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Castle vs Castle Flame Edition 2.0c

It has always been my dream to create a map, but not only a map, a map that could make a difference, help people. This is that map...Flame_Phoenix

Hi guys, this is my map, from clan SOR. I've been developing this map the last 3-4 years, but only now I started working on it due some issues. This map is a Castle vs Castle map, it is by far the best I've ever seen and played. This is the beta version, it has bugs and needs testing.

You are invited to be an alpha tester if you want. You will gain reputation points if:
- You find and report bugs
- You give me good suggestions on how to improve the map
- You suggest spells, models or icons
- If you are a good tester, your name will appear in the loading screen.

Reason's to why you should play this map:
- Unique Items for you to use
- Unique Waves for you to buy
- 2 New Unique races: Blood Elf and Chaos Orc
- 4 new Tavern heroes
- A detailed multiboard with information about the game
- This map is open source, so you learn everything and gain experience
- Every Hero has a detailed story connected to the game (if not it will soon be added)

My to do list:
- Fix any bugs you may find
- Implement AI for all races

I am also looking for a team to help:
- If you are a good coder, you are welcome to join
- If you have good ideas on how to improve, you are also welcome
- If you are a good model maker, or know special places where I can find good models, welcome in
- If you are a good Icon maker, or know special places where I can find good icons, suit yourself

Current Team:
- Anachron (terrainer with name on screen!)
- Ciebron (coder, with colored name!)
- Themerion (coder, with colored name!)
- Byaku (icon, model, spell searcher, tester and suggestion giver)
- You can also have your colored name on the loading screen, join the team today !

Note, Some heroes are being remade, those heroes may not function properly for now. They are:
- Gate Summoner from Chaos Orcs
- Chaos Rider
- Electron

History, Major Changes:

Version Beta 1.1
- Remade and balanced the Wave system, now you can buy waves with lower costs and balanced spawns
- Remade and balanced the spawn system, now the castles spawn less units and there is more synchronization
- Added Shop System, now the shops can travel across the map, also each shop also has 2 pages of items
- Remade the welcome text, now it is more informative and fun to read
- Player 9 can now benefit from the Night Elf tutorial, Players 10 and 11 will have to wait
- Added the shop system!! Now it is even funnier to play! Remember to buy items and waves!
- Title corrected, added colored name "Themerion" to the Special thanks and colored "Ciebron"'s name
- Removed some useless units from the map (for now) in order to make it smaller and did some other minor changes to them as well

Version Beta 1.1a
- Fixed a bug with spawns, they used to attack very fast but to cause no damage.

Version Beta 1.2
- Remade the hero Sylvana from the High Elfs. Now she is a hell of a hero and I am sure most of you will enjoy her.
- Remade and updated the code of the Blademaster from the Chaos Orcs. Made some spells more powerful and efficiency was increased in all his 4 spells.
- Fixed a bug with the description of Shocking Aura, the description is now correct.
- Gold in mines was improved to 150.000
- Fixed various spelling errors
- Now first hero is free and costs only 5 food
- Ranger hero (Sylvanas) now costs food as well

Version Beta 1.3
- Fully remade the Night Elf tutorial system. Now it is MUI and has more functions the player can use. Press F9 for more information.
- Remove the Hunts and Dryads tactic. It may be added in a further version, but not for now.
- New icons for the Goblin's items! Now every item has an unique icon!
- Remade the code of some items in order to be easier to update for a next version
- New Item system Added, now the problems with recipes that were reported will no longer exist!
- Fixed spelling mistakes in High Elf race
- Fixed Hotkeys clashes with in Hiht Elfs
- Now Sentry ability works on High Elven towers
- Fixed a bug with the spawning buildings, now the south spawning buildings do get vulnerable
- Fixed a bug with the gold mines, now they all start with the same amount of gold
- Added a control system, now if the computer players have many units, the castle units will stop spawning
- Changed the terrain on the north up exit, now the lane has more space
- Corrected and fixed many spelling mistakes on the item's descriptions from both shops and races
- Fixed Spelling mistakes on the races description in the box
- Fixed many spelling errors in hero abilities and unit abilities
- Fixed many spelling mistakes with the Chaos Orc race
- Now the Chaos Cart siege unit explodes when it dies
- Added Byaku to Special Thanks and improved loading screen text. If he keeps working hard, he will get colored nick =D
- Added new Ability to Bandit Lord, Sun Ray

Version Beta 1.42
- Now the map version is TFT
- Fixed a typo in the Bandit Lord's name
- Made several drastic changes in the terrain. Now the map has some decent terrain at last in te lanes. More will be done in time.
- Completed, finished and balanced the Chaos Orc Warchief hero, now he is ready to rock!
- Fixed many typos on items and on the Chaos Orc race
- Added Anachron, the new terrainer of the team!
- Decreased map size by removing some models and others
- Fixed an exploit with a grass model

Version Beta 1.5
- Corrected many typos in both races and in items/spawns
- Remade the Hotkeys for the HE race
- Finally fixed the annoyance with the trees. Now they will only grow when no units are near them
- Remade the Hotkeys for the Chaos Orc race
- Added new spell to Druid Dwarf and replaced Ram Horns icon. Also changed the icon of the "Penguin Insult" ability
- Made the Druid Dwarf bigger
- Updated the SheepStrike code, now it is easier for my fans to use and import, and now it is JESP !
- Updated all comments on the Druid Dwarf spells, now if you need to import something you won't get lost =)
- The Icon from Ram Horns is now passive at last ! Now the icons are according to the abilities they represent (not like in crappy Dota xD )
- The Druid dwarf hero is now ready and complete !! Please enjoy ! =D
- Added new spell for Axe Dwarf, Earth Shaker
- Added revlisliver to loading screen !
- Fixed typos on the description of the map
- Added new system to detect damage!
- Added new ability to the wolf creeps ! Now the lv2 wolfs have a special ability to make the stronger!
- Replaced the passive ability from Axe DWarf with TeamForce
- Updated spell Apocalypse, now the code is no longer old and now the spell is more balanced
- Finished the Axe Dwarf hero !! Now he his abilities "Blood Bound" and "Power Jump", and remade his two other abilities !

Version Beta 1.6
- Added the first item to the bomber seller! A bomber that drops Fire Bombs!
- Added Sleepy Path Recipe, now Permanent Sleepy Path is available to buy!
- Added Ethereal Recipe, now permanent ethereal path is available to buy!
- Improved the code for the HolyReception item, now it is easier to change and read
- Improved the code for the WaveAttack item, now it is easier to change and read
- Improved the code for the FrostAttack item, now it is easier to change and read
- Improved the Jungle Axe item, now code is easier to read and use.
- Improved the Havens Armor item's code and balanced the item. Now it has 5% chance to be invulnerable for 10 seconds, instead of 7% for 15 seconds.
- Added another item to the Plane shop, the Explosive Bomber! Two new items for a fresh start for our shop!
- Drastically improved spell Chain Death from the Chaos Warchief
- Fixed Spiked Armor (now it works!) and fixed "Spiked Anchor". These items now work, and their code was heavily improved!

Version Beta 1.7
- Improved the Damage Detection system the map has
- Updated the Greave Ability code
- Updated comments on some other codes
- Changed the cost of the Improved Lumber Harvesting Upgrade. Now it also costs lumber.
- Made deep changes in some the internal system RaceAndTips and Icons for the Multiboard
- Made a full remake of the multiboard, from the zero, to fix all bugs and make it usefull by adding new fields
- Fixed the iddle workers bug. Now the human peasant will no longer appear!
- Added the sleep system just for fun! Now when the workers are idle a sleep animation will appera above their heads just if as they were sleeping for real!
- Added 2 new quest logs about named "Credits" and "MapInfo"
- Remade the Chaos Orc Fel Xaman. Now he has two new super abilities that will stack 100% with eveything else.
- Balanced the Chaos Orc Fel Xaman spells. Made the firebolt weaker and add him decent spells (it is about time =P)
- Changed the model, description, icon and name of the Altar of the Chaos Orcs. Now it fits with the other races.
- Changed the model, icon, description and name of the Chaos Orc shop building. Now it also fits with the other races.
- Fixed bug with the Ethereal item, the description now matches correctly the spell of the item.

Version 1.8
- Reduced dependencies from the Devour coded abilities
- Fixed and balanced MultiOrb from the Chaos Orcs. Now the healling effect appears, and the slow from the orb will stack with any spell.
- Improved the code of Strenght Armor to be more efficient and easier to change.
- Improved the code of Wisdom Armor to be more efficient and easier to change.
- Improved the code of Electric Armor to be more efficient and easier to change.
- Improved the code of Electric Sword to be more efficient and easier to change.
- Change of Damage Detection system. Now the map is able to have shield abilities and spells as well as a better interaction with the buff system.
- Improved the Sleep system code
- Greatly improved the Holy Reception item. Now it has more eye candy and the code was improved to stack with the other items of it's kind.
- Greatly improved the Sleepy Path item. Now it has more eye candy and the code was greatly improved as well.
- Greatly improved the Ethereal Path item. Now it has more eye candy and the code was greatly improved as well.
- Greatly improved the Unsafe Path item. Now it has more eye candy and the code was greatly improved as well.
- Greatly improved the Fast Path item. Now it has more eye candy and the code was greatly improved as well.
- Improved the code from the new OnFire ability from the Chaos Orc Fel Shaman, in order to be faster and prevent bugs.
- Greatly improved the Frost Attack item. Now it has more eye candy and the code was improved to stack with the other items of it's kind.
- Greatly improved the Lightning Attack item. Now it has more eye candy and the code was improved to stack with the other items of it's kind.
- Fixed a bug that prevented the player from having the Permanent Lightning Attack Recipe.
- Fixed a bug that prevented the player from having the Permanent Rage Reception Recipe.
- Greatly improved the Rage Reception item. Now it has more eye candy and the code was improved to stack with the other items of it's kind.
- Fixed a bug with Rage Reception, now it damages the enemies instead of teh allies and now it works properly.
- Change the icons of Rage Reception and Wave attack, so now they match the effects better.
- Greatly improved the Wave item. Now it has more eye candy and the code was improved to stack with the other items of it's kind.

Version 1.9
- Fixed a bug with the multiboard when buying heroes from teh tavern.
- Fixed and changed the name of Sauron's ring to Chinese Cheap Sauron's Ring.
- Removed some items from "The Oracle" shop that were useless.
- Fixed Blood Bound ability, now it has a correct buff.
- Corrected the name of a spell from Electron from "Orb of Zeuz" to "Orb of Zeus".
- Fixed the name of "Incendiary Bomber" item to "Incendiary Bomber" from "Amulet of Recal".
- Fixed the description of the Chaos Grom Hellscream.
- Fixed the amount of charges and stock replenish time of some goblin items.
- Fixed the resources bug, now all players (finally) start with equal amounts of gold and lumber.
- Improved the hero counter module of the multiboard, to prevent a possible bug.
- Improved the documentation of some systems of the map.
- Added a new check system. Now the race choosers will only be created if the corresponding slot is not open nor closed.
- Fixed a bug with the multiboard when a hero dies.
- Fixed a bug with the invisibility aura of teh Ranger, now it works well and the code was also optimized to be more efficient.
- Fixed a typo in the Speed Thurst ability.
- Fixed a typo in the Aliance Sanctum building.
- Fixed a typo in Retrocess ability.
- Fixed typos in the melee upgrades for High Elves.
- Fixed 2 typos in the High Elven barracks.
- Added Human AI to the map. Now you can play against the computer!! (finally) xD !
- Improved the Shadow aura ability of the Ranger by updating the code.
- Improved the Nature Bound ability of Ranger by increasing code efficiency.
- Made major changes in the terrain of the map in the middle, now the Oracle is easier to access and is better protected.
- Fixed a bug with the multiboard Peons module, the counter now works fine.
- Fixed a typo in the loading screen.
- Fixed the soldiers multiboard module, now it works for AI players.
- Increased the colddown of all Reception and Attack items from Goblin.
- Fixed Manaroth story.
- Updated Kills multiboard module to work with AI.
- Updated Buildings multiboard module to work with AI.
- Added an history and strategy tips to the Human heroes.
- Fixed a missing hotkey for Shard Rain.
- Fixed a typo in the starting message of the black screen.
- Fixed a bug with Greave ability, now it only has 10% to work and it doesn't work if attacked unit is ally.

Version 2.0a
- Fixed a bug with the Ram Knoackback ability, now it won't fire on buildings, mechanical units, dead units and air units. Also improved the performance of the code.
- Updated the "Launch Seal" spell from Druid Dwarf to be more balanced and to have a minimum range (so the paraboloic effect does not look stupid =P ).
- Fixed Chaos Barracks tooltip
- Remade Chaos Grunt unit. Now it has better abilities and fits in the theme decently.
- Remade the Chaos Berserker unit. It has new abilities and is fits in the theme better as well.
- Remade the Chaos Cart and fixed a bug with its air attack animation.
- Balanced all units from Chaos Orc Barracks.
- Replaced Greave with ChaoticRage.
- Now Chaos Stronghold is also able to research Chaotic Rage ability.
- Replaced Glorious Charge with Light Shield in the Bandit Lord hero. Now he has a usefull ability at last.
- Replaced Summon Gate with Fiery Summon in the Summoner. Now this hero (finally) has a decent ultimate that is not crap =P.
- Completely remade the Summoner's "Summon Fel Beast" ability. Now it is balanced to be a counter-part of the "Summon wolf" spell from the Orc hero and now it is (finally) balanced for melee game.
- Added CreepSys systems. Now some creeps revive in their areas.
- Replaced "Orb of Zeus" spell with "Ligthning Grenade" in Electron hero (from the tavern). Now his skills are more usefull.
- Fully remade and balance Lightning Invocation from Electron hero. Now it is bug free and it is (finally) decent to use and is faster.
- Completely remade the Orc Warlorck from Chaos Orcs. Now he is a ward unit made to counter orc's doctor.
- Changed Loading Screen of the map! (now we finally have a decent loading screen!)
- Removed shield dwarf, he was a bugged hero with no strategy defined. By doing this the map also becomes smaller to accomodate other models that will be more important.
- Removed a few model imports that are no longer necessary.
- Remade the history of the Druid Dwarf to fit the removal of the Shield Dwarf.
- Removed ABC timing system (finally).
- Removed DebugLib system.
- Updated BloodBound ABility and fixed.
- Changed the voice of Electron hero
- Remade the tier upgade message system. Now it is a lot smaller, the same player doesn't get repeated tier tips and he is the only player to hear the sounds.
- Replaced TimedEffects system with TimedHandles. Now I have more freedom for eye-candy in spells =D.
- Made major changes in the inner structure of the map so it could work for the next patch.
- Changed the attack type of all chaos units to piercing, magic and normal, in order to balance the game and the race.
- Due major changes that will occur in the next patch, the shop system in now down for a remake. Shops will only have 1 page inventory items and they will not travel.
- Due major changes that will occur in the next patch, the NE tutorial is not just down, it was also removed. Maintaining such a complex system with the new update coming would not be worth the effort.
- Due major changes that will occur in the next patch, the following heroes are down for a remake: Chaod Rider, Electron. These heroes have spells removed are being remade.
- Summoner hero is also down until a new design line comes up. He was too unbalanced to be played with, now his unbalanced spells got removed.
- Replaced the Urn item with Greave item on Chaos Orc shop. Now they have a tier 1 item very useful.
- Rebalanced Strenght Armor by lowering the chance of success.
- Fixed a bug on the Power Jump dwarf ability. Now the hero won't lose mana if he can't jump.

Version 2.0b
- Now Soul Ward doesn't raise skelies from dead summoned units.
- Diablo car siege unit now is able to attack buildings.
- Changed attack type of Chaos Machine to siege.
- Chaotic Rage will no longer activate on buildings, mechanical units nor on allies. Now it also requires the upgrade to work.
- Chaotic Rage is now a tier 2 upgrade and costs more gold.
- Fixed Chaotic Rage ability, now it won't destroy shield for no reason.
- Remade the Chaotic Rage ability. Now it gives 1% chance to deal Chaos damage per 2% hp missing. It will also be a tier 2 upgrade.
- Added new system to project, NovaSystem xe by Akolit0r.
- Added new spell to Electron, Shock Nova and fixed his Lightning Grenade spell (now it works!).
- Increased the quality of the code of WolfStrike ability now it won't collapse shields for no reason.
- Removed 2nd item page from Tank and Plane shops. Now all their items work properly xD.
- Added new ability to Chaos Warchief, Death Persistance. This new ability not fits well the tactic line of the hero.
- Added new ability to Summoner hero, Appocalypse. This new ability not fits well the tactic line of the hero.
- Added new item to Chaos Orcs, Fiery Summon tier 3 item that replaces useless Serathil.
- Balanced the fire power of the incendiary bomber, now it only deals 20 damage / sec.
- Added new item to the Bomber shop, Icy Bombs are now available to buy.
- Now Sylvana can pass the Murloc river.
- Fixed BloodBound ability, now it won't destroy shields for no reason.
- Removed the story from the Chaos shop and from the High Elf shop. It made no sense to only have 2 buildings with history while the entire tech race and other races were left alone.
- Made the WarChief hero bigger.
- Made all wards from Chaos Orc green caster visible, and now all ward spells have an AOE so the player knows the area each ward will affect.
- Rebalanced SoulWard by setting its colddown to 8 seconds instead of 2.

Version 2.0c
- Updated Special Units internal library to make the map more stable.
- Added the black screen again. The prevents AI from acting stupid and allows players to synchronize at the start of the game.
- Chaotic Rage is now a tier 2 upgrade.
- Fixed the description of Chaotic Rage upgrade.
- Fixed an important exploit with Chaotic Rage, now it won't affect units that are not supposed to be affected and it will not affect buildings as well.
- Fixed Rider Devil's Speed upgrade, now it increases speed instead of taking it away.
- Made major spell checks to grammar in Chaos Orc race and Tavern heroes.
- Fixed some descriptions of heroes.
- Scaled the unit model of Chaos Rider Warchief hero.
- Fixed a major bug with Soul Ward, now it works properly.
- Increased the cooldown of Draining Ward from 2 seconds to 3.
- Made minor spell checks to other units.
- Removed Ensnare from Chaos Rider. This unit is being prepared for an update.
- Added new spell to the Summoner - Dark Clones. This is an excellent support or counter for summoners.
- Finally, the Rider is now ready for his new Devil's Speed ability. This ability was finally added, and it is sure to make many fans happy. Added the remake of Devil's Speed (finally).
- Remade the description of the Chaos Orcs Race.
- Fixed the description of all upgrades from the Lumber Mill.
- Fixed the description of the Greave item.
- Removed Kodo's Vault. This makes part of a preparation for a new unit and strategy for this race.
- Removed Chaos Riderless Kodo, this unit was bogus and useless to the new main strategy of the race.
- Chaos Bestiary now trains Fel Orc Kodo.
- Now Fear Aura's buff corresponds to the buff of an aura.
- Added Myre to credits!
- Improved the README file a lot. Now you have more information about the credits there so you can research for your project =P


Please note that the map is not 100% completed yet, I would appreciate any help I could get and please be kind on comments.

















Here are some scrennies of the new hero Ranger, I am sure it will make you interested!








Now here some new abilities for Bandit Lord




Look how the terrain was improved!





In Beta 1.8 the items were heavily improved!












Now in version Beta 1.9, we finally have AI!









To know more spells from the hero, download the map !

Keywords:
Flame_Phoenix, Castle vs Castle, castle, Byaku, Anachron, Cakemeister, dday, clan sor, Myre, Flame Edition, flame, CCFE, IceCrown, Beta
Contents

Castle vs Castle Flame Edition 2.0c (Map)

Reviews
01:46, 16th Aug 2008 Septimus: Map have been set to pending and going to be review again Edit : Tested it again, lot's of hotkey error. Apart from that it seem to be fine. http://www.hiveworkshop.com/forums/783956-post6.html 18:29, 19th...
Level 4
Joined
Aug 8, 2008
Messages
48
Okay, i'm going to try out another race and proof check the heroes on those, and since you're doing Chaos orcs atm, I shall do those last I will edit my updates in to this post:
High Elves: Done, Dark Mages heal ability targets enemies ( Already Pointed out) Nothing more.
Night Elves, Orcs, Humans and Undead appear unchanged and function properly.
General: Just a little thing, at the start when the cinematic, fade filter is meant to kick in to give those 4 instructions, for a split second you see the selection building, to get rid of this, just change the event to start the cine to Map Initilisation.
Chaos Orcs: So Far: the chaos warrior's aura doesn't look very chaotic, chaos grunts have 80 hp over normal grunts even though they cost the same, a sign that the race was just orc units with changed models, this was imbalanced, the chaos orc burrow had a chaos attack, which was imbalanced and made it worth being set up as a guard tower with peons in simply because it was so strong, and a peon could easily hop out and fix it, I know the race is still under construction, but on these units it did not say they wern't finsihed so I suggest going over them again , I will look through for antything else. More: I don't think the Chaos orcs would have had, or even cared about drivers lisences, when the chaos beserker mounts the seige vehicle ( forgot the name ) he seems to change to look like a demon out of diablo. The ability the blademaster has to get bonus agility as a chance on hit has it's level 1 info and level 2 info the wrong way round on it's learn tool tip. That's all for now.
 
Last edited:
Jesus bug post. I wish I could rep++ you but I need to spread it =S
High Elves: Done, Dark Mages heal ability targets enemies ( Already Pointed out) Nothing more.
Well, I am waiting for an update of a system. After that, the DarkMage as you know him will be changed for ever and will be much better =P
Night Elves, Orcs, Humans and Undead appear unchanged and function properly.
I am concerned with new races so far. If I finish them, I may jump to these or maybe I will add Naga.
General: Just a little thing, at the start when the cinematic, fade filter is meant to kick in to give those 4 instructions, for a split second you see the selection building, to get rid of this, just change the event to start the cine to Map Initilisation.
Something I will most likely do.
the chaos warrior's aura doesn't look very chaotic,
Which Aura ?
chaos grunts have 80 hp over normal grunts even though they cost the same, a sign that the race was just orc units with changed models, this was imbalanced,
I am using the native units from the ROC campaign. It may sound unbalanced at start, but you must remember that normal Grunts have a tier 2 upgrade which increases their hp by 150, and Chaos Orcs don't have that bonus.
the chaos orc burrow had a chaos attack, which was imbalanced and made it worth being set up as a guard tower with peons in simply because it was so strong, and a peon could easily hop out and fix it, I know the race is still under construction, but on these units it did not say they wern't finsihed so I suggest going over them again , I will look through for antything else
True ... I am currently trying to find ideas for their burrows, but I just can't find a good one =S

More: I don't think the Chaos orcs would have had, or even cared about drivers lisences, when the chaos beserker mounts the seige vehicle ( forgot the name ) he seems to change to look like a demon out of diablo.
I think Drive's license is a funny name. Many testers seem to like it and I also do.
As for the models, yes, I am using a native hidden model from the game that is diablo car, I just added him a siege functionality that the Chaos Orcs were needing badly.
The ability the blademaster has to get bonus agility as a chance on hit has it's level 1 info and level 2 info the wrong way round on it's learn tool tip.
Tooltips are wrong ? I am on it!

Great report dude.
Currently I am making a 2D Shape system and a ChainMissile system for the map. When they are done I will start on remaking heroes. I will update the BladeMaster a little bit, I think his ultimate needs more "magic".

Keep on the good work, if you have any ideas, I would appreciate them =D
 
Level 2
Joined
Jun 13, 2009
Messages
10
I just dl it and it looked awesome! i think you should add some protection towers because when you buy zerglings 3 times the'll kill your oppenent ai. else looking REAL good!
 
Level 4
Joined
Aug 8, 2008
Messages
48
Well: here's the results of my second going over:
General: Tooltip for the Incinedary Bomber has 3 problems, first Incinedary is spelt wrong; Incendiary, second it should be A Gnomish not AN Gnomish and finally it says in HE area not THE area. Further More, in that same shop, the other two "Bomber"'s tooltips have the same AN Gnomish and HE area, these need to be corrected too.
The "Wavers" for both teams seem to have a ground texture even though the other shops which are also represented by unit models do not.
The "Cavalary" stable should in fact be spelt Cavalry Stable.
Elves: Should the Ranger's "Golem Invocation" not be Golem Evocation?
Archer Rider has a hero glow and the icon doesn't seem to fit the moddle, instead of this maybe you could use http://www.hiveworkshop.com/forums/...-134100/?prev=search=rider&r=20&d=list&page=2 to give a cavalry a melee ( set the first rider to mid range attack with glave missile ), it could use the sprint ability, and have a researchable ability for splash damage, the ability could use this Icon: http://www.hiveworkshop.com/forums/icons-541/btnpowerlight2-137737/?prev=search=light&d=list&r=20 ( You could choose not to import the un needed versions of it to save space ) and it could have about 15% chance of a splash which deals half damage in a 150 radius as a quick idea. I think this would work quite well, tell me if you like this idea. Use this: http://www.hiveworkshop.com/forums/models-530/heroglow-129462/?prev=search=hero&d=list&r=20&t=7 to give the slayer a hero glow.
Chaos Orcs: The Aura I said doesn't look very chaotic was the Chaos Warrior's Chaos Arau, I think this would work alot better: http://www.hiveworkshop.com/forums/.../?prev=search=chaos%20aura&r=20&d=list&page=3
At theMoment, the Dark Summoner's ability to copy his summons is not really worth using as it cost just as much as the absic summon but the clones are weaker, so it would be more effective for the user to summon more, although I admit it does allow you to bypass the restriction feral spirit has by only allowing 1 set of summons at a time, well, I think that either the dark clones ability should ahve the mana cost reduced to 85 or you should set the basic summons ability to Level 1 : 1 summon, Level 2 : 2 Summons, Level 3 : 3 Summons, just something to think about...

I found that the Dark Summoner seemed overly nerfed by his low health and armour, so as I sat their and thought to my self, I can summon so much... but I can't stay alive long enough to keep 'em coming, then I was struck by a thought for a great ability, the Dark Summoner's 3rd basic abilty could be to deal damage to a summoned unit to gain back health for himself... idk if you want to make it quite offensive but have higher mana and alow targeting of enemy summons, or maybe give it a low mana cost and make it IK one fo your own summons in exchange for a percentage of its health, I would sugges tit worked like this: Offensive Build: 100 Mana, Level 1: Dishes out 100 damage, heals back 75 Hp, Level 2: Dishes out 200 Damage, heals back 125 Hp, Level 3: Dishes out a whopping 300 damage, heals back 175 Hp. Defensive build: 50 Mana, Level 1: Heals back 45% of the units Hp when it was sacrificed, Level 2: Heals back 65% of the units Hp when it was sacrificed, Level 3: Heals back 85% of the units Hp when it was sacrificed, that's just my suggestion, you could probably buff up the defensive percentages by 5 or 10% at a stretch. I'd suggest this icon for the spell: http://www.hiveworkshop.com/forums/icons-541/btnferalspirit-130076/?prev=search=summon as I like the way it seems to be fading away, but I'm sure a better one could be found, maybe even inside the warcraft 3 original icons.
That's all for now, hope it helps.
 
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Lol, and so much for 'The Chaos are balanced' ...
I never said the chaos orcs were balanced, everyone knows I am currently balancing them while I add new spells/units.
Besides, if you remember the last game we did ... it was a bugged version, which is now fixed (and hopefully balanced).
I just dl it and it looked awesome! i think you should add some protection towers because when you buy zerglings 3 times the'll kill your oppenent ai. else looking REAL good!
That will happen when I get new terrain made by Anachron... which may never happen...

General: Tooltip for the Incinedary Bomber has 3 problems, first Incinedary is spelt wrong; Incendiary, second it should be A Gnomish not AN Gnomish and finally it says in HE area not THE area. Further More, in that same shop, the other two "Bomber"'s tooltips have the same AN Gnomish and HE area, these need to be corrected too.
I am on it!

The "Wavers" for both teams seem to have a ground texture even though the other shops which are also represented by unit models do not.
That's because the wavers are buildings while the other shops are real unit who can move (and soon will again)... I intend to fix this once I have new terrain ... which may never happen at this rate.

The "Cavalary" stable should in fact be spelt Cavalry Stable.
I intended to remove the horse units from HE, but having in mind your next tip now I don't know =P

Elves: Should the Ranger's "Golem Invocation" not be Golem Evocation?
What is the differenfce between Invocation and Evocation? =S Maybe you should Check Electron Hero (in tavern) too =S

Archer Rider has a hero glow and the icon doesn't seem to fit the moddle, instead of this maybe you could use Bloodelf Cavalry - Blade Rider to give a cavalry a melee ( set the first rider to mid range attack with glave missile ), it could use the sprint ability, and have a researchable ability for splash damage, the ability could use this Icon: BTNPowerLight2 ( You could choose not to import the un needed versions of it to save space ) and it could have about 15% chance of a splash which deals half damage in a 150 radius as a quick idea. I think this would work quite well, tell me if you like this idea. Use this: HeroGlow to give the slayer a hero glow.
The model suggestion is pretty awesome. As for the abilities I will do something else. Remember Chaos Orc Fel Rider Devil's Speed ability? I intend to do something similar.
As for the archer, it is one of the problematic models. It is so crappy it doesn't even has a propper death animation, which can crash the game =S
Thx for the hero glows btw =D
Keep on the good work, your name may soon be on the loading screen !

Chaos Orcs: The Aura I said doesn't look very chaotic was the Chaos Warrior's Chaos Arau, I think this would work alot better: TimeAura
Can you tell me the name of the spell?

At theMoment, the Dark Summoner's ability to copy his summons is not really worth using as it cost just as much as the absic summon but the clones are weaker, so it would be more effective for the user to summon more, although I admit it does allow you to bypass the restriction feral spirit has by only allowing 1 set of summons at a time, well, I think that either the dark clones ability should ahve the mana cost reduced to 85 or you should set the basic summons ability to Level 1 : 1 summon, Level 2 : 2 Summons, Level 3 : 3 Summons, just something to think about...
Mmmm, this ability was created to protect the race from a great fail - summon defesense. You my not see good use for it, but think about the combo it will do if used on skelies or enemy summons (yes, it works on enemy summons!).
Right now, I need a passive ability for the summoner hero but I lack ideas.
I may decrease his mana cost, specially because this ability is useless if the enemy has no summons or if you have no summons (which is rare most of the time).

I found that the Dark Summoner seemed overly nerfed by his low health and armour, so as I sat their and thought to my self, I can summon so much... but I can't stay alive long enough to keep 'em coming, then I was struck by a thought for a great ability, the Dark Summoner's 3rd basic abilty could be to deal damage to a summoned unit to gain back health for himself... idk if you want to make it quite offensive but have higher mana and alow targeting of enemy summons, or maybe give it a low mana cost and make it IK one fo your own summons in exchange for a percentage of its health, I would sugges tit worked like this: Offensive Build: 100 Mana, Level 1: Dishes out 100 damage, heals back 75 Hp, Level 2: Dishes out 200 Damage, heals back 125 Hp, Level 3: Dishes out a whopping 300 damage, heals back 175 Hp. Defensive build: 50 Mana, Level 1: Heals back 45% of the units Hp when it was sacrificed, Level 2: Heals back 65% of the units Hp when it was sacrificed, Level 3: Heals back 85% of the units Hp when it was sacrificed, that's just my suggestion, you could probably buff up the defensive percentages by 5 or 10% at a stretch. I'd suggest this icon for the spell: BTNFeralSpirit as I like the way it seems to be fading away, but I'm sure a better one could be found, maybe even inside the warcraft 3 original icons.
That's all for now, hope it helps.
Mmm, if used on enemy summons, Dark Clones ability also damages them (and creates a replica of the summons). As for the ability suggestion, it looks a weaker version of the Undead Dark Knight Death Pact ability. I am looking for something more original, different, and specially, passive (which is why it is so damn hard ...)
Yet I am almost sure I can make something out of your ideas. Thx for them.

New ideas for Chaos Orcs:
- burrows: they are an overpowered copy of orc burrows right? Well, for those who read the trechtree, you now the Orcs will have a base aura which will empower them. So I had this idea, Burrows could connect themselves making a link. This link goes back to the nearest town CO hall and provides nearby units with the buildings aura. The idea seems quite good to me =P


Thx for all the suggestions !

I intend to release CCFE 2.0d a lot later, but now with this suggestions and with a new system I will add (Injury system by Moyack) I think I will do it in the next few weeks.

Keep the ideas coming guys, thx all for the reports !
 
There are no words to describe the pain I feel now by knowing that patch 1.24 broke this project and made it impossible to play. I am afraid this project, as we know it, is now dead.
Even with the fixes and the updates, I couldn't make it work.
I am sad, now I have no choice but to start over. Perhaps I will do something different, who knows ...

Sorry all ... f*** Blizzard for the monumental f*** up...
 
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Joined
Aug 7, 2004
Messages
875
There are no words to describe the pain I feel now by knowing that patch 1.24 broke this project and made it impossible to play. I am afraid this project, as we know it, is now dead.
Even with the fixes and the updates, I couldn't make it work.
I am sad, now I have no choice but to start over. Perhaps I will do something different, who knows ...

Sorry all ... f*** Blizzard for the monumental f*** up...

It appears that Castle Fight or any other advance maps have no problems at all upgrading their maps to be compatible with 1.24. This map is obviously badly coded.
 
It appears that Castle Fight or any other advance maps have no problems at all upgrading their maps to be compatible with 1.24. This map is obviously badly coded.
Your ignorance surprises me. First of all you never saw the code of the map. Second you don't even know why it doesn't work. Third, the map has high quality code, most of it's spells and systems are approved at high rated websites such as wc3c and the reason why this map doesn't work is a because patch 1.24 introduced a shadowing bug with the parser. This bug can not be avoided and was not expected.

The map is well coded and it is, no doubt, one of the best coded maps I have ever seen. Sure it has some problems inherited from old versions, but those are almost gone, thus they are irrelevant. Simple maps which use only GUI or simple JASS (like castle fight if I am not mistaken, because of AI) for example, cannot experience this advanced parser bug as far as I know.
 
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Aug 7, 2010
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real fun map but a littal to easy and the king of the enemy bugs i think or dus he have a teliport skill?
 
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