- Joined
- Oct 18, 2008
- Messages
- 100
WC1-WC2 Age Of Chaos
Version 1.02 (First Non Beta Version)
This map is a 3v3 Alternate Melee map in the area of Azeroth (Stormwind).
Horde Army units:
Neutral Accessible units: Catapult
Every unit has like in wc1 and wc2 a counterpart.
I decided for fun and gameplay to add wc2 units into the game so its a bit of a mix.
You are probably thinking why should I play this map idk much about it.
Ill be happy to explain features I have been implementing:
Unit XP system
After 3 kills a unit upgrades its' stats whether it has mana or not.
Casters upgrade: Mana Reg, Armor and Max Mana
Non casters upgrade: Armor, Damage and Max Health.
Food system
As humans you get food overtime by the amount of farms you control on the map, you will have to defend them because the orcs will be raiding them.
Orcs gain food by raiding farms to build their forces.
Food will be decreased whenever you create a unit so its vital to protect/raid those farms, they aren't constructible
Unique Unit Construction
The humans have the same old techtree/build system as found in wc3.
The orcs however have to order their units from the dark portal. Every 120 seconds the orcs will send new supplies to the front lines together with the troops the orc player ordered at his main base.
Unlike the allies orcs have only one building and now techtree. They upgrade their basecamp (greathall) to unlock new abilities and units, but ofc the cost of this upgrade is HUGE.
Unique Income system:
Unlike other maps where u recapture points or get gold by creating farms, this is a limited resource gather map.
As i previously mentioned, lose a farm or goldmine or lumbermil as alliance, you lost it forever and so is your income.
The orcs on the other hand will get supplies over time with no requirements attached, still it doesnt match the human income rate, so orcs will get money by pillaging buildings (attacking them).
As all cities have destructible towers, houses etc with each an own pillage value it will give the orcs a boost whenever they sack a city.
They will also get bonus gold if they sack a gold mine from the humans.
Masteries:
At the start of the game, you can chose one mastery that only affects your units.
90% of the maps models/icons is imported, so no old boring wc3 units/icons but rather "fresh" units.
I tried to create a lot of unique abilities for units as you probably got bored of the old grunt beserk bullshit.
An example of 3 unique abilities (through triggers)
-Bloodthirst (grunt) When ever a grunt kills a unit, it will get a +10 attack bonus frenzy for 15 seconds
-Blood Ritual (Necrolyte) Heals nearby units for 10 health at the cost of 30 own health.
-Life ward (Cleric) When ever a unit is attack with lifeward on, he will heal 4 life points of the damage taken.
The units in the map are limited for the moment, but I will add more soon people start getting interested in this map.
It will promise a lot of tactical fun and epic battles even with 7 units for each race.
Notice!!
The alliance has the underdog position at the start, but excels at end game.
While the horde is the topgun at the start, but slows down end game.
It can go both ways!
Please comment and give feedback, especially feedback explaining what could be better.
I like hearing opinions so feel free, if you have a good idea ill credit it for you.
Version 1.02 (First Non Beta Version)

This map is a 3v3 Alternate Melee map in the area of Azeroth (Stormwind).


Horde Army units:
- Grunt (tier 1)
- Troll Axe Thrower (tier 1)
- Raider (tier 1)
- Ogre (tier 2)
- Warlock (tier 2)
- Necrolyte (tier 3)
- Ogre Magi (tier 4)
- Blackhand
- Gul'dan
- Zul'jin
- Footmen (tier 1)
- Elven Archer (tier 1)
- Captain (tier 2)
- Knight (tier 2)
- Cleric (tier 2)
- Conjurer (tier 3)
- Paladin (tier 4)
- Lothar
- Khadgar
- Alleria
Neutral Accessible units: Catapult
Every unit has like in wc1 and wc2 a counterpart.
I decided for fun and gameplay to add wc2 units into the game so its a bit of a mix.
You are probably thinking why should I play this map idk much about it.
Ill be happy to explain features I have been implementing:
Unit XP system
After 3 kills a unit upgrades its' stats whether it has mana or not.
Casters upgrade: Mana Reg, Armor and Max Mana
Non casters upgrade: Armor, Damage and Max Health.

Food system
As humans you get food overtime by the amount of farms you control on the map, you will have to defend them because the orcs will be raiding them.
Orcs gain food by raiding farms to build their forces.
Food will be decreased whenever you create a unit so its vital to protect/raid those farms, they aren't constructible
Unique Unit Construction
The humans have the same old techtree/build system as found in wc3.
The orcs however have to order their units from the dark portal. Every 120 seconds the orcs will send new supplies to the front lines together with the troops the orc player ordered at his main base.
Unlike the allies orcs have only one building and now techtree. They upgrade their basecamp (greathall) to unlock new abilities and units, but ofc the cost of this upgrade is HUGE.


Unique Income system:
Unlike other maps where u recapture points or get gold by creating farms, this is a limited resource gather map.
As i previously mentioned, lose a farm or goldmine or lumbermil as alliance, you lost it forever and so is your income.
The orcs on the other hand will get supplies over time with no requirements attached, still it doesnt match the human income rate, so orcs will get money by pillaging buildings (attacking them).
As all cities have destructible towers, houses etc with each an own pillage value it will give the orcs a boost whenever they sack a city.
They will also get bonus gold if they sack a gold mine from the humans.
Masteries:
At the start of the game, you can chose one mastery that only affects your units.
- Offensive (increases the damage of all units with 5)
- Defensive (increases the armor of all units with 1.5)
- Magic (increases the mana regen per second with 1 for all units)

90% of the maps models/icons is imported, so no old boring wc3 units/icons but rather "fresh" units.
I tried to create a lot of unique abilities for units as you probably got bored of the old grunt beserk bullshit.
An example of 3 unique abilities (through triggers)
-Bloodthirst (grunt) When ever a grunt kills a unit, it will get a +10 attack bonus frenzy for 15 seconds
-Blood Ritual (Necrolyte) Heals nearby units for 10 health at the cost of 30 own health.
-Life ward (Cleric) When ever a unit is attack with lifeward on, he will heal 4 life points of the damage taken.
The units in the map are limited for the moment, but I will add more soon people start getting interested in this map.
It will promise a lot of tactical fun and epic battles even with 7 units for each race.
Notice!!
The alliance has the underdog position at the start, but excels at end game.
While the horde is the topgun at the start, but slows down end game.
It can go both ways!
Please comment and give feedback, especially feedback explaining what could be better.
I like hearing opinions so feel free, if you have a good idea ill credit it for you.
Follow this project on http://clan-hoa.com/forums/tft/new/HoA/forum.php
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