- Joined
- May 11, 2008
- Messages
- 12
Warcraft 3: The Final Battle
Factions: Scourge, Scarlet Crusade, Argent Dawn, Human Remnants, Thralls Horde, Illidari(Fel orcs and Naga), Night Elves, Burning Legion, Forsaken, Kaz modan, Blood Elves, Silithids, Horde(Normal orcs with fel and ogre backup), and Trolls
Warcraft 3 the Final Battle is a custom melee map with 14 races. Gold is no longer mined you instead now get a income regularly for each captured goldmine you have (to capture a gold mine build a town hall close to it), you also get a slight reduction in income depending on how many units you have, After a while hopefully a exp. system will be added increasing stats and giving a low income bonus.
The map will hopefully be done after 4 races are completely finished and hopefully I can get some help there because I’m not very good with terrain and making it look good and stuff.
Ai hopefully will be added after 8 races are done if someone is willing to help me with this because I have no experience with Ai
The map is going to be a 12 player map set on an island raised from the maelstrom where all the races are hoping to conquer because of its strategic position, there will be 4 islands each with 1 bridge connecting them and 3 people on each 1. Each island will have 1 goblin laboratory and a tavern In the middle of the map is a small island with a huge tower which if captured will give some sort of bonus maybe a map wide aura or something.
I am also looking for people to help me with stuff (terrain, jazz triggered spells, ideas, and models and other such things)
Balance will happen when a set of 4 races are done, so after the first 4 then after 8 and so on.
After a few releases I want to have all races have a kind of blight and introduce buildplots.
The Buildplot system will probly work with builders being able to build around 5 structures, a military buildplot, a economy buildplot, a town hall, a outpost, and a tower.
A outpost is a building that will function as a townhall and a barracks and is usefull for captureing and defending gold mines.
Scourge
Units:
Ghoul
Crypt fiend
Gargoyle
Abomination
Deathkight (has a weak death coil and critical strike)
Cultist (start with curse)
Necromancer
Lesser Lich (start with Freeze)
Liche (start with Freeze)
Obsidian Stature
Frost Wrym
Flesh Golem (has no regeneration normally)
Meat Wagon
Heroes: Greater Death knight, Arch Lich, Crypt Lord, Flesh Golem Overlord
Mega Hero: Lich King
Buildings: Same as normal Slaughterhouse builds flesh golems, cultists and lesser lich are built from the Temple of the Damned, Death knight is in the Crypt
New Upgrades: Ancient Ghouls(turns ghouls into a stronger form with frenzy)
Cultist Apprentice Training\Master Training, Lich upgrade (turns lesser liches into normal liches)
Lich Apprentice Training\Master Training
Spells:
Resurrection-Cultists (Animate Dead only 2 corpses)
Frost Blast-normal Liches only (a weak Frost Nova w/ a slight stun 3-7 seconds depending on training)
Frost Wall-Lesser and normal Liches (Calls up a weak wall of frost that has an aura that give -move and attack to the enemy speed and a weak frost immolation that’s 5-10 hp per sec depending on training)
Freeze-Lesser and normal Liches (freeze units in a small aoe for 10-15 seconds, units can’t attack them)
Bloated-Flesh Golems (like hardened skin but for Flesh Golems)
Human Remnants
Units:
Survivor (basic footman but has less amour and greater attack speed)
Human Archer,
Mounted Paladin (has charge a frenzy berserk like ability and an ok cleaving attack but only when charge is activated)
Paladin (has a regeneration aura and a aoe holy light that only damages, but any type of unit)
Medic (a human healer with heal and a small 1 unit resurrection)
Mage (a surviving mage of Dalaron with 3 elemental spells)
Trebuchet (siege with long range and attack but slow attack speed also must be deployed)
Pike men (spearmen with high def and low attack with taunt and a 25% cleaving)
Musket man (a human equipped with an experimental enhanced dwarfen blunderbuss very slow attack speed but high damage)
Knight (dismounted unit with high attack but slow move speed ok def too medium attack speed)
Heavy Knight (has the added bonus of a small devotion aura and even slower attack but mounted more def too)
Zeppelin (a Zeppelin armed with a small garrison of musket men also can drop bombs for a flying siege engine)
Fighter (a Flying fire ship with ok anti air attack), Fanatic (weak melee unit with no def but a ton of health and very cheap)
Heroes: Master Paladin, Arch Mage, Defender (has lot of def buffs and great def), Magi
Knight (Knight with a little magic i.e. roar, storm hammer like spell, a Final Charge (causes all units to take only 10% of damage)
Mega Hero: Uther the Lightbringer
Spells:
Great Heal-Medic (an aoe heal)
Kamikaze!!!(Suicides into a unit causing area damage)
Righteous Fury-Fanatic (for every kill gain 10% more attack and 10% more attack speed)
Charge-Mounted Paladin (a frenzy berserk like ability)
Flaming Attack-Trebuchet (searing arrows but a like +20 attack damage and cost a ton of mana)
Fire Blast-Mage (a single target fire spell that lights a unit on fire dealing 20 damage a sec for 10 seconds)
Summon Water Elemental-mage (summons a water elemental that has a strong melee attack that has a 15% chance of stunning)
Air Blast-Mage (randomly deal 50%-75% damage to any air unit)
Holy Strike-Priest (a blast of holy energy that deals medium damage)
New Upgrades:
Knight Training (turns knights into heavy knights)
Survivor Training (gives survivors a slight increase in hp attack and other important stats)
Scopes (gives musket men a longer attack range and a slight critical)
Priest Apprentice Training\Master Training (allows priest to use great heal and holy strike respectively)
Mage Apprentice Training\Master Training (allows the mage to use Summon Water Elemental and Air Blast respectively)
Outfitting (gives zeppelins the ability to drop bombs)
Holy Training (allows medics to use resurrection)
Rest will come later.
Comments, advice, suggestions, ect. are appreciated
Factions: Scourge, Scarlet Crusade, Argent Dawn, Human Remnants, Thralls Horde, Illidari(Fel orcs and Naga), Night Elves, Burning Legion, Forsaken, Kaz modan, Blood Elves, Silithids, Horde(Normal orcs with fel and ogre backup), and Trolls
Warcraft 3 the Final Battle is a custom melee map with 14 races. Gold is no longer mined you instead now get a income regularly for each captured goldmine you have (to capture a gold mine build a town hall close to it), you also get a slight reduction in income depending on how many units you have, After a while hopefully a exp. system will be added increasing stats and giving a low income bonus.
The map will hopefully be done after 4 races are completely finished and hopefully I can get some help there because I’m not very good with terrain and making it look good and stuff.
Ai hopefully will be added after 8 races are done if someone is willing to help me with this because I have no experience with Ai
The map is going to be a 12 player map set on an island raised from the maelstrom where all the races are hoping to conquer because of its strategic position, there will be 4 islands each with 1 bridge connecting them and 3 people on each 1. Each island will have 1 goblin laboratory and a tavern In the middle of the map is a small island with a huge tower which if captured will give some sort of bonus maybe a map wide aura or something.
I am also looking for people to help me with stuff (terrain, jazz triggered spells, ideas, and models and other such things)
Balance will happen when a set of 4 races are done, so after the first 4 then after 8 and so on.
After a few releases I want to have all races have a kind of blight and introduce buildplots.
The Buildplot system will probly work with builders being able to build around 5 structures, a military buildplot, a economy buildplot, a town hall, a outpost, and a tower.
A outpost is a building that will function as a townhall and a barracks and is usefull for captureing and defending gold mines.
Scourge
Units:
Ghoul
Crypt fiend
Gargoyle
Abomination
Deathkight (has a weak death coil and critical strike)
Cultist (start with curse)
Necromancer
Lesser Lich (start with Freeze)
Liche (start with Freeze)
Obsidian Stature
Frost Wrym
Flesh Golem (has no regeneration normally)
Meat Wagon
Heroes: Greater Death knight, Arch Lich, Crypt Lord, Flesh Golem Overlord
Mega Hero: Lich King
Buildings: Same as normal Slaughterhouse builds flesh golems, cultists and lesser lich are built from the Temple of the Damned, Death knight is in the Crypt
New Upgrades: Ancient Ghouls(turns ghouls into a stronger form with frenzy)
Cultist Apprentice Training\Master Training, Lich upgrade (turns lesser liches into normal liches)
Lich Apprentice Training\Master Training
Spells:
Resurrection-Cultists (Animate Dead only 2 corpses)
Frost Blast-normal Liches only (a weak Frost Nova w/ a slight stun 3-7 seconds depending on training)
Frost Wall-Lesser and normal Liches (Calls up a weak wall of frost that has an aura that give -move and attack to the enemy speed and a weak frost immolation that’s 5-10 hp per sec depending on training)
Freeze-Lesser and normal Liches (freeze units in a small aoe for 10-15 seconds, units can’t attack them)
Bloated-Flesh Golems (like hardened skin but for Flesh Golems)
Human Remnants
Units:
Survivor (basic footman but has less amour and greater attack speed)
Human Archer,
Mounted Paladin (has charge a frenzy berserk like ability and an ok cleaving attack but only when charge is activated)
Paladin (has a regeneration aura and a aoe holy light that only damages, but any type of unit)
Medic (a human healer with heal and a small 1 unit resurrection)
Mage (a surviving mage of Dalaron with 3 elemental spells)
Trebuchet (siege with long range and attack but slow attack speed also must be deployed)
Pike men (spearmen with high def and low attack with taunt and a 25% cleaving)
Musket man (a human equipped with an experimental enhanced dwarfen blunderbuss very slow attack speed but high damage)
Knight (dismounted unit with high attack but slow move speed ok def too medium attack speed)
Heavy Knight (has the added bonus of a small devotion aura and even slower attack but mounted more def too)
Zeppelin (a Zeppelin armed with a small garrison of musket men also can drop bombs for a flying siege engine)
Fighter (a Flying fire ship with ok anti air attack), Fanatic (weak melee unit with no def but a ton of health and very cheap)
Heroes: Master Paladin, Arch Mage, Defender (has lot of def buffs and great def), Magi
Knight (Knight with a little magic i.e. roar, storm hammer like spell, a Final Charge (causes all units to take only 10% of damage)
Mega Hero: Uther the Lightbringer
Spells:
Great Heal-Medic (an aoe heal)
Kamikaze!!!(Suicides into a unit causing area damage)
Righteous Fury-Fanatic (for every kill gain 10% more attack and 10% more attack speed)
Charge-Mounted Paladin (a frenzy berserk like ability)
Flaming Attack-Trebuchet (searing arrows but a like +20 attack damage and cost a ton of mana)
Fire Blast-Mage (a single target fire spell that lights a unit on fire dealing 20 damage a sec for 10 seconds)
Summon Water Elemental-mage (summons a water elemental that has a strong melee attack that has a 15% chance of stunning)
Air Blast-Mage (randomly deal 50%-75% damage to any air unit)
Holy Strike-Priest (a blast of holy energy that deals medium damage)
New Upgrades:
Knight Training (turns knights into heavy knights)
Survivor Training (gives survivors a slight increase in hp attack and other important stats)
Scopes (gives musket men a longer attack range and a slight critical)
Priest Apprentice Training\Master Training (allows priest to use great heal and holy strike respectively)
Mage Apprentice Training\Master Training (allows the mage to use Summon Water Elemental and Air Blast respectively)
Outfitting (gives zeppelins the ability to drop bombs)
Holy Training (allows medics to use resurrection)
Rest will come later.
Comments, advice, suggestions, ect. are appreciated

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