• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

The Battle for DieHoly Valley

Status
Not open for further replies.
Level 2
Joined
Oct 3, 2010
Messages
6
The Battle for DieHoly Valley

Overview

The Battle for DieHoly Valley is a strategic game that takes a combination of teamwork and skill to win. But what exactly is the objective in this game? Well you must take control of the whole valley by destroying the opposing fortress. These forts stand together in a thin valley, and you must invade the base and kill the general/warlord. If you are the Goldenvine Alliance you will start out at the eastern side of the map. The IceFire start at the west. Each hero has control over fleets of men and siege to aid them in the battle. Every soldier, every cannon, every magical spellbook is different for each side. Both soldiers have an opposite counterpart, thus having their own benefits and weaknesses. So choose your hero, build your army and take DieHoly Valley for your faction.
The Background
After the extermination of all of Evezar's (the world) huge antagonist, criminal organizations working on a global, and grand treacheries,a much bigger threat has been brewing. Timothy Cateye, a worldwide known elementalist is an ex-lieutenant of the Animallian army, and now the greatest threat to all Evezarien kind. A few years after escaping the fall of his magical tower of Wiseclaw sanctum, he has unearthed the very environment of Evezar and created a floating island. This Island is known as Cateye. Within this Island is the scarred battlefield known as DieHoly Valley. It and all of its terrors help ravage this forsaken island, in hope to desecrate Evezar, and soon the rest of the universe. The Valley has a magical radioactive fog scouring the land. Poison and blight erupt and rip through the darkened grass. Blood spatters the field with corpses lying in the pools. impaled corpses being eaten by the ones who couldn't be saved. Citizen souls restlessly walk the lands, sickly animals who have been scarred by the radioactivity also trot along an endless path of madness. This radioactivity is so vile, a group of soldiers guard the path to Cateye's sanctuary, along with a thick layer of vines and rocks. This corrupt magic makes people go completely insane, yet create some strange critters. These little horrors consist of a gargantuan cell, a huge amoeba, and a squished heart. These things have divine powers within and can create a alloy that can enhance the man who possesses it. Once you stroll through this abandoned terrain, you will want to leave it forever. No living being should ever cross this land, only souls who want to prevail for their own world would ever want to walk this damned region. Take heart, your nerve will be pushed, and you will come out a veteran of a cause greater than yourself, win or lose people will know of your deeds here, coming out dead or alive.
Battlefield Capture.PNG

Cave Capture.PNG

environment Capture.PNG


Progress

Terrain: Ever-expanding

Units: ~ 60%

Heroes: 0%

Spells: ~ 15%

Model input (All WILL be credited where credit is due): ~ 40%

Triggers: ~ 10%

Other junk: ~ 10%

Total: ~ 20%

Heroes:
Color code
Red = Strength
Blue = Intelligence
Green = Agility
Yellow = Hybrid with prime stat in ()



The IceFire Hordes
Warrior
Blackguard (Str)
Druid (Int)
Mage
Assailant
Warlock
Rogue
Archer
Elementalist
Hunter (Agi)
Bandit(Str)
Engineer
Defender
Dancer
Shifter

The Goldenvine Alliance
Warrior
Paliden (Str)
Druid (Int)
Mage
Priest
Summoner
Rogue
Archer
Elementalist
Hunter (Agi)
Bandit(Str)
Engineer
Defender
Dancer
Shifter

Hero Abilities
Warrior
Tremble Ground: Deals damage all around the Hero. 6 second Cooldown
Burst of Attack: Shoot a wave, stunning enemies with a bit of damage. 10 second cooldown.
Warcry: Influence allies strikes and magics. 10 second cooldown.
Valor: Heroic nerves course through your body increasinf attack by 50%, Attack speed by 15% and adds 3 armor for 30 seconds. 180 second cooldown. Requires level 10.

Paliden (Goldenvine)
Heal: Mend injuries of an organic ally instantly. 6 second cooldown.
Resilliance Aura: Bolster you and your allies armor. Passive.
Light Shield: Cover yourself in a holy aura reducing all damage taken. 60 second cooldown.
Mass revive: Bring back all units from death. 180 second cooldown Units last forever. Requires level 10

Blackgaurd (IceFire)
Steal health: Drain the life of an organic unit, leaving injuries and sores all over their body. 10 second cooldown.
Death aura: You emit an aura to reap life from others, and heal yourself. Passive.
Punish: Curse a soul, dealing damage to them quickly. 12 second cooldown.
Raise dead: Raise all of the recently deceased from the battlefield and morph them into undead. 300 second cooldown. Units last forever. Requires level 10

Druid
Nuture: Heal an organic ally over time by earthly powers.6 second cooldown.
Meteor shower (IceFire): Call a fiery storm upon your enemies. 10 second cooldown.
Thunderstorm(Goldenvine): Call a lightning storm upon your enemies. 10 second cooldown.
Saint's aura: A naturalistic aura surrounds you and your organic allies, healing their wounds much quicker. Passive.
Hope's Rain: Rain imbued by the saints comes down restoring organic unit's health. 180 second cooldown. Requires level 10.

Mage
Fire wave(Icefire): Blast a wave of Fargias flames towards a pack of enemies. 3 second cooldown.
Chain Lightning(Goldenvine): Shoot a bouncing bolt of electricity towards a group of foes. 4 second cooldown.
Willmancer's aura: An aura of wisdom envelopes an area around you and your party. Passive.
Blizzard: A blistering snowstorm chills your opponent's bones to the marrow. 10 second cooldown.
Fargaires' golem(IceFire): A demonic fire elemental crashes down and fights with you for 180 seconds. 240 second cooldown. Requires level 10.
Storm hawks(Goldenvine): Call forth 2 holy lightning hawks from the elemental plane to aid you in combat. Lasts 180 seconds. 240 second cooldown. Requires level 10.

Priest
Heal: Restore an organic unit's well-being by the power of the daughter. 5 second cooldown.
Holy Beam: Smite a being whom should and will pay for their sins. 4 second cooldown.
Forbearence: Neutralize an ally for their good deeds by protecting them from harm. 60 second cooldown.
Bless: Purge a being and make him/her invulneralble for the next 5 seconds. Also heals for 200. 300 second cooldown. Requires level 10.

Assailant
Shadowmend: Consume spirits to heal an ally as you curse the restless. 5 second cooldown.
Dark Piercer: Curse a soul to keep the son sated. 4 second cooldown.
Sanction: Do Purgatory's work by neutralizing an organic enemy so he/she won't hurt anyone. 20 second cooldown.
Death: Sacrifice 75 HP to condemn a spirit to the afterlife and his/her body to the detritivores. Instant kill. 600 second cooldown. Requires level 10.

Summoner(Goldenvine)
Summon Boar: Call a swine to escort you like an entourage. 60 second cooldown.
Summon bear: Call upon an ursa to defend you and your band of troops. 60 second cooldown.
Entangle: Vines encroach an organic enemy's legs for an allotment of time. 15 second cooldown.
Swarm of mosquitoes: Life-sucking insects steal blood and refine it to transplant and heal you for 25 seconds. 240 second cooldown. Requires level 10.

Warlock(IceFire)
Shadow Quarrel: Blast an unholy arrow towards an enemy. 5 second cooldown.
Boil Blood: Cook an organic unit's blood, dealing damage from the inside. 5 second cooldown.
Summon demons: Call forth wretched creations from Purgatory's wrath. 60 second cooldown.
Ritual of Darkness: Pray for an infernal being from the demon plane to crash down and cry havoc. 240 second cooldown. Requires level 10.

Rogue
Shadowslip: Transport to the Nightworld and move swifter. 10 second cooldown.
Midnight's step: Shift into the shady Nightworld, yet it seems you teleported. 60 second cooldown.
Poisoned arms: Each cut you give is poisoned, only to organic units. Passive.
Shade's reins: You take on aspects of a shade's appendages, increasing attack and movement speed by 50% and damage by 5 for 20 seconds. 180 second cooldown. Requires level 10.

Archer
Haste: Increase your attacks for an amount of time. 60 second cooldown.
Sprint: Run swiftly, to or from combat. Or whenever it makes you happy. 60 second cooldown.
Hawk eye: See into the distance, in a trance. 10 second cooldown.
Rain of arrows: Whistle and have the sky shower missles dealing 125 damage over 5 seconds. 120 second cooldown. Requires level 10.

Elementalist
Lightning Quarrel(Goldenvine): Shoot an electric projectile at a foe. 5 second cooldown.
Fire bolt(IceFire): Shoot a fiery projectile at a foe. 5 second cooldown.
Chilled body: encase your body in ice, turning yourself into a chilling opponent. Activatable.
Rock-hard body: Cover your body in stone, giving you resistance and resillance. Activatable.
Earthquake: Crack and rumble the earth below, dealing 125 damage over 5 seconds. 120 second cooldown. Requires level 10.

Bandit
Midnight's step: Shift into the shady Nightworld, yet it seems you teleported. 60 second cooldown.
Warcry: Influence allies strikes and magics. 10 second cooldown.
Sharpen weapons: You keep your weapons keen and sharp. Passive.
Bandit's game: The bandit enrages, increasing attack speed by 50%, attack by 33%, and armor by 2. 180 second cooldown. Requires level 10.

Hunter
Summon bear: Call upon an ursa to defend you and your band of troops. 60 second cooldown.
Hawk eye: See into the distance, in a trance. 10 second cooldown.
Bear trap: Lay down a trap, so when someone walks over it, they get caught by snapping jaws. Lasts 60 seconds. 75 second cooldown.
Wildlife's rage: A pack of wild mammoths crash through the area stomping enemies for 125 damage over 5 seconds. 120 second cooldown. Requires level 10.

Engineer
Dynamite: Throw a dynamite stick, creating a splash explosion and big damage to buildings. 40 second cooldown.
Land mines: Lay a mine down that will explode when stepped on. It is also cloaked. 30 second cooldown.
Rocket boots: Blast off as you push a button on your boots and blast off. 60 minute cooldown.
Repair: Reconstruct a building or mechanical unit, healing it for 5 HP each time. 1 second cooldown.(This spell does not get upgrades)
Rocket launcher: Blast a giant rocket dealing 400 damage in a large splash. 360 second cooldown. Requires level 10.

Defender
Defend: Pull up your shield and defend yourself from any oncoming danger. 45 second cooldown.
Taunt: All enemies get enraged and attack you. 10 second cooldown.
Weakening roar: Induce fear into your enemies' hearts in a bellowing shout. 30 second cooldown.
Divine defense: Lock your armor together and heft your shield for total defense. Become invulnerable for 20 seconds. 300 second cooldown. Requires level 10.

Dancer
Cheer: Root on a teammate increasing damage and defense. Lasts 60 seconds. 45 second cooldown.
Charm: Blow a kiss and seduce and enemy leaving him/her breatheless for an amount of time. Will wake if hit. 20 second cooldown.
Balance and Keen: Increase your litheness and perception. Passive.
Mind-seducing dance: Special moves put together to numb even the strongest and most hardened fighters. drains 500 MP and 5 second silence in a medium radius. 120 second cooldown. Requires level 10.

Shifter
Deftness: You are so precise, you can strike soft spots easily. Passive.
Midnight's step: Shift into the shady Nightworld, yet it seems you teleported. 60 second cooldown.
Haste: Increase your attacks for an amount of time. 60 second cooldown.
Sudden death: Swiftly end an organic unit's life in total silence, killing him/her instantly. 300 second cooldown. Requires level 10.


The Units

The IceFire Hordes
Grunt: Basic melee infantry. Upgrades to Myrmidon.
Arrowslinger: Basic Ranged infantry. Upgrades to Tracker.
Assailant: Basic medic infantry. Upgrades to Ritualist.
Sage: Basic magic infantry. Upgrades to Willmancer.
Warlock: Basic summoning infantry.
Marauder: Basic cavalry unit.
Warmonger: Mounted range soldier.
Marauder Chieften: Advanced cavalry unit.
Catapult: Light siege construction.
Destroyer: Heavy siege construction.
Myrmidon: Advanced melee infantry. Tougher than grunts.
Tracker: Advanced ranged infantry. More rugged than Arrowslingers.
Ritiualist: Advanced medic infantry. Higher religious figures compared to Assailants.
Willmancer: Advanced magic infantry. Craftier than Sages.
Worker: Paid citizens to aid you and build some structures.


The Goldenvine Alliance
Footman: Basic melee infantry. Upgrades to Shock troop.
Archer: Basic range infantry. Upgrades to Ranger.
Priest: Basic medic infantry. Upgrades to Chaplain.
Magician: Basic magic infantry. Upgrades to Wizard.
Summoner: Basic Summoning infantry.
Cavalier: Basic cavalry unit.
Sabarwoman: Mounted ranged soldier.
Grand Cavalier: Advanced cavalry unit.
Ballista: Light siege construction.
Siege tank: Heavy siege construction.
Shock Troop: Advanced melee infantry. More hardened than footmen.
Ranger: Advanced range infantry. Swifter than Archers.
Chaplain: Advanced medic infantry. Holier than priests.
Wizards: Advanced magic infantry. More mystical than Magicians.
Laborer: Paid peasants to do your bidding and can prop up some buildings and such.

Help that is wanted

I need help with the following:
  • Spells (Such as Bless)
  • Models (only a few)
  • Environment models (Ones I download won't work. Help!)
  • Triggers possibly
That is all for now.

And yes I am only working on this map.

Contacts? Sure
Warcraft 3: Purgatory_Duck
[email protected]

No beta map or anything is available. So hold yer' horses, kay? Thanks.
 
Last edited:
Status
Not open for further replies.
Top