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High elven mod

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Return Of The Holy

Project description:
This mod's objective is to include a new race Warcraft III, The high elves,for those who do not know the lore, these are the "ancestors" of the blood elves.
The project wishes to include a whole new techtree from scratch.

Progress:

  1. The terrain is done. It is quite satisfying. You are able to view it in the editor as the map isn't protected. it has been created using grid and detailed with a large variety of doodads.
  2. 8 units have been finished, and so far the race is balanced.
  3. The buildings are all complete, but towers are missing.
  4. 2 heroes are finished, they both have bug-free triggered spells, synergy included.
But here it is, as an alpha version, so have fun1:goblin_yeah:

you can modify it as much as you want and finish it if you want to as long as you give me credit for the original map.

Future developements:

- a defensive shield that will englobe the whole base, basing itself in the main building.Enemy units inside that shield will see their movement and attack speed reduced.Shield upgrades automatically with main building improvements(ex:great hall->stronghold)
-two alternative modes for all fighting units:-an offensive mode, which will boost unit's(workers and heroes excluded) offensive capabilities.
-a defensive mode, which will increase the armor of units (casters and heroes excluded) by 20%and add a mana shield that will have 20% of the unit's total health.(absorbs 100%)
-The High cleric hero, with the following spells:
-Revitalize:heals progressively units in an area(amount healed increases with level)
-Righteous might: adds a defensive and offensive bonus to all units affected by the righteous might buff.
-Redemption aura:dying units have a chance(10-20-30%) to ressurect as an angel(gets stronger with level)
-Angelic Fury:Causes all angels around the hero(500 area) to explode and cause 175 damage each.
 

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Mmh, love the custom models. They really do fit when put together, you're really good at selecting the necessary resources.
I see you're making a lot of effort and I'm sure this map will become a blast when finished!
Keep up the good work, I'm subbed to this thread and will be checking it out on a daily basis and maybe give you some feedback.
 
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Level 21
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Jul 27, 2008
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Ok my humble opinions.

Units
Some of the units are modified human units and that effects existing race and breaks the concept of 5th race. Use this instead. Also most units are far from finished.
-Swordsman is interesting unit but the attack mode uses item ability that isn't effected by the upgrade and lacks icon. Also think you are wasting space for having 3 models for swordsman (shielded, unshielded and pike form). Also I must admit I dislike that attack mode has small armor which makes it quite vulnerable, perhaps medium would be better?
-Archer lacks any ability except that it can be upgraded to stronger version. Kinda dull. Also Archers should require Ranger's Guild.
-Hawkstrider is rather unique third tier melee unit. All tier 3 units have 1 passive ability since their job is to deal raw damage while your guy has mine ability and speed ability. Think you should keep strafe ability and give mine ability to some other unit with different role. Also mine actually uses triggers when you could have simply make summoning ability that summons mine which already has ability to explode.
-Arcane Defender is well unfinished but you could have at least give him sound when he hits. Not sure but shouldn't he also require Arcane Vault?

All the rest units are unfinished except that they have their models. Oh and balista still needs Hunters hall. You also still can make griffins who are dwarves.

Buildings
Well they are just human buildings so they use same requirements.Tooltips are also unfinished.
-Ranger's Guild uses lumber which is weird since it is used for returning lumber. Lumber Mil, War Mill and Graveyard all cost just gold.
-Main Building has Call to Arms and that can't effect your workers.
-Dragonhawk Nest requires removed lumber Mill. Kinda hard to make it without it.

Heroes
I am not good at judging heroes but I really think your guys need work.
-Redeemer feels like he is AoE hero but don't all agility heroes feel like that. Also tooltips are lacking and Cripple-Blink even lacks icon and share same position as feadback. Also in Light Embracement mode (think this is grammatically incorrect word) hero has missiles so bright that they light up other side of the map during dark.
-Sunwell Guardian also reminds me of AoE hero with ability that uses strength as multiplier for ability. Though what more puzzles me is that he has ability to restore his mana which doesn't really fit strength hero and also ultimate ability drains mana and again since he is strength hero he won't have enough to waste.
-Arcane Trooper well he looks good to me even though he doesn't use flashy custom spells. Though his aura uses model that disappears after few seconds and is really large.

I find it weird that your spell-casting race doesn't have single intelligent hero and instead has 2 agility heroes and strength hero and yet all 3 heroes have ability to restore mana like they were intelligent heroes. Although it does fit lore somewhat it isn't really fitting the gameplay. I also can't shake feeling that they would fit better in Arena or AoS map.

Conclusion
Its far to early to tell if it is good or bad race since it is still unfinished and seems to me you were focusing more on looks and heroes.
 
Level 6
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Units:

swordsmen/shieldsmen: i thought it might be a cool addition, and since im only doing one race, filsize wont matter much.

pikeman:hes got better attack but is more vulnerable to ranged attacks( the reason for light armor), i thought it might be an advantage for early creeping.(pikeman vs melee, swordsman vs ranged).

Archer: an unfinished unit, as you noticed, i also intented to put two upgrades for the archer. and you had to chose between them: ranger( more dmg and range) and infiltrator( stealth, vulnerable).I'd like your opinion on this one.

Hawkstrider: hes more of a tier 2 unit, like the raider or the sc1 vulture. Also the mine slows, that's why i needed triggers.

Arcane Defender: he's supposed to be the tier 3 tank i just added him 2 abilities and the third is near completed.

Ballista: it's still a testing unit, i don't think I'm gonna keep it.

Buildings:

Ranger's Guild:: you're right about this one, i'll fix it.

Refuge: call to arms will be removed

Dragonhawk nest: its a bit like the human knight, he requires blacksmith and lumber mill...

Heroes:

Redeemer: he is still on alpha stage, his spells aren't definitive yet, but i'll try to make more one target spells.

Sunwell Guardian: well i wanted to make a unique strength hero, which have a large use of mana compared to others, that's why he needed a mana restoring spell. I still have to add more intelligence in his stats.

Arcane Trooper: i should have used another model for his aura, i selected the wrong one in the list. as for his mana regeneration aura, its made to fit with his pets. I might change the ultimate spell.

maybe the sunwell guardian looks like an aos/arena hero but i like him and i think he gives a unique touch to the game and that's why i wanna keep him.


Conclusion:: you're right its not finished yet( its still in alpha stage) and ive been focusing on terrain and heroes so far I'm continuing units at the moment.

Thanks a LOT for your review it was really helpful as i needed someone to sort out my mistakes.
 
Level 21
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-Well small armor doesn't protect much really. Medium armor would sort of fit better since it protects
against all attacks except normal damage, sort of excellent for combating ranged attacks.

-Yea archer upgrades would be more fun. Choice for stats or abilities.

-Ah that makes more sense. Then abilities fit better just to modify his stats.

-Well he had very low soundless attack so I didn't know if he would be tier 3 melee unit. I would again like to point about that tier 3 melee units all have passive abilities since players will make many of them. Its easier to use them that way.

-For refuge think you'll find out that Human main building can't remove that ability for some reason. Though maybe I just have that problem.

-Yea but you forgot to remove need for lumber mill for Dragonhawk nest. Worker can't make lumber mills at the moment.

-Actually for redeemer I suggest different passive spell since damaging just mana isn't useful enough. Though cripple-blink could be more effective like to deal damage and to stun?

-Don't forget the role of strength hero. They don't relay on their abilities they relay on raw power or toughness. Most players usually focus on using one of two damaging spells and aura that either improves offensive or defensive capabilities.

-Well not sure if you can call these things mistakes. More like unfinished details.
 
Level 6
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the pikeman is supposed to be good vs melee units, that why i put light armor, not medium.
Have you got any good suggestions for archer abilities( i was thinking of an anti air critical strike)?
I just reduced the hp and damage of the hawkstrider. I buffed the arcane defender and added him 4 abilities(a bit like the mountain giant), ill update soon so you can see him.

just removed call to arms from the refuge via techtree proprieties, because it was also irremovable here.

about the role of the of the strength hero: check the paladin or the dreadlord, you're supposed to spam an ability( sleep, holy light). Also, he's a bit similar to the mountain king in his abilities:1 AOE, 1 one target,1 passive that improves his fighting skills(it reduces dmg taken) and 1 ultimate that you can keep on (avatar, immolation).

as for the redeemer i'll put him two passives, blink/ cripple and the ultimate metamorphosis.

Thanks once again.
 
Level 21
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Think ironically there is no armor that is good against normal attacks. Oh and real third tier melee unit for elves is Druid of the Claw, mountain giant has different role. For archer well perhaps some sort of envenomed attack that makes target more vulnerable for rest of units?

By the way what about human race?

Paladin can spam only holy light and it is just 65 mana, shield can't be really spammed and is just 25 mana. Most of his spells are defensive and his job is survival.

Dreadlord can either focus on sleep or carrier swarm but can't afford to use them both. Sleep also fora reason reduces cost with each level.

Mountain king also can either focus to use Storm bolt or Thunder clap but can't afford mana to spam both. Avatar also doesn't drain mana and focuses on main strong points of strengths heroes, it raises hp, attack and defense.

You hero has ability that uses 120 mana and other ability that raises cost with each level and is effected by strength stat and is effected by first ability buff which tells me you used spell from hive that was made for AoE hero. Your guy has to use first ability so his second ability would have full effect and he also has to have 3rd ability to restore lost mana. Sadly heroes can't focus on all 3 abilities until high level.

Ugh would you really remove his only ability that can hit multiple units?
 
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