Battle for Icecrown (B4IC) is a spawn based strategy map set in the Icecrown Zone of WoW. It uses events/units/heroes found in the actual game, with a few creative none-cannon events here and there. The map was originally inspired by Strife in the Plaguelands (War in the Plaguelands (WIP) now) and Wrath of the Lich King several years ago but put on hold for college.
The map is currently in its alpha stage. Content is still being created, balance is in flux (especially balancing Dark Green and Green's fight, its a nightmare), bugs are being ironed out, while the shape of the map and bases are set the terrain is bland and needs work. Nothing is necessarily set in stone, many things about the game can still change if need be.
I try to test and update the map daily rather than test for a large period of time and do a big patch change. Map is up on make-me-host, see the second post for the changelogs.
If anyone would be willing to help spice up the terrain, could you contact me?
The Scourge:
Blue: Icecrown Citadel
Teal: Western Icecrown Scourge
Purple: The Vrykul
Grey: The Fleshworks
Dark Green: Eastern Icecrown Scourge
Brown: The Host of Suffering (Death Knight Order)
Allied Forces:
Red: The Alliance
Yellow: The Argent Crusade
Orange: The Argent Tournament
Green: The Horde
Pink: Heroes of Azeroth (Nameless WoW Players)
Light Blue: Knights of the Ebon Blade
-Full QWER system for all heroes and elite units.
-Automatic spawn, you dont have to manually create units. Units spawn every 2 minutes. Each color except for Dark Green, Green, Brown, and Light Blue has a spawn cap of 100. Dark Green and Green have a cap of 160, while both Brown and Light Blue have a spawn cap of 30.
-Rally-Point System.
-Automatic Tier system, players start at 0 Tiers and upgrade a Tier every 10 minutes to a maximum of 4. New tiers increase spawns and the types of units spawned.
-A variety of elite units. Unlike Strife/War in the Plaguelands, there is more than just a few elite units (Templars/paladins/death knights) that you can make a hero group with. Each color (except for brown/pink/Light Blue) has access to several different elite units to pair with their heroes. Some elite units are exclusive to one color only. Besides starting elite units, *most* elite units start spawning at Tier 3. There are a few exceptions.
-Capturable tower system similar to many different Spawn Based Strategy maps. There are also elite tower plots that cost more lumber to create and are more powerful.
-Limited portal bases. There is only one portal base in the game (The Frozen Halls dungeons near Icecrown Citadel). It has 2 different entrances, one inside and one outside Icecrown Citadel.
-Less AoE to win. Many different units have a spell resistance ability that reduces spell damage taken by 20-40%. All spell caster units have at minimum the 20% resistance while all elite units have 40% spell resistance. So the squishy back-line casters are not as easily butchered by spells. Many melee units have a Heavy Plating style ability that reduces attack damage taken. Some melee units have both spell resistance and heavy plating. All elite units have resistant skin to prevent charming. While many heroes do have AoE, some heroes are more specifically dueling oriented with single-target abilities, or are more support oriented heroes.
-More item spice! Unlike Strife/WIP which only had a few items on specific heroes. Almost every hero will have a item based off quest rewards found in WoW, or based off Lore Objects. Most of these items drop on death, so be careful about losing them to the enemy. Most items though are not extremely powerful like the Crown Heal or like Ashbringer, but still, having a full inventory is going to empower a hero greatly.
-Camera commands, players will be able to type -cam #### to set the camera. Camera automatically sets to 2500 at the start of the game.
-Scoreboard similar that tracks unit and hero kills.
-200 wood is given to each player every 2 minutes.
-Anti-Team kill trigger to prevent trolling. (Includes no Target Area on siege units)
-Variety of battlefields. The map ranges from wide open maneuverable spaces to well defended bases to choke points. Players must adapt and use their terrain to their advantage.
-Hero spell ranks, some heroes might have Holy Light while others might have Elite or Master Holy Light, which are more powerful. This extends to ultamites and auras as well.
Unlike Strife in the Plaguelands, every single faction except for Pink has one revivable main hero. These heroes will be revivable until their color's main base is destroyed, upon which they will be permanently killable.
All other heroes can be trained once and only once from various bases on the map. Any one player, except for Brown and Pink can have a maximum of 3 heroes out at a time (including the main hero), event heroes allow you to breech this cap, but you cannot train more heroes until you fall back below 3 heroes. These secondary heroes, and all event heroes, DO NOT REVIVE. Once a hero dies, another can be trained. Trained hero level increases steadily as the game progresses, 1 additional starting level per 10 minutes.
This hero system was chosen to make the map more newbie friendly, and to keep players in the game. Currently, in War in the Plaguelands, 99% of the time if someone loses all their heroes, or even just their most powerful hero (Alexandrous Mograine for example) they outright ragequit without question. This causes a strain on the rest of their allies who now have to manage the leaver's army and any other heroes they might have or acquire later on, and in worse case, it causes a chain of leavers and ruins then game. Now, if a player's most powerful hero is revivable, they are more inclined to keep playing. Of course, once their main base is gone, and their hero is dead, the player is pretty much defeated and free to leave the game.
And unlike Strife/War in the Plaguelands, the heroes are not set. Each color (except Brown) has a different amount of heroes to choose from, each are trained from different bases. Some have access to more heroes, while some have access to less. Blue for example has access to the greatest number of heroes in the game, and can keep training replacement heroes, making blue a more newb friendly color. It also means Blue has the highest hero variety in the game as well, masters of the color will come to know what various hero compositions will do for them. This allows each game to be a little different than the last, as some events are hero specific, and if that hero is never trained then the event wont happen.
Heroes have a maximum level of 15, and all heroes can learn attribute Bonus, this level cap may or may not change depending on testing.
Brown and Pink:
Brown starts with 4 elite death knight heroes, out of these 3, only Orbaz Bloodbane is revivable until 40 minutes unto the game when Malkyriss: The Vile Hold finishes construction.
At that point ALL of his heroes are revivable and brown gets a death knight unit spawn until the base is destroyed. If the base is destroyed prior to its construction completion they will never be revivable. If one of browns heroes dies before the construction is complete that hero is still dead. Its up to brown to survive while still contributing to the game, brown is a less newbie friendly color and meant to be very similar in play style to the old hero squad only brown in Strife in the Plaguelands.
Pink is somewhat similar to brown. Pink has a max hero cap of 4 heroes out at a time. They cannot revive. Pink spawns no units whatsoever besides his powerful heroes. Its up to pink to make an impact and protect his heroes.
The win or lose conditions are simple.
If the Frozen Throne and the Lich King are both destroyed, its game over for the Scourge. (The Lich King is revivable until the Frozen Throne is destroyed)
If the Argent Vanguard base, Tirion Fordring, and Darion Mograine are all destroyed/killed then its game over for the Allied forces. (Both heroes are revivable until their command tents in the Argent Vanguard are destroyed.)
If any of the mentioned heroes are already dead when that base is destroyed, the will automatically revive near them so they can be killed so the game can actually end.
Red's main base is the Skybreaker, his main hero is Justin Barlett. He controls the Skybreaker Troop Transport, and the Silver Covenant Pavilion up in the Argent Tournament Grounds. He also has a tent in the Argent Vanguard where he can train a hero.
Description:
His main opponent is Dark Green, his bases start split off from one another. His course of action should be to choose his heroes, and then attack Dark Green from his front while his allies attack him from theirs. Alternatively, he can coordinate with Orange should he decided to come to his aid.
Trainable Heroes:
Skybreaker: Mark Jackson
Skybreaker Troop Transport: Koup
Silver Covenant Pavilion: Noozle Whizzlestick, Jaelyne Evensong, Ambrose Boltspark, Marshal Jacob Alerius, Lana Stouthammer, Melador Valestrider, Anthar Forgemender, Baelnor Lightbearer.
Druid's Tent: Liliandra.
Events:
Return from the Frozen Halls: 10 minutes into the game, Jaina Proudmore will arrive at the Argent Vanguard under Red's control.
Crusader's Pinnacle: If all of Scourgeholme is destroyed, Archmage Rhydian will arrive under red's control.
First Legion Forward Camp: If Dark Green loses the Bombardment, Red will recover the remains of the FLFC and gain another base/spawn.
The March on Icecrown Citadel: If the Court of Bones is taken, Red will gain Muradin Bronzebeard as a hero.
Fall of the Skybreaker: If red loses the Skybreaker, he will gain a small back-up spawn in the Argent Vanguard, and King Varian Wrynn will arrive under his control.
A Love Betrayed: If Jaina Proudmore dies, she will drop her corpse as an item. If the Lich King should acquire her corpse, he will raise her as a unwilling, but powerful agent of the Scourge.
The Rider of Truth: Should the Skybreaker fall, and should Justin Barlett be killed, Brown will receive him as a powerful death knight hero.
Blue is the leader of the Scourge, controlling Icecrown Citadel and Arthas, the Lich King. Arthas is obviously his main hero, and the Frozen Throne is his main base.
He controls the Frozen Throne, the Frostwing Halls, the Plagueworks, the Crimson Halls, the Lower Spire, the Forge of Souls, the Pit of Sauron, and the Halls of Reflection.
Description:
Blue has a fairly good sized starting army, and MANY heroes to choose from. His base is also fairly safe from any enemy attacks until the near end of the game should the Scourge start to lose. His first course of action should be to gather his army, and march northward to help his allies destroy Ogrim's Hammer and the Blackwatch.
Trainable Heroes:
The Frostwing Halls: Sindragosa
The Crimson Halls: Lanathel, Keleseth, Valanar, Taldaram
The Plagueworks: Professor Putricide, Rotface, Festergut
The Lower Spire: Lord Marrowgar, Lady Deathwhisper, Deathbringer Saurfang
The Halls of Reflection: Marwyn, Falric
The Pit of Sauron: Tyrannus, Garfrost, Krick and Ick.
The Forge of Souls: Bronjahm, Devourer of Souls.
Events:
Scourgebane's Fall: If Light Blue should train and lose Crok Scourgebane, Blue will gain Sister Svalna as a hero.
A Love Betrayed: If Jaina Proudmore dies, she will drop her corpse as an item. If the Lich King should acquire her corpse, he will raise her as a unwilling, but powerful agent of the Scourge.
Saurfang's Revenge: If Blue should train and lose Deathbringer Saurfang, Green will receive Varok Saurfang as a powerful hero.
Teal controls a large portion of the Western Icecrown Glacier. His main base is the Shadow Vault, and his main hero is General Lightsbane.
He has control of the Shadow Vault, the Weeping Quarry, the Ironwall Rampart, the Valley of Fallen Heroes, the Conflagration, Corp'Rethar: The Horror Gate, the Cathedral of Darkness, and the Court of Bones.
Description:
Teal has a collection and variety of many different Elite Units to choose from should his bases make it to tier 3, no other color in the game has the variety and number he has.
His first task should be to gather his army at two points, North of Green's base, and South of Yellow's Blackwatch base and await the arrival of his allies. After they come, he should proceed to help them destroy the Horde and Blackwatch before moving east.
Trainable Heroes:
The Shadow Vault: Vile, Lady Nightswood, the Leaper.
Ironwall Rampart: Grimkor
The Cathedral of Darkness: Basaleph
The Court of Bones: Thexall Deathchill
Events:
Lord of Western Icecrown: If General Lightsbane reaches level 15, the Lich King will empower him, making him a substancially stronger hero. He is still revivable as long as the Shadow Vault is under Scourge Control.
Fall of the Shadow Vault: Should the Allied Forces take the Shadow Vaults, Light Blue will gain it as a spawn.
Freedom from the Scourge: Should Vile, Lady Nightswood, or the Leaper die, Light Blue will gain them as heroes.
Purple controls the Vrykul forces bases at Ymirhelm and the greater Jotunheim region. His main hero is Overthane Balargarde, and his main base is Balargarde Fortress.
He controls Ymirhelm, Ufrang's Hall, The Savage Ledge, the Underhalls, Valhalas, Njorndar Village, Hall of the Ancestors, Kul'galar Keep, and Balargarde Fortress.
Description:
Purple controls a very large collection of bases, most of which are accessible only through one main entrance, making it easier for him to try and keep a choke hold on his enemies. Purple also has access to a lot of different heroes, allowing him to customize his hero squad easily to his liking. His first task should be to gather his armies and help assault the Horde.
Trainable Heroes:
Ufrang's Hall: Thane Ufrang
Savage Ledge: Hroegar, Onu'Zun, Sigrid Iceborn, Efrem, Tinky.
Valhalas: Banahogg, Khit'rix, Carnage, Prince Sandoval
The Underhalls: Illskar, Osterkilgr
Ymirhelm: Thaldren
Events:
The Ancient Hero: 12 Minutes into the game, Iskalder will spawn under Purples control at the Hall of the Ancestors.
Taking Ymirhelm: If the Allied Forces take over Ymirhelm, Mariel Trueheart (Orange) will free the captured miners there and set up a refugee camp, gaining another spawn.
I'm also thinking about an event during the lategame if Valhalas is still alive.
Yellow is the Argent Crusade, led by Tirion Fordring. His main base is the Argent Vanguard. He controls the Argent Vanguard, Blackwatch, and two tents based at Ogrim's Hammer and Skybreaker where he can choose to train a hero. He can also gain a new spawn if all of Scourgeholme is destroyed.
Description:
Yellow's first task should be to decide where to train his heroes, and then rush out to attack Scourgeholme before Dark Green can reinforce it. He must also be mindful of his base to the west, if green is in trouble he NEEDS to support him.
Heroes:
The Argent Vanguard: Entari, Marisse, Dalfors, Sunborn, Gustav.
Skybreaker Tent: Maraad
Ogrim's Hammer Tent: Brother Keltan.
Blackwatch: Kamros, Olakin Sainrith.
Events:
Crusader's Pinnacle: Once all of Scourgeholme has fallen, yellow will gain Crusader's Pinnacle as a base.
Fate of Olakin Sainrith: Should Olakin Sainrith die, he will be cut into pieces and used to make a powerful abomination hero for grey. Should this abomination be killed, Sainrith will be resurrected.
The Fall of Blackwatch: Should Blackwatch be destroyed, Gray will gain Ghostwing as a hero.
Orange is the Argent Tournament, led by Justicar Mariel Trueheart. The Argent Tournament Grounds is the only base OJ controls at the start of the game, although he can gain another later on.
Description:
Orange has two choices of where to go, there are two seperate paths southward, one towards Sindragosa's Fall and Scourgeholme where Yellow will be attacking, and the other leads towards Red. Its up to him to decide where to take his heroes and army. His army will tip the scales of either fight, but the other may not be able to win alone without him, although Yellow is in much less danger of being counter-attacked and killed off without OJ.
Heroes:
The Argent Tournament Grounds: Paletress, Silverdawn, Adelard, Rhydalla.
Events:
Taking Ymirhelm: If the Allied Forces take over Ymirhelm, Mariel Trueheart will free the captured miners there and set up a refugee camp, gaining another spawn.
Assault on the Argent Tournament: 20 minutes into the game, Anub'Arak and Deathspeaker Kharos will arrive at Deathspeaker's Watch leading a large army to the west of the Argent Tournament Grounds. Eadric the Pure will arrive at that point with a few elite units to try and help hold off the assault.
Fall of the Argent Tournament: Should the Argent Tournament Grounds be destroyed, the Scourge will corrupt it and use it as a base.
The Rider of Anguish: Should the Argent Tournament Grounds fall, and should Mariel Trueheart be killed, she will be raised as a powerful death knight hero for Brown.
Green is the Horde based at Ogrim's Hammer, his main hero is Korm Blackscar. He controls Ogrim's Hammer, Ogrim's Hammer Troop Transport, and the Sunreaver Pavilion over in Oranges base. He gains a backup base if Ogrim's Hammer falls.
Description:
Green is one of two 'Vanguard' races, he, like Dark Green, most hold out for as long as possible against overwhelming odds to buy time for his allies to wipe out their obstacle player. If his allies cannot reach him in time, he WILL eventually lose to his opponents. As such, Green is arguably the hardest Allied Forces faction to play successfully.
Green is surrounded on all sides by the armies of the Scourge. Teal, Purple, and Grey are his immediate adversaries, and Brown and Blue will be on their way towards him very quickly. His only nearby ally is Blackwatch to the south.
He has two choices: Bunker down, or strike.
Bunker down is as it suggests, attempting to hold out as long as possible against the might of the Scourge. Ogrim's Hammer is positioned within a mountain and choke point with several towers, and the ship itself deals a great deal of damage.
He can strike out, his starting army is strong enough to defeat the starting army of any one color of the Scourge. So if the Scourge allies of that chosen color are slow to react, green could do a lot of damage and destroy a few bases. However, doing so will leave his base and Blackwatch vulnerable, and his army will be fighting without his choke point / towers. It will quicken his defeat, but could potentially do some long lasting damage to the Scourge.
Should Ogrim's Hammer Fall, Green effectively becomes a hero squad faction.
Heroes:
Ogrim's Hammer: Mulga, Copperclaw, Utamu
Ogrim's Hammer Troop Transport: Xutjja
Sunreaver Pavilion: Narrhok Steelbreaker, Malithus Brightblade, Caiphus the Stern, Maz'dinah, Harkzog.
Events:
Saurfang's Revenge: If Blue should train and lose Deathbringer Saurfang, Green will receive Varok Saurfang as a powerful hero.
Return from the Frozen Halls: 10 minutes into the game, Slyvanas Windrunner will arrive at the Argent Vanguard under Green's control.
Fall of Ogrim's Hammer: Should Ogrim's Hammer be destroyed, Green will gain a minor spawn at the Argent Vanguard, and Garrosh Hellscream will arrive under his control.
The Rider of Hate: Should Ogrim's Hammer fall, and should Korm Blackscar be killed, the Scourge will raise him as a powerful death knight for Brown.
Pink is unique amongst the game. He is a hero ONLY faction, he controls no army, nor spawns any Elite Units. He is meant to represent the WoW players who journeyed into Icecrown. His 'Heroes Tent' is located at the Argent Vanguard. His main role is to support his allies with his powerful heroes.
He has 10 different heroes to choose from: A Warrior, a Rouge, a Hunter, a Warlock, a Priest, a Paladin, a Death Knight, a Druid, a Shaman, and a Mage.
Unlike other colors, he has a hero cap of 4 heroes out at a time. If one falls, he can train another as a replacement.
Pink currently has 0 events for or against him, I am undecided as to whether or not I want him to have any.
Grey controls the Fleshworks led by Master Summoner Zarad. His main base is the Fleshworks Summoning Portal. He controls the Summoning Portal, the Sanctum of Reanimation, the Flesh Giant Lab, the Abomination Lab, and the Fleshworks Plague Cauldron.
Grey controls few heroes compared to other colors, and unlike other colors, he has a very focused role: To raise as many dead as possible. His heroes and elite necromancers are very good at raising a large number of units to bolster his forces. It also makes him very good at stopping enemy resurrections by stealing their corpses from them!
Description:
Grey's first task is to quickly gather his forces, his base is compact, allowing him to do so quickly. He should be ready to assist teal or purple should Green decide to rush them, or to try and hold his own entrance if he is the target. Once his allies have gathered their armies, he should join them and crush the Horde and Blackwatch.
Heroes:
Sanctum of Reanimation: Patches, Dr. Sabnok
Flesh Giant Lab: Morbidus
Fleshworks Plague Cauldron: Dr. Terrible (He is on loan from the Underhalls >.>)
Events:
Patches!?!: If Grey trains Patches, and loses him, Patches will join whatever color killed him.
Fate of Olakin Sainrith: Should Olakin Sainrith die, he will be cut into pieces and used to make a powerful abomination hero for grey. Should this abomination be killed, Sainrith will be resurrected.
The Fall of Blackwatch: Should Blackwatch be destroyed, Gray will gain Ghostwing as a hero.
Light-Blue controls the Knights of the Ebon Blade led by Darion Mograine, as long as the Ebon Blade Command Tent in the Argent Vanguard is alive, Darion will be revivable. He is a hero group only faction, he will only control his heroes and his elite units, as such he has a spawn cap of 30 Ebon Blade Death Knights.
Description:
While Darion Mograine starts out in the Argent Vanguard, Light-Blue does not have to train the rest of his heroes there. He has tents at the Blackwatch, Ogrim's Hammer, the Skybreaker, and the Argent Tournament where he can train heroes from, allowing his hero group to have a presence all around the map should he choose to train them there. It is up to him to decide where to best focus his efforts.
Heroes:
Ebon Blade Command Tent: Jayde, Munch
Ebon Pavilion: Crok Scourgebane
Thassarian's Tent: Thassarian
Koltira's Tent: Koltira Deathweaver
Blackwatch: Darkrider Arly, Margrave Dhakar
(Event Base The Shadow Vault: Baron Sliver, Duke Lankral)
Events:
Fall of the Shadow Vault: Should the Allied Forces take the Shadow Vaults, Light Blue will gain it as a spawn.
Freedom from the Scourge: Should Vile, Lady Nightswood, or the Leaper die, Light Blue will gain them as heroes.
Scourgebane's Fall: If Light Blue should train and lose Crok Scourgebane, Blue will gain Sister Svalna as a hero.
Ashbringer: Should the Argent Vanguard fall, and should Tirion die, he will drop the Purified Ashbringer. Should Darion re-claim the sword of his father, he will be purified and become an incredibly powerful hero. Purified Darion is NOT revivable, and once he dies, the game over timer starts.
(This is mostly a flavor last stand event for fun, as Purified Darion kicks some serious ass, allowing the allied forces to go out with a bang)
His main base is Aldur'Thar: The Desolation Gate, and his main hero is Alumeth. He controls a vast region of bases in the Eastern Icecrown Glacier and a very large but separated starting army. He controls all 3 parts of Scourgeholme, Mord'Rethar: The Death Gate, The Broken Front, The Valley of Lost Hope, The Bombardment, Sindragosa's Fall, and Aldur'Thar: The Desolation Gate.
Description:
Dark Green is one of two 'Vanguard' races, he, like Green, most hold out for as long as possible against overwhelming odds to buy time for his allies to wipe out their obstacle player. If his allies cannot reach him in time, he WILL eventually lose to his opponents. He is arguably the hardest Scourge faction to play successfully.
He will be attacked on 2, potentially 3 sides. From red at the Bombardment, from yellow at Scourgeholme, and potentially from Orange at Sindragosa's Fall, although Orange can decide to help Red instead of heading down to help yellow.
Dark Green must gather his armies as quickly as possible and choose his course of action. He, like Green, can choose to bunker down and attempt to hold in the Allied Forces for as long as possible, or he can attempt to re-gather his army at one point and make an assault.
When bunkering down, Scourgeholme and the Broken Front have excellent choke points, making those 2 bases key places to hold. Having a larger than normal spawn cap and starting army, Dark Green can try to hold these 2 places, attempting to hold more positions though will most likely lead to his quick defeat. Losing Scourgeholme however will lead to a quicker defeat, as he loses 3 spawns, and Yellow will gain a spawn.
If he should by chance decide to gather the full force of his army into one mass and march, none of his opponents can stand in his way, but he must be quick to do this, as his opponents are most likely NOT going to give him the time to gather, and will react if they see him try this strategy.
Heroes:
Scourgeholme: Salranax
Scourgeholme Temple: Yath'amon
Scourgeholme Slaughterhouse: Underking Talonox
Mord'Rethar: The Death Gate: Coprous
Aldur'Thar: The Desolation Gate: Faedris, Veraj, Jhaeqon, Savryn
Events:
Crusader's Pinnacle: Once all of Scourgeholme has fallen, yellow will gain Crusader's Pinnacle as a base. Deathbringer Halof will arrive under Dark Green's control at the Valley of Lost Hope if this happens.
Assault on the Argent Tournament: 20 minutes into the game, Anub'Arak and Deathspeaker Kharos will arrive at Deathspeaker's Watch leading a large army to the west of the Argent Tournament Grounds. Eadric the Pure will arrive at that point with a few elite units to try and help hold off the assault.
Fall of the Argent Tournament: Should the Argent Tournament Grounds be destroyed, the Scourge will corrupt it and use it as a base for Dark Green.
Brown is the Host of Suffering based at the incomplete Malkyriss: The Vile Hold. He is the Lich King's new Death Knight Order to replace the Ebon Blade. He is a hero group only faction, he will only ever have his heroes and his Death Knight units. Orbaz Bloodbane is his main hero, and is revivable as long as Malkyriss is alive.
Brown controls Orbaz Bloodbane the Hand of Suffering, Rokir the Rider of the Unholy, Sapph the Rider of Frost, and Baelok the Rider of Blood. He can gain new Death Knight heroes as the game progresses. If he can keep his heroes alive until late game, they will become revivable. It is up to him to make an impact on the game while keeping them alive.
Description:
Brown is a group of pure death, created in memory of the original Brown from Strife in the Plaguelands. He has a choice in where to focus his efforts: Helping his fellow western scourge destroy the Horde, or riding past to aid Dark Green against his main foes.
It is much easier to get at heroes in the east, although the AoE you have may help crush the Horde faster.
Events:
Countdown to Doomsday: Should Malkyriss: The Vile hold still be alive at the 40 minute mark, it will finish its construction. At that point all of browns heroes will become revivable and he will start spawning a large amount of death knights. (All heroes have a base 2 minute revival time)
The Rider of Hate: Should Ogrim's Hammer fall, and should Korm Blackscar be killed, the Scourge will raise him as a powerful death knight for Brown.
The Rider of Anguish: Should the Argent Tournament Grounds fall, and should Mariel Trueheart be killed, she will be raised as a powerful death knight hero for Brown.
The Rider of Truth: Should the Skybreaker fall, and should Justin Barlett be killed, Brown will receive him as a powerful death knight hero.
As a note, my internet blows, so it takes forever to upload stuff, so this post may not have the most up-to-date version attached. The latest version however is always up on Make-Me-Host. Always check the 2nd post to see what the current patch # is.
The map is currently in its alpha stage. Content is still being created, balance is in flux (especially balancing Dark Green and Green's fight, its a nightmare), bugs are being ironed out, while the shape of the map and bases are set the terrain is bland and needs work. Nothing is necessarily set in stone, many things about the game can still change if need be.
I try to test and update the map daily rather than test for a large period of time and do a big patch change. Map is up on make-me-host, see the second post for the changelogs.
If anyone would be willing to help spice up the terrain, could you contact me?
The Scourge:
Blue: Icecrown Citadel
Teal: Western Icecrown Scourge
Purple: The Vrykul
Grey: The Fleshworks
Dark Green: Eastern Icecrown Scourge
Brown: The Host of Suffering (Death Knight Order)
Allied Forces:
Red: The Alliance
Yellow: The Argent Crusade
Orange: The Argent Tournament
Green: The Horde
Pink: Heroes of Azeroth (Nameless WoW Players)
Light Blue: Knights of the Ebon Blade
-Full QWER system for all heroes and elite units.
-Automatic spawn, you dont have to manually create units. Units spawn every 2 minutes. Each color except for Dark Green, Green, Brown, and Light Blue has a spawn cap of 100. Dark Green and Green have a cap of 160, while both Brown and Light Blue have a spawn cap of 30.
-Rally-Point System.
-Automatic Tier system, players start at 0 Tiers and upgrade a Tier every 10 minutes to a maximum of 4. New tiers increase spawns and the types of units spawned.
-A variety of elite units. Unlike Strife/War in the Plaguelands, there is more than just a few elite units (Templars/paladins/death knights) that you can make a hero group with. Each color (except for brown/pink/Light Blue) has access to several different elite units to pair with their heroes. Some elite units are exclusive to one color only. Besides starting elite units, *most* elite units start spawning at Tier 3. There are a few exceptions.
-Capturable tower system similar to many different Spawn Based Strategy maps. There are also elite tower plots that cost more lumber to create and are more powerful.
-Limited portal bases. There is only one portal base in the game (The Frozen Halls dungeons near Icecrown Citadel). It has 2 different entrances, one inside and one outside Icecrown Citadel.
-Less AoE to win. Many different units have a spell resistance ability that reduces spell damage taken by 20-40%. All spell caster units have at minimum the 20% resistance while all elite units have 40% spell resistance. So the squishy back-line casters are not as easily butchered by spells. Many melee units have a Heavy Plating style ability that reduces attack damage taken. Some melee units have both spell resistance and heavy plating. All elite units have resistant skin to prevent charming. While many heroes do have AoE, some heroes are more specifically dueling oriented with single-target abilities, or are more support oriented heroes.
-More item spice! Unlike Strife/WIP which only had a few items on specific heroes. Almost every hero will have a item based off quest rewards found in WoW, or based off Lore Objects. Most of these items drop on death, so be careful about losing them to the enemy. Most items though are not extremely powerful like the Crown Heal or like Ashbringer, but still, having a full inventory is going to empower a hero greatly.
-Camera commands, players will be able to type -cam #### to set the camera. Camera automatically sets to 2500 at the start of the game.
-Scoreboard similar that tracks unit and hero kills.
-200 wood is given to each player every 2 minutes.
-Anti-Team kill trigger to prevent trolling. (Includes no Target Area on siege units)
-Variety of battlefields. The map ranges from wide open maneuverable spaces to well defended bases to choke points. Players must adapt and use their terrain to their advantage.
-Hero spell ranks, some heroes might have Holy Light while others might have Elite or Master Holy Light, which are more powerful. This extends to ultamites and auras as well.
Unlike Strife in the Plaguelands, every single faction except for Pink has one revivable main hero. These heroes will be revivable until their color's main base is destroyed, upon which they will be permanently killable.
All other heroes can be trained once and only once from various bases on the map. Any one player, except for Brown and Pink can have a maximum of 3 heroes out at a time (including the main hero), event heroes allow you to breech this cap, but you cannot train more heroes until you fall back below 3 heroes. These secondary heroes, and all event heroes, DO NOT REVIVE. Once a hero dies, another can be trained. Trained hero level increases steadily as the game progresses, 1 additional starting level per 10 minutes.
This hero system was chosen to make the map more newbie friendly, and to keep players in the game. Currently, in War in the Plaguelands, 99% of the time if someone loses all their heroes, or even just their most powerful hero (Alexandrous Mograine for example) they outright ragequit without question. This causes a strain on the rest of their allies who now have to manage the leaver's army and any other heroes they might have or acquire later on, and in worse case, it causes a chain of leavers and ruins then game. Now, if a player's most powerful hero is revivable, they are more inclined to keep playing. Of course, once their main base is gone, and their hero is dead, the player is pretty much defeated and free to leave the game.
And unlike Strife/War in the Plaguelands, the heroes are not set. Each color (except Brown) has a different amount of heroes to choose from, each are trained from different bases. Some have access to more heroes, while some have access to less. Blue for example has access to the greatest number of heroes in the game, and can keep training replacement heroes, making blue a more newb friendly color. It also means Blue has the highest hero variety in the game as well, masters of the color will come to know what various hero compositions will do for them. This allows each game to be a little different than the last, as some events are hero specific, and if that hero is never trained then the event wont happen.
Heroes have a maximum level of 15, and all heroes can learn attribute Bonus, this level cap may or may not change depending on testing.
Brown and Pink:
Brown starts with 4 elite death knight heroes, out of these 3, only Orbaz Bloodbane is revivable until 40 minutes unto the game when Malkyriss: The Vile Hold finishes construction.
At that point ALL of his heroes are revivable and brown gets a death knight unit spawn until the base is destroyed. If the base is destroyed prior to its construction completion they will never be revivable. If one of browns heroes dies before the construction is complete that hero is still dead. Its up to brown to survive while still contributing to the game, brown is a less newbie friendly color and meant to be very similar in play style to the old hero squad only brown in Strife in the Plaguelands.
Pink is somewhat similar to brown. Pink has a max hero cap of 4 heroes out at a time. They cannot revive. Pink spawns no units whatsoever besides his powerful heroes. Its up to pink to make an impact and protect his heroes.
The win or lose conditions are simple.
If the Frozen Throne and the Lich King are both destroyed, its game over for the Scourge. (The Lich King is revivable until the Frozen Throne is destroyed)
If the Argent Vanguard base, Tirion Fordring, and Darion Mograine are all destroyed/killed then its game over for the Allied forces. (Both heroes are revivable until their command tents in the Argent Vanguard are destroyed.)
If any of the mentioned heroes are already dead when that base is destroyed, the will automatically revive near them so they can be killed so the game can actually end.
Red's main base is the Skybreaker, his main hero is Justin Barlett. He controls the Skybreaker Troop Transport, and the Silver Covenant Pavilion up in the Argent Tournament Grounds. He also has a tent in the Argent Vanguard where he can train a hero.
Description:
His main opponent is Dark Green, his bases start split off from one another. His course of action should be to choose his heroes, and then attack Dark Green from his front while his allies attack him from theirs. Alternatively, he can coordinate with Orange should he decided to come to his aid.
Trainable Heroes:
Skybreaker: Mark Jackson
Skybreaker Troop Transport: Koup
Silver Covenant Pavilion: Noozle Whizzlestick, Jaelyne Evensong, Ambrose Boltspark, Marshal Jacob Alerius, Lana Stouthammer, Melador Valestrider, Anthar Forgemender, Baelnor Lightbearer.
Druid's Tent: Liliandra.
Events:
Return from the Frozen Halls: 10 minutes into the game, Jaina Proudmore will arrive at the Argent Vanguard under Red's control.
Crusader's Pinnacle: If all of Scourgeholme is destroyed, Archmage Rhydian will arrive under red's control.
First Legion Forward Camp: If Dark Green loses the Bombardment, Red will recover the remains of the FLFC and gain another base/spawn.
The March on Icecrown Citadel: If the Court of Bones is taken, Red will gain Muradin Bronzebeard as a hero.
Fall of the Skybreaker: If red loses the Skybreaker, he will gain a small back-up spawn in the Argent Vanguard, and King Varian Wrynn will arrive under his control.
A Love Betrayed: If Jaina Proudmore dies, she will drop her corpse as an item. If the Lich King should acquire her corpse, he will raise her as a unwilling, but powerful agent of the Scourge.
The Rider of Truth: Should the Skybreaker fall, and should Justin Barlett be killed, Brown will receive him as a powerful death knight hero.
Blue is the leader of the Scourge, controlling Icecrown Citadel and Arthas, the Lich King. Arthas is obviously his main hero, and the Frozen Throne is his main base.
He controls the Frozen Throne, the Frostwing Halls, the Plagueworks, the Crimson Halls, the Lower Spire, the Forge of Souls, the Pit of Sauron, and the Halls of Reflection.
Description:
Blue has a fairly good sized starting army, and MANY heroes to choose from. His base is also fairly safe from any enemy attacks until the near end of the game should the Scourge start to lose. His first course of action should be to gather his army, and march northward to help his allies destroy Ogrim's Hammer and the Blackwatch.
Trainable Heroes:
The Frostwing Halls: Sindragosa
The Crimson Halls: Lanathel, Keleseth, Valanar, Taldaram
The Plagueworks: Professor Putricide, Rotface, Festergut
The Lower Spire: Lord Marrowgar, Lady Deathwhisper, Deathbringer Saurfang
The Halls of Reflection: Marwyn, Falric
The Pit of Sauron: Tyrannus, Garfrost, Krick and Ick.
The Forge of Souls: Bronjahm, Devourer of Souls.
Events:
Scourgebane's Fall: If Light Blue should train and lose Crok Scourgebane, Blue will gain Sister Svalna as a hero.
A Love Betrayed: If Jaina Proudmore dies, she will drop her corpse as an item. If the Lich King should acquire her corpse, he will raise her as a unwilling, but powerful agent of the Scourge.
Saurfang's Revenge: If Blue should train and lose Deathbringer Saurfang, Green will receive Varok Saurfang as a powerful hero.
Teal controls a large portion of the Western Icecrown Glacier. His main base is the Shadow Vault, and his main hero is General Lightsbane.
He has control of the Shadow Vault, the Weeping Quarry, the Ironwall Rampart, the Valley of Fallen Heroes, the Conflagration, Corp'Rethar: The Horror Gate, the Cathedral of Darkness, and the Court of Bones.
Description:
Teal has a collection and variety of many different Elite Units to choose from should his bases make it to tier 3, no other color in the game has the variety and number he has.
His first task should be to gather his army at two points, North of Green's base, and South of Yellow's Blackwatch base and await the arrival of his allies. After they come, he should proceed to help them destroy the Horde and Blackwatch before moving east.
Trainable Heroes:
The Shadow Vault: Vile, Lady Nightswood, the Leaper.
Ironwall Rampart: Grimkor
The Cathedral of Darkness: Basaleph
The Court of Bones: Thexall Deathchill
Events:
Lord of Western Icecrown: If General Lightsbane reaches level 15, the Lich King will empower him, making him a substancially stronger hero. He is still revivable as long as the Shadow Vault is under Scourge Control.
Fall of the Shadow Vault: Should the Allied Forces take the Shadow Vaults, Light Blue will gain it as a spawn.
Freedom from the Scourge: Should Vile, Lady Nightswood, or the Leaper die, Light Blue will gain them as heroes.
Purple controls the Vrykul forces bases at Ymirhelm and the greater Jotunheim region. His main hero is Overthane Balargarde, and his main base is Balargarde Fortress.
He controls Ymirhelm, Ufrang's Hall, The Savage Ledge, the Underhalls, Valhalas, Njorndar Village, Hall of the Ancestors, Kul'galar Keep, and Balargarde Fortress.
Description:
Purple controls a very large collection of bases, most of which are accessible only through one main entrance, making it easier for him to try and keep a choke hold on his enemies. Purple also has access to a lot of different heroes, allowing him to customize his hero squad easily to his liking. His first task should be to gather his armies and help assault the Horde.
Trainable Heroes:
Ufrang's Hall: Thane Ufrang
Savage Ledge: Hroegar, Onu'Zun, Sigrid Iceborn, Efrem, Tinky.
Valhalas: Banahogg, Khit'rix, Carnage, Prince Sandoval
The Underhalls: Illskar, Osterkilgr
Ymirhelm: Thaldren
Events:
The Ancient Hero: 12 Minutes into the game, Iskalder will spawn under Purples control at the Hall of the Ancestors.
Taking Ymirhelm: If the Allied Forces take over Ymirhelm, Mariel Trueheart (Orange) will free the captured miners there and set up a refugee camp, gaining another spawn.
I'm also thinking about an event during the lategame if Valhalas is still alive.
Yellow is the Argent Crusade, led by Tirion Fordring. His main base is the Argent Vanguard. He controls the Argent Vanguard, Blackwatch, and two tents based at Ogrim's Hammer and Skybreaker where he can choose to train a hero. He can also gain a new spawn if all of Scourgeholme is destroyed.
Description:
Yellow's first task should be to decide where to train his heroes, and then rush out to attack Scourgeholme before Dark Green can reinforce it. He must also be mindful of his base to the west, if green is in trouble he NEEDS to support him.
Heroes:
The Argent Vanguard: Entari, Marisse, Dalfors, Sunborn, Gustav.
Skybreaker Tent: Maraad
Ogrim's Hammer Tent: Brother Keltan.
Blackwatch: Kamros, Olakin Sainrith.
Events:
Crusader's Pinnacle: Once all of Scourgeholme has fallen, yellow will gain Crusader's Pinnacle as a base.
Fate of Olakin Sainrith: Should Olakin Sainrith die, he will be cut into pieces and used to make a powerful abomination hero for grey. Should this abomination be killed, Sainrith will be resurrected.
The Fall of Blackwatch: Should Blackwatch be destroyed, Gray will gain Ghostwing as a hero.
Orange is the Argent Tournament, led by Justicar Mariel Trueheart. The Argent Tournament Grounds is the only base OJ controls at the start of the game, although he can gain another later on.
Description:
Orange has two choices of where to go, there are two seperate paths southward, one towards Sindragosa's Fall and Scourgeholme where Yellow will be attacking, and the other leads towards Red. Its up to him to decide where to take his heroes and army. His army will tip the scales of either fight, but the other may not be able to win alone without him, although Yellow is in much less danger of being counter-attacked and killed off without OJ.
Heroes:
The Argent Tournament Grounds: Paletress, Silverdawn, Adelard, Rhydalla.
Events:
Taking Ymirhelm: If the Allied Forces take over Ymirhelm, Mariel Trueheart will free the captured miners there and set up a refugee camp, gaining another spawn.
Assault on the Argent Tournament: 20 minutes into the game, Anub'Arak and Deathspeaker Kharos will arrive at Deathspeaker's Watch leading a large army to the west of the Argent Tournament Grounds. Eadric the Pure will arrive at that point with a few elite units to try and help hold off the assault.
Fall of the Argent Tournament: Should the Argent Tournament Grounds be destroyed, the Scourge will corrupt it and use it as a base.
The Rider of Anguish: Should the Argent Tournament Grounds fall, and should Mariel Trueheart be killed, she will be raised as a powerful death knight hero for Brown.
Green is the Horde based at Ogrim's Hammer, his main hero is Korm Blackscar. He controls Ogrim's Hammer, Ogrim's Hammer Troop Transport, and the Sunreaver Pavilion over in Oranges base. He gains a backup base if Ogrim's Hammer falls.
Description:
Green is one of two 'Vanguard' races, he, like Dark Green, most hold out for as long as possible against overwhelming odds to buy time for his allies to wipe out their obstacle player. If his allies cannot reach him in time, he WILL eventually lose to his opponents. As such, Green is arguably the hardest Allied Forces faction to play successfully.
Green is surrounded on all sides by the armies of the Scourge. Teal, Purple, and Grey are his immediate adversaries, and Brown and Blue will be on their way towards him very quickly. His only nearby ally is Blackwatch to the south.
He has two choices: Bunker down, or strike.
Bunker down is as it suggests, attempting to hold out as long as possible against the might of the Scourge. Ogrim's Hammer is positioned within a mountain and choke point with several towers, and the ship itself deals a great deal of damage.
He can strike out, his starting army is strong enough to defeat the starting army of any one color of the Scourge. So if the Scourge allies of that chosen color are slow to react, green could do a lot of damage and destroy a few bases. However, doing so will leave his base and Blackwatch vulnerable, and his army will be fighting without his choke point / towers. It will quicken his defeat, but could potentially do some long lasting damage to the Scourge.
Should Ogrim's Hammer Fall, Green effectively becomes a hero squad faction.
Heroes:
Ogrim's Hammer: Mulga, Copperclaw, Utamu
Ogrim's Hammer Troop Transport: Xutjja
Sunreaver Pavilion: Narrhok Steelbreaker, Malithus Brightblade, Caiphus the Stern, Maz'dinah, Harkzog.
Events:
Saurfang's Revenge: If Blue should train and lose Deathbringer Saurfang, Green will receive Varok Saurfang as a powerful hero.
Return from the Frozen Halls: 10 minutes into the game, Slyvanas Windrunner will arrive at the Argent Vanguard under Green's control.
Fall of Ogrim's Hammer: Should Ogrim's Hammer be destroyed, Green will gain a minor spawn at the Argent Vanguard, and Garrosh Hellscream will arrive under his control.
The Rider of Hate: Should Ogrim's Hammer fall, and should Korm Blackscar be killed, the Scourge will raise him as a powerful death knight for Brown.
Pink is unique amongst the game. He is a hero ONLY faction, he controls no army, nor spawns any Elite Units. He is meant to represent the WoW players who journeyed into Icecrown. His 'Heroes Tent' is located at the Argent Vanguard. His main role is to support his allies with his powerful heroes.
He has 10 different heroes to choose from: A Warrior, a Rouge, a Hunter, a Warlock, a Priest, a Paladin, a Death Knight, a Druid, a Shaman, and a Mage.
Unlike other colors, he has a hero cap of 4 heroes out at a time. If one falls, he can train another as a replacement.
Pink currently has 0 events for or against him, I am undecided as to whether or not I want him to have any.
Grey controls the Fleshworks led by Master Summoner Zarad. His main base is the Fleshworks Summoning Portal. He controls the Summoning Portal, the Sanctum of Reanimation, the Flesh Giant Lab, the Abomination Lab, and the Fleshworks Plague Cauldron.
Grey controls few heroes compared to other colors, and unlike other colors, he has a very focused role: To raise as many dead as possible. His heroes and elite necromancers are very good at raising a large number of units to bolster his forces. It also makes him very good at stopping enemy resurrections by stealing their corpses from them!
Description:
Grey's first task is to quickly gather his forces, his base is compact, allowing him to do so quickly. He should be ready to assist teal or purple should Green decide to rush them, or to try and hold his own entrance if he is the target. Once his allies have gathered their armies, he should join them and crush the Horde and Blackwatch.
Heroes:
Sanctum of Reanimation: Patches, Dr. Sabnok
Flesh Giant Lab: Morbidus
Fleshworks Plague Cauldron: Dr. Terrible (He is on loan from the Underhalls >.>)
Events:
Patches!?!: If Grey trains Patches, and loses him, Patches will join whatever color killed him.
Fate of Olakin Sainrith: Should Olakin Sainrith die, he will be cut into pieces and used to make a powerful abomination hero for grey. Should this abomination be killed, Sainrith will be resurrected.
The Fall of Blackwatch: Should Blackwatch be destroyed, Gray will gain Ghostwing as a hero.
Light-Blue controls the Knights of the Ebon Blade led by Darion Mograine, as long as the Ebon Blade Command Tent in the Argent Vanguard is alive, Darion will be revivable. He is a hero group only faction, he will only control his heroes and his elite units, as such he has a spawn cap of 30 Ebon Blade Death Knights.
Description:
While Darion Mograine starts out in the Argent Vanguard, Light-Blue does not have to train the rest of his heroes there. He has tents at the Blackwatch, Ogrim's Hammer, the Skybreaker, and the Argent Tournament where he can train heroes from, allowing his hero group to have a presence all around the map should he choose to train them there. It is up to him to decide where to best focus his efforts.
Heroes:
Ebon Blade Command Tent: Jayde, Munch
Ebon Pavilion: Crok Scourgebane
Thassarian's Tent: Thassarian
Koltira's Tent: Koltira Deathweaver
Blackwatch: Darkrider Arly, Margrave Dhakar
(Event Base The Shadow Vault: Baron Sliver, Duke Lankral)
Events:
Fall of the Shadow Vault: Should the Allied Forces take the Shadow Vaults, Light Blue will gain it as a spawn.
Freedom from the Scourge: Should Vile, Lady Nightswood, or the Leaper die, Light Blue will gain them as heroes.
Scourgebane's Fall: If Light Blue should train and lose Crok Scourgebane, Blue will gain Sister Svalna as a hero.
Ashbringer: Should the Argent Vanguard fall, and should Tirion die, he will drop the Purified Ashbringer. Should Darion re-claim the sword of his father, he will be purified and become an incredibly powerful hero. Purified Darion is NOT revivable, and once he dies, the game over timer starts.
(This is mostly a flavor last stand event for fun, as Purified Darion kicks some serious ass, allowing the allied forces to go out with a bang)
His main base is Aldur'Thar: The Desolation Gate, and his main hero is Alumeth. He controls a vast region of bases in the Eastern Icecrown Glacier and a very large but separated starting army. He controls all 3 parts of Scourgeholme, Mord'Rethar: The Death Gate, The Broken Front, The Valley of Lost Hope, The Bombardment, Sindragosa's Fall, and Aldur'Thar: The Desolation Gate.
Description:
Dark Green is one of two 'Vanguard' races, he, like Green, most hold out for as long as possible against overwhelming odds to buy time for his allies to wipe out their obstacle player. If his allies cannot reach him in time, he WILL eventually lose to his opponents. He is arguably the hardest Scourge faction to play successfully.
He will be attacked on 2, potentially 3 sides. From red at the Bombardment, from yellow at Scourgeholme, and potentially from Orange at Sindragosa's Fall, although Orange can decide to help Red instead of heading down to help yellow.
Dark Green must gather his armies as quickly as possible and choose his course of action. He, like Green, can choose to bunker down and attempt to hold in the Allied Forces for as long as possible, or he can attempt to re-gather his army at one point and make an assault.
When bunkering down, Scourgeholme and the Broken Front have excellent choke points, making those 2 bases key places to hold. Having a larger than normal spawn cap and starting army, Dark Green can try to hold these 2 places, attempting to hold more positions though will most likely lead to his quick defeat. Losing Scourgeholme however will lead to a quicker defeat, as he loses 3 spawns, and Yellow will gain a spawn.
If he should by chance decide to gather the full force of his army into one mass and march, none of his opponents can stand in his way, but he must be quick to do this, as his opponents are most likely NOT going to give him the time to gather, and will react if they see him try this strategy.
Heroes:
Scourgeholme: Salranax
Scourgeholme Temple: Yath'amon
Scourgeholme Slaughterhouse: Underking Talonox
Mord'Rethar: The Death Gate: Coprous
Aldur'Thar: The Desolation Gate: Faedris, Veraj, Jhaeqon, Savryn
Events:
Crusader's Pinnacle: Once all of Scourgeholme has fallen, yellow will gain Crusader's Pinnacle as a base. Deathbringer Halof will arrive under Dark Green's control at the Valley of Lost Hope if this happens.
Assault on the Argent Tournament: 20 minutes into the game, Anub'Arak and Deathspeaker Kharos will arrive at Deathspeaker's Watch leading a large army to the west of the Argent Tournament Grounds. Eadric the Pure will arrive at that point with a few elite units to try and help hold off the assault.
Fall of the Argent Tournament: Should the Argent Tournament Grounds be destroyed, the Scourge will corrupt it and use it as a base for Dark Green.
Brown is the Host of Suffering based at the incomplete Malkyriss: The Vile Hold. He is the Lich King's new Death Knight Order to replace the Ebon Blade. He is a hero group only faction, he will only ever have his heroes and his Death Knight units. Orbaz Bloodbane is his main hero, and is revivable as long as Malkyriss is alive.
Brown controls Orbaz Bloodbane the Hand of Suffering, Rokir the Rider of the Unholy, Sapph the Rider of Frost, and Baelok the Rider of Blood. He can gain new Death Knight heroes as the game progresses. If he can keep his heroes alive until late game, they will become revivable. It is up to him to make an impact on the game while keeping them alive.
Description:
Brown is a group of pure death, created in memory of the original Brown from Strife in the Plaguelands. He has a choice in where to focus his efforts: Helping his fellow western scourge destroy the Horde, or riding past to aid Dark Green against his main foes.
It is much easier to get at heroes in the east, although the AoE you have may help crush the Horde faster.
Events:
Countdown to Doomsday: Should Malkyriss: The Vile hold still be alive at the 40 minute mark, it will finish its construction. At that point all of browns heroes will become revivable and he will start spawning a large amount of death knights. (All heroes have a base 2 minute revival time)
The Rider of Hate: Should Ogrim's Hammer fall, and should Korm Blackscar be killed, the Scourge will raise him as a powerful death knight for Brown.
The Rider of Anguish: Should the Argent Tournament Grounds fall, and should Mariel Trueheart be killed, she will be raised as a powerful death knight hero for Brown.
The Rider of Truth: Should the Skybreaker fall, and should Justin Barlett be killed, Brown will receive him as a powerful death knight hero.
As a note, my internet blows, so it takes forever to upload stuff, so this post may not have the most up-to-date version attached. The latest version however is always up on Make-Me-Host. Always check the 2nd post to see what the current patch # is.
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