Playable Nerubian , High Elf and Naga Races ( Just for Reforge HD )

This maps provides you with 3 new playable races!
You don't have to download the entire 2 GB package. You can select and download a map you want to play from the contents section below. Each one is 237 MB.
(All abilities, units and upgrades are custom made. Original races have not been changed.)

NERUBİAN

HİGH ELF

NAGA

Patch Notes

Credits





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To play as a Nerubian, choose Human and enter the game.

Here you have 2 options.


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If you choose the Nerubian, you can play with the Nerubian.



(But if you want, you also have the chance to choose night elf and play with the classic race)


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Gameplay

- Nerubians have powerful infantry, various air forces, and high mobility capabilities.

- All units are produced by Brood Mother's eggs. Buildings are constructed solely to provide access to the respective units and to access upgrades related to those units.

- In the mines, only 3 Brood Mothers can work, each harvesting 12 gold. However, their harvesting speeds are faster than workers of other factions.

- The tunnel system provides great mobility for the Nerubians.

- All units have backpack and special upgrades .

- All units and Heroes have special abilitiy.

- Heroes: Devourer , Nerubian Queen, Spider Lord, Frozen Vizier






                    HİGH ELF


To play as a High Elf, choose Human and enter the game.


Here you have 2 options.

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If you choose the High Elf, you can play with the High Elf.



(But if you want, you also have the chance to choose human and play with the classic race)

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Gameplay


- High elves have powerful spells, powerful deffance, and enchanted towers.

-High Elf units have low health at night, but during the daytime, they gain +150 health and 20% damage reduction.

-They use two types of workers. Classic worker and engineer (Limited to 2 unit , İf Engineer dies you can spawn them again. ).
Engineer unit ımportant for elves because he can be create special towers and barricades.
Engineer can harvest 3x lumber and other workers can move lumber to him.

-All units have backpack and special upgrades .

-All units and Heroes have special abilities.


- Heroes: Swordmaster , Pyromancer , Ranger, Arcane Mage




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To play as a Naga, choose Orc and enter the game.


Here you have 2 options.


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If you choose the Naga, you can play with the Naga.

(But if you want, you also have the chance to choose orc and play with the classic race)



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Gameplay


-Naga race have strong infantry and witchs.

-Naga units can swim and some can be hiding water.

-They have a 2 stronger Naga Royal Guard but Limited to 2 unit
İf Royal Guards dies you can spawn them again.


-All units have backpack and special upgrades .

-All units and Heroes have special abilities.

-Heroes: Naga Queen , Waverider , Sea Witch, Demon Hunter


Hotfix

1
-Naga heroes build time 55 now.
-Hero name problem fixed.
-Illidan use now standart metamorphosis.
-Azshara and High Elf archers range reduced.I added Ashara's minions have hotkey and skill information.
-Strike Angel's Lightning Blast ability now have a passive icon.
-İncreased Naga Royal Guard cost , 550 gold , 175 lumber now.
-High Elves towers damage reduced , and they no more Ground Pathable.
-Kelen the Seeker and Thalorien Dawnseeker have a new spells.

  • Kael's model and 2 ability changed , it has been completely rework.
  • Sylvanas Windrunner no longer have frost arrow.
  • Blazing Arrows was added to Sylvanas Windrunner.
  • İncreased Naga Royal Guards build time ''60'' (before 45)
2
-Naga Royal Guards no longer have the Frost Bolt ability . This abillity turns into a nightmare for enemy heroes.
-Naga Royal Guards have the ability to Bash (passive) after that.
-All heroes now have titles. But they have only 1 name.
-All Naga heroes build time 55 now.I thought I had done this before , But I learned that I missed some details.
-Azhara's E ability, watery minion now has learn tooltip.

3
**İce Crown and Last Man Standing versions of the mod are ready.
-The first 4 players can choose the race at the beginning of the match. It was 2 before.
  • Naga Coral Gardener now has new abilities, upgrades and special traning way (previously shared with Naga Siren)
  • Thalorien Dawnseeker (Sword Master) Remastered
  • Azshara (Sea Queen) Remastered
  • Many upgrade have been added.
  • The balance of the game has been achieved in many ways.
  • Many icons have been updated.
  • A lot of descriptions have been added to the abilities, some of them have been fixed.
4
-High Elf Lieutenant has been completely reworked. He is now a true lieutenant. It gives morale to soldiers instead of strong attacks.
-Elven Dame added. The Elven Dames now takes the role of the mighty cavalry.
-Two new custom abilities have been added for Azshara and Sword Master.
-Elven Ballista added.
-Elf blacksmith upgrades have been completely reworked.
-All explanations have been corrected.
-Many ability and upgrade have been added.
5
-
A New custom flying unit has been added to the Naga race. (Sharkray) This Unit is similar to an advanced garyogle and Hippogryph.Ideal for hunting air units, but deals very little damage to ground units. It also has an upgrade that allows it to only paralyze air units. I would like to thank@ deme3s for designing this model and its icon for me.
-A new naga building has been added (Serpent Pool) and Coatl has been transferred there, along with the newly arrived air unit.
-The gold and lumber cost of the elven farm has increased. Although this building gave 10 food, it only cost as much as a human farm. This situation has been corrected.
-Reduced Guard Towers damage -5 and now deals magic damage. (previously pierce)
-İncreases Judgment of the Queen mana cost . (now 150)
-Original races have now been properly upgraded to the current version. For example, Spirit Walker is being trained in the Tauren building as in the current version.
-Fixed an issue where Sharkrays could not be targeted.
6
-The Icons and Models of High Elf Lieutenant and Spellbreaker have been changed.They used to look more like a blood elf than a high elf. Also, since blood elves can be played into the vanilla human race, the overlapping of these models bothered me a lot.
-High Elf Lieutenant's attack type changed to siege damage.
-Fixed an issue where the upgrade cost of Temple of Azshara and Temple of N'Zoth was less than it should have been.
-Fixed an issue where Sharkrays could not be targeted.I'm sorry I didn't notice this earlier.
7
-The Strike Angels now have elven ears as they should. The original model belongs to @Superfrycook.
-The Strike Angel's model and icon have been changed.
-Naga Myrmidon now has the ability to Flake Regeneration like a Mur'gul Reaver.
-The icon of the Elven Dames has changed. Now looks like a true high elf .
8
-Fixed an issue where the building model ( Serpent Pool ) would not appear only on the Banewood Bog map.
-Each 1-2-3 level of the Naga and High elves main buildings now have their own unique models. Thanks to @Darious for the 3 new models he gave me specially.

-The Enchanted Library ( Level 1 of the High Elves Main building ), Elven Shop, and Blacksmith now have unique models. I had a lot of fun making the models with @deme3s and I just gave the idea. Of course he did the hard part of the job. Creating a unique model really takes a lot of effort. That's why I wanted to thank him once again.
-Priest and Sorceress now have new ıcons.
-Sharkrey's hitting ground attack type waste magic damage.
-Fixed some upgrade tooltips.

PATCH NOTES
PATCH NOTES 1.1
After a long break, I was finally able to devote some time to my mod for the game. Over these two years, I witnessed certain unit models getting corrupted due to the updates introduced to the game. However, after a week of intense effort, I managed to improve it significantly, making it much better than its previous version.
All images in this post have been replaced because they contained outdated models.If you carefully examine the new images, you can get an idea about the newly added models.
High Elves
-The High Elven Lituanted unit has been replaced with the Arcane Golem. As you can appreciate, the ax-wielding elf didn't quite embody the essence of High Elf. Additionally, I needed a mechanical building killer to fill the void left by the Siege Engine unit. The Arcane Golem adequately fills both gapsh.I thank @vindorei for sharing their highly successful model with us.
-The model of the Elven Ballista has been replaced with a new model that I find more successful.The previous model had too much of a Stormwind vibe.
- As mentioned in the previous patch, we have started using the Mana Wyrm model in place of the Strike Angel, and the Elven Knight model in place of the Elven Dame., Elven Dame a special model prepared by my friend @deme3s for me, became unusable due to being stuck in an old version, another model that @deme3s shared with us on this website saved the day. He and his brother Dari have been my biggest supporters, and I would like to thank them again."

NAGA
-In the past, due to the inadequacy of the model, I was using four classic building models. These buildings have been updated with new models.
-Added a new Naga Waverider Hero.She has amazing modeling riding a Seahorse. thx @vindorei
-A new wizard with a unique appearance and special upgrades has been added thx
@Mr Ogre man
-Queen Azshara now has her own custom voice set (from WOW). She doesn't talk like a Sea witch anymore.
-Nagas had only 2 armor and weapon buffs, this has been increased to 4 as it should be. However, since the new buffs affect fewer units, their costs are cheaper

PATCH NOTES 2.0

-In the latest patch, the majority of the model processes have been completed, and the foundation of a specific gameplay has been established.This patch primarily aims to add new spells to heroes and wizards. Secondly, it addresses some unfinished models, visual glitches in certain units, and introduces some gameplay enhancements. Additionally, models of certain buildings and units have been updated.Lastly,Many spell animations and damage multipliers had to be redesigned to fit the theme. If I forgot to thank someone, they can contact me privately, and I can add their names to the Credits section.
The primary thanks for the spells go to @Daffa , followed by @Dark_Dragon and @-Berz- .
The primary thanks for the models go to @deme3s , fallowed by @Darious and @VictorZ .
Thanks for the feedback. @deepstrasz , @puck

High Elves
Hero Spells:

-Sword Master: 3 new custom spells have been added. Designed for a crowd control and damage-oriented combo. It is intended to pull opponents towards itself and deal Area of Effect damage.Use your Q to Rush into the midst of enemies, then gather them around with your W ability, and begin mowing them down with your Ultimate ability. 😏 🤺
-Pyromancer : 4 new custom spells have been added. A primarily damage-oriented hero, they can become a nightmare for enemies if not countered effectively. However, their spells are fire-based and inflict damage over time, making them a hero that can be mitigated with proper precautions. Immediately getting away from the fire would be the most sensible option. 🔥🔥
-Arcane Mage : 3 new custom spells have been added .He is designed for crowd control and continuous damage purposes. He lacks hight burst damage but provides irritating moments for opponents with his continuous damage and crowd control abilities. 🧊🟣
-Ranger : 3 new custom abilities have been added, while only the aura model of the 4th ability has been changed.I don't want to change the heroes we're familiar with from the Campaign too much, but we've never played with a Sylvanas or Ranger hero model in the Campaign. Naturally, this didn't create a habit for us, so I didn't find it objectionable to redesign this hero specifically, which resembles Tyrande quite a bit in terms of gameplay. She was designed to have kite abilities and healing power, making her a enjoyable hero that requires a lot of micro-management. 🏹
Gameplay:
-Waywatcher and Archer units had similar characteristics, and one of them seemed unnecessary. So, I added an upgrade system to them, such as the Headhunter - Berserker transformation.However, the buffs they provide are not the same.
-Visual issues in the Elven Knight (now renamed as Lancer) unit have been fixed. Thx @deme3s
- @CaptainHec designed 4 new building models added to the game, but the construction and explosion visuals were missing. @deme3s made them playable for me.
-The Magical Barrier was providing too much value for its cost, so its price has been increased from 60 Gold to (100 Gold + 25 Wood). Additionally, its health points have been reduced from 2000 to 1000. Furthermore, I have redesigned the Magical Barriers to be viewable from 4 different angles, allowing you to use them more effectively.
-A new tower unit has been added, and due to the increase in the number of magical barriers and tower types, the Engineer limit has been raised from 1 to 2. Additionally, the Engineer model has been updated.
-If you upgrade Archers to Waywatchers, you can utilize the Hawk Companion feature exclusive to Waywatchers to spy enemies.
-The Endurance upgrade for Lancers, Dragon Hawks, and Mana Wyrms has been redesigned to provide attack speed instead of health points.
-High Elves' Wineyard (Farm) costs have been increased from 80 Gold + 20 Lumber to 110 Gold + 30 Lumber. Here's the rationale behind it: Human Farms provide 6 food at a cost of 80 Gold + 20 Lumber, while Orc Burrows provide 10 food and cost 160 Gold + 40 Lumber. Elf Wineyard provides 8 food. At this point, a fair value might seem to be around 120 Gold + 30 Lumber, but since Wineyard doesn't provide defensive advantages like Orc Burrow, a cost of 110 Gold + 30 Lumber is considered ideal.

NAGA
Hero Spells:
-Sea Quenn : 4 new custom spells have been added.The spells have been designed to have hybrid skills such as healing, damage, and summoning.A versatile and enjoyable character that can adapt to any situation. 🌊🌊

-Naga Waverider : 4 new custom spells have been added. An amazing combo that pulls enemies towards you and allows you to take on the role of a tank in battle. With E, you can taunt enemies, causing friendly units to heal whenever enemies hit you. With W, you can greatly reduce the damage taken for a certain period and reflect the absorbed damage back to enemies with a certain multiplier. Additionally, if things go south, you can use your Q ability to deal damage to enemies and scatter them, allowing you to retreat to a safe area.Lastly, although your ultimate ability deals low area damage, it serves as a mobile ability that can not only transport you to the most ideal spot to execute your combo but also allows you to retreat when needed. 🛡️🛡️
-Illidan (Demon Hunter) and Sea Witch characters have not been altered due to the gameplay styles we are accustomed to from the Campaign.
Unit Spells:
-Mind Flayer mage unit has been enhanced with 4 new abilities (2 passive and 2 active depending on upgrades). Now, it has completely uniqe gameplay and evolved into a disruptive character that stands out with survival skills, causing chaos and disruption in enemy lines.Additionally, can temporarily take control of enemies' minds and doesn't hesitate to intimidate enemies with negative spells while roaming among enemy ranks.
-Naga Coral Gardener's 3 abilities have been replaced with 3 custom abilities. Now, he has transformed into a protective wizard who provides barriers to friendly units and creates an aura that blocks enemy spells.
-Naga Siren unit is one that we are familiar with from the Campaign, so I didn't want to disrupt her spell set. However, although her first ability (Parasite) is an original Naga spell, her second and third abilities, along with their icons, didn't fit the Naga theme. Therefore, I changed their icons and animations to align with the Naga theme, at least.
Gameplay:
- Naga Queen (Azshara) didn't have Hero Glow, and after I communicated this, @VictorZ updated the unit model. Thx @VictorZ
-Model changes have been made to 3 buildings.
-3 Town Center models have been changed, along with their names. Thx @CaptainHec

PATCH NOTES 3.0

- NERUBİAN
race has been added to the map. The greatest thanks go to @deme3s , who has helped me immensely in preparing this race and has created many of the military units.
- The majority of unique mechanics used in this map belong to @Wa666r . After obtaining permission from @Wa666r , I adapted them to fit the Reforge map.Of course, I had to make some modifications to them.
-I made most of the building models myself. However, for 2 buildings, @deme3s made @Zaffar ' s ported building models suitable for Reforge, and of course, I made some adjustments to them.
-The interface and cover photo for the map related to Nerubians were taken from @Maxwell .


- Custom interfaces have been added to all races! Check out the new images!

HİGH ELF

- The Arcane Storm ability of the Arcane Mage was causing significant lag in the game, so I completely removed this ability and replaced it with Arcane Disruption. The new ability provides a small amount of healing and mana increase to allied units, while causing opponents to lose mana and health when applied to them.
- The Improved Lumber Harvesting upgrade has been reduced from 2 levels to 1 level, and the Improved Gold Harvesting upgrade has been added.

NAGA
-
The food consumption of the Naga Royal Guard unit has been increased from 7 to 8.

PATCH NOTES 3.1

HİGH ELF REWORK


In the early stages of development, High Elves lacked the uniqueness in gameplay comparable to Naga and Nerubian races, appearing somewhat akin to a reskinned version of the Human race. Over time, I endeavored to make them distinct by adding unique abilities to all heroes and preparing new upgrades.
In this update, numerous mechanics were added to make them more unique.

-High Elves, unlike their cousins the Night Elves, draw their powers from the Sun instead of the Moon. I've long wanted to add a mechanic related to this, and I found a system in an old @Wa666r map that closely resembles the mechanic I had in mind.
Blessing of the Sun: High Elf units have low health at night, but during the daytime, they gain +150 health and 20% damage reduction.
The technical implementation of this system is as follows: Let's assume a High Elf unit should have 400 health under normal conditions. During the night, this High Elf unit would have 325 health. However, during the daytime, it would have 475 health and a +20% damage reduction. Therefore, you would need to adopt a more defensive gameplay approach at night, while during the day, you could be more daring.

-High Elves do not possess the Call to Arms ability, and a mechanic was needed to make them feel safe in defense.
Evoke The Sun: This is a Town Center ability. When activated, an artificial sun appears at the Town Center, burning nearby enemies with solar rays.

-The cost of the Sun Fury Tower has been doubled, and the Sun Fury ability has been added.
Sun Fury: During daytime, the damage of the Sun Fury Tower increases fivefold.

-Added upgrades version to Sky Fury and Guard Tower.

-Additionally, a Sunstone item has been added to the Botanist Garden to assist you during the night. This item will temporarily turn the in-game time to daytime.

- The Arcane Storm ability of the Arcane Mage was causing significant lag in the game, so I completely removed this ability and replaced it with Arcane Disruption. The new ability provides a small amount of healing and mana increase to allied units, while causing opponents to lose mana and health when applied to them.

- The Improved Lumber Harvesting upgrade has been reduced from 2 levels to 1 level, and the Improved Gold Harvesting upgrade has been added.

- Some upgrades , abilitys and icons have been changed.
Contents

POLAT G ( 2 ) Booty Bay Version HD (Map)

POLAT G (12) İce Crown Version HD (Map)

POLAT G (6) Gnollwood Version HD (Map)

POLAT G (6) Stromguarde Version HD (Map)

POLAT G (6) Upper Kingdom Version HD (Map)

POLAT G (8) Banewood Bog HD (Map)

POLAT G (8) DryWaterGulch Version HD (Map)

POLAT G (8) LManStanding Version HD (Map)

POLAT G (8) Rockquarry Version HD (Map)

POLAT G (8) TwilightRuins Version HD (Map)

Reviews
deepstrasz
It's better with the newly added/changed custom scripted abilities, however many units still are like the usual ones from the original game. Plus, these imported abilities have different colour and type of descriptions. Ocean Healing says 0 range...
Level 16
Joined
Feb 2, 2009
Messages
169
This is interesting but there are a number of issues that I have noticed:

-Azhara's E ability, watery minion does not have a learn tooltip, and its extended learn tooltip does not really convey the full extent of what the ability can do. Likewise Watery Minion does not have a tooltip for its level 2 or 3 forms.

-The Naga heroes have a build time of 40 as opposed to 55 which is more common in melee games.

-Most of the custom heroes all have their hero name set to their proper name, which looks very odd. Consider giving them titles like "Blood Prince" or "King". I see that you have managed to do this with Azhara, so I do not know why it wasn't done with the rest of the Heroes.

-Illidan's ultimate is based on the original campaign Illidan's ultimate, which results in him assuming a demonic form with +12 base damage in addition to the other benefits outlined in metamorphosis, which makes him basically just a slightly better demon hunter considering all the abilities are the same.

-Azshara and High Elf archers have a base attack range of 650, something unreachable even by Riflemen with the Long Rifle upgrade. Granting the High Elf archer medium armor in light of this seems incredibly strong.

-Strike Angel's Lightning Blast ability should be a passive icon.


-The Naga Royal Guard is still way too strong even if you can only have two of them at a time. Two Frostbolts and two Crushing waves net a burst of 500 damage to a single target in a small span of time with a guaranteed 6 second total stun time on a hero target. The fact that this unit retains its 45 base damage chaos attack and whopping 1350 hitpoints is a wonder, and it only costs a tiny bit more to build than a tauren.

-The High Elven Sky Fury tower is absolutely insane, it boasts a whopping 62 base piercing damage every 1.2 seconds and takes half as long to build as a guard tower (Which must first be upgraded from a scout tower) and costs about the same. What makes this building even more imbalanced is the fact that it can be built anywhere that is Ground Pathable rather than anywhere that is buildable. This results in towers built in places where other players cannot even fortify.

Many of these should be fixed as most of the units and Heroes are just reskinned versions of their non-campaign counterparts or of heroes that already exist. Thalorien is just a paladin with healing wave instead of holy light for example and Kael is just a normal blood mage.


I will be looking forward to seeing updates though, and I am excited to see what you will end up as development of this moves forward.

Edit: In only a handful of hours you addressed nearly every point that I had brought up. I like the new changes you made a lot and I can see you making abilities suited to each of the factions' strengths and I am impressed. It is clear to me that you are putting serious care in to this project. Amazing work and I will give this another test run with my friend before giving it a formal rating, but its looking great!
 
Last edited:
Level 7
Joined
May 14, 2021
Messages
79
Edit: In only a handful of hours you addressed nearly every point that I had brought up. I like the new changes you made a lot and I can see you making abilities suited to each of the factions' strengths and I am impressed. It is clear to me that you are putting serious care in to this project. Amazing work and I will give this another test run with my friend before giving it a formal rating, but its looking great!
Thank you for your good wishes. I am striving for this mod to be perfect. Please more feedback 🙂
I made some updates today :
FİX
  • Kael's model and 2 ability changed , it has been completely rework.
  • Sylvanas Windrunner no longer have frost arrow.
  • Blazing Arrows was added to Sylvanas Windrunner.
  • İncreased Naga Royal Guards build time ''60'' (before 45)
-Naga Royal Guards no longer have the Frost Bolt ability . This abillity turns into a nightmare for enemy heroes.
-Naga Royal Guards have the ability to Bash (passive) after that.
-All heroes now have titles. But they have only 1 name.
-All Naga heroes build time 55 now.I thought I had done this before , But I learned that I missed some details.
-Azhara's E ability, watery minion now has learn tooltip.
 
Last edited:
İce Crown and Last Man Standing versions of the mod are ready.
I've made some updates in the last two days.
Here:

-The first 4 players can choose the race at the beginning of the match. It was 2 before.

  • Naga Coral Gardener now has new abilities, upgrades and special traning way (previously shared with Naga Siren)
  • Thalorien Dawnseeker (Sword Master) Remastered
  • Azshara (Sea Queen) Remastered
  • Many upgrade have been added.
  • The balance of the game has been achieved in many ways.
  • Many icons have been updated.
  • A lot of descriptions have been added to the abilities, some of them have been fixed.
I can provide you some High Elf models if you wish. I have tons of them that you can use.
 

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Level 16
Joined
Feb 2, 2009
Messages
169
This is quickly becoming more and more developed. Every day I see another update in my notification log on hive which is wonderful. Since my initial comment the races have become more and more varied and are now more defined as unique races in opposition to the base races.

Here are a number of fantastic things that have been changed/added that I love:

-The Naga Royal Guard can now summon units instead of using frost bolt, it makes the unit still feel like a powerhouse without the insane burst that it had previously.

-Both unique elven towers have strong capabilities suited to their respective roles and function quite well. I would even be in favor of changing the High Elven Guard Tower to magic damage were its base damage to be reduced by 5 or so, this of course is merely a suggestion as I like where the towers are at currently.

-Most of the heroes now have interesting ability combinations and a logical layout. A good example of this is a caster/melee comp for heroes for the High Elves, which could consist of the Pyromancer's Brilliance Aura which grants the High Blood Mage a fun spammability of Frost Armor on allied melee units.

-The High Elf Lieutenant now has a command aura, which incentivizes training at least one.

These changes are wonderful and are counted amongst many positive things that this race mod has to offer. There are only a few suggestions I would even have left which are relatively minor in my book:

-Bubble Blast's tooltip looks vastly different than the tooltips of other abilities. It does not have any indication of damage progression in the tooltip nor the amount of bubbles added per a level.

-Judgement of the Queen is strong which is okay, but perhaps making the mana cost slightly more expensive (even just by 10 or 15) might balance it quite nicely with its low cooldown.

-Giving the fire elemental an immolation or similar 'fire' effect (even a small/static one) may sell it a little bit more thematically and define it against water elemental.

Overall I will continue to watch this with interest as it grows. I enjoy that there was also a selection of maps to choose from, it made testing with my same friend more varied and enjoyable. Whichever direction you choose to take this in you should be proud, you've definitely put in the work and it shows.

:)
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
866
This looks nice, but it is clearly a true "altered melee" map and not a "melee" map. "melee" should refer only to unaltered default wc3 gameplay, and as such should be mutually exclusive with "altere melee". Thefore I've removed the "melee" tag.
 
Level 5
Joined
Jun 25, 2016
Messages
76
im only replaying here because i care so really take what i say with a pinch of salt:

first lets talk inconsistencies:

the new naga spell caster can swim but his animation makes it look like hes floating (not sure if this is even fixable at this point).

naga royal guard already starts with submerge even though i hadnt researched it.

now to my more subjective complains naga royal guard already starts with everything instead of having to be researched.

myrmidons can only be unlocked at tier 3 which feels unfair.

new spellcaster illidan and lady vajsh are just a reskin.

there are only 2 weapon/armor upgrades instead of the normal.

there are only 2 spellcasters instead of mostly the norm of 3 (night elves are the exception kinda but they have fairy dragons so i count it).


thats all for the naga side now elves side

the engineer tool tip is weird and doesn't make much sense heres a fix: "the engineer can harvest lumber 3 times as fast, can build towers and other workers can drop lumber to him to save time" or something along theses lines.

the arcane master just straight up has no icon not sure if its a problem on my side i can see the icon while paused though weird.

you shortened kael'thus sunstrider's name to just kael kinda confusing.

the waywatcher is just a better archer nothing to it.

and i really want to emphasize that so much of it is just a reskin with the naga i have less of a problem because they are mostly their own thing but so much of the elves are just normal humans id appreciate so changes for example what if the priests had more mana less health and maybe 1 different spell what if spellbrakers had no immunity to magic but had more health and a new spell just that tiny bit makes the race feel unique and exiting.


overall though great job i really like the attention to details like all naga building being able to be built on water none would care either way but it amerces you into the mod just that slightly bit and keep the good work.
 
Level 5
Joined
Sep 3, 2017
Messages
41
I love this, though elf workers really annoy me with their snobbish attitude. It's also such a turn off, how the devs didn't give Sylvanas any lines for acknowledging orders.

I really wish there was a playable high elf custom campaign or two as well, but the only one I've been able to find was cancelled. (Sad too, since it looks like they were SO close to completing it.)
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,532
  1. Magic Barricade might be too strong for its cost; Usually human players blocked with farms and they were less resilient and much more expensive.
  2. Not much point in having two units with the same role: Waywatcher and Archer. Essentially the same abilities too.
  3. The Sea Queen doesn't have hero glow. Could be easily added: How to add Hero Glow without Modeling
Overall, just a reskin of core game abilities and units, really. High Elf isn't much different than human or the High Elf of the game's campaign. Same with the naga which are also imbalanced since they can submerge and go on water. Plus they get more food bonus from the start than the others, as well as 10 food per "farm".

Simple.


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Level 7
Joined
May 14, 2021
Messages
79
I think the new naga hero have a too op skill.50% hp steal is really strong--death mask can only provide this effect as a top item.
THX FOR feedback but , Fixing this is pointless for now, because I'm currently working on Patch 2 and more than half of the heroes will have their own custom spells. 15 - 20 custom spells will be added.
Just wait a 2 days and re-download the map when you see the new patch notes. ❤️ 👍
 
Last edited:

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,532
It's better with the newly added/changed custom scripted abilities, however many units still are like the usual ones from the original game. Plus, these imported abilities have different colour and type of descriptions.
Ocean Healing says 0 range.

Overall, nice, still room for improvement and balancing (especially the naga: more food, water moving and submerging).

Approved.
 
Level 7
Joined
May 14, 2021
Messages
79
It's better with the newly added/changed custom scripted abilities, however many units still are like the usual ones from the original game. Plus, these imported abilities have different colour and type of descriptions.
Ocean Healing says 0 range.

Overall, nice, still room for improvement and balancing (especially the naga: more food, water moving and submerging).

Approved.
The ability to submerge and emerge in water doesn't provide much benefit to Nagas in the current map, but I'll address this in the new maps that are coming. I'll handle the other issues, especially the tooltip sections, as a priority. Thanks for the feedback. 🙃
 
Level 7
Joined
May 14, 2021
Messages
79
Hey there!

From a map maker without any achievements of map completed (me), your work and you passion is much more than impressive. Well done and thanks for ure beautiful work !
You're welcome. I'm trying my best to do the best I can. And to be honest, I got a little hung up on minor details, which is why the production time for the Nerubian race took a bit longer. Luckily, I have friends who are very knowledgeable about this job and who will teach me the details I don't know. 🙂
 
Level 7
Joined
May 14, 2021
Messages
79
PATCH 3.3

-Custom items have been added for all races.

items.png


High Elf

-Swordmaster's second ability, The Big Dipper, was removed because it caused serious problems and the Sandstorm ability was added instead.

-The Mana Wyrm unit has been reworked. It has very low health and its survival depends on the amount of mana it has. It stays alive thanks to its Mana Barrier and replenishes the mana of up to 3 nearby friendly units with its Mana Touch ability. However, keeping this ability active continuously will decrease your mana, thereby reducing the chances of the Mana Wyrm's survival. Therefore, you will need to make a decision. ;)

-Fixed an issue where Assassin's Arcane-Bane ability would always appear active because I forgot to connect it to Adept Training.

-Fixed an issue that caused the Sunder Shield ability to not work properly.

-Some tooltips have been reworked.
 
Level 1
Joined
Jun 23, 2024
Messages
1
Hey
Sadly i cant see any description. No item no unit nothing. Just can see gold and lumber. Maybe some1 can help?
 
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