Fixed a bug that didn't let Rat Catcher target allies with his level three Rat Ointment.
Fixed a bug causing Rat Ointment to summon more than one Giant Rat.
Perches can now properly use their Call to Roost ability.
Fixed a bug with the Entrance's Construct Trapdoor ability.
Fixed some tooltips and map description.
Fixed a bug that caused Death's Visage to not work properly on heroes.
Changed some tooltips.
Added two more screenshots.
Added music and system credits
Smaller, weaker, and less intelligent than the major races of Azeroth, the ratfolk have lived in
seclusion from the rest of the world and have avoided conflict with the surface since time immemorial. With their nests wrought with overpopulation and not enough to eat in their deep caves, save for the occasional kobold, they turned on themselves for food. More concerned with forming packs and fighting each other to decide who becomes a meal and who doesn't, they had no time or care for the sciences. As a result, their technology is still primitive and simple and their sanitation is virtually non-existent. The ratfolk of Azeroth, it seemed, were to remain a minor and forgotten race forever.
However, the ratfolk have been stirred from their isolation. The packs have been united by the enigmatic Skull King and his lieutenants, the overseers. Under his leadership, they have been reorganized into The Deluge - an imposing and seemingly innumerable army. Spurred on by the skullrats, and their voracious appetites, they have emerged from the depths of the earth to devour everything that crosses their path. The kobolds and goblin expeditions were the first to encounter the Skull King's newly formed army. The goblins were quickly defeated and the kobolds were enslaved instead of eaten at the Skull King's insistence.
Now, it's time for the ratfolk to take on the other races of Azeroth and to sweep across the surface world like a tide and show all the might of The Deluge.
The ratfolk are an extremely aggressive race. They are at their strongest during the early game, weakest during the mid-game, and come back with a powerful late game with the introduction of Armours, Underhulks, and the Resilience research. They are able to creep easily with the use of the Entrance's Riled Residents ability, but doing so leaves them vulnerable to rushes or harass.
+ Early units are cheap + Bases are easily defended + All ratfolk summons leave corpses when killed + War Rats can become very powerful by using the Dinnertime! ability. + Extremely mobile army, especially with the Construct Trapdoor ability. + Casters can yield extremely high damage outputs. + Great siege potential + Good shop items that can be used in battle. + Salvage can be used to gain resources from an obsolete building (such as a far away Harvester's Mound) and can be used to spawn Rabid Rats at an entrance. + All heroes have great damage potential. + Can train a flying scout at tier one. + Has two defensive structures.
- Workers are incredibly weak and susceptible to harass. - Workers need to mine from a Repurposed Gold Mine, which is expensive to replace. - All tier one units are very weak to area of effect damage until Resilience is researched. - There is only one aura among all three heroes. - None of the casters have any heals. - Weak ranged units.
Looks fun, but it is clearly an "altered melee" map and not a pure "melee" map. The "melee" tag should be used only for maps that offer completely unaltered wc3 gameplay, i.e. the same as blizzard ladder maps. Therefore I've removed the "melee" tag.