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Ok... If we do stick with an AoS style then i think we may have a problem... AI? How will the creeps know to avoid areas or push enemies to certian areas? The creeps would rush head on and activate only certian traps, and heros would run around alone in the middle of no where? Also wasnt the whole idea to create a new style of map? Not just and altered AoS? I hope i dont sound too negaitive...
Ok now that makes more sense.... And its not realy an AoS because there arnt set creep lanes. The one thing we need is a fail safe for the defensive creeps. We cant have the pileing outside the assult base? We could go with the old cliche and put some imba tower at the base?

Rushing? Not so much, sorry you got that impression, (just pulled up a random pic for loading screen) If you have any sort of overhead/isometric veiw of a maze/labryinth post it to me.The tileset should be dalaran ruins... I'll post my trap ideas 2moz.
Theres somethings i think that we are rushing... I disagree strongly with a non relevant loading screen, i think it looks awsome but its not relevant. I would also like to note how little say myself and hit had in the project name. I like the name but once again i like things to be relevant.
Please give it some thought...
)
or i'll disable the trap.
and you should post them here.
and I like the idea of tieing Ecclesia into the map, I think maybe as a cousin though.... A sister would have been mentioned in WC3...@Kixer - Why 2 trigger spell at least ?, for protection i m agree ...
And, if i can do something tell me ...
And, if i can do something tell me ...
("are you avalible to do terrain? sorry if i'm flip/flopping but my schedual is very tight." -ouch i don't understand, i can make terrain with you or you want to do it ?)
@Ratherion - Team TNG ?
1.Totem Pole: Warstomps, dealing damage and stunning.
Activated by attacking, has a % chance to activate.
2.Lightning Rod: Sends a lightning bolt at every nearby unit, damaging and purging.
Activated by casting a spell, has a % chance to activate.[/color]
3.Mana Stick: Steals % of all units mana and deals total mana stolen divided by units in area. e.g. 100 damage, 2 units = 50 damage per unit.
Activated by casting a spell. Works EVERYTIME.
4.Saviors Banner: Summons several holy warriors to aid the defenders.
Activated by defenders, has a cooldown.
5.Proxy Mine: will periodically create a mine in a random place. Mine explodes when unit enters range.
Mine activated by entering range.
6.Entrapment ward: binds the soul of a unit to the ward. If that unit leaves a certain radius he will be pulled back to the pole. If unit is a certian distance away ( like 3000 or more ) the unit is killed, to avoid teleportation exploits.
Activated by killing a unit.
7.Resurection ward: Resurrects a defender creep on death.
Activated when unit dies, % chance, Cooldown.
8.Conversion Banner: Converts a random creep to the other team
Activated on cast, random chance.
9.Soul Dispersion ward: When a unit dies its soul heals all allies. Amount healed = max health / allied units in range.
Activated on death, random chance.
10.Stop Sign: Slows all units in range of x's movespeed.
Activated constantly.
11.Redemption Ward: When a unit dies its friends are motivated to redeem him. Units gain damage and regen.
Activated on unit death.
12.Burining Totem: Sets unit on fire. nuff said...
Activated when unit enters range.
13.Soul Channeler: Steals a % of a creeps hit points and transferrs it to an allied hero.
Activated on cast.
LOL!~! Sounds goodOk, TNG is nothing special -The Next Generation
Hit

edit: Hey mini-me, can we move this 2 the development section now??
Re:EDIT great modele
I will finish the terrain before the week-end