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[Strategy / Risk] Azeroth Wars: Pangea

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WARNING THIS POST IS OUTDATED

I played more then 1500 games of Azeroth Wars: Legacy reborn and Loarderon: The Aftermach, so instead of bitching what I do not like on them I decided to make my own dream map:

Short description version:
Type of map: strategy, highly influecned by AW:LR and L:TA
Landscape: one big continent (made from Northland, Kalimdor, EK and Outland) and isles (Kul Tilar, Scarlet Onslaught , Krazzworks...)
Number of players: 12
Factions same as in AW:LR but differend teams
Basic Gold Income: 60 gold per minute + 140 gold from capitals per minute, used for regular units
Wood Income (ingame Blood) 1 wood for every unit player kills, used for elite units
Bonus Income : there are many carpturable neutral buildings which train units for free (every 1 - 5 minutes depending on strengh of unit) each also increase
income by 10, there is total of 31 these buildings
Heroes: every player start with Two "nerfed" heroes (I downgraded almost every hero ability my goal was make heroes "weak" but not uselles)
Third hero: (every faction has also hero which is gained after any hero reaches level 20, (and level 20 is maximum for every hero), difference is third hero
will be unnerfed
Game modes: there is quick vote at start of the game to pick game mode (No Teams (FFA), two teams, three teams and four teams)

Note: if somebody is capable making, gates like in AW:LR / L:TA or is skilled in removing leaks it would help me a lot and made me relase beta a LOT sooner (I mean you will do it for me, not teach me I can learn it but I have so many things to do ATM, you will be credited ofc)

Really Long version:
Landscape:

I am sure pictures are needed:
Here you can see entire map (without doodads and units)
AWP.png

Here you can see entire map with all cities (as Letters, big one starting cities, small one second chances) and neutral carpturable buildings (as numbers)
AWP_with_legend.png

Legend:
Control points increase income by 10 per minute and:
1 - Nexus: Summon Blue Dragon every 10 minutes.
2 - Frenzyheart Hill: Summon Wolvar, heavy meele unit with faeire fire every 2 minutes.
3 - Ulduar: Summon Flame Leviathan every half hour.
4 - Temple of Storms: Summon Lighting Revelant every 5 minutes.
5 - Wyrmrest Temple: Summon Red Drake every 5 minutes
6 - Urso´c Den: Summon Bear every 90 seconds.
7 - Vordrassil: Summon Furbolg every 60 seconds.
8 - Zul´Alman: Summon Troll High Priest every 3 min. Has heal, Inner fire and Abolish magic.
9 - Jadenar Summon satyr ranged support every 90 seconds, which can purge enemies.
10- Blackfathom Deeps: Summon Couatl every 3 minutes. It is medium flying unit.
11- Tower of Eldara: Summon Makrura Snapper every 3 minutes
12- Ruins of Eldarath: Summon Naga Myrmidon every 3 minutes. Can ensnare.
13- Bandit Camp: Summon Bandit every 2 minutes.
14- Seradane: Summon Green Dragon Whelp every 2 minutes
15- Harpy Nest: Summon Harpy Windwitch every 3 minutes.
16- Centaur Camp: Summon Centaur Impaler every 2 minutes. Ranged unit with searing arrows.
17- Dire Maul: Summon Shen'dralar Master of Arcane spells every 3 minutes. Has Chain heal, dispel and spell steal.
18- Ruins of Isildien Summon Ogre Mauler every 3 minutes. Brutish meele warriror.
19- Fire Plume Ridge Summon Lava Spawn every 3 minutes.
20- Centaur Camp TN: Summon Centaur Outrunner every 2 minutes. Medium meele unit with big axe
21- Deadmines: Summon Kobold every 30 seconds. Light meele unit with candle.
22- Grim Batol: Summon Red Drake every 5 minutes.
23- Uldaman: Summon Dark Iron Construct evey 4 minutes. Has spell imunity.
24- Karazhan: Summon Wrath every 3 minutes
25- Sunken Temple: Summon Atal'ai Fanatic every 90 seconds, which can cast frenzy on friendly units.
26- Auchindon: Summon Ghost every 90 seconds. Also reduce enemy armor by 4 in large area
27- Master A´Dal: Innitially nothing, when freed of teal can ressurect units in large radius.
28- Oshu´gun: Summon Draenei Vindicator every 90 seconds.
29- Raynewood Retreat: Summon Dryad every 90 seconds.
30- Sargeron: Summon Satyr ranged support every 2 minutes,which can curse enemis to miss often.
31- Azol Nerub: Summon Nerubian Websplinter every 90 seconds, can catch air units in web.
Red - Scourge:
A - Frozen Throne
B - Stratholme
C - scourge forward base
d - Gilneas
Blue - The Burning Legion:
A - Drak´Tharon
B - Alterac
c - C´Thun
Green - Hight Elves of Quel´Thalas
A - Sunwell
B - Silvermoon
C - Quelthalas outer villages
d - Tempest Keep
Purple - Loarderon Kingdom
A - Capital palace
B - Sratholme
C - Tyr´s Hand
D - Andhoral or something
E - Scarlet Monastery
f - Fenris Isle
g - Scarleg Onslaguth
Orange - Magi of Dalaran
A - Dalaran
B - Theamore
C - Southsore
D - Shadowfang Keep
e - Kul´Tiras
f - New Dalaran
Light blue - Sentinels
ABCD - I alway forged names of these
E - Feathermoon Stronghold - I got this one
f - Ranazijan Outpost
Brown - Druids
A - World Tree
B - Centarion Hold
c - Satyr base
Pink - Frostwolf Clan
A - Thunder Bluff
B - Orgrimmar
C - Darkspear Outpost
D - Crossroads
E - Camp Taurajo
f - Gundrak
g - Zul´Gurub
h - Jintha´alor
Grey - Warsong Clan
A - Stonemaul Outpost
B - Zul Farrak
C - Warsong Lumber Camp
d - Warsong Hold
e - Krazzworks
Yellow - Dwarves
A - Iron Forge
B - Thelsamar
C - Dun Modr
D - Gnomeregan
e - Aeire Peak
f - Brann´s Expedition
g - Dark Iron base
Dark Green - Stormwind
A - Stormwind
B - Goldshire
C - Sentinell Outpost
D - Lakeshire
E - Darkshire
F - Nethergarde Keep
G - Marshtide Watch
h - Valiance Keep
i - Stormgarde
Teal: Fel and Dark Horde
A - The Black Temple
B- Hellfire Citadel
C - Kill´sorrow Fortness
d- Dragonmaw Port

This is Northland atm:
Northland.jpg

This is EK atm:
Upper_EK.jpg
Middle_EK.jpg

Lower_EK.jpg

This is outland atm:
Outland.jpg

This is Kalimdor atm:
Upper_Kalimdor.jpg
Middle_Kalimdor.jpg

Lower_EK2.jpg

This is Kul Tiras atm:
Kul_Tiras.jpg

This is Scarlet Onslaguht atm:
Scarlet_Onslaught.jpg

Note: there is passage from wintergrasp to northland so it should not be so painfull moving around tree..
Second note: there is small passage from Shadowmoon Walley to swamp of sorrows I call it "Maghterion Retreat"


Factions:

Scourge:
Starting bases: Icerown and Schoolmance
Meele units: abominations (fat, slow lot of hp) ghouls (slim, fast, not much hp)
Ranged units: undead archers (weak but can attack anything), crypt fiends (stronger but can not attack air, ofc can learn web)
Air units: Frost wyrm (big, powerfull, expensive limit:4), Gargoryles (small, weak but good vs air, limit 8)
Healer: Destroyers (can not transform into flying form)
Support: Neconromancer (can raise one sceleton from dead unit)
Siege: Meat wagons (limit:4)
Elite: Death Knights ("undying", after they die thy will come back - 120 seconds cooldown, limit 10, 5 wood cost)
Heros: Crazed Arthas and Kel´Thuzard
Third hero: at level 20 Arthas can merge with nerzul to make The Lich King (Abilities: Defile, Undead Army, Death Pact, Reanimate Dead)
-there is little problem it is not really third hero when Arthas trasfrom into Lich king, so he gains Anub´arak too

Second chance:
If Frozen Throne is destroyed (or Lich King killed)red loose all units and gain Gileas base with Sylvanas(with Kel´Thuzard level) + small army with Varimathas (also Kel´s level) near Loarderon capital
He can not train Frost Wyrms anymore but gain bansee as new unit.
Death Knight Elites are replaced with Rangers. (limit 10, 5 wood cost)

Burning Legion:
Starting bases: Drak´Tharon and Alterac
Melle units: fellguards, fellguard overlords (cleaving attack), fellhounds (mana burn)
Ranged units: succubus
Air units: none until legion summon, then nether drake (limit 4) and nether hatchling (limit 8)
Healer: Fallen Priest (heal)
Support: Eredar Diabolist (demon rage - increase attack speed of friendly unit)
Siege: Infernal juggernat (can call one infernal from sky, but those infernals are nerfed) (limit 4)
Elite: Infernal (imunne to magic, pernament immolation) (limit 6 ,10 wood cost)
Heroes: Mal´Ganin and Tichondrius
Third Hero: Archimonde if any of your heroes reaches level 20 you may summon legion (no summoning time you just pick location near hero and it will spawn him with decent army)

Second chance before summoning:
If both blue bases are destroyed treacheous Dreadlords will pledge loyalty to C´Thun and gain base in Silithus and many new units (Silithid and those old god ones)
There is no siege, heal or air in this second chance it is just swarmy.
IMPORTANT: if you summon legion, it will mean you betrayed C´Thun and he will turn hostile with his buildings.
Second chance after summoning
If Archimonde is killed all your units will turn hostile and You will gain Balnazzar and Detheroc
Also if "second chance before summooning" was not launched it will launch now too.
You will be also able summon Kiljaden (same as with Archimonde)if any of your heroes reaches level 20 again. And C´Thun will be mad if he was triggered.

Loarderon
Starting bases: whole Loarderon Kingdom!
Meele units: Footman(defend), Militia (cheaper no defend)
Ranged units: human archer
Air: spirit hawk (limit 6)
Healer: Chaplain (heal, more durable then other faction healers)
Support: none until scarlet crusade
Siege: catapult (limit 4)
Elite: paladins (holy light-can heal any friendly unit orcan damage enemy units but not heroes, divine shield, limit 8, 5 wood cost)
Heroes: Uther and Garithos
Third hero: if Crazed arthas was not turned to lich king and Frozen throne is destroyed and if Uther reaches level 20 he can cleanse Crazed Arthas to normal powerfull Arthas

Second Chance: Scarlet Crusade
If Capital palace and Stratholme are destroyed rest of Loarderon will become quite insane and Scarlet crusade is born:
Footmans replaced with Zaleot footmans (better stats, but cost more gold)
Knights replaced with Crimson Knights (Cleaving attack, better, cost more gold)
Chaplain replaced with Scarlet priests (heal, ressurection-can raise 1 unit from dead, expensive)
Militia and Spirit hawk removed
New unit: Scarlet Inqisitor (scarlet insanity-increase attack power and speed of friendly unit)
Paladins replaced with Crusaders (divine shield, frenzy, resistant skin, limit 10)
Uther is replaced with Alexandros Morgaine (Light in Veins, Ashbringer´s light, No Time For Dead and Chain Light; he gain uther level)
New base: Scarlet onslaguth
New base: if Tyr´s hand is destroyed: Fenris Isle

High Elves of Quel´thalas
Starting bases: Sunwell and Quel´Thalas
Melle units: Swordsman (defend), Elf Lineaut (spell steal, spell imunity, expensive,limit 10)
Ranged: archer
Air: Dragonhawk (cloud, air shackles, limit 6)
Heal: priest
Support: Sorceress (slow)
Siege: Balista (limit 4)
Elite: Farstrader ( wind walk, limit 10, wood cost 5 can NOT attack heroes, it would be just too aimy)
Heroes: Anestarian Sunstrider (Fire Wave, Syphom mana, Mana shield), Wereesa Winrunner (cold arrows, trueshot aura, call archers and headshot - massidve dmg to single target but not usable on heroes)
Third hero: I need think something out

Second chance:
If two runestones are destroyed Silvermoon will become Vulnerable
If Silvermoon is destroyed sunwell will become Vulnerable
If sunwell is destroyed you gain new base in Netherstorm with Tempest Keep.
Anestarian Sunstrider is replaced with Kael (he gains Anestarian level)
Farstriders are replaced with Spell Breakers (limit 10, 5 wood cost)


Dalaran
Starting bases: Dalaran and Theamore
Meele units: Battlemage (defend, mana shield, phase sword, expensive) Battlegolems (limit 8), Siege golem (immune to magic, limit 1, long build time)
Ranged: kulltiran archer, Frost mage, Fire Mage,
Air: none
Heal: Earth mage
Support: Arcane Mage
Siege: none
Elite: Kirin Tor (forked lighting, evocation, mana shield, replenish mana, limit 6, wood cost 10)
Heroes: Antodias (arcane missiles, mana shield, the wise council and dual refill) and Jaina
Third hero: Need to think something out

Second chance:
If dalaran is destroyed, he gain new Dalaran in Northland, if Thamore is destroyed he gain Kul´Tiras

Druids:
Starting bases: World Tree with surrounding area and Centarion hold
Meele units: Druids of the Claw (they can morf to elf form but here are no abilities they are just faster), Furbolg
Ranged: Dryad
Air: Chimeras (can attack only land, limit 4), Druid of the Talon (can attack only air limit 8), Faerie Dragon (effective vs. casters, limit 6)
Heal: Druid of the Growth
support: none dirrectly but other units have faeire fire or roar for example
Siege: ballista mercenary (limit 4)
Elite: Mountain Giants (limit 6, wood cost 10)
Heroes: Centarius and Malfurion
Third hero: Need to think something out

Second chance:
If Tree of Life is lost, Druids can "research" Satyr Path which mean they loose all units and gain Illidan with decend army of Satyr in Fellwood + satyr base in desolace

Sentinels
Starting bases: everything on the left of druid territory (From Astranaar to Lor´Danel)
Meele units: Tiger, Sentry
Ranged units: Archer
Air: Mounted Hyppogryph (limit 6), hyppogryph (can attack only air, limit 6)
Heal: Priestess
Support: Warden (can cast elune protection which increase armor by 10)
Siege: ballista (limit 4)
Elite: Huntress (limit 10, wood cost 5)
Heroes: Tyrande and Maiew
Third hero: Shandris

Second chance
If Rutheran village is destroyed, sentinels can turn into naga - they loose all units and gain base at Ranazijan isle with Lady Vashj (she gain Tyrande ´s level)

Warsong Clan
Starting locations: Warsong Lumber Camp, Stonemaul, Zul´Farrak
Meele units: Grunt, Ogre Warrior, Raider
Ranged units: Forest Troll
Air: Goblin Zeppelin (limit 12)
Heal: Orc Warlock (Shadow Infusion- just renamed heal :D )
Support: Ogre Magi (bloodlust - increase attack speed)
Siege: Horde War Machine (limit 4)
Elite: Warsong Champion - ( mighty armor (+5. rly not that mighty but you know, it looks cool ingame), charge (limit 10. wood cost 5)
Heroes: Rexxar and Grom Hellscream
Third hero: Chen Stormsnout

Second Chance:
If both Zul´Farrak and Stonemaul are destroyed Warsong Clain gains Warsong hold in Northland (it can be gained by bringing hero here too)
If Warsong lumber camp is destroyed Warsong clain gains Krazzworks
There will be probably more paths later like Grommash go fell and/or forming Iron Horde

Frostwolf Clan
Starting Locations: Orgrimmar, Thunder Bluff, Crossroads, Camp Taurajo, Darkspear Outpost
Meele Units: Grunt, Tauren
Ranged units: Troll Headhunter, Kodo Beast (limit 6)
Air: Wind rider (limit6), Troll Battrider (limit 6)
Heal: Troll Witch Doctor (Sentry Ward, Healing Ward, Stasis Trap)
Support: Shaman (bloodspeed - increase moovement speed of friendly unit)
Siege: Demolisher (limit 4)
Elite: Spirit Walker (Corsoreal form, Spirit Link, Disenchant, Ancestral spirit, limit 10, 5 wood cost)
Heroes: Thrall and Rokhan
Third hero: Cairne Bloodhoof

Second Chances
If both Thunder Bluff and Orgrimmar are destroyed he gain Jintha´alor - small base in EK and gain new unit Forest Troll Berserker, with this also Two paths Open:

A) Frost Trolls - loose all units and gain Base in Northland with Gundrak citadel and new hero Frost King Mallak
Unis: Bear, Ice Troll, Ice Troll trapper, Ice Troll Berserker, Ice Troll Warlord (limit 4), Ice Troll High Priest, Mammoth, Icetusk Mammoth
Elite: Dire Mammoth - needs really a lot of punishement to put down (limit6, wood cost 10)
B) Jungle Trolls - loose all units and gain Base in Stranglethorn with Temple of Hakkar and new hero Bloodlord Mandokir
Jungle Troll, Jungle Troll trapper, Jungle Troll Berserker, Jungle Troll Warlord (limit 4), Jungle Troll High Priest, Jungle Stalker, Elder Jungle Stalker,
Elite: Enraged Jungle Stalker (high HP, has stomp, limit 6, wood cost 10)

Khaz Modan
Starting Bases: Iron Forge, Gnomeregan, Dun Modr, Thelsamar
Meele units: Dwarven warrior
Ranged units: Rifleman
Air: Gryphon Raider (limit 6), Flying Machine (limit 6)
Heal: Beer Wagon
Support: nobe
Siege: Mortal teams (limit 4), Siege engines (limit 8)
Elite: Thanes (limir 10, wood cost 5)
Heroes: Muradin Bronzebeard, Magni Bronzebeard
Third hero: Tinker (less powerfull then Ragnaros, but reviable)

Second chances:
If Ironforge is destroyed, Dwarves gain new base in Aerie Peak, they also gain control of mines in northland (not gold mines but those one doing BOOM!)
If Aerie Peak is Destroyed, Muradin is Replaced with Brann bronzebeard(gaining his level) and Dwarves gain control of Brann´s Expedition in northland
Brann´s Expedition can be also obtained by bringing Muradin Bronzebeard here
Also if Aerie Peak is destroyed Dwarves have new path avalible : The Dark Iron Dwarves
If they pick Dark Iron path they you gain small base in Burning steppes with new hero Thaurissan
If Thaurissan reaches level 20 he can summon Ragnaros (powerfull but unreviable)

Dark Green:
Meele: Militia, Brigadier, Marshal(limit 6), Outrider
Ranged: Spearthrower
Air: Zeppeline (limit 8,)
Heal: Priest
Support: Chaplain (Inner fire)
Siege: Catapult (limit 4)
Elite: Stormwind Champion (ranged damage reduced by 70%, limit 10, wood cost 5)
Heroes: King Warian Wrynn and Bolvar Fordragon
Third hero: Trollbane

Second chances:
If stormwind fall he gain stormgarde nation.
Stormgarde keep fall he gain Valiance Keep in northland
Valiance Keep can be obtained if King Warian Wrynn comes to estabilish it.

Dark and Fel Horde
Starting locations: Black Temple, Hellfire citadel and Kil´Sorrow Fortness
Meele: Fel orc Grunt, Fel Orc Raider
Ranged: Forest Troll, Fel Orc Kodo beast (limit 6)
Air: Black Drake (limit 4), Black Dragon Whelp (limit 8)
Heal: Fel Orc Warlock (Shadow infusion = heal again)
Support: Nercolyte ( raising 1 skeleton from corpse
Siege: Demolisher (limit 4)
Elite: Burning blademaster (bladestorm ofc nerfed, limit 8, wood cost 5)
Heroes: Magtherion and Rend Blackhand
Third hero: eeeh there wil be Deadwing in future probably

Second chance
If Black Temple is destroyed Teal gains base in Twilight Highlands with Dragonmaw port. Also Maghterion becomes unreviable.


Currency:
Starting gold is 200.
Basic gold income, those behind "//" are income from second chances
As said all players start with 200 income. From it, 60 is no matter what and 140 from capitals, exact numbers:
Red: Frozen Throne 100 stratholme 40 // Greymane Manor 40
Green: Silvermoon 70 Sunwell 70 // tempest keep 50
Purple: Stratholme 40, Capital palace 50, Tyrs hand 50 // Crimson Cathedral 30 and/or Fernris Keep 30
Blue: Alterac 70, Draktharon 70 // C´Thun 50
Sentinel: rutheran willage 50, Auberidne 50, feathermoon stronghold 40 // Ranazijan outpost 30
Druids: World tree 100 centarion outpost 40 // Satyr outpost 50
Pink: OG 40 , TB 40 , darkspear outpost 20, camp taurajo 20, crossroads 20, // Jintha´alor 30 or/and Gundrak 30 or Temple of Hakkar 30
Grey stonemaul 50, Warsong lumber camp 20, Zul´Farak 50 // Warsong Hold 40 and/or Krazzworks 20
Orange Dalaran 70 theamore 40 , soutshore 30 // New dalaran 30 and/or Kul´Tiras 20
Yellow: Ironforge 50, gnomeregan 30, Dun Modr 30, Thelsamar 30 // Aerie Peak 40 then Brann´s expedition 30 then Dark Iron base 30
Dark Green: Stormwind 60, Sentinel tower 20, Lakeshire 20, Goldshire 20, Darkshire 20 // Stormgarde 50 then Valiance keep 30
Teal: Black Temple 40, Hellfire citadel 40, Blacrock spire 30, Kil´sorrow Fortness 30 // Dragonmaw port 40

Blood income: not much more to say, you dont get it from killing your own units or from buildings
Food Limit: Starting food limit is 150 but is increased with every coltrol point player controls by 15
Food costs: every unit cost 1 wood except heroes, elites and ships (they cost no food)

Items:

Every player shop has:
Ring of protection: +3 armor - 40 gold
Claws of Attack: +6 damage - 120 gold
They have also their faction related items (mostly game default - Potion of Healing, Potion of Mana, Scroll of Town portal, Orb of some sort... there will be some improvements later)

Neutral shops have:
Ring of protection: +4 armor - 80 gold
Claws of Attack: +9 damage - 240 gold
Ring of Susperioty + 5 armor and +300 health - 800 gold (for end game...)
Boots of Speed: 50 gold
Dust of Apperance: 25 gold
Tome of Retraining: 100 gold
Potion of Lesser Invunerability: 50 gold
Scroll of Healing: 75 gold
Scroll of Protection: 50 gold
Potion of Invisibility: 30 gold
Scroll of Town portal: 250 gold

Items From Destroyed cities - I Prefer when players get items as Trophies from defeated cities rather then at start of game.
Alleria´s Flute of Accuracy: Trueshot aura - drops from Hellfire Citadel
Amulet of Spell Shield: Reflect spell casted on hero (cooldown ofc) - Drops from New Dalaran
Ancient Janggo of Endurance: Endurance aura - Drops from temple of Hakkar
Belt of Giant Streght: +6 Stregth - drops from Dragonmaw Port
Boots of Quel´Thalas : +6 Agility - drops from Silvermoon
Khadgar´s Pipe of Insight: Brilliance aura - drops from Kul´Tiras
Legion Doom-Horn: Unholy Aura - drops from Demon Gate in Alterac
The Lion Horn of Stormwind: - Devotion Aura - drops from Stormwind
Warsong Battle Drums: - Command Aura - drops from Warsong Lumber camp
Scourge Bone Chimes: Vampiric Aura - drops from Schoolmance
Horn of Cenarius: Life regen and max HP bonus - drops from Centarion Hold
Drek´thar´s Spellbook: town portal, mana bonus, spell damage reduction - drops from Dalaran
Serathil: attack speed and damage bonus - drops from Stonemaul Keep
Ancestral Staff: endurance aura and summon headhunter - drops from Thunder Bluff
Arcanite Shield: Armor +4 and defend - drops from Iron Forge
Killmaim: attack damage bonus +20, life Steal - Drops from Orgrimmar
Helm of Battlethirst - Berserk, +4 agi, + 4 str - Drops from Black Temple
Loarderon Crown: aoe heal - Drops from capital palace (not created yet)
Medalion of Courgae: +4 str +4 int drops from Tyr´s Hand
Hood of Cunning: +4 agi + 4 int - drops from Feathermoon Stronghold
Scepter of Healing: holy light ability, regeneration aura - drops from Rutheran Village
Mallet of Zul´Farrak: Work in progress..
Thundrlizard Diamond - chain lighting - drops from Gundrak
Scepter of the Sea - summons watery minion, +2 all stats - drops from Ranazijan Outpost
Searing Blade - fire damage bonus and critical strike - drops from Crimson Cathedral in Scarlet Onslaguht
Keg of Ale - mana and hp regen -drops from Dun Modr
Celestian Orb of souls - ressurection of 6 friendly units - drops from Yogg-Saron (neutral,20k hp not easy to kill)
Neclace of spell imunity- well spell imunity? - drops from Tempest keep
Goblin Land Mines - I increased number of charges to 6 - drops from Krazzworks
Tome of Sacrifices - Death pact, mana bonus (100) - drops from Frozen Throne
Clockwork Penguin - eer I will check it later - drops from Gnomeregan
Bladebane Armor - armor +7, devotion aura - drops from C´Thun
Firehand Gauntlets - armor+5, attack speed bonus - drops from Drak´Tharon
Shadow Orb : damage+9, armor+2, life regen - drops from satyr base
Mask of Death: life steal - drops from Blackrock Spire
Mindstaff: +200 mana and brillance aura - drops from Theamore Fort
Staff of Silence - area silence - drps from Jintha´Alor

Special Items:
Ashbringer: gained to Alexandros Morgaine when all three capitals of Loarderon are destroyed
Frostmourne: gained to Arthas when he turn to Lich King

And finally most powerfull item in my map:
Eye of Sageas, so how to get it?
A) you need get the Key to Tomb of Sargeas
Key_to_Tomb_of_Sargeas.jpg

As you can see, it is not for free to ensure players do it for Key not for gold from Creeps.
After paying tribute Key shell will turn hostile with 5000 hitpoits
When shell reaches 3000 hitpoints it will spawn three guardians: Fire, Lighting and Ice Revenants
When shell reaches 2000 hitpoints it will spawn theee guardians: Deeplord and Death Revenants and Doom Guard
When shell reaches 1000 hitpoints it will spawn six guardians (first two waves combined)
Guardians hitpoints have been increased and they spawn on three locations, so it looks more cool

B) Then go to Tomb of Sargeas (location is right of Quel´Thalas)
Tomb_of_Sargeas.jpg

1) defeat naga on shores (easy so you have chance to build something to reinforce)
2) open gate with key
3) defeat big demon army
4) defeat level 20 powerfull Pit Lord
5) destroy second gate and ifernal juggernauts
6) defeat 7 guardians two infernals and one Doom Guard which drops Eye of Sargeas yay

Anyway Eye of Sargeas stats:
Active ability: spawn 5 random demons - cooldown 100 seconds
Passive abilies: +25 all stats, + 10 life regen per second, spell reflect every 5 seconds


Gameplay:
Micro
while I reduced unit micro, hero macro is on the same level, most of the casters have one ability which they can autocast. There are some more micro factions, but most importantly there will be always one mastery in future which will add micro to faction.
Second chances:
While Druids, Sentinel, Khaz Modan and Frostwolf Clan must "reseach" second chance when conditions are met, other Faction second chance are triggered automatically with losing capitals. With most second chances player gets 200 gold so he can build little army immediatelly at least.
In general second chances should be powerfull but not better then initial one (at least, if they have better units, they cost more gold, and there is always cripled income for second chance)
Control points:
Most Control Points have 5000 hitpoints and change owner on 500 so it should not be easy to steal cps, especially when they are forming little armies around themselves and can not be targeted by air/siege/ships.
Capitals have decent amout of hp and can not be targeted by air/siege/ships, so they should not be easily aimed too.
Heroes
Heroes have three 4 level abilities and one 3 level ulti (levels needed for ulti 9, 12, 15 ) Third heroes start at level 6.
All hero abilities have been remade to Q,W,E,R hotkeys yay.
I am also working on short cinematic for every player (similar to AW:LR one)
World Events
It is possible to drain tree by anybody except initial owner (gains 1-5 levels)
It is possible use book of medvih by anybody except initial owner (gains 1-5 levels) // later I want implement 10% chance it will spawn medium army for blue
It is possible to absorb power of sunwell by anybody except initial owner (gains 1-10 levels) // Later I want implement 10% chance it will be to much power and kill hero who absorbed sunwell (can be ressed if possible)
Yogg-saron must be defeated first if any player want carpture Ulduar... then he got Flame Levithan every half hour.

History of this map:
So I woke up, got idea and draw this shit:
AWP_start.jpg

Then I was thinking more about it and formed this:
AW_pangea.png

AW_pangea_bottom.png

I also posted my ideas here, there is AW:LR forum too so I wanted know opinion of these kind of people:
http://www.diplomunion.com/index.php?threads/azeroth-wars-pangea-opinion-gathering.19040/
Then I got into planing in editor:


Then I started terrain and realized how much time it will take:
Azeroth_was_pangea.png

-by this time I had completed sentinels and druid and started completing other factions too and well... rest


What needs to be done before beta relase?
-Gates!
-Fix Leaks
-income tax trigger for taxed allies mode

Work After beta relase (if anybody will play this map):
Balance things
Adding Masteries (like in AW), then again balance things

Long term goals:
Now Third heroes can be obtained by every faction but it will change
Then again balance things
Make spells and abilities more original, if they are not now
There is lot of space in left and right bottom corners... I plan place there "Kingdoms of Failed", little base for every faction, which will activate after their last second chance base have been wiped out of the world, so it will be almost impossible to be dick and kill somebody second chance completelly after triggering. And lost players will be able to fight each other on those tiny worlds:)

Last words, my first language is not English and it may be quite "ugly" presentation but at least it is not like in 5% progress:p


I Thank:
stefanstan95 for Frostmourne Icon
0w_kwaliti for Lich King Icon
Sunchips for Ashbringer Icon
Mr.Goblin for Multishot Icon
eubz for Black Archer Icon
Kitabatake for Catapult Model
paulH for Dark Iron Model
Sellenisko for DrakkariHero Model
Frankster for Dwarven Warrior Model
assasin_lord for HeroGlow spell
Shiv for Human Destroyer Zeppelin Model
Vermillion Edict for Hero Thane Model
Frankster for Troll Voddoo Hunter Model
apaka for Zul´Jin model
HappyTauren for Human ARcher Model
wojia10502 for Knight Model
l0w_kwaliti for The Lich King Model
Hawkwing for Naaru Model
MatiS for Nerubian Barrack and Hatchery Models
takakenji for Orcis wall Model
supertoinkz for "Altar of some sorts" Model
Forgotten_Warlord and Takakenji for Scarlet General Model
Kitabatake for Wall Models
MasterHaosis for Chaos Valut Model
olofmoleman for Trebuchet Model
Kuhneghetz for White Tiger model

 
Last edited:
Level 11
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Jul 19, 2011
Messages
602
I saw this on Diplo and it looks awesome, I love the idea, I have to say you put much effort in this, good luck.
 
Level 19
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Oct 7, 2014
Messages
2,209
Wow I like how you work with the terrain.
When does the map's current timeline aligned? During the Frozen Throne? I was expecting before the WoD since Azeroth Wars are aligned in that time but it's okay.
 
Level 8
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Mar 2, 2014
Messages
132
ATM timeline, in my map is during Frozen Throne, but I will use probably anything from WoW what will fit into map, I mean I already connected continents I think events from WoW can not hurt it :)

Wow There are Soooooo many risk maps on MD...
Too bad they are not finished, otherwise I would be playing them and was not working on this...
 
Level 8
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Mar 2, 2014
Messages
132
Well, now you got me cornered! The answer is: Outland is not completelly different planet in my map, so it can be part of Pangea:D

Serious answer: as you can see I have zero waygates/teleports to instances/other planents, becouse it is just confusing and players abuse it with blocking entrance or spam towers.... so it would be kinda hard attach "space outland" to my pangea without portal
second reason: there are now three ways to outland not just one trough "dark portal", which will make gameplay much more better (I hope at least)
-it does not make it logical but there is reason at least:D
 
Level 8
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Mar 2, 2014
Messages
132
I dont take the reasons out, just wanted to nitpick that :D its nice to have more than 1 entrance into Outland(there are 2 in in AW:LR tho, Orange has portal in his base, but that gets you to Tempest Keep).
Also in AW:LR could (in past, but he may return) Illidan make portal to outland, but these portals are timed and one way, so it makes them kinda sucky vs. normal entrances

From the looks of it, this map will probably don't have any naval fights, right?
Whoa I completelly forget to mention them, each race have frigates 25 gold and battleships 50 gold (limit 6, can not attack capitals or control points)
There are ATM these isles:
Scarlet Onslaught
Fenris Isle
Kultiras
Krazzworks
Tomb of Sargeas
and more later, so navy will matter but not too much

Edit: I was actually thinking about it when making map, so I tested, that battleship can move from stratholme to southsore or to waters left of Stratholme
 
Level 8
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Mar 2, 2014
Messages
132
I learned how to make Leaderboards and Implemented one to my map only to realize I need Multiboard... I did not know Leaderboard can not be minimalized qq.. we have to live with leaderboard for now

Anyway I playtested all factions and found 87 bugs (quite a lot considering that I checked every faction after I finished it) anyway I fixed all bugs I found (and it was true torment, but at least first relase should not be complete disaster)

I also finished loading screen: this must be enough for beta:
Loading_screen.jpg

yea I can see Typ "isgained" from here but I am not going trough whole process of Loading Screen creating just becouse of that


I moved some walls in ironforge so moving around shold be less painfull
I forged to mention there is repeating minute countdown timer for income

I should be able to relase beta within week...

Edit: I also implemented gates they works perfectly, but once they are destroyed they are gone forever:)
 
Level 2
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Dec 24, 2009
Messages
34
I found it very disturbing that sylvanas wont be a part of the high elfs and rather start off as a undead directly as undead fails to defend the frozen throne. Sylvanas was the Ranger general of silvermoon after all ---> Also http://wowwiki.wikia.com/Lor'themar_Theron Why not using Lor'themar as a hero for the elfs aswell :)?
 
Level 8
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Messages
132
I found it very disturbing too...
There is issue, that I easily replaced High Elves Sylvanas with her sister Wereesa Windrunner but I could not find replacement for Undead Leader of Forsaken Sylvanas

I was considering some solutions like:
Do not care and have both (alive and undead) Sylvanases in game - but it would be too much even for my map
Sylvanas being avalible to red after red kills her - this solution is quite good and is used in AW:LR but leads to heavy aiming sylvanas and countersolution kiling her as green at start and not ressing her...
So I rather picked "lesser evil" and just renamed Alive Sylvy:)

I may implemet later another solution and it is: Sylvanas will go to red automatically when Silvermoon is destroyed and if Silvermon is okay and Frozen throne is destroyed red will get as second chance just that Dreadlord with possibility Sylvanas taking over later...

There are more important matters atm: when I hosted few games I found some flaws so I just halved colision size of over 1000 units and changed pathing of most unit production buildings, I also changed game modes, well I better go back to editor:D

Oh and about Lor'themar, well I need blood elves start in netherstorm ATM, and there fits Kael more, I am aware of lore and I am considering Lor'themar as less darker path for Blood Elves
 
Level 2
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I found it very disturbing too...
Oh and about Lor'themar, well I need blood elves start in netherstorm ATM, and there fits Kael more, I am aware of lore and I am considering Lor'themar as less darker path for Blood Elves

Well, i though since lor'themar was a high elf after all, but he is always used as a horde leader in all maps... never as a High elf hero :/
 
Level 8
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Mar 2, 2014
Messages
132
Oh well I forgot to update here:

First some changes before I added masteries

Unit colision size : I reduced colision by half to all units - that means there can be more units on the same area as before, thus they will stuck less in narrow passages... (note: over 1000 units has been updated by this )

Mod change: for now I will try go with those three mods, picking is same as before (voting at start of the game)
No Allies (FFA)
Four Teams (4x3) (Scourge, Legion, Fel orcs // Sentinels, Druids, High Elves // Loarderon, Khaz Modan, Arathor // Warsong clan, Frostwolf clan, Dalaran - Jaina loves Thrall okay? It makes sense! )
Two Teams (2x6) - it is same as before just renamed form "good vs. evil" becouse dwarves were always too confused when they realized they are dark iron in this mode, and on side with "evil", in general people were raging too much:D

I finished level 20 awesome thingy for every faction, some of them are not new, but I will post here complete list:

Red - Scourge:
If Crazed Arthas reaches level 20 he can become Lich King
If Kel´Thuzard reaches level 20 red gains third hero: Anub´arak

Blue - The Burning Legion:
If any of his heroes reaches level 20 he can summon legion - third hero Archimonde

Green - High Elves of Quel´Thalas:
there are no extra heroes but Anestarian Sunstrides gains two "Uberultimates"
Frist at level 15 he gain Sunshield (invuneable for 60 seconds, 5 minutes cooldown)
Second at level 20 Sustrike (extra powerfull aoe, but quite long casting time - advised to use as combo with Sunshield - 10 minutes cooldown)

Purple - Loarderon:
-well I forget on him, but in close future he will have chance to save Arthas from evil if he do not turn to Lich King

Orange - Kirin Tor Magi:
If any of his heroes reach level 20 he gain Admiral Proudmoore as third hero

Ligh blue - Sentinels:
If any of his heroes reach level 20 he gain Shandris Feathermoon as third hero

Brown - Druids:
If Cenarius reaches level 20 he gain new ability - Call Avatar of Nature (big Ancient Protector, which is not as slow as other, when rooted can throw big rocks and slam enemies, also has high hp and if he dies he split into two medium sized Treants and they split into two small treants if they die again:D )
If Malfurion reaches level 20 he gain new ability - Nature´s roots (aoe spirit link))

Pink Frostwolf Clan:
If any of his heroes reach level 20 he gain Cairne Bloodhoof as third hero

Grey Warsong Clan:
If any of his heroes reach level 20 he gain Chen as third hero

Yellow - Dwarves:
Khaz Modan: If any of his heroes reach level 20 he gain Tinker as third hero
Dark Iron: If any(he has one :D ) of his heroes reach level 20 he gain Ragnaros as third hero
Dark Green:
If any of his heroes reach level 20 he gain Trollbane as third hero - probably best tanky hero ingame

Teal - Fel Horde:
If Maghterion reaches level 20 he gain spell imunity
If Rend Blackhand reaches level 20 he gain spell imunity
-belive me I already saw his 20 level heroes and this is just enough for him)


Other info:
-Frozen Throne ability hotkeys remade to "QWE" and "Ner´zhul Call" added (teleports 24 units to frozen throne 30 minutes cooldown)
-added minimap image
-added some defensive mechanics to almost every capital (summon garrison, aura, etc...)
-finished Lich Kings last ability - Ghoul Swarm - summons radomly 4 types of ghouls (Standart ghoul, Frenzy ghoul, Plague ghoul and Sturdy ghoul - you can see difference from color) number of ghouls depends on ability level and they are pernament

Dalaran two casters gained new spell:
Frostmage - frost nova added (quite weak damage but nice slow effect)
Fire Mage - Reforge Armor added (heal your golem units)

I gave to control points tree researchs whose upgrade all creeps spawned in control points (for player who research it)
They are:
Creep Attack - increase their damage 5 levels of it -
Creep Defense - increase their armor 5 levels of it
Creep Resilience -Increase their hp and mana by 50 and hp and mana regen by 15% - two levels of it (most gold expensive)


Secondly, I added masteries but I am sorry they are already outdated and I have no time to update them :X

Scourge
Dark Magic Mastery
Enables you to train banshees before forsaken and gives necromancers cripple and frenzy abilities. Kel´Thuzard gain 100 mana and 10% mana regen bonus.

Disease Power
Greatly increases the amount of damage that Disease Cloud deals to enemy units, but decreases the duration of which disease cloud affects enemy units. Also allows you to train an additional 2 Meat Wagons. (Disease Cloud Before: 1 damage per second last 120 seconds, Disease Cloud After: 3 damage per second, lasts 60 seconds.)

Creature Mastery
Improves all creatures of the Scourge, making them attack 15% faster. Hitpoint bonus by 10%.

Burning Legion
Nathrezim Contingency plan:
Increase all blues heroes hitpoints and mana by 10%, attack speed and mana regen by 15% and if Archimonde Fall his Legion army will not turn hostile.

Mo'arg Battle Mastery
Increases health of felguards, fel hounds and overlords.
Icreases HP of all casters by 100, mana points by 50, damage by 10 and mana regen by 30%

Infernal Mastery
Allows Infernal Juggernauts to cast Inferno, also gives magic immunity to elite Infernals

Loarderon
Composite weapons Mastery
Gives Longbowmen haste ability, which increase their attack speed by 50%, increase their hp by 10% and gives them 10 bonus damage.
Also give garrison of Longbowmen to every Loarderon capital, which will keep shooting on enemies.

Soldier Mastery
Footmen are only slowed by 20% when defend is active, gives knights warplating ability. All Loarderon meele units and Garithos also gain 20% attack speed bonus and a 15% movement speed bonus.

Empowerement Mastery
Improvemees casters mana, mana regeneration and Heal, also increase hitpoints of Loarderon meele units and Uther by 100.

Quel´Thalas
Arcane Training Empowerment
Gives Sorceress Invisibility and Polymorf abilities.
Gives Priets Dispel and Inner fire abilities.

Archery Mastery
Improves Farstrider greatly by increasing their hitpoints, damage, attack speed and movement speed by 20%. Also gives them searing arrows and increase their range by 50. Increase hitpionts of your regular archers by 100 and their damage by 5.

Blood Infusement
Increases the health, damage, mana, and mana regenaration by 30% for Spell Breakers.

Dalaran
Golem Mastery
Increase limit of Siege golems to 4. Gives Siege golems and Battle golems Strong Plating ability and Emergency repair ability. Also increase their hitpoints by 200)

Spell Mastery
Improves all spellcasters abilities (including kirin) tor and their range by 100.

Mind Training Mastery
Increase all spellcaster, heroes battlemages and Dalaran Towers mana by 100 and mana regen by 30%. Also increase their attack damage by 15.

Frostwolf Clan
Tauren Mastery
Increase Tauren and Cairne Bloodhoof movement speed by 10%, hp by 10%. Improves pulverize ability and gives them Toughened hides ability.

Spiritual Mastery
Improves Ancestral Spirit ability, reduce time for a stasis trap to activate, increase stun radius of stasis trap and reduce mana cost of healing ward. Gives 0.8 mana regeneration to all casters and Rokhan.

Warrior spirit mastery
Gives 10% movement spedd bonus and 15% hitpint bonus to grunts, kodos, shaman and Thrall. Also gives shamans lighting shield and purge abilities.

Warsong Clan
Bloodlust Mastery
Improves Bloodlust on Ogre magi and shadow infusion on Orc Warlocks. Also increase their mana by 100 and mana regeneretion by 30% including Gromash Hellscream

Ogre Might Mastery
Improves HP of all ogre units and Rexxar by 20%. HP regeneration by 1 and movement speed 10%.

Troll Combat Mastery
Improves HP of all Troll units by 10%, attack range by 100, damage by 8 and HP regeneration by 1.

Sentinels
Might of the Warden Mastery
Gives 1 health regeneration bonus, 10% hp, attack speed and movement speed to all land Night Elven units and Maiew.

Huntress Swiftneess Mastery
Increase hp of Huntress and Tyrande by 100, attack range by 75 and damage by 15. Also gives Hunteress evasion and their Moon Glaive attack additional two targets. Gives Hunteress elune grace.

Grace of The Elune mastery
Improves Priestesse´s heal range and mana cost, also gives them negating ray.Increase their mana regeneration by 0.80 and maximum mana by 50 to all casters.
Gives all Night Elven units Elune grace reducing magic and ranged damage by 20%.

Druids
Feral Mastery
Furgolgs and Druid of the Claw gain +10% attack speed +10 damage and +5 movement speed.

Giant mastery
Improves Hardened skin of Moutain Giants, increase their HP by 100 and hp regeneration by 1. Also increase their attack speed by 10% and damage by 10.

Bonding Mastery
Increase Druids of the Growht mana regeneration by 50% and gives them Mark of the Wild.
Increase all air units hp by 100 hitpoints, attack speed by 10% and improving their abilities.

Stormwind
Endurance Mastery
Increases the Marshalls steel plating ability to 12, increases all melee units and heroes hp by 100 and hp reg by 1.

Outriding Mastery
Improves the Movement speed by 10%, attack speed by 20% and add 5 damage to King of Stormwind, champions and outriders.

Tactical Mastery
Improves the effectiveness of the spearmans slow poison, gives them bonus 100 hitpoits and 5 attack damage. Gives all casters a bonus of 0,8 mana reg.

Khaz Modan
Siege Mastery
15 bonus damage for Mortar Teams, Flying Machines and Steam Tanks and bonus health for Flying Machines. Also unlocks the Stun Mine ability for Steam Tanks.

Beer Mastery
Increase effectivnes of Beer Wagons, unlock Good Beer ability for Thanes, Dwarven warriors, Riflemans and heroes.

Elemental Mastery
Increase Griphon Riders hitpoints by 150 and gives them Chain Lighting ability. Gives Dark iron Constructs ciritcal strike ability.

Fel Horde
Fel Blood Mastery
Increases the Health Regeneration of all units and heroes by 30%, and allows you to build a Defiled Fountain of Life.

Blood Frenzy Mastery
Gives a 10% attack speed bouns to all Fel Orc units and heroes.

Beast Mastery
Gives 10% hp and damage bonus to Black Dreakes, Black Dragon Whelps, Kodos and Fel Orc


And for third we are getting to actuall news:
I am slowly preparing three tiers for every player (researchable at same building as mastery, becouse it can not be destroyed)

Tier One upgrade:
Will unlock for all player players after 10 minutes of Game and will cost 100 gold and 25 blood
Every player will be able to do one of two Tier 1 upgrades.

Tier Two Upgrade:
Will unlock for all player players after 20 minutes of Game and will cost 150 gold and 50 blood
Every player will be able to do one of two Tier 2 upgrades.

Tier Three Upgrade
Will unlock for all player players after 30 minutes of Game and will cost 200 gold and 75 blood
Every player will be able to do one of two Tier 3 upgrades.

There will be no reqirement for advenced tiers to have lower tier researched... so you can research only tier 3 if want
Tier 1 will have small power but Tier 3 will be really powerfull

Example for Sentinels
Tier 1 A choice
Tigers gain 5 bonus attack
Tier 1 B choice:
Sentienls (unit named sentinel not whole army) gain 100 hitpoints

Tier 2 A choice:
Hippogryphs riders gain multishot, but their damage will be reduced by 20%.
Tier 2 B choice:
Double Damage of Hippogryphs riders
Note: they have now base damage 16-18 which renders them pretty useless without tier

Tier 3 A choice:
Enables Hunteress call one Huneress recruit (non elite and timed) into battle
Tier 3 B choice:
Enables priesteress ressurect one fallen unit.

I am asking for opinion for Tier thing in general then "omg it should be 10 bonus attack instead 5", but you can suggest tiers for factions here too

Oh and I added new "Six Teams mode" Teams in this mode are
Scourge + Legion
Quel´Thalas + Loarderon
Khaz Modan + Stormwind
Fel Orcs + Warsong Clan
Sentinels + Druids
Frostwolf Clan + Dalaran
 
Level 8
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Mar 2, 2014
Messages
132
Well I am giving uprotected map to public, because idk maybe some new editor want look on some trigger...
If anyone want continue on map just tell in this topic what you are doing (I highly doubt it)

I did not make icons and models, so credit them, they should be listed in quest :)

I tried trigger simpliest way possible, coz I am not good at it, so you can find in map
Easy Starting Cinematic
Easy Game mode
Easy Leaderboards
Easy Neutral events
Easy player events (like Arthas level 20 + Frozen throne = happy Lich King)
Easy (and leaky) second chances
Masteries
Tiers (first one only)
Most basic Gates

You can also find there over 12 races with heroes with nerfed abilities (4 levels with tooltips (ulitmate 3))

Reason I stopped working on map:
I started working on this map in standart W3 editor, after two days I continued working on this map in newgen.... and after four months of work I saw: "oh I can start like twice big map in newgen" .. so thats why everything felt too close and map small in general... yay... then I just "ragequit" W3, coz I already had finished nice terrain (like really nice look into map) with pathing.
I demand biggest editor fail Contest! I have high chance to win!

Anyway I found last changelog if anyone intersted:

New events
-if black temple fall and maghterion die he go to prison in chains under ironforge teal can save him by destroying lever in ironforge (only teal can save him) if maggy die again after this he is lost forever ever ever

-if Varian Wrynn dies after stormwind fall he go to cage near black temple... DG can save him by destryoing that cage (only DG can save him) if Wrynn die again after this he is lost forever

-If Magni Bronzebeard dies after Ironforge fall he go to cage near Blackrock mountain.. Yellow can save him by destroying that cage (only yellow) If Magni dies after this again he is lost forever

-these three events should add some fun rescue mission to game :)

Bugs and Balance
-added more line of sight blockers around stormwind
-fixed pathing around Ironforge and Quelthalas (not gates)
-I have given teals generators label "ancient" they can not be aimed by siege or air or ships now
-closed path from Furbolg willage to icc (was bug)
-renamed Maiew to Maiev
-tyradne heal raised from 5seconds to 10 secons
-pathing of bridge in ashenvale fixed
-Elite of green and forsaken still can not aim heroes but their base damage doubled
-Fixed Death coil was not able to heal elites
-blue ´s juggernauts are now mechanical so they should not be slowed, but they aoe damage has been halved
-infernal build time reduced to 30 seconds one
-second chance of blue can not be aimed now (same like in case generators)
-blue second chance now train acolytes
-fixed reading book of medivh, absorbing world tree and absorbing sunwell (last time hopefully)
-fel hounds have feedback now
-added hero attack and defense to grey elites

Tiers
Tier 1 upgrades are almost ready, they are the weakest:
-this tier unlock for all players after 10 minutes of game and cost 100 gold and 25 blood
-I will not tell tiers name just what they do:
Red:
Increase damage of all ghouls by 5
Increase hitpints of all ghouls by 100
Blue:
A - Increase damage of sucucubs by 5
B - gives succubus special poison attack
Green:
A - swordsmans gain 150 hitpoints
B - lineauts gain 150 hitpoints
Purple:
A - Increase mana of paladins by 100 and mana regeneration by 20%
B - Increase hitpoints of paladins by 100
Orange
A - Gives dalaran defence towers bonus 20 damage 200 hitpoints 200 mana and 100% mana regeneration
B- gives magic arrows to kultiran archers
Yellow
A- increase hitpoints ofall dwarven towers by 200
B - Increase attack damage of all Dwarven towers by 15
DG
A- Double amout of untis spawned as garrisons, enable upgrading town halls to keep, which spawn garrisons
B - Gives ranged garrison attack to Sentinel Tower and Marshtide Watch and increase attack of spearmans by 3
Teal
A- Enables you to train two additional demolishers
B- Increase hitpoints of fel grunts and fel raiders by 100
LB
A- tigers gain 5 bonus attack
B- sentry gain 100 hitpoints bonus
Brown
A- Improve poisoned spear ability of dryads
B- Increase attack damage of dryads by 5
Pink
A - Transforms Headhunters into Troll Berserkers, giving them increased hit points and the Berserk ability.
B - Increase hitpints of Kodos by 100 and attack damage by 5.
Grey
A- Give Bash to Ogre warriors.
B- Give Resistant Skin to Ogre warriors.


Hotfix: I realized it is quite stupid if farstraiders and rangers can not attack heroes:D but I still do not want them be one hit hero squad... so I just gave them second attack which can be used only for heroes:p (not that strong)


Anyway I am now working on my secret project (on the BIGGEST map POSSIBLE) - no, it is not Azeroth Was: Isles, Azeroth Wars: Ocean, or Azeroth Wars: Flat Catholic World - it is not related
 

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Level 24
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Looks neat though you are aware that the "Pangea" super continent on Azeroth was known as Kalimdor, right?
 
Level 8
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Well I think I will give this map some extra love afterall since sombeody cared to cast it:

This is FFA mode (1v1v1v1v1v1v1v1v1v1v1v1)

It has obviously quite a lot of problems but hey, I can not just "puff" good balanced map out of nowhere
PS: yellow towers should have 500-600 hp, it was mastery bug....
 
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