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Warhammer Fantasy v1.17

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This map is supposed to be a BETA version and is incomplete. Battle.net's update to 1.24 screwed up the return function and I had to remove all the spells to make it playable again. The unit spawns and map triggers are ok but feel free to test it out.

This map:
- Contains customized skins and models with a credit list
- Is not like any other Warhammer map you've seen
- Provide feedback once you've tested it and tell me what you think of it if you want me to continue making the map
- 6v6 and Multiple-Aos
- Inspired by Age of Myths
- Warhammer fans will like it

The following spells have been made:
- Ethereal Form
- Guardian of Sacred Sites
- Throw Axe
- Dolorous Blade

Changes:
- Added variety in creeps
- Removed the suffixes in heroes
- and other stuff check it out yourself

To levelup type "-levelup"

Press F9 for more information

As I said, this is a TEST MAP, only for feedback.

Looking forward to completion of the map guys

Keywords:
warhammer, fantasy
Contents

Warhammer Fantasy v1.17 (Map)

Reviews
09:39, 7th Aug 2010 ap0calypse: Approved
If the map is incomplete then it should be posted in the Map Developement Section.
Edit:Ive tested the map(^^) and i dont understand that why its called Warhammer,it doesnt look like it.Yet it was well done,but requires alot of improvements and i think that your idea is somehow original,cuz i havent seen any maps like this one before.
Suggestions:
-The terrain is fine,but at some places too flat.Fix that.
-At the beginning it said"Press F1 to select your Hero",but i already had a Hero...lulz
-Maybe add some commands.
-Add a fountain,so u can heal yourself.
-Add a basic ai,so that the heroes at least attack the enemy and not just stand there.
-Remove the cheat restrictions.Cuz its really hard to test the map without cheats.
 
Last edited:
- Instead of a fountain, there are healing pads, press F9 for map info for more information
- The ai i added made the game super laggy so i removed it
- For the press f1 to select your hero thing, its supposed to be for people who haven't got a clue whats going on
- If your a fan of warhammer: the game of fantasy battles, you'll like it, btw, its based on Games Workshop's Warhammer Fantasy, but the implementation into Warcraft was aimed to be original, visit www.games-workshop.com if you want to see the original miniatures game

- I'll add custom cheats, coz normal cheats require map initialization re-establishment
- I'll try blacken the map so you have to press f1 ;)
 
Level 19
Joined
Oct 1, 2008
Messages
1,667
I was surprised to see that this, unlike other Warhammer Fantasy maps is an interesting "Multiple AoS", with actual innovative terrain, for once. It is well made, with interesting abilities and good tooltips.

Minor Issues
Heros respawn too quickly, making it hard to lose.
Players should be able to choose their hero/area at the start of the actual game, instead of having to remember colours.
The creeps were not very interesting, you should make them upgradable, and make two or more different types for each player (ie. Champions of Tzeentch as ranged ones, and Slaanesh [though I think Khorne would be more fitting] as melee).
I really did not like some of the skins, such as that of the Beast Lord (the model itself does not fit him anyway, he is depicted as being extremely disheveled), you should use ones with better shading.
Night Goblin Shamans are far too big, as are Clan Rats! D:
Clan Rats should be kobolds anyway. D: D:
The Artifacts of Death model is too big. Scale it down.
This is not necessary, but you should consider at least renaming the creeps, as they make the game feel less warhammery.
Consider using this as the High Elf creep model, and this (tinted red, for Khorne :p) as the Chaos one (Yes, I still think each race needs more than one type of creep though.)
Some items, such as the Chaos Runesword, do not have complete descriptions, not actually talking about their effects.
The Daemon Prince should not have to learn Mark of Chaos. It should automatically have it. Also, when it dies, you should Remove it, otherwise its Hero icon stays at the side.

Major Issues
I am not fully sure of this, but some players had stronger creeps than others.
Some spells didn't work. You should work towards fixing this, as this map will probably not be approved in the meanwhile.

Comments
I liked the models and icons (though some skins were not very good; see Minor Issues)
Maybe you should give every race actual unique creeps. This would take some time to balance, but would be great, leading to players having to coordinate their attacks.
Is the (Melee) and (Ranged) at the end of every heros name necessary?

Overall this was a very good, well made map.
4/5 Recommended for Approval (despite the not-working spells)
 
thnx, i'll bear the minor issues in mind, and i said that most spells wont work, because in previous versions, they used kattana's local handle vars, which screwed up thanks to battlenet's 1.24 update, i was this close to completing each and every spell but bnet had to ruin it

The following were the spell's descriptions:
Hell - Every tree on the map ignited and enemy units were dealt damage over time
Incantation of Nehek - Cursed opponent, opponent missed for duration after which took damage
My Will Be Done - Chance to freeze enemies
Curse of Queen Khalida - Very low chance to deal large damage to enemies below certain life
Venom - Expanding ring of poison from Khalida
Rending Stars - Shurikens shooting out from Shadowblade
Dance of Doom - Circles enemy unit, then performs a multislash on the unit as well as surrounding units
Electric Shock - Electrocutes enemies, dealing damage per second
Horde of Bats - Bats charging towards enemies from Vampire dealing damage on impact
Summon Undead Horde - Summoned 10 ghouls and 5 Abominations
Scourge Whip - Cracks a whip towards a point, snags the first target and drags it back to Khazrak, dealing damage
Ambush - Chance to deal extra damage based on agility and appear behind target
The Bray Horn - Blows a horn that silences enemy heroes over entire map
Fling - Tosses a nearby unit towards location
Ethereal Form - Provides 0 collision, charges towards point damaging units in the way, can be used to climb cliffs
Guardian of the Sacred Sites - Chance to disappear and reappear behind target, dealing damage and avoiding attacks
Arterial Cut - Slices opponent, blood rushes out dealing dps
Flames of the Phoenix - Expanding ring of fiery phoenixes
Fury of Khaine - Stun enemy, channeling might, then dropping a star on enemy
Vaul's Forge - Stuns enemy, makes enemy hero drop all items and teleports items to caster
Multi-Shot - multiple arrow shoot
Armour Piercing Arrows - rapid arrow fire ministunning enemy
 
I have made the changes you suggested, and I have recovered some of the spells, and modified a few of them too, so check this new map out
I was surprised to see that this, unlike other Warhammer Fantasy maps is an interesting "Multiple AoS", with actual innovative terrain, for once. It is well made, with interesting abilities and good tooltips.

Minor Issues
Heros respawn too quickly, making it hard to lose.
Players should be able to choose their hero/area at the start of the actual game, instead of having to remember colours.
The creeps were not very interesting, you should make them upgradable, and make two or more different types for each player (ie. Champions of Tzeentch as ranged ones, and Slaanesh [though I think Khorne would be more fitting] as melee).
I really did not like some of the skins, such as that of the Beast Lord (the model itself does not fit him anyway, he is depicted as being extremely disheveled), you should use ones with better shading.
Night Goblin Shamans are far too big, as are Clan Rats! D:
Clan Rats should be kobolds anyway. D: D:
The Artifacts of Death model is too big. Scale it down.
This is not necessary, but you should consider at least renaming the creeps, as they make the game feel less warhammery.
Consider using this as the High Elf creep model, and this (tinted red, for Khorne :p) as the Chaos one (Yes, I still think each race needs more than one type of creep though.)
Some items, such as the Chaos Runesword, do not have complete descriptions, not actually talking about their effects.
The Daemon Prince should not have to learn Mark of Chaos. It should automatically have it. Also, when it dies, you should Remove it, otherwise its Hero icon stays at the side.

Major Issues
I am not fully sure of this, but some players had stronger creeps than others.
Some spells didn't work. You should work towards fixing this, as this map will probably not be approved in the meanwhile.

Comments
I liked the models and icons (though some skins were not very good; see Minor Issues)
Maybe you should give every race actual unique creeps. This would take some time to balance, but would be great, leading to players having to coordinate their attacks.
Is the (Melee) and (Ranged) at the end of every heros name necessary?

Overall this was a very good, well made map.
4/5 Recommended for Approval (despite the not-working spells)
 
Level 11
Joined
May 11, 2008
Messages
830
I was surprised to see that this, unlike other Warhammer Fantasy maps is an interesting "Multiple AoS", with actual innovative terrain, for once. It is well made, with interesting abilities and good tooltips.

Minor Issues
Heros respawn too quickly, making it hard to lose.
Players should be able to choose their hero/area at the start of the actual game, instead of having to remember colours.
The creeps were not very interesting, you should make them upgradable, and make two or more different types for each player (ie. Champions of Tzeentch as ranged ones, and Slaanesh [though I think Khorne would be more fitting] as melee).
I really did not like some of the skins, such as that of the Beast Lord (the model itself does not fit him anyway, he is depicted as being extremely disheveled), you should use ones with better shading.
Night Goblin Shamans are far too big, as are Clan Rats! D:
Clan Rats should be kobolds anyway. D: D:
The Artifacts of Death model is too big. Scale it down.
This is not necessary, but you should consider at least renaming the creeps, as they make the game feel less warhammery.
Consider using this as the High Elf creep model, and this (tinted red, for Khorne :p) as the Chaos one (Yes, I still think each race needs more than one type of creep though.)
Some items, such as the Chaos Runesword, do not have complete descriptions, not actually talking about their effects.
The Daemon Prince should not have to learn Mark of Chaos. It should automatically have it. Also, when it dies, you should Remove it, otherwise its Hero icon stays at the side.

Major Issues
I am not fully sure of this, but some players had stronger creeps than others.
Some spells didn't work. You should work towards fixing this, as this map will probably not be approved in the meanwhile.

Comments
I liked the models and icons (though some skins were not very good; see Minor Issues)
Maybe you should give every race actual unique creeps. This would take some time to balance, but would be great, leading to players having to coordinate their attacks.
Is the (Melee) and (Ranged) at the end of every heros name necessary?

Overall this was a very good, well made map.
4/5 Recommended for Approval (despite the not-working spells)

You called mine the best Warhammer Fantasy map there is and now you call his the best make up your mind lol, nah I'm jk, I never did try these ''multi-AoS'' things, might try this one.
 
Level 11
Joined
May 11, 2008
Messages
830
Well the last time you opened your map successfully what did you added in it? I'm not sure but WE Unlimited can remove imports of your map without even opening it, probably can remove triggers to.

I had a map that used a custom terrain and after trying to load it up it stops at Loading Terrain, so I just removed the import and poof it works.
 
Level 2
Joined
Jun 11, 2009
Messages
21
this "archaon" hero or how hes called revives in the wrong place... he is stuck between doodads after reviving
 
Level 1
Joined
Jul 14, 2008
Messages
539
ive tested your map (only short because of the reason below) and...
well

that race with the archaon hero ("lord of end times") race...i
if archaon dies and respawns he get stuck. he cant leave that small area. all other units fit through except him, making him completely lost D:
either replace the respawnpoint or clean the way in that area IMMEDIATELY!!

i will make a longer test if this problem has been fixed.
 
I have kinda given up on making this map since i don't really have a team helping me.

If anyone wants to develop it further, I can send them the link to the actual editable map, but Since Katana's Handle vars don't work, you're gonna have to redo some of the spells, and acknowledge me as the original creator of the map.

Altogether i have kinda given up on editing, plus i have uni, a lot of it is about shortage of time to do wc3 editing, so Adios. ^^
 
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