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Vengeancekael - [Contact]
Date: 2012/Aug/21 21:40:08
Comment: [Approved]
Resource Moderation - Rules
Date: 2012/Aug/21 21:40:08
Comment: [Approved]
Resource Moderation - Rules
(15 ratings)
Game play Tips and Advice
Tips and Advice:
Elven Rangers
"Long have the Rangers protected the Elven home of Quel'thas, now your skills will be sorely tested!"CharactersSyvlanas Windrunner![]()
Alleria Windrunner![]()
Vareesa Windrunner![]()
As an Elven Ranger you and your sisters are the first line of defense, use guerrilla warfare tactics, when you attack strike fast and hard then flee back to the safety of the forests. Your greatest asset is your speed and range.
You must make the most of Quel'Thalas's many defenses, create tree walls to halt the Undead, destroy bridges to direct their flow and protect the Elf gates and power generators from destruction.
Remember, should you die you will return as an Undead and serve Arthas.
See in-game quests for more hints.
King Anastaran Sunstrider
"For three thousand years you have ruled over this Elven realm, if you fail now all that could change today..."CharactersAnastaran Sunstrider![]()
You represent the elite and highborn of Quel'thalas, your strength lies in magic and melee combat. Let the Rangers specialize in ranged. You should support them by building up defenses and forces around key strategic targets like power Generators and Gates.
But be wary, even if the Rangers cut of routes for the Undead Arthas may try sneaking in through an air attack. Building Dragon Hawks and Anti Air towers to counter this.
Remember you too will also come back as a servant of the Lich king should you die in battle!
The Scourge
"In their pride the Elves think themselves safe behind their puny defenses and arcane tricks, level their cities and purge their race from the world of Azeroth!"CharactersArthas Menethil![]()
Anub'Rekhan![]()
Noth![]()
As an undead general you should constantly be on the offensive, use your superior numbers and wear down the elves defenses. Look out for Elven Rune traps, buy an Eye of truesight to counter these and hunt the rangers.
Use your skills to target Elven Heroes, if they die they return as undead and fight on your side! But be aware that any Dark Ranger who gains her free will can turn against you if she wishes, keep an eye on your Dark servants.
The waygates have powerful shield runes protecting them that damage and slow down any undead that pass near, you must de-activate these defenses by destroying the relevant power generator. There are three generators in total. Destroying all three will also give you Kel'thuzad in Lich Form!
Alternatively you can fight your way through the outer Elven Gates through brute force alone.
If the pesky Rangers start destroying bridges use air units to target strategic points but remember you are unlikely to win by massing solely all air units.
Use meat wagons to tear your way through tree walls, Ghouls can also attack trees.
Map ReviewSiege of Quel'Thalas Legacy Reborn(Version 2.2)
Rating System:
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5/5 91-100 A
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4/5 81-90% B
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3/5 75-80% C
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2/5 70-74% D
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1/5 50-69% F
Overview:
Gameplay
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Siege of Quel'Thalas: Legacy Reborn is a real time strategy risk game that depicts the Third War of Azeroth and the rise of the second Lich King and his abusive course for the destruction of the home world of elven hides in Silvermoon. The game consists of 2 Teams: Team 1 hold 4 players via Yellow, Green, Teal, and Blue player, while Team 2 only takes 3 via Red, Light Blue, and Purple player plus 1 additional controllable AI players for each teams, since gold mine is the only main resource of the game, then it is distributed with 1 gold mine for each players, and thus a few is scattered for players to take hold onto.
Game ends when Team 1 destroys all 3 Spawning Pits from the enemy faction or Team 2 manages to destroy all 3 Shield Generators including the Sunwell within 90 minutes of game time.
"To start up my feed back, the gameplay is quite decent and well executed, also it is very user-friendly since the game style is very similar to the actual melee genre of the warcraft III strategy, surprisingly, their are additional spells, units, and heroes added to the game that made it very pleasing to continue."
Terrain
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"The terrain has been revealed with such details it is much an eye-candy for players such as the rolling waters, open grounds of the Amani trolls, and the armored city of elven silvermoon, somehow the undead grounds doesn't reveal that much maybe because the blight has taken over for its environment but it will look great if you can assemble some ruin or rotted doodads across that area to give it some texture, much to the trees and tiles, a few more of them can turn this map as a recommended game."
Management
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"All in all, the game's contents and its difficulty remains moderate but well made, I haven't spotted any bugs but I guess a few, their is an area of the map in the north-west part of the elven area were some of the units cannot pass in the open ground, probably a hidden block doodad is place under it or something else, also I suggest to expand the bridges and gates of the game since it quite small for a team fight, somehow just replace it with something expansive such as the dalaran city gate or its to you to build."
Total Score:
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12/15 90% B
Status: APPROVED
Terrain
"The terrain has been revealed with such details it is much an eye-candy for players such as the rolling waters, open grounds of the Amani trolls, and the armored city of elven silvermoon, somehow the undead grounds doesn't reveal that much maybe because the blight has taken over for its environment but it will look great if you can assemble some ruin or rotted doodads across that area to give it some texture, much to the trees and tiles, a few more of them can turn this map as a recommended game."
"All in all, the game's contents and its difficulty remains moderate but well made, I haven't spotted any bugs but I guess a few, their is an area of the map in the north-west part of the elven area were some of the units cannot pass in the open ground, probably a hidden block doodad is place under it or something else, also I suggest to expand the bridges and gates of the game since it quite small for a team fight, somehow just replace it with something expansive such as the dalaran city gate or its to you to build."
Status: APPROVED
When I was playing, and I died, my hero was part of the scourge. so I decided to leave it with the cheat, but during the game I thought how I would have to win, I need to destroy the sun well and all Spawning Pits? when I did that I won, but left the game waited for the time runs out.
you could improve on:
- Alleria Windrunner died (not proof, but it is clear that she is dead) in the second war when the Dark Portal was closed. So you could put the reagent of Quel'Thalas, Lor'themar_Theron, he also lutoi the third war with Sylvanas Windrunner.
- While the Rangers could do all they'd only powers, Blink (to facilitate the escape and when will Destroy the bridges do not fall into the river and die by the Scourge) and Wild Walk (to help destroy the bridges and melhoar flight).
- When a hero (elf) dies, he can become independent, then why he could not return to be part of the elves, just to help and if the player wants?
- One more thing, I saw that Prince Kael'thas is on the map, but I could not put it on my troops as I do that? or no way?
I played Fall of Quel'Dorei before I played this one. I gotta say I enjoy this one more! However the gameplay experience could use some improved quality of life. Nevertheless I had much fun playing it the other day. The two times I played it the game ended with people leaving or giving up before the timer ran out. Boy, is it long!
Make cinematics skippable with Esc. Perhaps if the majority of players choose to do it. As pleasant and informative as it may be; its still annoying after a few games.
Workers on the Quel'Thalas side should be ordered to start mining automatically when the game starts. Also perhaps it would be a good idea to ping the locations. First time I played I didn't realize I had them before 10 minutes had passed!
From what I gathered the NPC units (Silvermoon Guards/Scourge) have regions which triggers them to move forward. I was defending a spot just near such a region. Holding them back to defend was a big nuisance as they kept being issued to move forward.
Separating the Sun Well Waters into two different potions. Multiple times I found myself having to use it with full health or full mana just to get the other stat. Felt like a waste of such fine water!
Item tooltips don't follow the same formula. Some have the history text above the description while others have it below, and such. Unifying these would make it look more professional.
The Cloud ability for Dragonhawk Riders seems rather unnecessary as it is a very offensive ability for players whose mission is defense.
This is a bit of an issue I believe. From my experience it has the opposite effect of what you want. The players currently face two options. Either let them run to death and feed the enemy heroes, or put them on hold. It is quite obvious which option the player chooses.To be honest the AI is not meant to be controled in this fashion, players arnt really supposed to hold them back then attack with a mass of free units. AI control was given encase players get boxed in by them and need them to move. They also help keep up the pace of battle during quiet points in the game.
This is a bit of an issue I believe. From my experience it has the opposite effect of what you want. The players currently face two options. Either let them run to death and feed the enemy heroes, or put them on hold. It is quite obvious which option the player chooses.
The undead then used all of these units to overpower the elves right through the middle and the sides didn't matter too much at that point.
I guess more urgency on the undead side may fix this though. But personally I think being boxed in is part of the game. In worst case you could give important units a sort of no collision skill or item.
You raise good points Marshmalo.
On the acquisition matter; increasing its range may not work as intended. I have attempted this before and the AI ended up running back and forth between their original position and the opponents after a few attacks. I may have done it wrong though so it could be worth a try.
How about adding living AI units to unit groups (I guess three different ones per faction, one group for one lane) and issue them to attack forward every now and then? Perhaps with every new spawn, or more often.
Btw, let me know through a PM or something if you plan on playing this and I'll gladly tag along![]()
Sorry but i cannot see your screenshots. I will play your map soon.![]()
I dont remember Noth in wc3 campaign ! But I do remember him in Naxxramas ! Can you explain it to me?
I think that will be a good one, if you put one "Unique Barracks" for the sister, and if destroyed the sisters will become the Banshee.
And yes, the Unique Barracks will revive the sisters =)
marshmalo, please nerf anti air skill which deal 1800 dmg over 3 sec to air units on the big area because its fucking OP, that makes ud air(wyrms)/aa(gargo) are totally useless and thats why elves air can fuck the dark side easy... i suggest sth like 500 dmg over 5 sec... 100 dmg / sec for 5 sec
okay, i just suggest to play ur map, me with my friends who play strategy well on elves vs u and ur friends on the ud, ok?