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Hell VS Heaven

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Hell VS Heaven
Author: Vista Sucks
Game Type: AoS
Number of Players: 6v6

Brief Description of the map
A map that will be viewed much like DotA in many aspects. But I've decided to add features that will make this more unique than DotA. This map is not made to replace DotA, as DotA is the father of all AoS type games.

This game was originally going going to be completely different game. Instead of an AoS! But ideas changed as I saw many flaws though out my progress that people would not enjoy, and my self. Those problems such as balancing with items. Flaws with the gambling system to obtain various items. And the biggest flaw of all is how you would win. I came up with many ideas that would somewhat work. But in the long run it wont be very amusing.

So I decided to change my game face and decided to go with an AoS type game. This will be a very long project and I assure you, to all the people that do read this. This project will take a very long time to complete.

Besides all that I am happy to say my progress is going great. I am currently creating all the hero's so I could release a beta of the map, containing all the hero's! So you will be able to play around with them!

Good VS Evil?
This map is somewhat a GVE type game. So you will expect one team to have completely different hero's than the other team. I am currently think of an idea to make a unique hero selection system fro wc3. Not many people do it this way, but I think it would be quite nifty. You can scroll down to check an image of what it should look like. This will be made with JASS. But if I somewhat change my mind. I'll change to vJASS.

Hero selection system
Unlike DotA your hero selection system will look very different. But will somewhat work in the same way. You can choose a mode such as, -APEM. And that will take everyone directly to the hero selection panel. Its very easy to choose and you will still be given a choice to random a hero during -APEM mode.

Hero's will somewhat cost more to select other than random. So that gives you a choice to start with more coins than you would if you were to pick a hero to get a head start in items.

So yes this system is very much like DotA. But with a hero selection panel.


There are still more to be added!
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Passive - Back Stab
[Level - 1] The Satyr will deal 0.5x more damage than normal when attacking from behind.
[Level - 2] The Satyr will deal 0.75x more damage than normal when attacking from behind.
[Level - 3] The Satyr will deal 1.15x more damage than normal when attacking from behind.
[Level - 4] The Satyr will deal 1.75x more damage than normal when attacking from behind.
~Cool-down N/A

Active - Blink Strike
[Level - 1] Hikiri has the ability to blink directly to a enemy behind them. Range of 200.
[Level - 2] Hikiri has the ability to blink directly to a enemy behind them. Range of 300.
[Level - 3] Hikiri has the ability to blink directly to a enemy behind them. Range of 400.
[Level - 4] Hikiri has the ability to blink directly to a enemy behind them. Range of 500.
~Cool-down 28/24/20/16

Passive - Confuse
[Level - 1] Hikiri's speed is a great advantage in battle. Hikiri has a 5% change of dodging
all attacks. Including magic attacks.
[Level - 2] Hikiri's speed is a great advantage in battle. Hikiri has a 9% change of dodging
all attacks. Including magic attacks.
[Level - 3] Hikiri's speed is a great advantage in battle. Hikiri has a 12% change of dodging
all attacks. Including magic attacks.
[Level - 4] Hikiri's speed is a great advantage in battle. Hikiri has a 15% change of dodging
all attacks. Including magic attacks.
~Cool-down N/A

Active - Wind Walk
[Level - 1] Hikiri turns him self invisible for 45 seconds. If the Satyr attacks an enemy during
this ability he will deal 240 bonus damage.
[Level - 2] Hikiri turns him self invisible for 45 seconds. If the Satyr attacks an enemy during
this ability he will deal 440 bonus damage.
[Level - 3] Hikiri turns him self invisible for 45 seconds. If the Satyr attacks an enemy during
this ability he will deal 640 bonus damage.
~Cool-down 180/160/140/120

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Active - Frost Bite
[Level - 1] The Wendigo bites its enemy dealing 50 damage and slowing them
by 20% for 3 seconds.
[Level - 2] The Wendigo bites its enemy dealing 110 damage and slowing them
by 33% for 3 seconds.
[Level - 3] The Wendigo bites its enemy dealing 165 damage and slowing them
by 48% for 3 seconds.
[Level - 4] The Wendigo bites its enemy dealing 245 damage and slowing them
by 62% for 3 seconds.
~Cool-down 30/30/30/30


Active - Polar Bash
[Level - 1] The Wendigo gains 2% of all his stats for 8 seconds.
[Level - 2] The Wendigo gains 3% of all his stats for 10 seconds.
[Level - 3] The Wendigo gains 4% of all his stats for 12 seconds.
[Level - 4] The Wendigo gains 5% of all his stats for 14 seconds.
~Cool-down 40/40/37/35

Active - Beast Strike
[Level - 1] The Wendigo rushes towards a target dealing 20 damage and pushing
them back. Thus making them unable to move for 1 second.
[Level - 2] The Wendigo rushes towards a target dealing 65 damage and pushing
them back. Thus making them unable to move for 1.2 seconds.
[Level - 3] The Wendigo rushes towards a target dealing 125 damage and pushing
them back. Thus making them unable to move for 1.5 seconds.
[Level - 4] The Wendigo rushes towards a target dealing 195 damage and pushing
them back. Thus making them unable to move for 1.8 seconds.
~Cool-down 40/40/37/35

Passive - Chilling Presence (ultimate)
[Level - 1] The Wendigo has a 5% chance of activating Chilling Presence. If activated
the Wendigo will begin to rage for 7 seconds making him move 50% faster. And his attacks slow units by
25% for 10 seconds.
[Level - 2] The Wendigo has a 8% chance of activating Chilling Presence. If activated
the Wendigo will begin to rage for 9 seconds making him move 55% faster. And his attacks slow units by
29% for 10 seconds.
[Level - 3] The Wendigo has a 13% chance of activating Chilling Presence. If activated
the Wendigo will begin to rage for 12 seconds making him move 62% faster. And his attacks slow units by
36% for 10 seconds.
~Cool-down N/A



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Active - Shadow Bolt
[Level - 1] Gul Jin shoots a shadowy bolt towards an enemy dealing 160 damage.
[Level - 2] Gul Jin shoots a shadowy bolt towards an enemy dealing 240 damage.
[Level - 3] Gul Jin shoots a shadowy bolt towards an enemy dealing 360 damage.
[Level - 4] Gul Jin shoots a shadowy bolt towards an enemy dealing 455 damage.
~Cool-down 30/27/25/23

Active - Corrupt Self
[Level - 1] The Priest begins to loose 5 Hit-points per second while activated.
And will gain a 100% mana regen bonus.
[Level - 2] The Priest begins to loose 10 Hit-points per second while activated.
And will gain a 200% mana regen bonus.
[Level - 3] The Priest begins to loose 15 Hit-points per second while activated.
And will gain a 300% mana regen bonus.
[Level - 4] The Priest begins to loose 30 Hit-points per second while activated.
And will gain a 400% mana regen bonus.
~Cool-down 10/9/8/7

Active - Dismiss Energy
[Level - 1] Gul Jin will dismiss all his mana during this ability. Gul Jin will also
gain hit-points during this process. But you will only gain 10% of what you dismissed.
[Level - 2] Gul Jin will dismiss all his mana during this ability. Gul Jin will also
gain hit-points during this process. But you will only gain 20% of what you dismissed.
[Level - 3] Gul Jin will dismiss all his mana during this ability. Gul Jin will also
gain hit-points during this process. But you will only gain 30% of what you dismissed.
[Level - 4] Gul Jin will dismiss all his mana during this ability. Gul Jin will also
gain hit-points during this process. But you will only gain 40% of what you dismissed.
~Cool-down 20/17/14/11

Active - Sticky Darkness (ultimate)
[Level - 1] Gul Jin's attacks will now slow its target he's attacking by 75% for 4 seconds.
[Level - 2] Gul Jin's attacks will now slow its target he's attacking by 80% for 5 seconds.
[Level - 3] Gul Jin's attacks will now slow its target he's attacking by 85% for 6 seconds.
[Level - 4] Gul Jin's attacks will now slow its target he's attacking by 92% for 7 seconds.
~Cool-down 20/17/14


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Passive - Tree defence
[Level - 1] Doon activates an aura that provides +2 bonus defense for himself.
[Level - 2] Doon activates an aura that provides +4 bonus defense for himself.
[Level - 3] Doon activates an aura that provides +6 bonus defense for himself.
[Level - 4] Doon activates an aura that provides +8 bonus defense for himself.
~Cool-down N/A

Active - Nature Force
[Level - 1] Doon summons up a bunch of energy pushing all enemy's and dealing 50 damage in a AOE of 200.
[Level - 2] Doon summons up a bunch of energy pushing all enemy's and dealing 100 damage in a AOE of 300.
[Level - 3] Doon summons up a bunch of energy pushing all enemy's and dealing 185 damage in a AOE of 400.
[Level - 4] Doon summons up a bunch of energy pushing all enemy's and dealing 255 damage in a AOE of 500.
~Cool-down 50/45/40/32

Active - Seed of Recovery
[Level - 1] Doon plants a seed inside an enemy dealing 30 damage over 10 seconds. Each time the seed deals damage Doon will gain HP equal to the damage being dealt.
[Level - 2] Doon plants a seed inside an enemy dealing 60 damage over 10 seconds. Each time the seed deals damage Doon will gain HP equal to the damage being dealt.
[Level - 3] Doon plants a seed inside an enemy dealing 120 damage over 10 seconds. Each time the seed deals damage Doon will gain HP equal to the damage being dealt.
[Level - 4] Doon plants a seed inside an enemy dealing 180 damage over 10 seconds. Each time the seed deals damage Doon will gain HP equal to the damage being dealt.
~Cool-down 70/60/55/50

Active - Tree Bash (ultimate)
[Level - 1] Doon begins to attack 200% faster than normal.
[Level - 2] Doon begins to attack 300% faster than normal.
[Level - 3] Doon begins to attack 400% faster than normal.
~Cool-down 190/180/170


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Active - Make it Rain
[Level - 1] Steve and Bill begin to shoot rapidly around him that lasts for 10 seconds. Every time a unit gets hit will take 25 damage.
[Level - 2] Steve and Bill begin to shoot rapidly around him that lasts for 10 seconds. Every time a unit gets hit will take 45 damage.
[Level - 3] Steve and Bill begin to shoot rapidly around him that lasts for 10 seconds. Every time a unit gets hit will take 88 damage.
[Level - 4] Steve and Bill begin to shoot rapidly around him that lasts for 10 seconds. Every time a unit gets hit will take 172 damage.
~Cool-down 45/40/35/30

Passive - Plan B
[Level - 1] Steve and Bill have a 2% chance of dropping a landmine behind them. This will only work once their hit-points drop below 5%.
[Level - 2] Steve and Bill have a 4% chance of dropping a landmine behind them. This will only work once their hit-points drop below 5%.
[Level - 3] Steve and Bill have a 6% chance of dropping a landmine behind them. This will only work once their hit-points drop below 5%.
[Level - 4] Steve and Bill have a 8% chance of dropping a landmine behind them. This will only work once their hit-points drop below 5%.
~Cool-down N/A

Passive - Lucky Shot
[Level - 1] Steve and Bill have a 15% chance of dealing 2x more damage than normal.
[Level - 2] Steve and Bill have a 22% chance of dealing 2x more damage than normal.
[Level - 3] Steve and Bill have a 28% chance of dealing 2x more damage than normal.
[Level - 4] Steve and Bill have a 35% chance of dealing 2x more damage than normal.
~Cool-down N/A

Active - Team Work (ultimate)
[Level - 1] Steve and Bill finally decide to get along to become the perfect team. Their hit-points will gain by 400 and will gain +10 additional armor.
[Level - 2] Steve and Bill finally decide to get along to become the perfect team. Their hit-points will gain by 800 and will gain +25 additional armor.
[Level - 3] Steve and Bill finally decide to get along to become the perfect team. Their hit-points will gain by 1450 and will gain +40 additional armor.
~Cool-down 210/200/180

Active - Team Work (Don Jin Zan's Lucky Charm)
[Level - 4] Steve and Bill finally decide to get along to become the perfect team. Their hit-points will gain by 1800 and will gain +60 additional armor.


194171-albums3698-picture57125.png

Active - Brutal Wing
[Level - 1] Orizikiorid's pet dragon throws it self at an enemy dealing 100 damage.
[Level - 2] Orizikiorid's pet dragon throws it self at an enemy dealing 275 damage.
[Level - 3] Orizikiorid's pet dragon throws it self at an enemy dealing 355 damage.
[Level - 4] Orizikiorid's pet dragon throws it self at an enemy dealing 460 damage.
~Cool-down 45/40/35/30

Active - Gracefully
[Level - 1] Orizikiorid begins to attack 10% faster than normal. And gains 15% speed
bonus for 15 seconds.
[Level - 2] Orizikiorid begins to attack 15% faster than normal. And gains 20% speed
bonus for 15 seconds.
[Level - 3] Orizikiorid begins to attack 20% faster than normal. And gains 25% speed
bonus for 15 seconds.
[Level - 4] Orizikiorid begins to attack 25% faster than normal. And gains 30% speed
bonus for 15 seconds.
~Cool-down 60/55/50/40

Active - Dragon Breath
[Level - 1] The dragon shoots out a breath of fire dealing 75 damage in a AOE of 500.
[Level - 2] The dragon shoots out a breath of fire dealing 150 damage in a AOE of 500.
[Level - 3] The dragon shoots out a breath of fire dealing 235 damage in a AOE of 500.
[Level - 4] The dragon shoots out a breath of fire dealing 380 damage in a AOE of 500.
~Cool-down 40/38/34/30

Active - Spirit Dragon (ultimate)
[Level - 1] Orizikiorid's dragon begins to fly higher than normal giving him the ability
to fly over obstacles. During this process the dragon will move 50% faster and will gain a temporary 50 bonus damage
that lasts for 30 seconds.
[Level - 2] Orizikiorid's dragon begins to fly higher than normal giving him the ability
to fly over obstacles. During this process the dragon will move 75% faster and will gain a temporary 75 bonus damage
that lasts for 30 seconds.
[Level - 3] Orizikiorid's dragon begins to fly higher than normal giving him the ability
to fly over obstacles. During this process the dragon will move 80% faster and will gain a temporary 105 bonus damage
that lasts for 30 seconds.
~Cool-down 240/220/200

Active - Spirit Dragon (Don Jin Zan's Lucky Charm)
[Level - 4] Orizikiorid's dragon begins to fly higher than normal giving him the ability
to fly over obstacles. During this process the dragon will move 80% faster and will gain a temporary 195 bonus damage
that lasts for 30 seconds.




Two Special Bosses
Instead of just one boss like in DotA that will gradually get stronger as time passes by. I've decided to make is so their are two bosses. One for early type games from 10-20 minuets in. And other boss for late games from 20-60 minuets in.

A bit like DotA. The first one will gain hit-points and damage. But on top of that it gains a critical +0.5x every 5 minuets. And has a 40% chance to hit critical and stun at the same time.

But for every time you kill it. The late boss will gradually get weaker. As weird that may seem for an idea. I assure you this boss will be much more of a challenge than the early game boss.

Remember the early boss only spawns once every 10 minuets. So it might take a while to be able to kill Ragnathor.

Destructor

Hit-points: 25000
The hit-points will increase by 2000 every 5 minuets. Making him harder
to kill.
Damage: 246
His damage will increase by 40 every 5 minuets. Giving him more DPS.
And adding more of a challange.
Passive Ability: Immune to Magic
The Destructor will be immune to all magic type spells. So you wont be
able to use any to help you during the fight.
Passive ability: Critical Strike
His critical strike will increase by x0.5 thus giving him a chance
to hit higher than normal.
Passive Ability: Smash
Smash is a ability that will activate once he hits a critical strike. Stunning its enemy for 2 full seconds.
Ragnathor

Hit-points: 105000
Damage: 1005
Passive Ability: Cleaving Attack
Giving Ragnathor the ability to deal damage in a large AOE.

Ragnathor looses 5% of its Damage and hit-points every time the Destructor
is killed.
List of things that need to be done

[-] 36 Hero's to pick from
[-] Hero selection system
[-] Triggering
[-] Unit Balancing
[-] Hero Balancing
[-] Item Balancing
[-] Over all Balancing
[-] Terrain Rework
[-] Extra Terrain work
[-] Spell Icons
[-] Hero Icons
[-] Miscellaneous Icons
[-] Loading Screen
[-] Extra Loading Screen
[-] Beta Testing

[-] M0rbid
[-] NFWar
[-] BloodElf300
[-] PeeKay
[-] ike_ike
[-] Blizzard
[-] BeTaGod-
[-] Elainiel
[-] kola
[-] Marcos DAB
[-] Apheraz Lucent
[-] I3lackDeath
[-] Fjury
[-] chr2
[-] -Dieser-
[-] The_Witcher
[-] jim7777
[-] leonguyen112



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Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,789
Seems good, but I hate maps using Dota as a basis, or keep on mentioning dota.
Dota is well balanced, but its meh.
Instead of placing stuff like "Unlike Dota" make it "Unlike other AoS maps".
Looks better with it, besides, it (Dota) is not the only AoS map out there.

Your Brief Description area should contain more on gameplay, and other factors.
Placing sentences like "Besides all that I am happy to say my progress is going great" should be somewhere else.
Maybe on stuff like Changelogs/Progress/About or others.

Bosses COULD use more pimped up abilities, like custom ones.
All I see are ingame, which could do, but custom + ingame would be better.
Maybe something like rages, periodic events, mass damage and stuff.
Bosses, in AoS are mostly made for XP, Gold, Items and other stuff for the player.
So, I suggest place abilities, mostly passive, that would give stronger damage.
Not just Critical Strikes, but maybe Life/Mana Drains, Armor Depletion, Attack/Armor Type change, and much more.

Add some more sizzle to your description too, or maybe a screenshot or video.
It always gives makes more people view your page.

Well, I would gladly help you in ideas.
Not just heroes, but items, gameplay and much more.
Also, you misspelled "Description" in the Hero Selection pic.

Lastly, Hell VS Heaven sounds too mainstream.
Think of another name.
 
@Drunken_Jackal

I already looked though all of that. I do want a new name. But I couldn't think of anything else. So for now this is its pre-beta name. With the bosses. I have not though too much into that.

I am mostly just focusing on hero's. And sorry for saying this is like DotA expect for the fact I added unique stuff. But that was the best way I could put it.

Any-ho. Thanks for the comment.
 
Give me a more detailed example of what you mean please. I personally don't understand fully. Other than that I will look into what you mean after you give me a brief description of what you're trying to say.

Oh and where is the tutorial, I did search. Other than that thank you for your feedback.

edit: If you're saying the abilities I have provided you. Don't somewhat fit with the hero's? Then say that. But other than
that. I do look at things differently than other people. And I am somewhat trying to go unique to an extent.

And being unique in map-making is hard.

~Also I found the the tutorial.

another edit: As pointed out by someone on that guide. Its mostly a matter of opinion. Some of these hero's balancing will obviously change over time. These are just their "pre-default beta stats" for their abilities. So nothing is really close to being complete.

The role of each hero is somewhat important. And each hero to a extent should someone benefit the team in its own unique way. Some for suns, damage, slow or tanking. Balancing is probably the hardest way to go. And on top of that you could give the hero somewhat a realistic feel to it.

Take my hero Steve and Bill for an example. Somewhat unique abilities for a unit like this. Since I haven't seen anything like this for a unit like this. And abilities that seem like they could work with a hero like this.

Anyway its a complicated topic with hero-craft. And this could go on forever. But its all mainly to do with the persons own opinion. Not if a bunch of people over here agree with this and this other group agrees with that, but not the same thing. You cant expect it all to be the same. Like I said it's complex and something that could be discussed for quite some time.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Give me a more detailed example of what you mean please. I personally don't understand fully. Other than that I will look into what you mean after you give me a brief description of what you're trying to say.

By Synergy I mean that the heroes spells sync or help each other.
Say, hero has a damage unit spell and a stun spell. It would be logical to use the damage spell then the stun spell or vice versa to deal heavy damage to the hero.

Also, it could be how one hero cooperates in terms of abilites with other heroes.

An example:
Hero A casts an ability where he stuns Enemy A. Hero B uses a macho blow to Enemy A to deal damage.

Or solo synergy:
Hero A uses an ability where all units are dragged into a center. He then uses an ability where a meteor hits a target point. The target point is the center, where the units are.

Oh and where is the tutorial, I did search. Other than that thank you for your feedback.

No problem.

edit: If you're saying the abilities I have provided you. Don't somewhat fit with the hero's? Then say that. But other than
that. I do look at things differently than other people. And I am somewhat trying to go unique to an extent.

And being unique in map-making is hard.

~Also I found the the tutorial.

The abilities fit, but they dont help the overall role of the hero. Say the hero is a Carry/Damage dealer. It would be non sense to put some friendly healing spells which only affect friendly units. Or if you have a Support hero. He would mostly be squishy and obviously support. It would be more nonsense to put a suicidal spell on him, since he supports, not destroys.

Unique mapping is not hard. Its all on the ideas. If you have good ideas, you would get a unique map.

another edit: As pointed out by someone on that guide. Its mostly a matter of opinion. Some of these hero's balancing will obviously change over time. These are just their "pre-default beta stats" for their abilities. So nothing is really close to being complete.

Thats his opinion. The only thing that would change in the hero are:
- Stats
- Ability constants
- Items
- Level

Good to hear that they are not final.

The role of each hero is somewhat important. And each hero to a extent should someone benefit the team in its own unique way. Some for suns, damage, slow or tanking. Balancing is probably the hardest way to go. And on top of that you could give the hero somewhat a realistic feel to it.

Take my hero Steve and Bill for an example. Somewhat unique abilities for a unit like this. Since I haven't seen anything like this for a unit like this. And abilities that seem like they could work with a hero like this.

Hero roles are the most important factor in a map like yours, which is an AoS.
Balancing is all about placing variables at your spell and thinking of a way where they wouldnt be too overpowered.

Ive learned that putting 4 stun spells in a hero is overpowered, or 4 movement speed spells are overpowered.
To balance a hero, you need to give him weaknesses and strengths then abilities to improve theses strengths and weaknesses.
It could not necessarily mean abilities, but stuff like items.

Anyway its a complicated topic with hero-craft. And this could go on forever. But its all mainly to do with the persons own opinion. Not if a bunch of people over here agree with this and this other group agrees with that, but not the same thing. You cant expect it all to be the same. Like I said it's complex and something that could be discussed for quite some time.

Heroes are not really complicated. All you just need to know are how they work, what they need, and what abilities they would need to fulfill their role.

People would obviously agree to remove an ability from a Support Hero which would deal heavy damage, since Supports, obviously, support allies.

Cheers bro, good luck there.
Im here to help you if you need any help.
 
Somewhat makes a lot of sense. But I am not even 2% complete with this map. And I've already made 14 hero's terrain. And making triggers.

I'll add some reputation for you if that means anything. Thank you for your very well detailed topic their. I know its something very important to look at.

I guess I could add you to be a beta tester once I release my first beta with all the hero's. Wont have any game-play. Just the hero's and their abilities. And I will keep using you for a beta tester till further updates that no one else will receive unless they're beta testers. Its your choice if you want to.

Best wishes with your future projects.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
I guess I could add you to be a beta tester once I release my first beta with all the hero's. Wont have any game-play. Just the hero's and their abilities. And I will keep using you for a beta tester till further updates that no one else will receive unless they're beta testers. Its your choice if you want to.

Best wishes with your future projects.

Thanks much, im in! Cant wait for future tests.
Thanks again for your regards.
 
The teams are somewhat split. The idea of one team being good and the other bad is the main concept. These current ones would go with the good side. But remember none of these are official and things will change though out the process of this project.

Much like Blizzard. I'll spend as much time as I need to make this map perfect.
 
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