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Fall of Lordaeron

Elbadruhel

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consider making the 3 dwarf factions separate players?
No indeed. If i split them they would be too weak and have few lands/heroes/troops, together they are a strong and cool faction, divided they would be a joke.

Also, there are already 16 factions ingame. If i may add any more factions in future patches, i already have others in mind. And lets say Lordaeron continent is already overpopulated (indeed Dwarves should focus in Northrend mostly in mid-late game).
 

Elbadruhel

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I would like to arrange army balance testing games really soon.

If you are interested on helping me and start using the different faction rosters, join my discord where i will share the map and we could arrange the games and share the feedback and bugs.

https://discord.gg/Nnd6W6y

This wont be a total beta with gameplay, but a smaller one, just in "testing area" where you guys will be able to fight each other, like a... "Skirmish" in TW. The goal of this is to find if any upgrade or skill in the units and casters is too strong or too weak, in order to allow me to fix them before the final release. After i give you this testing version i will be ending a few scripts for events and when i fix those bugs/unbalances you may find, the final beta will be released.

Greetings :)
 
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Elbadruhel

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Tyr's Hand and New Avalon.

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The cathedral inside Tyr's hand creates a holy aura that will destroy nerby undeads. The cathedral can be destroyed to erase that debuff for undeads.

Light's Hope Chapel, Havenshire with its mine, the glades (living forest), and Eastdale. Light's Hope Chapel has Holy Cripts wich will create an anti undead aura, just like Tyrs'Hand Cathedral.

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Elbadruhel

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Northeastern Eastweald, maybe the most important crossroad in the map:

The road to the west leads to Stratholme and Greenwood (living forest) and the pass to Northren Lordaeron, in the north you can see the elven gates that protect the greenwood pass wich leads to quelthalas, in the northeast is Zul Mashar wich controls the entrance to Zul Aman and to the south you have a river crossing to reach Coring's Crossing, Eastweald capital. You can also see the burnt Blackwood, ancient home of Garithos family, wich can be reconquered.

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And as previously said, to the south lies Coring's Crossing, capital of the Eastweald Faction. Is the smallest capital of all factions (just tier 2), but is a really interesting place: with great natural defences with lots of rivers and lakes around it and Tyr's Hand and Light's Hope chapel to cover his right flank. The main threats to this trading town will come from the southwest (undeads from darrowmere) or northeast (amani from zulmashar). But several tower and outposts across the lands will help you to watch them and help the defence of the realm.

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Elbadruhel

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Darrowshire, Marris Stead (Nathanos Marris starting place) and the eastern coast of Darrowmere Lake. This will be the area from where the undead plague will enter Eastweald much more probably. Undeads can choose to conquer and ravage Darrowshire and strike Corrings crossing in the east, or cross the mountains across the greenwood to the north to lay siege to Stratholme.

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Northdale is a small town of the Eastweald just outside Stratholme, a nice place to control the pass to Northren lordaeron.

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Elbadruhel

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As the people in the discord knows, i have been working hard in the map this last months. I want to share one more finished thing with u, hope u like it, share ur thoughts :)

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Spectator

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This looks good, I have high hopes for this map. Though I have one MAJOR problem with this:
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It seems like more than 2 ghouls can pass this choke bridge at once, This might have the adverse effect of making the game-play enjoyable and fast paced. This is a complex problem so I'm not sure how or if you can fix it but I'd look into LTA's perfectly designed bridges as an example.
 

Elbadruhel

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Is that Gilneas?
Is Tol Barad, you have pics of Gilneas back in this thread :)

Looks more like Tol Barad.
Point for you xD

This looks good, I have high hopes for this map. Though I have one MAJOR problem with this:
View attachment 8598

It seems like more than 2 ghouls can pass this choke bridge at once, This might have the adverse effect of making the game-play enjoyable and fast paced. This is a complex problem so I'm not sure how or if you can fix it but I'd look into LTA's perfectly designed bridges as an example.
What do you mean, that is too wide? I made it a bit wider than my usual bridges since its the only walkable way to reach the other part of the isle, in Lordaeron landmass bridges are a bit smaller and so better shockpoints cause there is always 1-2 other ways to reach that area. Also, i didnt want the bridge to be too hard to take, since it is not supposed to be a deadly point, since the "shockpoint" is the island itself, i mean, in my map there are "areas" like Tol Barad, Gilneas, Arathi,... Each one of them has some hard shockpoints to enter it, like sea, Graymane wall, Thoradin Wall, etc. But inside the area the shockpoints are softer, like this bigger bridge. That is meant so the game is enjoyable and not frustrating, and also to help strategy and gameplay, because if you are losing in an area, you may prefer to retreat to another one and garrison the narrow shockpoint to it, instead of fighting an open war for a whole area. That would allow also different playstyles, like creating a big economy in a protected area or do razes by surprise into enemy safe ones. While you have open wars in some areas and others are strongly protected in hard shockpoints. Oooor thats the theory at least xD.

If you think other bridges are bad please send me a pic of those you are talking about in LTA, is always good to learn :)

That tyrs hand could really use some love.
What do u mean? Too ugly? Few building doodads? How would u improve it?

Greetings everyone!

There is already a "big" community in the discord, if u want to know what im working on or talk with other guys about the map, dont doubt to join it.
 

Elbadruhel

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This looks good, I have high hopes for this map. Though I have one MAJOR problem with this:
View attachment 8598

It seems like more than 2 ghouls can pass this choke bridge at once, This might have the adverse effect of making the game-play enjoyable and fast paced. This is a complex problem so I'm not sure how or if you can fix it but I'd look into LTA's perfectly designed bridges as an example.
Wait... I read the comment again... Did you make a pun to LTA and said my bridge is cool? :D
 

Accelerator

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It looks good,There are some features.But I still want to make some advices
-The city looks a little too “square”.(I mean, you can use smaller walls to surround a circle or something.)
-Maybe these stones could be replaced by some small mountains.
-It would be better if the bridge could be beautified a little more.;)
I hope you can do better and better.
greetings
 

Spectator

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Wait... I read the comment again... Did you make a pun to LTA and said my bridge is cool? :D
yea hahaha, I can't believe you actually took that seriously. Yea I really like the passages and chokes in this both in terms of sizes and position. It makes you actually think tactically on where you wanna fight and makes you to be actively moving if you want to win instead of just camping behind a tiny one way choke and being immune to any attack. I was just poking at LTA cause I really hate those damn tiny chokes specially behind bridges, No hate on Marsh though, she did realize that tiny chokes like that just ruin game-play and fixed them in LTF that's one reason I really like LTF over LTA despite LTA having had way more work done it.

Looking at your terrain I don't think I'll be able to camp in a choke point forever and be static since my enemy can take the other way around and flank me so it forces armies to be on move more often and less static which definitely makes for a more interesting game-play than just AoE the choke. So good choice on passage design game-play-wise but for aesthetics there is room for improvement on the details as always, specially on cosmetics of cities.
 

Elbadruhel

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It looks good,There are some features.But I still want to make some advices
-The city looks a little too “square”.(I mean, you can use smaller walls to surround a circle or something.)
-Maybe these stones could be replaced by some small mountains.
-It would be better if the bridge could be beautified a little more.;)
I hope you can do better and better.
greetings
The city looks square cause i wanted to be the more close to the lore Baradin Hold. What do u mean with "surround a circle with something?
If by small mountains you mean like normal mountain terrain and high ground, i started to use small stones instead of it for narrow areas cause the high terrain was looking weird.
I can add some torches or something to the bridge, but i have no more ideas xD. Please share urs and i will make it prettier.
Thanks for your advices, is the way to improve :)

yea hahaha, I can't believe you actually took that seriously. Yea I really like the passages and chokes in this both in terms of sizes and position. It makes you actually think tactically on where you wanna fight and makes you to be actively moving if you want to win instead of just camping behind a tiny one way choke and being immune to any attack. I was just poking at LTA cause I really hate those damn tiny chokes specially behind bridges, No hate on Marsh though, she did realize that tiny chokes like that just ruin game-play and fixed them in LTF that's one reason I really like LTF over LTA despite LTA having had way more work done it.

Looking at your terrain I don't think I'll be able to camp in a choke point forever and be static since my enemy can take the other way around and flank me so it forces armies to be on move more often and less static which definitely makes for a more interesting game-play than just AoE the choke. So good choice on passage design game-play-wise but for aesthetics there is room for improvement on the details as always, specially on cosmetics of cities.
Well, im always eager for critics that may allow me to improve so at first glance u cheated on me xD. And i really like Marsh and LTF and LTA are quite popular, so when i read that i thought it was a tip to learn from the best. Im happy you like the way im doing bridges :)
If you have any idea of how to improve my terrain aesthetics or city cosmetics, please share them! I have too much work to do and i have no much time to expend making every point of a city to look gorgeous, im focused in making the game playable. So if u know wich doodads or what tools i may use to make them prettier and more inmersive, i would appreciate it.
 

Spectator

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Well, im always eager for critics that may allow me to improve so at first glance u cheated on me :D. And i really like Marsh and LTF and LTA are quite popular, so when i read that i thought it was a tip to learn from the best. Im happy you like the way im doing bridges :)
If you have any idea of how to improve my terrain aesthetics or city cosmetics, please share them! I have too much work to do and i have no much time to expend making every point of a city to look gorgeous, im focused in making the game playable. So if u know wich doodads or what tools i may use to make them prettier and more inmersive, i would appreciate it.
haha It's all good. Here I kinda meant like Flotsie pointed as well maybe use a bigger model for Tyrs Like Lvl 3 castle or the northrend LB base model in LTF/LTA and then instead of the wooden fence maybe place Stone walls so like it looks more like a base rather a village. Tbh though I kinda suck when it comes to arts and cosmetics so can't really help you there, I will you give feedback on balance and game-play instead.

But I wouldn't worry much about any of that atm. Just focus on the game-play and finishing your map, You can always make your map terrain and cosmetics more detailed and prettier later after release.
 

Elbadruhel

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Tyrs Hand is a lvl 2 base, and so has a tier 2 base model. All tier 2 bases share the same model for coding purposes. I may make the cathedral bigger instead (gives a bonus in the area and is destroyable). Wait, wait, wait, whaaat? Wooden fence? Tyrs Hand has massive Silver Hand walls, only used in Silver Hand strongholds. The wooden fences are in Corings Crossing, a trading town of the Eastweald, you are mixing the settlements xD.
 

Elbadruhel

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Dazar'Alor, Atal'Dazar and Nazwatha are tier 2 bases. Terrace of the Devoted, Temple of Akunda and Temple of Sethraliss are tier 1 bases. The jungle east of Dazar'Alor is a living forest (regrows). Atul'Aman, the Necropolis and Uldir are just doodads for cooler terrain and inmersion.
 

Ardenaso

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Wait, we're having Zandalari here? Perhaps we'll see Kul Tiras too
 

Elbadruhel

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Im quite sure i talked long ago about what i would like to see in final version. And Zandalar and Kul Tiras were always there.

It is necesary both according to lore and game balance, lets see why:
+ Kul Tiras was a major force in this period, Proudmoore was the greatest and most loyal ally of Therenas Menethil, he and his fleet fought fiercely against the horde during 2nd war and he ensured no Orc may scape by sea once they were prisioners.
+ But adding Kul Tiras alone would have made alliance op in south.
+ Loken and his Iron army were one of the biggest forces in northrend, and their master yogg saron was the greatest enemy of the lich king.
+ Three sided wars are much easier to balance, since they are "autobalanced" till some point. So adding yogg saron (old gods) to the northrend fight would improve it: ud vs troll vs old gods.
+ But adding Yogg saron alone would be a mistake, since i dont want 1 man teams, since players wont like them since they would be too op or too weak. That is why i splitted horde in two clans.
+ So i add another old god faction: Nzoth. Wich would be in the south facing kul tiras. Wich fits lore, makes old gods a nice 2 men team and ends alliance supremacy in the south.
+ But since kul tiras is an alliance faction (8) and nzoth is an old gods one (2), kultirans would be easily smashed every game. To fix that i use again the 3 sided war balance tool, adding the zandalari what makes a cool alliance vs troll vs old gods.
+ Adding the zandalari also makes troll a 4 man team, what helps me a lot to balance the whole map since this way every single team has even members: alliance (8), ud (4), troll (4), orc (2) and old gods (2).
 
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