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Battle For Lordaeron v1.00

SvnmS

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Battle For Lordaeron v1.00
https://www.epicwar.com/maps/289709/
Greetings, I'm releasing a map I worked on for a time but had to stop as I got busier. I wanted to finish it before releasing it, but I don't think I'll have time to do that anytime soon. So here is what has been done so far.

The terrain is similar to LTA's but only playable on the northern part of the map, northrend not included.
Main Gameplay Mechanics :
  1. Towns replace CPs, most towns start neutral hostile and will spawn their garrison when attacked; they function as towers.
    Once you defeat the garrison and the town's HP reaches 0, its ownership transfers to the player with 25% HP. These defeated towns cannot attack, spawn garrison nor do they give income. When repaired, they become active again.
  2. Players do not choose their starting location, it is randomized.
  3. There are no spellcaster units in the game.
  4. Units have morale represented by their mana bar, killing enemy units grants morale and armor, loosing units reduces your morale and armor. If the morale of a unit reaches 100% it gains a buff.
  5. All units have a small invisibility detection radius.
  6. Heroes have basic abilities that cost no mana. They have 2 auras that can be leveled up, one for armor and one for damage. Items can be purchased from the Arcane Sanctum for various utility abilities that cost mana.
The map currently supports 3 main modes :
  1. 2 Teams of 3 people.
  2. 2 Teams of 4 people.
  3. Free For All with 6 players.
Free For All with 8 players is possible but not recommended as some players will be at a disadvantage.
Terrain :
Islands, Northrend and the Southern parts of the map aren't playable as I didn't have the time to finish them.
There are 8 starting cities :
Silvermoon, Zul'aman, Tyr's hand, Stratholme, Jintha'alor, Stromgarde, Gilneas, Lordaeron.
If there are 8 players, each will get a city.
If there are 6 players, the players controlling Tyr's hand and Stratholme will also start with Jintha'alor or Stromgarde.
Screenshots of the terrain available here :
The Silvermoon Starting Zone :

The Zul'Aman Starting Zone :

The Tyrs Hand and Startholme (non-allied) Starting Zone :

The Jintha'alor and Stromgarde Starting Zones :

The Gilneas Starting Zone :

The Lordaeron Starting Zone :
Potential Balance Issues :
  1. I expect Gilneas specifically to have an advantage, originally, there is supposed to be a player at Alterac or Dalaran, but I don't have the time for that at the moment. Nor does it fit the current game modes, I will add some changes as I get more feedback.
  2. It is a bit hard to judge the effect the items and heroes will have, those will also be adjusted over time.
  3. Income can later be adjusted, currently, the main towns give 100, the others give 35 or 25 depending on their importance. (The Sunwell and Light's hope Chapel give no income)
I expect there will be plenty of bugs in this original version, please report them in this thread, until this map gets its own section if possible.
 

Arlt

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Battle For Lordaeron v1.00
https://www.epicwar.com/maps/289709/
Greetings, I'm releasing a map I worked on for a time but had to stop as I got busier. I wanted to finish it before releasing it, but I don't think I'll have time to do that anytime soon. So here is what has been done so far.

The terrain is similar to LTA's but only playable on the northern part of the map, northrend not included.
Main Gameplay Mechanics :
  1. Towns replace CPs, most towns start neutral hostile and will spawn their garrison when attacked; they function as towers.
    Once you defeat the garrison and the town's HP reaches 0, its ownership transfers to the player with 25% HP. These defeated towns cannot attack, spawn garrison nor do they give income. When repaired, they become active again.
  2. Players do not choose their starting location, it is randomized.
  3. There are no spellcaster units in the game.
  4. Units have morale represented by their mana bar, killing enemy units grants morale and armor, loosing units reduces your morale and armor. If the morale of a unit reaches 100% it gains a buff.
  5. All units have a small invisibility detection radius.
  6. Heroes have basic abilities that cost no mana. They have 2 auras that can be leveled up, one for armor and one for damage. Items can be purchased from the Arcane Sanctum for various utility abilities that cost mana.
The map currently supports 3 main modes :
  1. 2 Teams of 3 people.
  2. 2 Teams of 4 people.
  3. Free For All with 6 players.
Free For All with 8 players is possible but not recommended as some players will be at a disadvantage.
Terrain :
Islands, Northrend and the Southern parts of the map aren't playable as I didn't have the time to finish them.
There are 8 starting cities :
Silvermoon, Zul'aman, Tyr's hand, Stratholme, Jintha'alor, Stromgarde, Gilneas, Lordaeron.
If there are 8 players, each will get a city.
If there are 6 players, the players controlling Tyr's hand and Stratholme will also start with Jintha'alor or Stromgarde.
Screenshots of the terrain available here :
The Silvermoon Starting Zone :

The Zul'Aman Starting Zone :

The Tyrs Hand and Startholme (non-allied) Starting Zone :

The Jintha'alor and Stromgarde Starting Zones :

The Gilneas Starting Zone :

The Lordaeron Starting Zone :
Potential Balance Issues :
  1. I expect Gilneas specifically to have an advantage, originally, there is supposed to be a player at Alterac or Dalaran, but I don't have the time for that at the moment. Nor does it fit the current game modes, I will add some changes as I get more feedback.
  2. It is a bit hard to judge the effect the items and heroes will have, those will also be adjusted over time.
  3. Income can later be adjusted, currently, the main towns give 100, the others give 35 or 25 depending on their importance. (The Sunwell and Light's hope Chapel give no income)
I expect there will be plenty of bugs in this original version, please report them in this thread, until this map gets its own section if possible.
Did you touch the perfect circle of Dalaran?! SACRILEGE!
Otherwise, I generally like it although some chokes might be too small in my opinion.
 

SvnmS

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Did you touch the perfect circle of Dalaran?! SACRILEGE!
Otherwise, I generally like it although some chokes might be too small in my opinion.
The compromise is that there is a way around all choke points, but yes, some of them are not made for your whole army to move through.
I didn't really touch the circle of dalaran, no sacrilege there !
 

Arlt

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The compromise is that there is a way around all choke points, but yes, some of them are not made for your whole army to move through.
I didn't really touch the circle of dalaran, no sacrilege there !
Idk, it just feels like it isn't perfect. Might just be the perspective though. x)
 

Yousef

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Perfectly balanced, as all things should be.
 

Arlt

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Anyway, you can train an unlimited amount of heroes which I assume is a bug.
 

SvnmS

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It isn't a bug, if you feel you need that many heroes, you can get them. They are all unrevivable though.
The levels on the heroes are more important than the number of heroes, since the auras they provide don't stack.
And the hero is a very bad unit for its cost.
 

LoboTron11

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Oh damn... I really like that terrain...
And kinda like that mechanic of beign random factions, it makes the game interesting, but maybe it'll make the game unbalanced too... just maybe, anyway, nice job ^^
 

SvnmS

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Oh damn... I really like that terrain...
And kinda like that mechanic of beign random factions, it makes the game interesting, but maybe it'll make the game unbalanced too... just maybe, anyway, nice job ^^
Thanks. It's not fully random on the factions, opposing factions always end up on opposing teams.
So Silvermoon and Zul'aman are always on opposing teams.
Same with :
Gilneas and Lordaeron
Stromgarde and Jintha'alor
Tyrs hand and Stratholme
 

TheKaldorei

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Look's cool.

Why is Northrend there btw? Is it future content or what?

Also, eventually new races would be cool like

start of hte game
you can choose between
undead human orc night elves

would be funsies
 

SvnmS

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Look's cool.

Why is Northrend there btw? Is it future content or what?

Also, eventually new races would be cool like

start of hte game
you can choose between
undead human orc night elves

would be funsies
All of LTA's terrain is still there, just invisible because of camera limitations. The map was supposed to cover everything, but is unfinished.
I don't have plans to add more races, I prefer everyone to have the same race, and the absence of casters means that there isn't much to change if I make other races.
 

TheKaldorei

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All of LTA's terrain is still there, just invisible because of camera limitations. The map was supposed to cover everything, but is unfinished.
I don't have plans to add more races, I prefer everyone to have the same race, and the absence of casters means that there isn't much to change if I make other races.
It could always just be a visual change.
 

SvnmS

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It could always just be a visual change.
It's a bit difficult to find the equivalent for some units, especially steam tanks, pikemen and enough models of elven knights to justify a Knight, a Raider and an Outrider.
But yes, in theory a visual change would work.
 

Nalesean

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If the circle at dalaran isnt perfect I will not play the map. :mad:
 

SvnmS

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Well, if anything, it is at least better than how it originally was. Moving some doodads around showed imperfections that I immediately corrected.
Each update will make the circle more circular. Until we reach perfection.
 

Nalesean

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Well, if anything, it is at least better than how it originally was. Moving some doodads around showed imperfections that I immediately corrected.
Each update will make the circle more circular. Until we reach perfection.
I feel comforted. You know as a math teacher I feel that the imperfect symmetry in custom games has really held me back.
 
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