Spellbringers 1.06 - Classic RTS with divine powers!

WHAT IS SPELLBRINGERS?


Spellbringers is a total conversion mod for Warcraft III Reforged, completely changing the game into a classic real-time strategy game that is full of surprises. It boasts all new units, many custom models, and completely asymmetric factions. There are no heroes in Spellbringers, however, each faction can construct a unique Spellbringer, a mighty structure that casts powerful global spells. Economy, base-building, large-scale management, and small-scale skirmishes are all essential to Spellbringers gameplay, and the Spellbringers themselves lend a special twist to each of these mechanics. Spellbringers has been in development for over 3 years in its current iteration and is now ready for public beta. Join our Discord server to get access to the game and play now!

The inhabitants of the Spellbringers universe are ruled by several gods, each the embodiment of their individual aspect. These gods grant mighty powers to their followers through the use of their Spellbringer structures. Each Spellbringer is a conduit that channels magical energies from the godly realms, allowing mere mortals to direct them and cast powerful, global spells.

For more information, you can watch this short video for an introduction to Spellbringers gameplay.

FACTIONS


Spellbringers currently features 3 unique factions, with a fourth planned for post-release development.

ORDER

The Order faction worships Valantor, the god of order. Valantor's followers consist primarily of humans and celestial beings such as valkyries and angels. Additionally, these humans can construct mighty machines of war such as the devastating ballistae and looming airships. The Order faction prefers to approach problems through superior strength and brute-force tactics. It is also the easiest faction for beginners, while still offering a challenge for veteran players to master.

For a brief introduction to the Order faction, watch this short video.

NATURE

The Nature faction worships Shaela, the goddess of life and nature. Her followers consist of elves, treefolk called Dendroids, faefolk, and various wild beasts. This is a deadly faction that requires guile and finesse to master. It is a challenging race for beginners, but once initiated players will find themselves enjoying the unique base mechanics and tactical gameplay.

For a brief introduction to the Nature faction, watch this short video.

DEATH

The Death faction worships Ket, lord of the underworld and ruler of the dead. His followers are radical cultists, crazy scientists, and undead monstrosities. The Death faction can raise a horde of zombies to overwhelm opponents in a battle of attrition, or can choose to slink around the shadows using deadly vampires and vengeful spirits. This faction can be easy to approach but difficult to master.

For a brief introduction to the Death faction, watch this short video.

ROADMAP


Open Beta - Finished

Spellbringers is currently in open beta, meaning it is fully available to the public to play, but is currently still under development. The game is fully playable and all three factions are fleshed out. However, at this stage your feedback is vital to the continued development of Spellbringers. We want you to enjoy the game, play with us, and give us your feedback about bugs, balance, and fun. Sending us your replays is also incredibly valuable. Those who join us during this stage will have a distinct advantage in the upcoming tournament, as they will have more time to master the game. Once we are satisfied with the state of the game, we will enter full release.

Full Release - Success!

Full Release simply means that the game is stable and fun. Development on Spellbringers will still continue throughout release, with balance changes likely and the addition of a completely new faction.

Head-to-head Tournament - Finished

A beginners tournament is now open for registration! Click here to see details and register! The tournament will be broadcast live on twitch!
Prize pool is currently $500.00!

Congratulations to @Deolrin and @Wareditor, our first and second place winners!

Single-Player Campaign​

Once the factions are all completed, a single-player campaign is planned. This campaign will delve into the world of Spellbringers and focus on the rivalries between the various gods and goddesses and the mortals who get caught in the crossfire. The campaign will likely be released in stages, with each faction having their own campaign series.

RESOURCES


  • Join our Discord community to chat with us, arrange games, upload replays, or provide feedback.
  • Visit the Tournament Page to view details about the Beginner's Tournament and register!
  • Check out our YouTube channel for helpful build order guides, VoDs with commentary, and more.
  • Feel free to send a message to Bawbz at the wonderful Hive Workshop for questions or feedback.

Thank you for reading, and we hope to see you soon!

VERSION HISTORY

Version 1.0 - Released 11/12/2022

Version 1.01 - Released 12/5/2022

Version 1.02 - Released 12/7/2022

Version 1.03 - Released 12/31/2022

Version 1.04 - Released 1/28/2023

Version 1.05 - Released 2/10/2023

Version 1.06 - Released 5/9/2023
General
  • The game now starts with the map pre-explored (removed the black mask).
    • This does not remove the fog of war.
    • This allows players to order structures to be built in unexplored areas.
  • The Spellbringer Move Army command can no longer target units.
    • This was causing an issue where sometimes players would accidentally target their own unit, causing all army units to follow that unit.
  • Most Spellbringer spells will now play a global sound and perform a minimap ping when cast.
    • This is to alert players who aren’t watching a fight when something important happens.
  • Siege damage vs heavy armor reduced from 75% to 50%.
    • Siege damage is currently the best damage type with little downside. This helps create a weakness for siege units.
  • Offering cost increased from 400 gold to 500 gold.
    • Offering as it currently stands is too free, especially in the late game. This should help this ability to remain costly throughout the game.
  • Max food supply reduced from 200 to 180.
    • This is an experimental change. 200 food armies can be difficult to control and can sometimes cause issues with the Warcraft engine.
  • Added an ability to all army units that allows the player to remove units from their army. This prevents these units from obeying the Spellbringer attack/move army commands. Units can be added back into the army using the same ability.
    • Known issue: This behavior is currently a bit funky when transforming units
    • This is an attempt to improve control of larger armies by allowing the player to separate some of their army for smaller raids.
  • Halved blight repeal speed.
  • Channeling units, such as Angel Knights casting Rain of Fire, will no longer obey Spellbringer commands.
  • The Gold Mine no longer sparkles at all when there are fewer than five workers in it.
  • The Gold Mine model now shows a pick axe for each available worker slot (If you have three workers working a mine, two pickaxes will display.)
  • Added in experimental “Anti gold-boosting” technology!
    • The game will attempt to detect a worker being boosted. If it does, it will apply a “Winded” debuff to the worker for a short time, reducing its movement speed.
    • Gold boosting is so effective in Spellbringers that it is essentially required. I believe this is an unfun mechanic and therefore have implemented a potential solution to try to remove it from the game.
  • Added building selection hotkeys to improve macro efficiency. They work as follows:

Ctrl+QCtrl+WCtrl+ECtrl+RCtrl+TCtrl+Shift+QCtrl+Shift+WCtrl+Shift+ECtrl+Shift+RCtrl+Shift+T
OrderSelect all CitadelsSelect all BarracksSelect ell War FactoriesSelect all Celestial BeaconsSelect all production structuresSelect all BlacksmithsSelect all Lumber MillsSelect all AltarsSelect all ChurchesSelect all Scout Towers
NatureSelect all HoldsSelect all Halls of WarriorsSelect all HavensSelect all Sky TotemsSelect all production structuresSelect all Halls of ScholarsSelect all Halls of ElitesSelect all AltarsSelect all Dendroid EldersSelect all Dendroid Chieftains
DeathSelect all NecropliSelect all Idle NecromancersSelect all Training NecromancersSelect all Dread SpiresSelect all Training Necros + Dread SpiresSelect all GraveyardsSelect all Crypts and ManorsSelect all AltarsSelect all Vile LaboratoriesSelect all Vaults of Phylacteries

Maps
  • Highlands
    • Added two new gold mines.
  • Oasis Dunes
    • Reworked the naturals so they are more visible on the minimap.
  • Fighting Spirit
    • Removed most of the trees in the center base.

Order
Spellbringer
  • Gavel of Judgment
    • Now affects mechanical units as well as organic.
    • Effect delay increased from 2 to 2.2 seconds.
      • I felt that this ability was a little too difficult to dodge, especially with higher ping.
  • Avatar of Command
    • Duration reduced from 50 to 45 seconds.
    • Hit points reduced from 650 to 600.
    • Damage reduced from 18 to 16.
    • Damage per upgrade reduced from 4 to 3.
    • The current meta revolves heavily around getting an altar as fast as possible to gain access to this unit. This nerf is an attempt to create more choice during the mid game.

Spearman
  • Damage point reduced from 0.3 to 0.2 (The missile is thrown earlier in the attack animation).
    • This helps spearmen feel slightly more responsive.
  • New upgrade at the War Mill: Tower Shields
    • Increases Spearman armor by 2.
    • Costs 100/100 and 60 seconds.
    • I’d like Spearmen to be a viable core unit choice. This upgrade is aimed at making Spearmen more effective in the late game.
  • Reduced build time from 21 to 19 seconds.
    • I’d like Spearmen to be a viable core unit choice. This change is aimed at making Spearmen more effective in the early game where they appear to struggle the most.

Enforcer
  • No longer has Cleave.
  • Can now be upgraded via the Crusade upgrade into a Crusader, a powerful ground unit with a cleaving attack.
    • Research costs 200/200 and 90 seconds.
    • Available at the Church.
  • Cleave no longer ignores armor.
    • This was an unintended effect. I chose not to compensate Cleave due to the current dominance of Enforcer strategies.

Valkyrie
  • Increased the speed of the attack animation.
  • Reduced build time from 38 to 34 seconds.
  • Hit points increased from 120 to 140.
  • Model size increased.
  • New upgrade available at the Celestial Beacon: Megaflash
    • Increases Valkyrie attack range by 100.
  • I feel that the Valkyrie is currently underutilized. These changes are an attempt to make the Celestial Beacon more of a desirable choice.

Falconer
  • The Falcon now looks different when it has the ability to attack air units.
  • Now has an ability to toggle autocasting of Release Falcons. This toggle is global, so it activates or deactivates the autocast for all falconers. Is enabled by default.
    • Falconers were difficult to use efficiently. This change should help alleviate that issue.
  • Falcon damage reduced from 16 to 14.
  • Falcon damage per upgrade reduced from 2 to 1.
  • I feel that Falconers currently counter air units too effectively. I’d like to shift them more into an anti-light-air role and use other Order units to deal with heavier air.

Ballista
  • Now also affected by the Dwarven Engineering upgrade (+25% hit points).
  • Ballista area of effect damage adjusted
    • Previously:
      • Full damage radius: 50 - 100% damage
      • Medium damage radius: 75 - 50% damage
      • Small damage radius: 150 - 25% damage
    • New:
      • Full damage radius: 50 - 100% damage
      • Medium damage radius: 75 - 40% damage
      • Small damage radius: 100 - 15% damage
  • New upgrade available: Explosive Bolts
    • Increases the area of effect of Ballista attacks.
  • No longer requires a Blacksmith to train.
    • This change, along with the War Factory requirement change below, are aimed at giving Order players more build variety in the early game.

War Factory
  • Now requires a Barracks and Lumber Mill instead of a Blacksmith.
    • This change, along with the Ballista requirement change above, are aimed at giving Order players more build variety in the early game.
  • No longer contains the Dwarven Engineering upgrade.
    • This upgrade required players to stop producing units from an expensive production building in order to acquire it.

War Mill (New structure upgraded from the Lumber Mill)
  • Upgrades from the Lumber Mill for 100/100 and 60 seconds.
  • Requires Spellbringer and War Factory
  • Contains the Reinforced Construction upgrade, increasing the maximum hit points of War Factory units by 25%.
  • The War Mill is the beginning of an attempt to create a powerful strategy that does not revolve around Enforcers and Clerics.

Farm
  • Chickens are now considered wards (they won’t be group selected along with your other units).

Barracks
  • New model

Scout Tower
  • Cost increased from 50 to 75.
  • Hit points reduced from 200 to 150.

Cannon Tower
  • Hit points reduced from 250 to 200.

Falcon Tower
  • Hit points reduced from 250 to 200.
  • Attack damage increased from 8 to 10.
  • I felt that anti-air towers are currently not as effective as they should be at deterring air units.

Cleric
  • Blinding Flash area of effect reduced from 250 to 200.
  • Blinding Flash mana cost increased from 75 to 85.

Crusader (Legacy)
  • Removed from the game.
  • This unit overlapped a bit too much in its role with the Enforcer for my liking.

Church
  • Cost increased from 150/125 to 150/150.

Archon
  • New Order unit trained at the Celestial beacon.
  • Highly durable cavalry unit. Has the Ascend ability, which allows it to leap into the sky and become a flying unit.
  • This new unit was created for multiple purposes:
    • To make the Celestial Beacon a more desirable mid to late game structure.
    • To fill a void created by the loss of the Crusader. The Archon is very mobile and very tanky and effective against piercing units such as archers.
    • To give Order a mobile harassment option without requiring a War Factory.

Angel Knight
  • Model size increased.
  • Replaced Banish with a new ability: Oblivion Vault
    • Imprisons target unit within a magical vault indefinitely. The vault has 500 hit points and releases the imprisoned unit when destroyed.
  • Now has an aura that silences nearby spellcasters.
  • The Angel Knight is a very expensive late game unit that takes a long time to acquire. Once trained, it takes some more time still for this unit to become powerful due to mana costs. This addition is designed to help give Angel Knights some punch as soon as they arrive as well as giving Order an anti-caster option.

Airship Transport
  • Now more responsive. Picks up and drops off faster and at higher range.
  • Has a new ability: Eject
    • Causes the unit to drop units periodically while on the move.
  • Making drops more responsive was requested by the community.

Airship Defender
  • Will now automatically chase and auto-acquire targets as if it had a normal attack.
  • Collision Size reduced from 96 to 48.
    • This was causing Airship Defenders to move awkwardly by forcing them to fly far apart from each other.

Altar of Light
  • Cost increased from 150/150 to 200/150.
  • In addition to requiring a Spellbringer, this structure now also requires a War Mill, Church, or Celestial Beacon.
  • The current meta revolves heavily around getting an altar as fast as possible to gain access to the Avatar of Command. This nerf is an attempt to create more choice during the mid game, while simultaneously making the techtree less flat.

Nature
Spellbringer
  • Spirit Owl
    • Now has a minimap icon.
    • Speed increased from 600 to 1000.
    • The owl will now slow down greatly when it nears the targeted point and speed back up again when it leaves.
  • Entwine
    • Duration reduced from 40 to 35 seconds.
  • Murder of Crows
    • In addition to targeting a friendly unit, can now be targeted in a small area near a friendly unit. This will pick the closest friendly unit to cast the spell on.
    • Reduced the maximum number of crows that will can assigned to a single target from 3 to 2.
      • Previously, most often, two targets would be swarmed by three crows, increasing the strength against fewer units and guaranteeing kills more easily. This change spreads the damage out a bit, making it less lethal but maintaining the total amount of damage dealt.
    • Crow damage reduced from 17 to 15.
    • Crow damage per upgrade (Nature’s Wrath) reduced from 4 to 3.
    • Cooldown increased from 120 to 135 seconds.
    • Crows now grant a small amount of vision (They will no longer ignore targets when no friendly units are nearby.)
    • Crows now apply a blinding effect to units hit, reducing the damage they deal by 50% for 10 seconds.
    • Murder of Crows is a powerful ability, but it didn’t scale particularly well into the late game. This change is an attempt to maintain early game power while improving late game utility. In addition, moving a little less towards damage and more towards utility promotes using it in fights rather than against a few units or workers.
  • Beast Within
    • Duration reduced from 50 to 45 seconds.
    • Tail whip max distance reduced from 600 to 500.
    • Damage reduced from 25 to 23.
    • Damage per upgrade reduced from 6 to 4.
    • The current meta revolves heavily around getting an altar as fast as possible to gain access to this unit. This nerf is an attempt to create more choice during the mid game.
  • Cloud of Mist now affects both friendly an enemy units alike.
    • Cloud of Mist was a very strong ability with too few counterplay options and required little thought to use. This change aims to remedy both.
  • Call Great Stag
    • Stag's Blessing no longer affects the Great Stag.

Archer/Ranger
  • Cost increased from 90/10 to 90/15.
  • Hall of Warriors play had an awkward lumber curve, requiring little lumber in the early to mid game, then requiring a lot in the end game. This change aims to make lumber more desirable for Hall of Warriors as well as provide a slight nerf to this strategy’s best unit, hopefully incentivizing more use of supporting units like Phalanx.

Looter
  • New ability: Camoflage
    • Makes the looter hide in plain sight, preventing the looter from taking any action but making it invisible.
    • This ability goes on cooldown for 4 seconds when damaged by an attack.
  • Removed ability: Fire Bomb
  • New upgrade at the Hall of Elites: Agility
    • Increases looter movement speed from 415 to 490 and reduces piercing damage taken to 50%.
    • Costs 100/100 and 45 seconds
  • The Looter has always failed to find a role in the late game and was beginning to fail in the early game as well. This change allows for additional early game play while providing a late-game anti-piercing role.

Dendroid Treeherd
  • Spawn Sapling
    • This ability no longer has a cast time.
    • When a Sapling is spawned, it can now path through other units for a short time.
      • This should help prevent Saplings from getting stuck.
  • Hit points reduced from 275 to 250.
  • I felt that Nature’s natural base defense was a little too strong. I chose to target the Treeherd’s hit points so they became a bit more vulnerable to aggression and base harass.

Sprite
  • Flicker no longer prevents sprite movement once activated (the cast animation still prevents movement briefly.)
  • Soothe now prioritizes units based on their remaining life percentage (they heal lower hp units first.)
  • Previously, Flicker could sometimes have a negative impact on the Sprite, such as when it was attempting to retreat. This change should mitigate that issue.

Giant Toad
  • Slurp has been reworked (and renamed to Snatch)
    • Pulls target organic air unit out of the air with the Giant Toad's long tongue, immobilizing it for 2.5 seconds, dealing 30 Striking damage and healing the Giant Toad for the same amount.

Blight Widow
  • Collision size reduced from 32 to 31.
  • Attack range increased from 900 to 1000.
  • Removed the Silkwrap ability.
  • New ability: Spin Web
    • Builds a web over 2 seconds at the Blight Widow's location. While in the web, the Blight Widow is invisible but can't move.
    • Requires research at the Dendroid Elder.

Ravenlord
  • Now more responsive. Picks up and drops off faster and at higher range.
  • Has a new ability: Eject
    • Causes the unit to drop units periodically while on the move.

Faerie Dragon
  • Whirlwind no longer requires research.
  • Whirlwind duration increased from 20 to 25 seconds.
  • Null Bomb now requires research at the Sky Totem.

Dendroid Warrior
  • Cost increased from 280/90 to 280/120.

Archery Post
  • Attack cooldown vs air reduced from 1 to 0.8 seconds.

Dendroid Elder
  • Now requires a Spellbringer in addition to a haven.

Altar of Nature
  • Cost increased from 150/150 to 200/150.
  • In addition to requiring a Spellbringer, this structure now also requires a Hall of Elites, Sky Totem, or Dendroid Elder.

Death
Spellbringer
  • Animate Dead
    • Animated casters (except Shepherds of Rot) no longer gain the Blight Wave ability.
    • Some casters will gain a powered-up version of their second ability instead.
    • Blight Wave now deals/heals 30% of a unit’s max HP in damage, down from 40%.
  • Unholy Crown
    • Flying units can no longer be sacrificed to this ability.
    • Reduced the projectile speed of Obliterate from 800 to 600.
    • Reduced the mana cost of Obliterate from 75 to 65.
    • Death Knight mana regeneration reduced from 1/s to 0.3/s.
    • Duration reduced from 60 to 45 seconds.
- Death Beam
- Duration reduced from 25 to 20 seconds.

General
  • Fixed an issue where Zombies and Hoodlings would ignore enemies when moving to a rally point location.

Lost Soul
  • Now regenerates while on blight like all other Death units.

Zombie
  • Hit points reduced from 105 to 100.

Shepherd of Rot
  • Hit points increased from 170 to 180.
  • Putrid Bloat buff duration reduced from 20 t0 15 seconds.
  • Removed the Necrogenesis ability.
  • New ability: Unholy Banner
    • Places a banner at the target point with 50 hit points that regenerates 5 hit points to nearby undead units every 2 seconds. This healing is doubled for units standing on blight. Lasts 45 seconds.
    • Costs 75 mana.
    • Requires research at the Crypt.

Hoodling
  • Build time increased from 11 to 13 seconds.

Gargoyle
  • Hit points reduced from 160 to 150.

Vampire
  • Now takes up two cargo slots, down from three.
  • Cost increased from 120/10 to 130/10.
  • Hit points increased from 120 to 180.
  • Base armor increased from 2 to 3.
  • Damage changed from 16 every 1.65 seconds to 14 every 2 seconds.
  • Movement speed increased from 350 to 415.
  • No longer gains hit points from souls harvested.
  • Now gains +1 damage per soul instead of 5%.
  • Maximum number of souls reduced from 20 to 10.
  • Coffin Slumber now heals 3% of the Vampire Lord's maximum hit points per second, down from 5%.
  • Build time increased from 20 to 22 seconds.

Wraith
  • No longer has the possession ability.

Blood Mistress
  • Devouring Swarm now summons 6 bats, down from 10.
  • Devouring Swarm bats now have 70 hit points, up from 40.
  • Dominate duration reduced from 15 to 10 seconds.

Ghost Ship
  • New model
  • Rowdy Crew hit points reduced from 70 to 60.
  • Rowdy Crew duration reduced from 40 to 30 seconds.
  • Collision Size reduced from 64 to 32.
  • Will now automatically chase and auto-acquire targets as if it had a normal attack.

Phantom Carriage
  • Now has true sight.

Manor
  • Removed the Vampiric Speed upgrade.
  • Blood Thirst cost increased from 100/100 to 125/125.
  • Blood Thirst no longer requires an Altar of Darkness to research.
  • New upgrade: Exquisite Taste
    • Increases the maximum number of souls a vampire can carry from 10 to 20.

Black Obelisk
  • Unholy Aura movement speed bonus increased from 20% to 30%.

Shock Obelisk
  • Damage increased from 22 to 28.

Altar of Darkness
  • Cost increased from 150/150 to 200/150.
  • In addition to requiring a Spellbringer, this structure now also requires a Dread Spire or Dark Nexus.

Spellbringers Credits
------------------------------------

DEVELOPMENT
------------------------------------
Design, object editing, triggering, and terraining
- Bawbz

Testing Team
- Usyless
- GGTheMachine
- Islandsnake
- doom_sheep

ASSETS
------------------------------------
UI SCRIPTS
Hide Min Damage - Tasyen

UNIT ICONS
Airship Transport: BTNHumanZeppeline - General Frank
Angel Knight: BTNAngelKnight - General Frank
Archangel of Life: BTNAngelio - JollyD
Archery Post: ???
Avatar of Command: BTNJudgmentPaladin - Murlocologist
Ballista: BTNBallista - General Frank
Blight Factory: BTNPlagueSpreader2 - infrenus
Blight Vessel: BTNBlightVessel - General Frank
Blood Mistress: BTNBloodMistress - General Frank
Celestial Beacon: BTNCelestialBeacon - General Frank
Celestial Gateway: BTNCelestialGateway - General Frank
Church: BTNChurch - General Frank
Citadel: BTNCitadel - General Frank
Cleric: BTNCleric - General Frank
Conservatory: BTNConservatory - General Frank
Crusader: BTNKnightOfKome - General Frank
Death Knight: BTNDeathKnightTeron - Artork312
Death Obelisk: BTNObelisk_Red - General Frank
Dread Spire: BTNGargoyleSpire - Blizzard Entertainment
Elven Looter: BTNMageHuntress - Deolrin
Elven Ranger: BTNBloodElfPhoenixArcher - General Frank
Eye of Ket: BTNEldritchCovenant - General Frank
Falconer: BTNFalconer - General Frank
Giant Toad: BTNToad - General Frank
Hall of Elites: BTNNightElfGraveyard - Unknown102
Haven: BTNHaven - General Frank
Hoodling: BTNUndeadArcher - AndrewOverload519
Immolator: BTNUndeadFireMage - -Grendel
Lich: BTNPowerLich - HappyTauren
Manor: BTNForsakenKeep - Ujimasa Hojo
Mad Scientist: BTNMadScientist - General Frank
Rowdy Crew: BTNRowdyCrew - General Frank
Shaela's Chosen: BTNEternitysCrown - General Frank
Shock Obelisk: BTNObelisk_Green - General Frank
Valantor's Mirror: BTNAltarOfStarlight - Vinz, Spellbound
Valkyrie: BTNValkyrie - General Frank
Vile Laboratory: BTNDreadLaboratory - General Frank
Wraith: BTNWraith - General Frank

ABILITY ICONS
Absorb Essence: BTNDarkTrinity - 4eNNightmare
Acid Breath: BTNNoxiousCloud - KILLCIDE, Mr.Goblin
Beast Within: BTNDragonEyeUpdate02 - ~Nightmare
Blight Armor: BTNHauntingAura - The Panda
Bounty: BTNRoast - UgoUgo
Canopy Cover: BTNTreantNatureSign - JollyD
Cleave: BTNLethalTwist - Sun gate
Cloud Cover: BTNTranquilLight - Elenai
Coffin Slumber: BTNDeathCoffin - Darkfang
Death Beam: BTNPyramid - Mc !
Devouring Swarm: BTNCarrionSwarm - -Berz-, edited by Bawbz
Entwine: BTNPoisonousVines - The Panda
Essence Drain: BTNEssenceDrain - Blizzard Entertainment
Giant's Stride: BTNStrengthOfNature - BLazeKraze
Judgment: BTNHammerCrush - zbc
Leech Seed: BTNNatureSeed - BLazeKraze
Loot: BTNSackOGold - KelThuzad
Obliterate: BTNDeathBomb - PrinceYaser
Rain of Fire: BTNSpell_Shadow_RainOfFire - Blizzard Entertainment
Soul Harvest: BTNConsumeSouls - PrinceYaser
Stag's Blessing: BTNMightyAnglers - pick-a-chew
Tail Whip: BTNNagaRoyalGuardWarStomp - Sin'dorei300
Thorns Armor: BTNExpandingThorns - D.ee
Thousand Needles: BTNPhantomArrows - NO-Bloody-Name

UPGRADE ICONS
Celestial Plate: BTNHolyArmor - 8512590215848
Celestial Weapons: BTNHolyArrow - Darkfang
Divine Plate: BTNDivineArmor - PrinceYaser
Elder Faerie Dragons: BTNDreamCoil - 4eNNightmare
Lich Armor: BTNElvenRobe - PrinceYaser
Master Angel Knights: BTNDemonicSword - ~Nightmare
Nature's Protection: BTNTreantHeroAbility3 - Marcos DAB
Vampiric Speed: BTNDarkFlight - Darkfang

UNIT MODELS
Airship Defender: GilneasGunship - Mephestrial, edited by General Frank
Airship Transport: Human Airship - Bioautomaton, edited by General Frank
Angel Knight: Archangel - expresso, Tranquil
Archangel of Life: Archangel Arcana - RavenBlackbird
Archery Post: ArcheryPost - Blizzard Entertainment, edited by General Frank
Ballista: Ballista - General Frank
BlackObelisk/DeathObelisk/ShockObelisk - Blizzard, edited by General Frank
Blight Factory: Scourge Plague Spreader - infrenus, edited by General Frank
Blight Vessel: Scourge Plague Spreader - infrenus, edited by General Frank
Blood Mistress: High Illusionist - A.R., edited by General Frank
Celestial Beacon: Celestial Beacon - General Frank
Celestial Gateway: Celestial Gateway - General Frank
Church: WC2 Church - Ket
Citadel: LordaeronPalace - bakr, edited by General Frank
Cleric: Human Bishop - Tranquil
Couatl: Wind Viper - Explodobomb
Conservatory: DruidHut - Callahan
Crow: Crow - Vinz
Crusader: Arkain_KnightOfKomeNoRibbon - General Frank
Death Beam: PyramidRessurection - Callahan, edited by General Frank
Death Knight - WC2_DeathKnight - Mr.Goblin, Deolrin, Whitehorn, Pyramidhe@d, edited by General Frank
Elven Looter: High Elf Mage Huntress - Deolrin
Elven Ranger: Blood Elf Phoenix Archer - General Frank
Enforcer: Plate Armor Knight - Gluma, edited by General Frank and Maximal
Evil Eye: EvilEye - General Frank
Expansion Marker: ExpansionMarker - Blizzard, edited by General Frank
Eye of Ket: Eldritch Covenant - Vinz
Faerie Dust Buff: FaerieDustBuff - Dubey
Falconer: Sorceror - tillinghast
Flesh Golem: MegaZombie - Blizzard Entertainment, edited by General Frank
Fleshless Zombie: SkellyZombie - General Frank
Gargoyle: ObsidianGargoyle - Blizzard Enterainment, edited by General Frank
Giant Toad: Toad - Freddyk, edited by GeneralFrank
Gold Mine: SBGoldMine - Blizzard Entertainment, edited by General Frank
Great Stag: GreatStag - Vinz
Green Dragon: FerSZ, edited by General Frank
Green Matron's Roost - Green Dragon Roost - Blizzard Entertainment, edited by General Frank
Hall of Elites: Night Elf Graveyard - Unknown102, edited by General Frank
Haven: Haven - General Frank
Hoodling: Forsaken Archer - AndrewOverload519
Immolator: UndeadFireMage - -Grendel, edited by General Frank
Lich: PowerLich - HappyTauren, edited by General Frank
Lost Soul: BansheeGhost - Blizzard Entertainment, edited by General Frank
Mad Scientist: MadScientist - General Frank
Manor: Town Hall Forsaken - Ujimasa Hojo, edited by General Frank
Necromancer: Arch-Acolyte - DeuceGorgon
Rowdy Crew: Black Corsair - WhiteDeath
Sapling: Ent - Blizzard, Edited by General Frank
Shaela's Chosen: Eternitys Crown - Vinz
Shepherd of Rot: Decay the Plague Bringer - Alpain, edited by General Frank
Spearman: Rostrodle Javaliner - Cavman, edited by General Frank
Spearman (Siege Spears): Rostrodle Javaliner - Cavman, edited by General Frank
Spirit Dwarf: Dwarf Worker - HerrDave
Sprite: Faerie - donut3.5, edited by doom_sheep
Swarm Bat: Carrion Bats - Vinz
Tyrannosaurus Rex: Red_Dragon_Rex - Hantoo, edited by General Frank
Valantor's Mirror: Altar of Starlight - Vinz, Spellbound
Valkyrie: Pegasus Rider - wojia10502, edited by General Frank
Vampire Lord: Vampyr - Dionesiist
Vampire Lord (Coffin Form): Stone Coffin - Remixer, edited by General Frank
Vampire Lord (Eclipse Wings): WingsOfTheNightmare - Usedwell
Vile Laboratory: Acherus - Mister_Haudrauf, edited by General Frank
Wraith: Nightmare - Callahan, edited by General Frank
Zombie: Zombie - Blizzard - Edited by General Frank

EFFECT MODELS
Acid Breath: ChemicalEmbers - ???
Animate Dead Buff: Soul Armor Crimson_opt - Vinz
Angel Knight Missile: General Frank
Avatar of Command Target: DivineEdict - Vinz
Ballista Missile: General Frank
Banish: Sacred Exile, Sacred Verdict - Vinz
Battle Standard: Battle Standard / Safeguard - Vinz
Blight Armor: Necromancer Defensive Buff - doom_sheep
Blinding Flash: Blind_Halo, BlindingFlashCream - Vinz
Bounty: fireworks_ok - 8uY_YoU
Cloud Cover / Spirit Dwarf Levitation: MistAura - Pyritie
Command Aura: KingstrideAura - Vinz
Death Beam Target: ConflagrateGreen - Vinz
Devouring Swarm: DevouringSwarmEffect - Vinz
Dominate: Bondage Purple - Vinz
Dust hit effect: Dust - doom_sheep
Eclipse Building Armor: Effect_ShieldBuff_Purple - Vinz
Entwine Spitter Plants: Venolia_squished - Callahan
Essence Drain: EssenceDrainCaster/EssenceDrainTarget - Vinz
Hold the Line: Blizzard Entertainment, edited by doom_sheep
Hyde Potion Missile / Buff: HidePotionMissile / HidePotionTarget - doom_sheep
It's Alive! gren bolt: MadScientist_MonsoonBoltTargetGreen - Blizzard Entertainment, edited by GeneralFrank
Judgment Hammer Effect: JudgmentNoHive - Vinz
Judgment Rune: Rune Yellow - Tranquil
Leech Seed: Seed Shot / Seed Inside / Seed Squirt - Vinz
Mad Scientist Missile: MadScientist_BoltImpactGreen - General Frank
Murder of Crows: MurderOfCrowsTarget - Vinz
Null Bomb: NullBomb / NullBombBirth - Vinz
Obliterate: DarknessBomb - nGy
Putrid Bloat Disease: PlagueCloudSmol - doom_sheep
Putrid Bloat Explosion: Plague Explosion - doom_sheep
Rain of Fire: Rain of Fire III - Vinz
Recall: Void Teleport Green - Vinz
Rend Flesh Target: Lacerate Soundless - Veronnis
Shepherd of Rot Missile: ShepherdOfRotMissile - doom_sheep
Slurp Devour: NewtRegen - Callahan
Soothe: Heal Green - Vinz
Soul Harvest Caster: Warp Dark (Target) - Thrikodius
Tail Whip: Fireblade2 - Callahan
Thorns Armor Buff: Nature Blessing - Vitchie08
Valkyrie Attack Lightning: SBL_BlueNewLightning - Spellbound
Zombie Plague: Omen / Dark Conversion - Vinz
Contents

Spellbringers: Aqueducts (Map)

Spellbringers: Dilemma (Map)

Spellbringers: Dragon's Teeth (Map)

Spellbringers: Duelling Peaks (Map)

Spellbringers: Fighting Spirit (Map)

Spellbringers: Golden Valley (Map)

Spellbringers: Great Divide (Map)

Spellbringers: Highlands (Map)

Spellbringers: Oasis Dunes (Map)

Spellbringers: Rival Districts (Map)

Spellbringers: Riverglade (Map)

Spellbringers: Sally Forth (Map)

Spellbringers: Shadowood (Map)

Reviews
deepstrasz
It's generally relying on basic Warcraft III melee mechanics. Of the three factions, Death seems to be most original overall. There is a missing DIBTN for Nature's Protection - level 2. Eclipse's icon is that of Spell Immunity. Some balance testing...
Level 9
Joined
Aug 16, 2019
Messages
65
In this project, I see the dynamics of SC2. And the idea of dividing races is like in WarHammer: Age of Sigmar.
The Magic Towers are very complementary to the main game. This is an absolute success.
I want to ask - are there any sub-factions planned?
I also PM you a couple of crazy ideas.
 
Level 34
Joined
Feb 5, 2009
Messages
4,528
After having played a number of games and defending my title of being the greatest Death player of all time against @Deolrin, I can say without a doubt that this is indeed a map submission.

The factions are very well made and the unit design is very nice across the board. I am especially a fan of the implementation of units within a faction that are designed to provide balance against the more powerful units of other factions, creating an gameplay style where some units might not get used as much in specific match-ups, but there isn't a unit where there's no situations you would use it.

The Giant Toads are a unit, and for that reason, I'm giving this map a 6/5.
 
Level 48
Joined
Apr 18, 2008
Messages
8,408
Fantastic project with very interesting ideas and well thought-out balance and mechanics. Certainly feels closer to Brood War and Starcraft 2 than to Warcraft 3, in all the best ways. The Spellbringer mechanic - a powerful structure casting spells to aid the player's army - is well executed and certainly one of several highlights.
I'm going strong at ~10-15 games now with a consistent 0% winrate! Challengers beware!
(that said, do actually PM me if you'd like to play a match :thumbs_up:)
 
Level 20
Joined
Dec 4, 2007
Messages
1,411
Played some matches now and my favorite race has to be Death.
Grim Obelisks, Zombie Hordes and Plagues, Black Pyramid with death beam and a unique way of spawning units - all check!
 

Bawbz

Hosted Project: SB
Level 12
Joined
Jun 11, 2004
Messages
149
Played some matches now and my favorite race has to be Death.
Grim Obelisks, Zombie Hordes and Plagues, Black Pyramid with death beam and a unique way of spawning units - all check!
Glad to hear it!

Did you play against an opponent or the AI? If you played against an opponent, I'd love to watch the replays if you have them.
 
Level 20
Joined
Dec 4, 2007
Messages
1,411
Well we played pretty slow/low apm, however i managed to looter rush the undead guy quite often, 1 looter kills 1 necro (if off blight).
All in all i see the esport approach working well, but for me it's a bit too fast paced, like starcraft is meant to be ofc.
 
Level 23
Joined
Dec 24, 2019
Messages
388
Absolutely 5/5, any other punctuation would be almost an insult to something that has taken so much work and effort. All works like this deserve the highest score for me, even if there are small flaws and things that could be improved. But there are very few who invest so much time and effort in creating something original. I will continue to play it more throughout these weeks and surely I will comment again, but in advance I thank you for uploading original and quality content.

Regards.
 
Level 48
Joined
Apr 18, 2008
Messages
8,408
Absolutely 5/5, any other punctuation would be almost an insult to something that has taken so much work and effort. All works like this deserve the highest score for me, even if there are small flaws and things that could be improved. But there are very few who invest so much time and effort in creating something original. I will continue to play it more throughout these weeks and surely I will comment again, but in advance I thank you for uploading original and quality content.

Regards.
Hopefully that means we'll see you around on the Discord channel, yeah? :)
 

deepstrasz

Map Reviewer
Level 66
Joined
Jun 4, 2009
Messages
18,179
It's generally relying on basic Warcraft III melee mechanics. Of the three factions, Death seems to be most original overall.

There is a missing DIBTN for Nature's Protection - level 2.
Eclipse's icon is that of Spell Immunity.
Some balance testing would be required. Death seems to have a lot of movement speed boni (the vampire for instance from Unholy Aura and during the night).

A neatly Warcraft III melee modification that puts emphasis on troops as StarCraft/Warcraft II while relying on a static hero-like unit.

Approved.


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Level 5
Joined
Jul 15, 2022
Messages
15
Happy to see another great altered melee map. However I do not understand the tenets of defining good map or approval of maps. I looked at every unit in this map and do not see anything that really changed the way RTS plays. For example, units either deals XX damages, or slows down enemies etc. Instead, why can't we have some ability to change unit to mechanical, undead etc (just an example). Yet reviewer still defined it as "original". I had fight with the reviewers before on my altered melee map and lost my hope. But now seeing this kind of map getting all 5 stars and on main page, I wonder is this something war3 players would really play again and again? Is the standards reviewers using really benefit the community? Of course I have bias because what I made, but when I open war3 I would still prefer play standard melee over this for everyday gameplay.

Anyways I still gave 5 star to it just for good will.
 
Factions:
⭐⭐⭐⭐⭐⭐
Spellbringers features three factions, Order, Nature, and Death, which are very reminiscient of the Magic: The Gathering colors White, Green, and Black, which I imagine were an inspiration since the creator is sporting a 🔥 Koth of the Hammer 🔥 avatar on Discord. Here's hoping we will see Blue and Red represented in the future as well.

The factions all feature wonderful, cohesive styles and elaborate, well-thought-out tech trees. Most units have a special ability or a unique tech that unlocks a special ability. Almost no unit is a simple Grunt. The Spellbringers look fantastic and their spells underline the great flavor of the factions. The use of a spitting spider as a siege weapon is very creative and works perfectly for the Nature faction.

Playing as the Nature faction, I have three things to gripe about:
1. Some of the buildings are hard to distinguish from another. The Haven and the Hall of Elites quickly disappear within the sea of other buildings and could benefit from an additional eye-catcher, maybe added via special effect to the building.
2. The Tyrannosaur, while awesome, breaks the flavor of the Nature faction, whose ground animal forces are otherwise exclusively comprised of woodland critters. I think a giant bear spirit would fit better and be equally awesome. The same could be said about the Sky Totem units, which feel like they're just a relic of the map being a derivative of a Warcraft game, instead of it making sense within the Spellbringers universe.
3. The transgender archer upgrade is a serious flavor fail.

Maps/Terrain:
⭐⭐⭐
The maps are a hybrid between Starcraft II maps and Warcraft III maps without the creeps. Small ramps lead to the player bases on all maps. I find the decision to use the Starcraft ramps questionable. Starcraft matchups are balanced around Protoss and Terran being able to wall off their base entrance, mainly to prevent Zerglings from running wild. I haven't seen that necessity in Spellbringers. In addition, walling off the ramp is really easy as a Terran with relocatable buildings and Supply Depots that can be lowered, whereas these features don't exist in Spellbringers.

The terrain quality is not on par with the rest of the content, but I may be biased because I don't think most Warcraft III melee map terrain looks that great. Since Spellbringers is advertised as a total conversion mod, I would like to see maps with beautiful terrain and custom trees and other doodads. If that means we get less maps overall, I am fine with it, because, to be honest, in a Starcraft-like RTS, the map geometry has a negligible impact on the gameplay and only the map size is important.

I also imagine a custom system where bonus damage/miss chance is based on terrain height instead of cliff level (similar to AoE2) is worth trying out, getting rid of most of the default cliffs in the process. Default cliffs are ugly (or rather the ramps) and have giant a collision size that interferes with the clunky unit pathing.

Balance:
⭐⭐⭐⭐⭐
It is apparent that a tremendous amount of thought and work has been put into the design of the factions and the balance of the units. Each unit has a place in the meta, but is not too powerful that it can't be countered. The Starcraft gameplay has been replicated perfectly. My only concern is the Order Enforcers, who hit like a truck, which is a bit weird for such a low tier unit. But since the tournament was won by a Nature player, it might be a case of "git gud". One issue I had with them, though, is that they're really hard to click and so I ended up running my archers repeatedly into them by accident while training against the A.I., where they were slaughtered in only a few hits.

Controls/UI:
⭐⭐⭐
After playing a lot of Age of Empires II, it is a real shock how many quality of life features are missing in Warcraft III. No "Select all Barracks", no production queue, no "Select all idle workers", and an absurdly low selection limit. In a Warcraft III melee game, this is not such a large issue, because armies are small, macro is not very important, and the controls are more optimized towards microing your heroes. However, in an RTS map with large armies and more focus on macro, the lack of those quality of life features hurts a lot. There is the ability to command the entire army via the Spellbringer, but it is not enough to make the controls not cumbersome. I would like to see more quality of life features added via a custom UI.

Summary:

This leads me to my last criticism. I am harsh about these missing features, because the map is advertised as a total conversion mod. However, at the moment, I do not see how this is justified. Total conversion is mostly reserved for maps such as Embercraft or 8-Bit Raid that change almost every aspect of the game and UI, up until the point where the main game is often unrecognizable. Even if it is interpreted as it meaning that it totally changes the RTS gameplay, that is not really the case. The resource system as well as the weapon/armor type systems are mostly unchanged.

In many areas, I think Spellbringers should be more bold and do more of its own thing with the help of all the powerful tools we have available as map makers, building on the foundation of the awesome factions. Currently, I think it is somewhere between a very good altered melee map and an RTS mod.

Because it is advertised as a total conversion mod, I have to rate it as such and therefore give it ⭐⭐⭐⭐ (4/5) with an easy upgrade to 5/5 if more custom systems are added, such as quality of life features to help with the clunkiness of Warcraft III.

Edit: Controls have been improved a lot! Updating the rating to 5/5!
 
Last edited:
Level 34
Joined
Feb 5, 2009
Messages
4,528
Make it into a game guys! It'll be hard but make it its own game, RTS market kind of dead atm. Its a very cool project. I don't even know what kind of other teams/races you can make? Fire? War? Chaos? Really awesome
Tech faction, obviously. Or Snake.

Looking forward to seeing further developments in the new year, congrats on the clutch end of year update 😄
 
Level 3
Joined
Dec 13, 2018
Messages
10
A lot of fun. Masterful project - I can wax on about the intricacies but the developer is hopefully quite aware of the sheer quality.

Simply put: try it if you like C&C, TA, SC like games. Even the AI is engaging.
 

Macielos

Hosted Project: W3E
Level 15
Joined
Jul 9, 2010
Messages
133
I gave it a try - it definitely has a cool SC/C&C vibe, with massive armies and macro-focused games. Everything looks polished with lots of climatic custom assets. Interesting idea with Spellbringer's mass move/attack ability as a workaround for WC3 selection limit. I also like non-standard attacks of some units, like battlecruiser-style gunship attack while moving.

I only have one complaint so far - I started testing mechanics vs AI and AI always selects Order faction - are AIs of other factions somehow available? They could be chosen based on standard race we selected for AI: HU -> Order, NE -> Nature, UD -> Death, ORC -> one of above or random.
 
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