- Joined
- Nov 26, 2006
- Messages
- 11,136







Race Building Contest Reviews:
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Mr.Goblin's Tuskarr
The race seemed relatively bland, even with the custom abilities. The standard ability on the basic melee units did not really fit them, an ability requiring the attention to place a summoned unit down in a beneficial area would have been better suited to a unit with a much more specialized roll, such as a spell-caster or a hero.
The icon placement seemed rather haphazard, half of the icons seemed in a reasonably thought out location, the other half seemed to be placed at random. The split of the weapon and armor upgrades in two different buildings did not make much sense either, and the race had a rather messy feel.
The tooltips could have used a lot of work, the cold-blood had a tooltip referring to berserk, the wording could have been better in several as well. You could have had someone help you with the tooltips.
The race did have nice icon art and skins
Icon Layout: 2/5
Spelling and grammar: 2.5/5
Gameplay: 4/5
Resource Economy: 5/5
Gestalt: 4/5
Total: 17.5
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Mage_Goo's Avians
The flying movement of all the units added a unique dynamic to this race, and could offer a unique style of hit and run tactics.
The hero abilities seemed to destroy friendly buildings, which was bad. Two of them caused a large amount of lag as well.
The icon placement could have been better, and most of the tooltips could have been refined a little.
The abilities could have used more work, the race could have been test-played and refined more as well. This had an interesting feel and a lot of potential though, and the model choice for the worker was pretty good as well.
Icon Layout: 4/5
Spelling and grammar: 4.5/5
Gameplay: 4/5
Resource Economy: 4.5/5
Gestalt: 4/5
Total: 21
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Wraithling's Ghost Army
Icons seemed well thought out, available buildings further on the tech tree appeared further right, upgrades were placed on the bottom and units on top. Overall a rather polished icon placement.
Race had a solid aesthetic and the units seemed to go relatively well together, buildings included.
Hero abilities seemed unique, but had very long tooltips which made it difficult to break into th race and start playing it. Most units had a large amount of abilities as well.
The race seemed well balanced, or at least had an admirable attempt at being balanced.
Tooltips were pretty solid and all the hotkeys I tried worked as well
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 5/5
Resource Economy: 4.5/5
Gestalt: 4.5/5
Total: 24
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Red Baron's Mighty Goo's
No use for gold/lumber = imbalanced gameplay. Heavy reliance on mana means an excessive amount of micromanagement. Race had a very unfinished feel.
Icon Layout: 3/5
Spelling and grammar: 4/5
Gameplay: 0/5
Resource Economy: 2/5
Gestalt: 1/5
Total: 10
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Gyrosphinx Fist of Tyranny
If undead is the initial race that spawns and the custom race is chosen, the haunted gold mine remains
A few of the units had no disabled icon (two for 1 deal and legions).
Overall the tooltips seemed good, I don't recall seeing any that were not up to par.
The basic units seemed to have a relatively interesting and unique feel, and most seemed well balanced as well.
The ability for the buildings to lay down mines was overpowered, the mines should have been limited to a far smaller number, whether it be through timed life, a spell that limits the number of units available, or whatnot. The minefields one could create to defend their base were large enough that an enemy hero could die before being able to hit anything at all, and the mines were strong enough to decimate an entire army. To much of a home field advantage.
The mines should have had a hotkey for laying down as well.
The hero using strength and health for spell damage was more of an RPG type of setup, but the spells were adequate and fit the hero.
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 4/5
Resource Economy: 4/5
Gestalt: 3/5
Total: 21
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Ghost765's Imperial Regiment
Unique way of producing units, though the cooldown on creating more should have been greater, it seemed that units could be massed much more quickly with this race than with others. The cooldown between creating more units should be greater than the time required to train a unit of the same value as well, due to the convenience of creating the units instantaneously.
The tooltips regarding upgrades offered an interesting explanation on how units were upgraded.
The units had a large number of passive abilities, the abilities on them seemed a tad excessive. Each unit also seemed to have a better counterpart that filled the same roll (rifleman-ranger, militia-captain-greatsword), etc. It seemed to happen to often for this race anyways.
The critical strike abilities seemed to have an overpowering amount of critical strike damage, especially on units such as the greatsword.
The icons for the buildings were in total disarray, they should have been placed in a way that was more organized. The icons for everything else seemed to be in the right spot though.
The building animation with the extra peasants was nice, but seemed to malfunction a lot as well. If a building was canceled (at least the one that produced rangers and greatswords) then the peasants remained FOREVER. The peasants constructing the main building (transformer thing) never went away either.
Icon Layout: 4/5
Spelling and grammar: 5/5
Gameplay: 3.5/5
Resource Economy: 4.5/5
Gestalt: 4/5
Total: 21
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Wazzz's Forest Trolls
Suggested players lulz
The construction of base defenses was indeed unique, the different versions of the totems were interesting as well.
The race as a whole seemed a little underpowered, not sure why. All the units seemed to cost a little more than they were worth.
The units and icons all seemed to fit well together.
The log huts took up a lot of space for how little food they provided, though that could just be me.
Nice to see some of my resources used in this contest, though it was a little confusing telling the harvesters apart from the totem-summoners. You can always also make a quick icon from screenshots for units that don't have one. Would have been nice if you changed the vertex coloring on one of them so they were a little easier to distinguish as well.
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 3.5/5
Resource Economy: 4.5/5
Gestalt: 4.5/5
Total: 22.5
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Zpider's Forest Trolls
the heroes abilities seemed a little overly complicated, the shadow ability that granted dodge bonuses could have been perhaps more powerful, the paladin's divine shield lasts 45 seconds when maxed out, so higher dodge chances aren't necessarily overkill. The tree-healing spell was interesting and quite powerful when placed in choice locations, though it was rather annoying it targeted units at full health when damaged units were nearby.
I didn't see any tooltip errors, and all of the hotkeys seemed to work.
The lack of weapon upgrades was a little weird, even if the attack speed was increased instead. Having the armor upgrades placed within the primary troop production building was a little obnoxious as well, lumber-mills are generally the best place to put them as they don't interrupt with army building, even if catapults are built within them.
When I tried healing my army with the tree-spirits summoned by re-growing trees they hurt my troops rather than healing them. Ran them to the water and surrounded them with my forces (which were all at max health anyways) and bam-all my units had about 5% health. Not exactly what the spell was supposed to do according to the tooltip.
The entangling armor on the primalists seemed like mostly a waste, there really isn't much incentive to have your caster's getting attacked.
Icon Layout: 5/5
Spelling and grammar: 4.5/5
Gameplay: 3.5/5
Resource Economy: 4.5/5
Gestalt: 4/5
Total: 21.5
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Master of Eagles' Adempet
The units were hard to tell apart from each other, it would be nice if something more was done to distinguish them from one another (vertex coloring could have been used).
The archer's upgrade was rather overpowered, essentially tripling their damage against everything but buildings. Made it really easy to slaughter enemies XD
The hero, ultimate unit, and hero summons all used the same model file. It would have been nice if they were different. The sea revenant didn't seem to fit the rest of the units and building either :/
The spellcaster's second and third abilities seemed more akin to hero abilities, but w/e.
Don't remember any tool-tips not working, good job on that
The sand spawning under the buildings was pretty cool to
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 3.5/5
Resource Economy: 3.5/5
Gestalt: 4.5/5
Total: 21.5
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chilla_killa's Fire Race
The race was not available if your race was night elves either (selecting custom race had no effect), so testing this race was a little difficult.
All of the spells seemed largely unchanged, and were carry-overs from pre-existing spells, often with the same names.
The fire revenant's projectile type should have been set to "instant" with his projectile art. The Naga sound set didn't fit him terribly well either.
The most interesting thing about this race were the imports used, nothing really stood out. A lot of the imports could have been put to better use as well, and more default models could have been used (such as the Shrine building).
The tooltips seemed a little lacking in descriptions and formatted a tad awkwardly, though nothing major here.
Icon Layout: 5/5
Spelling and grammar: 4.5/5
Gameplay: 3/5
Resource Economy: 4/5
Gestalt: 4/5
Total: 20.5
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Supertoinkz's Mechano Elves
Certainly had an original concept. The chimera and hypogryph both worked pretty well with their attachments and the theme.
Building structures to gain lumber was unusual, though considering night elve's innate ability to never run out of lumber not overpowered. At least the harvesting buildings could be put to use upgrading things, which made researching up the tech tree easier. A little hard to get the hang of early game though.
The altar actually had tech requirements, which isn't great considering no other altars do, and heroes are usually summoned as fast as possible.
The hero certainly had entertaining abilities, all focused on dealing massive amounts of damage. Perhaps to much damage, though considering the scope of this contest not a huge deal.
The medics had no innate mana regeneration, could only heal one unit at a time, and had to be manually ordered to heal units due to lack of auto casting capability. They required way to much micro-management for their role, and only really seemed to be of any use outside of combat.
Several abilities seemed to be inspired by starcraft. Made the race a little easier to get the hang of.
The anti-air units should have had a ground attack as well, only being able to attack air units from the ground is a huge disadvantage.
the tooltips for abilities could be a little more descriptive, the abilities for the three units built from the ancient of war would only gain helpful tooltips after they were researched. the research tooltips more or less just explained what unit the research would effect, rather than what the ability actually does.
Icon Layout: 5/5
Spelling and grammar: 4/5
Gameplay: 4/5
Resource Economy: 5/5
Gestalt: 4.5/5
Total: 22.5
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X-OMG-X's Hell
Several buildings contained units and upgrades tied to the same hotkey. The skeleton's and their upgrade, as well as the lava spiders and their corresponding upgrade, all had the same hotkey.
The Obsidian catapult was merely a re-named meat wagon, it had the same abilities (as well as a passive requiring undead tech to bring to life).
The flame strike art used on constructed buildings was entertaining, though it would have been nice if you could have applied it to every building.
The hero's spells were pretty spectacular, though you might have overused the flame-wave model (saw it used for 3 different spells).
Giving the flame wave ability to the lava spiders was actually not a bad move, as far as active moves go it sort of added a new aspect of micro-management to combat; and fit with the unit relatively well. The boulder stun on the ogres as well was a little much though, especially considering the spiders had an active to. You would have to be one of those crazy players that average 200 actions per minute for them to pay off in a standard battle.
The hero could be built more than once
using a different terrain art for the blight was entertaining, as well as the little flames that spawned on it as well. The UI was fitting, though a bit overkill considering the scope of the contest.
Overall an entertaining race, though a bit incomplete considering the hotkey redundancies and spells allocated to the different units.
Icon Layout: 5/5
Spelling and grammar: 4/5
Gameplay: 3.75/5
Resource Economy: 4/5
Gestalt: 4.5/5
Total: 21.25
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Pharaoh_'s Underworld Ghosts
Having flying movement on gatherers seems like a nice advantage for this race over others, though paired with undead build style could be easily exploited as well.
What are the footmen doing in the buildings for this race? It seems you can waist 135 gold on a dummy unit used in the building animations...
The icons for the buildings and items should have been straightened up a bit, they were a little cluttered.
The hero didn't appear to gain experience when invisible, which kind of sucked.
The towers were really interesting, I really liked the ability to link them together to create a wall. Never thought of defense that way, that was epic.
Hero seemed to large, he could have been much smaller.
The wraith-gate building had no collision size at all, you should have put it's pathing map to one of the circle of power pathing map types or the waygate's pathing (so as the building still required buildable surfaces for placement) said building pathing maps would still allow units to walk on top of the building.
The ability to combine units was interesting, though seemed to leave the race with a feel of lacking in verity.
Icon Layout: 3/5
Spelling and grammar: 5/5
Gameplay: 3.75/5
Resource Economy: 4.5/5
Gestalt: 4.5/5
Total: 20.75
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Pippo's Trolls
Peon skin was sort of meh, not sure if the elven tree really fit this race as well.
The learn tooltips for the hero spells had a | before the hotkey
Very reminiscent of naga, even had the starting unit built from the town hall, which was a good thing.
The death and build on the logs was nice
Icon Layout: 5/5
Spelling and grammar: 4.5/5
Gameplay: 4/5
Resource Economy: 3.5/5
Gestault: 3.5/5
Total: 20.5
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Martin Barbov's Nerubians
The workers cost 100 gold and lumber, which is incredibly pricy for a harvester unit. In fact, every unit cost 100 gold and lumber.
Three of the 6 units in your race used the same icon, which is kind of lame. Especially considering there are three nurubian icons within wc3 already...you could have used the golden or green nerubian icons for two of those (not to mention the crypt fiend and crypt lord, and a hidden spiderling icon)
There were not a lot of tooltips to check, considering this race had 1 tech upgrade and only 6 units. They all seemed to work.
The caster had no innate health regeneration, so saving units from deing only really takes up more food, which is only used to re-summon fallen heroes. My guess is the caster's health only regenerated on blight.
The food-providing building appeared to require blight to place, as it was totally unbuildable for me. Rather annoying, as it prevented me from resurrecting the hero when he died...
The hero had one creative spell were he called in caterpillars to bomb the target area, though it only seemed to work the first time I used it.
Overall this race seemed very incomplete, and most of it's shortcomings stem from simply not enough time put into it.
Icon Layout: 4/5
Spelling and grammar: 5/5
Gameplay: 1/5
Resource Economy: 2/5
Gestalt: 3/5
Total: 15
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Xiliger's Skeletons
All the tooltips seemed to work
The spells were creative, worked properly, and fit the units they were given to.
The art applied to the creation of each building was entertaining.
The skeletons started out harvesting 15 gold, which seems a bit overpowered.
Everything seemed to work well, the race was creative, all the icons fit, all the spells fit, all the models fit...generally a good job.
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 4.5/5
Resource Economy: 5/5
Gestalt: 5/5
Total: 24.5
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Veljkom's Sea Legion
For using a lot of units with the same model file you did a good job at differentiating them. The little art attached to the caster's weapons helped separate them from the rest, and there were enough icons used to tell all the units apart as well.
The hero's ultimate is still named stampede and refers to exploding thunder lizards, didn't really match the race. The use of waves instead of lizards was nice, I imagine you forgot to change that tooltip...
The selection of units was decent, they all seemed to fulfill a useful roll in the race as well.
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 3.5/5
Resource Economy: 5/5
Gestalt: 4.75/5
Total: 23.25
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Stanakin Skywalker's Kobolds
having the town hall double as the mine is certainly a unique idea, though it has a few significant drawbacks. First, you can't tell how many units are training. Secondly, the mine produces no gold (0) while the building is training units, which dramatically nerfs this race.
The hero's aura used a passive icon for the learning it, it should have used an active one. (just about every icon in wc3 has an active variation, the only one I can remeber that does not is shade's truesight. The path for icons always looks like replaceabletextures/commandbuttons/BTNIconName.blp , and passive icons have a path name of replaceabletextures/passivebuttons/PASBTNIconname.blp ,so if you type Command in place of passive and delete the PAS in front of the BTN in the icon name you should have the active icon. Finding active icons for autocast spells is even easer, as they just have the suffix On or Off added to the end of their name, and all you have to do is delete it.
The town halls of the original race were not removed when the custom race was chosen
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 3/5
Resource Economy: 4/5
Gestalt: 4/5
Total: 21
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Icon Layout was based on were the icons were placed. If the buildings were organized in a logical manner, were the buildings to the left were the first needed and the further buildings to the right were more advanced, were the units produced had their icons on the top of the building’s command interface going from left to right with their corresponding upgrades below them, were spells and abilities went from left to right on the bottom of a units command interface, and were weapon and armor upgrades were placed in a logical location.
Spelling and Grammar was based on how well the tooltips were crafted, whether or not the hotkeys worked, how much useful information was given for various things, and of course the general formatting of tooltips.
Gameplay was based on both how balanced the race was compared to the existing races, as well as how unique and entertaining it was.
Resource Economy is a judgment of how well the resources used fit the race, how well existing resources were used, and how effective imports were to the race.
Gestalt: Was a judgment of how everything sort of worked together, how effective a unique feel and asthetic of the race was accomplished.
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Random awards:
Coolest defensive structure: Tower of insolence with it's link ability
Most involved custom art created for the contest: Mr. Goblin/Stanikin Skywalker
Most entertaining Suggested players: Wazz
Most creative use of the town hall: Stanikin Skywalker's Kobolds
Best use of attachments: Mecho-Elves
Best differentiation of Similar units: Sea Legion
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Mr.Goblin's Tuskarr
The race seemed relatively bland, even with the custom abilities. The standard ability on the basic melee units did not really fit them, an ability requiring the attention to place a summoned unit down in a beneficial area would have been better suited to a unit with a much more specialized roll, such as a spell-caster or a hero.
The icon placement seemed rather haphazard, half of the icons seemed in a reasonably thought out location, the other half seemed to be placed at random. The split of the weapon and armor upgrades in two different buildings did not make much sense either, and the race had a rather messy feel.
The tooltips could have used a lot of work, the cold-blood had a tooltip referring to berserk, the wording could have been better in several as well. You could have had someone help you with the tooltips.
The race did have nice icon art and skins
Icon Layout: 2/5
Spelling and grammar: 2.5/5
Gameplay: 4/5
Resource Economy: 5/5
Gestalt: 4/5
Total: 17.5
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Mage_Goo's Avians
The flying movement of all the units added a unique dynamic to this race, and could offer a unique style of hit and run tactics.
The hero abilities seemed to destroy friendly buildings, which was bad. Two of them caused a large amount of lag as well.
The icon placement could have been better, and most of the tooltips could have been refined a little.
The abilities could have used more work, the race could have been test-played and refined more as well. This had an interesting feel and a lot of potential though, and the model choice for the worker was pretty good as well.
Icon Layout: 4/5
Spelling and grammar: 4.5/5
Gameplay: 4/5
Resource Economy: 4.5/5
Gestalt: 4/5
Total: 21
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Wraithling's Ghost Army
Icons seemed well thought out, available buildings further on the tech tree appeared further right, upgrades were placed on the bottom and units on top. Overall a rather polished icon placement.
Race had a solid aesthetic and the units seemed to go relatively well together, buildings included.
Hero abilities seemed unique, but had very long tooltips which made it difficult to break into th race and start playing it. Most units had a large amount of abilities as well.
The race seemed well balanced, or at least had an admirable attempt at being balanced.
Tooltips were pretty solid and all the hotkeys I tried worked as well
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 5/5
Resource Economy: 4.5/5
Gestalt: 4.5/5
Total: 24
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Red Baron's Mighty Goo's
No use for gold/lumber = imbalanced gameplay. Heavy reliance on mana means an excessive amount of micromanagement. Race had a very unfinished feel.
Icon Layout: 3/5
Spelling and grammar: 4/5
Gameplay: 0/5
Resource Economy: 2/5
Gestalt: 1/5
Total: 10
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Gyrosphinx Fist of Tyranny
If undead is the initial race that spawns and the custom race is chosen, the haunted gold mine remains
A few of the units had no disabled icon (two for 1 deal and legions).
Overall the tooltips seemed good, I don't recall seeing any that were not up to par.
The basic units seemed to have a relatively interesting and unique feel, and most seemed well balanced as well.
The ability for the buildings to lay down mines was overpowered, the mines should have been limited to a far smaller number, whether it be through timed life, a spell that limits the number of units available, or whatnot. The minefields one could create to defend their base were large enough that an enemy hero could die before being able to hit anything at all, and the mines were strong enough to decimate an entire army. To much of a home field advantage.
The mines should have had a hotkey for laying down as well.
The hero using strength and health for spell damage was more of an RPG type of setup, but the spells were adequate and fit the hero.
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 4/5
Resource Economy: 4/5
Gestalt: 3/5
Total: 21
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Ghost765's Imperial Regiment
Unique way of producing units, though the cooldown on creating more should have been greater, it seemed that units could be massed much more quickly with this race than with others. The cooldown between creating more units should be greater than the time required to train a unit of the same value as well, due to the convenience of creating the units instantaneously.
The tooltips regarding upgrades offered an interesting explanation on how units were upgraded.
The units had a large number of passive abilities, the abilities on them seemed a tad excessive. Each unit also seemed to have a better counterpart that filled the same roll (rifleman-ranger, militia-captain-greatsword), etc. It seemed to happen to often for this race anyways.
The critical strike abilities seemed to have an overpowering amount of critical strike damage, especially on units such as the greatsword.
The icons for the buildings were in total disarray, they should have been placed in a way that was more organized. The icons for everything else seemed to be in the right spot though.
The building animation with the extra peasants was nice, but seemed to malfunction a lot as well. If a building was canceled (at least the one that produced rangers and greatswords) then the peasants remained FOREVER. The peasants constructing the main building (transformer thing) never went away either.
Icon Layout: 4/5
Spelling and grammar: 5/5
Gameplay: 3.5/5
Resource Economy: 4.5/5
Gestalt: 4/5
Total: 21
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Wazzz's Forest Trolls
Suggested players lulz
The construction of base defenses was indeed unique, the different versions of the totems were interesting as well.
The race as a whole seemed a little underpowered, not sure why. All the units seemed to cost a little more than they were worth.
The units and icons all seemed to fit well together.
The log huts took up a lot of space for how little food they provided, though that could just be me.
Nice to see some of my resources used in this contest, though it was a little confusing telling the harvesters apart from the totem-summoners. You can always also make a quick icon from screenshots for units that don't have one. Would have been nice if you changed the vertex coloring on one of them so they were a little easier to distinguish as well.
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 3.5/5
Resource Economy: 4.5/5
Gestalt: 4.5/5
Total: 22.5
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Zpider's Forest Trolls
the heroes abilities seemed a little overly complicated, the shadow ability that granted dodge bonuses could have been perhaps more powerful, the paladin's divine shield lasts 45 seconds when maxed out, so higher dodge chances aren't necessarily overkill. The tree-healing spell was interesting and quite powerful when placed in choice locations, though it was rather annoying it targeted units at full health when damaged units were nearby.
I didn't see any tooltip errors, and all of the hotkeys seemed to work.
The lack of weapon upgrades was a little weird, even if the attack speed was increased instead. Having the armor upgrades placed within the primary troop production building was a little obnoxious as well, lumber-mills are generally the best place to put them as they don't interrupt with army building, even if catapults are built within them.
When I tried healing my army with the tree-spirits summoned by re-growing trees they hurt my troops rather than healing them. Ran them to the water and surrounded them with my forces (which were all at max health anyways) and bam-all my units had about 5% health. Not exactly what the spell was supposed to do according to the tooltip.
The entangling armor on the primalists seemed like mostly a waste, there really isn't much incentive to have your caster's getting attacked.
Icon Layout: 5/5
Spelling and grammar: 4.5/5
Gameplay: 3.5/5
Resource Economy: 4.5/5
Gestalt: 4/5
Total: 21.5
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Master of Eagles' Adempet
The units were hard to tell apart from each other, it would be nice if something more was done to distinguish them from one another (vertex coloring could have been used).
The archer's upgrade was rather overpowered, essentially tripling their damage against everything but buildings. Made it really easy to slaughter enemies XD
The hero, ultimate unit, and hero summons all used the same model file. It would have been nice if they were different. The sea revenant didn't seem to fit the rest of the units and building either :/
The spellcaster's second and third abilities seemed more akin to hero abilities, but w/e.
Don't remember any tool-tips not working, good job on that
The sand spawning under the buildings was pretty cool to
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 3.5/5
Resource Economy: 3.5/5
Gestalt: 4.5/5
Total: 21.5
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chilla_killa's Fire Race
The race was not available if your race was night elves either (selecting custom race had no effect), so testing this race was a little difficult.
All of the spells seemed largely unchanged, and were carry-overs from pre-existing spells, often with the same names.
The fire revenant's projectile type should have been set to "instant" with his projectile art. The Naga sound set didn't fit him terribly well either.
The most interesting thing about this race were the imports used, nothing really stood out. A lot of the imports could have been put to better use as well, and more default models could have been used (such as the Shrine building).
The tooltips seemed a little lacking in descriptions and formatted a tad awkwardly, though nothing major here.
Icon Layout: 5/5
Spelling and grammar: 4.5/5
Gameplay: 3/5
Resource Economy: 4/5
Gestalt: 4/5
Total: 20.5
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Supertoinkz's Mechano Elves
Certainly had an original concept. The chimera and hypogryph both worked pretty well with their attachments and the theme.
Building structures to gain lumber was unusual, though considering night elve's innate ability to never run out of lumber not overpowered. At least the harvesting buildings could be put to use upgrading things, which made researching up the tech tree easier. A little hard to get the hang of early game though.
The altar actually had tech requirements, which isn't great considering no other altars do, and heroes are usually summoned as fast as possible.
The hero certainly had entertaining abilities, all focused on dealing massive amounts of damage. Perhaps to much damage, though considering the scope of this contest not a huge deal.
The medics had no innate mana regeneration, could only heal one unit at a time, and had to be manually ordered to heal units due to lack of auto casting capability. They required way to much micro-management for their role, and only really seemed to be of any use outside of combat.
Several abilities seemed to be inspired by starcraft. Made the race a little easier to get the hang of.
The anti-air units should have had a ground attack as well, only being able to attack air units from the ground is a huge disadvantage.
the tooltips for abilities could be a little more descriptive, the abilities for the three units built from the ancient of war would only gain helpful tooltips after they were researched. the research tooltips more or less just explained what unit the research would effect, rather than what the ability actually does.
Icon Layout: 5/5
Spelling and grammar: 4/5
Gameplay: 4/5
Resource Economy: 5/5
Gestalt: 4.5/5
Total: 22.5
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X-OMG-X's Hell
Several buildings contained units and upgrades tied to the same hotkey. The skeleton's and their upgrade, as well as the lava spiders and their corresponding upgrade, all had the same hotkey.
The Obsidian catapult was merely a re-named meat wagon, it had the same abilities (as well as a passive requiring undead tech to bring to life).
The flame strike art used on constructed buildings was entertaining, though it would have been nice if you could have applied it to every building.
The hero's spells were pretty spectacular, though you might have overused the flame-wave model (saw it used for 3 different spells).
Giving the flame wave ability to the lava spiders was actually not a bad move, as far as active moves go it sort of added a new aspect of micro-management to combat; and fit with the unit relatively well. The boulder stun on the ogres as well was a little much though, especially considering the spiders had an active to. You would have to be one of those crazy players that average 200 actions per minute for them to pay off in a standard battle.
The hero could be built more than once
using a different terrain art for the blight was entertaining, as well as the little flames that spawned on it as well. The UI was fitting, though a bit overkill considering the scope of the contest.
Overall an entertaining race, though a bit incomplete considering the hotkey redundancies and spells allocated to the different units.
Icon Layout: 5/5
Spelling and grammar: 4/5
Gameplay: 3.75/5
Resource Economy: 4/5
Gestalt: 4.5/5
Total: 21.25
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Pharaoh_'s Underworld Ghosts
Having flying movement on gatherers seems like a nice advantage for this race over others, though paired with undead build style could be easily exploited as well.
What are the footmen doing in the buildings for this race? It seems you can waist 135 gold on a dummy unit used in the building animations...
The icons for the buildings and items should have been straightened up a bit, they were a little cluttered.
The hero didn't appear to gain experience when invisible, which kind of sucked.
The towers were really interesting, I really liked the ability to link them together to create a wall. Never thought of defense that way, that was epic.
Hero seemed to large, he could have been much smaller.
The wraith-gate building had no collision size at all, you should have put it's pathing map to one of the circle of power pathing map types or the waygate's pathing (so as the building still required buildable surfaces for placement) said building pathing maps would still allow units to walk on top of the building.
The ability to combine units was interesting, though seemed to leave the race with a feel of lacking in verity.
Icon Layout: 3/5
Spelling and grammar: 5/5
Gameplay: 3.75/5
Resource Economy: 4.5/5
Gestalt: 4.5/5
Total: 20.75
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Pippo's Trolls
Peon skin was sort of meh, not sure if the elven tree really fit this race as well.
The learn tooltips for the hero spells had a | before the hotkey
Very reminiscent of naga, even had the starting unit built from the town hall, which was a good thing.
The death and build on the logs was nice
Icon Layout: 5/5
Spelling and grammar: 4.5/5
Gameplay: 4/5
Resource Economy: 3.5/5
Gestault: 3.5/5
Total: 20.5
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Martin Barbov's Nerubians
The workers cost 100 gold and lumber, which is incredibly pricy for a harvester unit. In fact, every unit cost 100 gold and lumber.
Three of the 6 units in your race used the same icon, which is kind of lame. Especially considering there are three nurubian icons within wc3 already...you could have used the golden or green nerubian icons for two of those (not to mention the crypt fiend and crypt lord, and a hidden spiderling icon)
There were not a lot of tooltips to check, considering this race had 1 tech upgrade and only 6 units. They all seemed to work.
The caster had no innate health regeneration, so saving units from deing only really takes up more food, which is only used to re-summon fallen heroes. My guess is the caster's health only regenerated on blight.
The food-providing building appeared to require blight to place, as it was totally unbuildable for me. Rather annoying, as it prevented me from resurrecting the hero when he died...
The hero had one creative spell were he called in caterpillars to bomb the target area, though it only seemed to work the first time I used it.
Overall this race seemed very incomplete, and most of it's shortcomings stem from simply not enough time put into it.
Icon Layout: 4/5
Spelling and grammar: 5/5
Gameplay: 1/5
Resource Economy: 2/5
Gestalt: 3/5
Total: 15
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Xiliger's Skeletons
All the tooltips seemed to work
The spells were creative, worked properly, and fit the units they were given to.
The art applied to the creation of each building was entertaining.
The skeletons started out harvesting 15 gold, which seems a bit overpowered.
Everything seemed to work well, the race was creative, all the icons fit, all the spells fit, all the models fit...generally a good job.
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 4.5/5
Resource Economy: 5/5
Gestalt: 5/5
Total: 24.5
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Veljkom's Sea Legion
For using a lot of units with the same model file you did a good job at differentiating them. The little art attached to the caster's weapons helped separate them from the rest, and there were enough icons used to tell all the units apart as well.
The hero's ultimate is still named stampede and refers to exploding thunder lizards, didn't really match the race. The use of waves instead of lizards was nice, I imagine you forgot to change that tooltip...
The selection of units was decent, they all seemed to fulfill a useful roll in the race as well.
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 3.5/5
Resource Economy: 5/5
Gestalt: 4.75/5
Total: 23.25
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Stanakin Skywalker's Kobolds
having the town hall double as the mine is certainly a unique idea, though it has a few significant drawbacks. First, you can't tell how many units are training. Secondly, the mine produces no gold (0) while the building is training units, which dramatically nerfs this race.
The hero's aura used a passive icon for the learning it, it should have used an active one. (just about every icon in wc3 has an active variation, the only one I can remeber that does not is shade's truesight. The path for icons always looks like replaceabletextures/commandbuttons/BTNIconName.blp , and passive icons have a path name of replaceabletextures/passivebuttons/PASBTNIconname.blp ,so if you type Command in place of passive and delete the PAS in front of the BTN in the icon name you should have the active icon. Finding active icons for autocast spells is even easer, as they just have the suffix On or Off added to the end of their name, and all you have to do is delete it.
The town halls of the original race were not removed when the custom race was chosen
Icon Layout: 5/5
Spelling and grammar: 5/5
Gameplay: 3/5
Resource Economy: 4/5
Gestalt: 4/5
Total: 21
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Icon Layout was based on were the icons were placed. If the buildings were organized in a logical manner, were the buildings to the left were the first needed and the further buildings to the right were more advanced, were the units produced had their icons on the top of the building’s command interface going from left to right with their corresponding upgrades below them, were spells and abilities went from left to right on the bottom of a units command interface, and were weapon and armor upgrades were placed in a logical location.
Spelling and Grammar was based on how well the tooltips were crafted, whether or not the hotkeys worked, how much useful information was given for various things, and of course the general formatting of tooltips.
Gameplay was based on both how balanced the race was compared to the existing races, as well as how unique and entertaining it was.
Resource Economy is a judgment of how well the resources used fit the race, how well existing resources were used, and how effective imports were to the race.
Gestalt: Was a judgment of how everything sort of worked together, how effective a unique feel and asthetic of the race was accomplished.
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Random awards:
Coolest defensive structure: Tower of insolence with it's link ability
Most involved custom art created for the contest: Mr. Goblin/Stanikin Skywalker
Most entertaining Suggested players: Wazz
Most creative use of the town hall: Stanikin Skywalker's Kobolds
Best use of attachments: Mecho-Elves
Best differentiation of Similar units: Sea Legion
(67chrome's judging * 2.8) + ((votes / total votes) * 30) = Final score
Mr.Goblin: (17.5 * 2.8) + ((25 / 69) * 30) = 59.8695652
Mage_Goo: (21 * 2.8) + ((3 / 69) * 30) = 60.1043478
Wraithling: (24 * 2.8) + ((10 / 69) * 30) = 71.5478261
RED BARON: (10 * 2.8) + ((2 / 69) * 30) = 28.8695652
Gyrosphinx: (21 * 2.8) + ((0 / 69) * 30) = 58.8
Ghost765: (21 * 2.8) + ((9 / 69) * 30) = 62.7130435
Wazzz: (22.5 * 2.8) + ((2 / 69) * 30) = 63.8695652
Zpider: (21.5 * 2.8) + ((4 / 69) * 30) = 61.9391304
Master of Eagles: (21.5 * 2.8) + ((5 / 69) * 30) = 62.373913
chilla_killa: (20.5 * 2.8) + ((4 / 69) * 30) = 59.1391304
supertoinkz: (22.5 * 2.8) + ((1 / 69) * 30) = 63.4347826
X-OMG-X: (21.25 * 2.8) + ((11 / 69) * 30) = 64.2826087
Pharaoh_: (20.75 * 2.8) + ((9 / 69) * 30) = 62.0130435
Pippo: (20.5 * 2.8) + ((2 / 69) * 30) = 58.2695652
Martin Barbov: (15 * 2.8) + ((5 / 69) * 30) = 44.173913
Xiliger: (24.5 * 2.8) + ((3 / 69) * 30) = 69.9043478
Veljkom: (23.25 * 2.8) + ((10 / 69) * 30) = 69.4478261
Stanakin Skywalker: (21 * 2.8) + ((22 / 69) * 30) = 68.3652174

4th - Stanakin Skywalker
5th - X-OMG-X
6th - Wazzz
7th - supertoinkz
8th - Ghost765
9th - Master of Eagles
10th - Pharaoh_
11th - Zpider
12th - Mage_Goo
13th - Mr.Goblin
14th - chilla_killa
15th - Gyrosphinx
16th - Pippo
17th - Martin Barbov
18th - RED BARON
5th - X-OMG-X
6th - Wazzz
7th - supertoinkz
8th - Ghost765
9th - Master of Eagles
10th - Pharaoh_
11th - Zpider
12th - Mage_Goo
13th - Mr.Goblin
14th - chilla_killa
15th - Gyrosphinx
16th - Pippo
17th - Martin Barbov
18th - RED BARON
Poll | Contest