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Aeon of Frost v.5.5

So here is my AoS map, 4 vs.4 style.



Big Update to 5.5:

The Lane Layout has changed

Top and Bottom lane are now shorter and closer to the middle lane, instead of doing a curve to the corner minions walk diagonaly to the opponents base.

Added 2 more Mercenary camps
There are now 4 Magnataur camps on the map to capture, to compensate the empty space where the larger top and bottom lane were.

New Item type 'Lucky'
These Items will increase your Income while holding them, but they don't provide any stat boosts.
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Heroes now have a small description on them what kind of hero they are.
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Added hints:
I added 63 hints that will appear randomly to a player every two minutes, can be turned on and off by typing '-hint' in the chat.

Income Increase
Beside the Luck Item series to increase your income, you can now buy an income upgrade at the upgrade store and get one from the Pirate ship event.

Hero Updates:
Lady Ellione:
Hamstring is a little bit stronger now.
Akaam the SLlyer:
Removed 'Annihilation' (passsive) and added Stealth (active), changed the Hero special.
Garrosh:
Reduced cooldown of his ultimate, increase the stun range.

Smaller tooltip fixes.


Hero Selection and leveling system:
There are 16 custom heroes right now for each side, Alliance has different heroes than the undead.
Maximum hero level is 20,
All abilities use Q,W,E,R & T Hotkeys,
All heroes have an extra non-hero ability that is free to cast and can be leveled with the Attribute Bonus ability.
As you level up your hero, your hero level will be saved for repicking.

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Repicking Heroes:
Use the Resurrection stone to repick your hero, you can do this as often as you like, and (almost) for free.
If you repick on lvl 1 , there will be no penalty, if you repick and your hero is lvl 10 at that moment, your new hero will be lvl 9 then, selected hero-abilites will also reset.
You can also pick the same Hero again.
The Resurrection Stone can also be used to teleport to the lanes faster.
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Items Weapons and Armor:

All important shops are compact at one location, i tried to make it as clear as possible where to find everything and how the upgrading system works, there is an instruction manual in one of the shop (green upgrader)
Items have colored names to indicate their quality, but saving up a large amount of money for one epic might not be the most efficient way to make your hero stronger.
If you have more green and blue items for less gold you can get a bigger stat boost for less gold.
Resale value of Items is 100%, in case you buy the wrong recipe to upgrade you can sell it without losing gold.
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Upgrading Armies:

Maybe unusual for an AoS map, you can upgrade and increase the amount of units that spawn for you.
Hire a Worker or Acolyte to build additional spawning facilities or simply upgrade damage/armor/health of all units.
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You can also hire a bunch of extra units from the spawn buildings, if you buy all of them at once it costs about 1500 gold, but can give a decent push to destroy the enemies outposts or base.
Each lane has different types of units, this is more of an esthetic thing, they are almost 100% equaly strong.
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Mercenaries:

There are 4 creep-camps on the map, if you beat them and use the rune that spawns the creeps will attack the enemy base for you.
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Income:
Beside the Gold you get from illing enemy units, heroes, and buildings, you also get a regular gold income every 1.5 seconds depending on how many players are in your team.
Contents

Aeon of Frost v.5.5 (Map)

Reviews
12:10, 10th Jun 2011 -Kobas-: Status: Approved Fix memory leaks pls.

Moderator

M

Moderator

12:10, 10th Jun 2011
-Kobas-:
Status: Approved
Fix memory leaks pls.
 
Level 7
Joined
Jan 9, 2010
Messages
339
excellent work, it was also a huge coincidence...

this is just ROFL, i logged in to go to the Idea factory to post an idea for a map IDENTICAL to this map and saw yours!!!LOL!!!
 
Level 7
Joined
Apr 11, 2011
Messages
173
Official Basic Review of V3H -


Terrain 4/10 - Basic AoS view
Concept & Idea 5/10 - Not much new, same idea as most AoS's.
Triggers 0/10 -
Object Data 7.5/10 -
Overall Map Data 6/10 -
Estimated effort spent into this 6/10 -
Playability & Improveable 5.7/10 -

Overall Mark - 49.2/70

Any questions about the review, just ask and I will answer.

Suggestions -
Update the map more if you can with new stuff.
Description is decent.
Map is pretty much complete, I suggest a huge change to a lot of the map.

For being near complete from the looks of it..... +10
 
Level 1
Joined
Oct 16, 2015
Messages
283
I really dont want to sound underwhelming, trust me that is not my goal but this map has very simplified skills. Every skill does standard damage... bro this concept of standard damage is old... skills effects/damages etc should scale with stats is my opinion.

Everything looks too simple? the terrain? the heroes skins?

I didnt check any items cause heroes were enough for me to not care but from a quick look i didnt notice anything special that stands out.
 
Level 9
Joined
May 31, 2004
Messages
90
I really dont want to sound underwhelming, trust me that is not my goal but this map has very simplified skills. Every skill does standard damage... bro this concept of standard damage is old... skills effects/damages etc should scale with stats is my opinion.

Everything looks too simple? the terrain? the heroes skins?

I didnt check any items cause heroes were enough for me to not care but from a quick look i didnt notice anything special that stands out.

yes, the map is realy old, and i am most likely not up to date about new mechanics people use these days, making abilities scale with hero stats sounds awfully complicated to make to me, i have never tired that before.
a good idea however, i can keep that in mind if i ever want to put a lot of work in. i tried to balance the ability damage with mana cost and cooldowns however, even with the best damage items you will run out of mana unless you pick some intelect or mana regeneration.
 
Level 9
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May 31, 2004
Messages
90
It's not a good idea for recipes to look like a scroll, especially if more look the same. It's confusing and annoying. I suggest changing the icon to the that of the final item.
yes, it might be a bit confusing, but the last time i played the map online i noticed that people bought the recipes without noticing that it does nothing, so they had the recipe in their inventory and wondered why they go no stats of it. With the scroll icon it should be clear that it is just an upgrade item.
 
Last edited:
Level 9
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May 31, 2004
Messages
90
i have seen the map crash because of memory leaks when wtii played it ,
but i dont know how i could possibly fix that and i was never be able to replicate it, no matter how long i let the map run, is that a multiplayer issue only?

can an ability that creates some special effect allone cause that? or is it the repeated pick units in a unit group over time?
when i play it i dont notice any FPS drops or something like it.
I used the JASS Checker and it showed me a huge list but i don't realy understand what all that means.
 
Level 13
Joined
Oct 12, 2016
Messages
769
i have seen the map crash because of memory leaks when wtii played it ,
but i dont know how i could possibly fix that
Well Arohk, every time you make a unit group, make something at a point, or order something to move to a point, that creates a memory leak.
This location/unit group does not get removed from the map's memory upon play.
Over time, and with more people playing, there will be more of these leaks happening. This in turn slows things down a lot, especially for people with older computers.

Here's a quick guide on how to remove these leaks from your triggers. It mostly involves using temporary variables and custom scripts:
Things That Leak

As for a fatal crash, well. That could be any number of other things. It's not necessarily related to leaks, but could be like, a divide-by-zero function or some random thing overlooked in your triggers. Hell, I once had a unit pick up a powerup item in my map which caused a fatal error.
 
Level 9
Joined
May 31, 2004
Messages
90
Well Arohk, every time you make a unit group, make something at a point, or order something to move to a point, that creates a memory leak.
This location/unit group does not get removed from the map's memory upon play.
Over time, and with more people playing, there will be more of these leaks happening. This in turn slows things down a lot, especially for people with older computers.

Here's a quick guide on how to remove these leaks from your triggers. It mostly involves using temporary variables and custom scripts:
Things That Leak

As for a fatal crash, well. That could be any number of other things. It's not necessarily related to leaks, but could be like, a divide-by-zero function or some random thing overlooked in your triggers. Hell, I once had a unit pick up a powerup item in my map which caused a fatal error.

so what you are saying is basicly i should use a variable for almsot everything and destroy it immediately after, the map has somewhat a lot of stuff in it already, maybe i try to fix the more obvious problems but going through all the triggers again ... and i dont even know what the biggest problem is.

many abilities have "pick unit in range of unit and do stuff

I never had these crashing problems myself so i never payed attention to that-, unless i realy fucked up some triggers.

could this be the main problem? it repeats quite often.

lkoAOPu.jpg
 
Level 13
Joined
Oct 12, 2016
Messages
769
Yes, that trigger would be an issue. For that, it's not hard to fix the leak.
For the groups, I use a unit group variable like "TempGroup" and a point variable like "TempPoint"
and do something like this:

  • Set TempGroup = (Units in (Region1))
  • ... orders and stuff for the group ...
  • Custom script: call DestroyGroup(udg_TempGroup)
For points, I'd do something like this:

  • Set TempPoint = (Center of (Region1))
  • ... stuff with this location, including unit groups moving to it ...
  • Custom script: call RemoveLocation(udg_TempPoint)
You get the idea. Here's an example of using a temporary point to select a temporary group for a spell:
  • Set TempPoint = (Position of (Triggering unit))
  • Set TempGroup = (Units within 150.00 of TempPoint)
  • Unit Group - Pick every unit in TempGroup and do (Actions)
    • Loop - Actions
      • ... stuff and things ...
  • Custom script: call DestroyGroup(udg_TempGroup)
  • Custom script: call RemoveLocation(udg_TempPoint)
 
Level 13
Joined
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Messages
769
"set bj_wantDestroyGroup = true" is another way to remove a unit group, yes. That immediately destroys the next created unit group in a trigger. I see nothing wrong with your leak removal.
Bare in mind, "set bj_wantDestroyGroup = true" is good if you only need to do 1 action with a specific unit group, and doesn't work well with "units of type" functions.
 
Last edited:
Level 9
Joined
May 31, 2004
Messages
90
Seems to work , yes, it only screwed up some of my abiltities where the unit group is in a loop or something, then i had to remove it.
i refined the lane movent even a bit more than what is above, the trigger is now twice that long, geez.
 
Level 9
Joined
May 31, 2004
Messages
90
After many more hours of redoing the triggers,
The triggers are looking good now, Arohk. I haven't had a chance to try it recently between work and stuff. However, I'll review your map when I get the time.
i could always use the opinion from someone else, i keep overlooking stuff and then i have to upload the map again and again ^^
 

Deleted member 247165

D

Deleted member 247165

It is not a bad AoS. Heroes seem fine by me. Items are good enough. Gameplay, well it kinda becomes boring in late game...don't really know why. I guess you should make it a bit more entertaining. The terrain is fine too, but you can make it look nicer. Some issues with the details of almost every tooltip. I observed many of them that leak proper pieces of information. I mean, it says that it does "X" thing with "Y" thing but without values or anything more. Like "chance to critical strike" . Mention the chance and the amount of bonus damage that critical strike/bash might cause, so the player can actually know how good is that item. Overall, my rating is 3,8/5. That means I give you 4 stars :) Work a bit more on it, it has potential.
 
Level 11
Joined
May 16, 2016
Messages
730
ITEMS:
-Consumable items doesn't stack in 2017.
-The rate of selling items equals the rate of buying items. Intentional?
-There are still grammar errors in the items' descriptions.
-There are grammar errors in the shops's names.
-I see the project supports unique items then you should create a system which removes item and returns money if you bought 2nd unique item.
-No chests to keep items.
-"The non-percentage movement speed bonus does not stack" is not a correct remark. The system chooses the largest mov.speed caused by worn items.
-What is the difference between the Lucky Charm bonus and any dodge bonus?
-The dodge bonuses aren't stack there is no remark about it.
-The critical bonuses aren't stack. there is no remark about it.
-Why the Footman Helmet and the Sobi Mask has a large description about hero's game constants? I thought you can see them just putting a cursor on the attribute picture.
-Almost all items has standard-like bonuses and abilities with slightly changed values. The only non-standard is the Demonic Wings reducing armor.
-Very simple recipes. There is only 1 recipe which requires 3 items. (Intentional?)
-You can't wear more than 1 type of weapon but you can buy a lot of Spears. Do you hate spears? If yes then link me the site of the spear haters. i'd like to join there.
-What does the Holy Aura do? I mean i know but description doesn't say anything while I have the buff.


CAMERA SYSTEM:
-I think it's better to create commands where you type in the chat the camera height (or reset camera without swinging it). The current system seems pointless.

HEROES:
-Why not to make tavern system of a choosing heroes? At least you can repick heroes infinite number of times.
-After repicking hero the items, it's level (all its progress in shorts) doesn't reseted. I can easily drop starting items from all heroes and it'll give me a giant advantage.
-There are still grammar errors in the spells' descriptions.
-The portals of the Black Mage upon the repicking don't removed.
-The Orc-Warlock can't cast the Fire Chaplet on self. There is no remark in the spell description.
-The Shieldwall ability gives me the ability which is set on wrong position.
-No hotkey for learning the Attribute bonus

TERRAIN:
Flying trees on cliffs look ugly.


Prons:
-Interesting system of building base.
-I see here are triggered spells combined with standard ones.
-Intuitive system of combining items. Because of colouring names you can easily find that do you need.
 
Level 9
Joined
May 31, 2004
Messages
90
ITEMS:
-Consumable items doesn't stack in 2017.

how many potions do you want to carry around? you already get 3 when you buy them

-The rate of selling items equals the rate of buying items. Intentional?

yes, i got a critique that if you buy the wrong recipe you can't sell it so i changed that, but upgraded items still give you less gold back than the original cost because of the items you required to upgrade.


-There are still grammar errors in the items' descriptions.

Yes, my apoligies, english is not my first language and a lot of tooltips are still old from when my english was worse,
there are a lot of tooltips and it is a lot go go through again, but everytime i change something i try to fix some of it.

-There are grammar errors in the shops's names.
probably.

-I see the project supports unique items then you should create a system which removes item and returns money if you bought 2nd unique item.
you can still sell it back for full cost. see above.

-No chests to keep items.
hire a worker, they can hold 6 items.

-"The non-percentage movement speed bonus does not stack" is not a correct remark. The system chooses the largest mov.speed caused by worn items.
yes they don't stack, the game takes the highes value obviously? i don't see the problem.

-What is the difference between the Lucky Charm bonus and any dodge bonus?
miss/dodge, same thing.

-The dodge bonuses aren't stack there is no remark about it.
that's just how warcraft works, game takes the highest value.

-The critical bonuses aren't stack. there is no remark about it
i am certain that critical hits stack just fine, if you wear several items with crit chance you see much more and higher crit numbers sometimes.
.
-Why the Footman Helmet and the Sobi Mask has a large description about hero's game constants? I thought you can see them just putting a cursor on the attribute picture.
you can not see these % values on hero stats, sorry for giving players this information? >.>

-Almost all items has standard-like bonuses and abilities with slightly changed values. The only non-standard is the Demonic Wings reducing armor.
i think you missed the Voodoo shop, there are items i called "cursed items" those are pretty special.

-Very simple recipes. There is only 1 recipe which requires 3 items. (Intentional?)
yes, back then the recipies were a lot more complicated , i simplified them down for convenience of the players.

-You can't wear more than 1 type of weapon but you can buy a lot of Spears. Do you hate spears? If yes then link me the site of the spear haters. i'd like to join there.
a spear only gives you damage but no other additional ability unlike the sword or mace, having 6 maces and stunlocking everyone with bash proccs would be terrible.

-What does the Holy Aura do? I mean i know but description doesn't say anything while I have the buff.
The Item 'Halo' explains what Holy aura does.


CAMERA SYSTEM:
-I think it's better to create commands where you type in the chat the camera height (or reset camera without swinging it). The current system seems pointless.
You can always use the "Zoom shop" with a worker/acolyte as well.

HEROES:
-Why not to make tavern system of a choosing heroes? At least you can repick heroes infinite number of times.
i stricly did not want a tavern system, everyone can do that.

-After repicking hero the items, it's level (all its progress in shorts) doesn't reseted. I can easily drop starting items from all heroes and it'll give me a giant advantage.
the starting items are mostly worthless, if you want to waste your time getting this rune from every hero , go ahead , it is not game breaking in my opinion.
Repicking a Hero will cost you one level every time.

-There are still grammar errors in the spells' descriptions.
i agree, as mentioned above, fixing it every now and then.

-The portals of the Black Mage upon the repicking don't removed.
yeah, maybe an oversight by me but doesn't realy matter because other heroes can't use them anyway, i can fix that in the future.

-The Orc-Warlock can't cast the Fire Chaplet on self. There is no remark in the spell description.
you're too picky ^-^, i think that was making the ability too strong.

-The Shieldwall ability gives me the ability which is set on wrong position.
it is at the wrong position only if you did not learn all other abilities at least once first, this is because of a space limitation, the game will push another ability out, believe me i broke my head about that a lot already.

-No hotkey for learning the Attribute bonus
you're too picky ^-^


TERRAIN:
Flying trees on cliffs look ugly.
I spend most of the time recently on fixing memory leaks and other smaller bugs, a terrain improvemnt could be done sure.


Prons:
-Interesting system of building base.
-I see here are triggered spells combined with standard ones.
-Intuitive system of combining items. Because of colouring names you can easily find that do you need.
 
Level 11
Joined
May 16, 2016
Messages
730
"how many potions do you want to carry around? you already get 3 when you buy them"
I want more potions. Since you created some triggered spells, the stacking/spliting item system wouldn't hard for you.

"-There are grammar errors in the shops's names.
probably."
My bad. I thought Artefact isn't a word but it exists actually.

"you can still sell it back for full cost. see above."
But some players could take it while I'm confused upon the buying 2nd item (If you don't have soulbound system). You can create a dummy which picks item and order it to sell the item back.

"hire a worker, they can hold 6 items."
Why do creating a simple invulnerable chest is a problem? I don't want to pay attention on safety of the workers that wear my items.
Btw the workers can use items (Intentional?). It's kinda illogical.

"yes they don't stack, the game takes the highes value obviously? i don't see the problem."
Just a Little faultfinding

"i am certain that critical hits stack just fine, if you wear several items with crit chance you see much more and higher crit numbers sometimes."
It's because you wear items with attack power bonus. The wc3 system doesn't increase crit damage but crit chance. But it's up to you.

"you can not see these % values on hero stats, sorry for giving players this information? >.>"
Then you should add this remark for ALL items that give stats. ^________________________________^
Or:
Open the World Editor. Advanced -> Game Inteface. Where you can edit an information about hero attribute.

"i think you missed the Voodoo shop, there are items i called "cursed items" those are pretty special."
I like the concept of cursed items but yo ushould write somewhere that you can't wear a lot of cursed items. "Don't let the curse consume you" is very non-transparent message. + I think i could kill other allied heroes by giving them 2nd cursed item.
"Vodoo" Talisman has a wrong description I guess. It consumes health on using any ability. Also it's regeneration is very large (Intentional?) Also If i put the item on the ground and click it, it shows me a wrong item information. Same for the hunted Knife.
Haunted Knife. I think it's better to increase crit damage It doesn't worth to consume all mana but gain 150% of damage.


yes, back then the recipies were a lot more complicated , i simplified them down for convenience of the players.
Your informative system about that I should buy to combine items is convinient and intuitive because of colouring. You can make some recipes slightly complicated. I could combine all items without leaving the base. There must be items which can't be created only using the shops in the base.


"a spear only gives you damage but no other additional ability unlike the sword or mace, having 6 maces and stunlocking everyone with bash proccs would be terrible."
You could give cleave damage (for melee only)

"The Item 'Halo' explains what Holy aura does."
I mean then I put the cursor on buff icon I just read: <This unit is under the effect of "holy aura"> And?


You can always use the "Zoom shop" with a worker/acolyte as well.
What is an pretext.
Why not to make like type -cam xxxx where xxxx is required height.
And I constantly use mouse rolling that reset my camera so the current camera system is pointless for me.

"i stricly did not want a tavern system, everyone can do that."
Why? the tavern system is more informative. I know yo ucan repick heroes but still.


"the starting items are mostly worthless, if you want to waste your time getting this rune from every hero , go ahead , it is not game breaking in my opinion."
I don't count it as an excuse, it looks illogical. To get some items I could spend 10-20 seconds.

"Repicking a Hero will cost you one level every time."
It doesn;t a problem at the beginning where I'm 1st level.

"you're too picky ^-^, i think that was making the ability too strong."
How does the target of non-caster unit makes the ability less strong?
The real reason is you can't cast Lightning Shield based spell on the caster, but you can do it with dummies.


"it is at the wrong position only if you did not learn all other abilities at least once first, this is because of a space limitation, the game will push another ability out, believe me i broke my head about that a lot already."
Go to your Attribute Bonus ability and set Hide Button to True. Congratulations! You have a free icon with coordinates 1;1 where you can use Shieldwall passive ability.
If you want to hide abilities read more about Spell Book.


"you're too picky ^-^"
I can do it all the day.

Also:
It's too sady there is no spell damage bonus system. The hero casters that have spells with fixed damage can be dissapointed after middle or nearly to end of the game
 
Level 9
Joined
May 31, 2004
Messages
90
I actually had a stash where you could store items in, i just found it a bit annoying to run back and forth switching items,
Do you realy have such dumb allies who take your stuff? If thats the case i could bring back the stash.
If you're afraid of losing your worker, you can move him to the resurrection stone, enemy players can not enter this area.

i must check out the camera trigger, the zoom funcion i have there is still a bit old, but i can add a text based zoom too.

I think about adding more complicated recipes if you think thats okay, i just didn't want to make it too complicated, i can see how people always struggle to find a certain item or shop.
Back in an old version of this map i had lumber in it used for item upgrades, unit upgrades and buildings, but people never understood where to get the lumber even though the Lumbermill was right next to the base.
I hope you understand that i did not want to scare off people with over complicated item systems from the beginning.


The Cursed Items are more for a joke than actually useful, some might have a place on a few heroes, but overall if you have all epic upgrades they should be better.
The VooDoo talisman regenerates 30 mana per second. That's intended. there are a few abilities i excluded from the 8% life cost, item Abilities and the naga hero's mana shield, mana Shield will cost 1% hp per second instead of 8% on activation.

If you give a Cleave ability to an item it will work but the hero will always use the "slam" animation and that looks kinda crappy.
For Example if you have the female footman hero, she will always attack with her shield and never use the normal sword attack, or the blademaster will always use the critical hit animation.

I have never seen the "hide button" , but thats indeed a good solution, i have to look that up.

You're supposed to check out the heroes on lvl 1 without penalty, that was the whole idea about the hero selection system, now you only lose one level when repicking,
before i made this change you had to restart on lvl 1 with each hero (exept for the one you already leveled)
What even does a tooltip in a tavern realy tell you about the hero? the names of his abilities? great you know nothing about it now, here you can try it out and then pick something else if you want.

Killing someone else with the cursed item? what a dick move ;>
 
Level 11
Joined
May 16, 2016
Messages
730
If you're afraid of losing your worker, you can move him to the resurrection stone, enemy players can not enter this area.
Is it protected against ranged/blink?
i can see how people always struggle to find a certain item or shop.
Yeah, your coloring text system is more convinient I'll take this idea for my project.
If you give a Cleave ability to an item it will work but the hero will always use the "slam" animation and that looks kinda crappy.
But you can use damage detection system where you can use custom cleave.
Killing someone else with the cursed item? what a dick move
Imagine this cursed system in the popular AoS (like DoTA) where dickheads fighting against dickheads and everyone wishes death to each other.
 
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