created by
unknown
Challenging base-builder survival map.
Defend for 30 minutes against hordes of monsters! Select from one of 3 unique races and use their unique structures and units to survive! Progress through your races tech tree to unlock more powerful units and structures. Arm yourself in preparation for the final boss.
Striking a balance between investing in your economy and investing in your defenses is very important throughout the game. Mismanage your economy and you won't have enough funds to support your defense as the difficulty increases, but invest too much into defense and you won't be able to reach the powerful technologies required to survive the final boss.
The game is designed to be difficult. Most players won't last more than a few minutes in their first game. Victory is hard fought. Good luck!
Features:
Last updated
25 October, 2025
Suggested players
4-8
Category
Tileset
-
Dimensions
180 x 180
Compatible
Warcraft 3: Reforged compatible
This is an official map. The map is updated and suppported by: Halithor . Join us on discord to get in touch with the map developers.
This map is compatible with Warcraft 3: Reforged. This map only supports SD / Classic Graphics in Warcraft 3: Reforged.
Links
Feel free to rate or report this map. Please help us to improve our contents.
General:
Dwarf:
Druid:
General:
Blood Elves:
Druid:
General:
Monsters:
Blood Elf:
Druid:
Dwarf:
Necro:
General:
Monsters:
Necromancer:
Druid:
General:
Necromancer:
Druid:
Goblin:
Blood Elf:
General:
Monsters:
Druid:
Goblin:
Dwarf:
Blood Elf:
General:
Monsters:
Dwarf:
Druid:
Goblin:
Blood Elf:
Necromancer:
General:
Monsters:
Goblin:
General:
Monsters:
Goblin:
Dwarf:
General:
Monsters:
Blood Elf:
Goblin:
Druids:
Dwarf:
Monsters:
Dwarf:
Blood Elf:
General:
Dwarf:
Blood Elf:
Druid:
General:
Blood Elf:
Druids:
Necromancer:
General:
Blood Elves:
Goblin:
Necromancer:
Slight buffs to make necro a little easier to snag a victory.
General:
Goblin:
Blood Elves:
Necromancer:
General:
Necromancer:
Cult of Necromancers released in alpha to testers only!
Necromancers fight fire with fire, summoning vast armies of skeletons and undead to fend off the monsters. They have no walls, leading to an advanced play style.
General:
General:
Dwarves:
Goblins released!!!
The patch focuses on the balance of the new Gryphons and the Dwarven late game. Most importantly, the Siege Tank has now positioned itself as a later game technology, requiring investment in other units to provide defense before building tanks.
General:
Dwarves:
General:
Dwarves:
General:
Dwarves:
Goblin Tinker is released in Alpha to testers only!!
Probably around 50% complete. Lacks offensive options and late game.
General:
Dwarves:
Blood Elves:
### Version 0.1.8 -- Bugs and Balance
Balance:
- Increase the proportion of mobs that are sent to attack non-wall structures
- This should make it more difficult to hide structures in other players' bases.
- Small balance changes to some of the better bases -- especially the two entrance based on the map.
- Renamed races to be a little more in theme - Dwarven Kingdom and Blood Elf Citystate
- Started work on goblin tinker.
- Small buff to the Dwarven Stronghold's damage.
- Reduce damage gained by Blood Elf Archers from Barracks upgrades
Fixes:
- Changed format of kills in the column to switch to thounds with '###k' format
- Blood Elven Lord's flame strike no longer hits mana fountains.
- Druids' first Cruth Fas should no longer be able to teleport while under construction.
- Fixed Dwarven gyrocopters being able to hit Caora and other wards.
- Fixed broken poison effect of Druid poison orb.
- Added additional protections against getting multiple druid heroes.
- Fixed spam clicking to pick up items for Druid walls and towers.
- Fixed Druid walls and towers being unable to use the slots from inventory size upgrades.
- Prevented Blood Elves from building second Admin Center after upgrading it.
- Fixed Blood Elf economy breaking when constructing a second Admin Center.
- Mana transfer range should be a little longer with correct unit contact size factored in.
- Fix Blood Elf barracks tooltip -- it does not train priests anymore.
- Fixed Blood Elf ballista not gaining damage from upgrades.
- Small changes to bases that were feeling too strong.
- Significant nerf to dwarven stronghold damage
- Fixed major bug with monster pathing that could break the game for players in high player slots
+ if you ever had a game where you had no monsters, this is the probable cause.
Version 0.1.6 -- Boss Fix and Druid Buffs
General:
- Western Single entrance base has been given a small back entrance (this base was too strong).
- Attempted to fix issue where bosses, including the final boss, never got to player bases.
- Update inaccurate dwarf worker tooltip.
- Added beginner advice card to Dwarf selection unit.
Druid:
- Cruth Dion and Cruth Cogaidh damage numbers buffed, both base and from upgrades.
- Cruth Dion regeneration and max life increased.
- Attack damage bonus on Iaan increased to +10 from +8.
- Tidsear base damage increase by 2.
Version 0.1.5 -- Blood Elves and Monster Balance
Monsters:
- Renamed Monster controlling players from "Invaders" to "Monsters" (duh!)
- Skeleton Warrior and Spider join the ranks of weak melee Monsters!
- Buffed durability of strong melee creeps (late game)
- Reduce HP increase with time for all creeps
- Reduce medium melee monster scaling with time.
- Overall, I think last 8 minutes of the game are _slightly_ easier.
Blood Elves:
- Add 1 gold to Blood Elf base income; Should help smooth out the start
- Reduce Blood Elf tier 3 houses max mana by 25%; will help keep the gold more reasonable late game.
- Fixed glitch where Blood Elves could increase house mana by canceling upgrades.
- Fixed small issue where Blood Elf casters in "Stop Movement" could move extremely slowly.
- Increased HP of Farms and Magic Lanterns, but made repairing Magic Lanterns more expensive.
- Added 1 supply cost to Blood Elf Builders and made the Administrative center provide supply
- Shouldn't effect gameplay too much, but encourages new players to build tents at supply block.
- Buffed Flamecaster Dragon Slave damage to increase impact late game.
- Fixed mana sytem to not use potentially desyncing algorithms (seems successful after testing).
- Small changes to race picking.
- Fixes issue where players without buildings at monster spawn would cause monsters to not spawn.
- Fixed issue with blood elves attacking wards
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