Golden Lands v3.5 AI [Latest Patch]

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GOLDEN LANDS

Description

Golden Lands is a custom battleground that combines elements of AoS, RPG and Domination maps. His original game mode is based on dominate the opposite team by controlling points and collect resources, also has a couple of extra game types.
Can be played 5vs5 and AI is fully supported.

Game Modes

There are 3 game types at the moment; The game mode to be played is voted by each player at the beginning.
- Normal Game: Collect 3000 (by default) Resources to win the game. The game command (-rtw #) sets the number of resources needed to win, -rtw (1,2,3) .

- Last Man Standing: The teams fights each other in the center of the map, for 15 rounds the first team that kills all enemies wins the round.

- Obelisk Defend: The teams fights each other in the center of the map, for 15 rounds, every round a random team is selected as the Defender and must defend the Obelisk from the Attacker. If the Defender keeps the obelisk alive for 90 seconds win the round.

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FEATURES

Heroes

Choose from 35 original heroes with custom spells, the heroes are organized in Factions like (Human/Orc/Night Elf/Undead and Neutral) the Human and Orc faction are exclusive for the Horde and the Alliance respectively. Therefore they only can be chosen only in his respective side.

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Abilities Upgrade

Heroic Traits

Perks

Upgrade the hero abilities, improving his effects or adding new ones, every ability has his own upgrade and the first upgrade that reach level 3, becomes the Superior Upgrade that adds unique effects to the ability.
When 2 upgrades reach level 3, the 4th upgrade will be enabled.
The upgrade for the 4th ability comes with the Mastery Specialization, the masteries offers 3 options to help the hero making his own play style. Only one mastery can be selected.

1 point to spend in a upgrade are available every 2 levels starting from level 4, and the Masteries can be purchased in the Altar.
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The Heroic Traits are special abilities that a hero can learn, there are 12 traits where the player can choose from, only one heroic trait can be selected.
The traits are very important because they can help the hero to fulfill his role better and a good combination of traits, items and hero abilities will be determinant on the game.

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The Perks are little bonuses that a hero can learn on the levels 4,8,12,16,19.
All of them gives bonuses like strength, intelligence, armor, damage, etc. The Perks from higher levels gives better bonuses.
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Towers and Gold Mines

The Gold Mines and Towers are controllabe structures and the most important factor to win the game, the Towers provides a good place to defend and can spawn units, and the Gold Mines generates the Resources used to win the game.

Towers

Gold Mines

The Towers are a defensive/Offensive structure, spawns units periodically to attack enemy Towers, also the Tower is upgraded automatically if is controlled at least 10 minutes, his mana bar shows the progress.
Every upgrade improves the their stats and adds a new unit to the spawned group. The Tower can be upgraded up to level 5.
To controls a Tower enters the Circle of Power an remains on it for 15 seconds, while the hero is out of combat.

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The Gold Mines are special structures that generate the Resources periodically, they are guarded be a group of units.
- To control a Gold Mines is nessesary to kill all guards.
- The gold mines are guarded by neutral hostiles (at the beginning).
- The guard units are powerful and will be improved based on the corresponding Base level.

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Commanders

Each team has a unit called Commander (The Warchief for the Horde and The King for the Alliance), this unit has unique abilities that can be activated by any player.
- This abilities are clasified in 2 types, Shout and Refine. The Shout Abilities will affects all allied heroes in the map and the Refine abilities will affects all Towers and Gold Mine Guards.
- Only one ability of each type can be active at a time and shares cooldown.

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Ancient Obelisk

The Ancient Obelisk its a powerful structure located in the middle of the map, it is activated since 10 minutes of the game, the players can take the control of it for 5 minutes and after that time will be able to controle again.
- To take the control of the Obelisk the player need to getting closer to it and make a click on the "Control Obelisk" Ability located in the obelisk itself.

- Takes 10 seconds to control the obelisk, when is controled emits a ray of healing every 3 seconds, this heals to a random allied hero that are in combat.

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Items

There are a Tiered item system, every not normal items can be Tier-up 2 times, every level improves the item attributes and his ability.
To upgrade an item use the abilities inside the "Hero Information" ability that each hero have.
Also they have 4 types of classification (Weapon/Armor/Trinket/Magic Accesory). A hero can only carry 3 items of the same type.



Enchant Items

Runes

All items can be enchanted (except normal items and consumables) , adding more stats or new effects.
- Some of the enchants are stackable(Multiple enchants of the same type in different items works)

- A item can only be affected by one enchant at once.
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In each side magical runes will be spawned periodically, every of them gives bonuses and special effects. Spawn every 2 min.
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AI

The map supports AI players, they are sufficient enough to test the map, and help you understanding how to play the game a bit.
- The AI learns spells and cast them, also returns to heal and teleports to bases and gold mines to defend it.

- The AI upgrade his abilities and purchase items.

- The only difference between Easy,Normal and Insane its his gold lost when they die.
- Easy: 80% Gold Lost factor

- Normal: 60% Gold Lost factor

- Insane: 40% Gold Lost factor


MORE SCREENSHOTS


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CHANGELOG


Code:
Bugs
Fixed a bug caused by Lizard Archer E.
Dommed Queen E: damage in the tooltip and real damage dont feet.
General
New UI to select heroes.
New UI to select War Hall or Team Commander.
Now a point of Armor is equal to 1% reduction to being hitted by a Critical.
Now the hero respawn time is scaled based on the hero distance towards his base, following the next formula.
10 + (0.25 * each 100 distance) seconds.
Removed the mechanic “50% Hp/Mp regen during combat”.
Reduced kill bounty resources difference from 100%  to 50%.
Increased Ancient Obelisk control time from 10s to 15s.
Increased Ancient Obelisk gold reward from 150 to 200.
Reduced Tower missile speed from 1000 to 800.
Increased Tower armor bonus per level from 2 to 5.
New War Hall Ability (Call To Arms): Instantly spawn a wave of units from each tower controlled, this cost 50 resources for each tower controlled.
New War Hall Ability (Commander Assault): The Commander assaults the targeted Tower or Gold Mine for a set of time. Has shockwave and his Hp/Mp/Damage/Armor is based on the level of the selected Gold Mine/Tower. 
War Hall Ability (Bombard): Increased missiles set count from 3 to 4. 
Now all War Hall abilities start with cooldown.
Reduced shared gold bounty from units from 50% to 25%.
Heroic Traits
Now all Traits have 120s cooldown.
Avatar: can be activated while disabled (with the hotkey)
Berserk: Set duration to 15s.
Heavenly Grace: Reduced base armor bonus from 15 to 10.
Murderer: Reduced duration from 20s to 15s.
Murderer: Now gives 20 + 4 x level Spell Strength bonus.
Murderer: Reduced Attack Speed bonus base from 15 to 10.
Presence of Mind: No longer increases spell damage, instead gives a bonus Spell Strength.
Reckless Spirit: Now reduces the respawn time by 50% once after activated.
Savior Push: Increased duration from 10s to 15s. 
Sprint: Increased duration from 6 to 8s.
Titan Wall: Reduced duration from 30s to 15s.
Heroes
Voodoo Priest: Reworked.
Dwarf Runner
Reduced base damage from 55 to 40.
W: Reduced Damage bonus from 16/18/20/22 to 14/16/18/20.
R: Increased Cooldown to 150s in all levels.
Up4: Increased R cooldown reduction from 10s to 25s.
Doomed Queen
E: Damage isn't the same in the tooltip.
E: Reduced max distance from 1000 to 800.
Plaguebringer
Sup2: Only gives spell immunity to allied targets.
Dream Eater
Q: Reduced mana cost to 100/125/150/175.
Q: Increased debuff duration from 6s to 8s.
W: Increased cast range from 500 to 700.
Moon Mistress 
Rescaled cooldowns and mana cost of the abilities.
Items
New Items:
Swift Boots (Trinket)
Trinkets
Dynamic Boots
Replaced Attack speed with Attack Damage.
The effect no longer gives movement speed bonus.
Increased effect duration from 12s to 15s.
Beer Barrel: Replaced Mana bonus with Mana regen.
Imbued Relic: No longer gives Mana regen.
Goblin Electrifier: Reduced Hp bonus per level from 100 to 50.
Standard of Perseverance
Reduced All stats bonuses from 4(4) to 3(3).
Now the charges are lost after leaving combat.
Increases Hp/Mp recover from 6/8/10 to 8/10/12.
Tidefury: No longer is based on a chance, instead triggers every x seconds.
Flask of Bile: Replaced Hp bonus with Lifesteal.
Detailed Change log

CREDITS


Judash
Tauer
Kellym0
Champara Bros
JesusHipster
dhguardianes
soulreaver6
Hermit
Ujimasa Hojo
nGy
eubz
Emergenzy
Tranquil
NewbieMapper
JetFangInferno
tobyfat50
Sellenisko
HammerFist132
PROXY
LordT
ItsMyGeneration
PeeKay
Tarrasque
Stan0033
Mike
s4nji
MarkSpartak
Shyster
BurninRose
UgoUgo
marcus158
Amigurumi
ILH
DragoonZombie
xyzier_24
-Grendel
Direfury
Callahan
PrMosquito
DarkEvil
ratamahatta
Mythic
Wolverine
Mc!
Marcelo Hossomi
Fingolfin
HungaryMaster (Magyar)
Skizzik
CreatorD3292
War_Golum
iron_warrior
Spellbound
Darkholme
Hueter
Kantarion
Illidan_09
LoDown
CRAZYRUSSIAN
Kyzerdrood32
NFWar
Golden-Drake
Serbianbeast
Scorpions
Eldin HawkWing
Darkfang
Maurx
Murcologist
Blizzard Entertainment

AUTHOR NOTES


Personal Thoughts

I never started a serious project on warcraft 3, therefore this is my first work released to the community. I had the idea long time ago and its evolved with the time, i like the result and I plan to continue working on the map.
With the coming of Reforged, gave me much more desire to finish it and and I'm looking forward to another project with the new era that is about to begin.
Thanks to all people that make the community that keep my beloved warcraft 3 alive.

Contents

Golden Lands v3.5 (Map)

Reviews
Alexen
ReviewGolden Lands Key ConceptAoS - A kind of AoS which I never seen before. I like that you added plenty pieces of information.:pgrin: The loading screen is nice. Is good that you can see your hero's details well enough before choosing it. I played...
Lord_Marrowgrath
Firstly I like the whole map. I think, It's based on WoW battlegrounds. Here is my review Terrain + Terrain smooth and detailed. + Less doodad and pure quality + It reminds me a wow battleground. + It fits gameplay Gameplay + Combat is non-stop. +...
Uncle
I only played one game game against AI but I have to say that everything felt really crisp and you did a great job with the terrain and UI/presentation. From what little I played the heroes seemed fairly original and their designs had a recurring...
deepstrasz
You should use another colour than the second red for team 1's AI. The first player is already red. Why does Honour have the icon of the teleportation stone? Maybe make a special box/unit where you enchant items with a finite number of inventory...

Alexen

Map Reviewer
Level 18
Joined
Aug 6, 2015
Messages
1,257
Review
Golden Lands
full

Key Concept
AoS - A kind of AoS which I never seen before. I like that you added plenty pieces of information.:pgrin: The loading screen is nice. Is good that you can see your hero's details well enough before choosing it. I played this one the moment you uploaded it and every time on updates to see how you evolved.
full

Gameplay
Heroes are well designed and they have cool abilities. Can say the same thing about the items, I like that organized them well.:plol: I played almost all of your heroes but the one that I liked the most was Death Sting. The combats are cool and you managed to add interesting things into it, like the commander of each faction. I like how tried to differentiate the gameplay by changing the victory mechanic. Heroes can enhance their skills. Looks like a talent tree.:peek: Thumbs up for that! The multiboard is very detailed, good job for that, you added everything in it. There's global experience. I suggest you remove this. Having such thing in AoS is not the best thing but it's up to you. Aside from those, I haven't seen any bugs. Is great that you impleneted AI as well. Though they cast their spells well in fights, they do not seem to buy items.:pshock:
full

Terrain & Aesthetics
Same as the gameplay, the map layout is different that most AoS and I like how the terrain looks.:plol: The bases are well designed and really fit their factions.
full

Wizardry
Well designed spells from simple to really custom ones. Good job on that!:pwink:
full

Final Suggestions
Add more heroes, remove the global experience thing, the commanders seem to have the same spells, I believe they should have abilities that fit their race. Make the AI buy items. :pcon:There are also minor spelling errors.

You've done a good job. This one should go in approved state. My rating for it is 5/5
 
Level 6
Joined
Oct 4, 2016
Messages
207
Thanks i'm glad that like you.

Add more heroes, remove the global experience thing, the commanders seem to have the same spells, I believe they should have abilities that fit their race. Make the AI buy items. :pcon:There are also minor spelling errors.

- I will be add more heroes soon, i'm working on 2 new ones.
- The globals experience its only applied for map objectives, capture a Gold Mine or Base gives experience to all players of the team. Also killing the enemy boss also gives exp globally. But the experience of creeps and heroes is shared between nearby heroes.
- The Bosses has the same spells for equality, at beginning i had the idea of making thematic spells but its seems hard to balance.
- The AI buy items, you has downloaded this version?, i remember that in the previous beta version they don't buy items.
- If you point me where is the spelling errors it can help me.​

Thanks for the review.
 
Last edited:
Level 11
Joined
Aug 23, 2011
Messages
659
Firstly I like the whole map. I think, It's based on WoW battlegrounds. Here is my review

Terrain

+ Terrain smooth and detailed.
+ Less doodad and pure quality
+ It reminds me a wow battleground.
+ It fits gameplay

Gameplay

+ Combat is non-stop.
+ There are no destroy base priority. It makes different gameplay.
+ Global experience good thing for that gameplay. It feels you are working together as a team.
+ Capture objective makes map alive.
+ To many variations of items.
+ Players can understand capture base by horn sound. It makes to focus your objective.
+ Combat Texts are good.
+ I love cooldown bar.
- Heroes become main thing on mid game. Creeps not effective to much.
- AI becomes so powerfull on early game. It's hard to challange for me like a newbie.
- Portals need delay or something like that. I can escape instantly from the area. And camera doesnt focus on my hero.
- Buying mercanery system useless on late game. Heroes can kill them instantly
- Items are confusing for newbies. There are upgrade/enchant and recipe system. (it's good but confusing)

Heroes

+ 15 heroes but too many build for your hero. It makes better gameplay. (I like options for heroes)
+ 5 ability / 1 Perk selects from 12 / 3 talent-Side effects / Masteries. It's hard to understand on begining but I played 1 hero with 4 different ways.
+ Upgrading your abilties.
- Upgrading your abilites by honor point makes unbalance between heroes. 1 hero can carry the whole game.
- Many items need honor point. If you are weak game forces to rage-quit you.

Suggestions

= Add suggested item vendors for heroes. It will be easy to understand builds. (Leaguge of legends system, you need to know which item usefull for your hero)
= My own suggestion: import warsong glutch/arathi basin war theme to your map from WoW. It makes better atmosphere
= Add tooltip on gameplay ( -tooltip etc.)
= Nerf the AI or add option for AI Level (It's best AI I have ever Seen before on hiveworkshop, do not misunderstand)
= Add camera focus on way gates
= Add more powerfull mercenaries and change their costs.
= Add global honor point events for weak players on mid game
= Hero selection system is too detailed. It's good but I spend 10 min to how to select my hero.
= Add upgrade to creeps.

Overall 5/5 your map is unique. I enjoyed much. And your map forced me to try every heroes.
Good luck by the way.
 
Level 6
Joined
Oct 4, 2016
Messages
207
Yes its based on the Arathi Basin BG, mainly because the goal its getting x amount of resources to win.

- Heroes become main thing on mid game. Creeps not effective to much.
The creeps are upgraded every 7 minutes (more HP and attack damage) and the towers become stronger (more HP, armor and damage) with every level, yeah in some points the tower its strong enough to get rid of a lot of creeps alone. maybe this require a bit of balance maybe i will view how the creeps are upgrade. i don't want super strong creeps because if the enemy team has 3 bases vs 1 base of your team, the creeps are accumulated fast and its a bit hard to get rid of a bunch of them.

AI becomes so powerfull on early game. It's hard to challange for me like a newbie.
Actually the AI has 3 levels of power, the easy AI only has 10% increased exp. But i think that the main reason that AI are too strong its because they play the game how it should be, they make decisions fast, better than a newbie that are expending his time viewing how the game works. But with practice i think the AI are complitely easy to win.

- Portals need delay or something like that. I can escape instantly from the area. And camera doesnt focus on my hero.
The portal its rigth i think, they offers a better way to defend/attack objectives from the other side of the map, if they don't exist or are disabled for a time defending/ambush/attack enemies will be more difficult because there are only a bit way to go.
And about the camera, you are right, i will implement that when i figured how to detect when a unit uses the portal ability.

- Buying mercanery system useless on late game. Heroes can kill them instantly
The neutrals gains bonus HP and MP based on the hero main attribute but i think it's not enough for the late game. Maybe i will add a way to hide this unit and the hero can call it when it requires. more like a pet system.

Items are confusing for newbies. There are upgrade/enchant and recipe system. (it's good but confusing)
Yeah the items are not friendly to newbies, and i'm thinking about to how making it more simple. Maybe the recipe system will be gone for the future updates.

Upgrading your abilites by honor point makes unbalance between heroes. 1 hero can carry the whole game.
A hero can upgrade 1 ability per level. But the upgrade cost honor that is used for purchase the recipes of items as well.
Maybe increasing the level skip requeriment to 2 levels. Or maybe requires some balance.

Many items need honor point. If you are weak game forces to rage-quit you.
Yeah, when your team are lossing, its a bit hard to get honor points, the best solution for this its attacks together with your boss, because he increases his Rage level and deals more damage, but the AI tend to go alone to get objectives.
The suggestion that will be good here is, when you are lossing, dont fight alone vs 2,3 heroes, take advantage of the boss rage, attack gold mines to force the enemies to defend it and leave, go for neutrals, basically bait the enemies, when the other team has various points captured its hard to defend all of them.

= Add suggested item vendors for heroes. It will be easy to understand builds. (Leaguge of legends system, you need to know which item usefull for your hero)
Good suggestion, i will add it.

= My own suggestion: import warsong glutch/arathi basin war theme to your map from WoW. It makes better atmosphere
I already have the Capture/Loss points from Arathi Basin, do you refer to the music theme? if yes would be good, i will implement it.

= Add tooltip on gameplay ( -tooltip etc.)
I don't understand.

= Nerf the AI or add option for AI Level (It's best AI I have ever Seen before on hiveworkshop, do not misunderstand)
Like i said above, its question of practice, and thanks, i was spending too much time on this AI :D.

= Add more powerfull mercenaries and change their costs.
Yeah i will change to mercenaries to make it more viable.

= Add global honor point events for weak players on mid game
Capturing bases and gold mines gives honor globally, and every kill of any player gives 2 honor globally. The hero don't loose honor when killed. But i will take care about.

= Hero selection system is too detailed. It's good but I spend 10 min to how to select my hero.
Yeah its hard the first time, i will think about this.

= Add upgrade to creeps.
The creeps are upgraded every 7 min, and every new level of the towers adds 1 new unit to the spawned group.

Thanks for the review, it motivates me to making more changes to the map :).
 
Last edited:
Level 22
Joined
Aug 10, 2018
Messages
2,746
I only played one game game against AI but I have to say that everything felt really crisp and you did a great job with the terrain and UI/presentation. From what little I played the heroes seemed fairly original and their designs had a recurring theme that promoted a certain style of gameplay unique to the hero. I enjoyed conquering objectives to gain Honor, and I really enjoyed the amount of customization each hero had between Items, Enchants, Ability Masteries, and Talents. Overall, a really solid AoS map. 4/5.

Some issues I had:
-Messy tooltips. Some spelling mistakes and over complicated tooltips. Add a description for Gold/Honor in the top right UI. Also, I noticed that your tooltips for learning an ability are a lot better than your already learned tooltips. I think you should use the learning format that separated the abilities description from the actual stats like damage, slow %, duration, etc.

-The Talents (the stats that you could level up every few levels on your hero) seemed unbalanced. I noticed at one point I could choose from: "+25 to One Attribute" OR "+20 to All Stats". I clearly went with +20 to All Stats seeing as how that amounts to a total of +60 Stats versus +25. I'd lower the +All Stats to something like 5/10/15 or increase the single stat.

-Overall balancing seems all over the place, but that's to be expected with AoS games. Me and 2 of my AI allies couldn't fight a lower level hero (The scorpion hero) because he had the Regeneration Rune. Not sure if this is intended, but it seemed a bit too powerful.

-Not sure if there are tips or a guide, but if not, maybe add a -Noob command that will give the player tips throughout the game. Like a tip for when you get enough honor (25+) to upgrade your skills, a tip for when you have enough gold for a recipe, a tip for when you can level up a new Talent.
 
Level 5
Joined
Aug 11, 2009
Messages
164
Played the map with a friend and one thing that bothered us was that the AI picks heroes before the players do, heavily limiting the amount of options we had as a result. Could you make it so that the AI picks heroes after players?
 
Level 6
Joined
Oct 4, 2016
Messages
207
-Messy tooltips. Some spelling mistakes and over complicated tooltips. Add a description for Gold/Honor in the top right UI. Also, I noticed that your tooltips for learning an ability are a lot better than your already learned tooltips. I think you should use the learning format that separated the abilities description from the actual stats like damage, slow %, duration, etc.
Nice suggestion, i think that the tooltips are a bit confusing even with the highlighted words. Making the format same as the learn tooltip will be good. also will be more flexible if i want to implement dynamic tooltips in a future.

-The Talents (the stats that you could level up every few levels on your hero) seemed unbalanced. I noticed at one point I could choose from: "+25 to One Attribute" OR "+20 to All Stats". I clearly went with +20 to All Stats seeing as how that amounts to a total of +60 Stats versus +25. I'd lower the +All Stats to something like 5/10/15 or increase the single stat.
You are right, this need a bit more balancing to make all the options viable and useful.

-Overall balancing seems all over the place, but that's to be expected with AoS games. Me and 2 of my AI allies couldn't fight a lower level hero (The scorpion hero) because he had the Regeneration Rune. Not sure if this is intended, but it seemed a bit too powerful.
Do you reffer to the short dash? the scorpion hero selects the "Flash Recovery" heroic trait, that it allows he to dash a short distance and heals him upon end, based on his level, but this heal can make a "Critical" increases the healing too much. Maybe this hero it's a bit unbalanced (movility ability [E], magic resistance [Q}, good slow [W]) in the next version will be nerfed a bit.

Not sure if there are tips or a guide, but if not, maybe add a -Noob command that will give the player tips throughout the game. Like a tip for when you get enough honor (25+) to upgrade your skills, a tip for when you have enough gold for a recipe, a tip for when you can level up a new Talent.
Yeah i will be add a Tips system to help players, good suggestion.

Thanks for playing the map, i will handle all your suggestions :).



Played the map with a friend and one thing that bothered us was that the AI picks heroes before the players do, heavily limiting the amount of options we had as a result. Could you make it so that the AI picks heroes after players?
Ups i changed the elapsed time that AI starts picking heroes for testing purposes, and i forgot change it again.

In the next version it will be fixed, thanks for playing the map.

Regards.
 
Level 22
Joined
Aug 10, 2018
Messages
2,746
It wasn't Flash Recovery (I was using that myself), I think it was the Healing powerup/rune that you can pick up. I assumed you had made one similar to the DotA Regen Rune, except that in this case it isn't dispelled upon taking damage. I saw some kind of nature icon in his status bar, I'll have to play again since it's all becoming a bit foggy now.
 
Level 6
Joined
Oct 4, 2016
Messages
207
The healing rune its not similar to DotA because it heals you instantly based on your level.
One item gives rejuvenation but in the item build of the hero this item not exist.
The Elder Sage (E) ability makes healing overtime and has a nature icon.
The Healing Salve item recovers Hp and Mp periodically and cannot be dispelled upon taking damage. The AI sometimes purchase this item and uses it.
Some of big sources of healing that the map has is the healing of Paladin's (E) and the heroic trait (Replenish).

Regards
 
Level 22
Joined
Aug 10, 2018
Messages
2,746
Ah, now I'm all sorts of confused. Maybe it was just a healing salve, because I believe I had the Elder Sage on my team (I remember being healed by him, Furion model?). So if it was the Healing Salve then perhaps have it dispel from taking damage, or, maybe reduce it's effect by like 50% or something while in combat. Or keep it the same as it is, now that I realize how it works it's not a big deal.

Anyway, good luck with the map.
 
Level 6
Joined
Oct 4, 2016
Messages
207
The salve heals 250 Hp in 30 seconds, that means 8.33 Hp per second.
Reducing it to 50% during combat would be nice.

Thanks for the suggestions :).

EDIT:
Fixed the time when AI start picking heroes.
I'm working on a new system to learn the hero upgrades.
The Upgrades can be learned directly in the hero, and has a better tooltip structure.
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deepstrasz

Map Reviewer
Level 52
Joined
Jun 4, 2009
Messages
15,446
You should use another colour than the second red for team 1's AI. The first player is already red.
Why does Honour have the icon of the teleportation stone?
Maybe make a special box/unit where you enchant items with a finite number of inventory slots. I guess you could use the stash for it?

Well, there's a whole lot of stuff going on that needs time to take in properly. It's an expansive AoS.

Approved.


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Level 6
Joined
Oct 4, 2016
Messages
207
You should use another colour than the second red for team 1's AI. The first player is already red.

Do you refer to the color of the Horde Team? the red its representative for The Horde and it's a bit darkened, i will search for other variations of red.

Why does Honour have the icon of the teleportation stone?

Ups i didn't notice, i will change the honor icon.

Maybe make a special box/unit where you enchant items with a finite number of inventory slots. I guess you could use the stash for it?

I'm not sure if uderstand this, do you refer to make a unit with inventory, so the player can place the item in this unit and give the unit a way to enchant the items?
at the beginning I thought do it like this, but selecting a specific enchant will be difficult because there are a lot enchants to choose from.

I'm remaking the items, and possibly the mechanic of enchanting will be changed as well.

The map it's overwhelming the first time, but when you take it, its easy to play and i'm thinking many more features but also thinking a way to make it more friendly to newbies.

Thanks for approval :).
 
Level 1
Joined
May 16, 2019
Messages
3
awesome map! I stayed the whole Sunday playing.
I've been playing mobas since before mobas and I was amazed at the originality of your map. Great work
looking forward for future updates o /
 
Level 6
Joined
Oct 4, 2016
Messages
207
After a long time, new version available, fully working on 1.31.1 patch.

New Hero: Goblin Grenadier (Agility/Neutral)
wc3scrnshot_070419_173417_01-png.327173

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Version 1.2
- Removed recipe system by a Tier-up item system.
- Added new Items.
- Balance Changes.
- And more.
- Full changelog here. Golden Lands Updates
 

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Level 6
Joined
Oct 4, 2016
Messages
207
New Update V1.7
  • New Hero Warlock (Intelligence/Undead)
  • New Items
  • Various improvements to the AI
  • A lot of balance and changes to abilitites and items

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Level 1
Joined
May 16, 2019
Messages
3
Amazing work as always.
but u cant find the skill mastery preview from early versions Oó, also the the "perk attributes", "special attributes" and "perk select" menus arent showing nothing :(
 
Level 6
Joined
Oct 4, 2016
Messages
207
Amazing work as always.
but u cant find the skill mastery preview from early versions Oó, also the the "perk attributes", "special attributes" and "perk select" menus arent showing nothing :(
That's true, i think that the optimizer did something bad this time, because in the dev version all of them are fine.
I will see whats its causing this bug, thanks for playing :)
 
Level 6
Joined
Oct 4, 2016
Messages
207
Update Version 1.9
  • Added a Results Multiboard, where the players can see a plenty pieces of information about the match.
  • Added a Victory Scene (more pleasant than the poorly text "The Horde Wins")
  • Some Balance Changes
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Level 7
Joined
Feb 23, 2015
Messages
135
Interesting map. But the time waiting for round is too long, and AI druid always stuck inside the cliff.
And when AI is at a much lower level, they'll continue to attack enemy instead of staying with minion or junging to gain exp.
I don't know how many heroes are teleporting when seeing the buff on buildings.
Revive time could be longer on high level hero.
Hoping there'll be a just killing mode.:D

——————————
Archer is str hero, is that on purpose?
 
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Level 6
Joined
Oct 4, 2016
Messages
207
Interesting map. But the time waiting for round is too long, and AI druid always stuck inside the cliff.
And when AI is at a much lower level, they'll continue to attack enemy instead of staying with minion or junging to gain exp.
I don't know how many heroes are teleporting when seeing the buff on buildings.
Revive time could be longer on high level hero.
Hoping there'll be a just killing mode.:D

——————————
Archer is str hero, is that on purpose?

Thanks for playing :).

- The time between rounds is too long because help newbies to select which item purchase.
- To unstuck a hero you can type -unstuck #player but this is a bit annoying so i'm thinking about how i can detect when a hero is stuck and then order him to tp.
- The AI always go for conquer unprotected/weak points but sometimes commit suicide. I'm always working on the AI changing/improving his behavior. Maybe in the future they will be more careful and they can jungling.
- About the teleporting, you are right i will think about how to fix this.
- Actually the respawn time is based on how far you died from your main base, so will be more risky fight and die in the enemy side of the map.

- About the Killing mode, isn't the Last Man Standing mode similar to Kill Mode? or do you mean to a Mode where the winner will be the team that achieves X amount of killing?

- The Archer is a strength hero, i like making that weird heroes :p also it fits to the Lizard theme, also his attributes/attributes per level are balanced to be a mix of Agility/Strength. some people complains about this hero cuz is too strong on some scenarios.
 
Level 7
Joined
Feb 23, 2015
Messages
135
- The time between rounds is too long because help newbies to select which item purchase.
- About the Killing mode, isn't the Last Man Standing mode similar to Kill Mode? or do you mean to a Mode where the winner will be the team that achieves X amount of killing?
- The Archer is a strength hero, i like making that weird heroes :p also it fits to the Lizard theme, also his attributes/attributes per level are balanced to be a mix of Agility/Strength. some people complains about this hero cuz is too strong on some scenarios.

- Maybe there'll be better to have a NPC to let the team skip the waiting time.
- I mean that achieves amount one and yes. Last Man is a group fight mode, the place is small and isn't friendly to some agi heroes. And some assassin hero like bandit in Defult mode they can only kill other hero then teleport home to restore, due to the short revive time they can't buy much time for their team, and more likely spending the same time with the reviving hero walking back to battlefield. If they want to help the team they have to take mines. So a just-kill mode will be nice.
- Archer seems performs well to me, and I love this purple style. Assassin hero with control and immunity is easy to slay her. So zealot and bandit are my favourite, and I think Voodoo cane is a better choice than other accessory for bandit (Maybe you can increase animal's size?).

My own opinion is based on AI fight, I only play with AI and don't know what happen when playing with real people.
Also looking forward to see a not-mage undead hero.:D
 
Level 6
Joined
Oct 4, 2016
Messages
207
- Maybe there'll be better to have a NPC to let the team skip the waiting time.
- I mean that achieves amount one and yes. Last Man is a group fight mode, the place is small and isn't friendly to some agi heroes. And some assassin hero like bandit in Defult mode they can only kill other hero then teleport home to restore, due to the short revive time they can't buy much time for their team, and more likely spending the same time with the reviving hero walking back to battlefield. If they want to help the team they have to take mines. So a just-kill mode will be nice.
- Archer seems performs well to me, and I love this purple style. Assassin hero with control and immunity is easy to slay her. So zealot and bandit are my favourite, and I think Voodoo cane is a better choice than other accessory for bandit (Maybe you can increase animal's size?).

My own opinion is based on AI fight, I only play with AI and don't know what happen when playing with real people.
Also looking forward to see a not-mage undead hero.:D

- I will think about a mode that involve only killing.
- Ok i will increase the model size.

I'm working on a some sort of (zombie/undead/tank) hero, and i have a lot of ideas so with some time i will add them to the map.
You can join the discord server if you want, there are several Hero Arena maps that we test sometimes.
 
Level 7
Joined
Feb 23, 2015
Messages
135
- I will think about a mode that involve only killing.
- Ok i will increase the model size.

I'm working on a some sort of (zombie/undead/tank) hero, and i have a lot of ideas so with some time i will add them to the map.
You can join the discord server if you want, there are several Hero Arena maps that we test sometimes.
Thanks for inviting, discord is banned in china, I'm still trying.:D
 
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Level 6
Joined
Oct 4, 2016
Messages
207
New Version, 2.1.
A lot of changes related to gold mines, balance changes, some rework on abilities and a new hero!!
The Moon Mistress (Intelligence, Night Elf)

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wc3scrnshot_111919_124737_02-png.337860

Regards!!
 

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Level 2
Joined
Dec 16, 2011
Messages
13
Hey. Just wanted to say that i've played your map quite abit and i really like it. Kinda reminds me of the good ol' Arathi Basin from wow which was my favourite BG :D Anyways, i was wondering if there's any place i can find info about how the resistance, evasion and block stats work? I suppose evasion and block is somewhat straight forward but abit unsure about resistance. Couldn't find any explanation of this ingame. Regardless, thanks for a great map :)

Also i apologize if anyone else already suggested this, but i think it would be nice to choose the amount of resources required to win in the original mode. Say something like anywhere from 2, 3, 4 or 5k depending on how long of a game you're in the mood for. I think that'd be nice at least. Just a suggestion :)
 
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Level 6
Joined
Oct 4, 2016
Messages
207
Hey. Just wanted to say that i've played your map quite abit and i really like it. Kinda reminds me of the good ol' Arathi Basin from wow which was my favourite BG :D Anyways, i was wondering if there's any place i can find info about how the resistance, evasion and block stats work? I suppose evasion and block is somewhat straight forward but abit unsure about resistance. Couldn't find any explanation of this ingame. Regardless, thanks for a great map :)

I have a guide writed but is outdated and incomplete so, i may update it, since I think the game will not vary much from what I have so far.
Info about those mechanics:
- Block: Chance to block 50% of the attack damage received, when it procs, recovers 4% of max Hp (mostly for strength heroes)
- Evasion: The classic evasion, denies all attack damage.
- Resistance: It's exactly like magic resistance.
There are other mechanics that are important as well.
- Attack Strength: Reduce the Block and Evasion chance of the attacked enemy.
- Spell Strength: Reduce the resistance. (its like spell penetration)

Also i apologize if anyone else already suggested this, but i think it would be nice to choose the amount of resources required to win in the original mode. Say something like anywhere from 2, 3, 4 or 5k depending on how long of a game you're in the mood for. I think that'd be nice at least. Just a suggestion :)

There is a command for that, -rtw # only work on the normal game mode.
-rtw 1: sets the resources cap to win to 2000
-rtw 2: sets the recoures cap to win to 2500
-rtw 3: sets the recoures cap to win to 3000 (default)
This command can be active and changed before the game starts.

Thanks for playing :) if you have some other suggestions about the heroes and the items will be welcome.
 
Level 6
Joined
Oct 4, 2016
Messages
207
New Version 2.2
- Two new heroes
- Plague Bringer (Strength, Undead)
- Headhunter (Agility, Orc)
- Some Fixed and Balance.


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Level 2
Joined
Dec 22, 2019
Messages
19
The items organising in this AoS seems a bit confusing and takes time to understand a build for your hero. The heroes are amazing. I like the druid one a lot. Bonus for being an AoS with capture points. +Rep
 
Level 6
Joined
Oct 4, 2016
Messages
207
New Version, 2.3
Drastic modifications to the game play, the boss has been removed, he was influencing the game too much, now the game is strictly PvP.
- Changed the Boss by a Commander placed in each Base, this unit can cast a special abilities that affects heroes or building globally, and has long cooldown.
- New Items and some changes to items.
- Added commands for single player (read the F9 menu)
- Changed some mechanics related to the Obelisk, Enchantments, Traits and Towers.

Regards.
 
Level 6
Joined
Oct 4, 2016
Messages
207
New Version 2.4
- New hero Gryphon Rider (Human - Agility)
wc3scrnshot_012120_203956_01-png.345085

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- Balance changes.
- A lot of changes to items and heroes.
- Multiple teleports to the same Tower, Gold Mine has better clustering.
- Masteries and Enchantments changed costs.
- Refine abilities gives Magic Immunity to Guards.
 

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Level 1
Joined
May 16, 2019
Messages
3
i cant play 2.6 and idk why =(
also whats "SD only" stands for?

wc3 version 1.30.2

halp

amazing map :D

edit: map doesnt show on client
 
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Level 6
Joined
Oct 4, 2016
Messages
207
i cant play 2.6 and idk why =(
also whats "SD only" stands for?

wc3 version 1.30.2

halp

amazing map :D

edit: map doesnt show on client

Oh sorry but i'm using the latest version of warcraft editor (1.32) to save it, so that is why you can't play in older versions.
And the SD Only is because i forced the map to run with the Classic graphics in Reforged (until the official editor get some updates for coding).
 
Level 6
Joined
Oct 4, 2016
Messages
207
Hi, this is the last version of the map i really enjoyed developing it, but now i need to face up another things on my life.
I will make some patches for bugs or balance if is required but there will be no new things.

The map is unprotected, you can see how some abilities or the AI are coded, but WARNING the code is messy (
I'm only supposed to understand it :p).

Regards.
 
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