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Главная » Файлы » Карты » Другое

Azeroth Wars LR 1.59c
[ · Скачать удаленно () ] 07.12.2009, 18:22

Карта EagleMan'а
Жанр: Кампания, Melee, но ни то и не другое )
Игроков: 12 (желательно чтобы с таким числом начинать, иначе не интересно)
Повсторить историю WarCraft'a или изменить её после третей войны.
Карта на англизком языке.
Фишка этой мапы (да наверно и не одна) то ,что после поражения вам даётся второй шанс, кем бы вы не играли. Например: Вы играете за Лордерон, у вас уничтожили все крепости и города, вам даётся остовок вместе с Адмиралом Праудмором.

Обновления с 1.57

Gave regular archers back Aimed Shot as they should have.
Added back the Scarlet Monastery, it doesn't have any purpose, it's just there to be there (it can revive heroes however)
Fixed Maiming Strike which would buff enemy movement speed and on level 3 their attack speed
Reterrained the southern part of Khaz Modan slightly so siege can't hit Stormwind anymore
Hippogryphs can be dismounted now (no it does not allow you to have infinite air if abused right)
Gave Silverhand Paladins a 3 man Resurrection
Light's Crusade Mastery will now additionally give Paladins a 200 HP bonus as well
Hearthglen (and the Scarlet Monastery) won't go hostile when the Capital Palace dies now (Hearthglen is the city north of Andorhal)
Green not being able to research Feint fixed
Aimed Shot will be researched at the Blacksmith
Orgrimmar will not establish until 2 minutes after Thrall has arrived, but it will also construct a Spirit Lodge and Barracks.
Fixed the pathing at the back of Dalaran
Edited Absorb Mana on Green's Blood Mages so that it has a cast range of 500 from 900, absorbs a max of 200 mana, and has a 45 second cooldown now.
Moved Dark Summoning to be in the second spell slot, and that slot has switched to be first. This affects Archimonde, Kil'Jaeden and Azshara.
Fixed Red and Blue's Mastery building going hostile when they go Forsaken. Blue will be able to research Red's Masterys once he has gone Forsaken. This means Blue will also be able to make Death Knights/Crypt Guards now.
The Tomb of Sargeras will open after 10 minutes and 20 seconds game time. It will display a message to Brown informing him of this. Regular players can just use the Plague text appearing as a way to know the Tomb is open.
Hopefully fixed the zombie conversions, where they remain in control of the player who's unit was converted
Arthas now only needs to approach the Lich King (on the floating ice or landing on the base) when he's level 15 and in Death Knight form to become the Lich King, instead of killing him. The Obelisks being dead are not required.
Deleted the Crypt Guard model
Increased movement speed of Tichondrius and Mal'ganis by 10
Made chance to convert 1.3% instead of 2%
Added a limit to Faerie Dragons of 10
Added an Ancient of War to Eastern Ashenvale (by the fountain)
Gave Fel Grom a new spell, Slice and Dice, which has a 35% chance to deal 20/30/40/50 damage to nearby units, replacing Wind Walk
DG can only have 6 Stormwind Champions now, instead of 8
Added a Shadow Hunter to Echo Isles
Gray and Pink will unally again if Pink takes the Bloodpact
Dragon Turtles will have a limit of 12 but they will build faster so one could still defend their base but not be able to go rape other bases quite as easily, and cost 24 gold now versus 33
Redid/reordered Mograine, he's still very recognizable though
If Stratholme dies to anyone Arthas will go to Red (except if the Lich King is dead). If not Purple will keep Arthas.
Dark Minions from Dark Arrow will benefit from Death Infusion now but no longer reincarnate
Made Plague automatic at 10 minutes and Rivendare will spawn inside Scholomance now
Renamed Human Battleship/Frigate/Transport Ship to say Alliance instead of Human
Added the World tree invulnerability mechanic back, except it will function off of two Altar of Elders in Darkshore and Moonglade, but both will be vulnerable, and if both are killed, the World Tree will be vulnerable.
Fixed Advanced Ancient Protectors not being able to be targeted by Air units
Fixed Summoner's Cripple being available at start
Made Death Knight's cost 100 gold again
Fixed Death Knight's Death Pact which gave them 150% health instead of 100%
There will only be 4 levels of Death Infusion now, instead of 5
Gave Kirin Tor spell immunity (they can still be healed by Heal/Chain Heal)
Made Knights for Purple cost 26 gold now
Cavalry Mastery will now give a small movement speed bonus and a spiked barricades effect which returns 4 damage to attackers (along with charge, but no more cost reduction)
Rexxar will start level 2 now
Nerfed Axe of the Chieftain to 50% damage bonus instead of 65%
Made Vol'jin his old model again
Reduced Outrider movement speed by 30 and base armor by 3
Replaced Kel's Mana Flare with Frost Armor
Made Animal War Training cost 100 gold
Removed the extra damage from Frost Arrows for Elite Archers, they dish out enough damage as it is and already have unlimited mana with Brill aura, but if I buffed mana cost it just gimps you without Anasterian (or Jaina I suppose)
Raised Paladin's Mana to 425 from 300
When Stratholme dies to anyone now, if Arthas is dead he will become a Death Knight as normal, if alive Red will gain vision of him and Arthas will go Undead once he dies (unless he is level 12 or higher, a weak symbol for him being "King" now due to game progression, or just him being powerful enough to not need Frostmourne) All this will happen only if the Lich King is alive.
Made the range on Footman (Ranged), DG's spearthrower unit, 450 from 350.
Gave Gahz'rilla a new spell to replace Bile Attack which never worked for reasons I'm unable to discern
Fixed many abilities where you could double spend points in them (ex a level 4 hero could have 3 points in one ability or a level 2 hero 2 points in one)
Made Silverhand Paladins' Divine Shield last 10 seconds instead of 8

Категория: Другое | Добавил: Dansrobot
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04.01.2010
Данс блин забрасывай карты в файлообменник! Всегда вылазит ошибка! bt



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