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Custom Race: Pandaren Empire

Introduction

This is a Pandaren Custom Race.

Made with Reforged: Classic graphics. This is an edit of the melee map Floodplains to include The Pandaren Empire as a playable race.

To play Pandaren Empire, select Human and handicap 90-60.


In an age shadowed by the rising conflict of the Alliance and the Horde, the Pandaren have cast aside centuries of isolation. Rather than fall and be factionalized by the influence of foreign powers, they now stand united. The teachings of discipline, balance, and inner harmony have not been abandoned, but reforged into instruments of war, tempered for a world that no longer permits neutrality. Masters of blade, spirit, and celestial art now march under one banner, their differences reconciled through shared purpose rather than erased. The Pandaren do not fight for dominion, nor for glory, but to preserve the balance of a world threatened by the endless conflict between Alliance and Horde.​


AI:



90%AI prioritizes rushing expansion and late game units. Will rush 2 expansions
80%AI prioritizes Windwalker and Sentinels.
70%Generalist AI. Use the full tech tree.
60%Randomized AI

Faction Mechanics and Themes:

Overarching Mechanic
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Meditation (Active)
Pandaren physiology prevents natural regeneration of health and mana. Through discipline in Qi and Shen, they recover through meditation rather than passive regeneration.
The unit enters a meditative trance, producing a soothing aura. While meditating, the unit regenerates 2.30 hit points per second and 2.75 mana per second. The unit cannot move, attack, or use abilities during this trance. Enemy units instinctively avoid attacking a meditating Pandaren. If the unit is attacked, the trance breaks immediately.


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I. The Martial DisciplinesDoctrine of Steel and Motion

Let it be understood by all who would command Pandaren forces: their warriors are not merely soldiers, but instruments of practiced intention. The Vanguard stands at the fore, not as a blunt shield, but as a thinking blade—reading strikes, turning aside violence, and answering with force that travels beyond reach through disciplined Chi. Their mastery allows them to endure where others would fall, mitigating blows while maintaining offensive pressure. They are trained not only to survive the clash, but to control its rhythm, dictating when and where engagements escalate. Behind and beside them, the Sentinel does not simply loose arrows, but dismantles the enemy piece by piece—crippling movement, stripping armor, and extending the battlefield to distances few can contest. Each arrow is placed with purpose, weakening formations and preparing targets for execution. Then there are the Windwalkers, unseen until the moment of consequence, whose purpose is not to fight fairly, but to end fights before they begin. They strike from concealment, exploiting flanks and punishing overextension with explosive bursts of precision damage. Their talents extend beyond combat, allowing them to cripple infrastructure and silence key defenses before a battle is even joined. Each of these warriors evolves through training, not replacement—refined, specialized, and sharpened as the campaign unfolds. Understand this well: a Pandaren army does not change form—it perfects it, and in that perfection, it becomes unpredictable, for no single role remains fixed for long.​

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II. The Spirit Arts Doctrine of Burden and Consequence

Where other armies rely on raw spellcraft, the Pandaren bend the flow of battle itself, redistributing fate among those who stand within it. The Spirit Binder is not a healer in the common sense, but a mediator of suffering—spreading wounds across allies, dulling killing blows, and rendering decisive strikes inefficient. Through sustained restoration and protective talismans, they ensure that no single unit bears the full weight of the enemy’s assault. In their presence, death becomes uncertain, delayed, and often denied entirely through careful manipulation of damage. Alongside them, the Omnia Priest enforces a harsher philosophy: that all actions carry weight, and that weight can be returned in equal or greater measure. Enemies who press too hard will find their strength turned inward, their allies punished for aggression through karmic backlash. Buffs are stolen, inverted, or redistributed, turning the enemy’s advantages into liabilities. Debilitations are weaponized, amplifying weakness into collapse when properly timed. These casters do not overwhelm with force, but with inevitability, bending outcomes through careful orchestration. Commanders facing such forces often find their strategies unraveling not from superior strength, but from accumulating miscalculations. Thus, engagement with Pandaren casters is not a contest of power—but of control over consequence itself, where every action risks unintended reprisal.​

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III. The Celestial and War Beasts Doctrine of Dominion and Denial

When the Pandaren commit their greater forces, the battlefield ceases to be contested—it is instead controlled with deliberate authority. The War Tortoise advances as an unyielding siege presence, absorbing punishment, reflecting damage, and consuming those who stray too close to its path. Its presence alone forces repositioning, as enemies must choose between retreat or attrition. Above, the Sky Viper circles as an agent of decay, applying toxins and sonic disruption that weaken both unit integrity and structural resilience. Its attacks ensure that even surviving forces are rendered ineffective over time. Then come the Celestial agents, whose role is not merely to support, but to reshape the very conditions of battle. The Celestial Disciple cloaks allies in restorative mist, denying targets and sustaining formations through prolonged conflict. In contrast, the Celestial Dragon exerts dominance over space itself, calling storms, halting ranged assaults, and distorting movement across entire engagements. These entities do not simply participate in battle—they redefine it. Even Pandaren defenses reflect this doctrine, as towers interlink to form fortified networks that grow stronger in proximity. Attempts to break these lines are met with layered resistance, control effects, and escalating durability. This is the final lesson: the Pandaren do not seek to overpower—they seek to deny, and through that denial, they claim absolute dominion over the field.​

Screenshots


378748-9d25ca8ebb9bfcdf259a54c474c52214.webp
378749-b8f845b9a38270e9705cff5dbc979597.webp

Link to Development Thread has Unit and Building break downs: https://www.hiveworkshop.com/threads/custom-race-empire-of-pandaria.370739/

Credits:


Models
https://www.hiveworkshop.com/threads/bearden-blp.63560/
Bandit-Pack
FurbolgPanda
Gors
Heavy Bandit
Horn gor
Rifleman and Derivatives
Tiger
White Tiger
Pandaren Nurse by Norinrad
PandarenFemaleVillager
Spellbringers: Nature Haven
Bamboo
DestructibleEasternArchway - By Callahan
High_Bamboo
Pandaren Battleship
Pandaren Transport Ship
Pandaren Transport Ship
Pandarian Hall of Elements
Pandarian Shelter
Pandarian Wall (Wall, Enhanced Wall)
Royal Tent
Stone Lanterns
Pandaren Banners
Antimagic Barrier
Armor Penetration / Stimulus
Attack Aura
Benefic Aura
Builder symbol
Empathic Bond
EvilWave_Effect
Elven Step
Heartbeat Aura
Attribute Buff Effects
Mist Aura
Phoenix Glow
PoisonStingTarget
Power Infusion
Psionic Shots
Retribution
Widow Poison / Spider Toxin
Spirit Heal
SpiritArrow
SpiritArrow_ByEpsilon
Whitemagic_Missile
Wisp Glyph
Hero Iron Fist
Hero Shado Pan
Pandaren Buildings
Panda Wukong
Pandaren Archer
Pandaren Geomancer by Norinrad
Pandaren Honorguard
Pandaren Sage
Pandaren Tsuchi-Koutai by Norinrad
Pandaren Villager
Pandaren Villager
pandarenNback2
Spectral Tiger
Turtle Cannon/ Cargo

Icons
BTNTiger
BTNFemalePandaren
Hero Shado Pan
Hero Iron Fist
Pandaren Archer
BTNgeomancerpanda
Pandaren Honorguard
Pandaren Sage
BTNTsuchi
Wind Viper
BTNPandarenBambooStick
BTNPandarenMirrorImage
BTNShurikenSlicer
Blink Strike
BTNDecayGrey
BTNBookOfAncientKnowledge
BTNAstralBlessing
BTNMonk02
BTNMonk01
BTNAdept002
BTNAdept01
BTNBeast
BTNSpearOfJustice
BTNTigerRoar
BTNArmoredFist
BTNGolemCarapace
BTNHeavenlyDemolisher
BTNPandaAvatar
BTNWindBlast
- Wukong's Embrace Ability's -
BTNWindsBoots
Bottled Wisp Potion
Zen Meditation
Gift of the Ox
Sacrifice Voidwalker Shield
Bakudo #1 Sai
Ignore Pain
Meditate
BTNNatureBarrierSphere
BTNShockStorm
BTNcrHOLYllllclowd
Improved Tower Tactics
BTNDeathEyes
BTNCriticalWound
BTNRapidFire
BTNPhoenixDartv2
BTNGoblinWarTurtle
BTNAdvancedSamuraiBlades
Double Strike
BTNBlockStance
BTNScale
Turtle Spiked Shell
Turtle devour
BTNSwordDance
Fortified Armor Destruction
BTNUppgradeArrow1
BTNPandaWeaponUpg1
BTNPandaStealth
BTNPandaArmorUpg1
Skins
Cpt bamboo UI [Reforged] SD
DBO Rock
Rings_Dirt.blp
Old Stone Path
Prehistoric_Tile.blp
PrehistoricGrass.blp
Selection Circles v1.50
Spells/Systems
Damage Engine 5.A.0.0
Phantom Phase v1.0.1
Life Reflection v1.1
[JASS] Arcing Shurikens v1.0d
Hero: Shadow Assassin [Four Spells] 1.0c
Decoy (Revisited) v1.0
Previews
Contents

Pandaren Empire (Map)

Reviews
deepstrasz
Terrain fits the pandaren theme and overall look. A nice custom techtree but evidently based on the human faction as a basis. The gray text in the descriptions is kind of annoying to read at times depending on the background. Approved. If you want...
Pretty cool race. Meditation felt underwhelming a little bit while also being dangerously abusive with that short window of invulnerbility.
Sky Viper felt unfiting, kind of more of a Troll unit. Spirit Binder was oke, but would have preffered some unique abilities for him.
You are also missing one more Hero and I would say at least 1 more unit. Maybe anti-caster one?
Celestial Disciple model is little bit buggy after dying. And also your neutrals are not dropping any items.
Also, that Spirit Arrow was doing stupid amount of damage.


Keep it up, good job overall!
 
A funny map that really made me try hard. At first, out of ignorance, I went with the starting army to the yaungols at the expand - bad, very bad idea. Fortunately, it was merely a setback. Reaching the Celestial Dragon and Celestial Disciple turned out to be decisive, and I can’t help but say how much I like the Disciple and its abilities. Mist Form? Genius!

Still, the faction currently feels more like a prototype, and here’s why:

1) I was surprised to see the total number of units in the faction. This doesn’t quite fit the typical Blizzard design, especially considering the race doesn’t have many summons or transformations like the Undead’s Obsidian Statue. The current tech tree offers 3 (!) buildings with two units each - that’s very unorthodox.
1.1) Perhaps because of this, basic units feel overloaded with passive and active abilities, for example, the Vanguard. It’s as if, in an attempt to compensate for the absence of a unit, part of its functionality has been transferred to other units via upgrades.
1.2) Meanwhile, there are only three heroes, and they lack a healing function, which, combined with the regeneration penalty, reduces the options available to the player.
2) Speaking of regeneration: Meditation works fine, but I can’t shake the feeling that there’s no real reason to limit regeneration other than gameplay mechanics. Unfortunately, I have no ideas what Meditation could provide instead, so this point is more of a grumble from me.
3) The faction’s shop lacks its own special touch. It’s not that you continue to deny spheres in your design :(, it’s just that at T2 the shop can’t offer anything special besides potions and a scroll, and at T3 it offers a Scroll of the Beast - a rather odd choice, honestly.
 
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Pretty cool race. Meditation felt underwhelming a little bit while also being dangerously abusive with that short window of invulnerbility.
Sky Viper felt unfiting, kind of more of a Troll unit. Spirit Binder was oke, but would have preffered some unique abilities for him.
You are also missing one more Hero and I would say at least 1 more unit. Maybe anti-caster one?
Celestial Disciple model is little bit buggy after dying. And also your neutrals are not dropping any items.
Also, that Spirit Arrow was doing stupid amount of damage.


Keep it up, good job overall!

MogulKah, thank you for the review.

Meditation was hard to get where it is, but I feel the duration and cool keep it from being OP. When against AI, it can be abusive easily; however, it functions like sleep, so if forced attacked, or dispelled, it will be canceled.

There are not that many air models that aesthetically fit the Pandaren, though I may either tweak its ability set or replace it with the one from https://www.hiveworkshop.com/threads/pandaren-hotair-balloon.353815/.

Spirit binder abilities are kind of generic, but felt they were good enough for his role. May look into expanding their function in the future.
I'll look into additional heroes in a future update. Initially there was another caster unit, but with a 28-unit ability already, I felt that it was not necessary.

I'll look into why there are no drops.

A funny map that really made me try hard. At first, out of ignorance, I went with the starting army to the yaungols at the expand - bad, very bad idea. Fortunately, it was merely a setback. Reaching the Celestial Dragon and Celestial Disciple turned out to be decisive, and I can’t help but say how much I like the Disciple and its abilities. Mist Form? Genius!

Still, the faction currently feels more like a prototype, and here’s why:

1) I was surprised to see the total number of units in the faction. This doesn’t quite fit the typical Blizzard design, especially considering the race doesn’t have many summons or transformations like the Undead’s Obsidian Statue. The current tech tree offers 3 (!) buildings with two units each - that’s very unorthodox.
1.1) Perhaps because of this, basic units feel overloaded with passive and active abilities, for example, the Vanguard. It’s as if, in an attempt to compensate for the absence of a unit, part of its functionality has been transferred to other units via upgrades.
1.2) Meanwhile, there are only three heroes, and they lack a healing function, which, combined with the regeneration penalty, reduces the options available to the player.
2) Speaking of regeneration: Meditation works fine, but I can’t shake the feeling that there’s no real reason to limit regeneration other than gameplay mechanics. Unfortunately, I have no ideas what Meditation could provide instead, so this point is more of a grumble from me.
3) The faction’s shop lacks its own special touch. It’s not that you continue to deny spheres in your design :(, it’s just that at T2 the shop can’t offer anything special besides potions and a scroll, and at T3 it offers a Scroll of the Beast - a rather odd choice, honestly.

Galendor an'Kreil, thank you for the review.

Yeah, the camp is pretty tough; made it that way to prevent too fast of an expansion. It takes the AI 2 tries. Initially the Mist Form was a target ability that transformed a target ally.

  1. I'll look into expanding the roster in the future, maybe adding researchable Zodiac animals. I did feel the lack of a third trainable unit initially but kind of put it out of my mind after a few playtest rounds.
  1. You have a point there. The initial plan had the second and third abilities unlocked through a karma system with mana being upgraded through 3-tiered upgrades. However, I had a hard time coming up with and implementing the idea without it being tacked on. I will probably give it another go in a future update.
  1. Having 3 heroes on the release is my standard at this point. When I try to do 4 heroes for the release, I get a creative block, and the race will sit untouched for months at a time. I didn't really think about healing abilities for the heroes. If I create a 4th hero; I'll probably give it a battle mediation ability to regenerate HP in an AOE based on its current mana or HP.
  1. The meditation was difficult to manage. I wanted to do more, but there was a potential for it to be broken. I almost removed it at points, but I really wanted to keep it. The regeneration was more of a reference to pandas' poor diet and reproductiveness.
  1. I agree with a shop overhaul. I had a hard time coming up with item ideas that did not return too far from base shop items. I added the scroll of beasts because “panda bear”

Now that you got me thinking, in a future update I may add a karma mechanic where attacking/casting grants positive karma that gives bonuses and being attacked/targeting grants negative karma, giving debuffs.

How was the AI? During the playtest, the AI acted differently each time; sometimes it would rush me or tech fast or just reach tier 2 and idle for 10 minutes before doing anything.
 
Terrain fits the pandaren theme and overall look.
A nice custom techtree but evidently based on the human faction as a basis.
The gray text in the descriptions is kind of annoying to read at times depending on the background.
Approved.


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Very good! It was fun to play as the Pandaren, they have a very similar techtree to the Humans and that's my go-to faction.

All Pandaren units have "Meditation", it was hard getting used to it, so I can't judge it fair just yet.
The basic units are alright, although it's strange that they have a lot of abilities, meanwhile the "Vanguard" can't get any upgrades to make him useful past late game.

The two magic types that we get are great, straight-forward magic, nothing too flashy but also not useless, it's very practical and versatile and I love that.

Tamed Turtle is fantastic, I love how it's a Ranged (even if short) Siege unit that can become into a tank.

The only thing I didn't like are the heroes, or at least one of them. It was...I forgot the name, but it's the only Mighty/Strength hero that the Pandaren have. His smash is okay, but his toggled ability to increase armour is completely boring and not as practical, while that 3rd ability made to aid units? I tend to forget to do it due to how underwhelming it is.

I think you can change it with an area-of-effect that increases the allies' armour and attack speed instead, with the armour staying longer while the attack speed goes away faster for balance reasons, call it "Honor Shout".

His toggled ability? Turn it into "Dueling Elation", gives a chance to increase his armour whenever he gets hurt, stacking up to 7/8 when it's Level 3, with the timed stack going from 5/10/15.

Hope you don't mind these suggestions, it's your racemod after all.

Also, the creeps are mostly fine, but how come some are just incredibly powerful? The Minotaur (I forgot his name in the map, sorry) Lord has Chaos damage, can easily kill your whole army even if you're careful.
 
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The terrain was Excellent; I really like how you flesh out the flavor with it. Though there are times I struggle to make sense out of all the details, I don't know if it's my eye or the trees. I agree with the others, especially about the shop. It's also my least favorite part when making maps, you can start with replacing at least the 2 tier I items for now.
I'm also making a Pandaren Race (can I finish it? probably won't), and they do really lack air units. My current draft will use this and the hot-air ballon you mentioned.

Looking forward to more of your custom races!
 
The terrain was Excellent; I really like how you flesh out the flavor with it. Though there are times I struggle to make sense out of all the details, I don't know if it's my eye or the trees. I agree with the others, especially about the shop. It's also my least favorite part when making maps, you can start with replacing at least the 2 tier I items for now.
I'm also making a Pandaren Race (can I finish it? probably won't), and they do really lack air units. My current draft will use this and the hot-air ballon you mentioned.

Looking forward to more of your custom races!
Nice to see you around, Althavis! I've recently tried your updated Quillboar tribes, to try the Centaurs, if I get the time to try it again I'll give it a proper review, I should try your other Racemods too :peasant-ok-hand:
 
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