Azeroth Reinvented v1.07E Hotfix2

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-Azeroth Reinvented-
The great horns of war have sounded once more.
Will you prove worthy to stand at the top and win?

Time for war!

Azeroth Reinvented is a strategy game where you pick 1 from many races, and fight it out with other players.

Take faction events that will boost the power of the race you picked by changing your unit rooster or giving you new and more powerful heroes.

Information

Screenshots

Changelog

Credits

Authors Notes

-Make sure to play with atleast one other player.
-You get gold though income. Income depends on how many control points you have.
-Use F11(Allies) tab to ally and unally enemies.
-Use F9(Quests) to see events and additional commands.

Unfortunetly I am not able to show you any gameplay screenshots at this time.
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1.06a Changelog
Bug Fixes:
-Strike of Necropolis Skeleton's now have expiration timer
-Lana'thel Blood Queen passive now works
-Dark Priest Life Transfer works properly
-Patched leaks
-Fixed Archdruid Ability set
-Fixed Malfurion ability set
-Fixed massive lag with Fel Elves
-Various minor changes
Changes:
-Illidari Heroes Reworked
-Old God Agent Abilities added
-Islands added throughout sea
-Minor terrain adjustments to some areas
Buffs:
Sentinels:
-Archers Hp increased by 125
-Huntresses HP increased by 75 base damage by 3 and attack speed by 0.2
-Guard Hp increasde by 130 and increased damage return by spike shields to 10%
-Saber Rider Hp Increasde by 100 Cleave ability and add
-Glaive Mistress increase base damage by 10 and add Rapid Fire ability
-Night Warrior's Shadow Image summon increased from 2 to 5 and increased Critical Strike to 5%
Druids:
-Treant Hp increased too 500 and armor increased to 2
Orcs:
Added Fel Horde and Magtheridon forces path
Blue Dragonflight:
Added Azurewing Repose path added to Blue Dragonflight
Undead:
Skeletal mages given Death Infusion - Undead equivalent of heal
-Just overall bug fixes and performance improvements
-A lot of smaller bug fixes and performance increases
-Removed CPs that provide 50 gold (Causing fps drops)
-Added Risen path for Scarlet Onslaught
-Added Rally Points for Nerubian Eggs (This way micromanaging Nerubian units becomes less painful once they spawn)
-Scroll of Town Portal works as before tho with 7 second casting time
-Windfury Fixed
-Events should now be working properly
-Arthas transition when he kills Mal'Ganis now turns buildings as well
-Added Demolish ability to all siege weapons and units
-Buff to Arthas Expedition units
-Bug Fixes
-Slight Nerubian Buff (Can now select eggs via main building)
-Fel Horde has new hero options
-Terrain Improvements
-Nature's Wrath path for Druids
-New Items
--Hotfix1--
-Bugfixes and balance changes
NAGA
-Nazjatar added
-Portal to Nazjatar added and opens up after 20 minutes
-Nazjatar Empire event added
-Creeps added to Nazjatar area
DRUIDS
-Lunara slow fixes
-Lunara ability tool tip fixes
-Event announcement fixes
Sentinels
-Base building roster changed and consolidated
-No longer harvests lumber, instead makes Tree Nurseries and upgrades them for passive lumber
-Archers now have Arrow Volley mode
Misc
-Air units should not longer be able to attack control points
-Christmas trees added to map to make more festive
-Grilloks Fel Surge totem nerfed
-Flying Fortress shouldn't, hopefully, be netted
-'Hidden' Redpanda on map
-Minor buffs to Dalaran mages, SHOULD, be affected by power infusion upgrade
- Arcanist Siege range 1000
- Redid Shadowforge
Naga
-Nazjatar Portal healing removed
-Raj E no longer required Spiked scales
-Athissa entire kit reworked
-Scepter of the Tides replaces Javelin of Suramar
- Units benefit from upgrades
-Total Obedience is a mass charm now Sentinels
-Temple of Elune properly revives heroes
-Tree Nursery's should work properly
-Trees now have three upgradeable forms
-Tech requirements should be fixed
Misc
-Illidan now spawns with Warglavies of Azzinoth
-Risen Gargoyles dispel deals damage to summons now
-Christmas Trees torn down
Druids
-Cenarion Circle added
-Nature's Wrath now gets Cenarius when Remulos hits level 10
-Ancient of domination provides a damage increase aura to all nearby ancient units
-Ysera a trainable hero for Cenarion Circle
-Creature den added to all Druid paths
Stormwind
-Dark Knight required for getting Varian instead of Paladin
Nazjatar
-Greater Sea Witch removed
- Water Missle Volley range lowers to 300
-Lesser Sea Giant hp lowered to 575
-Greater Sea Giant hp lowered to 750
-Renew heals for 300
-Healing Wave reduced to 75
-Other bug fixes
-Azshara Spell changes
Cenarion Circle
-Green Drakes Limited to 8
-Green Dragons Limited to 4
-Ysera now one life
-Ysera and Cenarius now starts at level 5
-Cenarion Circle can now train wisps
- Restoration Druid starts with Swiftmend on autocast
-Guardian druid should hit air now
True Horde
-Great Hall, Stronghold, Fortress all properly replaced when Korkron offensive is researched
-Shouldn't have the worker bug Blue Dragonflight
-Azure Wing should properly unlock building on research
Sentinels
-Tech Tree should be fixed up
-Saber riders should now be trainable
-Watchers hall now able to be built
-Ensanre upgrade unlocked
-Passage Tree should now work properly
-Various tech requirement fixes
-Fixing various hotkeys fixes
-Tree Nursery slightly buffed
Humans
-Footmen and Archers can now promote to higher tier units after slaying enemies
-Human Paladins holy light nerfed, lower damage and healing, dealt/received, upon use
Druids
-Wisps properly trainable as Cenarion Circle
-Green Dragons damage shouldn't splash allies
-Feral druid armor adjusted
-Moonkin should be able to cast
Trolls
-Trolls have been added as a selectable race, trading off heavier armor and HP for higher regeneration of health.
-Troll capital buildings should have sacrifice functionality
-Sandfury Trolls event added in
--{General Changes}--
-Small Adjustment to Creep Camps in Northern EK and Broken Isles
-Added a Turn Timer -Each turn lasts 60 seconds
-Income Timer increased to 60 seconds from 45
-Northern Lordaeron Reworked
-Island to the north of Dawnstrider Harbor reworked
-Discord Link now next to food bar
-Creeps around Horn of Cenarius Buffed
-Increased Sun Well Mana Regen
-Zul'Aman has been reworked

--{Humans Changes}--
-Recruitment Camps can now train Argent Sergeants and Paladins
-Disabled the building loss part for Arthas Path of the Damned Event (Now no units are being lost once Arthas goes Northrend)
-Vereesa and Aethas now properly swap with Dark Knight
-Risen are now able to build Summoning Pit and train Doom Guards and Infernals
-Promotion Units now transfer to Northrend as well when Arthas goes Expedition
-Promotion Units change to their Undead variants:
1. Captain - Skeleton Warrior
2. Field Marshall - Abomination
3. Initiate - Abomination
4. Longbowman - Skeleton Archer
5. Ranger - Skeleton Archer
-Varian is now obtainable with a Paladin(as it should had been), while Blovar is obtainable with a Dark Knight


--{Orc Changes}--
-Mog'hor Cleave nerfed

--{Undead Changes}--
-Lich King now has a new ultimate: Everlasting Winter - Summons forth 5 Glaciers that emit a dark aura around them, lowering enemy unit hitpoint regeneration by 50%, their attackspeed by 10% and movement speed by 25%.
-Lich King's Forces have been reworked (Some old units were buffed and some were removed, while new units were added in their place)

--{Druid Changes}--
-Awekened's Presence Nerfed
-Barkskin Nerfed
-Balance Druid Limit Fixed

--{Sentinel Changes}--
-Sentinel Hotkey Fixed

--{High Elf Changes}--
-Rune Stones can now only be activated by Kingdom of Quel'Thalas
-Rune Stones are activated after the event is researched
-Once the event is researched, a small army will spawn on the newly reworked island
-Rune Stones now have Call of the Wild Ability
-San'layn Units got 75 hp buff
-Taldaram now has Blood Bomb instead of Silence | Blood Bomb is an ability that summons a slow moving unit that explodes on death, dealing damage to enemies and healing allies
-Temple City of En'Kilah now trains Warriors, Blood Sorceresses and Blood Princes
-Blood Princes should now die when Strike of the Necropolis is casted
-San'layn health buffs should now properly get removed once they get above 50% HP
-Added Special effects to represent the transition between Blood Lust States for San'layn
-Selin Fireheart now has a proper model
-Coagulation now increases HP Regen by 0.50/1.00/1.50 instead of 0.25/0.50/0.75

--{Naga Changes}--
-Nothing

--{Demon Changes}--
-Shivarra now only available for Burning Legion
-Burning Legion can now train 6 Doom Guards and 6 Infernos, while normal Demons can train only 4
-Shroud of Darkness cast range increased


--{Nerubians}--
-Nerubian Vizier now has Carrion Swarm, Unholy Rejuvenation, Aura of Dread and Animate Dead abilities
-Nerubian Warriors turned into Spiderlings (Spiderlings can combine into Nerubian Warriors, with Mutation Upgrade) | Spiderlings are fast moving and fast attacking units, with their low build time and very small price they are quite good for rushing. Nerubian Warriors summoned through Fusion last 90 seconds.
-Warriors Buffed
-Nerubian Necromancer Frost Attack fixed
-Orb Wagons have been replaced with Nerubian Broodlaunchers (Trainable in the egg)
-Nerubian Burrowers now serve as a long range transport rather than assassins

--{Dragons}--
-Nothing
--{Trolls}--
-Raptor Rider Gold Cost increased to 230 and Berserker Gold Cost increased to 240
-Theka and Kulratha researches adjusted
-Ancestral Spirit Bounty Lowered
-Hexing Blast CD Increased
-Ice Storm Nerfed
--{Old God Servents}--
-Aqir Swarmlords now get upgrades (edited)

--{Item Changes}--
-Crown of Stormwind and Crown of Lordaeron now restore mana as well
-NEW ITEM Focusing Iris - Arcane Bombardment (Cluster Rockets on par with Malygos God Tier with damage, 180 cooldown) | Drops upon death once God-Tier Malygos dies
-NEW ITEM Shards of the Mourneblade - Power of Frostmourne and Life Steal (Drops upon death once Lich King dies)
-NEW ITEM Helm of Domination - Dominate (Charm) and Bonus HP (Drops upon death once Lich King dies
-NEW ITEM Horn of the Legion - Summon Fel Stalkers (Summons 6 Fel Stalkers | Is given to Balnazzar once he spawns for Dreadlord Insurgents)
-NEW ITEM Corrupted Quel'Delar - Gives wearer bonus attack damage and armor, also gives him spell damage reduction, life steal and thorns aura. Obtainable by getting Lana'thel to level 12 and giving her Quel'Delar.
-Quality of Life Changes and Bug Fixes
-Gahz'rilla can walk on water now
-Sentinels should "work" properly
-Fixed Mount Hyppogryph spell (Archers in arrow volley mode can no longer mount hyppogryphs)
-Priestess of Elune Changes:
-Moon Armor replaced with Moon Empowerment (Gives Damage as well as Armor buffs | Moved to E position as a tier 3 spell)
-Night Essence now gives attack speed instead of damage (Moved to W position as a tier 2 spell)
-Eco Dome now has unlimited supply of Lumber until the Power Core gets destroyed
General -Cps now give 50 gold each instead of 30 to make up for the income timer being longer
-Horn of Cenarius Pedestal hp increaed to 3000, added towers to defend
-The number of creeps located around the map, in select areas, have been lowered (Targetted mostly around Upper EK)
-Training time and building times of units and buildings has been reduced by roughly 25%
-Bridge area of felwood opened up more on left side
-Discord Link updated
-Ajzol Nerub and ICC reworked
-Added a Relic Vault to Eastern Kingdoms near Grim Batol
-Lots of other stuff that would be too long to mention
Druids
-Mocassins constrict tool tip now accurate
-Mocassins constrict proper targetting now
-Mocassins and Rabbits gold cost increased
-Wolves no longer have invisibiilty but now Shadowmeld
-Summon Cenarius tooltip now has the proper text
-Ysera W changed
-Ysera base HP lowered
-Remulos dashing winds cd increased
-Green Dragons and Drakes have same Movement speed now
-Hamuul R should work properly
-Fairie Dragons Mana flare deals less damage and gives less armor
-Mountain Giants overall nerfed and limit adjusted to 6
Orcs
-Red Drake eggs now degenerate life and when they die they spawn the red drake
-Magnataur Slave war stomp no longer requires mana to use
-Chamions cleave increase from 5% to 15%
-Infernals and Doomguards should now benefit from upgrades
-Dragonmaw Black Dragons now affected by upgrades
Trolls
-Gahz'rilla Multishot nerfed
-Gahz'rilla base HP nerfed
-Sandfury Firecaller tooltip fixed, now displays correct information
-Trolls altar of Loa is now seperate from the sacrifical altar, which you can only have 1 of
Nerubians
-Nerubian Egg sacks now only spawn 1 spiderling on death instead of 3
-Nerubian Eggs can no longer revert into workers freely, it now costs 50 gold
-Nerubian workers cost 50 gold now -Broodlauncher now summons proper unit
Humans
-Dalaran Sunreaver path priests now have heal added to their spell kit and other spells shuffled around
-Stormwind properly uses the Dark Knight hero now to get Varian and Paladin for Bolvar
-Abbandis Risen bugs fixed
-Initiate Holy Light description fixed
-Recruitment Camps should now be buildable as Argent Crusade
-Scarlet Onslaught Fanatic Divine shield duration reduced to 10 seconds from 20 seconds
-Dalaran sorceress and priests dont benefit from the power infusion upgrade
-Westwind Raise Morale damage given decreased
-Landgren Seal of protection armor buff lowered
-Paladin Elites Holy Light healing decreased from 200 to 100
-Promotion mechanic no longer abuseable (Unless you bastards break something)
-All Knight units and knight equivlaents now have sundering blades instead of charge
Undead
-Balnazzar's Horn will now spawn when Balnazzar spawns
-Balnazzar demon portal ability buffed
High Elves
-Areiel for Ranger Path's Dashing wind CD increased
-Sanlayn Warrior heavy swing auto cast by default
Naga
-Azshara Call of the Tides damage reduced
Sentinels
-Tree Nursery lumber Generation slightly increased
-Tyrande Sisterhood of Elune path added
-Artisans now Garrison Trees instead of archers
-Maiev Watcher path updated to accomodate Sentinel unit changes
-Sentinel army (Shandris) Path added
--[General]--
-Player Spell Help System removed (Was causing lag)
-Unit remains now decay over 40 seconds instead of 88
-Structures decay over 15 instead of 30
-Bugs fixed
-Tyrande's Bow drops on death
-Scroll of Town Portal cost increased, Lowered amount shops sell, and increased time for them to become avaliable
--[Humans]--
-Arcane Strike now stuns the enemies it attacks
-Aegwynn Spellkit reworked (Now more offense oriented with working spells)
-Holy Light should work
--[High Elves]--
-Power Up Rune Stones now targets the Rune Stone on the island
-Ranger Crop Rangers nerfed
-Sylvanas Multishot adjusted and nerfed
--[Orcs]--
-Drek'thar Spell Kit changed
-Deathwing now has Strength as primary stat
-Garrosh isn't Cursed af
-Cairne minor spell update
--[Druids]--
-Ferocious Cry cd increased
--[Sentinels]--
-Starlight cd increased
-Only Maiev event Saber riders now drop cat on death
-Nerfed hp and armor on saber cats
-Sentinels get the proper amount of Hippogrpyh riders now
-Maiev properly respawnable at Warden Sanctum
-Naisha nerfed -Priestess of Elune healing spray nerfed
-Lunar Knight and Infiltrator added to Sisterhood and Sentinel army respectively
--[Naga]--
-Myrmidon damage lowered, was too high before
-Illidari shrines of Azshara now properly replaced upon getting Akama
-Fallen Flames buffed -Akama priority increased
--[General]--
-Worker limit for all races reduced to 20 (Except Nerubians and Druids who have 30, and sentinels with 40)
-Amount of lumber harvested per hit increased
-Azurewing Repose now has fortified armor
-Arcane Vault in Suramar relocated out of the way
-Gold and lumber caps have been implimented for all players, each player having a cap of 50000 gold and 50000 lumber
-Northwatch and Tempest Reach both now have reveal ability like the lighthouse and observatory
-Terrain Reworks
--[Items]--
-Ashbringer FX/Attachment updated
-Scrolls of Teleport now have 1 stack in shop and 5 minutes recharge time, while also having 20 minutes start delay
-Shards of the Mournblade lifesteal reduced to 25%
--[High Elves]--
-Kael’thas spells updated
--[Orcs]--
-Shadow Storm damage increased on True Horde
-Food cost on Iron Star reduced
-Gold cost on Iron star reduced
-Purge replaced with Abolish magic
--[Sentinels]--
-Priestess of the moon replenish cd increased
-Tyrande and Priestess of the moon lunar flare damage decreased
-Lunar Knight Starsurge only affects them now
-Lunar Knight collision decreased
-Archers attack speed decreased
-Lunar Knight and Priestessof the moon selection priority increased
-Beastmaster Explosive trap replaced by Viper trap
--[Nerubians]--
-Broodlauncher has natural regen
-Reverting from Youngling to egg gives 50 gold
-Nerubian Vizier has proper tooltip
-Fallen Nerubians path added
--[Humans]--
-Archmage summons 1 water elemental instead of 2
-Falric should properly replace the archmage hero upon PAth of the Damned Research
-Arthas Death Knight Bypass now requires a Necropolis so that people first kill Mal'Ganis to get Undead units and then kill Terenas
--[Dragons]--
-Elder Dragon summons 1 lightning elemental instead of 2
--[Naga]--
-Couatls now properly replaced with Azshara path
-Scepter of the tides now has the proper ability
--[Druids]--
-Tharifas abilities updated
--[Demons]--
-Slight decrease in Archimonde base hp and int growth per level

-Bug fixes

--Special Thanks to Shad for helping me work on the map--
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---All in all, try to have as much fun as you can.---
Previews
Contents

Azeroth Reinvented v1.07E Hotfix2 (Map)

Reviews
deepstrasz
Seems like a really neat multiplayer experience. Can't say much about the balance especially when considering the various land pieces and huge distances. Shouldn't units be invulnerable for a while until every player gets somewhere so they won't fight...
Level 2
Joined
Nov 8, 2020
Messages
8
Sounds like a beautiful map.

I fell in love with the map, the most beautiful map I've ever played in my life.
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 59
Joined
Jun 4, 2009
Messages
16,862
Seems like a really neat multiplayer experience. Can't say much about the balance especially when considering the various land pieces and huge distances.
Shouldn't units be invulnerable for a while until every player gets somewhere so they won't fight right from the start?

Is the terrain yours? Also, the map, is it an edit of another work?

Approved.


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

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Description Guide - Maps
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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.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 7
Joined
Nov 27, 2015
Messages
141
Seems like a really neat multiplayer experience. Can't say much about the balance especially when considering the various land pieces and huge distances.
Shouldn't units be invulnerable for a while until every player gets somewhere so they won't fight right from the start?

Is the terrain yours? Also, the map, is it an edit of another work?

Approved.


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:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/

The terrain is mine, done from scratch. And no there is no one other that edit the map. And about balance... still working on it. XD
 
Level 14
Joined
Feb 2, 2009
Messages
147
This map is actually insanely good. Amongst the base builder maps this one really shines for its clear emphasis on restraint and gameplay over gimmicks.

Here are just a few minor issues I have noticed while playing the game:
-A lack of Invulnerability at the beginning of the game means that a fast player can select a race and then rush to kill an inattentive player's ship or workers. (FIXED as of 1.05a)
-Buildings may be built in the starting area, which as a portal base on a small island surrounded by water means that a base built there becomes an unassailable fortress. (FIXED as of 1.04e)
-Ghouls may be built from Drak'Tharon Keep by Humans (FIXED as of 1.05a with a prerequisite of a crypt which is clever.)

The strong points of the map far overshadow the issues I listed, here but a few of those points:
-The triggers for capturable bases and control points are leakless, which should be standard in games at this point so I'm glad to see proper GUI triggering.
-Most factions (from what I can tell) have limits on building capstone units like flyers, which limits the spamability of armies comprised solely of units with powerful statistics or abilities.
-The factions feel unique from one another and have valid and sensible tech tree progression on par with a race designed for an altered melee map.
-The terrain is unique and made from scratch (Its a nice detail and I respect anyone who puts in the effort to design their own terrain for their map).

With all of this in mind I have high hopes for this map, and it has a lot of replayability. Things that I would like to see in the future would be more unique items (even ones with minor benefits) and another control point tier for major locations like capital cities that would give more gold (maybe 50?) than some of the other ones scattered across intersections in the map.

Overall an amazing multiplayer experience and a blast to play with friends (even the ones that sink your boat at the beginning of the game).

If the start issue I outlined is addressed I'll change my rating.

Edit: All three issues I had outlined have been addressed, and my hope for unique items was even met with the addition of canonical artifacts in the warcraft universe. I changed my rating to 5 stars and I cannot wait to see more!
 
Last edited:
Level 7
Joined
Nov 27, 2015
Messages
141
This map is actually insanely good. Amongst the base builder maps this one really shines for its clear emphasis on restraint and gameplay over gimmicks.

Here are just a few minor issues I have noticed while playing the game:
-A lack of Invulnerability at the beginning of the game means that a fast player can select a race and then rush to kill an inattentive player's ship or workers.
-Buildings may be built in the starting area, which as a portal base on a small island surrounded by water means that a base built there becomes an unassailable fortress.
-Ghouls may be built from Drak'Tharon Keep by Humans (unsure about other races or if this is intentional)

The strong points of the map far overshadow the issues I listed, here but a few of those points:
-The triggers for capturable bases and control points are leakless, which should be standard in games at this point so I'm glad to see proper GUI triggering.
-Most factions (from what I can tell) have limits on building capstone units like flyers, which limits the spamability of potentially massing armies comprised solely of units with powerful statistics or abilities.
-The factions feel unique from one another and have valid and sensible tech tree progression on par with a race designed for an altered melee map.
-The terrain is unique and made from scratch (Its a nice detail and I respect anyone who puts in the effort to design their own terrain for their map).

With all of this in mind I have high hopes for this map, and it has a lot of replayability. Things that I would like to see in the future would be more unique items (even ones with minor benefits) and another control point tier for major locations like capital cities that would give more gold (maybe 50?) than some of the other ones scattered across intersections in the map.

Overall an amazing multiplayer experience and a blast to play with friends (even the ones that sink your boat at the beginning of the game).

If the start issue I outlined is addressed I'll change my rating.
Gonna see to it that the starting area is unbuildable, and about the control points, in earlier version there were more types of control points like 10 and 20, but for some odd reason the map had fps drops everytime the trigger calculated the income ammount (i dont know if its because of the leaks of large number of control points). I am gonna try to implament another type of income ammount for big cities to see how it works, now that the leaks are somewhat fixed.

About ghouls and lack on invulnerability at the beginning, I kinda dont have a solution for those yet.
 
Level 1
Joined
Apr 24, 2021
Messages
1
Anyone experiencing this? How do you fix it?
My brothers have no problems playing this, however when I join, the game does not recognize the file that I have.

EDIT: We're all playing the same version of 1.27B
 

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Level 7
Joined
Nov 27, 2015
Messages
141
Anyone experiencing this? How do you fix it?
My brothers have no problems playing this, however when I join, the game does not recognize the file that I have.

EDIT: We're all playing the same version of 1.27B
That I am not sure how to fix. I can only suggest you try to reinstall the game, since many of the maps I had a problem(the problem you are having) with worked after I reinstalled.
 
Level 2
Joined
May 2, 2021
Messages
3
I love the map but the "path of the damned" seems to be broken. Everything is working just fine untill the summoning of the lich king, which does not work at all. The spell requires Arthas at lvl 15 or higher, but it won't detect it. I saw there is a warning of arthas lvl in the code, but it seems to be also absent in the game.
 
Level 7
Joined
Nov 27, 2015
Messages
141
I love the map but the "path of the damned" seems to be broken. Everything is working just fine untill the summoning of the lich king, which does not work at all. The spell requires Arthas at lvl 15 or higher, but it won't detect it. I saw there is a warning of arthas lvl in the code, but it seems to be also absent in the game.
did you try approaching frozen throne with arthas and waiting out the dialogue? (once arthas is level 15 and above that is)
 
Level 2
Joined
May 2, 2021
Messages
3
There was no dialog at all. I've been waiting with my dk arthas for 10 or so minutes but couldn't click the event spell. Tried it at lvl 15, 17 even 25 and nothing. I needed: "Arthas lvl 15" event though he was way higher then that.
 
Level 8
Joined
Jul 13, 2019
Messages
57
In 1.05a with Druids, when I have 5 Druid of the Claw in Bear form, any other turns into Bear form turn them in Druid of the Talon instead, I tested it a bit and it's from 5 turned Bear form on. After that they all turn into Druid of the Talons.
And with those Talons there are an unlimited amount of Crow Form you can turn in to.
 
Level 8
Joined
Jul 13, 2019
Messages
57
If you research Furion Stormrage without having the Arch Druid Hero he doesn't appear and you can no longer get the Arch Druid hero in the altar.
Also not sure if it's some intended mechanic or not but if you build inside Darnassus the building get's destroyed immediately.
 
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Level 8
Joined
Jul 13, 2019
Messages
57
Nerubian Monstrosity's Impaling Spikes and Grand Slam cost mana while he doesn't have any mana.
Also Nerubian Burrower isn't in the Nerubian egg and thus can't be made.
 
Level 7
Joined
Nov 27, 2015
Messages
141
In 1.05a with Druids, when I have 5 Druid of the Claw in Bear form, any other turns into Bear form turn them in Druid of the Talon instead, I tested it a bit and it's from 5 turned Bear form on. After that they all turn into Druid of the Talons.
And with those Talons there are an unlimited amount of Crow Form you can turn in to.
Will be fixed soon.
1.05a Dragonmaw Clan makes all buildings and cp and heroes hostile and you don't get mor'goth
Will be fixed soon.
If you research Furion Stormrage without having the Arch Druid Hero he doesn't appear and you can no longer get the Arch Druid hero in the altar.
Also not sure if it's some intended mechanic or not but if you build inside Darnassus the building get's destroyed immediately.
Will be fixed as well.
But wait forsaken doesnt exist?
Not yet.
Can play 1.24-1.28?
Not sure, but I think you cant.
Nerubian Monstrosity's Impaling Spikes and Grand Slam cost mana while he doesn't have any mana.
Also Nerubian Burrower isn't in the Nerubian egg and thus can't be made.
Will fix that as well.
 
Level 8
Joined
Jul 13, 2019
Messages
57
The Archmage has the normal Water Elemental spell text, it doesn't mention that he summons 3 Water Elementals.
In the human Arcane Sanctum, both the Hydromancer and the rally point use the Y hotkey, so if you press Y it selects the rally point.
Also the Chaplain Adept training and Master training use the C hotkey, which the Chaplain also uses.
The Water Elemental spell the Hydromancer has says it has 550 hp and 28-37 damage, while the Water Elemental actually has 500 hp and 19-23 damage.
Mana Scroll on Rhonin can be leveled up to level 3 while he is level 4.
When you turn New Dalaran's Arcanists into siege mode, you can remake Arcanist's until you have 12 spellcaster mode again, and that can be done infinitely.
Considering the unit limit on other siege units I'd thought I'd mention it.
Conjurer's Dalaran Ward ability says it uses Strength of the Wild and Reinforced Hides, not sure whether it's supposed to have New Dalaran upgrades or no upgrades at all.
When you click on/use the hotkey for Summon Lightning Elemental on Conjurer, it automatically actives Dalaran Ward, and the same happens when you activate Dalaran Ward, even when the spell you click on is on cooldown it activates the other.
Slow Time of the Kirin Tor Agent's card text says terget instead of target.
I do really enjoy the map, I find it fun to go through the units in single player and see what they do, hope it doesn't come of negatively that I'm just listing bugs/card text errors
(Edit) Stormwind's caster building(Church) has the E hotkey, same as with the Lumber Mill.
Command Aura can be leveled to level 2 when the hero hits level 2, and to level 3 when the hero hits level 4.
Varian's Roar also is the same, think it may be for all custom spells, would have to test to make sure though
 
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Level 8
Joined
Jul 13, 2019
Messages
57
Both the Naga Siren and the Naga Summoner have the S hotkey.
Dragon Turtle says it has an unit limit of 12 and 6 for Illidari, I can make 12 with Illidari though, is it supposed to be the other way around?
If you research Oppose Magtheridon you get the Draenai Settlement instead of the Mur'gul Pool, but if you haven't researched the upgrades that need Mur'gul Pool like Ensnare and Submerge you can't research them anymore.
In the Draenai Settlement both the Mur'gul Slave and the Draenai Vindicator have the V hotkey.
The Demon Hunter unit you get when you research Illidari cost 1 food, is that intentional?
Kargath Bladefist's ultimate says it gives 150% bonus damage, 5 bonus armor and 25% life regeneration, is it supposed to be 150%?
It's a pretty huge increase so thought I'd ask.
 
Level 8
Joined
Jul 13, 2019
Messages
57
When I summoned Burning Legion with the Book of Medivh the portal opened to the bottom right part of where the legion is, I didn't gain control of anything when summon was complete and I couldn't move towards the other areas.
I tested it with Guldan level 10 and Eye of Sargeras and that worked fine, got control over Archimonde and the bases.
 
Level 8
Joined
Jul 13, 2019
Messages
57
With Sentinels, the Hippogryphs aren't affected by the research upgrades with them having Strength of the Wild and Reinforced Hides.
If you make the 8 Hippogryphs and make Hippogryph Riders you can make more Hippogryphs again and make a max of 12 Hippogryph Riders which the Hippogryph tooltip doesn't mention.
With some further testing I noticed that there is a bit of a delay between mounting archers and the max of 12 setting in. If you have Hippogryphs and Archers close by each other you can make more Hippogryphs then the max, I got to a total of 23 Hippogryph Riders with that method.
If they are spread out and not close to Archers it will stop if you hit 12.
With the Warden Blink has a 15 sec cooldown and costs 50 mana on level 1, 2 and 3. I tried testing the range but it didn't seem to change either.
Both the Warden and the Watcher in the Watcher's Hall have the W hotkey.
The Warden's (the unit) spells (Exploding Trap and Entangle) both have the E hotkey
 
Level 7
Joined
Nov 27, 2015
Messages
141
Why this map dont work un old warcrafts any more :cry:
like warcraft 1.26
The playerbase was mostly on reforged. Had to switch.
When I summoned Burning Legion with the Book of Medivh the portal opened to the bottom right part of where the legion is, I didn't gain control of anything when summon was complete and I couldn't move towards the other areas.
I tested it with Guldan level 10 and Eye of Sargeras and that worked fine, got control over Archimonde and the bases.
Fixed it.
 
Level 3
Joined
Sep 6, 2020
Messages
19
Hello! I have to ask something. I have the latest version of this map and I noticed something with my attempt's with the Illidari path. Mainly that everything goes great until the part where I have to go to the ruins of Dalaran and get the portal open. I go there and and a portal doesn't appear and there isn't even a command to make it appear. Am I missing something here? Help would greatly be appreciated!
 
Level 7
Joined
Nov 27, 2015
Messages
141
Hello! I have to ask something. I have the latest version of this map and I noticed something with my attempt's with the Illidari path. Mainly that everything goes great until the part where I have to go to the ruins of Dalaran and get the portal open. I go there and and a portal doesn't appear and there isn't even a command to make it appear. Am I missing something here? Help would greatly be appreciated!
You enter dalaran dungeons and enter the first room on the left with Illidan. There an archamge will spawn that will attack you, kill him if you want to or not it doesnt matter. Once you enter that room with Illidan, Illidan will get an ability to open the portal, which will summon lady vashj for him and open the portal to Outland.
 
Level 3
Joined
Sep 6, 2020
Messages
19
Ok I see. One last thing and I will be out of your hair. the mage hunter path with the blue dragonflight. I know the steps and it goes without saying that I would guess in order to perform the research necessary to summon malygos I need to capture the nexus but the problem is I get to it at all because of the fact that it surrounded by mountains which shouldn't be a problem but none of my air units can get through them. That is my last question and after that I'll fell great! Love the map by the way!
 
Level 7
Joined
Nov 27, 2015
Messages
141
Ok I see. One last thing and I will be out of your hair. the mage hunter path with the blue dragonflight. I know the steps and it goes without saying that I would guess in order to perform the research necessary to summon malygos I need to capture the nexus but the problem is I get to it at all because of the fact that it surrounded by mountains which shouldn't be a problem but none of my air units can get through them. That is my last question and after that I'll fell great! Love the map by the way!
I just fixed that problem in version b, forgot to change the pathing for pathing blockers.
 
Level 3
Joined
Sep 6, 2020
Messages
19
That explains quite alot and thankfully a just downloaded the latest version. Thank you very much for your patience with me! Have a good day and thank you again!
 
Level 8
Joined
Jul 13, 2019
Messages
57
So in the Dragonmaw clan's options it mentions that in the Black Dragonflight Allience and the Burning Legion Alliance it mentions that you can get Deathwing and Kiljaeden as a 4th hero respectively.
So far I haven't been able to find the paths for that, did I just miss something?
The Nether Drake requires a Bastion and the Infernal and Doom Guard in the Burning Legion Alliance, are they supposed to require that and I just missed the way to get them or is that a bug?
 
Level 7
Joined
Nov 27, 2015
Messages
141
So in the Dragonmaw clan's options it mentions that in the Black Dragonflight Allience and the Burning Legion Alliance it mentions that you can get Deathwing and Kiljaeden as a 4th hero respectively.
So far I haven't been able to find the paths for that, did I just miss something?
The Nether Drake requires a Bastion and the Infernal and Doom Guard in the Burning Legion Alliance, are they supposed to require that and I just missed the way to get them or is that a bug?
Deathwing and Kil'Jeaden havent been added yet, they were planned for this patch but since I had to release the patch sooner to fix some bugs they didnt get in. As for Infernals, Doom Guards and Nether Drakes they will get fixed in next version.
 
Level 8
Joined
Jul 13, 2019
Messages
57
The Nether Drake's limit of 8 doesn't work, I could build an unlimited amount.
Could there maybe be an explanation in the quest tab on how to summon Kil'Jeaden?
I couldn't find the summoning method when I tested it for a bit.
 
Level 7
Joined
Nov 27, 2015
Messages
141
The Nether Drake's limit of 8 doesn't work, I could build an unlimited amount.
Could there maybe be an explanation in the quest tab on how to summon Kil'Jeaden?
I couldn't find the summoning method when I tested it for a bit.
Fixing it currently

Can i get a discord invite?
 
Level 6
Joined
Nov 12, 2018
Messages
39
Jocker, is the terrain really made from scratch? The map seems to be inspired by Darklycan or Sexylycan's World of Azeroth, which is fine, but the terrain definitely seems to be a modified version of it. It looks WAY too similar, so I assume it's either modified or based off it. Just wanted to tell you about this since I'm curious and I'm actually working on my own version of WoAR atm. My bad if I got something wrong.
 
Level 7
Joined
Nov 27, 2015
Messages
141
Jocker, is the terrain really made from scratch? The map seems to be inspired by Darklycan or Sexylycan's World of Azeroth, which is fine, but the terrain definitely seems to be a modified version of it. It looks WAY too similar, so I assume it's either modified or based off it. Just wanted to tell you about this since I'm curious and I'm actually working on my own version of WoAR atm. My bad if I got something wrong.
To be honest I tried to make it as close to WoW terrain as possible. And yes the map was heavily inspired by Darklycan's and Sexylycan's World of Azeroth. The terrain was made from scratch using the tilesets from Eaglehawk's Azeroth Wars since at the time when I started making this map I didn't know how to make custom tilesets. The map required me to make it from scratch since redoing regions like Mount Hyjal which had a lake on top it was impossible for me at that time.

I also don't want the map to end up as a copy of Darklycan's and Sexylycan's World of Azeroth and therefore I don't plan on adding every starting race like in those two maps and plan on adding only a select few while making events around the added races.

In all honesty the terrain is bound to look somewhat the same, since Azeroth will always be the same.
 
Level 6
Joined
Nov 12, 2018
Messages
39
To be honest I tried to make it as close to WoW terrain as possible. And yes the map was heavily inspired by Darklycan's and Sexylycan's World of Azeroth. The terrain was made from scratch using the tilesets from Eaglehawk's Azeroth Wars since at the time when I started making this map I didn't know how to make custom tilesets. The map required me to make it from scratch since redoing regions like Mount Hyjal which had a lake on top it was impossible for me at that time.

I also don't want the map to end up as a copy of Darklycan's and Sexylycan's World of Azeroth and therefore I don't plan on adding every starting race like in those two maps and plan on adding only a select few while making events around the added races.

In all honesty the terrain is bound to look somewhat the same, since Azeroth will always be the same.
Ah I gotchu, thanks for responding, this is helpful insight. Anyway yeah it seems Azeroth will always look similar.
Either way, I liked the map, good job on making this, it was fun!
 
Level 7
Joined
Nov 27, 2015
Messages
141
Ah I gotchu, thanks for responding, this is helpful insight. Anyway yeah it seems Azeroth will always look similar.
Either way, I liked the map, good job on making this, it was fun!
Glad you liked. Tho the terrain is gonna change. Guys in discord server want the timeline to start from Third War, so many regions now may look a lot like something you may see in LTF or Azeroth Wars. Anyway good luck with your map!
 
Level 7
Joined
Nov 27, 2015
Messages
141
Looks like a really cool map, its a pity its only for Reforged :(
If you mean about the version, then I am sorry. At one point it worked for both reforged and version 1.26, but people werent playing it on 1.26 so I moved it directly on reforged.

Although if you are talking about graphics it supports both reforged and classic.
 
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