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Shadow Wars - Version 1.4

I've released 2 maps:

Shadow Wars v1.4 Lite (http://www.hiveworkshop.com/forums/resource.php?t=116291) and
Shadow Wars 2 v.30 Test Version (http://www.hiveworkshop.com/forums/resource.php?t=116522)

Check em out!

Current Version 1.4

(Items)
- Human encampments will now randomly drop an item.
- Added a variety of different items to be randomly dropped by Humans.

(Units)
- Doom Guards now have Thunder Clap (replacing War Stomp)

(Heroes)
- All Hero spells have had their hotkeys redone (Z, X, C, V from left to right).
(Overlord)
- Entirely redid the Overlord's spellbook. His abilities are now Paranoia (Level 10), Tendon Rip (Level 12), and Black Guard (Level 15).

(Bugs)
- Fixed a bug where heroes would kill each other and themselves at the start.

More to come!




(About the Game)
Shadow Wars is a new styled RTS map which revolves around an unique resource and upgrading system. Players convert villagers into zombies, and then can choose to preserve the zombie for a soul (resource) or use souls to upgrade the zombies.

Zombie upgrades are wide in variety and vast in number, 64 different upgrades from 4 different categories: Power, Speed, Dark, and Magic. Higher level upgrades require a mix of researches, I.E. the Dark Ghoul requires 3 Speed, 2 Dark, and 1 Magic.

Each unit is specialized to beat another unit type, adding a Rock, Paper, Scissors effect that any good RTS should have. Though some units may seem powerful, they always have a counter!

Four different base abilities, depending on what base you choose:
- Shadow Rage ripples a powerful wave of energy from your Hero, dealing damage and stunning nearby enemies.
- Plague Ward summons an immobile ward to shoot disease at enemies.
- Drowned Spirit allows your Hero to summon a powerful Revenant ally to fight along side your undead forces.

- Unholy Aura makes your Hero increase the movement speed and life regeneration of nearby friendly units.

Human structures can be captured to bolster your army:
- Arcane Tower turns into Conversion Tower, which automatically converts a nearby village's population into zombies for you.
- Lumber Mill turns into Graveyard, which summons a zombie from a nearby dead corpse every 30 seconds, and generate its own corpses every 75 seconds.
- Guard Tower turns into Spirit Tower, which attack enemy units and bolsters your military dominance score.
- Heavy Guard Tower turns into Ziggurat, which can be upgrade into a powerful defensive structure, the Shadow Tower.
- Town Halls can become a Necropolis, which unlocks end-game tech abilities.

Upgrades to improve your spells of Conversion:
- Devious Conversionist allows you to convert the less helpless humans into zombies, making them much more easy to overcome, and makes Villagers flee from you less often.
- Dark Rituals increases the soul yield from preserving zombie souls, as well as increasing the soul generation of your Tower of Souls.

This uploaded version is now the full version, but still accepting suggestions, bug reports, etc.

*Map Protected*

Edit: Thought I should give fair warning to downloaders that this game has been called both complicated and confusing.



(Old Game Updates)
Version 1.3



(Game Mechanics)
- You can now give units or structures to another player with the -give command if you have mutual alliance with each other.

(Dominances)
- Quality Dominance - Awarded to the first player to get levels 3, 7, or 10 research for both armor and attack.
- Hero Dominance - Awarded to the first player to reach level 15 with their Hero.

(Heroes)
-New Hero: Fel Blademaster (Unlocked at 500 points)

BTN_CR_Animate.jpg
Animate: Raises a Zombie from a nearby corpse. This spell replaces Dark Conversion.
BTNSpell_Shadow_RitualOfSacrific-1.jpg
Sacrifice: Deals 500 damage to a target friendly unit. If the unit dies from this attack, you gain 1 soul. This spell replaces Soul Preservation.
BTNWhirlwind-1.jpg
Whirlwind: A quick slash, dealing damage to all targets around the Fel Blademaster. Also briefly makes the Fel Blademaster immune to spells.
BTNINV_Sword_17-1.jpg
Rage and Desire: Increases the level of Ragnarok, the Fel Blademaster's sword, and thus increasing its capabilities.
BTNSpell_Holy_RetributionAura-1.jpg
Skill and Finesse (Level 10 Spell): Causes attacks to do 130% damage to structures, 120% damage to units, and 110% damage to heroes.
BTNSpell_Shadow_ShadowWard-1.jpg
Evasion (Level 12 Spell): Increases the Fel Blademaster's chance to dodge by 40% for 15 seconds.
BTNShockWave-1.jpg
Ripple (Level 15 Spell): A wave of force that ripples outward, causing 250 damage to land units in a line.

The Fel Blademaster differs quite greatly from the previous heroes.
(Stats)
- Advantage: He is an agility hero, so his armor and attack speed will be above average.
- Disadvantage: He is not classified as Undead, and therefore will not receive benefits from blighted ground and will be weak against Death Coil.

(Animate)
- Advantage: Can get a Zombie from any corpse as opposed to only Villagers.
- Disadvantage: Cost mana, has a casting time, cannot be upgraded.

(Sacrifice)
- Advantage: Can be used on units other than Zombies.
- Disadvantage: Can only be used at close range, cannot be upgraded.

(Overlord)
☼ Increased the damage of Blood Strike.

(Units)
- Eye of the Dead will no longer start in the Hero's inventory, but now will be placed outside the weakest nearby village when a base is claimed. This should help noobs and the intelligent impaired find the weakest village easier (I hope).
- Meat Cannons, Siege Barges, and Siege Destroyers have had their HP decreased.
- Doom Guards now have a 20% chance on hit to cast War Stomp instead of spamming it.
- Lava Avatar's Lava Splash now just burns the ground, dealing damage over time to anyone who stands on it.
- Frost Wyrm's devour now has a 15 second cooldown.
- Frost Wyrms now have the Hardened Carapace ability, decreasing damage taken.
- Altar of Heroes have appeared in the stronger human settlements. Corrupting these will now yield a Sacrificial Altar.
- Sacrificial Altars have been removed from the Tomb of Relics.
- Sacrificial Altar's Soul Preservation will now level up from the Dark Rituals upgrade.
- Sacrificial Altars can now be disabled and enabled.
- Sacrificial Altars will now be corrupted on death.
- Sacrificial Altars will now reconstruct on death from the Deep Corruption upgrade.

(Other)
- New Loading Screen
- New Mini map Image

(Bug Fixes)
- Redid some triggers involving Conversion Tower rally points. They should now very rarely not automatically set a rally point when corrupted.

(Known Bugs)
- Sacrificial Altar's soul preservation sometimes will not upgrade properly.
- Doom Guard's War Stomp doesn't work.
- Expansion Dominance seems to only work the first time.


Version 1.2a
(Game Customization)
- Tutorial skipping has been fixed.

(Dominances)
- Dominances have been correctly organized in the Spellbook
- Preview of the final 2 dominances

(Units)
- Seductresses have had their Charm chance reduced to 4% (was 5%)
- Seductresses have had their attack damage reduced.
- Burning Zombies now have the Burning Strikes ability, which increases damage dealt towards buildings.
- Lava Avatars have had their Lava Splash ability changed, it now has a 35% chance to deal 10 damage per second to all targets in an area for 8 seconds.
- Frost Wyrm is now less expensive.
- Skeletal Warlocks now have a new icon.
BTNSkeletalWarlock-1.jpg

- Stalkers now have a new icon.
BTNStalker-1.jpg

- Fel Shamans now have a new icon.
BTNFelShaman-1.jpg

(Other)
- Redid a lot of triggers (again), for less laggy game play and possibly less game crashes.
- Attack Types/Armor Types will now say the % of damage done/taken.

(Bug Fixes)
- Seductresses can no longer Charm Frost Wyrms.
- Fixed some rally point bugs.
- Spell Hunters now correctly have Magic Resistance

Ver 1.2

(Game Customization)
- Starting Tech can now be set.
- Players may now choose to not watch the tutorial by pressing the Up arrow key.

(Game Mechanics)
- Reverting to a Zombie will now reduce the unit to half health.
- Necropolis now has to be upgraded to Halls of the Dead for the base invulnerable effect.
- Number of Zombies will now be displayed on the scoreboard.

(Dominances)
- Added Expansion Dominance, given to the first player to get 3 Conversion Towers.

(Upgrades)
- Deep Corruption can now be researched from your base. This powerful upgrade causes your structures to regenerate on death instead of turn control over to its killer.
- Reduced the cost of most researches.

(Units)
- Graveyards can now upgrade into Mausoleums, which generate corpses faster, and can defend themselves with their Dark Minion Summoner spell.
- Ravagers and Dark Ghouls have the Vampiric ability once again, but it is much weaker.
- Mage Hunters, Spell Hunters, Spell Destroyers, Fel Hunters, and Fel Destroyers all now have demon armor. This makes them more effective at destroying human bases.
- Succubus, Rogues, Assassins, Temptress, and Seductress have all had their Sneak transition time decreased and the duration increased, and their armor increased.
- Meat Wagons and Meat Cannons now have Fortified armor.
- Greatly weakened Meat Cannon's anti air attack.
- Fury's splash damage has been decreased.
- NEW UNIT: Frost Wyrm. This powerful flying unit can be trained at your Black Citadel once you have researched Power, Speed, Dark, and Magic all to level 5. The Frost Wyrm learns new abilities at the cost of souls and kills, all of which are very powerful. Only 1 Frost Wyrm is allowed at a time.
- Frozen Shards (Frost Wyrm): Rains freezing shards of ice that deal a large amount of damage to enemies around the Frost Wyrm. This ability is not channeled.
- Devour (Frost Wyrm): Consumes a target, dealing 20 damage per second. The Frost Wyrm also regenerates 700 hit points over 10 seconds from the nourishment.
- Annihilation (Frost Wyrm): Instantly deal 800 damage to a target enemy structure. Buildings killed with Annihilation will NOT corrupt or regenerate, they are gone for good.

(Heroes)
(Overlord)
- New Overlord hero, unlocked at 250 points.
- Blood Strike instantly deals damage, and decreases armor for a duration to a unit.
- Fierce inspiration increases the damage, armor, and life regeneration rate of nearby friendly units.
- Devastating Fury increases a target unit's attack speed at the cost of life.
- Paranoia allows the hero to detect invisible units.
- End Game gives a 10% chance to deal 8x damage to a target non-hero unit.
(Hunter)
- Reduced damage per second of Prey to 45 (was 55)
- Reduced the duration of Prey against Heroes to 8.5 seconds (was 10)
- Increased the damage bonus of Sneak to 15 (was 10)
- Reduced the transition delay of Sneak of 0.5 seconds (was 1 second)
(Crypt Lord)
- Venom of Nerub has been strengthened, and now also reduces attack speed.

(Other)

- By popular demand, the music has been removed. Should make the file size much smaller.
- Changed the model on the Shadow Hunter.
- Changed the model for the hero revival effect.
- Changed the model for the hero level up effect.
- Villagers will now sometimes say something upon fleeing.
- Footman and Rifleman will now sometimes say something during combat.
- Another version of the tutorial will now randomly display.
- Many icons for passive spells now look like passive icons.

(Bug Fixes)
- Scarabs, Crypt Soldiers, and Crypt Warriors should now be affected by Melee auras.
- Succubus should now require the correct researches.
- Siege Barges and Siege Destroyers should now require the correct researches.
- Crypt Lord should now correctly receive upgrades from researches.

Known Bug Issues:
- A possible sound echo, I think I may have fixed it, but not sure.
- Warcraft III may randomly crash without any sort of error warning. Cause is unknown.

Ver 1.1

(Game Mechanics)

- Reduced lag a little
- You can now upgrade multiple units at once
- Changed the food cap system, it is now dependent on your level.
- Heroes now have level caps, which can be raised with a Necropolis.
- Increased the level requirement for the 4 base tech upgrades.
- Fast Zombies will no longer accidentally upgrade to Mage Hunters when trying to upgrade to a Ghoul
- You can now simply right click on a villager with your hero to cast Dark Conversion
- You can now simply right click on a zombie with your hero to cast Soul Preservation
- The Subtlety and Conversion upgrades have been merged into one upgrade.
- The Soul Preservation and Soul Harvest upgrades have been merged into one upgrade.
- The Tower of Souls will now automatically generate 1 soul initially.
- Removed the -auto feature
- Added an option in the game rules for random base selection
- To ally a player in diplomacy mode, you now use their color instead of their player number
- Redid some triggers to potentially reduce lag.


(Dominances)
- Dominances will be contained within the Shadow Spellbook
- Offensive Dominance
- Defense Dominance
- Noob Dominance

(Unit Changes/Additions)
- New Power Unit : Siege Barge (replacing Felguard)
- New Power Unit : Destroyer Barge (Siege Barge upgrade)
- Fel Warlocks have had their summon removed
- Fel Warlocks can now have Netherdrake Form
- Fel Warlocks now have Fel Summoning (similar to Dark Summoning)
- Fel Warlocks have had their attack damage increased.
- Skeletal Warlocks have had their attack damaged increased.
- Fel Warlocks and Skeletal Warlocks now have the Agony spell (replacing Decay)
- Fel Shaman Chain Lightning has been weakened (deals 50 dmg with 50% weakened jumps, down from 60 dmg 25% weakened jumps)
☼ Skeletal Stormcaster Chain Lightning has been weakened (deals 35 dmg with 50% weakened jumps, down from 40 dmg with 25% weakened jumps)
- Skeletal Soldiers and Acolytes have had their damage increased
- Skeletal Tech is now called Dark Tech
- Eye of the Dead no longer detects stealth while held
- Fel Marksman have had their damage reduced

- Fel Longbow and Burning Archer attacks now burn enemies over time.
- Vampiric Ghouls have had their name changed to Dark Ghoul
- Dark Ghouls and Ravagers no longer have the Vampiric ability
- Stalker's anti air melee attack now deals siege damage
- Meat Cannons now have a short-range anti air attack
- Fel Guards have been removed
- Fire Zombies are now called Burning Zombies
- Crypt Warriors have had their model changed
- Reduced the slow effect of Skeletal Archer's Impairing Attack (now 10%, was 30%)
- Hellcaller's animate dead has had its duration reduced and cooldown increased.
- Removed mana from most units, seeing how its no longer needed to upgrade.

(Crypt Lord)
- Crypt Lord's maul damage has been reduced
- Crypt Lord's locusts can now be killed
- Crypt Lord will have a new lvl 15 ultimate : Venom of Nerub (replacing animate dead)
(Death Knight)
- Increased mana cost of Death Coil
- Reduced the effects of Ghost Armor (now 90%, 85%, 80%, 75%)
- Reduced the number of Spirits released in Spirit Swarm
(Lich)
- Reduced direct target damage of Frost Nova (now 60, down from 65)
- Reduced damage of Cold Blast (was 250, now 185)
- Increased range of Cold Blast and reduced mana cost
- Reduced mana cost of Frost Shield
(Shared)
- The Base spell "Black Plague" has been removed, replaced by Plague Ward
- New Base spell "Plague Ward" ward that will shoot Disease on nearby enemies.

(Other)
- Humans will now be weaker, but in greater number.
- Arcane Towers and Conversion Towers no longer have the Feedback ability
- The stronger human settlements have been redone, and now look more town-like.
- Heavy Guard Towers will now corrupt into Ziggurats, which can be upgraded into Shadow Towers.
- Ziggurats, Shadow Towers, and Improved Shadow Towers (not at your base) will now be corrupted into a Ziggurat when killed by another player.

Ver 1.0
- Fixed an odd glitch where Militia had stealth abilities

- Fixed a glitch in which the Spell Destroyer could continually upgrade.
- Change Warp Hunters into Spell Hunters
- Added remaining tier 5 upgrades:
- Seductress (Temptress Upgrade)
- Assassin (Rogue Upgrade)
- Fel Destroyer (Fel Hunter Upgrade)
- Spell Destroyer (Spell Hunter Upgrade)
- Added a limit of 50 zombies. At this point, Dark Conversion will be uncastable by both towers and heroes. It is still possible to get zombies via Graveyards, Corpse Exhumers, Black Plague, Reverting, and training.

Ver .97
- Added the Shade's tier 5 upgrades:
- Spirit of War
- Spirit of Hate
- Also changed Watcher into Black Shade
- Fixed a bunch of minor bugs.

Ver .96
- Added two new heroes:
- Lich (50 pts)
- Crypt Lord (100 pts)
- Seriously revamped most hero abilities (Crypt Lord unfinished)
- Changed Scarab into Succubus, and Giant Spider into Scarab.
- Added a Sacrificial Altar at the neutral item store.
- Added 3 levels for Military, Research, and Resource dominances.
- Slightly rebalanced human bases
- Reduced cost of Necropolis upgrades, and increased their food yield.
- Gave the Soul Harvest upgrade 5 levels instead of 2.
- Added SOME (not all) tier 5 units for testing. These units are:
- Fury (Dire Torch Upgrade)
- Lava Avatar (Lava Sprite Upgrade)
- Ravager (Vamp Ghoul Upgrade)
- Flesh Beast (Abomination Upgrade)
- Meat Cannon (Meat Wagon Upgrade)
- Stalker (Gargoyle Upgrade)
- Hellcaller (Shadowmancer Upgrade)
- Phantom (Dark Mender Upgrade)
- Fel Grunt (Skeletal Champion Upgrade)
- Fel Raider (Skeletal Berserker Upgrade)
- Fel Longbow (Burning Archer Upgrade)
- Fel Marksman (Skeletal Marksman Upgrade)
- Fel Warlock (Skeletal Marksman Upgrade)
- Fel Shaman (Skeletal Stormcaster Upgrade)
- Doom Guard (Infernal Upgrade)
- Overlord (Felguard Upgrade)
(WHEW)
More to come!

Ver .92
- Changed game name to Shadow Wars due to the new heroes.
- A savable/loadable code score is now available to unlock new heroes.
- Death Knight hero now available at 25 points.
- 2nd Dreadlord hero renamed to Hunter, and unlocked at 10 points.
- Slightly changed human bases, removed gates.
- Changed tactical dominance's effect.
Ver .90
- New Dreadlord hero is selectable at the start. Still a work in progress, and suggestions are welcome.
- Added human bases to be captured, yielding a Necropolis. These structures can make or break a game for a player, and will definitely change the game for old fans.
- Conversion Towers will now automatically set a rally point when first created.

Ver .80
- Added a neutral store, Tomb of Relics, near the middle of the map. Though expensive, these items will come in handy for any war hungry Dreadlord!
- Added Tactical Dominance, which is obtained at 30 player unit kills, and allows the Hero to reincarnate every 3 minutes. Go Dominate!
- Added the auto base pick option. Only 1 player can use this feature at a time.
- Added a Tutorial option to be enabled in the rules.
- Added Strong Against, Weak Against in upgrade tooltips.
- Added a rally point for Graveyards.
- Scarabs, Red Scarabs, and Black Scarabs will now break stealth if attacked.
- Eye of the Dead now detects invisible units when held.


Keywords:
Shadow Wars, Wars, Undead, RTS, Dreadlord, War, Zombie, Undead, Shadow, Conversion, Soul, Dark, Evil, Uhm... Bob Marley.
Contents

Shadow Wars - Version 1.4 (Map)

Reviews
12:24, 3rd Jul 2008 Firelord213: [√]The map breaks one rule ,You gave no information about the map being protected,But no worries I'll add it for you in the description. The map has no map protection information,There are no signs of crashes or...

Moderator

M

Moderator

12:24, 3rd Jul 2008
Firelord213:
[√]The map breaks one rule ,You gave no information about the map being protected,But no worries I'll add it for you in the description.

The map has no map protection information,There are no signs of crashes or bugs,The map is in English and isn't stolen.

You warned about lag but I never felt any lag any where,Anyways it's a great game and is quite fun to play,I'll maybe play this again.
And the game contains a lot of features.
 
Level 2
Joined
Sep 23, 2007
Messages
20
Please fix the black scarab they are imba I just build 24 of them used the windwalk-like spell (forgot name^^) and killed a enemy hq or first his/her hero and some graveyards
 
Level 4
Joined
May 3, 2005
Messages
98
Nice map. You can see there is work put into it.
I've found some bugs that you should fix:
-The food limit doesn't work. You can make units for 200 food, it doesn't matter if the limit is 100 or more.
-The bases that you capture to make necropolises - they should be surrounded by walls, but units can go through some of the walls.
I also think the cost of upgrading the necropolis to hall of the dead and then black citadel is too high considering that they give only 10 food for each upgrade.
And does the Elven Lighthouse do anything?
EDIT: Oh, I forgot. You can't get the tactical dominance. You receive "lumber" for units killed, but no matter how many you've killed, the scoreboard remains at zero (Only for tactical, the others work).
 
Level 6
Joined
Jul 2, 2008
Messages
156
Appreciate the bug reports :) here's what I can say about those:

The food limit fixed.

Yeah I know the walls have crap for collision, thats what happens when you import a custom model. Trying to manually patch it up with pathing blockers.

The Necropolis will do more in future versions, and I'm basing the cost off of that for now. As for now though, its definitely not worth the cost (especially if the food limit decides it doesn't want to work).

Elven Lighthouse is for future versions ;)

Tactical Dominance does work, but you have to get player kills to have it go up. Humans don't count, is has to be genuine other players.

Anyways, I'll get workin on those other problems.
 
Last edited:

Feo

Feo

Level 1
Joined
Aug 11, 2008
Messages
3
A short Report:
-Fel Marksman kill each other with their Multi Shot
-Fel Longbows can't use their Revert to Zombie ability due to their lack of Mana
-The Hunter Hero is in my opinion quite useless compared to the Dreadlord because his main abilities are against air units ONLY.
-The Crypt Lord's Locusts stop following him when they disappear into the Fog of War/when he learns a new level of the skill.
-You should be able to sell/drop the Sacrificial Altar
-When you gain several levels of Military Dominance while your hero is dead both levels will be in his inventory -> the lower level will block one of his inventory slots.
-In my opinion there are too much custom icons/models. Custom icons like the one for Attack/Stop/etc or the Necropolis model onlly slow down the download and could as well be left out although they look cool. (my opinion)

Well, good job so far, I'm looking forward to the next versions!
 
Level 6
Joined
Aug 13, 2008
Messages
197
wow great game u have there, lots of wonderful units and triggers. Pity your last game ended up ignored. If u want i can help u test it just send me the link, i know the feeling of dumping lots of effort and than being left on the shelves.
 
Level 6
Joined
Jul 2, 2008
Messages
156
A short Report:
-Fel Marksman kill each other with their Multi Shot
-Fel Longbows can't use their Revert to Zombie ability due to their lack of Mana
-The Hunter Hero is in my opinion quite useless compared to the Dreadlord because his main abilities are against air units ONLY.
-The Crypt Lord's Locusts stop following him when they disappear into the Fog of War/when he learns a new level of the skill.
-You should be able to sell/drop the Sacrificial Altar
-When you gain several levels of Military Dominance while your hero is dead both levels will be in his inventory -> the lower level will block one of his inventory slots.
-In my opinion there are too much custom icons/models. Custom icons like the one for Attack/Stop/etc or the Necropolis model onlly slow down the download and could as well be left out although they look cool. (my opinion)

Well, good job so far, I'm looking forward to the next versions!

Thanks for some feedback! Heres what I can say:
- Marksmen should now only hit enemies with their volley.
- Longbows have been given their mana (I miss the small things >.>)
- The Hunter's Prey ability was meant to hit either ground or air, so this has been fixed.
- The Crypt Lord's Locusts should be fixed now.
- Sacrificial Altar can now be sold and dropped :p
- All dominances should no longer glitch when a hero is dead, including the different levels.
- Its not exactly the models and icons causing the huge download, but the custom music. I know I should probably remove it, but its so awesome and fitting XD. When the final version comes out, I'll release a Lite version.

wow great game u have there, lots of wonderful units and triggers. Pity your last game ended up ignored. If u want i can help u test it just send me the link, i know the feeling of dumping lots of effort and than being left on the shelves.

I lost the map in a computer virus attack after working on it for 4 years. I posted it on Hiveworkshop (or whatever its prior site name was), but they deleted it without telling me, and as far as I could tell, without reason.
 

Feo

Feo

Level 1
Joined
Aug 11, 2008
Messages
3
Thanks for fixing the bugs, some of the were really annoying. ;D

Thanks for some feedback! Heres what I
I lost the map in a computer virus attack after working on it for 4 years. I posted it on Hiveworkshop (or whatever its prior site name was), but they deleted it without telling me, and as far as I could tell, without reason.

The site your are refering to is probably wc3sear. A part of the maps hosted there were lost due to a server crash and the site itself went down because the sites admin lost interrest in it afaik, correct me if i'm wrong.

Well, i would really appreciate a lite version, since i lack the endurance to host maps on battle.net which take ages to fill because people are leaving because of huge map sizes.

Are units like e.g. the Fel Orc Warlock who can summon Nether Drakes or the Stalkers supposed to be unable to be reverted to Zombies?
If yes i would recommend you to mention it in the tooltip.
Could you remove the sound which the Stalkers and the Ravager emmit? It's *§&%$ annoying. ;P
Could you perhaps add the option to stop the Conversion Towers from converting the Villagers to zombies? So you can decide yourself if you want to get new Zombies or not, because in the late game i experienced problems due to mass amounts of zombies standing around in my base although i already bought around 4 Altars to reduce the mass.
 
Level 2
Joined
Aug 16, 2008
Messages
17
Was the game you lost also called shadow wars? Sort of a AoS thing with a variety of hostile points you could capture and would send additional units at the enemy? While I'm not sure if it was you I got this map from I do know it was some one with shadow hunter in his name. Anyway I'm fairly sure I don't have the most recent version if this is the map your looking for.
 
Level 6
Joined
Jul 2, 2008
Messages
156
Thanks for fixing the bugs, some of the were really annoying. ;D

Are units like e.g. the Fel Orc Warlock who can summon Nether Drakes or the Stalkers supposed to be unable to be reverted to Zombies?
If yes i would recommend you to mention it in the tooltip.
Could you remove the sound which the Stalkers and the Ravager emmit? It's *§&%$ annoying. ;P
Could you perhaps add the option to stop the Conversion Towers from converting the Villagers to zombies? So you can decide yourself if you want to get new Zombies or not, because in the late game i experienced problems due to mass amounts of zombies standing around in my base although i already bought around 4 Altars to reduce the mass.

Yes, the units not being able to revert is intended. As for all the tier 5 units, tooltips will be added when they are finalized.
The Stalker sound is just the regular Gargoyle noise, and Ravagers have a Zergling sound set. I probably won't change the Ravager set unless I change the whole unit, and I won't change the Stalker unless I find a better set.

I'm going to add a zombie limit eventually, I just gotta get around to it.

Was the game you lost also called shadow wars? Sort of a AoS thing with a variety of hostile points you could capture and would send additional units at the enemy? While I'm not sure if it was you I got this map from I do know it was some one with shadow hunter in his name. Anyway I'm fairly sure I don't have the most recent version if this is the map your looking for.

It was called Shadow Clans, but yes that was it. The version you have is probably protected, but I'd be most grateful if I could get it from you anways :grin:
 

Feo

Feo

Level 1
Joined
Aug 11, 2008
Messages
3
The Stalker sound is just the regular Gargoyle noise, and Ravagers have a Zergling sound set. I probably won't change the Ravager set unless I change the whole unit, and I won't change the Stalker unless I find a better set.

Sorry, I don't know how to explain it correctly, I didn't mean the voice, I was talking about a sound which could be heared every few seconds even if they are just standing around.
I think it could be related to their "Death Coil Head" because as far as is remember their sound and the Death Coil Sound sounded alike, I'm not sure though. I might have to play it again so I can give a better example.
A friend of mine could hear the same sound, so I'm quite sure the problem isn't on my side.
If it's needed I could record a sample of what I'm talking about.
 
Level 6
Joined
Jul 2, 2008
Messages
156
Sorry, I don't know how to explain it correctly, I didn't mean the voice, I was talking about a sound which could be heared every few seconds even if they are just standing around.
I think it could be related to their "Death Coil Head" because as far as is remember their sound and the Death Coil Sound sounded alike, I'm not sure though. I might have to play it again so I can give a better example.
A friend of mine could hear the same sound, so I'm quite sure the problem isn't on my side.
If it's needed I could record a sample of what I'm talking about.

Oh that. If I got a similar model that didn't come with the attached sound effect, I would replace it. However I don't, so you'll just have to live with the sound, sorry :x
 
Level 2
Joined
Aug 21, 2008
Messages
10
awesome map if you could please add ai would be a great addition

All of you who play this game should know who i am :p
Anyways, an ai version would take the fun out of this game. the whole point is to fight HUMAN enemies who will be smart and change units base on yours. lets say a computer doesnt know how to change units for the circumstance and you would just mass one type of unit to win. also, computers are usually passive and will not expand very far. you would probably control the entire map. whats the fun in that?
 
Level 6
Joined
Jul 2, 2008
Messages
156
All of you who play this game should know who i am :p
Anyways, an ai version would take the fun out of this game. the whole point is to fight HUMAN enemies who will be smart and change units base on yours. lets say a computer doesnt know how to change units for the circumstance and you would just mass one type of unit to win. also, computers are usually passive and will not expand very far. you would probably control the entire map. whats the fun in that?

Yeah it could be done, but the AI would be pretty unexciting and easy. I'd rather throw my concentration into other things.
 
Level 6
Joined
Jan 15, 2005
Messages
188
This is such a great game. There's a few bugs, but if it's unprotected and you're still active, I'd like to take up such a great project in my own hands since you seem to have lost interest and stopped editing the map for new versions.
 
Level 6
Joined
Jul 2, 2008
Messages
156
This is such a great game. There's a few bugs, but if it's unprotected and you're still active, I'd like to take up such a great project in my own hands since you seem to have lost interest and stopped editing the map for new versions.

I haven't lost interest, I just moved and haven't had my computer sent to me yet. If you have ideas, I'm always open for em.
 
Level 2
Joined
Aug 21, 2008
Messages
10
If you are watching this thead, I hope you still remember me, yeah.
I don't see you around Bnet anymore.
I have a new account, its Un1T3D_D4RkNeSs.
If you can, whisper me sometime on Bnet so I know your alive.
Thanks in advance.
 
Level 6
Joined
Jul 2, 2008
Messages
156
Oh I'm alive, just busy with a lot of drama in RL as always.
However, I do have a new version coming out with a long of expected changes and additions! Here are the changes currently on my To Do list, which may change at any time.

Ver 1.1

(Game Mechanics)
- You can now upgrade multiple units at once
- Added a "Recent Upgrade" option, which directly upgrades a Zombie to your last upgrade (given you have enough food)
- Fast Zombies will no longer accidentally upgrade to Mage Hunters when trying to upgrade to a Ghoul
- You can now simply right click on a villager with your hero to cast Dark Conversion
- The Subtlety and Conversion upgrades have been merged into one upgrade.
- The Soul Preservation and Soul Harvest upgrades have been merged into one upgrade.


(Dominances)
- Dominances will be contained within the Dreadlord's Spellbook
- Expansion Dominance
- Offensive Dominance
- Defense Dominance
- Noob Dominance

(Unit Changes/Additions)
- New Power Unit : Undead Siege Barge (replacing Felguard)
- Fel Warlocks have had their summon removed
- Fel Warlocks can now have Netherdrake Form
- Fel Warlocks now have Fel Summoning (similar to Dark Summoning)
- Skeletal Soldiers and Acolytes have had their damage increased
- Skeletal Tech is now called Dark Tech
- Eye of the Dead no longer detects stealth while held
- Fel Marksman have had their damage reduced
- Fel Longbow and Burning Archer attacks now burn enemies over time.
- Vampiric Ghouls have had their name changed to Dark Ghoul
- Dark Ghouls and Ravagers no longer have the Vampiric ability
- Stalker's anti air melee attack now deals siege damage
- Meat Cannons now have a short-range anti air attack
- Fel Guards have been removed

(Hero Changes/Additions)
- New Hero : Overseer (250 pts)
- Crypt Lord's maul damage has been reduced
- Crypt Lord's locusts can now be killed
- Crypt Lord will have a new lvl 15 ultimate : Venom of Nerub (replacing animate dead)
- Lich's Cold Blast has been weakened a little
- The Base spell "Black Plague" has been removed, replaced by Plague Ward
- New Base spell "Plague Ward" ward that will automatically convert villagers into Zombies, and cast Disease on nearby enemies.

(Other)
- The shop will now spawn in the middle where players started.
- Humans will now be weaker, but in greater number.
- Arcane Towers and Conversion Towers no longer have the Feedback ability

As you can see, I have a LOT of work to.
If you have any more ideas, please share them! I'm determined to fine tone this game as much as possible.
 
Level 2
Joined
Aug 21, 2008
Messages
10
I guess i will just put this Cut&Dry

-Make the map bigger.(Goddamn it, it needs to be bigger.)
-Disallow it in single player, and release a test version.
-Make the human's town hall very powerful, making it extremely hard to take it. However, buff the Necropolis to do additional stuff.
-SHARE TEH GLORY :D
-Teach MOI how to make maps, so I can better help you

-See above ^
-Make more spells, i will personally suggest you some


WARNING - REALLY BIG IDEA

So, I was thinking before you left, to tell you about this idea i had.
So, when your hero reaches level 15, or whatever the max level cap is now, you go to this altar defended by many humans. You have to have 100 souls to do this.
When you reach the altar, after killing all the humans, your hero transforms, into a DEMON - Metaed Demon Hunter Model.
This will replace your current hero.
This hero will be much stronger then the other ones, and will start from level 1.
It will have the following skills:

*WILL UPDATE LATER*

Basically, the point of this, is ....

*WILL UPDATE LATER*
 
Level 6
Joined
Jul 2, 2008
Messages
156
I guess i will just put this Cut&Dry

-Make the map bigger.(Goddamn it, it needs to be bigger.)
-Disallow it in single player, and release a test version.
-Make the human's town hall very powerful, making it extremely hard to take it. However, buff the Necropolis to do additional stuff.
-SHARE TEH GLORY :D
-Teach MOI how to make maps, so I can better help you

-See above ^
-Make more spells, i will personally suggest you some


WARNING - REALLY BIG IDEA

So, I was thinking before you left, to tell you about this idea i had.
So, when your hero reaches level 15, or whatever the max level cap is now, you go to this altar defended by many humans. You have to have 100 souls to do this.
When you reach the altar, after killing all the humans, your hero transforms, into a DEMON - Metaed Demon Hunter Model.
This will replace your current hero.
This hero will be much stronger then the other ones, and will start from level 1.
It will have the following skills:

*WILL UPDATE LATER*

Basically, the point of this, is ....

*WILL UPDATE LATER*

Okay the map size is gonna be as is, but I am also planning on making a Shadow Wars II, using expanded terrain with a better flow (no tunnels!).

Yeah the single player thing is a total must for fairness sake, not top priority but it is on my list.

Humans stronger? I'm actually making them weaker. I don't want too much focus on the computer forces.

Its a neat idea about the meta demon, but I don't want that much focus on the hero. Besides, don't forget about the Frost Wyrm (when I finally add it). He will pretty much settle any super hero desires.

I'm always happy to help people learn the world editor, but I'm not giving out an unprotected version of this map to anyone ever. Sorry!
 
Level 2
Joined
Aug 21, 2008
Messages
10
Don't want an unprotected version of the map, however, I would like you to teach me how to use the world editor.

Also, please tell me when you think you will have Wc3 up and running again, i would like to speak to you.
 
Level 6
Joined
Jul 2, 2008
Messages
156
Well due to the massive spell and trigger redo with the upgrade features alone, this update may take a while. Expect it in maybe 2 weeks or so. The good news is everything should flow smoother, the map should load faster, and be a slightly smaller file size.

Additional changes to v1.1:

(Unit)
- Fire Zombies are now called Burning Zombies
- Crypt Warriors have had their model changed
- Reduced the slow effect of Impairing Attack (now 10%, was 30%)
- Removed mana from most units, seeing how its no longer needed to upgrade.

(Hero)
(Death Knight)
- Increased mana cost of Death Coil
- Reduced the effects of Ghost Armor (now 90%, 85%, 80%, 75%)
- Reduced the number of Spirits released in Spirit Swarm
(Lich)
- Reduced direct target damage of Frost Nova (now 60, down from 65)
- Reduced damage of Cold Blast (was 250, now 185)
- Increased range of Cold Blast and reduced mana cost
- Reduced mana cost of Frost Shield

(Other)
- The stronger human settlements have been redone, and now look more town-like.
 
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Level 6
Joined
Jul 2, 2008
Messages
156
Frost Wyrm has barely skimmed the planning process.
Anyways about the new version, it would be done by now but for some reason I've encountered an incredibly annoying bug with making the game generate a random number.

Its normally an incredibly simple process, but its giving me a hard time (game crashes and repeating number)

I am happy to say that with the testing I've done with the current version, it feels very smooth compared to the older version. If I can just iron out these bugs..
 
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Level 6
Joined
Jun 14, 2008
Messages
191
Interesting concept, though I felt a little behind trying to figure out what each upgrade and everything did when the game started. You've left it open for the player to decide what to upgrade and when, without a general tech outline. Usually I'd say that's awesome, but it does give new players an overwhelming feeling at first.

The balance of it all is pretty good, but getting a tower near the villagers yields too many zombies (I also noticed not all villager areas come with a tower, giving the advantage to those who own those that do). Maybe just add a max villager spawned per area.

Overall, 8/10.
 
Level 6
Joined
Jul 2, 2008
Messages
156
The balance of it all is pretty good, but getting a tower near the villagers yields too many zombies (I also noticed not all villager areas come with a tower, giving the advantage to those who own those that do). Maybe just add a max villager spawned per area.

Overall, 8/10.

The layout is fair, there is 1 village with a conversion tower for each player, and they are always near the base.

But I get what you mean by the overwhelming, just not sure how to fix it :/
 
Level 6
Joined
Jun 14, 2008
Messages
191
One way to fix it would be to add tech requirements for certain upgrades, but that'd take away some of the freedom of choosing what you want and when. Maybe not for the basic upgrades that turn zombies into different units, but the other, more advanced ones.
 
Level 1
Joined
Dec 12, 2008
Messages
3
Very nice map, been enjoying playing this map ever since it came out. Some of my thoughts...

-Mage Hunter has magic resistance, and when you upgrade to Fel Hunter, they lose magic resistance (Althoug they gain magic immunity when upgraded to Fel Destroyer). They should have some resistance for balance reasons.(Considering demon armor is weak againt magic)

-Frost Wyrm's devour is a bit too powerful. Either mana cost raised higher, cooldown should be increased. You can pretty much perma-devour a unit and regenerate hp/mp back to full in no time(Although not much of an big issue, since if u already have a Frost Wyrm, it means you would have won either way anyway)

-For displaying information on certain armor/attack being strong against other, displaying % would be a nice addition. For example

Magic: Strong against Heavy armor (150%)
Weak against Medium Armor (70%)

Something like that... just a suggestion. overall very good map.
Keep up the good work!
 
Level 4
Joined
Dec 11, 2008
Messages
104
First of all, A really nice map and I really liked it.
Keep up the good work!

But when i was playing this map on Garena (havent tried on Bnet yet)
The 2nd time i did this map the map Crashed. It happened at a random moment
and I dont know why it happens but maybe you do.

It would be even better if you could fix this
 
Level 6
Joined
Jul 2, 2008
Messages
156
Ty for the feedback guys, here's what I can say.

@Delta - Thanks for catching that little problem with the Spell Hunter (not Fel Hunter, but close enough). Frost Wyrm's Devour is going to have its cooldown increased by a bit. Adding the % to the attack type tooltips is a good idea, and hopefully the game won't try to cut out half the words (it did that before).

@Rober - The humans used to be stronger, but beginners had a hard time (well.. harder) expanding quickly. So weak they will stay for now.

@bureaulamp - If I knew how to fix the crash problem, I would. I'm trying many things every version, such as changing triggers for less stress on the game, but since I don't know exactly what's wrong I can't just instantly fix it. Hopefully I'll find it eventually.
 
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Level 4
Joined
Dec 11, 2008
Messages
104
I have played this map about 10x now and it crashed just once so its not a big deal.
But i don't get why this map isnt played / joined so much because in my opinion its just awesome.

Anyway, is there a max limit to the zombies? Because sometimes the towers near the villages just stop converting villagers
 
Level 1
Joined
Jan 12, 2008
Messages
3
Visit Kalimdor sever and whisper NEND)Deionarra. Me and my friends want to play with ShadowHunter.

This map is so cool. I love it.

My score is around 90. :)

--------

and how can i use trade ship and elven light house?
 
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Level 1
Joined
Dec 12, 2008
Messages
3
Some errors I found...

-When upgrading Ziggurat to Shadow Tower, hotkey [Z] doesnt work(It works for Shadow Toower->Advanced Shadow Tower)
-Magic attack states its damage against demon armor to be 125%, while demon armor states its reduction against magic is 75%.

Will report moee if I find them... :)
 
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