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ToUR: The Quilboar Tribes 3.0

ToUR: The Quilboar Tribes
Althavis Presents

An Altere Melee Map ft. Custom Race

265869-e412c9ef8b0e2611da9e5cf1b5e8cac9.png

Play as the Race of Quilboars as they unite the Southern Barrens


full

Map Description
Embark on an extraordinary journey through the untamed Barrens as you unleash the might of the Quilboar Race.
Experience a fully customized gameplay with a vast array of unique units, heroes, abilities, items, and structures.
Immerse yourself in the rich tapestry of Azeroth and heed the call of the mighty Boar God, Agamaggan.
Prepare for an exhilarating adventure unlike any other!

To start your epic quest, select the Orc Race and set your handicap to 90%.
Works with AI too!


Features

  • Custom Techtree
  • Custom Buildings, Units, and Heroes
  • Custom Abilities
  • Custom Icons, Models, UI, and even Music
Lore
"Quilboar are a race of boar-like humanoids native to the continent of Kalimdor and Kul Tiras.
They have long since battled for the rights of their lands against the orcs since their immigration from the Eastern Kingdoms.
Many people simply call them "boar-men" or "pig-men".
Quilboar are primitive, resilient, fearless creatures who inhabit the central Barrens of Kalimdor in the labyrinthine maze of thorns called Razorfen Downs.
After the War of the Ancients and the subsequent Sundering of the world, the quilboars' surroundings became increasingly hostile.
Forced to fight for food and precious land against both tauren and centaur, they developed into aggressive and efficient warriors.
Though well able to handle themselves in a one-on-one battle, they are not above striking from ambush or even sacrificing themselves
to destroy even one of their many enemies."
Source: Quilboar
Race Philosophy
Pros
Cons

Their connections to the Demi-god Agamaggan, Scourge, and the constant fights in the Barren Lands was my reference in designing this race.

I really want to display them as a highly versatile race, and highlight their resiliency that have allowed them to survive against various enemies.

The name "The Quilboar Tribes" implies the cooperation between the various tribes (Razorfen, Razormane, Bristleback, etc.) and even the ones outside the Barrens.

My headcanon is that Quilboars around Azeroth have decided to band together as they see it as the only way for them to survive the always hostile world.

  • Versatility
  • Strong Summons
  • Sustainability and Edurance
  • Limited and Fragile air units
  • Weak Siege unit
  • Micromanagement dependent
  • Lacks Direct or Reliable source of healing


Avatar
"The spirits of Agamaggan guide my every step."

Bloodrinker
"Blood is my bond, my weapon, and my salvation."

Guide
"Through roots and thorns, I shall guide you."

Tuskmaster
"Stand firm, Quilboars! Our strength lies in unity!"

Aga'mars' Call

Summons 2 Level 1/2/3 Aga'mar which has 250/320/400 hp with piercing attack type that deals between 16 - 17/ 21 - 22/ 26 - 27. Also has the Frenzy ability (only Level 3). Last for 60 seconds.

Chaotic Blessing

Using the chaotic energies, the hero peeks into the soul of an enemy turning it to the hero's side for a 5/10/15 seconds. Cannot be used to units above level 5.

Disruption (Passive)

When a unit attacks the hero there is a 10% chance that enemy units within a 500 aoe radius will be inflamed of magical flames dealing a total of 30/60/90 damage for 10 seconds.

Omen of Blood

he hero conjures a fire that skyrocketed upwards and down to the position of the targeted unit, upon impact units will be stunned for two seconds also dealing 75 worth of damage, summons (2 x lvl Aga'mars' Call) Last for 60 seconds.


Cutting Edge

The Hero bursts into inner rage, quickly moving towards the targeted point and rapidly attacking everything on his path, dealing up to 70/140/240 damage to the closest enemies.

True Hemorrhage(Passive)

The Hero's basic attack has a 25% chance to inflict an undispellable bleeding to the attacked enemey for 6 seconds, dealing 20/40/60 overall damage.

Blood Drink (Passive)

Increases the life regeneration rate of the Bloodrinker for 5/10/10 seconds, heals for 10/20/40 hit points each time it attacks enemy unit.

Rapid Slash

The Hero slashed through battlefields through angles that he would never be notice and disappearing before anyone can slash him back. He warps into a target and slashes enemy units (6+(Level of True Hemorrhage x 3)) times on the battlefield. Each slah deals 80 damage and heals. Also, applies the True Hemorrhage effect to targeted enemies.


Entangling Magic

The hero throws a magical missle that causes roots to entangle every unit it touches; disables units and does 5/10/15 damage per second for 5/6.5/8 seconds.

Wind of Feathers (Passive)

When a unit attacks the hero, there is a 7%/14%/21% chance that an eagle spirit will be summoned, throwing the attacking unit into air for 10/20/30 seconds.

Guide's Ball

Throws a sphere of combusted energy at a target enemy or allly. If the target is an enemy, damages it for 15/25/40 and decreases his armor for 5/7/9. If the target is an ally, heals it for 15/25/40 and increases his armor for 5/7/9, the number of bounces is 8/11/14. Each bounce will increase the damage/heal by 3.

Nature Heal

The Guide wishes good fortune on the battlefield, healing all allied heroes on the map by 50% of their maximum life.


Impale Slide

The Tuskmaster summons spikes in his path and impales units and stunning them for a second dealing 50/100/180 damage upon landing.

Native Bash(Passive)

The axe of the Tusksmaster also carries the burden of their dying society each blow it dealt to enemies have a 30% chance to let them taste the misery pushing them from their ground and damaging them by 20/40/60.

Ancestral Mark (Passive)

The Tuskmaster imbues himself with a mark of his ancestry carved by tusk of his fallen comrades, giving him speed and hardness, Increasing his armor by 4/7/11 and attack speed by 10%/20%/40%.

Tusk Infusion

The Tuskmaster sends a vibration to the ground that impales enemy units in wide range for 4 seconds half for heroes and dealing 100 points of damage.


Video by theUnknownGameplay (Thanks!)
Video By @Daffa (Thanks!)

Map Versions
Other Maps By ALthavis
- Patch 1.24a - 1.28c
- Newest Patch Reforged 1.35
Download Old Versions


Author's Note

Credits

Changelog

Greetings Champions of Azeroth, this is Althavis.

It was 4 years ago I have uploaded the map, and since then many things have changed (and many more will change).

Now, I'm updating this map once again with a lot of changes (I don't know if they are for the better).


Huge Thanks to the community!!!

"Daghang Salamat." Thank you very much.

Special thanks to: The Hiveworkshop & Blizzard Entertainment

Credits to;

Spells:
Chaosy
-BerZekeR-
D4RK_G4ND4LF
Dynasti
forsak3n
LITHUFFIN
nitina12
Paladon
~Zack1996
redscores
RMX
Tirlititi
Flux


Tools:
Magnus Ostberg (aka Magos) (War 3 Model Editor)
Shadow Daemon (Button Manager)
The Prophet (WC3 Viewer)


Resources:

AlienAtSystem
Anachron
Army-of-Pandas
BLazeKraze
Callahan
Cavman
Champara Bros
Crazyrussian
Darkfang
Deolrin
dhguardianes
Direfury
Edge45
Em!
erwtenpeller
Frankster
FunkyDude44
garfield
GrandKaiser
Grey Knight
HammerFist132
Hate
Hawking
Heinvers
Illidan(Evil)
kellym0
KelThuzad
Kuhneghetz
LotK from Clan CBS
Mayday
Misha
Mr.goblin
Mythic
NFWar
Naze
Nosferoh
Original
Paladon
Pyritie
Situ
stan0033
The D3ath
The Panda
Thrikodius
Uncle Fester
Ujimasa Hojo
Valve Company
Vinz
Wandering Soul
xYours Trulyx
Xtream Game Modmaking
zbc
~Nightmare


Especially @Mister_Haudrauf for the Quilboar Race bundle where all of this started.


Others:
A bunch of Custom Races designers in the community
Retera - Victory/Defeat Conditions
cleavinghammer
Diegoit
Mayday - Tutorials
Kyrbi0 - template
Daffa - YT vid
deepstrasz
A Void
Kobas
Aether
Rufus

Guardians' Rock:
lelyanra
Hantoo
Vinz
Jab1z
Rubellu Sidus
General Frank
Explobomb
tillinghast


For those owners of resources who are not credited please notify me and I'm sorry.


Water Tentacle by Champara Bros
Quilboar House of Ancestry by Mister_Haudrauf
Soul DIscharge by Vinz
Stained Glass Adventurer UI by Naze
Quilboar Thorny Spire by Mister_Haudrauf
Quilboar Mainbuilding by Mister_Haudrauf
Quilboar Forge by Mister_Haudrauf
Quilboar Training Camp by Mister_Haudrauf
BTNSpell_Nature_ProtectionformNature by Blizzard Entertainment
BTNDemonicFlames by The Panda
BTNHagalaz by AlienAtSystem
BTNFireAxeSlashFinal by Moy
Quilboar Altar of Agamaggan by Mister_Haudrauf
Red orb by Original
AnimatedFlowerBV.088 by kellym0
Tree Tentacle Update by Grey Knight
BTNBloodSignet by KelThuzad
Fire Missiles by Vinz
Orb of Blood (...or Orb of Emos) by General Frank
Quilboar Hut by Mister_Haudrauf
Ganon by Mister_Haudrauf
Quilboar Animal Battle Grounds by Mister_Haudrauf
BTNThornEnsnare by The Panda
BTNCRBLOOD by CRAZYRUSSIAN
AnimatedEnviromentalEffectAurorasAv039 by kellym0
Invasion vine by Callahan
BTNSpiritBoar by BLazeKraze
Piercing Thrust by Vinz
Psionic Shots by Vinz
Firebrand Shots by Vinz
Holy Light by Vinz
Heal by Vinz
Blink Vol. I by Vinz
Conflagrate by Vinz
Soul Armor by Vinz
TaurenSpiritWalker by erwtenpeller
Quilboar Champion by Deolrin
Ashen_DirtGrass(Onyex) by dhguardianes
Quilboar Treasure Hideout by Mister_Haudrauf
Sweep Attachments by Hate
Shadow Capture and 3 chain and hook icons by Darkfang
Quilboar Raider by Mister_Haudrauf
BTNElementalBinding by Heinvers
BTNNatureHeal by Anachron
Boars Dire and Pale by Cavman
BTNANAPoisonShock by Anachron
Surrender (buff) by Thrikodius
Earth Elemental (bull) by Thrikodius
DoomguardHellspawn.blp by Hawkwing
Orb of Poison by General Frank
BTNOutlandPig by Blizzard Entertainment
Heal by Vinz
Holy Light by Vinz
Skeletal Razormane by Mister_Haudrauf
BTNFireBreaker by zbc
BloodCloud by Tirlititi
Hemorrhage by Vinz
Quilboar Sacrificial Grounds by Mister_Haudrauf
BTNFireAxe by The D3ath
Fire High and Uber by Pyritie
AnimatedFlowerEv017 by kellym0
RazorManeWorker by garfield
Earth High and Uber by Pyritie
Cosmic Elven Wings by Vinz
Damnation by Vinz
green_Harpy.BLP by Situ
Razormane Hunter by Wandering Soul
Bondage by Vinz
BTNHeavySword by The Panda
Darkness High and Uber by Pyritie
AnimatedEnviromentalEffectAurorasAv039 by kellym0
UI Template by Mayday
Smite by Vinz
Shaman and Derivatives by Ujimasa Hojo
Timeless Texturing #2 Druid of the Boar by Misha
Giant Bat by Em!
First Aid Effect by stan0033


3.0
mini version a
- Added 2 neutral heroes
- reduce creep camp difficulties
- bats are now selectable
- green trees
- fix some tooltip errors
mini version a
- Changed description for Blood Drink ability
- BTN icon for Hardened Resolve and Resistant Skin upgrade
- fixed AI issue not building
Main Changes
- 1.36 map
- Remove Razormane Speaker
- Renamed a bunch of names (units, hero, abilities)
- New abilities
- New upgrades
- Revamp for balance and less redundancy (I'm not really sure if its balance)
mini version c
- fixed gold and lumber cost for Shelter and Ancestral Bastion
- fixed item cooldown groups


2.0
- Changed Berserker's Third Skill into a new passive, that increases damages against heroes.
- Added a Reforged SD version.
- Newest map may be subject to bugs and errors.


1.8B
Fixed minor descriptions
Scaed armor and health of Razormane Speaker and Aggressor
Aggressor have a faster attack speed and Spirit Axe missile Speed
Change the music to the BFA Music and removed the custom music in the 1.28 version


- 1.8a changes
Major Change
Provides 1.31 version of the map that has a weird widescreen support with better music
Heroes
Avatar - renamed to just Avatar from Avatar of Aggamagan
- changed 2nd ability now lets you control an enemy unit
- changed 3rd ability now a passive that provides countermeasures
Blooddrinker - renamed as Quilboar Berserker
- Changed 3rd ability now provides buff that heals
- Cutting Edge now cut trees
Guide - Changed Ultimate now heals allied heroes by 50% of their max life
- Changed 3rd ability now gives a chance to disable an attacking enemy
Minor changes in stats and description

Contents

The Quilboar Tribes (Map)

The Quilboar Tribes 3.0 (Map)

Reviews
deepstrasz
Why aren't the bats selectable like the other neutral passive units (critters)? Avatar of Agamaggan is not mentioned in the altar's description. I find it a bit forced that you need an upgrade to make the boars you summon from an item more powerful...
Level 13
Joined
Oct 31, 2017
Messages
128
"Hey nice map, imba AF"

Just played it with a friend. T'was fun to mess around. Though while they're weak early game, they can tech up to same insanely overpowered crap! They get quite strong, it's insane. I like the aesthetic of the race itself (And that Force of Nature effect when units get trained, nice touch, I admit). Although I do suggest that you replace the default abilities already used by the default WC3 races (like the Cyclone and Faerie Fire from the Harpies) with a custom ability.

Also, the AI needs improvements. One of the AI (The Bristleback Tribe if I recall) simply made Tier 1 units, and it made it quite easy for me to storm through them with an upgraded army of 10.

Other than that. Very neat. Custom races are always okay in my book!
 
Level 10
Joined
Mar 4, 2016
Messages
190
"Hey nice map, imba AF"

Just played it with a friend. T'was fun to mess around. Though while they're weak early game, they can tech up to same insanely overpowered crap! They get quite strong, it's insane. I like the aesthetic of the race itself (And that Force of Nature effect when units get trained, nice touch, I admit). Although I do suggest that you replace the default abilities already used by the default WC3 races (like the Cyclone and Faerie Fire from the Harpies) with a custom ability.

Also, the AI needs improvements. One of the AI (The Bristleback Tribe if I recall) simply made Tier 1 units, and it made it quite easy for me to storm through them with an upgraded army of 10.

Other than that. Very neat. Custom races are always okay in my book!
Thank you for the kind review, I'll take note. I will improve the AI's behavior and abilities.
 
Level 2
Joined
Sep 9, 2018
Messages
8
The Custom Race was actually pretty good and as winter said they are way too imbalance late game, so i made a list of every unit
1-Draftee: tbh i dont see myself using this unit late game, it has low hp , low damage and the upgrade dosent even matter because he deals such a low damage, i would rather have hp boost upgrade
2-Quillboar Hunter: pretty good and can be used late game to stun heroes
3-Quillboar Aggressor: a good unit for teir 3 even tho that axe deals pretty damn much for a normal unit maybe make it 100 instead of 200?
4-Quillboar Geomancer: starts with 190 hp :p??, and them not getting any mana is intentional? because they have like 1 mana regen per 3 sec
5-Harpy Witch: as winter said the first ability should be replaced since night elf already have it, and the curse shackle is pretty op i mean they cost 2 food, you can easily mass them and stunlock all the enemy army, not to mention the 50% evasion
6-Thorn Weaver: after you upgrade them to master training they only have 240 hp for 4 food? i dont see myself using them even with the op abilitis
7-Hog Raider: Pretty decent siege unit even tho leaping ability on a unit dosent make a whole let of sense
8-Harpy Dance: i rather change cyclone since druid of the talon already have it but if you combine harpy dancer's cyclone with the witch's shackles you can stunlock all heroes with shackles and their units with cyclone
9-Druid of The Tusk : distruption is pretty damn op i would rather have it deal damage to summoned unit not instant kill them and their boar form, CHAOS DAMAGE ? we all know there is no chaos damage on any race :p maybe make it upgradble and change it to pierce, summon tusk spirit is pretty broken xD if u get 8 druids you can make an army out of nothing, ya they can be dispelled but 4 is way too much, melt on a boar? i better not ask
10-Briarback Prophet: ok here where the imbalance begins silence for 30 SECONDS ? even lvl 3 darkranger's silence is only 24 and this is a normal unit that can be massed , it have chaos damage which is broken, and he have mana version of death and decay xD i think he should cost at least 6 food and not 3
11-Razormane Speaker: Broken tbh more op than the mountain giant since he have buffed version of hardend skin and he cost 2 food less also he have that orb ability
 
Level 10
Joined
Mar 4, 2016
Messages
190
The Custom Race was actually pretty good and as winter said they are way too imbalance late game, so i made a list of every unit
1-Draftee: tbh i dont see myself using this unit late game, it has low hp , low damage and the upgrade dosent even matter because he deals such a low damage, i would rather have hp boost upgrade
2-Quillboar Hunter: pretty good and can be used late game to stun heroes
3-Quillboar Aggressor: a good unit for teir 3 even tho that axe deals pretty damn much for a normal unit maybe make it 100 instead of 200?
4-Quillboar Geomancer: starts with 190 hp :p??, and them not getting any mana is intentional? because they have like 1 mana regen per 3 sec
5-Harpy Witch: as winter said the first ability should be replaced since night elf already have it, and the curse shackle is pretty op i mean they cost 2 food, you can easily mass them and stunlock all the enemy army, not to mention the 50% evasion
6-Thorn Weaver: after you upgrade them to master training they only have 240 hp for 4 food? i dont see myself using them even with the op abilitis
7-Hog Raider: Pretty decent siege unit even tho leaping ability on a unit dosent make a whole let of sense
8-Harpy Dance: i rather change cyclone since druid of the talon already have it but if you combine harpy dancer's cyclone with the witch's shackles you can stunlock all heroes with shackles and their units with cyclone
9-Druid of The Tusk : distruption is pretty damn op i would rather have it deal damage to summoned unit not instant kill them and their boar form, CHAOS DAMAGE ? we all know there is no chaos damage on any race :p maybe make it upgradble and change it to pierce, summon tusk spirit is pretty broken xD if u get 8 druids you can make an army out of nothing, ya they can be dispelled but 4 is way too much, melt on a boar? i better not ask
10-Briarback Prophet: ok here where the imbalance begins silence for 30 SECONDS ? even lvl 3 darkranger's silence is only 24 and this is a normal unit that can be massed , it have chaos damage which is broken, and he have mana version of death and decay xD i think he should cost at least 6 food and not 3
11-Razormane Speaker: Broken tbh more op than the mountain giant since he have buffed version of hardend skin and he cost 2 food less also he have that orb ability
Thank you for the review,

I have increase some units hp and have decrease the hp added by the Hide upgrade. I have increase the damage and hp for Draftees. At the earlier i have 100 damage for Aggressor i will change it back. Tier 3 units are op especially Razormane Speaker (Most Tower deal only less than 5 i think).

I have made some changes and will modify some like you said. This 2 reviews helped me. thank you.
 

deepstrasz

Map Reviewer
Level 70
Joined
Jun 4, 2009
Messages
19,137
  1. Why aren't the bats selectable like the other neutral passive units (critters)?
  2. Avatar of Agamaggan is not mentioned in the altar's description.
  3. I find it a bit forced that you need an upgrade to make the boars you summon from an item more powerful.
  4. Briar Touch and Coverage of Briar have the same icon.
  5. Bloodshard Orb's description doesn't mention what damage it does.
  6. Too many Thorn based abilities.
  7. I think Boar Catapult should also deal some damage upon impact since it only stuns for 1 second and it takes quite a while for the projectile to hit the area.
  8. Flying heroes are totally imbalanced. The ability should only last a couple of seconds, max 10 or so.
  9. Essentially Green Fury is like the Avatar hero's AoE spell.
  10. Blink+Invisibility? Imbalanced. The unit casting Invisibility is an enemy as the hero icon flashes like being attacked.
  11. Rapid Slash, also too powerful. You cannot stun/stop the hero from multiple times attacking one target for instance.
  12. Passive abilities shouldn't be first or before active ones unless they're before the ultimate. Exchange Native Bash with Impale Slide.
  13. Impale Slide is just impale+a trigger made Blink.
  14. Try using less AoS type spells as they don't fit in melee or properly edit them so they would not give too much advantages to heroes.

You should differentiate as much from regular Warcraft III spells as possible. Some are basically copies with changed names and icons.
Needs proper balance. Some spells don't require mana and their cooldowns are not that big. Also, the units having those abilities could be quite powerful when many. Proper testing is required.

Approved.


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Alright. This race is interesting in its own right. However, some minor details like the lumber mill merged with the shop are tricky to notice at first sight. This faction is not pretty strong early on (which is okay), but once you can get the orb unit, you pretty much have most of the game under control. Add some druid of the wild with morph and it gets broken, and perhaps the best build tactic for the race. The spellcasters don't really encourage to be spammed like other factions spellcasters. I find harpies uninteresting. The siege unit pales in combat, but that might be me. Overall, an interesting concept, but I find this faction is about grabbing Druid + Orb-caster Quillboar as fast as possible, at least for me. Some number tweaking could really do wonder with this race.
 
Level 10
Joined
Mar 4, 2016
Messages
190

Alright. This race is interesting in its own right. However, some minor details like the lumber mill merged with the shop are tricky to notice at first sight. This faction is not pretty strong early on (which is okay), but once you can get the orb unit, you pretty much have most of the game under control. Add some druid of the wild with morph and it gets broken, and perhaps the best build tactic for the race. The spellcasters don't really encourage to be spammed like other factions spellcasters. I find harpies uninteresting. The siege unit pales in combat, but that might be me. Overall, an interesting concept, but I find this faction is about grabbing Druid + Orb-caster Quillboar as fast as possible, at least for me. Some number tweaking could really do wonder with this race.

Thank you for the feedback, I also think it's like that. I'm considering nerfing the tier 3 units especially the casters. I still don't even have any idea what to with Druid of Tusk that I even removed this unit once.
 
Thank you for the feedback, I also think it's like that. I'm considering nerfing the tier 3 units especially the casters. I still don't even have any idea what to with Druid of Tusk that I even removed this unit once.
Sorry, I misread this post. For the Tusk, I suggest considering the overall design of the faction and what role it should have been fulfilling. An option that can work fast is to nerf the summoning ability of that Druid.
 
Level 10
Joined
Mar 4, 2016
Messages
190
There have been a lot of changes that I don't recall
But

  • tooltips fix (for one tooltip fix, another one appears)
  • Bats now selectable
  • updated the Ai to reflect the changes
  • removed some sounds in regions (Fountain)
  • Thorny Spire now requires only the Quilboar Forge
  • this is to allow the race to set up early game defenses
  • Quilboar Heroes have been slightly modified
  • Berserker Hero now called Bloodrinker
  • Guardians' Rock basically a tavern for heroes from my other maps
  • Added Outlaw from Bloodsail Buccaneers map
  • Added Houndmaster from upcoming Westfall Brigade map
  • removed Razormane Speaker and Briarback Prophet
  • Razormane Speakers' role as a tank is inherited by Aggressors
Druid of the Tusks
  • removed Boar Form
  • designed to be a support-summoner unit
New: Bloodbound
- the unit design was influenced by Hearthstone's Blood Gem and quilboar units

I just realized that since Reforged the trees which was retextured (in the Object Manager)
to Lordaeron Summer Tree only displayed the Barren textures no matter the modifications I make.
So I just imported a Lordaeron tree texture and set its path to overwrite the barren one, which worked.


Thank you.
 
Level 32
Joined
Aug 6, 2015
Messages
643
A bit of feedback.

  • I like the text color on the units and overall color gamma used for text coloring in descriptions/spells really adds more flavor.
  • Overall Unit description and Building description are very well done and explained good enough.
  • Hunch upgrade to Thorny Spine is cool, the damage type though - pierce damage would make a bit more sense instead of magic.
  • The addition of music is nice.
  • Custom mouse cursor also fits the theme.
  • Manager and Bastion upgrades seems too low (20g/30g and 20w/20w).
  • The overall map looks pleasant to the eye - the neutral flying bats too.
  • Noticed that T1 units have each 2 upgrades besides Warbritle, maybe a second shield upgrade would fit such unit. (+40 max hp and +1 armor)

  • The upgrade icons look odd in terms of style difference between each other and have no distinct glow between tiers upgrades - similar to classic upgrades (some have background - some don't - would be nice to make them look more like same race synergy).
  • Add a description in credits that in order to play the map, you should choose Orc with 90% handicap.
  • Blood drinker and Avatar running animation looks odd - play with unit walking/running speed animation to fit it better.
  • Heroes can upgrade skills regardless of level skip requirement
  • Wings on the Blood bound a bit overtuned and unnecessary.
  • Siege Swine Leap is a bit too slow, and too high (especially when using it on far targets)
  • Mango and Briar Weed icons are disorted - could use some alternate icons from hive.
  • Scroll of Boars , rune on the scroll could be replaced with a boar image or something similar to make the icon give an faster understanding of what it is supposed to do.
  • Scroll of Boars and Briar of Saplings use the same cooldown groups.
 
Level 10
Joined
Mar 4, 2016
Messages
190
Good Evening/Morning, thanks for the feedback Aldeia.

EDIT:

  • It's nice to know that you like the map and description design. I always thought it was distracting the gameplay.
  • Your suggestions in regards to Thorny Spire, icons and Warbritle were nice, and I will apply the changes (next update might be after the semester)
  • In regards to icons, if I have time I will browse the section for icons that fits more thematically. Some icons are from Dota 2 and WOW, while some might fit the others stuck like a Mountain Giant (sorry for this joke everyone)
  • I'll check the other things you mentioned 😊

To Be Honest while reading your feedback I was like 'what's a cooldown group?' 😭

Also, I am really confused why I added the wings hehe 'Blood Wings for the Blood Bound'. Siege Swine's Leap was something I was about to remove but they look cool and I keep remembering hog rider from Clash of Clans.


Once again, thank you for the feedback and for playing the map!
A bit of feedback.

  • I like the text color on the units and overall color gamma used for text coloring in descriptions/spells really adds more flavor.
  • Overall Unit description and Building description are very well done and explained good enough.
  • Hunch upgrade to Thorny Spine is cool, the damage type though - pierce damage would make a bit more sense instead of magic.
  • The addition of music is nice.
  • Custom mouse cursor also fits the theme.
  • Manager and Bastion upgrades seems too low (20g/30g and 20w/20w).
  • The overall map looks pleasant to the eye - the neutral flying bats too.
  • Noticed that T1 units have each 2 upgrades besides Warbritle, maybe a second shield upgrade would fit such unit. (+40 max hp and +1 armor)

  • The upgrade icons look odd in terms of style difference between each other and have no distinct glow between tiers upgrades - similar to classic upgrades (some have background - some don't - would be nice to make them look more like same race synergy).
  • Add a description in credits that in order to play the map, you should choose Orc with 90% handicap.
  • Blood drinker and Avatar running animation looks odd - play with unit walking/running speed animation to fit it better.
  • Heroes can upgrade skills regardless of level skip requirement
  • Wings on the Blood bound a bit overtuned and unnecessary.
  • Siege Swine Leap is a bit too slow, and too high (especially when using it on far targets)
  • Mango and Briar Weed icons are disorted - could use some alternate icons from hive.
  • Scroll of Boars , rune on the scroll could be replaced with a boar image or something similar to make the icon give an faster understanding of what it is supposed to do.
  • Scroll of Boars and Briar of Saplings use the same cooldown groups.
 
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Played it with a friend yesterday. Quite a fun race to play. I made a similar race myself once, but it wasn't nearly as fleshed out. I like the terrain and the visuals overall.

A few things to improve:
  • A lot of units are sliding over the ground because their Animation - Run Speed is set too low (or too high, I can never remember). It looks quite wonky.
  • The buildings are very hard to differentiate. Of course, you have to work with what's available, but you can add some special effect attachments to the various buildings to differentiate them more. For example, different colored flags or the entangled goldmine effect etc.
  • A lot of spells have the "Cannot target self" restriction for no reason as far as I can tell. The biggest offender is the harpy hero's healing ball that can heal her, but you cannot target her directly. This just unnecessarily leads to frustrating situations in combat where you get an error message instead of your units doing what you want them to do.
And lastly, a balance comment:

So, that the late-game stuff is a bit overpowered has already been mentioned, but I haven't heard anyone mention the Geomancer. This is the most massable caster unit in the game. You can spam the Holy Light on your heroes to make them basically indestructible and the Earth Crystals murder everything on the ground. If the opponent tries to retreat, you have the harpy hero's mass entangling roots and the Harpy Dancer's shackles spell. Since the Earth Crystals deal normal damage, they deal extra damage to ranged units, so even they don't really counter the Geomancers well. I had a blast murdering my friend with all those Earth Crystals, but in all fairness, this is just too broken. :plol:
 
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I played with bots, yes they were normal - forgot to change them, however, it doesn't matter.
Played on TOUR Quilboard Race v3.0c, provided in the map archive.


This quilboar is so absurd. With proper macro management, you can quickly build an enormous army with the first barrack melee unit, which can learn frenzy - huh?!
And the hero - Aggamagan Avatar - is so broken. You can easily farm 2 additional goldmines with him at the game start and be as rich as you want to.
Provide you with a .wc3g replay file, maybe you'll find it interesting :)

Yes, I used iseedeadpeople in-game to see the whole map, but this doesn't change AI behavior. And Quilboar AI is strange - two of them barely trained any units and barely pushed their nearby enemies.
 

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Once again greetings,

@Antares A
Unit Animations: just tested it, it seems like there indeed weird movements (especially the heroes Aldeia mentioned), hehe I'll experiment a bit my attempts made them glide/tiptoing :grin:
Building Differentiation: thank you, will be adding overhead attachments to Forge and Treasury, especially the Treasury since it being the 'return lumber' building isn't really noticeable
Geomancer: I'm honestly surprised by Geomancer's potential and didn't really think much of the Earth Crystal's normal attack, will probably lower it and change it to magic/siege. Magic for the melees or Siege since Hog Rider's siege capabilities are subpar.
Disables: the strong disables where really intentional, but it is indeed a monster with proper microing. I'll tune down them down especially for Guide's entangling wave, also for the 'cannot target self ability' I'll try to change Ground Staff and Guide's Ball base ability from Holy Light to another unit target.


@The Nightmare Book
AI: Hehe, I really don't know how to properly make the AI with the AI Editor, I'll will polish one AI script (map have 3 different AI script for Quilboar) or try to learn JASS coding since they said the AI is smarter with this, thanks!
Avatar of Aggamagan: Chaotic Blessing, will be adding restriction like it won't be able to target Neutral Hostile or maybe a side effect like adding a Bloodlust buff to the unit after the duration of the spell. The boars are quite strong and tanky, will probabbly lower their hp.
Warbristle: Will either lower the speed bonus of madness grip or increase the damage taken, and add a New upgrade that Aldeia mentioned.

I'm verry sorry but I was unable to open the replay, may I ask where to properly put it? Thank you.

Once again, Thank you Warchiefs!
I'll be playtesting the map once again and implement the changes suggested by everyone here.
I actually haven't played this with anyone except AI, so I'll try asking someone.
 
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Messages
684
Once again greetings,

@The Nightmare Book
AI: Hehe, I really don't know how to properly make the AI with the AI Editor, I'll will polish one AI script (map have 3 different AI script for Quilboar) or try to learn JASS coding since they said the AI is smarter with this, thanks!
Avatar of Aggamagan: Chaotic Blessing, will be adding restriction like it won't be able to target Neutral Hostile or maybe a side effect like adding a Bloodlust buff to the unit after the duration of the spell. The boars are quite strong and tanky, will probabbly lower their hp.
Warbristle: Will either lower the speed bonus of madness grip or increase the damage taken, and add a New upgrade that Aldeia mentioned.

I'm verry sorry but I was unable to open the replay, may I ask where to properly put it? Thank you.

Once again, Thank you Warchiefs!
I'll be playtesting the map once again and implement the changes suggested by everyone here.
I actually haven't played this with anyone except AI, so I'll try asking someone.

You need to post replays into a folder inside Documents, like that: D:\Documents\Warcraft III\BattleNet\126282676\Replays
Cursive is numbers, may be related to something for account-only or whatever...

Maybe I'll replay this map and post a video showcase on my youtube channel, somehow :p
 
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190
You need to post replays into a folder inside Documents, like that: D:\Documents\Warcraft III\BattleNet\126282676\Replays
Cursive is numbers, may be related to something for account-only or whatever...

Maybe I'll replay this map and post a video showcase on my youtube channel, somehow :p
Thank you very much po, Good Day!
 
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