I have used a number of other peoples models and a couple of icons, all of which are fully credited in-game, but here they are again;
INV_Weapon_Bow_09 by Hiveworkshop Spell_Shadow_AntiShadow by Hiveworkshop BTNSpell_Holy_SenseUndead by Hiveworkshop
RunicSword by Hiveworkshop
Misc_fish_04 by Hiveworkshop
CRFrostShock By CRAZYRUSSIAN
Ballista v1by Kitabatake
CloudOfFog by JetFangInferno
Oblivion Aura by Vestras
Panther by Dan van Ohllus
BloodElementalMisile by DevineArmy
OrbFireX by General Frank
Human Selection Aura by s4nji
Goblin Engineer By T-Revellion-T
Fishing Hat By MeteORA
piratehat01 By Chriz
Military Hat By Fingolfin
WizardsHat by -SkatinG_CoW-
GroundExplosion by Willalmighty
TimeAura by Mc!
BloodElfSorceress by Tiki.
Revanant by ike_ike.
If any of these people ever need any favors in return don't hesitate to ask.
Change Log
This map is NOT protected.
Oh, Jabberwocky is my username of BoredAussie PVPGN, thus the credit is not oddsocks.
I will have a look! Looks nice. It looks "professional", though it's your first serious map. I give comments later.
EDIT: well I tested it. It's quite funny, considering that's your first serious map essaie. At the moment, I would give 2/5. It lacks a bit and too much creeps spawn. In addtion to this, they are too weak. I toke this Aura Master guy and killed about 20 skeleton warriors with just one strike! A bit imba. Make them stronger and make that they spawn in less number. Keep on working! ;-)
The weak creeps were actually intentional :P The idea is to give the player the feeling of power by smashing his or her way through the large amounts of creeps. They don't give much bounty so they are really just the side dish for the actual hero fighting. Btw most heroes have a multi-shot or epic cleaving, so there shouldn't be a balance issue.
-the towers of the engineer damage at max level also yourself+allies with its splash=/
-it seems the shadowmasters ultimate triggers a bit wrong after dying(the cd is still decreased but the amount of units u move seem like it has been resetted)
also his movement always costs 4...regardless of the ultimates level
otherwise its a very good hero(...well i cant call it an aos...)arena which is a bit too short for my taste(the towers could have way more hp...)
also...i dont know if the guy had luck but the healer killed 5-6 enemy heroes in like 3-4mins O_o kinda strange for a support hero
Thanks for the feedback. I was aware of the splash damage problem and will fix for the next release. I checked the Shadow Master and his ult seemed fine after respawns, maybe is was a latency issue with the large number of commands that a lvl 16 shadow master sends. I will change the placeholder shadow-walk spell to reflect the correct mana cost. The shadow-walk on right click is actually a triggered action rather than an actual spell, so the actual mana usage changes but the placeholder does not. Thanks again!
An okay map. There's some things that needs to be fixed I think.
I just played it once so far, and we simply overrullede the other team, we played 2v2, me and a mate, we were 2 casters vs 2 melee.
I don't know if something should be done to balance this, or people simply have to vary teams more.
A great map, well done. I hope you keep on working :).
Sincerely Foopad
I must say i agree with you Foopad, all the negative feed back I get with this map comes from people people playing small games. 5v5 I have had much better comments. I think this comes about from the fact that some heroes are much better at killing particular heroes then others. Still I would like 2v2 games to be possible so any ideas for balance, please post them here.
In regards to your comments Fenrir, the lane towers were about twice as weak last version :P I keep buffing them, but I really wanted this to be a short game. The issue with built tower hp is another one that is effected by how many people the game has; In a 5v5 a 600 hp tower will never hold up long as 3 heroes could easily tank it, but in a 2v2 it would survive forever :P
I REALLY need a new name for this project; the blandness of the Master Arena name is making this difficult to to differentiate from the crowd. Any suggestion?
Hi oddsocks,
I was playing the spell master, and I could simply keep my enemies frozen forever, because of that refreshing cooldowns ability. Make it have a cooldown, something like, can't occur more than once every 30 seconds.
About renaming, I don't think this one needs another name, it fits with the contents of the map, you choose a master and guide your troops, so to speak.
I hope you find a balancing system ><, it's quite hard, due to spells, I have a system I can show you, but it probably wont work as inteded. gl :)
About renaming, I don't think this one needs another name, it fits with the contents of the map, you choose a master and guide your troops, so to speak.
I agree with you! This map needn't any new name, although its not that creative. however, keep the name!
:p looks like its the name that will have to stay. I have lots of empty tavern slots now though, so i need ideas for new Heroes. Each Hero has to have a play style (healing, nukes, blinking, AoE, knockback, Building, Auras, Tank, Summoning, Stun and Archery and Assassination have already been covered) so I am running out of ideas fast. I was considering dps type hero next. Thoughts? Suggestions?
downloading ...
"but aura master got non-triggered abilities. No wrong with that, pretty hard to make aura abilities with triggers"
[/SIMPLETABLE][/box]
I would like to prove you wrong :P
New characters eh? I vouge for a very stealthy guy, and maybe someone who specializes in traps :P