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Inflicted Random Arena 2.3.3

Each player has a random champion spawned that will fight in a random arena. Every time a player is killed a new hero will be spawned for that player. Players fight until a predetermined kill limit is reached.

This is an old map of mine which I would like to update, I am currently looking for ideas, bugs and suggestions.

All forms of feedback are appreciated.

Best played with 3+ or larger groups.
Requires at least 2 players.
Contains basic AI

Every time you are killed, after a 5 second penalty, you shall be respawned with a new random hero (out of 100) until a kill limit is reached.



-Flame Lord and his Minions are now immune to lava damage while walking on lava terrain in the fire arena.
-Now declares if died on ice.
-Weaver and Magnatuar size reduced.
-Succubus Howling Scream cooldown increased slightly, on killing an enemy Howling Scream's cooldown is halved for 2 seconds.
-Medusa stats adjusted. Physical damage and lightning damage reduced, movement and attack speed increased. Now gains 4 mana on a kill, has a mana shield which blocks 1 for 1 damage (cap of 20). Has no regen other than kills.
-Faceless Void's Advanced Bash now upgrades as per every second kill (first upgrade only requiring one kill). Boosting stats such as chance, stun duration and bonus damage.
-Faceless Void's Step Through jump ability now slows movement speed by 45% and attack speed by 80% (from 45% a/s and m/s).
-Shadow Shaman now has Shackles ability, a channeling skill which holds an enemy ground or land unit still for up to 4 seconds, dealing 2 damage per second (cd: 6)
-Furion's Force of Nature Treant's will evolve if they kill an enemy into an Elder Treant with 2 additional damage, double the attack speed and 8 additional max hit points. This will also reset the lifetime counter to 14 seconds. Elder Treant's contain all attributes of their sub-treants, including their poison slowing attack.
-Doom Guard's Doom now increases damage by 0.25 per second on each kill (starting from 3.75; max 6 d.p.s).
-Wisp's Teleporting Blast now has a 3.2 second channel time (from 4s) and a 8s cd (from 10s).
-Kael's Ability damage reduced and adjusted: Blizzard damage reduced to 3-11 (from 3-19), Flame Strike changed to 9-13 (from 8-15) and Phoenix to [3-4]-[6-7] (from [7-10]-[13-16])
-Reduced Ghoul's Lifesteal by 35%
-Seagul and Faerie no longer are burned on lava.
-Chain Frost no longer bounces to invisible or unseen enemies.



- Medusa no longer gains excess mana from attacks
- Added Acolyte
- Reduced Vampire's hp gain on kill to 8 over 2 seconds (from 15 instantly)
- Reduced Vampire's hp gain on attack to 2 + 10% of missing hp (from 2 + 20%)
- Increased Vampire's attack speed by 30%
- Nightcrawler's effect is now abit more responsive to when he becomes invisible initially
- No longer shows hp gain on Pit Lord's Azgalors Fury Passive when he is dead, nor always showing to all
- Fixed a bug when Tinker was stunned or the Arena was changing, to prevent him from changing back
- Fixed Alchemist's Goblin's Greed passive, allowing for every second kill to gain an additional kill. Kills by the Alchemist now display a gold coin effect
- HUD Gold/Lumber now correctly displays Kills/Deaths and detects when a player has won more accurately
- Priestess of the Moon attack speed drastically increased
- Chimera Roost hit points reduced to 30 (from 35)
- Troll Headhunter's attack and cast animations are shorter to account for faster attacks from his Beserker's Blood passive. General attacks and play are smoother
- Added Necromancer
- Stealth Assassin will start attacking the enemy instantly after blinking behind it
- Stealth Assassin attack speed reduced by 0.15 and animations shorter
- Stealth Assassin's Smoke Screen now properly reduces movement speed by 55%
- Stealth Assassin's Smoke Screen now tints him black while within the Smoke, and increasing movement speed by 30
- Stealth Assassin's Backstab now deals 6 damage (from 8) but deals 8 damage when in the Smoke
- Stealth Assassin's hit points reduced to 14 (from 18) but regeneration increased
- Far Seer's Chain Lightning now costs 1 mana, from a total mana source of 4 (regen at 0.2) but cooldown reduced to 0.4 to allow for more spammage at a good timing due to the long regen cooldown. Damage adjusted to 4 (from 8) and bounces to 6 (from 4)
- Added Forest/Spider arena (contains neutrals)



- Stealth Assassin's Blink Strike damage reduced to 3 (from 9)
- Phantom Shade no longer being killed by Lava/Ice
- Spawning Bugs fixed on Forest/Spider Arena
- Spider Eggs no longer being carried through to other arena's
- Changed some functions in killspree's that will reduce occurances of displays such as Neutral killsprees
- Nightcrawler's Envenomed Claws poison slow increased to 60% (from 40%)
- Archmonde's Hell Frenzy duration reduced to 6 seconds (from 10)
- Puck's Dream Coil now deals 4 + 60% of missing hit points on break (from 15 flat)
- Puck's Dream Coil now drains 2 mana per second if enemies are standing within the Coil
- Puck's Dream Coil effect has been changed, and break time is much more responsive
- Starfall can now be channeled up to 10 seconds (from 6)
- Pit Lord now has an ability called "Grave Uprising" causing untargetable graves to form in a circle at a target location. No units can pass through these graves for 5 seconds
- Pit Lord's Firestorm damage reduced to 4 (from 6) and dps duration to 6 (from 8)
- Ballista's 'Fire!' ability channel time reduced to 1.2s (from 1.5)
- Furion's Treant's damage reduced to 3-4 (from 4-5) and Elder Treant's damage to 4-5 (from 6-7)
- Medusa's attack speed decreased by approx. 20% and Forked Lightning area reduced drastically
- Dryad's attack damage reduced by 1 point, attack speed increased by approx. 25%
- Dryad's slow poison on attack now slows for 80% (from 60%)
- Dryad's Bush Trap remade, now after cast automatically reveals and deals 6 damage per second in blasts in a 200 aoe (no longer stuns), this trap can sustain up to 3 hits, cooldown reduced to 0.8 seconds and traps last 4 seconds after being revealed
- Improved Naga Myrmidon's Sprint and Bash buff visuals
- Marine's Reload ability now has a reduced cast time of 0.4 seconds (from 1s)
- Warden's Shadow Strike damage reduced to 2 initially (from 6) and 1 per half second (from 3)
- Warden's Movement Speed reduced to 200 (from 240). Blinking towards an enemy increases movement speed by 120 for 1.5 seconds
- Warden's Aid now additionally grants 1 bonus damage every 2.5 seconds (max: 10), losing 2 damage per attack
- Warden's Aid now additionally grants a 2% chance to crit for 2x but if the enemy has the Shadow Strikes debuff, this damage is amplified by 10x.
- Gyrocopter's attack speed reduced by approx. 30%
- Gyrocopter now has an ability called Cluster Rockets which deals damage to all nearby enemies for 4 seconds (deals 2 dmg, 3 times per second; cd: 6.5s)
- BloodFiend's Storm Bolt now deals 4 damage (from 9) and stuns for 0.5 second (from 1.5) but has a 1.2 second cooldown (from 3s)
- Swordsman has a new ability which allows him to charge at a target, increasing movement speed by 100 points, but silencing and reducing damage by 50% for the duration. Charge lasts 1.5 seconds and the unit is forced towards the selected target
- Fixed a bug with Trolls Vampiric Claws healing on an earlier level than it should have
- Teleporting blast can now be cast on its current position instead of the minimum distance it had before
- Fixed a bug causing Hydralisk's Poison Flare to deal twice as much damage as it should
- Fixed alot of units attack animations and speeds
- Changed alot of Hotkeys to [Q][W][E][R]
- Medusa's Forked Lightning and Vampire's Undying Rage no longer cast if silenced or doomed
- Tiny's passive remade to Rocky Exterior, enemies will have a 70% chance to be stunned before attacking the Stone Giant. Causing damage and stun to be dealt depending on the distance from him. Closer enemies receive more damage (2-4) and further enemies are stunned for longer (0.5-3)
- Grom Hellscream's Beserker's Call now reduces heal effectiveness by 20% per cast, this is gradually regained if the ability is not cast for 6 seconds
- Butcher's Meat Hook, no longer hooks Buildings, Magic Immune or Dummy units
- Butcher's Abilities now have new hotkeys, and better Icon's to allow for smoother and easier play, hand placement and it is now easier to see if Rot is enabled or Disabled; Exhume Corpses now has a passive icon
- Fixed a bug if initially spawned the Child, that a Burning Wildkin would not be spawned
- Added an option to select the time between arena's
- Changed Cinematic to spawn random units that will fight
- Fixed some bugs with the scoreboard
- Added more Spiders Nests and Tree's to the Spider/Forest Arena
- Added Basic AI with multiple ability casts which mainly trigger on attack, but many are activated situationally, not all enemies are completely functional with AI, this will be improved in future versions



-Fixed carrying of spiders eggs
-Spiders no longer give gold on death
-Spider Eggs can now be targeted by spells and magic damage, and every instance of damage taken spawns a spider accordingly (the same method as with attacks previously)
-Spiders move about 25% slower (all types)
-Ghoul and Grizzly Bear added to the list of disablable superpowered units
-Pitlord's Graves abilities no longer have the same ID and proc each other incorrectly
-Pitlord's Grave's no longer die on lava/ice spamming mass units for the player
-Fixed some bugs with Stone Gian'ts Rocky Exterior, chance reduced to 60% (from 70%)
-Nerubian Weaver's Germinate attack now deals the correct amount of damage
-Fixed a bug causing killed enemies by the innocent to still gain the buff and visual
-Starcaller's Starfall now deals 4.5 damage (from 3.5) and requires only 8 mana (from 10) with an increased mana regeneration rate of 1.2 (from 0.8)
-Jugganaut's Bladestorm damage reduced to 2.5 (from 4) but now increases by 20% per enemy hit per strike) until the spin ends
-Medusa's attack speed reduced by approximately 15%
-Fixed a bug causing Puck's Dream Coil not to show the break range correctly to enemies
-Fixed a bug causing Dark Ranger's Silence now prevents melee attacks (from 80% miss chance on both melee and ranged enemies). This still causes ranged attacks to have an 80% miss chance
-Dark Ranger now has faster cast and attack animations
-Dark Ranger's Deadly Strike chance reduced to 12% (from 15%)
-Dark Ranger's general speed and effectiveness increased
-The child takes slightly more damage from magic attacks and spells
-Archimonde's Hell Frenzy now only lasts 4 seconds (from 10) but has a reduced cooldown of 10 seconds (from 25)
-Fixed a bug causing players to be able to view all the arenas at the beginning in the first arena
-Fixed the Raider and Medivh having the wrong soundset
-More abilities have been set to Q/W/E/R
-AI now evades Dryad's Bushes more effectively.




-Fixed incorrect hotkeys: (Faerie Dragon, Bane, Rock Golem, Lightning Rev, Sorcerress, Alchemist, Earthshaker etc)
-Fixed furions skills having the same ID's
-Starcaller can correctly cast her ability now
-Crypt Lord base damage reduced (by 2)
-Phantom Shade can now see invisible units
-Vengeful Spirit now has Howl of Terror: deals 4 damage and reduces affected targets damage by 40% and armor by 10 in a line for 4 seconds

-Players do not spawn outside of arena on Forest Arena



-Many units now do not attack air
-Sorceress damage reduced from 3-4 to 1-1
-Sorceress attack speed increased by approx. 175%
-Attacks against hexed targets by the Sorceress deal 4 bonus magic damage
-Kael's hotkeys are set to Q/W from F/G
-Dryad's Bush Trap hotkey changed to W from T
-Shade's Phantom Change hotkey changed to W from C
-Lots of animation changes
-Fixed the bug with the multiple starting units
-Changed spawning area for forest arena
-Gyrocopter is no longer mechanical and can be targeted by most spells
-Phantom Shade is no longer damaged by lava/ice
-Child no longer takes damage from lava/ice
-Riki can now hit within his cloud
-Faerie Dragon's (Puck) Dream Coil now breaks slightly shorter (break range reduced to 380 from 400)
Jakiro abilities remake:
-Now has passive "Liquid Fire" which causes attacks to deal a burning dps on enemies (2 damage per second over 4 seconds) does not stack.
-Dual Breath's first cone (fire) applies the Liquid Fire buff to all affected targets. The second cone (frost) slows hit enemies movement speed by 60% for 3 seconds. Both cones have their damage reduced (from 8 to 6)
-Now has a new active ability "Frost Wall" (W) which creates a wall of ice, freezing any enemies that run into it





-Bounty Hunter's Shuriken no longer hits Faerie Dragon (Puck) in her phase shift.
-Nightcrawler no longer has passive regeneration (3.25 -> 0) but now regenerates 4 hit points per second while invisible in Fade.
-Fixed Earthshaker's Fissure to no longer be walk-throughable in some instances
-Earthshaker now has a new passive ability "Pulverize": casts stun nearby enemies and deal 4 damage
-Changes to Earthshaker's Fissure ability, after killing an enemy, the next Fissure will contain magma chunks which do a burning 3 aoe damage to any enemy touching the magma wall
-Small changes to Skeleton Archer
-Fixed a bug with Furion's cast ID's
-Fixed a bug with the Furion AI bot
-Fixed a bug with Pitlord's cast ID's
-Pitlord's Grave's formation looks a little better
-Lich Hotkeys changed to Q/R from R/C
-Medusa damage reduced to 2-2 (from 3-4)
-Medusa Forked Lightning damage reduced to 4 (from 6)
-Medusa attack speed increased by approx. 40%
-Doom now has a new ability "Scorched Earth", which creates a flaming circle around him and two outter circles with smaller gaps, when an enemy runs over these flames they take 4 damage for each second
-Furion's Sprout tree area abit wider, allowing more units to be trapped within and more circular look
-Paladin's bash changed, no longer 12% chance. Instantly mini-stuns targets on attack, 1.5 second cd
-Paladin now has a slowing passive aura, units near him have 40% reduced movement speed (200 aoe)
-Satyr Hellcaller no longer has original purge.
-Satyr Hellcaller now has ability "Purged Direction": creates 2 walls along side target location for 6 seconds
-Satyr Hellcaller now has ability "Soul Nullification": channels a glowing orb for 2 seconds, then fires in a line dealing 20 damage
-Gyrocopter and Seagul now have 10 hit points (from 20)
-Dreadlord now has 3 additional items: Boots of Speed (90 ms), Potion of Healing (Full heal, one usage), Structure Slicer (Deal double damage against buildings)
-Dreadlord can now no longer be given a second lifesteal item
-Hydralisk's Poison Flare now deals 3 damage per second over 7 seconds, but does not kill enemies. (from 12 flat burst damage)
-Renamed to "Inflicted Random Arena"
-Many other small changes.



Lich's Frost Armor hotkey changed to W
Deceptionist's Mirror Image hotkey changed to Q
Admiral's Torrent hotkey changed to Q
Scarab's Locust damage reduced to 2-3 (from 4-5) but attack speed increased by 25%
Scarab's Locust Swarm area increased to 1000 aoe (from 450)
Scarab's Locust Swarm now creates 20 locusts (from 10)
Scarab's Carrion Swarm now no longer deals 12 flat damage but deals 3 damage per second over 6 seconds. Locusts that attack affected enemies will deal 3 bonus damage
Admiral's Torrent now knocks them up and they fall down much quicker, damage reduced to 15 (from 16)
Necrolyte Death Pulse range decreased to 475 (from 550)
Necrolyte Death Pulse heal on cast reduced to 2 (from 4)
Necrolyte Sadist ability remake, no longer heals 80% of missing hit points on kill. Kills now heal 35% of killed enemies maximum hit points and cause the next Death Pulse to move slower but deal 50% additional damage. (9 dmg)
Fixed a bug causing units to spawn on/in walls on one of the arenas
Dryad's Bush Trap no longer targetable for attacks or spells
Nightcrawler's Envenomed Claws now reduces movement speed by 60% (from 40%)
Nightcrawler's damage reduced to 3-4 (from 6-7) but attack speed increased by 120%
Gnoll Warden's Lightning Shield duration increased to 14 (from 12) and damage area of effect increased slightly to 180 (from 160)
Vampire's damage reduced to 2-3 (from 5-7) and attack speed increased by approx. 50%
Banshee damage reduced to 1-2 (from 4-5) and attack speed increased by approx. 200%
Fixed a huge bug on Banshee's Possess not casting or causing duplicate units
Fixed a bug causing Banshee's Banishment not to work
Wisp Hotkeys changed to Q/W
Increased casting speed of Magnataur
Siege Engine's Cluster Rockets now deal 3.5 damage per rocket (from 4.5)
Stone Giant (Tiny) Avalanche Duration decreased slightly (from 2 to 1.5)
Stone Giant's Rocky Exterior chance reduced to 40% (from 60%)
Huntress damage reduced to 2-3 (from 5-6) and attack speed increased by 50% (to approx. 3.5 attacks per second)
Huntress's Moon Gliave now heals 1 hit point per enemy hit, this affect proc's on every bounce
Troll Beserker's "Troll's Fury" now deals 1.2 damage per 2 missing hit points (from 1.5 per 2)
Troll Headhunter's attack speed increased by approx. 90%
Flame Lord and his Flame Minions take double damage when walking on icy terrain in the ice/frost arena
Fixed a bug causing Satyr Hellcaller's Soul Nullification to not hit enemies standing directly infront of him
Cannon Tower when in 'Upgraded Cannon Tower' form has the ability to repair all missing hit points, requires 8 second channel time while being unable to attack
Kael's Flame Strike casting time reduced by about 50%
Chimaera now regenerates hit points
Acolyte attacks properly
Fixed a bug causing Earthshaker's Fissure to create a magma line when it shouldn't have
Added Beachfront arena, contains no obstacles, when in shallow water movement speed is reduced by 20% but regenerates 20% of maximum mana per second in additional regen
Added Water and Ice arena, small arena with many patches of water, good for skill shots and jumps
Remade the kill display system. Now displays killing sprees in the same line as the awarding of kills (multikills are however on a seperate line)
Additionally the display kill type is randomized, eg: one kill might say "Player 1 slaughtered Player 2" and the next may say "Player 2 has decimated Player 1"
Killing sprees are displayed like this now, for example: "Player 1 has killed Player 2 and is on a Killing Spree!"
Added unique kill type displays, currently only features Firelord who mentions that he icinerates and melts his opposition
Lots of smaller internal organization



Now includes Team Deathmatch! Fight with other players in teams of 2, 3, 4 or 5! Game continues till a team kill total is reached, same default spawn layout and gameplay except with allied players. AI completely compatible with this mode.


Naga M's Naga Bash armor reduction buff fixed
Zeus's Lightning bolt deals 6 damage (from 8) but has a greater reduced cd of 2.5s (from 6)
Zeus's Mana regeneration increased to 2.5 (from 1.5)
Zeus' Thundergod’s Wrath cooldown reduced to 15s (from 25)
Necromancer attack speed increased by approx. 50%
Troll Beserker attack damage reduced to 2-3 (from 4-5)
Beastmaster's Stampede now creates 12 beasts per second (from 8) stilll dealing 4 damage each
Pit Lord's Firestorm no longer hurts himself
Cannon Tower can no longer attack while repairing
Fixed a bug where the Satyr Hellcaller's Soul Nullification was spawning under him instead of infront of him
Fixed a bug where the Satyr Hellcaller's Soul Nullification could hit units and not damage them, it now deals damage and hits all targets properly
Satyr Hellcaller's Soul Nullification can now only be cast to the maximum range (instead of global cast distance) and shall run to an appropriate range before casting
Satyr Hellcaller's Unholy Aura range reduced to 275 (still slows by 75%)
Stone Giant's Toss has been fixed, this now properly throws the random nearby target to the position instead of just knocking them up.
Stone Giant's Toss range has been increased to 1200 and now all units and the landing position have their movement speed reduced by 60% for 3 seconds
Rifleman's Snipe hotkey changed to Q
Speed Archer's Speed Drain hotkey changed to Q
Faceless Void's Step Through hotkey change to Q
Priestess of the Moon's Elune's Arrow damage now depends on distance traveled. Dealing between 3-21 depending on the distance (from a flat 12)
Priestess of the Moon's Elune's Arrow now causes attacks against stunned enemies by the arrow to deal 3 additional magic damage
Priestess of the Moon's Leap now increases her attack speed by 90% for 2.5 seconds (from 35%)
Archmage's Water Elementals can now walk across icy terrain without taking damage or being slowed
Fixed a bug where Siege Engine's Cluster Rockets were doing no damage
Siege Engine's Cluster Rockets now only release 14 rockets (from 20) but still deal 3.5 damage per rocket and stun for 0.5 seconds each
Fixed a bug causing Necrolyte's Death Pulse to not be upgraded if he was on full hit points
Necrolyte's Death Pulse now increases its range by 150 points for the one cast of the Sadist Passive (625 aoe from 475)
Faerie Dragon's (Puck) Phase Shift now creates two of the same effect in a nearby location to attempt to confuse enemies, lasts for 2 seconds
Fixed Wisp's Revert Damage not functioning properly
Added new hero: Tormented Soul
. Light Expulsion - Releases many orbs of light around him at random locations over 2 seconds. Contact by any of these orbs with enemies will each release a blast of lightning dealing 4 damage. (Cooldown 4 seconds)
Added new hero: Ancient Protector
. Overgrowth - Releases roots from the earth below holding nearby enemies in place and dealing 8 damage over 4 seconds. (Cooldown 10 seconds)

Need ideas for Keeper of the Grove hero, creating some sort of tree creation blast but need ideas on if it should damage/heal and what the second ability should be. Considering another tree circle forming around him or something to that effect

Fixed bugs with scoreboard
Some bug fixes and improvements to AI, especially the bugs where the AI couldn't handle new heros

Beach Arena now contains "kindof beach-like" trees.
Beach Arena now slows attack speed by 40% and does no longer slow movement speed.

Creates set spawn points on some arenas to prevent spawning on immovable or damaging locations (lava, ice, rectangular, forest/spider, ice+water final)

Added more unique killtype displays:
Bounty Hunter (slice, cut down, cut in half, shred)
Butcher/Pudge/Abomination (mutated, defiled, hooked)
Centaur (stomped)
Earthshaker/Tauren (slammed, crushed)
Panda (endangered, extincted, offered his last round to)
Riki/Stealth Assassin (assassinated)
Satyr Hellcaller (purged)
Wisp (relocated)
Zeus (zapped, electrocuted)

Unique sound events on multikills




Players can now no longer select Team Deathmatch if there aren't a balanced amount of players. (Cannot have: Less than 4; 5, 7 or 11 players)
Fixed a bug causing Medusa's Forked Lightning to give her mana for her shield
Demon Hunter's Evasion (33%) now increases to 100% for 2 seconds when he kills an enemy
Night Watcher (Templar Assassin) Base damage decreased to 3-4 from 12-13
Night Watcher's Shadowmeld remade: every 10 seconds a circle will form around her. While she remains within this circle, her movement speed is doubled and her first attack will instantly kill the attacked target. If she leaves the circle or attacks an enemy, she will lose this effect for 10 seconds. She still has the default effects of shadowmeld, allowing her to become invisible while standing still, fade time remains one second. Changed some visuals
Night Watcher's Shadowmeld now has a secondary ability displaying the cooldown of the Shadowmeld damage proc being added
Lich King can now walk over frozen terrain without being affected
Lich King now has a unique kill text display (frozen, chilled)
Rock Golem damage reduced to 6-7 (from 14-16)
Rock Golem's Hardened Shell now has another active effect. Every instance of damage taken increases his next attack by 2 points (stacks with no limit). Damage is lost after one attack. This effect works on Ghost Golems, on death stacks are not lost and Ghost Golem attacks do not reduce the damage but deal the bonus.
Archmage's Summon Water Elemental Hotkey changed to Q
Fixed Bristleback's Viscous Nasal Goo buff
Dreadlord's items no longer show item sell prices
Fixed a bug where Necrolyte's Death Pulse was not gaining a range increase when Sadist activated
Silencer can has no affect from walking over any of the different terrain types
Structures are no longer affected by different terrain types
Fixed some incorrect soundsets

Changes in Team DeathMatch mode:
Beastmasters Stampede no longer hurts allies
Lich King's Frost Nova no longer hurts allies
Nightcrawler's Envenomed Claws area damage no longer hurts allies
Fire Lord's Volcano no longer hurts allies
Doom Guard's Doom can no longer target allies (can still target self)
Doom Guard's Scorched Earth no longer hurts allies
Rifleman's Snipe can no longer target allies
Tidehunter's Gush can no longer target allies
Tidehunter's Ravage no longer damages or knocks up/stuns allies
Skeleton Archer's Tainting of the Bones effect no longer applies on allies
Dark Ranger's Frost Arrows can no longer be cast on allies, allowing for her to unfairly attack allied units
Dark Ranger's Silence no longer affects allies
Troll Headhunter's Searing Arrows can no longer be cast on allies, allowing for attacking allied units
Bounty Hunter's Boomerang no longer hurts allies
Bristleback's Viscous Nasal Goo can no longer target allies
Alchemist's Transmute can no longer be cast on allies
Ballista's Fire! no longer hurts allies
Crypt Lord's Impale no longer hurts allies
Scorpion's Impale Strike no longer hurts allies (in need of a rework)
Demon Witch's Impale no longer hurts allies
Demon Witch's Finger of Death no longer hurts allies or himself
Succubus's Howling Scream no longer hurts allies
Succubus's Blink no longer hurts allies
Necrolyte's Death Pulse no longer hurts allies
Stealth Assassin's Smoke Screen no longer affects allies
Ogre Magi's Firebolt can no longer target allies
Spirit Breaker's Charge of Darkness can no longer target allies, allowing for attacking allied units
Stone Giant's Avalanche no longer hurts or stuns allies
Demon Hunter's Permanent Immolation no longer hurts allies
Earthshaker's Lava Fissure no longer hurts allies
Child/Wildkin's Permanent Immolation no longer hurts allies
Treant Ancient's Overgrowth no longer hurts or entangles allies
Wisp's Teleporting Blast no longer kills allies
Zeus's Lightning Bolt can no longer target allies
Zeus's Thundergod's Wrath no longer targets allies
Acolyte's Debirth can no longer be cast on allies, may still cast on self
Starcaller's Starfall no longer targets allies
Lightning Revenant's Enraged Lightning can no longer target allies
Warlock's Death Touch can no longer cast on allies
Warlock's Summon Inferno initial crash no longer damages or stuns allies
Bloodfiend's Stormbolt can no longer be cast on allies
Priest's Demobilise can no longer be cast on allies
Priest's unHealing Wave can no longer target allies and does not bounce to allies
Speedy Archer's Speed Drain can no longer be cast on allies
Sorceress's Hex can no longer be cast on allies
Silencer's Global Silence no longer affects allies
Jugganaut's Bladespin no longer hurts allies
Bane Elemental's Sleep can no longer be cast on allies
Banshee can no longer possess allies
Far Seer's Chain Lightning can no longer be cast on, and no longer bounces to allies
Faerie Dragon's (Puck) Dream Coil no longer affects allies

Butcher's Black Hook is still able to hook allies, but no longer deals damage to allies if hooked
Butcher's Rot no longer hurts allies, but still hurts himself
Priestess of the Moon's Leap increases nearby allies movement and attack speed as well as her own on activation

Most frost abilities and effects now slow attack speed by 50% (from default 25%)
10th Arena created; unholy theme with regions containing pentagrams which hex units that walk over it
Fixed a bug on the Beach and Icicle (Small Ice/Water) Stage where if you ran near the edge it would pull you to the center
Arenas (except the first) now have a randomized order



Main noticable changes in the previous versions:
Stone Giant
Priestess of the Moon
Tormented Soul
Ancient Protector
Kill displays and killing spree display
Sounds on multikills
Team Deathmatch mode

Main noticable changes in the current version:
Night Watcher (Templar Assassin)
Rock Golem
New arenas
Arenas randomized order
Bug fixes

Sorry fixed that bug where Player 1 could not attack Player 2.

Looking for suggestions for other hero's or modes. Appreciate all testing, and credit shall be given.

Keywords:
Mini-game, Minigame, Random, Arena, Inflicted, Inflicted Random Arena, Madness, Slaughter, Awesomeness
Contents

Inflicted Random Arena 2.3.3 (Map)

Reviews
16:00, 3rd Apr 2013 Orcnet: map approved
Level 2
Joined
Mar 1, 2013
Messages
10
Just like Undeadmmortal said - It's simple, but awesome! I just love this simplicity. Things you could do to improve the map - Get a custom loading screen with a brief description on game modes, or commands, or asking people to contact you incase of a bug or such. You know :p it's 200kb so you can still add some more features like sound effects when a player gets a kill, you can even add new models if you like. This is all just minor improvements I can think of.

Now I've played the map - Here's a little something you should check:
The Orc Deceptionist has the "Mirror Image" spell - And one of the primary uses of it is to confuse (ultimately, Deceive :p) an opponent, But when the spell is triggered and the two mirror images are spawned, the original hero get's a special effect buff on him which kind of gives away which one the real hero is :S thus rendering this primary use of the spell basically void - unless the other use for it can be to block the other hero from getting to you :p

The Speey Archer's speed drain ability is cool - love it! just check the model of the dummy you are using for the placement of the spell - It's the model of a peasant and it's just weird having a peasant spawn as a dummy :S maybe just give it no model.

Other than that - It's a cool map! Full house this aught a be fucking epic ^_^
 
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Many thanks for the quick feedback, the original idea was that it was a fast-paced but simple mini-game that people could pick up really fast without requiring any particular knowledge or skill to play.

The Orc Deceptionist has the "Mirror Image" spell - And one of the primary uses of it is to confuse (ultimately, Deceive :p) an opponent, But when the spell is triggered and the two mirror images are spawned, the original hero get's a special effect buff on him which kind of gives away which one the real hero is :S thus rendering this primary use of the spell basically void - unless the other use for it can be to block the other hero from getting to you :p
Haha I see your point, originally it was simply just the two illusions. But if you noticed they are fairly strong as they deal 100% (of the 4-18 dmg) and receive 100%, making them very offensive. Most players don't notice the slight effect, but I added that to "balance" it or give the other players almost a chance to quickly change their attack target. As soon as you noticed that the original was being attacked, you could simply reactivate the ability. Essentially allowing you to spam it to evade damage due to the short cooldown. However, I'm considering making that little effect only noticable by the player who owns the unit, or removing it completely. Perhaps applying it to all units for a random duration or applying it to a random illusion to add to the confusion of the ability. Just juggling idea's on that at the moment.

The Speey Archer's speed drain ability is cool - love it! just check the model of the dummy you are using for the placement of the spell - It's the model of a peasant and it's just weird having a peasant spawn as a dummy :S maybe just give it no model.
Another thing I noticed too, it was abit odd when it was just coming out of the ground randomly, so I added the little human to seem as if he was casting it. Doesn't quite look right yet, looking for alternatives to that. Will probably remove the model in the next version.


About the sounds and loading screen, I intend to eventually add that. The main reason I delayed doing so was to reduce the file size. Allowing the map to only be about 250kb allows for quick downloads.

Will definately add kill-sounds in future versions, thanks for the idea.

Full house this aught a be fucking epic ^_^
Haha yes, it's absolutely madness with 11 players and abilities flying in every direction.

Should I add an ice/water stage? Currently the Lava arena deals slight damage to players that stand on it. Perhaps moving terrain or different height elevations.

Thanks again for all the feedback, if you have any ideas of how to make a hero better, how skills should be changed, new hero idea's or any comments, bugs or thoughts, please don't hesitate to comment below.
 
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I've tested it with some friends, and it was a lot of fun.

Bugs and Imbalances:
  • Stealth Assassin's smoke screen increases the movement speed of enemy units instead of increasing them.
  • Tinker becomes unpaused when the arena changed while he's using his ability, and it becomes permanent unless the player clicked it.
  • The Draenei (I forgot the name :p) that has the glaive ability is too imba (It can kill almost all units in 1 cast), i recommend you to lower the ability's damage.
  • Air units (Flying Machine, Seagul, etc.) can't be attacked by some ground melee units (Paladin, Swordsman, etc.)
  • The arena is still changing and you can still play it even when the game is finish (Kill limit has been reached).
  • The child (With a berserk wildkin) can be killed 1 hit with some spells.
 
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Yeah I love the Idea of the dynamic shift of arenas! just adds more fun to the game - because some heroes gets an advantage at the lava stage (like the sniper, and flying units) but then other units get advantages on other arenas. The most imba hero has got to be that sheep D: really imba sheep ^_^ maybe you should add random power-ups that spawn around the arena as a bonus? also check one of the cityscape arenas - Sometimes when you respawn you spawn on a wall that renders you stuck :c
 
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Thanks for the feedback, working on the changes atm.

Stealth Assassin's smoke screen increases the movement speed of enemy units instead of increasing them.
Fixed.

The Draenei (I forgot the name :p) that has the glaive ability is too imba (It can kill almost all units in 1 cast), i recommend you to lower the ability's damage.
Reduced by 25% and damage dealt is now physical instead of chaos.

The arena is still changing and you can still play it even when the game is finish (Kill limit has been reached).
Fixed.

Air units (Flying Machine, Seagul, etc.) can't be attacked by some ground melee units (Paladin, Swordsman, etc.)
This was done intentionally, allowing them to only be attacked by "anti-air" units or spells. I wasn't quite sure what to do with this, is allowing them to fly over walls enough, should they be attackable by all? Requires some more thought before changes are implemented.

The child (With a berserk wildkin) can be killed 1 hit with some spells.
Should I make the Child Magic Immune? Is there any way of reducing the damage dealt from spells to deal only 1?


also check one of the cityscape arenas - Sometimes when you respawn you spawn on a wall that renders you stuck :c
Fixed.


Thank you all for the amazing feedback
 
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Object Editor --> Abilities Tab --> Search for the Spell Damage Reduction.

If i set it to 99% reduction, would this achieve what I'm trying to do?
Added. Thanks


EDIT:

Added Ice Arena that deals 1 damage per second and slows movement speed by 60% while walking on Ice-terrain.
Added Marine: Deals 2-2 damage but can channel "Reload" ability for the next attack to deal 10 bonus damage.
Added Nightcrawler: Active ability deals 4 + 40% of missing hp of nearby enemies and increases attack speed by 80%; additionally adding 40% slowing attack for 2 seconds. Secondary ability allows the Nightcrawler to become invisible for 3 seconds, while being able to attack without being revealed.

Fixed: Chain Frost no longer bounces to dummy units, Teleporting blast animation ends if Wisp dies, and many other minor bugs and fixes.

Looking for more hero ideas or ability ideas, simplicity is always important.
 
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Tested the new version, found some bugs and imbalances :/
  • There's a tinker on the start (I'm pretty sure it's a test unit).
  • When the Nightcrawler's clouds end, a message displays to all players that the owner of the nightcrawler dies, thus, creating a new unit for him while the Nightcrawler is still alive.
  • Necklace of Immunity of the Vampire is pretty overpowered, cause it can blocks almost all abilities making the spell casters (Lich, Sorceress, etc.) useless :S
 
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Sadly the ending of this update was abit rushed and I did leave the Player 2 Tinker which I was testing the Nightcrawler with behind. That has been removed, sorry.

When the Nightcrawler's clouds end, a message displays to all players that the owner of the nightcrawler dies, thus, creating a new unit for him while the Nightcrawler is still alive.
Yeah, I noticed this too. I added a new dummy unit to create that effect on a different scaling. Forgot to add it to my death system trigger, causing every time that first ability was cast for it to spawn a new unit for the player. This is fixed.

Necklace of Immunity of the Vampire is pretty overpowered, cause it can blocks almost all abilities making the spell casters (Lich, Sorceress, etc.) useless :S
I see your point, I have decided that while this item is held, his movement speed will be reduced by 60 points to balance it. Was considering reducing armor, but shall test this and update if necessary.


Thank you again for your feedback.




Many thanks, feel free to leave comments, idea's or suggestions below.


EDIT:

Changes values and balanced a few over-powered units.
Fixed: Shade can no longer become an illusion. Banshee can no longer possess an illusion, causing bugs and duplicating units.
Added: Nerubian Weaver: An attack every 2 seconds will release a second attack which deals equal damage and reduces enemy armor for 3 seconds. Can become invisible and deal damage by running through enemies.

New version uploaded.

EDIT2:

Found bugs for next version:

Innocent killing both the Child and Wildkin causing two units to be spawned for the killed player.
Teleport animation failing while not interrupted.
 
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Mind adding a changelog in the description? :p

By description you mean the top of this page?
Or within the map?

I will update the initial post/entry text.

EDIT:

I've not included all the minor changes and balances. But have just mentioned the main bug fixes and hero additions.
A small example of a minor change would be the Orc Deceptionist now has an ability to show the damage that has been dealt on the attack, effectively just 1x crit. But allows you to see the damage done on attacks by the original and illusions from the large range of 4-18. Small little eye-candy changes have been done, and general smoothness, etc.

Any hero ideas or arena ideas? Noticed any new bugs or have any suggestions for improvements?

EDIT2:

Current found bugs:

-Random fatal errors occuring more often than late. Something regarding a newer hero perhaps
-Riki smoke not slowing

Changes in upcoming version:
-Flame Lord and his Minions are now immune to lava damage while walking on lava terrain in the fire arena.
-Now declares if died on ice.
-Weaver and Magnatuar size reduced.
-Succubus Howling Scream cooldown increased slightly, on killing an enemy Howling Scream's cooldown is halved for 2 seconds.
-Medusa stats adjusted. Physical damage and lightning damage reduced, movement and attack speed increased. Now gains 4 mana on a kill, has a mana shield which blocks 1 for 1 damage (cap of 20). Has no regen other than kills.
-Faceless Void's Advanced Bash now upgrades as per every second kill (first upgrade only requiring one kill). Boosting stats such as chance, stun duration and bonus damage.
-Faceless Void's Step Through jump ability now slows movement speed by 45% and attack speed by 80% (from 45% a/s and m/s).
-Shadow Shaman now has Shackles ability, a channeling skill which holds an enemy ground or land unit still for up to 4 seconds, dealing 2 damage per second (cd: 6)
-Furion's Force of Nature Treant's will evolve if they kill an enemy into an Elder Treant with 2 additional damage, double the attack speed and 8 additional max hit points. This will also reset the lifetime counter to 14 seconds. Elder Treant's contain all attributes of their sub-treants, including their poison slowing attack.
-Doom Guard's Doom now increases damage by 0.25 per second on each kill (starting from 3.75; max 6 d.p.s).
-Wisp's Teleporting Blast now has a 3.2 second channel time (from 4s) and a 8s cd (from 10s).
-Kael's Ability damage reduced and adjusted: Blizzard damage reduced to 3-11 (from 3-19), Flame Strike changed to 9-13 (from 8-15) and Phoenix to [3-4]-[6-7]
(from [7-10]-[13-16])
-Reduced Ghoul's Lifesteal by 35%
-Seagul and Faerie no longer are burned on lava.
-Chain Frost no longer bounces to invisible or unseen enemies.

Considering changing Hydralisks secondary move, into a dps poison perhaps scaling instead of a flat aoe nova dealing far too much damage.
Thoughts about if the Templar Assassin moves too far the assassination buff/bonus damage is lost. Causing a more stealthy behavior.
 
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Both will be nice.

Done, and 1.9.6 uploaded. New features and changes are shown in the changelog above.

EDIT:

1.9.7 Changes:

- Medusa no longer gains excess mana from attacks
- Added Acolyte
- Reduced Vampire's hp gain on kill to 8 over 2 seconds (from 15 instantly)
- Reduced Vampire's hp gain on attack to 2 + 10% of missing hp (from 2 + 20%)
- Increased Vampire's attack speed by 30%
- Nightcrawler's effect is now abit more responsive to when he becomes invisible initially
- No longer shows hp gain on Pit Lord's Azgalors Fury Passive when he is dead, nor always showing to all
- Fixed a bug when Tinker was stunned or the Arena was changing, to prevent him from changing back
- Fixed Alchemist's Goblin's Greed passive, allowing for every second kill to gain an additional kill. Kills by the Alchemist now display a gold coin effect
- HUD Gold/Lumber now correctly displays Kills/Deaths and detects when a player has won more accurately
- Priestess of the Moon attack speed drastically increased
- Chimera Roost hit points reduced to 30 (from 35)
- Troll Headhunter's attack and cast animations are shorter to account for faster attacks from his Beserker's Blood passive. General attacks and play are smoother
- Added Necromancer
- Stealth Assassin will start attacking the enemy instantly after blinking behind it
- Stealth Assassin attack speed reduced by 0.15 and animations shorter
- Stealth Assassin's Smoke Screen now properly reduces movement speed by 55%
- Stealth Assassin's Smoke Screen now tints him black while within the Smoke, and increasing movement speed by 30
- Stealth Assassin's Backstab now deals 6 damage (from 8) but deals 8 damage when in the Smoke
- Stealth Assassin's hit points reduced to 14 (from 18) but regeneration increased
- Far Seer's Chain Lightning now costs 1 mana, from a total mana source of 4 (regen at 0.2) but cooldown reduced to 0.4 to allow for more spammage at a good timing due to the long regen cooldown. Damage adjusted to 4 (from 8) and bounces to 6 (from 4)
- Added Forest/Spider arena (contains neutrals)

EDIT2:

1.9.7 uploaded. Download from the first page or from: http://www.epicwar.com/maps/downloa...41d941fadc6165140ad07/RandomArena 1.9.7 B.w3x

EDIT3:

Changes coming to the next version:

- Stealth Assassin's Blink Strike damage reduced to 3 (from 9)
- Phantom Shade no longer being killed by Lava/Ice
- Spawning Bugs fixed on Forest/Spider Arena
- Spider Eggs no longer being carried through to other arena's
- Changed some functions in killspree's that will reduce occurances of displays such as Neutral killsprees
- Nightcrawler's Envenomed Claws poison slow increased to 60% (from 40%)
- Archmonde's Hell Frenzy duration reduced to 6 seconds (from 10)
- Puck's Dream Coil now deals 4 + 60% of missing hit points on break (from 15 flat)
- Puck's Dream Coil now drains 2 mana per second if enemies are standing within the Coil
- Puck's Dream Coil effect has been changed, and break time is much more responsive
- Starfall can now be channeled up to 10 seconds (from 6)
- Pit Lord now has an ability called "Grave Uprising" causing untargetable graves to form in a circle at a target location. No units can pass through these graves for 5 seconds
- Pit Lord's Firestorm damage reduced to 4 (from 6) and dps duration to 6 (from 8)
- Ballista's 'Fire!' ability channel time reduced to 1.2s (from 1.5)
- Furion's Treant's damage reduced to 3-4 (from 4-5) and Elder Treant's damage to 4-5 (from 6-7)
- Medusa's attack speed decreased by approx. 20% and Forked Lightning area reduced drastically
- Dryad's attack damage reduced by 1 point, attack speed increased by approx. 25%
- Dryad's slow poison on attack now slows for 80% (from 60%)
- Dryad's Bush Trap remade, now after cast automatically reveals and deals 6 damage per second in blasts in a 200 aoe (no longer stuns), this trap can sustain up to 3 hits, cooldown reduced to 0.8 seconds and traps last 4 seconds after being revealed
- Improved Naga Myrmidon's Sprint and Bash buff visuals
- Marine's Reload ability now has a reduced cast time of 0.4 seconds (from 1s)
- Warden's Shadow Strike damage reduced to 2 initially (from 6) and 1 per half second (from 3)
- Warden's Movement Speed reduced to 200 (from 240). Blinking towards an enemy increases movement speed by 120 for 1.5 seconds
- Warden's Aid now additionally grants 1 bonus damage every 2.5 seconds (max: 10), losing 2 damage per attack
- Warden's Aid now additionally grants a 2% chance to crit for 2x but if the enemy has the Shadow Strikes debuff, this damage is amplified by 10x.
- Gyrocopter's attack speed reduced by approx. 30%
- Gyrocopter now has an ability called Cluster Rockets which deals damage to all nearby enemies for 4 seconds (deals 2 dmg, 3 times per second; cd: 6.5s)
- BloodFiend's Storm Bolt now deals 4 damage (from 9) and stuns for 0.5 second (from 1.5) but has a 1.2 second cooldown (from 3s)
- Swordsman has a new ability which allows him to charge at a target, increasing movement speed by 100 points, but silencing and reducing damage by 50% for the duration. Charge lasts 1.5 seconds and the unit is forced towards the selected target
- Fixed a bug with Trolls Vampiric Claws healing on an earlier level than it should have
- Teleporting blast can now be cast on its current position instead of the minimum distance it had before
- Fixed a bug causing Hydralisk's Poison Flare to deal twice as much damage as it should
- Fixed alot of units attack animations and speeds
- Changed alot of Hotkeys to [Q][W][E][R]
- Medusa's Forked Lightning and Vampire's Undying Rage no longer cast if silenced or doomed
- Tiny's passive remade to Rocky Exterior, enemies will have a 70% chance to be stunned before attacking the Stone Giant. Causing damage and stun to be dealt depending on the distance from him. Closer enemies receive more damage (2-4) and further enemies are stunned for longer (0.5-3)
- Grom Hellscream's Beserker's Call now reduces heal effectiveness by 20% per cast, this is gradually regained if the ability is not cast for 6 seconds
- Butcher's Meat Hook, no longer hooks Buildings, Magic Immune or Dummy units
- Butcher's Abilities now have new hotkeys, and better Icon's to allow for smoother and easier play, hand placement and it is now easier to see if Rot is enabled or Disabled; Exhume Corpses now has a passive icon
- Fixed a bug if initially spawned the Child, that a Burning Wildkin would not be spawned
- Added an option to select the time between arena's
- Changed Cinematic to spawn random units that will fight
- Fixed some bugs with the scoreboard
- Added more Spiders Nests and Tree's to the Spider/Forest Arena
- Added Basic AI with multiple ability casts which mainly trigger on attack, but many are activated situationally, not all enemies are completely functional with AI, this will be improved in future versions


Current bugs:

- Bugs in killspree's

Things that would like to be changed/fixed:

- Puck's Dream Coil visuals and responsiveness (completed)
- Scorpion's Sand Strike visuals and smoothness
 
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Level 9
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May 14, 2008
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576
I just checked it in solo

looks fuckin awesome

reminds me of Teldrassil awesome maps (Naruto Shinobi Showdown and Battle Royale)

I think you should really change the title, because there are already two good old maps named Random Arena

You should call it Random Hero Arena or smthg better, and then you MUST upload it on makemehost, (with another name, cause it's already taken) and people could easily host it without lag



EDIT : you should put the same hotkey for every first spell, second spell etc... ! really
 
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Level 4
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Thanks everyone for the feedback, I shall definitely address these thoughts and suggestions.

Currently looking for a new name, if anyone has any ideas they would be highly appreciated. Credit will be given for a used name :)


Many thanks for all the support!
 
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Changelog for 2.0.2:

Fixed carrying of spiders eggs
Spiders no longer give gold on death
Spider Eggs can now be targeted by spells and magic damage, and every instance of damage taken spawns a spider accordingly (the same method as with attacks previously)
Spiders move about 25% slower (all types)
Ghoul and Grizzly Bear added to the list of disablable superpowered units
Pitlord's Graves abilities no longer have the same ID and proc each other incorrectly
Pitlord's Grave's no longer die on lava/ice spamming mass units for the player
Fixed some bugs with Stone Gian'ts Rocky Exterior, chance reduced to 60% (from 70%)
Nerubian Weaver's Germinate attack now deals the correct amount of damage
Fixed a bug causing killed enemies by the innocent to still gain the buff and visual
Starcaller's Starfall now deals 4.5 damage (from 3.5) and requires only 8 mana (from 10) with an increased mana regeneration rate of 1.2 (from 0.8)
Jugganaut's Bladestorm damage reduced to 2.5 (from 4) but now increases by 20% per enemy hit per strike) until the spin ends
Medusa's attack speed reduced by approximately 15%
Fixed a bug causing Puck's Dream Coil not to show the break range correctly to enemies
Fixed a bug causing Dark Ranger's Silence now prevents melee attacks (from 80% miss chance on both melee and ranged enemies). This still causes ranged attacks to have an 80% miss chance
Dark Ranger now has faster cast and attack animations
Dark Ranger's Deadly Strike chance reduced to 12% (from 15%)
Dark Ranger's general speed and effectiveness increased
The child takes slightly more damage from magic attacks and spells
Archimonde's Hell Frenzy now only lasts 4 seconds (from 10) but has a reduced cooldown of 10 seconds (from 25)
Fixed a bug causing players to be able to view all the arenas at the beginning in the first arena
Fixed the Raider and Medivh having the wrong soundset
More abilities have been set to Q/W/E/R

AI now evades Dryad's Bushes more effectively.

Version 2.0.2 now available!
 
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Level 9
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ok bugs i found, or boring things, in mlava arena, you spawn in lava, in ice or blocked in trees

the units are awesome though, we should use them more wisely in a battle royale mode, where you have only one life and on a larger terrain

you should really make the hotkeys easier, always Q, then W then E,
and for the tank the Q hotkey doesn't work.
 
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Level 4
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ok bugs i found, or boring things, in mlava arena, you spawn in lava, in ice or blocked in trees
Considering controlled spawn points, may add in a future version.

the units are awesome though, we should use them more wisely in a battle royale mode, where you have only one life and on a larger terrain
New modes and arenas will come.

you should really make the hotkeys easier, always Q, then W then E,
and for the tank the Q hotkey doesn't work.
Changed alot of hotkeys, trying to make them all as convenient as possible.


very awesome!!!!
Thank you for your support, am glad you enjoyed playing the map.


Thanks everyone, small changes and a new ability in the new version

Changelog:

Fixed incorrect hotkeys: (Faerie Dragon, Bane, Rock Golem, Lightning Rev, Sorcerress, Alchemist, Earthshaker etc)
Fixed furions skills having the same ID's
Starcaller can correctly cast her ability now
Crypt Lord base damage reduced (by 2)
Phantom Shade can now see invisible units
Vengeful Spirit now has Howl of Terror: deals 4 damage and reduces affected targets damage by 40% and armor by 10 in a line for 4 seconds

Players do not spawn outside of arena on Forest Arena
 
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Epic map, 4.5/5 (cause it still have bugs)
Anyway, the bugs:
On game start, some player have 2 hero and BOTH do respawn when die, however can be fixed using -debug
Ursa, and some ground unit can hit air units (which IMO it shouldnt)
Sometimes you spawn in unwalkable in the arena with the unwalkable wall
When changing arena, chimaera roost can spawn in unwalkable
 
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Epic map, 4.5/5 (cause it still have bugs)
Thanks.

Anyway, the bugs:
On game start, some player have 2 hero and BOTH do respawn when die, however can be fixed using -debug
Sometimes you spawn in unwalkable in the arena with the unwalkable wall
When changing arena, chimaera roost can spawn in unwalkable
Many thanks for the feedback, I will look into solving these issues now and will release a new version as soon as they are completed.

Ursa, and some ground unit can hit air units (which IMO it shouldnt)
I was unaware of this and shall look into it.

also in forest arena u could spawn in trees being blocked and it's very interesting when you have the spawning building
I'm going to put in slightly more controlled spawn points especially for that arena.

PS : if u can add more units, do it !! xD they are very interesting to play
Simply lacking of models and ideas, as soon as bugs are fixed I will look to add more units.


Thank you to everyone who played and enjoyed the map. The feedback is much appreciated.
 
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I can't seem to find the issue about Ursa attacking air.
Current units that are able to attack air:

Rifleman
Gyrocopter (flying)
Speedy Archer
Phoenix (Kael)
Quilbeast (Spawn)
Lava Spawn (Fire Lord)

Here is a list of the units that were allowed to attack air, but have been changed to only hit ground:

Ancient Hydra
Archimonde
Bane Elemental
Banshee
Chimaera
Crypt Fiend
Dark Ranger
Demon Witch
Dryad
Faerie Dragon
Far Seer (chain lightning still hits air)
Fire Lord
Furion
Hydraling
Hydralisk
Kael
Lich King
Light Keeper
Medivh Human Form
Medusa
Necrolyte
Necromancer
Ogre Magi
Parasite Minion and Source
Priestess of the Moon
Shadow Shaman
Sheep5 of Doom
Silencer
Skeleton Archer
Sorceress
Starcaller
Troll Beserker
Troll Headhunter
Vengeful Spirit
Warlock
Zeus
Troll Warlord
Gnoll Warden
Marine


Faerie Dragon (Puck) and Chimaera are not considered air units.
Gyrocopter, Seagul and Medivh in Crow Form are targeted as air.

Air Units can move over lava and ice without taking damage or being affected by it.

Air Units are unattackable by most land units, however many abilities still target them. Many unit spawns are also able to attack air.


Let me know of your thoughts and opinions on this change, post below any suggestions or changes you would like to see.







EDIT:

Looking for ideas for changes to:
- Satyr Hellcaller
- Bandit Lord


Current changelog for upcoming version:

Many units now do not attack air
Sorceress damage reduced from 3-4 to 1-1
Sorceress attack speed increased by approx. 175%
Attacks against hexed targets by the Sorceress deal 4 bonus magic damage
Kael's hotkeys are set to Q/W from F/G
Dryad's Bush Trap hotkey changed to W from T
Shade's Phantom Change hotkey changed to W from C
Lots of animation changes

Jakiro abilities remake:
Now has passive "Liquid Fire" which causes attacks to deal a burning dps on enemies (2 damage per second over 4 seconds) does not stack.
Dual Breath's first cone (fire) applies the Liquid Fire buff to all affected targets. The second cone (frost) slows hit enemies movement speed by 60% for 3 seconds. Both cones have their damage reduced (from 8 to 6)
Now has a new active ability "Frost Wall" (W) which creates a wall of ice, freezing any enemies that run into it

Fixed the bug with the multiple starting units
Changed spawning area for forest arena
Gyrocopter is no longer mechanical and can be targeted by most spells
Phantom Shade is no longer damaged by lava/ice
Child no longer takes damage from lava/ice
Riki can now hit within his cloud
Faerie Dragon's (Puck) Dream Coil now breaks slightly shorter (break range reduced to 380 from 400)
 
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Some more bug
After testing, the player that have double hero at start is red and blue (may be random for other color)
Gyrocopter is mechanical and cant be targetted by most spell, meanwhile tank is not
The shade (the one that copy other hero + 2 ilus) can be killed by lava/ice
Riki can't hit while he is inside his own cloud
Puck can be hit while in phase shift (i dont remember what can hit it)
Puck Dream Coil range is farther than the circle (the orb aura?)
Some of bugs i report may be incorrect because it usually only happen once

Suggestion:
Make the wildkin's Child immune to ice and lava because sometimes player spawn there
Make an option -cam lock and -cam Range for camera zooming

EDIT
New Unit Suggestion:
Gem Of True Seeing
HP: 10/10
Mana: -
Armor: Divine 9999 (only 1 HP per hit)
Ability:
Global True Sight
This Ability make all invisible unit visible not only to the owner of the gem, but to everyone playing (so it give enemy true sight to other enemy basically)
Magic Immunity (Yes also immune to lava and ice)
 
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Level 4
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These issues have been addressed:

Some more bug
After testing, the player that have double hero at start is red and blue (may be random for other color)
Gyrocopter is mechanical and cant be targetted by most spell, meanwhile tank is not
The shade (the one that copy other hero + 2 ilus) can be killed by lava/ice
Riki can't hit while he is inside his own cloud
Puck can be hit while in phase shift (i dont remember what can hit it)
Puck Dream Coil range is farther than the circle (the orb aura?)
Some of bugs i report may be incorrect because it usually only happen once

Suggestion:
Make the wildkin's Child immune to ice and lava because sometimes player spawn there

I shall look at these for the next version:

Make an option -cam lock and -cam Range for camera zooming

EDIT: Cam distance added, cam lock will be added later.


The reason there was those 2 extra units at the beginning was because I was testing some new features with additional units and forgot to remove them. Stupid mistake, apologies to all. The next version does not have this issue.


Download here: http://www.hiveworkshop.com/forums/...e2d42b2ffd5f9b2a6be97bac1&dateline=1369583553
 
Last edited:
Level 9
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Messages
576
why didn't u change the title to something like "Inflicted Random Arena" so we can distinguish it from others, especially on makemehost bot (check it out and also upload it here if you think about it)


and what are the modes u wanna add ?
 
Level 30
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Hey, I like the map here, bro. SImple but addictive due to the various random heroes you can choose! Here is my review:

Random Arena v2.0.4 Review
[+] Good Points:
-Terrain is decent but I do notice its empty and also some parts are flat. But who cares about the terrain... meh! :D
-I love the idea of random hero generating for you.
-Changing arenas is good idea also.
-Game is mixed with custom and original spell. You do like Dota, huh! :b

[-] Bad Points:
-Some heroes are quite imba at other enemy. Mostly the Copter. He cant be damaged by lavas and such traps and also by melee attacks. That is just unfair when you fight this enemy, would you think?

[] Suggestions:
-If you want, you can improve the terrain by maybe filling it with doodads and use the raise/lower tool to make different leves in the ground.
-Add shops into this game, looks fun and interesting
-Add events where a random bosses appear in the arena that is in enemy with all players. It will look more random and awesome!
Overall, very nice map and Im addicted just by playing first time. I would rate this 3/5 and a +4 REP to you, good sir!
 
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why didn't u change the title to something like "Inflicted Random Arena" so we can distinguish it from others, especially on makemehost bot (check it out and also upload it here if you think about it)


and what are the modes u wanna add ?
I'll do that for the next version
Considering adding a mode possibly for teams, or were you can select from a random draft of hero's. Another possible mode being that you get a life with each hero, and play until you run out of heros to play with. Or some sort of life system. Perhaps even Capture the Flag, thoughts on how such modes will be balanced are being considered and it will be released when I am comfortable with it and think it is worth playing.

Bounty Hunter's shuriken hits Puck on Phase Shift.
Thank you for mentioning this, fixed.

Hey, I like the map here, bro. SImple but addictive due to the various random heroes you can choose! Here is my review:
...
-Game is mixed with custom and original spell. You do like Dota, huh! :b
I'm glad you like it. The thing with the dota hero's is that people were already familiar with the characters and expected some skills. And honestly some of the ideas used in dota are fairly good, and work well together in this arena. I'm adding a few more dota hero's soon, but I'm planning to rather make more innovative hero designs or branch off from those standard ones. Most of the hero's that are from dota have a slight spin off, eg. Riki deals more damage and moves faster when he is in his cloud Puck's Dream Coil reduces mana as a consequence of staying within the circle.
The hero's are based off of dota, but adapted with much shorter cooldowns to have a quick paced arena styled minigame.

[-] Bad Points:
-Some heroes are quite imba at other enemy. Mostly the Copter. He cant be damaged by lavas and such traps and also by melee attacks. That is just unfair when you fight this enemy, would you think?
Previously alot of units attacked air, in the previous version this amount was significantly reduced. I'm going to make more abilities able to hit air units, and planning to balance this as soon as possible.

Overall, very nice map and Im addicted just by playing first time. I would rate this 3/5 and a +4 REP to you, good sir!
Thanks, I will look into your suggestions and comments.



Thank you all for your feedback, it is much appreciated.

Changes coming to the next version:

Bounty Hunter's Shuriken no longer hits Faerie Dragon (Puck) in her phase shift.
Nightcrawler no longer has passive regeneration (3.25 -> 0) but now regenerates 4 hit points per second while invisible in Fade.
Fixed Earthshaker's Fissure to no longer be walk-throughable in some instances
Earthshaker now has a new passive ability "Pulverize": casts stun nearby enemies and deal 4 damage
Changes to Earthshaker's Fissure ability, after killing an enemy, the next Fissure will contain magma chunks which do a burning 3 aoe damage to any enemy touching the magma wall
Small changes to Skeleton Archer
Fixed a bug with Furion's cast ID's
Fixed a bug with the Furion AI bot
Fixed a bug with Pitlord's cast ID's
Pitlord's Grave's formation looks a little better
Lich Hotkeys changed to Q/R from R/C
Medusa damage reduced to 2-2 (from 3-4)
Medusa Forked Lightning damage reduced to 4 (from 6)
Medusa attack speed increased by approx. 40%
Doom now has a new ability "Scorched Earth", which creates a flaming circle around him and two outter circles with smaller gaps, when an enemy runs over these flames they take 4 damage for each second
Furion's Sprout tree area abit wider, allowing more units to be trapped within and more circular look
Paladin's bash changed, no longer 12% chance. Instantly mini-stuns targets on attack, 1.5 second cd
Paladin now has a slowing passive aura, units near him have 40% reduced movement speed (200 aoe)
Satyr Hellcaller no longer has original purge.
Satyr Hellcaller now has ability "Purged Direction": creates 2 walls along side target location for 6 seconds
Satyr Hellcaller now has ability "Soul Nullification": channels a glowing orb for 2 seconds, then fires in a line dealing 20 damage
Gyrocopter and Seagul now have 10 hit points (from 20)
Dreadlord now has 3 additional items: Boots of Speed (90 ms), Potion of Healing (Full heal, one usage), Structure Slicer (Deal double damage against buildings)
Dreadlord can now no longer be given a second lifesteal item
Hydralisk's Poison Flare now deals 3 damage per second over 7 seconds, but does not kill enemies. (from 12 flat burst damage)
Renamed to "Inflicted Random Arena"
Many other small changes.
 
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Level 30
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I'll do that for the next version


Thank you for mentioning this, fixed.


I'm glad you like it. The thing with the dota hero's is that people were already familiar with the characters and expected some skills. And honestly some of the ideas used in dota are fairly good, and work well together in this arena. I'm adding a few more dota hero's soon, but I'm planning to rather make more innovative hero designs or branch off from those standard ones. Most of the hero's that are from dota have a slight spin off, eg. Riki deals more damage and moves faster when he is in his cloud Puck's Dream Coil reduces mana as a consequence of staying within the circle.
The hero's are based off of dota, but adapted with much shorter cooldowns to have a quick paced arena styled minigame.


Previously alot of units attacked air, in the previous version this amount was significantly reduced. I'm going to make more abilities able to hit air units, and planning to balance this as soon as possible.


Thanks, I will look into your suggestions and comments.



Thank you all for your feedback, it is much appreciated.

Changes coming to the next version:

Bounty Hunter's Shuriken no longer hits Faerie Dragon (Puck) in her phase shift.

I am reall hoping for more updates of this. Fun never ends here! =D
 
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"Another possible mode being that you get a life with each hero, and play until you run out of heros to play with. Or some sort of life system."

cool ! even consider a 1 life round mode, should be awesome (maybe with a 5-10 sec wait before the round starts so the players can agree to which unit they should focus first, quickly made alliances and betrayals haha)

but Capture the flag is shit imo
 
Level 4
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"Another possible mode being that you get a life with each hero, and play until you run out of heros to play with. Or some sort of life system."

cool ! even consider a 1 life round mode, should be awesome (maybe with a 5-10 sec wait before the round starts so the players can agree to which unit they should focus first, quickly made alliances and betrayals haha)

but Capture the flag is shit imo

Capture the Flag is pretty bad for that type of map, i mean they are flying units which is imbalance.

Yeah, there are many problems with CTF. Some hero's would just be too good at defending, while there are others who can fly or just run invisible. It would be too hard to balance, however if I ever did make such a mode I would disable those units which would make it unfair.


For this reason, much thought needs to be made before I start making a mode.

I think the simplest thing would just be a lives-based FFA or a Team Deathmatch.

But for now, I'm just going to focus on improving the current units. I am aiming to make all of the older 'less fun' units more enjoyable.
 
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Messages
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Incase you didnt see my suggestion
New Unit Suggestion:
Gem Of True Seeing
HP: 10/10
Mana: -
Armor: Divine 9999 (only 1 HP per hit)
Ability:
Global True Sight
This Ability make all invisible unit visible not only to the owner of the gem, but to everyone playing (so it give enemy true sight to other enemy basically)
Magic Immunity (Yes also immune to lava and ice)

Make debug have penalty or required condition, some player in room use -debug when they are going to die, i suggest make it to require player's unit to have full health

modes suggestion
No Timer, everyone instantly respawn!
No Cooldown and Manacost mode
Boss mode, boss randomly spawn in the arena (or make a new boss arena, and make everyone to play at that arena when boss mode activated)

more suggestion:
make panda's drunken haze (i forgot what is that called) also shake camera
Make slow archer's projectile removed if the target goes invis (i once go invis but the arrow keep following me so enemies can find me)
Water Arena (beach?), some part of the arena have shallow (and maybe deep) water that will give unit that go in a "wet" effect (some miss chance, better mana regen?) and also chance to summon a hostile water elemental
 
Level 4
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Messages
61
Incase you didnt see my suggestion
Sorry yes, I didn't notice you had edited the comment on the previous page. The only problem with such a unit is that there aren't really that many invisible units, maybe 5-10%.

Make debug have penalty or required condition, some player in room use -debug when they are going to die, i suggest make it to require player's unit to have full health
Yeah I realized this, there is a 60 second cooldown on that. Perhaps I will make it so that the unit has to be undamaged for 5 seconds or something to that effect.

modes suggestion
No Timer, everyone instantly respawn!
No Cooldown and Manacost mode
Boss mode, boss randomly spawn in the arena (or make a new boss arena, and make everyone to play at that arena when boss mode activated)
Thanks for the ideas, I can definately make the no respawn time mode or atleast an option to disable it for classic. Cooldowns and mana costs would be difficult to balance, but possibly make a mode in which everything is drastically improved to rediculous amounts. Some hero's for example the Archmage have a mana reducing aura, and units like the Silencer that scale on missing hit points become abit useless in this mode.

more suggestion:
make panda's drunken haze (i forgot what is that called) also shake camera
Make slow archer's projectile removed if the target goes invis (i once go invis but the arrow keep following me so enemies can find me)
Water Arena (beach?), some part of the arena have shallow (and maybe deep) water that will give unit that go in a "wet" effect (some miss chance, better mana regen?) and also chance to summon a hostile water elemental
Thanks for the many suggestions, I like the idea of a Beach stage and shall try implement it in one of the upcoming versions.
 
Level 3
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There arent many invis unit, but most of them are hard to beat without reveal/stunner/1 hitter
The No mana+cooldown mode is just for fun only(selectable by host/red) so its supposed to be imbalanced :p
 
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Version 2.1 released! Get it here: http://www.hiveworkshop.com/forums/...7b27f808380a106353305ff3a&dateline=1369843949


Changes:

Lich's Frost Armor hotkey changed to W
Deceptionist's Mirror Image hotkey changed to Q
Admiral's Torrent hotkey changed to Q
Scarab's Locust damage reduced to 2-3 (from 4-5) but attack speed increased by 25%
Scarab's Locust Swarm area increased to 1000 aoe (from 450)
Scarab's Locust Swarm now creates 20 locusts (from 10)
Scarab's Carrion Swarm now no longer deals 12 flat damage but deals 3 damage per second over 6 seconds. Locusts that attack affected enemies will deal 3 bonus damage
Admiral's Torrent now knocks them up and they fall down much quicker, damage reduced to 15 (from 16)
Necrolyte Death Pulse range decreased to 475 (from 550)
Necrolyte Death Pulse heal on cast reduced to 2 (from 4)
Necrolyte Sadist ability remake, no longer heals 80% of missing hit points on kill. Kills now heal 35% of killed enemies maximum hit points and cause the next Death Pulse to move slower but deal 50% additional damage. (9 dmg)
Fixed a bug causing units to spawn on/in walls on one of the arenas
Dryad's Bush Trap no longer targetable for attacks or spells
Nightcrawler's Envenomed Claws now reduces movement speed by 60% (from 40%)
Nightcrawler's damage reduced to 3-4 (from 6-7) but attack speed increased by 120%
Gnoll Warden's Lightning Shield duration increased to 14 (from 12) and damage area of effect increased slightly to 180 (from 160)
Vampire's damage reduced to 2-3 (from 5-7) and attack speed increased by approx. 50%
Banshee damage reduced to 1-2 (from 4-5) and attack speed increased by approx. 200%
Fixed a huge bug on Banshee's Possess not casting or causing duplicate units
Fixed a bug causing Banshee's Banishment not to work
Wisp Hotkeys changed to Q/W
Increased casting speed of Magnataur
Siege Engine's Cluster Rockets now deal 3.5 damage per rocket (from 4.5)
Stone Giant (Tiny) Avalanche Duration decreased slightly (from 2 to 1.5)
Stone Giant's Rocky Exterior chance reduced to 40% (from 60%)
Huntress damage reduced to 2-3 (from 5-6) and attack speed increased by 50% (to approx. 3.5 attacks per second)
Huntress's Moon Gliave now heals 1 hit point per enemy hit, this affect proc's on every bounce
Troll Beserker's "Troll's Fury" now deals 1.2 damage per 2 missing hit points (from 1.5 per 2)
Troll Headhunter's attack speed increased by approx. 90%
Flame Lord and his Flame Minions take double damage when walking on icy terrain in the ice/frost arena
Fixed a bug causing Satyr Hellcaller's Soul Nullification to not hit enemies standing directly infront of him
Cannon Tower when in 'Upgraded Cannon Tower' form has the ability to repair all missing hit points, requires 8 second channel time while being unable to attack
Kael's Flame Strike casting time reduced by about 50%
Chimaera now regenerates hit points
Acolyte attacks properly
Fixed a bug causing Earthshaker's Fissure to create a magma line when it shouldn't have
Added Beachfront arena, contains no obstacles, when in shallow water movement speed is reduced by 20% but regenerates 20% of maximum mana per second in additional regen
Added Water and Ice arena, small arena with many patches of water, good for skill shots and jumps
Remade the kill display system. Now displays killing sprees in the same line as the awarding of kills (multikills are however on a seperate line)
Additionally the display kill type is randomized, eg: one kill might say "Player 1 slaughtered Player 2" and the next may say "Player 2 has decimated Player 1"
Killing sprees are displayed like this now, for example: "Player 1 has killed Player 2 and is on a Killing Spree!"
Added unique kill type displays, currently only features Firelord who mentions that he icinerates and melts his opposition
Lots of smaller internal organization
 
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It used to Purge, I remade the hero, like, completely.

He used to just be Purge, then autoattack. And it was kindof dull and common, so I needed to make him more interesting to play. These new abilities require some thought and can create instant multikills if used correctly.


If you have any ideas on how it could be improved. do let me know. I'm always keen on feedback (not the ability lol)
 
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