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Sky Safari

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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A map of the Reign of Chaos with new heroes with new abilities that transformed it into a version of Frozen Throne. Some standard skills have been modified to make it an even game. This map is still in its Beta Stage, I hope you can try it out to help me improve it. I want to add, I wish I could thank the designers of the models and masks that I have taken from my THW comrades, but I took some a long time ago and cannot find the route to be able to refer to them.

Something interesting.
  • There are hostile creatures that drop special items upon death. These are guarding the two gold mines in the river. I think you should investigate these places.
Regarding general game changes.
  1. All the watchtowers of the races have true vision, including the main bases.
  2. All races can now collect more gold through an upgrade.
  3. Each race's magic units now gain attack points with each upgrade of their own.
  4. all gold collecting units now have 50% bonus magic resistance.
  • Humans can find such an upgrade in Lumber Mill.
  • Orcs can find such an upgrade in War Mill.
  • Undeads can find such an upgrade in Graveyard.
  • Night Elves can find such an upgrade in Hunter's Hall.
The undead when performing the upgrade must create the new unit that has been enabled in Necropolis, Halls of the Dead, or Black Citadel, after creating the new acolyte, the current enchanted Gold Mine must be removed in order for the new acolyte Create the new mine so acolytes can collect additional gold with each charge.
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Contents

Sky Safari Ver.1.4 (Map)

Reviews
deepstrasz
Please do not upload multiple files but the latest version unless the versions are very different, say one is for 24 players and the other for 12 or something. A credits list in the map description with the names of the authors whose resources you've...
Shar Dundred
No changes made. Moved to Substandard.
Iron Maiden: As per melee standard, her ability to knock enemy is quite unordinary and can be messy during combat. Having two passives makes her less tedious to micro but less interesting to play with. Usually, melee heroes have 2 active + ultimate + 1 passive or 3 active + ultimate, which makes them quite active and fun to go with. Her third is quite powerful, and if not for Golems being immune, this passive can be deadly. Her first is a broken form of chain lightning.

Golden Saint: Same problem as Iron Maiden in ability kit having 2 passives. Aside from that, I found that Golden Saint first skill is quite deadly to a degree, but not too powerful that it gets broken (though probably because I choose her second, wonder if I pick her first). I failed to notice her third is melee unit exclusive, so that's a bummer to my Gryphon strategy (yes, I am a fanatic Griffins Airstrike).

Huntress Raider: This is interesting, however, I presume there are some aesthetic bugs that render her spell projectiles (second and ultimate) being unseen thus making it harder to realize what's going on. Her first is unreliable due to her being a ranged hero. I prefer to have her first spell changed into something that can be used from a safe range.

Anyway, I do make another video, but it is not a full run like last time since I got some errands at home out of the blue. It should be up in 24 hours from this post, if everything goes well. Not the most reliable connection I have for uploading.

 
Level 2
Joined
Jun 15, 2020
Messages
2
Iron Maiden: As per melee standard, her ability to knock enemy is quite unordinary and can be messy during combat. Having two passives makes her less tedious to micro but less interesting to play with. Usually, melee heroes have 2 active + ultimate + 1 passive or 3 active + ultimate, which makes them quite active and fun to go with. Her third is quite powerful, and if not for Golems being immune, this passive can be deadly. Her first is a broken form of chain lightning.

Golden Saint: Same problem as Iron Maiden in ability kit having 2 passives. Aside from that, I found that Golden Saint first skill is quite deadly to a degree, but not too powerful that it gets broken (though probably because I choose her second, wonder if I pick her first). I failed to notice her third is melee unit exclusive, so that's a bummer to my Gryphon strategy (yes, I am a fanatic Griffins Airstrike).

Huntress Raider: This is interesting, however, I presume there are some aesthetic bugs that render her spell projectiles (second and ultimate) being unseen thus making it harder to realize what's going on. Her first is unreliable due to her being a ranged hero. I prefer to have her first spell changed into something that can be used from a safe range.

Anyway, I do make another video, but it is not a full run like last time since I got some errands at home out of the blue. It should be up in 24 hours from this post, if everything goes well. Not the most reliable connection I have for uploading.

Thanks for your opinion, I have changed certain things about those 3 heroines, regarding the vigorous aura of Golden Saint I did it thinking of melee units, since in the standard game there is Trueshot Aura that is exclusively for distance units, it was for that which believes it.
In the case of Huntress Rider, because I wanted to use all its animations, now I have increased the launch range.
Giving 2 passives to some heroes was because I wanted to give ease to some since not all of us can use all the abilities available in a hero, I mean from experience, I hope your opinion.
 
Thanks for your opinion, I have changed certain things about those 3 heroines, regarding the vigorous aura of Golden Saint I did it thinking of melee units, since in the standard game there is Trueshot Aura that is exclusively for distance units, it was for that which believes it.
In the case of Huntress Rider, because I wanted to use all its animations, now I have increased the launch range.
Giving 2 passives to some heroes was because I wanted to give ease to some since not all of us can use all the abilities available in a hero, I mean from experience, I hope your opinion.

Thanks for the consideration.

About the two passives, I would like to hear other people's opinions before making conclusions. Personally, I am against it, but that's just one voice when compared to many. The reasoning is having 2 passives make heroes less needed for management during combat, which can be a bummer. This also comes to how to make hero abilities more reliably useful because active spells are under the control of the player on how they are being used.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
From the desciption it seems clear that this not a "melee" map, but an "altered melee". On the hive, "melee" refers to unchanged wc3 gameplay, as in the battle net ladder. Therefore tags changed from "melee" to "altered melee".
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,847
Please do not upload multiple files but the latest version unless the versions are very different, say one is for 24 players and the other for 12 or something.

A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in Use by Sky Safari Ver.1.3 | HIVE

What I can read from the description seem rather like meager changes.
You might want to familiarize yourself more with altered melee:
How to: Create a Full-working Custom Race
Custom Race Creation: Advanced Mechanics
Ultimate Battle v2.30d
Deforestation of Felwood v2.1.1
Nightborne v1.05B
Planetary Domination v2.04
Sands of Time [v1.9]
The Grand Citadel (Racial Issue 1.6)

Awaiting Update.


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EDIT:
What has been updated?
 
Last edited:
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