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[Altered Melee] My Races

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The Draenei are an honorable race of uncorrupted Eredar that escaped the grasp of the Burning Legion. The race has been forever thankful to the savior, the prophet Velen - who gained his favor from Naaru. From Velen's divinity the Draenei gained the influence of holy light and high morals. The Draenei have utilized their power using their natural strength in physical power and magical essences, along with holy magic. Though the numbers of the Draenei are not as respectable as many of the other races on Azeroth, they still are one of the strongest the Alliance has.


202905-albums6611-picture91905.png


Initial Defense

Strongest Units

Weaknesses

[Rainbow]
- The Hall has a very powerful, long range, area effect attack.

- The Gemcrafters have a spell that makes units immune to magic.

- The Violet Hut can Sap enemy speeds.

- The Draenei Crystals can be utilized for additional defense
[/Rainbow]
[Rainbow]
- Champion: Heavy armored warrior with healing capabilities.

- Salamander: Good against enemy air units and everything else once Entrenched.

- Clairvoyant: Heavy semi mage, semi-warrior unit that can deal heavy damage.[/Rainbow]
[Rainbow]
- No Towers; but has an array of other defenses to utilize e.g. Mines, Crystals, and Entrenched Salamanders.

- Most units have significantly low speed.

- Many low hit points on units

- No heavy air unit.
[/Rainbow]



Dalaran, one of the seven human kingdoms, but the only with an immense manipulation over the magic and the arcane arts. The race has long been the foundation for some of the most powerful mages; thus giving it the reputation as a cesspool of knowledge and study. From their knowledge the mages can bring forth spells of devastating magics; capable of destroying whole armies. Or they can use their mana to save countless lives and repel any enemy that threatens their precious libraries and magic holds. Even with the most advanced in Arcane arts, the people of Dalaran failed to halt the onslaught from Arthas and the Undead Scourge; resulting in summoning of the Burning Legion and the Dalaran's untimely demise. But now Dalaran was remade into a floating fortress glistening with mana and life.


Initial Defense

Strongest Units

Weaknesses

[Rainbow]
-The Magus hall/ Arcane Hold/ Citidael deal quick magic damage.

-The Craftsperson can damage enemy summoned units and remove spells with Expel Magic.

-Binding restores the buildings hit points and provide armor.

-Generator provides mana for all units
[/Rainbow]
[Rainbow]
-Construct: Siege unit with the capability to transport mana.

-Water Elemental: Drowning Sensation ability can damage a whole army over a while.

-Operative: Wrecks havoc with so many abilities and high damage.[/rainbow]
[Rainbow]
- Lower hit points and armor on buildings. (e.g. Halls. Altar, Arcane Guild, etc.)

- Most units have lower hit points.

- 50% longer repair time.

- Most buildings have no armor without the Generator.
[/Rainbow]



The Lost Ones are the twisted and altered version of the Draenei. After much of their people retreated from Outland the Lost Ones have been struggling for survival from the rampaging Fel horde. Now accustomed to the new lifestyle and combat the Lost Ones rely on stealth and foresight to guide them in battle. Much of their race have mastered the art of stealth, allowing them to be unseen by the naked eye, then deliver deadly strikes for a quick kill. Though frail by nature, the Lost Ones have studied and employed the healing arts with some psychic manipulation to turn tides of battle, along side stealth.

The Arakkoa are an ancient bird-like race that has it's roots in the Outland. They wield many forms of war, ranging from fighting with blades to using mighty arcane magics to achieve victory. These humanoids, just like the Lost Ones, are being hunted by the raging Fel Horde who stop at nothing but their own deaths to kill anyone who their master commands to destroy. To increase the chances for both the races to survive the constant assaults and slaughter from the Fel Horde, the Arakkoa and the Lost Ones established an alliance; now providing both stealth, strength, and magic to the field.


Initial Defense

Strongest Units

Weaknesses

[Rainbow]
- The Main Building summons strong Reservists.

- The buildings can obtain a cheap and quick upgrade for a chance to avoid an attack.

- The Laborers are invisible as long as they are near the Main Building.

[/Rainbow]
[Rainbow]
- Assassins: Invisible, quick attacker that can take out a single target quickly.

- Raven: Surgical invisible flyer with bouncing attacks.

- Avenger: Heavy melee attacker that can heal multiple units.[/rainbow]
[Rainbow]
- Reduced armor for all buildings.

- Low hit points on most units.

- No specific anti-mage units
[/Rainbow]



The High Elves, or the Quel'dori are an ancient race of elves with a thirst for magic. They obtain their powers from the magical Sunwells, which they hold sacred and guard heavily. Their race used to be just like the Night Elves, but just as the Night Elves have accepted the ways of safeguarding the forests, the Highborne accepted the powers of the Sunwell. During the War of the Ancients, the Highborne betrayed their brethren, and were exiled from the Night Elven lands. The High Elves use a combination of melee, ranged, and magic to bring the fight to the enemy. Through casting holy and arcanic magics the strength of these elves stays steady alongside their battle-ready front-line troops, who are willing to lay down their lives for the Sunwell and their kingdom.


Initial Defense

Strongest Units

Weaknesses

[Rainbow]
- The Main Building has the Evoke the Sun ability, which sends rays raining down.

- The Artisans have Mana Char, which damages enemy mana and health.

- The Abode heals nearby friendly units with Generosity.
[/Rainbow]
[Rainbow]
- Spotters: Light flyer with incredible range that can also land to attack buildings.

- Guide: Great against enemy mages and harassing.

- Highborne: Great addition to an army and taking damage.[/rainbow]
[Rainbow]
- Buildings not as strong as most of the other races; also reduced sight.

- Greatly reduced sight during the night.

- Many low hit points on units

- Weaker at Night.
[/Rainbow]



The Fel Horde are a race of raging Orcs, beasts, and Demons who were servants to the Burning Legion. The race were once a honorable and courageous bands of clans; but, once the Burning Legion was introduced to their homeland, Draenor, the fate of the Orcs began to change. With the blood of demons and dark sorcery, the Orc clans were twisted and enraged into red-skinned demonic slaves. These Orcs utilize their rage and dark magic to break through even the best defenses. They have captured and enslaved numerous beasts abide the will of their lords, and the beasts do their duties well as they shred and tear apart enemies. The Fel Horde tried to invade the world of Azeroth, but failed and thus became forsaken by their masters; also, resulted in their world of Draenor to be broken apart.


Initial Defense

Strongest Units

Weaknesses

[Rainbow]
- Slaves wield Chaos damage.

- The Hovel is a powerful building that uses spikes to attack enemies in melee range.

[/Rainbow]
[Rainbow]
- Red Dragon: Powerful flying beast that can rain down fire.

- Marauder: Fast and hard-hitting attacker that can take punishment.
- Drake Rider: Able flying attacker that can quickly race to chase the enemy.[/rainbow]
[Rainbow]
- Only healing source comes from the heroes and extreme sacrifice.

- All buffs, though very potent, last for a very short time.

- Expensive units with longer training time.
[/Rainbow]



The Scarlet Crusaders were officially formed when their beloved homeland of Lordaeron was ransacked by the plague and Undead Invasion. Many of the Paladins fought bravely, but the wave after wave of undead was too much even for even the holy light to handle. The Scarlet Crusaders live in constant battlement with the Undead, their only source of still surviving in the dire time was the blessings of Paladins and intense wits. The warriors bear heavy armor and weaponry, while the mages call on the Divine spirits to guide the battle. Overall, the Crusaders fight zealously to avenge their unfortunate homeland, and they will not stop with their quest until their final breath.


Initial Defense

Unexpected tab 2

Strongest Units

Unexpected tab 4

Weaknesses

[Rainbow]
- The Servants can garrison inside the main structure.

- Once garrisoned, the Main building attacks multiple enemies at once.

[/Rainbow]
[Rainbow]
- Crusaders: Heavy veterans that can use Holy Light.

- Clerics: Melee rune-summoners mage who can endure and deliver damage.

- Barrage Flyers: Quickly destroy enemy bases then retreat.
[/Rainbow]
[Rainbow]
- Fairly frail early on.

- Most spells cost a high amount of mana, and can quickly drain your army.

- No ultimate flyer.
[/Rainbow]



The Dark Iron Clan is a highly isolated group of Dwarves that still hold deep hatred for their Ironforge brethren. After the War of the Three Hammers was lost, the Dark Iron Dwarves retreated back deep into the underground; where the Ragnaros the Firelord was awaken. Ragnaros enslaved the frail dwarves, forcing them to do all his bidding, and forcing them to live with his fiery minions running rampant. The Dark Iron Clan though not nearly as mighty or fortunate as the Ironforge and Wildhammer brethern, have developed a keen skill in subterfuge, dark magic, and assassination; yet they still retain their natural ingenuity for mechanics and stonework.


Initial Defense

Strongest Units

Weaknesses

[Rainbow]
- The Hall can unleash the Fire from the Depths ability, which deals damage to enemy ground units in a high area.

- The Hostel can use Call of Fire to summon fiery minions at the cost of the building.

- The Miner can deconstruct buildings to regain some resources.

- All buildings have Interconnected, which allows them to share damage.
[/Rainbow]
[Rainbow]
- Sniper: far-ranged attacker that can deal massive damage.

- Dominator: Anti-air flying machine that can also drop bombs on ground units and buildings.

- Incinerator: Deals heavy magic damage and summons Lava Spawns from corpses.[/rainbow]
[Rainbow]
- Frail primary units.

- All resources must be dropped-off at the Resource Cart.

- Highly depended on the bases' safety; most units need the retreat often for safety.

- Difficult to gain an offensive standing early game.
[/Rainbow]



The Forsaken are a faction of the dead minions of Arthas' and the Lich King who have broken free of their mind control, then begun to serve the Banshee Queen, who gathered the stranded and feral undead, and gave them purpose: to seek revenge against Arthas. The Forsaken took control of the Plaguelands, and even established the capital building's catacombs into a thriving civilization. In order to ensure the survival and the continuity of her people, Lady Sylvanas made an uneasy alliance with the Horde. With dark magics, undying might, and alchemy, the Forsaken are a terrifying foe to face as they fight to their last remains; stopping at nothing to get their revenge.


Initial Defense

Strongest Units

Weaknesses

[Rainbow]
- Phantoms are capable of dealing significant damage.

- The Main Hall may spawn nearby corpses to fight for a set duration.

- Graves spawn corpses, which works well with the Hall's ability.

[/Rainbow]
[Rainbow]
- Val'kyr: Both powerful attacks and abilities make her invaluable.

- Bone Walker: Able to take incredible punishment, then become a potent fighter at low health.

- Deathguard: Unique versatile caster, good against both ground and mages.[/rainbow]
[Rainbow]
- Only healed on blight.

- Most attacking troops though powerful, are very fragile.

- High demand for mana, with little ability to replenish it.
[/Rainbow]



The worgen threat was contained for millennia, until Archmage Arugal managed to pull the wolf-beasts from the Dream. Summoned by order of King Genn Greymane, the worgen were used to battle Scourge forces encroaching on the kingdom of Gilneas. Yet the feral creatures soon spread their curse throughout the human population of Silverpine Forest, infecting Gilnean soldiers stationed beyond the Greymane Wall. Before long the affliction had advanced through the legendary barrier and was gradually eating away at Gilneas’s humanity. As reports of strange attacks and disappearances rose, fear took root in the hearts of Genn’s people.

Not long ago the curse’s spread was stifled, but the victory proved short-lived. Now, at a time when Gilneas is still recovering from a civil war, the curse has returned with renewed fervor. To compound the worgen threat, the Forsaken are battering at the nation’s gates in a bid to conquer Gilneas. Unbeknownst to many of the kingdom’s citizens, a war between beast and man is also raging within the worgen themselves. Whether or not balance can be restored to these cursed Gilneans before the entirety of Genn’s kingdom loses its humanity is uncertain.


Initial Defense

Strongest Units

Weaknesses

[Rainbow]

- Many buildings can summon Darkrunners - agile attackers that can quickly defend the base.

- They can be upgraded further.

[/Rainbow]
[Rainbow]
- Gunship: Mechanical flyer that deals high area damage against ground enemies.

- Shadow Weaver: Utilizes Curse Essences to devastate enemies.

- Nightbane: Tanking attacker that can both ground and air.[/rainbow]
[Rainbow]
- Many upgrades require Essence, and take longer to research.

- Highly depended on constant combat.

- Many low hit points on units.
[/Rainbow]




WHAT'S UP NEXT?

Dark Horde

Tauren

Nerubian

Illidari

Burning Legion

Faceless Ones


PROS:
- Massive unit combination capabilities.
- Much lore to work off of.
- Easily modified Orc models.
- Plenty of Orc building models.
- Plenty of Orc unit models.
- Have not made an Orcish map in a while.


CONS:
- Not very fond of Orcish tactics.
- No starting point.
- Possibly be too similar to the Fel Horde.


PROS:
- Unique capabilities for race-making.
- Much lore to work off of.
- Plenty of Tauren unit models.
- Just seems fun and interesting to create.
- Have not made an Orcish map in a while.


CONS:
- Tauren already integrated within the Vanilla races.
- No starting point.
- No Tauren buildings available.
- Little in terms of flying units.


PROS:
- High unit combination capabilities.
- Plenty lore to work off of.
- Plenty of building models.
- Plenty of unit models.
- No distinct role in mind.


CONS:
- Confusion between the Living and Undead units.
- No starting point.
- Already integrated within the vanilla game.



PROGRESS OVERALL: lllllllllll
PROGRESS UNIT: lllllllllll
PROGRESS HEROES: lllllllllll
PROGRESS UPGRADES: lllllllllll
PROGRESS TRIGGERS: lllllllllll
PROGRESS ITEMS: lllllllllll




[Insert Info Here]



[Insert Info Here]






 
Last edited:
Level 6
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Jan 15, 2010
Messages
163
Ok, seriously how can you even call them races?! I mean Dalaran for example is some sort of a MAGE CLAN! It contains humans AND high elves! How can Dalaran be a race, can you explain it to me? In WoW, they are called FACTIONS. You could as well use the word NATIONS.

God, some people just make this stupid obvious mistakes. -.-
 
Level 63
Joined
Jan 20, 2008
Messages
1,474
Ok, seriously how can you even call them races?! I mean Dalaran for example is some sort of a MAGE CLAN! It contains humans AND high elves! How can Dalaran be a race, can you explain it to me? In WoW, they are called FACTIONS. You could as well use the word NATIONS.

God, some people just make this stupid obvious mistakes. -.-

Calm down. Blizzard is partly at fault on why people use race and faction interchangeably given that 3 out of 4 original factions are labeled with a particular race.
 
Level 25
Joined
May 11, 2007
Messages
4,650
Ok, seriously how can you even call them races?! I mean Dalaran for example is some sort of a MAGE CLAN! It contains humans AND high elves! How can Dalaran be a race, can you explain it to me? In WoW, they are called FACTIONS. You could as well use the word NATIONS.

God, some people just make this stupid obvious mistakes. -.-
How can you call the Horde a race, how can the humans be called a race when they're a mix of Dwarfs, Humans and High Elfs? Chill down. This is Warcraft 3, here they are called races since that's what the game calls them.
 
Level 25
Joined
Feb 19, 2011
Messages
693
Ok, seriously how can you even call them races?! I mean Dalaran for example is some sort of a MAGE CLAN! It contains humans AND high elves! How can Dalaran be a race, can you explain it to me? In WoW, they are called FACTIONS. You could as well use the word NATIONS.

God, some people just make this stupid obvious mistakes. -.-

Would you rather have me call it Human, High Elves, and Mage Clan Faction of Dalaran?

God, some people need to chill out. -.-
 
Level 47
Joined
Jul 29, 2008
Messages
9,679
Will it be a backflip? :O
Lol, you guys are great. :p

~~~

No, but seriously, the "Race/Faction" thing has gotten me for a long time. I have taken to calling the 4 'choices' in regular Warcraft 3 Melee "Factions" since they do in fact contain a multitude of 'Races' in them. (Half of it is there; the Human Alliance, the Orcish Horde, the Undead Scourge, the Night Elf Sentinels, etc).

This would then make me a "Faction-Maker" or "Faction-Designer" (if our different "modelling habits/tendencies/proclivities/preferences" had names)... Except that most of the "Factions" I design are, indeed, of one race (case in point, JUNGLE TROLLS!), which makes for an interesting design challenge (making a "Faction" that is only one "Race" has some built-in difficulties in terms of unit differentiation and such).

...

I love this kinda stuff. [RAINBOW]PEDANTICS AHOY![/RAINBOW]
 
Level 63
Joined
Jan 20, 2008
Messages
1,474
Lol, you guys are great. :p

~~~

No, but seriously, the "Race/Faction" thing has gotten me for a long time. I have taken to calling the 4 'choices' in regular Warcraft 3 Melee "Factions" since they do in fact contain a multitude of 'Races' in them. (Half of it is there; the Human Alliance, the Orcish Horde, the Undead Scourge, the Night Elf Sentinels, etc).

This would then make me a "Faction-Maker" or "Faction-Designer" (if our different "modelling habits/tendencies/proclivities/preferences" had names)... Except that most of the "Factions" I design are, indeed, of one race (case in point, JUNGLE TROLLS!), which makes for an interesting design challenge (making a "Faction" that is only one "Race" has some built-in difficulties in terms of unit differentiation and such).

...

I love this kinda stuff. [RAINBOW]PEDANTICS AHOY![/RAINBOW]

One of the reasons why I'm a little against single-race factions is because lorewise, it's hard to bring a single race at par with a group of races.
 
Level 47
Joined
Jul 29, 2008
Messages
9,679
One of the reasons why I'm a little against single-race factions is because lorewise, it's hard to bring a single race at par with a group of races.
Oh? Take a look at the Night Elves, then; they are literally a one-race Faction (arguably so are Undead (they're all DEAD! :p), but it can be counter-argued that Nerubians, Demons, and the Cult of the Damned are all sort of "sub-races").

The Night Elf Sentinels are pretty much entirely Night Elves. What did Blizzard do to compensate for this (plausibly non-)issue? Basically introduced an extensive range of Beasts/Woodland Spirits into the Faction to flesh it out & provide differentiation.


A - Priestess of the Moon
Night Elf

I - Keeper of the Grove
Woodland...Dude?

A - Demon Hunter
Night Elf (and @ lvl6, Demon, technically)

A - Warden
Night Elf

Wisp
Woodland Spirit-thingy

Archer
Night Elf

Huntress
Night Elf

Ballista/Glaive Thrower
Mech (Night Elf construction)

Dryad
Woodland...Thing

Mountain Giant
Woodland...Thing

Druid of the Claw
Night Elf (and @ Master lvl, Beast, technically)

Hippogryph
Beast

Hippogryph Rider
Beast & Night Elf

Faerie Dragon
Beast (Emerald Dream)

Druid of the Talon
Night Elf (and @ Adept lvl, Beast, technically)

Chimaera
Beast

Incidentally, this is exactly what I have done in my Jungle Troll race (given the essential identity of Jungle Trolls as "Orcs + Night Elves", this makes sense); loads of creatures, mounted & otherwise, providing a colorful & differentiable backdrop to the otherwise-omnipresent TrollsTrollsTrolls. : )

(Dwarves I attempted to make an "Ironforge Alliance" out of, so a more proper Faction with 3 sub-Races... Forsaken are like Undead, so meh... Nerubians... Yeah, they're tricky. But whatevs.
Goblins have mechs, Pandarens have creatures, and Naga have... well Naga are pretty colorfully/culturally diverse as they are).
 
Level 18
Joined
Aug 22, 2013
Messages
1,290
Oh? Take a look at the Night Elves, then; they are literally a one-race Faction (arguably so are Undead (they're all DEAD! :p), but it can be counter-argued that Nerubians, Demons, and the Cult of the Damned are all sort of "sub-races").

The Night Elf Sentinels are pretty much entirely Night Elves. What did Blizzard do to compensate for this (plausibly non-)issue? Basically introduced an extensive range of Beasts/Woodland Spirits into the Faction to flesh it out & provide differentiation.


A - Priestess of the Moon
Night Elf

I - Keeper of the Grove
Woodland...Dude?

A - Demon Hunter
Night Elf (and @ lvl6, Demon, technically)

A - Warden
Night Elf

Wisp
Woodland Spirit-thingy

Archer
Night Elf

Huntress
Night Elf

Ballista/Glaive Thrower
Mech (Night Elf construction)

Dryad
Woodland...Thing

Mountain Giant
Woodland...Thing

Druid of the Claw
Night Elf (and @ Master lvl, Beast, technically)

Hippogryph
Beast

Hippogryph Rider
Beast & Night Elf

Faerie Dragon
Beast (Emerald Dream)

Druid of the Talon
Night Elf (and @ Adept lvl, Beast, technically)

Chimaera
Beast

Incidentally, this is exactly what I have done in my Jungle Troll race (given the essential identity of Jungle Trolls as "Orcs + Night Elves", this makes sense); loads of creatures, mounted & otherwise, providing a colorful & differentiable backdrop to the otherwise-omnipresent TrollsTrollsTrolls. : )

(Dwarves I attempted to make an "Ironforge Alliance" out of, so a more proper Faction with 3 sub-Races... Forsaken are like Undead, so meh... Nerubians... Yeah, they're tricky. But whatevs.
Goblins have mechs, Pandarens have creatures, and Naga have... well Naga are pretty colorfully/culturally diverse as they are).

Those woodland spirits u say are forest allies of the night elves.Also wisp are dead night elven spirits.:goblin_good_job:
 
Level 9
Joined
Feb 13, 2013
Messages
480
Those woodland spirits u say are forest allies of the night elves.Also wisp are dead night elven spirits.:goblin_good_job:

Actually it hasn't been really confirmed that wisps are dead night elven spirits, those were just rumors :p --- > http://www.wowwiki.com/Wisp_(Warcraft_III)

Edit: Wa666r, just a suggestion but why not make an Argent Crusade race/faction map. It would be pretty interesting adding horde and alliance races in a single faction map. Also no one has tought of doing it yet ( IGuess ):D
 
Level 25
Joined
Feb 19, 2011
Messages
693
Actually it hasn't been really confirmed that wisps are dead night elven spirits, those were just rumors :p --- > http://www.wowwiki.com/Wisp_(Warcraft_III)

Edit: Wa666r, just a suggestion but why not make an Argent Crusade race/faction map. It would be pretty interesting adding horde and alliance races in a single faction map. Also no one has tought of doing it yet ( IGuess ):D

Honestly, I am not entirely sure what/who the Argent Crusade (Crusaders?) are. I always thought they were just some corrupted Scarlet Crusaders.
 
Level 16
Joined
May 25, 2004
Messages
1,192
Honestly, I am not entirely sure what/who the Argent Crusade (Crusaders?) are. I always thought they were just some corrupted Scarlet Crusaders.

Wowpedia said:
The Argent Crusade is an order of holy warriors formed from the union of the reformed Order of the Silver Hand and the Argent Dawn. Led by the paladin Tirion Fordring, the Argent Crusade was a major contributor to the successful campaign in Northrend that toppled the Lich King. As of the Shattering, they currently work to restore the Plaguelands of northern Lordaeron.
The Argent Crusade
 
Level 63
Joined
Jan 20, 2008
Messages
1,474
Oh? Take a look at the Night Elves, then; they are literally a one-race Faction (arguably so are Undead (they're all DEAD! :p), but it can be counter-argued that Nerubians, Demons, and the Cult of the Damned are all sort of "sub-races").

The Night Elf Sentinels are pretty much entirely Night Elves. What did Blizzard do to compensate for this (plausibly non-)issue? Basically introduced an extensive range of Beasts/Woodland Spirits into the Faction to flesh it out & provide differentiation.


A - Priestess of the Moon
Night Elf

I - Keeper of the Grove
Woodland...Dude?

A - Demon Hunter
Night Elf (and @ lvl6, Demon, technically)

A - Warden
Night Elf

Wisp
Woodland Spirit-thingy

Archer
Night Elf

Huntress
Night Elf

Ballista/Glaive Thrower
Mech (Night Elf construction)

Dryad
Woodland...Thing

Mountain Giant
Woodland...Thing

Druid of the Claw
Night Elf (and @ Master lvl, Beast, technically)

Hippogryph
Beast

Hippogryph Rider
Beast & Night Elf

Faerie Dragon
Beast (Emerald Dream)

Druid of the Talon
Night Elf (and @ Adept lvl, Beast, technically)

Chimaera
Beast

Incidentally, this is exactly what I have done in my Jungle Troll race (given the essential identity of Jungle Trolls as "Orcs + Night Elves", this makes sense); loads of creatures, mounted & otherwise, providing a colorful & differentiable backdrop to the otherwise-omnipresent TrollsTrollsTrolls. : )

(Dwarves I attempted to make an "Ironforge Alliance" out of, so a more proper Faction with 3 sub-Races... Forsaken are like Undead, so meh... Nerubians... Yeah, they're tricky. But whatevs.
Goblins have mechs, Pandarens have creatures, and Naga have... well Naga are pretty colorfully/culturally diverse as they are).

"Undead" do contain Undead Humans, Undead Orcs (some Liches were supposedly Ner'zhul's pals back in the Old Horde), Undead Elves, Undead Nerubians, and a Demon.

As for the "Night Elves", Dryads and Keepers of the Grove (children of Cenarius) are kinda a separate race from the Night Elves. Others are just a bunch of beasties from the forest.

The "Naga" have Mur'gul slaves and some beasties from the deep.

Also a side question; in what way to do you mean to "par" with other races? Do you mean in terms of gameplay (balance), or aesthetics or thematics?

I was talking more on the lore side.

Again, it's not that I'm against one-race factions. It's just that it is hard to have one race fill in all of the roles (Ranged, Flying, Siege, etc.) in a "lore-friendly" manner.

Anyways, let's not hijack this thread any further.
 
Level 16
Joined
May 25, 2004
Messages
1,192
Thanks for the info, but from the looks of it, it just looks like an assimilation of different major races with holy values (which I kinda over-killed with Scarlet Crusaders).
I never said to make one, that was someone else :)
I was just helping you get info since you knew the scarlet crusade. But Hojo has a point, if your going to make a custom race, and so many, why not make a balance map of all 4? This way its actually playable/balanced. Keep in mind before I go any farther into this, I have yet to fully review your maps, just in my experience, most custom race custom map makers don't take into account to balance that race with the original 4 races.

That being said, I would like to see your maps updated, so I can review them, and then also perhaps consider blending 4 races into one map. (Just a suggestion)
 
Level 25
Joined
Feb 19, 2011
Messages
693
I never said to make one, that was someone else :)
I was just helping you get info since you knew the scarlet crusade. But Hojo has a point, if your going to make a custom race, and so many, why not make a balance map of all 4? This way its actually playable/balanced. Keep in mind before I go any farther into this, I have yet to fully review your maps, just in my experience, most custom race custom map makers don't take into account to balance that race with the original 4 races.

That being said, I would like to see your maps updated, so I can review them, and then also perhaps consider blending 4 races into one map. (Just a suggestion)

Well thank you for helping me learn something more about the Warcraft universe. I'm actually not a big fan of WoW, so I don't know that much about anything passed WC3.

I actually do take into account the balance. I play multiple games against computers and make sure the make every tweak that I could. I am still working on updating on my maps that are heavily outdated (Lost Ones and Fel Horde) but I consider the other races fairly balanced on unit composition and power.
Though I must admit that I could really use human testers to give me reviews concerning the balance.

I will also say that the original 4 races are also not entirely balanced e.g. Overpowered Frpst Wyrms, Chimeras, Blade Master, and Mortar Teams. For this I want to express my freedom to make some aspects of my races slightly stronger and intense.

I have had an overwhelming amount of requests for blending my races into one map. I think I MIGHT try, but first I would very much like a custom 8-12 player map to go along with it.
 
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You are very good at creating custom races, I admire what you do, you have done dozens of times over what I have tried to accomplish for 4 years, completed a custom race, on a melee map. I know you probably don't want suggestions, but have you ever considered making a race for "The Light" the power that all paladins and holy followers follow, that type of thing? Other than that I can't express how great you are at this, If you ever need help let me know, I would be honored to assist you in any way I can :grin:
 
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how can you call the horde a race, how can the humans be called a race when they're a mix of dwarfs, humans and high elfs? Chill down. This is warcraft 3, here they are called races since that's what the game calls them.

Owned!!!

Also, youre going to make other races from other games like xelnaga or something?

You should do Forsaken or Forgotten for your next race. Cuz we love the old gods dont we?
 
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Level 47
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Ehhh. Honestly, who ever uses backpack? It's a simple thing to add, but there is just no practicality in it. I wish I knew the reasons xD

Hmm I see, Did you remove it form the standard races? other wise they have a huge advantage, being able to creep hunt nonstop.
Carrying extra Potions (HP/MP) comes to mind, also.
 
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Its used for item snatching in a urgent situation as in getting ninjad during creeping, if hero dies fast and item was dropped only destroying it remains to deny the enemy.
Can be either used to caravan items from an allied shop to your base, or from your base to the battlegroup, items like wands with usable charges or having an seemingly endless supply of ivory towers at hand come to mind here.
As another guy above hinted, allows you to farm down creep with 2 seperate groups whilst having only one hero(since he can be only at one location at a time) during rather early part of the game.
Another creative use is for baiting certain enemy into a trap, you show him one low unit carrying a high-value item, drop on the ground, then pickup and run towards setup with he coming after you.
TL;DR: Its important but research shouldnt have been on main-building, but rather on the shop itself.
 
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