-Researching gunpowder enables cannon towers, but not the siege cannon unit.
-Cavalier loses against two Scouts (scouts seem very tough with upgrades especially).
-Walls take long to build, making it a chore.
-Jousting cannot be researched, although i have a castle and kingdom age.
-Knights have less armor than Cavaliers?!
-Battering ram corpse animation is bugged, keeps looping without dissolving into the ground.
One worker can build all the buildings, switching between basic and advanced types.
Distinct texture work and you did it all by yourself = props!
I have only four suggestions for this map.
-Church building with priests that could heal and convert enemies to your side.
-A marketplace.Nothing wrong with trading,right?
-'Elite' unit at the castle.Right now it feels like castle is just to....well....to be there.
-More unit upgrades.Why not give Crossbowman and Archer a new model instead of just upgarding them? (I'm reffering to Longbow and Iron Bolts.)
-More unit stages.Look how many forms a simple swordsman had in AOE,from a simple milltia to Champion.
Other than this? Keep doing great work.
whoao, it's incredible that you did most of the resources for this map! GJ, this totally caught my atention *w*
Since the amount of units you play with in WC3 are nowere near the scale of AoE2, training monks and converting only a few units would
make a huge difference in a battle. I chose not to add them because of the balancing problem they'd add.
I tried adding Clerics, Templars and even Wizards into the game whcih could be trained from a Chapel and Mage Spire but they were cut
cause it didn't really feel right.
Completely agree with the Longbow and Iron Bolt upgrades, will most likely add a unique model for them in the future.
Their unique models were sadly cut due to lack of time.
Adding a marketplace was planned to be able to trade wood foir gold, gold for stone etc
but adding stone was sadly cut.
Finding all the resources you need is important in Age of Empires but since Warcraft only make use of 2
there's no need for extra things like trading carts/oxes to aquire what you need for later ages etc.
Agree with the Castle part. Was gonna add a Trebuchet and Siege Tower as 2 unique Castle units but they were removed due to lack of time,
will definitely try and add a unique unit to the Castle in the future.
Remember to build your Castle somewhere were it has range enough to protect resources or important buildings like Barracks, Jousting ground etc.
Would it work if I moved the cannon from the Siege Workshop to the Castle?
I disagree with adding more unit stages. Age of Empire make good use of the stage system since they have so many
For example if you were to remove certain upgrades for Archers, allowing all stages for Cavalry units and perhaps adding a civilization tech which decrease the cost of
Light cavalry. That would make a huge difference in gameplay when playing that civilization.
Since there are no civilizations in Favor, I feel that upgrading your units to a third stage wouldn't make more difference than getting certain upgrades from the Blacksmith for example.
Adding different finctional civilizations as a part of the gameplay would however be interesting.
Thank you very much! Even though the mod is "finished" as a project I will keep on working on it on my free time, balancing, adding more units and updating it.
Please hide screenshots to avoid long opening threads.
The loading screen description's title says Favor two times. You could change the screen into something more interesting: Simple Loading Screen
You should change the 1 to 3 before the map's name (in the editor) as this map can be played by three players, no?
And why does the suggested players rubric say 1-8?
Well, everyone plays the same faction and it's kind of FFA in the maximum number of players.
The terrain is mostly flat and some places have no tile variation.
Maybe some other neutral units than Scouts?
Would be nice to have a third resource.
It's somewhat weird you can research upgrades for troops before even being able to train them.
Workers, Scouts and Swordsmen have the same attack value 6-7.
Idle Workers have the Wisp icon.
I suggest using unit icons for troops instead of them looking like swords, pikes which are things more suitable for upgrades.
Build Wall appears in the Basic Build after switching back to it.
I think it's neat that you can turn a Guard Tower into a Cannon Tower without having to build another tower.
The problem with switching between build types is that it changes for every worker.
Walls and Palisades cost the same amount. Upgrading Palisades to Walls costs extra cash though.
The Crossbowman and the Archer models look weird.
There's not too much difference between Crossbowmen and Archers. I guess Archers should shoot from a longer distance and Crossbowmen faster or harder?
There is some glitch with switching build types. If build is pressed before the switch is done, it has to be pressed again as the buildings will remain as for the previous build type. It might happen during moving too, I think.
I suggest putting the upgrades of the Garrison one row below since the Attack and Stop commands of the Rampart will get in between the upgrade icons.
The Castle also trains Cavaliers. The Cartography upgrade could be placed more on the left instead of under the Stop command.
Researching Gunpowder in the Rampart doesn't enable the training of Cannons in the Workshop.
With Castle and the last age reached, the Jousting upgrade cannot be researched.
You could just fix the race as Human to avoid the others as announcer soundset and idle worker icon.
Please included everything out of WcIII used in the credits list, that includes sounds.
Overall a really good map with AI as bonus.
Always check/recheck the Map Submission Rules! (Map Submission Rules)
These will help make a better description:
Screenshots could attract more players to download your work. Make the best of them.
A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.
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Set to Awaiting Update.
I guess, that would center the game on it for some reasons like it giving resources or something. I wouldn't recommend it. Instead of only having Scouts you could add other units as well or even add totally different units than what the players can train (maybe wild animals or thieves or something).There used to be a neutral castle in the middle, something that could be added again perhaps?
Yes, space is needed especially for armies and siege units.The map used to be a 8 player map but was made smaller because of mechanics and balancing reasons, my bad.
You could have more variations of the mod, eg: this map, some other map/version etc.Will update it to make it a large 8 player map with variation in the terrain and layout.
I like your map, the model art is very pleasing.
Things to change/add
Also, will you be adding god powers or a favor system? The game name implied this sort of thing. It would be pretty cool.
- One thing to fix would be the scouts animation move speed. It could be lowered because right now the horse takes too many steps for the distance it covers, so make it more of a longer stride gallop.
- You definitely should implement the use of QWER hotkeys. The 4 column by 3 row layout of WC3's button UI is perfect for this and it makes gameplay much smoother when you don't need to remember all kinds of bizzare letters.
- Perhaps add a custom music track, that would really up the atmosphere
- Cavalry seem to be weak against archers, is this intended? Or at least scouts take extra damage from piercing. You could change archer or pike attack type to magic or chaos type and edit the game constants and interface to make a new attack type. That way archers could have their own attack type that is good against swordsmen, but weak against cavalry.
I really enjoyed the custom unit models and the addition of age of empires unit sounds. I can never get custom unit soundsets to work for me so I have given up entirely, good job! Especially cool battering ram! I think if you were willing to sacrifice the wc3 AI, it would really improve the game to have a third resource and make resource gameplay a significant factor.
Why did i missed all of these models for years !!! I need these for Age of Humanity /o/
No longer basic Warcraft 3 models, no longer ugly crossbowmen, no longer ugly pikemen
The Mod is active again!
Currently working on:
- Most units have recieved updated models, textures and details such as better faces, few more vertexes etc.
Some units have been given a second or third upgrades. Still WIP.
Spearman -> Pikeman -> Halberdier
Footman -> Swordsman -> Vindicator
Battering ram -> Siege Ram
Light Cavalry (Scout) -> Valiant?
Crossbow -> Arbalest?
Archer -> Marksman -> ?
- Upgrades, both tech-tree upgrades and unit "level" updates. Some units will recieve a second or third level
of unit based on ages.
- Some building models and textures.
- A low-poly dragon which I'm currently experimentering with, could be used as a revivable "hero" unit
recruited from a Castle. Still WIP. A bit big so not entirely sure what to do there.
- Entirely new map with up to 6 players.
- New icons for upgrades, units, abilities etc.
- Playteesting and more playtesting.
The first map, after Ancient Empires, to have a decent War elephant model with TC. At least.
Sadly models in this map are quite heavy.
There are a lot of bugs in this map. It makes it unplayable.
I did not choose a race, went with random, I got the town center and the night elf building with wisps.
Could not advance to the next age, I could upgrade both gods but it made no difference, i could not build anything except the starting buildings.
Computer players I put had 2 town centers.
Tried it a few times, it seems you preemptively put units and structures at the starting locations and did not disable melle game triggers. That gives it 2 starting buildings plus more workers, and no matter what race I chose, I still could not advance to the next age.
Was not an inconvenience, just giving feedback, keep up the good workAh, will lock the Human option as the only playable race.
AI is disabled on the map as it requires a lot of work and finetuning to create a proper build order for it
as well as giving it the option to choose different deities etc.
Choosing Night Elves, Undead or Orcs (Will be removed) and upgrading their main town hall does not impact the Tech-tree system.
Sorry for the inconvenience.
This Mod is spectacular, I am a fan of medieval games. It really looks great for Warcraft! Catapults, cavalry, archers ... all this is perfect!
If the models were in a remastered HD version like Reforged, it would be even better. Unfortunately that would be a more difficult modification job. A team is needed to work only on customized medieval models.
Suggestion: Create based on editable WOW models, they are easier to edit, creating medieval armor and robes ... and then to rip for Wc3. I've been running out of time for a while and I haven't even finished my last personal map, but it could help with modeling more soon.
Is this my impression or do the units use a reduced unit type (Mod Tiny style) ?? This is great, it gives the impression that the map is larger than normal and does not affect the balance in the gameplay.
Unfortunately, the camera needs a better trigger to zoom in, without changing the scroll mouse every time to standard.
Hats off to thee, Sire.
The amount of work you put into this map is admirable, to say the least.
Bro, the map worked for you? if it did, what version of war3 are you using, the classic or the Reforged one?
Edit: I wanna play the map so much but i can't, because of the damn error.
I'm saying your map does not work on pre-Reforged either.Therefor, I'm afraid I have no current intention of reworking this mod for Warcraft Reforged, despite the carrot of upgraded graphics, models and new things I could create for it.
I will however update this with better models etc with time for Warcraft 3 The Frozen Throne.
In fact, I played it last year I think ... A friend of mine had given it to me at the time and I had played and edited it for a while.SebioL
Bro, the map worked for you? if it did, what version of war3 are you using, the classic or the Reforged one?
In fact, I played it last year I think ... A friend of mine had given it to me at the time and I had played and edited it for a while.
But I haven't tested it yet to see if it works on the new W.E.Reforged.
I really appreciate the proportions of the reduced units and the edits on the objects were very well done, positively affected the gameplay. This smaller format is great for creating more realism in the relationship between units and buildings, reminiscent of other game styles, but playing within Warcraft
Regarding the models, you can have similar styles, even renovating with more modern WOW models, maybe you are creating a Helmet, Shield or differentiated mesh only, it is not laborious. I myself have several models with medieval armor with ripp from other games outside of Blizzard.
As for reinvention, being a "Tiny-style MOD" (reduction of objects), it requires a more improved zoom type than just typing a message by triggering the trigger.
I am looking for a more sophisticated Zoom Camera MOD, if it were possible to change the game settings to enlarge in the scroll mouse. That would be ideal!