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Techtree Contest #19 - Warcraft Commanders

You'd be surprised but that rule has surprising nuance to it. After some deliberation, let's just say that if you make the resource publicly available then we'll assume it doesn't violate the rules. I'll ask our appointed mod @frostwhisper to make a final ruling on this.
Do you mean upload it to the model's section? I don't think a simple UV rewrap is appropriate for the resource section but I'd happily make it publicly available by posting it on the models comment thread or even here if necessary :)
 
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Is this not considered a teamwork, though? I will gladly accept that offer if it is allowed. :p
My $0.02; historically working on resources is what generally constituted a "team" in the "team TC's" (one designer, one artist); so in a sense that could be considered teamwork.

But it feels like simple stuff like this (making icons, rewrapping simple stuff, adding/removing hero glow, etc) could be done by anyone, and seems low-level enough to not really be a concern (especially if it was made publicly, as Spellbound mentions).

I've been working on integrating troll culture into the game's economy—specifically the concept of offerings, which are used to gain favor or assistance from the spirits. My goal is to make this system feel as seamless and immersive as possible. I'm excited to say that the behavioral aspect is finally functioning, and here's a little sneak peek to it.


The big idea is to make Spirits Favor an essential part of this faction. I got this idea from that pig in the first screenshot, I have to thank that guy, really.

A smaller change worth mentioning: I’ve replaced the Headhunters with Axethrowers. While Headhunters are more commonly associated with the Darkspear trolls, the Amani seem to favor axes—Zul’jin being a prime example of this. So that's my reason. Besides, I love how they remind me to WC2.

Also, I'm not satisfied with the current model of Ancestral Golem because the troll on top of it is not Forest Troll, but it's one of the best looking model I could find so perhaps I will keep it.

This is the current available units for this faction:
View attachment 532423
Of course this is far from finished and there is still a lot of resemblance to orc's for now. Hopefully, I'll be able to make them more distinct as the progress continues. Either from the lineups or the way you can play around with them. Please look forward to it!
Definitely approve of the spears > axes change; that's one of the major distinctions between Jungle & Forest trolls, in fact!

I'm very interested in your "offerings" system; it's very thematically-appropriate, and I'm intrigued by you connecting the Farm to the Altar like that, and giving the Farm something to do. However, what exactly does it do/accomplish?
 
Do you mean upload it to the model's section? I don't think a simple UV rewrap is appropriate for the resource section but I'd happily make it publicly available by posting it on the models comment thread or even here if necessary :)
Uploading it here should be sufficient.
 

Rheiko

Spell Reviewer
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Messages
4,259
I'm very interested in your "offerings" system; it's very thematically-appropriate, and I'm intrigued by you connecting the Farm to the Altar like that, and giving the Farm something to do. However, what exactly does it do/accomplish?
I'm glad it piques your interest!

By delivering the meats from the pig farm to the altar as an offering, you will earn a Spirits Favor, an additional resource for the faction, consider that as some sort of currency just like gold and lumber. This resource can be used in exchange for certain upgrades or to earn blessings (a universal buff for the faction) or even to curse the enemies! (most likely one player at a time) I was planning to make it a requirement to summon the golem as well.

I am still testing the waters and see how I can synergize the lore behind the faction and the actual gameplay without making it too overpowered or too tedious for the player to manage. Of course, I want to integrate Zul'jin into all this as he's the faction's leader, I just haven't figured out the best way to do it yet. His presence must be integral to the gameplay in some way. I have not finished the UI for the Spirits Favor either. So that will be the next thing to do.

I hope it turns out great and fun to play. :p
 

frostwhisper

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You'd be surprised but that rule has surprising nuance to it. After some deliberation, let's just say that if you make the resource publicly available then we'll assume it doesn't violate the rules. I'll ask our appointed mod @frostwhisper to make a final ruling on this.
Here's how I see it:
If it's made by the contestant and is kept private - it's ok.
If it's made by someone else and is made public - it's ok.
If it's made by someone else and is kept private - it's not ok.

That said, I think this is fine. In fact, since I'm the author of the golem model in question, Footman if you do rewrap it just send it over to me. I'll update the bundle and credit you appropriately.
 
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Which commander is this, btw?
1747315885955.png


Sneaky peaky.
 
in the process of fleshing out the race a bit more...

some info on Gul'dan:
  • He'll be a unique commander unit that summons your structures instead of any workers building them. You can only control one of him, and can revive him at your Town Hall similar to reviving a hero.
  • At T1, he innately has Fel Pact - an ability that sacrifices a unit anywhere on the map, teleports Gul'dan to its location, and grants Gul'dan some HP based off the sacrificed unit.
  • At T2, he gains Cruel Intellect - a passive ability which generates mana based on a % of attack damage dealt by him.
  • At T3, he gains Empower - a channelling ability that greatly boosts a target hero's attack damage and turns their attack into Chaos-type (if the engine hopefully allows)
  • Gul'dan is powerful, but not a powerhouse by himself - he works best when either empowering your frontline or protecting your base

lastly, a sneak peak of Gul'dan's lieutenants. none of them are specific lore characters, but all of them are inspired one (which may be obvious by their models... tyvm Tauer )

WC3ScrnShot_051625_001202_000.png
 
Here's how I see it:
If it's made by the contestant and is kept private - it's ok.
If it's made by someone else and is made public - it's ok.
If it's made by someone else and is kept private - it's not ok.

That said, I think this is fine. In fact, since I'm the author of the golem model in question, Footman if you do rewrap it just send it over to me. I'll update the bundle and credit you appropriately.
Here it is, it's pretty basic re-wrap so I don't know if credits are even necessary since I did it in like 15 mins, but hey it works :)

@Rheiko here ya go
 

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  • Troll Golem_ForestTroll v3mdx.mdx
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Hello!

I'm Matyko aka Delocyte and I'm officially throwing my hat in the ring, although I should note that I'm in very early stages of development with placeholder models and leaks galore. Nothing I present in these posts is final.

With the disclaimer out of the way, say hello to…
A portrait of the Warcraft 3 dragon Sapphiron. To its right is the name Sapphiron, underneath which the subtitle states Undead commander - Air Specialist

Sorcerer, collector, servant of Malygos - in life, the great dragon Sapphiron was a testament to the might of the Blue Dragonflight. Tasked with guarding the most precious treasures of his master, none could challenge Sapphiron and live. It was his great misfortune then to face the undead forces of the Death Knight Arthas Menethil's final pilgrimage.

Felled by the cursed blade Frostmourne and reanimated by the will of the Lich King, once noble Sapphiron now scours Northrend - stripping the continent of what hardy folk cling on until the Scourge calls upon his services.


A frost wyrm floating in the middle of the fog of war, with basically no vision whatsoever.
DEATH FROM ABOVE

When brought to bear, the forces of Sapphiron dominate the skies, with a critical drawback: their line-of-sight is almost non-existent. They must be supported by a small but critical contingency of ground troops as their eyes on the ground.







DRAGONS IN DUNGEONS
A bunch of Whelps with placeholder models - nether dragons - resting inside a Still Nest with its own placeholder model - a haunted goldmine. One whelp is flying off to perform a task somewhere offscreen.

The touch of undeath has not fully stripped Sapphiron of his draconic need for a well guarded den - as such, his armies hollow out Gold Mines for their base of operations. These freshly converted Still Nests not only keep the army’s hoard well protected, they also provide a launching point for Sapphiron’s stillborn whelps.










Two rough sketches of the worker units in this custom faction: the powerful (but limited) whelp and the humble Husk.
HOARD YOUR WEALTH

Sapphiron’s bases are managed by husks, ineffective servants made from the corpses of would-be dragon-slayers; and Whelps, frightfully powerful flying workers. Whelps collect gold inside Nests, and while they cannot be directly controlled on the battlefield, they may be sent out on errands to bolster your economic efforts.
 
exciting concept! love that you tied in the gold-hoarding aspect; even in death, Saphhiron cannot escape the capitalistic climb


as an aside, it's amazing the 180 we've done vs TC 15. no human factions thus far, but 4 orc factions (50% of which are groms) and 3 dragon factions - and 2 out of these 7 are @Footman16's ! :p
 
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Hello!

I'm Matyko aka Delocyte and I'm officially throwing my hat in the ring, although I should note that I'm in very early stages of development with placeholder models and leaks galore. Nothing I present in these posts is final.

With the disclaimer out of the way, say hello to…
View attachment 532951
Sorcerer, collector, servant of Malygos - in life, the great dragon Sapphiron was a testament to the might of the Blue Dragonflight. Tasked with guarding the most precious treasures of his master, none could challenge Sapphiron and live. It was his great misfortune then to face the undead forces of the Death Knight Arthas Menethil's final pilgrimage.

Felled by the cursed blade Frostmourne and reanimated by the will of the Lich King, once noble Sapphiron now scours Northrend - stripping the continent of what hardy folk cling on until the Scourge calls upon his services.


View attachment 532954DEATH FROM ABOVE
When brought to bear, the forces of Sapphiron dominate the skies, with a critical drawback: their line-of-sight is almost non-existent. They must be supported by a small but critical contingency of ground troops as their eyes on the ground.







DRAGONS IN DUNGEONSView attachment 532955
The touch of undeath has not fully stripped Sapphiron of his draconic need for a well guarded den - as such, his armies hollow out Gold Mines for their base of operations. These freshly converted Still Nests not only keep the army’s hoard well protected, they also provide a launching point for Sapphiron’s stillborn whelps.










View attachment 532956HOARD YOUR WEALTH
Sapphiron’s bases are managed by husks, ineffective servants made from the corpses of would-be dragon-slayers; and Whelps, frightfully powerful flying workers. Whelps collect gold inside Nests, and while they cannot be directly controlled on the battlefield, they may be sent out on errands to bolster your economic efforts.
Deloctyte! Long time no see... on the Hive, at least. xD You never fail to come up with some harebrained concept... and then make me quite interested in it despite myself. I'm fascinated to see where you take this!



Although I really want to participate. But due to my English proficiency So I still won't participate :√
I imagine I share the sentiments of most here when I say: don't let a lack of English proficiency stop you from joining! It's a game design contest, not an English (con)test. Yes it may make your entry a little trickier to grade, you may lose some points on Thematics (tooltips, etc), but don't sweat it. : )
 
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exciting concept! love that you tied in the gold-hoarding aspect; even in death, Saphhiron cannot escape the capitalistic climb


as an aside, it's amazing the 180 we've done vs TC 15. no human factions thus far, but 4 orc factions (50% of which are groms) and 3 dragon factions - and 2 out of these 7 are @Footman16's ! :p

I think because this is a character focused faction, related to the lore, we get to see what characters people like.

I like human factions for example, but i think give or take there are more Orc heros and characters i like over the human ones, except Uther tho, he's my homie4lyf.
 
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oh, no... Why did I open this thread ?
Now I want to enter this contest. How am I going to find enough time to do that :grin:

Quicks questions tho:
  • If I were to make a faction centered around an already existing hero in the game, how much can I change their kit ? Is it alright to keep the theme but customize the whole kit or should I keep a majority and focus the originality on the rest of the faction ?
  • Should the faction be balanced against classic races or should I consider that opponents would play same custom or an other hero-centered faction which would allow much more powerful heroes/units combo ?
 
Here's a first WiP of mine.
All minimum units are done, with some bits which can evolve with further playtesting
No detection yet for units, I'm working on it
No custom heroes, but it can be played with mercenary heroes
There's the bare minimum items plus some extra, with a placeholder orb for anti-air enabling
The balance is out of the place, I roflstomp too easily Normal AI
Expect some janky bugs for advanced abilities
To gather gold, load wisp in the main building
The game feel/juice is not taken care of yet
A lot of small details may be fixed in the following days
Juggernaut movement transition is a bit janky but it works ; removing the water effects is planned
When starting a building, it may kill another wisp instead of the builder
Pick any faction in the lobby, a dialog will popup at game start
No AI working with the custom faction, nor I will make it work
I'm gonna make an auto credit list at the very last moment
Picking up heat remains on the ground may not be instant, as it is checked every second for performance sake (I might improve the system later)
You can read the also WiP design document, you may remark some mechanics aren't the same due to me spacing out, bumping against Wc3 limits or simply being tertiary elements
Some icons are placeholders, don't worry if there are duplicates or odd choices
Some models might look odd too... because I don't have a fucking better version under hand ; if you do I beg of you gimme dat !
Buildings doesn't have sounds because I planned to put custom for them
My goal is to finish a minimal version before working on a expansion
 

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  • (4)tanaris - Ragnaros WiP 1.w3x
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Second WiP.
I focused on polishing the existing systems and especially fixing them
Most of the obvious bugs have been fixed. However if you really mess up the map on purpose you may find loopholes and minor exploits
There's one hero done : the Flint Knight. Use mercenary heroes to complete your army
Some new upgrades
The two other heroes are present in objects but don't have abilities yet. They can't be created.
I nerfed a bit the Black Legion : higher cost, higher attack cooldown, lower damage
I'd say the faction is finished at 70% for the minimal version, 50% for the extended one
Heat remain pickup check period is shorter if it detects something is near but not close enough, it has a good tradeoff between performance and precision
Added descriptions in quest log. Credit list is WiP too.
Added a music playlist borrowed from Battalion War 2

As for the known issues
No detection yet unit wise
Orb is still placeholder and can be bought tier 1
Starting construction may kill another nearby wisp instead. In most case it's just the same equivalent consequence, but keep an eye on it
There could be a bit of blight remaining on rare case when finishing a building
Lesser Reignite and Combust have the same order id (inner fire) ; so right clicking it in the same group also touches the other one
You don't see how many wisps are working on the mine
No sound when gold is nearly empty
May mine from an occupied goldmine by another player, or undead/night elf if yoinked before
Quest log still show only 4 lines at a time
You can target enemies with Reignite
I suspect one music doesn't want to be played, so the playlist might have a blank from time to time
[EDIT] Meteor shower is bugged, it doesn't throw a unit (WHYYYY) and it may make a unit disappear indefinitely

As usual. Pick any race and a dialog will pop up.
 

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  • (4)tanaris - Ragnaros WiP 2.w3x
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oh, no... Why did I open this thread ?
Now I want to enter this contest. How am I going to find enough time to do that :grin:

Quicks questions tho:
  • If I were to make a faction centered around an already existing hero in the game, how much can I change their kit ? Is it alright to keep the theme but customize the whole kit or should I keep a majority and focus the originality on the rest of the faction ?
  • Should the faction be balanced against classic races or should I consider that opponents would play same custom or an other hero-centered faction which would allow much more powerful heroes/units combo ?
1. It just have to be in line with the character information available
2. Preferably classic race if possible, since everyone has access to that
 
oh, no... Why did I open this thread ?
Now I want to enter this contest. How am I going to find enough time to do that :grin:

Quicks questions tho:
  • If I were to make a faction centered around an already existing hero in the game, how much can I change their kit ? Is it alright to keep the theme but customize the whole kit or should I keep a majority and focus the originality on the rest of the faction ?
  • Should the faction be balanced against classic races or should I consider that opponents would play same custom or an other hero-centered faction which would allow much more powerful heroes/units combo ?
To elaborate a bit on what Daffa said, you could keep the kit the same but it would need to feel new in some way; new interactions with something else inside the faction, or perhaps upgrades that give them a new life? Reworking their kit is probably simpler, but not the only option available to you.

As for the balance, you commander will be matched against the vanilla races, so we're expecting the balance to be within that ballpark.
 
1. It just have to be in line with the character information available
2. Preferably classic race if possible, since everyone has access to that

To elaborate a bit on what Daffa said, you could keep the kit the same but it would need to feel new in some way; new interactions with something else inside the faction, or perhaps upgrades that give them a new life? Reworking their kit is probably simpler, but not the only option available to you.

As for the balance, you commander will be matched against the vanilla races, so we're expecting the balance to be within that ballpark.
Thank you guys for your answers :thumbs_up:
Not having to keep the old kit is kind of a relief, as I feel we can do so much more with those themes :grin:


I'll probably go for an Uther-centered faction.
Very defensive faction in early game that could get a good attack on late if it survived.
And of course, being Silver Hand & Church of Light, this faction will have its magic centered on light magic.

I kinda want to troll our homie Uther by giving his faction paladins that could go on the Arthas path :xxd:
But it would be nightmare to balance and he deserves better :cute:
 
time for another update... just about have my primary Barracks building designed

1749048131448.png

UnitIconDescriptionUpgrades
Zealot (3 food)
BTNOrcZealot.png
Fanatical Orc axe-thrower. Deals Normal damage from afar.Can learn Reckless Zeal (toggle; adds extra range and damage to attacks, but causes attacks to self-harm)
Ogre Knave (2 food, T1.5)
BTNOgreKnave.png
Brutish Ogre warrior with a siege attack. Super-high hit points for a 2-food unit, but Unarmored.Benefits from Battle Armor (T3 upgrade that adds HP and changes armor type to Heavy)
Ogron (6 food, T3)
BTNOgron.png
Vicious Ogre-like giant. Tier 3 heavy melee.Benefits from Colossal Reach (T3 upgrade; allows the Ogron to whack air units too)

All 3 units are trained at the Proving Ground. All 3 units also contribute to the Slavery mechanic which I'll go into more detail at a later date. TL;DR, there's a 3rd resource called "Slavery Points" (still TBD) that is generated when particular units (including the above 3) attack an enemy building. The Zealot and Ogre Knave benefit from the Slave Raiding upgrade, which increases their Slavery point generation and lets them also generate points when attacking workers.

that'll do for now...back to work
 
Okay, here we go with the first units of Arthas's Scourge. It took me some time to develop ideas that made me feel comfortable with both the theme and the mechanics of this faction.

Also, I remember several of Grendel's undead models that I always wanted to use in a faction like this but now it's impossible :cry:

Anyway, here is the next WIP:

wip3.png

BTNAcolyte2.png
ApostateBasic worker. Can summon structures, harvest resources, and Restore buildings.
  • Grave Tether: Binds to a selected Blightstone Nexus (main building), granting it an armor bonus and allowing a nearby building to defend itself with a modest ranged attack. Up to 5 Apostates can bind to a Blightstone Nexus, stacking the additional armor on it and allowing more buildings to defend themselves at the same time. [I could possibly add a quick activation button in the main buildings for this]
  • Reap: Channels for a few seconds on a corpse to transform it into Soul Essence.
BTN_Ghoul2.png
HuskBasic melee cannon fodder units.
  • Voracity: Grants an attack speed boost for several seconds, and if the Husk dies while active it will explode, dealing minor damage and inflicting the Rot debuff on enemies (extra damage from other Husks).
  • Unyielding Hunger (Upgrade): Husks gain lifesteal on attacks. Extra lifesteal when Voracity is active.
  • Pact of the Damned (Passive/Upgrade): Husks will generate Soul Essence on death.
BTNNerubianWarlord.png
WeaverVicious ranged creature.
  • Silk Anchor: Throws a web that links the Weaver to a target air unit. The unit has reduced movement speed and will become rooted to the ground if it breaks the link by moving too far away. Can have multiple Silk Anchors active at the same time.
  • Corpse Webbing (Passive/Upgrade): Allows Weavers to transform air units that die while affected by Silk Anchor into Soul Essence.
BTNShadowSoldier.png
WretchedFallen soldiers empowered by necromancy. While their offensive value is minimal, their support role makes the Scourge's shock troops even more fearsome.
  • Bulwark: Gains additional damage reduction for each nearby friendly melee unit
  • Undeath's Aegis (Toggleable): Enters defense mode and moves slower, but allows to redirect a portion of damage taken from allies (not other Wretches) to this unit.
  • Grim Resolve: Sacrifices a portion of this unit's current HP to cast a defensive barrier on a nearby unit (not other Wretches) that takes damage below a certain threshold. The target unit will be immune to death by physical damage for the duration.
 
It's WIP time

wip4.png

BTNNecromancerBlack.png
UnravelerPrimary spellcaster, specialized on giving support to Undead armies.
  • Preservation: Increases the armor of a target allied unit and if it is undead, it will gain healing per second.
  • Desecrate: Applies a movement speed reduction to a target enemy and, if it is a living unit, will generate a blight area around it when healed.
  • Bone Garden: Summons a ward that continuously generates Boneguards (skeletons) from nearby corpses. Boneguards are slow and can't be healed but receive extra buffs from Preservation and blight terrain.
BTNFrostRevenant.png
ApparitionSecondary spellcaster, specialized on debuffs and causing confusion.
  • Phantom Glide (Toggleable): Turns ethereal and can detect invisible units. Nearby summoned units will receive an armor reduction.
  • Haunt: Dispels all buffs and debuffs on a target area and reduces the spell resistance of enemy units.
  • False Echo: Creates an illusion of target enemy that deals damage. If the illusion is killed, it will disarm the unit that destroyed it for a few seconds.
BTNNerubian Sniper.png
HeraldNerubian anti-spellcaster.
  • Mindlash (Passive): Attacks against spellcasters will branch to hit other nearby spellcasters. These attacks deal bonus damage if they are low on mana.
  • Insight Curse: Affects units with mana with a curse that burns their mana and briefly silences them every time they try to cast a spell.
  • Scour: Single-target dispel that destroys mana on enemies.
BTNDreadHearse.png
Dread HearseLong range siege machine.
  • Unhallowed Payload (Passive): Enemies killed by this unit will leave a blight area and generate Soul Essence.
BTNDemonDragon.png
CinderwingUndead fiery drake, good against air units.
  • Shadowflame (Passive): Wounded air units deal reduced damage against this unit, and Cinderwings attacks against them will generate additional lesser projectiles.
 
A very interesting contest, which would be great to take part in.

I'd like to clarify - should the commander be the only hero of his faction, or is there still a need for a standard set of 4 heroes? If the latter, is the commander included in this set of heroes or not?
It can be one hero or 4 heroes, it's all up to you and how well the gameplay works around the choice you made. The commander does not have to be a hero that's on the battlefield, but their influence should be evident through the gameplay.
 
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Messages
9,885
It's WIP time


UnravelerPrimary spellcaster, specialized on giving support to Undead armies.
  • Preservation: Increases the armor of a target allied unit and if it is undead, it will gain healing per second.
  • Desecrate: Applies a movement speed reduction to a target enemy and, if it is a living unit, will generate a blight area around it when healed.
  • Bone Garden: Summons a ward that continuously generates Boneguards (skeletons) from nearby corpses. Boneguards are slow and can't be healed but receive extra buffs from Preservation and blight terrain.
ApparitionSecondary spellcaster, specialized on debuffs and causing confusion.
  • Phantom Glide (Toggleable): Turns ethereal and can detect invisible units. Nearby summoned units will receive an armor reduction.
  • Haunt: Dispels all buffs and debuffs on a target area and reduces the spell resistance of enemy units.
  • False Echo: Creates an illusion of target enemy that deals damage. If the illusion is killed, it will disarm the unit that destroyed it for a few seconds.
HeraldNerubian anti-spellcaster.
  • Mindlash (Passive): Attacks against spellcasters will branch to hit other nearby spellcasters. These attacks deal bonus damage if they are low on mana.
  • Insight Curse: Affects units with mana with a curse that burns their mana and briefly silences them every time they try to cast a spell.
  • Scour: Single-target dispel that destroys mana on enemies.
Dread HearseLong range siege machine.
  • Unhallowed Payload (Passive): Enemies killed by this unit will leave a blight area and generate Soul Essence.
CinderwingUndead fiery drake, good against air units.
  • Shadowflame (Passive): Wounded air units deal reduced damage against this unit, and Cinderwings attacks against them will generate additional lesser projectiles.
Lovely set.

Revealer
- What model is this?
- "Bone Garden" seems sus; seems like a lot of dudes cluttering up the ground, especially massable on a unit-caster. But maybe...

Apparition
- Oh I love this guy, model especially. All 3 of these abilities seem creative & simple. Though maybe "Haunt" isn't quite selling me on "AoE dispel + weakness to spells"; maybe "Unhallow" (would need to change the ability on the Undead Demolisher of course), or "Anathema", "Maledict", "Blaspheme"?

Herald
- If you're doing the "multi-race faction" thing, consider appending the race onto this one, ala "Troll Headhunter/Batrider/Witch Doctor"; in the case of the Undead, they used "Crypt" for Nerubians for whatever reason so "Crypt Herald"?
- Solid anti-caster, though I'm curious how you define "spellcasters" (esp. in the 1st ability); is it "any unit (non-hero?) with mana", or do you specifically delineate all the "units with caster upgrades"?
- "Insight Curse" is a little clunky (name-wise), and doesn't quite sell me on "punish autocasters"; what about something more aligned with that function like "(Curse of) Revenge/Retribution/Retaliation/Reprisal/Spite/Enmity/Malice", or "Counterstroke", or "Castigate"?
- "Scour" is a very good name, but it's strange to see a single-target dispel+manaburn as the Master-lvl ability. I mean sure Mana Burn is a Hero ability, but does it deal comparable damage? Maybe lead with that?


Cinderwing
- So the passive does two things (defense & offense)? And only defends against wounded air units? Interesting. And where do the "additional lesser projectiles" go; do they just hit nearby targets like splash damage, or move around attacking things like locusts, or what?
 
Can you join with a reforged HD race? Then I might join in as Wrathion, the black prince. He will be accompanied by fire infused beasts, fire elementals, centaurs, black dragons and maybe 1-2 pandarens. Not sure how much time I have available for cool gameplay concepts but a tech tree I hope to be able to complete. Teaser below.
WrathionTech.jpg
 
Lovely set.

Revealer
- What model is this?
- "Bone Garden" seems sus; seems like a lot of dudes cluttering up the ground, especially massable on a unit-caster. But maybe...

Apparition
- Oh I love this guy, model especially. All 3 of these abilities seem creative & simple. Though maybe "Haunt" isn't quite selling me on "AoE dispel + weakness to spells"; maybe "Unhallow" (would need to change the ability on the Undead Demolisher of course), or "Anathema", "Maledict", "Blaspheme"?

Herald
- If you're doing the "multi-race faction" thing, consider appending the race onto this one, ala "Troll Headhunter/Batrider/Witch Doctor"; in the case of the Undead, they used "Crypt" for Nerubians for whatever reason so "Crypt Herald"?
- Solid anti-caster, though I'm curious how you define "spellcasters" (esp. in the 1st ability); is it "any unit (non-hero?) with mana", or do you specifically delineate all the "units with caster upgrades"?
- "Insight Curse" is a little clunky (name-wise), and doesn't quite sell me on "punish autocasters"; what about something more aligned with that function like "(Curse of) Revenge/Retribution/Retaliation/Reprisal/Spite/Enmity/Malice", or "Counterstroke", or "Castigate"?
- "Scour" is a very good name, but it's strange to see a single-target dispel+manaburn as the Master-lvl ability. I mean sure Mana Burn is a Hero ability, but does it deal comparable damage? Maybe lead with that?


Cinderwing
- So the passive does two things (defense & offense)? And only defends against wounded air units? Interesting. And where do the "additional lesser projectiles" go; do they just hit nearby targets like splash damage, or move around attacking things like locusts, or what?
Thank you :grin:

-Unraveler model is this one
-It could be, but I'll see what limitations I should give it to avoid that kind of problems

-Tyvm, I think Haunt is actually the best option here but I'm also considering Maledict now

-Idk if Crypt Herald convinces me as name for this unit xD
-To be more specific, when I mentioned spellcasters there I actually meant "any unit with mana"
-Abilities names are still subject to change, some of them are still concepts and could be changed. In fact, I already modified some concepts from my previous WIP since they no longer fit the idea of my entry
-Scour isn't actually a "Master-level" ability. The Herald will initially (or at least in my initial idea) have Mindlash and Scour as starting skills and will unlock Insight Curse with some upgrade

-Cinderwing's passive applies only to wounded air units. And the lesser projectiles well, my idea was for them to hit the same wounded target they are attacking. Still gathering ideas about this one




I will take the chance to show the last WIP of my units:

wip5.png

BTNFleshGolem.png
Corpse TitanMelee siege creature, slow and resistant to ranged attacks
  • Mortuary Shield (Passive): Gains hit points regeneration and pierce damage resistance when there are corpses nearby.
  • Pestilent Barrage: Sacrifices a portion of hit points to throw a corpse at an enemy building, dealing siege damage and stunning it.
BTNFrostWyrm2.png
Ghost MawSemi-siege frost wyrms. Can't attack air units
  • Glacial Tomb (Passive): Attacks deal extra magic damage based on enemy's lost hit points and create a small freezing area on the impact point that reduces movement speed of nearby enemies
BTNWight.png
HarvesterPowerful support liches that bring chaos upon enemies from distance
  • Soulreaper (Autocast): Replaces basic attacks with an AOE attack that drains life from up to 5 nearby enemies and gains Deady Burst charges.
  • Deadly Burst (Passive): Soulreaper attacks fill this ability's charges up to a limit, and then a plague nova erupts from this unit, healing nearby undead and creating a blight area.
  • True Sight
 
Can you join with a reforged HD race? Then I might join in as Wrathion, the black prince. He will be accompanied by fire infused beasts, fire elementals, centaurs, black dragons and maybe 1-2 pandarens. Not sure how much time I have available for cool gameplay concepts but a tech tree I hope to be able to complete. Teaser below.
View attachment 538302
Sure, I don't see why not allow HD.
 
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