Struggle for the Depths
As a mercenary in need cash, you find yourself considering work from stranger and stranger people. You have been approached by the oddest creatures you've ever seen, representing what appears to be three seperate and rival factions. Firstly, a sect of snake-like leviathans who call themselves "Naga," then a group of odd miss-matched beings in a strange alliance of their own, consisting of "Gilblins, Kvaldir, and Murlocs" and third and possibly the most frightening; a dark and questionable bunch of fiends whom you can only remember as "children of the Old Gods," the words "Gods" being burnt into your mind by a searing and angry presence.
All three factions require basically the same task to be completed: Journey to a far off and removed planet lightyears from the Koprulu sector known as Azeroth. When there, find and locate a large whirlpool and make your way to the bottom of the ocean. Set up your base, and force the other two factions from the area. In return, a fair sum of money and upgrades to your forces courtesy of your new allies. Blood and tissue samples to evolve Zerg forces for underwater survival, heavy armor upgrades with life support systems suitable for Terran, and strange but surely ancient technology to assist Protoss in moving through water as if it wasn't there. Some of your units may change in drastic ways with this technology applied to them. You've noticed other mercenaries considering helping the other factions, so you're sure you're in for a battle with other Protoss, Terran and Zerg.
Who will you chose to ally with? You cannot possibly help all three factions with the same goal. You will have to make a wise decision if you want the rewards, and more importantly, if you want to survive the task.
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Select your faction from the selection screen which will play as soon as the map starts. Your allies can be accessed from a special building on the basic tab of your worker unit's build page. These buildies are the Allies' Nest (Zerg), Allies' Beacon (Protoss), and Allies' Compound (Terran)
Exciting! And I agree, Vashj'ir is awesome. Hense the map. xD After an epic FFA I had with friends on it yesterday (Finally suckered some people into balacing) there will be upcoming balacing changes and some bug fixes, so be sure to snag the next release (which should be by the end of March 31).
Changes include:
-Build time, cost and supply demand for all custom units decreased. -Abyssal Indiginous units buffed: Gilblin can no longer attack air, however Kvaldir will be able to do so. -Kvaldir damage increased. -Murloc speed increased.
-Faceless: -Sizes decreased. -Fixed a bug in which Brutes were unable to target structures. They are slightly less useless now (See: quite useful).
-Zalashj'ir Naga: -Sizes decreased slightly. -Sirens can, although weak, attack air units. -Myrmidon damaged increased. -Reaver damage increased.
-New racial turrets! The Naga have been working closely with the elements and have managed to whip up a shamanistic turret for your use. The Faceless are summoning horrible eye tentacles of doom, and the ever-clever Gilblins have managed to create a sneaky turret out of scrap metal.
Considering Vashj'ir is the most awesome zone in the world of World of Warcraft, this could be fun :D I'll try it and get back to you
@Wunterwaffen
You love it. :P
This Warcraft crossover is kinda cheesy, but amusing.