- Joined
- Aug 20, 2011
- Messages
- 4,141
He is a mage and he is an undead. He doesn't walk - he levitates. Who do you think is he? (Which model from WC3 will he get?)
Lich?
He is a mage and he is an undead. He doesn't walk - he levitates. Who do you think is he? (Which model from WC3 will he get?)
Ill take all the other guesses:
- Shade, Banshee, Obsidian Destroyer, Frost Wyrm?
Lich?
Hey, no fair! It's probably Lich ( Kel'thuzad )
So guess in another one!
He is a naga and he is melee fighter.
You have to pick one option. Well i can give one more tip - he is not Murgul.
One has a pick and one has a sword :L
Yes it's a Royal Guard! REP+ to both of you.
Items will be:
Allain's Hammer - Damage/HP bonus and passive chance to stun enemy
Maldzuhard's Scepter - Mana/Mana Regen/Spell Power (will add it later) bonuses and passive chance to cast chain lightning
Maldruzard* ;L Hehe, glad to hear you are making fast hero and item progress on your map, I wouldn't worry too much about the terrain in a map like this to be honest!
Good luck
For me he should make the terrain good cuz to me it looks bad... This is the only factor that makes the game ruined..... Not to be offending the game or Unelith but its true. Well, Im making the terrain for him.... and I do IT FREE OF CHARGE NO CREDITS NEEDED! I HELP ANYONE!
Yup speaking about terrain, could you please send it to me soon? I finished most of things i wanted to do in Alpha 0.2 so i need a terrain to put the units there.
Oh sorry will, send it after some hours Im getting busy on my game.
Yeah i don't need it at the moment, just will need it idk, maybe tommorow.
Ok, now only few things left to Alpha 0.2 release. I think i will upload this version at next Monday but i'm not sure. Maybe earlier, maybe later.
I would upload it earlier but encountered some annoying bugs with triggers and realized my map weights 10MB so i had to compress and re-import a lot of custom textures. Now it weights 7.9MB unprotected so it will be playable in multiplayer - don't worry about it.
Hey a girl hero! Only 1? Let me contribute another.
![]()
Morhsa - Night's Shadow
![]()
Character Classification: Melee, Ganker
Main Attribute: Agility
Attributes:
-------![]()
----------![]()
-----![]()
Abilities:
Moonlight Sonata [ T ]
She will dance and spin out her attacks and deal splash damage per second. Deals 10/20/30/40/50 in 5 seconds. Deals extra 100 damage if casted on nighttime.
Star Sparkle [ L ]
Showers sparkles of light to enemies. Deals 20/30/40/50/60 damage per light. 500 AoE. 3 waves, 2 lights. Channeling. If casted on night, release 3 lights.
Midnight Pulse
Creates a beam of green light, dealing damage and knockback to enemies. 5% chance on the morning, 5/10/15/20/25% in nighttime. Deals 25/50/75/100/125, deals 400 unit knockback on nighttime.
![]()
Vengance of the Moon [ M ]
![]()
Turns the time midnight, and 1st skill will amplify 50/65/80 more damage. 2nd Skill will add 1/2/3 more waves. 3rd Skill +25%/30%/35% chance to activate Midnight pulse. Morsha will turn into this unit, dealing extra 20/30/40 damage and 3/4/5 armor.
-Da Fist-
P.S. Alhpa review below. Add to Warcraft III/Replays
It seems this thread is dead, i'm the only one that is posting here.
First of all, thanks for playing and supporting my map. Now here are my responses to things you pointed out.Interesting! Much less bugs than when I last played, for which I am very gratefulStarting in the wrong base was very inconvenient!
A few quick suggestions:
- Channelling should have some sort of visual indicator to make it more impressive/noticeable: create some sort of fire effect on the channeller when they begin to capture the fire altar, frost on the ice one, etc... just a nice little addition to make the process look a lot nicer!
- A small amount of doodads wouldn't go amiss! I understand the reasons for lack of trees, but some skulls, dead bushes, impaled corpses, etc, would liven the place up a bit and make the map a little less bland! How about some tile variation too, not just the plain ol' dusty earth?
- The spells are good on most heroes that I tried, one problem I can remember is that the whirlwind ability on the blademasterey-person was far too flashy, the effect needs to be toned down a lot, perhaps even change the model to something a little less dramatic? I would understand if it was his ultimate spell, but being as it is quite spammable, go for something less flashy if you want to stray from the default whirlwind model.
- Troop upgrading and variation? Due to lack of people to play this with, I didn't play it for too long on my own, but I did not see many different unit types to train, though I'm not advising hundreds per person!
- Why is there so many shops? Some only sell one item, surely it would be more space efficient and nicer looking to simply bundle all the items into only a few shops, weapons, armour, potions, etc? Searching through the shops one by one got irritating!
Other than that, good work, if you polish this right and keep improving it, it may well become a game that quite a few people play!
Good luck![]()
- I will be adding the channeling progress bar that will appear over hero's head. And additional effects sounds good, will try it- Channelling should have some sort of visual indicator to make it more impressive/noticeable: create some sort of fire effect on the channeller when they begin to capture the fire altar, frost on the ice one, etc... just a nice little addition to make the process look a lot nicer!
Yeah i will add some doodads, but first i need to complete entire terrain. And there aren't really many choices for the terrain, the cliffs can only have two textures in this tileset so this will be one-dimensional terrain. But i will make the roads look different, and i can also experiment with JNGP features that i think allow merging the tilesets.- A small amount of doodads wouldn't go amiss! I understand the reasons for lack of trees, but some skulls, dead bushes, impaled corpses, etc, would liven the place up a bit and make the map a little less bland! How about some tile variation too, not just the plain ol' dusty earth?![]()
Well, when i will add the background story for each single character, you will see why Bagrag has such an effect. He is strongly connected with lightnings so he uses it in combat.- The spells are good on most heroes that I tried, one problem I can remember is that the whirlwind ability on the blademasterey-person was far too flashy, the effect needs to be toned down a lot, perhaps even change the model to something a little less dramatic? I would understand if it was his ultimate spell, but being as it is quite spammable, go for something less flashy if you want to stray from the default whirlwind model.
Now the troops are very schematic. There are only melee troops, three levels of them for each hero and they are mostly the same. Some just have different weapon and armor types. This will be changed too. There will be three types of units for each hero. First are the melee units that already are there. Second are the ranged units, and third are the spellcasters. Of course each faction will have different abilities that will also depend on unit's upgrade. And talking about upgrades - the units will be able to level up, but this will be different than for heroes. Each unit will have four experience levels: Recruit, Regular, Experienced and Veteran. When they reach Veteran level, they can be upgraded to next unit type, even if the tower or village doesn't have the required level. Also each level will give them a stat bonuses.- Troop upgrading and variation? Due to lack of people to play this with, I didn't play it for too long on my own, but I did not see many different unit types to train, though I'm not advising hundreds per person!
There are so many shops because i wanted to make it better than in DotA. I mean, there are only few shops but they are not-clearly described. Here i named the shops - "Damage", "Mana" etc. And you don't need to search for a set reagent. If you don't have all the reagents, but you have enough gold to buy the missing ones, and then the set - you can just try to buy the set. The gold will be automaticly spended to buy the reagents and then it will automaticly buy the set. But if you really want to find it - just look at set's description (for example - Edge of Endlessness gives damage and critical strike bonus, that means that it's reagents are giving damage and/or critical strike bonus too - so you can find it pretty easily). But the shops are taking too much space and are hard to customize (couldn't get the shops to sort the items by it's stats or even price in gold), so in future i will add the new shop system. It will work that way:- Why is there so many shops? Some only sell one item, surely it would be more space efficient and nicer looking to simply bundle all the items into only a few shops, weapons, armour, potions, etc? Searching through the shops one by one got irritating!
I see many votes for Vargol. So he will be in Alpha 0.3 release.
![]()
Vargol - Burning Giant
![]()
Character classification: Tank, Warrior, Melee
Main attribute: Strength
Attributes:
----------------![]()
----![]()
Abilities:
![]()
Crushing Charge
Jumps at the target, dealing 50/100/150/200/250 chaos damage to him, stunning him for 0.5/0.75/1.0/1.25/1.5 and knocking back the nearby enemies.
![]()
Shattering Stomp
Stomps at the ground, knocking the target into Vargol and dealing him 20/40/60/80/100 damage.
![]()
Fierce Roar
Scares all opponents in range for 2/3/4/5/6 seconds.
![]()
!Ulitimate! Frightnening Warcry
Causes an earthquake on entire map and slowes down all enemies by 50/70/90% for 5 seconds.
Since he seems like a tank, you should change maybe his 3rd (?) skill into a self heal spell or something that reduces damage intake. If you dont want, instead of reducing his damage, make an ability which maxes it out so he can easily remove threats. Tanks dont last forever, you know. he needs a fall back ability to either remove threats or support himself.
Last skill is too overpowered. Honestly, I dont see any Fire aspect in this hero. You should utilize his eyes too for an ability. They're too bad ass to be left out. Add something unique to this hero.
It could be that he runs on kills not mana.
Yeah maybe that model is good but it weight freaking 1MB so i have a big big trouble.
And he actually has 40 Strength at beginning, so he has a lot of hp. If i would give him a heal spell - he would be overpowered. I mean - scary amount of hp, you cannot run away from him (2nd skill), he can stun you (1st skill) and he can slow you down a lot (Ultimate). And if he would be able to heal - it would be just too much. No-one would be able to kill him. No self-support abilities is his con - i want everybody to have some cons.
I just noticed something...
![]()
Maybe use the mdx. squisher. It will reduce file size but I know there will be some side effects on the quality.
And did you just say 40 STRENGTH!? That's a big one, it doesnt need any healing skill because it will be Imba (Imbalanace)!
OFF-TOPIC: Hey, can I use your UI in your game? I love it. Fits on my Rise of the Lich KIng. You will be written in the credits!
Unelith said:And in the other version of the map - there are three players. They are enemies of each other - so this is 1vs1vs1. But if they want - they can make (and then broke up) alliances. The main goal is to destroy the enemies' towers. Each player has his own tower - it's his only building where he can hire troops. But the towers are indestructible - the player needs to perform the Arcane Ritual. He does it by taking control of three altars: Fire Altar, Lightning Altar and Earth Altar and then performing the ritual at the Arcane Temple. When he finally does it - the enemies' towers become vunreable and the player that performed the ritual gets control of few powerful magic creatures. Of course there are a lot of secondary goals - you can conquer villages to get gold, improve your tower so you can create more powerful troops and take control of Elemental Crypts that makes taking control of altars more quicker. The type of players' units and the units summned by ritual depends on which hero the player chooses. For example if he chooses a necromancer - he will control undead. Taking control of the altars is the hero channeling for specified amount of time. When someone tries to take control of altar - the other players are warned so they can react quickly and interupt the whole process. Of course getting to the altars isn't so easy - there are few obstacles you need to pass through. The players units ale classified as heroes - they can level up and when they reach maximum level - they can be upgraded. For example a peasant can be upgraded into a swordsman. If the player doesn't like controlling all units by himself - he can write the chat command and make his units ai-controlled - they will follow the hero and help him during battle, so the player doesn't need to care about units and can focus about the hero. I think this map would be a lot of fun and it will be interesting.
Alpha 0.2EN Version
Alpha 0.2PL Version