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TSoL CoTS 1.2

Submitted by Pietje
This bundle is marked as approved. It works and satisfies the submission rules.
TSoL_Cots 1.2
changelog

Version can be found here:

Changelog:

General:
Decreased gold cost of fortify
Fortify gratz 3 armor instead of 1
Control points now regenerate mana.
Tier 1 units have been buffed
Buffed several second base chances.

Green:
Zombie
Nerfed health to 310
Changed armor from plate to mail

Skeletal Swordsman
Changed armor from plate to mail

Necromancer:
CD of raise dead has been raised

Plaguecultist:
Fixed acid bomb dependencies


Pink:

Buffed water elementals

Yellow:
Swordsman have increased health & 1 additional starting armor
Sylvanas no longer has wind walk but mass rej.
Healing wave now heals more damage.

Grey:
Cost of dragon hawk obelisk increased from 100 to 150

Silverhand:
Made several changes, paladins & knights are moved up a tier upgrade & added new tier 1 unit the holy avenger.

Green:
Changed bone gollems armor from leather to mail.

Blue:
The king now has silence instead of mass rej.

Teal:

Captains have been buffed in health.

Warsong & Horde
Frostwolf keep is removed.
Now the keep is a second base chance for warsong has fel orcs.


TSoL_Cots 1 (beta)
Changelog can be found in this forum: http://clan-hoa.com/forums/tft/new/HoA/forumdisplay.php?214-The-Scourge-of-Lordaeron

TSoL_EoTh version 4
changelog

Fixed Warsong Bug (second base)
Fixed LB bug (second base)
Buffed Trolls
Nerfed DG starting units
Increases Smite/Warriors strength AoE
Nerfed Horde/warsong
Removed multishot from Shadow hunter
Fixed abolish magic tooltip for horde.
Added research time tooltip to spawns
Added level indication to fortify tooltip
Make alliance unable to trigger the book guardians.
And prevent Jaina from teleporting into portals.




TSoL_EoTh version 3 => this is the last version of exodus of the horde, now a big update will come and bring many changes to elves & trolls. New areas etc.
changelog

Goal of this update: Balance/Fixes
Features: I will be fixing the least bugs left and adding some last balance issues. Nothing special about this update but it will improve gameplay.

Control Points:
I have removed the farms & towns, adding control points they grant gold/wood bonus & give a healing aura.

General Fixes:
  • Fixing of foodsystem [Done]
  • Fixing repair on Mainbases [Done]
  • Fixing Andorhal spawn bug [Done]
  • Fixing stromgarde bug when warsong goes evil [Done]
  • Fixing 2 kelthuzad bug [Done]
  • Fixing drektars spellbook [Done]
  • Buffing of certain AoE spells. [Done]
  • Summon spells have increased summons now [Done]
  • Fixed spirit wolf armor bug [Done]
  • Fixed the plague [Done]
  • Removed Farm Lands & Towns [Done]
  • Renamed brill to agmand mills [Done]
  • Renamed chillwind point to sorrow hills [Done]
  • Buffed Grey & Yellow[Done]
  • Removed abilities like searing arrows which fail to work and added other abilities[Done]
  • Multishot will upgrade depending on fortification level [done]
  • Adding healing auras [Done]
  • Fixing pathing bugs at dalaran, stromgarde, zul aman etc [Done]
  • Removal of rend for footmen, addition of crit strike [Done]
  • Fixed hotkeys for arthas [Done]

Teal
  • Adding of Hillsbrad spawn [Done]
  • Fixing of Galen Trollbane model [Done]

Blue
  • Adding of brill spawn [Done]
  • Adding more starting units [Done]

Orange
  • Adding beter defences at Alterac [Done]
  • Upgrading baricades at inner stratholme to prevent rushes. [Done]
  • Adding a teleport scroll to saiden [Done]

Light blue
  • Buffing of scarlet monastery second base chance [Done]
  • Buffing of mograines attack [Done]
  • Buffing Paladins [Done]
  • Added Chillwind Point [Done]


Purple
  • Fixing a warsong bug, when player left and goes evil [Done]
  • Makes it harder to join undead for warsong [Done]


Brown
  • Tower placement redone. [Done]
  • Removed Sleep from dreadlords [Done]
  • Fixed abolish magic for iniate dreadlord [Done]
  • Fixed hotkey for carrion swarm [Done]
  • Fixed hotkey for dark summoning [Done]

Pink
  • Added Rhonin [Done]



TSoL_EoTh version 2
changelog

Fixed upgrades for ogres/fel orcs.
Fixed stromgarde ogre spawn when warsong goes evil.
Fixed issue killing own units granting unit kills
Fixed multiboard issue of units owned.
Removed the guard system
Archus has cd now.
Drek'tars spellbook has cd now.
Removed spell shield from sorceress (dalaran) and added mud gollem.
Fixed sweeping strikes upgrade for naga royal.
Increased lumber income.
Buffed alliance early game
Switched shaman and spear thrower spawn for warsong and red.
Fixed tol barad second chance.
Fixed elite tower building plots.
Nerfed multishot for shadow hunter
Redone echo isle
-Added cam system
-Nerfed plaguecult
-Fixed kaels and vash's level


TSoL_EoTh (Exodus of the Horde)
changelog

Whats this?

You can guess this version is all about the good old horde.
It will feature gameplay improvements but on the other hand it will feature a lot of new techs and units.

Features
-Base management: Tier 2 towers, all towers will have upgrades available this also includes upgrades for base defenses. As you have noticed when a building hits 2000 hp guards come out. You will be able to upgrade the amount of guards spawns. You will also be able to upgrade repair ability repairing buildings this also allows the restocking of guards.
Bases will also be able to upgrade auras, mana regen & life regen aura.

This is due the fact you have a lot of unused income late game.

-Unit experience system: units will get small boosts to their stats whenever they make a kill, this will stack 5 times. So people who keep their troops alive will be rewarded for this.

-Horde events:

Echo Isle:
This event can occur on 2 different ways.

Orcs can either kill soutshore, then a boat will appear leading to the echo ilse from soutshore. They will get improved Ranged units aka the darkspear beserker instead of their weak spearthrower.
They will also get a small shadow hunter spawn whom provide excellent support spells.
This also means vol'jin to be among the units. He wont be a caster but he will be a hardcore ranged unit.

Now if the orcs haven't gotten echo isle and they die, that will be their second chance. They will automatically ally the amani trolls, if they die for balance reasons.
Then a zepelin will appear and depending on what bases the trolls have left the path will lead to jin'talor or zul aman.

Tol Barad

Now if the warsong clan loses it spawns they will unally thrall and will ally the burning legion. They will turn into fel orcs with the shadow council on Tol barad and gain Jubeitos. Yes this isn't lorewise but its the only option available. If grom is allive you will lose him to the burning legion. Drek'tar will join the horde.

Stromgarde

Will play a major role in the version. Orcs can capture it to get insane strong orgres (limited spawn) or alliance can capture it gaining galen trollbane a strong hero with elite guards (that wont spawn you will have 6 but they are very good)

This depends on who captures it first.

Lesser notifications
Alterac will be scarlet when start dies.
Quel-thalas will be slightly changed.
Scourge will get a small nerf


Follow this map on http://clan-hoa.com/forums/tft/new/HoA/forum.php

TSoL_RoC_1

After a long time of inactivity I am picking up this project once more doing an overhaul.

Gameplay and units are redone completely, balancing the overpoweredness that was pointed out by the moderators.

-12 factions:
  • North Lordaeron
  • South Lordaeron
  • Silver Hand (hero faction)
  • Dalaran
  • The Horde
  • The Warsong Clan
  • The High Elves
  • Stratholme
  • Zul'Aman
  • Lichkings Forces
  • Cult of the Dammned
  • The Burning Legion (Semi Hero Faction)

Spawn System: How Does it work?

You basicly upgrade your spawns in your Main Base (like in Lordaeron Tactics)
You can upgrade spawns 3 times.

First Spawn upgrades Tier 1 - 2 number of spawns + adds tier 3 units.
First Spawn upgrades Tier 3 number of spawns + adds tier 4 units.
First Spawn upgrades Tier 4 number of spawns + adds tier 5 units.

You wont spawn unless your food is below 100 (foodcap)

Units Screenshot
[​IMG]


There are more units/heroes available through events.


Income System: How does it work?

Gold is used for upgrading spawns and the armor of your units.
It is also used for building towers on tower plots.

How to get gold? Simple capture tactical points, like gold mines farmlands & towns.

Lumber is gained over time.

My plan is to stay basic for now, and dont get the map too complicated yet, if there is enough demand I will increase the availability of construction.

Heroes

Heroes have high hit points to prevent one shot hero targeting.
But the downside their spells aren't "too" strong.

They can go till level 15 max, heroes will have items that suit their character.
E.G. Uther having the lightbringer as his hammer.

If they die, they stay dead unless with an Event
E.G. Arthas Dies, resurrected as a deathknight

What I am planning for the future

Masteries
Offensive
This will increase the damage of units (adding an other "dice" upgrade to the units)
This will also increase the damage and proc chance of offensive abilities.
E.G. Bash will have 3% more chance to occur & will deal 4 extra damage.

Defensive
This will increase the armor of all your units.
This wil also increase the effects of defensive abilities.
E.G. Parry of a footmen will have 3% more chance to occur & will block 3 additional damage

Utility
This will increase the mana regeneration of all your mana users.
This will also reduce cooldowns & duration of abilities.
E.G. Inner Fire cooldown will be 5 seconds instead of 7 & will last 10 seconds longer.

Unit Experience System
After each kill a unit upgrades its' stats whether depending on which type.
This effect stacks up 5 times.

Ranged Upgrades: Attack Speed, Attack Damage
Melee Upgrades: Health, Armor
Casters Upgrades: Mana, Mana Regen

Give feedback if you can, thanks for reading & I will update this thread on progress

Keywords:
Wow, lordaeron, lord, tactic, rts, spawn, base, warcraft, arthas, pietje, pman, horde, alliance, risk, elves, human, plague, world of warcraft
Contents

TSoL CoTS 1.2 (Map)

Reviews
Moderator
15:50, 31st Oct 2009, by Rui(#37): "The Scourge of Lordaeron" (TSoL) is original, but imbalanced. I believe it can become even more interesting if it isn't taken the way of maps such as "Azeroth Wars: Legacy Reborn". Average rating of 3,15 with...
  1. 15:50, 31st Oct 2009, by Rui(#37):
    "The Scourge of Lordaeron" (TSoL) is original, but imbalanced. I believe it can become even more interesting if it isn't taken the way of maps such as "Azeroth Wars: Legacy Reborn". Average rating of 3,15 with Numerion's comment and my own.
     
  2. Pietje

    Pietje

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    This version still contains bugs etc, ill fix them, new version expected today, btw can i have some suggestions about the spawn system, i want to change it like, if you build a baracks u spawn footman, if u build a lumbermill you will spawn archers etc what you guys think?

    Dont be afraid to put negative comments, i like to construct my map on good critism.
     
  3. XX_Noob

    XX_Noob

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    I can confirm this map, it is quite good, but it suffered for some freezing error in the betas, I have no idea if its fixed or not.
     
  4. Pietje

    Pietje

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    Thats fixed now :D
     
  5. redmarine

    redmarine

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    The map has the fun factor but there were so many bugs which made it hard to maintain your land. Light blue and brown weren't able to use one of their bases because the bridge and portal were unusuable. Green was unable to spawn units after he owned 1/4 of the map. That's all for now. 3/5.
     
  6. Rui

    Rui

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    Rui's Review (The Scourge of Lordaeron 1.01)
    Map's Pluses and Minuses
    √ Hive Workshop requirements
    √ Machine/Net-friendly
    √ Spelling & Grammar

    +/- Terrain
    +/- Replaying worth
    +/- Gameplay
    +/- Imported Material

    X Originality
    X Balance
    X Interface
    X Object Editor work
    X Bugs
    "The Scourge of Lordaeron" is a strategy-risk map by Pman, which is, I believe, from the ilks of Gwydia or Blizzcraft. The map seems to take both the Second War and the Third War into its storyline.
    The map's fun factor is pretty OK, but what catches your attention is mostly the apparent lack of testing.


    You did a good job in the cities' feeling, but the shape of the rest of the terrain just doesn't look right. I suggest renewing not only the structure of the landscape but also coming up with something more attractive than trees on the fields.
    The new basic action interface was a good idea, but the changing of the damage/armor system, as well as replacing their icons for huge ones was the worst you could have done. 64x64 images on damage/armor icons look horrible. Most of the imports were unnecessary and served only to make the map bigger.

    The gameplay lacked originality. Aside from the control points, which was a feature I enjoyed as far as the theory goes (god, they were ALL OVER the map...), it was not innovative.
    I don't find the game balanced, nor diversified either. All the races are the same except for their starting positions and heroes.
    I played as the High Elves, received a little help from Light Blue at the start, but I didn't really need him – my forces were more than enough to deal with the Trolls. My two heroes died because somebody remembered to add a 2 second duration stun that deals 75 damage (something around that).
    I recommend you define points for the spawning of units, rather than spawn them all around a big bad building. Another thing to mention: the resources – it's really hard to run short on them, allowing you to buy a lot of upgrades without much effort.

    What shocked me mostly were two major bugs: both Light Blue and Brown had a spawn point that was not connected to the mainland – the units could not get out! On the second version? This is completely unacceptable.

    All in all, the feeling I got was that you mixed the style of a XX_Noob spawn-based map with a copy of Avrion's Legacy Reborn. Thank god the map doesn't lag as much...


    My rating for this resource is 2/5 (Lacking).
     
    Last edited: Nov 27, 2008
  7. DonDustin

    DonDustin

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    I also rate it with 2/5 because it is not origianl anymore and it is almost impossible to balance thos maps (I did not have a chance with my whole troll army vs the army of the yellow player and he did not even used all of his units)

    there were also a lot of bugs which were already mentioned. The only thing I liked was the terrain in your base.
     
  8. Pietje

    Pietje

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    Just nevermind about this map, its way too buggy etc, i have an other project now, but thx for beta testing it.
     
  9. redmarine

    redmarine

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    Beta maps aren't really allowed in this section. Anyway, just remember to test your map a lot before you release it to the public. Especially if you want to put it in the map section. Good luck with your new project.
     
  10. Thingolus

    Thingolus

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    hi, so wen you project stops I have interest to continue it, I also give you credits for this map. i try to fix the most of the bugs
     
  11. Pietje

    Pietje

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    I revived it and continuing it myself but thx for the offer!
     
  12. Thingolus

    Thingolus

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    ah ok, becouse i testet it and like it :) and 2 questions:1 how can i buy the obelisk from the trolls and 2 what color are the nerubians

    PS:make a pm if new ver. is out
     
  13. Pietje

    Pietje

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  14. redmarine

    redmarine

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    Don't worry. According to the Hive rules it's perfectly fine.
     
  15. Pietje

    Pietje

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    A k thx mate for telling me about it, I like to show respect for rules :)
     
  16. Rui

    Rui

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    The other time I checked I didn't post, but I wanted to say; I'm glad you've decided to work on the map again.
     
  17. Pietje

    Pietje

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    Hehe thx mate, i watched your feedback and took care of it, putted so much effort in it for improving it.

    Altough since versions 1.01 i been encountering numberous bugs and fatals that werent in version 1.00 with things i didn"t even touch o_O.

    Got the map out and its fataling all the time but owell ill do my best :p

    I hope your not gonna do a review since the map is kinda buggy atm haha :D
     
  18. Alagremm

    Alagremm

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    Yeah, the fatal error bites, but the map is great!
    But I think that you should have some things changed.
    For example, I play the high elves.
    I conquer Deatholme, and build there my own buildings.
    But the doodad undead buildings stay, what kind of makes it strange.
    I think that you are rly good terrainer, but... too much doodads, in places which just beg to be conquered.
    Right now I give you 4.5/5
    If you fix the bugs, you'll get 5/5.
    But right now, I'll give you +rep for success in lore and mapmaking.:thumbs_up:
     
  19. Pietje

    Pietje

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    The fatals were not in the previous versions but i now fixed it. (it was a mini map ping for some reason)

    And yeah your right it has to change, i am working on an enviremental changing map so the envirement will change with the owner of the outpost.

    I was gonna implent it soon i fixed bugs.

    Thx for the feedback mate i hope you will play the map soon it gets better ;)