• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

WoW: The Battleground +AI [1.2]

This bundle is marked as high quality. It exceeds standards and is highly desirable.
142469-albums7211-picture89522.jpg
World of Warcraft: The Battleground is a total conversion fun-to-play Hero Arena playstyle in a huge, rich visualized battleground inspired from the actual battleground from World of Warcraft itself, spiced up with RPG-like elements. Join up the iconic battle conflict between the Alliance and the Horde! AI included for the fun, enough to keep you entertained the whole game.

Check out my other World of Warcraft total-conversion project: Battle of Azeroth, Heroes Return and Clash of Legends

142469-albums7211-picture89521.jpg
Play as your favorite role: be a davestating warrior battling on the front line, or powerful spellcasters who use magic to inflict damage on their enemies from afar! There are currently 14 available classes-inspired from original World of Warcraft available, including: Orc Warrior (Arms), Dwarf Warrior (Fury), Tauren Warrior (Arms), Draenei Paladin (Holy), Blood Elf Paladin (Retribution), Human Death Knight (Frost), Orc Death Knight (Blood), Undead Rogue (Assasination), Worgen Rogue (Combat), Pandaren Monk (Hybrid), Blood Elf Mage (Fire), Draenei Mage (Frost), Human Priest (Holy), Orc Shaman (Elemental) and Night Elf Warlock (Affliction).
Character model and abilities concept might be changed anytime as the progress updated.

Playable Classes

WoWBattleground-Characters-ArmsWarrior.jpg
Arms Warrior
A Battle-hardened masters of heavy weapons, using mobility and overpowering attacks to strike their opponents down.

Race:
Tauren

Abilities:
Siegebreaker, Thunder Clap, Mortal Strike, Hamstring, Piercing Howl and Battle Shout

Equipment of Choices:
Main Hand: Sword, Axe, Mace, Dagger
Off Hand: Axe, Sword, Dagger, Shield
Armor: Plate, Leather
WoWBattleground-Characters-FurryWarrior.jpg
Fury Warrior
A furious berserker, unleashing a flurry of attacks to carve his opponents to pieces.

Race:
Dwarf

Abilities:
Bloodthrist, Crazed Berserker, Whirlwind, Colossus Smash, Avatar and Berserker Rage

Equipment of Choices:
Main Hand: Sword, Axe, Mace, Dagger
Off Hand: Axe, Sword, Dagger, Shield
Armor: Plate, Leather
WoWBattleground-Characters-HolyPaladin.jpg
Holy Paladin
Guardian of the righteous. Invokes the power of the light to protect and to heal.

Race:
Draenei

Abilities:
Crusader Strike, Holy Shock, Holy Light, Flash of Light, Divine Shield and Devotion

Equipment of Choices:
Main Hand: Sword, Mace
Off Hand: Shield
Armor: Plate, Leather
WoWBattleground-Characters-RetributionPaladin.jpg
Retribution Paladin
A righteous holy knight who judges and punishes opponents with weapon and holy magic.

Race:
Blood Elf

Abilities:
Templar Verdict, Divine Storm, Holy Light, Binding Light, Divine Shield and The Art of War

Equipment of Choices:
Main Hand: Sword, Mace
Off Hand: Shield
Armor: Plate, Leather
WoWBattleground-Characters-FrostDK.jpg
Frost Death Knight
An icy harbinger of doom, enchanting frost power and delivering vicious weapon strikes.

Race:
Human

Abilities:
Frost Stike, Death Coil, Remorseless Winter, Howling Blast, Anti-Magic Shell and Shadow Infusion

Equipment of Choices:
Main Hand: Sword, Axe, Dagger
Off Hand: Axe, Sword, Dagger, Shield
Armor: Plate, Leather
WoWBattleground-Characters-BloodDK.jpg
Blood Death Knight
A dark guardian who manipulates and corrupts life energy to sustain himself in the face of an enemy onslaught.

Race:
Orc

Abilities:
Death Strike, Scarlet Fever, Strangulate, Unholy Fever, Anti-Magic Shell and Vampiric Blood

Equipment of Choices:
Main Hand: Sword, Axe, Dagger
Off Hand: Axe, Sword, Dagger, Shield
Armor: Plate, Leather
WoWBattleground-Characters-AssasinationRogue.jpg
Assasination Rogue
A deadly master of poisons who dispatches victims with vicious dagger strikes.

Race:
Undead

Abilities:
Mutilate, Wound Poison, Vendetta, Envenom, Stealth and Garrote

Equipment of Choices:
Main Hand: Sword, Dagger
Off Hand: Sword, Dagger, Shield
Armor: Leather
WoWBattleground-Characters-CombatRogue.jpg
Combat Rogue
A swashbuckler who uses agility and guile to stand toe-to-toe with enemies.

Race:
Worgen

Abilities:
Revealing Strike, Expose Armor, Vitality, Gouge, Stealth and Garrote

Equipment of Choices:
Main Hand: Sword, Dagger
Off Hand: Sword, Dagger, Shield
Armor: Leather
WoWBattleground-Characters-HybridMonk.jpg
Hybrid Monk
A martial artist without peer who pummels foes with hands and fists.

Race:
Pandaren

Abilities:
Jab, Dragon Fist, Stance of Fierce Tiger, Breath of Fire, Zen Meditation and Fists of Fury

Equipment of Choices:
Main Hand: Sword, Mace, Staff, Dagger
Off Hand: Sword, Dagger, Shield
Armor: Leather, Cloth
WoWBattleground-Characters-FireMage.jpg
Fire Mage
Fire specialization spell caster, able to ignite enemies with burst of fire and combustive flames.

Race:
Blood Elf

Abilities:
Pyroblast, Flame Strike, Molten Armor, Combustion, Polymorph and Absorb Mana

Equipment of Choices:
Main Hand: Staff
Off Hand: Shield
Armor: Cloth
WoWBattleground-Characters-FrostMage.jpg
Frost Mage
Frost specialization spell caster, able to freezes enemies in their tracks and shatters them with frost magic.

Race:
Draenei

Abilities:
Cone of Cold, Frost Armor, Blizzard, Frost Nova, Deep Freeze and Absorb Mana

Equipment of Choices:
Main Hand: Staff
Off Hand: Shield
Armor: Cloth, Leather
WoWBattleground-Characters-HolyPriest.jpg
Holy Priest
Master of healing and preservation. Uses magic to shield allies from taking damage as well as heal their wounds.

Race:
Human

Abilities:
Penance, Power Word: Barrier, Holy Light, Inner Will, Mind Blast and Absorb Mana

Equipment of Choices:
Main Hand: Staff, Mace
Off Hand: Shield
Armor: Cloth, Leather
WoWBattleground-Characters-AfflictionWarlock.jpg
Affliction Warlock
A master of Shadow magic who specializes in drains and cursing spells.

Race:
Night Elf

Abilities:
Shadow Bolt, Drain Life, Howl of Terror, Soulburn, Malefic Grasp and Absorb Mana

Equipment of Choices:
Main Hand: Staff
Off Hand: Shield
Armor: Cloth, Leather
WoWBattleground-Characters-ElementalShaman.jpg
Elemental Shaman
A spellcaster who harnesses the destructive forces of nature and the elements.

Race:
Orc

Abilities:
Lightning Bolt, Static Shock, Earth Shock, Lava Burst, Healing Surge and Absorb Mana

Equipment of Choices:
Main Hand: Staff
Off Hand: Shield
Armor: Cloth, Leather

142469-albums7211-picture89524.jpg
lastpost.gif
Total Conversion Materials from WoW
All materials has re-created, poly reduced, geomerged and edited by myself for the multiplayer project usage purpose.

lastpost.gif
Huge Battleground, Detailed Terrain
The project provide a large, eye-catching detailed battleground for you to see while enjoying the battle against your enemies.

lastpost.gif
Over 14 Specialization Classes to Choose
Currently over 14 classes specialization available to choose, including Hybrid Monk, which is a class I thought I'd never include. Pick your role and join up the battle!

lastpost.gif
Choosable Attributes Points
You'll receive 15 attribute points when starting the game, and 3 attribute points each time you leveled up.

lastpost.gif
Attributes Scaleable Abilities
Q-W-E-R and D-F active abilities with comfortable hotkeys to use featuring fancy, describing tooltips. All abilities are scaleable by attributes!

lastpost.gif
Custom Main Hand and Off Hand Attachment
You can change your weapon and shield attachment visual now as you change your main hand and off hand type item. Featuring some fancy World of Warcraft weapon and shield attachments with lowpoly revised, including legendaries: Sulfuras, Hand of Ragnaros, Warglaive of Azzinoth and Dragonwrath, Tarecgosa's Rest

lastpost.gif
Limited and Upgradeable Items
Additional RPG element, Player can only carry 1 type of equipment, all items are upgradeable up to 2 levels by Ore which you can bought on blacksmith!

lastpost.gif
And More!

142469-albums7211-picture89525.jpg
Since the theme is about Mist of Pandaria, the terrain featuring a large arena battleground with design based off from Lost Isles mixed with ancient chinese Pandarian style, while the creeps are made via geomerging with Zandalari theme. Here are current preview looks of the terrain and creeps (you can check some sneak peek on development album to see the changing progress from the early development until it is now).
These terrain design might be change and improved from time to time as the project progressing by.


WoWBattlegroundScreenshot001.jpg

WoWBattlegroundScreenshot002.jpg

WoWBattlegroundScreenshot003.jpg

WoWBattlegroundScreenshot004.jpg
WoWBattleground-CreepsLowpolyProjectVersion.jpg
WoWBattlegroundAttachmentsPreview.jpg

142469-albums7211-picture89523.jpg
Credits
Blizzard Entertainment (original World of Warcraft meshes, textures, icons and artworks), Judash and JetFangInferno (SFXs), CRAZYRUSSIAN (Command Interface Icons), JesusHispster (Cst Bar), AnimE (Misc Item Drop)

Most of the materials are: Geomerged, edited, poly reduced and Re-UVs by myself for this multiplayer project purpose usage.

BGM: The Shaping of the World by Blizzard Entertainment (from World of Warcraft Original Soundtrack)

Original Artwork for Loading Screen: Various Artist

Special Thanks: Blizzard Entertainment Various Artists

Changelog

• Version 1.2
- Reduce Lag
- Fountain now can only restore respective team and can't restore enemy team that nearby
- Added killing streak announcer
- Added sounds for killing streak announcer
- Each team now start on their base when the game start instead of in the middle arena
- Fire Mage: Molten Armor AoE reduced
- Fire Mage: Molten Armor drained mana rate increased
- Rogue: All rogues stealth duration now is last until you break the invisibility
• Version 1.1
- Fog of War removed
- Multiple bugs fixed
- Several classes abilities fixed and reworked
- Combat Rogue base damage increased
- Assasination Rogue base damage increased
- Hybrid Monk base damage increased
- Added floating text for mid arena warp
• Version 1.0.a
- Fixed 30 team kill typo
- Fixed death message typo
- Added Fountains on both Allance and Horde ressurection point
- Add portal effect
- All Classes base health regeneration increased by 4 times
- All Classes base mana regeneration increased by 6 times
- All Ores now also cost 2 Honor Points
- Added floating text on vendor NPC
- Added temporary quick stance on stand channel animation for these class: fire mage, frost mage, elemental shaman, holy priest, hybrid monk
- Fire Mage: Pyroblast add cast time by 1 second
- Fire Mage: Polymorph duration increased from 3 to 4 seconds
- Fire Mage: Polymorph cooldown increased from 30 to 40 seconds
- Fire Mage: Flame Strike damage reduced from 400% magic to 300% magic
- Fire Mage: Combustion add cast time by 1 second
- Fire Mage: Combustion mana cost increased from 45 to 55
- Frost Mage: Frost Nova damage reduced from 400% to 300%
- Frost Mage: Deep Freeze add cast time by 1 second
- Frost Mage: Deep Freeze cooldown increased from 30 to 50 seconds
- Frost Mage: Add Cone of Cold cast time by 1 second
- Frost Mage: Add Frost Nova cast time by 1 second
- Frost Mage: Frost Nova damage increased from 300% to 400%
- Elemental Shaman: Add Lava Burst cast time by 1 second
- Elemental Shaman: Add Earth Shock cast time by 1 second
- Elemental Shaman: Add Lightning Bolt cast time by 1 second
- Elemental Shaman: Add Healing Surge cast time by 1 second
- Holy Priest: Add Inner Will cast time by 1 second
- Holy Priest: Inner Will damage bonus increased from 20% to 35%
- Holy Priest: Add Penance cast time by 1 second
- Holy Priest: Add Mind Blast cast time by 1 second
- Holy Priest: Add Holy Light cast time by 1 second
- Affliction Warlock: Add Soul Burn cast time by 1 second
- Affliction Warlock: Add Shadow Bolt cast time by 1 second
- Affliction Warlock: Add Malefic Grasp cast time by 1 second
- Affliction Warlock: Malefic Grasp damage over time increased from 8 to 13
- Affliction Warlock: Malefic Grasp now also deals 100% magic
- Global Rogue: Stealth cooldown reduced from 60 t0 20 seconds
- Assasination Rogue: Vendetta duration increased from 10 to 20 seconds
- Combat Rogue: Increase Vitality duration from 20 seconds to 30 seconds
- Combat Rogue: Increase damage rate increased from 30% to 40%
- Combat Rogue: Increase health regeneration from 4 to 5
- Hybrid Monk: Fists of Fury now also deals 200% dexterity to nearby enemies in 200 area of effect
- Hybrid Monk: Fists of Fury speed boost reduced from 60% to 40%
- Hybrid Monk: Stance of Fierce Tiger duration increased from 20 to 30 seconds
- Hybrid Monk: Add Breath of Fire cast time by 1 second
- Hybrid Monk: Add Dragon Fist cast time by 1 second
- Arms Warrior: Battle Shout duration increased from 20 to 40 seconds
- Arms Warrior: Battle Shout damage increased from 50% to 80%
- Fury Warrior: Berserker Rage duration increased from 20 to 40 seconds
- Fury Warrior: Berserker Rage health regeneration increased from 4 to 8
- Holy Paladin: Devotion temporary armor boost reduced from 13 to 11
- Frost Death Knight: Shadow Infusion damage boost increase from 40% to 60%
- Frost Death Knight: Shadow Infusion duration increased from 30 to 45
- Frost Death Knight: Shadow Infusion now also restore 6% maximum health when activated
- Frost Death Knight: Howling Blast damage increased from 100% power to 200% power
- Frost Death Knight: Howling Blast attack speed reduction increased from 60% to 120%
- Blood Death Knight: Vampiric Blood duration increased from 20 to 30 seconds
- Blood Death Knight: Unholy Fever attack speed boost increase from 80% to 90%
- Blood Death Knight: Unholy Fever nearby enemies area of effect range reduced from 250 to 200
- Blood Death Knight: Scarlet Fever duration increased from 20 to 30 seconds
• Version 1.0
- Released!

Keywords:
WoW, World of Warcraft, total conversion, Hero Arena, RPG, mist of pandaria, arena, PvP, AI, cataclysm, lost isle
Contents

WoW: The Battleground +AI [1.2] (Map)

Reviews
Moderator: StoPCampinGn00b WoW: The Battleground +AI by Andreariona RATINGS Scores[/COLOR]] Gameplay: 23/30 Terrain & Scenery: 20/20 Total Score: 43/50 Explanation[/COLOR]]5 Stars: 47+ 4 Stars: 40-47 3 Stars: 25-39 2 Stars: 10-24 1...

Zed

Zed

Level 7
Joined
Feb 22, 2014
Messages
280
The Holy Priest is a woman right? :) So why not change it to Holy Priestess?
 
Level 13
Joined
Mar 6, 2008
Messages
852
Review of WoW: The Battleground +AI [1.0.a]
Played one time with three players.
I played the Orc Shaman on the Alliance side.

First of all, I have to admit that we might played with not enough players.
So, the experience we had might be very different in a full house game.

The first thing one can see while playing this map is that you have a
talent for converting all these materials so that they look good but
still have a low file size.
At this point I also have to state my first critique point.
If you have so much file size left, why do you have to add such an ear
raping cripple music file? But that's a minor problem. Starting with the
real points.

1.) Weird Gamestart
Why don't heroes start at their bases, which is marked on the minimap.
The first spawn of heroes at the same point is just confusing.
And I think it is not good because players who are new to the game or
players who pick a low health hero can be killed easily and this could
may be abused by players who know the game already.

2.) My Hero
As I said above, I played an Orc Shaman on the Alliance side. I don't know
if that was intended. I must say. It is one of the most boring skill set
I have ever seen in an arena map. Standard casting spells which are well
triggered, which scale with attributes and are spiced with a channel system
but also are nothing more then simple damage or heal on target effects.
This is just boring. Where are the fun World of Warcraft abilities?

For shamans, you could have used this: http://www.wowhead.com/spell=51490/thunderstorm
In general you should add movement spells as jumps/shifts/charges/teleports.
Also some of the existing skillshots could be transformed into skillshots,
which are much more rewarding if hit correctly. I know you want to transform
the WoW battleground style into Warcraft 3 and you are quite successful with that
but I wish you put a little bit more diversity into it.

3.) Texttag Apocalypse
I see you are really a master of texttag abuse. Do you know they are limited to
100 Textags shown at the same time?
You should focus on showing textags only if they are needed and necessary for the player.
The descriptions for shops should pop up if a shop is selected.
The damage and abilities should only be shown for the local player and by that I mean
only the damage made by your hero and the damage taken by your hero.
Anything else makes the fights just messy and we played with only half of the players
possible.
Also one can see the texttags from enemy units in fog of war.

4.) Item/Shopping/Upgrading System
This is something I really like about your map. It is easy to understand. Not too
complicated with recipe system which many map makers still like to implement.
And the shops which are spread over the whole battleground are POIs which force players to
collide with the enemy.

5.) Finding the enemy
This is the main problem of your map. After the clash at the beginning of the game, there
wasn't any big fight for us. You really have to implement some kind of enemy detection.
Maybe you could ping the position of all players periodically or what I would like to see
are captur able control points which are increasing the field of view drastically.
You could also add rune spots with movement speed bonuses. The game would benefit from it
a lot. For example having another POI and improving the slow motion movement speed
which heroes have in your map.
And WoW also have battlegrounds with movement speed bonus runes.

6.) Multiboard
The multiboard contains good information but it is just unreadable wit so many colors.
It would be good to have at least one paragraph between horde and alliance side.
As funny as it is, the bot names are distracting. You can leave them as they are which is
not a big deal, but something like "Bot 1" would not hurt either.


7.) Miscellaneous Stuff
The selection circle is not converted properly, one can not see it clearly but the border of
the texture is not fully transparent which creates ugly lines around the units.

The home healing fountains should not heal enemy units, that makes the whole home base thing
weird.

All in all you have much of wasted potential and the gameplay is in its current state boring.
You have a perfect base andrea. You only have to make a fun gameplay now!

I would like to see a 12vs12 mode, where one can play against 12 AI players.

Rock on!
 
Last edited:
Level 14
Joined
Jan 21, 2008
Messages
677
Hello! Thanks for a nice, detailed feedback with some interesting points to consider. Although, I honestly not fond with the rate 2 you gave there as if this were a random unorganized stuff done in a week. :p

@others: thanks for checking it out!
 
Level 13
Joined
Mar 6, 2008
Messages
852
Hello! Thanks for a nice, detailed feedback with some interesting points to consider. Although, I honestly not fond with the rate 2 you gave there as if this were a random unorganized stuff done in a week. :p

Yes, my rating seems to be a little bit harsh. I have to agree on that, but I'll improve my rating if changes are made.
Also most of them are subjektiv opinions under the circumstances stated in the first three lines.
 
Level 32
Joined
Apr 2, 2013
Messages
3,954
Map approved using this short review below :thumbs_up:

[TD]
Moderator:
StoPCampinGn00b
user_offline.gif
user_offline.gif
WoW: The Battleground +AI
by Andreariona
navbits_start.gif
RATINGS

Scores

Explanation

Gameplay: 23/30
Terrain & Scenery: 20/20
Total Score: 43/50

5 Stars: 47+
4 Stars: 40-47
3 Stars: 25-39
2 Stars: 10-24
1 Stars: 1-9

navbits_start.gif
CRITIQUE
Gameplay:
This is a WoW gameplay based arena. Classes are based off of WoW classes, as are the abilities.

I do agree with Bhusta in parts of his review. The start and the spawns would be a lot less annoying if they were on opposite sides of the map. Though visually pleasing, the abilities don't have enough creativity in them. I do like their usefulness and their correspondence to the hero class, but most of them are very basic. The movement speed of the map is perfect, but I do feel AI should help team mates more than wander on their own to pick a 1v1 fight. As for the balance, I didn't have any issues when playing it twice.

To my conclusion, the gameplay of the map is well above average, medium paced, and entertaining if you love strategic team arenas.

23/30
Terrain & Aesthetics
I can't speak highly enough about the terrain. Custom tile usage blends very well, doodad placement is on point! Structural, environmental, bunched up, spread out, you name it, the doodad placement is aesthetically fun to look at and is very detailed. It's not just 20 of the same doodads placed across the pathways, there is a huge variety. Height leveling was present and done carefully.

Great use of high quality custom icons and models. WoW recources easily fit in to the map. The whole map looks like I'm playing in an HD version of Warcraft III. Amazing!

20/20​
navbits_start.gif
VERDICT


The only way a map can be approved is if it follows the map submission rules that apply to the map type.
- All rules followed, map approved!
- For those of you wondering about the imported materials rule, recourses from other Blizzard games are allowed.

navbits_start.gif
NOTES
Overall, I feel that you did a great job with this map despite the minor gameplay faults. I also would love to see a 6v6 mode. Feel free to contact me about this review on this map page OR message me about anything. (+2) reputation points for taking your time to upload this map to Hive.
user_offline.gif
user_offline.gif
[/TD] [/TD][/tr]
 
Last edited:
Level 14
Joined
Jan 21, 2008
Messages
677
Yes, my rating seems to be a little bit harsh. I have to agree on that, but I'll improve my rating if changes are made.
Also most of them are subjektiv opinions under the circumstances stated in the first three lines.
Well I have no issue with your opinions, I was questioning the rate because I didn't see anywhere my works deserve rate 2 even on this current state, as if this were a below average works for a warcraft III map that is. Not to mention this is a total conversion materials project with the size below 5 mb. Do you think it's EASY and could be done in instant to obtain this size with WoW conversion materials? :) (while normally some people blab it's not possible making map with WoW stuff below 8mb, and here I am prove them wrong.)

Map approved using this short review below :thumbs_up:
Hello, thanks for the approval. I do not have plan to improve the AI, they're already enough to entertain people to play the whole game - better than without AI at all. AI can't replace human.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
bhusta, sincerely I don't think at all that this map can get 2/5
Your review is much based on personal opinion while you ignore the great points in this map. The colourful texts were the fantastic touch to the map for example. I agree that the map has some issues but not so many to get less than 3/5
 
Level 3
Joined
Dec 26, 2013
Messages
29
I played through this map for a bit and liked some aspects of it, so I might as well leave some thoughts/suggestions here:

- Great aesthetics, it really fits well together.
- Spells could use some more differentiation (not the mathematical one !), toolkits could use some fleshing out. E.g. some kind of evocation (it's basically a mana potion with a cast time; it'll be easy to implement) or bandage spell to restore health/mana out of combat. The cast time will make it risky/hard to use in combat, so that's dealt with.
- It's possible to camp the opposing team's spawn point and quickly get in a lot of kills. It's somewhat risky but I'd rather see it get shut down (e.g. by placing an invincible tower there).
- Creeps could be more tiered and concentrated in certain areas. The points of interest would be: Merchants (already there), boss locations (they are there, just missing the bosses), elite creep camps (more ingots and gold, yes please).
- Honor seems somewhat plentiful. Maybe it's just the other players / AI feeding me.
- AI doesn't play healers (holy priest/paladin) well.

That's it for now. It's a nice map (I wouldn't bother typing this if it wasn't), but there are improvements to be made (also, what others have suggested).
 
Level 32
Joined
Apr 2, 2013
Messages
3,954
Bhusta said:
I personally don't judge visuals. I mentioned that you have my full respect for the arrangement of imports. But without the imports, the game would still be the same.

Ratings should be based on the entirety of the map. What you did is list a few things you didn't like and a few defects. The map would not be the same without custom models and the stunning visuals. Without them, this would look extremely dull and unpleasing to the eye. With the fantastic visuals present in this map, players will have something to look at with awe. The hive rules even state that terrain must not be lacking.
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
Yes I agree with them, the terrains visuality is seriously too epicness in beautiful not to be judge by bhusta and even the moderators rate it and like it as well. I myself like it too this could improve some more,you should put some more grass or any doodads on the dirt thou. The spells are amazing too.
 
Level 19
Joined
Jul 2, 2011
Messages
2,162
The game play is boring and pointless
The graphics are good but get in the way of the view and hamper the player.
The abilities are... well since you got them from WOW, it's not really you fault but clicking them feels like your doing nothing.

I just wish there were a whole bunch more options.

Game modes and so on.

I really don't see any point in the game, it's... really boring.
 
Level 1
Joined
Feb 5, 2015
Messages
9
awesome job! thanks for the map, you're the only person I know capable making WoW conversion map with the size this small, I hope to see more of your WoW maps in the future.
 
Level 1
Joined
Feb 5, 2015
Messages
9
i have few suggestions:

1. make each team start in different starting point
2. player shouldn't be able to recover from a fountain on enemy base
3. add boss
4. add some events

all of the heroes abilities are balanced and well designed for me, keep up the good work!
 
Level 7
Joined
Jul 1, 2008
Messages
1,025
Well I saw the epic terrain and wanted to play this, I only saw 1.1 on MMH so hosted that but i think its buged. We coudlnt do anything, game was all black for 1 minutes then we could see but not move our heroes, all we could do was watch the AI. Everyone left so I never got to try it.

You should really make this available on MMH.

Anyway really impressed with the way the map looks, amazing you managed to get all this under 5 mb.
 
Level 14
Joined
Jan 21, 2008
Messages
677
Thanks for the compliments. I think low size efficiency is what I love from making stuff in wc3 than dota2 map or other engine, therefore I'd prefer to keep it as small as I could without a broken visual quality.

We coudlnt do anything, game was all black for 1 minutes then we could see but not move our heroes
I assume there isn't any human in Player 1 slot? It's an essential slot to set the modes and stuff (well I even wrote a message notice for it once the game start), when that slot is empty the whole screen will be forever black. :)
 
Level 7
Joined
Jul 1, 2008
Messages
1,025
Thanks for the compliments. I think low size efficiency is what I love from making stuff in wc3 than dota2 map or other engine, therefore I'd prefer to keep it as small as I could without a broken visual quality.


I assume there isn't any human in Player 1 slot? It's an essential slot to set the modes and stuff (well I even wrote a message notice for it once the game start), when that slot is empty the whole screen will be forever black. :)

Oh damn, i didnt know that, i moved down to team 2 even though I was host to make sure there was even number of player son each team. Maybe you could make it so the game auto detects if player 1 is empty and if it is just runs on auto mode?

It would be a shame for people not to play the map and think its bugged when it looks so good! Anyway I will give this another go now I know.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
-the Death Knight is too powerful especially compared to the warrior. The AIs have their base attribute as much as their chosen per level attribute
-Team Alliance calculates the kills for both teams
-Tome of Strength should be named Tome of Power. The other tomes should have their names matched to the attributes too

Visually, the map is splendid.
 
Top