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Arena of Kings

Join my discord channel for my maps at https://discord.gg/Y6yzmJuwrp to find people to play with.



Arena of Kings
by Stan0033


Description.jpg


This is 2v2 or 3v3 arena with 11 heroes, inspired by WoW. They are Druid, Hunter, Mage, Paladin, Priest,
Rogue, Shaman, Warlock, Warrior, Monk, Death Knight. You can choose to play among two or three specializations - healer or damage. There are no tank specializations in this map, to avoid boredom and to play the game faster. After you finish a fight, the host can choose to Restart, Repick, or Quit game.


The default host is player 1, but he can use commands to control the game:
-host # = change the host of the game.
-restart = force restart of the game.
-repick = force repick of the game.
-eventson / eventsoff - turns on or off events.
(if you play with computers, the only human player becomes host)

the non-host players can use these commands:
-restart - vote for restart. three votes are needed to trigger the function.
-repick - vote for repick. three votes are needed to trigger the function.


Events are type of function can be either positive or negative for the players. A random event will fire every 90 seconds while playing round.
You can also summon events with idols. Idols are gathered by performing auto-attacks. You need 30 idols to summon one event. When collect 30 idols click on the summoning stone in bottom left corner of your screen, above minimap, and choose an option. The events are:

- Flourish - heals every unit in the map for 50% of their health over 30 seconds.
- Rain - restores 50% of every unit's mana over 30 seconds. Does not work on warrior, rogue, windwalker monk, feral druid, hunter and death knight.
- Wind - Rushing wind that slows all unit' movement speed by 50% for 30 seconds.
- Mystical Moonlight - creates 1 copy of every unit on the map for 30 seconds.



Features.jpg


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Custom stuff. Custom abilities and heroes. They are based on WoW, with some differences...
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AI. You can play with computers. They will pick hero after human players do so. They use spells and honor.
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Restriction. You can't play two healers vs two healers. You can't Play with less than 4 players this map. If you pick less you will be kicked off the game. If you try to pick second healer for your team you'll have to repick.

Notes.jpg


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No Music: There is no ingame music, if you want to listen to music play your own playlist.
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I recommend you to use function "options>gameplay>show health bars" while playing.
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I recommend you to use THIS program as it adds mana bar to your units.


Gameplay Video

Screenshots

Hotkeys

Credits

Changelog





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Resource credits go to:

Request credits to: Edge45, ILH
Spell Credits: AI, DDS
Resource credits go to watermelon_1234 for the AI, Damage Detection System thanks to looking_for_help, also I want to thank to SC.Dzolo from gameranger for giving me tips, ideas, suggestions, and testing the map with me.
Models and icons thanks to Kuhneghetz, marcus158, D.ee, JesusHipster, NFWar, Frankster, Alpain, Tr!KzZ, PeeKay, Pharaoh_, KelThuzad, Marcos DAB, bigapple90, Champara Bros, JetFangInferno, JollyD, alfredx_sotn, Anachron, zbc, Justicebringer, Darkfang, Alpain, ratamahatta, ILH, Daelin, CRAZYRUSSIAN, The_Silent, RED BARON, Edge45.ILH, Norinrad.
.

(04.06.14) 1.0.0 - Uploaded the map.

(09.06.14) 1.0.1 - modified triggers and units to balance them and remove bugs.

(14.06.14) 1.0.2 - zen orbs will no longer be limited and the cooldown is 1 sec.

(20.06.14) 1.0.3 - Marskmanship hunter has Rapid Fire, Slow Arrows is now called Poison Arrows, Survival Hunter now has Snake Trap, Ensnare, the cooldown of camouflage for surival hunter is 1 min., Enhancement Shaman's wolf form and spirit wolves deal more damage.

(27.06.14) 1.0.4
* now the morphed heroes are immune to polymorph and hex!
* replaced Mistweaver Monk's Blur with Fortifying Brew!
* Warrior's thunderclap will now only reduce attack speed by 50%.
* Edited buffs and spell tips
* Remade Feral Spirit!
* Remade Solar Beam!
* changed the appearance of Spider Swarm!
* Changed the model of Ice Trap!
* Beastmastery hunter's Spider Swarm is called Stampede and the other Stampede is replaced with ensnare!
* changed the scalings of the heroes and their pets or minions

(30.06.14) 1.0.5
* Modified chaos bolt to have cooldown of 5 seconds, but to require 100 mana!
* Renamed Holy shield to Power Word: Shield. Just to be close to the game!
* Renamed Light's Mercy to Eternal Flame and changed icon. Just to be close to the game!
* Repalced Paladin's Halo with Holy Prism - Sends a beam of light that heals unit for 100 hit points and radiate 50 damage to enemy units in 200 AoE!
* Replaced Holy Paladin's Guarded by the Light with Turn Evil: Compels enemy unit to flee in fear for 6 seconds.
* Frost Armor, Power Word: Shield and Fel Shield now ABSORB up to 250 damage!77
* Succubus also have Avoidance, and Charm is renamed to Seduction.
* WArlock's hit points are 1000 up from 800, because his stamina(in WoW) is more.
* Replaced Restoration Shaman's Spirit Grace with Spirit Link Totem!
* Replaced Retribution paladin's Pursuit of Justice with Blinding Light: Blinds nearby enemy units to flee in fear for 6 seconds.
* Repalced the model of Fel armor!
* Remade the summoning abilities of the warlock and the dk so now they won't be able to summon second units!
* Replaced the Holy Paladin's Holy Shock with Cleanse: removes one negative buff from friendly unit or positive from enemy unit!
* Remade Evocation, now you can cast it every 10 seconds over 6 seconds, but you will channel it, so every 1 second in which you channel you regain 4% of your hit points and mana


* Now you can play even 3v3!
* Made the choosing dialogs colored and added CANCEL button, which lets you cancel your choice!
Paladin:
Crusader Strike is now called Judgement!

mage:
* The mage's water elemental will last until he dies
* Fire mage's Inferno strike is now called inferno blast!
* Fire mage now has Dragon's breath isntead of flame stike: Breaths cone of fire infront of the mage to damage and disorient affected units!
Hunter:
* The hunter now has 100 mana and use it as energy!
Death Knight:
* Renamed the Death Knight's Death Grip to Strangulate
Rogue:
* The rogue uses combo points now!
* The assasination and Combat Roge have deadly poison instead of crippling
* The combat rogue has revealing strike instead of shadowstep!
* the assasination rogue has envenom ability instead of shadowstep
* the subtlety rogue has hemorrhage instead of ghostly strike!
Priest:
* Shadow Priest has mind blast instead of mass dispel and Power word: shield instead of flash heal
* Holy priest's healing circle is now called Holy Word: Sanctuary, uses new model and heals in 400 AoE insetad of 500!
Warlock:
* Demon warlock's silence is called Spell Lock and silences for 3 sec.
* Demon warlock now has ability Carrion Swarm: deals 125 damage to all nits aroudn the demon and stuns then for 1 sec.
* DEmonology WArlock has Heallfire instead of immolation: channel over 12 seconds, every seond the warlock damages all units around himself including himself!

Death Knight:
Derath and Decay uses new model!
Druid:
* Restoration Druid's healing wave is now called healing touch!
* Restoration Druid has Swiftmend ability!

Monk:
* Windwalker Monk has Fists of Fury instead of tiger strike
* Windwalker Monk now has Rushing Jade Wind instead of Toch of Death!

Shaman: Chain Heal leas for 300, but casting time is 2.5 sec!
added casting time to the following spells, but some have no cooldown:
Mind blast(Shadow Priest) = 1.5 sec.
Lava Burst(Elemental Shaman) = 2 sec.
Cyclone(Druid) = 1.5 sec
Powershot(Hunter) = 2 sec.
Hex(Shaman) = 1 sec.
Holy Light, Flash Heal = 1.5 sec
Turn Evil(Holy Paladin) = 1.5 sec.
Mass Dispel(Priest) = 1.5 sec.
Mana Burn(Shadow Priest) = 1.5 sec.
Holy Word: Sanctuary = 1 sec.
Chain Heal(Restoration Shaman) = 2.5 sec.
Soul Fire(WArlock) = 2 sec.
Entangling Roots(Drid) = 1.5 sec.
Healing Rain(Restoration Shaman) = 2 sec.
Healing Touch(Restoration Druid) = 2 sec.
Chaos Bolt(Destruction Warlock) = 3 sec.

Had to fix the countdown timer of the green team and changed the icon of Lava burst. Also Soul Fire will now deal the damage its tooltip says.

* hex is 1.5 sec cast.
* remade mind blast, because it had ID conflict with shadow word: pain :/
* the warrior's bleed, and the death knight's dots are now working and have model.
* the shadow priest is colored in purple
* the shadow priest's shadow word: pain now lasts 18 seconds and deals 250 damage.
* Now the lava burst of the elemental shaman is 250!

* Fixed the bug after repick option that won't begin new round and some shaman spells' positions and hotkeys. I'm sorry :D
* Now the death knight, Hunter, WW monk and Rogue's mana regen is 10!


* now your hero's team color will be either yellow or green!
* Esc function for zooming camera removed. Instead with esc you will call bonus stats dialog. Just don't feel so much need of it.
* Added Leaderboard named Damage Done
* the power circles of the heroes are colored!
* Added button manual after round finishes so you can set the next option later with command.
* Some ATC icon changes.
Heroes:
* blinding light and dragon's breath's disorientation will be canceled upon dealing damage.
* fixed hunter's bug of ability recplacement trigger that does not check the hero's unit type.
* the paladin's icons are changed to wow's icons
* fixed the direction of the fists of fury!
* polymorph now also has 1.5 sec cast
* Shaman's wolf form now runs at 390 instead of 345 speed.
* Warlock's curse of agony lasts for 24 seconds and deals 320 damage total. And Demonic seed lasts 30 secodns and deals 300 damage total.
* you can use restart command only during the round and after finishing it(before picking repick option)
* Mage's water elemental now has the ability Freeze : 1.5 sec cast, 6 sec. cooldown. Sends frost bolt at enemy unit that freezes them in place for 6 seconds. While

freezed units are vulnerable to any attacks and cannot perform any actions. Frozen units take x1.5 damage from the mage's attacks
* MAge's inferno blast deals 125 damage now and arcane blast deals 145 damage.
* Monk's healing spheres now have range of 300

Changes based on Daffa the Mage's review:
* Night Elf's interface really looks more suitable for the gameplay.
* I fixed the tooltip of the Fist of Justice.
* Changes the info display panel as follows:
- Instead of gold you have Honor that you earn by killing heroes. you get 10 honor per kill. With honor you can buy upgrades to stats. Press 'Esc' to call the stat

bonus menu. It can only be called while yo uare in the choosing fields and before the counter begins counting and only if you have 5 or more honor points.
- Instead of Lumber you have 'damage done overall' counting.
- Instead of food you have time left until the next event.
- these changes will be displayed as message to you after you end your round.
* As mentioned above there is NEW! bonus to stats system. With honor points you can upgrade yourself to have bonus to stats. Changing the hero will not reset your

stats. They are health +2%(5 honor), damage +2(5 honor) and haste +1%(5 honor). NOTE: Computer players will also upgrade stats.
* Added events. Every 1.30 mins a random event appears.
1. Moonlight.A moonlight appears for 30 seconds. During that time your hero turns into skeleton with 15% increased movement speed. when it comes it will be like:
Moonlight has appeared. You feel strange...
2. Mist. A mist appears for 30 seconds that will slow all units in that map by 30%. when it comes it will be like:
Mist has appeared. You feel exhausted...
3. Light Rain. You will regenerate +2 additional mana per second for the duration of the rain, which is 30 seconds. when it comes it will be like:
It's raining...

ADDITIONAL: Ofcourse the host can disable events by typing -eventson or -eventsoff. By default events are on. Event Timer will pause while not playing.
-
that will keep the game interesting :)

* Addded 4th event called Flourish: Heals every unit on the map every second over 30 seconds.

* During Mystic Moonlight skeletons are also invulnerable.

* I was thinking about adding some useful resource so instead of overall damage done you have Idols: every time you perform an auto-attack you generate 1 idol. You can use 30 idols to summon instantly an event by your choice. No player can generate more than 30 idols. Cannot be done while event is active. Idols are permanent(until spent).

* Remade Cleanse to be cast with the help of summy becaue the auto-casting function cannot be turned off.



* Computers will also use events.
* Damage done will reset after each round.


* The Rain and Flourish event restore 50% of their bonus over 30 seconds. That makes it more powerful.


Now the icon of the summoning stone for idols will appear in the bottom left corner of your screen(above the minimap) and only if you have 30 idols and there are no active events. I really had to think about this earlier.
* Fixed the broken ATC icons of rapid fire, killing spree and Chi Leap



design and gameplay:
* the countdown timer is now 10 after picking new character and 5 second after restart.
* You won't see HeroAI error anymore.
* Changed the priority of all units so when you select more than one your hero will be the important one.
* The computers' names are now numbered, so you won't be confused.
* The healthbar is now 7 bars..
* Your attack damage bonus will also add bonus to your spells, which is = your spell dmg + bonus points
* Reduced the damage of most classes.
* The Shaman,Warlock,Priest and Druid have changed models, icons and soundsets!!! (Because I'm maniac at accuracy and want all to have hero glow :D!)
* Monnlight event will make 1 illusion to all units now instead of turning them into skeletons.

hunter:
* the hunter's powershot has projectile missile now.
* the hunter's poison arrows deal 10 extra damage instead of 5.

mage:
* Instead of mirror image the arcane mage has arcane barrage!
* Arcane mage's arcane blast is now 2 sec. casting time.
* You can't wake up units affected from dragon's breath
Rogue
* the rogue's combo system is now different and allows you to play with him easier.
druid:
* Feral Druid's swipe requires 45 mana now.

death knight:
* Death knight's ghoul and gargoyle now have 800 hit points and have limited time + cooldown.

warlock:
* Now fel armor can be used only on the warlock.
* Affliction warlock has Haunt and Unstable affliction

paladin:
* Retribution Paladin's Blinding Light now has 2 min cooldown.
shaman
* The shaman has new totem model and the totems are now not targeted as wards.
* Lava Burst have 8 sec. cooldown.
* Chain Lightning deals 125 down from 175 damage.
Priest:
Discipline Priest now has Penance instead of holy fire


24.08.14

* Now you won't be able to summon your pet if it's alive. (Hunter, WArlock)

* Removed Bonus to spells from attack bonus :/

* Fixed the bug with feral spirit

* Fixed the bug with round ending

* Fixed the buggy weather events!

* Fixed the buggy healer restriction

* Added King's bounty UI!



09.10.2014

- Edited a message.
- fixed the damage count reset after each fight.
- Fixed the clearing of the arena after each fight. Orbs of healing and hunter's ice field

will also be removed.
- added 3 sec. interval of time between the 'low health' messages.
- added the Spec restriction also for computers since I didn't put it in last updates.
- Added restriction for 'greedishood' (only).
- The haste stat increasement said 2%, but gave 1. now is 2%.
- The Coundown timer now uses blizzard's tick sound instead of imported.
- Made Event Timer more accurate
- Now the abilities that have forced* cooldown will disappear instead of being replaced by

passive ones.
- Hand of Gul Dan's duration fixed to 3 sec.








Keywords:
Arena, King, Kings, Arena of Kings, WoW, Warcraft, World of Warcraft, Hero, Heroes, 2v2, 3v3, Pick, 11.
Contents

Arena of Kings (Map)

Reviews
Moderator: StoPCampinGn00b Arena of Kings by Stan0033 RATINGS Scores[/COLOR]] Gameplay: 25/30 Terrain & Scenery: 14/20 Total Score: 38/50 Explanation[/COLOR]]5 Stars: 94%+ (47+/50) 4 Stars: 70% - 93.99% (35-47/50) 3 Stars: 45% - 69.99%...

Moderator

M

Moderator

[TD]
Moderator:
StoPCampinGn00b
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Arena of Kings
by Stan0033
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RATINGS

[COLOR=white

[COLOR=white

Scores[/COLOR]] Gameplay: 25/30
Terrain & Scenery: 14/20
Total Score: 38/50

Explanation[/COLOR]]5 Stars: 94%+ (47+/50)
4 Stars: 70% - 93.99% (35-47/50)
3 Stars: 45% - 69.99% (25-34/50)
2 Stars: 20 - 44.99% (15-24/50
1 Stars: 0 - 19.99% (1-14/50)

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CRITIQUE
Gameplay:
The gameplay in this team PVP arena is well organized and executed. At first glance there may be an excessive amount of abilities per hero for an RTS player, but players will get used to it. Perhaps it is just a spam fess of WoW based spells, but I am completely aware many like that type of gameplay. It isn't unique, but features such as having different classes for different heroes makes me want to try the heroes out more to test their playstyle. Your custom round system for the host to choose things is really adds some flavor to the replay ability of this map. Love the democracy vote thing as well.

I had very little problems in the map, I've played for 7 rounds with AI. It is clear that you've tried hard to balance all of them, from what I can tell there aren't any major balance issues. My only issue is that the hex cooldown has annoyingly fast cooldown. Other than that, it's quite fun but there really isn't something that stands out in the maps gameplay compared to other PVP arenas.

25/30
Terrain & Aesthetics:
Though the tile usage is a little plain, other things make up for it. The whole interface looks visually pleasing while clearly matching the sunken ruins theme. Adding on to it are custom icons for more than just abilities. I understand why there aren't too many doodads on the map since arenas need fair pathing, but the map lacks decorations. There is a lot of space to put structural doodads resembling a grand arena in a ruins temple. If that means on the edges or in the water, any will do; just not in the pathways. Also, the weather feature is pretty cool.

13/20

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VERDICT
The only way a map can be approved is if it follows the map submission rules that apply to the map type.
- All rules are followed, therefor I vote for APPROVAL!
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NOTES
Overall it's a great arena map but it isn't amazing. The aesthetics of the map definitely could have a lot more improvement. Feel free to contact me about this review on this map page OR message me about anything. (+2) reputation points for taking your time to upload this map to Hive.

PS. You should state if AI have difficulties.

*IMPORTANT*
The map was previously moderated by Hell_Master as an await update. Months ago there were problems with the quality of the map but it appears they have been fix.

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[/TD] [/TD][/tr]
 
I have just tried your map, and I must say the concept is exciting. However there is some room for improvement.

The Shaman seems overpowered, he could heal so much and never run out of mana. Compared to the Holy Priest in my team, that had 0 mana after around 5 minutes, the shaman still had 300/300 mana, after spamming all of his spells repeatedly.

From what I saw the Fire Totem didn't do anything, however.

When the game ended I picked the Repick option, and it didn't do anything... The game just sat there until I left.

The spells could be more interesting, from what I saw there was no difference between druid's bear and cat forms, I just switched between them to reset the cooldown of my Q. Speaking of which, that seems kind of overpowered, I could keep switching between my bear and druid form, in order to spam maul and entangling roots on one hero/cyclone the other one. Well of course I would be limited by mana but... with a shaman maybe not???

The AI seemed kind of stupid, they just sat there autoattacking/casting their spells until they were low, in which case they started running. You should make them run when they have higher health than that, because it was easy to catch them after they run 2 hits from dying. Letting them dodge AoE spells would be cool too. I think there was this big holy circle that the priest casted, and the enemies were just standing in it for the entire duration of the fight.

Hex also appears to have a delay before the unit's model transforms? I have never seen a problem with hex like that before, I think you might have edited a field wrong with that spell.

The terrain seems kind of bland, try adding some doodads, like runic bookshelves, etc... see the map Sunken City for a good example of doodads that can be used in that tileset.

Well insofar as I could see the map was bug free, so that's good. I uploaded a replay to show you the boring situation that happened with the heals.
 

Attachments

  • Arena of Kings.w3g
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Hello, @Strikest, there are some things taht I updated some minutes ago, you're comment is a bit late, but there are still things that i didn't look at.
When the game ended I picked the Repick option, and it didn't do anything... The game just sat there until I left.
Is fixed
he AI seemed kind of stupid, they just sat there autoattacking/casting their spells until they were low, in which case they started running. You should make them run when they have higher health than that, because it was easy to catch them after they run 2 hits from dying. Letting them dodge AoE spells would be cool too. I think there was this big holy circle that the priest casted, and the enemies were just standing in it for the entire duration of the fight.
Ok, I shall increase the % health they think they are in danger.
The Shaman seems overpowered, he could heal so much and never run out of mana. Compared to the Holy Priest in my team, that had 0 mana after around 5 minutes, the shaman still had 300/300 mana, after spamming all of his spells repeatedly.
I'll look at that
Hex also appears to have a delay before the unit's model transforms? I have never seen a problem with hex like that before, I think you might have edited a field wrong with that spell.
Not only hex, but polymorph, and yes' I'll fix them

The terrain seems kind of bland, try adding some doodads, like runic bookshelves, etc... see the map Sunken City for a good example of doodads that can be used in that tileset.
Yeah, I played the map and we had argument with the creator and i stopped playing his game. AS you can see this is arena. What bookshelves you're talking about??
Also, in my eyes the terrain is cute and sunny. If it needs to be changed i need more people to tell me that :)


Also if you want to tell me something else later you can just edit your post to avoid spamming the map, ok? :)

edit: updated.

edit 2: I made cooldown for the morphing abilities of shaman and warlock, but not druid. updated
 
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The Hive Workshop Official
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Map Reviewer: Daffa the Mage
Map Name: Arena of Kings
Map Author: Stan0033(Bluehelff)


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Originality

The concept is quite used, but not too frequent. Still, your implementation is pretty good and have decent difference from most arenas, mainly the sub-specialist system isn't a daily part of arena.

Score: 49/100

Presentation

The presentation are great, well explained and they are very well presented.
There's a very small room of improvement however, it's optional but it will make the description more wonderful.
The improvement is that you can convert the whole text (before the table block) into an image and add a background and use some art in the text, a good reference is http://www.hiveworkshop.com/forums/maps-564/sunken-city-v1-8-2-a-168086/?prev=mmr=6


Score: 75/100

Design

The design is decent. All abilities matches the hero personality well and the icon blends together with the ability itself. Icons are also used properly in all aspect.

Gold and Lumber aren't used in the map, I recommend adding some items and such to make gold have some use, as for lumber you can either make a special resources that changes value when you kill/get killed an enemy that can be used to buy advanced items, giving heroes more mana and/or health and/or damage and/or armor with each of this special resource and so on.

However, the interface might suits Night Elf more than Human, since it's Sunken Theme and it's better to use Night Elf Theme, why? because NE Theme is more natur-ish and blend well with the map.

One of Holy Paladin (can't remember which) has a broken ATC Icon, to fix this you can make an ATC icon with Button Manager and import then use ReplaceableTextures\CommandButtons\<Icon> and make a DISATC then import with path ReplaceableTextures\CommandButtonsDisabled\<Icon> replace <Icon> with icon name. There might be more than this but I don't have time to check them all.
EDIT : Cleanse is the spell with broken ATC.

there's a typo on Holy Paladin skill : Frist of Justice -> Fist of Justice

Small note : you might want to show 'ESC' Tip as soon as the game begin (Elapsed 0.00), as some user (like me) ain't comfortable with the default camera range and some other needs to utilize longer vision area to be able to play effectively (this is also like me).

Score: 70/100
Minor Errors -> Vote for Needs Fix!


Triggers

Triggers seems to be well made, no real lag issue occurs.
However, somewhat they can be optimized, but for now I guess I'll leave it as it is, as there's no noticeable leaks.
You might want to null variables when you no longer need them.
Null variables AFTER they are destroyed (for Unit Groups, Player Groups and Points/Locations)


Score: 87/100

Object Data

The skills, abilities, icons and names of spells and units matches very well.
In short, there's no issue with the Object Editor.

The import files are fine and used properly, along with their size, the import files are very worth it to make the map better.

a small suggestion, you can use Warcraft 3 Death Knight instead of WOW Death Knight, this way you can save about 100-200 KB, but I leave that to you.


Score: 92/100

Gameplay

This is where I get concerned a little much, the gameplay is a little boring. You only battle enemy heroes, which quickly gets boring (despite there are strategies needed to win and a good variation to choose). This can reduce replayability.

Some suggestion for replayability :

I recommend add some kind of events like Heavy Wind (lower all movement speed), Snowy Rain (chance to freeze), Burning Sun (degeneration) and so on.
Adding some creeps wouldn't hurt either, but it might screw balance a lot, be careful with placement and so on, if you do this, make sure both sides have a balanced amount of creeps to fight against.
Game Modes can also be implemented here, this way Host can choose between multiple game modes.

It's up to you, but I really recommend the first one.


Score: 35/100

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Final Score: 68.000/100
3/5 Vote for Needs Fix

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Contact: (Visitor Message) / (Private Message) / (Map Reviewers)
 
Review

Post will be updated as I progress through the map.

Review

- Okay, so I chose the Fire Mage class. I'm gonna be honest here, it is a mash up of default abilities.
- The Evocation regenerative spell, though channeling, is very rewarding for the Mage on a very short cooldown. For someone who should sit back and deal tons of damage at their disposal, the Mage has a lot of sustain. Even if interrupted, she already has regenerated some health and mana.
- Marksmanship Ranger Power Shot (Q) has an invisible missile.
- The Priest and Shaman almost offer infinite sustain! I can't even deal damage properly to their allies.
- Marksmanship Ranger Silencing Shot (E) is instant, how is that a shot? :eek:
- Again, a mash up of arrow and summon abilities for the Ranger.
- The arcane mage's W is pretty useless since everyone knows the true mage via the damage.

- I think you should put at least some text in the loading screen.
- The showcase of who picked what takes a little longer than expected, an interval of ~1 second per player should be fine. Also, the 15s countdown should be toned down, around 5 seconds is enough for the players to know about their opponents. If you don't tone it down I suggest you at least make it skippable by unanimous vote from all players (Esc, unless it is available for Honor all game).
- The kill text says '<player> has ended <player>", is that meant to be a streak ender, or a game ender for the victim?

- The game was really really fast in 3v3 with AI. I didn't expect it to be that quick. I didn't even use more than two of my abilities. :eek:
- The replayability of this map is awesome. It even has these 'Honor Points' upon victory. <3

- The terrain is pretty neat at first glance. After playing for some time it could use more doodads. The weather system you made looks cool.

Remember, these are only suggestions. You may choose not to follow them.
Rating: 3/5
 
Last edited:
Level 30
Joined
Nov 29, 2012
Messages
6,637
Review emerges.

Played the map and I must say it's a good and exciting Hero Arena map but needs some fixes. The terrain looks decent but could be improved. Personal preference but the statue seems to be a bit off in it's position. It blocks the way and could be moved on the sides. I suggest placing an Archway probably there and on the sides are the statues. You should also add some bit of walkable doodads and props in it such as crates and etc. Depends on what you like.

As for the gameplay itself, I feel like that the Mage specifically the Arcane (never played the other types so this might not be true) is quite overpowered and can pawn the whole enemy team. I kept on spamming my Arcane Blast or whatever you call the hero's first spell. It seem to have only 1 second cooldown or even none and I can instantly spam it after hit without even running out of mana. They're surely dead before I ran out of mana. Anyway, I was fighting computers which maybe does not know how to spam spells and to use their spells on advantage so what I said might not be true but giving my thoughts after fighting though. The hotkeys for some heroes seems to be confusing as well.. There's a single hero which I think was the Assassin/Rogue class that specializes in Assassination, both of his two skills has it's hotkey written "Q". It's a typo, you should change the second to "W". There's a hero I also played which is the Warlock that specializes in Demonology. His "Q" spell does not seem to work when I press Q.

Overall, even if the map's fun, it could be improved still. Rated 3/5 and Awaiting Update. Also, feel free to correct some things that I stated wrong. I'm open. I don't want to cloud my reviews with wrong information regarding the map.
 

Deleted member 247165

D

Deleted member 247165

Ok,this game is kinda cool....but you should create more heroes and more different skills ....spells enhanced by triggers would be cool.And add some cool doodads ;)
 
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