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[Altered Melee] [2]Ash 'n Vale

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Jun 27, 2011
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Ash 'n Vale
AshenvaleMainBanner.jpg
-=Story=-

Once a peaceful valley of Trolls and Gnolls, until these ferocious creatures began roaming in the surface. Gigantic and mutated spiders searches for preys. Establish your lost kingdom before your opponent does.
-=Features=-

  • Modified and advanced terrain, while still playing the good ol' Blizzard terrain layout.
  • Eye-candies/Special effects will be added in almost all objects.
  • New abilities, units, and buildings. Almost all abilities will be reworked.
  • Damage Display System (Can be turned off).
  • Customized User Interface (WIP).

-=Units List=-




Serf
[Costs 50 golds, 0 lumber, and 1 food]

"Serfs are trained from the hard-working and stout-hearted citizens that live in the numerous kingdoms of Lordaeron. By mining Gold and harvesting Lumber to meet the ever-increasing needs of the fighting force which must push back the unrelenting Horde, they are the backbone of the Alliance. Trained not only in the construction and maintenance of the myriad buildings found in every community, but also those necessary to wage war, they take great pride in the invaluable service they provide. Roused by the tales of the Orcish atrocities in Azeroth, these Peasants have learned to use both pick and axe for their own defenses if threatened."

Primary worker unit, can build and repair damaged structures. Weak at combat, but is useful against enemy structures.

Abilities:
  • [Repair]
    Allows the serf to build and repair damaged structures.
  • [Raze]
    Damage into an enemy building is increased by 3 times.


Footman
[Costs 100 golds, 0 lumber, and 2 food]

"The vast ranks of the Alliance armies have diminished over the years due to the incessant infighting amongst the former Alliance nations. However, many of the strong-hearted citizens of Azeroth have volunteered to defend their lands as Footmen. Though these fierce warriors lack the shining plate mail and specialized training of their noble predecessors, they still fight with bravery and honor on the field of battle."

Basic frontline melee unit, can raise it's shield to block range projectiles from hitting.

Abilities:
  • [Defend]
    Raises the Footman's shield, which gives 40% chance to block an enemy's ranged attack from hitting. Due to this, the Footman also suffers 70% movement speed reduction.
  • [Lightweight Shield] (Requires Research)
    Decreases the speed reduction from the Defend ability by 30%.


Archer
[Costs 125 golds, 5 lumbers, and 2 food]

"Originally raised from the kingdom of Quel'thalan, these archers are capable of turning the tides of battle before it even started."

Long range sharpshooter unit, can deal vast damage from afar.

Abilities:
  • [Marksmanship] (Requires Research)
    Can be activated to deal 1 damage per second to enemy units, but reduces attack speed by 15%. Stacks infinitely. Lasts for 4 seconds.
  • [Swiftness] (Requires Research)
    Boosts movement speed by 40% for 1.5 seconds.


Crusader
[Costs 275 golds, 150 lumbers, and 4 food]

"Though the hearty Crusaders of Azeroth were destroyed during the First War, the shining Knights of Lordaeron still continue to serve amongst the warriors of the Alliance. These heavily armored warriors use mighty double-edged axe in combat which can damage enemy warriors up to several feet away. The Crusaders' heavy armor and attack mark them as the most versatile warriors of the Alliance."

Powerful yet slow warrior that can outnumbered most units in combat.

Abilities:
  • [Divine Protection]
    Increases the Crusader's armor by 30 for 5 seconds.
  • [Sacred Will]
    Heals nearby friendly unit upon dying by 15. The Crusader also cannot be animated back to life again once dead.


Chaplain
[Costs 100 golds, 100 lumbers, and 2 food]

"A holy field medic, these padres roam the battlefield curing the wounds of fallen comrades."

Supportive unit, weak at combat but can heal and buff friendly units.

Abilities:
  • [Angelic Guidance]
    Boosts nearby friendly unit's armor by 6 for 5 seconds while healing them also by 35 hit points.
  • [Relinquish] (Requires Research)
    Sacrifices 60 hit points to increase the attack speed of the target friendly unit by 30% for 15 seconds.


Templar
[Costs 160 golds, 110 lumbers, and 3 food]

"These Blood Elven warriors, fresh from the destruction of their homeland, have turned a new eye towards the dying land of Lordaeron."

Powerful spellcaster, can bring wounded units back to life.

Abilities:
  • [Resurrection]
    Resurrects 2 nearby dead allied units to life, allowing them to fight once more.
  • [Immunity] (Requires Research)
    Creates a magical shield that makes the Templar immune to all spells for 10 seconds.





Outpost
[Costs 200 golds, 400 lumbers. 180 seconds build time]

Primary building, capable of storing resources gathered by serfs.

Abilities:
  • [Reinforcement]
    Call several elite units depending on the tier level of this structure to defend your base against enemy attacks for 40 seconds.

Upgrades:
  • [Fortify]
    Increases the hit points of this structure by 1000.
  • [Tier Upgradation]
    Unlocks most Tier 2 units and buildings, which allows them to be trained and construct.


Ranch
[Costs 30 golds, and 70 lumbers. 30 seconds build time]

Food provider building, capable of increasing the food cap of your army by 10, allowing you to train more units.

Abilities:
  • [Salvage]
    Destroys this structure and refunds 50% of it's cost.

Upgrades:
  • [Stock Expansion]
    Increases the food supply of this structure by 10.


Barracks
[Costs 50 golds, and 125 lumbers. 35 seconds build time]

Trains Footmen, Archers, and Crusaders.

Abilities:
  • [Salvage]
    Destroys this structure and refunds 50% of it's cost.


Armory
[Costs 200 golds, and 0 lumbers. 40 seconds build time]

Allows the upgrades for specific units, making them more powerful on combat.

Abilities:
  • [Salvage]
    Destroys this structure and refunds 50% of it's cost.

Upgrades:
  • [Forged Weapons]
    Increases the damage dealt by melee units.
  • [Smithed Armor]
    Improves the defense of melee units.
  • [Marksmanship]
    Allows the Archers to use their Marksmanship ability.
  • [Swiftness]
    Allows the Archers to use their Swiftness ability.



-=Screenshots=-

Screenshots
Finding good angles...

-=Map Progress=-
IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII [15% Complete!]
(Polishing terrain...)

-=Author's Note=-
I've been in a lot of projects lately, and sadly, none of them succeeds (Mates getting lazier or something, blabla). So I decided to make this as a 1-man project :p Anyways, I'm open to any suggestions or feedbacks. Oh and, the map heavily relies on fog (that's why objects are darkened), so if you wish to open it in World Editor, kindly press V or F to see it's hidden beauty :p
 

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