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★ Warcraft 2: The Second War ★ 0.50


-Warcraft II: Tides of Darkness-
Six years have passed since the First War between man and orc. The once mighty army of Azeroth lay among the blackened and charred remains of Stormwind Keep. Those that escaped fled across the Great Sea, bringing tales of the suffering they had faced at the hands of the Orcish Hordes.

Now, united in arms with new allies against a common foe, Mankind stands at the shores of destiny and awaits the coming of the Tides of Darkness

Warcraft II: Tides of Darkness plays out the Second War within the Warcraft universe where each player takes control of one of the major factions during this time and place, such as Blackrock Clan and Azeroth Nation.

Each player is presented with a set of Objectives to complete. The first player to finish all their Objectives win the game for their team.

Information

Screenshots

Credits


-------------Quick guide-------------
1. Type -new to get you started with the game.
2. Type -objective to check your Objective.
3. Complete Objectives to earn Gold and Valor.
4. Spend Valor in your Circle top left of the map.
5. Win the game by finishing your last Objective.

Note:
-------------Heroes do not revive-------------

Check out the YouTube Channel here!
Come join our Discord: https://discord.gg/u3jprETJ57
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Contents

The Second War Alpha (Map)

Reviews
deepstrasz
Abilities like Hardiness have an icon that doesn't look passive. It can be made so with: Button Manager v1.8.2 Deploy Sea Mines and Barricades have the same icon. You could try differentiating them. Also, you might want to add some information...

Deleted member 247165

D

Deleted member 247165

 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,438
Abilities like Hardiness have an icon that doesn't look passive. It can be made so with: Button Manager v1.8.2
Deploy Sea Mines and Barricades have the same icon. You could try differentiating them.

Also, you might want to add some information pertaining the gameplay in the map thread description.

A nice map overall.

Approved.


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

R U L E S

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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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Level 30
Joined
May 14, 2021
Messages
1,214
The map is too big. I can't open it to play. What should I do?
Which version of Warcraft have you tried on? This is only for Reforged (1.32.10), so it might be the reason it's not working on Classic.
As @deepstrasz suggested, please look at the "Recommended Version" in the map description. If it says "Current", then you can only play it on Reforged.
 
Level 29
Joined
Apr 6, 2010
Messages
3,128
Overall, a good map, but a few problems on single player:

Some spawns act correctly (the trolls attacking the elves and dwarves, the orcs landing on Tol Barad), but others just accumulate their spawns at the location (Blackrock orcs, the orc encampment on the southeast edge of the map, an ogre encampment).

If there's no real AI but just spawns, some Alliance spawns would be nice, I don't think I noticed any while playing as the orcs.

The -o command is useful, but would it be possible to add the objectives to the quest log as well?

Durnholde has a blocky texture bug.

Playing as Kul Tiras, got all the way to sending troops into Grim Batol, but nothing happened. A number of their units have unresearchable abilities like Human Spirit (or do they get those if an Alliance ally researches them?)

Playing as Wildhammer and used the teleporter, the dwarves near the exit didn't react and the gates stayed invulnerable (I ended up opening them by flying a gryphon rider into the cave and attacking the lever). The Dark Iron troops outside the fortress were all NH, the ones inside became allied after I got in.

There should be a Disband ability to remove units that are no longer needed (especially naval units).
 
Level 10
Joined
Jun 11, 2018
Messages
145
Overall, a good map, but a few problems on single player:

Some spawns act correctly (the trolls attacking the elves and dwarves, the orcs landing on Tol Barad), but others just accumulate their spawns at the location (Blackrock orcs, the orc encampment on the southeast edge of the map, an ogre encampment).

If there's no real AI but just spawns, some Alliance spawns would be nice, I don't think I noticed any while playing as the orcs.

The -o command is useful, but would it be possible to add the objectives to the quest log as well?

Durnholde has a blocky texture bug.

Playing as Kul Tiras, got all the way to sending troops into Grim Batol, but nothing happened. A number of their units have unresearchable abilities like Human Spirit (or do they get those if an Alliance ally researches them?)

Playing as Wildhammer and used the teleporter, the dwarves near the exit didn't react and the gates stayed invulnerable (I ended up opening them by flying a gryphon rider into the cave and attacking the lever). The Dark Iron troops outside the fortress were all NH, the ones inside became allied after I got in.

There should be a Disband ability to remove units that are no longer needed (especially naval units).
Thank you so much for checking out my map! Been a love/hate project for me for a really really long time, so I'm always curious about what people think.
I hope you'll join for a multiplayer match at some point so you can get the intended experience. You're of course also welcome to join the discord if you want to want to follow along on updates and when it's being hosted.


Cheers!
 
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