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Pick Your Abilities AOS v3.7b

(12) Pick Your Abilities AOS v3.7
This is a rather old project of mine, my interest in it recently sparked again so here i am trying to share it with the warcraft community.

When dota games flood the game list, there is little chance for other aos to see the light of day. However if you would like to experience an alternative aos, this is the right one.
Original idea inspired by TGS (the great strategy) i decided to build upon that concept and go further with the level of customization.

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Concept:

All the abilities are taken straight from the melee game (except for a few that got modified owl scout, far sight, etc.) so the learning curve is somewhat reduced. There's no need to spend time trying to figure out what this ability does or what that item does unless you're not familiar with melee Warcraft 3. Version 3.0 and up feature some custom abilities.

Keep in mind that although you may have seen all these abilities before, the way in which they are used in combination with other abilities both hero and creep alike is unique.

The main reason not to include custom abilities is simply this, in Warcraft 3 you can only have so many ability functions. And all of the abilities' functions are already present in the melee abilities, what would be the point of making a custom one when it will ultimately be similar if not identical to the ones already present? Sure you will get a new icon and a new description, but the function is still the same. I've played countless maps with custom abilities and most of them offer nothing new than what is already offered by melee abilities (note that i said most, some do offer new stuff).

On a side note, i am not against adding custom abilities, if you have some ideas that properly fit the theme and won't break the balance, I'll gladly consider them. When the idea first came to me i just wanted to make the map asap, so i took what's available, melee abilities, and that turned out great. I've had lots and lots of fun games just the good old melee abilities :). What i grow bored of are not the abilities themselves, nor the fact that they are melee ones, but it is the lack of competence from my enemies. Few offer a challenge, most of them can't make a half decent combination of abilities. When you face a challenging opponent the game suddenly becomes interesting even though you've played it many times.
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Suggested players 4-12
Suggested hero experience rate 175% (Default xp rate of the game)
This is an AOS type of map where you pick your hero's AND creeps' abilities.



In depth description:

Player1 Commands:
-xyz where abc is the xp gain ratio for heroes. For example to set it to 175, player1 types, "-175".
-hcxyz where xyz is the handy cap of the CPU, to increase the CPU's hp set it above 100, to decrease set it below 100
-#ax where x is the number of abilities that heroes can have, by default it's 6.
-kick opens the kick player menu.


Heroes:

Each player starts by choosing a suitable hero type (melee, ranged, mounted, etc.) for different hero types have different stats. Then with the initial lumber that you start with you choose an ability. Lumber acts like skill points for your hero to use on abilities, hence each level you will receive 1 lumber; there are 18 levels in total. Heroes can have up to 6 different abilities including 1 ultimate; 6 in total the ultimate included. However you don't have to take an ultimate, you can simply have 6 "normal" abilities. Heroes can reset their abilities only once, and when they do they will get all their lumber back so they can start anew.

There's a "Most Wanted" system in the game, the most wanted hero on each team is the one with most hero kills. On the death of a hero, a 2min timer appears displaying the "Most Wanted" player, if the hero of that player is killed before the timer expires, the killer will receive extra gold for the kill.

There's a CPU controlled hero that's always standing in your base, he starts off at level 18 and he is your BEST and LAST line of defense. He has true sight, war stomp, cleave, critical strike and finger of death. This hero will engage all who come near your base. Furthermore, to improve this hero, players can equip him with various items; meaning you can give him items to make him stronger or potions for him to use, and he will use potions cause he's controlled by a CPU.

When a player-controlled hero dies, a rune will be created on the position of the corpse (simply to denote the position) and the owner will receive a ghost, this ghost is invisible and invulnerable. He has 2 abilities, rez at base with 100% hp or rez at corpse with 50% hp. To rez at corpse the ghost needs to be close to the corpse. However before a player can rez he needs to wait for the rez timer to expire.


Creeps & Creep abilities:

As the game develops and you start making some gold, either by killing creeps or slaying heroes, you'll be able to buy abilities for your creeps. Think of it as upgrades for your army. The creep abilities range from the Tier 1 abilities found in the melee game to the Tier 3 ones. When you buy a creep ability you 're actually buying the item that represents it. To give it to your creeps, you have to give that item to 1 of the colored units in the back of your base, these colored units are also the shops where you buy hero abilities from; each of them has 1 inventory slot, hence enough room for only 1 creep ability. However you can purchase an item which allows you to increase the slot number to 2; hence the creep will be able to have 2 abilities.

These colored units also act as avatars of your creeps. Each colored unit represents 1 creep type in all lanes, that's why they are labeled, Melee #1, Melee #2, Ranged #1, etc. So you know which one represents what type of unit that way you can chose what ability to give to whom, for example give bloodlust to ranged ones cause they stay in the back of the army, etc.
Since you can change the unit-type of your creeps (i'll get to that later) each colored unit has an indicator above its head representing the unit-type that it is set to (if you look at the screenshot you will see semi-transparent grunts above Melee #1 #2 #3, meaning that Melee#1 #2 #3 and set to the unit-type grunt which has the most amount of hp and the least amount of mana).

Now because certain creep abilities require more mana than others, you can change the unit-type of your creeps to best suit the abilities you gave them.
There are 3 unit-types of creeps:

* Mana: most mana least hp least damage.
* Standard: medium mana medium hp medium damage.
* Strength: least mana most hp most damage.


So by default, since your creeps start out with no abilities, all unit-types of your creeps are set to Strength.

To change the unit type of your creeps, you select the chicken that represents the creep that you want to change and you move it to the desired spot; notice that the chickens color and name correspond to the color and name of the creep they represent. For example, if you want to change Melee #1 from Strength to Mana, you select the chicken called Melee #1, you'll see that it will have the same color as Melee #1 (green), then you simply move the chicken to the desired spot (the middle circle is for Standard, Left one is for Mana and the right one where the chickens originally are is for Strength. You can click on the different units there and compare their stats)

NOTE: creep abilities cannot be used by heroes for they are simply items referring to the actual creep ability, these items need to be given to the colored units in the back of your base.


The Multiboard:

Since there's a CPU on each side, they make money with every kill. To put that money to use, the CPU upgrade the attack and defense of its units (your creeps) and fortification of its buildings (your towers and your base). The upgrades come when the CPU hits a specific amount of gold and for each level that amount increases. A team can eventually get ahead in terms of latter upgrades if the enemy heroes die too often to CPU or if the team tries to keep their army alive as much as possible (obviously with healing).

Once all upgrades are maxed out (level 3), then the CPU will use its gold to summon Elite troops to aid it in battle. These Elite troops do chaos damage and have strong abilities. Elite unit go through the middle lane only.

The Gold coin icon you see on the multiboard is your income per 5 seconds. When it resets, it means that your CPU either upgraded something or if all the upgrades are maxed out, an elite unit has been summoned.

Conclusion:

This map is all about combinations, what combination of hero abilities and creep abilities will you chose to win, and also with what will you counter your enemy who has access to the same ability pool. Creative play emerge from this type of map and timing is extremely important.

AOS in general are hero centered however this one is more of a creep centered aos. Though you can still ignore the creep upgrades and focus solely on your hero.

------------------------changes 3.1a--------------------------
-added multiboard.
-replaced burning oil with hurl boulder.
-added "-unstuck" command. (removed in latest version)
-income system compensates for players that left.
-fixed life tap, now it heals for the amount of damage that it causes.

------------------------changes 3.2--------------------------
-Fixed a crash issue.
-Death Pact and Dark Ritual now work on all units.
-Child item carrier now shows progress when rezing hero.
-Added feature to revive defending hero from marketplace.
-fixed metamorphosis bug where hero gets paused.
-added 1 inventory slot for ghost to prevent creep ability item bug.
-added Sobi Mask and Runed Bracers to marketplace.
-All items have a 1sec replenish rate now.
-Added floating text over unit-type change area.


------------------------changes 3.3--------------------------
-Added 3 game modes: defend, alternate and no creep abilities.
-Added command: -ms for movement speed.
-Added custom models for evil side.
-Improved terrain.
-Backed off base towers to prevent creep blockage.
-Increased Death coil's range a little.

------------------------changes 3.6a--------------------------
-Removed custom hero models to reduce size.
-Added game mode: rewards (creep abilities awarded upon hero kills)
-Slight terrain modifications
-Fixed bug that caused game to crash (it was a custom ability Spirit Guardian)
------------------------changes 3.6c--------------------------
-You can buy reset abilities now; if you used the free reset.
-Creeps camps have a chance to drop useful items.
-Fixed Engineering upgrade bug.
-Fixed creep abilities disappearing bug.
-Added "-repick" can now repick hero; must do so before reseting abilities.
-Repriced items; a lot were overpriced.
-Changed shops model to something smaller, also added Lategame Items shop.

------------------------changes 3.6e--------------------------
-Added creep ability Pillage.
-Replaced farsight with disarm.
-Added hero ability Spell Reflect.
-Owl Scout can dispell now.
-Fixed -repick.
-Added new game mode Random, -random.
-Fixed illusion and Dampen.

------------------------changes 3.6f--------------------------
-Added item stacking, some items are upgraded to level 2 when you have two of them.
-Fixed some terrain blocked paths.
-Reduced price of searing blades to 2000 gold.

------------------------changes 3.6g--------------------------
-When the CPU reaches the end of Elite bosses summon, it starts summoning 2 at a time.
-Increased damage done by mines.
-Small terrain fixes.
-Made the map about 30% smaller.

------------------------changes 3.6h--------------------------
-Fixed bug where the CPU never spawned bosses and its gold kept increasing forever.
-Added new creep ability, Quill Spray.
-Widened Base Entrances.

------------------------changes 3.7---------------------------
-Various terrain changes, decreased line of sight in many places.
-Fixed runes (in water) spawning wrong items and more than 1 at a time.
-Death & Decay now damages enemy units only (not buildings or friendly).
-Earthquake increased damage to 100/s (2500) and -80% movement speed.
-Made more items able to level.
-All items that do not level are denoted with "Does not stack" except charged items (potions, scrolls, etc.)

------------------------changes 3.7b---------------------------
-Added the "-switch" command to allow team rebalance.
-Added a new ability "Portal".
-Greatly improved "Cripple Boost".
-Fixed a bug with "Betray" where if the unit died while under the spell it can't revive anymore.
-Added a custom "tutorialish" loading screen.

Keywords:
pick your abilities, aos, creep based aos, choose abilities aos, choose creep abilities aos, hosk, tgs, dota
Contents

Pick Your Abilities AOS v3.7b (Map)

Reviews
Craka_J: Pretty well made. Approved.
Level 4
Joined
Apr 30, 2008
Messages
32
I like the map overall, but it has a tendency to lag (possibly trigger leak(s)?), and making Creep Abilities Unique (1) per GAME rather than 1 per Team can lead to some imba, specifically first to get Feedback tends to have an edge.

Also, a Storm Bolt/Windwalk build is... somewhat questionable in regards to Balance imo.

If the (occasional) lag was fixed and Creep Abilities were changed to be stocked like Hero Abilities i think it would have a positive impact on the map.

Also the Storm Bolt/Windwalk setup might need to be looked at..... even just Storm Bolt and Windwalk alone are sorta iffy considering HP counts on Heroes.

350 dmg (@ rank 3) on Bolt's short cd with such low mana cost seems a bit OP imo.

With WW it's very easy to maintain constant invis and keep getting the backstabs, especially with True Sight being a tad difficult to come by (i can only think of 3 sources right off the bat - Far Sight, Summon Hawk, and the True Sight Creep Ability).

I should also mention that with the current setup on Creep Abilities, at least once, i have paid gold for one, and not received it - the delay between buying it and the item being placed in inventory was the cause i believe - someone else purchased it @ about same time and got theirs, but i burned my gold and got nada hehe.

Anyway, hope you continue with the Map, i do like the idea. :)
 
Level 3
Joined
Aug 29, 2007
Messages
28
I can try a different version where the creep abilities are not unique and see how it works out, although i'm just guessing the enemy will start copying what you got...

The major triggers are leak free, however i'll double check.
I've noticed the game (some times) laging when there are too many units on screen, especially when these units have abilities to cast; i'll look into it see if there's anything i could do.

The buying item and not receiving it is indeed a bug, though it only happens if someone else was buying that item at exactly the same time; i've only seen this happend once. I'll see if i can fix it.

As far as wind walk + storm bolt goes, there are many ways to detect invisibility in the game: owl (has detonate ability), far sight (work as wards), hawk, true sight (creep), dust of appearance (buy from shop). And not only that, there are plenty of ways to cc the enemy before he gets off a spell.

At first you might find that a certain build is imbalanced, but with time you'll figure out ways to counter it. And also remember that your team has access to the same abilities that your enemies have access to.

Anything involving casting spells is easily countered because the game has many cc : hex, sleep, silence, avatar, soul burn, silencing staff (buy it), etc.
 
Level 4
Joined
Apr 30, 2008
Messages
32
Hey, sry about my long absence, been on some other Games.

Thank you for considering my thoughts, i've just downloaded the updated map, and i plan to host it very shortly to see how it's lookin'. :)

I really need to Rate it here, but i'm going to wait untill i've tried this most recent Version.

Also, i'll edit any further thoughts i may have into this post. :)

Woot! Having a BLAST - really enjoying the alterations a LOT!

I rated it 5/5, no issues i've seen yet to speak of after several games - very enjoyable, awesome work! :)
 
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Level 4
Joined
Apr 30, 2008
Messages
32
Good stuff, i look forward to trying out the custom hero abilities! :D

I did notice a very minor cosmetic issue with the current version - occasionally, there is a death msg that lists the Host (this being me in the games i've been in) having killed a Teammate.

It usually shows a Leaver Teammate when it happens, but there are no functionality problems i'm aware of related to it - i haven't gotten gold or anything (thankfully).

Dunno what might be causing it, and don't worry about it - nothing serious, just confuzzling at times to see that i've apparently gotten a kill out of the blue. :)

Keep up the great work - hope you're having as much fun working on the map as i am playing it! :)

<edit - updates> From further play, it seems the not-so-random-after-all death msgs listing the Host as killing someone are related to the, "Don't Attack your Allies" prevention system - when a player is killed by the dmg inflicted by attempting to attack an ally, the map lists the host having killed them, regardless of their team.

Still, i continue to label it as a very minor cosmetic issue - if it's an easy fix, go for it, if not, nothing of great concern. :)

On the subject of minor cosmetic issues tho, i thought i'd add in a few others - one being on game startup, while the Doom Lord is saying, "Tremble Mortals, and Despair - Doom has come to this world!" it sometimes rapidly scrolls text about unit-types being changed around.

I suspect it's just the initial setting of the creep types, but if the text aspect for unit-type changing were disabled temporarily - during this setup phase only - it might prevent a potential source of confusion for new players.

Just to be thorough, of all minorly minor things, one of the tips still says that the Powerups can be found in the Water "Next to the Goblin Shops" which is slightly erronious as those are now located in the bases. /grin

And lastly, the Pack Mule miiiight be better suited to one of the Colored Boxes as it is for creeps.... just a thought tho, idk. :)

Again, for emphasis, these are all exceedingly minor cosmetic issues imo, nothing serious, just passing on the info. :D
 
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Level 3
Joined
Aug 29, 2007
Messages
28
From further play, it seems the not-so-random-after-all death msgs listing the Host as killing someone are related to the, "Don't Attack your Allies" prevention system
Yes it is, the trigger that displays alerts relating to hero deaths need to have an "owner of killing unit" meaning owner of the unit who killed the hero. That's how it displays playerx killed playery. And since the death doesn't have a killing unit, war3 will throw the default player which is player1.

Thanks for noticing the msg relating the "Goblin Shop" lol, i guess i forgot that one.

And lastly, the Pack Mule miiiight be better suited to one of the Colored Boxes as it is for creeps.... just a thought tho, idk. :)
You are right, i'll try to add it in the next version. I'm currently testing out the v3.0 (with custom abilities), just making sure that they are all working as intended.

On the subject of minor cosmetic issues tho, i thought i'd add in a few others - one being on game startup, while the Doom Lord is saying, "Tremble Mortals, and Despair - Doom has come to this world!" it sometimes rapidly scrolls text about unit-types being changed around.
I'll see if i can force a clear msg trigger at the beginning to take care of this.

Thanks for the feedback. Let me ask you something, what do you think would make the learning curve easy? I'm trying to make the game as simple as possible to reduce confusion and time spent learning the game. I thought of replacing the current loading page with a more descriptive one; perhaps one that includes pictures and text explaining things.
 
Level 4
Joined
Apr 30, 2008
Messages
32
Np on feedback, thank YOU for making such a fun map! :D

Let's see..... on the front of easing the learning curve.....

I definately like the idea on Loading Screen - that sounds excellant.

<Begin Main Edit.... v2 /sigh>

I changed my mind on suggesting Loading Screen changes - since the map loads so nice and fast and is quite pleasantly sized atm, an info-laden Loading Screen might not be fully readable within the short load duration, and might increase the file size as well heh.

I really like the Doom Lord Speech @ start, but the map scrolling, specifically when skipped with esc key, may, i think, have a potential to cause some disorientation.

Soooo, i came up with an idea that might come in handy on a few fronts.

A brief tutorial/cinematic after map load, possibly going something like this.....

Samael and Gabriel next to eachother somewhere on the map.

Samael says Doom Lord Speech, Gabriel replies with the already-in-map voiced, "We are the chosen of the light - we shall not fall!", to which Samael responds with that neat Laugh of his.

Teleport both to their normal places, panning each team's camera along with their respective Defending Hero.

Then pan camera to important base locations, displaying any handy info about each as it is viewed.

Heh iono, i had this whole edited-in additional section written out much better, but i neglected to copy it "just in case" b4 trying to Save Changes.....

......and so, of course, it decided to give me an error - something about not having permission to change it (i suspect i got auto-logged out, for w/e reason)......

......so *poof* there went v1. :(

I'm slightly irate due to that, so the re-write isn't quite as good heh.

The cinematic/tutorial thought may or may not be worth the time it'd take, and may or may not even be a good idea at that, but eh, i thought i'd put it out there, you know.... just in case hehe. :)

<End Main Edit v2>

Hehe, i've not read f9 thoroughly in a while, so this is prolly all in there, in some way or another, but i'll provide some macros here that i made in Banlist to help ppl on the learning front, primarily b/c most ppl are too darn lazy to read f9. /sigh

I'm gonna copy/paste directly from Banlist, so plz excuse some of the odd symbols and stuff. :)

Hehe actually i pAsted <not pOsted ehehe> them from banlist, noticed a few things that needed fixing, changed it here, then over-wrote the old ones in banlist. :D

--------------------------------------------------------------------------

~$shiftenter If you have questions about the game, i made some Banlist Macros with Info. Here is your selection of info and corrosponding #.
~~$shiftenter All of this information is also available in f9 (Info).
~~$shiftenter Type 1 for General Gameplay Suggestions.
~~$shiftenter Type 2 for Hero Skill System.
~~$shiftenter Type 3 for Creep-Type System.
~~$shiftenter Type 4 for Creep Ability System.

--------------------------------------------------------------------------

~$shiftenter This game is MOSTLY about what CREEP Abilities u buy. Save ALL your Gold for Creep Abilities.
~~$shiftenter Single-target Nukes are VERY effective early game as anti-hero, keep this in mind.
~~$shiftenter Do NOT change your Creep's Unit-Type Unless you need them to have more Mana for a Spell you gave them.

--------------------------------------------------------------------------

~$shiftenter Hero Abilities are lvl'd up using the red + below the Attack Icon in ur Hero's Abilities.
~~$shiftenter U can have 6 total abilities, including (optional) 1 Ultimate.
~~$shiftenter Normal Skills have 3 lvls, Ults have only 1.
~~$shiftenter Wood is needed to lvl abilities/buy new ones. U get one Wood each Lvl Up.
~~$shiftenter You can RESET your Abilities ONE TIME per game, putting them back on the Shops.
~~$shiftenter To do this, select the Reset Icon in the Red + menu mentioned @ start of this macro.

--------------------------------------------------------------------------

~$shiftenter In the Northwest (good) and Southeast (evil) corners, u can move the Creep-Type Selectors to different Circles of Power.
~~$shiftenter Columns are the Unit-Type for Creeps (mana/standard/STR), Rows are for the different Units (range/melee/hvy melee).
~~$shiftenter The Unit-Type Selectors can only be moved horizontally.
~~$shiftenter You must use their Move Ability, not just right click a destination.
~~$shiftenter ONLY change away from STR if the they need more Max Mana to cast a Spell u gave them.

--------------------------------------------------------------------------

~$shiftenter Buy Creep Abilities from the Colored Boxes in ur Base, then give the Ability Item to a Colored Unit.
~~$shiftenter IE Give Melee #1 ability X, all associated Melee Creeps that spawn will have it.
~~$shiftenter Also, from the Marketplace in ur Base, u can buy a Pack Mule to give a Colored Unit one more slot.
~~$shiftenter This can ONLY be done once PER Colored Creep - 2 inventory slots is the cap for each.
~~$shiftenter The Pack Mule is in Row 2, Column 4 of the Marketplace's list of items.

--------------------------------------------------------------------------

Anyway, you could possibly setup a system like that within the map, if u wanted.

It's a shame that the average player seems adverse to reading f9 - personally, i always read it on a new map.

After all, it's the most effective method if putting info in a map. :)

Oh, i just remembered - i had (JUST once) someone claim the Revive System failed to work for them (everyone else was able to rezz fine tho).

Here is the Replay, i really don't know what to say/think, i was pretty sure it was user error for a while, but the person did seem to understand what they needed to do to rezz.

They said it was giving a "too far away" msg both when trying to rezz at corpse with the 50% rezz, and same when using @ Base Rezz while their Ghost was at the Base.

I'd like to apologize for the sorta stitched-together aspect of this post - with the edits and all, it sorta isn't all that organized or concise.... it's "a strangely stitched zombie" (hehe anyone catch that vague reference? :D) post.
 
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Level 4
Joined
Apr 30, 2008
Messages
32
Awesome, thanks for putting my name in there!

Can't wait to try the new v hehe i finally have some time to play, been spending most of the past days+nights working on a bloody STUBBORN old comp that took exquisite pleasure in restarting on me at random times hehe, think i've (maybe) finally got it workin' proper tho. :)

I've said it b4, and i'm sure to say it again - this map is tons of fun. :D

Prolly the most enjoyable map i've played, just so many cool options, available strategies - the whole concept is so engaging and entertaining.

I'm going to try and see if i can't catch the interest of some ppl on banlist.nl - i bet a few could use a change of pace away from DotA, but still within the realm of AoS maps.

My only real complaint, as of 2.9 (still not played the new one yet, hehe gotta finish post and deal with a few rl things) would have to be filling the hosted games with players.... tho i suppose i'm at least 99% to blame for that..... i'm horrific in respect to coming up with creative Game Names, and i've been on at odd hours lately, if i've had a chance to be on at all lol.

I totally feel the same about playing this map with a skilled opposing force - even if i lose, i have a blast, especially with trying to figure out how they countered the Creep Abilities our Team bought! :)

What i grow bored of are not the abilities themselves, nor the fact that they are melee ones, but it is the lack of competence from my enemies. Few offer a challenge, most of them can't make a half decent combination of abilities. When you face a challenging opponent the game suddenly becomes interesting even though you've played it many times.
- THAT quote from you is WIN project_demon... PURE WIN! /cheer

<edited addition after playing 3.0a> Dang man, this is a "Marry Poppins" version - it measures "Practically Perfect in Every Way" if you ask me. :D

Only had a chance to play a few rounds last night, and the absolute only thing i noticed being incorrect was another extremely minor comsetic issue - one of this tips mentions the, "Goblin Shops are found near the Water, selling Boots of Speed and other Usefull Items" i believe it went hehe.

Gameplay is incredible, i really like the floating text next to fountain with the interactive method of displaying game info - very nice implementation of such a system! :)

Heh (i keep forgetting to mention this) i woooouuuuuld change the name of the 75g item-carrier unit u can buy @ the marketplace tho.

Keep it up, but don't work too hard - i would be a sad panda if you overworked yourself and burned out, like i did when i tried my hand at mapping.

I prolly set my sights a ways too high, considering i had 0 xp in the area. /grin

I'll toss up that barebones start-of-a-map i made tho, just so u can have a look if u want. :D

<<edit> Just had another game in which Evils were getting stuck as Ghosts.

They had both rezz'd previously, so they knew the system - one of their Ghosts reached lvl 8 by the end of the game, still unable to get the Main Hero back.

I'm somewhat at a loss, my best (but still not likely) guess is that perhaps after a certain # of deaths, the timer system has trouble calculating how long b4 they can Rezz, and that befuddles the rezzing process?

I really don't know, but this whole phenomenon does seem to occur on rare occasion. :(

Here is the replay - i tried to talk with the two that had the issue this round, in hopes of getting more info for you, but sadly one left prior to much discussion, and we won the game b4 i had a chance to speak much with the other.>
 
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Level 3
Joined
Aug 29, 2007
Messages
28
I watched that replay where ppl where unable to rez:

Orange shouldn't have had any problems, i have never seen a player unable to rez through his ghost and not getting any error msg. My best guess is either the timer wasn't done yet (his ghost got to lvl 8 because there were simply 2 many enemy units dying next to it so it leeched some xp, and his team lost 2 heroes, green's hero and the defending hero, less heroes = more xp) or he was trying to rez at his corpse while being far from it; in which case he should get an error msg.

Green did bug out but he didn't try to use any alternative method of rezzing. info5 doesn't rez you, it displays what you can do to rez, both green and orange didn't buy a "numb digger" to try and rez through him and i'm guessing they didn't buy an instant rez from the shop either.

There are 2 alternative ways or rezzing, through a numb digger or buying an instant rez from the marketplace. I've never seen all 3 rezzing systems fail at the same time, i mean what are the chances for all of them to fail lol. I'll look into it just to make sure that everything is working as intended.
 
Level 4
Joined
Apr 30, 2008
Messages
32
Hmmm ok.

I've tried the Digger rezz myself, but it did not appear to work - i wasn't bugged and in need of an alternate method tho. :)

What's the functionality of the Digger rezz?

I tried using it b4 timer was up at least once, and the unit would appear as if it was "doing something", in that you could cancel it by stopping.

However, nothing happened even after the timer was finished, nor was a msg displayed indicating variable(s) were absent/improper to perform the action.

I believe i also tried initiating the Digger Rezz once timer was up and this same behaviour was observed.

Come to think of it, i might have tried the Digger Rezz twice in that very game i uploaded the Replay for.... in which case it would be rather coincidental that 2 ppl had rezz issues that game heh.... can't recall for certain tho.

On an unrelated note, i occasionally get a msg saying something like, "That Ratio is inappropriate, please choose another" - i think it may be caused by the host typing something including a dash that isn't intended to be an XP Rate Set msg.... not sure tho.

Also, It was suggested by someone in one of the rounds of Pick Your Abilities AOS that perhaps a way to -balance the teams might be handy - in case of leavers.

Just thought i'd pass on their thought. :)

I'm rather befuddled irl atm, that old comp is giving me fits again heh now it won't burn cd's..... was planning to back up the small amount of stuff worth keeping on it, zero-fill the hard drive, and re-install Windows, but now... :(

Anyway, back on the Rezz subject, if both the Ghost and Digger rezz's fail, being forced to spend Gold to rezz one's Hero seems a bit unfair.

I suppose the Digger Rezz does cost 75g in the end, to buy the unit.... but 75g for a "backup" rezz method that's re-useable isn't so bad i guess, plus u gain the unit's utility. :)

Personally, the top option imo would be leaving the Marketplace "buyout" rezz that disregards the timer alone, the current Ghost Rezz functionality remain (with that occasional buggyness squashed /grin), and either remove the ability to Rezz from the Digger, or alter it to provide some benefit over normal Ghost Rezz, so as not to be redundant.

Of course, that's just me. :)
 
Level 3
Joined
Aug 29, 2007
Messages
28
digger rez works like rezzing from an altar in melee games, it goes through a progress bar (but you don't see it) that's why the unit just stands there as if its doing something. The market rez wasn't intended as a backup, it's just a way to instant rez, cause let's say you really need to be alive to push back something and you die, if you can spare the money you'll buy an instant rez.

I think i'm going to try and make change the digger rez system, i don't like it too much.

"That Ratio is inappropriate, please choose another"
if player1 types anything including "-" he'll get this if he didn't put any xp ratio at the beginning of the game, however 2 min through it should stop (cause you can't change game settings after 2 min)

-balance is a good idea, i thought about implementing it, i'll see if i can do it without much trouble.

I'm also thinking of adding an other leaderboard tracking hero kills/deaths and gold.
 
Level 4
Joined
Jul 3, 2008
Messages
62
Played a while ago but there was a bug i guess and I had reset skills because of a mis click and then it kept resetting constantly. I didnt get anywhere that game :(. Try and look into that.
 
Level 8
Joined
Apr 26, 2008
Messages
361
Thumb challenge - who wins? down or up?

Okay I played this map sometime and here's my comment:

[+] You can choose your own spells. :thumbs_up:
[+] Great custom abilities. :thumbs_up:
[+] AoS (Aeon of Strife) map. (LoL :D) :grin:

[-] No custom heroes. :sad:
[-] Warcraft III CRASH! I played a while and CRASH! :cry:
[-] Some things hard to do, too hard to explain here. :confused:

There so this is... Good and bad map... :con:
 
Level 3
Joined
Aug 29, 2007
Messages
28
Okay I played this map sometime and here's my comment:

[+] You can choose your own spells. :thumbs_up:
[+] Great custom abilities. :thumbs_up:
[+] AoS (Aeon of Strife) map. (LoL :D) :grin:

[-] No custom heroes. :sad:
[-] Warcraft III CRASH! I played a while and CRASH! :cry:
[-] Some things hard to do, too hard to explain here. :confused:

There so this is... Good and bad map... :con:

Custom heroes added.
War3 crash, as rarely as it occurs, is related to latest war3 patch :(, i'm still trying to figure out why it happens.
 
Level 8
Joined
Apr 26, 2008
Messages
361
Custom heroes added.
War3 crash, as rarely as it occurs, is related to latest war3 patch :(, i'm still trying to figure out why it happens.

I sometime ago agree with you that it appears rarely, but when I played this map it appeared ALWAYS sometime after I was playing this map! ALL THE TIME! :cry:
 
Level 1
Joined
Dec 7, 2008
Messages
823
It is great that you are giving a good description of the map but it would be great if you shorten it a bit so that I can read it fully.
Also Place a category.
 
Level 1
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Dec 7, 2008
Messages
823
The idea of hero buying the abilities & upgrading them is good.

The lanes were not fully balanced. I was playing in single player. My side had me & the units but still the other side was able to break through my towers & were having an advantage in two of the three lanes. Why?

Greenery on the demon side?

3/5
 
Level 2
Joined
Apr 2, 2009
Messages
27
Very good map, please make each alliance has there own abilities like force of good making skeletons right ;). and if you should make you can buy abilities in the same place were you upgrade your men make the abilities fit more in(like the searing arrow lies in the heavy;D) but all in all, this map has possential.
 
Level 3
Joined
Aug 29, 2007
Messages
28
The idea of hero buying the abilities & upgrading them is good.

The lanes were not fully balanced. I was playing in single player. My side had me & the units but still the other side was able to break through my towers & were having an advantage in two of the three lanes. Why?

Greenery on the demon side?

3/5

Changing your creep types to something other than "strength" without giving them abilities will put you at a disadvantage. However, the lanes are all symmetrical and the creep stats are the same on both sides. During the development process I ran many simulations to see what would happen when it is CPU vs CPU, it turns out sometimes you might see that one team is pushing (mostly due to who strikes first and who's the target), however that will quickly change, the game will oscillate back and forth between the two sides.

Often times what you see happening is, due to game mechanics, 1 side reaches the enemy tower first and get pushed back to its tower (because now it is outnumbered, it is fighting the creeps + tower) and then it will push again to the enemy tower and so on...

If you're sure that what was described above was not the case for you, please send the replay i will examine it.

Very good map, please make each alliance has there own abilities like force of good making skeletons right ;). and if you should make you can buy abilities in the same place were you upgrade your men make the abilities fit more in(like the searing arrow lies in the heavy;D) but all in all, this map has possential.

The reason why it is not so is for map balance. If both sides have access to the same abilities and units (same creep/hero stats) then the outcome changes according to what the players do in the game and not according to game imbalances. But, if some abilities were restricted to a specific team, then the issue of balance will rise again.

Thanks for your input guys :). By the way this project is rather old, i struck interest in it again after playing HOSK on battlenet.
 
Level 8
Joined
Apr 26, 2008
Messages
361
Preview:

+ Some custom heroes
+ Some custom spells
- SO many blizzard spells (those SO boring ones), I expected that they have more lvls but no...
- quite many non-custom heroes...
- bug: you can "buy" more heroes than one... and I think that's not the point...
- only very few custom items, the rest of by blizzard :p
- bug(?): it says that I can repick if I don't reset my abilities, I did (and I didn't reset my abilities), then I wasn't again happy, and I tried to repick again (I still didn't reset abilities) but it didn't allow me to

Overall: 2,5/5
Comment: I expected much more, the most alot custom spells.
 
Level 3
Joined
Aug 29, 2007
Messages
28
Preview:

+ Some custom heroes
+ Some custom spells
- SO many blizzard spells (those SO boring ones), I expected that they have more lvls but no...
- quite many non-custom heroes...
- bug: you can "buy" more heroes than one... and I think that's not the point...
- only very few custom items, the rest of by blizzard :p
- bug(?): it says that I can repick if I don't reset my abilities, I did (and I didn't reset my abilities), then I wasn't again happy, and I tried to repick again (I still didn't reset abilities) but it didn't allow me to

Overall: 2,5/5
Comment: I expected much more, the most alot custom spells.

You can only use repick once. (you probably got a message saying that you already used repick, maybe you didn't notice it)
Did you/anyplayer actually buy a second hero? You can still see the heroes inside the main building but they all go away after 2min. long before anyone can gather 2000 gold to actually buy a second one.
 
Level 10
Joined
Feb 20, 2008
Messages
448
This map sound complicated for who dont know melee Games @_@!!! Nice concept .....>.>........ its just make me thinking is there any game mode in this ? cuz i might try it :p if there some!! ^^

Edit :
hmm i played map!! You really explain evrything and i was reading combo quest >.>...... really usefull ^^ quite terrible in strong hand ......... this map deserve 4/5
 
Last edited:
Level 7
Joined
Apr 3, 2007
Messages
293
I think there needs to be an easier way to pick your abilities. It's all cluttered in that one corner. Another possible improvement would be to add another way to get some money, it's hard to get money when you have a full house and all the npc's killing everything.
 
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