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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. Even

    Even

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    Arachnathids are associated with nerubians though, so they're not that incoherent

    I'd agree with that... How about making a spiderling unit out of the small spider (preferably with an undead/bone reskin), and/or a jormungar (although models are still scarce on that)
     
  2. MogulKahn

    MogulKahn

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    There is also few skins for nerubians. Like Markura one!
     
  3. izaiphovias

    izaiphovias

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    Hmm, I may try that

    Changing the subject... The main post has been updated with the latest alpha build, some changes have been applied taking into consideration all the feedback so far and the Forsaken faction has been added (as player blue), they are sort of done, I will need to balance them further and work on the heroes' abilities tooltips and triggers (for example, Sylvanas' Haunting Wave should teleport her, but it won't do that yet). but overall they are playable if anyone want to test 'em.
     
  4. Even

    Even

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    Review:
    - I see that there are still some buildings missing? (one 2nd tier military building and one 3rd tier super unit building)
    - Some tooltip errors, especially in the building, heroes, and units from the 2nd tier

    Haven't really checked the balance though, but the units do fit the theme
     
  5. izaiphovias

    izaiphovias

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    To which faction are you referring to?

    The Argent Crusade have the Chapel and Elven Enclave for 2nd tier, they don't have a 3rd tier building thought (only units)

    The Kirin'tor have the Council Hall for 2nd tier and Wizard Tower for 3rd tier

    The Scourge have the Crypt and Slaughterhouse for 2nd, Boneyard and Unholy Lab for 3rd (even though the Lb does not train units)

    The Forsaken 2nd tier are the Hollow Shrine and the Apothecarium, for 3rd they have the Plagueatorium
     
  6. Even

    Even

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    Sorry, I meant that for the Forsaken... The Hollow Shrine, specifically, is missing
     
  7. KJmaster208

    KJmaster208

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    I have to ask? when i download this map that you put the link on it and when i check in custom games it doesn't appear -_- doesn't mean i have to reinstall the newer version again? i have 1.27.
     
  8. MogulKahn

    MogulKahn

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    I also got the same problem!
     
  9. izaiphovias

    izaiphovias

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    Try renaming the map file and remove the version number, also make sure to put it in a recognizable folder inside the Warcraft III directory, like Warcraft III\Maps\Scenario. Or open it in WE, push the test button, quit the game, return to Warcraft III and look for the map inside Maps\Test.
    ________________________________________________________________________________________________
    Update

    Main post updated with the link to the latest alpha build:
    *The Forsaken are supposed to be fully playable now, with all abilities and tooltips implemented as intended
    *Models and icons for some heroes have been updated
    *Models and icons for the Kirin'tor defensive towers have been updated
    *Some units for the humans AI player have been changed (models and names only), to better fit the period in which this is supposed to take place
    *Rifleman have been replaced by NE Archer
    *Priest have been replaced by NE Druid
    *Spell Breaker have been replaced by Dwarven Rune Breaker
    *Sorceress have been replaced by Wizard
    *Hero Blood Mage have been replaced by Arch Druid
    *Spell effects for the human priest (now a ne druid) have been replaced to better fit the theme
    *Spell effects for the blood mage (now a ne archdruid) have been replaced to better fir the theme
    *Ultimate spell for the blood mage, Phoenix, have been replaced by Call of Ysera (which summons a Green Dragon)
    ________________________________________________________________________________________________
    Update

    New alpha build has been uploaded, main post has been updated with updated screenshots and the download link. In this build I've focused on fixing the Hero problem of the human factions. Now the Kirin'tor and the Argent Crusade have their own heroes, finally, also, the Scourge hero Blood Queen went through a major rework on her gameplay.

    Argent Crusade:
    Highlord (Str): former paladin, now has a new model

    Lord Commander (Str): has a new model

    Paladin (Int): new support hero
    Smite: Ranged stun with moderate damage, also remove buffs from the target
    Flash of Light: burst heal followed by a minor heal over time, will heal nearby friendly units if the target has Beacon of Hope
    Resurrection: it does what you think it does, but the first levels are weaker, reviving less units than the original spell
    Beacon of Hope: places a buff in a friendly target that increases it`s armor, this ability interacts with Flash of Light as described above, has a limited amount of targets, if the limit is exceeded a random unit will lose the buff
    Hand of Protection: renders a target invulnerable for a short period, but causes it to be slowed, has a low cooldown
    Aura of Divinity (non-heroic): nearby allied units will heal over time

    Grand Crusader (Agi): new "A move hero" =P
    Grand Crusade: auto-cast, increases attack and move speed
    Holy Judgement: passive, attacks have a chance to stun the target
    Righteous Fury: passive, attacks deals more damage over time and explode the target if it dies
    Blessed Sword: passive, attacks deal area damage in front of the hero
    Divine Intervention: passive, resurrects the Grand Crusader if he dies
    Blessed Armor (non-heroic): reduces the effect of debuffs and renders the Grand Crusader immune to certain spells

    Kirin'tor:
    Archmage (Int): has a new model

    High Priest (Int): has a new model

    Ranger General (Agi): has a new model

    Grand Enchanter (Str): new almost melee hero
    Chant of Flames: channeled, summons a fire elemental to fight for you, the elemental have additional abilities according to this spell's level
    Immolation: what you think it is
    Blink: yeah, it's Blink, get over it
    Mana Shield: are you getting how this works?
    Astral Protection: Renders nearby allied units invulnerable (does not affect the caster)
    Invisibility (non-heroic): All of this should make sense now, if not, I'll explain the new heroes below

    Here's the thing, I had to split the heroes among the human factions since repeating them kind of bothered a lot of people (including me), but it was quite difficult to create new heroes and maintain diversity. I've tried my best and those were the resulting ideas.

    The Paladin has been renamed to Highlord since I had to create a support hero for the Crusade and did not want to simply leave them with the High Priest (that would be way too easy). So I decided to create a Holy Paladin (from wow), but could not name it like that, it would be lame, so yeah, he's the new Paladin and the old one is now Highlord, i hope it makes sense. The new Paladin is all about support, I've taken some inspiration from the WoW Holy Pally to create his spells and came up with things like Beacon of Hope and Hand of Protection as described above.

    The Grand Crusader was a quite interesting idea I had, he is that kind of hero that does not worry you, since he has no spells (actually he has one, but it is auto-cast). He is all about massing your army and A clicking the enemy base, all you'll have to worry about then is spellcaster micro, just forget the hero and leave him to do his job.

    The Grand Enchanter was a really difficult one to come up with. How in hell would I create a Strength based hero for a mage faction!? The best thing I could think of was some kind of spellsword hero, but even that would take away from the faction's theme. The Grand Enchanter is the closest a mage can get to a spellsword/footman. Most of his spells work around setting the perfect invulnerability for your army, Astral Protection is based on Big Bad Voodoo, it renders all nearby allied units invulnerable, except the hero itself, it's a good spell, but it needs support in order to work properly and the Grand Enchanter has all the support he needs. Use Blink to get into position, Immolation and Mana Shield to protect yourself and then cast Astral Protection, if things goes south, use Invisibility or Blink again to get the hell out of there. Chant of Flames is how the hero compensates the lack of offensive spells, it will create a fire elemental that can cast firebolt and fire wave so you can still cause some damage without having any damage based spells in your hero, it is channeled though, so the Grand Enchanter is rendered inert while you use the elemental, it would just be way too overpowered to allow him to use his abilities while the elemental is up, if he ever stops channeling the elemental dies.

    Now the Blood Queen, she simply cannot regenerate mana anymore. I thought it would be cool and also reinforce the fact that she is a vampire, to force her into combat in order to generate mana. Her trait, Soul Vampirism, now regenerates mana for every attack and every time a unit dies close to the hero. All spells had their mana cost increased, except Consume, which has been reworked, it can now be effectively used on friendlies and costs no mana, the cooldown has been significantly increased though, so you can use it to create an acceptable or even full mana pool before engaging. Her ultimate has also been reworked and is more powerful now, it loops 3 times after the first cast, if the original target is still alive.

    This should be enough to fix the hero problem the map had. Tooltips for the new heroes are all messed up still, I was too lazy to work on them now. Also it has a new minimap preview image :D

    From now on I will focus on bug fixing, tooltip fixing and units/abilities balancing, the only new stuff that is going to be added is maybe some additional abilities for the nerubians, so they will feel less simplistic compared to the rest.

    The last alpha build has been uploaded, the download link in the main post has been updated. All the bugs I could find have been corrected, Victory conditions have been added, some icons were updated, two new researches were added to the Scourge Unholy Lab. I will give it some time so people interested may test this version before I upload it in the maps sections, in the meantime I will work on compiling all the due credits.
     
  10. MogulKahn

    MogulKahn

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    Gonna check it! Again. Last time I couldn't make a map to appear in the map section.
     
  11. izaiphovias

    izaiphovias

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    Rename the map file by removing the version info, this should fix this bug
     
  12. MogulKahn

    MogulKahn

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    Played it. Checked all races. Not going to talk about balance(some things are utterly broken) or bug fixes (there is also a lot of bugs there), only "feel" of the race. First I have to say that I really disliked a lot of models you chose, but that is non of my business. Really liked what you did with Argent Crusade and Kirin Tor. Forsaken are awful. And Scourge is just one big mess. Idea is nice, but execution is poor. You should separate them in 3 different races, or merge them into one race, where every tier have one or more units from each race.

    About those sub-races. I liked Cult of the Damned the most. That blight mechanic is really cool. Vampiric elves (can't remember their name, Sha'lain?) were also cool. But I feel like they were missing something, maybe that big, ultimate unit? About Nerubians. Well... awful is nice word for them. Awful models, skins, spells are boring, and I am not even going to talk about that "eye unit". That shouldn't even exist there. I have told you before, you have some really decent looking models on this site for Nerubians, you should use them.

    Also not big fan of the map we play on.

    I am not trying to sound rude here, I am just saying what I felt after playing these races. If I wasn't this busy as I am right now, I would go with in deep analysis of every race, unit by unit. But sadly, I really can't afford to spend that much time on writing.

    Map has potential, but you just need to invest a lot more time in it and be patient! Good luck!
     
  13. izaiphovias

    izaiphovias

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    I'm not separating the Scourge, by doing this I would simply be creating three new "ordinary" factions, the main thing about them, their main mechanic is the ability to choose between the sub-factions, it is supposed to be a mess.

    The Forsaken were a little bit difficult to put together, there aren't many models that would resemble them nicely and that blend well together, except for the buildings, unfortunately

    I will try to ask for the creators of those models to add decay animations to them so they may be used as units. I am quite disappointed with the nerubians as well, but I have to keep them (even with awful models) since they are a quite important part of the Scourge. For their abilities, if I manage to get new models I will add some more complexity to it, but for now, with the resources I have at my disposal, they will remain as they are.

    After playing some test matches in that map, I got tired of it as well, I'll definitively change it, specially because I want to add more player slots.

    On other subject, the main post has been updated with the credits, I hope I didn't miss anyone.
     
  14. Even

    Even

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    By the way, the arch-necromancer is unrevivable after using his Soul (..., I forgot) ability (the one that promises to revive it in a phylactery). It revives, but is killed again, and can't be revived in the altar
    Also, have the necromancers been deprived of their Unholy Ritual ability? Bummer if they do

    I'd agree that the nerubian hero models this site offer (especially the vizier model) would be interesting for the subfaction expansion (we do need a second spellcaster, after all)

    Post-playing latest version of Forsaken:
    So, the banshee is a special unit acquired by "raising" dead ghosts of Dark Rangers for some time? Why not accentuate the Darkfallen more by i.e. modifying its attack and armor (physical blades/glaives and bloodelven armor is more than ectoplasm, I guess), and change one of the banshee abilities in it? (change the Possession into a big shadow damage dealing ability, maybe?); Btw, the banshee upgrades doesn't link properly to the Darkfallen
     
    Last edited: Jan 17, 2017
  15. izaiphovias

    izaiphovias

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    Thanks for reporting the Necrolord revival bug, I'll have to redesign that ability, it seems that adding Resurrection as a unit ability causes this glitch.

    Scourge Necromancers still have Unholy Ritual, if you did not have the ability you were probably using normal undead Necromancers and were not playing as Scourge at all.

    I'm not quite sure about the nerubian models, I'm not getting any reply from the modelers, so it seems that they will remain as they are.

    Yes, if you research Curse of the Banshee, whenever a Dark Ranger dies she will spawn a Ghost, if this Ghost survives long enough it will turn into a permanent Banshee, with all expected abilities (curse, anti-magic shell, possession, ethereal form and last song).

    Darkfallen is a replacement for the Banshee for the normal (not Scourge) undead AI player, it only has a different name and model, you are not supposed to play with them. If you were able to train this unit I'll have to look it up as it is clearly a bug.
     
  16. MogulKahn

    MogulKahn

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    I could train Darkfallen. About removing hero glow and adding decay animations, you don't need to ask modelers who made those models to add them. Just make a thread in Requests sub-forum and some kind soul from this site is going to help you, I am 99% sure in that!
     
  17. izaiphovias

    izaiphovias

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    Hmm, I could not find exactly how you guys were able to train the Darkfallen (Banshee replacement), since the starting acolytes are correct as well as the available for training and the buildings they summon, the custom Temple of the Damned is also properly set to train only Necromancers and Ymirjar ô.õ

    Not sure if the original modeler would authorize the edit and since I don't have his permission, I would rather avoid asking other people
     
  18. Even

    Even

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    But I'm quite sure that I played with Path of Death researched...

    The problem is at the Forsaken's Shadow Temple, or something (the place to train Shadow Priests)

    Asking the modellers first is a noble idea, but I don't know how freely users are able to edit custom models, maybe MogulKahn can help with that
     
  19. izaiphovias

    izaiphovias

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    Oh, How can I be that stupid!? I used the default melee Banshee unit for the Forsaken and when I created a custom one, in order to change the default to the Darkfallen, I forgot to replace it in the Hollow Shrine lol.

    Thanks for pointing this out, guys.
    ____________________________________________________________________________________________________________________________

    Ok, this is as far as the Nerubians can go. I could not get my hands on any new models, so I had to use my creativity to make the best of those I have. I've made some significant changes on how the Nerubians play:

    Redone Ziggurats available researches:
    Tunneling Strain: Allow Weavers and Beetles to move while burrowed
    Flying Strain: Allow Weavers to morph into Locust
    Corpser Strain: Broodlings spawn from dead nerubian units, allow Nest Guardians to cast Corpse Nest

    Redone Path of Darkness Lab researches:
    Injected Locuts: Remain the same, spawn Locust Swarms from dead nerubian units
    Necrotic Incubation: Zigguras and Spirit Towers spawn corpses and can cast Spawn Eggs, Nest Guardians can cast Pick up Egg
    The Underkingdom: Allows Necropolis/Halls of the Dead/Black Citadel to cast Summon Undergate

    Now a brief explanation of the new abilities:

    Corpse Nest: spawn a Flesh Nest from a corpse, Nests cannot move but hit really hard, they lose health over time but can cast Replicate, which infects an enemy units with parasitic nerubians, upon death the infected unit will spawn another Flesh Nest.

    Spawn Egg: spawn a Necrotic Egg from a corpse, eggs are invisible and explode when close to an enemy unit, upon exploding it spawns 4 broodlings, eggs can be carried around by Nest Guardians in order to be relocated

    Summon Undergate: summons an Undergate anywhere on the map where you have visibility, the gate periodically spawns broodlings and generates corpses, it can also cast Spawn Egg and Dark Summoning to teleport allied units to its location

    That's it, this is what I could come up with to feature the swarm playstyle of the nerubians.

    The main post has been updated with the download link for the latest build.
     
  20. KJmaster208

    KJmaster208

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    Hello izaiphovias!

    i would like to report that the paladin Last skills are Cripple are kinda glitch or broken from my opinion *Normally i don't report about broken or glitches cause i don't care at all but for the sake of it i will say it even i hate it*

    1: When i play on Argent Crusade faction in 30 minutes etc and use paladin last skills "Cripple" on my enemy Ai and suddenly it do slow the enemy down for a sec but INVULNERABILITY? I CANNOT KILL A ENEMY HERO FOR THAT!

    2: When i tested on units using cripple it done the same thing however it only last about 3 or 5 minutes! but HEROES I TESTED ARE 10 OR 15 MINUTES TO LAST FROM WHAT I CAN REMEMBER!

    so here's my report of the argent crusader.