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[Techtree Contest #18 : MtG Paired color] Anorar Dictat of High Deeds [Red/blue]

description WiP, busy fixing the bugs and stuff
Entry for the Techtree contest#18

Overview


Presentation

Units

Buildings

Heroes

Items

Tavern hero


Red/Blue Color
Control a strong and balanced striking force of enthusiastic technomancers
Expand your mind network to support your troops
Help your units getting focused to maximize their potential
Some units can morph into buildings, and reverse
Fast paced faction for micro-intensive players
Custom sounds for units, buildings, interface and heroes


Youngster

Concentrator

Silver plate

Sildiver

Silgolem

Hype train

Experimentor

Elder

Juggernaut

Mind Embryo


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"Ready ! At last !"
Youngster
Fast paced soldier with high tech hybrid equipment. Their military training is often offset by their short attention lifespan. However they can threaten enemies by their sheer number when cordoned and focused.
Tier I
Basic short ranged unit with good armor
Slow attack but deals good damage
Cheap food cost, so it's easy to mass
Weak against heavy melee units
Suitable for early game
Soft counter against air in late game

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Attention deficit (passive)

Have 40% of chances to change target in range when attacking
Moves erratically when idle

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You only live once (passive/active)

Tier III, from tech
For 20 seconds
Double damage
Double attack speed
+50% movement speed
Invulnerable
When expired, the youngster dies
Triggers automatically when dying normally

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"Ready to administer."
Concentrator
Voluntary therapist who helps troops getting focused in battle from its remote drone.
Tier I.5
Heavy support unit
Cancels the attention deficit of nearby units
Hard to destroy, but do poorly in combat

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Mind sap (passive)

Concentrates 5 friendly units affected by attention deficit within 600 range

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Amplificator (toggle)
Tier I, from tech
Transform into a building, or back to unit mode
Mind sap affects up to 10 friendly units withing 1000 range
Mind sap also target friendly buildings and they get priority over units
Gets 50% spell damage reduction while amplified
When destroyed or disabled, affected units will get 2x worse attention deficit for 20s if not refocused
Halves the deconcentration time of Mind nodes in range [Replacement for now]
Halves the deconcentration time of Mind nodes in range, or Mind nodes connected to Mind neurons in range [To be added]

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Silver plate
For training, youngsters create small silver elementals. But some of those morons found a way to give it a small autonomous conscience. Nothing too dangerous until they fuse together. Anyway they have some use, since their creators know how to handle them at least.
Tier I.5
Passive air unit, doesn't attack
Regenerates
Excellent speed and sight radius
Can sacrifice to heal a friendly unit
Two can fuse into a Sildiver

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Attention deficit (passive)

Have 40% of chances to change target in range every second when sacrificing (will still target a valid ally)
This ability doesn't trigger by itself a sacrifice
Moves erratically when idle

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Sacrifice

Orders the Silver plate to sacrifice to the target
At impact, heals 500 HP and increases by 25 its max HP
Heals 300HP to heroes with no bonus

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Sildiver

Continuing forwards, some silver plates had the idea to fuse together. Consequently their increased mind gave them independent behavior, yet they inherited the fast paced attention of its creators.
Tier II
Light air unit
Good HP and regen
Good anti-air attack, but mediocre against ground
No armor
Can sacrifice to temporarily steal an enemy air unit
Two can fuse into a Silgolem

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Attention deficit (passive)

Have 40% of chances to change target in range every second when possessing
Have 40% of chances to change target every attack
This ability doesn't trigger by itself a possession
Moves erratically when idle

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Possession

Orders the Sildiver to sacrifice to the enemy air target
At impact, changes the owner of the target to the caster for 60s
Can be dispelled

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"Our minds are complete !"
Silgolem
At last, the craziness of youngsters have trolled generations through these mighty Golems. Their intellect reaches the wisdom of an elder and the attention of a 4 year old under caffeine. Increased weight implies being grounded, but the power saved from flying grants them high durability and strength.
Tier III
Heavy melee unit
Excellent HP and regen
No armor
Can morph to a static siege building
Heals silver units when dying
Accumulates temporary attack speed bonus when attacked

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Attention deficit (passive)

Have 40% of chances to change target every attack
Moves erratically when idle

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Boiling heart (passive)
Tier III, from tech
Every received attack increases by +2% its attack speed
Starts at level 0, 50 level max
If not attacked for 30s, will losse one level per second until 0 or attacked again
If destroyed, will heal a total of 100 HP per level to friendly silver units withing 500, divided evenly, so at 50 level it will heal 5000 HP in total

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Siege mode (toggle)
Transforms into a Siegver (see bellow)
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Siegver
Tier III
Static siege building
Excellent HP and regen
No armor
Long ranged attack
Can only target buildings
Can once in a while manually attack ground targets
Damages nearby enemies at each attacks
Can morph back to a Silgolem
Heals silver units when dying
Accumulates temporary attack speed bonus when attacked

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Severe attention deficit (passive)

Changes target at each attack in range

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Boiling heart (passive)

Tier III, from tech
Every received attack increases by +2% its attack speed
Starts at level 0, 50 level max
If not attacked for 30s, will loses one level per second until 0 or attacked again.
If destroyed, will heal a total of 100 HP per level to friendly silver units withing 500, divided evenly, so at 50 level it will heal 5000 HP in total.

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Overburst (passive)
Tier III, from tech
Deals 30 magic damage to enemies nearby the Siegver within 200 range at each attack

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Screw it
Tier III, from tech
Attacks manually the area
Also damages enemy ground units
20s reload

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Golem mode (toggle)
Transforms into a Silgolem (see above)

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"Here comes the hype train !"

Hype train
Enthusiastic and creative mage-scientists are often found themselves piloting the mighty war trains of the dictat during conflicts. It was invented to quickly support the front lines and logistics. However they tend to barge themselves into battle without warning, due to the high concentration of healing vapors in the cockpit.
Tier II
Fast and heavy support unit
Good armor and HP
Quickly heals allied units but can get them high
Barges automatically in melee
Can temporarily increase movement speed and healing intensity for nearby friendly units
Can quickly and chaotically transport units across the map
Part of received damage will heal by itself

Barge in (passive) [To be added]
When seeing an enemy unit, will rush it at full speed
Deals damage on each enemy collision
Cannot be controlled while barging
30s of reload
Cannot reload if barging or in combat
Will stop to the first building encoutered, dealing more damage to it

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[Initiate] High pressured color (auto)

Heals 40hp per second to any unit, either organic or mechanical
If the target is too often healed, will get high and miss attacks
Cannot target self

[Adept] Hop in
Grant for 30s an aura to the Hype train which increases movement speed and healing intensity of nearby friendly units
Instantly reload Barge in

[Master] Honk honk [To be added]
The train will instantly pick up 12 nearby player units and will cross the map to drop them at the targeted location
Cannot be controlled while crossing the map
Damages every collided enemy ground units
Severely damage destructible and small buildings, with some recoil
Will stop if destroyed,
Will stop when colliding a big building, dealing heavy damage but pause the train for 20s
Other nearby hype train will also follow the previous one at cast with the same logic
Will drop when stopped

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Responsive plating (passive)

Tier III, from tech
Every received damage will slowly heal half of itself in 30s

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Emergency Plasma potato

Tier III, from tech
Gives instantly 100 mana
Single use

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"My brain is plugg'd-in, at last."

Experimentor
Flying on their self made device, these scientists test directly on the field new experiments. They are not easy to understand, even from Anorar standards, but having lunatic minds grants great advances.
Tier II
Air support
Can slow multiple enemies at once
Can auto-dispel and accumulating mana regen
Can increase friendly attack speed
Can get a special shield effective at reducing high damage

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Attention deficit (passive)

Have 40% of chances to change target at every attack
Have 5% of chances to cast a random spell on a valid target instead of attacking
Moves erratically when idle

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[Initiate] Slow chain

Slows 5 enemy units in a chain for a duration

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[Adept] Magic borrow

Dissipate effects from the target
For each deleted buffs, gives one charge to the Experimentor [To be added]
Gives one charge to the Experimentor [Replacement for now]
Each charges up to 20 increases mana regen by +0.2/s, so +4/s at max

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[Master] Overloader

Increases by 50% the attack speed of the target for 30s
Consumes all the charges of the Experimentor, each increasing by 5s the duration
Each active Overloaders adds 20% attack speed for the Experimentor

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0.5 dimentionnal shield (passive)

Tier III, from tech
Every received damage will be square rooted
Breaks if bellow 80% HP
Activates again if above 80% for 20 seconds

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Emergency
Plasma potato

Tier III, from tech
Gives instantly 100 mana
Single use

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"Make place for the old !"

Elder
Elite unit of destruction and high deeds. Their knowledge is only rivaled by their lack of concentration.
Tier III
Elite heavy ranged unit
Bounced attacks
Increased damage against buildings
Converts received damage into automated turrets
Can discard turrets to save weight

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Attention deficit (passive)

Have 40% of chances to change target at every attack
Moves erratically when idle

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Show of might (passive)

Tier III, from tech
Doubles damage against buildings

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Automated Hydra Silver Turret (active/passive)

Tier III, from tech
Each accumulated 25% HP lost from attacks, will add one turret on the Elder up to 20
Each turret deals 10 damage every 4 seconds to a random enemy
After 3 accumulated turret, each additional turret will reduce a bit its movement speed
The active ability manually discards one turret, to compensate the movement speed loss

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"Juggernaut ready to crash."

Juggernaut
Hastily converted from pantheons, this floating temple is armed with various devices. The Juggernaut is an experimental trump card with low reliability but showed good short term strategy advantages.
Tier III
Super heavy flying siege unit
Slow and long ranged splash attack
Consumes mana to stay in the air
Lands on the ground when out of mana, becoming very weak to siege units
Recharges nearby Mind node areas
Can use Silver unit HP to heal itself
Can bombard an area
Can absorb AHST from nearby friendly Elders to add them to its own
Have automatic and secondary attacks against air

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Neodymium seeker missiles (passive)

Secondary battery which auto-attack random mechanical enemy units at long range

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Corn Flak (passive)

Secondary battery which quickly auto-attack random organic enemy units at short range

Stabilisators (passive)
Consumes 5 mana per second
When bellow 20% of mana, will be targeted as both air and ground
When above 20% of mana for 20s, will automatically take off again

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Strategic bombardment

Tier III, from tech
Deals periodic magic damage in the area against enemy ground and buildings
Can be interrupted

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Silver snack

Tier III, from tech
Instantly absorbs 10% of HP of all nearby friendly silver units
If there's too much heal, will simply take what needed
Also absorbs AHST from nearby friendly Elders, which is added to the Juggernaut to a max of 20 in total

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Mind Embryo

Created from an other Mind node by mitosis, they can settle a new Mind node in a new location.
Trained for free at the Mind node by sacrificing half of it's HP
Can settle a new Mind node elsewhere with half HP
If destroyed, the player will be paused for 5 seconds
Can move through air, but is targeted as ground
Cannot attack


Note : Buildings from morphed units aren't listed here.

Mind node

Mind neuron

Altar of High deeds

War breeder

Therapy section

Core melter

Incrementower

Scrapeyard

Laboractory

Pantheon


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Mind node
All brains and minds are connected here. Influenced by the constant flux of data, they became an independent entity managing everything related to administration, science, knowledge and database. However they get easily disrupted when damaged, which causes a chain reaction of chaos. To extend the zone of influence, they can do autonomous mitosis like organic cells, during which they become very vulnerable until grown back.
Main building
Each of them count as one Tier of tech (i.e having 3 Mind node or more counts as Tier III)
Generates a field withing 1200 range in which it can act
Gathers, builds, repairs, heals, buffs, and attack
Very effective at each task, but can only do one thing at a time
Pause the player for 10s if destroyed, which can accumulate in a snowball
Gets paused for 10s if attacked
Costs 6 food, but gives 16
Connects all Mind neuron in its primary field
The whole network is updated everytime a new Mind Neuron is created or destroyed

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Tissue repair

Heals 50hp per second to a friendly organic unit in the field

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Mana shield (toggle)
Same as Warcraft 3, but doesn't cost mana to enable

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Attention deficit (passive)

Have 40% of chances to change target at every attack


Trains
Mind embryo
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Note : must have over 75% of HP to do mitosis ; half of remaining HP are consumed and granted to the embryo. Else it will fail with no HP consumption.

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Mind Neuron

To extend the Mind network without expensive and risky mitosis, Anorar engineers created these artificial neurons running on oil and magic. Since it's a two way connection, any damage will also affect its main node.
Supply building
Very low HP, but have a mana shield
Extends the range of the closest Mind node, or else branches to the closest Mind neuron
The whole network is updated everytime a new Mind Neuron is created or destroyed
Pause the player for 2s if destroyed
Pause the connected Mind node for 20s if attacked

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Mana shield (toggle)
Same as Warcraft 3, but doesn't cost mana to enable

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Altar of High deeds

Summons and resurects heroes

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War breeder

Recruits are gathered here so they can learn the basics about warfare. But the volunteers seem quite energetic. Hopefully the concentrators are here to avoid any
excess.

Basic tier I barracks

Trains
Youngster
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Concentrator
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Silver plates
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Researches
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Golden wires

Tier III
Increases the attack range of Youngsters, Concentrators, Elders and Hype trains by 125
Doesn't increase their ability range
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Plan Y module

Tier III
Unlocks the YOLO ability for Youngsters
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Overburst

Tier III
Unlocks this ability for Silgolems

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Therapy section

Too much energy can cause severe lack of attention from Anorar’s citizens. That’s why their sane members founded these orders to counterbalance chaos. This is far from perfect, but results showed a good productivity increase without affecting the patient’s personality.
Tech center for Concentrators and buildings
Unlocks Concentrators

Researches
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Portable facility

Unlocks the Amplificator ability for Concentrators
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Improved capacitor

Increases the non-amplified mind sap range to 1000 (+400) and the number of affected units to 6 (+1)
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Golden synapse

Halves the movement rotation time, damage animation point and animation backswing time for Youngsters, Elders and Experimentors
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Synapse inhibitor

Tier II
The concentration through Mind sap persists for an additionnal 20s when cut
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Artificial cerebellum

Tier II
Halves the deconcentration time of Mind nodes when they or their neurons are attacked
Halves the disruption pause time when Mind nodes or neurons are destroyed
Disruption pause time cannot exceed 20s when accumulated
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Jaan crystal

Tier III
Increases mana regen of Mind nodes and Mind neurons
When they reach max mana, it increases instead at the same speed

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Core melter
Instead of breaking rocks, they prefer digging big holes until they reach the planet’s core. Molten minerals come just at hand to be filtered. Here comes the most refined ores, selected to improve every magic and technological devices.
Tech center for damage, armor and Silgolems
Unlocks Silver plates

Researches
Damage for Youngster, Concentrators, Hype trains, Siegvers and Elders
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Silver crystal
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Gold crystal
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Neodymium crystal
Armor for Youngster, Elders and Experimentors
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Basic combat gear
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Advanced combat gear
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Brilliant combat gear
Damage and movement speed for Mind nodes, Mind embryo, Silver plates, Sildivers, Silgolem, and Elder’s AHST
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1kK° core
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5kK° core
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10kK° core
Armor for Silver plates, Sildivers, Silgolem, Concentrators, Hype trains, Siegvers, Mind embryos and Juggernauts
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Purified silver
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Electrum alloy
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Silver-Titanium-Neodymium alloy
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Siegver mode

Unlocks this ability for Silgolems
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Boiling heart

Unlocks this ability for Silgolems and Siegvers

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Incrementower
Since ammo is always limited, these autonomous towers absorb the energy from destroyed elements at each hit. However, to make it work they benefit from the same technology as Mind nodes, so they become a bit clumsy when facing too many ennemies.
Defensive tower
Detects nearby invisible and burrowed ennemies
Starts with low damage and HP
Each attack increases slightly one statistic : attack, attack speed, projectile speed, range, armor and HP
Will prioritize infrequently improved statistics
Each improvements are independant from one tower to another

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Attention deficit (passive)

Have 40% of chances to change target at every attack

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Scrapeyard

Contains discarded stuff from failed experiments, useful for later.
Buys and sells items

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Laboractory
Here are gathered the most resourceful yet unstable scientists and mages from all Anorar. Together they unleash new experiments to fulfil their thirst of fun and mechanical prowess. Once a prototype becomes reliable, it is immediately produced en masse to the enthusiasm of youngsters.
Tier II caster barracks

Trains
Hype train
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Experimentor
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Researches
Mana & mana regen for Hype trains
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Adept Hype mage training
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Master Hype mage training
HP, mana & mana regen for Experimentors
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Adept Experimentor training
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Master Experimentor training
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Surreal engine Mk5

Tier II
Increases movement speed of Hype trains
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Responsive plating

Tier III
Unlocks this ability for Hype trains
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0.5 dimensional shield

Tier III
Unlocks this ability for Experimentors
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Emergency Plasma potato

Tier III
Unlocks this ability for Hype trains and Experimentors
Increase the starting mana of Hype trains and Experimentors by 50

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Pantheon
Only the cream of the cream of morons can become super morons. They generated enough damage and revolution to science and magic to enter the mighty pantheon.
Tier III elite barracks

Trains
Elder
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Upgrades
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Show of might

Unlocks this ability for Elders
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Automated Hydra Silver Turret

Unlocks this ability for Elders

Upgrades to
Juggernaut
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Note : only one Juggernaut can be created at once, but there's no limit of the total number


Dictator

Meme lord

Oiligarch

Station master


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"Behold the supreme tyrant !"
Dictator
The might of the dictat is here, in person ! Only it can brawl the shit out of the world so science may progress. When a Dictator dies, the next one is elected by universal suffrage. It's technically an elective Monarchy.
Warrior hero
Effective at redirecting damage, mess up enemy casters and tanking whole armies

Tyranny of ideas (passive)
Inflicted damage is converted into mana stealing (won't steal any if there's no mana on the target)
Have a chance to silence the target for 5s (1s for heroes)
Bonus damage against summons
Inflicted damage on summons is converted into mana
Each level increases the mana steal, the bonus damage, the silence chance and the damage on summon conversion

Personal grace
The allied target shares its max attack damage with the dictator
Each targets are immune to silences
Only the latest target shares its damage with the dictator
If the current dies, the next active target inherits the share
Non cumulative, can be dispelled
Each level increases the mana steal, the bonus damage, the silence chance and the damage on summon conversion

Tantrum
Instantly stuns enemies arround the Dictator for a short duration
Targets are taunted and deals 10x less damage against the Dictator for a duration
Each levels increases duration of the stun and damage reduction

Mad king essence (ultimate)
All spells of the Dictator cost 2x less mana and are reloaded 2x faster
10% of inflicted damage by nearby allies will heal the Dictator
Lasts 30s

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"Nobody expects the Spanish inquisition !"
Meme lord
All of these collective minds converge ideas and diversion ; represented by Meme Lords.
Caster
Supports allies with what it have under hand

Mimetism
Clones the targeted ally
The clone deals 2x less damage and receive 2x more
Lasts 60s
Each levels increases the number of clones at each cast (1-2-3)

Creativity aura (passive)
Nearby allies are partly refunded in mana when casting spells
Accumulated refunded mana have a periodic limit
Doesn't affect the Meme lord
Each level increases the mana refund, max mana refund and the mana refund reload

Mind fissure
Stuns the targeted ally for a long duration
Enemies around the target receive magic damage, bonus if they have mana or are summons
Dispells arround the target
Each levels increases AoE and damage

Leeroy Jenkins (ultimate)
Nearby allies receive +50 armor with no expiration
Every received attack will reduce the bonus on the unit by 1 until 0
Can be dispelled

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"A great machine for a great person."
Oiligarch
What’s liberty of thought without OIL ? The Oiligarch is a specialist of fiscal evasion and prospecting, plus taking its enemies a lot of effort to get rid of it. They joined the Anorar Dictat to invest in better harvesting technologies while providing military support and knowledge sharing. Magic isn’t their thing but they make a good complement to these high potential mages.
Caster
Mix between a rogue and support

Tax evasion (auto)
Periodically dodges any attack or spell
Consumes mana at each dodge
Each levels reduces the reload time

Oil aura (passive)
Nearby enemies will receive more magic damage
Each level increases the bonus magic damage (10-15-20%)

Hound guards
Spawns mechanical bodyguards around the enemy target, and brawls it
The hound guards cannot change target and are destroyed if the target dies or if the target cannot be attacked
The hound guards can be attacked and destroyed
At level 1, there's 3 hound guards with 10dps each
At level 2, there's 4 hound guards with 12dps each, they also get a 2 mana per attack feedback
At level 3, there's 5 hound guards with 14dps each, they also get a 2 mana per attack feedback and a 15% stun chance for 0.5s (0.25s on heroes)

Oil derrick (ultimate)
Builds a destructible oil derrick in 10 seconds
Generates 5 gold per second for the player as long as it's alive, for 500 gold max (stays alive even if depleted)
If destroyed, will spill burning oil around, damaging enemies
Can be manually and instantly self destructed
No derrick limit

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"What a mess... that's why I'm here !"
Station master
From the depths of grand laboractories, the Station master serves as a coordinator for the multiple railwar networks. However, as expected the bursting mind of hype trains doesn't make the task easy ; that’s why only one of them can know how to handle it.
Offensive caster

Spontaneous arrival
Throws a train damaging enemies on a line
Will stop at the first enemy building encountered, dealing heavy bonus damage
Each levels increases range, damage and bonus damage against buildings

Overclock
Increases the attack speed of the targeted ally by x4
Lasts for a duration, or for a limited amount of attacks
Non cumulative, can be dispelled
Each level increases duration and the max amount of attacks

Transportation of the future (toggle)
Makes the station master flying, but consumes 5 mana per second
Can still use its spells while in the air
Automatically lands on the ground if out of mana
At level 1, cannot attack
At level 2, can attack
At level 3, can attack and gets a movement speed bonus

Frustration catalyst (ultimate)
For each living or dead allies around the Station master, will fire 3 random missiles inflicting 100 max damage each to enemies
One missile every 0.2s
Can be interrupted
Bonus damage against summons


Note : Tier II items are similar to the 4 other races : healing potion, mana potion and town portal scroll
Tier I
Portable coffee machine
4 charges
Increases the attack speed but gives attention deficit for 15s
Doesn't accumulate
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Magic grenade

Single use
Throws a grenade exploding 3 second after impact
Heals allies and damages enemies
Doesn't affect workers
Half effect against enemy ghouls
Liquefied colored steam
Single use
Grants a very high magic resistance for a short duration
Increases HP regeneration if not damaged
Tier III
Back to business
Single use
Instantly resurects the hero
Teleport it to the nearest altar
If no available altar, will pick an ally altar
If still no available altar, won't teleport
180s reload
Spirit bomb
Single use
For this faction
Disables Attention deficit while protecting from it all allies in range for a duration
For other factions
De-silence all allies in range and protect them from silences for a duration
Heavily damages enemy summons in range
Burns a bit the mana of enemies in range
Silver orb
+6 damage (like Wc3)
Can target air units (like Wc3)
-1 armor
+3hp/s regen
Immunity to silence

[placeholder]
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Quester of deeds [To be added]
Willing to seek achievements in the outside world, these adventurers improvise themselves as vigilantes before returning to Anorar. Their accumulated fame could guarantee a place into the pantheon, or even as the next Dictator.
Short ranged warrior
Endgame tide turner

Speedrun
Marks a single enemy at a time
Attacks faster against the marked target
If killed by the Quester, it gains permanent HP, mana, max HP, max mana and bonus damage
Accumulates until death
Each levels increases all the bonuses

Vigilante (passive)
Increases HP, armor, damage, range, evasion, critical hit, sight radius and detection range
When an ally is attacked at range, enrages the Quester which gets for a short duration increased damage
Each level increases duration and all the bonuses

TChain of chain of chain breaker (toggle)
Adds a bouncing attacks which duplicates at each bounce
Consumes mana at each attack
Each bounce reduces the damage
Each level increases the number of bounces

Intervention
Teleports the Quester in long range
Stuns and damage enemies arround the target point
Fast reload time
Long reload time if there's no targeted enemies

Characteristics

Lore

Video

Playlist

To be added

Read me

Changelog

Extra/Miscellaneous

Credits


Initial defense
Mind node : main building with ranged attack, repair, buff and heal
Youngster : short ranged unit with good damage
Concentrator : support unit helping units and buildings from being distracted, and helps the mind node focusing faster
Incrementower : weak tower getting slightly stronger at each attack

Strengths
Good offense and support
Funky and surprising tactics
Decent defense
Fast expand
Fast build, gather and repair

Weaknesses
Units and buildings are easily distracted if not concentrated
Micro-intensive
Gets disrupted if the mind network is attacked
Risky expand
The main building can do only one thing at a time

Statistics
JASS:
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☼ Physical Attack [7/10]             ☼☼☼☼☼☼☼
☼ Magic Attack [4/10]                ☼☼☼☼
☼ Flexibility & Mobility [6/10]      ☼☼☼☼☼☼
☼ Survival & Defense [4/10]          ☼☼☼☼
☼ Gameplay Difficulty [8/10]         ☼☼☼☼☼☼☼☼
*/

For long, magic and tech never got along. They are unstable, experimental, cryptic, uncompatible and spread fear in the minds as they see the twisted dimension of knowledge it implies. Until a rich technocrat decided to found an institute assembling the brightest scientists and mage from all the corner of the world. Little by little, these minds created huge revolution upon civilization. However these birthing innovation stroke angst among countries. At first an attempt to seek a calm dismantlement of the institute was made, but the greed and thirst of power of the entities began to create rivalry between them. The technocrat promptly reaffirmed its independence and created his own country far to the untamable silver mountains called Anorar.

The harsh conditions made progress inevitable, and only the most out-of-the-box minds must bring salvation. The dictat was born as an elective monarchy with no classes and social ranking between the dictator and the rest. Pure skills made all the effort. For years, large advances of technology and magic grew its population and infrastructure, bringing shelter to political dissidents, ruined nobles, betrayed families and exotic figureheads. It's territory colonized the barren lands through a great deal of trains and railway systems. Nobody wanted these frigid lands, until the extended Anorar's prospects figured out how to extract rich minerals from deep down. Oil, silver, gold, iron, copper, tin, precious and semi-precious gems, and an abundance of rare-earth elements which were until now only legends.

Generations go on, a cult of personality incited youngsters to accomplish great deeds to be recognized as such. The pantheon is created. Rich investors and oil magnate joined the dictat by pure interests, giving precious resources to the hungry knowledge engine not stopping for a while. Art and culture flourished, as erratic minds joined together to create heavy mimetic networked communication. We can observe Meme Lords getting along with mad scientists, twisted mages and young warriors.
At last, this rich and eccentric country attracted a lot of plunderers, foreign influence and crusades. That's why the dictat has a strong military tradition of defending their wealth, shock and aw every threat ; sometimes strategically raiding enemy infrastructure to crumble their offensive. But some says that their collective minds fused together may be their downfall once the main nodes shatters...


Hype train barge in ability
Hype train Honk honk ability (master level)
Vigilante (Tavern hero)
Improved Mind node visual feedback
Improved Attention deficit visual feedback
Improved voice acting (with other people) (after the contest of course)
Back to business (Tier 3 item)
Custom UI
Custom interface sound (if possible with Wc3 trickery)
French version (text and voice)

There's two versions of the map :
One from the contest (this one will be judged)
One final after the contest (this one will be more stable but will not be judged) (Later)

There's two alternates for each version :
One with music
One without music (which have in the file name 'not music', aka the lighter one)

If I forgot to credit someone, or if I messed up a nickname please contact me (discord or forum, you call) !

To play the custom faction, pick human before the game starts. A dialog will show in the beginning. You can still pick vanilla human. AI won't care and will go vanilla human.

Play with classic graphics only (to avoid desync in multiplayer too) !

If you make a gameplay video of the faction, it is advised to record without the custom music. I'm not perfectly sure of the safety of YT moderation bots.

25/01/2022 0.4 First upload

26/01/2022 0.5 fixes before the contest end

26/01/2022 0.6 fixes² before the contest end

Early Game design document
Alignement : Chaotic Good
Suggered colors : Violet, purple, pink
Possible colors : Blue, red, light blue
Ok colors : Orange, green, snow, yellow, lavender
My own judgement :
(legend)
From best to worse
M&S] When Mythical and Spellbound makes something together on Warcraft 3
S] Great, elegant, extra thicc, easily hooks the mind
A] Good. Nothing much to say except nitpick
B] Genuinely OK, but can be better in many ways
C] Average. Not bad, not good. C- would be "meh"
D] Flawed, or insignificant
E] Unstable, badly made, or just broken
F] Fatal error, ruins the rest
Aesthetics A+ (How well the graphics blends with Warcraft 3 while being elegant)

Buildings alternates cheat a bit about being in Warcraft 3 graphics, but everything feels coherent. Lots of custom icon which plays with red/blue/purple spectrums ; (most) silver units being actually silverish. Beside the visual bugs of the links, it displays a unique opposite to the other 4 factions. Since it's not custom made nor away from Warcraft 3 It wouldn't break to S. Also some cheap specific models have stiff animations.
Fluff S (The epicness, spice, philosophy and background of the faction)

Crazy enthusiastic ADHD techno-wizards. It's nailed. Diverse but not scattered. Strong potential but not overpowered. The original story convey implications about how they existed. Everything seems justified. Nothing too fancy, it would gain more interest if the rich resources they got weren't put here for free. It's interesting how their mixed minds grants them huge technological and magical advances but can be dramatically shattered.
Feel & juice S- (How fun is it to play the faction, how well the faction gives you positive feedback)

Honk honk. Chaotically effective. Messy but justified. Some abilities and effect would benefit from more precise feedback but the rest holds firm the ground. The particular set and graphics helps giving a unique feeling, if the player nailed the strategy of course. But due to it's difficult approach it looses its purity of rank.
Strategy and tactic S- (How the mechanics blends together, giving the faction its unique approach)

This brilliant, but I like this. "Blending" would be a tad too strong word, however a lot of mechanics works very well together. ADHD is the core of the faction in many many aspects, being their strength yet their downfall. We can say they are balanced : good damage, good defenses, good support ; don't forget they have specific quirks. Silence, anti-silence, boosting attack speed at the cost of more ADHD, morphing units/buildings. On the other hand the faction still lack of details to be 100% complete. It works as it is anyway.
Balance B- (How its strengths leave space to the rest, does it blends gameplay-wise together with the other 4 races)

Due to the faction complexity, a lot of broken mechanics hurt a lot if exploited. It's sad because the basics are very polished. Barrack and basic support gives a good core which can be customized from other special units. Juggernaut may turn the tide too easily due to its huge splash attack, armor and HP. Hype trains doesn't charge enemies so they are too effective at healing from behind. And that's only for the balance-breaking elements, because others destroys the game literally (aka the Back to business deleting a hero).
Content S (Does the faction feels complete compared to its intent and the other races)

Juicy 4 heroes, almost all items, each buildings have a use, only few secondary elements missing. I won't be against a new building or unit to get on par with the other factions.
Handling & ergonomics B (Does this faction have the proper data shown, how easy is it to understand)

That's tough to respond. The faction is supposed to be hard to handle, and it have a lot of UI feedback. Due to the bugs and the lack of tutorial the player dives without much knowledge and will need a lot of games to grasp the basics. Someone not familiar with this kind of gameplay would have given a D. Icons and effects are very well used in each case, but the purple tones makes hard for a beginner to differentiate between these (i.e Boiling heart, Overburst, Overclock, Overloader).
Triggers, code, overall polishing A- (Is the map correctly coded, no leaks, have efficient algorithm, are details taken care of)

Complex map, hard to maintain, hashtables leaks, however nothing too bad in this aspect. Triggers are quite straightforward in term of efficiency, it could be way better but the time wouldn't allow it. Some bugs are yet to be fixed. It will be hard to reach A or even S- when fixed. Also GUI isn't very efficient. I could put a B+ due to the huge content working and the clever use of dummy, but it's too big to left it here. So that's a downgraded A- instead. However on the good side units data are almost properly taken care of, since there's few here and here discrepancy in tooltips.
Contest rules S+ (Only relevant in a Tech tree contest)

Everything in order, rich, beefy, and very original. Even if the philosophy isn't too far from MtG lore it's very effective and have a neat execution.
Overall tier S-

Beside the technical-only flaws, the faction is a genuinely beautiful mess of creativity. The learning step is quite high but gives the right execution from the right intent. Once everything tested and fixed later, it would deserve a solid S. Of course that would need a lot of work for these few bonus score. The faction is good as it is contest-speaking. Maybe was it a bit too big to chew ?
Personal taste A+ (No impact on the rest of the notation, just by curiosity)
I like my faction, but I was disgusted as it became. Many bugs and flaws, not finished in few aspects. It's complete enough on design overall.

Game design, writing, mapping, coding, voice acting,
silver skin edits, ingot icon edits, test, sounds, crying
FlameofChange#3103 (discord)
@FlameofChange
(previously known as ghostofpast)


Hellx-Magnus
Nerubian Scepter
Arcane Stormball V2

Mr.Goblin
Eagled
Etheral bird
Wrench (color edit by @FlameofChange)

Huinipachutli
Bowler hat
Capitalist hat

The panda
Mana potion
Dark potion
Arcane energy
Death bolts

@~Nightmare
Nevermelting crown
Burning ice scepter
Fire ice pendant

War Wagon
@ossus

Transformer siege engine
Shardeth

NFWar
Oil
Mechanism (color edit by @FlameofChange)

@Peekay
Rainbow negation
Mind crush
Oil station
Crown gold
Jewel of darkness
Emerald
Mind to mind
Mental strenth

Defensive barrier (big)
@EdwardSwolenToe

Domination aura
@Direfury

@Murlocologist
Stukov
Thunderstorm invocation

Air crystal element & earth crystal element
@Edge45

Pandaren glaive
@JesusHipster

Focus 2 (on)
KelThuzad

kola
Crystals
Self-Destruct (color edit by @FlameofChange)

Explosion big
WILL THE ALMIGHTY
Replicate
@4eNightmare
FlameofChange#3103 (discord) (color edit)
@FlameofChange (color edit)

Vinz
Arcade bolts
Chain grenade
Voidball (major and minor)
Voidbolt (Medium)
Void crecent (Tailed)
Voidball rough (Major)
Airstrike rocket
Ubershield (starfire)
Shot II (purple and blue)
Shock blast (purple)
Heals (all colors)
Burning rage (purple and red)
Reaper's claw (orange, purple and blue)
Alacrity
Flamestrike (dark void II, mystic I and blood I)
Radiance (psionic and crimson)
Silver bolt
Soul discharge (purple)
Climax (purple and red)

Ujimasa Hojo
Arcane Academy (Crypt derivate)
Dalaran Tower (Human tower derivate)
Forsaken Tower (Human tower derivate)
Iron horde foundry (Sacrificial altar derivate)
Stormwind Juggernaut (Juggernaut derivate)
Nerubian vault (Tomb of relic derivate)

General Frank
Mad scientist
Blood elf drone
Team colored energy bolt

Local helper
@Troll-Brain

@Bribe
Damage Engine
Heal event
Unit indexer
Unit event

Garithos reincarnate
@r.ace613

Elding Hawkwind
Arcane field
Arcane void

Stoned earring
@zbc
color edit by @FlameofChange

Generators
@Tranquil

Illusion aura
@Gamegear

Hero dwarf engineer
@Scias

Orb Generator
@MypPad

@PrinceYaser
Celestial Energy
Kings guard banner
Cosmic orb icon

Wheel Angel
@biridius

Rocket flare
@4eNNightmare

Inner fire target (crown)
@Storm_PCF

Grudge aura
@JetFangInferno

Gnomish field engineer (and icon)
@AndrewOverload519

Mad scientist
@Storm_hih

Steampunk Warrior
The Wierd Human

@Darkfang
Mage Orb
Empty orb (onyx orb)
Arcane sphere orb
Elemental convergence
Nether shield

Blue orb
OgeRfaCes

Human chain lightning
@Jaalawi (human edit)
@FlameofChange (yellow tone edit)

Chill Bloodlust icon
@Null

Human oil platform
@Mephestrial

@CRAZYRUSSIAN
Valor
Fluctuate
Human cancel (color edit by @FlameofChange)

Marine armor & DNA & Gauss rifle 3
@The_Silent (original icon)
FlameofChange#3103 (discord)
@FlameofChange

Holy armor & Frost armor
Mc ! (hiveworkshop) (original icon)
FlameofChange#3103 (discord)
@FlameofChange

Better Bloodlust @KadoviYi
@FlameofChange (purple tone edit)

PT1 Shield
@Heinvers
@FlameofChange (purple tone edit)

Sounds borrowed from
Rise of nations
Europa Universalis

Used softwares
Paint tool sai
Paint.net
MS paint
Reforged World editor
Audacity
FL Studio 12

Music
Snarky Puppy - What about me
Waterflame - Color blockade
Tony Leys - Speedstar
Tales of the Forgotten - Egregore
Tales of the Forgotten - Ottumn

Special thanks
General Frank for his model tips and edits
Horo and Figg for their crash tests
Bogsnow for his air spam exploit

Contents

Anorar Dictat of High Deeds 0.6 (Map)

Anorar Dictat of High Deeds 0.6 (Map)

Reviews
deepstrasz
Cancelling a build order eliminates all abilities aside repair. This can be fixed however if you select another unit separately and reselect the Mind Node. Buildings stop constructing if the node is put to do something else while they are being built...
Level 4
Joined
Apr 17, 2021
Messages
16
Btw just some bugs to point out:
1. Mind Node (Main Building) cost 5 food despite no indication of being so
2. Juggernaut does not replenish mana even in the Mind Node aura
3. If the 2nd or 3rd Mind Node gets destroyed, you lose the tech tree instantly for Tier 2 or 3. This occurs even when I have 4 or 5 Mind Nodes on the map before 2 of these Mind Node get destroyed.

Some improvements:
1. Middle left building selection should be for food, this is a trend seen in other races and makes it easier to know. I was building multiple Mind Node until I realise the food building was the top left one.

Overall good work, I like the gameplay, was playing one with 6 Scientists, 3 Juggernauts, 2 Hype Trains, 2 Concentrators and Station Master.
 
Btw just some bugs to point out:
1. Mind Node (Main Building) cost 5 food despite no indication of being so
2. Juggernaut does not replenish mana even in the Mind Node aura
3. If the 2nd or 3rd Mind Node gets destroyed, you lose the tech tree instantly for Tier 2 or 3. This occurs even when I have 4 or 5 Mind Nodes on the map before 2 of these Mind Node get destroyed.

Some improvements:
1. Middle left building selection should be for food, this is a trend seen in other races and makes it easier to know. I was building multiple Mind Node until I realise the food building was the top left one.

Overall good work, I like the gameplay, was playing one with 6 Scientists, 3 Juggernauts, 2 Hype Trains, 2 Concentrators and Station Master.
1) It's 6 actually. And my bad from not writing that somewhere.
2) Well, I just found out it works around Mind nodes but not their Mind neurons. I'll fix it.
3) Strange, again. I just verified and you are right. I'll fix it too.

1) Well, there were an empty spot at the Main building, so I put the supply here to fill it up. The hotkeys are same as humans.

Thanks for your precious feedback. More it gets hurt better the map will become ! :peasant-i-object:
 
First, of all, I am not a big fan of the 1.32 patch. I'd stay away as much as I could.

Now, with that out of the way:
  • I had to restart like 3-4 times to even get the basics of this faction right. It is not clear enough that even accidental opening the building tab = stopping construction, or the fact Mind Node is tied to 1 action at a time. I didn't figure out a way to continue a halted construction. This alone really ruins most of the faction's enjoyment that I almost stopped there. If there's any way to continue them, it's not that noticeable at least for me.
  • The Hype Train's Hop In aura has a green icon.
  • The whole Mind Node requirement is still bugged in version 0.6. Good thing I got sufficient excess of those.
  • Buy a Life is bugged. My hero got killed twice (the first one proc the Buy a Life, but the hero is revived at the spot when I have an Altar) and suddenly permanently removed from the game. So I got to fight a 3 heroes Undead foe with 2 heroes.
  • Dunno what's up with the train ability, you know which one, honk honk, and I noticed it's a bit hit and miss.
  • Can Attention Deficit auto-cast YOLO?
  • I failed to notice at first that any attack will disrupt Mind Node for a few seconds. It clicks after I lost one Node and almost lost another.
  • I have to applaud the effort on the sounds and incorporating UI elements to support the faction further.
  • The concept is good, and it's a fun faction (after you escape the hellish early game navigation).
Sadly, I did not back up a replay. Gosh, the whole starting section was a horrible headache for me to be honest. It's more of being disturbing to figure out the basic flow at the early game, unlike common factions, or other entries in this contest that I have tested thus far. I note mine has issues with how easy to get distracted that your resources can be suddenly disrupted, so I guess we both had our issues.
 
It is not clear enough that even accidental opening the building tab = stopping construction
This is from Warcraft 3. Ordering a unit to open a build list stops its action.
If there's any way to continue them, it's not that noticeable at least for me.
Select the build list, escape, right click once or twice on the building to resume.
The Hype Train's Hop In aura has a green icon.
In the heat of tests I forgot to hide it through triggers, or the triggers won't hide it for some reasons.
The whole Mind Node requirement is still bugged in version 0.6
The bug reported earlier was too late. Not surprising I haven't fixed it in time.
but the hero is revived at the spot when I have an Altar
1643401875869.png

and suddenly permanently removed from the game
Oh dayum that's a game breaking bug. I'm sorry to hear that.
Dunno what's up with the train ability, you know which one, honk honk, and I noticed it's a bit hit and miss.

1643401967403.png

Can Attention Deficit auto-cast YOLO?
No. It activates automaticaly when dead. Only the Experimentor can auto-cast when not concentrated.
I failed to notice at first that any attack will disrupt Mind Node for a few seconds
1643402081126.png

In the quest logs it was written.
It's more of being disturbing to figure out the basic flow at the early game, unlike common factions
There were videos which shows the build order. Also in handling our factions are complete opposites xD
My faction is a hell to debug. There's so many details it makes hard to maintain. If I had 1-2 more weeks I would have a better polished work. Anyway that's the game.
 
View attachment 394171

Oh dayum that's a game breaking bug. I'm sorry to hear that.


View attachment 394172
Yes, I read that. So, in my case, it works like this:
  • First death: revive again, but at the spot he was killed, not the altar.
  • Second death: the hero got moved into the altar, then it suddenly remove itself from the game. In addition, all items are dropped.
As for the honk honk, I think I was a bit high writing that. I am referring to the Station Master first ability. That ability has a hit-miss thing with the collision on buildings, even when I target exactly those. How big is that thing hitbox?

There were videos which shows the build order. Also in handling our factions are complete opposites xD
My faction is a hell to debug. There's so many details it makes hard to maintain. If I had 1-2 more weeks I would have a better polished work. Anyway that's the game.
chuckles I take myself to blame for that mess.
I think it's more of trying to make complex ideas within a limited time span. There's a reason why I scrap a major feature in Phoenix Flames when accounting deadline into calculation even at the risk of losing a lot of potential points (my first post, not WIP, in TC#18 thread hints another major feature for the faction)
 
Yes, I read that. So, in my case, it works like this:
  • First death: revive again, but at the spot he was killed, not the altar.
  • Second death: the hero got moved into the altar, then it suddenly remove itself from the game. In addition, all items are dropped.
My bad. I misunderstood your feedback here.
As for the honk honk, I think I was a bit high writing that. I am referring to the Station Master first ability. That ability has a hit-miss thing with the collision on buildings, even when I target exactly those. How big is that thing hitbox?
The damage is 150 AoE and its hitbox against buildings is the train location point. If it crosses a building collision size it collides.
I think it's more of trying to make complex ideas within a limited time span. There's a reason why I scrap a major feature in Phoenix Flames when accounting deadline into calculation even at the risk of losing a lot of potential points (my first post, not WIP, in TC#18 thread hints another major feature for the faction)
From my perspective it was withing my reach. But I had 2-3 less weeks to spend on it due to personal stuff. Here 99% of the map is made, and the 1% broke some things hurr durr. You allowed less time for yours, maybe people say I "try-hard" too much but hey IT'S A CONTEST GUYS SHOW THE BEST YOU HAVE OK ?!
 
So, in your changelog, there are two updates before the contest deadline, but the second update doesn't have a link. Did you fail to update it for the second time before the deadline?
In the changelogs I only put the older versions (0.4 and 0.5). The current version (0.6) is directly in the page as the map resource. So I don't pile up too many versions in the main page. They are of course all pre-deadline.

Additionally, are you submitting the version with the music or without the music to be judged?
Well, music is optional and only here for people who plays with music (since other races have their OST). For the sake of judgement I would recommend the music version, but if you really never play with music or hate playing Wc3 with music you can do without it.
 
In the changelogs I only put the older versions (0.4 and 0.5). The current version (0.6) is directly in the page as the map resource. So I don't pile up too many versions in the main page. They are of course all pre-deadline.
I see, but it says it was updated on Jan the 30th, which is 4 days past the deadline, so I can't actually use that version.

Well, music is optional and only here for people who plays with music (since other races have their OST). For the sake of judgement I would recommend the music version, but if you really never play with music or hate playing Wc3 with music you can do without it.
It's not up to me, it's up to you to determine which version you want to submit for judging :)
 
I see, but it says it was updated on Jan the 30th, which is 4 days past the deadline, so I can't actually use that version.
The page has been updated the 30th, but you can see that the 0.6 files are from the 26th.

It's not up to me, it's up to you to determine which version you want to submit for voting
In that case, I pick with music ! :peasant-i-object:
 
I'm GMT+4, but assuming these dates change depending on the user's timezones, then I'll assume this still counts as before the deadline. If I was from US timezone this should actually still say 26 or even 25 for me, if I'm understanding this right.
I was prudent to upload the last version before the Deadline. I'm from GMT+1 so mine was the 27th at 1am. It was around 10-11pm when I updated the map on the page, which is 9-10pm GMT.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. Cancelling a build order eliminates all abilities aside repair. This can be fixed however if you select another unit separately and reselect the Mind Node.
  2. Buildings stop constructing if the node is put to do something else while they are being built. Should use the undead building ability instead or make a trigger that checks on the construction status in relation to the constructing node's alive status. Or casting Repair should continue the construction process.
  3. Hop In Aura looks like a green square. Also, not sure if Hop In's cooldown isn't too fast.
  4. You Only Live Once can be activated on allied/own player units.
  5. I'm not sure what turrets the Elder makes as the unit has no abilities for that that the Juggernaut can use with its spell.

Generally, an innovative idea but it feels a bit chaotic and there might be a bit too much click around intensive play until you get enough Mind Nodes to do stuff on their own.

Also please check the issues reported by the judges and consider their feedback when updating: [TC18] - Techtree Contest #18 - Results

Approved
.


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