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War Crafts v0.3

War Crafts is a tug-o-war type of map where you spawn AI controlled units from a main Hall, by using abilities. Each faction will get higher tiers every few minutes where new and stronger units are unlocked.
For now it is only single-player.

War Crafts can also be seen as a battle simulator (made for fun, relaxation and epicness!)

Games are on average 20-30 minutes long.

Resources used from:
General Frank, Tranquil, IamMclovin, Murcologist, Stefan.K, AltruisticAlduin, Blizzard Entertainment
Link to resources: Resources

Blood Elves And Naga are now fully playable
Changed gameplay quite a bit, should be more fun now with more cool stuff for the player. Also, countless of balance changes to the units themselves (not the spells to summon them). Added Undead and Draenei faction for the player.
Added 3 more enemies to fight: The Alliance ---> Lord Garithos, Orcish Horde ---> Thrall, alongside Samuro, Cairne and Drek'thar and Fel Horde ---> Magtheridon, alongside Rend and Maim Blackhand and a vast army of fel orcs and demons.
Alliance of Lordaeron faction added for the player and Blood Elves & Naga faction added for the enemy.
The Warsong Clan faction has been reworked. Blackrock Clan faction has been slightly changed here and there. Blood Elves & Naga player faction has been nerfed a bit.
Enemy factions have also been changed a bit, especially how the heroes work. Now most heroes will only appear 3 times, the 2nd and 3rd being a lot stronger than the 1st.
Cenarius for example will keep respawning indefinitely and Archimonde will not respawn at all.
A lot more unit balance changes (like a lot). Most notably the Doom Guards: they now have 1600 hp (up from 1350), 6 armor (up from 3), no longer have resistant skin so they can be targeted by A LOT more spells, but have 50% spell damage reduction and take 6 less damage from each enemy attack. Increased the damage of their abilities and reduced their mana cost.
From this patch onward I will make it so there are less total units on the battlefield, from both sides.

PS: deputyMajor is me. I created that account like a month ago (for funny reasons, this map uses this author instead of my real nickname 'raypack' but I will maybe use it for future maps as well).
Contents

War Crafts 0.3 (Map)

Reviews
deepstrasz
Seems like a nice map generally. Not sure about the balance though. For instance, the Draenei seem to be quickly overwhelmed by Magtheridon's forces, not only because of Chaos attack type but also because of stronger units in general. Same with Undead...
Level 3
Joined
Feb 2, 2023
Messages
7
I was playing it today and unfortunately, the Blood Elves and Naga option does not work. I was given Dwarven units to spawn. Also, I 've noticed that my heroes are always a few levels below the AIs heroes? Like when I was playing as the Blackrock clan vs the Undead Scourge, The Death Knight and Lich would both be level 10 at the end game meanwhile both of my blademasters were level 8 and level 6.
 
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Level 21
Joined
Dec 3, 2020
Messages
518
I was playing it today and unfortunately, the Blood Elves and Naga option does not work. I was given Dwarven units to spawn. Also, I 've noticed that my heroes are always a few levels below the AIs heroes? Like when I was playing as the Blackrock clan vs the Undead Scourge, The Death Knight and Lich would both be level 10 at the end game meanwhile both of my blademasters were level 8 and level 6.
1- Blood Elves and Naga: I thought I had completed it, my bad! I will try to add them as soon as possible!
2- Heroes: it is intended to be this way.
Thanks for playing my map!
 
Level 4
Joined
Jun 22, 2021
Messages
33
Just tried it, played 1 game with dwarves vs Archimonde. It was pretty hard xD but I managed (barely). It took a long time to beat his vanguard, then that annoying summoning spells of his, he doesn't run out of mana as well, it would be nice if his spells cost mana, so that we could have a better chance at beating him.

Moving on, I don't quite get what spells the battlepriests cast, can you tell me? Also! Would be great if at the last tier where we get Magni, we also don't lose Muradin's "party", or maybe just turn him into a demi hero? Would be cool for them to fight battles side by side.

More unique units for Magni's party would be great too like a dwarven royal guard, or storm guards, options to branch off to the Wildhammer dwarves/Dark Iron Dwarves as well. If not a research option, maybe like a special squad where Falstad is a demi hero leading like, 4 or 5 gryphon riders, then demi hero Thassaurian leading dark iron dwarven units (dunno what they would be, maybe a more heavily armored warrior, or lava mages)

Would be nice to play as the undead/burning legion/cenariun circle/night elves as well. Then like can we train peasants in the townhall in future versions? So that we can then build a blacksmith to upgrade the dmg and armor for our army. Then maybe like.. aa... uhh avatar? For more player stuff to do like we come down to the battlefield as like this Demi hero, as like an avatar (This plays off as us players or users that control the town hall, are gods that the faction worships) It's just another suggestion xD but yeah!

All in all this went above and beyond what I expected, Definitely will be playing more of this and try out which faction counters which the best.
 
Level 21
Joined
Dec 3, 2020
Messages
518
Just tried it, played 1 game with dwarves vs Archimonde. It was pretty hard xD but I managed (barely). It took a long time to beat his vanguard, then that annoying summoning spells of his, he doesn't run out of mana as well, it would be nice if his spells cost mana, so that we could have a better chance at beating him.

Moving on, I don't quite get what spells the battlepriests cast, can you tell me? Also! Would be great if at the last tier where we get Magni, we also don't lose Muradin's "party", or maybe just turn him into a demi hero? Would be cool for them to fight battles side by side.

More unique units for Magni's party would be great too like a dwarven royal guard, or storm guards, options to branch off to the Wildhammer dwarves/Dark Iron Dwarves as well. If not a research option, maybe like a special squad where Falstad is a demi hero leading like, 4 or 5 gryphon riders, then demi hero Thassaurian leading dark iron dwarven units (dunno what they would be, maybe a more heavily armored warrior, or lava mages)

Would be nice to play as the undead/burning legion/cenariun circle/night elves as well. Then like can we train peasants in the townhall in future versions? So that we can then build a blacksmith to upgrade the dmg and armor for our army. Then maybe like.. aa... uhh avatar? For more player stuff to do like we come down to the battlefield as like this Demi hero, as like an avatar (This plays off as us players or users that control the town hall, are gods that the faction worships) It's just another suggestion xD but yeah!

All in all this went above and beyond what I expected, Definitely will be playing more of this and try out which faction counters which the best.
Wow, thanks for the kind words!
1- Dwarven Battlepriest spells: Summon Battle Golem (500 hp, 11-12 Normal damage with Light armor, which takes extra damage from Normal attacks), 30 seconds cooldown, lasts 75 seconds, 100 mana cost.
Crushing Wave (with thunder lightning animations/model) deals 35 damage to each enemy unit it hits; max damage is 300, 40 seconds cooldown, 100 mana cost, and finally:
Slam. 20 seconds cooldown and the rest of the stats are of the normal Slam ability (it's pretty powerful but the battlepriests only cast it when 3+ enemies are around them and usually they run out of mana by then. It was made if the player is losing, then they get to use this powerful ability.

Yes, I will definitely nerf Archimonde by making him require mana to use his very powerful abilities, same for Balnazzar!

This "branching" that you mention is something I planned on doing from the start but first I wanted to get the basics right.
And I might not do the basic attack and armor upgrades for units but spellcasters will definitely use upgrades in the future, such as Troll Witch Doctors, the human/high/blood elven priest etc...

Thank you again for the kind review! :grin:

PS: I've implemented some dummy abilities and plan to do way more on this map if I continue developing it (apart from Blood Elves and Naga which I will do very soon). For example, the orc warlock and the chaos/fel orc warlock have the Firebolt ability, but the AI only seems to cast it on Heroes and units that attack the caster (orc warlock). I've disabled the ability to target heroes since a player can easily have 10+ orc warlocks at a time and they'd just nuke heroes with perma stun and a lot of spell damage (i've made other abilities not target heroes as well and I've removed AoE stuns, such as War Stomp from the Doom Guards and instead gave them Slam).
So what I did is I gave them the faerie fire ability which makes them use it on the 1st enemy unit they see and with triggers, I made them "use" the Firebolt ability instead of the Faerie Fire ability. This actually made them way more powerful than they previously were and I had to increase the mana cost of the abilities that summoned the orc warlocks from the town hall (basically nerf them) and to also increase the amount of enemies, just because of this change, which made them so much more powerful.
 
Level 4
Joined
Jun 22, 2021
Messages
33
Tried out the warsong clan next against balnazzar's forces, I really like the units in each tier, my only problem bout it tho is that the shamans CAN'T cast bloodlust, and the fact that the witch doctors are practically useless ;-;

True they can attack, and they have a slightly stronger attack than the shamans (By one measly point) but they're literally like downgraded headhunters with mana burnable...well.. mana, and all they have is a freaking sentry ward to cast xD. Unless the sentry wards attack or somethin, the best they gon do is stare the demons to death xD.

Late game tier tho. That's where the juicy stuff is hehe. I like the fact that we can still summon Grom (or was that a mistake? Grom did die just before or after the research was done), then we add Mannoroth to the mix, and Balnazzar is game over, I will add tho that Mannoroth is a bit broken? not like OP, but like sometimes he just casts a skill waayyyyy back in the enemies backline, and it prevents him from attacking the freaking enemies right in front of him. Sooo he basically just turns into a dumb tank at that point, still effective mind you, but yeah.
 
Level 21
Joined
Dec 3, 2020
Messages
518
One thing I forgot to mention: if you upgrade into a tier and that tier uses the same hero from the previous tier; using that ability to summon the hero will kill the hero summoned from the previous ability so that there cannot be 2 Groms at once or Muradins for example.
Factions with more heroes benefit way more, for example the Blackrock Clan, where each tier uses a different hero and even 1 extra hero is added on tier number 3.
Also: every unit can deal damage to Divine armor but Chaos is still the strongest, 100% damage.
Other attacks deal way less but can still kill a divine being (such is Archimonde). Normal damage is the 2nd highest if I recall correctly that deals damage to Divine (after Chaos). Piercing deals the least amount of damage to divine armor. (As previously said, troll headhunters or riflemen can still damage Cenarius for example and kill him but it will take longer than chaos orcs or demons attacking him)
 
Level 4
Joined
Jun 22, 2021
Messages
33
Thennnn Finally the blackrock orcs (Didn't try out the bloodelves and Naga since I read someone here tried it and it was broken) I personally think they're balanced, not too much units in early game but one little nifty strategy you can do is to save up some mana and wait for the next tier upgrade. If you time it just right, you can have two orc heroes in the battlefield and you can really start pushing back against the enemies (Enemies for me this time was the plain undead, didn't wanna face Cenarius just yet xD) I like that you also put in some peons in the tier 2 units, probably to repair the catapults (Tho I never saw one of them do that so far) and to act as fodder, they're weak but they have their purpose.

Also I just wanna point out that the dwarven towers are much better at defending than the orc towers, sooo potentially something you can balance out? Or leave it as it is as a unique feature for each race.

For the Blackrock raiders, Is it intended for them to have two chieftains? Or was there like an error that happened? Either way it's cool, it adds more variety to each clan/faction. I'm a bit iffy on the Blackrock orcs having bloodlust tho and the Warsong clan not having it xD It just doesn't sit right with me xD
Both clans seem fit to have bloodlust and unholy frenzy as their go-to spell.

The slavers. Not quite sure if the sappers are upgrades compared to the last tier xD but unique all the same. Not much I can say bout them but I get the concept, I remember this orcs from the campaign in-game, and they seem accurate so far?

The warlocks were definitely the best, and I'm starting to think that the Blackrock Orcs are the strongest faction xD
Seeing as you can abuse this mechanic of when the hero dies and they can be re-summoned even if you've upgraded to the next tier! That's around... 5-6 heroes in total yeah? Dunno if you'll change that but it's a fun mechanic xD

One last thing I can prolly tell you is that the undead faction is the weakest so far. One thing you can change bout their unique "passive" would be to increase the skeletons spawning, maybe include a few ghouls/zombies and giant skeletons, that should be enough to make them more balanced seeing as their literally being compared to the Demigod Cenarius, Balnazzar, and Archimonde.

Thanks again for this enjoyable experience! Will look forward to what you will do in the future! Keep it up bro!
 
Level 21
Joined
Dec 3, 2020
Messages
518
Wow, a lot of info, let's do this:
1- Each enemy is supposed to be a different power level. So Burning Legion (Archimonde) will be stronger than the Undead Scourge for example. But I can make it a bit stronger I suppose.
2- A keen eye you have for the peons. They also repair the Watch Towers if they are damaged and repair mechanical units, including Catapults.
But the Blackrock Slavers also have peons which can repair the goblin shredders (and blasters), which is actually very powerful.
3- Yes, the warlocks are pretty good and the warlock unit itself is strong since I made them cast Firebolt in a much better way than it originally is cast (through triggers, for each individual unit).

Glad you enjoyed the time you played this! :grin:
 
Level 3
Joined
Feb 2, 2023
Messages
7
Version 0.01: Blood Elves And Naga are now fully playable (more factions will be created for the player and the enemy in the next update)
Hey, I just played it today and I can confirm that Blood Elves and Nagas are now playable. I really loved using this faction and I can't wait for the next update to be honest! Keep up the great work!

I observed that the priest that spawns with the level 2 Kael attacks enemy units instead of healing but other than that minor issue, everything works. Instead of a Wagon for the Blood Elven Warriors, you could maybe replace it with a Ballista? Unless the Wagon has some other use.

Here is an idea that I've had ever since I played the map. As we upgrade our main base, it would be great if the units get upgraded as well instead of staying the same all throughout the game. Like maybe at the 3rd upgrade of the main base, all of our units receive an upgrade to damage and armor?
 
Level 21
Joined
Dec 3, 2020
Messages
518
Hey, I just played it today and I can confirm that Blood Elves and Nagas are now playable. I really loved using this faction and I can't wait for the next update to be honest! Keep up the great work!

I observed that the priest that spawns with the level 2 Kael attacks enemy units instead of healing but other than that minor issue, everything works. Instead of a Wagon for the Blood Elven Warriors, you could maybe replace it with a Ballista? Unless the Wagon has some other use.

Here is an idea that I've had ever since I played the map. As we upgrade our main base, it would be great if the units get upgraded as well instead of staying the same all throughout the game. Like maybe at the 3rd upgrade of the main base, all of our units receive an upgrade to damage and armor?
Hello, I'm glad that you had fun!
The Wagon actually has the Brilliance Aura (1 mana regeneration per second to friendly units), which helps spellcasters, especially priests.
Also, I've been working a bit more on balancing the blood elves & naga faction, nerfing them here and there a bit but I will just release the updated blood elves and naga faction with the next update (I'm planning on doing 2 more factions for the player and another 2 for the enemy; so 4 in total).

For now I don't want to give units upgrades except maybe spellcasters in a future update, just because of balance issues I will have with it. It is very hard to balance this but I think I'm getting slightly better and better.

Also for those wondering: each enemy is supposed to be a different challenge, some easier than others, and each player faction is also supposed to have a different power level so maybe with a certain faction X you might lose against enemy Y and that's intended.

Thank you again for your time!

PS: very weird that the priest on tier 1 (level 2 Kael) does not heal friendly units, he's just a regular priest like all the other ones. I think he did heal when I played the map but I will have to check again. Anyway, thanks for mentioning it!
 
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Level 21
Joined
Dec 3, 2020
Messages
518
An exciting update is coming soon! I think you'll like it guys :cool:2
PS: it changes the gameplay style a bit and makes the games slightly longer; from an average of 20-25 min to an average of 30 min. It will feature 2 new factions for the player and the enemy.
The plan is to add 4 factions every 2 months, to keep the game fresh and each one will bring (small or big) balance changes.
And yes, the Blood Elves & Naga got nerfed
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,882
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by War Crafts
You can also upload your map here to generate a list: Asset scanner

Please write a proper description as in the guides below. Crossing things out might work in a changelog but not like that.

Awaiting Update.


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

R U L E S

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M A P - D E S C R I P T I O N
BB CODES
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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.
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Level 21
Joined
Dec 3, 2020
Messages
518
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by War Crafts
You can also upload your map here to generate a list: Asset scanner

Please write a proper description as in the guides below. Crossing things out might work in a changelog but not like that.

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.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
Done.
Version 0.1 released. As stated above in the map description, the draenei faction is only half finished. I still uploaded it since I've had complications in life and don't know when I'll be able to finish it but I will try to do it asap!

PS: deputyMajor is me. I created the name like a month ago lol
 
Level 7
Joined
Dec 1, 2021
Messages
60
As i try, there is some point i want to comment:
-Why when choose second page there is no option to go back on first page faction selection is it because the version? i play it on 1.30.
-Do you set the faction selection for player and enemy ai different on purpose?.
-It's sad that we can't set defenses for losing the wave attack, when overwhelmed and lose the battle it will be end game for player.
-May you show or display the periodical free units?.
that's all, i see that there is some faction that purposely losing on enemy faction, well the game is quite fun and enjoyful, i looking forward for the next update :)
 
Level 21
Joined
Dec 3, 2020
Messages
518
As i try, there is some point i want to comment:
-Why when choose second page there is no option to go back on first page faction selection is it because the version? i play it on 1.30.
-Do you set the faction selection for player and enemy ai different on purpose?.
-It's sad that we can't set defenses for losing the wave attack, when overwhelmed and lose the battle it will be end game for player.
-May you show or display the periodical free units?.
that's all, i see that there is some faction that purposely losing on enemy faction, well the game is quite fun and enjoyful, i looking forward for the next update :)
Thanks for playing my map. Now to address some things:
1- the second page was just an implementation to see if it works for when I need it in the future. Probably shouldn't have left it there right now though as there are not enough factions to even fill the first page.
2- Yes, I I didn't want the player to have the exact same things as the enemy as this is a single player experience.
3- The periodical free units are in a different colour than the normal player units (except for the Blackrock Clan, there each clan's units are their own colour. Meaning that you cannot really see them when you're the Blackrock Warlocks, but it's not something the player should be worried about).

Thank you again for playing and having fun! That's all I wanted; a chill game mode, stress free and with decently big replayability. It will even have more replayability when I add more factions.
 
Level 7
Joined
Dec 1, 2021
Messages
60
3- The periodical free units are in a different colour than the normal player units (except for the Blackrock Clan, there each clan's units are their own colour. Meaning that you cannot really see them when you're the Blackrock Warlocks, but it's not something the player should be worried about).
Well it's like for my own satisfaction to see the free unit specific detail list on each tier, and someone already mention, priest on elves sometime not heal and attack enemy instead, i not concern when this occur, because some priest heal and some attack, we need heal from priest not his damage. 😅
 
Level 21
Joined
Dec 3, 2020
Messages
518
Well it's like for my own satisfaction to see the free unit specific detail list on each tier, and someone already mention, priest on elves sometime not heal and attack enemy instead, i not concern when this occur, because some priest heal and some attack, we need heal from priest not his damage. 😅
I will probably give the details about the free units in a later patch.
The priest issue is known to me and I can't just fix it with a trigger since it's the AI itself. Because I wanted all the units to be controlled through a script and not triggers.
I will probably just change his abilities in the future.
 
Level 4
Joined
Jun 22, 2021
Messages
33
First of the Undead (You know I'd always try my favs first xD)! Against the Alliance forces of course~ Tier 1 right off the bat Improved already. I noticed the new graveyards (I don't think they were there in the old version) then the new summons for the skeletons and zombies! I love these new features since I think just ghouls for the undead faction is old news and kinda makes them "stale" to play as. For balancing, It's not really a surprise that the undead are winning early game against the alliance. But I do feel like necromancers in early game are kind of OP? I'm still not sure on that since I haven't tested them against other factions yet. But maybe a new unit that's more of like a ranged support than a ranged summoner would be much better. Likeee.. a ranged acolyte? Since they're technically necromancers in training right?

As for the alliance faction! Really love the work you put into them! These Hydromancer units are pretty great, specially their attack projectiles, the added downward effect of their attacks really adds a nice touch. I like the magic missles and the freeze spell too, it fits the theme nicely. Then an interesting geomancer and footmen combo, not really much to say except I think they're missing archers? or crossbowmen, it depends on you really. I feel like the geomancers are a bit op tho since they have quite the mana reserves. I'm surprised the golems have them too, and mana shield. Yeahhh too OP for a tier 1 spellcaster. Maybe tone down the mana a bit so that he can only summon 1 golem in a fight, and move the mana shield to the Geomancer, it would make sense if the summoner had that instead of the lifeless elemental he summoned literally to protect him xD. That would make him a bit more balanced I think. I noticed some knights as well? Are they in tier 1 or not? Admittedly I didn't upgrade to tier 2 immediately cause I was observing the units so uhh.. if their in tier 1 of Garithos' Forces, they should be moved to either tier 2 or 3, they're pretty powerful and can mow down my skeletons and zombies pretty fast.

Tier 2 for the undead is just as I expected them to be. They seem like the regular ol' units so I'll assume u didn't change much of them aside from some stats for balancing purposes. But yeah pretty solid! One thing that can be improved is definitely adding in some more "skeletal" variety to the skeleton soldiers. Like the archers, and the skeleton mages should be out by now in tier 2. Aside from that, not really much more to say so far.

Tier 2 for the alliance is also just as I expected, the dwarves are here, the gryphon riders, and the flying machines. This pretty much confirms that the knights are in the tier 1 for the alliance... which for me is pretty OP if I do say so myself. I feel the same way for the gryphons, they definitely belong to Tier 3 for being the best unit in the Human/Alliance Faction. Aside from that, having more diversity is always good, add in a sprinkle of melee dwarves, add in a sprinkle of human archers. And ELVES, I haven't seen a single elf so far! Which is surprising to me tbh, since this the alliance we're talking about.... Tho I guess this is technically Garithos' Faction and he does hate the elves... so Ig just change the enemy's name to "Garithos' Forces" rather than "The Alliance"? If I'm wrong tho on my lore facts, feel free to add in the highelves. P.S The geomancers are still OP, their Golems are tanky as hell.

Tier 3 for the Undead. First thing I noticed was that Arthas wasn't casting Death Pact, which made his survivability plummet even if he has decent armor and Hp. Not making the option to summon purely Gargoyles is smart for me, since I could've just spammed them once my ground units filled the empty spaces of the battlefield, therefore winning quite easily (Even tho It would take a while... blame the golems) Kelthuzad seems ok to me so far, he hasn't casted spells tho I noticed... I'll see if it changes later on.

As for Tier 3 of the Alliance (Garithos' Forces) I didn't notice any significant changes, except for the siege tanks? They're pretty good tanks, literally xD but yeah, if that's the only unit for Tier 3 then it's definitely lackluster. More reason to move the knights and the Gryphons to this Tier thoooo so there's that~
Not much more to say except I expected Garithos to go out and about at this Tier... maybe a lower officer as a Hero then? It would balance out seeing as the Undead get Kelthuzad in this tier too.

Tier 4 for Undead, defo the most OP summon would be the air support, 1 dragon and 4 gargoyles sheesh. I noticed the special passive for the Undead was removed, I find that interesting, it was a fun passive and could create a decent amount of chaos for the enemies if they spawned behind them. I mean yeah they were underpowered in the old version, but I feel like the passive really hit home with the Undead faction, because a battlefield is literally crawling with corpses, so it makes sense that the necromancers would take advantage of that from far away, definitely did not expect you to remove that feature. Still, great work so far, and oh may I add that obsidian statues and destroyers are missing as well?

Tier 4 for Alliance (G's forces) Hmmm I saw no difference in this tier, I'm not sure what you did, I expected a Hero to come out by now, but maybe you improved the spells of the spellcasters? You're gonna have to explain to me on this one bruv.

Tier 5 for Undead. Oh Wow I did not expect this tier... I'm not sure lorewise, but didn't Kelthuzad summon the Demons and not Araj? I was under the impression Kelthuzad was stronger too... Sooo Not too sure bout this decision. Demons too, quite unexpected, but Ig technically this undead faction is the one Archimonde eventually takes control off sooo... Interesting.. I just saw what Araj summoned.. three hellhounds are sufficient, they won't help much but atleast I have an easier time with those pesky mages. I would recommend adding bloodfiends to the forces that Kelthuzad summons in the campaign. Cause frankly the summoned demons in the campaign were pathetically few in numbers. P.S I like how the spawnfield of the infernals follow my current army (or does it follow the enemy's army?) it's pretty clever nicely done!

Tier 5 for G's Forces. Finally Garithos arrives! Quite late and an underwhelming arrival tho, I'd suggest that he arrive with a huge cavalry, or a platoon of 24 captains or somethin, that would be quite a spectacle (and OP but hey, he's a boss fight) Garithos himself as a hero is basically the same as in the campaign, which isn't really a bad thing, but I prefer my bosses buffed up a bit so that I have to work harder to defeat them.

All in all, the two factions seem balanced against each other with the Undead Faction being more powerful in late game with all the demons and infernals popping up, and the humans dominating the early and mid game (surprsingly) But I blame that on the Golems.
Only thing missing really are unit variations and changing up the spawns of the tiers of the humans and some from the undead too.

Of course, you could decide to keep the tier spawns as is, and simply make it a feature for each race. In which case, decisions up to you my guy.
Pretty good update all things considered. I still have my reservations for the number of demons summoned, but after breaking through the units they piled up in early to mid game, I'd say it's a pretty decent buff for the undead in late game. Dragon still the best tho.

So yeah that's all for the Undead and The Alliance Faction. I'll slowly test out the other factions if I'm free. Ciao for now :3
 
Level 21
Joined
Dec 3, 2020
Messages
518
First of the Undead (You know I'd always try my favs first xD)! Against the Alliance forces of course~ Tier 1 right off the bat Improved already. I noticed the new graveyards (I don't think they were there in the old version) then the new summons for the skeletons and zombies! I love these new features since I think just ghouls for the undead faction is old news and kinda makes them "stale" to play as. For balancing, It's not really a surprise that the undead are winning early game against the alliance. But I do feel like necromancers in early game are kind of OP? I'm still not sure on that since I haven't tested them against other factions yet. But maybe a new unit that's more of like a ranged support than a ranged summoner would be much better. Likeee.. a ranged acolyte? Since they're technically necromancers in training right?

As for the alliance faction! Really love the work you put into them! These Hydromancer units are pretty great, specially their attack projectiles, the added downward effect of their attacks really adds a nice touch. I like the magic missles and the freeze spell too, it fits the theme nicely. Then an interesting geomancer and footmen combo, not really much to say except I think they're missing archers? or crossbowmen, it depends on you really. I feel like the geomancers are a bit op tho since they have quite the mana reserves. I'm surprised the golems have them too, and mana shield. Yeahhh too OP for a tier 1 spellcaster. Maybe tone down the mana a bit so that he can only summon 1 golem in a fight, and move the mana shield to the Geomancer, it would make sense if the summoner had that instead of the lifeless elemental he summoned literally to protect him xD. That would make him a bit more balanced I think. I noticed some knights as well? Are they in tier 1 or not? Admittedly I didn't upgrade to tier 2 immediately cause I was observing the units so uhh.. if their in tier 1 of Garithos' Forces, they should be moved to either tier 2 or 3, they're pretty powerful and can mow down my skeletons and zombies pretty fast.

Tier 2 for the undead is just as I expected them to be. They seem like the regular ol' units so I'll assume u didn't change much of them aside from some stats for balancing purposes. But yeah pretty solid! One thing that can be improved is definitely adding in some more "skeletal" variety to the skeleton soldiers. Like the archers, and the skeleton mages should be out by now in tier 2. Aside from that, not really much more to say so far.

Tier 2 for the alliance is also just as I expected, the dwarves are here, the gryphon riders, and the flying machines. This pretty much confirms that the knights are in the tier 1 for the alliance... which for me is pretty OP if I do say so myself. I feel the same way for the gryphons, they definitely belong to Tier 3 for being the best unit in the Human/Alliance Faction. Aside from that, having more diversity is always good, add in a sprinkle of melee dwarves, add in a sprinkle of human archers. And ELVES, I haven't seen a single elf so far! Which is surprising to me tbh, since this the alliance we're talking about.... Tho I guess this is technically Garithos' Faction and he does hate the elves... so Ig just change the enemy's name to "Garithos' Forces" rather than "The Alliance"? If I'm wrong tho on my lore facts, feel free to add in the highelves. P.S The geomancers are still OP, their Golems are tanky as hell.

Tier 3 for the Undead. First thing I noticed was that Arthas wasn't casting Death Pact, which made his survivability plummet even if he has decent armor and Hp. Not making the option to summon purely Gargoyles is smart for me, since I could've just spammed them once my ground units filled the empty spaces of the battlefield, therefore winning quite easily (Even tho It would take a while... blame the golems) Kelthuzad seems ok to me so far, he hasn't casted spells tho I noticed... I'll see if it changes later on.

As for Tier 3 of the Alliance (Garithos' Forces) I didn't notice any significant changes, except for the siege tanks? They're pretty good tanks, literally xD but yeah, if that's the only unit for Tier 3 then it's definitely lackluster. More reason to move the knights and the Gryphons to this Tier thoooo so there's that~
Not much more to say except I expected Garithos to go out and about at this Tier... maybe a lower officer as a Hero then? It would balance out seeing as the Undead get Kelthuzad in this tier too.

Tier 4 for Undead, defo the most OP summon would be the air support, 1 dragon and 4 gargoyles sheesh. I noticed the special passive for the Undead was removed, I find that interesting, it was a fun passive and could create a decent amount of chaos for the enemies if they spawned behind them. I mean yeah they were underpowered in the old version, but I feel like the passive really hit home with the Undead faction, because a battlefield is literally crawling with corpses, so it makes sense that the necromancers would take advantage of that from far away, definitely did not expect you to remove that feature. Still, great work so far, and oh may I add that obsidian statues and destroyers are missing as well?

Tier 4 for Alliance (G's forces) Hmmm I saw no difference in this tier, I'm not sure what you did, I expected a Hero to come out by now, but maybe you improved the spells of the spellcasters? You're gonna have to explain to me on this one bruv.

Tier 5 for Undead. Oh Wow I did not expect this tier... I'm not sure lorewise, but didn't Kelthuzad summon the Demons and not Araj? I was under the impression Kelthuzad was stronger too... Sooo Not too sure bout this decision. Demons too, quite unexpected, but Ig technically this undead faction is the one Archimonde eventually takes control off sooo... Interesting.. I just saw what Araj summoned.. three hellhounds are sufficient, they won't help much but atleast I have an easier time with those pesky mages. I would recommend adding bloodfiends to the forces that Kelthuzad summons in the campaign. Cause frankly the summoned demons in the campaign were pathetically few in numbers. P.S I like how the spawnfield of the infernals follow my current army (or does it follow the enemy's army?) it's pretty clever nicely done!

Tier 5 for G's Forces. Finally Garithos arrives! Quite late and an underwhelming arrival tho, I'd suggest that he arrive with a huge cavalry, or a platoon of 24 captains or somethin, that would be quite a spectacle (and OP but hey, he's a boss fight) Garithos himself as a hero is basically the same as in the campaign, which isn't really a bad thing, but I prefer my bosses buffed up a bit so that I have to work harder to defeat them.

All in all, the two factions seem balanced against each other with the Undead Faction being more powerful in late game with all the demons and infernals popping up, and the humans dominating the early and mid game (surprsingly) But I blame that on the Golems.
Only thing missing really are unit variations and changing up the spawns of the tiers of the humans and some from the undead too.

Of course, you could decide to keep the tier spawns as is, and simply make it a feature for each race. In which case, decisions up to you my guy.
Pretty good update all things considered. I still have my reservations for the number of demons summoned, but after breaking through the units they piled up in early to mid game, I'd say it's a pretty decent buff for the undead in late game. Dragon still the best tho.

So yeah that's all for the Undead and The Alliance Faction. I'll slowly test out the other factions if I'm free. Ciao for now :3
Wow, thanks for the detailed comment!
Some thins to clarify:
  • Enemies don't have the same tiers as the player, so for example you may see knights during your tier 1 or gryphon riders when you are tier 2
  • Some factions are the same for the player and the enemy such as the Undead Scourge but that does not mean that they are exactly the same in terms of units and special events (such as the skeletons you mention). But fear not, I am planning to make the obelisk controllable or make another building on the battlefield that will allow the player to execute special events and special things in general.
  • About Garithos arriving late and being the only hero... that's on me! It will be updated on the next patch. I've got a couple of ideas of what to make.
  • I will definitely remove the mana shield ability from the golems yeah :D
  • I will retouch the undead slightly, specifically the amount of free units spawned and the Frost Wyrm alongside the 4 Gargoyles (it is indeed very op)
  • Arthas sometimes does not use Death Pact, I don't know why, but Kel'thuzad has always used his Frost Nova ability with no issue during my playtesting.
  • I made Araj summon the demons since his name is Araj the Summoner. I wanted to make Kel'thuzad do it but I wanted him to be fighting alongside Arthas. The spawns are: 4 felhounds every 60 seconds on random poins of the battlefield and every 60 seconds 2 infernals on random points of the battlefield, only 1 of them is active at a time, so it would take 120 seconds to spawn 4 felhounds and 2 infernals and Araj must be alive and channeling his spell in order for that to happen!
  • Also: no high elves for Garithos! But I will do another human faction very soon. I was thinking between Jaina or just paladin version of Arthas where Jaina and Uther are included (and maybe Muradin).

Thank you again for playing this and having fun! As you can imagine, balancing this is actually tremendously difficult but I try my best.
Awaiting for you to fight the Orcish Horde and Magtheridon's forces next!

PS: keep in mind that I've still yet to update the Alliance Forces as you've mentioned, specifically to give them crossbowmen etc...
But obviously I still need to do some work on the Orcish Horde and Magtheridon (that's why feedback like yours is very important and for that I'm thankful)!
 
Level 4
Joined
Jun 22, 2021
Messages
33
Wow, thanks for the detailed comment!
Some thins to clarify:
  • Enemies don't have the same tiers as the player, so for example you may see knights during your tier 1 or gryphon riders when you are tier 2
  • Some factions are the same for the player and the enemy such as the Undead Scourge but that does not mean that they are exactly the same in terms of units and special events (such as the skeletons you mention). But fear not, I am planning to make the obelisk controllable or make another building on the battlefield that will allow the player to execute special events and special things in general.
  • About Garithos arriving late and being the only hero... that's on me! It will be updated on the next patch. I've got a couple of ideas of what to make.
  • I will definitely remove the mana shield ability from the golems yeah :D
  • I will retouch the undead slightly, specifically the amount of free units spawned and the Frost Wyrm alongside the 4 Gargoyles (it is indeed very op)
  • Arthas sometimes does not use Death Pact, I don't know why, but Kel'thuzad has always used his Frost Nova ability with no issue during my playtesting.
  • I made Araj summon the demons since his name is Araj the Summoner. I wanted to make Kel'thuzad do it but I wanted him to be fighting alongside Arthas. The spawns are: 4 felhounds every 60 seconds on random poins of the battlefield and every 60 seconds 2 infernals on random points of the battlefield, only 1 of them is active at a time, so it would take 120 seconds to spawn 4 felhounds and 2 infernals and Araj must be alive and channeling his spell in order for that to happen!
  • Also: no high elves for Garithos! But I will do another human faction very soon. I was thinking between Jaina or just paladin version of Arthas where Jaina and Uther are included (and maybe Muradin).

Thank you again for playing this and having fun! As you can imagine, balancing this is actually tremendously difficult but I try my best.
Awaiting for you to fight the Orcish Horde and Magtheridon's forces next!

PS: keep in mind that I've still yet to update the Alliance Forces as you've mentioned, specifically to give them crossbowmen etc...
But obviously I still need to do some work on the Orcish Horde and Magtheridon (that's why feedback like yours is very important and for that I'm thankful)!
Looking forward to the changes bro :grin:, and always happy to help out with my reviews! For now it's on to my review of Illidan's faction and Magtheridon's forces!

Tier 1, right off the bat, some basic stuff that you would expect from the blood elf faction. Swordsmen and archers, I can see that they are clearly meant to be weak as hell in early game, but the units that spawn with Kael are pretty good! Just by stacking up on archers and swordsmen then summoning Kael's entourage after a while had me winning early game against fel orcs xD. Speaking of Kael's entourage! I really like what you did with the sorcerers! The firebolt missiles while not really doing much suits them quite well, and believe it or not actually made them the strongest unit I had at my disposal at tier 1. There's also these fire bursts? I don't know where they come from, but I'm guessing the priests? If they are, good job again, the damage is fair and ups their offensive capabilities a bit. I'd say they don't need nerfs, tier 1 seems good enough for the blood elf faction, and imagining it in my head I think they're only slightly weaker if they were against Garithos' Forces (Golems would make Garithos win tho). Nicely done!

For the Fel Orcs, one thing I immediately noticed was the slight delay of their summoning? Cause like I said, I just spammed swordsmen and archers right off the bat, and even then it took the orcs quite a while to summon their forces. Granted their units ARE very very strong, but I feel like the timer should be shortened a bit since by the time they arrived I already destroyed their towers. I think I could win against them in early too if I did it right. Sooo yeah, shorten the timer that delays them... and maybe add some peons in early spawns, to repair the towers and act as cannon fodder that would make it so that the early spawns aren't too "bare" with just grunts and raiders.

Nowww we move on to tier 2! Basically every bloodelf is available at this point, very fortunate for me as the fel orcs unleashed the demons in their tier 2 as well! There's not much that I noticed being different so far except obviously the Bloodelf Lieutenants being purely melee, since in originally they had a range of 300, and attacked like spell breakers. There's not much to nitpick when it comes to the Dragonhawk riders. I think they're slightly weaker against practically every other flying units in different factions (xcept the batriders.... statwise anyways, the batrider can always use the suicide ability tho.)
So yeah, for me tier 2 blood elves is pretty balanced. (Against Garithos' Forces, I'd say they'd still lose cause of the knights and gryphons, but they'd have an easier time against the spellcasters and golems.)

Now for the Fel Orcs. I feel the same way with the blood elves, the warlocks, bloodfiends, and Eredar sorcerer came out around this time. Based on my observation, the two factions seem neck to neck with each other, even with the sorcerers at play with their summons and forked finger of pain (U made a great decision on that spell not being able to oneshot swordsmen and the archers). I would suggest an air unit for the fel orcs around this time tho, like 1 or 2 nether dragon hatchlings. Mostly just so that players (Like me xD) Don't abuse the Dragonhawks and just wail on the orcs with mass summons xD.

Tier 3!! Orcs first, New units that came out wereee thee Fel Ravagers, Overlords, Eredar Diabolist and the Kodo Beasts, this is fair for me since if the Kodo Beasts came out earlier I probably would've lost already xD. Tier 3 for the orcs I feel is a bit underpowered tho, I say this cause by this time I had a decent army so I was still able to push back the orcs even with their new units. So again another opportunity for me to win at that stage... perhaps add another unit to the mix at this stage? The Nether drake would be a great choice. Then again it could also just be because the Overlords and Eredar Diabolist seem to have arrived late? Or has a delayed spawn since stat wise they are pretty OP. But yeah against a swarm of mana suckers and a ton of archers... they almost seem like easy pickings.
Ooooh finally an Orc Hero! Now this changes things up (I'll just assume this is still tier 3 for the enemy), the guy literally showed up in the right moment xD, I was on the verge of attacking his next pair of towers, when he finally arrived like a true hero to clean up my units. (Take note tho that I had stopped summoning units at this point to not overwhelm my enemies and accidentally win early).

Now for the bloodelves~ At this point, I had completely stopped summoning new units, and just research tier 3. Just as I had almost lost all my units, tier 3 finished researching, and I began to summon again. Strangely enough I also noticed that the Fel Orcs seem to have upgraded to tier 4 with their new Doom Guards. But that's for later Ig! This tier for the bloodelves is a game changer. While indeed the demons have better stats in average, the new Naga units I had access to easily countered them. I mainly focused on the Naga being the vanguard, and the bloodelves with their casters supporting them. It was pretty effective, specially since I still had access to air units, tho their numbers have been significantly reduced.

I really must say, u did a hell of a good job with these guys. The mana shield for the sirens for added survivability further influenced me to make the Naga the vanguard. The added spells to the blood elf priests and sorcerers further cemented their place at the backline, there's also the wagon thing, pretty good addition, the low attack damage is fair since it's mainly there for the increased mana regen. Then there's the additional towers that spawn as well in tier 3... Or atleast I think they weren't there before?
Against the Fel Orcs, the blood elves certainly aren't OP so far, but actually rather balanced xD... Like they were made to clash against each other :xxd:.
If I was against the Alliance by now, I'd say I can I win if I kept up the summoning in early game.... against the undead.. hmm I'd say the same? Necromancers are pretty lacking tbh when stacked against the hydromancers, geomancers, and even the priests and sorcerers!. (P.S just noticed the worker free units! Great decision! I think this should also be the same for all factions! so that you don't have to be worried about adding a summon worker spell that costs only 1 mana)

But let's move on to tier 4! Orcs first againnn... Like I said earlier, Doom Guards started showing up, and recently just noticed the Eredar Warlocks and a new orc hero again a pretty fair spawn that isn't too OP nor Underpowered. They are just THAT powerful. Thankfully they haven't managed to stack a ton of em so far, since I keep killing the old ones that already spawned. Only units missing would be the Nether Dragons and theee Juggernauts.. I think picking one of the two to add in this tier would be enough as they are really good units. But who knows, maybe I'll see em in tier 5?

Also, kinda made a mistake by underestimating the demons xD resulting in me finding it hard to break through their units xD So yeah definitely feeling the heat, u can see it in a pic I'll be attaching xD
Screenshot (473).png

Now for the bloodelves. I finally get access to the much better Couatls, Dragon Turtles, 3 heroes and the Almighty Naga Royal Guards! With my initial army at the lead, the fel orcs put up a good fight, but once the Royal Guards get in front I have a much better time. With Magtheridon still nowhere to be seen I managed to push back the demons once again. A testament to how well synergized the units are in this faction.

Then finally Magtheridon arrives, with new infernal spawns if I'm not mistaken? Could be his skill or a Juggernaut's, I'm quite surprised the Nether Dragons haven't made their entrance still. But perhaps this faction is still unfinished tbh. Matheridon is as powerful as what I expected him to be statwise. I feel like the poor guy still lacks mana tho, his reserves get kinda low after a minute of casting, even without my spell breakers taking his mana away.

Tier 5 bloodelves is basically Mini Boss Illidan, specially if he gets into his Demon Form. While still lacking statwise compared to Magtheridon, its still balanced because of Kael, and Lady Vashj.

And yeah that's basically it. Real Mvp for me would be the Naga siren's cyclone ability... It made my life a little easier when the vanguard of the orcs got broken through this. Then there's obviously the Naga Royal Guards coming in place, then air units. Admittedly the air units didn't get to stack much because they died pretty easily, but they still did their job in the end. Overall the Demons against the Bloodelves and Naga lose flatout, only gaining the upper hand around midgame, where they get a decent powerup. But then gets easily countered by the Naga replacing my vanguard.

For late game, both factions are pretty much balanced, and it only just comes down to strategy at that point.
Nicely done bro!
 
Level 21
Joined
Dec 3, 2020
Messages
518
Looking forward to the changes bro :grin:, and always happy to help out with my reviews! For now it's on to my review of Illidan's faction and Magtheridon's forces!

Tier 1, right off the bat, some basic stuff that you would expect from the blood elf faction. Swordsmen and archers, I can see that they are clearly meant to be weak as hell in early game, but the units that spawn with Kael are pretty good! Just by stacking up on archers and swordsmen then summoning Kael's entourage after a while had me winning early game against fel orcs xD. Speaking of Kael's entourage! I really like what you did with the sorcerers! The firebolt missiles while not really doing much suits them quite well, and believe it or not actually made them the strongest unit I had at my disposal at tier 1. There's also these fire bursts? I don't know where they come from, but I'm guessing the priests? If they are, good job again, the damage is fair and ups their offensive capabilities a bit. I'd say they don't need nerfs, tier 1 seems good enough for the blood elf faction, and imagining it in my head I think they're only slightly weaker if they were against Garithos' Forces (Golems would make Garithos win tho). Nicely done!

For the Fel Orcs, one thing I immediately noticed was the slight delay of their summoning? Cause like I said, I just spammed swordsmen and archers right off the bat, and even then it took the orcs quite a while to summon their forces. Granted their units ARE very very strong, but I feel like the timer should be shortened a bit since by the time they arrived I already destroyed their towers. I think I could win against them in early too if I did it right. Sooo yeah, shorten the timer that delays them... and maybe add some peons in early spawns, to repair the towers and act as cannon fodder that would make it so that the early spawns aren't too "bare" with just grunts and raiders.

Nowww we move on to tier 2! Basically every bloodelf is available at this point, very fortunate for me as the fel orcs unleashed the demons in their tier 2 as well! There's not much that I noticed being different so far except obviously the Bloodelf Lieutenants being purely melee, since in originally they had a range of 300, and attacked like spell breakers. There's not much to nitpick when it comes to the Dragonhawk riders. I think they're slightly weaker against practically every other flying units in different factions (xcept the batriders.... statwise anyways, the batrider can always use the suicide ability tho.)
So yeah, for me tier 2 blood elves is pretty balanced. (Against Garithos' Forces, I'd say they'd still lose cause of the knights and gryphons, but they'd have an easier time against the spellcasters and golems.)

Now for the Fel Orcs. I feel the same way with the blood elves, the warlocks, bloodfiends, and Eredar sorcerer came out around this time. Based on my observation, the two factions seem neck to neck with each other, even with the sorcerers at play with their summons and forked finger of pain (U made a great decision on that spell not being able to oneshot swordsmen and the archers). I would suggest an air unit for the fel orcs around this time tho, like 1 or 2 nether dragon hatchlings. Mostly just so that players (Like me xD) Don't abuse the Dragonhawks and just wail on the orcs with mass summons xD.

Tier 3!! Orcs first, New units that came out wereee thee Fel Ravagers, Overlords, Eredar Diabolist and the Kodo Beasts, this is fair for me since if the Kodo Beasts came out earlier I probably would've lost already xD. Tier 3 for the orcs I feel is a bit underpowered tho, I say this cause by this time I had a decent army so I was still able to push back the orcs even with their new units. So again another opportunity for me to win at that stage... perhaps add another unit to the mix at this stage? The Nether drake would be a great choice. Then again it could also just be because the Overlords and Eredar Diabolist seem to have arrived late? Or has a delayed spawn since stat wise they are pretty OP. But yeah against a swarm of mana suckers and a ton of archers... they almost seem like easy pickings.
Ooooh finally an Orc Hero! Now this changes things up (I'll just assume this is still tier 3 for the enemy), the guy literally showed up in the right moment xD, I was on the verge of attacking his next pair of towers, when he finally arrived like a true hero to clean up my units. (Take note tho that I had stopped summoning units at this point to not overwhelm my enemies and accidentally win early).

Now for the bloodelves~ At this point, I had completely stopped summoning new units, and just research tier 3. Just as I had almost lost all my units, tier 3 finished researching, and I began to summon again. Strangely enough I also noticed that the Fel Orcs seem to have upgraded to tier 4 with their new Doom Guards. But that's for later Ig! This tier for the bloodelves is a game changer. While indeed the demons have better stats in average, the new Naga units I had access to easily countered them. I mainly focused on the Naga being the vanguard, and the bloodelves with their casters supporting them. It was pretty effective, specially since I still had access to air units, tho their numbers have been significantly reduced.

I really must say, u did a hell of a good job with these guys. The mana shield for the sirens for added survivability further influenced me to make the Naga the vanguard. The added spells to the blood elf priests and sorcerers further cemented their place at the backline, there's also the wagon thing, pretty good addition, the low attack damage is fair since it's mainly there for the increased mana regen. Then there's the additional towers that spawn as well in tier 3... Or atleast I think they weren't there before?
Against the Fel Orcs, the blood elves certainly aren't OP so far, but actually rather balanced xD... Like they were made to clash against each other :xxd:.
If I was against the Alliance by now, I'd say I can I win if I kept up the summoning in early game.... against the undead.. hmm I'd say the same? Necromancers are pretty lacking tbh when stacked against the hydromancers, geomancers, and even the priests and sorcerers!. (P.S just noticed the worker free units! Great decision! I think this should also be the same for all factions! so that you don't have to be worried about adding a summon worker spell that costs only 1 mana)

But let's move on to tier 4! Orcs first againnn... Like I said earlier, Doom Guards started showing up, and recently just noticed the Eredar Warlocks and a new orc hero again a pretty fair spawn that isn't too OP nor Underpowered. They are just THAT powerful. Thankfully they haven't managed to stack a ton of em so far, since I keep killing the old ones that already spawned. Only units missing would be the Nether Dragons and theee Juggernauts.. I think picking one of the two to add in this tier would be enough as they are really good units. But who knows, maybe I'll see em in tier 5?

Also, kinda made a mistake by underestimating the demons xD resulting in me finding it hard to break through their units xD So yeah definitely feeling the heat, u can see it in a pic I'll be attaching xDView attachment 431701
Now for the bloodelves. I finally get access to the much better Couatls, Dragon Turtles, 3 heroes and the Almighty Naga Royal Guards! With my initial army at the lead, the fel orcs put up a good fight, but once the Royal Guards get in front I have a much better time. With Magtheridon still nowhere to be seen I managed to push back the demons once again. A testament to how well synergized the units are in this faction.

Then finally Magtheridon arrives, with new infernal spawns if I'm not mistaken? Could be his skill or a Juggernaut's, I'm quite surprised the Nether Dragons haven't made their entrance still. But perhaps this faction is still unfinished tbh. Matheridon is as powerful as what I expected him to be statwise. I feel like the poor guy still lacks mana tho, his reserves get kinda low after a minute of casting, even without my spell breakers taking his mana away.

Tier 5 bloodelves is basically Mini Boss Illidan, specially if he gets into his Demon Form. While still lacking statwise compared to Magtheridon, its still balanced because of Kael, and Lady Vashj.

And yeah that's basically it. Real Mvp for me would be the Naga siren's cyclone ability... It made my life a little easier when the vanguard of the orcs got broken through this. Then there's obviously the Naga Royal Guards coming in place, then air units. Admittedly the air units didn't get to stack much because they died pretty easily, but they still did their job in the end. Overall the Demons against the Bloodelves and Naga lose flatout, only gaining the upper hand around midgame, where they get a decent powerup. But then gets easily countered by the Naga replacing my vanguard.

For late game, both factions are pretty much balanced, and it only just comes down to strategy at that point.
Nicely done bro!
Okay wow, that's a lot to take in!
  • I will update the fel orcs do not worry, they will have 3 demon gates and the demons will be spawned in only in 2 different ways, 1 of which you can stop it from happening (destroying the demon gates). They will have some guards around each gate so it shouldn't be a problem that their attacking units arrive a little late since the player wouldn't be able to break through the initial defenses.
  • Wow, I never though about this! I always use the hero spell first but if you spam units you can actually get a bigger advantage... I will fix this by making every unit spell have a 20 second cooldown, to prevent spams in the early tiers. Maybe even give bigger cooldown in later tiers so the player utilizes different spells, not only 1 or 2. Same for the heroes, I will add a delay before the spell is returned after the hero dies. Thanks for this eye opener!
  • It's the sorceress casting this fire ability too that you mention; priests only have heal as of now but I will change this for sure (won't give them AoE dispel though since it's too op).
  • I will give more air units, especially the weak ones like the dragonhawk riders to the spells that summon them. I will also probably rework spells such as the Frost Wyrm for the undead since I think it's too powerful. Maybe make it send 1 frost wyrm and some ghouls... will have to see.
  • Thank you so much! I tried to make this as epic as possible!!! I will keep working on this whenever I can. Next faction for the player is the night elves and they will use the new special things I've been planning to implement (hopefully :xxd:).

PS: the draenei are only half complete so if you don't play them it's fine.
 
Level 21
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Dec 3, 2020
Messages
518
QoL update: I don't remember literally everything changed but here are the major stuff:
  • Draenei faction has been completed (I'm still not super happy how it turned out to be so I will see if I can change it soon).
  • Blackrock Clan has been slightly buffed.
  • Enemy undead scourge (and burning legion) now use crypt fiends as well.
  • Enemy night elves (Cenarius) does not use ancient protectors anymore (they might see a return soon though) because it was bugging out the AI. I think I need to make a unit use the ancient protector model instead of using the structure unit since it seems to mess with the AI, making it worse.
  • Infernal spawns have been changed a bit for both burning legion factions, now there should be 2 less infernals by the 8th minute mark.
  • Alliance (Garithos) has seen some bigger changes. I will still try to make him better in the next patch though but it is now a more enjoyable experience to battle him I think.
  • Fel Horde has seen tremendous changes. Now only fel orcs are spawned in "naturally" and some infernal contraptions. The demons are spawned in through 3 dimensional gates. Each one spawning stronger demons than the previous (but not as often).

That was most major changes for now. Next patch will allow the player to play as the Alliance of Lordaeron and maybe the Night Elves.
For the enemy, I will edit the Orcish Horde and make it more fun to play against and perhaps make 1 or 2 more factions. I'm open to any ideas!

PS: blood elves & naga against fel horde is epic
 
Level 23
Joined
Dec 24, 2019
Messages
400
At the beginning, in the initial menu, it doesn't let you go back, I clicked on page 2 to see the rest of the races and I couldn't go back so I had to choose the one on page 2. It would be nice if you added a back button.

Regarding the gameplay, I played Blackrock versus Scourge and well, it's all quite random, it doesn't give you much time to know exactly what you're doing, I just hit the first thing that was available without further ado and I entertained myself watching the battle. The concept seems interesting to me.

Regards.
 

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Level 21
Joined
Dec 3, 2020
Messages
518
At the beginning, in the initial menu, it doesn't let you go back, I clicked on page 2 to see the rest of the races and I couldn't go back so I had to choose the one on page 2. It would be nice if you added a back button.

Regarding the gameplay, I played Blackrock versus Scourge and well, it's all quite random, it doesn't give you much time to know exactly what you're doing, I just hit the first thing that was available without further ado and I entertained myself watching the battle. The concept seems interesting to me.

Regards.
Yes sorry about that, it was an experiment to see if I could create multiple page dialogues for when there are too many factions to fit in a single dialogue.
I maybe should have removed it for release on this site.

Thanks for enjoying the gameplay. It's not supposed to make you use your brain too much, it's just about enjoying the chaotic battles.
I actually just found out 2 minor things that I'm about to change but don't sweat about downloading it a second time.

PS: finally a non negative comment from you! I'll be darned...
 
Level 23
Joined
Dec 24, 2019
Messages
400
Yes sorry about that, it was an experiment to see if I could create multiple page dialogues for when there are too many factions to fit in a single dialogue.
I maybe should have removed it for release on this site.

Thanks for enjoying the gameplay. It's not supposed to make you use your brain too much, it's just about enjoying the chaotic battles.
I actually just found out 2 minor things that I'm about to change but don't sweat about downloading it a second time.

PS: finally a non negative comment from you! I'll be darned...
I don't try to be negative with anyone, sometimes my comments can be somewhat hard but my intention is never bad.

PS: This map if you keep working on it could become a really spectacular battle generator, I'll be watching for future updates.
 
Level 7
Joined
Dec 1, 2021
Messages
60
QoL update: I don't remember literally everything changed but here are the major stuff:
  • Draenei faction has been completed (I'm still not super happy how it turned out to be so I will see if I can change it soon).
  • Blackrock Clan has been slightly buffed.
  • Enemy undead scourge (and burning legion) now use crypt fiends as well.
  • Enemy night elves (Cenarius) does not use ancient protectors anymore (they might see a return soon though) because it was bugging out the AI. I think I need to make a unit use the ancient protector model instead of using the structure unit since it seems to mess with the AI, making it worse.
  • Infernal spawns have been changed a bit for both burning legion factions, now there should be 2 less infernals by the 8th minute mark.
  • Alliance (Garithos) has seen some bigger changes. I will still try to make him better in the next patch though but it is now a more enjoyable experience to battle him I think.
  • Fel Horde has seen tremendous changes. Now only fel orcs are spawned in "naturally" and some infernal contraptions. The demons are spawned in through 3 dimensional gates. Each one spawning stronger demons than the previous (but not as often).

That was most major changes for now. Next patch will allow the player to play as the Alliance of Lordaeron and maybe the Night Elves.
For the enemy, I will edit the Orcish Horde and make it more fun to play against and perhaps make 1 or 2 more factions. I'm open to any ideas!

PS: blood elves & naga against fel horde is epic
  • Not to exaggerating, but Scourge after new update is like a joke if battle against Legion and Demon faction, Necromancer the main power of scourge is get nerfed by cooldown spawn, it affect on outnumbering strategy against them, i don't see any ways to win that fight.
  • Draenei before and after patch is utterly strong, literally win fight against any enemy faction. Salamander is MVP, but you add more unit Salamander Vizier, a very strong faction.
  • Blackrock clan, because that faction is fusion of many clan, i thought it will be great if the free spawn is also spawn a random hero from each clan, just for suggestion. Of course the last tier of Blackrock still powerful though.
  • Dwarven still not see any improvement, i hope the Dwarven is still given option to summon Muradin even already the last tier, the last tier only give option to Dwarven King.
  • Blood Elves and Nagas it's good to add option to spawn sorceress splitted from hero from the beginning, i not concern entirely the detail for sure, i will try it again later.
  • Warsong Clan still the same i guest? i not see any specific improvement that affect the fight, it strong when reach chaos tier and last tier.
I always love undead because it raise dead spells, for the current update, still prefer Scourge before current one, it still have the power to fight back against Legion and Demon faction. But put it aside, maybe i still not get the right strategy on that fight, i will try strategy research on it.

The Demon Gate on Demon Faction, i remember you mention that the gate is guarded by some unit, where is it? the gate is surely easy to destroy if we win the tide, not so challenging for our faction to fight except Scourge faction.

Alliance (Garithos) bigger changes? still crushed by Draenei 😅, not sure what is the changes on enemy Alliance faction.

I would say if the current strongest faction is Draenei rather than Blood Elves but it still fun to play, maybe need adjustment on Scourge as well?, i'm not sure myself on cooldown that has been applied, it really give Scourge great disadvantage. Anyways i'm waiting for the Alliance of Lordaeron and Night Elves faction.:grin:
 
Level 21
Joined
Dec 3, 2020
Messages
518
Good comment, I like it!
  • The Alliance of Lordaeron faction will be something completely unique to what you're used to. I hope that you'll like it!
  • I will definitely rework the dwarves.
  • The warsong clan might receive a slight rework, maybe getting Mannoroth a bit later or I will just change up a bit their summons.
  • The first demon gate of the fel horde has 4-5 felguards and 1 bloodfiend protecting it actually.
  • Garithos didn't get any new units or anything, just changed up his spawns and gave the mana shield ability to the geomancers from the stone golems and have hardened skin to the golems.
  • The draenei might receive some changes but I still don't know what exactly so I will focus on the other things first.
  • Good suggestion about the Blackrock Clan!
  • I will probably buff the undead scourge (player).

Thank you for helping me improve this map!
 
Level 7
Joined
Dec 1, 2021
Messages
60
  • Elves faction, this faction is lack of frontlines, as the game goes on the unit are more stronger, but this one still same Huntress,Archer,Sentry on main units, most to say this faction is having weakest frontline compare to other enemy, i think it need to add units like druid of claw maybe?.
  • Undead faction (enemy), not quite sure if anything make me interest on fighting undead since there is nothing new, just like plain undead, unlike the Undead (player) that have Araj for some new on the faction.
  • Legion (Balnazzar,Archimonde), these faction is literally like fighting undead with some demon for addition, well not bad but there is a gap of power on both where the Archimonde hero wave all already max level, which the Balnazzar not all max level, and which Archimonde attack and defense type compare to Balnazzar, this sure Archimonde is more challenging to fight than Balnazzar.
  • Alliance (Garithos), even you say there is improvement on geomancer and stone golem, still i fell no impact on the gameplay, still like the previous update, i'm not sure if this a good idead, maybe like add hero as attack wave for each new enemy tier like the other enemy faction(elves, undead, legion, orc)?, i not really into Garithos lore, thinking that any hero general that aid him.
  • Orc, basicly not a strong wave attack, their wave is quite weak, but their hero are giving impact on war, shockwave and chain lightning are crushing backline, but yeah for more fun, maybe can add demi hero like Nazgrel, Baine and some tauren warrior on blackroll reverse map you made?.
  • Fel Horde, i see now the guardian with iseedeadpeople, i thought there are guard on every gate, for addition maybe like add tower like the other faction as well?. As some other mention, is there really Magtheridon on this faction? i already play for quite long but when facing this faction i see no heroes. is the hero coming really late?.

Well i not sure if you know about this or not, but on current update where you add delay time between hero death, i see some buggy mechanism, where the condition is the hero still live on battlefield. when player up tier, and the hero from previous tier still alive, when using the hero spell, hero on current tier will show up as the hero from previous tier sudden death, but as you add mechanism hero delay, the hero icon spell will pop up after some time when the delay time is end, with this one, even the hero is still on battlefield, the hero icon spell will always popup after some time. did you make this on purpose, or a new bug condition?.
 
Level 21
Joined
Dec 3, 2020
Messages
518
  • Elves faction, this faction is lack of frontlines, as the game goes on the unit are more stronger, but this one still same Huntress,Archer,Sentry on main units, most to say this faction is having weakest frontline compare to other enemy, i think it need to add units like druid of claw maybe?.
  • Undead faction (enemy), not quite sure if anything make me interest on fighting undead since there is nothing new, just like plain undead, unlike the Undead (player) that have Araj for some new on the faction.
  • Legion (Balnazzar,Archimonde), these faction is literally like fighting undead with some demon for addition, well not bad but there is a gap of power on both where the Archimonde hero wave all already max level, which the Balnazzar not all max level, and which Archimonde attack and defense type compare to Balnazzar, this sure Archimonde is more challenging to fight than Balnazzar.
  • Alliance (Garithos), even you say there is improvement on geomancer and stone golem, still i fell no impact on the gameplay, still like the previous update, i'm not sure if this a good idead, maybe like add hero as attack wave for each new enemy tier like the other enemy faction(elves, undead, legion, orc)?, i not really into Garithos lore, thinking that any hero general that aid him.
  • Orc, basicly not a strong wave attack, their wave is quite weak, but their hero are giving impact on war, shockwave and chain lightning are crushing backline, but yeah for more fun, maybe can add demi hero like Nazgrel, Baine and some tauren warrior on blackroll reverse map you made?.
  • Fel Horde, i see now the guardian with iseedeadpeople, i thought there are guard on every gate, for addition maybe like add tower like the other faction as well?. As some other mention, is there really Magtheridon on this faction? i already play for quite long but when facing this faction i see no heroes. is the hero coming really late?.

Well i not sure if you know about this or not, but on current update where you add delay time between hero death, i see some buggy mechanism, where the condition is the hero still live on battlefield. when player up tier, and the hero from previous tier still alive, when using the hero spell, hero on current tier will show up as the hero from previous tier sudden death, but as you add mechanism hero delay, the hero icon spell will pop up after some time when the delay time is end, with this one, even the hero is still on battlefield, the hero icon spell will always popup after some time. did you make this on purpose, or a new bug condition?.
  • I wanted to make Cenarius like in the RoC missions so no druids but I will probably add some more units (including druids maybe) to make it more fun.
  • Undead Scourge is supposed to be just the basic enemy (although you will be fighting Mal'Ganis if you are the alliance of lordaeron in the next patch).
  • Legion Balnazzar and legion Archimonde have some differences, apart from the heroes that appear. Balnazzar uses the purple fel ravagers and fel beasts whereas Archimonde uses felhounds. Also Archimonde gets doom guards a lil bit later in the early game and Balnazzar respawns after death.
  • I will keep working on Garithos. I have some things in mind!
  • Orc will receive a little change.
  • Magtherion just appears very late, I've changed that already. It will be released on the new version 0.2

Thanks for review!
 
Level 7
Joined
Dec 1, 2021
Messages
60
  • I wanted to make Cenarius like in the RoC missions so no druids but I will probably add some more units (including druids maybe) to make it more fun.
  • Undead Scourge is supposed to be just the basic enemy (although you will be fighting Mal'Ganis if you are the alliance of lordaeron in the next patch).
  • Legion Balnazzar and legion Archimonde have some differences, apart from the heroes that appear. Balnazzar uses the purple fel ravagers and fel beasts whereas Archimonde uses felhounds. Also Archimonde gets doom guards a lil bit later in the early game and Balnazzar respawns after death.
  • I will keep working on Garithos. I have some things in mind!
  • Orc will receive a little change.
  • Magtherion just appears very late, I've changed that already. It will be released on the new version 0.2

Thanks for review!
  • I see, i waiting for next elves updates.
  • Nice one about addition on upcoming Undead.
  • Well yeah even the Fel Horde is strong enough, it still need more power like hero to push back the player beside their basic attack wave, still hope there is guard on every gates though :grin: .
Hmm how about the hero issues? recently on my repetitive game, i encounter summon heroes double summon when up tier, the heroes before new tier dies, and it popup on main building, when deploying the previous tier, it also summon the current tier make it double summon within one time spending mana, i encounter this when using undead and nice that, with this buggy, undead can win fighting Balnazzar, it summon Kel'Thuzad on lv 8 and lv 5 together along with their respective unit, i just notice this on some match, i will try furthermore to lookout how this condition occurs.
 
Last edited:
Level 21
Joined
Dec 3, 2020
Messages
518
  • I see, i waiting for next elves updates.
  • Nice one about addition on upcoming Undead.
  • Well yeah even the Fel Horde is strong enough, it still need more power like hero to push back the player beside their basic attack wave, still hope there is guard on every gates though :grin: .
Hmm how about the hero issues? recently on my repetitive game, i encounter summon heroes double summon when up tier, the heroes before new tier dies, and it popup on main building, when deploying the previous tier, it also summon the current tier make it double summon within one time spending mana, i encounter this when using undead and nice that, with this buggy, undead can win fighting Balnazzar, it summon Kel'Thuzad on lv 8 and lv 5 together along with their respective unit, i just notice this on some match, i will try furthermore to lookout how this condition occurs.
Yes sorry, I forgot to mention that. I basically found what caused this error (it was putting the condition in the condition of the trigger instead of the action(s)).
It will be fixed in the next update.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,882
Seems like a nice map generally. Not sure about the balance though. For instance, the Draenei seem to be quickly overwhelmed by Magtheridon's forces, not only because of Chaos attack type but also because of stronger units in general. Same with Undead vs Orcs, Grunts being much stronger as tier 1 than both Skeletons and Zombies.
Not sure what the Wagon's point is since it has 3 damage and attacks very slow. Seems really useless.

Could put some more game modes and stuff going on.
Approved.


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Level 21
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Seems like a nice map generally. Not sure about the balance though. For instance, the Draenei seem to be quickly overwhelmed by Magtheridon's forces, not only because of Chaos attack type but also because of stronger units in general. Same with Undead vs Orcs, Grunts being much stronger as tier 1 than both Skeletons and Zombies.
Not sure what the Wagon's point is since it has 3 damage and attacks very slow. Seems really useless.

Could put some more game modes and stuff going on.
Approved.


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  • 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.


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Thanks for the approval!
  • Yes I know about the balance. This is not very easy to balance therefore it is single player only, which I think gives me the opportunity to make it as customized as possible for the player. Even though what I just mentioned, balancing is still kind of hard to do and I keep trying to improve it with each patch.
  • The wagon of the blood elves has the brilliance aura, making priests heal friendly units 24/7, making sorceresses use their 2 custom abilities I gave them and making the naga sirens basically cast frost armor and cyclone when off cooldown (I made almost all spells have somewhat huge cooldowns).
It also aids the naga royal guards and the heroes as well. I gave it the 3 damage attack so it stays in the back line on the battlefield, that's the only reason.
Perhaps I will give info about some units and what they do, units that are either new (custom) or existing units but with custom spells.
No info for units such as footmen for example :xxd:


PS: deepstrasz hitting me with another 3 star review oof
 
Level 16
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Apr 20, 2014
Messages
523
I think there is a bug:

1697303057837.png


I choose Alliance of Lordaeron and then I was forced to chose again Blackrock Clan.
Same for the enemy, I choose Blood Elves and Naga and was forced to chose again Undead Scourge.
 
Level 7
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Dec 1, 2021
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hey buddy, i have tested it but the complete review still on progress, but i want to mention that on current one it show night elves faction for player but it play alliance instead with ancient protector as guard tower, do you recognize this?
 
Level 21
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518
hey buddy, i have tested it but the complete review still on progress, but i want to mention that on current one it show night elves faction for player but it play alliance instead with ancient protector as guard tower, do you recognize this?
Ok now it is 100% fixed. I don't know how I messed up the triggers twice! It works fine on my PC because I am using another version so I thought the dialog triggers were the same but they are not. Currently the Night Elves faction is not ready for release so I removed the dialog button.
They will arrive in the next patch, and I will try to think of a way to change the Undead Scourge faction or just make the Forsaken, will have to see.
Also wanna make Old Horde that will function differently from the normal factions (alliance of lordaeron is different too but the old horde will be different from alliance and the normal factions).

Thank you so much for pointing it out!

Edit: now it's fully fixed... there was 1 tiny error but fixed now!!!
 
Last edited:
Level 7
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Undead (player) :
-I see what you change from the unit wave by spell on the late game, still i think it's too hard for undead to survive against any strong race, since their unit pack give less unit than the other faction on upper tier, their main power is their skeleton, but it no quite powerful on late game though.
-Is it on purpose that on third tier the 3 Abomination army with 8 Ghoul are suppose to be reduce to 2 Abomination on next rest tier? 36 mana for 8 Ghoul and 3 Abomination seems powerful than 48 mana with 6 Ghoul 2 Abomination and 3 Banshee for the first and second tier, i see no big difference, the unit pack more produce Ghouls main army, but else i feel you reduce the mana cost perhaps?.
-Is it still make sense to the lore if the Sylvanas is added as additional heroes? since on RoC Sylvanas get raised by Arthas.
-It's better to change the undead pack unit with more addition on the last tier i guest?, the last tier only add additional Araj, with all lv 10 heroes, the rest of undead pack are the same as tier before the last one.

Orc Warsong (player) :
-You split the tier to different tier between Mannoroth and Doom Guard Army, not bad, and the rest of chaos army include Doom Guard and Fel Striker too.
-Too bad that the Witch Doctor and Shaman that revamped soon get change by Chaos Warlock, they more powerful than before.
-On Doom Guard tier, is it true that it also updated which on that tier it will make screen shaking and summon Infernal on random place? you didn't add that description on that tier.
-I like that the unit pack added Doom Guards and Felhounds on other chaos unit, it more fun that way, it good if could have any improvement in the future.

Blackrock Clan (player):
-Good one that the additional hero periodically spawn, is it will continue until the last tier?.
-Why i feel the red drake that on middle between red dragon and whelp is erased?
-The late game one, i think this faction need more unit pack and amount, because the main power of this faction is on last tier and that will be a great battle, the last Blackrock faction unit pack not balanced distributed like the Warsong pack. The last tier not added many unit because the other Blackrock faction serve by periodical units i guest?, though it lack on unit pack, the periodical are great in number.

Dwarves (player):
-This faction balance enough, i still sad we can't spawn Muradin on last tier.
-The unit pack that named Mortar Team doesn't have delay feature, same goes as Alliance for Dwarves that spawn Mortar Team.

Blood Elves & Nagas:
-This faction get an advantage at first play by their town hall mana pool that 125 than other that average at 100 mana pool. Is this faction get this advantage on purpose?
-Not really feel the nerf on this faction yet, they still quite strong.
-Kael level quite lower than other faction hero at first tier.

Aliance (player):
-How i suppose to say about this, this race seems lack of storng unit i guest?.
-There is no main power on this race except their great army number with building. facing Blood Elves and Nagas with this one surely a hard fight and i don't think this race is strong enough to beat them, it too much footman unit like on that building. -There is no cooldown on Dwarves Mortar on this race
-The main building upgrade it says will open Jaina but in fact Jaina is on the other building and never come out through main building.
-On Dwarf, why then the mana is high enough, when click Dwarven warrior it send Steam tank instead?.
-Even the periodical unit is increased greatly, it always outnumbered the enemy.
-Spawn Dwarves unit automaticly spawn Kirin Tor unit too, sometimes with Elves too or even they connected?. i try Dwarven Warrior and Steam Tank, it spawn Kirin Tor Defender. this side spawn seems connected with each other, when the mana is enough they spawn at the same time.

Draenei (player):
-Strongest as ever, this faction the most strong faction that can stand against any other enemy faction.
-Their hero supremely strong against any situation, their unit well balanced between front and backline, such a perfect faction.

--------------------------------------

Alliance (enemy):
-This race give no challenge to me, they strong at early game, but when it goes to late game, their power are not quite dominate.
-Is it possible for this race to summon hero other than Garithos?, it can give more difficult by that case.

Scourge (enemy):
-I cannot argue more than please reduce the Ghoul amount on this faction, your update on this faction make them weaker than before, as the battle goes the Ghoul would overwhelm by block other strong unit and make their battle more easy to handle. Abomination, Fiends, they have no chance to join the battle.
-Mal Ganis that you say, only lv 1? on late game he's only lv 1 and join the battle, feel no pressure or any use.

Blood Elves & Nagas (enemy):
-This faction strong against player that strong on number unit but weak on fighting strong unit, their AOE spell crush our unit number in second, the Pillar of Flame, Crushing Wave, Forked Lightning, backline unit surely dead.
-Tactic to beat this faction seems clear to me, i have tactic that guaranteed will crush them. i think need more buff on this enemy faction.
-It's fun to battle against same Blood Elves, i ever try to fight Scourge against Undead but the Undead seems not working.

Orc (enemy):
-This faction have same issues as Scourge one, too many unit and they keep prevent and slowing their own waves. This like they go to some rally point first then go forward, since the units get block by their swarming amount, they can't reach that point and not going forward.
-Revamped Shaman give new difficult to the battle, the battle feels more challenging as ever, winning by unit number not quite effective.

Legion Balnazzar & Archimonde (enemy):
-I not feel any differences, Doom Guards revamp but not really big impact, just in case i want to mention the Ghouls number, when i play use Draenei the Ghoul block didn't occur.
-Archimonde summon skill utterly powerful, still a hard faction to fight, the mechanic from early till end, all hard to fight

Fel Horde (enemy):
-This faction ranged unit attack type AOE, the frontline hard as Orc, a hard faction to fight.
-Their gate guard quite weak, not strong enough to mention as gate guards.

Night Elves (enemy):
-Walking Ancient Protector even their movespeed has increased, still could block enemy attack wave.
-Same issues like Undead and Orc enemy, in this maps, so many enemy faction get block by their own swarming attack wave, that give player units time to clear what in front of them. Since the block issues, no further comment, only their aerial unit get through.


Some Grammar:
-Warsong on tier that unlock Doom Guards and Felhounds say the Town Hall will have 200 mana, but 175 instead after up tier, same as goes to the next tier to Mannoroth, it says 225 mana but 200 instead, as far as i remember, only Blood Elves and Draenei faction that correct with the description. I think this apply to other faction too the incorrect description on mana amount when upgrade tier.
-On Alliance (player) when upgrade Town Hall, there is description which tell unlock Jaina which Jaina is spawn from other one, not from Town Hall.

This all i can review for now, got a hard time to test your updated maps, as always, i wait your new updates :D.
 
Level 21
Joined
Dec 3, 2020
Messages
518
Undead (player) :
-I see what you change from the unit wave by spell on the late game, still i think it's too hard for undead to survive against any strong race, since their unit pack give less unit than the other faction on upper tier, their main power is their skeleton, but it no quite powerful on late game though.
-Is it on purpose that on third tier the 3 Abomination army with 8 Ghoul are suppose to be reduce to 2 Abomination on next rest tier? 36 mana for 8 Ghoul and 3 Abomination seems powerful than 48 mana with 6 Ghoul 2 Abomination and 3 Banshee for the first and second tier, i see no big difference, the unit pack more produce Ghouls main army, but else i feel you reduce the mana cost perhaps?.
-Is it still make sense to the lore if the Sylvanas is added as additional heroes? since on RoC Sylvanas get raised by Arthas.
-It's better to change the undead pack unit with more addition on the last tier i guest?, the last tier only add additional Araj, with all lv 10 heroes, the rest of undead pack are the same as tier before the last one.

Orc Warsong (player) :
-You split the tier to different tier between Mannoroth and Doom Guard Army, not bad, and the rest of chaos army include Doom Guard and Fel Striker too.
-Too bad that the Witch Doctor and Shaman that revamped soon get change by Chaos Warlock, they more powerful than before.
-On Doom Guard tier, is it true that it also updated which on that tier it will make screen shaking and summon Infernal on random place? you didn't add that description on that tier.
-I like that the unit pack added Doom Guards and Felhounds on other chaos unit, it more fun that way, it good if could have any improvement in the future.

Blackrock Clan (player):
-Good one that the additional hero periodically spawn, is it will continue until the last tier?.
-Why i feel the red drake that on middle between red dragon and whelp is erased?
-The late game one, i think this faction need more unit pack and amount, because the main power of this faction is on last tier and that will be a great battle, the last Blackrock faction unit pack not balanced distributed like the Warsong pack. The last tier not added many unit because the other Blackrock faction serve by periodical units i guest?, though it lack on unit pack, the periodical are great in number.

Dwarves (player):
-This faction balance enough, i still sad we can't spawn Muradin on last tier.
-The unit pack that named Mortar Team doesn't have delay feature, same goes as Alliance for Dwarves that spawn Mortar Team.

Blood Elves & Nagas:
-This faction get an advantage at first play by their town hall mana pool that 125 than other that average at 100 mana pool. Is this faction get this advantage on purpose?
-Not really feel the nerf on this faction yet, they still quite strong.
-Kael level quite lower than other faction hero at first tier.

Aliance (player):
-How i suppose to say about this, this race seems lack of storng unit i guest?.
-There is no main power on this race except their great army number with building. facing Blood Elves and Nagas with this one surely a hard fight and i don't think this race is strong enough to beat them, it too much footman unit like on that building. -There is no cooldown on Dwarves Mortar on this race
-The main building upgrade it says will open Jaina but in fact Jaina is on the other building and never come out through main building.
-On Dwarf, why then the mana is high enough, when click Dwarven warrior it send Steam tank instead?.
-Even the periodical unit is increased greatly, it always outnumbered the enemy.
-Spawn Dwarves unit automaticly spawn Kirin Tor unit too, sometimes with Elves too or even they connected?. i try Dwarven Warrior and Steam Tank, it spawn Kirin Tor Defender. this side spawn seems connected with each other, when the mana is enough they spawn at the same time.

Draenei (player):
-Strongest as ever, this faction the most strong faction that can stand against any other enemy faction.
-Their hero supremely strong against any situation, their unit well balanced between front and backline, such a perfect faction.

--------------------------------------

Alliance (enemy):
-This race give no challenge to me, they strong at early game, but when it goes to late game, their power are not quite dominate.
-Is it possible for this race to summon hero other than Garithos?, it can give more difficult by that case.

Scourge (enemy):
-I cannot argue more than please reduce the Ghoul amount on this faction, your update on this faction make them weaker than before, as the battle goes the Ghoul would overwhelm by block other strong unit and make their battle more easy to handle. Abomination, Fiends, they have no chance to join the battle.
-Mal Ganis that you say, only lv 1? on late game he's only lv 1 and join the battle, feel no pressure or any use.

Blood Elves & Nagas (enemy):
-This faction strong against player that strong on number unit but weak on fighting strong unit, their AOE spell crush our unit number in second, the Pillar of Flame, Crushing Wave, Forked Lightning, backline unit surely dead.
-Tactic to beat this faction seems clear to me, i have tactic that guaranteed will crush them. i think need more buff on this enemy faction.
-It's fun to battle against same Blood Elves, i ever try to fight Scourge against Undead but the Undead seems not working.

Orc (enemy):
-This faction have same issues as Scourge one, too many unit and they keep prevent and slowing their own waves. This like they go to some rally point first then go forward, since the units get block by their swarming amount, they can't reach that point and not going forward.
-Revamped Shaman give new difficult to the battle, the battle feels more challenging as ever, winning by unit number not quite effective.

Legion Balnazzar & Archimonde (enemy):
-I not feel any differences, Doom Guards revamp but not really big impact, just in case i want to mention the Ghouls number, when i play use Draenei the Ghoul block didn't occur.
-Archimonde summon skill utterly powerful, still a hard faction to fight, the mechanic from early till end, all hard to fight

Fel Horde (enemy):
-This faction ranged unit attack type AOE, the frontline hard as Orc, a hard faction to fight.
-Their gate guard quite weak, not strong enough to mention as gate guards.

Night Elves (enemy):
-Walking Ancient Protector even their movespeed has increased, still could block enemy attack wave.
-Same issues like Undead and Orc enemy, in this maps, so many enemy faction get block by their own swarming attack wave, that give player units time to clear what in front of them. Since the block issues, no further comment, only their aerial unit get through.


Some Grammar:
-Warsong on tier that unlock Doom Guards and Felhounds say the Town Hall will have 200 mana, but 175 instead after up tier, same as goes to the next tier to Mannoroth, it says 225 mana but 200 instead, as far as i remember, only Blood Elves and Draenei faction that correct with the description. I think this apply to other faction too the incorrect description on mana amount when upgrade tier.
-On Alliance (player) when upgrade Town Hall, there is description which tell unlock Jaina which Jaina is spawn from other one, not from Town Hall.

This all i can review for now, got a hard time to test your updated maps, as always, i wait your new updates :D.
Wow thanks for another great review! And yeah... this update wasn't as good as I expected it to be...
I will keep this short:
  • I found out why the units kept getting stuck as you mentioned multiple times. Already began fixing it. Sadly I have to fix it for each faction but this has actually proven not to be a bad thing since I'm giving the triggers that spawn units a vast improvement.
  • You are right about Sylvanas with the Undead player faction; I shall do that!
  • Dwarves will eventually get updated don't worry, but give it time.
  • Yes, when you become Chaos Orcs with Warsong Clan you get free infernals that shake the screen and fall randomly on the battlefield, I shall include that in the description.
  • Blood Elves indeed start with move mana and more mana regen. All buildings regen 1% of their mana per second (except for last their, where after a few minutes, the mana regen is increased by an additional 0.25 every 210 seconds; only happens twice). So the Blood Elves start with 125 mana instead of 100 and have 1.25 mana regen per second instead of 1.
  • I will update the Alliance (player and enemy) more...
  • The Doom Guards are actually a lot stronger now, even if it doesn't look like it at 1st sight.

- I have also begun making it so there are less units from both sides. First I am updating every player faction (reducing the units they send and increasing their mana cost and changing the way heroes function) and will test it how weak they are compared to the enemy factions and then nerf the enemy factions as much as I have to.
This will also make units such as the Doom Guards way more valuable.

Thank you Lang!
 
Level 21
Joined
Dec 3, 2020
Messages
518
OK i really enjoyed this map it was a lot of fun, Would really recommend other people to play this
I GIVE IT A
4/5 :)
Thanks for the review! Fair rating in my opinion; this is not a 5 star map... yet!
Currently the progress I'm making the next update of this is slow but I am working on this map don't worry!
I have found a way to fix the units getting stuck and I'm already making some significant changes that will drop on the next update! Changes such as:
  • The way (friendly) heroes function
  • Improving already existing factions such as the Warsong Clan by adding 3 more unit types!
  • Giving each unit a specific mana cost that won't randomly change from ability to ability; so now the player's abilities from the buildings will be more balanced. This also will force the player to carefully choose which abilities to use, especially in the early and mid game because the abilities are more expensive to cast.
  • Making less units be on the battlefield, reducing potential lag.

Thank you again! I hope that 1 day this map will be huge in content, like having 40 to 50 factions for the player and the enemy (each).
And for example some factions will have mini interactions with other factions, but this is for the future!
 
Level 2
Joined
Nov 23, 2023
Messages
2
That was pretty fun!
It reminds me of projects I used to make when I was younger, running factions against each other over and over again, but this is so, so, so much more evolved.
Nice work Ray! I look forward to the later updates - especially ones that reduce the amount of units on the battlefield, haha
 
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