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Fall of Lordaeron

Elbadruhel

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With my previous work i had mixed feelings: most people loved my features and systems, but most people also disliked the theme. When my pc broke i had not enough motivation to recover the files and focused in other projects and RL. But after some time, i have got inspiration for a new map and the "worm of mapping" attacked me again. I have been studying this map for some time, researching data, studying things, developing factions and balance... And i think i have somehting enough to show u my idea. Once summer comes, i will work on this hard, but till then, im using my spare time to prepare everything before programming.

Summarizing: Its a joint of some ideas i had playing LTF, plus all my own economic and battling systems plus some lore i think is great but havent been developed yet. With an spicy lill: "¿What if Mediv died, or didnt bother to tell Thrall and Jaina to leave Lordaeron?".

Lore
The second war have ended, Lordaeron won. But... At what price? The south of quelthalas have been ravaged and burnt, the elves are still recovering it. Alterac, once a mighty kingdom is now full of thieves and bandits. The human kingdoms, once great friends against the shared enemy, now have discrepancies due to what to do with this defeated enemy, till the point that Gilneas have left the Alliance cause he doesnt support the interment camps and several noblemen across Lordaeron are angry due to the taxes to afford them. The orcs, once brave, rot in camps as slaves or gladiators, but not all of them... Some still harras the humans and one slave of Durnhold have scaped, but, what can do a single orc? Meanwhile, some people start to feel sick in northren lordaeron and the trolls prepare to stricke back now the humans are not so coordinated and prepared... All this can only lead to... The fall of lordaeron.

Map
upload_2018-5-12_21-3-48.png

The map is based in lore map. Updated to work in w3 and having in mind gameplay issues. The only parts "slightly custom" are Zandalar (based in official maps and raids) and Northren Lordaeron (based in official maps and blizzard concept arts). Some parts could change a bit in the final version due to w3 editor or gameplay improving.

THe Gray areas represent areas with creeps at the start of the game. Each faction has a colour assigned to represent the areas it holds at the start, rivers are mostly navigable, the trees represents Forests (they will slowly regrow) and the mines represnts Mines (places were u will be able to mine resources). I may add or delete some of these areas with special resources before the map relrease according to balance.

NOTE: Gilneas WONT BE a faction at the game start. It will be blocked by a mist, hidden. Will be added in future versions.
NOTE2: Part of Northrend will be added to the map in future versions, with 2 new factions: Nerzhul and Drakkari. Not all northren added since it wont all important in this time period. If i add Northrend it may be smaller than in lore (related to Lordaeron size) to represent Lordaeron importance in the time.
NOTE3: You cant see Malganis holdings in this map :)

Systems

The map system is NO CP based, but a resource system. Simple but different to other things. There are 3 main resources ingame:
+ Gold. Can be get from: farming, mining and looting.
+ Lumber. Can be get from chopping. Living Woods are specially useful for it.
+ Population. Is obtained holding areas (cities, castles, etc) of the map.

Note: Farms cant be built in blight, no one feeds on death land, except undead ones.
Note2: Dispel DOESNT remove blight. U need special units to clean the land.

Every race has its own good and bad points to make them uniques and make u feel u are playing one of the mighty races of Azeroth:
+ Humans. Lordaeron was once a land full of forests and inhabited by trolls mostly, but nowadays, all u can see is farms and crops. The humans are the best farmers of Lordaeron and so they will get more income from farms than others.
+ Undeads. The plague feeds on humanity to destroy the world. Undeads can plague human farms to turn them into plagued farms for their own. They can also rise undeads so... Why do u need gold when u have undead servants?
+ Orcs. Fred from their slaves camps, the Horde is eager for war, their rage and fury allows them to destroy and plunder their slavers to get gold from loot. Of course, they also chop and mine.
+ Dwarves. Used to live in the mountains and hills, they are the best miners in Lordaeron.
+ Trolls. The trolls are an ancient race that once ruled Lordaeron. They are used to live in the woods, so they are the best lumberjacks of all lordaeron.
+ Elves. A race bound to magic that have defended Quel'Thalas from all enemy that may have come. As a defensive race they have no special resource skills, but they have magic and wisdom to restore this resources: arcane magic to clean the land from undead blight and nature powers of Tal'sarah to recover the forests of Quel'Thalas from any fire or woodcutter that could dmg then.


Factions (16)

The Alliance (7)

Lordaeron

The Kingdom of Lordaeron is the leader of the Alliance of Lordaeron. Under Therenas wise advice, the human kingdoms joint agaisnt the Horde and managed to defeat it. Then, Therenas decided to jail the orcs in camps since his good heart made him imposible to murder them all. But now, reports come from the camps in the south, a band of orcs have raided Hammerfall and settled there! The King must act as soon as posible to destroy this threat once for all, before they can rise again and put the kingdom in fire.
+ Really heavy units.
+ Good variety of ranged and melee units.
+ Good Siege.
- Poor caster variety.
- Starting lands are scattered between Tirisfal Glades and Hillsbrad Foothills.
- Your economy can be corrupted by undeads.

First Legion
The prince Arthas have been ordered as paladin and the order of the Silver Hand rejoices. Uther, his mentor, is proud of him, but fears if the young and proud prince would be able to deal with both his huge tasks: being a prince and a paladin. His father, Therenas, is bussy planning to defend the south from the uprising orcs, so has ordered his son to take care of some reports of illness in the north. If this is a proof for the boy or a really important task, is still unknown. But Arthas will do his best to prove his father and mentor that he is able to protect Lordaeron. His duty is to travel across Lordaeron studying this new plague and delete any undead he could met till he finds and destroys the guilties...
+ One of the most balanced roosters ingame.
+ Units from different races.
- No proper siege.
- Your economy can be corrupted by undeads.

Silver Hand
After the invasion of the Horde in Stormwind, the bishop Alonsus Faol trained his priests in war and some knights in the light, all of them became one thing: paladins. Warriors of the light to protect humanity from any evil that could come. Now, the Order of the Silver Hand, is in charge of protecting Azeroth. Settled in the green lands of Northren and Eastern Lordaeron, they have good and strong holds and keeps where they rise their powerful paladins and knights. They are the migthier army of Lordaeron, armed not only with steel but the light itself. Reports of undeads have started to appear across the kingdom, and they should purge them all. If trolls dare to invade the lands of the king, they shall suffer the rage of the order too.

+ Really heavy units.
+ Good Siege.
- Starting lands are scattered between Northren Lordaeron and Tyr's Hand.
- Your economy can be corrupted by undeads.

Eastweald
While western Lordaeron is the breadbasket of the kingdom, full of farms, the eastern part of it, also known as the Eastweald, is full of woodlands and trading centers. The humans living here are rough: hunters and woodcutters, but also some of the smartest guys in the realm. They founded Tyr's Hand wich become a great trading center, also Stratholme, and recently Coring's Crossing. While Stratholme and Tyr's Hand keep are ruled by Silver Hand Knight to keep the peace and ensure no more rebellions happen as in the 2nd war, all the small towns are still free and independient. Of those small towns there was once specially famous: Blackwood, home of the honorably Lord Garithos, who died in an orc raid in the 2nd war. Now, his son, Othmar, is eager for vengeance and has gathered some huntsmen and militia under his banner. Meanwhile, Nathanos Marris, a farmer from Eastweald has came back from Quel'thalas as a master ranger, with some elven rangers with him, to protect his home and leave Sylvanas alone.
+ Best ranger units of all human factions.
+ God light units.
- Bad siege and no proper heavy units.
- Your economy can be corrupted by undeads.

Dalaran
The Kingdom of Dalaran is a city state of great Wizzards ruled by the Kirin Tor. Among them all, Antonidas is the wisiest and most powerful. He was not happy with Therenas decision of imprisioning the orcs, but he accepted it too. Even he decided to take care of one of those camps in Dalaran's lands, if it must be done, it should do the best as posible. Now, Antonidas have recieved news of the orcs rising again, his camp is still quiet, but he must secure the land before is too late, and help Lordaeron to keep the orcs jailed. Also, Therenas sent him news about a weird plague in the North that could be of magic nature, the king has sent his son to investigate, but magic is the role of Dalaran, so Antonidas has ordered Jaina to join his friend of childhood to investigate the plague together.
+ Best caster variety ingame.
+ Powerful summons and spells.
- Poor variety of normal army.
- Your economy can be corrupted by undeads.

Dwarves
The dwarves of Lordaeron are based in 3 points: the great clan of the Wildhammers in Aerie Peak, the Stormpeak in Dun Baldr to mine the alterac mountains and the base of Dun Garok to help the dwarves of Hillsbrad and protect the mine of Azurelode. And they all have the same problem: orcs and trolls. Those beasts have attacked them one day and another, the orcs may be imprisioned by the humans, but some of them were hided in the mountains and the dwaves have had to deal with them, now, even the jailed ones are rising again; and the trolls of Jintha'lor are eager for war. The dwarves are in a truble, and would need the help of Dalaran and Lordaeron to survive. On the contrary, the dwarven settlements of the Wetlands and Northeron are quite safe, and could come to Lordaeron to strike back and turn the tide of war for the Alliance.
+ Heaviest alliance units.
+ Great variety of ranged and mele infantry.
+ Best siege options ingame.
- Poor caster variety.
- Starting lands are really scattered.
- Lack cavalry.

Quel'Thalas
The elves of Quel'Thalas have survived tons of wars, and in all of them have been the trolls of Zul Aman. The last one ended few years ago, the Second War people calls it... The Alliance won, people says.... But not the elves, the forests of Quel'thalas were burnt and the trolls are still alive and healthy in Zul Aman. The elves at least had Zul'jin, their leader, and were torturing him to avenge his kin, when an orc raid allowed him to scape. Now, the King Anasterian have ordered his people to retake southern Quel'thalas. Whit the temples and runestones protecting his main land and Tal'shara recovering the woods, an army of rangers and nearly the best mages on earth, the high elves will endure.
+ Great variety of caster and ranged unit.
+ Good light infantry with survivality options.
+ Lots of special features to endure: Sunwell and Bandinoriel.
- The trolls have the upper hand 1 vs 1 agaisnt you.
- Lack of heavy units.
- Lack of cavalry.


Undeads (4)

House Barov
The House Barov is a rich family of Lordaeron who holds lands in Tirisfal Glades and Hillsbrad, along with their keep of Caer Darrow. And having so much lands have also a bad side: taxes. When the king Therenas decided to imprison the orcs in camps, lord Alexei Barov accepted cause he tought slavery would be a great thing to rise his income in the farms of the south, close to the camps. But he now regrets of it, Therenas doesnt allow slavery, and he has rised lots of taxes to pay the internament camps. Barov, with all his holdings, have much to pay... Too much... And a great wizzard has came to him with a great offert: "allow me to hide in ur lands, and u will inherit Lordaeron". A nice deal for Alexei, now is Therenas time to pay.
+ Solid undead army.
+ Rich at start and later grows with human's deads.
- Scattered lands at start.
- Starts with reduced human roster.

Cult of the Damned
Keltuzad was once a great wizzard of Dalaran, one of the best in the city, he was always eager for power and knowledge. He wanted to learn from Mediv, but Mediv is gone with his tower, and another master came to show him new great powers. A power in the cold north called him, and he answered. In exchange of his soul and servitude he was granted a great power. And now, with a plague in development, has been sent to Lordaeron to prepare the chaos. The farmers of Lordaeron are angry, Therenas has raised tons of taxes to feed the orcs, they dont agree with having to work for those beasts, they won the war, not the orcs!! So Kelthuzad has started to talk with them, about a new religion, a new kingdom, a new world, a world were they will rule, where they wont be slaves any longer, where they wont suffer pain or hungry... Where they will all be equals in death... And they have listened...
+ Great chances to get free resources and units corrupting humans.
+ Safe holdings at start.
+ Powerful flying necropolises.
- Lack heavy infantry.
- Lack Cavalry.
- Lands start scattered.

Legion
Nerzhul, the Lich King, has been ordered by the legion to create a plague to turn the humans of Lordaeron into undeads, and destroy the kingdom from within. The orcs failed, but the undeands wont. Kelthuzzad have been already sent to Lordaeron, but the Legion doesnt trust Nerzhul and have sent Tichondrius to Northrend to oversee him. And Mal'ganis doesnt trust Kelthuzzad, as he is, after all, a human; so he will take part of the plague they are preparing and will try to turn the humans into undeads himself, this also has a good point, those he convert would serve him directly, not those filthy orc and human of Nerzhul and Kelthuzzad. His main task is call his masters into Lordaeron, but to do that, he needs Kelthuzzad, so yes, they would be forced to work together.
+ Great survivality heroes.
+ Good chances to get free resources and units corrupting humans.
- Drakkari has the upper hand 1 vs 1 agaisnt you at the start.
- Lack cavalry.

Ner'zhul (vrykuls)
Nerzhul is imprisioned inside his frozen throne in icecrown. He started to weave his net time ago, sending mental messages to powerful beings across Azeroth. Among them, there were 2 groups that resulted specially useful: dalaran mages and vrykul thanes. The dalaran mages who wanted more magic power have been lead by Kelthuzzad to create a dark cult in lordaeron but the Vrykul Thanes are serving Ner'zhul himself in Northrend. They, as the humans, pray to him as a god, the god of dead, and will follow him to conquer whole Northrend and beyond to be gifted by the blessing of Undead, dreaming to turn into Ymirjar, the chosen ones of the god of death. The losers turn into varguls, undead slaves bounded to the will of Ner'zhul. But maybe is time to find a proper champion to lead all this great undead armies...
+ Strong units.
+ Best flying unit ingame.
+ Different special stuff to empower your faction: frozen throne, obelisks, dragon shrines...
- Starts small.
- Frozen Throne can be assaulted and destroyed, maiming your faction.


Trolls (3)

Zul Aman

The trolls of Zul Aman once controlled all Lordaeron, first the elves and then the humans, have pushed them back to Zul Aman. Some years ago, they allied with the Horde, and tried to destroy Quel'thalas, but those stupid orcs decided to focus in Lordaeron and its humans, and Zuljin, the Amani warlord felt it as a traison, even more, the orcs were defeated and so they were... So the Amani wont ever ally again those useless orcs, they will get the victory by their own. Trolls would inherit the land again, and to secure it, they have a great weapon: the loa. Zul Aman was once the hearth of a great empire, and due to this, it still hold 4 temples to 4 great loas, the Amani can ask their help to empower their troops, and maybe, if its needed... Take it by force.
+ Starts really big.
+ Good variety of cavalry.
+ Powerful temples to empower your faction.
- Few casters to chose.
- Temples can be destroyed, maiming your faction.

Jin'Thalor
The Vilebranch of Jintha'Alor and the Witherback of Shadra'Alor have allied together to restore the great troll empire. To fulfill this goal, the Witherbark have made a deal with the Boulderfist ogres that live next to them in the Arathi Highlands to destroy the humans. They were happy cause humans somehow are now weak and divided, and the dwarves were few. But the Horde is gathering again and is trying to take all Arathi for themselves. The trolls wont allow that. And apart from Ogre support they have 2 weapons to get their objectives: Shadra, the spider goddess of Shadra'Alor will help them if needed; and Jintha'Alor hides an egg, an evil egg that with enough blood will bring Hakkar the Soulflayer to the world.
+ Starts really big.
+ Have ogre units.
+ Poweful late game with Shadra and Hakkar.
- Your realm can be easily splited in two by the Horde.
- You need an Ogre base or Ogre hero to keep your ogre units.
- Shadra temple and Hakkar Egg can be destroyed, maiming your late game.

Drakkari
The Drakkari of Zul Drak are the last great empire of Northrend that fights the undead. With the nerubian losing the war of the spider, the vrykul as servants of the Lich King and the iron and eathern dwarves fighting each other, only the trolls endure. Their great city state of Zul Drak helps them to keep alive, but the ice trolls wont be happy just "surviving", its time for them to strike back and conquer whole Northrend now that everyone is weakened by their continous war. They must retake Drak'tharon and secure the rest of the continent, or maybe the undeads will become too strong and it would be too late even to survive...
+ Starts really big.
+ Good defensive position.
+ Powerful temples to empower your faction.
- Lacks really heavy units.
- Temples can be destroyed, maiming your faction.

The Horde (2)

Frostwolf Clan
Thrall is the son of Durotan, former chieftain of the Frostwolf Clan. His parents were murdered and the young orc was enslaved in Durnholde by Aedelas Blackmoore. There, he grow wise and strong, seeing his kin depressed and destroyed, till one day, he met a great orc: Grom Hellscream, leader of the Warsong Clan, who helped him to scape and lead him to a hidden valley in Alterac Mountains where the frostwolves lived. Drek'thar, their new leader, recogniced Thrall as his chieftain, and taught him about the shamanistic ways. Then, Thrall, as a great shaman, was tested by Orgrimm Doomhammer, Warlord of the Horde. Happy with Thralls strenght, Orgrimm commanded both Warsong and Frostwolf to Hammerfall, where they fred lots of orcs and destroyed the camp... At the cost of Orgrimm death. Now Thrall must command his clan to the west, to free the rest of the orcs and find a home for all his kin.
+ Powerful faction.
+ Easy economy and looting.
+ Numerours reinforcement boosts every time you conquer a internement camp.
- Starts with few settlements, can be camped.

Warsong Clan
Grommash Hellscream is one of the former leaders of the Old Horde, he has been figthing for years, but is not tired at all. He is anger seeing his kin depressed and broken, he wants to break their chains and smash their lazy asses till they find the proud and honor of battle again. Some years ago, he found a different orc in Durnhold, a young green orc with a special bright in his eyes, he was smart and awaken, eager for war. Grom freed him and lead him to the Alterac Valley, where the Frostwolves lived, and rejoyced when he knew the youngling had become a great shaman. Together, Thrall and Grom attacked Hammerfall under the command of Orgrim, and when the old orc died, Grom accepted Thrall taken his Doomhammer and dark armour, he always had prefered his axe anyway... Now, this great warrior will lead his savage clan to the west, to free the rest of his kind and kill whoever may dare to oppose him.
+ Powerful faction.
+ Easy economy and looting.
+ Numerours reinforcement boosts every time you conquer a internement camp.
- Starts with few settlements, can be camped.
 
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Elbadruhel

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Hope you like it.

Any doubt about factions, events, systems, ask it, dont be shy.

If u want to point some idea or anything about lore, map, etc, feel free to do it.

If someone wants to help me u are welcome to send me a MP to colaborate.

Greetings!
 

Mesis

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+ Trolls. The trolls are an ancient race that once ruled Lordaeron. They are used to live in the woods, so they are the best lumberjacks of all lordaeron.
o_O
 

Elbadruhel

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The fights are tought to be the following:

+ Quelthalas vs Zul Aman. Two of the strongest factions figthing eachother. Quelthalas has lodges in eastern lordaeron and hinterlands, so in theory, he can choose to help vs plague and vs jintha'alor, but he shouldnt or he would be overrun by zul aman, but a great player could try it... Zul Aman has a base in Eastern lordaeron, so he could try to invade it when the humans are away fighting undeads, but he shouldnt or he would be overrun by quelthalas...

+ Lordaeron, part of Dalaran and Dwarves vs Jintha'Alor and the Horde. The Horde will have the strongest snowball ingame, they start really small, but they get tons of troops and resources for free whenever they take a internment camp. Also, they get gold for every building they attack, so they can be constantly harrasing. In addition to this, orcs pig farms are better at the start than any other faction income, needs much less land to be built and u can move the pigs in case u need to run to safer place. Even if orcs and trolls are not allied, they could somehow fight together vs the common enemy, and even if they dont, the most probably is that the horde would end fighting in Arathi and the trolls in the Hinterlands. The alliance will need to coordinate, since dwarves could be eaisly overrun, and the more land Dalaran and Lordaeron concede to the enemy, the harder it would be to stop them.

+ Arthas, part of Dalaran (Jaina) and Silverhand will need to move across Lordaeron to prevent Malganis and CotD to plague much farms or they would be fucked. It will be an intense cat and mice game where the alliance ones will try to destroy cultitst before they plague stuff but without going mindless into a trap full of zombies. Silverhand should use his strong troops to delete all undeads that could spawn....

House Barov is unique and special (that said his mum), at the start they are allies of the Alliance, and have freedom to creep, take rebel lands, attack orcs, trolls... Till the plague is launched.
- If Alliance attacks Barov before Plague. Tons of peasants and lords across Lordaeron, angry with the tiranic Therenas will riot, joining to House Barov army.
- If Barov attacks Allaince before Plague. They become enemies and no spawns appear.
- If Plague is launched, Barov insta turn enemy of Alliance.
 

Elbadruhel

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I was hopeing their might be an undead trolls path? :)
In the first release there wont be second chances, since i want it to be played as soon as posible. Also, second chances would be MUCH weaker than the starting faction, so people is not eager to betray his allies, and wil fight hard to win.

About trolls, the second chances i have tought are:
+ Drakkari. If they get smashed by Nerzhul undead hordes, they will be able to become Undead Drakkari under Drakuru command and join the Undead team.
+ Jintha'Alor. If they are deleted by Horde and Alliance, the Revantusk tribe can overthrow the Vilebranch and Whiterback ones, and join the orcs in the Horde.
When a troll faction betrays, they loses all their Loa related stuff, like Sadra and Hakkar for Jintha'Alor.

But as i said, no for first version soz. Once i have this 12 factions working, i could think about adding second chances, paths, and the extra factions, like: Gilneas, Drakkari, Nerzhul and maybe Kul Tiras (wich one should be the 4th added is still under study and i guess i will decide it once the first release is out and i can check balance).
 

Smyl

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I am just going to drop it here. When me and Wrath created FoD, we had 7 Horde players, 3 draenei and then one arrakoa and one Ogre. Arrakoa and Ogre could never win, because they were alone.
The same thing will happen here with Horde. They cannot win against for example if Alliance wins, or undeads (2 vs 1 still works, but 3 vs 1 is too much not considering 5 vs 1).
Just mark that, maybe you have some options, events etc. but before you start developing it, just consider it.

Otherwise, I really like the concept and hope it works out for you.
 

qlaeuen

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Will the Broken Isles added into the map and give legion more events and units?
 
S

SomeoneStoleXardas

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I am just going to drop it here. When me and Wrath created FoD, we had 7 Horde players, 3 draenei and then one arrakoa and one Ogre. Arrakoa and Ogre could never win, because they were alone.
The same thing will happen here with Horde. They cannot win against for example if Alliance wins, or undeads (2 vs 1 still works, but 3 vs 1 is too much not considering 5 vs 1).
Just mark that, maybe you have some options, events etc. but before you start developing it, just consider it.

Otherwise, I really like the concept and hope it works out for you.
Depens on how things are made, I've won a fair share of games as arrakoa ( They were pretty strong) and ogres, the problem wasn't the solo faction but the op things that were akama, and later on elites... The map was quite fun but it had some balance issues tho I do not feel like solo factions vs 3 vs 7 were the case... also that can be fixed by lowering food cap of the huge team factions and such
 

Elbadruhel

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Hello everyone, im pleased of seeing so much interest in the map. I will try to solve all ur doubts and questions. Lets start.

I am just going to drop it here. When me and Wrath created FoD, we had 7 Horde players, 3 draenei and then one arrakoa and one Ogre. Arrakoa and Ogre could never win, because they were alone.
The same thing will happen here with Horde. They cannot win against for example if Alliance wins, or undeads (2 vs 1 still works, but 3 vs 1 is too much not considering 5 vs 1).
Just mark that, maybe you have some options, events etc. but before you start developing it, just consider it.

Otherwise, I really like the concept and hope it works out for you.
Hi Smyl, thanks for your advice.

When i started to develop the map, i tought about it, and had several ideas, like split the Horde in Warsong and Frostwolves clans, or into Horde and Frostwolves. But i touight that may be not enough land or heroes for both, but if needed, it could be chaned in the future, i want to see first how does this works first. (A posibility is Frostwolves with Drekthar and Nazgrel in Alterac, and the Horde with Thrall and Grom in Arathi). Also, i tought about seting the Horde in the same team as Trolls, since they were allies in the 2nd war, but it was not lore accurate, and (even more important) dangerous for balance, cause the 2 trolls factions (and the Drakkari in future expansions) are STRONG and BIG as fuck, 2 of the strongest factions ingame, also, the Horde has a graet rush at start, so if they were allied with trolls they could delete the alliance. But i took this idea and designed a future second chance for Jinthalor when they become weaker and alies fo the horde, both lore accurated and nice balanced.

But even all of this toughts and ur nice advice, i think the things in my map could be a bit different than in FoD or LTF, because the game itself is totally dfferent. At start, is not the same 7 vs 5 than 6vs6. But what i mean is, here u are not based in CPs, here u need to have gold production, land. The alliance may look like the stronger team, but if u check my map, from those 6 guys: Dwarves are tiny, Arthas is tiny and Dalaran is tiny. They have 2 empire factions: Quelthalas and Lordaeron, 1 medium faction: Silver Hand, and 3 support/special factions: Arthas, Dalaran and Dwarves. And they will have a GREAT trouble, CotD and Malganis will sneaky attack their lands from within, destroying their economy and runing their lands, so they wont be able to recruit as much as they should, and they wont be able to gather all their armies agaisnt a single enemy. On the contrary, you will have 2 troll empires with their hearthlands SAFE, an Horde that mainly doesnt need land or cant be harrased so easily cause they can move and that will get free events troops to boost his army and 3 factions that u cant attack at the start and that get troops among the dead. Summarizing: the alliance is fucked.

The Horde has great choices, cause its lands are one of the safer in Lordaeron, with Thoradins wall, and the few paths to Hinterlands, they can become strong in Arathi. And if they expand to western Arathi they can try to hold in DUrnholde and the river, expanding step by step. Then Alterac and the mountain paths, etc. While doing all of this, they get event troops for free, and they are able to build economy behind them or carry it with them to be safer. Also, they will be able to build wherever they want, cause there wont be undeads fucking their live (the plague only affects humans (lore), so uds will focus on human kingdoms). This will end meaning the Alliance lands will be plagued, with not enough room to build farms, with an increasing horde in a safer spot in the south, with an army of fierce orcs that get gold from looting last human holdings.

6 guys with no gold or army cant win a war. yes, they could kill horde with all their heroes together, but if they do so, is not "bad balance" cause they will lose all their lands to Uds and trolls in exchange. And this map is not CP based, u cant just strike back and steal CP, u need structures to get money, so if u lose them, u will be dmged for quite a good amount of time. Dmged and weak.

As u can see i have tought a lot about it xD.

no Stromgarde faction and Thoras Trollbane? :/
I tought about it, but according with what Smyl said, i didnt want more alliance factions ingame to dont fuck the horde. Also, there are few holdings in Arathi, so it may turn in a fast and quick defeat of Stromgarde or the Horde. So i think it wont be funny for no one. But maybe, in the future, if i split the horde in 2 orc factions, i could split Lordaeron in Stromgarde too.

Btw, Lordaeron current develop heroes include Thoras Trollbane as its BEST hero, with his mighty sword Trol'Kalar. The rest of "great guys" in Lordaeron nowadays are: Galen Trollbane, Prince of Stromgarde, Aedelas Blackmoore, Master of Durnholde and Othmar Garithos, Lord of Blackwood. I dont know if give them 4 heroes or turn 1 into a demihero or somehting. Thoras and Galen will start in Stromgarde, Aedelas in Durnholde and Garithos in Blackwood (eastern Lordaeron). Im also studying the idea of: if Stromgarde falls, Thoras dies; if Durnholde falls, Aedelas dies.

I accept suggestions about heroes.

Will the Broken Isles added into the map and give legion more events and units?
As far as i know, the Broken Isles had no importance in this period of time. I also dont want to expand too much the map to the west, to focus in in lordaeron and be able to make it bigger to represent it more properly and have more land to battle in. I will have to expand it a bit to the west to set northrend properly, even if i delete western part of norhtrend. And that may make me to add Kul Tiras as faction when i add Nerzhul, Drakari and Gilneas. But Broken Isles seems like too much to me.

About Legion, they will have great events and units! I want to make every faction ingame unique and UDs ones are not an exception: CotD focus in traitor mages and the zombies they rise among with uglier creations; House Barov is a living faction with human troops (yes, that means that if CotD fights close to Barov, they will be able to rise his ally deads into battle, since UDs doesnt generate a dead body, is a nice coop) and later some ghosts and ghouls (after plague); when Nerzhul is added, he will be the strongest UD faction with a joint of Vrykuls and Nerubians (he needs to destroy them before being able to use them, Nerzhul cant go to Lord before the plague attacks) and finally, ur loved legion.

As legion u start with Tichondrius and Malganis. You will use Malganis to plague Lordaeron, what would mean that u can use zome zombies; but your main fortress is Draktharon, a fallen Drakari fortress, what means there u can rise some undead ice trolls, also, if u manage to summon the legion, u will be able to recruit several demons: fel hounds, infernals and doomguards. To bolster your uds armies.

Depens on how things are made, I've won a fair share of games as arrakoa ( They were pretty strong) and ogres, the problem wasn't the solo faction but the op things that were akama, and later on elites... The map was quite fun but it had some balance issues tho I do not feel like solo factions vs 3 vs 7 were the case... also that can be fixed by lowering food cap of the huge team factions and such
Exactly SomeoneStoleXardas, of course i will need to balance it and check things (and i hope u all would help me). But it can be done, and it will be done somehow... "by itself". You say that the way to balance it, is reducing the food cap of the huge team (alliance) and i agree, but one of the game features is that u get food cap from holdings across the map. What means that: more factions in the same terrain=less food cap. Summarizing, if the Horde controls X land, he will have all that pop to increase his army, but if the alliance had to share that land between tons of guys, they would have got much less troops per army. Also, alliance needs money to recruit armies, and to get money they need farms. Farms will be the objective of Uds, so Alliance will lose income; also plagued farms becomes enemy ones and will spawn zombies to attack the alliance, what means Alliance losing troops, time, money and maybe workers or other buildings. And finally, the blighted areas are hard to remove, the alliance wont be able to build a farm over blight, so if the CotD manages to plague a farm, the Alliance is potentially losing that land to build farms (only few spritiual or light beings can remove blight, slowly, and holy land like Scarlet Monastery or Tyrs hand).

What means the Horde will have a good amount of green land to farm, with natural defences all around it, gathering its troops to smash the alliance or the trolls. Meanwhile the Alliance will have a decreasing territory to farm, surrounded by enemies and with enemies inside their kingdoms. Alliance will have to cooperate hard to get the victory.

The best option agaisnt the horde, is to defeat them before they free all interment camps and settle in Arathi. Once they manage to do it, they will be strong enough to survive.

Greetings to everyone!
 

Elbadruhel

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Ok guys, i think this would be the final map:
upload_2018-5-16_0-42-34.png


To get this map i followed the following "design pathing":
- Kul Tiras is an ally of Therenas after the Second war, he didnt leave him as Gilneas did. On the contrary, he helped against the orcs uprising, he helped against the Scourge, Daelin kept the coasts of Lordaeron safe from undeads, and Daelin chased the orcs when they stole the Lordaeron fleet in Southshore. So yes, Kul Tiras should be in.
- Scourge (Nerzhul, Frozen Throne) would have to unity the peoples of Northrend. His army is based on vrykuls, who adore the LK as a god. And also with Nerubians, since even if the plague doesnt affect them, he can rise them as undeads once dead. And Malgnais will control DrakTharon and the stuff Arthas-related. With the Trolls in their settlement... I had a BIG empty spot in Stormy Peaks, that lead me to fill it with who live there: Yogg Saron, who controls Loken and is allied with Helya, both of them ruling the Iron Dwarves, Iron Vrykul and Kvaldir.
- Northrend is going to have "frozen shore" at the start of the game. So no one can sail to there to invade. Till the plague is launched. This has an explanation, fits lore and gameplay. Why no one ever went to Northrend, but after the war it seemed so easy to colonize? Simple. The LK used his power to hide himself and his land from Dalaran and Highborne mages to keep his plan safe, but once he unleashed the plague, he rised the veil and expanded his will to control all the undeads of lordaeron. In game, this will mean that the first mins of game u will have a battle in Northrend with the LK trying to control it, the Drakkari defending it, and Yogg-Saron corrupting it.
- But this gave another problem, I cant add another "good guy" (Kul Tiras) with no enemies to fight, it would be boring to kul tiras and balance breaking for the enemeis of the Alliance. So... Who could fight Kul Tiras? I was adding a new Alliance faction and new faction: old gods, so i felt the Trolls were staying behind. So the answer came alone: Zandalar. But I dont like to have a 1 vs 1, as i did in Northrend or Arathi i prefer a 1 vs 1 vs 1, since its easier to balance (the 2 weakers join vs the stronger). So who could i add to the battle for the sea with Zandalar and Kul Tiras? Easy, Nzoth, he is around there, Nagas were in Lordaeron after the second war attacking Southshore or helping Highborne and this way i dont leave Yogg-Saron alone. Now i have my 1 vs 1 vs 1.
- Also, i added Dun Modr just to allow sailing under Gilneas. I want to allow everyone to sail across the world without any problem. And having no Thandol Brdige and a great sea under Thandol valley would have been weird :D.

If you see anything weird, wrong, impasable, blocked, whatever, please, tell me.

Also, do u think i should make Zandalar and Kul Tiras a bit bigger? (wont increase map borders).

Note: Top right corner and bottom right one would be used to place trigger stuff, heroes, or building controlers.

I want to have the design of the map ended before starting to map so i have everything properly sized and predesigned to dont commit fails and have to redo things or create them weird when i notice i have not enough room.
 

Elbadruhel

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Dont worry, i wont try to create all this at once. It will take time. As i said at first, i want to design "how all would be once ended" and then start part by part.

First release, Souther Lordaeron: Arathi, Hillsbrad, south Silverpine and Alterac.
- Focused in the Horde uprising feature. Would you be able to stop the Horde?
- Full Dalaran, full horde and part of Barov, Dwarves, Jintha'Alor and Lordaeron.

Second release, Central Lordaeron: Tirisfal Glades, Western Lordaeron and Hinterlands.
- Focused in the plague of the CotD.
- Full First Legion (Arthas), ending of Barov, Dwarves and Jintha'Alor and part of Lordaeron. NO elven lodge.

Third release, North Lordaeron: Northren Lordaeron, Eastern Lordaeron and Arthas event in Northrend (what is malganis in the map).
- Focused in the chain of Arthas to kill Malganis and get Frostmourne.
- Full Malganis, full Silver Hand and end of Lordaeron. NO elven lodge.

Fourth release, Quethalas: Quelthalas and Zul Aman.
- Focused in the eternal war between highborne and trolls.
- Full Quelthalas, lodges in lordaeron and hinterlands and full Zul Aman.

Fifth release, Cold War: End Northrend.
- Focused in the war for Northrend that the LK does agaisnt all the living in the continent to prepare his eternal reign in Lordaeron.
- Full Scourge (Nerzhul) and Zul Drak. NO Yogg Saron.

Sixth release, Islands: Zandalar and Kul Tiras.
- Focused in the war for the seas.
- Full Kul Tiras and Zandalar. NO Nzoth.

Seventh: Old Gods.
- Focused in the bad beings in the world.
- Full Yogg Saron and Nzoth factions.

------------

Other patches:
- Arthas being able to turn into a DK and betray to join the evil faction.
- Jintha'Alor leaving the troll empire and become Raventusk tribe to serve the Horde.
- Highborne raging for loses and turn into Blood elves, being able to join the horde.
- Arugal, a mage from Dalaran is worried of not being able to stop the Scourge invasion in Lordaeron and release the worgen. Dalaran get a huge army of strong worgen but after certain time they dissapear/turn feral and u lose Arugal. If Dalaran falls u can become Gilneas, if u released the worgen before that swap, u can be worgen gilneas.
- I have other paths tought but i wont list them here since this are the first i would create. And since u can see, there is much work to do already xD. Also, this doesnt mean i would add the paths after all the seventh releases, just when i "have the mood" to add them instead of new land and faction (or u demand them more).

Greetings!
 

Szons

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4 heroes at start for Lorderon give them really big advantage. Imo you should make Galen demi which become hero on 2 conditions, Thoras die or Thoras reach (for example) 6 lvl. Also i would change Adelas to invanurable hero which after his loose you gain another hero (i basicly dont like him as hero and cant think rn for good exchange).
 

Elbadruhel

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Nowadays lordy has 3: Garithos, Aedelas and Thoras.

With Thoras being one of the Best heroes ingame and his mighty sword.

Galen is a demi cause i dont think he needs more help. If once released i see he does, i could make It an hero.

Why do u think lordy needs big advantage?

What do u mean with "invanurable" hero?

Aedelas is in cause he is the most important guy in that area by lore. He is the leader of all the internament camps and the fight around there is based around them. Also is the nemesis of Thrall.

And btw, according to lore, Aedelas was a GREAT warrior and leader. He is just the opposite of Garithos: his father was a traitor so he had to work harder than anyone to be promoted. Once and again, till being one of top lordy generals. A drunkard, yes, cruel when drunk? Ofc, but also a great general.

Now u can imagine why garithos ended as great marshall, there was none else xD

But as i said, my idea is that if u lose durnholde, he dies.

Replace him when dead? Maybe. But the point is, with who? Lordy has few known nobles, generals or warriors. Since most of them were knights and so served in the silver hand, or were in arthas first legion. I may end giving them alexandros mograine or something. Since silver hand has much more heroes than wich i may give them.

Pd: The Horde roster is already finished (still need to decide casters spells). I will post it soon ;)
 

Elbadruhel

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Ok, here you have the first faction preview. Share your toughts frrely, so i can know what do u think about how im designing the game. The earlier i set a base, the better, since i could work on next factions based in better balanced stuff.

The Horde.

Orgrimm Doomhammer, warchief of the Horde, has fallen in battle. Upon his death, Thrall has been chosen as the new Warchief and he, to honor his fallen friend and master, has built Hammerfall in the internment camp where he died. Now, the new Warchief has to attack and destroy all the rest of the internment camps to free all the orcs and assemble a mighty Horde able to get a safe home in this human world. Lok'thar ogar!

Gameplay.
The Horde may be the hardest faction to play in "Fall of Lordaeron", since starts as solo faction. But will represent that faction that great players would enjoy to play. Proof everybody and yourself that with the proper tools you can defeat anyone. And the Horde will have those tools: with great movility, a great pool of units to counter the enemy, and flexibility in battle thanks to your wolf allies, the best player will be able to use attack types to defeat his enemies even with lower numbers. Also, a great shamanistic magic will support your army, this, with the point of you being inmune to the human plague, will give you the upper hand vs the humans of lordaeron.


Roster.

Horde Grunt.
The core and meat of all Horde Armies. A big orc armed with a big axe. They wear no heavy armor as human knights does, but they are much stronger and bulky. Have the "Lok'thar ogar" (victory or death) skill to increase their dmg dealt at the cost of reciving also more dmg. They can ride a Frostwolf to turn into Horde Marauders, with the same "style" of the Grunt, but faster and bulkier, also turning into light cavalry kind of unit. Both Marauders and Grunts can learn "Pillage" to get gold from enemy buildings.

Horde Spearthrower.
The rear troops of any Horde army. They are not so strong as the grunts, but much more than simply peons. With a ligh leather armour and a small rounded shield, they are ready to face every filthy human could there to oppose the Horde. Will throw spears from afar (but less range than an archer), being able to envenom there with an upgrade. Also, as their stronger cousins, can ride a Frostwolf to become faster and bulkier as "Harassers". But this light cavalry unit is quite versatile, with "Mok-thorin ka!" you can order them to charge in mele combat (Raiders) to backstabb your enemy lanes, if you think your troops are in danger, you can yell "Kagh!" to command a safe retreat. The Raiders can learn "Pillage" to get gold from enemy buildings.

Horde Harpponer.
These orcs are "special" (or that said their mums), after living with Gromm hidden in the wilderness for years to prevent been enslaved, they have used to nature and woodlands. Wearing feathers, animal coats and wooden shields, they will throw deadly harpoons to the enemy troops, wich will perforate even the strongest human heavy armor. Also, used to hunt animals, are able to snare enemy units, even flying ones. Indeed, they have hunted Wyverns in the Hinterlands and now are able to ride them to become even deadlier and faster.

Horde Warlord.
This heavy armored orc wears the looted armors of many human dead knights. Since the Horde has few armors, only the braviest and the strongest orcs can wear this kind of protection. With all their body covered in plate, this deadly orcs can use an axe and a mace to smash and slash any human could dare to face them. Has bonus vs heavy armored units and can stomp enemy fows with their great blows. He can learn "Pillage" to get gold from enemy buildings.

Frostwolf Shaman.
The Frostwolf Clan left the Horde time ago, since they refused to drink the Demon Blood. Living in Alterac Mountains they made a simbiotic deal with the Frost Wolves that lived there, and now, they have joint back to the Horde since its trying to come back to its shamanistic path. The frostwolf shamans will help their allies in battle with both protective and offensive spells:
+ Frost Amor. Asks the elements to surround an ally with a frost armor that will increase his armor.
+ Storm Shield. Summon the lighthing to create orbs of lightning around a unit, that will dmg any unit around it.
+ Nelghor. Call an ally Wild Frost Wolf that will fight alonside with him for some time before returning to Alterac with its pack.

Reformed Warlock.
These orcs once were Shamans, but when Guldan gave the Demon Blood to the orcs, he also started to teach them in dark magic. The Shamans embraced this new power and helped the horde to invade Azeroth. But now, they have left behind that shadowy practice and with the help of the Frostwolf Shamans they are trying to redirect their destructive and evil powers in something more nature-related:
+ Curse of the Elements. Ask the elements to blind with a flash or disturb with a gust of wind his enemy, to force him to fail his attacks.
+ Fire Shock. Launches a fire shock to an enemy unit. It wont hurt it, but will stun him for some seconds.
+ Bloodlust. Uses his magic to rally the inner strenght of the orcs of the Horde.

Horde Elder.
These orcs are the elders of the clans, always trying to protect and take care of their people. In communion with the spirits, they will always be a helping hand for any orc of the Horde. They know all the ancient traditions and will try to keep them safe along with their kind:
+ Bin mog g'thazag cha. Means "I will protect you" in orcish. The Elders joins the souls and spirits of all the orcs in the Horde to share the dmg recieved. Together we are strong.
+ Dispel. The Elder can ask the spirits and elements to clean an area of any blight on it, as any buff the enemy could have. Also damaging summons.
+ Aka'Magosh. An orcish blessing for you and your people. The Horde Elder increases a lot the HP regeneration of an orc.

Demolisher.
War machine created by the orcs in their factories. Usefull to destroy human buildings.

Frostwolf.
Quick wolf with no bonus dmg and taken as light cavalry. Can be used to explore, backstab or to be rided by orcs to improve their stats.

Wyvern.
Flying beast able to attack only other flying units. Can explore over mountains or be used by Harpooners to ride and kill from the sky.

---------------------

ELITES.
The Horde has 2 kind of elites: Frostwolf Champion and Warsong Champion. You can have 4 of each one at the same time.

DEMI-HEROES.
The Horde has 1 Demi hero: Nazgrel. He was a great warrior and Thrall's commander. Later, he was put in charge of intenal security.

HEROES (Still working in their skills).
Thrall, Warchief of the Horde.
Drek'thar. Chieftain of the Frostwolf.
Gromm Hellscream. Chieftain of the Warsong.

----------------
Paths/Upgrades:
+ When you start the game, the new chosen Warchief must choose his second: Drek'thar and the Frostwolf for a more "spiritual" horde; or Gromm and his Warsong for a more warmonger one. With Frostwolf you improve: Frostwolf, Frostwolf Shaman, Reformed Warlock and Horde Elder. With Gromm you improve: Demolisher, Grunt, Spearthrower and Horde Harpooner. The wolf-riding orcs are always improved, since they get stats from both the infantry unit and the frostwolf. In late game you can get the other upgrade too.
+ When you destroy all the internment camps you Unlock: Horde Warlord.
+ When you conquer Southshore, you steal an alliance fleet there so you can send some orcs to explore the west. Since Thrall doesnt go with them, most of them die in the Darkspear Islands with the Sea Witch. But some of them manage to reach Kalimdor and come back to show Thrall the beasts they have founded there: the Kodos. You unlock: Kodo Drummerer and Towered Kodo.

Kodo Drummerer.
An orc riding a Kodo, using two Drumms to inspire the nerby horde troops. Counts as Heavy Cavalry.

Towered Kodo.
A Kodo with a battle tower built in his back, gives the Horde armies the long ranged dmg they were lacking. Counts as Heavy Cavalry.


PD: All this units and their skills are already done and works ingame.

Greetings!
 

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Elbadruhel

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I have attached several pics in the previous post (cant put them inside the text, idk why or how). So u can see the units ingame and their icons :)

If you have any problem with something, comment it with me. If u think u could have a better icon for a unit, u are welcome to mp me to send it.

All units and icons not from vanilla have been found in The Hiveworkshop, and once the map is ended i will give credit to all the creators. Without their work these kind of maps would be imposible. All hail the modelers!

Greetings!
 
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