Favor

This bundle is marked as approved. It works and satisfies the submission rules.

Favor is a medieval RTS mod for Warcraft 3 with custom models, icons, map and gameplay.
The project started in 2017 as a 5 week portfolio project and has since then been upgraded and built on for the past 4 years. The mod was first released in 2017 and has been given a lot of great feedback from the Hiveworkshop community, Warcraft 3 players, friends and more.
If you play the mod with friends, you are more than welcome to report bugs, balance problems in the comments section below or send me a PM.

The previous AI has been removed for the moment.
The mod features a re-designed gameplay experience with new units, upgrades, buildings and tech-tree.
Buildings, units and their respective textures are modeled and hand-painted by me with the exception of faces and a few other textures borrowed from Warcraft 3.
All unit icons and a few other miscellaneous icons are made by me.
The models are all rigged and animated after Warcraft 3 or World of Warcraft models.









  • Controls
-Cam X :Zooms the camera in or out to the desired view where x is anything from 100 - 3000.
(Scrolling the mouse wheel will automatically give you the basic WC3 camera angle.)


Credits:

World of Warcraft Icons - Blizzard Entertainment
Darkfang - AoE Icons (Iron Smelting, Saw, Crossbow)
Selection Circles V1.50 - Avatars Lord
Mythic - Fireball Model
Previews
Contents

Favor 4.0 (Map)

Reviews
A]mun
Bugfixes/Oddities: -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...
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...
deepstrasz
Author might be absent and the map is functional with some credits missing. Approved. (previous comments: Favor)
Level 12
Joined
Dec 4, 2007
Messages
1,079
Hmmm can you post some more screenshots?

edit: okay i'm giving it a go
 
Last edited:
Level 12
Joined
Dec 4, 2007
Messages
1,079
Bugfixes/Oddities:
-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.

Good:
One worker can build all the buildings, switching between basic and advanced types.
Distinct texture work and you did it all by yourself = props!
 
Level 10
Joined
Mar 1, 2017
Messages
79
Bugfixes/Oddities:
-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.

Good:
One worker can build all the buildings, switching between basic and advanced types.
Distinct texture work and you did it all by yourself = props!

Thank you for the feedback!

Will be fixed asap:
Gonna check the armor of the Knights, probably a miss from my side when I tried to balance things.
Will change the death animation of the Battering Ram to make sure it works properly.
Jousting will be available once you reach Kingdom Age.
The cannon unit will only require Gunpowder and not Kingdom Age.
Gonna check the "Scout vs Cavalier" problem. Could lower the defense on the Scout nad perhaps lower the attack.?

Building walls are quite a chore indeed since it doesn't work as smooth as in AoE sadly.
I guess it could be fixed through triggers, not handy enough to make it myself though.

Thank you! Took quite a while and a few late nights to fix the textures but really proud of the result even
if it's not all used in the end.
 
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Deleted member 237964

D

Deleted member 237964

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.
 
Level 10
Joined
Mar 1, 2017
Messages
79
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.

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
different civs.
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.

whoao, it's incredible that you did most of the resources for this map! GJ, this totally caught my atention *w*

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.
 
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Deleted member 237964

D

Deleted member 237964

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
different civs.
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.







-I understand your point about converting enemy units,it would probably result in mass monk strategy.But it's still not entirely bad idea.There is no need for magic or heroes,just add healing.Monks could have upgrades for more mana,faster movement speed or more health points or armor.A bit of healing is not a bad thing.It's way better than waiting for units health to regenerate.

-I'm okey with just gold and lumber but market could still prove useful.It never hurts to use trade when you have like 100 gold left and 1000 lumber,besides of that people love to see different buildings in the game.

-Actually? No,it wouldn't fix anything.Cannons can stay at the workshop.Nothing wrong with them.Just fix the bug that other guy mentioned to you.Also trebuchets wouldn't be a bad thing.A long ranged siege weapon is never a bad thing.Other thing....the elite unit that i've mentioned could be a anything,really.Just make two models for them.One for Normal version and Elite .You mentioned Templars and i actually believe that it's not a bad idea! Just make them into expensive unit with strong attack and defense.

-I believe that it can be fixed.For example? Allow barracks to be build in a first stage of the game just instead of swordman make Millitia unit that would be upgraded into swordsman and then Vindicator,same goes for Archer and crossbowman.Archer could be a Hunter and Crossbowman a spearthrower in their first version.
 

deepstrasz

Map Reviewer
Level 51
Joined
Jun 4, 2009
Messages
15,410
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.

If you want more reviews, come here:
The Grand Review Exchange!

Set to Awaiting Update.
 
Last edited:
Level 10
Joined
Mar 1, 2017
Messages
79
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.

If you want more reviews, come here:
The Grand Review Exchange!

Set to Awaiting Update.

Thank you for testing the map!

Great to get so much feedback, tips and bug findings from the community!
Justwhat I need to improve the mod!
Does not only help with the map but this helps a ton with documentation I'm doing for the project.

The map used to be a 8 player map but was made smaller because of mechanics and balancing reasons, my bad.
There used to be a neutral castle in the middle, something that could be added again perhaps?
Will also add some more mines with Swordsmen, Pikemen and alike when the map is remade.
Will update it to make it a large 8 player map with variation in the terrain and layout.

Initially planned to have a third resource in form of iron but it had to be cut. Something I'd like to look into again though.

The Gunpowder and Jousting upgrades have allready been taken care of and will be included in the next update.
Good eye with the icon placement, will be changed.

The Crossbowman and Archer where designed to fill just those roles.
Gonna test their damage and range and make sure they feel like unique units.

Changing between basic and advanced buildings is indeed a little wonky atm, gonna see what I can do to make it smoother.
Making triggers isn't my strongest side, sorry ^^'

There were some interesting conversations about the faces of the units in my classroom, will update them.

Gonna go through this point by point and make the necessary changes sometime during the weekend and
update the Project page here on Hiveworkshop with Screenshots, links, changelog etc.
Will look through the links you sent me and see what I can do to improve the overall look.
 

deepstrasz

Map Reviewer
Level 51
Joined
Jun 4, 2009
Messages
15,410
There used to be a neutral castle in the middle, something that could be added again perhaps?
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).
The map used to be a 8 player map but was made smaller because of mechanics and balancing reasons, my bad.
Yes, space is needed especially for armies and siege units.
Will update it to make it a large 8 player map with variation in the terrain and layout.
You could have more variations of the mod, eg: this map, some other map/version etc.
 
Level 10
Joined
Mar 1, 2017
Messages
79
Someone seem to have added 2 of Mephestrials mdoels and 2 of Tranquil as part of resources are incorrect, they were merely placeholder models.
The map has been updated and longer contain these.

A few of the mentioned updates have been taken care of with icon placements, a few tweaks in damage etc.
Quite busy with work atm which sadly means it might take a few weeks untill a new update arrives.
 
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Level 9
Joined
Sep 25, 2013
Messages
452
I like your map, the model art is very pleasing.

Things to change/add
  • 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.
Also, will you be adding god powers or a favor system? The game name implied this sort of thing. It would be pretty cool.

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.
 
Level 10
Joined
Mar 1, 2017
Messages
79
I like your map, the model art is very pleasing.

Things to change/add
  • 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.
Also, will you be adding god powers or a favor system? The game name implied this sort of thing. It would be pretty cool.

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.


Scouts speed looks a little fast, thank you.

Using other hotkeys could perhaps speed up the gameplay and allow people to be more efficient, I'll think about it.

I would love to have a custom track playing. Problem is that it would take too much space to allow the mod to be played over battlent.
Depends on what kind of people play it and were, if it's played on LAN more music could definitely be a thing.

The archers currently use the same damage % as the Pikemen, Halberdier and Crossbowmen with their own custom damage type.
Could look into that when I have time and make them slightly less effective.

The game idea was supposed to be something like Age of Mythology with Collosi, Hydras, the choise of following
certain gods for each age and unique upgrades but it was a bit too massive to handle.
Had a few ideas of adding myth units for each age with some unique upgrades to spice the mod up but we'll see.

Thank you! Really wanted the custom models to work to be able to create textures and such without having too much trouble figuring out were things were on the footman, transplanting meshes etc.
To import your own sounds:
1. Enter the sound editor (F5) and pick a sound you'd like to change. (For example Units -> Creeps -> Archnathid -> ArachnathidWhat1.wav)
2. Right click the sound and click Replace Internal Sound.
3. Choose the sound you'd like to use instead (must be WAV if it's a sound and MP3 if it's music)
4. Save the map and restart, nothing has to be changed in the Import Manager.

It appears that some sounds seem to be a bit too loud for the game and are automatically turned off.
 
Level 10
Joined
Mar 1, 2017
Messages
79
Hello!

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.
 
Level 10
Joined
Mar 1, 2017
Messages
79
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 :ogre_datass:

I've dedicated quite a lot of time making the mods models specificaly for this mod/map alone
and I have no intention of releasing the models as forum resources as of now.
Sorry
 
Level 21
Joined
Sep 17, 2010
Messages
2,209
Hello!

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.

I test the map, and i think this is still the old version :p
 
Level 7
Joined
May 15, 2018
Messages
72
Map just blyat akhuyenaya. Models, icons, implementation, ideas are cool. To me as a amateur of the middle ages and fantasy, especially knights and dragons, the map went perfectly well and will remain in the memory for a long time. I would like to get a dragon in my collection)

assessment:
100+1/10

 
Level 10
Joined
Mar 1, 2017
Messages
79
Alright!

The project is updated with a brand new tech-tree, Deities, new unique units, tweaks, balancing, new icons and god knows what!

The map has been worked on from time to time for the past 3-4 years now and it is now "final" to the point of a new version!

The changelog for all balance and cost changes would be too long to add here, most things have been looked over and changed in some way.

Added:
  • 8 new Deities with their own units and upgrades: Herod, Aggaladd, Reo, Gralisus, Krur, Lycene, Ouaraia and Sarilinn.
  • 7 new unique units: Hoplite, Avenger, Supply Wagon, Justicar, War Elephant, Dragon, Siege Tower
  • Crossbow changed to unique unit
  • Skirmisher unit
  • Battle Elephant unit
  • New worker model
  • New Spearman, Pikeman and Halberdier models
  • New Cavalier, Knight, Paladin, Lancer unit models
  • New Archer model
  • New Worker model
  • New Castle model
  • New Blacksmith model
  • New tech-tree
  • Archer model has been changed
  • New map with 6 player cap
  • New dragon animations
  • Animations added to several units and models
  • Map balance change with the new 6 player map
  • Ranged bandits
  • Increased gold mine starting gold
  • Dragon speed and cost changed to be more balanced with other units (noted from Wtii Warcrafts video)
There are most likely more things but the notes for all changes are scattered on 2 mobile devices, 2 computers, 1 laptop and a lost Ipad so gathering everything
would take a while. If there is anything you are wondering about in particular, feel free to ask!

The gameplay is now different as you progress through each age using the different Deities and their strengths, allowing you as a player to focus more on a certain type of unit composition. With this, I'd say the gameplay is now more of a Age of Mythology / Age of Empires Civ mix.
The map itself will get some more love in the future, the current version was built more for testing purposes than artistic design.

As this project is a mod, there is no meta atm, no current developed or tested tactics stronger than others etc. With that in mind it is hard to balance
units and upgrades as their most useful side have not yet been discovered. However, feel free to tell me if you or your friends find some new tactic or
unit that could use a bit of tweaking in terms of attack speed, cost, training time etc. I would be more than happy to balance and edit the map to make it more enjoyable for the masses.

More Deities and units will be added in the future!



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.

Worked like crazy to get those elephants to work but it was worth every second.
Played a match with 2 friends about a week ago when suddenly 9+ War Elephants popped out from the Fog of War, terrifying to say the least.



 
Last edited:
Level 4
Joined
Sep 22, 2011
Messages
54
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.
 
Last edited:
Level 10
Joined
Mar 1, 2017
Messages
79
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.

Ah, 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.
 
Level 4
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Messages
54
Ah, 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.
Was not an inconvenience, just giving feedback, keep up the good work :thumbs_up:
 
Level 12
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Messages
1,079
Hats off to thee, Sire.

The amount of work you put into this map is admirable, to say the least.
 
Level 1
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Jun 1, 2020
Messages
7
good morning guys.

hope you can help me with this. i cannot open the map(favor version 4.1). when i try to make a new game with it, it just shows an error and doesn't let me add bots. my warcraft runs on the latest patch (as i am writing this, 1.32.6.xxxxxxx). any solution to this problem? thank you very much.

played the 2.0 version of the map though. it was nice, especially that i love playing the age of empires series. keep up the good work man. really appreciated your efforts into making this map.
 
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Level 6
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May 19, 2020
Messages
235
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.
My congratulations!
Unfortunately, the camera needs a better trigger to zoom in, without changing the scroll mouse every time to standard.
 
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Level 1
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Jun 1, 2020
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7
SebioL

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.
 
Level 10
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Mar 1, 2017
Messages
79
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.
My congratulations!
Unfortunately, the camera needs a better trigger to zoom in, without changing the scroll mouse every time to standard.


Thank you for our feedback and kind words! I actually use WoW, Warcraft and my own rigs and animations for the units in order to save some extra work
and to give the models a more unified feel and look. All units are indeed resized a bit to give the player a better overview. Age of Empires for example have a larger fov than Warcraft 3 and with the amount of units running around it helps a lot. The camera is something I will have to work on, thank you for pointing that out.
It makes me glad to hear that people still download this mod and I will try and give it some more love in the near future with a better map, balancing, models, triggers and look.


Hats off to thee, Sire.
The amount of work you put into this map is admirable, to say the least.

Thank you very much! Greatly appreciated!


SebioL
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.


@Explobomb hey man, maybe you've used a map protector or something but the map ain't working on any patch including 1.31.1. Can't load it in the editor either.




Because of this addition in the Reforged Eula: "Custom Games are and shall remain the sole and exclusive property of Blizzard. Without limiting the foregoing, you hereby assign to Blizzard all of your rights, title, and interest in and to all Custom Games, including but not limited to any copyrights in the content of any Custom Games," Blizzard's Acceptable Use Policy reads.
Warcraft 3 has been terrific when people had some spare time, forcing new rules of instant ownership of all work and the removal of maps like Lotr Risks, Star Wars mobas and games inspired by other well known worlds and series is a massive mistake on their part. 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.
 
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Level 6
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May 19, 2020
Messages
235
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.
@Explobomb
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!
 
Level 10
Joined
Mar 1, 2017
Messages
79
@Explobomb hey man, maybe you've used a map protector or something but the map ain't working on any patch including 1.31.1. Can't load it in the editor either.
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.
@Explobomb
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!

That's the thing, I do not want to renovate or upgrade it with WoW models. The map protection was set in order to prevent people from simply downloading the map, rip all the goodies and then scrap it. A large portion and uniqueness of the project and mod are the models.
This started as a portfolio project when I finished my Level Designer course with the goal to create custom models, textures, gameplay and game design.

Thank you for the positive feedback on the size, partly inspired by Starcraft 2 and Age of Empires among other games.
I have a few ideas for what I could potentially do with it. Create an entirely new race for example, add different civilizations with different deities and playstyles etc. We'll see.
 
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