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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Tales Of Old Warcraft 0.3c

Submitted by Drogenhoernchen
This bundle is marked as approved. It works and satisfies the submission rules.
I M P O R T A N T: See the posting bellow for the screenshot links. You really should have a look at those instead of reading my map describtion. Seriouslly. I'm not good at map describtion. But the screenshots are good, I think. Just have a look.

















SUMMARY:

Basicly, I wanted to create a map set in the time of Warcraft 1 - a dark and mysterious time. It's not a remake, however.
I tried to create a completly new game experience which I tried to make both fun and easy to learn.
I wanted the map to look good and be realistic. I tried to create a beautiful map design. I've chosen the models I
imported very carefully because I definitely wanted them to fit in with the game. I tried to preserve the original
atmosphere of wc1 and wc2 which were pretty dark and cool and bring it back to live in a newer game (which does not instantly
give you eye-cancer). I put a lot of detail-work in the map and I hope people appreciate that.

However, there might be room for improvement. I appreciate CONSTRUCTIVE criticism. Especially about the following aspects:

- balance of the factions
- fun factor
- spelling/grammar mistakes (as you may have guessed English is not my mother tongue)
- is it possible to play fluently?
- bugs
- how do you like the atmopshere?



CREDITS - IMPORTED MATERIAL


HUMAN

MountedFootman by Mephestrial
MountedSwordsman by Mephestrial
Cleric by 67chrome


DWARF

DwarvenMountaineer by Norinrad
Dwarven axe thrower by Frankster
DwarfCrane by Ket (added Portrait Camera)

BTNMountaineer by Norinrad
BTNDwarven axe thrower by Frankster
BTNDwarfCrane by Ket
BTNExplosiveBarrel2 by M0rbit


BLOODELF

HeroRanger by Kuhneghetz
FugitiveMageV2 by Red


ORC

OrcWarlockHero by Dojo (removed shield, removed cape, changed weapon size, changed weapon skin, changed helmet skin, created a Chaos version of this model)
RedDragonspawn by Sellenisko


TROLL

Troll Enforcer by Lord_T
DarkSpear Chemist by -Grendel
Troll by HappyTauren (changed blood color from green to dark red, renamed 'Attack - Unarmed' animation to 'Stand Work' for trigger reasons )

BTNTroll by HappyTauren
BTNTrollPredator by Mr. Goblin


UNDEAD

DeathKnight WC2 by Necrokenis
UndeadVrykul by Sellenisko
SkeletonPeasant by cavman

BTNUndeadHorse by Kuhneghetz


OTHER

V1_Ballista by Kitabatake
WoodWall0 by Mephestrial (added Portrait Camera)
WoodWall90 by Mephestrial (added Portrait Camera)
NightElfArtisan by Sellenisko

BTNLight by Palaslayer
BTNEarthLance by L_Lawliet (I made it a AAT Button)
BTNCWRuneSword by CloudWolf (I made it a AAT Button)
BTNPuma by Kuhneghetz



USED TOOLS (all from www.hiveworkshop.com)

- Button Manager
- War3 Model Editor
- BLP Lab

Environment sounds legally downloaded from ''soundbible.com''





ABOUT THE RACES AND HOW THEY MADE THEIR WAY TO THE EPOCH OF WARCRAFT 1:

- Humans: Classic. They've always been there. However, the 'old' humans are way more fixated on strong cavalry (knights) and have cleric as healer
- Dwarfs: No good game without them. Little people with affinity for explosives. In my map their guns are pretty noisy :)
- Elves: rather Bloodelves. Magic addicts. They would be pretty weak without their mana restoration abilities.
- Orcs: The 'old' Orcs. Wild and evil. With Warlocks, Necrolytes and even some Undead units. Never before have the Orcs been so dark!
- Trolls: the history of Azeroth mentions a troll war even before the Orcs came. Anyway, I decided on blue Trolls.
- Undeads: Even before 'The Scourge' came there were Necromancers, Dark Mages and Death Knights. Any questions?



SOME DETAILS:


THIS IS A MAP WITH 6 COMPLETLY NEW FACTIONS (Human, Dwarf, Bloodelf, Orc, Troll, Undead). EACH FACTION OFFERS
RATHER FEW UNITS (7-10). I BASICLLY TRIED TO CREATE THE RIGHT ATMOSPHERE FOR EACH OF THE RACES. THE WHOLE SETTING
IS RATHER WARCRAFT 1 ALIKE (dark and obscure). I TRIED TO KEEP BATTLES REALISTIC (units die fast). I WANTED A FAST
AND EXCITING GAMEPLAY (units are trained in 0.0 seconds) I WANTED A SIMPLE GAME CONCEPT WITH FEW BASE MANAGEMENT
(Players must conquer Blacksmithes/Lumbermills for resources) I WANTED WALLS AND GATES INCLUDED (gates open and close
on order) I WANTED A BEAUTIFULL MAP-DESIGN (there's loooots of shrubs)

THIS MAP IS ABOUT...

- Atmosphere
...the weather changes
...new background sounds (wind + crickets at night)
...I tried to create a new but yet Warcraft alike feeling
...very detailed map design

- Details
...injured units are bleeding for some time and move slowly
...crates that give the player gold/lumber can be picked up simply by moving over them
...some units get promoted automatically when they survive battle for a while (Footman becomes Captain, +10 Armour)
...units of the same type will move with slightly different movement speed to make their formation more dynamic


- Realism
...the propotions of units and buildings are realistic which means that units are pretty small
...most units die pretty fast
...riders can ride down enemies
...Flaming Arrows can be used to set fire to wooden units
...unit responses are in-game (Warcry when they attack, cast spells etc. - can be heart by the enemy, too)

-A New Game System
...the game is based on securing neutral buildings all over the map
...these neutral buildings increase the gold/lumber rate
...some factions can build fortifications (such as walls, gates, towers)
...Catapults and Ballistas are build in the field (in a box that breaks open once they're completed)

- Unique Factions
... I tried to create a unique gaming experience for each of the factions
... each faction has unique abilities which are typic for it (example: Humans are the only faction which is capable of trading Gold for Lumber/Lumber for Gold))





UNIQUE ABILITIES OF THE RACES (examples):

Human:
- The humans can trade gold & lumber at the market place


Dwarf:
- Ultimate unit: Heavy tank with 3 attacks


Bloodelf:
- Mana stores can always restore mana of surrounding mages

Orc:
- Leader units give bonuses to basic units (movement + attack speed)

Troll:
- Assassins are permanently invisible and won't be become visible when they attack

Undead:
- Necrolytes and Death Knights can Summon masses skeletons wherever they are




I will try to improve this map if I receive constructive feedback (this sentence sounds weird...)


Keywords:
race, races, nation, nations, faction, factions, old, wc1, wc2, war1, war2, capture, dark, evil, detail, detailed, full of detail, overuse of keywords
Contents

Tales Of Old Warcraft 0.3c (Map)

Reviews
Moderator
Vengeancekael - [IMG] Date: 2012/May/27 11:50:55 Reasons: Other: Check out the tutorials section: Tutorials Check out the Map Development Section: Map Development Section Check out the World Editor Help Zone (Trigger issues, object editor,...
  1. Drogenhoernchen

    Drogenhoernchen

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    Promotion: Sequel

    ToW II: ''First War Memorium''

    [​IMG]


    features:
    - almost limitless unit selection
    - new units, abilities, structures, and upgrades
    - doctrine system, giving a themed thematic focus to each race
    - many unique models that can only be found in this map
    - AI included
     

    Attached Files:

    Last edited: Oct 30, 2014
  2. sonofjay

    sonofjay

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    Dafaq? 11mb? its not playable on lan, battle.net and garena.

    I'll download it to take a look the culprit

    EDIT:

    I found the culprit!!!

    You have
    *1 2mb sound
    *1 440 kb sound
    and....



    *1 21 mb sound
     
  3. Drogenhoernchen

    Drogenhoernchen

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    I'll take care of it.
     
  4. sonofjay

    sonofjay

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    just remove them, then I'm sure the filesize will go down to 1 or 2 mb
     
  5. Masokist91

    Masokist91

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    Review :
    Gameplay : not bad but can be better , kinda tactic but lacks diversity and lacks kinda everything in manner of teck-trees etc ... i suggest somethings here for you btw try to give every race a custom general ability for example orcs - ability name - madness ( when 30% below make him frenzy attack wich will make him lose 5 armor but in exchange 90% attack speed and 20% ms ) this is just an example i think you got the ideea . Animation of units are really boring make them a little bigger ... most of the people wont like to hardly see their units hp well gameplay can be very good but lacks diversity and lacks some more commands . and for spells try to give every tipe of unit like 2 passives and 1 active it will make the game very interesting . 3/5
    Ideea : the ideea is good and you kinda trown it good in world editor but you forgot about somethings some are mechanics some are aestethical for example the human main building the barracks just look ugly on that kind of terrain and i really mean very ugly better use some brownish castle etc . 4/5
    Fun factor : not too much you just have to spawn units and stuff no unobvious tactics no nothing you should make it a little more complex but understandable by players . by the other hand i like the battle thing where group of units beat other groups of units and so on . 3/5
    Terrain : terrain is kinda good the blacksmiths and lumber mill kinda sucks on the map i suggest the only buildings should be built by players where they want and how they want them ... and diverse the terrain like make cliffs shores marshlands swamps etc but all understandable and no blocking pathers and stuff like that no use for that they suck badly so anyway . anyway terrain is good 4/5 for the effort i expect some remake of this map terrain.
    Suggestions : aesthical problems like unfiting things in unfiting places , mechanics are good but not optimized to this tipe of map , the effort you putted in the map was huge i think etc ... nevertheless ill give you one piece of advice and you will understand the rest ... and the suggestion is this - Every unit is important ! make every unit special understandable complex and beatifull ( i can help you with this if you want ) .

    Overall opinion : good mechanics but not fitten well ... good terrain but plain and just the same bullshit everywhere ... and not even simetrical ... unit ideea and logic is good and well made i like that but can be done better with some object editor review ... can be a very good map with some work to make everything special ... the rating for now is 3.5/5 !

    Have a good day and happy map making !
     
  6. Drogenhoernchen

    Drogenhoernchen

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    I updated. Map is 3.7 MB now. Should be playable in multiplayer. Did some minor changes to the map (I attached a chagelog to post #1)

    @Masokist91: thanks for the review. I did some of the changes you suggested. Might do more in the future.
     
    Last edited: Apr 29, 2012
  7. Drogenhoernchen

    Drogenhoernchen

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    feedback would be cool so i know what to change for the next version
     
  8. Wazzz

    Wazzz

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    judging from screenies, it looks like you have a good gothic atmosphere going which is one reason people liked the original Warcraft 1 so much.

    also i notice the health values are incredibly low, indicating that you have some fast paced combat, or at least reasoned that high values of health aren't a necessity beyond being aesthetically pleasing when you have the damage values scaled accordingly.

    mind you, such health values are typically used in turn-based strategies where it's a little nicer visually, i suppose, but it's good to see it's not just turn-based strategies that can implement this style of values.

    as for the gameplay, i have yet to check it out, although i can't help but notice already that, for example, the humans have an axeman AND a footman as well as a leader, and i'm wondering what is the strategic difference between the axeman and the footman primarily, as the role of the 'leader' unit is somewhat predictable.

    also be careful of that double post, a 'bump' requires a 48 hour gap i believe, and you only have a 24 hour gap
     
  9. Drogenhoernchen

    Drogenhoernchen

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    spearthrowers have the ability to switch weapons making them fight with an axe which they should only do if enemy meele units get to close; the captain is not a leader unit. Footmen get promoted to captain when they survive battle. Its simply a footman with additional armour and different model. Only orcs have leaders.

    Sorry didn't know that - won't happen again
     
  10. Orcnet

    Orcnet

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    Map Review
    Tales of Old Warcraft (Version 0.2d)

    Rating System:

    Rate Score Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 5/5 91-100 A
    Rate Score Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 4/5 81-90% B
    Rate Score Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 3/5 75-80% C
    Rate Score Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 2/5 70-74% D
    Rate Score Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 1/5 50-69% F


    Overview:

    Gameplay

    [​IMG][​IMG][​IMG][​IMG][​IMG]

    Tales of Warcraft is an altered melee that is more on force control and offense rather than building tons of structures and harvesting resources. Due to the alteration, ToW has 6 races to be played, Humans prefer the trading mechanism in order to quickly purchase troops in battle, Dwarves rely on slow siege tanks but gains heavy dealing damages, Elves acquires magic in winning, Orcs gains speed bonuses to track down enemy lines or bases, Trolls are the only race who bares an invisible structure to use as scouts or strategic maneuvers, and finally, Undeads command summoning unit abilities. Game ends when an enemy main base is destroyed

    "I appreciate on how much work you have done to build such a game where you balance all races and focus on only the units to win but sadly, some units(that I can't remember all the names) doesn't do much during battles, such as attacking buildings, gather boxes, etc. but still, everything works well."

    Terrain

    [​IMG][​IMG][​IMG][​IMG][​IMG]

    "I'd say the design you made for the terrain is decent, either good or bad, I still prefer decent, the weather trigger, fogs and its surroundings actually blends itself during daytime and nightfall, but to enhance such details, I would suggest you add mountain walks that players can move in and gain upper ground attacks(such as the default wc3 setting were you gain attack and sight range in cliffs and attacking units in cliffs gives chances to miss), also water, remember the quote "control the water, and you control everything", not just how the quote would say but adding them as details is a must."

    Management

    [​IMG][​IMG][​IMG][​IMG][​IMG]

    "After a quick checkup for bugs and trigger errors, I notice during in the lobby, when you don't add players to the game, the AI would start automatically, else it does not, it somehow works like a confused loop. also pressing the restart button doesn't restart the game but instead quits and starts in the lobby, I also found out the text in the "Map Info" that says "Map Control: 100%". what does it mean? is there anything that explains it when I move a unit or dash in an event? it would be great if you can elaborate more user manuals in the Quest box instead of stuffing all of the credit list inside since it is practically useless and waste of size for the map, and lastly, refrain from using too much foreign languages except for special name tags for weapons, units, map area, etc. Use English for players to understand what is happening around the game."

    Total Score:

    Rate Score Percent Letter
    [​IMG][​IMG][​IMG][​IMG][​IMG] 10/15 83% B


    Status: APPROVED
     
  11. Drogenhoernchen

    Drogenhoernchen

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    @Orcnet: thanks for the review. reviews boost my motivation which is good, i guess...

    this is a relic of a game mechanic i once wanted to implement - but i never did so i will rather remove it or give purpose to it. Thx for the clue!

    i didn't intend to have any foreign language ingame (only in WE some triggers and stuff that u never get to read ingame). If there is it's a bug. I definitely gotta check this!
     
  12. Gougougox

    Gougougox

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    I tested the map and i looked at how to gain ressources and it say "secure blacksmith for gold income", ok but where are those blacksmiths?:ogre_rage:

    I don't know if I'm the only to have this problem, but look at it.

    Without that the race, terrain and models are very good chosen so for me this is 4/5!
     
  13. BeatMySkill

    BeatMySkill

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    It's not ARMOUR, it's ARMOR
     
  14. Vengeancekael

    Vengeancekael

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    Armour is british(english) and is correct.
     
  15. Drogenhoernchen

    Drogenhoernchen

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    damn i just changed it :)
     
  16. Drogenhoernchen

    Drogenhoernchen

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    you get gold/lumber every 15 seconds - there were blacksmiths all over the map in an older version; in the current version you have a set income rate and there's no way of increasing it but i definitely gotta think of sth here...

    thanks!

    i decided on british english because i thought it suited the medieval theme better - however i might go for american 'armor' if people dislike british 'armour' or get confused over it
     
  17. marko9

    marko9

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    Id like that you made the AI work but aniway this is awesome for 2vs2 fight +rep for ya!
     
  18. Cokemonkey11

    Cokemonkey11

    Wurst Reviewer

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    I just tested your map, and found it well made, but rather dull at the game-play level.

    English issues - the game interface text for "Wood" is still in german. Default player names are "spieler<number>" which I think is german as well.

    I thought there would be some AI in the map but there was not. I tested the map alone vs computer (normal) and it literally did nothing.

    I don't know if all the races have similar levels of completeness, but the trolls were quite boring. There were 2 buildings available (main structure and hideout) and all the unit training is done in 1 building, no upgrades.

    Basically this feels to me like a map where 2 players horde up an army of 40 units and then try and out-micro the other for a quick win. Normally in a map like this, the player with better macro-management wins the game because they can keep track of their unit production and keep it constantly moving, but in this game there is no incentive to look at your unit producing structure at all because:

    1. Unit production happens instantly
    2. Income is static
    3. Catapults are ultra-slow

    My suggestion would be to focus on one or two races to start, and do something like this:

    • Separate unit producing structures from the main building. This will allow players to use tactics like hiding barracks, and building proxy/forward unit producing structures.
    • Turn off the instant production of units as it hinders macro-management style gameplay.
    • Make income "level off" at high numbers to incourage players to spend their gold constantly, rather than hoard it.

    One last thing, I wasn't in love with the loading screen. Might I suggest "A loading screen that shows the progress bar for all players"? http://www.thehelper.net/threads/how-to-make-a-loading-screen.29652/

    Good luck with your map, I will come look at it again if you make a major update. For now I'd vote to keep the map, with 3 *. +reps as well.