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Warhammer: Eternal Strife (Melee)

Submitted by Nightmare2077
This bundle is marked as approved. It works and satisfies the submission rules.
Warhammer: Eternal Strife. Melee Map
By Nightmare
>Additional Melee maps
>Campaign (first 5 chapters)
>Races' description and discussion

[​IMG] Now on Discord! Join in >>> discord.gg/uW34Y49

Map Info:
This is an Altered Melee map based on Warhammer Fantasy Battle universe (not to confuse with Warhammer40K universe). A 4-player Altered Melee map features 14 unique, fully-developed playable races: Skaven, Lizardmen, High Elves, Empire, Dwarfs, Warriors of Chaos, Orcs&Goblins, Dark Elves, Beastmen, Wood Elves, Vampire Counts, Ogre Kingodms, Daemons of Chaos and Tomb KingsBETA. All 4 original Warcraft III races are intact and are also playable. If you are not familiar with WH universe - don't worry, just think of this map as another Fantasy, I'm sure you'll enjoy it nonetheless.
The custom races are analogous to Warcraft III original fractions: each race (normally) contains 4 unit-producing structures, 3-level townhall, item shop, 4 heroes, 10+ combat units, including spellcaters and siege units... all that good stuff! Type a command in chat to select a race.

Key features:
It was of course challenging to implement Warhammer armies into Warcraft races, but overall I think I did well balancing the WH universe armies and War3 strategy mechanic. Some races ended up having more than regular 10-11 units, but thats a good thing, right? :)

The main feature of this altered melee is the specialisation system. I must admit I feel quite proud about coming up with the idea and implementing it.
Each race [except for recently made Daemons of Chaos and Tomb Kings] has 4 specialisations (called "doctrines", "paths", "guilds"... depending on the race, the idea is the same); the player can choose only one. For players who don't want to use the slight advantage granted by specialisations, they can be disabled (the instructions for that are given ingame). Specialisations give each hero a free item (a weak one), unlock new abilities and improve already existing ones, allow the training of new special units and upgrade the ordinary ones. All this is done through instant but pricey upgrades at townhalls: there are a total of 7 upgrades (1 at T1, 2 at T2 and 4 at T3). The last thing I want to note here is that even without specialisations the races are still fun and interesting (and probably more balanced, lol), but I of course suggest you try them out as they allow great difference in playstyles within a single fraction, making the gameplay much more exciting.
Now that I've talked about the good stuff, I feel it's time to mention a couple of minor downsides. Firstly, unfortunately, I've made no AI for the custom races yet (I plan to in the future, but not in the near future), so if you play alone vs PC, your opponents can only be original War3 races. I also apologise Sorry for the big filesize and long loading time – the project is huge so there's no avoiding that. Although since 1.30 came out in August of 2018, the mod loads much faster and no longer has any freezes.

The map is open source. Feel free to look around it if you are interested. You may modify it all you want for personal use, just don't go around spreading it on other websites or at least give credit if you do (can't imagine someone doing that anyway, lol). Feel free to borrow anything from this map, from ideas to icons; no credit required if you do.

If you like my mod, make sure you check out my Campaign (first 5 missions) based on this altered melee. Quite honestly, the dream of making a huge badass campaign is precisely what drove me to do this mod for so long! One can even say that for me the campaign is primary, while the altered melee maps are only means to make it. Sadly, the campaign has been lying dormant for the last couple of years, but I will to it once I finish making all the races.

Additional information:
The Races
See this thread for detailed description of each race! Pictures included.

The Map
>Four additional Melee maps
The background map is set in summer. It is deliberately done quite big so it is easier for me to rework it in the future (make it for 8 player). Neutral buildings: There are a total of 12 gold mines, 4 mercenary camps, 4 goblin merchants and 1 fountain of health. Creep camps: 12 red camps (including starting location ones), 16 orange camps, 8 green camps. There is only one land pass - in the middle. I acknowledge that it is somewhat unconventional.
Looking for a different set-up? Make sure to check out >Additional Melee maps.
Map Overview
[​IMG]
Minimap
[​IMG]
Minimap with comments
[​IMG]


Future Plans
Thanks to everyone showing interest in my mod, I'm not even considering stopping. I plan to upload more melee maps (with other setting and set-up) as well a big Campaign, for which I have done the first five chapters.
As for the mod as a whole, I plan not to stop on 13 races and make more - until all 15 are done (there are also plans for 16th race - Dogs of War, with minor fractions as sub-race). Also as I mentioned before, I plan to make an AI sometime in the future.
Read and ask about all the latest news and plans on our [​IMG] Discord.

Gameplay screenshots:
Note: some screenshots may represent outdated versions.
See also: July 2017 architectural reform album.
Screenshots
Battle between Warriors of Chaos and Empire
[​IMG]
Battle between Orcs&Goblins and High Elves
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Battle between Skaven and Humans
[​IMG]
Lizardmen fighting creepcamps
[​IMG]
Dwarven base with miners
[​IMG]
Batlle between Dark Elves and Beastmen
[​IMG]

Change Log:

Change Log

11.11.2018
Tomb Kings [BETA] released. The race lacks a unique skillset for the 4th hero, non-vanilla items and some other features, but is otherwise complete.
OGR have the last 2 specialisations.
Now on Discord! Join us: discord.gg/uW34Y49
Updated the four auxiliary maps.
Many new models and icons, as well as some minor bug fixes, tooltip typo fixes, optimisations etc.
100 years ago World War I has ended. Remembrance poppies have been diligently planted near the central fountain to mark the centenary.

19.08.2018
Daemons of Chaos now have their last hero, Mastermind, and thus lose the status BETA. A lot of bug fixes and optimisations have been implemented for them. To welcome the Daemonic Host, loading screen has also been changed.
Ogres have the second specialisation - centers on Maneaters (mercenaries).
Updated the four auxiliary maps.
Several minor bug fixes, tooltip typos, optimisations etc.

15.07.2018
Daemons of ChaosBETA released. Please welcome this by far most unorthodox - yet intuitive - fraction yet! Type in chat DOC.
Flying units reform: ranged flyers (e.g. dragons) may now attack land units while airborne. Fly\hover mechanic still retained for all units. Two types of areal units now exist: Avian Predator and Flying Behemoth. The former receive heavy bonuses while airborne, the latter - penalties.
EMP mage reform. Wizard Lords now rival Maneater Veterans as possessors of the most unconventional skillset (or 8 of them). Changes also made to ordinary Wizards (whose skillsets now overlap with those of Wizard Lords), notably to Gold Wizards and Amber Wizards.
WOC is now a more hero-reliant fraction: this is done through the Altar of Chaos upgrade for the ordinary altar.
Several new models, countless miscellaneous minor and semi-minor changes and tweaks, bug fixes, visual improvements, optimisations, etc.

2017
15.10.2017
Ogre Kingdoms have the first specialisation (Feast of the Great Maw).
Added the option to pick a random race (for +100 starting gold and +30 starting lumber): type in chat rndf.
Buffed Dark Elves to have more gold and more starting workers.
Made a 6-player additional map; updated the other three See this pastebin entry.

15.07.2017
Architectural reform: all races now have a unique architectural style! The usage of vanilla building models brought to a minimum. Go here for viewing. Enormous, titanic thanks to Ujimasa Hojo! (Apologies for the filesize increase associated with this.)
Welcome the HD Loading screen! Thanks go to Softmints.
View
[​IMG]

Vampire Counts have the third and fourth specialisations: Lahmia and Blood Dragon Bloodlines.
Big changes to SKV, WOC and ORC, making them much more unique. Skaven: The fraction's buildings are changed, the race is now much more reliant on Holes. Warriors of Chaos: Maruders and workers now merged into a single unit - Tribesman. Orcs and Goblins: a complex Animosity system implemented.
Countless miscellaneous tweaks and fixes. Notably, several new models added (aside for buildings, see above).

26.02.2017
Ogre Kindgoms officially released. The race has no specialisations yet (has one provisional research), but otherwise fully done. Many tweaks to OGR to bring them into good shape (two new items, Hunter now has a unique skillset, new unit - Rinox, many minor bugs and typos fixed).
Vampire Counts have the second specialisation, Korchatov Bloodline. Several tweaks to the previous specialisation (fixed a bug with limit; Summon Thralls now also summons a Strigoi Thrall).
Countless miscellaneous tweaks and fixes. Notably, several new models added (for Savage Orcs, DEL's Death Hag and Reaper).
Updated the Additional Maps pastebin entry.

2016
27.12.2016
Ogre Kindgoms [BETA] released.
Vampire Counts have the first specialisation, Von Karstein Bloodline.
Countless miscellaneous tweaks and fixes. Notably, WEL Forest Spirits no longer require food to train; added the ability 'Underground Travel' for SKV Holes.

15.07.2016
Added Backpacks (2 slots) for most mana-posessing units
Added or the following new abilities: Reinforce - Free Company Axemen, Taunt - Spawn of Chaos (WOC only), Great Shaman - Avatar of Mork (replaced the sometimes malfunctioning Wrath of Mork), High Mage - Asuryan's Protection (replaced the sometimes malfunctioning Wrath of Asuryan), Stegadon - entirely new skillset.
Orc Boys armour type changed to Unarmored.
WEL specialisation upgrade Enraged Spirits replaced by Forest Dragon Rage. A research added for Dragon Ogres.
Credits added to quest log.
Countless minor miscellaneous cosmetic and gameplay tweaks, bug/typos fixes etc.

28.03.2016
VAM: fixed Purity of Bloodlines sometimes preventing new hero training; fixed a bug with Skeleton Peons being unable to construct structures after call to arms.

25.03.2016
Custom loading screen made.
Many tweaks and fixes to Vampire Counts. Notably, Fell Bats now have true sight, specialisation provision is made (Purity of Bloodlines), new item added (Mitternacht Scroll) and base defense mechanism added.
WELs now have the last specialisation, Path of Root and Branch.
WOC Changed attack types of god-marked units: Tzeentch>magical, Slaanesh>Piercing, Nurgle>Siege, Khorne>Normal.
Countless minor miscellaneous cosmetic and gameplay tweaks, bug/typos fixes etc.
Updated the Additional Maps pastebin entry.

31.01.2016
Vampire CountsBETA released. No specialisations, otherwise fully functional.
WELs now have the two more specialisations (3/4).
BOC Herdstone costs decreased/revised.
Countless miscellaneous cosmetic and gameplay tweaks, minor bug and typos fixes. Notably, added several new icons and fixed issue with attached heroglow always being red.

2015
30.09.2015
Created the Additional Maps pastebin entry, to which 3 maps were uploaded (notably a 2- and 8-player ones).
WELs now have the first specialisation.
Added an early alpha version of Vampire Counts. Type in chat VAM to select this recently-started fraction.
Added two chat commands: zoom out camera; disallow AI players to build flying units. See the 'Quest Log' for more info.
ORC: Trolls added, Boar Boyz removed. Barracks size decreased.
DWR: New model for Hammerers. Tweaks to Mortars and Cannons (to make them less similar).
LIZ: Added a research that allows Chameleons to be trained up to 4000 units away from the Skink Pool. Salamander armour type changed to 'Heavy'; Kroxygor attack type to 'Siege'.
SKV: Infectious Rat is now more expensive but has 0 collision. Fixed a bug with Catapults. Rat Ogre attack type changed to 'Siege'.
HEL: Claw and Fang specialisation tweaked: Star Dragon buffed but now limited to 1 per game; flying units now have 'Heavy' armour after research (not 'Medium').
Several icons remade.
Countless other gameplay/cosmetic tweaks, tooltip typos, bugs fixes (notably with 'Shield of Change').

16.08.2015
Beasts of Chaos now have 4 specialisations. Several bug fixes to them (notably: issues with Primal Fury and Harpy).
Many bug and tooltip fixes to Wood Elves, mostly minor. Visual additions/tweaks, such as several new icons, new personal names for heroes.
Made a whole bunch of new Charged-class items, which are now dropped by creeps and are sold at Arcane Emporium (replaces Goblin Merchant).
Buildings that summon units (HEL farms and townhall, LIZ totem of the OO, BOC pig pens) now offset theirs summons towards rally point, instead of always offsetting 'south'.
Fixed three spells not working properly: Deadly Contagion (SKV Plague Priest), Surplus Redistribution (EMP farm), Exorcism (EMP White Wizard, currently affects only Undead).
Skaven townhall concept remade (cosmetic only).
Countless minor visual and gameplay tweaks, tooltip typos etc.
Limited version updated

15.07.2015
Beta version of Wood Elves released. The race has no specialisations yet, but other than that is fully functional.
First specialisation for Beasts of Chaos, Warherd of Swift Hunt is done.
Workers are now offset towards the nearest gold mine upon race selection (instead of being always moved "south").
HEL's Magic Suppression remade into Armour of Hoeth (Path of Sword and Shield). Dark Elven Slavemasters now have true sight. LIZ's Kroxigors can now 'hire' Skink Skirmishers. EMP farms now have Surplus Redistribution ability. High Elf Ranger's ability 'Hunt' reworked: it can now be targeted up to 6000 units away, the Shadowwariors will be summoned after a delay (the larger the distance, the longer the delay).
Countless minor visual and gameplay tweaks, tooltip typos, minor bug fixes.
Uploaded the Campaign (first 5 missions) for the first time.

22.01.2015
Fixed DEL's 3 specialisations being avalable for Player 1 only; fixed a bug with DEL barracks building requirements; fixed Grand Master's order's reinforcement;
BOC workers now have an ability Ritual of Rage. First built Altars no longer create floating text (moved to tooltip); Undead's Banshee can no longer possess workers of custom races;
Stone Thrower now available at merc camp;
Buffed DWR's Runesmith specialisation: Master Runes now affect heroes; Weapon R-smith armor type is changed to 'Heavy' and increased by 1; Fire-imbude Rune of Striking now deals more dps and lasts longer.
Allows to "random" a race (suggests a random race), type rnd in chat.
BOC's Totem of the Dark Gods cost reduced; BOC building-research exploit fixed (no longer counts incomplete structures); Fixed P-fury timers being shown to all players;
EMP 'Long Rifles' now require Keep, Headshot ('Doctrine of Discipline') no longer affects heroes;
Fixed some minor issues with WAAAAAAAAAGH! (ultimate) and orc specialisation; Big&Little Green Energy mana cost decreased.
Several typos fixed +visual tweaks

16.01.2015
Dark Elves now have 4 specialisations (Paths).
Great-Great Clan Moulder's Mutate can now only target player's units.

09.01.2015
Beasts of Chaos released (officially). Mind that the race has no specialisations yet.
Dark Elves now have specialisations - although only the first one is done yet.
Various fixes to BOC, notably added personal names for heroes. Fixed DEL's Harpy 1 dmg descrepancy between fly-hover units.

05.01.2015
Beta version of Beasts of Chaos released. Type in chat BOC to play as this new race.
Reduced stun duration on heroes for War Lions, Hammerers, Rat Ogres. Dark Elven Storage gold cost reduced from 300 to 280. Orcs and Goblins shamans no longer have 'Power of da Great Green', which is replaced by an equivalent.
Fixed 3 hotkey issues and 3 tooltips. EMP's Marketplace has a new model.

2014
21.11.2014
Fixed a weird bug with DEL's Storage being upgradeable into creeps.

19.11.2014
2 new icons: Plague Censer Bearer and Steed of Shadows (Grey Wizard's spell).
Added a free Damage Block 5 to all Dragons (Sun, Moon, Star, Chaos and Dark).
Some minor cosmetic tweaks.
Limited version released

09.11.2014
Fixed Storage's hotkey; couple of minor visual issues fixed.

11.10.2014
Many minor changes and fixes to Dark Elves. Notably, added personal names for heroes, reworked many tooltips, fixed black dragons being untrainable, made new icon for Elven Spearmen.

26.09.2014
Couple of minor bugs fixed, 2 new icons added.
Late beta version of Dark Elves released. The race has no specialisations yet, but other than that is fully functional.

10.09.2014
Minor cosmetic tweaks, tooltip typos.
Gameplay: added Rework Lumber to Empire lumbermill (pay 100/300 lumber now to get 110/350 lumber after 45/90 seconds).
I've been mostly working on Dark Elves last month. Type in chat DEL to play as an early alpha-version of the race.

10.08.2014
Minor tweaks, tooltip typos

24.07.2014
Several icons reworked, lots of tooltip issues fixed.
Gameplay: reworked the Blessed Spawning of Quetzl research (now it simply gives +2 armour); replaced Master Moulder's Endurance Aura with Breeding Mastery (complicated spell that affects the other 3 through toggalable mutagens); revised Plague Priest's Disease Cloud (now deals less damage but in larger AOE).

18.07.2014
Minor cosmetic tweaks, tooltip typos

15.07.2014
Uploaded

Credits:
Resources:
Credits
Key: Already Mentioned, More than 1 resource used.

Icons: Blizzard Entertainment, Static, DiscipleOfLife, Darkfang, Hellx-Magnus, Mr.Goblin, PeeKay, The_Silent, Huinipachutli, Stanakin, kola, , oh_snap, bigapple90, CRAZYRUSSIAN, Kimbo, sarumanthecursed, Deon, Eagle XI, Horn, NFWar, Apheraz Lucent, BLazeKraze

Effects/missiles/atachments/etc: Infrisios, JetFangInferno, Ergius, JesusHipster, Daelin, Thrikodius, UgoUgo, CreatorD3292, gookywooky, TheWhiteWolf, Champara Bros, Kuhneghetz, General Frank, Callahan, cotd333, Mythic, HammerFist132, Blood Raven, Love Seeker, Metal_Sonic, Softmints
Buildings: Ujimasa Hojo, Edge45, supertoinkz, Alok, DoomWolf

MODELS SKV: Mephestrial, Kimberly, Kimbo, The Weird Human, Cavman, HerrDave
MODELS LIZ: Misha, Ujimasa Hojo, AndrewOverload519, MasterHaosis, -Grendel, Doom Wolf, Zephyrius2412, Kehel, olofmoleman
MODELS HEL: Elenai, kangyun, Ujimasa Hojo
MODELS WOC: Horn, Kuhneghetz, General Frank, -Grendel, Sellenisko
MODELS EMP: Kitabatake, Kuhneghetz, Wandering Soul, Tranquil, paulH, General Frank, CRIS, HappyTauren, DireFury, Ujimasa Hojo, Cuore
MODELS DWR: wingednosering, takakenji, General Frank, Tranquil, Amaruak, Urkdrengi, TurieL, Ujimasa Hojo, Mechanical Man, GreyArchon, Alpain
MODELS ORC: Ujimasa Hojo, Em!, Urkdrengi, Kuhneghetz, eubz, Tauer, Cavman, Sellenisko,, Just_Spectating, Mister_Haudrauf
MODELS DEL: A Void, Tranquil, ,Sellenisko, General Frank, Tarrasque, Sin'dorei300, Forsaken, Sunchips, Miseracord, Edge45
MODELS BOC: WyrWuulfe, NaserKingArthas, Sin'dorei300, Uncle Fester
MODELS WEL: Red XIII, AndrewOverload519, Lord_T
MODELS VAM: Cavman, Kuhneghetz, DireFury, GUNNER, ironmaiden, -Grendel, Mister_Haudrauf, HerrDave, Ujimasa Hojo,, Gottfrei, manasou
MODELS OGR: eubz, Wisdom, AhhFreshWeeD, Hermit, NhazUl, Chriz, Hawkwing, Dionesiist, PROXY, -Grendel, DireFury, Uncle Fester, Mr.Goblin, Sellenisko, Cavman, Zephyrius2412
MODELS DOC: FerSZ, icewolf055, ChevronSeven, -Grendel, Ujimasa Hojo, MasterHaosis, Tranquil, Sellenisko, AndrewOverload519, Misha, General Frank, Kuhneghetz
MODELS TOK: Ujimasa Hojo, HappyTauren, Callahan, Edge45, -Grendel, Direfury, UncleFester, Mister_Haudrauf, supertoinkz, Sellenisko, Seoki
Special thanks:
Special thanks

  • Blizzard for the awesome Warcraft III game
  • Games Workshop writers for creating the great Warhammer Fantasy universe
  • sarumanthecursed for invaluable support, criticism and betatesting. Thanks also go to all of my other friends who helped me betatest.
  • Most importantly, this very website HiveWorkshop. Would've been nowhere without it.

Note: some screenshots may represent outdated versions.
If you have any questions, comments, suggestions or you find any bugs, please contact me here or anywhere else!
Feedback greatly appreciated. Thanks and have fun everyone!


Keywords: Warhammer, WH, WHES, Nightmare, Eternal Strife, melee, Elves, Dwarfs, Orcs, Goblins, Skaven, Chaos, Empire, Beasts, Beastmen, Wood Elves, Dark Elves, High Elves, Fantasy
Contents

Warhammer: Eternal Strife (Melee) (Map)

Reviews
Moderator
http://www.hiveworkshop.com/forums/members/stopcampingn00b/"][IMG][c]Moderator: StoPCampinGn00b Map approved with no rating as requested by the author. I checked off the list... and hey! All rules are followed. Map approved. If you do decide to...
  1. [​IMG]
    Moderator:
    StoPCampinGn00b
    version "11.10.2014"
    Map approved with no rating as requested by the author. I checked off the list... and hey! All rules are followed. Map approved. If you do decide to change your mind in the future I can still rate it if I am not busy.
    [/tdalt][/tr]
     
  2. Admiral Proudmoore

    Admiral Proudmoore

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    Last edited: Jul 15, 2014
  3. Doomguy80

    Doomguy80

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    I used to play Warhammer Fantasy and I must admit this looks great! I have a question though: Are you going to add more armies in the future?
     
  4. Silverfox

    Silverfox

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    I played your map and personally... I loved it! The simple blend of melee with Warhammer fantasy universe is just amazing. The gameplay is nice, great amounts of custom units and every race has it's own unique gameplay. I have noticed you do have a couple of grammar issues in your tooltips, I suggest you to fix that.
    Another small suggestion. I noticed upon reaching Tier 3 in the Empire you get 4 different upgrades at your Main building. Instead of being able to research them all, let players choose which upgrade the want, which would perhaps give you bonuses to certain units. Don't know if all the other races have 4 upgrades available too, if not then please ignore this.
    Terrain isn't all bad, but could use some additional tweaks here and there. Building models are a bit odd for some races (Hole for example), you might wanna change that.
    But overall, a simple and awesome altered melee map! Good luck in your future map-making! +rep
     
  5. Nightmare2077

    Nightmare2077

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    3 downloads, 3 comments, wow, thanks a lot guys:thumbs_up:
    @Admiral Proudmoore, no AI yet, sorry (says here in description, but hey, I don't blame you; I too hate reading walls of text:wink:). Will make one eventually, but it's not a top priority now...
    @Doomguy80, ...priority now is indeed adding more races! Again as I've already written in description, I plan to keep making races until all 15 are done.
    @Silverfox, spelling is not my strong side, I can screw up at times, I know :vw_sad: I'll try to improve. As for 4 upgrades at T3 hall - its the specialisation system (I actually wrote quite a bit about it in map info). All races have 4 specialisations, only one can be chosen; this unlocks 7 upgrades: one at T1, two at T2 and four at T3.

    Many thanks everyone for the feedback, this is very much appreciated!!!
     
  6. Admiral Proudmoore

    Admiral Proudmoore

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    Sorry for the double post but i only want to add this: It's a map worth of downloading.I hope to see it approved and updated soon.Look for some warhamer models.There are few here that could help you with chaos and dwarf race.
     
  7. Nightmare2077

    Nightmare2077

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    @Admiral Proudmoore, I actually have a .txt file where I put links and comments to all potentially usable models I come across. Trust me, it has hell of a lot models :D (for instance, I did have that chaos knight model you suggested earlier in there).
     
  8. Dat-C3

    Dat-C3

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    Could you make a separate version to use local files? I would rather use an official method to bypass 8mb rather then a edited/hacked file/.dll so I could play this on battle.net.
     
  9. Nightmare2077

    Nightmare2077

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    @Dat-C3, I have given that issue some thought; and I indeed plan, just as you suggested, to upload a limited version map that would weigh below 8mb. I've even already made a list of the custom models I would/wouldn't sacrifice. I shall upload such map once this one gets approved. But thanks for the suggestion anyway:thumbs_up:
     
  10. Dat-C3

    Dat-C3

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    Why would you sacrifice files when you don't have too? Local files is almost the same thing as that edited game.dll only difference being one official while the other is a hack, you just have to get people to do 3-4 simple tasks instead of waiting a hour for people to download a 20mb map. I didn't suggest a limited version, I suggested exactly what you have here.

    Firstly you write the path for every import in object editor/trigger editor/etc. . . .

    Foldername\File.mdx works If you allow local files and this means you can play like one GB maps on official Battle.net.
    Secondly you have to get everyone to go to their registry and set AllowLocalFiles!! to 1 instead of 0 or you can ask them to download and a run a quickly/easily made JASS(yea wc3 can do it or any other language) .exe to do it for them.
    Third would be them having to download your files so you would put them into a .zip or whatever achieve and upload it here in the first post under your map submission.
    Fourth is them having to move the folder after extracting the files. They would move it to their main Wc3 directory.

    This might look harder then the hacked .dll but it actually is easier for it allows a wider community as well Blizzard supports it because they put it in there themselves.
     
  11. Nightmare2077

    Nightmare2077

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    Ok, I misunderstood you, apologies. I'll consider your suggestion, although the idea behind limited version was to remove any unnecessary actions, not to replace them with other ones, even be they easier. I don't think my map will lose that much without 10-15 models after all. Whereas downloading more files, be it .dll or .zip, may look to people like being too much of a hassle (I've actually never came across mappers who ask to do that). But once again, thanks for the suggestion.
     
  12. Dat-C3

    Dat-C3

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    It's more of a hassle for me and it should be for everyone to have to switch to a un-official sever and download and move the hacked .dll to exactly where you'd place the folder for local files. Only difference being you can already have the files required and don't have to re-download 8100kb+ maps every time the maker makes one extremely tiny change, my method is far better then Genin32's/Avoid. Download the required files once for every new/current version or continually download 10mb. . .

    Though thanks for considering it, good luck with your map. Sadly I won't be playing it unless you do the LF support. Looked fun though.
     
  13. Nightmare2077

    Nightmare2077

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    You have a good point, and it definitely looks like something worth implementing one day, but I'll leave it as it is just for now. I must admit I still like my 'limited version' solution a lot, even if people will have to redownload the ~6mb map (by the way, I probably won't be updating more often than 1-2 times per year). Anyway, I'll deal with all those problems once my map is finally approved and I no longer have 10 lousy downloads, lol.
    Good like to you as well!
     
  14. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

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    Old reply
    Hi, I've played your map, experimenting around with a few races. It looks good, but a few things in your map description caught my eye. It is a really nice description though, I've read all of it ^_^

    When you state AI isn't implemented YET and Dark Elves coming soon, that violates the no BETA rule. The reason why we don't accept betas is because it would mean more moderator rating changes. That is always a hassle. I do see you posted in map dev and got no luck, but maybe make a thread requesting testers so you do not have to compete with maps with attracting presentations.

    Anyway, map set to await update. You can create a staff contact thread OR PM if I become a full moderator if you have fixed these problems :thumbs_up:
     
    Last edited: Nov 4, 2014
  15. Nightmare2077

    Nightmare2077

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    Thanks for taking time to play my map.
    I actually don't quite understand why it can't be approved as it is. Yes, I plan to update it in the future, but must this mean that it is unacceptable as it is now?

    1. About AI - I am working on campaign now and I also planned to add 2 more races somewhat soon, so even if I decide to start working on an AI - it will be in no sooner than two years (so realistically it will be done in 3 or even 4 years). For now I can equivalently say that there will be no AI ever (I can imagine most people reading this now won't be sticking around with my map for 3-4 more years).
    2. About Dark Elves - when I uploaded my map in mid-July, I haven't even begun making them. I made them in August-October (one can actually check my progression in the changelog). The Dark Elves are not 'coming soon' - they are out and completely playable.
    What I was referring to by {coming soon} in races miniguide subsection is the forum-miniguide for Dark Elves, not the race itself (all previous miniguides I've written in July; Dark Elves were released later, that's why they have no miniguide in description yet).

    However - and this is a crucial point for me - there ARE things that are "COMING SOON", such as:
    a) Specialisations for Dark Elves. DELs, unlike 7 other custom races, have none yet.
    b) AI, although I may change my mind and not make it at all. I talked about it already.
    c) Most importantly: more races. I've written in Future Plans, I plan to make all 15 races, so 7 more are to come over the next several years.
    Is (c) going to be a problem? Does this mean I can't get approved until I finish all and everything? This seems weird to me. I thought WIP meant something like 'incomplete in some way that would ruin gaming expirience' rather than 'will be updated, with some additions aside from simple bug/typos fixes, in the future'. Does this mean that if someone was making an AoS or a RPG with, say, 30 playable characters, they couldn't add several more later? Is DotA then a WIP by this standard? Isn't everything? ;)
    I can see how moderators may suffer from maps being updated like that, and I can totally sympathise. However, I don't much care for ratings, I just want to get my map to people, so if I'm deprived of few points due to an 'early' review - no big loss for me... Is moderator's rating that crucial anyway? I often see maps approved without a rating. Can't I be assigned a rating at a later date (ideally, I admit, in a few years)?

    I would be grateful if you clarify things for me, for right now I am a bit at a loss and don't quite understand what I should do to have my map approved and have no problems with it later.
    Thanks again for your time.
     
    Last edited: Nov 3, 2014
  16. kakuzu

    kakuzu

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    Great map , 8 new races . I didnt play Warhammer but i like this map , nice to play for fun or with your friends . Also how to you keep the original races intact ?
     
  17. Nightmare2077

    Nightmare2077

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    I just made custom objects for everything (units, spells, upgrades etc).
    If you want to play as an original race, type 'no' in the beginning.

    Thanks for the positive comment! I'll keep working on this melee map, not to mention a whole campaign!
     
  18. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

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    Map approved with this review below. Again, great detailed reply regarding the no WIP rule. :thumbs_up:


    [​IMG]
    Moderator:
    StoPCampinGn00b
    version "11.10.204"
    Map approved with no rating as requested by the author. I checked off the list... and hey! All rules are followed. Map approved. If you do decide to change your mind in the future I can still rate it if I am not busy.
    [/tdalt][/tr]
     
    Last edited: Nov 5, 2014
  19. Fingolfin

    Fingolfin

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    How this map is over 10 mb in size is beyond me. Are you using some kind of custom music in it? Because it is really easy to re-record your music into mono 22050Hz and export it as, say, 128bit/s mp3. Those tracks are usually below 500kb in size.

    Despite the size, i can't really see the warhammer element in it. You are using mostly ingame models, despite there being many, many custom models available for this theme (both on the hive and xgm.ru). The tileset reads too much warcraft and could easily have been replaced with something more appealing, had you been more effective with your file space. I can't comment on the gameplay as i haven't tested it yet, but the aesthetics just aren't there for me.