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Special : Typhoon 1.5

Submitted by Daffa the Mage
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
-Special : Typhoon-

  • Special : Typhoon is a modified Melee Map which expands the option of melee gameplay. With several new modes to enjoy a melee styled game, it gives new opportunities for players to enjoy a melee map. The map also expands option for player, with at least 1 new unit for each race and a new 'specialty' bonus for all players.
  • [1.5][03/07/2018]
    Fixes a major issue with Tech Delay being selectable after chosen

    Added Game Mode Timer Window
    Added SFX for all weaponry support power
    Added Quest log for active Game Mode
    Added Ultravision for Sentry

    Changed 4th Hero to Blessing of Heroes and improve it's effects
    Changed Ambush Position from Support Power I to Support Power II and requirements
    Changed Extend Life from Support Power II to Support Power I and requirements
    Changed some Game Mode icons
    Changed Tech Delay's effects
    Changed HUNTED! to TARGET ELIMINATED!

    Increased Handicap's upkeep handicap from 0% to 20%
    Increased Bounty Hunter's upkeep handicap from 0% to 10%
    Increased Fortifications' upkeep handicap from 0% to 5%
    Increased Ambush Position's archers from 3 to 5
    Increased Nature Protection's gold price from 1700 to 2500
    Increased Sentry's lumber price from 0 to 35
    Increased Sentry's gold price from 140 to 195
    Increased Sentry's max health from 325 to 400
    Increased Sentry's train time from 25 to 30 seconds

    Decreased power of Naga Sea Witch in Rise of the Depths Mode
    Decreased Tech Delay's primary duration from 20 to 10 minutes
    Decreased Path of Medic's armor bonus from 5 to 0
    Decreased Extend Life's max health bonus from 750 to 100
    Decreased Extend Life's rejuvenation bonus from 750 to 500
    Decreased Artillery Shield's gold price from 1500 to 1250

    [1.4.1][07/05/2018]
    Fixes Nanomachine bug
    Fixes Nature Protection bug
    Fixes Artillery Shield glitch

    Change Nanomachine effect

    [1.4][07/05/2018]
    New : Support Powers
    New Passives for Tavern heroes

    Change Hydromancer requirement to Castle
    Change Warlock Training icons
    Change Zombie into Mutant
    Change Far Seer's passive ability
    Change Blood Mage's passive ability targets
    Changed Old Age game mechanics

    Increase New Age's starting gold from 100 to 250
    Increase Blood Mage's Absorb Energy cooldown from 7.5 to 20 seconds

    Decrease Mutant's Plague damage bonus from 7 to 5
    Decrease Lich's Freezing Breath duration from 0.75 to 0.5 seconds
    Decrease Depth Rise's Sea Witches from 8 to 4
    Decrease Demon Hunter's Frenzy steal priority from 11 to 0

    Fix Tech Delay restriction

    [1.3][03/03/2018]
    New Mode : Invisible Warfare

    Fixes Dark Knight and Nathrezim Agent tooltip

    Change Tech Delay to not affecting allied players
    Change AI specialty picking behaviour to pick more randomly

    Increase Absorb Energy (Blood Mage) health and mana gain from 100 to 200
    Increase Demon Skin (Dreadlord) damage reduction from 4 to 5
    Increase Frenzy (Demon Hunter) attack speed bonus from 0.40 to 0.50
    Increase Specialty time from 15 to 60 seconds
    Increase Depth Rise wave time from 30 to 60 seconds
    Increase Depth Rise sea witches from 4 to 8

    Decrease Absorb Energy (Blood Mage) mana cost from 50 to 0
    Decrease Dispel Magic (Paladin) mana cost from 50 to 25
    Decrease Frost Bolt (Archmage) stun duration on unit from 3 to 2
    Decrease Phase (Blademaster) mana cost from 15 to 0
    Decrease Ancestral Spirit (Tauren Chieftain) mana cost to 0
    Decrease Freezing Breath (Lich) stun duration from 0.5/1.25 to 0.25/0.75
    Decrease Faerie Fire (KotG) mana cost from 50 to 30
    Decrease Depth Rise time from 1215 to 360 seconds

    [1.2][10/02/2018]
    Fixes Wind Chaos attacking inward bases (now only attacks outer bases)
    Fixes Specialty choose-able after game begin
    Fixes RoC mode to reflect more to original RoC
    Fixes Lich's Freezing Breath inflicts freeze to heroes
    Fixes Nathrezim Agent and Dark Knight bugged tier
    Fixes Dark Knight spell icon placement

    Changes Head Start bonus to depend on the Game Mode
    Changed Zombie's requirement to Black Citadel

    Increases Engineer specialty's resources handicap to 30%
    Increases Medic specialty's resources handicap to 15%
    Increases Medic specialty's armor bonus to 5
    Increases Bounty Hunter specialty's armor bonus to 1
    Increases Bounty Hunter specialty's damage bonus to 3
    Increases Fortification specialty's building spell resistance bonus to 100%
    Increases Empower specialty's health bonus to 50%
    Increases Zombie's gold and lumber price to 100 and 20, respectively

    Reduces Lich's Freezing Breath duration to 1.25

    Reduces specialty time to 15 seconds

    New Mode : Rise of the Depths

    [1.1][28/01/2018]
    Updated the Specialty ; 60 second choose time limit
    Fixed creep facing and positioning at mines

    [1.0][20/01/2018]
    First upload
  • (6)Typhoon by @Blizzard Entertainment

    Magic Shield by @stan0033
  • It just happens I was in a boredom and random ideas struck me to add playability for melee maps.


[​IMG]
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Contents

Special : Typhoon 1.5 (Map)

Reviews
twojstaryjakcie
I'm afraid that the map doesn't offer much at its current stage. There are only a few alterations available to every race + the special "paths" offered at the beginning don't seem balanced as some of them are obviously more powerful than others...
twojstaryjakcie
Unfortunately, even after the improvements, the map still has numerous issues. They can be probably fixed easily, though. In terms of the most basic stuff - the timer doesn't appear during game mode selection - the host doesn't know how much time...
twojstaryjakcie
It's getting better, I guess, though there are still many issues with the starting perks and their effects as well as with the abilities at lumber mill/hunter's hall and Night Elf HQ. I'll start with the new problems and address the old ones later....
deepstrasz
[spoiler] There are nice ideas but needs more work. Many look like meagre changes. Awaiting Update.
  1. The Panda

    The Panda

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    This looks really nice, the pathing is nice and the terrain is pretty decent but could use some work in some areas. And, there could use some more doodads around the water way areas, and just more love too bring it alive. Also, some creep camps have the hostile creeps looking in random directions instead of forward, it would look nice if they all where looking forward instead of random places. I feel like there could be more trees in the starting locations but I might be wrong there. Last, I feel like there could be one more orange camp put somewhere to even out the playing fields since its 6 players and they need all the experience they can get.
     
  2. Daffa the Mage

    Daffa the Mage

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    @The Panda
    The melee map is Blizzard's Typhoon. However, I will try to address the issue you mentioned to improve it.
     
  3. twojstaryjakcie

    twojstaryjakcie

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    I'm afraid that the map doesn't offer much at its current stage. There are only a few alterations available to every race + the special "paths" offered at the beginning don't seem balanced as some of them are obviously more powerful than others (Engineer, for example, offers a huge power advantage and can be picked anytime which means that you can select it once you've gathered enough gold for an army without suffering from reduced income).

    Moreover, most of the gamemodes seem redunant as they almost don't differ from one another apart from the tornado game mode which is incredibly annoying to play with(the tornadoes should at least ommit the players' starting locations, otherwise there's a very high chance of losing your main base in the first minutes of the game).

    I appreciate the effort put into adding some features into every race, but I'm afraid that's not quite enough to make this an approvable work. I suggest playtesting the map with someone in order to balance out the "paths" (+maybe add a timer which, upon expiring, forces players to pick one of the paths randomly <before the game starts, of course> - otherwise, some of the paths can be abused, especially the Engineer one) and adding some more variety to the game modes (+there should be a basic game mode that you deem is the standard one that most people would play <otherwise, it's a bit disorienting and picking a lacking game mode, such as the tornado one, may turn people away from your map, making get the wrong idea about it>).

    Without further work on the map, it's a simple edit at best. However, with some more effort, it might become a somewhat enjoyable alternative to Melee.
     
    Last edited: Jan 23, 2018
  4. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    Thanks for the input. Next time, would be helpful to use points :D
    1. I am aware some are quite powerful than others. Still needs fixing for that one.
    2. Welp, gotta fix those wandering chaos. I'll omit sides and put the tornadoes into the central area, forcing players to "go around" if they want to avoid them.
    3. I have a hidden 60 second timer actually. I'll make it more visible next time with a countdown timer.
    4. The TFT mode is the basic default mode, with no additional units I created (some are quite experimental, so I won't sacrifice balance with those new units in a simple melee + path game)

    Will work more soon.
     
  5. Daffa the Mage

    Daffa the Mage

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  6. Daffa the Mage

    Daffa the Mage

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    Alright, new version is up!

    Log is above, or check here :
    1.2
    Fixes Wind Chaos attacking inward bases (now only attacks outer bases)
    Fixes Specialty choose-able after game begin
    Fixes RoC mode to reflect more to original RoC
    Fixes Lich's Freezing Breath inflicts freeze to heroes
    Fixes Nathrezim Agent and Dark Knight bugged tier
    Fixes Dark Knight spell icon placement

    Changes Head Start bonus to depend on the Game Mode
    Changed Zombie's requirement to Black Citadel

    Increases Engineer specialty's resources handicap to 30%
    Increases Medic specialty's resources handicap to 15%
    Increases Medic specialty's armor bonus to 5
    Increases Bounty Hunter specialty's armor bonus to 1
    Increases Bounty Hunter specialty's damage bonus to 3
    Increases Fortification specialty's building spell resistance bonus to 100%
    Increases Empower specialty's health bonus to 50%
    Increases Zombie's gold and lumber price to 100 and 20, respectively

    Reduces Lich's Freezing Breath duration to 1.25

    Reduces specialty time to 15 seconds

    New Mode : Rise of the Depths
     
  7. Daffa the Mage

    Daffa the Mage

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  8. twojstaryjakcie

    twojstaryjakcie

    Map Reviewer

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    Unfortunately, even after the improvements, the map still has numerous issues. They can be probably fixed easily, though.

    In terms of the most basic stuff - the timer doesn't appear during game mode selection - the host doesn't know how much time they have left which is quite frustrating when the mode is suddenly chosen for them. Also, the specialty timer time is definitely way too short, making reading all the tooltips impossible.

    Some of the new abilities that heroes have are very powerful and some are pretty much useless. For example, Archmage has got a 3 second stun for 50 mana, while Blademaster has a Faerie Dragon-like phase ability that doesn't even work. Bloodmage's Absorb also doesn't work properly - it should give 100 mana while it actually grants the same amount of mana that it costs; quite underpowered when compared to, for example, a Lich that stuns on every basic attack (by the way, Mountain King and Far Seer have the same additional ability - is that intentional?). Not only that, but Tavern heroes don't have additional abilities whatsoever (also some of them have their tooltips missing), making them super weak in comparison. First and foremost, I'd suggest increasing mana costs for every ability, so that they can't be abused so easily and probably fix/nerf some of them (Blademaster, Bloodmage and Lich most likely). Adding special abilities to tavern heroes would also be nice.

    The Medic specialty doesn't work on Militia - moreover, when Militia expires, Peasants no longer benefit from the stat bonus. I guess this issue appears also when other stat increasing specialties are picked.

    When I picked the mode with waves of Naga, I didn't notice any waves coming my way even after around 10 minutes. I might've misclicked and picked another gamemode, but I'm quite certain I haven't done that. This brings me to the next problem - there is no information about neither the gamemode nor the specialty once they've been selected. It might be a little off-putting, especially for newcomers who have no idea about how the game's meant to be played.

    The map still has a way to go before it is complete, but I think you're on the right track.
     
  9. Daffa the Mage

    Daffa the Mage

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    I will add a timer for the first selection and increase the second one.

    I will account the issue of extra abilities. Lich is already nerfed once (it used to kill hero too), and it took away the orb effect (I think) for the hero. For Blood Mage, that is my mistake. For Blademaster, I am currently thinking for a better extra ability. MK and FS is intentional, though I might change one of them later.

    This problem also exist with Gargoyles and Crypt Fiend, or any unit with morph overall. I am working to fix the issue.

    The Naga has 20 minutes delay before attacking, you can notice this from a timer shown in the upper right of the map. I might need to make a more visible note somewhere...
     
  10. Daffa the Mage

    Daffa the Mage

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    Here's a new, hide and seek mode in the upcoming 1.3 :
     
  11. Daffa the Mage

    Daffa the Mage

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    Here's something for 1.4 update. I forgot about the game mode timer, though I have a notification for host so they remember to choose quickly. I'll add one in the next update.

    I re-balanced some of the support abilities for heroes and add ones for neutral heroes. They need more tests for balancing though, especially neutral ones. The new support power (especially Weaponry Support) will need a lot of balancing feedback.

    New : Support Powers
    New Passives for Tavern heroes

    Change Hydromancer requirement to Castle
    Change Warlock Training icons
    Change Zombie into Mutant
    Change Far Seer's passive ability
    Change Blood Mage's passive ability targets
    Changed Old Age game mechanics

    Increase New Age's starting gold from 100 to 250
    Increase Blood Mage's Absorb Energy cooldown from 7.5 to 20 seconds

    Decrease Mutant's Plague damage bonus from 7 to 5
    Decrease Lich's Freezing Breath duration from 0.75 to 0.5 seconds
    Decrease Depth Rise's Sea Witches from 8 to 4
    Decrease Demon Hunter's Frenzy steal priority from 11 to 0

    Fix Tech Delay restriction

    EDIT :
    As per 1.4, the map requires 1.29 version due to Support Power abilities requiring the newer natives.
     
    Last edited: May 6, 2018
  12. Daffa the Mage

    Daffa the Mage

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    URGENT NEWS!

    I RECOMMEND TO WAIT FOR 1.4.1 UPDATE! SOME NASTY BUG HAVE BEEN FOUND!

    If you play 1.4, do not use Tinker and Night Elf Hunter Hall support power. Those things got bugged. Will upload the fix tomorrow or so.
     
  13. Daffa the Mage

    Daffa the Mage

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    Fixed major issue with Nature Protection and Artillery Shield support powers. Also, fixed a mysterious bug in regards with Nanomachine.
     
  14. twojstaryjakcie

    twojstaryjakcie

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    It's getting better, I guess, though there are still many issues with the starting perks and their effects as well as with the abilities at lumber mill/hunter's hall and Night Elf HQ. I'll start with the new problems and address the old ones later.

    upload_2018-5-14_9-48-8.png
    As seen above, the expensive upgrade that increases max health of both units and buildings doesn't affect the buildings the same way it does units. The max health of buildings increases, though current health stays exactly the same.

    Apart from that, the archer deployment available at the Tree of Life seems rather powerful when compared to other races which have either weaker abilities at their HQ or these abilities have a gold and lumber cost. The three archers offered at the Night Elf HQ are not only free, but can be deployed anywhere on the map. That seems like a bit of a stretch.

    Also, the new Elf unit you added to the Ancient of War - it's way too cheap and easy to get when you consider the fact that it has Bloodlust. I'm quite sure that 140 gold is way too cheap for a tier 1 Bloodlust caster. I think you should make it available at tier 3 while also adding a lumber cost to it, because right now, Night Elves have one of the most powerful Orc spells at the start of the game, which seems quite ridiculous.

    upload_2018-5-14_10-4-30.png
    Adding the invulnerability effect to all units affected by the upgrade doesn't seem like a good idea, mostly for clarity reasons, but also because the +1 armor upgrade doesn't really deserve a unique visual effect. If you really want to add a special effect to all units which are affected, use something much more subtle, so that players see that the upgrade is in effect but they don't have their screen covered with lots of flashy effects that don't signify anything of great importance.

    And now, back to the old issues - the Medic, Engineer and the +50% health perks are pretty much insane when compared to other perks. 4th hero seems hardly relevant when your opponent has an army almost twice as durable as yours. I strongly suggest nerfing these three perks, probably by reducing the bonuses by half (+150 health and +2 armor seems fair, while 300 hp and +5 armor feels insane, even with 20% income reduction). The Engineer probably doesn't need to be weakened as much, but their nerf is still something to consider.

    The tier 2 delay perk, while not as powerful as the previous perks, is definitely the most annoying one and, in my opinion, probably something that should either be removed or reworked completely. There is no fun in having to use tier 1 units for 20 whole minutes. There are some games which end in tier 3 mass air fights and last shorter than that. This perk, in spite of not breaking the game, definitely hinders the gameplay value of the map greatly.

    Finally, as I've mentioned in my previous posts, I really think players would appreciate you putting information about the current game mode and all perks in the Quest Log.

    Good work as usual, though I'm afraid you keep focusing on new features rather than polishing the core mechanics of your map.
     
    Last edited: May 14, 2018
  15. Daffa the Mage

    Daffa the Mage

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    As always, I thank you for all the detailed review you give me. I'm not quite sure how to fix them, so I have to wait. The new idea was coming from another game I played :D

    Anyway, on to the review.

    Intended actually, though it looks ugly now that I thought about it. I will improve that perk and increase it's price.

    Switched it with the second tier, though I weaken the second support and improve the first support to compensate.

    I do as you suggested :)

    Will fix that using simpler effect to clarify it's under the effect.

    I recall only the paths were OP. Guess almost everything was broken one way or another. I have removed the armor bonus part of that path and apply side effect to other paths to weaken their OP bonus. I also modified that junk hero perk and the delay perk is now much more useful with less time for it's delay.

    Added all the game mode. Perk will follow soon.

    I was confused on how to polish it out properly, since balancing is not the best thing I can do. These recommendations help me consider what needs to do with them, thanks.

    ALL FIXES APPLIED IN UPCOMING 1.5
     
  16. Daffa the Mage

    Daffa the Mage

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    1.5 Patch has arrived!

    Fixes a major issue with Tech Delay being selectable after chosen

    Added Game Mode Timer Window
    Added SFX for all weaponry support power
    Added Quest log for active Game Mode
    Added Ultravision for Sentry

    Changed 4th Hero to Blessing of Heroes and improve it's effects
    Changed Ambush Position from Support Power I to Support Power II and requirements
    Changed Extend Life from Support Power II to Support Power I and requirements
    Changed some Game Mode icons
    Changed Tech Delay's effects
    Changed HUNTED! to TARGET ELIMINATED!

    Increased Handicap's upkeep handicap from 0% to 20%
    Increased Bounty Hunter's upkeep handicap from 0% to 10%
    Increased Fortifications' upkeep handicap from 0% to 5%
    Increased Ambush Position's archers from 3 to 5
    Increased Nature Protection's gold price from 1700 to 2500
    Increased Sentry's lumber price from 0 to 35
    Increased Sentry's gold price from 140 to 195
    Increased Sentry's max health from 325 to 400
    Increased Sentry's train time from 25 to 30 seconds

    Decreased power of Naga Sea Witch in Rise of the Depths Mode
    Decreased Tech Delay's primary duration from 20 to 10 minutes
    Decreased Path of Medic's armor bonus from 5 to 0
    Decreased Extend Life's max health bonus from 750 to 100
    Decreased Extend Life's rejuvenation bonus from 750 to 500
    Decreased Artillery Shield's gold price from 1500 to 1250


    thanks to @twojstaryjakcie for the feedback he gives out!
     
  17. Daffa the Mage

    Daffa the Mage

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  18. Daffa the Mage

    Daffa the Mage

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  19. deepstrasz

    deepstrasz

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