[AoS] Invasion in Duskwood [AoS]
Invasion in Duskwood
Invasion in Duskwood was originally started to create an unique AoS map for us that's fun to play. It has a lot of never in WC3 seen features and should show you what the WarCraft 3 engine is capable of.
We didn't want to change the classic 5v5 map structure. There are three lanes (top, middle, bottom), where minions spawn every 45 seconds: 3 melee, 2 ranged and 1 siege minion in every 4th wave. However, each lane has individual models and names for their minions: the map is a war between fractions and alliances, not between two empires. The bases are also made to represent this, giving a unique feeling of a big allied basis.
In the jungle, there're minions: regular and rare ones. The rare ones give much more experience, gold, and a buff. These buffs are unique for each rare monster and gives you some sort of a bonus. Jungling & jungler heroes are available to play.
Also, creeps, minions and towers upgrade every 4 minutes. They have more HP, Attack Damage, Armor, Resistance, and killing them is more rewarding as they grant more XP and gold.
Being on a killing spree means you're worth more money than the others. Hunting down a godlike player is more rewarding. In addition, there're death sprees as well; dying many times without scoring a kill means you're worth less gold. This feature was implemented to stop intentional feeders.
Helping an ally get a kill will reward you; 75% of the gold the killer gets will be split between the assistants equally.
A lot of stats have been implemented to make sure you'll always have great fights. The time of "QWER-Right Click" team-fights are over! Short cooldowns, unique spells & items, multiple visible and hidden stats will try to entertain the player.
Strength/Agility/Intelligence, the old and boring stats are completely removed. The bonuses you were getting from them now appear as individual stats, with lots of new ones.
Crowd Control Stacking means always the longest CC will be applied; but what about slows (and impede, a unique IID CC, which is basically an attack speed slow)? They have factors as well. In most games always the strongest slow is applied; Invasion in Duskwood is different. In Invasionin Duskwood, if your hero is slowd multiple times from different sources, the slow factors will stack, using a formula. The formula ensures that the total slow factor is always below 100%.
Also, Crowd Control Reductions appears as a stat. If it was not enough, each CC has its values attached to heroes, meaning it's possible to modify only your Stun Duration Output and reduce the duration of Silences you get.
Instead of the traditional merchants, Invasion in Duskwood uses shops. Each player has a shop, which can be accesed from any spot on the map.
Furthermore, you don't have to be a ninja when it comes to buying an item. You can just enter the shop, select the category (Weapons/Magical/Defensive/Movement/Consumables), enter the tier (1-4) and buy the item. The recipe will show the reagents, the ones you already own has different colors. You can see the total and the remaining cost of the recipe at the bottom. If you don't have all the required items, but you're rich and have enough money for the item, you can buy it without buying the components; the ones you already own are removed from you and their cost is subtracted from the cost.
You also can't drop items; dropping items has lost its purpose and just messes up things, therefore it's not allowed anymore.
Long cooldown, high mana cost, raw spells do not exist anymore. In Invasion in Duskwood you don't have to be passive. Cooldows are made to be low, their cost is low, plus regen effects are quite high. Being agressive is rewarding, why shouldn't we support that?
Everything you have to know about the spell is printed on the top of its tooltip. In addition to these things, spells have different ratios, such as Attack Damage, Bonus Attack Damage, Maximum Health, Maximum Mana, Armor, Resistance, and so forth.
IID spells are also made to fit into a set; most heroes are built around something, they all have their purpose, and their spells support this purpose and each other as well.
The ultimate AoS health bars have been made!
Invasion in Duskwood has the old boring replaced with an unique health bars; they even have different textures for the two sides to avoid any sort of distraction.
These bars are bigger than the built-in ones (which are used for minions, creeps and towers), and show not only the target's health, but its mana and level as well
The whole story is placed in time around the Second War. The story begins with the duel of a human mage and a demonic spellcaster (eredar or nathrezim). Before they could finish the fight, an Infinite Agent appears, and removes them from the timeline for an unknown reason. When the mage wakes up, he founds himself in an alternative timeline, in a battle taking place between the Last Alliance (a coalition of humans, dwarves and high elves) and the Invading Fel Force (demons, fel orcs and undeads). All he knows that his enemy, the demon he fought, "arrived" earlier than him, and took the leadership of the Invaders, and that the Infinite Dragonflight wants the fall of the defenders. The demons estabilished a stronghold in the northeast of Duskwood, and opened a dimensional gate to support their attack. On the other hand, the alliance repaired one of their old fortress, built to defend a violet citadel, which generate a power-shield, blocking the way to the Alliance territory.
The invading force of the Burning Legion consists brutal battle-beasts, malicious eredar spellcasters and cunning assasins, while the alliance enlisted most of the mortal races, various nature creatures and elementals even.
<PICTURES OF THE NEW TERRAIN>
Minions & Creeps: 100%
Core Systems: 100%
Invasion in Duskwood Beta v0.86
Find more here: Map Description - Templates