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End of Eternity v 0.46

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Map Genre: AoS

Number of Players: up to 5 per side

End of Eternity is your typical AoS map with a twist. Each hero is separated into one of 6 elements: Composite, Fire, Earth, Water, Dark and Light (idea innovated from Element TD). A Fire-type hero will deal 25% more damage to an Earth-type hero, etc.

Currently, the map is still in its infantile pseudo v 1 stage, which means there will be many more additions before EoE v 1 actually comes out. A debuff system is also included in the map, similar to that of Desert of Exile's.

The map currently sports over 75 items. Items in this game remain basic, to encourage skill and teamwork. Feeding in this game does not dramatically change gameplay like in DotA.

Changes for the next version include a -ms command, first blood command and 2 new heroes. 0.50 will be released in the new future.

Due to university demands, 0.46 will be the only update pre-summer. The only change is a bug and tooltip fix for the Paladin's Holy Shock skill. EoE will be receiving a full revamp sometime during the summer, with the possible inclusion of Innate Abilities.



Changelog for version 0.02

Heroes:
• Admiral Proudmoore’s Anchor Smash mana cost increased by 10

Items:
• Ultimate Staff now improves Shifting Fire’s ultimate
• Added: Sanguine’s Ruination
• Added: Crown of Kings
• Added: Edge Bow
• Added: Bow of Infernal Frost
• Cleric’s Orb’s mana boost is reduced from 300 to 150

Misc:
• Fixed some tooltip errors
• Fixed author name

----- -----

Changelog for version 0.03

Heroes:
• Seraphim: added Divine Intellect to her talents.
• Added: Lycosa Weaver
• Myriad: reduced Ravage’s damage per level from 5 to 4

Items:
• Added: Buckler
• Added: Staff of Wizardry

Misc:
• Fixed some tooltip errors

----- -----

Changelog for version 0.04

Heroes:
• Anima: Fate: Reduced Gate’s Cooldown
• Anima: Fate: Increased Range from 350 to 400
• Nephilim: Oblivion: changed Leviathan

Items:
• Fixed Bug with Anti-Magic Potion

Misc:
• Changed map description
• Fixed some tooltip errors
• Changed light-type’s armor so it is working properly
• Fixed bug being able to purchase more than 1 hero
• Burning deals Spell damage instead of Fire damage

----- -----

Changelog for version 0.05

Heroes:
• Added Tree of Eternity
• Added Tomb Reaver
• Archdruid: changed icon of Living Spirit
• Death Liege: added Anti-Magic Shell Talent

Items:
• Added Robe of the Magi

Misc:
• Removed the Waygates

----- -----

Changelog for version 0.06

Heroes:
• Tree of Eternity: added Clairvoyance Talent
• Tomb Weaver: fixed Hotkey tooltip for Paralyzing Claws
• Tomb Weaver: reduced attack range by 28
• Tomb Weaver: fixed Crippling Strike text bug
• Tree of Eternity: fixed rare bug with Solar Beam
• Dwarven Berserker: changed attack-type to Fire and armor-type to Earth

Items:
• Moved Mask of Death to Tier 2 Items instead of Melee Items
• Added: Bloodstone
• Nerfed Cleric’s Orb from 150 mana bonus to 100

Misc:
• Added new mode: Only Mid
• Fixed some tooltip errors
• Changed some terrain
• Added: Chicken Courier
• Added: Dragon Courier

----- -----

Changelog for version 0.10

Heroes:
• Death Liege: added Summon Gargoyle Talent
• Butcher: added Cruelty Talent
• Added Blood Mage

Items:
• Added: Ring of Regeneration
• Added: Mantle of Intelligence
• Added: Ancient Carapace
• Added: Potion of Restoration
• Fixed Bug with Robe of the Magi
• Fixed Bug with Broadsword with Tree of Eternity and Tomb Weaver
• Buffed Magewrath to increase Agility by 5 (instead of 4) and burn 12 mana per attack
• Buffed Sanguine’s Gauntlets to increase Armor by 2 (instead of 1)

Misc:
• Fixed bug with Death Liege and Nephilim: Oblivion Altars
• Changed where the Courier Shops are located
• Dragon Courier no longer costs 1 lumber
• Unit producing structures now have 5000 hit points instead of 10000
• Deleted certain custom data so game runs more smoothly

----- -----

Changelog for version 0.11

Heroes:
• Death Liege: added War Veteran Talent
• Nephilim: Pestilence: Plague reworked
• Blood Mage: fixed tooltip
• Blood Mage: added story

Items:
• Added Ogre Axe
• Added Grandmaster’s Orb
• Added Sobi Mask
• Ultimate Staff now improves Blood Mage’s ultimate
• Nerfed Cleric’s Orb’s Shell from 300 damage blocked to 200. And mana from 100 to 50. It is now a Tier 2 item.

Misc:
• Food now shows the number of elapsed minutes
• Anti-backdoor system
• Added two secret shops that sell basic items
• Reduced size of Guard Towers
• Minor changes to terrain
• Connected middle and bottom lanes

Changelog for version 0.11

Items:
• Fixed bug with Grandmaster’s Orb

----- -----

Changelog for version 0.12

Heroes:
• Changed the model of the Anima: Fate
• Nephilim: Pestilence: changed armor type from Composite to Water
• Tomb Weaver: added the story
• Tomb Weaver: increased the hp healed by Feast from 10/20/30/40/50 to 20/30/40/50/60

Misc:
• Removed custom data to make game run slower
• Changed Shady Sam’s armor type from Fire to Composite
• Changed model of Cripple
• Changed model of Rent
• Changed model of Blind
• Killing unit producing structures now disables spawns

----- -----

Changelog for version 0.20

Heroes:
• Tree of Eternity: reduced model size
• Butcher: increased model size
• Butcher: rescaled Cruelty from 2% per level to 4% per level
• Blood Mage: Deafen: added animation
• Tomb Reaver: Paralyzing Claws is now upgraded by Earthbinding Bracers
• Seraphim
o Improved Devotion Aura from 1/2/3/4/5 to 1.5/2.5/3.5/4.5/6
o Reckoning’s Cooldown reduced from 10 seconds to 9 seconds
o Cauterize: removed bug with Phoenix Stone
o Cauterize: rescaled Cooldown from 7 seconds to 5/6/7/8/9 seconds
o Cauterize: reduced mana cost from 60 to 50 (40 at level 1)
• Anima: Fate: Blinding Speed: reduced Cooldown to 18 seconds
• Admiral Proudmoore
o X Marks the Spot: fixed bug with damage text
o X Marks the Spot: reduced mana cost from 120 to 100 and cooldown from 30 seconds to 20 seconds
o Anchor Smash: increased mana cost from 100 to 125 and cooldown from 15 seconds to 18 seconds
• Archdruid
o Teleport: reduced Cooldown by 3 seconds and mana cost from 75 at all levels to 75/70/65/60/55
o Wrath: silence lasts 25% less if the Archdruid has Icon of the Silent Dead
• Nephilim: Pestilence: edited tooltip in hero description
• Skeletal Marksman: Hellfire and Brimstone: increased animation speed from 320 to 355
• Darkspear Blackguard: Barbed Javelin: buff lasts only 10 seconds
• Paladin: Hand of God: buff lasts only 10 seconds
• Death Liege: Strangulate and Blood Boil: changed duration and size of floating texts
• Added: Queen of Suffering

Items:
• Platemail: fixed hotkey
• Staff of Silence: Silence now lasts 4 seconds and is upgraded by Icon of the Silent Dead
• Added: Demon Crossbow
• Added: Light Crossbow
• Added: Moon Armor
• Added: Archer’s Signet
• Sanguine’s Gauntlets: fixed tooltip error

Misc:
• Removed some imports to make game move smoother
• Removed some doodads to make game move smoother
• Added Multiboard
• Terrain changes
• Fixed Water-type armor tooltip error
• Renamed “Quests” to “Map Related”

----- -----

Changelog for version 0.21

Heroes:
• Darkspear Blackguard: edited hero story tooltip
• Added: Jungian Archetype
• Butcher: fixed Butchery bug

Items:
• Changed Patriarch to Tier 3 Items
• Added Firebrand

Misc:
• Optimized some triggers to make game run smoother
• Deleted imports to make game run smoother
• Removed spiked carapace model from upgrading abilities

Changelog for version 0.21b

Heroes:
• Jungian Archetype: Infuse Fear: reduced Cooldown and fixed bug with higher levels
• Jungian Archetype: Murder of One: changed Crow’s model colors

Items:
• Buffed Sanguine’s Blessing from 5% to 10% Critical Strike and damage from 4 to 8
• Changed Patriarch’s icon

Misc:
• Deleted imports to make game run smoother
• Fixed map description

----- -----

Changelog for version 0.22

Heroes:
• Butcher: Cruelty: edited tooltip
• Seraphim: added Conviction Talent
• Paladin: added Holy Shock Talent
• Jungian Archetype: Murder of One: ground units may now attack Crows

Items:
• Added: Minotaur
• Added: Wraith Band
• Added: Archon Staff
• Added: Warlock’s Icon

Misc:
• Removed custom data to make game run smoother
• Optimized script to make game run smoother

----- -----

Changelog for version 0.30

Heroes:
• Jungian Archetype: Murder of One: fixed tooltip error
• Shifting Fire: Finger of Death: nerfed damage and edited tooltip
• Seraphim: added Hero story
• Darkspear Blackguard: added Hero story
• Darkspear Blackguard: added Blazing Spear animation
• Archdruid: added Hero story
• Archdruid: buffed and fixed bug with Mark of the Wild
• Tomb Reaver: Feast: no longer works on structures
• Tomb Reaver: Crippling Strike: fixed bug
• Lycosa Weaver: Spider Senses: edited tooltip

Items:
• Fixed Warlock’s Icon
• Edited Potion of Restoration’s tooltip
• Firebrand: removed the model
• Nerfed Demon Crossbow

Misc:
• Changed the model of Tier 3 Shops
• Changed Dark Element to purple-coloured text
• Fixed bug with Bane Bot Spawn
• Optimized scripts to make game run faster
• Changed revive system to show player colors
• Fixed bug where units move back to base after killing unit-producing structure
• Fixed Dragon Courier
• New system prevents you from purchasing additional heroes
• Removed imports to make game run faster
• Reverted icon for Devotion Aura

----- -----

Changelog for version 0.31

Heroes:
• Blood Mage: fixed tooltip
• Butcher: fixed bug with Cruelty
• Death Liege: Blood Boil: changed special effect model
• Jungian Archetype: edited tooltip
• Jungian Archetype: changed first skill
• Jungian Archetype: buffed Primordial
• Seraphim: fixed bug with Conviction
• Tinker: Machine Gun Turret: Cooldown scaled from 30 seconds flat to 30/27/24/21/18 seconds
• Tomb Weaver: Feast: removed Floating Text and bug and optimized script

Items:
• Staff of Preservation: edited tooltip (mana regen is actually 10%)
• Staff of Preservation: now increases damage by 1
• Fixed Boots of Enhanced Speed and Archon Staff so you may pawn them
• Added: Urn of the Sacred
• Broadsword: now works with Jungian Archetype

Misc:
• Minor changes to terrain
• Cleaned up Revive System
• Towers guarding main buildings deal 20 more damage
• All towers now have Magic Sentry
• Moved Alliance Bot Towers closer

----- -----

Changelog for version 0.32

Heroes:
• Jungian Archetype: Infuse Fear: fixed bug
• Added new hero: Psion

Misc:
• Added new layer of towers
• Removed imports to make game run smoother

----- -----

Changelog for version 0.33

Heroes:
• Shifting Fire: remade and fixed tooltip error
• Psion: Soul Burn: fixed spelling mistake
• Psion: Soul Burn: reduced mana cost by 5

Misc:
• Fixed Multiboard
• Fixed Only Mid bug

----- -----

Changelog for version 0.34

Heroes:
• Added: Rogue Mage
• Shifting Fire: Firebolt: fixed damage type from Dark to Fire

Items:
• Added: Essence of Escape
• Added: The Royal We
• Added: Druid Pouch
• Warlock’s Icon: increased damage by 6, and changed tooltip
• Maleficar’s Ritual: edited tooltip

Misc:
• Changed setup of shops

----- -----

Changelog for version 0.40

Heroes:
• Archdruid: edited tooltip
• Black Hand: edited tooltip
• Dwarven Berserker: edited tooltip
• Jungian Archetype: edited tooltip
• Lycosa Weaver: edited tooltip
• Lycosa Weaver: added story
• Pit Lord: edited tooltip
• Rogue Mage: improved Arcane Mastery to include Bloodlust
• Rogue Mage: added Arcane Mind Talent
• Shifting Fire: added story
• Tomb Weaver: added Murder Talent
• Tree of Eternity: edited tooltip

Items:
• The Royal We: edited tooltip

Misc:
• Improved anti-backdoor system

----- -----

Changelog for version 0.41

Heroes
• Tree of Eternity: removed Clairvoyance Talent
• Pit Lord: reworked
• Shifting Fire: added Hero Story

Items:
• Added: Sentry Ward

Changelog for version 0.41a

Heroes:
• Pit Lord: fixed bug with Unearth and Taunt

----- -----

Changelog for version 0.42

Heroes:
• Anima Fate: Turn a Blind Eye: fixed tooltip spelling error

Items:
• Added: Lich Bane
• Platemail: moved to Tier 3 Items
• Added: Thornmail
• Added: Berserker’s Boots
• Added: Ice Shard
• Archer’s Signet: increased health regen to 2 per second

Misc:
• First towers now deal 40 damage to 3 targets instead of 30 damage to 5 targets
• Short mode now increases your hero’s level to level 4
• Changed setup of shops to include Tier 3 Items and Tier 4 Items
• Removed imports to make game run smoother

----- -----

Changelog for version 0.43

Heroes:
• Shifting Fire: Pyroclasm: increased base damage by 20
• Jungian Archetype: Primordial: now works with Optic Amulet.
• Jungian Archetype: Primordial: buffed Sight for level 2.

Items:
• Ice Shard: moved from Tier 3 items to Ranged Items
• Ice Shard: added note to description
• Edge Bow: moved from Ranged Items to Tier 3 Items
• Urn of the Sacred: fixed faction cost and fixed “number of charges”

Misc:
• Fixed defence type of Alliance buildings
• After 270 seconds, every 135 seconds, an upgraded version of a melee creep will spawn

----- -----

Changelog for version 0.44

Heroes:
• Removed: Psion
• Nephilim: Pestilence: Leech Life: fixed tooltip
• Paladin: Seal of Absolution: reduced Cooldown by 30 seconds
• Tomb Weaver: Feast reworked into Cannibalism
• Jungian Archetype: Infuse Fear: fixed bug
• Jungian Archetype: Primordial: Sight’s Blind Spot ability renamed to Wind Walk

Items:
• Changed Sanguine’s Blessing
• Changed Lich Bane

Misc:
• Changed models of upgraded Footman and Voidwalker
• Fountains now heal 3% per second instead of 2%

----- -----

Changelog for version 0.46

Misc:

• Optimized.




-JetFangInferno for certain models
-olofmoleman for the Death Liege model
-Urkdrengi for the Dwarven Berserker model
-Afronight_76n for the Nephilim: Oblivion model
-Drawing and Zandramas for beta testing.




Screenshot1.jpg

Screenshot2.jpg
Screenshot5.jpg

Screenshot4.jpg




Keywords:
AoS
Contents

End of Eternity v 0.46 (Map)

Reviews
00:48, 18th Jun 2010 VGsatomi: Approved. If this is your first map, then you've certainly took notes along the way. Decent selection of heroes. Action revolves more around hero combat while the small units just seem to be free kills. Nice doodad...

Moderator

M

Moderator

00:48, 18th Jun 2010
VGsatomi: Approved. If this is your first map, then you've certainly took notes along the way. Decent selection of heroes. Action revolves more around hero combat while the small units just seem to be free kills. Nice doodad detailing and texturing. Good work for a first map!
 
Level 7
Joined
Dec 28, 2009
Messages
170
Omg alright heres what I thought

Omg looks and sounds awesome although there are a few issues that need fixing.

  • Credits
  • Screenshots
  • Background info
  • Youtube video
  • Upcoming update log

If you need more help on the description go here: http://www.hiveworkshop.com/forums/tutorial-submission-283/importance-description-127031/#post1117301

Just a few things to make the map description 100%.


Why did you steal your map preview image, from Gameslayer001's platform escape? (Note I have alerted Gameslayer001 and he can deal with it if you do not change it)

Here is Gameslayer's map, made first before this map, with the same preview image: Platform Escape


Anyhowz will download it once description is A+ and once the copyright image is gone,
Lag_Reviews :p
 
Level 10
Joined
Jan 17, 2009
Messages
619
Omg looks and sounds awesome although there are a few issues that need fixing.

  • Credits
  • Screenshots
  • Background info
  • Youtube video
  • Upcoming update log

If you need more help on the description go here: http://www.hiveworkshop.com/forums/tutorial-submission-283/importance-description-127031/#post1117301

Just a few things to make the map description 100%.


Why did you steal your map preview image, from Gameslayer001's platform escape? (Note I have alerted Gameslayer001 and he can deal with it if you do not change it)

Here is Gameslayer's map, made first before this map, with the same preview image: Platform Escape


Anyhowz will download it once description is A+ and once the copyright image is gone,
Lag_Reviews :p

Maybe he had Google'd 'Platform Escape' and recieved this one, so, he wouldn't have been tagged a thief.
 
Level 3
Joined
Jan 18, 2010
Messages
24
On another topic (COPYRIGHT IMAGE STOLEN):]Why did you steal your map preview image, from Gameslayer001's platform escape? (Note I have alerted Gameslayer001 and he can deal with it if you do not change it)

Here is Gameslayer's map, made first before this map, with the same preview image: Platform Escape

Anyhowz will download it once description is A+ and once the copyright image is gone,
Lag_Reviews :p

The copyright image is not my fault, its hiveworkshop's. It was previously a picture of my map. Guess i have to update 0.06 .... just to fix this problem
 
Level 3
Joined
Jan 18, 2010
Messages
24
I'd appreciate if everyone steps off the platform escape picture (no pun intended) as it wasn't my fault

I'll do screenshots after university today.

How do i add screenshots? I have the pictures saved onto a microsoft word file, I'm guessing I have to have a different site get my pictures so i can upload them?
 
Last edited:
Level 3
Joined
Jan 18, 2010
Messages
24
Split elder changelogs together with one big hidden tag.

done.

I notice that people don't really comment or comment on the heroes or the gameplay itself. Hopefully, me and a beta tester can play the map again and locate bugs so that i can exterminate them.

I will need to take a couple of days off for school, but i will work on version 0.13 afterwards. Version 0.13 will contain up the hero count from 21 to 24 (12/faction), and have more items, coming soon in February

regarding the previous post, its a lie. i worked on my map for about an hour today, and so far, i've been able to implement 15 changes, including reducing the file size, fixing bugs, and multiple balance changes. the next version will probably be 0.20, as i wish to alleviate the pre version 1 status of this map faster

EDIT: version 0.20 is now out, Feb 1, 2010. Changes are a-plenty, mostly balance issues, but there are some bug fixes and one new hero

for those who dled the map earlier today, i apologize, a major bug was found that wouldnt let the game play. it has been changed now
 
Last edited by a moderator:
Level 4
Joined
Aug 27, 2008
Messages
61
Looks good, gonna check and say what I think aout it.

EDIT:
The terrain was good, but the map is to big and there are no other ways than the lanes
(to few ways to go from lane to lane)

Some spells are nice made but some are just lame and not funny.

The gameplay didnt made me glad, it takes so long time walking in the lanes and items does close to nothing.
The elements is a nice idea but when you play and you deal less damage to your enemy and he does more damage to you, its not so fun...

There is not so many heroes to, close to one hero each and then the last one only have one to choose from.

I give it a low 2/5.
 
Last edited:
Level 3
Joined
Jan 18, 2010
Messages
24
Looks good, gonna check and say what I think aout it.

EDIT:
The terrain was good, but the map is to big and there are no other ways than the lanes
(to few ways to go from lane to lane)

Some spells are nice made but some are just lame and not funny.

The gameplay didnt made me glad, it takes so long time walking in the lanes and items does close to nothing.
The elements is a nice idea but when you play and you deal less damage to your enemy and he does more damage to you, its not so fun...

There is not so many heroes to, close to one hero each and then the last one only have one to choose from.

I give it a low 2/5.

Thank you, as that was probably the first real comment, and i'll address them one by one now:

regarding spells, i know some are lame, which is what im trying to rework for the 0.40 version. (i plan on have 2 hero remakes)
about the lanes and the map size. the map size is big yes, but the heroes and units have a high base movespeed to balance it out. and yes, there is only currently only one way to switch lanes (Besides going back to base)
about the items doing close to nothing, that was the intent. to make the game less item-based and gold-based to promote teamwork because gold isn't that important and kill stealing makes everyone mad.
to be fair, there's 10 heroes on the alliance side and 13 heroes on the bane side. most maps prior to the release of the first version have only 24 heroes (see AoM, AotZ, DoE).

EDIT: i have now added a new interlane (way of changing from lane to lane)
 
Level 3
Joined
Jan 18, 2010
Messages
24
I have only tried the alliance side and I was thinking it was the only heroes on the map :/.
Thats why I sayed it was so few heroes, but 23 heroes is good. :D

well please do try the heroes on the Bane, because there are much more heroes. May i suggest Death Liege and Nephilim: Oblivion? There spells required more triggers then others. Pit Lord and Shifting Fire are receiving a rework
 
Level 3
Joined
Jan 18, 2010
Messages
24
And one thing I found out was that the fountain and the shops where at the same plays (good) for the Bane and at the Alliane side the fountain is in the middle of a long oridor and the shops at the exit of it...why?

edited for the current 0.31 version
in brief, 1 new item, 1 skill remake and terrain changes

the new version will have 1 new hero and 2 reworked heroes

as for your previous comment about elements LordLyra that i did not address, the point was to emphasize quicker gameplay and teamwork. should the entire team go fully Earth-type heroes? No. Your Fire-type hero is getting squashed by the Water-type enemy? Ask your Dark buddy for help, etc. its the originality of this system that sets itself apart and makes it more teamwork based
 
Last edited:
Level 11
Joined
May 16, 2007
Messages
288
Sorry if it looks like I'm flaming but... I played this map and there are a feel things that are, well, pissing me off.

First of all, you just copy-pasted Megalith's terrain, changed the tileset and doodads (making it worse >.>) and removed most of the interesting world events that happened in Megalith.

Next, your buffs/condition system is nearly the same as the one in Desert of Exile, hell, you even used the same icons for them! (couldn't check all heroes yet, but there are some similar to the ones in DoE too). And there's also the elemental system, which is (again) extremely similar to the one used in Element TD.


I will post a more detailed review later, but for now, I'm not exactly happy with this map.

EDIT: I just checked the in-game credits, and you credit them all, but that is not enough, do you have permission from all of them (Vile, Rising_Dusk, Archael) to use their resources in your map?

EDIT / Rant 2: Just because it's DotA doesn't mean you can freely copy spells from it. Come on, be creative!
 
Last edited:
Level 3
Joined
Jan 18, 2010
Messages
24
Sorry if it looks like I'm flaming but... I played this map and there are a feel things that are, well, pissing me off.

First of all, you just copy-pasted Megalith's terrain, changed the tileset and doodads (making it worse >.>) and removed most of the interesting world events that happened in Megalith.

Next, your buffs/condition system is nearly the same as the one in Desert of Exile, hell, you even used the same icons for them! (couldn't check all heroes yet, but there are some similar to the ones in DoE too). And there's also the elemental system, which is (again) extremely similar to the one used in Element TD.


I will post a more detailed review later, but for now, I'm not exactly happy with this map.

EDIT: I just checked the in-game credits, and you credit them all, but that is not enough, do you have permission from all of them (Vile, Rising_Dusk, Archael) to use their resources in your map?

EDIT / Rant 2: Just because it's DotA doesn't mean you can freely copy spells from it. Come on, be creative!

when archael retired from mapmaking, he released his map open.

"if you can understand my triggers (I think I left them very organized, with the exception of some dummy units which should not be touched or they break stuff, but they are named properly anyway) feel free to edit it"

i changed more than the terrain and removed useless doodads. i also had to make it more playable. you cant see enemy units (or yourself) if your under a bridge. some lanes were too squishy and only 2 units could make it at a time. the lanes werent connected at all, and i changed it by adding more ways of crossing lanes

as for the map being based off element td, that was a given. my original post said it was, but then someone told me to fix the description so it was better so i removed it. there are differences, for example, as i dont have "nature-type" in my map and as Element TD is a TD, my map is an AoS.

i do remember asking vile and the rest of gamingcraft.net and i was met with a post that said i could if i wanted to, but it would just show no potential for authentic creativity. as for the debuff system being similar to DoE's and "even has the same icons," there are differences. 1) there's is so much better and complex 2) im slowly incorporating Weakness and Poison debuffs into my map (both from Guild Wars). You also have to understand all the icon names and pictures are taken from Guild Wars.

i originally wanted to push my map to being into the stage where it is now so that i wouldnt get the most useless post ever, "needs more heroes." though its not entirely justified, i did take spells from dota. most notably Solar Beam --> Furion's Ultimate, and there are others that i don't care to remember or recall. my map is slowly losing hold on the things that i have taken from dota (and AoM) as spells are being reworked completely.
 
Last edited:
Level 11
Joined
May 16, 2007
Messages
288
when archael retired from mapmaking, he released his map open.

"if you can understand my triggers (I think I left them very organized, with the exception of some dummy units which should not be touched or they break stuff, but they are named properly anyway) feel free to edit it"

Didn't know that, sorry. (could you give me a link, btw? I always wanted to see how some things in the original Megalith were done)

About the useless doodads, I think you removed far too many of them, the map looks empty in some areas.

If you have permission, then it's ok. But I agree with Vile. (or whoever replied to you) that it shows no potential for creativity.

My only concern about this map now is the fact that some heroes are uninteresting to play with and use boring non-triggered spells.
 
Level 3
Joined
Jan 18, 2010
Messages
24
im sorry, i dont own it anymore...when my computer caught a virus somewhere, my mom wiped everything before i could taken anything (like Open Megalith)

my laptop is back in university and i cant get there until tuesday, but i will upload v 0.33. ive remade one of the heroes and made it a bit more trigger-based.

thanks for the replies though.
 
Level 3
Joined
Sep 13, 2008
Messages
44
Well i just played this like 3 times...
I'll write what i think:

I really didn't like the idea of heroes having attack and armor based on "elements", i mean, it can be more "realistic" that fire can damage more a wood based unit than a water based unit... but it can be very imbalanced when you are 1 on 1 in the lane.

The spells are mostly "regular" wc3 spells but you actually edited their theme on some of them.

The map is HUGE xD, yeah my map is big but not this BIG, i think that a tp system on towers or included in the heroes would be good.

I like that you didnt based this map too much on items (like dota or many other AoS maps...).

It needs more player commands, like movespeed, zoom distance, etc... misc stuff you know.

You need to be more "original" in some stuff like the other guys said.

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Small bug/typo:
On short mode, it says that "Heroes start at level 3" but the hero level actually is 6...

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I'll give it a 3/5 because it can be improved a bit :)
 
Level 3
Joined
Jan 18, 2010
Messages
24
thanks for the comment!

regarding the short mode, yeah, i noticed it too earlier today while testing, i was beta-testing the Rogue Mage's ult and i just set it to 6 to make my life easier but forgot to reverse it. until the next update, it will remain as is.

im trying to get more funky with the spells, but im just a bit too busy now with uni
 
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