• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Lost Kingdoms - Reforged

Welcome to Lost Kingdoms - Reforged, an unofficial, spiritual successor to King_Leopold's "War of the Lost Kingdoms" custom map.

187723-75c0d67222f647c90c7ead0395a9309a.png

If you love the map, feel free to join our Discord here: https://discord.gg/hnJqpu7JJa

This has been a passion project of mine that started in 2020, shortly after Warcraft 3 Reforged released.

If you are unfamiliar with the original War of the Lost Kingdoms, here is a short summary of what you can expect from this map:

After crashing on the Island, wait for your Life Raft (Zeppelin) to arrive. Enter it, head to the mainland, and drop your Survivor near an unoccupied Base to purchase it. Unique units will spawn from the base every 90 seconds. Killing enemy Units gives you 10 gold per kill. Use this gold to purchase more Bases, or upgrade your existing ones.
PROTECT YOUR SURVIVOR!!! If he is killed, ALL of your units and bases will transfer to the Player that killed him. If killed, you may bring your Survivor's Ghost to one of the 4 Resurrection Stones found on the map to transform them into a vengeful Revenant! Revenants make excellent Hero-Killers, but they only earn 50% gold from kills until they kill at least 1 Survivor or King - so HAPPY HUNTING!


Improvements over War of the Lost Kingdoms:

DISCLAIMER: While some may believe that these are too subjective to be considered "improvements", I disagree. I believe that having more options (When they aren't forced upon you!) and implementing much-needed performance optimizations, are net-positives and fit the definition of "improvement". Other changes and features that I personally feel modify the core experience of the original are listed below in the "New Additions & Features" Section. (Though I'm hoping you find some of those to be "improvements" as well!)
  • Support for 23 Players (Up from 12)
  • AI/Computer Player Support
    • - Very basic AI that is programmed to take neutral bases, and attack enemy bases (even other AI bases)
    • - Does not technically have a Survivor or King to kill, so their units must be killed and bases must be taken by force.
    • - AI gets random unit upgrades for free throughout the match -this should make them more difficult to farm.
    • - Not recommended for competitive PvP matches. The feature is just there for fun/solo matches, if you want to use it.
  • Rally Point Support
    • - Setting a Rally Point for a Base will order units spawned from that base to attack-move to the designated point.
  • Interface-driven Diplomacy
    • - This was not possible in classic WotLK, which used text-input commands.
  • Optimized Spawn Triggers
    • - The game doesn't freeze during the spawn trigger, even when all bases on the map are occupied. This was an annoying bug in the original.
  • Optimized Unit Collisions
    • - All units have their model size and collision size reduced by over 50%.
    • - This trick allows a greater number of units to determine pathing simultaneously, which means large armies won't constantly pause when given consecutive move-orders.
    • - The original map experienced movement-lag when 100 troops moved at once. The new map can handle over 300 units moving MUCH further distances (which is good, since this map is 180% larger than the original)
  • Armies Rebel when a Player Leaves
    • - When a player used to the leave the game, their remaining bases would continue to spawn units until the base was taken.
    • - This resulted in free farm for some players, but also worse performance for the entire map if the base was ignored.
    • - Now, the leaving player's units will turn on each other, effectively culling the extra units that would otherwise cause lag.
    • - Their bases are also handed over to the Neutral-Hostile AI, and their spawns are disabled.

New Additions & Features:
  • Reforged HD Graphics
  • Cinematic Intro
  • New Hand-Crafted Map sized at 286x318 (180% larger than the original)
  • New Tile Set that offers greater environment & terrain variety
  • 43 Unique Bases/Spawns (Up from 22 compared to the original)
  • Boss Battles with custom Spells & Triggers
  • Boss Bounty System
  • Balanced Creep Spawns
  • Player Ghosts (Allows you to continue watching the game after death, instead of getting booted from the game)
  • Revenant System (Allows you to return to the game once as 1 of 4 types of Revenant)
  • Custom Unit & Hero Abilities
  • Custom Items (All use unique models)
  • Passive Gold Income (+10g per spawn)
  • Tiered Unit Spawn Limit & Food System
  • Unclaimed Base Pings (For first 120 seconds)
  • Instant Tier 1 Spawn once base is purchased
  • Scaling Starting Gold

Q&A:

1. How is this different than the original map?
Barring the core idea, this is a completely new map built from the ground up with different terrain, bases, units, abilities, mechanics, triggers, the list goes on... For a comprehensive list of differences, please refer to the Additions & Features section above.

2. Why can't I play with Classic Graphics?
Unfortunately, Blizzard misled consumers (and map makers) when they claimed that Reforged maps and Classic maps would be backwards compatible. In truth, many Reforged assets either don't have alternative models in Classic, or even cause crashes for players using Classic graphics when encountered. I spent 100's of hours trying to make my map playable in both Classic & Reforged -constantly finding and working around incompatibility bugs that Blizzard introduced with each update. Eventually I gave up and fully committed to using Reforged assets.
While this wasn't the outcome I wanted, I believe I've taken full advantage of the graphical improvements that came with Reforged by making a beautiful, detailed map. I've also included many high quality assets from this awesome community that wouldn't be possible with Classic, so there's still plenty to enjoy here with Reforged!


Credits:

The Man. The Myth. The Legend.
King_Leopold - While the Last-Person-Standing/Battle Royale/Mass Unit Spawn concepts aren't new, he came up with a an extremely fun and creative way to blend them all together to create the original map that inspired this one. I'll never forget the countless hours my brother and I spent playing the map, forging alliances, and avenging players who died to the dreaded Murloc+Sasquatch cheese strat... I have nothing but love & respect for this man that I've never met, but if he's reading this I just want to say THANK YOU for your contributions to Wc3. I hope my attempt at iterating on your idea can bring as much joy to other players as your maps brought to me :)

Imported Unit Models:
Republic Lieutenant by Superfrycook
The Blood Knights of Kor'Khornas: Units by BurnedSmackdown
Goblin Laborer by Symphoneum
GoblinAirDrone by Geries, MiniMage
The Blood Knights of Kor'Khornas: Units by BurnedSmackdown
Monk / Priest - Church of the Holy Light by Barorque
Cute Pug by pibesabe
Heavy Musketeer Version 5 by Superfrycook
Goblin Civilians by Ardenaso, VictorZ
Centurion by Superfrycook
Firelord/Volcanus Fix by Mr Ogre man
Wild Forest Troll by ZoomMan
Team Color Villager Male HD by Ozymandias
Kobold Rally Point by Deolrin, Red
Goblin rogue by Mr Ogre man
Worker Forest Troll by ZoomMan
Goblin Civilians by Ardenaso, VictorZ
Goblin Laborer by Symphoneum
Rifleman Lordaeron HD by Asssssvi
Elven Spellsword by SADGASM
The Heautontimoroumenos., Executioner of himself. by Mr Ogre man
Republic Captain (Reforged) by Superfrycook
Human Archer by MWM


Imported Item Models:
Icons to Models Pack by Kenathorn
Some Custom Items Pack by Kenathorn
Light Feather by Kuhneghetz
Meat by InfernalTater
Multi-Shape Mushroom Item by Jhonny Janbo
Orb of Blood by General Frank
Orb of Dragons by General Frank
Orb of Darkness by General Frank
Mage Hat by Sunchips by Sunchips
Pickaxe Item by Kenathorn
Orb of Light by General Frank
Orb of Ice by General Frank
Gloves of Speed by Matarael
Orb of Poison by General Frank
Cheese by D.O.G.
Life Orb by Kitabatake
Item Short Axe/ Throwing Axe by Lord_T
Sword of Supreme by Fang
Acorn Item by D.O.G.
Orb of Fire by General Frank
Orb of Lightning by General Frank
Bolvar's Hammer by Murlocologist, Vinz
Slippers of Agility by Matarael
Elven Boots by Matarael
Orb of Water by General Frank
Red Boots by Matarael


Imported FX Models:
Darkness High and Uber by Pyritie
Lightning Effect and Cast by Pyritie
Holy High and Uber by Pyritie
Bleed effect by Callahan
Water High and Uber by Pyritie
Darkness Low and Medium by Pyritie
Corpse Blood Missile by Frotty
Holy Low and Medium by Pyritie
Chain Element by Infrisios
Fire Low and Medium by Pyritie
PlagueCloudTarget by crl
Lacerate, Melee FX by Veronnis
GoldenClaw by Darkwind
Arcane Effect and Cast by Pyritie
BloodCloud by Tirlititi
Fire High and Uber by Pyritie


Imported Structure Models:
Wood Stake Wall by Sapprine, Blizzard Entertainment

Imported Icons:
BTNSpiderFangDH by Darkmoon Hero
BTNPoisonSting by -Berz-
Contents

Lost Kingdoms Reforged (Map)

Reviews
deepstrasz
Overall it seems nice. A bit of a rush at first to get more settlements which means more troops to spawn at each cycled timer's end. Only one hero type (ability roster) for now? Upgrades don't have a proper position and they move around in the...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,856
If it's heavily based on someone else's map, have you contacted the original author to get permission to make your own version?

A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Lost Kingdoms Reforged 16

The description has unnecessary coding in it that doesn't turn to coloured text.

Awaiting Update.


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

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description 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 too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Wazzz
Alexen
https://www.hiveworkshop.com/forums/staff-contact.692/
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,856
  1. Overall it seems nice. A bit of a rush at first to get more settlements which means more troops to spawn at each cycled timer's end. Only one hero type (ability roster) for now?
  2. Upgrades don't have a proper position and they move around in the building. The Catapult and Ballista are moved way up after all are researched. Same with hero abilities.
  3. Some items like the Hardshell Gloves don't have a DISBTN and appear green during F10/game pause. If there's no disabled version, this program can make one: Warcraft Image Lab Apparently all custom item icons suffer from this.
  4. Would be nice for the convertible bases to appear on the minimap before you discover them.
  5. Abilities could have QWERTY type hotkeys.
  6. Not sure how balanced the factions are, some having only ranged (piercing attack) troops. Some factions like the troll ones seem kind of copycat.
  7. Mud Golems have Slow but no mana to cast.
  8. An Ice Troll Gacier Priest (no Reforged model; has the SD/Classic one) and an Ice Troll Warlord appeared near the granite golem building after I took it and the spawn cycle started again. Yes, the ice troll upgrades were finalized before that. Next cycle, an Ice Troll Warlord appeared there as well; none of these appeared where the actual ice troll base is.
  9. Some ability icons like Scorpion Venom and the one on the spiders look as if they are disabled rather than Passive. The program linked above can make passive variants from active (border) looking icons. Also some abilities don't look passive: Bestial Claws, Loot, so on.
  10. Apparently neutral hostile units and bosses don't reappear. Maybe a game mode with that would be a good idea?
Generally pretty good albeit extensive use of core gameplay mechanics.

Approved.
 
Level 3
Joined
Mar 5, 2021
Messages
7
  1. Overall it seems nice. A bit of a rush at first to get more settlements which means more troops to spawn at each cycled timer's end. Only one hero type (ability roster) for now?
  2. Upgrades don't have a proper position and they move around in the building. The Catapult and Ballista are moved way up after all are researched. Same with hero abilities.
  3. Some items like the Hardshell Gloves don't have a DISBTN and appear green during F10/game pause. If there's no disabled version, this program can make one: Warcraft Image Lab Apparently all custom item icons suffer from this.
  4. Would be nice for the convertible bases to appear on the minimap before you discover them.
  5. Abilities could have QWERTY type hotkeys.
  6. Not sure how balanced the factions are, some having only ranged (piercing attack) troops. Some factions like the troll ones seem kind of copycat.
  7. Mud Golems have Slow but no mana to cast.
  8. An Ice Troll Gacier Priest (no Reforged model; has the SD/Classic one) and an Ice Troll Warlord appeared near the granite golem building after I took it and the spawn cycle started again. Yes, the ice troll upgrades were finalized before that. Next cycle, an Ice Troll Warlord appeared there as well; none of these appeared where the actual ice troll base is.
  9. Some ability icons like Scorpion Venom and the one on the spiders look as if they are disabled rather than Passive. The program linked above can make passive variants from active (border) looking icons. Also some abilities don't look passive: Bestial Claws, Loot, so on.
  10. Apparently neutral hostile units and bosses don't reappear. Maybe a game mode with that would be a good idea?
Generally pretty good albeit extensive use of core gameplay mechanics.

Approved.

Thank you for your review, and I appreciate the time you spent testing the map -you've found some very interesting things that I'll look in to as soon as I get off work (Especially #8).

1. Overall it seems nice. A bit of a rush at first to get more settlements which means more troops to spawn at each cycled timer's end. Only one hero type (ability roster) for now?
Thank you! The game is at its best when you have 12+ human players duking it out, so the pacing will definitely feel off if you're only playing with AI. Your starting gold also scales with the player count, so in normal matches you can usually only afford a single base at the start.

The early game has been a tricky thing to get right. I don't want players who buy their first base to be forced to sit around while other players are still searching for theirs, but I also don't want players who pick a northern base to feel like they're falling behind everyone who picked bases closer to the starting island. I'm looking for creative ways to extend the early game (since its personally my favorite part of the game) -so I'm always to open to suggestions!

2. Upgrades don't have a proper position and they move around in the building. The Catapult and Ballista are moved way up after all are researched. Same with hero abilities.
It never bothered me before, but I suppose it wouldn't be too difficult to assign button positions to each upgrade (just time intensive since there's hundreds). I'll add this to my To-Do List!

3. Some items like the Hardshell Gloves don't have a DISBTN and appear green during F10/game pause. If there's no disabled version, this program can make one: Warcraft Image Lab Apparently all custom item icons suffer from this.
9. Some ability icons like Scorpion Venom and the one on the spiders look as if they are disabled rather than Passive. The program linked above can make passive variants from active (border) looking icons. Also some abilities don't look passive: Bestial Claws, Loot, so on.
Yeah I neglected my button imports early on in development, and only started including DISBTNs for the last couple of abilities/custom units I brought in. I'll try to get these more uniform over time. I appreciate the tip too -I'll check that out if I can't find the correct corresponding BTNs on my own.

4. Would be nice for the convertible bases to appear on the minimap before you discover them.
All the bases get visually pinged for the first 3 minutes of the match to help new players find a base. It used to be a permanent ping that disappeared once a base was acquired, but that led to minimap clutter (there are 43 bases, after all).

5. Abilities could have QWERTY type hotkeys.
Not at the top of my priorities, but its a valid point! I'm a bit torn on changing hotkeys for some of the vanilla-ish spells I've given to units.

6. Not sure how balanced the factions are, some having only ranged (piercing attack) troops. Some factions like the troll ones seem kind of copycat.
Early on a came up with a 2-part system:

1. Have pre-set maximum and minimum values for stats for each tier of spawns, and only allow those limits to be exceeded for the 450g bases (the 2 "fortress" type bases).

2. Pit each base's spawn against every other spawn, across all spawn tiers, just to see how they performed in head-on fights. There was a giant 7x6 grid outside of bounds I used just for this purpose. Each time I added a new base I would run the same test over and over again, adjusting stats in between, until the new spawn won roughly 50% of the fights. For range-heavy spawns, I preferred an even lower win-rate (typically 35%) since ranged units tend to dominate in mass-unit game types. I also re-ran the same tests across all bases one last time after I created my 43rd base.

It wasn't perfect by any means, but it did a good job of highlighting power creep from individual bases. I'm sure smart players can figure out OP combinations of spawns, and definitely control them better than my simple head-to-head mini battles -but I think I've eliminated the case where base X is superior to base Y.

As for the Troll bases, they're actually all very different!
  • Darkspear relies on utility/damage spells and their unique Berserker units
  • Ice trolls are slow, tanky, short-ranged, have slow debuffs.
  • Dark trolls are mid-range high DPS, and probably the best ranged damage dealers in the game.
  • Forest trolls have a mix of healers, ranged units, a melee frontliner, and their Tier 3 gives DMG and Def buffs.

You'll find more in common with other bases TBH.

7. Mud Golems have Slow but no mana to cast.
Good catch! I just patched it and will release it in the next map update.

8. An Ice Troll Gacier Priest (no Reforged model; has the SD/Classic one) and an Ice Troll Warlord appeared near the granite golem building after I took it and the spawn cycle started again. Yes, the ice troll upgrades were finalized before that. Next cycle, an Ice Troll Warlord appeared there as well; none of these appeared where the actual ice troll base is.

This one is very interesting... I'm not sure how you witnessed an SD model, because I'm getting a Reforged model when I see the spawn. There's no custom imports for the ice trolls either.

I also don't know how an ice troll would end up in the golems spawning pool. I checked the triggers (which all rely on the same generic base trigger for spawns), and it shouldn't allow for any other type of unit to appear in that region. If I had to hazard a guess, I think it may have to do with my latest addition of AI. The AI triggers reference regions a lot and have special cases tied to them, so its most likely responsible. I'll have to look into this a lot deeper before I can figure it out.

Great find tho! I hope I can get to the bottom of it soon.

9. Apparently neutral hostile units and bosses don't reappear. Maybe a game mode with that would be a good idea?
This is a feature. In the original there were basically no creeps, which forced forced players to be aggressive and fight each other early on to generate income. I wanted to preserve this incentive since PvP is the focus, but I also recognized how much it would suck for someone to pick a base that happened to be far away from other players -so the 40+ creep camps, passive base income, and Boss Bounty system were my compromise.

I also prefer the dynamic that a limited resource creates -it adds an extra layer of tension and forces players to make decisions that impact the remainder of the game.

Also, the gold from Boss Bounties increases after each one is slain -so even if you failed to kill a boss before your enemy did, you can expect even greater rewards from the next one.
 
Top