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[MFO]Lost Temple II 0.81

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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[MFO]Lost Temple II


Author: Darc Reaver
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Short Summary of Menace from Outland


"Warcraft III - Menace from Outland" follows Blizzard's pattern for creating game add-ons.
The Frozen Throne added new content to create a new meta and fix design issues that RoC suffered from, while keeping the flair and gameplay of the original Warcraft III.


- 2 entirely new races - Bloodelves and Fel Horde (even with a custom music set!)
- 4 new heroes and 5 new units for Nightelf, Undead, Orc and Human
- 1 new neutral hero (Ogre Geomancer)
- over 150 new unit and ability icons
- plenty of new models for new heroes, abilities and units
- more than 50 new spells and spell effects
- 5 new neutral items with new abilities and values
- a lot more...

Join our community discord: Discord - Free voice and text chat for gamers
Moddb.com page: Menace From Outland mod for Warcraft III: Frozen Throne

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Setting and Background

The setting of 'Menace from Outland' begins shortly after the events of the Undead campaign from The Frozen Throne, with Arthas mounting the Frozen Throne and Illidan retreating to the Outland citadel and during the Orc Campaign "The Founding of Durotar", which is the bridge towards World of Warcraft.

This is not to be confused with WoW : Burning Crusade Bloodelf/Draenai lore. The actions from WoW take place at a later stage. Menace from Outland is covering the void inbetween Wc III and WoW from a thematic perspective.


Faction lore
Bloodelves

When Illidan travelled to Outland, he was accompanied by Naga, Satyrn and Bloodelf companions, most notably among those were Prince Kael'Thas Sunstrider and Lady Vashj. However, not all Bloodelves were following Prince Kael - and Illidan - to Outland. Many Bloodelves had still remained in Lordaeron, and tried to cure the aftermath of the Undead invasion on Silvermoon. Silvermoon had been burned down, the Eversong Woods were largely transformed into a wicked abomination full of undead creatures, and most importantly, the precious Sunwell was corrupted by the Scourge, no longer granting the Bloodelves magical power to feast from. For this hungering, insatiable thirst for magic Illidan offered Prince Kael'Thas a cure for: the ability to feast magical energies from creatures. Since Outland is full of demons and fel magic, this was a tempting thing to do, and so Kael'Thas comrades started consuming Fel Energies in a large scale. But not only Elves in Outland learned to sap energies from creatures - the fellow brethren in the old world aquired this skill aswell.

After being repelled by the Alliance, the Bloodelves still seek revenge against the Undead for their losses and - of course - to restore their homelands to former glory, even without their precious Sunwell.

Fel Horde

After taking the Hellfire Citadel and slaying Magtheridon, he noticed that those barbaric Orcs could serve him just as well as they served Magtheridon. Brutish minions for the wars to come. Since most Fel Orcs are furious for bloodshed, they do not care for which master they fight. But not all Orcs were enslaved by Illidan... Parts of the clans that were less involved in the Hellfire Onslaught managed to withstand the new Hellfire Overlord - they used the chaos caused by Illidan to move away from Outland - to Kalimdor. Here they seek for blood and war. And they will get it... Only fools oppose the furious rage of the True Horde!"

Gameplay

This project was first known as Warcraft III - The Burning Crusade (TBC) - however, due to confusion with the WoW lore (Bloodelf Draenai AddOn) I decided to change the name. To view more specifics on the gameplay press the spoiler button below. (do it! you know you want to...)

"Warcraft III: Menace From Outland" adds additional content to existing races aswell as adding two entirely new races, the Felhorde from Outland and the Bloodelves. Even though those have been featured in other custom campaigns and/or maps, "Menace from Outland" features a very unique approach that is definately worth checking out. Hereby Menace From Outland tries to mimic The Frozen Throne, which added additional content to Reign of Chaos while keeping the unique gameplay that everybody loves.

Bloodelves and Felorcs have their very own heroes, techtrees, buildings, ingame music, upgrades and share a unique twist in the regular gameplay. Combat stats and unit hitpoints etc. are inspired from default Warcraft III units, and no major changes were done to the way the game plays out. Units still have high health to allow micro, and there are many soft countering systems available.

Spells are triggered and custom made, there are almost no default spells used for them. Same counts for unit upgrades and regular abilities. They all are unique and different from the regular Frozen Throne units.


The existing races - Human, Orcs, Undead and Nightelves each receive a fifth hero and one additional unit to provide counters against certain meta strategies that are used in 1.26, of course with custom made spells, additional effects and custom made upgrades.

Furthermore there are some balance tweaks taken from the official ladder forums that were proposed for a balance patch. Don't worry, those are not playing a huge role, they just serve to integrate the new races properly, and aim to make more game styles viable and to remove/weaken cheesy strategies that are lame and not fun for the receiving player, like mass towers, mass bats, mass tanks etc.


Faction specific gameplay
The Bloodelves

Bloodelves use a unique trait of being able to absorb magical energies from enemy and neutral units using "Mana Tap". This is very important, since Bloodelves regenerate mana only at a very slow rate.

They also have a unique base defense mechanic. Carpenters can construct Energy Cores which regenerate arcane energy. They can spawn Arcane Patrollers, arcane-mechanical golems with high health and attack damage. Those are then supplied with Energy from the Core. If they move away from the core, the energy will deplete, and once it reaches zero, the Patroller is disabled and cannot move or attack anymore. They will be reactivated if either an Energy Core is built next to them or if the player uses a special Item, called "Energy Core" to replenish the Patroller's energy.

The Sentry Cores can be improved at a later stage in the game and then Arcane Patrollers can be used to support the Bloodelf army when attacking other players. The Patrollers can also detect invisible units after an upgrade.

The Energy Cores also attract Mana Wyrmlings in the course of time. Mana Wyrmlings are small magical creatures that feast and store large amounts of magical energies. Those are easy targets for the use at "Mana Tap".

In terms of playstyle, Bloodelves play similar to undead, with a few aspects of the Human race. They have efficient workers (called "Carpenter") that can quickly repair and collect lumber with double efficiency. They also feature strong base defenses, but no defense mechanics for their Carpenters themselves (like burrows or militia), so they're vulnerable to harassment.

Their army consists of mainly fragile, ranged units which have a high damage output and come at a high cost. A couple of autocast spells to increase allied units' damage output ("Sunwrath") aswell as debuffs for enemy units (abilities like "Arcane Slivers" or "Hellfire") which allow to control battles. They do lack dedicated healing spells as only few Bloodelves utilize the power of the Holy Light after the happenings with the Scourge.

Ultimatively, the Bloodelves require players to focus on which unit types to field and use mobility to their advantage to win fights as their teching is rather expensive. That's why it's helpful to expand to a second Goldmine early on.

Since most units have low health pools it's important to know when to creep and when to engage. Also it's even more important to balance item-number of units gold expenses for protection and healing scrolls.

The Fel Horde

The Fel Horde receives a unique trait aswell: The fountain of Blood fuels on the rage of war, storing energy inside that can be used to heal allied units when they return to the fountain. Workers can be disgruntled now, allowing them to fight intruders back when they decide to raid the base.

Units can be sent to drink from the Fountain of Blood, turning them into Infused Fel Orcs that deal chaos damage. This works for casters, melee units and ranged units except for heroes.

In terms of playstyle, the Fel Horde requires players to have an aggressive playstyle with a lot of hit and run. Many units support this playstyle by allowing Fel Orc units to move faster, deal more damage in a short timeframe, and of course, the demonic infusion, which grants a unit chaos damage.

Also, they "play" with the Demon/humanoid classification. The Necrolyte Spell "Unholy Power" infuses units with demonic power, and this makes them vulnerable to holy spells while demonic/unholy powers (like Death Coil) affect them positively.

Ultimatively , to play the Fel Horde well players needs to master the clever usage of Unholy Power spells, Demonic Infusion and the balance between fighting the enemy (to gain fuel for their Fountain of Blood) and loosing/sacrificing units.

Human, Orc, Undead, Nightelf

The changes above are not the only ones. Also the "old" races receive new content.

1) A new hero each.

Human: Thane - a furious Dwarven Warrior riding a gryphon.
Orc: Troll Berserker - a powerful ranged warrior who deals increasing damage when loosing health.
Undead: Darkfallen - an undead Bloodelf who is adapt at weakening enemy units and summoning ghosts.
Nightelves: Druid of the Wild - a shapeshifting warrior hero who excels at dealing and taking damage.

2) an addional, powerful unit.

Human - Captain. A melee warrior that can rally nearby units
Orc - Troll Voodoo Priest. A mage that has various spells to strengthen Horde units
Undead - Decaying Colossus. A massive Golem that permanently decays.
Nightelves - Enchantress. A supportive spellcaster that debuffs enemy units.

3) new technologies.

Humans receive an upgrade for Snipers named "Mithrilcore Shots" which allows them to deal higher damage to heavily armoured units.
Undead receive "Venom Webs" that improve Crypt Fiend's Web ability to deal damage over time.
Nightelves receive a Sentinel upgrade that allows them to upgrade Archers to Sentinel Rangers with higher hitpoints and damage.
Note: Orc technologies are still WIP, most likely it'll affect grunts.

General Changes to "The Frozen Throne"
Siege weapons

Siege was reworked in Menace from Outland. Most siege weapons (read: every siege weapon except for mortar teams) cannot be buffed by spells like Inner Fire, Bloodlust etc. anymore and they also are no longer affected by auras. Therefor, Siege weapons have ~ 50% higher range for attacking and defense buildings now use fortified armour, just like other buildings, but with lower defense values (usually between 1-3 armour). Siege weapons also use medium armour now instead of heavy (less damage taken from piercing and magic attacks but more damage from melee units.

The changes are intended to make siege more attractive for players to field. Siege weapons can be used to put pressure on enemy bases with less risk of being attacked by hit and run from air units (magic and pierce damage) and the fact that base defenses now take more damage from siege makes destroying towers with Siege easier.

Expansion

Expansion is made easier, Main Halls are constructed faster and are cheaper. This allows better economic expansion, which is important because the Upkeep system was tweaked. It now features 3 levels - low upkeep (40 food - 20%), medium upkeep (60 food - 40%), high upkeep (90 food - 60%). The overall food maximum was raised to 110.

This way, it is harder to play without expansions, but large armies in the lategame are not as punishing to the player who has them, since you can train 2-3 additional units compared to Frozen Throne to reach High upkeep.
Global Balance
1.26 features a couple of abuseable imbalances (which partly were caused by the 'Wand of Lightning' balance patch that replaced level 2 charged Items with level 2 permanent items)

- Blademaster + crits
- hex/ensnare combo
- ud CorruptionOrb-CoilNovaImpale nuking
- Demon Hunter overperformance (mana burn)
- Warden blink madness (1s cooldown/almost no cost)
- Panda breath of Fire/Drunkenhaze combo

On top of that a couple of design issues with some units

- Divine Shield (lame)
- mass tanks (lame)
- mass towers (esp. Orc - lame)
- mass bats
- lack of viable early int heroes (except for Archmage)

Those issues were adressed in a delicate manner, slight nerfs on those things, while other abilities/units/techs got buffed.
Map specific Features



Neutrals Layout

10 Green Creep Encampment
16 Orange Creep Encampment
6 Red Creep Encampment
2 Goblin Merchant
3 Goblin Laboratory
1 Fountain of Mana
2 Tavern
10 Goldmines

The terrain is reworked Lost Temple with
Dalaran Ruins terrain set. Due to balance
the creeps were not exchanged completely.
Main difference are the Mana Fountain
in the center of the map instead of
a fountain of health, the added Taverns
and accessible Islands which no longer
have an expansion gold mine.

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Screenshots




ss1.png

ss5.png

ss3.png

ss2.png


ss6.png


Dwarven Thane with company
thane.png


highelfAllies.png



bloodelfArmy.png



fel_horde.png



RainOfDestruction.png



BlademasterChaosInfusion.png

BlademasterChaosInfusion.png






MMDG Generated
Credits:

Thanks for all the great community models, made by following members of hive:


- Sin'dorei300
- Vermillion Edict
- Frankster
- epsilon
- Infinitynexus
- Infrisios
- JetFangInferno
- Daelin
- Sellenisko
- Grendel
- Deolrin
- Ujimasa Hojo[URL='https://www.hiveworkshop.com/members/itius-leurn-freim.258591/'][/URL]
- [URL='https://www.hiveworkshop.com/members/itius-leurn-freim.258591/']Itius Leurn Freim[URL='https://www.hiveworkshop.com/members/cuore.257294/'][/URL][/URL]
- [URL='https://www.hiveworkshop.com/members/itius-leurn-freim.258591/'][URL='https://www.hiveworkshop.com/members/cuore.257294/']Cuore[/URL][/URL]
- PROXY
- Direfury
- -Grendel
Previews
Contents

[MFO]Lost Temple II 0.81 (Map)

Reviews
Paillan
Nice description. I would recommend you too add more screenshots of both extra races (lik building, if there are different) as well as from the terrain in general. Checking the map and adding more comments later. Set to Awaiting update...
deepstrasz
It's really good that you added the armour types and their respective damage reduction percentages in the unit armour description. Custom icons would be desired to avoid repetition amongst races. Set to Awaiting Update...
Level 19
Joined
Jan 22, 2011
Messages
3,968
Nice description. I would recommend you too add more screenshots of both extra races (lik building, if there are different) as well as from the terrain in general. Checking the map and adding more comments later.

Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list 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.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 5
Joined
Mar 30, 2006
Messages
60
Updated as you suggested. Thanks for providing the layout tutorials for map descriptions, helped a ton and looks actually decent now :)


Some comments on the map beforehand:

- the map is meant for competitive multiplayer. So if commenting you should know basics of the warcraft III game, the general meta of matchups and how the game mechanics work. If you don't this map isn't for you really.

- Menace from Outland uses a knockback system, a buff/spellbook system made by myself and roughly 10.000 lines of code. the map is pretty intense in terms of performance, and so there is no unnecessary eye candy/doodad abuse going on to not interfere with game performance. Afterall this is a melee map.

- the Fairy Swarm for the Druid of the Wild is a bit WIP at the moment still, I need to apply some tweaks to the attacking AI of the faeries

- the announced neutral Hero (Ogre Geomancer) is disabled at the moment because his ultimate causes a nasty bug. I'm working on a fix but it'll take a while.

- a few unit/ability descriptions still contain errors like a missing char in the color code or a typo or a missing tooltip. Those are noted and will be fixed in the next updates. But imo they don't hinder the playability and are just minor aesthetic flaws.

- also, there is one missing Icon for Venom Web, had a wrong path. I'll upload a fix for that when I finished working on the triggers
- regarding custom models in general: the map already is at the 8mb maximum and since I'm playing and advertising the map for versions 1.26 and onwards I can't include more custom buildings. But again, gameplay is more important that aesthetics, and I rather have unique, easy-to-remember icons, buffs and spell effects than custom buildings that are looked at for only a couple of minutes in a game when clicking on "train unit". If I was to add more custom buildings I'd take the Demon/Outland building variations present on hiveworkshop.
- I'm planning to make MFO a full custom mod, with a custom MPQ etc. and then I'll add all modifications to UI, races, buildings, icons etc. to make everything look more well rounded. But full mods are harder to host than maps.
- credits are ingame in the quest log

But yea, awaiting feedback :)
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,851
1. Darkfallen's icon doesn't really fit (just saying). However, her spell hotkeys are just weird. Why not WERT or I don't know. QXYV is just a nuisance. Also, those hotkeys don't work...
2. Unending Pain's hotkey in the description is flawed: cfff4242 bla blah.
3. Overall, the Undead have one bonus hero and unit. It's a good idea to make some sort of expansion feel to the game. However, the addition is scarce.
4. Darkfallen's spells aren't new. Phantom Stalker is Drunken Brawler (but the learn ability description says movement speed and not damage times increase like the learned ability's description). Polymorph is Hex.
5. Spell descriptions need to be precise. How many spirits can Darfallen raise at a time? There were many bodies and only one spirit was raised. Another time, two or more spirits were raised... Is Dark Echo permanent?
6. The Flesh Golem's decay spell has an active icon type. You could use this to make it look like a passive icon:
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon

6. Why change Blood Mage's name to Pyromage, because it fits better?
7. Mithril Core's description has issues.
8. Rallying Call, upgraded, does not work anymore.
9. Why rename the Spell Breaker and change his icon and skin!?
10. +400 range upgrade for Mortar Teams? Balance broken.
11. Stormwarrior informs about the Demon Hunter.

12. Troll Barbarian's description is nonexistent. Plus the icon position isn't the same as for new heroes of other races. His first spell is Acid Bomb, or so the description says...
13. Voodoo Protection=Magic Shell.
14. Spirit Walker and Tauren's icon positions are weirdly placed compared especially when the upgrades for those units start from the left edge.
15. Not sure the Spirit Ward releases anything.

16. New Night Elf hero's description->Demon Hunter's. His ultimate is named Channel and doesn't say what it does...
17. Improved Bows increase range but how much?

18. Avoid playing music through the sound channel and use the proper one: music channel. Other songs start from time to time.
19. Mana Wyrm need description (item).
20. When do the guardians appear near the Monastery?
21. Arcane Patrollers don't take food. You could make a lot of them alongside normal units.
22. Farstrider Scouts are actually named Explorers.
23. Farstrider's abilities, some of them, have 0 values in their descriptions.
24. Sanctuary of the Sun model=Arcane Sanctuary's.
25. Arcane Warden's third spell->tooltip missing.
26. Overcharge says it reduces armour by 150... and whatnot over 0 seconds.
27. Pyroclasm=Chain Lightning.
28. Disintegration=Transmute.
29. Scryer has three abilities that require custom icons.
30. Sol's Blessing has the Resurrection icon and it's kind of the same as that spell on the Furion hero.
31. Sky Guard's model=Dragonhawk (maybe one is the TfT version but quite similar).
32. Meh, Spellbreaker; better leave that on the Human and make something else here.
33. Mana Wyrm has Devour Magic which is present on the Destroyer.
34. Vanish is an advanced Wind Walk. Restauration=Rejuvenation.
35. Fanaticism does not increase attack speed but damage. Fix the descriptions for the spell and buffs. Many spells suffer from these issues.

36. Call to Arms spell copy on the main building.
37. Most of their buildings don't have custom models.
38. Fel Flames=Breath of Fire.
39. Fierce Leap=pretty much that spell of the Thane hero.
40. Another unit with Devour Magic->Fel Stalker.
41. Huntdown=Web.
42. How to build Fountain of Blood? The description doesn't say where it can be placed.
43. Are you sure the evasion of Shield of Suffering works because I see no enemy red miss text.
44. The Warlock hero has Life Drain which is also present on the Dark Ranger.
45. Taskmaster has Disgruntle and Back to Work which don't work. Why?
46. Path of Damnation=Storm, Earth & Fire. Could make it more interesting than just Critical Strike+Chaos damage.
47. Rain of Destruction affects player owned units too. Mention that.
48. Demonic Infusion=Metamorphosis.
49. Armoury looks like a Barracks. That's confusing.
50. Ensnare is lame ability for a hero...

It's really good that you added the armour types and their respective damage reduction percentages in the unit armour description.
Custom icons would be desired to avoid repetition amongst races.

Set to Awaiting Update.

============================================================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

If you want more reviews, come here:
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Level 5
Joined
Mar 30, 2006
Messages
60
1. Darkfallen's icon doesn't really fit (just saying). However, her spell hotkeys are just weird. Why not WERT or I don't know. QXYV is just a nuisance. Also, those hotkeys don't work...
2. Unending Pain's hotkey in the description is flawed: cfff4242 bla blah.
DarcReaver: The reason why I didnt choose QWERTZ/QWERTY hotkeys is simple. if players use non-default grid layouts with QWER/ASDF/YXCV hotkey setup for the factions, my custom abilities and hotkeys interfere with standard orders - I use a QWER grid myself, and adjusted the ability hotkeys accordingly. (Q is "move" for many hotkey programs, so by using Q as main spell hotkey this would disable players from using surrounds. The hotkey system for wc3 sucks tbh.

Right now you use most abilities with YXCV (bottom slots) and learn them with QWER (top slots). That the darkfallen's hotkeys do not work is a bit weird though, I double checked them before I pushed the last update.

3. Overall, the Undead have one bonus hero and unit. It's a good idea to make some sort of expansion feel to the game. However, the addition is scarce.
4. Darkfallen's spells aren't new. Phantom Stalker is Drunken Brawler (but the learn ability description says movement speed and not damage times increase like the learned ability's description). Polymorph is Hex.
DarcReaver: Yes, Polymorph is a hex and Phantom Stalker is based off Drunken Brawler. However, this is what makes the hero different from the others.

UD has:

Ranged Damagedealer/disabler hero (Lich)
healer/tank/mobility (Death Knight)
Tank/damage/situational disable(sleep)/melee aura (Dreadlord)
tank/disabler/powercreeper (Crypt Lord)

Adding another nuker hero - unnecessary since Lich does that better than anyone else. Another Tank - no, UD already has DK, DL and CL as tanks. Undead lacks reliable disables and another viable earlygame hero apart from the DK. And for a hero to be a DK alternative it needs to stand out more - a crit helps with DPSing and unholy frenzy t2 pushes and is pretty powerful. This is melee, and there are not that many options to increase AA dps - if you have an idea for a melee-map fitting ability that is not a stun/poison DOT concept feel free to suggest me one. I personally think that Undead does not need more spell nuking.

Also, Polymorph disables MULTIPLE units, so it's different from the regular hex.

I'm considering an Area Heal Spell for the Darkfallen though - this might make it stand out more as an alternative to the ever-present DK with better creeping/unit summons. However, the added reju potion to the UD shop, the buffed cannibalize health regen rate, higher basic heal on blight (2hp/sec -> 3hp/sec) should already make the faction less DK dependant.

5. Spell descriptions need to be precise. How many spirits can Darfallen raise at a time? There were many bodies and only one spirit was raised. Another time, two or more spirits were raised... Is Dark Echo permanent?
DarcReaver: Dark Echo indeed is permanent. Works like this: a total of 12 level points is substracted with the unit levels in the target area, then it converts units to neutral hostile until the counter reaches 0. So you either convert 2-3 powerful units or up to 5 low level units. The total worth of the ult is around 600-700g.

6. The Flesh Golem's decay spell has an active icon type. You could use this to make it look like a passive icon:
DarcReaver: I'll see how many icons I can fit. like I wrote in the post above, the map already contains 723 imported files, and I've reached the maximum of 8mb almost. Even if icons are only a couple of KBytes, I can't add unlimited additional icons. And I'm using the icon path trick to use PASBTN/Autocast/research icons with a single DISBTN icon already.
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon

6. Why change Blood Mage's name to Pyromage, because it fits better?
DarcReaver: The Human alliance uses high elves.Bloodelves are no longer part of the Human Alliance. The Bloodmage is the unique title of Bloodelf Archmage/Sorcerers, so calling a high elf Bloodmage does not make sense lore wise, I just can't import anymore skins, else he'd get a blueish/silver color skin aswell. Bloodelves after the events of the human campaign of TFT broke away from the Alliance. Only remaining High Elves are still part of the Allianc. In case you're interested in the whole Highelf/Bloodelf/Alliance lore depencies I'd suggest you to read on the WoW wikis about this. link: High elf
7. Mithril Core's description has issues.
8. Rallying Call, upgraded, does not work anymore.
9. Why rename the Spell Breaker and change his icon and skin!?
DarcReaver: Same reason as Bloodmage.
10. +400 range upgrade for Mortar Teams? Balance broken.
DarcReaver: Siege got reworked and this is part of the rework. I don't think it's broken, as Mortars can be countered with infantry easily now. I'll have an eye on that tech though.
11. Stormwarrior informs about the Demon Hunter.

12. Troll Barbarian's description is nonexistent. Plus the icon position isn't the same as for new heroes of other races. His first spell is Acid Bomb, or so the description says...
13. Voodoo Protection=Magic Shell.
DarcReaver: Nope, magic shell does not protect from the duration of spells. This spell might not be very original, but it's doing exactly what it should: Protect Orc Armies from mass Talons cycloning the entire army (duration from like 20 seconds to less than 5 for affected units). Same with mass caster strategies from Human. Less dependency on Spirit Walker Disenchant.
14. Spirit Walker and Tauren's icon positions are weirdly placed compared especially when the upgrades for those units start from the left edge.
15. Not sure the Spirit Ward releases anything.
DarcReaver: I'll check those, although I already fixed them.

16. New Night Elf hero's description->Demon Hunter's. His ultimate is named Channel and doesn't say what it does...
17. Improved Bows increase range but how much?
The Ultimate revives units with full hitpoints every second until the spell is cancelled. The abilitie's name is "Promise of Life". The range upgrade is the default range bonus upgrade from Blizzard, I didn't change the text at all. The bonus is 150 (was 200) for your information.

18. Avoid playing music through the sound channel and use the proper one: music channel. Other songs start from time to time.
Darc: Nope, I'm using the music channel already. If it wouldn't the sounds would cause lag/desyncs and override all other player's ingame music. The music is triggered with timers that restart the songs. I know that some other songs start for a second or less, I'll adjust the timer lengths a bit so there is no default music triggered inbetween. I don't loop the music because it would fuck up the playlist. A custom playlist doesn't work either because you can't define them properly for only certain players.

In case you're interested how it works. If you have a better version, JASS based or not I'm open for suggestions.
Code:
(note: bloodelfplayers Group is created at the start of the game once and only players playing
bloodelves are included and the trigger is fired for them exclusively to save performance.
If players leave they're removed.)
MusicBloodelvs 1 Copy
    Events
        Time - MusicTimerBloodelf[0] expires
    Conditions
    Actions
        Countdown Timer - Start MusicTimerBloodelf[1] as a One-shot timer that will expire in 144.90 seconds
        Player Group - Pick every player in BloodelfPlayers and do (Actions)
            Loop - Actions
                Custom script:   local player udg_musicplayer
                Set musicplayer = (Picked player)
                Custom script:    if GetLocalPlayer() == udg_musicplayer then
                Sound - Play Blood Elf Theme
                Custom script:   set udg_musicplayer = null
                Custom script:   endif

19. Mana Wyrm need description (item).
The description is "Wyrmling Scale - summon a mana wyrmling".
20. When do the guardians appear near the Monastery?
21. Arcane Patrollers don't take food. You could make a lot of them alongside normal units.
Darc: If you had read the descriptions properly you would have noticed already that they do not spawn from the monastery. They are summoned by Energy Cores and are only working as long as they are supplied with energy from the core. If you move them away they disable after the energy reaches zero. The only way to use them alongside your units is using Sentry Core items on them to extend their energy life span. This is intentional and a unique concept to the Bloodelf base defense, just like militia or burrows.
22. Farstrider Scouts are actually named Explorers.
23. Farstrider's abilities, some of them, have 0 values in their descriptions.
Darc: Will be fixed.
24. Sanctuary of the Sun model=Arcane Sanctuary's.
Same reason as above. Map size maximum. I rather have more unique spell effects or units/skins than a building that only gets looked at for a couple of seconds per match.
25. Arcane Warden's third spell->tooltip missing.
26. Overcharge says it reduces armour by 150... and whatnot over 0 seconds.
Will be fixed.
27. Pyroclasm=Chain Lightning.
28. Disintegration=Transmute.
Yes, both abilities are based on those skills. However, they are useful. Bloodelves need a lategame option to remove powerful units from the battlefield and an Area damage spell. Since the Arcane Warden already uses an Area Lightning spell, the Bloodknight has a single target nuke, the Bladedancer uses AoE melee attacks a chain lightning type ability stands out from the others. I'll include a DoT effect on the ability in the update. This wasn't present because I had a third caster unit that could ignite enemy units by default, so this would have doubled the spell effects (which I try to avoid). Also, abilities shouldn't have too many effects at the same time to promote unit mixing. Bloodelves shouldn't have all kind of buffs/debuffs. If you look at other factions, they mostly have 2 stuns (on heroes), 1 type of spell debuffs (like faerie fire, curse, purge, slow) and that's about it. If I add more, the casters automatically become a problem from a design perspective.
29. Scryer has three abilities that require custom icons.
30. Sol's Blessing has the Resurrection icon and it's kind of the same as that spell on the Furion hero.
31. Sky Guard's model=Dragonhawk (maybe one is the TfT version but quite similar).
Again, map size. The Sky Guard uses the TFT Dragonhawk indeed, but he does what he's supposed to do.
32. Meh, Spellbreaker; better leave that on the Human and make something else here.
Design decision and won't be changed. Spellbreakers are THE Bloodelf unit, they're present everywhere in WoW and it wouldn't make sense to have another heavy melee unit except for them. I used a different name for them in the past (Vindicator) but that doesn't fit as only Draenai use the term Vindicator at all. Also, the Bloodelf version is much more useful than the Human version, as it deals more damage and can switch to magic immunity, which no other heavy melee unit can.
33. Mana Wyrm has Devour Magic which is present on the Destroyer.
Indeed. This is to have a synergy between mana tap mechanic and dispelling debuffs. Mana Wyrms consume magical energies in the lore and then store it. So in fight you use them to consume magic and then use mana tap to retrieve it to the bloodelves for improved mana regeneration. Again, this is a core design of Bloodelves (mana management).
34. Vanish is an advanced Wind Walk. Restauration=Rejuvenation.
It's not about uniqueness, it's about utility. I don't need useless spells that look pretty but accomplish nothing. Vanish is used to finish off units out of position, disable high priority targets like Int heroes, casters or single high damage units (like a Bloodlusted Blademaster or abo with unholy frenzy). The spell does this pretty well.
Restauration is a timed single target healing spell. It does what it should: heal allied units or kill undead units. It's basic but useful. The Bloodelves only have limited access to the Holy Light magic school after the Sunwell destruction from the lore.
35. Fanaticism does not increase attack speed but damage. Fix the descriptions for the spell and buffs. Many spells suffer from these issues.
Yes, I noticed that myself already, will update.

36. Call to Arms spell copy on the main building.
Darc: Yup. You rather have Fel Orc peons rush the enemy in the first minute of the game instead? I don't. Peons are intended to also be used as combat units (that's why the Taskmaster has Disgruntle/back to work aswell). Fel Orcs need a basic base defense equal to militia, Arcane Patrollers, UD base defense and Nightelf trees. Disgruntling allows Fel Orcs to expand much more easily than normal Orcs and this makes the mechanic interesting as it changes the playstyle of Fel Orcs from regular Orcs. In case you have something more unique feel free to suggest me one. All I know is that I tried out numerous different approaches, from summoning Pig units from the Pig Farms, early towers, flame shields etc. on the Main Hall, invulerability stuff for Peons under certain circumstances etc. None worked well enough to stay in the game. The Disgruntling works well, fits with the Lore as Fel Orcs are more brutish and Peons/Taskmasters are used alongside each other in Outland in WoW.
37. Most of their buildings don't have custom models.
Again, map size.
38. Fel Flames=Breath of Fire.
39. Fierce Leap=pretty much that spell of the Thane hero.
Yes, spell base is the same. But the Thane doesn't do damage.
40. Another unit with Devour Magic->Fel Stalker.
Each faction needs anti caster units, and Fel Stalkers consume magic. It's bound to lore.
41. Huntdown=Web.
Nope. Web only works on air units. Again, it's an ability needed for Fel Orcs to engage in combat. Humans: slow, Nightelf: dryad slow poison, Undead coilnovaimpale, Bloodelves: freezing arrows, Orc: ensnare.
42. How to build Fountain of Blood? The description doesn't say where it can be placed.
Everywhere. Just build it in your base. Obviously tbh.
43. Are you sure the evasion of Shield of Suffering works because I see no enemy red miss text.
When I last played it worked.
44. The Warlock hero has Life Drain which is also present on the Dark Ranger.
It's about hero skill synergies. Life Tap wouldn't work well if the Warlock has no way to restore health. The ability circle is : Life tap -> regain health with life drain -> use fel flames or more life drain to finish off units. The hero is highly useful in actual combat, can tank a ton of damage while being independant from mana regeneration. Also, life drain is a lore based core ability for Warlocks.
45. Taskmaster has Disgruntle and Back to Work which don't work. Why?
The Disgruntle and Back to work abilities apply to Peons. So if you don't have peons nearby the ability of course does nothing. This allows Fel Orc Peons to move alongside the Army and provide DPS without having to be near a Fortress. This is a defensive ability -> offensive ability transition. And this makes the Disgruntle mechanic different from Human Militia, which strictly is defensive.
46. Path of Damnation=Storm, Earth & Fire. Could make it more interesting than just Critical Strike+Chaos damage.
I'm not happy with the ability aswell, but at least it's useful. How would you make it more unique?
47. Rain of Destruction affects player owned units too. Mention that.
Blizzard also damages allied units, yet there is no mentioning of that in the tooltip from Blizzard. I'll add it nontheless.
48. Demonic Infusion=Metamorphosis.
1) theme of demonic infusion -> more damage and better combat stats. The ulti cannot provide more other stats because this doubles up with other abilities. Killing Command, Shield of Suffering, Frenzy already give Attackspeed, evasion and damage. Also, the demon Hunter becomes a ranged damage dealer hero and stays at range when fighting, with splash damage. The Blademaster has abilities to get into the middle of the battle, debuff units and a passive combat frenzy. Even if the abilities work similar (+ hp / damage) this is exactly what the Blademaster needs. More survivability in the middle of the battle.
49. Armoury looks like a Barracks. That's confusing.
Map size...
50. Ensnare is lame ability for a hero...
Initiation skill to force combats. The hero provides a massive damage boost and mobility aura to kill off single units quickly. Ensnare fits well for this type of hero. Having a direct damage spell on him aswell would be a bit over the top. Same reason why the Dreadlord has sleep instad of a spell that deals damage...

It's really good that you added the armour types and their respective damage reduction percentages in the unit armour description.
Custom icons would be desired to avoid repetition amongst races.

Set to Awaiting Update.

============================================================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

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The Grand Review Exchange!

Thanks for the detailed feedback. Since I work on this alone I couldn't fix all the missing stuff yet. I'll push an update soon.

Also answered a couple of your points regarding the faction design directly in the post in purple in the spoilers. Please read them and consider, thanks.

Also, as a sidenote your comments about the basic abilities that I used is pretty void. To continue your theme:

Ensnare: just a 100% slow ability from sorceress
Metamorphosis: just an avatar without magic immunity
Volcano: just an earthquake with damage.
Soul Burn: just negative heal with silence.
Hex: just another polymorph version from Human Sorceress
Frost Nova: Just an acid bomb without damage over time but with added slow

Get it? To make a melee faction work with the default Warcraft III races (without changing the whole game drastically) each faction needs heroes/units that perform certain tasks: initiate, support, disable, debuff enemy units, buff allied units etc. The abilities need to be mostly consistent in useability, damage and cooldowns. Since this is a melee game, abilities based off percentages/hero attributes/skillshots are out of the question. The game requires way more micromanagement than a hero map/AoS map. The abilities need to fulfil a certain task and that's what they do. Even if some are not overly creative they do what they should and thus it's fine. Having abilities that deal X bonus damage under condition Y while the heroe's mana is above Z does not fit to melee maps, and not to vanilla Warcraft game design. It would be a super easy task to add attack damage bonuses to some physical abilities like vanish, but that would make the abilities more inconsistent to use, create more randomness (which is bad for RTS games) and of course make everything more confusing for the players with only very limited positive aspects (more uniqueness). Just because something is unique doesn't mean it's useful.

unique_-_just_because_you_are_unique_does_not_mean_you_are_useful.jpg


And those units have to come at a similar game phase or the game is unbalanced. If you have no option to engage/force a combat you can't fight. Example: Undead has no initiation skill on their mages (like human, orc or nightelves - slow, purge, slow poison) so they are forced to use unholy aura or sleep to at least get a fight going. That's why the Darkfallen has a polymorph ability.

Also, what about all the cool stuff, like Arcane Patrollers disabling themselves when not supplied with energy, Arcane Slivers silencing enemy units upon hit, Thunderhammers hitting multiple enemies with lightnings on each strike, Thunder Warrior and stoneskin, or Voodoo Curse removing mana from casters and dealing damage to them? What about the Overcharge ability that strikes and slows enemy units in the area, or Mana Blaze that explodes mana until dispelled? Or the Earthbreaker's abilities to bend the powers of nature in a twisted manner to summon poisonous cyclones, or defile enemy units? What about the Necrolyte turning units into demonic creatures via Unholy Power so they can be healed with death coil? What about Barkskin that removes the effects of poison on the unit?
The Fountain of Blood collecting blood of fallen enemies and being able to transform Fel Orcs into infused Fel Orcs with Chaos damage and higher attackspeed? Or Arcane Orb that restores mana on hit, or the new items in general, like the Voodoo Doll? The Bladebane armor that repels damage on the attackers, or the Burning War Axe etc.?

To me it seemed like you once per faction and only payed attention to aestetics. Descriptions are pretty much the last thing that is important for the game as long as the ability works. I do agree that entirely missing tooltips are bad of course.

Edit: regarding leaks: feel free to search for leaks in my map. You won't find any. I'm using pretty advanced systems and triggered with the edit: a pretty good efficiency, at least compared to most stuff I see being coded with GUI here on hive.

Just an example:
Code:
Last Word
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        ((Target unit of ability being cast) has buff Last Word (Duskblade)) Equal to True
    Actions
        Set Temp_point = (Position of (Triggering unit))
        Set AB_AbiType = (Ability being cast)
        Set Temp_Unit = (Triggering unit)
        Set Temp_Unit2 = (Target unit of ability being cast)
        Set TempPlayer = (Triggering player)
        Set tempPlayerN = (Player number of TempPlayer)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Temp_Unit2 belongs to an enemy of TempPlayer) Equal to True
            Then - Actions
                Set TempReal = (Random real number between 0.00 and 1.00)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        TempReal Less than INITLastWordChance
                    Then - Actions
                        Unit - Add Spell Shield (Amulet) to Temp_Unit2
                        Unit - Create 1 Dummy for TempPlayer at Temp_point facing Default building facing degrees
                        Set TempUnit = (Last created unit)
                        Unit - Add Last Word (Silence) to TempUnit
                        Unit - Order TempUnit to Neutral Fire Lord - Soul Burn Temp_Unit
                        Unit - Remove TempUnit from the game
                        Unit - Remove Spell Shield (Amulet) from Temp_Unit2
                        Custom script:   call RemoveLocation( udg_Temp_point )
                    Else - Actions
                        Custom script:   call RemoveLocation( udg_Temp_point )
            Else - Actions
                Custom script:   call RemoveLocation( udg_Temp_point )
After conversion to custom text it looks like this, I'd say it's pretty efficient already.
Code:
function Trig_Last_Word_Copy_Conditions takes nothing returns boolean
    if ( not ( UnitHasBuffBJ(GetSpellTargetUnit(), 'B01F') == true ) ) then
        return false
    endif
    return true
endfunction

function Trig_Last_Word_Copy_Func008Func003C takes nothing returns boolean
    if ( not ( udg_TempReal < udg_INITLastWordChance ) ) then
        return false
    endif
    return true
endfunction

function Trig_Last_Word_Copy_Func008C takes nothing returns boolean
    if ( not ( IsUnitEnemy(udg_Temp_Unit2, GetTriggerPlayer()) == true ) ) then
        return false
    endif
    return true
endfunction

function Trig_Last_Word_Copy_Actions takes nothing returns nothing
    set udg_Temp_point = GetUnitLoc(GetTriggerUnit())
    set udg_AB_AbiType = GetSpellAbilityId()
    set udg_Temp_Unit = GetTriggerUnit()
    set udg_Temp_Unit2 = GetSpellTargetUnit()
    set udg_TempPlayer = GetTriggerPlayer()
    set udg_tempPlayerN = GetConvertedPlayerId(udg_TempPlayer)
    if ( Trig_Last_Word_Copy_Func008C() ) then
        set udg_TempReal = GetRandomReal(0, 1)
        if ( Trig_Last_Word_Copy_Func008Func003C() ) then
            call UnitAddAbilityBJ( 'ANss', udg_Temp_Unit2 )
            call CreateNUnitsAtLoc( 1, 'h008', udg_TempPlayer, udg_Temp_point, bj_UNIT_FACING )
            set udg_TempUnit = GetLastCreatedUnit()
            call UnitAddAbilityBJ( 'A05F', udg_TempUnit )
            call IssueTargetOrderBJ( udg_TempUnit, "soulburn", udg_Temp_Unit )
            call RemoveUnit( udg_TempUnit )
            call UnitRemoveAbilityBJ( 'ANss', udg_Temp_Unit2 )
            call RemoveLocation( udg_Temp_point )
        else
            call RemoveLocation( udg_Temp_point )
        endif
    else
        call RemoveLocation( udg_Temp_point )
    endif
endfunction

//===========================================================================
function InitTrig_Last_Word_Copy takes nothing returns nothing
    set gg_trg_Last_Word_Copy = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Last_Word_Copy, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_Last_Word_Copy, Condition( function Trig_Last_Word_Copy_Conditions ) )
    call TriggerAddAction( gg_trg_Last_Word_Copy, function Trig_Last_Word_Copy_Actions )
endfunction


example 2:
Code:
Stoneskin
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Stone Skin (Geo)
    Actions
        Set TempUnit = (Target unit of ability being cast)
        Set TempInteger = (Level of Stone Skin (Geo) for TempUnit)
        Unit - Add StoneskinArmour[TempInteger] to TempUnit
        Animation - Change TempUnit's vertex coloring to (74.50%, 62.74%, 50.59%) with 0.00% transparency
        Unit Group - Add TempUnit to StoneskinGroup

Aswell as using a unit group based buff check system to apply auras, effects etc and removing them accordingly. Which is compatible to wc3s buff system aswell.
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,851
Ensnare: just a 100% slow ability from sorceress
Theoretically but not technically.
Volcano: just an earthquake with damage.
No.
Metamorphosis: just an avatar without magic immunity
I somewhat agree with this one.
Hex: just another polymorph version from Human Sorceress
This one indeed. That shouldn't stop you from not repeating their mistake.
Frost Nova: Just an acid bomb without damage over time but with added slow
Nope, more like some sort of Chain Lightning.
Still doesn't make it original. But, those are just things to consider, not mandatory. The two custom races are quite enough along with the minor additions to the original ones. However, without proper descriptions....
Undead has no initiation skill on their mages (like human, orc or nightelves - slow, purge, slow poison) so they are forced to use unholy aura or sleep to at least get a fight going.
You're forgetting Magic Shell and Unholy Frenzy, especially this last one. And yes, Unholy Aura is very supportive to Unholy Frenzy.
That's why the Darkfallen has a polymorph ability.
Hey, at least you could do something with it like you did with the elf assassin hero's Wind Walk (you added stun). I mean, as it's now, Polymorph is a direct copy.
Also, what about all the cool stuff, like Arcane Patrollers disabling themselves when not supplied with energy
Did not realize that. Does that mean they also die or just remain there?
What about
Yeah, all that is neat, that's why I didn't comment on it.
The Fountain of Blood collecting blood of fallen enemies and being able to transform Fel Orcs into infused Fel Orcs with Chaos damage and higher attackspeed?
Couldn't build that.

Uh... I can't quote something within a quote...
if you have an idea for a melee-map fitting ability that is not a stun/poison DOT concept feel free to suggest me one.
What about just disabling attack for that unit instead of polymorphing it and also adding something over that. You can use, as I'm sure you know, Soul Burn for a single target or Silence for multiple targets (here you can just set a lower duration than for one target).

I'm considering an Area Heal Spell for the Darkfallen though - this might make it stand out more as an alternative to the ever-present DK with better creeping/unit summons.
Hmm, you could make a Scroll of Healing/Rune of Healing based spell that instantly/timely regenerates some few HP+MP.

Bloodelves after the events of the human campaign of TFT broke away from the Alliance. Only remaining
Oh, I know all that. I didn't really think you considered lore for a multiplayer based mod...

I don't think it's broken, as Mortars can be countered with infantry easily now
They are the only long ranged siege units that can be instantly healed, you know.

Less dependency on Spirit Walker Disenchant.
Spirit Walkers are late game now.

Nope, I'm using the music channel already.
No you're not because I'm stopping the music by shutting the sound channel off, not the music one.

The description is "Wyrmling Scale - summon a mana wyrmling".
Ooohhhh.... how about what the Mana Wyrmling is used for too while you're at it before the players have to figure out for themselves?

If you had read the descriptions properly you would have noticed already that they do not spawn from the monastery.
Aha but when I read guardians written in yellow on the main building description and the golems being named Patrollers. Oh well, must be just me.

Again, this is a core design of Bloodelves (mana management).
What about adding a Mask of Death effect spell that restores mana?

You rather have Fel Orc peons rush the enemy in the first minute of the game instead?
Hey, that's not a bad idea. Imagine temporary Metamorphosis (chaos damage type) on them :D

Again, map size.
Make another version alongside this one (upload it on this thread->bundle). Now, the limit of 8mb is long gone for newer patch versions.

Everywhere. Just build it in your base. Obviously tbh.
It didn't want to be built. The worker just stops where the building site is and does nothing. It's like it's autocancelling.

Life Tap wouldn't work well if the Warlock has no way to restore health.
Vampiric Potion spell?

Also, life drain is a lore based core ability for Warlocks.
This lore thing is becoming sickening... So much Life Drain on WcIII Warlocks, I've seen... yes...

I'm not happy with the ability aswell, but at least it's useful. How would you make it more unique?
Say it's like yin yang, dualism. The copies could complement each other; their spells could be a combo. They could have buff-debuff roles; say one of them casts a spell on an enemy and if the other one casts something on top of that, that enemy's bonuses fade and maybe even gets damage; the opposite goes for an allied unit.

Blizzard also damages allied units, yet there is no mentioning of that in the tooltip from Blizzard.
Why be so strictly limited? Be better than Blizzard at descriptions.

this is exactly what the Blademaster needs. More survivability in the middle of the battle
Life steal+/attack speed+armour bonus(es) :D?
 
Level 5
Joined
Mar 30, 2006
Messages
60
Theoretically but not technically.

No.

I somewhat agree with this one.

This one indeed. That shouldn't stop you from not repeating their mistake.

Nope, more like some sort of Chain Lightning.

Still doesn't make it original. But, those are just things to consider, not mandatory. The two custom races are quite enough along with the minor additions to the original ones. However, without proper descriptions....

You're forgetting Magic Shell and Unholy Frenzy, especially this last one. And yes, Unholy Aura is very supportive to Unholy Frenzy.
Unholy Frenzy only adds attackspeed, so it doesn't help with engaging. Only if you're in battle or have other abilities to disable. Same for magic shell.
Hey, at least you could do something with it like you did with the elf assassin hero's Wind Walk (you added stun). I mean, as it's now, Polymorph is a direct copy.
Well ok, you're right. But since it's a chain disable for multiple units idk if adding an additional effect is a good idea. There is a reason why Blizz didn't add other effects to Polymorphs afterall, as they're pretty powerful by themselves - disable damage completely and remove mobility from them. It's a multi disable and disables up to 4 units afterall.
Did not realize that. Does that mean they also die or just remain there?
Yes. You either need to "recharge their batteries" using a Sentry Core item from the shop or build an Energy Core next to them so it replenishes their energy. Until them they just remain in the area and are paused.
Yeah, all that is neat, that's why I didn't comment on it.
thanks. Would have made sound your summary a bit less negative though. I like compliments, you know :p
Couldn't build that.
I had someone else who had the same issue, and it happened to me once. I don't know the cause of this, as in all other games I could build it. Maybe it has to do with the Orc build ability. I'll search for a fix. Unfortunately, removing the fountain hardcap would fuck up the "blood collection" mechanic as this would make fel orcs able to store +100% healing energy for each fountain. I could do a distribution system by splitting the stored energy with each fountain that was built, so 2 Fountains = 50% for each one, 3 fountains: 33% etc. But idk to be honest.
Uh... I can't quote something within a quote...
if you have an idea for a melee-map fitting ability that is not a stun/poison DOT concept feel free to suggest me one.
What about just disabling attack for that unit instead of polymorphing it and also adding something over that. You can use, as I'm sure you know, Soul Burn for a single target or Silence for multiple targets (here you can just set a lower duration than for one target).
I played around with the silence ability to disable attacks for the unit, but this leads to units fleeing from the enemy when attacked. It wasn't working all that well so I used the polymorph instead. I'll see what I can do.
I'm considering an Area Heal Spell for the Darkfallen though - this might make it stand out more as an alternative to the ever-present DK with better creeping/unit summons.
Hmm, you could make a Scroll of Healing/Rune of Healing based spell that instantly/timely regenerates some few HP+MP.
Something like this could work - or summon something in a target area that heals undead units while damaging enemy units. I'll see what I can do.

Bloodelves after the events of the human campaign of TFT broke away from the Alliance. Only remaining
Oh, I know all that. I didn't really think you considered lore for a multiplayer based mod...
Actually, I initially started without considering lore at all, but I got a lot of negative feedback, so I decided to rollback my factions and use the Wc3/TfT/WoW lore for my factions. This actually helped a lot to make the factions more unique. For example the Arcane Patroller system used, or the Taskmaster mechanics, or the new Warlock spells. Afterall this is meant to be an addon similar to the transition of RoC -> TfT.

I don't think it's broken, as Mortars can be countered with infantry easily now
They are the only long ranged siege units that can be instantly healed, you know.
Well that's true. I'll lower the range bonus on them.
Less dependency on Spirit Walker Disenchant.
Spirit Walkers are late game now.
No actually not, the Tauren Totem is buildable in t2 now. But Tauren still require t3. The reason is to make Tauren more appealing to Orc players by making them more accessible. Similar to how nighelves can train bears before t3 sort of.
Nope, I'm using the music channel already.
No you're not because I'm stopping the music by shutting the sound channel off, not the music one.
Actually you're right. I just noticed that myself. It looks like I accidentally rolled back the music trigger with an old one - I'll fix that.

The description is "Wyrmling Scale - summon a mana wyrmling".
Ooohhhh.... how about what the Mana Wyrmling is used for too while you're at it before the players have to figure out for themselves?
20 gold for a scale isn't exactly game breaking to find out :p But yea, I'll update the tooltip.

If you had read the descriptions properly you would have noticed already that they do not spawn from the monastery.
Aha but when I read guardians written in yellow on the main building description and the golems being named Patrollers. Oh well, must be just me.
Looks like a leftover. In earlier versions I had a different concept for Arcane Guardians/Patrollers. They could be summoned from the Main hall and had only a limited life span. they got increased attackdamage near the main base. But I didn't like that as it wasn't how Arcane Patroller type units are portrayed in WoW. The energy mechanic keeps them as a defensive unit, which is important - as you noticed yourself, they would be too strong if you could just use them along side the Elf army. Earlier version Tower rushes from Bloodelves made Human T2 towerpushes look like Kinder party :D. This concept works way better.

Again, this is a core design of Bloodelves (mana management).
What about adding a Mask of Death effect spell that restores mana?
Having a passive mana steal doesn't fit the mechanic how Bloodelves get mana lore wise. They use magic themselves to extract the magic from the targets. That's why I use the Mana tap. Also, this rewards clever usage of Wyrm Scales, Mana Wyrms and Energy Cores. Maybe I'll create a spell that allows Bloodelf units to passively regenerate mana on attacks.
You rather have Fel Orc peons rush the enemy in the first minute of the game instead?
Hey, that's not a bad idea. Imagine temporary Metamorphosis (chaos damage type) on them :D
Sounds OP as fuk. I love it! :D
Again, map size.
Make another version alongside this one (upload it on this thread->bundle). Now, the limit of 8mb is long gone for newer patch versions.
I could, but for some reason I cant patch my Wc3 up over patch 1.27. The installer doesn't work anymore. I can't join Bnet anymore aswell. Idk why though. I mostly play on gameranger for that reason, and everyone uses 1.26 over there.
Like I wrote earlier, I'm planning to make a full mod with custom MPQ for this mod. I just need to figure out how to do it properly, so people can also see unit stats etc on the editor for example. I dislike protecting maps, but atm it's the only way to prevent kids from stealing all my trigger codings, icons and other stuff.


Everywhere. Just build it in your base. Obviously tbh.
It didn't want to be built. The worker just stops where the building site is and does nothing. It's like it's autocancelling.
It's really weird. I had this bug myself once. But then I just ordered another peon to build it and it worked fine. Maybe it has to do with the 5 starting peons not being able to build the fountain, and only dynamically created Workers can build it. Idk. I'll look for a fix.
Life Tap wouldn't work well if the Warlock has no way to restore health.
Vampiric Potion spell?
Not sure. The Warlock doesn't deal much damage on Auto Attacks. I could make the life leech affect multiple units instead though. It's just that life steal triggers are pretty annoying to trigger properly without breaking stuff. I'll see what I can do. For now it works well enough though.
Also, life drain is a lore based core ability for Warlocks.
This lore thing is becoming sickening... So much Life Drain on WcIII Warlocks, I've seen... yes...

I'm not happy with the ability aswell, but at least it's useful. How would you make it more unique?
Say it's like yin yang, dualism. The copies could complement each other; their spells could be a combo. They could have buff-debuff roles; say one of them casts a spell on an enemy and if the other one casts something on top of that, that enemy's bonuses fade and maybe even gets damage; the opposite goes for an allied unit.
Actually a good idea.
Blizzard also damages allied units, yet there is no mentioning of that in the tooltip from Blizzard.
Why be so strictly limited? Be better than Blizzard at descriptions.
You're right actually. I'll fix that.
this is exactly what the Blademaster needs. More survivability in the middle of the battle
Life steal+/attack speed+armour bonus(es) :D?
Attackspeed = Frenzy passive ability (which I find really cool btw) - armour bonus is rather unnecessary because the Blademaster has high armour by default. And life steal already comes from the Enforcer's aura. Adds 15% life steal to all melee units.

Actually some nice ideas, I'll try to incorporate them into my design concepts.
 
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deepstrasz

Map Reviewer
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Something like this could work - or summon something in a target area that heals undead units while damaging enemy units. I'll see what I can do.
Basically, two Fountain of Health/Mana auras one for you and one for the enemy (negative values).

I'm glad I could be helpful.
 
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I'm updating the map this week, working on some spells and the bugs you mentioned.

However, it's impossible to add more models to the map, the import manager crashes, showing 0 kb imported files and disables random models when I import additional ones.
Like I said - with 1.26 I can't add more stuff to the map. I'll try to include more files with an MPQ editor, but I believe it won't work either.

The only option that I see is to make a custom MPQ to include everything and make this a full modification. I already collected useful models for both Fel Orcs and Bloodelves, but I can't add them into the map. It's impossible for me to patch to 1.28 as I get a patching error.
 
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OMG I can't help replying here for seeing a similar effort on creating an extension of melee. I even have the same name for my map and also wanted to make mine MPQ but don't have that time. I wonder why there's no colaboration on making such map better? Or should we? But anyways here are my thoughts on your map:

It's so much better forged than mine but I have played many altered melee maps, and always one thing I cannot understand: why creating new races? As a top melee player on netease myself I just don't have the urge to even try the new races, let alone get familiar with all the new stuff. Maybe there are some new creative features/abilities but 99% chance people like me would miss. So, if this is intended for melee players, how exactly can we attract them to play the new stuff? For me, my answer is just change the existing units/heroes while keep the existing behaviors still usable. (There IS few similar maps popular now like random hero LT.)

"To make a melee faction work with the default Warcraft III races (without changing the whole game drastically) each faction needs heroes/units that perform certain tasks: initiate, support, disable, debuff enemy units, buff allied units etc. The abilities need to be mostly consistent in useability, damage and cooldowns. Since this is a melee game, abilities based off percentages/hero attributes/skillshots are out of the question."

This is the one thing that is so against my tenets of making this kind of map. RTS is dead already, why still trying to creating new skills that are not so much different than those already there? Why don't we create something new that may not seemingly balanced but who knows? Like you said why don't we have skill that can change hero attributes for maybe just few seconds that is not anywhere there yet. Those things can create more combinations of strategies like using it for DH/BM, who are nowadays already disfavoured as 1st hero.

"Undead has no initiation skill on their mages (like human, orc or nightelves - slow, purge, slow poison) so they are forced to use unholy aura or sleep to at least get a fight going. That's why the Darkfallen has a polymorph ability."

Why do we want to make every race the same? I see the argument everyday on forums that the race is IMBA, that race needs what. But to me every thing should have its own special thing. This is the problem with RTS. Eventually, I want to have a map or game that top DOTA player, TD player, melee player can play same time so that people still understand fun of RTS while don't need to master everything. My point is uniqueness is what makes a game fun. If you want more balance, let 5 DOTA heros play against 2 melee armies, etc. and keep updating the number of players and units.

"Just because something is unique doesn't mean it's useful."
Something unique can also be useful, without trying who knows?
 
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