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First War Memorium


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...


FACTIONS

Humans

Dwarves

High Elves

Orcs

Undead

Demons



"The Old Kingdom is in decline. As the orcish hordes storm the southern borders of the Realm, demonic cults eat it from within. The Conjurers, once protectors of the land, have grown into a selfish and corrupt class rivaling even the power of the King, thus further paralyzing the Realm.
Seeking to restore its former glory, the Empire has become increasingly fanatical, even antagonizing its former allies, the dwarves and elves. Despite all of this, the defenders of mankind stand firm and united against the storm that is coming."



"The dwarven clans protected the mortal realms of invading evil for centuries, yet as of lately, they have withdrawn into the heart of their lands, minding their own internal affairs.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."


"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."



"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."



"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 lives 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."



"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."





UNIT SPOTLIGHTS

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 unit spotlights below, delivering intel on many unit types both gameplay-wise and storywise. This is supposed to further elaborate the units' uniqueness.

Enjoy!




Peasants
[reaction=https://www.hiveworkshop.com/media/peasant_screen_100x100.129167/full?d=1583341003]Squad members: 1
Price: 30 Gold
Abilities: Build Farm, Build Wall, Build Golden Wall, Build Guard Tower, Build Marketplace, Build Catapult, Build Ballista
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind[/reaction]
description
In the tradition of azerothian peasants during the First War these steadfast rural folk reliably till the fields of human realms. In doing so, they support mankind’s armies and help stem the approaching darkness. Even the increasingly frequent raids of the brutish orcs do not deter the hardy peasants of the kingdom from fulfilling their duties.
Guards
[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89254.jpg]Squad members: 4
Price: 60 Gold
Abilities: None
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind[/reaction]
description
These are noble captains of war. Selected among the best and 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.
Crossbow Archers
[reaction=https://www.hiveworkshop.com/media/archer_crossbow100x100.129165/full?d=1583341003]Squad members: 4
Price: 50 Gold
Abilities: None
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind[/reaction]
description
Well-equipped and disciplined, these men form the backbone of any human army. Their crossbows fire their bolts with high velocity, piercing through even the toughest of armor.
Knights
[reaction= https://www.hiveworkshop.com/media/knightnew_100x100.129166/full?d=1583341003]Squad members: 3
Price: 120 Gold
Abilities: Ride down (Passive), Break Morale (Passive)
Allegiance: Imperial Forces of the Old Kingdom, Brotherhood of the Horse[/reaction]
description
In the spirit of the famed "Brotherhood of the Horse", proud mounted knights once again stand guard over human realms. They ride out from Castles and Forts to patrol the plentiful farmlands and forests that span across the kingdom. The thundering hooves of their unruly war horses and the great flails swung above their heads strike fear in the hearts of even the bravest among their enemies.

Some members of this order are driven by an almost fanatical hatred of other races, fueled by stories about the orcish brutalities against human civilians during the First and Second Orc War.
Conjurers
[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89262.jpg]Squad members: 1
Price: 125 Gold
Abilities: Firebolt, Frost Nova, Rain of Fire
Allegiance: Imperial Forces of the Old Kingdom, Tower of Magicians[/reaction]
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 weak-minded rulers of human counties.

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.
Laborers
[reaction=https://www.hiveworkshop.com/media/laborer100x100.129169/full?d=1583341003]Squad members: 1
Price: 25 Gold
Abilities: Build Smithy, Build Iron Wall, Build Cannon Tower, Build Mine Shaft
Allegiance: Dwarfs of Khaz'Modan, Dwarven Mining Guilds[/reaction]
description
Dwarven Laborers are jolly, hardworking folk with a strong sense of comradery. Besides their building and gathering duties, they also function as the skillful tunnelers of dwarven armies, allowing dwarven troops to lay ambushes through the use of Mine Shafts.

Laborers are known for their greed when stumbling upon valuable resources while mining, as well as their thirst for adventure, which is why they often participate in expeditions to distant lands that hold promise of undiscovered riches.
Defenders
[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89253.jpg]Squad members: 6
Price: 50 Gold
Abilities: Sprint, Defensive Stance, Ale
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds[/reaction]
description
In the times of great hardship, before the traditional, more heavily armored Iron Guard was finally reinstituted, it lay in the hands of these brave 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 greater days.
Iron Guards
[reaction=https://www.hiveworkshop.com/media/iron_guard100x100.129389/full?d=1585323235]Squad members: 4
Price: 100 Gold
Abilities: Ale
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds[/reaction]
description
The Iron Guard of Khaz Modan are heavily armored elite troops following an ancient warrior tradition. Their weapons and armor plates are engraved with age-old enchanted runes so that the dwarven gods may watch over them.
Demolition Teams
[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89260.jpg]Squad members: 2
Price: 50 Gold
Abilities: Lay Mines
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds[/reaction]
description
The ingenious tinkers of the famed dwarven Engineering Guilds sport a certain contempt for death by nature. As such it is no surprise that the so-called Demolition Teams they have formed to bring explosives to the frontlines or blow up high priority targets often will not hesitate to give their lives in the fullfilment of their duty - the protection of dwarvenkind!
Siege Tanks
[reaction= http://www.hiveworkshop.com/forums/members/217402-albums7606-picture96856.jpg]Squad members: 1
Price: 125 Gold
Abilities: None
Allegiance: Dwarfs of Khaz'Modan, combined forces of the Iron Guard and the Engineering Guilds [/reaction]
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.
Gryphon Riders
[reaction= https://www.hiveworkshop.com/media/gryphonrider100x100.129170/full?d=1583341003]Squad members: 1
Price: 300 Gold
Abilities: None
Allegiance: Dwarfs of Khaz'Modan, Gryphon Aviary of Ironforge[/reaction]
description
The mighty stormhammers of these wild dwarven warriors are as dangerous as the sharp claws and beaks of their majestic yet deadly mounts. During the Second War the Gryphon Riders earned fame through their relentless battle against the Orcish Dragonriders.
Rangers
[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89326.jpg]Squad members: 3
Price: 60 Gold
Abilities: Flaming Arrows (Passive)
Allegiance: High Elf Castes of Quel'Thalas, Ranger Caste[/reaction]
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.
Outriders
[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89257.jpg]Squad members: 3
Price: 90 Gold
Abilities: None
Allegiance: High Elf Castes of Quel'Thalas, Ranger Caste[/reaction]
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.
Warriors
[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89255.jpg]Squad members: 6
Price: 40 Gold
Abilities: Frenzy, Build Outpost
Allegiance: Orcish Raiding Groups[/reaction]
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.
Hunters
[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89266.jpg]Squad members: 6
Price: 50 Gold
Abilities: None
Allegiance: Orcish Raiding Troops, Hunters' branch[/reaction]
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-rounded 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.
Warlocks
[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89259.jpg]Squad members: 1
Price: 125 Gold
Abilities: Chaos Missiles, Disease Cloud, Rain of Fire
Allegiance: Orcish Raiding Groups, Shadow Council[/reaction]
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.

Pestilants
[reaction=http://www.hiveworkshop.com/forums/members/217402-albums7606-picture89256.jpg]Squad members: 1
Price: 100 Gold
Abilities: Acid Bomb, Disease Cloud, Pest Healing, Summon Zombies
Allegiance: Plague Squads of the undead Pest Doctors[/reaction]
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.
Fallen Ones
[reaction=https://www.hiveworkshop.com/media/fallenone100x100.129506/full?d=1586283412]Squad members: 4
Price: 30 Gold
Abilities: Painless (Passive)
Allegiance: Plague Squads of the undead Pest Doctors[/reaction]
description
The Dead are walking the Earth again! In the bloody civil war that the Necrolytes and Pestilants of the Scourge brought upon the people of the Old Kingdom, countless souls lost their lives, only to be raised again as mindless servants of the diabolic Necromancers, who - without hesitation - brought a deadly brotherwar upon their own kin for selfish reasons.
Cultists
[reaction= http://www.hiveworkshop.com/media/cultist100x100.111580/full?d=1476472166]Squad members: 6
Price: 25 Gold
Abilities: Summon Rift, Corruption
Allegiance: Rural Heretic Cults, Traitors to the Empire[/reaction]
description
Human worhippers of the demonic powers. While not necessarily powerful, their lifeforce and devotion feeds the daemons 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.
Daemons
[reaction= http://www.hiveworkshop.com/media/greaterdemon100x100.111579/full?d=1476472166]Squad members: 1
Price: 50 Gold
Abilities: Fly, Demonic Shield
Allegiance: Rural Heretic Cults, Demonic Legion Command[/reaction]
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...
Hell Cannoneers
[reaction= http://www.hiveworkshop.com/media/hellcannoneer100x100.111577/full?d=1476472166]Squad members: 1
Price: 50 Gold
Abilities: None
Allegiance: Rural Heretic Cults, Infernal Invasion Army[/reaction]
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".
Forts
[reaction= https://www.hiveworkshop.com/media/fort-100x100b.107977/full?d=1465614370]Function: Unit Training, Doctrinal Research
Price: 80 Lumber
Technologies: Guards, Paladins, Royal Armor, Garrison, Golden Walls, Forward HQ
Allegiance: Imperial Forces of the Old Kingdom, Protectors of Mankind[/reaction]
description
The Old Kingdom secures its territories and numerous counties by building huge military fortifications. These central hubs coordinate all military operations in the area, whether it be the deployment of troops or the collection of supplies from the surrounding farms.
In times of great peril, these strong fortifications serve as a retreat for peasants and civilians. They have offered reliable protection against the orcs' brutal raids numerous times, so that smaller routs of plundering greenskins tend to fully avoid these heavily guarded garrisons by now.
Mine Shafts
[reaction= https://www.hiveworkshop.com/media/mineshaft2_100x100b.129168/full?d=1583341003]Function: Unit Transportation Network
Price: 20 Lumber
Technologies: None
Allegiance: Dwarves of Khaz'Modan, Dwarven Mining Guilds[/reaction]
description
Traditional dwarven warfare tactics have always included the use of tunnels and mine shafts to ambush enemy troops. Since the separation from the Alliance, new emphasis has been laid on this doctrine. Over the course of progress, the efficacy of dwarven tunnel networks has greatly improved: A network of railways connects the mine shafts across the lands, allowing for quick travel – though its transport capacity is limited.
Mage Towers
[reaction= https://www.hiveworkshop.com/media/magetower-100x100.107979/full?d=1465614371]Function: Unit Training, Doctrinal Research
Price: Starting Structure
Technologies: Ballista Support, Field Engineering, Fire Runes, Outrider Squad, Bolster Ranger Squads, Ranger Stealth
Allegiance: High Elf Castes of Quel'Thalas, Magicians’ Caste[/reaction]
description
Elves are naturally drawn to magical places – due to this, the study towers of elven scholars and wizards often become pulsating veins of elven life around which entire communities can emerge.
Furnaces
[reaction= https://www.hiveworkshop.com/media/furnace-100x100.107974/full?d=1465614370]Function: Resource Production
Price: 10 Lumber
Technologies: None
Allegiance: Orcish Raiding Troops[/reaction]
description
The furnaces of war burn once again in orcish occupied territory. Whilst smoke out of dark chimneys beclouds the skies, the relentless greenskins cut deep into the forests of the Empire to fire their war machinery.
The land remains scared, its earth scorched for ages to come…


This savagery has also brought the particular hate of the nature-bound Elves upon the Orcs.





UNIQUE SYSTEMS

Walls can be expanded in 8 general directions.
full


The construction of a new wall and wallhub takes a little while.
full


Walls are ideal to protect your resource production buildings or ranged units from enemy melee units.
full


Smart wall placement is key. Otherwise, the enemy WILL flank you!
217402-albums7606-picture88928.jpg

Step 1: Load units into a Mine Shaft to have them enter the Tunnel Network.
full


Step 2: Unload your units at any other Mine Shaft on the map and surprise your enemy!
full

Off-Map Call-Ins like the orcish Dragonriders arrive from the nearest edge of the map.
217402-albums7606-picture88916.jpg


Spewing fire, Dragonriders can be devastating against clumped up ground forces.
217402-albums7606-picture88917.jpg


Arriving from off-map, Dragonriders are ideal to raid enemy bases, but need to be wary of enemy guard towers and ranged units.
217402-albums7606-picture88918.jpg


Gryphon Riders are the dwarven equivalent of orcish Dragonriders.
full


The undead can summon a flying Necropolis anywhere in the map.
full

Demonic Corruption spreads like undead Blight. Both banish each other.
full


Corrupted terrain is required for building placement of the demon faction.
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Demon Cultists have the ability to spread Corruption.
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Most ranged attacks have randomly deviating missile for a more realistic battle experience.
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Deviating missiles can accidently hit other targets.
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Most basic units are trained as squads that are selected as one unit. This allows for almost limitless unit selection.
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Control points can be captured by bringing units near them while no enemies are nearby.
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Stride across corpse-littered fields as the battle reaches its peak.
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Prolonged sieges tend to create fields of death in front of a player's camp.
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SCREENSHOTS
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CREDITS

all resources from www.hiveworkshop.com if not mentioned otherwise!


SQUAD SYSTEM
I learned important lines of Custom Script and triggers for this map:

Squad System v1.1b by AgentPaper

The basis of the Squad Order System I use was found in this map. The visual polish by adding selection circles to all "selected" Squad Members was added by me.


MODELS
FootmanWC1 by loktar
ArcherHuman is a merge of WanderingSoul's 'FootArcher' (body) and Asssssvi's 'Archer Lordaeron_Light' (head); portrait head+animations from Asssssvi's 'Archer Lordaeron_Light', camera angle towards portrait from WanderingSoul's 'FootArcher'
ArcherHuman_Crossbow is a merge of Kitabatake's'Crossbowman' (body) and Asssssvi's 'Archer Lordaeron_Light' (head); portrait head+animations from Asssssvi's 'Archer Lordaeron_Light', camera angle towards portrait from WanderingSoul's 'FootArcher'; visibility 'flickering' of crossbow in some animations of Kitabatake's 'Crossbowman' fixed
Guard by wojia10502 (changed bound radius of each sequence to 100 in magos' model editor to adjust selection box during drag selection)
GuardStormwindVanguard is a merge of wojia10502's 'Guard' (body) and takakenji's 'Stormwind Vanguard' (head) (changed bound radius, see above)
AzerothKnight_WC1 uses mesh of loktar's 'FootmanWC1' as rider; texture 'wc1knight' from the 'Heart of Storms' project on the horse; animation from HerrDave's RohanRider; flail from wojia10502 wc1knight (='knight(changed)'); base model is Blizzard's OrcWarlord
Wc1 Mage by |cffffcc00Mc !
GondorWorker by HerrDave (from pack 'Gondorians (War of the Ring)') (I added the Villager Work Anim as 'Channel' using Retera's Matrix Eater)
HumanBarracks (warcraft1 alike) taken from the mod "Dawn of Chaos" (made by John Drake and xXm0RpH3usXx from 'wc3c.net'), 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)
AltarWall (=Golden Wall) by ILH (from wall pack) (I seperated Wall and Wall Hubs into 2 models for functionality and closed the open sides of the walls in case there is no wall hub next to them)
HealthGain (effect) by Gamegear

DwarvenMountaineer by Norinrad (special thanks to UgoUgo for fixing the bugged attachment points)
Dwarven axe thrower by Frankster
MountainKing by Norinrad (added portrait model, fixed nodes for fitting death sound and blood splat)
DemoSquad by AndrewOverload513 (I attached the vertexes of the googles (=no more crashes WE), made proper portrait model by merging model onto mortar portrait)
Laborer by Norinrad (originally made of the "Great Troll War" project) (gave him peasant animations to use him as worker)
SteamTank (Beta-alike) by Blizzard Entertainment (unused 'Spell' animation removed to save space, attachment points added for the fire when damaged, Overhead/Origin attachment points scaled to 100 = same as normal tank)
kurdan (Gryphon Rider Warcraft 2 style) taken from map "(4)TR - New Heroes" (changed death visibility to create normal gryphon rider death anim)
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, based on Warcraft 3 Alpha model which was recreated in the "Warcraft III Legends" project (mod data published by Kam)
IronWall (=Dwarven Wall) by ILH (from wall pack) (I seperated Wall and Wall Hubs into 2 models for functionality and closed the open sides of the walls in case there is no wall hub next to them)
(unused) DwarvenTower by Tamplier777
Effect_MechanicGears (effect) by Frankster

HeroRanger (alpha-alike) by Kuhneghetz
BEDragonHawkLancer by Wanderig Soul (pupils removed for consistency for consistency with the faction)
BEDragonHawkLancer_Portrait by WolfmanArc (used fitting portrait of WolfmanArc's 'ElfFootman' for BEDragonHawkLancer)
HighElfOutrider is a merge of 'HeroRanger (alpha alike)' by Kuhneghetz and 'HorsebackArcher' by kaycei; merged by drogenhoernchen
FugitiveMageV2 (sorceress skin) by Red
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)

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 the model)
OrcWarlockRed(ElderDrekthar) by frostwolf (I removed team glow)
DragonmawRider by Sellenisko
WCIIOrcPeon from "Warcraft 3: 2nd Generation" project (Texture by Mr.Goblin & Deolrin) (mod data uploaded by Kam of hiveworkshop.com)
(unused) Altar of some sorts (ReviveAltar5) by supertoinkz (death animation removed for trigger reasons)
(unused) GreatHall (Warcraft II alike) main mesh by Red XIII; retextured, given a normal orc building base and animated in Warcraft III style by loktar
AlphaOrcBlacksmith taken from "Warcraft III Legends" project (I added birth animation, work animation, portrait camera)
muroorcoH (=Orc Wall) by facelessuniverse (from moddb.com war3 addons, pack "Orcishdoorsandwalls") (I made them unshaded, added a portrait camera, and seperated them into wall sections and wall hubs for the wall system)
WCIIOrcTowerV2 from "Cataclysm_AoS_v1.17" map (shared with me by Stein123)
Inferno Armor by Power (aka Henry) (attached ingame sounds changed, model Z-Position lowered to level of Frost Armor Effect)

DeathKnight WC2 by Necrokenis
Necromancer (skin) by Astromen2009 (found in Thread 'Blizzard's Bugged Ressources')
GrandApothecary by AnemicRoyalty (from Wc3c.net)
SkeletonPeasant by cavman (sound added to repair animation)
ZombieVliiager uses the model 'Villager Man - Zombie Animations' by Fingolfin and the skin 'BloodyZombie' by ana (aka Antsu) (portrait modified by Drogenhoernchen)
InvasionNecropolis (Flying) from "Heavens Fall" project (mod data uploaded by Kam of hiveworkshop.com)
ForsakenGrave by Ujimasa Hojo
ForsakenCatapult_Missile by Edge45
UBirth (=Undead Warp In) by DeuceGorgon

HeroDemonArchduke by Dionesiist |cffc3dbff(posted by GreatVengeance on ChaosRealm) (also found in map: Demon-Plateau) (added flying and landing animations 'Walk Alternate' and 'Morph Alternate' from 'Doomguard' model by FerSZ)
Felgunner_Fixed by fuzzyfury (found in map (12)Swamp-of-Sorrows - Wazzzified) (replaces Felguard model in imports)
(unused) MedivhWC1 (skin warcraft 1 style) taken from LordPerenollde's 'Warcraft 1: Orcs and Humans' Campaign (or 'Defenders of the Light' ('DOTL') campaign)
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
DemonBirth by D.O.G. |cffc3dbff(replaces SharedModels\UBirth and Buildings\Undead\Ziggurat\UBirth)
LegionTeleporter (LegionTransporter) by Mephestrial
Missile_DIM_Alpha ('InfernalBullet') by CreatorD3292
ArcaneMissileComplete (Arcane Missile) by Weep
DevilSlam by judash137
(unused) Red Harvest by Power
(unused) Rain of Fire Vol. II Missile by Mythic
(unused) MagicCircle_Fire (Pentagram) by The_Spellweaver

V1_Ballista by Kitabatake
CatapultV1 by Kitabatake


ICONS
BTNArcher_Lordaeron by Asssssvi (I zoomed it in a bit, applied contrast enhancement & a little sharpening to give it the style of the Footman Icon)
BTNStormwindFootman by takakenji
BTNPaladinBlackHair by Hermit (Hermit changed the original Blizzard Entertainment icon to have black hair)
BTNPeasantWC1 by loktar
BTNHumanBarracksWC1 by loktar
BTNPigFarmWc2 from map 'wc2opt' by supertoinkz
BTNINV_Misc_Bandage_11 by Blizzard Entertainment
BTNSpell_Fire_Fireball by Blizzard Entertainment
BTNSpell_Shadow_RainOfFire by Blizzard Entertainment
BTNRestoration by Blizzard Entertainment
BTNExorcism by Blizzard Entertainment
(unused) BTNSpell_Frost_IceStorm by Blizzard Entertainment
PASLionHorn by Blizzard Entertainment (original War3 icon, made into passive icon with Button Manager)
BTNcrossbowGS by GooS

BTNMountaineer by Norinrad
BTNDwarven axe thrower by Frankster
BTNMountainKingGTW by Drogenhoernchen (based on Norinrad's MountainKing; edited to look more warcraft like)
BTNDemoSquad by Drogenhoernchen (made by merging existing Blizzard icons, e.g. Mortar, Raider, Bandit Mage, Gyrocopter)
BTNLaborer by Drogenhoernchen (based on Norinrad's DwarvenLaborer; edited to look more warcraft like)
BTNGryphonRiderAlternate by Mr. Goblin (from "Scars of Conflict" project)
BTNHumanBlacksmithAlpha by Drogenhoernchen (based on screenshot of model from "Warcraft III Legends" project)
BTNIronWall by Drogenhoernchen (based on screenshot of model from "Warcraft III Legends" project)
(unused) BTNDwarvenTower by Tamplier777
BTNINV_Misc_Ale_01 by Blizzard Entertainment
BTNTRuinedShield byNFWar

BTNHeroRanger by Blizzard Entertainment
BTNOutrider by Drogenhoernchen (simple screenshot icon)
BTNFugitiveMage by Drogenhoernchen (made from Red's screenshot of his 'FugitiveMageV2' sorceress skin)
BTNAdvancedLance by GooS
BTNLight by Palaslayer
BTNMagegreaterInvisibility by Blizzard Entertainment
BTNHeroRangerMirrorImage by Drogenhoernchen (made based on Blizzard Entertainment's 'BTNHeroRanger')

BTNPeonWar2 by MrGoblin
BTNSpell_Shadow_RainOfFire by Blizzard Entertainment
BTNBloodRage by Blizzard Entertainment
(unused) BTNAltarofBlood (for supertoinkz' model) by Kam
(unused) BTNGreatHallWC2v2 by loktar
BTNOrcBlacksmithAlpha by Drogenhoernchen (based on screenshot, edited with smudge and lighten/darken to look more warcraft like)
BTNOrcWall by Drogenhoernchen (based on screenshot of facelessuniverse's muroorcoH; edited to look more warcraft like)
BTNHolyArmor by Blizzard Entertainment
BTNAbility_Warrior_OffensiveStance by Blizzard Entertainment

BTNUndeadHorse by Kuhneghetz
BTNApothecary by Drogenhoernchen
BTNSkeletonPeasant by Drogenhoernchen
BTNZombieVillagerBloody by Drogenhoernchen
BTNForsakenGrave by Ujimasa Hojo
BTNFrighten by Volvox
BTNAbominationExplosion by Blizzard Entertainment
PASHookBackStab by The Panda
BTNspell_argus_withering_fire by Blizzard Entertainment

BTNSpell_shadow_summonfelhunter by Blizzard Entertainment
BTNFallenOne by Drogenhoernchen (based on screenshot, edited with smudge and lighten/darken to look more warcraft like)
BTNHeroDemonArchduke by Drogenhoernchen (based on screenshot, edited with smudge and lighten/darken to look more warcraft like)
(unused) BTNMedivhWC1 by Drogenhoernchen (based on 'BTNMedivh' by Blizzard Entertainment)
BTNTeron by Drogenhoernchen (based on screenshot, edited with smudge and lighten/darken to look more warcraft like)
BTNLegionTeleporter by loboproto
ATCPlasmaBeam by The Panda (gave it an ATC border)
btnmind blast by Blizzard Entertainment (=Spell_nature_astralrecal)
BTNBeamShower by The Panda
(unused) BTNAbility_warlock_burningembers by Blizzard Entertainment
PASSpell_fire_felimmolation by Blizzard Entertainment
BTNSpell_Shadow_ShadowWordPain by Blizzard Entertainment
BTNDemonicMight by Hellx-Magnus
BTNBlazingLight by Blizzard Entertainment (used for buff only)

BTNCatapult2 by Drogenhoernchen (Catapult Icon with similar style to Blizzard's Ballista Icon)
BTNBoots by Nudl9
BTNHorseshoePassive by Blizzard Entertainment (original War3 icon, made into passive icon with Button Manager)
BTNSpell_Fire_Ball by Blizzard Entertainment
BTNSpell_Shadow_BlackPlague by Blizzard Entertainment (used for Voodoo Ghost Spell)
ATCAbility_rogue_reinforcedleather (used for 'Repair') by Blizzard Entertainment (I made it an ATC Button)

BTNCWRuneSword by CloudWolf (I made it a AAT Button)
BTNFlyingArrows by Palaslyer (I made it a AAT Button)
BTNEarthLance by L_Lawliet (I made it a AAT Button)
BTNOrcArchitectureUpOne by Blizzard Entertainment (I made it an AAT Button)
BTNReady made from the ''Accept Quest'' icon from the map Gaias Retaliation ORPG by Zwiebelchen (aka Todeszwiebel), teh.fellow, muzzel, Shapy


SOUNDS
- 'cbow_03' from game Stronghold (2001) by Firefly Studios
--- replaces: Abilities\Weapons\GuardTowerMissile\GuardTowerMissileLaunch1

- 'cbow_05' from game Stronghold (2001) by Firefly Studios
--- replaces: Abilities\Weapons\GuardTowerMissile\GuardTowerMissileLaunch2

- 'cbow_01' from game Stronghold (2001) by Firefly Studios
--- replaces: Abilities\Weapons\GuardTowerMissile\GuardTowerMissileLaunch3

- 'HeroAbominationAttack1' from Warcraft III RoC Beta, shared by Saelendious on hiveworkshop.com thread 'WC3 Beta Hidden Soundfiles'
--- replaces: Units\Creeps\BristleBack\BristlebackDeath

- 'HeroAbominationAttack2' from Warcraft III RoC Beta, shared by Saelendious on hiveworkshop.com thread 'WC3 Beta Hidden Soundfiles'
--- replaces: Units\Creeps\Furbolg\FurbolgDeath

- Rifle sound legally downloaded from 'soundbible.com'' (I converted it to mono channel to make it work as 3Dsound)
--- replaces: Units\Human\Rifleman\RiflemanAttack1
--- replaces: Units\Human\Rifleman\RiflemanAttack2

WilhelmScream was found here: Wilhelm Scream Sample (1951) : mind_noise : Free Download, Borrow, and Streaming : Internet Archive
--- replaces: Units\Human\Peasant\PeasantDeath


- 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)


LOADING SCREEN
'Blank' Loading screen (looks like default loading screen but without drawing) kindly shared by Cokemonkey11 (seen in his map 'microrunnertd', but with text)
Warcraft-like font 'LifeCraft_Font.ttf' by Eliot Truelove (from dafont.com) (used Tutorial 'Style Tutorial for WarCraft Font' also by Eliot Truelove)
BTNHumanBarracksWC1 by loktar (see Icon Credits)


PREVIEW IMAGE
Warcraft-like font 'LifeCraft_Font.ttf' by Eliot Truelove (from dafont.com)
Background image is made from part of the Warcraft 1 Main Menue Background (shared with me by Hallfiry)


USED TOOLS
- War3 Model Editor by Magos (model geoset import, attaching textures to models, deleting geosets, deleting sound or sfx nodes, deleting single bone movement through node editing)
- mdlvis by Anonymous (model vertex editing, model Texture UV map editing, small animation changes, deleting unused animation key frames)
- MatrixEater 3D Mdoel Editor by Retera (moving vertexes and bones in conjunction, mirroring units with bones and animations, comfortable merging of animations into other units in many different ways)
- Button Manager by Shadow Daemon (Warcraft 3 button border creation for custom icons)
- BLP Lab by Shadow Daemon (skin modification)


HELPERS IN THREADS
--= thanks to these helpful spirits of the WE helpzone on www.hiveworkshop.com =--

HELP WITH TUNNEL SYSTEM AND OTHER:
- rulerofiron99
- genin32
- Eagle XI
(the 3 above gave me some info that 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

HELP WITH 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)

HELP WITH MISSILE SYSTEM
Credits to this poster for sharing a trick that removes all damage of a unit's attack, whilst leaving the attack UI intact:
- Need_O2 (in thread started by overload119)

thread:
Make 0 - 0 damage. {setting a unit's damage to 0}


--= Credits to these posters from thehelper.net =--

HELP WITH "OVERCHARGE" ABILITY
Credits to these posters from thehelper.net for sharing how to remove the "move" and "attack" ability (and button):
- TriggerHappy
- WolfieeifloW

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

finders of major bugs:
- Fingolfin
- Wazzz
- Ivanez
- Xeryxoz

helpful finders of other bugs:
- Chizume


REPLACED TILES & CLIFFS
SUMMER
none

DUNGEON
Greystone Path by don_svetlio & Born²Modificate ('don' made the stones, 'Born' the background seen between them) (I fixed the tile edges, as there was slight overlap between some tiles that caused thin straight outlying lines to appear outside of the actual areas covered by the texture)
--- replaces: TerrainArt\Cityscape\City_BrickTiles.blp

texture at top of cliff changed for dungeon "blackness" above cliffs:
--- replaces: ReplaceableTextures\Cliff\Cliff0.blp

changed one tile variation of outland dirt to be black, due to outland dirt always appearing near outland cliffs when the cliff line has a certain shape
--- replaces: TerrainArt\Outland\Outland_Dirt.blp

borders of outland abyss changed for dungeon "blackness" above cliffs
--- replaces: TerrainArt\Outland\Outland_Abyss.blp

PINEWOOD PEAK
border of cliff fades into transparency for foggy effect of abyss around moutain
--- replaces: ReplaceableTextures\Cliff\Cliff1.blp

changed one tile variation of lordaeron winter snowrt to be trnasparency, due to lordw_snow always appearing near lordw_snow cliffs when the cliff line has a certain shape (this transparent tile is also used for the abyss in general')
--- replaces: TerrainArt\LordaeronWinter\Lordw_Snow.blp

DEMON CORRUPTION
"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]
--- replaces: TerrainArt\BlackCitadel\Citadel_SmallBricks.blp


MAP CREATOR
map created by DROGENHOERNCHEN from www.hiveworkshop.com

MISCELLANEOUS


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, Highelf, Elf, Orc, Undead, Pestilant, Apothecary, Skeletons, Medivh, Stormwind, Elwyn, Borderlands, Factions, Group Order, Systems, Flags, Control, Points






DISCLAIMER

This map was created and tested with Warcraft 3: The Frozen Throne patch version 1.26. However, it should work with following versions as well.
Contents

First War Memorium (Map)

Reviews
Moderator: StoPCampinGn00b First War Memorium by Drogenhoernchen 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...
Level 9
Joined
Apr 27, 2012
Messages
228
Okay, I'm really not sure what's going on, but the map is not working for me. It's not showing in my Maps folder, and when I try to test it, the game crashes. I run the latest patch, and I also tried to run it with Administrator rights.

Weird. I tried it with the latest and previous patch, and both seemed to work fine. What kind of error message does the editor give you? Also, are you a Mac user?

Anyone else having similar issues, or does it work for most people?


Hi, dear Drogenhoernchen, do u remeber me?

Found this update is the happiest thing for me in this week.

I'm too excited to give you a message to play the new game.

I'm going to play now!

thanks!
And yes, I remember you ツ We talked about Death Knights not costing enough and I asked you which faction you'd like to see most (answer: NE). Well, Demons it is for now, but I hope they turned out nicely. Not sure if the whole Void Walker Portal ability + instant unit production is OP, but I'm happy with the feeling and theme for now.


Also, an intersting side note: Blizzard wanted to add a Demon faction to War3 at one point but abandoned it; here's a video of them talking about the reasons for not including demons.


I hope that I could bypass these issues nicely, due to the nature of my map: There is no direct ressource gathering in my map and I used the theme of stranded, single demons being summoned by rural heretic cults to justify the demons being on a lower power level where other races can compete with them.
Also, when I added the Blight-like Terrain Corruption and let demon cultists summon stuff on it with a building birth animation similar to that of the undead, it really seemed to me as if that whole placement system might originally have been intended for demons in the base game as well... it just seemed so fitting. And in the video I linked, he talks about how scarping the demons allowed them to recycle systems intended for them, so maybe my theory is correct ツ
 
Level 1
Joined
Jun 2, 2015
Messages
5
why didnt you make towers for orcs, the orc burrow must have battle station just like the orc in wc3 and also the mortar team have a lot of range even the ballista can't reach the mortar team
 
Last edited:
Level 7
Joined
Jun 27, 2014
Messages
227
Bug report:

-Demon lord which was supposed to be killable only by the use of magic can be killed by siege
-Clicking on a paladin as player will crash the game
-Killing a transportation unit with units inside will forever make your units stuck - thus as dwarf, you will forever be stuck with food usage that you can't remove
-Humans can literally wall your base from one side of the map to the other and you can't do anything about it - make the wall creation self-construct and take at least 10 seconds (this race is such a troll)
-Elementalist fireball is too over-powered, make it stop and explode after it hits something in its path, or else 2 elementalists can decimate an entire army and that sucks.

Edit: Is it normal for demon lord to be unable to attack walls?
 
Last edited:
Level 9
Joined
Apr 27, 2012
Messages
228
Big update. Most important changes:
- all 6 races reworked
- New units, models, and icons
- Doctrinal upgrade set of each faction reworked
- New Missile Deviation system added to almost all ranged combat



07.03.2020 (MAJOR UPDATE OF ALL FACTIONS)

- New Ranged Combat System:
- ranged units have a certain accuracy value
- the accuaracy value determines the change of an assured hit
- when a ranged unit fires, there is 2 possibilities:
- assured hit: the missile will hit the target, no matter what
- deviating missile: a random location in the proximity of the target is hit; if there is a unit, it will be damaged, but the missile can also hit empty groud

--> for deviating shots, an attack of the type "artillery" is used (area damage that can miss, like e.g. mortars in the Warcraft III base game)
--> for "assured hit" shots, an attack of the standard "missile" type is used (projectiles will follow the target if necessary)

--> the so-called "accuarcy" value of a ranged unit determines the change of scoring an assured hit vs the chance of scoring a deviating shot

--> Object Editor: accuracy (chance for assured hit) is saved as "turn rate" value of the corresponding attack dummy unit of a ranged unit
--> Object Editor: shot deviation area (in case of a deviating shot, see above) is saved as "level" value of the corresponding attack dummy unit of a ranged unit

- Catapult's "Artillery" Area Damage now affects Ballistas (Ballistas still cannot be directly targeted though)
- Unit tooltips of ranged units that use the new projectile system have been adjusted (no more accuracy bonus vs. rider units)

- New Ranged Combat System (Flaming Arrows):
- The "Flaming Arrows" ability is now trigger-bound to allow the flame buff to be applied to enemies hit by a ranged attack of the "artillery" type ("artillery" type is used for deviating shots, see above)
- "Flaming Arrows" buff is now also added to a hit target via trigger when a "normal" "assured hit" missile hits a target; the trigger uses a calculation to know how long it will take the projectile of a "normal" ranged attack to hit the target once the attack has been initiated

--> Now truly only wooden units can be set afire by Rangers' Flaming arrows
--> Previoulsy, this was handled by using unit classifications in the Object Editor, and some compromises had to made (e.g. Siege Tanks could be set afire, despite being rather metal looking; the new system no longer allows this to happen)
--> The new triggers mentioned above allowed to set targets that could be set afire by more precisely. A unit list in the corresponing 2 new triggers contains all units that can be set afire.

- Wall Construction System:
- Wall build-time added (expanidng walls now results in both the wall and the wallhub being built; they are built seemlessly, like all other strcutures, but without a worker unit)
- Wall pieces used the wrong explosion graphic, which could resulting in a blood splat when their construction is canceled or they are hit by "artillery" area attacks (both things weren't possible before the changes of this version)

- New Wall Models:
- Orc Walls: muroorcoH (=Orc Wall) by facelessuniverse (from moddb.com war3 addons, pack "Orcishdoorsandwalls") (I made them unshaded, added a portrait camera, and seperated them into wall sections and wall hubs for the wall system)
- Human Walls (after upgrade): AltarWall (=Golden Wall) by ILH (from wall pack) (I seperated Wall and Wall Hubs into 2 models for functionality and closed the open sides of the walls in case there is no wall hub next to them)
- Dwarven Walls: IronWall (=Dwarven Wall) by ILH (from wall pack) (I seperated Wall and Wall Hubs into 2 models for functionality and closed the open sides of the walls in case there is no wall hub next to them)

- Doctrine Reworks:
- ALL 6 factions' doctrinal tech trees were changed/reworked; not all changes are listed here in detail
- Dwarven Doctrines reworked (Gryphon Rider added as ultimate unit)
- Undead Doctrines reworked (Flying Necropolis added as ultimate unit)
- "Gryphon Rider" (doctrinal upgrade) researched by default for AI players
- "Ale" (doctirnal upgrade) researched by default for AI players
- "Plague Catapult Missile" (doctirnal upgrade) researched by default for AI players
- AI adjusted to call Gryphon Riders from Off-Map (only hard dwarven AI)
- Imported modified version of Storm Bolt Missile which always has blue team color (used as missile of new dwarven Gryphon Rider)
- Human Fortification Doctine reworked:
- Slot 1: Garrison (unlocks HQ's auto attack; was previously on by default; now gives more tactical decision making to player when investing in doctrine upgrades, wether or not to invest into defense against early rushes)
- Slot 2: Golden Walls (upgrades wall HP, changes model, see 'New Wall Models')
- Demon Doctrines reworked
- High Elf Doctrines reworked (upgrade for increasing ranger squad size from 3 to 4 now replaces the rather useless upgrade that used to unlock Crystal Lamps)

- New Human Unit: Archer (Bow)
- Archer Squads (4-man) now replace Spear Throwers in the human army roster (upgradeable with crossbows through doctrinal tech)
- used model: merge of WanderingSoul's 'FootArcher' (body) and Asssssvi's 'Archer Lordaeron_Light' (head)
- used icon: from Assssssvi's 'Archer Lordaeron' pack (resized, auto contrast enhance, slight sharpen)

- New Human Unit: Crossbow Archer
- Archer Squads (4-man) now replace Spear Throwers in the human army roster (upgradeable with crossbows through doctrinal tech)
- used model: merge of Kitabatake's'Crossbowman' (body) and Asssssvi's 'Archer Lordaeron_Light' (head); portrait head+animations from Asssssvi's 'Archer Lordaeron_Light', camera angle towards portrait from WanderingSoul's 'FootArcher'
- used icon: from Assssssvi's 'Archer Lordaeron' pack (resized, auto contrast enhance, slight sharpen)

- New Human Knight Model added:
- created and imported new model uses mesh of loktar's 'FootmanWC1' as rider; texture 'wc1knight' from the 'Heart of Storms' project on the horse; animation from HerrDave's RohanRider; flail from wojia10502's wc1knight (='knight(changed)'); base model is Blizzard's OrcWarlord)
- old Model removed (merge of Wandering Soul's MountedFootman and loktar's WC1Footman

- New Icons:
- New Icon for Pestilant (Undead Apothecary) created and imported
- New Icon for Norinrad's DwarvenLaborer created and imported
- New Icon for Catapult created and imported (style inspired by Blizzard's Ballista icon, based on Kitabatake's 'CatapultV1' model)
- Paladin Portrait now has black hair (btn by Hermit)
- Changed icon of dwarven Ale ability; icon: INV_Misc_Ale_01 by Blizzard Entertainment
- Icon for High Elf Lancer's anti-cavalry damge bonus ability: BTNAdvancedLance by GooS
- New icon for Demon Fire Golem's 'Demon Fire' ability: BTNSpell_fire_felimmolation by Blizzard Entertainment
- New imported repair icon: ATCAbility_rogue_reinforcedleather by Blizzard Entertainment (I made it an ATC Button)

- Worker Models and Building Options Reworked:
- Orc Builder Unit added (Peon, uses War2-alike Peon model from project)
- New Orc Building Options: Furnace (produces income, uses War3legends model), Outpost (no longer produces income, now trains Hunters), Catapult (no longer built from HQ)
- New Dwarf Builder Unit (Laborer) (replaces Crane, uses Laborer model by Norinrad, from The Great Troll War project)
- New Human Builder Model ('GondorWorker' by HerrDave (from pack 'Gondorians (War of the Ring)') (I added the Villager Work Anim as 'Channel' using Retera's Matrix Eater))
- Dwarfs and Orcs now can build walls (new models imported, new icons created)
- Human walls don't need to be unlocked via doctrine upgrade anymore; doctrine slot changed to upgrade normal walls into golden walls
- Battering ram (dwarfs and orcs) removed
- Human Constructor renamed to Peasant
- Skeleton Worker repair sound added
- Skeleton Worker repair animation speed increased (via trigger)

- Model Detail Fixes:
- Dwarf Demo Squad Portrait created and added (based on model by AndrewOverload513 and animations of Blizzard's Mortar Team)
- Vertex Coloring of Ballista changed to 255,255,255, it had a blue-ish tilt before
- Credits for Demon Felgunner model changed to fuzzyfury (information about author received from Wazzz)
- Selection Box of wojia10502's "guard" model was too big when drag selecting units; changed bound radius of each sequence to 100 in magos' model editor to fix the issue
- Outrider model's attack animation: arrows would fly away as part of the model itsself; they are now hidden the moment the arrow leaves the bow
- Outrider death animation fixed (buggy frames at end removed since they made the decay animation buggy)
- Fire Sound and effect of burning buildings/units removed (only for human units, made orcish catapults "human" in Object Editor)

- Squad Transport System:
- Squad Order Triggers for Orders targetng units (or destructibles) were handled by 3 Triggers, instead of 1, like the other 2 types of orders are (point orders and no-target orders)
--> Group Orders targeting units are now handled by 1 Trigger; it detects the 3 seperate cases: normal order, follow unit, load unit
--> depending which case it is, differnt actions take place to assure that squads react as intended in these situations (for example, to make all squad members move to a transporter when ordered to board it)
- "Trigger tidiness": Conditions of Squad Order Triggers now check if a unit is a transporter not through a (long) list of unit types that are transparts, but more elegantly and universal by checking if a unit has a 'Cargo' ability

- When a transporter is ordered to move while a unit that was ordered to board it is moving towards it, the unit stops --> integrated trigger to make entire squads stop like this in such situations
- Negative Custom Values now used to save which squad is currently ordered to be loaded into a transporter (positive value = squad custom value, negative value = saved for transporter, negative of custom value of the squad ordered to be loaded into the transporter)
- The following triggers that used negative custom values no longer do so (it was a untidy solution anyways):
- Marking of farms that currently upgrading (to make them able to still receive income-dummy-items which generate the floating gold/lumber numbers even when they are currently upgrading)
- Marking of AI-controlled HQs for some time to assure delay before using call-in abilities again (Dragon Rider, Gryphon Rider, Necropolis)
- AI Trigger for making AI generate demon corruption (=2nd type of blight) around its HQ only once; trigger needlessly used a custom value check when it could just be deactivated after the first time it fired to assure one-time use

--> negative custom values are not exclusively for marking transporters as described above

- fixed a bug where killing transporters that carried a unit squad resulted in only the leader unit of the squad "leaving" the destoryed vehicle; all squad members now reappear when a transporter dies (thanks to Xeryxoz for the bug report!)
- Xeryxoz added to Credits under "finders of major bugs"

- Undead Destroyers (Abomination):
- Pink Hero Glow added to Undead Destroyers (reference to beta abominations)
- Warcraft 3 Beta Sounds for Abimonation Attacks added (bound to newly created triggers)
- Undead Destoryer Damage from 14 to 16
- Undead Destoryer Cost from 75 to 100 gold
- Health Regeneration on top of base health regeneration is now received when the unit is on blight (to bring it in line with the blight healing all most other undead unit types)
- Undead Destroyers now autocast 'Explode' when they die

- Zombie Rework (New Model):
- uses new model based on 'Villager Man - Zombie Animations' by Fingolfin and the skin 'BloodyZombie' by ana (aka Antsu) (portrait newly created)
- Fallen One (Zombies) Leaders and Squad members now have the same selection circle size (Squad circle from 0.5 to 0.58)
- Zombie attack Range from 52 to 46
- Random idle sound for Zombies added
- Resitance to magic added (50% damage reduction)

- Pestilant:
- Acid Bombs can be set to autocast (Pestilant will automatically use Acid Bombs against nearby enemies when ordered to attack)
- Acid Bomb mana cost set from 1 to 2
- new icon (see section "New Icons")
- Attack added; 2 reasons for that: I had planned this anyways, as it seemed only logical that a unit with a scythe could attack (unlike casters with harmless staffs) & it helps with the auto-casting of the newly modified acid bomb spell, when being able to use the 'attack move' order, which only units with an attack have

- Ballistas:
- now use the new ranged combat system (see above)
- Cooldown is increased when attacking smaller targets (e.g. squads)
--> this change was made due to the constant low-damage, high-range shooting off AI-controlled Ballistas vs. regular Squad units; it made an obnoxious sound)
--> the inaccuracy of shots due to the new ranged combat system also reduces Ballista obnixiousness vs. infantry squads (Ballista Arrows barely ever hit infantry they aim at, but if a deviating missile actually hits an infantry model, it usually dies)
- Hit Sound added to Ballista Attacks in Object Editor (when one of the rather inaccurate ballista missiles actually hits a target, this generates an apporpiately strong hit sound as feedback)
- Damage from 15 to 16
- Minimum Range from 500 to 375

- Meteor Effect changed:
- New Meteor model (taken from Dwarven Monster Slayers)
- Wave Effects now properly centered (had slight randomization previously due to being based on the Blizzard spell's waves

NOTES
- The new effect illustrates the destructive power of meteors against structures more clearly; readablity is important to me and I want things to behave the way the user would expect them to
- The effect now is more consistent with the spell's icon
- All these changes were already in my mind before release, so they should be consistent with the rest of the map

- New Spell: Rain Of Fire
- visuals inspired by WarCraft 1's conjurer spell "Rain of Fire"
- hits random points in the target area, like WarCraft 1's "Rain of Fire"
- Human Elementalists now use this spell instead of the "Ice Storm" spell they previously had; since Elemtentalists look like WarCraft 1's Human Conjurers, which also had "Rain Of Fire", this is a reference to WarCraft 1's design
- Orc Warlocks now use "Rain of Fire" insead of Meteor, making Meteor exclusive to the High Elves' Fire Mages

- New Effect Model: Orc Unholy Armor
- now uses 'Inferno Armor' graphic by Power (aka Henry) (I changed the attached ingame sounds)
- this effect is also used for other invulnerability spells (of the demon faction)

- Resistances:
- passive abilities that reduce damage taken now protect against all attackers, even allies (the 'allowed tagets' field was changed to 'vunerable, invulnerable')
- examples of units with such abilities: undead Fallen One's and Dread Lords have such abilities
- The change was mostly necessary because the attack dummies of the new ranged attack system (see above) are invulnerable and their attacks were not reduced as intended during testing

- Orc Unholy Armor:
--> now protects against spell damage, too (previously against attacks only)

- Undead Zombies:
-->Resitance to magic added (50% damage reduction)

- Carrion Bird Scouting (Undead HQ ability):
- now can target areas occupied by impassable doodads as well (based on 'flare' instead of 'dark portal' now)
- 'VultureWhat1' sound that plays when using the ability now only can be heard near the target of the spell, not everywhere on the map (sound changed to '3D sound' in World Editor's Sound Editor)

- Demon Faction Music:
- Demon Faction Music changed

- Greater Daemon
- now serves as primary unit of the Demon faction; Minion Squads removed from the Demon faction
- renamed to "Daemon" in reference to the WarCraft 1 unit
- stats changed to be on par with basic 6 unit squads of other factions
- cost reduced from 100 to 50 gold
- priority from 0 to 1 so that when a group of different unit types is selected, it is by default highlighted in the selected units' panel (except when spellcaster are also selected, which have priority 2)
- (^^ this brings the unit in line with basic infantry squads of other factions; these basic squads have sprint or fly abilities, making it logical to have them highlighted above ranged units etc.)
- 2 abilities added (one doctrinal unlock): 'Fly' and 'Daemonic Shield'
- 'Fly' allows to quickly close the distance to ranged units, and thus fills a similar role as the 'Sprint' ability of other factions' basic squads
- Greater Demon Anti-Air Attack is now activated (it wasn't previously despite the unit tooltip mentioning it)

- Demon Hell Cannoneer
- now uses new ranged combat system (missiles can randomly deviate, see above under 'New Ranged Combat System')
- new animation for melee combat added (Felguard Attack 2 animation, fits with other Felguard animations of the Hell Cannoneer's 'Felgunner' model)
- now uses melee attack at low range (results in bash sound as with 'normal' melee attacks)
- no more minimum range
- Attack sound of Infernal Juggernaut now plays when Hell Cannoneers fire their weapon (makes the attack feel more heavy)
- Attack rate reduced from 4.00 to 3.20
- Sight range from 1800 to 1200 (now uses standard value of most regular units in the map - no idea why it was 1800 anyways :p)
- Used Food increased from 2 to 3
- Hell Cannoneer are no longer doctrinal and are unlocked right away

- Demon Void Walker: Arcane Missile Spell
- Arcane Missile Spell reworked
- it is now an autocast ability
- when active, it gives a ranged attack to the Void Walker
- each shot costs 1 mana
- the shots use the new missile deviation system (see above) like most normal ranged units do now
- special triggers for unit behavior when running out of mana or activating/deactivating autocast have been introduced (trigger category 'Faeh_Neu')

- Demon Infernal Tank
- now always has an attack
- cannot load units anymore
- always uses the model without a top-mounted cannon
- the new attack uses the new missile deviation system (see above)
- the new attack uses the model Missile_DIM_Alpha ('InfernalBullet') by CreatorD3292
- unit role: the unit fires slowly and inaccurately, but with high range and it is hard to destroy; it is weak against massed units and good agains big, slow, or immobile targets

- Demon "Blight"
- Demon Terrain Corruption now heals demon units standing on it after a demon doctrinal upgrade (basically like undead blight, but requires special trigger)
- the healing was tied to an upgrade for 2 reasons:
- 1) It is more powerful than undead blight healing because of higher hitpoints of demon units
- 2) The need to consciously click an upgrade highlights this healing function of the custom made corrupted terrain tile to the player
- Tooltip of Cultists' Corruption ability changed
- Demons now start with a circle of Corrupted Terrain around their HQ
- ^^ this was previously tied to a doctrinal upgrade

- Seamless Build Menue without Submenue
- A system to make buildings buildable without having to open a build menu has been implemented
- it is currently used for demons, because they only have 1 building, and a build menu would be futile
- The system is seemless:
- the building icon is OUTSIDE the build menu
- it has normal UI display of building cost
- when clicked the building preview appears under the Cursor like when normally building from the build menue

- "AI" Improvements:
- Area healing spells (Human Paladin's 'Holy Light' and Undead Pestilant's 'Pest Healing') are no longer used against accumulations of enemy units (made no sense!)
- There is now special triggers to see to it these spell targets allied units
- 'Destroy Undead' is no longer used when facing non-undead enemies
- Orc Necrolytes' 'Unholy Armor' is now used on allied units by the AI (AI behavior based on healing ward behavior of Warcraft 3's default AI)
- Orc and Undead 'Pest Cloud' now based on Blizzard for more logical use of spell by the AI; the spell itsself hasn't changed through this
- Most abilities are now activated for AI players by default (many abilities were unintentionally deactivated for AI players; the corresponding triggers now only affect non-AI players)

- AI Wall building: added AI Triggers for building walls in a certain shape around the HQ

- Fixed: AI of the 3 difficutlies for each of the 6 races used to build 1 more of all non-squad unit types as intended ("less or euqal" conditions changed to "less than" in AI Train Triggers)
- Fixed: Orc Dragon Riders called in by an AI controlled player would not move in to the target point, but stay at the egde of the map where it appears first; reason was the 'guard position' trigger that can deactivate certain trigger orders to AI-controlled units; it thus no longer affects Dragon Riders

- "AI" buildorders:
- Undead medium and hard AI now builds Destroyers
- Undead hard AI no longer builds Demon Lords (Demon Lords removed from Undead faction)
- Demon AI builds Daemons as mainline units (because Minion Squads were removed from the Demon faction)
- all Demon buildorders reworked

- Presentation: Loading Screen
- new loading screen that gives new players hints how to play the game/map
- 'Blank' Loading screen (looks like default loading screen but without drawing) kindly shared by Cokemonkey11 (seen in his map 'microrunnertd', but with text)
- I added 4 tooltips to the loading screen: each tooltip is an ATC icon with some text, explaining a basic concept of the game/map
- the Warcraft-like font 'LifeCraft_Font.ttf' used in the loading screen title is by Eliot Truelove from dafont.com

- Presentation: Map Preview Image
- the Warcraft-like font 'LifeCraft_Font.ttf' used in the preview screen title is by Eliot Truelove from dafont.com
- The background image is taken from 'Warcraft 1: Orcs and Humans' by Blizzard Entertainment (1994); it was extracted/provided by Hallfiry

- Selection Presentation:
- Symbol of Human faction changed to new human archer icon
- Time of day now paused during initial faction selection
- Faction tooltips updated; added easily comprehensible list of unique systems each faction showcases

- General Presentation:
- rooster and wolf sound when day/night switches removed

- Flag Points
- model of flag and base (abandoned fireplace doodad) merged into one so that all parts of it are visible through the fog of war and to change it so that the flag part no longer always faces the player camera
- now have pathing texture (and buildings can no longer be placed on top of flag points)

- Corpse Duration:
- Corpses of most units now despawn after 240 seconds instead of 20 seconds (for atmospheric reasons, littering the battlefield with remains of fallen soldiers and destroyed cataputs...)

- Corpse Tentacles on Corrutpion (Demon) and Zombie Revival on Blight (Undead):
- Bug Fix: Flying units dying above Corruption or Blight no longer result in a spawned unit

- HQ Rally Point ability added
- Rally Point no longer deactivated
- the rally point ability doesn't show an icon
- trained units will always spawn at the regular location, and will not 'leave' the building at the point closest to the rally point of that building (special triggers introduced for that system)

- Human Forward HQ
- The Fort that Humans can built is now correctly limited to 1, whereas previously the limit disappeared as soon as the first Forward HQ's construction was finished
- When a forward HQ was finished it could "jump" and slightly change its position when units were nearby...
- this is due to a unit replacement that is necessary so that the buildable HQ has a different tooltip in the build menue, but when its finished, it is replaced so that it is the same as the "normal" HQ and both can be selected correctly by double-click
- The jump no longer happens, because the build dummy HQ now uses a "Chaos" based ability that replaces it when its construction is finished; previously a trigger replaced the unit

- Terrain Variations Preparation:
- Original Terrain Reworked
- Player related triggers adjusted to handle up to 6 players (for new 6 player map variant "Pinewood Peak")
- The trigger that makes all squad members follow targeted attack orders together has been modified to also make them attack destructible doodads together (this is only necessary because of the upcoming dungeon map with destructible wooden wall sections)

- Balance stuff:
- Human Paladin attack cooldown from 2.5 to 1.6 seconds (except when using the special attack against undead, which retains a 2.5 cooldown)
- Human Paladin hitpoints from 10 to 15
- Human Knight now has the 'Break Morale' ability of the now-removed 'Crusader' unit
- Human Knight turn rate from 0.1 to 0.15
- Dwarven Defender Squad cost from 50 to 40 gold
- Dwarven Axe Thrower Squad cost from 50 to 40 gold
- Dwarven Rifleman Squad cost from 80 to 65 gold
- Dwarven Demolition Team cost from 50 to 100 gold
- Dwarven Demolition Team hitpoints from 15 to 20
- Dwarven Mortar Team cost from 50 to 100 gold
- Dwarven Mortar Team hitpoints from 15 to 20
- Dwarven Siege Tank build time from 20 to 15 seconds
- Orc Necrolyte cost from 50 to 60 gold
- Void Walker hitpoints from 10 to 15
- Catapult Range from 1600 to 1400 (due to the new missile deviation system (see top of the list), the catapult shots can land up to 225 range further from the target point, so it somewhat balances out)

- AI Player Dummy Units Fix:
- AI controlled dummies that had the 'locust' ability caused strange bugs when they were given an expiration timer via trigger:
--> the dummy for the undead 'carrion bird scouting' ability is supposed to use a 'locust swarm'-based ability; when owned by an AI player, it didn't
--> the dummies for the new 'Rain of Fire' spell didn't attack the ground below it like it should when owned by an AI player
--> dummy for 'swarm rockets' based area attack of orcish dragon riders did not work for ai players, resulting in no damage dealt
--> dummies with 'locust' build the wall hubs when expanding walls with the new wall build system which added build time to walls; when AI explanded walls, wall hubs were not built by the dummies during testing
- ^^ the expiration timer is no longer given to most of the dummy units that have 'locust'; instead, negative hitpoint regeneration is used for these units (Object Editor)

- Anti-Lag: Ignoring units with 'locust'
- Triggers for Group Orders now ignore units with 'locust' (for instance ranged combat attack dummies, see new missile deviation system)
- Triggers for 'promotion' of a squad member when the leader of a squad dies now ignore units with 'locust' (otherwise, these 'promotion' triggers would cause stutter when the new ranged combat system is used, whenever a ranged unit with missile deviation attacks)

- Anti-Stutter: Rearanged triggers to avoid unit groups
- Basic Idea: When "normal" unit groups are used, EVERY unit in the map is checked (for wether or not its unit type is "flagpoint")
- ^^ many old triggers were changed to avoid unit groups, greatly reducing moments of stutter
- ^^ moments of stutter mostly occured when playing with AI players, because these triggers occur frequently and used unit groups

- Triggers that handle AI unit training no longer use unit groups to count how many units of certain unit types an AI player has; instead, a long string is used, in which 1 or 2 positions hold a number that counts a certain unit type, e.g the positions 2-3 are always the basic unit of the faction; when such a unit is trained or dies, the counter is increased or decreased
- Triggers that order AI builders to build no longer pick a random unit from a unit group of builders; instead, builders are stored in an array variable, 10 numbers are reserved for each player, e.g. 0-9 for builders of player 1 (red), only used by AI
- Triggers that order AI units to go to flagpoints no longer pick a random unit from a unit group of all flags; instead, all flags are stored in an array variable:
- ... in triggers that need to pick one random one of these, and a loop goes over every value of the array (each value is one flag) and adds it to that group
- ... then a random one of these is picked for the necessary actions
- ... then, the unit group is destoryed again (as usual)
- The number of flags held by a team containing an AI player is no longer counted through unit groups; instead, it is stored in an integer variable (one array per player) and increased/decreased whenever flags are captured

- Triggers that create units from dying units on blighted or corrupted terrain no longer use unit groups; for this, the dummy units that check to which player a blight/corruption "belongs" are stored in arrays:
- ... when necessary, empty groups are created and filled as described above with the flagpoints!

--> Playing with AI players is a lot less stuttery now! It never had noteable memory leak, I think, because I always deleted unit groups, regions, points, etc...
BUT it had STUTTER due to many actions that use unit groups taking place in quick succession; unit group creations check ALL units in the map for certain properties, and there can be hundreds of unit objects in the map;
using the array system described above, this stutter is now avoided.

- Deleted unused triggers:
- in doctrine and selection categories; some were managing a scrapped rune stone ressource system
- "Orc Baubutton Trick" (trigger from pre-release version)
- removed trigger that made health bar of selector unit invisible (works without triggers by now)
- unused triggers in categories "abilities" and "AI" deleted
- Triggers for Tunneler unit with tunneling ability (never added into the game)
- unused trigger for death animation of cut unit "Battering Ram" deleted
- unused triggers related to troll (= unfinished faction) doctrinal researches removed
- unused triggers for Gargoyle Flight ability (unit scrapped)
- unused triggers for squad training of squads not used in the game
- many more...

- Deleted unused Object Editor Data:
- removed item in Object Editor that was used to hide the health bar of the selector unit (works without triggers by now)
- deleted unused ability of the aforementioned item
- deleted unused and unfinshed demon building (called "Rift", another used "Rift" still exists)
- deleted unused items that were once intended for faction selection (1 item per race)
- unused object data (research and abilities) related to troll (= unfinished faction) doctrinal researches removed
- object data of unused unit 'Traitor' was removed (demon 'promotion' trigger was adjusted because of deletion of unused object data of 'Traitor' unit)
- many more...

- Minor Polish:
- Demon Gate Occulsion Height from 200 to 0 (= height bonus of flying units that move over it removed)
- Tooltip of Black Hole ability corrected: it said that only enemies could be targeted, which is not true
- Polish Selection: When a squad member was selected before the leader of the squad was selected, the selection circle would be set to default size for a short moment before the leader was automatically selected; this only affected squads with an irregular selection circle size; to resolve this, the trigger responsible for adjusting squad selection circle sizes now accounts for squad members as well
- When Bloodlust was researched, Orc Warlord Squad Members had a slightly smaller selection circle than in their un-upgraded form; this has been adjusted
- The High Elf Outrider model's quiver arrows had the wrong texture; this has been fixed
- Construction Sound of Demon Rift changed (all other structures still use the same sound as before; changes to the construction sound default in game interface settings and changes to race settings of buildable structures were necessary to achieve this)
- Unused Animations removed from the High Elf Outrider model
- Custom Pathing Map for Demon Gate added
- Demon Portal's summoning sound no longer plays when selecting the demon faction for an AI player slot in the selection menu
- deleted unused animations and blitz nodes of the portrait overwrite that is used for the "Light" unit
- sound distance cutoff of some combat warcries did not work (campaign lines of footmen and knight); their settings in the sound editor were adjusted so that it works now
- sound distance cutoff of dwarven "MuradinTaunt1" did not work; now works like other warcries, but utilizes a special trigger setup
- Optimization: Removed unused imported model and icon data
- WILHELMMMMMMM!!!!!! (uaaaarggghh)
- The trigger that creates pathing during initialization (needed for Demon "Blight", also know as "Corruption") no longer creates minimap pings (they are a relic of the testic phase; on bigger maps, these would very briefly show up at the start of the game)
 
Level 9
Joined
Apr 27, 2012
Messages
228
Update!

New elite melee squad for the dwarves:

Iron Guard
[reaction=https://www.hiveworkshop.com/media/iron_guard100x100.129389/full?d=1585323235]
Excellent dwarven model by Norinrad (once again).
The 'fixed' version with portrait and icon can only be obtained by downloading the map and extracting it in the import editor. ツ
[/reaction]
I had the intention of adding a heavily armored dwarven unit with that name for quite a while now, as this years-old post by Fingolfin proves:

[...]I think one of the doctrines promised me something like an "iron guard" unit, but i never got it.[...]


Things are finally coming together. After humans, now dwarves, too, get a 10hp unit with high armor -- thus somewhat serving this age-old feedback:


[...]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.[...]
I agree, basic melee troops should have more HP per figure.[...]
Well Fingolfin said it all.

Your project has some interesting ideas. The main issue for me is the zerg-like approach, since units die so quickly.
 
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