• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

CHAOS V0.5.2Beta

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
CHAOS or Custom Hero Aeon of Strife is an all new A.O.S (Aeon of Strife) map with several new features along with some renowned features.


PLEASE NOTE: The newest version is very unstable and since I haven't worked on the map for months. Go to the last page and I will make a post there attaching the last stable version. Thanks

Features include:

Custom Heroes:
All heroes have 2-4 classes from which they can choose skills from ensuring free development of your hero. Chaos currently has over 150 skills to choose from.

Three Way Setup:
Chaos is based on a three-way A.O.S. setup allows fun action packed chaotic gameplay. The three races are Wildlings (based on Night elves), the Soulless (based on undead) and Righteous blades (based on humans). Your race has no effect on which heroes you may choose. The win system is also a variation: Unlike in other three way AOS maps, the game ends when any main building is destroyed. The team whose total building life is the largest at the end of the game wins.

Strategic Points:
Strategic points is An all new unseen feature. Across the map there are 4 "Strategic Points". Capturing them will not only improve your gold income, but also improve your creeps.

Upgradeable Creeps:
Not only does chaos have a selection of upgrades it also has a small amount of temporary bonuses for your creeps, to give them the edge when is needed.

Item System:
Chaos has an item system, causing heroes not to be able to use more than one item of the same type. Types include: Weapon, Staff, Boots, Armour and Artefact.

Monster Shrines:
Across the map monster shrines is scattered. Using them will summon creeps based on your level.

Large Variety:
Chaos currently has 50 fully customizable heroes and more than 120 items and item upgrades.

Special thanks to everyone who has posted in this forum for your ideas and support, without your support none of this would be possible.

Please note that this map is protected, if you want to know how I did some of my abilities or have any warcraft related question pm me and I will be glad to help.





Fixed bug that might strip you of your ulti points if you have more than 1 and buy an ulti
Fixed Sylvian Pride which granted a +20 int bonus instead of +20 agi
Fixed Elixer of Restoration to no longer share cooldowns with the potions made by the craft potion ability


3 New Heroes:
Gryphon Rider
Avenger
Basalisk

Added a


Changed X/Y button position of all spells to 0/2 which making it easier to track which skill book
of abilities is going to level

Changed Ensnare's Hotkey from E to R
Changed Energy Burst's Hotkey from E to B
(E is used by the static abilities of heroes)

2 New all skills:
Arcane Resistance (grant damage reduction vs magical damage)
True Sight (See invisible units)

Remade Spell Shield:
Spell Shield now cause damage taken goes to mana. Used to prevent spell damage.

Removed Seal of Water cast duration
Reduced Seal of Thunder damage from 60/65/70 to 50/55/60
Reduced Frost BUrst damage from 150/225/300 to 125/185/245

Redid monster shrine code (no longer leaks + Units created formula is now slightly differant)

Remade Win/Loose code
When defeated in last team standing you now become an observer
Shops now remain in last team standing at the defeated base

Reduced movementspeed of melee heroes from 295 to 290
Reduced movementspeed of short ranged heroes from 295 to 280
Reduced movementspeed of int heroes from 295 to 270

Reduced attack speed of melee heroes from 1.44 to 1.8
Increased base life of all heroes from 200 to 250
Reduced base mana regen of all heroes from 1.75 to 1.25
Improved base mana of all heroes from 0 to 50
Reduced mana gained per point of intelligence from 16 to 14

Increased Boots of Lightning Speed ms bonus from 75 to 80
Reduced Jade Boots speed bonus from 75 to 60
Reduced Freezing Boots speed bonus from 75 to 60
Reduced Unholy Boots speed bonus from 75 to 60
Reduced Mystic Boots speed bonus from 75 to 70
Reduced Crimson Boots speed bonus from 75 to 70

Boots of Lightning no longer has Lightning speed ability
Increased Freezing Boots slow rate from 25% to 33%
Reduced Unholy Boots cast time from 1 to 0.5
Reduced Unholy Boots transition time from 3 to 1.5

Reduced bonus mana regen from ring of energy from 1.5 to 1







Deleated a 1000+ unneeded destructables
(note the trimming on the rightious blades' side)
(The reduced destructables will make it harder to exceed 8192 handles)
(also reduced file size by 2kb Oh yeah!)
Improved the armor of all towers by 5
(The 23% improved damage reduction should make them a bit harder to destroy
Mains still have 0 armor)
Fixed Far Shot
Fixed Animal Empathy
Fixed Evasion
Fixed Skeleton Mastery
Improved the life of melee creeps by 25
Fixed Seal Of Thunder
Recoded Tryton's Fist
Recoded Blade Sentinal
Fixed Sonic Wave's buff





------------------------------Bugs--------------------------------
Fixed bug causing the "You still have to learn this skill..."message to always appear for player 1 instead of the correct player
Fixed Starfall

Remade Airstrike removing some leaks
Fixed bug which could cause Airstrike not to work
Fixed Airstrike tooltip which now displays the correct hotkey
Removed some leaks in Frost Burst
Made frost burst more efficiant
Holy Burst no longer causes creeps to flee to the main base
Changed Sleep's hotkey to L since P is Patroll
Fixed Seal of Death's Special Effects
The Dryad's Entangle ability is now in the correct icon slot
-----------------------------Changes------------------------------
Increased Hellfire mana cost from 60 to 100 (description said it was 100)
Increased Hellfire cooldown from 8 to 12




------------------------------Bugs--------------------------------
Fixed the mayor bugs assosiated with book of abilities
Fixed Oger and Rune Blade Voices (wtf)
Fixed Oger description
Fixed -help command text
-----------------------------Changes------------------------------
Fixed Bug with Dark Impulse causing it to do far more damage than it should
(Created 2 damage missiles per unit instead of 1)
Fixed Bug with Thunder Nova causing it to do far more damage than it should
(casted wrong dummy spell)
Reduced Oger attack speed





-----------------------------Changes------------------------------
2 New Heroes
Remade Timestop
Fixed Avatar
You can now type ! before your messages to display it above your unit.
????? (I lost track)



------------------------------Bugs--------------------------------
Fixed -dis#
-----------------------------Changes------------------------------
Triton's Fist's hotkey is now N



------------------------------Bugs--------------------------------
Fixed bug mayor bug in 0.4.2d preventing you from capturing strategic points
Bug could be origin of intense lag as well.


-------------------------Chaos Version 0.4.2d-------------------------
------------------------------New---------------------------------
2 New Heroes: Crusader & Batrider
New Item: Token of Luck
------------------------------Bugs--------------------------------
Fixed bug with fireball
-----------------------------Changes------------------------------
Removed some leaks


Abilities
slightly improved performance of mystic blast
Greatly reduced amount of missiles of Breath of Frost, Broadside Salvo and Breath Weapon
Riftstorm no longer knockbacks people caught within it.
Increased range of mystic staff to 1500 from 700
Increased life healed by mysic staff from 100 to 150
Increased ranged of greater mystic staff from 700 to 3000
Increased life healed by greater mystic staff from 200 to 300
Changed Icon of Mastery & Mystic Shield
Increased Seal of Thunder cooldown to 120 from 80
Reduced Seal of Thunder damage from 65%;70%;75% to 60%;65%;70%
Increased Mana Cost per Second of Elemental Storm from 33 to 40 (further nerfing will be done with later updates)
Increased Disruption Blast Damage from 60/95/130/165/200 to 60/105/150/195/240
Increased Disruption Blast Cooldown from 6 to 8
Increased damage dealt by Unholy Blast from 30/45/60/75/100 to 30/50/70/90/110
Reduced Divine Shield Cooldown from 40/37.5/35/32.5/30 to 35/32.5/30/27.5/25
Reduced Moonray Cooldown from 8 to 12
Improved the life healed by Craft potion potions from 40+Str to 40+1.25Str
Improved the mana regained by Craft potion potions from 40+Int to 40+1.25Int
Increase the dps of Craft Potion potions from 6+0.2Agi to 6+0.25Agi
Increased the dmg of Craft Potion potions from (Int+Agi+Str)/1.75 to (Int+Agi+Str)/1.5
Increased trample damage from 20/30/40/50/60 to 30/45/60/75/90
Reduced trample knockback/damage interval from once every 0.1 seconds to 0.2 seconds
Remade Mystic Blast, improving its preformance and chaging the way it deals damage
Changed Mystic Blast FX
Added a caster FX to Currosion

Upgrades
Reduced cooldowns of all upgrades by 60.

Items
Fixed bug with mystic blast, which prevented you from using it




------------------------------New---------------------------------
Added 2 new skills: Mastery and Craft Potion...both is all skills.
-----------------------------Changes------------------------------
Improved Core Efficiency, Removed bugs with Main Core.
Removed stupid leak in multi-board which leaked every 2 seconds.
Redone the code of the multi-board.




------------------------------Bugs--------------------------------
Fixed tip 7
Fixed Baccob's Spellbook Description
Fixed mayor bug with Whirlwind
Fixed bug with game messages displaying that incorrect when someone is killed by Wildlings




------------------------------Bugs--------------------------------
Fixed -stuck bug causing game to crash





------------------------------Bugs--------------------------------
Fixed amount of creeps spawning for Wildlings in bottom lane
Fixed bug with multi-kill
Fixed bug with first blood
Fixed mayor bug with thunder orbs
Fixed bug with gold sharing
Fixed bug with the Burning Soul Ability of the fire elemental not to improve with levels
-----------------------------Changes------------------------------
Supportive Spellcasters no longer has Heal but now has a passive heal aura due
to the new changes with the 12 player system

Supportive Spellcasters no has an attack range of 500 instead of 600

Reduced mana regen of all heroes without attributes/items from 2 to 1.75


Yozshura the Fire Blade Orc no longer has Spellcaster class



------------------------------New---------------------------------

Added 3 new portals at the outer strategic points that teleport to the central one.

You can now choose between 2 game modes with a dialog at beginning:

Standard (Normal: Team with most building life when a main is destroyed win)
Last Team Standing (Last Team Surviving win)

All game codes are now activated via a dialog at the beginning of the game.

At the start of the game it now preloads the abilities so it don't lag the first time you buy it

Every 60 seconds it displays one of 16 tips.

"Idle Worker Icon" is now only displayed when you have free abilities

New Items
Holy Symbol
Divine Symbol
Elixer of Restoration
Essence of Darkness
Crown of Prator
Cronus' Might
Baccob's Knowledge
Triton's Fury

New Abilities:
Ion Cannon (tech)
Explosive Barrel (tech)
Demolition (tech)
Seal of Water (Water Only)
Vampiric Aura (warrior & unholy)

2 New Game Modes:
Enchanted Creeps
Artifact Mode

Some gold is now given to players if a hero was killed by their creeps
------------------------------Bugs--------------------------------
Fixed GOLD spam with repick and -r
Fixed All random bug with Claymore and Warship
Fixed beserk wich required you to choose the hero as an target.
Essence of Fire no longer only grants +25 damage but now grants the correct damage bonus (+35)
Fixed -help for player 1
Fixed bug with Sleep (Unholy Only)
Fixed bug causing huntress not to gain the bonus range from Far Shot (Archer Only)
Fixed bug with Troll Berserker's Berserk to not work at all
Fixed Frost Bane activated effect
Fixed bug with Contagious armor
Fixed possible conflicts between whirwind attack and certain spells
Fixed bug with Moon & Bone arrow causing it to face the wrong direction sometimes
Earth Shield no longer launches its missiles to non-organic units, which caused no effect
Fixed Adrenalin Rush which no longer requires a target
Fixed the meteor bug which was only partially fixed in previous version
Fixed the very old Revive Bug by remaking the revival system
Fixed black rain displaying wrong buff
Fixed bug with Animal Empathy granting a dummy ability for the learner
Fixed bug with bleading arrows allowing you to target yourself
-----------------------------Changes------------------------------

Mayor script improvements on most systems, which might lead to new bugs but will improve performance
Units summoned by monster shrines now grant experiance
Neutral hostile units no longer have a handicap of 75
Neutral hostile units now have a handicap of 75 in short mode
You can no longer repick in all random
Reduced sell return rate from 90% to 70%
Summoned units now grants 20% of normal experiance instead of 0%
Improved Script of Wealth Shrine Capture
You can no longer bypass the last bought ability restriction is you have 4 non-ulti abilities
Attribute bonus now changes the last baught ability you selected, but is not effected by the restriction


Abilities
Death and Decay no longer effects buildings or wards
Feedback now effects 20 mana but deals half damage to heroes
Feedback now deals 20 bonus damage vs. summonded units
Nether Touch now reduce armor by 3 instead of 2
Reduced Summon Nature's Ally cast time from 1 to 0.5
Increased Summon Nature's Ally life from 225 to 250
Increase Summon Nature's Ally Movementspeed from 350 to 360
Reduced Summon Nature's Ally cooldown from 80 to 40
Deah and Decay now creates a permenant area of blight
Molten Core now improve up to the point where you have 200 intelligence instead of 100
The Smite distance no longer increase with strenght, but is now between 300 and 400 instead of between 300 and 300+Str*5


Flamestrike no longer damages allies
Decreased flamestrike dps to 15;25;35;45;55
Improved damage of Trample by 20 at all levels
Improved the amount of bolts from rain of fire by 25%
Remade Electro Magnetic Pulse: Now has improved visuals/leakless/removed delay between stop channeling and effect
Remade Thunderstorm now with reduced leaks and instead of randomly picking a unit, it picks the nearest unit
The minimum damage of triton's fist now slightly increase each level instead of being 1 10;30;50;70;90
Airial knockback now has a reduced chance to knockback the unit to an invalid location
Corrected the damage of the second wave of orbs in thunder orbs and increased the damage of the first
Increased damage of thunderclap to 60;110;160;210;260 but reduced duration from 3.5 to 3
Earth Shield now effect units in a 150 aoe.
Increased Earth Shield cooldown from 12 to 20
Increased Earth Shield max duration from 12 to 16
Improved visuals of Seal of Death and Seal of Thunder
Increased the damage of aftershock from 10;23;36;49;62 to 20;33;46;59;72
Increased the aftershock bounces from 4 to 5
Slightly Reduced Holy Light AOE
Reduced Vulnerability Mana Cost from 45 to 30
Reduced Vulnerability Cooldown from 15 to 10
Reduced Unholy Blast Cooldown from 15 to 12
Images created by mistic chain now take 0% damage instead of 200% and deal 30% damage instead of 50%
Reduced Mystic Chain Cooldown to 120
Increased Mystic Chain Bounce number of targets from 4 to 8
Freeze can now only target organic units
Improved the randomness of rain of fire
Improved the randomness of Meteor Swarm
Improved the randomness of mine field
Increased the stun duration of meteor swarm from 0.65 to 0.7
Increased meteor swarm meteor AOE
Remade Sleep (Unholy Only), which now effects 5 units, but increased cooldown to 25 and each bounce the duration is reduced by 25%

All staffs now grant +12 intelligence instead of +10
All basic staffs now grant +5 damage instead of +4
Improved the potency of the spells of most staffs and/or reducing their cooldowns/mana cost
Remade all the armors

Improved the Call of Champions gold cost from 75 to 100
Increased number of champions created when turn the tide is used from 4 to 6
You can no longer buy upgrades at enemy bases
You no longer require a nearby unit at your main base to buy upgrades

Fixed ThunderStorm Description stating that it needed Spellcaster

Changed Sinjo (Panderan warrior)'s model to standard "Fire" model reducing map size by 150+-

Remade Frozen Boots/Boots of Frost Abilities slightly improving script and improved visuals slightly
Flame Boots Damage now stack with Immolation/Flame Shield

The Wizard no longer has a -50 penalty on range


Minor Terrain Updates



------------------------------New---------------------------------

Remade repicking. You can now repick a hero, where previously you where given
a random hero when repicking.

2 New Heroes:
Claymore + Warship


------------------------------Bugs--------------------------------

While repicking multi-bord no longer displays a countdown negative value
Fixed bug causing the Huntress' attacks to bug, bouncing less than its supposed number of times
Fixed bug which allowed rune hammer to grant bonus damage to allied units in rare cases
Fixed bug causing the damage dealt by meteor swarm and meteor to sometimes belong to player 1
Fixed bug causing units effected more than on knockback ability to sometimes freeze in mid air:
Fixed Mayor bug with -stuck to cause a unit to be permenantly paused
Conversion no longer grants free skills
Fixed bug causing parasite to sometimes in rare cases grant bonus skills

-----------------------------Changes------------------------------

Increased the life of the first towers by 500
Increase the life of mains by 1000

Abilities
Changed Flame strike hotkey from M to K
Changed aquatic blast hotkey from Q to C

The Raider summoned by the Warlord now also gains Massive Blow if the hero has it
The attacks of the Huntress now deals 15% reduced damage to each target instead of 30%
The Battle Mage's flame glave now deals 1.75 times his agility instead of 1.5
Nether Touch now lasts 3 seconds instead of 2
Increased attack speed bonus of berserk from 15% to 20%
Reduced Lightning Field cooldown from 8 to 7
Increased Lightning Field AOE from 300 to 350
Increased Lightning Field damage from 50 to 65
Increased Death and Decay damage from 3% to 4%
Decreased Death and Decay duration from 25 to 20
Reduced Death and Decay AOE from 1250 to 1000
Reduced Death and Decay cast range from 800 to 600
Reduced Rampage damage recieved from 20% to 10%
Reduced Rampage mana cost from 50 to 35

Increased damage dealt by whirlpool from 5 per 0.05 seconds to 7 per 0.05 seconds
Trample now checks pathing

Other
Fixed several tooltips (mainly hero tooltips)
units hurled through the air now can't be effected by the knockback of a similar ability while in the air


------------------------------New---------------------------------

Added Massive Blow (Warrior) skill
Added Blue Dragon to spawnable creeps in Boss Creep Mode

------------------------------Bugs--------------------------------

Fixed Bug with Short mode and Strategic Pionts
Fixed MAYOR bug with summon Nature's Ally granting bonus skills
Fixed Sylvian Blades Recipe
Fixed Bug causing Far Shot to sometimes not to increase range with levels
Far Shot now also grants correct bonus range
Soul Burn no longer bugs when the Fire Elemental Dies
The Bonus agility of evasion no longer bugs
Berserk ability (Troll Berserker) no longer bugs with Black Rain
Removed the attack speed bonus from Essence of Wrath which was incorrect
Fixed Sleep Icon
Fixed Buff Displayed when Lightning Elemental dies
Upgraded versions of armor can now be sold
Fixed Seal of Thunder FX
Frost Burst no longer bugs with aquatic blast
Seal of Thunder no longer deals NORMAL damage but Magic
Fixed Eyfer Snowstrike description
Fixed BUg causing mass bless only to affect the caster

-----------------------------Changes------------------------------

Abilities
Remade breath of frost and Frost Burst
Acid mist is now stationary has deals improved damage
Slightly changed mystic blast (Spellcaster only) attraction
Reduced Blade Sentinel mana cost from 100 to 75
Increased raise dead cooldown from 3 to 5


Items
Essence of Vengence now grants 125 bonus damage instead of 100

Other
Slightly increased Frozen Orb Damage and fixed damage description

Increased Dark Ritual (Warlock) mana cost from 50 to 60
Decreased Dark Ritual (Warlock) damage from 65% to 50%
Decreased Dark Ritual (Warlock) AOE from 350 to 250
Dark Ritual now has a delay before dealing damage
Changed Dark Ritual Icon and FX

Frozen Soul (Frost Elemental) now deals 50 damage to allied and deals intelligence x2.5 to non-allies
Frozen Soul (Frost Elemental) may now target units without mana
Frozen Soul (Frost Elemental) now improve mana regeneration by 15 for 10 seconds

Bone Arrow (Skeletal Marksman) now deals damage equal to 1.75 times the caster's agility to itself

Rune Hammer (Battle Priest) now improves damage by +15% instead of +12%

The Troll Berserker no longer takes +15% damage when in berserk

Fixed Storm Hammer (Shaman) Animation

Fixed Parasite (Coatl) cooldown
Parasite (Coatl) now deals 3 damage per second instead of 2

Slightly improved the Attack speed bonus of thorgas, but is no longer
a bonus on attack speed, but rather a reduction of attack cooldown






------------------------------New---------------------------------
Wealth Shrines now grant a +4% life bonus while controlled for creeps
Creeps now also drop tome of strength +2, tome of intelligence +2 and tome of agility +2 in Runes Mode
Updates to terrain
Increased number of builings

Creeps no longer spawn at main base
Increased creep spawn rate from 45 seconds to 40
The barracks now spawn 4 basic melee warriors when killed
Creeps now display damage; armor and healing upgrade

------------------------------Bugs--------------------------------

Fixed Vengence cooldown!!!
Glaive Thrower now grants the correct amount of gold
Armor Upgrade no longer only grants 1 armor for mountain giant and now displays correctly
Removed Camara bug after revive
Removed Guided missile bug when targeting non-organic units
Ziggurats now grant the correct amount of gold (200)
Moon Wells no longer give 0 gold
Fixed Mystic Longsword description
Fixed bug causing wall of fire's damage not to increase with levels


-----------------------------Changes------------------------------

Abilities
Change restoration to its appropriate name: VENGENCE
Fixed Raise dead description
The damage dealt by Wall of Fire now stacks with the damage dealt by shield of fire
Increased Vengence mana cost
The Raider summoned by the Warlord now has Hero Armor instead of Large
Increased Frost Bolt mana cost from 100 to 125 and added a 0.5 cast time
Reduced Wave of Frost damage from 80;130;180;230;280 to 60;105;150;195;240
Reduced Winter orb cooldown from 8 to 6
Reduced Meteor Swarm max duration from 10 to 8
Reduced meteor swarm stun duration from 0.8 to 0.65
Reduced Flame shield mana cost from 60 to 40
Removed Enchanted Weapons (Warrior) due to stacking inbalances.
Reduced Mystic Shield Mana cost to 60 from 100
Reduced Mystic Shield cooldown from 10 to 8
Reduced Lightning Elemental negative regeneration from -20 to -15
Increased Lightning Elemental life at all levels by 25
Increased Wave of Frost A0E
Increased Blizzard damage from 15;25;35;45;55 to 15;30;45;60;75
Reduced Triton's Fist Cooldown to 10
Increased Nuke Cast time from 2 to 2.5
Increased Nuke mana cost from 250 to 300
Increased Nuke damage interval in first second from 0.25 to 0.33
Decreased Nuke damage per second from 30;40;50 to 30;35;40
Reduced Holy Light Cooldown from 30 to 20
Reduced Holy bless mana cost from 60 to 30
Reduced Holy orb mana cost from 125 to 45
Reduced Holy orb cooldown from 30 to 15
Holy Burst now has a cooldown of 16
Holy Orb's now have a LOS of 250 instead of 0
Skeleton Mastery now grants +% attack speed, movementspeed and life for skeletons and no longer gives raw values as bonusses



Holy Orb no longer has any mana cost for its heal ability
Reduced Divine Shield mana cost from 100 to 75
Reduced Divine Shield cooldown from 80;75;70;65;50 to 40;37.5;35;32.5;30 at all levels
Reduced Mass Bless Cooldown from 60 to 30
Reduced Mass Bless Mana Cost from 175 to 100


Items
Potion of hardiness now cost 45 instead of 60
Dust of Appearance now cost 50 instead of 100

Upgrades
Changed Names of Upgrades
Damage upgrade now grants +6 instead of +5
Turn the tide now cost 200 instead of 400

Other
Taverns are now altars
Reduced All creeps life by 25
Increased Supportive Spellcaster Heal mana cost from 5 to 10
Supportive Spellcasters now have a +1 mana regen
Changed the position of some heroes in the taverns (now Altars)
Heroes no longer start with a -2 penalty on armor.
Sightly reduced gold granted by creeps
Reduced Main Attack cooldown from 1.5 to 1

Elven Archer no longer has Holy Class, but now has Moon Arrow Ability
Kar the Everburning no longer has Warrior class, but now has Burning Soul Ability
Gnoll Assasin no longer has improved attack speed, but instead has Precise Shot Ability
Panderan Warrior no longer has improved attack speed, but instead has sword mastery ability
Ras Frostbane no longer has +0.5 mana regen, but now has Frozen Soul Ability
Eyfer snowstrike no longer has Nature class, but now has Snow Strike ability
Sither now has Creature class, no longer has +25 movementspeed but now has Naga Traits Ability
Wizard no longer has a +0.1 cooldown on attacks

Further all other heroes now have new abilities and improved normal preset abilities


Creeps no longer improve by destroying towers
Wealth Shrines renamed to Strategic Point
Renamed Naga Sea Witch to Venna






WinCondition.jpg

Firstly Win Condition is selected. In last team standing you need to kill both teams, while in sudden death the team whose total building life is the most when a player is defeated wins.
HeroSelectionTypes.jpg

Game modes is then selected. In standard a hero may be selected multiple times by different players. In classic a hero may only be selected once by a player and in all random all players get random heroes.
GameModes.jpg

As you can see, chaos has a large selection of game modes.
EnchantedCreepsMode.jpg

Above is a screen shot of enchanted creeps modes. In this mode creeps have a chance to spawn with a special ability. This wave of creeps deal AOE damage and has bonus damage.



Altars.jpg

All the altars currently available.
Hero_Warship.jpg

The warship has the bonus ability to fire all his cannons and annihilate those who come to close.
Action_Pick_001.jpg

An picture of the fire spell, Hellfire.





Keywords:
CHAOS,C,H,A,O,S,C.H.A.O.S,AOS,Custom,Hero,Aeon,of,Strife
Contents

CHAOS V0.5.2Beta (Map)

Reviews
16:55, 22nd Aug 2009 Rui: This map is not working for patch 1.24. Please fix it and use the Update button to upload a new version.

Moderator

M

Moderator

16:55, 22nd Aug 2009
Rui:
This map is not working for patch 1.24. Please fix it and use the Update button to upload a new version.
 
Level 8
Joined
Oct 28, 2007
Messages
435
Buying Abilities

Okay i'll explain. Apon picking a hero your screen will be moved to the top left of the map. The will appear shops where you can buy abilities and your wisp.

You buy abilities as you would buy items, by clicking on them. Notice that your "skill point" (to left on the screen) is reduced. There are some abilities, ultamates which are whritten in purple. For these abilities you need free ultamate points (gained at level 6,11,16) and a free skill point. You gain skill points each level.

To improve the level of a skill, buy it again. The same skill can't be bought the next level.Ultamates can be improved to level 3, while normal abilities can only be improved till level 5.

The book is an alternate faster way to level up abilities. This improves the ability in the item slot of your wisp. It also allows you to gain the attribute bonus skill.
 
Last edited:

DSM

DSM

Level 3
Joined
Mar 1, 2008
Messages
50
it does need some improvements but i like it....need balanceing and ext. of course u already said that...i like how u got it set up tho i think its gona be a great map when done! :thumbs_up: oh and about the custom loading screen ill post it in the other forum u made!
 

DSM

DSM

Level 3
Joined
Mar 1, 2008
Messages
50
oh ya i had many maps that i hada be balance...hehe like my first map it was a robot vs humans and it was so hard to balance (becouse i was new at map makeing) then my village builder stuff and my survivel map witch i hate to say still need to work on -_-
 
Level 1
Joined
Oct 5, 2008
Messages
5
couldn't help but notice that some heroes are very identical 2 dota heroes, so mayb u should change that. i'd like e change of cenery from dota. an some abilities just don't make sense, only when u cast them u realize what they do...
 
Level 3
Joined
Sep 29, 2008
Messages
68
CHAOS is really good, but pls do as kronik asked and add new items :p and some of the heroes did suck, but not anymore...
 
Last edited:
Level 8
Joined
Oct 28, 2007
Messages
435
Thank you people for the feedback. I'm currenty working on version 3.

Kronik: Could you mention some heroes that are very similar to dota. One example I know of is the "Naga Sea Witch" which is extreamly similar to the dota hero.

Also what abilities are you refering to of which the description don't make sense?

Wh1pl4sh: Umm. Please tell me which heroes suck.

Planned Updates in Version 3:
-> LOADING SCREEN!!!!!!
-> New Items
-> Fixed Revive Bug
-> Some balancing changes (especially concerning some ultamates)
-> New improved more user friendly ability buy system: (each player has a skill buy area and the shops where he/her can buy abilities are created for the player there)


*OFF TOPIC* People please don't triple post! Just edit your initial posts.
 
Last edited:

DSM

DSM

Level 3
Joined
Mar 1, 2008
Messages
50
oh thats fine....np man if you need anything else just holler.....hows that system commen? :thumbs_up:
 
Level 1
Joined
Oct 5, 2008
Messages
5
Sorry for not editing my posts, i'm too lazy. will do later. Anyhow, just the naga is simmilar to dota, but the new "sorceress" souns like lina, maybe make the model blue, and call her the Ice Witch or something. And remove her Fire class and replace it with either archer or lightning...
 
Level 1
Joined
Jun 10, 2008
Messages
1
amazing map, few bugs with -ar but further it is really awesome! play it online on the 3 server, join game CHAOS frikken awesome on weekends. Job well done!
 
Level 3
Joined
May 17, 2008
Messages
45
Bugged!!!

SO FUCKING BUGGED!!! First thing, if you kill a Unit with the Ability "Devour", not you get the kill, someone else gets it. You are not healed.
2: The "Ultimate Creeps" in the middle are Neutral Allies....
3: If you kill them, you get killed and not revived. Instead you get 1 Hydra. LOL.
4: I know its 0.33 Beta, but do'h you think it's a little bit too much as that it should get testet? CAuse, i found this bugs in the first 10 minutes... but its alright, gonna be a good map =)
 
Level 3
Joined
Sep 29, 2008
Messages
68
ok, we tested on b-net.
1: the ultimate creeps are neutral so that u can still buy items while they are there.
2: If you kill them, they die :p
3: the devour ability will be fixed.
4: teh hydras is really good...

lol
ty for the help though
 
Level 8
Joined
Oct 28, 2007
Messages
435
Okay! The ultimate creeps need to be be damaged first before they turn neutral hostile. What do you mean if you kill them you get killed and not revived? So far in all online games this did not happen. But I will look at the script. Thank you man. I'll work on it straight away. Another bug is one that occasionally prevents you from buying items or using abilities. I have no idea what could cause this.
 
Level 5
Joined
Jul 27, 2008
Messages
87
I like some of your ideas. Also glad to see I'm not the only guy making 3-way AoS maps :)

I'll give it a try in the morning, and hit you up with a rate. I realize it's beta btw, so I'll be fair ;)

Give mine a whack if you like, I'm finding it hard to get feedback lately, my map's in the final stages but without feedback I'll never know for sure ;)

Looking forward to trying this map out.
 
Level 8
Joined
Oct 28, 2007
Messages
435
I've uploaded the new version so dowload the newest version please. As you can see I have updated quite a few stuff. I have commented in your other forum. Still had to little playing time to give good constructive comments.
 
Last edited:
Level 5
Joined
Jul 27, 2008
Messages
87
Thanks Kyton, just lemme know what you think of it, and here comes my post, it's a doozie but it might prove helpful, here's hoping!


giving your map a go as we speak, writing down what I notice :)

First thing I see, I really like that you show the hero's stat increases on their descriptions. It's a good idea, wish I'd thought of it :D

I noticed a couple of typos, such as "Strength" on the Ferocity ability and "Adrenaline" on Adrenaline Rush. Obviously this is nothing major, since I can tell you are a literate person, but there are quite a few typos in the many tooltips, descriptions, etc. Just thought you might want to be aware, I know I'm a stickler and hate when there's typos on my own map XD

Using the QWERTY keybinds for the skills was a great idea, and one that I definitely copied, no question about it, from Eternal Conflict. Good move there, I hate maps where each hero has its own stupid keys to learn XD

There's a spider statue up the middle lane from the evil faction's base (The Soulless) that is overlapping a cliff face. It looks a bit odd, just making you aware of it, not a big deal :)

Telling people in an overhead text display, what a player is casting, is an awesome idea. I've never seen that before, very good job man.

I like that all of the levels of the abilities are shown, so you know how the abilities increase with level ahead of time. I wanted to do this with my map, but my tooltips are long enough as is XD. I chose to go with the story information about the abilities rather than display all the levels, with the space. But your choice is good, and works well for your map.

While I really like the customized ability selection, I think that there should be some type of limitation on how many stuns a hero can get. Looking at the stun/incapacitate abilities available, it's perfectly possible to make a hero that has nothing but stuns and just abuses the everlovin' hell out of them. I like your system a lot in many respects, but I think that one of the good things about preset abilities for a certain hero class, is that those abilities can be balanced against each other, because they are known variables instead of potentially changing ones. I don't know how exactly to combat this problem, except maybe as I said to set a limitation on stun abilities to say, 2 or maybe even 3. The same can be said with healing type abilities, which could allow a player to become nearly immortal XD. Just something to think about.

On the tower destruction notifications, I think it would be helpful if it said WHOSE tower was being destroyed by whom, instead of just "soandso has destroyed a tower".

I really like that there are some different skill sets available depending upon which class you choose, in addition to standard skills. Very interesting man.

Now since my map was pretty bad with this until recently, I'm going to suggest from a completely objective perspective that you implement some more doodads/terraining, as in some places there are wide open spaces with nothing going on, looks pretty bleh. You'd be surprised what it adds to a map.

I notice none of the heroes have any armor to start with. Was this intended, so that they may equip items to receive armor bonuses, or is it a bug? I'm not sure so I thought I'd mention it.

I like the number of recipes available, and I also like the way you divided them among different "elements" with the names of gems to represent them. Very cool.

Upgrading units is something I consider almost key to a great AoS map. Too many maps focus on heroes being uber pwn machines that crush all the troops without any problem. I like maps where strategy pays off, and troop upgrades is one way to make sure the troops can do something to keep up with the heroes. Good job there.

While the Wealth Shrines are a very interesting idea, I think they might take away from the primary focus of the battle somewhat. I really sort of like the idea, I just don't know how well it fits into an AoS, because of the nature of maps where defending a keep and assaulting enemy bases are the main goals.

By spawning big batches of creeps from single triggers at a single point, you sometimes get a lot of cramping when the mobs spawn and they trip all over each other for a bit. I would suggest maybe separating some of the spawns into a couple triggers, a short distance apart? Just an idea.

Goblin Zeppelins are a cool idea, and when they are destroyed it's good that you don't die, but the dizziness effect seems to last quite a long time.

The gravestone idea when a player dies, is very cool however my name is cut in half on the overhead text display. Just a little bug I noticed.

There is a somewhat large lag spike of approximately 4 seconds when a player purchases his first skill, I don't know if this can be fixed but it's quite irritating. I guarantee you it's not my machine ;D. If 4 gigs of RAM isn't enough for a 5+ year old game, then I'm going to console games!

Inner bases are pretty barren and there's wide open spaces with nothing going on in them. Try putting in some towers, some troops on standby, or something like that to make the bases more well-defended and less barren looking. The spawn points are set near the base and provide some okay defense, but nothing to even slow down an onslaught of heroes coming right for the base. Try putting in some kind of castle guardians that make players have to work at infiltrating a base a little more. Just another suggestion.

So far, I really like this map, and I hope and know you will continue to improve it. Please realize all of my criticisms are with the understanding that It is a beta and that I only want to help you make your map kick even more ass :)

Some very very unique and original ideas here, and overall most of it is implemented well. It has some hiccups, and some things such as a lack of limits on stuns and heals for purchased skills, which potentially harm the balance a bit, but I'm rating this map a 5 because I feel that it has great potential, and is very original.

Feel free to rate my resource if you like, I'll check back for future versions, this map could very well become amazing.
 
Level 5
Joined
Aug 19, 2007
Messages
133
diamond is spelled wrong on the vendor items. The mystic longsword says topaz. I got a critical error when i clicked for my third endurance aura. The restoration spell had no cool down. All the bugs I found in 0.3b
 
Level 8
Joined
Oct 28, 2007
Messages
435
Arg!!!

Bumkt: Thanks man! I'll upload a new version as soon as possible! Thank you man! (Due to the exams that might be Thursday or maybe later today... dam..) Thanks man for informing me so fast. And thanks for the typo's!

Neverdeath: Thank you man for the typo's. Dam. How could I miss that??? Man thank you for your comments. The goblin Zepplin dizzyness is caused by the warcraft system, so no thanks to me. I'll try to somehow reduce the duration. Thank you for pointing that out. Thank you man. I'll improve the amount of structures in my map and add a few gaurdians. :) I'll look into the player name bug... Thank you! All of your suggestions ROCK!!! I wish I could add some rep to you!

Sorry. But the LAG is caused by all my 130+ abilities not being loaded on initialization for some reason. I have tried to preload it using jass, but for some reason it stills lag like HELL when you buy the first ability.
 
Last edited:
Level 8
Joined
Oct 28, 2007
Messages
435
I'll looking at suggestions/opinions/comments on the following?

1: Should I increase the amount of creep spawns? To make the battles more epic...

2: Should I maybe add an additional spawn unit maybe a offensive spellcaster?? To add more versatality to creeps...

3: Currently all my heroes with just 2 ability classes have a bonus ability. The bonus for having 3 ability classes to choose from is VERY minor. Should all heroes have a bonus ability?

4: It has been said that agility heroes with warrior or archer outclass other heroes. So far, most of the killer combo's has been made with Saithis (Ghost Warrior), Kathris Starsong (Elven Archer), Erinyes (Saccubus)... although people have also made leathal combinations with the Nature Revenant and other int heroes as well as with Anubiros and other strenght heroes but less often than with Agility heroes. Do you consider agility heroes as unbalanced in my map?

4: Should Captains, Abominations and Mountain Giants , maybe have a command or devotion Aura?
 
Level 5
Joined
Jul 27, 2008
Messages
87
Increasing the amount of spawns could be good, as long as you didn't go overboard with it. Make sure they come from a slightly different region, though, or they might get stuck and blocked by the other creeps.

In my map, I have archers and various warrior types, and some flying units, primarily doing battle. I have an event however which spawns Mage Clans to enter the battle every couple hundred seconds, and toss chain lightning and magic all over the place. What I'm getting at basically is that it really depends on what you want to do for your map, for me, spellcasters as regular spawns didn't seem to fit what I was doing, but if you feel they do for yours, then you should do it :). Only you can answer this question!

Agility heroes are usually pretty hard to balance, because they shouldn't have the heavy duty spells that int heroes have, or the high survivability that str heroes have, but should have enough dps to be able to potentially kill the other two hero types, without being overpowered. The way I balanced this was to give agility heroes similar hitpoints (str per level and starting HP) to the int heroes in my map, so that they are frail enough since they do such good damage and have some nasty trick moves. Perhaps this would work for you too?

In my map, I have Champions which spawn every 360 seconds, and which have a strong devotion aura, and it helps in terms of strategy, to remove them from battle as soon as possible, because they also deal extra damage to non-hero units, and so they can turn the tides rather quickly if left unchecked. Giving your "general" type units a command or devotion aura doesn't sound like a bad idea to me. Just make sure it's a significant enough increase that it makes that unit a greater threat than the others, but not so powerful that it's imbalanced. I'd say perhaps 15-25% for command, maybe +5 for devotion? It depends really, I notice heroes in your map have little-no armor, so maybe 5 would be too much. Up to you!

Keep up the good work man.
 
Level 8
Joined
Oct 28, 2007
Messages
435
Sorry about the MAYOR delay before another update, but I decieded that all heroes no matter if they have 2 or 3 skill classes should have a free ability and since I'm currently busy with exams, its quite hectic! Version 0.4 (decied not to name next version version .3c) should be released after a few days.

So far, I have also slightly increased the spawn rate, added additional buildings to the main bases, Weath Shrines have been renamed to Stratigic Pionts and now grant a minor bonus on handicap for your creeps & towers (+3% I think), also improved attack and armor upgrades, but creeps no longer improve when you destroy towers, Heroes now actually have armor in lower levels, creeps now spawn at barrackses...

Currently I'm busy with the bonus abilities for all heroes and decieded not to upload it since it would be unbalanced if only some of the heroes have bonus abilities. Again sorry about the delay.

Neverdeath: Thank you, i think I'm going to add a devotion aura for the campions. Also think I'm going to add an additional archer and melee unit to creep waves. Also the balancing in my map is a lot differant than standard AOS because all abilities should be balanced as well as all heroes, altough thank you. I'll keep that in mind.Ha ha! The balancing in version 0.4 is going to quite off since the minimal testing time and mayor changes to heroes. Thank you for your comments.
 
Level 3
Joined
May 17, 2008
Messages
45
Found Another bug: If you buy Breath of FIre, you do not get it. But you still can choose an other spell. Don't think thats meant to be so!?^^
And everytime i died the Camera was set to the choosing Taverns...
Sry to bother you again xD : If you have the Ability "Storm Weaponry" (Lvl 4) And you got Ruby sword, Storm Weaponry doesnt work anymore :(
Oh, and, There are TWO different Items created by "Sword+Topaz"...
 
Level 5
Joined
Jul 27, 2008
Messages
87
Hey Kyton.

Glad I could help man, some of your ideas were also helpful to me, and I have some ideas I'll be tossing around over the next month as I contemplate releasing another version, such as your tower individualization suggestion. If you ever have any more ideas, feel free to toss em my way, and I'll continue to try out your map and do the same :)

That's what mapmod communities are for!
 
Level 8
Joined
Oct 28, 2007
Messages
435
HAHA! Flippen thanks sanitoeter. Thank you that you keep on returning to me with bugs. It is greatly appreciated. Blades of Thunder is a Orb Effect and the bonus from the Sword of Fire is also an orb effect. I'll maybe add a warning text like "Note: The Orb Effect does not stack!" Thank you. Umm. Haha! By chance I know whats wrong with breath of fire! I'll fix that straight away. If all goes well I'll upload version 0.4 tonight or tomorrow. Dam camera bug... I'll fix that.
 
Level 8
Joined
Oct 28, 2007
Messages
435
Things I did not update that I will update in version 0.40a

> Add to all orb effects in red at its description: "Orb effect does not stack with other orb effects"

> Improve the balancing of the abilities of the heroes. Miniman testing could be preformed due to the minimal time.

> Bug fix: Currently CHAOS has its bugs... and is more or less crawling with them, please report bugs here and if you really want to make my day post your replays as attachments.

> Add some more items

> Greatly improve tutorial when typing -new! Umm. Feel free to give me some suggestions.
 
Level 1
Joined
Jul 14, 2008
Messages
539
nice map
and...i found also alot of bugs...
-"far shooting" gives u only +100 range once(means u dont get anything on lvl 2,3 and 4)
-the bonus agi of "evasion" doesnt work(u dont get anything =( )
-somehow, if u destroy 1 base the game is over for the other 2 sides too X_x°
-that recipe(ive forgot the name*drop* it was that weapon on the poison tier with the 2 green blades on the icon) doesnt work at all
 
Level 8
Joined
Oct 28, 2007
Messages
435
Thank you. I'll fix them and upload the new version. Mmm. Interresting that Sylvian Blades bugs, last time it worked, but the costruction description might be wrong. Arg. Dam, I made some wasted mistakes. Thank you for reporting them. It is greatly appreciated.

BTW: CHAOS end when any main building is destroyed and the team whose total building life is the greatest win, which is a variation from the standard AOS
 
Last edited:
Level 1
Joined
Nov 17, 2008
Messages
1
Hay there I gotta admit you took The Custom Hero to another level, Hope your map Works Kyton!
Till then, I'l Be watching

Anator
 
Level 8
Joined
Oct 28, 2007
Messages
435
Forgot to add change log to version 0.40a (please note that the version should actually be version 0.04a since its the forth version, but my previos versions was 0.2 0.2a 0.2b 0.3a 0.3b 0.4 so decieded rather to make this version 0.40a since the updates from now on will not be so mayor)

Anywhay the changelog:

-------------------------Chaos Version 0.40a-------------------------
------------------------------New---------------------------------

Added Massive Blow (Warrior) skill
Added Blue Dragon to spawnable creeps in Boss Creep Mode

------------------------------Bugs--------------------------------

Fixed Bug with Short mode and Strategic Pionts
Fixed MAYOR bug with summon Nature's Ally granting bonus skills
Fixed Sylvian Blades Recipe
Fixed Bug causing Far Shot to sometimes not to increase range with levels
Far Shot now also grants correct bonus range
Soul Burn no longer bugs when the Fire Elemental Dies
The Bonus agility of evasion no longer bugs
Berserk ability (Troll Berserker) no longer bugs with Black Rain
Removed the attack speed bonus from Essence of Wrath which was incorrect
Fixed Sleep Icon
Fixed Buff Displayed when Lightning Elemental dies
Upgraded versions of armor can now be sold
Fixed Seal of Thunder FX
Frost Burst no longer bugs with aquatic blast
Seal of Thunder no longer deals NORMAL damage but Magic
Fixed Eyfer Snowstrike description
Fixed BUg causing mass bless only to affect the caster

-----------------------------Changes------------------------------

Abilities
Remade breath of frost and Frost Burst
Acid mist is now stationary has deals improved damage
Slightly changed mystic blast (Spellcaster only) attraction
Reduced Blade Sentinel mana cost from 100 to 75
Increased raise dead cooldown from 3 to 5


Items
Essence of Vengence now grants 125 bonus damage instead of 100

Other
Slightly increased Frozen Orb Damage and fixed damage description

Increased Dark Ritual (Warlock) mana cost from 50 to 60
Decreased Dark Ritual (Warlock) damage from 65% to 50%
Decreased Dark Ritual (Warlock) AOE from 350 to 250
Dark Ritual now has a delay before dealing damage
Changed Dark Ritual Icon and FX

Frozen Soul (Frost Elemental) now deals 50 damage to allied and deals intelligence x2.5 to non-allies
Frozen Soul (Frost Elemental) may now target units without mana
Frozen Soul (Frost Elemental) now improve mana regeneration by 15 for 10 seconds

Bone Arrow (Skeletal Marksman) now deals damage equal to 1.75 times the caster's agility to itself

Rune Hammer (Battle Priest) now improves damage by +15% instead of +12%

The Troll Berserker no longer takes +15% damage when in berserk

Fixed Storm Hammer (Shaman) Animation

Fixed Parasite (Coatl) cooldown
Parasite (Coatl) now deals 3 damage per second instead of 2

Slightly improved the Attack speed bonus of thorgas, but is no longer
a bonus on attack speed, but rather a reduction of attack cooldown
 
Level 3
Joined
Sep 29, 2008
Messages
68
some bugs i've found:
how the HELL could you make flame strike's hotkey m??? bugs with move!!!
Meteor Swarm doesn't stun on impact and doesn't have that AOE targeter thang like flame strikes does. it'll help alot! if it had

Ideas:
Maybe u should concider the limit on healing and stunning abilities. We had a tank that couldn't be killed, eve three on one with all ultis and perma stun.
Also, i keep on killing myself with aoe fire spells (wtf wtf wtf) and sometimes my allies. This pisses a number of people off in-game, mayb do something about it?
 
Level 3
Joined
Sep 29, 2008
Messages
68
Ideas:
ive got an idea for a new hero:
Blood elf Daemon(love my clan, Viva Teh_Daemons!) hunter (got the model already)
Preset ability: whenever a unit nearby is killed, he gains a % of the killed unit's HP to his Mana
Classes: Warrior and Spellcaster and Holy
Agility hero
low hp
high mana
high/med - high dmg

think about it? i think it could work
 
Last edited:
Level 8
Joined
Oct 28, 2007
Messages
435
I'll look into the bugs... Wel, wh1pl4sh if you have more than 125 abilities, you are bound to use the same hotkeys and sometimes by accident give a ability a hotkey already used. Interesting that meteor swarm bugs... I made it 100% mui Jass and in all my tests it worked... but I'll look into it. I can't give it a AOE selector because I can only have a small amount of channel spells since warcraft only has a small amount of channel spells and if more than one unit has a ability that comes from the same starting ability it bugs... and since Meteor swarm does not deal an precise damage in a AOE, but rather creates a series of meteors that is launched near the targeted location I don't think it is neccesary. I could limit the healing/stunning abilities, but how would you suggest I make such a system?

P.S. Killing yourself with AOE fire abilities is only possible with flamestrike and I would advise you not to cast it on allies and yourself since you will damage yourself. Flamestrike's greatest drawback is that it deals damage to allies which as you have experianced, require it to be used with caution.

P.P.S Your demon idea is cool, except giving it the HOLY class does not make sence. I'll consider adding it, but am currently focused on improving my current heroes.
 
Level 1
Joined
Jul 14, 2008
Messages
539
hm i played the new version and all named bugs have been fixed =) good job

i found some typos...like the description of the elven warrior(categories: holy, Warriornrange:MeleenDamage) and the skill "Blizzard"(ingame: Blizzard Blizzard)

i really like ur map...but it is just too short
make the buildings alot tougher(around +50% would be good)
and maybe think again about the goal...only 1 winner is imo better then 2 winning teams and 1 losing team =/(well its just my opinion)

oh...and...i have also a hero idea if u want
Follower of the Claymore(or Royal Claymore Bearer) model: Admiral Proudmoore(i really like this model somehow...)

starting skill: "Claymore Counter"
on each attack on the hero there is a 15% chance to deal 3xstr dmg to the attacker

classes:Warrior,Holy

main attribute: str
Melee
a bit slow
high dmg
high STR
low mana

i have also some other hero ideas..
but ill post them on my next answer =P
(or now if u really want to read them)
 
Level 8
Joined
Oct 28, 2007
Messages
435
Thank you! I was looking for an idea for a good "holy" hero since my good tavern needed another 2 heroes. Other ideas would be greatly appreaciated. (They don't have to be good though, but really need another good hero)

Also you only have one winner: the person whose total building life is the largest at the end of the game. I'll consider that you have to destroy both your enemies instead of only destroying a single enemy.

I on purpose have weakened buildings to reduce game time since I wanted a fast pased game, but you have a good point. Short mode is after all the mode you should play if you want a faster game, so I think I'm going to improve the towers. Btw by tougher do you mean only Life or also damage?

P.S. Also your counter Claymore ability: I don't think it will make sense if you return damage to ranged attackers? I'm having a problem with making that ability since if I use the Unit is attacked event you an enemy can spam it ordering his unit to attack the Claymore counter the entire time and so kill himself (although i don't know how big bug that is, since doing that is rather stupid). I though about it. How about: it counters an attack once every few seconds (like 100% but with a cooldown)?
 
Level 1
Joined
Jul 14, 2008
Messages
539
1.)with tougher i meant only life and armor
the dmg is okay IMO

2.) well ye i forgot to write that just melee attacks will be countered...
but ur "100% counter with a CD" is even better =P i really like it

well here are my other hero ideas(hope they arent too overpowered or something)

Name:Super Mortar Bros.
Model:Mortar Team
Classes: Archer,Tech, Fire
Main attribute:STR
Range:500
Build:high dmg, but slow and low hp at the beginning
Skill:"Mortar Explosives"
his attacks do splash dmg in a 300~400 aoe

Name:Blessed Alchemist
Model:Alchemist
Classes:Spellcaster,Warrior,Holy
Main attribute:INT
Range:Melee
Build:relative much hp for an INT hero(in exchange for his melee range)
Skill:"Blessed Transmute"
Instantly turns an Enemy Unit into Gold (250% of the normal bounty)
~20secs cooldown

Name:The FAILBOAT
Model: take one of those warships (but not the elvish one...)
Classes:Archer,Tech
Main attribute:STR
Range:600
Build:medium agi+int at the beginning,but weak agi+int growth(but very good str growth for that)
Skill:"FAILBOAT knows only FAILURE"
if the failboat dies...it explode in a 500aoe with (1/4*failboat's Max HP)dmg
 
Level 8
Joined
Oct 28, 2007
Messages
435
Okay thank you for the ideas. I have decided to modify some of your ideas: This is wat I thought of:

Name: Flying Dutchman (or similar)
Warship

Classes: Water, Tech

Main Attribute: Str
Range: 600
Skill: Broadside Gunfire:

Fires side cannons, dealing damage to enemy units on left and right side of the Warship. Deals damage based on str.

I'll consider the mortar team, only problem is that it is very similar to the Rifleman and the Infernal Contraption.

Blessed Alchemist is a very good idea. I'll add it later. Currently going to finish my "Altar of Hope".
 
Level 1
Joined
Jul 14, 2008
Messages
539
hm well i havent studied all of ur heros so i didnt notice that the mortar bros were similiar to some of the other (well i thought they werent too similiar to the rifleman)
well im glad i can help u =P
what about this idea(hope its not too similiar to other ones):

Name:Mean Ogre
Model:...just an ogre (doesnt matter which one)
Classes: Warrior(yes,only warrior)
Main attribute:STR
Range:melee(150)(because of his big club...)
Build:no mana(should be warned at the hero...liek the "no orb" warning for the huntress) only 1 agi at the beginning(maybe +1 agi ever 2-3 levels), very slow attack speed, extreme high str and str growth
Skill:"Big Body"
(Passive) he gets an additional +4-8 hp reg but his base movementspeed is reduced

Name:Gravity Gnome
Model:gnome(that purple one)
Classes: Warrior and uhm....unholy
Main attribute:AGI
Range:melee
Build:Med/high atk,low hp,good atk speed
Skill:"Gravity Gnome's...Gravity"
(passive,aura) ever unit's/hero's movementspeed in a 450 aoe around the Gravity Gnome will be slowed by -40% ~ -50%(couldnt decide lol)

well these heros are good for a neutral hero altar
 
Level 8
Joined
Oct 28, 2007
Messages
435
Arg. Thanks luve your new ideas. Orger great "tank". Reduction on movementspeed will truly be a great balancing factor for its immense strenght! Man. I think i'm going to add an additional tavern since ran out of tavern space. Altough i'm rather going to make it just creature since it think its a bit more fitting, but then again massive blow and bash is like EXTREAMLY fitting and those are warrior skills... Arg! Undecided...

Gravity gnome great idea. Don't have a gnome at the moment. Mmm, spellcaster should also be fitting but where is the model you suggest (can't remember War 3 having a gnome). Skill aslo good, but -40% movementspeed is slighly imba so would add like 20% or even 15%. Other ideas that i though of for the gnome: (what do you think of them):

1: Gravity ? : Greatly improves the "gravity" in a area reducing movement speed by 40%+- while channeling and 3 seconds after channeling has finnished or similar.

2: Reverse gravity: All enemies in a area fall upward and after they reached a resonable hight (like 600) in like 1 second they fall downward taking damage equal to the gnome's intelligence or something. Cast Time: 1.

Anywhay +rep for all these ideas.
 
Top