Liberation of the Elements

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Liberation of the Elements
Nagrand, Draenor

The ogres took control of the Throne of the Elements.

In their experiments, an arcane explosion ruined the orc temple and disturbed the natural forces.

The orc clans must unite and reclaim the sacred place!

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Context

Units

Buildings and Upgrades

Screenshots

Changelog

Credits

Authors Notes

Strategy Guide


In ancient Draenor (or Dawgar, for the ogres), the ogres of the Gorian Empire, led by Imperator Molok, searched for sources of power to satisfy their lust for power, power like the arcane teachings of the Arakkoa.

Upon witnessing the powers of the orc shamans, the ogres claimed the Throne of the Elements for themselves.
On their experiments the orc temple that marked the source was destroyed, bringing unbalance to the natural forces.

Requested by the elements, the orcs united under the leadership of the Shadowmoon Clan Elder Shaman, Nalgarm.
Now they march towards the Throne of the Elements, in Nagrand, to expel the ogres from the sacred place.

Were they successful?






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While playing with the Mag'har orc clans, these are the major units you can count on:

ORC UNITS

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Elder Shaman (Hero)The Shadowmoon Clan Elder Shaman, Nelgarm.
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Shadowmoon PeonThe basic builder unit. They may armor themselves to fight for the clans.
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Mag'har ShamanThe magic-user unit. They can stun enemies, heal friendly units and summon elementals.
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Mag'har GruntThe main melee fighter unit.
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Warsong Commander (Hero)The Commander of the Warsong forces under Nelgarm orders.
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Warsong OutriderThe fastest unit, great for cleaving buildings.
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Dragonmaw Rylak RiderThe ranged unit, great for striking units.(Similar units may become available)...

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While fighting against the Gorian Empire, these are the units you will fight against:

OGRE UNITS
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Ogre Lord (Hero)The leader of the ogres stationed at the Elemental Plateau.
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Cyclopean Ogre Magi (Hero)The magi in control of the Throne of the Elements experiments.
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Ogre Overseer (Hero)The generals commanding the ogre forces.
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Ogre PeasantThe basic builder unit.
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Ogre BruteThe main melee fighter unit.
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Ogre AmbusherThe main ranged fighter unit.
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Ogre ArcanistThe magic-user unit specialized on dispelling elemental forces.
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Ogre StonecasterThe magic-user unit specialized on weaving stone for attack and defense.


BUILDING UNITS
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Mag'har Great HallThe main building. Used to train Peons and research Salvage.
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SalvagePeons, Grunts and Outriders gather Gold/Lumber when hitting buildings.
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Mag'har FarmThe food reserve building.
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Mag'har BarracksThe main military building. Used to train Grunts and research Strength in Union.
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Strength in UnionGrunts get more hitpoints and attack damage.
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Circle of the ElementsThe magic-unit building. Used to train Shamans and research Mag'har Shaman Adept/Master Training.
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Mag'har Shaman Adept TrainingShamans learn Healing Wave. Can heal a friendly unit.
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Mag'har Shaman Master TrainingShamans learn Summon Elemental.
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Mag'har Lumber MillA drop-off building for lumber. Used to research Reinforced Armor and Reinforced Melee Weapons.
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Reinforced ArmorGrunts, Outriders and Rylak Riders get more armor.
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Reinforced Melee WeaponsGrunts and Outriders get more attack damage.
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Warsong LodgeThe specialized military melee building. Used to train Warsong Outriders.
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Blackrock ForgeThe main upgrading building. Used to research Reinforced Armor, Reinforced Melee Weapons and Reinforced Ranged Weapons.
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Reinforced/ Blackrock/ Legendary ArmorGrunts, Outriders and Rylak Riders get more armor.
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Reinforced/ Blackrock/ Legendary Melee WeaponsGrunts and Outriders get more attack damage.
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Reinforced/ Blackrock/ Legendary Ranged WeaponsRylak Riders get more attack damage.
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Rylak RoostThe specialized military ranged building. Used to train Rylak Riders and research Elemental Shrapnel.
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Elemental ShrapnelRylak Riders deal extra damage over time.
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Mag'har TowerThe defensive building.



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[2021-10-26]
Although I haven't received any feedback regarding the Chapter One (Blackrock Clan), development of the second Chapter Two is going well.

Chapter Two (Frostwolf Clan) will present the shamans and the connection of this clan with the frost wolves of Frostfire Ridge. At the moment, the map expect you to avoid enraged elementals and volcanos, while capturing and saving wolves from an icy valley.

The Hero Frostwolf Shaman is no one in particular, but it will have an interesting gimmick and a quest to get such ability.

With the first Chapter already at 16 downloads, and the "Liberation of the Elements" at 267 downloads, I would like to remember that, if you can spare some time after playing each or one of these maps, your constructive feedback would be much welcomed.
I would love to make certain changes or alterations as soon as possible as the development of each map continues.

Best regards!

[2021-10-24]
Every aspect of the map seems to be working as intended.

I will be looking forward for feedback regarding this map in order to implement required changes.
I'm really happy how Gelnar ended up. His abilities work nicely and seem intuitive and interesting.
As for the story, it is a simple one as to present the clan and the initial Mag'har Techtree, so I added a few things to spice up the exploration.

You can find the map on the Orcs of Draenor post thread in Map Development forum.

[2021-10-14]
Following feedback from Alexen and Resyak (thank you!):

A no-units-available defeat/win condition was implemented;
Warsong's Commander "Pack Tactics" ability won't turn green anymore when unavailable to choose;
Unit selection isn't visible during cinematics;
Chapter 7 has a requirment before the main quest can be fullfilled;
Chapter 7 has also suffered changes on the map;
Elder Shaman abilities were altered in order to give a more interesting choice of abilities;
Quests are now more visually appealing and with descriptions;
UI was altered the best way possible (at the moment) to match the race;
New icons were implemented to better understand who's what;
Ogre bosses were enhanced;

A campaign is in production: follow it at Orcs of Draenor.

[2021-10-07]
Every aspect of the map seems to be working as intended.
There was also some attention given to avoid possible memory leaks.

Still, there are elements that could be changed further to give a more immersive experience:

The voice lines refer things like the Thrall's Horde and Warchief;
The Enraged Air and Fire Elements models have problems with their death animations;
Some Gorian Empire buildings don't match their overall aesthetic;
The Gorian Homestead building has undead birth and death animations;
Dragonmaw Rylak Rider could have a skull instead of a "bird" hat;
Ogre Peasant doesn't have Harvest Gold/Wood and Repair animations;
Nelgarm and Frostwolf Shaman (Hero) have similar portrait (and model) based on the Far Seer portrait and model;
Armored Peon have the Build option, without any option. Maybe it could have a smaller tower option, similar to the Orc Burrow;
Cyclopean Ogre Magi model doesn't have a hero glow;
Ogre Heroes could have a more "Boss" feeling;
The AI could offer a more engaging challenge as time goes on.



This map post uses the template made by Rufus.

Map was created (put together) by RichardBlackEye. Based on Warcraft Chronicles: Volume 2, World of Warcraft and its expansions.
(Besides Nalgarm, every other name used in the map aren't part of the canon lore, merely inspired on other characters of the Warcraft Universe)

Warcraft 3 (W3) and W3: Frozen Throne assets and W3 map editor belong to Blizzard Entertainment.

Custom Models, Icons and Skins are from Hive Workshop users (that aren't presented below in no order in particular):



FrIkY​

The Mag'har Orcs icons and skins;


loktar​

Temple(WC1), Orc Lumber Mill (WC1), Orc Barracks (WC1) and Great Hall (WC1) models and icons;


johnwar​

Drek'Thar on Foot, Ogre Legion (Re-Classic), Grunt (Re-Classic), Raider (Re-Classic) models;


Direfury​

Cyclopean Ogre model;


Norinrad​

Ogre Gladiator and Rock Elemental models;


Sellenisko​

Ogre Peasant models;


Marcos DAB​

BlueOgreDrain icon;


Edge45​

DireWolfAcuteSenses icon;


Ujimasa Hojo​

Great Hall, Forge, Tower, Arcane Sanctum, Tomb of Relics, Rylak Rider, Orc Peon, Mounted Grom, Barracks (Human) and Shaman models and icons;


Mayday
Loading screen base mdx model and tutorial;


Tamplier777​

Orc Tower model;


Hate
Sweep Attachment Lightning model;


The Panda
Undermine icon;


Sun gate
Lightning Strike icon;


Azazzello [XGM]
Orcs Banners models;


Mr.Goblin
Frostwolf Grunt icon;


PrinceYaser
Armored Peon icon;


chr2
Blackrock Grunt icon;


takakenji​

Ogre Arena model;


Hawkwing​

Brown and Blue Elekk models;


Cavman and Hawkwing​

Arakkoa model;


alfredx_sotn​

Lightning Elemental model;


Null​

Gul'dan icon;


r.ace613​

Ogres icons;



Hi, I'm RichardBlackEye!

I've been playing Warcraft 3 for years, creating maps and campaigns usually for my own entertainment.

With the Warcraft 3: Reforged launch and the discovery of some fan creations like Warcraft: Chronicles of the Second War project, I've come upon the Hive Workshop.

After looking at such an amazing amount of fan-created content, the idea to improve my maps with new models and icons suddenly came up.

As a fan of Warcraft and its lore, "Liberation of the Elements" is my newest W3 map. I share it with you all, hoping that it makes justice to the lore and to your standards of a fun and interesting map.


Currently working on it.



Contents

Liberation of the Elements (Map)

Reviews
Now then. Got enough time to try it out. I like the starting cinematic. First of all, I love the model of the protagonist hero. While the concept is nice and all, the gameplay or lets say the objective whatsoever make it sort of blunt and...
deepstrasz
Mag'har Grunts look the same as Armoured Peons. It's confusing. It's a nice map but alone it's simple since there's little to no new gameplay mechanics or techtrees, rather recycled Warcraft III spells, units etc. For now, on its own it's rather...

Deleted member 247165

D

Deleted member 247165

This one is mine to review xD. Got my attention. Reserved for review, will post it soon.
 
Level 19
Joined
Dec 24, 2019
Messages
354
I just played it and these are my first impressions.

First of all, I like how you have customized the Orcs, although I would have liked to see more custom skills. On the other hand, the difficulty felt very unbalanced, at first it was very difficult, perhaps because I wanted to go too fast. I suppose that for someone who plays more "calm" it does not become so difficult.

There are also small details that would improve the game a lot, the missions for example, it would be nice to add a description (I know they are classic missions of destroy bases, but it would still be good). It would also be nice to remove the unit selection during cinematics and improve transitions. When I raised the "Pack Tatics" skill to level 3, the icon turned green, it may have been a visual bug and it is not a real error because then it solved itself. It would also be necessary to add the option to skip the cinematics. There is also no defeat condition.

Obviously it is a very early version but I think that in general it is a good base on which to work to get a good product.

Regards.

PS: Regardless of what some say or score, my advice is to keep working on this map, take note of the bugs that are reported to you and fix them little by little. If you plan to create an RTS-type campaign, develop the race that you are going to use to the maximum, in this case the orcs, as I told you before you have a good base on which to work, do not be discouraged and keep updating. And something very important, do not be in a hurry, the campaign I am working on has been developing for years (it started to develop in 2018) and is still incomplete and still has bugs, so take it easy.
 
Last edited:
Level 5
Joined
Sep 25, 2021
Messages
28
I just played it and these are my first impressions.

First of all, I like how you have customized the Orcs, although I would have liked to see more custom skills. On the other hand, the difficulty felt very unbalanced, at first it was very difficult, perhaps because I wanted to go too fast. I suppose that for someone who plays more "calm" it does not become so difficult.

There are also small details that would improve the game a lot, the missions for example, it would be nice to add a description (I know they are classic missions of destroy bases, but it would still be good). It would also be nice to remove the unit selection during cinematics and improve transitions. When I raised the "Pack Tatics" skill to level 3, the icon turned green, it may have been a visual bug and it is not a real error because then it solved itself. It would also be necessary to add the option to skip the cinematics. There is also no defeat condition.

Obviously it is a very early version but I think that in general it is a good base on which to work to get a good product.

Regards.

PS: Regardless of what some say or score, my advice is to keep working on this map, take note of the bugs that are reported to you and fix them little by little. If you plan to create an RTS-type campaign, develop the race that you are going to use to the maximum, in this case the orcs, as I told you before you have a good base on which to work, do not be discouraged and keep updating. And something very important, do not be in a hurry, the campaign I am working on has been developing for years (it started to develop in 2018) and is still incomplete and still has bugs, so take it easy.
Thank you very much for the detailed feedback, @Resyak !

Yeah, the plan was to see how the map faces the community standards and detect any mistakes I might have done. And also to take notes from your kind of feedback.

Truly, the orcs require more to be fully fleshed: Icons could be more diverse (Grunts share all the same icon) and the Outrider seems empty as a non-ability unit.
The difficulty on the AI was already registered as a problem to be solved: It is much more difficult in the beginning with the 3 Outposts sending attack groups, rather than in the end when (hopefully) only the ogres from the Elemental Plateau remain, barely attacking your bases.

I totally forgot about the quests descriptions, unit selection in cinematics and defeat condition... Maybe A bit more organization from my part will avoid such mistakes in upcoming works and updates.

As for the Skip the Cinematics, I'm having problems working on that trigger system since in most of my cinematics there are buildings and units being spawned. Might have to check how some people do it, else I might have to repeat the building triggers (One for during the cinematic; other for if cinematic skipped).

The green icon shouldn't happen so it might have been a visual bug (don't want to dismiss it without further checking, but 1.30v gave me some new problems to older maps). By the way, when you refer the "improve transitions" you mean the fade in/ out and dialogue time during the cinematics or simply the camera movements?

Once again, thank you very much for giving feedback and support!
 
Level 5
Joined
Sep 25, 2021
Messages
28
twilight hammer clan
Oh, well I only used models for the Shadowmoon, Warsong, Blackrock and Frostwolf clans.
In Chronicle: Volume 2, the Twilight Hammer Clan is said to be formed while the Gul'dan's Horde was rising, 398 years after this map events.

But yeah, if this ends up in a campaign project, Cho'Gall and the formation of the THC will be a cool map to make!
 

Deleted member 247165

D

Deleted member 247165

Now then. Got enough time to try it out. I like the starting cinematic. First of all, I love the model of the protagonist hero. While the concept is nice and all, the gameplay or lets say the objective whatsoever make it sort of blunt and unattractive. I know that for a primary mission, the objective shouldn't be too hard, but as far as I recall any mission should be at least captivating or attractive lets say. I like the techtree, though you should make the upgradeable researches that aren't available not to show at all. The spells of the protagonist hero are pure w3 default. I would work more on them, to make them a bit more elements themed like some totems with elemental powers, different abilities idk, you can be very creative here.
It is a good start but this isn't ready for approval. You also set the Campaign tag but there's only one map, I suppose you wanna receive some feedback first then go straight to full development. In this case, I highly recommend to open a thread in the map development section here on Hive. As for the status, I set it to Awaiting Update.

My fellow reviewers can be contacted in case you aren't satisfied with my review: @deepstrasz @mafe @Paillan @eubz @Wazzz
 
Level 5
Joined
Sep 25, 2021
Messages
28
Now then. Got enough time to try it out. I like the starting cinematic. First of all, I love the model of the protagonist hero. While the concept is nice and all, the gameplay or lets say the objective whatsoever make it sort of blunt and unattractive. I know that for a primary mission, the objective shouldn't be too hard, but as far as I recall any mission should be at least captivating or attractive lets say. I like the techtree, though you should make the upgradeable researches that aren't available not to show at all. The spells of the protagonist hero are pure w3 default. I would work more on them, to make them a bit more elements themed like some totems with elemental powers, different abilities idk, you can be very creative here.
It is a good start but this isn't ready for approval. You also set the Campaign tag but there's only one map, I suppose you wanna receive some feedback first then go straight to full development. In this case, I highly recommend to open a thread in the map development section here on Hive. As for the status, I set it to Awaiting Update.

My fellow reviewers can be contacted in case you aren't satisfied with my review: @deepstrasz @mafe @Paillan @eubz @Wazzz
Thank you for reviewing it and for the feedback, @Alexen !

If I may, I have some questions in order to follow the feedback you've given:

Regarding the gameplay/objective, when you say that these are blunt and unattractive, are you suggesting that it could be focused in a more detailed enemy/ building rather than "Defeat all Ogres in Elemental Plateau"? Or that it should avoid the kind of "defeat X to win" kind of quest?

The upgradeable researches were left to be shown to give a hint that there are rewards to do the secondary quests rather that simply strike at the Elemental Plateau. I take it that this feeling isn't being transmitted by the way I implemented it, or should the visible unavailable researches be avoided?

Indeed, the main hero abilities "Guiding Light", "Earth Slide" and "Tornado" always gave a sense that required a bit more work. I will play along with the abilities until I find something more interesting for a ancient draenor shaman. But are pure w3 abilities or similar ones to be avoided?

And, just for interest, the Awaiting Update status was given because these points you refereed must be changed or are there elements missing? I'm asking because if you pinpoint exactly what is making it not ready for approval I could tackle each point at a time.

Once again, thank you very much for giving feedback and support! I'll look into the campaign thread. Should I remove the Campaign tag for now?
 

Deleted member 247165

D

Deleted member 247165

For the objectives, yeah, you can make it or them focused on something more detailed. You could let the primary objective to defeat the ogres from the plateau but like add something before that for example idk "in order to access the plateau, you should take down guards from idk where or use a special key to open the gates locking their stronghold on the plateau" you can be very creative here. For the researches, you answered the question by yourself. Improving what I mentioned and actually turning this map into a campaign (like really a custom campaign as its tag suggests), would lead to approval of course because as I said, it has a good concept but needs improvements. As a side note, a Campaign doesn't have only 1 map...you can idk make at least 3 for the primary release. :plol:
 

deepstrasz

Map Reviewer
Level 62
Joined
Jun 4, 2009
Messages
17,375
Mag'har Grunts look the same as Armoured Peons. It's confusing.
It's a nice map but alone it's simple since there's little to no new gameplay mechanics or techtrees, rather recycled Warcraft III spells, units etc.

For now, on its own it's rather Simple. Waiting for more chapters/maps for approval or for better and creative gameplay mechanics that don't rely 100% on the base game.


If you want more reviews, you should participate in the The Grand Review Exchange!

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