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Armageddon AoS v4.04

Background:
The armies of the Burning Legion have consumed countless worlds on their Burning Crusade. Now, with the help of the Scourge, they’ve entered the world of Azeroth to lay waste to yet another world but the mortal races of Azeroth will not easily give in to Sargeras’ minions.
In the face of not only Demons but orcs, undead, and other monsters will the alliance of orcs, elves, and humans prevail or will Azeroth as we know it cease to exist?
Fight for Azeroth as a courageous mortal or the Legion as a malevolent demon in this epic AoS and decide the fate of Azeroth!


Features:
  • 21 custom heroes (Most with triggered abilities)
  • 66 items (Excluding rare drops from neutral hostile)
  • 20 hero levels
  • Faction Barracks where you can purchase additional creeps for summoning points
  • ZXCV System (hotkeys for hero abilities are ZXCV)
  • 10 Different types of creeps to send of in one of three lanes
  • An AI summoning system when playing PvE (Difficulty ranges from very easy to very hard)

Heroes:
Alliance: Shodopan, Ranger, Demonhunter, Witch Doctor, Spirit Walker, Archmage, Shaman, Ram Rider, Tauren Chieftain and Paladin.

Neutral: Tinker and Siege Golem.

Legion: Blademaster, Headunter, Night Lord, Warlock, Voidweaver, Lich, Chaos Knight, Pitlord and Infernal.


Credits:
Custom icons by: M0rbid, NFWar, Bigapple90, PeeKay, Kola, 4eNNightmare, Mr. Goblin, Sind'dorei300, The Panda, -Berz-, ShiiK, SSRunX, KelThuzad and GooS.

Custom Skins by: Goliath the God

Custom Models by: Callahan, dixunder, Evil_BuddhA, Norinrad, Tranquil and Champara Bros

Custom Spells by: -berz-

Special Thanks to Mumbis, StorkKnight, Alexen & King Valdezar for play testing and tips.







Balance:
  • Items: Scroll of Town Portal cost reduced.
Fixes:
  • Game should now detect units with no orders and give them the appropriate orders.
  • Snaggeltooth's summoned Kobolds are now classified as "Summoned" and no longer yield gold and SP when killed.
  • Fixed gold tax and Team Gold per second.
  • Increased gold flow (again).
Gameplay:
  • NEW BOSS UNIT: Kaldorei Demigod/Annihilan Destroyer.
  • NEW ITEM: Lightning Claws.
  • More Power Ups included as random choice.
  • Random Hero Button added to Taverns.
  • Reworked charged Items: added some new potions, updated the potion icons (Icons made by GooS), charged items now stack.
  • Shop named Alexen.
  • Neutral Hostile creep follow range reset.



Balance:
  • Tinker's Electric Shield Mana cost increased.
  • Tinker's Electric Shield also slows attack rate.
  • Tinker's Electric Shield movement speed reduction lowered.
  • Tinker's Siege relief has Increased Cooldown and summons fewer Goblins.
  • Tinker's Precious Brick no longer effects Clockwerk Goblins.
  • Tinker's Electric Shield cooldown increased.
  • Tinker's T-1 rocket has reduced damage.
  • Blademaster's Windwalk damage decreased.
  • Blademaster's Rampage attack speed increase reduced.
  • Blademaster's Rampage duration reduced.
  • Shodopan's Blink strike damage reduced.
  • Ranger's Slow Poison Arrow damage reduced.
  • Ranger's Entangling Roots Duration reduced.
  • Headhunter's Poisoned Axe damage reduced.
  • Warlock's Finger of Death damage increased.
  • Items: Heartstone now has a 1 second cast time.
  • Items: Reduced cost of Gloves of haste (From 175 to 125)
  • Items: Rune of healing healing reduced.
Fixes:
  • Fixed probability for light rain.
  • Fixed Devotion Aura Tooltip.
  • Minor terrain fixups.
  • Fixed an issue where Demon towers level 1 get armor upgrade.
  • Fixed Polymorph & Hunter's Mark tooltips.
  • Ranger Ultimate should now target Creeps at all levels.
Gameplay:
  • Archmage's Mana Shield replaced with triggered ability: Ice Block.
  • Changed gold flow to 1 gold per every 0.9 seconds.
  • Teams always get the same amount of SP and gold, in both PvE and PvP.
  • Moved further towers apart.
  • Removed flow increase warning in PvE (Annoying as hell).
  • Removed SP cap warning (Since it's now food used).
  • PvE experience rate set to ((100% - (number of Players (-1)).
  • Adjusted the -SP and -GF text.
  • Item return rate set to 75% (From 80%).
  • Remove computer players from leaderboard.
  • PvE: Difficulty labels now range from very easy to very hard.
  • The bridge in the center is made wider.
  • Players now loose a 1/3 of their SP when they die (from 1/1).
  • Creep Camps are now visible.
  • Replaced Steel Shield with Adventurer's legguards.
  • Summoning points are now food (from lumber).
  • Runes will always drop when inventory is full.
  • Changed the model for legion towers to more demonic looking ones.



Balance:
  • Spiritwalker's Rejuvenation cooldown increased to 30 (from 12).
  • Spiritwalker's Rejuvenation mana cost increased to 90/110/130/150 (from 100/110/120/130).
  • Spiritwalker's Rejuvenation HoT factor decreased.
  • Spiritwalker's Resurrection mana cost reduced 200-215 from 200-225
  • Spiritwalker's Moonfire Initial damage increased and Dot level factor decreased.
  • Spiritwalker's Moonfire range increased (from 400 to 500).
  • Spiritwalker's attack speed increased.
  • Lich's Unholy Bolt can now be blocked by Ancient Stone Tablet.
  • Infernal's Splintering Rock stun duration increases for each level and is halved for heroes.
  • Infernal's Splintering Rock mana cost increased to 75 (from 70).
  • Infernal's Immolation damage reduced.
  • Infernal's Splintering Rock has increased damage.
  • Infernal attack speed decreased.
  • Infernal starting strength reduced (by 1).
  • Siege Golem's Hurl Boulder damage reduced.
  • Siege Golem's Hurl Boulder mana cost increased by 5 (from 65 to 70).
  • Siege Golems attack speed decreased.
  • Shodopan & Blademaster's Strength per level decreased, Agility per level increased.
Fixes:
  • Fixed an Issue With Pitlord's Blood rage.
  • Shaman Extended Lighting tooltip fix (Hotkey).
  • Added cooldown time to Spiritwalker's rejuvenation tooltip.
  • Added cooldown time to Spiritwalker's resurrection tooltip.
  • Units resurrected from Spiritwalker's Resurrection now advance.
  • Shodopan's Weapon Profiencey is now preloaded.
  • -dw only works when player has enabled warnings.
  • Removed some unused variables and units.
  • Corrected Siege Golem's Hurl Boulder Tooltip.
Gameplay:
  • Randomized Global weather.
  • Towers now block air units (Dragons).
  • PvE: Computer now shows difficulty in name.
  • "Player leaves" text added.
  • "Player leaves" removes all players units
  • When a player leaves his gold and SP are redistributed to his team.
  • Added tower Kills to Leaderboard.



Balance:
  • Pitlord's Fountain of Blood healing reduced.
  • Pitlord's Blood Rage now activates when Anaxilaus is below 50% health (up from 33.3%)
  • Towers and Dragons have reduced Splash damage factor and range.
  • Tinker's T1 Rocket now deals increased damage to Mechanical units.
  • Tinker's T1 Rocket now deals damage based on Intelligence.
  • Shaman's Healing Wards have reduced healing.
  • Voidweaver's Black Hole's damage is reduced.
  • Tome of Spellcraft cost is reduced.
Fixes:
  • Fixed ingame version text.
  • Minor terrain fix ups.
  • Pitlord's Fountain of Blood damage (to self) is now dealt by Anaxilaus.
  • Removed a leak from Pitlord's Fountain of Blood.
  • AI summoning no longer summons unit that are on stock start cooldown.
  • Fixed Tinker's description.
  • Tinker's Siege Relief now always summons Clockwerk Goblins.
  • Undead units no longer benefit from Tinker Precious Bricks tower auras.
  • -DH now disables all hints.
  • Defender units no longer advance towards the enemy.
  • Added scorescreen icons.
Gameplay:
  • Added tower count to the leaderboard.
  • AI summoning is now completely random (Made into one trigger loop)
  • Defender units are always summoned (Regardless of computer AI summoning)
  • Defender units now have Blue vertexcoloring.
  • Made more basic melee units (All have the same stats, but are different races)




As always constructive criticism is most welcome

Keywords:
AoS, Aeon of Strife, Burning Legion, Sargeras, Demons, Azeroth, Epic, DotA, Good, Evil, Warcraft.
Previews
Contents

Armageddon AoS v4.04 (Map)

Reviews
18:01, 8th Sep 2011 Vengeancekael: Status: Approved Review Please add a category. Contact Me
Level 5
Joined
Sep 18, 2010
Messages
183
yay ,first post :D, anyways gonna test it and give feed back ;)

if you want your rate to be better, use these clicky
 
Level 5
Joined
Sep 18, 2010
Messages
183
lich king -.- mini feed back
i liked
good names/models for the heros.
gameplay is fun :D

somthings wrong
the terrain is to small at the middle, creeps can block your way
make the siege mashine slow, or attack units, because while im fighting with the felguards , the siege mashine is just tanking to the tower.
make 1 archer like in dota, since this is 100% dota.
;(
spells, since i only got to play this with the battle priest and this is a mini guide im still saying, the spells are blizzard made ( for the battle priest)
where are these honor points??? you mean wood?

3/5
 
Level 5
Joined
Sep 18, 2010
Messages
183
Thanks for the feedback :D
I'll definitly look into the it!
Unfortunatly most of the spells are Blizzard made since i'm not so good with Jass. As for the "honor points" i am refering to wood :)

well, me too, jass is not my business, but see , maps like these shud have custom abilitys. and you shud then say wood not honor points, because this was a lucky guess, or i can help you change it. post a visitor message if your interested.

goodluck
 
Level 6
Joined
Jan 3, 2010
Messages
185
Thanks for the feedback :D
I'll definitly look into the it!
Unfortunatly most of the spells are Blizzard made since i'm not so good with Jass. As for the "honor points" i am refering to wood :)

Custom spells don't have to be JASS its possible to make very complex spells etc in GUI see here for a good GUI spell tutorial

Edit: and besides theres heaps of premade spells in the spell section of the hive =D
 
Level 6
Joined
Feb 11, 2010
Messages
205
map seems interesting, testing :) (well give gameplay feedback only) *single player

EDIT: ok i tested the map, here is what i got:

The Bad Stuff:
- first of all, the shops are too far, i thought there was no shops -_-
- then comes the towers, they are TOO close and have 700 range.....seriously -_-
- for tower hard to destroy, 100 gold isnt enough imo :S
- range creeps have very similer attack damage as the melee, but low hp, so whats their point :S
- the TP (town portal) its only to teleport to the main building to win/lose game.....i thought i could go to towers -_- (no point of them then)
- murlocs who are standing near rivers are annoying :D
- ok, you attack enemy base, you reach them, ahaaaa i see i can buy their units :D, i buy....buy again.....i lost my money for nothing, so how about removing "all" share unit buy :S
- items are pointless -_- (required recipes)
- if i can buy carts, that will be great, i could spam them right? :D (easy 100 gold (^^))
- the hero revive, requires gold?!?!?!?! what if im broke i have to wait 30 sec to get the gold :S + its a 20-30 sec revive or something like that
- i can attack the barracks without breaking the third tower :S
- the mid-lane is so tight -_- hard for creeps to move including me

The Good Stuff:
- the idea is good :)
- the spells are new and unique although they are not all made by advanced triggering :D
- the honor items are not bad
- nice models for heroes :)

Suggestions:
- useful items ;)
- more heroes :)
- make mid-lane bigger
- and other stuff on your mind :D

Map is not bad, and not good,
Rate: 3/5
Rep: 1+ (you deserve it :D)
Vote: -

Keep up the good work, you never know this map can be better :D
 
Last edited:
Level 3
Joined
Feb 17, 2011
Messages
21
Thanks for the feedback :D
I'll see what i can do about the things you point out ;)

Btw: The shops are place so far away so that the enemy can't purchase items in your base. I placed a region that blocks players from the other faction.
 
Level 6
Joined
Feb 11, 2010
Messages
205
I'll definitly make heroes summon closer to the shops :D
You suggested i remove "share unit shop." Where do i do this? Object editor or trigger? :p

object editor, there is for the barracks a unit share buy something like that, try to make it only for your team, and if you still dont know how to do it, send me a message to give you full info how to do it :)
 
Level 30
Joined
Jul 31, 2010
Messages
5,246
Map Review

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"Armageddon" - An AoS map style that depicts the vicious Burning Legion on their rampaging conquest to the world of Azeroth. this map was made by Fenrok.

Armageddon v2.3

Rating
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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

General:

Gameplay-[5/5]
Note: Were I pronounce your game challenging or a waste of time.

Playability-[5/5]
Note: This part tells me if the game is rather fun and can be played again and again.

Terrain-[5/5]
Note: Were I tell your game's environmental display is either great or terrible.

Managing-[5/5]
Note: This is were I explain the output or outcome quality of the game.

Bug/s
Note: No score, just to tell your map has bugs on it or simply bug-free.


About My Reputations:

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My complements for the Maker/s of the map's game.

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Were I explain your map needs to get fix or make an improvement of your work.


Gameplay

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The Game went well, but I expect something better, the game is too quick in my occasion, you should atleast add more elements for your game to outmatch every AoS maps, including DotA.

Playability

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I played it and what I found out that its great, which means your game can be played many times, keep it up Pal!

Terrain

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You got guts on making terrains, it went well, and it looks good, everything is fine until I realize something, your map lacks space! the clash lanes are too small, its hard to push and defend because the lands are too scarce, same way with the creep camps, exit routes, and more, you can spot in and I hope you can fix it.

Managing
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Likewise to my observations, you need some serious work for your map, lets start with the items, there too basic and expensive at the same time, worse of it, their so random! I mean the boots of speed is just g150? while the gauntlets of strength exceeds at g500? balance your work dude because its too ridiculous, now for the creep camps, there few, they don't respawn, and the annoying part, there so strong! please make a better one dude, the heroes are good, just keep adding more.

Bug/s

No bugs, but I see a bug that says "More Work!".



Rating
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11/2077%C

On the conclusions, you passed! but I don't expect that your map ended well, you only need to work more for everyone to like your game, goodluck!.

happy map-making!
 
Level 3
Joined
Feb 17, 2011
Messages
21
@Orcnet: Thanks for the suggestions i'll see what i can do about the lanes being to tight.
I realized the items are a bit too expensive and maybe a bit random. I've reduced the gold cost on some of the items in the latest version. But i will keep working on them :)
 
Level 9
Joined
Jul 23, 2008
Messages
261
Trigger review!
Your Triggers and their rating!

First of all, you shouldn't use wait actions!
I don't know why, but everyone says you shouldn't so.. well, just avoid them x)

  • Music List
    • Events
    • Conditions
    • Actions
      • Sound - Set the music list to DarkAgents <gen>, starting with song 1
      • Wait 65.00 seconds
      • Trigger - Run Music List <gen> (ignoring conditions)
2nd, your map leaks in points
Example and how to fix it:

  • Alliance Revival
    • Events
      • Unit - A unit Finishes reviving
    • Conditions
      • (Race of (Triggering unit)) Equal to Human
    • Actions
      • Selection - Select (Triggering unit) for (Owner of (Triggering unit))
      • Unit - Move (Triggering unit) instantly to (Center of AllianceStartZone <gen>)
      • Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of AllianceStartZone <gen>) over 0.00 seconds
This trigger above leaks!

Here is how you fix it:
  • Alliance Revival
    • Events
      • Unit - A unit Finishes reviving
    • Conditions
      • (Race of (Triggering unit)) Equal to Human
    • Actions
      • Set Temp_Point = (Center of AllianceStartZone <gen>)
      • Selection - Select (Triggering unit) for (Owner of (Triggering unit))
      • Unit - Move (Triggering unit) instantly to Temp_Point
      • Camera - Pan camera for (Owner of (Reviving Hero)) to Temp_Point over 0.00 seconds
      • Custom script: call RemoveLocation (udg_Temp_Point)
And it's leakless!


All your triggers leaks with points, and unit groups.
Which is the 2 most commonly used actions, therefore the most important ones to fix.

I'll just end with saying Follow this guide I found to help you get rid of all the leaks, it is really awesome, i've looked thru it.

Tell me when the leaks are fixed and i'll rate it and vote for approval.
Untill then, good luck with your triggering!

EDIT:
Wow, found a biggi

  • Spawn Creeps
    • Events
      • Time - Every 50.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 3 Footman for Player 11 (Dark Green) at (Center of MortalSouthSpawn <gen>) facing Default building facing degrees
      • Unit - Create 3 Felguard for Player 12 (Brown) at (Center of LegionSouthSpawn <gen>) facing Default building facing degrees
      • Unit - Create 3 Footman for Player 11 (Dark Green) at (Center of MortalNorthSpawn <gen>) facing Default building facing degrees
      • Unit - Create 3 Felguard for Player 12 (Brown) at (Center of LegionSpawnNorth <gen>) facing Default building facing degrees
      • Wait 1.50 seconds
      • Unit - Create 1 Lesser Voidwalker for Player 12 (Brown) at (Center of LegionSpawnNorth <gen>) facing Default building facing degrees
      • Unit - Create 1 Lesser Voidwalker for Player 12 (Brown) at (Center of LegionSouthSpawn <gen>) facing Default building facing degrees
      • Unit - Create 1 Archer for Player 11 (Dark Green) at (Center of MortalNorthSpawn <gen>) facing Default building facing degrees
      • Unit - Create 1 Archer for Player 11 (Dark Green) at (Center of MortalSouthSpawn <gen>) facing Default building facing degrees
      • Wait 0.50 seconds
      • Unit - Create 3 Footman for Player 11 (Dark Green) at (Center of MortalCenterSpawn <gen>) facing Default building facing degrees
      • Unit - Create 3 Felguard for Player 12 (Brown) at (Center of LegionCenterSpawn <gen>) facing Default building facing degrees
      • Wait 1.50 seconds
      • Unit - Create 1 Archer for Player 11 (Dark Green) at (Center of MortalCenterSpawn <gen>) facing Default building facing degrees
      • Unit - Create 1 Lesser Voidwalker for Player 12 (Brown) at (Center of LegionCenterSpawn <gen>) facing Default building facing degrees

This trigger creates 12 leaks every 50th sec ;o

I'll tell you why you should fix leaks above all this, since I got a little bit frustrated with all the triggers and not even a "Temp_X" variable xD
If you just got 1 leak, it won't be noticable at all, but the thing is that the leak stays in the map untill it's done and played.
So, if you got triggers like the above one, whom creates 12 leaks every now and then, they will add up on eachother,
Creating either alot of lagg or/and players to DC, which ofc is bad for the playing experience.
(Please, correct me if i'm wrong)

Also, Here is an easy custom script to remove triggers which only runs ONCE.
  • Custom script: call DestroyTrigger( GetTriggeringTrigger() )
OBS; DO NOT use it on triggers which are supposed to run more than once!
This one will destroy the trigger, saving memory when you play your map, making it run smother :)

Hope i've been to any help to you!
+rep if I'm not totaly off ^^

EDIT:
Also, please do floating texts like this:
  • Alliance Honor
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • ((Owner of (Killing unit)) controller) Equal to User
      • (Race of (Killing unit)) Equal to Human
    • Actions
      • Player - Add 1 to (Owner of (Killing unit)) Current lumber
      • Floating Text - Create floating text that reads +1 Honor above (Killing unit) with Z offset 0.00, using font size 10.00, color (0.00%, 0.00%, 100.00%), and 0.00% transparency
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
This will make the text float upwards from the point it's created and it will automatically be destroyed after 2 seconds.
If you use wait action and just destroy it like you do now, it could bug and the text may stay on its spot for the rest of the game.
That can't happen if you do like i've done above! :)
 
Level 3
Joined
Feb 17, 2011
Messages
21
Thanks for making the effort to check for leaks :)
I had no idea there were so many leaks. I don't fully understand leaks, so i've been hoping someone would check for leaks. but i'll get right on fixing those :D
 
Level 9
Joined
Jul 23, 2008
Messages
261
Not that I wanna sound like a jackass or anything, but all your triggers leaks ;o
Anyways, it's not to hard to fix :p
Just check how i've done it and try n fix it ^^
If you just absolutely can't fix it somehow, i'll gladly help you out when I got time for it :)

/Mumbis
 
Level 9
Joined
Jul 23, 2008
Messages
261
Will do a check in your triggers to see if I find any leaks, If I don't find any i'll rate it 5/5 :)

Found leaks ;)

  • Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Melee Game - Use melee time of day (for all players)
      • Player - Set name of Player 11 (Dark Green) to The Alliance
      • Player - Set name of Player 12 (Brown) to The Legion
      • Set BarracksNorth = Barracks 0061 <gen>
      • Set BarracksCenter = Barracks 0050 <gen>
      • Set BarracksSouth = Barracks 0048 <gen>
      • Set LegionNorthBarrack = Barracks 0062 <gen>
      • Set LegionCenterBarrack = Barracks 0051 <gen>
      • Set LegionSouthBarrack = Barracks 0063 <gen>
      • Trigger - Run Players <gen> (ignoring conditions)
      • Trigger - Run Music List <gen> (ignoring conditions)
      • Wait 2.00 seconds
      • Sound - Play Hint <gen>
      • Game - Display to (All players) for 10.00 seconds the text: |cff32cd32HINT|r - ...
      • Wait 13.00 seconds
      • Wait 5.00 seconds
      • Sound - Play Hint <gen>
      • Game - Display to (All players) for 10.00 seconds the text: |cff32cd32HINT|r - ...
      • Wait 10.00 seconds
      • Sound - Play Hint <gen>
      • Game - Display to (All players) for 10.00 seconds the text: |cff32cd32HINT|r - ...
      • Cinematic - Ping minimap for Alliance at (Position of Barracks 0061 <gen>) for 5.00 seconds
      • Cinematic - Ping minimap for Alliance at (Position of Barracks 0050 <gen>) for 5.00 seconds
      • Cinematic - Ping minimap for Alliance at (Position of Barracks 0048 <gen>) for 5.00 seconds
      • Cinematic - Ping minimap for Legion at (Position of Barracks 0062 <gen>) for 5.00 seconds
      • Cinematic - Ping minimap for Legion at (Position of Barracks 0051 <gen>) for 5.00 seconds
      • Cinematic - Ping minimap for Legion at (Position of Barracks 0063 <gen>) for 5.00 seconds
      • Wait 30.00 seconds
      • Sound - Play Hint <gen>
      • Game - Display to (All players) for 10.00 seconds the text: |cff32cd32HINT|r - ...
      • Wait 10.00 seconds
      • Trigger - Turn off AllianceRepickCommand <gen>
      • Trigger - Turn off LegionRepickCommand <gen>
This trigger leaks!
Following things:
  • Cinematic - Ping minimap for Alliance at (Position of Barracks 0061 <gen>) for 5.00 seconds
  • Cinematic - Ping minimap for Alliance at (Position of Barracks 0050 <gen>) for 5.00 seconds
  • Cinematic - Ping minimap for Alliance at (Position of Barracks 0048 <gen>) for 5.00 seconds
  • Cinematic - Ping minimap for Legion at (Position of Barracks 0062 <gen>) for 5.00 seconds
  • Cinematic - Ping minimap for Legion at (Position of Barracks 0051 <gen>) for 5.00 seconds
  • Cinematic - Ping minimap for Legion at (Position of Barracks 0063 <gen>) for 5.00 seconds
Point leaks.
Also, put this at the end of all triggers which starts with the Map initialization event, since they'll only run once:
  • Custom script: call DestroyTrigger( GetTriggeringTrigger() )
To remove point leaks, do like this:
  • Your Point Leaks
    • Events
    • Conditions
    • Actions
      • Set Temp_Point = (Position of Barracks 0061 <gen>)
      • Cinematic - Ping minimap for Alliance at Temp_Point for 5.00 seconds
      • Custom script: call RemoveLocation (udg_Temp_Point)
Also, do NOT use Temp_Player or anything, because it will fuck up your shown messages most of the time..
Can be really annoying :p

Hope this helped!
 
Level 9
Joined
Jul 23, 2008
Messages
261
Will check! Brb! ^^

EDIT:
Found leaks! xD
Just 2 of them though X)


  • AllianceHero
    • Events
      • Unit - Defenders of Azeroth 0013 <gen> Sells a unit
    • Conditions
    • Actions
      • Unit - Move (Sold unit) instantly to (Center of AllianceStartZone <gen>)
      • Camera - Pan camera for (Owner of (Sold unit)) to (Position of (Sold unit)) over 0.00 seconds
      • Selection - Select (Sold unit) for (Owner of (Sold unit))
Point leak


  • LegionHero
    • Events
      • Unit - Lords of the Legion 0024 <gen> Sells a unit
    • Conditions
    • Actions
      • Unit - Move (Sold unit) instantly to (Center of LegionStartZone <gen>)
      • Camera - Pan camera for (Owner of (Sold unit)) to (Position of (Sold unit)) over 0.00 seconds
      • Selection - Select (Sold unit) for (Owner of (Sold unit))
Point Leak


Also, You've forgotten the unit group leaks!!! ><

Example:

  • AllianceRepickCommand
    • Events
      • Player - Player 1 (Red) types a chat message containing -repick as An exact match
      • Player - Player 2 (Blue) types a chat message containing -repick as An exact match
      • Player - Player 3 (Teal) types a chat message containing -repick as An exact match
      • Player - Player 4 (Purple) types a chat message containing -repick as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -repick as An exact match
    • Conditions
      • (Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))) Equal to 1
    • Actions
      • Player - Add 50 to (Triggering player) Current gold
      • Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
          • Player Group - Pick every player in (All players) and do (Actions)
            • Loop - Actions
              • Player - Make (Unit-type of (Picked unit)) Available for training/construction by (Picked player)
      • Camera - Pan camera for (Triggering player) to (Position of Defenders of Azeroth 0013 <gen>) over 0.00 seconds
      • Selection - Select Defenders of Azeroth 0013 <gen> for (Triggering player)
Simply set a "Temp_Group" and then remove it, just like you do with the points, but instead you write:
  • call DestroyGroup (udg_Temp_Group)
When you wanna remove it!



So you still got some leaks ^^ Just checked through it fast, but it's Waaay better than the last time I checked ;)
Good job so far, keep it up! :)
 
Level 5
Joined
Aug 30, 2010
Messages
138
Balance the game we played 3 vs 2 and my team of 3 got owned without chance of wining.
the lich has a massive heal and he makes himself and his allies invulnerable for 15secs i believe. when the infernal uses his ult to blink he heals himself to 100% hp. also add more items.
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
I was addicted to Dota and when I played your map, I know it has the possibilities to become a good AoS map. No bugs seen but I want this map to be improved more. Here are some suggestions that you might wanna do to your map:

-The shops are close to each other and that In my first time playing on it, I cant seem to distinguish the recipe shops from the item shops. Maybe, try to make a row for the item shops and another for the recipes to make them in order.

-Try to add some Game Commands like in DoTA. Game Command adds more attraction on your map, I promise!

-When the hero dies, my food returns to 0 and so I can choose another hero. Try to make the list of heroes dissapear when the players chose their hero to avoid multi picking of hero.

-Add more items and maybe heroes! Your items are quite interesting so dont forget to add more and so your heroes too.

-Add AI to the game. A good AoS such as this should have an AI!

That's all. I have suggested you some ideas that you might wanna implement in your game but please dont make the player multi pick heroes as I say on the suggestions and also implement AI on this game. I know AI is quite hard to make by yourself but its worth it, get help from others. Here is a +REP for the great effort that has been put on this map.
 
Last edited:
Level 3
Joined
Feb 17, 2011
Messages
21
#Hell Master: Thanks for the feed back :)
I'll make most if not all of these changes. As for the food bug can't belive i haven't seen that before and i'll definitly fix it :p

I have no plans for adding AI at this moment but maybe later if i get better with triggers :)
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
#Hell Master: Thanks for the feed back :)
I'll make most if not all of these changes. As for the food bug can't belive i haven't seen that before and i'll definitly fix it :p

I have no plans for adding AI at this moment but maybe later if i get better with triggers :)

Yes, get better with triggers and Ill be waiting for your AI but you can get help from the members here.... Oh and thanks for the REP too, Im just being specific so you can know what to do to your map.:eekani:
 
Level 6
Joined
Aug 17, 2011
Messages
188
Any criticism is most welcome
Ok,from my point of view you need to change :
-Terrain(So unreal)
-Texture Placing
- Building and Tree placing
- Hero Taverns locations + CoP picker (Place them in the middle of the map,after picks are finished triger their destruction).
- Tower Atack speed (-400 HP in 4 sec -_-)
What you can add :
- Schrubes,rocks......
- More textures (tiles)
- More Shops
And more buildings OFC ;) .
P.S: Found no bugs , whtch is a good thing :D.
2,9/5 my rate !
 
Level 6
Joined
Aug 17, 2011
Messages
188
Hope we will see terrain rework on the next release ;) .
I am a big AoS , i can't stand still or be silent when someone is using DOTA parole :
"Terrain is not the most important thing,gameplay is",for me it is Absolutley Rubish.
Terrain + Fun Gameplay - Fascinanting AOS :D .
Terrain takes time so be patient.
All the best and Good Luck !
 
Level 8
Joined
Oct 4, 2016
Messages
208
Review Armageddon AoS
General:
Really nice map, gives the classic experience of an AoS and most new features.
Summoning system: This brings a new capabilities in the game flow, its really nice adding new units to the lane
but this could be chaotic if more players are in the game, adding a little cooldown to important units like Red Dragon, Mountain Giant and Siege Engine would be nice to prevent spaming.
The towers can handle a bunch of enemies, but the heroes not.
The neutral bosses are good i like it. I notice that neutral units respawn separately, and dont together with all camp members, this is not a big deal but makes creeping easy.
Heroes:
Heroes are neat, simple and easy to understand some classic abilities and custom ones, i love the heroes that have abilities which interact with towers.
Items:
Standard items but his low-medium prices is nice. don't require to farm 10 min to get an item. Is nice edited and well organized.
Terrain:
I love the terrain, correct using of Raise technique, good use of tiles and doodads, the environment is not saturated and gives many open spaces to fight, the shape is the classic three lanes but nothing but the terrain design makes up for it.
Best Hero:
Tinker - Rattletrap
The best hero to this kind of map, offers support to his own base and makes tower defense more easy rather than other heroes.
Worst Hero:

Siege Golem - Protagoras
Oks in therms of design is simple and easy to understand but give him two passives, 1 active ability with medium-long cooldown and a out-themed ultimate, i dont like it.
Compared to other heroes this hero is a bit boring.

Overall, my rating 5/5.

Regards.​
 
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