• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Eternity Calls Defence v.Gold

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Contents

Eternity Calls Defence v.Gold (Map)

Level 22
Joined
May 11, 2004
Messages
2,863
Did you fix the prob with the enemy waves deviating killing the heroes by the portal? LIke I said, you may want to make them invulnerable until they are selected by a player and moved to the playing field.
-VGsatomi

Edit: Nope still there. Your map testers need to be shot. The heroes are still getting killed by the same wave every time. Also, still some tiny things, like some units have shadow meld even though the map is fixed at daytime. They dont need that ability if they can never use it, and some units have mana even though they have no abilities or spells. Nothing major, but that hero problem is still anoying, since players can no longer repick their heroes, even though they have a trigger allowing them to. Please just give me 10 minutes with this map and I'll have it Director's Choice quality. You dont even need to give me credits.

Also, although it will not effect its chances for an award, I personally recommend 86ing that music track at the beginning. It would drop file size substantially and make full house games more feasible. It serves no prpose after the opening into anyways and it doesnt sound much different then exitsting wc3 tracks...

The loading screen says its beatable, the description says its never ending...which is it?
 
Level 22
Joined
May 11, 2004
Messages
2,863
okay, I'll award it. It's about ready now. This map really has come such a long way...

This is a very fun and seemly balanced defense map. has a unique way of upgradeing units, where they each have to buy items. The heroes are all equally useful (in most part) and all serve their own functions in battlefield support. The terrain texturing it very well done, could use a little more doodad work, but overall very good quality. The triggering is great and the map is compatable for solo and multiplayer play. The models were implemented very well and interesting and unique costom spells are plentiful. Many differetn defense options. Very fun map.

Kina wierd....in the sheep shop, you have an item for 30 gold that increases agility and intelligance by 4....kinda pointless when you can buy a crown of kings at the normal shop that raises all stats by 5 for only 20 gold. Some units still have shadow meld. Pointless ability since the game is locked at day time. some of the hero ultimate spells only work on units lvl 5 or below, but later in the game you dont fight anything lower then lvl 6, so makes some of those useless in late game, maybe raise the level in which the spell can work on. And I still recommend getting rid of the opening intro music to reduce file size tpo make it more compatable with mass-online play. During bombardments, all the launchers attack the same spot. Dunno....seemed more randomized last version...did you change something? I also suggest maybe addind invulnerable enemy towers near the spawn points so players cant camp the spawns.
-VGsatomi
 
Level 3
Joined
Sep 17, 2004
Messages
61
I like the idea of this but i dont see much varity in the units u could addmore units or u could add more upgrades and also quests and events or u can also add more heros or u can add another race u can be or others and also put it so u can build towers if u want more suggestion just say so :twisted:
 
Top