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Tavren-new heros

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
hi and welcome
this map is simple it is just new heroes but every hero's abilities should make sense for his modle.

Features

for now there are Five heroes:
moon archer abilities: breath of frost, summon hawk, trueshot aura and lightnig strike.
necromancer abilities: decay, death coil, summon the dead and dark powers.
warlock abilities: bloodlust, fire ball, rain of fire and bloody deal.
Human Guardian abilities: healing wave, Battle Roar, command aura and reincarnation.
orc assassin abilities: wind walk, feedback, immolation and war stomp.
all five heroes can be trained in the tavern.

there is also a bonus hero pit lord he looks the same and his abilities are very simple and
not edited at all so he is a bonus hero.


note
if any one want to help me in any way leave ideas and tips in the description thanks.
the melee map was created by resilence here is the link to the map



credits
resilence, the panda and nightmare.
full
Contents

Tavren-new heros (Map)

Reviews
deepstrasz
No betas, sorry. When it's near completion, then we shall review it. Set to Substandard. ========================================================= Always check/recheck the Map Submission Rules! (Map Submission Rules) These will help make a better...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,856
No betas, sorry. When it's near completion, then we shall review it.

Set to Substandard.

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

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Level 5
Joined
Jun 25, 2016
Messages
76
Level 2
Joined
Jul 3, 2017
Messages
10
Not bad for a start, you should probably change the file name since it's still same as mine, also give them the hero unit cap, some skills tooltips and icon sprites needed.

Necromancer has cool skills, all are usefull, tho classic skellies make him similar to Dark Ranger but weaker since you cannot spam them, ability is probably based on Spirit Wolfs since first two vanish after you use it again, if you cannot spam them like Archmage's Water Elemental or keep them like Cryp Lords Scarabs and they have no skills like Lava Spawns or Spirit Wolfs - then you should improve them somehow to make them competitive with other summon abilities; why not replace them with skeletal archers for example?
1st lvl simple two Skeleton Archers -> 2nd Burning Archers with Searing Arrows => 3rd Skeletal Marksmen with Cold Arrows (notice that Spirit Wolfs progress in similar fashion 2nd tier of ability has crit and 3rd invisibility).
This would make it worth improving above 1st lvl because in late game they are just cannon fodder and wasted mana that could have been a Death Coil. Also on lvl 2 you get dmg boost but on lvl 3 your hero becomes more of a crowd control build thx to the Cold Arrows.
I understand that Death Coil is both defensive and offensive skill as it could sustain the Skeletal Warriors (a unit with a lot of HP) on the battlefield but it works only on Creeps, and it would probably be better to Death Coli an enemy an/or resummon them instead.
Enemy player would just ignore them and go straight for the Hero... while if they were archers with Searing, and later Cold Arrows - they would pose a threat for the player units because of ranged DPS and later slow debuff, as well as you could still use them as tanks or for kiting vs creeps and enemy player army on 3rd lvl.

Warlock might be too OP.
Especially if you go human race because of Bloodmage (double flamestrike) and Mountain King (double stun). Orcs could also be too inbalanced (double healing weave support heros), especially if you also added a couple of Healing Wards from Doctors.
I'd rather come up with some custom abilities or replace skills with something as usefull but not as punishing in synergy with its copies. Perhaps replace flamestrike with a Rain of Fire and Healing Wave with something else, examplary for consistency sake -improved, 3 level bloodlust or curse - both can be usefull, examplary curse with 30-50-70% miss chance.
I'd go Fireball, Rain of Fire and boosted Curse/Bloodlust/Life Drain (all fit the character perfectly)
Also you could remove the AoE entirely and replace it with a summon, use the Summon Bear ability and replace levels with demonic creatures or revenants of different types, examplary: lvl1 (lvl2 mob) Felguard with Cleaving Attack -> lvl2 (lvl5 mob) Felstalker with Mana Burn -> and finally lvl3 (lvl8 mob) Infernal Machine with a Breath of Fire.
This would make the Hero more interesting because you could go either crowd controll with Felguard and then Infernal Machines Breath of Fire + Curse or enemy Hero hunter build with Fireball (burst and stun) + stop on lvl2 summon Felstalker Mana Burn and later add Curse for a bit of sustain... or even full dmg mitigation build with Curse and Mana Burn.
This way you'd have a full-fledged warlock hero (Summons 4 demonology, Fireball 4 destruction and Curse 4 affliction)

Defender abilities are nothing of what I expected from the name of a this Hero, Reincarnation makes a lot of sense and is awesome. Feedback's also cool idea, kinda passive mana burn on a meele strenght hero makes him interesting tho I'd buff it to be more damaging on mana because unlike Mana burn or Feedback on Spellbreakers it's not a ranged attack ability (otherwise it won't be worth it in comparison to other skills). Or you could give the ability also a movement speed boost for the hero (so he can get to and out of places faster and defend like a boss).
Roar's also fun, I wonder tho if it doesn't overwrite the original Roar or if it synergise with it?
Holy Light is a decent skill but I'd still chose the Paladin if I were human because of Divine Shield synergy, also it makes him useless to Undead, Orc Healing Wave is way better so there's also no point... I think only NE would profit from taking him since they have no dedicated healer... but then there's a Roar case if it stacks or not.
For a defender he doesn't have any tanky skills. I'd give him for example Taunt ability combined with tempoary buffs depending on his ability level, examplary; LVL1 Taunt+10 armor for 20 sek. -> LVL2. Taunt +10 armor and 50% Thorns/100% chance of Pulverize for 20 sek. -> LVL3 Taunt +10 armor and 50% Thorns/ 70% DMG Cleave/100% chance of Pulverize +Rezistant Skin/Spell Immunity for 20sek.
This would make him an interesting hero to consider as a first pick with 2nd support healer hero or make him a support that in case of emergency can take a lot of punishment intead of your main and buff your army at the same time. Skill like that after 2nd lvl would also make it the more terryfying the bigger number of enemies because of accumulated damage from either thorns, pulverize or cleave. This way even if Taunt itself didn't work you could use it as a tempoary AoE boost or even harrassing skill (4 example taunt + 100% pulverize on enemy worker line would be as devastating as any other AoE).
This would also work amazingly with speed boosts of any kind (like my idea on feedback) cause you could get into position faster, taunt as many enemies as you can or rescue your other unit, hero in time, and in case of receiving too much damage - get out of there fast before you get killed (this way it could be worth it to sometimes choose feedback over Roar if movement increase would be good enough, also in late game hunting enemy heroes would make it easier since that's the only thing I imagine feedback beeing worth for).
This way you could go for two builds on this hero - either Tank + army damage booster or Hero hunter that's something in between Demon Hunter and Blade Master (windwalk speed + melee mana burn and dmg mitigation instead of boost). Also Taunt could prevent enemy heroes from running away from you.

I don't understand the role of Moon Archer, it's a hybrid of Naga Sea Bi... and PoM with a cute summon, this way taking either these heroes is not worth it since you can get both their best abilities with one hero. I'd rather make it a hero that synergizes well with both of them rather than making a complete replacement. Hawk is awesome idea, it detects, it shoots and it's flying. You can't ask for more.
Lightning strike also doesn't strike me as a bad idea BUT. Cold Arrow + Trueshot Aura is too OP.
To fit the character well, I'd go for something else. If you still want a bit of slow and damage - then replace Cold Arrow with a Frost Bolt but make it 3 lvls, examplary 1st damages and only gives 30% slow debuff -> 2nd slows for 60% -> a normal verssion that stuns and slows. Or just make it her ultimate. No other hero has it and it works well with any other hero. Aura could be kept as it would be fun to have it in any other army or you could consider replacing it. Also you could consider giving her Spell Immunity or Rezistant Skin or boosted spellshield amulet skill or Magic Defense as her ultimate. It makes both sense and gives her potential to be a really great enemy hero hunter.

I'd love to see some kind of ultimate anti-caster Hero with Devour Magic that depending on ability lvl gives the hero more mana and HP or Siphon Mana as it could be also abused by other races than human. Ray of Disruption is also really underused ability with interesting potential, examplary make more bounces depending on ability lvl or make the dispells hurt units based on mana cost of the buff (that would make a perfect counter to mass bloodlust, spirit link Unholy Frenzy or Inner Fire) Perhaps Mana Shield or Evassion or Silence and Spell Immunity as ultimate for sustain. Average ranged dmg, low health, int hero but ultimate spell control support.

Some kind of Treant, wildkin, revenant or sasquatch Hero with nature-like abilities would also make a great fit for this map. Ability that works like Health Stone for example shouldn't be difficult to make - passively give life regen but when used give a certain amount of HP depending on lvl. Force of Nature, slowing Poison sting ability, some kind of Parasite based skill that spawns spiders or some unit that looks like Dalaran Reject, Eat Tree based ability, Life Drain. A summoner-tank hybrid with lots of sustain but little or no support skills could prove to be fun.
Or tanky AoE healer that has lots of HP, perhaps is Strenght Based but has some skills from the ones mentioned above + skill that works like a Scroll of Healing or just a simple Healing Spray. Howl of Terror perhaps? As Ultimate for example Monsoon, Animate Dead but change color to green and it's name and tooltip, or Raise Dead based ability that spawns tons of hostile plants from the nerby corpses, let's say green Tentacles or Treants.

Try not to make heros that are pure replacement or combinations of best skills, but rather go for new abilities and synergies and combinations of heroes.

Those are my suggestions, ideas and wishes so far, I'll hold my vote till it's finished.
Cheers!
 
Last edited:
Level 5
Joined
Jun 25, 2016
Messages
76
Not bad for a start, you should probably change the file name since it's still same as mine, also give them the hero unit cap, some skills tooltips and icon sprites needed.

Necromancer has cool skills, all are usefull, tho classic skellies make him similar to Dark Ranger but weaker since you cannot spam them, ability is probably based on Spirit Wolfs since first two vanish after you use it again, if you cannot spam them like Archmage's Water Elemental or keep them like Cryp Lords Scarabs and they have no skills like Lava Spawns or Spirit Wolfs - then you should improve them somehow to make them competitive with other summon abilities; why not replace them with skeletal archers for example?
1st lvl simple two Skeleton Archers -> 2nd Burning Archers with Searing Arrows => 3rd Skeletal Marksmen with Cold Arrows (notice that Spirit Wolfs progress in similar fashion 2nd tier of ability has crit and 3rd invisibility).
This would make it worth improving above 1st lvl because in late game they are just cannon fodder and wasted mana that could have been a Death Coil. Also on lvl 2 you get dmg boost but on lvl 3 your hero becomes more of a crowd control build thx to the Cold Arrows.
I understand that Death Coil is both defensive and offensive skill as it could sustain the Skeletal Warriors (a unit with a lot of HP) on the battlefield but it works only on Creeps, and it would probably be better to Death Coli an enemy an/or resummon them instead.
Enemy player would just ignore them and go straight for the Hero... while if they were archers with Searing, and later Cold Arrows - they would pose a threat for the player units because of ranged DPS and later slow debuff, as well as you could still use them as tanks or for kiting vs creeps and enemy player army on 3rd lvl.

Warlock might be too OP.
Especially if you go human race because of Bloodmage (double flamestrike) and Mountain King (double stun). Orcs could also be too inbalanced (double healing weave support heros), especially if you also added a couple of Healing Wards from Doctors.
I'd rather come up with some custom abilities or replace skills with something as usefull but not as punishing in synergy with its copies. Perhaps replace flamestrike with a Rain of Fire and Healing Wave with something else, examplary for consistency sake -improved, 3 level bloodlust or curse - both can be usefull, examplary curse with 30-50-70% miss chance.
I'd go Fireball, Rain of Fire and boosted Curse/Bloodlust/Life Drain (all fit the character perfectly)
Also you could remove the AoE entirely and replace it with a summon, use the Summon Bear ability and replace levels with demonic creatures or revenants of different types, examplary: lvl1 (lvl2 mob) Felguard with Cleaving Attack -> lvl2 (lvl5 mob) Felstalker with Mana Burn -> and finally lvl3 (lvl8 mob) Infernal Machine with a Breath of Fire.
This would make the Hero more interesting because you could go either crowd controll with Felguard and then Infernal Machines Breath of Fire + Curse or enemy Hero hunter build with Fireball (burst and stun) + stop on lvl2 summon Felstalker Mana Burn and later add Curse for a bit of sustain... or even full dmg mitigation build with Curse and Mana Burn.
This way you'd have a full-fledged warlock hero (Summons 4 demonology, Fireball 4 destruction and Curse 4 affliction)

Defender abilities are nothing of what I expected from the name of a this Hero, Reincarnation makes a lot of sense and is awesome. Feedback's also cool idea, kinda passive mana burn on a meele strenght hero makes him interesting tho I'd buff it to be more damaging on mana because unlike Mana burn or Feedback on Spellbreakers it's not a ranged attack ability (otherwise it won't be worth it in comparison to other skills). Or you could give the ability also a movement speed boost for the hero (so he can get to and out of places faster and defend like a boss).
Roar's also fun, I wonder tho if it doesn't overwrite the original Roar or if it synergise with it?
Holy Light is a decent skill but I'd still chose the Paladin if I were human because of Divine Shield synergy, also it makes him useless to Undead, Orc Healing Wave is way better so there's also no point... I think only NE would profit from taking him since they have no dedicated healer... but then there's a Roar case if it stacks or not.
For a defender he doesn't have any tanky skills. I'd give him for example Taunt ability combined with tempoary buffs depending on his ability level, examplary; LVL1 Taunt+10 armor for 20 sek. -> LVL2. Taunt +10 armor and 50% Thorns/100% chance of Pulverize for 20 sek. -> LVL3 Taunt +10 armor and 50% Thorns/ 70% DMG Cleave/100% chance of Pulverize +Rezistant Skin/Spell Immunity for 20sek.
This would make him an interesting hero to consider as a first pick with 2nd support healer hero or make him a support that in case of emergency can take a lot of punishment intead of your main and buff your army at the same time. Skill like that after 2nd lvl would also make it the more terryfying the bigger number of enemies because of accumulated damage from either thorns, pulverize or cleave. This way even if Taunt itself didn't work you could use it as a tempoary AoE boost or even harrassing skill (4 example taunt + 100% pulverize on enemy worker line would be as devastating as any other AoE).
This would also work amazingly with speed boosts of any kind (like my idea on feedback) cause you could get into position faster, taunt as many enemies as you can or rescue your other unit, hero in time, and in case of receiving too much damage - get out of there fast before you get killed (this way it could be worth it to sometimes choose feedback over Roar if movement increase would be good enough, also in late game hunting enemy heroes would make it easier since that's the only thing I imagine feedback beeing worth for).
This way you could go for two builds on this hero - either Tank + army damage booster or Hero hunter that's something in between Demon Hunter and Blade Master (windwalk speed + melee mana burn and dmg mitigation instead of boost). Also Taunt could prevent enemy heroes from running away from you.

I don't understand the role of Moon Archer, it's a hybrid of Naga Sea Bi... and PoM with a cute summon, this way taking either these heroes is not worth it since you can get both their best abilities with one hero. I'd rather make it a hero that synergizes well with both of them rather than making a complete replacement. Hawk is awesome idea, it detects, it shoots and it's flying. You can't ask for more.
Lightning strike also doesn't strike me as a bad idea BUT. Cold Arrow + Trueshot Aura is too OP.
To fit the character well, I'd go for something else. If you still want a bit of slow and damage - then replace Cold Arrow with a Frost Bolt but make it 3 lvls, examplary 1st damages and only gives 30% slow debuff -> 2nd slows for 60% -> a normal verssion that stuns and slows. Or just make it her ultimate. No other hero has it and it works well with any other hero. Aura could be kept as it would be fun to have it in any other army or you could consider replacing it. Also you could consider giving her Spell Immunity or Rezistant Skin or boosted spellshield amulet skill or Magic Defense as her ultimate. It makes both sense and gives her potential to be a really great enemy hero hunter.

I'd love to see some kind of ultimate anti-caster Hero with Devour Magic that depending on ability lvl gives the hero more mana and HP or Siphon Mana as it could be also abused by other races than human. Ray of Disruption is also really underused ability with interesting potential, examplary make more bounces depending on ability lvl or make the dispells hurt units based on mana cost of the buff (that would make a perfect counter to mass bloodlust, spirit link Unholy Frenzy or Inner Fire) Perhaps Mana Shield or Evassion or Silence and Spell Immunity as ultimate for sustain. Average ranged dmg, low health, int hero but ultimate spell control support.

Some kind of Treant, wildkin, revenant or sasquatch Hero with nature-like abilities would also make a great fit for this map. Ability that works like Health Stone for example shouldn't be difficult to make - passively give life regen but when used give a certain amount of HP depending on lvl. Force of Nature, slowing Poison sting ability, some kind of Parasite based skill that spawns spiders or some unit that looks like Dalaran Reject, Eat Tree based ability, Life Drain. A summoner-tank hybrid with lots of sustain but little or no support skills could prove to be fun.
Or tanky AoE healer that has lots of HP, perhaps is Strenght Based but has some skills from the ones mentioned above + skill that works like a Scroll of Healing or just a simple Healing Spray. Howl of Terror perhaps? As Ultimate for example Monsoon, Animate Dead but change color to green and it's name and tooltip, or Raise Dead based ability that spawns tons of hostile plants from the nerby corpses, let's say green Tentacles or Treants.

Try not to make heros that are pure replacement or combinations of best skills, but rather go for new abilities and synergies and combinations of heroes.

Those are my suggestions, ideas and wishes so far, I'll hold my vote till it's finished.
Cheers!

it took a long time to read all of that but i understand where your coming from but i am just not that good at making new spells but there all good ideas ill try to do my best
 
Level 5
Joined
Jun 25, 2016
Messages
76
hi res her is my ideas give moon archer breath of frost.
give human def command aura and healing wave.
i also want to change the worlack's healing wave for bloodlust and flame strike to rain of fire like you said.
what do you think?
by the way i want the name to be tavren-new heros
 
Level 2
Joined
Jul 3, 2017
Messages
10
I've said everything already. it's not a bad thing - breath of frost, but cold arrow + trueshot aura is still too OP. If you want to keep the cold arrow so much on her then perhaps swith it with some other aura, Briliance would make a lot of sense (but Ithink it would still be really broken). Perhaps Mirror image? It also fits.
 
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