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Crash of Will Alpha v0.37

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Acutesharpness presents

Crash of Will

Version: Alpha 0.37
Game: Hero Defense (Some parts are different from DotA/AOS)
Teams: 2 Types (Legendary/Immortal[5 versus 5])
Slots: 10 Players, 2 Observers
Melee-AI: Yes (Alpha)
Final: 27 Jan 2018
Heroes: 13 Types (7 for Immortal, 6 for Legendary)
Items: 30 Types (Universal)
Teleports: No (Only upon leaving game)
Score-board: No
Era: Nano Age (Future, No estimated year)

Features:


Easy: 75% Experience Gain, 5 command orders per second
Normal: 100% Experience Gain, 9-10 command orders per second
Insane: 225% Experience Gain, 10 command orders per second
(Don't worry it does not lag, not really :p)
A.I learn only one main ability and attribute bonus.
A.I do not buy items. Starts with Boots of Speed. (A.I Only)

Allied/Enemy Army: 3 command orders per second
Neutral Hostile: Default


Income: 1% of Nation's Gold every 25 seconds among Players
Revival: 10 seconds + 50% Hero Level (Revive at Tavern automatically)
Kill: 10% of Killed Hero current Gold (Dying Hero lose 10%)
Bounty: Army drops extra bounty to opposing Nation upon being killed by enemies
Healing: Human and Orc small base, Undead bonus on blight but no base, Night Elf bonus at night but no base
Recharge: Default energy (Mana) regeneration
Attributes: Might (Strength), Reflex (Agility), Sight (Intelligence), works the same, primary attribute only gives 0.5 damage per point
Ultimate: Available at Level 5
Experience: 1500 Range
Attack: 1.7 - 2.05 seconds Fatigue (Time it takes to rebound)
Abilities: 2-7 seconds Fatigue, 25-100 seconds Fatigue (Ultimate)
Movement: 300 - 325 Speed


Origin: December 2017 Production
Idea: Warcraft Lore
Fortification: Skirmish
Terrain: Desolated Cliff
Style: Myth and Legends
Focus: Political
Update: Weekly/Monthly (Depending)
Creative: Science, Technology, Life, Challenge, Imagination




Lobby.png



Loading.png



ThunderGod.png



Items.png



A.I.FireMage.png



EnemyA.I.Wizard.png



HeroChase.png



EnemyRevive.png



ThunderClap.png



RandomFight.png



Death.png




*Version is final
Rifleman damage upgrade reduced by half.
Fixed A.I overriting some game systems.


Fixed an A.I spawn problem.
Added Spell casting for Computer Easy/Normal.
Added variable color to Mud Golems.
Added shade variable to normal Neutral Hostiles.
Increase size of shops.
Resurrect final level Exhaust time improved to 75 seconds.
Resurrect final level delay improved to 1 second.
Buildings now upgrade every 5 minutes too.
Upgrades no longer stucked at Level 1 for 10 minutes.


*Map is not protected
Contents

Crash of Will Alpha v0.37 (Map)

Reviews
twojstaryjakcie
The map is missing multiple elements crucial for it to provide a consistently enjoyable experience. The main flaw of this work is its pacing. The game is painfully slow as the towers are unkillable early on, spawned allied units wander randomly around...

Deleted member 247165

D

Deleted member 247165

You're the author that made Defense of Base if I'm right. Why creating a new account though?
 

Dekadeep

D

Dekadeep

Played it once. It has some interesting things but something's is lacking there. Btw, you could have made a better terrain though. Looks kinda simple. Try working more on it.
 

Dekadeep

D

Dekadeep

No problem. Just try using some custom tilesets or something.
 
Level 8
Joined
Feb 4, 2017
Messages
111
The map is missing multiple elements crucial for it to provide a consistently enjoyable experience. The main flaw of this work is its pacing. The game is painfully slow as the towers are unkillable early on, spawned allied units wander randomly around the map and seem unable to reach enemy's buildings and thus aren't helping players at all, there is no gold reward for killing the units or destroying the buildings of the opposing team and the items are incredibly costly for what they offer. All this leads to almost an hour of unfulfilling gameplay which doesn't even result in victory, since you didn't even make a trigger for that. Without some major changes, this map is going to be yet another underwhelming imitation of DotA.

Towers should definitely grant gold to the opposing team when they are destroyed, same goes for enemy spawned units. The reward for killing heroes is almost nonexistent - it's more rewarding to roam the jungle killing creeps as they grant much more gold. Therefore, the reward for Heroes should also be some kind of base value, say 100 gold. The income players receive is also incredibly small - without getting any kills it's almost impossible for players to buy any item above 500 gold.

As for the items themselves, they are incredibly simplistic and unimpactful, especially when it comes to Intelligence heroes, who do not benefit as much from attack damage and attack speed. Most of the items are just taken from Melee and Campaign, anyway. Also, why did you rename Strength, Agility and Intelligence to Might Reflex and Sight? What's the difference? Does it matter? Some item descriptions still mention the regular attributes.

The ai or triggers of the spawned allied units should be just focused on getting to the opponent's base - simply make a trigger ordering them to a-move to the opponent's base when they spawn. Otherwise they are just walking around aimlessly.

Why do Heroes respawn where they last died? This makes no sense - this means that players can just camp at the death locations of others and kill them as many times as they want. Just make heroes respawn at the Fountain or the nearest allied tower alive.

The Mud Golems keep spawning indefinitely, slowing the game down and making computer-controlled units stop moving every few seconds.

There isn't much innovation in this map, heroes are basic and many of them are taken straight from Melee, they jsut have their skill icons changed, there is no boss like Roshan that could be fought in the late-game, the terrain is bland, and the overall gameplay experience is pretty negative. Without any changes, this map is just a simple edit of DotA.

Due to the map being in alpha stage, it is bound to be marked as Substandard. If you need ideas on how to develop your map, please head over to the Map Development forum.
 
Last edited:
Level 15
Joined
Aug 14, 2007
Messages
936
The map is missing multiple elements crucial for it to provide a consistently enjoyable experience. The main flaw of this work is its pacing. The game is painfully slow as the towers are unkillable early on, spawned allied units wander randomly around the map and seem unable to reach enemy's buildings and thus aren't helping players at all, there is no gold reward for killing the units or destroying the buildings of the opposing team and the items are incredibly costly for what they offer. All this leads to almost an hour of unfulfilling gameplay which doesn't even result in victory, since you didn't even make a trigger for that. Without some major changes, this map is going to be yet another underwhelming imitation of DotA.

Towers should definitely grant gold to the opposing team when they are destroyed, same goes for enemy spawned units. The reward for killing heroes is almost nonexistent - it's more rewarding to roam the jungle killing creeps as they grant much more gold. Therefore, the reward for Heroes should also be some kind of base value, say 100 gold. The income players receive is also incredibly small - without getting any kills it's almost impossible for players to buy any item above 500 gold.

As for the items themselves, they are incredibly simplistic and unimpactful, especially when it comes to Intelligence heroes, who do not benefit as much from attack damage and attack speed. Most of the items are just taken from Melee and Campaign, anyway. Also, why did you rename Strength, Agility and Intelligence to Might Reflex and Sight? What's the difference? Does it matter? Some item descriptions still mention the regular attributes.

The ai or triggers of the spawned allied units should be just focused on getting to the opponent's base - simply make a trigger ordering them to a-move to the opponent's base when they spawn. Otherwise they are just walking around aimlessly.

Why do Heroes respawn where they last died? This makes no sense - this means that players can just camp at the death locations of others and kill them as many times as they want. Just make heroes respawn at the Fountain or the nearest allied tower alive.

The Mud Golems keep spawning indefinitely, slowing the game down and making computer-controlled units stop moving every few seconds.

There isn't much innovation in this map, heroes are basic and many of them are taken straight from Melee, they jsut have their skill icons changed, there is no boss like Roshan that could be fought in the late-game, the terrain is bland, and the overall gameplay experience is pretty negative. Without any changes, this map is just a simple edit of DotA.

Thank you for the rating, you did a good job moderating the map as it is currently in Alpha stage, I do agree to many parts of the argument as my little effort to be innovative did not add enough to the already existing giant. I will have to remap my efforts and brain-storm of a better idea to make it more original, but that is going to take some time, please don't expect any sudden big updates.
 
Level 2
Joined
Feb 7, 2017
Messages
4
What's the point in this map? I mean. No custom heroes, no interesting items, spells not to mention. Terrain looks plain and designed in a bad way. The AI doesn't even buy items. The bases look strange. Alpha or beta releases must be posted in the map development thread. You might wanna consider some great AoS mods:

-Rise of Winterchill (author @Softmints )
-League of Kalimdor 2 (author @Alxen345 )
these 2 are the best to follow.
-Oasis and Desert (author @Bowser)
-Dungeon Lords (author @GLB )
-Darkening of Tirisfal (author @Cyclotrutan )
 
Level 15
Joined
Aug 14, 2007
Messages
936
What's the point in this map? I mean. No custom heroes, no interesting items, spells not to mention. Terrain looks plain and designed in a bad way. The AI doesn't even buy items. The bases look strange. Alpha or beta releases must be posted in the map development thread. You might wanna consider some great AoS mods:

-Rise of Winterchill (author @Softmints )
-League of Kalimdor 2 (author @Alxen345 )
these 2 are the best to follow.
-Oasis and Desert (author @Bowser)
-Dungeon Lords (author @GLB )
-Darkening of Tirisfal (author @Cyclotrutan )
Thanks for the comment, I will improve on the game as I know it is lacking many content, sorry as I am running out of ideas. Next patch is going to make weapons stronger. I played Rise of Winterchill and it is great, I agree to that reference but League of Kalimdor 1 or 2 is complete chaos, I don’t get why you mention it, anyway I have not heard of the other three maps, cheers.

This version is final.
 
Last edited:
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