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Aeon of Souls v2.03

Copy-paste from www.wc3campaigns.net.
Aeon of Souls

Foreword
Another AoS from me.
It has 10 heroes, (still need 2 to make all players have at least one) basic items, but everything else is as it should be.

Don't expect too much already, really. It's not too completed, although I used 4/5 months on this, on and off.

Features
  • Condition system (Like DoE's, although not very used)
  • 6vs6 gameplay
  • Nice heroes (according to those who tried it. :p)
  • Less than 2 mb
  • Pretty big replayability IMO

Commands
-ap, -allpick, -ar, -allrandom, -random, -sm (Not functional.), -allheroes (Single player.), -lvlup. (Single player.)

Enjoy.

VersionUpdates
v1.05a - fixed minor issues
v1.05a - finished Arcane Disrupter.
- did some minor balance.
- fixed hero selecting bug.
- added some conditions to spells in order to balance.
v1.04b - added - unfinished - hero Arcane Disrupter to Undeads.
- fixed some ability bugs.
- added basic items.
- added merchants.
- fixed some minor balance problems.
v1 - initial release.

Notes
No notes currently. Just enjoy it. :D (This map is protected.)

Keywords:
AoS, DoE, AotZ, nice, nais, Aeon, of, Souls, Aeon of Souls, lulz, effect, effects, effectz, woah, epic, love, <3
Contents

Aeon of Souls v2.03 (Map)

Reviews
15:41, 31st Jul 2010 ap0calypse: Approved
Level 2
Joined
Dec 26, 2007
Messages
9
As it is in 1.07a means it is at least out of the beta already, but in the alphas of 1.08. In the End, it means you still have to do a lot for the orignal real come out, -> 1.00.
That's at least how I know the system with the versions.
 
Level 4
Joined
Jun 30, 2008
Messages
92
Alphas are usually from .00-.50 while Betas are .51-.99
Your version being 1.07a means that you've supposedly moved from full release to alpha of version 2.00

1.00 usually will signify completion of a game, which can then later be added to. Phase Killer is one of the better maps for correct version progression, if you'd like to take a look at how it works.
 
Level 9
Joined
Dec 26, 2007
Messages
202
Updated to 2.00.
Changelog said:
GAMEPLAY
- added 1 new hero, the Deathflame Wizard. (Has replaced the Paladin)
- added 1 new story, the Deathflame Wizard. (Has replaced the Paladin)
- renamed the Flamecattle to Ársönîst.
- added upgrades to creeps, they will upgrade damage, armor and life every 8 min.
- added a fancy new multiboard.

BALANCING
- increased gold requirement on some items.
- decreased damage on Nightstalker of the Rogue Assasin.
- increased cooldown on Nightstalker of the Rogue Assasin.

ADDITIONS
- added Gem of Truesight to the second Secret Shop at the World Tree.

BUGS
- fixed all crashes, this is the first 100% stable version of the map.
- fixed some minor issues with the Ársönîst.

Since I figured that there were still crashes, I decided to cut a lot of the features and release this completely stable version.
 
Level 9
Joined
Dec 26, 2007
Messages
202
Updated to 2.01.
Changelog said:
GAMEPLAY
- none

BALANCING
- raised cooldown on Armageddon

ADDITIONS
- none

BUGS
- fixed the get-mana bug on Armageddon
- fixed the everlasting rocks on Soil

EDIT1:
Updated to 2.01b.
Changelog said:
GAMEPLAY
- none

BALANCING
- decreased damage on Armageddon. (It was so massively imbalanced)
- increased damage on Soil.

ADDITIONS
- none

BUGS
-none

EDIT:
Updated to 2.02.
Changelog said:
GAMEPLAY
-recoded Mana Virus as it sometimes didn't work.

BALANCING
- lowered damage on Psychic Shield.

ADDITIONS
-none

BUGS
-fixed Mana Virus.
 
Last edited by a moderator:
Level 9
Joined
Feb 3, 2008
Messages
106
Well Im not entirely sure what to say about this lol. I was impressed, thats for sure, but not just about the content of the map but of how much it differed from regular AoS's. Its nice to see something unique for a change, and I think this could go quite far with a few more heroes and a bit more work done on it.

Good things
-Good unique gameplay
-Heroes had triggered powers
-Powers and heroes differed greatly from Warcraft or DotA heroes
-Nice skins imported

A few bad points
-Wierd green weather effect made it seem strange
-A few spells need better tooltips, and a bit more work done on them
(An example would be the Time Strike power I think its called, that didnt really have much to do with time)
-Buffs are called Buffs, not conditions. Conditions will only confuse people

I rate this map 9/10
 
Level 9
Joined
Dec 26, 2007
Messages
202
Updated to 2.03.
Changelog said:
GAMEPLAY
- added 1 new hero, the Overlord (has replaced the Elder of Time)
- added 1 new story, the Overlord (has replaced the Elder of Time)

BALANCING
- lowered mana drain on Mana Strike.

ADDITIONS
- none

BUGS
- fixed a bug with Mana Virus which caused the display to fuckup.

But this time, it's not only an update... Aeon of Souls has gotten a tournament! Look for it here!
 
Level 17
Joined
Jun 17, 2007
Messages
1,433
Presentation: 4/5
The map was presented very well. The hero-selection system was quite stunning although I have seen it before (DoE). The multiboard was a nice touch, but it is in nearly every AoS. The tooltips could have been better. Try to stick to the way Blizzard's tooltips are made. I should be able to see how the ability changes throughout each level. There were also a few spelling and gramatical errors (such as the item "Ring of Life Regeneration"). also recommend changing the "Quests" log to "Map Info" or "Readme".

Terrain: 3.5/5
The terrain was pretty good. A few areas could have been done better, but the majority was done fairly well. It contained a good amount of tile and doodad variation. The green fog on the undead side was quite frustrating, though. I suggest removing the fog, or at least a chat command to remove for that certain player (If you need help coding that, then feel free to send me a PM).

Sound: 5/5
The hero I played had a fitting sound set, no complaint there. The map contained a few eerie sounds, which added to the atmosphere.

Gameplay: 4/5

Gameplay was pretty good; the standard for an AoS. The map was 6v6, using Neutral Extra and Neutral Victim to control the other player slots. It's worth noting that the map cannot currently be played as 6v6, as there is only 10 heroes. The heroe's had a good ammount of trigger-enhanced abilities, which was a change from many other maps. The ammount of items and heroes were decent, but it doesn't quite stack up against others AoSs such as DotA and ToB. Lasting Appeal: 4/5
A 6v6 AoS with a good number of items and heroes can be quite enjoyable. However, the AoS genre has always been quite crowded, and Aeon of Souls will probably be seen as quite generic. Nevertheless, this map offers many possible strategies in the form of teamwork, and skill and item builds.

Overall: 4.1
My Recommended Approval Requirement: 2.6
Result: Pass
 
Its really good, but needs more items and debug those things:


#1
Sometimes the surge is removed after using it again. I think you need to check if any timer is alive which will remove it when doing spell again.

WC3ScrnShot_022209_192231_03.jpg

#2
You can run into an building and/or unmoveable places with your passive ability. I suggest to fix that.

WC3ScrnShot_022209_191741_01.jpg

Other cool screenshots:

WC3ScrnShot_022209_192157_02.jpg
WC3ScrnShot_022209_192339_04.jpg
WC3ScrnShot_022209_193212_05.jpg

 
Level 9
Joined
Dec 26, 2007
Messages
202
Thanks for testing guys, it is very appreciated.

> as there is only 10 heroes

Actually there is 12, (or 14, can't remember) the text up there is from 1.05 (aka outdated)

> Well, have new for you... it is totally IMPOSSIBLE not to approve this map xD

Well thank you :)

> Sometimes the surge is removed after using it again. I think you need to check if any timer is alive which will remove it when doing spell again.

Surge? What? Wtf is a surge? Explain pl0x.

> You can run into an building and/or unmoveable places with your passive ability. I suggest to fix that.

You can generally just run through stuff. (not trees of course) Yes this is intended, because I believe that the lanes are small so you would want some more space.

> Other cool screenshots:

I suggest you to play some more heroes, they're much more 'eyecandy'd'.

So... anyone signing up for the tourny?
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
Positives:
- Has a Hero selection system

Negatives:
- Not widgetzed (widgetzer is a loading time reducer)
- Almost all heroes have different skins
- Map has low performance compairng with other maps
- Name is a LITTLE copied
- Vexorian isnt credited for his hero selection system (Even if you made it, it uses his idea and ways)
- Random Hero doesnt work
- Needs more items
- In mana strike life gained isnt determined by mana removed, you just gain life even if you cast it on a unit without mana
- Map size is huge
- No one is credited for a spell or script which is weird
 
Level 9
Joined
Dec 26, 2007
Messages
202
Okay, that was REALLY narrow-minded... there are many things that you don't take into account...

> - Not widgetzed (widgetzer is a loading time reducer)

Tell me how you can be sure about that.

> - Almost all heroes have different skins

Since when is that a negative?

> - Map has low performance compairng with other maps

Referring to?

> - Vexorian isnt credited for his hero selection system (Even if you made it, it uses his idea and ways)

Why? When he didn't do anything at it, why should I credit him? I believe he can ask me to do it himself if he really wants me to, he isn't stupid or anything.

> - In mana strike life gained isnt determined by mana removed, you just gain life even if you cast it on a unit without mana

Which is intended.

> - Map size is huge

No, not compared to several other maps. Look at the first maps here, and tell me if it's still huge.

> - No one is credited for a spell or script which is weird

It isn't weird, at all, because I coded everything.
 
I got to agree with vestras...

Positives:
- Has a Hero selection system

Negatives:
- Not widgetzed (widgetzer is a loading time reducer)
How can you be sure?
- Map has low performance compairng with other maps
Umm... There are millions of more worse maps.
Vexorian isnt credited for his hero selection system
Rofl, you didn't Blizzard for giving the Editor! omfg, what are you doing
- Needs more items
Seemed like a beta phase to me, so its ok?!
- Map size is huge
Dotas mapsize is also huge
- No one is credited for a spell or script which is weird
Yeah, Vestras is a good coder which does his own systems so he will surely credit someone who has ntohing in his map :p
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
You complain that the size is too big, yet it should be increased even more by running the widgetizer?
I say map is big not filesize
Is this bash need_o2 day?

How can I be sure about not widgetzed ? Loading TAKES time even with most modern pcs (I load DotA like in 3 sec)

Yeah, Vestras is a good coder which does his own systems so he will surely credit someone who has ntohing in his map :p
And about your awsome scripting
Unit Casts Spell
Give him Health by 50 + 25*Ability Level (Mana Strike) isnt so awsome scripting
Which is intended ? Since when "Caster transforms stolen mana to life" means "Caster does gain life even if he doesnt steal mana"

Skinning all units is just abusing the import option nothing else

Most spells have 1 actioned trigger (like mana strike) or not triggered
basic items and much more
map has low performance comparing with %90 of maps in THW
 
Level 9
Joined
Dec 26, 2007
Messages
202
> How can I be sure about not widgetzed ? Loading TAKES time even with most modern pcs (I load DotA like in 3 sec)

Well I can tell you it is.

> And about your awsome scripting
Unit Casts Spell
Give him Health by 50 + 25*Ability Level (Mana Strike) isnt so awsome scripting
Which is intended ? Since when "Caster transforms stolen mana to life" means "Caster does gain life even if he doesnt steal mana"

Oh, it's GUI now? Tell me how I coded other spells pl0x.

> Skinning all units is just abusing the import option nothing else

No, skinning SOME units is having good taste.

> Most spells have 1 actioned trigger (like mana strike) or not triggered

What is 'most spells'? And again, tell me how I coded my spells.

> basic items and much more

I'm not allowed to have basic items? I believe you also forgot the shop at the world tree in the center of the map and I also believe that if you had payed a little more attention to the actual map than finding nothing but flaws, you would not have been to utterly selfish and *ahem* stupid.

> map has low performance comparing with %90 of maps in THW

Define 'low performance'.

Oh, and just for the sake of proving that not all my spells are one-liners and for the sake of slightly owning you, this:

[JASS=BulkUp]scope BulkUp initializer Init

private keyword data

//* Configuration - start

globals
private constant integer RAW_CODE = 'A03G'
private constant integer DUMMY_CODE = 'h000'
private constant integer BASIC_ADD_CODE = 'A03H'
private constant integer SUNDER_ADD_CODE = 'A03I'
private constant real BASIC_ADD = 4
private constant real SUNDER_ADD = 5
private constant real MAX_DURATION = 4.79
private constant real BONUS_DURATION = 20.00
private constant real TIMER_INTERVAL = 0.10
private constant real ADD_SCALE = 6.50
private constant integer ORDER_ID = 852600
//* Don't touch this one
private trigger Trg = CreateTrigger()
private data array dx
private data dz
private timer T = CreateTimer()
private integer N = 0
endglobals

private function GetChannelInterval takes unit u returns real
local integer lvl = GetUnitAbilityLevel(u, RAW_CODE)
if lvl == 1 then
return 0.80
elseif lvl == 2 then
return 0.60
elseif lvl == 3 then
return 0.40
endif
return 0.00
endfunction

//* Configuration - end

private struct data
unit u
real defaultscale
real scale
real count
real maincount
real eyecount
real added
boolean eyecandy
boolean basic
boolean check
endstruct

private function Callback takes nothing returns nothing
local data d
local integer j = 1
loop
exitwhen j > N
set d = dx[j]
set d.maincount = d.maincount + TIMER_INTERVAL
if d.maincount >= GetChannelInterval(d.u) and d.check then
set d.scale = d.scale + (ADD_SCALE * 0.01)
call SetUnitScale(d.u, d.scale, d.scale, d.scale)
if d.basic then
set CurrentExtra = CurrentExtra + BASIC_ADD
set d.added = d.added + BASIC_ADD
call SetUnitAbilityLevel(d.u, BASIC_ADD_CODE, GetUnitAbilityLevel(d.u, BASIC_ADD_CODE) + 1)
else
set CurrentExtra = CurrentExtra + SUNDER_ADD
set d.added = d.added + SUNDER_ADD
call SetUnitAbilityLevel(d.u, SUNDER_ADD_CODE, GetUnitAbilityLevel(d.u, SUNDER_ADD_CODE) + 1)
endif
set d.maincount = 0
endif
set d.count = d.count + TIMER_INTERVAL
if d.count >= MAX_DURATION and d.check then
set d.eyecandy = true
set d.check = false
endif
if d.eyecandy then
set d.eyecount = d.eyecount + TIMER_INTERVAL
if d.eyecount >= BONUS_DURATION then
set dx[j] = dx[N]
set N = N - 1
if N == 0 then
call PauseTimer(T)
endif
if d.basic then
call UnitRemoveAbility(d.u, BASIC_ADD_CODE)
else
call UnitRemoveAbility(d.u, SUNDER_ADD_CODE)
endif
set CurrentExtra = CurrentExtra - d.added
call SetUnitScale(d.u, d.defaultscale, d.defaultscale, d.defaultscale)
call d.destroy()
endif
endif
if GetUnitCurrentOrder(d.u) != ORDER_ID and d.check then
set dx[j] = dx[N]
set N = N - 1
if N == 0 then
call PauseTimer(T)
endif
if d.basic then
call UnitRemoveAbility(d.u, BASIC_ADD_CODE)
else
call UnitRemoveAbility(d.u, SUNDER_ADD_CODE)
endif
set CurrentExtra = CurrentExtra - d.added
call SetUnitScale(d.u, d.defaultscale, d.defaultscale, d.defaultscale)
call d.destroy()
endif
set j = j + 1
endloop
endfunction

private function Actions takes nothing returns boolean
local data d
if GetSpellAbilityId() == RAW_CODE then
set d = data.create()
set d.u = GetTriggerUnit()
set d.scale = 140 * 0.01
set d.defaultscale = 140 * 0.01
set d.count = 0
set d.maincount = 0
set d.eyecount = 0
set d.eyecandy = false
set d.check = true
set d.added = 0
call SetUnitScale(d.u, d.scale, d.scale, d.scale)
if UnitHasConditionOfType(d.u, SUNDER) then
call UnitAddAbility(d.u, SUNDER_ADD_CODE)
set d.basic = false
else
call UnitAddAbility(d.u, BASIC_ADD_CODE)
set d.basic = true
endif
set N = N + 1
set dx[N] = d
if N == 1 then
call TimerStart(T, TIMER_INTERVAL, true, function Callback)
endif
endif
return false
endfunction

//===========================================================================
private function Init takes nothing returns nothing
local unit u = CreateUnit(Player(15), DUMMY_CODE, 0, 0, 0)
call TriggerRegisterAnyUnitEventBJ(Trg, EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(Trg, Condition(function Actions))
call UnitAddAbility(u, RAW_CODE)
call UnitAddAbility(u, BASIC_ADD_CODE)
call UnitAddAbility(u, SUNDER_ADD_CODE)
call ShowUnit(u, false)
call KillUnit(u)
set u = null
endfunction

endscope[/code]

And yes, I write comments for myself.
 
Last edited:
I agree with Need_O2:
- Vexorian created vJASS; which you are using Vestras. He went through hell so he could give us (users) an easier tool to code. To ignore his effort is morally wrong and can be seen as stealing.
You won't die if you credit Vexorian for vJASS. In my project, I credit Vexorian for it. People won't say Vexorian coded the map, people will say "hey he uses a tool made by Vexorian" and that's all.

No, skinning SOME units is having good taste.
Actually most heroes (at least on light side) are skinned (except maybe 2 heroes if I remember) and some of them are even models. O2 may have another point here, however I don't think that having unique models is a bad thing as long as your map has an acceptable size (which is the case).

I'm not allowed to have basic items? I believe you also forgot the shop at the world tree in the center of the map and I also believe that if you had payed a little more attention to the actual map than finding nothing but flaws, you would not have been to utterly selfish and *ahem* stupid.
Dude, behave ... sure O2 can be offensive in his posts, but finding flaws is what GOOD testerts do. He found bugs and reported them, you should be happy for that because now you can make your project better.
However he is being a little offensive, I agree on that ... but please, no flaming O2 and O2 no flaming Vestras.

Oh, and just for the sake of proving that not all my spells are one-liners and for the sake of slightly owning you, this:
That is an example you shouldn't be posting ... "ahem" I kinda remember you have spells in wc3c a lot better than this sample... (in which I am Moyack helped you improving code).
No offense though, it is still a good map.
 
I agree with Need_O2:
- Vexorian created vJASS; which you are using Vestras. He went through hell so he could give us (users) an easier tool to code. To ignore his effort is morally wrong and can be seen as stealing.
You won't die if you credit Vexorian for vJASS. In my project, I credit Vexorian for it. People won't say Vexorian coded the map, people will say "hey he uses a tool made by Vexorian" and that's all.

IMHO thats fail. Even if Vexorian DID NOT create vJASS, we would still code wc3 jass lines, don't we?

Did we also need to thank Blizzard for their pwnish game in our maps?

Did we thank to all of the BetA Testers?

Did we thank to the bank which gave Blizzard the credit to be able to develop it?

Think about it. Its good that Vexorian made it. But we wouldn't care if he didn't. You understand?
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
Look Im so sorry to being offensive I just wanted to post things I liked and didnt like so you can have another opinion from players
I didnt tell you to change that nor I didnt gave your map a low rating, I just submitted my opinion so you can say
"Hmm he has a point in Xth negative, I should consider it"
Im sorry for losing myself I mean no harm
 
IMHO thats fail. Even if Vexorian DID NOT create vJASS, we would still code wc3 jass lines, don't we?
Hell, but with sucky LHV that would bug our maps to hell and not with vJASS for sure.

Did we also need to thank Blizzard for their pwnish game in our maps?
You already thanked Blizzard for the game by paying for it.

Did we thank to all of the BetA Testers?
When some one helps you that some one does not deserve to be ignored. When some one finds bugs in my project I say thanks and give rep+. If that person keeps doing a good job I invite it to team and give credits on map, because he/she deserves it and it is the right thing to do.

Think about it. Its good that Vexorian made it. But we wouldn't care if he didn't. You understand?
You are acting like a moron in the full sense of the word:
Moron - Wikipedia, the free encyclopedia

Vexorian had all the work of creating and releasing vJASS, if not by him, our projects wouldn't be so good and so easy to make. Now, unlike Blizzard he is not making money out of his project, what is he winning with all this? Nothing. So the least we can do, as good people, is to credit him (crediting some1 is a way of saying thanks) for his project, which we are using.
 
mental age located between 8 and 12 on the Binet scale
Wanna become offence or what?

I am glad Vexorian made all those things, but he wouldn't have done it when there is nothing he would like about. Its his hobby. And its enough thanks for seeing that the others code with his language, what else do he need?

Your reacting a bit to much. I like Vexorian and I think hes good, but hes still a human and can't know everything.
 
Wanna become offence or what?
No, I just feel bad because you never listen to me ...
I am glad Vexorian made all those things, but he wouldn't have done it when there is nothing he would like about. Its his hobby. And its enough thanks for seeing that the others code with his language, what else do he need?

Your reacting a bit to much. I like Vexorian and I think hes good, but hes still a human and can't know everything.
Never said Vexorian was God, but he deserves to be remembered for his achievement.
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
Anachron: stop being so offensive
You should be more kind, Flame_Phoenix is a good person, you have no rights to harm him
 
Level 1
Joined
Aug 3, 2009
Messages
501
*This map has had enough positive feedback to be considered as acceptable to the Hive and thus, I do not see why it can't be approved. (See post #13 for a solid example)

- Rating : N/A

- Voting for : Approval!
 
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