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Pyro
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  • I forgot this. If a unit entered the region that order him to move but it doesn't him do anything, add a timer that picks every units on that region then do the same thing as order them to move. (To prevent being stuck)
    Pyro
    Pyro
    Yeah, that's what I'm relying on right now, only difference being that my trigger picks creeps globally every 45 seconds and orders them to move.
    Well not exactly. in Fortress Survival, every time the creeps returns back into their spawn point, they'll be order again to attack-move directly into their enemies' position without visbility. Ranged units can't attack your base behind unless its being visible from the enemy.

    It will be more easy if every units returning back their spawn points, they'll order to move again rather than pick every units and do something for every 45 seconds.
    Pyro
    Pyro
    I'm currently working on the map again, I might also improve the pathing of the creeps. But I don't want to have a system where the creeps know where you are from across the map. I want to have it so that when a boss spawns, it might not instantly find you and it can appear at a random time in the game. But the current system is still lacking because creeps tend to stand around for 45 seconds in the same location not doing anything when they could be running around.
    bear_369
    bear_369
    Woah, I vaguely remember what I was talking about in these replies. It's been like 5 years.

    It's nice to see you back on Hive though!:thumbs_up:
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    Pyro
    Pyro
    For now, the mapmaking fire is reignited :smile: Maybe the whole reforged incident has made me appreciate the original game's worth again. That and the fact that my friends and I started playing warcraft on LAN again after corona. We still haven't beat the last waves of "protect the house" If you know the map.
    In Fortress Survival, every creeps uses a single point to move themselves to the target even their target was hidden through the fog of war/black mask rather than a set of regions (If you know.). I suggest that you should do that as well. to lessen the work of your creeps' pathfinding rather than a set regions. :csmile:
    Okay, I tested it out, and it's pretty cool! Good job with the map!
    Some heroes felt a lot better than others, such as Lich. (Frost Nova seems to be really strong for a level 1 spell compared to all of the other heroes, and levels 1-4 seem to be the ones that matter most for heroes.
    You have a wide variety of towers, and that's pretty cool. They all feel quite unique too.
    I like how towers can have items, but sometimes the items can get really overbearing, like the powerspike the Rapid-Fire/Barrage tower gets from getting its first Ultran Blade. I feel like that is a really strong combination, perhaps too strong.
    I like how you have the three different options that stem from the non-combat tower, but because bases are so big, I feel like you could have more, along with bigger buildings. Bases feel pretty bland when I look beyond the combat towers. It's like I have 20 gold generators, a unit production facility I'll never use, and three level 3 shops for fast Ultran Blade buying (since that seems to have the largest effect on the survivability of your base for its accessibility and price). The bases seem so large too, like I'll never run out of space even if I place stuff stupidly. The original Fortress Survival didn't have that feeling.
    That said, the terraining is good though. It's pleasing to the eye and also mechanically well constructed.
    One thing I found was that the Visibility Dummy was selectable and could build stuff. If you give it locust that should fix both of those issues.
    I think that some of your build times (in the tooltips) for the Gold Mines are off, the first Gold Mine definitely doesn't take ten seconds to build (at least with a fast game speed, which is default).
    Also, instead of telling us how much gold we get every thirty seconds, tell us how much gold we get every income tick (which is I think every five seconds). This is for clarity's sake.
    Also, it takes a slightly longer than preferable time for the scoreboard to update the income increases or decreases for built or destroyed gold generators.
    The enemies seem to ignore the base directly southeast of the Dark Portal for an extremely long time unless they somehow get vision of it. I haven't seen this occur for any other bases, but I've only tried a couple.
    The Transmute ability is cool, but it rarely sees use because gold generators tend to get put in the back of bases and are not in range to turn anything to gold, unless an air unit comes from behind. A range increase, or perhaps changing the ability to something else, would be nice.
    Tower fusion is really cool. Are those all of the tower recipes, or are there secret ones? (Adding secret recipes would be a really good way to get players to replay your map, if you haven't done that already.)
    Your multiboard is informative and concise, and that's good. It's also nice that it has icons.

    Overall, great job though. I enjoyed the map, although it is a bit hard.

    (I guess I lied about not giving it a huge review.)
    Thanks. I see you uploaded a new map. Though I can't really give you a huge review, I'll check it out.
    EDIT: I can't seem to start the map though, at least in singleplayer. It's acting like those incompatible maps do, where if I try to start it it just brings me back to the map selection screen.
    Hey. I really love your map so I was wondering if you will update it again or are you done with it?
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    Pyro
    Pyro
    I will probably upload a new version soon. But I don't have the same amount of time so most of the changes I will make are focused on improving the performance and polishing the map. I have done some terrain changes and player changes to have the map be 3v3v3 again so creeps don't behave retarded for no reason. The multiboard is still f*cked right now because my GUI skills have rusted over the years, so I will fix that first before I upload.
    Pyro
    Pyro
    Oh and btw the player compatibility is because I'm designing the map to work for the 1.26 version. (of warcraft)
    Hey Pyro i found two item bugs in your map first the Storm Steel Fingers requirements is mitril claws is actually mitril gloves.Secondly Blood Crystal and Blood Diamond i can't buy it the requirements of Blood Crystal is Blood Crystal,Recipe and Uktimate Orb and it did not work i don't know where to buy the other blood crystal
    Corrupted Ancient needs a buff. He is incredibly frustrating to play due to the fact that he only has no good nuke spells. His entangling roots are okay, but they do awful damage. Diabolic flames damages the Ancient and it isn't worth it to turn it on because it normally seems to hurt you more than the enemy. Uproot gives me chaos attack, but I don't really care about that because hero does 100% versus hero and I'm normally not attacking buildings. (I leave that up to the creeps.) I also don't understand how to throw units/trees. His ultimate is cool, but it doesn't seem to hurt too much unless there is a crapton of enemy units. He also doesn't get to survive long enough to get in a crowd of enemies and use it. Enemy heroes can normally kill him via damage spells before he can use his spells that require melee distance to be used effectively.
    Also, I noticed that Combat Master's E ability (Shredding Assault) has its hotkey broken. (It's not E, it's B.)
    Troll Berserker definitely needs a nerf. AI Troll can get Monster Kills, which shouldn't be possible. (Five hero kills in a row should DEFINITELY not be possible.) Blade Fanatic also needs a slight nerf, but Troll Berserker needs a bigger one. (He's one of dem ranged agility heroes.)
    I have a screenshot as evidence, if you want it.
    As of right now, the troops have level 2 upgrades, and the Legion has 90 kills. 50 from the Troll, like 25 from me, and the remaining 15 are from my teammates. My team is made up of so many good heroes, but we're all dwarfed by that Troll xD Normally, Broodqueen and Tribal Warrior would be doing well, but the Troll is stealing all the kills.
    Also, I'm gonna say that Cenarius's Force Of Nature ability is useless due to the incredibly low damage of the treants. Maybe they could ramp up lots of damage and health when the ability is upgraded instead of just creating more?
    Also, how do I make the Blood Crystal and the Blood Diamond? I tried making them but it didn't work. Also, the "required items" in the tooltip are the same for both, which means that one of them has the wrong required items.
    Also, the buy tooltip for Nether Mage has the wrong spells. (It has the spells for Naga Sea Witch.)
    I don't know how the gold giving made the players fatal error, but this is how it happened. I had just killed an enemy hero and was going to give some gold to another player because he assisted me. He then disconnected and I saw the "ECCONRESET" message, which most of the time means that the player had fatal errored. I then realized I had to leave the game. I gave the remaining player a bit of gold, partially as a test and partially to help him survive when I left. He promptly disconnected and got the "ECCONRESET" message.
    However, the other day, I was playing with my friend. When we had won the game and were about to leave, I decided to try it on him (because there would be no repurcussions if he disconnected since we already won). I gave him gold and nothing happened. So I'm not really sure what makes it fatal error, but it definitely fatal errored the two players in my first game.
    I got the desync bug in that game where I was playing with my friend. I had done -ap mode and because we're using a hosting bot, the hosting bot recognized the desync and kicked us both out of the game. (Sometimes the bot doesn't kick the players, it just says that they desynced and does nothing.)(When a desync happens, players get spilit up into one to three different game states. Normally it is two, and there are only a couple people in state #2. The players can type to each other and recieve messages, but their actions in game will probably not register to players in the other groups. Think of it as two different games.) I tried using -ap three times and we got desynced every time.
    Major bug found: Giving allies gold fatal errors them.
    Also, requesting a buff on Xerroth, the Nightmare Spirit. He has such awful damage abilities, and his ultimate sucks too.
    EDIT: Gonna say something that was on my mind for awhile. I honestly don't think units matter any lategame other than feed. They do such awful damage (barely changed at all from what they started with) and their hp hasn't changed much. I should think heroes should atleast have to think before running into a huge force of them, but because the units can be two shotted (or one shotted in the case of the ranged units) and do about twenty damage, they do nothing to the heroes. Can't upgrades have a bit more of an effect on the units to actually make them semi-useful lategame? For example, in this game, the units have level 5 upgrades (which is 25-28 damage) and heroes have about two thousand to three thousand health, with armor in the thirties. Units don't hurt heroes like they should lategame. I know the heroes should grow faster than the units upgrade and gradually be able to solo more units, but the heroes should still be cautious to take on a major army, right?
    EDIT: -ap mode causes desync in multiplayer.
    I know a very good (but forgotten) AoS called Champions of Durance. It had an anti-stopclick system. I'd assume it's in GUI because its from 2005 and I'm not sure if modders knew about JASS in 2005 xD
    http://www.hiveworkshop.com/forums/maps.php?p=download&id=voomss&toast=0474ed5b6ca565ea4b44d49daafac6f3&dateline=1380840169 is the Hive (earlier) version, http://www.makemehost.com/ShareMaps/Champions%20of%20Durance240.w3x is the newer version.
    Also, what's new in this fix?
    EDIT: Since the Arcane Helmet gives STR, shouldn't it be in the STR items category too?
    EDIT: Also, just noticed this now. The Blood Crystal Recipe says it needs a Blood Crystal and an Ultimate Orb, when it should require a Blood Shard and an Ultimate Orb. (Well, I think it needs the Ultimate Orb. Haven't bought it yet.) EDIT: I don't know how to make the recipe! It isn't working! D: I have an Ultimate Orb, the Recipe, and a Blood Shard!
    One last thing: I don't understand "Blocks Auto-Attack damage". Do you mean that 10 damage is blocked by every attack, or what?
    First of all, thx for mentioning the arcane helmet - the issue was not that it was underpowered, but the tooltip was completely wrong XD
    It now properly states 32 Int, 16 Str and 35% magic reduction.
    Force disruptor is quite a unique hero - he is probably the best lategame int hero because of his ultimate- the longer you channel it , the stronger his other attacks will get as a result, if you have like 3k mana and channel the ultimate for the whole duration, you can oneshot people across the whole map with his q spell - and his Aoe spell will have like a 2000 radius aswell and deal insane damage.

    I reduced the agility ranged hero's early game potential, especially Sylvanas who should deal significantly less damage with her shadow dance ability now.

    The balrogs passive is triggered that way, and i haven't found abetter solution to trigger it yet (like that it executes when the units get damaged by his autohits) i don't know if you can do it in GUI because i tried to solve it several times...

    I will also upload a fixed version of the game soon, feel free to put it online if you want
    Ah, I see what you're saying about the right clicking thing. And yeah, the Centaur Archer IS a much more dangerous AI, but he often dies early. Centaur Archer was one of the deciding enemies of my early games, which were before I got good. Now I can actually kill the Centaur. You see, the problem with the "good" AI heroes is that they have good spells. Even if you keep them down (by not letting them get many kills and by killing them whenever they get into a lane), they still manage to get some kills, and due to the nature of their spells, they can start killing me.
    Also, I'm not sure if you've noticed, but the Lich is really dangerous in the hands of the AI. Maybe I'm not playing him right, but he seems really good. Force Disruptor (to me) sucks. I got a few kills early game, but it became clear to me he just didn't have the killer potential. Whenever the AI plays it, the AI also does really badly. Am I just playing this hero really wrongly, or do you think it needs a buff? (In other words, when you play it, do you get lots of kills?) An abusable thing I've found is the Balrog's passive spell. He can spam stop attacks and try to trigger it. (Although he will often get more damage off by just attacking and the passive triggering on its own.) Lastly, the Arcane Helmet seems a bit underpowered. I mean, a Ring of Dominance (30 int) and a Ancestral Hammer (12 str) and some other stuff combines to form it, and it only gives 8 int and no str.
    Also, do you mind if I send it to a hosting site so I can play it online?
    I was playing some more Chaos Conflict, and the Divine Guardian's (it's an item if you don't remember)active spell doesn't seem to work (gives invulnerability). Also, requesting a little nerf on Shadow Ranger. She's like the Dreadlord; she always gets the first couple kills due to her damage spell (that teleport around thingy) then the exp and gold she gets snowballs because she just keeps getting kills. She hideously outmatched her allies, even though they were all insane AI.
    (edit)
    Also, requesting a nerf on Priestess of the Moon. I'm not actually sure what spells make her imbalanced, or if the AI just plays her really well and the other heroes crap. (The Alliance has like a 48:18:18:12 kill ratio right now, with PotM at the 48. Legion has about half of the Alliance's total kills, and Horde is just failing.) Priestess of the Moon has been the leader in most of my other games, so this isn't just a one game thing.
    I found a tooltip error in the research part of Tsunami for Sea Witch. It says "A mighty wave is created in front of Anntonidas after he...". It should be Sea Witch or Calypso instead of Anntonidas, and she instead of he.
    Awesome!
    And don't worry, I don't want you to feel pressed for updates. The game is already incredible as it is, so a couple bugs in the current version won't hurt me.
    Yeah Pyro the Dreadlord is really imbalanced. I actually hadn't played it until now, my basis on its overpowered-ness was the AI. In a game today I managed to rack up 17k gold at level 16 and made my friend ragequit out of the game because I was killing so many heroes. My incredible amount of kills was mostly thanks to the jump spell, but the black wave and the ultimate were helpful too. You really need to tune down the jump.
    Uh, Pyro? I can't seem to find the items necessary for Agile Boots. The required components were there before, but now they aren't. Did you accidently remove them or something?
    Awesome, a Chaos Conflict update with new heroes!
    EDIT: Okay, found some bugs. The new hero, the Wind Seeker, has a tooltip bug. His Thunderfury ability (where he gets his awesome sword and becomes melee) has the same research tooltip as the Firelord's ability where he gets Sulfuras. The actual ability tooltip is fine as it is, it's just the research tooltip. I also got a fatal error while playing. I'm not sure why though. I was playing the Wind Seeker, my allies were the Lich and Combat Master. We were around level 20, and were totally winning. The Alliance base was getting decimated by us, and I had just destroyed the second tower. About three seconds later, the fatal happened. I'll try to find the cause of this error for you!
    EDIT2: Something annoys me. You know when you go fight the World Boss and he then makes those blockers around you so you can't leave? Well, they don't always dissapear when you lose against the World Boss. (I also found that the Glaive Warrioress can bypass them with her teleport-like glaive ability) Is it intentional for everyone to get only one shot at killing the World Boss?
    EDIT3: Few more bugs. It said that I had destroyed a tower when I actually didn't (I was healing and had no summons) and the Old Magic Tome was not destroyed in the making of Arcane Helmet.
    EDIT4: The Dreadlord seems to be imba. Nearly every time the AI has chosen Dreadlord, the Dreadlord is the one getting all the kills and spamming the screen with messages such as "DOUBLE KILL - Dreadlord (NORMAL) just got a double kill!" and then two seconds later "MULTI KILL - Dreadlord (NORMAL) just got a multikill!" and when I check the multiboard the Dreadlord has twenty seven kills and two deaths. He seems to be the most imba, but Priestess of the Moon seems really powerful too.
    You should give someone who's pro to re-edit the icon I re-edited because I'm not happy with the result, I can give you the full picture if you want...
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