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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...
OK guys I started remaking the Red Xaman from the chaos orc. So far he has a new ability:
- On Fire (tier 2 or 3, dunno yet): Set an allied unit on fire, giving it a shield of fire, 3 bonus damages and fire splash damage and 2 points regeneration during 45 seconds. Can be auto-casted.
- Fire Bolt (tier 2 or 3): the regular firebolt, but now it is a little more balanced
- Tier one ability - need ideas.

The Red Xaman is a xaman of fire spells. If anyone has good fire ideas, I would appreciate them, or any suggestions.

Also, the multiboard was fully remade and I added a new system, called "sleep system".

More news comming soon, please give suggestions.
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
Bloody Ward - Ward of Chaos - Chaos Ward - Blood Totem - Artifact of Insanity (pick one)
In range of ward-totem whenever an enemy unit is killed all chaos units in range of ward gain a small attack bonus for 5 seconds (attack isnt necessary it can be armor-attack speed etc, Id prefer attack speed lol)
 
Bloody Ward - Ward of Chaos - Chaos Ward - Blood Totem - Artifact of Insanity (pick one)
In range of ward-totem whenever an enemy unit is killed all chaos units in range of ward gain a small attack bonus for 5 seconds (attack isnt necessary it can be armor-attack speed etc, Id prefer attack speed lol)
I had in mind something more "fiery" like burn an enemy with some side effect or something. However I really like this idea, it's good and I think I may use for my Green Shaman. I always wanted to make the Green Shaman a "Totem" shaman, but I never had any ideas =(
This is a good idea ! This looks like a good ward magic vs healing ward!

Btw, would you like to be make the ideas for the "green shaman" ? It should be a totem offensive caster.
If you do, I will give you credits in the map.
Having in mind your historical with good ideas, would you be interested in joining the team as a suggestion giver?

Btw +rep. really <3 your idea, just need another for tier 1 and tier 2
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
teams scare me
and Green Shaman ? bah I was happy with my chaos abilities
now abilities for soft puppies eh, no rage no blood no chaos :' (

Hmm I dont know if this is imba

~Totem of Eternity (Tier 2 and high manacost etc)
Fully transfers all damage taken by nearby allies in 600 area to itself (yes units dont get any of damage, you can make it resist direct damage or not your choice)
When totem dies it spreads all damage taken to 600 area (mostly make it have 300 or 450 hp)
Spreaded damage will affect allies by %75 and enemies %50
(or change the rates)
Extra options: you may make it dispell all other totems of that player on putting and not allow any other totems while its alive

.... darn thinking takes time ... arrgghhhh!!!!! maximum powaaaaa!!!! hmm I found one but dont know if its good enough
~ Thor Totem
This totem randomly fires lightnings to nearby enemies (or it may call down thunder <cooler>)
Whenever an enemy unit casts a spell in about 1200 area it recieves damage bonus and a chance to stun for 5 seconds
 
now abilities for soft puppies eh, no rage no blood no chaos :' (
Green Shaman belongs to the Chaos Orc race as well. So, you can all have blood you want xD
Totem of Eternity (Tier 2 and high manacost etc)
Fully transfers all damage taken by nearby allies in 600 area to itself (yes units dont get any of damage, you can make it resist direct damage or not your choice)
When totem dies it spreads all damage taken to 600 area (mostly make it have 300 or 450 hp)
Spreaded damage will affect allies by %75 and enemies %50
(or change the rates)
Extra options: you may make it dispell all other totems of that player on putting and not allow any other totems while its alive
This would be something nice for tiers 2/3. However I can't do it right now because Dusk is lazy and hasn't released the shield add-on he promised a few months ago. This would definitely involve IDDS, but it would be something nice I guess. This can be well balanced, it allow you to gain some time (just like stun totem, nice idea). I think i will use this too, but I need to wait =(

~ Thor Totem
IMHO lightning + Chaos Orcs = don't match ... sry

Anyway, here is a small link for your ideas, since you like cats xD
http://www.ratemyeverything.net/image/7432/0/lol_cat.ashx
http://api.ning.com/files/62znZvJrF8vQ3v0edbzgJQnj5zh2SUvjB75QDP6AwkM_/icanhasbooty.jpg

MSN this images as an avatar =P

About the team, well, you only would have to give ideas every time I asked. Since you seem to be quite good at them, I don't think it would be a problem for you.
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
lol ... I deleted my all post when I saw that you want those for green totem caster

For Thor Totem
You can make it Red Lightning
And name it as Black Storm Totem (definetly rains thunders not shoots lightnings)
I tried to make those "arcane"y coz I thought green shaman is kinda soft puppy

~Anyway Chaos Bound, Insanity Bound, Totem of Inner Rage, etc... bah my mind failz currently, no cool names
Anyway this spell targets an ally unit (cant be hero or self)
When you cast it on an unit it creates a little existance (totem or some kind of spirit) on targets position and creates a bound between target and that existance
While bound is alive target unit gains some combat bonus (I prefer damage bonus)
Bound gets broken when spell ends (15-30 secs would be ok) or Unit gets away from existance by 400 range
When bound gets broken combat bonus ends and unit suffers some of its hitpoints
Extra options: It may target area and existance gets bounded with ally units in target area)

For Totem of Eternity
Wtf what shield system ? cant you make a simple damage detection system for that?!
I always have damage detections in my maps even if I dont use lol (coz I may need em)
and since its a chaos unit name would be Totem of Undying

~Totem of the Berserker
Provides an aura that gives all nearby allies a chance to activate berserk on get hit with a damage more than 10 points (so no poison abuse)

~Totem of Dark Magic (mega imba)
Steals positive buffs of nearby enemies and transfers them to nearby allies (sorry no jass xD and spell steal ability it uses have a cooldown)
 
Version Beta 1.7 is now released. Please see changelog for more information.

I'm the AI guy. Any questions?
I deeply appreciate your effort to come to THW and create an account so you could post. Truth is that I haven't forgotten our last conversation, however I had 2 exams in 3 days and so I was forced to prepare myself for the them.
I Hope version 1.8 can have some basic AI, however I the race choosing units thing will be a trouble as I soon intend to explain to you.
Yet, you should also know, my project is also available in wc3c under the project development forum:
http://www.wc3campaigns.net/showthread.php?t=104502

and also on dday, the official community:
DDayWorld Forums -> Castle vs Castle Flame Edition

As for now, version Beta 1.7 is out, please enjoy, give suggestions and report bugs.
Btw, +rep
 
Last edited:
Level 3
Joined
Jan 2, 2009
Messages
25
Fill me in on the details, preferably in a Wc3c message.

EDIT: If your post there means what I think it means, let me assure you that race selection will not pose a problem to the AI. We'll use CommandAI to send the race data to the AI player.
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
really nice map, love it even if it's still beta so well made even if the neutral tavern got 8 standard heroes with great description ;)

well(s) found this, pretty annoying. Maybe has come up before but posting it anyway - single player game

CCFEbug.jpg


also there are still some typoes but not so annoying, regualy 2 ee instead of 1
 
really nice map, love it even if it's still beta so well made even if the neutral tavern got 8 standard heroes with great description ;)
Thx =)
Version 1.8 is already on it's way, the items are being heavily improved and I am sure people will like them better =D

well(s) found this, pretty annoying. Maybe has come up before but posting it anyway - single player game
This is something serious, I only saw it once in a multiplayer game, I never thought this would ever happen again.
Thx for this post, your report is quite crucial and I will fix this problem very soon.

also there are still some typoes but not so annoying, regualy 2 ee instead of 1
If you could report the typos so I could fix them, I would appreciate =)

Thx for playing my map, +rep.
 
Ok guys, version 1.8 is out. In this version I decided to fix all items (or almost all). The result is that now items are stronger, have more eye candy, and all bugs (that I know of) were finally fixed, does making all items stack.
In this version items were my priority, next version may have new items as well, but I will try to distribute my priority between casters and heroes.
I know you all like the improvements, please have fun and report bugs/suggestions.
 
Level 19
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Messages
2,888
never use imageshack, use photobucket or upload them to some post here that wont get deleted

Put all screens in one hidden tag with sub hidden tags inside
Use different font for captions
Make captions bold smaller and a light color (like white or Yellow) and not so colorful
for now whole description looks ugly to me
 
never use imageshack, use photobucket or upload them to some post here that wont get deleted
I will look into photobucket.

Put all screens in one hidden tag with sub hidden tags inside
mmm
Some people may like it I will soon do that.

Make captions bold smaller and a light color (like white or Yellow) and not so colorful
They are small, except for the real important text which are huge =P
I will change some colors soon.

Thx for your opinion O2, I will try making a few updates on the description soon.
 
Level 3
Joined
Aug 11, 2008
Messages
44
fun map, the races and heroes are pretty sweet. would be cool if there were some simple AI though, but that can wait =)
 
sry but this was kinda boring 2/5
I feel I have to say this, to prevent retards like you to make spam posts like this but, if you don't like melee ladder games, with high apm, why the hell did you downloaded this map in the first place ?
If you like Dota or an AoS; then DON'T download this map, because it is not that style!
Read the description for God sake!!!

EDIT EDIT EDIT

just posting my opinion as a User/Player no offense plz dont kill me Im too weak :' (
You made a post telling your opinion and suggested ways to improve. That is a constructive critic and it is very useful. I am actually happy that you made it =D
Thx
 
Level 19
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Aug 24, 2007
Messages
2,888
Ive found a few bugs, didnt play much though so dont know all of the bugs

In... it was Axe dwarf I guess the one with Freezing Breath as first ability
Anyway, in his second ability Drain Mana Lightnings' place are wrong
And it doesn't trigger cooldown (if it has cooldown)
And he has no sound (dunno if its bug)

And You know the big tower that sales items and protected by a big druid and 2 wolves
When I cast that ability I mentioned up there it pans the camera to cave enterance point (the one that takes you to that area)
 
but whats the point of the map u build ur base and then go and creeping with ur hero like dotA?
i can test this agin to see if its fun or not but i dident understand what to do realy :)
WTF!?
Seriously is this a joke?
1st: this has nothing to do with dota
2nd: the map style is in the description, please read it ffs
3rd: the objective of the map is described in the loading screen
4th: the objective is described in the black screen of the start
5th: in case you are lazy enough to actually read something, this map is melee ladder style, you have to build an army and then kill the enemy king facing other opponents
6th: please read before posting anything. In fact just don't post ...

For several models, icons, skins and spells, there's this nice wc3 site:
WarCraft Unlimited :: Index

Hope it can be useful!
Thx I will look into this community !
rep++

In... it was Axe dwarf I guess the one with Freezing Breath as first ability
Anyway, in his second ability Drain Mana Lightnings' place are wrong
And it doesn't trigger cooldown (if it has cooldown)
And he has no sound (dunno if its bug)
Mana lightnings !?
I believe you refer to Shield Dwarf, however he has no such ability... I make no idea what you are referring to however know that I intend to remake that hero as well, most of his spells are GUI and old, and so they may lag, and bug.

And You know the big tower that sales items and protected by a big druid and 2 wolves
When I cast that ability I mentioned up there it pans the camera to cave enterance point (the one that takes you to that area)
Ahhh, got it. I am going to remove that tower thing, it is quite useless and turn it (probably) into a murloc Oasis, thx for reminding me =D.
Thx for your post O2!

The passive:
Holy Shield:
Gives the hero an additional chance of 10% to absorb attackdamage and healing your unit for x% of the damage, while x is...
Seems very nice for a passive tank ability, and in deed quite perfect. Thx for your post!
 
Level 19
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Messages
2,888
Yes Shield Dwarf's second ability
You know Ice shards trap units inside it then they explode
There are lightning connections between shards which are misplaced
 
Level 22
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Messages
3,256
well as I still love the high elf in this map I played it again.

only typos I found were (e)eyeofthesun engin(n)eering

and also when you buy waves, first of all why does the normal castle waves stop? :S

and also the orange castle south gate the "bought" waves bug

wavebug.jpg


wavebug2.jpg

thats all for now ;)

ps
loved the item improvments :) atleast those I saw
 
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Yes Shield Dwarf's second ability
You know Ice shards trap units inside it then they explode
There are lightning connections between shards which are misplaced
Jesus, that thing bugs hard, I will replace it as as soon as I find something decent.

only typos I found were (e)eyeofthesun engin(n)eering
Please describe the buildings in which you saw the typos, so I can fix them for next version.

and also when you buy waves, first of all why does the normal castle waves stop? :S
That is a control system I have. That system is responsible for preventing mass waves and mass lag. When the spawns reach a number (a limit, say 60 or 90) everything stops until the number of units gets lower.

I will try to make a system in which the waves you can access to will depend on the icon (you have an icon for kills you have) and I will limit the number of waves a player can buy, depending on the icon as well. But I am not sure if this will be ready for Beta 1.9 since I have other priorities.

and also the orange castle south gate the "bought" waves bug
Not a bug, there are simply too many units that block the path =P
 

HFR

HFR

Level 22
Joined
Apr 12, 2008
Messages
3,388
First of all, thanks for the rep, now somethings that I saw:

-You can add an new spawn like the Priest, as the game lacks an caster...

-Found some typos:

-In Dark Blademaster "speed thrust" ability, i'ts wrote "Drak Blademaster", instead of "Dark Blademaster".

-In the High elf worker buildings lists, the Alliance sanctun description is:
"Trains Renegade Wizzard (...)"

-In elf Lieutenant's retrocess spell it's wrote:
"Every time this unit ataccks (...)"

-In the high elf melee attack upgrade it's wrote:
"Increase the melle attack (...)

Also, found an weird thing in the South Base. (see attachment)
 

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-You can add an new spawn like the Priest, as the game lacks an caster...
Mmmm, I like that idea. I will try creating a new type of caster for the castle =D
I also have in mind changing the spawn system, to make it user dependant. This way the users will have to upgrade the spawns if they want to, I think it will be a better idea.

-Found some typos:
I am going to correct them all!

Also, found an weird thing in the South Base. (see attachment)
Anachron already took the blame for it (lol) but it doesn't matter, I have to fix it myself ...

Ok guys, I usually don't do this, but here are the fixes of 1.9 so far:

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 teh 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.


I do this to let people know what they can expect and so I can have more feedback =D
I am taking ideas and suggestions to add to this list =P
 
Level 22
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Messages
3,256
Please describe the buildings in which you saw the typos, so I can fix them for next version.


That is a control system I have. That system is responsible for preventing mass waves and mass lag. When the spawns reach a number (a limit, say 60 or 90) everything stops until the number of units gets lower.

I will try to make a system in which the waves you can access to will depend on the icon (you have an icon for kills you have) and I will limit the number of waves a player can buy, depending on the icon as well. But I am not sure if this will be ready for Beta 1.9 since I have other priorities.


Not a bug, there are simply too many units that block the path =P

1.the building is high elv barracks

2.the control system bug then because green units didnt spawn either :O and I was on team 1 so how are you meant to def as enemy lols

3.block ... hmm I'll have to check it out again
 
Level 19
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Messages
2,888
just remembered
there are many hotkey problems or spells without hotkeys (shield dwarf for example it has S for some spell but S stops)
 
2.the control system bug then because green units didnt spawn either :O and I was on team 1 so how are you meant to def as enemy lols
It doesn't bug, it is supposed to work that way, it works at a global way. If a team reaches the maximum number of spawns, everything will stop until balanced is reached again.

just remembered
there are many hotkey problems or spells without hotkeys (shield dwarf for example it has S for some spell but S stops)
God, this hero bugs hard. Thx for the reports on him.

Interesting i am going to dl it right now
Hope you like it, please remember to post comments about suggestions and bugs.

Ok guys, I have a surprise for you all... it is something people wanted since version 1.0, it still acts like an idiot (the surprise xD) but I am sure it will be funny to play with it ... or versus it =P


- 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 Elfs.
- Fixed 2 typos in the High Elven barracks.
- Added Human AI to the map. Now you can play against the computer!! (finally) xD !


Be sure to check the last upgrade =P

EDIT EDIT EDIT

just remembered
there are many hotkey problems or spells without hotkeys (shield dwarf for example it has S for some spell but S stops)
Btw, I dind't find the clahsing hotkeys, can you please specify?
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
Well that Ice Shards had that
and first ability freezing breath didnt even have a hotkey
dunno if Im seeing things
 
AIIIIIII!!!!! Now your map is perfect! I Gonna test very soon...
He he, I wish the map could be perfect, but I am still far from that.
So far it only has Human AI, in later versions I intend to add all the other 5 AI's =P

Well that Ice Shards had that
and first ability freezing breath didnt even have a hotkey
dunno if Im seeing things
Quite weird, I am going re-test it before I release Beta 1.9

Thx for backup people, version 1.9 will be released today!
 
Level 22
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Nov 14, 2008
Messages
3,256
It doesn't bug, it is supposed to work that way, it works at a global way. If a team reaches the maximum number of spawns, everything will stop until balanced is reached again.


- Added Human AI to the map. Now you can play against the computer!! (finally) xD !

Holy crap, that's an odd balance system but ya the bought waves arent so op (after some testing)


wooh something that all maps need especially aos like maps ;)
 
Does AI work on difficult ?
I dont wanna get pwnt by Computer (Easy)
Well, I advise insane AI, it isn't much hard to play with =P
Also, fixed Shard Rain hotkey problem.

Holy crap, that's an odd balance system but ya the bought waves arent so op (after some testing)
Mmm, I will try to add some restrictions to the wave system in a nearby future, probably for version 2.0

wooh something that all maps need especially aos like maps ;)
This is not an AoS map lol...
 
Level 1
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Dec 7, 2008
Messages
823
Found a problem regarding the buying units in the town. I gathered enough money to buy all the units that can be bought in the town and bought them all together. When i did this the gates of the town were blocked due to all the monsters that spawned together. They cannot go out and i cannot go into it.
 
Ha, behold my beloved testers, version 1.9 with AI implemented !
This version has many, many fixes to the starting system and the multiboard, as well as typo fixes and hero fixes. Many things changed in this version and there is a chance version 2.0 will have better AI as well as more races for it.
I also updated the description of the map as Need_O2 requested (or most of it) and now the testers can see all images as well.
I am really sure people will like this version better than the other because insane AI will kick ass =P
Please read 1.9 changelog for more information, and thx to all people that contributed with bug reports and suggestions.

Found a problem regarding the buying units in the town. I gathered enough money to buy all the units that can be bought in the town and bought them all together. When i did this the gates of the town were blocked due to all the monsters that spawned together. They cannot go out and i cannot go into it.
This problem was already reported, I intend to fix it for Beta 2.0 by adding a restriction system of some sort.
Thx for playing and testing CCFE !
 
Level 3
Joined
Aug 11, 2008
Messages
44
good job with the AI, they are quite crazy lol but I was playin around with the dwarfs and in the tooltip to learn breath of ice lvl 1 says 2000 aoe instead of 200, and shard rain has like no cooldown. For power jump, if you use it in an invalid spot, it still costs mana. it was getting pretty laggy 4v4 with AI, but that's probably to be expected since they were pumping units like crazy lol All I got for now. Oh and ram horns was activating on buildings XD looked pretty awesome.
 
good job with the AI, they are quite crazy lol(...)
it was getting pretty laggy 4v4 with AI, but that's probably to be expected since they were pumping units like crazy lol
Very well done map, 4/5. Why 4? It is very laggy after 20 minutes playing with AI. It's possible to play but really annoying :/
Lol, especially on insane, you bet that =P
People should know that the AI algorithm is heavy especially in normal or insane. Their main purpose is to make as much units as possible and then strike in an epic battle. If you have old computer I recommend AI easy and lower the graphics, but there is nothing I can do to fix your lag problems, since they are not my fault. You should know that games with AI will always be heavier, since your computer will be divided into controlling all the custom stuff of the map, plus YOUR opponents and TEAM, and that is not easy.
Therefore I will just kill anyone that gives me 4 because of the AI, that is just plain newbiness... AI deserves 5 for its complexity, I would like to know how much maps are out there with AI this complex, I bet this is even more complex that Dota's AI, so don't complain.

tooltip to learn breath of ice lvl 1 says 2000 aoe instead of 200
Will fix that soon

and shard rain has like no cooldown.
That spell will be removed, however thx for the report.

For power jump, if you use it in an invalid spot, it still costs mana.
I will fix this for version Beta 2.0

Oh and ram horns was activating on buildings XD looked pretty awesome.
Oh God, how could I forget to fix this thing =P
 
Level 3
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Jan 11, 2009
Messages
62
Eh... I didn't meant that it's easy to make an AI. I just said it becomes laggy when you are playing 20-30 minutes. My computer is actually pretty good, and i have other 8-12 player maps with AI, which are not laggy.

And don't feel attacked, your map is really good. Lag's are always annoying and thats why i just gave 4. And one more thing: There are ways to reduce lags ingame. I don't know them, because im just a terrainer but there are ways. So please just try to improve your map and fix the known bugs.

I know that normal and insane AI is heavier, but this is a thing which has actually nothing to do with the maps perfomance.
 
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