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Azeroth Revolution

04-25-2008, 01:51 AM#1
pandaren9
Azeroth Revolution

Created by me, pandaren9, or pandaren on Lordaeron West and Mirage. on Lordaeron West. (We're mixing up the jobs up on this project)

What is Azeroth Revolution?

This map is like Azeroth Wars Strategy, Dark Ages of Warcraft, War in Azeroth, Etc. It is still in very early development.

Our Goal in Azeroth Revolution is to Create a More Organized, Customized, Better Terrained, Complete Version of these maps. And it takes place post Frozen Throne, so we had to create some new lore, since there isn't a whole lot of major events after the Frozen Throne. For example, as Stormwind after Varian Wrynn is found (15 Minutes through the game he shows up, and you get a choice) you can choose to either A. Renew the throne and make Varian king again or B. Have Anduin continue as king of Stormwind, in which he will become corrupt and ally with the Black Dragonflight and Blackrock Orcs (If you choose to play as Blackrock Inhabitants, you choose between Blackrock Orcs and Dark Iron Dwarves).

What Are The Races?

Stormwind Alliance
Allied with Ironforge and Theramore/Dalaran, Allied with Blackrock If Corrupt
Lordaeron Remnants
Choose between Scarlet Crusade and Theramore/Dalaran (Allied with Ironforge and Stormwind)
Forsaken
Allied with Blood Elves
Scourge
Illidari
Allied with Nazjatar
Nazjatar
Allied with Illidari
Ironforge Alliance
Allied with Stormwind and Theramore/Dalaran
Blackrock Inhabitants
Allied With Stormwind (If Corrupt)
Choose between Blackrock Orcs and Dark Iron Dwarves
Night Elves/Draenei
Blood Elves
Allied with Forsaken
Forest Trolls
Horde
Orcs/Tauren/Ogres/Darkspear Trolls

Also, I have two mostly complete races (Heroes arn't all done) open to editing
Oh, and Special Units are units you can only have a certain number of.

Forest Trolls

FOREST TROLLS by pandaren
HEROES
Jammal'an the Prophet - Lvl 1
Zul'jin - Lvl 1
Bloodlord Mandokir - Lvl 1
Hakkar the Soulflayer (Summoned by Jammal'an) - Lvl 5
DEMIHEROES
Ghaz'ranka - Lvl 3
-----Stats-----
Jammal'an the Prophet
Stats - 25 Int (+ 3)
15 Str (+ 1.5)
20 Agi (+ 1.5)
Abilities
Hex - Normal ability.
Atal'ai Fanatics - Summons Atal'ai Fanatics (Currently no stats)
Aura of the Blood God - Vampiric Aura
SemiUltimate
Voodoo Surge - (More powerful frost nova)
Ultimate Ability
Hakkar's Wrath - Extremely powerful chain lightning
Zul'jin
Stats - 25 Str (+ 2.5)
20 Agi (+ 2)
15 Int (+ 1.5)
Abilities -
Presence of the Warlord - Command Aura
Amani Rage - (Berserker Rage, except much better)
Warcry - (Zul'jin lets out a terrifying warcry, stunning units around him)
SemiUltimate -
Charge! - (Rexxars ultimate, except with trolls)
Ultimate Ability -
Power of the Warlord - (Zul'jin becomes invulnerable, more powerful, and has more attack speed for a short time)
Hakkar the Soulflayer
Blood Aura - Vampiric Aura
Soulsteal - Siphon Life
Blood Rain - Hakkar deals a damage over time in an AoE
SemiUltimate
Hakkari Cage - (More powerful version of entangling roots)
Ultimate Ability
Curse of the Blood God - Hakkar curses an enemy, damaging them until death. (Not on heroes, just considerable damage)
Other heroes will come later
-----Enslaved Trolls Build-----
Tribal Headquarters - Enslaved Troll, Scout (Doesn't use tiers, but instead upgrades Tribal Warfare and then Tribal Supremacy)
Troll Outpost
Warrior's Hut - Amani Axethrower, Savage, Atal'ai Warrior, Gurubashi Elite (Requires Tribal Supremacy) Contains the Upgrades
Tribal Strength (Upgrades many Troll Units), and Blood Training (Gives Gurubashi Elite and Savages the ability Berserker Rage)
Troll Warmill - Upgrades units and buildings.
Troll Beastiary - (Requires Troll Warmill and Tribal Warfare) Beast Tamer, Gurubashi Raptor, and Amani Wolf, Contains the Upgrades Animal Mastery (Upgrades the Gurubashi Raptor and Amani Wolf) and Taming Expertise (Allows the Beastmaster to train Crocolisks)
Altar of Blood - Revives Heroes
Voodoo Hut - Atal'ai Witchdoctor, Amani Shadow Priest, Gurubashi Bloodmaster, Contains Initiate, Adept and Master Training for each of these units.
Hakkari Hall - Gurubashi Berserker, Atal'ai Fanatics, Headhunter, Amani Catapult
Sacrificial Pit - Bloodflayer (Must Sacrifice One Enslaved Troll)
-----Special Units-----
Temple of Atal'hakkar - Shade of Eranikus
Zul'Aman Warlord Hut - Warlord x2
Zul'Gurub Temple of Blood - High Priest x3




Nazjatar

NAZJATAR by pandaren
-----Heroes-----
Azshara
Highlord Naj'entus
Hydromancer Thespia
Warlord Kalithresh
-----Demi Heroes-----
Akumai
-----Mur'gul Slaves Build-----
Temple of the Tides - Trains Mur'gul Slaves, Instead of Tiers, Contains Two Tier Upgrades like the Forest Trolls. Contains the Upgrades Knowledge of the Depths (Tier 1 Upgrade, Requires Coral Reliquary) and Mastery of the Depths (Tier 2 Upgrade, Requires Knowledge of the Depths and Sealord's Abode).
Spawning Grounds - Trains Mur'gul Reavers, Naga Myrmidons, Naga Royal Guards (Requires Mastery of the Depths. Contains Upgrades Smooth Scales (Increases Movement Speed of Naga Myrmidons and Naga Royal Guard), and Mur'gul Zeal (Mur'gul want to pleas their masters, increases attack speed)
Coral Reliquary - Contains Upgrades (Attack/Defense ones)
Sacred Shrine - Requires Knowledge of the Depths; Trains Naga Sirens, Naga Hydromancers and Mur'gul Healers. Contains Adept, Initiate and Master Training for Naga Sirens and Naga Hydromancers. Also Contains the Upgrade Healing Expertise (Enhances Mur'gul Healers Healing Capabilities)
Altar of the Rift - Revives Slain Heroes.
Tidal Guardian - Tower
Oceanic Beastiary - Requires Knowledge of the Depths; Trains Snap Dragons, Couatl, Dragon Turtles and Battle Hydras (Requires Mastery of the Depths), Contains the Upgrades Beastial Expertise (Improves Snap Dragons, Dragon Turtles and Hydras) Couatl War Training (Gives Couatls the ability Abolish Magic), and Hydra War Training (Requires Mastery of the Depths; Gives Battle Hydras the Hydroburst Ability)
Sealord's Abode (Requires Mastery of the Depths) - Trains Naga Sea Witchs and Guardians of the Deep. Contains the Upgrades Tidal Lightning (Gives the Naga Sea Witch the Tidal Lightning Ability), and Guardian's Strength (Gives the Guardian of the Deep the Tidal Stomp Ability)
Mak'ura Slave Pen (Requires Spawning Grounds) - Trains Mak'ura Slave Workers (Lumberers) and Mak'ura Slave Soldiers (Weak and Cheap), Contains the Upgrade Hardened Slavery (Makes the Mak'ura Slave Workers Work Harder).



Progress -

Terraining - 15%
Planning - 75%
Triggering - 1%
Unit Placement/Editing/Spells - 0%

Thanks all, criticism is appreciated.
04-25-2008, 05:35 PM#2
Furion
Can you please tell us a little bit more about what the map is like? It is hard to know because many of us have not played these maps:

"This map is like Azeroth Wars Strategy, Dark Ages of Warcraft, War in Azeroth, Etc."
04-25-2008, 05:39 PM#3
TheSecretArts
I see you're trying to steal my thunder over here too :P
Yeah, like i said in the other thread and furion said, more details.
04-25-2008, 06:50 PM#4
erwtenpeller
Boy your alliances are one big mess, most of it doesnt make sense. Are you running this off wow-supplemented lore or did you just make up your own stuff as you went along?

Are the draenei you speak off the wc3 ones (now usually referred to as "the broken") or the wow ones that look like eredar? Either way, how do you figure it makes sense to allie them with the night elves of all beings, the two have no common grounds whatsoever...
04-25-2008, 07:05 PM#5
TheSecretArts
Its WoW-TBC lore because otherwise the Draenei wouldn't even be in the game, nonetheless allied with the night elves.
I'm assuming becauses they are both part of the alliance and they are on the same continent (Kalimdor)
04-25-2008, 07:07 PM#6
Captain Griffen
You've written a lot and said nothing.

Add some actual information about the map.
04-26-2008, 12:25 AM#7
Fluff
If you can finish this it would be good to have a well terrained world to play on. My clan is responsible for making some of these mentioned maps, but the terrain is really bad.
04-26-2008, 04:12 AM#8
darkwulfv
Ugh, not ANOTHER Wc3-WoW lore strategy map. I can name 6 right off the top of my head:

Azeroth Wars Ascension
Azeroth Wars
Azeroth Wars Strategy
Dark Ages of Warcraft
Warcraft Darkness Rising
War in Azeroth

These games require too much playknowledge, have too many events, far too much micromanagement (it's not fun managing 6 small bases from attack while trying to aid your ally AND manage the armies coming from each base), and are generally way too confusing to be any fun. Plus, the games shift so suddenly (15 minutes in: "Illidan pwns the night elves and the night elves are now forced to ally the blood elves, but the blood elves don't like that so they go PMS in a corner with the tauren").

Unless this fixes all that, it probably won't be much better.
04-26-2008, 04:16 AM#9
pandaren9
Sorry, I thought most all knew those maps. Well, in these types of maps it takes place in most all of Azeroth/Outland. Whatever color you are is your race, on my
list of races it tells which color is which, for example Lordaeron Remnants are in written in orange. You ally others, or don't, and try and conquer the everything.

erwtenpeller, just about all the lore is from wowwiki and the Draenei are the ones you get to play in WoW. They are allied mainly because I ran out of room for races, and they're bases are pretty close together and they're already allied.

EDIT: I posted the same time as darkwulfv. darkwulfv, &#$% off. That's your opinion and it doesn't seem very helpful.
04-26-2008, 06:21 AM#10
darkwulfv
Hey, if you make this the opposite of the bad ones I listed, then congrats and I'll revoke my statement. But I've seen plenty of these, and unfortunately they're all the same. Good luck anyways.

And actually, my opinion is helpful. I'm literally giving you examples of what you may not want to do. I'm just tired of seeing this same concept rehashed over and over with no real changes. It has seriously been stretched too thin, so I should hope you've got some new ideas and concepts instead of sticking to the same-old-same-old.

PS: Telling people to "&#$%" off when your opinion doesn't match theirs isn't a very good way to attract help.
Quote:
Originally Posted by You
Thanks all, criticism is appreciated
I rest my case.
04-26-2008, 06:45 AM#11
Fluff
Quote:
Originally Posted by darkwulfv
These games require too much playknowledge, have too many events, far too much micromanagement (it's not fun managing 6 small bases from attack while trying to aid your ally AND manage the armies coming from each base), and are generally way too confusing to be any fun. Plus, the games shift so suddenly (15 minutes in: "Illidan pwns the night elves and the night elves are now forced to ally the blood elves, but the blood elves don't like that so they go PMS in a corner with the tauren").

If you aren't so defensive, this post was very helpful.

-Do not add too many in-game events
-Do no make your map focused on micromanagement
-Don't have alliances change too frequently

I'll add some more:

-Don't have messages pop up too much with hints or events are anything. Players don't read them and they get in the way.
-Don't use color tinting on units. It looks bad.
-Make tooltips. These maps rarely have accurate tooltips.
04-26-2008, 08:39 AM#12
Captain Griffen
Quote:
Originally Posted by pandaren9
EDIT: I posted the same time as darkwulfv. darkwulfv, &#$% off. That's your opinion and it doesn't seem very helpful.

Actually darkwulfv was being very helpful with some key things you should probably focus on.

You seem to have missed this rule:

Quote:
IMPORTANT: By posting here, you choose to receive and honourably accept fair criticism.

It's highly important. We do NOT accept flaming, particularly flaming of people who are helping you. Don't jus tell people to '&#$% off'.

Thread closed. Don't repost until you'r willing to accept criticism.

If you do, remember to put some actual information rather than fairly unimportant data in the first post.