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Race-Building Contest #2 - Poll

09-24-2009, 09:05 PM#1
Vexorian
RACE-BUILDING CONTEST #2 - 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 the second contest of this sort, and despite not being as successful as the first one, it's definitely packing enough entries for some good voting! We have 7 entries in this contest. 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 can be found here. Good luck, contestants!
09-25-2009, 09:46 PM#2
gyrosphinx
  • Bone (+7 - best): The only bad thing i can point out with the bone race is that the main town hall can't lift off the ground, It might have been intentional, but it certainly doomed my base :P, But I loved the race <3
  • WitchesOfCeronen (+6): The witches was kind of messy, a LOT of icons everywhere. But it got the most epic god unit ever! It definately felt the most godlike. Top upgraded, those main melee units could survive ANYTHING, maybe a bit unbalanced, but the god unit's need for health kinda balanced it. I loved your icon and building selection, and the whole race fit closely together, this made it a complete race and extremely fun to play.
  • TheOnslaught (+5): The Onslaught was kinda cool, I loved the buildings, the way you made units and the hero abilities, and not to mention, the insanely cool legion unit. The reason why I rate it down is because the hero has no mana regeneration what-so-ever, even though she gains mana in an other way. This is really annoying. But the race showed a extremely nice use of attachements, and excellent training systems, I really liked it.
  • NibelungNomads (+4): The Nibelung Nomads was a fun race to play for an age og mythology fan like me I liked the way you made the ulfsarks and gatherers change back and forth with the armament upgrade. I liked the way you had made the buildings look, and the upgrades fit the theme nicely. I didn't really enjoy the god unit as much as the fenris wolf (which was my definate favourite), I would have liked it more as a black dragon, but thats my point of view, and It was nicely executed the way you did it.
  • ScorpionsOfTheFlamingSand (+4): When it comes to the scorpid race I liked what I saw, I pwnd the ass out of those orcs with the sandmen and that burning scorpid unit. Burrowing a stinger or sandwarrior inside the enemy base gives useful vision when placing the god unit, and this race has the greatest tactical and strategic challenges and uses. I liked the race, but it was not my favourite, but It shares fourth place with the nomads.
  • Chess (+2): This Race was interesting enough, I found it more complete than the templars, though I was not satisfied with it, it was a well executed race for a rather original theme.
  • Templar (+1): The Templars dissapointed me, no working caster unit and a nonworking hero ability with great potential. I liked the glory system though. But the race was to small and unfinished for me to enjoy it as much as the others. I didn't like the god unit much, but the berserkers was cool units. Overall its a race with a lot of potential if we had more time.
I liked all the races overall, and find this an interesting competition.

Good luck with the Voting
09-27-2009, 01:09 AM#3
Anopob
  • TheOnslaught (+5 - best): Mad props to this race. Zerg build type (for both structures and units) was good, even though it had no rally point. The hero seems to be OP though (yes, even with negative mana regen), especially when played right. Personally, I don't like to go zombies at all even though the race is centered on them, so that's strange. I liked this a lot due to the versatility of the units.
  • ScorpionsOfTheFlamingSand (+4): Highly awesome, this race had a very nice concept. As stated by gyro, there are multiple of ways to use this race in a very effective manner. The problem was there was little customization and perhaps a few bugs here and there. It was strange however to see that some scorpions could not burrow, while in theme they should have been able to.
  • WitchesOfCeronen (+4): As mentioned probably a thousand times, this race has balance issues. The resource collection systems were unique and refreshing, but the gold mine run-through-entire-map seemed pretty lame. The building method is neat, but also quite annoying due to the multiple problems that can cause it to cancel. The good things however is how the unit concepts are laid out and how they are made.
  • NibelungNomads (+3): This race was fun to play only somewhat. The hero seemed overpowered with his abilities, and the units didn't seem to connect enough. The tower was cool, but had light armor for some reason and was practically useless. I believe it has potential, but right now it's pretty bad. The major problem was the blandness of a lot of units.
  • Chess (+2): This race probably could have been cool if everything worked out properly (too bad there was a problem :/), but right now it's .. meh. Knights and priests were pretty op, but not only that, an upgrade for the knight made them deal 0 damage to buildings for some reason. IIRC, someone could also get more than one Queen. There were many disabled/not working icons for some reason, and the Bishop was just bad in my opinion.
  • Templar (+1): It was highly incomplete, and while the Glory system was pretty nice, it didn't seem to fit the race too much. Also, many things did not work (such as the tower).
I hope another race contest will be coming up soon! It was fun testing the races and actually making my own. Good luck to everyone!

(* Automatic vote: Bone +8 *)
09-28-2009, 06:33 PM#4
Sunwarrior25
  • TheOnslaught (+7 - best): Zerg Rush Tactics!!! Without a doubt, this has got to be my favorite of the group. Honestly, I didn't see any bugs, and... I got to see just how unprepared the AI is for this. Excellent Job! ;)
  • Chess (+6): Ah yes, the Chess team. I somehow managed to get an excellent group in of... The King, 2 (or more) Knights, 4 healers, 2 Bishops, and about 5 Queens. Were it not for that, I probably would've either lost, or spent more than the hour I did playing. Either way, this was an interesting race. (There was no cooldown on purchasing Queens, and I could still hire them from the castle after the 1st one died. Despite the "must promote a pawn" warning.)
  • Bone (+5): Although I teamed with the AI on this one (habit, sorry), I still found this one to be a little interesting. Did you know, that your workers still sound like peasants? Kinda tosses the illusion. But, oh well.
  • ScorpionsOfTheFlamingSand (+4): Let's see... I had a little trouble finding out how to play the race. Why? Don't get me wrong, it's a great race to play, it's just... I had to resort to the interwebs to look it up. That's not why I'm putting this midway though. I actually had to come up with enough workers to cover an overabundance of gold, as it appears your race is reliant on wood.
  • WitchesOfCeronen (+3): An interesting take on the Undead. Here's why I'm giving this 3: I got confused in trying to figure out how to collect gold. For instance, I saw the banshee, and thought, "Worker! She must mine for me?" Read her tooltip, and it said something like, "Haunted Mine sends gold to Sacred Obelisk." I then looked through the Build list, and saw an Obelisk, that I couldn't build... by the time that I figured out how to actually harvest gold, it was too late. The AI had already had enough of a chance to build that it Elf Rushed me.
  • NibelungNomads (+2): Ok, I really don't like this one. At all. Why? I got rushed before I could figure out how to get the better units. I had to take round-about measures to train guys (building trains armor dude who hires soldiers). And whatever gatherers upgrade into to build... aren't that strong. So... yeah...
  • Templar (+1): Ok, I'll give ya credit. You did try. Give this rather unfinished race some more time, and it might do well. Never had any of my units survive long enough for the Valor system to work though, and it's a shame that your Hero's apprentice skill didn't work. Oh well. Hey, can I test this one if/when it DOES get finished?
Overall, some pretty nifty races, though I'm beginning to see a pattern with the contests (Undead or Human). I actually recorded my 1st-time playthroughs of these races, and have been, and will be, posting them here: http://www.youtube.com/user/sunwarri...420BB85BDC0488
09-28-2009, 11:18 PM#5
67chrome
  • NibelungNomads (+5 - best): The custom build animations and extensive attachments applied to the buildings really helps separate this race from the other melee races.
    The custom models for units seems well thought out, though the hero's model seems a tad unfitting in my opinion. Arthas wielding Frostmourne would probably have been better, a black paladin with a pompous mustache just doesn't seem to work aesthetically as the hero for me :/
    When a supply depot pack horse goes to assemble into a supply depot, the horse stays and a depot is created :O (All other buildings I tested worked as they should have ;)
    The armaments system that the workers can acquire workers very smoothly.
    This race seemed polished and tended to work out well, though even with the level of attachments it seemed like it was missing something. It seemed a little plain, which I imagine was accomplished through the seeming lack of flashy magic and whimsical effects on a large portion of the units. They seemed more realistic than the other races, being primarily humans with a more realistic assortment of armor, the village provided workers, etc. I for one am more interested in scantily clad babes blasting flashy magic to bring down opponents, but I suppose the seeming blandness of your race is more of a neutral thing than being either good or bad.
    Overall this race seemed to have more working for it than against it, and most of the race seemed to be a little more polished than the others I tested, thereby giving it the highest rating.
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  • WitchesOfCeronen (+4): The banshee should have been able to do some sort of work besides 1 time summoning, having one sitting around kind of felt like a waste of food supply after the lumber economy was started up. Being able to sacrifice them into the creation of the super-unit was a good touch though, but I would have liked it more if the banshee could do at least something to get rid of the idle worker icon from the time the game starts to when she can be sacrificed.
    When I played this race a second time with your final submission the gold mine ceased to work correctly, it would only send 1 coin to the town hall when they were connected and then abruptly stop :( (This made it very tedious to test)
    18 upgrades is a bit overkill, and the upgrades added a rather cluttered and confusing level to this race. 18 happens to be the same number of upgrades that the Undead Scourge has, and the Naga only have 6. With the more limited number of buildings, units, and places to put upgrades, less upgrades would have been one of those circumstances were less is more. Having the massive number of upgrades available also made it much harder to find out how to get additional units and expand up the tech tree, especially in finding out how to get the super-unit. If the upgrade number was kept to something more manageable it would be much easier to find out how to upgrade units, get the super-unit, and so on. Some upgrades were unneeded and shouldn't have to be researched, and cramming the upgrades onto a few structures really killed the ability to research upgrades from different structures, and pretty much necessitated building multiples of buildings with upgrades just to have them researched in a useful time-frame.
    This race was not as intuitive or user-friendly as it could have been, the worker could not do much, the icons were hard to sort out, etc.

    The units seemed relatively well balanced for their costs, including the super unit. The super unit actually seemed a tad weak for its extensive costs to bring into being, compared to the level 10 dragons that can be summoned in some maps.
    The building creation, birth effects, and building attachments were done very well.
    Their were plenty of things that could have been improved upon for this race, but overall it works relatively well, creates a unique feel with it's aesthetics and abilities, and had enough new and creative ideas to stand on its own.
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  • Bone (+3): The town hall turning into the ultimate unit was an interesting concept, but made it difficult to expand to other regions of the map. Having to produce a crystal wyrm and then have it build a town hall was rather time consuming, it would have been nice if the gravediggers could build the town hall, rather than always having to resort to first creating a crystal wyrm.
    The crystal wyrm did not really stand out much as a super unit for only being allowed one, it's stats seemed nearly identical to the frost wyrm as far as stats are concerned.
    The warlocks can summon 20 skeletons. Really? 20? And they have no expatriation timer. That offers major lag and the ability to camp in the starting base and send wave after wave of essentially free and endless units at the enemy. Its like sending zerglings without the need for acquiring resources, the temptation was to much. I slaughtered all three computers I was up against and had the lowest resource score at the games end. That shouldn't happen.
    The summoned skeletons cost food, but summoning them does not check the food cap. It was easy to get up to ~150 food worth of units, primarily skeletons, to send at my enemies.
    The warlocks should have had their cost (gold, lumber, and food) reflect the ability to bolster the army size by summoning minions that last until slain, and the summoned minions should cost no food and have a maximum limit of something closer to 3-6, depending on how their stats are allocated. With your beefed-up skeletons, probably something like 3 would have been sufficient.
    The grave diggers could have used a different model, the acolyte looks pretty funny attacking trees. The sound set you chose for it also seemed a little weird, and probably would have worked better with a different model, + its not like comical grave digger's aren't available, this would have fit the sound set much better, and served to differentiate the race from the scourge a little more ;)
    The icon for the basilisk could have been something different than a seal, if you need any help with making quick icon fixes you could always ask someone to help you out, it takes very little time and effort to make new icons ;)
    The overall model selection for units and buildings was very reminiscent of the undead scourge, and it was difficult to imagine this race as a separate race. The warlocks could have used one of the Kel'Thusald necromancer models, the grave diggers could have been zombies using the skin above, or could have been villagers, the skeleton warriors could have used the skeleton orc model, etc. But just about all of the units were using models already represented in the existing melee races, which really didn't create a unique aesthetic for this race.

    The anti-air artillery unit was creative, and the ability to consume corpses to increase in power for the abominations was pretty cool.
    The hero spells seemed well done, fit in with the races them, and seemed balanced enough for melee play.

    A race based on corpses is an interesting concept, but the Undead Scourge has an extensive investment in the use of corpses as well. Overall the race, though different from the Scourge, did not stand out enough for me :( . The race wasn't terrible though either, and more or less struck a middle ground for the races I tested.
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  • Chess (+2): Despite the fact most of the unit and building models are used in the existing races they worked for the concept and fit the idea of this race pretty well, I can't think of many units that could have used a different model. That being said some units such as the knight still could have used the alternate-color version available in WC3, in this case the Bandit Lord. The king also seemed to use a model that didn't fit, the admiral strikes me more of a king that sits on the thrown and looks pretty, or one that existed during the period of time that gunpowder made the use of armor obsolete. Considering the amount of armor-clad units on this race, he just didn't seem to fit, and I would have rather seen an imported model or the use of a more armored hero, such as Uther (while his portrait is the same as the melee paladin, his armor is much more epic). There are also some pretty kingly skins out their, such as this one Skin Link ;)
    The knight seemed very similar to the human knight, the only major difference was the siege damage type.
    Having workers that double as basic attackers means the person next to you is dead. Having them able to build structures as well means you can do a combination of a tower rush and zergling rush at the very start of the game without having to wait for a spawning pool or any structure to produce warriors. Being able to promote pawns into anything once they get into the enemy base is a little messed up to, it like setting up a barracks in their starting zone. All things considered, this race had every rush tactic readily available at the very beginning of the game, which I find to be horrendously overpowered.
    The Hero can be produced at the start of the game without waiting for an altar to be constructed, and is produced instantaneously. Paired with the pawns, this race has a severe advantage over all others in the game's beginning.
    The pawns seem to move more quickly than standard harvester units, causing them to return harvested resources faster, and requiring less to mine gold.
    Several of the King's abilities had no icon for learning the ability, as they were represented by the super-sexy and by no means obnoxious bright green squares that appear when no icon information is given.
    The nationalism aura was named endurance aura in it's learning tooltip.
    I was able to build as many queens as I could supply food for, either from the castle, or through promotion. When a queen was built 1 of the castles would have a cooldown for it to be built again, and all others would not.

    Being able to promote pawns into any unit is a very powerful aspect to this race, and drastically reduces the time needed to produce units if they are all promoted from pawns. This added a unique feel to the race, and its name fits the concept very well.
    The queen used a skin I made, which makes me very happy just to see it being used :D
    Overall this race had a nice aesthetic feel, though it seemed rather unfinished. With flaws in tooltips, learning abilities, producing multiple super units, and blatant unbalancing this race could have stood to be worked on much more. These are the reasons it is rated as it is :(
    There should probably be a worker unit that upgrades into the pawn, as A). - the pawns are incredible overpowered, being able to easily defend a base under attack, quickly rush and attack opponents at the game start, build structures, and generally their high stat-to-cost ratio, and B) - medieval armies are not powered by the foot soldiers working, rather by the peasants and surfs that work the land and pay soldiers for their offered protection. The pawns can just simply do to much :/
    Another building could have dispersed the massive amount of upgrades and made the race feel a little cleaner as well, mostly the upgrades in the Castle.

    The theme for this race is probably the coolest out of the group, but the exaction could use a lot more work. A lot more. I could sympathies with not getting an ability or two not to work, but it seems much more than that is not working correctly for this race, hence its lower rating :((( <- super sad face.
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  • Templar (+1): Hard to differentiate this race from the humans, the starting units all look the same and work in much the same way.
    The ultimate unit is nearly impossible to get, not many of the units have the stats to get 15 kills.
    considering the food limits in WC3, 15 kills can account for half of an army - or even an entire army, which makes it close to impossible to reach (without codes).
    I would recommend changing this limit to something a little more attainable, and also making it based off of the level or food cost of the slain unit, not just a unit has died. Bringing down a frost wyrm is much tougher than a skeleton warrior, and that should be justly represented. Also, the super-unit should probably require no higher level value of kills than the super unit itself is worth, so around ten would be better.
    The ultimate unit kind of sucks at first, he has low damage and isn't particularly impressive, but when he dies and is reborn he is extremely overpowered. When I tested this race out he took down a good 150 food worth of units, as he got cloistered between two armies. And he survived through the demise of both armies, only to die afterward from being unable to find anything to leech life off of.
    The model selection for the units and buildings seemed rather uninspired. Considering just about every structure doodad is a human building it's not like their is a lack of resources :/
    Most of the hero abilities had no icon for learning the ability, causing a super sexy and by no means atrociously obnoxious bright green square to appear in it's place.
    Several ranged units had unfitting projectiles, or no projectiles at all. The only difference between the archers and dwarven rifleman was the model and icon from what I can tell, the missile art and instant attack type were the same. The super-unit ghost also had no missile art, I'm guessing it had a normal/melee attack rather than a ranged attack, or simply no missile art :/
    The buff for the hero's ability that boosts damage and defense was that of roar, and the casting art was the same. This ability also had no learn icon, which makes me think it was a quick conversion of the normal spell into a hero variant.
    The Templar were one of three types of knights used in the crusades, and this race seemed to have little to no basis in it's ties to it's name.

    This race seemed hastily thrown together, a few of the abilities were not working, the super unit was impossible to get and could easily bring down armies when obtained. The overall feeling I got from playing this race was "The contest deadline is when :O, I better get something submitted quick; I don't have the time for balancing and polishing it :(" Hence the lowest score.
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I couldn't test the Scorpions map out so will leave it unrated for now, if anyone is willing to help me test this map I would appreciate the help :D (or I guess with the disclaimer on the voting submission unrated forever :O)
Right now I don't see the map when in WC3 after I boot it up in the folder it should be in (it is there in my program files), and I haven't quite figured out how do get the Jass compiler to work on my computer, so I can't change the 90% handicap to something I can force-start form the world editor :( If nothing else I would enjoy testing it out :D


(* Automatic vote: TheOnslaught +8 *)
10-04-2009, 11:32 PM#6
cosmicat
  • Bone (+4 - best): I really enjoyed the "flavor" of this race. The corpse dependency was unique and fun without feeling too much like a gimmick. I felt this was really the best race overall, since it seems a lot of attention was paid to how each unit would function.
    Unlike most of the other races, which required that you summoned a certain tech structure or waited a set amount of time, this race required an expansion for the god-tier unit. Though the unit itself may have been considered underwhelming by itself, it could summon hordes of skeletons, which fit the whole theme of the race, really.
    I could find no game-breaking flaws in this race, really, and it was even playable in multiplayer. On the whole, the race was aesthetically pleasing as well.
    .
  • TheOnslaught (+3): Initially, I didn't like this race much at all, but it's really grown on me.
    The main problem in this race is the "You must build a Necropolis blah blah" thing, but since the computers have total map awareness anyway it's no big deal unless you try multiplayer.
    The hero's "Blood Strike" is ridiculously strong, and represents a "core" ability for the hero - a concept I generally disagree with. On the other hand, there are precedents - other ladder heroes who have abilities no sane person would do without except in exceptional cases (Death Coil, Blink, Wind Walk). Still, with all the debuffs available, this ability was deadly.
    Overall, though, I liked the theme of this race, and being able to "rush" enemy bases was fun. The race seems to fare a lot better in free-for-all matches than one-on-one skirmishes, though. I can see Blizzard making a race sort of like this, actually. I mean, everything - positive or negative - I can think of to say about this race has a precedent in one of the Blizzard races. Except, perhaps, the clumsy "timed life" implementation of the gravestone training system, but that probably couldn't be helped (if there was a nicer way to do it, you'd have thought of it, right?).
    .
  • NibelungNomads (+3): Although I didn't really understand the whole concept (something to do with mythology, right?), this race also grew on me over time. The race didn't have as much going for it flavor-wise as the others, but it was solidly built and had few tangible flaws. It's clear that a lot of time and effort was put into this race, which I respect a great deal. Also, it's admittedly difficult to come up with a race that "feels" unique when you're working with a mostly human race. For some reason, it doesn't feel as cool to play as a Human-ish race as it does to play something more outlandish. Props for creating a mostly-human race that's still moderately interesting.
    .
  • WitchesOfCeronen (+3): Balance issues aside, this race had one of the strongest "flavors". Everything just seemed to fit aesthetically, and every unit felt somehow arcane - not entirely unlike the Magic Race of the previous contest. Fortunately, this time there was no Knockback Ward. :P
    Overall, the race felt extremely "ultimate," especially with the God-Tier unit and his ability to take down an entire enemy base, needing only the occasional assistance of a couple of worker units to cast Healing Wave and summon undead shrubbery to feast on. Balance issues and upgrade flooding prevented this race from being on par with the Bone Race.
    .
  • ScorpionsOfTheFlamingSand (+2): Of all the races entered in this contest, I think it's safe to say that this one had the most original theme. Overall, though, I wasn't really satisfied with the design.
    To begin with, the Worm's attack range is too long for a healer unit. They hardly do any damage when they attack, anyway, but their attack range makes them stay so far back they don't automatically heal allied units. Of course, the player can always force the worms to move closer to the battle, but this really hurts "ease of use."
    The ultimate building isn't very well described, and lacks a warning indicating that the player will lose abilities granted by the building if he "unloads" the unit inside -- with no refund!
    Flame Guards can walk on water, which is really weird.
    I didn't like it that the hero was basically the Fire Lord with a couple of abilities changed (and to much less useful ones). Immolation is generally a pretty bad idea on a ranged hero with sucky HP.
    .
  • Chess (+1): Unfortunately, this race suffered from the same problem as mine. It was horribly rushed, and quite a few things depended on abilities that didn't work. Of course, given that one of the things that wasn't going to work was making one of the hero's learnable abilities a requirement for the race, I'm not so sure I would have liked this race so much even if it had worked. Sorry. :/
    Promotion was a cool idea, and definitely fit the whole Chess thing, but there should have been a way to implement this that didn't allow the player to mass Knights in seconds. The lack of anything other than resources to limit Queen (ultimate unit) production was game-breaking in the end.
    Also, "Turtle Rock."
Aside from the two races that - mostly because of real life issues and time management difficulties - were absolutely dreadful, every entry was fairly high-quality and fun to play. As a result, I had extreme difficulty placing them relative to each other, and ended up considering most of them a "tie." Each race had a lot of things going for it, and a few drawbacks, but no race really had many more drawbacks than any other.
Once again, I find myself wishing I hadn't entered and at the same time looking forward to the next race-building contest. Not any time soon, I hope, but I'll be excited when the time does come 'round again. Good luck to the rest of you!

(* Automatic vote: Templar +8 *)
10-05-2009, 07:40 AM#7
Spellbound
  • TheOnslaught (+6 - best): My favourite race amongst all the submissions. Despite being directly inspired from the Zerg race, the implementation of this kind of gameplay was pretty well done. IMO, it could have been made better, but I suppose that's mainly a matter of taste. The only annoying thing was the constant "Upgrade Complete" whenever a unit would begin training.

    The units were pretty sweet and creative, especially the suicidal zombie, which was a fun and original idea to cover it with yellow egg membranes to give this bulging acid-sac feeling. The hero on the other hand was a bit difficult to manage because she is melee and had to get in close and personal to replenish her mana. At the start of a combat, that is usually when you unleash the spells and cause the most damage to the enemy. Her style is different. She causes the damage midway through the fight, which by then could have been fatal to her.

    The super unit was a bit disappointing. It is versatile, I give you that, but too week. That is the only hiccup. Not enough firepower for an ultimate unit.

    Overall, excellent balanced race.
  • NibelungNomads (+5): The Nibelung Nomads is a pretty creative race. The building attachments alone are quite spectacular. The only flaw to the design was the birth animations, which did not fit the race at all from my perspective. I would imagine this birth animation for an ice-themed, magic-themed or angel-themed, but certainly not nomadic desert wanderers, which the appearance of the race seems to suggest.

    Unit-wise, it was good. The [Death Revenants] provided an anti-attrition effect with their ability to spawn certain units and the other troops themselves were pretty neat. The ultimate unit could have however used another model, because the frost wyrm model didn't correspond to the theme of the race, again.

    The hero... the passive skill was clearly overpowered, but I'm not really gonna penalize that :) He is still good nevertheless.
  • Bone (+4): Okay, the main problem with this race was the fact that a food-production building offered only 5 food, and was larger and more expensive (I think) than a farm... this is cruel. By the end of the game, everywhere I looked, my base was overflowing with crypts and corpses, and I still hadn't reached food limit...

    But other than that, the race was fun to play as. Units were pretty well though of and fit it perfectly with its theme. You could also perform what I'd call a 'bone wave', sending hordes or skeletons smashing against your opponents' base. This was somewhat OP (well, I didn't try it vs insane) but also fun as hell.
  • ScorpionsOfTheFlamingSand (+4): Visually, the Scorpions of the Flaming Sands beat em all... okay, maybe not the Witches (lol). This race would have been much better if it's units didn't feel deja-vu in combat. There was no uniqueness to the units, but this said, it is true that the race was balanced. The scorpion-that-ate-a-firelord hero was cool, to say the least.

    Having volcanoes as defensive structures was a bold move, but it's probably the execution that made this building somewhat 'o.O' than the idea itself.

    Finally, where did that Firelord come from? In my two playthroughs with the race, I didn't understand the system of rituals... okay, when you're undersieged by a vicious Death Knight, it does make things harder, but still, I didn't get it...
  • Chess (+3): Chess... I'm a big fan of themes. But being incomplete was pretty bad for it. It was well thought out and while the final rendition was lackluster, it was nevertheless an enjoyable experience.
  • Templar (+2): Unfortunately, for an unfinished race, I'm going to have to give this the lowest rating. I get a feeling it would have been a great race, but it's unfinished state make this hard to evaluate. But still, I'm a generous person ;)
I'm ready for a 3rd race contest!

(* Automatic vote: WitchesOfCeronen +8 *)
10-11-2009, 05:52 PM#8
Dragoon
  • TheOnslaught (+6 - best): This race gives me a real zerg like feeling, which is very good. The hero is very annoying to play with, because of the negative mana regeneration. The initial mana when summoned didn't degenerate unless a spell was cast.

    The units were good, especially the sudical zombie and Legion.
  • Bone (+5): Fun race to play, but it has some flaws. The major ones are the lack of food, a unit with the name Corpse, making it hard to differtentiate, and the fact that warlocks can summon up to 20 free skeletons with unlimited life spawn. fixing these things will give it a higher rating.

    But it was really fun to play.
  • WitchesOfCeronen (+5): Funny race, but very overpowered. The Gold Mining and Lumber Cutting was realy wtf like, and the ultimate unit felt very ultimate to me. The was fond of the unit improving idea. The race was very icon-messy though...
  • ScorpionsOfTheFlamingSand (+4): Pretty cool race, very original, but the units were a bit plain. Also the ritual stuff wasn't very clear to me.
  • Chess (+3): Original theme, well executed, but the race itself didn't felt very fun to play. I could produce multiple queens and massed knights in late game through promotion was game-breaking.
    Also, Turtle Rock as map name....
  • Templar (+2): Unfinished, but with a lot of potential. If the race was more worked out, it would be much better.
Except the two races that weren't finished, this contests quality was very high. Looking forward to the next one!

(* Automatic vote: NibelungNomads +8 *)
10-17-2009, 08:12 PM#9
Rising_Dusk
  • NibelungNomads (+7 - best):
    Likes:
    • This race had awesome ideas for buildings. Using the well and then spawning a bunch of doodad special effects/dummy units around it is great. Makes the race feel so much more original and doesn't even require imports. That's brilliant, man.
    • Really enjoyed that the gatherers turned into basic military units, that was cool and very original.
    • Fenrir wolves gaining attack damage for others of the pack in the area is awesome. I had a blast contemplating that one, especially with their capacity to summon more! That's great!
    • I thoroughly enjoyed that anyone could wear the "one ring" and turn into the awesome dragon. I was wondering what the high tier unit was because I couldn't find it at first. That you have to spend 800/800 to prepare the ring is great, and then anyone can turn into it.
    • The hero was okay, he was useful on his own and did some neat stuff all around. Not the coolest ever, but certainly good enough.
    Dislikes:
    • You could learn the warcry ability at level 1 and level 2.
    • There was a weird bug with the transform on the ulfsarks, they retained the build ability when going back to gatherers, but couldn't build anything. Just a weird aesthetic glitch at worst.
    • I really didn't like the icy summoning style for the structures, didn't make a lot of sense.
  • Bone (+6):
    Likes:
    • I liked the gravestone for creating workers.
    • I liked the role of the crystal wurm as the creation mechanism for expansions. That's neat.
    • I liked the ample use of corpses and the clear-cut synergy between the corpse exploding basilisks (SEAL ICON YEAH!) and the corpse carriers. The early form of the corpse carriers were kind of silly, but I guess it's ok.
    Dislikes:
    • I didn't like having two sources for food. It confused me. I feel like a fast-building gravestone as the only source of food would've been great.
    • The role of the corpse unit was kind of lame. The merge buff also wasn't attached to the proper attachment point.
    • I was really disappointed with the creation mechanism for the high tier unit, the crystal wurm. You just kind of create it.
    • A lot of the units felt unnecessary, like the caster and stuff. I mean, look at the Naga race, you don't have to use the limit of units to have it work well. Many of your units were... Just sort of there.
    • Lots of units dont decay properly.
    • Couldn't raise wyrm from graveyard even after the wyrm died.
    • The hero was really lame, it was so forced it wasn't even funny. I mean, the spell that created corpses was useful for the race, but totally useless on its own. Heroes need to be standalone to some degree. The spell that hurt him was terribad, and the ult was just drunken brawler! I really wish you would've put loads more effort into the hero, he was so lackluster. I wish I could've gotten a tavern hero instead.
    • Basilisk model looked kind of terrible. I would've picked something else, honestly.
  • WitchesOfCeronen (+5):
    Likes:
    • Way awesome way to spawn the uber unit, I liked the need for sacrifices. That was really cool.
    • I had fun with the cute new spawning method for structures. It was neat, but a little bit clumsy. I feel like with a bit of work it would've been really sweet.
    • The effects put into the avatar of ceronen were sweet. I especially liked being able to funnel more money into him in order to make him even more badass than he already was. That was a very nice touch. I especially enjoyed being able to smite allied units for lovely HPz.
    • The hero was neat, but honestly, once I got the avatar I stopped reviving him altogether. :p
      I feel like he could've been a bit cooler, the spells I tried of him were alright and all, but weren't really neat. I realize he wasn't a big part of the race and all, but I feel more love should still have been given to him.
    Dislikes:
    • Way too many floating text spams for resources. You totally should've used one of the scripts in our database to handle the floating text for you and help with fading and so forth.
    • Units cost a lot and generally had too much going on for my tastes. The Idol of Knowledge had waaaay too many icons, it was so cluttered. Also, in general the units felt useless and otherwise uninspired. The avatar was amazing, but the units just felt... Lackluster and meaningless. Even in the smaller races, the base units need to be important on some level. (They took way too long to train too, stupid zombies!)
    • The way you created structures was cool, but had a lot of weirdness to it in the way the sprite was moved and how it selected a hidden unit under the actual base, etc. I think it probably could have been done cleaner, but who knows. It felt weird either way.
    • Incredibly laggy race, honestly. What with all of the floating text and other stuff, it was the race that had my computer running the hottest and my fps the lowest. Not sure what else I can say there.
    • Before it got too laggy and delayed to do, I could control the gold sprites that spawned from my possessed gold mine and run them at the enemy base for the lulz. It was quite humorous, but really didn't have much point and wasted cash.
    • Reveal on the main base? Talk about imbalanced!
  • TheOnslaught (+4):
    Likes:
    • The way units spawned was awesome. I loved the zerg feel of it with the gravestones. The UI for it was almost perfect too. The only problem was that it didn't select stuff when you finished summoning it, but that's a minor detail in the grand scheme of the system.
    Dislikes:
    • Your hero was hyper complicated. I mean, the tooltips for the spells took up the whole screen almost! I wasn't even motivated to actually read them and figure out what they did, decided to learn by trial and error instead. You should've made a huge attempt to condense the tooltips into manageable lengths.
    • It would've been a lot cooler if the gravestones could be killed, instead of having 1500 life and 15 fortified armor. That'd make them really awesome in deciding how harassment against this race would work.
    • The uber unit really didn't interest me that much. He was just constructed, no crazy or awesome way to bring him into existence. I was hoping for something more epic after seeing the gravestone unit spawning, but oh well. Furthermore, his abilities seemed rather lackluster and he really wasn't even all that great. He ended up getting taken out rather fast because of his slow attack speed, slow movement speed, and low armor.
  • Templar (+2):
    Likes:
    • Idea for glory was really cool. It would've been awesome if more had been done with it than just increasing abilities and the uber unit.
    Dislikes:
    • Didn't follow proper naming convention for the map.
    • The berserker model looks abominable. I think I'd be scared of a guy whose face looked like that if I saw him IRL. It was like having a beacon of flesh atop his neck.
    • Ally kills counted towards Glory. Guess he may be glorious, but not honorable?
    • The race really didn't have err, anything other than Glory working for it. Really generic beside that and a bunch of really random attacking units. Furthermore, the name Templar really didn't make a lot of sense either.
    • Chosen didn't have a soundset.
  • Chess (+2):
    Likes:
    • I liked the idea of chess, that was cool. I just feel like the race lacked love across the board. :<
    Dislikes:
    • Didn't follow proper naming convention for the map.
    • Really didn't like that the town hall was the hero spawner, since it kept me from hiring lots of workers as my hero was being summoned.
    • Town hall structure was really, really cluttered with icons and stuff. No building needs to do that much.
    • No research icons for any of the King's abilities.
    • You could promote a pawn without ever having to check the food limit. I was going way over the limit by spawning pawns and then upgrading them individually instead of hiring units. Not to mention it was faster.
    • Upgrading the battle piercing thing for knights made them do no damage to structures, so woops, suddenly their siege attacks became useless.
    • The texture used on the queen looked really bad in-game. I don't know where you got it, but you probably should have just stuck with normal Jaina honestly. This one has too many dark waves all over it and the details all blurred to heck at the in-game camera level.
  • ScorpionsOfTheFlamingSand (+1):
    Scorpions of the Flaming Sand's test map didn't tell me anywhere how to choose the race, nor did it automatically pick it for me when I started the game. Because of that, and because there's a rule saying that testing the race must be made easy somehow, I decided to vote for it and vote a 1 so it is defeated by all other entries. The alternative was disqualification, and well, I'm not that mean.
I voted mostly based on awesomeness, creativity, application of the uber-unit, application of the hero, and general proper usage of other units, structures, etc. Cute ways of doing things received bonus points, generally lame things lost points.

I'm going to do some random things that make me happy and I think I did in the last contest too:
  • Best Uber Unit: Witches of Ceneron
  • Best Hero Unit: Nibelung Nomads
  • Best Base Unit: Bone Race (Basilisk)
  • Best Race Combo: Bone Race (Basilisk + Corpse Carrier)
  • Coolest Structures: Nibelung Nomads
  • Most Lol Moment: Witches of Ceneron (Soloing three bases with the avatar)
  • Best Uber Unit Spawn Method: Witches of Ceneron
  • Best Unit Spawn Method: The Onslaught
  • Best Resource Collection Method: Witches of Ceneron (Excluding Fail Texttags)
  • Best Use of Imports: Nibelung Nomads (Tough Call, Honestly)
  • Most Creative Use of In-Game Resources: Nibelung Nomads
Congratulations to all the entrants for finishing (sort of), and best of luck to you all for the voting stage!
10-23-2009, 05:47 AM#10
Alevice
  • Bone (+6 - best): I thoroughly enjoyed the twist in the not so great theme, but I feel the corpses and such could have had more clever and a little more practical/intuitive applications.

    Ultimate unit use was more akin to the type of ideas I would have loved to see in the contest. :)
  • NibelungNomads (+6 - best): I personally enjoyed most of the "first tier" components, and gets bonus points for being an original theme amongst the contest. A few shit here and there was kinda extra, but can still be worked upon for improved effect.
  • TheOnslaught (+5): The idea of implementing a zerg playstyle to undead is nice, althouhg a few particular choices and implementations kind of displeased the majesty that is me.

    Ultimate unit was conceptually interesting, a cripple in implementation.
  • ScorpionsOfTheFlamingSand (+5): I'm not terribly fond of "single creature" races, but this one had some nice touches that forgave that somewhat. The lack of more original abilities, triggered or not, hurted it, as the actual original abilities showed that the creator had the skill to do 'em. Oh well.
  • WitchesOfCeronen (+5): While it is yet another evil/undeadish race, I kind of liked the premise of being witches. Too bad it has not that many witches.

    I must admit this race got a lot of bonus points for the eyecandy, but lost quite a bit as well due to the imbalances and that horrid icon layout the witch sister has. The unique resource recollection system was great, but it was hurt by the fact that it required way too little user input.

    Loved the way the ultimate unit was summoned. the actual unit had some clever ideas, but it felt much the same than most otehr ultimate units.
  • Chess (+3): The lack of balance, the crucial bugs and the clutter of the castle hurted seriously one of the races with the most original premises. Eeven a few design choices had quite the potential that wasn't there when playing.

    I like the distinct role and visuals for the ultimate unit. She's basically the real defender of the kingdom until the king grows balls.
  • Templar (+2): The fact that it was that rushed kind of impedes me of giving a proper reply to it. I'll be honest and sya that none of my men was glorious enough to reach the required kills to summon/turn into the ultimate unit.
This contest was absolutely different from the previous one for me. This time more developed and original races were submitted (not a single wc3 lore based race), which was good.

I sadly admit that while all these races were really good, none of them were memorable enough for me. The fact that certain themes were a little too recurrent didn't help. Most god units seemed more like an afterthought rather than a component that had a drastic gameplay effect on the race.

I really have not much right to complain, to be honest. I left the contest halfway due to a change in heart (wc3 was not exciting enough for me during the contest), and I regret so much having done that. I blame the timing on the contest, even if I (in)directly pressured its creation back those months ago. It's too bad, becuas ethe theme was veyr very good.

Much in the same vein than with teh previous conetst, I intend to eventually post a more extended review of the races. Right now it reads a little too much like rambling, and I was hoping to fix that before posting in the polll, but it has taken quite some time already. Don't worry I will have it done and I hope it will be constructive enough, even if dragoon is pissed off at it :P
10-29-2009, 05:14 AM#11
The Dark One
  • WitchesOfCeronen (+6 - best): +The theme was well excuted (Alchamy and dark magic+ ghosts) and the use of attachments was really good.
    +The ability to turn low tire units into stronger units was really neat.
    +Very creative building and gathering systems.
    +A lot of new abilities to use.

    -Bad name for the race (it says witches but there weren't many of them).
    -Bad icon organization.
    -low (or NO) balancing effort.
    -Few bugs here and there (the soul broker ability didn't require an upgrade even though it should, and the gold gathering system made a mes of the game when having more then one gold mine delever to the same main building).
    -The hero felt more of a dota hero then a melee hero, he was a solo player with no strategic benefit what so ever.
  • TheOnslaught (+5): +Cool unit production system (liked how the graves change for each unit).
    +Good use of game resources for the buildings.
    +Loved the defence towers.
    +The god unit was really good (Necron Monglith).

    -The unit production system wasn't very functional and could have been made in a better way.
    -Why do the reapers disappear after building? the buildings arn't alive as in the nightelf case (which I hate a lot, having to build so many workers and all).
    -No good game start melee unit (should have made the zombie stronger instead of two for the price of one).
    -The flaying ship had a strange bouncing attack for a plage bringer.
    -The legion looked like a road block that got angry, that last spick on the head was a mistake.
    -The hero had two single target abilities and a pasive ultimate! and to make things worse it had a bad sound set (I hate that demon girl).
    -The units weren't very theme related, nor did the name for what that matters, one'd think the onslught to be a savage bloody race but the buildings were gothic in a very cute way while the units looked like a random undead collection.
  • NibelungNomads (+4): +Great use of game resources for the buildings and lovely idea of packing them up on horses.
    +The race had a very nice setup.
    +Loved the fenrirs and their abilities (even though they were a little overpowered).
    +The hero had a good set of abilities (but the loud voice ability was overpowered).
    +Easy, quick and fun.

    -Why is the guy with the spear a melee attacker? and why is he the builder? you'd think he'd be busy fighting and would leave the building for the unarmed units.
    -Forge arments twice in a row and you get free arments for everybody! limited offer, hurry up.
    -What is the idea of making a unit train units? and why are there two builders?
    -The defence tower was a big slap in the face (what is the idea of the wolves doing nothing at all other then get in the way of moving units?) and its upgrade was even a bigger one, totaly useless upgrade (and it doesn't disappear when it is destroyed, the upgraded tower that is).
    -The caster unit has spells that harm your units! the ice on the ground slows your units even though it is supposed to make them move faster and the frost affects your units too!
    -The theme is nomads from the north, right? you didn't do it right as your buildings didn't have enough frosting and the over all layout felt spring rather then whinter. The fire wyrm was a set back for the theme as well.
  • Bone (+3): +The race had a unique strategic game play design.
    +The idea of using the god unit for expansion was nice.
    +Loved the machinery (the idea of the contraption was really cool even if under powered, and the propeller made a nice bloody mess which I found cool for some reason).

    -Clumsy workers (they had the human worker sound which I hate the most, they slapped trees for wood! and when a gold carrying worker is given an order to stand somewhere they start casting something and stare in the sky!) and why are grave diggers trained from garves?
    -Graves gave too little food and the only other food production building is the main which is hard to build.
    -The units were not well thought of, the bone sock (basilisk) was useless since the worlock (who was more a hero then a normal unit) had a more powerfull corpse explosion ability and better use for corpses, the skeletons were powerfull enough to deserve more then one meal a day (they cost 1 food) and the corpse unit costs no food nor lumber! the name says bones and you'd expect more then three skeleton units in the race.
    -The skeletons needed a corpse for their renew ability for no reason and the bone towers didn't generate corpses even though the tool tip says they do, and the graveyard doesn't create corpses!
    -The hero was a big slap in the face and he would have been better off being a unit instead (the worlock deserved to be a hero more since he had a level 6 ability, the rebirth ward!).
    -The god unit wasn't godly enough.
    -The race had an over dependancy on corpses and had an awkward feel to it in both theme (crystals and bones? and why does it says cemetry when it should be a nested wyrm?) and units (could have been better).
  • Chess (+2): An unfinished race but
    +brave attampt at a hard theme.

    -There weren't enough connection to the theme.
    -The bishop made horse sounds and had an aura that I wouldn't dare to give to a hero and not a normal caster.
    -The captain costs more then the squire even though the later is much better.
    -The ability King's tower doesn't work.
    -For some reason the workers lose speed when gathering gold.
  • Templar (+1): Since it is very unfinished I have nothing to say about this race other then: why did you put that bald guy in there? I am sure that there are better models in the resources, and it barks too.
Good work everybody.

(* Automatic vote: ScorpionsOfTheFlamingSand +8 *)