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* Introduction
* Screenshots
* Heroes
* Version Control
* Changelog
* Credits
* Contributing
Introduction
Canals of Chlorine Kingdoms is a MOBA designed from the ground up to reward the most
skilled team, and to be played in 20-30 minutes -- even in a fair matchup.
Join the battle-net community of playtesters!
https://blizzard.com/invite/wWMvEyMCZnV
Screenshots
Heroes
Space Cadet, Ranged carry, can cast divine shield. Abilities mostly augment basic attack.
Night Howler, Ranged carry, can instagib low-health targets.
Headbanger, Ranged carry, can throw long-ranged spears.
Goblin Bloodbomber, Ranged carry, can juggle blood bombs to sustain health.
Steel Elemental, Bursty tank, can dash and multi-stomp.
Tauren Gladiator, Bruiser tank, can leap and stun starting at level 1.
Mongo, Supportive tank, can hook enemies.
Sorcerer, Scaling caster, can multi-cast with abilities that deal scaling damage.
Molotov Cockatiel, Agile caster, can dash and retreat with some setup.
Void Annihilator, Supportive caster, can teleport and lock down enemies with a skillshot.
Centaur Worldbender, Disurptive caster, can zone, silence, and levitate enemies.
Review - Canals of Chlorine Kingdoms
(Version May 23rd 2024)
Description: Canals of Chlorine Kingdoms is an AoS battle arena for up to eight players who can fight the opposing team on three lanes. Unique and custom heroes give a fresh take on the...
Hello there, not a fond of MOBA overall, tho I feel like there should be some more efforts on the aethetics and tool tips
As an example, item tells "Provides mana", it doesn't tell the amount
Secondly I feel like putting all items on 100gold is a bit weird considering none have the same effect
For example if you look at wc3 melee maps, For the same price you'll get perma/consumable items with more hp than mana
And considering Int also gives mana, it should cost higher than agi/str items, just my opinion tho
Review - Canals of Chlorine Kingdoms (Version May 23rd 2024) Description:Canals of Chlorine Kingdoms is an AoS battle arena for up to eight players who can fight the opposing team on three lanes. Unique and custom heroes give a fresh take on the genre, though for now (version 0.4.2) the potential of the map has not thoroughly been explored yet. Chlorine can be of interest to other AoS enthusiasts who want to have a fresh breeze on the online battles. Visual Aspects: The visual and thematic aspects are certainly the current weak point of the map as the terrain and eye-candy elements of the map are quite lacking. It gives the impression of an unfinished product that is still in development (which the version numbers also suggest). Some spells have a nice 'oomph' to them, but some spells or abilities are sort of missing the same aspect. Carrying visual and audio feedback to the players helps them understand spells and the strengths of their parts better. Take for example the Sorcerer's Ice Blast that increases in mana cost for recurring casts - perhaps you could modify the spell icon or effects to indicate the effect, just to carry out additional information to the users. Similar logic and additional feedback are useful to have. I imagine the environment (cliffs and shallow water) are work-in-progress placeholders and you're first focusing on the technical side of things. Gameplay: Gameplay is naturally focused on the hero gameplay. The abilities seem unique and well-designed in terms of individual aspects. Good job. There are however some bugs or not so user-friendly aspects of some spells that I caught in my brief checking. The Tauren Gladiator's leap slam ability for example locks him in place if he casts in under himself (with the entire command card menu locked out). Overall, apart from the heroes, the gameplay looks quite stale and unpolished. Minor things add up quickly and can make the gameplay or testing frustrating when things re-occuringly feel and seem unfinished. When picking a hero, the hero should be automatically selected for the player. Similarly, the descriptions of the heroes seem quite unfinished, with only brief descriptions of them. That being said, I consider this map to be in development, so I will not be going through all the flaws that you are most certainly also aware of yourself. Comments: Overall the map gives a rather unpolished feel as the terrain work is undone. Similarly, some simple actions/aspects (picking a hero and their descriptions) are not the most intuitive. I would recommend placing some text indication of these factors also ingame for potential testers, so they are not frightened by the unfinishedness of the map - for example, "Follow the map development on Hive Workshop...", to indicate that it is still in development and not finished.
For now, I would recommend keeping the map in Pending, where people browsing for newer maps can find it easier, rather than giving it a rating of Simple / Useful. Once you think that the development has reached a sufficient state of completion (version 1.0.0) you could request a review. Of course, it can also be useful to have thread in Map Development of Hive Forums for this where you could request more detailed feedback on specific areas / aspects of the map.
It could also be useful to imply the development of the map in the map description here on Hive, which might invite / lure in some enthusiasts of the genre to chip in their thoughts and feedback on the map.
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