• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Battle for Quel'thalas 1.0.6b

Welcome to Battle for Quel'thalas!

This project was inspired by maps like Warcraft: Legacies and other macro maps, however, scaled down in both players and scope of the action. This map is intended for 3 players in a FFA battle set in timeline of Warcraft 3's invasion of Quel'thalas.

Factions:
High Elves
- Ancient inhabitans of Quel'thalas, that, until now, lived in relative peace and prosperity. Now, they become the focus of unrelenting aggression and must do everything in their power to defend their homeland and their beloved Sunwell.
- Their units are stronger than both of their rivals, but they are also more expensive.
- Their primary mission is to defend Quel'thalas against the Scourge invasion and against the Amani raids. However, even upon their complete defeat, their spirit cannot be defeated, and they will yearn for vengeance.

The Scourge
- Restless legions of Arthas Menethil's undead, that march upon homeland of the elves.
- Their units are an aggressive mix of both general-purpose and specialized attackers that excel at forcing their way through every defense their enemy can set before them.
- Their primary mission is to conquer Quel'thalas and gain access to the mystical Sunwell in order to resurrect the dread necromancer Kel'thuzad.


The Amani
- Trolls of Amani Tribe have been humiliated by the Elves' supremacy in their ancient land for long enough. Now, they desire vengeance and control over their empire.
- An enemy to both the Scourge and the High Elves, the Amani's units are weaker in man-to-man combat, however, their high manouverability and utility can turn the tide of battle.
- Their primary mission is to assert their dominance over their ancient empire and drive the elven and undead filth from their lands!

Goal of the map:
- All factions have access to Quests, that drive their story forward and unlock rewards when completed.
- The victory condition, however, is the same for every faction: Gain control of Quel'thalas!
-
In order to do that, you must capture Control Points all over the map. In order to achieve Supremacy, you must accumulate Victory Points gained from controlling Control Points and completing Quests.

Control Points
- They provide you with additional income over time. Initially, you gain resources by mining Gold from Gold Mines, but eventually they will run out, and you will have to rely on Control Points.
- CP's that are in regionally significant areas provide larger amount of gold.
- Every income turn, Control Points generate 10 Victory Points for their owner.

Items
- Powerful items are bestowed to your Heroes upon their creation. However, some of them can be dropeed on death (Rare), while others (Legendary) cannot.
- Multiple useful items can be purchased in Goblin Shops around the map.

I suppose that's all you need to know! Have fun, and please make sure to let me know if you encounter some bugs or have any ideas for the map!

- GUI-Friendly Damage Detection v1.2.1 system by Weep (https://www.hiveworkshop.com/threads/gui-friendly-damage-detection-v1-2-1.149098/)
- Death Knight icon by Murlocologist.
- Art by Alex Horley (www.alexhorleyart.com)
- Troll Deathbringer model by Takakenji.
- Troll Deathbringer icon by Murlocologist.
- Sandfury Sandbringer icon by Hawkwing.
- Gurubashi Venomcaster model by apaka.
- Gurubashi Venomcaster icon by jigrael.
- Tribal Wisdom icon by NFWar.
- Zul model by Sellenisko.
- Zul icon by General Frank.
- Zul'jin model by Apaka.
- Zul'jin icon by Alexen.
- Anasterian Sunstrider model by General Frank.
- Anasterian Sunstrider icon by Murlocologist.
- Den of Shadows model and icon by Ujimasa Hojo.
- Forsaken Stalker model and icon by AndrewOverload519.
- Drain Power icon by Hellx-Magnus.
- Koltira Deathweaver icon by Murlocologist.
- Dar'khan model by General Frank.
- Dar'khan icon by Sephiroth_VII.
- Sanguine Spire model and icon by Ujimasa Hojo.
- San'layn Knight model by General Frank.
- San'layn Knight icon by Murlocologist.
- San'layn Blood Priest model by Galendor an'Kreil.
- San'layn Blood Priest icon by PrinceYaser.
- Elven buildings by MatiS.
- Elven Fountain by Tranquil.
- Sentinel Shrine by Yours Truly.
- Elven Tower by Kitabatake.
- Human Tower by unknownczar.
- Elven Lantern by Blood Raven.
- Elven Statue Lantern by Hexus.
- Shieldbearer icon by Murlocologist.
- Kael'thas icon by Murlocologist.
- Seal of Light icon by PrinceOfFame.
- Thalorien Dawnseeker icon by darkdeathknight.
- Music owned by Blizzard Entertainment.
- Anduin's Theme by Neal Acree.
- Arthas model by Kwaliti.
- Toughness icon by BlackDoom.
- Poach icon by CRAZYRUSSIAN.
- Decaying Strikes icon by Chucky.
- Crown of Quel'thalas icon by ~Nightmare.
- Verdant spheres icon by Darkfang.
- Fal'inrush icon by Garthok.
- Royal Scepter of Terenas II icon by Darkfang.
- Felo'melorn icon by Mc !.
- Frostmourne icon by Murlocologist.
- Ancient Aqir Artifact icon by Helix-Magnus.
- Jin'rohk, the Great Apocalypse icon by Static.
- Sunwell's Touch icon by OgeRfaCeS.
- Predator icon by Hellx-Magnus.
- Vessel of Bwonsamdi icon by Mr.Goblin.
- Income icons by Darkfang.

- Item costs reduced across the board.
- Sylvanas is now correctly unrevivable.
- Quests are now marked as discovered & completed when they are completed and not yet have been discovered.

General:
- Damage events now trigger upon damage dealt instead of attacking.
- Memory leaks should now be adressed properly.
- Several typos have been fixed.
- Quests are now player-specific.
- Minor terrain tweaks.
- Sunfury Spire, Sunwell and Control Points are now considered as Town Halls and thus can be teleported to via Scrolls of Town Portal.
- Shard of Runestone now correctly doesn't share cooldown with Vial of Defiled Sunwell Water.
- Goblin Marketplaces now offer an option to exhange 500 Lumber for 100 Gold.

Factions:
All races:

- All units' movement speed has been increased by 20 (roughly 12% increase).
- Tower damage increased by 3 (approximately +33% damage increase).

Scourge:
- Sylvanas is now correctly unrevivable.
- Lordaeron Captain health increased by 50 and now has Devotion Aura.
- Slightly more creeps have been added to their camps in Scourge starting area.

Amani:
- Zul'aman properly displays an event message when it dies.
- Slightly more creeps have been added to their camps in Amani starting area.

General:
- Victory condition replaced with Victory Points. You can obtain Victory Points by controlling Control Points and completing Quests. In order to win the game, you need to gather 5000 Victory Points.
- If two or more factions score 5000 Victory Points at the end of a single turn, the game continues and the Victory Point threshold increases by 500.
- If any faction controls 25 or more Control Points at the end of a single turn, they receive Domination bonus (+3x additional Victory Points).
- Income and Victory Point timer added.
- Multiboard containing information about Control Points and Victory Points added.
- Food limit increased to 200.
- Upkeep ranges set to 100 (Low) and 150 (High) food.
- For 2 seconds after being captured, Control Points gain massive health regeneration.

Factions:
High Elves:

New Building: Focus Crystal:
- A magic-focused defensive structure. Can detect invisible units, Summon Elementals and Recall.
- Requires Quest: Enemies Within.

New Research: Flame Arrows:
- Causes Archers to do 2 bonus damage in 125 area of effect with their attacks.
- Requires Quest: Defend the Sunwell.

Other changes:
- Multishot range increase to 500 to match Farstrider Captains' attack range.
- Icy Chill and Sear Armor now have correct autocast icons.
- Icy Chill, Flash Heal and Sear Armor are now defaultly active.

Scourge:
New Building: Sacrifical Altar:
- A magically-oriented combat structure. Can detect invisible units and has Overwhelming Darkness and Devour Magic.
- Requires Quest: Scourging of Lordaeron.

New Research: Ghost Arrows:
- Enemies killed by Skeletal Archers explode for 6 damage in an area (this deals damage to friendly targets).
- Requires Quest: The Ghostlands.

Other changes:
- Restoration Phial and Zealous Resolve now have correct autocast icons.
- Restoration Phial is now defaultly active.
- Death Knight icon changed.

Amani:
New Building: War Mill:
- A defensive and utility structure that serves as a drop-off point for Lumber. Can detect invisible units, Process Lumber and has Spiked Reinforcement.
- Requires Quest: Empire Divided

New Research: Loa-Poisoned Spears:
- Allows Amani Hunters to use Loa-Poisoned Spears, causing them to do bonus damage against air units for a short time.
- Requires Quest: Outer Empire

Other Changes:
- Mark of Fire and Mend now have correct autocast icons.
- Fire of Jan'alai is now defaultly active.

General:
- Fixed an issue with Amani Victory Points column updating in the leaderboard.

High Elves:
Arcane Guardian:
- Armor changed to Medium.
- Damage changed to Magic.
- Now costs 2 Food.
- Armor increased to 9.
- Health increased to 315.
- Attack cooldown reduced to 1.

Amani:
- War Mill icon and model changed.

General:
- Victory point victory condition has been increased to 7500 VP's.
- Minute timer added to Leaderboard.
- Minor terrain tweaks to Silvermoon City, Isle of Quel'danas and Zul'aman.
- Faction Paths have been added: Faction Paths are researches, that have mutiple requirements and unlock new techtree options when picked. However, only one Faction Path can be chosen.

High Elves:
- Elves near Farstrider Enclave should no longer attack Neutral Hostile enemies occupying nearby gold mine.
- Elven defenses in Fairbreeze Village have been improved.
- Limit of 8 has been added to Phoenixes.
- Limit of 12 has been added to Priests, Sorceresses, Arcane Guardians, Glaive Throwers and Dragonhawk Riders.
- Limit of 18 has been added to Arcane Spirits, Nature Spirits and Fire Spirits.

Kael'thas Sunstrider
- Mass Teleport cooldown increased to 40 seconds.

Anasterian Sunstrider
- Model and icon changed.


New Faction Path: Join the Forsaken
- Requirements: Control Tranquilien, Banshee Sylvanas defeated.
- The Elves join forces with those who escaped the Lich King's power, the Forsaken, forming a coalition against enemies of Quel'thalas.
- New Hero: Sylvanas Windrunner.
- New Building: Den of Shadows.


New Faction Path: Heralds of the Deceiver
- Requirements: Quest: Vengeance, Control Sunwell Plateau, Control Magisters' Terrace
- Out of desperation, Kael'thas strikes a bargain with the demon lord Kil'jaeden, summoning him from remains of the Sunwell and corrupting his people.
- New Hero: Kil'jaeden.
- New Building: Demon Gate.
- New Passive Effect: Shadow Corruption.
- Can no longer train units from Elemental Academy once picked.


The Scourge
- Limit of 8 added to Dark Swordsmen and Blood Sorceresses.
- Limit of 12 added to Apothecaries, Necromancers, Meat Wagons and Sky Terrors.
- Limit of 18 added to Abominations, Crypt Fiends and Carrion Beetles.

Dar'khan Drathir
- Model and icon changed.
- Deathbolt now correctly slows the enemy's movement.


Blood Sorceress
- Icon position fixed.

New Faction Path: Cult of the Damned
- Requirements: Quest: Crossing Elrendar, Control Stratholme, 25 minutes have elapsed
- The Scourge calls for increased assistance of Cult of the Damned, summoning the necropolis of Naxxramas and introducing a new strain of plague.
- New Unit: Naxxramas.
- New Passive Effect: Corpse Explosion.
- Unit Bonus: Mana of Heroes, Apothecaries and Necromancers increased by 50.

New Faction Path: The San'layn
- Requirement: Quest: Fall of the Sunwell, Control Sunwell Plateau
- Enforces the proccess of integrating the undead high elves into the Scourge, allowing them to partake in the command structure.
- New Hero: Koltira Deathweaver
- New Building: Sanguine Spire.

The Amani
- Limit of 8 added to Direhorn Tramplers and Charged Direhorns.
- Limit of 12 added to Skyrazors, Dragonhawk Shamans and Hex Priests.
- Limit of 18 added to Amani Champions, Spirit Bears and Eagle Warriors.
- Dragonhawk Shamans and Hex priests now correctly gain Mana and Mana Regen bonuses from their Adept and Master upgrades.

Zul'jin
- Model and icon changed.

War Mill
- Sound effect changed.


New Faction Path: Cult of Bwonsamdi
- Requirement: Control Deatholme, Control Zul'mashar
- The Amani pledge themselves to the ancient loa of death, Bwonsamdi, becoming adepts in death-infused magic.
- New Building: Altar of Death.
- New Passive Effect: Corpse Explosion.


New Faction Path: Unite the Tribes
- Requirement: Control Windrunner's Village, Control Sunsail Harborage
-
By accessing the harbors of Quel'thalas, the Amani can now host the Zandalari Fleet and unite the troll tribes.
- New Hero: Zul.
- New Building: Enclave of Tribes.

This is an update mostly focused on graphical and design improvement and some bugfixes.

General
- Major terrain tweaks to pretty much the entirety of Quel'thalas.
- Tooltips of Heroes have been expanded.
- Minimap preview image changed.
- Towers' Detection now requires research that costs 50 Gold and 150 Lumber.
- Maximum number of observer players increased to 3.
- Playlist added with mostly WoW music that fits the theme.
- A message is now displayed every time a player takes control over a Control Point.

High Elves:
- Priests now correctly have Flash Heal on default auto-cast.
- Magisters' Terrace is now protected by Selin Fireheart who drops items when slain.
- Thalorien Dawnseeker now joins ranks of the High Elves upon completing Quest: Enemies Within.
- Shieldbearer icon changed.
- Blood Elf event is now triggered when Silvermoon City and the Sunwell have been lost, regardless of their conqueror.
- Kael'thas now starts at level 4 and is given two new useful items.
- Kael'thas' icon changed.

The Scourge
- Crypt Fiend limit correctly set to 18.
- Dark Swordsman icon changed.
- Stratholme and Northern Road Farmlands are now protected by Paladins that drop items when killed.
- To fuel its invasion, the Scourge now raises more Undead in every village it destroys during Quest: Ghostlands.
- Quest Completed: Scourge Supremacy now correctly displays to Scourge player.
- Koltira Deathwaver now starts at level 4 and is given several useful items.

The Amani
- Amani Resurgence now properly destroys all intended rocks.
- Jin'zal the Spiribreaker and Hal'harn the Beastbinder now drop items when slain.

A minor update addressing issues given by player feedback, giving more flexibility and fixing some bugs.

General
- Commands Optional Quest updated.
- Added an option to choose the amount of required Victory Points to win at the start of the game.
- Quest messages concerning Supremacy quests have been updated to match the current victory condition.
- Victory Points goal has been added to the Leaderboard.
- Melee units have their armor increased. They also have a new passive ability that reduces damage taken from piercing attacks by 25%.
- Heroes have their armor increased. Melee heroes have received more Armor than ranged Heroes.
- Control Points' armor set to 20.
- Damage of Towers increased by 2.

High Elves:
- Thalorien Dawnseeker can now correctly use Holy Light on allied units.
- Blood Elves can now recruit Selin Fireheart when Heralds of the Deceiver has been chosen as Faction Path.

The Scourge
- Arthas model changed.

The Amani
- Amani allies' units should no longer be attacked at the start of the game.
- Amani Empire (Orange) has been removed from the game. Previously owned buildings are now Neutral Passive.

General:
- The -cam command now works for Observers.
- Various creeps have their levels adjusted to their power.
- Very minor terrain tweaks.
- Shalandis isle is now inhabited by a group of covert Night Elves.

Items:
- Vial of Sunwell Water and Vial of Defiled Sunwell Water's Armor bonus increased to 8.

High Elves:
- Felguards now correctly benefit from Improved Weapons and Health Infusion upgrades.
- Reduced the amount of units obtained when completing Quest: Eversong Cleanup.
- Silvermoon City now has additional defensive structures at its disposal.
- Silvermoon City is now inhabited by citizens.
- Creeps near the Sun Gate are now accompanied by powerful Corrupted Highmages and creeps near West Sanctum, Farstrider Retreat and the Gold Mine near Silvermoon City are commanded by Corrupted Elementalists.
- Blood Elf trigger should now correctly trigger only once.
- Message about Kil'jaeden not being ressurectable is now correctly displayed to Blood Elf player.
- Gold Mine on Isle of Quel'danas is now better protected.
- Banshee now correctly benefits from Elemental Might upgrade.
- High Elves' starting Gold Mine's gold has been increased to 1350 to match Amani starting Gold Mine.

The Scourge
- Deatholme is now protected by Improved Spirit Towers.
- Button positions for Abomination and Meat Wagon have been fixed.
- Naxxramas' Armor increased to 15.
- Scourge's starting Gold Mine's gold has been increased to 1350 to match Amani starting Gold Mine.

New Upgrade: Decaying Strikes
- Requirement: Quest: The Ghostlands.
- Causes Troll Plaguebringers to have a 50% chance to deal 50% bonus damage to buildings.

The Amani
- Zul'aman is now protected by Improved Watch Towers.
- Trolls can now summon the Golden Ship of Zandalar after choosing Unite the Tribes Faction Path.

New Upgrade: Poach
- Requirement: Quest: Dominance of the Amani.
- Causes Amani Pillagers to gain 2 Gold upon landing a killing blow.

Items:
- All items excluding Legendary items are now dropped on death. A message indicating this has been added to the items.
- Legendary and Epic items have been reworked.

General:
- Zul'jin, Arthas Menethil and Anasterian Sunstrider now start at level 2.

High Elves:
- Priests' Revelation radius increased to 400, but mana cost increased to 50.
- Sylvanas can now find Ornate Locker in Windrunner Spire after picking Join the Forsaken Faction path.
- Message about Sylvanas not being revivable is now correctly shown to the Elf player.
- Anasterian Sunstrider is now given Felo'melorn and Crown of Quel'thalas upon creation.
- Kael'thas Sunstrider is now given Verdant Sphere upon creation.

The Scourge:
- Arthas now drops his items (except Frostmourne) when he departs from Quel'thalas.
- Arthas is now given Frostmourne and Royal Scepter of Terenas II upon creation.
- Dar'khan now starts with Key of Three Moons, Lesser Clarity Potion and Potion of Lesser Invulnerability.
- Sylvanas is now given Fal'inrush upon being revived as undead.
- Vial of Defiled Sunwell water is no longer created when Sunwell falls.
- Message about Koltira being non-revivable is now correctly shown to Scourge player.
- Koltira Deathweaver should now correctly be non-ressurectable.
- Scourge can now go on a hunt for Anveena Teague when choosing the San'layn Faction path.
- Scourge can now Enslave the Loa when choosing Cult of the Damned faction path.

The Amani:
- War Forge in Zul'aman is correctly not destroyed at the start of the game.
- Lands around Zul'aman and Temple of Ula'tek are now corrupted upon picking Bwonsamdi's Devoted Faction Path.
- Zul'jin is now given Jin'rohk, the Great Apocalypse and Ancient Aqir Artifact upon creation.

General:
- Choosing 5000 Victory Points as victory condition now properly displays a message at the start of the game.
- Health Infusion's level is now shown next to the Armor icon in the unit's interface, allowing players to distinguish Attack and Health upgrades at glance.
- Health Infusion now grants 6% bonus health instead of flat 10 Health bonus.
- Workers now have the ability to Sacrifice themselves to free up food space.
- All factions can now upgrade Improved Construction in their Forges, increasing health of all structures excluding pre-placed buildings (Zul'aman, Sunfury Spire,..) and Control Points by 20/40%.

High Elves:
- Portal to Sunstrider Isle now correctly remains Neutral Passive after the Blood Elves are introduced.

Scourge:
- Kalecgos now correctly spawns only for players with The San'layn faction path chosen.
- Enslave the Loa can now correctly be completed only by players with Cult of the Damned faction path.

Amani:
- Loa-Poisoned Spears now correctly deal bonus damage to Naxxramas and Hir'eek.
- The Amani can now fill Zul'jin with power of Bwonsamdi after picking Bwonsamdi's Devoted faction path.
- Gift of Bwonsamdi's cooldown has been increased to 3 second and its duration to 15 seconds.
- Troll Deathbringers' Crazed Blows now deal 8 bonus damage to the target and 4 damage to attacker.

General:
- Hints have been added to the game. These appear once in a while and contain useful information for newer and experienced player alike.
- "-tips" command has been added to the game. This command allows the players to turn on/off displaying Hints.
- "-end" command has been added to the game. This command allows the players to forfeit their game and turn into an observer.
- Control Points now have a passive ability indicating how much income they provide.
- Control Points are now converted upon taking damage instead of upon being attacked when under health threshold.
- "-income" command has been added to the game. This command displays total Gold per minute that is generated by the player's Control Points.
- Some typos have been fixed.
- Minor terrain changes.
- Piercing and Magic attacks now deal only 20% damage to Fortified armor.
- Color of Quest pings has been changed to yellow to help them distinguish from unit production pings. Their duration has also been increased to 5 seconds.
- Darnassian Captain on Shalandis Isle now drops items.
- Groups of Night Elves now take control over elven runestones in Ghostlands after the High Elves lose access to the Sunwell.
- Quest Requirements for Supremacy Quests have been fixed.

High Elves:
- Portal to Sunstrider Isle is now correctly invulnerable.
- While uncorrupted, the Sunwell now has Renewal and Resurrection abilities.

New Building: Elven Shipyard
- Requires Quest: Defend the Sunwell.
- Allows you to construct Elven Transport Ships and Elven Battleships. All ships are very expensive to produce but can be useful when trying to manouver over the seas.
- Contains Improved Shipwright upgrade, that increases Health of your ships.

Scourge:
- Quest: The Ghostlands is now discovered upon completing Quest: Scourging of Lordaeron instead of after destroying the gate of Thalassian Pass.
- Elven Ghosts now roam the Ghostlands after completing Quest: The Ghostlands.

New Building: Undead Shipyard
- Requires Quest: The Ghostlands.
- Allows you to construct Undead Transport Ships and Undead Battleships. All ships are very expensive to produce but can be useful when trying to manouver over the seas.
- Contains Improved Shipwright upgrade, that increases Health of your ships.

Amani:
- Golden Ship of Zandalar's attack increased to 90, movement speed increased to 220, Health increased to 1500 and sight radius set to 800.

New Building: Troll Shipyard
- Requires Quest: Outer Empire.
- Allows you to construct Troll Transport Ships and Troll Battleships. All ships are very expensive to produce but can be useful when trying to manouver over the seas.
- Contains Improved Shipwright upgrade, that increases Health of your ships.

General:
- Command Banner has been added. This allows you to control all of your combat units, issuing them commands such as Attack or Stop. Command Banner can be found in the top left-hand corner and can be bound to a control group to simplify the control of large armies.
This is an experimental change. I am aware, that this might lower the skill ceiling of controlling the entire army, however, I feel like this would be a good implementation of a system like Starcraft II's All Army hotkey. For players, who prefer to have a game without this feature, I have added -disablebanner command, that can be used to remove control of the Command Banner from all players. Votes from two players are required to do this. Please let me know your thoughts on this feature, so I can improve on it in future versions.
- Building a primary building no longer generates Food. Starting food cap is unaffected by this change.
- Control Points that generate 20 Gold per minute now increase Food by 15 instead of by 10.

Aim of these last two changes is to prevent playes from building a lot of primary buildings to artifically increase their food cap. The food cap should be determined by the player's Control Points only.
- Minor terrain changes around Zul'aman and pathing changes around West Silvermoon.
- A message is now displayed when a player leaves the game.

New upgrade for all factions: Artillery Efficiency.
- Cost: 250/900.
- Increase attack damage of Battleships by 15.
- Resarched at Shipyard.

Change for all factions: Battleship.
- Cost reduced to 80/500.

Change for all factions: Transport Ship.
- Cost reduced to 50/250.

High Elves:
- Sylvanas Windrunner (Alive)'s color has been adjusted to help her differentiate from nearby Farstrider Captains.

Scourge:
- Quest message upon discovering Quest: Ghostlands has been fixed.
- Banshee Sylvanas can now learn Dark Lady's Cry at level 8.

After a bit of a break in development, a small update to address some issues.

General:
- Collision size of all Heroes (except Kil'jaeden) has been reduced to 20.
- Spells now deal only 40% of their damage to Heroes.

These changes should improve the manouverability of Heroes and enchance their survival. Except Kil'jaeden, because he is a big guy.

- Fairbreeze Village now has Tactical Command, which increases damage of all player units on the map by 5%.
- Atal'watha now has Favor of the Wild, which increases movement speed of all player units on the map by 5%.
- Magisters' Terrace now has Leyline Attunement, which increases mana regeneration of all player units on the map by 0.25 mana/second.
- Northern Road Farmlands now has Lordaeron Storage, which increases Food cap by 10.

These additions, that I call Attunements, are supposed to indirectly buff the factions in what they should excel at. Each of them except Fairbreeze Village is within the faction's starting zone, thus is quite easy to get. The Undead want to overwhelm their enemies with large numbers, so the CP within their starting location grants them bonus Food. The Elves excel at spell-casting, thus they get mana regen. The Trolls want to outmanouver their foes, so they get movement speed. Fairbreeze Village is in the very center of the zone, thus its bonus should be desired by all factions. Attunements are not supposed to be game-breaking, merely to add something to fight for, and an additional motivation to strike into the heart of the enemy faction. Quick note: Each of the attunements becomes available after the CP first changes owner, so Neutral Hostile and Quel'thals defenders (Teal) don't have access to them.

- Weather Effects changed in Isle of Quel'danas and Northern Lordaeron.
- Floating text near region of Amani Pass created.
- Minor terrain adjustments.

Items:
- Scroll of Town Portal is now interruptible by stuns and silences and no longer makes the caster Invulnerable.
- Scroll of Town Portal now costs 100 Gold.
- Scroll of Town Portal can now be used on all buildings.

New Item: Felweed
- Cost: 50 Gold
- Felweed has been added to the Goblin Merchant; this item can be used to interrupt channels, such as Scroll of Town Portal.

The Amani
- Enclave of Tribes in Zul'mashar has been properly replaced with Altar of Death upon choosing Bwonsamdi's Devoted faction path.
Contents

Battle for Quel'thalas 1.0.6b (Map)

Reviews
deepstrasz
Ice Chilly doesn't have a autocast border. You can make it have one with: Button Manager v1.8.2 Same with Sear Armour. Control points sometimes don't convert with full HP but with a few points less. The Death Knight and Arthas Menethil have the same...
Level 15
Joined
Feb 2, 2009
Messages
154
I've always loved the Battle of Quel'thalas, its very iconic. The terrain here is quite serviceable and I like that it already feels occupied. The game starts a little slow as most maps often do, but I find that moving units from point A to point B takes a little longer than it needs too, and perhaps a change in unit speed could do the game a little good. I also find that the starts aren't all together too stressful, and that over extending is too easy as the Scourge or Amani. Despite this the map feels quite fun to play once everything gets going and has a charm that I hope it doesn't lose as it continues to be updated.

Some notes regarding triggers:

Leaks, Leaks, Leaks! Everything from the unit groups to the locations referenced in the triggers used in this map generates a leak. I suggest reading up on this to understand how to quickly solve this, as an example currently a unit group leaks every time any unit dies thanks to the Absorb Essence trigger. This will lead to lag and delays in the late game as the game's memory is slowly eaten up.

Another thing to be considered here is the use of the 'Unit is Attacked' event for damage triggers, which doesn't quite function as you think it might. Using 'StrikeAsOne' as an example, the trigger will fire each time a unit has begun an attack not when the attack actually lands. This means a player microing a control group of units can rapidly right-click certain units in acquisition range to fire off the trigger, dealing damage without actually landing an attack. If you wish to create 'on-hit' abilities, I would suggest using Bribe's Damage Engine in order to discern the 'DamageSource' for your triggers.

Finally, for organization's sake it might be helpful to show quests to only the players that have them rather than everyone. You can do this using the method outlined here.

Overall I see alot of potential for this map, but in its current state there is room for improvement. I'm looking forward to seeing updates whether that brings new units, quests, or terrain. Keep up the good work!
 
Level 6
Joined
Jan 31, 2018
Messages
22
Hey, thank you very much for your constructive feedback! I just released a small, mostly technical and bug-fix-y update before bringing in new techtree options so that these technical issues are addressed as soon as possible. Unfortunately I wasn't able to import the suggested damage engine, but I found another one, which (according to my research) works just fine for these purposes.

I really do hope I implemented the memory leak solution right, as I'm fairly new to this whole "Custom Script" category of World Editor. I also added several new ideas of my own that will hopefully increase the map's overall quality. I also did some very minor terraining, so that Quel'thalas feels a bit more magical.

If you have any new ideas, I always welcome them!
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
Ice Chilly doesn't have a autocast border. You can make it have one with: Button Manager v1.8.2 Same with Sear Armour.
Control points sometimes don't convert with full HP but with a few points less.
The Death Knight and Arthas Menethil have the same icon.

A nice Strategy/Risk map which is more altered melee though. Space is pretty cramped for building unless you occupy more mines.
Could use more custom tecthree ideas (abilities, units, heroes). Its mostly recycled Warcraft III material.

Approved.


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

R U L E S

Site Rules
Map Submission Rules


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

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


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

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Wazzz
Alexen
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 6
Joined
Jan 31, 2018
Messages
22
Thanks for the feedback and the approval! I've just released an update that addresses those issues and also introduces other changes to the map. I decided to change the victory conditions, as in my plays, the game often felt extremely difficult or impossible to actually finish, so this could speed it up a bit. I've also introduced some other changes and added more techtree options (more about that in the changelog).

I do hope that the food max increase doesn't cause the game to desync, as previously I had some problems with desyncs and I've read that this could be one of the issues, but I was convinced that the issue I faced previously was due to map initialization triggers. It hasn't crashed in my tests, so I hope it doesn't do that for others. If it causes issues, I will definitely revert the change.
 
Level 6
Joined
Jan 31, 2018
Messages
22
Hey, thanks for your feedback! I'm currently working on an update and was actually thinking about tinkering a bit with Armor of structures and melee units so they're not too squishy (they're supposed to be the tanks for the army after all), so I'll definitely work on this aspect.

EDIT: The update is now live. I've also introduced some new things that might hopefully increase the overall map quality.
 
Last edited:
The Highelf are too powerful. That player can easily do 1V2 and destroy all opponents.Maybe you can reduce the number of troops in SilvermoonCity. Because when highelf players complete all missions. Dar'Khan and his base can be destroyed in advance.The other two players haven't finished the task yet.In addition, why does the Bloodelf keep popping up tasks and conversations?
I have translated all the content into Chinese. But I can't guarantee that the follow-up updates will follow your updates.
 
Last edited:
Level 6
Joined
Jan 31, 2018
Messages
22
Thank you for your feedback! The High Elves are supposed to be defensive indeed; i'll see how I could balance them better in this aspect, I would most likely indeed reduce the amount of available units in favour of more static defense. As for the Blood Elf, I'll check the triggers and see if I can find anything that is done incorrectly.
 
Level 6
Joined
Jan 31, 2018
Messages
22
Koltira can resurrect. Is this on purpose?
Thanks for pointing that out! Will be resolved in the update that I'm working on right now. Should be done tomorrow.

Thanks, appreciate that!

EDIT: The new version has been uploaded. Featuring some bug fixes, an item rework and new quest paths for Faction Paths.
 
Last edited:
Level 6
Joined
Jan 31, 2018
Messages
22
Version 1.0.6a Changelog:

General:

  • Command Banner has been added. This allows you to control all of your combat units, issuing them commands such as Attack or Stop. Command Banner can be found in the top left-hand corner and can be bound to a control group to simplify the control of large armies.

This is an experimental change. I am aware, that this might lower the skill ceiling of controlling the entire army, however, I feel like this would be a good implementation of a system like Starcraft II's All Army hotkey. For players, who prefer to have a game without this feature, I have added -disablebanner command, that can be used to remove control of the Command Banner from all players. Votes from two players are required to do this. Please let me know your thoughts on this feature, so I can improve on it in future versions.

  • Building a primary building no longer generates Food. Starting food cap is unaffected by this change.
  • Control Points that generate 20 Gold per minute now increase Food by 15 instead of by 10.

Aim of these last two changes is to prevent playes from building a lot of primary buildings to artifically increase their food cap. The food cap should be determined by the player's Control Points only.
  • Minor terrain changes around Zul'aman and pathing changes around West Silvermoon.
  • A message is now displayed when a player leaves the game.

New upgrade for all factions: Artillery Efficiency.
  • Cost: 250/900.
  • Increase attack damage of Battleships by 15.
  • Resarched at Shipyard.
Change for all factions: Battleship.
  • Cost reduced to 80/500.
Change for all factions: Transport Ship.
  • Cost reduced to 50/250.

High Elves:
  • Sylvanas Windrunner (Alive)'s color has been adjusted to help her differentiate from nearby Farstrider Captains.
Scourge:
  • Quest message upon discovering Quest: Ghostlands has been fixed.
  • Banshee Sylvanas can now learn Dark Lady's Cry at level 8.
 
Level 6
Joined
Jan 31, 2018
Messages
22
Version 1.0.6b Changelog:
After a bit of a break in development, a small update to address some issues.

General:
  • Collision size of all Heroes (except Kil'jaeden) has been reduced to 20.
  • Spells now deal only 40% of their damage to Heroes.
These changes should improve the manouverability of Heroes and enchance their survival. Except Kil'jaeden, because he is a big guy.

  • Fairbreeze Village now has Tactical Command, which increases damage of all player units on the map by 5%.
  • Atal'watha now has Favor of the Wild, which increases movement speed of all player units on the map by 5%.
  • Magisters' Terrace now has Leyline Attunement, which increases mana regeneration of all player units on the map by 0.25 mana/second.
  • Northern Road Farmlands now has Lordaeron Storage, which increases Food cap by 10.

These additions, that I call Attunements, are supposed to indirectly buff the factions in what they should excel at. Each of them except Fairbreeze Village is within the faction's starting zone, thus is quite easy to get. The Undead want to overwhelm their enemies with large numbers, so the CP within their starting location grants them bonus Food. The Elves excel at spell-casting, thus they get mana regen. The Trolls want to outmanouver their foes, so they get movement speed. Fairbreeze Village is in the very center of the zone, thus its bonus should be desired by all factions. Attunements are not supposed to be game-breaking, merely to add something to fight for, and an additional motivation to strike into the heart of the enemy faction. Quick note: Each of the attunements becomes available after the CP first changes owner, so Neutral Hostile and Quel'thals defenders (Teal) don't have access to them.

  • Weather Effects changed in Isle of Quel'danas and Northern Lordaeron.
  • Floating text near region of Amani Pass created.
  • Minor terrain adjustments.

Items:
  • Scroll of Town Portal is now interruptible by stuns and silences and no longer makes the caster Invulnerable.
  • Scroll of Town Portal now costs 100 Gold.
  • Scroll of Town Portal can now be used on all buildings.

New Item: Felweed
  • Cost: 50 Gold
  • Felweed has been added to the Goblin Merchant; this item can be used to interrupt channels, such as Scroll of Town Portal.

The Amani
  • Enclave of Tribes in Zul'mashar has been properly replaced with Altar of Death upon choosing Bwonsamdi's Devoted faction path.
 
Top