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!