🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
First the host has to choose if you win with collective or with successive kills and decides the number of kills to win.
The players choose their teams or if they want to play FFA.
After choosing his element, each player can learn spells at his spellshop, depending on his element.
Then you may move to the item shops or go to fight in the arena.
Some items have triggered effects and recipes or stackable items.
There are 4 different Elements: Fire, Water, Nature and Earth.
Each Element contains several spells. The spells are 100% triggered. Maybe you think Fire is better against Nature and so on, but I left this aspect out because it was not balanced in 1on1 or something.
Your mage learns spells at the elemental shops using one skillpoint for learning a new spell or leveling a spell, your gold is only important for items, not for spells. You may learn up to 6 different spells and level each up to level 5.
That's the place where your mage fights against the other players or in a team. It's an interacting arena so it conforms recurrently to one of the 4 elements. If the arena doesn't fit to your element, you should avoid the marginal elementel path because it deals damage and slows your hero. If it fits to your hero's element it heals and speeds him up. There are also neutral units depending on the element type the arena fits to at random places, so you can train your hero beside the fights against the other players. The creeps are your allies if they have the same element like you. Sometimes they drop runes with special effects.
You may move back to your base after you killed an enemy hero or 10 neutral creeps by pressing ESC.
Changelog beta 0.2:
- Some terrain changes
- New Spells added
- Every Spell balanced, particulary the spell upgrades were imba
- Experience System modified
- Item Cooldown at the shops to one second reduced
- Some bugs removed
- Performance improved
- Elemental Path: damage/heal increased
- New Mappreview added
- Quest subjects added
- Description added
- Bugs on the Killsystem removed and now it's more expensive to kill yourself
Changelog beta 0.2b:
- Improved the Multiboard
- Changed the game modes
- Fixed the item Ultimate Orb
- Fixed and modified the item Elemental Armor
- Item added: Magic Hat
Changelog beta 0.3:
- Spell added: Blizzard
- Rune added: Gold
- Some balances
- Some tooltips fixed
- Reaper's Soulbag: max charges fixed
- Spell fixed: Problem with the Nature Ward's floating text fixed
- Bug fixed that removed all heroes after someone left the game
- Spell Surf Ride balanced
Cant figure out how to start! Click kill limit thing then put it to 50 then all wisps sit there nothin happens. We all moved onto ffa and still nothing!!
Couple bugs
1st if you do not move wisps to one of the choosers (ffa 2 teams 4 teams) b4 20 timer or however long is down to 0 you cant start game.
2nd If a player leaves his hero is removed from game. BUT it removes ALL the heros meaning games over if ANYONE leaves!!!!
found an error: if a spell is lvl 5 and you buy it again, you get charged a point, the spell still caps at 5 though, also the backpack doesn't stay in invintory, i bought it and it dissapeared, the soul catcher bag thing, great idea but it doesn't cap at 50 you can go past it.
Over all, a very great map with a few bugs, but it is beta, i give it 4/5.
The old Nature Ward was slightly bugged. It created a floating text at the center of the map if insufficient targets were found. If I remeber correctly, it can be fixed simply by changing TempUnit to TempUnit2 in the condition check (TempUnit equals to No Unit equal to false) becomes (TempUnit2 equals to No Unit equal to false)
Other than that, really cool map. Good job with the use of custom spells and the concept itself! Elemental Ground and creeps, really cool!
Cool, this sould be fun now that more bugs have been squshed. And i still give it my rating before (4/5), but i can't vote cause it's still 'rejected' meaning i can't
For this to be 5/5 for me i would add more spells/elements/items (all up to you).
GJ on the map, i think it's original, but then again i don't look for maps often.
BTW: the hero remove bug still crawling around, please kill it.
Changelog:
- Spell added: Blizzard
- Rune added: Gold
- Some balances
- Some tooltips fixed
- Reaper's Soulbag: max charges fixed
- Spell fixed: Problem with the Nature Ward's floating text fixed
- Bug fixed that removed all heroes after someone left the game
- Spell Surf Ride balanced
ok i jsut want to say that you removed the most annoying error, but there's a nother, it's kinda like cheaping i guess but idk; the map's fog of war turns into green stripes, and doesn't cover allt he map so you see terrain/stuff almost a clear as if your hero was by it, other than that not bad!
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.