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Siege of Quel'Thalas LR 3.6


Siege of Quel'thalas LR
Created by Marshmalo

Description:

"Only days after Uther's death, the Lich King's gaze turned upon the Elven kingdom, Quel'Thalas. Kel'Thuzad, still vitally important to the Scourge, must be revived by the Sun Well's magical waters. However the Elves refuse to relinquish their immortality.
As two titans clash, only one may be the victor. Reenact the dramatic battle for the Sun Well as the vile Scourge or the mysterious Elves."


Features:

This map centres on the conflict between the Scourge and the high Elves during The Third War, it takes many aspects of the lore portrayed in WC3s campaign story. The Elves, although physicaly weaker and less numerous than the undead Scourge must protect The Sunwell at all costs. At their disposal are the various natural and arcane defenses that protect their homeland. SoQT offers a massive amount of strategy for players to employ, both defending and attacking players have a wide range of tactics at their desposal, from destroying Bridges to Targeting certain waygates.

This map was originaly created by Marshmalo years ago, it was released unprotected. Since then a great many versions have popped up; some better than others. Legacy Reborn version attempts to bring back the original feel of SoQT, that means getting rid of some of the bad changes while keeping or expanding upon the positive. In summary I'm pleased to present this map with many of the improved features I originaly planned all those many years ago!


Game play Tips and Advice


Tips and Advice:

Elven Rangers
Characters
BTNHeroRanger.BMP
Syvlanas Windrunner
BTNAlleria.BMP
Alleria Windrunner
BTNBloodElfRanger_by67chrome.BMP
Vareesa Windrunner
"Long have the Rangers protected the Elven home of Quel'thas, now your skills will be sorely tested!"

As an Elven Ranger you and your sisters are the first line of defense, use guerrilla warfare tactics, when you attack strike fast and hard then flee back to the safety of the forests. Your greatest asset is your speed and range.

You must make the most of Quel'Thalas's many defenses, create tree walls to halt the Undead, destroy bridges to direct their flow and protect the Elf gates and power generators from destruction.

Remember, should you die you will return as an Undead and serve Arthas.
See in-game quests for more hints.

King Anastaran Sunstrider
Characters
BTNHeroBloodElfPrince.BMP
Anastaran Sunstrider
"For three thousand years you have ruled over this Elven realm, if you fail now all that could change today..."

You represent the elite and highborn of Quel'thalas, your strength lies in magic and melee combat. Let the Rangers specialize in ranged. You should support them by building up defenses and forces around key strategic targets like power Generators and Gates.

But be wary, even if the Rangers cut of routes for the Undead Arthas may try sneaking in through an air attack. Building Dragon Hawks and Anti Air towers to counter this.

Remember you too will also come back as a servant of the Lich king should you die in battle!

The Scourge
Characters
BTNHeroDeathKnight.BMP
Arthas Menethil
BTNNerrubElder.BMP
Anub'Rekhan
BTNKelThuzad.BMP
Noth
"In their pride the Elves think themselves safe behind their puny defenses and arcane tricks, level their cities and purge their race from the world of Azeroth!"

As an undead general you should constantly be on the offensive, use your superior numbers and wear down the elves defenses. Look out for Elven Rune traps, buy an Eye of truesight to counter these and hunt the rangers.

Use your skills to target Elven Heroes, if they die they return as undead and fight on your side! But be aware that any Dark Ranger who gains her free will can turn against you if she wishes, keep an eye on your Dark servants.

The waygates have powerful shield runes protecting them that damage and slow down any undead that pass near, you must de-activate these defenses by destroying the relevant power generator. There are three generators in total. Destroying all three will also give you Kel'thuzad in Lich Form!

Alternatively you can fight your way through the outer Elven Gates through brute force alone.

If the pesky Rangers start destroying bridges use air units to target strategic points but remember you are unlikely to win by massing solely all air units.

Use meat wagons to tear your way through tree walls, Ghouls can also attack trees.


Screenshots




Image Description:
Vareesa gathers her Rangers


WC3ScrnShot_071412_151124_02.jpg

Image Description:
The Undead advance on an Elf Gate


WC3ScrnShot_071412_150004_03.jpg






Credits:

Notable Editors: Territo, KOA-Wind

Art Contributors:
Klayton - Elf Doodads
Grendel - Models
Callahan - Models
Mc - Models
67chrome - Skins/Icons
Marshmalo - Icons/Models
B2M - Doodads
Mr.Goblin - Icons

If you have suggestions, criticisms. or etcetera, please let me know.

Keywords:
High, Elves, Elf, Quel'Thalas, Arthas, Scourge, Siege, Windrunner, Silvermoon, Sunwell
Contents

Siege of Quel'Thalas LR 3.6 (Map)

Reviews
Vengeancekael - [Contact] Date: 2012/Aug/21 21:40:08 Comment: [Approved] Resource Moderation - Rules
Level 30
Joined
Jul 31, 2010
Messages
5,246
Map Review
Siege of Quel'Thalas Legacy Reborn(Version 2.2)

Rating System:


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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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Siege of Quel'Thalas: Legacy Reborn is a real time strategy risk game that depicts the Third War of Azeroth and the rise of the second Lich King and his abusive course for the destruction of the home world of elven hides in Silvermoon. The game consists of 2 Teams: Team 1 hold 4 players via Yellow, Green, Teal, and Blue player, while Team 2 only takes 3 via Red, Light Blue, and Purple player plus 1 additional controllable AI players for each teams, since gold mine is the only main resource of the game, then it is distributed with 1 gold mine for each players, and thus a few is scattered for players to take hold onto.

Game ends when Team 1 destroys all 3 Spawning Pits from the enemy faction or Team 2 manages to destroy all 3 Shield Generators including the Sunwell within 90 minutes of game time.

"To start up my feed back, the gameplay is quite decent and well executed, also it is very user-friendly since the game style is very similar to the actual melee genre of the warcraft III strategy, surprisingly, their are additional spells, units, and heroes added to the game that made it very pleasing to continue."

Terrain

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"The terrain has been revealed with such details it is much an eye-candy for players such as the rolling waters, open grounds of the Amani trolls, and the armored city of elven silvermoon, somehow the undead grounds doesn't reveal that much maybe because the blight has taken over for its environment but it will look great if you can assemble some ruin or rotted doodads across that area to give it some texture, much to the trees and tiles, a few more of them can turn this map as a recommended game."

Management

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"All in all, the game's contents and its difficulty remains moderate but well made, I haven't spotted any bugs but I guess a few, their is an area of the map in the north-west part of the elven area were some of the units cannot pass in the open ground, probably a hidden block doodad is place under it or something else, also I suggest to expand the bridges and gates of the game since it quite small for a team fight, somehow just replace it with something expansive such as the dalaran city gate or its to you to build."

Total Score:


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12/1590%B

Status: APPROVED
 
Level 7
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Terrain

"The terrain has been revealed with such details it is much an eye-candy for players such as the rolling waters, open grounds of the Amani trolls, and the armored city of elven silvermoon, somehow the undead grounds doesn't reveal that much maybe because the blight has taken over for its environment but it will look great if you can assemble some ruin or rotted doodads across that area to give it some texture, much to the trees and tiles, a few more of them can turn this map as a recommended game."

I agree Purple and Lightblue's bases need some more interesting terrain, I will take your suggestions on board. Decent ruin doodad models are quite hard to find though.

"All in all, the game's contents and its difficulty remains moderate but well made, I haven't spotted any bugs but I guess a few, their is an area of the map in the north-west part of the elven area were some of the units cannot pass in the open ground, probably a hidden block doodad is place under it or something else, also I suggest to expand the bridges and gates of the game since it quite small for a team fight, somehow just replace it with something expansive such as the dalaran city gate or its to you to build."

I'm not sure what area you mean, can you be more specfic? Is the blocked area near someones base or something?

Regarding Bridges, pathing is only an issue if your playing undead as Elves have very small collision size but even as undead I have not had a problem with this. If undead are having a hard time breaking a well defended chokepoint just go meat wagons, their splash damage rips apart elven archers.

About bugs, unfortunatlely it has been pointed out me during multiplayer games that there is quite afew major bugs I need to address. These will be looked at in next version aswel as afew new features.

Status: APPROVED

Thaks for your detailed review Orcnet! It says approved but for some reason this map is still on the pending maps list and not on the main maps list?
 
Level 23
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Apr 5, 2012
Messages
1,841
When I was playing, and I died, my hero was part of the scourge. so I decided to leave it with the cheat, but during the game I thought how I would have to win, I need to destroy the sun well and all Spawning Pits? when I did that I won, but left the game waited for the time runs out.

you could improve on:
- Alleria Windrunner died (not proof, but it is clear that she is dead) in the second war when the Dark Portal was closed. So you could put the reagent of Quel'Thalas, Lor'themar_Theron, he also lutoi the third war with Sylvanas Windrunner.

- While the Rangers could do all they'd only powers, Blink (to facilitate the escape and when will Destroy the bridges do not fall into the river and die by the Scourge) and Wild Walk (to help destroy the bridges and melhoar flight).

- When a hero (elf) dies, he can become independent, then why he could not return to be part of the elves, just to help and if the player wants?

- One more thing, I saw that Prince Kael'thas is on the map, but I could not put it on my troops as I do that? or no way?

Thank you.
To improve this map will look better than it already is.
 
Level 7
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When I was playing, and I died, my hero was part of the scourge. so I decided to leave it with the cheat, but during the game I thought how I would have to win, I need to destroy the sun well and all Spawning Pits? when I did that I won, but left the game waited for the time runs out.

Sorry I don't understand what you mean? Yes you an go solo if you have your free will.

you could improve on:
- Alleria Windrunner died (not proof, but it is clear that she is dead) in the second war when the Dark Portal was closed. So you could put the reagent of Quel'Thalas, Lor'themar_Theron, he also lutoi the third war with Sylvanas Windrunner.

Alleria has not been confirmed dead but I realise she was not actually there during the Third War, however I added her to finish off the 3 Windrunner sisters. All three of them make very interesting and fun characters to play so I've bended the lore abit there to include them.

- While the Rangers could do all they'd only powers, Blink (to facilitate the escape and when will Destroy the bridges do not fall into the river and die by the Scourge) and Wild Walk (to help destroy the bridges and melhoar flight).

I have included triggers to automaticaly move units off a bridge just before it is destroyed, if these are not working correctly I will have to go back and check these triggers for bugs.

- When a hero (elf) dies, he can become independent, then why he could not return to be part of the elves, just to help and if the player wants?

He can, provided you have your free will just type "-Ally Good" and you will rejoin the elves.

- One more thing, I saw that Prince Kael'thas is on the map, but I could not put it on my troops as I do that? or no way?

Do you mean Anastaran? Kael is no where in the map.

Thx for the feedback!
 
Level 30
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my apologies about those statement, I am having a hard time uploading the photos in my post so I guess I'll just send them in your profile instead, also I already asked Kobas about the approval of this map but looks like he's busy with something :)
 
Level 3
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Nov 5, 2011
Messages
15
Nice map, I like it. I think that elves air and demons are a bit imba. Blue's ranger have got really strong aura (+48% movement speed and +23% attack speed). I think that idea with burning bridges is very original, I have not seen it before. Towers should cost food or sth like that because if sb spam it like me and use his units right, its very hard to break the defense... Oh and the time for defenders win is a bit too long ;p have You ever saw that the defenders win (not vs retarded attackers xD)?
 
Level 7
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Hi BlueChampion, thanks for rating!

Next version includes alot of balance fixes but I would rather provide players with counters rather than just nerfing units outright, I don't want to ruin peoples tactics. For example I have not nerfed your tactic of towering + massing air next version, instead I have provided ways for Undead to counter.

In next version Elves will not be able to build on Blighted land, so an intelligent scourge player can blight an area to stop someone towering there. The build cost and build time of Frost Wyrms has been decreased making these more attractive as Anti air units. Undead players can also counter your air with web + Doom Guards which for some reason Scourge players werent doing during our games.

Doom Guards can be countered by the Sorceress's Polymorph spell and if you ahve a Dark Ranger on your team she can possess them. Infact it is a very bad idea to attack Dark Rangers with Doom guards as you can end up just having to fight your own units!

I'm working on next version now and hope to have it out sometime next week!
 
Level 3
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so give them autocast for the polymorph... wyrms are imba in normal w3, i have got bad feelings that u ll make them imba too, wyrms ARE NOT AA!!! they are heavy air units(magic damge deal 150% dmg to heavy armor) and they got splash dmg which decrease units movement speed and attack speed on the small area. please dont make limits for units... I said You, if u badly balance units, players ll use only 1-2 types of them instead of using all, thats make map less atractive and poor... in my opinion ALL UNITS SHOULD BE GOOD BALANCED
 
Level 11
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760
I played Fall of Quel'Dorei before I played this one. I gotta say I enjoy this one more! However the gameplay experience could use some improved quality of life. Nevertheless I had much fun playing it the other day. The two times I played it the game ended with people leaving or giving up before the timer ran out. Boy, is it long!
 
Level 7
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I played Fall of Quel'Dorei before I played this one. I gotta say I enjoy this one more! However the gameplay experience could use some improved quality of life. Nevertheless I had much fun playing it the other day. The two times I played it the game ended with people leaving or giving up before the timer ran out. Boy, is it long!

lol I know the timer is stupidly long, no games should really last longer than an hour, timer will be reduced in next version.

Fall of Quel'Dorei is fun but even though it's based off this map it has very different game style, so its all down to personal preferance :)

Thanks for playing! Other than the timer can you think of anything else that needs improving? I'm working on a very big update to the map now.
 
Level 11
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Okay, here we go. I haven't played it enough to have an opinion on balance. Note that most of the points below are subjective suggestions rather than actual bugs.
  • Make cinematics skippable with Esc. Perhaps if the majority of players choose to do it. As pleasant and informative as it may be; its still annoying after a few games.
  • Workers on the Quel'Thalas side should be ordered to start mining automatically when the game starts. Also perhaps it would be a good idea to ping the locations. First time I played I didn't realize I had them before 10 minutes had passed!
  • From what I gathered the NPC units (Silvermoon Guards/Scourge) have regions which triggers them to move forward. I was defending a spot just near such a region. Holding them back to defend was a big nuisance as they kept being issued to move forward.
  • Separating the Sun Well Waters into two different potions. Multiple times I found myself having to use it with full health or full mana just to get the other stat. Felt like a waste of such fine water!
  • Item tooltips don't follow the same formula. Some have the history text above the description while others have it below, and such. Unifying these would make it look more professional.
  • The Cloud ability for Dragonhawk Riders seems rather unnecessary as it is a very offensive ability for players whose mission is defense.
This is what I can think of right now. If I play it more I may drop in with additional points :)

Hope you find some of this useful!
 
Level 7
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Make cinematics skippable with Esc. Perhaps if the majority of players choose to do it. As pleasant and informative as it may be; its still annoying after a few games.

I agree but this is very hard to do! I don't have the trigger skills to make it so when one player skips it still continues for everyone else. I will need to speak to a friend and see if he can help with this as even I am tired of seeing the same intro now lol

Workers on the Quel'Thalas side should be ordered to start mining automatically when the game starts. Also perhaps it would be a good idea to ping the locations. First time I played I didn't realize I had them before 10 minutes had passed!

Agreed will look at adding these next ver, undead players already have their workers automatically start mining. The Undead worker idle icon has been fixed this version so hopefully players shouldn't miss them now.

From what I gathered the NPC units (Silvermoon Guards/Scourge) have regions which triggers them to move forward. I was defending a spot just near such a region. Holding them back to defend was a big nuisance as they kept being issued to move forward.

To be honest the AI is not meant to be controled in this fashion, players arnt really supposed to hold them back then attack with a mass of free units. AI control was given encase players get boxed in by them and need them to move. They also help keep up the pace of battle during quiet points in the game.

The AI does need improvement though when bridges are destroyed they tend to get alittle... confused as to where to go. Triggering this is going to get very complex so I may ask someone for help with this.

Separating the Sun Well Waters into two different potions. Multiple times I found myself having to use it with full health or full mana just to get the other stat. Felt like a waste of such fine water!

hmm the problem is there's just not enough slots in the Elf Sanctum shop, I may put some separate mana and health potions available at RuneStones.

Item tooltips don't follow the same formula. Some have the history text above the description while others have it below, and such. Unifying these would make it look more professional.

Tooltips in general are complete mess! I'm looking at those atm.

The Cloud ability for Dragonhawk Riders seems rather unnecessary as it is a very offensive ability for players whose mission is defense.

Well, Spirit towers are very cheap and easy for undead players to build, in some games Scourge were turtling difficult choke points with towers so the Cloud ability seemed a fitting counter to this tactic. I agree in 90% of games cloud is redundant but I wanted Elves to at-least have the option.

Thanks for your suggestions! :)
 
Level 11
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I'm glad I can help.

To be honest the AI is not meant to be controled in this fashion, players arnt really supposed to hold them back then attack with a mass of free units. AI control was given encase players get boxed in by them and need them to move. They also help keep up the pace of battle during quiet points in the game.
This is a bit of an issue I believe. From my experience it has the opposite effect of what you want. The players currently face two options. Either let them run to death and feed the enemy heroes, or put them on hold. It is quite obvious which option the player chooses.

This resulted in an undead powerball both games I played. First minutes of the game the undead simply held back their units. As did I as I saw no point in our resources being used to suicide at their towers. The undead then used all of these units to overpower the elves right through the middle and the sides didn't matter too much at that point.

I guess more urgency on the undead side may fix this though. But personally I think being boxed in is part of the game. In worst case you could give important units a sort of no collision skill or item.
 
Level 7
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This is a bit of an issue I believe. From my experience it has the opposite effect of what you want. The players currently face two options. Either let them run to death and feed the enemy heroes, or put them on hold. It is quite obvious which option the player chooses.

hmm maybe I should increase aquistion range to max for AI units? This will make them automaticaly seek out and target enemy units making it very hard for players to hold them back.

The undead then used all of these units to overpower the elves right through the middle and the sides didn't matter too much at that point.

The middle definitly seems the best place for the undead to attack, but there approach can be seriously hindered by destroying the bridge near reds base. I have also been able to hold the centre by towering arround the exit to the central way gate, especialy good when using Anastaran/Highborn Elites due to their impressive tanking skills. When supported by Rangers archers it can be very difficult for the undead to break through.

Also alot of elf players seem to neglect the importance of the central Power generator, if you defend this the undead will not be able to get through the central waygate. I have seen some elf players loose the power gens even to AI (Brown)!

I guess more urgency on the undead side may fix this though. But personally I think being boxed in is part of the game. In worst case you could give important units a sort of no collision skill or item.

I guess we will have to wait and see how a decreased timer effects game play. The problem is I can not reduce the colision size of undead units as it means they will be able to slip through tree walls when only Elf/Forsaken units should be able to do that.
 
Level 11
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You raise good points Marshmalo.

On the acquisition matter; increasing its range may not work as intended. I have attempted this before and the AI ended up running back and forth between their original position and the opponents after a few attacks. I may have done it wrong though so it could be worth a try.

How about adding living AI units to unit groups (I guess three different ones per faction, one group for one lane) and issue them to attack forward every now and then? Perhaps with every new spawn, or more often.

Btw, let me know through a PM or something if you plan on playing this and I'll gladly tag along :)
 
Level 7
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You raise good points Marshmalo.

On the acquisition matter; increasing its range may not work as intended. I have attempted this before and the AI ended up running back and forth between their original position and the opponents after a few attacks. I may have done it wrong though so it could be worth a try.

How about adding living AI units to unit groups (I guess three different ones per faction, one group for one lane) and issue them to attack forward every now and then? Perhaps with every new spawn, or more often.

Btw, let me know through a PM or something if you plan on playing this and I'll gladly tag along :)


Well I just tested out the aquisition range idea and unfortunatley it seems your right :( The AI was exhibiting some very strange behaviour. I am unsure how to tackle this problem. There are already triggers in place that stop the AIs spawning units if their food inreases above 120 to stop people massing AI but maybe they are not working as intended.

What do you mean by "AI Living unit groups"? I dont understand sorry.

One thing to note is that warcraft 3 coding will only allow the ordering of 12 units max at once so you can't simply select all units in a large unit group and order them.


I am usualy on the Northrend EU server but sometimes go on Azeroth but would defo be interested in playing you, games always alot better with highly skilled players! My name is the same as on here: Marshmalo.
 
Level 7
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Sorry but i cannot see your screenshots. I will play your map soon. :)

I uploaded the new version and for some reason its broken all the formating and pictures!

This new version includes many bug fixes and new features, I believe this make is basicaly finished now as I can't see any further ways to improve it.

I dont remember Noth in wc3 campaign ! But I do remember him in Naxxramas ! Can you explain it to me?

There are many heroes that werent in the wc3 campaigns that were present at the fall of quel thalas. However I have taken liberties with the lore for balance reasons and because there are certain interesting characters that I wanted to include.

For example the sunwell is actualy located in silvermoon city for balance reasons and Alleria Windrunner is actualy still lost somewhere in Dreanor.
 
Level 3
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Jul 18, 2010
Messages
54
It's a good map, i have played with my friends.
The only thing that needs it's of a AI to the remaining slots...
And to alert to all of you: Alleria it's not dead, he appears in Northrend in the flying city of Dalaran.
 
Level 3
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Jul 18, 2010
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54
I think that will be a good one, if you put one "Unique Barracks" for the sister, and if destroyed the sisters will become the Banshee.
And yes, the Unique Barracks will revive the sisters =)
 
Level 7
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I think that will be a good one, if you put one "Unique Barracks" for the sister, and if destroyed the sisters will become the Banshee.
And yes, the Unique Barracks will revive the sisters =)

Well Banshee Sisters are actually very powerful, it would be OP to allow players to train these at a barracks that's why they're limited to 4 summons only.
Their ethereal form makes them resistant to damage and charm combined makes them much more powerful than most people realize when used correctly.
 
Level 3
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Nov 5, 2011
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15
marshmalo, please nerf anti air skill which deal 1800 dmg over 3 sec to air units on the big area because its fucking OP, that makes ud air(wyrms)/aa(gargo) are totally useless and thats why elves air can fuck the dark side easy... i suggest sth like 500 dmg over 5 sec... 100 dmg / sec for 5 sec
 
Level 7
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marshmalo, please nerf anti air skill which deal 1800 dmg over 3 sec to air units on the big area because its fucking OP, that makes ud air(wyrms)/aa(gargo) are totally useless and thats why elves air can fuck the dark side easy... i suggest sth like 500 dmg over 5 sec... 100 dmg / sec for 5 sec

Hey Blue!

The Elven Ultimates are very powerful, I know this but they need to be, Undead can build massive armies really fast and cheeply, the elves have to defend with much less units. Without their OP ultimates the elves wouldnt stand a chance.

Undead can build an Abomination for 110gold and takes 13 seconds to build. Elves Elite Highborn costs 225gold and takes 20 secs to build.

In most of the games I play Elves loose, I don;t think elves need nerfing anymore. However if you still think elves are OP I invite you to play vs me, if you can win with me playing Arthas I'll consider nerfing elves :)
 
Level 3
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i dont say about all ultimates, i say about this one, which makes ud air & ANTI AIR units totally useless, thats why i can fuck alone 4 ud players when im playing elf...................................................................... highborn sucks strongly, only archers are good ground elf unit, the best elf units combination is a mass hawks + gryphons + priest IT FUCK ALL UD BC THEY CANT MAKE AA BC OP STAR FALL FUCK ALL THEIR AA IN 3 SEC..............
 
Last edited:
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BlueChampion I have seen the way you play as undead, you mass nothing but air and expect to win...when you don't win you rage quit...

Why do you think I have added defenses like Shield Generators, Gates, destructable bridges and tree walls if you can just bypass it all by mass air? Undead air should be used as support, THEY ARE NOT SUPPOSED TO BE ABLE TO DESTROY ENTIRE ELF ARMIES ALONE!

Undead players should be using staff of silence and Maexa's web to stop Rangers casting ultimates, obviously the undead players you fucked were noobs. If i implemented what you are suggesting it would ruin the game.

I find the fact that you've changed your 5 rating to a 1 because I won't make the changes you want very disappointing, but I think that says more about you than it does my map.
I got nothing more to say to you I'm done talking to you.
 
Level 3
Joined
Nov 5, 2011
Messages
15
man i rage quit when map is fucking imba, i noticed that u added new more imba archers for elves, now this map totally sucks and the ,,win timer" is bugged. Do u rmember how i owned attackers useing elves air? now attackers have no chances, 0 balance, thats why i changed my rating... u says that attackers got cheaper units, but u didnt wrote that defenders got 3 x more mines at the start :) belive me, now this map is TOTALLY UNBALANCED i dont care about graphic, for me the most important is a game mechanic, if it sucks - map sucks...
 
Level 3
Joined
Jul 18, 2010
Messages
54
okay, i just suggest to play ur map, me with my friends who play strategy well on elves vs u and ur friends on the ud, ok?

Hi BlueChampiom, i have read everything, so i'm going to put some facts here:

The three sisters are LIMITED, so, if you lost your ranger you lost EVERYTHING and become one attacker.

The Undead are BETTER than the Elves, i swear by everything that i have difficult even with strategy using EVERYTHING that i got to defend, if i call my brother we can make one super strategy/tatic but the undead is too powerful.

What you complain about?! You have a lot of time to do attacks, and you begin with a godlike defense and a have a god spawn that won of every single wave of the elves.

The elves AIR it's not my type, so because of this i use for "scout".

What happens when you kill one sister? SHE BECAME ONE FUCKING UNDEAD!

There is one in everything:

You are a friggin noob, that can't use strategy and advantage at your side, and use only little dragons and gargo(I forget the name) to the army, one person can simply put a simply tatic of using the "counter" of this unit.

And i give 5/5 to the map, great example of Campaign Altered Melee map =)
 
Level 1
Joined
May 3, 2013
Messages
1
This may be a late response in relation to the update time, but this map is excellent. It doesn't need heaps of custom models, skins etc, to look and play this well. I don't know if Marshmalo is still an active user, but I would pay for AI system to be included for the elves if possible. (I do not know much about world editing systems). 4/5
 
Level 12
Joined
Nov 3, 2013
Messages
989
Great map 4/5

Feels like air units are a bit out of place when there is such a solid terrain.

Like someone mentioned i also think there should be a max cap on towers.
 
Level 1
Joined
Oct 21, 2015
Messages
5
Auto Attack? Great game

Hey, so i've been playing this map for quite sometime and i have done most of the ways of playing it but i noticed that when one of the Rangers become forsaken and spawn at Arthas' stronghold they are immediately attacked by his forces even if the -punish command was not given. I'm using ver. 4.8 by the way. Well aside from this it's a great map, so much hours used up playing it and i've been recommending my friends to play this so that we could play together. Keep up the great work, can't wait for more versions and maps from you Marshmalo :goblin_good_job:
 
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