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Created by AdinizWarcraft and Kacpa2 Azeroth Roleplay is a massive RP (Roleplaying) map/mod for Warcraft III: Reforged (Currently only SD graphics.), greatly inspired by SotDRP and Titan Land. It has an active community and is constantly updated. As the name gives away, it is based off Azeroth and the Warcraft universe, though people often make up custom themes and lore instead! If you've ever wanted to recreate the events of Warcraft, or find a group to have some great roleplay with, this is for you!
The map gives you a large array of commands and other utilities to use, not to mention many Warcraft-based factions, buildings, heroes and units. You also have a huge canvas terrain of Azeroth to make use of!
The map provides: over 30 factions
a huge amount of versatile commands
over 300 various decorations you can make use of
An incredibly efficient save & load system, made by @moddiemads
And a lot more to find out!
You might be wondering, how powerful exactly is this roleplay map?
Well, first and foremost, it is certainly nowhere near as powerful as some legendary maps like SotFRP. The idea behind the map is not to be insanely powerful, but rather be simple and easy to get into. However, that is not to say that it doesn't have strong features!
If you want to edit existing terrain, change the height of units/buildings, give certain abilities, change attributes/stats, resize and rotate them, animate them, create blight, place down gates/trees, and change the environment, then you can do so!
The map has a lot of factions. A lot of them are sloppy and not very high-quality, so updates right now are focused on revamping them one by one. (The revamped races are currently Humans and Orcs.) You will find about every single faction from Warcraft lore.
And, of course, the Save & Load system of @moddiemads 's creation. Without spoiling too much for you, I would highly consider it one of the fastest and most efficient systems for saving & loading units in a roleplay environment, and I am glad to have been given the privilege to work with such a skilled modder!
The original Azeroth Roleplay map was created and worked on by @Kacpa2
I simply picked up development in 2022.
The terrain is based off Darklycan's World of Azeroth, with huge edits made for Azeroth Roleplay.
WoA's terrain is also based off a public, free-to-edit version of Azeroth Wars.
This is all done with full permission.
I humbly ask to the map reviewer that will be handling this map that this be reviewed in the considerations of a roleplay map. Reused abilities and base icons should not be a criteria for a map where you're, quite literally, meant to use your imagination. Thank you.
The Save & Load system used in this map is the Magi Log 'n Load, a system commissioned for this map. If you're looking to delve into roleplay projects (or really anything that requires a save & load system), I heavily recommend checking it out! It's the best and made by the best. ;D
The map is unprotected, however, uses @GrapesOfWath's custom triggers mod, and will be required to launch the map.
I condone editing of the map and in fact, recommend it! Message me on Discord for advice.
What I do not condone is uncredited usage of resources/triggers/code from or made for this map.
Please report any bugs straight away!
Leeroy Jenkins should now have the correct model.
Kul'tiras Ranger should now have the correct model.
Fixed Sanguinary Knight tooltip.
Added Decorations and Units menu tabs.
Terrain Deformations (Lowering/Raising terrain) + skins (-skin, -makehero) are now saved and loaded. (Thanks @moddiemads!)
Other things that are now saveable and loadable: -fly, -armortype, -hpregen, -manaregen, -strlvl, -intlvl, -agilvl
Plenty of units/heroes that had duplicated models (e.g. Scarlet Footmen just being normal Footmen but red) now have unique models.
Unbroken Draenei have new Building models.
Some Night Elf buildings have new models.
Brand new Kul'tiras race. (Courtesy of YaY)
Brand new "Kul'tiras 1" and "Kul'tiras 2" deco workers. (Courtesy of YaY)
Brand new "Cresselia 1", "Cresselia 2" and "Cresselia 3" deco workers, with a bunch of misc goodies. (Courtesy of Cresselia)
New "Father of the Gods" hero in Tavern of Champions. (Courtesy of Cresselia)
New "Glamor Knight" hero in Tavern of Champions. (Courtesy of Grandmaster)
New "Human Blademaster" hero in Tavern of Champions. (Courtesy of Grandmaster)
New "Sanguinary Knight" hero in Tavern of Champions. (Courtesy of Xagranos)
New "Redemptor" hero in Tavern of Champions. (Courtesy of Xagranos)
New "LEEROY JENKINS" hero unlocked with a secret code. (Courtesy of Cresselia. Don't ask me why??)
New "Cannon" unit for Dwarves.
New "War Machine" unit for Fel Orcs.
New "Log Launcher" unit for Tauren.
New "Steam Tank" unit for Scarlet and Argent.
New "Steam Tank" unit for Dark Iron Dwarves.
New "Death Tank" unit for Undead and Forsaken.
High Elf "Sanctum of the Sun" model replaced. (fuck you lis)
Herod model replaced.
Three new Scarlet Crusade heroes: "Saidan Dathrohan", "Taelan Fordring", "Brigitte Abbendis"
Two new Argent Crusade heroes: "Duke Nicholas Zverenhoff", "Alexandros Mograine"
New Blackrock orcs hero: "Son of Blackhand, Maim"
New "Sleep" and "Fall in Love" spell effects.
New "Biome - Snowy" tool in Advanced Editing, which converts a grassy area to a snowy area.
More area for custom interiors.
New the end option for -era.
New loading screen.
New spawn area.
All buildings should now have no building collision, meaning you can stack buildings.
Skins should now be clone-able correctly.
Bandit Worker and Worgen Worker now moved to Worker Builder IV.
-time fixed.
-heronamecolor now works correctly.
Dead trees in the tree area should no longer not be selectable at random.
Fixed crash caused by deleting a gate/tree that's currently being attacked by a unit.
A bunch of heroes no longer require capturable structures to be trained.
Hopefully fixed the capturing system not working.
Hopefully fixed the host system. Again.
Fixed -terrainradius default value actually setting -terrainsize's default value, resulting in absurdly tall mountains or absurdly deep holes.
Default -terrainsize value is now 5, and the limit has been decreased to 40.
Disabled the deny "!" that shows up when you kill one of your own units.
New "Decorations" and "Units" tabs/UIs at the top right part of the screen, allowing you to search up and spawn any unit/decoration in the game.
New "Raise Terrain" and "Lower Terrain" abilities.
New -terrainsize (number) and -terrainradius (number) commands. Use these to modify how potent the abilities above are.
(TERRAIN DEFORMATIONS are currently NOT saveable/loadable) (As of 2.10.0, they now are.)
New -makehero (unit id) command. Turns selected unit(s) into a hero, based off the hero id used in the command. E.g. if you use -makehero paladin on a footman, it will become a footman hero with the stats and abilities of a paladin.
New -count command. Displays how many units you have.
New -share (player) command. New -forceshare (player) (player) command for Host.
New -forceally (player) (player) and -forceunally (player) (player) commands for Host.
New -range command. Sets range of unit.
New -exp (add/set) (number) command. Sets experience of hero.
New -fly command. Makes unit flying. Useful if you want ground units to be mounted on structures.
New -armortype command. Sets armortype of unit. (e.g. `-armortype fortified)
New -removebuffs command. Removes all buffs from the selected unit(s).
New -collision on/off command. Disables collision for selected unit(s).
New hero in Tavern of Champions, dedicated to Rayray.
New item in Obelisk of Legendary Items.
Added "Water" to Underwater Deco Worker. Useful for making rivers.
-color and -playercolor now work with actual colors and not just ids. (e.g. -color red instead of -color 1, although both are now valid.)
-removeleaver is now -forceerase, and it now works on players who haven't left the game.
-takeoversave is now -forceownership and it now actually works.
Removed -takeoverleaver and -controlplayer.
Fixed issue of -removeblockers on/off having weird responses.
(needs testing) Fixed host not being assigned correctly when the host leaves.
Renamed -settime to just -time.
New hint urging people to check the website for a list of commands.
New "Grandmaster" hero in Tavern of Champions. (@Grandmaster's request)
New items in Obelisk of Legendary Items.
Moved tree/gate area to west of quel'thalas.
Opened up the previous location where those two were, which means 2.7.12 saves should work fine now with no obstruction.
Turned off debug messages.
Capturing gates/gate towers and switches should work fine now.
Removed the unfinished undead units in the middle of Lordaeron.
Lots of Save & Load limits raised. (e.g. you can now save up to 10240 units and destructbles, up from 5120.)
-color now only works with numbers between 1 and 24.
New Tiles area next to the Trees area and Gates area.
Fixed -remove being triggered when using -removeblockers on/off
-setstat has been split into -damage [1 or 2] [value], -hp [value], -hpregen [value], -hpmax [value], -mana [value], -manamax [value], -manaregen [value], -armor [value], -speed [value]. attackspeed and range have not been ported over since they're not saved/loaded either way and they're buggy.
-setstathero has been split into -str [value], -agi [value], -int [value], -strlvl [value], -agilvl [value], -intlvl [value].
-animate and -animateloop are now -play and -playloop.
-animatespeed is now -aspeed.
Animations from -playloop now trigger every 1.5 seconds instead of every 2.
-play and -playloop now have short versions. ('p and 'pl)
Added -removeleaver command, allowing the host to remove everything owned by a player who left.
Added -takeoversave command, allowing the host to take over everything owned by a player. Useful for transferring saves.
Added -treesize x.xx command, allowing players to set a tree size to be used in abilities.
Added -unitnamecolor xx' and -heronamecolor xx' commands, allowing you to change the color of a hero's proper name or a unit's name. xx is a value from 1 to 16, corresponding to the 16 player colors. A colored name cannot be recolored.
Added -ngive command, allowing you to retake control of a Neutral Hostile or Neutral Passive unit.
Added -spawn command, allowing you to create a number of 1 to 24 units at the position of your player circle. The syntax is as follows: -spawn 01-24 [unitname] for vanilla units, and -spawn 01-24 custom_[unitid] for custom units.
Added -ability [fourcc code] command, giving the selected unit(s) the ability of that code. -ability remove [fourcc code] removes the ability instead.
Added -abilitylevel increase/decrease [fourcc code], increasing/decreasing the level of the ability of that code by 1.
Added -bridge [code] command, allowing you to create bridges at the set location. (Location is set using "Select Command Position", and the various codes for bridges can be found in F9 or on the discord server. -destscale and -destangle work on bridges.) (For example, -bridge stonebridge long city horizontal would create a stone bridge with the city tiles and horizontally.)
Added -bridgeheight [000-999] [code] command, allowing you to create bridges that are higher up, 000-999 being the height.
Added random option for -rotate, rotating the selected unit randomly. -rotate random.
Added hpregen, manaregen, seconddamage, attackspeed, and range options to -setstat. (These are currently not saved by the S&L and most likely won't ever be. Range and Attack Speed are also pretty buggy.)
Added -unittypename command. Use -unittypename set [string] to set a name to be used, then -unittypename [unit code] to make every unit of that type have that name. (e.g. -unittypename set Handman and unittypename footman will make every Footman have the name Handman instead.) If you don't know the unit code of the unit type, use -codename to get it.
Added -skin command. Uses a unit's id (id-based even for vanilla units, so "hfoo" instead of "footman") to replace the model and voice set of selected units. (e.g. -skin ogru would make selected units look and sound like grunts.) This feature is currently not saved by the Save & Load and not supported by the cloning ability, and might have some bugs.
Added -codeabilities command. Lists every ability and its code that a selected unit has. Useful for getting codes to be used for -ability and -abilitylevel.
Added strperllvl, intperlvl, and agiperlvl options to -setherostat. (These are currently not saved by the S&L and most likely won't ever be.)
Added me option to -give, giving the selected player all of your units. (-give me 1-16)
Added simple option to -tint, with further options red, blue, green, purple, teal, yellow, base, transparent. (usage: -tint simple red)
Added "Rotate - Random" ability to the Circle.
Added "Rotate - Point" ability to the Circle, making the unit face a set location.
Added "Remove Gate/Destructible" ability to the Circle.
Added various Scaling abilities to the Circle, for faster resizing.
Added "Create Tree (Scaled)" and "Rescale Tree" abilities, each used in conjunction with -treesize to create larger (or smaller!) trees.
Added "Give to Neutral" and "Give from Neutral" abilities, which give/take back units from Neutral in an area.
Added "Cloning - Select" and "Cloning - Place" abilities, which allow you to clone a selected unit and all its attributes.
Added two new "Neutral Buildings" builders to the Special Builders wisp, capable of building the neutral buildings from vanilla.
Added new Orcs deco builder.
Added spring, summer, fall, winter1, winter2, blizzard, windy, and silenthill options to -era.
Re-added chat commands, now with proper player and unit color support.
Re-added "Select IC Unit" to circle.
Added a welcome message when a game starts.
Added messages that pop up every now and then throughout games, with tips and comments.
Added various new trees to the tree area, allowing for more complex builds.
New Loading Screen.
New Spawn Area.
New WoW music replacing the old wc3 soundtrack.
New UI.
-unitcolor is now just -color.
-herolevel is now just -level.
-codename now also returns the unit code of the selected unit(s). Useful for -spawn and -unittypename.
Maximum hero level has been increased from 100 to 999.
Removed building upgrades from revamped races (e.g. Barracks to Garrison.) Instead, each revamped race now has a second worker which builds these upgrades.
Removed Unit Givers and Animations from the Circle to make room for new stuff.
Removed the neutral shops from the map, since you can now just build them, and they only got in the way of terrain/building.
Decorations can now be teleported/moved.
Fixed issue of -size breaking when -limitsize off is used.
Fixed issue of a house missing in the House Builder 2 deco worker.
Fixed Human Gryphon Aviary saying "hawks" in tooltip instead of "armored eagles".
Fixed Rotation abilities working on units owned by players that aren't you.
Redid a lot of the descriptions, names and icons for the circle, to be more beginner friendly.
Changed Immolation from Cloak of Flames and other sources to have its vanilla visual effect, instead of the doodad fire it used.
Optimized -setstat and -setherostat abilities.
Moved Vrykul Worker and Pandaren Worker to the 4th Race Builder to make space for the new workers.
Message from -era command now lasts 20 seconds instead of 60.
Save & load crash fix
Save & load improvements/fixes
Added special message when Kacpa2 is present in-game.
Fixed "Ride Hippogryph" requiring a research that doesn't exist.
Disabled debug messages from the Save & Load system since it seems there's no bugs present anymore.
Updated to a newer version of Magi Log 'n Load, which fixes some issues with saving.
Replaced Detonate with an instant unit removal ability.
Updated to a newer version of Magi Log 'n Load, which fixes the reported issue with terrain not being saved/loaded.
Brought back Dragon Roost Builder to Worker Builder 4.
Fixed missing stalagmite in Underground builder.
City decorations now no longer pitch.
Redid a bunch of descriptions for deco workers.
Updated to a newer version of the Magi Log 'n Load, which has some nice new features and is more efficient.
Updated some info in F9.
Build number of the map is now displayed in the file name.
(Note: YOUR SAVES WILL NO LONGER WORK BECAUSE THE PLACE WHERE YOUR SAVES ARE STORED HAS BEEN MOVED.)
(Simply move your saves from Documents/Warcraft III/CustomMapData to Documents/Warcraft III/CustomMapData/AzerothRoleplay.)
Properly displays map version now.
Fixed deco worker of 'Basic Buildings `1' being named W.
Fixed 'Ruins' deco worker having wrong hotkey.
Added new commands to list of commands.
Removed deleted commands from list of commands.
Removed requirements from a bunch of heroes.
+ Fixed a fuck-up with selection, sorry!
First Hive version.
New Obelisks of Decorations at spawn, which can train the various deco builders, and removed the Decoration Workers wisp.
New Host system. If the Host slot in the start menu is empty, the following player (if that slot isn't empty too) will become the host. If the host leaves, another player is picked to be the host.
New Critter builders in the Special Workers wisp.
New -buildheight command. You can now change the height of buildings!
New -locust command. This makes the currently selected unit/building become unselectable by clicking.
New -controlplayer x command. (host only) This gives you full control of a computer/empty slot/player who left. This differs from -takeoverplayer x because that command gives you the units to you instead.
New -sethost x command. (host only) The selected player will become the new host of the lobby.
New -invulnerable amd -vulnerable commands. Makes the selected units vulnerable or invulnerable.
New Night Elf Architecture, Night Elf Buildings, Ashenvale Environment and 'Felwood' deco builders.
New Barrens Architecture and Barrens Environment deco builders.
New Outland Architecture and Outland Environment deco builders.
New City Decorations, City Architecture. City Ruined and Dalaran deco builders.
New Dungeon deco builder.
New Lordaeron deco builder.
New Icecrown Architecture, Icecrown Environment and Northrend deco builders.
New Misc 2 deco builder, with even more random shit like crates!
Four new Sunken Ruins deco builders, new Underwater deco builder.
New Water and Cold Waters deco builders.
New Ruins deco builder.
Two new Basic Buildings deco builders.
Player count has been upped to 16 players.
Re-arranged and polished up the wisps a little.
Commands are now applied on basis of selection instead of selecting units individually using an ability, which means that you can apply commands to multiple units at once.
Temporarily disabled RP chat commands and whatnot.
Removed Select IC Unit and Select Command Position abilities from obelisk.
Removed Select Unit ability from circle since it is no longer used and replaced it with Select Command Position.
All decorations are no longer locked to grid.
Changed up the loading screen.
Removed -tiles, the command which let the host turn on/off tile placement. (I have never seen this used.)
Fixed -height not applying height to decorations instantly.
Changed the way -tint functions. Now it's -tint xxx xxx xxx xxx. So if you want a unit to be 50% red, 0% blue, 80% green and 20% transparent, you'd do -tint 050 000 080 020.
-height now applies height instantly instead of over time.
Fixed Human Grypgon Aviary training Hawks instead of Armored Eagles.
Fixed Height not being saved when using the Save and Load system.
Having units inside the Roleplayer Circle no longer renders you unable to save, and instead gives you a warning that those units will not be saved.
Replaced the models of the Taming Hall and Guild of Shadows, with the former being renamed to Wolf Pen.
Race Wisps, Deco Builders and similar units can now move instantly, just like the Roleplayer Circle.
Revamped races' buildings (currently Orcs and Humans) can now be placed anywhere, unprevented by cliffs or doodads.
Revamped races' building upgrades (e.g. Barracks to Stables) can now return back to their original form (Stables back to Barracks.)
Deco builders now visibly fly.
The starting area now has a snowy theme, as Christmas is here.
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: Resources in use by Azeroth Roleplay
You can also upload your map here to generate a list: Asset scanner
Also, please do not spam map tags. Use most fitting ones. Roleplay fits here but added Strategy/Risk too since it's a bit more than that.
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.
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: Resources in use by Azeroth Roleplay
You can also upload your map here to generate a list: Asset scanner
Also, please do not spam map tags. Use most fitting ones. Roleplay fits here but added Strategy/Risk too since it's a bit more than that.
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.
I love these kinds of maps! There's maps like this already but they're usually too laggy (Occasional stutters), too plain or the host powers are too limited for my taste, this is a pretty good balance of all 3 of those. The only feature I'd like to see changed is the wisp detonate skill on buildings and workers. I tried controlling a hostile AI and setting up camps and a big base with it hoping to lay siege on it when I'm done. Unfortunately it started to detonate its buildings the moment my army touched them.
I love these kinds of maps! There's maps like this already but they're usually too laggy (Occasional stutters), too plain or the host powers are too limited for my taste, this is a pretty good balance of all 3 of those. The only feature I'd like to see changed is the wisp detonate skill on buildings and workers. I tried controlling a hostile AI and setting up camps and a big base with it hoping to lay siege on it when I'm done. Unfortunately it started to detonate its buildings the moment my army touched them.
Sounds like an issue with the AI. I'll look into this! I'll probably end up replacing the detonate ability with a proper remove unit/building ability. Thank you for the feedback and the kind words, and I'm glad you've enjoyed the map so far!
I love these kinds of maps! There's maps like this already but they're usually too laggy (Occasional stutters), too plain or the host powers are too limited for my taste, this is a pretty good balance of all 3 of those. The only feature I'd like to see changed is the wisp detonate skill on buildings and workers. I tried controlling a hostile AI and setting up camps and a big base with it hoping to lay siege on it when I'm done. Unfortunately it started to detonate its buildings the moment my army touched them.
Tested the newest patch by having small outposts go against each other, and it's great! Loved building up a town and tearing it back down
I'll start building up entire cities next then siege and conquer them
A neat map, with good foundations and features that progressively continue to become better with the newer updates. I personally enjoy the fact that you can create some interesting scenarios with others during roleplay, as well as create some fascinatingly complex (or simplistic) builds. However, I have some critiques:
1 - The terrain. It's neither good nor terrible, but man, it sure as hell would benefit from a redoing.
2 - The FPS issue. Since all decorations, structures and what have you are all units, the map becomes a certified FPS-killer.
3 - (This one is actually not related to the map itself, but the players) Lack of communications. Many newcomers who come to this map either confuse it with similar maps, or outright refuse to learn the game while playing it, and leave when they're frustrated with their lack of knowledge. There's also the issue of language, since many have a limited grasp on English, and this becomes problematic when online roleplay requires at least an intermediate understanding of the language. But, as I've already said, this is not an issue of the map nor the developer.
Overall a good map with a dedicated following and developer. I give it a Roleplay/Azeroth.
Sorry for double posting - the long-awaited 2.10.0 update is finally out! This includes more saveable and loadable things (all credits go to @moddiemads), like lowering/raising terrain, skins, etc, but also a brand new Kul'tiras race, plenty of model changes across all factions, many new decorations and heroes, and many other goodies.
We await any fellow roleplay-lover and creative folk to be part of our discord server and join our hosted rp/building sessions!
Thank you!! <33
I'm not currently planning on adding more content to the map, but it will still get a couple patches for any eventual issues / general quality of life.
In the meantime, I'm working on a new roleplay map from scratch that will take the best from this for an even better experience.
If you haven't yet, make sure to join our discord server!
Currently, this map and Age of Azeroth are the maps I've played the longest. I'd like to know if this map will be updated. I think its current playability is very high. I wonder if there will be updates to the terrain and other content. The bug I know of is that the Lich King cannot be captured effectively; I checked through the options. I remember there was a hero named Anduin in the lore, but I haven't found him in the latest version. Also, a certain version of Northrend in the lore was very interesting. I think the design of Icecrown Citadel is excellent; I don't know why it wasn't continued in the new version. I'm not sure if it's from a previous version of this map.
Currently, this map and Age of Azeroth are the maps I've played the longest. I'd like to know if this map will be updated. I think its current playability is very high. I wonder if there will be updates to the terrain and other content. The bug I know of is that the Lich King cannot be captured effectively; I checked through the options. I remember there was a hero named Anduin in the lore, but I haven't found him in the latest version. Also, a certain version of Northrend in the lore was very interesting. I think the design of Icecrown Citadel is excellent; I don't know why it wasn't continued in the new version. I'm not sure if it's from a previous version of this map.
Hi! I'm currently not working on the project anymore due to some personal issues; someone else has been left in charge. To answer some of your questions:
I'm aware of the Lich King capturing bug, though it's not much of an issue since you can use something like -ngive or one of the abilities to give yourself a neutral unit.
I also remember an Anduin hero, but I can't seem to find it either. I think it might've been removed by Kacpa long before I started development on the map. Honestly, I think a good option could be just using one of the Arthas heroes and renaming them/changing their abilities.
I think the Northrend you're talking about is @Panasdafa's beautiful edit of the map; it wasn't an official version, and though I planned on porting it over, I ended up reconsidering due to the weight of doing so. Terrain edits have always been something I'm interested in, but haven't gone through with because not only are my own terrain skills a bit lackluster, but I also fear that over-detailed terrain might be harmful to complex builds/non-Warcraft roleplay, which is an issue I've ran into with other maps in the past.
Hi! I'm currently not working on the project anymore due to some personal issues; someone else has been left in charge. To answer some of your questions:
I'm aware of the Lich King capturing bug, though it's not much of an issue since you can use something like -ngive or one of the abilities to give yourself a neutral unit.
I also remember an Anduin hero, but I can't seem to find it either. I think it might've been removed by Kacpa long before I started development on the map. Honestly, I think a good option could be just using one of the Arthas heroes and renaming them/changing their abilities.
I think the Northrend you're talking about is @Panasdafa's beautiful edit of the map; it wasn't an official version, and though I planned on porting it over, I ended up reconsidering due to the weight of doing so. Terrain edits have always been something I'm interested in, but haven't gone through with because not only are my own terrain skills a bit lackluster, but I also fear that over-detailed terrain might be harmful to complex builds/non-Warcraft roleplay, which is an issue I've ran into with other maps in the past.
Thank you so much for your reply. I completely understand that everyone has busy real-life lives. I appreciate the effort you put into creating this map. I've recently become obsessed with this type of map. Thank you, Kacpa, and Azeroth's Most Wanted. You are all creators of maps I've been recently captivated by. Each and every one of you is so talented. Thank you for the joy your work brings me. I wish you and your family all the best, good health, happiness, and joy.
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