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Kotol
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  • Hey Ezalor. I am curious to hear what are your top 3 races from War’s Legacy?
    Kotol
    Kotol
    Honestly, I really like all the races in War's Legacy, but if you were to ask me what my top 3 favorite races in War's Legacy are, in order, they are the Fel Horde, the Living Nerubians, and the Ice Trolls.

    1. Fel Horde: Fel Horde is my first and my favorite race I've played. The biggest reason the Fel Horde is my favorite race is that, despite being one of the first races released, it didn't need a rework, unlike other older races. While other older races like Dalaran, High Elves, and Draenei (I'm talking about older versions) used vanilla Warcraft III abilities, the Fel Horde has unique abilities thanks to the Chaos mechanic. Old Kirin Tor (formerly Dalaran) units have Magic Aegis (actually, it is Elune's Grace, which grants 60% magic resistance); old High Elf units have Sunder Shield (actually, it is Defend but has different stats); old Draenei units have Hew (actually, it is Cleave); while Fel Horde units have unique abilities such as Chaotic Rage, which grants Chaos attack-type damage, and First Blood (formerly Cheap Shot), which deals extra Chaos damage to enemies with 90% or more health.
    Kotol
    Kotol
    2. Living Nerubians: I really liked that the Living Nerubian units are similar to the Terran race in Starcraft, and their production mechanics are also similar to the Zerg race in Starcraft. The fact that Undertakers have attack modes similar to Starcraft's Siege Tank, Ambushers become invisible when burrowed and can attack air units like Starcraft's Widow Mine, and Stingers become immobile and attack ground units in a circular area like Starcraft's Liberator—all of these show that mechanics from Starcraft were positively adapted to Warcraft III. Furthermore, the fact that units can be produced from an organic unit (called Birthing Egg), like Starcraft's Larvae, demonstrates both the race's unique production mechanics and another positive adaptation of a Starcraft mechanic to Warcraft III.

    3. Ice Trolls: The Training Charges mechanic in Ice Trolls is a fantastic mechanic unlike anything I've seen in any real-time strategy game before. The fact that units can be produced in a limited number of three but instantly is truly extraordinary. The use of Dissenters in base defense and their ability to heal nearby friendly units using the Stolen Power in Sacrificial Huts, however, turning himself into a temporary unit, is another interesting mechanic.
    MogulKahn
    MogulKahn
    Yes, I agree about Fel Horde completely. He had just added few extra things to them in recent times to make them more interesting and they are also one of my favorite races.

    I am not sure why, but I was never a big fan of his bug races. They were not my cup of tea, at all. But I will give them a shot after this amazing comment of yours.

    Ice Trolls I do find pretty cool (heh), especially last, T3 unit, but I was a never fan how easy it is to apply Frost to everything. It should be something with counter-play, like those mushroom, but if bunch of your units can apply it passively without any real cost, I find to to be extremely boring. It is just an illusion of syngery and strategy, not else.
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    Would you like to discuss some details about the Twilight Hammer race I'm working on? I finally decided to go ahead with it (and it's about 60% done), and I'd like to hear your perspective.
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    Kotol
    Kotol
    The Twilight's Hammer faction should have unique faction mechanics, like the altered melee maps which was created by Wa666r, imo.

    Firstly, there should be a base defense mechanic (like the Humans' Call to Arms ability, which turning villagers into militia, or the Orcs' Burrow Battle Stations ability, which bringing peons inside to defend the base). I think a base defense mechanic where Twilight's Hammer buildings (or just the main Twilight's Hammer building) could temporarily take control of nearby enemies would be appropriate.

    There should also be a unique unit mechanic; for this, I'm thinking the feature that would grant an aura in certain areas of the map for a specific duration. This aura would have different effects depending on the unit type. For example, some units would heal continuously, some would have bonus attack or movement speed, some would have magic resistance, and some would have certain abilities strengthened etc.

    You can also hear the perspectives of authors who have previously created altered melee maps for this topic (Wa666r, Maxwell, Riki, Luthfandino, CollectorofStoriesUntold, and many more).
    435D
    435D
    The first option is possible, although it should have a minimum duration (which increases slightly with each tier of the main building) so it's not too broken.

    The other option seems complicated to implement (especially with triggers). Thanks for your input.
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