Legion Invasion of Turtle Rock

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Official Description: A normal map with a minor twist - a "Legion invasion" themed titleset. No triggered spells (too lazy to make and balance them for now)

In game description:This island has now become inhabited by the Legion, for unknown purposes. The Legion must be removed from this island and all resources must be secured against all potential threats.

Suggested players:1v1 or 2v2



This map used to be a project for legacy users, however, since most of my friends have migrated over to Reforged, I decided it is time for my projects to do the same.

This is a bold attempt at creating and implementing a custom melee patch for standard wc3 melee. I call this endeavour bold, because at the time of writing this description, the fans of melee gameplay within wc3 community are strongly resistant and sceptic towards changes larger than creating a new non heroic unit.

This map expands upon the standard melee formula by providing a 5th altar hero to each race (Human, Orc, Undead & Night Elf), 2 new tavern heroes with a focus towards 2v2 and cross faction colaborations, 2 reworked Tavern Heroes (Pit Lord and Naga Sea Witch) as well as 3 new items (one new orb and 2 new wands) and 2 new non heroic units (a T2 melee caster for Undead, which can be trained at the Temple of the Damned and a T1 Light Cavalry unit for HU, which can be trained from the Barracks) and a partial overhaul to Necromancers.

Armiger - Swift mounted warrior, focused on attacking land units. Costs 155 gold, 20 wood and 2 food with a base damage of 14-15 and 2 points of "Unarmoured" Armor. Can be later upgraded with Animal War Training.

Dark Knight - a melee agility based hero, who favours the brave opportunists. He starts off with Crusader Aura, a skill designed to improve the damage of all melee units such as Armigers, Footmen and Knights. Afterwards it's Storm of Steel, a shockwave like ability that is capable of damaging any unit (land or air) or building in it's path. This is followed by Howl Of Terror (skill shared with Pit Lord) and Prism of Retribution, an easy to spam ultimate designed to punish an overconfident opponent.

He starts off with 22 Agility, 16 Intelligence and 18 Strength with a movement speed of 320 and attack speed of 2.05. He gains 1.75 Agility per level, 2.25 Intelligence per level and 2 Strength per level.

Ideal builds:
  1. Conservative approach: Archamge 1st, Dark Knight 2nd, Paladin or Blood Mage third. Ideally used vs Orc.
  2. Dark Knight T1 Rush: Dark Knight 1st, Blood Mage 2nd, Paladin 3rd. Ideally used in a 2v2 setting, where you need to buy time for your team mate by harassing the enemy or by securing a fast expansion so you can feed your ally. In 1v1, this should work against UD with Armigers and Rifles, but I haven't had enough testers willing to try out this format.
  3. Armigers of the Silver Hand: Paladin 1st, Dark Knight 2nd, Bloodmage or Naga 3rd. A variant build of Pala Rifles, designed to account Armigers into the mix.

We will skip Orc and Night Elf in order to discuss the changes to Undead, which are arguably, the largest on the map.

Necromancers - removed Unholy Frenzy and Cripple from this unit. It no longer has single target abilities. Added Conjure Spiteful Spirit and Incite Unholy Frenzy in their place.

Conjure Spiteful Spirit a chain dispel ability, that will provide guaranteed hits on 4 enemies units, stripping them of all beneficial buffs, while dealing 200 damage to any summoned creature in it's path.
Incite Unholy Frenzy, an AoE version of the old Unholy Frenzy. This spell is very complex, compared to most Warcraft 3 abilities so please read carefully.

The spell now requires you sacrifice a unit in order to activate this spell, however the spell will target all FRIENDLY units around the sacrificed unit, in an area similar to a level 3 War Stomp by Tauren Chieftain. In the absence of a well positioned unit, you may chose to sacrifice the CASTER instead, if it suits your purposes.

So by taking away all of the Necromancer's single target abilities, I was able to create a caster which better suits the UD players needs, by providing an alternate source of dispel and an area of effect positive buff.
Now, let's talk about Cripple and the new unit making use of this spell, the Spectre.
The Spectre costs 185 Gold, 30 Wood,3 food. He deals 18+24 normal damage and has 3 points of "Unarmored" Armor. This unit also benefits from Unholy Strength and Unholy Armor, from the Graveyard, because with his max mana, he only gains 2 casts of Cripple. Starts with 600 HP and 150 Mana. He can be recruited from the Temple of the Damned.

This unit starts off with one casting of a lesser variant of Cripple, which reduces movement speed by 75%, reduces attack speed by 10%, and reduces attack damage by 35%.

Adept Training will unlock for this unit a 7% to evade all incoming attacks.

Master Training will provide a passive called Darkness Rising which increases the effectiveness of both his Cripple spell and his Evasion skill. Meaning that with this passive, the Spectre now has 14% to evade all attacks and that Cripple will now reduce movement speed by 75%, reduces attack speed by 50%, and reduces attack damage by 50%.

Now, on to UD's new Hero, the Shadowfiend, a ranged Intelligence based hero, similar to the Lich, in terms of effectiveness, when equiped with an Orb of Corruption, while serving an entirely different purpose within the Undead Army.

First off, this hero inherits the Rain of Fire spell from Pit Lord, allowing it to alternate from an auto attack bot, to a make shift siege engine. Unholy Assault is the bread and butter of this hero, as it allows the caster to increase the attack damage and armor rating of all nearby Undead units, improving the kitting potential of the Undead Troops.

These abilities are then tied together with the spell Shadow Word "Fatigue" a single target slow, which applies a damage over time effect on a unit of your choosing and the ultimate Shadow Barrage, which allows the caster to damage and stun several units inside an AoE.

In most idealised builds, Shadowfiend is taken 3rd so you can prioritize raising the levels of either Dreadlord, Death Knight, Dark Ranger, Crypt Lord or Pit Lord. However, this hero function just fine as 2nd pick and has no overlap with the Lich.

In my mind however, I see the Shadowfiend as a tech option, which allows Undead players to experiment with Dreadlord, Dark Ranger or Pit Lord first, followed by Death Knight 2nd, in multiple match ups.

The Shadowfiend starts out with 15 Agility, 18 Intelligence, 16 Strength, an attack speed of 1.9 (matching Lich's at lvl1) and movement speed of 290. He gains 1.2 Agility per level, 3.2 Intelligence per level and 1.6 Strength per level.

The Champion is adept at applying pressure on enemies using techniques acquired from both the Burning Legion and Warsong Clan. He can learn Demoralizing Shout (lowers armor of all nearby enemy units), Hellfire Grenade (a damage over time effect which targets multiple units and structures), Uncanny Dodge (basically Evasion) and Blood Fury (this unit will count as Undead for a limited time, while gaining increased movement speed and hit points)

This hero is meant to be a tech option for those wanting a hero that can provide both early game harass and late game utility.

Stat-wise, the Warsong Champion starts with with 20 Agility, 16 Intelligence and 18 Strength with a movement speed of 320 and attack speed of 1.80 He gains 1.60 Agility per level, 2.00 Intelligence per level and 2.40 Strength per level, 320 movement speed and 1.8 attack speed.

The 2nd change made to the Orc Army is in regards to The Far Seer. He has a new spell, in the form of Ancestral Guidace. This replaces Far Sight with a better mechanic. For a limited duration, the Far Seer gains TRUE SIGHT and the ability to cast Far Sight for free while having True Sight.

Very little has changed for Night Elf on this map. They gain their 5th altar hero, the Lifebinder Druid.

He is a support hero adept at using spells shared by the Red Dragonflight with Druids. Can learn Essence Blast (single target burst spell, which destroys corpses), Life-Giver's Flame(a variant of lighting shield), Purifying Ritual (dispel as a hero skill) and Revitalization (single target heal over time which also restores mana over time).

In the case of Night Elves, they can lower the losses generated by spamming wisps against mass summons, by committing 5 food and a hero slot towards the Lifebinder.

Meanwhile the Lifebinder Druid starts off at level 1 with 18 Agility, 19 Intelligence and 15 Strength with a movement speed of 320 and attack speed of 2.18. He gains 1 Agility per level, 3 Intelligence per level and 2 Strength per level.

Pit Lord - Loses Rain of Fire, but gains Summon Vile Fiend, a bulky creature with 600/750/900 HP, while dealing 19 - 21/28 - 30/38 - 40 damage.This unit also has the Undead trait, making it a viable target for Dark Ritual, Incite Unholy Frenzy and other sacrifical skills from Undead faction. Level 2 and 3 Vile Fiends also feature Critical Strike. Level 1 & 2 Vilefiends have a movement speed of 320, while Level 3 has a movement speed of 350.

These changes have been done because Undead no longer requires Pit Lord 3rd for Rain of Fire. While he is still fine as 3rd pick, for Cleave+Howl in Undead Army, these changes have been made to make him more viable as First or Second Pick by providing either increased creep camp destruction or the means to turn the Pit Lord's mana into resources for other Undead units.

Bandit Warlock - This is a new hero, meant to enhance the teamwork between Human and Undead in 2v2, although there is nothing wrong in bringing him in 1v1s. He is an Inteligence based hero, focused on single target control spells. His main attack spells are Fireball, which is your staple burst damage + damage over time effect attack and Curse of Weakness, a single target slow which also SILENCES. His Dark Gift spell, is nothing to scoff at, as it allows you to heal both members of the Human and the Undead factions. Remember to chose your target carefully, as Dark Gift is a single target burst heal. His ultimate allows him to swap places with his Demon Lord patron, who is a fearsome opponent.

This Warlock starts the game with 16 Agility, 20 Intelligence and 18 Strength with a movement speed of 290 and attack speed of 1.80. He gains 1 Agility per level, 2.60 Intelligence per level and 2.40 Strength per level.

Dragonsworn Battlemage - The other new hero for the tavern, this one is meant to provide aggressive support, by turning one allied unit of your choice into an INVISIBLE scout or by helping other secure kills, by blasting away at them with his Frostbolt Spell, which slows both movement and attack speed after dealing burst damage. His passive, Improved Spellcraft, allows you to specialise in one aspect of his kit, during the early levels, while rewarding you later on with increased damage potential on your ultimate.

Unlike the Goblin Tinkerer, this hero is not held back by his passive, as a Frostbolt + Concealment (invisibility spell) is a valid build capable of standing on it's own. His starting stats are nothing to scoff at as he enters the game with with 15 Agility, 16 Intelligence and 22 Strength with a movement speed of 300 and attack speed of 2.05. He gains 1.50 Agility per level, 2 Intelligence per level and 2.50 Strength per level.

Naga Sea Witch no longer has Mana Shield, due to the fact that it ignores Armor when calculating how much damage she takes. As a result, she now gains a transformation skill which increases her movement speed and maximum hit points but lowers her attack range.


Credits

Thanks to Blizzard for making the original map Turtle Rock
Thanks to all of the Hive community for the plethora of models.
Several Wc3 Discord channels which helped me find people who understand the game better than me and were open minded enough to see a variant of what Wc3 could be, such as Grubby's Discord Community, Hiveworkshop Discord Community and many more
Several individuals who took time out of their day to brainstorm with me such as Footman16, King Malak, Xbalistica, Ballonskipper, Rehcram and many others.

This map will now serve as open source in regards to seeing how far a modder can go, while working alone with just the object editor and writing the minimum amount of triggers as possible.
Contents

Legion Invasion of Turtle Rock (Map)

Reviews
Paillan
I think this is only a few steps away from a normal melee. You may want to add more things or I will be forced to give you a substandard rating. Also, lacking screenshots.
Level 7
Joined
Aug 19, 2010
Messages
170
I think this is only a few steps away from a normal melee. You may want to add more things or I will be forced to give you a substandard rating. Also, lacking screenshots.

If I change tag from Altered Melee to Melee,would that suffice for average rating? Or is it because I changed some heroes in the tavern,then added some of my own,that I have to keep the Altered Melee tag?

Also I would apreciate some criticism towards the in game heroes themed around Illidari faction to better balance them(besides the fact that sea witch and pit lord are cheap edits).
 
Last edited:
Level 19
Joined
Jan 22, 2011
Messages
3,977
If I change tag from Altered Melee to Melee,would that suffice for average rating? Or is it because I changed some heroes in the tavern,then added some of my own,that I have to keep the Altered Melee tag?

Also I would apreciate some criticism towards the in game heroes themed around Illidari faction to better balance them(besides the fact that sea witch and pit lord are cheap edits).

No, you already established the map as an altered melee, unless you delete your changes it will stay as such, even if you change the tag, we can just fix it again.
Well, for starters there's not much aside from the heros. If the legion is indeen invading, maybe a random even that spawns demons that attack the players?
 
Level 7
Joined
Aug 19, 2010
Messages
170
Changes made:
Illidari Battlemage: Replaced FoD ultimate with Torch Magic
Paladin:Removed custom model made by paladinjst in favor of the built in one for Garithos to reduce lag and map size (I will miss that model)
Illidari Blademaster: Increased cooldown of Flame Crash to 15,reduced damage over time effect by half(to 5 seconds) and set mana cost to 115
Replaced portal with a quest explaining why the Legion invaded Turtle Rock Island.
Added the Illidari Demonologist,a mobile summoner with very poor burst damage.
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,457
Illidari Demonologist's hotkey (I) in the description needs fix.
Illidari Blademaster's first spell's hotkey text is broken; his third spell doesn't have a hotkey (when being learned). He has Bladestorm, the Blademaster also does.
The Demonologist's third spell doesn't have a description when learned (tooltip missing). Shimmer mentions the Warden in the description... also, it's just Blink. The icon is changed after learning the spell and the title is written with a small "s". Acid Bomb is present on the Goblin Alchemist too and this one has a different icon.
Many spells need text fixing.
Most of the custom hero spells have icons that can be either found for other spells or things like items.
Battlemaster's icon is that of the Spell Breaker. This hero has Rain of Fire which is present on the Pitlord. Demonic prison's hotkey is S which belongs to the command Stop. Its icon is basically activated Immolation.
Torch Magic is kind of weird for an ultimate. The icon position is not on the fourth row but on the third.
Ranger's Hall of Arrows has the A hotkey which belongs to the Attack command.
Seawitch's hotkey in the Tavern looks weird; it's just a "y" after her name. Why not make it like for the others and set it to (Y)?
Why did you change the Paladin's model to Garithos?

Overall, a nice terrain overhaul but an unpolished and reckless custom hero design.

______________________________________________________

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
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Level 7
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Aug 19, 2010
Messages
170
New changes for December 2023:

  • Altar Heroes:

All races are getting a fifth altar hero. Shadowfiend for Undead, Warsong Champion for Orc, Dark Knight for Human and Lifebinder Druid for Night Elf.

  • Shadowfiend – contests Lich’s position as orb carrier and has a tool kit specialized in providing support for Death Knight and Dreadlord First. Custom model is used

Stats:

Agility 14 + 1.20 per level

Intelligence 18 + 3.20 per level (main attribute)

Strength 16 + 1.60 per level

Attack speed is 2.33, which is noticeably slower than Lich’s, but his toolkit compensates for lack of speed with his key ability, Unholy Assault. Movement speed is like Lich’s.

Unholy Assault – 90 mana, 35 duration, 45 cooldown, provides 10%/15%/20% bonus damage and 2/3/4 bonus armor to all nearby units.

Banish – same as Bloodmage, this is the key support ability for Shadowfiend as it turns Dreadlord’s Sleep into an unbreakable stun, while also buffing the Deathcoil damage.

Fireball – 75/150/225 direct damage as well as 15/35/50 damage over time. This is the selfish option for Shadowfiend, where you buff the Banish damage yourself.

Shadow Barrage - Bombards an area with dark magic attacks, dealing damage to nearby enemy land units and stunning them for 1 second. Damage is split randomly among all targets and is capped at dealing 2800 damage to all the units inside the area of effect.

  • Warsong Champion – An aggressive melee support hero who specializes in applying pressure.
This hero uses both models of Grom Hellscream, due to the fact that it has a transformation skill. He competes with Far Seer for First Slot vs Undead in 1v1 and TC first in team fights 3v3 & 4v4, as he has faster creeping time and a debuff which rivals the utility of Endurance Aura.


Stats:

Agility: 20 +1.60 per level (main attribute)

Intelligence 16 +2.00 per level

Strength 18 +2.40 per level

Atk speed is 1.23 while movement speed is 320

Demoralizing Shout – an AoE debuff centered around the caster, it reduces armor by 2/3/4 for 12 seconds. Costs 75 mana and has a 15 second cooldown.

Blood Fury – turns the orc into a Demon. The hero gains the Undead tag, meaning it can’t be damaged by Death Coil, but can be damage by Holy Light. Additionally, while in demon form, the hero gains a 40% movement speed bonus and 100/225/350 bonus hit points. This costs 125 mana and has a 20 second duration which is paired with a 60 second cooldown.

Cheap Shot – 15% to cast Bash, dealing 20/40/55 bonus damage while stunning the opponent.

Hellfire Grenade – During their brief tenure under the service of Mannoroth, a few Warsong Champions studied Engeniering under the guidance of the Burning Legion. They can create a grenade which deals 75 damage over 25 seconds (20 on heroes). Secondary targets near the initial impact take 50 damage fof the same duration.

Costs 150 mana and has a 120 second cooldown.

  • Dark Knight – A mobile bruiser who excels at melee combat.
This hero competes with Panda in FFA for the second slot and with Archmage for first slot in 2v2, when paired with Orc or Night Elf. Uses the model of Garithos.

Stats:

Agility 16 + 1.50 per level

Inteligence 14 + 1.80 per level

Strength 22 + 2.70 per level (main attribute)

Movement speed is 320 and atk speed is 2.20

Shockwave – this is a version of Carrion Swarm from Dreadlord, which was modded to have a unique effect.

Howl of Terror – same as Pit Lord. This allows the Dark Knight to debuff enemies that are outside his auto attack range. Add to his 320 movement speed and a pair of boots and this guy will be able to charge into many armies with impunity.

Crusader Aura – This is the melee only version of Trueshot Aura. This allows Knights and allied Orc/Night Elf melee units to hit harder in team games.

Prism of Retribution – Summons one Prism of Retribution at a target location of your choice and deal 41-45 spell damage to up to 12 targets. This is a Serpent Ward with Barrage and 1200 HP basically. Cooldown is 120, but duration is 150, meaning for 30 seconds you can have TWO of these bad boys making havoc on the battlefield...Did I mention they also have Spell Immunity?
  • Lifebinder Druid:
A druid who petioned Alextraza and her brood for power, in exchange for servitude. This hero channels the power of both Nature and Fire Magic. From a gameplay perspective this is an aggressive support hero aimed at lessening the weakness of the Night Elf race – as a result, selecting this hero will always be hard choice, because as a player you must ask yourself – Do I enhance the strengths of the Night Elf race by picking a better hero, or do I chose this one to have a more well rounded army with fewer weaknesses.

Stats:

Agility: 18 + 1.00 per level

Intelligence: 19 + 3.00 per level (main attribute)

Strength: 15 + 2.00 per level

Essence Blast – this is basically Finger of Death modded so that you can’t hit invulnerable enemies. Deals 115/215/325 damage and mulches the corpse, making it unusable by either DK ult or Paladin Ult.

Lifie Giver’s Flame – a reskined version of Lighting Shield which deals 20/25/30 damage. Coincidentally duration is also 20/25/30, but the cooldown is 10/8/6

Purifying Ritual – Dispel on a hero. Deals 150/200/250 damage to summoned units while removing negative effects from the units – this is meant to reduce the economic strain placed on Night Elves by employing Wisp to Detonate on Summons

Revitalization – A single target effect which restores 600 HP and 400 MP over 12 seconds. 60 second Cooldown.

Most Druids in TRPG Warcraft basically follow a watered down version of Ysera's Emerald Druidism. Most Night Elves who wish to depart their society would normally petition Ysera for servitude as that would ramp up their proficiency in nature magic and shapeshifting, but the Life Binder Druids do the opposite and learn new schools of magic to increase their proficiency in healing and ranged attack magic.

This is why I argue this is misusing a bit the TRPG lore. It’s possible and doable for such a character to return to Night Elf society, but, based on my research, the odds of this happening are very slim.

Tavern Heroes:

  • Dragonsworn Battlemage

Warrior Hero (primary stat is strength) trained by the Blue Dragonflight, adept at melee combat and supporting nearby allies. This is a melee hero who can only attack land units.



Stats:

Agility 15 +1.50 per level
Intelligence 16 +2.00 per level
Strength 16 +2.50 per level (main attribute)

Abilities:

Going to start with the passive first, because it’s key to his ability kit:

Improved Spellcasting (it’s like Engineering Upgrade, it increases the range of his non ultimate abilities while providing a bonus to damage and movement speed and increasing the damage cap of the ultimate)

I’ve added the range of the spells as well, since those increased by the Battle-Mages improved spell casting passive. The range increase doesn’t apply to the ultimate. That one gets a different kind of bonus from this passive.

Frost Bolt:

Mana Cost: 75

Cooldown: 8

Duration 15.10

Range: 550/850 (when fully upgraded)

Damage: 75/150/225

Additional effects: attack and movement speed reduced by 70%



Conceal:

Mana Cost: 85

Cooldown:10/15/20

Duration: 20/35/50

No other bonuses such as the ability to walk through units or deal backstab damage

Range: 300/450 (when fully upgraded)



Burst of Arcane Missiles:

Mana Cost: 185

Cooldown:180

Range: 650

Damage: hits 5 units at once, each taking 255 damage/1275 total.

Additional effects: The hero’s passive increases the damage cap to 2040, which means that a total of 8 units will lose 255 hit points. The targets can not be manually selected.

  • Pit Lord:
Looses Rain of Fire and gains the ability to summon Vilefiends. These monsters have the same stats as the Beast Master’s Bear, but they only get True Sight and the Undead Classification, meaning any players can take advantage of these beasts by sacrificing them with Sacrificial Daggers, Death Pact or Dark Ritual.

  • Bandit Warlock

Mystical Hero, adept at controlling combat using demonology and dealing large amounts of fire damage. Can learn Rain of Fire, Curse of Weakness, Dark Gift and Diabolic Intervention. Attacks land and air units.

Stats: 18 Strength (+2.40 per level), 16 Agility (+1.00 per level), Intelligence 20 (+2.60 per level); 22-28 damage and 3 points of hero armor, Movement Speed: 290. The auto attack range is 550, which is as small as Firelord’s.

Rain of Fire is taken from Pit Lord, who instead gains the ability to summon a Vilefiend, who has the same stats as Beastmaster’s Bear but gains True Sight as early as level 2. With careful management the Pitlord can summon 2-3 of these.


Curse of Weakness:

Mana Cost: 85

Cooldown: 12

Duration on normal units: 14/16/18

Duration on heroes: 6/7/8

Initial effect: slows unit’s attack and movement speed by 30%/50%/70%

Additional effect: Silence



Dark Gift:

Mana Cost: 75

Cooldown: 9

Single Target Healing:200/300/400

Additional effect: can be used to heal both Living Heroes and Undead Heroes

Ultimate is called Diabolic Intervention and summons the Warlock’s Patron from the Burning Legion. This skill is based off of Storm Earth and Fire and summons a boss unit with a reskined Storm Bolt, Banish, Blink, Earthquake, Devour Magic and Resistant Skin.

Naga Sea Witch: She looses Mana Shield and gains a new transformation skill called Elemental Ascendance. This turns the Naga into a Oceanic Elemental, who grants the naga 125/220/315 bonus hit points and increasing her movement speed to 320, but lowering her attack range at a level comparable to Firelord’s.

This is done to give Naga more viability in FFA.

Changes to Non Heroic units

  • Human:

Footmen can now be upgraded into Swordsmen at T2. They have a unique skill called double time which increases their attack and movement speed by 30%.

Additionally Swordsmen have 450 HP, 4 Heavy Armor and they deal 16-19 damage. They are slow moving tanks designed to reduce the dependency on Knights, while protecting Mortars and Tanks.

  • Undead:

Necromancer: They lose Cripple and gain the Dancing Spell Focus, an ability which creates a construct from dark magic that bounces up between 12 enemy units, dispelling enemy units in its wake. Any summoned unit touched by this beam takes 200 damage.

New unit Specter: They Start with 14% Evasion. Adept Training unlocks Lesser Cripple, which reduces attack speed by 10%, attack damage by 35% and movement speed by 50%. Master Training unlocks Darkness Raising, which increases the Evasion chance to 21% and upgrades Lesser Cripple into Cripple, which reduces attack speed and attack damage by 50% and movement speed by 75%

This is a transitional unit for Ghoul Rush builds. He is meant to provide support for an army which mainly features Crypt Fiends and Banshees, as you continue to try and rush the opponent down while you are both in T2. By T3, you will probably unsummon your Dark Temples to create Statues, Destroyers and if the gameflow permits Frost Wyrms.

Exhume Corpse: Nerfed back to require Black Citadel, but the corpses generated are now made to spawn Flesh Golems as a means to buff Animate Dead.

The Flesh Golem is a melee siege unit, which deals 23-28 siege damage to buildings and 22-26 normal damage to units.He has 1250 HP and 4 Heavy Armor. This guy can take 5 casts of Dispels before going down, while benefiting from Graveyard Upgrades.
 
Level 7
Joined
Aug 19, 2010
Messages
170
There is one in the quest log, however, I will be posting an update soon and revise everything around next month.

Reason for the upcoming update is that I am unhappy with the quality of a skill called Martial Prowess (orc 5th altar hero) and am trying to test several variant skills.

In it's current state it provides 15% to deal 150%/175%/200% bonus damage as well as a 7%/14%/21% to Dodge.

Of the variant effects I am considering the big two are: 5%/10%/15% flat increases to damage against all units with hero armor as well as 7%/14%/21% to Dodge + 10%/20%/30% bonus increase to movement speed (stacking with bonus 40% speed increase from his transformation skill).

Edit: forgot to add, new custom creep will also be added to replace the Bloodfiends at Gold Mines and Merchant shop due to popular demand.
 
Level 6
Joined
May 5, 2021
Messages
28
Yo yo!

I had the pleasure of trying out this map with the author to get his views while playing.

It is an altered melee map that currently feature a new hero for each race, two new tavern heroes and some other minor changes for the races (of the ones I saw there is a berserker style t2 upgrade for footmen that change them into a new unit, as well as a completely new undead unit). The new heroes are quite fun to play and while they are not super fancy they feel like they fit well into regular gameplay.

For an altered melee map I feel there are currently too few changes from the base game for me to play very often but @Hive_Parasite seem commited to try to keep the map balanced (which is essential for melee gameplay) as well as gradually making it more custom and standout.

I enjoy the reskin of turtlerock and the flavor of having demon creeps however I do think it would be better if they slept at night

Overall I feel this is the beginning of a cool project than can keep growing for a while. Due to the rather small amount of changes I cannot rate it more than 2.5-3/5 as the map plays almost entirely as the base game with few cool changes but if you keep at it I would like to come back and update my rating.

Also I think what @Fleck meant was a changelog here on hive so we can follow development without nescecarily downloading every version to check. A nice way of doing this is to add a spoiler tag to the original post called changelog.

Like this
v1.337 I changed a whole bunch of shit dawg
Range of lich's nova increased to xxx
Mana cost of frost nova increased from xx to xxx
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...
...
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