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Steel, Blood, and Glory v2.04o

Submitted by Map Designer
This bundle is marked as approved. It works and satisfies the submission rules.
---------- map designer Presents ----------

Steel, Blood, and Glory
Created by map designer

The Vision behind its existance


  1. I did not like how the melee system is a bit complicated ... millions of flyers and mages that are hardly controlled... and three heroes!! one hero should be enough, one leader.
  2. I found the campaign first chapters fun to play, especially ROC, when there were some units available only: Human chapter 5, Undead chapter 3~5, Orcs chapter 3~5, and a little bit Night elves chapter 3.
  3. I like lord Garithos and his knights( not his personality). In my first version, I just added him to a map and played against normal AI, building only knights and footmen (no triggers).
  4. I like "logic" in the map, and I can never sacrifice it for the sake of balance.

*any further points referring to the philosophy will be coloured lime
I will tell you the story of me making the map at the end>>

Features:


  1. One hero is allowed
  2. Different units and upgrade are available to different heroes, few of which are made and do not exist on the normal melee maps. each has his speciality, and has his own men and followers.
  3. Few heroes are added to each race
  4. Ogre Mercenary camp guarded by ogres. Only BeastMaster can recruit ogres, and only when he defeat their lord.

    • Philosophy: since the BeastMaster is half ogre and half orc, he may negotiate with ogres. They only accept to aid him and none else: he is the only one that may be worthy, if he have slain the ogre lord.
  5. Bandits Mercenary camp guarded by Bandits. Only Warcheif can recruit bandits, and only when he defeat their leader.

    • Philosophy: Bandits may only help humans, and he must be one with pride in battle, like the Warcheif. They only help if Bandit Lord was slain.
    • Philosophy:How come a paladin hires mercenary bandits!! HE CANNOT ABANDON HIS VIRTUES.
    • Philosophy:Maybe I make Dark Ranger hire both ogres and bandits if she controlled their lord...maybe
  6. Huge Fish Camp near fountain of health
  7. Some Heroes get abilities upon leveling up, or learning a skill, and under certain conditions: refer to the trigger, hints, or tool tip description of each hero
  8. Slightly different items in the goblin Marchant shop, non of which is super or very strong, and slight changes overall, to states of some heroes and units (regeneration, armor, abilites)


Some else stuff about map:

Heroes gathered their men and followers and set their camps. Who proves to be the best? who is catching the honour and pride? Plan your strategy, gather your forces, and win the glorious battle.



Screenshots:

Hero-Army Screenshots

Image Description:
Human Army


[​IMG]
!
Image Description
Orcish Army


[​IMG]

Image Description:
Undead Army



[​IMG]


Image Description:
Night Elven Army


[​IMG]

Camps Screenshots


Image Description:
Bandits' camp

[​IMG]

Image Description:
Ogres' camp

[​IMG]

Image Description:
Goblins lab

[​IMG]


Advice is welcome specifically for
  1. Siege weapons balance. I intend to make it ogre stone thrower, an ogre from Hive, for the Beastmaster.
  2. Human towers prices, since I made Human's guard tower fortified.
  3. New units stats, including HP, Mana, damage, armor,food, and price.
  4. Attributes of Ranger General, Dark Ranger, and Priestess of the Moon.
  5. Night Elven Armies: which units for which heroes
Current bugs and problems

  1. Naga: old workers do not build and player be revealed.[*]sound set of Ranger General is bad for now. I basically want just to rearrange the sound from the original sound set of Sylvanus Windrunner, but I could not do this without importing, and thus making the map filesize huge. For that, I just stuck to old sound set of Sylvanus.
  2. I want paladin hero to have shining light when he casts spell, like his sub-ordinates young paladins.
  3. I want the paladin to be able to train knights, but this may unbalance the game....you know that silver hand should have knights,right?
  4. Game Interface sometimes Change!!
  5. Description of some units/buildings/etc.. needs to be improved.

Current Plan, in the order of priority, is:


  1. Improving AI so that it chooses random hero rather than specific one, blade master in the orc case. I will also improve AI difficulty. This will hopfully enable real fun even in single player mode :)
  2. Changing the terrain, probably making new map for 8~12 players (what do you think?)
Change Log:

Change Log


Version 2.00

uploaded


Version 2.01

Added:
  • Night Elven AI: Priestess of the Moon


Version 2.01>> 2.02g

Added:


  • Fixed some hot keys and writings
  • Scrolls of mana are 1 and no longer 5 scrolls in the merchant shop
  • Silverhand Paladinsnow have resistant skin ability. This makes them un-digestable or charmable or controlable by banshees.
  • Warlocks, blood fiends, and fel hounds now also use the upgrade of back pack
  • Warchief has 10% chance to bash for 2 seconds instead of 20% to bash for 2.5 seconds
  • reworked plates of war damage reudction to be 3.5 for iron plates and 7 for golden plates instead 7, 11









Version 2.03

Version 2.03a

Added:
  • Modified item drops for the big neutral camps
  • Demon Hunter no longer can play the Night elves; instead, it has naga army and has model file of illidan(Evil)
  • Redistributed the naga army between Demon Hunter and Naga Sea Witch: The hunter takes Myrmidon and Naga Royal Guard, limited to 4, 1, repectively, while the Sea Witch takes the siren and Couatl, as well as the associated upgrades of ensnarre, abolish magic, and siren master training.
  • Warchief: Rebalanced Plates of War, making it only blocks ranged attackes (7, 11)
  • Warcheif: Rebalanced shield of Honour, making it block 18% of melee attacks instead of 15%
  • Warcheif: Rebalanced intellegence growth, making it semilar to that of the Tauren Cheiftan instead of 1 starting int and 0 growth. This only makes the warchief vulnerable to mana burn and man siphon spells, as he never uses his mana.
  • Ranger General starting agility increased from 19 to 21, making it equal to that of the Dark Ranger
  • Demon Hunter's model file has changed to that of Illidan (Evil)
  • Movement Type of Demon Hunter and Naga Sea Witch has changed to Amphibious, enabling them to walk on water.
  • Rearranged Night Elf army: Mountain Giant has moved from demon hunter to Warden, while Druids of the claw has moved to Keeper of the Gorve. Huntressess has been removed from Keeper of the Grove. Keeper of the Grove also can no longer upgrade archers.
  • Added Furbolgs camp to the north of the map
  • Priestess of the Moon can now recruit Furbolgs up the death of Furbolg Champion


Version 2.03b

Added:
  • Fixed the Green icons of Plates of War and Golden Armour when f10 is pressed


Version 2.03c

  • Fixed Hotkey of Comradeship
  • Fixed the some tool tips


Version 2.03c>>2.03k

  • Rebalanced warcheifs shield of honour: 18% to block 65 damage
  • Fixed the tooltips of the Warcheif as well as other units
  • warlocks of the blade master are now unarmored
  • fixed bug that warcheif can train unlimited amount of captains instead of not being able to build them: Warchief can no longer train any captain after golden armour upgrade
  • Ranger General now have Frost Arrows, just like the Naga sea Witch, instead of Cold arrows.
  • Crypt Lord now have burrow ability when he has burrow upgrade. His model need to be fix though... :/ and tool tip I think
  • Fixed the bug that Keeper of the grove cannot recruit bears



Version 2.03l

  • Fixed the bug that demon hunter cannot recruit Naga royal guard. I apologize for this and the bears' bug.
  • Rebalanced Furlbolgs gold and lumber costs.
  • AddedFurbolg Elder Shaman Briliance Aura.





Version 2.03q

  • Replaced Goblin's lab with Fountain of Health
  • Added some Doodads near Bandits camp


Version 2.03s

  • Added "-unshare", "-share", and "-fullshare" commands, to change controlabitly of Ally AI



Version 2.04

Version 2.04b

Added:


  • Added Corrupted Night elves race to the night elves. They follow the ordinary, and not the winged, demon hunter
  • Added new building to pitlord: Demon Gate. This building summons a power Demon from the burning legion in the nether world every 100 seconds
  • Added void walker for the pitlord, as basic archer unit
  • Removed Gargoyles from the pitlord special units. Now only the dread lord can train Gargoyles.
  • Extended Flesh Decay Time from 2.00 seconds to 60 seconds. This will make it look more realistic that the corpses stay for longer and decay slowly as in real battle.


Version 2.04c

Added:

  • Void walker now requires halls of the dead
  • fixed few timer window issues appearing multiple times when more a second and third demon gate is summoned
  • limited number of Demon Gates to 1 per player. It did not really change how it functions
  • Buidling Demon Gate now requires buildable ground and is prevented by unblighted land, in object editor settings
  • Deleted a couple of broken old triggers
  • Fixed bug that warchief AI not running in v2.04b




Version 2.04e

Added:

  • Fixed bug that corrupted night elf players cannot upgrade there unit's Attack and Defense
  • Rebalanced the prices of corrupted trees, of Life, of Ages, and of Eternity




Version 2.04f

Added:

  • Fixed bug that Keeper of the Grove Night elf players do not have well spring upgrade.




Version 2.04i

Added:

  • Fixed bug that Night elf players do not have Well Spring upgrade for Warden and Priestess of the Moon



Version 2.04l

Added:

  • Fixed a couple of bugs with wisps issues of night elves. Now both night elves and corrupted night elves have same wisps. The corrupted night elves' wisps look purple while the pure ones look blue
  • Removed mana shield from archmage
  • Added summon fire elemental for archmage and mud golem
    thats what i recall for now
  • Fixed some leaks :)


Version 2.04n

Added:

  • Replaced Summon Fire Elemental Hero Ability of Archmage with summon Water Elemental. Sorry that I forgot to do it before!



Credits:

Special Thanks:

These two have helped me with their excellent triggering skills greatly!
Also, thanks to:

Models:


Icons:

Tutorials/Systems:

Loading Screen/Map Preview Image:
  • Gamer_David has made fascinating terrain for army screenshots
  • defskull has greatly helped me with the screenshot triggers

Other:



Author's notes:

Here, I will tell you the story of this map's creation.

My start was just placing lord Garithos, which has same model as warchief, at like 2010~2011, few months before I join. I placed him in the middle of Plunder Isles. I had put my own roles, to me and to those friends who play with me. It was basically cancelling some units, but then, when I played vs the orcs and found there heroes un-crushable by an army of footmen, I added one hero rule.

After I found the AI too easy for me, I started searching here and there. I found orc master AI, made by blizzard. I imported it and then played. I found easy as well, with the times passing.

Then I moved to DragonFire map, playing vs 2 orcmaster AI's, making sure I am in their middle that they attack from all the sides. After that, I made the human AI, so the game will be 2 human vs 4 orcs. I bit I could win after too tough fights.

-This is why I joined hive btw: to help me first run my AI to all the 6 players in the map players, then to help me with the map. You can see that in my first posts.-

And then, after a while, I sought a map with good, fitting terrain, and I selected Gold shire. I still think it is decent, though a map with more players would be better.

Demonstration Video:




Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
steel, blood, and glory, glory, altered melee, melee, altered, high elf, blood elf, warcheif, zalbag, naga,
Contents

Steel, Blood, and Glory v2.04o (Map)

Reviews
Moderator
[img][c]Orcnet[c]18:10, 8th July 2013 Map Approved Steel, Blood, and Glory (Version 2.04e) Rate[c]Score[c]Percent[c]Letter [r][img][img][img][img][img][c]5/5[c]91-100[c]A Rate[c]Score[c]Percent[c]Letter...
  1. Map Designer

    Map Designer

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    No Updates Soon

    Hello guys,

    Just so you know, I am not going to make any updates soon. I am actually not playing warcraft these days.
     
  2. StoPCampinGn00b

    StoPCampinGn00b

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    Bummer. Well, it was a great finish and journey of the this simple, but nice, map.
     
  3. Map Designer

    Map Designer

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    Hello guys,

    Now I am trying to find the right balance of the guard tower. Price & Armor
    I have changed the Armor type to fortified, and made the price slightly more: 20 gold and 20 wood more (120 90 instead of 100 and 70>>> ofc, substratct scout tower price from this)

    However, it seems still a bit imbalanced, as it is possible to do early tower rush that can hardly be stopped. Not sure whether I should get it back to heavy armor or to increase the price even further or reduce the armor.

    I will have to compare this with the other towers (esp night elves and naga tower)

    Edit: seems a bit comparable with Naga tower price and damage as well as that of the undead (less gold, same lumber)
     
    Last edited: Apr 19, 2014
  4. Metalbear

    Metalbear

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    You should leave the human towers as they are! They were intended this way so the player wont rush wipe you! But if you still insist in makin human towers stronger, then you should definitely INCREASE the building and upgrading time. This will fix the rush issue, but will make the human probably hard to attack. You could fix the second issue by decreasing repair time.
     
  5. Zordrak

    Zordrak

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    I can't download this.
     
  6. StoPCampinGn00b

    StoPCampinGn00b

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    It's a standard custom map. Find your Warcraft III folder then save it to maps > download.
     
    Last edited: Jan 15, 2015
  7. Mythic

    Mythic

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    What do you mean you can't download it? The page goes awry upon trying?
     
  8. Zordrak

    Zordrak

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    The download button disappeard.
     
  9. Map Designer

    Map Designer

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    ok you should be able to download it from this post then. you found it down here?

    I dont know why it doesnt appear for you
     

    Attached Files:

  10. Map Designer

    Map Designer

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    Hello guys, so I am think of some edits

    For the orcs:
    blade master should be fitted better. warlock abilities doesnt fit him that much. I.e. unholy frenzy does take a lot of HP. unholy frenzy fits for both undead and chaos orcs because they have high regeneration but does not races with no high regeneration. Thus I'm not sure If I should change warlock into blood lust and remove that from shaman (blood thirst does not fit the horde and their warchief you know) or I should just make the shaman for the blade master. (or both? doesnt fit much: shaman goodly, warlock evil)

    also, I feel like I want to add new intelligence hero, having a model of one of these warlocks (if I did not use them for the blade master) but I still have no idea for the abilities that will be given to him !


    as for the Naga, I might change the ultimate of the sea witch to summon 2 royal guards or just make a new royal guard hero (but then again the abilities XD) there is a model for that in the hive
     

    Attached Files:

  11. Mythic

    Mythic

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    Durotan's Frostwolf had some blood rage that enabled them to have more strength at the cost of attacking everything that moves. So I guess Bloodlust is okay for Shamans. :3
     
  12. Map Designer

    Map Designer

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    Ok, I thought of something,

    if a unit is possessed, then it can be trained by owner of the banshee. I'm not sure if this will be unbalanced or not. You think this is good? or do you think only If Dark Ranger used the ultimate it should happen? (i.e. only charmed units make the unit available for training?

    also, I dont know if u guys noticed, but I made weapon upgrades transfer with unit ownership too. In normal melee, when a unit is possessed, and it has 3/3 fully weapon upgrades, it will lose them and will become 0/0 weapon upgrade. the downside with this thing is, well, what happens is that the upgrades is automatically researched for the player. so, if I posses footman from yellow with full upgrades, and then posses footman from teal player with no upgrades at all, I still have the full upgrades for the possesed teal footman.

    This is not exactly what I intended (I was thinking only the weapon is transfered for the possesed and not the up is researched, you know)
     
  13. hassanbob

    hassanbob

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    The map looks great will test it and feedback :D and good luck
     
  14. Map Designer

    Map Designer

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    I was thinking of adding the orc warcheif horseman unit but apparently it does not have abilities lol

    Edit: actually nerfing that night elf warden is a must in the next version lol
     
    Last edited: Jun 15, 2017
  15. Ardenaso

    Ardenaso

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    Have you made the capturable neutrals upgradable by attack/armor upgrades?
     
  16. Map Designer

    Map Designer

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    Ogres do benfit from orc armor upgrades and berserker strength. Bandits and Furbolgs still do not.


    EDIT: ok I think I will add some frostWolves units for far seer, probably
     
    Last edited: Jun 16, 2017
  17. Ardenaso

    Ardenaso

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    I think Bandits and Furbolgs need to benefit from upgrades to make them still relevant on late game.
     
  18. Map Designer

    Map Designer

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    not necessarily. I intend to give bandits some sort of looting ability, making them gain gold from attacking units or buildings
     
  19. Daffa

    Daffa

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    Might interest the creator and other viewers. Video is not mine.
     
  20. ∆ Op†imise¬

    ∆ Op†imise¬

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    Havent played yet but I have only one thing to say...



    NAISHAAAAAAA!!!!!!!!!!!!!