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Race Building Contest #1 - Poll

05-15-2009, 12:27 AM#1
Rising_Dusk
RACE-BUILDING CONTEST #1 - POLL


A race-building contest is one where entrants create a race for the WC3 melee game. In this case, we are to be making incomplete races akin to the exemplar race already in WC3, the Naga. This is our first contest of this sort, and it definitely turned out successful! We have 14 entries in this contest and each of them is actually quite fun! Give them all a try before commenting; I realize it's a daunting task but I reserve the right to delete votes if they do not give enough feedback for entries in the contest.

Please place your votes and comments in the Contest Vote Page. All votes will be placed in this thread here, but otherwise there is no posting to be had here. Remember, the larger the number you place for an entry, the more points it gets. Bigger numbers mean you like something more than something else!

Reward:
Award:
Reward:Zoom (requires log in)+30 reputation
Just as a reminder in case you forgot, the first place winner will be decided by Schulze Method similar to the most recent spell session and the third hero contest. One winner will be chosen and that entry's author will receive the above icon under their name in their profile and a boon of 30 reputation.

The entries are all attached to this thread. Good luck contestants!
Attached Files
File type: 7zRaceBuildingContest1_Entries.7z (3.4 MB)
05-15-2009, 01:22 PM#2
Flame_Phoenix
  • Magic Race (+14): Pros: The winner, in my opinion. The vJass codes show the level of this race. It is original and has many tactics you can use. The inner code is modular and is well implemented in most situations.
    Cons: The codes could be more modular and make better use of some systems the community has (remembers me of KnockBack systems). Also some ideas are repetitive and all turn around the same unbalanced strategy, which is to keep enemies away by knocking them back. I also expected a different and better air unit for the race.
  • Black Ice Clan (+13): Pros: Good clan, models fit nice, and the strategy is unique. I like it.
    Cons: Some abilities don't fit the units at all, it is totally weird to see a mammoth making a fast teleport against a building or a troll fly out of the screen ... Also, some of the GUI abilities are not implemented correctly. It is a GUI map, but it had lot's of effort.
  • Goblins (+13): Pros: Another excellent submission by this user. This race is original, fits the lore, and makes an extraordinary use of the imported model. The buildings are quite nice and the hero is good. The ideas implemented with GUI, are very very nice.
    It is, at my eyes, a race with potential for a campaign.
    Cons: The GUI codes would be far superior using JASS and some units of the race are unbalanced (attacking units in invisible mode underground ...). Also some models definitely don't fit the units they represent.
  • The "F" Factor (+13): Pros: This is a quite an original race I must say. It has some simple JASS spells, and although they are not coded in the best way (use waits and don't consider some cases) it definitely shows the creator tried to evolve when making it. This fact deserves a reward. There also a good use of the hidden resources which I appreciate.
    Cons: This race has nothing to do with the lore of the game. Further more, it is quite confusing to play. Originality is good, but in this case, the race has no links at all with the game and I take that as a Con. Although this is a little Con, I take it deeply.
  • Kobolds (+12): Pros: A funny race to play and quite original i some aspects. The Kobold rat rider is a great model and the utilization of the unit seems quite nice. Some of the spells fit the race well.
    Cons: Most units of the race (specially Kobold Riders) are overpowered. I expected more coded spells for the race's units.
  • Arcanists (+10): Pros: It is a simple race to use, very similar to others. The abilities are simply made and most people would play this race with ease. The hero has nice fire powers.
    Cons: This map is half Spanish and half English, it is a pain to understand (I am Portuguese so I understand Spanish, but I disagree with the lack of congruence). Also most abilities are not coded and the some of the GUI abilities are not MUI.Many units seems to lack a strategical purpose and their spells are either overpowered or don't fit.
I didn't voted on all races, I hope I end my vote soon.
This race contest was a success, however I would like to see races with more imports and tiers.
I took balance in consideration, but I didn't gave it such a great importance.

Hope most people like the vote, if they don't, work harder next time !
xD
05-15-2009, 02:49 PM#3
gyrosphinx
  • Goblins (+14): This was the most entertaining of them, it is incredible what can be done out of goblins with just one import, this was clearly "outside the box" thinking. Awesome
  • Experimentals (+12): My second favourite, fun to play and pwning.
  • The "F" Factor (+10): cool, abit strange though.
  • Skullz n Booze (+8): Pretty cool

(* Automatic vote: Kobolds +15 *)
05-16-2009, 08:25 AM#4
Rao Dao Zao
  • Magic Race (+14 - best): KNOCKBACK WARD.
  • Experimentals (+12): Upgrading units to get other units while on the move was pretty sweet. Flooding the enemy's base with slimes after transforming their building was delicious, though it seemed strange that the spawned slimes could be upgraded (costing money that disappears after a timed life).
  • Jungle (+11): Lovely building + effect art combos. Chameleon was fun but needed more colours.
  • Kalimdor Raiders (+10): Too little gold, but I'm not much of a raider. Mobile
  • The "F" Factor (+10): Batshit. Words cannot adequately describe this race.
  • Black Ice Clan (+9): Quite nice, but seemingly incongruous in the choice of races: Ice Trolls riding mammoths, I can understand. I don't quite get the inclusion of scorpions, wolves, and Magnataur. I liked the choosing one aspect to get your hero (and his monument? I didn't notice that until later).
  • Draenei (+8): Cute, but didn't do anything for me.
  • Kobolds (+7): Too much gold. Free mine building is... Like something out of a bad ORPG. Every unit having at least three abilities (mostly passive) made the command card cluttered and confusing.
  • Murlocs (+7): They were so weak, and the hero seemed a bit bleh.
  • Bandits (+6): Too slow to start, I didn't get much into this race. Workers moved abominably slowly -- surely bandits would be quicker?
  • Goblins (+6): Lumber gathering was non-obvious, I had started to build things before I realised you needed a factory-thing... Which cost lumber. Lumber that I had very nearly already spent in favour of a barracks.
Skullz n Booze crashed on map init, Shadowgrin failed to load, Arcanists tooltips were mostly non-English, so I have not voted on them.

Knockback ward is the shit, every game should have one.

Thank you for letting me fix my vote, Vex. :>
05-16-2009, 08:38 AM#5
Archmage Owenalacaster
  • The "F" Factor (+14 - best):
    Rewards
    + The matron mine-claiming is novel.
    + Highly creative and fun to play.
    Penalties
    - Not fully MUI.
    - Life Brew is so underpowered it's almost useless.
  • Goblins (+13):
    Rewards
    + Very creative, detailed, and fun to play.
    Penalties
    - Stockpiles shouldn't cost lumber. I got stuck because I built something before the Stock Pile and then couldn't harvest lumber.
    - Lacks some polish, what with odd icon positions and Stock Piles spawn Ghoul corpses.
  • Kalimdor Raiders (+12):
    Rewards
    + Novel economic model; highly mobile mining operations and aggressive pillaging raids.
    Penalties
    - Kobold gold mining is very weak. Caused me to be perpetually broke if I wasn't raiding constantly.
    - Centaur Khan's Horrible Ward caused Double_free error messages.
    - Lacked polish on tooltips and balance.
  • Experimentals (+11):
    Rewards
    + Mutation system is novel.
    Penalties
    - Map didn't support Multiplayer games.
    - Godslayer could easily have included a chaos-mechanic to change existing slimes, or an attack index change.
    - Game-breaking error occured with food, probably due to half-food trick for the slimes. Food was a red 4294967; it became impossible to train any more units.
  • Bandits (+10):
    Penalties
    - Techtree virtually duplicates the Human techtree.
    - Several upgrades (taken from Human race) have tooltips not updated to mention Bandit units.
    - Couldn't figure out how to get the Trebuchet unit mentioned by the Engineer's build options.
    - Uninspired design and lacks polish.
  • Jungle (+10):
    Penalties
    - Map didn't support Multiplayer games.
    - There is no build limit for the Living Forest hero.
    - Living Forest has some boring ol' standard skills.
    - Sharpened Claws and Thickened Hides upgrades still refer to Night Elf units.
  • Shadowgrin Clan (+10):
    Penalties
    - Rot Towers can be built anywhere, including atop each other.
    - Hero ability conflicts, Fear and its Ultimate.
    - Lacks some polish on the tooltips.
    - Generally uninteresting to play.
  • Murlocs (+8):
    Penalties
    - Tide Oracle hero has two Ultimate skills.
    - Mutant Crusher attacks at range when it should be melee.
    - Some buildings lack death animations and remain after destroyed.
    - Enchanted Pool doesn't do anything.
    - Humidisphere icon should be passive.
    - Lacks polish concerning spelling, tooltips, and icon redundancy and positioning.
  • Arcanists (+7):
    Penalties
    - Map didn't support Multiplayer games.
    - Bizarre starting unit placement. 1 town hall and 1 factory near a creep camp, 1 worker in the center of the map, and starting units for the selected race.
    - Many tooltips are in Spanish. Since I lack fluency, this impairs gameplay.
    - Centro de almacenamiento structure accepts lumber. It doesn't provide upgrades and isn't a tech requirement for anything. It's effectively useless.
    - Benediction is ridiculously overpowered. 200 hitpoints to all units is just excessive.
    - 3 of the 4 hero abilities do not provide quantitative descriptions of their effects. They are poorly designed, all just boring damage.
    - Overall, poorly constructed and lacking polish.
  • Black Ice Clan (+7):
    Penalties
    - Map didn't support Multiplayer games.
    - Makeshift Outpost is utterly worthless.
    - The movement speed increase granted by Primal Shrine of Sseratus is grossly overpowered; the effect it has on rate of harvest is absurd.
    - It doesn't make sense that Seneschals summon workers.
    - There is no limit on how many workers a Seneschal may summon.
    - Hero abilities are uninteresting and/or overpowered.
    - Lack of polish most evident in icon arrangements, redundant icons and models.
  • Skullz n Booze (+6):
    Penalties
    - Map didn't support Multiplayer games.
    - Countless tooltip problems.
    - Tombstones have no pathing and can be built atop each other.
    - The Circle of Graves has more options than command card space.
    - Many of the Circle of Graves options are ambiguous.
    - The Dark Rift hero upgrades are absurd and overpowered.
  • Draenei (+5):
    Penalties
    - Map didn't support Multiplayer games.
    - Icon positioning is complete nonsense.
    - Wary Step still has a level display; apparently it wasn't removed from when it was based on Wind Walk. It's also useless.
    - Pig Farm description says "Tool tip missing!"
    - Akama's description reads: "Cunning Hero, adept at ."
    - Akama has two abilities, Wind Walk and Banish. THAT'S IT.
    - Unpolished -- rougher than fresh pumice.
  • Kobolds (+1):
    Rewards
    + I enjoyed noticing everything wrong with this race.
    Penalties
    - Map didn't support Multiplayer games.
    - Candle aura is pointless, the icon isn't passive, and the buff & ability tooltips conflict. Practically every unit has it, anyway.
    - The icon layout is the worst of every entry.
    - Swarming doesn't make sense, its icon is not passive, and its buff uses the Thorns Aura icon.
    - Can't tell the units apart. But that's fine, because they're all equally awful.
    - Some abilities are identical and have merely been renamed. Firebolt and Molotov Cocktail, for example.
    - Sappers are entirely ridiculous; they cost 1 food, 100 gold, 20 lumber and while burrowed deal 121-122 siege damage. Seriously.
    - There is no build limit of the Taskmaster hero.
    - Taskmaster ability "Get Working!" tooltip claims it has 4 levels. Oh, and all of the Taskmaster's icons were jumbled around, in case you were wondering.
    - The Miners can build small gold mines...
    - ... for free...
    - ... containing 60250 gold. Do you comprehend how terribly wrong that is?
    - The worst race ever created by anyone in recorded history.
I grade primarily by penalty, assuming the highest value and then subtracting from it for each problem I notice.

Do not message me about anything concerning my votes. I'm not interested.

(* Automatic vote: Magic Race +15 *)
05-16-2009, 11:54 AM#6
Dragoon
  • Magic Race (+14 - best):
    + KNOCKBACK WAR
    + Summoning
    + Units
  • The "F" Factor (+13):
    + Original
    - Some useless abilities
  • Goblins (+12):
    + Goblins!
    - I must realy seek to find out how to gather lumber..
    - Spawn corpses?
  • Kalimdor Raiders (+11):
    + Cool economics
    - If you don't raid, you die
    - Balance
  • Bandits (+10):
    + Packing up buildings!
    - Basic units
    - Human upgrades?
  • Jungle (+9):
    - No hero build limit
    - Just simple skills
  • Murlocs (+8):
    - 2 ulti's?
    - icon's could be better
  • Skullz n Booze (+7):
    + Fun
    - Hero upgrades unbalanced
    - Cricle of graves too much options
    - Tooltip problem
  • Black Ice Clan (+6):
    + Three paths
    - Worst hero abilities ever
    - Some units doesn't make sense
    - Screwed up icon placement
  • Shadowgrin Clan (+5):
    - Uniteresting to play; just a plain race
    - Rot towers anywhere
  • Arcanists (+4):
    - Can't understand spanish
    - All damage abilities
    - Too basic
    - What is up with the starting units?
  • Draenei (+3):
    - icon positioning is a chaos (worse than my room)
    - Bad discription/tooltips
    - Hero only 2 abilities?
  • Kobolds (+1):
    + can't give a 0.
    - Free gold mines WTF?
    - Some abilities useless
    - Unlimitied heroes.
    - What is the use of swarming? It doesn't give group bonuses
    - I surely have missed something
It was a fun contest! Can't wait for the next one

(* Automatic vote: Experimentals +15 *)
05-16-2009, 01:48 PM#7
bobbuttons
  • The "F" Factor (+14 - best): Fun and original idea, with very well made custom abilities. The gold collecting method was very new and well thought out. The use of models fitted very well with the theme, as did the names. I found it was the most re-playable, and hard to get bored of, due to the abilities.
  • Experimentals (+13): Excellent lumber harvesting system. Unit system was also superb - upgrading each unit from a more basic unit fitted very well with the theme of the race. Good use of imported model. Many different tactics could be made because of the originality of the race.
  • Goblins (+13): Very well made with good use of models. The abilities are interesting and fun to use, and fit the theme of the race. The one con though, is that they are far too over powered through the use of abilities. The ability to make the buildings into other buildings was very original, and the hero was well made. Overall a very good race.
  • Kalimdor Raiders (+13): Had a real "raiding" theme to it, and worked very well as a barren, nomadic, tribe like race. The main gold source was through raiding, meaning I found it always enjoyable, because the basis to a good economy was fighting. The hero had some of the best abilities from any race.
  • Magic Race (+12): Excellently crafted and thought out race, with much originality. The use of models was excellent, and the custom abilities were what really gave it the extra touch. The building method was very good.
  • Skullz n Booze (+10): Interesting idea, and fun to play, with a good use of the imported and hidden model/s. Very original race structure, with the summoning circle, and the hero worked well with the theme.
  • Black Ice Clan (+9): The hero system fitted excellently with the theme, but some of the units I didn't think fitted, such as magnataurs working with icetrolls. Having the special unit depending on the God was a nice touch.
  • Arcanists (+8): Interesting and different, though slightly repetitive in abilities. It was half in english and half in spanish - luckily I understand spanish, but it could present problems to others. Nice use of the magic cart model.
  • Jungle (+8): New and fun, but I found the units didn't always fit the jungle theme, but more of an ancients theme. Some interesting abilities, and the units meant that good tactics could be thought up.
  • Kobolds (+8): Worked very well as a "swarm" race, with interesting units. I found that there were too many auras though. Good use of the imported rat-rider model. I found that there were actually too many units, such as I found there being no need for an armoured golem, when there was a barrager as a better siege weapon, and a stone golem as a heavy melee unit.
  • Bandits (+7): Good nomadic feel to it, that is, very "bandity". I thought the long range siege weapon was an original touch. Hero had some interesting spells and fitted the race. It was relatively well balanced.
  • Draenei (+5): Really captured the stealthy aggrieved feeling of the broken, but left a few things to be desired. The Hero only had two abilities, none of which were custom. There wasn't a tier based spell caster, but rather a unit that could be upgraded to cast an additional spell, giving it a grand total of two spells, as well as being able to pillage. The warren was a nice touch, and fitted well with the theme, allowing new tactics to be formed.
The Shadowgrin Clan crashed on startup

(* Automatic vote: Murlocs +15 *)
05-16-2009, 02:44 PM#8
deolrin
  • Magic Race (+14 - best): .
    Positive:

    +KNOCKBACK WARD
    +Very creative and interesting to play
    +Really good idea with the portals, and the siege spellcaster.
    +The way you summon workers is great
    +Best race. Ever.

    Negative:

    -The repelling field(knockback ward) sometimes pushed units to the water, or inside trees or doodads(the enemy orc Shadow Hunter was stuck in the middle of the water for the rest of the game as soon as they attacked me)
  • Goblins (+13): .
    Positive:

    +Very nice way of gathering lumber
    +Interesting hero
    +Very polished and creative

    Negative:

    -Stockpile costs lumber
    -Ghoul corpse at stockpiles
  • The "F" Factor (+13): .
    Positive:

    +Pretty damn original
    +Awesome hero
    +Detailed, polished and fun to play.
    +Awesome spellcasters and units

    Negative:

    -The enchantress first spell(Life Brew?) was pretty useful - way too weak.
  • Kalimdor Raiders (+12): .
    Positive:

    +Original way of resource gathering
    +Firepit is pure win
    +Interesting idea for a race as a whole

    Negative:

    -Raiding was sometimes hard - especially when you run out of weak creeps
    -Warcry was very overpowered
    -Sometimes, when built in the night, the firepit wont start its effect.
  • Experimentals (+11): .
    Positive:

    +Great unit-producing system
    +Very original idea for the whole race
    +Really fun to play

    Negative:

    -There was some bug or error or something, at some point, sometimes, the food became very high, and red, and it was not possible to train anything.
  • Bandits (+10): .
    Positive:

    +The trebuchet and hero ideas were priceless
    +Packing buildings were awesome
    +The hero's abilities were pretty good

    Negative:

    -Really, some of the units were same as several human "counterparts".
    -The trebuchet was pretty weak - considering you only could have 3.
    -The hero was an intelligent melee hero - he died really quickly. And his abilities didn't made sense for an int hero.
    Negative:
  • Black Ice Clan (+9): .
    Positive:

    +3 options for a hero and a third spellcaster.
    +Original idea for a "race".
    +Interesting spellcasters and units.

    Negative:

    -Icons weren't all placed right
    -*There were no custom abilities for the hero, expect of one - and I still don't get how it works.
    -*The hero's Shred ability killed anyone in 1 hit.
    -Workers could be summoned even if there was not enough food for them.

    *Take note I only played as a worshiper of Har'koa
  • Jungle (+8): .
    Positive:

    +Most of the unit ideas were great
    +Chameleon was an interesting unit
    +Great use for the models\effects for the buildings
    +Spellcasters were awesome

    Negative:

    -Hero could have been trained more than 1 time
    -The hero's abilities were all basic Blizzard ones
    -There was no way to repair buildings
    -Every time the bear used its "Maul" ability, a Shade died. Perhaps you made the dummy unit die instead of be deleted?
    -The siege units ability(Strangle) didn't do anything at all?
    -The spider traps were OP - they spawned spiders if no enemy stepped on them, and the time expired(thus they got destroyed without an enemy touching them) - and spiders lasted forever, creating an almost impassible barrier of invulnerable units(you could place lots of them around your base and no enemy could beat you.
  • Murlocs (+8): .
    Negative:
    -The hero had 2 Ultimate(level 6) spells
    -Some tooltips were incorect
    -Icons weren't all placed right
    -The food building had the orc-burrow ability(load peon)
  • Skullz n Booze (+8): .
    Negative:

    -Most of the units were way weak.
    -The only worthy unit is the giant skeleton. And it is way overpowered, even for a unit who costs that much units.
    -Tombstones could be built on top each other.
    -The resource gathering system was confusing.
    -The hero, with all of the upgrades, was very overpowered. Besides, his abilities were pretty bad.
  • Draenei (+7): .
    Positive:

    +Nice choice for the Altar model

    Negative:

    -Akama has a bad description and only 2 skills - both of them are basic Blizzard skills.
    -Icon positions were bad.
    -No tooltip for the food building.
    -Wary Step is pretty useless.
  • Kobolds (+1): .
    Negative:

    -Buildable gold mines? With 60k gold? For free?
    -All basic abilities
    -Icons were really badly placed
    -Swarming... It wasn't really a group effect - doesn't makes sense for an ability with such a name. Same for the icon.
    -Sappers are way OP
    -Trappers yell "Vengeance for Zul'jin!" when trained. Same for the Scavengers who yell "For Doomhammer!" when attacking. And the healers with Troll accent.
    -All basic Blizzard abilities.
    -Way too easy to gain food: The town hall gives 25 food, the lumber mill gives 50 food(!), and each "house" gives 15 food.
I didn't vote for Arcanists because it was not in English.

Good luck everyone! I had fun participating in this contest. May the best of us(*cough*archmage*cough* :P) win!

(* Automatic vote: Shadowgrin Clan +15 *)
05-16-2009, 06:40 PM#9
Michael Peppers
  • Magic Race (+13 - best): + blahblah Best race blahblah
    + New mechanics, a lot new
    + No real imports used
    + Makes me proud of the time passed to make those model edits :)
    - The issue caused by the knockback system you're using... :/
    - Nexus moves when summoning circles O_o (sorry, this and knockback is a -1, sadly)
    - It may be hard to understand fully the mechanics of the race in the first play
    - Netherlith "Also allows the research of STUFF." WTF?
    - No TC, imagine the mess in multiplayer (that's minor, but what should I point you as issues? :P)

    Replayability: Should I even tell you? Check the vote :P
  • Goblins (+12): + Goblinz FTW!
    + That's design! :)
    + Uses handicap selection system
    + Original lumber harvesting, but only quite :P
    + Raze: pure genius, gives a second chance in case of destroyed base, then a third, a fourth etc...
    + Tidy entry (doesn't mean fully polished, though...)
    + GUI at max power!
    + Best use of the Rig
    - Lumber harvesting could be... quite uncontrolled without food costs...
    - Forestmower should target the nearest tree when spawned
    - You know... the corpse spawned... :/
    - Erm, What about a basic melee unit?
    - Some really overpowered units
    - Tesla turret can build, and build nothing? O_o

    Replayability: Goblinz FTW!
  • Kalimdor Raiders (+12): + Cohesive style, all is planned to fit the "raider" idea inside the race
    + Basing gold harvesting upon Pillaging enemies is... great!
    + Ogre Crushers! xD
    + Kodo Wagon is another amazing idea
    - The razing idea makes the player less competitive early in the game (when he doesn't have an army)
    - Horrible Ward, check what Archmage said (also if it's cosmicat's fault :P)
    - This version is a lot buggy...

    Replayability: One of the most enjoyable entries IMO
  • Experimentals (+11): + Mutating units
    + Quite new lumber gathering system
    + One of the best selection of unit/hero spells is found in this race
    - NO SKULLMUNCHERS ANYMORE WTF!
    - Biomutate is incredibly good as a spell, but the possibility to mutate these clones (when mutating regain health) makes it too much powerful
    - The food bug I told you once and Archmage pointed out again
    - This race is win, but without Tar Fiends and with Skullmuchers it would have been PURE win

    Replayability: Hell yeah!
  • Bandits (+10): + New and fitting hero spells
    + Liked the idea of the Supply Cache (although I hate 6-food-farms)
    + The average race for definition in this contest. Good theme, lots of interesting ideas inside the race...
    - ...but lacks a lot of polishing
    - Where the Ballistas?
    - Hero spells dependencies to adjust (at least for "Fight Them!")
    - In some buildings the icon are messy and the tooltips incoherent
    - Use my Victory/Defeat triggers, but use them well, at least :P
    - Other polishing issues, the list could be looooong, a lot

    Replayability: Acceptable. It isn't the greatest race, but is worth more than a shot.
  • Shadowgrin Clan (+10): + Nice style, no model is out of place, me likes :)
    + One of the most polished entries, that's sure
    - Satyr Soulcaller is imba
    - Land Corruption is highly underpowered
    - Most of the spells are object edits

    Replayability: Uhm... sometimes...
  • Jungle (+9): + In the heart of the jungle... lives a Goblin :)
    + Very nice and fitting design
    + Chameleon <3
    + Some clever and original skills here and there
    - Explain me Thorn Tree icon :P
    - Hero's got a 3 issues, first... no new spells, second... not free, third... re-trainable in some "special" cases
    - Tranquilise is... senseless
    - Not completed, sadly...

    Replayability: A bit, expecially for the design. Complete it!
  • Murlocs (+8): + Murlocs :)
    + A very "fresh" design
    + Average submission, doesn't try to be flashy, and is quite enjoyable
    - Replaces a race, but at least the init is not buggy
    - No new spells
    - Saltwater Elemental replaces Water Elemental xD
    - Yes, 2 ultimates...

    Replayability: Yes, but not much times
  • Black Ice Clan (+7): + Well, I liked the idea of 3 different heroes
    + Primal shrines onws
    + Mammoth riders too
    + How can I say that? Cool concept
    - I know, not so much models to use, but... Dark Trolls?
    - 11 units and counting
    - Spells are a bit lame, some of them simply Object Edited
    - Not counting that as an issue, but... credits (IMO) have to be seen ingame too
    - Not an issue too, but Shrines should be unique buildings, since they are uber-powerful at increasing stats
    - Unlimited Drudges = unlimited harvesting, this is as balance-killing as buildable free mines

    Replayability: Well... notwithstanding the various issues, it really deserves to be played, a lot.
  • Skullz n Booze (+6): + 3-side hero :)
    + Original lumber/gold harvesting
    - However, this kind of harvesting is limitating, a lot
    - Food? Too much!
    - What's with all those hero upgrades? Unfair advantage...
    - Messed up starting triggers (my player started with its base inside a Night Elf one, so I lost soon at my first test, sigh...)
    - Overall, good concepts, poor realization...

    Replayability: No Night Elves in my base again, Ok?
  • Arcanists (+5): + The idea is really, really nice...
    + Model choice is appropriate
    - Spanish (though I understand it, that's not at all nice)
    - The starting setting is as good as the bubonic plague for balance
    - Overpowered hero, a hell-lot
    - Unlimited too...

    Replayability: For lulz when I crush the enemy base using only the hero.
  • Kobolds (+4): + Ratorg Rider
    + Good buildings model choice
    - Victory not triggered
    - No custom spells
    - Some useless spells
    - Unbalanced
    - Tons and tons of gold too much easily

    Replayability: More replayable than Draenei, that's sure.
  • Draenei (+3): + I like Draenei :)
    + Salvage is a nice idea
    - 3 races coded, 1 used? I'm confused, a lot.
    - (Endless list of non-polished things, check the other voters...)
    - I don't see no real effort in this one, that's all.

    Replayability: Why? There isn't even an enemy to fight...
I sincerely expected more quality from this contest.

I want to say that there is a great quality gap between the races that reached +13/+11 and the others... don't take it as an offence.

(* Automatic vote: The "F" Factor +15 *)
05-17-2009, 05:51 AM#10
Rising_Dusk
  • Kalimdor Raiders (+14 - best): Easily the best race of the lot in all regards. If this doesn't win I'll be hurt, seriously. The mechanics employed by the creator (Whoever you are, don't let me forget to rep you) were brilliant. I loved the kodo fortress that moved. It took so much thinking to use the race. Use the kobold holes to move slow kobolds and kodos to new mines, set up shop there. Fight creeps to get cash, and just have a blast playing with the new mechanics.

    Just a heads up, dredges tear through wood. I always had 20x more wood than gold. You should slow them down a bit. Also, that war cry ability was wicked imba and the scary ward sucked hardcore. The pestilent aura didn't even make sense on the hero. Great show all over, though, I was a huge fan.
  • Experimentals (+13): Really, REALLY cool premise. Enter the Zerg into the WC3 environment. I didn't like the models or whatever, but I loved the Gazer. That was just cool. I also would like to point out that your hero is terribly imbalanced. Cloning for infinite amount of time is silly (Even with +50% damage).

    I liked how things mutated from eachother, but maybe you hadn't considered just how much of a bloody God Slayer the chaos-damage slimes were. I wiped an entire NE base with 12 slimes in maybe 30 seconds. That's just 300g!

    Dragonfear was a very cool ultimate, one of the better designed and better executed of the contest. Props for that. I'd like to point out that it's REALLY lame when there are like 2 Dragonfears out by different players. They just cause the entire armies to dance and it's very frustrating.
  • Jungle (+11): I actually quite liked the simplicity and yet fun-factor of this race. Even though it had A LOT of units per base and many of them had conflicting roles, I quite liked the colorful use of in-game models to create buildings and a race that feels quite different. I'll have to give you mad props for that, really. I quite enjoyed that viney stuff on the fountains, looked cool and felt right. Also liked the trees, really made it feel like a jungle.

    Bears were terribly imbalanced. Really, there's a reason stun is only available to heroes and mercs in melee! It's imbalanced! I had 4 bears and my level 1 hero and overtook the red camps in the corner, so yeah. Bears are a sweet idea too, I love bears.
  • The "F" Factor (+11): All I have to say is this: Brothel.

    The coolest mining scheme of the lot next to those Kalimdor Raiders (F*cking brilliant, a moving collector). I really dug the class that you managed to execute the brothel idea with. Granted there were tons of bugs with it and I was getting spam messages about things I wasn't doing, but oh well. I feel like the hero needed some love, the temporary charm was weird and the rest of the abilities felt out of place. My hero also froze randomly at some point, which sucked, oh well.

    I liked the class of the race and how everything was really eccentric. It takes balls to try something like that, I'd like to think, and I appreciate the effort put into it. Certainly did come across as quite the F factor. Good show, one of the more entertaining entries.
  • Bandits (+10): Perhaps the most balanced of all of the races to actual gameplay. I'll give you credit there. I liked the splash of bandits here and there, didn't quite mind the hero (too much ally helping), and overall just adored the trebuchet. I had way too much fun with it and it was a great play on the upper echelon unit that the other races had. Mad props for that decision. Not a lot of text to type here, I really just loved the trebuchet that much.
  • Magic Race (+9): Really, knockback ward? Are you serious? It was the biggest mindf*ck I had to deal with going through all of the submissions. It wasn't even a clean knockback, it just moved units into trees, into water, into random and unpathable locations for them to never see play again (and waste food). The rest of the hero was underwhelming too - didn't get a chance to test the ultimate. (His third skill is imbalanced by design against enemy Magic Race users, by the way)

    Designwise I was moderately impressed. I feel the gold mining could've been smoother, probably wisp-style. Lumber too, mind you. I didn't like how my base teleported around when it summoned summoning circles. Also, the praetorians were obscene base defenders. I could keep entire armies out ad infinitum with it and a few mana links.

    The units really felt lackluster, the revenants were a waste of life and the spellcasters were overwhelming with all that they could do. I feel a little more cohesion could've been in order. Certainly not a bad play, but not the best I've seen.
  • Shadowgrin Clan (+7): I liked the smooth mix of undead and NE mechanics, it really flowed quite well. I also liked the diversity of units. I feel your import could've been much better spent than on the texture, though. Really, so many things you could've exploited in resources and you just didn't. It felt like a bit of a let-down.

    I also feel like you should've used more of the corrupted ancient models here and there. I mean, they're there and basically designed for this reason. Oh well, though. It was an okay all around race, nothing jumped out of the page and said "Wow" though.
  • Goblins (+6): All I remember about this was how I got slaughtered by a million goblin land mines from those invisible bastards. The stupid SCV-style units need to be able to turn out of the tesla mode because man I locked myself up in a corner figuring it was siege-tank style. I really also hated how every unit was a machine and how the hero didn't even use the Tinker model (Really, I love Transformers, but come on).

    I really liked the implementation of the lumber harvesting and it at least introduced some cool battle sabotage into the mix, so I'll give it props for that. It needed a lot of bloody balance though, every time I tried it those 500 damage mines just raped everything. It was hard to get a good feel for it dealing with that.
  • Skullz n Booze (+4): It had a cool idea going for it, lagged my computer to death, and just didn't follow through. Really, I appreciate new mechanics, but your race should at least use the gold mines and trees somehow. I also had an impossible time figuring out where the hero was, no one we had could figure it out even though it's clearly in the screenshot there. Sorry, should've been more intuitive.

    I liked the abuse of corpses and the choice of a necromancer for the main unit. Very cool ideas, lots of work needed on the execution.
  • Black Ice Clan (+3): An okay race, I really just have to say that. It didn't feel great, no amazing new mechanics, nothing really 'cool' about it. It was just an okay race.
  • Draenei (+3): An okay race, I really just have to say that. It didn't feel great, no amazing new mechanics, nothing really 'cool' about it. It was just an okay race.
  • Kobolds (+3): An okay race, I really just have to say that. It didn't feel great, no amazing new mechanics, nothing really 'cool' about it. It was just an okay race.
  • Arcanists (+2): Fortunately, I just clicked things and a bunch of stuff happened. Spamming special effects in the hero's spells was bleh and all of the spells being target area wasn't that cool either. I liked the flying boats, though their water effects should've been removed per one of the contest rules. I liked calling this one the spanish armada for some reason. Honestly, though, outside of flying boats and a bunch of varying (and micro-intensive) mage units, the race was pretty underwhelming.
  • Murlocs (+2): A lot of the units felt a bit underwhelming. They just didn't do anything at all it felt. The race had no cool mechanics or interesting takes on previously existing mechanics, so I can't say I was any sort of impressed. And really, two ults on a hero and one is a blizz skill and the other an offshoot of stampede? Blah! Murlocs has so much more potential than this.
Heads up!

I voted races ignoring bugs, tooltip errors (non-english included), and other glaring problems such as really, really shitty test maps. My votes were all based on the fun-factor of each race, the cool new mechanics they introduced, the cool ways they implemented old mechanics, the effective use of their one imported unit, and cool uses of in-game stuff to create a race.

Shout-outs to personal favorites in the following categories:
  • Best Use of Import -- Gazer, Experimentals
  • Best New Mining Scheme -- Kodo Wagon Thing, Kalimdor Raiders
  • Best Implementation of an Old Mining Scheme -- Brothel, F Factor
  • Best Usage of In-Game Models -- Awesome Building Effects, Jungle
  • Most Clever Mechanic -- Nydus Canal Dirt Hole, Kalimdor Raiders
  • Biggest WTF Thing in the Contest -- Knockback Ward, Magic Race
  • Coolest Building Idea -- Trebuchet, Bandits
  • Coolest Unit Idea -- Goblin Saboteurs, Goblins
  • Coolest Hero Spell -- Dragonfear, Experimentals
  • Coolest Blend of In-Game Mechanics -- UD/NE Harvest Mix, Shadowgrin Clan
  • Most Humorous Entry -- F Factor
  • Personal Favorite Entry -- Kalimdor Raiders
  • Favorite Hero -- N/A
Until next time, good luck contestants!
05-17-2009, 07:29 AM#11
holyadvocate
  • Kalimdor Raiders (+14 - best): very fun, enjoyed the bits i saw
  • The "F" Factor (+14 - best): LULZ

    great stuff
  • Goblins (+12): a little to techy for me, but thats goblins for you
  • Jungle (+12): didnt get to really get into this one, for several, inexplicable reason

    i saw that it was decent though
  • Magic Race (+12): also very interesting
  • Bandits (+11): interesting, to say the least
  • Experimentals (+11): Interesting

    fun
  • Murlocs (+11): good times...

    gooooood

    tiiiiimes
  • Skullz n Booze (+11): interesting

    liked it
  • Arcanists (+10): appeared to be all in spanish...
  • Black Ice Clan (+10): Loved the "gods"

    model choice was... eh...
  • Shadowgrin Clan (+10): looks good, but didnt get to use to in depthly, and couldnt really get into it
  • Kobolds (+8): not my favorite, didnt do as well as id hoped
All of the races had some form of awesomeness, be it an excellent model choice, some names and tooltips or an in general fun experience

Id have probably changed my votes a little had i tested a little more in depth, but frankly, they all bored me to hell



(* Automatic vote: Draenei +15 *)
05-18-2009, 11:14 PM#12
Ignitedstar
  • The "F" Factor (+14 - best): 1) Photo Shoot uses S as the hotkey... the same hotkey needed for Stop.
    2) Surprisingly, not as game-breaking as I thought they'd be.
    3) The casters are the only units with active abilities, which is fine.


    Verdict:

    I don't have much else to say... This is the most balanced in comparison to melee races. The gold mechanic is nice, but after awhile it kind of got annoying... I think the hero could have been a little more functional with all of the girl power running around. But... Good job..
  • Shadowgrin Clan (+13): 1) Apparently, the tooltip for Weakness says it lasts zero seconds on heroes. What?
    2) The Satyr Defiler (it's spelled wrong in-game) does not receive its upgrade bonuses for health, mana, and mana regeneration.
    3) The Soulcaller's Agony ability uses A as the hotkey... the same hotkey used for Attack.
    4) The Soulcaller's caster upgrades do not carry over when it uses Spirit Form, but even though it does do so for the Druid of the Claw/Talon, I don't know if this was intentional or not. So, I'm not docking you down on this.
    4) While Land Shake only hits 23, a 3 second stun is way too good. Most because it costs nothing except a cooldown.
    5) The Corrupted Ancient claims to be a powerful ranged unit, but the Troll Huntsman seem to have more attack damage? Even the Nightmare Whelps have more damage than them.
    6) Consume sacrifices the user and gives 500 health to the unit. Why so much health recovered? The only units with more than that amount of health are the Warbringers and the Hall Crawlers.

    Verdict:

    Not that bad, actually. The only things I see that are a problem is the Corrupted Ancient. It's not that it needs to get stronger, the other ranged/aerial units should be weaker. The Huntsmen were fine until they got their unit upgrade, so I'm not sure what happened there. The hero was... okay, I guess. I didn't find the AoE channel ability (forgot the name) useful, because the computer just stepped out of the AoE. Plus, the AoE is too small on level 1, and too big on level 3. I was just hitting my owns after that, so I stopped using it.
  • Magic Race (+12): 1) The map is completely black...? Isn't this a melee map... Oh, it's for the Nexus.
    2) I really like the way how buildings must be summoned. Pretty nifty.
    3) Wow. Arcane Imprint is badass, but geez... isn't it a little OP? I mean, I can choose 2-4 abilities from 5 units? Plus the ones he already has, it's about 6 abilities average. Because of this ability, I can see why all of the units have some sort of ability, and more than one for that matter. But, I have to question it somewhat. It's too strong. Maybe if this was the ultimate instead...
    4) The computer are really dumb when it comes to the Repelling Ward. I know that it can't be helped, but it's something to note.
    5) I like the way how the basic unit- Bubble is made. They don't cost anything except mana.
    6) I thought that the Kobolds needed massive micromanagement, but I think the Magic Race takes the cake. Tons of synergy, but man... it's too much to manage for the average person. Even though I built every unit, I was just getting confused when it came to using the Monitor and Emissary.

    Verdict:

    I like the concept a lot, but there's too much to handle for one person. All of the abilities are overwhelming. Half of the time while in a fight, I didn't know what I really doing- I was just casting random abilities at the nearest thing I could click on, then crossed my fingers hoping it would activate.
  • Experimentals (+11): 1) Wow, the refinery gets a ton of lumber. 25 lumber every few seconds? Damn... I like the idea, but that's a lot of lumber every couple of seconds.
    2) Wait, what? The Cess Pool can train Slimes, okay. But... the Caskets train slimes, too?! That's... neat?
    3) Very innovative idea. Giving the slimes- a very weak unit, Chaos damage. Nice.
    4) The Casket and Corrosion Tower both have C for their hotkey.
    5) Alchemy for the hero uses A. A is for auto-attacking, though... Very, very bad.
    6) Because of how the units are upgradable, some of them are useless.
    7) The lava thingies attack a bit too fast. I know that they can only attack when they're Burrowed(?)- which is pretty nice, but they're a little too good while attacking.
    8) The Burning Arrows for the Puppet Archers don't cost anything at all? Is that intentional?
    9) Disintegrate for the hero is too random. It seemed to always be that he would always cast that strange Aerial Shackle SFX, and it was just a waste of mana, expecting something else to come out of it. I was better off just using Alchemy.

    Verdict:

    An interesting concept; I like how the units need to "evolve" into one another. While the units felt cheap, even the unit diversity wasn't enough to make these guys useful. I was always having trouble damaging other units.
  • Goblins (+10): 1) The Saboteurs are way too good. Nothing costs mana, which allows them to lay land mines as many times as they want with no limit, they sabotage buildings for 12 seconds, when the Frost Dragon equivalent is 5 seconds. The cooldown way too short for it, as well. Hijack- which reminds me of Possession for Mechanical units, has very little casting time for a take-forever spell. Uh... and they're permanently invisible?
    2) Crash Plating doesn't cost anything. It's a free 4 armor for mechanical units. Because it doesn't cost anything, fully upgraded Mechanics had 400 mana with nothing to spend it on.
    3) The Tesla Turret has the ability to build buildings, but nothing to build.
    4) Shouldn't Arc Booster tell how long it lasts?
    5) WHOA! My hero's ult stole some of my units! By "incorporating" I didn't think I'd lose my units forever... *sad* Even then, it doesn't say anything about getting them back, or if the bonuses on the hero stay on forever.
    6) It's kind of strange how I chose the Humans and went to 90% handicap, but still got Night Elves with the Goblin units, too. That's odd? Wait... I just replayed the map, and now I get the Outrpost, when last time I didn't and got Night Elf units... What???
    7) I suggest having Hew be unit-target. This way, I'm not using it accidentally and hitting nothing.
    8) The Tesla Turrent's hotkey is listed for both T's, not one.
    9) Because Stockpiles are the only way for the Goblins to get food, having the Forestmowers quickly is really cheap (in a bad way).

    Verdict:

    First of all, they get lumber too fast (and this was when I didn't have NE units, too). I was so sad at the fact that I was losing terribly to a group of footman. You have too much ranged attackers, and the melee units are significantly handicapped and aren't compensated enough for it. The hero sacrifices too many units; half of my army disappeared in order to make my hero stronger, but without all of the units to protect my hero, he was dying faster than when my units were there. I used it once, and never used it again. That was some 1500 gold and 500 lumber down the drain. And I don't even know if the bonuses were temporarily or not. Oh gosh, don't get me started on the Saboteurs. Other than that... not too bad.
  • Bandits (+9): 1) I find it a little funny that Defend's tooltip was taken right from the Humans. The same goes to Animal War Training. If all you'd had changed was the description, I'd been fine with it, but considering that they don't have Footman...
    2) It doesn't look like the Engineers got changed at all, compared to the Peasants. I am awfully concerned, because it takes me a lot longer than it should to get lumber
    3) Don't you think that research times are abominably slow...? Well, considering that it's only for siege, and they're so good, I guess that's okay. Especially considering that you have the Trebuchet. 3000 range, man. However, by the time I could build them, the game ended... I guess it's alright.
    4) The Aeromancer gets armor upgrades, which I think is pretty cool. However, considering that they have damage spells, and are pretty good at doing it, that might not be a good thing.
    5) I hope it's not just me, because Look Out, Sir! is not working?
    6) I find it interesting that the Monks can't fight, but I am concerned about that, because they don't stop to auto-attack, and go out of line and into the front line or battle. I guess that's alright.
    7) The hero's pretty cool, because he's complete support. If only Look Out, Sir! was working (I never saw any misses?) he'd be even better.

    Verdict:

    While the hero concept is solely for making the armies stronger, at the times my hero died, I felt that my army was useless. I know that an army is much scarier with a hero, but without one, they should still manage. The Bandits have a lot of trouble without the Veteran Commander. That's not very good.
  • Arcanists (+8): I don't know about the Arcanists...

    1) Not a mitigating factor: it's in another language. I can't correct your typos or anything, but I don't know if that's a good thing or a bad thing...
    2) I didn't find the wagons useful, despite having generally weak troops. I think I was better off just spamming a lot of troops, because getting the wagons took so long.
    3) The hero has a lot of damage spells. Not very balanced, unfortunately.

    Verdict:

    I think there are too many units. I couldn't even get to use all of them before the game ended. The hero needs an adjustment, because all damage abilities is very OP in itself. All I needed was those and I could kill any hero solo, easily. As in matter of fact, in the beginning, all I needed was for the AI to make a line so I could spam spells on them, then just watch them fall.
  • Kobolds (+7): 1) Apparently, the Kobold Great Hive doesn't list a hotkey for building.
    2) Kobold Swarmers have no hotkey. The Cave Forge doesn't have one, either.
    3) The KGH has Pillage when it works for Peons, Grunts, and Raiders?
    4) I have to pay for the Taskmaster when he's my first hero. Very, very bad.
    5) Aside for swarming ability, the Cave Bats are really useless. They wouldn't be able to do anything, because most air units are anti-air, as well.
    6) Get Working! costs too little for a hero spell that significantly increases the attack damage of all allied units (+10/20/30 damage for 50 mana). Sure, the Kobolds are meant for swarming, but that's some OP damage when you have 30+ units to swarm with...
    7) The healing units are way too good. They have Heal, Abolish Magic, and Rejuvenation? By melee standards, the units that can heal only have one spell to heal.
    8) I researched the ranged attack upgrade, but the Geomancers or Woundmasters don't get anything... Hold on; they're casters. Why do they even have damage upgrades in the first place?
    9) Both the Scanenger and the Trapper have Ensnare? That's a lot of Ensnare...
    10) The Trapper may have very little health, but that doesn't excuse the fact that it has three active abilities that cost nothing. Micromanagement for the Kobolds should be kept to a select few units, but you have too much. The hero, the casters (2), the trapper, the scavenger... That's a lot.

    Verdict:

    Some units are too good, while you have the Cave Bat that's useless. Yeah- they're for swarming, but they're not worth the gold. The hero's damage support ability made things too easy. Once I hit level 5, I could run into a fight, use the spell, and computer will start running, because I could just Ensnare their heavy aerial and kill them with +30 damage on 12 Geomancers.
  • Murlocs (+6): 1) Two ultimates on the hero? What?!
    2) The Huntsmen learn Ensnare, but it doesn't say so in their description.
    3) It's interesting how most of their units are relatively weak. The buffest unit they have only has 750 health. That's a bit low.
    4) Since Vapour Sprites are supposed to be expendable, their gold cost is way too high... Plus, I really don't understand this "good in numbers" stuff that people keep bringing up. It's melee; of course they have to be good in numbers.
    5) The workers are really limited. This race suffers from not having enough lumber. Never was there a time when I wasn't hearing "We need more lumber" every couple of seconds. At least increase their attack speed, so they don't get lumber so abominably slow. Compare it to the Peons and Peasants: Peons get increased attack speed to make up for their ability to only acquire 10 lumber.

    Verdict:

    I had too much trouble fighting other armies with this race. Half of the time I had to think, "What am I going to spend my gold on?" because the units have poor health that isn't compensated at all. The Mutants- I'm thinking a tier 3 unit- were losing to Grunts. Because of that, I knew that a loss was going to happen, so I quit while I was ahead.
  • Jungle (+5): 1) The first hero costs more than just food. Very, very bad.
    2) The bears are strong, but they cost 180 gold and 30 lumber? Lumber cost is okay, but that gold cost is too low for the amount of damage they can rack up.
    3) That's weird... It says that Scout can be used on the map, but apparently I need a unit to cast it on. By the way, all of the Trappers' abilities use the hotkey E...
    4) Apex Predator can't be researched, period. That, and my units get the damage boost, anyway.
    5) All of the units are very, very strong. The chameleons' damage is 30-80?? And the bears have 30-70?! That's way too much damage for a 180 gold costing unit.
    6) Tranquilize is way too good. Although it disables the unit, 100 health per second for 5 seconds? That's 500 health; a bit less than Holy Light and Tranquility, and those are both hero abilities. That's more than Rejuvenation, and I believe Rejuvenation costs more.
    7) With such a great healing spell, I don't there was a need for Tranquility on the hero.
    8) The Chameleon's frost form didn't seem to have a frost attack? That, or the duration of it was so short it's pretty useless. Besides, that 10-30 damage they had pales in comparison to the 30-80 magic damage the green form had.

    Verdict:

    The units have too much damage. I was only using about 60 food and I could kill other armies easily. By easily, I mean, without any casualties.
  • Draenei (+4): 1) The Pig Farm says it's missing its tooltip. Haha.
    2) Even though I hadn't gotten Akama yet, it says, "Revive Akama". What? Plus, his description isn't filled with anything that he has as abilities. And, since he's my first hero, why am I paying for him? EDIT: That's why. The Altar of Shadows doesn't count as an Altar. That's not right.
    3) The first thing I noticed: Salvage. Pretty nice addition, there.
    4) War Den's hotkey doesn't work, (D) Also, Howe's hotkey. (E)
    5) Pig Farms aren't detected by building pathing?
    6) My goodness. Akama only has 2 skills?! Not even an ultimate...
    7) Even though the Salamander is a ranged attack unit, it has no weapon upgrade?
    8) Their units are very, very weak. They don't have a decent melee unit. I mean, the Stalkers are nice, but they only have 10-12 damage. They don't have another melee unit to make them and their invisibility useful.

    Verdict:

    I actually lost, because my units deal craptacular damage. Seriously! Doing hit and run tactics wasn't helping me at all. I even tried invisible backdooring... The units just don't hit enough. The AI attack you based on how much you are a threat. Well... I was getting attacked all of the time.
  • Kalimdor Raiders (+3): 1) My god... 3 gold per trip? I see that they're supposed to use Tunnel Access, but hell- that costs gold that they so desperately need for other things.
    2) Because of #1, I had no hero and no units in the first 10 minutes. Also, guess what? I got attacked in those first 5 minutes and lost. Fine, I'll just whosyourdaddy just so I can see everything else.
    3) I can learn level 2 Warcry on level 2, but level 3 Warcry on level 4?
    4) Apparently, the Kodo Offspring has a missing tooltip.
    5) You know, the Kodo Wagon might be useless for anything except food, but having a 10 second stun is just OP in itself.
    6) I can only build two Tunnel Accesses at a time, but in order to make new ones, I have to kill them myself. Well, that's not really fair, because I just wasted 150 gold that this race desperately needs.
    7) Apparently, when I kill one of the Accesses, the other one dies, as well. Oh, great. 300 (100 trips, compared to 30) gold just said bye bye.
    8) Why isn't there a way for them to get more gold per trip?
    9) It's too bad that auto-commands aren't smart enough to use the Tunnel Accesses. This way, at least my expansion would only consist of an access point for my Miners to get gold from more than one mine and not have to work at their snail-like pace. Then at least the 3 gold per trip wouldn't fail so miserably.

    Verdict:

    *sigh*... Getting attacked every five minutes- even with whosyourdaddy, doesn't make these guys fun. Really though, the only thing that makes this race unplayable is the abominable speed of gold gathering. 3 gold per trip? Like I said, the Kobolds have to make 3.3 times as many trips as every other race. Just because they're slow moving doesn't make the gold come in faster. It just makes it even slower. If you could make it 5 gold per trip and give them an upgrade to increase the amount of gold given from a mine, I wouldn't be as disappointed. Yeah- I've pretty much been talking about gold, but that's the thing. You can't play the race if you have no resources to build/train anything.
  • Black Ice Clan (+2): 1) For one, the basic unit (Fury) has too much HP and damage for a tier 1 unit. It should be the equivalent of a Footman (400 HP, 12-14 damage), but they're so buff (600 HP, 20-30 damage).
    2) Both of the mages have attack and armor upgrades instead of caster upgrades (WHAT?).
    3) The Frost Rider's Ram ability should only work on buildings, but I'm using it on units (ownage from a normal unit?). A normal tier 2 unit shouldn't have anything except a passive ability... It should only be casters and exceptional tier 3 units that have active abilities.
    4) The Glacial Skorpid's Deep Strike ability has no cooldown, and it always gives them 1.5x more damage for each cast. Did I mention that they're tier 2 units?
    5) I don't understand the point in the Glacial Skorpid's Burrow when it doesn't give them additional life regeneration?
    6) Why do Drudges have to be summoned? It's called a Town Hall unit for a reason...? Plus, they don't cost anything except. However, I went over my food limit when summoning them.

    Verdict:

    The active abilities made my units better than my hero. That's not good. With a sizable amount of overpowered units, fighting the computer was a doozy. Thank Ram for that, though. I thought that Ram would just deal unconditional damage to buildings, but hits too much.
  • Skullz n Booze (+1): 1) Wow... Warcraft III crashed when I started playing.
    2) Okay, it's working this time around, but... why the hell is purple playing when there is no slot alloted for a computer on purple's spot?
    3) I seem to always spawn right next to purple's buildings... The Tree of Life kills all of my buildings before I can do anything. Seriously, wtf?
    4) I'm sorry, man. It's no fun. Even if I use whosyourdaddy, the dumb buildings don't insta-kill when I hit them.

    Verdict:

    Couldn't play it properly, but at least your submission was there. I was looking forward to this one, too...
05-19-2009, 06:23 AM#13
Alevice
  • Experimentals (+14 - best): My favorite race here, it had a charm in its mechanics and ideas that made me fall in love on it. Fuck the bugs and the balance issues, I want to marry this race. Hahhaa.
  • The "F" Factor (+13): A race with great humour and clever features. Its gold recollection system was both a blessing and a curse on its design.
  • Goblins (+12): A great mechanical race, even if a little rushed and imba.
  • Magic Race (+12): A very unique race in almost all regards, but a few annoying things removed it from sharing the throne for me.
  • Bandits (+10): A great race that has little to do with its name. Damn trebuchet, why didnt you have an even longer range!
  • Jungle (+9): Weird theme with a good implmentation, but the lack of unique skills hurted it a lot.
  • Murlocs (+8): A nice race that could have some interesting water based ideas that would have put naga into shame.
  • Black Ice Clan (+7): Interesting mechanics at the beginning, but the psuedo worker system didnt really add anything to the race.
  • Shadowgrin Clan (+7): A nice NE/Undead mashup, at the cost of its own identity.
  • Arcanists (+6): I personally liked the idea of a magic user civilization. The balancing and lack of polish kind of killed it for me.
  • Draenei (+4): A race that really needed a lot of work. I was quite empty despite an interesting theme.
  • Skullz n Booze (+4): An strange and porbably interesting theme, with a design ttoally divorced from WC3.
  • Kobolds (+1): A fundamentally flawed implementation for a very vague design. I really couldnt stand playing it much.
I attached in the Main Contest thread a slightly more indepth review of the races. I hope many creators find it useful, despite it is redundant with many of the already posted comments on the poll.




Overall I enjoyed many of the races, but I feel many lacked a unique flavor that made them stand out from the others. I really wish to see many of these races further retouched once ethe contest is over :)

(* Automatic vote: Kalimdor Raiders +15 *)
Attached Files
File type: rarrace poll votes.rar (17.1 KB)
05-20-2009, 05:52 PM#14
vinicius the paladin
  • Arcanists (+14 - best): Arcanist! Someday i will be like you!
  • Magic Race (+14 - best): Mages and Wizards, I am a fan of anyting tha t is magical
  • Jungle (+13): Warrior of the florest, one of the most cool races!
  • Bandits (+12): The guys with guns and gold... I don't need to talk more.
  • Goblins (+12): goblis are great helper os the other races but they don't have a what ti needs to be great as the others.
  • Draenei (+11): Draenei is cooland that is what matters!
  • Experimentals (+10): experimental is a thing so... "Cliche" , every film about fiction talks about it.
  • Murlocs (+10): Murloc are a low tecnology race, to live in society with them, is complete imposible!
  • Skullz n Booze (+10): I don't know what to talk about them... but is good.
05-21-2009, 07:54 PM#15
karland90
  • Magic Race (+14 - best): This race had some really good ideas brought into action. Liked it the most. But not that balanced as a race (still better than some). Liked really much those barrier things, ability-stealing ability (hero), portal... the thrust-enemies-away thing should stop at buildings, trees, and water (for example: enemy hero gets thrown into the water and can't move, their army won't do anything, waiting for their hero. Also the thruster-barrier was ORGANIC, couldn't be repaired, the food-giving structure also.
  • Goblins (+12): some interesting stuff was mad (y). the underground unit wasn't that good idea (indestructible=victory)
  • The "F" Factor (+11): And the Humour award goes to.... The "F" Factor :D
  • Black Ice Clan (+10): probably the most NORMAL race. very many units
  • Skullz n Booze (+9): hero upgrading was cool, bones-resources wasn't (for me at least). Strength (or agility or intelligence) for kills was good, but unbalanced the game.
  • Bandits (+8): i liked the packing-up-the-tent thing. trebuchet was interesting.
  • Shadowgrin Clan (+8): quite good race, nothing that special though
  • Murlocs (+7): I love murlocs. But it wasn't that good. Liked the hero and abilities
  • Experimentals (+6): some interesting stuff, liked the zwarminess of units (lots of slimes). The fire-golem-like things ability was a killer (it was infest, i believe?), the ability could have great potential.
  • Jungle (+6): A lot of trees
  • Kalimdor Raiders (+6): kind of plain. not so good. Also hero inventory failed.
  • Draenei (+4): Impression was good, but nothing special was done. Old models, old abilities
  • Kobolds (+2): Kobolds.... nothing special aside that. Underground unit was a fail (underground=victory)
  • Arcanists (+1): --LANGUAGE BARRIER-- but aside that was just like another race of elves
sorry for these agressive comments... i'm critizising so you would make better next time. talking aloud when i haven't done anything myself. (y) thumbs up for everyone. please don't kill me at sleep for this :)