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Assassins v4.1 +AI

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:

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


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
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
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
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
Gameplay
* Added 4 new heroes
* Neutral creeps now get stronger over time

Game Modes
* New game mode: -ctf (Capture the Flag)
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
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
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
Bug Fixes -
* Fixed Tetsubishi for players 7 and 8
* Stopped respawn indicator from showing for leavers
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
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 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 [email protected]

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

Assassins v4.1 +AI (Map)

Reviews
18:46, 11th Nov 2009 ap0calypse: Approved
Level 15
Joined
Sep 17, 2010
Messages
1,449
Nah, but your talk made me a idea what would be a additional mode!

Like, the map had a couple of shops, every shop sold unique items, i mean like no same items in shops. Maybe a few though. But the problem is, that theres a limited ammount of theese items! If somebody snatches it before you you cant get it. (insert sad face here)

This mode could be actually pretty fun!
 
Level 8
Joined
Aug 21, 2009
Messages
333
Nah, but your talk made me a idea what would be a additional mode!

Like, the map had a couple of shops, every shop sold unique items, i mean like no same items in shops. Maybe a few though. But the problem is, that theres a limited ammount of theese items! If somebody snatches it before you you cant get it. (insert sad face here)

This mode could be actually pretty fun!

hmmm, that does sound cool, but it would be difficult to make. I'd have to create two of every item and a bunch of extra shops which would make it annoying for recipes and changing the items later :-/

This did get me thinking, though! If I add another mode soon, it'll probably be something like this:

New Game Mode: Hitmen (-hm XX)
  • Each player is assigned a target (creating a circle of hitmen)
  • A hitman is given a clear advantage over his target
  • Killing a target results in double points and gold and a new target: the target's target
  • Bonus gold is 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 remaining hitman in the current circle becomes the missing link in the current string of hitmen which creates a new circle.

I think that could be really fun :D It would work to prevent certain players from being picked on all game and it would likely pair players with those of similar playing ability.

What do you think?
 
Level 4
Joined
Jun 14, 2010
Messages
68
Hey, do my spidey senses detect a trace of my ideas in that Hitmen scenario? I'd sincerely love to see 'em used even if they're not be me :D

Also, interesting idea with the personal shops, though (usually in games with fewer people) people camping shops might be the only way battles are actually fought :/
 
Level 8
Joined
Aug 21, 2009
Messages
333
The idea sounds EXTREMELY great! If you can pull it out its going to be my next game i am gonna play like hell for a few weeks : )

Lol, awesome! Working on it now :D

Hey, do my spidey senses detect a trace of my ideas in that Hitmen scenario? I'd sincerely love to see 'em used even if they're not be me :D

Also, interesting idea with the personal shops, though (usually in games with fewer people) people camping shops might be the only way battles are actually fought :/

haha, good to hear from you again! I do remember something about that from your scavengers game :)
Although, my motivation for this mode came from the multiplayer mode of Assassins' Creed: Brotherhood :p
But I did come up with the dynamic creation of a second hitman circle as the first one dies off.
 
Level 8
Joined
Aug 21, 2009
Messages
333
Holy shit, that's awesome. And original. The mode, that is.

And nothing else, for now. I'll tell you if there is any other issue.

Thanks! I'm glad you like it.

Oh well, new version? This map is awesome. We played this when we had LAN parties uncountable times... and it's still funny :D

Cool! I'm glad to hear it :D
This version has actually been out for a while, I just hadn't updated it on the Hive until yesterday :p
But... I am working on a new version that should be released soon.
 

Vunjo

Hosted Project: SC
Level 14
Joined
Jul 1, 2010
Messages
1,340
Hi there.
The map is nice. I played it many times with my friends, and it was really fun. You could improve the terrain a bit, but other than that, the map is great.
5/5 + Vote for approval

Also, a question. Are you planing to add more spells?

EDIT: I guess I am too late to vote for Approval/Rejection xD
 
Level 8
Joined
Aug 21, 2009
Messages
333
Hi there.
The map is nice. I played it many times with my friends, and it was really fun. You could improve the terrain a bit, but other than that, the map is great.
5/5 + Vote for approval

Also, a question. Are you planing to add more spells?

EDIT: I guess I am too late to vote for Approval/Rejection xD

Thanks man. I have plans to eventually improve the terrain.
Also, I am currently working on v3.4 which has a 4th spell book full of advanced spells (you know, dodgeable ones like tetsubishi ;) )

Did you steal your avatar?

lol, the answer to that is yes. There is a Defskull Pandemic going around :p
 

Vunjo

Hosted Project: SC
Level 14
Joined
Jul 1, 2010
Messages
1,340
Yeah I stole the avatar from Defskull, but he has got nothing against it, i guess xD
@Baintastic, I can improve your terrain if you want. I am good terrainer, especially when it comes to forests =P
 
Level 8
Joined
Aug 21, 2009
Messages
333
Yeah I stole the avatar from Defskull, but he has got nothing against it, i guess xD
@Baintastic, I can improve your terrain if you want. I am good terrainer, especially when it comes to forests =P

Could you? That would be AWESOME! I've been wanting to redo the terrain for a long time. I made the whole map myself so far and I'm not a terribly great terrainer :-/ but I do make wicked awesome triggers :D

If you do, you can just start from a blank map and I'll incorporate it into my map once it is to my liking :p You can choose whatever tileset you feel like and my only stipulation is that the terrain is conducive to CTF mode (2 or even 3 teams would be cool). Thanks!
 

Vunjo

Hosted Project: SC
Level 14
Joined
Jul 1, 2010
Messages
1,340
Ok, I will do it. Just tell me the size needed for it, and I will make the terrain.
Before you start, do you know that it will take you some time to make regions, copy units and triggers in that map?
 
Level 8
Joined
Aug 21, 2009
Messages
333
Ok, I will do it. Just tell me the size needed for it, and I will make the terrain.
Before you start, do you know that it will take you some time to make regions, copy units and triggers in that map?

LOL! Dude, I would copy your terrain and doodads into my map not the other way around!! That would take forever!
Could you make it the size the current Assassins map is, maybe even slightly bigger? (you can find the map size info on page 1 of this thread)
 

Vunjo

Hosted Project: SC
Level 14
Joined
Jul 1, 2010
Messages
1,340
don't listen to him. I can do it in 1 day ^^
I don't know if it will be easy to copy the terrain, but OK, since you want it I will make it.
1 more question, should I completely Change the terrain (Including water way it flows), or not? It would be nearly impossible for me to copy your terrain and then fix some stuff.
 
Level 8
Joined
Aug 21, 2009
Messages
333
ergh, I didn't really started yet, but tommorow I will have tons of time, so I will make it.
You can expect it tommorow.
If you want to give me tips, then give me now, cause I will go to bed soon.

lol, I didn't expect you to have started already :p
I already said the only stipulation I can think of at the moment (the CTF thing).
um... I guess if it's not too much trouble, I was thinking you could email (Baintastic[at]gmail[dot]com) the map to me as you work on it so I could provide feedback, but if you just want to do the whole thing and then see what I think, that is fine too. Thanks!
 
Level 8
Joined
Aug 21, 2009
Messages
333
My request is to hurry up. :)
I love this game. :p

Hahaha! Well said.
I'm adding a new game mode (Hitman) and a 4th ability book, full of JASS driven spells :) I hope to eventually have a multi-terrained map where players can vote on which terrain the game will take place (this won't be in v4.0).

And Cweener, I have a request for you.
Once I post v4.0, would it be possible for you re-rate it as a map moderator? Ap0 approved the map early on, which I really do appreciate, but the map has grown a lot since then. Thanks!
 

Vunjo

Hosted Project: SC
Level 14
Joined
Jul 1, 2010
Messages
1,340
Btw baintastic, I got an idea. How about adding 3. person camera and arrow move system? Indeed that's for RPGs, but an arena map with such things would really be great.
Since there is a team mode, players are able to compete, so I also got another thing great in RPGs, DPS Meter. It's a system that calculates how much average damage did every player deal in a second. So, what do you think? Also, I didn't make much changes in terrain, but I will improve it tommorow, maybe :D
 
Level 8
Joined
Aug 21, 2009
Messages
333
Btw baintastic, I got an idea. How about adding 3. person camera and arrow move system? Indeed that's for RPGs, but an arena map with such things would really be great.
Since there is a team mode, players are able to compete, so I also got another thing great in RPGs, DPS Meter. It's a system that calculates how much average damage did every player deal in a second. So, what do you think? Also, I didn't make much changes in terrain, but I will improve it tommorow, maybe :D

I already have a first-person camera mode (-fpon), if that's what you mean.
Also, I don't know how necessary a dps meter is since the game is so fast-moving and arrow-key movement systems are generally a battlenet lag nightmare because of all the network traffic created by monitoring key presses. I don't mean to shoot your ideas down; I really do appreciate suggestions! I just think that most rpg aspects are best left out of a fast-paced hero arena map :O

I don't know if you read my earlier post, but I'm considering adding a terrain selection system at the beginning of a match, so players can choose which terrain set they want to play on. This will allow for really fast, close-quarters games in a smaller map, or longer, farming based games in a larger map :D
 
Level 8
Joined
Aug 21, 2009
Messages
333
So baintastic, who will make the terrain now?
And, if you want to make let's say a medium sized map with few small terrains, make forests, snowy mountains, maybe deserts...

Vunjo, I'm still expecting your terrain work :D
I imagine that I will pick and choose from any submissions from people who want to create a terrain choice for the game (this includes you, obviously :p)
Maybe the Hive will even allow me to set up a terraining competition o_O is that possible?
 
Level 6
Joined
Jan 7, 2007
Messages
247
Great! I was waiting for new version to come out for ages :p I really like the nerf on items like stun, hex and etc.
Hitman mode is very fun too :)

P.S. Make bots buy items and they will be so unbeatable :)
 
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