improve or not. The map isn't bad overall, Approved. (previous comments: Lord of Khaz Modan)
I enjoyed the map, even though it does take quite a while to complete.

The terrian could be worked on, it's pretty flat.
I did like the suprise ambushes, especially the one with the dark wizard spawning skeletons. Also the bandit ambush on the bridge caught me off guard xD.

Bugs:
- For some reason the ice revenants guarding the gold cache cast Blizzard while hidden, weird.


Bonus:
It's possible to just bodyblock the footmen, which makes them gather up for one big attack. Can be a usefull strategy, lol.

Untitled-1.png
 
Level 23
Joined
Jul 26, 2008
Messages
1,307
Looks interesting based on the screenshots/map description. Great job.

May I suggest you use the tags (altered melee) or (strategy/risk) instead of (campaign)? The campaign tag normally refers to a series of maps with some form of continuity.

Also, (Reforged) tag normally refers to maps that have the (Reforged only) setting activated, or maps where the aesthetics are geared towards reforged graphics. You seem to be using it here to refer to a map made on 1.32+.

These points might also apply to your other map.
The Corruption of Felwood
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,708
Also, (Reforged) tag normally refers to maps that have the (Reforged only) setting activated, or maps where the aesthetics are geared towards reforged graphics. You seem to be using it here to refer to a map made on 1.32+.
We put the Reforged tag on Classic 1.32+ maps too because they are incompatible with previous patches and there's an issue with old versions being disabled by 1.32+ updates.
 
Level 5
Joined
Sep 16, 2019
Messages
80
Hi, i started to play the game but some weird shiat is happening.
Invisible units attacking me towers and i have no way to reveal so i guess it's a bug?
Invisible attacks happened twice. Also on some 2 of my riffle men
Second why supply is limited to 70 or this is a bug as well?
I ll update my review when i finish the game in this original post.

So i finished the map. It was enjoyable by all means.
Pretty basic though. I think there could be a more sufficient usage of the map.
Levels of difficulty would be apprecieted.
I dont think i can provide more feedback.
Is there an intention of making this in a campaign format?
Good job anyway.
Thank you for the game.
 
Last edited:
Level 5
Joined
Sep 16, 2019
Messages
80
Hmm, never had any problems with invisible units before, where are these towers of yours being attacked?

As for the supply limit, 70 is the army size the mission was designed and balanced for.

Ok. 70 supply is fine. I can work with it as Mk levels fast and he tank it out.
So i placed 4 towers in the northern entrance of the city, one of them was arcane.
Today i changed graphics tried to play it in classic and it crashed on me before reaching the city
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,708
Adapted for 1.31 with Map Adapter

  1. Utterly flat terrain.
  2. Vanndar killer of animals.
  3. Why spiders and not nerubans from the egg sacks?
  4. No ultimate? Yeah, as I thought, later.
  5. Maybe a way to upgrade the footmen?
  6. Then Infernal galore while I push towards the Death Towers. Am I to fight them with Riflemen? They also drop right on your units... By the time I reach the Death Towers zone, my troops are half-below half HP.
  7. Better use a lightning spell with a dummy invisible unit instead of a lightning trigger since it comes from the ground not the eye/relic.
  8. Oh, Avatar isn't permanent?
  9. The bases don't send any troops to attack you while you are supposed to kill the demon lords?
  10. The Mannoroth hero doesn't have hero glow. You could simply add it: How to add Hero Glow without Modeling
  11. lol that demon followed me to the fountain :D
  12. The Acolytes will build a Necropolis if their main building is destroyed/unsummoned after their lord dies.

Maybe if this was a campaign it could have more to it. Right now it's just a Warcraft III type campaign map using original game material. No custom spells, techtrees.
However, it's a fun map. Borderline Substandard in terms of overall creativity.
Maybe you can spice the map up a bit with something.

Awaiting Update.


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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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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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Level 4
Joined
Jan 25, 2019
Messages
16
Alright, I've just posted an update that addresses some of these items.
  1. Utterly flat terrain. I modified this a bit, but didn't want to make any big changes at this point at the risk of breaking gameplay.
  2. Vanndar killer of animals. Animals, Monsters, Undead and Demons!
  3. Why spiders and not nerubans from the egg sacks? Fixed this, apparently I wanted Spiderlings, not Spiders :S
  4. No ultimate? Yeah, as I thought, later. Correct, the Hero's ultimate is tied to the narrative of this mission.
  5. Maybe a way to upgrade the footmen? I chose not to include that option because I have the enemy forces tuned for particular stats on the footmen, and I don't want the CPU to really be able to push without the player's assistance anyways. I feel upgrading the player's troops already accomplishes the progression.
  6. Then Infernal galore while I push towards the Death Towers. Am I to fight them with Riflemen? They also drop right on your units... By the time I reach the Death Towers zone, my troops are half-below half HP. The Infernals are meant to raise the tension during the big push and are designed to drop near your troops. If you look carefully, you may find healing items along the way.
  7. Better use a lightning spell with a dummy invisible unit instead of a lightning trigger since it comes from the ground not the eye/relic. I tried doing this, but wasn't able to get it working in any way that looked better unfortunately.
  8. Oh, Avatar isn't permanent? This is fixed now.
  9. The bases don't send any troops to attack you while you are supposed to kill the demon lords? Added something to address this.
  10. The Mannoroth hero doesn't have hero glow. You could simply add it: How to add Hero Glow without Modeling I felt like this hero was big enough that he didn't really need a glow to stand out from the other troops.
  11. lol that demon followed me to the fountain :D I had a trigger to prevent this, but there was an edge case on it that I missed. This should be fixed now.
  12. The Acolytes will build a Necropolis if their main building is destroyed/unsummoned after their lord dies. Same thing here as #11

I made this just to be a one-off mission, no plans to turn it into a campaign. I didn't want to mess around with any custom units or spells because I wanted it to be very accessible to anyone who's played Warcraft 3. I've played too many custom maps where I had to spend more time than I'd like reading descriptions and help pages.

Really appreciate all the feedback!
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,708
Now, I understand the terrain for the temple or whatever shouldn't be distorted but outside in the woods, it's still flat.
Please take a look at the terraining guides I linked earlier and do some nice changes.

Also, please write a changelog in the map thread description. But put some details as
Added something to address this.
is vague.
 
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