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Battle for Azeroth (new map project)

Bonemane

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War3: Battle for Azeroth

UPDATED: 4 APRIL, Sections: Phase 1

Hi all, been gone awhile (my previous forum name was Hellborne), but am back and keen to get back into mapping again. I was recently inspired by the concept stuff for Battle for Azeroth, and as such, am developing a team strategy map. I started working on it about a week ago, but I wanted to make the development public, as it helps me with motivation, and there are some resources / help I’m seeking for the project.

To begin with, i’ll give the core principles guiding the project (please note, all are subject to change depending on community input):

  1. The goal is to create a map that can be used as a base for different style’s of gameplay. The one i’m developing first is an Alliance vs Horde mode, however, i’m also developing a Diplomacy mode, which would have more factions.
  2. The map will be a conquest style map with control points.
  3. The map will cover the entire of Azeroth (without Pandaria), and possibly Outland (dependent on the feel of the map).
  4. The map will be beautiful.
  5. The map will not conflict with the lore (however creative license will be used to simplify mechanics and portray development based on the passage of time).
  6. The map will be balanced.
  7. The AvH version of the map will be ideally 7v7 once patch is released, otherwise 6v6 if completed before.
  8. The map will have scripted events that add new units + cities to various factions.
  9. The map will be released in stages. I am doing it this way due to the immense scale of the map, and so that balance can be worked out as development continues.
  10. The map once complete will be semi-open source. While the version on hosting platforms will be protected, I am happy to share the open files with a mapmaker with a proven record, and who makes a motivation. The condition is that whichever map maker takes it, also has to uphold this offer to other map makers.
  11. If I lose motivation, I will hand over the file to another mapper who is interested in completing it.
  12. I want this to be a community driven project, where the community has input at all stages.

Help I’m looking for
  1. At this stage, i’m primarily looking for a clan or a community that can assist with testing, motivation and brain storming. Ideally a community that is active on voice chat.
  2. Editor’s that would like to join in on the project. I’m most interested in a developer with experience of creating scripted events. All editors involved will gain equal credit.

The Details:


Horde Factions:
  1. Orgrimmar
  2. Thunder Bluff
  3. Undercity
  4. Silvermoon
  5. Dragonmaw (Including Revantusk trolls, and Hinterland forces)
  6. Broken Isles (Suramar & High Mountain)
  7. Zandalar

Alliance Factions:
  1. Darnassus (Sentinels)
  2. Exodar
  3. Stormwind
  4. The Southern Dwarves (Shadowforge & Ironforge)
  5. The Northern Coalition (Aerie Peak & Stromgarde)
  6. Broken Isles (Wardens)
  7. Kul’tiras

Now for the development schedule:
The map will be developed in phases for testing purposes, outlined below:


Phase 1)
  • Northern Eastern Kingdoms:
  • Horde will have Silvermoon and Undercity factions
  • Alliance will have Strom + Aerie Peak and Stormwind Faction (will replace the Argent crusade infrastructure with Stormwind for this version only)
  • Will encompass the map north of the Thandol Span, no islands except Quel’Danas.
Phase 2)
  • Full Eastern Kingdoms expansion:
  • Argent Crusade forces will be made neutral (later will be able to join a faction based on scripted events).
  • Horde will Gain: the Dragonmaw
  • Alliance will gain: the Dwarves and Stormwind.
  • Will encompass the entire of the eastern kingdoms, no islands except Quel’Danas.
Phase 3)
  • The great sea Expansion:
  • Encompass all the islands between Kalimdor and Eastern Kingdoms.
  • Horde will gain Zandalari and Suramar + Highmountain to the Horde.
  • Alliance will gain Kul’tiras + Wardens to the Alliance.
Phase 4)
  • Kalimdor expansion.
  • Horde will gain: Orgrimmar and Thunder Bluff
  • Alliance will gain: Darnassus and Exodar factions to the Alliance.

Phase 5)
  • Northrend expansion.
  • Will add northrend and scripted events for receiving faction hubs there.

Phase 6)
  • Outland expansion.
  • Will add outland and scripted events for receiving faction hubs there.

Phase 7)
  • Expanding scripted events
  • Balancing

Phase 8)
  • Final Release
  • Changes and balancing as relevant

Current Progress (phase 1 underway):

Mapping completion:

All below figures are related to time investment.

Terrain
  1. Quel’Thalas: 60%
  • Quel’danas: 90% (need to complete doodad clutter layer)
  • Silvermoon: 70% (need to complete harbour + doodad clutter layer)
  • Eversong: 70% (need to begin doodad clutter layer)
  • Ghostlands: 70%(need to begin doodad clutter layer)
  1. Eastern Lordaeron: 20% (complex layout complete)
    -
    Stratholme: 70% (Basic version complete, still needs a doodad clutter layer)
  2. Tirisfal Glades: 10% (basic layout complete)
  3. Silverpine: 10% (basic layout complete)
  4. Gilneas: 0%
  5. Hillsbrad: 10% (basic layout complete)
  6. Arathi Highlands: 10% (basic layout complete)
  7. Hinterlands: 10% (basic layout complete)
Factions:

  1. Silvermoon: (Was 50%) 70%
  • Building techtree: 90%
  • Building Placement: 90%
  • Unit Techtree: (Was 0%) 70%
  • Unit Placement: 0%
  1. Stormwind: (Was 50%) 70%
  • Building techtree: 90%
  • Building Placement: 90%
  • Unit Techtree: (Was 0%) 50%
  • Unit Placement: 0%
  1. Undercity: (Was 25) 65%
  • Building techtree: (Was 50%) 90%
  • Building Placement: (Was 0%) 80%
  • Unit Techtree: (Was 0%) 50%
  • Unit Placement: 0%
  1. Aerie Peak & Stromgarde: 0%
  • Building techtree: 0%
  • Building Placement: 0%
  • Unit Techtree: 0%
  • Unit Placement: 0%
This map is very much inspired by Azeroth Wars (since it’s early iterations by Augur, through various iterations during the LR phase), The Aftermath and Foremath maps, as well as WoW BFA in general. Lastly, watching Azothan cast a Aftermath game and mention the concept got me started on it. Credit for models are numerous (sourced from multiple websites) and will be within map quest section.

Check follow up posts to see screenshots of the project.
 
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Bonemane

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Hi all - please bear in mind this are pre-alpha and not complete, recommendations are more than welcome.

Lower Sunwell complex on Isle of Quel'Danas
Quel'Danas 4.jpg

Magister's Terrace on the Isle of Quel'Danas
Quel'Danas 3.jpg

Central Sunwell Complex on Isle of Quel'Danas
Quel'Danas 2.jpg

Silvermoon Road
Silvermoon 1.jpg

Western Sunwell Complex on the Isle of Quel'Danas
Quel'Danas 1.jpg

Southern Quel'Thalas (formerly known as the Ghostlands)
Ghostlands 1.jpg

Central Eastern Silvermoon
Silvermoon 2.jpg

Southern Eastern Silvermoon
Silvermoon 3.jpg


Eastern Eastern Silvermoon
Silvermoon 4.jpg

Western Silvermoon
Silvermoon 5.jpg

Stratholme full city view
Stratholme 1.jpg

Stratholme Southern Entrance
Stratholme 2.jpg

Stratholme North Eastern Entrance
Stratholme 3.jpg

North Western Eversong Woods
Eversong 1.jpg

Southern Eversong Woods
Eversong 3.jpg

Western Eversong Woods
Eversong 2.jpg
 

ZeroFlotsie

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I like the looks a lot. Gameplay wise having that many tall buildings is going to make fighting in said areas annoying since units and effects will be behind very tall buildings which could make fighting there rather annoying. Some doodads are also welcome! Or some effects. It does not feel very alive right now.
 

Bonemane

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@ZeroFlotsie
Thanks for the reply!
So a follow up question, what sort of solutions do you think would strike the best balance to the tall building issue?

1) Removing said tall buildings.
2) leaving it as is, and having areas with tall buildings naturally unappealing to fight in.
3) Make it so areas with tall buildings tend to not be of value to fight in.
4) Something else?

As for more doodads + effects and making more alive, will try get that right on my doodad clutter layers :). At this stage i'm hanging back on that, as I'd like to get the proportions right first, my thinking is that if there is an issue with proportions etc. I'll have to scrap and rework a lot of stuff, so don't want to waste work on stuff that may get completely redone.

That being said - do you have any recommendations for what sort of clutter you like or could be added?
 

ZeroFlotsie

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I'd say put the taller buildings on the corner of cities. Cities can be insanely awesome to fight in. So you don't want to make sure fights do not happen there.

As for doodads. Quel'thalas is a magical area. Besides the trolls living there. So it needs to feel sprankly sparkly bright and well, magically. Also the runestones of Quel'Thalas should not be forgotten! I'd say get on your horse get on wow and run around a bit in Quel'Thalas!

Gameplay wise you need to be able to make sure people can easily find all production buildings. Since all of them having custom skins will make it a bit rougher on the player.
 

FruitSalad

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This map has the potential to be amazing, good luck my friend, i'll follow what you do with interests !
 

Marshmalo

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I really like the terrain, very nice for alpha stuff! Though I'm seeing alot of potential for chokepoints, I think youl need to adjust collison sizes accordingly, otherwise melle heroes wont stand a chance.

I was disapointed to read "Map will be balanced" :(
 

ZeroFlotsie

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Or balance it around having small armies. High food cost. Old good melee style.
 

Bonemane

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So the units are all at 70%, in art, and 60% in pathing.
I really like the terrain, very nice for alpha stuff! Though I'm seeing alot of potential for chokepoints, I think youl need to adjust collison sizes accordingly, otherwise melle heroes wont stand a chance.

I was disapointed to read "Map will be balanced" :(
 

Bonemane

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Or balance it around having small armies. High food cost. Old good melee style.
One of my design intentions is that no player needs more 3-5 control groups. The exception may be a faction with swarm mechanics, but I'd rather do that with spawnables that decay, so you don't need to have cntrl groups.
 

Szons

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I really like the terrain and ... thats preatty all what we can see form screens :D. I really would like to see this project come to end since it dosen't happens often this times ;).
 

Bonemane

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Hi All. am currently updating the post with updates on the work i've done in the last week or so.

It includes: first drafts of Andorhal and Tyrs hand, as well as surrounding area. additionally, i've completed draft 2 of Lordaeron City, and i'm happy to share the progress of this city with pictures. With the work concluded i've basically finished draft 1 of (going by commonly known as names): Tirisfal Glades, Western Plaguelands, Eastern Plaguelands and Quel'Thalas.

I've also done a ton of work on game design. Including racial outlines for phase 1, and some long term system mechanic goals.

Enjoy the screencandy, and please do share any input you have. Do bear in mind that like the previous images, this is alpha, and is missing it's clutter doodads, and a lot of polish.

Lordaeron City 2.jpg
Lordaeron City 4.jpg
Lordaeron City 1.jpg
Lordaeron City 3.jpg
 

Lunelune

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Seems very small. Especially compared to Silvermoon.

I assume this is because the majority of Purples base in within the undercity.
 

Bonemane

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Well, the city itself is the same size as Eastern Silvermoon (The side of Silvermoon with most of the buildings), As for unit building structures, I haven't decided whether to create Undercity as a place you can go in yet. That being said, If you add all the unit producing structures through tirisfal glades, you get all the Forsaken ones.

As for practical buildings (ie usable ones including farms), Silvermoon so far has 7, Lordaeron City 5, And Stratholme 7.

In the cases of all the races, their practical buildings are spread out throughout their territories.
 

Bonemane

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This is where I currently am with unit Techtrees, All input on this front is welcome, this is just a rough outline for now:

A quick explanation of the intentions and systems currently outlined.

1) The intent is for a player to not need more than 5 Control groups for their main army, 6 if you include flyers and 7 if you include navy.

2) Spamming can be done, but it has limited effectiveness and feeds your opponent a lot of XP.

3) Specialties are a elite unit choice system. Each faction has 3 specialties. When you select a specialty you get that specialties elites. You can change your specialty, however it is on a 10 minute cooldown. When you change your specialty, you lose the elites of that specialty. This unit requires that you control a capital to produce.

4) Each player starts with 2 heroes, more can be received, and/or lost during events.

5) More units that are event specific will be implemented (elite and otherwise)



STORMWIND:
Unit Name - Type - Limit - Model Sourced Y/N

  • Footman - Light Melee - Unlimited
  • Archer - Light Ranged - Unlimited
  • Knight - Heavy Melee - 6
  • Chaplain - Weak Caster - Unlimited
  • SI7 Scout - Ranged with abilities - 12
  • Mage - Strong Caster - 6
  • Steam Tank - Siege - 6
  • TBC - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: Paladin (tank) - 6
  • Speciality 2: Void Elf (Support) - 6
  • Speciality 3: Worgen Champion (High DPS) - 6
Heroes
Starting:
  • Genn Greymane
  • Aleria Windrunner
Events/Optionals: Anduin Wrynn, Jaina Proudmore



SILVERMOON:
Unit Name - Type - Limit - Model Sourced Y/N
  • Swordsman - Light Melee - Unlimited
  • Ranger - Light Ranged - Unlimited
  • Construct - Heavy Melee - 6
  • Priest - Weak Caster - Unlimited
  • Spell Breaker - Medium Caster - 12
  • Sorceress - Strong Caster - 6
  • Ballistae - Siege - 6
  • Dragonhawk - Flyer - 6
Elite unit Name - Type - Limit
  • Speciality 1: Blood Knight (tank) - 6
  • Speciality 2: Magister (High DPS) - 6
  • Speciality 3: Far Strider (Support) - 6
Heroes
Starting:

  • Lady Liadrin
  • Grand Magister Romath
Events/Optionals: Lor’themar Theron, Halduron Brightwing,



Northern Alliance: Aerie Peak + Strom
Unit Name - Type - Limit - Model Sourced Y/N
  • Strom Trooper - Light Melee - Unlimited
  • Wildhammer Axe Thrower - Light Ranged - Unlimited
  • Arathor Rangers - Heavy Melee - 6
  • Cleric - Weak Caster - Unlimited
  • Wildhammer Shaman - Medium Caster - 12
  • Hydromancer - Strong Caster - 6
  • Wildhammer Catapult - Siege - 6
  • Gryphons - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: Thanes (tank) - 6
  • Speciality 2: TBC (High DPS) - 6
  • Speciality 3: Wildhammer Thanes (Flying Support) - 6
Heroes
Starting:
  • Falstad Wildhammer
  • Danath Trollbane
Events/Optionals: Kurdran Wildhammer



Undercity:
Unit Name - Type - Limit - Model Sourced Y/N
  • Deathguard - Light Melee - Unlimited
  • Skeletal Archer - Light Ranged - Unlimited
  • Abomination - Heavy Melee - 6
  • Apothecary - Weak Caster - Unlimited
  • Dark Ranger - Medium Caster - 12
  • Banshee - Strong Caster - 6
  • Plague Catapult - Siege - 6
  • Gargoyles - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: TBC (tank) - 6
  • Speciality 2: Flying Fortress (High DPS) - 1
  • Speciality 3: Valkyr (Support) - 6

Heroes
Starting:
  • Alexi Barov
  • Nathanos Blightcaller
Events/Optionals: Sylvanas Windrunner



Bronzebeards: Gnomeregan, Ironforge and Shadowforge
Unit Name - Type - Limit - Model Sourced Y/N
  • Dwarven Warrior - Light Melee - Unlimited
  • Dwarven Rifleman - Light Ranged - Unlimited
  • Dark Iron Constructs- Heavy Melee - 6
  • Bronzebeard Cleric - Weak Caster - Unlimited
  • Dark Iron Pyromancer- Medium Caster - 12
  • Gnomish Engineer - Strong Caster - 6
  • Mortar Team - Siege - 6
  • Flying Machine - Flyer - 6
Elite unit Name - Type - Limit
  • Speciality 1: Gnomish Mechs (tank) - 6
  • Speciality 2: Skybreaker (Flying Support) - 1
  • Speciality 3: Dark Iron Sorcerers (Casters) - 6

Heroes
Starting:
  • Gelbin Mekkatorque
  • Muradin Bronzebeard
Events/Optionals: Brann Bronzebeard, Moira Bronzebeard



Eastern Horde: Revantusk, Dragonmaw, Blackrock
Unit Name - Type - Limit - Model Sourced Y/N
  • Blackrock Grunt - Light Melee - Unlimited
  • Forest Troll Berserker - Light Ranged - Unlimited
  • Dire Trolls - Heavy Melee - 6
  • Hex Priest- Weak Caster - Unlimited
  • Pyromancer- Medium Caster - 12
  • Warlock - Strong Caster - 6
  • Orc Catapult - Siege - 6
  • Dragon Riders - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: Ogres (tank) - 6
  • Speciality 2: Dragons (Flying Support) - 6
  • Speciality 3: VoodooMancers (Casters) - 6

Heroes
Starting:
  • Gorfax Angerfang
  • Primal Torntusk
Events/Optionals: Elder Torntusk, Ariok, Thura



Kul’Tiras:
Unit Name - Type - Limit - Model Sourced Y/N
  • Sailor - Light Melee - Unlimited
  • Gunner - Unlimited
  • Brawler - Heavy Melee - 6
  • Tide Priest - Weak Caster - Unlimited
  • Hydromancer - Medium Caster - 12
  • Druid of the (TBC) - Strong Caster - 6
  • Kul’tiran Dreadnaught - Naval Siege - 6
  • TBC - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: (tank) - 6
  • Speciality 2: TBC () - 6
  • Speciality 3: TBC ()- 6

Heroes
Starting:

  • Katherine Proudmore
  • TBC, Naval Capital Ship
Events/Optionals:



Zandalar:
Unit Name - Type - Limit - Model Sourced Y/N
  • Zandalari Warrior - Light Melee - Unlimited
  • Zandalari Berserker Light Ranged - Unlimited
  • Zandalari Constructs- Heavy Melee - 6
  • Zandalari Priest - Weak Caster - Unlimited
  • Zandalari Prophet - Medium Caster - 12
  • Dinomancer - Strong Caster - 6
  • Zandalari Dreadnaught - Naval Siege - 6
  • TBC - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: Prelates (tank) - 6
  • Speciality 2: TBC () - 6
  • Speciality 3: TBC () - 6

Heroes
Starting:

  • Princess Talanji
  • TBC, Naval Capital Ship
Events/Optionals: King Rastakhan


Alliance Broken Isles: Wardens & Val’sharah
Unit Name - Type - Limit - Model Sourced Y/N
  • Warden Guard - Light Melee - Unlimited
  • Warden Scout - Unlimited
  • Mountain Giant - Heavy Melee - 6
  • Dryad - Weak Caster - Unlimited
  • Druid of TBC - Medium Caster - 12
  • Faerie Dragon- Flying Caster - 6
  • Ancient Rock Thrower - Siege - 6
  • Green Drake - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: TBC (Tank) - 6
  • Speciality 2: Moonguard (High DPS) - 6
  • Speciality 3: Furbolg TBC (Support) - 6

Heroes
Starting:
  • Jarod Shadowsong
  • Maiev Shadowsong
Events/Optionals:



Horde Broken Isles: Highmountain & Suramar
Unit Name - Type - Limit - Model Sourced Y/N
  • Highmountain Braves - Light Melee - Unlimited
  • Suramar Archer - Unlimited
  • Highmountain Warbraves - Heavy Melee - 6
  • Suramar Spellblade - Weak Caster - Unlimited
  • Rivermane Shaman - Medium Caster - 12
  • Arcanist - Strong Caster - 6
  • TBC - Siege - 6
  • Eagles - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: Suramar Constructs (tank) - 6
  • Speciality 2: Drogbar Geomancer (Support) - 6
  • Speciality 3: TBC - 6

Heroes
Starting:
  • Silgryn
  • Jale Rivermane
Events/Optionals: Thalysra, Mayla Highmountain, Oculeth, Lasan Skyhorn






Orgrimmar:
Unit Name - Type - Limit - Model Sourced Y/N
  • Grunt - Light Melee - Unlimited
  • Darkspear Spear Thrower - Unlimited
  • Wolf Riders - Heavy Melee - 6
  • Shaman - Weak Caster - Unlimited
  • Witch Doctor - Medium Caster - 12
  • TBC - Strong Caster - 6
  • Demolisher - Siege - 6
  • Windriders - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: (tank) - 6
  • Speciality 2: TBC () - 6
  • Speciality 3: TBC ()- 6

Heroes
Starting:
  • Varok Saurfang
  • Rokhan
Events/Optionals: Thrall, Eitrigg,


Darnassus:
Unit Name - Type - Limit - Model Sourced Y/N
  • Sentinel - Light Melee - Unlimited
  • Archer - Unlimited
  • Huntress - Heavy Ranged - 6
  • Priestess - Weak Caster - Unlimited
  • Druid of - Medium Caster - 12
  • TBC - Strong Caster - 6
  • Glaive Thrower - Siege - 6
  • Hippogryph Riders - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: TBC (tank) - 6
  • Speciality 2: TBC () - 6
  • Speciality 3: Highborne (Support)- 6

Heroes
Starting:
  • Shadris Feathermoon
  • Broll Bearmantle
Events/Optionals: Tyrande Whisperwind, Malfurion Stormrage



Thunderbluff:
Unit Name - Type - Limit - Model Sourced Y/N
  • Ogre Warrior - Light Melee - Unlimited
  • Tauren Outrunner - Unlimited
  • Tauren Brave - Heavy Melee - 6
  • Tauren Seer - Weak Caster - Unlimited
  • Tauren Spirit Walker - Medium Caster - 12
  • TBC - Strong Caster - 6
  • TBC - Siege - 6
  • Spirit Wyvern- Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: Sunwalkers (tank) - 6
  • Speciality 2: TBC () - 6
  • Speciality 3: Ogre Magi (Support)- 6

Heroes
Starting:
  • Sunwalker Dezco
  • Jevan Grimtotem
Events/Optionals: Baine Bloodhoof, Draz’zilb


Exodar:
Unit Name - Type - Limit - Model Sourced Y/N
  • TBC - Light Melee - Unlimited
  • Rangari - Unlimited
  • Vidicator - Heavy Melee - 6
  • Priest - Weak Caster - Unlimited
  • Artificer- Medium Caster - 12
  • Auchenai - Strong Caster - 6
  • TBC - Siege - 6
  • TBC - Flyer - 6

Elite unit Name - Type - Limit
  • Speciality 1: Lightforged(tank) - 6
  • Speciality 2: Vindicar (High DPS) - 6
  • Speciality 3: Far Seers (Support)- 6

Heroes
Starting:
  • Exarch Akama
  • Farseer Nobundo
Events/Optionals: Velen, Other Exarchs, Lightforged Leaders
 
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Harald

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The capital city looks fantastic, no doubt about that. But i agree with Lunelune that it seems very small and little space to move around in it.
 

Bonemane

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I'll see what I can do. I have an issue with space for the map in general.

What would y'all recommend, Shall I remove some of the buildings, alternatively, I can make units 20% smaller.
 

Smyl

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Wow Hellborne, it is an honor to see you again here. It has been so long since I have seen you :( Btw we gotta meet on teamspeak some day :)

About the map, it looks fantastic as your last project called Plague wars, if you lost the file I still have it and can send it you if you need it for something. It inspired me greatly in building Stratholme. http://brigandshaven.net/threads/progress-information.3741/

Anyway, good luck with the map :) Mine will be done soon and we are planning as well to release patches and expansions so right now it will be only 2 v 2. Go check it out we just resumed our wokr and it should be done soon. Really looking forward to having more suggestions.
 

Yousef

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Wow, I haven't noticed this until now, one thing I want to mention and I'm not sure if you know it or not, if you want to give doodad buildings team color, you can make them buildings and then give them the locust ability and remove their vision, I wanted to mention this because Silvermoon looked weird with the neutral colored doodad buildings.
 
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