- Joined
- Jan 31, 2010
- Messages
- 3,552
Contestant's aim was to create a unique race, without importing anything. The only imports allowed were dummy.mdx and a Hero Glow (can be found at our Models section).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gameplay --------------- 3/15
Using mana as a summoning resource is already a plain idea, as well as making your main structure not a structure at all, but a simple unit - all seen multiple times and not too much intuitive. You just got that general idea to make the Necromancer the center of your race, which not only it's a bad idea since you will need to get it away from big battles (in which he's essential to make units), but you simple win the game by overpowering (gold mining for nearly nothing and creating units free of train time from corpses). It looks like you tried to combine the Undead and the Night Elves, and the result is a real mess. Buildings and towers is something that every race should have, and unless you have a good reason to make them less than you should, don't do it anymore.
Overall: Ripoff of several races, combined, and ineffectivelly enhanced with old unbalanced ideas.
Balance ------------------ 2/10
The main structure can walk around the entire map, go to the two player's battle and win by spamming summoning skills, which not only are a perfect imbalance themselves (free of training time), but are also complete ripoffs of original races. You won't waste resources on buildings, so you have a plenty of those to waste on units. Upgrades are a disaster, there isn't a point with most of them, and they get too monothone and repetitive over game. Using damage and HP data of original races got you even more negative points.
Overall: Balance that's slightly worse than Rebecca Black's song - 'Friday'.
The Legion -------------- 0/10
Exact and complete ripoff of the Undead race, with even the same statistics and quite minor tweaks here and there, and since this is a techtree contest, not a copy-a-race-and-just-change-icon-and-model contest, I won't tolerate or moderate this, and you got a round number of points: zero. The only, ONLY unit that magically appeared in your map and is custom is Dullahan, which was sort of antimage. But he's still a rip of Necromancer.
Heroes are pathetic. The Leveller is the worst Hero I've ever seen in my six years of mapping experience. The Reaper has just as bad theme and a very bad combo of skills you matched (3 defensive, 1 summoning).
Overall: Pathetic.
Originality --------------- 1/10
I've mentioned everything before. No points for ripoffs, but your mana summoning skill is something that got you that skinny grade.
Overall: [R]estneace-[OFF].
Appearance ------------ 0/10
Tooltips that have no sense or with effortless atempts of troll humor are the worst thing that got your rating low, models that don't go well with each other (seriously, what are Night Elf Warden, Orc Warlock and Human Mage doing in the undead race?), button icons for passive onces, ... You could at least make the system for souls work as it should. Oh, and I advice you to learn the secrets of the Spellbooks.
Overall: Read every frickin' tutorial about visuals you may encounter. This is a complete disaster, I would even give you negative points for your heroic atempts to be insignificant - if I wasn't in a good mood.
Total Score ------------- 6/55, which is 11% of the maximum score you could get, which gives you the rating of "Wrong Contest", and the tenth place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gameplay --------------- 4/15
The general gameplay was just like in the other standard races, including gold harvesting and lumber gathering. You even had the exactly same "Call to Arms" ability, with the original tooltip and icon, which made me vomit.
Anyone can play your race easily, since you just need to build one structure to be available to train, like, every frick' unit in your race. And that structure does completely nothing.
Why it's not possible to be able to build more than one structure at the time? Not fun at all, I got rushed two times before I had to use cheats.
No defensive towers, boring and monothone pace of game, not fun at all to play and lacks a lot more that it should.
Overall: Is this even a finished submission? Looks like you stopped at 50% and just posted it, hoping for a miracle which has the same chances to happen like Madonna being at the age of 50 again.
Balance ------------------ 4/10
Your balance made me perform an awkward pause.
Some units are fitting in the general Warcraft races, and really work out good. And then there are those highly imbalanced abilities and weak warriors for a good amount of resources that make you wonder why you even trained them.
Red Dragon had that treasure ability which gave him 5 gold per unit he kills. It's overpowered, you could stack up thousand gold in... hm... 200 kills. Bitch, please.
Upgrades are, well, basic. You ripped the original ones, and haven't even bothered to add some customs other than "Gives acess to this ability".
You're somewhere in the middle with balance, while still lacking.
Overall: As much as you went wrong with the Gameplay, you improved on overall Balance, but still did some general mistakes.
The Legion -------------- 2/10
I clicked on the build button and saw, like, five different dragon shrines where each trains only two units in the same pattern, one ground and one flying, and always one Draconian and one Dragon (unless where there wasn't icon and recolored skin for your Draconians).
Their roles are always the same: Tank, Carry, Support.
I encourage people to always experiment more than they think they should, you did really nothing. Not a single spot to feel freedom.
Overall: You kept on the safe road and got hit by a truck, while I was honking you three miles before that.
Originality --------------- 3/10
When the game was on, I thought for a second that I got the original Orc race. Then I noticed that they were "Enslaved" and that their base was "Captured" from some other race. You can do a LOT better than that.
A partial ripoff of the Human race, with Orcish style. Even the shop has nearly same items. Replacing the regular units with dragons and making the weird selection on what's on earth and what's not.
There are always, like, two types of units: one draconian and one dragon, divided into five colorful buildings. Have you even thought of making something that's NOT a Dragon as warrior? Dragon Mistress, Draconian Queen, Searing Phoenix, ...
You did a suicidal atemt to create something that Warcraft hasn't cared to much about, the Dragons. If your execution was a lot better, you would win this.
Overall: Partialy ripped Humans with same gameplay.
Appearance ------------ 2/10
Buildings that are there because you couldn't find more models that you were able to relate with dragons, so you just used a weird slavement idea. If I was a slave, I would run away before the game even started. There isn't too much to connect with the dragons, except with vise choice of model's appearance. Icons are mostly badly chosen. Tooltips are loreless and boring (and lame, if it's about abilities), and some upgrades don't even have any tool or tip, or combined (!!!). What's with that style of using same units all over and over again? Oh, and that Knight sounded Draconian made my laughing and judging day.
Overall: Started to do visuals. Stop'd at 25%.
Total Score ------------- 15/55, which is 27% of the maximum score you could get, which gives you the rating of "Lacking (a lot)", and the ninth place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gameplay --------------- 4/15
A standard race, may I notice. Nothing new except the farm that can actually move around and follow workers, as it serves as a drop post for gathered resources, which I liked very much. Apart from that, really plain gameplay, the worst part broke on a low amount of repeteable units with overwhelm of abilities. I also liked the fact that you can also upgrade the Hero with those skills.
Overall: Simple and plain.
Balance ------------------ 4/10
Basics of balance used. There is a set of, like, six total units you can train, and there are some issues, like making the ranged units a lot better in damage dealing than melee carries, and better in tanking as well. Some simple abilities, like the Sea Turtle's Crushing Wave and Cloud ability had unreasonable high cooldowns. Having one spellcaster possess a set of four random abilities is not a good idea, since they won't be able to cast it all, plus AoE damage dealing abilities on low tier units is a fast way to counter any race without magical resistance. And you did it twice. Upgrades are very basic.
Overall: Issues with all units, mostly casters.
The Legion -------------- 3/10
Very plain. You got one melee damage dealer and one ranged damage dealer, one tank/siege unit, one ranged tank/siege unit, and two casters. And only one Hero. To be honest, I just kept training and upgrading those Tier 1 ranged units in order to win, they had, like, 25 starting damage and 100+ damage from Slow Poison. Hero has a nice combination of skills, as it serves for defensive purposes reliable on mana and charging up the spellcasters.
Overall: Monotone race with few units and one hero available.
Originality --------------- 3/10
An icy race, mainly made of Tuskarrs. There are several beasts they tamed, and that's it. There is a nice separation of roles, but I'm afraid that your race doesn't have too much to offer. Oh, and Kodo Farms are brilliant.
Overall: Could be a lot better.
Appearance ------------ 4/10
Well use of random models for buildings, from different races, but based on Orcs - good combination of models, icons and color. I don't like the main structure, or the Naga building, they really don't fit the theme, no matter how hard you tried. The problem with buildings is that you overscaled most of them, making them flood the base and block the view for nothing. I liked the names of buildings.
Units are a disaster. Six units share two similar models and icons, and it's incredibly hard to recognize who is who in the battle. The polar bear, okay, they tamed them, but what about a Sea Turtle - how it fits in your race?
Tooltips are more bad than good, very simple in a bad way, and quite uninformative. Same goes for buildings.
Your hero has misplaced button positions of his skills, since they were just taken from ladder internal ones.
Overall: Very basic, and very wrong.
Total Score ------------- 18/55, which is 32% of the maximum score you could get, which gives you the rating of "Less braging, more action", and the eight place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gameplay --------------- 7/15
Huge ideas with fataly wrong execution. Really, the flying bases that can move around, connect to each other and spread further is a very, VERY original and great idea, but your execution and visuals really brought it down. It would be a lot better if the units themselves would move, without dummy units, and about escaping from enemy attacks, there's a fine option which disables fleeing (Can Flee - False). It's very hard to control the flight. There should also be "Attach" and "Detach" options for your buildings. When I want to move one, I don't want to move entire building base.
Those numbers that appear from time to time are REALLY annoying, I kept raging more and more.
Overall: Stunning idea, ruined by cheap execution.
Balance ------------------ 3/10
Imbalance pops out at every frickin' corner, starting with buildings and their ability to escape and hide where enemies can't find them. There should be some sort of limit for that, other than slow speed. Heroes have abilities that are seriously overpowered, such as the Detection skill from one the Heroes, which basically reduced armor by 30 for few seconds of channeling time, or the Mines which deal low damage and knockback 12 seconds AFTER you planted them. In 12 seconds, the battle can be over. Units are sometimes balanced, sometimes they get overpowered or underweakened.
Also, some units have low attack damage and incredible attack speed, and guess what would happen when they meet the damage reductors? 1 damage per hit.
Overall: A lot of variations in balance - not a good idea.
The Legion -------------- 3/10
Clearly separated roles. There are new units that require timing and tactics, and I like that, because it brings out the boredom and requires skill and precision. And then, there are heroes.
Ace has Summoning Skill, Evasion, AoE Damage Spell and a Steroid Boost.
Scientist has Delay AoE Damage Spell, Channeling Start INSANE Armor Reduction, HP to MP conversion and overpowered AoE Plague Spell. Where's the combo? Where's the sense?
Upgrades are focused a lot more on the upgrading single units other than a cluster of them. The organisation and distribution of roles among buildings is also, well, a fail, especially with those upgrades.
Overall: Tiring tactics and timing required to play the race. Five races required to defeat one Hero.
Originality --------------- 10/10
Incredible and stunning job with the buildings and units, especially with their abilities, really nothing more to say, great job. Great ideas.
Overall: Flawless.
Appearance ------------ 1/10
Buildings are overscaled and cover a heavy amount of screen, and if you add your whirling flyblades to the overall mess, you will get the point. That gold mining red laser is just ugly. Your idea of gnomes is to shrink down all units, well, next to the enormous buildings, they look very funny.
Effects are also overscaled, mostly the flying blades. A lot of variation in size brought your points down.
Tooltips are a living nightmare. Not only that they are writen badly, but they also lack vital informations. Especially the Heroes and ability tooltips, not to mention the upgrades.
You got a lot of wrong icons or models, displaying what they shouldn't: use matching icons for matching models, not a Mountaing King icon for a Gyrocopter. Same goes for upgrade icons, where I even saw a vomiting abomination which is supposed to upgrade defense against plague. Um.
Overall: Really lacking.
Total Score ------------- 24/55, which is 43% of the maximum score you could get, which gives you the rating of "Doesn't smell neither nice, neither bad", and the seventh place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gameplay --------------- 11/15
A nice idea to cluster the buildings near the primary structure. And also a very bad one, as well. AoE attackers and abilities will make you suffer a lot more than you should. Units that can be revived after their death with workers can cause some balance issues, but regarding their weaknesses and bonuses to enemies when they're killed got you back on the right way. Lumber harvesting is an intelligent and pretty nice idea - I liked that a lot. Buildings that damage enemies when they die is also a good burst of creativity, as well as the Heat perks, but as much as it helps, it causes heavy destruction to maps with high traveling system (read: big maps). Heat needs few better solutions in early game, to avoid heavy-duty problems that may ruin your map completely.
Overall: Tons of great ideas in one map, but could use some extra work.
Balance ------------------ 5/10
Units are quite imbalanced. You have a cheap, tier one warrior with more health than most tier 2 units of all races, even some tier 3 units! Overall, most of your units have slightly higher hit point values than they should. I know that this is meant to be like this because of heat abilities, but you could add some sort of prevention or cure for that other than one ability on the only mage in your race, and on one Hero. Heroes are mostly boring to play and rather weak against standard races. Oh, and that copy of Firelord isn't funny.
Buildings and their explosion can easily grind melee attackers, and some abilities of your units are very weak. Sometimes, it's wiser to get two units with different skills than make one with two roles. Those cluster buildings are dead when encountering AoE-type units.
Ash units and their revival caused the most problems with balance, making AI players ignore my workers in the background, who rushed in and revived, like, entire army in ten seconds, and for 1100 total gold.
Overall: Balance partially disappeared due to Gameplay's hunger.
The Legion -------------- 4/10
Rather boring and monotone. Units have high hit points, moderate damage, and abilities that are made in a such way that they usually don't compliment each other. Nothing new and nothing shiny. Roles of the unit classes are strictly separated.
Upgrades are kinda deja vu - nearly always upgrading a single unit, and not giving anything new.
Overall: Nothing much to say, monotone race when it comes to one.
Originality --------------- 3/10
Sharp and destructive race at first with all that heat and resource harvesting mods, but becoming more and more boring as the time goes by.
The Ash units are a 'Whamp!', as well as the precise building which requires tactics. Other than that, there's really nothing more to discuss, you got several huge ideas and executed them quite well, but totaly forgot about all those small details which are making a standard race - standard.
Overall: Few brilliant executions, and that's it.
Appearance ------------ 3/10
Silly buildings simply and harshly recolored to red, where in most cases, you can't associate them with fire. Workers are, well, weird. Sparks with their own mind. Units generally don't appear to have too much connection with magma. That frost dragon was just another "" moment. Icons are very weird, you had a nice stash of internal icons, but kept to the idea of rainbow iconsets, which is a bad idea. Tooltips have a lot of gramar issues, and sometimes, don't even say all the things that they should. Some even use the tooltips from general races - such as your Infernal using Grunt's tooltip. Names of units made me wonder why people don't have sense for creativity these days. Nothing to make me go "Oooh!" and "Aaah!" and live to tell that I got multiple orgasms from your custom race.
Overall: Sloppy.
Total Score ------------- 26/55, which is 47% of the maximum score you could get, which gives you the rating of "Doesn't smell neither nice, neither bad", and the sixth place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gameplay --------------- 10/15
When the game started, I was a little confused on what should I do. I sent workers to farm resources, and noticed the transform and build icons. It was a nice surprise. This offers a little harder way to build units at the begining, but it becomes a fast solution to invading enemies.
The Forest's Spirits ability - I'm somewhere in between with it. It serves as an incredible scouting tool, and for insane lumber harvesting, but since it's just another cherry on top of your gameplay, and I liked it's unique simplicity, I just got over that.
And why your main building isn't upgradeable? It's not increasing originality, it's increasing the factor where I want to give you a high five. In the face. With a chair.
And then I noticed that shitty upgrade at the Fountain of Life, which basically gave, like, 50% chance to reduce incoming damage by 5, which means an average of 2.5 damage reduction. Even for it's low cost, it was clear to me that not a single person would waste resources on THAT.
When I take a closer look, most of your upgrades are a real chaos, and are a lot weaker than they should be. You also seemed to divide the regular structures into two smaller ones, and it's a huge mistake. I kept clicking every single building just to keep saying: "Where on earth is that upgrade?!".
Organisation Level minus 2.
Overall: Extremely messy execution, but a great idea for the gameplay, as it offers a whole new way of strategies to combine and provoke.
Balance ------------------ 5/10
The Early Rush of any race is guaranteed to make you suffer a lot more than you should. You can stack up insane amounts of Ents and then transform them all at once - since even the best units have a low produce time, it can easily become quite imbalanced.
Upgrades are very weak, and offer practically nothing for their cost. The only ones that were worth - were the abilities ones.
Some units are crushed even by a Footman, some are capable of wiping out a large section of enemies, and some are so (under)powerful that I kept rolling over my eyes, and thought someone would say that one powerful and one weak unit make a balance, it's always a lot better idea to make two units with standard and balanced strength.
Overall: Imbalance that varries all around and is unexpected like Lady GaGa's next outfit.
The Legion -------------- 4/10
You have, like, this: Tanker, Tanker, Defensive Caster, Offensive Caster, Carry, Carry, Carry, Carry, Carry. Seriously? I would more like to see a set of units with different tasks in the battle, rather than 'sending tankers to cover carries, and leave casters in behind'.
One of Heroes is half spellcaster, half anti spellcaster. The second one is half tanker, half carry. Third Hero is half healer, half defensive caster. You need to stop separating what you shouldn't, and to be less daring when combining the total opposites.
Overall: Strictly ordered who should do what, not too many spots to experiment around. Heroes are weird combinations of totally opposite roles.
Originality --------------- 6/10
It's very hard when you get an idea to make a race, but that race already partialy exists, and is called the Night Elves. You just took out all purple Night Elves, left the Ancients, and added few Forest's Spirits. Buildings are combination of everything that associates to goddess Elune, not the forest and it's soul. Even the war units are reminding of regular Night Elven ones. No imports does not mean "not a step away from the base concept", but you seem to did a good job at transfering the universal race concept at your race.
Overall: Ripped Night Elves with new gameplay.
Appearance ------------ 3/10
I just laughed at those silly visuals. Most buildings don't even have too much connections with Forest, not even with it's primal elements (Water & Trees). You even used regular Night Elven buildings with purple roof and statues of lost heroes, and I bet you regret it now.
Tooltips are quite strict and loreless, with a lot of grammar fails. Those tips nearly made me do the exact opposite. There are few units with wrong icons, and I noticed that the Well of Life (which plays the exactly same role as the Moon Well building, by the way) has the Moon Well icon because your primary structure shares the SAME model (with the only difference being in variation of flying faeries and water's colors), which returned that "Ugh" factor back to me.
I nearly forgot about those weird animation walk speeds. Some for flying over big distances in two steps, some moved that fast that I started to imagine their legs within a circle movement, like in cartoons. You might also take in consideration those Missile Launch/Spell Casting times.
When ranged Ents started to attack, I was wondering why you don't have any missiles. And then I noticed those little glittering models that were hurled by large trees, usually in the weirdest colors and themes. Big orange tree hurled tiny purple tears (DoTT's Missile), while grayish green hawk-tree attacked with little light blue birds. Next time, when scaling down the large Wc3's models, check off the "Scale Projectiles" option.
I was in "The fuck?" stance after I saw those Entangling Roots spawn on buildings and making them look extremely funny.
Sounds are the worst part of this race.
Oh, for the last killing sentence, since you used the Den of Wonders model, there is an icon under the hidden path "BTNDenOfWonders" you just might want to check out before using same icons again, for different models, in the same builder option.
Overall: Where are visuals?
Total Score ------------- 28/55, which is 51% of the maximum score you could get, which gives you the rating of "Nice, but could be better", and the fifth place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gameplay --------------- 11/15
Great idea to give the cheap workers with a lifespan, I liked that a lot. The Wagons that harvest gold, I think that their steal ability is completely useless.
You did a great example on originality by improving gameplay with tons of new systems, such as the loading of Engineers to allow units special abilities and attack.
Tech is also a nice addition, thought it got busted due to tooltip's uninformativeness.
The Alchemist Hero and the Goblin Engineers that can be leveled up and thus replace the Heroes are also a fine mod.
All in one, a set of great systems that made your map flow with a new pace, thought there isn't too much to train/upgrade/build.
Overall: Low amount things you can do, but great systems anyways.
Balance ------------------ 6/10
You basically have, like, 5 units in total that can attack, and most of them require an engineer, which can cause some troubles in late game. The Land Mines are overpowering in the begining, as not too much races can get an invisible unit detection, and since their mana cost and cooldown are so low for such damage, they cause a lot of problems and give you a heavy-duty advantage.
You don't have required units to unleash a powerfull attack at an enemy, and you lack any sort of defensive building, other than the Kamikaze Goblins or Land Mines.
Units are well balanced in field of damage and hit points.
Overall: Balance crushed with low amount of created units.
The Legion -------------- 3/10
Division of units is very clear, there are units that serve only for offensive or only for defensive purposes, and Hero with some minor skills. Nothing else, really, making it plain and single colored. The whole race has only *three* upgrades available.
Overall: Very simple, in a negative way. Nearly 10 units in total.
Originality --------------- 7/10
Purchasable workers with a lifespan, refreshable buyable units with stock instead of training time, engineers that need to mount them, Tech levels: everything got you a positive grade.
However, there's also not too much to judge in this, since the whole race contains of 'round ten units.
Overall: Good START, you should have developed more units.
Appearance ------------ 4/10
Icon and model choices are good, tooltips are also well done, except the fact that the Research Lab should mention that "Every Research Lab built further increases your Tech Level, up to five levels".
Apart from that, really nothing more - you have the basics of basics.
Overall: Standard set of visuals.
Total Score ------------- 31/55, which is 57% of the maximum score you could get, which gives you the rating of "Nice, but could be better", and the fourth place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gameplay --------------- 11/15
I like the fact that you get free towers and farms just by building structures and waiting. This weights off a lot from my shoulder. I also like the idea that the main structure is protected within a castle wall, and requires the gate to be smashed. I like the brand new and fresh ideas. But what I like the most is the upgrade system, which improves your units when they get enough experience. This, however, has a drafback, your workers are sometimes upgraded to warriors without even knowing it, and the newly improved units loose any of the orders they had before, such as harvesting resources. Apart from that, there's not too much to see.
Overall: Provocative idea, which resulted in a sucess.
Balance ------------------ 6/10
The first "problem" occurs with the first structure built. The free farms and towers it provides every (half of) minute can be upgraded for a cheap cost. Knowing the fact that most players forsake the buildings and farms until they really need them, this is a major buff which needs some tweaking. Also, the buildings upgrade with time, but their upgrade cost is far too expensive compared to waiting time.
The second and final problems appear to be the Heroes themselves. You have two heroes in one, meaning a set of 10 different abilities to be casted, and all of them are greater in power than standard races are. This is also happening with the other Hero, the Steam Tank, which is kinda weird choice for a Hero, but it's in the Visuals anyways. The third Hero, the ranger, is a real defensive bomb, my favorite hero so far in the entire contest.
Units are mostly well balanced, some of them are neglected in the fields of strength against the same tier creatures from other races. Some abilities are a little too powerful.
Overall: Well balanced, with an exception of free buildings and heroes.
The Legion -------------- 5/10
Heroes that can change role in the hearth of the battle is a good idea, but it ended up as a too optimistic experiment, as it can cause some troubles with new players and balance. Some abilities don't fit the themes of the heroes, which you noticed too late - when the time was up. Units are divided properly and have a good distribution of abilities and roles. Buildings are fine, except the fact of overexpensive upgrade costs. And the upgrades are rather simple and provide not too much difference from the original factions. The unit abilities seem to not be too much intuitive, you played on the safe road and forgot that what makes your race yours, is you.
Overall: Basic, needs more experiments and intuition.
Originality --------------- 8/10
Great ideas, great execution, but lacks something that will make it completelly different from the opposite factions. It reminds me of combined humans and orcs a little.
Overall: When all falls to one, from five stars, you would get clear four.
Appearance ------------ 7/10
Good tooltips, good icons and good models in most cases.
There are some issues with placing houses and towers behind structures, making them hard to click without screen rotation. Some of abilities got Active buttons for Passive skills, which is a great flaw in my opinion. Upgrade icons also sometimes just don't make no sense (like trident icons that were supposed to be arrows).
Good choice of size and overall model selection. That XP system could be executed with a finer, smoother note, rather than a sudden and sharp popup.
Apart from that, there's nearly nothing more to make me fall in love with the visuals of your race.
Overall: Good, but again, needs more intuition.
Total Score ------------- 37/55, which is 67% of the maximum score you could get, which gives you the rating of "On the right track", and the third place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gameplay --------------- 12/15
With the most unique idea at this contest, you really hit the spot. Creating buildings that are depending on mana and sharing them away with portals that drain it. The only problem is the early attack, for which you will need a defensive tower or two with upgraded multishot. Lumber and gold harvesting impressed me. Stunning work with the unique factor. However, there are few flaws I must mention. You can't rebuild your main structure if it's destroyed. If everything else is destroyed, Magic Portals can still linger around, and since they don't provide any vision, if it's your last building, you're doomed. Gold can be mined from the gold mines even after it runs low, making it go forever in the negative value.
Oh, and there should be some sort of passive tree harvesting. First time I played with your race, I was left with one Magic Portal and 40 lumber (notice the irony), unable to upgrade it to anything. Enemy creeps were running around like idiots, unable to defeat me.
Overall: Stunning, unseen and brilliant idea, with minor bugs that should be fixed.
Balance ------------------ 4/10
I am not sure how to define your balance. You have no units (other than summoned ones), and you can only attack the enemy with the buildings which are generally quite weak against creatures with damage resistance (such as Mountain Giants), since summoned units can't do much, even when stacked.
Ice Wraths are really good at wreacking havoc at the enemy's empty base, lava spirits for distractions and anti fast killers, and lightning revenant is a good DPS against crowded units. Early rushes will damage you greatly, late rushes will completely crush you if the enemy stacks up damage blocking.
The fact that you can mine gold and lumber at an incredible rate but you lack on serious offence, makes me see this race as a set of buildings around a Gold Mine, protected by allies, while I send them resources.
Overall: In a need of a lot better protection and offense against Early Rushes and Damage Blockers; Resource harvesting is insane.
The Legion -------------- 8/10
Units are coordinated and each of them plays a special role in the team. It's clear that if one building is down, all others get weaker. However, there isn't too much spot to feel freedom, and there aren't upgrades that affect the leading parameters of the race's role. The offensive towers are rather weak and can't stand early rushes. There aren't too much units around to build and pick from.
Overall: Coordinated, with multitasking - in a good way. Could be better.
Originality --------------- 10/10
Never seen or even thought of a concept like this - great job, I have to admit. Everything, from resource harvesting, mana distribution, special summoning skills and actually useful upgrades - everything is done flawlessly. Impressive work.
Overall: Flawless.
Appearance ------------ 7/10
Good choice of icons. Tooltips are done good as well. Effects are astonishing. It blew my mind just to see how the towers harvest gold, the curved movement and the effects and sounds that hit straight into that crystal. Incredible. Same goes for the lumber harvesting and mana distribution, thought I would reconsider to change the models of two effects to match the resources transfered. For gold, pick something yellow, for lumber green, and for mana, leave it as it is, it's good that way.
The thing that ruined the whole concept are the models. Far from the fact that the buildings are not good, because they are, but the scaling and tinting made the whole base look overcrowded, because you don't waste any pathing block with this race. It would have the better effect to scale them down, use more gentle colors, and play with attachments a little.
I am looking forward to see this race updated.
Overall: Stunning concept, ruined by the beginner's mistakes with scale and tint.
Total Score ------------- 41/55, which is 74% of the maximum score you could get, which gives you the rating of "Glorious", and the second place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gameplay --------------- 12/15
When I think of a race and how it starts, I usually think of sending three builders at the gold mine, one at trees, and one to build structures. However, your gold mine is mining itself, as well as the lumber harvesting (Souls), which doesn't harvest lumber at all, and leaves it away from any needs of your race, creating a brilliant atempt of making the gameplay unique. What bothers me, however, is that the souls you used replace the lumber for all players, thus making the system a little bit complicated to play in the multiplayer. Since this isn't a problem without solutions, you still got some points.
One more think that made me interested are the cults. By selecting a cult you like, you will gain certain benefits, at the cost of replacing the other two, which is a great idea. Your buildings are a real hit, you can even use the teleporters to move your army across a good deal of map, avoiding battles and ambushes, and striking enemies from the back, caught by a surprise.
Overall: Very good execution and base idea, even better with the smaller changes you applied where each of them compliments others.
Balance ------------------ 7/10
Units are well balanced. If they lack on defense, they have offense. If they're casters, they have abilities that suit their statistics. There are units for both single unit slaying, and mass harrasment. There are units designed to protect other units, which again, aid the first ones. However, the auto-farming of resources can cause a lot of trouble if not developed well. The only flaw is that most of the buildings have the same hit point value (800 or 900), which is weaker than the standard Warcraft III races have, and since there are not guard towers to protect them, overwhelming your units with mass attackers and siege units will result in your doom. All in one, nicely done.
Overall: Starter's insight at how this contest should be done.
The Legion -------------- 10/10
All of your units are doing very well with each other, rather than separating the roles strictly. There are a lot of multi-role units: both casters and gankers, tankers and supporters or supporters and gankers. Your stabile upgrades and Demon Rage abilities are just a cherry at the top of the cake.
Overall: Perfect distribution of abilities and roles.
Originality --------------- 8/10
A race that litterally rains hell over their enemies. Thought I saw countless Fel Orcs and Burning Legion races, I never saw a Hell Race. Combining the true elements of the hell, along with the deadly sins, you got a real jackpot. Self mining resources, builders that serve only for speeding up the resource gain and building of towers, the teleporting structure, brilliant upgrades and the Demon Rage skills - everything is classy but done in a such good and fitting way for your race, that it can easily stand next to the standard Warcraft III races. Clever use of in-game resources.
Overall: Nothing new, but at the same time, everything new. Good job!
Appearance ------------ 8/10
That incredible building animation made me go "WOW! Look at that!". A simple proof that small things in visuals can make your race look stunning and like it's a default race in warcraft. The only lacking thing are the tooltips for heroes, in which you (it appears) forgot to place the Warcraft III coloration and style, since you already started those. Perfect colors of iconsets, good usage of icons to match abilities and great distribution of roles among your models, which fit them perfectly. The whole race has that Purple-Red-Green theme of Hell, and I really like it, it looks better than if you were to place only Red-Orange-Yellow colors. Good missiles, good speed, attack animations, great everything but one more thing: those orbs at the gold mine and it's coloration really hurt the eyes. Something less fancy and not so strict would be better. Quick suggestion if you plan on releasing this race: maybe you can make it go from gentle purple to gentle red, to make it pulse.
Overall: Except Hero tooltips and minor tinting problems, everything is done well.
Total Score ------------- 45/55, which is 81% of the maximum score you could get, which gives you the rating of "Astonishing", and the first place out of ten on the scoreboard.
10th place: Wazzz |
Gameplay --------------- 3/15
Using mana as a summoning resource is already a plain idea, as well as making your main structure not a structure at all, but a simple unit - all seen multiple times and not too much intuitive. You just got that general idea to make the Necromancer the center of your race, which not only it's a bad idea since you will need to get it away from big battles (in which he's essential to make units), but you simple win the game by overpowering (gold mining for nearly nothing and creating units free of train time from corpses). It looks like you tried to combine the Undead and the Night Elves, and the result is a real mess. Buildings and towers is something that every race should have, and unless you have a good reason to make them less than you should, don't do it anymore.
Overall: Ripoff of several races, combined, and ineffectivelly enhanced with old unbalanced ideas.
Balance ------------------ 2/10
The main structure can walk around the entire map, go to the two player's battle and win by spamming summoning skills, which not only are a perfect imbalance themselves (free of training time), but are also complete ripoffs of original races. You won't waste resources on buildings, so you have a plenty of those to waste on units. Upgrades are a disaster, there isn't a point with most of them, and they get too monothone and repetitive over game. Using damage and HP data of original races got you even more negative points.
Overall: Balance that's slightly worse than Rebecca Black's song - 'Friday'.
The Legion -------------- 0/10
Exact and complete ripoff of the Undead race, with even the same statistics and quite minor tweaks here and there, and since this is a techtree contest, not a copy-a-race-and-just-change-icon-and-model contest, I won't tolerate or moderate this, and you got a round number of points: zero. The only, ONLY unit that magically appeared in your map and is custom is Dullahan, which was sort of antimage. But he's still a rip of Necromancer.
Heroes are pathetic. The Leveller is the worst Hero I've ever seen in my six years of mapping experience. The Reaper has just as bad theme and a very bad combo of skills you matched (3 defensive, 1 summoning).
Overall: Pathetic.
Originality --------------- 1/10
I've mentioned everything before. No points for ripoffs, but your mana summoning skill is something that got you that skinny grade.
Overall: [R]estneace-[OFF].
Appearance ------------ 0/10
Tooltips that have no sense or with effortless atempts of troll humor are the worst thing that got your rating low, models that don't go well with each other (seriously, what are Night Elf Warden, Orc Warlock and Human Mage doing in the undead race?), button icons for passive onces, ... You could at least make the system for souls work as it should. Oh, and I advice you to learn the secrets of the Spellbooks.
Overall: Read every frickin' tutorial about visuals you may encounter. This is a complete disaster, I would even give you negative points for your heroic atempts to be insignificant - if I wasn't in a good mood.
Total Score ------------- 6/55, which is 11% of the maximum score you could get, which gives you the rating of "Wrong Contest", and the tenth place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
9th place: WerePhoenix |
Gameplay --------------- 4/15
The general gameplay was just like in the other standard races, including gold harvesting and lumber gathering. You even had the exactly same "Call to Arms" ability, with the original tooltip and icon, which made me vomit.
Anyone can play your race easily, since you just need to build one structure to be available to train, like, every frick' unit in your race. And that structure does completely nothing.
Why it's not possible to be able to build more than one structure at the time? Not fun at all, I got rushed two times before I had to use cheats.
No defensive towers, boring and monothone pace of game, not fun at all to play and lacks a lot more that it should.
Overall: Is this even a finished submission? Looks like you stopped at 50% and just posted it, hoping for a miracle which has the same chances to happen like Madonna being at the age of 50 again.
Balance ------------------ 4/10
Your balance made me perform an awkward pause.
Some units are fitting in the general Warcraft races, and really work out good. And then there are those highly imbalanced abilities and weak warriors for a good amount of resources that make you wonder why you even trained them.
Red Dragon had that treasure ability which gave him 5 gold per unit he kills. It's overpowered, you could stack up thousand gold in... hm... 200 kills. Bitch, please.
Upgrades are, well, basic. You ripped the original ones, and haven't even bothered to add some customs other than "Gives acess to this ability".
You're somewhere in the middle with balance, while still lacking.
Overall: As much as you went wrong with the Gameplay, you improved on overall Balance, but still did some general mistakes.
The Legion -------------- 2/10
I clicked on the build button and saw, like, five different dragon shrines where each trains only two units in the same pattern, one ground and one flying, and always one Draconian and one Dragon (unless where there wasn't icon and recolored skin for your Draconians).
Their roles are always the same: Tank, Carry, Support.
I encourage people to always experiment more than they think they should, you did really nothing. Not a single spot to feel freedom.
Overall: You kept on the safe road and got hit by a truck, while I was honking you three miles before that.
Originality --------------- 3/10
When the game was on, I thought for a second that I got the original Orc race. Then I noticed that they were "Enslaved" and that their base was "Captured" from some other race. You can do a LOT better than that.
A partial ripoff of the Human race, with Orcish style. Even the shop has nearly same items. Replacing the regular units with dragons and making the weird selection on what's on earth and what's not.
There are always, like, two types of units: one draconian and one dragon, divided into five colorful buildings. Have you even thought of making something that's NOT a Dragon as warrior? Dragon Mistress, Draconian Queen, Searing Phoenix, ...
You did a suicidal atemt to create something that Warcraft hasn't cared to much about, the Dragons. If your execution was a lot better, you would win this.
Overall: Partialy ripped Humans with same gameplay.
Appearance ------------ 2/10
Buildings that are there because you couldn't find more models that you were able to relate with dragons, so you just used a weird slavement idea. If I was a slave, I would run away before the game even started. There isn't too much to connect with the dragons, except with vise choice of model's appearance. Icons are mostly badly chosen. Tooltips are loreless and boring (and lame, if it's about abilities), and some upgrades don't even have any tool or tip, or combined (!!!). What's with that style of using same units all over and over again? Oh, and that Knight sounded Draconian made my laughing and judging day.
Overall: Started to do visuals. Stop'd at 25%.
Total Score ------------- 15/55, which is 27% of the maximum score you could get, which gives you the rating of "Lacking (a lot)", and the ninth place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
8th place: Part207 |
Gameplay --------------- 4/15
A standard race, may I notice. Nothing new except the farm that can actually move around and follow workers, as it serves as a drop post for gathered resources, which I liked very much. Apart from that, really plain gameplay, the worst part broke on a low amount of repeteable units with overwhelm of abilities. I also liked the fact that you can also upgrade the Hero with those skills.
Overall: Simple and plain.
Balance ------------------ 4/10
Basics of balance used. There is a set of, like, six total units you can train, and there are some issues, like making the ranged units a lot better in damage dealing than melee carries, and better in tanking as well. Some simple abilities, like the Sea Turtle's Crushing Wave and Cloud ability had unreasonable high cooldowns. Having one spellcaster possess a set of four random abilities is not a good idea, since they won't be able to cast it all, plus AoE damage dealing abilities on low tier units is a fast way to counter any race without magical resistance. And you did it twice. Upgrades are very basic.
Overall: Issues with all units, mostly casters.
The Legion -------------- 3/10
Very plain. You got one melee damage dealer and one ranged damage dealer, one tank/siege unit, one ranged tank/siege unit, and two casters. And only one Hero. To be honest, I just kept training and upgrading those Tier 1 ranged units in order to win, they had, like, 25 starting damage and 100+ damage from Slow Poison. Hero has a nice combination of skills, as it serves for defensive purposes reliable on mana and charging up the spellcasters.
Overall: Monotone race with few units and one hero available.
Originality --------------- 3/10
An icy race, mainly made of Tuskarrs. There are several beasts they tamed, and that's it. There is a nice separation of roles, but I'm afraid that your race doesn't have too much to offer. Oh, and Kodo Farms are brilliant.
Overall: Could be a lot better.
Appearance ------------ 4/10
Well use of random models for buildings, from different races, but based on Orcs - good combination of models, icons and color. I don't like the main structure, or the Naga building, they really don't fit the theme, no matter how hard you tried. The problem with buildings is that you overscaled most of them, making them flood the base and block the view for nothing. I liked the names of buildings.
Units are a disaster. Six units share two similar models and icons, and it's incredibly hard to recognize who is who in the battle. The polar bear, okay, they tamed them, but what about a Sea Turtle - how it fits in your race?
Tooltips are more bad than good, very simple in a bad way, and quite uninformative. Same goes for buildings.
Your hero has misplaced button positions of his skills, since they were just taken from ladder internal ones.
Overall: Very basic, and very wrong.
Total Score ------------- 18/55, which is 32% of the maximum score you could get, which gives you the rating of "Less braging, more action", and the eight place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
7th place: Ender |
Gameplay --------------- 7/15
Huge ideas with fataly wrong execution. Really, the flying bases that can move around, connect to each other and spread further is a very, VERY original and great idea, but your execution and visuals really brought it down. It would be a lot better if the units themselves would move, without dummy units, and about escaping from enemy attacks, there's a fine option which disables fleeing (Can Flee - False). It's very hard to control the flight. There should also be "Attach" and "Detach" options for your buildings. When I want to move one, I don't want to move entire building base.
Those numbers that appear from time to time are REALLY annoying, I kept raging more and more.
Overall: Stunning idea, ruined by cheap execution.
Balance ------------------ 3/10
Imbalance pops out at every frickin' corner, starting with buildings and their ability to escape and hide where enemies can't find them. There should be some sort of limit for that, other than slow speed. Heroes have abilities that are seriously overpowered, such as the Detection skill from one the Heroes, which basically reduced armor by 30 for few seconds of channeling time, or the Mines which deal low damage and knockback 12 seconds AFTER you planted them. In 12 seconds, the battle can be over. Units are sometimes balanced, sometimes they get overpowered or underweakened.
Also, some units have low attack damage and incredible attack speed, and guess what would happen when they meet the damage reductors? 1 damage per hit.
Overall: A lot of variations in balance - not a good idea.
The Legion -------------- 3/10
Clearly separated roles. There are new units that require timing and tactics, and I like that, because it brings out the boredom and requires skill and precision. And then, there are heroes.
Ace has Summoning Skill, Evasion, AoE Damage Spell and a Steroid Boost.
Scientist has Delay AoE Damage Spell, Channeling Start INSANE Armor Reduction, HP to MP conversion and overpowered AoE Plague Spell. Where's the combo? Where's the sense?
Upgrades are focused a lot more on the upgrading single units other than a cluster of them. The organisation and distribution of roles among buildings is also, well, a fail, especially with those upgrades.
Overall: Tiring tactics and timing required to play the race. Five races required to defeat one Hero.
Originality --------------- 10/10
Incredible and stunning job with the buildings and units, especially with their abilities, really nothing more to say, great job. Great ideas.
Overall: Flawless.
Appearance ------------ 1/10
Buildings are overscaled and cover a heavy amount of screen, and if you add your whirling flyblades to the overall mess, you will get the point. That gold mining red laser is just ugly. Your idea of gnomes is to shrink down all units, well, next to the enormous buildings, they look very funny.
Effects are also overscaled, mostly the flying blades. A lot of variation in size brought your points down.
Tooltips are a living nightmare. Not only that they are writen badly, but they also lack vital informations. Especially the Heroes and ability tooltips, not to mention the upgrades.
You got a lot of wrong icons or models, displaying what they shouldn't: use matching icons for matching models, not a Mountaing King icon for a Gyrocopter. Same goes for upgrade icons, where I even saw a vomiting abomination which is supposed to upgrade defense against plague. Um.
Overall: Really lacking.
Total Score ------------- 24/55, which is 43% of the maximum score you could get, which gives you the rating of "Doesn't smell neither nice, neither bad", and the seventh place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6th place: kari0003 |
Gameplay --------------- 11/15
A nice idea to cluster the buildings near the primary structure. And also a very bad one, as well. AoE attackers and abilities will make you suffer a lot more than you should. Units that can be revived after their death with workers can cause some balance issues, but regarding their weaknesses and bonuses to enemies when they're killed got you back on the right way. Lumber harvesting is an intelligent and pretty nice idea - I liked that a lot. Buildings that damage enemies when they die is also a good burst of creativity, as well as the Heat perks, but as much as it helps, it causes heavy destruction to maps with high traveling system (read: big maps). Heat needs few better solutions in early game, to avoid heavy-duty problems that may ruin your map completely.
Overall: Tons of great ideas in one map, but could use some extra work.
Balance ------------------ 5/10
Units are quite imbalanced. You have a cheap, tier one warrior with more health than most tier 2 units of all races, even some tier 3 units! Overall, most of your units have slightly higher hit point values than they should. I know that this is meant to be like this because of heat abilities, but you could add some sort of prevention or cure for that other than one ability on the only mage in your race, and on one Hero. Heroes are mostly boring to play and rather weak against standard races. Oh, and that copy of Firelord isn't funny.
Buildings and their explosion can easily grind melee attackers, and some abilities of your units are very weak. Sometimes, it's wiser to get two units with different skills than make one with two roles. Those cluster buildings are dead when encountering AoE-type units.
Ash units and their revival caused the most problems with balance, making AI players ignore my workers in the background, who rushed in and revived, like, entire army in ten seconds, and for 1100 total gold.
Overall: Balance partially disappeared due to Gameplay's hunger.
The Legion -------------- 4/10
Rather boring and monotone. Units have high hit points, moderate damage, and abilities that are made in a such way that they usually don't compliment each other. Nothing new and nothing shiny. Roles of the unit classes are strictly separated.
Upgrades are kinda deja vu - nearly always upgrading a single unit, and not giving anything new.
Overall: Nothing much to say, monotone race when it comes to one.
Originality --------------- 3/10
Sharp and destructive race at first with all that heat and resource harvesting mods, but becoming more and more boring as the time goes by.
The Ash units are a 'Whamp!', as well as the precise building which requires tactics. Other than that, there's really nothing more to discuss, you got several huge ideas and executed them quite well, but totaly forgot about all those small details which are making a standard race - standard.
Overall: Few brilliant executions, and that's it.
Appearance ------------ 3/10
Silly buildings simply and harshly recolored to red, where in most cases, you can't associate them with fire. Workers are, well, weird. Sparks with their own mind. Units generally don't appear to have too much connection with magma. That frost dragon was just another "" moment. Icons are very weird, you had a nice stash of internal icons, but kept to the idea of rainbow iconsets, which is a bad idea. Tooltips have a lot of gramar issues, and sometimes, don't even say all the things that they should. Some even use the tooltips from general races - such as your Infernal using Grunt's tooltip. Names of units made me wonder why people don't have sense for creativity these days. Nothing to make me go "Oooh!" and "Aaah!" and live to tell that I got multiple orgasms from your custom race.
Overall: Sloppy.
Total Score ------------- 26/55, which is 47% of the maximum score you could get, which gives you the rating of "Doesn't smell neither nice, neither bad", and the sixth place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5th place: Xiliger |
Gameplay --------------- 10/15
When the game started, I was a little confused on what should I do. I sent workers to farm resources, and noticed the transform and build icons. It was a nice surprise. This offers a little harder way to build units at the begining, but it becomes a fast solution to invading enemies.
The Forest's Spirits ability - I'm somewhere in between with it. It serves as an incredible scouting tool, and for insane lumber harvesting, but since it's just another cherry on top of your gameplay, and I liked it's unique simplicity, I just got over that.
And why your main building isn't upgradeable? It's not increasing originality, it's increasing the factor where I want to give you a high five. In the face. With a chair.
And then I noticed that shitty upgrade at the Fountain of Life, which basically gave, like, 50% chance to reduce incoming damage by 5, which means an average of 2.5 damage reduction. Even for it's low cost, it was clear to me that not a single person would waste resources on THAT.
When I take a closer look, most of your upgrades are a real chaos, and are a lot weaker than they should be. You also seemed to divide the regular structures into two smaller ones, and it's a huge mistake. I kept clicking every single building just to keep saying: "Where on earth is that upgrade?!".
Organisation Level minus 2.
Overall: Extremely messy execution, but a great idea for the gameplay, as it offers a whole new way of strategies to combine and provoke.
Balance ------------------ 5/10
The Early Rush of any race is guaranteed to make you suffer a lot more than you should. You can stack up insane amounts of Ents and then transform them all at once - since even the best units have a low produce time, it can easily become quite imbalanced.
Upgrades are very weak, and offer practically nothing for their cost. The only ones that were worth - were the abilities ones.
Some units are crushed even by a Footman, some are capable of wiping out a large section of enemies, and some are so (under)powerful that I kept rolling over my eyes, and thought someone would say that one powerful and one weak unit make a balance, it's always a lot better idea to make two units with standard and balanced strength.
Overall: Imbalance that varries all around and is unexpected like Lady GaGa's next outfit.
The Legion -------------- 4/10
You have, like, this: Tanker, Tanker, Defensive Caster, Offensive Caster, Carry, Carry, Carry, Carry, Carry. Seriously? I would more like to see a set of units with different tasks in the battle, rather than 'sending tankers to cover carries, and leave casters in behind'.
One of Heroes is half spellcaster, half anti spellcaster. The second one is half tanker, half carry. Third Hero is half healer, half defensive caster. You need to stop separating what you shouldn't, and to be less daring when combining the total opposites.
Overall: Strictly ordered who should do what, not too many spots to experiment around. Heroes are weird combinations of totally opposite roles.
Originality --------------- 6/10
It's very hard when you get an idea to make a race, but that race already partialy exists, and is called the Night Elves. You just took out all purple Night Elves, left the Ancients, and added few Forest's Spirits. Buildings are combination of everything that associates to goddess Elune, not the forest and it's soul. Even the war units are reminding of regular Night Elven ones. No imports does not mean "not a step away from the base concept", but you seem to did a good job at transfering the universal race concept at your race.
Overall: Ripped Night Elves with new gameplay.
Appearance ------------ 3/10
I just laughed at those silly visuals. Most buildings don't even have too much connections with Forest, not even with it's primal elements (Water & Trees). You even used regular Night Elven buildings with purple roof and statues of lost heroes, and I bet you regret it now.
Tooltips are quite strict and loreless, with a lot of grammar fails. Those tips nearly made me do the exact opposite. There are few units with wrong icons, and I noticed that the Well of Life (which plays the exactly same role as the Moon Well building, by the way) has the Moon Well icon because your primary structure shares the SAME model (with the only difference being in variation of flying faeries and water's colors), which returned that "Ugh" factor back to me.
I nearly forgot about those weird animation walk speeds. Some for flying over big distances in two steps, some moved that fast that I started to imagine their legs within a circle movement, like in cartoons. You might also take in consideration those Missile Launch/Spell Casting times.
When ranged Ents started to attack, I was wondering why you don't have any missiles. And then I noticed those little glittering models that were hurled by large trees, usually in the weirdest colors and themes. Big orange tree hurled tiny purple tears (DoTT's Missile), while grayish green hawk-tree attacked with little light blue birds. Next time, when scaling down the large Wc3's models, check off the "Scale Projectiles" option.
I was in "The fuck?" stance after I saw those Entangling Roots spawn on buildings and making them look extremely funny.
Sounds are the worst part of this race.
Oh, for the last killing sentence, since you used the Den of Wonders model, there is an icon under the hidden path "BTNDenOfWonders" you just might want to check out before using same icons again, for different models, in the same builder option.
Overall: Where are visuals?
Total Score ------------- 28/55, which is 51% of the maximum score you could get, which gives you the rating of "Nice, but could be better", and the fifth place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4th place: GhostThruster |
Gameplay --------------- 11/15
Great idea to give the cheap workers with a lifespan, I liked that a lot. The Wagons that harvest gold, I think that their steal ability is completely useless.
You did a great example on originality by improving gameplay with tons of new systems, such as the loading of Engineers to allow units special abilities and attack.
Tech is also a nice addition, thought it got busted due to tooltip's uninformativeness.
The Alchemist Hero and the Goblin Engineers that can be leveled up and thus replace the Heroes are also a fine mod.
All in one, a set of great systems that made your map flow with a new pace, thought there isn't too much to train/upgrade/build.
Overall: Low amount things you can do, but great systems anyways.
Balance ------------------ 6/10
You basically have, like, 5 units in total that can attack, and most of them require an engineer, which can cause some troubles in late game. The Land Mines are overpowering in the begining, as not too much races can get an invisible unit detection, and since their mana cost and cooldown are so low for such damage, they cause a lot of problems and give you a heavy-duty advantage.
You don't have required units to unleash a powerfull attack at an enemy, and you lack any sort of defensive building, other than the Kamikaze Goblins or Land Mines.
Units are well balanced in field of damage and hit points.
Overall: Balance crushed with low amount of created units.
The Legion -------------- 3/10
Division of units is very clear, there are units that serve only for offensive or only for defensive purposes, and Hero with some minor skills. Nothing else, really, making it plain and single colored. The whole race has only *three* upgrades available.
Overall: Very simple, in a negative way. Nearly 10 units in total.
Originality --------------- 7/10
Purchasable workers with a lifespan, refreshable buyable units with stock instead of training time, engineers that need to mount them, Tech levels: everything got you a positive grade.
However, there's also not too much to judge in this, since the whole race contains of 'round ten units.
Overall: Good START, you should have developed more units.
Appearance ------------ 4/10
Icon and model choices are good, tooltips are also well done, except the fact that the Research Lab should mention that "Every Research Lab built further increases your Tech Level, up to five levels".
Apart from that, really nothing more - you have the basics of basics.
Overall: Standard set of visuals.
Total Score ------------- 31/55, which is 57% of the maximum score you could get, which gives you the rating of "Nice, but could be better", and the fourth place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3rd place: AstarothZion |
Gameplay --------------- 11/15
I like the fact that you get free towers and farms just by building structures and waiting. This weights off a lot from my shoulder. I also like the idea that the main structure is protected within a castle wall, and requires the gate to be smashed. I like the brand new and fresh ideas. But what I like the most is the upgrade system, which improves your units when they get enough experience. This, however, has a drafback, your workers are sometimes upgraded to warriors without even knowing it, and the newly improved units loose any of the orders they had before, such as harvesting resources. Apart from that, there's not too much to see.
Overall: Provocative idea, which resulted in a sucess.
Balance ------------------ 6/10
The first "problem" occurs with the first structure built. The free farms and towers it provides every (half of) minute can be upgraded for a cheap cost. Knowing the fact that most players forsake the buildings and farms until they really need them, this is a major buff which needs some tweaking. Also, the buildings upgrade with time, but their upgrade cost is far too expensive compared to waiting time.
The second and final problems appear to be the Heroes themselves. You have two heroes in one, meaning a set of 10 different abilities to be casted, and all of them are greater in power than standard races are. This is also happening with the other Hero, the Steam Tank, which is kinda weird choice for a Hero, but it's in the Visuals anyways. The third Hero, the ranger, is a real defensive bomb, my favorite hero so far in the entire contest.
Units are mostly well balanced, some of them are neglected in the fields of strength against the same tier creatures from other races. Some abilities are a little too powerful.
Overall: Well balanced, with an exception of free buildings and heroes.
The Legion -------------- 5/10
Heroes that can change role in the hearth of the battle is a good idea, but it ended up as a too optimistic experiment, as it can cause some troubles with new players and balance. Some abilities don't fit the themes of the heroes, which you noticed too late - when the time was up. Units are divided properly and have a good distribution of abilities and roles. Buildings are fine, except the fact of overexpensive upgrade costs. And the upgrades are rather simple and provide not too much difference from the original factions. The unit abilities seem to not be too much intuitive, you played on the safe road and forgot that what makes your race yours, is you.
Overall: Basic, needs more experiments and intuition.
Originality --------------- 8/10
Great ideas, great execution, but lacks something that will make it completelly different from the opposite factions. It reminds me of combined humans and orcs a little.
Overall: When all falls to one, from five stars, you would get clear four.
Appearance ------------ 7/10
Good tooltips, good icons and good models in most cases.
There are some issues with placing houses and towers behind structures, making them hard to click without screen rotation. Some of abilities got Active buttons for Passive skills, which is a great flaw in my opinion. Upgrade icons also sometimes just don't make no sense (like trident icons that were supposed to be arrows).
Good choice of size and overall model selection. That XP system could be executed with a finer, smoother note, rather than a sudden and sharp popup.
Apart from that, there's nearly nothing more to make me fall in love with the visuals of your race.
Overall: Good, but again, needs more intuition.
Total Score ------------- 37/55, which is 67% of the maximum score you could get, which gives you the rating of "On the right track", and the third place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2nd place: overcold_ice |
Gameplay --------------- 12/15
With the most unique idea at this contest, you really hit the spot. Creating buildings that are depending on mana and sharing them away with portals that drain it. The only problem is the early attack, for which you will need a defensive tower or two with upgraded multishot. Lumber and gold harvesting impressed me. Stunning work with the unique factor. However, there are few flaws I must mention. You can't rebuild your main structure if it's destroyed. If everything else is destroyed, Magic Portals can still linger around, and since they don't provide any vision, if it's your last building, you're doomed. Gold can be mined from the gold mines even after it runs low, making it go forever in the negative value.
Oh, and there should be some sort of passive tree harvesting. First time I played with your race, I was left with one Magic Portal and 40 lumber (notice the irony), unable to upgrade it to anything. Enemy creeps were running around like idiots, unable to defeat me.
Overall: Stunning, unseen and brilliant idea, with minor bugs that should be fixed.
Balance ------------------ 4/10
I am not sure how to define your balance. You have no units (other than summoned ones), and you can only attack the enemy with the buildings which are generally quite weak against creatures with damage resistance (such as Mountain Giants), since summoned units can't do much, even when stacked.
Ice Wraths are really good at wreacking havoc at the enemy's empty base, lava spirits for distractions and anti fast killers, and lightning revenant is a good DPS against crowded units. Early rushes will damage you greatly, late rushes will completely crush you if the enemy stacks up damage blocking.
The fact that you can mine gold and lumber at an incredible rate but you lack on serious offence, makes me see this race as a set of buildings around a Gold Mine, protected by allies, while I send them resources.
Overall: In a need of a lot better protection and offense against Early Rushes and Damage Blockers; Resource harvesting is insane.
The Legion -------------- 8/10
Units are coordinated and each of them plays a special role in the team. It's clear that if one building is down, all others get weaker. However, there isn't too much spot to feel freedom, and there aren't upgrades that affect the leading parameters of the race's role. The offensive towers are rather weak and can't stand early rushes. There aren't too much units around to build and pick from.
Overall: Coordinated, with multitasking - in a good way. Could be better.
Originality --------------- 10/10
Never seen or even thought of a concept like this - great job, I have to admit. Everything, from resource harvesting, mana distribution, special summoning skills and actually useful upgrades - everything is done flawlessly. Impressive work.
Overall: Flawless.
Appearance ------------ 7/10
Good choice of icons. Tooltips are done good as well. Effects are astonishing. It blew my mind just to see how the towers harvest gold, the curved movement and the effects and sounds that hit straight into that crystal. Incredible. Same goes for the lumber harvesting and mana distribution, thought I would reconsider to change the models of two effects to match the resources transfered. For gold, pick something yellow, for lumber green, and for mana, leave it as it is, it's good that way.
The thing that ruined the whole concept are the models. Far from the fact that the buildings are not good, because they are, but the scaling and tinting made the whole base look overcrowded, because you don't waste any pathing block with this race. It would have the better effect to scale them down, use more gentle colors, and play with attachments a little.
I am looking forward to see this race updated.
Overall: Stunning concept, ruined by the beginner's mistakes with scale and tint.
Total Score ------------- 41/55, which is 74% of the maximum score you could get, which gives you the rating of "Glorious", and the second place out of ten on the scoreboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1st place: Kingz |
Gameplay --------------- 12/15
When I think of a race and how it starts, I usually think of sending three builders at the gold mine, one at trees, and one to build structures. However, your gold mine is mining itself, as well as the lumber harvesting (Souls), which doesn't harvest lumber at all, and leaves it away from any needs of your race, creating a brilliant atempt of making the gameplay unique. What bothers me, however, is that the souls you used replace the lumber for all players, thus making the system a little bit complicated to play in the multiplayer. Since this isn't a problem without solutions, you still got some points.
One more think that made me interested are the cults. By selecting a cult you like, you will gain certain benefits, at the cost of replacing the other two, which is a great idea. Your buildings are a real hit, you can even use the teleporters to move your army across a good deal of map, avoiding battles and ambushes, and striking enemies from the back, caught by a surprise.
Overall: Very good execution and base idea, even better with the smaller changes you applied where each of them compliments others.
Balance ------------------ 7/10
Units are well balanced. If they lack on defense, they have offense. If they're casters, they have abilities that suit their statistics. There are units for both single unit slaying, and mass harrasment. There are units designed to protect other units, which again, aid the first ones. However, the auto-farming of resources can cause a lot of trouble if not developed well. The only flaw is that most of the buildings have the same hit point value (800 or 900), which is weaker than the standard Warcraft III races have, and since there are not guard towers to protect them, overwhelming your units with mass attackers and siege units will result in your doom. All in one, nicely done.
Overall: Starter's insight at how this contest should be done.
The Legion -------------- 10/10
All of your units are doing very well with each other, rather than separating the roles strictly. There are a lot of multi-role units: both casters and gankers, tankers and supporters or supporters and gankers. Your stabile upgrades and Demon Rage abilities are just a cherry at the top of the cake.
Overall: Perfect distribution of abilities and roles.
Originality --------------- 8/10
A race that litterally rains hell over their enemies. Thought I saw countless Fel Orcs and Burning Legion races, I never saw a Hell Race. Combining the true elements of the hell, along with the deadly sins, you got a real jackpot. Self mining resources, builders that serve only for speeding up the resource gain and building of towers, the teleporting structure, brilliant upgrades and the Demon Rage skills - everything is classy but done in a such good and fitting way for your race, that it can easily stand next to the standard Warcraft III races. Clever use of in-game resources.
Overall: Nothing new, but at the same time, everything new. Good job!
Appearance ------------ 8/10
That incredible building animation made me go "WOW! Look at that!". A simple proof that small things in visuals can make your race look stunning and like it's a default race in warcraft. The only lacking thing are the tooltips for heroes, in which you (it appears) forgot to place the Warcraft III coloration and style, since you already started those. Perfect colors of iconsets, good usage of icons to match abilities and great distribution of roles among your models, which fit them perfectly. The whole race has that Purple-Red-Green theme of Hell, and I really like it, it looks better than if you were to place only Red-Orange-Yellow colors. Good missiles, good speed, attack animations, great everything but one more thing: those orbs at the gold mine and it's coloration really hurt the eyes. Something less fancy and not so strict would be better. Quick suggestion if you plan on releasing this race: maybe you can make it go from gentle purple to gentle red, to make it pulse.
Overall: Except Hero tooltips and minor tinting problems, everything is done well.
Total Score ------------- 45/55, which is 81% of the maximum score you could get, which gives you the rating of "Astonishing", and the first place out of ten on the scoreboard.
Final Calculation Formula:
((Poll Votes / Total Poll Votes) x 30%) + ((Apheraz's Results) x (70% / 50)))
Final Scoreboard, sorted in descending order:
Kingz: ((3 / 54) * 30) + ((45) * (70 / 50))) = 64.6
overlord_ice: ((2 / 54) * 30) + ((41) * (70 / 50))) = 58.5
AstarothZion: ((3 / 54) * 30) + ((37) * (70 / 50))) = 53.4
GhostThruster: ((7 / 54) * 30) + ((31) * (70 / 50))) = 47.2
Xiliger: ((1 / 54) * 30) + ((28) * (70 / 50))) = 39.7
kari0003: ((3 / 54) * 30) + ((26) * (70 / 50))) = 38
Ender: ((7 / 54) * 30) + ((24) * (70 / 50))) = 37.4
Part207: ((0 / 54) * 30) + ((18) * (70 / 50))) = 33.6
Wazzz: ((28 / 54) * 30) + ((6) * (70 / 50))) = 23.9
WerePhoenix: ((0 / 54) * 30) + ((15) * (70 / 50))) = 21
1st: Kingz
2nd: overlord_ice
3rd: Astaroth Zion
4th: GhostThruster
5th: Xiliger
6th: kar0003
7th: Ender
8th: Part207
9th: Wazzz
10th: WerePhoenix
2nd: overlord_ice
3rd: Astaroth Zion
4th: GhostThruster
5th: Xiliger
6th: kar0003
7th: Ender
8th: Part207
9th: Wazzz
10th: WerePhoenix
Contest | Poll