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K.O. Battleground 1.5.1

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If you have ever played Battlefield 3 and DotA or any other kind of defending type of map with Heroes and ways of developing them in a form of item recipes, skills and other stuff, then you will know.
It should start like this, you pick your Hero, buy some gear if you can and go killing things... but in here, you also need to strategically capture towers and defend them before the enemy team and so on.
The map requires quick reflexes, tactical thinking, teamwork and a bit of theorycrafting knowledge!
I don't know how to name this style of maps so I chose more than one.
The map is made completely in GUI and protected by Vexorian's Map Optimizer/Protector
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- Available game modes as of version 1.5.0: Tutorial (available on single-player only), Classic Battleground (available when both teams have at least 1 living player), Siege (available when Red Team does not have any living players) and Free (same as the Siege)
- Unique winning condition (not just destroying one target located in enemy base)
- 16 unique Heroes to pick from (each of them has various gameplay styles and builds thanks to skills' synergies, combinations and level cap)
- Heroes can level up to maximum level of 21, have 4 different skills + 1 stat bonus skill and all skills can be learned up to maximum level of 10 (that's why there are more builds available)
- Achievements which can add some additional skill points to use
- Killing progress announced by legendary voice-over from Unreal Tournament game
- Advanced Actions (set of extra actions for your Hero) replaced attack command due to game mechanics such as town portal, re-spec, secondary inventory and camera locking for better RPG feel
- Best hotkeys placing (QWERT, ASDFG) combined with locked camera improves gameplay experience
- Balance of Heroes and items at its best (at least trying for it)
- Set of hundreds of items (low and high quality ones that drop from Creeps)
- A few unique recipes adding special abilities to your Hero
- Hundreds of combined items from Orb-enchanting system allowing player to get an Orb and apply its effects onto Weapon or Armor item (this can be done twice)
- All upgraded items come with special effects and attachments to your Hero
- Creeps and friendly troops spawning (units that follow their paths trying to reach certain points)
- Many other things to come if successful
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Capture Point A, you need to destroy previous ownership of it to claim it under your control and make the enemy team lose their Tickets over time.

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Capture Point B, the mid, you need to destroy previous ownership of it to claim it under your control and make the enemy team lose their Tickets over time.

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Capture Point C, you need to destroy previous ownership of it to claim it under your control and make the enemy team lose their Tickets over time.

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Blue Team's base, the enemy team is a mirrored one on the other side of the map, you revive there, buy stuff and restore your lost health or mana. It's heavily guarded and harass or exploit free...
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An insight into unit's Attack and Armor damage tables, note that there are a lot of changes made...

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When you press A or click the former attack button you get a tab with many useful actions for your Hero... According to latest version Movement Speed Check serves as Hero Information table function showing more info than just your current Movement Speed and Lock/Extend camera is no longer in use, there's only locking function available...

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Your team's Barracks not only spawn dumb friendly troops but you can hire various Mercenaries on your own, these units are powerful, can wear items and help you a lot...

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One of the first Heroes ever made at its finest, single-skill based, good at AoE damage... went under many reconstructions and tweaks to its final devastating version...

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One of the three latest Heroes, the Timekeeper, he leaves Space Void after he moves through space where he can time-travel and restore its health and mana leaving disaster to its enemies... fun really
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TheQ91 (my best friend and exclusive tester) - Garena nick
Scythy Dervish and his "paper" model used for recipes
assassin_lord and his Hero Glow
Garena and The Hive Workshop community for responses to questions
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Siege mode:
- Waves order changed
Siege mode:
- Bosses not having too much HP and all abilities now
- Final Stage camera added
Game mode:
- Siege (available only when playing with 1-5 players in Blue Team without any players in Red Team)
Units:
- All summoned units follow the owner when they appear (this mean they will automatically try to do what the owner does)
Items:
- Halberd (Common Recipe), Assault Halberd (Epic Recipe)
- Stun effect from Mjölnir enhanced
Units:
- Catapult-type units have their Damage reduced and have no minimum range meaning they won't run away from melee attackers to attack them back
- Zombies degenerate 2 of their Health every second
Items:
- Orb-enchanting completely reworked (Orbs are cheaper but apply only one effect to an item depending if its Armor or Weapon (effects applied by Orbs are no longer increased by 20% in the process)), this prevents overwriting wanted Orb effects by unwanted ones and extends possibilities of better items when making recipes
- Properties of items used in a recipe are being stacked and increased by 50% instead of 20%
- Rare recipes renamed to Epic and Epic to Legendary, all of them were remade (this includes required items for their creation)
- Frostguard is back to be Legendary item
- Created items that have Orbs used in them are sold for 50% of Spare Parts spent same as goes for gold
- Stun property from Hammers and Orb of Lightning reduced by 20% (chance AND duration)
- All Cleaving Attack abilities have 125 range while Legendary items provide 187.5 range
- Effects of some Orb-enchanted items
Other:
- Added a "no drop" chance mechanic for dropping items from Creeps (the more players are in the game the higher the chance of dropping an item)
Heroes:
- Death Knight's Base Damage to be actual 12-30 not 6-24
Skills:
- Whirlwind will no longer stop when attacking (Fireblade)
- Diseased debuff should no longer appear as positive buff (Meat Wagon)
Items:
- Shining Lightplate should no longer display as Unholy Aura
Achievements:
- Rune of Healing doesn't count as a Glyph to obtain Glyph-dependance
Other:
- Some trees that shouldn't be in game are removed
- A bug when revived Hero could move after the game has ended
- A weird visual bug showing spikes from the body when having Undeath (Death Knight), Bone Shield (Bonemancer) or Bladed Boots
- A visual bug showing that more items are in stock at Wandering Merchants' when more than one player is playing
- Skill typoes
- Icon of Wandering Merchants on mini-map like all shops have
- Denial of friendly Capture Point is finally fixed
Skills:
- Crushing Blow has additional 7% chance per its level that killed units explode dealing Smite skill damage to surrounding units (can cause a chain reaction - Crusader)
Other:
- Weather system (you can turn it off by setting Particles to Low in-game)
Heroes:
- Cooldown and Mana Cost of Crusader's skills because of new synergy
Units:
- Ghoul's degeneration decreased to 1 Health per second (this note might not be present in-game change log)
- Range of Capture Points and Barracks increased as well as their missile speed
- AI of Friendly Troops
Other:
- Info Menu reduced a bit
- Spare Parts now have blue color
- Blood effect of Axe's (LQ or HQ) Cleaving Attack changed
- Terrain slightly modified and a few decorations and trees added
Abilities:
- Destroy Item works while passive inventory is on
Other:
- An issue when you could "deny" friendly Capture Point removing it from the game
- Several more typoes corrected
- Tutorial fixed to be able to finish
- English localization continues
Heroes:
- Mammoth Tree, Timekeeper and Death Knight in Strength Tavern
Units:
- Mercenaries of the third tier
- Wandering Merchants at the base (they sell various items from starters, low quality to high quality ones, after awhile they dissapear wandering around the map)
Skills:
- Vampiric Aura also heals Vampire and his Ghoul by 10% of damage done by Nightmare skill per level
- Ranger has Cold Arrows instead of Ensnare skill
- Multishot also shoot additional Flame Arrows to surrounding units in range of Multishot (Ranger)
- Mana Feedback additionally restores some Mana when somebody casts a spell in 950 range and Eye for an Eye also passivelly increases Intelligence (Tamer of Magic)
Achievements:
- Glyph-dependance (earned by collecting 10 Glyphs)
Other:
- Game begins with music theme from Reign of Chaos menu screen
Heroes:
- Ranger's and Necromancer's names changed
Skills:
- All skills got slightly rebalanced again!
- Storm Fervor damage increased to 20% of your Movement Speed (Stormbender)
- Presence of the Dead damage increased to 3 per level, Animate Dead duration increases by 1 second each level and Death Pact's tooltip improved (Necromancer)
- Carrion Swarm base damage increased to 40, Shadow Binding base damage reduced to 5% + 5% per level and Spell Shield cooldown reduced to 65 - 5 per level (Dark Revenant)
- Vampiric Aura range halved (Vampire)
- Searing Arrow bonus to Gold Find doubled and Gold Salve bonus to Movement Speed reduced to 3% per level (Daughter of Midas)
- Duration of Test of Faith's Armor bonus increases for each level by 1 second (Crusader)
- Bone Prison Health rebalanced, Bone Shield chance to proc increased to 3% per level and Bone Spear damage range increased to 75 (Bonemancer)
- Flame Arrow Attack Speed reducement decreased to 4% per level, Multishot has its tooltip changed and missile speed reduced to 840 for both of these skills (Ranger)
Units:
- Zombies have their attack range reduced to 50
- Friendly Troops and Barracks have their Health increased and have Health regeneration
Achievements:
- Creepslayer requirement of killing Creeps reduced to 50
Other:
- Damage reduce from Armor increased to 2% per point (diminishing returns)
- Lock/Extend Camera ability serves only for locking the camera not extending it in addition
- Charged by thunder buff renamed to Thundercharged (because it sounded silly)
Skills:
- Swift Strike fixed to deal damage correctly (Fireblade)
- Mercenaries' skills have their cooldowns changed and Curse and Faerie Fire have their cooldown finally working
- Ghoul's Cleaving Attack deals 25% of damage correctly
Items:
- Ring of Intelligence now adds 4 points to Intelligence instead of 5
Other:
- Weaponmaster's animations fixed
- "Flickery lamps" removed
- Attacking mechanism improved meaning auto-cast missile skills will shoot their cooldown correctly and orb effects from items and abilities will affect units being auto-attacked on
- Skill tooltips corrected
- "Error message missing!" strings fixed
- Several typoes corrected
- Strings of some units/Heroes/abilities localized to English only
7/9/2013 Version 1.6.0 is on its way and preparations for 5th skills were made, now I have to think over various combinations of Hero builds to make it perfect and add more synergies... Heroes' base stats came through many rebalances and triggers were completely remade and tweaked out to offer better performance! All I have to do is find some time to do this all, remake skills that are already at the game's disposal so I can finally start making new Heroes and items only and not be bothered by fixing issues, fingers crossed until we will meet again!
7/2/2013 Apparently releasing the Siege Mode so early without last test run wasn't the best idea after all, as you could see from the first Boss encounter it was impossible to beat it because of an insane amount of their Health and Boss abilities, that's why I'm coming with quick fix where Bosses shouldn't be a problem anymore. However their Health scaling is still not pleasing me, so until I manage to discover the problem I'm making them to have their regular Health unchanged... I hope there won't be any more major bugs of this sort, enjoy...
6/30/2013 As I promised, here are final results of my work, the version 1.5.0 titled with Siege Mode is a whole new experience not only for players but also for me. You might probably find bugs, you will, because it was my first attempt to do something like this big. While I was not primarily aiming for something like this the map should turn into, at the end it differs greatly and offers additional hours of gameplay time... I decided to make something to be playable by lonely players or a group of friends who want to experience something cooperative so here we go. The mode is hard, you might not understand the whole concept for your first time and not all Heroes are capable of finishing it easily (as they are anti-Hero-devoted) and surely you will fail to get through some Stages but keep trying and speculating with builds so you might get skilled at it... It should feel like it's slightly imbalanced (some Stages are insanely hard, some too easy and when you think you can beat the hell out of all Creeps on Stages 80+ there will come Stage that really suprises you) but I will work on it later as the pressure of time and my crave for sharing this epic version couldn't stop me from releasing it this early so have fun, comment, rate and so on... You will hear from me inevitably ;)
6/22/2013 Alright, all Orb-enchanted and Reciped items have been reworked (almost from scratch) and I'm quite pleased with results, I've also added two more items for recipes, Orbs are now more accessible, offer more possibilities and diversities when making items as a whole and some of the old items, while seeming to be weakened, stay very powerful. My main goal now is to finish and finally tweak out the Siege mode (I managed to get to Stage 50 or so on solo when Creeps suddenly IKed my Barracks :D) which shouldn't take long and release the sh*t out, you heard me, I'm going to release it... "But you said you will rework all Heroes and add 5th skill and blah blah blah..." No! I'm not going to do that in upcoming version, I was so busy playing the Siege mode over and over again (seriously Siege mode is going to cut out like 2 hours of your life as a game time) and reworking items that the map has fallen under dust in here so I need to update it before I put my hands on another great chapter of reworking stuff (there's a big bunch of it when it comes to Heroes) so yes, version 1.5.0 will come out this month! :)
6/21/2013 Working hard on version 1.5.0, the new Siege mode is going to kick an ass! 101 levels of chaos hard as f*ck are prepared but still they do need polishing and tweaking with my co-testing friend because it is really hard :D Anyway, today I decided to completely remake Orb-enchanting, items related to it, their properties and pricing and since the map contains around 200 items that need changing it's gonna take awhile, also I decided to remake almost all Heroes' attributes, add 5th skill instead of Stat Bonus to them and reduce cooldowns of all skills by the amount of their Intelligence... If the time allows me to add new Heroes I'll be happy to do so because I have some neat ideas but it must wait until the new system settles and sets the rules for upcoming stuff... So stay tuned, download, comment, rate, whatever I'll be back! :)
6/6/2013 Done, the last version before great things are going to show up, version 1.4.2 should finally fix the infamous and most disturbing bug in the whole map when you could actually destroy your Capture Point removing it and ruining the game entirely, also when making Wandering Merchants I couldn't find a way to show them on your mini-map as a little gold house like all shops do so I left it unchanged, but now they should show up correctly, enjoy the map guys ;)
6/5/2013 Latest fix about "not being able" to deny friendly Capture Point doesn't seem to work at all which bothers me and I'll be working on it later this day, it looks like it's gonna need version 1.4.2 for this particular fix after all.
6/4/2013 While making another version after 1.4.0 I've got so many plans and new cool ideas for upcoming features that it was just too much to handle in short period so I decided to finish the fixing and add some decoration to make it more eye-appealing. To put it simple I had to add stuff that was essential to satisfy needs of players for awhile while I can make my plans and schedules for rebalancing items, making new Orb item, new Heroes and items in peace and with clear mind. I hope that version 1.4.1 didn't bring any new bugs so I won't have to make 1.4.2 because I'm looking forward to 1.5.0 which should be here at any moment...
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Keywords:
KO, Knock, Out, Battleground, Arena, AoS, Aeon, Strife, Siege, Mode, Defend, DotA, Defense, Ancients, Battlefield, Warcraft, War, Craft, Crusader, We
Contents

K.O. Battleground 1.5.1 (Map)

Reviews
Orcnet19:07, 31th May 2013 Map Approved K.O Battleground (Version 1.4.0) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

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Orcnet19:07, 31th May 2013

Comment

Review

Map Approved
K.O Battleground (Version 1.4.0)


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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"K.O Battleground" is a AoS map where additional objects to use as well on taking different types of constant mechanics.

"A different design of an AoS its a cool map but its hard to micro use the attack button since you right click enemy targets now, although can be tolerated."

Terrain

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"Terrain looks very flat, adding tile variations and environment decor can suffice the blank atmosphere."

Management

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"Overall such AoS can be played by AoS lovers and map players to a form of a different map style."

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10/1583%B
 
Level 30
Joined
Jul 31, 2010
Messages
5,246
dude the word 'cause errors' is just a sentence that the hive's database generates when a map gets rejected anyways you still don't have any screen shots showing the game, just pm me when you re-update it again good day then
 
Last edited:
Level 30
Joined
Nov 29, 2012
Messages
6,637
Hey there, played your map and I must say it is quite a decent AOS map. Tho you have some terrain problems and lane issues. Still here is my review:

K.O Battleground v1.4.0 Review

[+] Good Points:

-Terrain looks decent but you should fill up your terrain with more fitting doodads because it is quite empty and also mix different tiles to make it good.
-The items are quite interesting and useful but I must say why are there no recipes and why can they only be acquired through random?
-I love the idea of the control points that when you capture them, you will have it but didnt you notice that the tower is quite weak and can be easily captured? Just by stocking many units, you can already destroy and acquire the control point. The daamage is the issue, it has weak damage.

[-] Bad Points:
-I dont like the idea of units when walking with them in lane, they will suddenly take a path to another lane. It makes the game so random and unpredictable. SOmetimes it also grants disadvantage and advantage to each team.
-I dont know but is it the hero weak or just creeps too strong? The creeps can easily kill me and my skill doesnt do much damage to creeps. I suggest nerfing down creeps or make heroes stronger a little bit.
-It is really a bad idea that in the start, each team will meet up near a control point. I suggest start with an area without control point first.

[] Suggestions:
-Some minor terrain improvements such as filling the terrain with some doodads and mixing tiles.
-Dont make units change lane while they are in a lane already
-Either nerf down the creeps or make heroes stronger
-Let the two teams meet on an area without Control Points yet, it grants disadvantage!
Overall, decent AOS map and looks approvable. Rated 3/5 and +4 REP to you

Voting for Approval!
 
Level 4
Joined
Jul 20, 2012
Messages
83
Doomguy80,
did you have your inventory full when buying that item? Or did they just moved around a bit out of your range in the moment of purchase? Otherwise I can't imagine how can it be buggy in any way, I'll try playing with it and figure it out soon...

Hell_Master,
I didn't want to mix up too many different tiles like snow, lava and grass altogether and I have all available tiles used in the map, some of them are used only a little but all of them are already there... whatever I'll polish it for sure + doodads, I was adding some of it every version.
The very reason why you can acquire recipes through randomization only (from Shop, Wandering Merchants or Creeps) is because of fact that I'm heavily influenced by Diablo games and I was trying to bring that style into the map but I didn't want to make an RPG map only, I'd say it involves not only skill in knowing all items and know what to build at the very beginning and be a few steps ahead of new players but letting the luck involved and the versatility of player's mind like "What am I building this game? Same crap? It worked last game, but no, let the fate decide" :)
Trust me, as the tower has Multishot for 5 units already it doesn't have low damage, people would be annoyed if they'd just walk around the tower and get killed by it... Although it's a fact that I've never tried playing 5v5 game to see how tough units and towers are because everything scales in here with number of players. But I guess I'll run a test of some sort to see how tough they are and tweak it a bit...
The problem with "units on the lanes" is that they don't have AI of any kind for now, they're driven by units' priorities, acquisition range and range of helping an attacked ally, I wasn't bothered by it at first but as you noticed and asked for it I'll specially make an triggered AI altought I must admit that lane units chasing me all the map ignoring anything on their path IS annoying as hell! :D
I don't know for what Hero you were playing but creeps are specially weakened, if there are no more than 3 or 4 of them you should be able to kill them in 3 hits or so, also the Armor and Damage types are the keys + some items for Health
The last thing and the most disappointing for you is that I'm afraid I can't imagine how to make players to meet anywhere else but at capture points... sure I'll put it in my mind but that would require to rework the whole idea of the map.

Thanks again for your deep insight and feedback, it's helping me a lot, I just need more people and their different tastes to decide on where this map is going...
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Doomguy80,
did you have your inventory full when buying that item? Or did they just moved around a bit out of your range in the moment of purchase? Otherwise I can't imagine how can it be buggy in any way, I'll try playing with it and figure it out soon...

Hell_Master,
I didn't want to mix up too many different tiles like snow, lava and grass altogether and I have all available tiles used in the map, some of them are used only a little but all of them are already there... whatever I'll polish it for sure + doodads, I was adding some of it every version.
The very reason why you can acquire recipes through randomization only (from Shop, Wandering Merchants or Creeps) is because of fact that I'm heavily influenced by Diablo games and I was trying to bring that style into the map but I didn't want to make an RPG map only, I'd say it involves not only skill in knowing all items and know what to build at the very beginning and be a few steps ahead of new players but letting the luck involved and the versatility of player's mind like "What am I building this game? Same crap? It worked last game, but no, let the fate decide" :)
Trust me, as the tower has Multishot for 5 units already it doesn't have low damage, people would be annoyed if they'd just walk around the tower and get killed by it... Although it's a fact that I've never tried playing 5v5 game to see how tough units and towers are because everything scales in here with number of players. But I guess I'll run a test of some sort to see how tough they are and tweak it a bit...
The problem with "units on the lanes" is that they don't have AI of any kind for now, they're driven by units' priorities, acquisition range and range of helping an attacked ally, I wasn't bothered by it at first but as you noticed and asked for it I'll specially make an triggered AI altought I must admit that lane units chasing me all the map ignoring anything on their path IS annoying as hell! :D
I don't know for what Hero you were playing but creeps are specially weakened, if there are no more than 3 or 4 of them you should be able to kill them in 3 hits or so, also the Armor and Damage types are the keys + some items for Health
The last thing and the most disappointing for you is that I'm afraid I can't imagine how to make players to meet anywhere else but at capture points... sure I'll put it in my mind but that would require to rework the whole idea of the map.

Thanks again for your deep insight and feedback, it's helping me a lot, I just need more people and their different tastes to decide on where this map is going...

That is some good points there you said, try reading maybe some tutorials here and maybe you can learn and improve this map.

Actually I did have fun playing this. Continue the updates, bro!
 
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