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ToUR: Kingdoms (Westfall Brigade and Kirin Tor)

Tales of Unsung Races: Althavis' Altered Melee Maps

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GENERAL
  • New Map (Glacial Thaw 1V1)
  • Added extra description for Kirin Tor Heroes
  • Additional Hero names
  • New Neutral Hostiles
  • minor fixes
WESTFALL BRIGADE
Marshal
  • Consecration damage now scales with level, cast range reduced
  • Wall's Blessing is now hp based
  • Resurrection has a chance to double cast
  • Protection Ward does not affect Marshal
Legacy (Reworked)
  • the hero's kit is more close to a Rogue class
  • Changed Model
Mason, Milia
  • model changed
  • militia/worker form can only be used near Bell Tower, but does not remove the ability if outside proximity
Regular/Veteran
  • model changed
Minister
  • model changed
Skywatcher
  • model changed
Surveyor
  • model changed
  • Land Claim removes Fear
Rook Engine
  • reduced damage
  • remove other abilities except load/unload, serving now as a siege vehicle
Harvest Golem
  • tweak abit, added Fear abilities

KIRIN TOR
Violet Mage
  • changed 3rd ability, now an active ability (previously was Legacy's 3rd skill)
Silverbow to Spellbow
  • changed 3rd ability, now summons a trap
Sunreaver to Defiant
  • 3rd ability now a passive with cooldown, polymorphs an enemy
  • Quite Denial does not affect allied units
Primal Caster to Summoner
  • summon elemental instead of wolves
Scholar
  • now Tier 2 unit
  • initial skill is now Mana Transfer
Custodian to Arcane Ranger
  • True Sight + True Strike
  • tier 2, 4 food cost
Light Reaver to Dalaran Guard
  • mana shield, taunt
  • tier 2, 5 food cost
Crystal Artillery
  • ability removed
Headmaster
  • removed True Sight
Technorider
  • removed damage bonus ability
  • healing now heals allies only
Azure Elder
  • Ice Burial slight rework
Generator
  • collision and path map is now the same with Cosmic Tower
  • gains mana from damage
  • inherits Arcane Construct's Explosion ability
Arcane Construct
  • removed

OLD CHANGES
Version 1.1
  • Improved AI
  • reduced casting time of Living Statue and Starforce to 0
  • increased are of Effect for Spell Leak from 120 units to 300
Version 1.1a
  • Damage Text Enabled
  • Skywatcher's model changed, ability renamed
  • Wolf Engine to Beast Tractor, abilities, icons and names were also changed
  • Tirisgarde renamed to Headmaster
  • Bell Tower now summons Militia
  • New Unit: Agent
    • Abilities are; a. Plant Mine, b. Tracking, c. Taking Advantage, and d. Automatic Fire
    • a. Position a land mine that deals up to 200 damage.
    • b. Gain vision to the target unit. When attacked and has mana over 20 points, ranged and melee will deal 15% more.
    • c. When an enemy unit casts an ablity nearby Agents are buff, increasing their speed.
    • d. When (c. triggers), automatically order all nearby agents to attack triggering unit. Can be toggled off.
Version 1.1b
  • Agent
    • Icon changed
    • Plant Mine duration set 120 s, damage max to 150 points
    • movement speed decreased
    • removed limit in the description
  • Mason's Militia Form hotkey (from 'R' to 'F')
  • Added food produced description for Farmstead
  • Fixed Seasonweaver's devotion description
  • Headmaster limit removed (not indicated but was triggered)
  • Marshal
    • Constancy's damage now scales with level, cast range are now 600/800/1000 from 500/800/1200
    • Wall's Blessing triggers at 50 hit points and under, previously at 1 hp only
    • One's Calling, added double cast chance of 40/50/60 percent
    • Protection Ward, hit points requirement of 22% of max hp was removed but ability does not affect the Marshal hero himself.
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Contents

ToUR: Westfall, Dalaran (Map)

ToUR: Westfall, Dalaran (Map)

Reviews
deepstrasz
When the Mason moves after turning into Militia it turns to a Mason again. Also, the Militia has the Build ability. Rearm Golem doesn't work on the player's main building. 70% evasion when moving might be tad crazy especially if you have a group of...
Westfall
  • Really liked Wheat mechanic,
  • Bell Tower could use something more,
  • Skywatcher could be remodeled into Human, Dwarf makes no sense in Westfall, also Gryphon looks too holy,
  • Wolf Machine has same issue. It looks too regal and "expensive" for Westfall,
  • Houndmaster summoning Core Hounds makes 0 sense,
  • I feel like faction needs at least 1 more unit, maybe anti-mage one
  • Legacy (name makes no sense, by the way) should be INT hero in my opinion. You have 3 STR and 1 AGI heroes, and she is more of a melee caster. Also, she is too much leaning into mind control for my taste. I know that she is based on Vanessa Van Cleef, but still 3 out of 4 spell are having the same theme.

Kirin Tor

  • Tirisgarde as a name makes no sense
  • Technorider is a strange concept. Not a fan, especially in Kirin Tor
  • You need extra names for your heroes,
  • Archivist is pure perfection of a design, great job
 
Thank you @MogulKahn I appreciate the review! :grin:

Westfall
  • I'm glad you like the Wheat mechanic; it was supposed to be a third resource system but removed it since I failed to craft it beyond just another gold and lumber
  • For Bell Tower, you're right, I think outside of the aura it provides it doesn't do anything, and at tier 3 it can just be ignored if i buy a Cow
  • I believe dwarf was an okay addition since there was a dwarf in the encampment including in the corpse and infantry. But I agree with it being too holy, it seems it belongs more to the army of light than the faction hehe.
  • For the Wolf Machine, I admit it was executed poorly and was one of the units I have struggled to design.
  • For Houndmaster, I think it's just a personal choice since it is one of my favorite hearthstone card. I think it is better that I replace it with a worgen instead, since I have already a similar with the Escort ability of the Hero.
  • thank you for this, I felt the need for such a unit but didn't push through since I thought the dispel were enough.. Given that the other faction is spellcaster-oriented it is a good option.
  • hehe Legacy was actually a rework, was opting for a bard hero but have trouble implementing it. Her kit was something I keep on adjusting since there's something missing. I'll probably tweak her first ability to decrease the mind control.


Kirin Tor
-
Tirisgarde name was indeed weird, its previous name was 'Wizard' which I felt too generic and was considering 'Headmaster'.
  • the Technorider is indeed strange, it was a unit made to fill the gaps. Since the faction was lacking a dedicated anti-air air unit and healing, I just decided to dump it into the poor gnome.
  • forgot to add extra names and additional flavor text (similar to Westfall Heroes) hehe
  • thank you, the Archivist was designed to add some flavor to the buildings. Was considering flying structures for their quirk but a number of Altered Melee have already implemented this, so I tried tweaking it a bit. Send to the Void is my favorite ability of the faction (Radiant's ult for Westfall).


Once again, thank you Warchief. I will update it later along with some changes. If you have other suggestions, I'm happy to hear more of it. :peasant-cheers-back:
 
Last edited:
That was a lot of fun! Right now I've only tried Westfall/Stormwind, I've had fun with it though, here's what I think.

The Farm, I absolutely love this one. I use farms as "barricades" for my towers, so anybody that wants to melee my towers would need to walk around it, this is especially effective against AI.
The fact Farms can heal you is a huge bonus, I love it! Although I think you should make it so it shows how much food you'll get, which is 12, just add that in the description :ogre_haosis:

The mage units are fun to use, I like the concept of the "Seasonweaver", she apparently grants a small aura based on what season she...Well, feels like it's in! Haha! Meanwhile the Minister, you gotta get used to him, his first ability seems pointless but then you realize it can be great when your troops are very low in health, or you want to defend your archers and mages, and there's of course also the Healing Wave, always worthy.
Oh also, it seems the Seasonweaver goes after the Regular, you should fix that up. And it says that the Devotion Aura gives 3, but it's 2, must be a small oversight in the description.

The Patrol is one of my favourite units, I love how he's basically a Knight that is further specialized to be against Magic users, not Archers (as in Medium armor)
Regular, who turns into a Veteran, is also a unit I really like. One thing though, I don't like the appearance of his weapon, it seems very...Exotic. Can I request a change? Make him use a halberd, and when he's a veteran, he could use any exotic weapon. Also, the Veteran using a shield is great, although it has the Lordaeron emblem, shouldn't it be the Stormwind Tiger?

And here's an important thing; the Mason shares the hotkey for Repair, which is R, with Militia Form. This is a big problem for me due to how I use my hotkeys, can you please fix that? I think changing it to F should be good enough.

For heroes, right now I have only tried the Marshal, I find him a bit underwhelming.
  • Consecration is actually a good spell, it deals quite a lot of damage to a group, this is especially potent against low-health enemies, such as the venerable classic Footman, or any Magic user really. But what bothers me is...Upgrading it is kinda pointless, I think the idea is that you get more range, making it so it's more effective against ranged units, but that's the underwhelming part right there to be honest.
  • Walls' Blessing is okay, just a bit boring, it heals an ally and prevents him from dying, but this makes you want to use it right when the unit is about to die, not in the middle of the fight.
  • One's Calling, somewhat boring, it resurrects one unit and that's good, each upgrade lowers the requisites. All I can say is, while it is boring, it can be useful at least.
  • Protection Ward. This is actually a huge one, quite a strong aura when you think about it, even stronger in effect. I'm not surprised it's one level and the 4th. It's actually great!

As for the map itself, I like it, it has some really good look to it, beautiful idyllic Autumn and the creeps are fine, I just don't like the combination of Murloc and Golems.

I'll try Kirin'Tor now and then the other heroes for Westfall, but overall I'm having a lot of fun! Good job with this one :peasant-thumbs-up-cheers:
 
Thank you @Blackgrowl and it's good to hear you are enjoying the map. I'll be sure to take note of your recommendations especially about the hotkeys and description. Also, it's great to see you that you like Seasonweaver, the unit was one that I had fun designing among the Westfall units. Oh, I'll try your strategy later with the farmstead and tower. :grin:
Oh also, it seems the Seasonweaver goes after the Regular, you should fix that up. And it says that the Devotion Aura gives 3, but it's 2, must be a small oversight in the description.
I'm sorry I didn't get it, do you mean train order?
The Patrol is one of my favourite units, I love how he's basically a Knight that is further specialized to be against Magic users, not Archers (as in Medium armor)
Regular, who turns into a Veteran, is also a unit I really like. One thing though, I don't like the appearance of his weapon, it seems very...Exotic. Can I request a change? Make him use a halberd, and when he's a veteran, he could use any exotic weapon. Also, the Veteran using a shield is great, although it has the Lordaeron emblem, shouldn't it be the Stormwind Tiger?
Patrol is goat hehe.
Seems like I had been found out, the Veteran indeed has the Lordaeron's symbol (as well as Arbalest in his helm). I'll consider your request to change the regular, I'll browse for 2 models with similar weapons. There are some I have in mind, if you have some, feel free to tell me.
And here's an important thing; the Mason shares the hotkey for Repair, which is R, with Militia Form. This is a big problem for me due to how I use my hotkeys, can you please fix that? I think changing it to F should be good enough.
Consider as done.
For heroes, right now I have only tried the Marshal, I find him a bit underwhelming.
I admit, the abilities having no damage improvement with leveling up is something that I had forgotten and laziness in the mix hehe. Wall's Blessing is indeed need of some touch up, it being an ATC makes me cast it at fights where the effect is not yet needed. I'll probably update the three abilities and post them, together with some changes from Legacy and Houndmaster.
As for the map itself, I like it, it has some really good look to it, beautiful idyllic Autumn and the creeps are fine, I just don't like the combination of Murloc and Golems.
I'll try to experiment with the creeps and such. I think I will remove the murlocs and keep the golems.
Can i suggest a couple models?
Hello @stein123 thank you and I'll look forward to your suggestions. :ogre_love: I did make some changes, but they still look foreign for me, it is indeed a lifesaver to hear from you.
 
I'm sorry I didn't get it, do you mean train order?
No, I mean unit order at the bottom bar. You know how in vanilla Warcraft 3 it's always hero first, then any Spellcaster and finally any unit that has no spell types? For example, Paladin, Sorceress, Healer, Footman (he got the "Shield" Toggle Ability after all) and then the rest like Rifleman and Knight.
Seasonweaver is apparently "behind" (to the right) of the Regular, yet the Regular has no spells whatsoever.
Seems like I had been found out, the Veteran indeed has the Lordaeron's symbol (as well as Arbalest in his helm). I'll consider your request to change the regular, I'll browse for 2 models with similar weapons. There are some I have in mind, if you have some, feel free to tell me.
Sadly, no, I don't have any in mind but you can post some screenshots/links if you'd like me to see it and give an opinion :peasant-ok-hand:
I admit, the abilities having no damage improvement with leveling up is something that I had forgotten and laziness in the mix hehe. Wall's Blessing is indeed need of some touch up, it being an ATC makes me cast it at fights where the effect is not yet needed. I'll probably update the three abilities and post them, together with some changes from Legacy and Houndmaster.
Good to know, thanks, would like to see how the Marshal will fare with the new skills or the like.
 
  1. When the Mason moves after turning into Militia it turns to a Mason again. Also, the Militia has the Build ability.
  2. Rearm Golem doesn't work on the player's main building.
  3. 70% evasion when moving might be tad crazy especially if you have a group of them.
  4. Spellbreak can be cast on your units.
  5. Explode create a buff with tooltip missing and Samwise's icon.
  6. Kirin Tor's balance seems to be all over the place. Many abilities, some similar, a lot of micromanagement. Should concentrate on thematic stuff instead, condensate.
  7. Perhaps autosufficient mines/resource givers should drain themselves after some time.

Approved.


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No, I mean unit order at the bottom bar. You know how in vanilla Warcraft 3 it's always hero first, then any Spellcaster and finally any unit that has no spell types? For example, Paladin, Sorceress, Healer, Footman (he got the "Shield" Toggle Ability after all) and then the rest like Rifleman and Knight.
Seasonweaver is apparently "behind" (to the right) of the Regular, yet the Regular has no spells whatsoever.
Oh I see, thank you, didn't notice that.:grin:
I'm currently selecting model suggested by @stein123 , and i'll insert some screenie here.
  • Legacy (name makes no sense, by the way) should be INT hero in my opinion. You have 3 STR and 1 AGI heroes, and she is more of a melee caster. Also, she is too much leaning into mind control for my taste. I know that she is based on Vanessa Van Cleef, but still 3 out of 4 spell are having the same theme.
I forgot to reply about the name, it was actually this part of her wiki that says "With the help of a champion of Stormwind, the Defias were defeated, Count Clessington was slain, and the Drakefire Amulet was destroyed. In the wake of their victory, Vanessa determined that she would find her own legacy, rather than continuing her father's."
When the Mason moves after turning into Militia it turns to a Mason again. Also, the Militia has the Build ability.
I'll check this one out along with the ReArm Golem, when a Militia moves or stop it will revert to a Mason if the People's Militia buff is not found. Tho it does seem clunky since a Mason can remain a militia even if it goes outside the range of the buff, as long as it not ordered to move or stop, a limitiation which I hope to improve soon.
70% evasion when moving might be tad crazy especially if you have a group of them.
I'll be reducing the chance, or maybe add a few conditions.
Spellbreak can be cast on your units.
Forgot to changed it back, it was indeed intended, for some single target ability that also have some effect with allies.
Explode create a buff with tooltip missing and Samwise's icon.
Will fixed it hehe, thank you:grin:
Kirin Tor's balance seems to be all over the place. Many abilities, some similar, a lot of micromanagement. Should concentrate on thematic stuff instead, condensate.
Hehe, I did plan to make the faction weird and micro intensive in mind but there indeed some abilities that are repetitive, different skins same effects, even with some of the heroes. I'll be sure to polish it, hopefully reducing spell clutter.
Perhaps autosufficient mines/resource givers should drain themselves after some time.
I'll think of an idea for the lumber, for the gold I had some plan to make the gold extracted more than the received (not accounting upkeep), making it deplete faster and encourage expansion. Tho I will be implementing this for the player only, I struggle to make the AI build a Gold Mine.
Approved.
Thank you :ogre_love:.:peasant-bowing:


I'll update the map if I have some time, have some personal stuff goin on. I'll be sure to take note of all your suggestions and recommendations. I cannot promise that I'm able to implement all of them tho.

Once again, thank you all @MogulKahn @Blackgrowl @stein123 @deepstrasz 😍
 

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Oh yeah I forgot to tell you about the Devastator, it looked ridiculous (bonus points for the literal skull on top) because it seemed more fit for Starcraft, or maybe the Burning Legion...In the future :peasant-cheers:

The new replacements look great, not too sure about the Minister but...I didn't actually take a closer look at him.

Can't wait to try this new update :ogre_love:
 
Oh yeah I forgot to tell you about the Devastator, it looked ridiculous (bonus points for the literal skull on top) because it seemed more fit for Starcraft, or maybe the Burning Legion...In the future :peasant-cheers:

The new replacements look great, not too sure about the Minister but...I didn't actually take a closer look at him.

Can't wait to try this new update :ogre_love:
now you have given me a burning idea hehe.
I think Mason and Minister have similar faces, so I decided to changed one.

I shall polished it then :smile:
 
Cool custom races, I played both of them.

I felt more powerful with the Harvest race. Their tier 1 units are very strong, and the same goes for their casters. I cannot say the same about the Factory units though. They feel weak, very tanky but with almost no damage. In contrast, the tier 1 units and casters are just great with no real downsides. The heroes are also fun to play and solid overall.

The Mage race is very interesting and unique. I really liked the summoners. They can spawn an entire battalion of units if you have enough of them, allowing you to overwhelm enemies in seconds. However, the heroes feel kind of weird to me. I am not really a fan of them, their spells feel wacky and pretty useless.

Overall, the best composition seems to be just summoners and headmasters that create clones of enemies, since most of the other units feel either weak or not very useful. The ice drakes are cool, but their splash damage also affects my own units, which is a big downside.

That said, the design is very unique. I also like how all units from the Mage race are summoned from buildings. They make that blink or teleport sound, as if they are being magically transported instead of trained. That is a nice touch.
 
Thank you @Blasterixx for the review and rating! I appreciate your time and having fun playing the map, especially with the Brigade. I do admit that between the two factions, Brigade was more polished than Kirin Tor, which have undergone many changes across development.

For the factory units, I plan to make some changes between the siege vehicle and golem, the original intention of the Golem was to act as a buff unit like Kodos, but with the addition of the modes ability it made the unit more frontline, I plan to transfer the damage reduction buff to the siege unit which thematically makes sense for its name Rook Engine.

For Kirin Tor, the units and heroes were indeed too unique or just weird, while I designed it for a more diverse identity some units are easliy overlooked. I also found myself spanning summoners just to win against Computer Insane. Also, thank you for pointing out Azure Elder's splash damage, I'll change it.

Once again, thank you Warchief!
 
Westfall:
  • I find this faction easier to start with between the two
  • Food building with healing? THE BEST! I can see this being very irritating on the other end of the line though :D
  • Build a Stonemason, but I forgot I have it when I was attacked. I feel dumb, but maybe have an option to auto activate the ability if enemies within range?
  • Agent is an interesting unit, though I feel the mine use is a bit clunky. Prefer the ones like Goblin Land Mine
  • Healing Wave reminds me of a certain spellcaster from a certain campaign, and it is probably one of the most broken support ability when microed well :D
  • Speaking of Patrol's evasion when moving, it is good but probably won't fit well for me who lacks good micro to make full use of that advantage
  • Seasonweaver is probably one of the few caster that gives a good reason to have at least 4 around at all times.
  • The ability granted to first hero (forgot the name) can get yourself over food cap
  • Is it just me or is there a lack of dedicated artillery here? I know there's a siege unit, though Siege Engine has better days than them, I think...
Kirin Tor:
  • I think the gold gathering rate is slower than other faction, and early troop took a chunk of gold...
  • Fast expo (or just expo rush ASAP) feels necessary to combat the gold gathering rate early on
  • There's quite a number of thing happening due to amount of active abilities. It's not bad, just feel overwhelming at times
  • I like the Headmaster unit. Bro probably at hero level with how destructive the abilities are. It's probably just capitalizing them need good micro
  • Violet Mage statue is probably one of the most painful abilities to be on the receiving end of, though the low duration and high mana compensates it well
  • Headmaster Starforce + Violet Mage Living Statue :D
  • Due to many units having low health or low mana, items feel crucial at early game stages
  • Archivist... I think this unit probably super dangerous in a skilled player's hand. With some nasty tactic, it is probably possible to surprise jump enemy base... (main hall circle, ehem; void + tower)
  • Practice Sheep probably my favorite here, along with Living Statue
  • Technorider feels somewhat weird, but I won't complain the healing and support it provides :P
  • Summoners for the win!
  • Early game is quite restrictive, and gold doesn't feel as accumulated as other factions in later stages of the game

Both factions videos are on process right now
 
Thank you @Daffa for the feedback, rating and above all - for playing the map. :ogre_love:

Build a Stonemason, but I forgot I have it when I was attacked. I feel dumb, but maybe have an option to auto activate the ability if enemies within range?
I'll try to implement this suggestion, tho I'm quite lacking in coding so it might take some time hehe.
Agent is an interesting unit, though I feel the mine use is a bit clunky. Prefer the ones like Goblin Land Mine
or probably a sticky bomb grins
Speaking of Patrol's evasion when moving, it is good but probably won't fit well for me who lacks good micro to make full use of that advantage
The Patrol's evasion was probably the first ability I used, in my old development map - it is certainly cool. Tho even I (who don't know to micro), have a hard time capitalizing, was thinking of changing it but decided to keep it due to personal biases.:goblin_yeah:
The ability granted to first hero (forgot the name) can get yourself over food cap
do you mean the female hero (Legacy)? I'll check the map later.
Is it just me or is there a lack of dedicated artillery here? I know there's a siege unit, though Siege Engine has better days than them, I think...
Woah, certainly true - the rook engine is more of transport/buff than a reliable artillery. I'll brainstorm about this one, thinking of a Mangonel since the veterans probably have experience sieging the Lich King in Ice Crown.


I think the gold gathering rate is slower than other faction, and early troop took a chunk of gold...
Yeah, realized during my playtest that early economic mistakes or unit loss are quite punishing to the faction. The slow gold rate makes the faction's move predictable like with the early expo.
  • There's quite a number of thing happening due to amount of active abilities. It's not bad, just feel overwhelming at times
  • I like the Headmaster unit. Bro probably at hero level with how destructive the abilities are. It's probably just capitalizing them need good micro
  • Violet Mage statue is probably one of the most painful abilities to be on the receiving end of, though the low duration and high mana compensates it well
  • Headmaster Starforce + Violet Mage Living Statue :D
The two units are indeed the most OP, when they can discharge their abilities, they create their own army (VM'ult + summon and Headmaster's Illusion). There are indeed too many abilities, my next update will probabbly trim some of them into passive while keeping in mind their mage identity.
Due to many units having low health or low mana, items feel crucial at early game stages
😅 I also find myself hoarding the healing scrolls until I have access to Technorider.
  • Practice Sheep probably my favorite here, along with Living Statue
  • Technorider feels somewhat weird, but I won't complain the healing and support it provides :P
Thank you hehe. For Technoriders and Archivists, they are the weird kind of units - as pointed out by many the dragon rider is indeed uncommon, I'll probabbly try to think of alternative units as healers.
  • Summoners for the win!
:peasant-wink:

Once again, I thank you @Daffa , looking forward to see another of your videos. Updating the map might take a while tho. Take care Warchief.
 
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