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Techtree Contest #6 - Results

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No Imports
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).



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Gameplay:

+Fun to spawn units on the go
+Neat combination of possessed units of different races and the Ghost Ship is also a horrific idea
+/-A lot of micro management is required with for example the Warlock, having to use his 3 skills at the right moment and also positioning the skeleton warriors and flesh golems at the front and the mages and archers at the back, although you could also say too much management is requied, seeing how you need to take/summon spectres at the same time to summony your high-tier units
-It gets really frustrating after a while due to balance seeing how all of the units are quite weak
-I was expecting some ability for the Ghost Ship, considering how it's higher tier unit and it has a high cost: For example a powered up canon skill
-Boring heroes, especially The Leveller, she doesn't even have active skills.
-No message telling you that you don't have enough resources to summon the specific unit and thus -> frustration
-Human Sorcerer's Channel isn't even a channeling spell and feels quite random, the smoke gets created at some random nearby point
(-1) Haunt Gold Mine crashes the game
(-1) Crow crashes the game
(-1) Inaccessible high tier due to low mana cap


Points: 3/15

Balance:

+Control towers are cheap and seeing how you can only build 2 types of buildings, it's easy to spam them, so there's no need to worry about the 1 maximum corpse per control tower
+/-Weak heroes, The Leveller can do absolutely nothing and the Reaper has a weird combination of skills, Force of Nature doesn't even what it's supposed to, it actually sends souls to corpses to summon them and doesn't use the destroyed trees. His Blink and Illusion skills are useful and fit together, especially when trying to initiate a fight, however his Entrapment skill is just useless with its 30s cooldown and seeing how squishy the hero is, you can't really constantly use it.
His 1s cooldown Blink is also too overpowered and can render him almost invulnerable.
-The summoning range is infinite if I'm not mistaken, so it literally goes searching a really far away corpse.
-You can rush quickly by building a control tower near the enemy's base and summoning skeletons
-Skeleton Warriors can chop down wood, allowing way too early cutting through of wood areas and also allowing the player to make new passages way too early
-Missing Air Defense Tower + the zombie's not really that powerful
-You can only have one necromancer and thus it's hard to decide whether to take him with you to combat or to leave him in base
-Too high costs, the Ghost Ship for example also requires a spectre and yet they're extremely weak
-A dead necromancer is basically game-over and due to him being the only necromancer in the game and that you can't revive him/produce more necromancers, there's a lot of focus on him
-Scroll of Town Portal can't even be used
-No lockdown skills like real stuns for any of the units or heroes
-Overall the higher tier units are all quite weak, both damage and HP wise, especially the Wraithlord's concept, it requires 3 spectres (WORKERS) to summmon him and while he has high damage, his movement speed is really slow, as well as his armor, so he can get killed pretty fast. (-> Some skills for him would have also been nice, I'd say one similar to the Faerie Dragon's Phase Shift for survivability and also some charged spell that deals damage in a line)

Points: 1/10

The Legion:

+Some of them play different roles, the idea of having a ranged and a melee skeleton warrior for example is neat and opens up multiple strategies, also the flesh golem serves as the superior tank with his summoned zombies on death
+Night Elf Assassins can be useful when mass produced to harass the enemy mid-game with their invisibility
+The Orc Warlock is a great support, with his healing ward and attack damage increase
-Ghost Ship could have been a nice addition to the overall legion, serving as an anti-air unit, however due to its lack of skills and low damage+hp, it's useless.
-Wraithlord is also a bit weak, due to his slow movement speed, lack of any skills and also quite a slow attack speed. Thus he's not exactly a great addition to the synergy of the legion, he could kind of serve as a catapult in this case maybe, but his cost is way too high and thus you wouldn't really want to waste too much money on them

Points: 6/10

Originality:

+Neat idea of using corpses and mana to summony your units
+Everything is done through a single Necromancer, from upgrades to unit production
+/-A very mobile race concept, could be easier and more fun if control towers produced more than 1 corpse so that you could move with your necromancer around and quickly build towers at enemy bases, then spawn your army
-Resembles other races a bit: Unsummon building (Undead), Spectres (=Wisps), Faerie Fire (Night Elf), Haunted Gold Mine (Undead), etc.


Points: 6/10

Appearance:

(~The 2 single buildings fit together, but 2 is not a big number and so it's not gonna affect your points)
+The spirit animation system works smoothly, I like the way it goes searching for a corpse and then enters it
-The different units fit, except for the Wraithlord, possessed human and possessed night elf, their models just stick out too much
-Messy icon positioning, put the available upgrades at the top and the ones that require the next tier below them
-Reaper's Shadow Clone and Blink change icon positions when learned
-Messy tooltips indeed, it's not really that funny and it's quite hard to read. (Especially when you have to find out what "120/25/5" means when you're using a complex summoning system, you shuold have written something like:
Role: Caster/etc.
Gold: 125
Wood: 25
Food: 5)
-The dead Necromancer can mount a hippograph? (->He obviously can't so remove the skill from him)
-Missing icon for Mana Capacity
-Entrapment has a missing learning tooltip
-Misleading tooltips, the Human Sorcerer's "Channel" doesn't even tell you what it does, a lot of the copied skills don't even have changed names and tooltips, the Reaper's blink still says "Warden".
-Wraithlord leaves footprines in the air :p
-You could have used Barrage/Burning Oil for Flaming Arrows, they're both passive icons and also fit
-You also could have used Command Aura for Elune's Grace

Points: 0.5/10



Overall: 16.5/55

Gameplay:

-Tribal Totem doesn't count as a main building (->Revealed after some time)
-Meal Hall doesn't even have any upgrades (misleading tooltip)
-Gatherers go to a kodo even though the main building is closer
-Only 1 hero, I'm fine with at least 2 heroes for other entries, but 1 is just lacking and closes a lot of doors leading to more army customization
-Units that get skills later on through an upgrade should still display the skill so that you know they can have that skill, quite frustrating to find out later on that your low tier units can have actual skills
-Overall, due to the randomness and complete weakness of the race, it's really frustrating and no fun to play the race, the hero's utterly random and isn't exactly that useful and there aren't any high tier units with high damage and hp

Points: 0/15

Balance:

+/-Preserver gets bonuses from weapon and armor upgrades, which is rather uncalled for a hero, but considering how useless it is, at least he deals some damage
-Which brings me to my next point, Preserver is just so useless, weak, squishy (even with upgrades) and his spells are so random, all he can do at this point would be to support the 2 mage unit types with a mana aura and his ultimate to protect his army, but considering how squishy he is, he wouldn't be able to cast his ultimate often
-The Pack Kodo idea is way too imbalanced, you don't even need to bother building an expansion building, just make a kodo in a short time and get some workers with it to a mine and boom
-No hero limit
-Sea Turtle's Crushing Wave has a 100s cooldown, I mean seriously it's not even that powerful
-The race's shop contains a lot less items compared to other races
-Cearcaster and Stormlord have too many spells for being simple units, they may be the mage unit types of the race, but it's still hard to control them and to constantly use their 4 spells at the right time
-No tech tiers, high tier buildings are unlocked immediately by building some low tier buildings
-The race is missing unit types similar to NE chimaeras, undead frost wyrms, etc... Meaning that the race is just lost in end game and even in mid-game, considering how it doesn't have any powerful units. Also the giant sea turtle and polar bear don't even benefit from upgrades.

Points: 0.5/10

The Legion:

+The 2 starter unit types, melee and ranged are there to support the hero with creep camps
+/-The basic unit archetypes are there, melee tanks, ranged damagers and mages both for support and damage, except for powerful end-game units
+/-he Sea turtle is an upgraded version of the Harpooner and so is the polar bear of the scout, which is intended for mid-game, however the sea turtle doesn't have that many differences when compared to the harpooner, it just has 50 more hp and also has less damage and armor
-Not a single flying unit for harassment, etc.

Points: 3/10

Originality:

+/- Besides the Pack Kodo idea, which is kind of new to warcraft, but not a recommended feature since it can be quite imbalanced, there are no other unique features

Points: 1/10

Appearance:

+The unit models all fit, it's some kind of ice/north pole themed race
+/-At least some good tooltip structure, but this a lot of messy ones, you've often forgotten to add spaces after a comma
-Meal Hall's tooltip doesn't contain upgrade names, but ???
-Supplies has an active icon -> Attribute Bonus/Pillage
-Scout has the same icon as Gatherer
-Night elf main building, naga hero spawner, tuskarr units and creep mercenary camp? How did you even come up with that
-Tribal Totem is way too big, it's as tall as my 1920x1080 display
-On the other hand Hot Spring is way too small, you'd almost think it's a farm
-Cearcaster and Stormlord have the same icon
-Forked Lightning and Monsoon have the same icon -> Chain Lightning Icon for Forked Lightning
-Wrong spell icon positioning, I mean come on, since when is your ultimate at the position of a normal skill?
-A lot of the spell tooltips aren't even edited, Big Bad Voodoo would be an example

Points: 2/10


Overall: 6.5/55

Gameplay:

+QWER hotkeys
+Fun spec changing mechanic, opens up a lot of options, both tank and offense
+The ambassador is an excellent support hero and can be very useful with all of her 4 spells
+Fun way to mix up the spells with boosts
+A fully upgraded base makes you feel like you've built an empire and it gives off an epic feeling
+You've actually forced the player to get all 3 of the heroes, seeing how they can really change the course of the game with their really useful spells, the Blood Knight being an excellent tank and damage dealer at the same time, the ambassador being extremly supportive and the Steam Tank allowing for anti-air protection and ranged damage
-Exorcism and Blessing of Might have the same hotkey
-Different buildings spawn different types of farms, just spawn one type of farm so that when you double click one, all of them get selected
-Quite frustrating when your army has been demolished and you have to wait for your units to get upgraded again
-No current xp/max xp indicator, so it's pretty random for the player to just be waiting for a building to level up (or a unit)

Points: 8/15

Balance:

+Choice between 3 types of tower types
+Easy to fortify your base with all the towers
+Anti-air mode for Steam Tank can be very useful when you're being harassed in base for example
-Ranked up workers become militia, which is definitely not needed, when the 5 only workers you have upgrade to soldiers and stop gathering gold and you're upgrading your main building, then it can get really tricky to actually do something
-Blood Knight loses his current xp when changing specs
-Do not remove 100 HP points when you change your Blood Knight's spec, first off it's not even written in the tooltip and it actually killed my hero when his hp was low while I was changing his spec
-No main building upgrade is required to train your secondary/third hero
-The food cap is still too low, even with a lot of upgraded farms, either increase the amount per farm by more than 1 point or buff upgraded farms
-The race overall is weak end-game, even with its upgraded soldiers, etc.: First off, it takes some time for your units to actually upgrade, so you need more time than other races to recover from a battle. Then you even have to wait for your unit production buildings to level up, it would have been better if they upgraded when you upgraded your main building. Also you should give the player the option to choose between a male and a female apprentice, seeing how sorceresses have completely skills than priests.
-Elite units like the sorceress and priest have too many active spells, they require too much management
-Mass Blink has a too short cooldown
-People's Army level 1 grants the player useless workers, you really are not going to need workers in combat

Points: 3/10

The Legion:

+The priests and sorceresses are both nice additions, the priests being extreme supports and the sorceresses having all kinds of debuffs and lockdowns
+Upgraded melee soldiers can be used in combination with upgraded archers, the soldiers being able to tank and keep the enemy at bay while the archers slow them down with frost arrows and a non-support hero like Steam Tank or the Blood Knight can deal high damage
+The Ambassador's movement speed aura allows for advanced harassment with a group of archers, allowing you to harass enemy units and quickly escape
-Missing giant unit with high HP, like the NE giant or the Undead Abomination


Points: 8/10

Originality:

+Upgrading system is neat, you don't have to bother with too many building options, the workers take care of the important buildings and buildings like farms and towers are all taken care of over time.
+Master Trainer idea is neat and he becomes a really important asset
+Interesting Targeting System idea, where you actually incorporate the Steam Tank hero with the base
-Too many similarities with other races, the marketplace has the same items as the human race's shop, the sorceress has similarity with the Human's Sorceress (Slow), Militia unit from the human race, tower types are all the same as the human race's, the Ballista (=NE Ballista), etc.

Points: 5/10

Appearance:

+Well written tooltips with the necessary information
+The buildings all fit together, as well as their upgraded models and the towers and farms around them make them look exceptionally awesome
+The XP text is small and readable and doesn't really bother the player
+/-The unit models all fit together, but I would have prefered the royal female model for female apprentices (->Blood elves all have blond hair)
-Replenish Mana creates a pool next to the priest and it looks quite weird when he's moving
-Some typos, there's one in Mass Teleport's title for example
-Master Trainer has an active icon, you could have used War Drums or Unholy Aura
-A trident icon for the Iron Arrows upgrade doesn't fit, you could have used Steel Ranged Weapons orStrength of the Moon

Points: 6/10

Overall: 30/55

Gameplay:

+All of the heroes are fun to play with, their skills have neat effects and are satisfying to use
+The different unit variations allows for a lot of strategies, you cuold spam Ent Overseers with Ent Mystics or Guardians of the Forest with Stone Dwellers and the battles can become very epic with all of their individual roles
+Forest Spirits for gathering wood can be quickly cast and they'll automatically search for a tree, so you haven't made it too complicated and time consuming
-The main fountain does not count as your main building and thus you get revealed after a while
-Illuminated Healing only heals one nearby friendly unit
-Spirit Elk and Starfire have the same hotkey
-Cover of Dark doesn't make nearby units invisible
-Combustable Mana drains friendly mana as well

Points: 9/15

Balance:

+Even though transforming ents into low tiered units is quick, you still have to build a specific structure to be able to even transform them into something, so the player does not have an early advantage
+/-The overall stats are good, except for Guardian of the Forest's HP, it's too much for him and he actually costs way less to train. Stone Dweller is supposed to be the tank and Guardian the damage dealer
-You can train as many heroes as you want without having to research a tech
-Reduce the Well of Life's mana cap, Forest Spirits can easily be spammed and thus the player has too much wood
-Ancient's Tree Stomp is too overpowered, it allows you to access areas too easily
-Ent Enforcers should have more HP than Ent Ravagers, since they're the melee tanks and the ravagers are the main squishy damage dealers
-Ultimate Forest Spirit should have a tree limit, it can be quite op with a lot of trees nearby
-Giving the basic 2 units Ent Enforcer and Ravager those passives is a bit too op, especially early in game
-3 upgrade buildings is a bit too much, 2 would be the limit, you could give those Ancient upgrades to the main fountain
-Missing Defense Tower, there is siege mode, but you have to do some upgrading first

Points: 2.5/10

The Legion:

+You've linked the Ancient with Spirit Owls, so the Ancient is basically the main end-game unit that you should definitely make and then in combo make a group of Owls for anti-air, while rock dwellers tank and guardians of the forest and ent overseer deal the highest ground damage
+The 2 basic early game unit types are there, Ent Enforcer and Ent Ravager, the one tanking for the hero while he's farming creeps and later on Ent Ravagers for more damage to take down yellow camps
+Ent Destroyers serve as great base demolishers with their long range, but only when you've researched their siege mode
+Support units are also available, the Ent Mystics, healing units and granting them buffs
+Nice hero variation, Spirit of the Forest is a good healer and support, Spirit of the Ancients is a great melee tank and Spirit of Wisdom can both be a great damage dealer, but also good for harassing the enemy workers for example with his ulti
+/-A second tier of those units is available for mid-game, Stone Dwellers and Guardians of the Forest, both of them stronger versions of the Ent Enforcer/Ravager. Although you could almost say that the Ent Overseers are better and actually cheaper versions of the Stone Dwellers, dealing extra fire damage, costing less gold and having better armor. Stone Dwellers are only good against a group of spellcasters, due to their spell resistance

Points: 9/10

Originality:

+Transforming workers into warriors is a cool idea and can opens up a lot of strategic options
+Forest Spirits skill for gathering wood is also awesome and handy, allowing for emergency wood gathering while you don't have any ents ready to gather wood since you've transformed them into warriors
-Besides those 2 features, it still feels too generic and you'd be expecting more unique features, the second one for example is quickly overshadowed since it's not that groundbreaking
-Some similarities with the Night Elves: Forest Spirits creating a wisp that gathers wood without destroying it, Ent Destroyer siege mode (Ancient Protector), etc.

Points: 5/10

Appearance:

+Overall no icon positioning problems
+Swipe has a neat effect and animation
+Nice use of cancel icon for turning off autocast for Nature's Protection
+Readable and well written tooltips
+All of the units, icons and buildings fit together and aren't really random
+Amazing Ultimate Forest Spirit effect
+/-Burning Bark's effect is cool, but it doesn't go away after a hit
-You shouldn't have made the ents so small, for one thing they look QUITE weird and also it's sometimes hard to select them
-Ancient's Hall and Lore of the Ancients have the same icon
-Spirit of the Forest has a bird's voice
-Ents have a wisp's voice
-Guardian of the Forest does not deal splash damage (misleading tooltip)
-No timer above a transforming ent
-Spirit Elk has a wolf's voice
-Spirit of Wisdom's model can be a bit confusing, you'd almost think he's invisible

Points: 6/10




Overall: 31.5/55

Gameplay:

-You can only train one hero
-Green Dragon can't even use Burst due to his low mana cap
-PENALTY: The worker keeps refusing to build something and all of a sudden after a million tries does it
-PENALTY: Captured base doesn't even count as a main building, so you get revealed after a while
-Dead Dragon's ulti is the same as the ability that the green dragons have: Burst
-Not any fun whatsoever with all of these stupid flying dragons and no originality, especially the random hero concepts and your entry not having any original idea whatsoever

Points: 0/15

Balance:

-95% of the race's units are flying and the ground offensive dragons are completely useless and weak
-Too overpowered: If the player manages to gather enough wood then he can already spam flying units in the beginning
-You can't even build a unit production building until you've built the upgrade building first
-No defense tower

Points: 0/10

The Legion:

+The dragons have different roles, some of them have a mana shield and a taunting skill making them tanks, while others have invisiblity and higher damage
-The ground ones are all pretty much plain melee units with no skills, except one of them has higher damage, while another has moderate damage and hp and the third one has higher hp


Points: 5/10

Originality:

-So basically it's a mix of human and orc: Workers can call to arms (humans), buildings are built the orcish way (Orcs), the base building and resource gathering has literally nothing special, it's the exact same thing as the orcs and humans
-The shop sells the same items as the human shop
-A faerie dragon with a flame strike and a snowstorm, how did you even come up with that? It's a faerie, not a chimaera
-5 dragon production buildings and they're literally all some random dragons
-Not a single unique system (resource gathering, unit production, hero systems, unit systems, etc.)
-/+What's the Dead Dragon's concept anyway? He can become invisible and deal extra damage, blink, deal damage to attacking units (Fits the spikes on his back, but why would you give that skill to a ranged hero?) and an ulti that increases your attack speed: He can't deal high damage, he can't tank, all he's good for is escaping and at least harassment, but it doesn't even fit a dead dragon

Points: 0/10

Appearance:

+Good tooltip structure at least
-Disgusting description of the different dragon spawns, they don't tell you a thing about what they do
-The dragons are all really similar except for their colors and you can easily confuse the role of a specific dragon
-A neutral hut, orc farms, naga altar and dragon spawns, I don't really see the resemblance here
-No upgrade tooltips
-The tooltip says "Green Dragonspawn" but the unit's name is "Dragonspawn"
-Bone Dragon has a burrowing icon?
-Bone Dragon doesn't have an effect
-Dead Dragon's Burst doesn't have a learning tooltip
-Typo: Train Black "Dagon"
-Ground dragons have the human rider's voice


Points: 0.5/10



Overall: I refuse to even give you an in-depth review, this is just made without any effort or any originality whatsoever.

Overall Points: 5.5/55

Gameplay:

+Fun to manage your heat level by either taking a lot of fire mages along or training the Keeper of the Ethernal Flame hero
+Building your structures around one giant volcano makes you feel epic and your base safe, seeing how everything is close together
+A lot of strategies available, you either go mass archers with warriors or lots of Phoenixes to harass the enemy and later on Fire dragons with lava heavies to lead bigger battles.
+The Lava Spawn's Soul Image is hilarious /o/
+/-Deathwing is truly an epic end-game unit, but his only skill is a bit boring and déjà vu, a massive skill with burning effects would have been more epic
-Grunt and Burning Warrior have the same hotkey
-Volcano Shelter and Stoke Hole have the same hotkey
-Forstfire Controlpoint's hotkey doesn't work
-Lava Fountain requires blight to be built on
-Speed of Light hotkey doesn't work
-Destroy Building hotkey doesn't work
-Phoenix training hotkey doesn't work
-The circles around the volcano that transform into the main production buildings should have a self-destruct skill after being transformed, so that you can destroy them and build something else
-The Fire Mage's attack delay is really annoying

Points: 8/15

Balance:

+The overall unit balancing is great, similar to other races, first off weak units to allow for early harassment and creep killing, then mid-game units with moderately high damage and more hp, then for end-game high damage flying units
-Wildfire has a Chaos Attack Type, never give a hero a chaos attack type: Chaos renders units with any armor type vulnerable
-Volcano Temple and Fire Tower cannot attack air = No anti-air base defense building
-The initial Deathwing buying delay is way too high (920s)
-The wood cost is too high, first off you should increase the amount of wood gained or at least make the fire gather wood faster and also reduce the amount of wood that is reduced to maintain the units alive, it is just insane
-Reburn is a bit too op and should only be usable on weaker units like the burning warrior and burning archer
-Also dead units should disappear after maybe 15s
-A limit should be added to the amount of Deathwings you can have, 2 would do the trick

Points: 3/10

The Legion:

+The basic starter units are there, Burning Warrior and Burning Archer: They don't have any skills but they can allow the hero to farm green to yellow creep camps easily with the warriors tanking and the archers dealing the damage
+The lava heavy is the equivalent of the night elves' giant and the undead's abomination or even the human's knight and it does the job: Higher hp and armor, an upgrade from the burning warrior for mid-game
+The lava spawn serves as a great anti-air for mid-game and the a mass amount of phoenix can be used to harass the enemy base from behind, seeing how their movement speed is also fast
+The fire mages can replace the Keeper of the Ethernal Flame hero if you have not trained him and they can also weaken the enemy units from behind
+Fire dragons are great for late game with their high damage and health, but they would have to be used in combination with fire heavies seeing how their armor is really low
+Both heroes have their individual heroes, Wildfire being the extreme damage dealer and the Keeper a good support
+/-Deathwing is a great final game addition, although Devour doesn't really fit him, you'd except more AOE attacks from him, so maybe a breath of fire spell or a massive AOE ball of fire

Points: 9/10

Originality:

+Neat heat system, it fits the race's main concept and makes the game fresh
+Cool wood gathering system, also makes 'sense' and fits the concept
+The main building system is also interesting, nothing too original, but still not seen that often in a wc3 melee map
+Keeper of the Ethernal Flame is a good support hero, his heat aura is greatly needed, his ultimate can restart battles and he also has a lockdown spell
+/-I feel like you could have also changed the gold gathering system a bit, sparkles gathering gold is... odd. Maybe a building that's built on top of the mine that's like a giant fiery forge?
-Kind of a similarity with the Undead race -> Lava heavy and fire dragon = Infernal and frost wyrm
-While Wildfire's spells all fit and are useful in some way, it feels like the ultimate is just out of place for him and that he requires something more melee-like, an omnislash ability would actually work in this case

Points: 7.5/10

Appearance:

+You've implemented the temple into the volcano well and they both match up together
+The unit models match and I especially like the fire effect you've added to the fire dragon, it has completely converted the frost dragon to a fire dragon
+Good tooltip structure (colorized hotkey, short description, etc.)
+/-All of the buildings fit to the concept, except for the forge, you could have used the human forge for example or human workshop. An even better model would have to be the Undead Shrine
-The sparkle model looks odd, especially when it's standing still -> Try the Bloodlust buff with a bigger unit scaling value, around 1.5-2.0
-Great Volcano and Volcano Heat have the same icon
-Volcano Heat has an active icon -> Available passive icon options: Reincarnation, Permanent Immolation, Incinerate, (Burning Oil - to some degree)
-Destroy Building has passive icon
-Typo: "Train Poneix"
-Fire Tower has unupgradable Magic Sentry skill
-Lava Heavy has unupgradable Pillage
-Nest of Flames has unupgradable Multishot
-Heat's learning tooltip and icon are wrong = Unholy Aura with Fire Rain icon
-Shockwave's tooltip has not been edited (You can't call it a shockwave with a breath of fire effect)
-Fire Dragon has Frost Wyrm Icon, just use a neutral dragon's icon
-"Rescurrecting Sunflares" doesn't have a learning tooltip
-Reburn's tooltip is just random and doesn't tell you what it does
-Lava heavy's training tooltip is from another unit
-Deathwing's buying tooltip says "Red Dragon"
-Heat Brazier lasts for 300s, not 30s (Wrong tooltip - Place Brazier)
-The circles around the volcano are too close, so the buildings get into the volcano
-An effect for Keeper of the Ethernal Flame's ultimate is missing

Points: 3/10



Overall: 30.5/55

Gameplay:

+The hero's attacks with Combat Training are very satisfying, especially Strength
+Can be fun to throw sappers at buildings with Scorpions
+Making multiple scorpions invisible using Cloaking Device can allow for some gruesome base attacks, allowing for almost instantaneous building destruction
-Little amount of options due to the low amount of unit types, you either bomb the hell out of your enemy early-game or you're doomed later on
-Combat Training doesn't create a specific buff on/around/etc. the hero, so you can't tell in which state he is right now
-Mana Potion and Merchant Wagon have the same hotkey
-Load Sapper and Launch Sapper should have the same hotkey
-Combat Training multiplies the hero's armor and eventually makes it go negative
-Engineers cannot buy items
-The hero doesn't feel very epic without an ultimate
-Very hard to master the race, having to manually load sappers for scorpions after each shot, also having to coordinate your sappers properly so that the rest doesn't just die through the explosion of one, etc.
-Doesn't really give off a warcraft melee feeling, first off due to the lack of other heroes, next, there aren't the usual unit types like low-tier melee+ranged unit, mid-tier mages, high-tier flying unit/heavy tank
-The Zeppelin all of a sudden doesn't work anymore even with a loaded engineer (disabled skills) and the loaded engineer counts as a loaded unit

Points: 4/15

Balance:

+The hero can farm on his own in the beginning
-Horribly imbalanced, first off you can easily rush the enemy base with sappers and deal massive damage, not only to workers, but also to starting buildings like farms and hero altars
-Another thing that is quite dangerous for the other races in the beginning would be the Engineer's high damage dealing land mines
-End-game the race has no chance of survival, due to its low amount of unit types, the other races will be able to counter the bombers before they even reach their units
-Marketplace cost and build time is way too low, you can easily expand
-No specific lumber drop-off building, so that you can build one once your shredder has chopped a lot of trees and is far away from the workshop

Points: 1/10

The Legion:

+Good hero role, can be both a unit summoner, but is also able to farm on his own due to his Combat Training and he can also be a support, by placing down a shop
+Good supportive Engineer, can repair mechanical units and also track enemy movement, which initially would help the timing of your sappers
+The Zeppelin can allow for the transportation of sappers and quick bombardement of enemy bases
-Missing unit types, there may be 2 anti-air unit types, but the first one requires a tech upgrade, the second one requires an additional tech tier and that one is even more useless since it can only explode, so a simple net could stop the danger
-No defense tower

Points: 6/10

Originality:

+Neat idea with the merchant wagons being able to not only gather gold, but also steal gold from structures
+Also interesting idea with the hero being the main unit producer, allowing for on-the spot "army" building
+The engineer thing is also well thought of, it just makes things more complex
+/-Purchasable workers is a fresh idea, but horribly executed -> You need to constantly check if it's dead so that you have to replace it and make it finish a building it was working on or go chop wood
-What were you even thinking when you thought that you should build multiple research labs to level up your tech, instead of just using the old method, researching a new tech tier by just using the upgrade system?

Points: 7.5/10

Appearance:

+All of the unit and structure models go together and fit the goblin theme
+Well written and informative tooltips
+Fitting icons
-Mercantile misleading learning tooltip (It doesn't generate gold when standing close to Marketplace)
-Tech Level skill misleading tooltip (It says max 5 tech levels)

Points: 8/10



Overall: 26.5/55

Gameplay:

+Nice hotkey layout, very easy to remember
+Can be fun to build a pretty base with arcane storages placed in rows, etc.
+The different abilities of the summoning towers are neat and visually very attractive and satisfying actually. The wraiths allow for catching up with escaping units by freezing them, while the lightning revenants deal direct damage and are there to mostly hold off a large army. The fire spirits also come in numbers when summoned and deal a bit of impact damage. They will then be able to make a line to hold the enemy back, or surround the enemy,etc.
-No heroes, ->no farming in early-game, thus very boring to only be taking care of your base and building up a good economy to actually get started
-Horrible lag after a while (I think it starts after you've researched Energy Mastery)
-Very hard to master the race
-Food system has been neglected
-Not a lot of abilities to use
-Not a lot of variety possible due to the low amount of unit types

Points: 6/15

Balance:

+Can become powerful enough for late-game
-Quite weak at the start, you just have some weak attacks from your main building
-Very high costs for everything and if you do anything wrong, your economy will fall apart and you'll be open to every attack
-The global unit summoning feature is way too imbalanced, every other race will have to literally build a tower at every single corner of his base and also be ready for an attack at any given moment without seeing it coming
-Other races can't really harass your "workers" with their hero early-game, seeing how buildings harvest gold/wood
-Lightning and Ice Spires are very weak as defense towers

Points: 1/10

The Legion:

+A flying unit type is available, the Wraith. They're very good at destroying the enemy's economy by stopping any activity of an attacked building
+Lightning Revenants are the most powerful units available to the race, being able to sustain a lot of damage and also deal a lot of damage
+The fire spirits deal low damage and are very squishy, but they get summoned in numbers and can thus be used to either block enemy units, surround a hero or even distract the enemy due to their revival
-Missing supportive unit with shielding, healing, etc.
-Missing mage with debuffs
-No "real" tank that deals low damage but has a lot of health and armor, maybe even spell resistance
-No heroes (Completely out of the wc melee style)
-Only 1 anti-air unit

Points: 4/10

Originality:

+Awesome gold&wood harvesting idea
+Unique mana system to power buildings, to regenerate their hp, to allow them to spawn units, etc.
+Fresh building system
+Interesting way of training units by summoning them using mana and allowing them to be built anywhere on the map
-Fire Spirits are very similar to Lava Spawns (Not only appearance-wise, but also their reviving skill)

Points: 9/10

Appearance:

+Smooth projectile movement
+Readable&Informative tooltips
+Overall the buildings look great and fit together
+The 3 summoned unit types also have models that fit the concept of the race, Arcane
+Visually attractive, both the building creation and also the different effects for summoning units, etc.
-Arcane Storages should be smaller, seeing how a lot of them have to be built and it just looks bad
-Energy Node looks very ugly with that building thing on the ground below it
-The sound of all the flying projectiles gets annoying after a while
-No indicator for the range of placing Magic Portals
-You should have used the warcraft upgrade system so that it shows how many upgrades a unit has and not just modify the unit's stats and that's it


Points: 7/10



Overall: 27/55

Gameplay:

+The repairing drone is fun to use and useful
+The heroes are really fun to play, especially Ace, moving around with him is nice, his different skills also make it more hectic.
+The race has its own shop with its own specific items
+Fun to move around with your gunship without having to stop to attack a unit
-Buggy Steam Tank movement
-Drone Launcher's hotkey doesn't work
-Power Pack has Backpack's hotkey
-Gnome Hopper's hotkey doesn't work
-Personal Shield's hotkey doesn't work
-Can be a bit frustrating in early-game due to the weakness of the race, until you've gotten Steam Tanks and Gunships
-You don't get a notification telling you that your mine is running low on gold due to the custom harvesting system
-Due to the custom attack system of some units, you can't order them to destroy your own buildings/units to, for example, free up food
-A bit tricky to select the propulsion unit
-You can't select your target with Gunship

Points: 5.5/15

Balance:

+The Gunship is well balanced, so are the Battlesuit, engineer, FRV and gyrocopter, they're all powerful enough for their level
-Ace is extremely fast, but all of a sudden he becomes the slowest thing in the game after he's revived
-Ace is a flying hero and is also targeted as a flying unit -> Early creeping quite easy to do, also a hero is a powerful unit, so it would be hard to take it down and it wouldn't be pleasant when you would get harassed by it in base
-Moving buildings is just way too imbalanced, you can literally move your base in less than a minute to a new mine
-The main building harvests gold way too fast
-Ace's attack system does not fit in the melee gameplay style of Warcraft, you don't really have full control of it so you can't do some high-end micro/macro management
-Gnome Gunners are quite weak, even when upgraded
-Steam Tank's secondary canon attack is a bit too powerful
-How are you even supposed to get an expansion when all of your expansion buildings are attached to your first, main building
-The gunship's cost is a bit too low considering how powerful it can be
-Ensnared Wingmen of Ace can still move
-The Scientist's mine skill takes too long to trigger
-The Scientist's Analyze is way too powerful and lasts for too long
-Steam Tanks and Gunships don't benefit from weapon upgrades
-Other races can't harass your workers early-game seeing how the main building is the one doing all the harvesting

Points: 1/10

The Legion:

+The support unit type is there, the Gnome Engineer namely, with his smoke screen and his shield generator. He also has a minefield skill allowing for some damage from him
+There's also the nice transport tank, FRV, being able to both repair and also damage units using drones.
+2 end-game units are also available, both of them being able to deal a lot of damage. (Gunship + Steam Tank)
They both have 2 different canon types, allowing for different combat situations to be handled appropriately
+An anti-air unit is also available, the Gyrocopter, being also able to reveal hidden units
+Ace is a fast hero, with normal attack damage and can do a lot of damage. His main role would be "assassin".
+/-The race has its 2 initial unit types, a ranged gunner and a melee battlesuit, however you've unlocked the gunner for the player, but the battlesuit requires a specific building first. This is a bad choice, because the hero will be dealing the initial damage to creep camps and he will need some tanks, meaning battlesuits
-The Scientist's role is a bit confusing, he can act as a support, but at the same time he has a powerful overtime ultimate and a mine skill

Points: 7.5/10

Originality:

+Cool movement system for Ace and all the flying drones, etc.
+Nice idea of implementing towers directly into your buildings
+Awesome idea of having a secondary canon on top of the Steam, and also allowing for switching of canon types
+Building your structures attached to a special building is a fresh idea
-The gyrocopter is a bit similar to the Human's Flying Machine

Points: 9/10

Appearance:

+The Steam Tank model is really well done with the secondary canon on top
+/-The unit models all go well together and I like the way you've connected the buildings to a single one, however the stretched building models are really ugly, especially the Weapons Shop and also the recruitment office with its floating barrels
-Gnome Engineer and Scientist have the same model, you could have given the engineer the clockwerk goblin model
-It also looks very ugly with all those buildings close to one another
-Small issue in "Call Wingmen"'s tooltip (/n)
-The buildings are all too big and block your view badly
-The scientist has the archmage's voice? (Come on now, you don't wanna hear him make a horse sound)
-Remove the machine gun icon upgrade when the building has already built one on top of itself
-Mention in "Analyze"'s tooltip that it's channeling
-Plague's tooltip isn't very informative, it doesn't really tell you what it does
-Misleading Gnome tooltip, he cannot harvest gold
-Misleading Steam Tank tooltip, it cannot transport units
-The turning gyrocopters can get a little bit annoying to look at after a while
-Ace has the mountain king icon
-Ace and Gyrocopter have the same model. I know this idea sounds a bit silly, but you could have used the Dragonhawk Rider model for Ace and attached a canon to it

Points: 1/10



Overall: 24/55

Gameplay:

+Great upgrades, like faster resource gathering, a new mechanic for Bloody Rage, etc. Not just damage/armor upgrades.
+Really fun to use the heroes' spells with flashy effects
+A lot of strategies available, due to the high amount of unit types and also their unique spells
+Enraged units can be fun to control and to unleash on the enemy
+Not too hard to learn the concept of the race
-No hotkeys whatsoever
-Lust Demon does not get Confuse with a research (misleading tooltip?)
-Blood Curse can be cast on enemy units

Points: 11/15

Balance:

+Overall good unit damage/hp/armor balance
-Summoning Nexus' teleportation range is way too high, you should've made the system like waygates, where you'd have to build another waygate and then link those 2
-After a tech upgrade, you can train the 2 other heroes without having to research their respective upgrades
-Obelisk would be better off as an attacking tower, because towers usually are there to provide defense without your army there, so the healing doesn't really help
-Hate Wyrm should rather have piercing attacks, the race itself has way too many unit types with magic attacks and magic attacks can be rendered useless rather quickly with simple spell immunity
-A bit too easy to play, especially seeing how resource gathering has been quite simplified, you don't have to do anything for gold and you just have to build a few buildings to produce souls (=wood) and sometimes sacrifice workers to speed up the soul production

Points: 5.5/10

The Legion:

+The 2 core early-game unit types are there, Cerberus being the melee tank and Hate Wyrm the ranged damage dealer
+Mages are also there, the Demon Occultist is a great support and can deal a bit of damage
+Great flying unit for mid-game, the Terror. Serves as multiple roles, first off, great for assassination due to their invisiblity, also excessive harassment and they make for great anti-air
+Lust Demons are an upgraded version of Hate Wyrms, designed for mid-game, seeing how they can deal moderate amount of damage and their spells can also be useful, as long as the player produces a massive number of them
+Infernal Engines can serve as great damage dealers as long as they're mass produced and they're surprisingly well tanky, so they could be made as a whole army without any other kind of unit types
+Hellguards serve as great damage dealers for mid-game and end-game mostly and they can do a significant amount of damage as long as they get some support from heroes, etc.
+An end-game unit is also available, the Dark Dragon. It has high amount of damage and a lot of HP
+Pit Fiends can be great assassins and can be used to take down escaping units, they can't really be used alone, since they're not that tanky. They would be great base defenders thanks to their lifesteal and with the base's healing they can quickly accumulate more damage.
+/-Corruptor Engines can be great damage dealers, but mostly thanks to their contaminate, however both their attack range and contaminate cast range are very low and it can be very hard to keep them out of combat and in safety
-The 3 heroes are all mostly damage dealers, it would've been better if they all had different roles, one of them being an extreme support, the other one a bit tankier and the third one for example the main damage dealer
-Poltergeist seems rather useless when compared to Demon Occultist, seeing how it deals less damage, has a worse armor type and it has only 2 spells and its main one, Burning Agony has a very high mana cost, while the Demon occultist has a lot of mana and 2 useful spells along with a neat damage spell

Points: 7/10

Originality:

+Neat Bloody Rage system, fits the concept of demons and can be very useful to the race
+Fresh Soul system instead of wood, also well executed and balanced + fitting to the concept
+Interesting idea to make things all linked to upgrades, etc. with different hero altar versions and also "cults"
+/-A bit similar to Undead race: Dark Dragon -> Frost Wyrm and Terror -> Gargoyle, but their functionalities are more or less changed
-Hate Wyrm similar to Lava Spawn (not only model-wise, but also the revival system)


Points: 8.5/10

Appearance:

+The effect that's created while creating a building is nice looking
+The heroes all have matching spell icon color gradients
+Nice Summoning Nexus model transformation idea
+All of the buildings go well together and fit the race's concept
+Amazing Demon Gold Mine model, you've also thought about changing it around once the gold mine is depleted
-Vanity Plain's model is a bit odd, you don't really expect it to produce units
-The spell tooltips are all too long and not a lot of colors have been used
-A floating text above soul cages would be nice, something like "+1 Soul"
-Tech-tier upgrade icon should be located at 0,2
-Hellguard's and Asmodius' models should be switched around (You'd expect a hero to be bigger than a normal unit
-Infernal Blast has rain of fire icon, why not breathe of fire icon?
-Corruptor's missile art isn't fitting (Illidan's demon form one would fit)
-Infernal Presence has active icon -> Command Aura
-Eye of Gluttony has active icon -> Cleave
-Infernal Gift has active icon -> Aura of Blight
-Warping Presence has active icon -> Spell Immnunity (Green)
-Maiden Kiss has silence icon -> Polymorph
-Mark of Chaos has active icon -> Spell Immunity (Moon)/Spiked Carapace
-Soul Snatch has active icon -> True Sight (Shade)/Slow Poison/(Poison Sting)
-Infernal Armor has active icon -> Thorns Aura (At this point the icons don't ALL have to fit the color scheme of the race, at least some icons that really tell you what the spell does would be nice and everyone knows what thorns aura does)
-No model changes to Internal Gate when upgraded
-Some tooltips aren't really informative, like Asenscion Apex, it tells you that it produces units, but not what type of units

Points: 3.5/10



Overall: 35.5/55




((Poll Votes / Total Poll Votes) * 30) + ((Judge's Results) * (70 / 55)))

Kingz: ((3 / 54) * 30) + ((35.5 * (70 / 55))) = 46.745 [1]
overlord_ice: ((2 / 54) * 30) + ((27 * (70 / 55))) = 35.4 [7]
AstarothZion: ((3 / 54) * 30) + ((30 * (70 / 55))) = 39.76 [4]
GhostThruster: ((7 / 54) * 30) + ((26.5 * (70 / 55))) = 37.535 [5]
Xiliger: ((1 / 54) * 30) + ((31.5 * (70 / 55))) = 40.555 [2]
kari0003: ((3 / 54) * 30) + ((30.5 * (70 / 55))) = 40.395 [3]
Ender: ((7 / 54) * 30) + ((24 * (70 / 55))) = 34.36 [8]
Part207: ((0 / 54) * 30) + ((6.5 * (70 / 55))) = 8.255 [9]
Wazzz: ((28 / 54) * 30) + ((16.5 * (70 / 55))) = 36.455 [6]
WerePhoenix: ((0 / 54) * 30) + ((5.5 * (70 / 55))) = 6.985 [10]



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Contest | Poll
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
Eh so should i wait for another judging or ?

Also:
After a tech upgrade, you can train the 2 other heroes without having to research their respective upgrades

The upgrade is used to access elite tier units, each cult offers you 1 elite unit, choosing one cult over the other renders other elite units unavailable. That was the point :>

Summoning Nexus' teleportation range is way too high, you should've made the system like waygates, where you'd have to build another waygate and then link those 2

Yes and that is why it costs 1200 gold O-o and can transport i think only 6 units and has cooldown afaik (or i forgot to put it >.>). Anyhow it is working as it should, it's extremelly expensive to spam.

Poltergeist seems rather useless when compared to Demon Occultist
But when poltergeist dies, it raises the blood rage of nearby allies ;D

Infernal Presence has active icon -> Command Aura
-Eye of Gluttony has active icon -> Cleave
-Infernal Gift has active icon -> Aura of Blight
-Warping Presence has active icon -> Spell Immnunity (Green)
-Maiden Kiss has silence icon -> Polymorph
-Mark of Chaos has active icon -> Spell Immunity (Moon)/Spiked Carapace
-Soul Snatch has active icon -> True Sight (Shade)/Slow Poison/(Poison Sting)

You do understand i couldn't make a passive version of those icons? Those icons fit the theme, being active is due to the NO IMPORT rule >.>

This also refers to the models, you should be aware that making those changes you suggested a lot of the apearance would not fit the demon race.

Just pointing some facts, im not really annoyed by the results or anything, it's just that i feel you forgot how limited WC3 without imports is at times.

Thanks for the 1st place again.
 
Level 14
Joined
Dec 9, 2006
Messages
1,091
Haha, no, its quite alright, I figured last week that Vkael's judging was probably going to be used alone, so I never ended up finishing mine XD

@Apheraz, less of a failing and more of just a mishap. You're fine :p

~Asomath

Edit: Oh, and Congrats to the winners! Everything looks nicely judged :)
 
w00t still beat wazzz!

EDIT: forgot congratz on the winners and thanks to Apheraz and vkael.

Some points I felt were invalid though:
Combat Training doesn't create a specific buff on/around/etc. the hero, so you can't tell in which state he is right now
-Well, I figured you could tell, since the stat selected would be above every other stat. But there is a bug that occurs for some reason that sometimes subtracts 2 from Intel and adds 2 to Agi.
Combat Training multiplies the hero's armor and eventually makes it go negative
-Huh? I never noticed that...
Engineers cannot buy items
-Yes they can.
The hero doesn't feel very epic without an ultimate
-What is this...
Doesn't really give off a warcraft melee feeling, first off due to the lack of other heroes, next, there aren't the usual unit types like low-tier melee+ranged unit, mid-tier mages, high-tier flying unit/heavy tank
-How is this a negative in gameplay? This should be in originality or the legion. The criteria does not state my race must give a 'warcraft melee feeling'. Also, why does this point not also apply to overlord_ice's?
End-game the race has no chance of survival, due to its low amount of unit types, the other races will be able to counter the bombers before they even reach their units
-Please be more specific. You seem to forget the machine guys. Have you not seen how powerful they are (and 2 of them can be used in conjunction with sappers) ?
Marketplace cost and build time is way too low, you can easily expand
-I agree, may have missed a '1' in the gold or lumber cost lol. I think it should be 150/150 or something like that. However, the marketplace is easy to take down and cannot be TP-ed to.
Missing unit types, there may be 2 anti-air unit types, but the first one requires a tech upgrade, the second one requires an additional tech tier and that one is even more useless since it can only explode, so a simple net could stop the danger
-Air units are only accessed at tier 2 for all default races. If a goblin player scouts properly, he can easily tech up and counter.
No defense tower
-Land mines :)
What were you even thinking when you thought that you should build multiple research labs to level up your tech, instead of just using the old method, researching a new tech tier by just using the upgrade system?
-Firstly, why was this unoriginal? Secondly, how does this even affect originality?

I'm not complaining about your judging vkael, on the contrary since I could only point out so few points I think it was spot on (and some cases you went too soft on me :p).
 
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