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Custom Hero: Revival

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Custom hero: Revival

Map slogan: - If you are killed by a strong player and you think that his build is "IMBA" - do not cry. Who forbids you to create an "IMBA" yourself?

What's it?
  • 45 heroes!
  • 125+ spells!
  • 100+ artifacts
  • Upgradable items!
  • No orb effects, all stack!
  • A huge number of characteristics!
  • Many ways to improve the hero!
  • ??? Combinations!
Create your imba hero!

Gameplay
It doesn't differ from regular CHS: buy items, abilities and survive, but it has A LOT OF FEATURES!

Features
  • 2 game modes to choose from: Classic Survival and PVE.
  • There are no buildable items, but there are craft items that can be improved by clicking on them!
  • Gem system! Strengthen the item with the bonus you want!
  • Quests. Complete challenges in the arena and get rewarded!
  • Are the opponents too weak? Strengthen YOUR arena by getting an increased reward!
  • 0 standard abilities.
  • You can increase the damage from abilities, increase the effectiveness of healing, get a lifesteal from abilities!
  • When you die, you don't lose, but your arena level drops.
  • The artifacts are incomparable! Explosions, LOTS OF EXPLOSIONS AND EFFECTS.
  • Summons really work in this map! Now it's not a useless build!
  • Do you want the enemy to kill himself by attacking you? EASY! You can create such a build for any hero.
  • 2 PVP arena: Duel 1x1 and team fight (you need an even number of players).
  • Rating system. Show me who has the big one! WIP
  • I'LL GET TIRED OF LISTING THE FEATURES, YOU JUST NEED TO PLAY IT! You can play alone!

Bugs? Ideas? Suggestions? Discord: Join the Teomant maps Discord Server!
Previews
Contents

Custom Hero: Revival (Map)

Reviews
deepstrasz
No credits list yet. Substandard.
Level 12
Joined
Jan 4, 2014
Messages
543
I tried a few runs with a bunch of friends. The map is very polished and fun!
Here's what I liked
-the game doesn't devolve into an auto-attack-fest, the scaling for the most part is good!
-the scaling for summons is very cool
-the hero traits are unique and fun
-The quests are simple and fun to do
-the waves have some mechanics that make you fight them differently sometimes
-The map decorations are nice
-The extra UI features are very cool!
-The custom abilities are cool and not over-complicated
-There were no bugs that I could find

Here's some issues I found
-Some quests are unclear clear. Like buy an epic item, is written in purple, so we thought we had to buy a purple item.
-The balance is off on some builds, like the tank/damage over time build one-shots enemies and the player doesn't even have to move
-The game gets very slow at lvls 25+

Here are some suggestions
-Add a random ability mode, this is one of our favorite features from the mainstream custom hero survivals. This will also push players to experiment with different ability builds. As it stands I'm sure a lot of players won't ever use certain abilities, as they don't really understand the mechanics.
-Add some more things to work towards in the late game, there was nothing really interesting to buy at waves 25+, we were mostly full built. The void items and difficuly increases were cool, but maybe something more.
-Have a disable betting or setting bet limit option. Some weaker players just get 100% betted against and they can never comeback

Overall I really enjoy the map and I think it has a lot more potential than any other Custom hero Survival I've played. I'll be looking forward to your newer versions!
 
Level 4
Joined
Nov 4, 2019
Messages
47
Thank you so much for your feedback!

I agree that the final assembly of items ends too early and late items are needed. It is also possible to reduce the amount of gold received per round.

The assembly of the tank is designed to stand and the enemies die from you. But in pvp, it won't work that way. Players receive only half of your retaliatory damage, and there is also an item "agnel shield" that reduces this damage by another 50%, so in pvp for the tank need to adapt.

I agree with the bets, there is a problem. It is worth setting a limit of 5000/25 resources, I think.

Unfortunately, I have never associated the "custom hero" genre with random abilities. I agree that random mode can be fun when you're lucky. But the word "custom" in such a map, I always meant the possibility to build my own unique build, which will be able to defeat others players regardless of randomness. Therefore, the introduction of such a regime is extremely unlikely.
 
Level 9
Joined
Dec 31, 2016
Messages
313
Possibly the best custom hero style map I've ever played!

Here are some issues that we've come accross during our gameplay:
1. The quest that wants you to buy an epic purple item doesn't seem to work
2. The ability reincarnation, if I recall correctly the name, can lead to infinite games when both players, who fight each other, have it. When both players have so much hp and low dmg, they will be revived infinitelly. This didn't happen to us, but I can imagine the scenario.
So maybe limit it to only once per round or someting like that.
3. When your round level increases too much, that you are unable to beat the waves, you really cannot come back, because you won't get anything. So I suggest to give players who lose at least something as a compensation maybe half the price for clearing the round or even less, but at least something.
Another suggestion related to this is an option in the Arena Master to decrease your round level, even if you have to pay for it. That way you can more easily catch with what you can beat.

And here are some suggestions:
1. Add an option to disable betting. It's frustrating when someone can't win a single round, is only betting and in the final round he has milions of gold so that he wins the game.
2. Random abilities option would be fine, but if you say you don't like it, that's ok.

Otherwise great job! We will be playing more of this map to see and try out all the different strategies and heroes. :D
 
Level 4
Joined
Nov 4, 2019
Messages
47
Thank you for your feedback) At the moment, I'm just working on the bets. It's a good idea to lower the level of the arena, but I had another idea after your comment. At death, the player can lose not 1 level, but 10% of the arena level, so that on the second attempt he definitely had a chance to win.
 
Level 4
Joined
Nov 4, 2019
Messages
47
Development blog
I continue to work on the new version. The main problem at the moment was the lack of icons for abilities. I went through a bunch of possible options. In order not to produce 16*12 abilities, I decided to implement them using frames. To my great surprise was the fact that the cooldown model is on top of all the frames. In fact, we now have a set of standard abilities on the interface, and frames with icons on top of them. The frames also show the ability of the opponents.
1.jpg
The next problem was that the frame does not paint itself blue when there is not enough mana for the spell. And since the "background" frame does not allow you to paint yourself, I had to once again break my head so as not to rewrite the entire system to a simple frame. The obvious solution was to make another frame with a blue texture, adding a bit of transparency. After playing with the transparency and color parameters, I tried to achieve maximum similarity with the original "not enough mana" effect, but there is still a slight difference.

Also, the players advised me to display all non-standard characteristics on the main interface. I was too lazy to do something of my own, I took a no nameless system.
2.png
Working with spell frames gave me an extra area to think about improving the game interface. My next idea was to display the full possible damage that spells do. The colors represent physical, magic damage, and healing. The ability level is displayed on the right. The next step is to display artifact damage in the same way.
3.png
Follow the news, here I will always publish something new and the next development blogs!
 
Level 1
Joined
Jan 16, 2021
Messages
1
Hey! Love the game. I've been playing it a lot with my roommate.

We'd love if the game was a bit more clear about which stats impacted which abilities, etc. As well as the ability to change the location of abilities that you have learned.

Is the w3x file locked? I was hoping to poke around and see if I could find some answers for myself about how the mechanics work but I can't seem to open the file.

Thanks! We're enjoying it a ton.
 
Level 9
Joined
Dec 31, 2016
Messages
313
I have a few more points on possible improvements:
- The ready checkmark can be spammed by holding enter and that way people can block half the screen, that should be somehow limited
- Also there is no way of finding whether you are ready other thank clicking on the ready button again. Some form of displaying readiness would be nice.
- In the begining when the red player chooses settings the settings don't disappear when the timer for that hits zero.

- There have been also huge bugs throghout my plays. For example in the begining the timer duplicated so that there were 2 timers counting down the next round.
- Another bug was at the end of the round a player was not properly transfered to the "safe zone" from the arena, so I had to use the command -saveus. And maybe that was the reason for another much worse bug. We then had a team arena duel. But the timer triplicated so that there were 3 timers now displaying the next round. And in the arena happened the situation I explained above, the survivng heroes all had the reincarnation ability and none were able to kill the other. So I had to use -saveus again. But then the game didn't press on, instead the next round we also had tha same team arena duel as before. So we were stacked with endless arena fights, because no one was able to kill the other team and after using -saveus, the next round would always be the arena.

Here is a video that this gamebreaking bug happened, the audio is not in english, but you can get some visual feedback atleast. :D

Here are some other videos of the map, that also show some bugs, but not so gamebreaking.
 
Level 4
Joined
Nov 4, 2019
Messages
47
Hi Micca,
Wow, so many videos) Now I will definitely look at everything and answer a little later.

Avenger 60k hp WHAT ) how did he do it? :D
Thanks for the video, the visual example is very useful for fixing bugs. I'll go to work, there's a lot to fix )

Hey! Love the game. I've been playing it a lot with my roommate.

We'd love if the game was a bit more clear about which stats impacted which abilities, etc. As well as the ability to change the location of abilities that you have learned.

Is the w3x file locked? I was hoping to poke around and see if I could find some answers for myself about how the mechanics work but I can't seem to open the file.

Thanks! We're enjoying it a ton.
Hi. Technically, it is very difficult to implement the ability to change spells in places. This will not happen. In the new version, it will be easier to understand what characteristic affects what, there will be hints. Yes, the map is protected. If you are interested in the details of any mechanics-write, I can tell you so.
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in Use by Custom Hero: Revival | HIVE
That's gonna be a long list.

Awaiting Update.


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

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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Why should I make a list of authors if you have an automatic search for models and authors. Making a list for the sake of a list?)) Delete the resource then, I will not engage in this masochism.
Because the feature is not perfect and gives errors like things that might not be in your map or might not show things that are.
The rules state such a list is mandatory. And it's only honorouble to be grateful to those who made the resources freely on their time.
 
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