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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:
See also: Race units gallery (September 2019).
See also: July 2017 architectural reform album.
Screenshots
Note: gameplay screenshots were made in 2014-16 and may feature outdated models.
Battle between Warriors of Chaos and Empire
[​IMG]
Battle between Orcs&Goblins and High Elves
[​IMG]
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

01.10.2019
SFX overhaul! Dozens of new models of buffs, missiles and other special effects. Many dark blessing to Daelin, Zephyrius2412, JesusHipster and Mythic, among others!
DOC now have the last two specialisations (Nurgle and Tzeentch). Plucking the quills from Lords of Change is said to bring good luck (that's not certain tho).
TOK see some additions (though not as many as I hoped to accomplish). Notably, the Nexrolith Sphinx has a proper skillset now.
Auxiliary maps updated.
As always, countless miscellaneous tweaks and fixes, typos, minor re-balancing, etc etc.

15.07.2019
DOC now have the first two specialisations (Khorne and Slaanesh). Bloodthirster sighted!
Many adjustments and additions, notably to Daemons of Chaos (aside for the aforementioned specs), Tomb Kings (who unfortunately still remain a Beta), SKV (clan Skryre happy-happy) and DEL (Genevenburg convention now prohibits the killing of slaves).
Countless other additions, minor changes, optimisations, re-balancing, visual improvements etc.

2018
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, Mythic, Pyritie, Ergius, JesusHipster, Daelin, Thrikodius, UgoUgo, CreatorD3292, gookywooky, TheWhiteWolf, Champara Bros, Kuhneghetz, General Frank, Callahan, cotd333, HammerFist132, Blood Raven, Love Seeker, Metal_Sonic, Softmints, Direfury.
Buildings: Ujimasa Hojo, Edge45, supertoinkz, Alok, DoomWolf

MODELS SKV: Gluma, Mephestrial, Direfury, Kimberly, Kimbo, The Weird Human, Cavman, HerrDave
MODELS LIZ: Misha, Ujimasa Hojo, Hayate, 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, Ujimasa Hojo, Wandering Soul, Tranquil, paulH, General Frank, CRIS, HappyTauren, DireFury, Ujimasa Hojo, Cuore, Tarrasque, A.R.
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, HerrDave, Just_Spectating, Mister_Haudrauf
MODELS DEL: A Void, Tranquil, ,Sellenisko, General Frank, Tarrasque, Sin'dorei300, Forsaken, Sunchips, Miseracord, Edge45
MODELS BOC: WyrWuulfe, NaserKingArthas/MN Lahmar, 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, Misha, icewolf055, ChevronSeven, -Grendel, Ujimasa Hojo, MasterHaosis, Tranquil, Sellenisko, Hermit, AndrewOverload519, General Frank, Kuhneghetz, NaserKingArthas/MN Lahmar
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 playtesting.
  • StormKnight, Nik2B and all 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. Nightmare2077

    Nightmare2077

    Joined:
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    Thanks for the comment.

    First of all, I of course do not use any custom music, and even if I did I would certainly made sure that its filesize is acceptable. I actually do use custom music in my campaign, and the fragment I used there I reduced to 80kbps (very easy to do through JetAudio - requires 2 clicks).

    So, without a custom loading screen or music I still went well above 8mb. I acknowledge that this is a problem and I am truly sorry I couldn't have made it smaller - the price of sacrificing some models (and having even more default ingame ones) is too big for me. I use over 50 custom unit models and over 200 custom icons (+disbtn's); that's your answer where 10 mb arise.
    If you have any suggestions about other models I can use - please, don't hesitate to point me to some, I would be wore than grateful if you do.

    Terrain is indeed not the strongest side of my map - or at least I really hope so :xxd: However, even as it is now it is only marginally worse (if at all) than terrain in other War3 melee maps or, say, in DotA. That's good enough for me. At this point I definitely do not wish to invest time (nor map size for that matter) into making terrain more beautiful. I really, really hope that people will find the gameplay interesting enough to forgive my reluctance to dedicate time and effort to making eye-pleasing terrain.

    Again, thanks for the comment. If you have any more suggestions/comments/questions - I would be glad to attend to them as well. Regardless whether you choose to play my map or not, good luck and have fun!
     
  2. Fingolfin

    Fingolfin

    Joined:
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    2
    Maps:
    1
    Spells:
    1
    Tutorials:
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    153
    Hmm, you should try recompressing your icons. A compressed icon takes about 6kb in size, for you that would make 6*200 = 1200, and another 1200 for the disabled versions. As for the units, try running MDXSquish on some of them to make them compress better. It does not reduce quality. In World in Flames, i have 485 imported objects, yet the map is only 7.4mb in size. So you can make this a lot better.

    As far as gameplay goes, the first advice i'd give is to not go overboard with spellcasters. A lot of people are too eager to put a lot of active abilities into their maps, but as a player this is mostly confusing and requires an awful lot of micro to use the units to their full potential. You should always be thinking: given the quantity that a player will have of this unit at any given time, will he be able to use all the spells available? A spellcaster is a supplemental unit and should only make up a small part of your army. Tier-1 units should NEVER have active abilities, unless it is something really basic that can be used in groups, like "defend". Also try to think about what role each unit should have - if it is a meat shield, crowd control, buffing unit, siege, etc - and make it all about that role.
     
  3. cleavinghammer

    cleavinghammer

    Joined:
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    So far so good, though I don't suppose you can put different skins in (the Lizard High priest looks like the spellcaster).

    Evasive move on a Nurgle hero. Wut.
     
  4. sarumanthecursed

    sarumanthecursed

    Joined:
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    I freaking love this map and I must say its the best map (gameplay wise) I have ever played I definitely rate this a 5 on 5
     
  5. Vincent_Freeman

    Vincent_Freeman

    Joined:
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    Hello, I think you should make the race choosing menu via dialog, it would be more convinient for players.
    You reduce the map size if you will make textures' quality lower it is simple and won'y be noticed ingame.
     
  6. A Void

    A Void

    Joined:
    Mar 29, 2011
    Messages:
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    2
    Spells:
    1
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    7
    Resources:
    10
    Hi Nightmare 2077, please change the link to 8 MB Map Size Limit Remover. I will delete the old. There is a newer and more compact version, here is the link.

    I have deleted the old.
     
  7. Ragnoras

    Ragnoras

    Joined:
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    look i can help you with AI
     
  8. cleavinghammer

    cleavinghammer

    Joined:
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    Dark Elves: the worker system might be in character, but it's just not working. Ressource collection is far too slow and needs to be checked periodically, maybe make it automated.

    Storage costs are ridiculous (300 lumber? Really?) and the building is too large to be used as a lumber drop-off.

    Both the Dreadhall's upgrades are called Battle Phase.

    No basic ranged units.
     
  9. Nightmare2077

    Nightmare2077

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    Regarding slave labour. I know, it bothered me a lot, I had to do a lot of stuff to compensate for it, and I think I've done OK: free 750 gold (250 at start+250 each time you escalate to a new phase), cost-effective units, cheaper/faster research. Besides, only gold mining is hindered, lumber is quite the opposite, boosted by a lot. All in all, the only real problem with slaves is that they kill early-game flexibility: a player absolutely must rush Dreadhall in order to start building Elf Slaves asap; also having more that 2 slavemasters is very detrimental to early game as you desperately need those 11 (=15-2x2) food for Hero+3 Spearmen. Lastly, slaves do make DEL's micro-intensive, and thus somewhat annoying to play as; but that's not a bug, that's a feature! Each race is unique in its own way (or at least that's what I strive for).

    Storage is used to store both gold and lumber, that's why it's so large and expensive. It's more of a townhall than a lumbermill (it is indeed the building that is targeted by TP scrolls). I admit, I also thought that 300 lumber might be too harsh, but in the end (i.e. after many playtests) decided that it is justified.

    Battle Phase: thanks a lot for pointing out the tooltip oversight, the second one is War Phase. I fixed that right away (in my own map of course, not gonna update on hive for smth so minor).

    Lastly, regarding ranged units: firstly, Reapers at T2 are meant to fulfill this role. Secondly, that is a common problem - Warriors of Chaos also have hardly any ranged units at all. It's one of those compromises I can not possibly avoid undertaking when trying to reconcile WH universe and War3 mechanics. In that particular case I felt the trade off was justified. My best alternative was to replace, say, Dreadspears with archers (DEL's don't use bows).


    Thanks a lot for the comments everyone! All your feedback is very much appreciated!
     
  10. cleavinghammer

    cleavinghammer

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    Well no, they use crossbows.

    Then you should make the storage take less time to build (and smaller), the main issue I have is that it leaves you short on food for long periods of time, both by waiting for it to build and gathering the ressources for it.
     
  11. Nightmare2077

    Nightmare2077

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    Hmm, maybe I will buff storage in next patch. At least I'll definitely consider it.

    Of course I know they use crossbows (how could I not?!:vw_wtf:), I meant they don't use "bows-bows", like the ones War3 Night Elf Archers in use - coz that's the model I'd have to use if I wanted to make a basic D'Elven ranged unit.
     
  12. cleavinghammer

    cleavinghammer

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    You're using building models that are grown from trees for their buildings, yet the problem is a slighty inaccurate model?

    Combining verses is all well and good, but playability should take precedence over accuracy (see Dawn of War).


    Or use this guy.
     
  13. Nightmare2077

    Nightmare2077

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    If Games-Workshop are fine with having no freaking balance whatsoever, then why shouldn't I be? :D

    Jokes aside, I do think it's OK for DELs not to have a "basic ranged unit". If it were for them not having any ranged units at all - I'd be really concerned, trust me. But right now they have Reapers, so it's really OK in my mind. Once again, consider it as a feature, not as a bug. Not all races have to be the same. If I stop all variation, races will become more boring.
    Thanks for the model, I haven't come across it.

    PS: Btw, I like DoWI a lot, even tho its imbalanced as hell.
     
    Last edited: Nov 25, 2014
  14. cleavinghammer

    cleavinghammer

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    Skaven:
    The workshop and temple are available at T1.
    The Moulder hero's summon ability has a tooltip that reads 10 rats at level 1 instead of 6.
    All the Mastery upgrades and units can be bought without needing to get the clan upgrade from the townhall.
     
    Last edited: Dec 14, 2014
  15. Nightmare2077

    Nightmare2077

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    Thanks for (still) showing interest in my mod!
    Points 1 and 3 aren't actually bugs. Skavens have 4 equivalent barracks at T1, that's their feature. Clan upgrades at townhalls are specialisations (you can easily see that they are because of coloured tooltips), they do something completely different and are in no way related to Mastery upgrades at barracks (in fact they are: one T3 specialisation research improves the respected ability granted by Mastery).
    Tooltip = fixed, thanks.
     
  16. cleavinghammer

    cleavinghammer

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    Dwarves: The Armorsmith's Rune of Steel tolltip is gibberish. And you should make the Engineer speed rune autocast as well.
     
  17. kakuzu

    kakuzu

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    5000 hits ! This project is prety popular . Also keep it going man !
     
  18. cleavinghammer

    cleavinghammer

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    Steed of Shadows tooltip is gibberish.
    Built two treasuries, but the tooltip for the corresponding upgrade didn't change (the lumber mill one changed).
    Doombull and Beastlord have the same names.
    Bloodhoof has Paladin names.
     
  19. sarumanthecursed

    sarumanthecursed

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    the grand masters knight summon does not last indefinitely nor does it add to the food limit
     
  20. Nightmare2077

    Nightmare2077

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    Huge thanks to everyone reporting bugs/inconsistencies etc!

    I think I will be taking a break from working on this melee map for now, and instead focus on Campaign. Expect the first 5 chapters of this campaign within the next ~3 month (or if you like, I can send you the first 4 chapters now). After I finish the 5th chapter, I plan to do Wood Elves for the melee.