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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

First War Memorium

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

Warcraft
- First War Memorium -



Story

It is a darker time. Much of the magic and technology has faded from the world. Old hatred is flaring once again. Alliances break. Old lands are forgotten.
Territorial greed and hunger for power drive the races of the world. As the memory of former glory days fades, darker times dawn.

The remaining magicians and scholars of the Empire have become corrupt and power-hungry, just like their leaders. They protect their knowledge enviously, not sharing it with anyone, to strengthen their power.
Yet, old evil magik still exists. And its servants are once more wandering upon this earth, yet unnocticed by the wary mortal nations of the world.

Waiting to awaken...


once more...




[​IMG]



Features:

- 6 races with unique style
- seamless, natural feeling squad system (almost limitless unit selection!)
- Control Point system for vivid gameplay
- Doctrines with emphasis on characteristics of the five races
- 15 unique AI personalities (depending on race and difficulty)

- unique imports: 5 or more imports per faction; 1 unique or seldom model per faction




UNIQUE SYSTEMS:


Humans: Wall Hub System
Walls can be built quickly and easily by expanding wall hubs.
[​IMG]

Walls are ideal to protect your resource production buildings from raids
[​IMG]

Smart wall placement is key. Otherwise, the enemy WILL flank you!
[​IMG]


Dwarfs: Tunnel Network System
Step 1: Load units into a Mine Shaft to have them enter the Tunnel Network
[​IMG]

Step 2: Unload your units at any other Mine Shaft on the map and surprise your enemy!
[​IMG]


Orcs: Dragonrider off-map call-in
Dragonriders arrive from the nearest edge of the map
[​IMG]

Spewing fire, Dragonriders can be devastating against clumped up ground forces
[​IMG]

Arriving from off-map, Dragonriders are ideal to raid enemy bases, but need to be wary of enemy guard towers and ranged units
[​IMG]


Demons: Terrain Corruption
Demonic Corruption spreads like undead Blight. Both banish each other.
[​IMG]

Corrupted terrain is required for building placement of the demon faction.
[​IMG]

Demon Cultists have the ability to spread Corruption.
[​IMG]




FACTIONS:


Humans
Imperial Forces of the Old Kingdom, Protectors of Mankind:
[​IMG]

"With its old strengh and glory long gone, the Old Kingdom, suffering from inner problems and technological regression, has seen an increase in nationalism, xenophobia and glorification of the past. Nonetheless, the defenders of Mankind stand strong and united against the arising darkness that threatens humanity more direly than ever before."


[​IMG]


Dwarfs
Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds:
[​IMG]

"The dwarven clans protected the mortal lands of invading evil for centuries, yet as of lately, they have withdrawn into the heart of their lands, minding their own internal affairs. Old traditions and values resurfaced as the diplomatic tone with humanity became grim. Once great believers in the Alliance, all ties with their human brothers have been cut, following a bloody brotherwar for the settling space in the plains of Dun Morogh. Now the high-peaking mountains lie silent, awaiting the storm that is coming."



[​IMG]


High Elves
High Elf Castes of Quel'Thalas:
[​IMG]

"Desperately and uncompromisingly returning to their old, orderly ways, the Elves are trying to forget their past. A new caste of Highborn has seized power, exerting a strict rule. The caste of the Magicians is still mistrusted by them because of their history, and so it does not surprise that they ignore their warnings about the upcoming shadow, against all reason.

Later in the conflict, the Highborn caste would not be willing to send help to the human kingdoms on the eve of destruction, and a bloody civilwar would break out, as the Magicians insist that the only way of saving this world is to preserve the mortal races."



[​IMG]


Orcs
Orcish Raiding Groups:
[​IMG]

"The Orcs run rampant in human lands once more, killing, destroying, and pillaging indiscriminately. They take what or whomever they want, showing no mercy, looking for nothing else but to satisfy their greed and their unspeakable needs.
They have come to regard humans as nothing else but animals, ready to be harvested. This new doctrine in orcish warfare has been installed by the secretly reconstituted Shadow Council, led by orcish Necrolytes and Warlocks who have long sold their souls to the malicious daemons of the void.

Despite all this, the Orcs have a strict honor codex, valuing the warrior above all."



[​IMG]


Undead
Plague Squads of the undead Pest Doctors:
[​IMG]

"They seek revenge. The Plague doctors have been frowned upon in human society when they tried to help during the outbreak of black death, generations ago. They risked their lifes to save lifes, yet they became outcasts as the side effects of the disease turned them into lepers.

Now they are part of the undead scourge, and instead of stopping disease, they SPREAD it. Many have infiltrated the human kingdoms, pretending to help, whispering into the unwary ears of the weak-minded human leaders, preparing the second coming of the scourge."



[​IMG]


Demons
Rural Heretic Cults, Traitors to the Empire:
[​IMG]

"In the former age of legends, a Demonic invasion occured in this world, almost shattering it. The malicious creatures that entered our lands back then have since been disbanded, some stranded here to this day, hiding and ploting the return of their masters.

When trying to enter a world, demons are usually dependent on the help of its dominant races. Luckily for them, the disconent caused by the strict rule of the Old Kingdom has lured many into rural cults of demonic worship...

It is only a matter of time until the darkness awakes again."



[​IMG]



UNIT SPOTLIGHT


Design intent
I wanted to create a story-driven experience, even though the game is multiplayer-focused. Every unit, every faction is supposed to have a background. The player is supposed to have certain associations with units.
Every unit is given a character. I really wanted to create that sense of uniqueness with every unit. Not only does each unit serve a diffenent role in the game, but it is supposed to have a wicked 'soul' to it.

This is why there is a unit spotlight below, delivering intel on many unit types both gameplaywise and storywise. This is supposed to further elaborate the units' uniqueness.
Enjoy!



Unit Spotlight Dispatch 1
Defenders
Squad members: 6
Price: 50 Gold
Abilities: Sprint, Beer, Defensive Stance
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds

description
With the traditional, more heavily armed Iron Guard gone, it is in the hands of these citizens of Ironforge to defend their homeland from harm. Often hunters and simple craftsmen, they took up arms when the old protectors of the land were long gone, being nothing more but the memory of an old tradition.



Guards
Squad members: 4
Price: 60 Gold
Abilities: None
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind

description
These are noble captains of war. Selected among the best and the most talented recruits of human barracks all over the kingdom, these soldiers earned their prestigious place near the royal house. Some of the best among them form the King's bodyguard.
Guards units are valued for their discipline, sense of honor and noble spirit. They are fantatic strugglers for Mankind. Sometimes tending to fanatism and a certain despise towards other races, they are fearsome adversaries.
Many are known heroes and veterans, most likely to be sung about in the songs of tomorrow.



Warriors
Squad members: 6
Price: 40 Gold
Abilities: Frenzy, Build Outpost
Allegiance: Orcish Raiding Groups

description
Countless great warriors lost their lifes over the course of the tragic orcish brotherwar which led to the demise of shamanism in orcish culture. This new generation of warriors is less experienced, but eager to prove themselves. They are bloodthirsty and ravenous, driven by the new, aggressive ideology of the reigning warlock caste.



Pestilants
Squad members: 1
Price: 100 Gold
Abilities: Acid Bomb, Disease Cloud, Pest Healing, Summon Zombies
Allegiance: Plague Squads of the undead Pest Doctors

description
Part of the leading clique of the Scourge, these mysterious masked travellers strike fear into the hearts of their enemies. Whilst Necromancers are responsible for rising the skeletal regular forces, these sadistic masterminds are more specialized in the expertise of working with rotten flesh. Accompanied by horrid monsters, they work constantly to create new monstrosities in the service of the Scourge. Being naturally talented alchemists, the Pestilants have developed numerous - and creative - ways of spreading disease that serves their efforts.



Outriders
Squad members: 3
Price: 90 Gold
Abilities: None
Allegiance: High Elf Castes of Quel'Thalas, Ranger Caste

description
The riding scouts of the elven defense forces. Mainly called upon in defense of their native homeland, their natural ground of action is the forest area. But they have also started to prove themselves capable in scouting out the plains of bordering foreign territory. Lacking the punch and the pure brute force of other races, the elven doctrine puts a greater emphasis on scouting and battlefield intelligence.
When the highborn leading caste decided to turn their back on the dark past of their people, skepticism towards the heavy reliance on magic (in almost every aspect of their lifes) began to arise, making way for a revival of old military doctrines, including the formation of new Outrider squads (from the ranks of the Ranger guilds) to patrol the contested regions of the borderlands.



Warlocks & Necrolytes
Squad members: 1
Price: 125 Gold
Abilities: Chaos Missiles, Disease Cloud, Meteor
Allegiance: Orcish Raiding Groups, Shadow Council

description
Deeply entangled in tribal politics and intrigue, these secretive spellweavers have seized control over most of the Horde in recent years. They hold their secret meetings in tradition of the Shadow Council, and decisions are made in the spirit of this ancient organisation. This new council has put great effort into spreading their ideology amongst young orcs. With Shamanism gone (vanquished by the intrigues of the power-hungry Warlocks), this new orcish society puts emphasis on the Path of the Warrior and the ruling council is seen as the bringer of long-needed change.



Unit Spotlight Dispatch 2
Demolition Teams
Squad members: 2
Price: 50 Gold
Abilities: Lay Mines
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds

description
A tactic that was only used in the dire need during the Second Orc War, the suicidal attacks of demolition squads have since then been frowned upon in dwarven society. A living dwarf is considered a stronger and more reliable fighter in defense of the dwarven homelands.
Yet, as xenophobia and hostility let crumble the old Alliance with Humanity, the stories of the sacrifice of the demolition squads in the Second War got whitewashed and idealized. Now perceived as a proof of dwarven ingenuity and prowess, dwarfs nowadays hold these sacrifices dearly.
In admiration of these idealized tales, many young dwarven inventors got motivated to follow the example of their ancestors. Little do they know what really expects them...



Crusaders
Squad members: 3
Price: 200 Gold
Abilities: Heroic Charge, Break Morale (Passive), Ride down (Passive)
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind

description
Living in the tradition of the ''Brotherhood of the Horse'' (from the First Orcish War), Crusaders patrol and protect the land. When border tensions with the Elves began, they were eager to be some of the first troops to be stationed there, ready for eventual crisis. Crusaders often fight abroad, in distant, foreign lands, driven by an almost fanatical believe to protect humanity, having little to no respect for the older races, even in times of peace.
They are brave and have a strong sense of honor that only fades when they encounter non-human beings with greatest despite.
They see themselves as monster hunters, memorizing how the ''Brotherhood of the Horse'' riddened the lands of pillaging orc raiding troops in the first war.



Conjurers
Squad members: 1
Price: 125 Gold
Abilities: Firebolt, Frost Nova, Ice Storm
Allegiance: Imperial Forces of the Old Kingdom, Tower of Magicians

description
These scholars have become decadent. They use their magiks and their knowledge to strengthen their own position. Their interest is in influence on the ruthless rulers of human counties.
Little do they know that, in the end, they have chosen their own butcher...
They are still some of the most potent spellweavers in the lands, but this is why certain groups want to get rid of them. The human rulers distrust the Conjurers because of their eccentric ways and their power.



Hunters
Squad members: 6
Price: 50 Gold
Abilities: None
Allegiance: Orcish Raiding Troops, Hunters' branch

description
Often performing scouting duties, hunters are adept at laying traps, scouring the area and tracking enemies. They often scout invaded lands for valuable targets of orcish raiding troops.
Unlike their warrior brothers, they are less prone to the dark influences of the bloodthirst. Hunters maintain a close, almost harmonic bond with the wilderness, granting them a stronger, less fragile, and well routed personality than the young, eager warrior classes.
They are a thorn in the eye of the Shadow Council's intrigues. Even though they have never ploted, they are seen as representing some of the old values of the shaman culture, which is why the council sees them as a potential source of unrest.



Rangers
Squad members: 3
Price: 60 Gold
Abilities: Flaming Arrows (Passive)
Allegiance: High Elf Castes of Quel'Thalas, Ranger Caste

description
The Rangers are a positive influence in elven society. They are simple, hard-working and have a strong bond with nature; a bond that the highborn class (and the magicians) have lost in their political struggle.
While these two camps have been fighting for power, blinded by visions of order, the Rangers have never abandoned their duty to protect the lands. They patrol the outer borderlands and have always been loyal to their people.



Unit Spotlight Dispatch 3
Knights
Squad members: 3
Price: 120 Gold
Abilities: Ride down (Passive)
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind

description
Steel and honor in mind, the knights charge into battle. They are the chosen few of the military or winners of knights’ tournaments. Many have acquired humble fame through their heroic deeds in the defense of their homeland, but their main motive has always been to protect the common people.



Siege Tanks
Squad members: 1
Price: 125 Gold
Abilities: None
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds

description
Displaying pure ingenuity, the Dwarves have developed armored engine-driven siege vehicles which sets them ahead of all other factions participating in the conflict. Though cannons often were mounted on top of these leviathans in the older days, the dwarven engineers have returned to their older prototypes, equipping these heavily armored machines with easier-to-handle, powerful hydraulic maces.



Unit Spotlight Dispatch 4 (Demon)
Hell Cannoneers
Squad members: 1
Price: 50 Gold
Abilities: None
Allegiance: Rural Heretic Cults, Infernal Invasion Army

description
The mighty guns that once were mounted on the infernal machines guarding the numerous Dark Citadels of the Demon Lords are now carried into battle by massive warriors.
Scholars of the kingdom believe that it is a breed of demons already mentioned in the old records of the Third War as "Felguard".



Minions
Squad members: 6
Price: 40 Gold
Abilities: Haste
Allegiance: Rural Heretic Cults, Traitors to the Empire

description
This is a lower breed of demons used as regular footsoldiers. Minions usually are fanatic and obsessively worship their masters. Though they are rather cunning than brave, they’d never dare anger their dark masters and retreat…

Minions often linger in the wilderness near remote villages, terrorizing the local populance and performing diabolic rituals in the name of their masters.



Greater Demons
Squad members: 1
Price: 100 Gold
Abilities: Overseer (Passive)
Allegiance: Rural Heretic Cults, Demonic Legion Command

description
Scriptures of the First War already mention this species of demons. It is assumed they were the first hellish creatures to ever step into our world. To this day, humans usually associate the term "daemon" with these muscular, winged beasts.

While many of them seemed stranded and cut off from the demonic legions for the past decades, some have been seen leading small routs of lesser demons or lingering near portals in more recent times...



Cultists
Squad members: 6
Price: 25 Gold
Abilities: Summon Rift, Corruption
Allegiance: Rural Heretic Cults, Traitors to the Empire

description
Human worhippers of the demonic powers. While not necessarily powerful, their lifeforce and devotion feeds the demons of the void.

These men and women have turned fanatic and obedient as the harsh life in the oppressive Old Kingdom drives them into secretive demonic cults in ever greater numbers.





Credits
I learned important lines of Custom Script and triggers for this map here:


CREDITS: BASE GAME

Squad System v1.1b by AgentPaper


resources from www.hiveworkshop.com:

AlphaForestLordaeronSummer by War3 Legends Project [uploaded by genin32]

FootmanWC1 by loktar
Guard by wojia10502
Wc1 Mage by Mc !
Human Destroyer Zeppelin by Shiv
HumanBarracks (warcraft1 alike) taken from the mod ''Dawn of Chaos'', re-textured by user 'loktar' from 'www.hiveworkshop.com'
Farm (warcraft1 alike) taken from the mod ''Dawn of Chaos'', re-textured by user 'loktar' from 'www.hiveworkshop.com' (team color changed to constant brown to influence of the placement preview color)
HealthGain (effect) by Gamegear

DwarvenMountaineer by Norinrad (special thanks to UgoUgo for fixing the bugged attachment points)
Dwarven axe thrower by Frankster
Demo squad by AndrewOverload513 (I attached the vertexes of the googles (=no more crashes WE), slightly changed portrait camera)
DwarfCrane by Ket (added Portrait Camera)
SteamTank (Beta-alike) by Blizzard Entertainment (unused 'Spell' animation removed to save space, attachment points added for the fire when the unit is damaged)
HumanBlacksmithAlpha (I removed a faulty, unused texture that corrupted the model, also teamcolor is now always blue because of the building placement graphics), uploaded by genin32, from Warcraft 3 Alpha by Blizzard Entertainment
Effect_MechanicGears (effect) by Frankster

HeroRanger (alpha alike) by |cffffcc00Kuhneghetz
BEDragonHawkLancerFIXED by |cffffcc00Wanderig Soul (pupils removed for consistency for consistency with the faction)
FugitiveMageV2 by Red


BanditSpearThrower(HawkScout) by Dojo
OrcWarlockHero by Dojo (removed shield, removed cape, changed weapon size, changed weapon skin, changed helmet skin, created a Chaos version of this model)
OrcWarlockRed(ElderDrekthar) by frostwolf (I removed team glow)
DragonmawRider by Sellenisko

DeathKnight WC2 by Necrokenis
GrandApothecary by AnemicRoyalty (Wc3c.net)
SkeletonPeasant by cavman
ForsakenGrave by Ujimasa Hojo

V1_Ballista by Kitabatake
CatapultV1 by Kitabatake


BTNINV_Misc_Bandage_11 by Blizzard Entertainment
BTNRestoration by Blizzard Entertainment
BTNExorcism by Blizzard Entertainment
BTNSpell_Frost_IceStorm by Blizzard Entertainment
BTNCharge by Blizzard Entertainment

BTNMountaineer by Norinrad
BTNDwarven axe thrower by Frankster
BTNDwarfCrane by Ket
BTNTRuinedShield by NFWar
BTNThrowingAxe by -Berz-

BTNHeroRanger by Blizzard Entertainment
BTNSpell_Holy_GreaterHeal by Blizzard Entertainment

BTNSpell_Shadow_RainOfFire by Blizzard Entertainment
BTNBloodRage by Blizzard Entertainment
BTNHolyArmor by Blizzard Entertainment
BTNTent by genin32

BTNUndeadHorse by Kuhneghetz
BTNFrighten by Volvox
BTNForsakenGrave by Ujimasa Hojo
BTNAbominationExplosion by Blizzard Entertainment


BTNBoots by Nudl9
BTNSpell_Fire_Ball by Blizzard Entertainment
BTNLight by Palaslayer
BTNMagegreaterinvisibility by Blizzard Entertainment (made from a WoW icon using Button_Manager)
BTNSpell_Shadow_BlackPlague by Blizzard Entertainment (used for Voodoo Ghost Spell)
BTNCWRuneSword by CloudWolf (I made it a AAT Button)
FlyingArrows by Palaslyer (I made it a AAT Button)
EarthLance by L_Lawliet (I made it a AAT Button)
OrcArchitectureUpOne by Blizzard Entertainment (I made it a AAT Button)



thanks to these helpful spirits of the WE helpzone on www.hiveworkshop.com:

- rulerofiron99
- genin32
- Eagle XI
(the 3 above gave me some info that I helped me while making the tunnel system of the dwarf faction)
- Pharaoh
- MortAr and Damage (solved/asked about a problem of attack moving AI units returning to their original position)

help with squad system selection circle desync:
- IcemanBo
- Xonox

finders of major bugs:
- Fingolfin
- Wazzz
- Ivanez

helpful finders of other bugs:
- Chizume


models customized by me:
Crusader (human rider without helmet) inspired by War3 Alpha Knights, BatteringRam (Siege equipment, based on Catapult), High Elf Outrider (Merge of HeroRanger (alpha alike) by Kuhneghetz and HorsebackArcher by kaycei), MountedFootmanWc1 (Merge of MountedFootman by Mephestrial and FootmanWc1 by loktar, LandGargoyle (War3 Gargoyle model with Witch Doctor animations (used OINKERWINKLES animtransferfor this)), DiseaseCloud (Effect)

my own custom icons:
BTNBatteringRam, BTNOwnDemoSquad, BTNHumanBlacksmithAlpha, BTNOutrider, BTNPestilantSide2, BTNSkeletonWorker

PASLionHorn and BTNHorseshoePassiv based on original War 3 icons and made into passive icons with Button Manager

other icons:
BTNReady made from the ''Accept Quest'' icon from the map Gaias Retaliation ORPG by Zwiebelchen (aka Todeszwiebel), teh.fellow, muzzel, Shapy


USED TOOLS (all from www.hiveworkshop.com)

- Button Manager
- War3 Model Editor
- BLP Lab

Rifle sound legally downloaded from 'soundbible.com'' (I converted it to mono channel to make it work as 3Dsound)
special thanks to cr4ck4r for the threat about how to make an imported sound work as 3Dsound (must be .wav and 1mono channel!) (hiveworkshop World Editor Help Zone)
special thanks to X-Death for starting a threat about how to make a sound only play for 1 player AND special thanks to PurgeandFire111 for posting an answer (hiveworkshop World Editor Help Zone)

WilhelmScream was found here: Wilhelm Scream Sample (1951) : mind_noise : Free Download & Streaming : Internet Archive




map created by DROGENHOERNCHEN



CREDITS: DEMON ADDON

OTHER FACTIONS
MageTowerBETA by Blizzard Entertainment (extracted from a map containing several Warcraft 3 Beta models, map downloaded from hiveworkshop.com) (unused 'birth' animation removed, deleted the parts of the model that were exclusive to the 'birth' animation and made the flashing emitter on top of the building no longer show during the 'stand' animation)

CORRUPTION TERRAIN TEXTURE
"Village_Blight.BLP" (used as "Citadel_SmallBricks.blp") from project "TtoR" ("The tales of Raviganion") found in the thread "Projects of old, gather ye' resources... [Mod Compendium]" on hiveworkshop.com; link: Projects of old, gather ye' resources... [Mod Compendium]

BUILDINGS
DemonBirth by D.O.G. (replaces SharedModels\UBirth and Buildings\Undead\Ziggurat\UBirth)
LegionTeleporter (LegionTransporter) by Mephestrial

UNITS
FallenOneassassin by -Grendel
HeroDemonArchduke by Dionesiist (posted by GreatVengeance on ChaosRealm) (also found in map: Demon-Plateau)
Felgunner_Fixed from the map (12)Swamp-of-Sorrows - Wazzzified by Wazzz (refer to credits) (replaces Felguard model in imports)
Fanatic (tentacles removed, attack animation set to non-looping) by Truth Troll UA
BloodpoolDemon ("HellspawnDemon_Portrait") (blood particles removed due to ingame model scaling, portrait camera added) by Grendel

EFFECTS
ArcaneMissileComplete (Arcane Missile) by Weep
DevilSlam by judash137

BUTTONS
BTNSpell_shadow_summonfelhunter by Blizzard Entertainment
BTNLegionTeleporter by loboproto

BTNAbility_Rogue_Sprint by Blizzard Entertainment
BTNPlasmaBeam by The Panda
btnmind blast by Blizzard Entertainment (=Spell_nature_astralrecal)

BTNSpell_Shadow_ShadowWordPain by Blizzard Entertainment
BTNDemonicMight by Hellx-Magnus

own buttons:
Icon of HeroDemonArchduke ("BTNBlutAufRuestungRotSmudge_64x64") (based on screenshot, edited with smudge and lighten/darken to look more warcraft like)
Icon of Fanatic ("BTN64x64TeronLights") (based on screenshot, edited with smudge and lighten/darken to look more warcraft like)
Icon of FallenOneAssassin ("BTN64x64fallen") (based on screenshot, edited with smudge and lighten/darken to look more warcraft like)

USED FOR INSTANT UNIT PRODUCTION
CustomScript to stop current trainung of units in buildings learned here:
[Trigger] - Stop a training Unit
thanks to: Emm-A- (from hiveworkshop.com), who learned it from waterknight (from inwarcraft.de)

USED FOR "OVERCHARGE" ABILITY
Credits to these posters from thehelper.net for sharing how to remove the "move" and "attack" ability (and button):
- |cffffcc00TriggerHappy
- |cffffcc00WolfieeifloW

thread:
Can you remove Move, Stop, and Attack ability? | The Helper



Keywords:
Squad, Selection, Warcraft 1, Warcraft 2, Alpha, Beta, Dawn of War, Battle for Middle Earth, Company of Heroes, War1, War2, War 1, War 2, DoW, BfME, Total War, Warhammer, Fantasy, Old, Races, First War, Wc1, Wc2, Demon, Daemon, Dwarf, Dwarves, Factions, Group Order, Systems
Contents

First War Memorium (Map)

Reviews
Moderator
[IMG][c]Moderator: StoPCampinGn00b[IMG][IMG] First War Memorium by Drogenhoernchen [IMG] RATINGS Scores[/COLOR]] Gameplay: 27/30 Terrain & Scenery: 18/20 Total Score: 46/50 Explanation[/COLOR]]5 Stars: 47+ 4 Stars: 40-47 3 Stars: 25-39 2...
  1. [​IMG]
    Moderator:
    StoPCampinGn00b
    version 1.0
    [​IMG] [​IMG]
    First War Memorium
    by Drogenhoernchen
    [​IMG] RATINGS
    • Scores[/COLOR]] Gameplay: 27/30
      Terrain & Scenery: 18/20
      Total Score: 46/50

    • Explanation[/COLOR]]5 Stars: 47+
      4 Stars: 40-47
      3 Stars: 25-39
      2 Stars: 10-24
      1 Stars: 1-9

    [​IMG] CRITIQUE
    Gameplay:
    The gameplay is lovable for any RTS player and easy to learn. The map features a well made squad system, balance of factions and units within each faction, and a very strategic experience making you feel like a general. Though the slow movement speed of the units, it does not make the map slow and boring. This puts emphasis on strategic positioning. The abilities of the units are absolutely lovable, creative, and helpful to succeeding, for both squads and single units. Great job on differentiating the factions to give them their own gameplay and unique features.

    The AI? They were pretty damn good on Insane, and beatable on easy and normal. They actually play the objectives (control points)!

    I've had few problems with the map, I've had some lag late game. I also notice the control points favor the western side significantly more as they are closer. You should move them more to the right, or edit the pathing to make the time. This is more of an annoyance issue, but please make it so special units stick to the back line when moving instead of the front. AI That's all the faults I can see!

    27/30
    Terrain & Aesthetics:
    This map has great terrain tile usage. All of the tiles compliment each other and it's surroundings and they aren't randomly spammed. Height leveling was also executed greatly as it wasn't overdone. I do have a question mark though, why does part of the bottom right have 85% dirt?

    Doodad placement wasn't extreme but it was plenty. It looks like you've decorated little by little, consistently. Other than that, the only thing left I have to say about the aesthetics in the custom models and icons look nice.

    18/20

    [​IMG] VERDICT
    The only way a map can be approved is if it follows the map submission rules that apply to the map type.
    - All rules followed, map approved!
    [​IMG] NOTES
    Overall it's a great map, but it still can be improved for a 5 star rating! Feel free to contact me about this review on this map page OR message me about anything. (+2) reputation points for taking your time to upload this map to Hive.

    One more thing, the map isn't at all an Altered Melee, it features no creeps or gold mines. I've set it to Strategy and Risk due to the control points, large scale battles, and significant difference from melee gameplay. (See my guide: http://www.hiveworkshop.com/forums/tutorial-submission-283/map-category-guide-254995/)

    [​IMG] [​IMG]
    [/tdalt][/tr]
     
  2. Drogenhoernchen

    Drogenhoernchen

    Joined:
    Apr 27, 2012
    Messages:
    197
    Resources:
    4
    Maps:
    4
    Resources:
    4
    AI personalities - Intel
    Human
    Easy: Mountain Passage Guard (Northern Enclave of the Old Kingdom)
    behavior: holding territory/Control Points, guard duty, Catapults used in low numbers and defensively

    Medium: Capital City Garrison, City-Guard of Morinbourg (led by Paladins and knights)
    behavior: emphasis on Paladins and Knights, uses Knights to make a sortie when under Siege by Catapults

    Hard: Defenders of the Tower of the Magicians
    behavior: emphasis on Conjurers, uses elite Crusaders to make a sortie when under Siege by Catapults


    Dwarf
    Easy: Hunter Squads of the Ironforge Hinterlands
    bahavior: emphasis on Gunners

    Medium: Ironforge-Defence-Force
    bahavior: emphasis on mortars, regular, traditional army (= more Axe Throwers than Gunners), defensive, Cannon Towers + Mortars for defence

    Hard: Tech Squad/ Elite Demo Squad (Engineering Guilds)
    behavior: emphasis on explosives, tanks, aggressive early use of Mortars (no defensive use like with medium difficulty)


    High Elf
    Easy: Borderland Patrol
    behavior: emphasis on Outriders and Rangers, fast moving, fast striking

    Medium: Mage Expeditionary Force / Fugitive, resistance magicians (anti-highborn)
    bahavior: emphasis on casters, only difficulty that uses fugitive mages (=arcane mages with teleport), siege via fire mages, but uses no mana store, balanced core army (Swordsman Squads + Fire Mages)

    Hard: Highborn Caste / Noble Lords (arrogant, decadent, traditional, hidebound)
    bahavior: emphasis on highborn units (lancers + mages, no fugitive mages (= arcane mages) due to aversion, use of magic technology, many crystals, generators, shields (= highborn technology), large melee force (equipped with powerful armor, NO Rangers and Outriders (=low caste)


    Orc

    Easy: Raiding Troops
    behavior: early raids/rushs

    Medium: Siege-Troops (Siege of Ironforge)
    behavior: big sieges, good vs buildings (uses good, upgraded Catapults), many Warlords

    Hard: Dragonmaw-Clan
    behavior: fire theme, calls in Off-map Dragonriders near your base, focus on Dragonriders and Warlocks (Warlocks, as highranking horde commanders, seek the proximity of the Dragonmaw-Clans reborn capabilities, plus they help control the beasts)


    Undead

    Easy: Village Plague/ Hidden (rural) Necrolyte Cult
    behavior: Troops composed of various types of skeletons, often led by a single Necrolyte

    Medium: Plague Squads of the Pest Doctors
    behavior: emphasis on Pestilants, focus on Pestilant creatures: Zombies and Destroyers

    Hard: Undead High Command
    behavior: emphasis on Demonic Ties: Heavy use of Death Knights, Dread Lords and Necrolytes, led by Demon Lord


    Demon

    Describtion coming soon...


    Changelog
    29.09.2014
    - Fixed some leak in AI ordering triggers. They mainly concerend the orcish faction, and caused Memory Leaks (sometimes crashes due to that) when there was orcish hard AI opponents in the game
    - Special effects stored in hastables now use ''1'' as the first key insted of the coresponding unit's custom value. The second key remains unchanged
    - Dragon Rider call-in of orcish hard AI is not triggered by the Event ''receives an item'' anymore. Instead, a Periodic Time Event is used. There is no visible ingame effect of this change whatsoever
    - ''Summon: Light (Highelf)'' now has a 10 second cooldown
    - Hover-over tooltip of the ''Quests'' UI-Button changed
    - Crusader model updated


    29.09.2014 (2)
    - When Human Spear Thrower Squads switch to an axe (or from axe to spears) the squad members will properly keep selection circles now.
    - Removed base towers (which were placed for testing purposes, and accidently were left there with the last version of the map)


    24.10.2014
    - New Crypt Stalker model, portraying a walking War3 Gargoyle
    - Crypt Stalker renamed to Gargoyle
    - Changed the tooltip headline of the train button of Crypt Stalker Squads, replacing the word ''Crypt Stalker'' by ''Gargoyle''
    - Changed the tooltip headline of doctrinal Crypt Stalker research, replacing the word ''Crypt Stalker'' by ''Gargoyle''
    - Changed the description text of doctrinal Crypt Stalker research, replacing the word ''Crypt Stalker'' by ''Land Gargoyle''
    - Changed the credit text refering to the land gargoyle model, matching the new model, now including credit to Oinkerwinkle, whose Animtransfer program was used in composing the new land gargoyle model
    - Changed tooltip headline of the train button of Archer Squads, replacing the word ''Train'' by ''Wake''
    - Corrected a typo in the map preview's description text (''Controll Points'' changed to ''Control Points'')


    09.11.2014
    - Some units were missing group selection circles since the last version. Now all units in a selected group will have selection cirlces again!
    - Replaced the word ''Train'' with the word ''Wake'' in the training tooltip's headline of the Skeleton Worker unit in order to make it coherent with other skeletal units' tooltips


    09.11.2014 (2)
    - Leak which was caused by the AI train triggers when actions were skipped and the following desturcion of unit groups thus was left out, too. Now, the unit groups are always destroyed properly, decreasing memory leak induced lag
    - The orcish doctrinal ''Raiding Troops'' upgrade now only grants a 5x damage multiplier instead of a 10x, which felt too powerfull in rushes and base raids
    - Highborn Lancers' attacks now deal damage in the percentages that are stated in the description of their unique attack type (when hovering over the symbol of the attack type)
    - Adjusted Highborn Lancers' description to describe their increased resistance to spells and removed the part that stated that they dealt increased damage against rider units (which they don't. They did in earlier versions (being armed with lances and all) but the role of anti-rider units is filled by Rangers AND Outriders and the melee Highborn Lancers would hardly ever get close to enemy rider units anyways, being slow infantry and all ;))


    11.11.2014
    - Undead medium and hard AI did not follow the intended build order and spammed Skeleton Archers. It now works as intended, giving medium AI a focus on pest doctors and hard AI a focus on high-ranking demonic units
    - Deleted the unused old trigger associated with the high elven light summoning spell (=Magic Flare)


    12.11.2014
    - Bug hotfix: Undead summonings of Skeleton Warriors (ability of Necrolytes and Death Knights) cost more than the interface said. It functions as intended now.
    - Bug fix: Orcish Warlord squadmembers dealt 1 damage once the doctrinal upgrade ''Raiding Troops'' was obtained (granting them siege damage). They now keep a damage of 6.


    16.11.2014
    - Bug hotfix: Dying caster missiles don't create zombies on blight anymore when ''Dead Land'' is researched
    - Orc Warriors (after purchasing the ''Raiding Troops'' doctrinal upgrade) now use the correct type of Siege Damage, resulting in a 5x bonus against buildings (streamlining them with other orc melee units)
    - Object Editor: High Elf Healers' color set to black (trained Healers had black team color already, this only affects pre-placed units and has no effect on the current multiplayer)


    17.11.2014
    - The direction of caster units' missile creating spells can now be selected. This increases controlability a lot and is supposed to decrease player frustration
    - Removed the random spread of firebolts making them more accurate
    - The new firebolt and chaos missiles now cost 2 mana (instead of 1) to balance the increased controlability of these spells
    - Increased the damage interval of firebolts and chaos missiles from 0.10 to 0.12 to decrease the chance of 'double hits' of 1 target resulting in double damage
    - Mage units' passive ''Spell Protection'' now reduces spell damage taken by 75% (instead of 50%). This is supposed to increase mages' survivability against basic attack spells (firebolts etc.) since these have become more precise and easier to control
    - Deleted several old unused spells in OE (old missile spells and an unused version of Chaos Missiles)
    - Deleted many now unused triggers in the trigger category of missile spells (Firebolt, Chaos Missiles etc)
    - The High Elf Healers' ''Summon: Light'' spell works as intended now
    - Removed faulty text from the tooltip text of the ''Keep in Formation'' option


    20.11.2014
    - Changed custom minimap image from .tga to .blp format, saving disc space requirements (and aiming to have the custom minimap display in the hive workshop's map preview)
    - Corrected a typo in the questlog, under the category 'Features': 'Controll' changed to 'Control'
    - The dwarven doctrinal upgrade 'Close Combat Training' now shows the correct name in the upgrade message and in the requirements fields of other upgrades (it previously said 'Iron Guard Training')
    - Added a new smiley to my collection: ¦)


    27.11.2014
    - Human Knight Model modified to represent a riding City-Guard. This makes the human rider unit coherent with other riders. All factions have rider squads that look like mounted versions of an infantry unit.
    - Outrider life from 5 to 10. This brings it in line with all rider units. It also balances the fact that Outriders (other than Rangers) are hard-countered by ranged units due to being mounted.
    - A unit group in a trigger in the category of the 'Terror' spells is now properly destroyed
    - Constructors trained from Human towers now have a training time of 7 (instead of 1) to bring them in line with the Conustructors trained from the Fort
    - The Battering Ram can no longer attack units, leaving only structures as viable targets as intended
    - Targeting certain unit types with Firebolt, Chaos Missiles and Acid Bombs will no longer result in the spell not casting. These spells can now be ordered on ground or any unit.
    - Demon Lords are no longer effected by force-retreat ('Terror' spell)
    - Removed the possibility of forcing retreat on Magic Flares ('Terror' spell)
    - Interface message ''The target must be a building'' changed to ''cannot be aquired'' streamlining it with other aquisition messages in-game. This message is seen when Battering Rams attack anything that is not a structure.
    - Launching sound re-added to the new versions (17.11) of Firebolt, Chaos Missiles and Acid Bombs
    - Knights added to Unit Spotlight 3 of the description


    29.11.2014
    - Mac compatibility test: All buttons have been reworked to have a Mipmap count of 7.
    - Removed unused buttons (BTNThrowing Axe, BTNSpell_Shadow_BlackPlague, BTNSpell-Shadow_RainOfFire, BTNAdvStucture [=BTNHumanBuild])
    - Income can now be received by HQ buildings while they train units
    - Adjusted walk speed animation of Guard Squads' leaders to the animation speed of Guard Squad members
    - The deactivation of dwarven Defenders' Defensive Stance ability will no longer have a delay. Defenders now instantly regain their movement speed upon deactivation, resulting in greater controlability and responsiveness.
    - Human elite Guards now deal area damage to make them able to face off against more massed, cheaper melee units. Attack speed has been set from 1.00 to 1.50.


    29.11.2014 (2)
    - Buffs are remove via trigger when Defensive Stance is turned on and off (removes 'Sprint' when turned on and 'Defensive Stance' when turned off). This prevents sprinting Defenders from continuing to move when entering defensive stance.
    - Squad orders with no target now check if the unit is alive. This prevents dying Defenders that are in defensive stance to cause their entire squad to 'undefend'
    - Defensive Stance is now based in 'Defend' rather than on 'Magic Defense'. This lets it react to triggers that order units to use the ability.
    - When a Defender squad leader dies and another unit in the squad becomes the new leader (via 'replace unit' action), this new unit will now immediately be ordered to use 'Defensive Stance' if the squad currently has that ability activated.


    01.12.2014
    - Undead Land Gargoyles from the Creature Support Doctrine now can fly short distances to overcome obstacles, flee engagements or surprise enemies. The unit now has a much clearer role as a harassment squad. The increased unit value also helps justify the high tech cost required to make the unit available.
    - Land Gargoyle model modified to have a 'stand lumber' animation hiding the entire unit - this is used in context with the new 'Fly' ability of Gargoyle Squads.
    - Dwarven Defenders' 'Defensive Stance' now does not remove Sprint anymore as the re-addition via trigger resulted in the vanquishing of the sprint cooldown.
    - Dwarven Defenders' 'Defensive Stance' now reduces movement speed by 10000% (instead of 100%) in order to be able to also contain the speed increase of 'Sprint'.
    - Building orc Outposts now costs 30 lumber as indicated (instead of 40). Canceling the build still gives back 30 lumber, as it did before.
    - removed 3 double passive icons (Prefix ''PAS'') left over from before the button replacement of the 29.11 patch


    03.12.2014
    - 'Defensive Stance' was available without the doctrinal 'Close Combat Training' upgrade since the 29.11 update. It is now tied to tech again, as intended.
    - Customized Build Icon re-imported ('BTNHumanBuild')
    - Human Forward HQs now do not receive income while under construction
    - Corrected faulty path of re-imported ''PAS''-Buttons. The path was faulty since the last update.
    - Buttons starting with ''DISBTN'' and ''AAT'' have been re-imported with a Mipmap Count of 7 (see Mac compatibility test)


    07.12.2014
    POLISH:
    - Improvements to the animation coherence of Land Gargoyle Squads' ''Fly'' ability. The Gargoyle model no longer slightly jumps to the side when the unit lands again
    - Gargoyle Squads' ''Fly'' ability now uses a new dummy spell based on ''Carrion Swarm'' (deleted old ''Blink'' based spell)
    - Squad Orders now ignore the order string ''carrionswarm'' instead of ''blink'' (see above)
    - Adjusted the coloring of Gargoyle dummy units used when ''Fly'' is used. The color values are now 210/210/210 to suit the original unit.
    - Unit collision of the ground version of the Gargoyle ''Fly'' Dummy is now set to 0.00
    - Deleted old ''Fly'' related triggers in the ''Abilities'' trigger category
    - Added new triggers beyond the ''Orders'' category. These triggers handle the usage of ''Fly'' by Gargoyle Squads now.
    - Old trigger in the ''Orders'' category removed. This trigger formerly was responsible for the group order of the old ''Fly'' ability.
    - Deleted unused trigger in the ''Ressources'' category.
    - Tooltip adjusted: ''Wake: Skelteon Warrior Squad'' changed to ''Wake: Skeleton Swordsman Squad'' in the tooltip text of the train button of skeleton swordsmen
    - Added a limit of AI summonings (Undead summoning abilities + High Elf 'Magic Flare'), checking the number of existing units of the summoned unit's type
    - Cooldown of summonig abilities re-added (it was removed to hotfix a bug that had it cost too much, this bug has been fixed). This also helps contain the potency of summoner units (especially Death Kinght, who are a cheap and fast summoning plattform).
    - Only one unit will commence a summoning if several units with summoning capabilities are selected

    FIXES:
    - AI Lag decrease: When easy orc AI was ordered to train warrior squads, a unit group would not be destroyed properly. It now is destroyed each time, resulting in better performance.
    - AI Lag decrease: The point used to give orders to freshly trained AI units is now set to a variable and destroyed after the action, resulting in less point leak.
    - AI Lag decrease: When the AI received orders for units around flag points, the center point of the according calculation was not set to a variable, and thus never cleared, resulting in decreased performance. It is now properly destroyed each time. (trigger ''KI Flaggen'')

    BALANCE:
    - Gargoyle movement speed from 200 to 300
    - Gargoyle armor from 30 to 25


    12.04.2015
    - New unit model: Dwarven Siege Tanks now use the Beta Model which sports a Wrecking Ball/Mace instead of a Cannon.
    - Object Editor: Dwarven Siege Tanks are now melee attackers and use a new model (see note above)
    - Siege Tanks added to Unit Spotlight 3 of the description
    - Unused animations removed from the following own model customizations: Crusader, Wolfrider, BatteringRam, LandGargoyle
    - Import editor: restored old Buttons from before the Mac Compability Test (as of the 29.11.2014 update) as the change showed no practical effect from my perspective, whilst the potential risks would be unkown
    - Wall Hub System Bug fix: When Wall Pieces are placed and instantly removed via trigger again due to blocked pathing (with ressource refund, as is intended), their pathing blockers would be created nonetheless. This bug has been fixed (special thanks to Chizume for the bug report) (The trigger 'Mauern Verlauf' has been removed and was integrated into the trigger 'Mauern')
    - Wall Hub System Bug Fix: When Wall Pieces used 'Tear Down', this sometimes also removed the pathing blockers of very close Wall Pieces. This bug has been fixed (The Trigger 'Mauern Verluaf Tod' has been altered)
    - Bug Fix: When the leader unit of a Fel Orc Wolfrider Squad was killed, the new leader unit would have the ability to sell Death Knights. This was due to the 'Sold units' field being automatically filled in the Object Editor. The Bug is now fixed (special thakns to Ivanez for the bug report)
    - Credits: Ivanez moved to 'Finders of major bugs'; Chizume added to the credits for the bug reporting mentioned above
    - Bug Fix: The cooldown of HQ abilities is no longer reset when switching to the Doctrine Menu and leaving it again
    - removed the trigger that used to activate the Carrion Birds ability upon research as it is now integrated in the new Trigger responsible for (de)activating HQ abilities upon entering/leaving the Doctrine Menu (while remembering the cooldown)
    - import Editor: unused Button removed --> ''BTNSpell_Shadown_RainOfFire''
    - Balance: Battering Ram cost form 40 to 30 lumber. This adjusts the cost of this unit in the face of the performance of the new dwarven Siege Tank, which also functions as a melee siege weapon. Part of the still higher pricing (30 lumber equals a value of 150 gold, Siege Tanks now only cost 125 gold) is justified by the fact that the Battering Ram can be build in the field. The pricing of 30 was also chosen to further associate the Battering Ram with Catapults which now cost the same.


    14.10.2016 (DEMON ADDON)

    FACTIONS
    - Demons added

    UNIQUE SYSTEMS
    - Demonic Corruption added. Adds a second type of blight into the game, used by the demon faction. Seemlessly spreads and functions like normal undead Blight.

    BUGFIXES
    - The Summoning Ability of orc Necrolytes now displays and requires 4 free food („unit capacity“), which ist he food used by the summoned orc skeleton squad. Before the fix, the food capacity could be exceeded.
    - Bugfix: Expanding Walls to the direction North-East collapsed the original Wallhub; this was due to a overlap with one of the tunnel system triggers. A condition has been added to this trigger in order to fix the bug.
    - Dwarven Smithys that currently research now receive income as they should
    - Dwarven Defenders using 'Defensive Stance' no longer can slide very slowly. The responsible trigger now sets their prop window angle to 0 when they enter 'Defensive Stance' to restrict any movement while preserving their ability to turn their facing angle.
    - Siege Tank (Beta-alike) origin and overhead attachment points scaled to 100 (=same size as with the normal Wc3 RoC Siege Tank) to scale down the 'Crew Repairs' effect
    - Bug Fix: Land Gargoyles' ability 'Fly' was not properly animated (the dummy AND the original unit stayed visible) since the last update. This was due to the Animation Clearance Process of the last update, where the needed 'stand lumber' animation was accidently removed. Now works as intended.
    - The right top corner was isolated through shadow border. Dragon Riders called to the very top right of the map would be stuck. The border was a relic of a pre-release version and not needed. It was removed.
    - Tunnel Networks that originally loaded a unit and were destroyed with that unit still in transport would then release the unit with scale 0%. This has been fixed.
    - When a tunnel loads a unit it gets the classification „mechanical“ until it is unloaded for trigger-reasons. The classification was not removed when the tunnel that held the unit was destroyed. The unit could not be loaded anymore. This has been fixed.
    - When Undead Blight of two players who both had 'Dead Land' unlocked overlapped, a Zombie would be spawned for both (or more) players when an enemy unit died in that area. Now only one player who has blighted the area will receive a blight-spawned unit.
    - Triggers for undead blight spawns have been combined with the new functions for spawning demon corpse tentacles (which works in a similar way, but on demonic corruption instead of undead blight)

    - GROUP COOLDOWN IS NO LONGER LOST WHEN THE LEADER DIES AND ANOTHER SQUAD MEMBER BECOMES THE LEADER UNIT; EXPLICIT CHANGES:

    - the group order for orders with no target now ignores orders with the string 'spellshield' instead of those with 'berserk'
    - the old triggering dummy spell of Ranger Squads' 'Stealth' ability was removed. New ability based on 'spellshield' added to make group cooldown work as intended (and be inherited upon promotion)

    POLISH
    - Alpha-like shield added to Crusader model (Alpha Shield from the WC3Legends Project)
    - Minor change: Crystal Lamps now always display the ''detector'' status in the UI when selected; this was previously handled by a unnecessarily complicated trigger that involved switching between two versions of the Crystal Lamp; there is now only one version.
    - The UI text of the classification ''Giant'' has been changed to the yellow text ''Detector'', accompanying the Crystal Lamp change in this patch (as Crystal Lamps now have that classification)
    - Demon Lord no longer has the 'Portal' ability. The ability has been reworked in a more complex and decision-heavy way. It has moved to the Caster unit of the new demon race.
    - Summoned units and squads now don’t freeze if they stand still after their initial birth animation
    - Questlog Faction Wiki: Typo in Human info text corrected.
    - Faction picking button order changed (due tot he new demon button and a number of 6 instead of 5)
    - Consistency: Sight Range of Gargoyle Fly Animation Dummies adjusted to the sight range values of the original Land Gargoyle unit

    MANAGEMENT / LEAK
    - Unit groups in the Group Teleportation Trigger are now destroyed to avoid memory leaks/lag.
    - The Summoning Triggers that keeps multiple selected summoner units from summoning at the same time when such an ability is fired have been modified. Instead of assigning and checking Custom Values, a Dummy Ability is now used to designate all selected units who are prevented from summoning.
    - Management: Group selection circle trigger revised: Combined into one trigger. Too many 'and' conditions caused the old trigger to not fire anymore at one point (as I added new units that are not yet usable ingame).
    - Management (minor): Unused (=deactivated) Triggers about 'Totems' and 'Snake Guards' removed
    - Managment (minior): Trigger for training of constructors from human guard towers now sets the temporary point variable correctly (the offest is now stored in the variable and not set in the following unit creation action)
    - Management: Modified portrait cameras of in-game rider units (Wolfriders, Huntress) are now achieved by replacing the portrait files only (instead of importing an entirely new unit with all normal animations, just for the addition of a portrait camera)
    - The "Light" spy unit used a wisp model with a modified portrait as basis. Map Size is reduced by only importing the modified portrait and giving it a path to overwrite the portrait of the default wisp. Model oft he unit set to "Wisp" in Object editor. No change to ingame appearance of the unit.
    - Management / Polish: The dummy items of High Elf Ranger Stealth now have an invisibility spell as effect. This object editor solution saves some trigger space. Polish sideeffect: buff display duration of Stealth now correct (20sec); Blink Stealth Effect now on entire squad
    - unused ability 'Wuchtvoller Axtwurf' removed
    - unused imported Button BTNThrowingAxe removed
    - unnecessary conditions removed from a flight related trigger ('TruppenFlucht Befehl Fliehend')
    - deleted 2 now-unused triggers of the old orc build system (see changes above)
    - the trigger responsible for always selecting the leader of a squad has new conditions excluding the new portal units. This prevents a bug with their selection.
    - Group Teleport Trigger now uses temporary unit groups to prevent leak
    - Spreading Blight Abilty is now trigger-bound due to the new pathing system of the demon faction (spreading corruption as 'second type of blight in game'); Blight banishes demonic Corruption.
    - The trigger preventing all selected units of the same to cast metamorphosis based abilities with a cost now also incluedes the new „Corruption“ ability.
    - Tunnel Netwok Triggers hold a new trigger that addresses unit scaling for some unit types seperately. This ist o assure that units unloaded from the new demon Rifts (which function like the dwarven tunnels) are scaled correctly when being unloaded.

    FUNCTIONALITY
    - Functionality: Beer ability adjusted to the new sprint ability (because of the fix that lets memebers of the same squad share cooldown of sprint etc., read below)

    EASE OF USE
    - Ease of use: Missile spells (firebolt, chaos missiles, acid bombs) now always select the target of their 'movement' precisely. Previously, the facing of the caster was used to calculate the target of their movement. To avoid inaccuacies, the angle between the caster and the an offset point towards the target point of the ability is now used.

    CONTENT UPDATE PREPARATION
    - Night Elven Object Editor Data and Triggers added (models removed until release of the Night Elven faction)

    BALANCE TEST (may be reverted)
    Elite Units (Human Royal Unit Support)
    - all human elite units:
    +5 hp
    - 10 armor

    - guard squad cost: 60 --> 100
    - paladin cost: 60 --> 100

    - guard squad:
    attack speed: 1.5 --> 1
    no more area damage


    Rider units:
    - all regular riders (knights, crusaders, outriders, wolfriders, death knights):
    +5 hp

    - wolfrider squad cost: 90 --> 100
    - death knight cost: 50 --> 70


    Magicians:
    - all caster units with 5 hp (including arcanists) (elementalist, arcanist, healer,
    fire mage, arcane mage, necrolyte (o), warlock, pestilant, necrolyte (u), void walker):
    + 5 hp
    magic protection ability adjusted so that ranged attacks and magic deal double damage
    (0.10 --> 0.20; 0.25 --> 0.5; results in old kill time by ranged attacks and magic)

    - pestilant cost from 100 to 70.


    Dwarf:
    - Demolition Team and Mortar Team:
    hp from 10 to 15 (5x2 for each model, +5 for "elite" status and taking the "mage" slot)

    - Demolition Team:
    Mine Cooldown from 1 to 10

     
    Last edited: Oct 14, 2016
  3. Mech_Warrior

    Mech_Warrior

    Joined:
    Dec 9, 2010
    Messages:
    120
    Resources:
    2
    Maps:
    2
    Resources:
    2
    Hey Drogenhoernchen,

    Wow, great game! This is very original and fun, exactly the kind of map that gets me pumped up to review it.

    It took me 3 times to get what to do. I feel like the gameplay could be explained more thoroughly. Particularly the "control point" system, while well made, should be explained to new players. It is so crucial in this version of the game that people will easily find themselves being slaughtered in 5 minutes if they don't understand it. I know I did.

    Another comment is that the higher tiered units felt... kind of weak. For instance, I had my town guards, and the elite guards. But the town guards honestly were doing the job just fine, if not better (because you get more of them). I honestly won the game with Spear Throwers, Towers, Ballistae, and Catapults. The mages are worth getting too, at times, but other than that, the knights seemed to suck (even the supposedly advanced ones that it took a lot to unlock). This is feedback for Humans (the only race that I myself played).

    I also feel like perhaps the control points should give different amounts of income depending on location. For instance, make the ones in the middle worth the least, maybe 2/3 the value of the ones near each base. The reason is, it felt like the game was actually decided in the first 5-10 minutes, but it took us 25 minutes to actually win.

    What I mean specifically is that once we had assumed control of the middle points, they stood no chance of ever coming back, unless we really really fucked up. At least that's how it seemed to me. This might have also been because of race choices; I'm not entirely sure which ones are the best late-game for making comebacks. There may already be systems in the game to account for this; if so, I didn't get a chance to see them.

    Overall, great game, 4/5 from me.

    Keep up the good work,
    Mech
     
  4. Admiral Proudmoore

    Admiral Proudmoore

    Joined:
    May 9, 2014
    Messages:
    245
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    0
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    It's 4/5 for me.I like this a lot and enjoed every single minute of playing this map.

    Only three suggestions from me.Could Catapults move just a bit faster? I know that it's a siege weapon but still.Could it be a bit faster?

    The second is...is mounted footman best idea one? The model is okey but there are many better cavalary models in here.

    And the last.Maybe some more upgrades? It's kinda okey for me and i liked current upgrades and other like this but maybe thre could be some weapon or shield upgrades? ))
     
  5. Drogenhoernchen

    Drogenhoernchen

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    I have though about that many times. I think Normal and hard AI actually ''cheats'' atm and has faster catapults :p

    I know, it felt misfitting to me, too. You always have the same thoughts as me :p

    It's a good model, it suited the faction well once, but the human faction has changed a lot. I have often thought about changing it. Then again, it helps emphasize the ''elite'' riders of the Human faction (Crusaders) even more.


    Thank you for your feedback (both of you) ツ
     
  6. kakuzu

    kakuzu

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    Interesting map , good gameplay !
     
  7. Lenura

    Lenura

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    this map is great.
    I want to assume that we will see more maps in the future as in terrain?:D
    Possibly more races?
     
  8. Drogenhoernchen

    Drogenhoernchen

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    @Lenura:

    I thought about different terrains. Depends how popular it gets :p
    Also, if you check it out in OE, you can see, that 3 more races are currently laid out, but not fully polished (demon, troll, nightelf)
    But I am not sure if I'd like them all in the game. Especially trolls give me headaches. There is very few inspiration for trolls, because they do not exist in other franchises (e.g. BfME) and they were only 1 unit in Warcraft 1 and 2.

    Problem with adding Nightelves is, that they always rival with the High Elves. So, there'd be a risk of the 2 factions to be too equal.

    Demons were nice, I liked the concept I had for them, but they seemed outta place. Too different, and too outta-space-overly-powerful. They would seem like a TOO potent force compared to the other playable factions. It kills the immersion because they seem exaggerated.


    Uhhmm, did I answer your question? :p
     
  9. Lenura

    Lenura

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    sure did, gnolls then.
     
  10. AYF

    AYF

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    I really like the map and the idea
    Some quick notes:
    Sometimes forts will train units going over the food cap
    ranged units feel a bit "too strong" imo
    it starts lagging after a while, even in singleplayer
    undead regeneration on blight is a bit too strong
    something feels wrong to the orders given to a group of units, when leader dies

    I really enjoy the map, these were some of my impressions
    Hope to see more of this
     
  11. Drogenhoernchen

    Drogenhoernchen

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    @AYF: The latest update should reduce the lag caused by AI players.
     
    Last edited: Nov 11, 2014
  12. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

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    Map approved using this review below :cgrin:

    [​IMG]
    Moderator:
    StoPCampinGn00b
    version 1.0
    [​IMG] [​IMG]
    First War Memorium
    by Drogenhoernchen
    [​IMG] RATINGS
    • Gameplay: 27/30
      Terrain & Scenery: 18/20
      Total Score: 46/50

    • 5 Stars: 47+
      4 Stars: 40-47
      3 Stars: 25-39
      2 Stars: 10-24
      1 Stars: 1-9

    [​IMG] CRITIQUE
    Gameplay:
    The gameplay is lovable for any RTS player and easy to learn. The map features a well made squad system, balance of factions and units within each faction, and a very strategic experience making you feel like a general. Though the slow movement speed of the units, it does not make the map slow and boring. This puts emphasis on strategic positioning. The abilities of the units are absolutely lovable, creative, and helpful to succeeding, for both squads and single units. Great job on differentiating the factions to give them their own gameplay and unique features.

    The AI? They were pretty damn good on Insane, and beatable on easy and normal. They actually play the objectives (control points)!

    I've had few problems with the map, I've had some lag late game. I also notice the control points favor the western side significantly more as they are closer. You should move them more to the right, or edit the pathing to make the time. This is more of an annoyance issue, but please make it so special units stick to the back line when moving instead of the front. AI That's all the faults I can see!

    27/30
    Terrain & Aesthetics:
    This map has great terrain tile usage. All of the tiles compliment each other and it's surroundings and they aren't randomly spammed. Height leveling was also executed greatly as it wasn't overdone. I do have a question mark though, why does part of the bottom right have 85% dirt?

    Doodad placement wasn't extreme but it was plenty. It looks like you've decorated little by little, consistently. Other than that, the only thing left I have to say about the aesthetics in the custom models and icons look nice.

    18/20

    [​IMG] VERDICT
    The only way a map can be approved is if it follows the map submission rules that apply to the map type.
    - All rules followed, map approved!
    [​IMG] NOTES
    Overall it's a great map, but it still can be improved for a 5 star rating! Feel free to contact me about this review on this map page OR message me about anything. (+2) reputation points for taking your time to upload this map to Hive.

    One more thing, the map isn't at all an Altered Melee, it features no creeps or gold mines. I've set it to Strategy and Risk due to the control points, large scale battles, and significant difference from melee gameplay. (See my guide: http://www.hiveworkshop.com/forums/tutorial-submission-283/map-category-guide-254995/)

    [​IMG] [​IMG]
    [/tdalt][/tr]
     
    Last edited: Nov 12, 2014
  13. Eagle XI

    Eagle XI

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    Hooooly shit.
    Dat systems, hnnngghhhh.

    EDIT: On my second test run against the AI game suddenly became unplayably laggy, with sounds choppedly repeating, the only difference i could spot is the fog and it took the game a few seconds to respond again after opening Menu.
    On my first run i was human, with ally elf against an orc and undead. The undead was getting free blighted ground everywhere on the map and healing troops blitz. Is that normal ?
    Ranged units often fired sniper range but seem to always ever miss. The elf priest was healing across half the map.
     
    Last edited: Nov 12, 2014
  14. Wazzz

    Wazzz

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    map has a few game changing bugs, such as summoning costing waaaay more than it should (sort of cripples the undead)
    i'm not sure if the casters are supposed to use their 1 mana point attack by default like in warcraft 2, but for me, they don't seem to do that
    i'm a bit iffy on the map myself - it has great themes but i'm not so sure i agree with the execution
     
  15. kakuzu

    kakuzu

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    Great work of the new moderator , the map deserved to be aproved
     
  16. Drogenhoernchen

    Drogenhoernchen

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    @Wazzz: Hotfixed ツ +rep
     
  17. Wazzz

    Wazzz

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    awesome stuff, i'll check it out ^_^

    i'll also try and keep you posted on any other glitches i come across
     
  18. Fingolfin

    Fingolfin

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    Alright, so i tried this, and i am quite impressed! The unit design and overall simplicity of the gameplay works great. Systems were implemented in a nice way, although i never quite felt the effect of the doctrine choices, and as elves i never ended up using the detection structure (because i never encountered invisible units). A few things that bothered me though:

    • Units died a bit too quickly. This made the game a lot about spamming or making small but desicive choices, such as using AoE abilities at the right timing to wipe out the enemy army. I think you could benefit a lot from giving all units slightly more hit points, as it is quite frustrating to play right now.
    • Towers are very powerful, and putting down two of them will effectively secure your base until the endgame.
    • The learning curve is a bit steep. You should add some ingame hints to inform players of the strengths of certain units.
    • The roles of some units are a bit unclear. It would, for instance, be good if the tooltips specified what high elf lancers are good against, that regular swordsmen aren't.
    • I noticed that the High Elf sorceress does not properly blink if you tell her to move a long distance. You have to blink her in steps. Overall i did not end up using her, since she mostly just slowed the enemy. Overall i wish there were mechanics in this game to let you more easily cast spells without too much hazzle.
    • I would appreciate if it was possible to specify the direction in which the Fire Mage shoots his flame spell. Since he has no other attack, he is not automatically turned towards the enemy and requires a lot of extra micro (even though the Fire Mage + the magic cart thingy was an awesome combo vs most units).

    Overall great work! Keep working on this, if you make the gameplay less spammy i will totally be playing this on b-net.
     
  19. Eagle XI

    Eagle XI

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    I agree, basic melee troops should have more HP per figure.
    'Squadleader's that are more durable (like Sergeants in Dawn of War. Could be Captains for Footmen and Champions for Grunt) as an tech-tree feature (that gets automatically and globally added as you put a point into, for all future trained squads of affected type from that point on) would be nice too.