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Duststorm - Grom Hellscream

ENTRY FOR THE 15TH TECHTREE CONTEST
This map was made on WCIII patch 1.27b so is intended to be used on this or higher versions.


grom-png.358412


Grommash "Grom" Hellscream was the legendary chieftain of the Warsong clan. He was the first orc who drank the blood of Mannoroth the Destructor, thus binding the Horde to the Burning Legion — and he would eventually pay the ultimate price to free himself and his people from the curse.

Grom Hellscream moves with a warrior’s grace and his reflexes are fast and abrupt. He is devastating in melee, and lays waste to the battlefield with his mighty axe Gorehowl, slaying foes with deadly whirlwinds and powerful strikes.



Grom's abilities
IconAbilityDescription
pashellscreamberserk-png.358410
Juggernaut[Innate ability] - When Grom receives or deals damage, it has a 18% chance of get 1 Juggernaut's charge. Each charge increases damage by +1, critical chance by 3% and critical damage by 10%. When Grom casts any of his abilities, all charges collected will be expended to improve the ability used. A maximum of 15 charges can be reached. Each charge lasts 20 seconds or until Grom casts an ability.
btnwarrior_talent_icon_ravager-png.358408
Deadly SpinGrom swings his mighty axe in circle to deal damage to 4 nearby enemies.
  • Level 1: 40 base damage.
  • Level 2: 70 base damage.
  • Level 3: 100 base damage.
[Juggernaut] - Each charge increases base damage by +5, critical chance by 3% and critical damage by 10%. Critical damage is individual for each target. At 10 charges or more, Grom will spin twice, causing half of the base damage. This second spin will not benefit from Juggernaut's charges.
btnwarrior_talent_icon_furyintheblood-png.358407
Intimidating ShoutShouts with great ferocity, stunning nearby enemies for 2 seconds. Grom's attacks inflict additional pure damage to the targets.
  • Level 1: 10 additional pure damage on attacks.
  • Level 2: 16 additional pure damage on attacks.
  • Level 3: 22 additional pure damage on attacks.
[Juggernaut] - Applies Confusion to affected enemies, slowing their movement speed by 30% and causing them to have a 25% chance to miss on attacks when the stun ends. Confusion lasts 0.3 seconds for each charge. At 10 charges or more, Grom improves his shout, stunning for 3 seconds in a larger area.
pasinv_axe_60-png.358411
Howling AxeGorehowl, the axe of Grom Hellscream, has sown terror across hundreds of battlefields. Each attack gives a chance of cause Confusion on target. Confused enemies have their movement speed slowed by 30% and have a 25% chance to miss on attacks. Confusion lasts 7 seconds.
  • Level 1: 6% chance of cause Confusion.
  • Level 2: 12% chance of cause Confusion.
  • Level 3: 18% chance of cause Confusion.
[Juggernaut] - Each charge gives a 0.4% chance of instantly kill the target. At 10 charges or more, Grom will not lose his current Juggernaut's charges when insta-killing an enemy. Cannot kill Heroes, buildings or units above level 7.
paswarrior_talent_icon_innerrage-png.358409
WarmongerGrom's presence increases the attack damage of nearby friendly units by 20%. Increases duration for all new gained Juggernaut's charges to 30 seconds. Deadly Spin and Intimidating Shout now have a 15% chance to not reduce Juggernaut's charges.
features-png.358413


Fierce units

War-oriented infraestructure

Chaos Orcs

Available AI

One of the strongest and most violent clans, the Warsong's gameplay is based on brute force and high mobility as well.

btnorcwarcry-png.358430
BattlefuryThe Warsong earned their name from their fearsome battle cries and hymns. To represent this, the Battlefury ability, shared by all the Warsong combat units, enhances their offensive capabilities in battle, increasing their power when they fight side by side.
btngreenleafes-png.358428
SkirmishersThe lack of aerial units is not a disadvantage for this faction. Javelineers can be upgraded so that they can eliminate flying enemies with less effort.
btninv_misc_gear_05-png.358429
Specialized siege weaponryWarsong's siege weapons require to be operated by Pathfinders so they can attack. In exchange, with more operators, they can attack much faster than other siege units.
Due to their gameplay style, they are adapted to fast deployments.

btnbloodlusted-png.358431
Unique tier systemTheir tier system resembles the original but with some differences. Instead of upgrading their main building, they must research 2 levels of "Mobilization" at the War Halls. Each Mobilization also increases the hit points for War Halls.
btnstormreavergrunt-png.358439
PathfindersSecondary workers and good early explorers and defenders. Their labor is required for construction and repair. As game progresses, they will be in charge of operating the siege weapons.
btnriderlesskodo-png.358437
Supply KodoMobile resource depot, but slow and vulnerable. Its use is optional, but has a notable strategical importance.
At tier 3, they can research the special upgrade "Mannoroth's Blood" at the Black Shrine.

btnspell_deathknight_bloodboil-png.358406
Mannoroth's BloodBy drinking the Blood of Mannoroth, the Warsong Clan binds their will to the Burning Legion in exchange for enhanced demonic powers. Transforms Warsong Orcs into Chaos Orcs. Spiritual Guides and Elder Sages will be transformed into Bloody Tricksters and Demonists.
btnability_garrosh_hellscreams_warsong-png.358442
Chaos OrcsChaos Orcs have increased damage, attack speed and hit points than their normal counterparts. They can be upgraded further with other specialized upgrades at the Black Shrine.
btnspell_shadow_destructivesoul-png.358444
Chaos SpellcastersBloody Tricksters and Demonists have enhanced versions of their original shamanistic abilities.
I have included AI for this faction. Although is not as good as the Blizzard ones, they can be hard to defeat. :D


units-png.358416


Tier 1
btnpeon-png.358435
GathererBasic worker unit. Can harvest gold and lumber.
btnstormreavergrunt-png.358439
PathfinderSecondary worker unit and early explorer and defender. Can build structures and Repair. Can also go inside Warsong Siege Machines to give they an attack. Has the Battlefury ability.
btnriderlesskodo-png.358437
Supply KodoCargo beast. Serves as a mobile drop-off point for harvested resources but is slow and vulnerable.
btnwarsonggrunt-png.358441
MarauderHardened Orc warrior. Has the Battlefury ability. Can learn War Trance.
btnspearmanwc1-png.358438
JavelineerSpear-thrower orc combatant, very effective against air units. Has the Battlefury ability. Can learn the Skirmish Tactics.
Tier 2
btnorcmage-png.358433
Spiritual GuidePrimary spellcaster. Can initially cast Nature's Seal, which heals an allied unit. Can also learn Rock Shield and Inner Beast.
btnorcwarlockred-png.358434
Elder SageDisruptive spellcaster. Can initially cast Cleansing Ward, which summons a ward that can dispel buffs. Can also learn Natural Order and Spirit Mark.
btncatapultwc1-png.358432
MangonelLong-range siege weaponry. Effective against buildings but slow and vulnerable. It must be operated by Pathfinders to attack.
Tier 3
btnthunderlordraider-png.358440
InvaderHighly mobile melee rider. Has the Battlefury ability. Can learn the Enraged Wolves ability.
btnram-png.358436
RamSlow and lumbering siege weapon, used to reduce enemy buildings to ruins. It must be operated by Pathfinders to attack.
Chaos Spellcasters
btnchaoswarlock-png.358446
Bloody TricksterPrimary spellcaster. Can initially cast Blood Mantle, which heals an allied unit. Can also learn Stygian Cuirass and Bloodrage, and the Shadow Mastery and Empowered Corruption upgrades.
btnbonecollector-png.358445
DemonistDisruptive spellcaster. Can initially cast Spellhunter Ward, which summons a ward that can dispel buffs. Can also learn Jinx and Soul Affliction, and the Shadow Mastery and Empowered Corruption upgrades.

tips-png.358415


  • A good start for this faction is building first an Encampment while training a second Pathfinder at the War Halls who will then build the Altar.
  • Supply Kodos can be used to easily gather resources that are at larger distances rather than waiting until a Main Hall is built in the location.
  • There are some good sinergies with different abilities, while others are highly useful on their own.
  • Reaching the tier 3 can be essential to unlock the full potential of this race.


changelog-png.358447


· Released
Bugfixes:
· Fixed a bug with Damage Engine when killing an enemy affected by Spirit Mark or Soul Affliction.

AI:
· Some minor tweaks to AI to make it more competitive.
Bugfixes:
· Fixed a bug with Nature's Seal and Blood Mantle where they stack when casted on an unit that already has the buff.

Grom:
· Deadly Spin's second spin delay time reduced from 0.5 to 0.25 seconds.

Others:
· New icon for Marauder (credits to loktar).
Balance Changes:
· Marauders' hit points reduced to 620 from 635.
· Chaos Marauders' hit points reduced to 670 from 685.
· Javelineers' hit points reduced to 465 from 480.
· Chaos Javelineers' hit points reduced to 515 from 530.
· War Trance duration increased to 13 seconds from 8 seconds.
· Cleansing Ward and Spellhunter Ward duration reduced to 20 seconds from 25 seconds.
· Cleansing Ward and Spellhunter Ward dispel ability cooldown increased to 4 seconds from 3 seconds.
· Cleansing Ward mana cost reduced to 100 from 125.
· Spellhunter Ward mana cost (before upgrading Shadow Mastery) reduced to 115 from 140.
· Spellhunter Ward mana cost (after upgrading Shadow Mastery) reduced to 85 from 110.

credits-png.358414


--MODELS--
Ujimasa Hojo
Kam
Retera
loktar
Red XIII
Tamplier777
Infrisios
Em!
Champara Bros
JesusHipster
stan0033
xYours Trulyx
Haistrah
Mythic
The_Spellweaver
Antinous
cotd333
paulH
Tauer
HerrDave
Mister_Haudrauf
frostwolf
Sellenisko
Hayate
alfredx_sotn

--SKINS--
Darkfang
Se7en

--ICONS--
Ujimasa Hojo
Jacky The turtle
Hellx-Magnus
BLazeKraze
Darkfang
Chen
-Berz-
Kimbo
PeeKay
GhostThruster
Ceterai
Sin'dorei300
Murlocologist
Leopard
Hayate
loktar
General Frank
Zaljinzoo

--MUSIC--
Blizzard
Contents

Duststorm - Grom Hellscream v1.3 (Map)

Reviews
Shar Dundred
Not my favorite character, but a fun contest entry. Approved!
Level 27
Joined
May 18, 2018
Messages
397
Map updated:

Balance Changes:
· Marauders' hit points reduced to 620 from 635.
· Chaos Marauders' hit points reduced to 670 from 685.
· Javelineers' hit points reduced to 465 from 480.
· Chaos Javelineers' hit points reduced to 515 from 530.
· War Trance duration increased to 13 seconds from 8 seconds.
· Cleansing Ward and Spellhunter Ward duration reduced to 20 seconds from 25 seconds.
· Cleansing Ward and Spellhunter Ward dispel ability cooldown increased to 4 seconds from 3 seconds.
· Cleansing Ward mana cost reduced to 100 from 125.
· Spellhunter Ward mana cost (before upgrading Shadow Mastery) reduced to 115 from 140.
· Spellhunter Ward mana cost (after upgrading Shadow Mastery) reduced to 85 from 110.
 
This is an amazing race, with an interesting balancing prowess. I would say the Pathfinder for siege weapon is quite a hassle, but everything else seems great enough for me already.

I made a video for this map, though it's from the previous version so the recent balancing is not included. The upload will take some time, but hopefully up in 3 hours after this posting.


EDIT:
Seems network is unreliable again. I'm unsure when this will be ready, but slowest is within 24 hours.
 
Last edited:
Level 1
Joined
Nov 8, 2020
Messages
1
Bugs:
- Research Backpack impossible to research, requires Voodoo Lounge (which doesnt exist in this faction)

Gameplay:
- No T1 healing (i had to kill my own low health units and reproduce, the same problem RoC had hence the invention of Shops in TFT)
- Kodo is absurdly broken, harvests with only 1 kodo + 1 peon at the speed of an expo + 5 workers, but requires far less resources and time
(theres a chance other things are overpowered but its hard to tell since the opness of that kodo overshadows everything)

Polishing:
- Nature's Seal and Blood Mantle, when toggled to autocast, dont target damaged units but rather attacking units (even at full hp) (as a purely-healing spell this is not what one expects or wants)
- I suggest that Pathfinder can autoattack when near enemies like Ghouls since they both have combat-ready stats

Suggestions:
• Way to heal on T1 like a healing item in shop or a mechanic (blight, cannibalize, burrow, moonwell juice etc)
Kodo might need over 10+ nerfs to be properly balanced
• Kodo cost (way) more wood
• Kodo has to return the resources to a hall (and have a limit for the amount it can carry (and move slower the more weigh it carries))
• When Mannoroth's Blood is researched, make their voices thicker (if possible)

Heres a footage of me abusing the living hell out of kodos to the absolute limit to 1v3 insane bots 1989 (colorized)(took me multiple tries)
(sorry for the background noise i forgot i was in a Discord call)
 
Last edited:
Level 27
Joined
May 18, 2018
Messages
397
Bugs:
- Research Backpack impossible to research, requires Voodoo Lounge (which doesnt exist in this faction)

Gameplay:
- No T1 healing (i had to kill my own low health units and reproduce, the same problem RoC had hence the invention of Shops in TFT)
- Kodo is absurdly broken, harvests with only 1 kodo + 1 peon at the speed of an expo + 5 workers, but requires far less resources and time
(theres a chance other things are overpowered but its hard to tell since the opness of that kodo overshadows everything)

Polishing:
- Nature's Seal and Blood Mantle, when toggled to autocast, dont target damaged units but rather attacking units (even at full hp) (as a purely-healing spell this is not what one expects or wants)
- I suggest that Pathfinder can autoattack when near enemies like Ghouls since they both have combat-ready stats

Suggestions:
• Way to heal on T1 like a healing item in shop or a mechanic (blight, cannibalize, burrow, moonwell juice etc)
Kodo might need over 10+ nerfs to be properly balanced
• Kodo cost (way) more wood
• Kodo has to return the resources to a hall (and have a limit for the amount it can carry (and move slower the more weigh it carries))


Heres a footage of me abusing the living hell out of kodos to the absolute limit to 1v3 insane bots 1989 (colorized)(took me multiple tries)
(sorry for the background noise i forgot i was in a Discord call)
Yeah, this map still needs some improvements. I have it in my list of maps to update, probably soon.

Thanks for the feedbacks and suggestions. I really appreciate when someone plays my maps and helps me improve them.
 
Level 5
Joined
Jun 18, 2021
Messages
39
Orc is one of my least favourite races, I still wanted to give this a try.
And oh boy, I regret nothing at all.

One of my top favourite races, I had so much fun playing it that I played it more than 5 times, even. The gameplay pace of Grom is just fantastic, I like it even more than the "Iron Legion" one, despite me being more fond of the human races.

You deserve a medal! :peasant-cheers-back:
 
Level 4
Joined
Nov 3, 2023
Messages
10
I love this map and am so glad it was made for 1.21b
My feedback is short and sweet:

•The fel icon for Grom is ugly, just let him keep the one he spawns with (or find an equally cool replacement for the fel one)
•For such an attack focused faction, it feels weird not to have a "Pillage" upgrade or some new take on it.
•Some healing salves or wards in the shop would be appreciated since it's very cut-and-dry do-or-die early in the game.
•And MORE. Good lord do I wish there was more: more maps to play on, more units, upgrades, more heroes to compliment Grom.

Love love love this style of faction. Thank you for making it.
 
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