Kul Tiran

Kul Tiran v.1.0
Created by wa666r



Map Information

An alternate melee in my series of maps involving lore races from the Warcraft universe. This addition allows the players to explore and play as the proud Kul Tirans.

The Kul Tiran faction is a proud seafaring nation, forged by the relentless tides and harsh northern waters. Their people are hardy and disciplined, excelling in naval warfare and coastal assaults. Mastery over the seas is complemented by the mystical powers of their Tidesages, who can bend wind and water to their will. Their forces thrive on swift deployments and overwhelming momentum, striking with precision and force. Above all, the Kul Tirans embody strength, unity, and unshakable resolve beneath the storm’s fury.





Features

364017-b7ae22fa0a28e793b708f8eeb0140ffa.webp






How to Play

To play as the Kul Tiran, choose Human at 90% Handicap during game setup.
Same for Computer AIs.





Screenshots


364018-13b65da75ab161831a295c9e2a150a2e.webp

Kul Tiran Units

364019-dab1958b9c4e9380fda41555dcd2968f.webp

Kul Tiran Buildings


364020-610eeaeda9df814dbb35ebc16bd2a79c.webp

Fleet Support







Change Log
Version 1.00
  • Released



Credits
A big thank you to the following individuals and entities for their assets, inspiration, or support:

Blizzard Entertainment
NightKnight
Vinz
Riki
Spellbound
SrgWinter
Ujimasa Hojo
Bakr
00110000
HerrDave
supertoinkz
Asssssvi
Explobomb
Khil
Sarsaparilla
BaiyuGalan
Stanakin
Izhael_DC
DragoonZombie
Cavman
tillinghast
Greedy Procrastinator
If I have inadvertently missed anyone, please let me know so I can add you to the list!
Previews
Contents

Kul Tiran (Map)

Reviews
deepstrasz
Equestrian Marine can get stuck in water and places with the charge ability. It's sad you can't stop it along the way. Not sure how to use Witchburner Rounds. It opens the menu/command card with something with the same icon but it cancels quickly...
Approved by Jaina, the Admiralty, the Royal Navy, the Association of Brawling Sailors and Land Rover, buy yours now!
land-rover-png.552065


On a serious note, I love the gameplay of this faction. There's a good sense of synergy among the different units, tier 1 units rock while late-game units and heroes are simply amazing. (Don't mess with their workers, these guys are dangerous)

The whole fleet support mechanic and powers are a perfect way to capture the feeling of commanding a fleet without resorting to actual ships, something quite limited by the mechanics of Warcraft itself. This also brings back fond memories of C&C Generals and Age of Mythology, two games I've always loved.
 
My man, can I just say that your custom factions are some of the best designed altered melee races I have ever played? Because you are, and I love it.
 
In terms of review, I join @Riki words about this race. I liked how easily my forces can smash through enemy lines like a knife through butter, and that "fleet-in-being" supportive resources very powerful addition.
One little note: it would be nice to have hydromancers auto-summon their bound elementals, cause why not? They could still act and have the same value, but leveraging small amount of APM towards simplification could be useful.

Like!
 
Approved by Jaina, the Admiralty, the Royal Navy, the Association of Brawling Sailors and Land Rover, buy yours now!
land-rover-png.552065


On a serious note, I love the gameplay of this faction. There's a good sense of synergy among the different units, tier 1 units rock while late-game units and heroes are simply amazing. (Don't mess with their workers, these guys are dangerous)

The whole fleet support mechanic and powers are a perfect way to capture the feeling of commanding a fleet without resorting to actual ships, something quite limited by the mechanics of Warcraft itself. This also brings back fond memories of C&C Generals and Age of Mythology, two games I've always loved.
Hell yeah. Also thanks for all the help and ideas in making them.

My man, can I just say that your custom factions are some of the best designed altered melee races I have ever played? Because you are, and I love it.
I'm glad you enjoy them! I enjoy making them.

In terms of review, I join @Riki words about this race. I liked how easily my forces can smash through enemy lines like a knife through butter, and that "fleet-in-being" supportive resources very powerful addition.
One little note: it would be nice to have hydromancers auto-summon their bound elementals, cause why not? They could still act and have the same value, but leveraging small amount of APM towards simplification could be useful.

Like!
Thanks for the video! They might be a little too fun balanced with the synergies and all the passives.

They actually do have an auto summon when trained, but dont have enough mana at the start. Its not a bad idea to have a trigger that makes them resummon though.

I noticed a few weird bugs that I couldn't replicate. Are you on the latest version of wc3? Stuff like the signal flare not properly aligning, the drop supply effect not properly showing up, and the Flying Garrison portrait being blacked out.
 
Thanks for the video! They might be a little too fun balanced with the synergies and all the passives.

They actually do have an auto summon when trained, but dont have enough mana at the start. Its not a bad idea to have a trigger that makes them resummon though.

I noticed a few weird bugs that I couldn't replicate. Are you on the latest version of wc3? Stuff like the signal flare not properly aligning, the drop supply effect not properly showing up, and the Flying Garrison portrait being blacked out.
Yes, I'm playing on the latest Warcraft 3 version: 2.03.23175
 
If it were that easy I wouldnt be writing here.
I downloaded the file, put it in maps, created a game with booty bay, set humans to 90%, but still get regular humans.
I download High Elf Remnants, put the file in maps, loaded one of the provided maps and it worked.
So I know Im doing something right.
 
If it were that easy I wouldnt be writing here.
I downloaded the file, put it in maps, created a game with booty bay, set humans to 90%, but still get regular humans.
I download High Elf Remnants, put the file in maps, loaded one of the provided maps and it worked.
So I know Im doing something right.
You have to play the map itself. This doesn't inject the faction into the game itself. The race exists only on the map you download, Kul Tiran.
High Elf Remnants had many maps to choose from. This only has one.
 
Hey, thanks for the reply. I did put it into maps, but its a file, not a folder and that doesnt work.
What Wa666r said. WC3 maps are made with w3m/w3x format, not a folder. After download, you place that map file in "Documents\Warcraft III\Maps" folder. Make sure you are running on the latest Battle.net patch or else the map won't be playable.

If it were that easy I wouldnt be writing here.
I downloaded the file, put it in maps, created a game with booty bay, set humans to 90%, but still get regular humans.
I download High Elf Remnants, put the file in maps, loaded one of the provided maps and it worked.
So I know Im doing something right.
Custom race only works if you play an appropriate map with that mod.
If you want to port custom race mod into other melee maps like Booty Bay, it's pretty much complicated.
You have to open a map that has a custom race with World Editor (provided it's not protected), export everything (object data, triggers, custom imports), open your preferred melee map, then import your own custom race.
The most annoying part was custom imports and triggers. For custom imports, you have to manually set the correct path so that they will load properly.
For triggers, you have to enable JassHelper and vJass first in World Editor if you are running on the latest patch.
And yes, even though you have successfully ported custom race into your preferred map, expect a random crashes related to the custom imports, which is quite annoying.
 
What Wa666r said. WC3 maps are made with w3m/w3x format, not a folder. After download, you place that map file in "Documents\Warcraft III\Maps" folder. Make sure you are running on the latest Battle.net patch or else the map won't be playable.


Custom race only works if you play an appropriate map with that mod.
If you want to port custom race mod into other melee maps like Booty Bay, it's pretty much complicated.
You have to open a map that has a custom race with World Editor (provided it's not protected), export everything (object data, triggers, custom imports), open your preferred melee map, then import your own custom race.
The most annoying part was custom imports and triggers. For custom imports, you have to manually set the correct path so that they will load properly.
For triggers, you have to enable JassHelper and vJass first in World Editor if you are running on the latest patch.
And yes, even though you have successfully ported custom race into your preferred map, expect a random crashes related to the custom imports, which is quite annoying.

With an edited mpq file, all custom factions can actually be run on all maps, but the most important problem here are custom triggers and libraries.
 
With an edited mpq file, all custom factions can actually be run on all maps, but the most important problem here are custom triggers and libraries.
That method is also a bit complicated. The abandoned UB mod by Riki uses this edited MPQ file in order for the custom race to work.

The latest patch was made with CASC file system, but you can still load your custom race assets with Local Files as if it's an edited MPQ.

As if things didn't go well, custom race map can be optimized/protected for some reason, meaning it can't be openable with World Editor, but that step was only needed if you want to get best gameplay performance (even though the latest patch's game engine isn't optimized properly for custom races).
 
Equestrian Marine can get stuck in water and places with the charge ability. It's sad you can't stop it along the way.
Not sure how to use Witchburner Rounds. It opens the menu/command card with something with the same icon but it cancels quickly.
Would have been cool for the Land Rover to be like a hovercraft and also move on/through water.

Overall, quite neat but needs lots of testing for balance against regular melee or other of your factions.

Approved.


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Another great racemod by Wa666r, I'm glad to see that, even today, he's still gathering more and more experience in making races, because even though some of his classic ones like the High Elves are good, those got way better in War's Legacy.

What? This isn't about War's Legacy? Yeah, true, but I had to mention it since it's the same author.

Kul'Tiras is my top favourite faction, I love them mostly because of the beautiful colour that they don, the "Sea Turtle Green" I think it's called, or just Dark Green. I never knew they were a Navy-oriented faction though, not something I like much but...I wouldn't complain either, I prefer Earth but I can deal with the Sea at times.

One of this racemod's most unique functions is the "Fleet Support", it's basically what it says; you get to use some of the powers from the fleet itself, be it something as simple as a flare, to something as amazing as what you would consider a Big Bomb!

My favourite though is how there's a "Comradery" perk with the basic units, the versatile Halberdier is not as powerful without his trusty friend, the Privateer.

I've only got to try 2 heroes, but I had fun with them, even with the "Wizard of the Deep" whose only spells are all absolutely water-based.

If I could compare this to the "The Third Age" variant, I would say that both are great but if you want a less-traditional one with a better kick-up, go with Wa666r, it's worth it like sea salt in your meals.
 
Another great racemod by Wa666r, I'm glad to see that, even today, he's still gathering more and more experience in making races, because even though some of his classic ones like the High Elves are good, those got way better in War's Legacy.

What? This isn't about War's Legacy? Yeah, true, but I had to mention it since it's the same author.

Kul'Tiras is my top favourite faction, I love them mostly because of the beautiful colour that they don, the "Sea Turtle Green" I think it's called, or just Dark Green. I never knew they were a Navy-oriented faction though, not something I like much but...I wouldn't complain either, I prefer Earth but I can deal with the Sea at times.

One of this racemod's most unique functions is the "Fleet Support", it's basically what it says; you get to use some of the powers from the fleet itself, be it something as simple as a flare, to something as amazing as what you would consider a Big Bomb!

My favourite though is how there's a "Comradery" perk with the basic units, the versatile Halberdier is not as powerful without his trusty friend, the Privateer.

I've only got to try 2 heroes, but I had fun with them, even with the "Wizard of the Deep" whose only spells are all absolutely water-based.

If I could compare this to the "The Third Age" variant, I would say that both are great but if you want a less-traditional one with a better kick-up, go with Wa666r, it's worth it like sea salt in your meals.
Well said.


What a beautiful UI interface!
It likes you too.
 
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