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Forest Troll

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Forest Troll
Created by Lordul Dracula



Map Info:

A 4 player melee map with 128x128
Sugested to play as 2 vs 2 or free for all

Features:

Races

a. Human
b. Orc - Forest Troll
c. Undead
d. Night Elf
Screenshot_7_26_2013_10_30_42_PM.png


Credits:


Models:
1 Ultimata
2 Gookywooky
3 Cavman
4 Deolrin
5 eubz
6 Skipper
7 supertoinkz
8 Zack1996
9 Frankster
10 Konblade
11 debode

Icons:
1 zbc
2 NFwar
3 Cavman
4 Mr.Goblin
5 Frankster
6 debode
Contents

Forest Troll (Map)

Reviews
17:42, 26th Jul 2013 Orcnet: map approved
Level 3
Joined
Feb 16, 2013
Messages
19
Well, this map seemed to work well, but I must admit I was disappointed with the troll race:

the barracks units are exactly the same as the orc race equivalents - merely reskinned grunts, headhunters, and without even a reskin for demolishers. The heroes, as well, are merely reskins, the only difference being a different altar model, and the lack of the Tauren chieftain.

the few differences that do exist only appear higher in the tech tree, with a separate building for green dragons - which are essentially Wyverns - the troll spellcaster, which merely had purge switched out for heal, and the troll bear riders, which were more or less just raiders.
 
Level 3
Joined
Feb 16, 2013
Messages
19
Well, that was an improvement if I've seen one!
I much prefer what you've done with the troll race here, changing the high-tier units to create a stark difference between the trolls and other races. The troll bear riders serve very well as heavy-hitting units now, to make up for the lack of tauren in the race, whilst also adding an ensnare option to give the troll army something to make up for their lacking AA-focused units, as well as to make enemy retreats costly, and the green dragons add a nice and strong air unit to the ranks that allows one to do a lot more damage with the correct composition.

As for existing problems? there are a few - the largest one being that there appears to be a bug preventing the "Devour" ability from being usable for the green dragons.

A secondary bug is that the AI seems to ignore gold mines until you clear out the creeps there yourself, and as a result it's easy to push for a win late-game with what's basically total gold control over the tertiary gold mines in the middle of the map.

the only other nitpicks I have about the map is that the troll workers appear to use the human peasant death sound, which doesn't fit trolls very well, and that the tooltips do need some changes, as many are unaltered and are still using their original description as orc upgrades, buildings, or units, rather than fitting in with the troll variant
 
Level 17
Joined
Jul 16, 2007
Messages
1,391
Okay.. This is clearly unfinished.
You got some work done but I'd say it's 60% done by far.
I'll scramble up the Cons in a line since I'm not feeling up to a properer review, perhaps Legal_Ease will have the courtesy for that :)


-All buildings have the same icon,
-upgrades are the same as orcish,
-unit models are inappropriate(there's a spear thrower used for Grunt.. daym.),
-same model is used for two different unit production buildings(just scaled down a bit),
-items in the shop are the same(Orc stock),
-upgrades are stock ones just randomized into buildings,
-no change in game mechanics as long as units are concerned(except for the bear rider.. also what's up with changing the ensnare missle/effect into the entangle),
-some lacking/bad tooltips,
-lacking units(lacks one hero, lacks one tank unit, lacks one spell unit),
-misplaced and inappropriate spells for heroes[blademaster has keeper of the grove spells, wat?] ; (also, stock spells),
-dragon unit does not upgrade(attack & defense) but even so with 6 food cost and pierce attack he's still overpowering..


Also some other minor things, but I think these are enough for now, so I suggest you take a look into these stuff and update the map :)
Try to add some custom spells, more appropriate models, new buildings, new icons..definitely more icons, new game mechanics, better tooltips.
 
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