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Divide'n Conquer

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Hello everyone!

So I've created this map (quite obvious, right).. yeah, thanks Blizz for making the original Divide and Conquer map for me to use.

The basic idea of the map is to provide a faster gameplay than an ordinary Warcraft III game, and there are also some quality of life changes done to upgrades, Heroes and Creep camps that may open up some new playstyles and so forth.

Also, this map features a completely new High Elf race, that can be picked in the game if you choose a Human race (of course, Humans are still completely available).

The basic features of this map are:
- High Elves,
- Food cap increased to 200 and Upkeep levels changed,
- Research, building and training speeds doubled,
- Resource pickups doubled,
- Upgrades buffed,
- Creeps have chance to drop Tomes, central (red) camps drop powerful items,
- Maximum level of Heroes increased to 15, Heroes scale harder as they level up,
- Minor terrain changes, health of trees greatly increased.

For complete Patch Notes, see spoilers below:

- General

- Player limit reduced to 6.
- Food cap increased to 200.
- Building construction speed increased by 100%.
- Units training speed increased by 100%.
- Research times increased by 100%.
- Resource pickups increased to 20.

- Creeps

- Red Dragon camps drop Legendary items.
- Central camp drops a Tome and a Legendary item.

- Hotkeys

- Basic unit hotkeys have been changed to Q, W, E, R.

- Map

- Trees now have much greater health.
- Trees have been removed from entraces to expansions.

The first patch containing balance changes to the map. We hope to push the map into its perfect state as soon as possible, so be prepared for more patches to come. In this one, we are focusing on mid-late stages of the game as well as scaling of both units and heroes.

Balance Changes:

- General

- Efficiency of all attack upgrades has been increased by 200%.
- Efficiency of all defense upgrades has been increased by 100%.

We feel that upgrades became so much less significant because of the general numbers increase. In order to give them the edge they are supposed to have to turn the games around (and maybe create some new interesting options like rushing double upgrades in first few minutes) we are increasing their efficiency to match their pre-numbertweak efficiency and push them a little bit more ahead.

- Heroes

- All Heroes now gain twice as much stats per level.

Don't get it wrong, by tweaking numbers of units and so on, we had no intention to remove the Heroes completely from the game. They were still a power to be afraid of, but not nearly as much as before the tweaks. So we are increasing their power in mid-late stages of the game.

In order to increase the variety of gameplans and viable builds, we are focusing on more balance changes right now. This time the changes are much less about numbers and much more about just changing things in order to keep the game interactive and dynamic.

Balance Changes:

- Genera
l

- Leftmost Goblin Marketplace was replaced by a Mercenary Camp.
- Rightmost Goblin Marketplace was replaced by a Workshop.

Our intentions with this are to open possibilities for new playstyles and more utility for playes by allowing them to purchase Zeppelins or Shredders on one side, and various other mercenaries on the other side. The mercenary pool has been slightly changed in order to provide more utility; Ogre Magi instead of Ogre Mauler and Rock Golem instead of Troll Berserker. We feel like having an opportunity to use Bloodlust in non-orc army composition can be equally effective as Shredders after all. Also this encourages control over middle part of the map more than before.

- Human

- Rifleman turn rate increased to 1.40.
- Priest turn rate increased to 1.40.
- Sorceress turn rate increased to 1.40.
- Spell Breaker turn rate increased to 1.40.
- Archmage turn rate increased to 1.40.
- Blood Mage turn rate increased to 1.40.

- Orc

- Troll Headhunter turn rate increased to 1.40.
- Shaman turn rate increased to 1.40.
- Troll Witch Doctor increased to 1.40.
- Spirit Walker turn rate increased to 1.40.
- Far Seer turn rate increased to 1.40.
- Shadow Hunter turn rate increased to 1.40.

- Troll Berserker hotkey changed to W.
- Troll Berserker turn rate increased to 1.40

- Undead

- Crypt Fiend turn rate increased to 1.40.
- Necromancer turn rate increased to 1.40.
- Banshee turn rate increased to 1.40.
- Obsidian Statue turn rate increased to 1.40.
- Lich turn rate increased to 1.40.

- Night Elf

- Archer turn rate increased to 1.40.
- Huntress turn rate increased to 1.00.
- Dryad turn rate increased to 1.40.
- Druid of the Talon turn rate increased to 1.40.
- Keeper of the Grove turn rate increased to 1.40.
- Priestess of the Moon turn rate increased to 1.40.

- High Elf

- Ranger turn rate increased to 1.40.
- Astromancer turn rate increased to 1.40.
- Arcanomage turn rate increased to 1.40.

First part of the more macro-focused changes. one of the annoying features of Warcraft III is that the kiting ability of ranged unit is so low, so we are evening it out so players can be more effective using ranged units. We'll see how this update pans out, and if it is not enough to put our ranged units into effective state, we'll try and use other methods to do so.

Few patches ago, we made changes to attack and defense upgrades, but these changes did not touch spellcaster units whatsoever. So their upgrades were more like a filler, and lacked significance of other upgrades. We are tuning these in order to help our mages in their struggle.

- General


- Loading Screen finally updated.

- Human

- Priest Adept Training

- Mana bonus increased by 50% at both ranks (total of 300 potential mana bonus).
- Mana regeneration provided increased by 100% at both ranks (total of 200% mana regen increase).

- Heal

- Mana cost increased by 100% (10 mana).
- Heal power increased by 100% (50 health).

Changes to priests are intended increase effect of priest adept upgrades. Since the high attack of late-game forces, the heal power had to go up. In order to balance that, we are increasing the mana cost as well. However, upgrading Priests now allows players to dish out totally more healing than before.

- Sorceress Adept Training

- Mana bonus increased by 50% at both ranks (total of 300 potential mana bonus).
- Mana regeneration provided increased by 100% at both ranks (total of 200% mana regen increase).

- Orc

- Shaman Adept Training

- Mana bonus increased by 50% at both ranks (total of 300 potential mana bonus).
- Mana regeneration provided increased by 100% at both ranks (total of 200% mana regen increase).

- Troll Witch Doctor Adept Training

- Mana bonus increased by 50% at both ranks (total of 300 potential mana bonus).
- Mana regeneration provided increased by 100% at both ranks (total of 200% mana regen increase).

- Spirit Walker Adept Training

- Mana bonus increased by 50% at both ranks (total of 450 potential mana bonus).
- Mana regeneration provided increased by 100% at both ranks (total of 200% mana regen increase).

- Troll Regeneration

- Effectivity increased by 100%.

Changes to Troll Regeneration might seem to be controversial, but this upgrade was underpowered even in Warcraft III, so we are giving it some love now.

- Undead

- Banshee Adept Training

- Mana bonus increased by 50% at both ranks (total of 300 potential mana bonus).
- Mana regeneration provided increased by 100% at both ranks (total of 200% mana regen increase).

- Necromancer Adept Training

- Mana bonus increased by 50% at both ranks (total of 300 potential mana bonus).
- Mana regeneration provided increased by 100% at both ranks (total of 200% mana regen increase).

- Night Elf

- Uprooted Buildings

- Movement speed increased té 60 (from 40).

- Druid of the Claw Adept Training


- Mana bonus increased by 50% at both ranks (total of 300 potential mana bonus).
- Mana regeneration provided increased by 100% at both ranks (total of 200% mana regen increase).

- Druid of the Talon Adept Training

- Mana bonus increased by 50% at both ranks (total of 300 potential mana bonus).
- Mana regeneration provided increased by 100% at both ranks (total of 200% mana regen increase).

- Nature's Blessing

- Movement speed bonus increased to 90 (for a potential of 150 movement speed of buildings).
- Gold cost increased to 300 (from 150).
- Research time increased to 75 (from 60) seconds.

Changes to uprooted buldings are aimed at supporting Night Elves' base mobility. Nature's Blessing can now increase ancients' movement speed to 150, which is more than a Footman's movement speed. This allows Night Elves to relocate their buildings swiftly and launch surprise attacks as well. We feel like this is the uniqueness of Night Elves as a race and thus should be supported.

- High Elf

- Improved Capacitors

- Mana bonus increased to 200 (from 150).
- Health bonus increased to 100 (from 50).

- Mass Recall

- Increased amount of units teleported to 6 including the Watcher.
- Cast time reduced to 2 seconds (from 3 seconds).

- Starfire

- Damage increased by 50% (to 150).
- Radius increased by 50.

We feel like both Mass Recall and Starfire are underperforming. Especially in the case of Starfire; Astromancer's upgrade and whole playstyle is focused around this ability, and the fact that it also hits allied units makes it a difficult ability to use. So we are buffing Starfire in both radius and damage, in hopes that it would finally be the desired ability it is supposed to be. In case of Mass Recall, the ability is surpassed by far by Tactical Recall. Considering the resources that the player uses to upgrade Watchers into Mass Recall, we are doubling the units it can teleport and reducing the casting time.

- Creeps

- ALL creeps on the map now have a 33% chance to drop a random Tome.
- Fountain creep camp Granite Golem now drops two tomes instead of one.

A controversial change. This is mainly to define identity of creep camps, that they are not there only to be a nuisance, but that they are actually rewarding. This might also enforce early creep camps and/or invades into the enemy side of the map, resulting in interesting strategies. Also, buffs of Heroes from previous patch weren't quite enough to balance them, and we did not want to buff them even further, so we chose this way of providing them with even more power.

- Tooltips

- Fixed tooltips of Starfire, Mass Recall and Improved Capacitors for High Elves.

- General


- Only Human players may now choose High Elves as their race.

- Heroes

- Hero max level increased to 15.

Opening up new ways to the supreme late game where Heroes may shine as never before.

- High Elves

- New Heroes


- Guardian of the Sunwell, a melee warrior Hero.

- Holy Knight, a melee support hero.

-General

- Author name fixed
- Removed unused custom models and icons

- General

- A Rock Golem has been added to the northeastern Gold Mine.

- Heroes

- Heroes gain Attribute Bonus while levelling from level 11 through level 15.

- High Elves
- New Hero: Farstrider Commander

- An agile hero, adept in dispatching high priority targets.

- Worker

- Repulsive Armor renamed to Workers' Training.
- Workers' Training icon changed.
- Sound changed to Blood Elf Worker's.

- Guardian

- Base attack damage reduced to 10 (from 12).
- Now requires 20 Lumber to create.
- Initial mana reduced to 75 (from 100).
- Illusion duration reduced to 45 seconds.
- Illusions now take 400% damage (up from 200%).
- Illusion icon chaged.
- Light Blades icon changed.
- Enchanted Swords icon changed.

- Ranger

- Blink mana cost increased to 30 (from 25).
- Blink icon changed.
- Frost Arrows mana cost increased to 10 (up from 5).
- Frost Arrows no longer reduce movemnt speed.
- Frost Arrows attack speed decrease attack speed by 60% (up from 35%).
- Frost Arrows icon changed.

- Watcher

- Icon and model changed.
- Is now built in Arcane Armory.
- Hotkey changed to W.
- Base mana regeneration increased by 50%.
- Mass Recall removed.
- Energy Conduit now requires the Energy Conduit upgrade from Arcane Armory.
- Mana Siphon now drains and restores 20 mana per second (up from 10).
- Energy Conduit mana regeneration bonus reduced to 200% (down from 300%).
- Energy Conduit icon changed.
- Improved Capacitors icon changed.
- Improved Capacitors tooltip fixed.

- Astromancer

- Icon and model changed.
- Chronoshift icon changed.
- Starfire icon changed.
- Temporal Armor icon changed.

- Arcanite Giant

- Icon and model changed.
- Movement speed reduced to 220 (from 260).
- Initial mana increased to 150 (from 100).
- Mana regeneration over time removed.


- Glaive Launcher

- Renamed to Ballista.
- Icon and model changed.
- Arcane Powershot damage reduced to 150 (down from 300).
- Arcane Powershot icon changed.
- Energy Discharge icon changed.

- Dragonhawk Lancer

- Crystallized Manaspear icon changed.
- Manaspear icon changed.
- Shock Lance icon changed.

- Mounted Archmage

- Ephemeral Force icon changed.
- Wormhole range reduced to 500 (from 550).
- Wormhole cooldown increased to 50 (from 40) seconds).
- Wormhole icon changed.

- Arcane Hall

- Defense Replication icon changed.
- Models and icons changed.

- Farm

- Technological Advantage icon changed.
- War Portions range reduced to 750 (down from 900).
- War Portions icon changed.

- High Elf Barracks

- Improved Capacitors upgrade relocated.
- Mass Recall upgrade removed.
- Light Blades upgrade added.
- Blink upgrade added.

- Altar of Nobles

- Model and icon changed.

- Enchanter's Hut

- Renamed to Enchanter's Hall.
- Model and icon changed.

- Arcane Armory

- Model and icon changed.
- Light Blades upgrade relocated.
- Blink upgrade relocated.
- Improved Capacitors upgrade added.
- Power Conduit upgrade added.
- Energy Discharge hotkey changed to D.
- Academy

- Model and icon changed.

- Dragonhawk Sanctum

- Model and icon changed.

- Power Beacon

- Tactical Recall icon changed.
- Tactical Recall now summons 10 units (down from 20).

- High Elves

- New Unit: Farstrider

- A quick scouting and infiltration unit. Can initially use Cloak. Can learn Magical Pouch and Smoke Bomb.

- Built in High Elven Barracks.
- Requires City Hall.

- New Building: Mind Projector

- A magically oriented defensive stucture. Can use Mind Shatter.

- Requires Arcane Hall.
- Can cast Mind Shatter on enemy units.

- Buildings

- Arcane Hall

- Defense Replication

- Armor bonus reduced to 3 (down from 5).
- Now restores 3 health per second (up from 2).

- Heroes

- Farstrider Commander

- Farstrider Commander has his icon fixed.
- You can no longer train multiple heroes if training Farstrider Commander.

- Arcanomage

- Blizzard renamed to Frostblitz.
- Now deals 100% damage to buildings.
- Damage reduced to 20/30/40 per wave.

- Blink renamed to Translocate.
- Hotkey changed to T.
- Cooldown reduced to 10/5/1.

- Frost Armor renamed to Enfreeze.
- Armor bonus reduced to 2/4/6.
- Mana cost reduced to 20.
- Cooldown changed to 2/1.5/1 seconds.

- Starfall renamed to Crystalfall.
- Now deals 100% damage to buildings.
- Damage reduced to 35 per shard.
- Effect changed.

- Holy Knight

- Healing Wave renamed to Hand of Equality.

- Guardian of the Sunwell

- Reincarnation renamed to Sunwell's Renewal.

- Thunder Clap renamed to Crush.
- Damage changed to 50/100/150.
- Cooldown reduced to 5 seconds.
- Mana cost increased to 100.

- Shockwave changed to Unleash Wrath.
- Damage changed to 50/125/200.

- Critical Strike chance changed to 15/20/25%.
- Critical Strike now always deals 3 times normal damage.

- Power Beacon

- Button moved to top right corner.

- Tactical Recall

- Can now summon maximum 6 units (down from 10).
- Area of effect reduced to 400 (down from 700).
- Cooldown reduced to 70 seconds (down from 80 seconds).
- Missile speed increased to 2000 (up from 1500).

- Mounted Archmage

- Wormhole

- Range increased to 700 (down from 500).
- Now has a 1 second cast time.

This patch is a big High Elf hero rework.

Patch 1.0.7

- High Elves

- Heroes

- Holy Knight

- Divine Light

- Call upon Holy Light to restore 75/150/225 Health to nearby allies.

- Sacred Shield

- Bathe an allied unit in Light, providing 2/4/6 Armor for 5/6/7 seconds, restoring 40 Health per second.

- Light's Presence

- Basic attacks restore 4/8/12 Health to nearby allied units.

- Light of Dawn

- Healing increased to 1500 (from 1000).

- Guardian of the Sunwell

- Loyalty

- Restores health to the Hero.

- Fortifying Cry

- Increases Armor of nearby allies.

- Bladed Armor

- Deals damage to melee attackers.
- Sunwell's Renewal

- Now restores health to nearby allies when on cooldown.

- Arcanomage

- Renamed to Frostweaver.

- Frotstblitz

- Calls down waves of icy shards, damaging units and structures hit.

- Enfreeze

- Grants freezing armor and increases damage against structures.

- Touch of Winter

- Temporarily disables buildings on attack.

- Shardstorm

- Deals damage to enemy structures and causes shards to fall on enemies afterwards.

- Farstrider Commander

- Shadowstep

- Slow and blink to target enemy.

- Barbed Net

- Immobilize and deal bonus damage to target enemy.

- Essence Theft

- Basic attacks gain Life Steal.

- Assassinate

- Deal high damage to target enemy unit.

Mounted Archmage - Uncle Fester
Guardian of the Sunwell, Werewolf, Diablo, Sea Giant, Crocodille Stone, Crystal Golem - Mc !
Holy Knight - Tenebis
Icy Ghost - PrMosquito
Astromancer - Elenai
Farstrider Commander - General Frank
Ballista - Edge45
Altar of Nobles, Enchanter's Hall, Academy, Arcane Armory Icon, Dragonhawk Sanctum - MatiS
Wormhole - Blizzard Entertainment
Shock Lance - Public Resoure Provider
War Portions, Arcanite Golem Icon - CRAZYRUSSIAN
Astromancer Icon - Sephiroth_VII
Improved Capacitors - Anachron
Light Blades - Palaslayer
Manaspear - Static
Chronoshift, Technological Advantage, Farstrider Commander Icon - NFWar
Enchanted Swords - Hemske
Ephemeral Power - CloudWolf
Arcane Powershot, Illusion - PeeKay
Tactical Recall - mikeisman2
Blink, Mounted Archmage Icon, Starfall - Apheraz Lucent
Fiery Explosion - D.ee
Workers' Training - Marcos DAB
Energy Conduit, Defense Replication, Highborne Wine - The Panda
Watcher Icon - Nightmare
Altar of Nobles, City Center, City Hall, Arcane Hall, Dragonhawk Sanctum, Enchanter's Hall, Academy Icons - Eagle XI
Crystallized Manaspear - The_Silent
Arcane Hall, City Hall, City Center, Mind Projector - Itius Leurn Freim
Frost Arrows - Svetli
Temporal Armor - PrinceYaser
Cloak - Blizzard Entertainment
Smoke Bomb - Hemske
Farstrider - Deolrin, Linaze
Magical Pouch - JollyD
Mind Projector Icon - Xifos
Mind Shatter - The Panda
Sunwell's Renewal, Bladed Armor, Light of Dawn - CRAZYRUSSIAN
Essence Theft, Sacred Shield, Frostblitz - KelThuzad
Touch of Winter - SkriK
Assassinate - NFWar
Shadowstep - The_Silent
Enfreeze - -BerZ-
Barbed Net - 4eNNightmare
Light's Presence - NO-Bloody-Name
Fortifying Cry - PeeKay
Assassinate - HammerFist123
Loyalty - Dalharukn
Shardstorm - The Panda

If there is a bug in the map or for any additional feedback, I'll be more than happy to read your comments and/or (especially in the case of bugs) don't hesitate to send me an e-mail at [email protected]

i7xfem
Contents

Divide'n Conquer 1.0.7 (Map)

Reviews
Unregret
That's a good start. In fundamental melee map, each race has total 4 heroes: 1/2 support heroes, 1/2 tank hero and 1 scouting hero. Support heroes can be varied, from summoning units, destroy buildings, healing allies to shortcut/teleport technique...
deepstrasz
It's not such a good edit, and not as creative as it wants to be. I suggest you delve into quality altered melee to learn more: How to: Create a Full-working Custom Race UB - Ultimate Battle v1.96 AI+ Deforestation of Felwood v2.1.1 Nightborne v1.04...
deepstrasz
1. I think you should leave the Tactical Beacon to be available at least in mid if not late-game, since in early games it can be used for many semirush tactic exploits. 2. You could still try to think of new items to replace the usual ones in the...
Level 6
Joined
Jan 31, 2018
Messages
22
Well, the 1 hero only is kind of a kill shot for me to lose interest :(
Should have at least 3

Yeah I feel you, I kinda feel the same :C. The thing is, that I just can't seem to find a way to make the one Hero not pickable more than once. I've tried some things I've found on the internet, but nothing seems to work. If you have an idea on how to do that stuff, I'll be more than happy to try it out!
 
Level 6
Joined
Jan 31, 2018
Messages
22
Updated! With the arrival of 1.0.4, High Elves now have a total of three different Heroes. Oh, and thanks for the help again! Also, I've finally managed to fix the Patch Note spoilers, so hopefully they are more clear right now.
 
Last edited:
Level 6
Joined
Jan 31, 2018
Messages
22
Are you sure you've only used 3 resources which you've credited?
This: Resources in Use by Divide'n Conquer 1.0.4 | HIVE says otherwise.

There's a discrepancy between your Hive name and the map author's.

These are the only ones that are actually used in the map. I ended up not using the rest of them, since just after I downloaded them, I realized that it would be better not to use too many custom stuff for the HElves.

I guess I could also remove them from the map entirely, so the size would be smaller.

Edit: Changes made.
 
Last edited:
Level 14
Joined
Jun 15, 2016
Messages
749
That's a good start. In fundamental melee map, each race has total 4 heroes: 1/2 support heroes, 1/2 tank hero and 1 scouting hero.

Support heroes can be varied, from summoning units, destroy buildings, healing allies to shortcut/teleport technique. (Melee Strength, Ranged Intelligent or Ranged Agility)

Tank heroes are exceptional good at defense, counter attack or disable other heroes (Melee Strength)

Scouting heroes are always initially start the combat, locate enemies' unit/base or even assassinate specific individuals. (Can be Strength, Agility or Intelligent)
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,856
1. Try finding different icons for new abilities. Don't use icons which also are present on other races on different spells/upgrades/units etc. Same with models.
2. Repulsive Armour's upgrade icon=/=the actual ability's. The ability/upgrade's name is misleading as it increases health not armour.
3. There's a timer with the title Remaining which lasts about 1:30 minutes without any information about it. What's it for?
4. High Elf Worker soundset=Peasant's. Why not use the Elf Worker's?
5. The Guardian is a totally imbalanced unit. 90 seconds for a Mirror Image spell on a tier 1 unit!? Not to mention how powerful he becomes in mid-late game with such bonus damage (+armour and attack upgrades) and attack speed. Also, the unit requires 2 food.
6. Please find proper unit models for the newly made faction. Changing the hue of them makes it look like a bad old game.
7. Ranger: Blink+Frost Arrows? You realize the exploits of that? Blink, shoot to slow, move a little and repeat. Either not be touched or to kill any running hero.
8. Hero spells are just normal Warcraft III ones.
9. Recall 20 units? You don't even need a Town Portal anymore. Megagamebreaking.
10. Quel'dorei Vault=99% Arcane Vault.
11. I'm not sure even a third level Brilliance Aura gives 300% mana regeneration as one Watcher...
12. Seems rather weird to place upgrades for units in a different unit training facility than where they actually are or the one building for upgrades.
13. Maybe, you should decrease the range of the Farm regeneration ability. Also, the buff/aura icon is not the same as the upgrade/ability icon.
14. Kind of bye bye towers with that Glaive Thrower's ability.
15. Mass Recall!? But you've already have two more ways to teleport units: town portal and Tactical Recall...
16. Arcanite Giant might need to walk Slow with all that protection on it. 4 armour only with that upgrade on level 1!? Imagine that with Mana Shield on and the immunity to negative buffs. On the third level it gets 15 armour....
17. Another unit with Blink? And this one is a flier.
18. Actually, it looks like you've buffed all race armour and damage upgrades. However, that makes the neutrals very weak in mid-late game.
19. Some mines are badly protected; example: three level 1-2 trolls near the northeastern (corner) mine.
20. What after level 10, just level up to 15?

I really don't get what's with the teal hue.
You need to rethink the way a faction/race affects the other races when designing it to be played alongside them.

It's not such a good edit, and not as creative as it wants to be.
I suggest you delve into quality altered melee to learn more:
How to: Create a Full-working Custom Race
UB - Ultimate Battle v1.96 AI+
Deforestation of Felwood v2.1.1
Nightborne v1.04
Planetary Domination v2.04
Sands of Time [v1.9]
The Grand Citadel (Racial Issue 1.6)

Awaiting Update.

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Level 6
Joined
Jan 31, 2018
Messages
22
5 stars as I promised

Thanks!

Will you be making this type of play on other maps? :)

If there is enough time and some demand, why not :) .

3. There's a timer with the title Remaining which lasts about 1:30 minutes without any information about it. What's it for?

I have tried my best to find this timer, but was unsuccessful. Can you, kindly please, tell me where to find it? I'm almost positive that it has no specific meaning and therefore should be removed.

18. Actually, it looks like you've buffed all race armour and damage upgrades. However, that makes the neutrals very weak in mid-late game.

In my opinion, as soon as players reach mid-late game, creeps are supposed to be just a nuisance, since players are mostly supposed to clash with each other, especially in a fast paced map like this one.

8. Hero spells are just normal Warcraft III ones.

Yeah, to be honest, I'm quite bad in creating custom Hero abilities. In any way, I came to believe that these would be kind of sufficient to make the Heroes work, and combination of the abilities would fit the Heroes' theme. In time I might gain some knowledge required to create some custom spells, but I guess that time is not just right now.

Anyway, map updated with custom stuff and several balance changes! I'd love to read your feedback after these changes, so I can make the map even better if possible and fun to play.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,856
1. The mew hero has no DISBTN. His icon becomes green on pause/F10. You can add or make such an icon:
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon
2. You can train more than 1 hero per tier. Please check tier requirements.
3. Tactical Recall, maybe make that only teleport a max of 6 units and decrease the AoE.
4. So, you did not want to give them a tower? Maybe add another building to fill the remaining black square in the Build panel? Anything you can think of that would make things interesting.
5. Wormhole=Blink. Maybe you could modify at least one of the spells to be different in some manner.
6. Well, the other factions are going to have a hard time destroying the High Elf buildings with 10 Fortified armour on.
7. Feels as if the race is missing 1-2 units compared to the other factions.

Clearly an improvement. However, I'd really like you to make hero spells less Warcraft III clones. Just delve into the (spell) Object Data's fields and see what you can do with them so I can approve this until you can get some triggering for them.

---------------------------------

EDIT: That's all good but renaming original WcIII spells and changing their FX isn't really that nice. If you could change the spells more...
Example: Reincarnation. When the hero dies or is revived by the spell, something happens around him. Units get HP/mana back, or damage is dealt to enemies, something like that. You could do something similar with Blink.
Say, Frost Armour also makes a small Frost Nova on/near the unit it has been cast upon (maybe when cast on enemies or just your units?).
Healing Wave, well that's not easy to code with average GUI, so maybe you can find another spell to replace it, like the Scroll of Healing ability.
Critical Strike. Maybe something else happening when the chance is right instead of multiplying the damage.

If triggers are hard for you, you could always ask for help:
World Editor Help Zone
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
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1. I think you should leave the Tactical Beacon to be available at least in mid if not late-game, since in early games it can be used for many semirush tactic exploits.
2. You could still try to think of new items to replace the usual ones in the vault.
3. You should use the trigger/event: unit takes damage instead of a unit is attacked because a unit might not be hit but still the trigger might damage it.
4. You could add glow to heroes that have none: How to add Hero Glow without Modeling
5. Avoid using units with hero glow as nonheroes. You could ask for someone to remove the glow: Requests
6. Cloak takes mana per second but it cannot be undone/stopped, the spell I mean as Immolation.
7. Maybe, Mind Projector shouldn't be able to take level 5 units (eg: Tauren, Abomination), just maybe. But level 6 is pretty high. Imagine taking over neutrals: a Troll Warlord. You should mention the range it has. That would give the player an idea where to build them.

Approved.
 
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