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Angels and Demons: Ultimate Defence

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This is one of the works i have been working on for years, about 4 - 5 years worth of nostalgic triggering, at least the hero spells. Originally it was for the Warcrasers, but i realized that AOS would be a great idea to showcase the spells against each other.

And without further ado, i humbly present you Angels and Demons: Ultimate Defence - Final.

It is the final version, because i won't be adding new content anymore, i may fix bugs but otherwise i cannot add new content even if i wanted to. This have so much triggers, that adding some more may make the map malfunction by not executing any more triggers.

I had it protected, to compress space into a nifty almost-6 MB. But of course, it's years of my works and i don't want just some people rigging the spells or copy-pasting them to their map and claim it on their own.

I admit, i lost track of all resource i have used, i have no idea whom to credit with all the models and textures i used, so lazily i just say "Credits of resource goes to the author". I feel bad about it though.

Talking about the map, this is basically just an AOS inspired gameplay, but it is modified to fit the theme "Angels and Demons", but everything aside it's just your average AOS map. While some characters ARE anime based, they have different backstories, as well as my own concept of their abilities. May have been named after them, but they function dramatically different that what is done with the anime spells.

For me, the most impressive hero i made was Princess Kasumi - Illusionist, because i have never expected that i can manipulate illusions as well, not to mention it is one of the heroes i worked on the most. I did everything to make Kasumi "illusion" based, and the spells to be able to confuse Enemies, not too much or too little. I abandoned the "Army of One" a little bit, while it is still there, her Ultimate; 4th Skill completely disregards that. Her second skill is the high-risk nuke she can have, i don't want to give spoiler, so just try and use it.

The second most Impressive hero i made was Emma - Serial Killer, her basis is that of Jack The Ripper of Type-Moon, but i had to be creative with her other spells, as well as her Ultimate. I made her specifically; to be a strategic ganker in a way, that for her to be entirely effective is to time everything right.

The third most impressive hero is Jeanne D'Arc - The Maiden, Model by _blitz_, i wanted her to be similar to Type-Moon's idea, but only some abilities, mostly aesthetic. While her abilities is simple to use, they are dreadfully complicated. Her final skill was very risky, that i have to give her the second skill, just to make her effective, even with a single use. And that second skill should give her the highest survivability among the heroes.

The last one ,it was Yuki Snow Moonblossom, i couldn't use Blitz' F/E CCC Sakura model he sent me, because there are still errors like Textures, Collision Shapes, Attachment Points, so i was only able to use Saber (Black_Stan) as a place holder. It was once of the most work-y hero, because it took me a lot of time to create the abilities in the object editor, but it turned out pretty well. It will take a lot of time to master her, but should she be effective, she will be pretty annoying, with all her debuffs. her Ultimate, is probably the most crippling ability ever, but survivable.

That's about it, have fun and give your feedback right in this thread about stuffs. I may update once in a while to balance some stuffs, or fix resource problems like Yuki's placeholder models.

I may provide unprotected copy of my map, only to some respected and known people should they are curious to how i coded my map, or should they want to learn triggering through what i did with my map. Or should people like _blitz_ wanted to continue the project for me.

Known Bugs:

- Overpowered Heroes, because i never really have people to test my map before release. So i urge everyone to play against players, as this does not come with AI like DotA has.

- Erroneous tooltips and hotkeys, because i could never really have patience to locate every erroneous tootips and hotkeys to actually fix them. Maybe i can fix it on the next update. It was only said "Final" because i won't be able to include new content.

- Harbinger still exists, he shouldn't

PS: BACON!!!!!

Features:

- 20 Custom Heroes, most with heavily complicated trigger-based spells
- Some heroes comes with "Normal Ability"
- Incomplete items, but combine-able

Credits: (Incomplete)

> Map Terrain (Dota Template), Moonlight

> Jack The Ripper
- Model by GreatVengeance
- Animation by Ebony Stallion and PKW

> Jeanne D'Arc
- Model, Animation by _Blitz_

> Custom Princess Kasumi (Naruto Uzumaki 2: Phantom Fortress, Modified)
- Model, Animation by Kisuke Urahara (Retired)

===== Special Effects =====

> Resized Laser Red
- Original Model and Animation by RightField.
- Recolor by th15
- Resizing by _Blitz_

> Shadow Slam
- Model, Animation by Judash (?)


Screenshots: (Coming Soon)

CHANGELOG: (Coming Soon)

Keywords:
angels, demons, aeon of strife, dota, alternate, hero defence
Contents

Angels and Demons: Ultimate Defence (Map)

Reviews
12:46, 27th Jun 2013 Orcnet: rules are rules
Level 30
Joined
Jul 31, 2010
Messages
5,246
Well folks here goes my next case of 'Dota Intervention part 12234345'

By reading the rules carefully:
Originality
Resources should be unique. Largely similar resources, such as icons or skins that are hue-adjusted version of each other, simple reskins that don't change the shape of the model, or maps that are effectively clones of each other, such as most LOAP and Footman Wars maps, may be rejected.

so maps effectively clones of each other mainly DotA's pinpoint of map preview, such map is rejected what-ever the cause of date created. If you plan to still proceed please be advise to scrape out that terrain style of yours, same goes to every DotA reality and obvious objects of the same subject. If you do also have time do it in the Map Development thread.
 
Level 5
Joined
Jul 13, 2009
Messages
55
That's too bad, and just sad. I'm not really interested with the terrain, the AOS system is mainly just to accommodate the showcasing of spells and stuffs. The point of the map never was the terrain, but the triggering itself; the hero concepts and their abilities.

But if that was the case, other maps without external (imported) resources should never really be accepted, because they are not unique, as they just used the resources within the game; the resources what Blizzard did. All the resources are of Blizzard; all the mapper did is arrange the triggers, objects, terrain etc. And with that, all the melee maps as well as any map that uses the resources provided by Blizzard is in violation, thus they all should be destined to be deleted due to such violation.

"Rules Are Rules", but if unfair and unjust, people should appeal to change that. If "eye for an eye" was left alone and it still exist as a rule for this very day, then the world would have been blind.

Unfortunately i do not have the necessary ability and skill to "correct" the terrain as how the Hiveworkshop define it. So i will not continue my project here if such unfair rule persist to exist. I cannot accept such rule, because it is a violation of my principles, and of my dignity. I am aware that such is the same with Hive, and we have reached an impasse, but that is why i withdrawn mine. It may be a loss for me, or for you. But what's done is done, i may have my regrets but there is nothing left for me to do, nothing but to move on.

I apologize for wasting our time.

(And Yes i'am a writer)
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
Actually its just common sense and doesn't need to go in-depth of the rules.

Dota is mainly a overused inspiration on terrain layout and gameplay designs. The rules are only stating to at least try to be a little more creative. We have dota terrain ripoff maps here but they tried their best to improve the terrain and some other parts of the gameplay.

Its disappointing to see that you're limiting yourself on this kind of level. You're a good spell maker and triggerer. I little more effort and this can be actually approve.

all the melee maps as well as any map that uses the resources provided by Blizzard is in violation

This is just sad if you actually believe this. I'd been making melee maps in my entire career and well not all melee maps use default resources just like my map here: http://www.hiveworkshop.com/forums/maps-564/end-234607/


what?????

I'm just saying hello, i know him on another forum.
 
Level 30
Joined
Jul 31, 2010
Messages
5,246
But please do not see my reply as a blunt move and may discourage you to continue, I can see that but for you to get an approval, simply change the map layout and void DotA's influence.

If you need help, just visitor message me or choose someone you want to ask help. For we are helpful with open arms :)
 
Level 5
Joined
Jul 13, 2009
Messages
55
But please do not see my reply as a blunt move and may discourage you to continue, I can see that but for you to get an approval, simply change the map layout and void DotA's influence.

If you need help, just visitor message me or choose someone you want to ask help. For we are helpful with open arms :)

So, i don't have to completely remove the DotA systems, just the terrain?

Very Well, SonofJay, are you able to take over the Terraining Job? As much as i want to do it, it will take another 4 - 5 years to tend on the terrain when starting from 0 talent.

Although, if you have some sort of way to compress triggers to allow me to add more content, please do. I have so much planned, yet the map commonly malfunctions when i add a new content.

Embarrassing as it is, what i originally planned is a 256x256 Map, and i am aware that it is pretty big. But that is why there are 5 Towers. If possible, just resize the entire map, so the import of data will not be a pain.
 
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