• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Coming of the Horde 23.9b

Coming of the Horde 23.9c

Designed and built entirely by TheBronzeKnee (USeast)

A protected, multiplayer only map that blends elements of DOTA, Warcraft 3 Ladder, and siege maps (Helm's Deep), Coming of the Horde allows players to rewrite the history of the 1st and 2nd wars in Azeroth and Lordaeron.

Quite unique, addictive and refreshing in the current land of quickly made maps, Coming of the Horde was an idea that took two years to reach 1.0, built totally in secret. The map doesn't load slow or lag ingame, is fairly simple to play and has huge replay value. It takes about an hour to play a full game.

Enjoy.

[email protected]

Join the Coming of the Horde Discord Server!

23.9c Changelog
  • Fixed a pathing issue that allowed units to get behind the Dark Portal.
  • Fixed an issue with Teron using a Journey's End
  • Fixed an issue that prevented Turok's Spirit from leveling properly and getting buffs.
  • Fixed the damage given by the Bronze Sword.
  • Fixed an issue with Spiked Flail.
  • Fixed an issue with Owlsight Rifle.
  • Fixed multiple portrait issues. Many more still need to be fixed.
  • Increased the cooldown of the Radiant Savior to 50 from 35 seconds
  • Decreased the damage of Maim's Smash from 4/5/6/7 damage per percent of health to 1/2/3/4.
  • Increased the damage done by Gresielda's Bodyguards.
  • Turok now does magic damage instead of blade damage for his attacks.


23.9b Changelog
  • Fixed many issues that were created by Reforged 2.0. Note that many portraits still need be fixed and will be!
  • Alliance units fighting in the Swamps of Sorrow at the start of the game can longer be teleported to.
  • Fixed a bug with Maim's Defiance.
  • Fixed a bug with Teron.
  • Fixed multiple knockback bugs.
  • Fixed a sound issue with Dentarg's Shadow of the Fallen.
  • Increased the damage of Maim's Smash.
  • Reduced the duration and potency of many stuns/slows across the game.
  • Maim's Slaughter now gives 75% cleave at all levels, 35/55/75% attack speed and 30/40/50% life steal.
  • Increased the damage of Arugal's Corpse Explosion from 90/130/170/210 to 90/140/190/240.
  • Decreased the cooldown of Arugal's Corpse Explosion by 1 second.
  • Increased the healing of Alonsus' Blessed Aura to 2/4/6/8 from 2/3/4/5.
  • Increased Mannoroth's Trample damage from 35/70/105/140 to 45/90/135/180.
  • Added a new unique item - Radiant Sabots.
  • Rebalanced unique boots, reducing price.
  • Increased the duration of the Battlethirst Helm from 12 to 15 seconds.
  • Increased the cooldown of the Battlethirst Helm from 26 to 30 seconds.
  • Increased the duration of the Radiant Savior from 4 to 5 seconds.
  • Decreased the cooldown of the Radiant Savior from 50 to 35 seconds.
  • Decreased the cooldown of the Talisman of the Wild from 60 to 45 seconds.
  • Decreased the cooldown of the Urn from 50 to 35 seconds.
  • The Owlsight Rifle now reduces enemy armor by 7.
  • Increased the cost of the Owlsight Rifles from 4175 to 4375.
  • Reduced the damage of the Thunderfury by 5.
  • Increased the damage of the Bronze Sword by 5.
  • Increased the lifesteal of the Sycophant to 27%, the Liberators Blade to 19%, and the Skull Shield to 13%.
  • Rebalanced the Soul Ring, Wolf Hunters Guise and Bloodmoon Plate.
  • Increased the strength given by the Warsong Battle Drum and Blackrock Champion's Axe to 30 and 35 respectively.
  • Decreased the damage given by the Warsong Battle Drum by 1.
  • Increased the cost of the Warsong Battle Drum and Blackrock Champion's Axe.
  • Fixed multiple typos.

Keywords:
coming, of, the, horde, strategy, risk, tactics, tactic, castle, defense, lore, warcraft 2, warcraft, dota
Contents

Coming of the Horde 23.9c (Map)

Reviews
12:58, 16th May 2015 StoPCampinGn00b: Despite its average looking terrain, it's balanced and innovative (at the time before others have mimicked this classic) nature helps earn this map four stars. Sure, the geography is a little off and sure...
Level 2
Joined
Sep 29, 2009
Messages
17
map isnt that good :/

needs more balance and better control possibilities, at the moment its more like mass unitspam
 
Level 8
Joined
Jan 16, 2008
Messages
156
map isnt that good :/

needs more balance and better control possibilities, at the moment its more like mass unitspam

Cool. A bunch of vague comments that in no way tell me what is wrong and what could be improved.

And if you spam units, your just feeding enemy heros. So you really have no idea what your doing. Game is far more complicated than that (see replays on my forum for more info on said topic if you wish). Anyway, enjoy other games on Battle.net, and try to improve your reviews.
 
Level 6
Joined
Jul 2, 2008
Messages
156
Cool. A bunch of vague comments that in no way tell me what is wrong and what could be improved.

And if you spam units, your just feeding enemy heros. So you really have no idea what your doing. Game is far more complicated than that (see replays on my forum for more info on said topic if you wish). Anyway, enjoy other games on Battle.net, and try to improve your reviews.

The comments aren't vague, you just keep ignoring them.

Alliance.
Needs.
BUFF.

WAY too much emphasis on perfect team play if your alliance. Its frustrating, and makes me hate the game the second I realize one of their Orcs is stronger than 5 of my guys. Also, the hero I played (Trollbane, the one that has heal) had shitty abilities. Some lame 1-target low damage attack that was supposed to decrease the enemy movement speed but didn't, and some heal ability that I could basically use 1 time with mana that wouldn't even fully heal one of my fodder units (the same units that just get butchered by Orcs anyways).

Town portals teleporting only 5 units (which as I said before, is basically 1 Orc) is pointless, because even if EVERYONE teleports you still get butchered thanks to the crappy terrain clogging all your units. What I'd rather see is a town portal teleporting 15 units, but having a COOLDOWN or having a longer stock refresh. That way its more than just a suicide button that costs mana.

1/5 from me (not 0/5 because the door system actually works)
 
Level 8
Joined
Jan 16, 2008
Messages
156
Thanks for sharing.

Certain the community that plays and enjoys this map disagrees 100%, as I do. Thoras Trollbane is one of the best Alliance heros, and I've been constantly asked to nerf him, so I'm not really sure where you are coming from. But what it is clear is that you haven't played the map enough to fully understand it, as I'm also 100% certain if I was on the Alliance and you were on Horde you'd get tooled so bad you think the Alliance needs nerf. Finally, I'd like to say this map plays differently that every other map on B-net, so it will require learning so new skills to master and understand.

Enjoy other maps.
 
Level 31
Joined
Jul 7, 2008
Messages
4,185
The comments aren't vague, you just keep ignoring them.

Alliance.
Needs.
BUFF.

WAY too much emphasis on perfect team play if your alliance. Its frustrating, and makes me hate the game the second I realize one of their Orcs is stronger than 5 of my guys. Also, the hero I played (Trollbane, the one that has heal) had shitty abilities. Some lame 1-target low damage attack that was supposed to decrease the enemy movement speed but didn't, and some heal ability that I could basically use 1 time with mana that wouldn't even fully heal one of my fodder units (the same units that just get butchered by Orcs anyways).

Town portals teleporting only 5 units (which as I said before, is basically 1 Orc) is pointless, because even if EVERYONE teleports you still get butchered thanks to the crappy terrain clogging all your units. What I'd rather see is a town portal teleporting 15 units, but having a COOLDOWN or having a longer stock refresh. That way its more than just a suicide button that costs mana.

1/5 from me (not 0/5 because the door system actually works)

i think you're just bad
 
Level 4
Joined
Sep 9, 2009
Messages
33
+ Description is good enough.
+ I like games like this, defending. It's like a survival too.


- Seems to be quite long game. Must have much time to play it till end.

+- Well-made terrain, but moving in the cities is a bit too hard. There should be less gates or more space. But it's not so necessary.

I don't undesrtand how is this like a DotA... but it doesn't matter, I dont like DotA :).

Rating: 4/5.
 
Level 8
Joined
Jan 8, 2008
Messages
454
I've noticed a problem with Quel'Thalas's ships. You state that elves prefer not to use gunpowder but the elven destroyers from warcraft 2 used cannon balls. It's not a real big issue but I'm doing warcraft lore justice ^^. BTW good map :p
 
Level 8
Joined
Jan 16, 2008
Messages
156
Level 9
Joined
Dec 22, 2008
Messages
490
One of the most entertaining maps on Battle.net nowadays. Fun is shared on both sides (as Alliance and as Horde). The balance is a point where this map lacks, but equalizing 4 against 8 is never an easy task, though I think that 12 players of around the same level could make this well-rounded. I personally think it's easier for beginners to play as Horde rather than Alliance because the rules for the Horde are simplier; invade the nations, spam units and micro your hero, while on the Alliance side there are added a few more "rules", like aiding other nations (for example Stormwind) to survive as much as possible, micro your units to your best to avoid lossing too many units, since the Alliance-Horde unit count is 1 to 3 atleast.
I also love the Hero system. Very weak at start, but tends to become a real thread by his/her spell combination and various items.
Of course the nation-placement isn't very well done and I wished an Alterac and Shadowfang Keep factions would exist, but the terrain overall is well-made and tends to be as realistic as possible.
5/5 is the best mark from my opinion. Nothing else to be added, just congratulations.
 

Gojira2000

G

Gojira2000

If any of you guys really like this game, but cant get a good game started, join me and my cronies we play this all the time (usually), we play on US. east (my username is the same as my Hive one
 
Level 32
Joined
Apr 2, 2013
Messages
3,955
Well, this map was one of my favorites despite how questionable I always was about how the map looked. Where did Lordamere lake go? The elves were in a weird corner area. Dark portal was probably hundreds of Kilometers than where it was supposed to. Err, Aerie Peak is above capital city in this XD.

Nevertheless, a very entertaining map that I've started playing years ago. We just need some more players who don't chicken out on Battle.net as horde :D
I can officially say that this map is balanced, it's probably 50/50 outcome from the times I played Horde and Alliance.
 
Level 8
Joined
Jan 16, 2008
Messages
156
EDIT: Forgot the most important improvement of all, I fixed the desync issue! (well 90% sure, and if I am wrong, I know the trigger that is causing it, so it will be fixed in the 17.0 series!

I need more feedback, a lot more! Post some!

Here is what I want to fix with 17.0, in addition to adding two new Horde heros (the final heros to be added to the game):

1) Gates Usage and Defending- I do not like how people use Gates, never really have. People leave them open, then only close them at some random point right before they are about to lose their throne in an effort to delay their demise.

I want people to use them properly, so I increased their hit points considerably, but made gate levers vulnerable when the gate is open. Therefore the Horde can kill the levers off if the gate is left open, and the Gate can then never be closed. The levers are still made invulnerable if the gate is closed.

I also redesigned some of Stromgarde and Gilneas to make it harder to defend the throne level, but easier to defend the lower levels. I want people defending their initial Gates, it makes the game more fun, and is actually good strategy. Falling back from one level to another and using the Gates properly buys time, which is what you need to win.

It is also a lot easier to defend at the outer Gate of Silvermoon now, and I adjusted some of the doodads to make the inner walls a bit easier to breach.


2) The Economic System - I realized after coming back that the economic system sucks. The problem with it is that either side snowballs way too easily due to bonuses.

From even the earliest versions to 16.9c, the Horde gets a bonus for every throne they kill, and therefore if they get rolling early, they end up steam rolling. However, if they get held up early, then they don't get the bonus, and the game gets significantly slower and the Alliance snowballs because they rely on the bonus. This latter situation isn't good for balance, but it's especially bad for gameplay because the Horde is the protagonists. If the Horde can't do anything, then nothing happens and the game is boring.

I added in some time based bonuses for both sides starting in version 14.0 or 15.0 to help alleviate this problem, but it doesn't fix the problem of the Horde relying on the throne bonuses to begin with.

Therefore, I've greatly enhanced the normal gold the Horde is given every 5 seconds, and dialed back the bonuses (both throne and time based bonuses) for the Horde. I also gave the Alliance smaller a gold buff (not directly proportional with the Horde bonus, much smaller). This should not only create more action, but raise the skill ceiling of the game.

This could have the unintended effect that it might make the game harder to balance, but at this moment, I feel the Alliance has the upper hand, and if anything, the Horde should be the more powerful side, as again, they are the protagonists.

I'm also not happy with item points. I feel too often heros don't get to chance to accumulate that many unique items, so I raised the amount of item points that automatically given to both the Horde and Alliance. This combined with more gold (which equals more item points when units die) should help people have more fun with items (I've done some item rebalancing also).

There are a lot of other changes, the Legion now gets a naval yard and a destroyer and transports, and Azeroth gets a new cool new Footman and Crossbowman while Spearmen are transferred to Gilneas and Axemen to Kul Tiras. There are some aesthetic terrain improvements, Lothar gets a new skin, Mannoroth a new trample animation and some hero changes (such as tranquility for Antonidas no longer channels) and hero balance changes (including Cho'gall getting a nerf to his ultimate).

Please let me know of any pressing hero balance issues, if you'd like you can make a list of champions that are unpowered and those overpowered (explanations and ideas how to balance them too would be excellent!).

Thanks!
 
Level 1
Joined
Feb 8, 2015
Messages
1
I'm also not happy with item points. I feel too often heros don't get to chance to accumulate that many unique items, so I raised the amount of item points that automatically given to both the Horde and Alliance. This combined with more gold (which equals more item points when units die) should help people have more fun with items (I've done some item rebalancing also).
Thanks!

This is a pretty thoughtless edit that's changed the game for the worse, making late game "carry" heroes much more powerful. As well as making late game alliance stronger, since you can keep horde halted just using your heroes. The game already had too much of a focus on items, making some heroes unstoppable lategame.

Giving horde more gold does nothing but encourage bad playing, since massing units makes it more difficult to micro your units and leads to more feeding.

This, plus removing the dragon whelp unit and nerfing chogall's ulti, has made the map considerably lamer.

The change to the gate system is the only good change in the recent version.
 
Level 8
Joined
Jan 16, 2008
Messages
156
I appreciate the comments Panda.

The economic system is still being revised, and 17.6 will address the problem of Alliance heroes snowballing late and giving the Horde too much gold. Many items are increasing in cost in 17.6 and in addition to 11 new items, there is a big overhaul to heroes in general coming.

As for Cho'gall's ultimate, I'm going to be buffing it slightly after realizing I went a bit too far in nerfing it.

Finally, there has been significant demand for the reintroduction of the Dragon Whelp, so a flying scout will be returning for the Horde in 17.6.

Thanks again for the comments.
 
Level 2
Joined
Jan 18, 2015
Messages
24
I really enjoy this map, and I have a total blast every time I play it. I do like the newer changes of allowing you to pick a hero out of a selection which adds a certain level of freedom to it which drastically improves the overall feel of the game.

There is one problem, I don't know if you dealt with it already or if it is just me, but the CD on the boats is ludicrous. It took nearly 3/4s of the gametime to expire for the larger boat to CD and be available for purchase, is this deliberate? A bug? Either way, very frustrating. Not quite deal breaking with me as I love to play Storm which doesn't require naval support that much and is more focused on holding the center which I do so love to do.
 
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