Contact me on gameranger: ID 1177271Or join the discord server: Discord.gg
Download MFO mod (google drive)
Beta version 0.86 (download and unpack in your wc3 folder)
move "MFO TurtleRock II" into your maps folder
Info for 1.26 users: double click on "activate_mfo.bat" to activate the mod. If you want to switch back to TFT click "deactivate_mfo.bat"
Info for 1.28 Bnet users: Just manually rename "war3patch_mfo.mpq" to "war3mod.mpq". To play normal TFT rename it to something else like "war3mod.tnt".
"Warcraft III: Menace From Outland" adds additional content to existing races aswell as adding two entirely new races, the Felorcs and Bloodelves. Even though those have been featured by custom campaigns and/or maps, the Menace from Outland features a very unique approach that is definately worth checking out.
Bloodelves and Felorcs have their very own heroes, techtrees, buildings, ingame music, upgrades and share a unique twist in the regular gameplay.
The existing races - Human, Orcs, Undead and Nightelves each receive a fifth hero and one additional unit to provide counters against certain meta strategies that are used in 1.26. Furthermore there are some balance tweaks taken from the official ladder forums that were proposed for a balance patch.
Since getting players for playing maps and mods is really not easy at all I decided to start working with a discord server for Menace from Outland.
The application is web based and you can simply join my channel via this invitation link:
Then assign a user name and start chatting!
Providing the detailed changelog from 1.26 (don't worry, it's not as massive as it sounds)... Main aim is to fix certain imbalances aswell as providing...
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New version with a lot of improvements. Update 06/09/2017 : fixed map size for hosting in multiplayer To play Bloodelves select Human with 90% handicap...
Preview 1v1 map. "Warcraft III: Menace From Outland adds additional content to existing races aswell as adding two entirely new races, Bloodelves and...
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Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
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Really good story, and the new races is good improvement. You could check for Conquest mmo if youre interested.
how just how do you put mods to the game...
Why can't Sentinel Archers ride Hippogryhs?
Most likely a bug. But it's not that much of a problem since Sentinel Archers will be tweaked for the next version anyways.
Thanks for replying! I have two questions: When will the next update be released? and Would you mind making a 4 player or 6 player version of the map?
There are some bugs in the map triggers that have to be fixed first. I'll port other maps (2v2 and bigger) for MFO aswell then.
Looks very nice and promising, have already played both of the new races and as human - now this mod really brings a lot of fun!
However, I have noticed a couple of details which probably require some fixes:
1. I could not find the new orcish unit in the gameplay changes description above, whereas the mod description contained a hint that each race should get an extra unit as well as a new hero.
2. The Blood Elves' workers still have the icons of the human workers when they are indicated as idle workers in the left lower corner of the screen.
3. One of the Blood Elves' heros is the same Bloodmage the Humans still have in their altar, whereas the mod description contains a hint that each hero of both of the new races will be unique.
Thanks in advance for considering these comments and sorry, if some of them are not quite correct. ;-)
Oh and about the Bloodelf workers: the icon is sort of hardcoded to the race, so if I change the human peasant to another icon the normal human workers will also have this idle picture. The only alternative would be to use a "neutral" icon for them, like a pickaxe for example. Idk if that's better though.
The Bloodmage is intended to be the same as in TFT. I'm preparing a hero update for Human, but I try to avoid changing existing stuff as much as possible. At least for now.
What about changing the Bloodmage hero for Humans to someone like a Kul'tiras Hydromancer that will have basically the same skills but different art. Flamestrike changed into Hydroimplosion - same AoE, same damage. Banish and Drain Mana can remain the same and Phoenix can be turned into the Greater Water Elemental with an armoured model that can revive like the Phoenix but from an energetic water blob rather than an Egg.
Just my two cents. I think that way you will be able to retain Bloodmage technically for balance and faction mechanic purposes, but avoid duplicate heroes for different factions.
Yes, I also thought about this. For other Human race Bloodelf units (Dragonhawk, Spellbreakers, Priests) I did a high elf version reskin in Blue-Silver colours.
The Bloodmage is only featured on Humans atm. Bloodelves themselves have 5 different heroes.
It's a bit outdated already, I'll publish some new information for the upcoming 0.8 version.