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Saviors of Lordaeron BETA v0.7

Submitted by Ilexa
This bundle is marked as pending. It has not been reviewed by a staff member yet.

SAVIORS OF LORDAERON
REINFORCMENTS AT THE GATE
~v0.7~
Join the Saviors Of Lordaeron Discord Server! for all the latest celebrity gossip and map news!


Map Description:

The King is dead and the dreaded fallen prince has begun his dark conquest. The realms call out for aid and it falls to you to help fight back this encroaching darkness.

Gather your party and make way to the nearest town. Aid what remains of the Silver Hand and cleanse the fallen city of Stratholme, a new power rises from the ruins of the capital, care that you are not engulfed by it.

Patch Information:

Heya Lovely people! I know I've been gone a while, caught up with things IRL but do not fear for the update is here! 0.7 while not providing content in the traditional sense (New Areas, New Bosses) Does provide a strong framework for the map to build forward, plus it kinda introduces 3 NEW HEROES with fun and interesting mechanics, one of them (Warlock) is the jewel I will wear on my crown for now. 0.7 brings with it a revamp to the Beach and a small extra area beyond the Abomination boss fight. It also provides many quality of life fixes and new mechanics. Did someone say difficulty voting??? (I really need someone to help me with the vote system) The old difficulty should be balanced between Easy and Medium, so don't go too crazy. In the future I will provide some Mythic/Heroic only mechanics for the bosses, but for now this is a good starting point. The 0.7 update also introduces scaling to many of the Heroes; no longer will your heals be ineffective as the game goes on! That's all I can remember from the top of my head but there's plenty more hidden away so please try it out and let me know what you think!


Map Information/Features:

Saviors of Lordaeron is my first serious mapping project in Warcraft 3, it was made with the intention of being a quick paced action oriented semi-linear RPG that is set in the Warcraft 3 universe and just before Arthas' invasion of Silvermoon. This map is not meant to be canon at all, it just consists of my imagination having fun with the story elements. Aside from that, the map is built in the same vein as "The big fellowship" where items are rare and enemies are tough. The map was made post-Reforged and thus was designed with that in mind. Some of the perks of this map are;

  • Uses Default Assets
  • Fun and challenging bosses
  • Fast paced, not requiring hours upon hours to progress
  • Replayability (trying different build/paths/heroes)
  • Nine!! (so far) Unique and fun heroes that have multiple ways of being played

Changelog:

Version 0.4b

  • Nerfed Swordsman Defend from 75% reduction to magic and pierce to 33% reduction
  • Reduced item upgrade droprate from 5% to 4%
  • Increased HP of all enemy units by roughly 100
  • Increased Damage of all enemy units by Roughly 10

Version 0.4c

  • Buffed Swordsman Defend to 50% reduction to magic and pierce from 33% reduction
  • Reduced item upgrade droprate from 4% to 1%
  • Increased HP of all enemy units by roughly 100
  • Reduced Damage of all enemy units by Roughly 4
  • Added a "Smuggler's Den" to the village hub
  • Reduced the stock of upgrade items at the blacksmith from 3 to 1
  • Finished the village hub cutscene (feel like it might be too long and boring, please let me know if you have any feedback regarding it)

Version 0.6

  • Ranger attack range buffed from 600 to 750
  • Ranger "Field Medic" mana cost buffed from 125 at all levels to 75
  • Ranger "Deep Focus" mana cost buffed from 100 at all levels to 80
  • Firemage attack ranged buffed from 600 to 700
  • Firemage "Pyroblast" stun duration on heroes nerfed from 5 seconds to 3
  • Firemage "Banish" cooldown nerfed from 10/8/5 to 14/12/10
  • Priest "Minor Heal" range buffed from 500 to 600
  • Priest "Dispell" mana cost buffed from 100 at all levels to 75
  • Priest "Light's Judgement" mana cost adjusted from 40/55/70 to 50 at all levels
  • Necromancer "Raise dead" now summons 1 melee and 1 ranged skeleton
  • Necromancer "Enfeeble" mana cost buffed from 125 to 75
  • Paladin "Holy Light" mana cost buffed from 100/125/150 to 75/100/125
  • Paladin "Holy Shock" mana cost buffed from 80/95/110 to 80/90/100
  • Swordsman "Demoralizing Shout" attack damage reduction nerfed from 30%/40%/50% to 10%/20%/30%
  • Swordsman "Defend" damage reduction nerfed from 75% to 50%
  • Swordsman "Sunder Armor" mana cost buffed from 35 at all levels to 25

Version 0.6b

  • Fixed all bugs (hopefully) regarding the Araj bossfight and Scholomance in general
  • All quest items can now be dropped and now automatically drop upon death, this is to stop them from being deleted when a hero runs out of lives
  • Priest fully upgraded Holy Pendant heal increased from 150 to 200 and no longer shares a cooldown with a scroll of healing
  • Swordsman Battlecry area of effect increased from 500 to 600
  • Finished adding all boss item drops, removed placeholder items and introduced all new custom ones

Version 0.7

  • Priest "Dispel" cooldown from 12/10/8 to 6 at all levels
  • Priest "Dispel" now only removes negative buffs from allies and positive buffs from enemies
  • Priest "Dispel" Summoned unit damage from 200/300/400 to 300/450/600
  • Priest "Minor Heal" now scales with (Hero Intelligence +10) from a flat 35
  • Priest "Major Heal" now scales with (Hero Intelligence * 1.5)
  • All of Necromancer's summons now scale (find out more ingame!)
  • Swordsman Agility per level from 2.0 to 2.2
  • Renegade Wizards now have access to "Blizzard" and have lost "Lightning Shield"
  • Assassins and Pirate Assassins now have access to a short stun ability
  • Poachers have been given the "Ensnare" ability
  • You can now select a difficulty at the start of the game (Old difficulty was balanced somewhere between easy and normal)
  • The Beach has had a facelift with some adjustments and a setup for a later zone baked in
  • The gate west of the Abomination boss fight can be explored now (This has not been finished and is pretty barren at the moment)
  • All Heroes now have a Hero Glow!
  • NEW HERO - Alchemist
  • NEW HERO - Spellbreaker
  • NEW HERO - Warlock


Credits:
Upcoming Features:
  • The remainder of Strathholme
  • Possible remake of the starting forest
  • The ruins of Dalaran and a new hub
  • New heroes with new ways to play

Author's notes:

As I said earlier in this post, I am still fairly new to this and could really use pointers and feedback whether good or bad, most of the trigger work might be messy since I tried to do it using the least amount of guides I could (tho some systems seemed a bit too impossible for me) and I'm not that great at terraining/detailing. The map has had some balance troubles and I've been struggling to find the sweet spot between too hard and super easy. Please test out the map with some friends or randoms and let me know what you think.

*Update* I decided to release the map as most of the game is very playable and can last a good amount of time, I'm growing more and more busy so I'm not sure when I'll be able to update it next. Considering all that I've decided to post it here and have people play it while I slowly pick away at version 0.7 which has many good things planned!

*Update 2* With Version 0.7 out of the way and 3 new heroes, there are bound to be bugs and issues plaguing the map, expect the next couple of weeks to consist of revisions to 0.7. Meanwhile I will keep concepting and working on content to include in 0.8! Again please leave any feed back (Good or bad) and I hope you enjoy my work.

Again, any feedback is greatly encouraged and thanks for reading up to this point.

Map made by Ilexa (the discord in the loading screen is mine)
Contents

Saviors of Lordaeron BETA v0.7 (Map)

Reviews
deepstrasz
-usual Warcraft III spells -units selected during cinematic mode -hints might appear during scenes -generally Warcraft III material, units, items, at least until you meet scripted bosses -units with hero models don't have decay animations (body...
  1. deepstrasz

    deepstrasz

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    Might want to disable units attacking during cinematic mode and the wisp being able to draw the bandits to the tavern.
    anima.png
     
  2. Ilexa

    Ilexa

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    I’ve never though of that not have I seen it done before, very very sneaky. I’ll fix that with the next version.
     
  3. Jez

    Jez

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    Very cool map. Reaching "Endgame" people usually seem to have a lot of gold accumulated. Maybe there could be something to use it on besides mana potions?
     
  4. Ilexa

    Ilexa

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    The easy answer would be to implement more shops that sell items or stat tomes but I’d prefer to keep powerful items as boss drops. It’s something I’ve thought about and I haven’t quite come up with a solution. More expensive/powerful basic items and consumables are a must but for the rest of the gold I’m still considering options. If only heroes had more than 6 inventory slots.
     
  5. deepstrasz

    deepstrasz

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    -usual Warcraft III spells
    -units selected during cinematic mode
    -hints might appear during scenes
    -generally Warcraft III material, units, items, at least until you meet scripted bosses
    -units with hero models don't have decay animations (body remains on the terrain) and they have hero glow
    -wolves and spiders together is kind of weird
    -bridges should be properly raised/lowered; the one towards the inquisitor is higher than the ground. Use CTRL+PAGE UP; actually a lot of bridges are positioned badly
    -the terrain could be less flat
    -outside cinematic mode transmissions run too fast
    -units can walk through book shelves
    -the web FX is not properly positioned/seen on units
    -Lich's spirits don't move all towards the heroes? They seem to stay in their corners
    -some heroes don't have glow. It can simply be added: How to add Hero Glow without Modeling

    So, it's nice but it's unfinished. Please use Map Development until you get to late beta.

    Awaiting Update.



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  6. Ilexa

    Ilexa

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    I appreciate the comments but I'm somewhat disappointed, I was hoping for a bit more to work with when it came to the review, a lot of it's very vague and doesn't really help me improve the gameplay (which is my priority at the moment) Could you please comment on what you think of the gameplay, I've seen you give much more basic maps a more in depth review. No offence or anything, just looking to make this map into something somewhat special.

    In regards to the Lich spirits, them not moving towards the hero is intentional to make the fight easier and allow the heroes to tackle them 1 by 1 , in the future I'm planning on adding a harder difficulty which shakes up mechanics.

    As far as the items are concerned, only the basic ones + consumables are standard warcraft 3 items, each boss and miniboss drops a unique custom item.

    I'll take the other points you mentioned to heart but personally I don't have a problem with some of the abilities being standard, I haven't ripped them straight out and not modified anything, sure I want to replace some of them with something more grand (Firemage's banish) but I find them suitable and flavorful for most of the heroes. By materials I assume you meant models/effects/etc They are standard and that is by design, I wanted the map to look decent both in classic and reforged mode, imported models (as useful as they may be, and lord knows I've been tempted to use them) would just ruin that in my opinion.

    Again, thanks for the review and I'm looking forward to hearing from you again.
     
    Last edited: Aug 20, 2020
  7. deepstrasz

    deepstrasz

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    No, resources in general: items, units, abilities; object data.
    Yeah, some items are custom but you get a lot of Jade Ring spam.

    I haven't much to comment on. The map is generally fine, just that it relies mainly on original Warcraft III stuff.
    Boss fights are promising though, basically the cherry on top of the map. The rest is pretty much old school Warcraft III RPG.
     
  8. Ilexa

    Ilexa

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    Just a heads up for anyone interested. Patch 0.7 in officially out! This patch includes 3 new heroes (Please test out the Warlock specially and tell me what you think) alongside a myriad of systems and mechanics. The beach has also received a facelift and a small area after the Abomination boss fight has been added.

    While this patch may seem sparse in new content from a explore and dungeon view, it sets up a ton of framework and building blocks for future patches.

    Please enjoy the map and let me know what you think!