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Defense of Stormwind v1.29


Azeroth Defenders:Defense of Stormwind
v1.29
Created by aiDer
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Hello, and welcome to the last days of The Lich King!


I will be very grateful if you take time to read the description and play the map. If you like it, please vote for approval!
I have tried to balance DoS so it can be played from 1vsComp to 4vsComp, from Compvs1 to Compvs4, or from 1vs1 to 4vs4, but the best experience is gained by playing against The Lich King, since StormwindComputerVsPlayers is just extra-material added in v1.28!
Azeroth Defenders is the main title of the game, and Defense of Stormwind is like the signature title. Like Lord of the Rings: Fellowship of the Ring - Lord of the Rings: Two Towers etc. Become an Azeroth Defender at Facebook now! Facebook Fansite
Enjoy! I hope you'll have fun with this special and unique HeroDefense!

Map Info:
Defense of Stormwind is a mix of HeroDefense, a little TD, PvP and hopefully some interesting bossfights.


Stormwind is currently the humans greatest city. But now the Lich King has heard of Deathwing's arrival, and is
nerdraged to hear about the popularity around him. So now he has marched into the rocky mountains,
covering Stormwind's backdoor, which also is the least defended spot of the city. Reinforcements have to be called,
extra defenses have to be built, and heroes need to be summoned!

-Up to 4 players on Stormwinds side.
-Up to 4 players on the Lich Kings side.
-Upgrade your headquarter to either a Defensive HQ or Offensive HQ. Defensive HQ making tower building avaible. Offensive HQ making reinforcements and powerups available. Choose your playstyle!
-A LOT of undead units, with variety in unit types and looks. Don't get stuck!
-Special events and interesting boss fights. Boss fights with interaction of players is not so often seen.
-Undead units grow stronger every minute. Progression is a must!
-Mysteries and secrets. Why is even the Lich King attacking in such a rugged and rocky terrain?
-Imba models/spells made by masters of art from hiveworkshop.com
IconItem NameDescriptionEffectRequires
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Glorenzelg, High-Blade of the Silver HandParagon of the Light, lead our armies against the coming darkness.Glorenzelg enchances the wearer's stamina with +10 HP/sec and discipline in battle with +40 Strength. This blade is also incredible sharp, gives +50 Attack Damage.Titan Essence
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Heaven's Fall, Kryss of a Thousand LiesA lying tongue hates those it crushes, but a flattering mouth works ruin.This mighty sword connects itself to the wearer, giving +35 Agility, +35% Attack Speed and a +35% chance to Critical Strike for 2.5xAttack Damage.Titan Essence
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Archus, Greatstaff of AntonidasLet our enemies know that havoc calls and that with its song comes their end.Archus enhances the wearer's mind just like it did with Antonidas'. Gives +50 Intelligence, +100% Mana Regeneration and Spell Immunity.Titan Essence
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Playable Map Size: 155x116
Trees/Destructible: 2084
Doodads (Other): 5216
Players: 1-8 | I have tried to balance the game triggers in a way, so the Defense of Stormwind can be played with only one player, or up to 8!


Main objective: The Stormwind heroes have been summoned to defend the Stormwind Gate, which is the only defense for the city. Use your gold to enhance your Hero, Army or Towers, or all of them. The undead units grow stronger every minute, so its important to find the source of this invasion quickly, move out!

There are four paths leading towards the Stormwind defenses (one for each player active). And there are total 5 undead bases pumping out units. But one base at a time, when you destroy the first base in your path, the next undead base gets activated, with even harder units, so you have to pull back to the main base to level and gear further up, in order to get to the next base.

Each tier base has one boss spawning every 6 minutes. When Stormwind players kill this boss (which is very annoying), the boss respawns in the main base when the 6 minute timer is over again, for each time the boss spawns it gets more HP! So the Stormwind Heroes has to progress to the next tier base, to stop this boss getting too strong.

In order to destroy a base, the Stormwind Heroes have to destroy these Mystic Energy Forces (looks like a huge Whisps). The Energy Forces protect the surrounding spawning buildings (making them invulnerable).

Loss condition: The Stormwind Gate gets destroyed!

Optional:
-The undeads have infested the mountains elite units in the south. They have been crazed by the undead invasion. Sooner or later, they have to be freed. Go into the mountains and destroy these mighty creatures of the nature, to get a high bounty.
-Gather Titan Essences and get access to the Legendary items. Titan Essences has a small drop chance from Rock Chunks around the map. They can also drop with a higher drop chance, from the two last undead bosses; Deadeye and the Icecrown Overlord.

The Lich King's special units is the kind of units players can controll. They are UNITS you can buy at a building in the main undead base. You choose between Death Mage, Charger, Infestor, Sneaker, Chiller and Remaker. One of these units will be avaible for 1 Food, and when you loose it, you can choose one of them again. (Undead players have max 1 Food).

The Lich King's SWAT unit, the undead players, is not here to only hunt down Stormwind Heroes. They need to help the undead forces damage and destroy the Stormwind Gate. Also, its the SWAT unit's task to defend the Mystic Energy Sources from Stormwind attacks. Your main task, as an undead player, is to make the Stormwind heroes isolate themself near the Stormwind Gate!

The undead players can also buy power ups for the whole Lich King army, buy own units and mass up and buy for example Endurance which increase HP of their own units by 10%.

Loss condition: The Lich King dies.



Terrain Description:
I have been playing some HeroSiege/Defense, TD etc. and got really bored of all the symetrical and simple terrain. Its easy to path units and finish, but I really can't make my first map like that. Therefore I have used a couple of hours extra on terrain.

I also thought about the way nature dies. In some maps I have seen a undead invasion coming, so they have splitted the map in 2, one half green and full of life, and the other half with blight everywhere and no life. Anyway I wanted to make the nature die slowly. The trees for example is: Green, Orange/Brown and then blighted. So is the grass changes. The undeads has just arrived and the change from life to death isnt that quick. So the forest, grass and flowers is slowly getting swallowed by the blight, infestations and maggots. You have to save it!

Also, the nature near the water is the strongest. You see for example the lake have blight all around it, but is still fighting.

Some areas still is pretty open and with little doodads, but when all these
undeads mass towards the Stormwind gate you need a lot of space!

As for the placing of Blight, I would like to experiment with its effect on undead units' higher HP regeneration on Blighted Ground. Most of the undead units have higher HP regeneration on blight, and some units have MASSIVE regeneration on blight, which almost force you to find an unblighted spot, and drag the unit to that spot, in order to kill the unit faster, or kill it at all!

Other from that, I have just tried out things in the terrain editor. Doing what I can with my little knowledge.



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The Stormwind Gate

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Stormwind Lake

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Stormwind Farming Village

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These undead ghouls will at some point in the game chop all the trees down, opening a new path for the undead army

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Refreshing spot and shops

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Maggots have eaten through the woods efficient and silently, to open up paths for the undead invasion

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The Stormwind Guardian is watching over the mountains

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A Stormwind fishing village burned and infested by the Lich King

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Two Stormwind heroes defending against a undead attack

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Gathering for war. Fire!

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Pushing the last defenses of the Lich King

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A Hero followed by his squad, taking out one of the last Mystic Energy Sources

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Units Description:
There are 2 Forces in this map, The Stormwind Defense and The Lich King.

The Stormwind Defense controlls all the units that are sent towards the undead forces with the Offensive Headquarters, aswell as having up to 4 allied players on their team. TSD also have some units around the map fighting the undead, to make the map more dynamic. The humans and dwarves is the main protectors of Stormwind City, but since the great nature around Stormwind is in danger, the Night Elves have come to aid Stormwind, therefore there will be some Night Elf heroes aswell.

The Lich King controlls all the undead units sent towards the Stormwind Gate with the periodic waves, he also own the undead bases with the Mystic Energy Forces. The Lich Kings forces have up to 4 allied players, which can pick one special unit from a shop in the main undead base. So The Lich Kings forces is mostly everything hostile on the map for Stormwind, except for those 4 Special Units controlled by eventually players, and their other units.
The reason I haven't given the undead heroes, is because 4 undead heroes with all these undead units against 4 Stormwind heroes, would have been overkill. Therefore there are units with abilities instead that can work together to take down one hero at a time. Even if the undead Special Units don't kill a hero, they can slow them down in order for the game to progress longer, resulting in stronger units from The Lich King.

As for the TD part in this. I don't want towers to dominate the game. Therefore I currently have the number of total towers on 4 for each Defensive Headquarter. If you upgrade to the Defensive Headquarter, you will get the Place Tower Foundation ability which costs 50 mana (Defensive Headquarters have 200 mana). Tower foundations can be upgraded to either a Basic Frost Tower, Basic Fire Tower or Basic Buffer Tower. All these three types of towers, can be further upgraded.


There is 4 Strength- 4 Intelligence- 4 Agility Heroes.
Commander
Bolvar the High Commander: Bolvar began as a simple guard, but has proven to be one of Stormwind's finest warriors and commanders. This dwarf have done more honorable deeds for Stormwind than any other. He was raged to hear that the Lich King have come to destroy his beloved city.

Can learn Commander Aura, Ground Disruption, Heroic Leap and Shield Bash.

Special Passive: Bolvar's epic shield has a chance to block incoming damage.
Blood Mage
Tiara the Blood Mage: Blood magic have been something of cursed witches and evil from the start of history. But Tiara have broken the shackles of the evil powers controlling all blood mages, and is now in controll of her own magic. Sickened by everything evil, she turned to the good-hearted humans.

Can learn Crimson Curse, Mana Shield, Blood Orb and Emo.

Special Passive: Attacking enemy targets heal the Bloodmage for 25 damage.
Sniper
Thulin the Sniper: Thulin have fought in countless battles in the name of King Wrynn for nearly 47 years. And with his eagle eyes, he have sniped with godlike precision, making him a known (very old) man to all human armies. Alittle crazy, but he's here to help atleast!

Can learn Eagle Eyes, The Great Escape, Marksman Shot and Multi Shot.

Special Passive: Chance to deal massive damage on each attack.
Ent Lord
Batuan the Ent Lord: From the creation of Azeroth, Batuan have been watching over the Stormwind's neighbour forest; Silverpine Forest. Now that his beloved forest and home is in danger, he is here to help, with the very force of nature as companion.

Can learn Splitting Boulder, Force of Nature, Seedling Aura and Purge of Nature.

Special Passive: Batuan is connected to the nature around him. Increased regeneration on grass. Decreased regeneration on blight and dirt.
Archdruid
Tharion the Archdruid: Tharion the Archdruid for the Eastern Kingdoms came quickly when he heard of the terrorizing plans of the Lich King. Tharion have used the time for preparation to meditate and call the powers of nature. "The nature is restless for revenge" - Tharion the Archdruid.

Can learn Entangling Roots, Magical Birds, Lightning Strike and Twister.

Special Passive: Tharion's armor is made of thorns, returning damage to the attacker.
Undead Hunter
Zerathul the Undead Hunter: Zerathul was one of the Night Elves most glorious warriors under The Great War, slaying countless undead monstrosities. The war ended and the Night Elf tribes worked together to clean their forests from taint and blight, except Zerathul. He was destined to hunt down every single undead creature in Kalimdor and The Eastern Kingdoms. Now he has heard of the Lich King's plans...

Can learn three passive abilities; Never Back Down, Evasion, Retaliation and the active ability Cleanse of Evil.

Special Ability: Zerathul's telepathic powers allows him to teleport in and out of combat.
Lightbringer
Akriel the Lightbringer: The immortal Akriel once came to rescue from Heaven itself. To aid the civilians of Redridge against masses of undeads, under the Great War. After the war he saw something beautiful in humans, something Heaven didnt have... He made the biggest sacrifice an angel can make, trade his immortality for a life on Azeroth. Akriel have lost his immortality and most of his powers, but is still one of Azeroths strongest and most blessed warriors, fighting in the name of the light.

Can learn Judgement, Restoration Field, Holy Flames and Flash of Heaven.

Special Passive: His sword is infused with holy powers that explode nearby undead units with each sword strike.
Brute Lord
Ares the Brute Lord: Named Ares, from the war god, with good reason. This ruthless warrior just moved up in rank recently, from Stormwind's Elite Squad, after being the key to one of Stormwind's latest battles. The key was to charge the enemy, showing no mercy...

Can learn Thunder Clap, Heroic Strike, Cleaving Attack and Gamma Crush.

Special Passive: Ares is born with brute strength. He has an increased strength value for each level.
Summoner
Griffin the Keeper of Wildlife: The young druid Griffin, named from the creature; Griffin, which is considered King of both beasts and birds, have practiced the art of mastering and controlling the wildlife for 674 years. Now, he wants to test his abilities in battle, and have come to aid Stormwind City.

Can learn Summon Bear Cubs, Summon Quillbeast, Bite of the Bear, Summon Griffish.

Special Passive: Griffin is the leader of the pack. Units around him increases their movement and attack speed.
Elementalist
Tyoril Sunchaser the Elementalist: Mystical Hero, adept at controlling the elements. Tyoril Sunchaser appeared out of thin air just before the undead invasion was a fact. He said he was called to defend Stormwind by a vision.

Can learn Ball Lightning, Pyroblast, Telekinetic Seizure and Living Inferno.

Special Passive: Tyoril's armor is enchanted with molten fury. There is a chance to release flames upon attacking units.
Support Hero
Dwenir Ironheart the Support Hero: Dwenir Ironheart has been an inspiration for Stormwind armies for many years, with his heroic tales of victory both before battle and around the campfire. Dwenir fights best with his comrades around him, and vice versa.

Can learn Flash Heal, Comradeship, Storm Bolt and Hoist of the Seven Conundrums.

Special Passive: Dwenir Ironheart inspires the heroes and soldiers around him, giving them an increased mana regeneration.
Master Rogue
Jack Sparrow the Master Rogue is the master and teacher of all rogues who is loyal to Stormwind City. But he is also an adept at maneuvering through battles with light blades and fast reactions. As most rogues, he grab every opportunity he gets in battle against his enemies, even the cheap ones.

Can learn Stealth, Ghostly Strike, Cutting Edge and Adrenaline.

Special Passive: Jack Sparrow always goes for cheap tricks if he can. Every attack has a chance to Kidney Shot the target.


Infestor:
The special unit Infestor is often usen by undead forces to prepare a zone for invasion, but is still very efficient in combat, with their diseases and enhancing undead units.
Got abilities like Aura of Blight, Raise Undead Tentacle, Black Mend and Source of Diseases.

Charger:
The charger is an upgraded unit of the original Zombies. High movement speed and attack damage, but can only attack the Stormwind Gate.
Got abilities like Disease Cloud, Charge, Spell Immunity and Scourge Shield.

Chiller:
This mysterious and beautiful creature is made of ice crystals and chilled rocks. Exceptional for slowing down the enemy while moving against their target.
Got abilities like Frost Attack, Chilled to the Soul, Chilling Air and Frost Nova.

Remaker:
The Remaker can turn dust and bones to living skeletons, and turn undead creatures to even greater montrosities.
Got abilities like Summon Corpses, Raise Dead, Mutate and Desecration.


Sneaker:
A ghoul specialized by the great Necrolytes of Northrend. Is made to fade into the shadows and use invisibility to ambush their foes.
Got abilities like Sinister Strike, Walk of Shadows, and Desolate.


Death Mage:
Death Mages is infused with four deadly spells of black magic.
Got abilities like Death Pulse, Drag to Hell, Shadow Raze and Link of Horror.



All these units can be recruited for gold if you upgrade to the Offensive Headquarter!
-Footman - Simple melee unit. Got the Defend ability.
-Rifleman - Ranged unit with low HP and high attack damage.
-Priest - Light ranged unit with very low HP and Heal ability.
-Prot Warrior - Defensive unit with low attack damage, but high armor and HP. Will defend your entrance.
-Knight - Elite melee unit on the horseback.
-Mortar Team - Two crazy dwarves with a siege cannon! Siege unit with medium HP.

These are all the units that undead players can buy!

Available after 2 minutes:
-Skeleton Warriors - In different sizes - Simple melee unit
-Skeletal Orc - Simple melee unit, with high regeneration on Blight
-Skeletal Sorcerer - Light Ranged unit with Chaos damage. Got the Parasite ability.
-Undead Wood Elf Archer - Light ranged unit with longer range than Skeletal Sorcerer. (I may change this one)

Available after 10 minutes:
-Zombies - Charging-unit. Units with low HP, very fast movement speed and high attack damage, but can only attack the Stormwind Gate.
-Plague Treant - Medium melee unit that diseases opponents. Can cast Entangling Roots.
-Nerubian Guard - Heavy melee unit. Low attack damage and movement speed, but high HP and armor.
-Death Mender - Light ranged unit with healing ability and the powerfull passive ability; Aura of Blight.

Available after 20 minutes:
-Infernal Contraption - Heavy ranged siege unit.
-Maggot - Ugly maggots with the highest HP of all the buyable units. It also has a very high chaos attack, BUT can only attack the Stormwind Gate. Moves very slowly.
-Misery Revenant - The strongest unit buyable. It has a lot of HP, armor and attack damage. The Misery Revenant also has an insane life regeneration on blighted ground.

Only sent from The Lich King:
-Wraiths - Etheral light units. High and frequent Chaos attack. Spell Immunity and Evasion.

These are some of the bosses that will appear in the map! Deadeye and the Icecrown Overlord can be rescued by the undead players, so you can controll the bosses!
-Meatball - Huge abbonimation with alot of HP and Armor. Have nasty abilities, but only have his attack available for The Stormwind Gate (charger boss). Every time he spawns, he increases HP a lot.
-Deadeye - This boss have a HUGE range, so he is able to shoot at the Stormwind Heroes far behind all the undead forces. Stormwind heroes have to push out of the undead masses and reach the merciless Deadeye!
-Icecrown Overlord - What makes this boss challenging is that when he reach 75% HP, he summons Icecrown Minions, which make the Icecrown Overlord invulnerable. The Minions has to be killed in order to make him vulnerable again, but they have to die within 4 seconds of eachother, or the one living will respawn the two dead, and so on.

-Basic Fire Tower. Can be upgraded to Flame Thrower
-Basic Frost Tower. Can be upgraded to Blizzard Tower
-Buffer Tower. Can be upgraded to either Tower of Knightly Deeds or Berserker Tower



Modes and Commands:

I have chosen to try out a different difficulty system than what I've seen before. No matter what mode you choose, you start with the same HP on the undead units, but the mode you choose will affect the handicap+ The Lich King's units get every minute. Mode also affect the amount of gold you get each fourth second. Mode does not affect gold bounty from units!
Not directly a mode, but in v1.28 I added the chance to play as Undead VS Computer. This mode is very simple compared to if you play as a Stormwind Defender, but I had a lot of fun with it. The more undead players against the Stormwind Army, the more damage the Stormwind Army get, and the lesser undead players' units get, so the difficulty is mostly the same. Enjoy!
Gold income:
The Stormwind players get gold from killing undead units owned by any of the undead players. They also get gold each fourth second depending on the mode set.

The Lich King players get 2 gold each fourth second (+1 for each Stormwind player active). The Stormwind heroes also award 200 gold if killed.

Use your gold:
The Stormwind heroes can use their gold to buy Offensive Units/Towers, Upgrades for their units or buy several of the 58 items ingame, including 3 Legendary Items (Which also need Titan Essence).

The Lich King players can use their gold to buy units they can controll and upgrades for their units. But remember, the undead Special Units can alone cause much trouble for Stormwind if used properly.


-easy/-normal/-hard/-veryhard is the four difficulty modes in DoS.
-si | Shared Income. This command shares all your gold income by 15% for each player ally you have.
-roll | Roll. The roll command can be typed by all players. It allows for rolling on items or other things that can't be agreed upon.
-pizza | Pizza Timer. Type this command to start a timer that will alert you in 15min, with the text: Your pizza is finished!.
-elit | Extended Life Increase Timer. This command extend the time before the undead units get HP bonus from 1min to 1min and 30 seconds.
-helper | Helper. Only avaible in SinglePlayer for Stormwind. This command activates a periodic trigger that creates a Stormwind Elite Guard to aid you every third minute. The guard has a high amount of HP armor.

  • Easy
    • Events
      • Player - Player 1 (Red) types a chat message containing -easy as An exact match
    • Conditions
    • Actions
      • Set Mode = 4
      • Set LichKingHPmultiplier = 1.00
      • Game - Display to (All players) for 10.00 seconds the text: (Game mode is now set to |c0000FF40Easy|r. The Lich King unit's HP will increase by 1% every minute. 4gold/4sec for the Stormwind Heroes. + ((String(ShowGoldUndeadGets)) + gold/4sec for Undead Players!))
      • Trigger - Turn off (This trigger)
      • Trigger - Turn off Normal <gen>
      • Trigger - Turn off Hard <gen>
      • Trigger - Turn off Very Hard <gen>
      • Trigger - Turn off Default <gen>
  • Very Hard
    • Events
      • Player - Player 1 (Red) types a chat message containing -veryhard as An exact match
    • Conditions
    • Actions
      • Set Mode = 1
      • Set LichKingHPmultiplier = 4.00
      • Game - Display to (All players) for 10.00 seconds the text: (Game mode is now set to |c00FF0000Very Hard|r. The Lich King unit's HP will increase by 4% every minute. 1gold/4sec for the Stormwind Heroes. + ((String(ShowGoldUndeadGets)) + gold/4sec for Undead Players!))
      • Trigger - Turn off (This trigger)
      • Trigger - Turn off Easy <gen>
      • Trigger - Turn off Normal <gen>
      • Trigger - Turn off Hard <gen>
      • Trigger - Turn off Default <gen>
  • The Lich King Grows Stronger
    • Events
      • Time - Every 60.00 seconds of game time
    • Conditions
    • Actions
      • Player - Set Player 11 (Dark Green) handicap to ((Player 11 (Dark Green) handicap) + (LichKingHPmultiplier x 1.00))%
      • Player - Set Neutral Hostile handicap to ((Neutral Hostile handicap) + (LichKingHPmultiplier x 1.00))%
  • Gold Each Second
    • Events
      • Time - Every 4.00 seconds of game time
    • Conditions
    • Actions
      • Player Group - Pick every player in (All enemies of Player 10 (Light Blue)) and do (Actions)
        • Loop - Actions
          • Player - Add ((StormwindPlayersActive + 2) - UndeadPlayersActive) to (Picked player) Current gold
      • Player Group - Pick every player in (All enemies of Player 11 (Dark Green)) and do (Actions)
        • Loop - Actions
          • Player - Add (Mode x 1) to (Picked player) Current gold
Author's notes: This is my first time with WC3 editor, under two months ago I didnt even know what was possible with the editor, so I still have a lot to learn. Criticism on the project generally is most welcome!

Hostile elite units can be found in the mountains south of The Stormwind Gate. These units give a high amount of gold when killed. They can be hard to kill, so only go for it if your base is defended properly. The undead players can also sneak in and try to defeat them for the gold.

The Lich King has built lumber camps in the woods to the north. The ghouls will at some point harvest all the trees, opening a new path for the undead forces into the farming village. Keep your eyes open!

Boulder the Mountain King have been trapped under the ground by the Lich King, behind the Stormwind Guardian. Bring three heroes to the magical runes and set him free.

The cave next to the spawning spot of Undead Players can be used to move fast to one of the two cave outputs, take a chance!


Q: I can't keep the undeads off the gate! When they are near the gate, they ignore me and attack the gate ONLY. wtf?
A: That's how it works :p Right before the gate, there is a Region called Undead Units Last Charge. When they enter this region, they go all in, and focus-attack the gate only. Some of the challenge is to keep them away from that region. You can also slay the undeads further away from the gate, at the entrances of each player ;)

Q: What is and how do I get Titan Essence?
A: Titan Essences is immensely strong materials, which can be combined with magic of Mother Earth to create mighty weapons. Titan Essences has a small drop chance from Rock Chunks or the two last bosses from the Lich King; Deadeye and the Icecrown Overlord.

Q: What does the different colors on all the items mean?
A: Green colored items means that they are uncommon and a little better than white items.
Blue colored items means that they are superior compared to white items.
Purple colored items means that they are epic compared to white items.
Orange colored items are the strongest items in Azeroth and is called Legendary items.

Q: Why doesn't the undead players have Heroes?
A: Because they have the chance to buy a lot of undead units in the Slaughterhouse, a hero plus all these unit would've been overkill.


Special Thanks To:
-Blizzard entertainment for releasing only perfected products.
-Maker for customizing Mens Imperium for the Lich King fight.
-All the people below ((Number) is the number of resources the person has in DoS):

Models/Skins: Ampharos_222 (Misery Revenant), Pyramidhe@d (Maggot), Suselishe (Chiller), olofmoleman (Trebuchet), Arch Angel (Akriel), General Frank (Icecrown Overlord, Lich King), jigrael (Deadeye), Tranquil (Bolvar), levigeorge1617 (Skeleton Lord)

Icons: Chilla_Killa (1), CRAZYRUSSIAN (5), BerZeKeR (1), FrIkY (1), KelThuzad (1), SKriK (1), bigapple90 (2) Anachron (1)

Spells: BlackHawk/Hanky (1), D4RK_GANDALF (2), Paladon (5), nerovesper (1), Deuterium (1), Pharaoh_ (1), MortAr (1), G00dg4m3 (1), Maker (2), BerZekeR (2), NFWar (4), MajorSonnwaitts (1), XAOS_WIZARD (1)

Check out all these artists' works on: www.hiveworkshop.com !


Map Protection
The map is protected. But I support unprotected maps aswell, so you can visit the old DoS Development Thread if you want to look at the unprotected version of the map. Thank you!
You like the DoS Description I made? Check out a template I made for people who would like to copy it: http://www.hiveworkshop.com/forums/maps-564/defense-stormwind-v1-24-a-184213/index3.html#post1804052 Enjoy!

Here is a list of the biggest and most gamebreaking changes in the changelog. So you dont have to read all the booring balance-notes ;)
- (1.28) If no Stormwind players is detected, a huge army will spawn for Stormwind Defense, break through their defenses and crush the gate before the mighty Rhonin Cavalry arrives!
- (1.27) This patch is a facelift for Defense of Stormwind, in form of reskinned units and removal of for example "No Upkeep" tab etc.
- (1.26) Wrath of the Lich King have been added! After destroying the last Mystic Energy Source, a timer will count down from 20min. When this timer reaches zero the Wrath of the Lich King will be released on the Stormwind Gate...
- (1.25) The Lich King is no longer fully Spell Immune, so spellcasting heroes dont loose their role. But The Lich king got 10 more Hero armor and +3000 base HP. No more spell immunity but maybe even harder!
- (1.20) Big changes and balancing. Check it out!
-Misery Revenants now have a new model, The Obsidian Overlord! Made by Ampharos_222, check it out
-All towers is now vulnerable from the start and will not get destroyed when Mystic Energy Sources do.
-Added two new towers for the Lich King, after the two first bases
-Buffed base HP for Gargoyle Lord with 250HP, bounty raised to 750g
-Reduced base damage of Basic Fire Tower by 1
-Increased base speed of Tharion the Archdruid by 20, and reduced run animation speed slightly (since he is riding on a moose)
-Increasd movement speed of flying critters
-All ranged Special Undead Units can now attack Air Units
-Buffed the Sneaker with more damage and faster movement speed, made him more hero-hunter'ish
-Increased base HP of Magroth the Defender with 2000 (UndeadPlayerOnly boss)
-Reduced movement speed for buyable Maggots, but more damage and more base HP
-Added two ghouls in Special Wave 1, reduced Skeleton Warrior by 1
-Meatball is now active in the whole game (ONLY UndeadPlayerOnly "mode")
-Increased armor of Nerubian Guard by 2
-Reduced CD on Raise Undead Tentacle for Infestor by 5s
-Fixed bug where Source of Diseases for Infestor didn't give the disease debuff
This patch brings a CompVsUndeadplayers mode! If no Stormwind players is detected, a huge army will spawn for Stormwind Defense, break through their defenses and crush the gate before the mighty Rhonin Cavalry arrives!
-With all the triggers and stuff I made for the CompVsUndeadplayers mode, I lost track of things I balanced and changed etc. The most important is the new mode, check it out!
-Added a wind animation to all flowers
-Exchanged Charge ability for Charger with Charger's Presence, buffing nearby units AP
This patch is a facelift for Defense of Stormwind, in form of reskinned units and removal of for example No Upkeep tab etc. This patch adds nearly 1 MB to the map, but I dont think that will be a problem for the protected version. Anyway, this is worth the extra 1 MB! :D
-Added a new skin for Meatball! Its an imba skin made by Ampharos_222, check it out!
-Added a new scary skin for Ghouls! Its an imba skin made by Saikann, check it out!
-Added a new skin for Crypt Fiends! Its an imba skin made by b17rider, check it out!
-Added a new skin for Skeleton Warriors! Its an imba skin made by CloudWolf, check it out!
Mostly balancing of heroes and units:
-Reduced base HP of Bear Cubs by 50, except level 3 Bear Cubs (Griffin ability)
-Reduced base HP of Quilbeast by 75 (Griffin ability)
-Increased attack speed of Griffish (Griffin Ultimate)
-Fixed "Summon Griffish" tooltip, wrong data shown
-Reduced mana cost of Bite of the Bear with 15 mana (Griffin ability), but increased mana cost of Summon Griffish ability with 15 mana
-Increased intelligence gained per lvl for Griffin by 0.25
-Increased base HP of Zombies in waves and undead-player shops by 25
-Reduced cost of Undead Basher (item) from 600 to 400, because it's an item that can't be upgraded
-Increased health regen of Griffish with 0.90
-Increased cast range of Flame Thrower's ability "Flame Strike" from 600 to 1500
-Increased base HP of Guard Tower and Cannon Tower by 500
-Reduced cost of Burning Revenge recipe by 200
-Halved base mana for Zerathul
-Reduced armor of The Lich King by 2
-Reduced Strength increase of the legendary item; Glorenzelg
-Wrath of the Lich King have been added! After destroying the last Mystic Energy Source, a timer will count down from 20min. When this timer reaches zero the Wrath of the Lich King will be released on the Stormwind Gate...
-Reduced CD of Flame Strike by 40sec
-Fixed tooltip for Force of Nature for Ent Lord Batuan
-Increased mana cost for Splitting Boulder with 15mana, decreased mana cost for Force of Nature by 15mana (Ent Lord abilities)
-Increased amount of Treants spawned by Force of Nature by 1 (Ent Lord abilities)
-Fixed Purge of Nature tooltip (Ent Lord ability)
-Added buffs for the whole undead army through the Shades for each player. Chilling Winds (Increase speed of all friendly units for 10 sec) and Shadow Word: Shield (Increase armor of all friendly units for 10sec)
-Increased drop chance for Titan Essence from Deadeye and Icecrown Overlord
-Increased HP for Stormwind Elite Guard from 900 to 1000 ("-helper" unit).
-Made the Zombies in the Lich King fight attack enemies.
-Reduced melee damage of The Lich King by 20
-Reduced dmg increase on Vortex of Destruction for The Lich King
-Reduced gold cost for most Tower upgrades
-Increased melee damage of The Moss
-Fixed a bug where Icecrown Minions spawned in the Lich King fight.
-Updated the DoS Description
-Reduced gold cost on some epic items, aswell as blue items that isnt a ingredient for a epic.
-Increased base HP for first wave units slightly slightly
-The Lich King is no longer fully Spell Immune, so spellcasting heroes dont loose their role. But The Lich king got 10 more Hero armor and +3000 base HP. No more spell immunity but maybe even harder!
-Added text telling players they get 1 additional gold each 4sec when choosing Offensive Headquarters
-Reduced HP of Infernal Contraptions by 50
-Reduced amount of Zombies spawned in the Lich King fight
-Increased base HP of Ultimate Weapon of War with 300
-Increased CD of Purification (item) with 5sec
-Added a few transimissions from the Lich King to All Players
-Melee DMG upgrade for offensive units cost 50g more for other players than Player 1, this is now fixed.
After a lot of games I have noticed that there is just too many undead units. For example, I watched a game with 4 Stormwind players VS 1 undead player and 1 undead wave for each Stormwind player. In these matches, if a player's hero got undeads from one of the other players waves he easily became overrun. They also tried push, but when the Skeleton Lords came it was just too much, these matches didnt even see the third boss.. So now I have done changes like halving most waves of undead units, increasing HP of each undead instead. I have also doubled CD for abilities like Raise Dead. Less undeads, and a little more HP will also make DoS more friendly for heroes with little AoE spells.

I have also done some testing, and the results have been pleasing; We could'nt do 4vsComp on -Easy before the changes in 1.23, now its possible to do it on -Hard! But don't cry if you like masses of undead, there is still a lot of undeads pushing the gate ;) Enjoy!

*Uploaded new unprotected version
-Force undeads out of Fountain of Restoration
-Reduced agility per lvl for Thulin
-Reduced bounty of Special Undead Units from 200 to 100
-Increased HP of the Blood Mage by 100
-HP increase every minute now affects undead players aswell!!!
-Exchanged Blazing Speed with Flame Strike (tooltips bugged beyond fixing)
-Enhanced undead tower tooltips
-Reduced skeletons in Wave1
-Increased damage on all Undead Special Units
-Reduced amount of skeleton lords in all waves
-All heroes now resurrect with 500 mana
-A lot of balancing :p
-Increase HP of Bear Cub lvl1 slightly
-Fixed a few tooltips
-Reduced bounty on most Wave2Wave3 units
-Reduced movement speed on Shades, from 400 to 300
-Stormwind Elite Guard now gives bounty to Player1
Buildings:
-Added Chain Frost upgrade for Blizzard Towers
-Added Gnomish PwnTubes upgrade for all towers
-Added Blazing Speed upgrade for Flame Throwers
-Decreased attack speed for Basic Fire Tower
-Removed chill effect to Blizzard Tower's attacks due to its high attack damage
-Towers for the undead players have been added! Undead Tentacle, Corrupted Ancient Protector, Death Tower and Chilling Tower is now builable by your Shade for some gold.

Heroes:
-Griffin now got all his summoning abilities changed. You still summon the same units, but one at a time. Lowered mana cost, CD and duration. You can for example have more than 1 Bear Cub active at the same time.
-Enhanced Akriel's ability tooltips.
-Reduced mana cost of Judgement for Akriel by 25
-Reduced CD for Lightning Strike (Druid), to make it more frequent.
-Reduced mana cost for Elementalist's spells a bit.
-Buffed Hoist of the Seven Conundrums a lot.
-Improved the learn tooltip on most abilites.
-Buffed Blood Orb for Tiara. Increasing damage done if the target has more HP than her.

Items:
-Increased cost of Legendary Recipes with 500 gold.

Triggers:
-Reports tell me that players which pick offensive headquarters receive lesser gold than defensive headquarters. All units killed by "your" offensive units give you 10g,
and shows a small text colored in the owner of the killing unit's color. The + 1g/sec stays with Offensive Headquarters, I will remove it tough, if offensive gets too much gold.
-Multiboard kills is now less buggy. For example summoned units awarded kills in the multiboard
-The multiboard will show only player1 when its only 1 player ingame.
-The -helper command has been added to the game! It spawns a Stormwind Elite Guard every third minute to help you guard you entrance. Easier game, but you get to explore and stress less. Only in singleplayer mode.
-A Gargoyle Lord is hidden in one of the Gargoyle Nests... Awards a lot of gold if you find him.
-Fixed Shield of Turtle Tooltip
-Fixed Retaliation buff tooltip
-Cooldown for Raise Dead for Skeleton Lord and Remaker increased
-Base HP for Icecrown Minions is reduced greatly, more single-player friendly
-Added a wave that spawns when you destroy a Energy Source
-Removed the ability "Burrow" for Crypt Fiends
-Reduced collision size for offensive units slightly, for a smoother march
-Fixed Tharion's Magical Birds tooltip
-Added Misery Revenants to guard the last Energy Sources
-Added the command for Pizza Timer! Read more under "Commands"
-Fixed Orb of Discipline tooltip mana regen
-Fixed the Scepter of Mastery, which allowed you to even converse Misery Revenants
-Added tooltip to Cloak of Flames for Misery Revenant
-Added a little info about the bossfights in FAQ ingame
-Fixed High Commander's tooltip
-Reduced Death Tower's damage, so retreat is possible :p
-Reduced cooldown for most of the damaging abilities, for more special effects and more clicking!
-Fixed the mess with all the zeroes in mutliboard's coloumns; Kills/Deaths
-Changed multiboard's HeroDeaths to Deaths, still only count Heroes and Special Undeads
-Fixed a bug where leaving players affected the multiboard's player text for the player above the leaving player.
-Edited some text in Undead Hunter's in-game description.
-Made the region for Undead Units Last Charge smaller, so they have to get closer to the gate before focusing on it only.
-Increased the timer for SpecialSpawns
-Sized Player name part of Multiboard up abit
-Added Level Skip Req to a few abilities
-Fixed a bug with Brute Lords icon in the Multiboard
-The Multiboard will now only have 5 rows if there is only PlayersVScomp
-Added an upgrade to IcecrownMinions with HP increas to make them harder to kill for each Stormwind Player active. Reduced their base HP with 500!
-Fixed a bug with boss spawns.
-Fixed some critical terrain errors
-Reduced mana cost for Holy flames, also reduced damage
-Reduced HP of all special units with 50
-Reduced mana and HP gain from Restoration Field
-Increased duration of Rockhard Skin
-Increased Judgement cooldown
-Removed "attack debris" for Deadeye and Icecrown Overlord
-Reduced amount of Zombies in wave 2 and 3
-Increased base damage for the Brute Lord
-Reduced increment for Mutated Claws from 3 to 2
-Fixed a bunch of tooltips
-Reduced mana/HP regen from intellect/strength and armor from agility in Gameplay Constants
-Fixed Staff of Insight which gave mana to its enemies aswell
-Reduced "Animation Damage Point" for Thulin and Brute Lord
-Increased Rifleman attack damage
-Reduced Splitting Boulder CD with 5 seconds
-Meatball's periodic spawn timer increased with 60 seconds
-Increased gold/4sec for Stormwind Heroes by 1 gold (This may change things a lot!)
-Reduced base damage on most undead units. Especially Skeleton Lords and Nerubian Guards.
-Fixed a bug where the ability Purge of Nature awared 100 kills in the Multiboard when cast
-Reduced cost of all offensive units by 5 gold. Additional 5 for Knights.
-Reduced Str/per lvl for High Commander
-Increased the timer for increasing undead damage by 60 seconds
-Reduced the increment HP for Ultimate Weapon of War by 500
-Increased Mortar Team attack damage with 25
-Reduced amount of units in Wave 2
-Fixed some tooltip errors
-Reduced Brute Lord armor due to his high strength value
-Reduced "armor gained per agility point"
-Reduced Support Hero intellect gain per level
-Small terrain adds
-Added some more Rock Chunks (which has a chance to drop Titan Essence)
-Nerfed Legendary item; Heaven's Fall
-Reduced cost of perishable charged wands
-Reduced base HP and increment on Icecrown Overlord
-Reduced Crypt Fiend attack damage
-Reduced Fire Thrower (tower) range from 500 to 350
-Nerfed Mask of Death
-Reduced life regeneration for Meatball on blighted ground
-Reduced Zombie base HP
A lot of reducements :p
-Fixed tooltip to Never Back Down.
-Nerfed the ability Retaliation.
-Fixed a bug where Zerathul's Retaliation attacked structures.
-Decreased experienced gained, for the Stormwind Heroes, from level 10 with 50%.
-Reduced pathing radius of Stormwind units with 5.
-Added Pan Camera to Point action when one of the loss conditions is a fact.
-Removed plague treant fight, caused more problems than it did good.
-Added a small bounty for Stormwind units, so undead players can get more gold.
-Reduced HP on Mystic Energy Sources slightly. Increment per player increased.
-Added more HP to 1st wave Skeleton Warrior.
-Reduced drop chance for Titan Essence from bosses.
Uploaded the map. Both protected and unprotected version.
*You finished a Defense of Stormwind game in a short window of time, or did you manage to destroy the Lich King with over 2 hours spent? Post your gametime, difficulty and how you did it in the comments below! :D




You like Defense of Stormwind?
BETA for the next Azeroth Defenders map, Defense of the World Pillar, is now available for download from 18-22 August! Click the wallpaper below to open up the BETA thread and download it!

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Keywords:
HeroDefense, PvP, Siege, Footmen, Swarm, Undead, Good, Evil
Contents

Defense of Stormwind v1.29 (Map)

Reviews
22:29, 15th Mar 2011 -Kobas-: Status: Approved
Level 3
Joined
Apr 27, 2010
Messages
64
Hi, i tested your map but i was only able to play for like 10 minutes then the game was over. I played solo on easy mode.

I picked to defend Stormwind, picked a hero and bought some items and then i saw units hitting the gate.
There was like nothing i could do cuz the undead units ignored me and slaughtered my gate and then i lost. (Tho it took some time for them to destroy it)

I picked the big bloodelf dude (don't remember the name), i think his attack animations are a little wrong cuz when he swinged his sword it took like 0.6 seconds until the unit i attacked was actually damaged.
I didn't have time to test all abilitys but i think he could need some improvements to give him a fun gameplay.

Last thing is that the terrain could use some big improvements in my opinion

Looking forward to see some progress :)
 
Level 8
Joined
Jul 14, 2010
Messages
235
Thanks for replying!

The undead units get ordered right before the gate to focus-attack the gate only. So some of the challenge is to keep them from reaching the gate. I've played all the heroes on Hard difficulty and barely made it. It's easier to push with Offensive units, but the last events like The Lich King is easier if you went with towers and items for your hero.

*The region that orders undead units to make the Last Charge has been made smaller in 1.11

The time from attack animation for Brute Lord (blood elf guy) and Thulin is a little messed up I see. I will do one more test tomorrow and fix the things getting mentioned in this thread. The only thing is... Cataclysm have release tomorrow night.. :p
 
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Level 5
Joined
Jun 18, 2009
Messages
168
Astonishing....One of the best, or maybe the best description I've ever seen. This should be an example description :) Testing the map later cuz im at school now.
Btw, how long did it take to write this description?
 
Level 8
Joined
Jul 14, 2010
Messages
235
Thank you! Well, its hard to say exactly how long I've used on the description, because I have been writing since I started 2months ago and until now. So my advice is to write while you're working with the things you are going to describe and deepen.
And have some perspective of what you're writing, for example that "DoS Description" is a completely mess when you're writing it, color codes, (hidden="")(/hidden) on top of eachother, [box]es, spaces etc. etc. :p
 
Level 8
Joined
Dec 8, 2007
Messages
312
Memory leaks detected!
  • Gold Each Second
  • Events
  • Time - Every 4.00 seconds of game time
  • Conditions
  • Actions
  • Player Group - Pick every player in (All enemies of Player 10 (Light Blue)) and do (Actions)
  • Loop - Actions
  • Player - Add ((StormwindPlayersActive + 2) - UndeadPlayersActive) to (Picked player) Current gold
  • Player Group - Pick every player in (All enemies of Player 11 (Dark Green)) and do (Actions)
  • Loop - Actions
  • Player - Add (Mode x 1) to (Picked player) Current gold
each 4 seconds you leak 2 player groups. Try avoiding any periodic leaks.

Here's a tip of what you should do
  • trigger
    • Events
      • Time - Every 4.00 seconds of game time
    • Conditions
    • Actions
      • Set tempPlayerGroup = (All enemies of Player 10 (Light Blue))
      • -------- your actions with the the picked player --------
      • Custom script: call DestroyForce(udg_tempPlayerGroup)
EDIT:
I don't know if you fix it in protected version but unprotected version is full of leaks.
Just for example all triggers in "LK unit paths" should be made like this:
  • SouthernRight4
    • Events
      • Unit - A unit enters SouthernRight4Point <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
    • Actions
      • Set temppoint = (Random point in SouthernRight5Point <gen>)
      • Unit - Order (Entering unit) to Attack-Move To temppoint
      • Custom script: call RemoveLocation(udg_temppoint)
Seeing custom script used I believe you are already familiar with Things that leak thread in Triggers in scripts forum.
 
Last edited:
Level 8
Joined
Jul 14, 2010
Messages
235

  • Gold Each Second
  • Events
  • Time - Every 4.00 seconds of game time
  • Conditions
  • Actions
  • Player Group - Pick every player in (All enemies of Player 10 (Light Blue)) and do (Actions)
  • Loop - Actions
  • Player - Add ((StormwindPlayersActive + 2) - UndeadPlayersActive) to (Picked player) Current gold
  • Player Group - Pick every player in (All enemies of Player 11 (Dark Green)) and do (Actions)
  • Loop - Actions
  • Player - Add (Mode x 1) to (Picked player) Current gold
each 4 seconds you leak 2 player groups. Try avoiding any periodic leaks.
Yes the Unprotected map in the old development thread is a little old, so all the "Order unit to random point in region" have been fixed to be leakless in the new protected versions, but the "Gold" trigger is something I still need to fix, thanks for pointing it out! So I will release a more updated unprotected tomorrow as I'm not near my PC today ;)
 
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Level 37
Joined
Mar 6, 2006
Messages
9,240
I played with the hero whos has Thunder Clap, Cleave and the ability that does more damage is the target has Thunder Clap buff.

His animation damage point is too high, lower the value abit.

It was quite fun, but there's no time to explore when playing single player. That is understandable.
 
Level 15
Joined
Sep 17, 2010
Messages
1,449
Review! #2

[+] Indicates good points in your map,[=] indicates what can be improved, but is okay how it is,[-] is for bad things that can be improved/removed,[?] is for bugs, [!] is for glitches.

[+] Great gameplay!
[+] Has many original points such as gate destroyed.
[+] Custom models.
[+] Few custom items, and colorizing in them.
[+] Great for friends to gang a map together.
[+] Difficulties.
[+] Good choice of heroes.
[=] You should think about fixing the gate problem, in the start it was hard to keep them off the gate.
[=] After some time your spells become useless, 1 reason for that is that they have too big cooldown.
[=] Original melee items used.
[=] Terrain was ok.
[-] As i said before the cooldowns are awfully big.
[-] Starts to lag after some time on shitty computers (such as my).
[-] Game is short on levels, but that could be a good part also!
[-] There is some bugs with the score board, picture below!
[?] N/A
[!] N/A

196985-albums4133-picture38972.jpg


I give it a 3.9/5
Great gameplay and can be played over and over to search for better tactics, anyways, a good timekiller!
 
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Level 8
Joined
Jul 14, 2010
Messages
235
Review! #2

[-] As i said before the cooldowns are awfully big.
[-] Starts to lag after some time on shitty computers (such as my).
[-] Game is short on levels, but that could be a good part also!
[-] There is some bugs with the score board, picture below!
Thank you for the great review!
Anyways for the [-], I have also been thinnking of the cooldowns, and most likely before the next update I will reduce cooldown and mana on almost every ability, but reduce the amount of dmg/healing they do etc.

The lag that affect you after some time could be the leaks that have been fixed in the newest version; 1.11(?)

As for the score board... :p I have absoloutly no clue where all the zeroes after amount of kills come from; 1.0000. I have made the area where names are shown in the multiboard bigger. But the main issue is all those zeroes! Anyone know?

I have also been thinking of adding tower building for Undead Players, so they can choose to use their gold on units or towers, what do you guys think? Also, if this gets popular, I want a skilled terrainer to do some magic to the map ;P

I've also uploaded an updated version of the unprotected version in the old thread. Please tell me if you find more leaks etc!
 
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Level 8
Joined
Jul 14, 2010
Messages
235
Are you using reals when storing the kills? Integers should be used.

It worked! :D I changed the variables to be Integer Arrays instead of Real arrays. Thanks for helping me out.

As for the names.. I checked where my name "aiDer" showed up in the multiboard, playing as all colors in singleplayer and LAN. But I didnt see any problems. I don't know what to fix :p
 
Level 8
Joined
Jul 14, 2010
Messages
235
It seems to happen when a player leaves the game...

EDIT: I think I've found it:

This is the old trigger, its missing the +1 in which row it's supposed to change.
  • LeaverAffectMultiboard
    • Events
      • Player - Player 1 (Red) leaves the game
      • Player - Player 2 (Blue) leaves the game
      • Player - Player 3 (Teal) leaves the game
      • Player - Player 4 (Purple) leaves the game
      • Player - Player 5 (Yellow) leaves the game
      • Player - Player 6 (Orange) leaves the game
      • Player - Player 7 (Green) leaves the game
      • Player - Player 8 (Pink) leaves the game
    • Conditions
    • Actions
      • Multiboard - Set the text for (Last created multiboard) item in column 1, row (Player number of (Triggering player)) to ((|cffA2B5CD + (Name of (Triggering player))) + (<left> + |r))
So I just made it arithmetic and "+1", to get past the text; Player, in the first row. In the old trigger it changes the player right above the player that actually leaved, since its missing +1 row. The result is two two names for the leaving player.
I hope this is the source of the problem :p
  • LeaverAffectMultiboard
    • Events
      • Player - Player 1 (Red) leaves the game
      • Player - Player 2 (Blue) leaves the game
      • Player - Player 3 (Teal) leaves the game
      • Player - Player 4 (Purple) leaves the game
      • Player - Player 5 (Yellow) leaves the game
      • Player - Player 6 (Orange) leaves the game
      • Player - Player 7 (Green) leaves the game
      • Player - Player 8 (Pink) leaves the game
    • Conditions
    • Actions
      • Multiboard - Set the text for (Last created multiboard) item in column 1, row ((Player number of (Triggering player)) + 1) to ((|cffA2B5CD + (Name of (Triggering player))) + (<left> + |r))

*Updated to v1.12
 
Level 8
Joined
Dec 8, 2007
Messages
312
checked out new unprotected version. Didn't look all the triggers(as they mostly seemed good) but you should know that creating more that 1 unit at once using Create unit action also makes unit group leak.
One way I did to avoid such leaks it is to create units one by one using loop.
Maybe custom script can also destroy last created unit group by I'm not shore, never done that.
 
Level 16
Joined
Nov 30, 2009
Messages
2,073
Lich King IS Lich King. Not anything else. He WAS a Death Knight.

I'm a bit taken aback by the terrain. You obviously need some tutorials. Although the best advice that I can offer is to not overuse BlizzCliffs since they look ugly most of the time anyway.

Lordaeron Summer isn't the best tileset to use, to begin with. I suggest you change the tileset to Cityscape or Dalaran.

Rune Armor's maximum level is a bit too high IMO. Not many would actually get to it, but still a bit too high.

That's all for now. My vote still stands at Pending. It can still be improved greatly, TBH.

EDIT: Whoops. Nearly forgot something. Chaos Tower's damage range is a bit buggy (5001 - 5000). Might wanna fix that.
 
Level 8
Joined
Jul 14, 2010
Messages
235
Thanks for replying!

@dead-man-walking
I think "Runed Armor" have a max upgrade on 100, which is doable if you got 12500 gold :p
I could reduce the maximum upgrade amount to a more realistic amount. But when I made it I thought the increment, 25gold, would stop many from upgrading further because it got so expensive.

The Chaos Tower is there to keep Stormwind players and units out of Undead Players' zone. But I could reduce the attack speed/dmg so players have a chance to survive the retreat, because right now its one-shotting most units.

As for the terrain, it would be nice to get a skilled terrainer to do some changes, because I don't have much spare time in December. I have a feeling that it could take a lot of hours to learn everything concering terraining.

@william8899
Thanks! The boss Deadeye has a huge firing range, and the only challenge is to pull out quickly and nuke him, because of his high damage. If an Undead Player controlls him, he got the "Blink" ability.

When the Icecrown Overlord reach 75% HP he gets invulnerable and spawns 3 Icecrown Minions, which all have to die to make him vulnerable again. Also, if you kill only 1 Icecrown Minion and it takes more than 5 seconds before you kill one more, the first Minion you killed will respawn. All of them have to die withing 5 seconds of eachother.

I'm sorry, but I don't think I have written about the bossfights in the in-game info "Quests". I will later today ;)
 
Level 2
Joined
Jun 20, 2008
Messages
23
i always love maps that let you play as scourge, (not DotA though, other games pull of the dota style better) I gave it a whirl, and it is slow in single player, it took 30 minutes until i could stop turtling and go hunting, I expect it would be alot faster in multiplayer though

could you add some automatic spawns for computer players? To make playing scourge vs computers an option? (or to flesh out stormwind vs ai scourge)

killing all the minions withing 5 seconds of each other is tricky, probably nigh impossible on some of the heroes, especially if your using the helpers, riflemen don't follow orders very well. Also, could you limit the raise dead on the skeleton lords to 1 skeleton, giant armies are good for heros with strong aoe, but others.... not so much
 
Last edited:
Level 8
Joined
Jul 14, 2010
Messages
235
killing all the minions withing 5 seconds of each other is tricky.

Could you limit the raise dead on the skeleton lords to 1 skeleton.

could you add some automatic spawns for computer players? To make playing scourge vs computers an option?

I understand your point, I have also been concerned for the Icecrown Overlord's minions VS. some heroes. I could reduce the minion's base HP a lot, and make the increment per player active higher, so the Icecrown Overlord is more singleplayer-friendly. Or maybe increase base damage of the heroes with few or no AoE spells.

My first thoughts for the Skeleton Lords was to make them units with a deadly potential, and you had to focus fire them to stop masses of skeletons from spawning. I could increase the cooldown for Raise Dead or as you say, spawning only 1 skeleton.

About the UndeadVScomputer! It's a good idea and possible to do, but I have to give it some thought. What kind of units to spawn, bosses, guardians of the gate (so you can't sneak in and bang the gate unchallenged) etc. As I see it now, it won't be as interesting as StormwindVScomputer, but it's doable ;)
 
Level 2
Joined
Jun 20, 2008
Messages
23
do you know where/when people are testing the map? I figure it'll be alot more interesting in multiplayer.
 
Level 8
Joined
Jul 14, 2010
Messages
235
ofc, everything is more fun when you play with other people.
I don't know when people from hiveworkshop is playing. I'm going to a LAN in 12 days where I hopefully get some 4v4 matches up ;)
 
Level 2
Joined
Jun 20, 2008
Messages
23
Hero Balance (the ones i've tried)

These are just suggestions, not really Bugs per-say

I was just playing with Zerathul (reminds me of zeratul for some reason..) and he's a bit passive, maybe replace his evasion with fan of knives? His small manapool will prevent spamming it.
- And can you make his ultimate a little.. tighter? i don't know, using it on anything other than a "tank" mob makes that last swing take ages, usually it gets kill stolen by a rifleman or tower.

I also used the Angel hero, forget his name, was the first hero i used, could you mention on his ultimate tool tip that it is a channeled ability? or better yet, add triggers so that it's a "cast and forget" kind of spell. otherwise he was just very defensive but I assume thats the point.

The sniper hero was good.

The beast master hero... Ah... His mana pool was rather low, made re-summoning your companions taxing i started stacking mana, also, one of the best things about the original beast master was that your minions duration was longer than the cooldown, meaning you could have several quillboar up at a time. (obviously with splash damage 3 quillboar would be a bit overpowered at low levels)
I think either reduce the mana cost of one of the summons or replace his wolf summon with a slightly buffed "bite" and replace bite with a passive.

The (bloodelf?) brute was fairly good too.

!>!<>Nitpick Grammar<>!<!


In the intro screen you should say "Rienforcements have to be called, extra defenses have to be built, heroes need to be summoned" it bugged me, reinforcements defenses etc are plural already.

E.g.
Lich King has marched into
Lich King's Armies have marched into

both work

If you plan on a battle.net beta, count me in, same name as my hive account
mdaniel on Lordaeron (US W) or Azeroth (US E) actually i think i coined mdaniel on every server.
 
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Hero Balance (the ones i've tried)

!>!<>Nitpick Grammar<>!<!

Thanks for your help! This is the kind of help I'm looking for. I will fix the grammar and heroes for the next update, though I will probably keep the 3 summoning abilites for Griffin the druid, he is after all a summoning hero :p Just changing the mana cost etc.
 
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Thanks for your help! This is the kind of help I'm looking for.

Awesome! That's the kind of help that's the easiest for me to give :D


I also tested the Elementalist elf when i wrote that, he was good too, he's an int hero so stacking mana is fine for him.

I gave the dwarf priest a brief test and he seems simple/easy enough, a bit weak on the aoe, but they can't all have it. He's labelled as a support hero anyways.

I've been wondering, what's up with the gargoyles up near the top? i tried destroying their roosts and killing them, but they just seem to be decoration.

Since towers and troopers KS alot, could you add a bounty payback? like every time an undead is killed by the stormwind npcs every stormwind hero gets 2g or so?

When can you get the legendaries? The shop is that merchant tree near the bottom middle of the map, but i think you need a titan essence right?

This just in, Blood mage is now Emo-est Emo Ever. Cuts open an artery? BTW add an int modifer to that, 60% for 100 dmg on hit with a 35 dps dot on yourself isn't nice
Blood orb does not give bounty on units, meatball why no 221 bounty D: *sometimes*
could Bloodorb affect multiple targets in a line?

I also think that maybe the heros should scale a bit better, it's hard to push out without going offensive and massing, and if you do that then you get hit with major backlash.
 
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defensive heros accumilate too much gold

I have 6 epic items, fully upgraded fire and frost towers and 14000 gold, i wish i could spend it, maybe on the towers but defense isn't the issue, here's what i'm thinking, stretch out the upgrades, or maybe offer +range and +speed for towers. it's also 96 minutes into the game, but i can't push without skipping the undead waves or they'll walk past my towers to the gate.

The stormwind side needs waves, at least for solo. 1 hero can fight waves or it can ignore the waves and destroy the spawners, can't really do both.
Base patrollers that respawn if you feel waves are too generic
 
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What difficulty are you playing? Because at Hard difficulty after 96minutes the units should have an HP increase of 288%, Very Hard 392%, which is a lot :p The boss you currently are fighting should have a deadly bunch of HP aswell. I didnt plan in the first place matches that long.
And after 96 minutes it's probably hard to push because the units have so much HP, but you are supposed to fight your way to the Energy Sources, killing undeads on your way. Very Hard gives over 1400gold while easy gives over 7000 gold after the time you've played.

Something I will add, is your suggestion for more tower upgrades. I don't want to add so many tower types, since towers is not supposed to dominate the game. +DMG, +Range, +AttackSpeed, +AoE, Crit Chance for Fire, Stun Chance for Frost etc.

Could you add a bounty payback? like every time an undead is killed by the Stormwind NPCs every Stormwind hero gets 2g or so?
I could, but then you would have even more gold :p The towers defending Stormwind Gate is supposed to be "the last defense", and if you let undeads get past your entrance they will go to the gate, you will get help from Stormwind towers, but the downside is that they will take the bounty from you, so keep them at your entrance if you want all the gold. Ofc, there is a lot of gold from bounties, so I could give every stormwind player 1g for each kill, but not much more ;P
Also, if you pick Offensive Headquarters, you get an additional 1g each fourth second because of all the kills the units might get, this could be increased to 2g maybe.

what's up with the gargoyles up near the top?
hehe, currently they're just for decoration :p But when I started the map, I planned a timed attack from the Gargoyles. To stop them you had to buy a Steam Tank, the Steam Tank would then start driving towards the cliffs overlooking the forest in front of the Gargoyle nests and undead lumbercamps, as it drove you had to protect it against masses of undeads, which were ordered to attack the Tank only. This was a 3-4 player event. Maybe I add some gargoyles attacking when the forest is cut down, and you have to destroy the nests to stop it, but I don't really know.

When can you get the legendaries?
Titan Essences have a small drop chance from Rock Chunks and bosses Deadeye and Icecrown Overlord. I also described this in the description and under "FAQ" in the in-game "Quests".

I'm also going to add some STAT modifiers to Tiara the Blood Mage as you said. Especially Blood Orb which is currently hard to use and low damage.

Thanks!
 
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I've been playing normal, as normal is usually the recommended difficulty?

I run out of gold as offensive and i get too much gold as defensive.
I'll have little or no items on offense, but defense i'll have lots.
 
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u should make more things to spend the gold on (maybe better and expensive units because when you got to many units the dont even fit on the road), specially when playing defensive gold starts to be usseles. and the support hero ultimate (the one that heals and charges mana for every kill) makes the game run slow, specially when there are lots of units. The buff tower that increases damage should say that is 15% and not just 15 (fist time y upgrade it i thought it would increase 15dmg) I really like this map so i just want to help with some ideas =) Sorry for my bad english
maybe it would be good idea an upgrade for more damage for the offensive units so that battles arent so long when they have so much armor and so little damage
 
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Thanks for replying! Always appreciate when people tell me of incorrect tooltips etc, cus they are easy to fix :p
I have already been thinking of dmg+ upgrade for offensive units, but were afraid they would get too overpowered, the dmg+ can be minimal ofc.

I have also been thinking of reducing the bounties from all units, because I hear the "too much gold for defensive" a lot :p Reducing the total gold achieved.

I will think more about adding 2 Ultimate Units for Offensive Headquarters.
 
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This is Version 1.20 with My AI so far. Only players 3(Teal) and 4(Purple) have AI's right now. The AI's can only Defend right now and they do not use the HQ's yet. They use all abilities and they Heal. They Choose Random Heroes.
 

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Now that there are less undead, remember to increase the bounty on each undead unit, since now that there are less undead, there is less total gold to be gained per wave.
 
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Yes, I think it should be OK right now after some tests, but I will consider changing the bounty later if people tell me ;)

I have also made a template from the description of Defense of Stormwind, for all of the people who liked it ;) Enjoy!
JASS:
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Level 2
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troops don't correctly patrol to the fourth mystic energy source or the fifth.

I was also thinking, maybe you could rename them? mystic energy source doesn't really feel scourge.

How about Fount of the Damned?
(yes fount is a word, google it)
 
Level 2
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Jun 20, 2008
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icecrown minions still bugging for me in single play but i got them earlier so they can't camp the door

should the ultimate weapon of war drop a titan essence?
 
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The Lich King is handing me my ass on a plater, maybe give some warning as to when he will use that deathcoil nova? it's oneshotting me

i got hunted some more legendaries and got spell immune from staff, then killed LK, noticed some bugs though

Zombies keep spawning after the lich king appears, but go to him instead of to the gate; as the zombies can't attack anything but the gate, they are just a source of income, intentional?

skeletons keep spawning after you kill the lich king

neutral hostile mobs gain hp with the lich king's forces

gargoyle boss can't attack ground units, easiest boss ever? maybe

Bolvar is a nicely balanced hero
 
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Level 8
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1. Icecrown minions still bugging for me in single play but i got them earlier so they can't camp the door

2. Should the ultimate weapon of war drop a titan essence?

3. The Lich King is handing me my ass on a plater, maybe give some warning as to when he will use that deathcoil nova? it's oneshotting me

4. Zombies keep spawning after the lich king appears, but go to him instead of to the gate; as the zombies can't attack anything but the gate, they are just a source of income, intentional?

5. Skeletons keep spawning after you kill the lich king

6. Neutral hostile mobs gain hp with the lich king's forces

7. Gargoyle boss can't attack ground units, easiest boss ever?
1. It was a bug where they spawned every 20sec, even after Icecrown Overlord was dead. I fixed this in 1.23, and I havent seen that problem after 1.23. Dont know if thats the same bug as you found.

2. No it shouldnt, so its very strange if it did :p

3. The spell he cast has the lowest movement speed possible, so you should be able to see it coming and dodge it, I have managed to do so with all heroes.

4. These zombies are spawning for income after waves have stopped spawning, and make some chaos in the fight aswell.

5. Well, this isnt a problem, since the game is over :p I can Turn Off the trigger ofc ;)

6. Thats good to hear, since this is intentional.

7. The Gargoyle Lord is more of a gold bonus if you get into the forest and find him.

Thanks!
 
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1. It was a bug where they spawned every 20sec, even after Icecrown Overlord was dead. I fixed this in 1.23, and I havent seen that problem after 1.23. Dont know if thats the same bug as you found.

2. No it shouldnt, so its very strange if it did :p

3. The spell he cast has the lowest movement speed possible, so you should be able to see it coming and dodge it, I have managed to do so with all heroes.

4. These zombies are spawning for income after waves have stopped spawning, and make some chaos in the fight aswell.

5. Well, this isnt a problem, since the game is over :p I can Turn Off the trigger ofc ;)

6. Thats good to hear, since this is intentional.

7. The Gargoyle Lord is more of a gold bonus if you get into the forest and find him.

Thanks!

1 maybe it was an individual thing

2 was a suggestion XD

3 i did notice later that there was a slow moving skull ability, i had been standing close in his hit box so the distance was almost 0 :vw_death:

4 ok, i figured as much

5 yea easy fix

6 well a spell immune Gruul is annoying, D: takes forever to kill :goblin_boom:

7 i would have prefered had he just hit me, instead he rushed the gate D:, i spawned a bunch of riflemen, and they handled him, melee heros can't hit him without orb effects though. :ogre_rage:
 
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Defense of Stormwind is kinda in pause-modus right now. Im back at school after the holidays and getting into the cycle of knowledge again :p

So, DoS will stay at version 1.23 for maybe 3-4 weeks before I start updating again. It's also depending on how SgtBob's progress on the AI system is going.

Anyway, anyone know how to get the map approved? Should I contact a moderator myself, or just wait?
 
Level 4
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Dec 16, 2010
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im unable to open the map in the editor and the actual game. wont show up in the custom game selection, and when i try to open in the editor it says file size to big to process command, click ok to terminate program. help someone?
 
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when i try to open in the editor it says file size to big to process command, click ok to terminate program. help someone?

If you want to look at the unprotected map in the editor, you should go to the old development thread for DoS; http://www.hiveworkshop.com/forums/map-development-202/defense-stormwind-180685/#post1730215 and click the file there.

As for the "it says file size to big to process command", its probably because you have an old version of Warcraft III. This map is only compatible with WC3 1.24 or higher.
A lot of maps on hiveworkshop.com is only working with 1.24, so you should really just buy the game and update to latest version, if you are using a cracked version of WC3 ;)
 
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