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Slalom Wars 1.6 [PATCH 1.32]

SLALOM WARS
INTRODUCTION
Ever wanted to have a unique MOBA/AOS map? Fear no more, Slalom Wars is here!
Offering all the classic heroes in a remake, with an additional hero to add some uniqueness. Feels the combination of Creeps, Items, and Hero management like never before!


ONLY FOR SD GRAPHICS IN REFORGED! HD IS NOT SUPPORTED!
1.4 IS FOR PRE-REFORGED PATCHES!


FEATURES
26 Unique Heroes
AoS with some Melee elements embedded into it
AI SUPPORT! [WARNING: INSANE WILL GIVE NEWCOMERS NIGHTMARE]



CHANGELOG
1.6 PATCH [29 June 2021]:
[BUGFIXED]
Affad's Essence triggers twice whenever attacked
Hamaria the Aeon can be learned despite has been learned before
Hamaria the Aeon not dealing Chaos damage
Blade Fury tooltip for level 4 being missing
Hysteria using Vampiric Aura buff

[NEW]
Hero: Joker
Item: Assar's Essence
Item: Directive's Essence
Shop: Hive Totem
Item: Raidou's Essence
Game Mode: Spawn Rush

[BALANCE CHANGES]
LegendzKing's Essence: Armor bonus reduced from 0.3 to 0.1
Atika's Essence: HP and MP bonus increased from 5 to 15*level
Affad's Essence: Only gains stat if damage is over 200 points. Now reduces damage taken if triggers.
Affa's Essence: Reduces 7 stats instead of 10 stats. Minimum stat reduced from 30 to 20. Recovers with FULL mana and RESET all ability cooldowns.
Demoniac: Increased armor reduction from 20 to 25 points.
Loki Essence: Moved to a hidden shop
General Change: Daytime/Nighttime duration is doubled
General Change: Game now starts at Daytime
Karmon's Gun: Reduced cast time from 20 seconds to 8 seconds
General Change: Chaos damage now deals 2x damage to all armor except Divine
Affa's Essence: Now also prevents owner from giving bounty to enemies
Innate Upgrade: No longer requires 3 levels of upgrade from other hero upgrading options, but requires hero to be alive
Archmage: Water Elementals now influenced by Intelligence
AI: Now resets every 15 seconds
AI: Added 2 more hero to AI pool
Spawn: Now travels at maximum speed when unhindered
Sadim's Essence: Now recovers 18 health for each level
Fallen: Shattering Presence now deals 10/20/30/40 damage per second, down from 50/100/150/200 per second. Tick instance reduced by 80%, lowering effectivity of damage-based essences effect from this spell.
Keeper of the Grove: Health bonus for Nature's Force now changed to intelligence-based from 250 constant.
Black Mask/Crow: Eiga(on) now deals 125/300/450/700, up from 100/250/400/550
Fallen: Animation now revives 2/4/6/8 and affects 1200 range, up from 1/2/3/4 and 900 range.
Death Knight: Death's Decree damage increased from 250 to 800.
Tauren Chieftain: Reincarnation cooldown reduced from 600/500/400/300 to 500/400/300/200.
General of Alariz Alliance: General's Sword mana combust reduced from 100 (50) to 60 (30).
Archmage: Reduced Cold Nova mana cost from 100/75 to 50/50
Crow: Kouga attack speed reduction increased from 50% to 75%
Death Knight: Undead General damage bonus reduced from 50%/60% to 35%/50%.
Warden: Shadow Strike now only lasts 3 seconds with 1 second damage interval, but cooldown reduced to 5 seconds. This effectively change the ability from immobilization type to burst damage.
Affad's Essence: Now provides 1 to all stats instead of 2 int per trigger.
Crow: Tactical Spirit now recovers 100/250, up from 50/200.
Affa's Essence: Now gives bounty to wearer when they die.
AI: XP Rate increased from 80/100/150 to 120/150/200.
X-Commander of Acceleration Squad: Eye of Darkness in active form now instantly refresh all abilities on cast.
Lord of the Dead: Increase health restored from 25%/50%/75%/100% to 50%/100%/150%/200%

1.5 PATCH [9 June 2021]:
A new building now existed as the target building for both sides.
Mind Cooperation now increases XP rate by 3% per upgrade.
Added 2 additional gold mines to improve base AI flow.
Innate Upgrade now requires 3 levels of upgrades from Mind Cooperation, Body Cooperation, Shield Upgrade, and Damage Empower.
Fixed an issue with Victory/Defeat conditions.
AI no longer train troops from their Altars.
New Feature: Soul Essence
Changed attribute relation to combat stat values, making heroes more powerful but fragile.
Greatly increase experience required for next level to redistribute exp relation with the new Mind Cooperation bonus.
Fixed a major bug with some heroes' not getting armor from Shield Upgrade.
Increased Phoenix Assault (Magus Scepter) damage from 500 to 1000 and can now damage structures.
If AI somehow bugs, they will now resets every 30 seconds.
Power Axe strength bonus reduced from 20 to 12.
Fixed a weird issue with Affad Aybe's Eye of Darkness passive not proc properly.
Lord of the Dead ultimate replaced with a new one.
Adjusted price of several items in correlation to their power.
Improved Horn of Magus stats.
Improved Magic Scroll stats.
Improved Maiev's Bracer stats.
New Item: Golem Fragment.
Chilling Aura now affects 900 range, down from 1000
Changes Attribute Bonus to make it a viable choice in early game.
Player now gains XP twice as fast. AI also adjusted for all difficulties.
Repositioned the starting taverns.
Creep Shield only triggers after tenth level of upgrade.
Additional abilities for spawns.
A half map wide visibility is now given for both sides, allowing better control of the player's side situation.
New Shop: Shayra the Lorekeeper
Magus Scepter's Phoenix Assault deals 1800 damage, up from 1000.
Sadim's General Sword now deals 100 (50) feedback, up from 30 (15). Multiplier against unit increased from 2 to 4.
Changed some AI purchasing behaviors.
Reduces initial resources by 66%.
AI now has less gold bonus.
Items no longer dropped on death, with some exceptions.
Blood Money now only takes 5 golds per hit, down from 25 golds.
Greatly improves Magic Scroll's Cripple.
Akechi's Debilitate now costs 120 mana, down from 150 mana, and afflict for twice as long.
Spawns are no longer classified as summon.
Reduced main stat factor for damage from 3 to 1.25, effectively reducing base damage by more than 50% for heroes from their previous patch.
Tweaked cost of some items.

1.4.1 PATCH [PRIVATE]:
Nerfed Far Seer's broken passive
Fixed Crypt Lord Devour bug
Cumulonimbus no longer invulnerable, but has Divine armor instead
Remake the following item's functions: Karmon's Gun, Anti-Magus Axe (now Slayer Axe), Hero Slayer (now Heaven Smasher)
Atika's Necklace now gives a warning for consideration of its potential unwanted side effects.
Rename some spell internal names
Changed the SFX of Kouga(on)
Nerfed Lich Slow Aura movement reduction from 50(70)% to 20(50)%
Nerfed Crypt Lord Spiked Carapace return damage but increase armor bonus
Our fellow Big Brewale now open shops at front lines too
Creep Boost no longer increases health regen but gives armor bonus
Call of Chaos now reduces 20 armor instead of 10 armor, also reduces damage bonus from 300(600)% to 200(400%)
Improves AI lumber flow

1.4 PATCH [29 July 2020]:
New:
Hero: Hamaria - Lord of the Dead
Hero: Akechi Goro - Crow
Hero: Black Mask - Loki
Item: Corruption Orb [Karmon]
Changes:
Reduces health of all tiers of town hall massively
Mana now regenerates rapidly near fountain
Moved shops to avoid getting trapped during teleports
Changed Assassin's Claw to Power Axe for AI Item Set
Fixed Mind Terror's hotkey
Increased Nature Bind's stun from 6 (3) to 10 (5)
Increased Peace's duration from 10 to 15
Doubled Shadow Strike's initial damage on all levels
Flash Out now has 150 seconds cooldown
Increased Elune's Arrow's damage from 150/225/300/500 to 200/400/600/800
Elune's Arrow range now reflects properly how long it will travels
Triples Star Rain's starfall damage from 10/20/30/40 to 30/60/90/120
Eye of Darkness [Active] will not damage Affad Aybe anymore
Relocation Magic cooldown severely increased to 120 seconds
Relocation Magic now afflicts everyone in the radius
Reduced start time by 1 minute
Innate Upgrade now has 1 second research, down from 1 minute
-t now shows player's exp rate in percentage
Fixes:
Player 11-16 will now get proper limiter for hero and get resources from the base gold gathering

1.3 PATCH [27 June 2019] [Warcraft 1.30]:
Fixed -b due to being the main probable cause for desync
Speed of Light now gives 30%/60% evasion instead of temporal 15 minutes evasion
Heaven's Bracer is now droppable
Removed passive part of Rage
Zann the Light renamed to Manadar the Light
Fixed Light Blast tooltip
Reduced Light Blast int factor from 11/4 to 9/4
Zan now has 300 initial hp, up from 100 to compensate for his loss of 100% evasion
Increase cooldown of Flash Out to 15 seconds, up from 1 second
New shop : Thorka the Axebearer
Fixes tower not regenerating properly
Reduces tower armor to 0 for all Reinforcement's towers
Handicap Boost now boost Reinforcement's towers' armor
Fixed Silence cooldown being invinsible
Improved Todi's Staff's silence ability by increasing duration by 4 (2) seconds and area by 275
Improved High Corruption armor destroyed by 10 points
Hero Slayer is now dropped upon death
Reduced Hero Slayer price by 1000 golds
Changed layout of both fountains slightly
Increased Fountain regeneration over shorter distance
Changed Reinforcement's tower layout
Level II Towers now has Critical Strike
Handicap Boost now improves Reinforcement Tower's damage
Fixed Karmon's Gun item
AI now choose at the last 15 seconds instead of first 30 seconds
Light Pulse cooldown increased from 8 to 45
Light Blast cooldown increased from 15 to 30
Bounty now rises faster if you kill weaker heroes, as opposed to stronger heroes to encourage weaker players to kill the strongest player
Fixed Archmage's Water Elemental tooltip
New Heroes : Fallen the Fallen, Sadim Bright the General of Alariz Alliance
Upgraded Hero Slayer
[Wrap some of the magic numbers into constants for improvements in future balancing, lot more but I'm occupied at the moment...]

1.2 PATCH :
Changed Loading Screen
Reduced Lich's Frost Cage cooldown from 120 to 60
Brig Brewale the Alchemist now sells new, different items!
Zark the Worldbender enters this world! Find him and purchase his exclusive item to help turn the tide!
Fixed NE Mercenary hero not gaining bonus bounty properly
Heaven Bracer's damage reduction removed
Heaven Bracer's EXP bonus increased from 10% to 30%
Creeps are no longer under player's control
AI and Player now starts at Fountain
Tier 1 Tower HP increased from 1500 to 2500
Tier 2 Tower HP increased from 3000 to 5000
Gold is now split into number of player in team instead of 3
Reduced select time from 5 to 3 minutes
Game begins after selection ends
AI select hero at 0:30
Greatly increases tower armor, from 10 to 100/200 and upgrade bonus from 1 to 5/10 (Tier 1/Tier 2)
Killing will creep/summon now gives your head more bounty than with hero
Carrion Beetles now gains damage bonus from Empower
Damage Empower bonus damage increased from 2 to 5
Damage Empower now affects most summons
Removed items from Tombs of Relic and Ancient of Wonders
Added more AI heroes
Increases AI EXP Rate from 20/40/60% to 40/60/80%
Doubled the bounty of spawns
Fixed Bounty bonus information not accessible for some players
Dramatically increase bounty rise to encourage hero killing
Changed Fire Style : Phoenix Assault to Fire Style : Phoenix Charge
AI no longer random heals
Lowered Spirit Link share of damage from 90% to 50%
Reduced Far Seer's Water Wave cooldown from 30/25/20/15 to 15
Eye of Seer now has 30% proc chance
Fixed Holy Blessing not upgraded by Innate Upgrade
Changed hotkey of heroes
Changed cost of heroes into 500G/250L
Increased Starting Gold and Lumber, adapts to player number
Moved starting taverns to center
Corrected Mind Cooperation tooltip
New Hero : Guardian of Light
Reinforcements now has 'summoned' classification
Changed Mass Teleport to affect heroes only
Fixed an issue with handicap boost
New Item : Todi's Staff (Norandur)
New Item : Magic Scroll (Norandur)

KNOWN ISSUE : Random desyncs in multiplayer

1.1 PATCH :
Fixes Anti-Magus Axe item
Fixes Item Healing text from AI heroes
Undead champions now has green color text
Raises Armor of Darkness level req from 1 to 2
Raises Unholy Aura level req from 1 to 3
Raises level skip req of all Far Seer hero abilities except Elementalist from default to 3
Reposition Elementalist X Button from 2 to 3
Raises Thorns Aura level req from 1 to 3
Raises Attribute Bonus level req from 1 to 7
Reduces Attribute Bonus skip level req from default to 1
Increases Hunt cooldown from 5 to 60 seconds
Reset Blood Mage to use the default Blood Mage materials
Heroes can no longer be duplicate between players (AI still has chance to duplicate with player hero)
Reduces food used from heroes from 5 to 0
Reduces max food to 100 from 300
Blood effect disappear on death
Completed X-Commander of Acceleration Squad
Improves Sword of Judgement by adding 40 damage
Increases Mantle of Imelda cost from 500 to 1000
Increases Talisman of Stars int bonus from 3 to 6
Grand Phoenix now benefits from Damage Empower
Changed Relocation Magic to work on all units, not only Magic Marked ones
Increases Relocation Magic mana cost from 75/50 to 125
Changed Relocation Magic to have 1 second delay
Changed Relocation Magic cooldown to 7 from 10/5
Added Tauren Chieftain and Far Seer to AI roster
AI pick now shows picked hero for 60 seconds
AI now renamed with name of hero to help identification

1.0 RELEASE :
Reset Slow Poison for Dryads
Completed Lich hero
Completed TC hero
Totem of Might now benefits from Damage Empower and Shield Boost
Increase Star Rain base damage from 60 to 100
Decrease Starfall cooldown from 150/140/130/120 to 120 seconds
All players properly gain extra bounty over time
Completed Shadow Hunter hero
'Blood Effect' on low health
Reduce Hunter (Night) Bash chance from 75% to 60%
Changed UD Mercenary hero name
Update Carrion Swarm (Dreadlord) tooltip
Completed Far Seer hero
-lvl command now gives level 20
Elune's Arrow now has 25% chance for fast cooldown and free mana for next cast
Changed Shadow Meld of PotM with Unseen Watcher
Fixed a bug that causes some AI to not revive
Increases damage bonus from Frozen Sword/Frostmoure from 1.25/2 to 2/3
Reduces chance for Frozen Sword/Frostmoure from 50/100 to 33/66
Completed Death Knight hero
Teleportation items now has 150 seconds initial cooldown
Gem of True Seeing now has 300 seconds cooldown and initial cooldown
Artifacts now has 600 seconds initial cooldown and 300 seconds cooldown
Fixed Sentinel heroes might get stuck after teleport to near fountain
Completed Keeper of the Grove hero
Reduces Searing Arrow's damage from 30/60/120/240 to 30/60/90/120
Ability texts!

0.9 BETA :
Fixed a leak with Exorcism
Completed Blood Mage hero
Increase Blink (Warden) cooldown from 10/7/10/4 to 10/10/10/10
Set all player's color to Coal from Maroon
Properly place hero icons in the tavern
Decrease Exorcism damage by 100
Increase number of player to 12
Decrease level of research to 20
Fixed Fatal Blow level missing a 4th level
Fixed tooltip for deactivate Immolation hotkey
Upgrade Warden's Unseen Watcher, granting evasion buff
Innate Upgrade effect, double as much
Increase Avatar's Spirit of Vengeance cap from 6 to 24
Buffed summons' armor to Hero and raise their value
Increase Water Elemental level 4 summon to 4 from 3
Buffed Holy Light's ability with stat bonus

0.8 BETA :
More model and icon changes (credits will be added by 1.0)
Items now have proper 120 second cooldown for permanent items
Rebalances some item cost
Level cap increased to 20
Expanded Hero non-ultimate ability by 1 level
Added Attribute Bonus
Rebalances ability to reflect the additional level
Fixed some spell tooltips
Fixed Paid Mercenary doesn't grant bonus gold
Increases AI revival time
New victory/defeat condition
Increased main building health
Creep Boost now affects summons
Paladin's Holy Light now heals self
Now bounty rises slowly as the hero survives
Improved Paladin's Exorcism damage from 75 to 150 + 2x(Strength+Intelligence)
Changes bounty mechanic : killing powerful heroes significantly increase your bounty, killing weak heroes rises bounty decently, killing with units devoid bounty rise

0.7 Beta :
Changed some models and icons
Disabled damage bonus due to crash issues
Created a new kit for Mountain King
Lowered Demon's Fury mana cost
Added lumber cost to upgrade and AI now generate lumbers for themselves as well
Added Gold Coins and Bundle of Lumber to Karmon the Dragon Hunter (new name for Dwarf Miner)
All shop now doesn't show any minimap icon unless approached
Removed Dragon Roost from random troop shop
Improved gold bonus per second
Lowered Blood Money duration, but increased gold lost and cooldown
New items
Improved AI slightly
Improved Blademaster Wind Walk and Critical Strike
Shuffled Blood Mage and Shadow Hunter
Fixed Kodo Beast selling
Created a new kit for Crypt Lord
Improved Dreadlord's Inferno
Reduced Starfall's mana cost from 150/148/147 to 100
Increased Master Vampire (Day) reduction effect
Reduced Master Vampire (Night) bonus effect
Changed Summon Water Elemental mana cost distribution
Improved Rage effect
Improved Eye of Seer effect
Reduced Shuriken mana cost
Improved Inferno mana cost, effect and summon
Reduced Frostmoure's percentage for level 1
Increased Elune's Arrow distance
Improved some Human heroes spells

0.6 Alpha :
Major overhaul



CREDIT
TELL ME IF YOUR NAME IS MISSING AND YOUR WORK IS USED!


Ardenian : a motivator to continue this map
Blizzard Entertainment : base map, World Editor, most of the content basis

OLD ALPHA TESTER :
Ardenian
LegendzKing

SKINS :
Glitzage : Glaive Thrower
HammerFist123 : Cooldown UI
Avatars Lord : Arrow Health Bar
Avatars Lord : Barcode Health Bar

SYSTEMS :
Legal_Ease : Selection Circle
Bribe : Item Cleanup 1.2, Damage Engine

ICONS :
HammerFist132 : Cooldown Indicator
KelThuzad : BTNArcane + BTNExorcism
Palaslayer : BTNLight
-Berz- : BTNWardenGlaive
PeeKay : BTNCloakofshadows
Walle : BTNIcysword
Ujimasa Hojo : BTNHallsOfTheDead + BTNBlackCitadel
Blizzard Entertainment : BTNTaurenTotemBETA
Marcos DAB : BTNGolemCarapace
Muoteck : BTNDrainLife
Zephyrius2412 : Blood Mage

MODELS :
Blood Mage : Ujimasa Hojo
Archangel : Arch Angel, General Frank




MEDIA SHOW



Screenshots Attached below the description


more-map-png.290508
Previews
Contents

Slalom Wars 1.4 (Map)

Slalom Wars 1.6 (Map)

Reviews
Paillan
Set to pending on authors request.
deepstrasz
(previous: Slalom Wars 1.0) 1. Would be nice to make the hero armour icon to actually have the proper upgrade sign: Button Manager v1.8.2 BLP Lab v0.5.0 2. Remaining Pick... (not all the text can be seen on the timer) 1:49 minutes but I'm already...
ReviewSlalom Wars Key ConceptAoS - My favorite map concept. I like how you designed the map layout. THE NIGHT ELVES AND THE UNDEAD SCOURGE FIGHT ONCE AGAIN <3. The idea with the mercenaries is cool. You can bolster your forces towards victory. You...
Level 11
Joined
Oct 20, 2016
Messages
344
i love this game :infl_thumbs_up: rate 4/5

-the buildings should be invulnerable it will be vulnerble when the tower in that path will destroy
-make the path of the creeps clearer

==============================================================

If you want a better description this will help you:


How to add screenshots:
 
Just to clear something out, despite having "Alpha" in changelog, this is considered as final and mostly focused on bug fixing and rebalances only.

@trebla ratilla
1. Oh yeah, overlooked that one. Less than likely to have Backdoor occurs though.
2. I want the path to be wide enough so players can properly set their position.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. Dwarf Skin's icon isn't passive looking. You can use this to make it so: Button Manager v1.8.2
2. Avoid using same models for other units (example: Mountain King shop).
3. Boots of Speed are not available from the start and their icon=Phantom Sneaker's.
4. Heroes and items are mostly Warcraft III ones.
5. Poison Sting item's icon looks passive. Items look like active abilities. You can use the program I've mentioned above to turn the icon into an active one.
6. Too many Altar of Elders buildings.
7. Too many Mercenary Camps; hurtful to the eyes on the minimap too. I suggest fewer ones (3 per side) with unique units (specialized/various roles).
8. Mask of Death 50%? Kind of overpowered.
9. You should find a suitable armour icon for heroes since it doesn't have a slot for numbers/upgrades. Maybe that program I've linked can do it.
10. Would be nice for upgrades to mention level current and max number in their title or description.
11. No leader/scoreboard?
12. Spells, WERTY :D?
13. Not sure what you're supposed to do with so much lumber.
14. The HP upgrade also increases movement speed. What about the mana one? It doesn't have three bonuses.
15. Annnd got an unexpected crash... no idea why. Played with the Mountain King against the Demon Hunter. Had level 6 or 7 and two items: Mask of Death and the Phantom Sneaker. Had 6-7th damage level, 5-6th armour, 1 HP upgrade and 3-4 creep enhancement levels.

It's a good idea however it has too much usual Warcraft III content, even using a melee map as layout.
Also, don't forget credits!

Awaiting Update.

=====================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

If you want more reviews, come here:
The Grand Review Exchange!
 
1. Dwarf Skin's icon isn't passive looking. You can use this to make it so: Button Manager v1.8.2
2. Avoid using same models for other units (example: Mountain King shop).
3. Boots of Speed are not available from the start and their icon=Phantom Sneaker's.
4. Heroes and items are mostly Warcraft III ones.
5. Poison Sting item's icon looks passive. Items look like active abilities. You can use the program I've mentioned above to turn the icon into an active one.
6. Too many Altar of Elders buildings.
7. Too many Mercenary Camps; hurtful to the eyes on the minimap too. I suggest fewer ones (3 per side) with unique units (specialized/various roles).
8. Mask of Death 50%? Kind of overpowered.
9. You should find a suitable armour icon for heroes since it doesn't have a slot for numbers/upgrades. Maybe that program I've linked can do it.
10. Would be nice for upgrades to mention level current and max number in their title or description.
11. No leader/scoreboard?
12. Spells, WERTY :D?
13. Not sure what you're supposed to do with so much lumber.
14. The HP upgrade also increases movement speed. What about the mana one? It doesn't have three bonuses.
15. Annnd got an unexpected crash... no idea why. Played with the Mountain King against the Demon Hunter. Had level 6 or 7 and two items: Mask of Death and the Phantom Sneaker. Had 6-7th damage level, 5-6th armour, 1 HP upgrade and 3-4 creep enhancement levels.

It's a good idea however it has too much usual Warcraft III content, even using a melee map as layout.
Also, don't forget credits!

Awaiting Update.
1. Will do later, I have plans for the aura though, so I'll get to the icon later.
2. Shuffling them now.
3. I guess I'll shuffle them ASAP.
4. Welp, the map isn't in complete state after all.
5. Fixed
6. Changed the start building
7. I want them to be more randomized, maybe hiding their icons will do?
8. I'll have that item toned down or replaced
9. I'll get to it.
10. I don't think that's necessary. But I'll keep this in mind.
11. Nope, nope. Maybe I need to?
12. ZXCV the code. I'm trying to make a not so commonly used format.
13. They're mostly for buying creeps and some items. Want them more useful?
14. I think mana is quite difficult to regain than HP, as far as I analysed. I don't think it'll change for now, and I have nothing else to put there.
15. Found the error, it was with the Battle system I implemented to add bonus damage to troops and stuff (never crashed before that).

I'll fix credit on update.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
13. They're mostly for buying creeps and some items. Want them more useful?
Exchange them for gold?
7. I want them to be more randomized, maybe hiding their icons will do?
Hiding is the way to go if you can't find a smaller icon to replace that one. Having fewer camps with more units inside would also be an idea.
 
13. Exchange them for gold?

7. Hiding is the way to go if you can't find a smaller icon to replace that one. Having fewer camps with more units inside would also be an idea.
13. Make upgrades use them (and AI compensations for that as well)
7. I was thinking of filling all tileset with their respective units to make the gameplay MUCH more diverse.
 
Here's an update folks. Changelog at description, but let me put it here :

0.7 Beta :
Changed some models and icons
Disabled damage bonus due to crash issues
Created a new kit for Mountain King
Lowered Demon's Fury mana cost
Added lumber cost to upgrade and AI now generate lumbers for themselves as well
Added Gold Coins and Bundle of Lumber to Karmon the Dragon Hunter (new name for Dwarf Miner)
All shop now doesn't show any minimap icon unless approached
Removed Dragon Roost from random troop shop
Improved gold bonus per second
Lowered Blood Money duration, but increased gold lost and cooldown
New items
Improved AI slightly
Improved Blademaster Wind Walk and Critical Strike
Shuffled Blood Mage and Shadow Hunter
Fixed Kodo Beast selling
Created a new kit for Crypt Lord
Improved Dreadlord's Inferno
Reduced Starfall's mana cost from 150/148/147 to 100
Increased Master Vampire (Day) reduction effect
Reduced Master Vampire (Night) bonus effect
Changed Summon Water Elemental mana cost distribution
Improved Rage effect
Improved Eye of Seer effect
Reduced Shuriken mana cost
Improved Inferno mana cost, effect and summon
Reduced Frostmoure's percentage for level 1
Increased Elune's Arrow distance
Improved some Human heroes spells

Still lazy dealing with bad description. Need to flesh it further to make more interesting.
Just so everyone know I'm not abandoning it.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
(previous: Slalom Wars 1.0)

1. Would be nice to make the hero armour icon to actually have the proper upgrade sign:
Button Manager v1.8.2
BLP Lab v0.5.0
2. Remaining Pick... (not all the text can be seen on the timer) 1:49 minutes but I'm already fighting?
3. The map is pretty much lacking items but maybe that's not the idea even though it'll surely make it more diverse.
4. The merc camps don't seem fairly placed. The eastern team is closer to some while the western nearer to others.
5. Blades of Judgement doesn't have a precise description (values).
6. They can still shoot at you when you have the Divine Shield on. It might make people waste their attacks and spells. Actually, it might be good to avoid exploits, say when the Paladin's on low HP and uses Divine Shield only. This way it'll bee harder to escape. However, you can exploit the ultimate using Divine Shield and the Inner Fire spell. Maybe, you should make the ultimate chance based, I don't know or also base it on the mana the cast spell requires.
7. Why Spirit Tower I and II and not a different tower, model, skin or something and of course name?
8. You can buy from the enemy shops.
9. Exorcism shouldn't work on towers, I think.
10. Game messages with kills and other stuff could look nicer, use some colour, player colour and stuff like that.
11. Not sure why the Acolytes just stand idly but I'm not sure they are actually necessary anyways. Wait, they repair but doesn't that mean the elves are more advantaged because they have more wisps to repair?
12. No scoreboard/multiboard? I think you should make at least a basic one: All About Multiboards
13. Creeps aren't protecting their main building if the enemy her is not in their range.

The concept is fun but it needs more balancing overall.

Approved.
 
Last edited:

Deleted member 247165

D

Deleted member 247165

Review
Slalom Wars
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Key Concept
AoS - My favorite map concept. I like how you designed the map layout. THE NIGHT ELVES AND THE UNDEAD SCOURGE FIGHT ONCE AGAIN <3. The idea with the mercenaries is cool. You can bolster your forces towards victory. You used the Mana Flare special effect as selection model. I think is great in this map, since you can easily see your selected units. Good commands for singleplayer.
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Gameplay
Basically, normal AoS gameplay but with some add-ons. This AoS is based more on pushing and creeps fight than hero specialization. Heroes are fine in my point of view, although there could be more. Custom and normal items implemented. I think it's enough. The Mercenary hero's third spell, the one based on windwalk, the backstab damage is not applied upon striking out to break the invisibility. Priestess's Searing Arrows damage is kinda huge at maximum level. I could practically instakill the siege creep. I suggest you lower the damage for that one, since it can turn into a very overpowered hero in late game. The map has AI, it's a plus. I always support AoS maps with AI system, be it low or high in terms of gameplay. Tower are kinda very easily to destroy. Especially when you get a bunch of mercenaries with you and push towards them. I suggest you raise their health by 500 or 1000, or increase their armor.
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Terrain & Aesthetics
It's a nice and fitting terrain for this map, you could make the Northrend terrain on the undead side and a Lordaeron Summer or Ashenvale terrain on the night elven side (my opinion). :)
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Wizardry
The spells fit the heroes. But I would like to see something more here. I liked the Priestess's ultimte. AoE spells should be implemented more on this map, since each player fights a quota of mercenaries and needs to wipe them out fast so they won't break through the base too quickly.
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Final Suggestions
Add more heroes. Some more items. Nerf the Windwalk spell for the Mercenary hero and the Searing Arrows for the Priestess. Raise the towers health or armor.

My rating for this map 4/5. :D
 

Reset Slow Poison for Dryads
Completed Lich hero
Completed TC hero
Totem of Might now benefits from Damage Empower and Shield Boost
Increase Star Rain base damage from 60 to 100
Decrease Starfall cooldown from 150/140/130/120 to 120 seconds
All players properly gain extra bounty over time
Completed Shadow Hunter hero
'Blood Effect' on low health
Reduce Hunter (Night) Bash chance from 75% to 60%
Changed UD Mercenary hero name
Update Carrion Swarm (Dreadlord) tooltip
Completed Far Seer hero
-lvl command now gives level 20
Elune's Arrow now has 25% chance for fast cooldown and free mana for next cast
Changed Shadow Meld of PotM with Unseen Watcher
Fixed a bug that causes some AI to not revive
Increases damage bonus from Frozen Sword/Frostmoure from 1.25/2 to 2/3
Reduces chance for Frozen Sword/Frostmoure from 50/100 to 33/66
Completed Death Knight hero
Teleportation items now has 150 seconds initial cooldown
Gem of True Seeing now has 300 seconds cooldown and initial cooldown
Artifacts now has 600 seconds initial cooldown and 300 seconds cooldown
Fixed Sentinel heroes might get stuck after teleport to near fountain
Completed Keeper of the Grove hero
Reduces Searing Arrow's damage from 30/60/120/240 to 30/60/90/120
Ability texts!

Biggest update so far. It also marks that BETA phase is over and this map is fully ready for play. More hero will come as time passes.
 

Fixes Anti-Magus Axe item
Fixes Item Healing text from AI heroes
Undead champions now has green color text
Raises Armor of Darkness level req from 1 to 2
Raises Unholy Aura level req from 1 to 3
Raises level skip req of all Far Seer hero abilities except Elementalist from default to 3
Reposition Elementalist X Button from 2 to 3
Raises Thorns Aura level req from 1 to 3
Raises Attribute Bonus level req from 1 to 7
Reduces Attribute Bonus skip level req from default to 1
Increases Hunt cooldown from 5 to 60 seconds
Reset Blood Mage to use the default Blood Mage materials
Heroes can no longer be duplicate between players (AI still has chance to duplicate with player hero)
Reduces food used from heroes from 5 to 0
Reduces max food to 100 from 300
Blood effect disappear on death
Completed X-Commander of Acceleration Squad
Improves Sword of Judgement by adding 40 damage
Increases Mantle of Imelda cost from 500 to 1000
Increases Talisman of Stars int bonus from 3 to 6
Grand Phoenix now benefits from Damage Empower
Changed Relocation Magic to work on all units, not only Magic Marked ones
Increases Relocation Magic mana cost from 75/50 to 125
Changed Relocation Magic to have 1 second delay
Changed Relocation Magic cooldown to 7 from 10/5
Added Tauren Chieftain and Far Seer to AI roster
AI pick now shows picked hero for 60 seconds
AI now renamed with name of hero to help identification


For those who were eager to try Anti-Magic Axe, I urge you to update as this fixes a major issue with that particular item. There are also some changes to existing heroes and a BRAND NEW HERO.
 
1.4 update is out!

1.4 PATCH [29 July 2020]:
New:
Hero: Hamaria - Lord of the Dead
Hero: Akechi Goro - Crow
Hero: Black Mask - Loki
Item: Corruption Orb [Karmon]
Changes:
Reduces health of all tiers of town hall massively
Mana now regenerates rapidly near fountain
Moved shops to avoid getting trapped during teleports
Changed Assassin's Claw to Power Axe for AI Item Set
Fixed Mind Terror's hotkey
Increased Nature Bind's stun from 6 (3) to 10 (5)
Increased Peace's duration from 10 to 15
Doubled Shadow Strike's initial damage on all levels
Flash Out now has 150 seconds cooldown
Increased Elune's Arrow's damage from 150/225/300/500 to 200/400/600/800
Elune's Arrow range now reflects properly how long it will travels
Triples Star Rain's starfall damage from 10/20/30/40 to 30/60/90/120
Eye of Darkness [Active] will not damage Affad Aybe anymore
Relocation Magic cooldown severely increased to 120 seconds
Relocation Magic now afflicts everyone in the radius
Reduced start time by 1 minute
Innate Upgrade now has 1 second research, down from 1 minute
-t now shows player's exp rate in percentage
Fixes:
Player 11-16 will now get proper limiter for hero and get resources from the base gold gathering

Here's a video of a transition patch between 1.3 and 1.4 for the Lord of the Dead hero:
 
Level 22
Joined
Nov 4, 2010
Messages
6,232
Hey, nice update!

Hmmmm, this new update brings a really fun hero -- the Black Mask. I've had a ton of fun messing around with him, and it's alyways a great pleasure seeing my stubborn, hapless preys all vanishing in the blink of an eye... >:)

LOKI STRONK

I also like how we can hire mercenaries by the roadsie to bolster our lane reinforcements. It's pretty neat.

I noticed a lack of neutrals to punish... maybe some random events will help spice things up to eleven? Random events that brings a powerful enough boss, but also comes with neat bounties...



LOKI STRONK

Loki can get really, really, really powerful.

It's really fun when you're the stronk Loki, and yes I chuckled all the way as I leveled entire armies and heroes to their abyss while my level and stats just kept growing non-stop...

...but I doubt enemies will have the same fun against an unstoppable horror nightmare. :p

Survive the first few levels, find a big cluster of creeps, get the Call of Chaos (great damage boost!!!) and then slaughter your way to richness. Rinse and repeat until you're rich enough. Then, apply the Innate Upgrade and a bunch of other upgrades (esp. the Cooperation upgrades).


Screenshot (1811).png




Screenshot (1812).png



Then... the horror descends upon this sad valley...

Loki : "Tremble, mortals, and despair! Doom has come to this world!"

Loki gets a sudden massive surge of power growth and that lets Loki slaughter everyone with massive impunity. Now, Loki can not only kill a hero with a few swings, but also destroy entire armies and reinforcements without breaking a sweat...

In my playtest, I've actually already made it to the enemy HQ at level 12. But since it's really fun to overkill, I went to stick around and kill hundreds more enemies. Oh, I even managed to intrude the enemy fountain area and then level every single one of those stubborn Spirit Towers >:)


Screenshot (1817).png



Also that flamestrike gives me a huge barbeque feast every time lol... Yummy!

The slow rate of lumber income, however, was somewhat of a saving grace. I had to delay upgrades because I had not enough lumber... :(

Had it not for the lumber costs, I would liekly have maxed out my upgrades and become even much more dominant...



Screenshot (1826).png

Screenshot (1816).png



And once I've reached a very strong position at Level 20 and purged hundreds more weaklings, I made another Call of Chaos, boosting my damage immensely by roughly 3000+... Meanwhile, my armor was reduced by a mere 10... from 138.5 to 128.5.

A few swings and the enemy HQ is bye-bye, no more.


Screenshot (1833).png





911 units eaten and 98 heroes sacrificed to sate Loki's undying hunger... Rest in Piss, yo.

Oh yeah, one enemy AI has picked Loki, but not even him could stop the Scourge's great humiliation. :p


Screenshot (1836).png

Screenshot (1837).png





Btw pls don't nerf Loki-senpai O_O

He great attacc, he great protecc, but most importantly, he great fun




Hey, thanks for making Slalom Wars!

It's a really fun map where you get to fight alongside one main army, and that's something new. I also like how you can hire mercenaries too for your lane reinforcements. Oh, the stat growth per kill is awesome too!

And, of course it lets me dominate and humiliate your sad pitiful foes into submission! >:)



Here ends my wall of review. I hope this can be very helpful and entertaining /cringe :D

If you have any questions or complaints, feel free to let me know. :)
 
Hey, nice update!

Hmmmm, this new update brings a really fun hero -- the Black Mask. I've had a ton of fun messing around with him, and it's alyways a great pleasure seeing my stubborn, hapless preys all vanishing in the blink of an eye... >:)

LOKI STRONK

I also like how we can hire mercenaries by the roadsie to bolster our lane reinforcements. It's pretty neat.

I noticed a lack of neutrals to punish... maybe some random events will help spice things up to eleven? Random events that brings a powerful enough boss, but also comes with neat bounties...



LOKI STRONK

Loki can get really, really, really powerful.

It's really fun when you're the stronk Loki, and yes I chuckled all the way as I leveled entire armies and heroes to their abyss while my level and stats just kept growing non-stop...

...but I doubt enemies will have the same fun against an unstoppable horror nightmare. :p

Survive the first few levels, find a big cluster of creeps, get the Call of Chaos (great damage boost!!!) and then slaughter your way to richness. Rinse and repeat until you're rich enough. Then, apply the Innate Upgrade and a bunch of other upgrades (esp. the Cooperation upgrades).





Then... the horror descends upon this sad valley...

Loki : "Tremble, mortals, and despair! Doom has come to this world!"

Loki gets a sudden massive surge of power growth and that lets Loki slaughter everyone with massive impunity. Now, Loki can not only kill a hero with a few swings, but also destroy entire armies and reinforcements without breaking a sweat...

In my playtest, I've actually already made it to the enemy HQ at level 12. But since it's really fun to overkill, I went to stick around and kill hundreds more enemies. Oh, I even managed to intrude the enemy fountain area and then level every single one of those stubborn Spirit Towers >:)



Also that flamestrike gives me a huge barbeque feast every time lol... Yummy!

The slow rate of lumber income, however, was somewhat of a saving grace. I had to delay upgrades because I had not enough lumber... :(

Had it not for the lumber costs, I would liekly have maxed out my upgrades and become even much more dominant...




And once I've reached a very strong position at Level 20 and purged hundreds more weaklings, I made another Call of Chaos, boosting my damage immensely by roughly 3000+... Meanwhile, my armor was reduced by a mere 10... from 138.5 to 128.5.

A few swings and the enemy HQ is bye-bye, no more.





911 units eaten and 98 heroes sacrificed to sate Loki's undying hunger... Rest in Piss, yo.

Oh yeah, one enemy AI has picked Loki, but not even him could stop the Scourge's great humiliation. :p





Btw pls don't nerf Loki-senpai O_O

He great attacc, he great protecc, but most importantly, he great fun




Hey, thanks for making Slalom Wars!

It's a really fun map where you get to fight alongside one main army, and that's something new. I also like how you can hire mercenaries too for your lane reinforcements. Oh, the stat growth per kill is awesome too!

And, of course it lets me dominate and humiliate your sad pitiful foes into submission! >:)



Here ends my wall of review. I hope this can be very helpful and entertaining /cringe :D

If you have any questions or complaints, feel free to let me know. :)
Ah, so you ask for nerf? I heard the calling :D

Anyway, I'll start replying to the content of the post.

I'm glad the whole mercenary + stat bounty is noticeable and fun. I will consider neutrals, especially since the main middle spot is so empty it can use something to spice things up.

All heroes can get horribly strong if left unchecked (one time Far Seer was broken that it heals whenever attacked. More health is more healing. It was nerfed afterward, though given time, it is possible to be broken with Far Seer. The whole game is a race to rack stat as soon as possible.

I have been considering the values Loki can use. Given he lacks any offensive damage aside from Call of Chaos before level 4 (Megidola/Megidolaon + Laevateinn). Attack Master is too unreliable thus far, and I consider adding Damage Engine to make that more viable while tweaking his abilities. Maybe I'll nerf his Call of Chaos a bit. It is meant to be a party-wide buff during ganking/encounter, but the whole channeling means it has to be properly coordinated and can be interrupted with stuns (and this map has quite a number of those). I think I'll get Call of Chaos -20 armor back or reduce the whole damage bonus.

Yeah, it is fun when you're a strong hero. But the reverse ain't fun at all. I have been thinking of solutions for this matter, though I haven't come up with anything great. I'll start with Agility nerfing, since too much Agi means a huge armor.

You can purchase Lumber from the Rifleman hero.

AI is not truly reliable and mostly to allow some testing. Balancing cannot be done with the AI, and rely on human testing, which I don't have people to help out at the moment. Well, I can try hosting in 1.32 and see how people react to the map and balances it has.
 
Updated to 1.5. I have balanced some numbers up but some heroes are still high on the pedestal of power (looking at you, Loki). The current build fixes some annoying issues with Far Seer's passive (you'll be glad if you know what happened in the 1.2 or so patch that I have not to get around to fix properly till this one, albeit it was nerfed once), and added something that might pique everyone:

ESSENCE

Introducing a whole new level of OP. Essence, for a cheap cost of 5k, can easily swing the tide into your favor (well, not if your enemy decides to ham you with Innate Upgrade). The given bonus from these essences is the sheer level of monstrosity that is meant to enforce opponents to also purchase Essence (or Artifacts, but that's expensive) to counter you.

With the new addition of Essence, I hope that players can get more involved in the game and strategize their builds for each of the existing heroes. The essence effects can be pretty 'mild' (slow stat boots that rack to oblivion), or directly a pain (damage multipliers). Never underestimate a seemingly benign essence, as it comes to how the essence is meant to be used. Some are assigned for Tankers, some for Burst/Nuker, some for Support. More essence will come out when I have the idea for them :D

I also provided 1.4 for those who stick around with non-Reforged. Blame 1.31 for being buggy with comments.

-Daffa

EDIT:

Discord Channel: Join the Kalimdor League Discord Server!
(Slalom Wars channel is located in the AoS list)
 
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