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Kingdom of Ahn'Qiraj - Qiraji Race + AI

This map was made on WCIII patch 1.27b so is intended to be used on this or newer versions.
To play as the Qiraji, select any race with 90% handicap. Includes AI for Qiraji.

qirajibanner-png.476200

Ahn'Qiraj is the city-kingdom of the Qiraji, found in the southern part of Silithus. It was originally a titan research station which housed the old god C'Thun before being commandeered by the Aqir, who would become the Qiraji. Following the War of the Shifting Sands, the kingdom was contained from the rest of the world by the Scarab Wall.

Behind the gates of the Scarab Wall, the merciless Qiraji stirred once again. Empowered by the Old God, C'Thun, the Qiraji prepared their legions for a worldwide assault to avenge their bitter defeat at the hands of the Night Elves a thousand years ago.

Descendants of the evil Aqir, the Qiraji are an ancient sentient insectoid race and servants of the Old God of Madness, C'Thun. Commanding endless swarms of Silithid creatures and enslaved titan-forged guardians, they seek to destroy any traces of non-insectoid life.

This race is a personal project that I have been planning for several years. It is a combination of experimental and intricate mechanics with a relatively simple gameplay, but especially this race has been created to test the capabilities of Warcraft's melee AI to work with custom races. The main goal is to demonstrate that almost any race can work with melee AI with the right settings.






SCREENSHOTS

cap1-png.476258


cap2-png.476259


cap3-png.476260


cap4-png.476261




Credits
Changelog

-Blizzard

-Mister_Haudrauf
-Chen
-Kinjal
-Ujimasa Hojo
-MatiS
-dalt96
-Vinz
-JetFangInferno
-DeadEnd123
-00110000
-alfredx_sotn
-Nosferoh
-SageOne
-Прэтор
-Retera
-Spellbound
-AndrewOverload519
-tysch_tysch
-loktar
-Dionesiist
-wa666r
-alfredx_sotn
-HappyCockroach
-NelsonLaJe
-Сказочник
-Blood Raven
-A.R.
-Tank-Commander
-Zephyrius2412
-doom_sheep
-nGy
-EnetheruAnuon
-Bloodslaughter
-Villagerino
-MarkSpartak
-epsilon
-Darky29
-Explobomb

-Null
-TwiceForsaken
-Arowanna
-Wildfire
-zadelim
-Pins
-Spellbound

-HungryHusky

-Blizzard
-Shimrra
-Leopard
-Muoteck
-HappyCockroach
-NelsonLaJe
-A.R.
-Hellx-Magnus
-morbent
-PeeKay
-Juice_F
-Raging Ent
-The Panda
-jnZ
-Sun gate
-PrinceYaser
-CRAZYRUSSIAN
-Darkfang
-Maxwell
-ExMortis
-Banzay89
-Blood Raven
-Aldeia

-Bribe
-Chopinski
-BPower
-Dirac
-Vexorian
-Flux
-Spellbound
-Nestharus
-Bannar
-Blade.dk
-lender
-WereElf
-Doomlord
-Archmage Owenalacaster
-Michael Peppers

-Released.


Balance:
-C'Thun's Token cooldown increased from 20 to 30 seconds.

Others:
-Hatchlings will now only be able to gather gold (Hatchlings from AI players still gather lumber to avoid a strange behavior with melee AI).
-Added a looping sound for Sandfury (using Tornado sound).
-Added custom UI (credits to HungryHusky).


Others:
-The previous change regarding the Hatchlings from AI did not have the expected results and made the problem worse, so the change was redone taking another approach.
-Additional improvements to certain AI behaviors and some little improvements to AI sequence.


Balance:
-Symbiotic Link primary healing reduced from 65 to 60 and mana cost reduced from 25 to 22.

Others:
-Fixed tooltip error on Stinger eggs incorrectly displaying Lurker info.

Contents

Bloodstone Mesa - Qiraji Race (Map)

Reviews
deepstrasz
IMO it's pointless and takes away from originality to have usual lumber harvesting as well (gold miner unit). C'thun's Token seems imbalanced IMO. It's a permanent item which has a low cooldown. Technically you could always surround the dying hero and...
Level 17
Joined
Dec 20, 2012
Messages
240
Wow, unique race mechanics, custom skills with working AI on prereforged version? This is definitely 5/5!

Edit: This is more of modelling nitpicks. Hive Lord orb attachment is too big and for Tyrant its on the wrong arm. Some of the units don't have portrait teamcolor. Sandfury sand vortex don't have persistent looping sounds like Naga Sea Witch tornado.
 
Last edited:
Thank you guys. :wink:

Wow, unique race mechanics, custom skills with working AI on prereforged version? This is definitely 5/5!

Edit: This is more of modelling nitpicks. Hive Lord orb attachment is too big and for Tyrant its on the wrong arm. Some of the units don't have portrait teamcolor. Sandfury sand vortex don't have persistent looping sounds like Naga Sea Witch tornado.
Oh well yes, there are some problems with certain models. I've done my best trying to fix those issues but there are several ones that are beyond my (very) basic modeling skills. I will surely fix them someday, when I start learning more about modeling, but for now there's almost nothing I can do about that :c
 
Level 17
Joined
Dec 20, 2012
Messages
240
Thank you guys. :wink:


Oh well yes, there are some problems with certain models. I've done my best trying to fix those issues but there are several ones that are beyond my (very) basic modeling skills. I will surely fix them someday, when I start learning more about modeling, but for now there's almost nothing I can do about that :c
True that requires pretty much a new, different skillset. I don't think the average player will notice such things though.

I could do it for you on my free time though not in one sitting. I got a backlog of models that I need to fix misc stuff too for my own maps so yea, I might eventually pm you a pastebin link. No guarantees though.

Also I think this ui would go well with your map.

 

deepstrasz

Map Reviewer
Level 74
Joined
Jun 4, 2009
Messages
19,949
  1. IMO it's pointless and takes away from originality to have usual lumber harvesting as well (gold miner unit).
  2. C'thun's Token seems imbalanced IMO. It's a permanent item which has a low cooldown. Technically you could always surround the dying hero and kill again within 20s but maybe not always?
  3. Think it's redundant to have dummy passive abilities in training buildings to show that those units are trained based on those buildings since you get the requirement info directly in the eggs as well on the building's description. What would work is instead clicking on them automatically either training them through an egg or moving the player to the egg. Something like that. However, it will not be group training but 1 unit training.
  4. Sting Barrage looks as if it's disabled. Could be edited a bit or if you have a non passive looking one that's better, it can be made passive with: Button Manager v1.8.2
Overall, a pretty nice and creative faction/race. Unit roles are a bit all over the place but possibly with time playing and adjustment it becomes more clear.

Approved.


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Last edited:
  1. IMO it's pointless and takes away from originality to have usual lumber harvesting as well (gold miner unit).
  2. C'thun's Token seems imbalanced IMO. It's a permanent item which has a low cooldown. Technically you could always surround the dying hero and kill again within 20s but maybe not always?
  3. Think it's redundant to have dummy passive abilities in training buildings to show that those units are trained based on those buildings since you get the requirement info directly in the eggs as well on the building's description. What would work is instead clicking on them automatically either training them through an egg or moving the player to the egg. Something like that. However, it will not be group training but 1 unit training.
  4. Sting Barrage looks as if it's disabled. Could be edited a bit or if you have a non passive looking one that's better, it can be made passive with: Button Manager v1.8.2
  1. I originally created Hatchlings to work only with gold, but I found a strange behavior with AI when using these units that, sometimes, forced them to move towards the center of the map for unknown reasons. This race was not only intended for the player, but as an experiment to test AI capabilities, and I found certain issues with melee AI thanks to this little project. So yes, that unit should not be intended for lumber but I needed to add that function to avoid this AI problem, I will check it in detail again though and see if I could find an alternative, but my previous testing indicates that doesn't seem to be the case.
  2. Maybe increasing the cooldown could help? I mean, the hero comes to live again, yes, but very weak and without mana and could easily be killed.
  3. Oh man, this is why I like feedback. I hadn't thought of this before, but this is such a good idea that I should definitely implement it.
  4. This is because I used an orb ability to create the "stacks" functionality, but it doesn't look as good as I would like. Why is it so hard to create an ability with charges in this game? Anyway, I will just remove the charges and leave the ability as a passive icon.
 

deepstrasz

Map Reviewer
Level 74
Joined
Jun 4, 2009
Messages
19,949
I originally created Hatchlings to work only with gold, but I found a strange behavior with AI when using these units that, sometimes, forced them to move towards the center of the map for unknown reasons. This race was not only intended for the player, but as an experiment to test AI capabilities, and I found certain issues with melee AI thanks to this little project. So yes, that unit should not be intended for lumber but I needed to add that function to avoid this AI problem, I will check it in detail again though and see if I could find an alternative, but my previous testing indicates that doesn't seem to be the case.
Hmm. A sloppy alternative could be replacing the harvest ability to do that only for AI controlled players.
This is because I used an orb ability to create the "stacks" functionality, but it doesn't look as good as I would like. Why is it so hard to create an ability with charges in this game? Anyway, I will just remove the charges and leave the ability as a passive icon.
I had no idea. I know orb effect abilities look like that and it's hard coded, sadly. If it's not an icon problem, don't mind it, really, unless you make a dummy ability for the icon and hide the working one. That however would only work for passive spells.
 
Map updated:

Balance changes:
-C'Thun's Token cooldown increased from 20 to 30 seconds.

Others:
-Hatchlings will now only be able to gather gold (Hatchlings from AI players still gather lumber to avoid a strange behavior with melee AI).
-Added a looping sound for Sandfury (using Tornado sound).
-Added custom UI (credits to HungryHusky).
 
Level 28
Joined
Jun 11, 2017
Messages
901
I played it and shared my WC3 Reforged replay file here. Played 2x2, versus 2 Normal bots.
  • Anubisath require a race magazine to be built? I never thought that using the magazine as the unit requirement was a good idea.
  • Race is strong. Too strong. Your first qiraji units are great supports, each silithid has life steal and you can defeat your enemies by mixing low-tier units with a qiraji support battleguard.
  • Anyway, I liked it. Nice smooth gameplay, but in my opinion I would divide that race into 2 different races: zerg-like silithids and orc-like Qirajis, cause IMO they play very differently - using classic barracks and egg-laying together could be hard to orient.
  • And why I cannot add a global point flag for selected hive eggs without need flagging each egg separately?
 

Attachments

  • QirajiRace.w3g
    108 KB · Views: 10
I played it and shared my WC3 Reforged replay file here. Played 2x2, versus 2 Normal bots.
  • Anubisath require a race magazine to be built? I never thought that using the magazine as the unit requirement was a good idea.
  • Race is strong. Too strong. Your first qiraji units are great supports, each silithid has life steal and you can defeat your enemies by mixing low-tier units with a qiraji support battleguard.
  • Anyway, I liked it. Nice smooth gameplay, but in my opinion I would divide that race into 2 different races: zerg-like silithids and orc-like Qirajis, cause IMO they play very differently - using classic barracks and egg-laying together could be hard to orient.
  • And why I cannot add a global point flag for selected hive eggs without need flagging each egg separately?
  • I suppose you are referring to the shop building, right? Anubisath is an equivalent to NE Mountain Giant, so it fills a similar role as a T2 siege/secondary melee unit. Since all races have units that have their shop as requirement, Anubisath was the most obvious choice to have that requirement in this race.
  • The race is deceptively strong. Despite their lifesteal and relatively high attack speed, Silithids can be easily obliterated with AoE attacks and are weak in the early game. This is where the Qiraji units, and especially the Swarmguards, make their entrance to provide support/tanking and allowing Silithids to do as much damage as possible. This will depend mostly on how you manage the units, if you let all your Silithids be destroyed you will most likely end up losing the battle, and in fact I tried that so many times against the race's AI.
  • It could be a better approach if you want to explore each race individually, in this case my idea was to create a faction based on Ahn'Qiraj, so I had to encompass the races of the kingdom in a single group and combine them under a single techtree, which was done on purpose to take advantage of the differences of each unit as much as possible and give it a different touch than what I had previously done in other races.
  • Okay this was a tricky one, and I finally decided for the current option after some feedback from people. I went with the Zerg option at first, using the Nest's rally point for all eggs but it wasn't as good an option for Warcraft as it is in Starcraft. So after discussing it with some people and receiving different ideas I changed it to an individual rally point for each egg.
 
Last edited:
Level 17
Joined
Sep 24, 2009
Messages
1,584
I gotta admit that I enjoyed your night Nagas and Blood Trolls more, but still, pretty good race. I like the way you design your races.

The thing I liked the most was that mix of fragile Silithids with strong Qirais.

Looking forward for your next project!
 
Level 28
Joined
Jun 11, 2017
Messages
901
I played it and shared my WC3 Reforged replay file here. Played 2x2, versus 2 Normal bots.
  • Anubisath require a race magazine to be built? I never thought that using the magazine as the unit requirement was a good idea.
  • Race is strong. Too strong. Your first qiraji units are great supports, each silithid has life steal and you can defeat your enemies by mixing low-tier units with a qiraji support battleguard.
  • Anyway, I liked it. Nice smooth gameplay, but in my opinion I would divide that race into 2 different races: zerg-like silithids and orc-like Qirajis, cause IMO they play very differently - using classic barracks and egg-laying together could be hard to orient.
  • And why I cannot add a global point flag for selected hive eggs without need flagging each egg separately
Played it again (dont know if is a new or old version) for my humble youtube channel, will share it here.
 
Played it again (dont know if is a new or old version) for my humble youtube channel, will share it here.
Thank you, I really appreciate it. I also found a tooltip error thanks to you. 😅


Map updated:

Balance:
-Symbiotic Link primary healing reduced from 65 to 60 and mana cost reduced from 25 to 22.

Others:
-Fixed tooltip error on Stinger eggs incorrectly displaying Lurker info.
 
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