Deathknell Revised (2.01)

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Weigazod Presents

(8)Deathknell Revised v 2.01
Created by BLIZZARD Entertainment
Edited by Nick Housen



_ Important issues are covered in Author's Notes. Therefore, Author's Notes section is the only thing you need to read before playing.

_ This description may be much longer than expected. It is adviced that you use the combination CTRL+F and the Table of content to quickly navigate through the great wall of words.

_ After you finish messing with the map, you can return to the Credits to find out the materials that i have used and how to access them.

_ Between the Map Info and Credits are detailed information about the races along with screenshots. You will only read them if...
1. you find it interesting
2. you want to have a general view of the entire map
3. you want to know if this map's worth the 15 seconds that you spend to download it.​



Content
Map Info
Blood Elf
Fel Orc
Credits
Author's Notes
Change Logs


Map Info:

This map is made using Blizzard's (8)Deathknell. The new factions are based on me and my friend's collaborative fanfic which are inspired by Warcraft's lore and Dota 1's Heroes background. The map has limited triggers, model, skin and icons usage. However, i hope you all can find an enjoyable time playing it. The map will be updated in later version with more races.


The Blood Elf:
In general, all Blood Elf units have a mana pool and at least one mana-consuming ability. They lack tank units and fast moving units but have a 50% spell damage reduction in all organic units. Thus, Blood Elf units heavily depend on their special ability to compete with other factions. Sustaining an acceptable amount of mana among your army is the key to your success. Also to be noted, all Blood Elf units which can regenerate their hit points only regenerate at day time. Their eyesight at day is slightly higher than other races but is lower than other race at night time. Be very aware of any Night Elf players, they are your most annoying opponents. (I greatly advice you Blood Elf bring those Kalimdor relatives of yours to extinction as soon as possible to make your life a hell lot easier)

Recommended tactic for early game would be a large number of Lieutenants. They are the most expensive initiative units and they live up to their name as powerful units of Kael's army with their high attack damage and their Enhanced Strike which further increase their burst damage. Bowslingers are adviced in your army in small amount in early game to defend against air units and to prepare for mid game. They are the weakest basic ranged attackers. However, they will claim the title Herokillers and Buildingdestroyers as soon as you reach Tier 2 and unlock their Searing Arrow.

Apostles' abilities are almost identical to Priests' but have some minor differences. Apostles' heal is weaker than priest and consume less mana. Their dispel have a 9% longer cast range in comparison to Priests'. Battle Caster is a magic-based attacker, effective against heavy armor, they should be deployed against an heavy-armor army but their main role is not as damage dealers. Their Spell of Revelation is the only mean for the Blood Elf army to detect invisible units. Their Flaring Arrow is a cheap and useful way to spy on your opponents. Last but not least, Gateway to Haven is an emergency escape route for any red-bar units. The final units in the Mana Academy is the Spell Breakers. Compare to the Human's Spell Breakers, they lost Spell immunity but share the same ability Arcane Shield with Lieutenants. The Arcane Shield which reduce spell damage by 50% can be upgrade with Shield Dance, give them a chance to reduce melee attack damage combine with medium armor, they are quite resilient to all type of attack.

In short, units from Mana Academy are optional and should be used wisely, they can be helpful in many ways and disastrous in other cases. Did i mention Apostles' Heal and Spell Breakers' Feedback get an upgrade with Improved Mana (Flow of Mana - 2nd upgrade)?

Now to Aerial Warfare, i represent to yous 2 new old units that rarely appear, the Air Destroyers and Floating Artillery. Air Destroyers are a must in any air-to-air confrontation because they are the only units that is considered air-superiority among Blood Elf arsenal. They possess a medium range weapon and high damage which mean harassing other air units with them is pretty nasty. For Gargoyles and Hippogryphs, Air Destroyers have a close range damage dealing ability called Target Acquired to use specifically in this occasion, it deals 50 damage to up to 3 nearby enemies. Next is the Floating Artillery and as it said, it is an artillery unit and also the only artillery unit of the Blood Elf, Bowslingers can take that role quite well but not much compare to this unit. Let's just think it is a Chimera with no magic attack will make you easier to imagine. It doesn't have anything special except it can fly, deal slash damage and have a higher building attack damage than Chimera with that they will make short work of your opponents' spell casters. Their bombardment is also powerful enough to get rid of most ground-to-air ranged attacker and they have a large health bar with heavy armor. This allows them to survive most combat or live long enough to strip your enemy base off most key structures. Both of these airship can receive an upgrade from Overhaul research, increase their hit points by 200. This is to ensure they get back to your base alive and receive necessary repair. The gold cost for repair is roughly 1/2 of the producing cost so go and repair those ships.

The so very common Dragon Hawks are backed with little changes. Their stats is similar to their Human's counterpart but have no War Animal Traning research. They have new spell though. The first one is Blizzard except this Blizzard is to crumble buildings to dust. It deals only 10 damage to units but triple that to buildings and Improved Mana will increase that to 5 times. The second ability is a replacement for Aerial Shackles, it is called Knock Out and it actually knock air units unconcious for 4 seconds enough time for your Air Destroyers to put them out of misery.

Blood Elf player should be noted. The Flow of Mana research is very important to Blood Elf in late game. Beside improving certain mentioned abilities, it also increases the maximum mana pool of all units and heroes.

Blood Elf Engineer

Blood Elf Lieutenant

Bowslinger

Dragon Hawk

Apostle

Battle Caster

Spell Breaker

Air Destroyer

Floating Artillery

166652-albums8918-picture108986.png

Gold: 75
Food: 1
Time: 15

Regen: 0.5 (Only at day)
Speed: 200

Attack Speed: 3
Attack Range: 90

Ability:
Magic Resistance: Give a 50% spell damage reduction.
Emergency Healing: restore 80 hit points for this unit. 100 mana cost and 9 seconds cooldown.
166652-albums8918-picture108984.png

Gold: 210
Lumber: 10
Food: 3
Time: 31

Regen: 1 (Only at day)
Speed: 270

Attack Speed: 1.9
Attack Range: 108

Ability:
Arcane Shield: Give a 50% spell damage reduction
(Upgrade to) Shield Dance: Give 50% to reduce melee attack by 12.
Enhanced Strike: Deal 2 times normal damage. 10 mana cost and 4 seconds cooldown.
166652-albums8918-picture108985.png

Gold: 140
Lumber: 5
Food: 2
Time: 20

Regen: 0.75 (Only at day)
Speed: 270

Attack Speed: 1.65
Attack Range: 500

Ability:
Magic Resistance
Searing Arrows: Add 10 magic damage to attack. 8 mana cost and 6 seconds cooldown.
166652-albums8918-picture108983.png

Gold: 280
Lumber: 20
Food: 3
Time: 45

Regen: 1 (Only at day)
Speed: 300

Attack Speed: 2
Attack Range: 325

Ability:
Magic Resistance
Blizzard: Call down 20 waves of ice shard. Deals 10 damage to units. x3 (x5) to buildings. 120 mana cost and 12 seconds cooldown.
Knock Out: Deals 20 damage and stun an air unit for 4 seconds. 90 mana cost and 15 seconds cooldown.
166652-albums8918-picture108978.png

Gold: 145
Lumber: 5
Food: 2
Time: 28

Regen: 0.75 (Only at day)
Speed: 270

Attack Speed: 2
Attack Range: 600

Ability:
Magic Resistance
Emergency Healing
Heal: Heal a target unit by 20 (30) hit points. 6 mana cost and 1 seconds cooldown.
Dispel Magic
Inner Fire: increase attack damage 10% and armor by 5 for 60 seconds. 35 mancost and 1 seconds cooldown.
166652-albums8918-picture108980.png

Gold: 190
Lumber: 20
Food: 2
Time: 30

Regen: 0.75 (Only at day)
Speed: 270

Attack Speed: 1.8
Attack Range: 500

Ability:
Magic Resistance
Spell of Revelation: Reveal invisible units around the units for 15 seconds. 75 mana cost and 10 seconds cooldown.
Flaring Arrow: Reveal an area for 10 seconds. (Doesn't reveal invisible units) 50 mana cost and 80 seconds cooldown.
Gateway to Haven: Teleport one unit that you control to the highest level Tower of Wisdom
166652-albums8918-picture108979.png

Gold: 225
Lumber: 25
Food: 3
Time: 28

Regen: 1 (Only at day)
Speed: 300

Attack Speed: 1.9
Attack Range: 250

Ability:
Arcane Shield
(Upgrade to Shield Dance)
Spell Steal: Transfer/remove positive buff from enemies to your units and negative buff from you to your enemies.
Control Magic: Take control of a summoned units. Mana cost depend on the targeted unit's current amount of health.
Feedback: Destroy 24 (28) mana per hit. Deal extra damage to that unit equal to the amount of mana destroyed. Heroes only be destroyed 4 (8) mana every hit.
166652-albums8918-picture108982.png

Gold: 175
Lumber: 100
Food: 3
Time: 30

Speed: 350
Gold (Repair) 80
Lumber (Repair) 100
Time (Repair) 30

Attack Speed: 1.5
Attack Range: 475

Ability:
Target Acquired: Fire the side cannons at 3 nearby air enemies. Each take 50 damage. 60 mana cost and 6 seconds cooldown.
166652-albums8918-picture108981.png

Gold: 240
Lumber: 200
Food: 5
Time: 60

Speed: 270
Gold (Repair) 120
Lumber (Repair) 200
Time (Repair) 60

Attack Speed: 2
Attack Range: 800


Unexpected tab 1

Tower of Wisdom

Grand Library

Arcane City

Blood Elf House

Blazing Forge

War Institute

Way Gate

Mana Academy

Engineering Bay

Earth-Fury/Sky-Fury Tower

Ruined Fountain/Fountain of Magic

Arcane Treasury

As you may notice, Blood Elf units require less Lumber to produce except for the airships, well, they are mechanical anyway. Thus, Blood Elf constructions will require more Lumber to balance this out.
166652-albums8918-picture108966.png

Gold: 300
Lumber: 270
Time: 180

Food Produced: 10
Gold (Repair) 300
Lumber (Repair) 270
Time (Repair) 180

Ability:
Magic Attack: Every 5 seconds, deal 50 spell damage to a nearby enemy.

Research:
Backpack (Blood Elf)

Unit Produce:
Blood Elf Engineer

Can be upgrade to Grand Library
166652-albums8918-picture108967.png

Gold: 270
Lumber: 210
Time: 140

Food Produced: 10
Gold (Repair) 570
Lumber (Repair) 480
Time (Repair) 120

Ability:
Magic Attack

Research:
Backpack (Blood Elf)

Unit Produce:
Blood Elf Engineer

Can be upgrade to Arcane City
166652-albums8918-picture108968.png

Gold: 330
Lumber: 280
Time: 140

Food Produced: 10
Gold (Repair) 900
Lumber (Repair) 760
Time (Repair) 120

Ability:
Magic Attack (x2)

Research:
Backpack (Blood Elf)

Unit Produce:
Blood Elf Engineer
166652-albums8918-picture108969.png

Gold: 70
Lumber: 20
Time: 40

Food Produced: 8
Gold (Repair) 70
Lumber (Repair) 20
Time (Repair) 40
166652-albums8918-picture108975.png

Gold: 120
Lumber: 80
Time: 70

Gold (Repair) 120
Lumber (Repair) 80
Time (Repair) 70

Research:

Forged Weapons
Empowered Weapons
Arcane Weapons

Strengthened Plating
Reinforced Plating
Superior Plating

Piercing Strength
Burning Sun
Blazing Glory

Forged Armor
Reinforced Armor
Superior Armor
166652-albums8918-picture108970.png

Gold: 170
Lumber: 100
Time: 60

Gold (Repair) 170
Lumber (Repair) 100
Time (Repair) 60

Research:

Enhanced Strike
Blessed Medallion​

Shield Dance: Upgrade of Arcane Shield
Searing Arrows
Knock Out

Unit produce:

Blood Elf Lieutenant
Bowslniger
Dragon Hawk
166652-albums8918-picture108971.png

Gold: 180
Lumber: 20
Time: 60

Gold (Repair) 180
Lumber (Repair) 20
Time (Repair) 60

Abilty: Can revive fallen heroes.

Unit produce:

Assassin
Arcanist of The Light
Crimson Rider
Sun General
166652-albums8918-picture108972.png

Gold: 140
Lumber: 180
Time: 70

Gold (Repair) 140
Lumber (Repair) 180
Time (Repair) 70

Research:

Apostle Basic Training
Apostle Advanced Training​

Flaring Arrow
Gateway to Haven

Battle Training

Unit produce:

Apostle
Battle Caster
Spell Breaker
166652-albums8918-picture108974.png

Gold: 100
Lumber: 260
Time: 75

Gold (Repair) 100
Lumber (Repair) 260
Time (Repair) 75

Research:
Overhaul

Unit produce:

Air Destroyer
Floating Artillery
166652-albums8918-picture108976.png

Gold: 110/135
Lumber: 80/40
Time: 45

Gold (Repair) 110/135
Lumber (Repair) 80/40
Time (Repair) 45

Attack Speed: 1 / 0.7
Attack Range: 700 / 750
166652-albums8918-picture108977.png

Gold: 200/0
Lumber: 200/0
Time: 45/3

Gold (Repair) 200
Lumber (Repair) 200
Time (Repair) 45

Ability: Mana regeneration Aura

Research:

Flow of Mana: Increases the maximum mana of Blood Elf Engineers, Dragon Hawks, Spell Breakers, Blood Elf Lieutenants, Bowslingers, Battle Casters, Apostles and all Heroes by 100.
Improved Mana: Further increases the maximum mana of Blood Elf Engineers, Dragon Hawks, Spell Breakers, Blood Elf Lieutenants, Bowslingers, Battle Casters, Apostles and all Heroes by 50. Also upgrade Apostles' Heal, Spell Breakers' Feedback and Dragon Hawks' Blizzard.​
166652-albums8918-picture108973.png

Gold: 130
Lumber: 30
Time: 60

Gold (Repair) 130
Lumber (Repair) 30
Time (Repair) 60

Item Produce:
Minor Scroll of Replenish (200G) Restore 200 hit points, 75 mana of nearby units over 45 seconds
Wand of Shadowsight (150G) Provide sight of an unit until that units is killed or dispelled.
Goblin Night Scope (200G) Improve the wielder night sight
Potion of Healing (150G) Restore 250 HP
Potion of Mana (200G) Restore 150 mana
Scroll of Town Portal (350G) Teleport this unit and all nearby units to a Town Hall
Observatory Tower (30G/60L) Build a tower. The tower have unobstructed sight and can spot invisible unit.
Orb of Slow (550G) +6 attack damage, give them 25% chance of casting Slow on the attacked unit


Unexpected tab 1

Assassin

Arcanist of The Light

Crimson Rider

Sun General

The Blood Elf heroes also possess a large day sight but poor night sight, to combat this disadvantage. It is suggested that you equip your heroes with a Goblin Night Scope.
166652-albums8918-picture108990.png

Deadly Zone
Throwing poisonous daggers to nearby enemies. The poisoned units has its movement speed slowed for 5 seconds and received 20/35/50 damage per second.
Mana cost: 110
Cooldown: 11

Fast Striker
Causes this unit to attack 100/150/200% faster for 12 seconds.
Mana cost: 50
Cooldown: 30

Venomous Dagger
The Assassin's dagger is coated in venom, deal 3/8/14 damage per second for 5/7/9 (2) seconds. The unit is slowed, -25% Attack Speed, -50% Movement Speed.

Instant Move
Instantly move to a unit location and attack that unit. Instantly move to a unit location and attack that unit. The Target unit also lose 4 armour.
Mana cost: 60
Cooldown: 5

Assassin's abilities focus on tracking and slow down enemy heroes to either finish them or wait for your units to catch up. Assassin's play style is in some aspects similar to Blademaster and Warden. The only thing missing in Assassin is an escape route which require you to calculate beforehand because once this Hero jump in, either they lie dead or yours.
166652-albums8918-picture109019.png

Solar Phoenixes
Summons 1/2/3 Newborn Phoenixes. The Phoenix lose health at night but regenerate at day. Has Resistant Skin.
Mana cost: 125
Cooldown: 36
Special Note: This is the only ability that require your hero to reach lvl 2 to learn. This is due to balancing issue. Having air unit at the very first minutes is unfair. Phoenixes don't have a timeout but they will lose health at night and you can not summon more than the said number so save the spell and wait for whent he Phoenixes die to summon new ones.

Mass Slow
Slows enemy unit's attack rate by 25% and movement speed by 25% in a small/medium/large target area. Lasts 15 (7) seconds.
Mana cost: 125
Cooldown: 15

The Light
The Light of Salvation that takes 2 seconds to cast. Heals friendly living unit for 300/600/1200.
Mana cost: 120
Cooldown: 9
Special Note: There is really no organic unit in the Blood elf army that have more than 650 HP. The 1200 healing is only useful on other race units or heroes. Therefore, it's recommended that you save the last level of this ability till lvl 10. As mentioned in the spell description, this ability can be casted on yourself so make use of this. This ability is a variance of Holy Light but you can not target this ability on enemies so the only way you can use is for supporting only. Inspired by Rehgar's Ancestral Healing.

Mana Bomb
This ability is a Mass Mana Burn. Burn up to 150 mana and deal damage equal to the burnt mana.
Mana cost: 200
Cooldown: 20

The Arcanist is your supporting spell caster hero. Their best place is far behind the Lieutenants and should be the first to flee. Use The Light carefully, it is a tool to prevent burst damage quite effectively. Mass Slow is a good Crowd control ability and is adviced to be the first ability to be learnt if Arcanist is your first hero. I don't have any comment for Solar Phoenixes. They are good early and mid game harrass tools but this map is very big. As irony as it may be Mana Bomb is the most effective when use against the Blood Elf Army. It is still good at dealing with the spell casters though.
166652-albums8918-picture109018.png

Arcane Shakles
Magically binds a target enemy unit, so that it cannot move or attack and takes 30/40/50 damage per second up to 20/30/40 (4/5/6) seconds.
Mana cost: 85
Cooldown: 20

Mana Regain
Restore nearby allied units mana by 70/100/130 in a large area. Doesn't restore this unit's mana.
Mana cost: 100
Cooldown: 10

Devotion
Gives 2/4/7 additional armor to this unit. Does not stack with Devotion Aura.
Special Note: A variance of Devotion Aura. The larger armor bonus will overwrite the smaller value. This is for balancing issue.

Devour Magic
Consumes all magical buffs from units in an area. Each unit that is devoured of magic gives the Crimson Rider 35 hit points and 45 mana. Deals 180 damage to summoned units.
Mana cost: 250
Cooldown: 30

Crimson Rider and Arcanist is a good combination, Crimson Rider will give Arcanist Mana while Arcanist will heal him when he is channeling. Assassin and Crimson Rider also make a good teambut not as perfect. Arcane Shakles is a good ability for early kills but remember its 1st and 2nd level cast range is short.
166652-albums8918-picture108988.png

Stream of Life Force
Sends a life devouring energy at a target enemy that bounces up to 5/8/11 times, dealing 40/50/60 damage on the primary target. Each jump deals 25% more damage.
Mana cost: 105/115/125
Cooldown: 9

Silence
Stops all enemies in a small/medium/large target area from casting spells for 16/20/24 (8/10/12) seconds.
Mana cost: 75
Cooldown: 15

Agility Bonus
Gives a total of 3/6/10 points to Agility

Piercing Bolt
Aim a target for 3 seconds before releasing a gigantic arrow bolt at an enemy unit. Have a very long cast range. Dealing 450 damage, 5 (2) seconds stun.
Mana cost: 200
Cooldown: 24

In certain ways, Sun General and Assassin take the same role in the army as the main damage dealers. Sun General have a more favorable skillset in term of offend while Assassin is excel at movement restraint and formation disruption. However, the Blood Elf hero team should have either Sun General or Assassin, both of them in the same army is not referable.







The Fel Orc:
The notable trait of the Fel Orc army is Chaos damage and a fast health regeneration rate. While they doesn't have a heavy ground units, they have many units which have high hit points and attack damage. Thus, heavy units are pretty much unneccessary.

With an army of units that possess Chaos damage, i had to nerf their damage down quite a lot in initial stage to ensure their ability to take buildings apart in early game is not too superior. However, once you get to the final upgrade they are the same as a fully upgraded Fel Orc that you used to play in the campaign.

The difficulty of playing as Fel Orc is very low, they don't require much micro and only slightly more expensive compare to other races. If i can make a comparison, they are Starcraft 2 Protoss with the A-move-to-win strategy. Damn, i need to nerf them. Again.

If there is something new players should be noted, it is their way of making Food. Unlike many other races where you depend on building a Farm. The Fel Orc's Pig Farms only provide 3 Food but cost the same space as a Human Farm. However, Pig Farm can produce Fel Boars, your primary source of Food. Each Boars produce 2 Food and only cost little time and gold to produce. They move twice as fast as the critters but still can't outrun millitary units. A Blademaster is perfect for making bacon out of those Boars. Luckily, you can move your Boars inside the Pig Farm and protect them in there. Every pig farm can store up to 4 Boars so every Pig Farm can make 11 Food for a space equal to a Human Farm, the highest in game, currently. The Boars itself can be a cheap Scout unit but don't rely much on them. In late game, Allied Human players can ultilise these Boars to make surprised attack at enemy base. You just need to place your Boar in good position.

With most units have Chaos damage, they come with a disadvantage for being Chaos damage. It can't deal any extra damage to any kind of armor which in a way it sucks. Think it like this, if i got a bunch of Archers, the human will have to invest on Defend upgrade, Huntresses will have to try to avoid being kited. Now you got Chaos damage and you just need to get a big army and smash their face. Yep, the deep of strategy and tactic drop dramatically with the Fel Orc. It's a good thing that you can try to sneak up their base and fuck up their buildings. Yep, That's your tactic and strategy. Try to bypass their army and destroy their base. Warmaster and Savage are fully offensive heroes. They will deal with the millitary units quite well. Chaos Servant is great Supporting hero while Dark Harbinger is a should-have intel collecting hero.

A bad news for Fel Orc players, they don't have healers. Chaos Servant is the only one possess a healing ability. Therefore, you should avoid being harrass by enemies because there is practically no cheap way to restore their hit points. Unless you capture one of the 2 Fountain of Mana in the map, then it is.



Fel Orc Peon

Fel Orc Grunt

Limbripper

Catapult

Fel Orc Warlock

Defiler

Fel Orc Raider

Fel Orc Kodo Beast

Orc Warchief

Red Dragon Whelp

Red Drake

166652-albums8933-picture109336.png

Gold: 90
Food: 1
Time: 15

Regen: 1
Speed: 190

Attack Speed: 3
Attack Range: 90

Ability:
Pillage
Peon Smash! Give bonus attack speed in a period of time.
166652-albums8933-picture109328.png

Gold: 215
Food: 3
Time: 35

Regen: 1
Speed: 270

Attack Speed: 1.2
Attack Range: 100

Ability:
Pillage
166652-albums8933-picture109338.png

Gold: 185
Lumber: 30
Food: 3
Time: 30

Regen: 1
Speed: 270

Attack Speed: 1.2
Attack Range: 425

Ability:
Triple Kill: Limbripper can attack 3 units at the same time.
166652-albums8933-picture109320.png

Gold: 220
Lumber: 50
Food: 4
Time: 36

Speed: 220

Attack Speed: 5
Attack Range: 1000
166652-albums8933-picture109341.png

Gold: 170
Lumber: 30
Food: 2
Time: 22

Regen: 1
Speed: 270

Attack Speed: 1.75
Attack Range: 600

Ability:
Firebolt: Deal 75 damage and stun 2 seconds. 75 mana cost and 14 seconds cooldown.
Unholy Frenzy
Cripple
166652-albums8933-picture109323.png

Gold: 215
Lumber: 35
Food: 3
Time: 30

Regen: 1
Speed: 270

Attack Speed: 1.8
Attack Range: 600

Ability:
Dispel Ward: Place a Ward that will dispel buffs and damage summoned units. 125 mana cost and 5 seconds cooldown.
Cursed Ward: Place a Ward that will curse enemy units cause them to miss 33%. 150 mana cost and 10 seconds cooldown.
Animate Dead: Raise 3 dead units to fight for you in 60 seconds. 200 mana cost and 40 seconds cooldown.
166652-albums8933-picture109337.png

Gold: 200
Lumber: 40
Food: 3
Time: 31

Regen: 1
Speed: 350

Attack Speed: 1.65
Attack Range: 100

Ability:
Pillage
Ensnare.
166652-albums8933-picture109332.png

Gold: 255
Lumber: 60
Food: 4
Time: 40

Regen: 1
Speed: 220

Attack Speed: 1.2
Attack Range: 500

Ability:
War Drum.
Devour.
166652-albums8933-picture109340.png

Gold: 250
Lumber: 70
Food: 5
Time: 45

Regen: 1
Speed: 270

Attack Speed: 1.1
Attack Range: 128

Ability:
Endurance Aura.
166652-albums8933-picture109343.png

Gold: 210
Lumber: 50
Food: 3
Time: 30

Regen: 1
Speed: 350

Attack Speed: 1.8
Attack Range: 600/500(Air)

Ability:
Spreading Fire: Buildings attacked by Dragon Whelp lose 5 hit points every second in 5 seconds. Multiple Dragon Whelps' Spreading Fire stacks.
166652-albums8933-picture109324.png

Gold: 290
Lumber: 80
Food: 5
Time: 60

Regen: 1
Speed: 350

Attack Speed: 1.8
Attack Range: 400/250 (Air)


Unexpected tab 1

Hill Fort

Fortified Hall

Iron Fortress

Pig Farm

War Mill

Barrack

Altar of Blood

Fel Lodge

Dragon Roost

Power Crystal -> Chaos Crystal

Beastiary

Fountain of Blood

Fel Orc buildings are generally have less hit points than Orc buildings. Thus, they are less expensive and cost less time to build. It is necessary in case of Hill Fort due to the lack of Tiny Great Hall. The reduction in build time will allow the Fel Orc to expand quickly.

The Spiked Barricades upgrade is particularly useful as it increases hit points of buildings.
166652-albums8933-picture109331.png

Gold: 345
Lumber: 185
Time: 130

Food Produced: 10
Gold (Repair) 345
Lumber (Repair) 185
Time (Repair) 130

Research:
Backpack (Fel Orc)
Pillage

Unit Produce:
Fel Orc Peon

Can be upgrade to Fortified Hall
166652-albums8933-picture109329.png

Gold: 305
Lumber: 190
Time: 140

Food Produced: 10
Gold (Repair) 650
Lumber (Repair) 375
Time (Repair) 120

Research:
Backpack (Fel Orc)
Pillage

Unit Produce:
Fel Orc Peon

Can be upgrade to Iron Fortress
166652-albums8933-picture109326.png

Gold: 350
Lumber: 190
Time: 140

Food Produced: 10
Gold (Repair) 1000
Lumber (Repair) 565
Time (Repair) 120

Research:
Backpack (Fel Orc)
Pillage

Unit Produce:
Fel Orc Peon
166652-albums8933-picture109325.png

Gold: 20
Lumber: 40
Time: 32

Food Produced: 3
Gold (Repair) 20
Lumber (Repair) 40
Time (Repair) 32

Unit Produce:
Fel Boar
166652-albums8933-picture109334.png

Gold: 205
Time: 65

Gold (Repair) 205
Time (Repair) 65

Research:

Steel Melee Weapons
Thorium Melee Weapons
Chaos Melee Weapons

Steel Range Weapons
Thorium Range Weapons
Chaos Range Weapons

Steel Armor
Thorium Armor
Chaos Armor

Spiked Barricades
Improved Spiked Barricades
Advanced Spiked Barricades
166652-albums8933-picture109318.png

Gold: 180
Lumber: 40
Time: 60

Gold (Repair) 180
Lumber (Repair) 40
Time (Repair) 60

Research:

Berserker Strength
Triple Kill
Better Wood

Unit produce:

Fel Orc Grunt
Limbripper
Catapult
166652-albums8933-picture109317.png

Gold: 180
Lumber: 50
Time: 60

Gold (Repair) 180
Lumber (Repair) 50
Time (Repair) 60

Abilty: Can revive fallen heroes.

Unit produce:

Warmaster
Chaos Servant
Savage
Dark Harbinger
166652-albums8933-picture109333.png

Gold: 150
Lumber: 150
Time: 70

Gold (Repair) 150
Lumber (Repair) 150
Time (Repair) 70

Research:

Chaos Power
Chaos Offering​

Book of Dark Arts
Book of Gul'Dan​

Unit produce:

Fel Orc Warlock
Defiler
166652-albums8933-picture109335.png

Gold: 120
Lumber: 230
Time: 75

Gold (Repair) 120
Lumber (Repair) 230
Time (Repair) 75

Research:
Spreading Fire

Unit produce:

Red Dragon Whelp
Red Drake
166652-albums8933-picture109322.png

Gold: 180 -> 120
Lumber: 30 -> 20
Time: 55 -> 25

Gold (Repair) 180/300
Lumber (Repair) 30/50
Time (Repair) 80

Attack Speed: 1.5
Attack Range: 700
166652-albums8933-picture109319.png

Gold: 145
Lumber: 130
Time: 60

Gold (Repair) 145
Lumber (Repair) 130
Time (Repair) 60

Research:

Ensnare
War Drums Damage increase
Mad Blood

Unit Produce:

Fel Orc Raider
Fel Orc Kodo Beast
Orc Warchief
166652-albums8933-picture109327.png

Gold: 130
Lumber: 30
Time: 60

Gold (Repair) 130
Lumber (Repair) 30
Time (Repair) 60

Item Produce:
Lesser Clarity Potion(70G) Restore 100 mana over 30 seconds
Healing Salve(100G) Restore 400 hit points of one units over 45 seconds
Potion of Healing (150G) Restore 250 HP
Potion of Mana (200G) Restore 150 mana
Scroll of Town Portal (350G) Teleport this unit and all nearby units to a Town Hall
Gem of True Seeing(600G) Hero can spot invisible units.
Orb of Fel Flame (450G) +6 attack damage, deal 6 splash damage every attack


Warmaster

Chaos Servant

Savage

Dark Harbinger

166652-albums8933-picture109342.png

Clone Attack
Stuns the target unit for 2 seconds then materialize an uncontrollable image with 21-48 / 27-54 / 36-63 attack damage, that will attack the victim for 7 seconds.
Mana cost: 90
Cooldown: 20

Semi-Perfect Illusion
Summon an illusion that has 15% / 30% / 45% attack damage of Warmaster. Lasts for 20/40/60 seconds
Mana cost: 125
Cooldown: 10

Slicing Strike
Have 25% / 35% / 50% chance to deal 40 / 50 / 60 bonus damage.

The Coming Storm
Warmaster summons an image and order it to performs a bladestorm of destructive force, dealing 110 damage per second to nearby enemy land units and move to the target location.
Mana cost: 200
Cooldown: 180
166652-albums8933-picture109321.png

Flaming Bolts
Hurls a cluster of fiery bolts that stuns enemy units. Deals 75/125/200 damage and stun the enemies for 2/3/4 seconds.
Mana cost: 90
Cooldown: 8

Rejuvenation
Heals a target friendly unit for 300/450/700 hit points over 30/22/20 seconds.
Mana cost: 125
Cooldown: 7

Mana Steal
Steals 100 mana from a target unit and gives it to the Hero.
Cooldown: 30/20/10

Enslaved Spirits
Summons 2 Spirit Wyverns with 700 hit points for 90 seconds
Mana cost: 180
Cooldown: 75
166652-albums8933-picture109339.png

Axe Slam
Melee range ability.
A wave of force that ripples outward, causing 50/80/130 damage to land units in a line.
Mana cost: 50
Cooldown: 6

Thunder Clap

Seism
When Savage use an ability, nearby ground enemies are stunned for 1 / 1.2 / 1.5 second..

Fighting Frenzy
Increases this unit's attack rate and movement speed of you and nearby friendly units for 40 seconds.
Mana cost: 150
Cooldown: 30
166652-albums8933-picture109330.png

Raise Dead
Raise Skeletons from corpse.
Mana cost: 75
Cooldown: 8

Unseen Eye
Place an immovable and invisible wards that provide sight at a location for 180 / 360 / 600 seconds.
Mana cost: 75 /50 / 25
Cooldown: 75 / 60 / 30

Monsoon

Abduction
Move an enemy to your location.
Mana cost: 110
Cooldown: 40




Credits:

If you open the world editor, you may find in the Import Manager some Model/Icon that aren't giving credits. These Models and Icons are used for new feature/units that i am testing and still haven't decided whether to use or not. However, in a normal game you won't be encounter them anywhere because if you did, i would give them credits already.


Kuhneghetz - kaycei - Deolrin - Mr.Goblin - General Frank - Karassu - Footman16 - 67chrome
BlackRockClan - PeeKay - KelThuzad - Jaret - Blizzard Entertainment [Blizzard Entertainment]
Thehive - Love Seeker [Blizzard Entertainment] - Edge45 - Bribe - assasin_lord - SinisterX


Specific Credits
A guide show how to use the Specific Credits
There is 4 smaller sections in here.
1. Unit:
_ Any icons, models, skins that are used on the units can be found here.
_ If the unit use a missle model, the missle model can also be found in here.
_ If the unit have ability that use models and icons, that model and icon will be found in here.

2. Buildings:
_ Any icons, models, skins that are used on the buildings can be found here.
_ If the building uses a missle model, the missle model can also be found in here.
_ If the building have ability that uses models and icons, that model and icon will be found in here.
_ If the building can research any upgrade, the icon for research can be found here.
(If the icon for the research and the icon for the unit ability is the same, the credits will be given in the unit section)

3. Heroes:
_ Any icons, models, skins that are used on the heroes can be found here.
_ If the hero uses a missle model, the missle model can also be found in here.
_ If the hero have ability that uses models and icons, that model and icon will be found in here.

4. Others:
_ Other thing that can't be found in the above sections.


Battle Caster

Dragon Hawk

166652-albums8918-picture108980.png

Icon by 67chrome
Skin by 67chrome
Idea for using it seperately by Footman16
Model to implement the idea by Karassu

How to do it: Import the skin by 67chrome and model by Karassu into your map. Change the skin .blp file path in import manager to "HighElfRanger.blp"
166652-albums8918-picture108983.png


Icon by Love Seeker [Blizzard Entertainment]


Tower of Wisdom

Grand Library

Blazing Forge

Ruined Fountain / Fountain of Magic

War Mill

166652-albums8918-picture108966.png


Icon by Edge45
166652-albums8918-picture108967.png


Icon by Edge45
166652-albums8918-picture108975.png

Icon by Footman16
Model by SinisterX

Forged Weapons: Icon by PeeKay
Empowered Weapons: Icon by Jaret
Arcane Weapons: Icon by PeeKay​

Blazing Glory (Piercing Strength upgrade): Icon by Blizzard Entertainment [Blizzard Entertainment]

Forged Armor: Icon by KelThuzad
Reinforced Armor: Icon by BlackRockClan
Superior Armor: Icon by PeeKay​
166652-albums8918-picture108977.png


Icon by Edge45
166652-albums8933-picture109334.png


Upgrade Icons by Edge45


Crimson Rider

Sun General

Arcanist of The Light

Assassin

166652-albums8918-picture109018.png


Icon by Mr.Goblin
Model by General Frank



Hero Glow by assasin_lord
166652-albums8918-picture108988.png


Icon by Kuhneghetz
Model by kaycei
166652-albums8918-picture109019.png


Solar Phoenixes Icon by Thehive
166652-albums8918-picture108990.png


Icon by Deolrin
Model by Deolrin




_ Crediting Tutorial by General Frank
_ Hidden Resources in the WE (with screenshots!) by Child_0f_Bodom
_ KILLCIDE for helping with the trigger
_ TheKaldorei, Remixer, Aether for the heroes names.



Author's Notes:

_ You only have 7 seconds to choose your custom race. Be ready.
_ To play as Blood Elf, choose Human. Then type -be when in game.
_ To play as Fel Orc, choose Orc. Then type -fo when in game.
_ Certain thing that i notice: Tower of Wisdom, Grand LIbrary, Ruined Fountain, Fountain of Magic do not have a portrait. Battle Caster portrait seem to have a problem too. Arcane Treasury don't have a building animation, the same go to Ruined Fountain and Fountain of Magic. There is a lack of unit voice sets. I don't really know what to do with them but i think they are acceptable flaws.
_ New races that are coming will be Dark Elf, Naga, Pit Lord, a good undead faction, Anub'arak new Nerubian Empire, a new human faction. I may not have the ability to make them all but i can try.
_ Only support AI for the 4 original factions. Computers can not choose or play the custom races.
_ The map is opened. I feel it's too much of a hassle to make it closed and i don't really have any reason to close it anyway.
_ Please send me your replays. They will be a great help in balancing. (Human players vs computers are fine too)
_ There will be a Lore section. I still need time to work with it though.
_ If you have/find/think that model/icon/trigger/voice set that are useful for my map. Feel free to bring it here. You have my special thank.


Change Logs:
27th May 2016
v1.00


Map published



6th June 2016
v2.00


+ Add Fel Orc custom race

_ Change Pathing Map of Tower of Wisdom, Grand Library, Arcane Treasury and Engineering Bay.
_ Tower of Wisdom reduce Art - Scaling Value (0.8 - 0.7), Art - Selection Value (6.3 - 6.0), Pathing - Collision Size (144-120)
_ Grand Library reduce Art - Scaling Value from (1.0 - 0.9), Art - Selection Value (6.3 - 6.0), Pathing - Collision Size (144-120)
_ Replace Ruined Fountain and Fountain of Magic's Icon.
_ Adding condition for Mana Bomb, Deadly Zone and Mass Slow. Make them only targets revealed units.



8th June 2016
v2.01


_ Fixed errors related to Fel Orc heroes. Fel Orc Heroes didn't have Hill Fort requirement and lack Food cost.
_ Fixed many Fel Orc buildings can be place on top of each other.
_ Victory condition disable until i know how to fix it.
_ Add more name for the Fel Orc heroes.
_ Add requirement for Limbripper, Red Drake and Orc Warchief
_ Add 6 seconds cooldown to Limbrippers' Triple Kill.

+ Undead balance change
_ Necropolis build time from 120 to 100
_ Banshee: Build time 35 - 28, attack range 500 - 600
_ Abomination: hit points increased to 1175 from 1080.
_ Frost Wyrm: build time from 80 - 65, ground damage increased to 93-115 from 85-105.
_ Boneyard: build time from 80 - 70
_ Carrion Beetles: lvl 2 collision size to 31 and lvl 3 to 32
_ Ghoul: Hit point 330 - 340

+ Human balance change
_ Knight: Attack speed increase (1.5 - 1.4), Base damage 25 - 28, Hit point from 800 - 835
_ Water Elemental lvl 1: damage reduced to 1d5 + 17 from 2d5 + 19, hit
points 450 - 525.
_ Flying Machine: damage vs. air increased to 1d2 + 13. Hit point 175 - 200
_ Militia: now level-1 units, instead of level-2 units.
_ Dragonhawk Rider: level reduce 5 - 3, build time 45 - 30, damage 18 - 21 to 17 - 20
_ Sorceress: damage increased to 10-12 from 8-10

+ Night Elves balance change
_ Dryad level increase 2 - 3, damage increased to 17-19
_ Faerie Dragon: Attack damage from 13-14 to 14-16
_ Glaive Thrower: damage changed from 39-50 to 36-53 (38 + 1d12 to 35 + 1d18)
_ Spirits of Vengeance: damage increased from 14-18 to 17-21.
_ Mountain Giant: base armor 0 - 4 and hit points 1400 - 1600.

+ Orc balance change
_ Tauren Chieftain: base intelligence 14 - 15, speed 250 - 270, collision size 48 - 32
_ Blademaster: speed 300 - 320, base agility 23 - 24
_ Spirit Walker: build time 42 - 38
_ Demolisher: Attack damage 81 + 1d21 to 71 + 1d18
_ Spirit Wolf: lvl 3 hit point to 500
_ Wind Rider: speed reduced to 320 from 350.
_ Raider: armor 0 - 1.

+ Fel Orc balance change
_ Catapult: Splash damage redius: 50 / 100 / 225 to 25 / 40 / 120

+ Blood Elves balance change
_ Add a second level for Enhanced Strike called Blessed Medallion. This upgrade increase Blood Elf Lieutenants hit point by 200.
_ Rename Control Magic research of Spell Breakers into Battle Training. This research still allow Spell Breakers to use Magic Control but also add an additional 75 hit point to Spell Breakers. Gold and Lumber cost are increased accordingly.

+ Item
_ Orb of Fire: Cost 400 - 275
_ Orb of Venom: Cost 400 - 325
_ Orb of Slow: Cost 550 - 450
_ Orb of Fel Flame: Cost 450 - 325
_ Orb of Lightning: Cost 400 - 375
Keywords:
Altered Melee, Custom Races
Contents

Deathknell Revised (2.01) (Map)

Level 32
Joined
Sep 19, 2011
Messages
2,111
Another bloodelf race map:)

I'm not exactly sure that giving all, even most basic units active abilities is a good thing. You know, there is only so much micro one could have. Battle caster misses her portrait and having two flying ships - this feels more like an overkill on the concept.

But it's still not bad. Keep the work up!
 
Level 6
Joined
Feb 22, 2009
Messages
209
Another bloodelf race map:)

I'm not exactly sure that giving all, even most basic units active abilities is a good thing. You know, there is only so much micro one could have. Battle caster misses her portrait and having two flying ships - this feels more like an overkill on the concept.

But it's still not bad. Keep the work up!

Yay, someone tried my map :))

However, if you want other races, wait for upcoming update. :grin:
 
Level 9
Joined
May 21, 2014
Messages
580
Okay. :D

----

I saw that you have a Wait function in your trigger. Melee Init, was it?
Waits are highly discouraged in a sense, because importantly they are known for notorious desyncs. Instead, use a Countdown Timer.

As a Melee player, I want my buildings to have a Team Color. As much as possible, add team colors to every unit and structure. Add a hero glow around heroes too.

That's all I can think for now. I love Altered Melee maps like this. :D
 
Level 6
Joined
Feb 22, 2009
Messages
209
Okay. :D

----

I saw that you have a Wait function in your trigger. Melee Init, was it?
Waits are highly discouraged in a sense, because importantly they are known for notorious desyncs. Instead, use a Countdown Timer.

As a Melee player, I want my buildings to have a Team Color. As much as possible, add team colors to every unit and structure. Add a hero glow around heroes too.

That's all I can think for now. I love Altered Melee maps like this. :D

Very strange, i thought all heroes have hero glow.
Most buildings must have team color. The only exception i can think of is Blood Elf, Tower of Wisdom, Grand Library, Fountain of Magic and ruined magic, along with Fel orc Blood Fountain.
 
Level 9
Joined
May 21, 2014
Messages
580
Very strange, i thought all heroes have hero glow.
Most buildings must have team color. The only exception i can think of is Blood Elf, Tower of Wisdom, Grand Library, Fountain of Magic and ruined magic, along with Fel orc Blood Fountain.

Yeah. They do. :) Just a reminder for the upcoming race. Also, yeah... all structures should have Team Color </3
 
Level 9
Joined
May 21, 2014
Messages
580
I really hope those are acceptable flaws because not everything can be done.

I successfully added team color to my structures in my map at my signature. I edited the base textures though, which is not possible for an altered melee map because it will affect all other units with the same base textures...
You need basic knowledge in programatically modifying models to make the models use custom textures, but will add to map size accordingly as well...

If I have the time, I can do it for you. For now this is acceptable enough :D (Well if you want)
 
Level 6
Joined
Feb 22, 2009
Messages
209
I successfully added team color to my structures in my map at my signature. I edited the base textures though, which is not possible for an altered melee map because it will affect all other units with the same base textures...
You need basic knowledge in programatically modifying models to make the models use custom textures, but will add to map size accordingly as well...

If I have the time, I can do it for you. For now this is acceptable enough :D (Well if you want)

Cost-and-benefit. No team color in some buildings is not very annoyed, i think. Those buildings aren't being build much in a base either. Usually 1 every base.

And of all players i know, they switch the player color to team color so no reason why a team color is needed when you can see the big red dot in the minimap.
 
Level 20
Joined
Jul 27, 2008
Messages
14,361
Yet another Blood Elves and Fel Orcs altered melee. I won't be gentle at all.

We already have a problem with Race Choosing to begin with because it isn't written in map description or at least under F9, only here on this page. Also player should not type to start playing with custom race, he is loosing time.
Custom Race System is your friend. Or at least make a button in game that says "Select Blood Elves, Fel Orcs or Picked Race".

Because Icons are a mess with Active Icons (icons with border) on Passive (without border) abilities, Button Manager is also your friend. Icons are really small sized imports so there is no excuse for not importing them.

Regarding building models as it was already pointed out they suffer the lack of TC, which yes it is important and also even build animation are lacking because many of the new buildings use models that were never intended to be constructable buildings. There are blood elf building packs, one of rare races that doesn't suffer from custom building shortage.

Also I do not understand why did you cheat and used the unbalanced campaign/creep units with modifications instead of actually creating new units. And there are many random changes to the main four races. My guess is you do not know how to set map to use proper patch because map uses Default Patch.

Blood Elves

- There was no good point to make Two Towers, make a base Tower that upgrades in to Earthfury or Skyfury
- There is no secondary base mechanic or even any building upgrade. Melee races have other ways to defend their base besides towers.
- Farms are just improved human farms that add 8 food instead of 6. Food production buildings generally have secondary role such as Burrow and Ziggurat having an attack and Moon Wells healing.
- Item Shop has uneeded items like Nightscope at tier 1 (tier 1 should be consumables all) and Observatory Tower at tier 2 (you already have invisibility detection at tier2)
- Fountain is not needed building, you could have honestly just place the mana upgrade in tier 3 main building or in the upgrade building. Not that there is at all need for global mana upgrade when casters get mana upgrades anyway and other units don't need really need more mana and on Heroes it is just unfair.


Racial
50% magic resistance as racial is overpowered and the occasional weird self heal is unnecessary because you shouldn't have that many racials.

Tier 1
Blood Elf Lieutenant - Tier 1 Melee Unit. First "Blood elf" is redundant part of the name, you don't see Human Footman or Orcish Grunt. And Lieutenant is rather high rank for front-line soldier.
But enough about superfluous details this unit has other issues. Ok first you kept the base attack of campaign unit so not only is base attack too high for tier 1 unit, the upgrades bake it compete with tier 3 unit. You can even upgrade 100% critical strike at tier 1 which doesn't drain mana. It is even half magic immune that can be even upgraded to reduce damage. This is all too much for a single unit.
The only downside is Medium armor which is for ranged units because Normal Attacks counter Medium Armor but with ridiculous damage and mountain giant reduction of magic and damage this not noticeable later in game only when creeping. Also lumber cost?
Anyway you shouldn't overshadow Grunts in tier 1, it s Orc niche to be melee specialist not Blood Elves.

Bowslinger - Basic Ranged unit. A very sad unit statistically and it only gets Searing Arrows which are not siege ability unless you have made some hidden stats. Attack is bad and only empowered by mana consuming ability to be equal to basic ranged units of other races. Also no range upgrade.

Tier 2
Dragonhawk - Air caster unit. Ok first it isn't a proper caster and second you gave him Blizzard and Stormbolt. Caster units or any units shouldn't get Hero abilities like this. Casters especially aren't even supposed to get direct damage abilities. Units can be spammed which means you can cover the map with Blizzard if you wanted or stunlock an enemy hero with Stormbolt (which you anyway nerfed to the point of useless).
Also the attachments have habit of disappearing and reappear when unit attacks so it is very annoying.

Apostle - Well it is barely edited priest with some small random changes.

Battle Caster - Magic ranged unit. The non existent role at an expanse of a proper caster. First two abilities are both invisibility detection and Gateway is just an odd choice. Only reason why I would tolerate this unit because there is no proper heavy air unit to serve as magic attack unit.

Spellbreaker - Spellbreaker with edits that miss the point of Spellbreaker. Don't remove magic immunity from anti-casters, that is their one reason to exist. And why give it damage reduction when he isn't front line soldier, he is caster hunter. The very reason it even gets Medium Armor (After a Patch) is so it could be countered by melee units so you wouldn't just replace Footmen with Spellbreakers.

Tier 3
Air Destroyer - Anti Air unit. It comes too late, most anti air units come in tier 2. You basically just made Battleship be flying unit and added direct damage ability to counter air units.

Floating Artillery
- Siege Air Unit. It really isn't worthwhile to reach tier 3 just to get a siege unit. At least Chimera has magic attack and siege is an upgrade. Also Heavy Armor on an air unit is a no, they get Small Armor.

Overall: There is a lack of units, the number you should reach is 12 and you have 10 (workers count). There is no offensive caster so there is no way to disable enemy units and there is no tier 2 siege or tier 3 melee (because of Lieutenants I assume). The units that remain from human serve their purpose while the new original units either preform odd roles or are just there.

Heroes are weird beast to tackle. Generally I would say you were thinking too much of Heroes from Hero maps really when you made these.

Arcanist of the Light - Should I point out how contradictory is Arcane user and Holy Light disciple? All abilities cost 125 mana which is an overkill, even intelligence heroes should have just one spell over 100 mana.

The Light spell has insane amount of heal (1200 seriously?) and balancing it out with longer casting time is bad idea. Luckily despite what tooltip says you can't heal self because Holy Light is hardcoded not to be overpowered like that.
Mass Slow well nothing really that special and doesn't even reduce move speed (why even have that in tooltip?)
Solar Phoenixes well beside the redundant solar have an issue of being air summon. Beastmaster Hawk gets attack at level 2 because having an air unit so early in game is annoying.
Mana Bomb ultimate is better suited for a Hero map because it damages only those with mana. It is basically a weak Manaburn since it damages 150 Mana/hp.

Sun General well I think when you were making her you were out of ideas. The model would have been better as a regular unit anyway.

Silence is an ok ability for agility hero and no tavern on the map for Dark Ranger.
Stream of Life Force damages too many units even if damage isn't anything to write about. Honestly for agility hero I would go for single target spell better as combo for silence, make this hero a hero hunter.
Agility Bonus, the most laziest ability to be given to a hero. Don't do that ever. Since this is agility hero better give a survival skill like blink and evasion are.
Piercing Bolt...really? Unreasonably high damage Stun Bolt? Don't say the caster time is there to balance this is an RTS not a Dota Clone.

Crimson Rider well not really a class name more like a color description. Why not a Blood Knight, an actual blood elf class?

Arcane Shackles is too evil ability to be used on ground units. Enemy hero doesn't stand a chance against this.
Mana Regain misses the point of strength heroes, why should the least casting hero restore mana?
Devotion is devotion so nothing to say here just that it misses the synergy it had with support nature spells that Paladin had.
Devour Magic as an Ult is weird to say the least. it is very situational and it doesn't really do that much for an ult ability.

Assassin yet another agility hero, you would think master magic race would have more caster heroes?

Deadly Zone if I am calculating right deals low damage over time compared most AoE/multitarget spells but hey it slows.
Fast Strike is a burst ability so why have this in rts map. This is not an RPG or Dota Clone to use only heroes.
Venomous Dagger is kinda lazy ability for a hero and not to mention you already slow with first ability.
Instant Move well unusual ability and again feels more like an ability for Dota Clone map to move a hero anywhere with negative armor. It is situational and Warden has more reasonable Blink as a non ult ability. I mean you are not going to use this hero to hunt alone across the map.


Fel Orcs

- Towers are fortified and have chaos attack. The upgrade just adds 300Hp.
- Buildings still have normal Orc Spike Upgrade
- Pig Farms the food building has secondary role of food production. Redundant is a word.


Racial: The racial here is use of chaos attack. When making a new techtree if you ever ask yourself "Should I use Chaos Attack" the answer is always no. Not because Chaos is overpowered since it isn't at all. Most people see 100% damage and say "COOL" but Normal attack already does that. When adding chaos attack all that you do is disrupt the Armor/Attack system counter from melee game because Chaos doesn't counter anything and just ruins units role. I name this Chaos Inness.

Fel Peon - Worker. Why does it heavy armor and chaos attack and higher hp. I mean basically a militia without needing to use Call to Arms and instead has short burst ability to increase attack stats. Not only is this similar to Militia but also do you really think that is good idea to in case of an attack you send workers away from harvesting to fight when you are playing race with hardest ground units to kill?

Fel Grunt - Tier 1 melee unit. Suffers from "Chaos" illness so he has lower but faster attack than regular Grunt and lower health because of increased regeneration. It gets higher attack because Fel Grunts have higher Dice Attack which indicates the increase of the attack and there are two same upgrades that add more HP and Attack which is well redundant.

Limbripper - Basic ranged unit. Really ugly looking hidden model. Suffers too from Chaos illness and has comically low attack, Gets ability to hit 3 units which I suppose is nice. Still there shouldn't be two units that cost 3 food at tier 1. Ranged pillage doesn't really make sense from logical perspective..

Second Tier

Warlock - Caster. You actually thought that campaign Warlock was a balanced caster? He has Firebolt, that is not a melee unit ability. Rest of abilities are ok besides them being taken from necromancer which of course is a minus. Oh and naturally wrong armor type because he has Medium and suffers from Chaos illness.

Defiler
- Caster. A caster when you feel that autocasting is just too hard. Has Medium Armor instead of No Armor.
Dispell Ward is too good since it costs less mana than dispel yet it can periodically cast abolish. Basically can cast abolish ideally 9 times which is a great deal. Usually dispel abilities need an extra upgrade and are not initial.
Cursed ward is like replacing several banshees with one unit.
Animate dead well I am starting to think that you feel that Heroes are too underpowered so you gave units their ults and nerfed them a little and thought that fixes everything. But failed to remember that units can come in great numbers so this ability is very easy to abuse.

Fel Raider - Missing a point. Suffers from Chaos Illness and has Light armor. Ordinary Raider has siege attack and Medium armor because he is a siege unit and "Raider" who "raids bases". Fel guy you just used from campaign.

Fel Kodo - Suffers from Chaos Illness but besides that it is a stronger Kodo.

Catapult - Long Ranged Siege unit. RoC catapult in all of its outdated glory. Has only one attack for both buildings and units. Has an upgrade to increase range because apparently it is not long ranged enough instead of getting an ability that improves damage to units like "Burning Oil, D. Cloud, Fragmentation Shot and Impaling Strike.

Third Tier
Orc Warchief - Melee Siege unit. Why did you use this campaign unit it has really random attack gap like it is a ranged unit. Really not a useful siege unit for tier 3 and not really useful as tier 3 melee. But for some reason he has an Aura even though units that you train should not have an aura. If you are about to say "Kodo" well guess what you already have a Kodo so two auras are too much because you have heroes to lead your armies and besides Kodos are terrible combat units.

Red Whelp - Light Air unit. Comes too late and just copies the creep stats with a fire poison ability. Doesn't help that improved version of the unit is made in same building.

Red Drake - Medium Air unit. Again just copy of a creep not really optimized for techtree and has Heavy armor which is unreasonable for proper race air units.

Overall: Lack of proper damage types, lack of healing and well that sums it up. Lacking. And no lacking healing is not a feature it is a handicap, TFT has shown that all races need it.

Heroes also suffer from Chaos Illness even though Hero attack is perfectly reasonable attack type.

Darknes Harbinger
Raise Dead well I certainly had fun abusing this spell since it has low cost and no limit (and melee ranged? Why?). I find it hilarious that skeletons get orb abilities.
Monsoon is really low damage over really long time and each level only increases size of AoE. Not exactly well thought out ability.
I didn't even bother with unseen eye just as I never bothered with Far Sight (which is more useful because unlimited range).
Abduction is just silly ability for a melee game, only useful if enemy Hero is running away. It is almost as if this is ability for a different genre...

Chaos Servant, not really a "heroic" name if you ask me.
Firebolt which is actually weaker Storm Bolt both in damage and stun duration.Even more funny is it is triggered!
Rejuvenation heals too much, yeah it is longer time but not like attack cancels it or anything. Still not as crazy as The Light.
Mana Steal shouldn't cost no mana and only be regulated by cooldown.
Enslaved Spirits I didn't get to test but I imagine two flying magic immune units would be scary summons.

Warmaster, or also known as "Blademaster".
First ability stuns and creates clone that attack the target. I think you made this ability poorly because it uses fixed unit instead of creating and actual Clone of you hero. The damage is also unreliable since it is just unit auto-attacking using attack with high gap.
Semi-perfect Illusion is Mirror Image but with only one clone that can sort of hurt. I mean Mirror image is already bad ability but this just made it well not worse but not better either.
Rest are all same abilities.

Savage guy who thinks he is a caster but doesn't have the mana to be one.
Axe Slam is a melee barely ranged Shockwave. I am being literal this is Tauren Chieftains ability edited despite the fact that orcs are playable on this map. Why would you make this ability melee?
War Stomp and Thunder Clap on same hero also, just with War Stomp doing only stun. Both are too similar spells to be on one hero.
Ultimate is AoE Berserk, funny ability but was there really no better way to make it besides force dummy unit to cast berserk on everyone?


Overall this feels like an unfinished project and definitely not v2.01. There aren't even that many custom models for me to call this a Custom Model Gallery. There also is no cheating to replace four main races so there would be an AI.
 
Level 6
Joined
Feb 22, 2009
Messages
209
The first thing i will do is congrats you for being another commentator/critic to try my map. Yay.

Now to the main event. I won't be able to make answer below point so i will pack my ideas in the same order as your viewpoints. I hope you don't find it inconvenient.





Nope, i don't need you to be gentle but i will need you to be honest and express all your points fully. That will help me greatly. Gentleness is not required as long as you are polite.

Since choosing the race should be made beforehand i consider an in-game instruction obsolete. I mean what's the point, you clearly have no time for that but i will add the instruction to the browsing map description.
I really do not prefer buttons at the beginning of the game, one miss pressing will cost the entire time. The same thing happen in X hero siege, one miss pressing the enter and we all begin the loading again. The custom Race system is one of many thing i consider even before publish the 1st version. I just want to make a thing i can call mine so i put it aside. If it truly that annoying then there 's nothing i can do but implement the system.

I was doing it but the bug fix really take my time from it.

Well, where should i even begin. It's my dream, mate. Get a map where all of those rarely used model and icons once more get used but not in a campaign that people will play one or two times then forget it but to putting it inside a melee map. I want it to compete with the melee thingy. I want to realize the beauty of the past in the sandbox i call mine. Red Alert 3 Upheaval mod can put campaign units in a fun game play of melee. Starcraft 2 mod let you choose all the heroes and units in the campaign. I so want to put them in a melee map, man. I so want it. I want to get out of the standard and the formula. I want to make some thing that even if 80% don't like it there are at least someone will enjoy it for what it is.


Blood Elves

- Human have no more place in the interface, that's why they put the tower as upgrades. The undead ziggurats are food makers, it is for balance issue that it is not a tower by it own but have an upgrade to be a tower. If i was to do the same, what do i get? A rip off? A middle tower offer no value at all but a waste of data, why not make it a complete tower?
- Ok, i admit that is a lack.
- Human Farms are not just a food providing buildings. From what i learnt from some melee game play, they can be blockades or scout buildings. Since i don't want them to be superior to human farms. I have to nerf its ability as a blockade. However, as you said, i will need to give it more property.
- Observatory Tower are not just invisibility detection. I repeat, it is not just invisibility detection. It can not handle that role. It's to be use as a sight provider since it has unobstructed vision and its large night vision is necessary to balance the low sight range at night of Blood Elf units for base defense. For a T2 item it is needed, Detection is only a bonus. The night scope is also to fight off the small night sight of Blood Elf heroes. However, if only consumable goods are allowed at T1, i will put it at T3.
- If the fountain is unneeded at this patch then i will make it to be needed. I don't believe at a thing called unfair, i believe that there is unbalanced and needed to be rebalanced which is pretty much what i am trying to do.


Racial
Good lord, at least i am not the only one think that it is unfair, i will eliminate the self healing for now and reduce the magic resistance to 33%.

Tier 1
Blood Elf Lieutenant
- The "Blood Elf" part can be unnecessary but i really have no idea what do you mean about the "Lieutenant" part.
The true attack damage is 2 times that amount, i have already put it down. The attack damage is also only one of the aspects. Lieutenants have the attack speed of Abomination with 1.9 which if we are to put in comparison and calculate the DPS, it is hardly different from other initial melee units.
Fuck it, why the fuck can't that critical strike ability have a cooldown and mana cost for my sake. I was planning to make Blood Elf units Burst damage specialists now i can't use that. Will have to remove that ability soon.
Shield Dance ability is only to counter melee attackers and it only have 50% procs. Easy man, they are not the big boulder of Kalimdor.
Lumber cost? What's wrong? Is there any rule about melee units can't have lumber cost?
And no i don't want them to be the tanky Orc, i want them to be the burst damage specialists, to burst all those who are unlucky enough to face them in fight.

Bowslinger - Searing Arrows if memory serves deal spell damage to the target, that takes down buildings very fast. Unless it actually deal physical damage and i messed thing up. I will have to give that ability a buff to make them go well with Lieutenants.
Range upgrade is a very bad choice for any burst damage makers. It will create imbalance when they play hit and run. That's why i take that range upgrade out of the picture.

Tier 2
Dragonhawk
- The definition of casters are not a units that cast spell? Weird.
Knock out already be made to only target air units, how can heroes be affected? Anyway, i will move that ability elsewhere.
Blizzard don't stack and there are ways to stop a units from channeling either by destroying it (which is relatively easy due to this dragonhawks don't have hit point upgrade) or disable it. Not to mention that blizzard ability is to be used as siege ability for the lack of siege weapons at T2.
Can you tell me how to make attachment don't disappear? I don't see complain about it in Hive and don't see any resolution for that.

Apostle - I have no ideas what to comment about this or to talk about this. What should i do about it then?

Battle Caster - Magic ranged unit. Only 1 ability will reveal invisible units the other are for scouting. I will upgrade the description so no more persons will get the wrong idea. Last ability is to save your units in tight situations. "Odd choice" is a comment i don't understand.

Spellbreaker - Good point about the spell immunity part but i still don't want to make it the same Spell Breaker as the human. I will make another anti magic units to balance that thing out.

Tier 3
Air Destroyer
- The too late thing i understand. The rest i don't see any valid point in that argument.

Floating Artillery
- Siege attack type is in a sense not that far off magic attack types base on the statistic. Magic attack deals greater damage to Small (125%) and Large armor (200%); Deal 100% to Unarmed while being counter by medium (75%) and heroes (50%) and fortified (35%). Siege attack have a table of 100% Large, 100% small, 150% unarmed, 50% medium, 50% heroes and 150% fortified. To sum up, magic attack kill off tank units, ground range attacker counter well with them since they have medium armor and they can finish casters quickly due to the later lack hit points and armor. Siege attack have some of this characteristics.

Overall: Ok, i will increase the unit count.

No i think of how some of those videos on youtube showed how certain players used the heroes.

Arcanist of the Light - "As high elves traveled further into the darkness of their arcane magic addiction, some fell from the Holy Light. Others continue the worship in the form of priests and paladins". I took my inspiration of the name from this quote.

Thank you. I have decrease the healing amount and make it possible to target self. Thanks for point it out. delay time is removed.
Yep, i messed up the code when i write description, now the description will show what actually is.
Change the solar part into newborn.
I got no idea why you said it is a weak Mana burn and i have no idea why you said it is better suit in hero map. It will be great if you be more specific.

I did run out of idea for this hero but i will have an overhaul for this hero.

I don't really intend to give this hero silence because i did intend to bring dark ranger back.
This is strange. How can silence mean be a good combo for hero hunter? I admit if you silence the target that's good but this one is area silence ability. It affect many units and the more units it affects the better. It is better for supporting role even the dark ranger heroes are not hero hunter but army support. If silence want to a good hero hunter ability, it should single target not area target. Beside, the point of stream of life force is to counter large army which... may be better on a different hero.
Yeah, you're right. I will make an survival ability for this hero in replacement for this ability. Still i don't favor the thinking of downrating simple stuff. As "lazy" as it is as long as it do the job, it should be praised.
I don't know how did you say that this is an unreasonable high damage ability when it only have 100 damage more than a storm bolt.

Warcraft is one of the inspiration sources for my map but i do not base the entire thing on warcraft. We have enough Wow based blood elf map already.

Arcane Shackles - i will have to nerf it down then but how can it be evil? Your hero are locked in the channeling and there are too many way to break off the channel. This Shackles thing is not even as evil as a storm bolt.
Mana Regain - why not? I put a mana upgrade for this entire race to counter the shortage of mana. Still i had made a buff to allow this hero to have his mana restore too.
Devotion is to make crimson rider a chance of survive the onslaught when he is channeling arcane shackles since his armor is very low at late game, not to be a aura for the army.
Devour Magic - situational is a good thing when it come to a battle. I don't want to make a tool box that fit all function. I want players be smart when it come to selection of his build.

Assassin -

Deadly Zone - i even afraid that it is too overpowered due to the fact that it has no limit on the total damage dealt, thing that Rain of Fire, Blizzard, Flame Strike, Shockwave, Carrion Swarm, Fan of Knives have. Thunderclap deals even far less damage than the total damage it will dust out. However, to satisfy your demand, i will put an increase in duration by 2 seconds but reduce DPS to make the total damage output higher.
Fast Strike - the ability is to increase DPS. What more do you want as an assassin hero? More damage active spell? More escape spell?
Venomous Dagger - the slow of the first ability decays fast over time, it is not a proper slow ability compare to the like of thunderclap or shadow strike. Again why do you want complicated stuff so much? What's so wrong with simple thing?
Instant Move - i see people use blademaster to solo thing and wreck thing behind the enemy lines but i share your point. Who the heck want to blink into a death maw which they know have no escape route. I will need to do something here.




Fel Orcs

- Completely not comprehend what is your point.
- But they are from Orc?... Nevermind i will think of something.
- Pig Farms the food building has secondary role of food production. Redundant is a word. - I will take this as a compliment beside if a pig farm don't make pig or a food building don't make food there is no point.


Racial: Man, i so want to make chaos units in melee map and keep all the fun stuff of the campaign. Will do some change then.

Fel Peon - I intend to make this units the last line of defense the same way military is. May be an upgrade to allow peon to use these mechanism will be needed.

Fel Grunt - Really miss those fel orc which hack the hoofs out of Cenarius legs which is why i try to keep it as original as possible. Change then.

Limbripper - Will increase attack damage, reduce health, reduce food cost, reduce lumber cost, reduce build time, reduce size, reduce attack speed. Remove Pillage, make a change in the Triple Kill upgrade to ensure no unbalanced issues. Still the model is lovable enough.

Second Tier
Warlock
- I believe i can balance thing out. Not really sure how but i will consider eliminate its original skill set as the last option.

Defiler
- It's not just that autocast is too hard, i don't want this unit have autocast at all. I want it to be something similar to Spirit Walker and Witch Doctor, to be using its time dealing damage not chanting thing.
The armour part perhaps you are right.
Spell Breaker spell steal are not even in need of an upgrade but since you want it to be not initial. I will swap its place with cursed ward. Curse is initial ability, you got no complain about this right?
I have no idea why the cursed ward replaces several banshees. So banshee don't have attack damage, can not move, can only cast Curse. Is that it?
And why the harsh thing with wards that can cast? I will tell you what i do. If i see a witch doctor put out a healing ward, i will either fuck that 15-hit-points ward or move my units out to lure the enemies off that place. The same thing i will do when it comes to these 100-hit-points ward. A ward is not just offering its benefit base on its ability. It also provide a tactical point. The enemies have to choose to move out or destroy the place.
Animate dead - ok i consent on that criticism. I do a careless job on nerfing that thing but why a hero ability have to stay a hero ability and a unit ability have to stay a unit ability? With all these magical functionality world editor offers and we can't do a thing?

Fel Raider - One of the big reason you will also want a raider in the orc army is the 12 seconds ensnare that can lock down the weak units that are running away. Fel Raiders may not be a good siege units but they do offer the same function.

Fel Kodo - it have longer build time + increased cost. Its hit points are lower than the original Kodo. Definitely not an enhanced version. Since its only purpose was to be the aura beacon.

Catapult - "Long Ranged Siege unit. RoC catapult in all of its outdated glory. Has only one attack for both buildings and units." Not understand this part.
"Has an upgrade to increase range because apparently it is not long ranged enough instead of getting an ability that improves damage to units like "Burning Oil, D. Cloud, Fragmentation Shot and Impaling Strike."
Its attack is already higher than all the other counterparts. "Burning Oil, D. Cloud" are weak area denial ability, used to make the enemies reconsider before enter the effected zone which i don't see any human players care about it for a second. Burning oil can be argued to be an additional building damage ability but as i said, Catapult have more damage.
Fragmentation Shot allow better damage when dealing with the medium and unarmed units which are generally ranged and caster units since Mortar team have an average attack damage compare to Demolisher and Meat Wagon.
Impaling Strike allows more unit being hit by Glaive Throwers.
And what did my upgrade do? Increase range, which is necessary for a high attack damage and low attack speed of catapult (5 seconds reload compare to 4.5 of Demolisher). Is it useful? Yes. Is it up to the standard melee game? No. Is it graphically fancy? No. Is it simple or "lazy"? Yes.
Are these your point of argument?


Third Tier
Orc Warchief - Had replaced Endurance Aura with Demolish. Hopefully it will do something.

Red Whelp - Ok, i will make it available on T2.

Red Drake - I intend to make it air tank units to protect the Whelps from Hippogryphs and Gargoyles. I think update its Statistics.

Overall: Lack of healing. Will think about it.

Fix 2 Heroes attack types to Hero.

Darknes Harbinger
Raise Dead - rebalanced the thing. "I find it hilarious that skeletons get orb abilities." Not sure if this is a sarcasm, satire or seriousness.
Monsoon - It has no damage cap. I think it is overpowered if we increase its damage.
"I didn't even bother with unseen eye just as I never bothered with Far Sight (which is more useful because unlimited range)." This is not Far Seer, you don't play this hero the same way as far seer and far seer offer only 8 seconds of detection and sight and the opponents know that you know this. Unseen eye is more secret.
"Abduction is just silly ability for a melee game, only useful if enemy Hero is running away. It is almost as if this is ability for a different genre..." May be since it is the same as Starcraft 2 Abduction.

"Chaos Servant, not really a "heroic" name if you ask me." May be. A suggestion will be of great help.
Firebolt - why didn't you read the description more carefully? It said it stun and damage units near the target.
Rejuvenation - "heals too much, yeah it is longer time but not like attack cancels it or anything. Still not as crazy as The Light." 200/400/600 and people said balanced. a little bit more and they scream too much not even consider it is a buff and can be dispelled or stolen.
Mana Steal "shouldn't cost no mana and only be regulated by cooldown." Ok. will apply your advice.
Enslaved Spirits "I didn't get to test but I imagine two flying magic immune units would be scary summons." even if they are weaker than Phoenix?

"Warmaster, or also known as "Blademaster"."
"First ability stuns and creates clone that attack the target. I think you made this ability poorly because it uses fixed unit instead of creating and actual Clone of you hero. The damage is also unreliable since it is just unit auto-attacking using attack with high gap." If i want it to be as dull as a fixed damage dealing ability over time. I will not do this. I do this to make the opponent consider moving the target away to avoid further consequences or decide to just overlook it. This is to mess thing up. There is no point to make an actual image.

"Semi-perfect Illusion is Mirror Image but with only one clone that can sort of hurt. I mean Mirror image is already bad ability but this just made it well not worse but not better either." Worse? Mirror Image originally is either between ok to annoyed. Since it dispel the buff on the heroes and cause confusion. It can even used to move the heroes out of a unit wall. Not to mention, images have collision size and can block thing. Mirror Image is quite a multi-function ability for Blademaster. I saw a 2v2 match where 2 Orc players using their Blademaster make a wall block and kill a hero right off the beginning of the game. My version is only a worse off or at most equal in some part.

"Rest are all same abilities." The last ability is not the same. It create an illusion that will use Bladestorm and move to the target position. Since the illusion have no collision size and... (fly i think) it can move pass the building blockade and kill a bunch of workers inside. It also a safe ability to destroy low health buildings such as farm or even tower while your hero move away to safety. It is also a powerful Area denial ability, when opponents either move out of the way or receive the full damage.

"Savage guy who thinks he is a caster but doesn't have the mana to be one." I don't see Tauren Chieftain have problem but for the love of critics i will make him have enough mana.
Axe Slam "is a melee barely ranged Shockwave. I am being literal this is Tauren Chieftains ability edited despite the fact that orcs are playable on this map. Why would you make this ability melee?" To ensure you can proc the third ability of this units which stun nearby units whenever Savage use an ability.
"War Stomp and Thunder Clap on same hero also, just with War Stomp doing only stun. Both are too similar spells to be on one hero." Seism is passive, its range is lower than thunderclap.
"Ultimate is AoE Berserk, funny ability but was there really no better way to make it besides force dummy unit to cast berserk on everyone?" Better way of casting it? I want it, show me. Please.


"Overall this feels like an unfinished project and definitely not v2.01."
I don't understand what is the differences. I will sincerely want to know the differences and i am serious, literally to the letters.

"There aren't even that many custom models for me to call this a Custom Model Gallery."
I am not a modeler or icon designers and i suck at drawing. Furthermore, this is for all intents and purposes not a custom model Gallery. I want to offer gameplay not wanting to show models. I clearly do not comprehend your point here.

"There also is no cheating to replace four main races so there would be an AI."
Can you be more explicable?



In conclusion, i will try to find out how to apply team color somehow.



@blancfaye7
"This is an extremely important step in creating altered melees. :vw_death:"

Can you explain more?
 
Last edited:
Level 20
Joined
Jul 27, 2008
Messages
14,361
Well, where should i even begin. It's my dream, mate. Get a map where all of those rarely used model and icons once more get used but not in a campaign that people will play one or two times then forget it but to putting it inside a melee map. I want it to compete with the melee thingy. I want to realize the beauty of the past in the sandbox i call mine. Red Alert 3 Upheaval mod can put campaign units in a fun game play of melee. Starcraft 2 mod let you choose all the heroes and units in the campaign. I so want to put them in a melee map, man. I so want it. I want to get out of the standard and the formula. I want to make some thing that even if 80% don't like it there are at least someone will enjoy it for what it is.

We all do that in some point of our Wc3 modding career, I did it too just my map was rejected and I never bothered to return to it. But eventually you get to see that wc3 campaign units are just novelty and to be introduced in melee they need a lot of work but will never escape the stigma. We grow older, we see that we are no longer on '00 but have entered '10 so expectations get higher.

Anyway regarding you heroes they really do feel like they were designed for a Hero map because they would fit better in 1v1 (or 2v2, 3v3 you get the idea) combat with another hero.

I am still curious why did you make all those small edits to the main races instead of using current game patch.
Blood Elves

- Well you lack a secondary unit production building that is a big deal. Why not just have a Tower that can morph between Air and Ground forms anyway, save a spot on the list and avoid reusing human/undead thing.
- I know that Human Farms are walls too because they are cheap but to be honest you can do that with burrows too anyway. It still isn't that good idea to make High Elf farms have same secondary role as Farms.
- It still don't find O.Tower that useful honestly. Wc3 isn't really like Sc2 or C&C game that encourage turtling behind towers so the low night sight of towers isn't my biggest concern. And don't units reveal themselves when attacking so it isn't like enemy can hide in the darkness and snipe my towers unless they have siege which already out ranges towers. What would other use be, spawn it across the map as scout towers, they are cheap for that.
- It is unneeded and unbalanced because no other faction has equivalent. Not everything is just balanced by changing cost and effect it is also knowing when there are too many features.


Racial
And I would still think that is unfair for (almost) all units to have anti-magic feature. Could be just me I suppose but definitely 50% was too much.

Tier 1
Blood Elf Lieutenant
- Lieutenant is an officer not a trooper. I don't understand what is hard to understand that army uses regular soldiers instead of officers as front line troops. It is like calling him a Sergent or a Major or a General.
The damage upgrades increase the attack way above what tier 1 unit should have and double attack made it even higher. This guy is good as weaker tier 3 melee unit and funny thing though it won't be countered by Heavy Air because Medium armor and passive reduce magic damage. This unit just makes me confused.
And actually did you see Grunt, Ghoul or Footmen costing lumber? Huntress are ranged even if they do use normal attack.

Bowslinger - Spell or physical damage it doesn't really mater that much when damage itself is low. Siege attack exist for a reason. Also this an rts not an rpg why would you want so much burst, aren't reliable units better? Not really wrong as Troll Berserkers burst too. It is just mater of preferences.

Tier 2
Dragonhawk
- Proper casters have caster icons and caster upgrade, there are no other casters in melee races besides those and anti-casters. I do apologize for Knock Out my mistake, I was looking in Object Editor and noticed it had values for Heroes and I missed not actually being able to hit them.
But my point for Blizzard stands because units, caster or not, should not get direct damage abilities like Blizzard. Heroes get abilities like that while caster units get support abilities that boost core units or disrupt enemy units but never direct damage casting abilities. Units use their attacks to deal damage, empowered by upgrades or passive abilities, while casters use spells to help damage dealing units. Find me one melee race unit that has an ability that is activated and then targets a unit (or AoE ground) to deal damage.
It should not be a replacement for siege unit either.
No idea about attachments, maybe just get more silent ones?

Apostle - How about make a new unit instead of barely changing existing one. You can still stick to the formula of some form of heal, auto-cast buff and some form of dispel if you can't think of anything else but just don't use human priest.

Battle Caster - But why even have click to cast detection and flare, why not use just flare. Or why not give regular passive invisibility detect. You know be efficient and reduce micromanagment.
And last ability is an odd choice for a combat unit, if it was a caster/utility unit then I would understand. Maybe it is just me but I don't get why DPS unit would be saving units.

Spellbreaker - So replace Spellbreaker with completely new Anticaster, problem solved. Keep Magic immunity, maybe give him ranged pierce damage since casters have no armor. Maybe he could drain mana as a passive aura or at least prevent regeneration.

Tier 3
Air Destroyer
- I was referring that you just picked up a naval campaign unit and made it fly. Which is why it has really strange thing like ranged Normal Attack instead of pierce which would be more useful for AA unit.

Floating Artillery - I don't think we see those differences the same way. From what I see Magic serves to counter Heavy Melee units and Flying Units, while Siege serves to counter buildings and casters and thus you have different purposes because those types of attack counter wrong units to be equal.

It is different in sense that it completely changes units role. Chimera, Griffin and Frost Wyrm are all ground killers with side effect of being great against buildings (besides griffins, Dragon Hawks instead have cloud to mess with buildings). Siege limits Floating Artillery to be a siege unit and nothing else. Basically it is Chimera with Handicap.



Arcanist of the Light - "As high elves traveled further into the darkness of their arcane magic addiction, some fell from the Holy Light. Others continue the worship in the form of priests and paladins". I took my inspiration of the name from this quote.
Except those that use light don't use arcane, light is religion and arcane is drugs.

About Mana bomb.
Tell me are you going to target the obvious target the Heroes or are you going to hope that enemy will have enough mana using units like casters to be effected? It is great ability for Hero Arena or Dota clone to disable an enemy hero. It isn't bad ability by any stretch but feels like it was made for Hero vs Hero combat.

Sun General
Just because an ability is AoE does not suddenly mean it isn't a Hero targeting ability because really whom are you going to silence, the pesky Paladin or lowly priest? Or am I the only one who uses this ability to target heroes.
Something as simple as attribute boost? No that should not be praised that just increases stats instead of doing something at all.
Think I have problem with Stormbolt, must be that. Then again I do find 450 damage high number but it is an ult on the other hand so you could say it even comes too late...

Crimson Knight
I consider first ability evil but not op. Sure it really helps early at creeping and is very annoying but stuns both your target and hero. I suppose you could say it is also evil for player since he risks when he uses the ability?
And why "yes" for mana regeneration on strength hero? Where is logic in that? He is a melee Hero on front line, for all intended purposes he is a tank why should he regenerate mana for casters? Wouldn't it be far more logical for Intelligence hero who are naturally casters and sticking behind the front line with other caster units to recharge mana?
Wow really? Just extra armor on hero? That kinda sucks, at least Crypt Lord increases armor (3,5,7 vs Crimson 2,4,7) and returns damage. You kinda made a point here that I missed that your heroes do lack Auras in general and that is bad.
Its an Ult, shouldn't they be you know...always useful? Useful in more than one specific situation that should be handled by your anti-casters in the first place?

Assassin -
Oh I didn't want you to increase damage, I think slow effect + damage balance it out. And I didn't consider it not having MAX damage limit, that makes my comment useless.
Regarding Fast Strike I ask you why a Burst ability in RTS? It isn't hero map where hero duke it out and you tactically plan very short burst to end the enemy hero as fast as you can. How is it practical in army based warfare?
I am complicating? I am asking why have two abilities with shared effect instead of each ability doing its own thing and even better complimenting each other. I am not at all referring to the fact this being a simple passive attack, Slow Arrows is a thing anyway.
About Ult, Do you see really that often Bladmaster at level 6 still solo harassing enemy bases, I mean I know they love to do it as soon as they are made but hey he gets two abilities to run away and neither is an ult.






Fel Orcs

- I tend sometimes to sum up for my sake. Though I do tend to prefer large armor on towers like Human Towers and Orc not upgraded but that is not a rule at all. Also chaos illness since towers are kinda supposed to have pierce damage but eh not a big deal I think.
- Yes they the Spikes are from Orcs, a race that is still playable.
- Well guess it is just me then that would prefer secondary role like all other farms have. I don't know sell bacon to eat.




Chaos would be useful if there was Divine armor which was the man point of chaos.

Second Tier
Warlock
- Eliminating skill set should be the first option because you shouldn't be using abilities that other playable races have. No reason to have second Necromancer when undead are playable.

Defiler
- Hm I did miss the spellsteal was more focused on dispel, abolish magic, disenchant and devour magic. Maybe they need an upgrade because they counter summoned units too.
Anyway yeah I was too harsh on poor wards, forgot you can just target them. Was more focused on how cost effective they are since you can cast one ward and then all units start missing around it, but that is not really ture either is it because ward periodically curses individual unit.
Object Editor still has limits, it isn't all about cold mathematical statistics but also what the abilities do. Hero abilities were made to be used by a single entity and giving those abilities to units that can be trained so quantity becomes an issue. You can nerf them but that doesn't always work and there is also a risk of nerfing to useless.

Fel Raider - And role of the unit should not be defined by an upgrade but by their initial form. Regular raiders at least get Medium Armor to resist pierce and magic attacks from air units, the units you most likely are going to net down.

Fel Kodo - Enhanced in way that it is better than Kodo, wasn't also higher reg there to balance less hp? Enhanced doesn't mean unbalanced. Besides It is still clone of unit that regular orcs can train.

Catapult - Actually it is an odd thing but siege units have two attacks, just they are equal so only one attack appears. I was confused because I forgot this map doesn't use latest patch so Orc Destroyer still had the odd 2 attacks one for units and other for buildings and the building one and they don't share same range.
And only reason why your Catapult has best attack is because you nerfed Demolisher, or rather Catapult uses the prepatched Demolisher damage.

Anyway point I was making is that upgrade serves to improve the already strong side of the long ranged siege unit instead of making the damage effect more units or increase effect on units that are more durable against siege attack (Medium Armor). Is it wrong? No, not at all.

Third Tier
Orc Warchief - Don't you think catapults are already awesome at siege? aren't raiders still there to harass enemy basses. You are avoiding the 3rd tier melee unit role here.

Red Drake - Yeah well kinda contradictory to counter anti-air units with air units. It worked for Wind Rider since it is the only orc air unit that can actually attack air units without killing itself but you now have Whelp as the Light Air unit to counter air units. Still Small armor should be there so air unit would be countered by the pierce damage of ground units, Hippos and Gargs anyway deal normal damage so Heavy armor doesn't do anything against them.



Darknes Harbinger
Raise Dead - I assume you increased Cooldown, don't want too much to nerf this ability. And no it was just pure amusement to see green +5 damage and floating orbs.
Monsoon -Just increase damage would be bad (if not terrible). It would be wiser I think to instead reduce the duration of spell and then slightly increase damage. Right now it leaves you hero open for way too long.
Unseen eye is still a scouting ability I just don't want to waste hero points on those in general. It is me that is a problem.
Except that SC 2 abduction is a ability used by units that you can mass produce in a game where single unit life is destroyed in a mater of seconds. Doesn't sound like Level 6 ability to be used by one hero unless it is hero only map. Warcraft 3 is not standard RTS and operates differently from Starcraft 2.

I should offer more suggestions besides criticism (or worse bad criticism)... I don't know Chaos Savant?
The more comical point is that even saw triggers and I completely failed to take it into consideration the aoe stun. Think by this point I was tired.
Rejuvenation, well that is always a problem, "balance is a lie".
Damn now I doubt myself about Mana Steal but it would be more useful if you could cast it more often... part of me wants to say "use hp instead of mana" since well you probably had the same though as I am having now of "why use mana to regain mana?"
Enslaved Spirits is an ult, it is supposed to be scary. Besides Phoenix is a nightmare.

Ok I won't comment further because I think we can agree that by the time I was looking at the last two heroes I was tired and missed a lot of important stuff like the great combo of stun being activated by different ability.



I don't understand what is the differences. I will sincerely want to know the differences and i am serious, literally to the letters.

1.0 assumes finished product, 2.0 assumes improved product. I don't consider this a finished product at the moment because races still resemble too much their parents. They aren't clones of parent races I'll give you that.

I am not a modeler or icon designers and i suck at drawing. Furthermore, this is for all intents and purposes not a custom model Gallery. I want to offer gameplay not wanting to show models. I clearly do not comprehend your point here.

But we are on modding site where people upload models and icons almost daily. Most altered melee maps on Hive have way more imports and thus I call them "model galleries". And honestly your gameplay is not much better since both High Elves and Fel Orcs still use features from their parent races and feel more like subfactions.
The maps I jokingly call Model Galleries offers what you offer but more because they edit all 4 races, have more eye candy (Not a good thing though) and offer Blizzard AI.

"There also is no cheating to replace four main races so there would be an AI."
Can you be more explicable?

If you check other Altered Melee maps you'll notice that they cheat by replacing four main races with their own races. In short they use Blizzard AI to operate their new races at the cost of the existing ones.
 
Level 6
Joined
Feb 22, 2009
Messages
209
We all do that in some point of our Wc3 modding career, I did it too just my map was rejected and I never bothered to return to it. But eventually you get to see that wc3 campaign units are just novelty and to be introduced in melee they need a lot of work but will never escape the stigma. We grow older, we see that we are no longer on '00 but have entered '10 so expectations get higher.

Anyway regarding you heroes they really do feel like they were designed for a Hero map because they would fit better in 1v1 (or 2v2, 3v3 you get the idea) combat with another hero.

I am still curious why did you make all those small edits to the main races instead of using current game patch.


My idea was to use the based 4 races as the balance scale to add custom race and i intent to use that default setting to be the balance scale since in other testing maps, that i used to test the custom races use that same setting. Which i do is simply transfer what of the testing map to this one then consult the patch note to pinpoint the balance trance.




Blood Elves

- Yup, that's my intention when i make this tower. I want people to spread it across map because as i already said. It is not for the detection part that it is useful. The unobstructed sight is what make it useful. It is equivalent to Sentinel Owl in some way. You will spread it around the map to set sight and gather intelligence about your opponents move and tactics. That's its point.


I really need some replay to know more about this.

Tier 1
Blood Elf Lieutenant
- May be corporal then.
DPS my friend. Attack damage itself hold no value if you don't put the attack speed in the calculation. The triple check the thing in the last 3 days. His DPS is still in the area of average.
But i take your point about the armor part. I should increase his damage instead of hit point in late game.
Make an exception then. First initial melee units have lumber.

Bowslinger - There are tactics, which i want to apply to the blood elf. Is warcraft just a building an army then throw yourself into a head-on? I really think not. There are room for changes. It may be unprecedented but i see that i can catch the glimpse of it.

Tier 2
Dragonhawk
- "Proper casters have caster icons and caster upgrade, there are no other casters in melee races besides those and anti-casters. I do apologize for Knock Out my mistake, I was looking in Object Editor and noticed it had values for Heroes and I missed not actually being able to hit them."
Dragonhawk riders don't have caster icons and caster upgrade.
"But my point for Blizzard stands because units, caster or not, should not get direct damage abilities like Blizzard. Heroes get abilities like that while caster units get support abilities that boost core units or disrupt enemy units but never direct damage casting abilities. Units use their attacks to deal damage, empowered by upgrades or passive abilities, while casters use spells to help damage dealing units. Find me one melee race unit that has an ability that is activated and then targets a unit (or AoE ground) to deal damage."
Dragonhawk Rider?

"No idea about attachments, maybe just get more silent ones?"
You mean get a model than don't disappear?


Battle Caster - "But why even have click to cast detection and flare, why not use just flare. Or why not give regular passive invisibility detect. You know be efficient and reduce micromanagment."
A problem of micro... May be i will make replacement.
"And last ability is an odd choice for a combat unit, if it was a caster/utility unit then I would understand. Maybe it is just me but I don't get why DPS unit would be saving units."
So one unit should have only... one role?

Spellbreaker - "So replace Spellbreaker with completely new Anticaster, problem solved. Keep Magic immunity, maybe give him ranged pierce damage since casters have no armor. Maybe he could drain mana as a passive aura or at least prevent regeneration."
Negative Aura on a range unit is very bad thing.


Tier 3
Air Destroyer
- "I was referring that you just picked up a naval campaign unit and made it fly. Which is why it has really strange thing like ranged Normal Attack instead of pierce which would be more useful for AA unit." We will then have to decrease its damage to ensure its balance. That is... redundant.

Floating Artillery - "I don't think we see those differences the same way. From what I see Magic serves to counter Heavy Melee units and Flying Units, while Siege serves to counter buildings and casters and thus you have different purposes because those types of attack counter wrong units to be equal.

It is different in sense that it completely changes units role. Chimera, Griffin and Frost Wyrm are all ground killers with side effect of being great against buildings (besides griffins, Dragon Hawks instead have cloud to mess with buildings). Siege limits Floating Artillery to be a siege unit and nothing else. Basically it is Chimera with Handicap."

I feel the Artillery to be a siege unit with ability to kill normal units as a side effect.



Arcanist of the Light - http://eu.battle.net/wow/en/forum/topic/16742794930?page=2
I am no Wow expert but thing surely is vague.


About Mana bomb.
"Tell me are you going to target the obvious target the Heroes or are you going to hope that enemy will have enough mana using units like casters to be effected? It is great ability for Hero Arena or Dota clone to disable an enemy hero. It isn't bad ability by any stretch but feels like it was made for Hero vs Hero combat."
With short cooldown such as Mana bomb, 20 seconds. We can utilize it in many ways. For any AOE spell, targeting hero is just a bonus.


Crimson Knight
"I consider first ability evil but not op. Sure it really helps early at creeping and is very annoying but stuns both your target and hero. I suppose you could say it is also evil for player since he risks when he uses the ability?"
Calculating the situation is a need any player have to learn. A dangerous bet yields more value or greater punishment.

No one said Melee strength hero should not have support ability. The power of the blood elf come from mana which is why the entirety of the blood elf army have a mana pool and a mana-consuming ability. It is a sensible choice for its heroes to be useful in this department of restoration.

"Wow really? Just extra armor on hero? That kinda sucks, at least Crypt Lord increases armor (3,5,7 vs Crimson 2,4,7) and returns damage. You kinda made a point here that I missed that your heroes do lack Auras in general and that is bad."
The low armor is understandable. I really overlook Crypt lord and don't let the norm get into you. Aura is by many definition and function a passive benefit to have a hero in the army but if they have enough ability to cover the spot. It is bad to consider it's bad.
"Its an Ult, shouldn't they be you know...always useful? Useful in more than one specific situation that should be handled by your anti-casters in the first place?"
Damage summoned unit, remove buff and replenish your hero health and mana bar. It is diverse in certain ways. Resurrection will only benefit with a friendly corpse. Charm for non-magic resistance and immunity units. Tactics and strategy must be employed. One size fits all is favorable but limit the mind game between each player.

Assassin -
Will make escape ability.






Fel Orcs


Second Tier
Defiler

Animate Dead will be changed to only target your dead unit but you do know spirit Walker can do an even better job with Ancestral spirit right?

Fel Kodo - A change of aura then

Catapult - for a long-range siege units, longer range is an upgrade on its strong aspect, i must say.

Third Tier
Orc Warchief - we have Grunts, why bother T3? They will just be meat shield the same way mountain giants are.



Darknes Harbinger
Raise Dead - "And no it was just pure amusement to see green +5 damage and floating orbs. " It's cool effect and it does what we want it to do with all the orb effect.
Monsoon -"Just increase damage would be bad (if not terrible). It would be wiser I think to instead reduce the duration of spell and then slightly increase damage. Right now it leaves you hero open for way too long."
Lower time and higher frequency of attack. How about it?

Warcraft and starcraft still preserve one common element as they are Real Time tactics game which prefer micro over macro. Since Warcraft operate in a smaller scale. It is ok to narrow down the use of the same ability. May be?

"I don't know Chaos Savant?" Perhaps his skill set is chaostic itself lol.
"Enslaved Spirits is an ult, it is supposed to be scary. Besides Phoenix is a nightmare."
Dude, Phoenix have no armor. We kill that thing in less than a couple of minutes.


I don't want to just replace the skin, interface and Icon then call it altered. It is either strange or lazy.
 
Level 9
Joined
May 21, 2014
Messages
580
Weigazod
Check...
Scenario -> Map Options -> Game Data Set
It should be...
Melee (Latest Patch)

Because if the map is not detected to be regular melee, your data set would use the old patches.
I'm afraid you need to rebalance most things again if this was the case, but better than not having the old data, right?


VeljkoM
I think his small changes in the map are purely custom, and are not edits to match the current melee status. I just checked it in the OE, so Weigazod still has a chance of fixing it quickly rather than remaking or completely rebalancing.
 
Level 6
Joined
Feb 22, 2009
Messages
209
I am very sorry to you all but there had been a sudden incident which i predict won't be able to get out in just 1 or 2 years. It's family issue.

I will try to update the map if it is possible but i doubt i can do that. Very sorry.
 
Level 6
Joined
Feb 22, 2009
Messages
209
After thinking about the map overall. i had a change of heart and i now agree with @VeljkoM that Blood Elf is a spell-caster race and should have more spells. I intent to make several major changes to the Blood Elf as follow.


Spell Breaker:

Spell Steal: replaced. From Initial ability to upgradable ability and button icon move to the right.
Name: Spell Swap.
Ability: change from auto-cast single-target ability into active-cast area-target ability. Think of it as Dispel but instead of damaging summoned units and remove buffs and undead blight, it puts negative buffs on enemies and positive buffs on allied and friendly units.

Magic Control: replaced. From upgradable ability to Initial ability and button icon move to the left.
Name: Begone.
Ability: change from active-cast single-target ability into auto-cast single-target ability. This spell automatically targets summoned units, deal 600 damage and remove positive buffs from the target.

Arcane Shield: replaced with Magic Resistance. Shield Dance research, therefore, will be removed.


Apostle:

Heal: replaced.
Name: Healing Spray
Ability: using Goblin Alchemist Healing Spray ability.

Dispel: removed. Need suggestion for new ability.

Inner Fire: reworked.
Name: change to Inner Strength
Ability: no longer provide damage boost. Armor boost increase by 1. Provide Regen +3. WON'T STACK WITH Inner Fire.


Battle Caster: Major rework. Change from magic-damage-dealer to light-siege-unit. Attack type change to Siege from Magic. Increase attack range +200. Will be trained in War Institute instead of Mana Academy. Name change into Firestarter.

Gateway to Haven: removed.

Spell of Revelation: replaced with True sight.


Dragon Hawk: Major rework. Change from anti-air-assist unit to light-anti-ground unit. Attack type change to Magic from Piercing. Damage increase. Will be trained in Mana Academy instead of War Institute. Name change into Dragonhawk Lancer.

Blizzard: replaced.
Name: Shut down
Ability: cause all buildings in the area disabled (prevent them from attacking or using abilities), have a 6 seconds duration.

Knock Out: replaced.
Name: The Mist
Ability: basically, it's Cloud that only affects ground non-hero units make them unable to use ranged attack and slow their movement speed down by 25% when they are in the mist.


Lieutenant: Name changes into Vanguard.

Arcane Shield: replaced with Magic Resistance. Shield Dance research, therefore, will be removed.

Fast Striker (New): Assassin hero-ability, transferred. Upgradable Tier-2 active self-target ability.
Ability: Active to gain 100% attack speed bonus in 5 seconds.


Assassin

Deadly Zone: No longer slow enemies attack and movement speed.

Fast Striker: replaced.
Name: Stay Still
Ability: Throw nets at all ground enemy units and heroes around Assassin, make them unable to move for 5 / 7 / 10 seconds. Passively increase Assassin attack speed by 10% / 20% / 30%. Cooldown 15 seconds.

Venomous Dagger: replaced.
Name: Feedback Daggers
Ability: Target an unit, make it lose 50 mana every second for 3 seconds. Passively increase Assassin attack damage by 3 / 6 / 9.

Instant Move: replaced.
Name: Vanish
Ability: make all friendly (units that you control, not your allied units) units invisible for 45 seconds. If the unit use ability or attack, Vanish effect is removed.


Sun General
Name changes into Field Marshall.

Silence: reworked. Turned into Ultimate ability.
Name: Internal Chaos
Ability: Target an area, all ground (and ensnared air) enemy units can not attack or cast spell in 7 seconds. Cooldown: 22 seconds.

Agility Bonus: replaced.
Name: Organised Army
Ability: An aura that increase all friendly and allied units attack speed by 7% / 12% / 20%. STACK WITH Endurance Aura.

Piercing Bolts: replaced.
Name: War Path
Ability: Activate to increase movement speed of all friendly (units that you control, not your allied units) units by 20% / 40% / 60% for 12 seconds. Cooldown 20 seconds. Also passively increase Field Marshall agility by 3 / 5 / 6.


Crimson Rider

Devotion: replaced.
Name: Regeneration Aura
Ability: An aura that increase all friendly and allied units life regeneration by 1 / 2 / 3 points every second.



NOTE: I haven't been able to make these changes in the map yet. I got few hours this weekend so i will try to do as much as possible. The reason i post this one out is to assure you that i haven't abandoned this project, also i want to know what is your opinion about these new changes. Please let me know what you think. i will rep and appreciate your contribution.
 
Level 23
Joined
Oct 12, 2008
Messages
1,781
Im going to judge this a BE/Chaos Orcs race template.
The information to play these races NEEDS to be on the map itself, you cannot assume that everyone that ever plays this map will read the THW description.

The biggest issue with both races is that a huge amount of them is lifted straight off the base game. For example the Orc Warlock; which has exactly the same spells as the default campaign unit.
Most other abilities are simply modified versions of default abilities; which is fine if they make sense. Unfortunately here it just seems to haphazard; such as why the default Fel Orc caster has a direct stun as its basic move.
The same can be said for many of the buildings/unit types.

Ultimately these two interpretations don't bring anything interesting or new to the table nor are they well made.

~ Moved to too simple
 
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