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Saren's True Random Arena (0.92a)

Sarenarass presents...

SAREN'S TRUE RANDOM ARENA
by Me

Map Info:

Well, I was always tired of joining Random Arenas and having people who put in all their own stuff onto the units. I wanted a "classic" WC3 Random Arena. Only WC3 units. Nothing changed. You get them how they are.. and no custom units either. My favorite example of this was the mini-round of Random Arena inside the "Are You a Lucker?" game. My main philosophy is to keep it the units in the game as unchanged as possible.

-If you're lacking players you can always add computers who are functional.

-The Random Events timer doesn't do anything yet.

Features:

-Over ONE THOUSAND (1,000) units to random from! Including many, many heroes from the Warcraft III campaign including your pals: Cenarius, Archimonde, Balnazzar, Arthas and much, much more!

-Hear special dialogue exchanges between certain units when they encounter each other to remind you of the good 'ol Warcraft campaign.

-ALSO includes around 400 units from the Warcraft III: Campaign map that were extracted... one by one from their maps. Never before have you been able to be Menag the Bandit, Scurvy Pirates, Mal'ganis from the level where he is destroying houses or even Califax protecting Illidan! These and countless more awaiting you to play as them.


-Fun game modes where you can work together as a team, use items as creeps. (Wield the Crown of the Deathlord as a sheep!) With more new modes coming soon.

-A working creep-AI, scoreboard, and FLASHY COLOR NAMES by Slimmo.

OVER 1,100 PLAYABLE UNITS AND 273 ITEMS FROM THE WARCRAFT UNIVERSE

To date!

Screenshots and Videos:



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Image Description: I got out every single unit so you could get an idea how many there are... (there are even more in the current versions)


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Change Log:



0.1:

-Uploaded map...

0.2:
-Probably fixed the respawn bug.. can now respawn as campaign heroes correctly.
-Added additional campaign hero spawn lines.
-Respawn timers no longer appear visible but are still active to prevent them from flooding your screen.

0.2a: (minor)
-Fixed issue with sounds not playing upon "unique" hero entrances.
-Mal'ganis can now convert villagers into zombies.

0.3:
-Regular units can no longer pick up stat tomes. This is to prevent new players from attempting to use them and crash the game.
-Disabled several abilities due to strange interactions with triggers... such as Possession, Locust Swarm, and Spawn (e.g.: Spawn Hydras, Spawn Spiders...). Will hopefully have them working again soon.
-Team mode is now up and working with its own multiboard and victory conditions.

0.3a:
-Fixed bug with leaderboard not appearing in free for all mode.

0.6:
-Fixed bug with Tome of Greater Experience causing crashes.
-Renamed to 0.6 to prevent confusion of the older 0.5 version (that pre-dates 0.2) on MakeMeHost.com

0.61:
-Fixed bug with Naga not having net.
-Added around 20 more units, 4 more heroes, and around 10 items that I had missed from around the campaign.
-Units with devour can no longer devour high level units (units level 5 or above)
-Put some units previously on the "OP" list (being unplayable) to the playable list so you can now spawn as them. This includes The Forgotten One.
-Moved units passives on their ability list further down so you now can use their active spells such as "firebolt" instead of only being able to see "bash" or "true sight" instead.
-Mal'ganis can no longer convert any unit into a zombie.

0.62:
-Fixed sound bug.
-Fixed Kor'gall only being able to see his passive abilities.

0.7:
-Added about 100 more units you can spawn as (including amphibious ships!.. woo)
-Gave inventories to certain heroes who were lacking.
-Item spawn chance increased from 25% to 33%.

0.71:
-Gave inventories to some heroes that were lacking.
-Can now kill Centaur Hut in addition to Gnoll Hut for 100% chance item.
-Added floating text to gate levers so you know what does what and made gate more responsive.
-Removed some of the trees and re-terrained a bit at the bottom left of the map to make some new paths so it's not just one long road.

0.80:
-There is no chance for Scepter of Healing to drop anymore. It will be removed until further notice due to its extreme preference of units with very high health...
-You can now drop items that do nothing on the Inn in the top left corner of the map to get a new, random item from a preset list of approximately 50 other items.
-You can now bring useless units to the crypt to get a free hero.
-More spawn sounds.
-Minor bugs fixed... probably.. maybe.
Enjoy!

0.90:
-Added about 40 extra campaign units and 4 extra campaing heroes.
-You can now buy a "Random Tower" that when placed will transform into.. a Random Tower. One of 36 Random Towers.
-Updated the version from .80 to .90 on the load screen!

0.91:
-You can now adjust the amount of kills that are required to win to 40 and 50 (from 30). Or you may choose to do nothing! It's optional.
-Fixed issue with Blood Elf ships not being able to move.
-Gave the Cold, Inner, and Blood Sheeps their abilities.
-Added many new dialogue exchanges from the Human Campaign and Undead campaign (Reign of Chaos), Orc and Night Elf dialogues to follow.
-Destructible item drop rate increased from 1/6 to 1/5.

0.91a: (Experimental):
-Added more dialogue interactions.
-Reduced Divine Armour resistance to other attack types and spells to 70% from 5%.

0.9b: (Experimental):
-Thought 70% was a bit too low so made their resistance 50%.

0.92:
-Turned the Church into a shop selling various potions.
-Fixed some units that had no attack not being able to convert into heroes.
-Added in three new previously unplayable units ("unplayable"because they were too overpowered). Might regret it.
-Added the "-New" command to explain the game to people too lazy to use quest log.

0.92:
-Units as scary as Talendar and Eldritch Lord deserve spawn sounds so I added them in because I forgot last version.


Known Bugs:
-Mysterious Unit X who has no model.
-Had to "disable" several abilities due to glitchyness.
-Still some desyncs however this is usually quite rare. If you have any idea on what causes them feedback is always appreciated and I'll see if I can fix it.

Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
Saren, True, Random, Arena, Random Arena, Units,
Contents

Saren's True Random Arena (0.92a) (Map)

Reviews
Orcnet00:33, 17th Aug 2013 Map Approved Saren's True Random Arena (No Version/s Stated) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

Moderator

M

Moderator


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Orcnet00:33, 17th Aug 2013

Comment

Review

Map Approved
Saren's True Random Arena (No Version/s Stated)


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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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"Cool idea of bringing in tons of creeps in play but somehow I don't like the idea as well, mainly what would critters and worker units do aside from filling up space? it would be great if you can do a trigger command that will kill the unit for the player to change another form, although you should do a condition where it is only workable when there are no enemies around, the spawning of places is also a problem, why not just do a trigger that will random drop the player's unit on specified regions?."

Terrain

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"Terrain looks plain and wide but still it looks fair enough for the gameplay."

Management

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"To my conclusion, map can be useful."

Total Score:


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9/1580%C
 

SeedinAethyr

Spam Moderator
Level 11
Joined
Dec 2, 2012
Messages
168
Hello Sarenarass, I played your map, Saren's True Random Arena and have made a review for it. First, you have a good Hive description. You state all the necessary points, and the BBCodes are used well. However, I have a question. It says in your description that you extracted all of those special units from the campaign. If ALL the units are in there, couldn't someone possibly get a unit such as "Butcher" or "Largest Panda Ever" or "Eldritch Deathlord" and defeat everyone? I mean, I know it's random, but getting something like a Flesh Golem and then achieving sixteen kills before dying might make the other players angry. I know I would be mad if a guy was running around butchering everyone. Next, your gameplay. I really like how you added AI (and the fancy colors for names), and I also liked how there were lots of units to random (even though some of those units are too powerful). Your terrain was nice, but because units could respawn anywhere, they often got stuck in trees or whatever. That happened to me on my second playtest, and I was the Eye of Sargeras. (I also think I found a bug. The Eye of Sargeras has the same abilities as the peasant (Build, Repair) It's not like it should be able to build a Town Hall.) Luckily, I could cut myself out of the trees (bit odd to be doing that as an eye), but still, I remember a Troll Witch Doctor being trapped in the trees the whole game on my first playtest. You should definitely fix the gaps so players can't get stuck, or maybe make all the units able to attack trees. (although that would be a TON of work, so maybe not.) I know that there is the unstuck command, but AIs can't type. (By the way, I like how you added an unstuck command.) On my second playtest, half of the enemy AIs were stuck in trees, and because I was a Paladin, I could not kill them. I eventually had to quit because nothing could kill me and make me a ranged unit so I could kill those units in the trees. I liked how you had different modes, but the creeps having items could cause problems. Either take that mode out, take out tomes from the item drops, or trigger tomes so units cannot pick them up. I know that games fatal error when a unit increases a stat, and that's why I'm suggesting this. I also have a suggestion that could possibly make it easier to kill the too powerful units like Butcher. You could reduce armor of a unit by one when it kills something. For low level units it won't matter (they're already super weak), but it would really affect the high level units after a few kills. I did have a lot of fun playing when creeps didn't spawn into trees, and I think that having fun was your goal. (Maybe it helped that I got a Admiral Proudmoore Guard.) My last comments on your map are that I like your loading screen and I like how you have a multiboard. I have a suggestion though. When a lot of units die at once, there are lots of respawn timers streching across the screen. Perhaps you could put them into one multiboard so the whole top of the screen isn't occupied by multiboards (and players know which respawn timer is for them)?

All in all, your game is fun, does not break any Hive rules, and although a bit buggy, it is definitely playable. I give you a
3/5
EDIT: I forgot to say, I vote for Approval.
 
Last edited:
Level 4
Joined
Aug 24, 2010
Messages
41
Thank you for the review SeedinAethyr.. to address your comments and questions:

I put in PRACTICALLY all units. I did exclude putting in pointless cinematic units like a catapult that does 4,000 damage per hit. I have also created a special group of super overpowered (or OP) units and tagged them with (OP). It is not possible at the moment to spawn as the Eldritch Lord, Lord Talendar, or units near that level of "rigged-ness.". I will make a mode to enable OP units later for those who are crazy enough.

As for the issue of spawning as Butcher, Flesh Golem.. etc.. I generally find they get worn down pretty quickly by just constantly fighting other units. And sometimes an even more/equally powerful unit will come and end their reign. For the next version I'll make it so units can attack trees.. get to add that to 900+ units. :D

The Eye of Sargeras being the same as a peasant is not a glitch. From the map I extracted it from it is just that.. a peasant with a different model and name. I put it in more or less as a joke. There are several joke units (including Belanova, Largest Panda Ever [as you started], and others).

I put an experimental trigger to have powerup items dropped immediately on units that are not heroes but it is not yet functional.. perhaps next version. Besides that units that wield stat items that are not heroes has not shown to have any negative side effects yet.

I'll have the respawn timers probably fixed by next version.. if I cannot find a solution I'll just have the timers hidden so you don't have to see them flood your screen..

Thank you for the review! Much appreciated.

EDIT: It also seems I may have found the root of units not respawning so that may be 100% resolved next version.
 
Level 5
Joined
Jul 27, 2013
Messages
115
Good map, too bad that i don't have 6 people to play it properly.
Just found a bug, if a non-hero picks up a tome and tries to use it, a crash happens.
Also, victory is reached by scoring 31 kill, not 30, like it says in the title of the scoreboard.
 
Last edited:
Level 4
Joined
Aug 24, 2010
Messages
41
Good map, too bad that i don't have 6 people to play it properly.
Just found a bug, if a non-hero picks up a tome and tries to use it, a crash happens.
Also, victory is reached by scoring 31 kill, not 30, like it says in the title of the scoreboard.

Well, I generally fill the other team (the "Randums") with computers since they function just fine. I am aware of the tome problem and that's probably near the top of my list on things to fix... and I also found out of the 31 kills winning rather than 30 however I began to find it a bit funny when people would say "One more kill, yes, I got this!" and then get that kill to which I would remind them they need one MORE afterwards. :p So I kept it like that.
 
Level 4
Joined
Aug 24, 2010
Messages
41
Map approved, see moderator comment on top.

Thank you for the review and approval, Orcnet... you address some of your points:

While I personally do not find anything wrong with the occasional dud/useless unit I do agree it would be better to give them some further purpose. In the future when random events are implemented I plan on making one where you can walk into a portal or so and it converts it into a high level creep or hero. For workers perhaps it would make all their buildings free for awhile if the event fired. However, it is not technically impossible to build anything as there is also a chance of gold and lumber drops that give 250 each but it is very rare to get one of each and then a builder.

I didn't like the idea of having units only spawn in several pre-determined locations however I could probably change the spawning location to be from "random point on playable map area" to "random point in X region".

The terrain wasn't my primary focus on this map however perhaps in the future I could re-do some parts of it better than it is now...

Thank you for your time and the review.
 
Level 6
Joined
May 13, 2013
Messages
282
Lol, very impreesive, i like your idea :)
Imagine, someone has kil jaeden or archimonde :D
Rate this 4/5 and +1 rep (not now :p)
 
Level 4
Joined
Aug 24, 2010
Messages
41
Lol, very impreesive, i like your idea :)
Imagine, someone has kil jaeden or archimonde :D
Rate this 4/5 and +1 rep (not now :p)

Thanks. Being Kil'jaeden can be fun even though all he is is a giant... the cinematic version at least. He has no abilities and normal health (around 600) so he's quite the weak giant but he can still be fun to play as!... Archimonde would own him. :p
 
This was pretty fun, but I have a few suggestions:

Please have the camera move to your unit when you spawn. It would be really convenient.

Please change "devour" abilities. They are really overpowered in this sort of game where they consume your unit, except it doesn't die; you're just taken out of the game for 10 minutes until the tiny lizard can finish digesting your uberpowerful unit with 6k health. Replace that ability with something else, PLEASE! I know you want to keep the "classic unchanged" feel of the game, but for the sake of balance some abilities need to be changed due to their being overpowered in single-unit environments. And don't say "but it's a counter to strong units". The point of a game is to have fun. There's nothing fun about a weak salamander eating your unit with 6k health and 160 damage, and then having to sit out watching the entire game without playing because you're in his stomach digesting.

Make sure you put pathing blockers into stuck spots to fill them so that nobody will spawn in them. Sometimes people spawn inside of trees and get stuck there.

My first time playing this was awful because of these things. The one time my luck was going good for me, I was unlucky enough to at the same time run into these...

First I spawned with the Razormane guy with 3500 health and the wards, pretty awesome. Before I could even kill anyone, I was devoured by a salamander and sat in his tummy while he ran around for 5 minutes. Then I respawned in a forest as the big revenant thing, level 9 or 10, and sat there until someone ranged could kill me. Then I respawned with a giant owlkin with 6000 health and 160 damage, and was again instantly devoured by a different salamander who ran around with me in his belly for the remainder of the game with me not being able to respawn with another creep until I actually died. I got 0 kills, despite spawning with incredible units, simply because of these tremendous flaws in the game. Spawning inside of trees, and an overpowered devour. Devour was balanced for melee games where there are armies on each side. But when devour means taking out somebody's only unit, no matter how strong it is, and preventing them from respawning for the next 5-10 minutes, it ruins the game.
 
Level 4
Joined
Aug 24, 2010
Messages
41
Thanks for the feedback TLI-Inferno. To address some of your concerns...

The camera is SUPPOSED to pan back to your unit when you respawn but I am also aware 90% of the time it won't do this... I'll try to have this fixed in the future. Until then you'll have to use the minimap and find your white dot. :/

The devour ability is a strange story. The reason units with devour can eat some units that have anywhere from 100-7,000 health units is due to how they were made. I imported them from the campaign and when the makers of the WC3 campaign were making these custom units they: A: Did not expect the player to have a unit that had devour... and B: They are custom units that use lower level units as their base. What I mean by this is say you were making a "Super Footman" so Blizzard took a regular footman and gave it a lot of health... but it is still a level 2 Footman at heart and so can be devoured. That does bring up an interesting point though. Probably next version (0.4) I will make units with high health be high levels so they cannot be devoured.

If you are devoured and are tired of waiting for you to die or for your captor to die you can type -respawn (note this will not remove the unit still being devoured as this is impossible to my knowledge but you will have a new unit. In addition if the unit being devoured dies you will also die.. and vice versa. Also -respawn gives no chance of spawning as a campaign unit or any type of hero.)

I used to have pathing blockers in tricky areas but then when someone would use Force of Nature or so their treants would be blocked by invisible walls. So I added an -unstuck command that.. is self-explanatory. Type it and wait 10 seconds and you're probably* free!
*(I say probably because it picks a random point on map.. but the chance of getting stuck twice is incredibly small :p)

EDIT: Turns out changing it so certain units can't be devoured has some unintended backlashes.. so may be a day or so until I have that fixed.
 
Level 4
Joined
Aug 24, 2010
Messages
41
Haha what a fun map!
So simple but still good =)
I've got maiev and an item to summon a doom guard, that was great :D
it's so funny if you get units just like illidan in his cage or a kodo beast. very useless :D
Check out my Click the Zombie map ;) It's also simple and fun to play

Glad you liked it! I do like trying to keep my games simple as you can reach (generally) wider audiences with them. The "Click the Zombie" map looks pretty interesting.. I'll have to try it later today. :eek:
 
Sarenarass!!
I played this map with my brother 1v1. there could be following problem when you're playing 1v1:
For example you can have a ground attacking unit and the eney a flying and non-attacking unit. That will ruin the game so that you have to start a new one.
What you have to do is to add a -suicide command. For sure, your enemy will get one point if you do suicide.

Another problem is that the computer players often don't use their abiities.

And the computer-heroes: It is easy to trigger if the hero levels up, give him [ability name]
then... if the unit is attacked, order it to use [ability name]. It's not hard, but maybe much work for all heroes.

Example to start a trigger:
...
unit - A unit is beeing attacked
...
((Owner of (Triggering unit)) controller) equal Computer
...
unit - Order (Triggering unit) to human paladin - 'Divine Intervention' activate
-------- following happens, if the enemy is an undead --------
unit - Order (Triggering unit) to human paladin- 'Holy Light' (Attacking unit)
-------- add all other abilities here... all in ONE trigger --------
 
Level 4
Joined
Aug 24, 2010
Messages
41
Sarenarass!!
I played this map with my brother 1v1. there could be following problem when you're playing 1v1:
For example you can have a ground attacking unit and the eney a flying and non-attacking unit. That will ruin the game so that you have to start a new one.
What you have to do is to add a -suicide command. For sure, your enemy will get one point if you do suicide.

Another problem is that the computer players often don't use their abiities.

And the computer-heroes: It is easy to trigger if the hero levels up, give him [ability name]
then... if the unit is attacked, order it to use [ability name]. It's not hard, but maybe much work for all heroes.

Example to start a trigger:
...
unit - A unit is beeing attacked
...
((Owner of (Triggering unit)) controller) equal Computer
...
unit - Order (Triggering unit) to human paladin - 'Divine Intervention' activate
-------- following happens, if the enemy is an undead --------
unit - Order (Triggering unit) to human paladin- 'Holy Light' (Attacking unit)
-------- add all other abilities here... all in ONE trigger --------

Ah, sorry to hear that happen. However, there is a -respawn command that will remove all units you currently have on the map and replace them with a new random one (in addition to the -unstuck command which moves you to a new random point after 10 seconds).

The -respawn command is if you got a unit I suppose you really don't feel like being or a unit with lots of health or no attack.. or perhaps what happened in your situation. It takes 21 seconds (so people don't try to kill-deny themselves) and it pauses you for that duration. Then it gives you a new random unit! However, this new unit will not be a hero or a campaign unit so odds are it'll be weak. :p

As for having computer AI heroes use spells.. I suppose I could easily fit that into a new future version. I'll see if I can put it into the next.
 
Alright.

I've got another suggestion:
You can avoid an -unstuck command by creating regions. Just trigger that the unit that joins this region will be moved to another random point.
You have to set a condition for flying units, for sure.
It would be realy nice if you could do those changes.
Could i have an unprotected version of your map and do some triggers to show you?
 
Last edited:
Level 4
Joined
Aug 24, 2010
Messages
41
Alright.

I've got another suggestion:
You can avoid an -unstuck command by creating regions. Just trigger that the unit that joins this region will be moved to another random point.
You have to set a condition for flying units, for sure.
It would be realy nice if you could do those changes.
Could i have an unprotected version of your map and do some triggers to show you?

Thanks for the offer but I do believe I know how to add a trigger to pick random preset regions... just I liked the characters being able to spawn anywhere. However, I suppose I can add it to next version. If something comes up in the future that requires help outside of my current understanding then I'll be sure to contact you.
 
Level 3
Joined
Mar 3, 2012
Messages
73
Everytime i try to play this in multiplayer, i must download again (even i have downloaded it from here), and when the download is at 99% it kicks me out of the game, any idea?
 
Level 4
Joined
Aug 24, 2010
Messages
41
Everytime i try to play this in multiplayer, i must download again (even i have downloaded it from here), and when the download is at 99% it kicks me out of the game, any idea?


Well, I have some ideas. There was one or two older versions I uploaded to MMH and one here I think if not only for about 30 seconds that were protected incorrectly. It caused you to be kicked from the game after you downloaded it but those are quite old and I don't host them (why would I?)

The newest versions are fine.. however it could also be a problem on MMH's end. If a player types in a game right after it is being renamed or so they will join the game but be.. in another game at the same time? Hard to explain but what it means is when your download finishes you'll be kicked out automatically and each time you rejoin you'll be kicked.

I say if you want to just try hosting 0.62P on MMH and see if you can join that.. just name it "test12345" or so.
 
Level 3
Joined
Mar 3, 2012
Messages
73
The only one that get kicked when downloading is me, others that download before and after me does not get kicked.
Both me and the host download it from here, so i actually have the map, but i have to re download it again in-game somehow.
This map is the only one with this problem, other map is fine.
Playing this in single player is fine.
Any idea?
also, What is MMH?
 
Level 9
Joined
May 14, 2008
Messages
576
You could reward players with very weak units if they can get to a random location (or not random) on the map before they die.
If they manage to do this they get a random hero ;)

And maybe if someone has the same unit for too long it automatically dies and you get a new one (avoiding Talnivarr killing everybody from start to the end lol)
 
Level 4
Joined
Aug 24, 2010
Messages
41
You could reward players with very weak units if they can get to a random location (or not random) on the map before they die.
If they manage to do this they get a random hero ;)

And maybe if someone has the same unit for too long it automatically dies and you get a new one (avoiding Talnivarr killing everybody from start to the end lol)

Lol, yeah, that'll happen sometimes. Just got to hope ya get a Proudmoore to kill the Talnivarr.. and then something to kill the Proudmoore..

Anyways, when I (finally) get around to implimenting Random Events I had planned for both a event that will give weaker units strong units as well as a good 'ol "Pick a random person.. and he dies!" event.
 
Level 9
Joined
May 14, 2008
Messages
576
Hmmm not what i expected but ok...

Also another thing to balance this out, when someone gets a very strong unit he gets a lot of kills and points even if he's bad.

You could make it that killing unit gives 2-3 points but dying makes you lose 1 point.
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
The Hive Workshop Official
mr_design_mapreview.jpg


Map Reviewer: Hell_Master
Map Name: Saren's True Random Arena
Map Author: Sarenarass


mr_design_mapaspects.jpg


Originality

The map is simply a Hero Arena type of a map but what's interesting in this is your character is
randomly generated by the game which makes it challenging mostly if you are using a weak
unit which grants challenges and carefull battle plans. But I still expect more rather than
the random unit generation.


Score: 63/100

Presentation

Presentation is really good. Every bit of information were written that lets the player know what
needs to be know together with screenshots hat shows all thousand of units that is randomly
generated in-game for players to randomly use though could use some gameplay screenshots
as mean fights and battles (match). Also, you could have at least added some charm to the
Template not most likely using it unchanged. Its good to discover ways to make your presentation
good you know.


Score: 58/100

Design

Map Preview Image looks good and the image used shows the random feeling into it due to the
dice image which perfectly symbolizes it. Loading Screen is yet simple but provides descriptions
of the story. No green icons for you even didnt used custom icons. Overall, looks fine and nothing
wrong here!


Score: 58/100

Terrain

Terrain looks good though could use some more raising and lowering, a little bit of decoration
and props. Most likely aiming for a little improvements but it is good I must say.


Score: 57/100

Triggers

Not much of triggers just the spawned of random units for players and those item drops due to
death. What I only suggest you to fix is that sometimes spawn of random units are sometimes
at inaccesible area which makes them stuck and such.... I would like to suggest you to make
an unstuck command which again repicks another random unit for the player of course in a
random spawn location again (but pardon me if there is a command like this right now).


Score: 66/100

Object Data

Most likely, you aim for all units that stays original with Warcraft mechanics making them
unchange so I cant complain even if there are faults on Blizzard's creation no offense.

Oh maybe the weird spawn pattern sometimes looks weird as I said units generated at
inaccessible area which makes them stuck. You should definetly fix this!


Score: 95/100

Gameplay

Gameplay is good and enjoyable most likely what makes this different from others are the
random generation of units and item drops after death. Though what kind of ruins this
is that sometimes unit spawns at an inaccessible area which makes them stuck which
should be avoided next time if you planned to update this map. Consider this suggestions
please.


Score: 68/100

mr_design_suggestions.jpg

Do something about the inaccesble location spawn that occurs sometimes when units are
generated. I suggest a unstuck command maybe for a cure to this. And lastly, the random
generation units featured in this Hero Arena might be cool though I expect more. You could
brainstom for more ideas next time on what to add that will blow the audience's mind!
Good luck!


mr_design_finalresult.jpg


Final Score: 66.429/100
3/5 Vote for Approval

mr_user_Hell_Master.jpg

Contact: (Visitor Message) / (Private Message) / (Map Reviewers)
 
Last edited by a moderator:
Level 4
Joined
Aug 24, 2010
Messages
41
Thank you for the review, Hell_Master. I must say I sure do like that "Hive Workshop Official Map Review"... Looks all shiny.

When I made this I was just aiming for that.. good 'ol simple WC3 map feel.. back when WC3 was new and maps weren't too complex.

As for triggers I plan to create some Random Events... sooner or later. Lol. There is also both and unstuck and a respawn command. Just type -unstuck, and wait 10 seconds. However, it picks a random location so there is a chance you will get stuck again but this is very, very low. Type -respawn to get a new unit, this takes 30 seconds. Your unit will be paused and left defenseless under both situations.
 
Level 9
Joined
May 14, 2008
Messages
576
"-You can now drop items that do nothing on the Inn in the top left corner of the map to get a new, random item from a preset list of approximately 50 other items."

Didn't quite get it, the 50 items are useless ? not even showing an sfx ?

"-You can now bring useless units to the crypt to get a free hero."

omg one of my idea (dunno if you remembered it or reinvented it), i didn't think you would do it !! then i'll remind you another you enjoyed, add some goldmines on the map for the peasants !

PS : i'll wait for you to put it on makemehost so I can enjoy playing little creeps
 
Level 4
Joined
Aug 24, 2010
Messages
41
"-You can now drop items that do nothing on the Inn in the top left corner of the map to get a new, random item from a preset list of approximately 50 other items."

Didn't quite get it, the 50 items are useless ? not even showing an sfx ?

"-You can now bring useless units to the crypt to get a free hero."

omg one of my idea (dunno if you remembered it or reinvented it), i didn't think you would do it !! then i'll remind you another you enjoyed, add some goldmines on the map for the peasants !

PS : i'll wait for you to put it on makemehost so I can enjoy playing little creeps


Eh, I could of put in a sfx but didn't think it was necessary. Only thing I could think of putting is some flashy coins. And I wanted the really good items like Talendar Skull Helm. .etc... to still be rare. So they are more special if you find them. The items you can get for selling campaign items are just more "decent" items.

I have already submitted the map to makemehost but they say they will not upload it for another 7 hours.
 
Level 9
Joined
May 14, 2008
Messages
576
i must admit it's funnier than before because of the critters which can be trade against heroes, the heroes have different spells, and with the gold thing we can train one footman for example or even try our chance as a peasant

really better

PS : something to balance the game and as you modified some heroes you might take this in account, why not automatically "killing" or "trading" a unit/hero if this unit/hero gained more than 8 points in a row ?
Also maybe giving a buff for weak units if they manage to kill any other unit so it encourage to play them instead of sacrificing them.
 
Last edited:
Level 4
Joined
Apr 7, 2009
Messages
90
like the map, however it seems to short at times. i suggest adding a command to choose how many kills you need to win
 
Level 9
Joined
May 14, 2008
Messages
576
For all those who feels it's very unfair sometimes, just establish a rule in your game where any player with an imbalanced hero/unit must type -respawn after X kills (8-10). Else you kick him or votekick him.

I did this yesterday and with fullhouse the scores were like 31-28-26-25-24-20 etc... so pretty balanced.
(If you want to see the replay, I also have a replay where it's so imbalanced that the game finished in 5 minutes lol 31-10-9-8 etc... but took like 15 min to get hosted)
 
Level 4
Joined
Aug 24, 2010
Messages
41
Well, technically speaking from the triggers... not that anyone would know this.. first you have a 1/3 chance of getting a campaign unit, then a 1/6 chance of getting a hero from the campaign. You have a 2/3 chance of getting a non-campaign unit and then from there a 1/6 chance to get a non-campaign hero. Pretty sure I calculated before the chance of getting any specific hero you want is .012% or so.
 
Level 4
Joined
Aug 24, 2010
Messages
41
Divine Armour?

If I knew how to create a real poll I would but for now I guess we'll have to use just responses.

How do you all feel about Divine Armour? Currently it reduces all incoming damage (including spells, excluding chaos) by 95%. For me it just feels a bit.. OP. Pretty much no one can stop you except for another person with divine armour which pretty much leaves everyone else with two options (Suiciding or running)

So I wanted to know which (if any) of these following you would like to see:

A: No Changes.. Divine Armour is fine.

B: Decrease divine armour to 50% so attacks deal half damage instead of 5%.

C: Decrease to around 80%.

D: Make all attack types hit it for 100% (as if all units had chaos damage)
 
Level 1
Joined
Jul 1, 2011
Messages
4
Divine Armor is fine, as is. There's only like 3 heroes that use it. One being Cenarius. Theres not a lot of chances of getting that. I'd be more afraid of someone else getting an 'Infernal Machine" now those things, in the right hands, is freakin' insane. Try dealing with 5 Infernals bashing you with chaos damage.

I know of a really big bug though. In case no one else mentioned this; if you get lucky enough to get a Tiny Barracks thats where its at. I built a Barracks Near the top left corner of the map, near the shop where you get free gold and lumber. Then I trained a few swordsmen, and as soon as one dies we all die. I don't know whether its a bug from the character i was using but It happened twice with different characters.

Another big one: when you get devoured and type -respawn ,while the thing that devoured you is alive, you respawn with a new character. Then when the devourer dies while your new main character is alive then now youll have two main characters where one dies they both do.
 
Level 2
Joined
Feb 17, 2014
Messages
25
Nice map but I would recommend giving a way for people to defeat stronger enemies /mobs + the respawn glitch were you type -respawn and someone kills you and you get 2 heroes.
 
Level 4
Joined
Aug 24, 2010
Messages
41
Divine Armor is fine, as is. There's only like 3 heroes that use it. One being Cenarius. Theres not a lot of chances of getting that. I'd be more afraid of someone else getting an 'Infernal Machine" now those things, in the right hands, is freakin' insane. Try dealing with 5 Infernals bashing you with chaos damage.

I know of a really big bug though. In case no one else mentioned this; if you get lucky enough to get a Tiny Barracks thats where its at. I built a Barracks Near the top left corner of the map, near the shop where you get free gold and lumber. Then I trained a few swordsmen, and as soon as one dies we all die. I don't know whether its a bug from the character i was using but It happened twice with different characters.

Another big one: when you get devoured and type -respawn ,while the thing that devoured you is alive, you respawn with a new character. Then when the devourer dies while your new main character is alive then now youll have two main characters where one dies they both do.

Yes, I do know of both of these bugs but they aren't really bugs... more undocumented features! The way it works when you die is it checks: if a unit dies and then makes sure it wasn't a summonable, building, etc. Units trained do not count as summonables and buildings and thus trigger the respawn if they die.

And with the -respawn bug on getting two units... I generally let people get away with this because it is more detrimental to them than helpful. Odds are you will get either two bad units or a good unit and a bad unit and then you will regret doing that because if you're chicken dies then Archimonde does too.
 
Level 4
Joined
Aug 24, 2010
Messages
41
Just had a crash in a game and the last time I can remember a crash happening was when regular units tried to use hero stat tomes. If anyone has any ideas as to why it is happening it would be very helpful.

Also, thoughts on adding Eldritch Deathlord and Lord Talendar (namely the former) would be appreciated. Going to be very rare you see either one but when you do.. oh boy.
 
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