Sunday, 26 May 2013

We just made an awesome video!!

We played Counter Strike : Global Offensive online and we recorded, edited, and i think it's fun

Well all of you will enjoy it

Cheers,
Jerry, Gary and Leo

Here is the video: http://www.youtube.com/watch?v=hzd6R8coOQM

Sunday, 5 May 2013

Left 4 Dead 2 tactics

hey guys, today im gonna share some tactics of playing left 4 dead 2 with you guy. So, L4D is basically a team fight game, if you go solo without your teammates support, you are dead, your ass is gonna kicked really bad by zombies.

In online multiplayers, players are in two main group, humans and zombies. Obviously, being humans, you gonna live once which when all your teammates fall, you lose. However, if you are playing as zombies, you have unlimited life because you are gonna get kill by just one shot. So, players don't be afraid to get kill cause you have unlimited life and your job is slowing down the humans to get to the safe house in any ways, like creating a horde of zombies. Therefore, im gonna tell you how to creating a zombie horde by using the special zombie. If your teammates are really suck at it but once you know how to attack the humans, you might still have a chance to win the game or get the highest score.

Ok, the first one im gonna tell is boomer. As the name it said, boomer, is a very fat slow zombie. But his vomit is really efficient to blind the humans and the humans wont dare to shot you because they don want to blind themselves so players, go in front of them after your ability is used and just explode yourself. once you vomit, your smell will attract a horde of zombie to attack, and by that time, your teammates can attack and distract the human by one by one. And because boomer agility is very slow, you need your teammates to help you to create a distraction, then you show up and vomit. Boomer is a very important character to stop or slowing down the players because once you create a horde, your teammates can attack as a group, and by repeating doing that, its a non-stop waves of zombie hordes!!!

The second one is spitter, not like boomer, spitter spits acid to players to attack human players. spitter itself agility is alright, but what she spits is very easy to spot on, a huge green liquid comes up to the floor. So, you dont want to show up in the first place. you wait the horde to come out creating a mess then you show up and do the work. As i have mention, like boomer, spitter will explode after got killed by the human players. So when you spitted, find the human player that not close to the other players and got attack by zombie and with low HP, rush there and attack and die! your acid will still hurt the player and make them fall down, once he/she fall down, your job is done and wait for the next revive!

Third, is jockey, a old creepo with a torned shirt. His ability is can control the direction where the human player goes and with his high agility, you can jump and attack where the fall behind human players to take fall back and let the zombies and your teammates to attack. His jump not only can jump to humans and attack, but also a very good scape tool while you have been discover your appearance. When you are trying do the jumping to escape, aim the wall to jump cause your jump is very high and by the, you can create a hard way for the human players to catch up with you.

The fourth one is charger, very simular to jockey, is you can take the humans player to other place. But this time you can not control where you want to go, you just keep charge straight ahead. So how to gonna do best with charger? the answer is very easy, show up either back or front, then charge toward the human players. once you catch the player, you can non-stop hammer until the player dies. For me, the best way to use charger is charge from the right side in a large space area then you can run very far from the human player and by that means, you are already half way to succeed. however, there is always exceptional which is you miss the charge! Keep trying next time, once you miss the charge, don be afraid that you are gonna die soon. well as a zombie, you are gonna soon LOL. But you are the second highest attack damage output among all the special zombies, the first one is Tank~~. So you can use your heavy bulky ass fist to take down the human players. Charger can show up before boomers vomit to players or after, it depends.

The fifth one is Hunter. Hunter is a very low HP zombie, but with extremely high agility and accuracy. It is 100% guarantee hit to humans, when he jump, he catches what he wants. So, your tactic here is hide, wait and jump onto the last human player who are falling behind or the lowest HP. I always attack when the horde starts that gives me a very good cover. And you can walk run climb in almost everywhere, so the place you choose to attack will be the best if is in the house top floor, bushes, and behind the wall where these locations the other player are very hard to rescue you or i should say, they dont have time to rescue cause they are underattack by the other zombies and your teammates.

The last one i am gonna mention is smoker, smoker ability is attack in range with his long tongue. Find a good spot, like behind the car, window, something that can get cover and in range to attack, use your tongue to attack to drag the human out of their teammates' sight. Once your tongue got cut, you can just wait and shows up and got kill, then you will explode with black smoke which kinda blind the human players vision like boomer. but the smoke will not stay with the human players, it just stay in the area you die. Most of the time, i attack last when every of my teammates are creating trouble or a distraction to each of the human players, then i will show up and attack.

You might think that why i don't mention Tank? because, dude, is a tank!! every human players fear you, and you are the highest attack damage and HP in all of the zombies. And obviously you cant hide as you guys all know while playing the campaign, when Tank appears, the background sound will change!!! SO, hope you guys enjoy my post~


Left 4 Dead!!



Today, im gonna introduce an very amazing zombies shooting which is Left 4 Dead creating by Valve. So, zombie apocalypse, you and the other 3 survivors fighting against unlimited zombie horde and try to find the way out. your job is not kill every zombie, is try to stay alive!!!!

There are four campaigns in Left 4 Dead, each spanning five levels. The first four levels end in safe houses (places to heal and rearm free of the zombie menace), and the final level ends in a desperate stand as you wait for your rescue vehicle to arrive. You'll travel through urban, suburban, and rural areas, each one grim, desolate, and littered with evidence of the apocalyptic event. You never learn exactly what happened, but the rich environments and thoughtful graffiti set the stage expertly. One campaign on normal difficulty (the second of four tiers) takes about an hour to complete, so you'll soon become familiar with each set of maps. Although the limited selection and grim, overcast color palette can sometimes feel a bit repetitious, the dynamic enemies, varying weapon and ammo spawns, and ever-changing human factor combine to make each play-through feel surprisingly unique.

Left 4 Dead stars four charismatic survivors whose appearances and personalities add an immersive element to the game. They each banter in appropriate, often amusing ways when healthy, and they become more subdued and anxious when injured. The character models are top-notch, and there's nothing quite like looking at the macho biker when he is injured and seeing fear creep across his face as he begins to doubt that he'll survive. Seeing the relief on his face when you heal him is almost as satisfying as the relief you'll feel when your AI allies heal you. Their team spirit doesn't stop there: they'll shout out when the find ammo or health, and, crucially, will pick you up when you've been incapacitated by an enemy. For all of their good qualities, you'll definitely appreciate your fellow survivors more when there's human controlling them. AI teammates are definitely competent when it comes to killing the infected, rescuing you from the enemy's clutches, and reviving you when you're down. However, they aren't particularly keen on using explosives or defending strategically, so while you choose to camp out on an elevated platform to better defend against the horde, they generally won't be inclined to join you. Though you can certainly end up with equally uncooperative human teammates, you can at least communicate your strategy to them or, in a pinch, call an on-the-fly vote to boot them from the game.


Maybe, one day you do not want to face this situation.
The moment when you know yourself is in a really deep trouble

Saturday, 4 May 2013

World of Warcraft Game Function-Auction House

The Auction House (abbreviated as AH) is a wonderful place to find what you need or even make some money for yourself. You can find or sell weaponsarmortrade goodsrecipes and reagents. Each faction has its own Auction House, and the two factions share Auction Houses in neutral territory. Auctions are also one of the best money-sinks in the game. As of patch 1.9, each capital city has its own Auction House. All Auction Houses of the same faction are linked. With the release of the Burning Crusade expansion and patch 2.0.1, the Exodar's Auction House was added to Alliance-linked Auction Houses, and the Silvermoon City Auction House was added to Horde-linked Auction Houses.



Auction House Locations


Horde:



  • Orgrimmar in Durotar — from the main entrance, it's the third building on the right. Several more were added in  Cataclysm around the city (Valley of Honor and Valley of Strength).
  • Thunder Bluff in Mulgore — at the two tents on the Lower Rise, near the bank and flight tower.
  • Undercity in Tirisfal Glades — at all the raised platforms around the middle ring of the city, between the trade center and outer ring.
  •  Silvermoon City in Eversong Woods — one is in the center of the Bazaar; the other is in a large building in the middle of the Royal Exchange across from the inn.
  •  Shattrath City in Terrokar Forest, in the Aldor bank ( Auctioneer Brakuω δ ϖ  <Horde Auctioneer>) and in the Scryers bank ( Auctioneer Lyrsaraω δ ϖ  <Horde Auctioneer>). Characters can only access the auction house of the faction they are neutral or better withAldor or Scryers. Note: You can access either auction house (and bank) until you choose a faction.
  •  Look for Reginald Arcfire <Steam-Powered Auctioneer> in the Like Clockwork engineering shop, Dalaran.
  •  Look for D.E.N.T. <Mechanical Auctioneer>ω ϖ in the Shrine of Two MoonsVale of Eternal Blossoms.


Alliance:

  • Ironforge in Dun Morogh — between the two passages leading from the main entrance, directly facing the bank across the footbridge.
  • Stormwind City in Elwynn Forest — in the Trade District, slightly to the north, before you get to the Inn. It would be visible from the spot in the center where two guards are situated, and behind it is a passage to the Canals.  There is also one in the Dwarven District in the building across from the bank.
  • Darnassus in Teldrassil — the second northernmost building in the Tradesmen's Terrace, southwest of the Warrior's Terrace. It looks like a tipped over beaker on the map.
  •  The Exodar in Azuremyst Isle — in the Seat of the Naaru, off the southeast side of the seat, sign located out front.
  •  Shattrath City in Terrokar Forest, in the Aldor bank ( Auctioneer Itoranω δ ϖ  <Alliance Auctioneer>) and in the Scryer bank ( Auctioneer Kalarenω δ ϖ  <Alliance Auctioneer>). Characters can only access the auction house of the faction they are neutral or better with. Note: You can access either auction house (and bank) until you choose a faction.
  •  Look for Brassbolt Mechawrench <Steam-Powered Auctioneer> in the Like Clockwork engineering shop, Dalaran.
  •  Look for H.A.R.V.E.Y. <Mechanical Auctioneer>ω ϖ in the Shrine of Seven StarsVale of Eternal Blossoms.

Neutral:
  • Auctioneer Beardo at Gadgetzan in Tanaris Desert — from the south entrance, it's the first building on the right (next to Marin Noggenfogger). It's the only underground building there.
  • Auctioneer GravesAuctioneer Kresky, and Auctioneer O'reely around Booty Bay in Stranglethorn Vale in the house in the lowest level closest to the inn and on crates outside the bank.
  • Auctioneer Grizzlin at Everlook in Winterspring — inside the building with the huge telescope, where the bank is, too.


Finding items

By right-clicking on the auctioneer NPC, a dialog box is opened where one can interface with the auction system at the default Search screen.
Bidding on items
You bid on an item at the auction by clicking the item after doing a search (discussed above in Finding Items). This will put the initial bid amount or the default next highest bid amount in the entry areas at the bottom of the screen ([   ]Gold [   ]Silver [   ]Copper). Enter a new amount you would like to bid or leave the default amount and click the Bid button. The amount of your bid is then removed from your character's available cash and placed inescrow until the auction is over.


Checking bid status

You will see the following for each item you've bid on:After you enter the auction system and make some bids, you can click the second Bid tab at the bottom to see the status of your bids.

Selling items

Deposit fee will be charged when you list an item for auction. This fee is based on the length of the auction as well as the vendor value of the item: minimum fee of 1 silver. 
Any money from a successful auction sale will be mailed to the character who placed the item(s) for auction via the in-game mail system.


Checking your auctions
To the right of where you create your auctions, there is a list of your current items up for auction and their status.
You will see the following for each item you've auctioned:
  • Item name
  • Time left on auction (short, medium, long or very long)
  • The current bid
You can cancel any auction by clicking it and clicking the Cancel Auction button at the bottom of the screen. However, you will lose the deposit that you paid when first placing the item up for auction.

World of Warcraft Game Function-Guilds

A guild is an in-game association of player characters. Guilds are formed to make grouping and raiding easier and more rewarding, as well as to form a social atmosphere in which to enjoy the game

Background 
Guilds offer many benefits including free items, opportunities for groups, access to trade skill masters, quest items, and readily available trade skill ingredients through gathering guild members. You may discover that a guild greatly enhances your gameplay experience. You can meet friends, share adventures, and find people to protect you if you fight in faction versus faction combat. Typically, players in good guilds can go places and do things that players in poor guilds or no guild can't. This is especially the case at character levels 60-85, where the dungeons become very challenging. 





Advantages of a guild 
Having a group of people willing to help, and on later levels, being able to do high-end instances and raid instances such as Obsidian Sanctum, Naxxramas, Eye of Eternity and Ulduar. Also finding Battle Groups will be much much easier. 
Having a group of people to talk to socially wherever you are and whatever you're doing. 
Guild members are often a more reliable and more kind source of information than general chat. 
A guild bank lets you exchange items not right for your class or style with ones you prefer or simply help out those less fortunate. With patch 2.3 real guild banks have been introduced and players no longer need to host a bank character for their guild. 
Guilds are a great way to improve your World of Warcraft experience.

Find a Guild 
There are many ways to find a Guild. Here are a few spots to check out: 
Join the Guild Recruitment Channel in game 
Watch the Trade Channel in game for recruiting guild messages 
Check the Warcraft Forums 
Use guild community providers to find guilds that are recruiting players of your class/spec.



Grouping 
Grouping can be a good way to find a guild. Team up with people and play with them for a while. Make friends with them and play together for several days. If they get to like you, they will usually want you in their guild so that you'll continue to play with them. After helping them out, inquire about their guild. Perhaps they may help you join. 



Starting a guild 
Talk to a guild master NPC in a major city. A charter can be purchased for 10. You will need 4 Players to sign the charter before you can turn it in and start your guild.  
Guild names are case sensitive - this means that there could be two guilds, one named Guild of Rogues, and the other named Guild Of Rogues on the same server. 
When signing a guild charter, once a player's character signs, no alternate characters on that account may sign. The charter must have signatures from 4 other Players, each on a different account. This is why people sometimes offer to pay to have their charters signed. Yet you can have different character from the same account join the guild after charter is turned in. 
Once you begin getting signatures on your charter, focus on getting the remaining signatures on your charter and registering the guild. Signatures can disappear if you delay, since players are allowed to put signatures on other charters until you turn yours in.



Friday, 3 May 2013

The undead and Night Elve Heroes!

Night Elves

Demon Hunter - Demon Hunters are dark, shadowy warriors who are shunned by the greater Night Elf society. They made a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' that enables them to see demons and undead with greater clarity. They wield demonically charged warblades in battle and even call upon demonic energies to augment their formidable combat skills. Although they are counted as some of the mightiest warriors within the Night Elves' society, the Demon Hunters are always maligned and misunderstood for making their selfless pact with darkness. 

Keeper of the Grove - The enchanted Keepers are the favored sons of the demigod Cenarius. Like their lesser Dryad sisters, the Keepers appear to be half Night Elf, half stag. They have enormous antlers and manes of leaves that flow down their backs. Their right hands are disfigured and twisted - as if they had become like the gnarled root-claws of the Treants. Keepers possess many strange powers over nature and the animals. Though they typically remain within the sacred Moon Groves of Ashenvale forest, the Keepers always heed the call to arms when the greater lands of Kalimdor are threatened.


Priestess of the Moon - The fearless leaders of the Sentinel army, the Priestesses of the Moon epitomize the power and grace of their race's ancient Moon Goddess, Elune. The Priestesses, equipped with silvery, glowing armor, ride the fearless Frostsaber tigers of Winterspring into battle. Charged with the safekeeping of the night elf lands and armed with magical energy bows - the Priestesses will stop at nothing to rid their ancient land of evil.

Warden - The mysterious wardens serve as the night elves' special police force in Kalimdor. Set apart from the militant Sentinels, wardens are usually employed as jailors, assassins, and bounty hunters. When loosed upon escaped criminals, wardens employ a number of supernatural powers that enable them to recapture their prey and mete out the night elves' justice. Wardens have a line of sight teleport ability called "blink," which they can use to outmaneuver even the quickest of foes. 

The Undead

Death Knight - Death Knights were once virtuous defenders of Humanity. However, once the Paladin ranks were disbanded by the failing Alliance, many of these holy warriors traveled to the quarantined lands to ease the suffering of those left within the plague-ridden colonies. Though the Paladins were immune to disease of any kind, they were persecuted by the general populace who believed that they had been infected by the foul plague. A small band of Paladins, embittered by society's cruelty, traveled north to find the plague's source. These renegade Paladins succumbed to bitter hatred over the course of their grueling quest. When they finally reached Ner'zhul's icy fortress in Northrend they had become dark and brooding. The Lich King offered them untold power in exchange for their services and loyalty. The weary, vengeful warriors accepted his dark pact, and although they retained their humanity, their twisted souls were bound to his evil will for all time. Bestowed with black, vampiric Runeblades and shadowy steeds, Death Knights serve as the Scourge's mightiest generals.
 
Dread Lord - Dread Lords are incredibly powerful demons who wield the powers of darkness and mental domination. These cunning, malefic beings once served as the demon Kil'jaeden's most trusted lieutenants. Yet, at Kil'jaeden's request, the vampiric Dread Lords were sent to watch over the Lich King Ner'zhul, and ensure that he carried out his orders to sow chaos in the mortal world. Though Dread Lords have been known to revel in the gore of single combat, they generally prefer to manipulate and beguile their enemies from the shadows.
 
Lich - During his mortal life as the Warchief of the Orcish Horde of Draenor; Ner'zhul commanded a number of Orcish Warlocks and Shamans. Yet, when these wicked sorcerers were captured by Kil'jaeden and the Legion after the destruction of Draenor, they were transformed into twisted aberrations of their former selves. These Liches possessed tremendous magical powers, yet their immortal, undead bodies were bound to the iron will of Ner'zhul. Since the Liches showed unswerving loyalty to their master, Ner'zhul granted them control over the furious elements of the cold north. Now, Liches wield frost magic along with their own considerable necromantic spells.
 
Crypt Lord - These ancient, evil behemoths were once the mighty kings of the subterranean spider kingdom of Azjol-Nerub. Though the Nerubians fell before the wrath of the Lich King during the fabled War of the Spider, the insidious Crypt Lords were swayed over to the Lich King's ranks and granted considerable power and the immortality of undeath. Now the giant, thundering beasts serve as the Lich King's mightiest warriors and the guardians of the Scourge's holdings in Northrend. 

 

Diablo 3 guide speed up to level 60 fastest way!!!!



An interesting Diablo 3 guide in details exactly how to level a brand new character to 60 in just a few hours. That’s not hard if you have a high Paragon level friend to play with you, as you can just follow along on MP10 while he devastates monsters in Act 3 and shared the huge experience to you. But what do you do if a friend isn’t willing to give up 3 or 4 hours of play time to kill things for you?

You do it yourself, with a Hellfire Ring.

There are two catches to this build. You need to get a little help from a friend or a good samaritan on. Try to get a quick Diablo kill and Act Three waypoint on each difficulty, and you need a Hellfire Ring. Two, ideally, so you can put one on your Follower as well. You require the ring not just for the experience bonus, but for that “explosive ball of Hellfire” the ring launches every now and then with your attacks. When the Hellfire Ring was new on the PTR, the Hellfire attack dealt damage on some sort of percentage of character damage, and was wildly OP. People were getting crits in the 3-5 million range, so Blizzard nerfed it (details in this post), cutting the Hellfire ball damage down to a level where it was a decent bonus, but wasn’t that impactful in Inferno. I assumed the damage was some % of the character’s damage, but for some reason the devs went with a flat damage of around 22,000 per hit (and it splashes). That’s pretty minor in Inferno, but it’s a sure one-shot all through Normal and Nightmare, even on Monster Power 10. The Monster hit points on Acts 3 and 4 of Hell difficulty, on MP10, are about equivalent to MP0 on Inferno, so you won’t be one-shotting monsters with 50 or 60k hit points. But since reduced level requirement gear isn’t hard to come by, you can pretty cheaply outfit your new character in low quality Inferno gear by the time they’re level 48 or 50, and in that, plus the Hellfire ring, they can tear through MP10 Hell and rack up huge experience on their rapid treadmill to 60.

Start a new char, equip hellfire ring on it. Rings with vit, socket, attack speed are preferable(but no way mandatory), if you have one of those you can tank a few hits even on mp10, otherwise you’ll have to dodge everything manually. Ask someone to get scoundrel/enchantress + kill normal Diablo for you, and then drop you off on an act3 quest after Ghom (takes around 10 min total). Equip the fastest weapon available on both you and Enchantress and start killing mp10 keep2(or the area of your choice) with Hellfire blast procs. Get a socketed helm+ruby when you hit 15, all other slots are optional as you could do well totally naked with just the 2 hellfire rings on you and follower. Attack speed is a great bonus to have so it’s a good idea to grab some. When you hit 25 go nightmare.

so the next following post im gonna start a new game which is left 4 dead series..

Heroes of the Human and Orc Race!

Humans

Archmage - Hailing from the magical kingdom of Dalaran, the Archmagi represent the pinnacle of magical power. Weaving their intricate enchantments, these crotchety old wizards are called upon to defend humanity with all the magical powers at their disposal. Mounted atop their trusty steeds, the Archmagi brandish ancient staves that serve to channel their fierce energies in battle. Though gruff and slightly aloof, these experienced wizards are a heartening sight upon any battlefield where the fate of humanity lies in peril.


Blood Mage -  Many of the stoic  high elves, reeling from the loss of their ancient homeland,   Quel'Thalas, have given in to their hatred and despair and embraced the dark side of their magical natures. Calling themselves 'Blood Elves' - these cold hearted refugees seek to expand their remaining magical powers at any cost - even if it means courting the infernal powers of the Burning Legion! Though still loyal to the Alliance, the Blood Elves' passions will lead them not only to the highest pinnacles of power, but to the darkest depths of madness.

Mountain King - The Mountain Kings, or  'Thanes' as they are known in Khaz Modan, are the mightiest Dwarven warriors under the mountain. Wielding both enchanted warhammers and hand axes, these fierce fighters live to test themselves against worthy opponents. Unconcerned with their race's preoccupation with mechanical devices and mining precious minerals, Mountain Kings live only for battle. Dedicated to safeguarding the Alliance which saved their kingdom during the Second War, the Mountain Kings can be counted upon to rally behind any banner that stands between freedom and the ever looming shadow of evil.

Paladin - Although the Paladins were once loved and revered throughout the lands of Lordaeron, they have since fallen on hard times. The entire Order of the Silver Hand was disbanded for refusing to kill innocent townsfolk who were believed to be contaminated by the dreaded Undead plague. Disenfranchised and driven from their former homes, the Paladins still work selflessly to protect humanity from the gnawing jaws of evil. Empowered by the Light, these mighty warriors brandish both warhammer and holy fire in battle against all who would trample the meek and innocent.

Orcs

Blademaster - Though their numbers are few, the seasoned Blademasters represent an elite fighting force within the  Horder. These skilled swordsmen were once part of the ill-fated Buring Blade Clan  which consumed itself in the throes of Demonic corruption. With their Clan scattered and broken, the proud Blademasters swore a grim oath to free themselves and their brethren from Demonic control once and for all. Under Thrall's command, the Blademasters have once again joined the Horde and serve as the young Warchief personal honor guard. 

Far Seer - Far Seers are ancient Orcs who represent the pinnacle of Shamanistic power. These powerful Sharmans are counted amongst Thrall's closest advisors and are constantly in tune with the workings and maneuverings of the Horde. Far Seers are not only tied to the elements of the earth and sky, but are also adept at foretelling the future.

Shadow Hunter - These reclusive, wily jungle trolls are considered to be the highest authority within their respective warbands. They are masters of voodoo magics who can use their spirit-powers to both heal their allies and place curses upon their hapless enemies. The Shadow Hunters walk the line between darkness and light in hopes of salvaging the future for their savage brethren.

Tauren Chieftain - These elder Tauren warriors lead their Tribes in daily life as well as in battle. Ceremoniously decked with the ancient totems of their Tribes, Chiefs uphold the honor and simplicity of Tauren culture. When roused by battle, the gigantic Chiefs employ enormous warblades which are capable of tearing through solid trees with one mighty swipe. The Chiefs are fascinated by the Orcs , especially their young leader, Thrall. The Chiefs see an opportunity to help the Orcs return to their traditional roots by providing a strong example of honor and courage through all Tauren warriors.

Tuesday, 30 April 2013

Warcraft III: Reign of Chaos


Warcraft III: Reign of chaos is a computer game released on July 3 2002 by the blizzard corporation. The game is the sequal to Warcraft II: Tides of Darkness and is a computer game involving strategy. Warcraft III saw the addition of 2 new races night elves and the undead, along with the original Human Alliance and Orcish Horde. The game can either be played in campaign mode, where the player attempts to complete missions and each race has a different campaign or in multiplayer mode where the player challenges other players from across the globe. The objective of the game has remained the same, to destroy the enemies units and base.
Despite this, Warcraft III proved to be the innovator in strategy games. Heroes in the previous Warcrafts were merely powerful variants of units. Warcraft 3 now enabled heroes to level up, obtain new spells, carry and trade items and possess special abilities, making them more important than ever before.
Another innovative feature of the game was the introduction of creeps. Creeps were computer controlled units designed to guard and protect key resources. This introduction changed the way the game was played as it encouraged aggressive players in order the gather these resources rather than defensive players just building up their base and rarely attacking.
All up Warcraft III due to its many innovative features proved to be amongst the most sucessful games ever created, with 4.5 million copies sold in the first month alone. Even though the game is over 10 years old the game is still played today through the evolution of the game through their expansion pack frozen throne and is still the most popular ever real-time strategy game.




Capital cities-World of Warcraft

Game Capitals

These are capital cities that function as major social and economical hubs for players, and must contain a bank, flight path, mailbox, inn, and a melange of class and profession trainers, an auction house, or a faction leader. Whilst in a capital city, the player need not necessarily be in an inn to be in a state of rest.

Darnassus
Location: Teldrassil, Kalimdor
Races: Night Elf, Worgen

Darnassus is the greatest city of the night elves, housing the leaders of both the druids and the faithful of Elune. It is carefully guarded by Sentinels, ancient protectors, and ancients of war. The city is formidable in spite of the peaceful natures of the night elves. In addition to the night elves, many guests and diplomats from elsewhere reside here, such as groups from the Explorers' Guild and the Knights of the Silver Hand, as well as a few representatives of the Horde negotiating peace treaties. There is only one High elf allowed within it`s borders. The population here is almost entirely elven, and most of the night elves are tolerant of others. However, there is political strife between the druids and priests. The atmosphere inside the city is a quiet and somewhat a melancholic one. It does not have the feeling of confinement that one would feel in Stormwind or Ironforge, where the buildings are grouped close together. Darnassus is open to the sky, and the graceful bridges spanning the lake around which it is built set the buildings wide apart. The prime reason why the city's population is so low is that it is isolated: Teldrassil is a small island away from the main mass of Azeroth, and the only way to gain access from another continent is to fly or sail to Rut'theran Village, a small settlement at the base of Teldrassil, and from there step into the glowing portal to the city proper. This is a good thing, though. It is the elves' capital, and should therefore be serene and quiet, holding the mystic and melancholic elements of the night elves.



Exodar
Location: Azuremyst Isle, Kalimdor
Races: Draenei

The Exodar is divided into four main areas, a large central hall with three major wings. All the wings are connected with smaller hallways as seen on the map. Seat of the Naaru (central hall) The Crystal Hall (northern wing) The Vault of Lights (western wing) Traders' Tier (southern wing) 

The draenei and other Alliance players can access the city by using either a spiral ramp that leads to the heart of the Exodar from the main entrance, or another ramp down from the harbor-side entrance that leads into the Vault of Lights. The main entrance ramp has one extra sub-level where an inn is located. Also, the cooking trainer and supply vendors are located nearby at this small platform. The harbor side ramp is occasionally used by Horde players that attempt to raid the Exodar.

Ironforge
Location: Dun Morogh, Eastern Kingdoms
Races: Dwarf, Gnome

Ironforge is the capital city of the dwarves, a member of the Alliance. It is the ancestral home of the Bronzebeard dwarves. King Magni Bronzebeard rules his kingdom of Khaz Modan from his throne room within the city, and the High Tinker Gelbin Mekkatorque, leader of the gnomes, has temporarily had to settle down in Tinker Town after the recent fall of the gnome city Gnomeregan. 
The city is perhaps the most intricate of the Alliance cities, boasting many small passageways, shops built into the rock walls, great halls and cavernous rooms. The feel of the city is a bustling, rowdy, and somewhat industrial one, however, it is predominantly safe-feeling and cozy; fires roar in the hearths of the inns and shops, the sounds of smithing go on as fires roar in the blacksmithing forges, and much dwarven laughing and frivolity is to be heard. Also, unlike Stormwind and Darnassus, the city is actually a massive cavern carved into the earth by the dwarves; the ceiling and floor are both hard stone. This gives the place a sanctuary-like feel. 

Mainly because of the Deeprun Tram, linking Ironforge and Stormwind City, and the district of Tinker Town, Ironforge is one of the most racially diverse cities in the Alliance world. Dwarves predominate, of course, but you will find plenty of gnomes even outside of Tinker Town, and probably as many humans. This is true for player characters as well as non-player characters, since Ironforge is in the heart of the Alliance world. You will find almost no night elves, however, as they have long since set themselves apart from the other races. 

The collective frivolity of the place, the bustling and gruff manner of the dwarves, and the fantastic architecture, makes Ironforge a wonder just to visit — whether or not you have business to attend to there. Ironforge also holds the main Alliance Brewfest.


Orgrimmar
Location: Durotar, Kalimdor
Races: Orc, Troll, Goblin

Orgrimmar is located in the far north of Durotar, at the foothills of the mountain range that separates Durotar from Azshara. Several valleys have been dug out from the mountain and provide a way of naturally dissecting the city into various zones, including the Valley of Spirits, Valley of Strength, Valley of Wisdom, and the Valley of Honor. Several specialty shops are found in the Drag, a pathway that leads from the Valley of Strength to the Valley of Honor. Those searching for potions or training in the darker arts of the rogue or warlock find a tunnel leading down to the Cleft of Shadow from the Drag.This section concerns content exclusive to Cataclysm.
Orgrimmar received a heavy redesign in the Cataclysm. The tauren, trolls, and goblins each have their own sections of the city now, complete with architecture that reflects their culture. They are respectively the Valley of Wisdom, Valley of Spirits, and the newly added Goblin Slums. Each of these areas has their own bank, auction house, and trainers. Architecture in the remaining sections of Orgrimmar, minus the seedy Cleft of Shadow, reflect a Northrend feel, with blackened metal and giant structures. A number of buildings have been completely moved, like the main auction house in the Valley of Strength. Garrosh has built Grommash Hold, the main seat of power, within this Valley, offering a giant symbol of imposing power to those visiting.

There are other changes of note. A rear entry now leads to Azshara, accessed by passing through the Valley of Honor. The Valley of Honor is now also a second trade district for those wishing to avoid the hustle and bustle of the Valley of Strength and also houses most of the profession trainers. The Drag is now open-air, and there are more entry points into the Cleft of Shadow from other Valleys. Perhaps the most notable change is that the zeppelin towers that once stood outside the gates of Orgrimmar have been demolished and brought inside, rebuilt upon the Orgrimmar Skyway; the wyvern master has also been moved here, and the Western Earthshrine, offering portals to all the newly discovered zones in the Cataclysm as well as Tol Barad, rests across the divide.

Silvermoon City
Location: Eversong Woods , Eastern Kingdoms
Races: Blood Elf

Silvermoon City (aka Silvermoon) is the capital of the blood elves, located in the northeastern part of the Eversong Woods within the kingdom of Quel'Thalas, at the northernmost tip of the Eastern Kingdoms. The breathtaking capital city of the blood elves may rival the dwarven capital of Ironforge as the world's oldest, still standing, capital. Recently rebuilt from the devastating blow dealt by the evil Prince Arthas, the city houses the largest population of blood elves left on Azeroth. 

Silvermoon today is only the eastern half of the original city; the western half was almost completely destroyed by the Scourge during the Third War. Falconwing Square, the second blood elf town, is the only part of western Silvermoon remaining in blood elf control. The Dead Scar (the path taken by Arthas Menethil and his undead army on the quest to resurrect Kel'Thuzad, which carves through all of Eversong Woods) separates the rebuilt Silvermoon from the ruins of the western half. Interestingly, the Ruins of Silvermoon house no undead, instead they contain Wretched and malfunctioning Arcane Guardians. As it stands, what remains of Silvermoon City is still bigger than other Horde cities.


Stormwind City
Location: Elwynn Forest, Eastern Kingdoms
Races: Human

Stormwind City (a.k.a. New Stormwind or simply Stormwind) is located north of Elwynn Forest on Azeroth's northwest coast, and is the capital city of the kingdom known as Stormwind and the largest human city of Azeroth. However the city-state also controls or influences other territories, which include Elwynn Forest, Northshire Valley, the Redridge Mountains, Westfall, and Duskwood. The city is named for the occasional sudden squalls created by a ley line pattern in the mountains around the glorious city,and is one of the last great human cities. The city itself has been rebuilt at least once, and is a marvel of human design and engineering. Its guards keep the peace within the city's walls. 

Stormwind firmly backs the Alliance, and its knights, priests, paladins, and mages served in the three wars against the Horde. Primarily a human settlement, a fair number of high elves, Ironforge dwarves, and even a few night elves and gnomes dwell here as well. Stormwind City is the home of the Academy of Arcane Sciences, the only remaining school of wizardry in the east, and the Cathedral of Light, the philosophical capital for those who follow the Holy Light. These edifices draw healers, priests, paladins, and mages to the city, all of whom bolster Stormwind’s military. King Varian Wrynn rules from Stormwind Keep. Rumor has it that Wrynn employs a secret society, the Stormwind Assassins, who are spies and saboteurs wielding royal carte blanche. "Unaffected by the ravages of the Scourge in the north, Stormwind still faces its own threats, both from without and within." 

Recent events have led to the return of King Varian Wrynn to his homeland and his rightful throne. In his absence, his son Anduin Wrynn was temporarily crowned king. Due to his young age, Highlord Bolvar Fordragon was made regent until Varian returned home or Anduin came of age. Along with Bolvar's aid, the mysterious Lady Katrana Prestor helped the child king rule the city.


Thunder Bluff
Location: Mulgore, Kalimdor
Races: Tauren

The centaur were driving the tauren out of their homeland around the time of the Third War. When Thrall and his Horde arrived on the continent, an alliance was forged between the Horde and the tauren. Following the defeat of Archimonde and the end of the war, Thrall helped the tauren rout the centaur and reclaim their land. Shortly thereafter the tauren founded the city of Thunder Bluff and began the process of settling into their old surroundings and repairing the ecological damage the centaur had wrought. Thunder Bluff grows and expands at a tremendous rate. 

Thunder Bluff was settled fairly recently by the tauren, who successfully drove out the marauding Centaur from their lands. Thunder Bluff is the first city of its kind; for centuries, the tauren wandered the plains as nomads, unable to claim a permanent home. All Horde visitors are welcome here, and the expertise of the tauren in professions ranging from leatherworking to shamanism, druidism to hunting are all practiced and taught here. Unfortunately, the central location of the Thunder Bluff also makes it easily accessible to members of the Alliance. Thus, it is often one of the easier Horde capitals for Alliance players to raid, with Cairne being killed long before Horde reinforcements even become an issue. 


In order to gain access to Thunder Bluff, visitors must either ride wyverns to the top one of the four towering mesas, use the zeppelin from Orgrimmar or be lifted via rope and wood elevators, an invention unique to the tauren.



Undercity
Location: Tirisfal Glades, Eastern Kingdoms
Races: Undead

The Undercity was so named many years before the Forsaken claimed it as their own. Far beneath the palace of Lordaeron, the Undercity held the ancient crypts and catacombs of Lordaeron's royalty, as well as the city's dungeons and sewers. Although the Undercity was only intended for prisoners and the dead, the poorest of the Lordearon people lived within. When the Alliance captured Orgrim Doomhammer, they sent him to the Undercity; sometime later he managed to escape and wandered for many years afterwards. 

Lordaeron's capital city stood for centuries, a monument to humanity's might. In the Third War, Prince Arthas slew his father, King Terenas, in Lordaeron’s throne room and ransacked the city. He planned to use Lordaeron as his capital on this continent and ordered his minions to expand the catacombs beneath the city. Then the Lich King summoned Arthas to Northrend and the work was left uncompleted. 

During Arthas' exodus, Sylvanas Windrunner broke free of the Lich King’s control and took many banshees and other undead with her. With Varimathras' assistance she defeated the dreadlords that controlled the city and set her newly dubbed Forsaken to finish Arthas' job in the dungeons. The Forsaken carved the Undercity and now rule the surrounding countryside.