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Master Arena v3.4b

hivepic.png



Editors Note

This map has a new official thread at here

The map will load MUCH MUCH FASTER now! Compressed the map with widgetzer too and now it loads even faster than before + 0.4kb less.

The hero revival system is totally remade. Now it is pure vJASS and runs on a single timer for each hero. Also the time displaying is now locally for each player meaning that each player will only have their own revival time and not others due to complains about spam when lots of heroes die at the same time. Also illusion master will spawn very very few illusions now and not mass them as previous. It was meant to mass the illusions as it is -illusion- master. But due to complains I've fixed that too.

I've added a text generator. Basic it works like this, a hero takes or deals damage, a floating text shows up either red color for taking damage and blueish for dealing. Works for illusion masters illusions too!

Yes now I'm in charge of this map, I took it over from CHA_Owner now so credit to him for keeping it up. For this new versions in the 3 series (and 4) there will usally be lots of performance upgrades and not so much focusing on the heroes. Of couse balance is a must but for the first version I haven't added any new hero but you can expect it in the future!

Also I've protected the map for many reasons but mostly for optimization purposes and gameplay increasing. If you want to know something "how did you do that" or "what is that" I will gladly respond to your questions.

Enjoy the new version of the map and happy gameplay!

regards

~baassee
Version v3.4b

Select a Master and destroy your enemies! Inspired by Mini Dota and other fast AoS comes Master Arena, a fast paced Hero Defense/Arena. Your objective is simple; Pick a Master, kill your enemies and destroy their base, fast!
Background

Are you sick of 3 hour Dota matches or TD's that take half a day? Then Master Arena is for you! Master Arena aims to create a fast gaming environment where fun is more important than victory.
Every Hero is fun to play, with ultimates that actually feel ULTIMATE!
Who want to sit in a lane slowly farming creep kills? In Master Arena you might kill 1000 creeps in a single game, not 200!
Sick of timing last hit denies? Don't bother! Master Arena punishes you for trying!
Features

- 29 Heroes, each with 5 customized abilities
- Each Hero has a different theme; try the Stealth Master, the Ward Master or the Tank Master
- 40 Custom Items and numerous recipes
- Hordes of creeps to kill in one of three lanes
- The obligatory all random mode.
- Teleport behind your enemies with lane to lane teleporters allowing super fast ganking
- Spawned creeps get more and more powerful as the game goes on... eventually Siege units appear, and then Golems so your game doesn't drag on all day
- You can also purchase extra creeps to defend the lanes, including the ultra powerful Incursion tank, and the Defender of the Crypt.
- Concise tooltips for abilities and items, including item recommendations for each hero. Master Arena is easy to pick up with all of the important locations in your base labeled.
- More then one of each hero available to each team.
Commands


Pre-game commands:
- Host can set the Xp rate of heroes with "-setrate XXXX". The default setting is 80, but you can have anything from 1 to 9999. The gives control of the exactly what level your heroes will be when the game ending Golems appear.
- Sick of being ganked? Host can turn off the teleporters with "-nt".
- Enable random master mode with "-ar".
- Enable Mid only with "-om".

In-game commands:
- Type "-commands" for displaying in-game commands.
- Type "-master" for tips on how you play your Hero
- Move to a larger field of view with "-zoom out".
- Move to a smaller field of view with "-zoom in".
- Use "-unstuck" in the unlikely event of being unable to move.
- "-ms" shows movespeed.. obviously
- "-repick" to choose a different hero within the first 5 minutes.
- "-clear" clears all on screen text messages
- "-reset" resets the cameras -zoom command
- "-time" reveals how long you have played the game
- "-dmgdealt" shows damage done by hero, resets upon repicking.
- "-dmgtaken" shows damage taken by hero, resets upon repicking.
I have used a number of other peoples models and a couple of icons, all of which are fully credited in-game, but here they are again;


Originally by Jabberwocky/Oddsocks

INV_Weapon_Bow_09 by Hiveworkshop Spell_Shadow_AntiShadow by Hiveworkshop BTNSpell_Holy_SenseUndead by Hiveworkshop
RunicSword by Hiveworkshop
Misc_fish_04 by Hiveworkshop
CRFrostShock By CRAZYRUSSIAN

Ballista v1by Kitabatake
CloudOfFog by JetFangInferno
Oblivion Aura by Vestras
Panther by Dan van Ohllus
BloodElementalMisile by DevineArmy
OrbFireX by General Frank
Human Selection Aura by s4nji
Goblin Engineer By T-Revellion-T
Fishing Hat By MeteORA
piratehat01 By Chriz
Military Hat By Fingolfin
WizardsHat by -SkatinG_CoW-
GroundExplosion by Willalmighty
TimeAura by Mc!

BloodElfSorceress by Tiki.
Revanant by ike_ike.

I've used alot of scripts, systems and spells for this map, I can't credit every author for every thing they've done so I'll just mention which authors who have stuff in this map.

Credits goes to:
Rmx, Yearight, Paladon, hellgate, Deaod, Vexorian, Dark_Dragon, Hanky, Scorpion182, Moyack, Spec, Rising_Dusk, Earth-Fury, grim001, weaaddar, Cedi, Anitarf, Jesus4Lyf, PitzerMike, Aspard, JonNny, Flame_Phoenix, Septimus, Kingz, D4RK_G4NDALF, watermelon_1234, Weep, blade.dk

Optimizer by Vexorian, Widgetzer by Pitzermike

If any of these people ever need any favors in return don't hesitate to ask.




- The Map size dropped 33.6% during optimization!

BUGS

-Fixed a bug where enginering master were firing sand masters ultimate. Code issues.
-Fixed a script bug with illusion masters substance.
-Fixed Random Master's Junk from not working properly.
-Fixed the damn preloading again.
-Fixed issues with Conjuration Master's Meteor Shower.
-Fixed bug with the damage show system, now it shows values greater than 0.
-Fixed issue with maim, allowing to target multiple targets especially for AI players.

General

-Changed the damage type of cloak of magic damage. Now it is magic damage but doesn't count in armor value.
-Illusion Master's Morphic Field has been remade due to all the complains of massive illusion spawnings.
-Now the hero's time to revive is displayed locally due to the complains of spam.
-Wendigos are now invulnerable at start and becomes vulnerable when the first creeps spawn.

Triggers

-Changed Arcania Zero a bit.
-Removed old scrap triggers
-Remade StrikeWards into vJASS
-Remade Actuality into vJASS
-Now substance damage uses a real damage detector, no more random damage and awesome AI strikes.
-Remade Meteor Shower into vJASS
-Remade Junk into vJASS
-Remade Maim into vJASS
-Made Junk use my dummy recycler to avoid the bug with the other dummy system.
-Now the map uses my dummy recycler system v1.1b
-Now cloak of magic also uses a real damage detector.
-Added Fire Master to the AI
-Added Light Master to the AI
-Added Sand Master to the AI
-Added Psychic Master to the AI
-Added Ice Master to the AI
-Removed some unnecessary libraries.
-Fixed some code for the floating texts.

-Huge change of the hero revival system. The new system is 100 times better than the last one.







BUGS

-Fixed a bug where enginering master were firing sand masters ultimate. Code issues.
-Fixed a script bug with illusion masters substance.
-Fixed Random Master's Junk from not working properly.
-Fixed the damn preloading again.
-Fixed issues with Conjuration Master's Meteor Shower.
-Fixed bug with the damage show system, now it shows values greater than 0.
-Fixed issue with maim, allowing to target multiple targets especially for AI players.

General

-Changed the damage type of cloak of magic damage. Now it is magic damage but doesn't count in armor value.
-Illusion Master's Morphic Field has been remade due to all the complains of massive illusion spawnings.
-Now the hero's time to revive is displayed locally due to the complains of spam.
-Wendigos are now invulnerable at start and becomes vulnerable when the first creeps spawn.

Triggers

-Changed Arcania Zero a bit.
-Removed old scrap triggers
-Remade StrikeWards into vJASS
-Remade Actuality into vJASS
-Now substance damage uses a real damage detector, no more random damage and awesome AI strikes.
-Remade Meteor Shower into vJASS
-Remade Junk into vJASS
-Remade Maim into vJASS
-Made Junk use my dummy recycler to avoid the bug with the other dummy system.
-Now the map uses my dummy recycler system v1.1b
-Now cloak of magic also uses a real damage detector.
-Added Fire Master to the AI
-Added Light Master to the AI
-Added Sand Master to the AI
-Added Psychic Master to the AI
-Added Ice Master to the AI
-Removed some unnecessary libraries.
-Fixed some code for the floating texts.

-Huge change of the hero revival system. The new system is 100 times better than the last one.





- The Map size dropped 33.6% during optimization!

BUGS

-Changed the code for tormenter to make vex optimizer work.

General

-Fixed Torment Tooltip
-Killme command now only shows for your allies. (Wonder who would use it)
-Movement speed command now shows an error message if you haven't picked a hero.
-Added the command -dmgtaken . it shows the total damage your hero has taken during the game. Will be reseted when repicking.
-Added the command -dmgdealt, it shows the total damage dealt by your hero during the game. Will be reseted when repicking.
-Added the command -commands, shows in-game commands.
-Small game-interface issue fixed.
-Changed mana cost of Telekinesis. Now 180 from 100.

Triggers

-Added the "-master" command to the new heroes, ice-, psychic-, light- and firemaster.
-Fixed Slam Masters AI, now it learns its spells.
-Fixed Spell Masters AI, now it learns its spells.
-Improved the winning conditions triggers and winning triggers.
-Fixed my function library, now it is even better than before.
-Fixed a few triggers which werent ran at ini.
-Added a text generator which will create floating texts, whenever a hero deals or takes damage. Works with illusions too for Illusion Master.





- The Map size dropped 33.6% during optimization!

Note this is the changelog for v3.3d, e and 3.4

BUGS

-Small Preload fix with invisiblity
-Fixed a huge bug made most spells not dealing magic damage.
-Fixed bug that made Defender of the Crypts helpless because it couldnt attack proper.
-Blink Strike had a small slowing effect of 0.01 seconds. That is removed now as it used a buff that could bug another spell.
-Fixed Bug with invisiblity not setting the dummy ability to the true level.
-Fixed when reviving the hero isn't selected.
-Fixed Psychic Master soundset.
-Fixed Spirit Bombs cooldown and mana cost.
-Fixed Fight Fire with Fire dummies. Now they actually show up.
-Fixed Gods Blessing unavailable to target itself.
-Fixed Light Shield unavailable to target itself.

General

-Changed Ballista Armor type to Fortified from heavy.
-Reduced Ballista armor by 1, now 3 instead of 4
-Changed armor type of Lesser Spitting Spider, Spitting Spider, Greater Spitting Spider and Dire Spitting Spider. They all now have Medium Armor. Armor value is the same.
-Changed Armor type of Iron Golem. Now Fortified instead of heavy. Reduced armor value by 1.
-Changed Armor type of Tar Ball. Now it has normal armor and armor value increased to 10 from 6.
-Changed Armor type of Support Ward, Fast Ward and Strike Wards. Now they have unarmored type. Value is the same.
-Changed Armor type of Horde Commander, Skeleton, meat wagon and iron golem. Now they have Normal and Fortified Armor.
-Fixed spelling at armor aura's buff.
-Changed alot of object editor work. (You wont see this as an update but clearly it will be easier for me organizing)
-Fixed Invisiblity Tooltip. Now shows proper fading time.
-Fixed some minor game interface stuff.
-Fixed Splitting Boulder Tooltip.
-Added one link on the loading screen.
-Fixed a small typo in Stealth Masters tooltip.
-To use the full power of Voodoo Master's Spirit Lightnings I've increased the bounce aoe to 10000 from 500. Now it will basiclly affect any unit in the map.
-Increases damage of telekinesis.
-Changed credits abit, I won't mention what they've done now as usally I have more than 1 resource from each author.



Cunning Hero, controls your mind with his magic.
Easy Hero: Easy to use.
WARNING: No Multi-shot.
Ranged


Throws several bottles of negative energy at the target point. The bottles then bounces releasing negative energy which burns mana. Upon feeding on 200 of mana a bottle gains additional 20 mana burn strength.

Level 1 - throws 2 bottles,20 points mana burn,2 bounces.
Level 2 - throws 3 bottles,30 points mana burn,3 bounces.
Level 3 - throws 4 bottles,40 points mana burn,4 bounces.
Level 4 - throws 5 bottles,50 points mana burn,5 bounces.


Summons a ghost to haunt a target ground enemy unit, dealing damage every second dependent on the distance between the ghost and the target.

Level 1 - Deals 35 max damage per second within 100 range. Ghost has a movement speed of 180. Lasts 5 seconds.
Level 2 - Deals 45 max damage per second within 150 range. Ghost has a movement speed of 195. Lasts 6 seconds.
Level 3 - Deals 55 max damage per second within 200 range. Ghost has a movement speed of 210. Lasts 7 seconds.
Level 4 - Deals 65 max damage per second within 200 range. Ghost has a movement speed of 225. Lasts 8 seconds.


The caster summons a mass of malicious ghost lights to follow his gaze and pull any enemy they run across back to their master.


Range: 1000 + 1000 per Level

Damage: 100 + 100 per Level

Speed: 600 forth and 750 back

Cooldown: 45


The hero uses his telekinetic powers to lift enemied units in the targeted area into the air. After reaching a considerable height, the hero smashes them back down to the earth.

Level 1 - 50-200 reachable height, 8% of the reached height is dealt in damage + 200 direct impact damage.
Level 2 - 125-300 reachable height, 10% of the reached height is dealt in damage + 250 direct impact damage.
Level 3 - 200-400 reachable height, 12% of the reached height is dealt in damage + 300 direct impact damage.





Lava Hero, exceptional at burning his enemies.
Beginner Hero: Easy to use.
Ranged



Unleash 5 fire ward that would unleash a fire to the middle of the target point; each ward unleash a fire that deal a initial 65 damage. Higher level increase the amount of fire a ward unleash.

Level 1 - Unleash 1 fire.
Level 2 - Unleash 2 fires.
Level 3 - Unleash 3 fires.
Level 4 - Unleash 4 fires.


Select a target stunning him for 2 seconds, and invokes two fireballs, one in 400 range behind the enemy target and another in 400 range in the front of the enemy target. After 1.5 seconds, the fireballs move rapidly toward the other, making them collide, exactly in the position of the enemy, causing damage to him and to the other enemy units in 250 AOE. Units that are in the path of the fireballs will be moved to the side.

Level 1 - 75 damage to the target, 25 to 250 AOE enemy units.
Level 2 - 150 damage to the target, 75 to 250 AOE enemy units.
Level 3 - 225 damage to the target, 125 to 250 AOE enemy units.
Level 4 - 300 damage to the target, 175 to 250 AOE enemy units.


Makes 5 meteors fall down from the sky every 1.2 seconds at random positions in the targeted area, dealing damage and interrupting enemies from channeling spells. The first meteor drops at the target point of issued order.

Level 1 - 50 damage per meteor.
Level 2 - 100 damage per meteor.
Level 3 - 150 damage per meteor.
Level 4 - 200 damage per meteor.


Sets the Hero aflame that he will lite the ground when moving. Units standing on burning ground take damage and got reduced armour.

Level 1 - 50 dps, -3 armour, lasts 8 sec, flames will stay for 4 sec
Level 2 - 60 dps, -5 armour, lasts12 sec, flames will stay for 5 sec
Level 3 - 70 dps, -8 armour, lasts 16 sec, flames will stay for 6 sec




Support Hero, exceptional at using the way of light to protect your allies.
Intermediate Hero: Slighty difficult to use.
Melee


Target unit and all nearby enemy units will take damage whenever target unit casts a spell or is targetted by a spell.
Lasts 30 seconds.

Level 1 - 50 damage, small radius.
Level 2 - 75 damage, medium radius.
Level 3 - 100 damage, large radius.
Level 4 - 125 damage, huge radius.


Creates a shield on target unit. If the target unit is an ally, the shield will have a chance to block incoming damage with its on life. If the shield lasts to the end of the duration the target will be healed for the amount left of the life of the shield. If the target is an enemy, it will have a chance to amplify the damage and will damage the target when the duration is out.

Level 1 - Blocks/amplifies 15% of incoming damage, has 100 life and lasts 10 seconds.
Level 2 - Blocks/amplifies 30% of incoming damage, has 200 life and lasts 20 seconds.
Level 3 - Blocks/amplifies 45% of incoming damage, has 300 life and lasts 30 seconds.
Level 4 - Blocks/amplifies 60% of incoming damage, has 400 life and lasts 40 seconds.


Creates a regenerative shield around target unit. The shield starts with 100 life and will regenerate hp at x value per second. The shield can block up to 20 damage at a time and returns damage to melee attackers equal to 10% of the shield's life.
The Shield lasts 15 seconds.

Level 1 - 300 max hp, 4hp/sec regeneration.
Level 2 - 400 max hp, 7hp/sec regeneration.
Level 3 - 500 max hp, 10hp/sec regeneration.
Level 4 - 600 max hp, 13hp/sec regeneration.


Creates a shield of holy energy around the caster. The energy forms orbs flying in an orbital shape around the hero. Whenever the hero receives more than 5 damage, an orb is launched to the enemy countering the damage dealt. The shield lasts 15 seconds.

Level 1 - 3 orbs, each deals 120% of the initial damage.
Level 2 - 6 orbs, each deals 210% of the initial damage.
Level 3 - 9 orbs, each deals 300% of the initial damage.





Triggers

-Blink Strike Remaked into vJASS.
-Holy Light Remaked into vJASS
-Arrow Of Grace Remaked into vJASS
-Remade The Anti Belt Trigger into vJASS
-Belt Remaked into vJASS
-Greatly improved the map performance. Now it will run more smooth.
-Merged Gamble Triggers.
-Improved This Works Spell.
-Reduced the usage of locs with 80%
-Fixed major leaks in the hero revive triggers.
-Now Hero Revival uses coordinates instead of locations.
-Replaced most BJs with the real natives.
-Now uses XEPreload to preload all dummy abilities instead of my own.
-Fixed a small sync problem with the hero revival selecting the wrong unit.
-Fixed a small condition problem in the Belt.
-Fixed a huge line misstake in the revival system. Now the heroes revive proper.






BUGS

-Fixed Fluke Master's Random Ultimate. Now it can choose Tank Master's Tank Up!
-Fixed Fluke Master's Random Ultimate. Now it can choose Healing Master's Guardian Angel
-Now when repicking the items will be moved to the position of your stash.

General

-Fixed the information log in-game (F9). Now say The Host instead of player red.
-Added Ice Master! A slowing maniac that will stalk you.
Desolate Hero, master of slow. Freezes everything that comes near.
Intermediate Hero: Slighty difficult to use.
Ranged
-Ice Master has 350 range, multishot, Ice Lance, Frozen Shield, Icey Spine and Phantomer


Ice Lance - Q
The Master summons a icey spear towards targeted point, damaging and slowing everything in its way.
Has a total range of 600 and slows the movement speed of enemies by 35%.
Level 1 - 80 damage
Level 2 - 110 damage
Level 3 - 140 damage
Level 4 - 170 damage


Frozen Shield - W
Turns on a frozen shield around the caster, draining mana and deal damage to nearby units. If units have Ice Lance buff then the shield does double damage.
350 AoE

Level 1 - 10 + 0.3x intelligence damage per sec.
Level 2 - 20 + 0.6x intelligence damage per sec.
Level 3 - 30 + 0.9x intelligence damage per sec.
Level 4 - 40 + 1.2x intelligence damage per sec.


Icey Spine - E
When hit by melee attackers they will feel a freezing chill crawling up on their spine! Has a chance to inflict AoE damage that deals 150 damage.
Has a 400 AoE and a 1500 damage limit (ten targets max, chosen at random)
Level 1 - 5%
Level 2 - 8%
Level 3 - 11%
Level 4 - 14%


Phantomer - R
The Ice Master merges with the forces of ice, creating an arrow of frost traveling towards target unit. When reaching the target unit the ice master appears, dealing damage + 50% of traveled distance. Also on hit it will reduce target's armor and slow it.
Casting range is 600/700/800
Level 1 - 50 damage, 5 armor reduce, 15% slow.
Level 2 - 75 damage, 6 armor reduce, 20% slow.
Level 3 - 100 damage, 7 armor reduce, 25% slow.


Triggers

-Added Spell Master to the AI
-Added Slam Master to the AI





BUGS


-Fixed a bug with Healing Master's passive ressurection having global range, now have 400 aoe as said in the ability tooltip.
-Batter wont trigger in a greater range than the melee range.

General



Triggers

-Added a simple tree revival system
-Tarball knockback trigger aint on all the time now.





BUGS

-Fixed Abusive Rage and Batter Clashing hotkeys.
-Fixed a bug with Arcania Zero
-Fixed Arcania Zero Cooldown
-Fixed Take Flight. Now MUI
-Fixed Rock Slide. Now MUI
-Fixed Dark Torture bug. Now the scale of the units wont change.
-Now AI got the same amount of gold as the players.
-AI, Voodoo Master now learns its spells automaticlly.
-AI, Mana Master now learns its spells automaticlly.
-AI, Stealth Master now learns its spells automaticlly.
-AI, Ward Master now learns its spells automaticlly.
-AI, Trap Master now learns its spells automaticlly.
-Fixed a rare crash caused when AI learning spells it dont have.

General

-Healing Master got its ultimate replaced!
-Arcania Zero got less AoE now
-Fixed Arrow of Grace Tooltip
-Fixed a spelling snippet at loading screen
-Now when a shadow master buys boots, it wont be removed. Instead it will be moved to the location of your stash and from there you can sell it to regain your money.
-Increased damage of conjuration master's ultimate, now it does 300/375/450 damage instead of 225/300/375.
-Remade Spell Master's Imbue Gems (Ultimate). Now it can be activated to recieve the chance and turned off.
-Fixed typo in the game interface
-Fixed version in Game Interface
-Holy Light now heals the correct amount, 120/170/220/270.
-Fixed Spelling Error in Armor Aura

Triggers

-Thanks to PurgeandFire111 for the PollWait recycling part.
-Removed some more unnecessary variables.
-Now scars armor check isnt on until someone learns the spell.
-Now the Skewer loop is off at ini.
-Removed debug messages appearing when setting the rate.
-Removed scale changing in Dark Torture as it 'causes bugs when it goes back to normal.
-The Alliance dont have the advanatage with AI anymore in the start.
-Now AI learns spells more effiencient (doesnt loop actions, instead comparing conditions).





BUGS

-Fixed Critcal bug that you couldnt win in OM because the main building was invulnerable.
-Fixed bug with Dust To Dust, now slow and miss values are correct for each level.

General



Triggers







- The Map size dropped 29% during optimization!

BUGS

-Fixed Substance. Now MUI.
-Fixed Charge's Skewer. Now MUI.
-Small fix that made termites less laggy.
-Fixed holy light, now damage is correct.
-Fixed preloading with Dark Power
-Fixed preloading Vine Trap
-Fixed All Random can now random all heroes.
-Fixed a bug causing Blood Poison not to work properly
-Fixed a few flaws about Mortar Rounds.
-Small fix with maim, now it can't trigger at a greater range than the melee range.

General

-Added the commands at the beginning.
-Slam Master's Wam now knockbacks units.
-Fixed Typo in Rocky Hide
-Added Voodoo, Trap, Ward, Stealth and Mana Master to the AI

-New Master, The Sand Master

Description:
Dusty hero, causes your enemies to rethink when buying the water bottle.
Intermediate Hero: Slighty difficult to use.
Melee




Throws a brutal rock that splits into pieces after travelling a distance of 300, dealing damage to enemies. Every piece travels additionally a distance of 300 before splitting again. Every split deals less damage in less AoE.
Take cover!
Level 1 - 85 initial damage.
Level 2 - 170 initial damage.
Level 3 - 255 initial damage.
Level 4 - 340 initial damage.




Summons a dust cloud at target area, 'causing all enemy units to miss their attack and get their attack- and movement speed reduced.
You got sand in your eyes? Here have some more!
Lasts 6 seconds at all levels.
Level 1 - 20% miss chance, 25% attack and movement reduce.
Level 2 - 30% miss chance, 30% attack and movement reduce.
Level 3 - 40% miss chance, 35% attack and movement reduce.
Level 4 - 60% miss chance, 40% attack and movement reduce.





As the desert surrounds the master, damage taken will gather the sand around him. At a number of damage taken, a few sands spirits will spawn nearby, walking towards him and heal him for an amount of damage.
Also restores a small amount of mana and increases armor.
Level 1 - 1000 damage taken, heal total 100, 1 spirit.
Level 2 - 900 damage taken, heal total 200, 2 spirits.
Level 3 - 800 damage taken, heal total 300, 3 spirits.
Level 4 - 700 damage taken, heal total 400, 4 spirits.




The Sand Master summons its ancient companion, the sand man that will guard the sand master and slam nearby enemies.
The Sand Man tranforms to a hammer when slamming. Water please!
Level 1 - Lasts 5 seconds, deals 100 damage each slam.
Level 2 - Lasts 9 seconds, deals 200 damage each slam.
Level 3 - Lasts 13 seconds, deals 300 damage each slam.





Triggers

-Added GetHost Function by Tennis & ragingspeedhorn.
-Fixed triggers now according to the host.
-Added a function that finds if it is a single player game.
-Increased performance of Illusion Master.
-Increased performance of Riding Master.
-Increased performance of Poison Master.
-Increased performance of Artillary Master.
-Increased performance of Vampire Master.
-Increased performance of Random Master.
-Increased performance of Healing Master.
-Remade Wolfpack.
-Removed lots variables and replaced them with one single variable.





BUGS

-You cant buy voodoo master now when you already have a hero.
-Fixed disable in tavern.
-Scatter Shot can no longer proc on buildings.

General

-Fixed Hotkey of Scatter Shot
-Fixed position of Rain of Arrow Tooltip

-Mana master got a new ultimate, former ultimate was Empower.

Arcania Zero by Cedi


The mana master casts a mighty curse upon a unit, which drags nearby enemies to this unit. On collision the dragged units lose mana and takes some damage.
Dragged units get damaged during the drag too.

Level 1 - Deals 35 damage per second to dragged units. 50 Collision damage and same amount of burnt mana.
Level 2 - Deals 45 damage per second to dragged units. 60 Collision damage and same amount of burnt mana.
Level 3 - Deals 55 damage per second to dragged units. 70 Collision damage and same amount of burnt mana.

Lasts 5/6/7 seconds.


Triggers

-Changed spelling in blue AI's name.
-Added more stuff to the preloading part.
-Changed AI spawning, reducing a bit of the lagg.





- The Map size dropped 27% during optimization!

BUGS

General

Triggers

-Another small code snippet about the -om feature.
-Fixed a group leak about illusions.





BUGS

-Now during OM the first towers at bottom and top lane are invulnerable too.

General

-Corrected Disturbed Voodoo Power's tooltip, now shows proper knockback range.
-Corrected Voodoo Master's tooltip, now shows that it doesnt have multishot and is no longer melee as the tooltip states but ranged.
-Changed attack range of voodoo master to 350 from 700.
-Added Range Bonus to Voodoo Master (5th Ability).
-Corrected Voodoo Master's projectile speed to 850 from 3000
-Castle and Necropolis damage increases from 70 to 110 (it is quite defense less with out creeps)

-Tank Master got its ultimate remaked, same name.


Uses his tank up skills, he slams the ground in anger, stunning nearby units for 1 second. As his fierce anger boosts him up, making him almost immune to psysical damage and also increases his life regenation.
Gains 1000+ armor and 100 life regenation.
Level 1 - Lasts 2 seconds.
Level 2 - Lasts 4 seconds.
Level 3 - Lasts 6 seconds.


Triggers

-Fixed a small code snippet where scars was preloaded uncorrectly, now doesnt have learning delay.
-Small fix in OM mod.



BUGS

-Fixed Belt so now you can't target yourself (well yes you still can but if you cast it on yourself it wont trigger and you wont waste cooldown nor mana), will show an error on cast

General

-Tarball now lasts 9/18/27 instead of 12.5/25/37.5
-Small Terrain Fix
-Increased all towers range from 500 to 700 so both towers can attack at the same time (as in middle)
-Income rate decreased to 2 seconds, before 4 seconds
-The second tower in the northern and the southern lane are now invurnable at all time and will be vurnable when the first tower in the lane is killed
-Now barracks can't be killed unless the two towers that is infront of it are destroyed, same goes with crypts
-Fixed hotkey of Bow of shadows
-Fixed hotkey of abusive rage
-Added Poison Master to the AI
-New Master, Voodoo Master!
Voodoo master uses mystical magic to overcome its victims!


The voodoo master uses his dark magic to lift up the enemy in the air. As the fore swirls, every unit hit by it will be knock backed for a distance between 100 and 350. When gravity serves its purpose and drags the unit down to the ground it will deal the foes movement speed reduced by X. Also the fore will be confused of the lift and will have a 50% change to miss its targets for 3 seconds.

Level 1 - Targets movementspeed -150
Level 2 - Targets movementspeed -120
Level 3 - Targets movementspeed -90
Level 4 - Targets movementspeed -60



The voodoo master calls forth a dark rift of voodoo magic that will eat flesh and tear apart the souls of enemies hit by this powerfull magic.
The shards of the souls hit will return to Zul'abar healing him depending on their former owners max life.
Level 1 - 125 damage, 2% of max life.
Level 2 - 160 damage, 3% of max life.
Level 3 - 195 damage, 4% of max life.
Level 4 - 230 damage, 5% of max life.



Gives a small mana regen to nearby units and also when killing heroes, nearby enemy heroes get their mana destroyed according too Voodoo Masters Mana.
300 AOE manaregen.
Level 1 - 10%
Level 2 - 20%
Level 3 - 25%
Level 4 - 30%



Hurls a bolt of damaging lightning at a target enemy that jumps to nearby enemies. When firing, additional X lightnings will be hurled from the hero at different enemies. Each lightning deals more damage in percent value. Units can be hit by multiple Lightnings.
CAUTION! Electric lightnings on its way!

Level 1 - 1 Additional lightning, 50 damage base value, 5% damage increase, 5 bounces.
Level 2 - 2 Additional lightnings, 60 damage base value, 7% damage increase, 7 bounces.
Level 3 - 3 Additional lightnings, 70 damage base value, 9% damage increase, 9 bounces.



Changed Poison Masters Ultimate, from Slow poison to Aggresive Infection by Hanky

The Poison Master sends out an epidemic virus, which infects nearby enemy units around the target.

Level 1 - 75 damage per second. Lasts 15 seconds.
Level 2 - 110 damage per second. Lasts 20 seconds.
Level 3 - 145 damage per second. Lasts 25 seconds.


Changed Reanimation Masters ultimate, from corp. reanimation to Dark Torture by Hanky

Make the targeted unit bigger and bigger and because of the hard deformation of the body the unit get every second some damage.

Level 1 - 105 damage per second
Level 2 - 120 damage per second
Level 3 - 135 damage per second


Changed Archery Masters ultimate, removed void arrow (will be a remaked soon) arrow of grace (former ultimate) will replace void arrow and the new ultimate is Rain of Arrows by Scorpion182

Fires a fire arrow into the sky which explodes and scatters at the center of the point target, showering the target area. Deals amount of damage each.
Has a minimum range of 300!
Level 1 - 55 damage for each arrow. 14 Arrows.
Level 2 - 66 damage for each arrow. 16 Arrows.
Level 3 - 77 damage for each arrow. 18 Arrows.


Level 1 - 1.01x damage, 3 agility
Level 2 - 1.11x damage, 6 agility
Level 3 - 1.22x damage, 9 agility
Level 4 - 1.33x damage, 12 agility


Triggers

-Small fix with Maim
-Now when casting blink strike you will be closer to the target and also facing the target, special effect added.
-Added Endless Chain system made by Paladon
-Added Health Reserve System by hell gate and Deaod
-Added Bound Sentinel by Vexorian
-Added Dark_Dragons item system
-Changed Item system to the one above
-More Systems added can you find in the info (F9) or in the credits at this page.




-Also the map is a little bit bigger cause of some new imports! They are not in Use yet but will when Ice Master is comming online so I wont credit until I actually use it :)

BUGS

-Now Artillary Masters Mortar Strike is fully MUI and more then one player at the time can cast it.
-Actuallity is now MUI
-Fixed a small crash caused by wrong custom script, destroying something completly else.
-Time Masters "Time Swap" is now fully MUI
-Timed explosive is now MUI
-Blood Poison is now not Bugable

General
-Tar Ball ultimate duration has been increased to 12.5/25/37.5 seconds instead of 20 seconds overall, with this it will travel longer each level
-Fixed Bow of Shadows tooltip, now shows the proper damage
-Timed explosive now got the correct time (10 seconds)
-Added Ice Master as a replacement for time master, when time master is back, a new tavern will be created instead of removing ice master. But as it isn't totally functionall I disabled Ice Master too (need to fix a few stuff)

Triggers

-Small Special Effect leak fixed.
-Fixed Vine Trap Trigger
-Small fix on Actuallity trigger
-Removed some unused variables
-Fixed Shadow Veils leak.
-Huge change in the AI
-Massive Preload To reduce the in-game lagg greatly





BUGS

-Fixed the terrain on the alliance side so now engineer master can actaully build towers there ...

General

-Reshadowed the map

Triggers

-Fixed a few leak triggers which leaked about 70 leaks every sec and they were on all the time!




BUGS

-Fixed Repick, now works for normal mode too.
-Fixed when you bought the other teams spawns it gave you an item, this item is now auto removed. (Fixing it complete is in the current state 80% done)

General

-

Triggers

-




BUGS

-Fixed so you can't buy the other teams spawn units (when you buy them, they wont spawn just waste of money, will fix for next version so you can't buy them at all)
-Fixed units movement on the top lane and bottom lane so they actually continue to move against the fortresses instead of just returning.

General

-Fixed typos in Rock Slide
-Fixed typos in Sever
-Randomizing can't cause you choosing time master neither for you or AI
-Movement speed is now shown as an integer and not a real (no more .000)

Triggers

-Fixed leaks in Rock Slide Trigger
-Fixed Maim trigger so it can't be abused anymore


-Fixed huge amount of Point leaks.
-Fixed Most Integer A's and replaced them with a custom integer.
-Removed Useless command "Do Nothing"
-Fixed some useless variables
-Fixed huge amount of Special Effect leaks
-Fixed a very few spell item bugs.
-Fixed some useless actions
-Remade Blink Strike Ability, now more efficient then never before
-Fixed many events with "Unit Begins Casting An Ability
-Fixed the Major bugs of creeps on the top and bottom lane wont walk where they should.
-Time Master is currently disabled due the bug spree it caused, will be remaked for further versions.
-Remade Two of Knockback Masters Spells in the trigger, now fully MUI and also you cant bug batter anymore.
-Batter got totally remade (triggers)
-Belt got totally remade (triggers)
-Damage type of Knockback Masters Batter isn't hero damage anymore, changed to spell damage.
-Added a new knockback system which got greater performance and is MUI to the map (Credit to Paladon for making this)
-Removed Some variables and replaced them with one single (mostly temporary point variables)


- Added Jabberwocky's credit to more places on the map
- Reworked the Engineering Master for the last time
- Fixed ally trading system
- Completely reworked and updated computer AI
- Changed alot of heros attack ranges
- Heal Master's ability greatly weakened
- Uped the cost of purchasable siege golems to 150 gold and 2 lumber
- Uped the health of all units a little bit
- Cleaned up some more triggers
- Fixed the last of the tooltips
- Gameplay slightly changed since before you can kill your enemies main base building all 3 spawn buildings must be destroyed first.
- Fixed a glitch with AI trying to target the Future Time Master
- Added a new custom cooldown ui


- Changed "-zoom" command into "-zoom out"
- Added new command "-zoom in"
- Changed the "food" text/icon to match the game
- Changed the time of day to 24:00 for different lighting
- Made spirit towers have the same armor as cannon towers
- Fixed boots glitch with Shadow Master
- Buffed the engineers towers a little bit
- Changed the "time" text to better match the game
- Cleaned up a monstrous amount of leaks
- Added 2 new random weather effects
- Greatly Updated the computer AI


- Greatly updated the computer AI
- Fixed the damage for the hordes base building
- Disabled 2 minimap buttons
- Creeps no longer show up on minimap
- Disabled ally trading for multiple reasons
- Fixed a few more trigger leaks
- Fixed the tool tips to a few more abilities


- Updated quests section
- Added my name to the map {CHA_Owner(NAMM)} ^^
- Buffed cannon towers to have 10 armor (up from 4)
- Added -clear command to clear text messages
- Added -reset to reset the cameras -zoom command
- Cleaned up some trigger leaks
- Added -time command to display how long you have played
- Fixed the quest dialog text (F9)
- Fixed a few tooltip descriptions
- Gave credit to Jabberwocky/Oddsocks <<< original map maker


- Fixed some bugs with Abuse Rage.

This will be my last official release as I have abandoned the project.



- Fixed up the Multiboard, now scales dynamically, etc
- Increased the Horde Melee bonus to 15%
- Horde and Alliance Hero Kill Gold and Lumber is now distributed to allied players
- Changed the Tinting on Poison Master so that team colour is visible
- Buffed the base stats of the Riding Master
- Fixed Swift Passage so that it lasts the correct amount of time.
- Added a couple of passive icons that should have been done ages ago.



- Increased the effectiveness of Rite of the Damned
- Nerfed Fires of the Pit (decreased AoE, Damage)
- Reduced the damage to mana ratio on Mana Shield (now 1.5)
- Increased the Mana cost of Empower at level 16
- Added Warning about Orb Stacking
- Decreased the Illusion creation time on Duplicate. It is now 5 per second.
- Nerfed Minefield by 50 damage.
- Nerfed the slow on the Poison Master's Ult by 2%
- Buffed Spitting Spider. Now lasts 25 seconds at all levels
- Holy Word now drains the target for a small amount of health and gives that health to an allied hero
- Nerfed the stats of the Slam Master making him less tanky.
- Sword of Armageddon now 5k cheaper.

- Added 2 new joke items

- Remade the Archery Master. She now has Scattershot, Bow of Shadows, Void Arrow, with Arrow of Grace being the ultimate.


- A number of small fixes for balance.
- Added shop description text
- Fixed Bear Form on the Fluke Master.


- New Preview picture
- Replaced Reanimation with Rite of the Damned
- Nerfed Fast Wards
- Nerfed Vampiric Aura
- Nerfed Disruption Aura
- Fixed the list of available ults for the Fluke Master
- New Items Icons!
- Nerfed the Flaming Stick of Hitting.
- Improved the Ult of the Heal Master.
- Decreased the Duration of Vine Trap.
- A number of Hero stat changes for balance.
- Changed the Mana cost of Empower to keep the Mana Master balanced.
- A couple of graphical fixes for Heroes.


- Decc Time field now deals the correct damage.
- Fixed the issues that arose from changing the game data set


- Fixed repick in AR
- Mana Master has been tweaked a bit.


- Added the Mana Master - A late game carry, early game irritation
- Various balance changes, code fixes, etc
- Barricades now have 250 HP




Keywords:
master, arena, baassee, cha_owner, oddsocks, killing, fun, custom spells, aos, fast game, master arena, ai
Contents

Master Arena v3.4b (Map)

Reviews
12:16, 5th Dec 2009 ap0calypse: Approved Update: Re-moderating with review and rating! Date: 2011/Oct/15 10:30:50 Vengeancekael: VM // PM: Status: Approved Rating: 4/5 Recommended Rep Received: 2Reasons: Other: If you have any complaints...
Level 7
Joined
Dec 28, 2009
Messages
170
Woah, This deserves a Review

Well I was recently asked to review this map and as I played the original, I thought I would give it a review.

So here is the review, Hope you enjoy and use my ideas and criticism to help improve your map.

*Note: I was the fluke master and did not use any pre-game or in-game commands*


  • Custom preview image
  • lots of custom items
  • lots of custom spells
  • Nice AI
  • Spawning units for lanes



  • No Bugs (That I found)
  • No Glitches (That I found)
  • The game worked (As far as I know from my tests)


  • It says red can now enter commands even when there isn't a player in the red slot (See suggestion pre-game commands)
  • Doesn't tell you what the pre-game commands are unless you read the F9 menu (see suggestion pre-game commands)
  • Some items can be clicked as though they summon something/have an ability or are consumable but they seem to do nuthing. (Some of the items I found which do this are the Gooses crit stick of Perpetual Necessity and Langmans Bulwark of Creep Murder)


  • Could add an upcoming updates log so we know what you are working on fixing/adding
  • Maybe you could add a youtube video of gameplay (This will attract more downloads if done well)


  • Custom loading screen
  • custom models for heroes, creeps, buildings, spells, items etc (Could help improve but isn't 100% necessary)
  • When you destroy all the enemies creep spawning buildings you should make it that a small majority of creeps still spawn otherwise the game is just too easy to win (Just an idea)





Well I was recently testing a number of different player slots to test the 2 teams accordingly and was thinking why does it say "red can now enter commands" when there is no-one in the red slot?

So, I was thinking you could make a system which detects the closest player to red and give them the ability to choose the pre-game commands, this would also kick in if red lags out on the loading screen or quits straight after the game loads.

How the system would work:

It would detect if there was a player in slot 1 red and if so it would say red can now select the pre-game commands
Although if there was no player in slot 1 red it would detect that and find the next closest player to slot 1 red and give them the command.

For example if there is no player in slot 1 red it would say player 3 green can now select the pre-game commands and give player 3 the options to set up the game.

Also on the topic of Pre-Game commands, I was playing the game and was about to enter a pre-game command when I realized the only way to find the commands is if I take my time to go and find them in the F9 menu and read them that way.

So, I was thinking why not list them in the text at the start when it says red can now enter commands under that it could list the commands.

For example:

Red can now enter commands
-setrate xxxx
-nt
-ar
-om




Just a few suggestions to help improve the pre-game commands and make them easier to enter.

I was recently playing and looking at the scoreboard it lists a very good range of things. Like the player name, hero name, how many kills and deaths you have.

Although I was thinking why not let it show what level a hero is as well.

I was thinking this could be done in 2 ways.


First way:


Where it says Player and then says for example Player 1 [Fluke Master] that it could be changed to Player 1 [Fluke Master level 5]

Then when the hero levels up in would change to Player 1 [Fluke Master level 6]

Second way:

This way is a bit different to the first way. I was thinking that next to the heading Players and before Kills that you could have a heading called level and under it would be the current level of all the players hero.

Then when the hero levels up, the number under the Level heading the number would change accordingly.

Just a suggestion hope you like it :D



I was thinking the creeps are there and don't really level up or do anything else then go fight and die.

So, I was thinking why not make them level up and make them a bit more important then just a unit that fights and dies?

How they would level up:

Well when you destroy a tower all you get is 200 gold... So, Why not aswell as the 200gold make it that your creeps get a certain amount of attack and defense bonus per tower destroyed.

For example say I destroy a tower it would do this:

This would pop up on screen to all players--> "The Alliance has just destroyed a tower, therefor they are given 200gold and their creeps get +1 defense and + 5 damage"

Just an idea to make the creeps a bit more worth while and make it even more worth while to destroy all the towers on the map/protect your towers even more.


*Note: for this suggestion you don't have to use the towers, you could use the enemy creep spawning buildings instead or as well.*




Overall, the map is a fun for a multiplayer player AOS type map. It is a very fun game as there are a variety of heroes and custom items/spells which keep the game interesting. The map is also good because I didn't find any glitches/bugs/errors in the stuff that I tested. I would suggest this map to friends and people who like a customized AOS map and I would also suggest this map to friends as there are no bugs/glitches/errors that I found.

I Vote for Approval and would give it a 4/5 it doesn't get higher as their are still a few cons and things you could fix and a few things you could add to the game to make it better.


All in all hope you liked my review as much as I enjoyed playing your map,
Lag_Reviews P:

PS:Very good map in the making, keep up the good work, I can't wait to see what you bring it in the future :D
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
1. It says red can now enter commands even when there isn't a player in the red slot (See suggestion pre-game commands)

2. Doesn't tell you what the pre-game commands are unless you read the F9 menu (see suggestion pre-game commands)
3. Some items can be clicked as though they summon something/have an ability or are consumable but they seem to do nuthing. (Some of the items I found which do this are the Gooses crit stick of Perpetual Necessity and Langmans Bulwark of Creep Murder)

4. Could add an upcoming updates log so we know what you are working on fixing/adding
5. Maybe you could add a youtube video of gameplay (This will attract more downloads if done well)

6. Custom loading screen
7. custom models for heroes, creeps, buildings, spells, items etc (Could help improve but isn't 100% necessary)
8. When you destroy all the enemies creep spawning buildings you should make it that a small majority of creeps still spawn otherwise the game is just too easy to win (Just an idea)

9.


Just a few suggestions to help improve the pre-game commands and make them easier to enter.

I was recently playing and looking at the scoreboard it lists a very good range of things. Like the player name, hero name, how many kills and deaths you have.

Although I was thinking why not let it show what level a hero is as well.

I was thinking this could be done in 2 ways.


First way:


Where it says Player and then says for example Player 1 [Fluke Master] that it could be changed to Player 1 [Fluke Master level 5]

Then when the hero levels up in would change to Player 1 [Fluke Master level 6]

Second way:

This way is a bit different to the first way. I was thinking that next to the heading Players and before Kills that you could have a heading called level and under it would be the current level of all the players hero.

Then when the hero levels up, the number under the Level heading the number would change accordingly.

Just a suggestion hope you like it :D


10.

I was thinking the creeps are there and don't really level up or do anything else then go fight and die.

So, I was thinking why not make them level up and make them a bit more important then just a unit that fights and dies?

How they would level up:

Well when you destroy a tower all you get is 200 gold... So, Why not aswell as the 200gold make it that your creeps get a certain amount of attack and defense bonus per tower destroyed.

For example say I destroy a tower it would do this:

This would pop up on screen to all players--> "The Alliance has just destroyed a tower, therefor they are given 200gold and their creeps get +1 defense and + 5 damage"

Just an idea to make the creeps a bit more worth while and make it even more worth while to destroy all the towers on the map/protect your towers even more.


*Note: for this suggestion you don't have to use the towers, you could use the enemy creep spawning buildings instead or as well.*



I loved it, just brilliant review I have to say. Will respond to the points, one by one.

1. Yeah I know, I should probably check if there is a single player game and the hosting should switch over. Thanks for reminding. Also you mentioned about if it is a game and no one plays red, how should they select mod? Well I probably add this host detection thingie then but as it isnt 100% correct it will cause a few problems.

2. Will be added for next version!

3. I think you are talking about the funny stuff near the wendys? Well as it has 1% chance, there is a bug in WCIII, if I remembered correctly crits with chance lower than 10-11% wont work. Will check it out further.

4. Well I recently added the update to the Editors Note but can add one. But my updates are quite spontaneous :)

5. Yeah I thought of it too, will be made sooner or later.

6. Maybe will be remade.

7. Well their are lots of custom spells actually (well triggered mostly). Model blah well dont want to increase the size, as you say not 100% necessary.

8. Will think about it, yeah I agree it is quite impossible to push that lane.

9. Will try to add the first way, thanks :)

10. That one was very unique, I'll try to add it :D

@vKael

nice video :D

EDIT:

1. and 2. are fixed for the next version.
 
Last edited:
Level 6
Joined
Oct 10, 2009
Messages
1,425
Review Time

CWeener's Review

Reviewing the map "Master Arena v3.2e"

Rating System (in weener points:)

1-10 Originality
1-10 Replayability (discounted for cinematics*)
1-10 Triggering (discounted for protected maps*)
1-10 Terraining
1-10 Object Managing (custom items and destructibles etc...)
1-10 Spells (if applies**)
1-10 Description
1-15 Engaging a.k.a. fun to play
1-15 Misc (size, system implementation, laginess etc...)
-100 or +100 for abiding by THW rules.
* = when one is discounted then other sections maximums are raised, and those sections are judged harder (if your map applies then it will show you what i raised later)
** = some maps dont really need spells so this section is discounted and given an automatic 10.
Rating System Scores

Less than 100 = FF- (Reported, You clearly didnt abide by all of the posting rules, and i have reported you for (not) doing so.)
100-150 Points = F- (Rancid and Needs major work. Vote for Rejection and no +rep.)
151-160 Points = F (Bad and Needs work. vote for Rejection and no +rep.)
161-170 Points = D (Below Average and Needs much updating. has potential. vote for rejection and no +rep.)
171-180 Points = C (Okay but Needs updates. has potential. vote for rejection* and no +rep.)
181-190 Points = B (Good but still not reaching full potential vote for approval but no +rep)
191-199 Points = A (Great and probably has reached full potential**. good job. vote for approval and +rep.)
200 Points = A+ (Amazing, you did everything right and went all out, approval and +rep)

* = depending on the map really, and what categories it scored low in
** = not always but most cases.
Master Arena v3.2e Scores

**triggering scores not available so other categories were raised by 1-2 points maximum.

1-11 Originality *8* While it's individual ideas may not be original, the fact that you combined an AOS style map and a Hero Line Wars kind of map, is original as far as I've seen.
1-11 Replayability *11* Great with friends or with the AI
1-11 Terraining *7* well, I've seen better. even in an AOS map.
1-11 Object Managing *10* Good job here, although some of the tooltips were a bit lacking.
1-11 Spells *11* I must say, i did like the spells :thumbs_up:
1-11 Description *10* A good description, you should add Vkael's you tube movie to it
1-17 Engaging *15* gets a bit old after awhile. maybe make an option at the beginning for red to enable a hero duel every XX number of seconds. to spice it up a bit.
1-17 Misc *11* liked the size of it.Liked the system implementation, but it did lag quite a bit with a full house. sometimes it even dropped people. and i have a very nice Quad core 8 GB memory comp, so it was definitely the map.
-100 or 100 Rules *100* :grin:
0-200 All-in-all *183* (Good but still not reaching full potential vote for approval but no +rep) (in this case +rap was given, because i liked this map a lot personally. :)

-
If any map ive reviewed has been updated, feel free the ask me to re-review it. or if i haven't reviewed YOUR map, feel free to ask me. :)
 
Last edited:
Level 1
Joined
Jul 16, 2009
Messages
5
Hello i tried the map out with a friend.
However there are a few bugs you need to fix.

1. The Summoning Master's dragon spawn is bugged. (You can spawn dragon over and over again without anyone going away)

2. The Long Jump Splints don't work either.

These are the bugs i found so far.

Overall i good map 4/5.
img28052010150140.png
 
Level 2
Joined
Aug 13, 2006
Messages
12
in 3.3 there is an horrible bug, illusion master (or whatever the succubus is) can spawn like 100 illusions very fast (they spawn 1 by 1 but won't stop) but it only happened like against 1 or 2 guys, it would need a fix because if we don't have enough aoes by level 5-7 illusion master can finish the game with this :/
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
Sorry for this kind of necroposting and double post but it's about the update.

Version 3.4 will be the last version for a while. After this version is out (and maybe some small minor adjustments versions after) I will start work on Bloons TD again.

The new version will have 3 new heroes, got one complete and 2 half. New spells ofc, bug fixes and ALOT of gameplay issues such as armor types and armor values. The triggers have been adjusted with a new dummy system by me. Basiclly it's like xecast but uses only 1 dummy for all (some spells have their own dummies as they got a minor casting time).
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
This is a guess, but I'm assuming you imported Torment without changing anything, right?
Well, for some reason, Vex's optimizer doesn't work correctly with natives that you declare with Jasshelper. (Ex: UnitAlive)

One of the fixes is removing UnitAlive and replacing it with another alternative like GetWidgetLife(YourUnit) > 0.405 or checking the unit-type.

JASS:
//====================================
//Torment v1.01 by watermelon_1234
//====================================
//Required Libraries: TimerUtils
//====================================
//Copy Object Editor Data:
//*Torment ability
//*Torment buff
//*Torment unit
//====================================
scope Torment 
   
//*********************************
//Settings
//*********************************
    globals
        private constant integer    SPELL_ID            = 'A001' //The raw ID for the Torment spell
        private constant integer    BUFF_ID             = 'B000' //The raw ID for the Torment buff
        private constant integer    GHOST_ID            = 'h000'  //The raw ID of the Torment (Dummy) unit that will follow the target
        private constant string     BIRTH_SFX           = "Abilities\\Spells\\Undead\\AnimateDead\\AnimateDeadTarget.mdl" //Plays an SFX where the ghost will spawn
        private constant string     DAMAGE_SFX          = "Abilities\\Spells\\Undead\\DeathandDecay\\DeathandDecayDamage.mdl" //The effect that will play when the spell damages the target.
        private constant string     DAMAGE_SFX_ATTACH   = "head" //The attachment point for the DAMAGESFX
        private constant string     KILL_SFX            = "Objects\\Spawnmodels\\Undead\\UndeadDissipate\\UndeadDissipate.mdl" //The effect that plays when damage dealt from this spell causes the target to die.
        private constant real       BIRTH_OFFSET        = 75. //How far away the BIRTH_SFX should be played from the caster
        private constant real       TIMER_LOOP          = 0.25 //This refers to how many times the timer will run the function.
        private constant attacktype ATK_TYPE            = ATTACK_TYPE_NORMAL //Attack type of the damage
        private constant damagetype DMG_TYPE            = DAMAGE_TYPE_UNIVERSAL //Damage type of the damage
        private constant weapontype WPN_TYPE            = null //Weapon type of the damage
        private constant boolean    DO_PRELOADING       = true //Determine whether or not to preload the ghost unit and the special effects.
    endglobals
    
    //This function sets up how the ghost will look like and more importantly, its movement speed.
    private function GhostSetUp takes unit ghost, integer lvl returns nothing        
        call SetUnitVertexColor(ghost,255,255,255,100)
        call SetUnitMoveSpeed(ghost,165.+15*lvl)
    endfunction     
   
    //Max damage dealt to the target per second when the ghost is within MaxDamageDistance
    private constant function Damage takes integer lvl returns real         
        return 25.+10*lvl
    endfunction   
    
    //Duration of the buff.
    private constant function Duration takes integer lvl returns real        
        return 4.+1*lvl
    endfunction
    
    //The distance between the ghost and target unit when full damage will be dealt
    private constant function MaxDamageDistance takes integer lvl returns real        
        return 75.+25*lvl
    endfunction
   
    //The formula to calculate the damage with distance in mind
    private constant function DamageDistanceFormula takes integer lvl, real dist returns real     
        if dist <= MaxDamageDistance(lvl) then 
            return Damage(lvl) 
        endif
        return Damage(lvl)*MaxDamageDistance(lvl)/dist
    endfunction    
//***************************************************************************************************
//Actual coding of the spell below here. Don't touch unless you know what you're doing!
//***************************************************************************************************
    private struct Data         
        unit        caster
        unit        target
        unit        ghost = null //This unit will be created inside the struct. Null at first to show that it's not created yet.
        integer     level        
        boolean     buffed = false //The boolean will be used to detect when the target will receive the buff
        real        count = 0 //count will be used to prevent stacking
        //The following two variables will be used to check if the target has changed it location
        real        targetx
        real        targety
        timer t //Timer used for looping...
        
        static method create takes unit c, unit targ returns thistype
            local thistype this = thistype.allocate()
            local real cx = GetUnitX(c)
            local real cy = GetUnitY(c) 
            local real angle = Atan2(GetUnitY(targ)- cy, GetUnitX(targ)- cx) 
            set .caster = c
            set .target = targ
            set .level = GetUnitAbilityLevel(c,SPELL_ID) 
            set .t = NewTimer()
            call SetTimerData(.t, this)
            call TimerStart(.t,TIMER_LOOP,true,function thistype.onLoop)        
            call DestroyEffect(AddSpecialEffect(BIRTH_SFX,cx + BIRTH_OFFSET * Cos(angle),cy + BIRTH_OFFSET * Sin(angle)))
            return this
        endmethod
        
        static method onLoop takes nothing returns nothing
            local thistype this = GetTimerData(GetExpiredTimer())
            local real x = GetUnitX(.target)
            local real y = GetUnitY(.target)
            local real dist //Only made a variable for this because it made the UnitDamageTarget line too long
            if GetUnitAbilityLevel(.target,BUFF_ID) > 0 and not .buffed then
                set .buffed = true
            endif
            if GetUnitAbilityLevel(.target,BUFF_ID) > 0 and .buffed then
                if .ghost == null then //If it hasn't been created yet, create it.
                    set .ghost = CreateUnit(Player(15),GHOST_ID,x,y,0)
                    call GhostSetUp(.ghost,.level)
                endif
                //Checks if the target's x or y coordinate has changed. If so, move to its new coordinates.
                if .targetx != x or .targety != y then 
                    call IssuePointOrder(.ghost,"move",x,y)                
                    set .targetx = x
                    set .targety = y
                endif
                call DestroyEffect(AddSpecialEffectTarget(DAMAGE_SFX,.target,DAMAGE_SFX_ATTACH))
                set dist = SquareRoot((GetUnitX(.ghost)-x)*(GetUnitX(.ghost)-x)+(GetUnitY(.ghost)-y)*(GetUnitY(.ghost)-y))
                call UnitDamageTarget(.caster,.target,DamageDistanceFormula(.level,dist)*TIMER_LOOP,false,true,ATK_TYPE,DMG_TYPE,WPN_TYPE)
                //Play an SFX if it succeeded in killing it
                if GetWidgetLife(.target) < 0.405 then
                    call DestroyEffect(AddSpecialEffect(KILL_SFX,x,y))
                else
                    set .count = .count + TIMER_LOOP //We need to increase .count if the target is still alive.
                endif                
            endif         
            if .buffed and (GetUnitAbilityLevel(.target, BUFF_ID) < 1 or .count >= Duration(.level)) then
                call KillUnit(.ghost)
                call ReleaseTimer(.t) 
                call .destroy()                       
            endif            
        endmethod
        
        static method spellActions takes nothing returns boolean
            if GetSpellAbilityId() == SPELL_ID then
                call thistype.create(GetTriggerUnit(),GetSpellTargetUnit())
            endif
            return false //Never need to run any trigger actions
        endmethod
        
        static method onInit takes nothing returns nothing
            local trigger t = CreateTrigger()
            call TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_UNIT_SPELL_EFFECT)
            call TriggerAddCondition( t, Condition( function thistype.spellActions)) //Trigger conditions are faster than trigger actions
            //Preloading to remove lag
            static if DO_PRELOADING then
                call RemoveUnit(CreateUnit(Player(15),GHOST_ID,0,0,0))
                call Preload(BIRTH_SFX)
                call Preload(KILL_SFX)
                call Preload(DAMAGE_SFX)
            endif
        endmethod
    endstruct
endscope
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
@watermelon1234

Oh right I didn't know that and all other spells didnt use unitalive so I think you're right :)

CAn't fix right now, I'm not home atm, when I come home I will fix this and a few other stuff

@calex3

yes it requires JNGP if you have an open version but it's protected atm so you can't open it with any editor, it will provide you an error either way
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
I found a bug with one of the heroes.
The Illusion Master,when i used her move that makes illusions,it goes out of control and spams the hero everywhere.:cry:
Plz fix that bug!!!!!!!:pal:

That is certainly not a bug, it's just that she gains charges very fast in this game because of the size of the map and amount of units. But yes I will consider to reduce the amount of illusions or remake it.
 
Level 4
Joined
Jan 29, 2010
Messages
112
When I first saw this map, it looked like a piece of crap AoS with bad grammar. Now I look at it, and say damn. This is the second best AoS I've ever seen.

Keep up the improvements!

EDIT: I found a bug where I(archery master) was playing with 1 friend(artillery master) and the rest of the players were AI. It involved the spamming of "Unable to create ~something something forgot~ of type: other" I have the replay of it.
It happened at around 14:40 elapsed time.
 
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