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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. Ardenaso

    Ardenaso

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    Hope to see this in Reforged, most custom models can be easily replaced by new models from Reforged
     
  2. Xeryxoz

    Xeryxoz

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    So, I was surfing the web a little while ago, and I came across something quite peculiar - Nostalgic even!
    Due to feeling great deals of hype, I felt obliged to share this work of art.



    <∽ Grand Magus Matal ∼>
    [​IMG]
     
  3. Ardenaso

    Ardenaso

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    I really wish the Guild allows you to summon the two racial heroes and Tinker, considering that the three empty icons below look like they're made for them
     
  4. Inseer

    Inseer

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    Hi there! I love this map so much! If you don't mind me saying, there is something I would like to add about important balance matters i think this map deserves:

    1. Main hero Agility builds really needs a buff.
    2. Bandits really needs a buff

    Let me make some simple maths for you here about why I am saying this:
    - Agility: Every point of agility grants +1% evasion and +1% chance to critical hit (double damage) (and 1 ms)
    - Strenght: Every point of Strength grants +o.5 damage points and +10 hp (and 0.5 health regen)
    - Inteligence: Every point of Inteligence grants +1% resistance to magic (+10 mana and 0.5 mana regen)

    This means that in overall, if every hero start with 10 points of Agi, Str and Int and decide to max one of them, they get something like (after weapons and armor):
    - Max Agi: +50% overall damage and total of 250% health against physical attacks (still poor against spell nukes)
    - Max Int: total of 250% health against spell attacks (no bonus damage and no bonus health against physical attacks, but ranged nukers don't need this)
    - Max Str: +50% overall damage and total of 225% health against BOTH physical and spell attacks (+the regen)
    (I am not considering other items that provide bonus stats)

    Hybrid builds:
    - If someone decides to go a balanced build they get about +40% damage, and total of 166% health (agaisnt both physical and spells) and poor spells.
    - If someone decides to go Agi and Str, they get about +50% damage, total 250% Health against physical and 162.5% health against spells
    - If someone decides to go Str and Int, they get about +25% damage, 250% HP agaings spells and 162% against physical
    - if someone decides to go Agi and Int, they get about +25% damage, 150% HP against both spells and physical

    As you can see, when it comes to brute force/damage the Str builds are overpowering the other builds
    The only downside of strength builds is that they are not high mobile and don't have ranged attacks other than their nukes

    The only builds that match the Melle Strength ones are the ranged Inteligence ones that provide nukes and control.

    Inteligence builds with the walking stick are incredibly powerfull right now, because the walking stick grants blink and a series of nukes/control if using a orb at offhand (my prefered is air and holy orb, because I can both cure and nuke from very great distances since I can easilly blink in and out). Just by using it against bots, for example, I am able to destroy the entire Bantit army only using my main hero (and a spy to give vision of area, principally at night)

    - Melle inteligence builds are lacking and can improve too (because of all the physical damage they need to suffer in order to play their melle damage)

    - Agility builds, however, are the ones that most easilly die even to the very first spell nukes (such as area damage from shockwave, or even simply focused hammer throws) - and because of how random can be the evasion of a hero, an agility hero can both withstand waaay a lot of damage/time in a fight (meaning it will take more damage from spells/cooldown), or die easilly with a few blows, making it, even with all its buffs, still unpredictable and inefficient, and always forcing the player to keep and eye on saving his hero in a big fight (instead of micro managing other units)
    - Agility melle builds then lack even more because the nature of their skills.

    So, if you want any suggestions, my suggestions are:
    - For Bandits you can add things such as more stealth, poison, teleportations between Hideouts and regen to fit their role as more shaddy evasive individuals that rely on "guerrilla" fights.

    - For Heroes, remove blink from Int ranged Builds/weapons and add it to Agility Melee builds
    - Give Spell resistance to Agility points too.
    - For Melee Int builds, make skills take in consideration some of the points in Strength and/or Agility too.
    - You might also want to add an automatic 1 point of every stat for every 10 levels (or 1 point of all stats for every 10 stats in one certain stat).

    If you apply this suggestions, Agility heroes will indeed become more reliable solo assassins; Strenght Heroes will still remain the stallwarts/supports to their troops that they are; and Int Heroes will still be great support/utility, however now properly nerfed as heroes that require good positioning (instead of blink abusing them as solo mass murderers).
    Also, Agility builds will never be really op since the nature of their skills (most are not area damage) and they still get the most of their efficiency only when getting at latter levels (50+ with other items that provide agility too) - while Strength and Inteligence builds still provide a more reliable health growth or mana for early game spells and control.
     
    Last edited: Sep 16, 2020
  5. Inseer

    Inseer

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    Hi there again! If you don't mind, I would like to add some more contribution about some gameplay issues.

    - Cooking and alcheming take too long and require the player to keep pressing a single buttom for way too long in order to mass produce (time they could be using to chat or micromanage other things)
    - Empty vial requirement makes alchemy recipes way too hard to produce to offset the time and effort put into making them. (alchemy itself is way too time and focus consuming to offset the effort and money put into it)

    Suggestions:
    - Reduce cooking and alchemy recipes cooldown from the cooking stand and allow the recipes to autocast;
    - Remove empty vial requirement OR greatly increase the number of alchemical solutions (production) from a single vial usage.

    I also think that cooking food and creating alchemy recipes before selling should make the goods value more (and not less as it is right now), and 12.5% of its total buy cost should apply to East and South markets, while 50% to North Market (as it already is with all other non consumable items).

    Other ideas/sugestions:
    Maybe you could add a new profession "inn manager", in which the player can build an inn/restaurant that automatically sells stored food to villagers that pass through nearby (1 food per villager, each villager have a cooldown) and collects a small amount of gold (without food requirement). The player themselves can also play a "food delivery" role in which they sell cooked food and drinks manually and directly to the villagers (without the inn requirement).
     
    Last edited: Sep 16, 2020
  6. Inseer

    Inseer

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    Hi there again! I went a little ahead and after some testing, I applied some of the changes I listed above on the map I play myself. If you guys allow me, I would like to share here, in case anyone else find it interesting.

    @Wark , please feel free to add these changes to the next official update release of the map if you want. (I would appreciate receiving a little credit for my contribution (as Inseerlink) if that is the case ^^)

    Balance updates applied:

    Main Changes:

    Agility Heroes are now a thing!
    - Agility stats grant spell resistance (just as Int stats);
    - Agility stats grant attackspeed once again (o.o1 per level);
    - Starting Heroes get 1.2 bonus Stat of Int, Str and Agi every 10 levels; different races have different distribution (for example, Orcs get 1.6 Str, 1.2 Agi and 0.8 Int); Total of 18 Distributed Points of Stats at max level (6 of each) (Affects only main heroes/founders);
    - Agility and Int grant their evasion/resistance in a manner that always add effective 2% of hero max hp as health against physical/spell attacks per Stat point.

    Chemistry is now a thing!
    - Removed the water and empty vial requirements from alchemy and cook recipes;
    - Increased the number of alchemy solutions by 3 for each brew, and reduced their price accordingly (times 3);
    - Greatly reduced the cooldown from cooking and alchemy recipes (removed);
    - Changed Alchemy recipe requirements from Medicinal Powder to Ginseng;
    - Made the total of Cooked goods and Alchemy solutions worth a total of 10% more gold than the goods original price;
    - Applied the bonus local money from sold items from Cooked goods and Alchemy solution goods to NORTH market (all worth 50% of total buy price);
    - The South Market (isle city) no longer get bonuses from alchemical solutions;
    - Improved the "Baker Terbakar" perk to equally affect recipes that reward multiple items (more items per cook and brew);
    - Bombs no longer need strings;
    - Molotov coctail no longer needs sulfur;
    - Changed texts to reflect the changes applied to alchemy recipes.

    Farming, using the land better:
    - Weath and Corn seeds max market stack from 6 to 12, resplenish time from 15 to 5.

    Version 1.85a - Hotfix
    - Updated text to reflect that cooked and alchemical goods now apply their bonus price only at the North;
    - Agility and Inteligence info panel now shows information properly.

    Version 1.85b - Who Buffed the Buff?
    - Seeds now are purchased in packs of 5 (price of pack of seeds adjusted proportionally);- Water from the well resplenish time from 30s to 5s;
    - Removed Meat from North Market and added it to East Market;
    - Removed Medicinal Powder bonus price to South and East Market;
    - Added Medicinal Powder bonus price to NORTH Market;
    - Removed Medicinal Powder from North Market.

    To do list:
    - Remove coal requirement from melting ingots recipes (add cost of coal instead, maybe?);
    - Add something funny to do with coal;
    - Add some other 2 goods to North Market that matches its abundance (or leave it like this for balance sake because North Market is now already the center of commerce anyway);
    - Increase the number of wells one can make and rebalance the resplenish time of water after some testing;
    - Increase the time it takes for crops to grow;
    - Add a small price bonus from all goods to all Markets (something like 12,5% of buy price when it is not the main Market);
    - Buff Hunt - Improve the number and respawn of animals, and add a totally new dedicated gear to hunters that can be unlocked via perk.


    -------------------------------------------------------------------------------------------------------------------------

    I appreciate any positive feedback (or negative, if that is the case);
    I am new to the forums, so if I am violating any rules with this post, please let me know! I would be mostly glad to correct myself; thanks in advance!
     

    Attached Files:

    Last edited: Sep 17, 2020
  7. Ardenaso

    Ardenaso

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    those are nice suggestions but if I'm not mistaken this map is kinda open source now so you may as well make your own edition of this map
     
  8. Inseer

    Inseer

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    Oh, wow, so, what do you mean? Anyone can edit this map and post the new one here?
    How does that work, sorry I am a little confused XD
     
  9. cleavinghammer

    cleavinghammer

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    I think you'd have to make a new thread (but make sure to link to this one and keep a changelog if you do).
     
  10. Ardenaso

    Ardenaso

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    I'd think so

     
  11. Ardenaso

    Ardenaso

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    wait you made these changes yourself? that's sweet! I had suggestions for this map before if you don't mind I'd like you to hear it
     
  12. Inseer

    Inseer

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    Yes, myself! :p
    *giggles in proud ammateur noob pseudoprogrammer language*

    Oh, that would be great, of course I would love to listen! ^^
    Let me see them

    (I actually do have plans to implement a "political" victory condition... just keeping the details in a little secret hehehe)
     
    Last edited: Sep 17, 2020
  13. deepstrasz

    deepstrasz

    Map Reviewer

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    @Wark you OK with this?
     
  14. tulee

    tulee

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    "Open source" does not mean someone can make a few edits and then have their own edition approved. I am pretty sure the changes must be extremely significant.
     
  15. cleavinghammer

    cleavinghammer

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    Yeah, changed mine so heroes gain stats on levels and you can have three heroes, but very much not worth uploading.

    Compare, well, this map to Founders of the North.
     
    Last edited: Sep 20, 2020
  16. Ardenaso

    Ardenaso

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    I see, my mistake on my part. Apologies to Wark.
    But yeah, would be nice if he gives him the green light for some updates