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Magic the Gathering SC 1.54

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
Magic the Gathering SC (v.1.54)

A remake of Starcraft's Magic the Gathering map. Gather mana from combat and at timed intervals, and use it to summon powerful creatures, cast map-affecting spells and invoke potent artifacts! Summon powerful Legendary Creatures or invest in sneaky tactics involving the combinations of different spells and summoned creatures. The last alive wizard standing will claim victory!

Five different colors to pick from, each with its own unique playing style, look and feel! With a thousand different strategies possible, no play-through is ever the same! Dont want to play on battle.net, or having trouble filling your game? No problem! This map comes complete with a functional A.I., so playing against computer-controlled players is an option. Even if human players on battle.net get disconnected, the A.I. will automatically take over.

This easy to learn but hard to master multiplayer map is a Hosted Project of the Hive Workshop.

1.54 Update:
  • Blue's Mahamoti Djinn's now use Dionesiist's awesome Phaseling model.
  • Loading screen updated to include the new Mahamoti Djinn.
  • Fixed glaring typo and version number error.
  • More optimalization. Fixed possible bug that could crash the game in Windows7. (Possible other versions too? This bug snuck in with the last Warcraft3 patch apparently. If you're gonna redownload, let this be the prime reason at least. ;P)

1.53 Update:
  • Fixed possibly game-breaking bug with The Unspeakable's unspeakable monstrosities.
  • Optimalization.

1.52 Update:
  • Increased the cost of White's 'False Peace' spell. Buffed the damage done by White's Cloudchaser Eagles and Skyrider Trainees. Buffed the slow effect of Arcanis the Omnipotent's aura.
  • ALL creatures, legendaries, wizards and other units now move slightly faster, to increase the pace of the game.
  • Fixed minor bugs with black's Mind Rot and red's Relentless Assault spells if enemy players had left, and the CPU had taken over.
  • Lumber display now displays credits instead. More praise to the custom model makers!
  • Fixed a number of typo's and other minor typographic things.
  • Watcher Birds are now called "Observer" to be less confusing for first-time players.

1.51 Update:
  • Fixed two glaring bugs with visibility were White and Black's lands were not being shown to all players if players White/Black had been defeated. Apparently this bug was in place for a long time and has avoided my notice for a fair while. Fixed now!
  • Fixed Arcanis the Omnipotent's passive ability.
  • Fixed a bug with red's "Dwarven Armory" spell. You're no longer able to stack a ton of Armories ontop of eachother.
  • Each Legendary Creature now has a total of 5 abilities to use, up from 4. Most of them are utility abilities that make some legendaries even more interesting to use, though some are abilities that rank up the offensive power of some Legendaries, such as Latulla, Keldon Overseer and Radiant, Archangel.

1.50 Update:
  • You can now use CPU-controlled players. Players that leave or disconnect automatically are taken control over by the A.I.
  • Spells now include visible cooldown timers.
  • 1 new Legendary Creature for each color! Each color now has an agility, strength and intelligence hero for players to choose from!

Made by GreyArchon.


Visit the forum at
http://www.hiveworkshop.com/forums/forumdisplay.php?f=543
to talk about the map, see preview screenshots, compare strategies or investigate all playable colors' creatures, spells, and more.

Keywords:
MTG, Magic, Magic the Gathering, Footies, Footmen Frenzy, Strategy, Starcraft, MTGSC, MTG SC, SC, GreyArchon, Altered Melee
Contents

Magic the Gathering SC 1.54 (Map)

Reviews
Dr Super Good: One of our great hosted projects, selected by their time and effort they took to make and the high quality of gameplay.

Moderator

M

Moderator

Dr Super Good:
One of our great hosted projects, selected by their time and effort they took to make and the high quality of gameplay.
 
Level 3
Joined
Jun 11, 2008
Messages
37
This game is too much like "Footman Wars". Real Magic the Gathering is about a few creatures attacking enemies and massive armies are achieved only via complex magic-combos. Looks like you have forgotten that in MtG card game common spells play a major role.

Here are my improvement ideas:
1) Much less creeps. (Green has more than red, red has more than black, black has more than white, white has more than blue.)
2) Spells should be easier to cast and there should be more of them.
3) Spell combos. There should be lots of different combos which can be made by using different spells. At the moment only combo I found was: sacrifice lots of rats to get mana and after that use animate dead.
4) Why plague rats look like zergs? Why not to use rat model?
5) Each race has too many different (and useless) creeps. Less creeps and each of them should be useful.
 
Level 2
Joined
Mar 19, 2005
Messages
6
Good Work.
Provides a lot of fun, can be played in B-Net.
Suggestion:
Make neigbours allied. So each color has 2 allies who are enemies.
Winner is the one who first eliminates both enemies.
 
Level 4
Joined
Mar 6, 2008
Messages
72
This game is too much like "Footman Wars". Real Magic the Gathering is about a few creatures attacking enemies and massive armies are achieved only via complex magic-combos. Looks like you have forgotten that in MtG card game common spells play a major role.

Here are my improvement ideas:
1) Much less creeps. (Green has more than red, red has more than black, black has more than white, white has more than blue.)
2) Spells should be easier to cast and there should be more of them.
3) Spell combos. There should be lots of different combos which can be made by using different spells. At the moment only combo I found was: sacrifice lots of rats to get mana and after that use animate dead.
4) Why plague rats look like zergs? Why not to use rat model?
5) Each race has too many different (and useless) creeps. Less creeps and each of them should be useful.

Why are you comparing the card game's mechanics to a game on Warcraft? This map was clearly made from the MtG game created in SC into a WC3 version, meaning it held traits from the SC version. The game was made to be this way and not to relate too much to the card version of the game.

Nice map by the way, I used to love the SC version of the game
 
Level 1
Joined
Oct 6, 2008
Messages
1
but isnt it a lil bit stupid to use the name of a real existing card game, if you dont want to relate to it?
 
Level 5
Joined
Mar 10, 2004
Messages
36
I like this map, it brings back good memories from Starcraft. I'd have to recommend you look into giving Green a little more punch, though.. they're kind of underpowered, based on the games I've played so far.

Maybe an accessible offensive spell? I'm not sure. Also, the Hidden Path is a little clunky to use. Would it be possible to make it a gateway?

Those criticisms aside, so far I'm really enjoying it. I'll continue to play a bit more (all colors) before rating to make sure it gets a fair rate.
 
Level 23
Joined
Jul 18, 2004
Messages
1,862
I like this map, it brings back good memories from Starcraft. I'd have to recommend you look into giving Green a little more punch, though.. they're kind of underpowered, based on the games I've played so far.

Maybe an accessible offensive spell? I'm not sure. Also, the Hidden Path is a little clunky to use. Would it be possible to make it a gateway?

Those criticisms aside, so far I'm really enjoying it. I'll continue to play a bit more (all colors) before rating to make sure it gets a fair rate.

I'm rather happy with green as it is, but I'll look into its offensive capabilities if I make another update. Green has the best 'combo' units available, right after red. (Callers of the Hunt + Child of Gaea, Cloudcrown Oaks + Canopy Dragons) I encourage you to use this map's forum to use for feedback and to share your strategies and experiences. :) Magic the Gathering: SC - The Hive Workshop - A Warcraft III Modding Site

I've tried to create Hidden Path using the Gateway mechanic, but I couldn't get it to work. The solution right now also forces a small cooldown period between teleports, which is what I wanted.
 
Level 4
Joined
Oct 3, 2007
Messages
66
Gameplay: 2/5 Well you based the game on the old SC map without taking modern ways possible in the warcraft editor. But what was fun long time ago does not need to make fun nowadays. And I think this is the point here. You basically mass units and let them fight against masses of other units. There is no visible advancement, no cool hero like in footmen wars or something like that. The game becomes very boring after the first 20 minutes of mass-clashing.

Level Design: 3/5 Well the layout of the map is good, every area looks like the element that lives there. But it does not really allows advanced tactics. There is no need to control the middle .. a fast blink in and out will get you every mana spawned.

Sound/Models/Effects: 3/5 The imported models for the angel and the blue myiojin are cool. But else you lack of visual effect. I did the armageddon clock level 3 but nothing visible happened. I am even not sure if ANYTHING happened since everything kept on fighting.

Heros/Units: 2/5 Well there are many units but not many have active skills. They are more or less the same just with some small differences. Also the wizard hero you´ve got is somewhat boring. Level 10, 4 skills + serpent ward and that´s it. The skills are not cool, they are the same on all elements .. well not good.

Replayability: 2/5 It´s fun to play with friends on LAN for a while but not for long and not more matches in a row. This is also because the lack of excitement after the first 20 minutes like I mentioned above.

Balance & Bugs: 4/5 Well the map is pretty much balanced but that results in all factions play pretty much the same. But there are some hotkey bugs that do not allow a 5/5 here.

Final Score: 16/30 = 3/5

Well the map is a very good remake of the original Starcraft map but that´s it. It does not fit modern standards of gameplay. Sorry to say that.
 
Level 23
Joined
Jul 18, 2004
Messages
1,862
Thank you for your review, though I fear you have not yet truly plunged the depths of this map. To say that all colors play the same, and that there are only minor differences between units, leads me to believe you've played the map once.. maybe twice.. And tried to play it as if it was a Footmen Frenzy. I've seen you say nothing about each color's Spells, which create the most striking difference between each color. (not the units', the players'.)

There are literally dozens of strategies possible. Per color, even. No, you have definitely not truly played this map inside-out before trying to review it. Still, thanks for taking the time.
 
Last edited:
Level 4
Joined
Oct 3, 2007
Messages
66
Hm I played every color except green (I do not like green :D Not even in the cardgame). And well the spells are not that different. At least not that much that every colour plays totally unique. And there may be complex strategies but neither did I found them nor did the other players I played with.

It´s my opinion that a map should be fun at the first run and not only when you play it inside-out. Because if the maps bores you in the first place you are just not motivated to play it that much. But you are right, I (and everyone else for that matter) played it like Footmen Frenzy, using the attackers. If you should not play it like that, and please tell me how to play it, you as the developer should make that clear. You should add some mechanism that everyone knows in first place what to do and what not to do in order to have fun with your map.

From my point of you that is not the case now.
 
Level 23
Joined
Jul 18, 2004
Messages
1,862
He did. Anyway, I introduced the Tips system to promote more advanced play... guess it doesnt work that well. It's easy to ignore or overlook, since there's plenty of text appearing on-screen... Guess that should be a point of improvement. :D Every time I host at least one or two players pick up on it, and they turn out to be the winners. It's why my reaction to your review is kind of.. yknow. Those who get a grip on the basics of the map become enthousiastic and re-join again and again if I host multiple games in succession. A brief sum-up of even the simplest of strategies could be:

During a battle in the middle, player white casts Wrath of God (wipes out all low-tier units), then casts Evangelize, leaving only the high-lvl units in centerfield to switch to his side.

Green attacks using Argothian Pixies. While the pixies attack, he casts Stream of Life, making them virtually immortal for as long as he keeps the stream going, due to the pixies' 50% evasion and magic immunity.

Black attacks, and supports his attack with Mind Rot, pacifieng the opponent player during his attack. No new towers, no new summons, no defensive spells.

Blue using Metamorphosis when he has a maximum amount of Air Elementals to achieve aerial supremacy.

Red using Gratuitous Violence after he's summoned an army of Magma Giants, and supporting them with Shivan Sandmages.
 
Level 4
Joined
Oct 3, 2007
Messages
66
Well the strategies reads nice of course, but it´s still my impression that no one uses them in the first try and therefore becomes bored. In my opinion you need to do something about that, since it may really be a fun map, if it works out properly. Maybe you should remove the wizard so it becomes clear that the focus lies on units and spells (add a wisp for casting and a building that needs to be destroyed instead). But that is just an idea I got after reading your comment, that does not necessarily need to be a good one.

But it´s cool that you started a discussion with me, I don´t want to make your map bad or something, but helping you in improving it, giving you the standpoint from a random player from B.net and not from the creator. (I guess you will also give tips to the players in your map when you play it, do you?)
 
Level 23
Joined
Jul 18, 2004
Messages
1,862
(I guess you will also give tips to the players in your map when you play it, do you?)

Only when I'm not smurfing (logged on under another name) and when the game is lasting like 10 minutes already with all 5 players being clueless. Though nothing I say isnt also found in the randomized Tips.

I swear, too much Tower Defense and Footmen Frenzy has dumbed the battle.net populace down even more than 4 years ago.
 
Level 4
Joined
Oct 3, 2007
Messages
66
I swear, too much Tower Defense and Footmen Frenzy has dumbed the battle.net populace down even more than 4 years ago.

Well the question is what are you gonna do about it? If the players do not come to your map, maybe your map has to come to the players. I have two additional ideas ... first one is to make a quest for every colour telling the player what the strengths and weaknesses are and also giving hints for some combos.

Oh and maybe rename the map? Everybody thinks at first that it is the cardgame brought to WC3. So most are very dissapointed if it is not.
 
Level 4
Joined
Aug 23, 2008
Messages
77
In my opinion Green is the best- mostly due to CoGs being utilized with hidden path.

Amazing game though- on the exterior it looks good, but not unbelievable but once you play it- you can see why it got a director's cut. Nice work GreyArchon- this is one of my fav games now.
 
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