• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Shadow Wars - Version 1.4

I've released 2 maps:

Shadow Wars v1.4 Lite (http://www.hiveworkshop.com/forums/resource.php?t=116291) and
Shadow Wars 2 v.30 Test Version (http://www.hiveworkshop.com/forums/resource.php?t=116522)

Check em out!

Current Version 1.4

(Items)
- Human encampments will now randomly drop an item.
- Added a variety of different items to be randomly dropped by Humans.

(Units)
- Doom Guards now have Thunder Clap (replacing War Stomp)

(Heroes)
- All Hero spells have had their hotkeys redone (Z, X, C, V from left to right).
(Overlord)
- Entirely redid the Overlord's spellbook. His abilities are now Paranoia (Level 10), Tendon Rip (Level 12), and Black Guard (Level 15).

(Bugs)
- Fixed a bug where heroes would kill each other and themselves at the start.

More to come!




(About the Game)
Shadow Wars is a new styled RTS map which revolves around an unique resource and upgrading system. Players convert villagers into zombies, and then can choose to preserve the zombie for a soul (resource) or use souls to upgrade the zombies.

Zombie upgrades are wide in variety and vast in number, 64 different upgrades from 4 different categories: Power, Speed, Dark, and Magic. Higher level upgrades require a mix of researches, I.E. the Dark Ghoul requires 3 Speed, 2 Dark, and 1 Magic.

Each unit is specialized to beat another unit type, adding a Rock, Paper, Scissors effect that any good RTS should have. Though some units may seem powerful, they always have a counter!

Four different base abilities, depending on what base you choose:
- Shadow Rage ripples a powerful wave of energy from your Hero, dealing damage and stunning nearby enemies.
- Plague Ward summons an immobile ward to shoot disease at enemies.
- Drowned Spirit allows your Hero to summon a powerful Revenant ally to fight along side your undead forces.

- Unholy Aura makes your Hero increase the movement speed and life regeneration of nearby friendly units.

Human structures can be captured to bolster your army:
- Arcane Tower turns into Conversion Tower, which automatically converts a nearby village's population into zombies for you.
- Lumber Mill turns into Graveyard, which summons a zombie from a nearby dead corpse every 30 seconds, and generate its own corpses every 75 seconds.
- Guard Tower turns into Spirit Tower, which attack enemy units and bolsters your military dominance score.
- Heavy Guard Tower turns into Ziggurat, which can be upgrade into a powerful defensive structure, the Shadow Tower.
- Town Halls can become a Necropolis, which unlocks end-game tech abilities.

Upgrades to improve your spells of Conversion:
- Devious Conversionist allows you to convert the less helpless humans into zombies, making them much more easy to overcome, and makes Villagers flee from you less often.
- Dark Rituals increases the soul yield from preserving zombie souls, as well as increasing the soul generation of your Tower of Souls.

This uploaded version is now the full version, but still accepting suggestions, bug reports, etc.

*Map Protected*

Edit: Thought I should give fair warning to downloaders that this game has been called both complicated and confusing.



(Old Game Updates)
Version 1.3



(Game Mechanics)
- You can now give units or structures to another player with the -give command if you have mutual alliance with each other.

(Dominances)
- Quality Dominance - Awarded to the first player to get levels 3, 7, or 10 research for both armor and attack.
- Hero Dominance - Awarded to the first player to reach level 15 with their Hero.

(Heroes)
-New Hero: Fel Blademaster (Unlocked at 500 points)

BTN_CR_Animate.jpg
Animate: Raises a Zombie from a nearby corpse. This spell replaces Dark Conversion.
BTNSpell_Shadow_RitualOfSacrific-1.jpg
Sacrifice: Deals 500 damage to a target friendly unit. If the unit dies from this attack, you gain 1 soul. This spell replaces Soul Preservation.
BTNWhirlwind-1.jpg
Whirlwind: A quick slash, dealing damage to all targets around the Fel Blademaster. Also briefly makes the Fel Blademaster immune to spells.
BTNINV_Sword_17-1.jpg
Rage and Desire: Increases the level of Ragnarok, the Fel Blademaster's sword, and thus increasing its capabilities.
BTNSpell_Holy_RetributionAura-1.jpg
Skill and Finesse (Level 10 Spell): Causes attacks to do 130% damage to structures, 120% damage to units, and 110% damage to heroes.
BTNSpell_Shadow_ShadowWard-1.jpg
Evasion (Level 12 Spell): Increases the Fel Blademaster's chance to dodge by 40% for 15 seconds.
BTNShockWave-1.jpg
Ripple (Level 15 Spell): A wave of force that ripples outward, causing 250 damage to land units in a line.

The Fel Blademaster differs quite greatly from the previous heroes.
(Stats)
- Advantage: He is an agility hero, so his armor and attack speed will be above average.
- Disadvantage: He is not classified as Undead, and therefore will not receive benefits from blighted ground and will be weak against Death Coil.

(Animate)
- Advantage: Can get a Zombie from any corpse as opposed to only Villagers.
- Disadvantage: Cost mana, has a casting time, cannot be upgraded.

(Sacrifice)
- Advantage: Can be used on units other than Zombies.
- Disadvantage: Can only be used at close range, cannot be upgraded.

(Overlord)
☼ Increased the damage of Blood Strike.

(Units)
- Eye of the Dead will no longer start in the Hero's inventory, but now will be placed outside the weakest nearby village when a base is claimed. This should help noobs and the intelligent impaired find the weakest village easier (I hope).
- Meat Cannons, Siege Barges, and Siege Destroyers have had their HP decreased.
- Doom Guards now have a 20% chance on hit to cast War Stomp instead of spamming it.
- Lava Avatar's Lava Splash now just burns the ground, dealing damage over time to anyone who stands on it.
- Frost Wyrm's devour now has a 15 second cooldown.
- Frost Wyrms now have the Hardened Carapace ability, decreasing damage taken.
- Altar of Heroes have appeared in the stronger human settlements. Corrupting these will now yield a Sacrificial Altar.
- Sacrificial Altars have been removed from the Tomb of Relics.
- Sacrificial Altar's Soul Preservation will now level up from the Dark Rituals upgrade.
- Sacrificial Altars can now be disabled and enabled.
- Sacrificial Altars will now be corrupted on death.
- Sacrificial Altars will now reconstruct on death from the Deep Corruption upgrade.

(Other)
- New Loading Screen
- New Mini map Image

(Bug Fixes)
- Redid some triggers involving Conversion Tower rally points. They should now very rarely not automatically set a rally point when corrupted.

(Known Bugs)
- Sacrificial Altar's soul preservation sometimes will not upgrade properly.
- Doom Guard's War Stomp doesn't work.
- Expansion Dominance seems to only work the first time.


Version 1.2a
(Game Customization)
- Tutorial skipping has been fixed.

(Dominances)
- Dominances have been correctly organized in the Spellbook
- Preview of the final 2 dominances

(Units)
- Seductresses have had their Charm chance reduced to 4% (was 5%)
- Seductresses have had their attack damage reduced.
- Burning Zombies now have the Burning Strikes ability, which increases damage dealt towards buildings.
- Lava Avatars have had their Lava Splash ability changed, it now has a 35% chance to deal 10 damage per second to all targets in an area for 8 seconds.
- Frost Wyrm is now less expensive.
- Skeletal Warlocks now have a new icon.
BTNSkeletalWarlock-1.jpg

- Stalkers now have a new icon.
BTNStalker-1.jpg

- Fel Shamans now have a new icon.
BTNFelShaman-1.jpg

(Other)
- Redid a lot of triggers (again), for less laggy game play and possibly less game crashes.
- Attack Types/Armor Types will now say the % of damage done/taken.

(Bug Fixes)
- Seductresses can no longer Charm Frost Wyrms.
- Fixed some rally point bugs.
- Spell Hunters now correctly have Magic Resistance

Ver 1.2

(Game Customization)
- Starting Tech can now be set.
- Players may now choose to not watch the tutorial by pressing the Up arrow key.

(Game Mechanics)
- Reverting to a Zombie will now reduce the unit to half health.
- Necropolis now has to be upgraded to Halls of the Dead for the base invulnerable effect.
- Number of Zombies will now be displayed on the scoreboard.

(Dominances)
- Added Expansion Dominance, given to the first player to get 3 Conversion Towers.

(Upgrades)
- Deep Corruption can now be researched from your base. This powerful upgrade causes your structures to regenerate on death instead of turn control over to its killer.
- Reduced the cost of most researches.

(Units)
- Graveyards can now upgrade into Mausoleums, which generate corpses faster, and can defend themselves with their Dark Minion Summoner spell.
- Ravagers and Dark Ghouls have the Vampiric ability once again, but it is much weaker.
- Mage Hunters, Spell Hunters, Spell Destroyers, Fel Hunters, and Fel Destroyers all now have demon armor. This makes them more effective at destroying human bases.
- Succubus, Rogues, Assassins, Temptress, and Seductress have all had their Sneak transition time decreased and the duration increased, and their armor increased.
- Meat Wagons and Meat Cannons now have Fortified armor.
- Greatly weakened Meat Cannon's anti air attack.
- Fury's splash damage has been decreased.
- NEW UNIT: Frost Wyrm. This powerful flying unit can be trained at your Black Citadel once you have researched Power, Speed, Dark, and Magic all to level 5. The Frost Wyrm learns new abilities at the cost of souls and kills, all of which are very powerful. Only 1 Frost Wyrm is allowed at a time.
- Frozen Shards (Frost Wyrm): Rains freezing shards of ice that deal a large amount of damage to enemies around the Frost Wyrm. This ability is not channeled.
- Devour (Frost Wyrm): Consumes a target, dealing 20 damage per second. The Frost Wyrm also regenerates 700 hit points over 10 seconds from the nourishment.
- Annihilation (Frost Wyrm): Instantly deal 800 damage to a target enemy structure. Buildings killed with Annihilation will NOT corrupt or regenerate, they are gone for good.

(Heroes)
(Overlord)
- New Overlord hero, unlocked at 250 points.
- Blood Strike instantly deals damage, and decreases armor for a duration to a unit.
- Fierce inspiration increases the damage, armor, and life regeneration rate of nearby friendly units.
- Devastating Fury increases a target unit's attack speed at the cost of life.
- Paranoia allows the hero to detect invisible units.
- End Game gives a 10% chance to deal 8x damage to a target non-hero unit.
(Hunter)
- Reduced damage per second of Prey to 45 (was 55)
- Reduced the duration of Prey against Heroes to 8.5 seconds (was 10)
- Increased the damage bonus of Sneak to 15 (was 10)
- Reduced the transition delay of Sneak of 0.5 seconds (was 1 second)
(Crypt Lord)
- Venom of Nerub has been strengthened, and now also reduces attack speed.

(Other)

- By popular demand, the music has been removed. Should make the file size much smaller.
- Changed the model on the Shadow Hunter.
- Changed the model for the hero revival effect.
- Changed the model for the hero level up effect.
- Villagers will now sometimes say something upon fleeing.
- Footman and Rifleman will now sometimes say something during combat.
- Another version of the tutorial will now randomly display.
- Many icons for passive spells now look like passive icons.

(Bug Fixes)
- Scarabs, Crypt Soldiers, and Crypt Warriors should now be affected by Melee auras.
- Succubus should now require the correct researches.
- Siege Barges and Siege Destroyers should now require the correct researches.
- Crypt Lord should now correctly receive upgrades from researches.

Known Bug Issues:
- A possible sound echo, I think I may have fixed it, but not sure.
- Warcraft III may randomly crash without any sort of error warning. Cause is unknown.

Ver 1.1

(Game Mechanics)

- Reduced lag a little
- You can now upgrade multiple units at once
- Changed the food cap system, it is now dependent on your level.
- Heroes now have level caps, which can be raised with a Necropolis.
- Increased the level requirement for the 4 base tech upgrades.
- Fast Zombies will no longer accidentally upgrade to Mage Hunters when trying to upgrade to a Ghoul
- You can now simply right click on a villager with your hero to cast Dark Conversion
- You can now simply right click on a zombie with your hero to cast Soul Preservation
- The Subtlety and Conversion upgrades have been merged into one upgrade.
- The Soul Preservation and Soul Harvest upgrades have been merged into one upgrade.
- The Tower of Souls will now automatically generate 1 soul initially.
- Removed the -auto feature
- Added an option in the game rules for random base selection
- To ally a player in diplomacy mode, you now use their color instead of their player number
- Redid some triggers to potentially reduce lag.


(Dominances)
- Dominances will be contained within the Shadow Spellbook
- Offensive Dominance
- Defense Dominance
- Noob Dominance

(Unit Changes/Additions)
- New Power Unit : Siege Barge (replacing Felguard)
- New Power Unit : Destroyer Barge (Siege Barge upgrade)
- Fel Warlocks have had their summon removed
- Fel Warlocks can now have Netherdrake Form
- Fel Warlocks now have Fel Summoning (similar to Dark Summoning)
- Fel Warlocks have had their attack damage increased.
- Skeletal Warlocks have had their attack damaged increased.
- Fel Warlocks and Skeletal Warlocks now have the Agony spell (replacing Decay)
- Fel Shaman Chain Lightning has been weakened (deals 50 dmg with 50% weakened jumps, down from 60 dmg 25% weakened jumps)
☼ Skeletal Stormcaster Chain Lightning has been weakened (deals 35 dmg with 50% weakened jumps, down from 40 dmg with 25% weakened jumps)
- Skeletal Soldiers and Acolytes have had their damage increased
- Skeletal Tech is now called Dark Tech
- Eye of the Dead no longer detects stealth while held
- Fel Marksman have had their damage reduced

- Fel Longbow and Burning Archer attacks now burn enemies over time.
- Vampiric Ghouls have had their name changed to Dark Ghoul
- Dark Ghouls and Ravagers no longer have the Vampiric ability
- Stalker's anti air melee attack now deals siege damage
- Meat Cannons now have a short-range anti air attack
- Fel Guards have been removed
- Fire Zombies are now called Burning Zombies
- Crypt Warriors have had their model changed
- Reduced the slow effect of Skeletal Archer's Impairing Attack (now 10%, was 30%)
- Hellcaller's animate dead has had its duration reduced and cooldown increased.
- Removed mana from most units, seeing how its no longer needed to upgrade.

(Crypt Lord)
- Crypt Lord's maul damage has been reduced
- Crypt Lord's locusts can now be killed
- Crypt Lord will have a new lvl 15 ultimate : Venom of Nerub (replacing animate dead)
(Death Knight)
- Increased mana cost of Death Coil
- Reduced the effects of Ghost Armor (now 90%, 85%, 80%, 75%)
- Reduced the number of Spirits released in Spirit Swarm
(Lich)
- Reduced direct target damage of Frost Nova (now 60, down from 65)
- Reduced damage of Cold Blast (was 250, now 185)
- Increased range of Cold Blast and reduced mana cost
- Reduced mana cost of Frost Shield
(Shared)
- The Base spell "Black Plague" has been removed, replaced by Plague Ward
- New Base spell "Plague Ward" ward that will shoot Disease on nearby enemies.

(Other)
- Humans will now be weaker, but in greater number.
- Arcane Towers and Conversion Towers no longer have the Feedback ability
- The stronger human settlements have been redone, and now look more town-like.
- Heavy Guard Towers will now corrupt into Ziggurats, which can be upgraded into Shadow Towers.
- Ziggurats, Shadow Towers, and Improved Shadow Towers (not at your base) will now be corrupted into a Ziggurat when killed by another player.

Ver 1.0
- Fixed an odd glitch where Militia had stealth abilities

- Fixed a glitch in which the Spell Destroyer could continually upgrade.
- Change Warp Hunters into Spell Hunters
- Added remaining tier 5 upgrades:
- Seductress (Temptress Upgrade)
- Assassin (Rogue Upgrade)
- Fel Destroyer (Fel Hunter Upgrade)
- Spell Destroyer (Spell Hunter Upgrade)
- Added a limit of 50 zombies. At this point, Dark Conversion will be uncastable by both towers and heroes. It is still possible to get zombies via Graveyards, Corpse Exhumers, Black Plague, Reverting, and training.

Ver .97
- Added the Shade's tier 5 upgrades:
- Spirit of War
- Spirit of Hate
- Also changed Watcher into Black Shade
- Fixed a bunch of minor bugs.

Ver .96
- Added two new heroes:
- Lich (50 pts)
- Crypt Lord (100 pts)
- Seriously revamped most hero abilities (Crypt Lord unfinished)
- Changed Scarab into Succubus, and Giant Spider into Scarab.
- Added a Sacrificial Altar at the neutral item store.
- Added 3 levels for Military, Research, and Resource dominances.
- Slightly rebalanced human bases
- Reduced cost of Necropolis upgrades, and increased their food yield.
- Gave the Soul Harvest upgrade 5 levels instead of 2.
- Added SOME (not all) tier 5 units for testing. These units are:
- Fury (Dire Torch Upgrade)
- Lava Avatar (Lava Sprite Upgrade)
- Ravager (Vamp Ghoul Upgrade)
- Flesh Beast (Abomination Upgrade)
- Meat Cannon (Meat Wagon Upgrade)
- Stalker (Gargoyle Upgrade)
- Hellcaller (Shadowmancer Upgrade)
- Phantom (Dark Mender Upgrade)
- Fel Grunt (Skeletal Champion Upgrade)
- Fel Raider (Skeletal Berserker Upgrade)
- Fel Longbow (Burning Archer Upgrade)
- Fel Marksman (Skeletal Marksman Upgrade)
- Fel Warlock (Skeletal Marksman Upgrade)
- Fel Shaman (Skeletal Stormcaster Upgrade)
- Doom Guard (Infernal Upgrade)
- Overlord (Felguard Upgrade)
(WHEW)
More to come!

Ver .92
- Changed game name to Shadow Wars due to the new heroes.
- A savable/loadable code score is now available to unlock new heroes.
- Death Knight hero now available at 25 points.
- 2nd Dreadlord hero renamed to Hunter, and unlocked at 10 points.
- Slightly changed human bases, removed gates.
- Changed tactical dominance's effect.
Ver .90
- New Dreadlord hero is selectable at the start. Still a work in progress, and suggestions are welcome.
- Added human bases to be captured, yielding a Necropolis. These structures can make or break a game for a player, and will definitely change the game for old fans.
- Conversion Towers will now automatically set a rally point when first created.

Ver .80
- Added a neutral store, Tomb of Relics, near the middle of the map. Though expensive, these items will come in handy for any war hungry Dreadlord!
- Added Tactical Dominance, which is obtained at 30 player unit kills, and allows the Hero to reincarnate every 3 minutes. Go Dominate!
- Added the auto base pick option. Only 1 player can use this feature at a time.
- Added a Tutorial option to be enabled in the rules.
- Added Strong Against, Weak Against in upgrade tooltips.
- Added a rally point for Graveyards.
- Scarabs, Red Scarabs, and Black Scarabs will now break stealth if attacked.
- Eye of the Dead now detects invisible units when held.


Keywords:
Shadow Wars, Wars, Undead, RTS, Dreadlord, War, Zombie, Undead, Shadow, Conversion, Soul, Dark, Evil, Uhm... Bob Marley.
Contents

Shadow Wars - Version 1.4 (Map)

Reviews
12:24, 3rd Jul 2008 Firelord213: [√]The map breaks one rule ,You gave no information about the map being protected,But no worries I'll add it for you in the description. The map has no map protection information,There are no signs of crashes or...
Level 2
Joined
Nov 21, 2008
Messages
8
I think i found a bug because when i get sacrifical altaer and i got black arts it still only sacrifices for one soul
 
Level 2
Joined
Aug 21, 2008
Messages
10
Ok, I have an idea. I want to write an all comprehensive guide for this, including all units, items, dominacies, and including a history and a basic guide for the game itself.
It will be my grand project, and I will continuesly update it.

What do you guys think?
 
Level 4
Joined
Dec 11, 2008
Messages
104
I may have found a bug or it's just something I don't understand which should be in quest help.

When i was playing with some friends some of us were already slaves of me and the rest was slave of my enemy. When i tried nuking him with gargoyles i got him like on 10% hp left of his Hq but when I attacked again... His building was invulnerable and when I checked mine was too. This could be because we both just got a black citadel or something but we just quit when we both couldn't die. So i never checked it
 
Level 6
Joined
Jul 2, 2008
Messages
156
I may have found a bug or it's just something I don't understand which should be in quest help.

When i was playing with some friends some of us were already slaves of me and the rest was slave of my enemy. When i tried nuking him with gargoyles i got him like on 10% hp left of his Hq but when I attacked again... His building was invulnerable and when I checked mine was too. This could be because we both just got a black citadel or something but we just quit when we both couldn't die. So i never checked it

Actually it does say this in the quest log and yes its because you have a black citadel. Just kill the other's citadel to make their base vulnerable.
 
Level 1
Joined
Oct 29, 2008
Messages
6
Really well made map, i tried it with a friend 1v1 it was really fun, BUT (!) we both got a fatal error 30-40 min into game, well it wasn't really a fatal, the game just closed, with no error, Ive seen it happen sometimes before on other maps.
 
Level 6
Joined
Jul 2, 2008
Messages
156
Really well made map, i tried it with a friend 1v1 it was really fun, BUT (!) we both got a fatal error 30-40 min into game, well it wasn't really a fatal, the game just closed, with no error, Ive seen it happen sometimes before on other maps.

It happens every once in a while. Unfortunately I don't know what causes it, else I'd fix it.
 
Level 6
Joined
Jul 2, 2008
Messages
156
Shadow Wars 2 still has a while before its released. The majority of my day I used for working on the game is being used up by college now, so its going to go a little slow. I will be releasing a 1v1 miniature test version though for people who are interested in trying out some of the new ideas.

As for the lighthouse and the trade ship, they were for some idea I had but I ended up scrapping it since I'm just coming out with a sequel.
 
Level 4
Joined
May 16, 2004
Messages
76
Hey shadow, long time no see, well actually, my pc's motherboard snapped and i had to wipe the whole hardrive, and in the process lost all my wc3 stuff. Then when i went to reinstall i lost my RoC Cd and Key, but i bought a new one. Anways onto the big question, when are you going to release a lite version, the hard thing about getting a game going is distributing the map, waiting for people to dl it.
 
Level 6
Joined
Jul 2, 2008
Messages
156
Hey shadow, long time no see, well actually, my pc's motherboard snapped and i had to wipe the whole hardrive, and in the process lost all my wc3 stuff. Then when i went to reinstall i lost my RoC Cd and Key, but i bought a new one. Anways onto the big question, when are you going to release a lite version, the hard thing about getting a game going is distributing the map, waiting for people to dl it.

Sure I'll make a lite version, expect it shortly.
 
Level 3
Joined
Jan 14, 2009
Messages
54
hey ive noticed with the crypt lord hero the damned locust have a nasty tendency to aggro anything in sight. mabey you could add a trigger where they only attack when the hero does or something cuz early game it can screw you over fast
 
Top