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Blood for Blood v.5.2

Hello and welcome, to

Blood for Blood
Quick start guide:
1.Select a hero
2.Buy a starting item from shop near your spawn while waiting for your signal.
3. Go and destroy enemy base.



    • This is an AoS map with 3 lanes with the main objective of destroying enemy's Crystal Core.
    • Each enemy structure destroyed increases attack damage and armor of heroes in your team.
    • Middle lane:
      • Middle lane has a Scout camp instead of outer tower, this will spawn Scout creeps periodically until there are 3 of thems, and then they'll march toward enemy base. Destroying the building will stop them from spawning.
      • Circle of power: located at the middle of the map, standing on it rewards exp for hero.
    • Sub objective includes Tomb of Spiders, Circle of Power and might be more in the future.
    • There's a tomb of spider located nearby the outer lanes(2 of them) You can go and find them and when you get there, the angry spiders will be out for you for disturbing them.
    • Hero reaches full potential at level 1530, with ultimate ability learnable every 5 levels
    • Each creep have unique strenght and weakness, and some spawn at later time with bigger power.
    • Most heroes have custom abiliies.
    • Creep waves information
      • Primary Wave: Spawns every 20 seconds.
      • Melee&Ranged creep: Your primary ally in your lane.
        • Medium Wave: Spawns every 2 minutes.
          1. - Raider: This dragon guy move fast, attack deals bonus damage to tower, he also have tower damage blocking ability and tough to normal attack damage. Magic will blows him by the way.
          2. - Axe Thrower: Ranged attacker guy pack with muscle, he's a bit beefy with armor but again, magic blows. Deals more damage to Dragons and Heroes.
        • Special Creeps: Spawns every 10 minutes.
          • - Golem: Spawn at mid lane, has high armor, high hit points, chaos damage, immune to magic
          • - Alpha Wolf: Spawns at team 1 top lane, team 2 bottom lane. Has high hit points with 6 regen, moderate armor, come with Command Aura(25% damage aura) and Crushing Blows(each attack deals 50 bonus damage and never miss).
          • - Magic Wagon: Spawns at team 1 bottom lane, team 2 top lane. Low damage, low armor, low hit points, has Devotion Aura(2 armor) and Regeneration Aura(7 regen).
        • Frost Wyrm: Spawns every 20 minutess.
          • - Has high damage, high armor, 70% magic resistance, attack slows enemies and freeze building.
      • BOSS
      • There's 2 boss that spawns after 20 minutes, and 5 minutes after their dead, There are Ravager and Purifier.


        - The Ravager grants bonus damage aura provided to every allied heroes for 3 minutes.
        - The Purifiers grants life regeneration from 2% of maximum health and refunds mana after every spell manual cast for 25% of mana missing.

        Only killing blows deliver get a gold from their defeat.
      • Quest: Blood for Blood God
        • There are unit called Bloodbag on the left and right most side of the map, killing them give you 1 Blood point which upon reaching 6, summons Blood God at the middle lane of the team that earned it.
    [*]


-----Changelog-----

There's a new hero(Aspect of Death) that uses camera trigger with its ultimate and I'd appreciate if you could send me
a feedback on whether that thing causes room split or not, thank you in advance!
  • v.5.2
    • Increases order-giving regions size to hopefully make creep going off-path less and stay more in line, we paid them full time so they must comply.
    • Terrain around Revenants neutral camp is blocked to prevent pulling them into lane creep, they may still be pulled but it's less plausible(I think).
  • v.5.1
    • Recipe Shop and Quick Buyout shop items list are now mirrored properly.
    • New items added:
      • Blink Dagger 1,200 (Utility and Consumable): Use to teleports 1,2000 distance, disabled upon taking hero damage for 3 seconds.
      • Immortal Poison 1,500 (Armory): Attack made will cut the regeneration of the target by half for 3 seconds.
      • Immortal Ender 2,350 (General Item Recipe): Grants 12 damage and 6 all stats, attack inflicts a poison that cut any health regeneration by half for 3 seconds.
  • So..why version 5?
    • Number 4 is a bad omen so I considered skipping it, now we're rocking v.5.0, hooray.
      • Terrain changes: middle lane get a bit of choke.
      • 278683-ed922c0579b5783da00b07be71202593.jpg
        278686-3ffd1e2507d41dd1412db7c2ee4d8686.jpg
        278689-4abee3fd2affa422e986773f6b344f9a.jpg

      • Scout camp is now moved to be in the lane and spawn count reduced to 3.
      • 278684-fd3c6706a13c65bc6977c42b7154631c.jpg
        278685-9080ce79c92ee562296a37df3ccbc77c.jpg

      • Waygate removed.
      • Side lane has some terrain adjusted to block ground pathing to preven creep pulling.
      • 278687-43dde863a8e0c6d752a23bd8697bbf5c.jpg
        278688-b9f841f56de3e5b56c65d245412fa08a.jpg

      • Phoenix's Eternal regen changed from 4/5/6% of max health to 2/3/4% and get a new skill after leveling its ultimate: Pyre Projects
        • Using part of your health to sends out an image of you, dealing damage equals to (16/24/32 based on level of Eternal)% of your current health to enemies in the target area once it reached.

          Cooldown: 7

Hero Previews



  • v.3.9b
    • Fixed unintended interaction where Butcher can use FRESH MEAT! to farm free Strength bonus from non-hero unit.
  • v.3.9
    • Packhorse now classified as a worker and can be selected via F8 button.
    • Dragon Creep camp that were on the outer part of the map is now moved to in between hard-medium camp, movement type changed to hover(they won't fly over things now). Big one got its magic immune removed.
    • 274178-0da10f1ff95f79cef4587efb1cc30a80.jpg
      274179-2aabc1bfcadf618f708aa3fe8af51704.jpg
    • Revenants camp is now moved a bit closer to river part, near a lane.
    • 274180-a3630b6333a87093089444ed747e4b3a.jpg
      274181-45753c602e1c01029561640c6efb37a3.jpg
    • Dark Assassin
      • Psychic Dagger and Null Void role are reversed, Dagger now deals %current health damage while Null Void deals more damage from missing health.
    • Hammer Warrior
      • Pulverize: Spin damage rescaled to 80/100/120/140.
      • Boomerang Hammer: AoE decreased to 175.
      • Crushing Blow: Mana cost to 20/25/30/35.
    • Hippogryph Rider
      • Death Sentence: Shot now move fast instead of being slow as it was. Has a second casting time.
    • Moon Arcer
      • Searing Arrows: Mana cost is now constant 18 mana per shot.
      • Scout: Owls can now attack for 30/40/50/60/70 magic damage.
      • Twilight Eclipse: Damage increased to 32 per owl.
    • v.3.8
      • Spirit Walker:
        • Spirit Charge: Now applies current level of Soul Bash on proc.
        • Teleport: Now a basic ability replacing old Haste Aura.
        • New ultimate: Vengeful Banish
          • Vengeful Banish: Turns target ethereal then teleports to it, dealing damage.
        • Soul Bash now won't proc if a target is already under ethereal state.
    • v3.7
      • Elementalist:
        • Cast: Now is a unit-and-point target skill.
          • On self cast: Releases a pulse that deals damage to nearby enemies/heal allies.
          • Cast: Lightning: Now moved to enemy-targeting.
        • Bug fixes on Incantation not working properly on its AoE effect.
        • Arcane stream damage rescaled, more base dmg but % damage and mana drained is lowered.
      • Grandmaster:
        • Storm, Earth and Fire now has another layer of fire damage at the end of disable duration, dealing AoE damage over time.
      • Gyrocopter:
        • Upon Rockets! cast: Gives Rockets Barrage on cast, dealing damage to a random nearby enemy overtime for 2 seconds.
      • Heavy Machinery:
        • Fixed a bug where Magnetic Bolt would just fly there, forever, if it's not touching anything.
        • New Skill replacing Rocket Barrage>Overheat:
          • Turns on to deals damage overtime to nearby enemies, gaining bonus attack speed.
      • Mountain Giant:
        • Rock&Roll: Also moves you.
      • Trapper:
        • Learning Leap gives 10 Agi each time.
    • v.3.6
      • Update to the shop: Don't like moving away from base to the wild? Managing inventory space is a chore? You love hoarding big chunk of money before Recall? Introducing: Instant Buyout shop!
        • Instant Buyout shop(Wisp model) offers an option to buy fully completed item from recipe shop instantly, if you're a little richer than bunch.
      • Update to heroes' spell:
        • Anti-mage:
          • No Magic: Gives sub-skill No Casting after learning it
            • No Casting: Briefly slows nearby enemies and then silencing all organic enemies for 5 seconds.
            • Cooldown: 120
        • Crimson Blade:
          • Blade Dance replaced with Chaose Swirl, with damage and buff rescaled for basic ability.
          • New Ultimate: Omnistrike
            • Target and enemy, turning invulnerable and then jumping it and then start attacking next random nearby enemy for a fixed strikes with bonus damage.
            • Cooldown: 30
        • Blackbeard Warlord:
          • New ultimate: Build the Wall
            • Create a wall at a target point paralleled to your line of sight, wall pushes enemies out from it and has an aura that gives bonus attack damage.
            • Cooldown: 40
    • v.3.5
      • Happy New Year 2024! This is but a balance patch, nothing crazy new so far, anyway.
        • Second innermost towers from Crystal Core of each team count is now 1, and barrack will be vulnerable after destroying it.
        • After Barrack is destroyed, the innermost towers will be vulnerable but not Crystal Core like it used to previous patch.
        • All 4 innermost tower must be destroyed to expose Crystal Core.
        • Crystal Core model for green team changed to Arcange Vault as a placeholder for now.
      • Hero maximum level is now 30 from 15.
      • Bug fixed on Anti-mage's Phoenix Ray not working properly aside from visual. And rays count number reduced from 30 to 20 to lessen the lag cause.
    • v.3.4
    • Terrain updated for a new Quest: Blood for Blood God
      • There are unit called Bloodbag on the left and right most side of the map, killing them give you 1 Blood point which upon reaching 6, summons Blood God at the middle lane of the team that earned it.

        Blood God is a slow-moving high damage dealing unit that deals bonus damage to structure.
    • v.3.3
      • Ramps are widened for more space to play.
      • Due to the lack of offensive capability at all, Keeper of the Grove's Healing Wave changed to Forked Lightning(Cast to release cone of lightning that deals damage to multiple enemies), Treants have 5 non-hero damage block and Entangling Roots now deals 30/50/70/90 damage per second with adjusted duration to 2.5/3/3.5/4. I don't know why I left it with no damage, probably high due to the lack of sleep.
      • New Items: Key of Three Moons, War Drum, Orb of Flame and Brightburn
        • Key of Three Moons
          • Requirement:
            - Moon Key 1,600 (General Item Recipe) up to 3 times
            - Recipe 1,333
            Total: 2,933,4533,6133(v3.3b)

            For each Moon Key Spent:
            Gains 30/45/60 Int, 4/6/8 to other stats, 200/300/400% mana regen and Crushing Wave.
            Sending a wave that deals 150(300 at level 3) damage to enemies in a line.
            Cooldown: 8
        • War Drum
          • Requirement:
            - Drum 1,100 (General Recipe Item)
            - Medallion of Swift 800 (General Recipe Item)
            - Recipe 1,200
            Total: 3,100

            Gives 12 Strength and Agility, 5 Inttelligence and War Drum Aura.
            War Drum Aura: Increases nearby allies's damage by 12%, armor by 6 and attack speed by 30%.
        • Orb of Flame (Secret Shop)
          • Gives an aura that deals 40 damage to enemies within 400 units.
        • Brightburn
          • Requirement:
            - Long Sword 6,000 (Secret Shop)
            - Orb of Flame 1,300 (Secret Shop)
            Total: 7,300

            Gives 69 damage, and an aura that deals 69 damage to enemies within 696.9 units.
            Nice.
    • v.3.2
      • Fixed hero icon not showing in multiboard after picking Tidewarrior, One Trunk Man and Aspect of Death.
      • Tidewarrior's:
        • Depth Charge: tweaked with a new tooltip to match what the skill does better with a new visual.
        • Drowning Pool: to fix the lag it causes when used on a large group the damage tick is now every 0.25 instead of 0.1 second, still deals the same amount of damage. It spins faster though!
      • Gyrocopter's:
        • Call: Fire Support: Damage tick changed to every 0.25 second, damage per second increased to 50/10/90 to 70/90/110.
      • New item: Omnivore
        • Requirement:
          - Mask of Lifesteal 2,100 (Stats&Damage Recipe Item)
          - Hunger 2000 (Armory)
          Total: 4,100

          Gives 30 damage, 30% lifesteal, 20 all stats and Hunger,

          Unique attack modifier.
          Hunger: 20% of the damage dealt by player-owned unit of the wearer will become health.
    • v.3.1
      • More tooltip correction on recipes because I forgor💀 that somewhere along the line that recipe shops don't use the name Recipe 1/2/3 anymore and have to adjust them accordingly, hopefully they're properly in place now.
      • Aspect of Death's Desolation no longer able to target non-hero unit, no more free Brazil trip for them.
      • Moon Archer's Twilight Eclipse number of swarm and swarm on each target increased to 8/12/16. I honestly don't know how this spell work but I just feel like it's not dealing nearly enough damage, I hope I didn't cranked it up too much. Also, the duration and cooldown was reversed, changed that too.
      • New item to the Offensive shop: Rifle, Rifleman's Trusty and Rifleman's Boomstick
        • Item has 3 stages and can be upgraded by purchasing a duplicate of them to get to the next level, you get a chance to critical strikes, damage, and then upgrade of both. Or you can quick purchase any stage of them.
    • v.3.0
      • 2 new heroes added: Aspect of Death and One Trunk Man!
        • Aspect of Death
          • Anywhere It roams
            Where It lay its mace is tomb
            Carved upon its mace
            The bodies lie, but still it roams, yeah, yeah
            Wherever it may roams

            Fighter, adept at dealing damage overtime.

            Strength:20 +2.5
            Agility:16 +1.5
            Intelligence:21 +3

            Attack Range: 700

            Can Learn:
            Destruction - Dealing damage in an arc in front of you.

            Death and Decay - Conjures a zone that deals damage overtime to enemies around you from a % of their max health+base spell damage.

            Drain - Damage dealt causes additional damage from a % of target's current health, heals the same amount.

            Ultimate:
            Desolation - Teleports you and your target to an arena and be returned later to where both parties were prior.
        • One Trunk Man
          • Just a Tauren man with his trunk playing Hero for fun.

            Fighter, adept at dealing damage at close range, a lot of damage.

            Strength:30 +4
            Agility:21 +2.5
            Intelligence:10 +1

            Attack Range: 700

            Can Learn:
            Normal Strike - Dealing damage at melee range based on your Strength.

            Consecutive Strike - Charges at a target, gaining bonus attack speed upon reaching them.

            Bulk Up - An aura that increase your attack damage, damage taken is stored and can be released via Normal Strike up to a cap for 10 seconds and decaying overtime after 5 seconds.

            Ultimate:
            Serious Strike - Huge amount of damage from % of your max health at close range, enemies behind it take same amount of damage.
  • v.2.9
    • Fixed a bug where upon using Headhunter's Prey Seeker(transforming skill) will cause spells in Utility Spells book to go poof, while also adding more to the book's descreption. I do hope there isn't another hero with this problem..(clueless)
    • Added Pack Horse to store/buy/sell your item while you're away from base, you still have to go back to base to claim your things though! (150 units item drop/pick up/give range)
    • 260059-115d897a92293176c86cdc7e04b81324.jpg
      260060-3dc4cadfe38b81226def6891feafce66.jpg
    • Added 2 new Items: Grasper's Grasping Grip and Murderous Claw
      • Grasper's Grasping Grip
        • Requirement:
          - Living Vine 2,100 (Stats&Damage Item Recipe)
          - Scepter of Intelligence 1,000 (Stats)
          - Pendant of Mana 1,000 (Defensive&Mana Item)
          - Recipe 1,000
          Total: 5,100

          Grants 30 Intelligence, 70% mana regeneration, 2 to all other stats and Entangling Roots II ability.

          Entangling Roots II: Immobilizing target unit for 3 seconds and dealing 45 damage per second to it.
          Cooldown: 20
      • Murderous Claw
        • Requirement:
          - Searing Claw 2,500 (Recipe)
          - Flute 800 (Recipe)
          - War Axe 3,000 (Secret Shop)
          Total: 6,300

          Increases Agility by 15 and 5 to other stats and 50 damage.
  • v.2.8
    • Fixed where Red Team's Scouts would have higher armor than Green Team's, I don't know how long this has been a case I'm terribly sorry about this.
    • Mortar's Team Heavy Armor from 5>0
    • New terrain for Green Team, now they're more *d i s t i n g u i s h e d*. With a bit more space created around middle-right area(again).
    • I'm still open for idea, would love to hear if you got any for items! Or if you host and play this map at all.
  • v.2.7
    • Fixed Rogue Hunter's skill button position being out of place
    • Added more tree in the middle area of the map for more strategic approach..or not, I just feel like adding them.
    • New Hero: Glorb Blorb the Tidewarrior!
      • *Growls*

        Fighter, adept at dealing spell damage and trapping enemies.

        Strength:17 +2
        Agility:21 +2.5
        Intelligence:16 +2

        Attack Range: 700

        Can Learn:
        Depth Charge - Dash, dealing damage and pulling enemies to the target point.

        Drowning Pool - Creates a pool that dealing damage and slow on intial cast, then damage overtime.

        Bodies - Killing unit gives you bonus Agility up to a cap and lost half on death, hero grants permanent bonus.

        Ultimate:
        Let the Body Hit the Floor - Leap to the target area, dealing damage and stunning enemies.
  • v.2.6
    • Fixed how somehow each team's building had one imposter amongst them, I blame my lack of sleep for this.
    • New hero! Joseph: the Rogue Hunter
      • First rule is to never play fair, any size of oppornity is to be seized. For no job is too big, no fee is too big.

        Strength:18 +2.25
        Agility:20 +3
        Intelligence:21 +2

        Attack Range: 700

        Can Learn:
        Harpoon Throw - Throws a harpoon that deals damage to an enemy struck and pull them to you

        Time to Run Yo! - Turns invisible, next attack made will deal bonus damage, invisible stays for the full duration.

        Ripple - Next attack made will repeat itself, with a cooldown.

        Ultimate:
        Ascetic Purple - Marks a target, mini-stunning them and gaining bonus attack speed against them.
  • v.2.5
    • Middle-right lane adjusted to open up a bit more space in lane.
    • Grandmaster's Three Palm Strike AOE increased to (kinda)match the visual effect, and Strength is added to damage.
    • Even more tooltip correction, I could really use a tester or two.
    • Moon Key's skill changed:
      • Cloak>Crushing Wave: Sending a wave that deals 150 damage to enemies in a line. Cooldown: 8
    • New items!
      • Wizard's Piercer
        • Requirement:
          - Staff of Magus 1,290 (General Item Item)
          - Moon Key 1,600 (Stats&Damage Item Recipe)
          - Recipe: 1,100
          Total: 3,990

          Give 30 Intelligence, 10 damage and 20% attack speed and Crushing Wave.
          Crushing Wave: Sending a wave that deals 250 damage to enemies in a line.
          Cooldown: 8
      • Helm of Battlethirster
        • Requires:
          - Bear Fur Hood 900 (General Item Recipe)
          - Mask of Madness 1800 (Stats&Damage Item Recipe)
          - Sword 2500 (Offense)
          - Recipe 900

          Gives 20% lifesteal,15 Strength, 10 to other stats and 30 damage.
          Unique attack modifier.
        • [Berserk: Increases 100% attack speed and 10% move speed but take 20% more damage. Last 10 seconds (Cooldown: 20)]
      • Horn of the Smoker
        • Requires:
          - Skull of Strength 1,000 (Stats Item)
          - Pipe of Vitality 1,500 (Defense&Mana Item Recipe)
          - Recipe 1,300
          Total: 3,800

          Gives 15 Strength, 400 HP and 12 life regen and Smoking.

          Smoking: Turns magic immunity for 2.5 seconds, giving 30 bonus damage over the duration.
          Cooldown: 30

Credits:[/CENTER]
  • Boots Icon by PeeKay:
  • Hero Glow by Assassin Lord
  • Machine gun missile by Talon the mage
  • Bleed effect by Callahan
Please feel free to suggest your ideas or report any found bug.

Thank you for your interest.
Contents

Blood for Blood v.5.2 (Map)

Reviews
deepstrasz
1. Shop selection circles are too large. Scout Camp's is unseen. 2. I think there are too many Secret Shops of the same type. 3. Avoid using only one tile for terrain (places where creeps are). 4. Buildings are the same for the south and north team...
deepstrasz
Now the enemy Guard Tower has a low selection circle because the model is bigger than the previous tower. You could change the tower to something smaller like the Death Tower (the one from WcIII not the one in your map I mean) or what it's called. The...

Deleted member 247165

D

Deleted member 247165

Nice description. It is an AoS I see, I am downloading it right now. Expect a review in around 20-30 minutes after.
 
Level 4
Joined
Jul 24, 2015
Messages
28
Nice description. It is an AoS I see, I am downloading it right now. Expect a review in around 20-30 minutes after.

Thanks, I'll be waiting. Aso, be sure to download a new one!

Update:

- End condition fixed, should be working as intended now (Previously the game end instantly when anything dies, sorry for those who downloaded earlier).
- Tooltip fix.
- Game now start in 2 minutes.
- Added Workshop for team 1's bot lane and team 2's top lane.
Mortar Team:
Long ranged unit with artillery attacks, have siege damage which effecttive against structure but is very slow. Spawns every minute.
- Minor terrain update.
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
1. Shop selection circles are too large. Scout Camp's is unseen.
2. I think there are too many Secret Shops of the same type.
3. Avoid using only one tile for terrain (places where creeps are).
4. Buildings are the same for the south and north team.
5. Is it intended for heroes to attack trees? (Quick Master).
6. Not sure about two teleport spells in the utility book which have different cooldowns. (and on a hero with Blink)
7. Shouldn't some buildings be invulnerable until those in front of them are destroyed? Otherwise, stronger heroes could hit the Core from time to time with hit'n'run tactics.
8. Not sure there are enough creeps in the woods or does the gold split among players?
9. Sometimes Quick Master's illusions might not attack (are they trying to cast spells on magic immune units?).
10. Don't play music through the sound channel and use the proper one.
11. Map Description says 3 lanes; here it says 4.
12. Did you make all spells? If not credit who did.

Overall a really nice and simply designed AoS.

Left to Pending for now.

=======================================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

A credits list 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.

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

If you want more reviews, come here:
The Grand Review Exchange!
 

Deleted member 247165

D

Deleted member 247165

Well, here goes.
Terrain - It is fine by me but it still needs improvement.
Combat - I tested it with my little brother in a multiplayer. It was ok, fine.
Heroes - well, they are good in my opinion, so far I only tested a few of them
Spells - the spells are neither too chaotically made or simplistic made. They seem balanced so far.
*the thing with the Utility Spells is cool and I never seen it in an AoS before*
Items - items are good but I would recommend you to make them without recipes. Why all of you copy the Dota's items system with recipes. It is annoying for newbies and it takes a lot of time searching for an item while you can use that time to defend the base or kill an enemy hero for example. Make the advanced items to be bought normally. If the player has the gold, then he/she can buy that item.
Map layout - good
So far I would give it a 3/5 but I won't do that and wait for your next update :)
 
Level 4
Joined
Jul 24, 2015
Messages
28
1. Shop selection circles are too large. Scout Camp's is unseen.
2. I think there are too many Secret Shops of the same type.
3. Avoid using only one tile for terrain (places where creeps are).
4. Buildings are the same for the south and north team.
5. Is it intended for heroes to attack trees? (Quick Master).
6. Not sure about two teleport spells in the utility book which have different cooldowns. (and on a hero with Blink)
7. Shouldn't some buildings be invulnerable until those in front of them are destroyed? Otherwise, stronger heroes could hit the Core from time to time with hit'n'run tactics.
8. Not sure there are enough creeps in the woods or does the gold split among players?
9. Sometimes Quick Master's illusions might not attack (are they trying to cast spells on magic immune units?).
10. Don't play music through the sound channel and use the proper one.
11. Map Description says 3 lanes; here it says 4.
12. Did you make all spells? If not credit who did.

Overall a really nice and simply designed AoS.

Left to Pending for now.

Trees are intended to be attack-able by any heroes.

Teleports on utility have 2 different usage, one to get back to base only and another for structure teleporting.

Buildings will be invulnerable on next update, also is model change.

Neutral creeps gold is not split, I'll try increase their numbers in next one.

Quickmaster's illusion won't attack magic immune unit until they are not immune, I make them that way.

Map description was a mistake I forgot, will also fix them.

Yes, I do make all the spell myself.

Thanks for your review, kindly appreciated.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
Neutral creeps gold is not split, I'll try increase their numbers in next one.
Actually, how many heroes from one team could be farming at once? Somebody has to protect towers and hold lanes so I guess as it is now may be good especially if you want to have an AoS not centered on farming.
Quickmaster's illusion won't attack magic immune unit until they are not immune, I make them that way.
Problem is that the illusions don't know how to choose another target that is not invulnerable to magic. For instance if you battle the Ravagers, the illusions just stand there?
 
Level 4
Joined
Jul 24, 2015
Messages
28
Actually, how many heroes from one team could be farming at once? Somebody has to protect towers and hold lanes so I guess as it is now may be good especially if you want to have an AoS not centered on farming.

Problem is that the illusions don't know how to choose another target that is not invulnerable to magic. For instance if you battle the Ravagers, the illusions just stand there?

I didn't want players to farm that much so I didn't give that much attention to Neutral Creeps as there's Tomb of Spiders event for players to farm anyways.

Actually Quickmaster's illusion from Flash Trick still do attack target that is immune though(sorry, I thought I trigger them not to) they will switch target if you happen to spawns another illusion to the new one you're attacking but I've never seen them not attacking its target yet. Would you mind to tell me more about the situation where they do not attack?
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
Would you mind to tell me more about the situation where they do not attack?
So, yeah, I was fighting the Ravagers (the two bosses, one after the other) and one illusion was attacking the Ravager and one was not but it looked like either it was being stopped to do so. I mean there is an attack or cast animation but it does not finalize and it does that once in some 0.5-2 seconds. Might there be a trigger that stops that illusion from attacking? I'm not sure if it's the first or the second spawned illusion.
 
Level 4
Joined
Jul 24, 2015
Messages
28
So, yeah, I was fighting the Ravagers (the two bosses, one after the other) and one illusion was attacking the Ravager and one was not but it looked like either it was being stopped to do so. I mean there is an attack or cast animation but it does not finalize and it does that once in some 0.5-2 seconds. Might there be a trigger that stops that illusion from attacking? I'm not sure if it's the first or the second spawned illusion.

There's one trigger where if you attack the boss outside of the pit then the unit will be stopped or if you happen to pull the boss, the boss will become invulnerable and walks back to this place, I both can make the illusion stops, one from attacking outside and another from boss turning invulnerable will make illusion go derp as it orders to attack target once and not periodic. That's my guess.
 
Level 4
Joined
Jul 24, 2015
Messages
28
This is the trigger so far, nothing else off this.

Flash Trick
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Flash Trick ) Equal to True
((Attacking unit) has buff Flash Trick: Attack Speed ) Equal to False
((Attacking unit) is an illusion) Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Less than or equal to 30
Then - Actions
Hero - Create Flash Trick Illusion and give it to (Attacking unit)
Unit - Create 1 Dummy (Can Attack) for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
Unit - Add Flash Trick (Dummy) to (Last created unit)
Unit - Set level of Flash Trick (Dummy) for (Last created unit) to (Level of Flash Trick for (Attacking unit))
Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Attacking unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Attacking unit))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is an illusion) Equal to True
((Picked unit) has buff Flash Trick Image ) Equal to True
Then - Actions
Set Temp_Unit = (Picked unit)
Unit - Make Temp_Unit Invulnerable
Unit - Turn collision for Temp_Unit Off
Animation - Change Temp_Unit's vertex coloring to (50.00%, 50.00%, 50.00%) with 50.00% transparency
Custom script: call UnitAddAbility (udg_Temp_Unit, 'Aloc')
Unit - Order (Picked unit) to Attack (Attacked unit)
Set Temp_Unit = No unit
Else - Actions
Else - Actions

Maybe there must be something wrong with using locust?
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
Now the enemy Guard Tower has a low selection circle because the model is bigger than the previous tower. You could change the tower to something smaller like the Death Tower (the one from WcIII not the one in your map I mean) or what it's called.
The south Core's selection looks weird.
I'm curious. Who's attacking at the fountain with green boulders from the sky?

I suggest making the Crystal Core invulnerable until all towers near it are destroyed.
Should have changed the play music channel but eh, how you wish (end game music for instance).

Changes made,
Approved.
 
Level 4
Joined
Jul 24, 2015
Messages
28
Now the enemy Guard Tower has a low selection circle because the model is bigger than the previous tower. You could change the tower to something smaller like the Death Tower (the one from WcIII not the one in your map I mean) or what it's called.
The south Core's selection looks weird.
I'm curious. Who's attacking at the fountain with green boulders from the sky?

I suggest making the Crystal Core invulnerable until all towers near it are destroyed.
Should have changed the play music channel but eh, how you wish (end game music for instance).

Changes made,
Approved.

The South Core's model itself seems to tilt a bit right, have no idea how to fix it

It's the god of the fountain that inhabits in it, purifying those who dares to invade their peace. (Actually it's the fountain itself, I just set the Z axis of their attack to be very high to looks like it's raining down from the sky)
 
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