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War of Races v0.97b


What is War of Races?
Players have 1 Headquarters, 3 Barracks(s), 6 Towers. Units spawn automatically, players cannot control them. Players can train heroes in mid game which is the only controllable thing in the game. Many races to play and they are well balanced. Dominate lanes to get bonus income, damage and mana regeneration etc.
How to Win?
You need upgrade buildings, research new technologies and capture neutral buildings. Use teamwork to achieve victory!

Recommended Players:
6 (3 vs 3)

Gameplay Time:
Generally between 35-50 minutes.

Races Available to Play:
Human
Orc
Undead
Night Elf
Naga
Gnoll
Fel Orc
Ice Troll
Demon
Bandit
Murloc
Blood Elf

Join Our Discord!

Credits:
Models:
Levigeorge1967, Callahan, HappyTauren, Ujimasa Hojo, General Frank, Wandering Soul, Daelin, Mephestrial, Tauer, Proxy, ColdStar, Qormagg
Icons:
NFWar, MasterHaosis, Mr.Goblin, KILLCIDE, The_Silent, HappyTauren, CRAZYRUSSIAN, kola,
Ujimasa Hojo, Mephestrial, Murlocologist, Marcos DAB, Kimbo, Blood Raven
Spells:
Nanotech, Zack1996

NOTE: Looking for someone to help me to create AI :)
ANOTHER NOTE: Please play atleast 2-3 times before writing a feedback. It's bit confusing when trying first time. Thanks ^^
Previews
Contents

War of Races v0.97b (Map)

Reviews
Daffa
I suggest running a player check if the current slot is occupied by a user player or not. Kind of annoying when I try to test with AI in singleplayer. Some races have their building selection order as Barrack-Hall-Tower while some other has...
Daffa
I assume despite being BETA this is mostly finished in terms of content? For the last point, make it clearer to player because some might want to make a total carnage :p For the order of building, not too big but some might get used to having them in...
Level 1
Joined
Jan 14, 2019
Messages
1
My Stream-Community always loved playing Survival Chaos - But it had some problems: Not enough player Slots to play with a huge community, not enough ways to play it in little competitive turnaments between you and your own community and the biggest one - no more upgrades! And than Uyarrr found us on twitch and showed us his new map. It was awesome.

My Community instantly fell in love with the huge amount of diffrent playstyles you can try in order to dominate and win against your opponents.
An already respectable amount of races, and more races to come in future updates were promising as well!

I´d recommand to play this map at least twice befor you decide for your self if you like it or not, since the first round tents to be a little bit hard if you never played survival chaos befor!
 
  1. I suggest running a player check if the current slot is occupied by a user player or not. Kind of annoying when I try to test with AI in singleplayer.
  2. Some races have their building selection order as Barrack-Hall-Tower while some other has Hall-Barrack-Tower. This is if you select them in multiple selection using SHIFT+Double-Click.
  3. Allied player cannot use their Special Weapon to enemy in singleplayer mode, also applies to enemies. Says 'Must explore there first' - Checked replay, seems vision related since player 1 control all players causing a mess with visual perception in singleplayer test.
  4. Guldan stops moving after using Corrupted Blast unless given another order or stunned.
  5. I suddenly get victory before the last base was destroyed. Anyway, replay's attached. See the endpoint where it abruptly pause and then stops (the victory screen pops there).
It has potential, and to be honest, just confused about the victory since I haven't ransacked everything yet completely. For now, I have to set this to Awaiting Update to let your have a check on these issues, especially the last one.
Also, is this Alpha or Beta?

EDIT : Talk about updating while I was reviewing :D
Reverted back to Pending.
 

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Level 10
Joined
May 16, 2013
Messages
229
  1. I suggest running a player check if the current slot is occupied by a user player or not. Kind of annoying when I try to test with AI in singleplayer.
  2. Some races have their building selection order as Barrack-Hall-Tower while some other has Hall-Barrack-Tower. This is if you select them in multiple selection using SHIFT+Double-Click.
  3. Allied player cannot use their Special Weapon to enemy in singleplayer mode, also applies to enemies. Says 'Must explore there first' - Checked replay, seems vision related since player 1 control all players causing a mess with visual perception in singleplayer test.
  4. Guldan stops moving after using Corrupted Blast unless given another order or stunned.
  5. I suddenly get victory before the last base was destroyed. Anyway, replay's attached. See the endpoint where it abruptly pause and then stops (the victory screen pops there).
It has potential, and to be honest, just confused about the victory since I haven't ransacked everything yet completely. For now, I have to set this to Awaiting Update to let your have a check on these issues, especially the last one.
Also, is this Alpha or Beta?

EDIT : Talk about updating while I was reviewing :D
Reverted back to Pending.

Hello, Thanks for the review.
1- It's nice idea, I never worked a lot for singleplayer mode actually. It's for just checking races and stuff. But I'll probably add AI soon.
2- I never noticed and never worked on this, I didn't change any town hall, barracks selection order, they are default melee values. As I can see Night Elf has different one, I can change it but is it really important? :D
3- It's not bug. Only Player 1 gets alliance with Player 2,4,6. So only red gets vision. In multiplayer games, when any of your teammate gets vision, you will also get it. In multiplayer games, players building mortar tower to get vision and nuke enemy buildings together. But I'll give shared control and vision to Player 3 and 5 too in next version because of that.
4- It's probably because of A unit begins casting an ability and order dummy to cast thunder clap at targeted area trigger. I'll check it thanks.
5- Yes it's not bug. When 2 of your teammates dead, basically you cannot win anymore. So I made it like Quick Finisher, When total 26 Team Buildings destroyed, enemy team wins. (10 Buildings available per Player)

Map is Beta, I'm releasing new versions with +0.01 version number, but if there are minor bugs and If I quick fix them I'll release same version again with same version number and with alphabet letter as stable one.
 
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I assume despite being BETA this is mostly finished in terms of content?

For the last point, make it clearer to player because some might want to make a total carnage :p
For the order of building, not too big but some might get used to having them in list and this different order kind of break the sync of such players. Not a big problem so not necessarily needed, just to be clear :)

EDIT :
Confirmed via Discord. Map Approved.
 
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Level 10
Joined
May 16, 2013
Messages
229
Version 0.53 is one of the biggest patches I've ever done for War of Races. There are so many news. Finally all races have 11 different tower researches. Here is the changelog.
Code:
v0.53 Patch Changelog:
-New Gnoll Tower Tech! (Gnawgnaw; Flailpaw and Gnawhammer gain 10/20/30% lifesteal.)
-New Demon Tower Tech! (Improved Chaos Chain; Increases diabolist chaos chains to 4/5/6 targets.)
-New Demon Tower Tech! (Mana Burn; Felhunter can cast Mana Burn now to burn 50/100/150 mana.)
-New Fel Orc Tower Tech! (Improved Rain of Fire; Increases Warlock rain of fire damage to 125/150/175.)
-New Naga Tower Tech! (Improved Crushing Wave; Increases Siren crushing wave damage to 125/150/175 and max damage to 750/1000/1250.)
-New Demon Tower Tech! (Corrupting Screech; Felhunter can cast corrupting screech to reduce 3/6/9 armor in 300/400/500 AOE.)
-New Fel Orc Tower Tech! (Enrage; Whenever Enrager gets a kill, it gains 20/30/40% bonus attack damage and 20/40/60 hp regen/sec for 5 seconds.)
-New Night Elf Hero!
-New Command! (Players can write -tech to see all players total amount of research done.)
-NoHeroes command removed. (It's too old and outdated, I will add something better later.)
-Added Hall of Fame to Quests for Patreon supporters.
-Ice Troll Tower Tech Nerfed. (Freezing Spears base gold cost: 600 -> 800.)
-Hero Ability Summon Sapphiron buffed. (Sapphiron has +50% more base HP and it has hero type armor now.)
-Gnoll Tower Tech buffed. (Thunder Clap now deals 75/150/225 damage instead of 50/100/150 but base gold cost is also increased to 800 from 600.)
-Hero Ability Life Drain buffed. (Now it restores 25 HP/sec * Ability Level instead of 20 * Ability Level)
-Hero Ability Archmage's Fireball buffed. (Now deals 20 * Ability Level instead of 10 * Ability Level)
-Naga Spellcaster spell parasite super low cast frequency fixed.
-Fel Orc Unit Fel Cannon nerfed. (-28 Base damage; -8 Bonus damage/upgrade)
 
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Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.54 Patch Changelog:
-New Race after 384374384 days! (Early Access will available only for Patrons)
-Hero Ability Avatar of Vengeance nerfed. (Summoned spirits not invulnerable anymore.)
-New Minimap Image.
-All Spellcaster units start with 200 mana now instead of 100.
-Demon Tower Tech Mana Burn nerfed. Now felhunters burn 25/50/75 mana instead of 50/100/150.
-Hero Ability Summon Sapphiron nerfed. (+20 seconds cooldown.)
-Human Tower Tech Headshot technically changed. I made it from scratch, not using critical strike with x9999999 more damage now. It creates Headshot! floating text when archer properly headshots.
 
Level 10
Joined
May 16, 2013
Messages
229
New Version which everyone wanted, finally fully playable another race:peasant-cheers-back:
Code:
v0.55 Changelog:
-New INT Demon Hero! (Early Access)
-Bandit race added to random pool and accessible for everyone!
-New INT Bandit Hero! (Early Access)
-New STR Bandit Hero! (Available for everyone.)
-New 5 Bandit Tower Techs and bandit race is fully playable now.
-H.Ability Hogger Smash nerfed. (Not stuns units for 60 seconds anymore.)
-H.Ability Hex nerfed. (Not hexes units for 60 seconds anymore.)
-Hotkeys fixed for training T4 (Air) and T5 (Siege) units.
-New Command! (-income; Displays the current income for each team to player.)
 
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.56 Changelog:
-Rokhan buffed. Base attack speed increased to 3.2 -> 3.0.
-Bandit T.T Cluster Rockets buffed. Rockets damage increased to 15 -> 20/each.
-Human and Bandit T.T Marketing buffed. Base gold cost reduced to 400 -> 300.
-Bandit T.T Bribe buffed. Base gold cost reduced to 800 --> 700.
-Undead T.T Zombie Infection nerfed. Summoned zombies have duration now. Permanent -> 20/30/40 seconds.
-Multiboard not disappears anymore when teammate leaves the game. (BUGFIX)
-All melee units acquisition range increased by 100. Which means east team unit leak at start of the game bug fixed after long time.
-Fel Orc Barracks T5 HP increased by 250. (BUGFIX)
-Improved Masonry tech name changed to Human Masonry.
-Gnoll and Bandit Ensnare buffed. Base gold cost reduced. 600 -> 300.
-Orc T.T Ensnare buffed. Base gold cost reduced. 500 -> 200.
-Hero Ability Wind Walk buffed. Duration increased. 3 -> 4 seconds.
-Naga STR Hero Model and Icon changed.
-Naga Mage T3 Spell buffed. Max damage increased. 500 -> 750.
-Fel Orc T5 Unit (Fel Cannon) nerfed and fixed. Range reduced. 850 -> 600. Attack type fixed to be Artillery not missile.
-Demon T.T Mana Burn buffed. Burn rate: 25/50/75 -> 30/60/90
(T.T = Tower Tech) (H.A = Hero Ability)
 
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.57 Changelog:
-H.A Summon Sapphiron nerfed. Health: 3000 -> 2500, Base Damage: 200 -> 160.
-H.A Immolation buffed. Damage: 10 to 70 -> 30 to 90, AOE: 160 -> 200.
-H.A Mana Burn buffed. Max Mana Burn: 30 Per Level -> 40 Per Level. Range: 400 -> 500.
-H.A Metamorphosis buffed. Now Metamorph also grants +40 MS to Illidan. Also Cooldown reduced: 180 to 150 -> 170 to 140.
-Night Elf Upgrade Strength of the Wild gold cost and description fixed. Base Gold Cost: 180 -> 120.
-H.A Heeheehoohoo nerfed. Damage Bonus: 50/100/150/200% -> 40/80/120/160%.
-Undead racial advantage removed: +2 HP Regen/sec to all units.
-Bandit racial advantage removed: +2 HP Regen/sec to all units.
-Demon Disadvantage Removed: -1.5 HP Regen/sec to all units.
-Naga racial disadvantage removed: +10 Seconds slower upgrade time.
-Fel Orc racial disadvantage removed: +10 Seconds slower upgrade time.
-All units give 20% of gold cost as bounty now. Remade whole bounty system. Which means shorter spawn timer races will give less bounty per unit, stronger races will give higher bounty per unit.
-Night Elf T.T Masonry buffed. Max HP per level(%): 25 -> 30.
-Gnoll Howlsniffer Tier 2 Ability Firebolt nerfed. Hero Stun Duration: 3 -> 1 second.
(T.T = Tower Tech) (H.A = Hero Ability)
 
Level 2
Joined
Feb 19, 2020
Messages
27
Hi,
this is a decent map but I think there is few issues. The late game can be a real spam war! You have such a large amount of gold that you can buy nearly an infinte number of units from your three barracks. There should be at least a CD on the units. It should be punishing to sent your special unit at the wrong moment. Your opponent shouldn't be able to spam your lane during the early stage of the game with his units (of course, it's not comparable to the end game).

The idea of the merchant going all over the map is super nice. I find that very unique, you have to take risk to buy good stuff, and there is a CD to purchase items (not on the units...). In my opinion you should removed the shop at the bottom and replace it by something different. You could put the shop's items into the walking merchant or into a second walking merchant!

This map have a good potential and you should be able to improve it.
 
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.58 Changelog:
- Titan revive uncommon bug fixed.
- H.A Metamorphosis buffed. Base cooldown reduced by 10 seconds.
- Titan mechanics changed. Titans movement speed increased. (200 -> 270) Titan revive cost is static 3000 gold now. Titans do not give bounty to enemy team anymore.
- Demon T.T Advanced Gates changed. (Reduces spawn timer to 115/110/105 -> 112/104/96 seconds.) [Base Gold Cost: 700 -> 900.]
- All ranged tier 5 siege units nerfed. Base HP reduced by 20%.
- Demon INT Hero Sitra rework.
- Mortar Tower tiers button position and hotkeys are fixed. (Upgrades have Z hotkey now as It should be.)
- Blacksmith upgrade tiers have hotkeys now. (Z)
- Gold Mine upgrade tiers have hotkeys now. (Z)
- Building Prism has hotkey now which matches its button position. (Q)
- Building Flame Tower has hotkey now which matches its button position. (W)
- Prism upgrade tiers have matching hotkeys now with its button position and button position fixed. (Z)
- H.A Serpent Wards buffed. (-10 Base Mana Cost)
- Mortar Tower Reveal ability button position and hotkey changed. (Q)
- Prism Tower Multishot ability button position changed.
- Tichondrius cast point bug fixed. It not requires 938934 seconds anymore to cast anything.
- Town Hall repair spell autocast bug fixed. Mana cost increased. (5 -> 12) Heal rate increased. (250 -> 500)
- Minor tooltip fixes.
- H.A Rain of Fire deals 1% amount of damage to buildings now. You can't cheese it.
- H.A Volcano changed a lot. 60 seconds less cooldown, 31 seconds less channel time, 1 second delay per wave instead of 5, way more long range.
 
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.59 Changelog:
- H.A Bounty Hunter unintended bugs fixed and nerfed. It not activates when any allied hero or titan dies, or even self. Works as intented, only enemy heroes and titans. Gold amount reduced. 150 per level -> 100 per level.
- H.A Fire Circle buffed. (+30 Base Damage)
- H.A Volcano buffed. (+50 Base Damage)
- Titans buffed a bit. They gain 1 agility per level now.
- Gnoll Hogrider unit death animation model bug fixed. (Thanks to Qormagg!)
- Rescue Blast hotkey fixed. (C)
- Titans can attack air with same amount of damage now. Also they have different projectiles fitting their theme.
- Titans train hotkey fixed. (V)
- Titan revive tooltip has better details now.
- All Heroes training hotkey matching to their button positions now. (Z,X,C)
- Town Hall Upgrade hotkeys changed. (Z)
- Titans getting stuck after being revive new bug happened in 0.58 fixed.
- Murloc Race coming soon!
- Credits updated. (Hi Qormagg and Zack1996!)
 
Level 1
Joined
Sep 17, 2018
Messages
2
This is nice map but some things are very unbalanceb such as posibility of fireing ultimate weapon after less than 20 minutes the agility heroes abbilities also need rewor and centraly Meang ultimate becouse it breaks game. There is also bug where naga strenght hero can't attack flying units but all other heroes can
 
Level 10
Joined
May 16, 2013
Messages
229
This is nice map but some things are very unbalanceb such as posibility of fireing ultimate weapon after less than 20 minutes the agility heroes abbilities also need rewor and centraly Meang ultimate becouse it breaks game. There is also bug where naga strenght hero can't attack flying units but all other heroes can
Hi, well I disagree on your "ultimate weapon" sentence. You can easily counter it with teching masonry which is way more cheaper when compared to rushing it. For Menag, it's getting some nerf in next patch its true. For hero attack air, it's bug and yeah it will get fix soon.
 
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.60 Changelog:
- Titans changed. Base Armor: 10 -> 5, Base HP: 3000 -> 5000, STR Per Level: 20 -> 15, Starting STR: 30 -> 60. (Basically reduced titan scaling a bit, but increased their base strength to reduce power difference a bit between high-low level titans, which means players can train their low level titan to deal with enemy strong titan bit more.)
- Bandit Hero Menag nerfed. Attack Range: 600 -> 450.
- H.A Fire Circle buffed. Fireball Contact Radius: 150 -> 175
- H.A Silence buffed. Cast Range: 900 -> 1200
- Gnoll Howlmaster training tooltip fixed.
- Bandit Spellcaster Spell Curse nerfed and fixed. Duration is 60 seconds for units, and 30 seconds for heroes.
- H.A Carrion Swarm nerfed. (Not affects mechanical units anymore.)
- H.A Reincarnation buffed. Respawn Time: 7/6/5/4 seconds.
- Demon T.T Anti Magic Skins buffed. Spell Damage Reduction: 25/50/75% -> 10/20/30% but now affects all units instead of only melee units. Gold Cost: 700 -> 600.
- Fel Orc T.T Advanced Summoning (Voidwalker strength) replaced with Fel Arrows. (Crossbowman attacks reduce enemy armor by 2/4/6 for 6 seconds.)
- Fel Orc T.T Offensive Training buffed. Damage Bonus: 10/20/30% -> 12/24/36%.
- Demon Spellcaster T3 Spell Demonic Restoration buffed. Heal Amount: 250 -> 400, Mana Cost: 125 -> 100.
- First Version of Murloc Race released!
- Secret Weapon hotkey fixed. Hotkey: C -> Z
- H.A Mana Shield tooltip fixed.
- Masonry upgrades not requires level 2 town hall anymore.
- Bandit Spellcaster Tier 2 Spell replaced with 20% Evasion. No more illusion and its buggy pathing.
- Bandit T.T Black Marketing buffed. Income: 25/50/75 -> 30/60/90
- Human T.T Marketing buffed. Income: 25/50/75 -> 30/60/90
- Orc T.T Area Slash buffed. Raider AOE attack chance increased (%). Chance: 10/20/30 -> 20/30/40.
- Naga Spellcaster T2 Spell Parasite replaced with Azshara's blessing. (Increases damage and hp regen of allied unit.)
- Merchant spawn area changed. It cannot spawn near to bases anymore.
 
Last edited:
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.61 Changelog:
- Units RGB colors fixed. (Weird bug happened after reforged release.) (It's mostly affected gnoll and ice troll race.)
- Fel Orc T.T Fel Magic Body fixed. (Damage now scales properly, so it's actually buffed.)
- Demon T.T Cloaked by Fel Flames fixed. (Damage now scales properly, so it's actually buffed.)
- Murloc T.T Healing Saliva fixed. (Heal now scales properly, so it's actually buffed.)
- Daelin Proudmoore (Human AGI Hero) buffed. Base Movement Speed: 280 -> 300.
- New Murloc T.T: Toxfin (Bonus Unit)
- Murloc T.T Reaving Party buffed. (HP Regen Decrease: 4 per Level -> 3 per Level, Attack Speed Bonus: +20% per Level -> 25% per Level.)
- New Fel Orc Hero: Grommash Hellscream (STR)
- New Murloc Hero: Mutanus (STR)
- All melee heroes air attacks removed. (Bugfix)
- Naga Spellcaster T2 Spell Icon fixed. (It was still Parasite icon.)
- Catapult and Stolen Catapult's mana removed. (Bugfix)
- H.A Hogger Smash buffed & fixed. Damage: 100 per level -> 150 per level.
 
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.62 Changelog:
- New Murloc INT Hero!
- H.A Howl of Terror tooltip changed. (Not included pit lord anymore.)
- H.A Hogger Smash and Heavy Strike nerfed. (Damage per level: 150 -> 125)
- H.A Archer Squad buffed. (Tyrande's Archers now have 100 bonus range and doubled mana regeneration when compared to normal archers.)
- H.A Starfall buffed. (AOE: 1000 -> 1200, Cooldown: 120 to 105 -> 115 to 100)
- H.A Resurrection buffed. (Cooldown: 180 to 120 -> 160 to 100)
- H.A Shockwave buffed. (+10 Base Damage)
- H.A Frost Nova buffed. (+50 Base Damage, Cooldown: 8 -> 7 seconds, Hero Slow duration: 1 to 2.25 -> Always 4 seconds.)
- H.A Corrupting Blast minor bug fix. (Channel, better anim.)
- H.A Immolation buffed. (Mana Drain per sec: 10 to 40 -> 10 to 34)
- C.B Mortar Tower buffed. (Each upgrade grants +15 base damage.)
- C.B Flame Tower buffed. (Attacks now deal splash damage in 150 AOE.)
- Orc T.T Small Earthquake replaced with Burning Oil. (Demolisher attacks burn ground in 150 AOE, which deals 12/24/36 dmg/sec to units and buildings.)
- Orc T.T Masonry and Area Slash button positions swapped.
- Murloc T.T Bubble Armor buffed. (Bonus HP Regen per level: 2 -> 3, Death damage: 50 to 100 -> 75 to 125.)
- Undead/Gnoll T.T Cannibalize/Gnawgnaw buffed. (Lifesteal %: 10/20/30 -> 20/30/40)
- Demon Spellcaster T3 Spell buffed. (Total HP Restored: 400 -> 500, Mana Cost: 100 -> 75)
- Town Hall initial mana increased. (0 -> 200).
- Town Hall ability Repair buffed. It has now infinite range, can be used of buildings on lanes.
- Town Halls are not gaining more max mana per tier anymore.
- Town Hall mana regen buffed. (0.08 -> 0.10/sec)
- Town Hall max mana increased. (100 per level -> Always 400)
- Command -shfull renamed as -share, also new command -noshare to remove sharing control with your allies.
- Fel Orc AGI Hero Mirror Images not controllable bug fixed.
- Bandit Units RGB colors fixed.
- Murloc Unit Shorecaster projectile changed.
- Item Boots of Speed stock refresh cooldown decreased. (300 -> 180 seconds)
 
Level 2
Joined
Feb 6, 2015
Messages
12
Hey! So I played this map about 50 times by now. And here's my take. Overall I love the map, love the concept. But there are some things which are still bugging me:

-titan pathing (force him to go back to to his usual route every 2-5s + possibly give them a storm-bolt-like ability to prevent people from kiting them around usual path).
-nerf NE (possibly removing searing arrows from Tyrande's archers, and make druid's entangle shorter on heroes).
-nerf UD (possibly add zombies and/or scheletons to creature upgrade and make it more expensive, maybe decrease range or fiends so they have harder time stacking)
-remove cooldown from heal base alltogether or decrease it substantially, you are already wasting a very valuable resource. And as it's now, even with T3 masonry, even with perfect timing on heals, enemy can nuke top barracks of top player (and bot of bot player) in 2 waves of attacks, and his team can do absolutelly nothing about it. Very uninteractive.
-make big announcement when a player gets to T3 main base (to prevent nuke rushing)
-make it impossible to remove towers once built only maybe change type for money (triple prism was already quite good, now with healing it gets pretty OP)



Give heroes more personality and by that I mean make them
Make them either:
-tank (can soak up a lot of damage, have crowd controll abilities like stomp, or howl of terror which do minor damage but slow/stun/decrease enemies damage or buff abilities for allied. Tons of HP, big armor, very unkillable Examples: pit-lord, Paladin. Should not be able to destroy a lane or kill a hero on his own, but will easily hold it without taking too much damage).
-hero-killer (glass cannon, easy to kill, easy to kill with, have engage+disengage abilities like windwalk or blink, and increasing his damage output like critical strike. If melee, can have stun/slow, but if ranged can instead have magic damage buff like searing or cold arrows. But not both. examples: Menag (if melee would be super OK), Maiev )
-lane pusher (spell caster with big AOE/summons, easily pushes lane alone, but gets picked on by hero-killers. Can have single target disrupt spells, but not single target damage spells).


I see you went with that model to an extent but there are some glaring mixes (which in right hands become super OP)
-(most obviously) Menag: hero killer with bash but also ranged.
-gromash healscream (he has both stun->hero killing and stomp ->tank)
It's frustrating when some heroes can do all, but some can only do some.

Hey! Sorry If it sounds harsh. Even with these minor things I still love the map. I just think it could be all the better after these are fixed.

I'm also open to being convinced these are not bugs at all but features! Maybe I'm wrong, I'm not ultimate judge or anything. I just like sharing my opinions.

+ A list of things that I don't think are necessary but would be nice and fun.

-Change deamons last units from infernal to infernal contraptions. When you play demon, you often feel like you are winning the game decisively but cannot close it out because other races have ranged siege and you don't. These could have relatively small, chaos damage and have tower-upgrade of dropping an infernal with 10-20-40 lifespan (possibly with slow instead of stun on impact).

-Change human archmage ultimate from boring super-strong projectile to something more fun. Like Mass teleport, super low mana and cooldown (maybe it could even transport titan at max lvl? ), but only your own and only to allied buildings.

-Add titans ultimate abilities with their race flavour, at lvl 12 or 20. For example Bandit titan could bribe 10 units around him, Human could get divine shield, Naga could summon hydras, Undead Revive all dead bodies on map as undead units(death knit W ability).

-Add Kelen's dagger of escape to travelling merchant (long cooldown and big mana cost. Would make things fun)

-Add random consumable items from Travelling merchant (some things like scrolls of healing/speed/armor on low end and inferno stone, furbolg amulet on high end)


All in all. Great game amazing potential. I can't wait for new updates
 
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.63 Changelog:
- New Murloc AGI Hero!
- All Races Armor upgrade changed. HP per Level: +20 -> +5% Max HP.
- Human T.T Massive Boulders replaced with Stronger Artillery. (Grants 10/20/30% atk speed and 50/100/150 dmg to catapults.)
- H.A Rain of Fire buffed. (Wave amount: 5 -> 4, Base Damage per Wave: +20)
- H.A Shockwave buffed. (+10 Base Damage)
- H.A Bounty Hunter nerfed. (Now grants 2/4/6/8 damage instead of 1/2/3/4 agility.)
- H.A Troll Regeneration nerfed. (HP Regen (%): 1/2/2/3 -> 0.7 per level.)
- H.A Disabling Strike buffed. (Damage per sec: 15/30/45/60/75/90/105 -> 20 per level)
- Human T.T Headshot nerfed. (Base Cost: 650 -> 750)
- H.A Heeheehoohoo! renamed as Leadership, icon changed and buff animation changed.
- Murloc Town Hall model, work animation makes it not selectable bug fixed.
- Permanent immolation based techs fixed. (I hope)
- Murloc Race East team double spawn timer bug fixed.
- Ice Troll Barracks icon changed.
- Human T.T Headshot icon changed.
- Human Armor and Damage Upgrades tooltip not shows double hotkey anymore.
- Naga Armor Upgrade tooltip not shows double hotkey anymore.
- Night Elf Armor Upgrade tooltip not shows double hotkey anymore.
- Human Unit train tooltip not shows double hotkey anymore.
- H.A Windwalk tooltip not shows double hotkey anymore.
- H.A Mirror Image tooltip not shows double hotkey anymore.
- H.A Shockwave tooltip not shows double hotkey anymore.
- H.A Rain of Fire tooltip not shows double hotkey anymore.
- H.A Howl of Terror tooltip not shows double hotkey anymore.
- H.A Leadership tooltip not shows double hotkey anymore.
- H.A Disabling Strike tooltip not shows double hotkey anymore.
- H.A Critical Strike tooltip not shows double hotkey anymore.
- H.A Heroic Ensnare tooltip not shows double hotkey anymore.
- H.A War Stomp tooltip not shows double hotkey anymore.
- H.A Hex tooltip not shows double hotkey anymore.
- H.A Troll Regeneration tooltip not shows double hotkey anymore.
 
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.64a Changelog:
- All Pick mode reworked! Its awesome now!!!
- All Random mode reworked.
- Now War of Races can have more then 12 races.
- Nogoldmine command removed.
- Fel Orc T2 Unit Pillager armor type changed. (Small -> Medium)
- Bandit Barracks model changed with something optimized. (It has work animation now.)
- Demon Barracks model changed with something optimized. (No more not clickable shit reforged model.)
- H.A Heroic Ensnare cannot be used on titans anymore.
- Human has cityscape theme now.
- Naga has sunken ruins theme now.
- H.A Fireball buffed. (+20 Base DoT Damage)
- Titans buffed. (Base HP: 5000 -> 6000)
- H.A Summon Sapphiron nerfed. (Base Max HP: 2500 -> 2000)
- Murloc Spawn timer for east team bug fixed.
- H.A Brilliance Aura tooltip not shows double hotkey anymore.
- H.A Holy Light tooltip not shows double hotkey anymore.
- H.A Summon Water Elemental tooltip not shows double hotkey anymore.
- H.A Divine Shield tooltip not shows double hotkey anymore.
- H.A Devotion Aura tooltip not shows double hotkey anymore.
- H.A Bash tooltip not shows double hotkey anymore.
- H.A Avatar tooltip not shows double hotkey anymore.
- H.A Blizzard tooltip not shows double hotkey anymore.
- H.A Serpent Ward tooltip not shows double hotkey anymore.
- H.A Healing Wave tooltip not shows double hotkey anymore.
- H.A Feral Spirit tooltip not shows double hotkey anymore.
- H.A Endurance Aura tooltip not shows double hotkey anymore.
- H.A Chain Lightning tooltip not shows double hotkey anymore.
- H.A Bladestorm tooltip not shows double hotkey anymore.
- H.A Frost Armor tooltip not shows double hotkey anymore.
- H.A Death Coil tooltip not shows double hotkey anymore.
- H.A Dark Ritual tooltip not shows double hotkey anymore.
- H.A Sleep tooltip not shows double hotkey anymore.
- H.A Unholy Aura tooltip not shows double hotkey anymore.
 
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.65 Changelog:
- No more unit spam. Unit train time is removed. Units will be trained instantly when bought. However each unit type have maximum 10 unit stock for each barracks and stocks take 60 seconds to refill 1. Each upgrade will refill all stocks.
- Now Special Weapon requires atleast 15 researches.
- Now Tower techs take longer time. (Time Increment per level: 30 -> 60 seconds.)
- In AP mode you cannot see enemy selections anymore.
- Town Hall Ability Rescue Blast buffed. (Damage: 800 -> 1000)
- Ice Troll T.T Liquid Fire buffed. (Now additionaly grants +75/150/225 Attack Range to batriders.)
- Ice Troll T.T Healing Wards buffed. (Now healing wards hp restoration scales with level instead of duration of ward. HP(%)Regen:2/3/4.Gold:500-> 700)
- Night Elf T.T Warriors of the Night buffed. (HP Regen/sec at Night: 5 per level -> 6 per level.)
- Night Elf racial bonus buffed. (HP Regen/sec at Night: 3 -> 4)
- Base Towers nerfed. (Attack Cooldown: 1 -> 1.1 second)
- Undead T.T Creature Carapace nerfed. (Max HP: 150 per Level -> +15% per level. Base Cost: 600 -> 750)
- Town Hall Spell "Repair" button position and hotkey changed. Its in 0/2 now. Hotkey is Z.)
- Town Hall Spell "Rescue Blast" button position and hotkey changed. Its in 1/2 now. Hotkey is X.)
- Town Hall Spell "Special Weapon" button position and hotkey changed. Its in 2/2 now. Hotkey is C.)
- Town Hall upgrades button position and hotkey changed. (Its in 3/2 now. Hotkeys are V.)
- Barracks upgrades button position and hotkey changed. (Its in 3/2 now. Hotkeys are V.)
- All capturable buildings randomly move when there are lots of units around bug fixed.
- West and East forces showing as Player 7/8 bug fixed.
- Gnoll T2 Unit "Hogrider" icon changed.
- Ice Troll T5 Siege Unit "Ice Slinger" icon changed.
- Murloc Unit Spawner "Pond" icon changed.
- Murloc STR Hero Mutanus the Devourer Icon and model changed. Now it's different from one of the units.
- Town Hall Ability "Forward Aura" tooltip fixed.
 
Level 10
Joined
May 16, 2013
Messages
229
Code:
v0.66 Changelog:
- Prism, Mortar and Flame towers level 3 and higher now requires atleast 20 techs.
- T3 Town Halls do not give movement speed bonus anymore.
- New Gameplay Mechanic: At the Gates; Now town halls have 2000 AOE range Aura which grants 30% movement speed to enemy units.
- Demon T.T Demonic Curse reworked as Cursed Strikes. It's now passive ability which also affects destroyers.
- Orc T.T Shocking Attacks reworked. Stun Duration: 1/1.5/2 -> Always 1 second. But now additionally, deals bonus 30/60/90 damage.
- Demon T.T Lunch Time buffed. (HP Restoration: 100/200/300 -> 300/400/500, Cooldown: 10/9/8 -> 10/8/6 seconds.)
- Fel Orc T.T Fel Magic Body buffed. (Damage/sec: 10/20/30 -> 20/30/40)
- Human T.T Headshot and Bandit T.T Headshot nerfed. (Does not work if enemy unit has more then 1500 hp now.)
- Special Weapon nerfed. (Tech Requirement: 15 -> 20)
- Tranquility, Healing Wave, Devotion Aura not works on titans anymore.
- Melee units collision size reduced. (20 -> 15)
- Ranged units collision size reduced. (10 -> 5)
- Air units collision size reduced. (8 -> 5)
- Ranged siege units collision size reduced. (20 -> 10)
- Building Plots, Gold mines, blacksmiths and  collision size reduced. (144 -> 40)
- All buildable towers collision size reduced. (72 -> 40)
- Units maximum stock reduced. (10 -> 8)
- Dumb useless cancel button hided from everything.
- Orc T5 Unit "Demolisher" Mana removed. (15 -> 0)
- Night Elf Unit "Bearman" cannot morph back to human form when he enters bearman form. (Bugfix)
- Undead and Demon Masonry dot not scales with level bug fixed.
- Night Elf, Human, Undead tower tech tooltips reworked.
 
Level 8
Joined
Jul 28, 2019
Messages
64
First of all I have to say that I quite liked this map, but for a long time I have had a serious problem with it, for several months I have tried to download the latest version, but when I place it in the maps folder of my Warcraft and start the game, I do not see the map, I have version 1.31.2 and I have tried to download each update... but it doesn't work, I'd appreciate it if you'd help me, as I've liked this map a lot since you took it out but I haven't been able to enjoy your updates.
 
Level 7
Joined
Nov 17, 2020
Messages
64
Perhaps if the last five slots for new races are to be filled, how about these suggestions? Mag'har, High Elves, Gnomes, Dwarves and Vrykul.
 
Level 1
Joined
Jan 8, 2021
Messages
1
After playing about 10 or so matches on the newest map, I got to say that the Mana Crystals talent feels like a big step backwards. The game can already be incredibly snowbally, with a single hero death putting you far behind your opponent and leaving your lane open to be shoved, creating a gold imbalance. Giving everyone access to a 500 damage, 2 second stun nuke, which also has a huge health pool and 300+ damage per hit, just makes matters worse as it becomes a race to a tier three base to unlock it. Additionally, Mana Crystals gives 100 mana and +25% mana regen, so a player can pretty freely spam them throughout the game. If you are constantly shoving lane or sniping enemy heroes with Manifernus, there isn't really a need to have any mana for defensive uses.

Maybe other talents will come up to rival the power of this talent, but at the moment there doesn't really seem a reason to pick any other talents right now.

My suggestion would be to split Manifernus into its own separate talent, without any of the Mana Crystals buffs, that way its usage is more limited and tactical.
 
Level 23
Joined
Jul 26, 2008
Messages
1,305
This map was really popular on Battlenet when I was playing earlier last year, and I am guessing it still is. It gives an interesting twist to the traditional send-wave-at-enemy type game.

3 players per side is perfect number to keep it large enough to have many people, but small enough so there are not too many waves being sent, which would otherwise make it difficult to counter units because of the chaos. The hero element is really clever, and makes the game a ton more interesting.

Basically, if given time, the entire community who plays Castlefight might just move onto this map, because it is a huge improvement in the right direction for this genre of map.

Great job Uyarrr.
 
Level 10
Joined
May 16, 2013
Messages
229
This map was really popular on Battlenet when I was playing earlier last year, and I am guessing it still is. It gives an interesting twist to the traditional send-wave-at-enemy type game.

3 players per side is perfect number to keep it large enough to have many people, but small enough so there are not too many waves being sent, which would otherwise make it difficult to counter units because of the chaos. The hero element is really clever, and makes the game a ton more interesting.

Basically, if given time, the entire community who plays Castlefight might just move onto this map, because it is a huge improvement in the right direction for this genre of map.

Great job Uyarrr.

Thank you for your comment! It's nice to hear :)
 
Level 1
Joined
Aug 2, 2018
Messages
2
Hey there. I've played this map quite a lot with a friend and we found it interesting and engaging as we play all random. However certain mechanics and heroes feel overwhelmingly bad to play against.:

Malfurion/Lady Vashj - The range of root and its duration is beyond annoying, super easy to set up a kill with it and deals hefty damage. Playing any other hero for night elves feels like handicapping yourself and your whole team. Later on he may drop on worth but generally he is strong since early levels. As for Vashj her ultimate feels like improved Magtheridon's and the mana barrier has too high absorption value, making dealing with her often impossible unless you catch her doing some kind of mistake that is the only way to kill her.

Gnoll / Orc poisons vs titans - They are just shredding through the titan the moment they are allowed to stack their poison on it for two seconds. No matter how big wave you send with a titan and how high level it hasthe poison seems to completely neglect titan's resistances and each tick just devours its healthbar as if it was a snack.

Human Headshot / Bandit Bribe - One of the most annoying mechanics that are unfun to deal with in any way. It is completely rng that you can't really deal with unless you play super chunky race like demon/naga or push your lane with support of your hero to minimize the impact of these effects. I am aware that Headshot has health cap and bribe only works on living creatures but being able to immediately deal with enemy's unit by one lucky hit feels bad and cheap.

Blizzard of Humans / Ice Trolls - Completely random, completely unfun and can win a lane on its own if it lands at proper place in early game. If lucky blizzard happens then the enemies have much more flexibility in their movements while scuffing the whole enemy team. It is especially brutal against races with low health pools and can make them lose hard for majority of the match. Also could the blizzard not damage buildings? It just feels a bit weird when it nearly reclaims a building on its own.

Caster AI and their spell priority - I have to say it feels absurd to try and help push your lane with minions but then have enemy casters just focus you with their spells and chasing you -hard- into the lane just to get their night elf root/gnoll fireball stun/demon death coil. They constantly wear you down with spells and are even able to kill you if they go hard on you with their spells. Hiding behind all the minions of mine or in between them doesn't change their priority, often making the counter push annoying if not straight up impossible.

Except for these things I have to say that the map is really enjoyable, just bad matchup can be so insanely frustrating that I'm sometimes not surprised with people just leaving the game.

Edit.: Forgot to post about two things that also were on my mind but escaped.:

Special Weapon - Feels cheap and non-interactable. Just once enemies get vision with their mortar towers they can just yeet your barracks into the dark realm to shut down your possibilities of coming back, even if you get masonry to level 3.

Human priests - Can they not heal for so much so often and be able to revive other units? They just form balls of death due to them reviving other allies, especially if they pick up another priest that gets back to life with a fair chunk of mana to cast heals, that only makes it more of a snowball.
 
Last edited:
Level 10
Joined
May 16, 2013
Messages
229
Hey there. I've played this map quite a lot with a friend and we found it interesting and engaging as we play all random. However certain mechanics and heroes feel overwhelmingly bad to play against.:

Malfurion/Lady Vashj - The range of root and its duration is beyond annoying, super easy to set up a kill with it and deals hefty damage. Playing any other hero for night elves feels like handicapping yourself and your whole team. Later on he may drop on worth but generally he is strong since early levels. As for Vashj her ultimate feels like improved Magtheridon's and the mana barrier has too high absorption value, making dealing with her often impossible unless you catch her doing some kind of mistake that is the only way to kill her.

Gnoll / Orc poisons vs titans - They are just shredding through the titan the moment they are allowed to stack their poison on it for two seconds. No matter how big wave you send with a titan and how high level it hasthe poison seems to completely neglect titan's resistances and each tick just devours its healthbar as if it was a snack.

Human Headshot / Bandit Bribe - One of the most annoying mechanics that are unfun to deal with in any way. It is completely rng that you can't really deal with unless you play super chunky race like demon/naga or push your lane with support of your hero to minimize the impact of these effects. I am aware that Headshot has health cap and bribe only works on living creatures but being able to immediately deal with enemy's unit by one lucky hit feels bad and cheap.

Blizzard of Humans / Ice Trolls - Completely random, completely unfun and can win a lane on its own if it lands at proper place in early game. If lucky blizzard happens then the enemies have much more flexibility in their movements while scuffing the whole enemy team. It is especially brutal against races with low health pools and can make them lose hard for majority of the match. Also could the blizzard not damage buildings? It just feels a bit weird when it nearly reclaims a building on its own.

Caster AI and their spell priority - I have to say it feels absurd to try and help push your lane with minions but then have enemy casters just focus you with their spells and chasing you -hard- into the lane just to get their night elf root/gnoll fireball stun/demon death coil. They constantly wear you down with spells and are even able to kill you if they go hard on you with their spells. Hiding behind all the minions of mine or in between them doesn't change their priority, often making the counter push annoying if not straight up impossible.

Except for these things I have to say that the map is really enjoyable, just bad matchup can be so insanely frustrating that I'm sometimes not surprised with people just leaving the game.

Edit.: Forgot to post about two things that also were on my mind but escaped.:

Special Weapon - Feels cheap and non-interactable. Just once enemies get vision with their mortar towers they can just yeet your barracks into the dark realm to shut down your possibilities of coming back, even if you get masonry to level 3.

Human priests - Can they not heal for so much so often and be able to revive other units? They just form balls of death due to them reviving other allies, especially if they pick up another priest that gets back to life with a fair chunk of mana to cast heals, that only makes it more of a snowball.
First of all it's nice to hear and thank you for your feedback ^^
Malfurion: Range of the root is same as melee map. I agree Malfurion is strong, it's really hard to balance these things. I'm not focused on the heroes for now.
Poison: Well they are really good against big targets yes but however poison was shit before. Titans will get huge rework soon, they are weak now.
Headshot/Bribe: Sorry but I disagree, people love these two techs. These techs makes human and bandit.
Blizzard Talent: It's just added, if it's op It will get nerf.
Caster AI: It's totally intended. This is not league of legends, you are not farming minions. You cannot kill everything with your hero, you shouldn't. You need your army.
Special Weapon: Get your masonry and you are safe, if you time your repair you are safe.
 
Level 2
Joined
May 16, 2016
Messages
3
I've played this map for about a year now, perhaps even two and that speaks something when it comes to the general enjoyment and replayability the map has. That being said there's been some overall frustrations and issues I've felt with the map as well.

For starters I want to say that I love the talent system that has been put in place as it gives additional variations for each race and it is always nice to see new talents being added... but the Blizzard talent given to Frost Trolls and Humans feels very bad to play with and play against due to its value being dependant entirely on RNG. I've played games as Human where the blizzard is always in the most awful of places almost never hitting enemies in the right time and I've had games where the Blizzard is destroying the early game lanes giving no chance for counter pushing. Sometimes it even ends up hitting the towers of a base dealing roughly 1/3 of their HP over time which either forces out a heal on both or leaving them vulnerable to damage. Overall RNG-based mechanics are never really fun to play with.

The travelling merchant can also be annoying when it moves around constantly instead of staying in place with the model of it sometimes hard to spot. I would also prefer it if the marker showing the location of the merchant lasted longer.

The map is plagued by a few annoying bugs as well like when half my lane magically decides to split off from the rest and walk back to base where they either begin running back and forth or they afk there till an enemy attacks it. Units switching lanes can also be frustrating especially when you want play out a strategy involving a big push but oh no your titan decided it wanted to attack another lane. Understandably I get that the map has issues like this because the editor and the limitations of the system.

It would be nice if there was an option in All Pick where duplicate races can exist so that either team has the opportunity to take a specific race without the opposing team taking it first.
 
Level 2
Joined
Mar 19, 2021
Messages
3
I've played this pretty regularly for a few months now. The game used to be a lot more fun before talents were implemented. If these random blizzards/tranqs/whatever keep getting added the entire early game is just going to be determined by complete randomness. Manifernus is also really unfun and just ridiculous and has been since it got implemented.

It's also beyond annoying that playing against trolls or anything with a CC leaves half your wave just standing in your lane unless you manually escape each minion
 
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