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Assassins v4.1 +AI

What is Assassins?

Assassins is a Hero Arena map of the Deathmatch variety.
Each player controls a single assassin and pursues other players and neutral creeps.
The objective is to be the first to reach the kill limit.


Watch this tutorial by Hempa|Goia to get an idea of what gameplay looks like:

Game Modes (player 1 only):

-dm # ~-- Deathmatch Mode with # kill limit
-tm2 # ~-- 2 Team Deathmatch Mode with # kill limit
-tm3 # ~-- 3 Team Deathmatch Mode with # kill limit
-ctf # ~-- Capture the Flag with # flag limit
-hm # ~-- Hitman Mode with # kill limit

Camera Modes (player 1 only):

-fpoff ~-- resets all camera views to the default bird's-eye
-fpon ~-- changes all camera views back to the WoW-like first person


Weather Modes (player 1 only):

-weatheron enables periodic random climate change that affects gameplay
  • wind: a couple tornadoes will spawn, slowing nearby players
  • rain: lightning will strike randomly and damage areas of the map
  • snow: snowmen appear randomly on the map and block pathing
-weatheroff disables the weather


Commands (all players):

-ms ~-- shows hero's movement speed
-exp ~-- shows hero's experience gain rate


Features:
  • 12 players with FFA, 6v6, and 4v4v4 gameplay
  • Choose 1 of 20 different assassins, each with a unique ultimate ability
  • Unique spell learning system where better abilities cost more
    • Press Esc to bring up your spell books to purchase up to 17 of 40 different abilities
      • Book of Assailment: choose 2 of 9 different offensive abilities
      • Book of Assassination: choose 2 of 9 different offensive abilities
      • Book of Deception: choose 2 of 11 different defensive/deceptive abilities
      • Book of Aegis: choose up to 11 of 11 different passive abilities
  • Intuitive keyboard hotkeys correspond with their position on the screen
  • AI allows for offline play
  • Item shop: purchase various items, many are perishable
  • Armorer shop: purchase various weaponry that can be combined
  • Custom scorescreen at the end of the game - 25 different awards


This patch was created by SentryWiz.

BUG FIXES:
  • Mana Regeneration Items (Sapphire and Ice Sapphire) now give proper 200% and 400% mana regen
  • Immolation re-made and working with new stats (20/30/40/50/60 Damage, 220 Range)

GAMEPLAY:
  • Bots now buy combat items according to their main stat and use them
  • Raider, Mountain Giant, Assassin, Banshee, Necromancer, Rifleman now have unique non-used names
BUG FIXES:
  • Fixed Crypt Lord bug - sand trap removes all negative buffs so he can't die underground
  • Make teams split evenly automatically (ie. if -tm2 is selected and the last 4 slots are empty, mode is corrected to -tm3)
  • Noob leaving now removes all buffs from the hero so they won't die after they leave
  • Chameleon Spell:
    • Fixed bug where Assassin did not appear when creep died
    • Levels 4 and 5 don't crash the game anymore
  • Mountain Giants Unique can only be dealt by him now (dog or chameleon no longer triggers it)
  • In ctf, a team zone damage kill now says killed by "a team zone shield" instead of killed by ""
  • In ctf, if player leaves the game while holding the flag, the flag now drops

GAMEPLAY:
  • Items:
    • Increased the time it takes for the potion to heal (20 -> 30 seconds)
    • Ice Sapphire - reduced movement speed reduction to 30%
    • Hex: duration 2.4 -> 2
    • Forked Lightning: damage 240 -> 200
    • Storm Bolt: damage 350 -> 280, duration 1.5 -> 1.2
    • Deluge: range 1000 -> 600
    • Changed cost of Wards to 250 -> 200
  • Abilities:
    • Added a 4th book for Advanced Combat abilities:
      • Tetsubishi
      • Fireball
      • Magnetic Link
      • Repel
      • Nest of Bees
      • Tempest
      • Leap
      • Buckshot
      • Grenade
      • Unique Ability
    • Rewrote Tetsubishi more efficiently
    • Increased cooldown on Shuriken (6 -> 8), Kunai (8 -> 9), and Javelin (5 -> 7)
    • Added a 1 second cast time to Cicada
    • Added 1 to the ability points gained per level
  • Heroes:
    • Druid - Storm Crow Form: bonus vision 200 -> 0
    • Raider - Diabolic Leash: changed timeout between pull backs 3 -> 2 seconds
    • Improved Mountain Giant (base armor 0 -> 3)
    • Improved Lich slightly (base armor 0 -> 1)
  • Interface:
    • Updated quest section
    • Removed damage floating text
    • Added game ending sound
    • Added spell name floating text
  • Game Modes:
    • Changed the maximum CTF mode limit from 25 to 10
    • Changed default kills back to 20
    • New Game Mode: Hitman (-hm XX)
      • Each player is assigned a target (creating a circle of hitmen)
      • A hitman takes half damage from his target
      • Killing a target results in double points and a new target: the target's target
      • Bonus gold and AP are awarded to the last hitman alive in a circle of hitmen
      • A second string of hitmen will be created as the hitmen from the original circle die
        • The last hitman that died becomes the target of the second-to-last one that died
        • The last hitman standing in the current circle becomes the missing link in the current string of hitmen which creates a new circle
  • Miscellaneous:
    • Reduced the experience given from killing a hero to make creeping more worthwhile
    • Made Ability Shops appear as soon as you choose your hero
    • Reintroduced the double damage for last place, but now it doesn't start until 5 minutes in
BUG FIXES:

* Fix Warden unique (Vengeance) - now works after being hit with Kunai
* Reinstated kill limits (50 for dm, 60 for tm)
* Added an "-unstuck" command

GAMEPLAY:

Items:

* Reduced disable durations for items
* Removed Leaf of Resurrection
* Raised cost of AP 120 -~ 150

Abilities:

* Thunder Clap: reduced manacost
* Dog Bone: reduced duration to 30 seconds but made dog faster
* Shadow Decoy: reduced life per image
* Reduced invisibility durations
* Reduced damage dealt by Javelin
* Fixed Kunai tooltips
* Fixed Critical Strike tooltips
* Nerfed Death Knight unique (Feast)
* Reduced stun limit of Assassin unique
* Nerfed Lich's ult
* Reduced movement speed and vision of storm crow and disallowed tetsubishi

Heroes:

Mortar Team
* Changed cast point time and attack point time (1 second was way too long)
* Fixed "targets allowed" so he can attack Snowmen

Interface:

* New loading screen
Gameplay
* Rebalanced all the heroes' physical attributes (Str, Agi, Int, damage, etc.)
* Resized all the heroes and added hero glow to non-standard heroes (model by Lord_Assasin)
* New game balancing system - exp gain rate changes based on relative level (a player behind in levels will have a high EGR)
* Removed the double damage buff - why should you be rewarded for dying first?
* New optional weather system (see Commands section)
* Blademaster - remade Unique: now bladespins slowly upward and then slams down after 3 seconds slowing enemies
* Tauren Chieftain - reduced Fracture damage 300 to 200
* New item - Legendary Crossbow (Voodoo Wand, Voltaic Blade, and Storm Hammer)
* New item - Ability Points (you can now purchase 1 AP for 120 gold)
* Significantly improved AI - now they upgrade their spells
* Adjusted Ability Points per Intelligence - INT/5 to INT/6+2

Commands
* new host-only command: -weatheron/off enables/disables periodic random climate change that affects gameplay
- wind: a couple tornadoes will spawn, slowing nearby players
- rain: lightning will strike randomly and damage areas of the map
- snow: snowmen appear randomly on the map and block pathing
* new general command: -exp shows your current experience gain rate (a player behind in levels will have a high EGR)

Game Modes
* -ctf ~-- a damaging aura is in place and invisible units are revealed near flags
* -dm, -tm2, -tm3 ~-- removed the upper kill limit - many requests for this
Gameplay
* Added 4 new heroes
* Neutral creeps now get stronger over time

Game Modes
* New game mode: -ctf (Capture the Flag)
Gameplay
* The number of Ability Points awarded per level is the hero's Intelligence/5
* Added 2 more levels to all general abilities (now 5 levels)
* Added abilities
| - Javelin: Long range alternative to Kunai and Shuriken
| - Thunder Clap: AOE slam that slows movement and attack
| - Mend: Heals target friendly unit
| - Impede: AOE movement speed slowing aura
| - Focus: Reduces Concentration time
| - Regenerate: AOE health regeneration aura that requires Concentation
* Revised Abilities
| - Barrier creates a spell absorbing shield instead of armor
| - Ghostmaker stuns units as well
| - Level 5 Mind's Eye now reveals portions of the map (instead of pings)
| - Level 4 and 5 of Chameleon spell deal damage to the killing unit
| - Level 5 Smoke Bomb prevents attacks
| - Level 4 and 5 of Cicada Technique cause AOE stuns
* Removed abilities Caltrops, Sleeping Potion, and Evasion
* Less armor per AGI, Less AS per AGI, Less hp per STR
Bug Fixes -
* Fixed most, if not all, of the "mega memory leaks" @Dark-Assassin
* Stopped the final score-screen from pushing the awards down
* Removed Pooky so that he can't be killed and split the server (he will be back)
* Heroes can no longer attack allies above 10% health @Thar & Omniman
* Spellbooks now go away when the hero casts a spell so they aren't laying around

Commands -
* Removed -random command; random hero is now a button on the hero selector

Game Modes -
* -tm2 XX ~-- same as -tm XX, but now 6v6 instead of 4v4
* -tm3 XX ~-- 3 team deathmatch 4v4v4 with a kill limit of XX
* XX range for -dm is now 10 - 50 @rockminstrel
* XX range for -tm is now 20 - 75 @rockminstrel

Gameplay -
* Added 4 players to the map; now a 12 player game
* Added 50% more terrain to the map
* Added 4 more heroes
| - Assassin ~ 400 range, Agility, Unique: Flicker
| - Lich ~ 600 range, Intelligence, Unique: Cloudburst
| - Blood Mage ~ 400 range, Intelligence, Unique: Omnicast
| - Raider ~ 100 range, Strength, Unique: Diabolic Leash
* Blademaster
| - main attribute agility -~ strength
| - rebalanced attibutes per level
* Demon Hunter
| - main attribute agility -~ strength
| - rebalanced attibutes per level
* Shaman ~ Spark
| - jumps a lot faster
| - duration 7 -~ 5 seconds
* Shadow Hunter ~ Ophidian Wall - duration 15 -~ 7 seconds
* Banshee ~ Ghost - damage 75 -~ 100
* Crypt Lord
| - rebalanced attibutes per level (more STR)
| - Sand Trap - pit duration 10 -~ 7 seconds
* Tetsubishi
| - 100/150/200 initial damage
| - 32% -~ 16% damage/distance
| - no longer hurts teammates
* Evasion - 15/25/35% -~ 10/20/30% chance to evade
* Max level for heroes 20 -~ 30 @rockminstrel
* Less mana per INT, Less armor per AGI, Less hp per STR
* Spellbooks now have inventory for the sake of combining items

Interface -
* new hero selection layout; choose race, then hero
* scoreboard doesn't show up until game mode is selected
* scoreboard now shows team kills so you can tell who is winning
* final scorescreen
| - scores read horizontally now so that all 12 players will fit
| - removed hero name, remaining gold, and remaining ability points
Bug Fixes -
* Fixed respawn triggers so players will always respawn correctly
* Stopped the final score-screen from refreshing and push the awards down
* Gave Pooky mad regen so that he can't be killed and split the server (temporary fix)

Commands -
* Added a -random command for players to choose a random hero

Gameplay -
* Blademaster ~ Bladestorm - countering effect now stops with the spin
* Banshee ~ Ghost
| - cd 20 -~ 15 seconds
| - duration 40 -~ 20 seconds
* Demon Hunter ~ Demonic Portal - felhound attack damage 60 -~ 40
* Spell Breaker ~ Spectral Glaive - damage per hit 25 -~ 20
* Rifleman - strength per level 1.2 -~ 1.1
* Mind's Eye now only pings enemy units that are alive and have not left the game
* Kunai
| - cd 5 -~ 8 seconds
| - damage interval 3 -~ 2 seconds
| - duration 15 -~ 6 seconds
* New item: Monocle - allows normal vision at night
* New item: Sentry Wards
* Mines
| - cost 120 -~ 300 gold
| - charges 1 -~ 2
* Fire-Eater Scroll
| - damage 200 -~ 250
| - cost 200 -~ 150 gold
* Potion now has 10 seconds cd to prevent spamming
* Perfect Amethyst - regen 25 -~ 20 hit-points per second

Interface -
* Helmet - corrected recipe tooltip for Firehand Gauntlets
* Sapphire and Emerald - clarified tooltips to prevent confusion
Bug Fixes -
* Fixed Tetsubishi for players 7 and 8
* Stopped respawn indicator from showing for leavers
Bug Fixes -
* Made gate break when Pooky takes damage
* Kunai Spray (second choice) now levels up when upgrades are purchased
* Fixed multiboard for missing player slots
* Friendly fire no longer counts as kills

Gameplay -
* Rebalanced all of the ability costs (too many changes to mention)
* Banshee ~ Haunt - ms of ghost 300 -~ 250
* Crypt Lord ~ Sand Trap
| Can now move while underground and with no collision, but movement causes a clouds of dust
| Can now cancel the spell (like Chameleon Spell)
* Demon Hunter ~ Demonic Portal - base attack damage of Felhounds 23 -~ 60
* Rifleman ~ Scattershot
| increased damage per frag 250 -~ 300
| increased collision size of frags 80 -~ 120
| increased range 2000 -~ 3000
* Shadow Hunter ~ Ophidian Wall - improved the snake ward damage 23-26 -~ 41-46 (with splash)
* Shaman ~ Spark - stun duration 1 second -~ 1.5 seconds
* Spell Breaker ~ Spectral Glaive - 30 damage 4 times per second -~ 25 damage 10 times per second
* Sprint - changed from +10/20/30% ms to +8/16/24% ms
* Bash - changed from 10/20/30% chance to 2 second stun -~ 10/15/20% chance to 1 second stun
* Indicator shown 3 seconds before a hero respawns so other players are warned
* Vision given to player 3 seconds before respawn in the area of respawn
* 100 bonus armor given to respawned heroes for 5 seconds
* Respawn time is now proportional to kills rather than level
* Money proportional to number of deaths is given to each player once per second

Interface -
* Added Flamestrike casting effect to Necromancer's unique ability
* Changed summon spellbook effect to toonboom
* Added a 2 second fade filter to the end of the game
* Custom score screen for end of game (using a multiboard)
| Includes hero, level, score, gold, ability points, combos, and 25 awards
Bug Fixes -
* Reworked Kunai so that it doesn't lag anymore
* Changed the refresh rate on FP camera positioning to reduce lag
* FP camera now remains locked to hero on respawn

Game Mode -
* Made -fpon the default camera view

Gameplay -
* A lot of new permanent items:
| Includes: Hatchet, Boots, Headgear, Gloves, Chipped Emerald, Chipped Sapphire, Buckler, Rod, Knife, Club
| New Armorer shop placed next to the old shops
| Weapons can be combined to make more powerful weapons with abilities
* Potions now combine to one slot when purchased

Interface -
* Added a 1.5 second black fade-in filter at the start of the game
* Future Game Modes (open to suggestion):
| Capture the Flag
| | - 2 or 3 teams
| | - Steal other teams' flags to score
| | - Abilities and attack disabled and slowed when carrying flag
| | - Flag drops on death
| Keep Away
| | - Each player tries to hold onto the flag for the most time
| | - All players get flag holder's vision
| | - Flag drops on death
| Survival
| | - Each player has a set amount of lives
| | - When a player is out he is given full vision of the map to watch the rest
| Team Survival
| | - Same as survival, but with teams (6v6, 4v4v4, 3v3v3v3)
| Zones
| | - Teams (6v6, 4v4v4, 3v3v3v3)
| | - There are 5 zones
| | - A zone can be controlled by being stood on for a duration
| | - Every 10 seconds each team gets a point per zone controlled
| | - Game is over after a preset time
| Gladiator
| | - Only the gladiator can score
| | - All players get gladiator's vision
| | - The gladiator has increased armor, damage, etc.
| | - Whoever kills the gladiator becomes the new gladiator


-------------------------------------------------------------
Go to GetAssassins.com for the latest version and gameplay info
Email any suggestions or bugs to [email protected]

Keywords:
Assassins, Camera, Arena, FPS, First, Person, Deathmatch, Fun, Cool, Team, Player, 12, 4v4v4, 6v6, FFA, AI
Contents

Assassins v4.1 +AI (Map)

Reviews
18:46, 11th Nov 2009 ap0calypse: Approved
Level 1
Joined
Jul 14, 2008
Messages
539
description sucks.
also: this map is NO AOS!!!111oneoneeleven
you really have no idea what an aos is-.-
oh and btw: just because its first person view doesnt make it a first person shooter(FPS). fps dont have such a bunch of melee heroes/skills and the heroes usually DONT aim automatically.
 
Level 6
Joined
Feb 26, 2008
Messages
171
AOS definition: Aeon of Strife (name based of the first AoS created in wc3 world). It's a game type where there's 2 equal teams with balanced defenses who are in a war. There's heroes (players) who must kill each other to in fact slow them up (cause they'll have to wait to respawn). The goal is to destroy or kill the ennemie's base like in DOTA where scourge must destroy the world tree and sentinel must destroy the frozen throne. Normally, in a quality AoS, some soldiers, army, some units are spawning from each side of each bases to fight for their base (to defend) and they automaticly PATROL to the other side until they reach the BASE of the other. Those soldiers are weak without the help of the heroes. The first team to destroy the ennemie's base win. In some AoS, there's towers that need to be destroyed in order to be able to destroy the base (like in DOTA).

This is more a PvP (your map) - rep me ^^
 
Level 3
Joined
Feb 28, 2009
Messages
36
You are so wrong about AoS being from wc3. It's actually from StarCraft. It was a period of time in Protoss history where they fought massive wars and many records of their history were destroyed. It was a map in SC.
 
Level 15
Joined
Dec 18, 2007
Messages
1,098
Stop this random talk about AoS and just give the guy some suggestions already -_-

Anyway, I really loved your map. I started playing it when you posted the first AI version (2.1?) on EpicWar.com. I still love it (even more!) now! Although I do agree you can improve the description, like adding the kinds of mode and the gameplay features. You could state that you can buy abilities and stuff. You can also talk about Pooky (who, BTW, can get owned easily by ranged units ever since you locked him up. I'm not sure if you fixed that glitch, but you should look into it :D)

I really like the Unique skills you added two versions before. They were really good. I'm not sure if you changed it, but maybe you could change the model used by the effect of the Necromancer guy's Unique ability, to something like the Flame Strike channeling-in-progress kind of effect, to make it more evil :D

The abilities are just awesome and fun overall. Although quite a few are default melee ones, I really like how you can use them together and own. Keep up the good work! If you have time, maybe you could replace some of the skills with more advanced ones :)

Good job! I can help you with the Description so that people will stop hating the map because of it!

PS: Don't stop updating :D
 
Level 8
Joined
Aug 21, 2009
Messages
333
There we go

Thanks Zach! I'm glad you like my map. It's only been out for month and I've only been working on it for about 2.5 months total.

It's nice to finally have some real feedback. Epicwar doesn't allow comments so it's pretty hard to get good feedback from people aside from ratings.

If you hadn't noticed, I just spent a good hour revamping the description. I added your suggestions to the future changelog as well :D

I also added a lot of things that should spark more ideas and suggestions. You should read through the potential hereos and game modes section and let me know what you think :)

^REP^
 
Level 12
Joined
May 30, 2009
Messages
829
Aesthetics's Review

[+] Variety of Heroes
[+] Variety of Commands, Awards

[+] Well made, overall, I can see effort (aside from the other epic-fail 10 minute maps)

[?] Fun for a couple games before it gets dull; (kill, kill, kill, over and over)


[-] AI runs away continually (I mean, if you're going to die, might as well die so you can re spawn with full health right? They aren't even healing themselves, so might as well die..)

Rating: 5/5
Approval! (Already approved anyway :xxd:)


+REP
 
Last edited:
Level 12
Joined
May 30, 2009
Messages
829
I suggest more game modes to avoid the boring "Kill, rinse, repeat" sequence.

Examples Given:
- CTF: If you can't understand CTF maybe you should stop right now
- Kill the Creeps: Farm the most creeps within a select time to win
- One Shot Mode: For the most hardcore assassins! One hit and you're dead (if the attacker is a player and the attacked is a player; so creeps don't outnumber and own you)
- Invisibility Mode: Permanent Invisibility for all assassins, true sight at close range (Goes great with One Shot Mode!)
- Use your imagination


Keep up the good work! :thumbs_up:
 
Level 8
Joined
Aug 21, 2009
Messages
333
@Aesthetics

You should take a look at the future changelog. I am planning to add more game modes, but right now I'm focusing mostly on making the map bigger and adding 4 more players :D

CTF was one that I had in mind, but the other ones I hadn't thought of. Thanks for the ideas :D

+REP
 
Level 1
Joined
Jun 18, 2008
Messages
6
Nice map. There's one thing bugging me about the map. When you use attack ground command, the hero will just walk towards the point you commanded and wont attack even if there's enemy in range.
Apart from that, really nice map.
 
Level 14
Joined
Jul 16, 2009
Messages
1,568
Meh, i accidentally pressed close window so the review might be smaller.
It was lagless and download was pretty fast.
Maybe add some instructions, i was like wth to do ad the start.
The camera was an interesting addition, good job on that.
I liked the ''buy spells with esc'' thing, making it more original.
The terrain was fine, but could be improved, you know, the blizzard cliffs...
Maybe add more modes? It's a really good game.

I shall rate this map 3/5 and vote for Approval.
 
Level 8
Joined
Aug 21, 2009
Messages
333
Hoohahahahehehoohahaha

I think part of the reason that this game gets so much "I didn't know what to do/description sucked" is because its unique and the author of it tried to build something that is different than most Warcraft mods.

Having said that, for those complaining that the description sucks, this is an entirely pvp-based game. Your basically put into a relatively small map (I believe he's increased the size since I last played) where you run into enemy players often and blast the crud out of each other. Assassins is the optimum example of hero arena gameplay, reminds me of quake 3 deathmatch-style maps.

lol, similar to the comment you posted on theHelper :D

Keep in mind though - When I first posted the map on this site, I was working on updating the map, not explaining it. I have done a lot of revision to the description and other information since then. So those haters had reason to dislike the description o_O
 
Level 8
Joined
Oct 28, 2007
Messages
435
I would suggest renaming this map so something more unique. Currently there is another project made by KelThuzad named Assasins as well. :p Maybe make the name original....Original names tend to be remembered while Chaos, footman, Defense, Random 4 letter word tends to be forgotten....maybe name it to like Dawn of the Assassins (crap name)....or something...be original.

Downloading map now :p
....


You should state somewhere that you can only pick two skills of a certain type :p....

also the special skills is impossible to get :p 25 of the blue stuff ...i mean really :p...

The camera gets annoying sometimes but I guess thats okay and part of the whole assasins theme ....Maybe let it turn faster

i blindly bought items and then realized that my item can be upgraded by buying gloves :p....also you need to say what the upgrade does.....Also the upgraded agility sword says buy another....so to my disappointment you not only need to buy another sword but also upgrade that sword to get the upgrade. So make the upgrade requirements clear. Also state what can be upgraded how many times.

Also state what effect your race will have when picking a hero.

Add AI else people can't test it without hosting. AI will also be super easy to create.

Add potions like healing salves :p (maybe)

Idea: Add shadow meld to your heroes.

Also the gem of true sight is rather cheep for rendering all invis abilities useless.

Also sentry wards are useless since your camera is locked to your hero :p

EDIT : Omw :p how could I miss the fact that the map has AI :p clearly i can't read.....
 
Last edited:
Level 8
Joined
Aug 21, 2009
Messages
333
I would suggest renaming this map so something more unique. Currently there is another project made by KelThuzad named Assasins as well. :p Maybe make the name original....Original names tend to be remembered while Chaos, footman, Defense, Random 4 letter word tends to be forgotten....maybe name it to like Dawn of the Assassins (crap name)....or something...be original.
that is a good point. I was considering renaming the map because two more maps have been named Assassins on epicwar since I released v3.1 :(

You should state somewhere that you can only pick two skills of a certain type :p....
good idea, I'm thinking about adding a map description into the loading screen so people can figure out how to play before the game starts

also the special skills is impossible to get :p 25 of the blue stuff ...i mean really :p...
true, ability points are awarded based on intelligence, so if you used an AGI or STR hero, it was probably hard to reach 25.

The camera gets annoying sometimes but I guess thats okay and part of the whole assasins theme ....Maybe let it turn faster

Also sentry wards are useless since your camera is locked to your hero :p
you can disable that camera mode by typing -fpoff
also wards reveal invisible units so they aren't completely useless in -fpon mode

i blindly bought items and then realized that my item can be upgraded by buying gloves :p....also you need to say what the upgrade does.....Also the upgraded agility sword says buy another....so to my disappointment you not only need to buy another sword but also upgrade that sword to get the upgrade. So make the upgrade requirements clear. Also state what can be upgraded how many times.
yeah, the weapon upgrades are kind of hard to follow the first time you play, but they are pretty easy to remember.

Also state what effect your race will have when picking a hero.
the race really has no bearing on how your hero performs. I just needed a way to break up the different heroes once I went past 12 heroes.

Add AI else people can't test it without hosting. AI will also be super easy to create.

Add potions like healing salves :p (maybe)
AI already exists as do potions.

Idea: Add shadow meld to your heroes.
maybe, I had an item that did that in one of the first versions. I didn't really like it.

Also the gem of true sight is rather cheep for rendering all invis abilities useless.
gem drops on death. I don't really think the price is low considering this.
Thanks for the opinions. +REP
 
Level 8
Joined
Oct 28, 2007
Messages
435
I played again and....

The AI should only run if they have a faster or the same ms than the person they are running from :p....once you have the fastest boots you get tons of free kills...the ai should also invest in an't invis items if there are a lot of people with invis abilities :p...since the ability that give you permenant invis unless you attack is ubsurd if not cancelled....

Edit 2: Also if ai are effected by difficulties please state so....

also the awards are great

Add
  • [b][/b] [u][/u] [SIZE="6"][/SIZE]
and some color to your description :p ...look at some of the other maps for ideas. Your map's description is what gets downloads...its like advertising you can have a great map...but if you have a mediocre description people won't download it.

Edit 3: Add abilities that can be dodged. It will make the map more fun....also add Shadowmeld to all heroes....also make the perma invis ability that you can't cast it in combat ...else you can escape from all encounters....
 
Level 1
Joined
Nov 5, 2009
Messages
5
played it a couple of times and i think its a fun game. some thoughts..

1. a bit more effects would really improve the game, try adding fog, somewhat darker tinted to match the theme of the map. a lil bit of rain would also look nice.

2. change the camera and set it higher, some spells have a very long reach and sometimes it just doesnt fit in the screen. *like the hook spell which goes for 2k range*

3. maybe change some spells to make them avoidable, like the kunai, for more realistic gameplay. for balancing, you can try to make them deal more damage.

4. some heroes are way too BIG. you should try rescaling the models.

5. more items/combinations and consumables.


game mode suggestions:
CTF: spawn two/towers near the flag with truesight to avoid camping. maybe set it to have very high armor, high hp, avg damage.

a mode where a 2 teams fight per round. a round is finished when a team kills all members of the opposing team. there will be no respawns during the round, all players respawn at their respective bases at the start of every round. no creeps spawn during this mode.
 
Level 8
Joined
Aug 21, 2009
Messages
333
1. good idea, I will add in random weather effects. I'm thinking a lightning storm would be cool, with random damaging lightning :D

2. are you talking about the first-person camera or the third person camera?

3. good idea, it would be more fun to be able to dodge the abilities; it would a another level of depth to the game.

4. that is something I've been meaning to do for a while. the next version is a good time to do it (because all the heroes are already rebalanced in that version)

5. that is a work in progress. I'm trying to focus on game mechanics and balancing before I put a lot of time into items. but that is a good suggestion.

game mode suggestions:
CTF: that is an excellent idea. the CTF is VERY new, as in, just added to the latest version. I am thinking I could even make half of the map visible to one team and the other half visible to the other team: maybe even put up some sort of dividing line.

I like this suggestion too, but how do I keep the teams from becoming seriously imbalanced after the first round. the winning team will have more experience :/
Hmm, maybe the people who aren't fightning in the middle can farm the creeps and the two teams fighting can be in an arena in the middle of the map or something o_O
 
Hey Baintastic, you may think that by me giving a review you'd say, "STFU and GTFO! Who are you anyway?" But I really want to review your map. So here.

Good gameplay, hardly gets boring
Unique Skills (Javelin's my favorite; for kill-stealing)
Strong Items that pack quite a punch
Strong Unique Skills

Kinda weak AI; along with no items, but still fun to pick on
Increase the kill limit, man! 75's not enough for the best assassins. Though I haven't played with someone else other than AI.
Several unique skills that don't work or needs power-ups.

My total rating: 4.5
And Yes, to all those that will say, "Dude, the last post was like; back in December! Did you even know that?"
Well, thanks for reading. I'm such a noob at map making.
 
Level 6
Joined
Oct 10, 2009
Messages
1,425
[rainbow]looks promising im going to test this tonight and tomorrow and will post my review of it tomorrow be ready:)


EDIT:
CWeener's Review

Reviewing the map "Assassins"

Rating System (in weener points:)

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

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

* = depending on the map really, and what categories it scored low in
** = not always but most cases.
Assassins Scores

(triggering scores not available so other categories maximums were raised by 1-2 points.)
1-11 Originality *11* well, ive never seen anything like it:p
1-11 Replayability *9* does tend to get old after a few games against AI but with friends it's great.
1-11 Terraining *10* blizzard cliffs are my only complaint.
1-11 Objects *11* very nice tool tips:)
1-11 Spells *9* there, i found them:) liked them too:) really helps a lot:p they were nice, not 100% original but nice:)
1-11 Description *7* not bad but could be longer and i would recommend some (more) BB code tags.
1-17 Engaging *16* very nice
1-17 Misc *17* good job with that
-100 or 100 Rules *100* :)
0-200 All-in-all *190* *B+* (Good but still not reaching full potential vote for approval but no +rep) all-in-all a great game, i hated the AI though, they are all cowards:p but good job. :) i would play this if i still played wc3 anymore:p

-
If any map ive reviewed has been updated, feel free the ask me to re-review it. or if i haven't reviewed YOUR map, feel free to ask me. :)
[/rainbow]
 
Last edited:
Level 8
Joined
Aug 21, 2009
Messages
333
Cweener,

Thank you for reviewing my map! +rep

I feel like I need to defend the spells in Assassins :p
To access your spells in the game, you need to press Esc. Each spell costs some amount Ability Points which you get by leveling up. Also, each hero has a unique ability (all of which are non-standard spells). To enable this ability, you need to purchase the "Unique Ability" upgrade from your red book (it's the top right icon in that book). If you want to see a list of all the spells (Unique and Standard) check out the website: getassassins.com
 
Level 6
Joined
Oct 10, 2009
Messages
1,425
Cweener,

Thank you for reviewing my map! +rep

I feel like I need to defend the spells in Assassins :p
To access your spells in the game, you need to press Esc. Each spell costs some amount Ability Points which you get by leveling up. Also, each hero has a unique ability (all of which are non-standard spells). To enable this ability, you need to purchase the "Unique Ability" upgrade from your red book (it's the top right icon in that book). If you want to see a list of all the spells (Unique and Standard) check out the website: getassassins.com

ahhh, well i looked in the quests and i dont think i saw it there:p
but i will edit that review once i go back and test the spells in a few minutes:):grin:

EDIT: okay, i edited the review:p almost an A :)
 
Last edited:
Level 2
Joined
Feb 15, 2010
Messages
20
I've just played v3.3 AI.
It just feels wrong, playing with a bigger sized hero. Although it is probably because I am more used to the smaller version.

I feel that the addition of the option to buy ability points and the item Legendary Crossbow is degenerative to the game.

Legendary Crossbow would be degenerative because it would cause players to simply spam the Legendary Crossbow and get 6 slot of these things instead of customizing their heroes like... players who want more health points would get storm hammer.

Option to buy ability points would be degenerative because it would take away the advantage that the intelligence hero would have over the agility or strength hero.

Bug: there is a fatal error bug in version, last time this happened was when i was playing a -dm100 -weatheron
 
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