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Battle of Mount Hyjal

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This is my first project ever, and I hope it will be a successful one! Without further ado, I present...


Caverns of Time: Battle for Mount Hyjal

This is a 5-player version, where each player controls a single unit based on World of Warcraft's classes (Warrior, Death Knight, Paladin, Rogue, Hunter, Shaman, Druid, Mage, Warlock and Priest). These players have to work together to fight off the Legion's forces from reaching the World Tree, battling waves of increasingly difficult enemies and bosses according to the CoT bosses (Rage Winterchill, Anetheron for Jaina's Base, Kaz'rogal and Azgalor for Thrall's Base and Archimonde for the Night Elves' Base).

There are NO defeat conditions; if you die you instantly respawn in the Hero selection area. This map is intended to be purely for fun. WARNING: DO NOT USE 'whosyourdaddy', 'thereisnospoon', 'iseedeadpeople', 'thedudeabides'. THEY SCREW UP SOME MECHANICS AND TRIGGERS!

I am planning long-term for more WoW 5-man raid maps in the future, where loot obtained from any of the maps (including this one!) can be loaded into the heroes you control. Of course, I will have to see the feedback from this one first.

The terrain is based loosely on WoW - CoT's Battle for Mount Hyjal.

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The heroes the player controls are normal units, meaning they do not have Str/Agi/Int stats, as well as levels. This is an attempt to capture the World of Warcraft best-geared (at the level to do this raid, anyway) idea. Heroes have their 'mana' adjusted based on their WoW counterparts (e.g. Warrior has 100 max rage (mana), with a -1 mps rate, and gains mana based on stance).

Note: Unit 'spam' is justified. A single wave of 6 Ghouls, 4 Crypt Fiends and 2 Necromancers (based on the wave before Rage Winterchill) was able to destroy the entire front defense and half of the second group of Jaina's Defenders, if the players do not aid the defenders.

Map is protected.


Note: Damage against armor type is as follows:
Hero - Full damage against all armor types. Used by heroes.
Normal - 2x damage against Light, 1.5x damage against Medium, 0.7x against Large. Used by normal enemies.
Chaos - 3x damage against Light, 2x damage against Medium, 1x damage against Large. Used by bosses.


Warrior
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Most durable of all heroes, excellent tank. Has Berserker and Defender stances, which have different abilities. Uses Rage for abilities, which drains at a rate of 1 Rage per second.

Health - 60000 (1000/s)
Rage - 100 (-1/s)
Damage - 1500 (50d10s, 1s cd on Berserker, 2s cd on Defender)
Defense - 90 (Large)
Movement Speed - 340

Stance Dance - Switches between stances. [D]

Berserker Stance - Generates 3 Rage every time the Warrior attacks an enemy.
Sunder Armor - Reduces enemy armor by 25 on attack, lasts for 5 seconds. [Passive]
Focused Anger - 25% chance to deal 3x damage with every attack, and a separate 25% chance to generate 5 rage. [Passive]
Thunder Clap - Deals 5000 damage in a 300 AoE radius and slows enemy attack and movement speeds by 50% for 5 seconds. Drains 25 Rage.[Q]
Execute - Deals (300*Rage) damage to a single target. Drains all Rage. [W]
Whirlwind - Deals 2500 damage per second for 8 seconds in a 200 AoE radius around the Warrior. While casting Whirlwind, the Warrior cannot use spells but becomes immune to spells. Drains 60 Rage. [E]
Heroism - Increases the attack damage of all nearby allies by 150% for 30 seconds. Drains 95 Rage. [R]

Defender Stance - Generates 2 Rage every time an enemy attacks the Warrior.
Taunt - Taunts nearby enemies in a 500 AoE Radius to attack the Warrior. Heals 20% of the Warrior's maximum health. [F]
Deflection Armor - Reduces damage taken by 5000, to a minimum of 3000. [Passive]
Shield Slam - Deals 5000 damage to a single target and forces it to attack the Warrior. Drains 15 Rage. [Q]
Shield Wall - Takes 40% less damage for 5 seconds, but also attacks and moves slower by 50%. Drains 40 Rage. W]
Avatar - Gains magic immunity, 10000 maximum health and 50 armor for 10 seconds. Drains 75 Rage. [E]
Heroism - Gives all nearby allies in a 900 AoE radius 50 armor and 1000 health regeneration for 30 seconds. Drains 95 Rage. [R]

Note: Heroism in both forms do not share cooldowns. This is rationalized by the difficulty of building up so much rage. Yes, I know Heroism is a Shaman buff in WoW, but I've always felt it more appropriate for the Warrior to have it.



Death Knight
VwjyX92.jpg

Tank hero with damage dealing capabilities. Utilizes Rune Power, which can be gained by abilities.

Health - 55000 (1000/s)
Rune Power - 5 (0/s)
Damage - 1700 (30d10s, 1.4s cd)
Defense - 70 (Large)
Movement Speed - 320

Death Grip - Pulls a target enemy towards the Death Knight, dealing 10*Distance as damage. Generates 2 Rune Power. [D]
Unholy Frenzy - Doubles the Death Knight's attack speed for 10 seconds. [F]
Shadowstrike - Each attack has a 30% chance to deal 2x damage and a 40% chance to generate 1 Rune Power. [Passive]
Death Coil - Deals 8000 damage and bounces to a maximum of 5 targets. Heals the Death Knight by 1000*Rune Power after the cast. Costs 1 Rune Power. [Q]
Plague Strike - Deals 5000 damage to a single target, and an additional 2500 damage per 3 seconds for 15 seconds. The target's movement speed is slowed for the duration. Costs 2 Rune Power. [W]
Icebound Fortitude - Increases armor by 50 for 30 seconds, and causes melee attacks dealt to the Death Knight to slow the attacker's attack and movement speed. Costs 2 Rune Power. [E]
Vampirism - Gains 2000 damage and 300% lifesteal for 10 seconds. Costs 5 Rune Power. [R]



Paladin
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Tank hero with healing capabilities. Utilizes Mana.

Health - 50000 (1000/s)
Mana - 5000 (100/s)
Damage - 1300 (100d5s, 2s cd)
Defense - 80 (Large)
Movement Speed - 320

Ardent Defender - Reduces damage taken by 40% for 5 seconds. Costs 700 mana. [D]
Divine Guard - Channels an invulnerable shield around nearby allies for 5 seconds. Does not affect the Paladin. Costs 1000 mana. [F]
Devotion Aura - Increases nearby allies' armor by 25. [Passive]
Reckoning - Deals 3000 damage and forces the target to attack the Paladin. Costs 500 mana. [Q]
Blinding Light - Makes a target enemy and enemies around the target in a 300 AoE radius miss all attacks for 2 seconds. Costs 350 mana. [W]
Lay on Hands - Heals a target by 5000 and bounces to a maximum of 4 targets. Also heals the main target by 20% of the Paladin's maximum health. Costs 600 mana. [E]
Divine Shield - Gives the Paladin 1000 health regeneration and invincibility to physical attacks for 10 seconds. Costs 1000 mana. [R]



Rogue
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Deadly single-target damage dealer. Uses Combo points, which can be gained by attacking the same target repeatedly. If the Rogue switches attack targets, his combo points are reset to 0.

Health - 35000 (700/s)
Combo Points - 10 (0/s)
Damage - 2500 (30d10s, 1s cd)
Defense - 50 (Medium)
Movement Speed - 400

Stealth - The Rogue goes invisible for 20 seconds, and deals 5000 damage if breaking invisibility by attacking. [D]
Adrenaline - Increases the Rogue's attack and movement speeds by 50% for 10 seconds. [F]
Agile Fighter - The Rogue has a 20% chance to deal 4x damage and a 50% chance to evade enemy attacks. [Passive]
Revealing Strike - Deals 3500 damage and reduces armor by 25 for 5 seconds. Costs 3 Combo points. [Q]
Fan of Knives - Deals 4000 damage in a 400 AoE area. Costs 5 Combo points. [W]
Redirect - Switches the Rogue's current target, retaining Combo points. If his current target dies, he gains 20% max health and 2 Combo points. [E]
Killing Spree - Deals 3000 damage 10 times to enemies in a small area. Costs 10 Combo points. [R]



Hunter
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Damage dealer with a pet that can deal damage and offtank. Uses Focus, which is gained by attacking.

Health - 30000 (700/s)
Focus - 100 (0/s)
Damage - 2000 (20d50s, 0.8s cd)
Defense - 60 (Medium)
Movement Speed - 370

Summon Dire Wolf - Summons a Dire Wolf that also utilizes Focus to aid the Hunter in battle. Costs 30 Focus.[D]
Wolf abilities
Howl of Terror - Reduces enemy attack by 30% in a 600 AoE area. Costs 20 Focus. [Q]
Prowl - The Dire Wolf becomes invisible, moving 30% slower. Deals 5000 damage on breaking invisibility, lasts 20 seconds. Costs 20 Focus. [W]
Critical Strike - The Dire Wolf's attacks have a 30% chance to deal 3x damage. [Passive]

Trueshot Aura - Increases allies' damage by 20% in a 600 AoE radius. [Passive]
Split Shot - The Hunter fires a 2000 damage arrow at up to 4 other targets when she attacks. [Passive]
Burning Arrows - The Hunter's main attacks deal an extra 2500 spell damage. Costs 2 Focus. [Q]
Glaive Toss - The Hunter hurls 5 glaives, each homing to a nearby enemy and dealing 4000 damage. Costs 25 focus. [W]
Shoot to Kill - The Hunter fires a shot that deals 5000 damage. If the target's life is lower than 30%, it deals an extra 25000 damage. Costs 40 Focus. [E]
Aspect of the Hawk - Gains 50% movement speed and maximum attack speed for 5 seconds. Costs 90 Focus. [R]



Mage
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Damage dealer adept at dealing area of effect damage. Utilizes mana.

Health - 27000 (500/s)
Mana - 10000 (200/s)
Damage - 1100 (25d50s, 2.6s cd)
Defense - 70 (Small)
Movement Speed - 330

Arcane Explosion - Deals 5000 damage in a 300 AoE area around the Mage. Costs 700 Mana. [D]
Arcane Flash - Causes a target enemy and enemies around the target in a 300 AoE area to miss 30% of attacks and attack 25% slower for 5 seconds. Costs 500 Mana. [F]
Time Warp - Increases the attack and movement speed of allies in a 600 AoE area by 25%. [Passive]
Frost Nova - Deals 5000 damage to a target enemy and 3500 damage to enemies around the target in a 300 AoE area. Costs 500 mana. [Q]
Blizzard - Channels 10 waves of ice shards to fall over a 500 AoE area, dealing 1000 damage per wave. Channeling. Costs 800 Mana. [W]
Pyroblast - Deals 5000 damage to a target enemy. Costs 500 mana. [E]
Dragon's Breath - Deals 5000 damage in a cone. If an affected target is blinded by Arcane Flash, it deals an additional 500 damage per second for 10 seconds. Costs 1000 mana. [R]



Warlock
M0h2yrf.jpg

Damage dealer that uses demonic slaves and destructive fire magics. Utilizes mana.

Health - 25000 (500/s)
Mana - 10000 (100/s)
Damage - 1000 (30d50s, 3s cd)
Defense - 80 (Small)
Movement Speed - 330

Life Tap - Sacrifices health to restore mana to the maximum at a 1:1 ratio. 10 second cooldown. [D]
Banish - Banishes a target, causing it to be immune to physical attacks but cannot attack and take 40% more damage and healing from spells for 5 seconds. Costs 700 mana. [F]
Unholy Aura - Increases nearby allies' movement speed by 30% and life regeneration by 100%. [Passive]
Summon Felguard - Summons a Fel Guard with 20000 health, 60 Plate armor and 3000-4000 Hero damage. The Fel Guard has Cleaving Attack and Critical Strikes. The Fel Guard lasts permanently. Costs 1000 mana. [Q]
Rain of Fire - Deals 1500 damage per wave for 5 waves over a 400 AoE area. Affected enemies take 300 damage per second for 10 seconds. Costs 900 mana. [W]
Immolation - Deals 800 damage per second to enemies around the Warlock in a 600 AoE radius. Costs 300 mana per second. [E]
Summon Infernal - Summons an infernal with 40000 health, 50 Plate armor and 10000 damage for 60 seconds. Costs 1000 mana + 50% of current mana. [R]



Shaman
b9X6bns.jpg

Healer with some damage dealing abilities. Utilizes mana.

Health - 23000 (500/s)
Mana - 10000 (150/s)
Damage - 1000 (20d30s, 2.3s cd)
Defense - 40 (Medium)
Movement Speed - 320

Chain Lightning - Deals 2000 damage and bounces to 5 targets. Each bounce reduces the damage dealt by 30%. Costs 500 mana. [D]
Searing Totem - Summons a Searing Totem for 10 seconds that deals 2000 Hero damage every 0.25 seconds. Costs 1000 mana. [F]
Reincarnation - Revives the Shaman if he dies after 3 seconds. Has a very long cooldown. [Passive]
Greater Healing Wave - Heals a target by 15000 health and bounces to 4 more targets, healing 20% less per bounce. Costs 500 mana. [Q]
Spirit Link - Links up to 10 allied units together, causing 50% of damage taken to be dispersed amongst the linked units. Costs 1000 mana. [W]
Healing Ward - Summons a healing ward that heals allies in a 600 AoE radius by 5% maximum health for 10 seconds. Costs 800 mana. [E]
Purge - Removes ALL buffs and debuffs from a target ally. Costs 600 mana. [R]




Druid
v4NIjhY.jpg

Damage dealer with some healing capabilities. Utilizes mana.

Health - 30000 (800/s)
Mana - 10000 (100/s)
Damage - 1700 (25d50s, 2s cd)
Defense - 50 (Medium)
Movement Speed - 350

Rejuvenation - Heals a target ally by 20000 over 10 seconds. Costs 500 mana. [D]
Tranquility - Heals 4000 health per second in a 900 AoE radius for 20 seconds. Costs 1000 mana. Channeling. [F]
Thorns Aura - Returns 15% melee damage to enemy attackers, 600 AoE radius. [Passive]
Moonfire - Each attack is increased in damage by 3000 spell damage. Costs 200 mana. [Q]
Moonbeam Eclipse - Deals 3000 damage in a 400 AoE area. Affected enemies take 1000 damage per second for 10 seconds. Costs 1000 mana. [W]
Force of Nature - Summons 4 Treants with 5000 health, 20 Plate armor and 1000 Hero damage. Lasts 45 seconds. Costs 500 Mana. [E]
Starfall - Channels 2000 damage per second in a 800 AoE area for 15 seconds. Costs 1000 mana. [R]



Priest
ai8mrma.jpg

Excellent Healer that can change forms to become a damage dealer. Utilizes mana.

Health - 20000 (700/s)
Mana - 10000 (200/s)
Damage - 1300 (20d50s, 2.2s cd)
Defense - 30 (Small)
Movement Speed - 320

Shadow Form/Holy Form - Shifts between Shadow and Holy forms. Costs 1000 mana. [D]

Holy Form
Holy Shackles - Slows a target enemy's attack speed by 30% and movement speed by 50% for 10 seconds. Costs 500 mana. [F]
Meditation - Increases mana regeneration by 100% while in Holy Form. [Passive]
Heal - Heals a target ally by 2000 health, autocast-able. Costs 300 mana. [Q]
Greater Heal - Heals a target ally by 10000 health. Costs 600 mana. [W]
Inner Fire - Increases a target ally's damage by 30% and armor by 30. Lasts 30 seconds. Costs 300 mana. [E]
Prayer of Healing - Heals 5000 per second in a 1000 AoE area for 10 seconds. Channeling. After the channel, the Priest loses all mana. Costs 1000 mana. [R]

Shadow Form
Mana Drain - Drains 1000 mana per second from a target enemy. Lasts 10 seconds. [F]
Mana Disruption - Each attack destroys 500 mana, dealing the same damage to the target. [Passive]
Mind Sear - Deals 3000 damage to a target enemy and enemies around the target in a 200 AoE area. Costs 400 mana. [Q]
Mind Blast - Deals 4000 damage to up to 10 targets. Costs 500 mana. [W]
Psychic Scream - Deals 3000 damage in a 500 AoE area. Costs 500 mana. [E]
Insanity's Climax - Consumes all current Mana to deal (Mana*3) damage to a target enemy unit. [R]



Overview of gameplay area.
wwOTmlJ.jpg


Heroes.
tKgoCJw.jpg


Here is the first part of the terraining, Jaina's Base.
iH4R6LT.jpg

Note that the Green Boxes of Death are model-less units that provide vision for the players, because regions are square :vw_unimpressed:

Chokepoint at Jaina's Base entrance, with 3 Ironforge Bombsquads [Note: NERFED TO 1 BOMBSQUAD] on an overlooking hill.
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Thrall's Base, with the Warchief himself gazing on his forces.
FCCDs93.jpg


Entrance to Thrall's Base, heavily guarded.
QAxIsWb.jpg


Overview of Thrall's Base.
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Ashenvale's Base entrance. I imagine those ancients to be like those wizened grandpas who yell 'Get off mah lawn!'.
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More Ashenvale Base.
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High Priestess Tyrande and the final defenses against Archimonde. We're all doomed.
zftwT7M.jpg


Ashenvale's Base Overview.
Qe4ayq4.jpg





v1.0: Uploaded (21/8/13)
v1.1: Fixed lots of pathing bugs. Defensive Stance Warrior and Shadowform Priest should revive properly now.



Note: A lot of the materials I have used were downloaded nearly 2 years ago, I have forgotten where I acquired them, if you see your materials used, please inform me and I shall add you into the credits!

Models
Battle Priest.mdx (Paladin) - Tranquil
GeneralHeroGlow.mdx (Hero Glow effect) - Unknown
ScourgeMaleRogue.mdx (Rogue) - Spasmaster
Death Knight on foot (Death Knight) - kuhneghetz
Talgath.mdx (Archimonde) - Unknown
Bladestorm.mdx (Warrior's Whirlwind effect) - JetFangInferno
TimeAura.mdx (Mage Time Warp Aura) - Unknown
Skins
Icons
BTNSpellHolyLayOnHands.blp (Paladin Lay on Hands) - Blizzard Entertainment
BTNSpellHolyPowerWordShield.blp (Paladin Ardent Defender *YES I KNOW I'M NOT USING THE RIGHT ICON*) - Blizzard Entertainment
BTNAbilityRogueSprint.blp (Rogue Adrenaline) - Blizzard Entertainment
BTNAbilityRogueStealth.blp (Rogue Stealth) - Blizzard Entertainment
BTNAbilityRogueSliceAndDice.blp (Rogue Killing Spree) - Blizzard Entertainment
BTNAbilityRogueShiv.blp (Rogue Revealing Strike) - Blizzard Entertainment
PASSupremeAgility.blp (Rogue Agile Fighter) - CRAZYRUSSIAN
PASMultipleShot.blp (Hunter Split Shot) - Mr.Goblin
PASAstralCalendar.blp (Mage Time Warp) - 67chrome
BTNHolyAngel.blp (Priest Prayer of Healing) - Blizzard Entertainment
Spells/Systems
Death Grip (Death Knight's Death Grip) - Bluebay
Omnislash (Rogue's Killing Spree) - f0rsak3n
Fury Darts (Hunter's Glaive Toss) - Beast
Telekinesis[GUI] (Archimonde's Air Burst) - Paladon
Clear Command (-clear) - bowser499 a.k.a. DUOS
Miscellanous
First reply to thread, Alpha Tester - Hell Master
Teaching me about the importance of removing leaks, and how to do so - Spasmaster
Alpha Tester - Kaney


Keywords:
Battle,for,Mount Hyjal,Hyjal,WoW,Archimonde,Hero,Defense,Survival,Twilight,Twilight of the Gods,Caverns of Time,CoT
Contents

Battle of Mount Hyjal (Map)

Reviews
Orcnet21:04, 12th Nov 2013700 Battle of Mount Hyjal (Tested Version 1.1) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

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Orcnet21:04, 12th Nov 2013

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Battle of Mount Hyjal (Tested Version 1.1)


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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"The character selection and spell usage are well executed and easy to coupe with, somehow I was expecting you would use hero units than regular units because of how hero units enhances them with extra damage, armor, regeneration and attributes through customizing their cosmetics, still pretty good job working the units out as WoW look alike."

Terrain

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"The idea of a longer ranged bird's eye view and mountain-like terrain gives out a different look on the game but somehow there are still some very tight spots especially the very first front line where you have to slash all the barricades to get near the fight if you are a melee or range I suggest expanding more ground to prevent tight edges."

Management

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"Overall map can be useful, although I suggest you to make a quest menu explaining fields on how to play, character roles, credits, and change logs. Because of that users or people who are willing to play your newer map versions can understand the changes happening."

Total Score: (Gameplay[x/5] + Terrain[x/5] + Management[x/5] / Total Score[15] * 50 + 50)


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9/1580%C
 
Level 29
Joined
May 21, 2013
Messages
1,635
not a review, just a sugestion:

that map is mount hyjal right?
i know it sounds really silly but as mount hyjal is sorrounded by earth maybe you can do that so, if you want a moun hyjal like wc3 and wow, nothing with to much work, but something that is sorrounded by earth and not water


but just a sugestion and even so the map quality have no relation on what i have stated.
so you dont need to do what i say neither

good luck
and see ya
 
Level 3
Joined
Feb 16, 2013
Messages
34
not a review, just a sugestion:

that map is mount hyjal right?
i know it sounds really silly but as mount hyjal is sorrounded by earth maybe you can do that so, if you want a moun hyjal like wc3 and wow, nothing with to much work, but something that is sorrounded by earth and not water


but just a sugestion and even so the map quality have no relation on what i have stated.
so you dont need to do what i say neither

good luck
and see ya

Thanks, yes I will add the terrain later, but its unimportant (i.e. not high on priorities), I posted this here to get feedback such as this. Thanks to both you and Daffa for commenting, +REP!
 
Level 6
Joined
May 12, 2013
Messages
90
Hello, I've played your map and here is my short review. The map was fun, however it seems a little easy, because I was playing it with my brother only (2 players, Priest and Paladin) unless the difficulty automatically scales with the number of players, in that case, good job. I have a couple of suggestions:
1. I was unable to see who am I healing, because Player Classes are units which makes healing very unnaccurate, so try to make Classes Heroes.
2. Try to make, dying more WoW-like. A Spirit spawns at the Graveyard and it has to reach it's corpse to revive. Also try to make all Healer classes able to revive them, which saves valuable time.
3. Priests Insanity's Climax is waaay overpowered on bosses. If the Priest has full mana, while the boss has below 30000 HP it kills it instantly!

Conclusion: The map is very fun, except these minor problems. Good luck in your further map making.
 
Level 3
Joined
Feb 16, 2013
Messages
34
Hello, I've played your map and here is my short review. The map was fun, however it seems a little easy, because I was playing it with my brother only (2 players, Priest and Paladin) unless the difficulty automatically scales with the number of players, in that case, good job. I have a couple of suggestions:
1. I was unable to see who am I healing, because Player Classes are units which makes healing very unnaccurate, so try to make Classes Heroes.
2. Try to make, dying more WoW-like. A Spirit spawns at the Graveyard and it has to reach it's corpse to revive. Also try to make all Healer classes able to revive them, which saves valuable time.
3. Priests Insanity's Climax is waaay overpowered on bosses. If the Priest has full mana, while the boss has below 30000 HP it kills it instantly!

Conclusion: The map is very fun, except these minor problems. Good luck in your further map making.

Thanks for trying, to reply to your issues:
1. The point of units as Player Classes was as balancing. Heroes are notoriously difficult to balance across maps (YES maps, I am planning for more maps with the same Player Classes), and I apologize for the difficulty in healing. I have tried with heroes, but I prefer using units. Perhaps I can add macro-usage in the future (i.e. entering Chat String 'Greater Heal/Warrior' makes the Priest use the 2nd ability, Greater Heal on the Warrior, although this would require the players to use 3rd party macro programs for this to function, or perhaps typing '2 warr' for the Priest to use the 2nd skill (Greater Heal) on the Warrior.

2. Spirits corpse-running and reviving once they reach their corpse? Interesting. The main point of dying is that your death (especially as a tank/healer) would cause a wipe. I will eventually add some death counter system that makes you eligible for loot drops to be used across games, who knows...

3. Yeah, but I rationalize with this: A Priest with 0 mana for a few seconds (especially on 5-man, with no other healers) usually spells a wipe from all the AoE stuff flying around. Of course Paladin/Priest combo is (IMO) quite imbalanced 2-man because the bosses are triggered to target 5 players randomly with spells, so 2-man makes them 'miss' 3/5 of abilities. Also, the map isn't balanced according to players, but I intend a 'Heroic Mode' soon with increased health, damage, more abilities and whatnot to bosses and perhaps normal mobs too.

That said, I thank you again for your comments, +REP!

P.S. <3 Worms.
 
Level 6
Joined
May 9, 2010
Messages
127
I remember trying a WoW like map back in the days and to solve the healing problem, the guy had 2 heroes slots which were F2 and F3 where F2 was lowest hero and F3 second lowest, that helped the healer to know the health level and was also possible to target them in order to heal them. Maybe you could make something like that, if you hit F2 for exemple for the lowest guy you do "Greater Healing" and for F3 it's just a "Lesser Healing"

That's my suggestion to you, you take it or not ;)
 
Level 7
Joined
Jun 21, 2011
Messages
674
I am playing solo the game so far and have defeated Winterchill and Anatheron as a dk.I have enough sustain with my death coil and vampirism/unholy frenzy and have no problem surviving.The only problem are banshees because they debuff me.

Edit:Finished the map playing Dk.Archimonde was hard but managed to kill him dying only 1 time.So you indeed can solo the map.

So here is my review:
Terrain :3.5/5 Terrain was pretty good.But wasn't the well undewrneath the world tree?
Gameplay:3/5 You recreated the WoW classes very well.But there was no epic loot from bosses and became pretty boring after some waves.Frost Wyrms were very annoying - getting hit once and you are dead.Also the Death Knight seemed overpowered as you said I cant solo but death knight had enough damage and defense.Also it was boring having same spells all map.Bosses were pretty good having triggered spells and custom models.
Note:There were no Victory/Defense conditions.
Final Rating:3/5
 
Last edited:
Level 3
Joined
Feb 16, 2013
Messages
34
I am playing solo the game so far and have defeated Winterchill and Anatheron as a dk.I have enough sustain with my death coil and vampirism/unholy frenzy and have no problem surviving.The only problem are banshees because they debuff me.

Edit:Finished the map playing Dk.Archimonde was hard but managed to kill him dying only 1 time.So you indeed can solo the map.

So here is my review:
Terrain :3.5/5 Terrain was pretty good.But wasn't the well undewrneath the world tree?
Gameplay:3/5 You recreated the WoW classes very well.But there was no epic loot from bosses and became pretty boring after some waves.Frost Wyrms were very annoying - getting hit once and you are dead.Also the Death Knight seemed overpowered as you said I cant solo but death knight had enough damage and defense.Also it was boring having same spells all map.Bosses were pretty good having triggered spells and custom models.
Note:There were no Victory/Defense conditions.
Final Rating:3/5

Well, nice one soloing the map. Problem is, I've triggered the boss spells to target 5 different targets, so in 1P, only 20% of the spells they cast actually have effect :/ Perhaps Death Knight was a tad OP?
 
Level 7
Joined
Jun 21, 2011
Messages
674
He is op because the more guys the better the sustain.Also the attackspeed buff with vampirism is overpowered because with one hit i get more hp than a 5runed death coil.So maybe try nerfing dk.
 
Level 4
Joined
Aug 3, 2011
Messages
222
Played the map.

Removes ALL regeneration for players.
→ Druid should be the main-healer.
→ More damage for Hunter
→ Lesser damage for paladin but increases the hit point (You can also make it the hero who only have hp regeneration)

→ Buff spell for druid and magic spell for mage.

All the suggestions above will make the game more strategy and cooperation needed. Make them only their features, not something almost the same.

Somewhere said:
"I'll do what you can't do, and you'll do what I can't do"
Make it something like this :))

2) Decreases all of the value, instead of these imba value, just lower it, i can't even see my hp.

3) Always something special in every waves: don't do so much waves if you don't have idea anymore, people are not prefer to play a long games with always samething.

4) More enemies that cast spell, PS: BOSS. Don't make it just attack, let it cast! :D

5) Use floating texts: Casted spell name, player name above every player units.

6) Use Multiboard: Tell me the game-time, Player kills, dies and dps log, currently waves number.

7) Give some punishment for dying?


1) Hunter can nonstop gain mana with spamming S(Stop) while combat.

2) I can walk to the bottom of the map, fix the pathing.


Review
Gameplay
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I will increase this if you do my first suggestion.

Terrain
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It should need more work, but i think this map is more focus of gameplay, so this issue can be ignored, but also improve-able.

Management
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I'm surprised when i know this is your first map! :D

Overall Rating
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Level 11
Joined
Nov 13, 2010
Messages
211
i fund a bug in your map :D

i dont think is normal that you can come down here ;D


also a bug with your creeps they only go to jaina and back and that is it and they well keep doing that
and trueshot aura give + damage to melee units that is not normal
 
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