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The Dawn of Battle AoS v2.2
Created by NeverDeath ; Uploaded by: NeverDeath
Information  Reparse
Uploaded:00:47, 31st May 2009
Last Updated:07:06, 26th Aug 2009
Type:Aeon of Strife / AoS
Category:Miscellanous / Other
Map Size:128x128
Playable Map Size:116x116
Suggested Players:3v3,4v4,5v5.
Tileset:Ashenvale
Rating by users:4.75 (4 votes)
Hits:7762

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Details
*Please note that the purpose of this map is for team play. If you are playing it by yourself, it will never live up to its potential, as it is designed and balanced around having multiple heroes controlled by players, composing each team. If you don't want to play a competitive map against other players, this is not the map for you!


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The Dawn of Battle - Intro.
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If you enjoy AoS style maps with an emphasis on armies and support, then you might enjoy The Dawn of Battle AoS. The Dawn of Battle focuses not only on hero versus hero combat, but also has a sort of Hero Defense feel about it, because of the many options available to players, allowing them to enhance and control their own armies.

In a lot of AoS maps, the spawns exist as fodder for heroes to level up on, gain gold from, and usually, these spawned units never really pose much of a threat. In The Dawn of Battle however, Heroes function as part of an army rather than an army of one, and players will find that the leadership and support of their troops is just as crucial to victory as a well-played hero or a powerful item build.

By allowing players several choices on how they wish to play the game, the 55 available heroes and the various upgrades, summons and hired units can stretch a long way toward allowing players to create diverse strategies. The heroes are well balanced and there are plenty of different options to accommodate a wide range of play styles. If you enjoy AoS or Hero Defense maps, but wish to play one that is about more than just the strength of your hero, I would urge you to try The Dawn of Battle AoS, and to tell me what you think of it! :)

Thanks for reading (And hopefully for playing!).


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Screenshots:
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After additional testing on Battle.net with groups of players, the following changes were made.

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The Dawn of Battle AoS v2.2: Changes -August 26th, 2009-
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Various hero balance changes.

Increased the reward players receive for choosing "random"; Players will now start with 600 Gold, and choosing your hero will cost 300 Gold, while choosing "random" will cost nothing - resulting in a bonus of 300 Gold, up from the previous bonus of 150.

Added a repicking system, triggered by the "-repick" command. Players may only repick once, and the time cutoff for repicking is at 7 minutes into the game.

The debuff from the "Ruin" Pillar has been reduced from -5 armor to -3 armor.

Fixed a bug with "The Warlord's Command" item which caused its "Onslaught" ability to apply a permanent stun to a unit when used.

Corrected a typographical error which caused the old "hard-capped" hero revive time to display after a hero's death. The revive time will now appropriately display revive times to all players when a hero is slain.


Enjoy! :D


Possible future features being considered:

More Obelisks, placed near the center of the upper and lower lanes, to encourage more battle to take place at/around obelisks - and also to make the capture of pillars a more beneficial and therefore appealing part of the gameplay.

Additional hired units purchasable from neutral mercenary camps, allowing for a greater level of diversity within the ranks of hired armies.


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The Dawn of Battle AoS: Features
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# -Maximum hero level of 25.

# -55 Fully Customized heroes, each possessing 4 skills, 1 static ability and 1 ultimate ability.

# -Fully functional and scaling abilities, ensuring that your abilities are always useful.

# -A wide variety of custom items and recipes available for purchase from shops found within your base.

# -In addition to items, Unit and Structure upgrades can also be purchased from your War Academy
located at your spawn location, for the cost of gold.

# -You may recruit your own armies from Training Grounds found throughout the map, and lead them into battle against your enemies!

# -All hero skills bound to the Q-W-E-R-T-Y keys, making them consistent across all heroes and easy to learn.

# -Extensive and easy to read hero descriptions, complete with a rating system to help you more easily
decide what class to choose, even if you've never played.

# -Functioning Multiboard keeps track of combat information.

# -Four Obelisks exist within the map, waiting to be captured by players. At 5 minutes into the game, these Obelisks will become
capturable, and each one provides a different bonus to the allies of the capturing player - Some will even inflict a handicap upon your enemies!


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The Dawn of Battle: Gameplay - help, hints and tips
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- Located directly adjacent to your spawn point, you will find your War Academy.
Each Player has one, and they can be selected from anywhere on the map and used to purchase upgrades.
They also serve as an item stash for heroes to store extra items such as components for recipes when
their inventory is full. The War Academy also serves as a fountain of restoration for allied players.

- If you would like to find out your current movement speed, you may type "-ms" into the text field during
gameplay to display this information to you.

- The Maximum hero level is 25.

- Teamkilling is not permitted in The Dawn of Battle, and traitors will find their efforts to betray are thwarted by a power beyond.

- "Static" abilities refer to the ability that a hero starts with before spending any skill points. Each
class has a unique "Static" ability, which can range from a wide variety of different ability types, each with different functions.
These are the only abilities in the game which do not gain levels, but which in most cases will prove useful to some extent throughout
the entirety of the game.

- When one of your Barracks or Footholds within your team's base is destroyed, it will cease unit production from its
corresponding spawn location! While heroes are very effective as a singular power, if you allow your enemy to destroy your keeps
without retaliation, you will likely be overrun!

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Credits and Special Thanks:
------------------------------------------------------------------------------------


This map includes many high quality custom icons from various skilled artists of the Hive Workshop modding community. Special thanks and credits are given in-game to the following Hive Workshop members:

CRAZYRUSSIAN, bigapple90, Darkfang, Anachron, Deathclaw24, Mr. Goblin, Kimberly, Kelthuzad, SkriK, INSEKT, X.e.r.e.X, Mc !, The_Silent, Muoteck, Infinitynexus, ike_ike, DeathKnight, mortal, FrIkY, BlackDoom, FlaReoN, GooS.


The following Battle.net players were extremely helpful in excessive playtesting of the map from many of its earlier versions, through today:

Cuddybuddy, l)eath_l)ealer, f3n1x, Tizoxic, Ss-4-Goku, Catdemon21, Zirun, theocrati, Hokuten84, Durandal.

The following third party programs were used in tandem to create the best possible loading and performance speeds:

Credit to PitzerMike for his Widgetizer
Credit to Vexorian for his Map Optimizer

Additional thanks to f3n1x for basic map layout concept.


GL and HF!

:D -NeverDeath


Moderator Comments (Useful)
10:06, 31st May 2009 by bounty hunter2:
The Dawn of Battle AoS, is as the name suggests an AoS type of map, where players take control of one hero and must defeat the enemies.

The terrain was quite decent, nice usage and mixture of the snow and summer tilesets and terrains. The villages looked quite good aswell. I suggest a little less Blizzards cliffs.

The object editor work was fair. Yet, the upgrades didn't contain hotkeys, and the passive spells contained them. That should be fixed.

The map itself, wasn't quite original, there was a variety of heroes, yet when playing, it was more or less boring.

I don't know why each player has to have his own tavern. One tavern would be better, easier and would cause less lag.

The lag on the start of the map is immense, aswell as the loading time, which was very, very long.

Overall, not bad, yet has room for many improvements and polishing. Approved with a 3/5 (Useful) rating.

This map is approved and works properly.


Download The Dawn of Battle AoS v2.2.w3x
(3.37 MB, 2668 Downloads)

Old 05-31-2009, 12:55 AM   #2 (permalink)
Registered User djhunter
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hey mind to tel me that actualy where u guy playing battle net?
gg garena?
hard to find gamer tat will play hiveworkshop map..
is it malaysian tat not like to play?
please tell me where ur country n chnl tat alot ppl will host n play hive workshop game k
thx
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Old 05-31-2009, 01:16 AM   #3 (permalink)
Registered User NeverDeath
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Hey buddy. Sorry to inform you, I haven't really used battlenet in a couple of years, I mostly play these games with friends via LAN (Local Area Connection).

We just Network and have a good time. But if I did get started again, I'd definitely send you a message here :)

I agree that not enough of the fine maps on Hiveworkshop are played regularly on Battle.net, largely due to the popularity of DotA. It's a cryin' shame.

{EDIT}
I have made a small amendment to the map, fixing a spawn error in the green northwestern movement triggers. I opted not to change the version number, as it was such a small fix. The new map is now available for download above. Sorry for the inconvenience.

Last edited by Rui; 05-31-2009 at 11:16 AM. Reason: Do NOT double-post!
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Old 05-31-2009, 03:24 PM   #4 (permalink)
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actually with bot hosting it isn't too hard to spread maps over b.net. If I find a new map I like I autohost to spread it out into the community.
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Old 05-31-2009, 05:36 PM   #5 (permalink)
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I never said it was hard - I just said, it doesn't happen that often. Besides TDs, DotA and Footmen maps, you hardly see any maps being played regularly. I didn't mean that it never happens ;) just not as often as it should!
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Old 05-31-2009, 05:48 PM   #6 (permalink)
Registered User NeverDeath
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If the lag in my map is as bad as you say it is, I will try to correct it - it is hard for me to gauge the lag of a map, as my computer is so far beyond what is necessary to run Warcraft III. Perhaps I am using too many effects. I do agree that having singular taverns could perhaps reduce this, though I believe not much, as you have a similar lag on startup when players select their heroes in DotA.

I'll work to reduce some of this lag, but I'm not quite sure how at this moment. I'll look into it. Can't say I agree with the statement that it's "boring", perhaps if you play an AoS with no AI by yourself... XD
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Old 06-01-2009, 12:17 AM   #7 (permalink)
Registered User The Mechanic
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Any screens shots before I download?
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Old 06-01-2009, 12:25 AM   #8 (permalink)
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I could probably toss a few of those in.. why not!
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Old 06-02-2009, 01:04 AM   #9 (permalink)
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ill check this out with some buddies later it sounds like fun and bieng a hardcore hero map player it cant be as bad as what i have played
*shudder*

-herro
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Old 06-02-2009, 03:27 AM   #10 (permalink)
Registered User Cokemonkey11
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I'll like AoS's, I'll check this out eventually.
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Old 06-02-2009, 03:12 PM   #11 (permalink)
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The map is good the only problem I had is the spawns tend to become overwhelming. If one group gets a good push somewhere it will go all the way to the super towers with splash. If a hero tries to stop the push they get slaughtered by spawns.
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Old 06-02-2009, 06:24 PM   #12 (permalink)
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Hey Bumkt. I have a few questions for you about your comment.

Were you a support hero, did you have any summoned or purchased armies, and were you playing alone to test it out? If so, I tried to make this map different than most AoS maps where the spawns are worthless and the heroes are so powerful the spawns don't matter after level 10. I wanted it to be about purchasing armies and researching upgrades, as much as about powerful heroes. This also gives a chance for some of the heroes more focused on group support, to have more of a hand in the actual battle as opposed to just spamming their buffs and running away. If you play with teams of players, I assure you the spawns can be more easily overcome - and if you recruit units, it can help considerably.

If, however, you found this to be the case while playing with teams of players... I will have to look into this. Please respond if you get a chance :)


Edit: I believe I've fixed the majority of memory leaks within the game's triggers, and the map should now be much less laggy. Enjoy!

Last edited by NeverDeath; 06-06-2009 at 02:26 AM.
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Old 06-07-2009, 09:33 PM   #13 (permalink)
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I was the monk with a necro pushing against three others non summoning mostly combat.
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Old 06-07-2009, 09:54 PM   #14 (permalink)
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Ah. Well, the skills of the Warrior-Monk are designed to make him more difficult to kill than other agility heroes, while also making him faster to attack than strength heroes. His abilities are largely focused on disabling opponents rather than on massive damage, and so he is a valuable addition to a team of players, but not so much just a damage machine like some of the other heroes. If you were able to use your Pacifism ability for example, you could quite possibly kill the Necromancer alone, as the Warrior-Monk.

There are also a lot of items which could grant you advantages against a hero with summons, such as the Crystal Wand of Focus, which has a dispel ability on a 20 second cooldown, and deals good damage against summoned units. Since your original post, I have added more detailed descriptions to the item recipes, so that players can better know what they are purchasing.

If I misunderstood what you said, and you meant to say that you and a Necro were on a team against 3 combat heroes, being outnumbered could help explain your problem, or possibly that they just had useful abilities against the classes you chose. If an enemy for example had picked a hero which had the ability to control enemy summons or dispel them, that could have been a problem. The Necromancer becomes a very powerful hero once a few of his abilities reach rank 2 or 3, but he is slow to start. Perhaps you were against an enemy with damage return, while being a fast melee attacking class like the Monk. Many factors could be responsible for what happened, I cannot say for certain as all of these factors are unknown to me in your case.

Thanks for your input though, Bumkt. I might re-evaluate the Warrior-Monk's strength in the future. His Breaking The Mountain ability for example, could possibly use an increased cast chance.
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Old 06-17-2009, 08:55 AM   #15 (permalink)
Registered User Ss-4-Goku
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I tried this map a while ago (I was playing the archer on the left-side team, don't remember name) with Hydro Mage or something, against Tidewarrior and Antimancer (don't remember very well, it was some time ago) but anyways, i'll refer to myself as "Archer" and Antimancer as "Anti".

I was attacking Anti with Flame Arrows, but it didn't seem to do any damage increase to him. What really was bugging me though is that when I tried to kill him instantly with my ultimate, (Kinda like Dwarf Sniper's ultimate, Assassination, in DotA) when i had cast it, Anti took no damage. What the *#%! is up with that? (I don't know Anti's abilities, so tell them if there is something relating to that. If he has an ability that makes him completely immune to spell damage, it's imba.)

Otherwise, the map was very good, better than many AoS's that i've played. I give this map a 3/5 though because some items are hard to locate. Maybe add the name of the shop where the items are found to recipes? Looking forward for updates. (Played version was something near to 1.2 i think.)
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