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Que'Wen TF

Que'Wen TF
Bright Lord & OldHelm
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INFORMATION

FACTIONS & LORE

CHANGELOG

FEATURES

SCREENSHOTS

CREDITS


INFORMATION


Que'Wen TF is basically an amalgam of the kind of maps I used to play a lot back in the day.

At the time, the big names for me were Lordaeron TF, LTA, War in the Plaguelands, and plenty of other stuff along the way. So this map carries bits and pieces of different experiences, different design ideas, and different kinds of pain. A lot of it also comes from Grand Melee, and a few things were borrowed from spawn-based design, most notably hero packs.

Hero packs are one of the main things I feel classic melee-style gameplay is missing. In Que'Wen TF, the game is built much more around heroes, elite units, faction identity, and how all of that works together, rather than around mindlessly burying the map in barracks trash and a-clicking it forward.

Another big influence is the pacing of StarCraft. Because of that, the map has a lot of damage flying around and fights are often extremely lethal. If you misposition, cast badly, or take a bad engagement, your army can disappear very quickly.

Each faction is meant to offer its own distinct experience. They play differently, scale differently, fight differently, and ask for different priorities from the player. The goal was not to make a bunch of factions that feel similar with a different paint job, but to make them feel genuinely different to play.

The map is also intentionally fast. A full-stack game usually does not last longer than around 30–40 minutes. The pacing is aggressive, the damage is high, and the match flow is built to keep things moving.

The lore is mostly there just for the checkbox and was put together in a rather half-assed way.


WHAT TO EXPECT

  • Fast match flow: full-stack games usually last no more than 30–40 minutes
  • A lot of damage: fights are brutal, fast, and very punishing
  • Unique faction experience: each faction is meant to feel genuinely different
  • Hero packs and elite focus: more emphasis on heroes and elite units than on brainless barracks flood
  • Micro and macro: both matter, and both are expected from the player

FACTIONS & LORE


Background Story

Que’Wen is a fractured realm shaped by civil strife and the fall of the old order. One of its greatest losses was Nightfall, a once-important stronghold destroyed during the conflict and left as a mark of the kingdom’s decline. At the center of this disaster stood the Empire of Men, whose choices turned political tension into open devastation.


Many of the forces now fighting the Empire are, in one way or another, those it betrayed. Wolfen'Mur was forsaken by its liege and left to be destroyed by the Dwarfs. During the long conflict, Dagon and Balzac gave themselves to darkness and forged an army to carry out their vengeance. From this came Dagon’s Scourge, joined by the Necromancers and the 301st Division, all standing against the Imperial side. Opposing them are the Empire of Men, the Elven Kingdom, the Dwarfs, and the Order of Nightfall.



Factions

Empire of Men

The Empire of Men still claims dominion over Que'Wen, though its glory was broken by civil war, treachery, and the fall of Nightfall. Beneath the rule of Emperor Harald I “Trustworthy,” it endures through iron law, old banners, and the will to hold together what has not yet been torn apart. Surrounded by rebels, dark powers, and faithless vassals, the Empire fights not for peace, but for survival, order, and the right to rule. Though weakened, it remains a force of discipline, steel, and unbending authority, determined to restore its power over a realm descending into ruin.
Dagon's Scourge

Dagon’s Scourge was formed during the long war, when Dagon and Balzac turned to darkness and began raising an army for revenge. At some point, Dagon came under the influence of a dark patron — a powerful unknown entity that transformed him into a winged abomination. Its true purpose remains unclear, but Dagon himself is willing to do anything to achieve vengeance. The Scourge fights through corruption, forbidden rites, monstrous servants, and destructive sorcery, bringing terror wherever it marches.
Elven Kingdom

The Elven Kingdom of Tor-Na-Easnadh stood apart from the turmoil of the lesser realms for many long ages, shielded by ancient magic, proud traditions, and the wisdom of an older world. Yet no kingdom remains untouched forever. As war and ruin spread across Que'Wen, the Elves can no longer watch from afar. Now they take up arms not for conquest, but to preserve their lands, defend their inheritance, and ensure that the fate of the realm is not left in the hands of younger and lesser powers.
Wolfen'Mur

Wolfen'Mur is an ancient vampiric house of noble blood, dark splendour, and long memory, bound to hidden strongholds and the old legacy of Ordo Draconis. Once sworn as vassals to the Empire, they were repaid with treachery and abandoned to the wrath of the Dwarfs, who cast down their ancestral undercity of Wolfen'Mur and shattered the seat of their power. Now the remnants of that fallen bloodline slink through the southern reaches of the realm, hidden from the cruel gaze of the sun, clinging to their pride, their lineage, and their hatred. Though brought low, they are not yet extinguished, and in the shadows of exile the House endures, waiting for the hour of its vengeance.
Dwarfs

The Dwarfs of the Commonwealth did not merely defeat House Wolfen'Mur — they hunted them into the dark and broke their ancestral underhold in fire, steel, and blood. What followed was no clean victory, but a war of extermination that left the deep roads choked with corpses and the lower halls drowned in ruin. Great mines became burial pits, proud chambers became crypts, and the wealth of the mountains was paid for with generations of dead. Yet the Dwarfs did not yield, and they do not yield now. With grudges unforgotten and axes still sharp from old wars, they hold the shattered depths by force and oath alone, and they will rebuild their realm upon the bones of every foe who dares contest it. This is the Age of Reckoning.
301st Division
The 301st Division was once a disciplined arm of the Empire, sworn to die beneath banners that meant nothing in the end. Then came the fall of Nightfall, and in its burning ruins the Division was remade by war, hatred, and ruin. Under Siegfried Arn, no longer merely a commander but the iron will behind its transformation, the 301st fights through the corpse of the shattered capital against the last remnants of the Order of Nightfall. These are not loyal soldiers anymore. They are veterans twisted by endless slaughter, battle mages hardened by destruction, and heavy troops forged into a brutal host that knows only fire, rage, and revenge. Whatever they once were was buried with the old world. What remains now is a force made for ruin.
Necromancers

The Necromancers are no mere scholars of death, but grave-plunderers, corpse-lords, and keepers of cursed knowledge best left buried. Under Balzac’s hand, they have become a gathering of tomb-robbers, ritual masters, and servants of the dead, raising the fallen not as an army alone, but as proof that death itself can be bent to command. They do not seek victory through honour or strength, but through rot, terror, and the slow drowning of the living beneath an endless tide of bones. Where they pass, crypts are emptied, battlefields rise again, and the war is twisted into something colder, older, and far more terrible.
Order of Nightfall

The Order of Nightfall rose from the ashes of the fallen capital, when ruin, heresy, and civil war left the heart of the realm broken. What began as a remnant became a militant order of faith, discipline, and unyielding purpose, determined to purge corruption and restore strength where weakness had brought only collapse. Under Jierro the Bloodreaver and Magister Talabium, the Order stands as a harsh and zealous force, armed with steel, fire, and conviction. To its followers, it is the last shield against darkness. To its enemies, it is a ruthless brotherhood born from catastrophe, carrying judgment into a world that has already forgotten mercy.


This map is not patched especially actively, but updates still happen from time to time.

Some releases are full versions, some are small hotfixes, and some local changes may never fully make it into public notes because I do not always remember every single thing that got touched.

Not like this one is some huge deal, but eh, update is update.

  • Added a Multiboard.
  • Added a Test Mode.
  • Test Mode can be enabled with the -test command or by clicking the Control Panel (the spellbook in the top-right corner).

Test Mode Commands
  • Vision — gives vision.
  • Control — gives control over everything on the map.
  • Refresher Mode — all spells reset after use.
  • Level +1 — gives +1 level to the selected hero.
  • Max Level — raises the character’s level to the maximum.

Tested it carelessly, did not notice any bugs.

Not like I really see much point in making patch, but why not.

Map was updated locally a few times, so maybe some other small stuff also got changed and did not make it here, idk, I do not really remember everything I touched already.

General Changes
  • Most mage-type units got HP buffed hard, in many cases close to x2.
  • This should fix situations where whole mage pack with like 300 HP just dies from couple DK lightnings or Magistrix pyroblasts.
  • Added intermediate magic resist tier — 40%.
  • Spread across various different units.
  • Loading screen was slightly updated.
  • Potential desync stuff was fixed, but this one is always questionable because finding desync source is like looking for a needle in haystack.
  • Still, after around 30 games on IrinaBot there was no desync.

Known Weird Thing
  • Still not sure how Galvanization (animatedead) works on Reforged.
  • At some point I noticed it for some reason could not be dispelled.
  • If it still works like that, then well... F.
  • Not really something I can properly band-aid if that is still the case, because I do this stuff in JNGP and not in the new editor, because, well, the new editor is fucking dogshit.

Good Guys
  • Arc-Commanders (Red elite) were nerfed stat-wise.
  • Arc-Commander Q now works correctly.
  • Dwarven King hammer hits were nerfed.
  • Talking about his E ability.

Bad Guys
  • Added new DK ability, kinda like WoW Death Grip.
  • It pulls target and deals fixed damage.
  • Pull does not work if target has magic shield.
  • Pull works x2 worse on units considered Heroes, Elite units included.
  • Dagon got new E spell.
  • Active ability, lasts 4 seconds.
  • Every tick it deals damage in AoE around hero and applies Slow.
  • Allied units around are healed for half of damage dealt.
  • Garkains got significant HP buff.
  • Now if you pick Felomena, they can actually be used like proper elite units.
  • Finally figured out how to set vampire aura properly in that fucking object editor.
  • Now all vampire auras should work as intended, and not like enemy heroes getting random buffs for no reason.
  • Vampires got movement speed reduced by 30.
  • They do not run around map with 522 MS anymore.
  • But HP regen was recalculated.
  • Now at night they have around 50 HP regen, elite units included.
  • So overall this can be counted as buff.

Maybe Later
  • Maybe at some point I will add dwarves a Siege Tank, based on old SC2 Wings of Liberty version, where Medivacs could carry Siege Tanks while they were still in sieged mode.
  • Model search phase is in progress already, conceptual and code parts are done.

Ну крч все, se ya in 2077.

Patch Type
  • Bugfixes
  • Stability
  • Balance patch
  • First attempt to make level-gain smoother. Will see.

Changes
  • Reassembled MagicInvul mechanic.
  • It now grants 88% spell damage resist, and units of this type are targetable now.
  • Talking about effect resist; maybe that will be implemented later.
  • Elven event road to Aelin Fain now works properly.
  • Orange was buffed.
  • Broken Thror SpellDmg was fixed.
  • Bug with Summon Mephisto was fixed.
  • Bugs with elven infantry in barracks were fixed.
  • Bugs with structure capturing were fixed.
  • Damage of new Arc Commander spells was nerfed.
  • Etc.

Changes
  • New SIGma Hero for Scourge added.
  • New Ultimate Hero for Elf added.
  • Harald's ultimate pathing bug was fixed.
  • LB/Order now has access to almost all units from the start.
  • LB/Order max limit of Paladins slightly increased.
  • Arc Commander buff and + spell.
  • Elven Affix HP/AD for elementals was nerfed.
  • Ships now have unit-like construction time (2–10 sec).
  • Event heroes now have dynamic starting level based on some mathematics.
  • Division elite units now have proper construction time.
  • Zweinhanguard now has Chaos Attack instead of Magic.
  • Germann was buffed, both campaign and hero bonuses.

Changes
  • Elven locations reterrained.
  • Added new elite unit for elves.
  • Fixed some descriptions (like left cauldron lmao).
  • Added DPS aura for ranged units to the elven second hero.
  • Dwarfs were buffed heavily, especially crucible, towers, and upgrade costs.
  • Arc Commander buff.
  • Remastered Empire starting hero.
  • Remastered Dwarfs starting hero.
  • Optimization works.
  • Starting army of all factions was greatly reduced.
  • Added Control Panel for making troop movement easier.
  • -events / -event is now active.

Development / Balance Changes around this version
  • Lahmian Fingers of Death now deals only 60% damage if the target is a Hero.
  • Added Goldmine to Vampire start location.
  • Nightfall city enhanced a bit.
  • Some optimization tweaks.
  • Some assets were deleted.
  • Reduced amount of decorations in some locations.
  • Now Pylon (V) also has workers in production.
  • Added new hero to Grey.
  • New event for elves added.
  • Paladin's flames now heal allies and damage enemies.
  • Starting item descriptions were changed.
  • Felomena DPS buffed.
  • Another event for Elf planned and later expanded.
  • Dwarfs received major buff work, including crucible, towers, and upgrade costs.
  • Arc Commander buff work started.
  • Remaster work on Empire and Dwarfs starting heroes.
  • Optimization works continued.
  • Starting army of all factions was greatly reduced.
  • Control Panel for easier troop movement was planned and later added.

  • Version 0.19t35 TheRealmOfQuewen released.
  • Hotfix release published shortly after.

These are not always clean release notes, but rather progress logs, ideas, balance notes, and work-in-progress plans that shaped later versions.

General Development Highlights
  • New Elven main location: Tor-na-Easnadh.
  • Aelin Fain, Dragon's Rest added as elven location.
  • Event command was added and command list was expanded.
  • Planned: another elven event and elven ultimate hero.
  • Worked on: remaster of Talabium ultimate spell.
  • Worked on: Dwarven event road reassembly.
  • Worked on: Dwarven Tank remake into Siege Tank similar to SC2.
  • Worked on: Dagon new spells, including Pocket Dimension.
  • Planned huge new Empire / Order location as a second chance.
  • Planned Dark Academy Flying Fortress.
  • Planned 301st Division second chance.
  • Planned reterrain of Lower Hilldom.
  • Planned Underground Ancestral Hold.
  • Worked on old landscape pieces near Scourge base.
  • Pending balance fixes for anime abilities and elf-related stuff.

Balance / Fix / Content Notes
  • Necro-Guild no longer requires Soulfallen to acquire all units.
  • Empire: summoning Philanea now uses level requirement instead of losing something.
  • LB/Order Paladin max limit slightly increased.
  • LB/Order access to most units from the start.
  • LB/Order Jierro buffed.
  • Harald's slam now increases AoE with spell level.
  • Harald's ultimate pathing bug fixed.
  • Second Chance for Orange.
  • Bile Slug slow now has proper duration for HeroAlikeUnits.
  • Event: crumble Empire's capital.
  • Division elite units now have proper construction time.
  • Zweinhanguard now has Chaos Attack instead of Magic.
  • Elven Affix HP/AD for elementals nerfed.
  • Two new spells for Dagon.
  • Arc Commander buff and extra spell.
  • Air unit limit removed, except Phoenix.
  • Event heroes now have dynamic starting level.
  • Ships now have unit-like construction time.
  • Valkorion reassembled, level requirement lowered to 11.
  • Thror buffed.
  • Thans buffed.
  • Vampire main hero now has death limit.
  • Germann buffed.
  • New SIGma Hero for Scourge added.

Meta / External Notes
  • TLDR EVENTS / META document
  • Projected ETA at one point was “two days”, followed by probable disappearance for another millennia.
  • Suggested spell replacement direction: replacing old guns with anime alternatives for some heroes / elites.

  • Large-scale faction warfare
  • Highly unique factions with distinct playstyles
  • Balance centered around hero packs and faction synergy
  • Land and water income points
  • High-lethality engagements with major spell damage impact
  • Hero progression and scaling
  • Long-form macro-oriented gameplay
  • Multiboard support
  • Control Panel utility menu

TEST MODE

A Test Mode is available for local testing, quick checks, debugging, and general sandbox use.

It can be enabled with the -test command or by clicking the Control Panel spellbook in the top-right corner.

  • Vision — grants full map vision
  • Control — grants control over all units on the map
  • Refresher Mode — resets spell cooldowns after use
  • Level +1 — increases the selected hero's level by 1
  • Max Level — raises the selected hero to the maximum level


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MAP DEVELOPERS

  • Bright Lord
  • OldHelm

CONTRIBUTORS / SPECIAL THANKS

  • Marshmalo
    olofmoleman
    Freezer
    Daenar7
    oGre_
    Tarrasque
    Fingolfin
    Born²Modificate
    Deolrin
    67chrome
    CloudWolf
    antihero
    Just_Spectating
    WhiteDeath
    pWn3d
    shamanyouranus
    Kam
    Callahan
    Darkholme
    Shadow_killer
    Reflex
    General Frank
    supertoinkz
    Shiv
    Hawkwing
    JetFangInferno
    PROXY
    Sellenisko
    Spinel
    Tranquil
    Kuhneghetz
    Mc !
    dhguardianes
    epsilon
    AndrewOverload519
    CeDiL
    Kwaliti
    HerrDave
    Ujimasa Hojo
    IamMclovin
    Hellx-Magnus
    GreyArchon
    Norinrad
    CryoniC
    Mephestrial
    Kitabatake
    Stanakin
    Lord_T
    eubz
    Tauer
    Sin'dorei300
    NilasAran_39
    Ket
    skrab
    Eagle XI
    Wandering Soul
    loktar
    Mad
    takakenji
    Edge45
    UgoUgo
    kangyun
    DREADMAN
    bakr
    PrinceYaser
    Panda
    CRAZYRUSSIAN
    Darkfang
    Static
    MasterHaosis
    Marcos DAB
    The_Silent
    viiva
    Mr.Goblin
    Kawaii Stain
    Kino
    EvilCryptLord
    Vinz
    Ilya Alaric
    Zephyrius2412
    ILH
    HappyTauren
    San
    Hate
    8512590215848
    ThompZon
    DSDK
    Gluma
Contents

Que'Wen TF v0.21t38 (Map)

Reviews
deepstrasz
An eye candy strategy-risk map with multiple factions and custom systems. Seems to work fine on the latest patch. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission...
An eye candy strategy-risk map with multiple factions and custom systems.
Seems to work fine on the latest patch.
Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
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BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
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Description Guide - Maps
Map Thread Guide
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Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
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