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Warcraft Enchanted

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Warcraft Enchanted
Created by Sarumanthecursed

Map Info


In this Warcraft Enchanted map series featuring epic lore races, play as the illustrious and mana dependant Blood Elves or the cunning and powerful Nerubians.
*Note more races will be added in FUTURE updates*


Race Info




The Key to playing as the Nerubian is overwhelming the enemy with an unending stream of powerful units however an empire's success is only as great as it's superfluous wealth.


Image Description:

Image Description:

Image Description:




Race Info




The Key to playing as the Blood Elves is ensuring a plentiful mana pool between your units. With enough mana the Blood Elves will dominate however, with to little they'll fall with ease. Furthermore beware the cover of night fall for these elves have little hope with out the light of the sun.


Image Description:

Image Description:

Image Description:




[/hidden]
Race Info


Race Info



This credit list includes the names of users who's resources i've made use of as well as all those who have provided

triggers and ability/trigger help and so on


ILH
The_Silent
Wa666r
LordDz
Shadow Fury
SAUS
PurgeandFire
Mr.Goblin
Deolrin
Fan
apaka
Direfury
Cavman
Pyramidhe@d
DonDustin
Whitehorn
Dmitry Rommel
Xaran Alamas
SWS
bWul
Blizzard Entertainment
Ujimasa Hojo
loktar
Red XIII
CRAZYRUSSIAN
Sephiroth_VII
JollyD
Hellx-Magnus
Nightmare2077
4eNNightmare
67chrome
kola
xylign
Palaslayer
Chen
BLazeKraze
Elainiel
Elenai
Marcos DAB
Redeemer59
genin32
Nichilus
Ampharos_222
Callahan
Kam_Ghostseer
MatiS
Skipper
Sin'dorei300
NaserKingArthas
MasterHaosis
Grendel
Radagast
General Frank
Misha
Elenai
Norinrad
Sellenisko
Kuhneghetz
Apheraz Lucent
iPeez
Tauer
Stanakin
A Void
JetFangInferno
WILL THE ALMIGHTY
Shar Dundred
looking_for_help
RobertMKD
Lichkings slave
AndrewOverload519
chr2
garfield
Hemske
The Panda
Asgard_Ragna
defskull
UgoUgo
AbstractCreativity
Kimbo
Palladon
BLazeKraze
Anachron
Vortigon
DimtryRommel
JesusHipster
D.ee
Ardenian
lelyanra
The_Silent
Marcos DAB
Infinitynexus
Army-of-Pandas
JollyD
levigeorge1617
Wietol
Flux
HammerFist132
zadelim
stan0033
Andser
zedeathcame4u
00110000
Pyritie
Vitchie08
Apheraz Lucent
eubz
GooS
fagge
NatDis
DCrimson
PROXY
Hexus
WhiteDeath
Kadzhamit
WILLTHEALMIGHTY
Champara Bros
Glen Elendra
Chriz
Hueter
Just_Spectating
gusonumental
levigeorge1617
SFilip
Yugata
Vaejoun
Daerone
Vortigon
Metal_Sonic
Zack1996
dtnmang
takakenji
Uncle Fester
San
Windrunner29
PeeKay
Darkfang
Muoteck
SpasMaster
Golden-Drake
Darky29
JoelS
stan0033
Kenntaur
Vitchie08
AndrewOverload519
Static
Garshilan
Lelling
-BerZeKeR-
Fjury
Infrisios
Dan van Ohllus (aka Kuhneghetz)
Champara Bros
cotd333
Sephiroth_VII
NaserKingArthas



*Note: I've used soooo many resources and have received help from soooo many people its hard to keep track of every one so

please if I left you out of the credit list

PM ME and i will gladly correct it*

BUT ONLY PM!!!!


Map Description Template Created by -Kobas-
Find more here: Map Description - Templates





Every kind and generous sole at the hive work shop who was paitient enough to put up with me and help my oblivious self

out when ever i needed it via trigger help or resources and my good old virtual friend

http://www.hiveworkshop.com/forums/members/nightmare2077/ whose beta testing, suggestion, etc have been invaluable in

helping me out plus i highly recommend to any one looking for a really wickedly awesome altered melee and campaign to

check out his http://www.hiveworkshop.com/forums/maps-564/warhammer-eternal-melee-254808/ &

http://www.hiveworkshop.com/forums/map-development-202/warhammer-eternal-strife-267704/


Keywords:
Nerubian,
Race Info
Race Info
[/box]
Contents

Warcraft Enchanted (Map)

Reviews
16:25, 2nd Aug 2015 Shadow Fury: Set to needs fix based on my review.

Ardenian

A

Ardenian

*If you encounter any issues please post them as soon as you can or any suggestions*
The credit list could use hidden tags to save some space.

Maybe fix some grammar and style stuff:

Neautral Camp -> Neutral Camp
Theives guild -> Thieves Guild
This Map is a typical altered melee it adds -> This map is a typical Altered Melee map that adds
Faceless note the next race planned -> Faceless. Note, the next races I plan to add are
New Races don't have Heroes but Leader Units -> New races don't have heroes but leader units
lurking around every corner -> lurking around in every corner

I don't want to be petty, but you surely don't want to get users a wrong impression.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
Aaah I'm in the credits list ;)
Gonna review this one soon.

Oh my dear God, this map is extremely buggy. Custom models do not show, I cannot even select buildings/units with custom models. Green icons everywhere, damn... they are forbidden according to the rules. Are you sure you imported the DISBTN of all icons? If so, did you replace war3mapImported\ with ReplaceableTextures\CommandButtonsDisabled\ ?
All of these bugs leave me no choice: rejection until you fix everything.
 
Last edited:

Ardenian

A

Ardenian

Terrain:
  • Tile variation is mostly missing in the outer regions
  • Northern and east gate should be rotated by 180°, so the seal is on the outer site
  • The northern gate should be surrounded by bigger doodads and trees, like the other three gates, to make it look more like a barrier
  • The overall design is average
Trigger:
  • Your triggers are leaking. Check out this thread to fix them
Gameplay:
  • The feature of leader units instead of heroes is interesting, but in its current state leaders are simply underpowered non-hero units. They are not worth the resources they cost. You should either make them significantly stronger give them advantage that makes it worthy training them
To Fix:
  • Hall of Life cannot entangle gold mines although the building tooltip states they do.
  • 'Poison Arrows' research tooltip has a hex code mistake
  • It is strongly recommended to add a quest log to give some small info on the different custom races
  • Wisps of Kaldorei get an error message if they target a gold mine saying it isn't entangled yet, but the custom race cannot entangle gold mines
 
Level 9
Joined
Jun 10, 2013
Messages
473
To:Ardenian

Terrain:
•Tile variation is mostly missing in the outer regions
•Northern and east gate should be rotated by 180°, so the seal is on the outer site
• The northern gate should be surrounded by bigger doodads and trees, like the other three gates, to make it look more like a barrier
• The overall design is average
Terrains going to be changed for the next update.

Trigger:
•Your triggers are leaking. Check out this thread to fix them
Will try and get that done for the next update too.

Gameplay:
• The feature of leader units instead of heroes is interesting, but in its current state leaders are simply underpowered non-hero units. They are not worth the resources they cost. You should either make them significantly stronger give them advantage that makes it worthy training them
Their primary focus is as elite support units and are used best in conjunction with an army, plus they benefit from a large amount of upgrades more so then the regular troops but i'm still adjusting their values, their a WIP at the moment sorta.

To Fix:
• Hall of Life cannot entangle gold mines although the building tooltip states they do.
• 'Poison Arrows' research tooltip has a hex code mistake
• It is strongly recommended to add a quest log to give some small info on the different custom races
• Wisps of Kaldorei get an error message if they target a gold mine saying it isn't entangled yet, but the custom race cannot entangle gold mines
The Kaldorei don't entangle gold mines they use gathers and wisps are only meant for getting lumber just as gatherers only get gold. Will check out the Hex code mistake and edit the tooltips.

To:Matis

Kaldorei druid of the wild cannot return to the night elf form. To research Mark of the wild upgrade you have to research... Mark of the Wild. It's impossible to get it.
Will be fix for the next update, which will be soon....

You should add more units IMO.
Any suggestions :)
 
Level 17
Joined
Apr 5, 2011
Messages
324
I've played you map as fel horde, here are some suggestions:

warlord model too small
altar of blood too strong. 4 peons for a freaking deamon, all at tier1:vw_wtf:
altar of blood effect on casting building upon sacrificing
warlord and othe leaders priority - else they are selected after grunts and other units w no abilites
ogre mage superfluous space in tooltip (before the last dot)

Good luck!
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
Ok I tested again the map and I found out that there are some really negative points:

1- It's almost grass everywhere! Man, there are many other tiles, don't just use one for the whole map. People will really harass you a lot about this and I'm sure 101%

2- The races seem unbalanced. High Elves can teleport anywhere in the map with just one click which basically means that I can insta-ambush an enemy player and destroy his whole base while he's away. Dark Horde can gather +200 lumber with Shredders, an unacceptable amount compared to the miser +10/+20 of other races. Teron "Shadow Spawns" are simply too strong. At level 1 I could kill the Skeleton Orc Champion, a level 8 creep, alone. Just summoned twice the Shadow Spawns and killed him by tanking with my hero.

3- Item drops are all tomes, tomes and again tomes. This is wrong because you lack permanent items which is a core feature of melee/altered melee maps.

4- Too much default stuff. Many units are just too close to old units and it would be better not to do so. Heroes skill are ok but most of them resemble too much default ones. It would be better to work a little bit more on them

Concerning leaks, these are the ones I found:


  • Set tempGroup1 = (Units within tempReal of tempPoint1 matching ((((Owner of (Matching unit)) is an enemy of tempPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
  • Unit Group - Pick every unit in tempGroup1 and do (Actions)
    • Loop - Actions
      • Unit - Order tempUnit to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
  • Custom script: call RemoveLocation(udg_tempPoint1)
You did not destroy the group. Use this:

  • Custom script: call DestroyGroup(udg_tempGroup1)

  • Set Temp_Integer_1 = (Player number of (Triggering player))
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Clicked dialog button) Equal to Race_Dialog_Buttons[0]
    • Then - Actions
      • Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • ((Picked unit) is A peon-type unit) Equal to True
            • Then - Actions
              • Unit - Replace (Picked unit) with a Peon Custom using The old unit's relative life and mana
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • ((Picked unit) is A town-hall-type unit) Equal to True
                • Then - Actions
                  • Unit - Replace (Picked unit) with a Command Post Dark Horde using The old unit's relative life and mana
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • ((Picked unit) is Mechanical) Equal to True
                    • Then - Actions
                      • Unit - Remove (Picked unit) from the game
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • ((Picked unit) is Undead) Equal to True
                        • Then - Actions
                          • Unit - Replace (Picked unit) with a Peon Custom using The old unit's relative life and mana
                          • Unit - Create 1 Peon Custom for (Triggering player) at (Position of (Picked unit)) facing (Position of (Picked unit))
                        • Else - Actions
      • -------- change race to Race A --------
    • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to Race_Dialog_Buttons[1]
        • Then - Actions
          • Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • ((Picked unit) is A peon-type unit) Equal to True
                • Then - Actions
                  • Unit - Replace (Picked unit) with a Artisan using The old unit's relative life and mana
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • ((Picked unit) is A town-hall-type unit) Equal to True
                    • Then - Actions
                      • Unit - Replace (Picked unit) with a High Elven Sanctuary using The old unit's relative life and mana
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • ((Picked unit) is Mechanical) Equal to True
                        • Then - Actions
                          • Unit - Remove (Picked unit) from the game
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • ((Picked unit) is Undead) Equal to True
                            • Then - Actions
                              • Unit - Replace (Picked unit) with a Artisan using The old unit's relative life and mana
                              • Unit - Create 1 Artisan for (Triggering player) at (Position of (Picked unit)) facing (Position of (Picked unit))
                            • Else - Actions
          • -------- change race to Race B --------
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Clicked dialog button) Equal to Race_Dialog_Buttons[2]
            • Then - Actions
              • Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • ((Picked unit) is A peon-type unit) Equal to True
                    • Then - Actions
                      • Unit - Replace (Picked unit) with a Wisp custom using The old unit's relative life and mana
                      • Unit - Create 1 Gatherer for (Triggering player) at (Position of (Picked unit)) facing (Position of (Picked unit))
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • ((Picked unit) is A town-hall-type unit) Equal to True
                        • Then - Actions
                          • Unit - Replace (Picked unit) with a Hall of Life using The old unit's relative life and mana
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • ((Picked unit) is Mechanical) Equal to True
                            • Then - Actions
                              • Unit - Remove (Picked unit) from the game
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • ((Picked unit) is Undead) Equal to True
                                • Then - Actions
                                  • Unit - Replace (Picked unit) with a Wisp custom using The old unit's relative life and mana
                                  • Unit - Create 1 Wisp custom for (Triggering player) at (Position of (Picked unit)) facing (Position of (Picked unit))
                                  • Unit - Create 2 Gatherer for (Triggering player) at (Position of (Picked unit)) facing (Position of (Picked unit))
                                • Else - Actions
              • -------- change race to Race C --------
            • Else - Actions
  • Dialog - Hide Race_Dialog for (Player(Temp_Integer_1))
This unit group (and the other two) included in the If/Then/Else function leaks. You did not use a variable for that therefore you cannot destroy it. Put this command just before picking:

  • Custom script: set bj_wantDestroyGroup = true
  • Custom script: set bj_wantDestroyGroup = true
  • Unit Group - Pick every unit in (Units within 600.00 of TargetLoc matching ((((Matching unit) belongs to an ally of (Triggering player)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((Matching unit) Not equal to Target)))) and do (Actions)
    • Loop - Actions
      • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + HealValue)
  • Unit Group - Pick every unit in (Units within 600.00 of TargetLoc matching ((((Matching unit) belongs to an enemy of (Triggering player)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((Matching unit) Not equal to Target)))) and do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Picked unit) is Undead) Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - HealValue)
        • Else - Actions
  • Custom script: call RemoveLocation(udg_TargetLoc)
The second unit group was not destroyed like that; only the first one was. You have to copy the *Custom script: set bj_wantDestroyGroup = true* above the second unit group so as to destroy that one too.

Finally, I'll have to re-set the map for the 100th to needs fix :/
Since you requested a rating, it's a 2/5. I can only tell ya "Good luck buddy!"
 
Level 9
Joined
Jun 10, 2013
Messages
473
Ok I tested again the map and I found out that there are some really negative points:

1- It's almost grass everywhere! Man, there are many other tiles, don't just use one for the whole map. People will really harass you a lot about this and I'm sure 101%

2- The races seem unbalanced. High Elves can teleport anywhere in the map with just one click which basically means that I can insta-ambush an enemy player and destroy his whole base while he's away. Dark Horde can gather +200 lumber with Shredders, an unacceptable amount compared to the miser +10/+20 of other races. Teron "Shadow Spawns" are simply too strong. At level 1 I could kill the Skeleton Orc Champion, a level 8 creep, alone. Just summoned twice the Shadow Spawns and killed him by tanking with my hero.

3- Item drops are all tomes, tomes and again tomes. This is wrong because you lack permanent items which is a core feature of melee/altered melee maps.

4- Too much default stuff. Many units are just too close to old units and it would be better not to do so. Heroes skill are ok but most of them resemble too much default ones. It would be better to work a little bit more on them

Concerning leaks, these are the ones I found:


  • Set tempGroup1 = (Units within tempReal of tempPoint1 matching ((((Owner of (Matching unit)) is an enemy of tempPlayer) Equal to True) and (((Matching unit) is alive) Equal to True)))
  • Unit Group - Pick every unit in tempGroup1 and do (Actions)
    • Loop - Actions
      • Unit - Order tempUnit to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
  • Custom script: call RemoveLocation(udg_tempPoint1)
You did not destroy the group. Use this:

  • Custom script: call DestroyGroup(udg_tempGroup1)

  • Set Temp_Integer_1 = (Player number of (Triggering player))
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Clicked dialog button) Equal to Race_Dialog_Buttons[0]
    • Then - Actions
      • Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • ((Picked unit) is A peon-type unit) Equal to True
            • Then - Actions
              • Unit - Replace (Picked unit) with a Peon Custom using The old unit's relative life and mana
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • ((Picked unit) is A town-hall-type unit) Equal to True
                • Then - Actions
                  • Unit - Replace (Picked unit) with a Command Post Dark Horde using The old unit's relative life and mana
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • ((Picked unit) is Mechanical) Equal to True
                    • Then - Actions
                      • Unit - Remove (Picked unit) from the game
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • ((Picked unit) is Undead) Equal to True
                        • Then - Actions
                          • Unit - Replace (Picked unit) with a Peon Custom using The old unit's relative life and mana
                          • Unit - Create 1 Peon Custom for (Triggering player) at (Position of (Picked unit)) facing (Position of (Picked unit))
                        • Else - Actions
      • -------- change race to Race A --------
    • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Clicked dialog button) Equal to Race_Dialog_Buttons[1]
        • Then - Actions
          • Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • ((Picked unit) is A peon-type unit) Equal to True
                • Then - Actions
                  • Unit - Replace (Picked unit) with a Artisan using The old unit's relative life and mana
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • ((Picked unit) is A town-hall-type unit) Equal to True
                    • Then - Actions
                      • Unit - Replace (Picked unit) with a High Elven Sanctuary using The old unit's relative life and mana
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • ((Picked unit) is Mechanical) Equal to True
                        • Then - Actions
                          • Unit - Remove (Picked unit) from the game
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • ((Picked unit) is Undead) Equal to True
                            • Then - Actions
                              • Unit - Replace (Picked unit) with a Artisan using The old unit's relative life and mana
                              • Unit - Create 1 Artisan for (Triggering player) at (Position of (Picked unit)) facing (Position of (Picked unit))
                            • Else - Actions
          • -------- change race to Race B --------
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Clicked dialog button) Equal to Race_Dialog_Buttons[2]
            • Then - Actions
              • Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • ((Picked unit) is A peon-type unit) Equal to True
                    • Then - Actions
                      • Unit - Replace (Picked unit) with a Wisp custom using The old unit's relative life and mana
                      • Unit - Create 1 Gatherer for (Triggering player) at (Position of (Picked unit)) facing (Position of (Picked unit))
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • ((Picked unit) is A town-hall-type unit) Equal to True
                        • Then - Actions
                          • Unit - Replace (Picked unit) with a Hall of Life using The old unit's relative life and mana
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • ((Picked unit) is Mechanical) Equal to True
                            • Then - Actions
                              • Unit - Remove (Picked unit) from the game
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • ((Picked unit) is Undead) Equal to True
                                • Then - Actions
                                  • Unit - Replace (Picked unit) with a Wisp custom using The old unit's relative life and mana
                                  • Unit - Create 1 Wisp custom for (Triggering player) at (Position of (Picked unit)) facing (Position of (Picked unit))
                                  • Unit - Create 2 Gatherer for (Triggering player) at (Position of (Picked unit)) facing (Position of (Picked unit))
                                • Else - Actions
              • -------- change race to Race C --------
            • Else - Actions
  • Dialog - Hide Race_Dialog for (Player(Temp_Integer_1))
This unit group (and the other two) included in the If/Then/Else function leaks. You did not use a variable for that therefore you cannot destroy it. Put this command just before picking:

  • Custom script: set bj_wantDestroyGroup = true
  • Custom script: set bj_wantDestroyGroup = true
  • Unit Group - Pick every unit in (Units within 600.00 of TargetLoc matching ((((Matching unit) belongs to an ally of (Triggering player)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((Matching unit) Not equal to Target)))) and do (Actions)
    • Loop - Actions
      • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + HealValue)
  • Unit Group - Pick every unit in (Units within 600.00 of TargetLoc matching ((((Matching unit) belongs to an enemy of (Triggering player)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((Matching unit) Not equal to Target)))) and do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Picked unit) is Undead) Equal to True
        • Then - Actions
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - HealValue)
        • Else - Actions
  • Custom script: call RemoveLocation(udg_TargetLoc)
The second unit group was not destroyed like that; only the first one was. You have to copy the *Custom script: set bj_wantDestroyGroup = true* above the second unit group so as to destroy that one too.

Finally, I'll have to re-set the map for the 100th to needs fix :/
Since you requested a rating, it's a 2/5. I can only tell ya "Good luck buddy!"

1 - I'll work on it but I want it to be a grassy map

2 - "High Elves can teleport anywhere in the map with just one click which basically means that I can insta-ambush an enemy player and destroy his whole base while he's away"

I've increased the mana caost and cool down and will make it only work on visible areas


2.1 - "Dark Horde can gather +200 lumber with Shredders, an unacceptable amount compared to the miser +10/+20 of other races"

will decrease to 100 and increase the units cost

2.2 - "Teron "Shadow Spawns" are simply too strong. At level 1 I could kill the Skeleton Orc Champion, a level 8 creep, alone. Just summoned twice the Shadow Spawns and killed him by tanking with my hero."

reduced their hit points and increased spell mana cost and cool down

3 - "Item drops are all tomes, tomes and again tomes. This is wrong because you lack permanent items which is a core feature of melee/altered melee maps."

I'm sorry but that is definitely not gonna change.

4 - "Too much default stuff. Many units are just too close to old units and it would be better not to do so. Heroes skill are ok but most of them resemble too much default ones. It would be better to work a little bit more on them"

always a work in progress especially with my limited trigger knowledge

5 - All leaks have been fix and thanks to you I know how to fix future ones.


BTW: Everything that I said I did and will do shall be in the next release which I will notify you about. Thanks again for all your help :D
 
Last edited:
Level 32
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Apr 2, 2013
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3,954
Will be updating with a much finer version soon.
And here comes the 3rd map moderator and 4th reviewer to post! Guys, I don't think I should take this one. Shadow Fury, Orcnet, Ardenian, consult.

Anyway, would you want the map to be in needs fix before you update the finer version so people don't play this one which will soon be outdated?
 
Level 9
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Jun 10, 2013
Messages
473
And here comes the 3rd map moderator and 4th reviewer to post! Guys, I don't think I should take this one. Shadow Fury, Orcnet, Ardenian, consult.

Anyway, would you want the map to be in needs fix before you update the finer version so people don't play this one which will soon be outdated?

Yes needs fix is most appropriate. btw I plan to upload the new version on November 30th so in 6 days. and thank you to all the moderators for being so patient :ogre_haosis:
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
Woh the game changed radically! The map is completely different and there's only one custom race, the Treekin. I must admit, you had some of the most deranged, insane and demented ideas ever.
Gonna talk about the heroes. By chance, I decided to try the "Keeper of the Forests". The first skill I learnt was "Growth" and, man, how come his strength increases by one every minute? That's extremely unbalanced because in late game he'll have over 3000 HP (assuming I even upgrade that skill). At level 3, my hero had already like 1300 HP, a number that is only attained at level 10 by other strength heroes. He's like a mountain giant in early game! The other heroes were fine at least. Please do replace that skill with something else and consider increasing the kill cap for increasing the armor by 1 to something like
5 instead of 2.
Let's talk about the units. That mighty ent is like a little battle tank! If I research "Fortified Wood", he becomes nearly invincible. I once tried to siege the enemy Undead with a bunch of treant archers and warriors. All of the treant soldiers died but those damn bulky beasts were not even at half of their HP (enemy had even meat wagons and I attacked at night so no HP regeneration). I'd suggest removing the research that changes the armor of mighty ents from heavy to fortified because this just makes these creatures overpowered. Additionally, the unit variation is far too low. Why just 5 units in total (excluding workers)? You could add much more! The race lacks mechanical and flying units so why don't you implement them? They'd be so cool! Furthermore, the treant gatherers are just too good at defending the base. They can summon infinite-lasting venolias every 1-2 minutes. My base became overflooded with them in less than 10 minutes. You must add an expiration timer to them such as 30 seconds for example.
Finally, why don't you add a structure that gives food only? Currently, to get food, I must build either the unit-producing building (Tree of Life) or the main building (Ancient Protector). That's a big waste of resources. Add a building that provides food only.

As for now, the map is set to needs fix because of the mega unbalance of the race. Will it ever see the light of approval? It depends on you, sarumanthecursed. Good luck! :thumbs_up:
 
Level 9
Joined
Jun 10, 2013
Messages
473
Woh the game changed radically! The map is completely different and there's only one custom race, the Treekin. I must admit, you had some of the most deranged, insane and demented ideas ever.
Gonna talk about the heroes. By chance, I decided to try the "Keeper of the Forests". The first skill I learnt was "Growth" and, man, how come his strength increases by one every minute? That's extremely unbalanced because in late game he'll have over 3000 HP (assuming I even upgrade that skill). At level 3, my hero had already like 1300 HP, a number that is only attained at level 10 by other strength heroes. He's like a mountain giant in early game! The other heroes were fine at least. Please do replace that skill with something else and consider increasing the kill cap for increasing the armor by 1 to something like
5 instead of 2.
Let's talk about the units. That mighty ent is like a little battle tank! If I research "Fortified Wood", he becomes nearly invincible. I once tried to siege the enemy Undead with a bunch of treant archers and warriors. All of the treant soldiers died but those damn bulky beasts were not even at half of their HP (enemy had even meat wagons and I attacked at night so no HP regeneration). I'd suggest removing the research that changes the armor of mighty ents from heavy to fortified because this just makes these creatures overpowered. Additionally, the unit variation is far too low. Why just 5 units in total (excluding workers)? You could add much more! The race lacks mechanical and flying units so why don't you implement them? They'd be so cool! Furthermore, the treant gatherers are just too good at defending the base. They can summon infinite-lasting venolias every 1-2 minutes. My base became overflooded with them in less than 10 minutes. You must add an expiration timer to them such as 30 seconds for example.
Finally, why don't you add a structure that gives food only? Currently, to get food, I must build either the unit-producing building (Tree of Life) or the main building (Ancient Protector). That's a big waste of resources. Add a building that provides food only.

As for now, the map is set to needs fix because of the mega unbalance of the race. Will it ever see the light of approval? It depends on you, sarumanthecursed. Good luck! :thumbs_up:

Will get to work!
 

Deleted member 247165

D

Deleted member 247165

Tested it and I loved it, although it needs some tweaks. 4/5 from me. I expect further updates :)
 
Level 32
Joined
Apr 2, 2013
Messages
3,954
Well, the map isn't "Warcraft Enchanted" but instead "Nerubian". The whole concept, terrain, and presumably map file is changed. The Nerubian race is well executed for the most part, but for early game, players will have slim chances of survival without experience with the race. One definite positive is that the race looks awesome.

About the custom race
The first impression of the map the race looks cool. Fancy models galore! The second impression is, "how am I supposed train workers?". And taking time to find out what buildings should be built first, you'll find out that you'll need a whole separate building to pump your workers out. Basically, early game is hell for the race. Any decent harassment, especially by a blademaster, dooms the game for good. Luckily, the undead computer I played against isn't as harsh (but I still lost under 10 minutes the first 2 times I played). Basically, the Nerubians are by far the most vulnerable race at the start no contest. What you can do is simply allow the eggs to be allowed to be spawned from the townhall (with proper balance tweaks). If you have a better idea, follow through with it.

Going into second tier, it matches up better against the other races. This is also where I discovered some cool spells and mechanics that you can research or is already on a hero / unit. Though, the units seem to be on the cheap side, specifically on the Vizier with strong offensive and defensive spells, 1000+hp, good ranged magic damage, hero armor, all for 250 gold and 100 lumber? The lumber is high, by the gold is on the lower side. Also, tier 2 and still no healer. Out of the three heroes I tried, there was no healer. Tier 3 doesn't have any healing either, so one will just have to rely on burrowing (available in upgrades) which not all units have.

Third tier is, different. You get your first air units which are basically gargoyle equivalents and the "It's so OP" or "this is such a waste" unit depending on the scenario. The Jormungar is really cool and unique, but is underpowered or overpowered in different scenarios, but in the overpowered scenario it wrecks crazily. It's damage against buildings is just way too strong despite the fact that it's obviously bad against moving units, even much more so. It's fast move speed only helps them bolt to enemy buildings faster.

Misc: I can't find the burrow upgrade.

The Nerubian race in whole is bad at the start, and over the course of the game has super strong counters and can get countered really well. It's polished and original, but some of the concepts are faulty with a few balance issues.

Other than the race, the map terrain is enough. It's not great, but it's not bland. It could use more tile variation near the starting points and more doodads.
I feel that you have so much more space to work with. Keeping multiplayer maps under 8.1mb is always the best option if possible. Delete any possible unused imports + Reduce the map size

What needs to be done for approval is:
- Complete the description. It says nothing informative about the race.
- Confirm whether you're going to make this a Nerubian map or multi-race map. If this is to be a multi-race map, it's really incomplete and I'll move it to substandard for the time being. If it's going to be Nerubian, I'll set it to awaiting update where it will be hidden until you update it.
- Buff early game, nerf Vizier, nerf Jormungar against buildings
The rest of the mentions in the review are suggestions.

Good luck with the map! Please answer the second bullet point so I can appropriately moderate the thread :)
 
Level 9
Joined
Jun 10, 2013
Messages
473
Well, the map isn't "Warcraft Enchanted" but instead "Nerubian". The whole concept, terrain, and presumably map file is changed. The Nerubian race is well executed for the most part, but for early game, players will have slim chances of survival without experience with the race. One definite positive is that the race looks awesome.

About the custom race
The first impression of the map the race looks cool. Fancy models galore! The second impression is, "how am I supposed train workers?". And taking time to find out what buildings should be built first, you'll find out that you'll need a whole separate building to pump your workers out. Basically, early game is hell for the race. Any decent harassment, especially by a blademaster, dooms the game for good. Luckily, the undead computer I played against isn't as harsh (but I still lost under 10 minutes the first 2 times I played). Basically, the Nerubians are by far the most vulnerable race at the start no contest. What you can do is simply allow the eggs to be allowed to be spawned from the townhall (with proper balance tweaks). If you have a better idea, follow through with it.

Going into second tier, it matches up better against the other races. This is also where I discovered some cool spells and mechanics that you can research or is already on a hero / unit. Though, the units seem to be on the cheap side, specifically on the Vizier with strong offensive and defensive spells, 1000+hp, good ranged magic damage, hero armor, all for 250 gold and 100 lumber? The lumber is high, by the gold is on the lower side. Also, tier 2 and still no healer. Out of the three heroes I tried, there was no healer. Tier 3 doesn't have any healing either, so one will just have to rely on burrowing (available in upgrades) which not all units have.

Third tier is, different. You get your first air units which are basically gargoyle equivalents and the "It's so OP" or "this is such a waste" unit depending on the scenario. The Jormungar is really cool and unique, but is underpowered or overpowered in different scenarios, but in the overpowered scenario it wrecks crazily. It's damage against buildings is just way too strong despite the fact that it's obviously bad against moving units, even much more so. It's fast move speed only helps them bolt to enemy buildings faster.

Misc: I can't find the burrow upgrade.

The Nerubian race in whole is bad at the start, and over the course of the game has super strong counters and can get countered really well. It's polished and original, but some of the concepts are faulty with a few balance issues.

Other than the race, the map terrain is enough. It's not great, but it's not bland. It could use more tile variation near the starting points and more doodads.
I feel that you have so much more space to work with. Keeping multiplayer maps under 8.1mb is always the best option if possible. Delete any possible unused imports + Reduce the map size

What needs to be done for approval is:
- Complete the description. It says nothing informative about the race.
- Confirm whether you're going to make this a Nerubian map or multi-race map. If this is to be a multi-race map, it's really incomplete and I'll move it to substandard for the time being. If it's going to be Nerubian, I'll set it to awaiting update where it will be hidden until you update it.
- Buff early game, nerf Vizier, nerf Jormungar against buildings
The rest of the mentions in the review are suggestions.

Good luck with the map! Please answer the second bullet point so I can appropriately moderate the thread :)
Well in the time I was waiting for a review I actually did most of your changes (gave nerubs a good early game defense system) I will be increasing the Viziers price now that I think of it, and about the races I plan on adding every single major Warcraft race there is thus my map will never ever see the light of approval. I'n that case due to always being updated with new races....which I don't understand why that is such a problem when it would still be perfectly playable and fun not too mention some very prominent and fantastic maps have had updates where they continue adding races even major games have updates where they add new civilizations that doesn't mean that the current version and its race are neglect able ...I've already nerfed the jormungar and will now do soo to the viziers stats and btw i'm already ready to release a full working blood elf race and the updated nerubs....just thought i'd wait to see what I can fix form your review.:D


and do keep in my the main weaknesses I want for the nerubs is early game and healing, however they have four ways of healing: Items at their shop, the Queens Arcane wave and Brood Mother Aura, The Seers third ability, and burrow (which is their racial (only two units can't burrow and ones an air). and I will glorify my description I just wanted to see the review first.
 
Last edited:
Level 15
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Sep 6, 2015
Messages
576
- Most of Nerubian buildings have WAY too much health and armour when fully upgraded - in comparison, the maximum armour of Orc buildings is 5 and their health is usually around 1000, while the Nerubian ones have up to 11 fortified armour, and their health is around 3200, 2400 and 2000 HP
- Some of Nerubian units have too little attack damage, while others are OP
- For example, Nerubian Warrior has so little damage even when fully upgraded, although he is tier 1, and his main role is just to attack normally, he has no spells as far as I can remember, and his ranged counterpart Nerubian Archer has so much more damage, despite of it being a ranged unit
- Vizier is too OP with Hero armor, the aura and everything
- Jormungar is too OP with an added 2.5 times damage to buildings ability in addition to his siege attack and his building-armour-breaking ability, you could just train five of them and let them sneak to the enemy town hall burrowed and nuke it dead
- Jormungar has 11 heavy armour when fully upgraded, in addition to his damage-reducing ability - too much for a burrowing unit
- Nerubian Necromancer's abilities are OP too
- Frost Tower is pretty much useless, it has such a low attack for -5 food he takes, either leave the food, or increase its attack or ability power
 
Level 9
Joined
Jun 10, 2013
Messages
473
- Most of Nerubian buildings have WAY too much health and armour when fully upgraded - in comparison, the maximum armour of Orc buildings is 5 and their health is usually around 1000, while the Nerubian ones have up to 11 fortified armour, and their health is around 3200, 2400 and 2000 HP
- Some of Nerubian units have too little attack damage, while others are OP
- For example, Nerubian Warrior has so little damage even when fully upgraded, although he is tier 1, and his main role is just to attack normally, he has no spells as far as I can remember, and his ranged counterpart Nerubian Archer has so much more damage, despite of it being a ranged unit
- Vizier is too OP with Hero armor, the aura and everything
- Jormungar is too OP with an added 2.5 times damage to buildings ability in addition to his siege attack and his building-armour-breaking ability, you could just train five of them and let them sneak to the enemy town hall burrowed and nuke it dead
- Jormungar has 11 heavy armour when fully upgraded, in addition to his damage-reducing ability - too much for a burrowing unit
- Nerubian Necromancer's abilities are OP too
- Frost Tower is pretty much useless, it has such a low attack for -5 food he takes, either leave the food, or increase its attack or ability power

Made the changes will update map soon (once I've done my map description)

Just moved it to substandard for now.

saruman has a good point in criticizing the WIP / Beta rule which I myself have my own opinions on it, so this may be moved after some private discussion.

Not for long ! :D
 
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