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[Altered Melee] Hour of the Scourge - Andorhal

Discussion in 'Map Development' started by izaiphovias, Dec 9, 2016.

?

Next playable faction should be?

  1. Burning Legion

    3 vote(s)
    12.0%
  2. Sha'tar / Aldor (Draenei)

    5 vote(s)
    20.0%
  3. Dwarves

    4 vote(s)
    16.0%
  4. Alliance (Humans, Dwarves and Night Elves)

    4 vote(s)
    16.0%
  5. Blood Elves

    7 vote(s)
    28.0%
  6. Horde (Orcs, Trolls, Tauren)

    2 vote(s)
    8.0%
  1. izaiphovias

    izaiphovias

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    Hour of the Scourge
    An Altered Melee map project

    So... I was bored, then I thought to myself "well, let's waste some time and create some random heroes in World Editor", I came up with some quite interesting ideas, then I thought to myself "well, this could turn out to be a good campaign start, I have some really fun heroes here", I was then deciding if I wanted another RPG campaign, or something more simple and familiar, then I thought to myself "well, I am already working on a RPG campaign it is quite a lot of work making those, so I better do something that won't be as painful", my final decision... Or what it would be... A macro based campaign to add up to my main campaign story, something short, right to the point and relaxing, using the heroes I've created and factions related to them... Then finally I thought to myself "well, you know what would be cool? If I could play these heroes and their factions in a normal melee map" and that's Hour of the Scourge - Andorhal.

    This project is an altered melee map that allows you to play with four different factions from the WoW Wrath of the Lich King lore. You can be the Argent Crusade, the Kirin'tor, the Forsaken or the Scourge itself. Let me try to explain them down below.

    The Argent Crusade

    [​IMG]

    Brave warriors of the Light that banded together to fight the darkness of the Scourge. The Argent Crusade (at least here) is composed by Lordaeron and Quel'Thalas survivors that united their forces to fight the Lich King after his arrival in the Plaguelands.

    They play mostly like the normal humans from Warcraft 3, the catch is that their units can be boosted bearing overpowerness with quite a few available upgrades, from Holy Weapons that grant additional attack for mana to Guardian of Ancient Kings which grants a chance of a burst heal whenever a unit falls below 10% health.

    The Kirin'tor

    [​IMG]

    The wizards of Dalaran were finally able to rebuild their wondrous city after the events of the Burning Crusade, now under the leadership of Rhonin, the Kirin'tor launched and offensive against the Scourge and the Blue Dragonflight, with the help of the Horde and the Alliance, in hope of containing these threats once and for all.

    The Kirin'tor is what you would expect from a magocratic faction, pretty much all of their units are mages, from the most basic frontliner to the most advanced tier 3 unit and being mages they are all quite resorceful, being able to empower their forces with arcane enchantments, cripple their enemies with debuffing spells and dealing absurd amounts of damage in exchange of being very fragile.

    The Forsaken

    [​IMG]

    Sylvanas Windruner, now Queen of the Forsaken, rules the ruined kingdom of Lordaeron. In an attempt to build a force strong enough to take over the Lich King, she has maintained the Dreadlord Varimathras under her wing, occupied most of the neighbor territories of Lordaeron and allied herself with the Horde, but the Lord of the Dead may show up at her doorstep earlier than what she could have imagined, far earlier than what she needed to prepare.

    The Forsaken are very dependent on the late game as their initial tier forces are rather weak compared to the other factions, but the children of Sylvanas can quickly gain the strength to overcome their foes through powerful unit upgrades and the development of the dreaded Grim Plague. As undead, the Forsaken required blight for a passive health regeneration, something that their ordinary built buildings do not provide, they rely on alternative methods to tend to their wounded, such as the usage of Herbalism (an upgrade to the Garden of Sorrows which allows the building to heal), Apothecaries (supportive spellcaster with a powerful healing ability) or the development of the Synthetic Blight, which will grant some buildings Blight Regeneration and multiply all Forsaken organic units health regeneration by 5 while on blighted ground (take this advantage to overcome the Scourge through attrition, using their own blight against them).

    The Scourge

    [​IMG]

    At last the Lich King has awakened and the undead legions sails from Northrend back to Lordaeron so the Lord of the Dead may reconquer what used to be his first kingdom, but the Scourge is not exactly what it used to be, the Lich King knew that his enemies would be more than prepared this time and that he needed much more than simple rotting corpses to purge the living. Following his loyal necromancers and brainwashed skeletons and zombies, Arthas brings the mighty Ymirjar, undead half-giants that worship the Lich King as their Death God and were granted tremendous power through undeath, also there are the cunning and deceiving San'layn, once the last survivors of Kael'thas expedition with Illidan to the Frozen Throne, these unlucky elves were turned into vampiric monsters to serve the Scourge, and finally, the full might of the Azjol'Nerub empire, because you just can't have enough undead spiders, you have to bring them all!!!

    The Scourge is by far the most complex faction of the four, it is divided into three sub-factions that you must choose from at the start of the game:

    Death


    [​IMG]

    You can follow the Path of Death, to train Necromancers and summon a legion of skeletons to overwhelm your enemies, and if normal skeletons were not enough, you can summon giant ones! From the Temple of the Damned, train your mighty and fearsome Ymirjar.

    Darkness

    [​IMG]

    You can follow the Path of Darkness, if you really like some spiders, spawn a swarm of nerubian units, from Carrion Beetles to Mind Disruptors and freakin' skeletons mounted on Crypt Fiends!

    Blood

    [​IMG]

    You can follow the Path of Blood, if you really like some Castlevania vibe, build tons of tombs and summon the vampiric San'layn, that while fragile, can deal absurd amounts of damage if well managed.

    Will of the Lich King


    Finally, upon reach tier 3, The Black Citadel, you can research Will of the Lich King, which will allow you to use the whole Scourge techtree in a single army.

    One major difference of the Scourge is their supply production, it is not generated by Zigurats anymore, but rather the Graveyards, but since they are not as cheap as a normal supply building, your production can be supported by other means that vary according to the path you've chosen. For Path of Death, since your army is composed by pretty much skeletons, it is only fair that what would produce supply is your Necromancers, they cost supply, but can produce it as well. For Path of Darkness, your Zigurats can be turned into Spirit Towers to produce some additional supply, finally for Path of Blood, the San'layn really like their tombs, so it is exactly that what will generate supply for them, the San'layn Tomb is the same building that is used to train your basic vampiric units.




    That's pretty much it, for now, the rest you'll have to play in order to see, as the game has quite some custom spells, upgrades, models and textures, the best way to check those is by playing.

    Here's the link: Hour of the Scourge - Andorhal v20170220
    If you have issues making the map appear in your WCIII maps section, just rename the file by removing the version info (leaving it simply as "Hour of the Scourge Andorhal")

    I appreciate any feedback, as I am still adding stuff to the factions and balancing them out.

    **MODELS AND TEXTURES**

    110000
    -Grendel
    ~Nightmare
    67chrome
    acolyteofdoom
    Afronight_76
    Alpain
    AndrewOverload519
    armel
    assasin_lord
    Avsky
    BLazeKraze
    Boogles
    Cavman
    Champara Bros
    cotd333
    crl
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    Edge45
    Elenai
    exfyre
    Fuzzyfury
    General Frank
    Gottfrei
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    grunt
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    Hexus
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    horusrogue
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    infrenus
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    Teldorei
    Thrikodius
    Tranquil
    Ubernator
    Ujimasa Hojo
    Vitchie08
    Wandering Soul
    warhog
    WILL THE ALMIGHTY

    **ICONS**

    ~Void~
    13L4M3
    AL0NE
    asdasdgfrw
    -Berz-
    BETABABY
    D.ee
    Dalharukn
    darkdeathknight
    Darkfang
    DeathKnight
    Eagle XI
    Golden-Drake
    GooS
    HappyTauren
    Heinvers
    Hellx-Magnus
    INSEKT
    Justicebringer
    KaplanHorus
    KelThuzad
    Kimbo
    kola
    Legal_Ease
    mortal
    Mr.Goblin
    NFWar
    Nudl9
    Paladon
    PeeKay
    San
    Sg0D
    shiiK
    Sin'dorei300
    SpasMaster
    stein123
    The_Silent
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    Trigger.edge
    VaLkYroN
    Warcrafty
    zbc
     
    Last edited: Feb 26, 2017
  2. Directive255

    Directive255

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    Seems fascinating, homie. Especially the Scourge faction, really interesting concept. I shall try it: :D
     
  3. B22

    B22

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    Looks nice and seems to be interesting. Looking up for this
     
  4. izaiphovias

    izaiphovias

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    Working on adding AI to the factions now, I'll start with the Argent Crusade as their techtree is pretty much done at this point. I'll still add more stuff to the Kirin'tor and the Scourge first, before creating AI for them.

    Edit___________________________________________________________________________________________________________________________________________________________________________________

    The maps has been updated, I've fixed some bugs and added 3 AI players so you can test the factions. The AI are normal orcs and humans, no custom stuff yet.
     
  5. Jumbo

    Jumbo

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    Scarlet Crusade pl0x? Oh wait, just read up on WOTLK lore. Seems like they were a shadow of their former selfs at this point in Wow lore.

    Anyway this seems like a solid project; I like the visuals of the Kirin Tor and the scourge especially seems interesting with those elven vampires.
     
    Last edited: Dec 14, 2016
  6. izaiphovias

    izaiphovias

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    Yeah, I would like to add the Scarlet Crusade and implement some kind of internal corruption mechanic for the faction, but as you said, they are quite weak during WotLK. Although I plan on using them as an enemy if the campaign ever ends up being released, so maybe I will need to work on a techtree for them anyway and might add those freaks in this or some other map together with the Forsaken.

    I am currently working on expanding the Kirin'tor, as their techtree seems way too simple right now. At the end there might be some additional buildings and units there, I'm working on two new tier 3 units that represent the alliance and the horde within the faction, also I may add a tier 2 building that trains some specialist units that would also represent the two wow factions.

    The San'layn are a favorite of mine, I quite enjoyed developing their units and abilities. Specially when I managed to get the Crypt Maiden's transformation working.
     
  7. Jumbo

    Jumbo

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    Just an advice on making the Kirin'tor. Don't be afraid to add wizard units that stand out - with wizard hats, without staffs, with different clothing style. As long as it feels consistent: Remember how different the units are on the melee races, and yet we seem to think them coherent.

    And Scarlet Crusade is one of my, if not the, favourite faction in (vanilla) Warcraft lore. I think the idea of a puritanical order being founded on the basis of the tragical consequences of the plague is one of the most interesting Blizzard have pulled off. However, I don't like the un-nuanced way in which they made them. I mean, they are just "evil" and "fanatics", which seems too bland in my opinion, but of course they had to fit them into an MMO where you need an excuse to kill whatever it is for the sake of xp and rewards :p.
     
    Last edited: Dec 30, 2016
  8. izaiphovias

    izaiphovias

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    Alpha build has been updated, with some major changes to the Scourge and mainly the Kirin'tor, with 3 new units and a new tier 2 building.

    Council Hall: Trains Silver Chanters, Sunreaver Mana Weavers and Gunships

    Silver Chanter: supportive advanced spellcaster, can cast Radiate Mana, Induce Magic and Chant of Etherwalking
    Radiate Mana deals low damage in an area, but any enemy unit that casts an spell while inside the affected area will lose 2% of mana and these same 2% will be added to allied units that are close to the Silver Chanter
    Induce Magic forces the target to channel a useless spell for a few seconds and this cannot be dispelled, if the target has mana the channel will trigger spells like Mana Flare and Negate
    Chant of Etherwalking is basically Banish, but can only be used on friendly units, to protect them from physical damage
    I will add another spell to the Chanter, something that would synegise well with Induce Magic

    Sunreaver Mana Weaver: anti-spellcaster advanced unit, can cast Negate, Mana Burn, Blink and Control Magic
    Negate is basically Mana Flare, nothing has been changed rather than the damage values

    Gunship: ultimate flying unit, really expensive, uses a lot of supply, but it is absurdly strong, can cast Deploy Dragonhawk Riders, Cluster Rockets, Arcane Bombarding and Very Big Gun. It has splash chaos attack.
    Deploy Dragonhawk Riders will summon 4 permanent Dragonhaw Riders that can cast Aerial Shackles and deal heavy air to air damage, but are weak against ground targets. Each Gunship can only summon 4 Dragonhawks at a time.
    Cluster Rockets is the same old, but deals less damage, stuns for longer and have a lower cooldown
    Arcane Bombarding is basically Impale, but reaches longer, doesn't stun and deals moderate damage
    Very Big Gun is based on Flame Strike, but is very difficult for the enemy to anticipate and deals a lot of damage, have a very long cooldown and costs a lot of mana though.

    The download link from the main post has been updated.
     
  9. MogulKahn

    MogulKahn

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    Really interested in your custom units. Gonna check ot!
     
  10. izaiphovias

    izaiphovias

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    Alpha build (and the download link in the main post) have been updated again, I've added some researches related to the new Kirin'tor units and added their final unit, the Rune Golem, trained at the Wizard Tower, their techtree can be considered pretty much completed now. The Scourge now have a defensive unit trained at the Necropolis, the Plague Spreader, to counter the fact that they have no defensive buildings. There were also some tooltip fixing here and there.
     
  11. tyci

    tyci

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    Playing this was really fun and felt different enough from the original Warcraft III races. There are some text issues here and there, but that's to be expected as its still in development. One thing I am truly worried about is the balance. I hope you are playing this with a friend or sth to check if they are similarly matched. Okay so here are my thoughts on each race so far:
    • The Path of Death
      -this one is so much fun, the number of skeletons is superb
      -the skeleton change to bows doesnt work though
      -this path may be a bit stronger than the others i think
    • The Path of Blood
      -These units are just basically normal human units but with vampirics Aura, which isn't bad, but I would suggest more creative units as well
    • The Path od Darkness
      -And here on the other hand there are units with only the Slow Poison skill
      -Add more units with abillities here
      -The Varghulf doesnt apply the slow poison
    Custom heroes are very nicely done as well and fit their race's skills. Also I really like the Unholy Lab and it's upgrades are really creative.
    This faction I think would be my favourite, they are the hardest to play but if used correctly they could be really powerful. It's a a very nice idea and fitting the faction that they have no melee units (Except the Rune Golem) and that the basic units have to summon golems. Oh and the Rune Golem can be healed and the others can't.
    I would personally give the Serenity Aura (which is also a good idea btw) not to the Altar but to a seperate building maybe? Like a statue or sth, idk.
    Sunreaver Mana Weaver and Silver Chanter are not as useful, their spells could deal more damage (not sure here)
    They have also 2 upgrades for armor, but its not said which is for which units.
    This faction has only 1 new hero (paladin), as 3 of the others were also in the Kirin Tor. In my opinion no race should share heroes, so be sure to add more to one of them.
    Also their Altar also gives the Serenity Aura, which, again in my opinion it shouldn't do. I would make it only in the Kirin Tor.
    You accidently put the Plague Spreader in the Barracks.
    Great idea with the cleric, how you can buff up before battle with Blessing as Clerics die easily so you shouldnt take them. I love how it is made exactly like Paladins in WoW, who also buff up before battle <3 Well done, sir.
    Also I like your idea of how the Scourge and Scarlet Crusade counter each other, with their battle of corpses.
    The Blessing of Kings is awesome too and how it recommends for you to buff up with clerics.
     
  12. izaiphovias

    izaiphovias

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    Yeah, I leave the tooltips reviews for last as I don't want to bother write a bunch of stuff for a spell or research that I am not sure if it is going to stick. So during development, there is a lot of typos, wrong tooltips or missing texts to be expected.

    The balance is quite worrying as I don't have anyone with which to test the custom races against each other, I'm always relaying on the normal races AI for that and try to judge the balance on how easy I can defeat a human and/or orc AI player with each custom race.


    Path of Death
    Thanks! That was the whole idea behind the Path of Death, you simply use a ton of skeletons to overwhelm the opponent.
    The equip bow should be working, the skeleton has to be close to a Graveyard in order to change into an archer, otherwise the cooldown will simply be wasted.
    It might be overpowered a little bit, because it is really quite difficult to balance the skeleton summoning, but with some numbers rework I think I can give it a fair gameplay without affecting the core mechanic that is to summon your army instead of training it.

    Path of Blood
    Well, the San'layn are supposed to copy the blood elven techtree, because they are nothing more than undead blood elves, that's why they are so similar to the humans, as they pretty much use the same units you would expect from the Frozen Throne human (blood elf) campaign. I've tried to vary a little bit, by adding the Crypt Maiden with her Varghulf form, the problem is that I'm out of command card slots in all buildings to add more units, what I may try to do is revamping their abilities so they would feel a little bit more unique. I really want to get them right, since the San'layn are my favorite Scourge sub-faction in this map.

    Path of Darkness
    The nerubians problem is the lack of custom models, I simply could not find anything that would fit so I could add more units, but I do agree that they are lacking abilities, almost all of their units can't do much rather than attacking, I will put some more thought into them.

    I really feared about the Kirin'tor as I could not think of enough units to compose a full techtree for them, and thought on removing them at some point, but luckily I've found those awesome custom buildings and couldn't allow myself to not use them.

    The rune golems were not supposed to be healed, that's a bug, I'll fix it. Thanks for pointing it out. I think I forgot to set them as mechanical.

    The Serenity Aura was supposed to add the mana effect above the altar, that's from back when the Kirin'tor was using normal human buildings and I felt the need to add a magical feeling to the Altar of Kings, when I added the Dalaran Building models, I was way too comfortable with the mana regen it provided that I could not remove it. I kind like the idea of the altar aura as it gives an additional purpose to the building that would otherwise simply summon and revive heroes. I may add a different building for the mana regen and remove it from the altar if I ever find a fitting model for it though.

    They were the last units I've added to the faction, as I felt the Kirin'tor didn't have enough micro to do, for a faction of mages, since all the other casters have auto casting abilities. I will rebalance their spells and maybe increase the units cost or their research cost to make things fair.

    I got a little bit lazy while writing the tooltips for the armor and weapon upgrades, but I'll fix that later for sure. The Chanter and Mana Weaver uses the normal upgrades from the Ley Forge.

    The Argent Crusade was the first faction I've created for this map, back when the whole idea was simply hero management, that's why I've created the Clerics, as you would not need to worry about healing or buffing your units during combat, it turned out even better after I've changed the gameplay to a more standard RTS.

    I was not planning on adding different heroes for the Argent Crusade and the Kirin'tor, they both were supposed to have a single unique hero and the remaining were only generic heroes that fit both factions' theme, but if this turns out to be a bigger problem I may switch things a bit, what I would do is give the Commander and Priest to the Argent Crusade and the Ranger General to the Kirin'tor, then fill in the gap with other heroes for both factions.

    I kinda of like the Serenity Aura in their altar, mostly because of the holy effect it adds to the building, what I might do is simply change it's usage, instead of mana regen maybe it could grant something else.

    Opps, the Plague Spreader was not supposed to be there, thanks for pointing it out!

    Gotta love the Clerics, I really like the idea of a support unit that works only out of combat, also it fits their theme of being what they are, well Clerics, you wouldn't expect to see one in the middle of a field battle, so yeah, they remain in your base.

    The Argent Crusade is the greatest counter to the Scourge, as they are in lore, the best way I could find to create this effect is allowing them to deprive the Scourge off their main resource... Corpses. So the Crusade can simply burn corpses or use the Priest to cast Exorcize, the spawned unit effect of this ability does not generate a corpse when the target unit dies, so even less meat for the Scourge to use.

    The original idea of the Guardian of Ancient Kings was a simple proc heal, but after developing the other factions I felt that the Argent Crusade was getting a little bit underpowered in late game, so I decided to make them virtually immortal if well managed xD
    Since they are the only faction that does not have an absurd ultimate unit as the Scourge has with the Flesh Giants (still in search for a better model for them) and the Kirin'tor with the Gunship and the Rune Golems and I think that adding such a kind of unit to them would remove too much from the faction's identity and fidelity with the lore. So yeah, Guardian of Ancient Kings, gotta make those crusaders immortal, you know.

    Thanks for the review! Judging by your comments I think I'm in the right path here and this give me even more enthusiasm to keep developing!
     
    Last edited: Dec 27, 2016
  13. Eagle XI

    Eagle XI

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    Plague Bearer had 'create blight'(or something like that) ability not working, did you fix ? played path of skeleton with custom necromancer hero, tombstone is an awesome skill to have, but perhaps it should require an corpse too, and never got skeleton archers since raise dead produced only one skeleton. Necro hero should not have an duplicate in the spellbook, believe it was the 'kill unit get mana' skill.
     
  14. izaiphovias

    izaiphovias

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    Yeah, the Disseminate Blight ability has been fixed in the newest build, but i didn't publish that one yet.
    Tombstone comes from way back when this was a simple hero management focused game, the stone was your plan B or initial mean to summon an army to support the hero, but now that I've changed it to a more standard RTS map, I may consider adding the corpse cost.
    Skeleton archer for Raise Dead was a wrong tooltip, it has been fixed in the latest build. Your mean to get archers is by equipping Skeleton Warriors (only the warriors summoned by Unholy Ritual) with bows when close to a Graveyard.
    I don't think I'm sure I get what you mean by duplicate...
     
  15. Rufus

    Rufus

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    Here are the notes I wrote while I played:
    • The kirin tor and the argent cusade have three heroes in common.
    • The ranger generals barrage ability can be upgraded each level. Not like regular hero abilities.
    • Shouldn't the Kirin tor and Argent Crusade work togheter?
    • The Paladins Divine storm was a nice ability, but the fire it left could have used another model.
    • Cruzader strike was only 25 mana. A bit to ceap, I'd say.
    • Tooltips are not alwys very detailed. It can give vague descriptions like "Give extra damage...", but not how much.
    • Not all of the new heroes abilities are custom. This could be both good and bad.
    • The heroes from the tavern does still have only 4 abilities.
    • Enemies have no AI, but it may not be needed if the map is supposed to be played multiplayer.
    • Even when all enemies are dead, there is no victory dialogue.
    • I couldn't level my heroes beyond level 5, since there was not enough player enemies to kill, but if they can't level beyond level 10, they can't upgrade all of their abilities. Perhaps not needed either.
    • The new heroes felt powerful and was fun to play.
    • I'm far from a melee game expert, but the techtrees seemed very balanced to me.
    • Guardian of the ancient kings was a cool ability, the high cost is fitting too.
    • Most other upgradeable abilities was also pretty unique and useful.
    • There was still plenty of buildings and abilities that can be found in an ordinairy melee game. This is not all bad htough, as it may allow players to adapt to the race quicker.
    • Necrotic Infection is a super strong ability. It basically kills any unit it can latch on. Over time, sure, but still.
    • You've found very good-looking maodels and icons, and fitted them well-together.
    • I liked that you could choose paths in the scourge. Real nice.
    • Flesh giants tooltip: "This is an absurd pile of meat." Haha :D ...but not very descriptive.
    • The plague spreader is awesome. Such a strong unit, but very immobile.
    It is clear that a lot of energy have been put down into this proejct already, nad there is more to come!
    I'd reccomend you to recreate the melee map, as it is a quite strange one. I'd also like to see the if the factions could work togehter?
    And, since you have specified starting lcoations for the races already, why not add ome terrain around it to look more like a headquarters?

    This has potential, and has come far already.
    Good job!
     
  16. izaiphovias

    izaiphovias

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    Oh well, it seems that I'll really need to create separate heroes for them xD
    Problem is, how to create so many and maintain each one's originality.
    My idea is to leave the Archmage, Priest and Ranger General for the Kirin'tor, so I'll need to create only one new heroes for them, problem is to think of a Strength based hero for a mage faction. This will leave the Paladin and Commander for the Crusade, I'm thinking about an elven paladin as an agility hero and a healer paladin as intelligence.

    Don't know what is causing the Barrage ability to be available every single level, I'll have to look it up.

    In lore, they indeed work together, as they will in the campaign, but for multiplayer game health purposes, I decided to leave them as enemies, so you would have the chance to face any faction disregarding the one you're playing as. I might add a custom alliance mechanic that pops up at the start of the game, but that's not a priority.

    Divine Storm fire effect updated, it fits the theme way better in the latest build (not uploaded yet).

    Crusader Strike's sole purpose is to cause damage and it doesn't even cause that much, above that is the fact that it is a melee range ability, so I thought it would be fair to give it such low cost.

    Tooltips are last priority, I always leave them behind to avoid extra work if I end up dumping the spell/research/unit, so I may forget to update or write some of them after moving on. I will review every single tooltip, before the full release.

    I'm trying to keep things simple for some heroes, to avoid running out of ideas.

    Taverns have been removed in the latest build (not uploaded yet).

    The custom factions have no AI yet, as I am still working on a thing here and there for all of them, so to avoid having to recreate and AI every time a faction is updated I will not add them until the final release. There are three (two in the latest build) normal AI races for testing purpose.

    I had to remove the melee map victory condition to avoid revealing due to lack of town halls, I got way too lazy to add custom triggers for that considering this is still in alpha. Victory conditions will surely be added for the final release.

    The three AI players that can be set for testing should be more than enough to get the heroes past level 5. Max level for heroes is 15 for this map.

    Heroes were the main focus for the map when I first begun it's concept, so they were quite overpowered back then. I've nerfed them down a little bit and was even considering setting them to normal hero stats, but I'm really not sure if I should keep them as they are or if I should "normalize" them.

    My biggest concern is the balance between the three Scourge sub factions.

    Guardian of Ancient Kings was my way to add overpowerness to the Argent Crusade in the late game, since they don't have ultimate units like the Flesh Giant or the Gunship. I quite like the concept, if you manage it properly you can have an almost immortal army.

    The idea of having lots of different upgrades for almost all units was taken from tomoraider's Curse of the Forsaken campaign, they have a Lab building that concentrates all sorts of cool upgrades for their units. I fell in love with this concept and had to implement it in some style. Glad you liked them.

    The normal abilities and buildings case is the same as the heroes abilities, if I find the unit and/or ability useful and still fitting for the faction theme I will certainly keep it, this helps me to avoid running out of ideas.

    I might decrease the Infection damage to balance it out.

    I've spent quite a few days searching the Hive for the best models, I'm still sad I could not find too many nerubian stuff =(

    The Scourge path idea is to purposefully restrict the faction, it would be way too overwhelming and way too overpowered to allow the player to build every single units, but I just could not let all of those cool units out of the picture, so I decided to create this restriction.

    I will update the Flesh Giant's tooltip later, but the joke will remain there lol.

    The Plague Spreader is supposed to be the Scourge "tower", since Spirit Towers and Nerubian Towers have a whole different purpose in this map. At first I would leave the faction without any defensive structures, but a few days ago I've seen that Spreader model being updated here in the Hive and had to use it. I'm still thinking of some way to better point out the unit's lore role, but could not think of any fitting ability yet, so for now they will remain as simple towers that can spread blight.

    Thanks for the review, Rufus! Really appreciated.

    I've spent the new year's eve working on a special thing. I've created the intro cinematic for the campaign that is going to use these custom factions as soon as I'm done with this map. The cinematic recreates the WoW Wrath of the Lich King's intro, it has been uploaded here if anyone wanna check it out: The Awakening
     
  17. Even

    Even

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    For the nerubians, can't you use revamped original units? Arachnathids and the Nerubian creeps (sage, queen, etc.) comes to mind, and with addition of custom abilites, can be revitalised to interesting use
     
  18. MogulKahn

    MogulKahn

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    From top of my mind, I can think of around 10 custom Nerubian models? Isn't that enough?
     
  19. izaiphovias

    izaiphovias

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    Arachnathids don't fit the lore, nerubians don't have stings. I thought about using them, but it would simply kill the sub-faction coherence with lore.

    The Nerubian creeps are simply reskined crypt fiends, they use the exact same model, it would be over-repetitive. On top of that, their skins are of living nerubians, it doesn't blend well with other undead units.

    Thing is, yes, there are a lot of nerubian models here, however, most of them are hero models, that don't have decay animations, rendering them unusable. For units models I've already used most of them and still am lacking a bigger variety.
     
  20. MogulKahn

    MogulKahn

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    Well, you can ask someone to make them as units. They only need to remove hero glow and add decay animations!