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Holy Alliance v1.1

HOLY ALLIANCE
SD Graphic

The only way we can resist against forces of the void is by uniting under one banner.
Holy Alliance is a unification of human, elves, and dwarves from Hazam into one unified alliance. Despite the "holy" name attached, this faction is willing to use subterfuge, shadow, and dabbles in forbidden means to attain victory.
PLAY HUMAN 90% TO PLAY AS HOLY ALLIANCE

ASSESSMENT
PROS
  • Wide variety of units, larger than normal factions
  • 2 melee and ranged options for early game
  • Food supply doubles as powerful base defense
  • Some units and heroes grow along with progress of the game
  • Multiple siege options
  • Heroes have innate abilities
  • 6 heroes to choose from
CONS
  • Heroes consume more food and resources
  • Some units require active engagement to keep growing
  • Too many researches that makes research priority important
  • Siege options are available only after reaching T3
  • Many units are prone to feedbacks and mana burns
  • Food consumption is heavier for this faction, especially for heroes
MEDIA SHOWCASE


CREDITS
minidreschi, Aldeia, johnwar, Zephyrius2412, Skipper, Darkminnion, kola, Ujimasa Hojo, NO_exe, Gumberbunbder, loktar, Evading Self, Doomlord, Dota 1 Team, Tranquil, Beta Baby, General Frank, AlienAtSystem, Xetanth87, Canucks_rock, Blizzard Entertainment, Verskon, Sin'dorei300, Izualizm, r.ace613, 67chrome, MangakaDark, NFWar, Carefree World, Mister_Haudrauf, AndrewOverload519, D.ee, Doomlord, Himperion, GladiatorKing, Retera, ILH, Simooy, Paladon, Dethadow, Palaslayer, Panda, Zephyrius2412, loboproto, Vinz, Null, Pyritie, WILL THE ALMIGHTY, Rheiko, Tasyen, Daffa

Author Notes
  • Holy Alliance data is taken from Battle of Emerald Gardens with modifications for Altered Melee.
  • The faction implementation is a merge of Sankt Empire (such as Flying Ballista, Judicators), Phoenix Flames (such as Phoenix Guardian), and Night Empire (such as Lumber Mill's Advanced Harvesting Techniques and Phoenix Protocol). Heroes are taken from Darkness Returns campaign with modifications.
  • Early game build order is slow unless optimized, choosing Agent Hall or Training Tower plays a pivotal factor in which units will be integral for your playstyle
  • Some leftover data from Battle of Emerald Gardens may exist, but I tried to purge them while working on the faction
Changelog
Change:
Marksman Aura, Critical Shot, and Demolition Shot damage now only shows integer values
Mercenary Rewards now grant permanent health or damage bonus after reaching 6 slots
Lava Spawn changed to Fire Elemental with siege damage instead of pierce

Bugfix:
Mercenary Rewards no longer drop items after all 6 slots are occupied
Backpack upgrade icon adjusted
Foundry now requires Arcane Castle
Hawk Roost now also requires Arcane Academy along with Arcane Keep
Lumber Harvesting upgrade tooltip fixed
Duelist won't crash game after picking tomes
Phoenix Guardian tooltip now mention ricochet effect
Blasting Light and Seal of Blessed Light now usable on spell immune units
Fixed Heaven Swipe name
Duelist's Critical Strike starts with disabled icon
Phoenix Guardian now has a portrait

Buff:
Magician's Heavenly Light now damage structures
Arcane Well lumber cost reduced from 50 to 45
Amber Sorceress' Cripple mana cost reduced from 150 to 100
Sky Raider's Thunder Call damage increased from 15 to 25
Agent Hall now can attack enemies
Better Clothes health bonus increased from 50 to 150
Star Engine now has Enhanced Starbeam ability, increasing damage against damaged structures

Nerf:
Magician's Magus Ascension intelligence bonus reduced from 15 to 5
Magician's Shredded Fire Ring damage per intelligence reduced from 10/20/30 to 5/10/15
Magician's Heavenly Light damage per intelligence reduced from 25 to 12
Phoenix Magician's Empowering Flames aura damage bonus reduced from 15 to 10
Duelist's base damage reduced from 22 to 11
Duelist's defense reduced from 2/4/6/8 to 0/1/2/3
Duelist's health reduced from 400 to 375
Flying Ballista's health reduced from 400 to 250
Duelist's Critical Strike chance reduced from 25% to 20%
Flying Ballista's Demolition Shot damage reduced from 50% (10000%) to 25% (5000%)
RELEASED
Previews
Contents

Holy Alliance v1.1 (Map)

Reviews
deepstrasz
Not sure where this should fit since in the regular melee it's controversial especially considering the hero innate auras of which one gives +30 attack/damage. Angelic Blessing is essentially Healing Ward from the get-go. Also, is it supposed to be...
  1. Not sure where this should fit since in the regular melee it's controversial especially considering the hero innate auras of which one gives +30 attack/damage. Angelic Blessing is essentially Healing Ward from the get-go. Also, is it supposed to be selectable/attacked? If yes, the FX model might not be the best choice. If not, it should have the Locust and Invulnerable abilities.
  2. Heaven Swipe=Cleaving Attack. It's even named that after you learn it. Eh, a lot of other hero abilities are just either exact Warcraft III ones or renamed.
  3. Improved Lumber Harvesting says it gives 0.
  4. Every magician units has Rain of Fire.
  5. Sky Raider is pretty much the Dragonhawk.
  6. Flying Ballistae are super cheese. They should move very slow IMO since they can hide over cliffs/trees/etc.
  7. Critical Strike could just have a disabled icon or something instead of a warning text before it works.
Overall, the unit-ability roster is all over the place.
Approved.


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  1. Not sure where this should fit since in the regular melee it's controversial especially considering the hero innate auras of which one gives +30 attack/damage. Angelic Blessing is essentially Healing Ward from the get-go. Also, is it supposed to be selectable/attacked? If yes, the FX model might not be the best choice. If not, it should have the Locust and Invulnerable abilities.
  2. Heaven Swipe=Cleaving Attack. It's even named that after you learn it. Eh, a lot of other hero abilities are just either exact Warcraft III ones or renamed.
  3. Improved Lumber Harvesting says it gives 0.
  4. Every magician units has Rain of Fire.
  5. Sky Raider is pretty much the Dragonhawk.
  6. Flying Ballistae are super cheese. They should move very slow IMO since they can hide over cliffs/trees/etc.
  7. Critical Strike could just have a disabled icon or something instead of a warning text before it works.
1. I adjusted food and gold/lumber cost for this advantage, which makes hero training more costly overall. It is meant to be attacked. I agree on it being not visually enticing as a target, though I don't find any fitting model that qualify with the attacked intent
2. Fixed in v1.1 release
3. Fixed in v1.1 release. I blame Blizzard for this one, since I have the value linked in the object editor initially
4. It is a shared trait for the main branch units (Training Tower + Arcane Academy), bound with "Phoenix Protocol" upgrade. For clarification, Shadowmage is a magician too, but doesn't have this ability
5. Dragonhawk is mostly air support, this one is more into disable/damage with supportive element, since Shackles can aim ground unit and Fog can disable ranged units. This is also why it has more food compared to Dragonhawk (3 food Dragonhawk vs 4 food Sky Raider)
6. For the record, their movement speed is 220, slower than even artilleries like Night Elves Ballista
7. Fixed in v1.1 release

Not a fan of double posting, but here's the official v1.1 drop

Change:
Marksman Aura, Critical Shot, and Demolition Shot damage now only shows integer values
Mercenary Rewards now grant permanent health or damage bonus after reaching 6 slots
Lava Spawn changed to Fire Elemental with siege damage instead of pierce

Bugfix:
Mercenary Rewards no longer drop items after all 6 slots are occupied
Backpack upgrade icon adjusted
Foundry now requires Arcane Castle
Hawk Roost now also requires Arcane Academy along with Arcane Keep
Lumber Harvesting upgrade tooltip fixed
Duelist won't crash game after picking tomes
Phoenix Guardian tooltip now mention ricochet effect
Blasting Light and Seal of Blessed Light now usable on spell immune units
Fixed Heaven Swipe name
Duelist's Critical Strike starts with disabled icon
Phoenix Guardian now has a portrait

Buff:
Magician's Heavenly Light now damage structures
Arcane Well lumber cost reduced from 50 to 45
Amber Sorceress' Cripple mana cost reduced from 150 to 100
Sky Raider's Thunder Call damage increased from 15 to 25
Agent Hall now can attack enemies
Better Clothes health bonus increased from 50 to 150
Star Engine now has Enhanced Starbeam ability, increasing damage against damaged structures

Nerf:
Magician's Magus Ascension intelligence bonus reduced from 15 to 5
Magician's Shredded Fire Ring damage per intelligence reduced from 10/20/30 to 5/10/15
Magician's Heavenly Light damage per intelligence reduced from 25 to 12
Phoenix Magician's Empowering Flames aura damage bonus reduced from 15 to 10
Duelist's base damage reduced from 22 to 11
Duelist's defense reduced from 2/4/6/8 to 0/1/2/3
Duelist's health reduced from 400 to 375
Flying Ballista's health reduced from 400 to 250
Duelist's Critical Strike chance reduced from 25% to 20%
Flying Ballista's Demolition Shot damage reduced from 50% (10000%) to 25% (5000%)
 
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