• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Wrath of Lich King

Daffa the Mage Presents!

Wrath of Lich King
Created by Simooy

Map Info


The Map is a modified story of Wrath of the Lich King in WOW, in this story you control Kael and Vashj where they fight to defeat Lich King in Northrend, once and for all!

Features


Well, the map does offer Campaign style of play (Restricted Heroes, Quests) in Melee environment (base building type).

Main Features of the Map :
  • 2 Language Transmission (Chosen on Beginning)
  • Normal and Hard Mode
  • 150 Food Limit

These are the current, more might come soon.

Credits


- Daffa the Mage
- Bribe
- Lich King Icon Maker
- Blizzard Entertainment
- Lich King Model Maker
- Sin'dorei300
- UncleFester
- Cavman
- Mr.Goblin

Screenshots and Videos

Change Log




Minor fixes


Separate Priest and Sorceress cages
Units now require their prison destroyed before they are freed
Reduced prisoners from 12 to 10
New ability for Heroes as Optional Quest reward
Prisoner's dead time reduced from 3600 to 2400 seconds
Phoenix Fire Swarm tooltip changed, cooldown removed and the ability is improved
Remove Shield of the Dead
Added an AI Base


Blood Elf Liutenant : Food from 2 to 3, HP from 750 to 625
Lich King : Extra Skill Shield of the Dead
Elven Knight : HP Regeneration from 0.25 to 1.00
Sorceress : changed model to TFT Sorceress
Kel'thuzad : Level 14 become 15, Extra Skill Shield of the Dead
Naga Summoner : Ritual replaced by Ritual Mastery, Curse of the Sea mana cost changed from 30 to 25
Neutral Hostile : All removed
AI : Added weak AI for Player 4 and 7
Others : Gate toward the Undead base instantly opens
Gameplay : Fixed Minor Bugs


First Upload



Map Description Template Created by -Kobas-
Find more here: Map Description - Templates

Keywords:
Simooy, Lich, Lich King, Wrath of the Lich King, Wrath of Lich King, WotLK, WOW, World of Warcraft, WOW WotLK, Daffa the Mage


Contents

Wrath of Lich King (Map)

Reviews
10:21, 20th Jul 2014 Orcnet: For starters, the game should be atleast titled as 'Altered Melee and Offense', about the game, the idea of pushing straight forward against a non-moving enemy is quite repetitive, yet if this can be operated or...

Moderator

M

Moderator

10:21, 20th Jul 2014
Orcnet:

[img]http://www.hiveworkshop.com/forums/members/194715-albums6441-picture75028.png[/img]


For starters, the game should be atleast titled as 'Altered Melee and Offense', about the game, the idea of pushing straight forward against a non-moving enemy is quite repetitive, yet if this can be operated or triggered by AI and players can be accompanied by one another, this can be improve gameplay.

Terrain however, is just a bit too plain, just a single or up cliff levels it would be nice if you can add some details on the snowy theme.

Overall, can be approved.
 
Will test. Always nice to see custom 2 player campaigns.
Thanks, it's just a map, not a complete campaign tho :)

Looking good, I'll try reviewing this but first playing it, of course.

Thanks, would love to, I know there're some stuffs I feel "missing" from the map, but I do hope you enjoy it :)
 
The start of the game is bad. I don't know what to do and as the game started i was under attack. In my opinion you should optimize the game start - I was overwhelmed!

Okay, I will remove the initial assault squad and add 1-3 minutes delay before the assault launches.
I think I put the mission at the Quest Log, it should be accessible after picking the game language, and I guess I'll shuffle the language since people might accidentally click "Bahasa Indonesia" instead of "English Language" which might cause confusions (as dialogs and quest descriptions are altered by the choices).

Anyway, thanks for the feedback!
 

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,672
It has an interesting concept but:

-prisoners should not be rescued before the wall falls because the enemy starts attacking them; prisoners can be saved just by going near them with a unit; funny thing is that the units could have realistically brought down the wall on their own
-what would be the use for prisoners anyway? Might as well just turn them into undead
-Phoenix Fire Swarm has same icon as Phoenix
-enemy drops are in the same place
-the AI is almost nonexistent, does not repair or rebuild and units are spawned via triggers
-prisoner timer does not disappear if all are saved
 
I haven't been touching this thing for a long time, especially since the original Author seems gone somewhere else and I haven't been in touch.

The AI is triggered in the old script. With the current knowledge, I could just rewrite the shitty AI into something much better. To think about it...
Well, updating this won't hurt at all :)

Thanks for the input :)

EDIT :

Or might as well revamp it. Even write AI for the BE and Naga.
Ugh, just need the proper files now.

EDIT 2 :
For some damn reason I mistaken you for Chen. Sorry Deepstrasz :(
 
Last edited:
Can I play this map with computer or i need to get a second player?
You can play the map alone, the game will activate shared control in such cases. There was no AI planned for such occasion in this map.

As much as it hurts though, the difficulty won't change even the slightest bit with number of players.
 
Level 7
Joined
Mar 31, 2013
Messages
116
WoLK Need to be inprove =

- Make AI please so the "Single Player" can play alone.
- To take the 'rescued' unit you need to bring a HERO to the area.
- The "Phoenix Fire Swarm" description write "Sends a wave of Phoenix" and the model of the attack is not phoenix you can rewrite it to othe like "Sends a wave Fire Swarm" so will be more logic.
- Maybe for more 'Challenge' delete the timer for the enemy attack.
- When the 'rescue' still in "Magical Pen" you can rescue them without opening it just put your hero nearby the 'rescue'.
 
Level 22
Joined
Apr 9, 2017
Messages
1,679
Review for WoLK version 1.2.1

- After you've chosen the language, an opening cutscene with a bit of backstory would be nice.
- While you get Riflemen, it would have been cool to be able to train Blood Elf archers
- The Blood Elf swordsman should be cheaper. In return instead of having it immediately, feedback can become a researchable upgrade for him.
- Why do the Blood elf ranged units have their damage and armor upgrade at level 3, but the melee ones don't?
- The tooltip for Animal War training doesn't mention it increases the HP of the Elven Knight. You may also want to remove the part it mentions it increases the Gryphon rider's HP, since you can't train him.
- You may want to customize the Blood Elf and Naga techtree in a future version. They're almost unchanged.
- Applying the QWER hotkeys for unit and hero abilities would be nice.
- The Naga base you play as barely has any trees. Adding a ramp to the left side of the base, so we can harvest from the large forest should fix this problem.
- Naga Couatl's are very OP. They just beg you build them and nothing else, mainly because of the very low food cost and price ( just slightly more expensive than the swordsman). Increase the food cost to at least 3 and make them more expensive. That way the player will be encouraged to build a more diverse army.
- The Hero magic upgrade in the Temple of the Tides should be moved next to the Naga damage and armor upgrade. It definitely shouldn't be between your Mur'gul Slave and Mur'gul Reaver. :D
- Adding some kind of watery part to the map, so the Naga can use the full potential of their units and the blood elves can use a fleet would be interesting.

Overall, an ok map that needs improvements, especially on the techtree part. 3/5 from me. Notify me when you do a big update and I'll re-review it. If enough changes have been made, I will increase my rating.
 
Last edited:
Review for WoLK version 1.2.1

- After you've chosen the language, an opening cutscene with a bit of backstory would be nice.
- While you get Riflemen, it would have been cool to be able to train Blood Elf archers
- The Blood Elf swordsman should be cheaper. In return instead of having it immediately, feedback can become a researchable upgrade for him.
- Why do the Blood elf ranged units have their damage and armor upgrade at level 3, but the melee ones don't?
- The tooltip for Animal War training doesn't mention it increases the HP of the Elven Knight. You may also want to remove the part it mentions it increases the Gryphon rider's HP, since you can't train him.
- You may want to customize the Blood Elf and Naga techtree in a future version. They're almost unchanged.
- Applying the QWER hotkeys for unit and hero abilities would be nice.
- The Naga base you play as barely has any trees. Adding a ramp to the left side of the base, so we can harvest from the large forest should fix this problem.
- Naga Couatl's are very OP. They just beg you build them and nothing else, mainly because of the very low food cost and price ( just slightly more expensive than the swordsman). Increase the food cost to at least 3 and make them more expensive. That way the player will be encouraged to build a more diverse army.
- The Hero magic upgrade in the Temple of the Tides should be moved next to the Naga damage and armor upgrade. It definitely shouldn't be between your Mur'gul Slave and Mur'gul Reaver. :D
- Adding some kind of watery part to the map, so the Naga can use the full potential of their units and the blood elves can use a fleet would be interesting.

Overall, an ok map that needs improvements, especially on the techtree part. 3/5 from me. Notify me when you do a big update and I'll re-review it. If enough changes have been made, I will increase my rating.

- Good suggestion. Will consider.
- Nice idea! Will have them next
- I'll consider that
- The ranged shares upgrade with Dwarves. Will differentiate them.
- Gryphon was suppose to be accessible for players once dwarf arrives.
- Yeah, it's kind of old and things weren't as big as now.
- Will consider that
- One ramp coming up soon (tm)
- Ugh, I see why Naga are OP. Will nerf them, BIG TIME.
- Will fix dislocations
- The terrain was by @Simooy and not my forte. I will consider trying to make some changes tho.
 
Top