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Fall of Lordaeron

Ardenaso

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To balance a bit, you could make a surrender path for Kul Tiras where they give in to the corrupt Tidesages and become Aszhara's human minions.

Or you could make a Vrykul faction, and then make a path for Kul Tiras where they give in to the Drust and become allied with the Vrykuls.
 

Elbadruhel

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Kul Tiras ended:

upload_2019-3-31_1-3-35.png


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upload_2019-3-31_1-4-43.png


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The area has 10 important points: Temple of Tides (3), Boralus (2), Corlain (2), Freehold (1), Brenadam (1) and a gold mine in Gol Koval.

Kul Tiras faction owns Boralus, Corlain and Brenadam at the start, with several farms and small towns across the country to boost his economy and some small outposts and forts to protect several entrances to the island. Freehold is owned by pirates (creeps) and the Temple of Tides has been corrupted/overrun by the power of N'zoth and his nagas.
 

Elbadruhel

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Talking a bit about balance:

The map has 5 teams: alliance (8), undeads (4), trolls (4), orcs (2) and old gods (2).

Some people may say that og or orcs are damned against alliance, but there is a key point ot have in mind: alliance is surrounded. Alliance factions are in the middle of the map, with countless enemies around them eager to feed on their ashes. So is posible that different teams may end attacking alliance "together".

But since i map trying to make the game being the most balanced as posible and not just "if guys do exactly what i expect, it will work"... I have a basic system to balance teams overall: income. All factions get income trough their workers, wich can chop, mine or farm. Chop and mines are "secondary" income sources, and the main gold giver will be farms, wich u can build all across the map. This maps need workers to give you gold, and depending on wich faction u are, u will need more or less workers, and these workers will use more or less food.
Alliance uses 4 workers with 2 food, Undeads and Trolls uses 4 workers of 1 food, Orcs and Old Gods uses 2 workers of 1 food.

That simply system makes that every team needs exactly the same amount of food expended in farmers to get the same gold income. Imagine a farm gives 100 g, and that alliance and old gods want to earn 200g:
+ Alliance needs to use: 2 farms · 4 workers/farm · 2 food/worker = 16 food. Since they are 8 players each player needs to use 2 food.
+ Old gods need to use: 2 farms · 2 workers/farm · 1 food/worker = 4 food. Since they are 2 players, each player needs to use 2 food.

As you may see, no matter wich faction u use, or in wich team do u play, your team will have the same "global power", meaning that the "whole army" should be balanced. Of course, if an alliance player fights 1 vs 1 agaisnt an orc, he will be destroyed, but thats the point of the alliance: be cooperative, more flexible and have much more roster options to counter the enemy.

Some smart asses among u may say: "Elba, they may have the same army, but alliance will have much more heroes than old gods or orcs". And u will be right, but i have implemented a way to fix this, or i hope so: all heroes from a team share experience whenever they kill someone. What means that if alliance kills 1 mob that gives 24 exp, every heroe of the alliance (3 for each faction) would get 1 exp. But if orcs kill 1 mob that gives 24 exp, each heroe of the orcs would get 4 exp. This means that in a "duel", small teams will scale faster than bigger ones, what will compensate the lack of extra heroes. Of course, 8 players playing together should be able to kill more mobs than just 2 guys, and they should have better micro to save their own troops, etc. But this tool should compensate it a bit, also, if alliance turtles in their cities while the orcs, trolls, uds, og, ... kill each other, they will end watching godlike heroes coming to eat them in late game. I hope that may encourage people to "look for fight" instead of turtling.

Finally, the last thing i have to balance the map, is "unique features". Yes, armies may be balanced, heroes may be balanced, but the "terrain" is not balanced. Is not the same to play as alliance, all together, close to your beloved friend and partner, able to coop from start and use sinergies; than to play as a troll or OG faction, far far away from your allies. To fix this every faction has some tools:
+ Alliance has their proximity and some special stuff like sunwell, Tyr's Hand Cathedral, etc to help them to protect certain places till the reinforcements arrive.
+ UDs have the Lich King powers of the Frozen Throne, and the option to plague human holdings to get free buildings and units, while they plague the land before launching an open war. Apart from floating citadels and rising undeads.
+ Trolls have their loas, powerful gods wich will buff their armies. Zandalari, Drakkari and Amani can use their loas to infuse trolls into Dire Trolls as long as the temples are up. Jinthalor has an alliance with the ogres and can recruit heavy ogre champions as long as they protect their lands.
+ Orcs have their bond of honor, they start really close to each other and will get free troops from internement camps, that should give them enough boost to create a proper kingdom and start to conquer together from there.
+ Old Gods start in 2 opposite sides of the map, with difficulties to meet eachother. But they have "global presence" thanks to their leaders: N'Zoth and Yogg Saron. The old gods have skills to help their troops or allies world wide, making them a pain in the ass that will grow stronger every minute. Also, the nagas have great movility in the sea, making them able to do surprise attacks in any coast.

PD: About units, there are some races stronger than others, ofc, but dont worry, their cost and power is balanced. I mean, a 1000g human army is matched with a 1000g orc army. So you wont be frustrated watching ur army dying quickly or your heavy troops being cut like butter. The balance of units is in "how much it costs to me to get those 1.000g". This also means that alliance factions must be conservatives with their armies, once you get a big army, you will be able to destroy strong enemies, but if you lose it, it will cost you much more to retrain the army than what will cost to your opponent. That is why alliance has a lot of "support casters", with healing, buffing or protecting skills. Meanwhile other factions, like uds, who use free risen units, have more debuffing skills.

I hope all this ideas may give you a map so balanced as it may be posible and we all could enjoy the map :)
 

Elbadruhel

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Old gods factions are yogg saron and n'zoth, u can theorize their rosters till i post the faction preview :p
 

Ardenaso

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I'm not really sure but... weren't N'zothians (or Nagas in particular) only came up when Illidan summoned them? Other than Zar'jira in Sen'jin Island I guess

And regarding Yogg'Saron, weren't they only awakened when Illidan used the Eye of Sargeras to fracture Northrend?
 

Elbadruhel

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Nagas has been attacking azeroth for countless years. For example the lore before bfa said that kul tiras was attacked by nagas and tandred and her friend were trying to safe It. Even before to that tol barad was abandoned due to a nada attack on baradin hold. And there have been naga presence in all baradin's coast for years. Im i wrong if varían boat was attacked by nagas when he was young and them splited him in two?

Illidan just demanded nagas help, and nzoth sent lady vasjh with some nagas to help him to see the lich king killed, since It served their plans. But they had orders to kill illidan if he grows too powerful.

And about yogg saron, he had been trying to scape and corrupt for eons. He corrupted voldrassil and made the furbolg mad long ago.

But i have a much clearer tip: yogg controled loken and the keepers thousands years ago, cause that was the cause of tyr scaping to lordaeron, and the creation of the curse of flesh, what ended creating humans, dwarves, ... And i think those species appeared much before illidan used the eye of sargeras xD

Also, even before kelthuzzad started to plague lordaeron, during the war of the spider, the nerubian had to fight the forces of yogg behind their realm, what ended making them lose both agaisnt yogg and nerzhul.
 

anden

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ye you are wrong. Varian's boat was attacked by Onyxia and her black dragons, and she was the one who split him in two. that's that the chronicles say anyway.
 

Elbadruhel

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ye you are wrong. Varian's boat was attacked by Onyxia and her black dragons, and she was the one who split him in two. that's that the chronicles say anyway.
Thanks mate!

I had time now and checked it, i was not "wrong" completly, i remembered that was a naga attack related with varian's transformation, but i didnt know if they were who splited him. Now i have the answer:

"Onyxia unmasked herself intending to kill the strong-willed Varian but is stopped by the arrival of Morgala Darksquall and her naga. The cloaked figures and Onyxia turn into dragonkin and battle the naga while the strong-willed Varian breaks himself free and begins to fight...The other Varian is knocked off a cliff, falls into the ocean and is captured by the naga. Varian is left alone to fight and tricks Onyxia into believing she had killed him. Pleased, Onyxia left before more naga appeared. Morgala attempted to capture Varian but he fled to another side of the island and jumped into the ocean, knowing he wouldn't be followed as that part of the ocean contained many rocky shoals."

So yeah, the naga attacked Onyxia to take Varian, and that was my point: there were countless naga attack far in the past, N'zoth and Azshara always were plotting something :p
 

Elbadruhel

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Troll factions releases already done!

http://brigandshaven.net/threads/forest-troll-faction-preview.5316/
http://brigandshaven.net/threads/amani-faction-preview.5317/
http://brigandshaven.net/threads/drakkari-faction-preview.5318/
http://brigandshaven.net/threads/zandalari-faction-preview.5319/

Hope you like them all guys and girls. With this 4, all releases are out so you can know a bit how every faction ingame will work, please, dont doubt to comment any of them since if i need to change or improve anything it would be easier for me now than once everything is balanced around current work ingame.

Now that i have FINALLY all untis coded, i will do a massive readjustment of stats, costs, values, etc to make the map the most balanced as posible, and once it is done i will share a test version in the discord so the balance tests could start. Thanks to all those guys in the discord eager to test the stuff. You are really an encouragement for me to keep working hard on this project :)

This map is consuming me A LOT of time, i have been working on it for months, countless hours, and i hope it can see a public release soon so my hard work could be rewarded with you all enjoying it.

Greetings! :)
 

Ardenaso

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Not sure if you already know this but, are you going to rotate the base/initial buildings in game to match the aesthetic of the terrain/surroundings?

Also, are you also going to add Sen'jin Island where the Horde or the Trolls can race each other to gain the alliance of the Darkspear Trolls?
 
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Elbadruhel

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Not sure if you already know this but, are you going to rotate the base/initial buildings in game to match the aesthetic of the terrain/surroundings?

Also, are you also going to add Sen'jin Island where the Horde or the Trolls can race each other to gain the alliance of the Darkspear Trolls?
Idk what do u mean with the first sentece, if u mean rotate the angle where the buildings are looking, nop. Starting buildings are normal buildings, used in different points so too much work. Doodads are rotated of course.

It wasnt in my plans, but it may help balance and gameplay, i will study it... The island had trolls and nagas on it, and should be close to Baradin Bay i guess (since the orcs sailed from there), and somewhere in the south seas according to lore... I will think about it. Thanks for giving ideas :)
 

Elbadruhel

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@Ardenaso Im finally adding Sen'jin island, Zuldare and Crestfall. Crestfall and Zuldare start as Kultiran towns, Cyrus Crestfall, hero of Kul Tiras will start in that southern outpost of the kindom to help in southern lordaeron if alliance needs it (aka, stop the orcs from sailing away). Senjin island starts as a Zandalari base and will be a good point from where control incoming kultiran naval attacks, or backstab the nzoth forces in Nazmir. All the 3 islands would be probably invaded by the horde if the orcs manage to create a proper fleet as happened in lore due to their position.

Im showing you the final map, the concept art, not the ingame one yet cause i still need to terrain this last 3 isles. But im sure u will understand the point and gameplay:

upload_2019-4-8_23-23-18.png


This is not the map you will see ingame, but it is how the map trully is ingame, i have used "naval routes" to transport your navies to distant areas to safe room and allow the most content as posible in a w3 map. Its quite similar to how naval transport works in World of warcraft, you reach a point where your boat is sent away, and you appear in the new area. Those "big purple dots" between the islands are the naval routes available for players.

You may say "i hate portals, people can turtle behind them!!!"... Well, let me talk about 2 balancing points: first, these are NAVAL routes, wich mean you cant build towers on the other side, so no turtling allowed; you could argue "then is a mess cause the defender is fucked and has no advantage", well, i have solved it too adding some "realism" and lore to the naval routes. When a boat enters the "mist" that leads him to the destination, he will arrive there with no problem, but, if you send a fleet to enter the naval route, they will suffer storms, winds, hard sea,... Or maybe not, who knows? The point is, that every boat taking the naval route has a chance to arrive away from the others, like happens in real life or even WoW, so when an enemy is sailing to attack you, they might get lost and arrive scattered, allowing the defender fleet to hunt them in smaller groups, so the defender always have the advantage, but with no fleet they do nothing, so no turtling allowed.

Finally, as you could see, there are different routes you may take to attack every single island, image you want to attack Zandalar, you can sail there directly from Tol Barad arriving at Nazmir, or move to the western sea and strike from Voldun, or even sail close to Senjin isle and go south to attack Zuldazar directly! This variety of options will make owning the small islands an important issue, since that way you can gain some kind of vision and control of the sea to know where to move your defensive fleet.

Lets talk a bit about the terrain:
- In the Northwest we have Northrend, where Yogg Saron (Ulduar, Storm peaks and small base in Grizzly Hills), Drakkari (nearly whole Zuldrak) and Nerzhul (Icecrown glacier) will fight, CotD and Legion has small bases there but in early game they shoudl focus in Lordaeron. The Vrykuls of Howling Fjord start as rebel, and so do the dragons of dragonblight and the last nerubians in Azjol Nerub. There are minor towns of free folks wich can be creeped but no conquered, owned by taunka and tuskar.
- In the southwest we have the seas, with: Kul Tiras, Tol Dagor, Nazjatar, Tol Barad, Zandalar, Senjin Isle, Zuldare and Crestfall. Kul Tiras faction starts with part of Kul Tiras island, Zuldare and Crestfall, the Zandalari start with part of Zandalar and Senjin Isle, Nzoth starts with Nazjatar and invasion forces and bases in both Kul tiras and Zandalar, and finally we have Baradin Hold in Tol Barad wich is a Dalaran fortress/jail and several pirates infesting the core of the area: Free Hold, Tol Dagor and northrend Tol Barad.
- The main area of the map is, of coruse, Lordaeron, where there are around of the 59% of the conquerable points ingame (16% in the isles and 25% in Northrend). Here starts the core of 14 of the 20 factions ingame, with several fronts and areas clearly designed: Quelthalas vs Zul Aman, Lordaeron civil war vs the Barov and the plagued towns, forest troll invasions and the war in the south agaisnt the uprising orcs. Alliance starts powerful, but surrounded by enemies, and should use cooperation and coordination to deal with them before its too late.

Also, as you can see, i have limited the acces to Sunwell and Northrend, in lore the elves had a great fleet, if the elven player uses a strong fleet here, he will be able to destroy invading navies and disable any doom drop in Sunwell or even most of Quelthalas! Also, you can see that Stratholme has a cool bay that leads to the open sea where the naval paths to both Quelthalas and Northrend join, so owning Stratholme could be a good way to control the north and help in naval battles, since from there you can send naval invasions to Northrend or the elven kingdom. Northrend is also protected by this "unpasable seas", what means that if a player or team controls whole northrend, they can protect it by setting strong fleets in western and eastern coast of Howling Fjord, what would probably lead assaulting teams to try to disembark there, as happened in lore, and not directly in Icecrown glacier to backstab Nerzhul, but if you have a strong enough fleet... Finally other think you may notice, is that troll factions will have a really HARD fight to reach each other, but they may try to help their allies by sea, for example, amani and forest trolls have to fight all the way across Darrowmere and Eastweald to fight together, but by sea, they only need to pass trough Tyr's Hand Bay. Wait, did not horde attack those ports in 2nd war cause they were important? Interesting xD

Hope you like this final work to improve gameplay and dont doubt to ask anything u want :)
 

Ardenaso

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Interesting, though does that mean the Trolls have Darkspears by default and the Horde cannot have them anymore?
 

Elbadruhel

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There is no initial plan of giving troll units to orc factions (all factions have 9 units). On the contrary i could study giving darkspear/zandalari as ally for horde team as second chance for zandalari. Or if orcish player need a boost i could give them darkspear units, making them able to build "Darkspear Barracks" once they conquer Darkspear island.
 

Elbadruhel

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Who knows xD. I will share a test version soon with the betatesters to check how units works and if factions, skills and spells are balanced. If you are eager to taste the map, join them there:
https://discord.gg/Nnd6W6y

While they do their tests i will be ending heroes and some coded events and final stuff.
 
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