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Holy War: Anniversary 1.49a

Holy war
Updated by Xeddin
Map based on Region 0.37 by rulerofiron99(with permission of author).Made for all who waiting for region update)
Map Info:
Build an army on your territory. Every round, your army spawns to fight either against randomised creep waves, or against another player's army. You have no direct control over your army after it spawns; your role is to build the right units in the right formation and gave them correct orders. Victory is achieved by acquiring a set number of Victory Points, gained by beating other players' armies.


Check out new maps:



full
Or you can play as powerful boss and destroy all opponents by yourself in new game mode.
M5DTvHV


According to the latest data this card develops business thinking(it helps assess the risks and benefits, as well as to correctly assess the value of things).

Suggested players: 2-6.
Playable in single player, but not recommended (balance is for 2+ players)


Drawing inspiration from:
- Legion TD
- Blood Tournament
- Pokemon Defense.

Screenshots:


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YouTube:






Stories:





Tutorials:















Guids (Survival):


Demons When using these tactics, I did not lose a single life (that depends of bosses abilities).

Cobold Taskmaster (no upgrades)

1. 8 Demon Warriors (Set to Flee at 50% HP). 6 Warriors set to charge after 7sec. Lightining to enemy Range Cobold - 3mana.
2. Astral Hound (charge 3 sec) + 2 Demon Warriors (Set to Flee at 50% HP). Lightining to enemy Range Cobold - 3mana.
3. Almost random units and behaviors + Rain of Fire (7mana). 1-3 against all types of Cobold.
4. 6 Archers (Flee at 50% and 7 sec Charge). Lightining to enemy Range Cobold - 3mana. 4 Weak Against Teleport Cobold Without using Landscape and Random Events. Sometimes I can kill him without mana (Volcano, Roots or Goblin Mine can help).

Dark Troll Lord (Upgrade: Haste - lvl 2, Food - 2)

1. Astral Hound, 3 Archers (Flee 50%), 8 Demon Warriors (Set to Flee at 50% HP). All Units set to 7 sec charge. Lightning to enemy Troll Guard - 3mana.
2. 2 Astral Hound(Flee at 50%), Hound, 3 Demon Warriors (Set to Flee at 50% HP). All Units set to 7 sec charge. Rift - 4mana.
3. 4 Hounds, 3 Archers (Flee at 50%), 3 Demon Warriors (Flee at 50%) All Units set to 7 sec charge. Lightning on enemy Troll Guard – 3 mana.
4. 2 Hound, 6 Archers (Flee 50%), 5 Demon Warriors (Set to Flee at 50% HP) – All Units set to 7 sec charge. Two Lightning on two enemy Troll Guards – 6 mana. Troll with Goblin miners – can destroy all this builds. Fire Huntress can help you with it, but you can lost lives before wave 10.

Behemoth (Upgrade: Haste - lvl 5 Melee Armor 1, Melee Attack 1, Food 3)

1. Lord Xavius, Slasher, Astral Hound, 3 Archers (Flee 50%), 8 Demon Warriors (Set to Flee at 50% HP). All Units, except Slasher, set to 7 sec charge. Posses Lord Xavius – 2 mana. (can take 3-5 min)
2. Astral Hound(Flee at 50%), 3 Demon Warriors (Set to Flee at 50% HP). All Units set to 7 sec charge. Rift – 4 mana.
3. 1 Wizard Slayer, 3 Hounds, 3 Astral Huntress, 5 Archers (Flee at 50%, 1 Flank Left, 2 Flank Right), 3 Demon Warriors (Flee at 50%). All Units set to 7 sec charge, except Demon Warriors(3 sec charge). Rift – 4 mana. 1-3 Behemoth with murlocks can kill you.
4. 1 Wizard Slayer, 1 Hound, 8 Archers, (Flee 50%, 2 set to flank left, 4 set to flank right), 2 Fire Huntress (Build at Bottom Left and Bottom Right corners),5 Demon Warriors(Set to Flee at 50% HP) – All Units set to 7 sec charge, except Demon Warriors(3 sec charge). Two Rift – 8 mana. Build Against Murlocks. Usually Demons have no problems with enemies after Behemoth.

Wave 34 (Crawlers)


Best Units for this wave

5 Ancient annihilators

6 Great infernals

11 Pocket annihilators

11 Infernals

2 Demon cannon

8 Archers

Great infernals and Ancient Annihilators set to charge after 3 sec (because of Cravlers "Stomp" ability),
Archers set charge to 7 sec (to cast firebolt).



Features:

  1. Unique TD-ish gameplay, combining the low-APM requirement of Tower Defense with the glorious battles of melee Warcraft.
  2. Set your army in a formation to maximise its damage and survivability.
  3. Eleven different races to choose from, each with its own strengths and weaknesses.
  4. Use global-range spells to influence battles, improve your army, or slow down another player's progress.
  5. Powerful bosses, each with special random abilities designed to plow through your tanks and engage all elements of your army.
  6. Randomized creep waves, ensuring that each game is different to the last.
  7. Failing a level doesn't mean it's over for you; you get to fight it again next round. Although this might slow down your progress (and thus army size), you will never find yourself out of the running.
  8. Many options and army styles to choose from, and designed to all be viable. Holy war isn't a game where the winning strategy is to simply spam a powerful unit; every build and every strategy has a counter.
  9. Set custom behaviours on your units; e.g. to have them perform a tactical retreat when near death, or flank your enemy's army.
  10. Multiple game modes: Survival (leak X amount of waves to lose, last player wins), Classic (as described above) and Tournament (you fight against players each round), Overlords (Play survival mode as powerful boss); each of which can be customised with Short/Medium/Long and Allpick/Draft/All-random/Alliance
  11. Over 420+ unique units.
  12. Epic mass duels, and raid boss battle. (Classic and Survival mode)
  13. Two alternate endings and two epic mini games(in survival mode)
  14. Hell mode: -hda (heavydrugabuse).
  15. You can choose from eleven different terrain with various landscape bonuses.
  16. Hell random bots(works at hard difficulty)
  17. Great amount of beautiful models.
  18. Great environmental effects.

Changelog:


Holy War Anniversary 1.49a
  • Decreased Scorched Village difficulty.
  • Fixed Vol'Jin mana regen and Castle self killing bugs.

Holy War Anniversary 1.48g
  • The requirement to have one first melee unit to build a mage has been cancelled.
  • Other minor bug fixed.


    Have Nice Game!
Holy War Anniversary 1.48e
  • Added Hard Mode (-hm).
  • Changed AI behaviors for some units(who run and continuously choose a target).
  • Changed Castle Defence Castle Configuration and Sargeras Battle Spawners.
  • Fixed Village and Castle auto death bug. Changed unit AI for this events.
  • Added two new creeps to Scorched Village.
  • Changed skills for Neltarion (level 30).
  • Rebalanced Castle Nuke (level 25) and added high attack speed ability.
  • Disabled limit for Rulerofiron and Sage(Dwarfs) units.
  • Sharpshooter (Dwarf) to Baradung upgrade has been moved to the second upgrade of the first Dwarf unit.
  • The Elite Sniper (NE) to Demon Hunter upgrade has been moved to the second upgrade of the first Night Elf unit.
  • Fixed Forecast Ability(Builder)
  • Fixed description for some units.
  • Icons changed for Angel and Khadgar(Humans).
  • Other minor bug fixed.


    Have Nice Game!

Holy War Anniversary 1.32a

  1. Rebalanced some units (Succubus(Demons), Ancient Protector (Azeroth Defenders) and other minor fixes in balance)
  2. Changed AI behaviors for Destruction Lich
  3. Changed old skill for Neltarion (level 30).
  4. Fixed Scorched Village bug and other minor bug fixed
  5. Fixed description for some units.
    [*]Changed Castle Defence Castle Configuration and Sargeras Battle Spawners.
    [*]Restored Loading screen!)

Have Nice Game!


Holy War Anniversary 1.31.1a





  1. Rebalanced some units (Dimension shifter(Nerubians), Gryphon Rider (Dwarfs), Portal Cannon (Azeroth Defenders), All Bone Temples (Skeletons) and other minor fixes in balance)
  2. Changed AI behaviors for some units.
  3. Added new skill for Neltarion (level 30).
  4. Increased fps (on ~ 10-12 points for late game)
  5. Fixed description for some units.



      • Added new enemies for Scorched Village event.


[/COLOR]

Holy War Anniversary 1.23a



    • Increased fps (+10-15 for late game)
    • Fixed AI of some units.
    • Other minor bug fixed




Holy War Anniversary and Remastered 1.21b


  1. Fixed Camera Height Bug
  2. Rebuild Devil Archer and Cannon AI
  3. Other minor bug fixed

Holy War Anniversary and Remastered 1.21a

  1. Changed Haunted Village Difficulty
  2. Fixed Arthas Ghouls Attack upgrade
  3. Added Random Enemy Races for Boss Mode
  4. Fixed Baradung Description
  5. Rebalanced some bosses units
  6. Fixed Dark Troll Lord Attack Upgrade in Overlords Ascention
  7. Changed races description for Overlord Ascention
  8. Dark Troll Lord Get Double Kill Money
  9. Lucky Coins Spawn at Battlefield in Overlords Ascention Mode
  10. Rebalanced and Fixed some of Dark Troll Lord Skills
  11. Fixed Koblod Tasknaster Skills

Holy War Anniversary and Remastered 1.1a
  1. Increased Fps for Elven&Defenders of Azeroth terrain
  2. Random terrain replaced with "None Terrain" - without bonuses => even more fps)
  3. Fixed some unit descriptions.

Holy War Anniversary 1.09k and Remastered 1.02d
  1. Changed re-roll time and max number of re-rolls.
  2. Fixed tier III units in Alliances mode.
  3. Fixed battle against Murozond.
Holy War Anniversary Remastered 1.02c


  1. Fixed descriptions for some abilities and units.
  2. Fixed Aliances for battle against Murozond.
  3. Other minor bugs fixed.

Holy War Anniversary Remastered 1.02a
  1. Fixed Sindragosa movement (Fly for now)
  2. Fixed Aliances for battle against Void God and Y'Sharaj (Remastered version Last Bosses)

Holy War Anniversary Remastered 04.01.19
  1. Fixed footies attack and hp.
  2. Added -de/-ee commands(disable/enable Tornado/Infernal/Volcano events).

Holy War Anniversary 1.09e
  1. Fixed Frenzy lich Tentacle(cast on enemies)
  2. Fixed KelTas and Aelin behaviours.
  3. Minor rebalance of undead unit.

Holy War Anniversary 1.09b
  1. Fixed Mal'Furion requirements bug.

Holy War Anniversary 1.09a
  1. Optimized Nerubian and Sceleton lanscape - 60fps.
  2. Added new button Reset Army behaviors.
  3. Fixed -endround bug.
  4. Rebalanced Infernal and Great Infernal(Demons).

Holy War Anniversary 1.08c
  1. Fixed all races wizards selection fatal error.

Holy War Anniversary 1.08b
  1. Fixed NE Druid Fatal Error.

Holy War Anniversary 1.08a
  1. Fixed Terrain selection (random terrain is chosen from terrains that selected by players).
  2. Added -de/-ee commands(disable/enable Tornado/Infernal/Volcano events).
  3. Rebalanced Behemoth "Water Spirits", Stronghold "Nuclear Strike" and Neltarion "Finger of Death" spells.
  4. Decreased cost and stats of some Demon units.
  5. Rebalanced Ysera "Emerlad Dream" ability.
  6. Fixed Medivh, Vol'jin, Jailer and Executioner behaviors.

Holy War Anniversary 1.07a
  1. Multiboard Restored (combined with a timer);
  2. Added new unit Fire Shaman(Beast Builder(Naga)) - ready for locust);
  3. Fixed Dark Slayer (Trolls) damage type;
  4. Fixed Savager(Trolls) name.

Holy War Anniversary 1.06a
  1. The work of triggers is optimized(increased frame rate for late waves and bosses).
Holy War Anniversary 1.05c



  1. Fixed -endround(when player leaves).
  2. Fixed "Set Mercenary" behaviour description.
  3. Fixed -ahm bugs, decreased Nozdormu difficulty.
  4. Balanced Classic mode opponents selection for games with an odd number of players.
  5. Other minor fixes.

Holy War Anniversary

  1. All triggers are stabilized.
  2. Added Environment Event System (Meteor, Tornado, Volcano)
  3. All Overlords got new units: Cobold(Random box, Rat), Dark Troll (Bashi-Bazook, Fel Boar), Behemoth (Ocean Lord(Prince of tides upgrade))
  4. New Creep "Doppelganger"
  5. Added new units Baradung (Dwarf), Spiked Fury (Defenders)
  6. Fixed Portal Cannon Drainei (now has "summoned" classification)
  7. Fixed and balanced Overlodrs mode enemies on all Difficulties(all enemy races)
  8. Rebalanced "Great Infernal" (Demons)
  9. Creeps got additional Attack Speed after 6 minutes of round.

The Last Holy War
  1. Added 2 new units to Night Elf (Lone Druid and Hippogriff)
  2. Added 2 new unit types to Undead (Crushers and Undead Temples)
  3. Added Ancient Annihilator to Demons
  4. All workers now have 30 points of max. mana.
  5. Balanced Overlord Ascension difficulty.
  6. Added new enemy - "King of Souls".

Holy War: Complete Story
  1. Completed the story of Warcraft in Survival mode(Battle with Void God).
  2. Changed some unit models.
  3. Other minor bugs fixed.
Can't upload to epicwar because of file limit(96mb).

RUS and ENG versions


  1. Other minor bugs fixed.

Nameless
  1. Fixed food usage(for all) and description for Kobold Taskmaster in Boss Mode
  2. Other minor bugs fixed.
1.99t


  1. Added new hero for Humans - "Exorcist"
  2. Fixed duels in Overlords mode and changed duel period to 4 rounds, also increased starting gold to 600.
  3. Fixed Kobolds "Rearm" upgrade in Overlords Mode.
  4. Fixed bug with dead spectators on duel.
  5. "Portal Cannon" now have Magic attack.
  6. Added auto revolution upgrade in Alliances mode.
  7. Necromancer ''Death Coil" cool-down decreased from 8 sec. to 4 sec.
  8. Vampiric Aura fixed for Behemoth and Death Wing.
  9. Fixed descriptions for some Units and Abilities.
1.94k


  1. Added new Creep(Deadly Shadow(has Evasion 20%, Small Splash, Converts spells to hp and has 80% of pierce damage reduction))
  2. Added two new units - Ronin (ork), Demonic Veteran (ork)
  3. Death Wing HP capacity increased from 130000 to 140000, blink fixed.
  4. Fixed Multiboard after Team Battle.
  5. Fixed all bugs for "Set as Mercenary" Behaviour, added marks for shared units.
  6. Increased units upgrades max level(now 18 for all abilities).
  7. Broxigar armor increased from 0 to 2.

1.94c
  1. Fixed -sh Fatal error(I think that finally).
  2. Geyser works only on non boss units now.
  3. Rebalanced "Scorched Village".
  4. Fixed description for some spells.
  5. Other minor fixes.

1.94b
  1. Fixed Yoggsaron bug.
  2. Changed spells of Jaina and Sylvanas.
  3. Other minor fixes.
1.94a


  1. Fixed "Corrupt" Ability from Nerubian wizard.
  2. Fixed Antonidos and Medivh behavior.
  3. Fixed Draft mode.
  4. Fixed Scorched Village and Castle De fence mode.

1.93a
  1. Fixed duel gold bug.

1.93a
  1. Fixed "Overlords" mode bugs.
  2. Rebalanced "Overlords" mode units and spells, added new unit to Kobolds army.
  3. Added new upgrades in "Overlords" mode.
1.93


  1. Fixed "Overlords" mode bugs.
  2. Rebalanced "Overlords" mode units and spells, added new unit to Behemoth army.
  3. Fixed columns information in all game modes.
  4. Fixed annihilation mode balance.
  5. Sargeras got new skills and improvements.
  6. Other minor bug fixed.

1.92c
  1. Fixed "Overlords" mode bugs
  2. Rebalanced boss army and ability cost.
1.92a


  1. Fixed "Overlords" mode bugs
  2. Changed race descriptions.
  3. Fixed Scorched village bugs.

1.92
  1. Added new game mode: "Overlords".(Fight as hero against all races and other bosses)
  2. Fixed Frost Crossbow Spell Upgrade (Thanks Adam from WC/SC/Strategy YouTube channel)
  3. Fixed some descriptions.
  4. Fixed Scorched village bugs.
1.81


  1. Added mini battles (games) for Survival mode (for 4 and 2 players)
  2. Rebalanced and increaced levels of crepps at 26-32 levels
  3. Added Harpy Queen to neutral creeps.
  4. Changed count of sceletons for warrior and archer (with upgrades)
  5. Endless Sculborbs fixed
  6. New formula for reward gold = (count of kills * (level number/100))*((1.5- Income level/ Max income Level)*(2- Current lives/ Max Lives)
  7. Added new units:
  • HE: Kael, Eldin, Hawk Rider, Forest Ruler
  • Orks: Rexar
  • Demons Astarta, Satyr, Felguard
  • Humans: Admiral Proudmoore, Jaina Proudmoore, Jailer
  • Trolls: Edgemaster, Mammoth
  • Dwarfs: Magni, Hemet
  • Naga: Dalissa (beast builder)
If you want to help other players from your country and can translate english text into your native language. We will be happy if you translate Holy War into your native language. (Credits and some other features guaranteed!). All questions you can ask in private message.

1.78


  1. Added Razu'Hanab, Architect and Dreadnought (Nerubian).
  2. Changed count of sceletons for warrior and archer (with upgrades)
  3. Increased Sargeras difficulty.
  4. Improved Dark Fog ability for Troll boss.
  5. Minor bug fixed.
1.75


  1. Added Nsa'Raj (Nerubian).
  2. Fixed Neltarion teleportation.
  3. Decreased power of Helicopter.
  4. Rebalanced High elf units.
  5. Fixed small bugs.

1.73
  1. Improved "set as Mercenary" behavior - now you can add or reset all selected units.
  2. Fixed Kill'jaeden and Khadgar Ai
  3. Fixed small bugs.

1.72R
  1. Added Yogg Saron as 35 level boss.
  2. Added Mode "All Hail Murozond" - Fight Secret bosses.
  3. Added Sir Dinadan (Human), Shezoth (Naga), Wolfmother (High Elfs), Tricky Beetle (Nerub).
  4. Added new creep: Centaur Khan.
  5. Rebalanced Nerubian Great and Ancient Scarab.
  6. Changed Ancient Scarab spell reflection.
  7. Other balance improvements.
  8. Fixed small bugs.
  9. Increased difficulty for "-heavydrugabuse"

1.72

  1. Decreased map size(7.94-7.47)
  2. Added new hero Khadar(Humans).
  3. Nozdormu got new spell.
  4. Fixed portraits for Slayer, Savager and Dark Slayer(Trolls).

1.70a

  1. Fixed "Set as Mercenary" at Mass Duels.
  2. Fixed Charge 7 s. Now work properly for all units.
  3. On duels units with Charge 7, set to charge 3 automatically(because of idle units killer system)
  4. Changed Sister of Elune (NE) "Resurrection" ability to "Dark Rebirth".
  5. Fixed Geyser (Demons Terrain) - cast cyclone not so often.
  6. Decreased Sargeras ability to make huge holes
  7. Now, dialog box with choice between Holy Crusade and the FFA, appears only for Sargeras killer.
  8. Fixed description for Healing Ward and Boar Rider.

1.70

  1. Now you can send your units as reinforcements or enemies to all players.
  2. Rebalanced some units from Azeroth Defenders.
  3. Added new enemy: Drunk Purifier, Water Remnant got small wave spell.
  4. Fixed "share vision" command (-sh x).
  5. Fixed -tm(tactics mode) creeps behaviour.
  6. Increased number of rounds for -em(endless mode) Tournament(55).

1.62f

  1. Fixed camera and units alliances at Holy War choice.
  2. Rebalanced some units from Azeroth Defenders.
  3. Added Presets for behaviors.
  4. Added "share vision" command (-sh x).
  5. Forest Avatar (Mal'Furion summon) got Taunt.
  6. Stronghold Tanks have chaos damage now.


1.62e

  1. Fixed Dark Souls behaviors on duel.
  2. Other minor bug fixed.

1.62d

  1. Final round(Sargeras) available only in Survival.
  2. -endround has vote system now.
  3. Other minor improvements.

1.62b

  1. Fixed Succubus and Neltarion bugs.

1.62a

  1. Some minor bug fixed.


1.62

  1. Added 2 new units: Dark Shaman (Naga) and Murderer (High Elf).
  2. Changed attack damage and attack type of Fire Elemental (Defenders).
  3. Changed some visuals.


1.61a

  1. Rebalanced some units(from Nagas, Orks and Azeroth Defenders).
  2. Decreased difficulty of 22 and 23 levels.
  3. Increased difficulty of Neltarion.

1.61

  1. Changed descriptions of some spells.
  2. Fixed Survival "Continue Holy War" round.
  3. Fixed Pirate Queen "Hypnosis" spell.

1.60e

  1. Sargeras got another new skill.
  2. Improved Sargeras and Neltarion AI.
  3. Fixed Antonidas "Spirit Touch".
  4. Changed some effects and added music theme to final battle.
  5. Added "Order to Attack" ability to possessed units(now your can).
  6. Added some Heroes history to Quest Log.


1.60a

  1. Sargeras got one new skill.
  2. Other minor bug fixed.

1.60

  1. All Races got one new unit(NE got two).
  2. Rebalanced some damage and defense type.
  3. And many other features...
  4. Other minor bug fixed.

1.58a

  1. Many units rebalanced and fixed some descriptions.
  2. Other minor bug fixed.


1.58

  1. Fixed Holy War ending.
  2. Archimond, Mannoroth and Tichondrius got some new spells.
  3. Added Creep Tactical Mode(-tm): creeps using behaviours more often.
  4. Fixed Survival bonus gold(calculated on the number of killed enemies and income level).
  5. Fixed duel map rotation.
  6. Decreased time of Charge(Behaviours): 5 sec. to 3 sec. and 10 sec. to 7 sec.
  7. Decreased time of Tornadoes from devils landscape and Sage(Dwarf).
  8. Fixed Ysera AI(changed Healing herbs spell).
  9. Other minor bug fixed.


1.56

  1. Fixed Lightning spell(Spellbook).
  2. Now the camera can be raised even higher (3200(Zoom button))
  3. Added "shout for help" spell to possessed units(Now you can!)):
    Allies (1300 AoE) and enemies (450 AoE) will rush to aid you.
  4. New Survival bonus gold system that gives you two strategy(improve income or just have a good fight).
  5. Other minor bug fixed.


1.55e

  1. Fixed units with transformation.
  2. Fixed Xavius "Satyr Lord" ability(only at battlefield).
  3. Fixed spell descriptions.
  4. Fixed some landscape objects.

1.55d

  1. Fixed Tournament bug(inverse unit spawn).
  2. Added Tournament endless mode(-em)(greatly increase number of rounds).
  3. Fixed some effects of abilities.


1.55c

  1. Fixed duel bug(when someone left the game at duel round).

1.55b

  1. Fixed small bug.
  2. Rebalanced some units:
    • Increased Fire Huntress(Demon) price (from 145 to 160).
    • Increased Astral Huntress (Demon) price (from 160 to 170).
    • Sister of Elune (Night Elf) cast Moon Phoenix more often, changed price from 380 to 420.


1.55a

  1. Fixed duels bug(if one player sell all units).
  2. Added new unit (Fire Huntress(Demon))
  3. Rebalanced some units:
    • Increased Kil'Jaeden price (from 1280 to 1680) and attack splash radius, also for now summoned Felguards has Melee Armor Upgrade.
    • Added Almost Magic Immune to Astral Huntress (Demon).
    • Changed armour type of Annihilator (Demon) from Normal to Heavy.




1.55

  1. Fixed some bugs and text descriptions.
  2. Improved -Heavydrugabuse mode and omfg mode.
Use behaviours of units("B" button).

1.54b



  1. Fixed small bugs.
  2. Increased Classic points and Survival lives(6-12-18)

1.54a

  1. Rebalanced some units:
    • Increased IQ of devil archers and Cannons(cast fireball more often).
    • Changed Great Infernal attack (from 360 to 380).
    • Increased Demon Soldier Evasion(from 10% to 20%).
      Just use spellbook when you play as Demons)

1.54

  1. Added 2 new units: Anchoress and Forest Queen to Night elfs.
  2. Added upgrade to Royal Guard (Dwarf).
  3. Fixed small bugs.
  4. Changed size of some units.
  5. Rebalanced some units:
    • Changed Dwarf King attack type from Normal to Hero, and attack speed from 2.5 to 3 sec, also increased price of unit (from 630 to 980).
    • Changed Drauruk Lord (Nerubian) attack type from Magic to Chaos.
    • Changed Shesan (Naga) attack type from Hero to Chaos (Increased price from 460 to 600).
    • Changed Champion Guard (Naga) attack type from Normal to Hero (Increased price from 350 to 480).
    • Changed Shesan attack type from Hero to Chaos (Increased price from 460 to 600).
    • Changed Great Inquisitor (Human) attack type from Magic to Chaos (Increased price from 480 to 630).

1.53b

  1. Fixed and upgraded alternate endings(in survival mode).
  2. Fixed small bugs.
  3. Rebalanced some units:
    • Increased Madevil(Demons)) attack from 30 to 42.
    • Increased Devil Huntress attack upgrade from 4 to 5.
    • Fixed Devil Archer range(now has range upgrade)

1.53a

  1. Fixed small bugs.
  2. Fixed some text mistakes)
  3. Rebalanced some terrain bonuses.

1.53

  1. Fixed Classic mode bugs.
  2. Mass duels works with 4-6 players.
  3. Rebalanced some demons solders.
  4. Beast Blade works only on enemy elfs.
  5. Other minor improvements.

1.52e

  1. Some bugs fixed.
  2. Rebalanced Crab spawn and Tentacle.

1.52d

  1. Minor bugs fixed.
  2. Changed Great Inquisitor Mana Burn ability.

1.52c

  1. Fixed some bugs
  2. Changed neutral-enemy units(thematic spawns).
  3. Added Race Abilities to all Builders(in Survival mode).
  4. Improved bots AI.
  5. Now all players vote for landscape.
  6. Changed Broxigar model.

1.50b

  1. Fixed 33, 34 levels.
  2. Fixed size for some units.
  3. Fixed Sargeras battle idle units.

1.50a

  1. Fixed some landscapes.
  2. Added Single Player unlimited timer.
  3. Fixed some effects of abilities and unit size.

1.50

  1. Deleted lava and poison damage(becouse of great fps problems).
  2. Fixed lag when unit attacks terrain.

1.49a

  1. Decreased difficulty of Goblin Spawn Skill (level 10), Tank Factory and Nuke Strike (level 25)
  2. Added new terrain description
  3. Added new effects to some abilities and terrain bonuses

1.49

  1. Fixed small bugs
  2. Added new terrain(Troll Swamp)
  3. Added new effects to some abilities and terrain bonuses

1.48

  1. Fixed small bugs
  2. Add some visual effects
  3. Added 1 new ability to Broodmother(Level 20)


1.47a

  1. Fixed upgrade bug

1.47

  1. Fixed Restless Skeleton(now:eek:ne unit - one skeleton)
  2. Added 2 new abilities to Stronghold(Level 25)
  3. Added new effects to some abilities
  4. Fixed some small bugs

1.45b

  1. Fixed Terrain errors.

1.45а

  1. Randomized and fixed bots.
  2. Fixed Tournament terrain spawn.
  3. Fixed remove system
  4. Fixed some unit movement animation.
  5. Fixed murloc at random builder.
  6. Increased Kil'jaeden prise (1280 instead 980)

1.45

  1. Fixed bugs.
  2. Fixed terrain.
  3. Added all landscape bonuses.
  4. Fixed some unit movement animation.

1.42

  1. Fixed small bugs
  2. Fixed Fatal Error Bug in single player mode
  3. Added some landscape bonuses

1.41


  1. Fixed behaviours
  2. Added Random Terrain


Credits:

Picture for map preview: The Destroyer of Worlds by krysdecker

Models:
Dwarven Warrior by Frankster
Dwarf Archmage by Sellenisko
Human Crossbowman by Kitabatake
Orc Spearman by Frankster
Fortress by Archianbedlam
Skeleton Brute by -Grendel
Elven Warrior by GreyArchon
Nerubian Guard by Callahan
Troll Warrior by Lord_T
Archmaiden By Elenai
RoyalDwarf By Radagast
SkulborbByZerox By Zerox
WoW Kil'jaeden by takakenji
Aisha Blood Moon by НИК
Troll Slayer by levigeorge1617
Overfiend by -Grendel
Blood Elf Mage Female by Ossus
TaurenMidget by Sin'dorei300
Grid, Flank, Flee icons by Captain_Rufar
Troll Warrior by Lord_T
Deathwing by Kwaliti
Bloodelf Cavalry - Blade Rider By Frankster
Giant Spider by DampirTBs
Sargeras By Just_Spectating
BloodElfWalkyrie by Uncle Fester
Bloodelven Archer Maiden by Frankster
Элитный Мечник Мстителей by Solder
Hero Dwarven Rider by Tranquil
Viking Dwarf by Alastor
GodsPaladin by Jiker
MalygosTheSpellweaver, Ysera, Alexstrazsa by Sellenisko
Lich King by l0w_kwaliti
Mr Scary by Misha
Yogg Saron by inico

Effects:
Encourage by PrMosquito
OrbOfFire By UgoUgo
flammer by RightField
Meta Marks by Daelin
SlowTarget by JetFangInferno
Buffs by JetFangInferno
Caster effects by JetFangInferno
DarknessMeteor By nGy
Dark Orb By Vortigon

Icons:
Dwarven Warrior by Frankster
Elven Warrior by GreyArchon
Ready tick by inhuman89
Nemezida by Hexus

Testing:
ZanzuZ
The Ghost Opera
Vulkan_tsk
Tony.R


Special tnx to rulerofiron99 for great idea of this map and eXtreme Game Modmaking for great tutorials and models. XGM

Also, thanks a lot to HunterOrdo, Oromish, amr salah, Farentir, nmphuong91, krych4,
micca, SlumberTurtle, HauntedPleb, polo2005,TDSrock, Kronkon and 2kxaoc for their great contribution in testing.


You know programming languages, make great models or want to see Holy War as standalone game with many new features? We look forward to working with you! All questions you can ask in private message.


Keywords:
Warcraft, Sargeras, Ancient, History, Random, Manager, Tactical, Epic, Great, Legion, TD, Blood, Tournament, Blood Tournament, battle, td, tower, defense, war, tactics.[/color]
Previews
Contents

Holy War: Anniversary 1.49a (Map)

Reviews
08:55, 13th Sep 2015 Shadow Fury: Tested the map and I agree with Ardenian therefore I'll approve the map with a rating of 3/5 based on his review.
Level 8
Joined
Jul 14, 2015
Messages
168
great map but duel mode (tournament) ends too quickly =(

I'll think about this, may be I'll add endless mode!)

I suffered for not having divine armour unit while the enemy has lol T.T
When i though i win, and then there is two super unit with divine armour where my unit cant kill

Just wondering will it be overpowered if you can add a behaviour call target divine armor or something? Well... Not sure if that make things unbalance

If you ask me, I'll tell you that Lightning spell - best solution for divine armor!)


i play with my friend until lvl 31. And i think transition from lvl 25 to 26 too far lvl 26 too imba. i must repeat this lvl for 5 times use orc full upgrade armor and attack speed

Thanks for the review, I'll test and balance that level.
 
Level 3
Joined
May 2, 2007
Messages
43
First of all, nice job on the map and the very frequent updates. The map got a hell of a lot potential depending on how long you will be able to support it. I've been having a lot of fun playing with a couple of friends, mostly survival.

A couple of things:

1. If you use any transformation ability on your units, like dragon form on Ysera before the round starts they will enter the combat in said form. Not sure if there's any easy way to prevent this, but I thought I'd report.

2. Any way to stop Xavius from spawning units in the building area? He's seriously pissing me off. Guess that's what a trickster does...

3. Any way to add a function to disable or prioritize what spells units uses? For example water elemental for the azeroth team rarely, if ever uses its summon ability since it will waste all mana on the heal, so you can form a strategy using that ability, etc.

4. Opinion/suggestion: It would be fun if you added a mode with lesser units in creep waves and how many you build yourselves to emphasize smaller unit tactics, I find it that later waves, 20+ are basically just a clusterfuck where it is hard to watch the combat and makes smaller squad tactics and unit compositions less important rather than just adding another line of tanks. Don't get me wrong, it is fun, but it'd be nice with an alternative mode for smaller squads/armies. Understandable if this is too time consuming and out of the scope with regards to what you want of the map.

5. We have experienced some issues towards late of the game, last example being fighting the end boss, losing, then dueling, after said duel and one person won the timer was still at 0 and we were unable to press ready. End round command did not function. Same things has happened a couple of times before towards the end of the game. Possible scripts leaking?

6. The last two surival games during duels we only fought on the map with the tower, whereas earlier updates it was random.

7. More detailed descriptions on some abilities, more info about what they do/work/proc chance etc would be very nice. Many are fine, but some lack key information or descriptions completely.

Keep up the great work!
 
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Level 8
Joined
Jul 14, 2015
Messages
168
First of all, nice job on the map and the very frequent updates. The map got a hell of a lot potential depending on how long you will be able to support it. I've been having a lot of fun playing with a couple of friends, mostly survival.

A couple of things:

1. If you use any transformation ability on your units, like dragon form on Ysera before the round starts they will enter the combat in said form. Not sure if there's any easy way to prevent this, but I thought I'd report.

2. Any way to stop Xavius from spawning units in the building area? He's seriously pissing me off. Guess that's what a trickster does...

3. Any way to add a function to disable or prioritize what spells units uses? For example water elemental for the azeroth team rarely, if ever uses its summon ability since it will waste all mana on the heal, so you can form a strategy using that ability, etc.

4. Opinion/suggestion: It would be fun if you added a mode with lesser units in creep waves and how many you build yourselves to emphasize smaller unit tactics, I find it that later waves, 20+ are basically just a clusterfuck where it is hard to watch the combat and makes smaller squad tactics and unit compositions less important rather than just adding another line of tanks. Don't get me wrong, it is fun, but it'd be nice with an alternative mode for smaller squads/armies. Understandable if this is too time consuming and out of the scope with regards to what you want of the map.

5. We have experienced some issues towards late of the game, last example being fighting the end boss, losing, then dueling, after said duel and one person won the timer was still at 0 and we were unable to press ready. End round command did not function. Same things has happened a couple of times before towards the end of the game. Possible scripts leaking?

6. The last two surival games during duels we only fought on the map with the tower, whereas earlier updates it was random.

7. More detailed descriptions on some abilities, more info about what they do/work/proc chance etc would be very nice. Many are fine, but some lack key information or descriptions completely.

Keep up the great work!

Thank you for your extensive review!)

Glad to see so much proposals, I will try to fix 1,2,7 in short time, but I can not promise this for 5,6.

Also I'll think about 3,4.

Have a good day!)
 
Level 3
Joined
Feb 13, 2015
Messages
24
this map isn't so good.
there is one reason.
too overpowered income system.

the winner always do not defence at first.
he just upgrade income, and willingly lost lives.
he doesn't make army until he gets expensive income.
cause income is too efficient,
and high income is the only one key that can open the messive enemy's lock.

the man who makes army and crushes enemy at first is noob.
he can't crush any longer, and he will lose at level 20~25.
at here, i wonder, why we makes army?
don't make army and only upgrade and upgrade income is only the good thing in this game.
then why we play 15 or 20 minute until we get high income.
there is no choice and no strategy.
this wasting play for income is not funny, just see the level 1 creep passing easily our land over and over.

i recommand, low the overpowerd income, and make little weak the creep's army.

by the way, i like your tribe's unit techtree and ai control system.
but i think that income system is too critical to your masterpiece.
 
Level 8
Joined
Jul 14, 2015
Messages
168
this map isn't so good.
there is one reason.
too overpowered income system.

the winner always do not defence at first.
he just upgrade income, and willingly lost lives.
he doesn't make army until he gets expensive income.
cause income is too efficient,
and high income is the only one key that can open the messive enemy's lock.

the man who makes army and crushes enemy at first is noob.
he can't crush any longer, and he will lose at level 20~25.
at here, i wonder, why we makes army?
don't make army and only upgrade and upgrade income is only the good thing in this game.
then why we play 15 or 20 minute until we get high income.
there is no choice and no strategy.
this wasting play for income is not funny, just see the level 1 creep passing easily our land over and over.

i recommand, low the overpowerd income, and make little weak the creep's army.

by the way, i like your tribe's unit techtree and ai control system.
but i think that income system is too critical to your masterpiece.

Thank you for review!)

So as I understand you're describing only Survival mode.

I agree that in the long game, player with high income have some advantages, but they not so large. For now you can play at 6 life mode and all income lovers will not survive)

I think I know how make the perfect balance, wait for 1.56.

Have a good game!)
 
Level 5
Joined
Apr 10, 2010
Messages
224
There are a lot of bugs. Sometimes the units don't follow proper behaviors set (charge at _. flank at _). During my playthrough, my friend chose the skeleton race? and built the grim reaper while i was using orc. Damnable grim reaper is op af. instakill (lightning) doesnt work and all my units (focused on melee) gets rekt whenever they get close. I put all my hopes on "The Red" upgrade of veteran thinking that it's immune to magic(instakill and grim's aura or skill) but he's so frikin useless, no magic immunity, just another hitting unit like all the other orc heroes. Another bug is that during team battle(duel) or just duel, my entire team gets wiped. literally nothing left, when they just started their few steps.

Despite the bugs, we still enjoyed the game. 3/5 until I play a cleaner version.
 
Level 8
Joined
Jul 14, 2015
Messages
168
There are a lot of bugs. Sometimes the units don't follow proper behaviors set (charge at _. flank at _). During my playthrough, my friend chose the skeleton race? and built the grim reaper while i was using orc. Damnable grim reaper is op af. instakill (lightning) doesnt work and all my units (focused on melee) gets rekt whenever they get close. I put all my hopes on "The Red" upgrade of veteran thinking that it's immune to magic(instakill and grim's aura or skill) but he's so frikin useless, no magic immunity, just another hitting unit like all the other orc heroes. Another bug is that during team battle(duel) or just duel, my entire team gets wiped. literally nothing left, when they just started their few steps.

Despite the bugs, we still enjoyed the game. 3/5 until I play a cleaner version.

A lot of thanks!)

Some kind of Debriefing Day)

Magic immunity doesn't save from lightning, in 1.56 it's work on all heroes properly.
About another problem: may be you use "charge" and all units don't moving so long, that cleaning system killing em all.

P.S. I'm happy that you set 3-star rating in contrast to previous user)
 
Level 5
Joined
Apr 10, 2010
Messages
224
A lot of thanks!)

Some kind of Debriefing Day)

Magic immunity doesn't save from lightning, in 1.56 it's work on all heroes properly.
About another problem: may be you use "charge" and all units don't moving so long, that cleaning system killing em all.

P.S. I'm happy that you set 3-star rating in contrast to previous user)

Glad that bug is fixed. Also about the "charge" thing, you should let players know that if they set all their units on charge, it gets wiped. I had no idea about this until you said so. I'll change rating once I get to play again.

Edit: Played it and everything went well. I think that Divine Armor is a bit unbalanced but I'm not sure about it, just a feeling. Also another thing, the Frost Crossbow of Defenders of Azeroth is a bit annoying, not sure if it's a bug or not but it doesn't attack if the enemy is within 700(it's attack range) and 550(the skill range) instead, they use auto attack and just waves their crossbow. Is this intentional?
 
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Level 8
Joined
Jul 14, 2015
Messages
168
Glad that bug is fixed. Also about the "charge" thing, you should let players know that if they set all their units on charge, it gets wiped. I had no idea about this until you said so. I'll change rating once I get to play again.

Edit: Played it and everything went well. I think that Divine Armor is a bit unbalanced but I'm not sure about it, just a feeling. Also another thing, the Frost Crossbow of Defenders of Azeroth is a bit annoying, not sure if it's a bug or not but it doesn't attack if the enemy is within 700(it's attack range) and 550(the skill range) instead, they use auto attack and just waves their crossbow. Is this intentional?

Thanks for quick reply!)

I'll try to change Frost Crossbow fire system, but for now I don't know how to do that.

Have a nice day!
 
Level 3
Joined
May 2, 2007
Messages
43
Well, you weren't kidding regarding updating shortly. :)

After defeating the raid boss at lvl 36 on survival I chose "continue holy war" and we faced off against 3 raid bosses, after killing all 3 our units just stood there and we auto lost a life. Is this intended/last level?
 
Level 8
Joined
Jul 14, 2015
Messages
168
Well, you weren't kidding regarding updating shortly. :)

After defeating the raid boss at lvl 36 on survival I chose "continue holy war" and we faced off against 3 raid bosses, after killing all 3 our units just stood there and we auto lost a life. Is this intended/last level?

Oustanding speed!)

Level isn't finished yet.

Congratulations!) You are the first who didn' t have enough levels)

I'll make final version at 31.12.15.

Thanks for support!)
 
Level 3
Joined
Mar 23, 2011
Messages
53
Just played 1.56...And I found the bonus gold given after stage is too much.
Previously, I often reach lv 36 with about 12k unit value and 7k upgrade value.
Now, 6 players in game maxed income by lv 9, reach 25k unit value and 9k upgrade value, 218/218 unit limit around lv 25. The survival game has became too easy after 1.56.
 
Level 8
Joined
Jul 14, 2015
Messages
168
Just played 1.56...And I found the bonus gold given after stage is too much.
Previously, I often reach lv 36 with about 12k unit value and 7k upgrade value.
Now, 6 players in game maxed income by lv 9, reach 25k unit value and 9k upgrade value, 218/218 unit limit around lv 25. The survival game has became too easy after 1.56.

Thanks for testing!)

How to please everyone? - Nohow)

We look forward to 31/12/15 version.

Thanks again for your opinion, I advise you to play at -heavydrugabuse, it will give you additional fun and increase difficulty or defeat secret boss.
 
Level 3
Joined
May 2, 2007
Messages
43
I agree that you get a little bit too much gold now, even with -heavydrugabuse I beat it on the first try while just fooling around. (Built only fire elementals and the four hero units with Azeroth.)

On the other hand it gives more room for trying silly tactics.

A few more issues I encountered:

1. On classic with random race Naga still only spawned with murloc builder.

2. Human racial ability. knighting on survival seem to have a bugged description. Random letters appears. Also unless I'm missing something, the mana cost (8 or 6, cant remember) is way too high for it to be useable rather than just using the income spell.

3. Ysera's AI seem to have some issues, sometimes she stops and does nothing until she can heal, then goes back to doing nothing waiting for the heal cooldown to end.

4. Tornadoes from terrain and Sage's sometimes last long enough for you to automatically lose the round if it is used on the last remaining enemy.
Edit: Same goes for units with invisibility like Ysera.

5. Any chance to add a couple more duel maps into the rotation? (When the rotation is back that is.) More variety is always nice.

6.Regarding income upgrade. Maybe a upgrade cap before certain rounds could help to avoid maxing out income before lvl 15?

7. What about an option so every player gets the same randomly generated terrain? Sometimes it is fun to see how well the people you play with fares against the same terrain as you have. Like the fun when a crab/tentacle spawn appears in the middle of your spawn area. :)

Just throwing out what crossed my mind, they are no demands.
Looking forward to the update.
 
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Level 2
Joined
Jan 18, 2015
Messages
24
Hey, a few things, was playing with another guy (I was humans, he was the Orcs), and the 30 min gold bonus didn't go off. I think it was because we entered a duel right when it hit thirty minutes, so that could have glitched it.

Another one was, and I still can't believe I managed to do it, I beat Sarg, I thought he was the last boss, and I was freaking hyped for beating him, but when I beat him, it still counted me as 'losing' the wave. I got to go past him, but it cost me a life for no reason.

The wave after Sarg is insane. Ended up just turning all my marksmen into knights because anyone with low hp serves zero point due to someone's massive AoE (Think it was mannaroth), seriously, that wave was.. just... how? (Suppose it is meant to be done with a group of people who make it, but that was the first time I have ever beaten Sarg, and I have never had anyone else make it to Sarg with me.)
 
Level 8
Joined
Jul 14, 2015
Messages
168
Hey, a few things, was playing with another guy (I was humans, he was the Orcs), and the 30 min gold bonus didn't go off. I think it was because we entered a duel right when it hit thirty minutes, so that could have glitched it.

Another one was, and I still can't believe I managed to do it, I beat Sarg, I thought he was the last boss, and I was freaking hyped for beating him, but when I beat him, it still counted me as 'losing' the wave. I got to go past him, but it cost me a life for no reason.

The wave after Sarg is insane. Ended up just turning all my marksmen into knights because anyone with low hp serves zero point due to someone's massive AoE (Think it was mannaroth), seriously, that wave was.. just... how? (Suppose it is meant to be done with a group of people who make it, but that was the first time I have ever beaten Sarg, and I have never had anyone else make it to Sarg with me.)

Glad to hear that you have reached the intended target and beaten Sarg)
About bonus gold - I deleted it when added new reward system.
About Sargeras and next wave - In multiplayer when you beat Sarg you've got two choices:
- free for all duel
- end of Holy war
But in single player(yeah, I just underestimated your strength)) you have only last choice and that cause problem with hp loosing. I'll fix it and add some new units at next Friday.

Have nice day!)
 
Level 2
Joined
Jan 18, 2015
Messages
24
Glad to hear that you have reached the intended target and beaten Sarg)
About bonus gold - I deleted it when added new reward system.
About Sargeras and next wave - In multiplayer when you beat Sarg you've got two choices:
- free for all duel
- end of Holy war
But in single player(yeah, I just underestimated your strength)) you have only last choice and that cause problem with hp loosing. I'll fix it and add some new units at next Friday.

Have nice day!)

Ahh, I see, it was taken out. Didn't know that.

Yeah, I have never made it to Sarg with other people. In the various matches I have played, either we all die (usually at the castle or the wave right after the castle), or I make it to Sarg, and I am the only one who makes it.

Indeed, honestly, I only beat him thanks to the Paladin's healing and the fact that he kept using his aoe to push my guys back, dig a hole, then run back and forth for a bit allowing me to heal up my guys. He used his AoE (and it took me so long to kill him) that when they 'fought' the models would disappear because he had dug so deep into the ground with his stomps (It looks neat, but in a long fight, it tends to become hilarious with him trying to dig a hole to China).

Look forward to seeing the new units.
 
Level 2
Joined
Jan 18, 2015
Messages
24
For the Night Elf hero Illidan, it says he needs a 'scaut' to build... so... yeah. I was messing around checking all the new units, and I assumed 'scaut' was a typo for 'scout', but there is no scout unit for the Night Elves. I then assumed it was the Demon Hunter unit... which it was not.

Eventually found out it needed the bladedancer (or whatever the second option for the basic elf melee unit is called.)

So, a clarification for that would be much appreciated. On Illidan, are you planning on adding an upgrade for him to let him have his winged post-skull of guldan power/model?

The new undead dragon hero for the, well, Undead is very awesome.
 
Level 8
Joined
Jul 14, 2015
Messages
168
For the Night Elf hero Illidan, it says he needs a 'scaut' to build... so... yeah. I was messing around checking all the new units, and I assumed 'scaut' was a typo for 'scout', but there is no scout unit for the Night Elves. I then assumed it was the Demon Hunter unit... which it was not.

Eventually found out it needed the bladedancer (or whatever the second option for the basic elf melee unit is called.)

So, a clarification for that would be much appreciated. On Illidan, are you planning on adding an upgrade for him to let him have his winged post-skull of guldan power/model?

The new undead dragon hero for the, well, Undead is very awesome.

Thanks for report!)

Now changing his name to blade dancer.

About Illidan, he will transformed when his hp decreased to 30% or low.

Thanks a lot!)
 
Level 2
Joined
Jan 18, 2015
Messages
24
Thanks for report!)

Now changing his name to blade dancer.

About Illidan, he will transformed when his hp decreased to 30% or low.

Thanks a lot!)

Ah, that is very neat. I just went into single player to take a look at all the new units. Really like that idea. Need to play a game with some friends to test it now (Night Elves being my favorite race to play in Holy War).
 
Level 8
Joined
Sep 10, 2013
Messages
372
I'd certainly play it if you added a trigger or something to balance the waves according to the number of players so it wouldn't be eccentrically hard for a singleplayer. I got nobody to play with :'(
 
Level 8
Joined
Jul 14, 2015
Messages
168
I'd certainly play it if you added a trigger or something to balance the waves according to the number of players so it wouldn't be eccentrically hard for a singleplayer. I got nobody to play with :'(

Thanks for feedback!)

And I do not understand what you mean
eccentrically hard for a singleplayer. I got nobody to play with :'(

You want easier waves for singleplayer and harder for every additional player in multiplayer or conversely?

P.S And what kind of waves are the most difficult in your opinion?

Have nice day!)
 
Level 2
Joined
Jan 18, 2015
Messages
24
P.S And what kind of waves are the most difficult in your opinion?

I know you didn't ask me, specifically, but I have played this enough, I feel, to also give good answers to this.

In general, it is the wave or so right after a boss fight. The creeps get bumped up, considerably. Funny enough, the waves after the Spider Boss, for example, are harder, imo, then the Spider Boss, itself.

Specifically, there is this wave that always has three gyrocopters. Those gyrocopters are an immense pain in the butt to deal with. Either you have enough archers to kill them (and they will ravage your archer lines, thoroughly and with their medium armor, they are realllllly annoying to bring down with piercing/magic damage) or you don't. I have seen more then a few people get stuck because the gyrocopters kill their archers and they lack any means to kill said gyrocopters despite killing the rest of the creeps.

Besides that wave (either 23 or 24... Can't recall), it tends to be the wave or so right after a boss fight.
 

Deleted member 247165

D

Deleted member 247165

Hmmm...a new update for this one. I tested it long ago...and I liked it...but I forgot to rate it and leave a feedback. I will do it.
 
Level 1
Joined
Sep 13, 2014
Messages
4
This map is really good i loved it but it has bug with wave 30 boss when i battle him it disappear for no reason then all my units die happens many times for me.
Thank you for your great work
 
Level 3
Joined
Jul 18, 2010
Messages
54
Review

The map in its overall is VERY GOOD.
I would give a 9/10. I think it would be better that we had more option of heroes, for example for humans, they don't have only Medivh/Terenas/Angel.
They have Uther Lightbringer, Varian Wyrnn, Jaina Proudmore, Tirion Fordring.
Rhonin, KHADGAR I WOULD DIE TO SEE HIM.
There are some more, but these are only suggestions, it's lefting notable characters so we can choose from, not saying that we should have a army of heroes, but at least we have 3 mage heroes(Medivh/Khadgar and Rhonin) if you select one you can't do the other 2, dunno, you can do what you like.
Orcs i don't have nothing to complain about, Broxigar is more than enough(Hahahhaha).
Same goes for a lot of races, that's the only point that it's a minus. Good job on doing this nice map, i love it!

Here, have a cookie.
 
Level 8
Joined
Jul 14, 2015
Messages
168
The map in its overall is VERY GOOD.
I would give a 9/10. I think it would be better that we had more option of heroes, for example for humans, they don't have only Medivh/Terenas/Angel.
They have Uther Lightbringer, Varian Wyrnn, Jaina Proudmore, Tirion Fordring.
Rhonin, KHADGAR I WOULD DIE TO SEE HIM.
There are some more, but these are only suggestions, it's lefting notable characters so we can choose from, not saying that we should have a army of heroes, but at least we have 3 mage heroes(Medivh/Khadgar and Rhonin) if you select one you can't do the other 2, dunno, you can do what you like.
Orcs i don't have nothing to complain about, Broxigar is more than enough(Hahahhaha).
Same goes for a lot of races, that's the only point that it's a minus. Good job on doing this nice map, i love it!

Here, have a cookie.

Thanks for the review and suggestions!)

I have some problems with new units)
If I will add some heroes to human race - I'll need to add some heroes to other races, but map size, for now, 7.9mb.
We can loose multiplayer but get more units)
If somebody will reduce map size, I'll glad to add new heroes!)

Have nice day!)
 
Level 1
Joined
Apr 26, 2016
Messages
1
Translated by google:
Hi, I like your card but there are bugs in the duel mode, 4 players but only play 2, the rest are based on no money.
Original Russian:
Привет, мне нравиться твоя карта но есть баг В режиме дуэли 4 игрока но играют только 2, остальные на остаются на базе без денег.
 
Level 8
Joined
Jul 14, 2015
Messages
168
Translated by google:
Hi, I like your card but there are bugs in the duel mode, 4 players but only play 2, the rest are based on no money.
Original Russian:
Привет, мне нравиться твоя карта но есть баг В режиме дуэли 4 игрока но играют только 2, остальные на остаются на базе без денег.

Thanks for report!)

I'll fix it at this Friday.

Have nice day!
 
Level 3
Joined
Mar 23, 2011
Messages
53
1. I killed Sargeras yesterday. Afterward, I chose "Continue Holy War". All players alive are put in an arena with Archimonde, Mannoroth and a lot of OP creep. The thing is, all players are still enemy instead of teamup, so we beat each other up before these OP creep and boss mop up, making the bonus round seems utterly impossible to win and pointless. Is that intended?
2. Azeroth race seems OP, with their water & fire element's summon spell. They can win constantly with half to 2/3 of other race's value.
3. May be lv 25 boss, the Castle, should have chaos dmg. A player killed that boss with 3 Dragon Hero of Azeroth race, but that took so long.
I attached the replay if you want to see. Warcraft 3 version: 1.24e.
 

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Level 8
Joined
Jul 14, 2015
Messages
168
1. I killed Sargeras yesterday. Afterward, I chose "Continue Holy War". All players alive are put in an arena with Archimonde, Mannoroth and a lot of OP creep. The thing is, all players are still enemy instead of teamup, so we beat each other up before these OP creep and boss mop up, making the bonus round seems utterly impossible to win and pointless. Is that intended?
2. Azeroth race seems OP, with their water & fire element's summon spell. They can win constantly with half to 2/3 of other race's value.
3. May be lv 25 boss, the Castle, should have chaos dmg. A player killed that boss with 3 Dragon Hero of Azeroth race, but that took so long.
I attached the replay if you want to see. Warcraft 3 version: 1.24e.

Thanks a lot!)
I'll think about all suggestions.
Special thanks for the replay!)
 
Level 1
Joined
May 7, 2016
Messages
2
Thanks for the review and suggestions!)

I have some problems with new units)
If I will add some heroes to human race - I'll need to add some heroes to other races, but map size, for now, 7.9mb.
We can loose multiplayer but get more units)
If somebody will reduce map size, I'll glad to add new heroes!)

Have nice day!)

There is a tool which removes the 8mb limit for multiplayer maps, so the map can be hosted and played via multiplayer by all players who have this tool.
I don't know if this eliminates your concerns.

Furthermore I would like to thank you very much for the map. I really enjoy this map although I have to say that Human are a little bit op in my eyes.
Nevertheless, this map deserves a 10/10. Keep up the good work please.
 
Level 1
Joined
May 11, 2016
Messages
6
I really like this map, so much that I created an account here just to give some feedback.

Erh, especially one in fact. Why is the boss on the 15th level so hard ? I always lose a lot of lives against him, even when I nailed all the other waves. And when I beat him, it's always very reliant on luck : if I'm not mistaken, a spell is drawn at the beginning of the fight, but in this particular fight, I only win when he doesn't summon murloc, water elementals or kill all my second row with just one spell.

Am I really dumb, is it a special way to beat him, or is he just overpowered ?

Anyway, even if the map isn't balanced, it's still a lot of fun !
 
Level 8
Joined
Jul 14, 2015
Messages
168
There is a tool which removes the 8mb limit for multiplayer maps, so the map can be hosted and played via multiplayer by all players who have this tool.
I don't know if this eliminates your concerns.

Furthermore I would like to thank you very much for the map. I really enjoy this map although I have to say that Human are a little bit op in my eyes.
Nevertheless, this map deserves a 10/10. Keep up the good work please.

Thank you for review!)
I'll think about it.
Have nice day!)

I really like this map, so much that I created an account here just to give some feedback.

Erh, especially one in fact. Why is the boss on the 15th level so hard ? I always lose a lot of lives against him, even when I nailed all the other waves. And when I beat him, it's always very reliant on luck : if I'm not mistaken, a spell is drawn at the beginning of the fight, but in this particular fight, I only win when he doesn't summon murloc, water elementals or kill all my second row with just one spell.

Am I really dumb, is it a special way to beat him, or is he just overpowered ?

Anyway, even if the map isn't balanced, it's still a lot of fun !

Thanks for feedback!)
About Behemoth:
1)For water elementals you need just set flank right (behavior) to all units, and flee (behavior) at 50% to archers/wizards unit. It's save them from elementals missiles.
2)For Murlocks you need 5-8 siege units with splash(R - button) or if it non-standard race(like High Elf's) you need some special tactics(for example Sylrin for high elfs, magic units and archers with summons).
3) Water spell that slay all small units: just use units with magic resistance or if you want play like pro), set charge behaviors(7 sec.) to all units exclude one or two suicidal unit that take all damage from spell(because Behemoth cast it in first seconds of battle).

I'm hope that it helps you!)
Have a good game!
 
Level 1
Joined
May 11, 2016
Messages
6
Screw my mouse, I've just written a long comment and it has been erased because she decided to close firefox. Anyway, I'll make it shorter than it was, sorry :(

Your advices improved my fights with Behemoth, however I still find him really hard. I don't lose lives on the other bosses, or rarely more than 1, but I still lost ~8 lives against him.

Two points :

I think behaviours are great, however it requires a lot of time to set them. Some suggestions :
1) A way to set the behaviour of all units, or each type of unit. For example, I put all my units in battle march, and it's tedious to set it manually each time. And I always set my archers to flee at 50% and my tanks at 25%. One way could be to have a generic unit of each type next to the building area and setting it would set the behaviourfor all units of this type. (but still allowing to change the behaviour one by one)
2) An option at the beginning of the game : Wait for all players to be ready. And maybe a way to bypass this if a player take too long. I play with beginners, and giving advice or just thinking take some time. An option to see their building area could be appreciated too.
3)More complicated : allow to create presets. Could be useful, but not necessary.

I don't really like the income system. It's a bit too much to handle, really expensive and take a lot time to payback. I never know when is the good time to buy those upgrades, and having to choose between Upgrading units, build more units or upgrade stats is already sufficient for me. I'd prefer a system where the income increase with each round/level/victories (taking in account duel ones).

I will surely take the time to make a review about balance and races later, but I think that if I tell you that NE for example are hard to play, you'll explain me that they are in fact really strong.

Thank you for your answer and keep up the good work :)

EDIT : just made a game, and even if use the charge technique against Behemoth, he waited for the whole squad to arrive before casting his spell. Don't know why, they were four little guys on him. Please fix it or just remove this spell :D
 
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Level 8
Joined
Jul 14, 2015
Messages
168
Screw my mouse, I've just written a long comment and it has been erased because she decided to close firefox. Anyway, I'll make it shorter than it was, sorry :(

Your advices improved my fights with Behemoth, however I still find him really hard. I don't lose lives on the other bosses, or rarely more than 1, but I still lost ~8 lives against him.

Two points :

I think behaviours are great, however it requires a lot of time to set them. Some suggestions :
1) A way to set the behaviour of all units, or each type of unit. For example, I put all my units in battle march, and it's tedious to set it manually each time. And I always set my archers to flee at 50% and my tanks at 25%. One way could be to have a generic unit of each type next to the building area and setting it would set the behaviourfor all units of this type. (but still allowing to change the behaviour one by one)
2) An option at the beginning of the game : Wait for all players to be ready. And maybe a way to bypass this if a player take too long. I play with beginners, and giving advice or just thinking take some time. An option to see their building area could be appreciated too.
3)More complicated : allow to create presets. Could be useful, but not necessary.

I don't really like the income system. It's a bit too much to handle, really expensive and take a lot time to payback. I never know when is the good time to buy those upgrades, and having to choose between Upgrading units, build more units or upgrade stats is already sufficient for me. I'd prefer a system where the income increase with each round/level/victories (taking in account duel ones).

I will surely take the time to make a review about balance and races later, but I think that if I tell you that NE for example are hard to play, you'll explain me that they are in fact really strong.

Thank you for your answer and keep up the good work :)

EDIT : just made a game, and even if use the charge technique against Behemoth, he waited for the whole squad to arrive before casting his spell. Don't know why, they were four little guys on him. Please fix it or just remove this spell :D

Thanks for suggestions and detailed review!)

If you have questions about some tactics or etc. - do not forget to ask about them)

Best Regards!)

P.S.:Uh...I'm almost forgot to say that map has two income systems:
- Income Upgrade - for greedy players)
- And Reward for Kills -for all who want to slay all living creatures(number of kills*wave level/100). Also amount of gold for failed rounds decreased with increasing of income upgrade level.
 
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Level 4
Joined
Apr 7, 2009
Messages
90
It bugs out often in duels where you wont face other players, no idea how.
It's always one certain player vs one other one (tournament, probably other modes as well).
 
Level 1
Joined
May 11, 2016
Messages
6
Hi, some more report from me (v1.62f) :

-sh didn't work with player 3, but it seems like you fixed it in 1.70
-in a duel with 4 players, with charge 7s on all units suddenly they all died ?
-healing ward tooltip is a bit in russian
-geyser cyclone can be infinite, it slows the whole game (which is already quite long), maybe add a cd between two casting ?
-tooltip from boar raider troll is in russian, I don't remember exactly which part
-you already have this units in presets is said to everybody ? (by the way, could you add an explanation about how presets work ?)
-Spider queen slow is really heavy, surely intended
-if all are set on charge 7s, some will still leave immediately, don't know why
-troll batriders are very expensive and less effective than other siege units in later rounds, because of their small range, they're killed very fast
-when a NE is eliminated, sisters of elune respawn
-Sargeras create a big hole in the ground if you have multiple round against him
-When we beat Sargeras, the NE (who was eliminated by the time) had the dialog box and the choice between Holy Crusade and the FFA.

If you have advice about how to manage income, i'd gladly take it :)
 
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Level 3
Joined
Mar 23, 2011
Messages
53
This version is so fun, with the friendship-breaking merc system. Also liked the Azeroth rebalance, now they don't get to pass the wave with half other's army value while their income double other's.
 
Level 8
Joined
Jul 14, 2015
Messages
168
Hi, some more report from me (v1.62f) :

-sh didn't work with player 3, but it seems like you fixed it in 1.70
-in a duel with 4 players, with charge 7s on all units suddenly they all died ?
-healing ward tooltip is a bit in russian
-geyser cyclone can be infinite, it slows the whole game (which is already quite long), maybe add a cd between two casting ?
-tooltip from boar raider troll is in russian, I don't remember exactly which part
-you already have this units in presets is said to everybody ? (by the way, could you add an explanation about how presets work ?)
-Spider queen slow is really heavy, surely intended
-if all are set on charge 7s, some will still leave immediately, don't know why
-troll batriders are very expensive and less effective than other siege units in later rounds, because of their small range, they're killed very fast
-when a NE is eliminated, sisters of elune respawn
-Sargeras create a big hole in the ground if you have multiple round against him
-When we beat Sargeras, the NE (who was eliminated by the time) had the dialog box and the choice between Holy Crusade and the FFA.

If you have advice about how to manage income, i'd gladly take it :)

Great thanks for so detailed report!)

About presets: You add all behaviors from selected units to all new units of this unit type. Moreover, considering that all units have old behaviors after improvement, you can just set preset only for first units of tribe.

Have a good time!)

This version is so fun, with the friendship-breaking merc system. Also liked the Azeroth rebalance, now they don't get to pass the wave with half other's army value while their income double other's.

Glad to hear that!)
 
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