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Moderator
08:36, 26th Feb 2013
Orcnet: map updated, approved
Orcnet: map updated, approved
(4 ratings)
High ElvesThe High Elves
Created by Footman 16
Map Info:
The map I chose to make the High Elves on was gnollwood because it can field 6 players but isn't too big. There have been little changes. I made the four merchants into a random shop. As the map was made by the great minds at Blizzard Entertainment then the quality of the terrain is assured.
Features:
This is an expansion of the campaign Elves.
This is also a COMPLETE race with the number of units and buildings of the other standard races. The High Elves have been given the honour and respect they deserve in the form of:
- 11 complete and balanced units
- 4 unique and different heroes
- all the buildings you would expect
The New UnitsThe Old Units
The swordsman are different from the originals (who were basically footman) and all the units have a tech-tree requirement.
A bit of Background:
This is a map that I created after having a long think about what race hasn't really been explored so I then came up with the High Elves.
The Hive Elves have better armour than most races but their hp is lower; exception being swordsman and Guardians. They do a fair amount of damage and are slightly spell resistant, to give them a small perk and fit in with the idea of the High Elves jealously guarding their magical secrets. The four heroes are Quel'Salam (new), Swordmaster (new), High Elf Ranger (new) and Archmage (not new).
I drew a lot of inspiration for the units from WoW, the fabulous units on this site and a challenge for myself that would put my ability to balance a race fairly to the test.
Credits:
Special Thanks to:
- Deolrin
- Hawking
- Elenai
- Norinrad
- 67_Chrome
- SinisterX
- Sin'dorei300
- General Frank
- Himperion
- Hayate
- Windrunner29
Map ReviewHigh Elves (No Version/s Stated)
RateScore Percent Letter
5/5 91-100 A
RateScore Percent Letter
4/5 81-90% B
RateScore Percent Letter
3/5 75-80% C
RateScore Percent Letter
2/5 70-74% D
RateScore Percent Letter
1/5 50-69% F
Overview:
Gameplay
"High Elves" is a Altered-Melee that is focused on converting the default Human race into a articulated form of high elves.
"The Cosmetics of this genre is somewhat attractive but rather unappealing to my expectations, for me I am already fond in the RoC's High Elves but looking to your concepts and the playable characteristics of every objects, I guess I'll rate them fair, what cause this is some of them are already been a default part of the Human and Night Elf race such as re-using the Ballista, Hippogryph, and the Arcane Sanctum units. They're are other problems I have encouter during my work, the Worker units doesn't use the Call-to-Arms ability or you just forgot to remove it? the building command card is mixed making players to be confused I advised you to fix it by positioning them like the proper ones used in the default melee ex. altar is in the middle, upgrades to the right, item shop in the lowest middle, etc. The use of descriptions is somewhat poor in condition, I've seen a custom hero re-using the mountain king's description which is bad, all high elves heroes re-use abilities so I suggest re-polishing them."
Terrain
"The Terrain or the map itself was based on the TFT map 'Gnoll Wood', so probably I will not make points in this section and so as adding a tavern in the middle and other neutral buildings by replacing other neutral buildings."
Management
"I am pleased with people visualizing concepts on various races and extending them to a reach were a different case is been made, and hate it when these ideas is been washed away due to few re-done and a very simple built, I don't know how others will rate this, but if you can follow much of my suggestions, I guess you can lift this map back again with a much, much more additions. My revision for you is to actually play, plan, and test highly rated altered melee maps that takes toll on 'Elves' this way you can actually think of a concept were you don't re-use default abilities, but rather trigger them, customized them, or built them completely. here is one thing I can give you that can beef this map up:http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/polishing-your-game-168019/, good luck and happy map making"
Total Score:
RateScore Percent Letter
6/15 70% D
Import the models save the map quit WE then reopen should be there and if there are any skins or .blps make sure the paths are correct.
If you want you can always export the files from my map, its unprotected, and then try them in your map.
Wait, if you were showing the units, and the sheep was there.
By the gods! Is the super-sheep a playable unit!?
Yes it's a secret unit.
Perfect map. I love it. Brilliant ideas.
Maybe you can add base defence mechanism. Like human milita,night elf aggresssive buildings, spiked building of orcs.
Maybe some buildings cast arcane bolts to enemies
I don't know if I'll ever add a base defence to the High Elves, there's nothing balanced or unique enough that comes to mind as direct damage like above is a no-no.
Love the idea and the custom models in the map although the portrait for Quelsalam is glitched and his skill serenity damages an ally instead of healing it, would also be amazing if you used the Q,W,E,R for hotkeys instead of letters on skill name.
The portrait shows then turns to black when the unit gets clicked or ordered a command.I had a lot of issues with the Serenity spell originally however now it should be fixed. As for the portrait how was it glitched exactly? I don't think I'll make QWER hotkeys since this is intended for melee play. Thanks for the feedback, I think I still need to update the map to the latest version.
Well... interstingly enough, the heal on the hero that increases attack range deals damage instead...
Yeah... it's pretty annoying, negative values don't seem to be working for me for Unholy Frenzy or Aeriel Shackles :/ so currently I'm searching for a unique heal spell to create.
what about making a dummy? just make the spell be regular rejuvenation or unholy frenzy with 0 damage and make a dummy with 3 spells, each spell would be different level of the other ability than the hero would have and add a triger - every time the spell is cast, the dummy would cast the other one with correct level
Because that requires a lot of effort and would make standard Rejuvenation and Unholy Frenzy unuseable due to custom buffs not being a thing. What you're saying would work and require a lot of effort but I don't think it's worth it.
a lot of effort? man it's just about creating two custom spells and a buff that would be added to one of them and a single trigger, that's nothing
"A lot of effort" is a general term, anything that can't be done through GUI is "effort" to me, mainly because a) I'm lazy and b) I don't have as much time for map-making these days. I doubt I'll trigger a spell unless I can find/think of something unique. Otherwise I'll keep tinkering with standard abilities and see what I can make.