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Defense of guardiana lumbermill

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Well this is my new map, its about defending orchish lumber mill from elven attackers.

All spells and items are custom and made by me.

I will give credits to Levigeorge1617 for his footman model, that i have used and which is very nice, also i wanna give double credits to T.J -> tauren rune caster model (PWNS)
Just i have problems with tauren models, seems like there are no attachment points, any attachement point = over head, thats why i had to use trigers to make briliance aura effect, but still its on the ground so circle will not follow that unit.

Ok, this map contains 7 heroes :
1) Blood Guard - an orc agility hero, who can strike enemies with lightning summon wolfs and shape shift into one, he is nice tank.
2) Dark Shaman - a troll int hero, adept in voodoo magics, master at AOE damage, and hexing spells.
3) Naturalist - he is orc int hero, can shape shift into bear form, while in bear form he is nice tank, otherwise he can cast nice healing spells.
4) Druid - tauren int hero, master at nature spells, he can improve friendly targets spell damage.
5) Warrior of the sun - A blood elven warrior, strength hero, very very nice tank with great magics.
6) Night monk - troll agi hero, master in close combat, he can easly kill oponent but he is low on hp and armor, while night monk is in clear stance he will unleash all his rage upon enemy unit, you will lose control over him.
7) Avatar of fire - An elemental hero, using his powers you will burn your enemies.

Each class has its own class item, after you get 50 kills grom hellscream will create item for you, no one will be able to pick it up but you, so no worries :)

There are 60 waves of attackers:
1) First 15 waves will be huntress + archers
2) Than comes first boss - he can cast healing spells and summon treants
3) Second 15 waves will be druids + archers (druids can cast bolt of nature and stun your hero)
4) Than second boss will come - he will mark 5 places near him, after 5 seconds these points are goin to be heavily damaged.(700-100 damage in 250 range from point).
5)Than comes 15 waves of mountain giants + archers or dryards depends on number of players.
6) After them comes 15 waves of furbolgs + dryards
7) On the end last boss will be spawned, he can cast meteor rain, and summon water elementals.

You can play this with computer also, i have made some weak AI.

There are enough items, perhaps it lacks on some items for casters but i will add these soon, just to get some ideas.

Also you can buy and improve units like Taurens and shamans, next to the bridge you will find your tower where you can do researches.

Try having fun with this map, and comment anything you think that should be changed, i am out of ideas, but you can suggest me something i will give credits for any help i get.
Thank you for playing this hero defense.


Gameplay is completely changed!!!!!
Its Aeon of strife now!




Keywords:
Guardiana, hero, defense, castle, lumber, mill, nature, fight
Contents

Defense of guardiana lumbermill (Map)

Reviews
15:05, 13th Aug 2010 ap0calypse: Rejected
Level 5
Joined
May 12, 2009
Messages
201
My review.

The game can't be beaten.

Terrain is nice, doesn't need any changes.

Credits are, well you sed that everything is yours, right.
Gameplay is good too, doesn't lag or crash.

Items aren't much, and I dont know why did you sed the're thirty when they are less. But a good point is that they are made from scratch by you.

Description is well made as in Hive but there isn't any when you play.

Originality is for 2/5, you know why.

Map doesn't support AI wich is kinda lame because you only need to make a bunch of simple triggers.

The map isn't balanced at all. And for your information I played it 11 mins before they killed the blademaster.

Overall the map is lame and needs a lot of fixing. I vote for rejection.
 
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Level 5
Joined
May 12, 2009
Messages
201
Hey Astral, like all the guys here sead you just keep making maps and they aren't good cause you don't spend time on them.
And your other map,like the rpg with the blood guardian, there the spells are the same and the sytems you use too.
Just make a map and focus only on it please, and if you can just delete your other maps and when I play this in single it even tells me that it makes the waves less and easy but that's not true.
 
It has to be i used variable for 1, 2, 3 players for each player same number of mobs will keep spawning, that makes double and tripple more mobs, but if you take healer and tank it will be much easier....

I have changed some spells there, most of them now deals 2,4,6 x int damage to enemy unit or group, curse of fire spell was kinda dumby so i removed it and added Mass hex to dark shaman, soon ill make pyromancer and ill add curse of fire to him, but first i will make some modifications on that spell.
 
Level 9
Joined
May 22, 2009
Messages
276
You just need to improve and work more on your maps, from what I've seen ur a good terrainer, try to come up with something original, be it custom spells, special systems (items/abilities/leveling/...).

Edit: ok I played the game twice, first some pointers:
*I saw before you start the game there are no teams, I don't think the map is playable on bnet like this
*When selecting a hero I saw a lot of mistakes, like naturalist said Druid instead, and most important, you don't say if the hero is a str, agi or int hero, I thought it would be the highest stat it starts with, but it's not
*I didn't see anything special when I got 50 kills, it says something about going to some warthingy, no idea what nor where this was, if it's bugged fix it, if not, be more clear about it. Also the tip for the 50 kills spams too much
*Terrain was good, keep it that way
*In the start of the game u can't do anything or you die, this isn't fun
*Waves become very imba when feral druids come, the bad thing is they even become much much worse (iron giants and furbolgs ftl)

My first game I choose naturalist:
His abilities weren't bad, but Idon't get why u have 2 different transform abilities, 1 would be enough, the one with windwalk wasn't so good, scout was useless. I rather saw an aoe or mutliple target spell for this hero, int heroes suck at single units. I died to mass feral druids.

My second game I was freakin imba, I took blood guard, the wolf guy:
He was an agi hero, even tho I expected it to be a strenght hero. His abilities were sort of nice, but each one had a flaw:
The first spell that does 150 damage and armor reduction and int based damage, description doesn't describe the change in levels, also you shoudn't give int based abilities to agi heroes, this is the same with the second ability. The 3th spell was nice, the wolves were cool, even tho near mid game they just get in the way. The last spell was good.

I was imba thx to the tomes in the tier 0 shop, 100 gold for +10 agi??? That's freakin imba, I'll tell you what you can do:
-First make int tomes the cheapest and agi the most expensive ones, the agi attribute is the most imba one, therefor shud be the most expensive, int isn't good in the long run, if you got 100 or 200 int, it won't change much, you'll already have plenty mana
-Next make them more expensive, or give less attribute points OR make the purchable items cheaper, you can buy a tome +10 for less then the item that does the exact same time, I had 3000 agi at the end of the game, was imba

There's also no message when you defeat the last wave, or a victory message, the waves just stop coming
Also the waves are off sinc with the timer after the second boss, atleast I had this

The furbolg waves makes one furbolg go at the right lane, this is annoying to defend both lanes with 1 hero

If you can fix all this, and show you've put some more work in this map I'll give you +rep, good luck
 
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I was imba thx to the tomes in the tier 0 shop, 100 gold for +10 agi??? That's freakin imba, I'll tell you what you can do:
-First make int tomes the cheapest and agi the most expensive ones, the agi attribute is the most imba one, therefor shud be the most expensive, int isn't good in the long run, if you got 100 or 200 int, it won't change much, you'll already have plenty mana
-Next make them more expensive, or give less attribute points OR make the purchable items cheaper, you can buy a tome +10 for less then the item that does the exact same time, I had 3000 agi at the end of the game, was imba

There's also no message when you defeat the last wave, or a victory message, the waves just stop coming
Also the waves are off sinc with the timer after the second boss, atleast I had this

The furbolg waves makes one furbolg go at the right lane, this is annoying to defend both lanes with 1 hero

If you can fix all this, and show you've put some more work in this map I'll give you +rep, good luck

Thanks for commenting i will fix all of that, but first i have to fix frozen i always get critical error on start, i can run editor but only sometimes :( reinstaled several times but nothing.
And about these tomes, if i place int cheapest you will see what will happen to druid and dark shaman.Actually i would never place tomes to a shop, but my friend said that it sux without... idk...

_____________________________________________________________________________________________

Ok i have uploaded map again, all things you said that sux are changed, just i dunno if my attempt to make Ai works, pls report it.
 
Last edited:
Level 5
Joined
May 12, 2009
Messages
201
Your friend is wrong, tomes suck in most of the games and your too.
Remove them make the spells stronger and make the heroes gain five times more stats than before when leveling and with the bonus attribute.
 
Sure i will do it, i am also making computer able to play with you, but sadly i cant test it 'cuz i cant open wc3 game....Fatal error appears to happen, i did some researches but seems like i have to reinstall windows....sux..
I just need someone to post a comment, i cannot test it ill try downloading alrdy installed wc3 and than try it, than i will import icons for spells, and some items.

_______________________________________________________________________________________________________

http://img25.imageshack.us/slideshow/webplayer.php?id=lumbermill1.jpg
 
Last edited:
Level 5
Joined
May 12, 2009
Messages
201
Ok, I played three times and gues what, I bet my record, now it's 13 minutes and 25 seconds.
Items are average for now, there number needs to be a lil bigger but it's fine. I suggest you make a stat booster shop cause you have much items that give stats, so yeah just move the items to a single shop. And please move the peon with the boots, tome of power and mines right next to the other shops cause he's not special anymore, I mean he has only the items I allready mentioned.
Spells are fine, they just need better description(like the Blesing of the sun spell) and please make them level up more, they can be leveled three times and that sucks, make them til level five.
A major thing is that the second AI never shows up, but for the playing one I can tell that it's made good, it even killed more than me, but that was when I played with the Sun guardian(the dude had no skill, he didn't even tank the way he had to).

Well, that's it for now, I wish you luck with the updatin'.
 
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Level 2
Joined
Nov 24, 2008
Messages
13
I agree with slake, less tomes and more stats and devastating spells!

Aside from the insane difficulty its a great game :D
 
Level 3
Joined
Mar 30, 2004
Messages
67
The cool points of the map are:
- Heroes with nice spells
- Terrain is very well done
- Fairly cool item system

Unfortunately, there are many things that are not as good. The worst of them is probably the use of periodic triggers, running 10 times per second, that have point leak. This means that if the game continues for some time, War3 will eventually crash due to the lack of memory available. This is, however, partly mitigated by the short length of the games; many players might prefer playing maps that last longer. Like pointed out in the earlier comments, a game on this map can finish in less than 15 minutes.
Now about the of heroes. The best one is the Druid, having many custom triggered abilities whose power depends on the stats of the heroes. In contrast, the Naturalist only has abilities that are based on pre-existing spells involving no triggers for additional effects, such as the Moon Fire, which is based on Storm Bolt. The aforementioned memory leaks are due to the hero abilities. The triggers are used to calculate locations, but due to limitations in the War3 engine (or sloppiness by Blizzard?) these temporary points are never automatically removed during the game, and must be removed manually.


Finally, when I found this map, I was actually looking for a map to mess around with, and happened to pick this one.
What I did was, I extended the terrain and made it into a team hero defense, where the players must defend the Orc base from hostile demon forces, which replace the Night Elves in the original map. I created a resource system where the Orc army receives an income based on the number of War Mills that are built. The income affects the amount and type of troops that the Orcs produce, and also the income of the players. Building additional War Mills will increase the income. The difficulty level is quite high, and players cannot expect to defeat the enemy forces early on in the game by soloing.
These are just some of the major changes. Anyway, if Astral gives permission, as the creator of the original map, I could release this maybe-not-so-serious map if people want.
 
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