• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Forgotten Kingdoms of Azeroth - Altered Melee

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Hello everyone,

Following this thread, I hereby present to you Forgotten Kingdoms of Azeroth.
It is an altered melee map where the 4 main races remain unchanged (for now) and where you can play a fifth race which is Naga. If the map receives great feedback, additional races will be introduced in the future.

Concept:

The idea behind this map is to feel like it's an ingame race.
Here are the key points that I tried to implement for a better user experience :
  • Make a complete race: 12 units, 4 heros, 10 buildings
  • Respect warcraft gameplay style: one unit capable of dispel, one unit capable of revealing invisible units, at least 2 air units, at least 1 siege unit, a way to protect workers early game, etc ...
  • Make as many custom spells as possible: I noticed that in the 4 existing playing races, not 2 single units/heros have the same abilities. That's what makes each race gameplay so unique. Therefore most Naga units have custom spells created from scratch or inspired by other video games (Dota2, Diablo, ...)
  • Make the race unique: each race has its own peculiarities (undead has blight and haunted goldmines, nighelf has moving buildings and entangled goldmines, orc has burrows, human has call to arms). Naga now has "rancid waters"
  • Make it feel like a 5th race: custom UI, custom research complete/building complete/town attacked/... sounds (most already existing in WC3 mpqs), custom musics
  • Limit duplicated models: in WC3, there is very limited examples of models with same animations/skin that can be found in the creeps and in the existing races (basically only water elementals, heretic/acolyte, wizard/archmage, wraith/banshee, nerubians/demon fiend) so the Naga race has its own custom models and is not just a mix of crabs, water elementals, sea giants, etc...
  • Try to stick to the original Naga theme: they can hide in water, they are all snaky-fishy-reptiliany-dragony units, can send nets, etc ...
  • Give the race matching items: they have their own specific sets of items in their shops, like the other races, and there is a list of items corresponding to their units' abilities that can be dropped by creeps (such as pipe of insight, scourge bone chimes, wand of the wind, scroll of the beast, ...)
You can play against computers (although the AI for the Naga race hasn't been impletemented yet)

Origin:

This map was a project I had always dreamed of completing when I was younger. Back then, I wanted to see how far I could go relying solely on my own resources and skills. Since the Naga race was partially implemented already, that's where I decided to start (like many other map creators). However I gave up about 15 years ago.
I unburried it and started again 24 months ago. I could have used many high quality resources provided by the Hive but I wanted to complete the challenge I gave myself. Therefore I used as few available public assets (models, scripts, icons, spells, etc...) as possible and that's what took me so long to post it on the Hive. From now on, I won't hesitate to seek assistance from skilled individuals.

I'm aware that other content creators have been working on similar projects and if there is any similarities between their work and mine, it's purely coincidental.


Screenshots:

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Specifications:

Warcraft version: 2.0 and above
Mode: SD only

Credits:

I would like to give credits to the following people for their models/icons/textures:
  • 67Chrome
  • panther rider
  • Ujimasa Hojo
  • Huinipachutli
  • dhguardianes
  • Sun gate
  • Jiok
  • r.ace613
  • Pyramidhe@d
  • Arthur12A2
  • Zack1996
  • Vinz
  • Otherknownoise
  • YCbCr
  • doom_sheep
and to:
  • The Seventh Midnight (Youtube) for their music
  • Tasyen for their Custom UI script

If I forgot anyone, please let me know.


Work In Progress:

In order to achieve the best user experience, the whole sound system had to be revisited and is not fully implemented to this day:
  • There is no sound for "not enough mana" yet
  • "not enough gold/wood/food" sound will not proc on building selling units such as taverns or merc camps or goblin labs
  • The hotkeys for items are not displayed (hard to believe but actually linked to the sound system)

Known bugs that are very hard to reproduce hence to fix :
  • Sometimes murloc workers will stand idle right after mining gold/lumber instead of returning the resources gathered
  • Sometimes units under the Stone of Gaze buff will still be able to move


I would greatly appreciate your feedback and any constructive criticism you may have.
Enjoy !
Contents

King and Country - FKOA v1.71 (Map)

Market Square - FKOA v1.71 (Map)

Level 30
Joined
Jun 11, 2017
Messages
1,000
Well-well-well, what do we have here? New Naga race?

In short, I liked this Naga interpretation.
Descriptive:

  1. Cool race selection menu!
  2. Even its Naga feels quite fresh — I don't know if that water-styled protoss forcefield is required for buildings or just for flavor, but it seems that it is only used for the submerge ability. Am I right? Or does it provide more bonuses?
  3. First melee unit is kinda cool.
  4. Naga models are pretty sick. Are there any plans to release them to the public? There are some models that I haven't seen anywhere except for this map.
Nice, meleesque, playable, funny!
Like.
 
Level 10
Joined
Sep 27, 2006
Messages
28
Hello @The Nightmare Book ,

First of all thank you very much for your feedback and for making an entire video dedicated to my map. That's so awesome of you !

Then to answer your questions:
  • The water-styled protoss forcefield (which I call rancid waters) is indeed only use for style point and to allow units to become invisible (kind of like shadow meld during the night for most night elf units). The main purpose is to be able to protect workers from early game harassment. It also allows submerged units to heal faster (like undead units on blight)
  • Thank you for the feedback on the models. I indeed plan on releasing them soon. I'm cleaning them up right now to pass the Sanitizer test.
Have great day !
 
Level 27
Joined
Feb 19, 2011
Messages
745
I've played and explored the Naga faction, and there are definitely a lot of impressive ideas here. Some of my factioneers and I were particularly excited about the water terrain mechanic; it's truly impressive that you managed to pull it off so well.

Pros:

  • Rancid Water Mechanic: This is extremely impressive and fun to use, especially with the Naga's ability to hide and heal within it. The terrain deformation, the way the effects shift from waves at the edges to static when still, and the overall quality are outstanding.
    • Gameplay/Technical Downside: A major issue is that the terrain deformation and water sound effects do not dissipate. If this mechanic is intended to be a Blight equivalent, there needs to be a way to dispel it. The item that creates the pools seems to be the main culprit here.
  • Race Selection UI: Exceptionally well done. I'm amazed at how you managed to get the unit lineup on the side to have movement. It looks like it took a significant amount of effort and is incredibly impressive.
  • In-Race UI: The UI for the Naga race itself is also very clean and impressive.
  • Custom Voicelines: A nice touch that adds a lot of character.
  • Unique Marauder Model: This model is very well-executed.
  • Warlock Abilities: The Warlock's first ability is enjoyable. The third ability is a little simple and perhaps unexciting, but the visual effects are top-notch.
  • Siren's Third Ability: I like this ability. It's always challenging to create a unique single-target disable, and this one is neat and creative.
  • Beast Tamer Concept: The whole Beast Tamer unit is cool. Having a unit that buffs other specific units offers a fun way to play.
  • Zaratan: This is one of my favorite units. The concept of it acting as a mobile bunker to save a single unit by "eating" it, combined with a physical tanking ability to protect the army, is once again creative and impressive.
  • Abyssal Spirit: The "Dance of the Afterlife" ability is quite engaging.
  • New Heroes: The three new heroes are fun to use, creative, and unique. The Tide Empress, with her ultimate, is a particular standout.
Cons:

  • Vanilla Hero Inclusion: My biggest con, and unfortunately what I consider a cardinal sin in custom faction design, is including a vanilla hero. Having the Naga Sea Witch with all her vanilla abilities feels out of place in a lineup with three other very impressive custom heroes. I judge this more harshly because the rest of the faction is so well-made.
  • Inconsistent Hotkeys: When ordering structures, research, or training units, the tooltips use the standard (and my preferred) QWER-style layout. However, hero and unit abilities have their own inconsistent tooltip layouts.
  • Lack of True Early Defense: While Slaves have the "Water Disguise" ability, it doesn't function as what I'd call an initial defense. Humans have Call to Arms, Orcs have Burrows, Undead start with a Ghoul, and Night Elves have Ancient attacks. These all provide a tangible deterrent in the early game; merely hiding in water is insufficient to repel an early rush.
  • Fish Pond Lacks Uniqueness: The Fish Pond should ideally have a unique feature or ability. I can overlook this somewhat as it extends the water pools, but without that, it's just a farm. Other factions' food source buildings have secondary mechanics (aside from Humans): Orc Burrows attack, Moon Wells heal, and Undead Ziggurats become defensive towers. I think your Fish Pond could benefit from something interesting as well.
  • Whale Thrower Theming: I'm not a fan of the Whale Thrower; I don't see how a Salamander fits in with the Naga theme at all. The concept of a beast lugging around and hurling whale carcasses is neat, but a Salamander – a creature more associated with fire and used by the Lost Ones – feels thematically jarring.
  • Use of Vanilla Missiles: This isn't a major issue, but it irks me slightly because so much else in the faction is well-crafted. Seeing standard vanilla missiles on brand new units is a bit disappointing. Even a simple recolor would suffice, in my opinion.
  • Vanilla Siren Ability: I'm simply not a fan of the Siren's first ability being completely vanilla.
  • Some Vanilla Icons: This feels unnecessary. I wouldn't mind it as much for regular units, but they're used for hero abilities which players will see frequently. It detracts from the effort and creativity that went into designing new abilities.
Overall Impression:

I'm very impressed. Despite some glaring personal issues I have with it, I think this is one of the best Naga factions out there. I'm optimistic and look forward to seeing what else you have cooking up in the future.
 
Level 10
Joined
Sep 27, 2006
Messages
28
Hello @Wa666r ,

First of all thank you so much for such a detailed review. Dang, you really just went through all of my work, I'm very impressed and flattered ! The Hive's community is just gold 😻
Hereunder is my reaction to your feedback:

Pros:
  • Rancid Water Mechanic: this was a PAIN IN THE A** to implement and when it worked I decided not to touch it anymore, that's why I postpone the implementation of a dispel system:grin: (I admit that the "Torrential Stone" is a bit OP). I'm happy to see it turned out very well !
  • Unique Marauder Model: thanks ! I actually just posted it yesterday on the website as several people told me they would be interested in it.
  • Beast Tamer Concept: thank you. To maintain the original concept of Naga, I wanted to keep the Turtle and the Couatl. I found it interesting to add the principle of "Beast" and then the Beast Tamer (with an electrical whip :mwahaha:).
Cons:
  • Vanilla Hero Inclusion: you are right. At first I wanted to let all the existing units (from the 4 races) and game mechanics untouched. Which means that I could not change the Naga Sea Witch, but I could not let it in the Tavern either as it wouldn't make sense. But now I realise I should give the Sea Witch brand new abilities and create a new model of a neutral hero that would have the ability of the current Sea Witch. What do you think of this idea ?
  • Inconsistent Hotkeys: It should not be inconsistent. Maybe there was a problem because my World Editor was in French and the default hotkeys are not the same.
  • Lack of True Early Defense: I have nothing in mind for now but if it turns out to be too hard to protect worker from harrasment early game, I will figure something out.
  • Fish Pond Lacks Uniqueness: I thought about this too. I will find something :thumbs_up:
  • Whale Thrower Theming: Ahah the whale thrower was a joke at first but then I thought it was too cool not to include it. But I had no idea Salamander were fire related. I will update the model with a more aquatic creature (which will still throw whales, I will not give up on that :mwahaha:)
  • Use of Vanilla Missiles: Which vanilla missiles are you talking about ? The one from the Warlock ? Other than that I'm pretty sure they are all new.
  • Vanilla Siren Ability: It's not actually :wink:. In the original game, it drained life and created a murloc upon death. In FKOA, it blocks health regeneration and reduces heal related spell effectiveness.
  • Some Vanilla Icons: I s*** really h*** on icon design :xxd: , that's why I tried to do as less icons as possible. However, except for Finger Of Death, I'm pretty sure all the hero abilities are brand new. What do you have in mind ?

Thank you so much for such a high quality feedback.
I will definitely update the map according to what we discussed (FKOA 1.72 soon to be !)
I will keep you updated !

Have a great day !
 
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