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Final Conflict v1.11

----------Tranquil Presents----------

AOS FINAL CONFLICT
Created by Tranquil

142893-albums8776-picture106975.jpg



AOS type of map

Two mirrored sides
Red on the left and blue on the right.

- Use computer to play with AI Heroes.
If you choose a computer in singleplayer or multiplayer
an AI will control these heroes.

------------HEROES--------------

Choose one from 16 (8 melee 8 ranged) heroes and join in the battle
to destroy the opponent's Keep.

To see the info about the hero click once.
To chose click again.

Heroes have different mana and health regenerations:

- Mages regenerate mana fast while out of combat
(+10 per second while no enemy in wide range)
and, have poor health regeneration.
These are: Wizard, Enchantress, and Warlock.

- Channelers increase mana regeneration over time
(+1 up to +5 per second) while not casting spells (when it returns to 0)
or when are stunned or asleep.
These are: Hermit, Druid, and Sentinel.

- Warriors regenerate mana in combat (+5 for each hero strike +2 for enemy strike)
and, have fast health regeneration.
These are: Champion, Thane, and Guardian.

- Devoted regenerate mana near allies (greater the number of allied units,
greater regeneration +1,+3,+5 per second)
These are: Priest, Sage, and Paladin.

- Specialists have low mana cap but high regeneration
and, moderate health regeneration.
These are: Duelist, Rogue, and Berserker.

- Marksmen regenerate mana while standing still (+6 per second)
and, have low health regeneration
These are: Ranger, Snapshooter, and Strider.

- All of these regeneration types are balanced by unit abilities.
Some of the hero abilities can switch when certain conditions are met.
These are ones shown with <--> arrows in hero description.


- Might:
Champion, Thane, Guardian, Berserker

142893-albums8776-picture108243.jpg



- Special
Duelist, Rogue, Ranger, Snapshooter

142893-albums8776-picture106986.jpg



- Support:
Priest, Sage, Paladin, Druid

142893-albums8776-picture106982.jpg



- Intellect:
Wizard, Enchantress, Hermit, Warlock

142893-albums8776-picture106985.jpg



- New Heroes
Sentinel and Strider

full




------------GAME--------------

Forces will engage in three lanes.
Between lanes is area filled with creeps which will respawn after death for a time period.
Also there are four obelisks which play a significant role.

Heroes must work with their strengths, weaknesses and with allies to
overcome enemy defenses.

There is shrubbery which conceals units by blocking the view to those behind it.
It's good to use this to escape tight situations.


142893-albums8776-picture107045.jpg


------------AVATAR--------------

After 500 kills the powerful Avatar will be summoned.
The Avatar will support force that control all four obelisks.
If no force control all obelisks in time of summoning the avatar will be hostile to everyone until, one force control the obelisks.

After Avatar death the counter resets and starts again

Avatar will be stronger each later summon.

142893-albums8776-picture107046.jpg


When Avatar is slain it will drop a powerful item the "Shroud of Avatar".
Item can be carried only when the avatar is absent. When Avatar appears next time,
the item will merge with the Avatar and will be once again dropped after Avatar's
temporary death.


8776.jpg


There are two way gates that connect north and south.

Units have modified attack and defence types.
Most of hero abilities uses triggers.



Update 1.01:

- Added proper description to hero picking

Update 1.02:

- Updated Jaina model and changed some minor effects
- Changed difficulty so the handicap is at 80% at normal 60% ate easy and
110% at hard (Default is at 80%). This applies to Player 1 Red and Player 2 Blue
- Towers now attack everyone with stun shots but have shorter cooldowns
- Added some unit upgrades
- Obelisks have now magic attack instead of chaos
- Fixed hero choosing for some players

Update 1.03:

- Optimised map triggers, which reduces lag (hopefully).
- Needs testing

Update 1.04:

- Changed some items
- Completly reworked snapshooter barrage ability

Update 1.05:

- Added team color to runes and caltrops
- Fixed unit spawning for red player
- Added circle effects at shop to make them more visible
- Increased health of all heroes

Update 1.06:

- Removed leaderboard and added it to multiboard with some extra features.
- Removed devotion aura from Lords and added leadership aura.
- Added new model for Thane hero.
- Thane has now a Second Wind ability in avatar morph instead of charge.
- Druid and Hermit have now spirit instead of mana (description above).
- Added Better descriptions for the heroes.
- Fixed fatal error crash (it appears to be the paladin auras ability).
- Fixed some of the leaks.

Update 1.07:

- Enchantress has now Warding aura instead of Brilliance which gives magic
resistance to nearby units.
- Reduced Diamond skin damage resistance.
- Optimised some of the triggers and fixed some of the bugs.

Update 1.081:

- Avatar now allies with players only when all of the obelisks are under control.
- Avatar now spawns up to four spirits.
- Removed Relapse ability for Sage and added Curse which shifts between anti-magic shell
while using other abilities.
- Sage's Temporal rune now stuns enemy units every 4 seconds in a small area.
- Berserker's Flurry ability now deals physical damage (which deals damage to magic immune units).
- The Lords now doesn't stuck on the lane while raiding.
- Shroud of avatar (item) now gives +5 to all stats instead of +7.
- Avatar will prioritize attacks on the carrier of the shroud and if the item is dropped while avatar is
present it will be destroyed.

Update 1.083:

- Removed AI from player slots.

Update 1.09:

- Changed some Avatar abilities.
- Avatar now periodically spawn spirits that attack it's enemies.
- Lowered item costs.
- Vendors have now corresponding texts above them.
- Fixed Lord assault and defense.
- Updated abilities for heroes and creeps and fixed known issues.

Update 1.1:

- Added two new heroes Sentinel and Strider
- Champion is now Vanguard
- Items can now give bonus to mana systems (faith, spirit, fury, etc.)

Update 1.11:

- Balanced hero (show/hide) abilities (uses new action show/hide action from latest patch)
- Silence abilities now affect caster and non casters differently (doesn't silence warriors, marksmen and rogues)
- Ethereal units now cannot use physical abilities (basically silence warriors, marksmen and rogues)
- Sentinel Judgement renamed to Skyfall
- Skyfall aura now follow the caster
- Strider mirror image ability replaced with Enchanted Blades (summonable)
- Tempest ability has now better graphics
- Wizard Magic Prisms have now invisibility instead the Phase Shift
- Enchantress Starfall ability replaced with Starflare (damaging beam)
- Thane Charge ability replaced with Storm Bolt
- Thane has new ability - Vigor (increases target unit max health)
- Paladin has now two auras which can change back and forth
- Hermit Tremor ability replaced with Grounding
- Sage Curse ability replaced with Stun Runes
- Berserker Taunt ability now heals the caster if below 30%
- Berserker Flurry ability now deals damage to magic immune units
- Ranger Arrow Volley ability now deals damage to magic immune units


xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx





Lanes:

142893-albums8776-picture106976.jpg


Heroes:

full


Start area:

142893-albums8776-picture106977.jpg






Models:

Tranquil
Happy Tauren
General Frank

If i forgot someone sorry.



For more information about map read the Quests.

This map is protected.


[tr][TD]



Keywords:
AOS, Tranquil, Heroes, Defense, Offense, Strife, Final, Conflict.
[/TD][/tr]
Previews
Contents

Final Conflict v1.11 (Map)

Reviews
09:37, 23th Apr 2016 Ardenian: There is still noteable lag, but it is better now. Try to reduce it furthermore, since it has severe impact on the game. It is approvable now, though there are a few issues: Blacksmith's indication circle is...

Moderator

M

Moderator

09:37, 23th Apr 2016
Ardenian:
There is still noteable lag, but it is better now.
Try to reduce it furthermore, since it has severe impact on the game.

It is approvable now, though there are a few issues:
  • Blacksmith's indication circle is off-placed
  • Shield of Faith does not prevent damage from towers ( supposed ?)
  • You should avoid/workaround terrain deformation for abilities, as it causes permanent leaks
  • Is Bash of Earth Elemental not displayed on purpose or did you forgot to add the ability ?
  • The armor aura adds a strange sfx to each unit, looking odd
  • Minor points like default resource descriptions

This map has definitely potential and I am going to increase the rating once
points are fixed and new features added

16:16, 8th Apr 2016
Ardenian:

avatar242601_7.gif
Ardenian's Review

mapdev.gif
Gameplay
Final Conflict v1.02 is an AOS map with an interesting altered Blizzard style while still offering
new features and some variety to the well-known Blizzard playing style.
The heroes are interesting, though a bit messy. One needs some time to get into the ability changing of the class ability (?).

The gameplay itself is a bit steady. As known from AOS maps, units run towards the other castle, clashing against each other.
The obelisks offer some variety and captureable points, an interesting feature you could play more with. What about another
kind of controllable building ?

Items are very newbie-unfriendly. They are very messy and some items seem to be default items, which you could avoid.
You could try to give it some more balance and add some kind of other order to it.

terrianforum.gif
Aesthetics
The model choice is decent! Everything matches each other.
One point you can work on is adding more terrain variety, like small doodads.
Maybe interact with the pathing furthermore, to allow some strategical tactics.

triggersandscriptsforum.gif
Issues
  • You should make the shops stand out more somehow, they vanish too much with the terrain
  • A very big point, one preventing this map's approval is the excessive lag and crashs.
    We tried the game several times and not restarting Warcraft 3 resulted in instant connection lost.
    That's a known issue though.
    However, the lag was intense, we could hardly control our heroes, playing only with two players.
    Eventually, we always crashed. One time we did when I captured an obelisk.
 
Level 23
Joined
Oct 12, 2008
Messages
1,783
Visually, a very impressive map.

> The choice to use raw red and blue tiles that blended with the team colours and gave each side its faction look was very interesting. It was one of those "why didn't I think of that before" moments.

> Similarly, the terrain is very clean and well made from a pure aesthetic perspective. Though, I personally felt the overtly straight and wide lane paths made positioning in lane rather uninteresting.

> I largest gripe with this map is that it is very slow and uninteresting. Unit spawns have huge amounts of life and the choice to give certain units the defend skill doesn't help. Im also not too sure how to feel about how 2 of the unit spawns each wave have a pretty strong disable which works on heroes.

> By extension of the above, heroes have rather paltry effect on the the wave combat/pushing. Obviously having a hero in lane helps push it, but not in any way that felt significant. A good analogy would be how 10+1 is greater than 10, that doesn't mean playing the +1 feels significant.
Many skills felt very weak to use, combined with high mana costs, further adding to the above issue.

> I though the heroes were too plentiful, aka. quantity over quality. While each one has their own interesting abilities, every hero has at least 1-3 "throw in a random melee game skills". Many abilities also have vague tooltips, such as "increases mana regen by a small/medium/large amount".

Things to note
-----------------
> The red team hero select/info/pick functions do not work at all.
> It is never explained how to actually pick a hero.
 

Deleted member 247165

D

Deleted member 247165

Its time to back to AoS whith this map! Look very clear and quality made map. Nice Work !

Oh really? Have you tried War of Sanctity 2? I suggest you do.

The game is nice, you used materials in good ways. I am going to test it more then rate it :).
 
Last edited by a moderator:
Level 19
Joined
Jul 2, 2011
Messages
2,162
I had an access violation error while playing your game, shut down the whole thing

You should look through your game for bugs, I was using the hero with a mana sheild but I don't really know what caused the crash

Over all an entertaining game, I just wish the units were a little bigger because it becomes hard to see what's on your screen. You could create a trig function that makes all units on the map 1 size bigger for players who are blind like me =)

____

Ok I've played through one whole game, only got that critical error once.

The game is good...
You feel the competitive drive to complete it
You feel compelled to kill enemies heroes
The spells are pretty good

Although....

A few problems and a little advice.

Teleporting to towers can sometimes get you stuck... I can only say you should shrink the editor size of towers but keep them visually the same

You need to be able to upgrade your allies with cash. I noticed towards the end of the game I had every item I wanted but I still had 7000 cash. If I could contribute that cash to my side that would be great. I ended up buying items for my allied heroes, but that's gay. If would be cool if you could place new towers down and any added defence. It's not so important to corrupt your elite unit system by allowing players to upgrade with cash, it's more important to be able to better defend your land.

The AI system needs a little modification, they were often indecisive about who they wanted to kill. Running back and forward between two targets and not attacking either.

There needs to be at least one evasion attack item. There are currently only two(evade 15% and evade plus armour)

There needs to be at least one mana regeneration attack item. you have an item of 50% mana regen, but nothing else really

The Hydra I feel needs to be a little stronger, but not by much, I was able to kill them easily and gave the extra hearts to my allies.

You could make your creep system a little more aggressive by making 1 unit in the group of creeps a hero. That way the game will level up as the west and east advance.

The Commanders stop attacking when they use spells... very annoying

hmm... that is all for now
 
Last edited:
Level 5
Joined
Dec 31, 2015
Messages
116
Gameplay:

Impressive gameplay. Wonderful features, and one of it is the obelisk, which it make the map more interesting to play.

Well, the heroes are in a good amount to play, but it seems, there are only few heroes to choose from. I think, the heroes are too weak from the start, and its hard to last hit a creeps. The abilities of the heroes is good, but too simple (I never knew why). Stats of each heroes are balance, which make the heroes interesting to play. The items in the shop is kinda a mess. You should try to improve the items, and add more, and balance it too. Other items are default.

The units are fine, putting a abilities to each different types of units, and putting a upgrades, which makes the units, useful. The towers had great abilities, like having a bash, and whatsoever. The damage, I think is too high, maybe reducing it a bit. However, the health and the armor are good.

Having a commanders on each side makes the map challenging. But, the commanders stops from attacking, when it uses spells. The keep or the castle is great, having a catapult and wizard on top of it to defend against the enemy makes the castle hard to destroy.

I like the way you add the shrubbery, I always use that, to escape or hide.​

Terrain

Decent terrain. Everything is perfect (For the terrain). The base of each team is great, nothing much to say about that, the red and blue tiles really connects to the looks of the races. The colors of the trees is amazing, its does not harm my eyes from looking at it. Also, the shop is too hard to see, it disappears from too much terrain. Doodads are well placed.​

Verdict

I really enjoy playing this map. But please, fixed the description, its too big, because of that image. And I can see some BBCodes on your description. Anyways, I rate it 3/5, and voting for awaiting update.​
 
Level 10
Joined
May 28, 2011
Messages
455
This is cool map. I play Hermit the first time. This is what I think.

Cool hero selection style. I imagine that I can test hero first before selecting.
Nice terrain when I walk around.
There is no way someone could tell the mechanism of hero's skill. Anything you can provide?
Skill indicator is lacking. I don't know what trigger skill Tremor to appear.
Having lord sometimes attacking is fun. Yet, their fight is not as lord sometimes pausing.
I like bush where sight cannot pass. How you do that?
 
Level 11
Joined
Aug 24, 2012
Messages
429
I will play the map later and leave another comment.

What I do absolutely love is that you have a uniform, medieval aesthetic. Perhaps Hero models such as the Blood Elf Mage could be replaced, but most models fit wonderfully into a coherent fantasy Elves, Dwarves and Humans setting. This is quite an important point for me and I appreciate it. Well done on this part!
 

Deleted member 247165

D

Deleted member 247165

Ok! So I played it again! I loved it!
Terrain - 5/5
Heroes - 4/5
Items - 4/5
AI- 5/5 (more better than mine from War of Sanctity II)
Gameplay - very entertaining but a bit standard (add more chaotic but in the same time balanced abilities that make players be addicted of the game )
Neutral Creeps - 5/5
Orientation in map - 5/5


My rate for you is 5/5
 
Level 11
Joined
Aug 24, 2012
Messages
429
Ok, I played a couple of games. I like many parts of it (like the different consumables you can use), but I have a couple of criticisms:

1. Have a look at your spelling. Presentation is important! Make sure that the info about Armor and Attack Type can be read in the actual game (using commas in the description will make the text end there, don't use commas when describing Armor and Attack Type).

2. Skill shots! Many abilities feel a bit fail proof right now, right click and the effect is guaranteed to take place. Abilities like Charge, which deal more damage on distance or another controllable factor are fun enough as they are.

3. Check your ability triggers! Many abilities trigger with a delay. If that delay is intentional, make sure it is mentioned in the ability description.

4. Increase the effect of abilities but lower their duration. For example, the Champion's (Arthas Hero) instant root for 8 seconds is hardly a fun ability - too reliable for its power. Either make it a skill shot or reduce its duration.

5. Items. Is the current grouping of items working? I think you can definitely improve the placement of items, perhaps in order of their cost? Furthermore, classic Warcraft III items look a bit out of place.



6. There are too many minion types! Do you actually need a minion with heavy armor and piercing attack and another with heavy armor and normal attack? I love diversity in minions, but there are just too many right now. Reduce the amount of skills per minion to 1 (the same goes for creeps), but make that skill matter! Wizards could be casting a Blizzard that you would need to move out of, while Priests will heal and only heal. Towers could also use a remake - what is the point of leading your numerous minion wave into the tower if that tower has multi-shot? Perhaps make all towers fire Artillery projectiles at Heroes - this way skill is involved while fighting buildings. Give each tower type a skill that you need to be aware of. The Revenant boss could use the same treatment. Give him an AOE attack that can be dodged and perhaps a Drain Life and that should be enough. Too many abilities on AI controlled units suffocate the screen and detract from the clarity of Hero interactions.
 
Level 15
Joined
Jan 26, 2010
Messages
1,641
First off, Solid enjoyable gameplay, I've only played singleplayer though.
Now the Champion is all in all a good and solid built char...
But I find the Rogue is all in all a poor choice if you thought it'd be a fine assassin.
These are his main problems, Early on Stealth is ok for weakening a dude, but later on the heroes have so much health it's a very finate finisher. I MEAN 80 DMG? Unless it secretly scales without telling me, and Eviscerate is a chancey thing so your dmg potential is random there. It is however a very good Adverse type, stunning the most threatening targets.
EDIT: Also properly display the right hotkeys, I found myself somewhat lacking due to not being to hotkey everything.
 
Last edited:
Level 12
Joined
Feb 5, 2008
Messages
228
I've played this a couple times now and I've really enjoyed it when I played it singleplayer. The Cleric's shadow-holy dichotomy is really interesting and requires a decent amount of micro strategy just to make sure you have the right ability for the right moment. The waves are varied and interesting, and the AI is bright enough to actually try to control the obelisks (the one I faced seemed completely obsessed with the NW one, which was kinda funny).

My only complaint is that the missing DISBTN on Ignis Rune, but that's really minor. Overall, a very well-done map and an interesting variant of the basic AoS.

EDIT: Oh, and the Lord Commander guys have to be kited into attacking enemy bases. They typically stop moving sometime during their attack wave. I believe it was pointed out earlier that it has to do with their spells.
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
You should edit the map's circle before its title and put the maximum number of players that can play this map, not 1.

Please change the .zip to .w3x or a designated Warcraft III editor file type.
 
Last edited:
Level 10
Joined
May 28, 2011
Messages
455
You need to work on the combat gameplay. It is hardly satisfying for me (my expectation is high so don't worry too much). Firstly, I would comment on the teleportation item. It is so fast, I think I would not die anyhow or someone would.

As for AI, AIs are only playing single lane? AI really need many fixes but it is playable so far. So it is very good (I know it is hard to make a proper AI). What approach do you use for AI? Have you seen my map's AI?
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
-the game is a bit laggy; I think there are some minor leaks somewhere
-Ignis Rune has not DSTBTN
-Duellist's Stealth and Black Strike have the hotkey S as the command Stop
-the lord and some knights might just stand idle after destroying most towers near the castle
-the castle might just deal too less damage; the Guardian alone is almost invulnerable if no other units or enemy heroes are there
-sometimes units from one side may go to an obelisk and take it

Heroes of the Storm inspired?

3.75/5
.
 
Level 15
Joined
Aug 14, 2007
Messages
936

I played this in single player, finally realized that the game of defending base or attack enemy is a mirage during my second game. When I approach the neutral area, I noticed that those Obelisk actually provide gold income which is not possible to gain from anywhere aside from killing those neutral hostiles. The game requires you to destroy the enemy base while having the main question of capturing the obelisk. The only way to win the game is to constantly go on neutral hostile hunting and ignoring all the fighting and war going on as you also will be able to gain fully shared experiences on the whole map, much like in melee game. The only way you lose the game is by being dead, you don't gain experience and you are not able to farm neutral hostiles for your team.




I hope that you will fix some of the problems mention as it hurts the game slightly. However, it is an enjoyable game full of graphical enhancement and great controls.

 
Level 1
Joined
Oct 16, 2015
Messages
283
Interesting concept. No fantasy heroes, instead heroes based on classes, which is really good idea!! But the classes themselves are too simplified tbh. For example, every class has just one skill that deals dmg based on their primary attribute.

Here is what i suggest:

It would be way better if u could expand the heroes giving them more unique stats, skills (passive and actives) with the goal to make them stand out for the class they are.

Sry but your items system suck and i will tell you why. You simply need to take advantage of your features that stand out for your map and that is the fact that your heroes are all Humanoids and they are classes, which means u can give them weapon slot, armor slot, helmet slot etc etc.
Give each class the item type it wears, for example maybe a class wields only two-handed weapons, maybe another class requires shield, mabye another class can wield both two-handed weapons but also duals, maybe another class doesnt use helmet, etc etc. MY point is give each class its unique characteristics and after you have done that start balancing things out.

Give more skills that scale with stats, it will add to the overall depth of your game.

I honestly liked the concept of your map but its too simplified for my taste you have to give it more depth and a unique identity to stand for its own among the others.
 
Level 2
Joined
Feb 13, 2005
Messages
47
it's very hard to get people to join an AOS nowadays. There are too many and too many shit ones. You really should have picked a different genre for this, I suggest you remake this into a general RPG with questing etc.
 
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