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Crimson Expedition

Crimson Expedition 0.84
CE_BN.png

Crimson Expedition is a true action combat arena map with AI!

Crimson Expedition features 4 different game modes with different objectives.
Before each match every player select their own equipment.


Massacre: Round based deathmatch. Team with the last man standing wins the round.

Capture the Flag: Bring the enemy flag to your flag base while preventing enemy from taking your flag.

Ascension: In this game mode teams fight over the control of an orb that is moving near the middle of the arena.

Dominion: Teams must hold control points to prevent their points from draining.

  • Custom AI
    - Don't have anyone to play with? No problem.
  • True Action Combat System
    - No auto-attacks nor RNG. Just pure skill (or luck).
  • Custom Hotkeys
    - Logically placed hotkeys for your pleasure
  • Custom Camera System
    - Zoom in or out, your choice
  • Custom Loading Screen and Minimap
  • Versatile Character Customization System
    - 9000+ possible combinations
  • Dual Weapon System
    - Twice the fun
  • Weather System
    - Do the rain dance on top of your enemy's corpse
  • 4 Different Game Modes
    - Something for everyone
  • Combat Rating System
    - An easy way to compare your performance
  • Anti-Leaver System
    - AI takes over leavers
  • Visible Equipment
    - Kill with style
  • Instant action
    - Less slacking, more slaying!

Equipment selection
CEX46.png

Hats!
CEX47.png

Dominion
CEX49.png

Massacre at mid!
CEX40.png

A Match ends
CEX41.png

A CTF game in progress
CEX37.png

Ascension
CEX48.png


v0.50b
-First public beta release

v0.51b
-Added new armor: Skull Armor
-Added game mode names to Massacre and Orb Hunter stats multiboards
-Added item numbering
-Removed some unused UI elements
-Minor bug fixes

v0.52b
-Added new armor: Royal Pauldrons
-Removed unused variables
-Minor AI adjustments

v0.53b
-Added Anti-Leaver system
-Added more stuff to the terrain
-Fixed minor bugs

v0.54b
-Fixed a couple of CTF related bugs
-Fixed a crucial Greatsword related bug
-Minor AI adjustments

v0.55b
-Added camera angle option
-All camera options now visible in ability UI
-Some tweaks
-Minor AI adjustments

v0.56b
-Added some sounds and music
-Minor changes to combat rating calculation
-Fixed some minor bugs
-Minor AI adjustments

Known issues: Sometimes when playing with AI some ability effects appear where they shouldn't.

v0.57b
-Minor tweaks
-Some bug fixes
-AI adjustments

v0.58b
-Clarified some tooltips
-Fixed Earthshaker effect bug
-Fixed a camera bug
-Minor tweaks
-AI adjustments

v0.59b
-Added some missing credits
-Default camera distance changed to farthest
-Increased item selection time by 5 seconds
-Fixed some typos
-Map filesize slightly reduced
-Fixed a bunch of bugs
-Minor tweaks
-AI adjustements

v0.60b
-Added new melee weapon: Sword & Board
-Added more details to the info menu (F9)
-Added more stuff to the terrain
-fixed some bugs
-Minor AI adjustments

v0.61b
-Added weapon indicators to scoreboard
-Added color to some texts
-Fixed a couple of bugs
-Minor tweaks

v0.62b
-Added Weather System
-Added new command -w: enable/disable weather (host only)
-Predator's Pelt gives now +10% movement and health regen
-Increased range of some melee abilities slightly
-Fixed a couple of weapon related bugs
-AI adjustments

v0.63b
-Added new ranged weapon: Bomb Bag
-Added color to some texts
-Buffed Assassin's Hood slightly
-Buffed Crossbow Slightly
-Buffed Shortbow slightly
-Buffed Nightwatch Torches slightly
-Minor tweaks

v0.64b
-Added new command -r: Restart the match (host only)(only after a match)
-Added more sounds to CTF
-Buffed Flesh Scythe slightly
-Buffed Lightning Rod slightly
-Increased base regeneration slightly
-Reduced the initial respawn time in CTF and Orb Hunter slightly
-Fixed the Bomb Bag ultimate bug
-Fixed a Skull Armor related bug
-Minor tweaks

v0.65b
-Added new armor: Unbreakable Chestplate
-Weather is now enabled by default
-Stealth reduces movement speed by 10% now
-Buffed Ultravision Goggles slightly
-Nerfed Mail Armor slightly
-Toned down some high power weapons slightly
-Flag carrier is now slowed in CTF
-Fixed some critical bugs with the '-r' command
-Minor tweaks
-Minor AI adjustments

v0.66b
-Increased player cap from 8 to 10
-Respawn message lasts now as long as you're dead
-Minor tweaks & fixes
-Minor AI adjustments

v0.67b
-Adjusted AoE CC abilities to be more consistent
-Buffed Witch Hunter's Hat slightly
-Improved terrain a little
-Minor tweaks
-Minor AI adjustments

v0.68b
-Added new head gear: Warhelm
-Minor tweaks & fixes
-AI adjustments

v0.69b
-Added new armor: Thorns
-Buffed Mail Armor slightly
-Changed Eviscerate of Ripper Claws stun mechanic
-Tweaks & fixes
-Minor AI adjustments

v0.70b
-Buffed Warspear slightly
-Buffed Longbow slightly
-Fixed the item selection system bug (hopefully)
-Fixed an Anti-Leaver System bug
-Fixed a critical Massacre related bug
-Fixed the CTF multiboard bug
-Minor tweaks & fixes
-Minor AI adjustments

v0.71b
-Added new melee weapon: Wrecker
-Reduced the cooldown of Stealth slightly
-Changed Unbreakable Chestplate proc FX
-Minor tweaks and fixes
-Minor AI adjustments

v0.72b
-Added a taunt effect to Sword & Board's E
-Nerfed Sword & Board's Q damage
-Nerfed Wrecker's E duration
-Camera is now unlocked when player dies
-Camera is now properly locked after respawn
-Fixed a bug where Ripper Claws' E stun lasted too long
-Fixed a bug where CTF flag bases weren't removed after -r
-Minor tweaks and fixes

v0.73b
-Added new ranged weapon: Throwing Knives
-Added item hotkeys
-Changed Sword & Board's E FX
-Fixed a bug that caused units to duplicate
-Tweaks and fixes
-AI adjustments

v0.74b
-Added more camera zoom options
-Added more camera angle options
-Added more combat text directions to reduce cluttering
-Added color to item tooltips
-Added sneaking animation
-Changed energy tooltip icon
-Buffed Throwing Knives slightly
-Shortened lobby description
-Minor tweaks and fixes
-Minor AI adjustments

v0.75
-Added new game mode: Dominion
-Added orb drain stat to Orb Hunter scoreboard
-Respawn time is now capped at 15 seconds
-Buffed Greatsword W range slightly
-Buffed Ultravision Goggles slightly
-Buffed Royal Pauldrons slightly
-Nerfed Warhelm slightly
-Fixed a couple of CTF related bugs
-Fixed a bug with the Throwing Knives that caused them to instakill
-Fixed a Stealth animation bug
-Tweaks and fixes
-AI adjustments

v0.76
-Added new weapon: Shining Lance
-Sword and Board provides now Health instead of Melee Power
-Buffed Throwing Axes slightly
-Buffed Ripper Claws slightly
-Fixed a bug that caused some players to not have a character
-Fixed a bug that allowed players to walk outside the arena
-Fixed a bug That caused anti-leaver AI game stats to disappear
-Tweaks and fixes
-AI adjustments

v0.77
-Added new weapon: Repeater
-Added Sudden Death to Massacre game mode
-Added team boots for both teams
-The game will now start automatically after 60 seconds
-Many weapons have their energy costs reduced
-Increased all projectile speeds slightly
-Reduced Dual Glaives W max damage but added base damage to it
-Removed bonus Health from Bandit's Armor and added Energy to it
-Renamed Giant's Belt to Commander's Belt and buffed it slightly
-Buffed Throwing Knives E slightly
-Buffed Greatsword Special slightly
-Buffed Thorns slightly
-Buffed Leatherface Mask slightly
-Buffed Royal Pauldrons slightly
-Fixed a bug with the Sword and Board E taunt
-Tweaks and fixes
-AI adjustments

v0.78
-Added new weapon: Steel Splitters
-Reorganized weapons in weapon selection
-Fixed a couple of Repeater related bugs
-Minor fixes and adjustments

v0.80
-Added new weapon: Avenging Matchlocks
-Added new UI
-Added Dynamic Skill System (under the hood)
-Added more detail to the terrain
-Added new model to Hand Cannon
-Added new icon to Throwing Axes' E
-Updated projectile systems'
-Updated knockback system
-Buffed Lightning Rod slightly
-Buffed Ripper Claws slightly
-Buffed Shining Lance slightly
-Buffed Repeater slightly
-Buffed Throwing Axes slightly
-Fixed item numbering
-AI adjustments
-Tweaks and fixes

v0.81
-Added new UI elements
-Reworked Avenging Matchlocks' W to make it work properly
-Reduced Massacre sudden death timer from 6 to 5 minutes
-Only kills affect the respawn timers now
-Buffed Longbow slightly
-Buffed Lightning Rod slightly
-Buffed Warspear slightly
-Buffed Handcannon slightly
-Buffed Sword and Board slightly
-Nerfed Dual Daggers slightly
-Nerfed Executioner slightly
-Fixed a Shortbow W bug
-Fixed a couple of Stealth animation related bugs
-AI adjustments
-Minor tweaks and fixes


v0.82
-Orb Hunter has been renamed to Ascension and new stuff has been added to it
-Added new icons to some items
-Buffed Skull Armor and renamed it to Bone Carapace
-Buffed Dual Glaives slightly
-Buffed Quarterstaff slightly
-Buffed Nightwatch Torches slightly
-Buffed Ripper Claws slightly
-Adjusted floating damage text to try to reduce cluttering
-Fixed a couple of bugs with disappearing items
-AI can now use all weapons
-Minor AI adjustments
-Minor tweaks and fixes

v0.83
-Detargeting is no longer possible
-Switch Weapon no longer interrupts movement
-Added base owner markers to Dominion
- -r command can now be now used after a match starts in single player
-Buffed Bomb Bag slightly
-Buffed Crossbow slightly
-Buffed Shining Lance slightly
-Buffed Throwing Knives slightly
-Buffed Leatherface Mask slightly
-Nerfed Hand Cannon slightly
-Fixed Ascension buff attachments
-AI adjustments
-Minor tweaks and fixes

v0.84
-Reworked Flesh Scythe's W and E
-Reworked Ripper Claws' E and weapon spec
-Reworked Shining Lance's E
-Reworked Steel Splitters' E
-Reworked Warspear's E
-Reworked Executioner's weapon spec
-Reworked Greatsword's weapon spec
-Reworked Warhelm
-Reworked Voodoo Mask
-Added a weapon spec to Nightwatch Torches
-Added a targeting indicator to Sledge's W
-Buffed Ultravision Goggles slightly
-First Aid cooldown slightly reduced
-Optimized many weapon triggers slightly
- -r command can no longer be used after a match starts in single player
-Fixed Ripper Claws' item hotkey
-AI adjustments
-Minor tweaks and fixes

.KC
JetFangInferno
Em!
calex3
f0rsAk3n
Lord_T
Usedwell
Paladon
Forgotten_Warlord
Dionesiist
Chriz.
xXMephistoXx
Fingolfin
HappyTauren
Kino
Vermillion Edict
Thrikodius
Sunchips
KayS
Tr!KzZ
Kitabatake
sunwarrior25
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perfjert
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hell gate
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Tell me if your name is missing!

This map is protected.
(PM me for an unproctected version)

Keywords:
Crimson Expedition, Sand ,Desert, Arena, PvP, Ancient, Ruins, Artifact, Orb Hunter, Capture the Flag, Massacre, KuWe
Contents

Crimson Expedition (Map)

Reviews
Vengeancekael - Date: 2012/May/19 00:07:42 Reasons: Other: Check out the tutorials section: Tutorials Check out the Map Development Section: Map Development Section Check out the World Editor Help Zone (Trigger issues, object editor, overall...

Moderator

M

Moderator

Vengeancekael -
Date: 2012/May/19 00:07:42

Reasons:

Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone


Comment: [Approved]
Adding a review+rating!
View comment
Admin Contact - Resource Moderation - Rules

Vengeancekael -
Date: 2012/May/09 20:15:48

Reasons:

Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone


Comment: [Approved]
Neat map, along with bots!
Admin Contact - Resource Moderation - Rules
 
Level 8
Joined
Nov 11, 2009
Messages
163
Please report me any bug or imbalance you find, it really helps me to improve this map.

+Rep will be awarded for those who help me to improve this map.
 
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Level 4
Joined
Mar 22, 2010
Messages
125
You could add more player slots for more FUN!!!!!

Well you should have made that in the end you could still continue playing by bringing up the menu again instead of restarting again by creating another game
 
Level 8
Joined
Nov 11, 2009
Messages
163
You could add more player slots for more FUN!!!!!

Well I tried 5v5 with this map and it felt too chaotic imho. I may put more player slot but then I need to tone down the damage.

Well you should have made that in the end you could still continue playing by bringing up the menu again instead of restarting again by creating another game

I may do this. We'll see.

Edit: New version is out. Host can now start an another match by typing '-r' during the score board.

Edit2: v0.66b is out. Player cap is now 10 for those looking for some mad fun!
 
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Level 3
Joined
Jan 4, 2012
Messages
49
The hammer stun doesn't give out damage, And I suggest adding 1v1 matches like Gauntlet match and stuff.
 
Level 7
Joined
Jan 9, 2010
Messages
339
I would like it if more doodads and tile variety were used to improve the terrain. It's not horrible, but it certainly could use some improvement.

On the other hand, I like the combat of this map very much so I'll hold off my rating until it gets updated a few times.
 
Level 8
Joined
Nov 11, 2009
Messages
163
The name was somewhat decieving when I clicked on this - I expected something like a long adventure map

I wanted an epic name. Maybe I went too far but that's how I roll.

The hammer stun doesn't give out damage

It sometimes fiddles but I'll try to do something about it.

I suggest adding 1v1 matches like Gauntlet match and stuff.

Ok, what's a gauntlet match?

I would like it if more doodads and tile variety were used to improve the terrain.

I'll try to improve it somehow even though I suck at terraining.
 
Level 3
Joined
Jan 4, 2012
Messages
49
So, There's a representative for each team and then he'll fight the representative for the other team. When the representative dies he gets replaced by another player and so on and so on
 
Level 4
Joined
Nov 11, 2009
Messages
92
Is there a glitch that only 1 person can select a ranged weapon? Because that has happened to me twice already. In both games it was blue who got it. But otherwise, great game!
 
Level 8
Joined
Nov 11, 2009
Messages
163
Is there a glitch that only 1 person can select a ranged weapon? Because that has happened to me twice already. In both games it was blue who got it.

Hmm I tried to reproduce this bug with bots and real players and couldn't do it.

Can you provide more detail? How many players you played with and which player slots were used? Did it let you see the ranged weapon selection at all and did you have any ranged weapon when you got to the battle?
 
Level 2
Joined
Aug 1, 2011
Messages
15
Good game, but we played this with 4 people, and i can't do anythink in the first round. in the second round i can't use my weapons/ have no weapons.
 
Level 8
Joined
Nov 11, 2009
Messages
163
if you want to add me i will play this game with you. i usually hang out in europe rpg or usa rpg you can see my username from signature. heres the replay i think you can see it there. what happens is the blue player selects a ranged weapon and the timer switches immediately to headgear: http://www.filefactory.com/file/39g8v5bm2tlt/n/LastReplay_w3g

Thanks for this. There seems to be some more things to be fixed. The Anti-Leaver AI looked really messed, it shouldn't behave like that. I'll try to fix them asap.

E: New version is out. The bugs should be now fixed (hopefully).
 
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Level 4
Joined
Nov 11, 2009
Messages
92
For the leaver ai- it doesn't pick a new set of weapons if -r is used. Also, what timezone are you since you seem to be on at the wrong times for me. Can you add a command that lets you add bots and switch players in the middle of game/ between rounds?
 
Level 8
Joined
Nov 11, 2009
Messages
163
For the leaver ai- it doesn't pick a new set of weapons if -r is used. Also, what timezone are you since you seem to be on at the wrong times for me. Can you add a command that lets you add bots and switch players in the middle of game/ between rounds?

I'll fix that bug and also think of adding those commands. I'm in GMT+2 timezone.

E: Adding those commands proved to be more problematic than I first thought. I may add them some time later though.
 
Last edited:
Level 6
Joined
Dec 9, 2010
Messages
121
Hey, a few things. Overall, very nice map, very well made and fun to play! The AI is well done, overall, and the replay value is pretty high.

I wanted to point out that the camera locks onto your main unit... but only until your first death. After that it's free-roam cam. Not sure if this was intended.

Also, I have an idea for another mode of play. You could make, say, 5 Circles of Power instead of just the 2 for CTF, (one in the mid, and one in each corner) and make a Zone Control style, wherein you have to control as many of the five Zones as you can. Your team would gain points for each Zone that is under your control. Perhaps you could make it give more points for controlling enemy Zones, and the mid Zone, and then the match goes up to x points? You could determine how you actually control the Zones, either by walking over them, or perhaps picking up a power-up inside the Zone, or something along those lines.

This style of play would also ensure that you use more of the battle arena (I find that usually the fights break out in the same place every time in both Deathmatch and CTF).

Overall, the map accomplishes exactly what I believe it set out to accomplish, and therefore I'm giving it 5/5.

Are you planning on updating this going into the future?
 
Level 8
Joined
Nov 11, 2009
Messages
163
I wanted to point out that the camera locks onto your main unit... but only until your first death. After that it's free-roam cam. Not sure if this was intended.

Thanks for reporting. I'll fix this.

Also, I have an idea for another mode of play. You could make, say, 5 Circles of Power instead of just the 2 for CTF, (one in the mid, and one in each corner) and make a Zone Control style, wherein you have to control as many of the five Zones as you can. Your team would gain points for each Zone that is under your control. Perhaps you could make it give more points for controlling enemy Zones, and the mid Zone, and then the match goes up to x points? You could determine how you actually control the Zones, either by walking over them, or perhaps picking up a power-up inside the Zone, or something along those lines.

This style of play would also ensure that you use more of the battle arena (I find that usually the fights break out in the same place every time in both Deathmatch and CTF).

Thanks for ideas! I'm adding a new game after the beta phase is over. I cannot guarantee that it's this game mode but surely it will utilise more arena area than the current game modes.
 
Level 2
Joined
Jan 23, 2011
Messages
31
I really enjoyed your map, only suggestions I might add, if you may, I would set the maximum zoom lower ( so you can see less, not a dramatic change ), because as it is, I really can't enjoy my char's apparel. My other suggestion would be to do something about the terrain, maybe even use a bigger map? What Mech_Warrior suggested is an awesome game mode definitely worth considering. Another thing you could do is make a sort of base for each team maybe sort of like a camp / fort and add a siege mode ( where teams take turns defending castles and best score wins ), or simply place the flags there (harder to steal, more fun and more tactics). Camps could have an entrance indestructible or hard to destroy w/e tower with true sight. In this mode you could also place a ballista in the middle and hitting it results in it shooting at the enemy camp. Another thing for this mode or CTF you could terrain so you have to take certain routes to the enemy, even add a shortcut and place destructible doodads ( rocks ). This map is lots and lots of fun as it is, it would be friggin' epic to have at least half of what I suggested in it, I'd like more strategy and tactics involved in this map. Sorry for this wall of text, I hope you read it xDDD I'll be watching this and reporting any bugs I find on the way, please keep up the good work and consider what I said. 4/5 for now.
 
Short review, since this really deserves at least some rating!

The game is absolutely a blast to play and can become rather too addictive at times, the bots are just almost a gift by the gods. I hope you'll be improving the bots even more in the future, because I think that's the real feature that makes your map more popular and more special.
Next, the customization options are amazing, you get to choose your ranged and melee weapons, a chest piece and a helmet, all of them giving you important/essential stats, along with the weapons defining some of your character's skills.
The skills may be rather simple, but they still look brutal and bloody, which make the combat a hell lot of fun!
The terrain is simplistic, easy to navigate around and still looks pretty.
There's even a slowing tornado going around the map.
You've even put in 3 different modes, all of them being, even though not that original, fun to play, especially against the bots, they seem to be rather intelligent, even in CTF.
You're always on the edge of your seat when it comes to the start of a round, where you have to build a strategy to effectively start the battle and win it for your allies.
All in all, this is a map that almost everyone should at least check out!

Rating: 4/5

Now for some 'minor' suggestions:
  • Add a 'no' button to the first dialog asking you if you're ready
  • The description is too long for the lobby description
  • Add more camera angles, 2 seem rather lacking and there's not that much of a difference
  • Colorize the tooltips, make the important stats glimmer in the player's eyes and darken the rest of the text
 
Level 8
Joined
Nov 11, 2009
Messages
163
Another thing you could do is make a sort of base for each team maybe sort of like a camp / fort and add a siege mode ( where teams take turns defending castles and best score wins ), or simply place the flags there (harder to steal, more fun and more tactics). Camps could have an entrance indestructible or hard to destroy w/e tower with true sight. In this mode you could also place a ballista in the middle and hitting it results in it shooting at the enemy camp. Another thing for this mode or CTF you could terrain so you have to take certain routes to the enemy, even add a shortcut and place destructible doodads ( rocks ).

Sorry to disappoint you but when I first started working on this map I wanted to create a fast, simple and fun to play arena. That's why there are no obstacles and it's not very big. Also I'm going to keep this arena strictly PvP only so no towers, creeps or any other AoS elements.

Short review, since this really deserves at least some rating!

Thanks for the review! I'm looking to improve the things you suggested.

Also thanks for all comments. Keep on rocking and playing! :piru:
 
Last edited:
Level 2
Joined
Jan 23, 2011
Messages
31
Sorry to disappoint you but when I first started working on this map I wanted to create a fast, simple and fun to play arena. That's why there are no obstacles and it's not very big. Also I'm going to keep this arena strictly PvP only so no towers, creeps or any other AoS elements.



Thanks for the review! I'm looking to improve the things you suggested.

Also thanks for all comments. Keep on rocking and playing! :piru:
I know what you tried to design and it worked out perfectly, i'm just saying that some more terrain, small obstacles and even traps around the map could make it more dynamic. Oh, and what I was suggesting wasn't AoS, I wanted to say it would be fun to have a mode in which teams could defend their base ( in that base which made just out of terrain + doodads like some walls w/e or sort of like a bandit camp w/e suits you best, you could place something like that orb in the other mode, and enemy team has to bring it down as much as they can so that in the end, team that did most damage wins --> still fast paced and fun, i'd suggest going on youtube and checking out Spiral Knights pvp mode ). This could also be something awesome to add, 3 circles of power where each gives you a +1 ability and passive stat making you an effective scout, tank, carry. Trust me it's fast paced and mega fun / addictive ). By the way, could you do something about team colors? I find it somewhat difficult spotting enemies in a team fight. Also if you want more ideas I've got plenty, you could make some items that allows you to put traps as a skill --> for maybe upcoming modes? Or even have items entirely dedicated to gameplay modes like items available only for CTF ( as long as you have enemy flag on you get +10% speed etc ) or being around the orb slowly replenishes your health & energy. I know all this sounds like too much but you could always have simple arena modes and at least a few more complicated ones this way you target a lot of audience and players will love switching from some tactical team warfare to some simple arena fun modes. And you could always split the map in different arenas? See battlemages etc. I wish you good luck and keep it going! This map is gorgeous!
 
Level 8
Joined
Nov 11, 2009
Messages
163
I know what you tried to design and it worked out perfectly, i'm just saying that some more terrain, small obstacles and even traps around the map could make it more dynamic. Oh, and what I was suggesting wasn't AoS, I wanted to say it would be fun to have a mode in which teams could defend their base ( in that base which made just out of terrain + doodads like some walls w/e or sort of like a bandit camp w/e suits you best, you could place something like that orb in the other mode, and enemy team has to bring it down as much as they can so that in the end, team that did most damage wins --> still fast paced and fun, i'd suggest going on youtube and checking out Spiral Knights pvp mode ). This could also be something awesome to add, 3 circles of power where each gives you a +1 ability and passive stat making you an effective scout, tank, carry. Trust me it's fast paced and mega fun / addictive ). By the way, could you do something about team colors? I find it somewhat difficult spotting enemies in a team fight. Also if you want more ideas I've got plenty, you could make some items that allows you to put traps as a skill --> for maybe upcoming modes? Or even have items entirely dedicated to gameplay modes like items available only for CTF ( as long as you have enemy flag on you get +10% speed etc ) or being around the orb slowly replenishes your health & energy. I know all this sounds like too much but you could always have simple arena modes and at least a few more complicated ones this way you target a lot of audience and players will love switching from some tactical team warfare to some simple arena fun modes. And you could always split the map in different arenas? See battlemages etc.!

One thing I can say that the upcoming game mode has "bases".
 
Level 2
Joined
Jan 23, 2011
Messages
31
Yay!! Really do look at Spiral Knights and maybe get some inspiration for a new pvp mode with "classes", which you can change during gameplay to fit your needs/ situation. I hope you read and think more about what I said in my previous suggestion post xD. Good luck man! I want to give it a 5/5 soon for all the hardwork. Oh, it would be really awesome if in future versions you would add or experiment random events within the arena. +rep
 
Last edited:
Good game. Ai to, maybe you should improve ai a little. When I play it 1v1 I just make me ranged and until he comes he is lower then 20%. So make AI little better avoid missiles on start, but they are almost perfect when they run away. It's impossible to kill him when he runs everywhere(with missiles to). Ai is 4.5 gameplay 4.2. I will not give u 4 because map is great but need fixing. Do not zoom camera then just make unit bigger, they are too small. Massacre is to short, orb hunt is great, u should work on terrain details more. And maybe u should make entire map visible.

4 until updated
+REP
 
Level 8
Joined
Nov 11, 2009
Messages
163
Good game. Ai to, maybe you should improve ai a little. When I play it 1v1 I just make me ranged and until he comes he is lower then 20%. So make AI little better avoid missiles on start, but they are almost perfect when they run away. It's impossible to kill him when he runs everywhere(with missiles to).

I didn't really design this map around 1v1, 2v2-4v4 are more suitable. As for the AI, I can't increase the complexity of the AI much because I already tried that and all it caused was mess and buggy behavior. But I'm still trying to improve the AI over time.

The new game mode is delayed a bit because I wasn't satisfied with how it came out and I'm also working on a new map that I'm more excited about currently.
 
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I hope you will continue developing this map as well. Some things I've noticed:
1) You run out of energy quick and it's pretty hard to keep a flow, maybe nerf costs or make a basic attack spell which does less damage, sometimes I want to keep ranged all game long and it's not that easy;
2) In CTF mode, AI doesn't give a flying fuck if you're there as long as they don't have a flag carrier, pretty easy to wipe their team;
3) It's kinda annoying when you swap between weapons that you have that little delay where you stand still and nothing happens, I'd suggest the heal & change to be able to happen while you move, could make battles more dynamic.
4) Like I said before, it's sometimes hard to tell who's on what team, maybe get different skins for the two teams ( two skins for that model, there's also a tutorial ).
5) Seeing the minimap would be cool? You can' tell much and it should be useful, maybe in CTF it could periodically ping the enemy player that has your flag?
 
Level 8
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Nov 11, 2009
Messages
163
I hope you will continue developing this map as well. Some things I've noticed:
1) You run out of energy quick and it's pretty hard to keep a flow, maybe nerf costs or make a basic attack spell which does less damage, sometimes I want to keep ranged all game long and it's not that easy;
2) In CTF mode, AI doesn't give a flying fuck if you're there as long as they don't have a flag carrier, pretty easy to wipe their team;
3) It's kinda annoying when you swap between weapons that you have that little delay where you stand still and nothing happens, I'd suggest the heal & change to be able to happen while you move, could make battles more dynamic.
4) Like I said before, it's sometimes hard to tell who's on what team, maybe get different skins for the two teams ( two skins for that model, there's also a tutorial ).
5) Seeing the minimap would be cool? You can' tell much and it should be useful, maybe in CTF it could periodically ping the enemy player that has your flag?

1) There's a reason that the switch weapon gives energy. It encourages players to play hybrid style with both weapons. Also there are items that helps you to maintain your energy (Tribal Vestment, Magister's Hat etc.).

2) I'm trying to something about this. Atleast they know how to cap the flag.

3) It should show an animation while switching/healing. This is also for balance reasons.

4) Heroglow isn't visible enough?

5) It's a small arena afterall I didn't feel it necessary to show the minimap.
 
Level 2
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Jan 23, 2011
Messages
31
1) There's a reason that the switch weapon gives energy. It encourages players to play hybrid style with both weapons. Also there are items that helps you to maintain your energy (Tribal Vestment, Magister's Hat etc.).

2) I'm trying to something about this. Atleast they know how to cap the flag.

3) It should show an animation while switching/healing. This is also for balance reasons.

4) Heroglow isn't visible enough?

5) It's a small arena afterall I didn't feel it necessary to show the minimap.

1) I know it gives energy and I got what you wanted to do, also those items, I know, I'm just pointing things out. Maybe some people would prefer playing only a certain style ( not all the time, maybe a game, a round etc ). I was hoping you would make it possible.

2) Glad to hear that.

3) I was thinking it would balance itself out or maybe you could test it a few times and see how it works? Also I didn't really see any animations, maybe I wasn't paying attention, but I doubt it.

4) Not at all times, plus it would look badass to differentiate teams by skins, just saying? :D I could try and help with that, never done it but I can try nontheless.

5) Yeah but I was thinking mid and long term, I hope you will continue this map and if you add more mods using MORE of the map ( I hope ), well, I'd like to know where the heck my team mates are? I'm not sure if it's possible to mask the enemy team and show only yours but that would be the best solution. Only see your friends and maybe periodical pings about CTF situation etc?

Sorry if I've been 'spamming' your map with comments, I just really love this map and want to see it successful and continued, I hope you aren't holding any grudges :D
 
a great combination is the wolf's head and the unbreakable chestplate, guarantedd you'll ever run out of mana, very hard to chase and kill even if they sprint and you can always use you abilities to the max(unless the ai runs so much where you use all your mana up without actually gaining any energy)
 
Pls .........but pls make respawn time newer goes more than 10 seconds, this is fast playing game and everthing more than 10 seconds makes game so boring. So when I play again AI and when respawn time goes more then 20 seconds I just get mad.

BAG REPORT: Orb with his lightning effect removes first aid effect

Suggestion for game mode:
Battlefield, orb will be in the middle and on the north and south will be points what can be captured ove 5 seconds. Orb will give points when near in unit and Captured points will give points to team wh own it, also kill will give points and main task will be to get to 500/800/1200 points
 
Level 8
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163
Pls .........but pls make respawn time newer goes more than 10 seconds, this is fast playing game and everthing more than 10 seconds makes game so boring. So when I play again AI and when respawn time goes more then 20 seconds I just get mad.

I may put some cap to the respawn time.

BAG REPORT: Orb with his lightning effect removes first aid effect

It's not a bug. Interracting with objects breaks the effect. Same with the upcoming game mode.

Suggestion for game mode:
Battlefield, orb will be in the middle and on the north and south will be points what can be captured ove 5 seconds. Orb will give points when near in unit and Captured points will give points to team wh own it, also kill will give points and main task will be to get to 500/800/1200 points

The upcoming game mode has capture points. I'd rather leave the orb to the Orb Hunter game mode.

BTW the new game mode has been done, I just need to do some balancing and AI stuff about it before the release.
 
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Apr 26, 2012
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1
my favorite here is the assasin's hood and the tribal vestment, it's awesome for people using the dagger since every time you use shade fury or deal damage to multiple units you regain (8x_) mana..
 
Level 2
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Jan 23, 2011
Messages
31
No I do not think like ctf then more like to take point like in wow and than you get points for that point(position)

Could be an useful idea.

Would also be fun in upcoming versions if you could enable some achievements? Like being the first to wipe a team out, or for serial killing them very fast etc, maybe achievements ( More like titles ) that can be won and lost? Having one of these either gives you more energy reg? An aura, a custom name, anything? Would be fun.
 
Nice update Now it is pure 5/5. I will give u +rep, just to spread it.
Suggestions:
-Make tornado removes stealth from units, all except dual daggers or even better cloak what gives +33% energy regeneration
-I know to u have made really big job with AI and u should work on them from version to version. In next small suggestion: make them avoid fire from fire arrow fro simple archer
-When start dominion make AI do not all stand in first point, it's enough to one be on him and others to hunt other points.

That's all from me, I highly recommend this map GJ
EDIT: If I maybe forget to give u +rep in next 2 days, be free and remind me xD
EDIT 2: I think to ''Rifleman'' is OP, and u could add condition for healing spell AI to do not use it when they are at point in dominion
 
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Level 2
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Jan 23, 2011
Messages
31
5/5 and +rep, awesome map is awesome xD Highly recommend it!

Edit: Nice touch with the runes and Anciet Power, looking forward to more things like that, at first I was like "wtf why is the screen shaking?"

Bug: Hosted on lan with a friend 4v4 and after we selected our weapons etc, I chose new game mode and as soon as it started I didn't have a character and 3 of my items ( those I chose ) spawned between spawn point and orb location? Look into that. My friend's armor was randomly chosen, I was waiting for him, maybe that has something to do with it?
 
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Honestly is it to early for DC
Edit:Diabolo3 by Booody are perfect and only one is in DC, DC are legendary maps and really on this map u need a lot of work for DC

EDIT 2: Suggestions, add custom events to game,
Battle Phase: Energy will be on max next 5 seconds
Refresh: Spell has no cooldown next 4 seconds
Hipperpower: Instakill next5 seconds. Any damage will kill unit

Those are my suggestions for improving game
 
Level 8
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Nov 11, 2009
Messages
163
Honestly is it to early for DC
Edit:Diabolo3 by Booody are perfect and only one is in DC, DC are legendary maps and really on this map u need a lot of work for DC

EDIT 2: Suggestions, add custom events to game,
Battle Phase: Energy will be on max next 5 seconds
Refresh: Spell has no cooldown next 4 seconds
Hipperpower: Instakill next5 seconds. Any damage will kill unit

Those are my suggestions for improving game

Yea this map will never be a DC map. The amount of work those who have made DC maps have put is just beyond my reach.

I originally intended to make the runes effect globally entire team. I'll consider this but I can't promise anything. At the moment I'm concentrated on filling all missing weapon slots.
 
Level 2
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Jan 23, 2011
Messages
31
Kuwe, look into that bug I said, where I didn't have a character after game selection and my items were on the ground.

If you want to make runes global, I would suggest make this as an event. When it starts all runes respawn and affect all your teammates so everyone rushes to get as many as possible.
 
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