Wacraft Legends Arena 2.0

Description
Step into a 4v4 MOBA forged in the mythical heart of Warcraft, where more than 20 legendary heroes —including Arthas, Uther, Anub’arak, Medivh, and others— clash for dominance over the Fields of Tribute. Each match unfolds as a tactical battle across two lanes, with defined roles (tank, support, assassin) and a dynamic talent system, free from recipes and shops. Level up, choose bonuses or passives, and adapt your strategy without breaking the flow of combat.
IMPORTANT:
This page is used exclusively for downloading the file. Complete and detailed information can be found at: https://www.hiveworkshop.com/projects/warcraft-legends-arena.46/

FEATURES
No more recipes, no more farming, simple UI and talent system

bar1.png

2.png

UI01.png
  • Advanced Stats Panel: The player can click on the right half of the hero's portrait to view advanced stats for that hero or another selected hero. The panel can be minimized again from the same location or by selecting a different non-hero unit. Note: Re-select the hero after opening this panel.
  • Resource panel: the hero's attribute points and current gold can be viewed in real time on the mini map.
Talent System

In WLA, progression abandons recipes and item purchases to focus entirely on pure gameplay.
  • Upon leveling up, each hero gains +1 attribute point, which can be spent through the expandable talent menus in their inventory.
  • At defined intervals, players unlock new talent slots, until the inventory is complete at level 16.
  • Each slot offers 3 tiers with 3 to 6 possible options, except for the level 6 slot, which includes 4 tiers.
  • The talent item in the inventory updates its description in real time, showing all previous choices and allowing the player to view their full build at any moment.
This system ensures that hero evolution remains fluid, strategic, and uninterrupted.

Starting from version 0.4e
  • Talent missions: some talents have missions that accumulate progressive advantages and a reward upon completion, which indicate their completion with a visual effect.
  • Talent mastery: By completing all the skill/bonus choices of a talent, you obtain talent mastery: An aesthetic badge that indicates that talent has already been fully upgraded.
Base talent
Upgraded talent
fully upgraded talent
(Talent Mastery)
BaseTalent.png
UpgradedTalent.png
FullTalent.png

Game UI
The user interface in WLA was drastically simplified to free up screen space and display only the information necessary for the player, resulting in a simple, clean, and stylish interface. As you can see in the image, the minimap action buttons were discarded and instead replaced with non-interactive custom frames that indicate to the player the hotkeys for "main menu" and "missions/info". The multi-table provides general information about the match, such as: players in the match, each player's gold, hero level, kills, deaths, and minion farming and elapsed playing time. Finally, it also shows each team's progress toward the main objective.


GameUI.png

MAP AND CORE MECHANICS
Learn relevant information about the map areas and mechanics
bar1.png

369036-bd2575e79997a7c074b13cb064398511.webp
Base and nexus
In the main base of each team are found the 3 most important elements

  • Spawn point: the player and their allies regenerate health and mana there, while incoming enemies take massive damage.
  • Nexus: Main structure, players must defend it to avoid defeat. The nexus is invulnerable as long as the arcane chambers remain standing. The nexus can also attack, and when its remaining health drops below 50% it becomes unstable, gaining the ability to unleash multiple magical attacks on nearby units.
  • Arcane chambers: Defensive structure, they do not attack but as long as at least one chamber remains standing the nexus will be invulnerable.
  • Dominate the jungle: defeat the guardians mega creeps and turn them into allies that push your lane.
  • Restore key structures: invest gold to reactivate buildings:
    • Moon Wells: restore health and mana to nearby heroes.
    • Altar of Azshara: grants strategic vision and gold per second, while disabling enemy structures.
  • Altar of the Tides: the ultimate objective. Pay tribute to unleash a devastating storm upon the enemy, clearing the path to victory.
  • Destroy the enemy nexus and claim victory.
Spawn point
Nexus
Arcane chambers
1.png
2.png
3.png
Tower and Moon Well
Altar of Azshara
Altar of tides (main objetive)
4.png
5.png
8.png
Lanes
The lanes, just like in any other game of the genre, feature the classic characteristics, but some elements or mechanics can be distinguished.

  • Moon wells: Adjacent to the towers you can find moon wells, available for purchase and allowing players to safely restore themselves to continue fighting.
  • Tower priority: Towers will always prioritize other units before heroes. If a tower is attacking you and then a nearby allied (non-heroic) unit approaches, the tower will automatically switch its attack target.
  • Tower damage: Tower damage is not a flat value; instead, it deals percentage (%) damage depending on the target attacked.
Damage vs heroes: 12% maximum health // Damage vs minions: 25% maximum health // Damage vs megacreeps: 8% maximum health
Jungle
The jungle in this case, as in other games of the genre, serves to gain experience and gold, but keeping certain characteristics in mind can make a difference in the way you play.
  • Regeneration Spheres: In certain points of the jungle, these collectible items can be found (also dropped by lane minions). These items allow the player to restore mana and health without the need to return to base. They respawn every 2–3 minutes.
  • Pyrofungus: These explosive mushrooms are distributed across different points of the jungle and allow the player to move vertically through it (crossing obstacles) when hit with a basic attack. They respawn every 1 minute.
  • Altars of Azshara: These neutral structures are located in the jungle and can be purchased by any player, providing vision of the jungle and increasing gold income per second. They can be disabled by enemies; disabling an altar grants a reward and allows it to be repurchased to take control of it.
  • Coverage: (introduced in 0.6b) Cover positions are bushes where heroes can hide.
  • Translator: (introduced in 0.6b) Translators are teleportation points to which players can move from their base in exchange for a gold cost.
  • Megacreep Camp (guardians): They also have auras that grant advantages to allied minions and resist more damage from towers.
  • (from v0.7e) Neutral Banner: An interactive element located in some jungle camps. Players can interact with this to hire the neutrals in that camp and gain their experience.
  • Main Objective "Altar of the Tides": In the upper central jungle area, highlighted by a blue circle, players can invest their gold in this objective. Standing inside the circle will drain -100 gold per second until the tribute requirement (2000 gold) is fully met. Once completed, the altar will launch a series of 7 attacks at a random enemy structure, inflicting up to 42% of its maximum health as damage.
  • Secondary objective "Elder Dragon": Neutral jungle boss, this neutral represents a challenge that must be faced as a team and defeating it grants bonuses to the hero and allied heroes.
Regeneration Spheres
Pyrofungus
Coverage
Translator
7.png
6.png
1.png
2.png
Elder dragon
Neutral banner
MP02.png
MP01.png

Mechanics/Others
Internal mechanics
Although essentially another MOBA, Warcraft Legends Arena features some new as well as familiar characteristics to keep in mind.

  • Gold Loss: When a player dies, they lose 50% of their current gold. However, this gold does not simply disappear; instead, a gold coin containing the lost amount is dropped, and if another player picks it up, it is added to their own.
  • Experience: It is not necessary to kill units to gain experience. Simply being near (within a 1200 area) an enemy at the moment of death is enough to obtain experience. The amount gained increases relative to the level of the unit that dies, and in the case of heroes, they grant a fixed amount of 55 experience points.
  • Death/Resurrection: As in other MOBAs, resurrection time increases as the hero levels up. When a hero dies, the "Heroic Soul" (hero in the process of respawning) can be seen at the spawn point in the base, and the remaining respawn time equals their health, which progressively decreases until the hero revives.
  • Teleport to Base: Heroes have an ability to return to the base, which is activated with the "b" key and teleports the hero after a 5.25-second channeling. This ability has a cooldown of 120 seconds.

Perks / Damage System / Shield
The map features a proprietary shield and damage management system. These are relatively simple and more streamlined than other systems such as the "Damage Engine," yet they remain functional and optimal for use within the game.


Custom perks

  • Magic Damage: Percentage bonus (%) that amplifies all magic damage dealt (base + criticals + modifiers)
  • Physical Damage: Percentage bonus (%) that amplifies all physical damage dealt (base + criticals + modifiers)
  • Magic Resistance: Percentage bonus (%) that reduces all magic damage received (base + criticals + modifiers)
  • Physical Resistance: Percentage bonus (%) that reduces all physical damage received (base + criticals + modifiers)
  • Magic Damage Modifier: Flat damage bonus added to magic damage.
  • Physical Damage Modifier: Flat damage bonus added to physical damage.
  • Magic Critical Damage: Bonus that amplifies magic damage when a critical is applied. (base +25%)
  • Physical Critical Damage: Bonus that amplifies physical damage when a critical is applied. (base +25%)
  • Magic Critical Chance: Probability of applying a magic critical hit. (base 0%)
  • Physical Critical Chance: Probability of applying a physical critical hit. (base 0%)
  • Physical Lifesteal: Percentage bonus (%) that allows part of the physical damage dealt to be returned as health.
  • Magic Lifesteal:Percentage bonus (%) that allows part of the magic damage dealt to be returned as health.
Common perks
  • Maximum Health
  • Maximum Mana
  • Defense/Armor
  • Mana Regeneration
  • Health Regeneration
  • Attack Damage
  • Attack Speed
  • Movement Speed
  • Attributes (Agility, Strength, and Intelligence)
Shields
Shields are a system and mechanic implemented in the abilities of certain heroes and mostly in talents. Just like traditional shields in this type of game or similar ones, they serve the function of absorbing damage before it impacts the character’s health. However, a couple of peculiarities of the WLA shield system can be highlighted.
  • Visual: When a shield is obtained, it will be displayed in the game UI next to the unit/hero's name. Additionally, when a unit with active shields takes damage, floating text will appear below that unit's health bar for a short time and then disappear if the unit does not take further damage. (from v0.5d)
  • Permanent/Temporary: Shields can be permanent or temporary depending on the talent or ability that provides them. When a shield is temporary, its remaining time is displayed in blue numbers below the shield bar.
  • Shields with Lifesteal: A shield can grant lifesteal to the character if an active shield is present. This property is not widely used in the game but may become more relevant in the future.
  • Shields with Damage Reduction: Shields can also provide a percentage damage reduction, lowering all damage received while the shield remains active on the character.
  • Shield Stacking: Shields can stack with others, both in terms of shield amount and duration.

NOTES
  • The map was originally created in Spanish but is multilingual. However, hotkeys may appear altered for players who play it in English.
CREDITS
Vinz: Empyrean Nova, Flamestrike, Fountain of Souls, Starfall Empire, Watcher in the Water, Malevolence Aura (1.32), Reaper's Claws, Winter Blast (1.32), Armor Penetration / Stimulus, Spell Markers, Culling Slash Vol. II|nChamparta Bros: Water Tentacle, Red Laser|nanteabte: Wooden Wall (horisontal)|nStormode: Overhead Buff Pack |nKhil: Moon Missile|nBuster: AeriePeaksRockOutCrop.|nBlizzard Entertainment: Ashenvale - Bush #1 (Beta), Ashenvale - Stone #0 (Beta), Ashenvale - Bush #0 (Beta), Ashenvale - Ruin Blocks (Alpha), BTNAMonksBottle, Ashenvale Ruins - Black Wall (Alpha)|nBoatyMcBoatface300 : Heartbreak|nAndrewOverload519: Crypt Drone Cocoon|nSovietElf: Ballista arcane arrow|nA Void Blizzard Entertainment: Gold Coin - Crates, Ruins Staircase|nHerrDave: Overhead Buff Pack, Berry Bush|ntobyfat50: Island Rock Grassy_var2|nxyzier_24: Prismatic Wave v3|nchopinski: Blessed Field|nThompZon: Target and Circle Indicator TC Vfx|nShyster: Scanner Sweep|nSuperBro_uzb: Searing Arrows (Draenie)|nBuster: RuinHand|nMissing Shadowsong: Tears of Elune|nDarkfang: Exorcism Ghost Possession|ndoom_sheep: White Fountain Healing Buff|nJetFangInferno: WarStompCaster, WarStompCaster, RoarCaster|nTauer: Gul'dan|nIzhael_DC: Frost Nova|nDirefury: Nature's Wrath|ntobyfat50: Island Rock, Island Rock Grassy_var1|nMiniMage: Goblin Tinker Turret Cannon, GoblinMineDrone, Ashenvale Ruins - Black Slab (Alpha)|nArtork312: Warcraft: O&H Remastered - Fire Elemental|nMangakaDark: Hero Gul'Dan|nBoatyMcBoatface300: Very Generic Shield with TC|nEm!: Ice Coffin & Frost Nova|nVitchie08: Nature Blessing|nKhil: Void Drowned|ntakakenji: Arathi Rock v2|nstonneash: Bush01|nBallisticTerrain: Rocks (Model 3)|nIzhael_DC: Antimagic Barrier|nSellenisko: EreborGold|nPanda : BTNAbysalBow|nSellenisko: LanternPost|nassasin_lord: HeroGlow
Previews
Contents

Wacraft Legends Arena 2.0 (Map)

Reviews
deepstrasz
Generally a neat AoS. Some stuff is still not in English, some control points buildings and some info stuff on the screen. Innovative that instead of items it uses talents. Approved. If you want more reviews, you should participate in the The Grand...
Generally a neat AoS.
Some stuff is still not in English, some control points buildings and some info stuff on the screen.
Innovative that instead of items it uses talents.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
A huge improvement to the map! I played it live and I loved it. The author's effort and dedication are evident. I hope they continue to improve the map and add more new features.It still has a few bugs in some mechanics, but that's not a reason not to play it.Best regards:ogre_hurrhurr:
 
Hello, i usually dont test maps but seeing new moba map always gets my attention, im huge fan of any moba games so i decided to give this map a try.
This map is HEAVILY and i mean HEAVILY inspired by blizzard's own moba - Heroes of the Storm. The announcer is used from Hots, i think its the raven lord that announces 30 seconds left at the start while choosing a hero, then the theme playin behind is also hots's theme, i play Heroes of the Storm nearly every day and i am currently rank #5, i am saying that because this map is very very hots inspired, nothing wrong with that but i would have liked if there was more innovation, it has globes like in hots, it has talent system like in hots, and on top of that, two of the heroes i tried are so similar to hots, why would i play this map over hots? I tried Arthas and Malganis, first Arthas's own passive is literally the same skill from arthas in hots, his W is also the same skill from hots, why? There is so much fantasy about Arthas, you could literally think of dozens of ideas and abilities and you just copied whats already there. Mal'ganis ultimate also the same from hots again why? After that i completely lost the desire to test anymore heroes. Also another huge blunder, why every hero is so much bigger than the usual creeps? Also why heroes dont speak?
The map has potential, i can see it growing and becoming a thing in the battle net scene but i believe you should have been a little bit more innovative, after all there is so much potential for abilities and spells yet you copy abilities from hots, to me it makes no sense, if i had this knowledge of scripting abilities i would think of so many good abilities. The fact that i got to test this map and the fact that i wrote this, is great for your map, it means that it sparks interest, good luck.
 
Hello, i usually dont test maps but seeing new moba map always gets my attention, im huge fan of any moba games so i decided to give this map a try.
This map is HEAVILY and i mean HEAVILY inspired by blizzard's own moba - Heroes of the Storm. The announcer is used from Hots, i think its the raven lord that announces 30 seconds left at the start while choosing a hero, then the theme playin behind is also hots's theme, i play Heroes of the Storm nearly every day and i am currently rank #5, i am saying that because this map is very very hots inspired, nothing wrong with that but i would have liked if there was more innovation, it has globes like in hots, it has talent system like in hots, and on top of that, two of the heroes i tried are so similar to hots, why would i play this map over hots? I tried Arthas and Malganis, first Arthas's own passive is literally the same skill from arthas in hots, his W is also the same skill from hots, why? There is so much fantasy about Arthas, you could literally think of dozens of ideas and abilities and you just copied whats already there. Mal'ganis ultimate also the same from hots again why? After that i completely lost the desire to test anymore heroes. Also another huge blunder, why every hero is so much bigger than the usual creeps? Also why heroes dont speak?
The map has potential, i can see it growing and becoming a thing in the battle net scene but i believe you should have been a little bit more innovative, after all there is so much potential for abilities and spells yet you copy abilities from hots, to me it makes no sense, if i had this knowledge of scripting abilities i would think of so many good abilities. The fact that i got to test this map and the fact that i wrote this, is great for your map, it means that it sparks interest, good luck.
I was reading your review and first of all I want to thank you for the interest you have in my project. I also want to say that in many aspects you are right regarding the criticism about the characters, although I must say that not all heroes are copies of HOTS heroes.
However, it is true that several of them have abilities similar to those in the game mentioned above (not to mention the music and the announcer).
I want to point out that for me, WLA—besides being my most ambitious project (just like SKELETLANDS was at the time)—is also a place where I test and implement new things I learn. And since my map was heavily inspired by HOTS, I decided to use many elements from that game, such as the ones you mentioned, and I left them that way for now as a “playable base,” because WLA is far from being finished and there are still many new things to implement, changes to make, and plenty to fix.
I take your feedback very seriously, and I can promise you that I will make the necessary changes, although I first need to focus on optimization; at that stage I will review the heroes’ abilities.
Anyway… thank you very much for your review.
 
Back
Top