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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
Right. Anyways, here's what I think.
I agree with Threeright, the Crossbow is too powerful. It should only be at least +15 instead, but the ability it has is strong.

The AI has improved a lot! I actually died even faster this time.

The ability point system with the Intelligence is good, you get more.

The ability to buy your points should be more expensive, it should cost around 200 gold.

I typed -tm3 999999 and it was 999999 kills till I won.

My rating: 5/5
It just gets better and better, Baintastic.
 
Level 2
Joined
Feb 15, 2010
Messages
20
If there has to be an option to buy Ability points, it should really cost 1000-3000 gold.
Infact, during game I find myself with 4000g easily...
 
Level 8
Joined
Aug 21, 2009
Messages
333
I've just played v3.3 AI.
It just feels wrong, playing with a bigger sized hero. Although it is probably because I am more used to the smaller version.
It is very awkward at first, but you'll get used to it. I was receiving complaints that the heroes were too differently sized and I hadn't changed them from their original preset scalings. (And since I'm making units that were originally non-hero models like the rifleman and the druid into heroes, don't you think they should be a little larger?)

I feel that the addition of the option to buy ability points and the item Legendary Crossbow is degenerative to the game.
Agreed that the Crossbow could be spammed, but that would cost a LOT of money and the ability is all on the same cooldown. If someone can afford 6 Crossbows, then they probably deserve to win. Also, the purpose of adding an Ability Point item was to give people to put their money toward late game. Before this and the Crossbow, people would have full inventory and nothing to do with their money. Plus, it's absurd to buy AP early game (and that's when INT is at its best). I may increase the cost of the AP in the next patch and I may add more "super" items like the crossbow for very late game inventory diversity.

Bug: there is a fatal error bug in version, last time this happened was when i was playing a -dm100 -weatheron
That's because you can't type those on the same line. You type -dm 100 and then -weatheron. If you have any non-number after "-dm ", I imagine you will always get a fatal error. But thanks for catching that :); I will put in some sort of protection against letting people do that in the next patch.
I agree with Threeright, the Crossbow is too powerful. It should only be at least +15 instead, but the ability it has is strong.
Okay, fine... I'll nerf it in the next patch :p

My rating: 5/5
It just gets better and better, Baintastic.
Thanks! you should rate it 5/5 then :)
 
Level 2
Joined
Feb 15, 2010
Messages
20
The game needs an unstuck feature or some sort of fix... druid of talon can go on top of a unpassable terrain using his flight form and pudge hook a player to his position making them stuck.

This shouldn't be "Part of the Game" as the druid of talon can ruin the game for everyone by simply pudge shotting eveyrone into unpassable terrain and leaving them there. The players also wouldn't be able to gain ability points while stuck so they wouldn't be able to "Learn from their Mistakes" and get blink
 
Last edited:
Level 8
Joined
Aug 21, 2009
Messages
333
Level 1
Joined
Jan 22, 2009
Messages
8
I really like this map, and always play 2v2 3v3 with my friends
I'll write a deep comment for this map

Terran
-Need more fog
-Need three-ways shortcut to play fog trick or escape

Items
Players always buys 3 items first:
+Storm Hammer: provide stun
+Voodoo Wand: provide hex
+Gale Treads : provide cyclone
I think it's too much disable for game, it makes game like who hex/stun first who win
In my opinion, EACH hero can only buy only one Item below:
+Storm Hammer: provide stun(decrease a little dam from storm bolt)
+Voodoo Wand: provide hex
+Voltaic Blade: forked lightning changes to lightning bolt( 1 target/ also provide purge)

New item: Eye of Sageras:
Monocle + Sentry Wards
Provide Extends your vision at night + place ward(count down: 2 min)

Remove Leaf of Ressurection

Heroes
-Crypt Lord: bug when he uses ulti in aoe dam, then he dies before the spike grow up, then he can't respawn
-Tauren Chieftain: sometime he push other hero out of map(so we need a more command like -unstuck, freeze hero in 30s and respawn him)

OVER POWER HEROES:
+Druid: reduce his sight pls
+Assassin: reduce stun duration
+Raider: reduce pull back time to 2

UNDER POWER HEROES:
+Mountain Giant: increase 1 charge and stun duration a little bit
+Shadow Hunter: increase ward's damage a bit
+Mortar Team: improve animation ( slow cast skill :( )

Skills
+Burning Shuriken: player can not use potion when hit by Burning Shuriken
+Thunder Clap: reduce mana cost
+Chameleon Spell: only remove :(, too weak
+Dog Bone: reduce duration (30s is fine, and does not chase hero when he respawn)
+Mend: reduce healing done
+Minds Eye: cd decrease with level
+Shadow Decoy: need reduce too much like max illusion = 3
+Focus: lv5 1s
+Poison: also provide slow effect
 
Last edited:
Level 8
Joined
Aug 21, 2009
Messages
333
@AVAVT:
I released a new version v3.3a (not posted on this site yet):
- reduced the disable durations
- removed the leaf
- added an -unstuck command
- nerfed the druid and the assassin
- decreased the cast point and attack point of the mortar team
- reduced the thunder clap manacost
- reduced the duration and increased the speed of dog bone
- reduced the hp of the illusions from shadow decoy

Future Changes:
- I plan to add the Eye of Sargeras
 
Level 8
Joined
Aug 21, 2009
Messages
333
He got rid of the red cross icon :p
What red cross icon?

How did you make it so that the heroes can hold up to 6 spells?
They can actually hold 7 spells. I was able to exceed 5 spells because I am using regular unit spells, not hero spells. There is virtually no limit to how many unit spells a unit can have (active unit spells are still constrained by how many available icon slots your unit has).
 
Level 1
Joined
Jan 22, 2009
Messages
8
@AVAVT:
I released a new version v3.3a (not posted on this site yet):
- reduced the disable durations
- removed the leaf
- added an -unstuck command
- nerfed the druid and the assassin
- decreased the cast point and attack point of the mortar team
- reduced the thunder clap manacost
- reduced the duration and increased the speed of dog bone
- reduced the hp of the illusions from shadow decoy

Future Changes:
- I plan to add the Eye of Sargeras

:thumbs_up::thumbs_up::thumbs_up:
Thx u so much
We can't wait for play new version :D
Right now i'm downloading 3.3a :D
 
Level 4
Joined
Jun 14, 2010
Messages
68
I started playing Assassins a while back and I have to say it's one of the best WC3 experiences I've had. It's a truly unique mod and it's a shame it's not seen more online.

Only improvements I can see for it are mentioned on the site so I'll not reiterate them here.
 

CyberDuelX16

C

CyberDuelX16

The AI is still a bit weird, but i love the variety of this game =D. Re-playability Value is ENORMOUS! =D
 
Level 3
Joined
Nov 7, 2007
Messages
52
My suggest:
-Enable unlearn skill (function or command) and get back ability points.
-More unique and variation of items. So that not everybody gets almost the same items. -Also to put item recipes in F11.
 
Level 15
Joined
Sep 17, 2010
Messages
1,449
Hey creator, i am a crazy fan of your map. I really try to play it always i can but nobody wants to play it with me :(

Anyways, i dont really know what to suggest, i always us the same hero and same item buy, and always win. If i can find some hard opponents please pm me!
 
Level 1
Joined
Dec 4, 2010
Messages
1
Suggestion...

One of the most enjoyable maps that I always play on Warcraft 3 with my friends.....

and how about a restart function? sometimes the game ends unexpectedly quick, which means we have to exit the game and then create another one. but if we had a restart function built in-game we could just start another game straight away.

I dont even know if its possible, but I thought it might be convenient


thanks :)
 

sentrywiz

S

sentrywiz

Hey gimme some rep! I gave you item ideas :S

Kidding.

Awesome map. 5/5
 
Level 5
Joined
Sep 18, 2010
Messages
183
rep+ 5/5


plz fix the ai to stronger and that they buy items :)
i dont think this map is assassins , its a pvp so its like arena fight or somthing as i imagine assassins are stealthy killers , this is definatly not STEALTHY
 
Level 8
Joined
Aug 21, 2009
Messages
333
rep+ 5/5


plz fix the ai to stronger and that they buy items :)
i dont think this map is assassins , its a pvp so its like arena fight or somthing as i imagine assassins are stealthy killers , this is definatly not STEALTHY

lol, you are correct. Assassins is not an appropriate name for the map. It did start out as a map about assassinating each other with sneaky spells, but quickly became a PvP with a standard camera...

also, you didn't actually give the map a 5/5 or give me +rep as you said in your comment... :p I don't really care; I'm just saying.
 
Level 15
Joined
Sep 17, 2010
Messages
1,449
lol, you are correct. Assassins is not an appropriate name for the map. It did start out as a map about assassinating each other with sneaky spells, but quickly became a PvP with a standard camera...

also, you didn't actually give the map a 5/5 or give me +rep as you said in your comment... :p I don't really care; I'm just saying.

I really believe this map is a pvp map, i have a ultimate style of gameplay when i always win. WOuld be cool to find a decent opponent for once : (

5/5 +rep (i believe i rated before)
 
Level 15
Joined
Sep 17, 2010
Messages
1,449
Well, i start off as a human ranger. I start with shuriken spell, train it to max, then bash.

With items i start off with a strength hammer, max it out so i get my stun. (and hp so i dont die)

Then with shuriken and my hammer i got 2 stuns and i can defeat people easily. (had multiple games with 50/0 stats)

Get dagger, boots, then staff level 2, another hammer, staff to level 4 for ballista. Then i got 3 stuns. After i get gloves with life steal and then i am ready to go!. (in start buy around 30 potions so i get hp and mana between battles or when i stunned an enemy)
 
Level 8
Joined
Aug 21, 2009
Messages
333
Well, i start off as a human ranger. I start with shuriken spell, train it to max, then bash.

With items i start off with a strength hammer, max it out so i get my stun. (and hp so i dont die)

Then with shuriken and my hammer i got 2 stuns and i can defeat people easily. (had multiple games with 50/0 stats)

Get dagger, boots, then staff level 2, another hammer, staff to level 4 for ballista. Then i got 3 stuns. After i get gloves with life steal and then i am ready to go!. (in start buy around 30 potions so i get hp and mana between battles or when i stunned an enemy)

o_O good strategy. I'm surprised you don't go for her ult: even more stun :p
either that, or you could give the Assassin a try. Her ult has a 1.4 second stun and she has more AS than the Ranger. Just a thought.

Does anyone else have a strategy they want to share?
 
I'm great with any hero. Any hero. ANY.
I type in -tm3 999999999999999 then press V to choose a random hero.
After that, I get Javelin as my first skill. It's good for heroes that are on the run after they're almost dead. Also good for Kill-Stealing. Javelin Level 5 deals a massive amount of damage (315) and has very long range.
I once did this with my Javelin. My brother was about 2000 range away, killing another unit. It was Team Deathmatch (3 Teams) so I had sight vision. I pressed X and shot right at the enemy. When it hit, the hero was one hit away from dying, and there we go. Ultimate Kill-Steal.
My first item is the Ice Sapphire. Then I go for Perfect Amethyst. Then I top it all off with Gale Treads. After that, I'll make 3 Voodoo Wands for the increased Ability Points per level thing. If I want to kick ass, I'll buy a whole load of Land Mines and plant it all over a cliff. Then I sit and watch my kills rise by the second.

Yeaaaaaaaah.
 
Level 8
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Aug 21, 2009
Messages
333
lol, any other strategies? I am a big fan of Shaman.
If used properly, his ult can pretty much guarantee a double kill :D

Indomitable, have you ever played on bnet? or just against AI?
bnet is a completely different game. It's so easy to get pwned...
 
Level 5
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Sep 18, 2010
Messages
183
lol, you are correct. Assassins is not an appropriate name for the map. It did start out as a map about assassinating each other with sneaky spells, but quickly became a PvP with a standard camera...

also, you didn't actually give the map a 5/5 or give me +rep as you said in your comment... :p I don't really care; I'm just saying.

gived rep + :D
 
Level 12
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Jul 30, 2009
Messages
1,156
Just commenting on what you said about the name.

Assassins would be good for a kind of game like Samurai vs Ninja or something. In which you DO... assasinate people, being sneaky and all. This would be more like... Berserk, perhaps.
 
Level 8
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Aug 21, 2009
Messages
333
gived rep + :D

lol, still no 5/5? :O

Just commenting on what you said about the name.

Assassins would be good for a kind of game like Samurai vs Ninja or something. In which you DO... assasinate people, being sneaky and all. This would be more like... Berserk, perhaps.

lol, people would probably be too confused if I changed the name now...
 
Level 8
Joined
Aug 21, 2009
Messages
333
To think of it, you saying you get no rep from comments, but your signature clearly states you woe me rep lol.

So before asking others for rating ans rep. you better speak for your words from the sig. I am just saying mate.

lol, if that's how you want to spin it... :p
my sig says rep for reviews not just comments.
BUT seeing as you did review my map, I suppose I can spare you some rep :)
I'm just trying to get my map rating up, and when people say 5/5, but don't actually rate the map... well you know.


That's the problem. Heh.

Well, still, a good game. By the way, did you balanced the items?

I've done a little rebalancing for v3.4 that I'm working on now. Still more to do before I release it though :O
What rebalancing were you expecting?
 
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