• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

Custom Race: The Legio Umbrae

370540-c2f85c3a49dedc9058ffca092002b54c.webp



Made with Reforged: Classic graphics. This is an edit of the melee map Deadlands to include The Legio Umbrae race.
To play The Legio Umbrae, select Human and set handicap to 90%.

Legio Umbrae is a void-themed, spectral Romanesque legion built around Protoss-style, command-and-conquer construction mechanics.
Note: Have removed hero Food Costs. Full unit breakdowns like my other maps will be added at a future point.




ORIGINS OF THE LEGIO UMBRAE

The Voidborne are not a people in the mortal sense. They are echoes — fractured souls drawn into the infinite gulf between realms. In that darkness, they are reforged into something colder, hungrier, and timeless. They do not build empires. They unravel them.

The heart of their presence is the Rift, a wound between worlds that seeps through the land like ink in water. From the Rift’s pulse flows the Void Incursion, a creeping corruption that both sustains their war machine and devours anything that stands beyond its reach. Where others raise walls and cities, the Voidborne hollow the world out, leaving only silence and black stone.

When the stars forget their names, the Rift remembers.

370548-18f81738c3e4f624313806afd41ef73f.jpg
Rift-Centric Expansion
:
The Voidborne do not expand with workers or conventional settlements—they infect territory through the Voidborne Rift. Its spreading Incursion field defines where structures may exist, sustains allied buildings through regeneration, and slowly destroys those left outside its reach. Construction occurs directly through the Rift itself, removing the need for traditional labor and making territory control inseparable from infrastructure. Phase Pylons deepen this spread, turning each advance into a permanent foothold rather than a temporary outpost. Destroying the Rift starves the Legion’s economy and growth; leaving it intact allows the land itself to be claimed by shadow.
370549-b571e30b7b0abb7df2928a931f1df3c6.png
Death as a Resource
:
For the Voidborne, death is not an end but a conversion. Every fallen unit releases Soul Fragments that restore health and mana, ensuring combat immediately feeds back into the Legion’s endurance. Shade Springs and death-triggered abilities transform battlefields into renewable sources of power, rewarding aggressive trading and prolonged engagements. Losses are expected, even engineered, as expendable units and sacrificial mechanics fuel the greater war engine. Attrition warfare favors the Voidborne, as each exchange tilts momentum further in their favor.
370546-ee057216feb325f1afab083b74405f19.jpg
Memory-Driven Cohesion
:
The Legion functions best as a unified mass bound by shared memory and discipline. Many units gain power through proximity, stacked auras, and formation-based effects—Legion Shades regenerate faster in numbers, Forgotten Centurions impose order, and Engines and heroes act as anchors for the line. These synergies reward deliberate positioning and layered buffs rather than isolated skirmishes. The army grows more resilient and lethal the tighter it holds together. Disorder weakens them; cohesion turns them into an advancing fortress.
370547-b7628f73dd108108ba6bdad6954bc04c.jpg
Corruption and Control Warfare
:
The Voidborne rarely seek instant annihilation, instead dismantling enemies piece by piece. Slows, freezes, armor reduction, dispels, mana suppression, and lingering void fields steadily strip away an opponent’s ability to respond. Enemy formations bog down, casters are starved, and defenses erode under sustained pressure. Each engagement leaves lasting scars that compound over time. Victory comes not through a single blow, but when resistance collapses under the weight of inevitable decay.

Quick View:​

  • Incursion Spread: The Rift radiates Void Incursion, a territorial field that anchors Voidborne structures. Generates a 900 radius build area
  • Plane Shift: The Rift constructs buildings directly within its radius, bypassing the need for workers.
  • Sustained Structures: Buildings outside the Incursion slowly erode and collapse, losing -5 hitpoint per second, while those within regenerate +3 hitpoint per second.
  • Shadows: Sacrificial laborers, burning their existence to raise Rifts and Pylons, and are the primary harvesters of gold.
  • Phase Pylons: Void anchors that increase supply, expand build radius, and deepen Incursion spread. Generates a 500 radius build area
  • Phase Stones: They act as mobile lumber yards bound to 5 phaselings. Each phaselings has a lumber capacity of 5.
  • Phased Mine: Up to 5 Shadows enter the mine to extract gold, while other players are prevented from accessing its resources. Built and bound to Rift. (Entangled Goldmine)
  • Essence Orbs: Each fallen unit releases one Soul Fragment, a drifting shard of their being. These fragments can be collected by any Legio Umbrae unit or hero, restoring 75 hit points, and 25 mana. Essence Orbs are also periodically spawned by Shade Springs and can be spawned by the Essence Fragment item.
  • Food: Rifts produce different amounts of population cap at different tiers 25/30/35 and Phase Pylons produce 5 each.
  • Defenses: Legio Umbrae has 2 defensive buildings, initially it has Grasping Gate which is a short range (melee) tower that attacks ground units. The second is Spirit Sentry upgrade which grants all Phase Pylons a ranged attack and true sight.
  • Regeneration: Legio Umbrae units regenerate at night at a rate of 0.50.

Showcases


Screenshots



370543-1f953529ac9ee5d7649a2ae2e8f4d39d.webp


370542-808c78ef73787b2f372262837cae8b18.webp


370544-fac6748fa0683c7f8ce20b781eb29edf.webp


370545-843e1fd70f7fce9ea5320a99a49bf949.webp


Credits


Contents

The Legio Umbrae (Map)

Reviews
deepstrasz
A nice mix of or inspiration from zerg and protoss to name a few. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB...
Memories steer... We heed.

That was quite an... Unusual ride, actually.
I expected something human-like and pretty standard, but crossover between Roman Empire style, Void creatures from World of Warcraft, and Void from Starcraft 2 (and perhaps something else) - it really served well.
Quite sad that no one wants to share their opinion on that unusual race, so I will be first, and I hope not the last :D

Overall, in terms of balance, I fought against 3(2) normal AI (and sadly, this race has no AI-supported enemy - maybe you can take a look at @Wa666r's solutions, where AI plays a similar race, but tweaked to remove special mechanics like building from buildings - keeping everything else intact) and I felt myself in strange position - maybe If not my allies, I could die in the first moments of enemy assault: but doing some upgrades, and still grasping to understand how devour mechanic work, I managed to defeat AI enemies without any issue.

In aesthetic terms - building from the main building is unusual, and sometimes I didn't understand where exactly I cannot built. Is it related to the distance between the building point and the main building, or between the building point and the nearby pylon?

As a result, I liked this race.
Memories steer (serve?) / We heed.
 
Memories steer... We heed.

That was quite an... Unusual ride, actually.
I expected something human-like and pretty standard, but crossover between Roman Empire style, Void creatures from World of Warcraft, and Void from Starcraft 2 (and perhaps something else) - it really served well.
Quite sad that no one wants to share their opinion on that unusual race, so I will be first, and I hope not the last :D

Overall, in terms of balance, I fought against 3(2) normal AI (and sadly, this race has no AI-supported enemy - maybe you can take a look at @Wa666r's solutions, where AI plays a similar race, but tweaked to remove special mechanics like building from buildings - keeping everything else intact) and I felt myself in strange position - maybe If not my allies, I could die in the first moments of enemy assault: but doing some upgrades, and still grasping to understand how devour mechanic work, I managed to defeat AI enemies without any issue.

In aesthetic terms - building from the main building is unusual, and sometimes I didn't understand where exactly I cannot built. Is it related to the distance between the building point and the main building, or between the building point and the nearby pylon?

As a result, I liked this race.
Memories steer (serve?) / We heed.
Thank you for again reviewing one of my maps

The build radius for the main structure is 900, while pylons have a build radius of 500. These radii can overlap or remain separate, depending on placement. Ground corruption is purely a visual indicator showing where structures may be built and does not represent actual terrain transformation. Differences in ground elevation can distort the player’s perception of the build range, making the limits appear inconsistent. Pylons may be constructed anywhere, regardless of corruption visuals or proximity to the main structure.

The recommended initial build order is as follows: Altar, Beckoning Stone, two Shadows for mining, Shade Spring, Phase Stone for lumber, the first hero (Legate) to improve early-game survivability, and then the shop. Pylons should be constructed as the population cap is approached. Advancing to the next tier increases Rift population production by five.

The Devour mechanic centers on the unit ability Absorb Essence, which requires Essences (The Glowing Orbs on the ground) to be devoured in order to activate its effect. Essences are dropped by organic units belonging to Legio Umbrae from any player, as well as by void creeps. In addition, the Shade Spring periodically spawns Essences, and an Essence item purchased from the shop can spawn three Essences at once.
It is recommended to buy Essences from the shop whenever possible, as they greatly enhance in-combat sustain and battle healing.

I'll look into making an AI.

PS. I got another new race uploaded The Goblin Conglomerate
 
Last edited:
A nice mix of or inspiration from zerg and protoss to name a few.
Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description 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 too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
I really like this map .The music is very cool ,tone of colours are beautiful and different ,your new unit very creative ,but it so hard to watch and when I exit game it has problem and hang .
 
What if Rome conquered the Void... Anyway, the mechanics are not bad at all. I am still making a new custom Human race, based on this. BTW, 10/10.
Thanks for the showcase. Watching people play my races gives insight for things that need improvement. Working more races, nice. I still got backlog maps of yours to play.
 
Hi, I would like to let you know that the upgrade for the shadow infernal is bugged. There's no infernal being dropped when the research finished, instead there's some dummy units found on where the infernal should have landed.
Fixed. Thanks for the heads up, that was weird. That was the first trigger I created for the map, and it was working during testing. I noticed that similar triggers in my other maps stopped working as well. I think that the last WC3 update messed with the ability orders for triggers.
 
Letting you know I also did a run with the previous version, though I think I'll make another run with infernal surprises next


It will be available for public in 2 hours from when I posted this message
Thank you

Looked like you doing everything about the way i intended the faction to be played.
Addressing what you mentioned in the video description.

1. The hotkey were assigned to QWER-ASDF-ZXCV with grid option being set in settings
2. Mid game unit composition is important, having 2 or 3 Forgotten Centurions improves the viability of other units when their togglable passive is on and their frost abilities slowing enemies. Having the Legate as the first hero is my recommendation as he helps with early game survivability.
2. Just updated map, you can make your infernal

The few thing regarding ability use:
1. When using the Legate's ward ability place it at front of battle were the melee units are as they usually take the most damage. it seemed like you were using it like a healing ward.
2. The catatraps charge ability it recommended to target units behind others as the its leaves a burning line across the distance it travels that damages units in it and that pass through it. the catatraps passes through other units when using the ability.
 
1. Regarding hotkeys, yeah, I noticed when I started checking Reforged hotkey settings that a grid option now exist. I will try that on next run, though I am still get confused whenever I use A for attack ends with patrol 😂 ah, muscle memory 😂 I still have a lot of unit micro management issue during the play, but so far I am liking this faction playstyle. I personally prefer Autarch over Legate for starting after knowing Autarch aura
2. Thank you for the update

As for the ability use:
1. Yeah, I am still thinking of the ward like healing ward because I'm scared of losing it fast. I'll try to place it centered around the front line
2. I found this unit very late into the game and didn't give much thought to the ability since it's basically a win at that point with enemies crippled. Now that I think about it again, this unit would have solved a lot of my early team fights at the bridge 😂

Thank you for such an amazing work! It is very refreshing and I like this faction!
 
1. Regarding hotkeys, yeah, I noticed when I started checking Reforged hotkey settings that a grid option now exist. I will try that on next run, though I am still get confused whenever I use A for attack ends with patrol 😂 ah, muscle memory 😂 I still have a lot of unit micro management issue during the play, but so far I am liking this faction playstyle. I personally prefer Autarch over Legate for starting after knowing Autarch aura
2. Thank you for the update

As for the ability use:
1. Yeah, I am still thinking of the ward like healing ward because I'm scared of losing it fast. I'll try to place it centered around the front line
2. I found this unit very late into the game and didn't give much thought to the ability since it's basically a win at that point with enemies crippled. Now that I think about it again, this unit would have solved a lot of my early team fights at the bridge 😂

Thank you for such an amazing work! It is very refreshing and I like this faction!
Thanks again. Still do the same with the attack key. Before Reforged had customized the hotkeys to the grid, you were able to change the button locations with a text file. I changed the button positions; attack was on A and stop was on S.

Feel free to play my custom races I have another 9.
 
Extremely cool race idea and design. Just missing 1-2 more units. Also that Naga kind of made sense thematic-wise, but I feel that you need to add few of them to make them fit completely. I also feel some buildings look samey.

Also I must add that you are not going a lot of times through quality checks before releasing the map, I can nearly always find some things missing in it. Also, you seem to reuse same spell and ability ideas from one race to another often.
 
Extremely cool race idea and design. Just missing 1-2 more units. Also that Naga kind of made sense thematic-wise, but I feel that you need to add few of them to make them fit completely. I also feel some buildings look samey.

Also I must add that you are not going a lot of times through quality checks before releasing the map, I can nearly always find some things missing in it. Also, you seem to reuse same spell and ability ideas from one race to another often.
MogulKah, thank you for the review.

The roaster is kind of thin as I didn't want to use too many pure void units. As for the building I am looking into finding alternatives for a few.

I've started to notice it myself. I'm working on improving my triggering skills so hopefully i'll have more options in future. However after 11 races in addition the base for i have a hard time coming up with more ideas.
 
You ever planning on making an Ultimate Battle-style map pack where you can play as all of your races against each other (+vanilla races ofc)?

Asking b/c I notice you mention Wa666r sometimes, and I know they have such a combined map pack (and their races are a part of Ultimate Battle too ofc).

I guess you'd need to make sure they're all well balanced and have AI; but you have so many races you've put work into; and it looks like a lot of yours use Reforged graphics, so I guess yours can't rly be combined w/existing projects like Ultimate Battle that don't; so it'd be awesome if you had your own equivalent.

For me, personally, those map packs w/a bunch of new races together are the main thing I look for in new techtrees. It's not super fun for me when I only have the one new option on a map, b/c it makes me feel like I always have to play it, and it's not super fun w/friends either, b/c either only one of us gets to enjoy a new race or we're both playing the same race. I just want to be able to expand my regular melee experience with added variety - sometimes playing vanilla, sometimes against one new race, sometimes against or with another, but with no one ever really knowing what faction another player will go for.

Would really look forward to it if you combined your races! 😃
 
Back
Top