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The New Age V1.24

full

Powerful heroes. Deep strategies. Build your own armies. The New Age is a better, more involved DOTA map.

The New Age is the revived, completed form of a project I started over a decade ago and decided to return to after all that time. At long last it is completed and ready for people to enjoy!

Main Feature:

- Carefully crafted Hero design. Every Hero has a skillset that allows for direct and indirect synergies, creating rewarding gameplay that promotes strategic decision making. In The New Age, the Heroes are the focus, not items or builds. The Alliance and the Horde have 10 brand new Heroes each, ranging from the apocalyptically powerful Primal Mage to the valorous & charismatic Lionheart. The Heroes in The New Age are designed like fighting game characters with intentional strengths and weaknesses.

Other Features:

- Staff of Disjunction - This item is given to every Hero at the start of the game and allows you to mark a location which you can then teleport to later. You can use this to cut out backtracking, or to launch sneak attacks, with the caveat that the location is marked with your player colour. Beware of traps!
- Support Workers - Each player begins the game with 5 workers that can build towers, create gold or support the Alliance/Horde with additional spawns every other round.
- Tools of the Trade - Purchase weapon and armor upgrades for your entire faction, boosting the power of the Alliance/Horde forces and that of many units you can control via summons or those you can buy.
- Build Your Own Army - Build a Summoning Tower and spawn additional forces to help you push a lane. Combine these forces with your Hero abilities for maximum effect.
- Power For A Price - Hire the services of Saurod the Malicious or Dr Honeydew, granting additional spawners of powerful minions directly under your control.
- Dynamic Unit Spawning - Use your workers to conjure additional powerful units for the Alliance or Horde. Switch between lanes at will to drive manpower where it is most needed.
- Singleplayer Mode - When playing offline, you can pick three Heroes rather than just one, so you can test/practice more of them at once.

The New Age - Version 1.24 Changelist

GENERAL:

- Fixed a bug that caused the wrong player name to be displayed when purchasing Armor upgrades.
- Fixed a bug allowing all Horde players to buy Blood Attendants and Skeletal Mages. These units are now correctly available to only to Deep Slayer and Marrow Knight players respectively.
- Added a visual effect for Disjunction Warp when it teleports a Hero away.
- The Drowned Captain and the Marrow Knight now receive a Staff of Compulsion instead of a Staff of Disjunction when picked. This staff functions identically to the Staff of Disjunction but also has the Compulsion ability, which serves as a taunt that affects enemy units and structures.
- Adjusted the terrain at each base's fountains so towers may no longer be built there.
- Fountains now have a damage aura equivalent in radius to their healing auras that deal 200 damage per second to enemy units within their radius.
- Increased the healing and mana restoration per second of Fountains substantially.
- Added a new corridor between the Alliance top lane / Horde bottom lane that allows players to quickly switch to their respective mid lanes after buying items from the Arcane Collector / Goblin Merchants.
- Removed a number of rocks and doodads from the centre of the map to allow more pathable room to move around. This also allows Deep Slayer players more freedom of movement in and out of deep water if they choose to push a central lane.
- The outer two Spirit Towers in the middle lane have now been moved a bit further out to match the layout of the outer two Guard Towers in the same lane.
- The areas within which you can cast Unit Conjuration spells around the Castle / Fortress / Trees of Life / Black Citadels are now visually denoted by shimmering energy fields.
- Potions of Healing & Potions of Mana bought from the Fountain Custodian / Spirit Alchemist now each have 2 charges.
- Healing Salve duration reduced to 8 sec while total healing amount remains unaffected.
- Scroll of Regeneration total healing per unit boosted to 500 and healing time reduced to 20 sec.
- Units trained from Summoning Towers that are unique to a particular Hero now have forced team colour to match that of the Hero in question.
- Damage type of Ancient Protectors / Orc Boulder Towers changed from Siege to Normal.

ALLIANCE HEROES:

Arsenal Thane:

- Arsenal Thane players can now train Mortar Teams in place of Glaive Throwers from an Advanced Summoning Tower. These units are identical to Glaive Throwers but have the Fragmentation Shards passive that boosts their damage versus Medium & Unarmored units.

Hunter of Time:

- Now has a new unit response sound set.

Lionheart:

- Stay of Execution: Mana cost increased to 100 from 75.

Shadowmaiden:

- Now uses the Warden icon instead of Maiev's, since it looks cooler.
- Ebon Mines: Health reduced to 25 from 100, allowing the Shadowmaiden to destroy them in a single attack at any level or in any form.

HORDE HEROES:

Deep Slayer:

- Corrected the tooltip of Azshara's Gift to now use the Slayer's new Hero name rather than the old one of the Naga Reaver.

Demonarch:

- Heart Cleaver: Now has a new icon.

Marrow Knight:

- The hit points of Skeletal Legionnaires and Skeletal Warriors have been reduced to a base level of 50, rising by 10 per level the Marrow Knight earns, to a maximum of 200.
- Devour Marrow: Now has a new icon to distinguish it from the icon used for Skeletal Mages.

Monk of the Flame:

- Blast Furnace: Damage reduced from 75/150/225/300 to 50/100/150/200.
- Fire Flash: Damage reduced from 50/100/150/200 to 35/70/105/140.

Nightshade:

- Fixed a bug that prevented Purple Haze's attack speed bonus for friendly units from scaling with level.
- Corrected a tooltip error with Fatal Kiss that said it dealt 75 damage per second at Level 2, when it was actually 70.

Primal Mage:

- Mega Flare: The delay before the explosion happens has been increased to 3 sec, up from 2.5 sec.
- Power Overwhelming: Range reduced to 450, down from 550.

Thunder Wolf:

- Storm Alpha: Movement speed increased to 290, up from 270.

The New Age - Version 1.23 Changelist

GENERAL:

- Fixed a bug that prevented Heroes being revived after death for Players 11 and 12.
- Fixed a bug that prevented gold from being refunded by recycling an Advanced Summoning Tower.
- Astral Spirits & Cult Acolytes are now spawned in unique locations for each player inside the Alliance / Horde bases.
- Once spawned for the first time, Astral Spirits & Cult Acolytes will now automatically be prompted to cast Channel Gold.
- All Hero movement speed values have been adjusted. This is an across the board increase for every Hero except the Grand Gardener whose movement speed has been reduced. All abilities that modify movement speed by a percent are unchanged.
  • Mounted (320 -> 350 Speed): Sun Guard Archon, Lionheart, Marrow Knight
  • Normal (270 -> 290 Speed): Everyone Else
  • Slow (240 -> 250 Speed): Deep Slayer, Arsenal Thane
- The number of Suggested Players for the map has been amended to 4 - 12, previously being flat at 12.
- Saurod the Malicious is now named Baelaran the Malicious. He felt intimidated by being named too similarly to Saurath, the Demonarch.
- Goblin Mechwarriors and Infernals spawned by the Mech Factory / Dimensional Portal respectively have had their hit points reduced to 1800, down from 2200. They also now only spawn once every 60 seconds, up from once every 30 seconds.

ALLIANCE HEROES:

Arcane Master:

- Energy Sink's effect is now correctly removed when the buff expires.
- Gravity Well now has new spell effect art.

Lionheart:

- The Movement Speed bonus provided to Champions purchased by a Lionheart player from an Advanced Summoning Tower has been increased to 80, resulting in 350 movement speed total.

Sun Guard Archon:

- Sun Elemental movement speed increased to 350, up from 320.

HORDE HEROES:

Deep Slayer:

- Blood Brother movement speed adjusted to 250, to match the Deep Slayer's.

Thunder Wolf:

- Storm Alpha hit points increased to 250, up from 200.

World Breaker:

- The Worldbreaker will be receiving a gameplay pass in V2.0, but for now these changes should tune him up to be more viable and useful.
- Raging Sands: Redesigned - Now spawns only a single Raging Sands, but the slow aura it provides now scales with level, reducing movement and attack speed by 10/20/30/40%. Movement speed of the Raging Sands increased to 180, up from 100.
- Living Totem: Now grants 10/20/30/40 bonus health regeneration per second, up from 8/16/24/32.
- Break: Mana cost reduced to 200. Cooldown reduced to 60 sec. Can now target Mechanical units, including the Bessie tanks summoned by the Arsenal Thane.

The New Age - Version 1.22 Changelist

ALLIANCE HEROES:

Arsenal Thane:

- Heavy Metal: This ability has been rebuilt using Summon Phoenix as the baseline, meaning that the Bessie tanks summoned by it now properly explode instead of disappearing in a cloud of red lightning.
- Heavy Metal: Tooltips corrected to reflect the V1.2 changes, including the fact that Bessie doesn't have napalm filled shells anymore.
- Heavy Metal: Bessie tanks' minigun damage reduced from 20 - 28/40 - 48 to 14 - 18/22 - 26 respectively.

HORDE HEROES:

Marrow Knight:

- Skeleton Warriors spawned by Skeletal Legionnaires definitely, absolutely, no longer have any gold on their person and no longer provide a gold bounty. For real. Not a penny among them.

The New Age - Version 1.21 Changelist

ALLIANCE HEROES:

Arsenal Thane:

- Corrected the Learn tooltip for Bullet Hell to reflect the new ranged damage boost Marjorie turrets provide, rather than the old bonus damage effect.

HORDE HEROES:

Marrow Knight:

- Dispelling Unbreakable now correctly removes the spell damage reduction it provides.

The New Age - Version 1.2 Changelist

GENERAL:

- Fixed a bug which allowed Horde players to have shared vision with the computer controlled Alliance faction.
- Updated the UI to now have "Hints & Credits" instead of "Quests"
- Updated the UI to now have the map name and version number in place of the "No Upkeep" message.
- The starting message now suggests to new players to click the Hints & Credits menu if they need advice.
- Added hints covering how to play and the various mechanics unique to The New Age to the Hints & Credits menu.
- Updated the credits list to reflect the V1.2 additions for models & icons, plus thanks to the HIVE Discord for numerous tips and solutions they gave to various questions I had.
- Reworked a significant amount of the code base to remove lengthy PolledWait calls and instead utilise Timers, which should improve the map's efficiency.
- Created custom AOE damage code to replace the previous system of using Dummy units with variations of the AoE Damage On Death ability, which did not deal Spell type damage and ergo didn't deal the desired amount. This code is freely available and can be copied from the section at the end of this post. This affects the following existing abilities:
  • Ebon Mine
  • Incendiary Bullets
  • Scintillating Storm
  • Fire Flash
  • Corpsefire
  • Overload
- Gold costs for Weapon & Armor Upgrades, Conjuration Spells & Neutral Spawners (Dr Honeydew/Saurod the Malicious) have been significantly increased.
- Base damage of all Siege units (Mortar Teams, Glaive Throwers, Demolishers, Meat Wagons) reduced by 50% (was 90, now 45)
- Bloodlust and Slow spells cast by Shaman and Spellsmiths respectively no longer boost/reduce movement speed.

ALLIANCE HEROES:

Arcane Master:

- Scintillating Storm: Now has new art for each missile's detonation.
- Scintillating Storm: Damage of individual missiles reduced to 30 from 35.
- Energy Sink: Dispelling Energy Sink now correctly removes the mana drain aura from the victim.
- Overload: Significantly redesigned:
- Base AOE damage on victim's death reduced to 350/700, down from 700/1400.
- Now deals additional AoE damage based on how long the victim survives while affected by Overload, at a rate of 35/70 bonus damage per second elapsed, to a maximum of 1050/2100 total AoE damage.
Arsenal Thane:

- Molotov Cocktail: Now has new missile art.
- Bullet Hell: Redesigned.
- Marjorie turrets no longer have a 20% chance to deal bonus damage.
- Marjorie turrets correctly deal AoE damage with each attack.
- Marjorie turrets now have the "Target Designator" passive, which boosts the ranged attack damage of friendly units in close proximity by 10/20/30/40 percent.​
- Heavy Metal: Significantly redesigned:
- Bessie tanks have been upgraded to Mark III and Mark IV respectively, with a new model (kudos to General Frank)
- Bessie tanks can now only accept the Arsenal Thane as a viable target for transporting.
- Movement speed of Bessie tanks reduced from 350 to 270.
- Bessie tanks now have dual miniguns that deal a high amount of Piercing type damage to two targets simulataneously.
- If Bessie is destroyed while the Arsenal Thane is driving, he becomes dizzied for 10 seconds.
- Bessie tanks now have the Siege Mode ability, which is unlocked while the Arsenal Thane is driving. This disables the ability to unload the Thane and slows the tank's movement speed by 50%, but boosts its attack speed by 50%. Lasts 10 seconds with a 10 second cooldown.
Drowned Captain:

- Under Pressure: The Liquid Heart spawned by this ability now has 1000 hit points, up from 800.
- Under Pressure: The Liquid Heart spawned by this ability also now boosts the damage of Liquid Souls in close proximity by 8/16/24/32.
- Tidal Vortex: Is now called Riptide. Now reduces the melee attack damage of enemy units close to the Riptide by 10/20/30/40% and no longer boosts the armor of nearby friendly units.
- Oceanic Bulwark: Damage absorbed per point of mana reduced from 4/8 to 2.5/5.
- Osmosis: Corrected the tooltip which said the ability had a 10 second cooldown, when it was actually 15 seconds.

Drunken Shaman:

- Stormbreath: Ability rebuilt using Crushing Wave as a baseline, rather than Shockwave, which should reduce lag by removing the terrain deformation.
- Stormbreath: Damage increased to 40/80/120/160 from 35/70/105/140.
- Magiktoberfest: Tooltip now no longer mentions that certain effects persist despite being dispelled, because they don't anymore.

Hunter of Time:

- Millenia Volley: Now has a new icon.
- Prescient Shot: Now has new missile art.
- Arrow of Time: Now has new missile art.

Shadowmaiden:

- Ebon Mine: Now has new explosion art.

Sun Guard Archon:

- Pillar of the Sun: Level 1 Pillars now use different art from Level 2 Pillars.

Zealot of the Blade:

- Double Edged: Renamed to Soul Blade.
- Soul Blade: Is now the Zealot's inherent ability. Damage dealt by the duplicate of the Zealot fixed at 66%.
- Back Slash: New ability to replace Double Edged/Soul Blade. Teleports the Zealot to the target enemy unit, dealing 60/120/180/240 damage. After 2/3/4/5 seconds, the Zealot is then teleported back to the location he was at when Back Slash was used.
- Blade Blessing: Renamed to Bleeding Edge.
- Bleeding Edge: No longer grants bonus armor or AoE damage. Now instead provides a 10/20/30/40% chance to avoid attacks and a 1/2/3/4% chance to deal double damage. The evasion effect declines in potency by 1/2/3/4% per second, while the critical strike chance ramps up by 1/2/3/4% per second. Lasts 10 seconds total.

HORDE HEROES:

Baron of the Dead:

- Putrefying Plague: Can now be cast on Corpsefire Zombies.
- Corpsefire: Redesigned.
- Corpsefire Explosion damage reduced from 100 to 75.
- Corpsefire Explosion no longer dispels enemy units.
- Corpsefire now summons 1/2/3/4 Corpsefire Zombies at once, and does not require dead bodies to do so. Can no longer be autocast.
- Corpsefire Zombies are now permanent but recasting Corpsefire itself will destroy existing Corpsefire Zombies without triggering their explosion damage.
- Significantly improved the visual look of Corpsefire detonations, including a larger explosion for when boosted by Meat Grinder.​
- Meat Grinder: Redesigned.
- Renamed to Meltdown.
- Armor reduction lowered to 10/20, from 12/24.
- Now works as an aura produced by the Baron rather than as a one time debuff per cast.
- Corpsefire Zombies now only gain a damage multiplier to their explosions while within Meltdown's radius, which is visually indicated.
Deep Slayer:

- Submerge: Removed.
- Rip & Tear: Now has a bonus effect: Attacks by the Deep Slayer's Blood Brother against a target afflicted with Rip & Tear deal 10/20/30/40 bonus damage.
- Blood Brothers: Redesigned.
- Now replaces Submerge as the Deep Slayer's inherent ability.
- The Blood Brother now scales with each level the Deep Slayer gains, receiving 75 hit points and 4 damage extra per level.
- The Blood Brother now has a mana pool of 250 maximum, starting with 225 when spawned.
- The Blood Brother no longer has Submerge or Ensnare.
- Now has Frost Bolt, which deals 100 damage and stuns enemies for 3 sec, Heroes for 1.5, as a replacement for Ensnare. Costs 250 mana.​
- Serpentine Morphogenesis: New ability to replace Blood Brothers. Places a buff on a friendly Naga unit that restores 5/10/15/20 hit points and 2.5/5/7.5/10 mana per second while active. Lasts 40 sec with a 20 sec cooldown. Can only be active on one target at a time.
- Deep Slayer players can now purchase Blood Attendants from an Advanced Summoning Tower. These Naga females are identical to the Shamans you can purchase otherwise, but can swim and regenerate mana very quickly.

Demonarch:

- Phantom Pain: Significantly redesigned.
- No longer summons a swarm of spirits.
- Instead now summons a Pain Elemental to the Demonarch's side.
- Pain Elementals have 150 hit points, are Ethereal, and passively deal 10/20/30/40 damage per second to nearby enemy organic units. Lasts 15 seconds, with a 30 second cooldown.​
- Reaper of Souls: Attack Speed bonus boosted to 80%.
- Reaper of Souls: Now has new art for the Attack Speed buff, and now appears as such on the unit panel for Demonarch.
Marrow Knight:

- Legion of Bone: Now summons 2/4/6/8 Skeletal Legionnaires, down from 3/6/9/12.
- Legion of Bone: Skeletal Warriors spawned by Skeletal Legionnaires no longer provide a gold bounty.
- Marrow Knight players can now purchase Skeletal Mages from an Advanced Summoning Tower. These skeletons replace Shamans and have Frost Armor, but also transfer their mana pool to the Knight if they are targetted by his Devour Marrow ability. They only have 150 hit points however.

Monk of the Flame:

- Burn To Fight: Redesigned. No longer heals over time. Instead, when the Burn To Fight effect expires or is dispelled, the target has 9/18/27/36% of their maximum health restored.

Primal Mage:

- Mega Flare: Significantly redesigned.
- No longer creates a wave of explosions and no longer interrupts enemy actions.
- Now creates a brief flicker of flame at the target location. After 2.5 sec, this flame explodes violently, dealing 150/300/450/600 damage to nearby enemy units and structures.​

The New Age - Version 1.1 Changelist

GENERAL:

- Most custom units in the map are now preloaded.
- Memory leaks associated with using Unit type variables have been corrected.
- The cosmetic fountains inside both the Alliance and Horde bases have been moved right/left respectively to prevent them from interfering with the pathing of units spawned by the Castle/Fortress.
- Adjusted the ramps and terrain around the middle lane a bit to make it cleaner and also make it possible to build towers there.
- All Merchants now have minimap icons denoting where they are.
- Hero Armor now has a new icon (credit to PrinceYaser)
- The Axe of Distributed Wrath has been redesigned slightly. It is now called The Axe of Equitable Wrath and grants the Hero a 25% chance to deal 30 bonus damage on attack to enemy units near the primary unit.
- All Heroes now have new tooltips with extra lore.

TOWERS:

- Player built towers now cost 10 food, up from 6.
- All towers now have the "Recycle" ability, which after a 7.5 sec cast time destroys the tower and refunds 50% of its total gold cost back to the player.
- Towers now respect terrain and unit pathing and can no longer be built on various areas of the map.
- The Energy Tower and Advanced Energy Tower now have a new icon & model.
- The Energy Tower and Advanced Energy Tower's respective Energy Touch abilities no longer affect the tower itself.

ALLIANCE HEROES:

Arcane Master:

- Gravity Well's root duration has been halved at all levels. Damage per second increased by 100%.
- Energy Sink now works correctly.
- Overload now has new spell art.

Arsenal Thane:

- Molotov Cocktail's armor reduction effect has been reduced to 3/4/5/6, down from 3/6/9/12.
- All versions of Marjorie, the gun turret spawned by Bullet Hell, are now much lower priority for attack move commands and computer controlled units.

Grand Gardener:

- Ivy Treants spawned by the Ivy Forest ability are now much lower priority for attack move commands and computer controlled units.
- Cultivate is no longer locked behind a depreciated and inaccessible upgrade.

Hunter of Time:

- Arrow of Time's Stun duration has been reduced to 3/6 seconds vs normal units and 1.5/3 seconds vs Heroes, down from 5/10 seconds and 2.5/5 seconds respectively.

Lionheart:

- Challenge's duration has been reduced to 1/2/3/4 seconds on Normal units and 0.5/1/1.5/2 vs Heroes, down from 4/8/12/16 seconds and 2/4/6/8 seconds respectively.

Sun Guard Archon:

- All versions of Sun Elementals are now much lower priority for attack move commands and computer controlled units.

Zealot of the Blade:

- Blade Blur - Transition time for invisibility effect reduced to 10 sec, down from 15. Duration and cooldown increased to 90 sec each, up from 60.

HORDE HEROES:

Marrow Knight:

- Dragon of Marrow's Dracolich form now deals Chaos damage rather than Hero type damage.
- Skeletal Legionnaires are now much lower priority for attack move commands and computer controlled units.

Nightshade:

- Fatal Kiss' total damage has been reduced from 500/1000 to 350/700.

Thunder Wolf:

- Static Orb stun duration has been reduced to 1/2/3/4 sec vs normal units and 0.5/1/1.5/2 sec vs Heroes, down from 2/4/6/8 and 1/2/3/4 respectively.

World Breaker:

- Petrify stun duration has been reduced to 1/2/3/4 sec vs normal units and 0.5/1/1.5/2 sec vs Heroes, down from 2/4/6/8 and 1/2/3/4 respectively.

The New Age - Version 1.0 Changelist

GENERAL:

- First release candidate.
- New loading screen and minimap preview provided by PrinceYaser.

The New Age - Version 0.9H Changelist

GENERAL:

- Most abilities relying on code/triggers have had their event flags changed from "Begins Casting" to "Starts the effect of". This is to prevent silliness like rapidly spawning Dark Angels or the like through hitting stop immediately after casting.
- In Single Player, you can no longer select Heroes from the opposite faction by placing a unit/Hero near the Hero selection area.
- Broken triggers for Unit Channelling upgrade purchases and Siege/Magic unit conjuration have been fixed.
- Goblin Merchants now correctly have the same inventory as the Enchanter (previously was missing the Periapt of Vitality)
- Level Factor for Hero XP gained has been doubled from 5 to 10 to make levelling significantly faster.
- Worked around the 3 Hero Selection bug in Single Player by forcing a 99 Hero Select limit and then removing the Altars once the third Hero is selected.
- Cleaned out some depreciated custom object data.

The New Age - Version 0.9G Changelist

GENERAL:

- The terrain inside both the Alliance and Horde bases has been redesigned to be more visually appealing.
- Fountains at both bases have been moved to new elevated sections at the rear of each base, putting them out of range of being usable during combat near each base's structures.
- Terrain across the entire map has been cleaned up, including removing areas of shallow water, flattening, more deep sea and appropriate doodads.
- Hero selection areas have new terrain and the heroes themselves have been moved to new locations.
- Selecting a Hero now teleports it to your faction's Fountain area. Worker units (Astral Spirits / Cult Acolytes) are now spawned at the bottom of the ramp to the Fountain, to prevent bottlenecking.
- Hero selection limit raised to 4 for Single Player for the time being. This is due to a bug that causes selecting Heroes to lock out when 2 are picked, and I've yet to isolate why this is.
- New merchants have been added for each faction next to their fountains. These merchants sell entry level healing and mana potions so you don't have to divert to the Loremaster/Covetous Shade for potions before proceeding to your chosen lane.
- Pretty much everything you can buy/build/use is now appropriately hotkeyed.
- Towers that can be built by players have had a tuning pass.
- Entry level units summoned from a Summoning Tower now cost 2 Food each.
- Dust of Appearance, Scroll of Regeneration and Healing Salve added to Loremaster/Covetous Shade merchants.
- Gem of True Seeing has been removed and replaced with the Periapt of Vitality.
- Litany of Compulsion (Taunt item) is now with the Loremaster/Covetous Shade and is no longer classed as an Artifact.
- Saurod the Malicious' Dimensional Gates now summons Infernals rather than Doom Guards.
- Countless tooltip clean ups and corrections.
- Credits have been moved to the Quests menu and separated into General, Models, Skins and Icons categories. The entire credits list has been updated for Version 0.9G.
- All summoned units now have forced Team Colour to match their respective Hero.

ALLIANCE HEROES:

Arcane Master:

- Scintillating Storm - Missile speed nerfed from 450 to 260. This makes it possible to outrun the missiles if you're playing any Hero apart from the Deep Slayer, provided you aren't slowed.
- Energy Sink - Redesigned. It now attaches a negative energy vortex to the target friendly or enemy unit that drains 10/20/30/40 mana per second from units hostile to the Arcane Master, lasting 10 seconds. Energy Sink does not affect the unit it is attached to.
- Energy Sink - Now has new spell effect art.

Drowned Captain:

- Under Pressure - The Liquid Heart spawned by this ability now has a significantly smaller collision radius.

Hunter of Time:

- Now has new art for her standard attack.
- Millenia Volley - Mana cost reduced to 50 for all levels.
- Prescient Shot - Damage nerfed to 25/50/75/100. No longer slows movement speed.
- Chronoshift - Removed and replaced with Quantum Rune.
- Quantum Rune - A new ability that plants a Quantum Rune at the target location which goes invisible after 2 sec. When triggered by being destroyed or activated by a nearby enemy the Rune creates a temporal warp that silences enemy units inside its radius and slows their movement speed by 10/20/30/40 percent. Area of effect is 250/300/350/400.

Lionheart:

- Lion's Charge - Now has new spell art and a new icon.
- Lion's Charge - Duration increased to 8 sec (was 6 sec). Cooldown increased to 16 sec (was 12 sec).
- Roar of the Pride - Now has a new icon.
- Roar of the Pride - Now can only summon 2 Pride Guards at any time. Recasting this spell will unsummon existing Pride Guards. Pride Guards no longer have Critical Strike. Aura of Pride now scales with this ability's level, granting 10/20 bonus damage to units close to a Pride Guard.

Shadowmaiden:

- Dark Angel - Height of the singularity summoned by this spell lowered so it is easier to tell exactly where it is.

Sun Guard Archon:

- Pillar of the Sun - Duration reduced to 20 sec (was 40 sec). Damage and healing per second increased by 100%.

Zealot of the Blade:

- Double Edged - Duration increased to 30 sec (was 20 sec).
- Stand Unrivalled - Now has a new icon and new spell effect art.
- Stand Unrivalled - No longer appears on the command card once activated, and therefore no longer disables the Zealot's inherent ability.
- Sheathe the Blade - Ability removed.
- Blade Blur - A new inherent ability for the Zealot that turns him or his duplicate invisible for 60 sec, after a 15 second transition time.

HORDE HEROES:

Baron of the Dead:

- Consume the Living - Redesigned. Now no longer restores health on successfully devouring a unit, but instead causes the unit to explode from the Baron's body, dealing 75/150/225/300 damage to nearby enemies.
- Consume the Living - Now has new spell effect art.
- Meat Grinder - The Corpsefire explosion bonus from this ability now also affects the new explosion effect provided by Consume the Living.

Deep Slayer:

- Was previously named the Naga Reaver.
- Brothers in Arms - Renamed to Blood Brothers.
- Blood Brothers - Health and damage of the summoned Blood Brother reduced at all levels.
- Blood Brothers - The Ensnare ability available to the Blood Brother now only traps Heroes for 2 sec, down from 3 sec.

Demonarch:

- Consumed by Chaos - Duration increased to 20 sec for all levels, up from 15 sec.
- Reaper of Souls - Now has a new icon.

Marrow Knight:

- Unbreakable - Now correctly applies the appropriate amount of spell damage reduction, rather than making the Marrow Knight invulnerable to spells.
- Unbreakable - Now has new spell effect art.

Nightshade:

- Purple Haze - Redesigned. No longer suppresses ranged attacks. Attack speed reduction increased to 20/40/60/80 percent. Now also grants friendly units inside the gas cloud a 10/20/30/40 percent boost to their own attack speed.

Primal Mage:

- Apocalypse - Now has a new icon.

Storm Rider:

- Almost completely redesigned. Is now called the Thunder Wolf.
- Now has a new model, new icon and new projectile art.
- Movement speed nerfed to 270 from 350.
- Rolling Thunder - Redesigned. Static Orbs now prime after 2 sec at all levels. Static Orbs now also have the Polarity passive, which grants 10/20/30/40 bonus damage to the Thunder Wolf or Storm Alphas if nearby.
- Thunderstruck - Ability removed.
- Electric Avenue - A new ability that replaces Thunderstruck. Hurls a ball of negatively charged electricity that ricochets between enemies, dispelling magic on them. Deals 100/200/300/400 damage to summoned units. Hits up to 3/4/5/6 targets maximum.
- Ride The Lightning - Has replaced Overcharge as the Thunder Wolf's inherent ability. No longer deals damage.
- Storm Howl - A new ability that replaces Ride The Lightning. Summons two Storm Alphas to the Thunder Wolf's side. These elemental wolves have the Polarity passive, granting other Storm Alphas and the Thunder Wolf 10/20/30/40 bonus damage. They also destroy 3/6/9/12 mana with each hit.
- Perfect Storm - Ability removed.
- Raw Power - A new ultimate ability that replaces Perfect Storm. Disables the Thunder Wolf's attack and reduces his movement speed by 25%, but grants him access to Thunder Crash, a powerful spell that deals 100/200 damage instantly and 15/30 damage per second to enemies who remain in the area of effect. This spell can be cast in quick succession. Raw Power lasts 15 sec, with a 120 sec cooldown.

World Breaker:

- Was previously the Earth Mover, and has now been renamed.
- Now has a new skin.

The New Age - Version 0.9F Changelog

General:

- New Singleplayer Mode added. If you are the only player when you start the game, you can choose up to 3 Heroes instead of just 1.
- Gold Channelling: Every worker you have channelling gold gives you 2 gold per second, up from 1.
- Map loading screen now includes full credits.
- Added a proper map description.
- A message now appears shortly after the game starts to prompt you to pick a hero/heroes from the Altar of Kings/Altar of Storms.

Marrow Knight:

- Dragon of Marrow's tooltip has had a typo correction.

Zealot of the Blade:

- Zealous Wrath now has a learn hotkey (E)

General:

Hero Design & Concepts: Shadon
Game Mechanics: Shadon
Triggering/Code: Shadon
Map: Sytadel
Loading Screen & Minimap Preview: PrinceYaser
Tree Regrowth Code: Darky26

Special thanks to the HIVE Discord for the many pieces of advice and assistance they provided, you guys rock!

Models:

Models by:

Direfury, WILL THE ALMIGHTY, Stefan.K, JetFangInferno, Kuhneghetz, Lothar1994, nGy, assasin_lord, Tarrasque, Power, TurieL, Diego Delgado, Domokun, Tranquil, JesusHipster, Pyritie, paulH, sPy, UgoUgo, Mythic, Veronnis, Xaran Alamas, Callahan, DarkEvil, Kino, WhiteDeath, Thrikodius, Sundance, HammerFist132, icewolf055, Shyster, Skizzik, The_Spellweaver, General Frank, Darky29

Skins:

The Reaper, Mr.Goblin, ApherazV2, erwtenpeller

Icons:

Icons by:

bu3ny, Hellx-Magnus, 4eNNightmare, CRAZYRUSSIAN, -Berz-, D.ee, Ginufe, kola, morbent, PrinceOfFame, viiva, San, UgoUgo, Mr.Goblin, Marcos DAB, Nudl9, ~Nightmare, HandCLAW, Domokun, Hemske, NFWar, PeeKay, Darkfang, Anachron, San, BETABABY, Sin'dorei300, TheKaldorei, The Panda, BLazeKraze, BlackDoom, PrinceYaser, Deathclaw24, General Frank, The Panda, zbc, icewolf055

Missing Credits:

(n.b. The credits list is regrettably not complete. Because I picked up this project after several years, some assets in the map are no longer available that I could find on the internet, and I unfortunately have no reference as to who made them. If you can provide credits for me for the following, I would immensely appreciate it. If I have also forgotten to credit anything, please don't hesitate to let me know.)

Baron of the Dead - Skin
Hex Lord - Skin
Marrow Knight - Skin
Monk of the Flame - Skin
Nightshade - Model
Sun Guard Archon - Skin

- None at the moment!


The map is open, so feel free to take whatever concepts, code etc that you wish from it as long as you credit either myself or the appropriate person for the resource you take.

I'd like to thank the various HIVE members on their Discord for always being helpful with my queries and questions as I finished this project. I hope you enjoy the finished product!

This code deals AoE Spell type damage to units who are hostile to the caster designated in the function. The base Warcraft III Damage Area trigger doesn't discriminate, annoyingly, so this should serve as a useful replacement.

Code:
function DamageUnitCheck takes nothing returns boolean
    return ( IsUnitEnemy(GetFilterUnit(), udg_Pla_DamageCheck ) == true )
endfunction

function DamageUnitCustom takes unit caster, real damage, location loc, real radius returns nothing
    local unit uni_caster = caster
    local unit uni_loop = null
    local location loc_aoe = loc
    local real rea_damage = damage
    local real rea_radius = radius
    local group grp_targets = null
    set udg_Pla_DamageCheck = GetOwningPlayer( uni_caster )
    set grp_targets = GetUnitsInRangeOfLocMatching(rea_radius, loc_aoe, Condition(function DamageUnitCheck))
    loop
          set uni_loop = FirstOfGroup( grp_targets )
          exitwhen uni_loop == null
          call UnitDamageTargetBJ( uni_caster, uni_loop, rea_damage, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_MAGIC )
          call GroupRemoveUnit( grp_targets, uni_loop )
    endloop
    call DestroyGroup( grp_targets )
    set uni_caster = null
    set uni_loop = null
    set udg_Pla_DamageCheck = null
endfunction

Feel free to credit me if you use this. You will need a global Player variable named Pla_DamageCheck for this function to work, although if you wish you can rename the variable in the code itself to whatever you like. This code must be replaced inside the name of your map in the Triggers section; this will be the very first item at the top.
Contents

The New Age V1.24 (Map)

Reviews
ReviewThe New Age Key ConceptAoS - My favorite type of map. The loading screen looks nice. Some tips or the latest update log can be described in it, just a suggestion. It's nice that you added the credits list in the map as well. Heroes tooltips...
deepstrasz
Changes made, Approved. (previous review: The New Age V1.1)

Deleted member 247165

D

Deleted member 247165

Review
The New Age
full

Key Concept
AoS - My favorite type of map. The loading screen looks nice. Some tips or the latest update log can be described in it, just a suggestion. It's nice that you added the credits list in the map as well. Heroes tooltips should be more detailed. As in, having the abilities they possess, a background story and so on. :) The map lay-out is really cool.
full

Gameplay
Friendly fire is active. Is that intentional? :D I chosen the Rifleman hero and after that I could be able to pick two more heroes, then the tavern is gone. Is this allowed only in singleplayer to test the map or? The Disjunction system. Good job on that. You can practically, create a checkpoint where to teleport back. Really nice. The map layout is designed well. The bases are very large but I guess it's because of the massive amount of creeps being spawned, so does for the multiple towers at each entrance of the base. You have Astral Spirits that can be used to build additional towers. The towers can also be upgraded and those spirits can be used to channel +2 gold per second. That's really cool and is a unique feature for the AoS themed games. Heroes are designed well. Simple + custom spells in combination, leading to a great synergy system between their spells. They also have an innate ability which is really cool in the early phases of the game. Items are a bit though. The Fountain Custodian could be greater with some additional early phase items. The shops should be placed all in the base, having to move so much to their location around the base is time-wasting and can cost you victory in some cases. It's an AoS, think about it ;) . The Rifleman hero, "Smokes" is really cool. Love his gun ability. The item "axe of distributed wrath" is overriding the auto-cast on attack abilities or critical strikes. Either change its system or add a description that the item does that to some heroes. Smokes for example cant use the burning bullets if he carries that item. Smoke's ulti summoned unit, the tank called "Bessie". It should have more health, it dies really fast even while trying to avoid incoming damage with it. Other than that, heroes are really cool, I've tested them all while you had this uploaded in the Map Development section.
full

Terrain & Aesthetics
A nice and fitting terrain for the map's concept. Love the watery sides of the map, where those ramps collide with the entrances of the base. :)
full

Wizardry
From simple and easy to learn spells to highly complex spells, fusioned together. You know how to create synergy between the spells of the heroes. That's a good thing, keep going.
full

Final Suggestions
Put all the shops right near the fountain. It's better and it's easier to see them all. Smoke's ulti should have more health. Remove friendly fire, some players can abuse this and attack their own allies. Create a more detailed tooltip for each hero in the tavern. Overall, the map is really cool and has a giant potential. I rate it 4/5 and vote for approval.
 
Level 8
Joined
Oct 4, 2016
Messages
208
The New Age

Reviewer: -Manuel-
1.0 : Gameplay
2.0 : Heroes
3.0 : Items
4.0 : Terrain
5.0 : Features
6.0 : Notes:
7.0 : Bugs
I, here is my review. first of all, its nice that you finish your project, congrats.
1.0 : Gameplay
The Gameplay is a bit different from others AoS, for the good design of heroes, the posibility to modify your lane creeps and the towers feature.
2.0 : Heroes
The heroes are well designed and i like it, there are a huge amount of normal abilities, but are nice edited. therefore a nice use of standard assests.
3.0 : Items
The down side of this map is the lack of variaty of items, some customized items, could be fine.
4.0 : Terrain
The terrain is not bad, but some ramps are bad performed, and has some flat terrain in some areas, could be fine if you add more doodads, this can be improved a lot.
5.0 : Features
5.1 : Build Towers: Personally i don't like this, an Aos for me, should be focused on heroes. Makes the player more careful to build a specific tower, makes the heroes itself secondary. and increases the playing time a lot. is like a tower defense in a AoS (in a tower defense your main focus is build powerful towers), but is my point of view, anyway the towers are good and makes a different play style for this map, also there is a limit.
I tested the summoning tower with mass Glaives, and literally destroy the enemy base.
And the energy tower seems that the Energy Touch also adds mana to the tower, this regenerates a lot of mana pool, without the tower spending its mana quickly.
5.2 : Unit Conjuration: I like it, this makes the game more strategical, building your own team lane its good, maybe more unit types could be fine.
5.3 : Ancestral Spirit: What I like the most is how you gives income to players. you can make 5 wisps channeling gold or 5 summoning units, that is a good mechanic that can be combined of many ways.​
6.0 : Notes:
Is really difficult to farm in a lane, and the creeps bounty is so low. this is frustrating if you are a regular Aos player. (all of this is solved with gold channeling) but, i as an AoS player don't like this.
The creeps attack priority are default (attacks to weak units) this become more dificult to last hiting. also this apply to towers.
Could be fine if you add a way to destroy a tower or move him around the map. (destroying them with friendly fire its take much time). Maybe a refund ability, that gives you 50% of the cost or something.
7.0 : Bugs
The the ultimate ability of Gran gardener never enables, even if i has Ivy forest.
I did not find any more
Finally my rating is 3.5/5.
Nice map it was done very carefully and good edited. But more custom content would be nice.

Review Helper v1.0.1 by BlueSaint
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,801
  1. Well, you should be able to see what abilities the heroes have before choosing them if you also decided to put them out near the altar.
  2. Indeed, hero descriptions are shallow.
  3. Seems to be much focused on tower defense which might be annoying to some players who are more AoS inclined wanting to use their heroes vs heroes.
  4. 5 seconds stun on heroes might be problematic also with swapping places. I suggest balancing the abilities more.
  5. I see there are no neutral hostile units to farm on, interesting.
  6. Pathing is weird in places. You can build towers through some building parts. You can also build on unbuildable terrain. Actually, you can even build on top of your own towers and others. That's not good.
  7. Life and Energy tower have the same icon and model. Try finding some other icon and model for one of them.
  8. I think you should make the shops visible on the minimap.
A different concept nonetheless that needs some polish.
Awaiting Update until the building issue is fixed.


If you want more reviews, you should participate in the The Grand Review Exchange!

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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description 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 too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 3
Joined
Aug 24, 2018
Messages
30
Hello everyone! I've just uploaded V1.1 which should address most of your comments and concerns. I plan on another update in the future to do some more complex stuff such as ability previews for Heroes, but for now this should check most of the boxes. Many thanks for your feedback thusfar, it's been very helpful!
 
Level 9
Joined
Nov 24, 2013
Messages
521
Should you give "Bessive" a passive that fires bullet at nearby enemies? (Imagine like a machine gun or so). He feels too useless whenever he got targeted by a wave of creeps (happens alot). HP isn't the problem tbh.

Giving "Legion of Bones" the summoning skellies units on kill (and being permernent) isn't a great idea in the early game, where you can dominated much of the lane. Give the "Black Arrow" skellies a timer would feel better.

The rest feels fine and balanced, I think. But please add creep camps and some more items please.
 
Level 3
Joined
Aug 24, 2018
Messages
30
Good evening everyone! I'm pleased to announce V1.2 of The New Age, which focuses on refining existing Heroes and shoring up the ones that were a bit lackluster in comparison. There are also balance chances, code enhancements & bug fixes. Hope you enjoy it!

The New Age - Version 1.2 Changelist

GENERAL:

- Fixed a bug which allowed Horde players to have shared vision with the computer controlled Alliance faction.
- Updated the UI to now have "Hints & Credits" instead of "Quests"
- Updated the UI to now have the map name and version number in place of the "No Upkeep" message.
- The starting message now suggests to new players to click the Hints & Credits menu if they need advice.
- Added hints covering how to play and the various mechanics unique to The New Age to the Hints & Credits menu.
- Updated the credits list to reflect the V1.2 additions for models & icons, plus thanks to the HIVE Discord for numerous tips and solutions they gave to various questions I had.
- Reworked a significant amount of the code base to remove lengthy PolledWait calls and instead utilise Timers, which should improve the map's efficiency.
- Created custom AOE damage code to replace the previous system of using Dummy units with variations of the AoE Damage On Death ability, which did not deal Spell type damage and ergo didn't deal the desired amount. This code is freely available and can be copied from the section at the end of the first post. This affects the following existing abilities:
  • Ebon Mine
  • Incendiary Bullets
  • Scintillating Storm
  • Fire Flash
  • Corpsefire
  • Overload
- Gold costs for Weapon & Armor Upgrades, Conjuration Spells & Neutral Spawners (Dr Honeydew/Saurod the Malicious) have been significantly increased.
- Base damage of all Siege units (Mortar Teams, Glaive Throwers, Demolishers, Meat Wagons) reduced by 50% (was 90, now 45)
- Bloodlust and Slow spells cast by Shamans and Spellsmiths no longer boost/reduce movement speed.

ALLIANCE HEROES:

Arcane Master:

- Scintillating Storm: Now has new art for each missile's detonation.
- Scintillating Storm: Damage of individual missiles reduced to 30 from 35.
- Energy Sink: Dispelling Energy Sink now correctly removes the mana drain aura from the victim.
- Overload: Significantly redesigned:
- Base AOE damage on victim's death reduced to 350/700, down from 700/1400.
- Now deals additional AoE damage based on how long the victim survives while affected by Overload, at a rate of 35/70 bonus damage per second elapsed, to a maximum of 1050/2100 total AoE damage.
Arsenal Thane:

- Molotov Cocktail: Now has new missile art.
- Bullet Hell: Redesigned.
- Marjorie turrets no longer have a 20% chance to deal bonus damage.
- Marjorie turrets correctly deal AoE damage with each attack.
- Marjorie turrets now have the "Target Designator" passive, which boosts the ranged attack damage of friendly units in close proximity by 10/20/30/40 percent.
- Heavy Metal: Significantly redesigned:
- Bessie tanks have been upgraded to Mark III and Mark IV respectively, with a new model (kudos to General Frank)
- Bessie tanks can now only accept the Arsenal Thane as a viable target for transporting.
- Movement speed of Bessie tanks reduced from 350 to 270.
- Bessie tanks now have dual miniguns that deal a high amount of Piercing type damage to two targets simulataneously.
- If Bessie is destroyed while the Arsenal Thane is driving, he becomes dizzied for 10 seconds.
- Bessie tanks now have the Siege Mode ability, which is unlocked while the Arsenal Thane is driving. This disables the ability to unload the Thane and slows the tank's movement speed by 50%, but boosts its attack speed by 50%. Lasts 10 seconds with a 10 second cooldown.
Drowned Captain:

- Under Pressure: The Liquid Heart spawned by this ability now has 1000 hit points, up from 800.
- Under Pressure: The Liquid Heart spawned by this ability also now boosts the damage of Liquid Souls in close proximity by 8/16/24/32.
- Tidal Vortex: Is now called Riptide. Now reduces the melee attack damage of enemy units close to the Riptide by 10/20/30/40% and no longer boosts the armor of nearby friendly units.
- Oceanic Bulwark: Damage absorbed per point of mana reduced from 4/8 to 2.5/5.
- Osmosis: Corrected the tooltip which said the ability had a 10 second cooldown, when it was actually 15 seconds.

Drunken Shaman:

- Stormbreath: Ability rebuilt using Crushing Wave as a baseline, rather than Shockwave, which should reduce lag by removing the terrain deformation.
- Stormbreath: Damage increased to 40/80/120/160 from 35/70/105/140.
- Magiktoberfest: Tooltip now no longer mentions that certain effects persist despite being dispelled, because they don't anymore.

Hunter of Time:

- Millenia Volley: Now has a new icon.
- Prescient Shot: Now has new missile art.
- Arrow of Time: Now has new missile art.

Shadowmaiden:

- Ebon Mine: Now has new explosion art.

Sun Guard Archon:

- Pillar of the Sun: Level 1 Pillars now use different art from Level 2 Pillars.

Zealot of the Blade:

- Double Edged: Renamed to Soul Blade.
- Soul Blade: Is now the Zealot's inherent ability. Damage dealt by the duplicate of the Zealot fixed at 66%.
- Back Slash: New ability to replace Double Edged/Soul Blade. Teleports the Zealot to the target enemy unit, dealing 60/120/180/240 damage. After 2/3/4/5 seconds, the Zealot is then teleported back to the location he was at when Back Slash was used.
- Blade Blessing: Renamed to Bleeding Edge.
- Bleeding Edge: No longer grants bonus armor or AoE damage. Now instead provides a 10/20/30/40% chance to avoid attacks and a 1/2/3/4% chance to deal double damage. The evasion effect declines in potency by 1/2/3/4% per second, while the critical strike chance ramps up by 1/2/3/4% per second. Lasts 10 seconds total.

HORDE HEROES:

Baron of the Dead:

- Putrefying Plague: Can now be cast on Corpsefire Zombies.
- Corpsefire: Redesigned.
- Corpsefire Explosion damage reduced from 100 to 75.
- Corpsefire Explosion no longer dispels enemy units.
- Corpsefire now summons 1/2/3/4 Corpsefire Zombies at once, and does not require dead bodies to do so. Can no longer be autocast.
- Corpsefire Zombies are now permanent but recasting Corpsefire itself will destroy existing Corpsefire Zombies without triggering their explosion damage.
- Significantly improved the visual look of Corpsefire detonations, including a larger explosion for when boosted by Meat Grinder.
- Meat Grinder: Redesigned.
- Renamed to Meltdown.
- Armor reduction lowered to 10/20, from 12/24.
- Now works as an aura produced by the Baron rather than as a one time debuff per cast.
- Corpsefire Zombies now only gain a damage multiplier to their explosions while within Meltdown's radius, which is visually indicated.
Deep Slayer:

- Submerge: Removed.
- Rip & Tear: Now has a bonus effect: Attacks by the Deep Slayer's Blood Brother against a target afflicted with Rip & Tear deal 10/20/30/40 bonus damage.
- Blood Brothers: Redesigned.
- Now replaces Submerge as the Deep Slayer's inherent ability.
- The Blood Brother now scales with each level the Deep Slayer gains, receiving 75 hit points and 4 damage extra per level.
- The Blood Brother now has a mana pool of 250 maximum, starting with 225 when spawned.
- The Blood Brother no longer has Submerge or Ensnare.
- Now has Frost Bolt, which deals 100 damage and stuns enemies for 3 sec, Heroes for 1.5, as a replacement for Ensnare. Costs 250 mana.
- Serpentine Morphogensis: New ability to replace Blood Brothers. Places a buff on a friendly Naga unit that restores 5/10/15/20 hit points and 2.5/5/7.5/10 mana per second while active. Lasts 40 sec with a 20 sec cooldown. Can only be active on one target at a time.
- Deep Slayer players can now purchase Blood Attendants from an Advanced Summoning Tower. These Naga females are identical to the Shamans you can purchase otherwise, but can swim and regenerate mana very quickly.

Demonarch:

- Phantom Pain: Significantly redesigned.
- No longer summons a swarm of spirits.
- Instead now summons a Pain Elemental to the Demonarch's side.
- Pain Elementals have 150 hit points, are Ethereal, and passively deal 10/20/30/40 damage per second to nearby enemy organic units. Lasts 15 seconds, with a 30 second cooldown.
- Reaper of Souls: Attack Speed bonus boosted to 80%.
- Reaper of Souls: Now has new art for the Attack Speed buff, and now appears as such on the unit panel for Demonarch.

Marrow Knight:

- Legion of Bone: Now summons 2/4/6/8 Skeletal Legionnaires, down from 3/6/9/12.
- Legion of Bone: Skeletal Warriors spawned by Skeletal Legionnaires no longer provide a gold bounty.
- Marrow Knight players can now purchase Skeletal Mages from an Advanced Summoning Tower. These skeletons replace Shamans and have Frost Armor, but also transfer their mana pool to the Knight if they are targetted by his Devour Marrow ability. They only have 150 hit points however.

Monk of the Flame:

- Burn To Fight: Redesigned. No longer heals over time. Instead, when the Burn To Fight effect expires or is dispelled, the target has 9/18/27/36% of their maximum health restored.

Primal Mage:

- Mega Flare: Significantly redesigned.
- No longer creates a wave of explosions and no longer interrupts enemy actions.
- Now creates a brief flicker of flame at the target location. After 2.5 sec, this flame explodes violently, dealing 150/300/450/600 damage to nearby enemy units and structures.

I have plans for making the map even better with V2.0, which will probably constitute as the complete, final verison. As a quick preview, here's what you can expect.

- New heroes! 2 more per side are coming; the Shield Templar and the Lupine Killer for the Alliance, and the Blood Lich and the War Machine for the Horde!
- Substantial revamps for the Grand Gardener and the Worldbreaker to make their gameplay more interesting and impactful.
- An additional win condition based around resource gathering!
- A revamp of Artifact items with gameplay altering passives included.
- New units for certain Heroes that can be purchased from Summoning Towers, as well as unique upgrades for certain Heroes too!

Huge thanks to everyone who has tried the map and offered me feedback, critiques and advice, it's been super helpful. In addition, I'd like to thank the HIVE Discord for answering the numerous technical questions I've had since the last update, without the answers they gave the map wouldn't have made it this far.

EDIT: Bloody knew I forgot things that needed fixing or changing. I've uploaded a new version that fixes two specific issues:

EDIT 2: Clearly I missed my morning coffee since I missed some other minor issues which I've corrected, including Bessie's minigun attack being ridiculously overpowered.

The New Age - Version 1.21 Changelist

ALLIANCE HEROES:

Arsenal Thane:

- Corrected the Learn tooltip for Bullet Hell to reflect the new ranged damage boost Marjorie turrets provide, rather than the old bonus damage effect.

HORDE HEROES:

Marrow Knight:

- Dispelling Unbreakable now correctly removes the spell damage reduction it provides.

The New Age - Version 1.22 Changelist

ALLIANCE HEROES:

Arsenal Thane:

- Heavy Metal: This ability has been rebuilt using Summon Phoenix as the baseline, meaning that the Bessie tanks summoned by it now properly explode instead of disappearing in a cloud of red lightning.
- Heavy Metal: Tooltips corrected to reflect the V1.2 changes, including the fact that Bessie doesn't have napalm filled shells anymore.
- Heavy Metal: Bessie tanks' minigun damage reduced from 20 - 28/40 - 48 to 14 - 18/22 - 26 respectively.

HORDE HEROES:

Marrow Knight:

- Skeleton Warriors spawned by Skeletal Legionnaires definitely, absolutely, no longer have any gold on their person and no longer provide a gold bounty. For real. Not a penny among them.
 
Last edited:
Level 3
Joined
Aug 24, 2018
Messages
30
So are there any plans for making recipe items?

I don't have any plans for recipes. I'd rather the map focussed on players being able to spend their gold on things other than items, which is why you have:

  • Towers, including most notably the Summoning Towers which you can buy units from.
  • Conjuration spells to increase the number of minions spawned by the computer forces.
  • Unit weapon and armor upgrades for your faction.
  • Neutral spawners of powerful units which you can buy.
For items, my current endgame plan is to revamp the Artifacts you can buy into something more interesting. One I have in mind is an item that grants your Hero a boost to their attack damage if their mana runs below 5% of its maximum. For Heroes like the Drunken Shaman and the Marrow Knight who can forcibly push their mana to nil, this might be of particular interest, and would create new interactions and gameplay for them.

I also have in mind another Tower you would be able to build that would sell items unique to your Hero that enhance their abilities in new ways, with the caveat that you can only purchase one of these items per game and ergo only affect one ability at a time.
 
Level 9
Joined
Nov 24, 2013
Messages
521
At least you can add a Boots of Speed or something? Also what are the plans for a basic AI? or jungle creeps?

Also this is probably the closest thing to Tides of Blood (a really good old AOS map back in the days) so take it for granted.
 
Last edited:
Level 3
Joined
Aug 24, 2018
Messages
30
I actually played Tides of Blood way back and it's what inspired me to start making this map in the first place, I just never got round to finishing it.

Re your points:

Boots of Speed:

I deliberately left these out from the item merchants for two reasons. Firstly, from my time playing ToB as you mentioned, I noted buying Boots of Speed was a kind of arms race, and once everyone had one their benefits were essentially cancelled out while still occupying an item slot, which didn't seem that compelling or interesting to me. Secondly, Hero movement speeds are part of their balance and to give them some unique flavour. This is particularly true for the Deep Slayer (who moves slower than other heroes but has the unique ability to swim, this is also why there are ramps into deep water on certain lanes) and the Arsenal Thane (who also moves slower but can use his tank to get around faster). Adding in Boots would diminish this element. What I might do is give all non mounted Heroes a baseline speed boost, since moving faster is a nice quality of life improvement (this is also partly why the Staff of Disjunction was added; to give players the option to cut out a ton of backtracking)

AI:

I would love to add in a good AI but this is probably beyond my skill level as a JASS coder to be honest. I'll keep it in mind though.

Jungle Creeps:

I'm still leery of adding creeps to the lanes simply because the map is very small as it is. I'll have a think on it and see if there's a more elegant way of doing things, but to ask; what would having jungle creeps add to the map? I'm admittedly out of the loop on how they work in DOTA and such and what benefits they provide to players who actively hunt them (beyond gold and experience at any rate)
 
Level 9
Joined
Nov 24, 2013
Messages
521
For maps that are small like this, you should add no more than 3 (or 4) creep camps. They existed in Dota for giving you gold and experience, and sometimes acting as minions that you could control (EG: Holy Knight and Enchantress). So yeah, mostly just exp and gold.

For real tho, its probably meaningless anyways since the exp you gained from both of the minions from the AI AND THE PLAYERS are already good enough.
 
Level 3
Joined
Aug 24, 2018
Messages
30
Hello everyone! V1.23 is out, which should hopefully be the last version needed before I get stuck into the V2.0 update. Here's the changelog.

The New Age - Version 1.23 Changelist

GENERAL:

- Fixed a bug that prevented Heroes being revived after death for Players 11 and 12.
- Fixed a bug that prevented gold from being refunded by recycling an Advanced Summoning Tower.
- Astral Spirits & Cult Acolytes are now spawned in unique locations for each player inside the Alliance / Horde bases.
- Once spawned for the first time, Astral Spirits & Cult Acolytes will now automatically be prompted to cast Channel Gold.
- All Hero movement speed values have been adjusted. This is an across the board increase for every Hero except the Grand Gardener whose movement speed has been reduced. All abilities that modify movement speed by a percent are unchanged.
  • Mounted (320 -> 350 Speed): Sun Guard Archon, Lionheart, Marrow Knight
  • Normal (270 -> 290 Speed): Everyone Else
  • Slow (240 -> 250 Speed): Deep Slayer, Arsenal Thane
- The number of Suggested Players for the map has been amended to 4 - 12, previously being flat at 12.
- Saurod the Malicious is now named Baelaran the Malicious. He felt intimidated by being named too similarly to Saurath, the Demonarch.
- Goblin Mechwarriors and Infernals spawned by the Mech Factory / Dimensional Portal respectively have had their hit points reduced to 1800, down from 2200. They also now only spawn once every 60 seconds, up from once every 30 seconds.

ALLIANCE HEROES:

Arcane Master:

- Energy Sink's effect is now correctly removed when the buff expires.
- Gravity Well now has new spell effect art.

Lionheart:

- The Movement Speed bonus provided to Champions purchased by a Lionheart player from an Advanced Summoning Tower has been increased to 80, resulting in 350 movement speed total.

Sun Guard Archon:

- Sun Elemental movement speed increased to 350, up from 320.

HORDE HEROES:

Deep Slayer:

- Blood Brother movement speed adjusted to 250, to match the Deep Slayer's.

Thunder Wolf:

- Storm Alpha hit points increased to 250, up from 200.

World Breaker:

- The Worldbreaker will be receiving a gameplay pass in V2.0, but for now these changes should tune him up to be more viable and useful.
- Raging Sands: Redesigned - Now spawns only a single Raging Sands, but the slow aura it provides now scales with level, reducing movement and attack speed by 10/20/30/40%. Movement speed of the Raging Sands increased to 180, up from 100.
- Living Totem: Now grants 10/20/30/40 bonus health regeneration per second, up from 8/16/24/32.
- Break: Mana cost reduced to 200. Cooldown reduced to 60 sec. Can now target Mechanical units, including the Bessie tanks summoned by the Arsenal Thane.
 
Level 3
Joined
Aug 24, 2018
Messages
30
Hi everyone! Once more with feeling, V1.24 is now out and has a few bug fixes, balance changes and quality of life changes. Here's the changelist!

The New Age - Version 1.24 Changelist

GENERAL:

- Fixed a bug that caused the wrong player name to be displayed when purchasing Armor upgrades.
- Fixed a bug allowing all Horde players to buy Blood Attendants and Skeletal Mages. These units are now correctly available to only to Deep Slayer and Marrow Knight players respectively.
- Added a visual effect for Disjunction Warp when it teleports a Hero away.
- The Drowned Captain and the Marrow Knight now receive a Staff of Compulsion instead of a Staff of Disjunction when picked. This staff functions identically to the Staff of Disjunction but also has the Compulsion ability, which serves as a taunt that affects enemy units and structures.
- Adjusted the terrain at each base's fountains so towers may no longer be built there.
- Fountains now have a damage aura equivalent in radius to their healing auras that deal 200 damage per second to enemy units within their radius.
- Increased the healing and mana restoration per second of Fountains substantially.
- Added a new corridor between the Alliance top lane / Horde bottom lane that allows players to quickly switch to their respective mid lanes after buying items from the Arcane Collector / Goblin Merchants.
- Removed a number of rocks and doodads from the centre of the map to allow more pathable room to move around. This also allows Deep Slayer players more freedom of movement in and out of deep water if they choose to push a central lane.
- The outer two Spirit Towers in the middle lane have now been moved a bit further out to match the layout of the outer two Guard Towers in the same lane.
- The areas within which you can cast Unit Conjuration spells around the Castle / Fortress / Trees of Life / Black Citadels are now visually denoted by shimmering energy fields.
- Potions of Healing & Potions of Mana bought from the Fountain Custodian / Spirit Alchemist now each have 2 charges.
- Healing Salve duration reduced to 8 sec while total healing amount remains unaffected.
- Scroll of Regeneration total healing per unit boosted to 500 and healing time reduced to 20 sec.
- Units trained from Summoning Towers that are unique to a particular Hero now have forced team colour to match that of the Hero in question.
- Damage type of Ancient Protectors / Orc Boulder Towers changed from Siege to Normal.

ALLIANCE HEROES:

Arsenal Thane:

- Arsenal Thane players can now train Mortar Teams in place of Glaive Throwers from an Advanced Summoning Tower. These units are identical to Glaive Throwers but have the Fragmentation Shards passive that boosts their damage versus Medium & Unarmored units.

Hunter of Time:

- Now has a new unit response sound set.

Lionheart:

- Stay of Execution: Mana cost increased to 100 from 75.

Shadowmaiden:

- Now uses the Warden icon instead of Maiev's, since it looks cooler.
- Ebon Mines: Health reduced to 25 from 100, allowing the Shadowmaiden to destroy them in a single attack at any level or in any form.

HORDE HEROES:

Deep Slayer:

- Corrected the tooltip of Azshara's Gift to now use the Slayer's new Hero name rather than the old one of the Naga Reaver.

Demonarch:

- Heart Cleaver: Now has a new icon.

Marrow Knight:

- The hit points of Skeletal Legionnaires and Skeletal Warriors have been reduced to a base level of 50, rising by 10 per level the Marrow Knight earns, to a maximum of 200.
- Devour Marrow: Now has a new icon to distinguish it from the icon used for Skeletal Mages.

Monk of the Flame:

- Blast Furnace: Damage reduced from 75/150/225/300 to 50/100/150/200.
- Fire Flash: Damage reduced from 50/100/150/200 to 35/70/105/140.

Nightshade:

- Fixed a bug that prevented Purple Haze's attack speed bonus for friendly units from scaling with level.
- Corrected a tooltip error with Fatal Kiss that said it dealt 75 damage per second at Level 2, when it was actually 70.

Primal Mage:

- Mega Flare: The delay before the explosion happens has been increased to 3 sec, up from 2.5 sec.
- Power Overwhelming: Range reduced to 450, down from 550.

Thunder Wolf:

- Storm Alpha: Movement speed increased to 290, up from 270.
 
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