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Assassins v4.1 +AI

Submitted by Baintastic
This bundle is marked as approved. It works and satisfies the submission rules.
What is Assassins?

Assassins is a Hero Arena map of the Deathmatch variety.
Each player controls a single assassin and pursues other players and neutral creeps.
The objective is to be the first to reach the kill limit.


Watch this tutorial by Hempa|Goia to get an idea of what gameplay looks like:
http://www.youtube.com/watch?v=gQ_SWcNRLMQ

Game Modes (player 1 only):

-dm # ~-- Deathmatch Mode with # kill limit
-tm2 # ~-- 2 Team Deathmatch Mode with # kill limit
-tm3 # ~-- 3 Team Deathmatch Mode with # kill limit
-ctf # ~-- Capture the Flag with # flag limit
-hm # ~-- Hitman Mode with # kill limit

Camera Modes (player 1 only):

-fpoff ~-- resets all camera views to the default bird's-eye
-fpon ~-- changes all camera views back to the WoW-like first person


Weather Modes (player 1 only):

-weatheron enables periodic random climate change that affects gameplay
  • wind: a couple tornadoes will spawn, slowing nearby players
  • rain: lightning will strike randomly and damage areas of the map
  • snow: snowmen appear randomly on the map and block pathing

-weatheroff disables the weather


Commands (all players):

-ms ~-- shows hero's movement speed
-exp ~-- shows hero's experience gain rate


Features:
  • 12 players with FFA, 6v6, and 4v4v4 gameplay
  • Choose 1 of 20 different assassins, each with a unique ultimate ability
  • Unique spell learning system where better abilities cost more
    • Press Esc to bring up your spell books to purchase up to 17 of 40 different abilities
      • Book of Assailment: choose 2 of 9 different offensive abilities
      • Book of Assassination: choose 2 of 9 different offensive abilities
      • Book of Deception: choose 2 of 11 different defensive/deceptive abilities
      • Book of Aegis: choose up to 11 of 11 different passive abilities
  • Intuitive keyboard hotkeys correspond with their position on the screen
  • AI allows for offline play
  • Item shop: purchase various items, many are perishable
  • Armorer shop: purchase various weaponry that can be combined
  • Custom scorescreen at the end of the game - 25 different awards



Changelogs:
v4.1 Changelog:
This patch was created by SentryWiz.

BUG FIXES:
  • Mana Regeneration Items (Sapphire and Ice Sapphire) now give proper 200% and 400% mana regen
  • Immolation re-made and working with new stats (20/30/40/50/60 Damage, 220 Range)

GAMEPLAY:
  • Bots now buy combat items according to their main stat and use them
  • Raider, Mountain Giant, Assassin, Banshee, Necromancer, Rifleman now have unique non-used names
v4.0 Changelog:
BUG FIXES:
  • Fixed Crypt Lord bug - sand trap removes all negative buffs so he can't die underground
  • Make teams split evenly automatically (ie. if -tm2 is selected and the last 4 slots are empty, mode is corrected to -tm3)
  • Noob leaving now removes all buffs from the hero so they won't die after they leave
  • Chameleon Spell:
    • Fixed bug where Assassin did not appear when creep died
    • Levels 4 and 5 don't crash the game anymore
  • Mountain Giants Unique can only be dealt by him now (dog or chameleon no longer triggers it)
  • In ctf, a team zone damage kill now says killed by "a team zone shield" instead of killed by ""
  • In ctf, if player leaves the game while holding the flag, the flag now drops

GAMEPLAY:
  • Items:
    • Increased the time it takes for the potion to heal (20 -> 30 seconds)
    • Ice Sapphire - reduced movement speed reduction to 30%
    • Hex: duration 2.4 -> 2
    • Forked Lightning: damage 240 -> 200
    • Storm Bolt: damage 350 -> 280, duration 1.5 -> 1.2
    • Deluge: range 1000 -> 600
    • Changed cost of Wards to 250 -> 200
  • Abilities:
    • Added a 4th book for Advanced Combat abilities:
      • Tetsubishi
      • Fireball
      • Magnetic Link
      • Repel
      • Nest of Bees
      • Tempest
      • Leap
      • Buckshot
      • Grenade
      • Unique Ability
    • Rewrote Tetsubishi more efficiently
    • Increased cooldown on Shuriken (6 -> 8), Kunai (8 -> 9), and Javelin (5 -> 7)
    • Added a 1 second cast time to Cicada
    • Added 1 to the ability points gained per level
  • Heroes:
    • Druid - Storm Crow Form: bonus vision 200 -> 0
    • Raider - Diabolic Leash: changed timeout between pull backs 3 -> 2 seconds
    • Improved Mountain Giant (base armor 0 -> 3)
    • Improved Lich slightly (base armor 0 -> 1)
  • Interface:
    • Updated quest section
    • Removed damage floating text
    • Added game ending sound
    • Added spell name floating text
  • Game Modes:
    • Changed the maximum CTF mode limit from 25 to 10
    • Changed default kills back to 20
    • New Game Mode: Hitman (-hm XX)
      • Each player is assigned a target (creating a circle of hitmen)
      • A hitman takes half damage from his target
      • Killing a target results in double points and a new target: the target's target
      • Bonus gold and AP are awarded to the last hitman alive in a circle of hitmen
      • A second string of hitmen will be created as the hitmen from the original circle die
        • The last hitman that died becomes the target of the second-to-last one that died
        • The last hitman standing in the current circle becomes the missing link in the current string of hitmen which creates a new circle
  • Miscellaneous:
    • Reduced the experience given from killing a hero to make creeping more worthwhile
    • Made Ability Shops appear as soon as you choose your hero
    • Reintroduced the double damage for last place, but now it doesn't start until 5 minutes in
v3.3a Changelog:
BUG FIXES:

* Fix Warden unique (Vengeance) - now works after being hit with Kunai
* Reinstated kill limits (50 for dm, 60 for tm)
* Added an "-unstuck" command

GAMEPLAY:

Items:

* Reduced disable durations for items
* Removed Leaf of Resurrection
* Raised cost of AP 120 -~ 150

Abilities:

* Thunder Clap: reduced manacost
* Dog Bone: reduced duration to 30 seconds but made dog faster
* Shadow Decoy: reduced life per image
* Reduced invisibility durations
* Reduced damage dealt by Javelin
* Fixed Kunai tooltips
* Fixed Critical Strike tooltips
* Nerfed Death Knight unique (Feast)
* Reduced stun limit of Assassin unique
* Nerfed Lich's ult
* Reduced movement speed and vision of storm crow and disallowed tetsubishi

Heroes:

Mortar Team
* Changed cast point time and attack point time (1 second was way too long)
* Fixed "targets allowed" so he can attack Snowmen

Interface:

* New loading screen
v3.3 Changelog:
Gameplay
* Rebalanced all the heroes' physical attributes (Str, Agi, Int, damage, etc.)
* Resized all the heroes and added hero glow to non-standard heroes (model by Lord_Assasin)
* New game balancing system - exp gain rate changes based on relative level (a player behind in levels will have a high EGR)
* Removed the double damage buff - why should you be rewarded for dying first?
* New optional weather system (see Commands section)
* Blademaster - remade Unique: now bladespins slowly upward and then slams down after 3 seconds slowing enemies
* Tauren Chieftain - reduced Fracture damage 300 to 200
* New item - Legendary Crossbow (Voodoo Wand, Voltaic Blade, and Storm Hammer)
* New item - Ability Points (you can now purchase 1 AP for 120 gold)
* Significantly improved AI - now they upgrade their spells
* Adjusted Ability Points per Intelligence - INT/5 to INT/6+2

Commands
* new host-only command: -weatheron/off enables/disables periodic random climate change that affects gameplay
- wind: a couple tornadoes will spawn, slowing nearby players
- rain: lightning will strike randomly and damage areas of the map
- snow: snowmen appear randomly on the map and block pathing
* new general command: -exp shows your current experience gain rate (a player behind in levels will have a high EGR)

Game Modes
* -ctf ~-- a damaging aura is in place and invisible units are revealed near flags
* -dm, -tm2, -tm3 ~-- removed the upper kill limit - many requests for this
v3.2 Changelog:
Gameplay
* Added 4 new heroes
* Neutral creeps now get stronger over time

Game Modes
* New game mode: -ctf (Capture the Flag)
v3.1 Changelog:
Gameplay
* The number of Ability Points awarded per level is the hero's Intelligence/5
* Added 2 more levels to all general abilities (now 5 levels)
* Added abilities
| - Javelin: Long range alternative to Kunai and Shuriken
| - Thunder Clap: AOE slam that slows movement and attack
| - Mend: Heals target friendly unit
| - Impede: AOE movement speed slowing aura
| - Focus: Reduces Concentration time
| - Regenerate: AOE health regeneration aura that requires Concentation
* Revised Abilities
| - Barrier creates a spell absorbing shield instead of armor
| - Ghostmaker stuns units as well
| - Level 5 Mind's Eye now reveals portions of the map (instead of pings)
| - Level 4 and 5 of Chameleon spell deal damage to the killing unit
| - Level 5 Smoke Bomb prevents attacks
| - Level 4 and 5 of Cicada Technique cause AOE stuns
* Removed abilities Caltrops, Sleeping Potion, and Evasion
* Less armor per AGI, Less AS per AGI, Less hp per STR
v3.0 Changelog:
Bug Fixes -
* Fixed most, if not all, of the "mega memory leaks" @Dark-Assassin
* Stopped the final score-screen from pushing the awards down
* Removed Pooky so that he can't be killed and split the server (he will be back)
* Heroes can no longer attack allies above 10% health @Thar & Omniman
* Spellbooks now go away when the hero casts a spell so they aren't laying around

Commands -
* Removed -random command; random hero is now a button on the hero selector

Game Modes -
* -tm2 XX ~-- same as -tm XX, but now 6v6 instead of 4v4
* -tm3 XX ~-- 3 team deathmatch 4v4v4 with a kill limit of XX
* XX range for -dm is now 10 - 50 @rockminstrel
* XX range for -tm is now 20 - 75 @rockminstrel

Gameplay -
* Added 4 players to the map; now a 12 player game
* Added 50% more terrain to the map
* Added 4 more heroes
| - Assassin ~ 400 range, Agility, Unique: Flicker
| - Lich ~ 600 range, Intelligence, Unique: Cloudburst
| - Blood Mage ~ 400 range, Intelligence, Unique: Omnicast
| - Raider ~ 100 range, Strength, Unique: Diabolic Leash
* Blademaster
| - main attribute agility -~ strength
| - rebalanced attibutes per level
* Demon Hunter
| - main attribute agility -~ strength
| - rebalanced attibutes per level
* Shaman ~ Spark
| - jumps a lot faster
| - duration 7 -~ 5 seconds
* Shadow Hunter ~ Ophidian Wall - duration 15 -~ 7 seconds
* Banshee ~ Ghost - damage 75 -~ 100
* Crypt Lord
| - rebalanced attibutes per level (more STR)
| - Sand Trap - pit duration 10 -~ 7 seconds
* Tetsubishi
| - 100/150/200 initial damage
| - 32% -~ 16% damage/distance
| - no longer hurts teammates
* Evasion - 15/25/35% -~ 10/20/30% chance to evade
* Max level for heroes 20 -~ 30 @rockminstrel
* Less mana per INT, Less armor per AGI, Less hp per STR
* Spellbooks now have inventory for the sake of combining items

Interface -
* new hero selection layout; choose race, then hero
* scoreboard doesn't show up until game mode is selected
* scoreboard now shows team kills so you can tell who is winning
* final scorescreen
| - scores read horizontally now so that all 12 players will fit
| - removed hero name, remaining gold, and remaining ability points
v2.4b Changelog:
Bug Fixes -
* Fixed respawn triggers so players will always respawn correctly
* Stopped the final score-screen from refreshing and push the awards down
* Gave Pooky mad regen so that he can't be killed and split the server (temporary fix)

Commands -
* Added a -random command for players to choose a random hero

Gameplay -
* Blademaster ~ Bladestorm - countering effect now stops with the spin
* Banshee ~ Ghost
| - cd 20 -~ 15 seconds
| - duration 40 -~ 20 seconds
* Demon Hunter ~ Demonic Portal - felhound attack damage 60 -~ 40
* Spell Breaker ~ Spectral Glaive - damage per hit 25 -~ 20
* Rifleman - strength per level 1.2 -~ 1.1
* Mind's Eye now only pings enemy units that are alive and have not left the game
* Kunai
| - cd 5 -~ 8 seconds
| - damage interval 3 -~ 2 seconds
| - duration 15 -~ 6 seconds
* New item: Monocle - allows normal vision at night
* New item: Sentry Wards
* Mines
| - cost 120 -~ 300 gold
| - charges 1 -~ 2
* Fire-Eater Scroll
| - damage 200 -~ 250
| - cost 200 -~ 150 gold
* Potion now has 10 seconds cd to prevent spamming
* Perfect Amethyst - regen 25 -~ 20 hit-points per second

Interface -
* Helmet - corrected recipe tooltip for Firehand Gauntlets
* Sapphire and Emerald - clarified tooltips to prevent confusion
v2.4a Changelog:
Bug Fixes -
* Fixed Tetsubishi for players 7 and 8
* Stopped respawn indicator from showing for leavers
v2.4 Changelog:
Bug Fixes -
* Made gate break when Pooky takes damage
* Kunai Spray (second choice) now levels up when upgrades are purchased
* Fixed multiboard for missing player slots
* Friendly fire no longer counts as kills

Gameplay -
* Rebalanced all of the ability costs (too many changes to mention)
* Banshee ~ Haunt - ms of ghost 300 -~ 250
* Crypt Lord ~ Sand Trap
| Can now move while underground and with no collision, but movement causes a clouds of dust
| Can now cancel the spell (like Chameleon Spell)
* Demon Hunter ~ Demonic Portal - base attack damage of Felhounds 23 -~ 60
* Rifleman ~ Scattershot
| increased damage per frag 250 -~ 300
| increased collision size of frags 80 -~ 120
| increased range 2000 -~ 3000
* Shadow Hunter ~ Ophidian Wall - improved the snake ward damage 23-26 -~ 41-46 (with splash)
* Shaman ~ Spark - stun duration 1 second -~ 1.5 seconds
* Spell Breaker ~ Spectral Glaive - 30 damage 4 times per second -~ 25 damage 10 times per second
* Sprint - changed from +10/20/30% ms to +8/16/24% ms
* Bash - changed from 10/20/30% chance to 2 second stun -~ 10/15/20% chance to 1 second stun
* Indicator shown 3 seconds before a hero respawns so other players are warned
* Vision given to player 3 seconds before respawn in the area of respawn
* 100 bonus armor given to respawned heroes for 5 seconds
* Respawn time is now proportional to kills rather than level
* Money proportional to number of deaths is given to each player once per second

Interface -
* Added Flamestrike casting effect to Necromancer's unique ability
* Changed summon spellbook effect to toonboom
* Added a 2 second fade filter to the end of the game
* Custom score screen for end of game (using a multiboard)
| Includes hero, level, score, gold, ability points, combos, and 25 awards
v2.3 Changelog:
Bug Fixes -
* Reworked Kunai so that it doesn't lag anymore
* Changed the refresh rate on FP camera positioning to reduce lag
* FP camera now remains locked to hero on respawn

Game Mode -
* Made -fpon the default camera view

Gameplay -
* A lot of new permanent items:
| Includes: Hatchet, Boots, Headgear, Gloves, Chipped Emerald, Chipped Sapphire, Buckler, Rod, Knife, Club
| New Armorer shop placed next to the old shops
| Weapons can be combined to make more powerful weapons with abilities
* Potions now combine to one slot when purchased

Interface -
* Added a 1.5 second black fade-in filter at the start of the game
Future Changelog (open to suggestion):
* Future Game Modes (open to suggestion):
| Capture the Flag
| | - 2 or 3 teams
| | - Steal other teams' flags to score
| | - Abilities and attack disabled and slowed when carrying flag
| | - Flag drops on death
| Keep Away
| | - Each player tries to hold onto the flag for the most time
| | - All players get flag holder's vision
| | - Flag drops on death
| Survival
| | - Each player has a set amount of lives
| | - When a player is out he is given full vision of the map to watch the rest
| Team Survival
| | - Same as survival, but with teams (6v6, 4v4v4, 3v3v3v3)
| Zones
| | - Teams (6v6, 4v4v4, 3v3v3v3)
| | - There are 5 zones
| | - A zone can be controlled by being stood on for a duration
| | - Every 10 seconds each team gets a point per zone controlled
| | - Game is over after a preset time
| Gladiator
| | - Only the gladiator can score
| | - All players get gladiator's vision
| | - The gladiator has increased armor, damage, etc.
| | - Whoever kills the gladiator becomes the new gladiator


-------------------------------------------------------------
Go to GetAssassins.com for the latest version and gameplay info
Email any suggestions or bugs to Baintastic@gmail.com

Keywords:
Assassins, Camera, Arena, FPS, First, Person, Deathmatch, Fun, Cool, Team, Player, 12, 4v4v4, 6v6, FFA, AI
Contents

Assassins v4.1 +AI (Map)

Reviews
Moderator
18:46, 11th Nov 2009 ap0calypse: Approved
  1. 18:46, 11th Nov 2009
    ap0calypse: Approved
     
  2. Ultimate_MapCreator

    Ultimate_MapCreator

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    Please improve the description...
     
  3. FrozenFenrir

    FrozenFenrir

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    description sucks.
    also: this map is NO AOS!!!111oneoneeleven
    you really have no idea what an aos is-.-
    oh and btw: just because its first person view doesnt make it a first person shooter(FPS). fps dont have such a bunch of melee heroes/skills and the heroes usually DONT aim automatically.
     
  4. Baintastic

    Baintastic

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    Suggestions?

    I appreciate the feedback. And you're right, I have no idea what AoS means.

    In the future though, could you be more specific, ie. give suggestions or point me in the right direction instead of just telling me I'm wrong.

    Thanks.
     
  5. dragor-X

    dragor-X

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    AOS definition: Aeon of Strife (name based of the first AoS created in wc3 world). It's a game type where there's 2 equal teams with balanced defenses who are in a war. There's heroes (players) who must kill each other to in fact slow them up (cause they'll have to wait to respawn). The goal is to destroy or kill the ennemie's base like in DOTA where scourge must destroy the world tree and sentinel must destroy the frozen throne. Normally, in a quality AoS, some soldiers, army, some units are spawning from each side of each bases to fight for their base (to defend) and they automaticly PATROL to the other side until they reach the BASE of the other. Those soldiers are weak without the help of the heroes. The first team to destroy the ennemie's base win. In some AoS, there's towers that need to be destroyed in order to be able to destroy the base (like in DOTA).

    This is more a PvP (your map) - rep me ^^
     
  6. CAM_mE_iS_Newb

    CAM_mE_iS_Newb

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    You are so wrong about AoS being from wc3. It's actually from StarCraft. It was a period of time in Protoss history where they fought massive wars and many records of their history were destroyed. It was a map in SC.
     
  7. Zack1996

    Zack1996

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    Stop this random talk about AoS and just give the guy some suggestions already -_-

    Anyway, I really loved your map. I started playing it when you posted the first AI version (2.1?) on EpicWar.com. I still love it (even more!) now! Although I do agree you can improve the description, like adding the kinds of mode and the gameplay features. You could state that you can buy abilities and stuff. You can also talk about Pooky (who, BTW, can get owned easily by ranged units ever since you locked him up. I'm not sure if you fixed that glitch, but you should look into it :D)

    I really like the Unique skills you added two versions before. They were really good. I'm not sure if you changed it, but maybe you could change the model used by the effect of the Necromancer guy's Unique ability, to something like the Flame Strike channeling-in-progress kind of effect, to make it more evil :D

    The abilities are just awesome and fun overall. Although quite a few are default melee ones, I really like how you can use them together and own. Keep up the good work! If you have time, maybe you could replace some of the skills with more advanced ones :)

    Good job! I can help you with the Description so that people will stop hating the map because of it!

    PS: Don't stop updating :D
     
  8. Baintastic

    Baintastic

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    There we go

    Thanks Zach! I'm glad you like my map. It's only been out for month and I've only been working on it for about 2.5 months total.

    It's nice to finally have some real feedback. Epicwar doesn't allow comments so it's pretty hard to get good feedback from people aside from ratings.

    If you hadn't noticed, I just spent a good hour revamping the description. I added your suggestions to the future changelog as well :D

    I also added a lot of things that should spark more ideas and suggestions. You should read through the potential hereos and game modes section and let me know what you think :)

    ^REP^
     
  9. Baintastic

    Baintastic

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    New version up. Feedback would be appreciated. :D
     
  10. MortAr

    MortAr

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    Use "hidden" tags rofl.
     
  11. Aesthetics

    Aesthetics

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    Aesthetics's Review

    [+] Variety of Heroes
    [+] Variety of Commands, Awards

    [+] Well made, overall, I can see effort (aside from the other epic-fail 10 minute maps)

    [?] Fun for a couple games before it gets dull; (kill, kill, kill, over and over)


    [-] AI runs away continually (I mean, if you're going to die, might as well die so you can re spawn with full health right? They aren't even healing themselves, so might as well die..)

    Rating: 5/5
    Vote for...
    Approval! (Already approved anyway :xxd:)


    +REP
     
    Last edited: Feb 21, 2011
  12. Baintastic

    Baintastic

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    Thanks for the review. I know the AI sucks; this game was definitely made to be played on bnet.

    The AI is more for my own development, but I will definitely improve it for the next version :xxd:

    +REP
     
  13. CBX Entertainment

    CBX Entertainment

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    why did it get reviewed and approved so fast?
     
  14. Aesthetics

    Aesthetics

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    Because it's l33t like that.
     
  15. Baintastic

    Baintastic

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    New version up! +REP for feedback :D
     
  16. jwilcox25

    jwilcox25

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    Awesome map, keep up the good work! Maybe creeps should get stronger as game progresses?
     
  17. Aesthetics

    Aesthetics

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    I suggest more game modes to avoid the boring "Kill, rinse, repeat" sequence.

    Examples Given:
    - CTF: If you can't understand CTF maybe you should stop right now
    - Kill the Creeps: Farm the most creeps within a select time to win
    - One Shot Mode: For the most hardcore assassins! One hit and you're dead (if the attacker is a player and the attacked is a player; so creeps don't outnumber and own you)
    - Invisibility Mode: Permanent Invisibility for all assassins, true sight at close range (Goes great with One Shot Mode!)
    - Use your imagination


    Keep up the good work! :thumbs_up:
     
  18. Baintastic

    Baintastic

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    @Aesthetics

    You should take a look at the future changelog. I am planning to add more game modes, but right now I'm focusing mostly on making the map bigger and adding 4 more players :D

    CTF was one that I had in mind, but the other ones I hadn't thought of. Thanks for the ideas :D

    +REP
     
  19. Reiden

    Reiden

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    Nice map. There's one thing bugging me about the map. When you use attack ground command, the hero will just walk towards the point you commanded and wont attack even if there's enemy in range.
    Apart from that, really nice map.