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Skellingtons

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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A singleplayer one-mission campaign.

Choose between 3 Skeletal heroes and go on an adventure!

Lore: The undead Scourge is destroying everything in their path. While they are purging a small village a group of Necromancers are trying to figure out how to summon powerful minions that would serve them. One of them succeeds. But his work has a huge flaw. The skeleton he creates is so powerful it starts to break his magic and think like any other being. And it decides to go for an adventure!

Thank you very much to: OverClocked, BloodRedOne, disguywho and Faedrik for helping me make this map, WTii for great entertainment and of course Blizzard for making this great game and letting us work with the editor.

Disclaimer: This is my second map, so don't expect too much >.< But I definitely hope you will enjoy! If you find any leaks, bugs or just anything, that shouldn't be in the map, please leave a comment and I will try to fix them!

UPDATE LOG:
v1.1: Updated terrain and did some balance: Skeleton Knight can get claws of attack only, nerfed Skeleton Archer's Black Arrow ability, nerfed rune drops.
v1.2: Buffed Skeleton Knight's stats and mana cost on Death Coil.
v1.3: Nerfed Archer once again and nerfed starting runes. Fixed an issue where if any unit would step in the position, where the Necromancer is making contact, then would get stuck in an infinite loop and couldn't move.
v1.4: Updated Loading Screen description.
v1.5: Fixed an issue where the hero from the start would appear twice in the end screen. Added hero glow to the skeletons.
v1.6: Added hints for better navigation.
Contents

Skellingtons v1.6 (Map)

Reviews
deepstrasz
First of all, this is not a cinematic map. That tag is to be removed. Standard Warcraft III spells. Why not use some custom ones? Spells | HIVE The old man is also anosmic. You fight even the Footmen you rescue? They should be allied. You can drag...
Gameplay:
The hero chooser has the build, unsummon, and other worker abilities.

Skeleton knight has 2 passives, one kind of passive, and one actively used ability.
Skeleton archer has 3 passive abilities.
Skeleton mage

What's up with the bookshelf randomly standing in the forest?

Both claws of attack and ring of protection from some obvious item containing barrels and crates in the beginning? One item would be enough in my opinion.

Wolves belongs to green player? And they all drop runes?

All the golems renders many of the skeletons abilities useless, which gets a bit boring.

It's mostly just attack -> be attacked -> backpaddle to get runes, then go back and kill units.

The rock golems are way too strong for the heroes. I have to shoot 1 shot, back away and then repeat the process until dead. It gets tedious. TWO of them at the same time is just overkill, while a GRANITE GOLEM is plain impossible without any better items at your disposal than runes, a measly claws of attack 3 and ring of protection +2. I could shoot it, then back off, repeat the process for 5 minutes straight to kill it. It wouldn't be hard, just extremely repetitive and boring. I have no idea how it would be possible with the skeleton knight though, considering it's a melee hero. The reward for the granite golem? A stone token! I was expecting more to be honest. Rather boring reward.

Black arrow OP compared to other heroes abilities.

Why would I, a skeleton, help an old man with poor sight with some murlocs? Am I not an evil skeleton? Why did he call me a young man? Because he has poor sight?

Murloc quest extremely easy compared to the horde of golems.

What's the thing with the random undead scourge attacking the paladin and the bandit boss side quest? There's a lot of buildings there as well for no apparent reason. The buildings doesn't do anything except cast call to arms. Other than that I see no reason to have them.

It's too easy with all these greater skeletons. I have a literal army of them, tanking whatever enemies I can meet and then I am granted a lot of additional skeleton units randomly? The renegade wizards could have been bad with their lightning shield, but then it dropped a rune of restoration (like almost every other unit I have met so far) that healed all my skeletons to full HP so ggwp.

At the end there's a transmission from a steam engine or what those human tanks are called? I don't get it.

Also, why did all of this happen? It was all extremely random. The necromancer in the beginning talking something about "finally it worked" and "I have to tell the others" then I never saw him again. The skeleton I played just randomly knew that it had to get to some gate to the north east and that was it. No story, no nothing, just some random side quests.

Also there should be more permanent items, not just runes. Some good items towards the end of the game for example. I got a claws of attack +6 but I already got a +3 in the beginning so that was a bit boring. You could have given me a crown of kings or something instead.

All in all everything was way too easy with the archer. The only thing that could potentially pose a threat was the golems, but I could just tediously out-wit them.


Terrain:
The terrain in this map was also extremely monotonous and bland, but still better than your first map. You need to use doodads a lot more than you do today. Try stacking some flowers and shrub around rocks or logs with some trees around. Play around a bit with the mushrooms too. As I already told you look in the terrain board and look at what others do. Also try to make cliffs with terrain variations, not the blizzard cliffs. Heighten terrain, then add appropriate terrain tiles and doodads to them to make it look like mountains or cliffs. Alternatively use some imported models and see what you can do.
 
Level 4
Joined
Jul 17, 2019
Messages
25
So? You can't do anything with him anyways. If that ruins your immersion so much, I will update it, then.

Yeah, Skeleton Knight and Archer have less usable abilities, since they have low mana.

Without the starting items it was almost impossible to beat the starter units as the Knight. I will update it so the claws only drop for him.

Yeah, because green player is called "Wild animals" and they drop runes for balance, so you don't have to worry about microing against them so much.

They render useless only those abilities that can raise dead, other abilities like Cripple or Death Coil should work just fine against them.

The golems are strong, yes, that's why you are free to run around and not forced to fight them right away. The small golem at the end drops a speed rune so you don't have to waste much time going back.

I thought so, too with the Black Arrow, but I wasn't sure. I think I'll nerf the damage.

You have your own mind. Not all skeletons are evil. If you want to be evil, you can kill him. And yes, his poor eye sight made him think you are just an ordinary person.

As I said. You don't have to kill the golems right away, just backtrack, that's why the speed rune is there.

"Random undead scourge attacking a Paladin"??? Did you read the description? The lore of this story is that the scourge is purging this village, the Paladin and his people are the last men standing here (Except for an old man who doesn't know what is happening in the world). The buildings are there to represent a base.. or a village for both the Paladin and Bandits. And I believe some of them drop items.

Alright, I will nerf the skeleton archer, black arrow and the runes at the end.

That's a reference to a great moment we call "TABAHO".

Randomly? Again: Did you read the description? The necros were trying to summon a powerful minion that would fight for them and blah blah.. go read it. And you do see him again. If you pay attention to the cinematics, when you reach the Necros (north before you go over the bridge) one of them says "That's the skeleton I was talking about"

Sure. Nerf Archer. Got it.

With the terrain I can't say anything more than "you're right" I realise it's a big problem for me. And I will try to improve.
 
So? You can't do anything with him anyways. If that ruins your immersion so much, I will update it, then.
Keep in mind that all the things I point out are things others also are looking for when playing your map. Tiny details like the worker abilities shows how polished your map is and how much attention you pay to details. I also learned pretty quick that everything will be nitpicked on, and I learned to appreciate it as it does indeed improve your own quality standard by a lot with future map releases (if you take any of it to mind/heart of course).


Yeah, Skeleton Knight and Archer have less usable abilities, since they have low mana.
Personally (and I say this as a person who simply plays your map for enjoyment, not to review it) I would like to have more usable abilities on each hero to increase my own participation in the actual fights instead of mostly auto attacking.


Without the starting items it was almost impossible to beat the starter units as the Knight. I will update it so the claws only drop for him.
If it's impossible to beat the start units as knight you should improve the knight, not add more starter items.


Yeah, because green player is called "Wild animals" and they drop runes for balance, so you don't have to worry about microing against them so much.
Since you want them to be called a specific name I suggest you at least change their team color in the object editor so they don't have green handcuffs.


They render useless only those abilities that can raise dead, other abilities like Cripple or Death Coil should work just fine against them.
I played the archer so all my abilities were rendered completely useless against all the golems.


The golems are strong, yes, that's why you are free to run around and not forced to fight them right away. The small golem at the end drops a speed rune so you don't have to waste much time going back.
That means I have to run all the way back only to return to the same place several times. All for a measly, tiny, puny little golem token! Even with a speed rune it's way too much work for too little payoff.


You have your own mind. Not all skeletons are evil. If you want to be evil, you can kill him. And yes, his poor eye sight made him think you are just an ordinary person.
Fair enough.


"Random undead scourge attacking a Paladin"??? Did you read the description? The lore of this story is that the scourge is purging this village, the Paladin and his people are the last men standing here (Except for an old man who doesn't know what is happening in the world). The buildings are there to represent a base.. or a village for both the Paladin and Bandits. And I believe some of them drop items.
Admittedly, I didn't read the description in this thread. Is it included in the loading screen too? What I normally do in maps I make is that I write a very general summary in the loading screen to give an idea of what the map is about. When the map starts I base the beginning on that the player knows nothing prior, so I give a proper introduction through either a cinematic or gradually revealing plot details as you go.


That's a reference to a great moment we call "TABAHO".
I see. Didn't know that.


Randomly? Again: Did you read the description? The necros were trying to summon a powerful minion that would fight for them and blah blah.. go read it. And you do see him again. If you pay attention to the cinematics, when you reach the Necros (north before you go over the bridge) one of them says "That's the skeleton I was talking about"
I managed to miss that part completely as I went for the bridge after the murlocs. I didn't think there was anything north of there.


With the terrain I can't say anything more than "you're right" I realise it's a big problem for me. And I will try to improve.
It's not a big problem, you just need practice. The reason I can't press this enough is that the terrain is the first thing people will be looking at when they see your screenshots. They will see if you use custom models or not, and I think a lot of people are so fed up with vanilla Warcraft 3 that they will be reluctant to playing a map with only vanilla models. If it's a BADLY terrained map with only vanilla models your chances of having people play your map is reduced drastically. You should add some screenshots to your map releases where you showcase the best parts of your maps terrain.
 
Level 4
Joined
Jul 17, 2019
Messages
25
I can't open this map in WE? Why?
I just downloaded it and opened it with WE just fine, try again, maybe you clicked on something else or I don't know...
Edit: And before you comment something like this, check if you did everything correctly. It's working completely fine for me I don't see the reason why it wouldn't work for you. And if I remember correctly, FeelsGoodMan downloaded my last map and opened it with WE, too, so I don't see a reason for you not to be able to open this one.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,837
First of all, this is not a cinematic map. That tag is to be removed.
  1. Standard Warcraft III spells. Why not use some custom ones? Spells | HIVE
  2. The old man is also anosmic.
  3. You fight even the Footmen you rescue? They should be allied.
  4. You can drag most units to you one by one.
  5. A bunch of skeletons joins you just because.
  6. The Death Knight and co. don't go forward to finish the base off.
Bottom line is you kill units on the map. When comparing a good RPG, at least Warchasers is considered. This does not even come close to it.
Way too old school that makes it monotonous.
Your other map was much more fun and maybe diverse.

Substandard.


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Level 4
Joined
Jul 17, 2019
Messages
25
  1. Because I am new to the map making scene and don't know how to add custom spells and didn't find a proper tutorial yet.
  2. What do you mean? What should he be able to smell?
  3. They are a part of the alliance, when they see a skeleton they will try to fight it, since skeletons are usually a part of the Scourge. They don't care the skeleton is the one who broke the cage.
  4. Don't see an issue there.
  5. They are there because some necromancers left them there. They join you, because you are a powerful skeleton and you tell them to join you.
  6. Oops, sorry about that.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,837
Because I am new to the map making scene and don't know how to add custom spells and didn't find a proper tutorial yet.
That comes with time. Just look around, use the search system. Ask in World Editor Help Zone for help related to triggers and editor stuff.
Request things when you cannot do them yourself, here Requests
What do you mean? What should he be able to smell?
The death near him, the skeleton, maybe.
Don't see an issue there.
Makes for a slow and monotonous game.
 
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