• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Ancient of War RTS Synergy 2 vs 2 Map Alpha Version 1.0

This map is still under development.
My vision is to create RTS using combining Wc3 mechanic and fast pace like SC2 but with medieval/magic theme.

Currently i finished 5 factions
  • The Empire : a human race, focus on fortification and powerful siege machine.
  • Warfang Clan : a beast race, super mobile, unstoppable raiding with aid of powerful shaman.
  • Demon Army : Unstoppable forces, slow and most durable faction. Shield and Teleportation mechanic.
  • Lizardmen Tribe : Primal race that can Evolve in midfight, and aid of powerful ancient dinosaurs.
  • Pandaren Dynasty : Serenity faction, this is still experimental, i want to add Brewing Mechanic to this faction, making a unique experience for player to play.

Each faction has their own faction spellpower and unique rosters lineup.

There are already other 4 factions under work, that will be release on upcoming development. But to avoid overload i might release separate map for these factions first.
Ofcourse balance issue will be the first problem for this map XD Since i had been working on it alone.

The only AI working on is the Warfang Clan. In future i will add each faction with different playstyle of AI.

Fell free to leave feedback or ideas that i can improved the game!

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Updated Version 18 June 2026
  • Update most of the faction units roster, spell powers and mechanic
  • Change Map layout

Currently focus on map testing, AI functioning and factions unit roster final line up.
I was wondering if any of you to try this map, on 2 vs 2 (4 players needed), to give full feedback, ideas or any improvement or change that might needed.

Thank you.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

24th June 2026


Updated map, unit rosters for each factions, creep camp and shrine placement. Also improve overall game pace.
Now each faction townhall has only 2 tier upgrades. The pace divided into early-mid game pace then once tier 2 upgraded late game units, tech and upgrade unlocked.
Also, now each support unit only have 2 active abilities, redesign certain units role and abilities to further amplify its role.
Now each faction only has 2 global Spell powers. Early and Lategame spell powers.

Listed below fixed bug from feedbacks XD

1. Fixed shipyard aggro nearby creep camp.
2. Remove most of the items drop, shops and etc.
3. Updated current Warfang Clan Ai Script.
4. The Empire Fortification ability has been removed.

Things still underdevelopment"
1. Later on i will redesign base layout due to issues AI mine player goldmine XD
2. Still considering naval warfare in this map, since this map i more focus on ground and air unit battlefield first. So, im really apologize for player who tried to build naval units XD i mean, its still incomplete for naval warfare yet! But later i will focus and redesign each factions naval units approach, stay tuned!
3. Building unpack ability redesign, for now i use Morph ability, somehow it work but its looked buggy and quite frustrated XD I will try to update those later on.

Thank you For the Support!


Credit Models to:
Gluma
General Frank
HerrDave & azazeron
Ujimasa Hojo
doom_Sheep
Retera
bakr
Ilya Alaric
izhale_DC
Himperion
Vinz
Dreadman
MaximalKhil
Villagerino
doom_sheep
Himperion
Kam, Reterra, infernus
MN Lahmar
Rvzerbro
WILL THE ALMIGHTY
Dionesisst
Izahel_DC
sPy
levigeorge1617
DREADMAN
MelNefys
Jaccoullie
Mister Haudrauff
Edge4
Kenntaur
Khil
Elenai
Galendor anKhreail
Ilya Alaric
azzazeron,Herrdave
Ginufe
HappyCockcroach
AndreOverload
pWn3d
Previews
Contents

Synergy (Map)

Reviews
deepstrasz
Approved. Hope it gets more updates and improvements as it's not quite ready yet.
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: https://www.hiveworkshop.com/resources/synergy.160780/resources-in-use
You can also upload your map here to generate a list: https://www.hiveworkshop.com/asset-scanner

Awaiting Update.


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

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


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.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


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:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
  1. The allied AI comes to your mine xD
  2. Building space is a nuisance because of the ally putting stuff too near or in your territory. Can be fixed with a proper map/terrain layout.
  3. The goldmine camp aggroes the shipyard since it has to be built on the water and can be too near them due to the high camp range for mine creeps.
  4. Fortification should say how much time it acts.
  5. Not sure there's any deep water to submerge.
  6. I feel War Machine's Siege Mode should have Ground Attack/artillery type attack.
  7. Not sure what the point of items is if there's no heroes or units who could carry/use them.
  8. Auras don't instantly apply/or rather disable on units so the Defensive Matrix has a latency where the unit not under the dome still gets the bonus.
  9. lol a mine that attacks from below rather than explode.
  10. Building unpack ability should have a stable position.
Definitely need to learn how to use a damage system or the editor's inbuilt one for proper abilities since some of them are kind of lacking.
The balance is off especially for Divine Shield Gryphons. Bestigor seem to be too powerful also.
There's too many units with similar roles. Need to be unique and easy to learn/remember. Some units just have some spell to have it. Like Monsoon+Healing Ward+Dispel. Neither thematic, neither anything, kind of random.
The game isn't optimized to render so many units/models so it starts lagging after a while.

So, it's a nice idea but too chaotic; terrain improper for this kind of gameplay; too bad all abilities are regular/recycled core game ones.

Awaiting Update.
 
  1. The allied AI comes to your mine xD
  2. Building space is a nuisance because of the ally putting stuff too near or in your territory. Can be fixed with a proper map/terrain layout.
  3. The goldmine camp aggroes the shipyard since it has to be built on the water and can be too near them due to the high camp range for mine creeps.
  4. Fortification should say how much time it acts.
  5. Not sure there's any deep water to submerge.
  6. I feel War Machine's Siege Mode should have Ground Attack/artillery type attack.
  7. Not sure what the point of items is if there's no heroes or units who could carry/use them.
  8. Auras don't instantly apply/or rather disable on units so the Defensive Matrix has a latency where the unit not under the dome still gets the bonus.
  9. lol a mine that attacks from below rather than explode.
  10. Building unpack ability should have a stable position.
Definitely need to learn how to use a damage system or the editor's inbuilt one for proper abilities since some of them are kind of lacking.
The balance is off especially for Divine Shield Gryphons. Bestigor seem to be too powerful also.
There's too many units with similar roles. Need to be unique and easy to learn/remember. Some units just have some spell to have it. Like Monsoon+Healing Ward+Dispel. Neither thematic, neither anything, kind of random.
The game isn't optimized to render so many units/models so it starts lagging after a while.

So, it's a nice idea but too chaotic; terrain improper for this kind of gameplay; too bad all abilities are regular/recycled core game ones.

Awaiting Update.
Omg, it is that Chaotic XD

Alright this is because i had been constant revise the factions regularly to suit the core theme of each faction. Yes, the ability most of it i recycle it to fit the theme, because one of my weakness is writing trigger, it caused so much limitation.

My first aim its to be fun to play, simplify, not too complicated and buggy interaction ability. But because of this, abilities is just modification and recycle.😭

i try to learn trigger, but its really hard, i tend to avoid do complicated things, and focus on what can i use in base game.

The Map was that chaotic XD i dont know shipyard terigger aggro, because the map is actually not thag good for naval warfare. Its kinda useless here, but again will fix it XD

Item? u mean shop ? i completely remove the items mechanic since there is no hero in this game. only focus on mercenary, abilities like reveal Goblin Lab, Gateway. But i will fix it, im still constant rearrange the map so it fit the pace the game i want it to playout.

Thank you so much for the detaila feedbacks!! i will update it regularly, i had been working on this for the past years XD
 
ohh i thought i diaable it already, i will fix it

  1. The allied AI comes to your mine xD
  2. Building space is a nuisance because of the ally putting stuff too near or in your territory. Can be fixed with a proper map/terrain layout.
  3. The goldmine camp aggroes the shipyard since it has to be built on the water and can be too near them due to the high camp range for mine creeps.
  4. Fortification should say how much time it acts.
  5. Not sure there's any deep water to submerge.
  6. I feel War Machine's Siege Mode should have Ground Attack/artillery type attack.
  7. Not sure what the point of items is if there's no heroes or units who could carry/use them.
  8. Auras don't instantly apply/or rather disable on units so the Defensive Matrix has a latency where the unit not under the dome still gets the bonus.
  9. lol a mine that attacks from below rather than explode.
  10. Building unpack ability should have a stable position.
Definitely need to learn how to use a damage system or the editor's inbuilt one for proper abilities since some of them are kind of lacking.
The balance is off especially for Divine Shield Gryphons. Bestigor seem to be too powerful also.
There's too many units with similar roles. Need to be unique and easy to learn/remember. Some units just have some spell to have it. Like Monsoon+Healing Ward+Dispel. Neither thematic, neither anything, kind of random.
The game isn't optimized to render so many units/models so it starts lagging after a while.

So, it's a nice idea but too chaotic; terrain improper for this kind of gameplay; too bad all abilities are regular/recycled core game ones.

Awaiting Update.
wait i just realized its an old map, i already updated all of it, i try redownload the map in HIve back, when i open editor, i realized the version was way backkkkk... how do i replace the current map with new one? but i do want to fix all the other bugs later, but for now, i want to repalce the map with current version first.

ohh i thought i diaable it already, i will fix it


wait i just realized its an old map, i already updated all of it, i try redownload the map in HIve back, when i open editor, i realized the version was way backkkkk... how do i replace the current map with new one? but i do want to fix all the other bugs later, but for now, i want to repalce the map with current version first.
okay i got it, already upload the most latest version.
 
The game isn't optimized to render so many units/models so it starts lagging after a while.
Has nothing to do with it, I've made a lot of maps with even more units. I think the issue is that certain triggers leak entire groups of units every few halves of seconds, so it adds up a lot. I can probably help the creator fix that if and when he makes a discord server haha
 
Has nothing to do with it, I've made a lot of maps with even more units. I think the issue is that certain triggers leak entire groups of units every few halves of seconds, so it adds up a lot. I can probably help the creator fix that if and when he makes a discord server haha
ohhh so it does related to triggers... i do make most of the triggers but kinda scrap it but i leave it just like that XD i thought it doesnt effect it.

Wait! i will create the discord server later XD currently busy with work, but i do open the projects daily XD

  1. The allied AI comes to your mine xD
  2. Building space is a nuisance because of the ally putting stuff too near or in your territory. Can be fixed with a proper map/terrain layout.
  3. The goldmine camp aggroes the shipyard since it has to be built on the water and can be too near them due to the high camp range for mine creeps.
  4. Fortification should say how much time it acts.
  5. Not sure there's any deep water to submerge.
  6. I feel War Machine's Siege Mode should have Ground Attack/artillery type attack.
  7. Not sure what the point of items is if there's no heroes or units who could carry/use them.
  8. Auras don't instantly apply/or rather disable on units so the Defensive Matrix has a latency where the unit not under the dome still gets the bonus.
  9. lol a mine that attacks from below rather than explode.
  10. Building unpack ability should have a stable position.
Definitely need to learn how to use a damage system or the editor's inbuilt one for proper abilities since some of them are kind of lacking.
The balance is off especially for Divine Shield Gryphons. Bestigor seem to be too powerful also.
There's too many units with similar roles. Need to be unique and easy to learn/remember. Some units just have some spell to have it. Like Monsoon+Healing Ward+Dispel. Neither thematic, neither anything, kind of random.
The game isn't optimized to render so many units/models so it starts lagging after a while.

So, it's a nice idea but too chaotic; terrain improper for this kind of gameplay; too bad all abilities are regular/recycled core game ones.

Awaiting Update.
The thing u said about War Machine Siege Mode should have ground/artillery attack... u mean it should have projectile rather than instant splash damage? why though?
 
The thing u said about War Machine Siege Mode should have ground/artillery attack... u mean it should have projectile rather than instant splash damage? why though?
Oh, so it doesn't have AoE damage like regular Warcraft III artillery units? If not, then ignore me. If yes, then it would be nice so you can see the zone you can hit and also have the Attack Ground for automatic attacks (leaving your unit to attack some place where the enemy might come through while you're doing something else; this can work when attacking on fog of war spots and trees).
 
Oh, so it doesn't have AoE damage like regular Warcraft III artillery units? If not, then ignore me. If yes, then it would be nice so you can see the zone you can hit and also have the Attack Ground for automatic attacks (leaving your unit to attack some place where the enemy might come through while you're doing something else; this can work when attacking on fog of war spots and trees).
actually i use the ability like gyrocopter flak cannon, i modify it and so that War Machine attack look like blast like siege tank in wc3, so instead of flak cannon effect it become burnt like immolation. So its still has that Long range splash artillery.

i also think about to give it the artillery projectile, but since the game quite fast, most of the units can dodge it and make siege war machine look weak. So i give artillery projectile to Iron Fist (siege air unit) to open trees.

But you are right about pre-aim artillery attack XD as if war machine only attack when there is line of sight.
 
Back
Top