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Saviors of Lordaeron BETA v0.8


SAVIORS OF LORDAERON
A GUIDE FROM THE SHADOWS
~v0.8~
Join the Saviors Of Lordaeron Discord Server! for all the latest celebrity gossip and map news!


Map Description:

The King is dead and the dreaded fallen prince has begun his dark conquest. The realms call out for aid and it falls to you to help fight back this encroaching darkness.

Gather your party and make way to the nearest town. Aid what remains of the Silver Hand and cleanse the fallen city of Stratholme, a new power rises from the ruins of the capital, care that you are not engulfed by it.

Patch Information:

Howdy folks Ilexa is back with 0.8! the patch you've actually not been waiting for because what you've been waiting for is the next expansions which is on it's way! As it stands work with how long there hasn't been an update and the current state of bugs/balance issues I had to segment some of the changes off the next major patch and include them with a smaller yet essential patch that attempts to set a foundation and tide people over until "
Fury of the Mountains" is ready to launch!

But fret not for this patch introduces a NEW HERO;
The Rogue Valeera Sanguinar. It's safe to say that we're kinda going off lore at this point and I think that's fine, my initial vision has been altered slightly and I'm treating this more of an alternate universe, something that the next expansion will push to a much greater extent.

Speaking of the next expansion let me give you a tease of the things to come;

  • New Areas (Alliance Embassy / The High Mountains / Road to Dalaran)
  • New Quests ( Help the Alliance embassy discover the truth behind the silence and abandonment of one of their oldest and most reliable allies)
  • New Bosses ( Take on the demonic duo "Gurak the butcher" and "Invoker Zokaal" in your bid to save Lordaeron and get epic loot!)
  • Item crafting system ( Use the essences introduced in 0.8 to craft powerful items that you discover or purchase along your journey)
  • Lore Lore Lore! it's about time we put the RPG in the ARPG
For a more detailed list of changes coming with 0.8 please refer to the changelog below.

Map Information/Features:

Saviors of Lordaeron is my first serious mapping project in Warcraft 3, it was made with the intention of being a quick paced action oriented semi-linear RPG that is set in the Warcraft 3 universe and just before Arthas' invasion of Silvermoon. This map is not meant to be canon at all, it just consists of my imagination having fun with the story elements. Aside from that, the map is built in the same vein as "The big fellowship" where items are rare and enemies are tough. The map was made post-Reforged and thus was designed with that in mind. Some of the perks of this map are;


  • Fun and challenging bosses
  • Fast paced, not requiring hours upon hours to progress
  • Replayability (trying different build/paths/heroes)
  • Ten!! (so far) Unique and fun heroes that have multiple ways of being played

Changelog:

Version 0.4b

  • Nerfed Swordsman Defend from 75% reduction to magic and pierce to 33% reduction
  • Reduced item upgrade droprate from 5% to 4%
  • Increased HP of all enemy units by roughly 100
  • Increased Damage of all enemy units by Roughly 10

Version 0.4c

  • Buffed Swordsman Defend to 50% reduction to magic and pierce from 33% reduction
  • Reduced item upgrade droprate from 4% to 1%
  • Increased HP of all enemy units by roughly 100
  • Reduced Damage of all enemy units by Roughly 4
  • Added a "Smuggler's Den" to the village hub
  • Reduced the stock of upgrade items at the blacksmith from 3 to 1
  • Finished the village hub cutscene (feel like it might be too long and boring, please let me know if you have any feedback regarding it)

Version 0.6

  • Ranger attack range buffed from 600 to 750
  • Ranger "Field Medic" mana cost buffed from 125 at all levels to 75
  • Ranger "Deep Focus" mana cost buffed from 100 at all levels to 80
  • Firemage attack ranged buffed from 600 to 700
  • Firemage "Pyroblast" stun duration on heroes nerfed from 5 seconds to 3
  • Firemage "Banish" cooldown nerfed from 10/8/5 to 14/12/10
  • Priest "Minor Heal" range buffed from 500 to 600
  • Priest "Dispell" mana cost buffed from 100 at all levels to 75
  • Priest "Light's Judgement" mana cost adjusted from 40/55/70 to 50 at all levels
  • Necromancer "Raise dead" now summons 1 melee and 1 ranged skeleton
  • Necromancer "Enfeeble" mana cost buffed from 125 to 75
  • Paladin "Holy Light" mana cost buffed from 100/125/150 to 75/100/125
  • Paladin "Holy Shock" mana cost buffed from 80/95/110 to 80/90/100
  • Swordsman "Demoralizing Shout" attack damage reduction nerfed from 30%/40%/50% to 10%/20%/30%
  • Swordsman "Defend" damage reduction nerfed from 75% to 50%
  • Swordsman "Sunder Armor" mana cost buffed from 35 at all levels to 25

Version 0.6b

  • Fixed all bugs (hopefully) regarding the Araj bossfight and Scholomance in general
  • All quest items can now be dropped and now automatically drop upon death, this is to stop them from being deleted when a hero runs out of lives
  • Priest fully upgraded Holy Pendant heal increased from 150 to 200 and no longer shares a cooldown with a scroll of healing
  • Swordsman Battlecry area of effect increased from 500 to 600
  • Finished adding all boss item drops, removed placeholder items and introduced all new custom ones

Version 0.7

  • Priest "Dispel" cooldown from 12/10/8 to 6 at all levels
  • Priest "Dispel" now only removes negative buffs from allies and positive buffs from enemies
  • Priest "Dispel" Summoned unit damage from 200/300/400 to 300/450/600
  • Priest "Minor Heal" now scales with (Hero Intelligence +10) from a flat 35
  • Priest "Major Heal" now scales with (Hero Intelligence * 1.5)
  • All of Necromancer's summons now scale (find out more ingame!)
  • Swordsman Agility per level from 2.0 to 2.2
  • Renegade Wizards now have access to "Blizzard" and have lost "Lightning Shield"
  • Assassins and Pirate Assassins now have access to a short stun ability
  • Poachers have been given the "Ensnare" ability
  • You can now select a difficulty at the start of the game (Old difficulty was balanced somewhere between easy and normal)
  • The Beach has had a facelift with some adjustments and a setup for a later zone baked in
  • The gate west of the Abomination boss fight can be explored now (This has not been finished and is pretty barren at the moment)
  • All Heroes now have a Hero Glow!
  • NEW HERO - Alchemist
  • NEW HERO - Spellbreaker
  • NEW HERO - Warlock

Version 0.8

  • New damage engine showing Damage dealt / Crits / Modifiers (Very pretty and satisfying)
  • All Heroes now have 125 base mana and 0.25 base mana regeneration
  • All Heroes now start with a "food" item
  • Inns have been added that sell "food" and "water" items
  • All bosses now dead 200 extra damage per hit to summoned units (Preventing summons from tanking too much damage and making fights easier)
  • World drop tables have been altered slightly
  • New essences have been added to the world drop table in preparation for item crafting in the future
  • Alchemist - While Alchemist enjoys a variety of utility, he also suffers from being in the shadow of Priest in terms of healing, almost forcing each run to take a priest even if an alchemist is present. These changes are here to support his healing side.
  • Alchemist base damage increased by 3
  • Alchemist "Healing Salve" now levels up alongside the hero every other level (3/6/9/...)
  • Alchemist "Healing Salve" duration reduced from 20 seconds to 15 seconds. Healing amount remains the same.
  • Alchemist "Healing Spray" AOE increased from 250 at all levels to 250/300/350
  • Alchemist "Healing Spray" mana cost reduced from 75 at all levels to 65/70/75
  • Fire Mage - With the introduction of Rogue and the strength of Ranger, Fire Mage needed a boost to secure her consistent AOE damage role. As well as needing an update to her basic ultimate.
  • Fire Mage damage sides per die increased by 1
  • Fire mage "Phoenix Strike" now scales with intelligence (400%/500%/600%) of intelligence
  • Fire mage "Pyroblast" has been removed and replaced with "Meteor Strike"
  • Necromancer - Necromancer is often limited when no corpses are nearby, as well as having a rather boring ultimate. A change to his ultimate was deemed necessary.
  • Necromancer "Unholy Frenzy" has been removed and replaced with "Army of the Dead"
  • Ranger - With the introduction of Rogue as the de facto agility damage dealer, this opens up design space to allow Ranger to move more towards a Hybrid build, scaling with intelligence and utilizing spellcasting as well as their agility scaling.
  • Ranger base damage increased by 2
  • Ranger's item has been changed to now provide agility and intelligence, upgrading from either idol or jade ring
  • Ranger's item flat mana boost ad level 5+ has been replaced with a mana regeneration boost
  • Ranger "Windwalk" has been replaced with "Everstride" (Gain 100% movespeed and 50% chance to avoid all damage for 10 seconds" 60 second cooldown 50 mana cost)
  • Ranger "Arrow Flurry" now scales with agility and intelligence and deals PIERCE damage;
    Damage = (Hero Agility * 0.60) + (Hero Intelligence * 0.40) increasing by 0.5 for each level of the ability
  • Warlock - Being a relatively new Hero, it was bound for Warlock to require some changes. His current AOE Damage is a bit high while benefitting from a ton of utility. Much of his power is focused into his "Rain of Fire" and his summons, while "Curse of Agony" is severely underused.
  • Warlock "Summon Demon" cooldown increased from 60 seconds to 90 seconds
  • Warlock "Succubus" can no longer transfer mana to other units
  • Warlock "Felhound" lifesteal aura bugfixed and lowered to 15%
  • Warlock "Rain of Fire" damage per wave reduced from (30/40/50) to (25/30/35)
  • Warlock "Curse of Agony" damage per second changed from (10/15/25) damage per second over (8/11/14) seconds to (15/25/35) damage per second over 6 seconds)
  • Warlock "Curse of Agony" slow changed from 5% at all levels to (5%/10%/15%)
  • Spell Breaker - Spell Breaker was added to give an opportunity to players that wanted to tank but also wanted to deal damage and liked anime. Currently he suffers in both sections pre level 8 and thus some help was needed.
  • Spell Breaker Base armor increased by 1
  • Spell Breaker "Cutting Edge" damage increased from (75/140/240) to (100/200/300) AOE increased from 200 to 250
  • Spell Breaker "Shield Slam" damage increased from (100/200/300) to (125/250/375) Heal increased from (125/250/375) to (175/325/450)


Credits:

Upcoming Features:
  • "Fury of the Mountains" Expansion
  • The remainder of Strathholme
  • Possible remake of the starting forest
  • The ruins of Dalaran and a new hub
  • Item crafting system
  • New bosses and quests

Author's notes:

As I said earlier in this post, I am still fairly new to this and could really use pointers and feedback whether good or bad, most of the trigger work might be messy since I tried to do it using the least amount of guides I could (tho some systems seemed a bit too impossible for me) and I'm not that great at terraining/detailing. The map has had some balance troubles and I've been struggling to find the sweet spot between too hard and super easy. Please test out the map with some friends or randoms and let me know what you think.

*Update* I decided to release the map as most of the game is very playable and can last a good amount of time, I'm growing more and more busy so I'm not sure when I'll be able to update it next. Considering all that I've decided to post it here and have people play it while I slowly pick away at version 0.7 which has many good things planned!

*Update 2* With Version 0.7 out of the way and 3 new heroes, there are bound to be bugs and issues plaguing the map, expect the next couple of weeks to consist of revisions to 0.7. Meanwhile I will keep concepting and working on content to include in 0.8! Again please leave any feed back (Good or bad) and I hope you enjoy my work.

*Update 3 * I recently got covid which kinda forced me to stay home and work on the map, safe to say I am enjoying it and hopefully soon 0.9 with the new expansion will release. I plan to add the ending of the map with 1.0 and then using all of 1.X to add extra content (Alterac Valley and perhaps an Arena mode spring to mind) But I'm getting ahead of myself so one step at a time.

Again, any feedback is greatly encouraged and thanks for reading up to this point.

Map made by Ilexa (the discord in the loading screen is mine)
Contents

Saviors of Lordaeron BETA v0.8 (Map)

Reviews
deepstrasz
Might not be yet finished but it's multiplayer and has replayability value. Approved.

Jez

Jez

Level 1
Joined
Aug 18, 2020
Messages
1
Very cool map. Reaching "Endgame" people usually seem to have a lot of gold accumulated. Maybe there could be something to use it on besides mana potions?
 
Level 4
Joined
Mar 15, 2020
Messages
32
Very cool map. Reaching "Endgame" people usually seem to have a lot of gold accumulated. Maybe there could be something to use it on besides mana potions?
The easy answer would be to implement more shops that sell items or stat tomes but I’d prefer to keep powerful items as boss drops. It’s something I’ve thought about and I haven’t quite come up with a solution. More expensive/powerful basic items and consumables are a must but for the rest of the gold I’m still considering options. If only heroes had more than 6 inventory slots.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
-usual Warcraft III spells
-units selected during cinematic mode
-hints might appear during scenes
-generally Warcraft III material, units, items, at least until you meet scripted bosses
-units with hero models don't have decay animations (body remains on the terrain) and they have hero glow
-wolves and spiders together is kind of weird
-bridges should be properly raised/lowered; the one towards the inquisitor is higher than the ground. Use CTRL+PAGE UP; actually a lot of bridges are positioned badly
-the terrain could be less flat
-outside cinematic mode transmissions run too fast
-units can walk through book shelves
-the web FX is not properly positioned/seen on units
-Lich's spirits don't move all towards the heroes? They seem to stay in their corners
-some heroes don't have glow. It can simply be added: How to add Hero Glow without Modeling

So, it's nice but it's unfinished. Please use Map Development until you get to late beta.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


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.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Shar Dundred
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 4
Joined
Mar 15, 2020
Messages
32
-usual Warcraft III spells
-units selected during cinematic mode
-hints might appear during scenes
-generally Warcraft III material, units, items, at least until you meet scripted bosses
-units with hero models don't have decay animations (body remains on the terrain) and they have hero glow
-wolves and spiders together is kind of weird
-bridges should be properly raised/lowered; the one towards the inquisitor is higher than the ground. Use CTRL+PAGE UP; actually a lot of bridges are positioned badly
-the terrain could be less flat
-outside cinematic mode transmissions run too fast
-units can walk through book shelves
-the web FX is not properly positioned/seen on units
-Lich's spirits don't move all towards the heroes? They seem to stay in their corners
-some heroes don't have glow. It can simply be added: How to add Hero Glow without Modeling

So, it's nice but it's unfinished. Please use Map Development until you get to late beta.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


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.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Shar Dundred
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
I appreciate the comments but I'm somewhat disappointed, I was hoping for a bit more to work with when it came to the review, a lot of it's very vague and doesn't really help me improve the gameplay (which is my priority at the moment) Could you please comment on what you think of the gameplay, I've seen you give much more basic maps a more in depth review. No offence or anything, just looking to make this map into something somewhat special.

In regards to the Lich spirits, them not moving towards the hero is intentional to make the fight easier and allow the heroes to tackle them 1 by 1 , in the future I'm planning on adding a harder difficulty which shakes up mechanics.

As far as the items are concerned, only the basic ones + consumables are standard warcraft 3 items, each boss and miniboss drops a unique custom item.

I'll take the other points you mentioned to heart but personally I don't have a problem with some of the abilities being standard, I haven't ripped them straight out and not modified anything, sure I want to replace some of them with something more grand (Firemage's banish) but I find them suitable and flavorful for most of the heroes. By materials I assume you meant models/effects/etc They are standard and that is by design, I wanted the map to look decent both in classic and reforged mode, imported models (as useful as they may be, and lord knows I've been tempted to use them) would just ruin that in my opinion.

Again, thanks for the review and I'm looking forward to hearing from you again.
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
By materials I assume you meant models/effects/etc
No, resources in general: items, units, abilities; object data.
Yeah, some items are custom but you get a lot of Jade Ring spam.

I haven't much to comment on. The map is generally fine, just that it relies mainly on original Warcraft III stuff.
Boss fights are promising though, basically the cherry on top of the map. The rest is pretty much old school Warcraft III RPG.
 
Level 4
Joined
Mar 15, 2020
Messages
32
Just a heads up for anyone interested. Patch 0.7 in officially out! This patch includes 3 new heroes (Please test out the Warlock specially and tell me what you think) alongside a myriad of systems and mechanics. The beach has also received a facelift and a small area after the Abomination boss fight has been added.

While this patch may seem sparse in new content from a explore and dungeon view, it sets up a ton of framework and building blocks for future patches.

Please enjoy the map and let me know what you think!
 
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