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Rise and Fall of A Kingdom

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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(Version 1.14)
To Save A Kingdom
Enemy troops from all races are reported to be coming from the the Eastern Valley of The Kingdom's city. An outpost is set up behind the river as the city recruits a hero to protect the last defense in the East. If the outpost falls, the city will surely fall with it. Commander Lyron will lead the defense while your forces lead the offense. Whenever you destroy the town hall of a race's outpost their troops will no longer have support and will stop sending reinforcements into the valley. Destroy their outposts and stop the onslaught before it gets out of hand. A hidden agenda awaits when you get too far, be careful who you trust.

Lyron's Story
A short story of why the events of To Save A Kingdom came to be and an introduction to part 3, To Destroy A Kingdom​


These are the first and second parts of three parts of Rise and Fall of a Kingdom. The second part is only a short story and is finished while the third part is under way.

Part 1: To Save A Kingdom
Part 2: Lyron's Story


Enemy units drop gold. Lumber shouldn't be a problem if used right as there's plenty in crates and barrels. Please tell me any feedback or bugs, I did this for fun and it's my first ever time working with Map Editor. This is single player but I can easily customize this to be 1-3 players with time if that's ever wanted as well as making difficulties because this is a "Normal" difficulty and I'd like to make a hard and insane in the future.


Update Notes
-Version 1.02
-Added a murgul unit to Player Shipyard
-Removed a couple units from Naga Area
-Added a Net item to ensnare air and ground units
-Decreased time for undead spawn
-Fixed upgrades not being added to troops
-However now upgrades aren't costing gold or lumber so this will be fixed in the future​
-Changed item dropped from Naga area
-Small changes of location of buildings in The Kingdom
-Human Archers and Blood Elf Lieutenants now have upgrades​
-Version 1.03
-Part 2 (the short story) is out now
-Again this isn't really a game and dialogue will most likely change but the story line will remain the same​
-In part 1, added an additional fountain of health and more units to Undead Raiders​
-Version 1.10
Part 1:
-Crates and barrels have finished with item inputs
-Units have finished with item up death inputs
-Sotrom Allies have been reconfigured in pathways
-Defenders Barracks is now online for their retraining purposes
-Regions have been modified to improve gameplay
-Player's starting wisp has been modified to be unable to do anything but move, stop, and hold position (Used to have build option as well as renew and detonate)
-Additional cinematic transmissions have been inputted for the following:
  • Game startup
  • Defeating Mercenaries
  • Defeating each Town Hall type building of outpost
  • Starting cinematic
-Version 1.12
Part 1:
-Fixed Infected Blight Removal
-Added transmission for Hero Revival
-Added environmental doodads and critters
-Fixed upgrades not costing any resources (from update 1.02)
However now when resources go to 0, upgrades aren't restricted which will be fixed later
-Added number of units for Night Elf Forces and Orc Forces and sped up spawn time of Human Forces
-Made "Commander Lyron" only available name for Commander Lyron's unit
-Fixed Orcslayer's unit
-Fixed Defender Barracks
-Added transmission from Naga unit and Infected Unit
-Version 1.14
Part 1:
-Added into guides to help pick heroes and a small guide on helpful hotkeys
-Removed two Defenders towers and six The Kingdom towers
-Added a priest and footman intro unit that explain objectives
-Added three Sotrom towers
-Gave tier 1 upgrades to enemy forces
-Added a cinematic to explain objective after crossing bridge
Contents

Lyron's Story (Map)

To Save A Kingdom (Map)

Reviews
Garithos annoying as always. I actually like that you kept him in the same way as he was in the default campaigns. For some reasons, pressing ESC will not end the whole cinematic. I did watch it fully but restarted few times to test if it can be...
Level 2
Joined
Aug 31, 2020
Messages
3
Let me know if anyone would want to access part 2 and I'll post it as well. Again, it's a a short story explaining why the events of the end of part 1 happened the way they did and sets up part 3, To Destroy A Kingdom. If no one wants it that's fine I just posted this first part to see how it goes and what a third party viewpoint is on errors in here.
 
Level 10
Joined
Aug 25, 2018
Messages
122
First thing i noticed is that I upgrade wep/armor at the blacksmith yet the footman or archers do not upgrade after i train them from the barracks

First thing i noticed is that I upgrade wep/armor at the blacksmith yet the footman or archers do not upgrade after i train them from the barracks
Yeah you’re right I’ll have to see how to code that in, might be that the mercenary camps are training units that are considered neutral instead of player based. Thank you so much I’ll work on that
 
Last edited by a moderator:
Level 10
Joined
Aug 25, 2018
Messages
122
upload_2020-8-31_1-49-13.png

idk if its the AI wave spawn but this was to the second undead forces for about 5 mins nothing attacked so had to kill them myself.

To get the item from the water area on the right side of the map I think you should either reduce the amount of naga in deep water or maybe a few more murloc/swimmer units from the cages nearby. Cause for a non-dark ranger char that reward is meh for the effort needed I believe

There is few air enemy units but due to pathing and some of the AI in wc3 just being dumb maybe add those web consumables or a orb to the the shop if possible to make it a tad easier for mele heroes to deal with them or you can add a gryphon aviary to the first reinforcement point rather than relying on the archers/mages

In all though map was cool and fun kinda steamrolled with my brewmaster at a few points. Also liked when I got those random mobs from the huts was a nice addition. Would be eager to see what your other parts turn out to be. Ill also try the map in classic graphics and see if some of the pathing issues is reforge or just the collision of units in certain parts
 
Level 2
Joined
Aug 31, 2020
Messages
3
View attachment 363151
idk if its the AI wave spawn but this was to the second undead forces for about 5 mins nothing attacked so had to kill them myself.

To get the item from the water area on the right side of the map I think you should either reduce the amount of naga in deep water or maybe a few more murloc/swimmer units from the cages nearby. Cause for a non-dark ranger char that reward is meh for the effort needed I believe

There is few air enemy units but due to pathing and some of the AI in wc3 just being dumb maybe add those web consumables or a orb to the the shop if possible to make it a tad easier for mele heroes to deal with them or you can add a gryphon aviary to the first reinforcement point rather than relying on the archers/mages

In all though map was cool and fun kinda steamrolled with my brewmaster at a few points. Also liked when I got those random mobs from the huts was a nice addition. Would be eager to see what your other parts turn out to be. Ill also try the map in classic graphics and see if some of the pathing issues is reforge or just the collision of units in certain parts
Thank you so much, all this really helps. I’ll customize an item for the naga reward as I’m adding items to the other enemy units and edit the naga area a bit. I didn’t want the undead to spawn immediately with the other races so I was experimenting with wait times and based on your input I’ll lower the time because there’s definitely too many “Allied” units still alive in that picture so thank you. And yes I didn’t think of web consumables to help the melee heroes so I’ll definitely do that as well, again thank you so much

View attachment 363151
idk if its the AI wave spawn but this was to the second undead forces for about 5 mins nothing attacked so had to kill them myself.

To get the item from the water area on the right side of the map I think you should either reduce the amount of naga in deep water or maybe a few more murloc/swimmer units from the cages nearby. Cause for a non-dark ranger char that reward is meh for the effort needed I believe

There is few air enemy units but due to pathing and some of the AI in wc3 just being dumb maybe add those web consumables or a orb to the the shop if possible to make it a tad easier for mele heroes to deal with them or you can add a gryphon aviary to the first reinforcement point rather than relying on the archers/mages

In all though map was cool and fun kinda steamrolled with my brewmaster at a few points. Also liked when I got those random mobs from the huts was a nice addition. Would be eager to see what your other parts turn out to be. Ill also try the map in classic graphics and see if some of the pathing issues is reforge or just the collision of units in certain parts
And for part 2, it’s just a very short story line explaining the end of part 1 but part 3’s map is almost finished. I need to start the triggers, cinematics, and custom items still but the physical map is there now. I’ll probably upload part 2 soon but it won’t be much without part 3. And since Warcraft’s custom campaigns aren’t really there right now it’ll be separate maps even though I have the campaign layout ready for them.
 
Last edited by a moderator:
Level 5
Joined
Sep 16, 2019
Messages
80
Hi.
I played this map 2-3 times in classic so i dont know how much value you ll find to my notes.
Maybe its only reforged? Not clear though.

It is an interesting quest with a lot of interesting elements and value.
Even though i find a lot of good elements, map has some serious problems.
1. Story is a bit plain and i found hard to understand as to how Lyron transitions into betrayal.
Maybe some cutscenes upon task completion could raise suspicion and lead to that
2. Map is one of the bigger issues of this game.
Trees blocking and clogging everything. Micro is impossible in most cases.
3. Teleportation would be a good addition even though a single staff would probably do the job.
4. First task is being revealed nicely, why not the rest of them. It would be helpful
5. Pathways are complicated without true value and even if i cut down some trees doodadadades or however they are called
dont allow moving in there.
6. I died at some point but when i revived i got blocked cause the respawn ground was between trees.
7. Selection of difficulty lvl would be greatly appriciated ( i have seen that this is within your intentions)
8. Peasents would be greatly appriciated. Maybe i didnt discovver them? Maybe
9. I was able to finish the map without having completed 2 different tasks. Like all the eastern part.

Just an opinion. Trying to be helpful.
 

Deleted member 247165

D

Deleted member 247165

Garithos annoying as always. I actually like that you kept him in the same way as he was in the default campaigns. For some reasons, pressing ESC will not end the whole cinematic. I did watch it fully but restarted few times to test if it can be skipped. Might be a reforged issue idk. Once the first cinematic ends, Granis follows Garithos to where he goes. You can tweak that in the triggers, it doesn't really make any sense imo. If you move the hero to the right side before the entrance, the cinematic will repeat itself. The hero name is Granis, yet Garithos addresses him with a different one.

I can understand the love for default w3 spells but you could've come up with some custom ones, considering that this is a Campaign.
There are no Quests info telling you what to do. The terrain seems okay. For the first cinematic I was expecting something intriguing to make me wanna continue it but it really felt like a map filled with various units and heroes + 2-3 cinematics and not more :(

The second chapter seemed better. It provided much more action.
Sorry but at this moment, this one feels more of a beta project rather than a complete one. Set to simple.

The status can be changed after you might update it. You can always ask for a re-review.
 
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