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Battle for Maelaru v0.97a

This is an AoS, set on the fabled Gallara Island. On which is the mystical tower of Maelaru, which contains all the knowledge in the world. Three separate (Though fairly generic :p) sides vie for control of the tower now, and you have been summoned to assist them!

As of this version, there are 24 unique heroes, most, if not all of which, are designed specifically with a style of gameplay and synergy in mind. The Items are good, but keep in mind that they aren't the focus of the map; this isn't DotA, and with the unit upgrades, there are other things that players can spend their money on.

The map also has two aspects that separate it from most AoSs:
- Control over unit spawns: It's not the first map to do it, but BfM boasts 11 types of units, with 12 different upgrades that players can continuously buy. They range from large, lumbering minotaurs, to the priests, warlocks, and necromancers that lack a damaging attack, but cast powerful spells, to the archers that can learn a short net.
- Three Sides: The layout of the map, with three different sides, makes for a very interesting AoS. The map is mostly devoid of towers simply because of the natural defenses that each side has (Because of the propeller shape of the lanes.)

The map has been worked on for at least 8 months (I took a hiatus after that, but now I'm back), and a huge focus has been put on Balance, and interesting heroes. Technically it is still in Beta, but don't let that stop you from playing it! Even if you can't host it, you can play with computers (who actually use their heroes, and aren't TOO stupid...)

The map uses assorted models from The Hive, of which I have credited their owners, Vexorian's Hero Selection System and The Caster System. There are also many custom Blizzard Icons, which I have edited into Warcraft 3 format.

Keywords:
AoS, Island, Tropical, Three-way, 3v3v3, Upgrades, Creep Spawns, Heroes,
Contents

Battle for Maelaru v0.97a (Map)

Reviews
11:18, 22nd May 2009 by bounty hunter2: Approved with a 2/5 (Lacking) rating. You can find my full review at post #12.

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11:18, 22nd May 2009 by bounty hunter2:
Approved with a 2/5 (Lacking) rating.

You can find my full review at post #12.
 
Level 1
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Dec 7, 2008
Messages
823
Battle for Maelaru v0.95 is an Aos type map. The map's gameplay is interesting me so i am sure to play it again.

The things i have to say about this map:
1.....Don't place change log on the loading screen do it in the quest menu if you want to.
Some explanation of the game story placed here will be much better.
2.....You have placed good instructions inside the game
3.....there is some lag in the game. When i am moving my camera then it moves with slight pauses.
4.....Nice terrain. Can be improved near the city of Maelaru . There is only one tileset there. Try some different too or place some building around it. Kind of empty looking near that.
5.....The tips that kept on appearing. The abilities described are of heroes but they can be useless in case the tips are not about the heroes inside the game. It would become much better if the tips were only about the heroes present in the game.
6.....Spells need some more description from the point of view of their abilities on higher levels.
7.....the way the units are dividing into the 2 paths & the way the high amount of forces are eliminated by one side. This is great.
8......if only an AI had been present for making the computer use the gold it gained to upgrade units it would have been much more interesting.
9......The saving & loading time are quite high. They will spoil the gameplay.
10.....If one of my soldiers is able to break through the towers then he will be able to destroy the town center. Seems odd in case that there is whole lot of army of the side whose town center the soldier is attacking. To solve this some creeps should summon from the town center too.
11.......If one of the town center are destroyed my soldiers still keep on going to that side but instead they should stop going to that side & be diverted to the only other player standing against me.
12.......Only if you had placed some neutral creeps it would have been better.

My Rating: 3/5
 
Last edited:
Level 5
Joined
Feb 6, 2008
Messages
14
I have tried my best to deal with both the lag and the load time; unfortunately, most of it is nearly impossible to reduce without drastically changing the map.

The tips are intended for new players, so the ones that relate to helpful items or units seem perfectly valid to me; the tips about heroes specifically relate to useful information about fighting that hero. If he has a tricky ultimate, or something happens when he dies, it's tip-worthy, but not all of them are.

I've considered neutral creeps, and I may put in some boss mobs, but I won't through creeps in across the map.

I've also considered putting neutral versions of the shops in the base at the tower of maelaru.

If the forces from one side are diverted it completely destroys the balance. While one side can amass a huge force, when they push into a base they are facing twice as many troops. This is why there are so few towers. If the troops suddenly were evened, There would be close to no defense for the defending base. I know it's kind of an eyesore, but I can't think of anything better to do with those troops.
 
Level 1
Joined
Dec 7, 2008
Messages
823
I played it in multiplayer this time using Arcanist again
1.....If i use mine before choosing hero then whatever i do i cannot use the choose button to take hero into the game
2.....If i use mine then i can gain control over just any unit whether it is mine or the enemy's unit or hero.
3......The computer players deaths are not shown by the bar that is present
4......Valor's mirror images are too bad. They completely differ in color making it quite easy for me tell which one is true one.
5.......When star knight uses his ability to stun(don't know the name of the ability) then the units of his side are also affected due to this spell.
 
Level 5
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Feb 6, 2008
Messages
14
The last 4 are intentional. the "Mine" command is only available in Single Player, so it's somewhat of a cheat.

I assume you mean the illusions from the Celestial's Reflection ability, which deal damage anyways, and take less. They are less of a confusion, and more basic support (Not intended to seem like the original hero or unit too much).

The Star Knight's innate is intended that way.
 
Level 1
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Dec 7, 2008
Messages
823
Due to the mine command there is a problem. Although it helps to decide the units the opponent will spawn but if i use it on an opponent's barracks then the units spawning from it also has the upgrades which i have researched.
 
Level 18
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Sep 27, 2005
Messages
2,069
bounty hunter2's Review on Battle for Maelaru v0.97a

Battle for Maelaru v0.97a is a three way AoS map, where a player takes control of a hero, and with the help of his allies and units must defeat the other factions.

The terrain is average. You shouldn't use Blizzard cliffs, rather the height tool, it is much, much better. More tiles would be better. The idea is somewhat original, however the heroes aren't. The spells are lacking and not so original. The loading time is immense, and lag is present. You require quite some improvements, but the idea, as I said is somewhat original and the map is well, okay to play, not too boring. You should package it up better aswell.

Approved with a 2/5 (Lacking) rating.
 
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