• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Rise of Winterchill 0.71m

After months of supposed inactivity, Rage Winterchill has amassed a rogue legion of demons, satyr, and undead to use in a fanatical strike against the Night Elves in an attempt to avenge Archimonde's death. After demolishing several elven outposts, he has stationed himself in the ruins of a former city, and is prepared to fight. The Elves are underprepared and doom lingers overhead; can you turn the tides of the battle?

Features:
* A high-level AoS with engaging, action-packed gameplay.
* Thirty completely
original heroes to fight with.
* Focus on
interesting abilities which take aiming/timing, and reward skilled players.
* Almost
no stuns/complete disables which leave your character helpless.
* Stat-based abilities which scale differently depending on your item build.
* Optional Tournament Mode with ordered bans and picks.
*
8 years of iteration and polish.

* Very
progressive item systems, designed for ease of use:
* Clearly organised Marketplace interface (see screenshots below) with full information about effects stacking and recipe components.
* No overlapping 'orb abilities': everything works on every hero and with every other item.
* 'Recipe' items will auto-complete if you already have enough gold.
* Type -i itemname to buy an itemname, saves time on searching (various other shortcuts available).
* Interesting items which improve ability fields such as Duration and AoE, to add more build options.

* Clean visual style without gaudy effects.
* All necessary information is contained within the map, no need for an external reference.
* Continued
on-demand support for bugs/balance fixes, though active development has ended.


Shortfalls:
* There are no AI/bot players in the map, nor any immediate plans to add them. Sorry!
* Large (8MB) file size due to lots of custom assets.


Screenshots:
(Plenty available below!)


Want to play?
* You can find players on the RoW Steam group.
* The latest versions are always on MakeMeHost.com.
* RoW takes approximately 50 minutes, and it's best played with at least 4v4. For 3v3 or less, the game will activate an all-mid mode.

More details about the game can be found on the Homepage!


Changelog:
* View it online here.
* Or find it in the map's quest menu (along with accreditations).


Video!
Check out recorded streams at the Twitch.tv channel.

Below, a video featuring out-takes from couple of games from 2012. Huge thanks to Sep for putting it together!



Related Content:
Softmints' other work includes:
* DotA Outland, which is this map's predecessor.
* Leraux, a single-player puzzle-adventure game.
* Lane-Pushing Games, a blag about AoS maps.

Keywords:
AoS, Winterchill, Rise, DotA, Outland, RoW, Softmints, Rise of Winterchill, DotA Outland, Hero, Heroes, Spell, Custom, Moba
Contents

Rise of Winterchill 0.71m (Map)

Reviews
18:41, 23rd Dec 2008 Rui: Not a bad AoS. Its bases were well covered up, but concretely, it did not come out so well. See my full review. With a full 3/5 (Useful), this map is Approved! 21:44, 16th May 2011 Cweener: Went back through it on...

Moderator

M

Moderator

18:41, 23rd Dec 2008
Rui:
Not a bad AoS. Its bases were well covered up, but concretely, it did not come out so well. See my [self=http://www.hiveworkshop.com/forums/resource.php?t=81952#post951188]full review[/self].
With a full 3/5 (Useful), this map is Approved!

21:44, 16th May 2011
Cweener:
Went back through it on request. Got some pretty awesome custom coded systems, combined with a decent terrain.
Great AoS. Great map. Well done.
Rating changed to 5/5 (Highly Recommended).
 
Level 7
Joined
Apr 26, 2007
Messages
246
This map is just awesome. It stands out a lot from all those low quality AoS maps that flood us every day. Alas, AoS map which can be compared to DoE.

Innovation and quality is what makes this map awesome. This project REALLY should get hosted.

Might be confusing at start, but that's nothing really bad.

Softmins, keep up the good job. If you want a player base, whisper me (I'm also Northrend, acc- andriejj), and my clan (PiP) is at your order ;) Currently, we mainly play DoE, now we have some alternative when DoE get's boring.

Rating: 10! And fuck all the downvoters.
 
Level 1
Joined
Jul 28, 2005
Messages
3
It's really an amazing AoS, one of the few that can stand up to the likes of DoE, EoTA and DoTA. The skills have a lot of thought in them and there is a ton of synergy, the item system is certainly unique (a little slow though) and I love the UI changes.

The only things i'd suggest is polishing the terrain a bit and some hero tweaks. I don't know what it is about the terrain exactly, it just seems...off. More heroes would be good, but i'm happy with the selection.
 
Level 1
Joined
Mar 14, 2008
Messages
6
I believe more heroes are on the way. However, YOU can help make it happen faster by coming up with hero / skill ideas. Simply post at the forum and it'll get a look. Softmints is currently away however, he'll be returning in aproximately two weeks.

Be sure to read the skill/hero template if you're going to post an idea. Good ideas are always welcome.
 
Level 5
Joined
Jul 27, 2008
Messages
87
Was a very fun map in my opinion. High quality, which seems rare in so many AoS maps I've tried out on this site and others - just as others have said. Very unique in so many ways, the customization is great. You get my 5 bud.

Do me a favor if you get a chance Soft, try mine out and tell me what you think could use improving on my comments page. It's my first time using the editor but I tried my best and through trial and error + some tutorial help, I think it's pretty fun, decently balanced and while not completely earthshattering/innovative, decent.

Anyway, if you could drop by, try it and tell me what you think needs work and what you think is good, I would value the opinions and feedback of someone who made such a nice map themselves ;). I tried to do a lot of the same things you did actually, in terms of making abilities that scale with level and are useful, some marketplaces amid the forests which randomly restock their inventory every 20seconds, upgrades for units and buildings, keybindings and just trying to capture a place where a war is happening. Any feedback really appreciated, thanks in advance!

A Land Divided AoS v2.12 - The Hive Workshop - A Warcraft III Modding Site
 
Level 2
Joined
Nov 24, 2008
Messages
11
Hey Softmints!
You made an great map, an great AOS map, very unique and original.
I played it several times, all of them with you.
5/5
1 thing bugs me dough:
There is no -ap or -ar mode. I got bored after 10 games, always being in the Elven side.
BTW, we played together (along with some of your clanmates) other maps to. You even asked me to join your clan (about 50% sure about this). So:
1. Do you play on Europe?
2. What is your clan channel?
 
Level 18
Joined
Sep 27, 2005
Messages
2,069
Rating to this map:
After playing it 4 v 4 :

First I shall start with positive sides:

+ The scripting was excellent, very high level of JASSing
+ Nice heroes with very good done skills
+ Entertaining at parts
+ I like the creep paths, very original

There are some negative sides, thou:

- The skills are sometimes way to complicated, with a lot of calculating to be done
- I didn't like the market and hero selection system, it was kinda slow, it was perfectly done, but I don't like the idea
- A lot of balancing issues, some heroes are just stronger ( But this is Beta )
- Lag, I don't know, maybe I was the only one, but I had quite some lag
- Not much entertainment - the map was fun at parts, but as RDZ said when we played it, it is a lot of good JASSing in not such a fun map

In overall, this was a good map, that has some potential, with a couple of more original ideas it could match the rest of leading AoS games out there. I would suggest balancing, and maybe simplifing the spells, which are good but a bit complicated.

I am giving it a 3/5, what may seem a low grade for some people, but the map just lacks the something special, to be great.

Good Luck, bounty_hunter2

EDIT: I forgot to say, I think this map should be approved and I see it already has.
 
Last edited:

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
Rise of Winterchill" (version 0.48 BETA)
Pluses and Minuses
√ Originality
√ Packaging
√ Object Editor work quality
√ Machine/Net-friendly
√ Spelling & Grammar

+/- Hive Workshop requirements
+/- Terrain
+/- Re-playing worth
+/- Imported Material
+/- Balance
+/- Bug-free

(X) Fun Factor/Gameplay
(X) Changed interface
"Rise of Winterchill" is a Warcraft AoS with unique, JASS-scripted shop and hero-selection systems. It does not lag and is well written.

The thing to enjoy most about this map is certainly the scripted hero selection and shop systems. This is the first map I see with such systems: even Age of Myths (which was completely scripted in JASS as well) didn't have this shop system (and the hero selection in this map is way better -- you can actually know about the hero you're picking).
Special stand out to the good quality of the work done in object editor (I rarely grant a √ on that item). The shop-system also allowed you to spare on the item-selling structures.

Now, the bad part. The worst was definitely the time the game took. It was way too boring. Not because the heroes were weak, but simply because it felt boring. Not just me: there were more people from my testing crew who complained.
About the terrain, it was... normal. Not bad, but not too good either. The structure was original, but the terrain itself lacked a soul. I'm also in doubt if all the material you imported was actually necessary.
There is one more thing I didn't like: the fact that you changed the interface icons for the basic commands (move, attack, hold position, etc). The Warcraft default ones would have suited so much better.
Summarizing, you did an overall nice job with the background, but concretely it needs some improvement, both in making it more exciting, balancing it (the Tempest's cloud spell was exaggeratedly imbalanced, for example)... and giving it some spirit!
My rating for this resource is 3/5 (Useful). The map is, thus, Approved!
 
Level 30
Joined
Dec 6, 2007
Messages
2,228
This map definitely has high potential to become a great and very enjoyable map, but it currently lacks for me at the overall gameplay experience.
The hero´s skills turned very nice out, although some are unbalanced, and the custom shop & hero selection is very original and well done.
This map entertains for the first 10 minutes but becomes boring later on steadily. That´s the main part to fix.
It´s noticeable that you put much effort in creating this map, that´s why it worths to be even more improved.
 
  • Like
Reactions: Rui
Played this map today. It has a lot of new and exciting features which make it really original as an AoS. The character selections system and marketplace is awesome! Lovely GUI. Some of the spells are exceptionally good. I was impressed by that geomancer spell that makes rocks grow out in a curve. Got stuck with that a few times. Furthermore, your map does not lag at all so that's another plus. Overall I'd give this a 4/5 and to get a 5/5 I think you should keep improving on the things it does differently to other AoSs.
 
Level 3
Joined
Dec 11, 2006
Messages
76
Great just so great!
-the buying system is perfect no more annoying shopkeepers evrywhere
-spells awsome ideas and triggers and my favorite spell of all time in wc3 teleskinesis is so great love it so helpfull when chasing down enemys and getting people over water fast
-heroes must say that some are really cool(not mutch more to say about heroes)
-i can't stop playing and i usally not playing AOS
5,5/5 o_O

(the only other AOS map i like is Age Of Myths )
 
Level 1
Joined
Dec 22, 2008
Messages
5
Allow me, firstoff, to say: this map is amazing. Beautifully made, with awesome gameplay enhancements and a high attention to detail (such as recipe auto-filling and item upgrading). The heroes are so unique in their creations that combat nearly always ends up being different based on my opponent--no foe can be handled the same as any other. The abilities (other than the fillers, which are, of course, mere fillers) are innovative and take skill to use and apply--many being targeted line first-hits or things like the Tempest's Lightning Bolt, which is hard to target depending on unit positioning. Spells aren't based on mere stun-and-kill, like DotA, and though there are a couple of spells which can possibly stun for a decent amount of time, they are hard to use in that way (more specifically, Iofur's Roll sliding an on-ice enemy into the side of a bridge or tower).

The terrain is somewhat simple, but that's okay--it works. The trees are placed well for use with many abilities (knockbacks).

I only noticed two glitches, one of which was random disconnects which occurred when Iofur rolled. It often happened between levels 20-50. The second was being able to random the ridiculous PotM, whose line AoE at level one made every attack deal around 120 damage in a ~800 distance for ~9 mana. >_>

Otherwise, this is the best Warcraft III map I've played so far. Keep up the amazing work. :3

It won't allow me to post on the RoW forums because apparently my account isn't even allowed that privilege. ._.
 
Last edited:
Level 14
Joined
Jun 3, 2005
Messages
209
Thank you, I'm glad you enjoy my work.

I've been trying to pin down those discs for a while now, and I'll examine Iofur's Rollout for clues. (EDIT: still trying to fix this). I wasn't aware that the Priestess could be randomed (EDIT: She's been remade, and exists in current versions now). I've made an inquiry to the admin of the forums about your account, hopefully the issue will be resolved shortly (EDIT: Solved).

I don't know when the next public release will be. I wish I could make it sooner, but limitations on my available time and how quickly I can come up with suitable ultimates (there are about six missing?) are slowing me down.
 
Last edited:
Level 2
Joined
May 21, 2009
Messages
34
Men I Play The Map just 2 time end i have 2 big problems ... Ges What 2 critical erorr not just me evry body .... so the map is sweeet i play a lot of the old ver... but men pls fix that so i can test this one :(
 
Level 1
Joined
Jul 25, 2009
Messages
4
I just recently played this, though the sad thing is ... I only got to see the beautiful hero selection screen before I fatal errored. It was .52, and I read that a player needs to type %%%%%matriculAte within the first 90 seconds of the game. I typed it and it only served to make me crash and no one else.

;/
 
Level 1
Joined
Jul 13, 2009
Messages
2
Ive had the same problem when I tried hosting, it crashed at around the same time as .52c would in multiplayer
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
The best use of custom abilities I've seen in this map, love it thought with the hero you know that got the ultimate which have 3 sec casting time and recasts it after casting dealing double damage, the spell you can turn auto shooting more then one projectile got selectable dummies, yes you have -1 selection scale but you can mark you know drag the mouse and temporary get them ;)
 
Level 14
Joined
Jun 3, 2005
Messages
209
All of the attack modifier abilities which have point/area targeting do that (Barrage, Arc Lightning, not Ricochet), because the hero needs to have something selectable to attack (if I don't want to screw up the cooldowns). I'm sure you'll have lots of fun playing with them. :thumbs_up:

Also, a 1.24 compatible version will be made available here as soon as I'm happy with the balance. There exists a version on the forums (see my sig) at the moment if anyone feels like testing.
 
Level 5
Joined
Aug 22, 2008
Messages
123
Me and a friend were testing the 1.24 compatible version together with Softmints today.
The main problem i realized were the constant low fps, caused through unknown unperformant actions. Generally having 64 fps, this map lowers my fps to a basic of 15-20 fps, making it hard to play. Some spells even make the monitor freeze for like 5 seconds (especially the ones from the Ice Panda).

In contrary, this map has a well usage of a special system for shopping and combining items. The heros are quite nice and theme- oriented (but several spells are taken from dota).

Nice job there, but improve the performance please!:wink:
 
Level 14
Joined
Jun 3, 2005
Messages
209
(but several spells are taken from dota)

The only ability in RoW which is derived specifically from DotA is the concept for Poison (damage while moving, from Rupture) which is implemented in a different form in RoW (attack based, stacks). I am aware that DotA uses several abilities which I had developed first (Flare » Rocket Flare, Ancient Power » Enchant Totem), though I find it reasonable that simple abilities like these could be developed separately. Are there abilities in DotA which I don't know about?

Performance is an issue which I have generally not been too mindful of in the past, because I have a slow comp and expect slow framerates. I'll make an effort to improve on this in the future.

Thanks for the comment!
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
Tested the new version on singleplayer, its been awhile since i've played RoW.
I think the new shop menu looks kinda crap with the text instead of icons for the different sections and i also think it would also be better if you had to click the different sections of the shop menu instead of moving your mouse over to switch the different sections.

Imo you should also change model or skin for the NE nature/mountain king guy, the skin looks pretty bad. You should change back to the goblin shredder, he looked way more awesome.
 
Level 14
Joined
Jun 3, 2005
Messages
209
My reason for changing to text in the marketplace was to make it clear what was in each section, and clarify that they were shop categories. There wasn't room to keep the icons too. Clicking them seems pretty redundant seeing as the only reason one's mouse would be over those buttons would be to switch to that shop. Feel free to click if it makes you happy though :crazz:.

Stumpy ("the NE nature/mountain king guy") is actually a different hero to the Shredder, rather than just a change of theme. I kept the Caber Toss ability because I enjoy using it and it fits the nature/tree theme. More abilities are on the way, but I need to come up with ideas for them first.
 
Last edited:
Top