- Joined
- Apr 9, 2015
- Messages
- 27
Battle of Asgard
Currently, it is around 50-60% finished overall, very playable with up to 3 other AI or with friends. Everyone are welcome to download and playtest alone or with friends.
Battle of Asgard
A Work-In-Progress altered melee map with story and NPC elements that I will continue to develop and improve over time. This is my first full-scale map ever made, so please be considerate when reviewing.
Screens:
Screens:





Currently, it is around 50-60% finished overall, very playable with up to 3 other AI or with friends. Everyone are welcome to download and playtest alone or with friends.
- Terrain - 30% finished, possible improvements in the future. A lot of blank space on the sides of the map. Moderate priority.
- Units - 60% finished, balance issues remain. Moderate priority.
- Triggers - 50% finished, lacking most cinematics and a few important map features. Some features are not currently working as desired. Very High priority.
- Items/Abilities/Buffs - 70% finished, some abilities/buffs are not working correctly, balance issues, and custom shop items are yet to be done. High priority.
- Upgrades - 60% finished, decided to stick to default racial tech with few custom researches that unlocks custom end tier units. Low priority.
- Units - 60% finished, balance issues remain. Moderate priority.
- Triggers - 50% finished, lacking most cinematics and a few important map features. Some features are not currently working as desired. Very High priority.
- Items/Abilities/Buffs - 70% finished, some abilities/buffs are not working correctly, balance issues, and custom shop items are yet to be done. High priority.
- Upgrades - 60% finished, decided to stick to default racial tech with few custom researches that unlocks custom end tier units. Low priority.
- A contestable resource point in the middle of the map, beside the passage that will passively grant gold and lumber periodically to whoever captured it last to award players who clear the passage and encourage map control. 0% Pending - More knowledge required
- The spawning of the Lord of Death hidden boss complete with moving camera cinematic and special effects, as well as a quest to kill it and win the game for whoever succeeds in doing so. 80% In-Progress
- Second terraining pass that will make the map much more appealing and less "empty" 1% In-Progress
- A custom research for every race that will enable custom end tier units to be built. Custom unit icons in the right places. 1% In-Progress
- Balance pass on all creep units20% In-Progress
- Custom unit models with Asgardian theme0% Pending
- The spawning of the Lord of Death hidden boss complete with moving camera cinematic and special effects, as well as a quest to kill it and win the game for whoever succeeds in doing so. 80% In-Progress
- Second terraining pass that will make the map much more appealing and less "empty" 1% In-Progress
- A custom research for every race that will enable custom end tier units to be built. Custom unit icons in the right places. 1% In-Progress
- Balance pass on all creep units20% In-Progress
- Custom unit models with Asgardian theme0% Pending
You are also welcome to open my map in the editor and help me fix any issues or help me out with feature additions as the map is not protected yet. If you do find a solution to a problem I'm working on, please use screenshots and post in the comments so it can be added to the map next patch.
The map is in playable condition with AI, and currently supports:
1v1
1v2
2v2
1v1 w/ AI
1v2 w/ AI
2v2 w/ AI
Enjoy!
The map is in playable condition with AI, and currently supports:
1v1
1v2
2v2
1v1 w/ AI
1v2 w/ AI
2v2 w/ AI
Enjoy!
V1.0 - Basic Terrain created. Map name established.
V1.1 - Doodads, Creeps, and "The Passage" are created, added the "Warmonger" boss in the North and South side of the map, along with additional creeps.
V1.2 - Start Location, Gold Mines, Trees location updated, added "Roar of the Warmonger" drop item, added Fountain of Health and Fountain of Mana on both sides of the mountain.
V1.3 - Map Triggers first pass(25%). Creep formation updated. Fixed a bug with unit collision in "The Passage". Fixed a bug with "Roar of the Warmonger" not working as intended. Added "Lord of Death" hidden boss along with first basic cinematic with his spawn.
V1.4 - Map Triggers second pass(45%). Creep respawn fixed. Buffed "Lord of Death" damage and health regeneration. Fixed a bug with the "Lord of Death" spawn cinematic. Added special camera and lighting effects to the "Lord of Death" cinematic.
V1.4a - Minor bugfixes with gold mine regen and trees that were being cut down too fast. Removed some excessive doodads and some trees outside of the map to optimize file size and increase clarity.
V1.4b - Nerfed the creeps guarding "The Passage" to allow for more fluid gameplay and access to the other halve of the map sooner.
V1.4c - Revamped creep respawn mechanic, will now respawn after a 90 second timer. This could be problematic with creeps guarding "The Passage", will see if additional tweaking needed.
V1.4d - Added "Deathwave" ability to "Lord of Death". It is a shockwave that deals massive damage in an AOE line and has a 8 second cooldown. The mana cost is very high to balance it. Added custom end tier units to all races. Currently they are the easter egg Starcraft units, may revamp at a later time.
V1.5 - Massive balance pass for all custom units and abilities on the map, should now allow for more fluid transition from default units to the custom end tier units. Buffed default damage and armor upgrades to bring non-custom units up to bar. "Warmonger Spawn", a lesser version of the North and South boss can now be purchased at the dragon roost below the actual "Warmonger" boss at a high price to help bring down "Lord of Death". Fixed a ton of triggers that makes the game much more playable. Added some dev cheats to help with play-testing. Increased the surface area of the ramps on both sides of "The Passage" to allow huge armies to traverse on them and make it easier for players to attack the "Warmonger" with all their forces.
V1.5a - Second pass on new Creep Respawn mechanic, now respawns creeps at their camp instead of place of death. "Lord of Death" cinematic updated for clarity and fluidity. "Lord of Death" now triggers a quest upon spawn to kill him, and grant victory to whoever succeeds in doing so. Cheats commands have been updated for public use and reflect the map thematically. Creeps guarding "The Passage" will no longer respawn, opening the map permanently once they are killed.
V1.5b - Balance pass on end tier units and "Lord of Death". Space Orcs were too strong and have their health, attack range, and movement speed nerfed. All custom units are now 20% more expensive(gold-wise) to make. "Lord of Death" has his health and defense massively nerfed, but damage output massively buffed. His "Deathwave" now has wider range on missile and does more damage with a lower mana cost, but have longer cooldown. Racial upgrades required to unlock end tier units have been balanced a bit and made to make sense. For example, to unlock Space Orc, you need to research Liquid Fire and Burning Oil. "Lord of Death" cinematic has been updated to be shorter and more fluid, as well as granting vision of the part of the map that he spawns in.
V1.5c - Terrain pass for the whole map. Creep camp locations updated. Territorial Terrain added for each player. Removed excess creeps from the path to Northern Warmonger. Added player number on Territorial Terrain. Goldmine placement updated to hopefully fix Undead and Night Elf AI (Have not playtested yet.)
V1.5d V1.5d Patch Notes
V1.1 - Doodads, Creeps, and "The Passage" are created, added the "Warmonger" boss in the North and South side of the map, along with additional creeps.
V1.2 - Start Location, Gold Mines, Trees location updated, added "Roar of the Warmonger" drop item, added Fountain of Health and Fountain of Mana on both sides of the mountain.
V1.3 - Map Triggers first pass(25%). Creep formation updated. Fixed a bug with unit collision in "The Passage". Fixed a bug with "Roar of the Warmonger" not working as intended. Added "Lord of Death" hidden boss along with first basic cinematic with his spawn.
V1.4 - Map Triggers second pass(45%). Creep respawn fixed. Buffed "Lord of Death" damage and health regeneration. Fixed a bug with the "Lord of Death" spawn cinematic. Added special camera and lighting effects to the "Lord of Death" cinematic.
V1.4a - Minor bugfixes with gold mine regen and trees that were being cut down too fast. Removed some excessive doodads and some trees outside of the map to optimize file size and increase clarity.
V1.4b - Nerfed the creeps guarding "The Passage" to allow for more fluid gameplay and access to the other halve of the map sooner.
V1.4c - Revamped creep respawn mechanic, will now respawn after a 90 second timer. This could be problematic with creeps guarding "The Passage", will see if additional tweaking needed.
V1.4d - Added "Deathwave" ability to "Lord of Death". It is a shockwave that deals massive damage in an AOE line and has a 8 second cooldown. The mana cost is very high to balance it. Added custom end tier units to all races. Currently they are the easter egg Starcraft units, may revamp at a later time.
V1.5 - Massive balance pass for all custom units and abilities on the map, should now allow for more fluid transition from default units to the custom end tier units. Buffed default damage and armor upgrades to bring non-custom units up to bar. "Warmonger Spawn", a lesser version of the North and South boss can now be purchased at the dragon roost below the actual "Warmonger" boss at a high price to help bring down "Lord of Death". Fixed a ton of triggers that makes the game much more playable. Added some dev cheats to help with play-testing. Increased the surface area of the ramps on both sides of "The Passage" to allow huge armies to traverse on them and make it easier for players to attack the "Warmonger" with all their forces.
V1.5a - Second pass on new Creep Respawn mechanic, now respawns creeps at their camp instead of place of death. "Lord of Death" cinematic updated for clarity and fluidity. "Lord of Death" now triggers a quest upon spawn to kill him, and grant victory to whoever succeeds in doing so. Cheats commands have been updated for public use and reflect the map thematically. Creeps guarding "The Passage" will no longer respawn, opening the map permanently once they are killed.
V1.5b - Balance pass on end tier units and "Lord of Death". Space Orcs were too strong and have their health, attack range, and movement speed nerfed. All custom units are now 20% more expensive(gold-wise) to make. "Lord of Death" has his health and defense massively nerfed, but damage output massively buffed. His "Deathwave" now has wider range on missile and does more damage with a lower mana cost, but have longer cooldown. Racial upgrades required to unlock end tier units have been balanced a bit and made to make sense. For example, to unlock Space Orc, you need to research Liquid Fire and Burning Oil. "Lord of Death" cinematic has been updated to be shorter and more fluid, as well as granting vision of the part of the map that he spawns in.
V1.5c - Terrain pass for the whole map. Creep camp locations updated. Territorial Terrain added for each player. Removed excess creeps from the path to Northern Warmonger. Added player number on Territorial Terrain. Goldmine placement updated to hopefully fix Undead and Night Elf AI (Have not playtested yet.)
V1.5d V1.5d Patch Notes
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