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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 3
Joined
Jun 2, 2008
Messages
33
I don't know if this was fixed in the last update but I just want to tell what happened when my friends and I are playing this map...
We were playing capture the flag. I got the flag. I was running. I was attacked. I use the mirror image thingy to create illusions. I managed to go back home with two illusions. I scored three! And we noticed that there were now three flags at our enemies home. The illusions makes score and multiplies the flags...
 
Level 8
Joined
Aug 21, 2009
Messages
333
Hmmm...on your website, I can't find award definitions! D:

Also..................
I like the new version!
Buttttt a 50 kill limit in DM mode? >:|

I like to set it to 500 and kick some ass. :D

haha, okay fine. I put the top cap on it so new players don't go way over the limit on kills. I'll make a way to get around it in the next version. Did you get a chance to try hitman mode?

I don't know if this was fixed in the last update but I just want to tell what happened when my friends and I are playing this map...
We were playing capture the flag. I got the flag. I was running. I was attacked. I use the mirror image thingy to create illusions. I managed to go back home with two illusions. I scored three! And we noticed that there were now three flags at our enemies home. The illusions makes score and multiplies the flags...

Wow, I had never heard of this bug before now. I'll have to make it so illusions can't score in the next version :)

This can be fixed simply by making the illusions die when they enter the circle.

Does it look like I posted this on the World Editor Help forum? Geez... haha, joking. Thanks for the idea.
 
Level 4
Joined
Jan 29, 2010
Messages
112
I've been playing this map since v3.2, so of course i'm a fan of this map. Good job at reviving the map with 4.0. I was kind of getting bored.

I've tried the hitman mode, and there were some bugs with when your target dies, and it reassigns you a target. Sometimes, it never finds a new target until I kill another player, then that player is assigned as my target, and I must kill him again. There are sometimes where that flash above the target's head when you deal damage to them appearing when you attack other heroes.

Also, I have a balance suggestion. the warden's unique should target the last HERO to attack her, not any unit. There are so many creeps around the map, and all attack you on sight. This makes it extremely hard for her to target a hero with her unique skill.

Also, thunder clap's extremely small AoE at level one makes it hard to use, easy to avoid, and costs a lot of AP. You should lower just the level 1 AP cost of thunder clap.

I got the frost attack sapphire item on the Tauren Chieftain, but it wasn't working. My items were the level 2 boots, and the sapphire item. I didn't have any passives at the time.

Also, I'm confused with hitman mode. The # in -hm # seems to be the kill limit like any other deathmatch, because I gain points for killing other heroes than my target. My target gives me 2 points. I am totally lost at when or how you win the "match" and gain bonus gold and AP, as sometimes when a hero kills their target, they just gain 1 bonus kill point, and sometimes they get that bonus gold. I dont' see any signs or patterns as to which target kill triggers it.

That's my report
 
Level 1
Joined
Jan 16, 2011
Messages
3
have some suggestions
more levels for the uniques would be nice.
rework Javelin, it's kinda a boring ability and the huge range is most of the time useless. Nobody wants Javelin.
Buckshot makes more than 100/125/150/175/200 damage. On level 5 it says 100 damage, but in fact it does often more than 400. But 400 is good I think.
maybe decrease the AP cost of Tempest by 1, and from Bolas by 3.
make Backstabber do percental damage.
reduce the manacost of chameleon, nobody wants chameleon.
I think Sprint needs more movement speed bonus, nobody wants Sprint.
give the goblin mine knockback.
let the gem and the monocle combine, nobody wants to waste an item slot for the monocle.
and the unique of the Banshee has an odd tooltip: "u" and that's it, needs a fix.
 
Level 6
Joined
Feb 11, 2010
Messages
205
looks good, testing

EDIT: ok,
- When you buy skill and you die, guess what....you lost points for nothing
- AI cowards? i mean, i made the cheat "iseedeadpoeple" AI goes and fight with creeps then goes running around all game XD
- Everything else is just good :)
 
Last edited:

CyberDuelX16

C

CyberDuelX16

Two Words: Brilliant Game. The only thing i found strange was how cheap the items were.
 
Level 8
Joined
Aug 21, 2009
Messages
333
Nope, what's hitman mode? O:

Cweener, it's -hm # and it's the new default mode. Give it a try!


I've been playing this map since v3.2, so of course i'm a fan of this map. Good job at reviving the map with 4.0. I was kind of getting bored.

thanks :)

I've tried the hitman mode, and there were some bugs with when your target dies, and it reassigns you a target. Sometimes, it never finds a new target until I kill another player, then that player is assigned as my target, and I must kill him again. There are sometimes where that flash above the target's head when you deal damage to them appearing when you attack other heroes.

none of those are bugs.
if you are the last one to die, you aren't assigned a new target until someone else dies.
and then if you kill that player again before someone else dies, they will still be your target.
the flash above a hero's head means that you are dealing half damage to them because YOU are THEIR target (strong indication to run rather than give them double points).

Also, I have a balance suggestion. the warden's unique should target the last HERO to attack her, not any unit. There are so many creeps around the map, and all attack you on sight. This makes it extremely hard for her to target a hero with her unique skill.

I see your point, but I disagree. The would be over-powered if creeps didn't stop you from tracking a hero. It would allow you to pick on one player the entire game.
ie. you kill a hero, creep until they revive, use the ult and take out the hero again, creep again, and repeat until they quit the game.

Also, thunder clap's extremely small AoE at level one makes it hard to use, easy to avoid, and costs a lot of AP. You should lower just the level 1 AP cost of thunder clap.

agreed, I will update this in the next version.

I got the frost attack sapphire item on the Tauren Chieftain, but it wasn't working. My items were the level 2 boots, and the sapphire item. I didn't have any passives at the time.

hmm, this is strange... maybe it doesn't work with all melee. I will look into it.

Also, I'm confused with hitman mode. The # in -hm # seems to be the kill limit like any other deathmatch, because I gain points for killing other heroes than my target. My target gives me 2 points. I am totally lost at when or how you win the "match" and gain bonus gold and AP, as sometimes when a hero kills their target, they just gain 1 bonus kill point, and sometimes they get that bonus gold. I dont' see any signs or patterns as to which target kill triggers it.

That's my report

yes, you still get points for killing other players in hitman mode. however you get double points for killing your target and you get bonus gold and AP if you are the last one alive in the circle. you can check the status of the circle by looking at the multiboard. the activated mana shield icons on the right side indicate who is still in the circle. make sense?

thanks for the comments and suggestions!


have some suggestions
more levels for the uniques would be nice.
agreed, this is already in the future changelog.
rework Javelin, it's kinda a boring ability and the huge range is most of the time useless. Nobody wants Javelin.
disagree. a lot of people use javelin. it is great for picking off low health heroes quickly from a good distance.
Buckshot makes more than 100/125/150/175/200 damage. On level 5 it says 100 damage, but in fact it does often more than 400. But 400 is good I think.
yes is does. this is because of the knockback system I created. if a unit is knocked into something, it stops immediately and takes damage proportional to the speed it was traveling. since Buckshot has a lot of knockback, you can get massive damage bonuses by making units collide with the terrain or other units.
maybe decrease the AP cost of Tempest by 1, and from Bolas by 3.
okay
make Backstabber do percental damage.
no, because if I base it on damage, it will not be able to distinguish between attack damage and spell damage. also, it will create an infinite loop because the bonus damage will trigger more bonus damage etc.
reduce the manacost of chameleon, nobody wants chameleon.
I'll reduce the manacost, but come on! chameleon is just a fun spell! I could also make it not change the unit's colors, so you can use it to ambush people a little better. haven't you ever tried hiding in frog form? it's hilarious!
I think Sprint needs more movement speed bonus, nobody wants Sprint.
sprint is a good passive, +25% ms is huge! I don't think it needs any changing. and at level 5 it turns into a 900 range aura which is great in team battles.
give the goblin mine knockback.
agreed, I was considering this already as a way to prevent someone from mining a shop like crazy (people would only hit one and get knocked away)
let the gem and the monocle combine, nobody wants to waste an item slot for the monocle.
I will be reworking all of the items eventually. They all need a lot of work in my opinion.
and the unique of the Banshee has an odd tooltip: "u" and that's it, needs a fix.
I've heard this bug before, but it never happens when I check. maybe it's a glitch from the optimization...
either way, I'm going to redo her ult eventually anyway and maybe this issue will go away :)
looks good, testing

EDIT: ok,
- When you buy skill and you die, guess what....you lost points for nothing
- AI cowards? i mean, i made the cheat "iseedeadpoeple" AI goes and fight with creeps then goes running around all game XD
- Everything else is just good :)
there is a very small window for you to die between the upgrade time where this will happen.
I will see what I can do to fix it, but this is a very rare complaint.
yes, I know that the AI sucks for the most part. I will eventually make them pwn, but for now... I would recommend playing with real people :)

Two Words: Brilliant Game. The only thing i found strange was how cheap the items were.
Thanks! I will be redoing the items soon. They will cost more and there will be more of them :)
 

CyberDuelX16

C

CyberDuelX16

Thanks! I will be redoing the items soon. They will cost more and there will be more of them :)
Great to know, maybe we can play sometime? Battle.net is dead for the most part so It's hard to find humans to play with you :(
 
Level 4
Joined
Jan 29, 2010
Messages
112
Ah I see. Thanks for the clarification on hitman mode.

Also, maybe the agility Forked Lightning ability from the item costs too much mana? Most agility heroes don't have much mana at all. Maybe lower by like a small-medium amount, like 25 or 50.

Also, solution to javelin.

Host a game, select team deathmatch, have a teammate max out the skill that pings all enemy locations asap. Have the rest max javelin asap. Focus the person who said javelin was useless :)

More heroes eventually would be nice too. Like 1 more per altar/tavern

EDIT: I found a bug.

I was using the dwarven rifleman (why is HIS name diana windwood??), and I had level 2 boots, and a level 2 hp regen crystal. I also had bash level 2. <-scenario. I started learning buckshot, but no matter how many times i level it, the book says it's increasing in level, but my skill UI on my hero keeps saying buckshot is level 1. It also seems to actually have level 1 power, since it does cost 100 mana, and mana cost was supposed to increase at higher levels.

Also, buckshot's AoE is too small. anyone can run from it. It's even possible to miss on a stationary target by not positioning perfectly. should increase to 300 AoE from 200?
 
Last edited:
Level 8
Joined
Aug 21, 2009
Messages
333
Ah I see. Thanks for the clarification on hitman mode.

Also, maybe the agility Forked Lightning ability from the item costs too much mana? Most agility heroes don't have much mana at all. Maybe lower by like a small-medium amount, like 25 or 50.

Also, solution to javelin.

Host a game, select team deathmatch, have a teammate max out the skill that pings all enemy locations asap. Have the rest max javelin asap. Focus the person who said javelin was useless :)

More heroes eventually would be nice too. Like 1 more per altar/tavern

EDIT: I found a bug.

I was using the dwarven rifleman (why is HIS name diana windwood??), and I had level 2 boots, and a level 2 hp regen crystal. I also had bash level 2. <-scenario. I started learning buckshot, but no matter how many times i level it, the book says it's increasing in level, but my skill UI on my hero keeps saying buckshot is level 1. It also seems to actually have level 1 power, since it does cost 100 mana, and mana cost was supposed to increase at higher levels.

Also, buckshot's AoE is too small. anyone can run from it. It's even possible to miss on a stationary target by not positioning perfectly. should increase to 300 AoE from 200?

I will decrease the mana cost of forked lightning.
I'm considering adding a fifth altar (for neutral heroes)
Good catch! it turns out that that is a bug with all of the heroes.
I didn't give any of them Buckshot in their upgrades-used field.
I want to keep the range of buckshot how it is.
It is a high-power spell with enormous knockback, so I would like to keep it difficult to use.
 
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it would be much better if you put back the resurrection leaf AND make it like when you die, it is still considered as death but you respawn instantly to a random place.
 
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it would be much better if you put back the resurrection leaf AND make it like when you die, it is still considered as death but you respawn instantly to a random place.

How about if I just make a maximum respawn time of like 30 seconds or something? Right now it's a linear equation based on how many kills you have. And then maybe there could be a permanent item that reduces your respawn time.
 
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1 more thing, if it's ok with you..
in 1st person view(fpon), would you mind making the camera adjustable just like in runes of daerk?

btw, thanks for creating such a good map! :)
 
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what does this hitman mode do?

  • 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
 
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  • 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

:O so what you mean is a one guy is attacking a guy while another is a ttacking the first guy? its like a snake ?

:O so what you mean is a one guy is attacking a guy while another is a ttacking the first guy? its like a snake ?

what ever i will try out this new version , i was playing the old 3.4

hope this one is good :goblin_good_job:
will give feed back!

-----------------------------------------------------
~2 posts merged
Don't double post, from now on, use edit button instead!

You can delete this message from your post as soon as you read it!
-Kobas-
 
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:O so what you mean is a one guy is attacking a guy while another is a ttacking the first guy? its like a snake ?

what ever i will try out this new version , i was playing the old 3.4

hope this one is good :goblin_good_job:
will give feed back!
 
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:O so what you mean is a one guy is attacking a guy while another is a ttacking the first guy? its like a snake ?

I suppose it's like a snake. Each player has a different target. They can still kill other players the same as a deathmatch, but it makes more sense to go after your target since they can only hurt you half as much and you get double points for killing them.
 
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I suppose it's like a snake. Each player has a different target. They can still kill other players the same as a deathmatch, but it makes more sense to go after your target since they can only hurt you half as much and you get double points for killing them.

:O :goblin_jawdrop:

this is lik the god game assassins creed brotherhood , it could be better though to only have the ability to kill your target and stun your pursuer , but cant wait to try out this :goblin_yeah:
 
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Yes, it's exactly like ACB, except in my game you have many abilities :p
yes ,yes :D. well i am a fan of assassins :grin:

so pretty much your map rocks, keep up the good work :thumbs_up:

edit: hitman, ezio, giovanni, altair,machievelli, La volpe ( lol this is almost evryone from acb but there are some legendary assassins in the altair armor chamber if you do played the game ) i know all popular assassins :D
edit edit: wish i could give you more rep, because the glaiook ( hook with glave ) so rocks i just love this ability reminds me of playing dota with pudge and saying

: time to fish fresh meat, i see some :D
 
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yes ,yes :D. well i am a fan of assassins :grin:

so pretty much your map rocks, keep up the good work :thumbs_up:

edit: hitman, ezio, giovanni, altair,machievelli, La volpe ( lol this is almost evryone from acb but there are some legendary assassins in the altair armor chamber if you do played the game ) i know all popular assassins :D
edit edit: wish i could give you more rep, because the glaiook ( hook with glave ) so rocks i just love this ability reminds me of playing dota with pudge and saying

: time to fish fresh meat, i see some :D

hahaha, yes tetsu is a fun spell :) thanks for the Rep (maybe you could give me that 5/5 that you mentioned in your previous post instead).

So, baintastic, how did you "implement" my terrain in da map?

I haven't put it in yet :p I may have some suggestions for you again, but didn't look too carefully yet.
 
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hahaha, yes tetsu is a fun spell :) thanks for the Rep (maybe you could give me that 5/5 that you mentioned in your previous post instead).



I haven't put it in yet :p I may have some suggestions for you again, but didn't look too carefully yet.
i was foolish lol :goblin_sleep: , i didnt saw it was for moderator comments :vw_unimpressed: . then i was very new to this site, buti still dont get it lol some guyz not moderators do the 5/5, mayby you can tell me ? :grin:
 
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i was foolish lol :goblin_sleep: , i didnt saw it was for moderator comments :vw_unimpressed: . then i was very new to this site, buti still dont get it lol some guyz not moderators do the 5/5, mayby you can tell me ? :grin:

never mind, found it . :xxd:
5/5 :grin:


Note: if you still didnt get it plz pmk :wink:
 
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haha, yes, but what is triger bb code?
you know bb codes? well with the bb codes there are the trigger code, which allows me to use world editor style triggers on a comment, but it so hard :goblin_wtf: , i just wanted to say that when will you advanced the ai? i just wanted to pust triggers whcih may help you but i failed them 0.0
 
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I found a bug on this map that crashed the game. I used the spell flame shuriken then threw storm bolt right afterwards and the game crashed. Wish I could show you a screenshot but no replay after game crash. Thats about all I can tell you except the player I was attacking was almost dead when I threw the stormbolt. Both of our games crashed. Fatal error.
 
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I found a bug on this map that crashed the game. I used the spell flame shuriken then threw storm bolt right afterwards and the game crashed. Wish I could show you a screenshot but no replay after game crash. Thats about all I can tell you except the player I was attacking was almost dead when I threw the stormbolt. Both of our games crashed. Fatal error.

Hi ironman.

How many players were in the game? Could it have been caused by something another player did? The two spells you mentioned are blizzard-based spells, so I find it hard to believe that those two in succession caused the game to crash.

Thanks for posting!
 
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There were only two players on the map. If it wasn't the spells then it might be hard to figure out what caused the crash. I might as well give a quick review since your ask'in :)


Review: Assassins v4.0

Pros:
  • The creative way of "learning" abilities (very nice)
  • A nice selection of custom spells
  • Having different costs for spells (some spells are always better than others)
  • Nice terrain, better than average
  • Custom items with custom icons
  • Replay value - I'd play this map again
  • Can be played single or multiplayer
  • Creeps that grow stronger as the game progresses
  • No wait hero respawning
Cons:
  • No custom hero models?
  • Not many items available for purchase
  • AI heroes were too weak in later gameplay
  • Small map size (A bigger map would increase gameplay value)
  • Game crashed while playing (on two different computers)

Overall Rating: *****

Some custom hero models and a better AI this map would have been 5/5
 
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