Tanaris - Jaina Co-Op TC #19

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Entry for the 19th Techtree Contest - Warcraft Commanders
To play as Jaina, select Human and handicap at 90%.
It's recommended to play on Classic HD or SD mode to work, even on later patches.

Overview:
Jaina Proudmoore is one of the famed Sorceress of the Kirin Tor and daughter of the Kul Tiras Admiral Daelin Proudmoore, as the Third War rages and most of Lordaeron were overwhelmed by the Burning Legion and the Scourge led by her friend, Arthas Menethil. Having no hope of survival, the Prophet Medivh guided the young sorceress to Kalimdor, where they rally the human survivors and eventually team up with the Orcish Horde and the Night Elves to defeat Archimonde and the Legion. The survivors established an island called Theramore and her father is responsible for the unprovoked attacks on the Orcs, and diplomacy is only her weapon to end the war between the Alliance and the Horde.

In this entry, you will play as Jaina to command an army of Human survivors from Lordaeron, Dalaran, and Kul Tiras with unique abilities.

Key Mechanics:
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Frostbite (Passive Ability)
Jaina, Hydromancer, and Cold Tower attacks damages and slows down enemy units.
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Prestiges:
P0: Archmage of the Kirin Tor - No Advantages or disadvantages.

P1: Coastal Defense Maiden
Advantage: Guard, Arcane, Boulder, Flame, and Cold Towers gain 25% attack damage, sight bonus, health, armor, and range.
Disadvantage: Scout Towers costs 30% more.
P2: Arcane Elementalist

Advantage: Dalaran casters start with 125 mana.
Disadvantage: Lordaeron and Kul Tiras units decrease 20% base attack damage.
P3: Daughter of the Seas

Advantage: Jaina starts with 25 strength, agility, and intelligence and gains the Magic Rain ability (Requires level 6 to learn this spell)
Disadvantage: Summon Water Elemental is disabled.

Note: The prestige dialog requires to build an Altar of Archmagi



Legend: Blue for Lordaeron, Dark Green for Kul Tiras, and Purple for Dalaran.
Buildings:

1. Arcane Nexus - Primary structure, used to train Artificers. Can be upgraded to Spire and then Citadel.
2. Arcane Generator - Provides food, which increases the maximum number of units can be trained. Can also replenish health and mana to nearby units.
3. Altar of Archmagi - Summons and revives heroes. But you can summon Jaina only.
4. Barracks - Troop production structure, trains Footmen, Musketeers, and Knights.
5. Craftsman's Guild - Contains upgrades for weapons and armor and serves as a drop-off point for lumber.
6. Arcane Sanctum - Caster production structure, trains Hydromancers, Tricksters, and Archer Priestesses.
7. Workshop - Produces Tidal Gunships and Siege Tanks.
8. Gryphon Aviary - Trains Gryphon Corsairs and Valkyries.
9. Trade House - Creates a shop of purchasable items.
10. Scout Tower - Defensive structure, has no attack but can be upgraded into Guard, Arcane, Boulder, Flame, or Cold Tower.
11. Arcane Gold Mine - Summons a gold mine so that the Artificers can mine. Use it to convert them.

Units:
1. Artificer - Basic worker unit, can summon and repair buildings, harvest lumber and mine gold on Arcane Mines. (T1)
2. Footman - Versatile foot soldier. Can learn the Defend ability. (T1)
3. Musketeer - Highly skilled sharpshooter, effective against air units. Can gain the Maritime Marksmanship upgrade. (T1)
4. Knight - Powerful mounted warrior. Can learn Animal War Training and Critical Strike. (T3)
5. Hydromancer - Assault spellcaster. Can initially cast Water Chain, which bounces water damage to linked enemy units. Can also learn Crushing Wave and Frost Armor. (T2)
6. Trickster - Versatile spellcaster. Can initially cast Silence, which prevents enemy casters from casting spells. Can also learn Ray of Disruption and Polymorph. (T2)
7. Archer Priestess - Advanced long-ranged support attacker. Can use Healing Erudition to heal nearby units. Can also learn Cold Arrows and Maritime Marksmanship upgrade. (T2)
8. Tidal Gunship - Fast moving flying machine. Excellent at scouting alone but powerful in numbers, and effective against air units. Can learn the Kraken Round upgrade. (T2)
9. Siege Tank - Heavily armored vehicle, effective at destroying buildings. Can be upgraded with the Spread Shot ability. (T2)
10. Gryphon Corsair - Powerful flying creature, mounted by a Dwarven hammer-thrower. Can learn Animal War Training, and the Naval Hammers ability. (T3)
11. Valkyrie - Powerful flying creature, mounted by a Kul Tiran Archer. Can learn Animal War Training, Maritime Marksmanship, and the Multishot ability. (T3)

Screenshots:
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Video:


Models, skins, icons:
Blizzard, Ujimasa Hojo, r.race613, Darkfang, PrinceYaser, LoDown, Captain_Rufar, NFWar, Panda, morbent, Static, ChirusHighwind, Mr.Goblin, Super Mario, loktar, DarkePacific, bakr, Manastorm, Asssssvi, Vinz, BLazeKraze, johnwar, stonneash, OVOgenez, and IlyaAlaric.
Sounds:
WOW/HOTS Jaina Quotes - Yours Truly
Previews
Contents

Tanaris - Jaina Co-Op (Map)

Reviews
deepstrasz
Simple based on Techtree Contest #19 - Results Work needs to be done to get more away from the regular human techtree and balancing has to be done as well as proper implementation of the custom made system.
I'm sorry, I won't do a full review yet since the faction is ABSOLUTELY BROKEN !!! :peasant-i-object:
You get a peasant which can summon everywhere, 2 armor, ranged attack, gathers as fast as a ghoul ; and you spawn with 5 of these
You get a warmill costing a Lumbermill
Can haunt goldmines for free and super duper fast
You get a farm which can be summoned everywhere with an absolutely broken regen rate, which doesn't wait for the building to be finished to be active
You can proxy tower like a jackal
Jaina can just spam 3 (!!!) damage dealing spells supported by the broken generator
Siege tank too cheap for its stats, which are quite incoherent with the fluff, and WHY IT DOES REGENERATE ?
Flying machine also too cheap, a mass of them is unstoppable ; and WHY IT ALSO REGENERATES ?!!
Valkyrie absolutely broken. Cheap, hits VERY HARD, AND CAN TRIPLE ITS DPS WITH AN UPGRADE, AND COSTING ONLY 3 FOOD (this has the value of a 8-9 food)
While the role of the footman is a bit useless, why you made it CHEAPER AND WITH BETTER STATS ?!
You can stack 25% more HP to many combat units, even with a high cost this is outrageous

For the other easy fixes
Why the barracks need an arcane generator ?
Set the map from Default melee status to Melee (last patch) in map options
Musketeer is affected by Black Gunpowder and Studded Leather Armor, but those are the vanilla Human
Sea Marksman is mentioned in upgrades but this might be another name for Musketeer
You don't need the ReplaceableTextures\CommandButtons path for non disabled buttons
If you picked random in the lobby, then your faction you spawn with two times the vanilla faction
Not picking human might not spawn your faction
You don't even know what each variant of Jaina do in game beforehand
Cannot hire mercenary heroes
Goldmine isn't automatically haunted at gamestart
Improved lumber harvesting references the stats of the vanilla upgrade, not this one
Footman should mention the used upgrades in its tooltip
Why Jaina can be summoned in 40 instead of 55 seconds ?
Why you set a specific repair time of several organic units ? By convention put them at the same as the training time

Regarding the design I don't see anything standing out. Very vanilla, no clear quirk beside the starting perk. I was expecting more synergy about the sea, dalaran and machine aspects of Jaina's lore, but got an overpowered Alliance fever dream. Most of the balance are easy pickings tho, this should not be madly complicated for your experience ! If you wish to reach me to help you sort this out I'll gladly oblige. I'm always on Discord.

[Edit] More I look at it, worse it becomes...
Walkyrie sound like metal... WHAT IS EVEN METAL ON ITS MODEL ?! Oh, maybe because she's metal 🤘 ! (more seriously)
Walkyrie armor set to medium ?!!! :ogre_rage: So their only "weakness" is gargoyles and hippogryphs...
Arrow model but magic damage ?!
Multishot doesn't even work because the Valkyrie attack type is set at Missile (line) ; it only works if the type is set to Missile
Multishot tooltip shows the damage instead of the number of additional targets
There's no required ground path for Arcane Generator. You can put them like anywhere, even on top of each others as long as the builder reaches it
Speaking of the builder, it is not counted as a worker and has a pretty broken attack for a peon too
Arcane generator is built in... 20 seconds.
Arcane generator regen STACKS ?!! :ogre_rage:
Your shop CAN GENERATE RESOURCES FOR FREE, REGARDLESS OF SUPPLY ??!! :ogre_rage: AND STILL COSTING A SHOP ??! :ogre_rage: Also the way the generation is made is janky (but it works ?!)
It also continues even if the building is destroyed.
You should rework your init. If the player hasn't picked human it replaces all of his units and buildings by Artificiers and instantly loses.

Again. Easy to grab fixes. Just tune down stuff and it should be better.
 

Attachments

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I'm sorry, I won't do a full review yet since the faction is ABSOLUTELY BROKEN !!! :peasant-i-object:
You get a peasant which can summon everywhere, 2 armor, ranged attack, gathers as fast as a ghoul ; and you spawn with 5 of these
You get a warmill with a lower cost
Can haunt goldmines for free and super duper fast
You get a farm which can be summoned everywhere with an absolutely broken regen rate, which doesn't wait for the building to be finished to be active
You can proxy tower like a jackal
Jaina can just spam 3 (!!!) damage dealing spells supported by the broken generator
Siege tank too cheap for its stats, which are quite incoherent with the fluff, and WHY IT DOES REGENERATE ?
Flying machine also too cheap, a mass of them is unstoppable ; and WHY IT ALSO REGENERATES ?!!
Valkyrie absolutely broken. Cheap, hits VERY HARD, AND CAN TRIPLE ITS DPS WITH AN UPGRADE, AND COSTING ONLY 3 FOOD (this has the value of a 8-9 food)
While the role of the footman is a bit useless, why you made it CHEAPER AND WITH BETTER STATS ?!
You can stack 25% more HP to many combat units, even with a high cost this is outrageous

For the other easy fixes
Why the barracks need an arcane generator ?
Set the map from Default melee status to Melee (last patch) in map options
Musketeer is affected by Black Gunpowder and Studded Leather Armor, but those are the vanilla Human
Sea Marksman is mentioned in upgrades but this might be another name for Musketeer
You don't need the ReplaceableTextures\CommandButtons path for non disabled buttons
If you picked random in the lobby, then your faction you spawn with two times the vanilla faction
Not picking human might not spawn your faction
You don't even know what each variant of Jaina do in game beforehand
Cannot hire mercenary heroes
Goldmine isn't automatically haunted at gamestart
Improved lumber harvesting references the stats of the vanilla upgrade, not this one
Footman should mention the used upgrades in its tooltip
Why Jaina can be summoned in 40 instead of 55 seconds ?
Why you set a specific repair time of several organic units ? By convention put them at the same as the training time

Regarding the design I don't see anything standing out. Very vanilla, no clear quirk beside the starting perk. I was expecting more synergy about the sea, dalaran and machine aspects of Jaina's lore, but got an overpowered Alliance fever dream. Most of the balance are easy pickings tho, this should not be madly complicated for your experience ! If you wish to reach me to help you sort this out I'll gladly oblige. I'm always on Discord.

[Edit] More I look at it, worse it becomes...
Walkyrie sound like metal... WHAT IS EVEN METAL ON ITS MODEL ?! Oh, maybe because she's metal 🤘 ! (more seriously)
Walkyrie armor set to medium ?!!! :ogre_rage: So their only "weakness" is gargoyles and hippogryphs...
Arrow model but magic damage ?!
Multishot doesn't even work because the Valkyrie attack type is set at Missile (line) ; it only works if the type is set to Missile
Multishot tooltip shows the damage instead of the number of additional targets
There's no required ground path for Arcane Generator. You can put them like anywhere, even on top of each others as long as the builder reaches it
Speaking of the builder, it is not counted as a worker and has a pretty broken attack for a peon too
Arcane generator is built in... 20 seconds.
Arcane generator regen STACKS ?!! :ogre_rage:
Your shop CAN GENERATE RESOURCES FOR FREE, REGARDLESS OF SUPPLY ??!! :ogre_rage: AND STILL COSTING A SHOP ??! :ogre_rage: Also the way the generation is made is janky (but it works ?!)
It also continues even if the building is destroyed.
You should rework your init. If the player hasn't picked human it replaces all of his units and buildings by Artificiers and instantly loses.

Again. Easy to grab fixes. Just tune down stuff and it should be better.
You probably could've given all this feedback and constructive criticism without the harsh tone.
 
You probably could've given all this feedback and constructive criticism without the harsh tone.
I don't see harsh tone here. Only expression.
I mean, man highlights every dubious and broken decision of the mapmaker. I only hope he will save this passion when (if) I'll post my entry.
 
I don't see harsh tone here. Only expression.
I mean, man highlights every dubious and broken decision of the mapmaker. I only hope he will save this passion when (if) I'll post my entry.
You can highlight broken balance/design decisions somebody made without spamming rage emojis and overall aggressive expression.
But I digress.
 
Just tried it a little bit but faced a bit of issues
The most obvious ones I faced in the few minutes I played is

1. If you start with any race other than humans and choose Jaina, your townhall will be destroyed and replaced with an artificer (basically peasant but for Jaina's faction), and you don't get enough gold/lumber to build one from the start
2. Picking any prestige other than the 1st one will decouple the buildings from your faction > if you build your townhall and stop the progress anytime, you get the "your position will be revealed to the enemy if you don't build your townhall" issue. Building a new one doesn't fix this > you are stuck with building only default buildings and footmen as you can't build/research/train anything with dependencies.
 

If there were any updates, I played at very first version of this map.
I join to everything that @FlameofChange said about the map - in version I had played it was pure fiesta of overpowerness and magic, which I had enjoyed.

Since this is your first attempt to create custom race, I can say that it's interesting enough for a first attempt.
Like!
 
You can highlight broken balance/design decisions somebody made without spamming rage emojis and overall aggressive expression.
But I digress.
I agree. There wasn't anything positive said at all. Sometimes it's not even necessarily that something negative is being said (which does seem to be the case), but it's the absence of the positive that can be quite impactful, too.
 
Please fix the Coastal Maiden path. When I lose a building, the game suddenly start the entire reveal sequence and building another Arcane Nexus doesn't even solve it.

EDIT:
This particular path (Coastal Maiden) is a slew of issues, in short, tech tree soft locks everywhere.
 
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