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Northrend Bound v1.84

Submitted by Wark
This bundle is marked as approved. It works and satisfies the submission rules.
Northrend Bound
Brought to you by: Wark

The old kingdom has fallen into disarray.
It is broken and divided, but not all is lost.
The people seek a new leader to face the trials of the North.
Will you rise to the cause?
There will be many challenges and choices. Allies and enemies.
To be a tyrant or a hero, the decision is yours.



Need info? Check out this item reference chart by Insanity_AI:
Northrend Bound Spreadsheets

Open source version found here:
[Miscellanous / Other] - Northrend Bound: v1.84 Open Source


  • Introduction:
    Northrend Bound is a strategy-RPG game.
    It is based in an alternate Warcraft universe where something happened to the human kingdom of Northrend.
    You are a lowly wanderer (of varying races) determined to become the next king. How you do it? That's completely up to you.
    My goal is to make something that's as fun as possible, with many different ways to go about playing the game.

    Synopsis:
    The old kingdom is all but gone.
    A decade ago, dark magic washed over these lands and exacted a terrible price.
    The forests, are dying.
    The mountains, are in perpetual frost.
    The animals become more aggressive day by day.
    Undead roam the coasts,
    and the Queen has shut out her people. She hasn't been seen since that day.
    What do you hope to accomplish, wanderer?

    Features include but are not limited to:

    • Single player OR co-op OR free-for-all. Can add computer players.
    • Hunting, fishing, mining, farming, lumber gathering, digging, trading, base building
    • Crafting with over 200 items
    • Multiple ways to develop your characters
    • "QWER - DFG" hotkeys for skills
    • "-help" and other in-game commands with game modes
    • Kick-ass backpack system
    • Semi-balanced races; they have strengths and weaknesses
    • Unit ranking system
    • Morality system based on reputation with the townsfolk
    • Naval combat
    • Espionage through direct and indirect means
    • A focus on town building, hero development, or a combination of the two
    • Different ways to win: conquest victory (destroy all other players or capture all towns), heroic victory (kill all bosses), economic victory (have "x" gold, players vote)
    _______________________________________________________________

  • To pick your race:
    Select your race at the start the game!
    Human: (starting stats: 8 Str, 8 Agi, 8 Int)
    - Round-all race, armored infantry, strong casters, no air units, more diplomatic options

    Orc: (starting stats: 9 Str, 8 Agi, 7 Int)
    - Units have higher health and damage, but cost more food. Better at conventional warfare. Upgrades make units level up faster (more experience in battle)

    Undead: (starting stats: 8 Str, 7 Agi, 9 Int)
    - Weaker yet cheaper units, more options to harass players.

    Elf: (starting stats: 7 Str, 9 Agi, 8 Int)
    - Units have less armor but are more mobile. Ideal for hit and run tactics. Significant advantages at night.

    Dwarf: (starting stats: 9 Str, 7 Agi, 8 Int)
    - Units are more costly, but more hardy. More mechanical and siege units available.


    Unit Counters:
    Different units will prove much more effective against their counters.
    It's like rock-paper-scissors-water-dynamite:

    - Cavalry are good at rushing infantry, archers, and siege units
    - Polearm units impale cavalry units
    - Archers and towers can pick off polearm units, flying units and casters
    - Infantry with shields slaughter archers and are good fodder to siege base towers . . . if they can get close!
    - Casters generally counter infantry, but are better used as support.
    - Siege units demolish buildings and have no counters to their damage type, but are slow and vulnerable . . . usually
    - Air units are strong against most ground units, except archers or towers
    - Battleships demolish ground units, buildings and other ships
    - Frigates destroy air units


    Example Starting Strategies:
    1) Start as a hunter, build a tent somewhere for a "lumber base", hire some Thugs from a tavern to harvest your lumber, go hunting for gold, build up from there.

    2) Start as a fisherman, find a fisherman's guild for a shovel, go to the corner of the map somewhere, dig and fish for gold, sell accumulated riches, buy lumber, start a base.

    3) Say sod building, talk to villagers, gain the "silver tongue" achievement, trade goods between markets for gold, gear up, go do dungeon quests to level up, kill armies with your hero.

    _______________________________________________________________

  • The current progress of the map is as follows:

    Dungeons: 100%
    Lore: 99%
    Races: 100%
    Terrain: 100%

    Systems: 98%
    Tutorial: 100%
    Unit Data: 100%


    To Do:
    - Introduction and ending cinematics
    - Add info on elites and bosses

    Deadline for next update:
    December 25, 2018
    _______________________________________________________________

  • Map Release: August 25, 2017 (version 1.0)
    • Version 1.68: Conquest victory through controlling neutral towns now has a 4 minute timer so other players can react. Adjusted some spell mana costs. Corrected some in game messages. Moved around some lore objects to make them more visible (bottles, signs, graves, books, and spirits).
    • Version 1.69: Updated colour schemes for the lastest version of WC3. Made some minor terrain palette changes. Did prepwork for a major ocean/calamity event update.
    • Version 1.74: Increased player limit to 12. Adjusted zombie AI drastically. Fixed the multiboard and added a clock. Changed the UI to something more appropriate. Added a "-friend" game mode so all players can start off allied. Magic offhands can now be combined. Fixed bugs with game modes. Fixed a zombie problem. Fixed player numbers for dug up units. Fixed a problem with bosses and defeat.
    • Version 1.75: Pickaxes now deal double damage to structures and can mine ores from deposits. Axes now can chop trees. Fixed some text in quest dialogues. Added the Demon Invasion calamity. Added the Nature's Wrath miracle. Items can now stack in full inventories (does not apply to buying items), and right clicking stacks now split them equally. Computer players will now have different scripting and random start locations.
    • Version 1.76: Fixed a bug with despawning the Shrine of Chaos. Turtles no longer give bounty. Fixed a bug with the 3 moons key.
    • Version 1.79: Changes to lighting and map limits! Player limits will be reduced to 8 once again, and the file size will be maintained at below 8 MB. Changed the Cavalry Charge ability for some cavalry type units. Vaults now provide 6 food for the Hero techtree. Reduced experience scaling from crafting. Buffed Fenris. Touched up some terrain. Fixed some lighting. Tweaked again for backwards compatibility.
    • Version 1.80: Bug fixes for the dungeon entrances.

    • Version 1.82: Summoned unit and content update! Added a new mercenary camp in the south by the ruined village. Reverted lighting back to normal, for now. Buffed Tinker summons and removed the bomb ability. Increased tree health and regrowth rates. The backpack now has a toggle option to force summoned units to follow the Hero that summoned them. Changed the AI script completely for the Forces of Chaos. Removed animals that spawn in base locations. Adjusted the formulas for item market values to have a longer recovery time. Added inventory to Orc units. Fixed the "Green Thumb" perk. Added a Troll Hero to the Frost Gate mercenary camp. Limited Dry Docks to 2 and Naval Batteries to 5 per player. Fixed a graphical glitch with green stuff everywhere. Zombies now decay in sunlight during the day.
    • Version 1.84: Hotfixes to the blood moon event, Gnoll Poacher, and troll arena. Tweaked summons AI a bit and limited zombie populations. Added the "-give" command to give selected units to different player numbers.

    _______________________________________________________________

  • The custom models and icons in this map are not my own.
    A special thanks to the following people for making some awesome models and icons, or otherwise helping me in the making of this map:

    - Special Thanks -
    monkeyboy15, for testing my map
    TC_Firestar, for the shoulderpads
    steamgirl.arisu, for the loading screen
    ShadeGabriel and Sifonseal, for the inspiration
    Insanity_AI, for his spreadsheet

    - Coding Help -
    Maker, Laercio, ColdBone, NFWar, Paladon, Svetli, Spinnaker, Fruit Forest, Bribe

    - Models and Icons-
    Sin'dorei300, Sunchips, Blood Raven, AndrewOverload519, Wandering Soul, skrab, Ket, communist_orc, Illidan(Evil)X, HerrDave, Minimage, Ergius, CRAZYRUSSIAN, HappyTauren, graystuff111, Mythic, LoDown, !!GORO!!, Stanakin, Ujimasa Hojo, Kitabatake, Muoteck, JollyD, Eagle XI, Mr.Goblin, Elenai, Direfury, Tranquil, General Frank, -Grendel, epsilon, Tenebrae, Kuhneghetz, Laercio, CoLd Bon3, KILLCIDE, Em!, ~Nightmare, San, inhuman89, Mr. Bob, Deolrin, darkdeathknight, Lockheart, The Weird Human, stan0033, 00110000, Chriz, Uncle Fester and Blizzard Entertainment
    _______________________________________________________________

  • Previews:
    See below for samples of gameplay, terrain, and features!


    _______________________________________________________________
Previews
Contents

Northrend Bound v1.84 (Map)

Reviews
deepstrasz
Avoid playing music through the sound channel. Use the other Play Music trigger. And stop playing it every time the day/night starts or does it just play from time to time? Why fade to black and out when night/rain comes? Did you credit the original...
  1. Mr.Kim

    Mr.Kim

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    This map seems like Founders of the north!
    I love this type of maps
     
  2. PhucTH

    PhucTH

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    Tried your map. Great work. Thank for an amazing map. Here some suggestions.
    1/The fact that you have multiple race in an LoAP map is quite fun. But can you let player pick race when we are in game. That make thing easier.
    2/Show the advantage and disadvantage of each race when pick races. Such as difference in stats, suitable jobs, etc. Like when you have Dwarf with good Drafting or mining.
    3/Change Orc's model. Orc race has the same model with human race? Is it because you 're lack of models? If it is, you can ask for help from Hiveworkshop''s community.
    4/You said is made base on Warcraft universe. So exactly, which timeline it based on? Burning Crusade, Wrath of the Lich King, Cataclysm.... And do you aware of the fact that Lich King and Old God is resident in Northern as well? There many things you need to do before your map can truly become somewhat Lore related.
    5/You don't need to add the whole troops tech from WarIII, only a few race specific unit from each race is enough, like Ghoul and Necromancer of Undead, Archer and Druid of Night Elf, Footman and Priest of Human, Grunt and Shaman of Orc. Focus on custom unit. Aslo, heroes is not necessary. The hero we got from the beginning is enough. You may try allow a class pick for varity
     
  3. Wark

    Wark

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    No, the Orc doesn't have the same model as the humans. Something's not right there. I do have a custom model for it. I'll double check the unit data.

    As for the universe, I simply want to make my own lore, but with Warcraft creatures and races. It is not related at all to the original timelines.

    I definitely plan to have more options to pick your race and starting gear. It'll be in a future update.
    Racial units, however looking similar, function very differently ;)

    That does exist! Your weapon and stat selection determines your "class." You can gain achievements to become more proficient at a job. For example: if you fish a lot, your chance to catch a fish increases.

    EDIT:
    If you pick "random" on the map screen, it's the dwarf race. You pick your race before the map begins.
    I guess I should add a diagram or explanation about this and unit counters.
     
    Last edited: Aug 26, 2017
  4. andrejoss

    andrejoss

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    May i ask what are the keys used for ? so far i have two, one is the iron key and one is from the dungeon that has that big tree and a lot of faeries in it
     
  5. Wark

    Wark

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    I won't spoil it for you. Once you're powerful enough to progress deep into the dungeon, you'll find out what they do :D
    Else, you can just sell them for gold.
     
  6. deepstrasz

    deepstrasz

    Map Reviewer

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    Avoid playing music through the sound channel. Use the other Play Music trigger. And stop playing it every time the day/night starts or does it just play from time to time? Why fade to black and out when night/rain comes?
    Did you credit the original Founders of the North creator? You could add a link too. I kind of guess, it's more than inspiration?
    The Well starts regenerating while it is being built.

    It is rather complex and holds true to the original.

    Approved.
     
  7. Wark

    Wark

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    There's some things that happen when the game transitions between night and day. The fade in/out hides some units disappearing and reappearing for the most part.
    Of course I credited the original creators. All of the trigger, terrain and object data are my own creation, of which was inspired greatly from FotN.

    So, why is "Sound - Play Music" favored over "Sound - Play Music Theme?"
    And, well, for the well, I guess I could put a trigger in that gives the regen abilities after it is constructed.
    It makes sense.
     
    Last edited: Aug 27, 2017
  8. deepstrasz

    deepstrasz

    Map Reviewer

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    I mentioned why: one of them plays the music through the sound channel (you can stop it by shutting the sound channel off using for instance CTRL+S). It should play through the music channel.
     
  9. Wark

    Wark

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    Hm, OK.
    I'll have to test how I can control the music through the music channel, then. I have it playing that theme at night to give a sort of ambience.
    If the fade in is too much, I can reduce it.
    Any thoughts on the way heroes or techtrees work? I'm starting to feel early game's a bit slow, and am wanting to improve everything.
     
  10. deepstrasz

    deepstrasz

    Map Reviewer

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    Well, it's a simulator type of game. It shouldn't be too fast. You could decrease the build time if that would make it better in some way. It gets faster after you play it a couple of times. Another thing is the distance between places you have to reach but that is part of the immersion.
     
  11. Wark

    Wark

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    I mean like, in terms of starting units, items and structures. Also, the way races are selected doesn't seem intuitive.
    Do you think a dialog box for each individual player to pick what they start with would be better?
    Any thoughts on tier 1 units other than the generic "thug?"
     
  12. deepstrasz

    deepstrasz

    Map Reviewer

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    Definitely.
    Just make sure players don't die eaten by wild animals form the start :)
    Well, the Thug is used for many things. I guess one type of miner is enough and it can also become something else. I see it fair this way, not being able to train multiple unit types like in Warcraft right from the early game. However, I could suggest being able to, uhm, turn Thugs either ranged or melee for ease of fighting in narrow places.
    From what I've seen, there's no defense in the early game rather than walls and the Thugs. There are no towers. I think this is OK like this because otherwise it would make the player focus more on few units.
     
  13. Wark

    Wark

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    Perfect, thank you for the feedback. I'll see what other players have to say!
     
  14. Saito

    Saito

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    A little bit about the bugs I've noticed in the map.
    At first, and what hurts me the most: When you have Soul Reaper weapon and Arcane Orb, using the mirror image deletes main weapon's abilities. I've noticed this happens only when you're using Soul Reaper as a main weapon and it quite destroys the combo.
    Also you can use sanctions only when you're human. Is that planned? You really should add somewhere information of each race's pros and cons.
    And barn says you can train horses, but you cannot, you terrible liar! I hope that will change soon!

    And a little bit of feedback about the map:
    Right now, it seems pretty good, butts. While the balance seems to be good, the aura items sold by traveling merchants are way too cheap as for their power. You could also limit heroes to having only one of those, because if your hero acts just like an aura conduit for your army, you're able to defeat almost anyone. Also the rifleman piercing shot ability seems a little bit too powerful, but I did not check carefully how does it work. If you'd limit the number of additional targets to 1, that would be fine, but they might be able to defeat entire armies without any problems just by shooting at the frontline. Unless they're limited with range too :p
    There's definetly too little of dungeoneering and I think that there should be tactics for making a "hero", without building a great settlement.
    The fact that you can eaisly die at the beginning of the game and lose this way is pretty annoying too.
    And the animations. As far as I remember the models you've brought as heroes do have more animations for attacks and stuff you just need to add the prefixes. It looks really funny when that elf guy swings his musket to shoot at enemy :p
    In overall, this map makes a great replacement for FotN and I hope you'll continue to make it great, for it really lacks dungeoneering and bossfighting now!

    EDIT:
    You lose all your abilities from items when the mirror image expires.
     
    Last edited: Aug 27, 2017
  15. Wark

    Wark

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    I thought I had that bug fixed. There's something weird that happens with mirror images because of how I have heroes changing abilities.
    I'll look into it.
    Since when do barns say they train horses o_O I know inns train horses. Hmm.

    For racial information, I sort of have it on the town hall descriptions... but you don't really see that until like, mid game.
    I am going to make it much more apparent next update, with more starting options. (race descriptions, weapon selection)

    I have MUCH more planned in terms of dungeon stuff and quests in general so that you can focus solely on your hero.
    As of now, the dungeon quests are all I've got set up. Expect bounties, raiding quests, and boss fights in the future!

    If a hero's using a bunch of aura items, then that'll make them quite vulnerable without other accessories/armor/weapons.
    I may make those items more expensive.

    Yea, the rifleman's piercing shot has a range limit, and only hits an additional 1 target for 75% damage.

    The animations for ranged weapons are difficult. The models themselves have a set of "attack" animations, which defaults to that on each attack. I could force ranged heroes with crossbows or muskets to use "spell throw" with triggers, but I am not sure how ... messy that may be.
     
    Last edited: Aug 27, 2017
  16. SoulStealer

    SoulStealer

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    A remake of FOTN,FOTN has been my favorite map for a long time,Let's try yours now.:)
     
  17. PhucTH

    PhucTH

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    I understand that. I mean if you can let us pick race when we start the game, that will be easier since we are custom to it.

    Add some events. ETC: Dead Rising, invasion from others countries...
    You can make some dungeon based on Warcraft Lore.
    Right now, we mostly focus on Dungeon and War on land. The sea is mostly useless except for fishing. Make use of it.
     
  18. Ardenaso

    Ardenaso

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    I see this game has a great start for a 1.00; though I have beef with bears, their bash is like 80% chance!

    I want to capture towns again like in FotN. Also, to conquer cities, do I have to set my reputation to very low?
     
  19. Wark

    Wark

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    I haven't implemented that yet. I plan to make it a feature related to reputation.
    It'll likely have something to do with defeating a town's leader to conquer said town in the future.
    And yea, them bears heh. It's actually a 33% chance. They aren't meant to be easy prey.

    Oh, I plan to. So far naval units are working as intended. Expect pirates, NPC merchant ships open for raiding, and at least one naval-based boss in the future. As for when? 1-man crew, here. It'll take some time.
     
    Last edited: Aug 28, 2017