• 🏆 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!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Alternate Worlds Arena

Status
Not open for further replies.
Level 14
Joined
Nov 18, 2007
Messages
1,084
Closed

Alternate Worlds Arena


Map Genre: Hero Arena

Status: Beta, Playable



Story:

Twelve characters from different worlds have been summoned to place that is seemingly nowhere. The only thing they know is that only six may return to their original worlds while the rest are doomed to permanently reside on the forsaken island. Choose one out of the 23 heroes to fight in an arena where creeping and teamwork are vital to your success!
Features:


  • 23 Heroes, most have triggered spells
  • Shrines that can be taken over to provide a bonus to the entire team.
  • Computer AI that can be used to play against or to take over players that leave.
  • Damage display for most spells via floating text
  • Dispel system for the sake of counting how many buffs there are on a unit and whether or not a buff is positive or negative.
  • Heal System that allows healing effects on a unit to either be boosted or lowered.


  • Creeps respawn after 90 seconds. Creeps also drop power yps depending on their level when they die.
  • Heroes gain 2 experience per second as long as they're alive. Players gain 2 gold per second.
  • Hero Stats have been altered only a little. Mainly, bonuses have been reduced and Agility provides a bonus to movement speed.
  • All players have vision around shops and the fountain. The vision does not detect invisible units.
  • Items can get refunded for their full price.
  • Items with any charges stack
  • The ability level skip for base abilities is 3 while the level skip for ultimates is 5 and heroes need to be at level 8
  • Units can have a minimum of 0 movement speed and a max of 522 movement speed
  • The time of day rate has been reduced to 25% of the normal rate.
  • Initially, heroes spawn in a set place determined by the starting locations. After dying, heroes will get revived in a random starting location.


  • Dispel Rods can be useful in countering annoying buffs.
  • Charged items are useful in the beginning.
  • Don't drop items near the AI; they're item thieves.
  • Mana can run out quickly so wearing a Native Mask isn't a bad idea.
  • Be prepared to fight mostly near the fountain.
  • Don't lurk near the fountain or shops too much; you can be seen by your enemies. (Unless you're invisible.)

attachment.php

Full picture of the entire map.

attachment.php

The Dialog that allows you to select the number of kills needed to win.
attachment.php

The AI displays a not so threatening message after getting killed.
attachment.php

The Vampire's ultimate, Dark Eclipse which temporarily makes the day turn midnight.


This project is a map that I've been working on ever since the end of March. It's also the first project that I've devoted a lot of time to. It's a Hero Arena that features random heroes that are either based on existing media or something that I came up with. To win, your team needs to reach a certain amount of kills that is decided by the host via dialog in the beginning.


The map also provides a mediocre AI that is able to learn spells, buy items, and cast spells.
The AI is activated either by setting a slot to a computer player or by having the host Enable AI in the beginning of the map, causing unused slots to get taken over by a computer AI. The AI also takes over the heroes of players that leave. It gets more experience per second than normal players, but that advantage is usually overrided by human intelligence.


Team:
Basically me.
Blah

Anything found uncredited in the map was most likely made by me or I happened to miss giving credits to the resource maker. If the latter is true, please notify me so that I can fix it.


  • Balance! Since I only test this map with AI, I have no idea how unbalanced something may be since it's pretty easy to kill the AI.
  • Descriptions for some of the heroes, spells, and map itself are lacking.
  • Items need to be more interesting.
  • Some of the Heroes are too boring.
  • Need a better loading screen.
  • Some buffs will not update with the correct level until a bit of time has passed. Those buffs depend on auras.
I'd appreciate suggestions and feedback to improve this map.


The map has been widgetized to make the map load faster. If you would like to look at the map, you can PM me for an open-source one.

Released to Public


Gameplay Changes

  • Banish is considered to be a negative buff.
  • Different color tags used to distinguish ultimates during hero picking.
  • Revamps to AI.
  • Added another dialog that allows the host to disable fog of war.
  • Heroes are now preloaded 1 second after the map starts to reduce the map loading time.
  • AI should take over players that leave unless the game has ended.
  • When respawned, creeps no longer ping the minimap.
Items

  • New item seller, Trinkets Child.
  • Item classes have been removed.
  • Clarity Potion's mana restore increased from 250 to 275 and duration from 14 to 16.
  • Gold Coin's gold given increased from 100 to 125.
  • Manual of Health nerfed from 50 to 35 extra life.
  • Tome of Experience and runes are now longer dropped by creeps.
  • Items that gave bonuses to attributes and other stats now only give bonuses to attributes. 3 new items have been made to give the same bonus.
  • New Items: Anti-Magic Orb, Throwing Hammer, Spider Web, Boots of Speed, Potion of Greater Healing, Potion of Greater Mana, Potion of Restoration.
Spells

  • Some classes for Spells implemented: Physical: Cannot damage ethereal units and Armor-Dependent: Damage depends on armor of unit.
  • Generally, damage and healing for most spells have been increased.
  • Wail of Banshee can now kill Hero units though it has a lower chance.
  • Soul Steal now works only on enemy units.
  • Nerfed Tiger Shred to damage 1% of max life per second.
  • Tiger Vengeance's damage output has been increased and now stuns for 1 second.
  • Ebb now creates a unit that can be destroyed by dispels.
  • Haste has been replaced with Degeneration.
  • Immobilizing Fear has been replaced with Dread, an Entangling Roots effect.
  • Toad now has a weak attack.
  • Summoned units now have their life increased when the level of the ability is increased (Ebb, Battle Standard, Tainted Fountain).
Bugs

  • Attempt to fix Summon Toad.
  • Mind Break can now correctly target normal units.
  • Fixed Mortal Slash's target fields.
  • Tiger Shred is now correctly named Tiger Shred.
  • Fixed healing system bug.
  • Fixed scoreboard death count bug.

Gameplay Changes

  • Scoreboard now shows kills and deaths for Team 1 and Team 2.
  • Attempt to make preloading less boring. (If this cannot work well, I may just resort to preloading things at map initialization.)
  • Initial starting gold reduced from 750 to 500.
Heroes

  • Sea Witch's primary attribute has been changed from Agility to Intelligence.
  • Custom models for some heroes were removed: Vampire, Draconian Guard, Lizardman Warrior, Gladiator. Lizardman Warrior is now Tauren Warrior as a result. This change may be temporary or permanent.
  • New hero: Dryad
Items

  • Descriptions for some items have been changed to be more consistent.
  • Pendant of Energy's cost reduced from 300 to 275 and mana given reduced from 150 to 125.
  • Native Mask's mana regeneration increased from 70% to 75%
  • Ring of Regeneration heals with the Healing system.
  • Belt of Power renamed Belt of Fortitude.
  • Anti-Magic Orb icon changed.
  • New Items: Scepter of Divine Right, Unknown Fang, Hard Stone, Staff of Neutralization, Key to Alacrity, Key to Wisdom, Key to Power.
Spells

  • Spells now use Q,W,E, and R hotkeys.
  • Spell balancing. (Didn't keep track of what I did)
  • Terra Destroyer and Terrorize icon changed.
  • Lizard Regeneration heals with the Healing system. (Un)fortunately, Lizard Regeneration has been replaced by Bash.
  • Wail of the Banshee has a higher chance to kill units with less life.
Bugs

  • Crown of Nobility's item class was removed.
  • Neckless of Royalty's correctly fixed to Necklace of Royalty.
  • Fiery Devastation's long fire duration fixed.
  • Items that aren't actively used should no longer act like one.
  • Cleanse healed too much.


Bugs

  • Cleanse should correctly dispel summoned units.
  • Degeneration would not stop if target got out of range. (It's because of Life Drain itself)
Gameplay Changes

  • Separated Credits Quest into two parts.
  • Made a very small in-game description.
  • Heroes are now preloaded at map initialization.
  • Movement speed bonus from Agi increased from 0.25 to 0.4
Heroes

  • Draconian Guard renamed to Dragonspawn Guard
  • Rat Ogre became an Agi hero.
  • New Hero: Mountain Giant
Items

  • Price of keys have been raised by 400 gold, stat bonus increased to 26 from 21.
  • Periapt Vitality and Pendant of Energy effect doubled along with price.
  • Boots of Speed price increased from 400 to 425 gold.
  • Basic stat items price reduced from 550 gold to 500 gold.
  • Scepter of Divine Right price increased from 5000 to 5500 and stat bonus increased from 25 to 30.
Spells

  • Exhaustion chance to stun spell-resistant units decreased by half.
  • Ebb max life upgrade reduced from 70 to 50.
  • Cleanse's AoE scales with level.
  • Cleanse summon damage increased.
  • Grasping Treant deals damage over time
  • Grasping Treant's life reduced from 50 to 40.
  • Natural Healing renamed to Natural Aid and removes debuffs.
  • Vampiric Drain damage reduced.
  • Illusion Zap range, cooldown, and mana cost tweaked.
  • Sleep duration scaling for Spore Mushroom reduced for heroes
  • Icon of Earth Crush changed.


Bugs

  • If Bat Swarm is used when the game is over, Vampire will be correctly paused and invulnerable.
  • Tainted Fountain should not target units considered to be wards.
  • Keys now show the correct stat bonus they provide in the tooltips.
  • Death count should be recorded correctly. (Now it should update whenever a hero dies.)
Gameplay Changes

  • There are now Shrines which can be taken over to give a bonus to the entire team. (The bonuses only affect heroes.)
  • Skeletal orcs will no longer revive. Bounty for them has increased a bit.
  • Starting position of Blue swapped with Brown.
  • More creeps added to left side of island due to lack of shrines.
  • Tents are invulnerable and don't show on the minimap.
Heroes

  • Tauren Warrior's strength gain per level decreased
  • Serbek renamed Leorio Wildclaws.
Items

  • Hard Stone increases attack damage reduced from 8 to 15 and price increased form 500 gold to 715.
  • Throwing Hammer cost reduced from 50 gold to 45 gold.
  • Dispel Rod now contains 3 charges and cost 100 gold from 35.
  • Potion of Restoration price reduced from 400 gold to 330 gold.
  • New Item: Scroll of Teleport
Spells

  • Inner Power's effect changed.
  • Immolate deals more damage and mana cost increased.
  • Meteor Storm mana cost reduced and stuns units that aren't spell-resistant for 0.5 seconds.
  • Fratility mana cost reduced.
  • Mind Break mana cost tweaked.
  • Natural Aid plays a dispel effect if it removed debuffs.
Units

  • Toad's attack cooldown increased from 1.00 to 1.25.
  • Mur'gul Snarecaster has Frost Bolt.

 

Attachments

  • VampireAIAnnoyed.JPG
    VampireAIAnnoyed.JPG
    98.9 KB · Views: 447
  • FullScreen.JPG
    FullScreen.JPG
    94.2 KB · Views: 382
  • KillsChoiceNumber.JPG
    KillsChoiceNumber.JPG
    62.4 KB · Views: 389
  • VampireDarkEclipse.JPG
    VampireDarkEclipse.JPG
    73.3 KB · Views: 362
  • AltWorldsArena_v.13.w3x
    2 MB · Views: 68
Last edited:
Level 6
Joined
May 9, 2010
Messages
127
I will do my first review.
Time played the map: About 15 minutes.
Character taken: Pikachu

Items and Powerups
-I think that having every mob dropping power ups discourage team play AND
balancing, it also renders a lot of your items completely useless.
-The gem of truesight costs almost nothing compared to its power. (but then
again, I haven't played with other heroes so I don't know if there is a lot of
invisibility)
-At first, the items are balanced but when I got to level 10+, I wasn't even
bothering with the potions, they wouldn't save me at all.
-Keep the items simple, do NOT include mixes and recipes, that would screw
your gameplay.

Creeping
-They aren't strong enough to me, I could solo two level 4s at level 1. They
shouldn't ping when they respawn, it's mostly annoying, I was Player 1 and I
always thought I was attacked.
-I saw there was a boss, but I didn't know how to reach it, I couldn't see it
anywhere in the quest tab. Tell it somewhere please.
-Make the level 11s drop some major items, not just some healing or mana
glyphes. It can be some level 3 agi/str/int items or some unique items that
would drop when the hero dies. And make those level 10+ not respawning, or
at least, respawning even tougher or higher level.
-I saw a lot of plains where there were no mobs at all, this map is a lot about
creeping so you should add some creep in there.

Main Goal

-The main goal is easy, reach X kills as a team, pretty much a good goal for
arenas. I'd like to have something that would encourages team play though.
-I think you should add shrines that provides some bonuses to the team
holding it. That would add something or at least rassembles some players
around a spot on the map attacking each others.
-What makes this map better than Angel Arena? Why would someone play
your map rather than Angel Arena? which is mostly the same type: Creep and
fight.
-I don't know of the exp is shared for the whole team, but it should. And taking
down a "boss" should allow the team to have more exp so if they kill it at low
levels, they get rewarded for it.

Terraining
-I think you could redo the terrain, doodading is good, I really liked it, but the
blizzard's cliff aren't great, they pretty much look ugly.
-Start from water map and raise the ground using the tool and map that way.
It's easier and it look better.
-I see a lot of potential for this terrain if it is done right.

Heroes
-I'm not a fan of costum models, they just add some time to download.
-Make sure your heroes have synergies, pikachu is not a good exemple of it.
Ex: Dashing fits with the tail trick, but the 2 other skills aren't that much of
a synergy. Mostly because Pikachu is an Agi heroes and those 2 skills use Int.
-The one with the most experience shouldn't get as much exp as the others
for him being the strongest on the battlefield, he should have his exp cut in
half until he is second highest level.
-Exp per second should be equal to level mainly because 2 exp is a joke at
level 15+ when you need around 20K exp to level.
-Imbalancement, not only does having too much levels make a lot of uber heroes
but also your power ups dropping makes this even bigger. The edge between
a level 15 and a level 20 is way too huge.
-One way of countering this is to limit the levels to something lesser like 10 or
15 and reduce the power ups drop rate by 90%.


That's pretty much all I can see by now, I hope this will help you.

Druu
 
Last edited:
Level 15
Joined
Dec 18, 2007
Messages
1,098
Most damage ability are nonsense. They barely deal enough damage to actually do anything.
Take the Gladiator, for example. He does line damage and single target damage, but doesn't have enough damage or chasing power to chase the enemy before he/she gets to the fountain, where the battle practically never ends.

The Time sage is too support based until he gets to level 6, making him unappealing to most players, including myself. I want to be able to do something worthwhile without having to spend lots of time killing creeps. Worse still, he isn't really able to do anything to kill the creeps quickly.

Generally, the map is pretty solid. The ideas are pretty sweet as far as I can see. What bothers me is how weak some heroes are, as compared to others.

Some bugs:
The Dreameater guy doesn't seem to be able to stun anything, even when he uses the fear. I dunno if I just didn't notice the stun.
Gladiator's shield doesn't grant the correct armour bonus aura. It doesn't scale properly.

Once again, good luck. I'd like to hear your reply before going onto more suggestions.

Some suggestions before I go, give more forms of slows or stuns. It doesn't make sense that most heroes rely on damage alone, and rarely anything else.
 
Ai...................
Gief meh a minet.

Tested with
Serbek the Weretiger
  • This guy's ulti is just poor. Change it to something else.
  • He doesn't have any aoe spell, and his 1st spell is in melee range, bad kitty is bad.
  • His Wound skill is becoming imba and imba as he level up. I can cut a hero's hp in half D:

Ghoulbine
  • Nothing to do for here, I just like his ultimate skill

General
  • Remove the Tome of Experience drops, it will make the game imbalanced.
  • No boots? o_O
  • Also, make the attribute items (the one that gives bonus) only give attributes. Like the armlet of haste, it gives agility and attack speed. Make it only give attributes and make another item that gives the attackspeed.
  • Long Loading time, lemme guess, you have too many triggers on your map initialization trigger right? Elapsed time is 1.00 second works too.

I'll test all of the characters.
 
Last edited:
Level 14
Joined
Nov 18, 2007
Messages
1,084
@Zack1996 and supertoinkz: Thanks for the feedback!

Most damage ability are nonsense. They barely deal enough damage to actually do anything.
Take the Gladiator, for example. He does line damage and single target damage, but doesn't have enough damage or chasing power to chase the enemy before he/she gets to the fountain, where the battle practically never ends.
That's the hard part about trying to use attributes for damage, I don't know what's unbalanced and what's not. I'll guess I'll strengthen most damage abilities make the battles less a war of attrition.
The Time sage is too support based until he gets to level 6, making him unappealing to most players, including myself. I want to be able to do something worthwhile without having to spend lots of time killing creeps. Worse still, he isn't really able to do anything to kill the creeps quickly.
True. I'm thinking of replacing Haste or one of his other spells with a channeling spell that deals damage over time.
Generally, the map is pretty solid. The ideas are pretty sweet as far as I can see. What bothers me is how weak some heroes are, as compared to others.
Thanks! As I thought, the hereos in this map are very unbalanced since I only test with the AI to check for bugs which is why I needed feedback from real people. XD
The Dreameater guy doesn't seem to be able to stun anything, even when he uses the fear. I dunno if I just didn't notice the stun.
Actually, the fear is based off on Ensnare. I might change it to Entangling Roots or even Aerial Snare(?). I thought it might be too annoying to give him another disable since he already has Nightmare.
Gladiator's shield doesn't grant the correct armour bonus aura. It doesn't scale properly.
I'll need to check into that. Do you mean that it stays at level 1 all the time or that the tooltip is misleading?
Some suggestions before I go, give more forms of slows or stuns. It doesn't make sense that most heroes rely on damage alone, and rarely anything else.
I agree. I think I might change some of the hero skills or have charged items fill in that role.

Tested with
Serbek the Weretiger

  • This guy's ulti is just poor. Change it to something else.
  • He doesn't have any aoe spell, and his 1st spell is in melee range, bad kitty is bad.
  • His Wound skill is becoming imba and imba as he level up. I can cut a hero's hp in half D:
I knew something was wrong with him... He's one of the heroes I haven't tested myself too much. The reason he doesn't have an AoE spell was that I wanted him to be a hero that gets up close. (Sadly, he doesn't really have the means to get up close...)
I might not change the ultimate for now (No good ideas) except strengthen it and make it stun a bit.
Ghoulbine
  • Nothing to do for here, I just like his ultimate skill
Thanks! I submitted that ultimate here as well.
Remove the Tome of Experience drops, it will make the game imbalanced.
Will do.
No boots? o_O
That's needed in a such a big map as this, so I will add it. I didn't really think too much about items when making this map.
Also, make the attribute items (the one that gives bonus) only give attributes. Like the armlet of haste, it gives agility and attack speed. Make it only give attributes and make another item that gives the attackspeed.
Yeah, that was unbalanced. I think I'm going to need another vendor for the items I'm going to add. =P
Long Loading time, lemme guess, you have too many triggers on your map initialization trigger right? Elapsed time is 1.00 second works too.
Not only that but I preload units and special effects at that time. I'll see if I can reduce the loading time in the triggers and by other means. (I may end up using a Widgetizer, but I'll still upload an unprotected map if I do.)


@Leonpart101: Thanks...I suppose?

Once again, thanks for the feedback. I'll try to update the map when I can.
 
Last edited:
Okay.

Drake Flametongue the Draconian Guard
  • This is one of the heroes I liked, because i like dps guys :p
  • Also, I don't like his Terrorize spell, it doesn't fit, icon-wise and effect-wise.
    Maybe you can just make it passive? :p.
  • Some visual changes on the Eruption spell, its better if you use Peekay's volcano ashes, more "volcano-ish". Also, I don't like the floating text, it appears in the hero's position, put it in the target point.
  • Uhm, is it just me or it is really overpowered or the others are just weak?
  • Also, I just gave this 5 ring of regenerations and Crown of nobility, I can pawn 5 heroes consecutively. :D:D


General
  • I think the multiboard is bug, I killed 18 heroes (correct) but I died 17 times, wtf? I can't even die. Yeah, I didn't die that time.


Wait for more
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
Oh I didn't see your reply since you were "muted."
-I think that having every mob dropping power ups discourage team play AND balancing, it also renders a lot of your items completely useless.
It's to encourage creeping since otherwise people would only chase after heroes who give much more gold.
-The gem of truesight costs almost nothing compared to its power. (but then again, I haven't played with other heroes so I don't know if there is a lot of invisibility)
It's not that strong yet since there are only two heroes that can use invisibility. However, the price will be increased if there's more. (I already increased it to 200)
-At first, the items are balanced but when I got to level 10+, I wasn't even bothering with the potions, they wouldn't save me at all.
Good point. I'll add stronger potions.
-Keep the items simple, do NOT include mixes and recipes, that would screw your gameplay.
Don't worry, I hate those. =P
-They aren't strong enough to me, I could solo two level 4s at level 1. They shouldn't ping when they respawn, it's mostly annoying, I was Player 1 and I always thought I was attacked.
I increased all the creep's default level by 2 to help heroes get experience easier. I might increase their damage though. Is the ping really annoying? Would it be better if there was none or if there was a different color?
-I saw there was a boss, but I didn't know how to reach it, I couldn't see it
anywhere in the quest tab. Tell it somewhere please.
I didn't finish her yet. =P
-Make the level 11s drop some major items, not just some healing or mana
glyphes. It can be some level 3 agi/str/int items or some unique items that
would drop when the hero dies. And make those level 10+ not respawning, or at least, respawning even tougher or higher level.
Fair idea for the item drops. I'm not sure if I want to make them tougher though.
-I saw a lot of plains where there were no mobs at all, this map is a lot about creeping so you should add some creep in there.
Which area of the map are you talking about? I don't want to have too many creeps or else they'll get in the way too much, but I'm open to adding creeps to areas that are "out of the way."
-The main goal is easy, reach X kills as a team, pretty much a good goal for arenas. I'd like to have something that would encourages team play though.
Yes, but unfortunately I don't really have a great idea for that and the map design makes it even harder for another game mode.
-I think you should add shrines that provides some bonuses to the team
holding it. That would add something or at least rassembles some players
around a spot on the map attacking each others.
I'm not sure if I'll implement this idea, though it's a good one. Mainly it's an issue of where to put it...
-What makes this map better than Angel Arena? Why would someone play your map rather than Angel Arena? which is mostly the same type: Creep and fight.
Having never really played Angel Arena, I can't say anything to that. For now, I'm paying more attention to heroes than the map itself.
Terraining
I'm not a good terrainer. (This map was actually based off a template by meatfactory. XD)
Heroes
-I'm not a fan of costum models, they just add some time to download.
-Make sure your heroes have synergies, pikachu is not a good exemple of it.
Ex: Dashing fits with the tail trick, but the 2 other skills aren't that much of
a synergy. Mostly because Pikachu is an Agi heroes and those 2 skills use Int.
-The one with the most experience shouldn't get as much exp as the others
for him being the strongest on the battlefield, he should have his exp cut in
half until he is second highest level.
-Exp per second should be equal to level mainly because 2 exp is a joke at
level 15+ when you need around 20K exp to level.
-Imbalancement, not only does having too much levels make a lot of uber heroes but also your power ups dropping makes this even bigger. The edge between a level 15 and a level 20 is way too huge.
-One way of countering this is to limit the levels to something lesser like 10 or 15 and reduce the power ups drop rate by 90%.
(This is getting too hard to quote each of your comments. =P)

  • Unfortunately, I like custom models. Though if it is too annoying, I could switch some models for in-game ones.
  • The reason why some abilities aren't dependent on other attributes is that I want the player to have a blend of items that would complement the skills.
  • That would require a custom experience system which I haven't done...yet. It's not a bad idea though.
  • Wouldn't that just make it more imbalanced? The idea sounds like it would widen the gap even further between higher leveled heroes.
  • I don't like having an early limit to heroes' level but I might play with that idea. I don't think I will reduce the power drop rate for now.
Thanks for the review!


It says that it gives +6 armour at level 2, but the aura only gave me +3 armour.
I think it only says that because of how the defense aura doesn't automatically get set to level 2... (I'm not sure how to solve it. I tried refreshing the unit's UI by adding and removing an ability but that doesn't seem to work well.


Also, I don't like his Terrorize spell, it doesn't fit, icon-wise and effect-wise. Maybe you can just make it passive? :p.
I didn't want him to be completely dps... What do you mean by passive?
Some visual changes on the Eruption spell, its better if you use Peekay's volcano ashes, more "volcano-ish". Also, I don't like the floating text, it appears in the hero's position, put it in the target point.
Done. (But I'm not sure what SFX you're talking about. Is it "Abilities\Spells\Other\Volcano\VolcanoDeath.mdl"?)
Uhm, is it just me or it is really overpowered or the others are just weak?
It's the other heroes that are weak. =P I'm making the damage of the other heroes scale more.
I think the multiboard is bug, I killed 18 heroes (correct) but I died 17 times, wtf? I can't even die. Yeah, I didn't die that time.
I noticed that bug too but didn't bother to try fixing it yet. It turns out I set a wrong variable... I'll need to test further if I actually fixed it though. For now, ignore the deaths column. XD
Wait for more
Thanks!

Anyway I have been working on another version but I won't release it until I have time to test it thoroughly.
I'm glad I posted this thread for the feedback it's given me. =D
 
Last edited:
ooh, new version

Lady Scylla the Sea Witch
  • With her spells like that, her primary attribute should be intelligence.
  • I like her first spell, it burns trees wtf. :D
  • My third favorite.

Y'lathios the Defiler
  • One of my favorites :), because he's first skill is dps :p. That's all I can say.

Nydia Shadefinder the Banshee Ranger
  • This gal is one tough meanie :p, and gory too! Her third skill + 6 ring of regen makes her one of the most tough heroes.

General
  • Suggestion for your Preloading, you can make a Cinematic Mode on Preloading, like how Island Defense does, and add a Villager unit between the two "waygates" and play its walk animation, so players can see how it lags while the preload ^_^.
  • You could Q,W,E,R, hotkeys. :D
  • Still no lifesteal item? :C
  • Also the Crown of Nobility still have the helmet text.
  • MORE ITEMS
  • Also item stacking system will do too.
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
Thanks again for feedback!

  • I'll probably change Lady Scylla to a intelligence hero since it does fit her better.
  • The way you keep mentioning Ring of Regenerations helps heroes so much makes me want to reduce the power to 1.5. =P
  • Thanks for the suggestion on preloading!
  • The reason Q is not used because I thought I would make innate skills for heroes. I'm still not sure if I want to do that though.
  • I'm kind of cautious about using life steal since it's an orb effect. I might make it as an item but it would act like Vampiric Potion.
  • Oh thanks, forgot about removing that.
  • XD
  • The items should already stack. (At least the items with charges.) Is something bugged?
 
The way you keep mentioning Ring of Regenerations helps heroes so much makes me want to reduce the power to 1.5. =P
NNOOOOOOOOOOOOOOOO!

The reason Q is not used because I thought I would make innate skills for heroes. I'm still not sure if I want to do that though.
Okay, it's up you.

The items should already stack. (At least the items with charges.) Is something bugged?
They stack? Didn't know :p
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
do not set Q as a shortcut for heroes spells.
Some ppl still play with alt pressed and pressing alt + Q pops up the "Would you
like to quit" menu.
That would actually be kind of silly if they did that. >_<
I made Q a hotkey for buying items anyway so they would already be screwed if they played while pressing Alt.

@supertoinkz: Okay, I won't nerf Ring of Regeneration, though I made the healing depend on the healing system. =P

Edit: Just wanted to say I'm working on another version.
Meh, I really started to deviate away from the "Alternate Worlds theme" and just made whatever came to my mind. (I might as well as rename this to "This is Totally Random...LULZ Arena.")
 
Last edited:
Level 14
Joined
Nov 18, 2007
Messages
1,084
Bump.
Anyway, I realized I didn't have a proper story/description for this yet.
Twelve characters from different worlds have been summoned to place that is seemingly nowhere. The only thing they know is that only six may return to their original worlds while the rest are doomed to permanently reside on the forsaken island. Choose one out of the 21 heroes to fight in an arena where creeping and teamwork prove vital to your success!
Would anyone care to offer feedback on that?

Edit 1: Well I finished making another version though I wonder if I should post it here or just go to the map section.

Edit 2: Uploaded a new version.

Gameplay Changes

  • Scoreboard now shows kills and deaths for Team 1 and Team 2.
  • Attempt to make preloading less boring. (If this cannot work well, I may just resort to preloading things at map initialization.)
  • Initial starting gold reduced from 750 to 500.
Heroes

  • Sea Witch's primary attribute has been changed from Agility to Intelligence.
  • Custom models for some heroes were removed: Vampire, Draconian Guard, Lizardman Warrior, Gladiator. Lizardman Warrior is now Tauren Warrior as a result. This change may be temporary or permanent.
  • New hero: Dryad
Items

  • Descriptions for some items have been changed to be more consistent.
  • Pendant of Energy's cost reduced from 300 to 275 and mana given reduced from 150 to 125.
  • Native Mask's mana regeneration increased from 70% to 75%
  • Ring of Regeneration heals with the Healing system.
  • Belt of Power renamed Belt of Fortitude.
  • Anti-Magic icon changed.
  • New Items: Scepter of Divine Right, Unknown Fang, Hard Stone, Staff of Neutralization, Key to Alacrity, Key to Wisdom, Key to Power.
Spells

  • Spells now use Q,W,E, and R hotkeys.
  • Spell balancing. (Couldn't keep track of what I did)
  • Terra Destroyer and Terrorize icon changed.
  • Lizard Regeneration heals with the Healing system. (Un)fortunately, Lizard Regeneration has been replaced by Bash.
  • Wail of the Banshee has a higher chance to kill units with less life.
Bugs

  • Crown of Nobility's item class was removed.
  • Neckless of Royalty's correctly fixed to Necklace of Royalty.
  • Fiery Devastation's long fire duration fixed.
  • Items that aren't actively used should no longer act like one.
  • Cleanse healed too much.

Edit 3: I'm closing this project. I may or may not work on this again later on though I most likely will not. Not that anyone cares though. =P

Edit 4: I keep changing my mind too quickly.
 
Last edited:
Level 14
Joined
Nov 18, 2007
Messages
1,084
Bump!
New version:

Bugs

  • Cleanse should correctly dispel summoned units.
  • Degeneration would not stop if target got out of range. (It's because of Life Drain itself)
Gameplay Changes

  • Separated Credits Quest into two parts.
  • Made a very small in-game description.
  • Heroes are now preloaded at map initialization.
  • Movement speed bonus from Agi increased from 0.25 to 0.4
Heroes

  • Draconian Guard renamed to Dragonspawn Guard
  • Rat Ogre became an Agi hero.
  • New Hero: Mountain Giant
Items

  • Price of keys have been raised by 400 gold, stat bonus increased to 26 from 21.
  • Periapt Vitality and Pendant of Energy effect doubled along with price.
  • Boots of Speed price increased from 400 to 425 gold.
  • Basic stat items price reduced from 550 gold to 500 gold.
  • Scepter of Divine Right price increased from 5000 to 5500 and stat bonus increased from 25 to 30.
Spells

  • Exhaustion chance to stun spell-resistant units decreased by half.
  • Ebb max life upgrade reduced from 70 to 50.
  • Cleanse's AoE scales with level.
  • Cleanse damage increased.
  • Grasping Treant deals damage over time
  • Grasping Treant's life reduced from 50 to 40.
  • Natural Healing renamed to Natural Aid and removes debuffs.
  • Vampiric Drain damage reduced.
  • Illusion Zap range, cooldown, and mana cost tweaked.
  • Sleep duration scaling for Spore Mushroom reduced for heroes
  • Icon of Earth Crush changed.

Once again, I would appreciate any kind of feedback on this map.

There are some abilities that I think are pretty boring so I'm also open to suggestions that would replace them.
Example:
Pandaren Battlemaster's Critical Strike
Bererker's Vampiric Blade
Mountain Giant's Landslide
 
Level 15
Joined
Dec 18, 2007
Messages
1,098
Ok, I'm not sure if it was intended, but the Tauren Warrior is waaaay too good a damage dealer.

Inner Power has a really wonderful scaling early in the game, so it help me actually do good amounts of damage. The other two abilities were really good too, but they are not as good for the damage, mainly for their stuns.

The thing is, his abilities are way too weak early on, but gets really powerful when you stack strength items on him. The only abilities that helps deal most of the damage is Inner Power, which grew to be completely insane later on in the game (Battle Standards + Inner Power + 3 Keys of Strength + 3 Crowns of Nobility = +500 damage)

Furthermore, Inner Power is the only ability that can be used without caring too much about mana earlier on. The other two abilities cost loads of mana and deal fairly little damage, compared to Inner Power.

In the end, I built him damage, with the build stated above (3 Keys + 3 Crowns). It turned out totally insane, with crazy stuns, a damage boost, and loads of health.

The thing is, I don't think the Tauren Warrior should be built as a DPS. He kinda gives me the impression that he should be built to help the team, stun, and just deal loads of AoE damage. Inner Power doesn't help much in any of it.
I'm not saying to scrap the idea of damage boost completely, but I would personally love a speed boost spell. It is almost impossible to catch up to enemies with the Tauren Warrior, unless you use both your spells. I have an idea that keeps the damage boost, while adding a little chasing ability to the Tauren Warrior.

Inner Power- The hero draws out his inner strength, gaining movement speed. If the Tauren Warrior attacks an enemy within this time, the buff is removed and he gains attack damage.

Meh, basically the same. However, it helps you get close and stun them + hit them a few times. The damage boost should be flat/relatively weaker, so that it would be used for chasing more than for Totem Hitting Ownage.

The Mountain Giant was a pretty good hero too, although I think I built him wrong. Should have used the same build I used for the Tauren Warrior :p
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
@Zack1996: Yes, Inner Power was more of a filler ability since I ran out of ideas for that hero. :p
Thanks for the suggestion to replace it! I don't have too many/any(?) skills that raise speed in the game so it would be better and more interesting to have that skill instead.

@supertoinkz: I think that's WC3's fault for being unable to show the second attack of a hero. >_< (If you have played EotA, you'll notice that it happens if you use Colossus's innate ability, the hero Mountain Giant based off.)

Talking about bugs, I think some descriptions of spells are messed up because I used Widgetizer.

Edit: Description for keys are wrong, it should provide a stat bonus of 26 not 21. Fixed in new version.
 
Last edited:
Level 14
Joined
Nov 18, 2007
Messages
1,084
Bump with another new version. I had this finished a bit earlier but didn't find the time to upload it yet. I shouldn't even be posting this and studying but oh well. :p

Version 0.13 brings shrines into the map, a feature that has been suggested by Druu earlier. Shrines provide some kind of bonus to the heroes of the team controlling it. Like the fountain and shops, everyone has vision of the shrines.

Bugs

  • If Bat Swarm is used when the game is over, Vampire will be correctly paused and invulnerable.
  • Tainted Fountain should not target units considered to be wards.
  • Keys now show the correct stat bonus they provide in the tooltips.
  • Death count should be recorded correctly. (Now it should update whenever a hero dies.)
Gameplay Changes

  • There are now Shrines which can be taken over to give a bonus to the entire team. (The bonuses only affect heroes.)
  • Skeletal orcs will no longer revive. Bounty for them has increased a bit.
  • Starting position of Blue swapped with Brown.
  • More creeps added to left side of island due to lack of shrines.
  • Tents are invulnerable and don't show on the minimap.
Heroes

  • Tauren Warrior's strength gain per level decreased
  • Serbek renamed Leorio Wildclaws.
Items

  • Hard Stone increases attack damage reduced from 8 to 15 and price increased form 500 gold to 715.
  • Throwing Hammer cost reduced from 50 gold to 45 gold.
  • Dispel Rod now contains 3 charges and cost 100 gold from 35.
  • Potion of Restoration price reduced from 400 gold to 330 gold.
  • New Item: Scroll of Teleport
Spells

  • Inner Power's effect changed.
  • Immolate deals more damage and mana cost increased.
  • Meteor Storm mana cost reduced and stuns units that aren't spell-resistant for 0.5 seconds.
  • Fratility mana cost reduced.
  • Mind Break mana cost tweaked.
  • Natural Aid plays a dispel effect if it removed debuffs.
Units

  • Toad's attack cooldown increased from 1.00 to 1.25.
  • Mur'gul Snarecaster has Frost Bolt.

As always, feedback is appreciated. ;D

Edit: Meh, I lost interest in this for now.
 
Last edited:
Status
Not open for further replies.
Top