• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

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 8
Joined
Aug 21, 2009
Messages
333
Cons:
  • No custom hero models? <-- no custom heroes keeps the total map size down for faster downloads and loading time. adding just 2 custom hero models could potentially double the map's size. since the map isn't incredibly popular, bnet downloads are much more successful if the map doesn't take a full minute to download...
    [*]Not many items available for purchase <-- agree, I haven't focused that much on the item system. it was basically a necessary evil.
    [*]AI heroes were too weak in later gameplay <-- true, AI needs to be improved.
    [*]Small map size (A bigger map would increase gameplay value) <-- disagree, if the map was any bigger there would be far fewer encounters with other players.
    [*]Game crashed while playing (on two different computers) <-- I may know what caused it.

I'm guessing that you were playing Hitman mode with only two players and no AI. Hitman mode should be played with at least 3 players. Otherwise, what is the point? Whoever kills the other person just wins the round in every case and you both end up with way too much gold and AP... I will have to make the game mode auto-correct to Deathmatch when the number of players is less than 3. If this isn't what caused the map to crash, I bet you won't see it again because this is the first time I've heard about this crash scenario...

Anyway, thanks for the review!
 
Level 8
Joined
Dec 12, 2010
Messages
280
I was thinkin the same thing about the map crash, it may have been a fluke?

I'm glad to see you agreed on a couple of those points > items/AI
that shows your willing to work on it :)

I didn't say so before but honestly I really like the map. It was alot of fun to play. The map has that Quality about it where a lot of maps fail.

In my opinion, if a maps not fun to play it doesn't matter how many heroes or items or spells there is!

Anyway if you improve the AI and add a few more quality items I'll gladly give the map a 5/5.

Btw did you have an idea about improving the AI? Just increasing they're rate of Exp. gain would help alot.

Looking forward to the new and improved AI :D
 
Level 8
Joined
Aug 21, 2009
Messages
333
I was thinkin the same thing about the map crash, it may have been a fluke?

I'm glad to see you agreed on a couple of those points > items/AI
that shows your willing to work on it :)

I didn't say so before but honestly I really like the map. It was alot of fun to play. The map has that Quality about it where a lot of maps fail.

In my opinion, if a maps not fun to play it doesn't matter how many heroes or items or spells there is!

Anyway if you improve the AI and add a few more quality items I'll gladly give the map a 5/5.

Btw did you have an idea about improving the AI? Just increasing they're rate of Exp. gain would help alot.

Looking forward to the new and improved AI :D

Yeah, even though I've been developing this map for a long time, it is still a work in progress :)
I suppose I could put in an ai difficulty command to make the ai harder for good players. maybe even add items to their inventory based on their level or something. eventually, I would love to make them behave like actual human players... but for now... that will have to do.
I could add a few more items too. I would really like to just redo all of the items, but I don't have enough patience for it at this point and not enough people play the map for it to be worth it.
btw, the ai already has a exp rate boost, but I could make it adjustable based on the difficulty selected.
 
Level 1
Joined
Jul 16, 2009
Messages
4
Hey man, Great map! im absolutely loving it, just a shame that its not well known as when i host it i gotta wait ages for people to play as there are just too god damn many dota diehards aha =D but srsly great map man thanks and keep up the good work.

EDIT: Also, how do u upgrade the unique ability past level one? sorry im so new to this :p
 
Level 8
Joined
Aug 21, 2009
Messages
333
Hey man, Great map! im absolutely loving it, just a shame that its not well known as when i host it i gotta wait ages for people to play as there are just too god damn many dota diehards aha =D but srsly great map man thanks and keep up the good work.

EDIT: Also, how do u upgrade the unique ability past level one? sorry im so new to this :p

haha, thanks! yeah, I have a host bot running on US East and West if you are interested :p it doesn't start many games because wc3 is slowly dying off, but it might be easier for you play that way :) (just go to channel "Assassins" for game names)

anyway, the uniques only have one level at this point. However, I do plan I making them each have 3 levels in a future patch (I will probably redo some of them as well).

EDIT: if you can think of anything you'd like to see in the game, plz let me know!
 
Level 15
Joined
Oct 16, 2010
Messages
941
Cool map, I wish the A.I. was harder.

I thought the map was better from 1st person b/c you can gank people from behind and you don't know what's around the next corner. But everyone will always do 3rd person b/c it has such an advantage, maybe a 1st-person only mode?
 
Level 8
Joined
Aug 21, 2009
Messages
333
Cool map, I wish the A.I. was harder.

I thought the map was better from 1st person b/c you can gank people from behind and you don't know what's around the next corner. But everyone will always do 3rd person b/c it has such an advantage, maybe a 1st-person only mode?

lol, I'm glad you like the game.

use the command -fpon for a first person game :D
 
Level 1
Joined
Jul 16, 2009
Messages
4
Ok been playing abit,
as i said before its great =D
some new heroes would be great, i know your working on it, but just saying i see alot of similar picks in the same game so more variety is gonna be awesome cant wait for it :D

The mines seem overpowered early game and late game, im not sure maybe its because
there were loads stacked up but me and alot of other players have just been destroyed by them constantly from them getting spammed. dunno if you could nerf them or scale em or something just saying they seem to be like. buy item, receive kill even with the gem because u put them on the ramps so u die before u get the sight.

I also noticed that when your playing hitman, and this happens quite often, if a player ragequits, its screws up the hitman circle, often resulting in being given no target, the target that ragequited, and the ragequiter winning the hitman round everytime.

EDIT: also maybe make the agro range of the Neuts a bit smaller because its frustrating when your being chased, or chasing, and the neuts pull resulting in you dieing or them getting away, especially in some of the narrower pathways,

Not sure if you already knew about these but thought id just post it up just incase :p
 
Last edited:
Level 10
Joined
Dec 12, 2010
Messages
569
A Slayer Review: Assassins v4.0 +AI

Good Points
:thumbs_up:Excellent replayability factor.
:thumbs_up:Lot of new custom abilities.
:thumbs_up:You can pick the abilities you want your Hero to have, versus having a Hero with preset abilities.
:thumbs_up:Nice item combining system.
:thumbs_up:I like to be able to play with an AI.
:thumbs_up:Personally, I really liked the Chameleon ability. Having the ability to transform into a creep, and then be able to get the creeps around you to fight your enemies is really unique. I haven't seen anything like that on any other map.



Bad Points
:thumbs_down:The AI was weak. They kept getting killed by creeps.


Bugs
:nw:The "hook" ability, the one that shoots out a glaive projectile and latches onto a target and drags it to the Hero, I forget the name of it, but if you are facing the opposite direction of your target, then your Hero will shoot the hook in the wrong direction. The will come out before the Hero gets turned all the way around.

Overall Opinion
Overall, I think this is an excellent map. What really makes it a good map is the fact that it has a good replayability factor due to the fact that you can customize your Hero with different abilities. I couldn't find many "Bad Points" at all. I say 4/5.


Btw, I was the other person that was playing the game with ironman47 when his game crashed. Nice map though.
 
Level 8
Joined
Aug 21, 2009
Messages
333
@fazjr0: thanks for the suggestions :D ; I have noted them in the future changelog :)

@Slayer14: thanks for the review :D ; I hope to improve the AI at some point. I haven't put a lot of effort into them as they were originally just for my own testing purposes :p also, the hook shouldn't have that problem as of version 4.0 because I rewrote the spell entirely. Are you sure it occurred in the latest version? Thanks!
 
Level 10
Joined
Dec 12, 2010
Messages
569
hmm, that is strange... the angle of the spell used to be based on facing angle, but now it's based on the angle between caster position and casting point...

Actually, the problem seemed to be that the spell was being casted before the caster got turned all the way around when he was facing the opposite direction, causing the hook to come out to early. This did not however happen when the caster was facing already towards the target or was just facing in the general direction of the target. This problem could be fixed with a wait action, but I know how you're not supposed to use wait actions. You do need to find a way to delay the hook a little though.
 
Level 5
Joined
Sep 18, 2010
Messages
183
There are 4 different game modes and 2 different camera modes.

Game Modes (player 1 only):
-dm XX - Deathmatch Mode with XX kill limit
-tm2 XX - 2 Team Deathmatch Mode with XX kill limit
-tm3 XX - 3 Team Deathmatch Mode with XX kill limit
-ctf XX - Capture the Flag with XX flag limit
--------------------------------------------------------------------------------------------------

why in your website, there is no hitman mode? did you removed it ? :eekani:
 
Level 5
Joined
Jan 12, 2010
Messages
162
it seems that if the projectile of kunai is launched, but does not the target (due to target dying while projectile is en route for example), the cooldown for kunai is refreshed. this also happens if you lose vision of the target when the projectile is en route.

hopefully this is not intended. not completely sure if it is limited to the kunai projectile.
 
Last edited:
Level 8
Joined
Aug 21, 2009
Messages
333
Actually, the problem seemed to be that the spell was being casted before the caster got turned all the way around when he was facing the opposite direction, causing the hook to come out to early. This did not however happen when the caster was facing already towards the target or was just facing in the general direction of the target. This problem could be fixed with a wait action, but I know how you're not supposed to use wait actions. You do need to find a way to delay the hook a little though.
Hmm, I really don't want to add a wait into the spell. The spell is based on shockwave, so... could you check to see if the hook follows the path of the deformed ground when it is cast behind your hero? If the hook is off course and the deformation is on course, then it is a problem with my end of the spell. Otherwise, if the hook AND the deformation are both off course, then it is a problem with the shockwave spell and I would just need to change the base spell to Channel to fix it.

Nice map, played it couple of times on Garena <3 !
Thanks!

why in your website, there is no hitman mode? did you removed it ? :eekani:
I did not. My brother just never updated that page.

it seems that if the projectile of kunai is launched, but does not the target (due to target dying while projectile is en route for example), the cooldown for kunai is refreshed. this also happens if you lose vision of the target when the projectile is en route.

hopefully this is not intended. not completely sure if it is limited to the kunai projectile.
It isn't intended, but I know why it happens. It is a result from a workaround that I did to keep the map from crashing with the original shadow strike. No matter what I did, shadow strike would occasionally cause the game to lag until it crashed, so I based the spell off of acid bomb instead. Unfortunately, the acid bomb was already being used by burning shuriken, so I made a dummy unit cast the kunai so that the command id's wouldn't conflict. Hence, kunai and burning shuriken don't stack and occasionally, you'll get a free shot with the kunai (as you mentioned). If you have any better ideas of how to fix the kunai, I would love to hear them :)
 
Level 3
Joined
Jun 28, 2010
Messages
43
Please make it so Flaming Shuriken/Kunai stack, i love hitting people with damage over time abilities then going off to find someone else, then getting a kill message 5 seconds later :p
 
Level 9
Joined
Jul 27, 2010
Messages
581
dear Bain,
This is an awesome map. I like how you made it an action game, without removing the default Warcraft types of killing and stuff. Although there are some imperfections. Like the flying height of the Crow form of the druid. It's like he is just swimming on the ground. Also, the names of the Rifleman. Adora Nightshade? Lol. please change the names of the Banshee, the Necromancer, and the Stone Giant. And with the AI. Please at least get them to buy and use their special skills and buy other items other than potions.
Sincerely,
Jeyu
 
Level 5
Joined
Sep 18, 2010
Messages
183
Yes, all of those things need to be fixed.
I haven't really been working on the map lately though.
I'm not sure when I'll get the inspiration to release a new version.
There aren't as many people playing wc3 as there used to be.
yes, thats true :vw_sad: , more users come ,but even more users quit wc3 and go to cod and other, clearly soon hive will be a sc2 page... to sad...
 
Level 8
Joined
Aug 21, 2009
Messages
333
yes, thats true :vw_sad: , more users come ,but even more users quit wc3 and go to cod and other, clearly soon hive will be a sc2 page... to sad...

yeah... bummer. cod is mind-numbing nonsense. maybe they'll come out with Warcraft IV (I mean, Blizzard has already cycled through all their other titles) and maybe they'll have a way to import old maps and work on them. that would be awesome.
 
Level 5
Joined
Sep 18, 2010
Messages
183
yeah... bummer. cod is mind-numbing nonsense. maybe they'll come out with Warcraft IV (I mean, Blizzard has already cycled through all their other titles) and maybe they'll have a way to import old maps and work on them. that would be awesome.
i think i will regreat 5 months waste of world editor ... ihope blizzard one day saves the day.
and also , i said more users come to wc3?, well thats about a few, since some of them are idiots ho get banned on hive....
 
Last edited:
Level 1
Joined
Aug 30, 2011
Messages
6
Hi, i'm a fan of this map and can't wait longer for the new release :p
I like many things about this map : the action, system of buying spells, the terrain, spells, and a lot more :p But there are some things that are needed to be changed :

-Sometimes when i cast Kunai it hits the enemy hero but technically spell isn't used (no mana used and no cooldown so i can use it second time, example - i casted kunai on enemy and he went in fog - kunai hitted and bug occured)
-AI buying only potions t.t it's hard to complete 12 players so AI is needed. IT would be nice if AI was buying some boots and stat items (int item for int hero etc)and also their unique ability :p AI would get less weaker late game.
-AI sux at chasing low hp heros - bots only use skills (ex shuriken) when they get damaged, so they are only plain chasing the red hp enemy hero and eventually retreating...
-Some minor bugs - Rifleman get random Priestess of the moon names, Banshee too gets wrong hero name, also flying crow animation is irritating when he "runs" through cliff or trees :D
-Crypt Lord aka Nerub unique spell is imbalanced... me and friend are chasing him, he is low hp, then he uses sand trap which fully heals him and double kills us...
-Nest of bees costs too much - it's hard to aim and not much damage is dealed. Only good things about it are long range and the knockback thingie... It needs to be buffed and set less expensive in my opinion
-Cicada technique needs concentration time !! It's too easy to escape with this skill
-Undead Arthas aka Abaddon unique spell does not work proper - often the abonimation does not consume the enemy hero and just stands still...
-There's a bug with passive skill's - you can buy more than 2 of them.
-Upgrading unique spells would be nice :p A lot of them gets weaker during late game example is human archer Volley. Late game lots of people get shadow decoy and 80 % of arrows is hitting illusions ...
-Also max limit of kills is 60, i suppose changing it to 100 :p

Hope you read it, and can't wait for the new release !!!
 
Level 8
Joined
Aug 21, 2009
Messages
333
Hi Snowcrystal. Thanks for playing! :)
It might be a bit before there is a new version; I'm a pretty busy guy at the moment (just got engaged this past weekend).

Anyway, here is my response to your requests / bug report.
-Sometimes when i cast Kunai it hits the enemy hero but technically spell isn't used (no mana used and no cooldown so i can use it second time, example - i casted kunai on enemy and he went in fog - kunai hitted and bug occured)
I am aware of this bug. It is explained further up on this page I think.
-AI buying only potions t.t it's hard to complete 12 players so AI is needed. IT would be nice if AI was buying some boots and stat items (int item for int hero etc)and also their unique ability :p AI would get less weaker late game.
This would be a good thing to add. I agree.
-AI sux at chasing low hp heros - bots only use skills (ex shuriken) when they get damaged, so they are only plain chasing the red hp enemy hero and eventually retreating...
Good point. AI does need to be revamped.
-Some minor bugs - Rifleman get random Priestess of the moon names, Banshee too gets wrong hero name, also flying crow animation is irritating when he "runs" through cliff or trees :D
Lol. Yes, yes, and yes.
-Crypt Lord aka Nerub unique spell is imbalanced... me and friend are chasing him, he is low hp, then he uses sand trap which fully heals him and double kills us...
He doesn't actually get full health. He turns into an invisible unit that has a lot less (but full) health. Once he releases the sand trap, he turns back into the Crypt Lord with his original amount of health. To beat this ult:
  1. remember, the Sand Trap actually takes 5 seconds to release.
  2. use some method of showing invisible units to quickly destroy the underground avatar; he will turn back into the Crypt Lord
  3. the release of the Sand Trap requires Concentration, meaning if you hit the Crypt Lord with Kunai or Burning Shuriken, he will be stuck underground for the duration of the spell + concentration time.
-Nest of bees costs too much - it's hard to aim and not much damage is dealed. Only good things about it are long range and the knockback thingie... It needs to be buffed and set less expensive in my opinion
Keep in mind that, in Assassins, a unit takes damage proportional to its knockback speed when it hits a wall or another unit (signified by a bloody explosion). Nest of Bees does significant damage if you use it on someone who is cornered because this knockback damage is applied constantly. All of the spells in the orange book are intended to only be good when used correctly.
-Cicada technique needs concentration time !! It's too easy to escape with this skill
Cicada has a 1 second window from when the animation shows to when the unit actually teleports. Any disarming spell used during this 1 second will prevent the spell from working.
-Undead Arthas aka Abaddon unique spell does not work proper - often the abonimation does not consume the enemy hero and just stands still...
This spell is only intended to work if the target is stationary. Try using Bolas or Shuriken on the unit before Feast.
-There's a bug with passive skill's - you can buy more than 2 of them.
This is not a bug. This is a feature added in version 4.0 with the introduction of the 4th book. Since the passive abilities no longer take up ability slots, I made it possible for heroes to buy all of them.
-Upgrading unique spells would be nice :p A lot of them gets weaker during late game example is human archer Volley. Late game lots of people get shadow decoy and 80 % of arrows is hitting illusions ...
Yes, this is already on the list. See Changelog
-Also max limit of kills is 60, i suppose changing it to 100 :p
Agreed, there have been many requests to bump this up. I had removed it at one point, but I was getting complaints that people were setting it too high on bnet.
 
Level 1
Joined
Aug 30, 2011
Messages
6
Baintastic said:
remember, the Sand Trap actually takes 5 seconds to release.
Yea that's also in the tooltip... But technically you can unleash the spell immediately after you have burrowed underground...

Baintastic said:
the release of the Sand Trap requires Concentration, meaning if you hit the Crypt Lord with Kunai or Burning Shuriken, he will be stuck underground for the duration of the spell + concentration time.
I tested it, no concentration time is needed.

This spell costs 0 mana, low cooldown, makes invisible, can go through cliffs and deals massive aoe damage and stun. Something's wrong with it really :D

I checked also burning shuriken - in learning tooltip there is said that skill should last 20 s. When skilled it, tooltip says 30 s. Which is correct ? :p
 
Level 8
Joined
Aug 21, 2009
Messages
333
Yea that's also in the tooltip... But technically you can unleash the spell immediately after you have burrowed underground...


I tested it, no concentration time is needed.

This spell costs 0 mana, low cooldown, makes invisible, can go through cliffs and deals massive aoe damage and stun. Something's wrong with it really :D

I checked also burning shuriken - in learning tooltip there is said that skill should last 20 s. When skilled it, tooltip says 30 s. Which is correct ? :p

Interesting :p
I'll have to look into that. I know the concentration used to work for that ability, but it's possible that it doesn't now. Also, I realized after I typed the first reply that in v4.0 the ability removes all negative buffs when it's casted. I should probably change it back.

Also, I'll check on that tooltip as well :p

EDIT: also! this map needs 3 more ratings to be ranked in the map browser on the hive! so please give ratings!
 
Level 5
Joined
Sep 18, 2010
Messages
183
i just get to the login sceren ,and a button " try google doc now " what should i do?
 
Level 8
Joined
Aug 21, 2009
Messages
333
lame... here, I'll just post the ideas.

Assassins Future Changelog (to-date):

  • BUG FIXES:
    • Game #270 lich got glitched when ulted by death knight, and he couldn't move and we couldn't even see him
    • Fix weather - rain doesn't seem to work properly in non-single-player games
    • Mountain Giant Unique makes creeps run away
    • Tauren Chieftain Unique doesn't always make targets move
    • team doesn't earn money and exp after scoring
    • player can hold onto the flag and delay the game (make a friendly attack cause the player to drop the flag)
    • images should not be able to score with the flag
    • I got the frost attack sapphire item on the Tauren Chieftain, but it wasn't working.
    • try to fix the window where players can die while purchasing the first level of their spells.
    • fix concentration for Sand Trap
    • align learn and ability tooltips for Burning Shuriken
    • buckshot can now upgrade.
  • GAMEPLAY:
    • Items:
      • Make more "super" items like the crossbow
      • Put a time limit on mines (or knockback!)
      • Limit the number of Amethysts that can be carried
      • Add tooltips for the active item abilities
      • Decrease mana cost for forked lightning
      • Add item that reduces respawn time
      • Combined items should have better stats
      • Some sort of guide for the item tree
      • New item: Eye of Sargeras
        • Monocle + Sentry Wards
        • Provide Extends your vision at night + place ward(count down: 2 min)
    • Abilities:
      • Give all uniques 3 levels
      • Increase the range of thunderclap and reduce AP cost
      • maybe decrease the AP cost of Tempest by 1, and from Bolas by 3
      • reduce manacost of chameleon. make it not change unit's colors
      • Increase manacost of Kunai
      • Nerf Sand Trap
    • Heroes:
      • Rebalance all heroes with the excel sheet
    • Game Modes:
      • Provide a way around the kill limits
      • make -hm reassign leaving target
    • Miscellaneous:
      • Add runes
        • money (20 x level)
        • mariokart-style lightning
        • low gravity
        • no friction
        • grow
      • Improve AI (make them purchase items)
      • Reduce agro range of creeps
      • put an maximum on respawn time
 
Top