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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Northrend Bound v1.85

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

Requires the latest version of Warcraft 3: The Frozen Throne

  • 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:
    Pending
    _______________________________________________________________

  • 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.
    • Version 1.85: Skeletal pirates now roam and attack bases. Worn Chain and Bandit Leather can now be used for crafting tier 2 armor. Buffed Nimble Gloves. Increased boss hit points while reducing some of their spell damage. New craftable accessory: Safeguard Amulet. Buffed tentacles. Fixed the item duping bug. Increased zeppelin cost. Increased Bloodmoon cost. Added the Naga, which becomes unlockable through a quest (hint: requires fishing). Added some reefs and shallow waters for possible aquatic bases.

    _______________________________________________________________

  • 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 v1.85 (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. Wark

    Wark

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    I was using the base Doom ability, and for some reason it reacts poorly to anything with the "creep" race. Try it out yourself on a melee map, you'll see you can't use a Pit Lord's doom on any creep above level 5.
    I am thinking about making a custom "Doom" ability because of it.
    As for it getting kicked out of dungeons, that means I forgot it in the exceptions list for that trigger.

    I think I've got Molly triggered to auto-cast Frenzy when she gets attacked for both the summoned version and the animal version.

    I'll give it away: The second spot for the buried treasure is literally next to a stump on a hill on an island.

    And oops, the tooltip for the naval battery is the same as the summoned naval battery.
     
  2. cleavinghammer

    cleavinghammer

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    ^ Yes, but is the stump next to a tree that you have to kill in order to land a hero with a shovel?
     
  3. Wark

    Wark

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    Nope, it is not. It's just at the highest point of the western island. There are no trees next to it.
     
  4. cleavinghammer

    cleavinghammer

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    Yeah, I got it (although now I'm stuck digging near the fishing spot at the very northern edge of the map and getting nothing). You might want to remove the stump from the tiny chunk of land on the southwest side of the west island.

    The dog whistle achievement is unclickable, saying you need to summon it 20 times.
     
  5. Leongstern

    Leongstern

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    Agree
     
  6. Ardenaso

    Ardenaso

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    Nice update. Hoping to see an AoS of bandit-controlled city/towns vs. townsfolk soon if possible :p
     
  7. Wark

    Wark

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    Something like that will have to wait for WC3 patch 1.29. That way I can expand the ocean content and add more things! (objects on the map are currently at maximum)
     
  8. Wenarex

    Wenarex

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    Played this map in vershion, like, idk, 1.16 or smth like that. It was pretty challenging to play against AI-bandits, but now they cant do literally nothing. I suggest you should buff them, like, A LOT. Maybe strong aura item for heroes, or just buff for every unit and building, like +50% hp and damage for insane AI, less hp and damage for weaker AI, smth like that. Also they dont attack quarries. I think AI-opponents very intresting and rare mechanic on custom map.
    Also, i think air units now too strong. Most AOE magic dont hit them, and griffins for example, can have around 700 hp. There is no need to build smth except air units, you can annihilate everything with only them. And guild-players cant do nothing with air units. I suggest you should nerf air units, or make them cost more money/limit
    Also during Blood Moon mobs just go to start town(west), dont see anything and dont attack player bases. Event is great, but i think it should be harder, longer and zombies must be a little smarter during Blood Moon :)

    Btw, very great map, waiting every update. Thanks for your hard work :)
     
  9. Wark

    Wark

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    I do agree that I *might* have overclocked air units when adjusting unit health to balance out heroes.
    I'll probably make them more vulnerable to piercing damage and slightly decrease health to make archers
    or towers the bane of their existence.

    As for current AI difficulty, this may be due to a mistake on my part to fix a reputation bug.
    I think it unwittingly nerfed AI income for killing enemy units. Either way, hard mode still exists for those that dare!
    You can check game modes and commands by typing "-help" in game.

    As for smart zombies... that'd be crazy! I could tweak the AI script for roaming dead and see what happens...
     
  10. cleavinghammer

    cleavinghammer

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    I dunno about them being stupid, I had a bunch of zombies turn up a few days after the Blood Moon on a camp (in hero mode), despite it being out in the middle of nowhere.
     
  11. Wenarex

    Wenarex

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    Maybe its idea for another event, with smart demon invaiders or something like that, but zombies clearly need some more aggression, because, as i said, they ignore anything and go to west town if you dont kill them(i mean everu separate zombie). After ressurection they usually try kill you, but its still strange.
     
    Last edited: Mar 3, 2018
  12. Ardenaso

    Ardenaso

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    Sometimes I'm wondering why people in Port Sledge haven't evacuated yet
     
  13. Wark

    Wark

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    Version 1.61 involves ALOT of AI changes across the board, weapon rebalancing, an air unit nerf, and the addition of radiant quests to the Heralds.
    One of the more intricate updates. Details are in the changelog. (Also, expect yet another hidden boss and/or event)

    EDIT: It's still only really good for 1 AI player. You have been warned!
     
    Last edited: Mar 5, 2018
  14. SlumberTurtle

    SlumberTurtle

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    "easy," "medium" or "insane" AI.

    Which difficulty of these 3 is at the same level of difficulty as before the change?
     
  15. Wark

    Wark

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    I would say "Easy" before fixes to the bandit economy, "Medium" otherwise. "Insane" is just that - pretty insane.

    The AI crashing with more than 1 computer player after 2+ hours of gameplay is really thwartin' my plans.
    I think I'll release another patch shortly and completely restructure AI bandits to have less structures, and maybe make them use Zeppelins to reach island bases. (sky pirates :O)
     
    Last edited: Mar 6, 2018
  16. monkeyboy15

    monkeyboy15

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    Insane? pfffftttt what a joke
     
  17. Xeryxoz

    Xeryxoz

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    I have a major bug which I wish to report. Both hilarious and game-breaking. Essentially, it all started as a conga line of many, many, MANY travelers - which I've traced the existence of from "Raise Undead" from the obelisk. Essentially, your trigger tracks when ever a unit dies of the type civilian or traveler, they would have to be replaced. However, when they are raised through the obelisk that you pay many resources for.... well, lets just say you get the following:

    Imgur

    And yes, this is in the most recent version of the map :D please fix this
     
  18. Wark

    Wark

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    Oh damn. Is that the shrine of resurrection thingy? I have got to try this.

    EDIT:
    Haha, that's hilarious! I managed to get an army of over 200 Soldiers on my try.
    The bandits didn't stand a chance against the patrols.
    Anywho, I know how to fix this, although this sort of thing would never occur to me when playing solo.
    Thanks for the report!
     
    Last edited: Mar 12, 2018
  19. sunabokori

    sunabokori

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    keep doing good job man, your efforts are a beacon in a dark sea of heretical -AI Empty- maps
     
  20. Ardenaso

    Ardenaso

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    Raw meat says it sells high in south when it actually sells high in east. Ore locations does not ping the iron ore at the south island. Shipyard locations ping the Smugglers Den at the west/does not ping the Smugglers Den at the north. Could you make AI red's base a recommended base location? Also, could you make quests not spawn in base locations? It gets annoying when quests spawn in your base or spawn in AI insane's base.