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Guild Arena: BattleChasers v1.11 AI

Submitted by Darkwing
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]


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:fp: 25.09.2011. Yo Darkwing here, I am opening up project recruitment
for the sequel of your favorite arena map,
the new Guild Arena II: the Broken Pact.
Join our Guild Arena Team NOW!!!
Click on the image below to go to the Project Recruitment Thread.


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http://www.youtube.com/watch?v=cgUBPVusho8

The vast city of Utopia lies atop millennium of conflicts, congregations and betrayals, peace and wars, overladen with monuments of past carved both in stone and flesh. The Guilds within City are bound by the "game of throne" each claiming the rule over the other Guild in its own manner. Now after almost century of peace that was protected by the "Pact", the new era of struggle is slowly drawing near. Rumors circle the city from the Kaos slum-taverns, across the fire pits of Skarana, over the libraries of Zycra, through the most inner circles of Verdana glades, across deserted roads and wastes of Ahkrep up to the Aspire bell towers, that the pact is shattered. With the rivalry and tension between Guilds brewing up, slowly both Heroes of old, and young upstarts are rising up to once again chase the battles across the territories of Utopia. The only thing that remains now is that YOU chose your favorite amidst the many who have entered the battle already and ask yourself...

Which guild are you?



* The map has -ap (all pick), -ar (all random), -em (easy mode), -nd (no duel),
-na (no achievments), -3d (3d camera), -cf (Capture the Flag) modes.
* There are total of 35 Heroes/ines divided among 6 Guilds. (33 standard and 2 Fun Heroes)
* Experience new additions to the gameplay, such as animated "killing spree" text, achievments, 3D camera and much more.
* Map also contains a basic AI that I intend to improve through the gamers feedback.


I strongly recommend for all those new to the map to read the Game Info (F9) or check out the official map website www.guildarena.co.nr at for full explanation of the game, it's feats and new stuff.

Me and my testers have done the best of ourselves to remove all bugs we spotted, so if you find any bugs, syntachs errors, find explanation ability, hero etc. confusing, or if you have an idea, constructive critics, or WANT to join our team, please contact me.

Contacts:
:fp:mdarkwing@gmail.com (e-mail)
:fp:www.guildarena.co.nr (official map website)
:fp:Guild Arena: the BattleChasers (facebook fan page)
:fp:Guild Arena Youtube channel (where you can expect new trailers and regular updates about the map)


:fp: NEW FEATS IN VERSION 1.11
Show new feats
This version mostly consist of large corrections of Hero/ine bugs from previous versions. :thumbs_up:

-Trainer now shows trainings
-fixed the Necronomicon bug with rage Heroes
-fixed Vampire bug with his "Portrait Curse"
-fixed syntax with Leonidas abilities
-fixed the knockback with his "Heroic Leap" ability
-added utility explanation to Artifacts so now you can see what does the Artifact do (new player friendly)
-edited mana cost for casting Lightning Hammer or Spear
-fixed bug where Army Crusher and Groundbreaker were destroying trees
-reduced casting range of Red/Blue scepter to 500
-fixed the bug of the flying height when revived (some heroes)
-changed the Pyropulse spell hotkey into "E"
-fixed the bug with Vixenas ultimate "Sabbath Children"
-fixed the drop player hero icon
-fixed the items of the dropped player (now at center of the base)
-fixed the air unit flag thingie about Tazar's Hawk
-fixed the base dmg and as bug of Alchemists "Chemical Rage" (set new 1.5/1.3/1.1 sec)
-changed Urza's "Shapeshifter" Werewolf form base as to (1.7, 1.45, 1.2)


Hero/ine base damage and attack speed:

-Devil Hunter (dmg +7, as 1.76)
-Paladin (+7 dmg, as 1.77)
-Yuger (+4 dmg)
-Grok (1.83 as)
-Vampire (1.85 as, +6 dmg)
-Alchemist (1.86 as, +3 dmg)
-Bulk (+8 dmg, 1.85 as)
-Wondo (1.87 as)
-Tazar (1.82 as)
-Blood Knight (+8 dmg, 1.82 as)
-Cavalier (+5 dmg, 1.83 as)
-Dreamweaver (1.83 as, +3 dmg)
-Furbolg Monk (1.84 as, +3 dmg)
-Urza (1.86 as, +5 dmg)
-Pit Lord (+9 dmg, 1.87 as)
-Skullsplinter (+5 dmg)
-Rook (1.83 as, +2 dmg)
-Assassines (+100 attack range, +10 dmg, 1.81 as)


:fp: Changes in version 1.1
Show new feats
Let's go over the major changes firstly :thumbs_up:

DESTROYABLE ENVIROMENT: The surprise additon
-Thanks to Mile Rizik who started modeling just recently, you can now utterly destroy whole enviroment in GA. He created and animated models for Archways, Pillars, Columns, Torches, Braziers, Skull Piles and Statues.
-However due the complex thing of creating such good Destroyable Enviroment system I've implemented the simpler system
-The new version will feat this more complex system for sure (I'm half way there making it)
For now the things you should know about the system:
-All of the Enviroment Destructables have set amount of hit points so that they cannot be destroyed early in game. Destruction starts approx between 10-15 min of the game when full scale asskicking between the Guilds begins
-Not all abilites can destroy the Enviroment (lol hels sure cannot)
-If your Hero has Army Crusher or Ground Breaker equipped he can destroy the enviroment near the target he is attacking
-Also if your Hero is near the Destructable when its dying your camera will shake as the Pillar, Statue, or Archway..etc. falls to the ground

New DUEL:
-Now duel ranges from 1v1 to 6v6 based on the number of players in Guilds. Also the bugs of the previous duel have been removed, this duel rocks. The skill of the ones of who achieve Immortal Fame Rank will be tested in duel of type Immortal vs Guild where you fight alone against whole enemy Guild.
-Features new bet system with old commands. Fixed the bug where you could bet more gold than you have.
-Added "-finish" command which can be typed when AI's fight duel to randomly kill one of duelers and finish the duel so you don't have to wait for them to fight.

New SCOREBOARD (Multiboard)
-Features all of the major game stuff up in the MB.
-Show scores of both Guilds in the title.
-Also shows the duel countdown if duel is on
-Show the pending time of all reviving Heroes

New ARTIFACTS:
-Added item ownership sys. Items you don't own cannot be pwned. You can still manipulate with them. This does not apply to Recipes or
Consumable artofacts such are Pots and Net.
-Added "Pick All Artifacts" ability to the Stash Box which picks all of the artifacts in your base region to your Stash Box.
-Changed the Pandora's Box into two shops "Mida, the Fame Keeper" (sells Fame Artifacts) and "Trainer" (changed Tomes into trainings of Might (Strentgh),Endurance(Agility), Knowledge (Inteligence) and Omnimind Training (level gain))
-Added new Artifact "Apprentice Ring" (Wee Tradonauts); +2 armor, +200 mana pool, +Replenish Mana (AoE mana restore)
-Added new Artifact "Avatar" (Kitty); +300 hp, +5hp regen, +24 dmg, +Avatar (spell immune for 9 sec)
-Added new Artifact "Sentinel" (Kitty); +15 to all stat, +10 armor, +Withstand (75% chance to withstand(block) critical damage when under 50% of hp)
-Added new Fame Artifact Necronomicon (Mida, the Fame Keeper); 3 lvl upgradable, +Int, +Str, +Mystical Teachings (passively empowers your summoned creatures giving them bonus dmg,as,armor,hp,mp,hp regen, mp regen)
-Added new Fame Artifact Toast Goblet (Mida, the Fame Keeper); Heals and restores mana when Hero levels up.
-Removed "Emerald Stinger" and "Aspire Icon" artifacts
-Changed the name "Ghost Slayer" into "Emerald Reach" and changed icon
-Emerald reach now give +12 to Str and Agi
-"Bulwark" is now made combining Giants Belt + Metal Pauldrons + Short Sword
-The price of "Energy Stone" is same as for the "Power Stone" 1250 gold now
-"Mana Stone" price is now 900 gold
-Increased regeneration of "Oak Signet" to 3.5
-"Valor Shield" now grants +5 armor for 15 sec.
-"Apothic Orb" now grants +5 armor for 20 sec.
-The cooldowns of "Spear" and "Hammer" both start from 45 sec now
-Reduced "Pipe" recipe to 625 gold
-Sacred Body is now Fame Artifact

New CTF MODE (Capture the Flag)
-Type "cf" in addition to the game mode to activate the CTF mode
-Both teams have 3 flags (one in base (5 points), one in the crossroad in front of the base (3 points), and one in exit (1 point))
-Each of the flags carries a certain number of points to your Guild when you retrieve it to your base
-The limit of the points needed to win the game can be changed with -cl ### command where ### is the number of points
-Only one flag can be carried at the time
-This is the Experimental mode so pls feedback anything you like/dislike about it
-AI does not work with this mode (They won't collect the flags)

3D camera
-Now follows your units movement height so it changes wheter you are in the moat or up on the walls it follows you providing clear view of your hero
-Basic distance of 3D camera is now 700
-Max distance can now be set to 1000
-Reduced the lag that could happen while in 3D camera mode


New systems:
DM - Dynamic Movement System
-Replaces the old DK system that does all of the jumps and knockbacks
-Now added a general SFX (dependent of the spell) for the knocback on the ground (dust and ground breaks) and while in water (small waves)
-Fixed the bug where units with flying height would hover on the ground after the knockback or throw
Drop Players System
-now registers when players leave the game
-divides gold and medals among the Guild memebers
-banishes the left players Hero/ine from the game
-Artifacts are returned to base

Hero/ine stucked problems
-There are now 4 Waterfalls in the Arena (two near the wells in the moats, and two in the entrances into Dragon Vault) that throw you back in the Arena when you finish up on the walls
-The "-stuck" command has been changed from the vote command into non-vote command that turns the collison of your Hero/ine for 2.5 seconds so you can leave the place where you got stucked. After that you cannot use it for 90 seconds, so that should fix the problem of "-stuck" abuse.

General
-New Hero, Leonida the Hero of Thermopylae (Fun Hero Sheet "E")
-Fixed the bug where the players had astronomical small chances to pick two same Heroes/ines
-You can now change Guild Hero Sheets by clicking on the floating arrows
-AI now uses abilities with Snowman and Jaffar
-Removed the bug where Bear Rage could knockback Rooks Towers
-Lowered the prices of medals to 300 gold
-Fixed the pause bug when Bulk Spits the Devoured unit
-Fixed the Snowmans damage with "Penguin Array" ability
-Added new effects to Snowmans "Snowtard" ability
-Added stacking of the Spell Damage Ressistance/Irresistance
-Modified the sfx for energy burn attacks (purple - mana, orange - rage)
-Fixed the loss of Hero Glow when using morph abilites/spells
-Cavaliers "Jousting" can now be activated while on the run
-Wondo has new effect for his Moment Aura
-Fixed Astronomers base dmg, hp, mp, and stats
-Fixed the damage of the Astronomers "Cycle" spell
-Astronomer now has rather cewl hat :thumbs_up:
-Sorcerors "Fire Cannon" spell is now controlled by two abilites (Q/W hotkeys) that show up when he starts the casting instead of the previous arrow key control
-General Armor for all units now has general damage reduction of 2% per point of armor
-Rook has his ultimate cooldown reduced to 75/60/45
-"Pick Me" rune now throws you in random direction
-Blackhearted Achievment now requries 125 creeps to be killed for unlock
-Terrorist is now more terrorizing Hero. He has his "Smoke Bomb" and "Firefly" abilites replaced with "TNT Barrel" and "Molotov Coctail" abilities
-Terrorist has new icon
-"Kidnape", Ba'tmons ultimate has been completely redone
-Reduced arming of Terrorist Explosive Devices to 1 second
-Nara now has +3 base dmg, 2.8 Agi per lvl, +20 base hp, 15 start Int, 1.2 Str per lvl, 1.15 Int per lvl
-Naras "Siphon" now takes and attack speed as well and has no cooldown
-"Dread Arrows" mana cost reduced
-The "-comnum" command now has grace period at the first two minutes till it can calculate the min and max commands
-Edited the Hawk Rage effect (now has blue trail)
-Fixed the bug of the special effect left behind when Grok activates "Brute Anger"
-new Loading Screen and Map Preview
-Added new wai cooler look to the Necromancer :thumbs_up:

:fp:Changes in version 1.03
Show new feats
General

-new Hero "Bleak the Astronomer" (Skaran Guild "A")
-3 new Runes (Pick Me!!, Attack Speed and Magic Shield Rune)
-modified terrain and enviroment (new doodads and new look in bases)
-new Rage System (now has two level of rage dropping slower and normal)
-implemented new Fear system
-implemented new Deselection system
-Potion of Rage now has 2 charges
-fixed the "-comnum" command
-fixed the 3D camera arrow key rotation
-fixed bug where Cyclops could by Tome of Inteligence
-"Deathguard" artifact has now new icon
-changed the name of Kaos Cage artifact into "Bulwark"
-"Bulwark" has new special effect in its buff
-added line of sight blockers to the wells in the moat and added a small "window" so players can spy the healing process
-"Amplify Curse" buff now has new model
-"Knockout" now has new model
-increased the cost of recipe for Scepters to 1325
-changed the bug where the runes where the same at the start of each game
-now changed that runes spawn between 40 and 90 seconds intervals
-all Ultimates are now learned starting from level 7
-the 5lvl spells and abilities damage system for all Hero/ines now ranges between 100-500 which speeds up the game
-added runes in front of the bases of each team
-"Recharge" Rune now recharges "Potion of Fury", "Storm Tamer", "Net" and "Vial" artifacts
-Dragon Cave now has more "caveish" look!!
-Juri now cannot kill the Black Dragon with her ultimate skill. (Deals 350 dmg if the combo was succesful, she can still kill if under HP amount)
-many spells and buffs now haw new special effects also
-uhh edited the text in the "food" part of interface

Balance and Fixes (Heroes)

-increased casting range of "Geyser"
-"Depth Aura" now has 525 AoE and 8%~24% ms reduction
-modified Drench ability cooldown
-Coastal now has new "Tide Crush" spell instead of his old "Bubbles" spell
-Grok now has new "Trample" ability
-"Trample" has increased cooldown
-increased "Command Aura" bonus damage to 10%~30%
-Grok has his base attack speed set 1.91. base damage to 24
-Grok now has reduced rage cost of his Shockwave ability
-Scimitar base attack cd reduced to 1.27, evasion is set to 50%, spell cooldown 50 seconds, duration 27 sec
-Increase AoE effect of "Repulse Shot" ability
-modified the knockback of the "Repulse Shot"
-Paladin base attack cooldown 1.84
-improved Paladins "Surge of Faith" spell so that it gives him the maximum duration cuz of his faith (Blood Bath)
-Paladin now has new models for his augmentation auras
-Cavalier base attack cooldown 1.86
-Skullsplinter base ms 300, 2.4 agility per lvl, +70 base health
-"Berserk" now lasts 15 seconds and Skullsplinter takes less damage
-modified "Fearsome Leap" it now starts at 700 distance jump, and has reduced cooldown
-"Loaming Aura" 3~7 hit point regen
-"Rejuventation" heals 150~450 (75) hp, over 7 seconds.
-"Shapeshifter" duration is set to 25 seconds to 25 duration, cooldown 80/65/50 sec
-Increased "Feral Rage" damage bonus to 16~80% STR, and attack speed 25%~125% AGI
-Shaman King now increased AoE of his ultimate "Tempest", and lightnings deal more damage and strike more often
-fixed Dantes ultimate (damaged himself and allies)
-Beastmaster has his base damage increased by 5
-Beastmaster now has "Hawk Rage" with his ultimate skill
-other Rages with the Bestial Rage have also been modified
-Paw now also has % chance to knockback
-Reduced the Furbolg Monks starting INT to 18 but he gains now 2.55 INT per lvl
-Elikas "Sacred Duty" also gives bonus damage and attack speed to creeps now
-"Martyr's Gift" is now a standard 5 lvl aura
-Elika now has new ultimate "Last Retribution"
-modified the "Hook Drag" AoE of hooking the unit with it
-"Incapacitating Bite" now slows by 30% at all levels
-"Dreamwalk Aura" (increased fade time) and increased the invisibility duration to 2.5 sec, activates once per 3 seconds
-Dreamweaver has increased chance to sleep unit again with "Dream Bash"
-increased Alchemists "Gold Bomb" base stun by 50 damage and 0.5 sec stun
-Wondo's "Moment Aura" now has increased AoE from 450 to 525 and more chance to evade
-Changed "Chrono Heal" name into "Equilibirum", reduced duration to 5 seconds, cooldown increased to 16 seconds and increased heal/damage done
-Increased armor of Necromancer Skeletons
-"Bone Prison" walls now can be destroyed with 2 attacks
-Snowman is now a brand new Hero with 5 completely new spells
-increased AoE of Pit Lord "Rain of Fire" to 400 and damage dealt
-reduced cooldown of "Plainwalk" to 100, 85, 70
-Added energy burn attack to Hellhounds (rage/mana)
-Fear effect of Howl of Terror now has armor reduction
-Erect Tower now has 625 range ban between towers and takes 1.5 seconds to construct the tower
-increased the bleed effect of Rohems "Gore" spell to 30 dps
-activating "Blood Reaver" does not cost the % of life any more.
-reduced cooldown of "Blood Orb" spell
-increased Vixenas "Fire Nova" damage
-increased Vixenas INT per lvl to +3.2 and added +50 base mana
-improved duration of Vixenas Children and Apparitions
-increased duration of "Fire Armor" to 16 seconds
-improved Yugers "Caution" ability (it now has more % of evasion activates when under 50% of hp and does not count the fwt bonus hp into the calcualation).
-improved Yuger's ms with "Fel Wolf" training
-improved "Mass Ensnare" AoE and duration
-improved Naras ultimate so that it now leaches more health
-Nara also has new "Siphon" ability instead of "Traitors Clutch"
-various other balances

:fp: Changes in version 1.02
Show the feats:
General:

-new Loading Screen
-new Map Preview
-new Hero "Gorg the Cyclops" (Skaran Guild "A")
-new Hero "Jaffar the Efreet Sultan (Kaos Guild "D")
-new command "-dmxfunroll" (fun in-game command for killing time during the match)
-new command "-comnum" (displays the number of command you've given to your Hero/ine in the periods of 60 seconds)
-new command -camcom (shows the list of commands available for 3D camera mode)
-1 new achiemvent (Clickerz - this is also new type of achievment called Timed Achievment)
-New Fame, Gold and Medal system (check out the site for more info)
-smoothed the game camera
-changed the time span between the spree, -1 second after each spree (you have 11 seconds to perform threesome after double-kill, 10 to done-4 after threesome and

etc.)
-in Easy Mode players now lose less gold (twice)
-new 3D camera system (made by me, less lag and leakless)

Balance and Fixes

-Jennala's "Repulse Shot" ability now does real knockback
-Paladin has new buff for his "Shield" ability
-Paladin has new effect for his "Ascension ability"
-Changed the Snowman description
-Necromancers Skeletons have new look now
-Demon Hounds now have Fel Step ability
-Replaced Nara's "Nether Shift" with new ability "Clutch of Darkness"
-Reduced the lifsteal of Nara's "Dread Arrows" ability
-fixed the "-fl" command
-Cavalier has now new, way cooler lance
-items "Granchica", "Gloves of Haste" and "Boots of Speed" now have models according to the icons
-added arrows to the Hero Selection (just for look)
-Wondo has been hardcore rebalanced, base attack cooldown is set to 1.93, 28 base damage, +2.6 Int per lvl, +2.5 str per lvl, 590 base hitpoints, and has heavily

reduced cooldown of his abilities.
-New buff when "Midnight Bargain" is activated
-Alchemist has now new animation for transmute while in normal form
-removed the default game bounty from Heroes/ines
-Modifed the Blood Reaver ability
-changed "Blood Reaver" hotkey to "R"
-added new icon for "Cleaving Attack"
-Replaced Blood Knight's "Pain Aura" with new "Gore" ability
-Changed Thorn's "Entangling Roots" ability
-improved AoE of the "Ground Spikes" ability (outer ring misses bug)
-fixed "Geyser" bug and increased AoE to 240
-Modified "Erect Tower" reducing the attack range of towers ad Rook is now no longer able to erect tower if there is another withing the 500 range of the erecting tower

(no more tower clustering)

:fp: Changes in version 1.01 Xmas Edition
Show the feats
General:
- New Loading Screen
- New Map Preview
- 1 new Hero (Snowman, can be selected as Fun Hero in the Random Hero Selection sheet)
- new game command -fl # (enables server to select the frag limit by typing -fl where # represents the number of new frag limit necessary for victory)
- Added animated texts when performing killing streaks (animated text like the "first blood" text)
- New icons (Doom Pit, Structural Transfer)

Balance:
- Shaman now has new ability Tremor (instead of Feral Spirit)
- Warlock's Mark is now Fame Artifact and can be bought at Pandora's Box
- Increased cooldown of Rook's Erect Tower abilty (90,85,80,75,70 sec)
- Increased duration of Pit Lord's Doom Pit grip to 2.5 seconds.
- Increased casting range of Pit Lord's Rain of Fire and Doom Pit to 1200 range
- Increased the stun of Paladin's Smite to 1.9 seconds.
- Fixed Alchemist's Transmute ability bug (it always gave 22 gold when converting the creeps)

Game:
- New fancy Xmas terrain and doodads

Show the original GA Trailer
http://www.youtube.com/watch?v=MVGAbe4rUWs&feature=channel_video_title


The map is locked and optimized to ensure fast loading and better performance.

VIEW GAME IMAGES
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[​IMG]

[​IMG]

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Thanks to the following people for making map possible whether in direct support (technical support and testers) or

passive (system, spell, icon, model and tool creators):


El Carretero (techincal support)
Mile Rizik (tester #1)
Friend of Dark (tester #2)
Zipatebrex (tester #3)
Sasukic90 (tester #4)


Community members:
-BLOOD BATH-, Marcin013, Savarius, Eldubs, Slayer14 and others

Systems:
Diablo-dk, The_Witcher

Models:
s4nji, Infrisios, Pyritie, DevineArmy, D.O.G., Skizzik, War_Golum, assassin_lord, WILL THE ALMIGHTY, xXMephistoXx, General Frank, Thrikodius, Glen Elendra, PeeKay, JetFangInferno, EviL_BuddhA, shamanyouranus, Norinrad, Callahan, Matilda_Knights, alfredx_sotn, sPy, xXMephistoXx, NFWar, Champara Bros, Epsilon, Nara-shikamaru, Pyramidhe@d, debode, DonDustin, Usedwell, Matareal, hellblazer-14, Tr!KzZ, chilla_killa, Dan van Ohlus, Lestat(br), anarchianbedlam, Dargoth, TLI-Inferno, Radagast, PrinceOFFame, Daelin, -SkatinG_CoW-.

Icons:
Elaniel, Deathclaw24, Big Dub, -BerZeKeR-, GooS, The_Avenger's_Return, Mc !, CRAZYRUSSIAN, AbstractCreativity, Bluebay, ChevronSeven, PeeKay, GooS, xXMephistoXx, NFWar, chilla_killa, Bogrim, Thrikodius, Darkfang, Palaslayer, OgeRfaCes, Kimberly.

Spells:
TheImpersonator, NFWar

Tools:
Vexorian (Optimizer), Magos (War3ModelEditor), BlackDoom (W3IR), TheProphet and KDEWolf (Warcraft 3 Viewer)



Official Trailer:
Celestial Aeon Project (for theme song), El Carretero (for mixing up the video)

:thumbs_up: And in the end, thanks goes to all those who were, who are and who will play the greatest Arena

map!!!
:thumbs_up:

Darkwing

Keywords:
Arena, Guild, Guild Arena, Battle, Chasers, Warcraft, Guild Arena the BattleChasers, war, hero, heroes, hero arena, Darkwing, new, AI, bot, awesome, 1
Contents

Guild Arena: BattleChasers v1.11 AI (Map)

Reviews
Moderator
13:21, 6th Apr 2011 -Kobas-: Status: Approved
  1. Druu

    Druu

    Joined:
    May 9, 2010
    Messages:
    120
    Resources:
    2
    Maps:
    2
    Resources:
    2
    there is a typo on Urza the Oak Druid

    Learning your F skill is the same as learning Shaping.

    I played 10 minutes and I can tell this map has a lot of thoughts and time put on.
    But I think the map is too huge for a 6v6 and creeping isn't fun, I already see
    the group of 6 going for creeps from the start instead of fighting 6v6. Anyway
    the hero I tried is Urza, I wasn't too impressed with skills since they are already
    existing skills assembled to make an hero. I'm pretty sure you have custom ones
    somewhere.

    Good Arena, if I had friends I'd play it.
     
  2. oldmilk

    oldmilk

    Joined:
    Jan 29, 2010
    Messages:
    109
    Resources:
    0
    Resources:
    0
    I came across a scenario in a 1v1 duel where Pit Lord and the Hero with the Spell Breaker model fought. The pitlord cornered the spellbreaker as he ran to the corner with low hp. But when the pitlord got to low hp, he ran away and sat in the opposite corner, so I had to use -finish to end it. Just putting that out there
     
  3. Marsal

    Marsal

    Joined:
    Jun 24, 2009
    Messages:
    1,345
    Resources:
    15
    Maps:
    1
    Spells:
    14
    Resources:
    15
  4. Darkwing

    Darkwing

    Joined:
    May 15, 2008
    Messages:
    150
    Resources:
    1
    Maps:
    1
    Resources:
    1
    :fp: @Blood

    Nope it's not the full system its rather lame cuz I havent had time to finish the whole sys for 1.1, I'll be doing it for the next version, I'm mostly now taking a break and waitng for El Carretero to returns so he can help me with the rest of the work.
    Also I've done the utilities as you proposed hope you like it. :thumbs_up:


    :fp: @AsXurian

    Tnx man alot glad you liked the arena that much, the game itself is getting better and better with each version.
    Also I am overjoyed to see you respect how I incorporated the spell and abilities with the Heroes, each Hero/ine is really unique, with the combination of spells/abilities according to his/hers/its story, I took all kind of ideas and exisiting stuff from all around, whatever I've seen cool and fit, I've incorporated that. :wink:
    I guess you like the spell/ability descripion too?? (the types, cd, duration and etc)

    Oh yeah I' look into that bug with Blood Knight, I think I know whats the problem it will be solved! :thumbs_up:


    :fp: @
    Druu


    Yo man tnx glad you saw after that short amount of time playing that this map isn't some random just-another-warcraft-3-map! :thumbs_up:
    As for the Urza, and generaly, how do you make up a Hero? Generaly looking all spells are more or less existing aren't they? Urza just has his style of the DotA's Morphling with his abilities to change stats, but it's enwraped in his Druidic nature with the story of him being the Shapeshifter Druid that can adjust due the numerous shifiting he had into bear(Str) or wolf (Agi). And then there is his ultimate which proves that so he can transform into Werebear or Werewolf (which is sort of a Diablo 2 rip 3:) ), based on his dominating attribute. Adding to that his Feral Rage which gives him bonus dmg and as based on the stat, he needed to have more of a Druidic spells, such is Rejuvenation, and his Loaming Aura which is more of a filler ability since he works on his stat mechanic + Rejuvenation. I think Urza is a rather nifty fusion of many cewl spells and abilities with his mechanic. :thumbs_up:

    Check out these Heroes if you want to see more awesome custom skills: Minotaur Commando, Sorceror, Astronomer, Torch Bearess (she has nice mechanic), Coastal, Terrorist well most of the Heroes are...awesome :wink:


    -Also be sure to check out Assassines. she is the Heroine I am most proud of, with hers combo mechanic, she is like the peak of the Hero making I sure you've never seen something like her ever.

    :fp: @oldmilk

    Yup I know it happens cuz AI is rather lame, I'm working on the new AI but that's a rather difficult task so it will take awhile while I make a better one.:am:

    :fp: @Marsal2000

    Nice "waow"!!! :thumbs_up:
     
  5. .VTZ.

    .VTZ.

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    @Darkwing - YAY, will be awesome :D
    thanks
     
  6. -BLOOD_BATH-

    -BLOOD_BATH-

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    You can "hire" people that can work especially on improving AI, Darkwing
    (If you want)(Or that's not possible?)
    Also why there are 2 skills with same name on Urza? (Same hotkey)
     
    Last edited: May 9, 2011
  7. Marsal

    Marsal

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    The snowman is KICK-ASS :D
    However I found some bugs and I have an advice.
    When you pick up the "Pick Me!" rune a second before the duel and you are the duelist you start the duel at a different location :D Also with Snowroll you can trap yourself/others. You should add some pathing check.
    Anyway, awesome spell :D
     
  8. Darkwing

    Darkwing

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    o_O you mean I hire them here on Hive?? I'll be sending my map to go through the hives hosted project forum, once the El Carretero returns (12. may) so I can sit down with him and finish the stuff around the site and generaly the story of Guild Arena, and do some miner fixes around so I look more professional once I send the game to the the check. Then I'll ask for people willing to help me with the stuff around the map including AI, but mostly I want to make it myself, I know that retarded but I like this map being my own work, (except to the item recipe sys, and the 3D camera which ones long time ago I saw, and now have made my own system based on that one)

    Also now that Mile Rizik is a modelar there will be less need to use other peoples models and wait for their answers and such stuff, altough whenever I encounter a good model I'll use it in the map :thumbs_up:
    As for the icons I have the skills and tallent with drawing but I cannot do anything in photoshop, and to be honest I'm not into learning it, so I'll keep redoing W3 icons and use the resources. :thumbs_up:
    All in all with the map of this size I could use a hand or two so I'll be definitly trying to get some help, but I'm a little busy at the moment so I don't have time to make all the preparations.


    Oh yeah i know it's the generaly bug with knockback/jump spells will be reapring that in the next version, tnx for the tip
    As for the trapping Heroes/ines you have an untrap command just type -stuck and your Hero will gain no collision for 2.5 seconds ableing you to move off the cliffs and such. Also you have 4 waterfalls that bring you back in the Arena from the walls.
    Glad you liked the Snowroll, I'm really proud of Snowman he is awesome Hero, I've came up with ultimate, and Mile Rizik and Sasukic thought of the rest of the spells, except the Snowball attack, that's uhh... well Cold Arrows based ^^



    Oh yeah @Druu

    The map will feat a new spawning system for the creeps from the next version, but if anyone has any idea of how to make creeping more interesting let me know since I have none, that part of game is pretty basic damn. :thumbs_down: :wink:

    Also the modifications to terrain will come also with the next version bringing the Arena with new Destroyable Enviroment system to the next level!! :thumbs_up:
     
  9. IllidanStormrange

    IllidanStormrange

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    coooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooool Awesomeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

    i hope this is not protected so i can export the custom model eheheeh :)
     
    Last edited by a moderator: May 10, 2011
  10. Cweener

    Cweener

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    Posts merged. In the future, don't double post.
     
  11. -BLOOD_BATH-

    -BLOOD_BATH-

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    Aa.. I just ask about 10 words question, and you answer about 100+ words, how kind you are :)
    Ok, I don't force you, and I'll be patience.

    #Ah, I think the problem with creeping was no-matter. But I'm just annoyed that on the start of the game there are 1-3 creeps that nearly powerful, like the nerubian and that f*cking mana-burner felhound. So maybe you can make an easy-fighting creep on the start of the game and more powerful at the middle of the game. (As the level of players more higher)
     
  12. Druu

    Druu

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    I don't know really, there are many ways of making creep spawn.

    League of Legend Way:
    Every spot has a timer that starts when they ALL are dead so if you leave one
    creep it won't start the time [That's a good way to cripple your enemy team
    by leaving a small creep in their creeps]

    General Timer Way:
    Every X minutes/seconds, the spots are spawned back with the missing minions.


    I for myself prefer fast paced play so I use a 30 seconds timer on everything
    wether it is heroes or creeps. But there are only a few creeps at a spot (Max 2)
    and it it has to be a tough spot, I put 1 difficult mob, a semi-boss.


    I'd encourage you to put few creeps so the exp isn't as good as killing heroes
    thus forcing teamfights or duels throughout the map.


    On another note, I tested the Minau Commando. His passif isn't good, I mean
    at all, if he is attacked while reaching his target, he may lose his entire rage
    pool without doing any damage. I'd suggest you to do a "within range" check
    before he uses the passive. Some spells are awesome, but I think they take
    way too long to use. The Axe spinning looks awesome on the screen, but it
    must be one of the stupidest skill to use in a teamfight. It should be a kind
    of skill where you almost instanly kill a target and make the hero "stunned"
    the entire time, thus making the skill very awesome. I'll admit I didn't read
    the description entirely, but I think that's what it should do.
    I had the time to use the Ultimate once and it looked cool, but couldn't test
    it on mobs since I was losing all that rage instant while moving toward them.


    If you do any online testing, send me an PM, I'd like to play with you.


    I tested your Assassines, her skills look more like a supporter than anything like a killler.
    I explain myself, a blind, a silence. Those are 2 things to supress the enemy. Your Combo
    skill is something to scare away opponents since you can be deadly if done right, but I'm
    sure that only running away will be able to stop the combo. The assassinate is good, I know
    there is an hero with such a skill in DotA. Overall, not sure it is a good assassin, but a
    it is a good support character for sure. I'd play that. [Is there an item that lets you see
    invisible?]

    Sorcerer
    Love the Cannon Spell, but again, not sure if useful in teamfights. But very useful to
    exceed your gauge. One thing about the gauge, there should be a way to see at which
    level it is only by looking at the icon. There is my trick, you should have it empty with
    no borders. Once it is filled to level 1, add slightly visible borders, at level 2, make
    borders semi visible and at level 3, make them as it if was a "usable" skill.
    Flame strike is pretty simple, same for the summon. Ultimate looks good and powerful
    in team fights. Core Dweller can be infused with Fire Jet, but there is no Fire Jet spell.
    you should explain more of fix that :D

    Astronomer
    Those are the kind of spell that should be created, but they are so strong, specially the
    ultimate, it deals so much damage repeatedly. his shield seemed useless compared to
    other spells he has. Teleport has a bug, it takes 3 seconds whatever the skill level.
    Vaccum is another spell taken from DotA, I remember playing a chracter that was using
    such a spell, [I hated that dude so much cuz I was took with it.] The dizzy spell is a
    disabler. The thing I want you to notice is, what happen if Commando dude Axe Twist
    a target and after that the Astronomer Dizzy the commando. You got a double disable
    on the primary, what happens with it?

    I shall check other heroes later.
     
    Last edited: May 18, 2011
  13. Marsal

    Marsal

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    I played a match against bots with my friends (4vs6) and we often got fatal errors. You should check this.
    AI is too easy. The warriors' rage potion is not working. The terrain should be better ~.~. The Dreamweaver is too imba, just as Leonidas.
     
  14. flamedragon89

    flamedragon89

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    the map is awesome.. .but there is still many bugs:

    1.) when there is a duel and someone who is supposed to be in the duel is dead before the duel starts. they won't appear in the duel. In other words. The duel never ends.

    2.) One more problem i found in the duels is that when bots are about to die they just all run away in a corner. They won't attack each other. So yeah the duel also never ends in that case.

    3.) when I picked a pick me rune (the one thats near the base) I got stuck on top of the wall. The unstuck command doesnt work there since its the height thats keeping me stuck. The only way to get out is a teleport spell.


    There are also others which I forgot (i forgot to note all of them because the game was too fun) I'll post it later. Anyways keep up the good work!!! :)
     
  15. Druu

    Druu

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    I had the same problem, but I walked all the way on the walls and when I
    touched the waterfall, I fell down in the arena. So you weren't stuck, you
    just didn't know :p
     
  16. Marsal

    Marsal

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    Necromancer is too imba. With 7 lv5 skeleton nearly impossible to kill it. Summoned pr charmed units don't teleport to the arena. Eclair's Helix often don't deal damage.
     
  17. WyrmSlayer

    WyrmSlayer

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    NICE MAP, its definitly the awesomest arena game for me^^. Oh BTW: its me John from FaceBook, who posted many questions on your Battle Arena page. (or somethin' like that)
     
  18. Marsal

    Marsal

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    The duel is very buggy.
    I am Chuck Norris, I can smoke a pipe of obsidian pillar.
    Skullsplinter is too imba.
    You sohuld improve the terrain ~.~
     
  19. Savarius

    Savarius

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    I can't stand it when those shadow slippers are used in the arena . I'm forced to forfeit because i can't catch them up there (especially the pricks with invisibility abilities (DAMN THEM))
     
  20. Darkwing

    Darkwing

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    Uhm guys sorry I'm having some difficulties associated with my life, so I cannot dedicate myself to Guild Arena for now. I'm well aware that this removes the professional trait from the Guild Arena game, but this issues are of great importance to me and I must work them out. I hope this won't take more than a 2 week or so.
    Thank you for your understanding!! :thumbs_up:

    Cincerly yours, Darkwing


    p.s. After that I'll be doing all of your requests and suggestions, I've read the all but sadly, I really cannot do anything now.