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The Rescue of Halahk v8.0b

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The Rescue of Halahk

About

You have been assigned to rescue an arch-paladin, Halahk, but many orcs (and creeps) are going to make it hard for you. You have also been given an experimental Gold Potion that transmutes buildings (reward dependable on the gold cost of the building).

This map is an old map. I made it 1-2-3 (1 year ago now ~ 20th of May 2011) months ago, but I was shy to upload. So, I decided to upload it (after, of course, fixing bugs and stuff). Oh, it's also based of "Tyr's Hand" from WC2. Oh, and Bonecracker Clan is a fictional clan. I just made that up 'cause I ran out of names.

This map does NOT follow the storyline of WC1, WC2, WC3, WoW, and Warcraft generally :razz:


Player 1 (Blue) will start without heroes, unless the game starts with a lacking player. The player's hero will be given to him.

Player 2 (Green) starts with a Mountain King, Player 3 (Gray) starts with an Archmage and Player 4 (Light Blue) starts with a Blood Mage.

Halahk is (almost) unstoppable. His Holy Light can heal multiple units for more hit points rather than the classic Holy Light and damage enemy units. It's also AoE. he can resurrect all dead units on the map too, the Devotion Aura is more efficient, and the His Divine Blessing is something like whosyourdaddy. Oh, and stats have high numbers. 'Nuff said? Yes, he will have someone to counter him as a "final boss", in later versions I guess.

Magtheridon, the final boss, is a very powerful Pit Lord. His Howl of Terror causes regeneration (Health and Mana) and armor to be reduced too, and he can Doom heroes for 15 seconds.

Same for Gul'dan, only he has some abilities (Archimonde's from Melee/Campaign).

Other orc heroes haven't been changed.


Tips

  • Once you have Halahk under your control, let him do all the work (tanking, healing, etc)
  • Destroy the Bonecracker Clan's generator, it will unlock the path to the Warsong and Stormreaver Clans' bases, which lead to Halahk.
  • Be prepared for a challenging fight against the Blackrock Clan.

Force Walls

Force Walls are walls preventing you from reaching Stormreaver and Warsong Clan. You can disable them by destroying their matching Power Generator. Do not expect to destroy those generators with too much ease, their guards, the orcs, will provide a challenge.


973de4af.jpg
~ image taken by a player from warcraft3ft.info. (v8.0b)

(Please note that these screenies are from v1.0 ;D)

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WC3ScrnShot_062210_122112_09copy.jpg

WC3ScrnShot_062210_121840_04.jpg

DoomKnightTGS

WC3ScrnShot_062210_121830_03copy.jpg

WC3ScrnShot_062210_121651_01copy.jpg



Enemies

Bandits
The Bandits are an extremely weak faction to oppose, you can destroy most of their buildings and kill most of their units with ease, but of course, destroy as less as you can. you will gain control of them once you kill the Bandit Lord (excepting his elite guards, the high-level bandits near him) or when you destroy their Town Hall. Once you do that, their handicap will be 100%, and they'll fight for you. For now, you'll be unable to train bandit units. You will though in the version with the techtree.

Burning Blade Clan
The Burning Blade Clan should be your first priority. If you want to quickly dispose the Force Walls to both high-rank bases (Stormreaver and Warsong Clan), destroy their Power Generator. Though, they are dangerously close to Black Tooth Grin Clan, so they might help each other in sticky situations. Their hero is Rexxar.

Black Tooth Grin Clan
The Black Tooth Grin Clan can allow you passage to the Stormreaver Clan if their Power Generator is destroyed. They are extremely close to Burning Blade Clan, so expect a helping hand from them when you attack them. They ain't very dangerous, but will provide a challenge. Their hero is Drek'thar.

Shadowmoon Clan
Shadowmoon Clan is rather very far away from other Clans, but the path to their base is tight, and is hard to get it. Thus, there are hills that towers are placed on, so melee attackers will have some troubles getting to them. They are powerful though, and have Gul'dan on their side. Their Power Generator is in the far edge of their base, forcing you do destroy most of their base to go and destroy it. They open up the path to Warsong Clan.

Warsong Clan
Warsong Clan is led by Grom Hellscream and has a tough, big base. They are connected with Stormreaver Clan and is close to Burning Blade Clan. They are one of the obstacles to your way to Blackbane, which means they are to be destroyed you want to free Halahk. Be prepared for major assaults, because if you are too late to get to them, they will have enough resources and a huge army awaiting the major assault on your base!

Stormreaver Clan
Stormreaver Clan, having Samuro's help, is one of the bases preventing you from freeing Halahk. Just like Warsong Clan, if you don't get to them quickly, they'll have their army growing stronger. They have a slightly bigger base from the Warsong Clan, and are connected with the Burning Blade and Black Tooth Grin Clan bases.


Blackrock Clan
Blackrock Clan; the most powerful Clan in the map, they have Fel Orcs, Demons, Dark Trolls and a small but practical base on the edge of the map. They will be tough to invade, because of the narrow entrances to their base. Magtheridon is their overlord, and he will is a tough nut to crack, but he's not impossible to defeat. Thanks to being so huge, he will also attack air units. (attempt to put some logics in the map) Killing him will free Halahk.
Author's Note

Have fun? xd
v8.0b
- Fixed a bug with Maghteridon globally casting Rain of Fire on your base.
- Magtheridon can now attack flying units.



v8.0b
- Fixed a bug with Maghteridon globally casting Rain of Fire on your base.
- Maghteridon can now attack flying units.

v8.0
- Changed Bandits’ force name.
- Now is a 4-player map. (3 controlling heroes, 1 controlling the base)
- Removed end-game surprise.
- Fixed a buff’s tooltip and icon.
- Moved the players’ starting units a bit to the back.
- Towers can now be upgraded to Boulder Towers, Death Towers, Energy Towers, Cold Towers and Flame Towers.
- Added some custom units (Captain, Hydromancer, Blood Elf Lieutenant, Archer).
- If you upgrade a tower, you can now change it back to whatever tower you wish. For example, if you upgraded a Scout Tower to a Guard Tower, but you changed your mind and want a Cannon Tower, you can “upgrade” it to a Cannon Tower and vice versa. BUT, you can’t ‘upgrade’ an Advanced Boulder Tower into a Boulder Tower.
- AI now cheats, to make it more challenging. (gets +2 gold and lumber every 2 seconds, has higher EXP gain rate, global visibility and every 240 seconds its heroes’ level is raised by 1.)
- Peasants now have the “Demolish” ability. It sells one of your structures (targeted spell) and gives you 50% of what you paid back.
- Changed orc walls’ model and positioning. They are also indestructible.
- Nerfed Pit Lord’s Rain of Fire, Howl of Terror and Doom stats.
- All units and structures (Human ones) are now treated as Town Halls, so Scroll of Town Portals can teleport to them.
- AIs now give bounty.
- Upon destroying an AI base, shops will spawn.
- Changed Potion of Greater Mana and Spell Breaker's icon.

v1.0 - Release
v1.2 - Fixed a typo, added a few props.
v1.6 - Fixed a major bug, defeating the player if he/she canceled the construction of a Town Hall.
Replaced the old defeat condition, defeating the player upon the loss of a Town Hall/Keep/Castle, now all of the player's forces AND buildings must be destroyed to lose.
Added some more tiles (Grassy Dirt and Rock).
Added more doodads to make it feel more like an environment rather than a flat place with no wildlife and no vegetation.
v1.7 - Fixed a trigger bug.
v1.8 - Improved terrain and added few more props. (terrain will still be improved in the future)
v1.8a - Fixed a typo :cute:
v1.8b - I forgot that I originally inserted some WC2 soundtrack in the map, accesable via commands. Now I removed most of them (left the ones that play during victory/defeat/secondary defeat though) to reduce filesize.
v1.8c - Fail - I uploaded the oldest version, sorry.
v2.3a - Changed the Orcish AI Script to the classic "Grunt Master" script.
Replaced the boats/ships from the Shadowmoon Clan's base with creeps.
"Quests" are now marked as completed/failed once done.
Changed the boss from Balnazaar to Blademaster of the Blackrock Clan (Blackbane).
Added custom spells.
Fixed credits.
v2.3b - Added some tiles to the lake's shores.
v2.3c - Improved terrain on Shadowmoon Clan's base.
v2.7 - Removed some Cattails.
Added preview image and loading screen.
Changed script from Grunt Master to a custom one.
v4.8a - Buffed Generators and added them Spell Immunity.
Buffed Blackbane and his illusion.
Changed Blackbane's ability from Wind Walk to Critical Strike.
Changed position of some creeps that attacked your base once you had it (after killing the Bandit Lord/Town Hall).
Changed the Bandits' side-switching, the Bandit Lord's elite guards now turn Neutral Hostile.
Changed the owners of Murloc Huts from Neutral Hostile to Passive.
Changed the Golems’ target acquisition range near your base to “Camp”.
Removed Upkeep.
Changed max food to 300.
Added Fog of War.
Nerfed the Gold Potion, and now it can Transmute Enemy and Neutral buildings (it used to transform Allied and Enemy structures, but you had no ally).
Fixed a bug with Redemption pausing Halahk, forever.
Added the version number to name.
Changed the Bonecracker Clan to Burning Blade Clan.
Fixed leaks.
Changed few tips.
Removed WC2 soundtrack so that the filesize is reduced.
Added some more props.
Changed preview screen (shrinked it) to reduce the filesize.
Halahk is freed when Blackrock Clan is utterly eliminated.
Added info about the Gold Potions in the Quests log.
Fixed a bug with Blackbane, pausing him when he casted an ability.
---
v.7.9
- Minor terrain changes (thanks to Cweener for pointing them out) and added a small lake in the southwest.
- Transmuting Generators is no longer possible.
- Halahk is now freed when Blackrock’s units are all dead.
- Added some doodads and changed terrain height, added more tile variations and changed some.
- Added more critters.
- Final boss changed from Blackbane (Fel Orc Blademaster) to Magtheridon (Pit Lord), and he’s no noob like Blackbane (I hope).
- Gave Final Boss (Magtheridon) items.
- Fixed various trigger leaks.
- Removed one Ogre Warrior from the camp in the North.
- All creeps and Maghteridon’s Acquisition Range changed to Camp (200).
- Now, all clans’ heroes start at level 6, while Warsong and Stormreaver heroes start at level 10.
- Removed Ogre Mauler from the Ogre camp in the West.
- Creeps now drop items properly.
- Removed Archways in Blackrock’s base to improve visibility for the player (visibility as in, you can see something besides a big rock on your screen, not in-game visibility/sight)
- Map data now set to Melee.
- Changed few tips and tooltips.
- Changed Gold Potion’s icon.
- Nerfed Gold Potion ratio to x1 of gold cost, down from x2.
- Added a new item for Arcane Vault, Scroll of Restoration. Restores 150 mana to nearby friendly units in a 600 AoE over 45 seconds, dispels on damage and costs 75 gold.
- Reworked Halahk’s abilities.
- Troll Creep camp guarding the Gold Mine in the West now drops items from Forest Troll Berserker and one of the Shadow Priests.
- Black Spider from Spider camp now drops a random level 1 item.
- Murloc Nightcrawler in Murloc camp next to Shadowmoon base now drops an item.
- Replaced the Player’s Paladins with a Mountain King and Archmage.
- Neutral Creeps now give 100% experience to heroes all of the time, no matter the hero’s level.
- Maximum level increased from 10 to 15, which means all hero abilities’ levels were increased by 1, or 2 for ultimates.
- Changed Potion of Greater Mana’s icon.
- Reworked triggers, especially Tips triggers.
- Added a surprise in the end…:p
- Remade Halahk’s abilities.
- Added a new map preview screen (Though it won't show here for some reason, well at least for now/for me).



Stuff to be Added/Changed

Stuff that will surely be added/changed:
- Further terrain improvement.
- Improve description (here). [Needs a bit more improvement, but improved a bit for now]
- Add lumber and gold income to enemies per minute. (500 base, increasing when a clan is defeated) ~ Added, kind of, they get 2 gold and lumber every 2 seconds.

Suggestions by Dejavuu.
- Add new techtrees. ~ Modified Human techtree.
- Make it so that each time an enemy clan is defeated, the others grow stronger, and change AI Scripts to more aggressive ones. They'd also get more lumber and gold income per minute.
- Make heroes unable to revive upon death.

---

Stuff that might be added/changed:
- Adding more custom spells.
If you find any bugs or have any suggestions, please tell me :)

Keywords:
rescue, halahk, lifebringer, paladin, orc, warsong, stormreaver, blacktooth, grin, blacktooth grin, shadowmoon, bonecracker, clan, fel orc, balnazaar,
Contents

The Rescue of Halahk v8.0b (Map)

Reviews
17:45, 16th Jul 2010 ap0calypse: Approved
Level 4
Joined
Aug 5, 2009
Messages
71
hey i found a few bugs when i destroyed all the orcs bases then i went on the red one and destroyed it also and halak the lifibringer apperd and the i killed the hero another halak the lifebringer apperd so i had 2 arch-paladin
and the other bug is well idk if it is a bug but when the heros throw the gold potion the great hall gives you more gold than the stronghold
great hall 770
stonghold 630
but a great map you have there 5/5 because of those 2 bugs i cant give 4/5
 
Level 6
Joined
Oct 10, 2009
Messages
1,425
Review Time #29 {Re-Revieing #25} {Final Score:187/200}

Other review removed!
CWeener's Review {Un-Protected maps} V4.29 Review of # 29


Reviewing the map "The Rescue of Halahk v4.8a"


Rating System (in weener points:)

1-10 Originality
1-10 Replayability (discounted for most cinematics*)
1-10 Triggering (discounted for protected maps*)
1-10 Terraining
1-10 Object Managing (custom items and destructibles etc...)
1-10 Spells (if applies**)
1-10 Description (On THW and In-game (Loading Screen and information))
1-15 Engaging a.k.a. fun to play
1-15 Misc (size, system implementation, laginess etc...)
-100 or +100 for abiding by THW rules.
* = when one is discounted then other sections maximums are raised, and those sections are judged harder (if your map applies then it will show you what i raised later)
** = some maps dont really need spells so this section is discounted and given an automatic 10.
Rating System Scores

Less than 100 = FF- (Reported, You clearly didnt abide by all of the posting rules, and i have reported you for (not) doing so.)
100-150 Points = F- (Rancid and Needs major work. Vote for Rejection and no +rep.)
151-160 Points = F (Bad and Needs work. vote for Rejection and no +rep.)
161-170 Points = D (Below Average and Needs much updating. has potential. vote for rejection and no +rep.)
171-180 Points = C (Okay but Needs updates. has potential. vote for rejection* and no +rep.)
181-190 Points = B (Good but still not reaching full potential vote for approval and +rep)
191-199 Points = A (Great and probably has reached full potential**. good job. vote for approval and +rep.)
200 Points = A+ (Amazing, you did everything right and went all out, approval and +rep)

* = depending on the map really, and what categories it scored low in
** = not always but most cases.
The Rescue of Halahk v4.8a


1-10 Originality *10* Original aspects, and execution. Good job.
1-10 Replayability *9* I really like single player games, so maybe this is just me. There were also no bugs to affect this.
1-10 Terraining *8* You've improved SO much. Good job. However I have a couple thing I will point out later(In extra tab) as to not make this part too long.
1-10 Triggering *5* You made your trigger SO much more efficient by cutting out all of the unnecessary ones. They still leaked horrendously however, and so you had efficiency and leaks making it a even 5.
1-10 Object Managing *10* Default blizzard tooltips throughout, so this is auto-10.
1-10 Spells *8* Okay, you added some. Great. Although this won't be an auto-10 because the are custom now, and they aren't very original, so I'm going to say an 8. (BTW: they leak the worst of all, but that's triggering)
1-10 Description *10* Great.
1-15 Engaging *14*
1-15 Misc *13* Yo had leaks, but other than that, everything was fine.
-100 or 100 Rules *100* :grin:
0-200 All-in-all *187* B (Good but still not reaching full potential vote for approval and +rep(none was given, because a re-review))

Author's Note,

Very good, I still love this map, after playing through several times.
Good job.

Bugs:
Nada.



Recommendations:
Leak tuts. :)
Add height variation.
Keep being awesome.




[Liked]

I liked simply everything in-game wise other than the height.


[Didn't like]
Those damn leaks. :/
Height is flat throughout 70%+ of the map


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If any map I've reviewed has been updated, feel free the ask me to re-review it. or if I haven't reviewed YOUR map, feel free to ask me. :)

WC3ScrnShot_072310_233712_01.jpg
Notice that you have Dark Grass on top of dirt. :eek:
I think I really shouldn't have to say more about that. Grass to dirt, is usually accepted. Although dark grass to dirt is unheard of.

WC3ScrnShot_072310_233734_02.jpg
Now go into some water(pond, lake, stream, etc...) even if it is shallow.
Tell me what is at the bottom, if you find grass, then take a pic or video, because I'd like to see that.
Point being, that Grass simply cannot grow from out of water. You should make the under water part a mixture of the two different dirt(s) and then near(not in) the water make it grassy dirt/grass mix.
Maybe add some cattails around the entire lake, and growing from the water(shallow only) too. And river rushes around the murloc huts would be good looking too.

Now, none of this is really "necessary", but it will make your terrain so much more realistic, which is really what terraining is about in most cases.
As soon as I see the changes made, I'll change the value to a "10" and you'll have an "A" map.

Great job thus far.

 
Level 11
Joined
Mar 18, 2009
Messages
788
Overall its a pretty nice map, reminds me of AoE II, it just needs a little more work.

I think you need more unit upgrades (attack and armor ones) when I finally took over the first base I had already upgraded my Knights completely. Also, adding some Item shops would be nice, maybe the better item shops can be found behind the bases as you progress.

Well the terrain is improvable but the Walls the Orc bases have should be replaced with something more Orcish, like these ones:
http://www.hiveworkshop.com/forums/models-530/wall-49720/?prev=c%3D15%26t%3D4%26r%3D20%26d%3Dlist%26page%3D14
http://www.hiveworkshop.com/forums/models-530/orcishwall-148843/?prev=c%3D15%26t%3D4%26r%3D20%26d%3Dlist%26page%3D3
http://www.hiveworkshop.com/forums/models-530/woodwall0-139353/?prev=c%3D15%26t%3D4%26r%3D20%26d%3Dlist%26page%3D6

During fights you wont see so much of the ground but the walls are still very visible, if you need help with the walls or other terrain stuff I can give you some help.
 
Level 4
Joined
Nov 14, 2005
Messages
64
About 7.9

I started playing the latest version (v7.9) and found 2 bugs:

- A typo in the loading screen: '' Bring Halahk to the energy field (your starting POTITION).
It's spelt '' position ''.

- After you take out the demons and capture the bandit base, a rain of fire is casted, with no enemy around (like if some invisible doom guard is doing it) xD.

Its my first post; forgot to say its an excellent map, I love single-player maps like this. Keep up the good work :)
 
Level 8
Joined
Jun 21, 2009
Messages
325
@EloTheMan Thanks for the wall models! And well, I need some help with terrain, any suggestions/ideas/links?

@KingLich

fixin' it xd @ typo. Also, wait, after you take out all red units a rain of fire is casted on your base? will try to fix that xD and ty for playing ^^ (and for the feedback :D)
 
Level 4
Joined
Nov 14, 2005
Messages
64
Fully played the game, and found:
- The Rain of Fire deals huge damage and its casted randomly, most of the times at your starting gold mine, killing your peasants in seconds.
- You can spawn as many demons as you want (at your starting base) every time you get inside trigger region, because you didnt make it to stop the trigger after that.
- After you kill Magtheridon, nothing happens T_T ! (And I killed him very easily with flying units. Maybe you should get him ranged attack also, to make it more challenging) :D

Other than that, I repeat, loved this map :). ! <3
 
Level 8
Joined
Jun 21, 2009
Messages
325
Ok, I think I fixed the Rain of Fire thing (had global casting range, so Magtheridon just randomly cast it from his hill xD) Removed the demons (Archimondes) from the game, and Magtheridon can now attack air units xD Also nerfed his abilities, except Cleaving Attack xd.

Thank you again! :D Tho, I'm thinking of making demons spawn after you free Halahk, so you don't have to escort him through nothing (if you destroyed all bases) xd What do you think? oo should demons spawn in destroyed bases?
 
Level 4
Joined
Nov 14, 2005
Messages
64
Ok it should be fine now, thanks.

About demon spawning after you free Halakh; yeah that was seriously what I expected xD!

Idk where are you going to spawn them, but definately you have to make a warning or something saying that they're going to try to stop you.

Cheers!
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,882
Captain takes no food.
The potion of Transmute can be used on any enemy building indefinitely (imagine three heroes with that).
Troops can walk through walls but the yellow AI has a tower that cannot be reached through its walls.
There are a lot of miswritten words like the Greentooth Clan instead of the Blacktooth Grin Clan or Balnazzar instead of Magtheridon.
Trees and the Gold Mines offer almost infinite resources.
The AI barely attacks. Only the yellow one has something to say.
Creeps are not attacked by the Orcs and some of them have their camp very near the Orcs.
 
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