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[Altered Melee] WC3: Orcs & Humans

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  • WC1 in WC3 style
  • Less symmetric tech tree, stats similar to WC3
  • Two heroes per race
  • Some other changes from WC1
When the map is ready for release, I will probably also make a purist version with the purist versions of the buildings, and tech trees closer to the original (e.g. no heroes, conjurer/warlock trained at church/temple, ...). No walls or roads though.

I may add High Elves and Forest Trolls as playable races once Orcs and Humans are done.

I'd love to get some feedback on balance, the AI, and any bugs or issues you may find.


Tech Tree

Town Hall/Great Hall

Farm

Altar of Light/Altar of Blood

Barracks

Lumber Mill

Blacksmith

Scout Tower/Watch Tower

Stables/Kennel

Conjuring Tower/Doom Tower

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Peasant/Peon

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Champion/Chieftain

Apprentice/Assassin

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Taunt
Nearby enemy units are forced to attack the hero.

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War Stomp
Slams the ground, stunning and damaging nearby
enemy land units.

PASBTNDevotion.png
Devotion Aura
Gives additional armor to nearby friendly units.

PASBTNCommand.png
Endurance Aura
Increases the movement speed and attack rate of
nearby friendly units.

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Cleaving Attack
The hero strikes with such force that he damages
multiple enemies with his attack.
PASBTNBash.png
Bash
Gives a chance that an attack will do bonus damage
and stun an opponent.

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Battle Roar
Requires Level 6
Gives nearby friendly units bonus attack damage.
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War Cry
Requires Level 6
Reduces attack damage of nearby enemy units.
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PASBTNBrilliance.png
Brilliance Aura
Gives additional mana regeneration to nearby
friendly units.
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Evasion
Gives a percent chance to avoid attacks.

BTNFireBolt.png
Fireball
Hurls a fiery ball that damages and stuns a target
enemy unit.

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Deadly Poison
Hurls a poisoned dagger which deals large initial
damage, and then deals damage over time. The poisoned
unit has its movement speed slowed for a short duration.

BTNPolymorph.png
Polymorph
Turns a target enemy unit into a sheep. The
targeted unit retains its hit points and armor,
but cannot attack.
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Shadowstep
Teleports the hero behind a target enemy unit
and briefly increases movement speed.

BTNBlizzard.png
Blizzard
Requires Level 6
Calls down freezing ice shard waves; each
wave deals damage to units in an area.
180159-72f6629db19a763dcf33f217f9490c84.jpg
Sprint
Requires Level 6
Increases movement speed.

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Footman/Grunt

Crossbowman/Spearman

Knight/Raider

Catapult

105151-4693980750cbf1928affc9db31fa7ea8.jpg
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Requires Lumber Mill
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Requires Blacksmith, Stables/Kennel
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Requires Lumber Mill, Blacksmith

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Ranged Weapons

1
54
Iron Bolts
54
Iron Spears
Requires Blacksmith

2
54
Steel Bolts
54
Steel Spears
Requires Blacksmith
125
125
Requires Lumber Mill

Melee Weapons

Armor

1
54
Iron Melee Weapons
54
Iron Melee Weapons
2
54
Steel Melee Weapons
54
Steel Melee Weapons
1
54
Iron Plating
54
Iron Armor
2
54
Steel Plating
54
Steel Armor
BTNHumanWatchTower.png
scouttower-jpg.346131
63
125
125
Requires Lumber Mill, Blacksmith

Animal Breeding

1
WC1BreedFasterHorses1.gif
Improved Horse Breeding
WC1BreedFasterWolves1.gif
Improved Wolf Breeding
2
54
Advanced Horse Breeding
54
Advanced Wolf Breeding
Requires Blacksmith
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Requires Lumber Mill

Cleric/Necrolyte

Conjurer/Warlock

Cleric Training/Necrolyte Training

Conjurer Training/Warlock Training

184663-6f96935b4b383a1a0873fa010d43fdf7.jpg
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BTNHealOn.png
Heal
Heals a target friendly non-mechanical wounded unit.
BTNRaiseDeadOn.png
Raise Dead
Raises a skeleton from a corpse.
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Far Sight
Requires Cleric Adept Training
Reveals the area of the map that it is cast upon.
Also reveals invisible units.
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Dark Vision
Requires Necrolyte Adept Training
Reveals the area of the map that it is cast upon.
Also reveals invisible units.

BTNInvisibility.png
Invisibility
Requires Cleric Master Training
Makes a unit invisible. If the unit attacks, uses an
ability or casts a spell, it will become visible.
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Unholy Armor
Requires Necrolyte Master Training
Makes a target unit invulnerable, at the cost of half
the unit's hit points.
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54
26
Requires Blacksmith

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Summon Scorpion
Summons a poisonous scorpion.
BTNSpider.png
Summon Spider
Summons a poisonous spider.
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Rain of Fire
Requires Conjurer Adept Training
Calls down waves of fire that damage units in an area.
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Poison Cloud
Requires Warlock Adept Training
Damages everything in its area of effect.
BTNSummonWaterElemental.png
Summon Water Elemental
Requires Conjurer Master Training
Summons a water elemental.




BTNDoomGuard.png
Summon Doom Guard
Requires Warlock Master Training
Marks a target unit for the manifestation of a Demon.
The afflicted unit cannot cast spells and will take
damage until it dies. Upon its death, a great Demon
will spawn from its corpse. Cannot be dispelled or
cancelled.
1Cleric Adept TrainingNecrolyte Adept Training
2Cleric Master TrainingNecrolyte Master Training
Requires Blacksmith
1Conjurer Adept TrainingWarlock Adept Training
Requires Blacksmith

2Conjurer Master TrainingWarlock Master Training
Requires Blacksmith



Credits

Models

Icons

My resources

AndrewOverload519Human CatapultBTNHumanCatapult
Artork312Cleric
Necrolyte
Conjurer
Unholy Armor
Poison Cloud
BTNWC1ClericRemastered
BTNOldschoolNecrolyte
BTNWC1ConjurerRemastered
BTNWC1UnholyArmorRemastered
BTNCloudOfPoisonHD
bu3nyFar SightHuman Far Sight
The PandaWar StompBTNBash
Sin'dorei300AssassinBTNGarona
stonneashWar CryOrcishSteroid
World of WarcraftApprentice
Evasion
Deadly Poison
Shadowstep
Sprint
Scorpion
Rain of Fire
Khadgar
Evasion
Deadly Poison
Shadowstep
Sprint
Scorpion / Scorpid
Rain of Fire

2021-01-05
- Updated Human Lumber Mill
- Updated Conjurer icon
- Removed upgrades from Human Lumber Mill
- New path texture and other shadow texture for Human Lumber Mill

2020-12-19
- Added Scorpion

2020-12-14
- Added Conjurer
- Changed Conjurer soundset
- Updated Necrolyte model

2020-12-02
- New icons: Apprentice, Assassin, Cleric, Unholy Armor
- Updated Conjurer icon

2020-11-29
- New icons: Unholy Armor, Conjurer, Rain of Fire, Poison Cloud
- New effects: Unholy Armor, Dark Vision
- Updated: Crossbowman icon, Spearman icon, Dark Vision icon
- Far Sight/Dark Vision now based on Far Sight instead of Reveal
- Soundset changes

2020-11-27
- Changed Conjuring Tower soundset to MageTower
- Changed Doom Tower soundset to TempleOfTheDamned
- Modified Cleric and Necrolyte soundsets
- Added custom missiles for Cleric and Necrolyte
- Added icon for Dark Vision

2020-11-17
- Modified Crossbowman and Spearman soundsets
- Updated Conjuring Tower model/icon
- Updated Cleric icon

2020-11-16
- New Grunt and Raider icons
- Raider now has black wolf
- Modified Footman soundset
- Improved footman face

2020-11-15

- Fixed Champion's Taunt above level 1 affecting friendly units
- Fixed Chieftain's War Cry damage reduction percentage
- Fixed Assassin's Evasion DISPASBTN
- New icon for Necrolyte
- New soundset for Chieftain, Apprentice and Assassin
- Modified Champion soundset
- Changed Deadly Poison effects
- Changed Apprentice proper names to Archmage's

2020-11-14

- Added Necrolyte
- Fixed Orc Farm selection sound
- Changed Altar of Blood soundset to AltarOfDarkness

2020-11-05
- Added Cleric & Far Sight icon
2020-10-28
- Added Doom Tower

2020-09-26
- Renamed Holy Tower to Conjuring Tower
- Added Conjuring Tower

2020-09-21
- Added Apprentice & Ability icons
- Added Assassin & Ability icons

2020-09-14
- Added Chieftain & Ability icons

2020-09-13
- Added Champion & Ability icons

2020-09-10
- Added Altar of Blood

2020-09-04
- Added Altar of Light

2020-09-01
- Added Orc Lumber Mill
- Crossbowman: Increased damage and decreased food cost
- Warlock: Increased Summon Doom Guard cast time and cooldown

2020-08-26
- Updated Crossbowman
- Grunt model is now actually being used xD

2020-08-23
- Added Human Lumber Mill
- Updated some resources to latest versions

2020-05-17
- Added Orc Catapult

2020-05-16
- Added Spearman icon
- Changed Spearman soundset
- Added Raider
- Added Human Catapult

2020-05-14
- Added Crossbowman (renamed from Archer) and Spearman (no icon yet)
- Crossbowman base unit changed to high elf archer

2020-04-14
- New version for Footman
- Added Grunt

2020-04-05
- Added orc Barracks
- Updated some resources to newer versions

2020-03-25
- Forgot to import the human farm + icon
- Added human Barracks

2020-03-23
- Added Farms
- Updated all resources to latest version
- Base unit for Orc Farm is now Pig Farm (AI script updated accordingly)

2020-02-20
- Added Great Hall
- Removed Conjurer (will be replaced with a different model later)

2020-02-07
- Added Peon & Town Hall
- Arcane/Dark Tower renamed to Holy/Doom Tower

2020-01-30
- Reverted to Custom dataset
- Some small tweaks/changes/fixes to tech tree
- Added Peasant model & icon
 

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Last edited:
Level 34
Joined
Sep 17, 2010
Messages
2,739
BTW, I'm thinking of adding two more races when orcs and humans are done. Probably forest trolls, maybe ogres, but I'm not sure. Can't really think of any others that fit the theme.
Well, since its a wc1/2 map, dwarves and high elves (and maybe gnomes) for alliance, and ogres and forest trolls for horde (maybe goblins too) as extra races
 
Level 14
Joined
Sep 28, 2011
Messages
968
According to the descriptions the orc armies seems significantly stronger than the human ones(higher overall hp per food cost especially for the ranged option: the human ranged option costs 3 food for 310 hp).
Are not the orc spells a slight bit overkill on top of the numerically superior units?(condemnation and unholy armour seems very strong)
Also their town hall is cheaper and their food per spent resources much higher(thanks to their farms).
yes their unit production buildings are sightly more expensive but I have an hard time believing it compensates the cheaper town halls and cheaper food.
 
Last edited:
Hmm yeah, the food cost for the crossbowman should probably be 2, and the damage increased (current stats should be the same as the WC3 high elf archer). Otherwise the stats are the same as the WC3 counterparts though.

Not sure about the casters though, the spells that are different come at the cost of unit HP and more mana, so I feel (in the absence of actual testing) that it's somewhat balanced.
Or did you mean hero abilities?
 
Level 14
Joined
Sep 28, 2011
Messages
968
Whenever summon demon is balanced or not depends a lot on the casting time: spells that gets rid of a target usually have high casting times to compensate or are hero abilities (ex: banshees takes a significant time to cast possession while the pit lord and dark ranger gets their get rid of target abilities only at level 6)
 
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