• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

TSoL CoTS 1.2

TSoL_Cots 1.2

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

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.

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

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)

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-1.png


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
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...

Moderator

M

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 Numerion's comment and my own.
 
Level 6
Joined
Oct 18, 2008
Messages
100
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.
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
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.
 
  • Like
Reactions: Rui

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
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:
Level 26
Joined
Jun 15, 2006
Messages
2,651
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.
 
Level 6
Joined
Oct 18, 2008
Messages
100
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.

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
 
Level 23
Joined
Nov 17, 2008
Messages
17,314
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:
 
Level 6
Joined
Oct 18, 2008
Messages
100
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:


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 ;)
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
I wasn't planning to review the map anytime soon, but now that I noticed, it is standing in the second page of the pending maps queue (ordered from oldest to newest submissions). If me and Bounty start attacking the queue, it will not take long for your map to be reviewed.
 
Level 6
Joined
Oct 18, 2008
Messages
100
I wasn't planning to review the map anytime soon, but now that I noticed, it is standing in the second page of the pending maps queue (ordered from oldest to newest submissions). If me and Bounty start attacking the queue, it will not take long for your map to be reviewed.

A k ^^, well I hope you wont review it untill version 1.03 comes out :p

Anyways thx for your support mate :D
 
Level 6
Joined
Oct 18, 2008
Messages
100
Updated: Removed spawn/income lag, enhanced multiboard, fixed tooltips for buildings, removed fatals and much more.

Hope you enjoy it, it might contain bugs since we redid the spawn system.

EDIT THE MAP IS BUGGED PLEASE DONT HOST
 
Level 1
Joined
Apr 8, 2008
Messages
3
Wait, are you guys still uploading the fixes I pump out? If so that's fine, I just didn't know about it, 1.04 will be the first version without spawn bugs, lag, pathing issues, more balances ect.. I have a full list on haven, but those are the main issues that will be resolved, then you can add in the WC3 events Pman. =D

EDIT:
Nevermind you haven't, well not that I can see, you guys can download it at haven though in the TSoL forum.
 
Level 6
Joined
Apr 14, 2008
Messages
172
Now, Spell hotkeys, Z is a terrible hotkey.. all other spawn based maps have WERT and some other random ones for specific spells.

Atleast for trolls/elves its all about getting most ranged units and being at the right position.
 
Level 3
Joined
Jan 27, 2006
Messages
24
I do not make this map based on how other maps have hotkeys or spawn or balance etc. , I realy don't care about em , just because the others have it that way does not give me ANY reason to make it so here.

Secondly for Troll/Elves , I rofl , you just mased archer/melee against me who got melee/ranged/casters/elite units , and you expected to win against a tier 2 army with a tier 1 army? If you had gotten your elite and your casters , then teched to get rangers then ye you might have won

Oh but that coming from a guy who said elves where OP when he raped a guy who didn't even bother using berserker , building as he should , no use of his spells properly

Sorry if I make this map so that you actualy need SKILL to win , God fobrid there should exist such a map on Bnet
 
Last edited:
Level 13
Joined
Jul 3, 2008
Messages
1,098
In my opinion very funny mass control map (we almost had full house) and it has pretty nice and interesting terrain (in didnt noticed enemy base in one position hovever).

But...it has some overpowered units ... like the dead knights (no i wasn't against undead....i WAS undead) they heal themself almost for 1/5 of HP ...so my army was based on them and spiders , and those humans could do whatever they wanted ,but still were dying (right Billy? :D )

also...can you add a ping on minimap everytime the units are spawned? (cause i had to check very often ,cause we were making jokes in chat :D )


From me:
9/10 for terrain (couldnt find enemy base once)
8/10 for units (never seen dead knight as non-hero unit before)
8/10 for lag protection (some lags were in end when we were two with full army against three with about 80 army)
5/10 for heroes (seriously...dreadlord with wind-walk?)
8/10 for bugs (ok , hero that attacked me from water and almost destroyed whole my base because i wasnt able to shoot him ,but he was able to shoot me? )

Overal 38/50 - 4/5 -Recomended...(BTW there is really low unit block)

I dunno how the others (the owned ones) , But i liked it
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
Rui's review for "The Scourge of Lordaeron" (TSoL, v1.05), by Pman and Costin_Razvan

"The Scourge of Lordaeron", abbreviated TSoL, is an Offense type game, even though it sometimes looks more like Risk. It is a map started by Pietje (Pman) and now edited by Costin_Razvan. In this map, the gameplay stands out positively for its originality and negatively for its balance.
While in most of these games you possess builders who can construct buildings anywhere on the map, in TSoL you order your structures on build plots. There are various types of buildings. Among them, economic and military. Farms and Lumber Mills, as well as Town Halls, will supply your forces with Money (Gold) and Resources (Wood). The latter structure also raises your spawn of ranged units, while Barrack-type buildings raise your spawn of melee units. Spell-caster structures are also available.Every minute, you will receive Money and Resources depending on the number of economic structures you own, and units will also spawn under your control at your main towns, again depending on the number of existing military buildings.
You get to control one (or a part) of the factions at war in Lordaeron during the Third War: The Human Alliance, the Burning Legion and the Undead Scourge, the Orcish Horde or even the Trolls of Zul'Aman.In games like "Azeroth Wars: Legacy Reborn" (AW:LR, by Railen, Avrion and EagleMan), you find that the Blackrock Clan situated on the Alterac Mountains is composed of Fel Orcs allied with the Legion and even the Scourge which, as I'm sure everyone knows, annihilated them. Once more, the lore is distorted for the sake of gameplay. While in AW:LR this needs to happen for the sake of balance (or so it is claimed), in TSoL Blackrock definitely does NOT need to be allied with the Scourge or the Legion.On the first paragraph, I said the game sometimes looked more like Risk. This is because, in TSoL, you possess so many units that, late game, 10 groups (of 12 units) are nearly insufficient to command your entire army. That is A LOT of units. Even early game, you'll find yourself fighting what in most games would be a second invasion before you're even done with a first.I mean Risk not just in terms of unit numbers, but also balance. When fighting the Scourge (as Lordaeron), you will find that the mighty capital city of Lordaeron is no match for a small army. Towers do not deal a lot of damage and they're also fragile considering the number of units I referred in the last paragraph. This leads to an endless struggle the whole game.On a last note concerning balance, there are Death Knights which regain 1/5 of their health whenever their attack, as well as Skeletal Mages with the Frost Attack ability (another popular way of «balancing» in this type of games). And what about heroes, you ask? Well, mix bad towers, lots of units, and Frost Attacks. The result is the guaranteed death of your hero whenever your enemy orders a group of twelve units to attack it, no matter where you order it to run to. On a game I just played, this happened with Lord Garithos, and he ran from the outskirts of the Capital of Lordaeron to Ambermill, where he nearly died. Heroes are also very weak. Rushing them into the mess under these conditions is sentencing them to death, from which, I should add, they can't be revived.Aside from the heroes, that usually do not exist in such games, what I described in these last paragraphs is similar to what most people would describe of the cheap Lord of the Rings Risk maps out there – an interminable and unstoppable fluid of units that you symptomatically need to fight against.
The terrain is pretty alright. Settlements, forests and plains. They are all decently made, even though the change of town ownership isn't noticeable: in Human towns, houses don't get destroyed when they are claimed by the Scourge, for example.
Last, I must mention not all hotkeys are working, such as that of the Footmen's Defend skill. I suggest a full recheck.To conclude, "The Scourge of Lordaeron" can, with no doubt, become an interesting and perhaps even more original map to play. If it isn't taken the AW:LR way.
My rating for this map is 2,5, which is approximately 3 (Acceptable)I have tested this game with Pyritie, Tankeh (Tank-Commander), Billy the Cat, Numerion, Asomath, Lore-Wolf, and another individual whose name I did not write down. I should add that the lack of players had, in my opinion, little influence in the results of this game, but just so it is known, we lacked Blackrock and Southern Lordaeron.
 
Last edited:
Level 9
Joined
May 23, 2009
Messages
1,741
i enjoyed and liked to play the map, i love the terrain for a playable map,
but i think its a bit unbalanced, i played troll and i easily killed 2 orcs at a time. there should be some sort of ally system of a kind. and at a moment you just cant build more things only make towers and blacksmiths.
 
Level 6
Joined
Oct 18, 2008
Messages
100
"The Scourge of Lordaeron", abbreviated TSoL, is an Offense type game, even though it sometimes looks more like Risk. It is a map started by Pietje (Pman) and now edited by Costin_Razvan. In this map, the gameplay stands out positively for its originality and negatively for its balance.
While in most of these games you possess builders who can construct buildings anywhere on the map, in TSoL you order your structures on build plots. There are various types of buildings. Among them, economic and military. Farms and Lumber Mills, as well as Town Halls, will supply your forces with Money (Gold) and Resources (Wood). The latter structure also raises your spawn of ranged units, while Barrack-type buildings raise your spawn of melee units. Spell-caster structures are also available.Every minute, you will receive Money and Resources depending on the number of economic structures you own, and units will also spawn under your control at your main towns, again depending on the number of existing military buildings.
You get to control one (or a part) of the factions at war in Lordaeron during the Third War: The Human Alliance, the Burning Legion and the Undead Scourge, the Orcish Horde or even the Trolls of Zul'Aman.In games like "Azeroth Wars: Legacy Reborn" (AW:LR, by Railen, Avrion and EagleMan), you find that the Blackrock Clan situated on the Alterac Mountains is composed of Fel Orcs allied with the Legion and even the Scourge which, as I'm sure everyone knows, annihilated them. Once more, the lore is distorted for the sake of gameplay. While in AW:LR this needs to happen for the sake of balance (or so it is claimed), in TSoL Blackrock definitely does NOT need to be allied with the Scourge or the Legion.On the first paragraph, I said the game sometimes looked more like Risk. This is because, in TSoL, you possess so many units that, late game, 10 groups (of 12 units) are nearly insufficient to command your entire army. That is A LOT of units. Even early game, you'll find yourself fighting what in most games would be a second invasion before you're even done with a first.I mean Risk not just in terms of unit numbers, but also balance. When fighting the Scourge (as Lordaeron), you will find that the mighty capital city of Lordaeron is no match for a small army. Towers do not deal a lot of damage and they're also fragile considering the number of units I referred in the last paragraph. This leads to an endless struggle the whole game.On a last note concerning balance, there are Death Knights which regain 1/5 of their health whenever their attack, as well as Skeletal Mages with the Frost Attack ability (another popular way of «balancing» in this type of games). And what about heroes, you ask? Well, mix bad towers, lots of units, and Frost Attacks. The result is the guaranteed death of your hero whenever your enemy orders a group of twelve units to attack it, no matter where you order it to run to. On a game I just played, this happened with Lord Garithos, and he ran from the outskirts of the Capital of Lordaeron to Ambermill, where he nearly died. Heroes are also very weak. Rushing them into the mess under these conditions is sentencing them to death, from which, I should add, they can't be revived.Aside from the heroes, that usually do not exist in such games, what I described in these last paragraphs is similar to what most people would describe of the cheap Lord of the Rings Risk maps out there – an interminable and unstoppable fluid of units that you symptomatically need to fight against.
The terrain is pretty alright. Settlements, forests and plains. They are all decently made, even though the change of town ownership isn't noticeable: in Human towns, houses don't get destroyed when they are claimed by the Scourge, for example.
Last, I must mention not all hotkeys are working, such as that of the Footmen's Defend skill. I suggest a full recheck.To conclude, "The Scourge of Lordaeron" can, with no doubt, become an interesting and perhaps even more original map to play. If it isn't taken the AW:LR way.
My rating for this map is 2,5, which is approximately 3 (Acceptable)I have tested this game with Pyritie, Tankeh (Tank-Commander), Billy the Cat, Numerion, Asomath, Lore-Wolf, and another individual whose name I did not write down. I should add that the lack of players had, in my opinion, little influence in the results of this game, but just so it is known, we lacked Blackrock and Southern Lordaeron.

Thx for the review, ill get down to it at once!
I m picking up this map again and will do my best to balance it propperly.
 
Level 6
Joined
Oct 18, 2008
Messages
100
After a long time of inactivity I am picking up this project once more doing an overhaul.
Terrain will stay the same.

Gameplay and units will be redone completely, balancing the overpoweredness in the moment beeing.

Whats done:
-Most of the unit data
-Spawns of Blue, Teal, Pink, LB, Green, DG
-Terrain
-Unit Placement on the map


What has to be done:
-Importing some icons + adjusting possitions
-Spawns of Red, Purple, Yellow, Grey & Brown
-Events
-Income System

Overal
Triggers:IIIIIII
Object: IIIIIII
Terrain: IIIIIII

What will be in the Beta
-11 factions:
  • North Lordaeron
  • South Lordaeron
  • Silver Hand (hero faction)
  • Dalaran
  • The Horde
  • The Warsong Clan
  • The High Elves
  • Zul'Aman
  • Lichkings Forces
  • Cult of the Dammned
  • The Burning Legion (Semi Hero Faction)

If you want in the beta then reserve a spot (Ill announce the time soon)

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

You wont spawn unless your food is below 150 (foodcap)

Units-1.png


There are more units/heroes available through events.


Income System: How does it work?

I haven't decided yet but whats certain is that it would be a general amount for every player.

I was planning on adding Capturable points like goldmines and lumber mills that produce a bonus to income. (not sure although)

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

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 "full game

Trading Routes.
Allies will be able to send caravans to each other gaining supplies depending on the "flight distance" between the 2 points, they would have to set the point (must be a mainbase of an ally) and protect the caravan, if it dies you wont get gold and the other player gets the gold. (caravans would occur every 2 minutes)

Items
They wont be implemented in the beta, but in the final game.

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
 
Level 3
Joined
Nov 13, 2010
Messages
57
OH! great map im have playing the old version and now you have launched the news! thank you, nice work :goblin_yeah:
 
Level 5
Joined
Apr 10, 2010
Messages
224
I suggest writing the objectives of each race/group to the "Quest Log(F9)" so that when the ply ayers forget their objective they can read it at the "Quest Log(F9)" so that they will know what to do if they forget their objective
PS: i enjoyed playing your map, it was fun
 
Level 6
Joined
Oct 18, 2008
Messages
100
I suggest writing the objectives of each race/group to the "Quest Log(F9)" so that when the ply ayers forget their objective they can read it at the "Quest Log(F9)" so that they will know what to do if they forget their objective
PS: i enjoyed playing your map, it was fun

Yeah true, still have to do that. I tested this map mainly with my clan so i forgot about it, thx for the feedback.
 
Level 9
Joined
Jul 29, 2009
Messages
498
Your alive? seems like forever since you gave it to costin raven than he quit than you made 1.07.
welcome back

join Clan bar we need maps to host other than playing the ocasional alternate future and ww2 and ww1, lotr, kosd games.

is this Pman or some other person?
 
Level 6
Joined
Oct 18, 2008
Messages
100
Your alive? seems like forever since you gave it to costin raven than he quit than you made 1.07.
welcome back

join Clan bar we need maps to host other than playing the ocasional alternate future and ww2 and ww1, lotr, kosd games.

is this Pman or some other person?

This is pman and thx for the offer but i got a good clan.
 
Level 5
Joined
Feb 1, 2011
Messages
178
Man, i thought you had quit on the map. Used to play old one and liked it(didnt have many events tho). Havnt tried out the new one yet tho, have you kept the old spawn system where youre buildings determine your spawn?

Played the map just now, its pretty good but the scourge are incredably buff(and frankly archi and mannoroth are unkillable). Also the event text for when legion is summoned reads archimon not archimonde.
 
Last edited:
Top