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Riverpaw GNoll AI

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
this an alterd melee map i made with one of my best AIs ive made Gnoll unit models by Mephestrial and the gnoll hero model by Kimberly

Keywords:
gnoll,AI,melee,World of warcraft,stormwind
Contents

Riverpaw GNoll AI (Map)

Reviews
15:29, 1st Jan 2009 Rui: Please do not submit poor edits here. Use EpicWar instead. [highlight]Rejected[/code].

Moderator

M

Moderator

15:29, 1st Jan 2009
Rui:
Please do not submit poor edits here. Use EpicWar instead. [highlight]Rejected[/code].
 
Level 2
Joined
Jun 19, 2008
Messages
15
Review

Took me some time to play this little map and made a review since none has done it yet. Here's what I mean is good and bad:

+
----
1) New race - Pretty cool that you took yourself time to make a map with a race that we normally only meet as mobs around our beloved Warcraft 3 melee maps.

2) Custom models - You used new models not included in Warcraft 3 instead of only the old models.

3) Custom AI - Couldn't been without it if the Gnolls are to play like any other race.

+/-
----
1) Only 1 Hero - Good that you added a custom model as Gnoll Hero, but I'd hoped for more Heros that just 1.

2) Gnoll buildings - You had some Gnoll buildings (really liked the tower), but you could imported some more. It's just not the same when old Orc and Human buildings are mainly used. I know that there's more Gnoll buildings here at Hiveworkshop.

3) Portraits - Maybe you could used some new portraits you can find here at Hiveworkshop? Makes the units look more different from each other and easier to see the difference.

-
----
1) Terrain - Almost no terrain at this map, which makes this map unrealistic and boring to play. Even small details like a cave with some doodads around makes the map look more realistic and fun to play in my opinion. Doodads, also others than just trees, should be used in every map made.

2) No mobs - No mobs to kill for xp or items. Most maps got at least some of these Hostile creatures.

3) No mobs at gold mines - All gold mines should have at least some mobs around them so other players can't start by going to uncaptured gold mines. Even start locations should have this so that start location gold mines can't be taken in the very first minutes.

4) Writing errors - I know that you don't got much text in your map, but it can be annoying for someone to see buildings with their names spelled wrong.

Conclusion: Use at least some more time next time you make a map. Remember that even small details can improve the play experience. Fix these things and I'll rate your map again.

Rating: 2/5
 
Level 31
Joined
May 3, 2008
Messages
3,154
This map was unacceptable for me.

1) Breaking the rules of hiveworkshop (Invalid author name).
2) Poor terrain.
3) No creep.
4) Defective GUI coding.
5) Breaking the rules of hiveworkshop (No credit list inside the map).
6) Malfunction hotkey.
7) Poor unit description/information.
8) Only 2 custom ability and they are using ordinary warcraft 3 ability.
 
Level 5
Joined
Aug 21, 2008
Messages
83
ok ty Arild for the info ill fix those errors in the near future exept im probly going to hafe to remake completely becouse i had lots of creeps but when the people build it was so close they instently agrovated the mob so i had to cut them out but i might be able to add some small creeps but tell me should i make it 3 paths across the river one at ech end and in mid or just one big one in mid or no mid with 2 at ech end but tell me what did you think of town guard AI? it wasnt had to make sence its melee. i am leaving this unprotected for now incase enyone whants to make there own edits just inform me if you whant to release them.
and wow *lols* septimus your very direct when it comes to rating (no offence)
 
Last edited:
Level 2
Joined
Jun 19, 2008
Messages
15
ok ty Arild for the info ill fix those errors in the near future exept im probly going to hafe to remake completely becouse i had lots of creeps but when the people build it was so close they instently agrovated the mob so i had to cut them out but i might be able to add some small creeps but tell me should i make it 3 paths across the river one at ech end and in mid or just one big one in mid or no mid with 2 at ech end but tell me what did you think of town guard AI? it wasnt had to make sence its melee. i am leaving this unprotected for now incase enyone whants to make there own edits just inform me if you whant to release them.
and wow *lols* septimus your very direct when it comes to rating (no offence)

You can try to remake the map from scratch, using the AIs and units. But I suggest that you have 3 paths across the river; 1 at each side + middle. Don't know that to say about the town guard AI. Try to make some places where mobs can be, and set their "Target acqustition range" to camp (200). Remember to also give them loot (drop on death). Creeps at gold mines is important. Good luck
 
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