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Double Hero Defense 1,2

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Double Hero Defense

Fast paced AoS-type map with 2 teams and 4 bases, one for each player.
Each team occupies two opposite corners of the map and creeps goes clockwise (Direction.png)

Unlike most AoS-type maps, attack lanes are one-way (for creeps). Each base has a input defense lane and output attack lane. When attacking one enemy, the other will eventually cool down, but with high delay. You need to judge if your base can survive long enough without your hero to push the attack:

1. attacking next player(2) make his creeps focus on defense
2. without enemy creeps, your ally(3) can focus on assault
3. the other opponent(4) now need to focus on defense against your ally(3)
4. as (4) focuses on defense, it won't back up his attack lane, which attacks your(1) base.


Map uses only default heroes, skills and items

Features:
  • 4 bases and one-way creep lanes
  • all buildings destructible
  • basic hero ai
  • multiboard shows player status:
    140430-3450ef24863cd1ebcd86301111e59df0_tn.jpg


Tactics:
  • leaving hero on defense helps get experience faster and provides good short-term protection
  • pushing hero to attack quickly helps your ally and helps you in a long-run if your base can survive long enough without heavy damages
  • attacking enemy base from the back, with focus directly on factories can cripple his attack ability, but leaves both you and your ally at great risk until you destroy any of the factories.

Map is protected.



Changelog:
  • Creeps are no longer controllable by player
  • Fixed initial camera position
  • Uploaded 2nd map (Double Hero Defense 2) with:
    • bigger terrain,
    • bigger bases (with fountain, shop, upgrades building and 1 player-specific building)
    • multiboard shows building, units and attack size by colorful bars
  • Updated 2nd map:
    • bugfixes and small balance changes
    • enable all heroes
    • increased max. hero level to 14 + attribute bonus
    • gold for killing enemy units


No credits - only Warcraft resources has been used[/COLOR]
Contents

Double Hero Defense (Map)

Double Hero Defense 2 (Map)

Reviews
deepstrasz
The camera doesn't start on your base but in the middle where there's fog of war. This is totally not an AoS but a Footman Frenzy styled map. Please change the tag. The gameplay is utterly simple only using normal Warcraft III content and not even...
deepstrasz
I still think it's too simple. Now you've even got a Fountain of Health in the base. Grrr... You should not name players "gracz". Only English please unless it's a name or something like Polska. I'm not sure about the balance as the orc towers are...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,836
The camera doesn't start on your base but in the middle where there's fog of war.
This is totally not an AoS but a Footman Frenzy styled map. Please change the tag.

The gameplay is utterly simple only using normal Warcraft III content and not even all of it.
How do you reach higher tiers?
Units are forced to go only in specific places although temporarily they can be ordered not to do so. How are you supposed to defend your base if your units run to the other enemy instead? The hero and the towers aren't enough.
Some heroes might have an advantage like the Paladin (healing+revival) and the Shadow Hunter (healing+temporary invulnerability).

Overall the map is too simple.

Set to Substandard.


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M A P - C R E A T I O N - G U I D E S
 
Level 6
Joined
Nov 9, 2011
Messages
33
Thank you deepstrasz for a feedback. As the map is set to substandard, I'm not going to put much effort here.
I've just fix a few bugs but the map will remain very simple:
  • The camera starts in player's base
  • Player's creeps are no longer controllable (factories now belongs to dummy players)
  • Changed map's tags
Hero + towers should be enough to defend your base for some time, when your creeps are on attack. As such creeps dies, new ones will first check if your base is clear then go to attack.
 
Level 6
Joined
Nov 9, 2011
Messages
33
I've changed map tags back to AoS, because, unlike in Footmen wars maps, you can't control you creeps (it was possible in earlier version but it was a bug which has been fixed), players now can only control their hero (which is still default one, without modifications). If there are other reasons to change the tag, please help me understand the difference, I couldn't find detailed description of different gameplay types.

I've uploaded 2nd, bigger version of this map to this resource. Please consider re-reviewing it or let me know if I should upload Double Hero Defence 2 as a separate resource instead?
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,836
I've uploaded 2nd, bigger version of this map to this resource. Please consider re-reviewing it or let me know if I should upload Double Hero Defence 2 as a separate resource instead?
I still think it's too simple. Now you've even got a Fountain of Health in the base. Grrr...
You should not name players "gracz". Only English please unless it's a name or something like Polska.
I'm not sure about the balance as the orc towers are generally the weakest. Also, some the humans have, have varied attack types.
It's an improvement, the units and how they move now but they can still be dragged at times in places out of their main path or they might detect the enemy hero from a distance and get there. They even go to attack some neutrals at times. Sometimes when you activate Divine Shield, they get back for a while and then return. Actually no. They just might return for no reason at all. In late game, this happens a lot.
Neutral hostile units should have a better role and they could spawn randomly, in what the bestiary is concerned.
You should not only restrict the game to one hero or at least per play. Maybe someone would like the Archmage or the Mountain King.
Units, their ability upgrades? Are they viable? More unit types? Some more diversity?
Why should a player specifically play as a race and not at choice? Maybe you want to have 2 orcs vs 2 orcs.
What does the Defiled Fountain of Life do? It has less Hit Points.
I think you should get some bounty from enemy units other than neutral and heroes maybe should give more. You don't really have the time to go neutral camp hunting when your base is most of the time under siege and without gold the shop is useless. You could even add a Goblin Merchant somewhere. Anyways, it'd be actually great if you could make the game somewhat original not using usual Warcraft III content, and not even most of it.
What about after level 10? Attribute bonus at least?
You could have chosen close colours for the AI and their allied human players. Yellow with orange but instead orange is with blue and red with yellow. The closest are the undead and night elf's teal with light green and purple with pink. Blue could go with light blue.
Why did you use a Farm for everyone and not each one's respective supply building?


If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Last edited:
Level 6
Joined
Nov 9, 2011
Messages
33
Thank you, deepstrasz for comments. I've updated Double Hero Defense 2 map and fixed a few things, however the map will remain simple:
* fountain of health in the base - unchanged (most of AoS maps have it, here at least it's destructible)
* player names - fixed (changed "gracz" to "owner" as they owns most of the base)
* balance towers - done (added more armor to orcs and some human towers)
* unit's attack target - fixed (they should attack toward enemy buildings and no longer got lost)
* when one enemy base is destroyed, units will attack another one
* neutral hostile units - unchanged, there is too hot to spend more time on fighting neutrals
* hero choice - fixed, now player can choose any of 4 default heroes for it's race
* units and abilities - won't change, too much effort
* selectable races - won't change, AoS maps usually doesn't have it
* defiled fountain of life - changed (HP), it works just like a fountain of health, it's defiled because it's undead's
* bounty for non-neutral enemy units - done
* custom content - won't change, too much effort
* hero attribute bonus - done, max. level increased to 14
* player colors - unchanged, too much effort, changing color of units doesn't affect minimap so it would be even more confusing
* farm for everyone - changed to farms (one team) / orc burrows (other team), other buildings are too similar to ones already used for different purpose

I've uploaded it to THW to get some feedback, please let me know what were the biggest issues that classified this map as substandard: overall idea, overall effort (map is too simple), lack of customized content (does every map needs to have some?), bugs, terrain?

If it's not even close to approve, I won't update it further, I don't need to have it approved at all cost.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,836
I've uploaded it to THW to get some feedback, please let me know what were the biggest issues that classified this map as substandard: overall idea, overall effort (map is too simple), lack of customized content (does every map needs to have some?), bugs, terrain?
Well, yes, there is only Warcraft III content and it is not even being used all or mostly.
Compared to other maps of this type, it is rather unpolished or let's say unoriginal and lacking content.

I am sorry.
Please play some good AoS and Footman Frenzy type maps and see what you can learn from: what's bad and what's good.
 
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