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Dominion Raid

Welcome
to

DOMINION RAID

Enter the realm of Mathora where you are to choose among the different heroes and fight in the battlefield and declare dominion all over your enemy.

Current Version:
2.6

Required Players:
5v5

Found Bugs? Have any suggestions?
Send me an e-mail ([email protected])
or
Message me on my facebook page (www.facebook.com/dominionraid)
or
Leave a comment in this section

Features

Heroes

Items

Glyphs and Spell Items

Screenshots

Changelog

Credits

Features the following...

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As you have noticed, most AoS maps in Warcraft III or along with other MOBA games out there are commonly consisting with three lanes and a jungle between them. So does my map is. Providing players the casual way of playing an AoS map. The roads and paths are not to worry. As you explore and walk through the map, you won't be lost as where you want to go since there are no little shortcuts nor small tree paths that can be pass by (unlike DotA). Simple to adapt and to easy to familiar with.

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Jungler as your primary role in other games? Worry not. This map made the jungle more feasible and easy to adapt with. Oh, but not that easy, also not that hard, just balance between so strong and so weak neutral creeps that are being placed in this map.

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Some jungle creeps carry buffs that can be obtain by killing them. Buffs obtained from these creeps shall grant you some temporary bonuses such as health and mana regeneration, movement speed boost, or armor boost.

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You can't just kill enemies, push towers and dominate enemies. You can check out these objectives to improve your game as this gives benifit both to your allies. This objectives are so very useful and is worth to capture for, and can be often contested by both team just to own it.

As illustrated, the gold mine provides bonus gold to your team when you plunder it (via destroying the gold mine but not that kind of destruction on what 'ya thinkin'. And on the other side is the might Forgotten One which gives a powerful essence to all heroes on the team who killed the beast.

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After choosing your hero, you are to select ONE glyph and TWO spell items for your hero

Glyphs are passive buffs that empower your hero's gameplay, providing permanent bonus to your hero for the entire game.

Spell Items are that too, instead they are active items that can be used by your hero in any situations, depending on what Spell Item you have chosen.
The list of heroes, their abilities, and guides will be posted here soon...
The list of items and their uses will be posted here soon...
The list of glyphs and spell items and their description will be posted here soon...

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GENERAL

- All heroes' maximum level increased from 10 to 15.
- All-in-one Item Shop
- Due to the change of maximum level, hero's abilities are adjusted and adapted the new level mechanic.
- Jungle Terrain reworked and polished.
- Respawn Time formula adjusted to (4 x Hero Level)
- Siege Creeps (Knights and Raiders) now spawn every 2 minutes (in every fourth wave).
- Siege Creeps (Knights and Raiders) will no longer grant bonus maximum health when both barracks are down. Instead they will spawn in every wave until a barrack respawns.

***********************************************
GLYPH AND SPELL ITEMS

- Spell Item: Shock now only deals 300 pure damage at any level.
- Spell Item: Shock cooldown reduced from 35 to 30.
- Spell Item: Regeneration health restore amount increased from 115 to 210.
- Spell Item: Regeneration mana restore amount increased from 40 to 90.
- Spell Item: Regeneration cooldown increased from 30 to 60.

***********************************************
HEROES

Fe
- Cloak of Flame AoE increased from 180 to 300.
- Cloak of Flame damage interval adjusted. (Now deals damage every 1 second instead of every 0.1 second.)
- Cloak of Flame no longer show its buff. (Still shows the Fire shield stuff, but hides the buff from the Status panel.)
- Fixed Cloak of Flame interaction with Calypto's Void Sphere (R).

Jinzo
- Deepen Cut bleed effect interval adjusted. (Now deals damage every 1 second instead of every 0.1 second.)
- Fixed Steps of Shadow interaction with Calypto's Void Sphere (R).

Durant
- Fixed Crusader's Strength interaction with Calypto's Void Sphere (R).

Jrono
- Boomerang Throw range reduced from 800 to 550
- Boomerang Throw wayback behaviour slightly improved.

Mannothor
- Withered Mortal now reduces both movement speed and attack speed.

Nlvash
- Fixed Nearby Spirit amplifying excess bonus damage.

***********************************************
ITEMS

RENAMED! Chaos Cloak
- Item renamed from Cloak of Flames
- Chaos Cloak burn damage AoE increased from 160 to 300.

Berserker's Boots
- Movement speed bonus increased from 40 to 45.

Boots of Arcanery
- Movement speed bonus increased from 40 to 45.

Command Rod
- Gold cost increased from 1200 to 1600.
- Skeletal Warrior maximum health increased from 400 to 500.
- Skeletal Warrior attack damage increased from 30 to 50.
- Skeletal Warrior gold bounty reward increased from 10 to 50.
- Skeletal Mage maximum health increased from 250 to 500.
- Skeletal Mage attack damage increased from 20 to 40.
- Skeletal Mage attack speed changed from 0.9s to 1.0s
- Skeletal Mage attack type changed from physical to magical.
- Skeletal Mage gold bounty reward increased from 10 to 50.

Cult of the Anti-Mage
- Attack speed bonus increased from 15 to 20%.
- Mana Burn amount per attack increased from 20 to 30.

Haste Boots
- Movement speed bonus increased from 40 to 45.

Power Treads
- Movement speed bonus increased from 40 to 45.

***********************************************
MISC
- Jungle Creeps' damage output reduced but with has an increased armor. (Jungle Creeps w/ Buff unchanged)
- Fixed Gold Mine positioning.


GENERAL

- Recall channeling time reduced from 7 to 6 seconds
- Players will now have full vision inside the Tavern Area during Pick Phase.
- Fixed a bug where Players Dark Green & Brown weren't able to gain gold income.

***********************************************
GLYPH AND SPELL ITEMS

Spell Item: Regeneration
- Health restoration reduced from 130 to 115.
- Mana restoration reduced from 50 to 40.

Spell Item: Burn
- Fixed a typo where Burn can be casted globally.

Spell Item: Teleport
- Teleportation delay increased from 3 to 3.5 seconds.
- Changed teleport effects and model.

***********************************************
HEROES

Inya
- Jungle Spear base damage reduced from 50/100/150 to 50/75/100.
- Jungle Spear bonus damage adjusted from 100/150/200 to 100/175/250.
- Jungle Spear manacost rescaled from 60 to 50/60/70.

Rul'drok
- Bolts of Pain damage reduced from 90/170/250 to 75/150/225.
- Bolts of Pain effect distance adjusted.
- Outland Prison manacost increased from 60/70/80 to 80/90/100.

***********************************************
ITEMS

Frozen Gloves
- Slow amount changed for melee attacks by 30% (15% slow for range attacks).
- No longer reduces the attack speed of an enemy.

Undead Shield
- Item price changed from 1200 to 1600.
- Health bonus increased from 175 to 200.
- Physical damage block amount increased from 17 to 30.

***********************************************
MISC

- Added a sound effect upon victory.


GENERAL

- Changed minimap into something players can easily see through
- Fixed Siege Creeps spawning at Top/Bot lane even though Only Mid is implemented.
- Players now automatically choose Glyph of Masonry, Spell Item: Regeneration and/or Spell Item: Teleportation when they fail to choose one during pick phase

***********************************************
HEROES

Asana
- Crystal Arrow cast range reduced from 600 to 500

Ent
- Corrupted Field now only applies mini-stun.

Fe
- Flame Strike cast range increased from 600 to 800

Jinzo
- Fixed Twin Fangs lifesteal working on structures

Sieg Vein
- Binding Light stun duration decreased from 1.5/1.75/2 to 1/1.25/1.5 seconds
- Binding Light stun duration no longer lasts double on non-hero units.

***********************************************
ITEMS

Cult of the Anti-Mage
- Mana Burn per attack increased from 20 to 30

Runic Blade
- Attack Damage bonus reduced from 40 to 30

***********************************************
MISC
- Fixed Bottom Jungle Murloc Camp not showing in minimap
- Fixed creep movement causing minor memory leak


GENERAL
- Changed Loading Screen Map Information. Now shows the player's loading state
- All heroes' starting mana increased by 100

***********************************************

HEROES
Fe
- Base intelligence increased from 14 to 19
Jereniah
- Fly animation height slightly decreased
Ra'ax
- Base damage reduced by 8
Rul'drok
- Base damage increased by 5

***********************************************

MISC
- Camera is now locked in the Tavern Area during Pick Phase
I would like to thank the ff. dudes for the development of my map and some of their resources :)

Blizzard Entertainment
HIVE Workshop Staffs
Riot Games (for their ideas and some icons)
Bribe's GUI Damage Detection Engine

Icons
- Traxamillion (Heavens Shield icon)
- NO-Bloody-Name (Phantom Arrows icon)
- KelThuzad (Mongoose Blade icon)

Models
- JesusHipster (Divine Barrier model)
- assasin_lord (Hero Glow model)
- stonneash (Bush model)
- DCrimson (New Mass Teleport model)

A very special thanks to Nelman Jay Louie Vasquez for his contribution to this map. Cheers :)

Seen some of your things in my map but you're not on the list? Just message me and surely I'll add you in the credits. And thanks for reminding me.


Contents

Dominion Raid v2.6 (Map)

Reviews
Paillan
Updated yariyara. Set to Pending
deepstrasz
Items are somewhat OK. It's good you didn't complicate the gameplay with recipes. However, you've occupied two inventory slots with something that could have been put somewhere else. The gameplay is really good however the terrain is really...
Level 10
Joined
Dec 19, 2015
Messages
692
You should've updated the first map you uploaded here, and had Rufus remoderate it or do as he said, create a thread in the map development found here. It's easy to find, and with the right BB codes you can make your map interesting for all and they will surely look, unfortunately I can't help with BB codes since I don't know where to find them, ask Rufus instead. And welcome to the Hive :)

E-Also please use the edit button, and place edit if it's important or necessary like I did.
 

Deleted member 247165

D

Deleted member 247165

Well....I tried 2 heroes. Ent and Asana. Their spells are, on one hand balanced and on the other hand, quietly useless in late game. I say this, because, once a player maximizes the hero, the damage from those spells won't be even felt. I suggest you add spells that deal damage based on the hero's attributes. We are not in the old era with dota 1 anymore, you can create some triggers for those spells so that Intelligence heroes do not become useless in late game, when the Strength and Agility ones rape them outright. The items, well, they are useful as much as I tested and analyzed but I suggest you add more, so a hero can have more than 1 build. Terrain.....patch 1.28 is used for Battlenet and you don't even add some custom models for environment, trees, tilesets and instead you use the ugly Ashenvale trees, Lordaeron Grass and dirt? I don't say the terrain is the most important thing, but some players will say something about it. Overall, it is a balanced AoS so far, but the heroes could use some work.

+ For Glyphs and those spells based on inventory, but I suggest you make them outside the inventory of the hero.
+ The thing with that Gold Mine to conquer it, never saw that before in an AoS.

Waiting for next update, I won't rate it now :)
 
Level 4
Joined
Nov 4, 2016
Messages
34
Well....I tried 2 heroes. Ent and Asana. Their spells are, on one hand balanced and on the other hand, quietly useless in late game. I say this, because, once a player maximizes the hero, the damage from those spells won't be even felt. I suggest you add spells that deal damage based on the hero's attributes. We are not in the old era with dota 1 anymore, you can create some triggers for those spells so that Intelligence heroes do not become useless in late game, when the Strength and Agility ones rape them outright. The items, well, they are useful as much as I tested and analyzed but I suggest you add more, so a hero can have more than 1 build. Terrain.....patch 1.28 is used for Battlenet and you don't even add some custom models for environment, trees, tilesets and instead you use the ugly Ashenvale trees, Lordaeron Grass and dirt? I don't say the terrain is the most important thing, but some players will say something about it. Overall, it is a balanced AoS so far, but the heroes could use some work.

+ For Glyphs and those spells based on inventory, but I suggest you make them outside the inventory of the hero.
+ The thing with that Gold Mine to conquer it, never saw that before in an AoS.

Waiting for next update, I won't rate it now :)

Well, based on what I've observed since I've been playing along while testing (4v4 with some random guys in Garena), heroes with magic spell damages (along with Ent, Fe, Asana, etc.) can deal 'not so high' but a decent damage late game along with targets who have luxury items in their inventory specially when they're tanky and for sure I can't say they're useless but it really depends in the hero or in their target they want to deal with. And I do have that idea to put some of a ratio in attribute points as bonus damage to spells but still depends on the hero whether they're worthy to have such spell or not.

About the glyph and spell items, two inventory slots are sacrificed just to own some unique perks for the heroes. So since I made these things, I just put them in the Inventory to allow players to easily control and use the spell items (I can't just put them anywhere like in the Command Buttons since there is no more slot since Recall is available and or in the Other Unit Dummies). I can't really change my idea for only having 4 inventory slots since I am making my map more unique than other AoS maps out there. But sooner or later, I'll maybe have another idea about the inventory thingy.

The Gold Mine thing, we'll, since I can't think of any objectives in-game (such as Dragons in LoL) so I decided to put some unique objective and based on my observation it did go well with some players arguing to check the gold mine's status frequently.

And the terrain, well, I am currently finding someone that knows how to design a terrain for an AoS map. I know it really look so dumb for a modern AoS map, but I am currently in focused of the Gameplay rather than the good looks of the map. Once the gameplay (Heroes, items, etc.) are enough, my next top priority is to appeal warcraft III players with my good looking map. In designing the terrain, I just made it first simple just to not make it too confusing for players to look what their heroes are stepping and not to make my map too bright that players may be confused on where they are now in the map.

But I do appreciate your comments, it really help me think of more ideas. Thank you so much for having a time on testing and reviewing the game. Thank you very much dude. :) :) :) More powers.
 

Deleted member 247165

D

Deleted member 247165

Glad it helped you :) BUT! :))) ahem, I'm an AoS modder too, the thing is that between mine and your, is a huge difference. You said "I'm making my map more unique than other AoS maps out there" but to be honest, I don't see the different thing in gameplay in your AoS. For example, in mine, in League of Kalimdor II more than 80% of the heroes have 2 or 3 spells that deal damage with addition from the current talents "Inner Power" "Speed Burst" and "Magical Power" . This way, no hero will deal fixed damage in late game when you get items to improve the stats. You need someone to make a modern terrain? You probably didn't check the terrain of my AoS. You should give it a try to test it out.
 
I evaluated the map through solo plays and found it has some issues. I do appreciate the effort and it did have quite the enjoyment that I don't leave right after I start.

So, on more serious case. I have queries :
1. Is Eve intended to have zero mana cost spells?
2. How does Gold Mine works?
3. Any Game Mode besides Classic?

After the queries, I want to evaluate some stuffs :
1. The terrain could use some love and improvement. I myself doesn't have much comment on terrain, but surely we could have better ones. You can ask a terrainer if necessary. In my opinion however, I won't consider this as weak point, just a nit pick.
2. The gameplay... I don't know if you don't want any AI, but personally, you could ask a coder to help you with one. This is not a weak point, but rather personal opinion.
3. AoS main issue : uniformity, there's a lack of unit variation and this is like forever have been. I won't be forceful but the units can use some diversity. For this, I would recommend try looking at Invasion in Duskwood, it has some variation in spawns which livens up the game.
4. The inventory... I won't comment it out again. It's quite annoying, though in an otherwise could be reutilized as a feature. Check my reference for some alternative ideas. Oh, and from me : use another hero slot for a change.
5. Item variations could be more diverse. Don't forget you can even tinker with 'Strength' 'Agility' 'Intelligence' groups, then the 'Healer' 'Support' 'Tanker' 'DPS' class and so on and so on. Should help giving ideas for more items. Try Eve of the Apocalypse, they have quite a diverse item set and even some nifty tricks on top of it (gem). You can also try Invasion in Duskwood for these as well. It doesn't have to be a recipe system you know.
6. I personally somewhat detest the Recall being cancelled upon attack for 7 seconds wait. It's quite a risky supportive ability and I would rather have a Boost of Travel like item instead. You can keep it though, but mind drop it by 1 or 2 seconds? It helps increases it's usability and less escape distance needed. Also, somewhat not original idea.
7. As a classic player, I don't mind the mechanic. However, try looking at some of the AoS I recommended above to see how the mechanics could be improved. I do like the fact that troop building respawns.

And lastly, here are some good references for ideas to look for :
Eve of the Apocalypse : EotA: Twilight (v. 1.16c6)
Invasion in Duskwood : IID Beta v0.88b
Oasis and Desert : OaD 2 v1.0.3
Cops and Robbers : Cops & Robbers AI 1.05
You can also check Battle Tanks, but they're quite different even from the basic of gameplay design.
(I don't include Alxen's because he already recommend his own works to look at)
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
1. Terrain is plain and flat, not only DotA-ish.
2. Heroes do not go to attack/help their minions when they are attacked. If you take a look in the base for items, the hero might not be attacking at that time instead standing near a ranged minion who attacks or is attacked.
3. Some heroes do not have hero glow. You could add that: How to add Hero Glow without Modeling
4. Only one game mode.
5. You could change the tower models or colour or size for each of their superior.
6. After a team destroys the Forgotten One, which by the way is closer to the blue team (well, the mine is closer to the red team), the buff is pretty strong. At least it's temporary.
7. From level 9th onward, experience gain is slow at least on creeps and minions.
8. Do buffs stack? I had two Golem Wills on my hero.

9. Hunter's Haste has the same hotkey as Toxic Fog: W (even the text says it).
10. Not sure if intelligence heroes should have a shorter range than agility heroes. Rul'drok (this guy also has average walking speed with boots on) has 475 while Xet has 500.
11. What about if one of Mannothor's spells slows attack speed instead of movement speed?
12. Hex Rod+Blink=troll face.
13. Ra'ax' spells don't cost mana!? But he has 150 of it, I guess for pedestal spells and for enemy heroes to use spells on? This hero is similar to the ghoul of DotA.
14. Tryal's Slow Poison has the same icon Xet's third (passive) spell. This guy also has Blink (+Spell:Blink; also they both have the same icon). Hallucination cannot be used on other units than heroes.
15. Gruyu's 3rd level Headhunter's Blood regenerates quite a lot in a period of 1 minute.
16. Calypto is green not purple as his icon. Maybe you could either change the hue of the icon or make him purple during Into the Void (the problem with this spell is that it can get you trapped between doodads until you use it again).
17. Corrosive Sting's icon=Cripple's
18. By the way, Recall has no cooldown.
19. Some spells like Flame Strike are just copies of Warcraft III ones.
20. Jinzo's life steal and critical strike+items which give life steal and critical strike. Imagine that. He already has very fast attack speed with the boots that give attack speed.
21. Towers have a buff called Fortification which has the same icon as Emilio's Divine spell.
22. Defensive Strike's icon=Imbued Sword's.
23. Sieg Vein has no soundset. It's weird that heroes like this one start with 1 armour and those like the one with the Arthas model which is a strength hero, starts with 0. Sieg Vein's icon isn't appropriate. His model hair is not blonde.
24. Maybe another model for Grum because he/it is basically a copy of the neutral golem with a different colour.
25. Battle Trance's icon=Headhunter's Blood's.
26. Glyph of Double Edge's with Crusader Strength.
27. Vine Trap affects a higher zone than the one shown when casting it. This hero, especially the first spell, reminds of one from DotA.
28. Blade of Hatred icon=the third spell of Jrono. Fan of Knives icon=another one from another hero (can't remember right now). Blinkstrike is basically that other hero's blink (Jinzo, I think) but with the exception that this one can also be used on allied units. Oh yea, as with Ra'ax, spells cost no mana but the hero does have 150 mana (possibly for pedestal spells). It might be necessary to increase spell cooldown for late game.
29. Guardian Impact icon as other Blink spells. Does Nivash have a soundset? I guess, Nearby's Spirit AoE is too small.

Items are somewhat OK. It's good you didn't complicate the gameplay with recipes. However, you've occupied two inventory slots with something that could have been put somewhere else.
The gameplay is really good however the terrain is really uninteresting in terms of originality.

You should credit things used out of the game like the bush.

Approved.

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Level 11
Joined
Oct 20, 2016
Messages
344
good aos mate! ;), good job and keep it up mate :infl_thumbs_up:

-add more game mode ( ex: no towers,or any )
-the gameplay is good
-make the items increase more damage, attributes, armor, movement speed
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Try this for your description![/CENTER]

[tabs][tab=Map Description][INDENT][B][size=5]Map Description[/size][/B]

Try this out for your description.[/INDENT]

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[hidden=Screenshot #1][I]Image here[/I][/hidden][/INDENT]

[/tab][tab=Chagelog][INDENT][B][size=5]Changelog[/size][/B]

[hidden=Version 1][I][2016-05-16]
[LIST][*] Map Uploaded.[/LIST]

[2016-05-20]
[LIST][*] Bug fixed.
[*] Balance Gameplay.[/LIST]

[2016-05-22]
[LIST][*] A lot of changes.[/LIST]
[/I][/hidden][/INDENT]

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Deleted member 247165

D

Deleted member 247165

Found a bug while playing with that Wisp hero.
full

If you use Will of Burst on an enemy while you are about to be knocked back by the effect of the spell, and there is a cliff or tree or any other obstacle that cannot be walk, the hero will remain blocked there. As you can see in the picture, I remained blocked into those trees.
I suggest you make the destructibles objects, like trees for example, to be destroyed in the process of the knockback. And for cliffs, make the Nivash stop when it touches a cliff or a zone unable to walk on.
The terrain looks better a bit, still lacking though. The Recall ability should be tweaked. You don't have to make the channeling time so long, like in League of Legends...3-4 seconds is enough. Another thing about it, if you manually cancel it, it doesn't enter in cooldown. It should. You should make it be available even if your hero is damaged while channeling, and make it stop only if the hero is stunned or disrupted. Played before the Dryad hero. The first spell is nice and requires good tactic to hit an enemy. :)
 
Level 4
Joined
Nov 4, 2016
Messages
34
I evaluated the map through solo plays and found it has some issues. I do appreciate the effort and it did have quite the enjoyment that I don't leave right after I start.

So, on more serious case. I have queries :
1. Is Eve intended to have zero mana cost spells?
2. How does Gold Mine works?
3. Any Game Mode besides Classic?

After the queries, I want to evaluate some stuffs :
1. The terrain could use some love and improvement. I myself doesn't have much comment on terrain, but surely we could have better ones. You can ask a terrainer if necessary. In my opinion however, I won't consider this as weak point, just a nit pick.
2. The gameplay... I don't know if you don't want any AI, but personally, you could ask a coder to help you with one. This is not a weak point, but rather personal opinion.
3. AoS main issue : uniformity, there's a lack of unit variation and this is like forever have been. I won't be forceful but the units can use some diversity. For this, I would recommend try looking at Invasion in Duskwood, it has some variation in spawns which livens up the game.
4. The inventory... I won't comment it out again. It's quite annoying, though in an otherwise could be reutilized as a feature. Check my reference for some alternative ideas. Oh, and from me : use another hero slot for a change.
5. Item variations could be more diverse. Don't forget you can even tinker with 'Strength' 'Agility' 'Intelligence' groups, then the 'Healer' 'Support' 'Tanker' 'DPS' class and so on and so on. Should help giving ideas for more items. Try Eve of the Apocalypse, they have quite a diverse item set and even some nifty tricks on top of it (gem). You can also try Invasion in Duskwood for these as well. It doesn't have to be a recipe system you know.
6. I personally somewhat detest the Recall being cancelled upon attack for 7 seconds wait. It's quite a risky supportive ability and I would rather have a Boost of Travel like item instead. You can keep it though, but mind drop it by 1 or 2 seconds? It helps increases it's usability and less escape distance needed. Also, somewhat not original idea.
7. As a classic player, I don't mind the mechanic. However, try looking at some of the AoS I recommended above to see how the mechanics could be improved. I do like the fact that troop building respawns.

And lastly, here are some good references for ideas to look for :
Eve of the Apocalypse : EotA: Twilight (v. 1.16c6)
Invasion in Duskwood : IID Beta v0.88b
Oasis and Desert : OaD 2 v1.0.3
Cops and Robbers : Cops & Robbers AI 1.05
You can also check Battle Tanks, but they're quite different even from the basic of gameplay design.
(I don't include Alxen's because he already recommend his own works to look at)

Eve and Ra'ax both have no manacost in their spells but I put at least 150 mana on them so that some abilities (like Mana Burn, Feedback) will work against them.

The Gold Mine, when destroyed, the team who gets it shall plunder the gold stored in it. (eg. The Gold Mine has reach its full gold limit '2000', and when destroyed, the gold will be divided among players in the team.

I do am working for more game modes, and with it, I'm also trying to add more heroes, items, etc. which fits the game and I'm currently finding more ideas from people who are interested in the game.

And thanks for those AoS-map links you've refer. It really helped me to find more ideas, thanks for the time evaluating it tho. : )
 
Level 4
Joined
Nov 4, 2016
Messages
34
Found a bug while playing with that Wisp hero. If you use Will of Burst on an enemy while you are about to be knocked back by the effect of the spell, and there is a cliff or tree or any other obstacle that cannot be walk, the hero will remain blocked there. As you can see in the picture, I remained blocked into those trees.
I suggest you make the destructibles objects, like trees for example, to be destroyed in the process of the knockback. And for cliffs, make the Nivash stop when it touches a cliff or a zone unable to walk on.
The terrain looks better a bit, still lacking though. The Recall ability should be tweaked. You don't have to make the channeling time so long, like in League of Legends...3-4 seconds is enough. Another thing about it, if you manually cancel it, it doesn't enter in cooldown. It should. You should make it be available even if your hero is damaged while channeling, and make it stop only if the hero is stunned or disrupted. Played before the Dryad hero. The first spell is nice and requires good tactic to hit an enemy. :)

Can't consider it as a bug, but I do am aware with some dash abilities such as Will Of Burst to allow heroes to get stuck in terrains. Atm I'm finding some alternative ways to prevent them from being stuck.

Meanwhile in Garena, when players get stuck in some cliffs and trees, they'll basically Recall in order to get unstuck.

And for the Recall mechanic, well... 7 seconds is enough I guess...
To be honest, I'm just referring to players that have played my map specially in multiplayer and I do in fact noticed that there's no problem on recall having that channeling time and is balanced for heroes having to be chased down. But sooner or later, I'll be tweaking the recall.
For me, there's no point having a cooldown in the Recall since it already have a 7 seconds channeling time and needs to be out of combat in order to teleport home, it is all of player's strategy on how they'll use it.
 
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Deleted member 247165

D

Deleted member 247165

"cant consider a bug?" ...imagine this then: This problem occurs and your enemies will instantly kill you in those trees, since the Recall ability won't be channeled because you take damage. Now tell me.
 

Deleted member 247165

D

Deleted member 247165

If you can't see that is a bug...then you have much more to learn to become an AoS modder.
 
Level 5
Joined
Apr 13, 2017
Messages
157
Hmmmm still not a bug
I agree

i think @Atirak was right, that's not consider as bug. i always watch my friend playing dota2 at his house. some heroes will stuck up at the cliff or even the trees. my friend using rubick's telekinesis to control his opponent. :D i think that's what he mean consider not a bug.
Lol, @trebla ratilla , that was funny :rolleyes:.

Maybe you could add an "-unstuck" command. HAHAHAHA. Just kidding.:D
 
Level 11
Joined
Oct 20, 2016
Messages
344
Lol, @trebla ratilla , that was funny :rolleyes:.

Maybe you could add an "-unstuck" command. HAHAHAHA. Just kidding.:D
"unstuck" command? i don't know if there's such a command like that in Dota 2. hahahaha btw, i have some list of commands, i think you already know this
Code:
-lvlup #
-levelbots #
-lvlmax
-gold #
-item <name>
-give bots <name>
-refresh
-createhero <name>
-createhero <name> neutral
-createhero <name> enemy
-dumpbots
-wtf
-unwtf
-allvision
-normalvision
-teleport
-trees
-win
-startgame
-disablecreepspawn
-enablecreepspawn
 
Level 5
Joined
Apr 13, 2017
Messages
157
"unstuck" command? i don't know if there's such a command like that in Dota 2. hahahaha btw, i have some list of commands, i think you already know this
Code:
-lvlup #
-levelbots #
-lvlmax
-gold #
-item <name>
-give bots <name>
-refresh
-createhero <name>
-createhero <name> neutral
-createhero <name> enemy
-dumpbots
-wtf
-unwtf
-allvision
-normalvision
-teleport
-trees
-win
-startgame
-disablecreepspawn
-enablecreepspawn

lol, i have a list too

Code:
-noherolimit
-fow
-spawncreeps
-sc
-farsight
-run
-wtf
-rebug
 

Deleted member 247165

D

Deleted member 247165

Hard work always comes with good results. You nerfed the heroes now and the combat is better. The thing I suggest you should work on, is the Glyph System. Try creating some glyphs that are more useful. Excepting this, you get a 5/5 rating from me.
 
Level 4
Joined
Nov 4, 2016
Messages
34
Hard work always comes with good results. You nerfed the heroes now and the combat is better. The thing I suggest you should work on, is the Glyph System. Try creating some glyphs that are more useful. Excepting this, you get a 5/5 rating from me.

Yeap, I'm trying to rework all my glyphs as it only provides flat bonuses. Currently thinking of something that makes the glyph more useful.

And thanks for the rating :)
 
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