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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. thedude97

    thedude97

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    Love your map. I just dont find the last treasure.
    I tracked the treasure maps till MapX, which says the treasure is in the pirates den and the x marks the spot but i havent found any x even if i went there with a torch. I also dug everything up. Any idea what i am doing wrong?

    Ps: i assumed the pirates den was the dungeon where the Admiral spawns
     
  2. Wark

    Wark

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    Yup, the pirate's den is where the "X" treasure be.
    If you're still having problems:
    It's in the water in the last room. You'll find an "x" there.

    For those wondering if I plan to update the map,
    I've mostly been playing Skyrim over the past few months, but have been making a list of bug reports.
    I plan to release a new version before Christmas this year, and possibly with another "treasure hunt."
     
    Last edited: Dec 5, 2018
  3. PartumCreed

    PartumCreed

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    This is my all-time favorite Warcraft III map.
     
  4. konradt

    konradt

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    Great map, superior to Founders in every technical way :) . It may feel weird that you have orcs and elves and undead, which dilutes the medieval atmosphere of FotN, but this is the only negative for me.

    Some problems I found:
    1. map is explored from the beginning - i can see the dungeons :/
    2. Some models (elves have human blacksmith) are weird
    3. Zeppelins are way too useful for their price. It's like 30 sec teleport. Throws things off.
    2. when the dog (dog whistle) has picked up some items and gets resummoned, the items disappear and the new dog's inventory is empty.

    But, on the whole, it is 10/10
     
  5. Wark

    Wark

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    I've been trying to figure out how to black out the dungeons for some time while still revealing the whole map.
    I never found a good solution for that.
    However, I do agree Zeppelins could use a price increase to make them more comparable to the requirements for mages and teleport scrolls.

    Dogs losing their inventory is surprising. If that's the case, there's something wrong there. I'll check it out.

    EDIT:
    Next update is out, will post the changelog tomorrow.
    Major update, added the Naga race with various other item and terrain changes.
    Fixed reported bugs. Happy New Year!
     
    Last edited: Dec 27, 2018
  6. Railto

    Railto

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    Wark what wc3 version is this map compatible with?
     
  7. Wark

    Wark

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    Ever since the changes, the updates to battle.net's platform, and the announcement of Warcraft: Reforged, this map will now always use the latest version of WC3.
    I plan to take it all the way into Reforged.
     
  8. konradt

    konradt

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    So, I tried bandit gameplay and it's great fun, but I have some remarks:

    1. I started building a base without enough resources to build the Thieves Hall (shop building) and I was stuck for 15 minutes because I couldn't otherwise make money through NPC towns. After choosing bandit path, they stop trading with me.

    2. After conquering a city, the endless spawn of guards and civilians quickly becomes redundant. The worst third world dictatorship cannot compare to life in my settlements :D. But really, it's silly.


    WC3ScrnShot_123018_005959_01.jpg WC3ScrnShot_123018_010008_02.jpg

    3. When hiring a shipwright or a Tinker hero I had to make a quick exfil with a zeppelin, not sure if that's how it is intended. Otherwise he won't leave the town alive.


    In GENERAL:
    4. In pub games people almost never declare wars on each other. Too risky, I guess, because acting as a conqueror turns you into a lightning rod. If you intend to encourage more conflicts, you may allow stronger defenses, or some kind of early game security, or impose a cost on maintaining large armies.

    5. It seems that mistakes early on are more painful than mistakes after you have a base. I once died on my way back to town with a backpack full of pelts, and I fell far behind. This could be discouraging to newbies.

    6. Demons at the demon gate just sit there and do nothing.

    7. Give more calamities, zombies are great!

    Good luck with the next version
     
  9. konradt

    konradt

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    By the way, what is Clan WTG? I googled it and nothing comes up :D
     
  10. Wark

    Wark

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    Clan WTG's just the online community I am a part of.
     
  11. Ardenaso

    Ardenaso

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    Haven't played in a long time (still saving for reforged) but will you make a "bandit neutral" that controls the spawning patrols/guards whenever a bandit controls a town/city?

    Also, will you also make a "deluxe" version that has more than 8 mb? Well nothing much would be different other than custom models/skins
     
  12. Anomolous Intent

    Anomolous Intent

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    Hi, I've been playing this a lot lately in single player mode and absolutely love. I've also been scanning this forum for comments regarding the frequent late-game crashes.

    With the regard to the AI being the most likely cause:

    Is it a pathfinding issue? You have quite narrow paths in some areas and travel time between bases is quite long, are the AIs consuming too many resources trying to plot a path? I know I've frequently found AI squads sat doing nothing in random areas, seemingly and it appears that some of their members have become stuck whilst trying to regroup.
    Would it be worth while reducing the population cap for the AI and giving them a boost in some other way to compensate? Perhaps a set of levelling 'not-self' auras on the hero to boost their 'now reduced' squad sizes? I'm thinking 2% attack damage/armour per hero level. It would simulate the way that bandits often rally around a powerful ,charismatic leader and often become significantly weaker once that leader is taken from them.

    Could it also be a target priority issue? AI squads in your map spend a lot more time wandering than AIs in melee maps. Is the AI repeatedly updating its target list and thereby constantly changing where its sending its units (thereby flooding the RAM with pathfinding requests).

    At any rate, it could be interesting to face smaller, tougher bandit squads (as much as love my huge army battles).

    Just some thoughts I've had regarding the issue, since you've said that you will be continually updating this project.

    Edit: So I've just had a series of crashes with no AIs present. All memory error related. I'd been running around with just my hero and a couple of thugs for a while (4 hours) and had just decided to start building a base and forces.

    Edit 2: I've just had a series of crashes playing through the guild hall route. Everything was fine while I was just fishing/farming/mining/cooking/alchemy, but when I started questing, everything bugged out. Is there an issue with the radiant system?

    I'm also starting to think that it might be related to the ranking system. Once bigger battles start, there are more ranked units dying and being trained. Are there too many for the map to handle?
     
    Last edited: Jan 11, 2019
  13. Wark

    Wark

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    You know, it has come to a point of balancing things out.
    As for the demons not attacking anything though, I can't seem to replicate that bug for some reason...
    As for the random crash, can you tell me what exactly was happening at the time?
    And, where there any zombie hordes on the map at any point?

    Anyways, after discussing it with others, the next update may include:
    • A "no flying unit" game mode. I know flying units can be an issue sometimes, so that can be an option.
    • I also may change bandits to be unable to take over towns. To compensate, I'll try to make the "Spy" units more effective/enticing to use, and bandits can "decap" towns from other players.
    • The hero techtree is kind of underpowered. To balance it out with changes to bandit mechanics, I may just make racial techtrees a little more expensive so they can't build up as fast (like, more expensive structures, upgrades, and/or units).
    • In addition, to make boss fights less of a unit spam, I'll change damage types of bosses to do more damage to units and less damage to Heroes.
    What do you guys think?
     
  14. Anomolous Intent

    Anomolous Intent

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    I wanted to check whether the ranking system was at fault and, not being a particularly prolific coder, I simply went through your map and removed any triggers/abilities/buffs/variables that referenced ranks to see how long I could run the game for before it crashed.

    It just crashed, so, unless I've missed some part of the ranking system when I went through cutting it, its not the ranking system. So I think I'm going to redownload 1.85 to restore ranking.

    My crash happened several in game days after the bloodmoon event. There were hordes of zombies all over the map that couldn't be cleared by myself, the AIs or the patrolling soldiers. I didn't have a chance to use 'iseedeadpeople' to check how many zombies there were, but given how many I could already see, I assume it was a lot.

    I was playing a Guildhall playthrough and had built a vault shortly before triggering bloodmoon.

    I had 7 AIs, 2 had been defeated, 1 by another AI and 1 by a zombie swarm.

    I don't know if it makes any difference, but my base was on the island SW of the mainland. I've been using this base a lot recently, could the AI be trying and failing to path there?

    Edit: Just made it through Bloodmoon without crashing. Though I did, quite significantly, buff the 'Sunlight' aura to kill off all the Zombies after the night.
     
    Last edited: Jan 14, 2019
  15. Wark

    Wark

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    Ah. You were on an island with bandit AI.
    Was that for the previous map as well? Yes, there is no pathing through the water for the bandit AI.
     
  16. Jared

    Jared

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    Anyone know where the murloc effigies are located I just found the Naga temple so where are the murloc's found?????
     
  17. Graflar

    Graflar

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    You have a chance to fish up murlocs with a fishing rod. They drop the effigies.

    Edit: Make sure you have the quest first otherwise they wont drop them.
     
  18. Jared

    Jared

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    Oh now I feel dumb
     
  19. Jared

    Jared

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    Thanks for the help!
     
  20. Akamos

    Akamos

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    Checking back after months, the progress is staggering great job! I saw a new event as a demon invasion in the changelog, how do I start it and what does it do?

    Alright I found how to start it, however the demons seem to stay where they are. When should we expect a fix for this?
     
    Last edited: Feb 10, 2019