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Submitted by Rondstat
This bundle is marked as approved. It works and satisfies the submission rules.
A 2-player chessboard strategy game
New Mode: Tower Tactics Build a custom army, upgrade your units with powerful buffs, and take down the enemy Tower!
Your Hero is one of Draenor's legendary leaders. He does not directly participate in the battle, but he will determine the composition of your army, and has a powerful, unique spell that can turn the tide of battle in your favor. Heroes can also obtain magical items. Use these on your turn to boost your forces, hamstring the enemy, or build hazards across the playing field!
There are eight gameplay modes available, each offering a distinctive spin on the game.
Check out the 'Quests' tab in-game to see rules, mechanics, mode-specific gameplay, and unit information.
In an elimination game, your objective is simple - wipe out the enemy army. Take no prisoners.
A stripped-down strategy game. In classic mode, there are no Champion spells, no magic items, no resources, and no unit upgrades. With only your 12-piece army, you must bring down the enemy.
In Prizefight Mode, heroes are rewarded with a random magic item every turn. These can include nets to keep enemy players from moving, landmines to damage unsuspecting units, uber-powerful summonables that will serve in your army for a limited time, or any of over a dozen other items.
Heroes also regenerate mana faster in Prizefight mode, meaning more spells and more chaos! Prizefights are faster paced, with hefty elements of chance.
Mercenaries collect a salary in gold for every turn, and a bounty in wood for every enemy piece destroyed - the stronger the piece, the higher the bounty. Heroes can spend gold in their base's gold shop (on the north and south sides of the board) to acquire general magic items, while stronger and more specialized items can only be bought from the wood shop (on the east and west sides of the board).
The most powerful items can only be obtained in mercenary mode, and can significantly alter your strategy.
Begin a solo game to take on Zuluhed, Doomhammer, Gul'dan, or Prophet Velen in a modified Classic match, and practice your skills.
AI Mode lacks many of the features of regular gameplay, but it's a good way to acquaint yourself with the mechanics of Zuluhed's Challenge and the compositions of different armies.
Objective-based games have unique goals and mechanics - you can't bludgeon your way through these!
Inspired by tactical battle games, Tower Tactics allows player to build their own fighting force from scratch, using any combination of units from other armies as well as special casters with distinctive spells. Send out your peons to gather resources, and use them to swell your army's ranks, or buy upgrades to render your fighters unstoppable.
Your enemy's Tower stands watch across the board. Bring it down to win!
In a Conquest game, your goal is to be the first player to control a majority of the board. You gain control of a square by landing (not summoning!) any piece on it. After that, that square remains yours until an enemy lands his piece on the same space.
Four resource nodes exist on the map - as long as a piece is occupying that node, it generates gold and wood for the controlling player. Use these resources to buy powerful magical items in the in-game shops (including summonable permanent reinforcements).
Will you battle over resources? Focus on using your powerful units to steal enemy squares? Or spread to the far-flung corners with as many weaker units as possible?
You control a slow, fragile caravan hauling a valuable payload. Your objective is to be the first player to bring your caravan to the goal at the center of the board. But it won't be easy - your caravan is highly vulnerable, and you must decide whether you want to position your units to defend, or simply get it to the goal as quickly as possible. Fortunately, a new one revives every time your caravan is killed.
Heroes can't use their special ability in this mode, but they can use the rewards pillaged from felled enemy caravans to buy magic items in the gold and wood shops.
Each army has a Champion among its ranks. These Champions are far sturdier than the average unit, immune to most magical effects, and supplement their attacks with a powerful, unique passive.
CHAMPIONS: 60 hp, 2 move range, 1 target range, 15 damage
Garona (Gul'dan, Cho'Gall): Vampiric Blades, receives 25% of her target's current hp back as health
Kargath Bladefist (Rend, Akama): Pillage, receives 5 gold and 2 lumber every time he attacks
Kilrogg Deadeye (Doomhammer, Gorefiend): Last Stand, attacks against him do decreased damage, relative to his health (up to 50% damage reduction)
Blood's Shadow (Zuluhed, Nekros): Parry, whenever attacked inflicts 30% attack damage back on the attacker
Spirit of Rulkan (Ner'zhul, Velen): Drawn Fate, attacks against her have a 20% chance to miss
They are also the only units capable of picking up the gold and lumber drops across the board. Will you risk their safety to obtain more resources to incapacitate the enemy, or will you turtle up, keeping them out of harm's way?
Assassinate the enemy Champion to win the game!
Players can choose between five armies, each with distinctive strengths.
An army is composed of 12-16 units. These are~
6-8 Weak units. These form your frontline, with low hp, low damage, and limited range.
2-4 Average units. Beginning in your rear rank, these units have the longest attack range.
2 Strong units. At the center of your forces, your heavy damage dealers.
2 Support units. At the edges. Support units do not have a standard attack, but can provide a unique effect, exclusive to your army.
Each turn, you can perform a 'move' action with one piece, and a 'target' action (usually attack) with one piece. Let's see what this looks like, through the wonders of MSPaint!
Each unit has an armor class, which gives them bonuses and penalties when dealing and taking damage.
Heavy units do +2 damage against medium armor, but -2 against light
Medium units do +2 damage against light armor, but -2 against heavy
Light units do +2 damage against heavy armor, but -2 against medium
Unarmored units have no damage bonuses or penalties
As your units rank up kills, individual units can level up, giving them bonuses to range, damage, or defense.
A unit becomes a Veteran Combatant after delivering 2 killing blows.
A unit becomes a Decorated Combatant after delivering 5 killing blows.
The elements, only one step removed from the blessed ancestors, have guided the orcish shamans for generations. As the voices of the spirits wane, the remaining mystics of the Horde call once more on the furies' aid.
Elements comprise the best general-purpose army, and excel at attacking from range.
Elemental Solid (medium): 15 hp, 1 move range, 1 attack range, 5 damage
Elemental Squall (light): 19 hp, 2 move range, 3 attack range, 7 damage
Elemental Cinder (heavy): 20 hp, 1 move range, 2 attack range, 19 damage
Elemental Spray: 15 hp, 2 move range, 1 target range, does 5 healing
Ner'zhul: The Elder Shaman. Can cast Portal, allowing units to quickly move across the board.
Zuluhed: Chieftain of the Dragonmaw Clan. Can summon a temporary Spirit Drake, a fairly strong unit with unlimited move range.
Elemental Fury: +1 attack range
Elemental Lord: +2 attack range
The tutelage of Kil'jaeden has given the Horde's warlocks access to new dimensions of power, thrusting expendable demon legions into the material plane. They are expected to strike swiftly, surely, and die in the name of their masters.
Most demon units are fragile, but they can be very strong in the early game.
Imp (medium): 11 hp, 1 move range, 2 attack range, 6 damage
Felhound (light): 18 hp, 2 move range, 2 attack range, 10 damage
Voidwalker (heavy): 37 hp, 2 move range, 1 attack range, 15 damage
Succubus: 12 hp, 1 move range, 2 target range, casts silence, preventing an enemy unit from using its target action for its next 2 turns.
Gul'dan: The Great Betrayer. Can cast Volcano, doing damage to all units in a 2x2 square.
Nekros Skullcrusher: Enslaver of the Red Dragonflight. Can cast Dominate, granting him control of an enemy unit for a single turn.
Legion Captain: +3 damage
Legion General: +6 damage
Most orcs have always gone the way of the warrior, and Horde warlords are still at their best commanding battalions of hardened fighters. Orcs stand shoulder to shoulder, rushing headlong into battle as one, yet also respecting each others' strengths.
Orcs form the most rounded and situational army, with relatively stronger 'weak' units and weaker 'strong' units.
Grunt (heavy): 14 hp, 2 move range, 1 attack range, 7 damage
Spearman (medium): 16 hp, 1 move range, 3 attack range, 9 damage
Raider (light): 23 hp, 3 move range, 1 attack range, 18 damage
Wardrummer: 20 hp, 2 move range, no target ability. Passively plays wardrums, increasing the damage of adjacent friendly units and decreasing their damage taken by 1.
Orgrim Doomhammer: Warchief of the Horde. Can cast Lava Lash, making a target enemy unit deal damage over time to all adjacent hostiles.
Dal'rend Blackhand: Chieftain of the Blacktooth Grin. Can cast Fel Aging, permanently upgrading one of his units to a more powerful form.
Horde Veteran: +1 move range
Horde Champion: +2 move range
The Draenei are in a perilous situation - severely outnumbered by the Horde, their numbers have already been decimated. Those who remain to defend their people are either among the mightiest, most capable warriors their race has known, or are skilled at evading the blades of their foes.
Draenei have the weakest 'weak' units and the strongest 'strong' units. Protecting your damage dealers is key.
Krokul (light): 8 hp, 2 move range, 1 attack range, 4 damage. Stealths for 1 turn after attacking.
Rangari (medium): 17 hp, 3 move range, 2 attack range, 14 damage
Vindicator (heavy): 30 hp, 1 move range, 1 attack range, 22 damage
Anchorite: 11 hp, 2 move range, 2 target range, casts Light of the Naaru, healing allies and burning enemies for 2 points each turn over the next 2 rounds.
Velen: Prophet of the Naaru. Can cast Redemption, reviving one of his random fallen units at the target square.
Akama: Ashtongue Elder Sage. Can cast Deathsworn Cunning, allowing him to take a second turn.
Draenei Sage: +2 damage absorption
Draenei Elder: +4 damage absorption
The outcasts and disaffected of Draenor have fallen sway to the beguiling vision of the Shadow Council. Their minds too feeble or too broken to treat with fel, these wretched fighters have turned to void and necromancy, and are treated as little more than fodder by their masters.
The Shadow-touched are a highly mobile army of fragile, expendable units. Any battle will be a war of attrition, but the ability to rise from the dead means this army will last longer than most.
Pale Orc (light): 4 hp, 1-3 move range, 1 attack range, 9 damage. Pale Orcs are notoriously unpredictable - their move range changes each turn.
Ogre (heavy): 21 hp, 2 move range, 1 attack range, 10 damage
Sethekk Slave (medium): 10 hp, 3 move range, 4 attack range, 16 damage. Sethekk become exhausted after each attack, and must rest one turn before attacking again.
Necrolyte: 15 hp, 2 move range, 3 target range, casts Death Pact, draining 10 hp from allies and restoring the Necrolyte to full health. Can also be cast on lingering souls to raise them into undead fighters.
Every living Shadow-touched fighter leaves behind a soul on death.
Cho'Gall: Master of the Twilight's Hammer. Can cast Corrupted Blood, which jumps between enemy units, doing 1 damage each time until it's done a total of 25 damage.
Teron Gorefiend: First of the Death Knights. Can cast Unholy Shield, wreathing a target ally or enemy in necromantic energies. The unit is impervious to attack damage for three rounds. And then it dies. Horribly.
Initiate of the 3rd Circle: leave a Great Soul behind on death, which can be resurrected as an Undead Warrior (10hp/2 move/1 range/7 damage).
Initiate of the 5th Circle: leave an Epic Soul behind on death, which can be resurrected as an Undead Champion (16hp/3 move/1 range/9 damage).
All models from Hive Workshop
Mc !----------------------Fire Elemental
Tauer--------------------Guldan, Doomhammer, Blackhand, Garona, ChoGall
Shyrony-----------------Spirit Dragon Missile
Stefan.K-----------------Prophet Velen, Draka
JetFangInferno----------Grand Auras, Sand Explosion
Illidan(evil)X------------Ion Cannon Beam
Champara Bros---------Healing Touch
General Frank----------General Orc
Nightmare--------------Dragon Slayer skin
FreddyK----------------Orc Veteran, Dark Soldier
Additional assets by Blizzard (music and art from Warlords of Draenor)
Alpha playtests by Wareditor & Nathra
And an extra special thanks to Stefan.K, who created the Zuluhed model for me from scratch, and Murlocologist, who created the accompanying icon.
This originated as a puzzle from one of the unreleased levels from my campaign Legacy of the Master. Technical difficulties along with IRL stuff left that sort of indefinitely postponed, but I thought this was probably my strongest puzzle from the game, and it would be a shame if it never saw the light of day. I haven't seen a map like this on Hive before (maybe I'm not looking hard enough), so I decided to doll it up, create a couple game modes, special mechanics, etc.
The original campaign puzzle is there in AI mode (accessed by playing the game single player), but it's much simpler (and probably more boring) than the gameplay for multiplayer mode.
While making a fully functional AI for all modes that can play competitively on an even playing field is a bit beyond me, I do want to expand the solo gameplay. I think I'd most like to do this in the form of a mini campaign, five special rounds interspersed with brief cutscenes, showing the rise and fall of Zuluhed
Another idea was a 'Grab Bag' mode, where rather than a particular army, you start the game with X gold and a shop where units are sold individually, and players have Y seconds to buy their units and place them in their first two ranks. Each player controls a stationary tower, that must be defended, and new units can be purchased and placed in the first two ranks as gold is acquired. Upgrades are purchased from the wood shop and applied to individual units (each unit can have no more than one), and special 'weak' units would likely have special casts (like net, poison, etc).
All that said, if folks express interest in this map, I may go ahead and add additional modes.
I really do hope folks enjoy this, and get some fun out of it. I learned a lot putting it together. If you have any suggestions, please let me know!
Feb 25-2018----------Initial Release
Feb 28-2018----------Edited map description
April 2-2018----------Released 'Deathmatch' Mode
>Improved AI in AI mode
>Fixed AI player turn restarting after Player victory in AI mode
>Added attachment points to Vindicator, Spirit Drake, Imp models
>Corrected several in game descriptions
>Added replayability without lobbying
>Added visual effects to experienced combatants
>Changed camera behaviour
>Resampled imported MP3s
April 5-2018----------Released Shadow-touched race
>Gul'dan, Doomhammer, Velen implemented as AI opponents
>Replaced Mor'ghor with Blood's Shadow
>Added custom icon to Zuluhed
Aug 14-2018---------Released Tower Tactics Mode
>Increased HP of all undead
>Cleaned up several triggers