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Battlegrounds 0.2.1

Overall : Ranged heroes felt a bit too op compared to melees, so the update tends to balance this gap as much as possible. Also major features of Alterac Valley got changed, some were added

Bug fixes :

- Fixed thrall earth shock (doesn't chain after lvl 3 as intended)
- Corrected barracks tooltip
- fixed graveyards sellers
- fixed mana upgrades for witch doctors (horde)
- fixed gandling's ult not giving rewards on kills
- gandling's Q wont do damage on cast after lvl 3 as intended
- gandling's passive should spawn felhounds after lvl 3 as intended
- Fixed precise's shot actual range while in focus stance (the speed is modelized more properly by a quadratic function of ability level instead of linear, which was my first expectation)
- Bug probably fixed : overpowered / morphing base damage bug (base damage in normal form being lower or upper than regular)

News / changes :


== HEROES ==

- Added Andromath, the High Sorcerer
- Changed Maiev ultimate (was weak and probably less enjoyable to play)
- added SFX to naisha's ult
- buffed jarod's ult damage
- replaced thrall's earth shock spell with primal spirits to downgrade his burst
- replaced Liadrin's shield block (weak) with shields up (both a buff and AoE damage ability)
- the damage of Gul'dan's incinerate has been slightly decreased
- slightly decreased Jaraxxus' main abilities' damage
- slightly decreased Patchwerk cannibalize's damage
- changed slightly Chen's ultimate (wind heals, fire deals more damage but spell duration decreased)
- Uther's passive now has a second rank once he gets level 6 to make it more useful in end game
- Nazgrel's passive now scales on hero level to make it more powerful in end game but less powerful in early.
- Alleria's passive (same as uther)
- Nerfed Arthas' mortal coil damage and heal %


== ALTERAC VALLEY ==

- Added attacking towers in Alterac Valley to protect barracks out of kings' bases (they give reward on death)
- Players leaving the game now give control of their hero to their allies.
- [Work in progress] Troops upgrades aren't affected by conditions. I'm giving up this matter for now after a lot of things tried, as it's cosmetic.
- Guards and kings going back to their position (instead of being ported)
- Boosted Varian's skill
- Massively decreased the health gave back when the king goes out of his zone
- Reduced soldiers and kings' hitboxes so they get less stuck in units
- Removed neutral creeps, but the neutral graveyard and mine are still in place
- Buffed guards, and increased their reward on death
- Increased the overall XP bounty range (from 1200 to 1500)
- Hero items [From tier 1 to 3, tier 4 and 5 are still being worked on]

== ARENAS ==

- Heros will now have all their spells at max rank on start (you don't have to learn them anymore)
- Fixed border issues in Gurubashi and Nazjatar arenas
- Heroes will now properly have overpowered at max rank on start of the fight

== UNSOLVED ISSUES ==

- Troops upgrades aren't affected by conditions. I'm giving up this matter for now after a lot of things tried, as it's cosmetic.
- Hero glow persistly bugs from time to time (red glowing even though the player is blue for example)

- Added "Cloak of shadows" in the tier 3 vendor
- Sylvanas has more time to teleport to her banshee after the banshee dies (from 0.25sec to 1sec)
- Kings wont get health back when they go too far from their zone, they run back instead.
- Players leaving the game now properly give control of their hero to their allies.

This map is vastly inspired by the well known battlegrounds of the well known game World Of Warcraft.

I tried to recreate some of them while giving them a slightly different shape or theme to fit a bit better what i wanted the gameplay to look like.

Obviously it is not a perfect reproduction, sorry if it happens to upset some people (maybe ?) but it's still a work in progress (the gameplays available are fully working theoretically, but more will come in the future hopefully), i've been working on this map through the last years as a hobbie, hoping it could look like something decent at the end and something i'd enjoy playing with tons of people.

Anyways, let's just jump into the gameplay.
The basic idea of the map is that you only control one character, a hero you'll have to pick at the start of each game. There are about 40 of them for now with different roles and strengths. As of today, two types of gameplay are available :

- One is in Alterac Valley, which is a somewhat large map where the goal of your team is to defeat the opposite faction's king. In order to do so, you'll have to make your way to get xp from soldiers that spawn every 30 seconds at every barracks on the map, the unit spawned by it will be owned by the faction owning the barrack. You can capture a barrack for your team by destroying the flag next to it. Capturing the barracks are key to push all the way up to the opposite's faction base and kill the king. However it may not be that easy against a powerful team of heroes that synergizes well...

- The other one made so far is the Arenas : Basically as in the actual game, there are 2 teams and you fight alongside your teammates to defeat the opposite team of heroes in a random environnement. The size of the teams depend on the number of players, so the more are playing, the more madness it brings. As the fights are rather short, you get to redo the teams and replay it if you want after the fight is over.

The uploads i would do in the future would be the other gameplays i should bring in (for example warsong gulch with a CTF gameplay or something like Arathi bassin or whatever...) and other heroes.

I would appreciate any suggestions, on what to do next, or what should be changed right now. Any bugs one may found please report to me so i can fix em quickly, I really wanna try the map out with loads of people to see what's working or not atm and yeah, leave your comments i'd really appreciate any returns on my work, it's the first i upload content to this site but that's no reason to be light on the judgements !

Thanks to all the creators listed below for the models , icons and sounds of great quality !

Models :

- Tenebis
- acapulco
- TurieL
- JetFanginferno
- Daelin
- Pelsen
- Norinrad
- asasin_lord
- Mephestrial
- Deolrin
- Kwaliti
- sPy
- -Grendel
- eubz
- Uncle Fester
- Seoki
- Jesus Hipster
- Hexus
- UgoUgo
- Jhonny Janbo
- AndrewOverload519
- Em!
- Kino
- White Death
- NightSkyAurora
- El'Dragon
- kellym0
- Sellenisko
- Tauer
- Direfury
- PROXY
- Grey Knight

Icons :

- Blizzard Entertainement
- DeathClaw24
- Norinrad
- KelThuzad
- SerbianBeast
- Kimbo
- Static
- Kwaliti
- 67chrome
- Marenko
- Darkfang
- CRAZYRUSSIAN
- xDeathKnightx
- -Berz-
- Marcos DAB
- Banzay89
- PeeKay
- daredevils
- Justicebringer
- kangyun
- BlazeKraze
- Aleister
- Diegoit
- PrinceYaser
- ThePanda
- bu3ny
- Vareth
- vince759
- Eldubs
- Hemske
- Solu9
- Ginufe
- zbc
- Shadow Daemon

Sounds :

Dota 2 kill sounds
Contents

Battlegrounds 0.2.1 (fixed) (Map)

Reviews
deepstrasz
A credits list is required in the map thread description. Everything from sounds to models, skins (imports) have to be given proper credits. You can use this for help: Resources in Use by Battlegrounds BETA 0.1 final | HIVE By beta I hope it's quite...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
A credits list is required in the map thread description. Everything from sounds to models, skins (imports) have to be given proper credits. You can use this for help: Resources in Use by Battlegrounds BETA 0.1 final | HIVE
By beta I hope it's quite playable, near completion otherwise it should go to Map Development

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
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M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/


EDIT:
  1. -for passive abilities you should use passive icons (for example Lightning Shield). You can use this program to make it look passive: Button Manager v1.8.2
  2. -intended to choose levels for a spell without the 1 level pause in between? I got three spell points and could choose 3 levels for any of the spells unlike in Warcraft III where you can only choose 2 levels for one spell and 1 for another one.
  3. -no idea why'd you change Devotion Aura's name to Combat Aura but leaving it the same.
  4. -I think it's bad to force players not to be able to see the terrain on the minimap but only player colours.
  5. -hotkeys are weird: Z, E. I mean how's that even logical or intuitive? If you don't want to use Q to avoid the ALT+Q +Q accidental game quit, then why not use WERT instead or ZXCV?
  6. -neutrals are not correctly protecting control points/flags. Some of them are too far to notice the flag being attacked.
  7. -no items in AoS mode?
  8. -shouldn't upgrade buttons disappear once the max is reached?
  9. -could use some colours on spell descriptions, for instance on cooldown.
  10. -I don't think neutral units should appear in the midst of battle with the AI.
  11. -interestingly, there are basically no towers (which deal damage).
  12. -Guards may follow a hero wherever that hero goes, even if in the opposite base.
  13. -you are forced to fight the bosses right near their castles because if they go too much in a direction they are moved back to their starting place and their health points are restored. It's important because the bosses usually kill one hero after a few hits and if you try to attack while they attack the coming troops they randomly go to another, then another until they get out of their action zone.
  14. -spells should already be learned on the arena mode.
  15. -in the arena mode if you go to the west side near a boat where there are some bubbles, you get ported to the middle of the arena.

Approved.
 
Last edited:
Level 2
Joined
Jun 13, 2016
Messages
5
Thanks for the feedback ! I do appreciate it, however I'm not sure I understand some of the points you made :

2 - It is not an intended feature, last time i played the map it was fine but maybe it is a specific bug for a specific hero, if you mind telling me on what hero it wasn't working i'd be glad :)

3 - No intention to mislead anyone, i just thought it was better to give it another name as Uther already has the same name for an aura

4 - The thing is the minimap didn't correspond geographically with the actual minimap of alterac valley / arena. I didn't find any better solution to just completely remove the background to try and make it clearer. If you have a solution that could make the minimap more clear i'd be glad aswell ^^

5 - The problem i encountered with hotkeys is that i wanted to make it AZERTY (i'm french with a french keyboard so the most used hotkeys are those above for spells in games) however if you think there is a better combination of hotkeys, I'll look into it

8 - If you are refering to upgrade troops in barracks, i didn't think about it in the first place, I sure could do it, however it does not affect the game whatsoever as you get your gold back if you "over-upgrade" and there is no game message

10 - Do you mean neutral units + troops attacking at the same time ? Or do you mean just removing every neutral unit ?

12 - I didn't really know how to handle that problem, i'll look into a way of forcing the unit to go back to his previous spot for the next update i'm working on

13 - Same as 12 + i've been hosting the map a couple of times in the recent days and people gave me the same remark ; the goal was to make the king not kitable infinitily. The next update is going to reduce drastically the health that the king gets back, i will see if that's better or if it's still an issue after the update.

15 - Was that inside the playable terrain or in deep water ? (did you get pushed outside the border or was it on ground you could walk on ?)

Anyways, thanks, working on the next update as we speak :)
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
2 - It is not an intended feature, last time i played the map it was fine but maybe it is a specific bug for a specific hero, if you mind telling me on what hero it wasn't working i'd be glad :)
Thrall, Forked Lighting, especially. But, after some levels, it worked like in Warcraft III.
3 - No intention to mislead anyone, i just thought it was better to give it another name as Uther already has the same name for an aura
Do they stack?
4 - The thing is the minimap didn't correspond geographically with the actual minimap of alterac valley / arena. I didn't find any better solution to just completely remove the background to try and make it clearer. If you have a solution that could make the minimap more clear i'd be glad aswell ^^
Not sure. Maybe, you could create a custom minimap image to be overlapped? Don't know how to apply and disable it through triggers though.
5 - The problem i encountered with hotkeys is that i wanted to make it AZERTY
That's weird. A is the first spell, Z the second, and the poof to E and R and T? Why only the last ones near each other and one after the other and the first two diagonally and far from the other three!?
8 - If you are refering to upgrade troops in barracks, i didn't think about it in the first place, I sure could do it, however it does not affect the game whatsoever as you get your gold back if you "over-upgrade" and there is no game message
Yeah but if you forget you've upgraded, you might waste time to do it again because there's no indication about it on the troops (e.g. upgrade slot on the armour/attack) or any change to the description of the upgrade.
10 - Do you mean neutral units + troops attacking at the same time ? Or do you mean just removing every neutral unit ?
Yeah, that should not happen. Either you're fighting the opposite team or the neutrals. The latter should not have spawning points right in the way of the troops but somewhere out of battle zones.
13 - Same as 12 + i've been hosting the map a couple of times in the recent days and people gave me the same remark ; the goal was to make the king not kitable infinitily. The next update is going to reduce drastically the health that the king gets back, i will see if that's better or if it's still an issue after the update.
Or just, instead of teleporting the hero, order the unit to attack-move towards the starting point.
By the way, shouldn't they use some spells or something for more fun?
15 - Was that inside the playable terrain or in deep water ? (did you get pushed outside the border or was it on ground you could walk on ?)
I walked there. The boats are on shallow water. You can see the bubbles. They're kind of the only ones there in the west side.
 
Level 2
Joined
Jun 13, 2016
Messages
5
Thrall, Forked Lighting, especially. But, after some levels, it worked like in Warcraft III.

Well I just tried it, seems to be working fine. It shouldn't be a problem in the next update even though i didn't touch it in particular so i don't really get why it was bugged for you :/

Do they stack?

They do, otherwise the advantage of uther's aura is kinda worthless early on

That's weird. A is the first spell, Z the second, and the poof to E and R and T? Why only the last ones near each other and one after the other and the first two diagonally and far from the other three!?

Those are french keyboards :p AZERTY are alligned on my keyboard, however i might change it anyways to something like DFGHJ or something like that, i think it should fit both american and european keyboards HOPEFULLY

Yeah but if you forget you've upgraded, you might waste time to do it again because there's no indication about it on the troops (e.g. upgrade slot on the armour/attack) or any change to the description of the upgrade.

I'll just do as you said, good point ^^

Or just, instead of teleporting the hero, order the unit to attack-move towards the starting point

I'll do some testing to see if i can trick the system, thanks

shouldn't they use some spells or something for more fun?

They actually do, Garrosh has a whirlwind, Varian has a temporary attack speed boost but it's less spectacular i'll give you that. I'll try to find something better, or if you have any suggestions i'll take em :)

I walked there. The boats are on shallow water. You can see the bubbles. They're kind of the only ones there in the west side.

I expanded the zone in which people are able to walk and it should be fine now, was not an intended feature, thanks for noticing it.
 
Level 2
Joined
Jun 13, 2016
Messages
5
After a month of work, I uploaded last sunday an update for the map, "Battlegrounds 0.2.1", here's the changelog :

v0.2.1

Overall : Ranged heroes felt a bit too op compared to melees, so the update tends to balance this gap as much as possible. Also major features of Alterac Valley got changed, some were added

Bug fixes :

- Fixed thrall earth shock (doesn't chain after lvl 3 as intended)
- Corrected barracks tooltip
- fixed graveyards sellers
- fixed mana upgrades for witch doctors (horde)
- fixed gandling's ult not giving rewards on kills
- gandling's Q wont do damage on cast after lvl 3 as intended
- gandling's passive should spawn felhounds after lvl 3 as intended
- Fixed precise's shot actual range while in focus stance (the speed is modelized more properly by a quadratic function of ability level instead of linear, which was my first expectation)
- Bug probably fixed : overpowered / morphing base damage bug (base damage in normal form being lower or upper than regular)

News / changes :


== HEROES ==

- Added Andromath, the High Sorcerer
- Changed Maiev ultimate (was weak and probably less enjoyable to play)
- added SFX to naisha's ult
- buffed jarod's ult damage
- replaced thrall's earth shock spell with primal spirits to downgrade his burst
- replaced Liadrin's shield block (weak) with shields up (both a buff and AoE damage ability)
- the damage of Gul'dan's incinerate has been slightly decreased
- slightly decreased Jaraxxus' main abilities' damage
- slightly decreased Patchwerk cannibalize's damage
- changed slightly Chen's ultimate (wind heals, fire deals more damage but spell duration decreased)
- Uther's passive now has a second rank once he gets level 6 to make it more useful in end game
- Nazgrel's passive now scales on hero level to make it more powerful in end game but less powerful in early.
- Alleria's passive (same as uther)
- Nerfed Arthas' mortal coil damage and heal %


== ALTERAC VALLEY ==

- Added attacking towers in Alterac Valley to protect barracks out of kings' bases (they give reward on death)
- Players leaving the game now give control of their hero to their allies.
- [Work in progress] Troops upgrades aren't affected by conditions. I'm giving up this matter for now after a lot of things tried, as it's cosmetic.
- Guards and kings going back to their position (instead of being ported)
- Boosted Varian's skill
- Massively decreased the health gave back when the king goes out of his zone
- Reduced soldiers and kings' hitboxes so they get less stuck in units
- Removed neutral creeps, but the neutral graveyard and mine are still in place
- Buffed guards, and increased their reward on death
- Increased the overall XP bounty range (from 1200 to 1500)
- [Work in progress] Items

== ARENAS ==

- Heros will now have all their spells at max rank on start (you don't have to learn them anymore)
- Fixed border issues in Gurubashi and Nazjatar arenas
- Heroes will now properly have overpowered at max rank on start of the fight

== UNSOLVED ISSUES ==

- Troops upgrades aren't affected by conditions. I'm giving up this matter for now after a lot of things tried, as it's cosmetic.
- Hero glow persistly bugs from time to time (red glowing even though the player is blue for example)
 
Last edited:
Level 2
Joined
Jun 13, 2016
Messages
5
v0.2.1 (fixed)

Overall : I realized features of the update were missing, some due to errors i made, and some due to me forgetting. Shame on me, but there it is

News / changes :

- Added "Cloak of shadows" in the tier 3 vendor
- Sylvanas has more time to teleport to her banshee after the banshee dies (from 0.25sec to 1sec)
- Kings wont get health back when they go too far from their zone, they run back instead.
- Players leaving the game now properly give control of their hero to their allies.
 
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