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Hero battle final

「Hero Battle FINAL (10)」

By SSCREM

Gameplay
[tr]
Hero Batlle is a map which joins 5 players in a team against another 5 players in combines aspects from AoS and a typical hero arena map and creates 2 lanes with a vast area of jungle and spaces for battle to take place.

Objective:

The main objective is to destroy the other teams base while defending yours and the method to achieving that lies in the 2 lanes which spawn units in the game, one is a direct lane to the other teams base the other is a lane that leads to a generator which disable the other teams base defenses (the other lane can be disabled with a command).

I'm open to any constructive criticism.

Screenshots
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mi29uu.jpg
[/IMG]
140gcpf.png

dxmo2p.png

4t5y4k.png


Features
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Custom Heroes
Custom Items
Custom Spells
Unique blend of AoS and Hero Arena

Credits
[tr]
Hive workshop for all the custom models and skins and guides on map making.

Changelog
[tr]
Map Description Generator 「By Vengeancekael」

Keywords:
Hero, Battle, Revised, fix, AoS, Arena
Contents

HERO BATTLE FINAL (Map)

Reviews
12:30, 20th May 2014 Orcnet: Map approved, can be acceptable

Moderator

M

Moderator

12:30, 20th May 2014
Orcnet: Map approved, can be acceptable
 
1. You can have this line of code in your Bounty on trigger:
  • Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing)) and do (Player - Turn Gives bounty On for (Picked player))

2. And also here:
  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Melee Game - Use melee time of day (for all players)
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Set (Picked player) Current gold to 750
          • Player - Set (Picked player) Current lumber to 1
      • -------- Delete all actions below --------
      • Player - Set Player 3 (Teal) Current gold to 750
      • Player - Set Player 4 (Purple) Current gold to 750
      • Player - Set Player 5 (Yellow) Current gold to 750
      • Player - Set Player 6 (Orange) Current gold to 750
      • Player - Set Player 8 (Pink) Current gold to 750
      • Player - Set Player 9 (Gray) Current gold to 750
      • Player - Set Player 10 (Light Blue) Current gold to 750
      • Player - Set Player 11 (Dark Green) Current gold to 750
      • Player - Set Player 12 (Brown) Current gold to 750
      • Player - Set Player 2 (Blue) Current lumber to 1
      • Player - Set Player 3 (Teal) Current lumber to 1
      • Player - Set Player 4 (Purple) Current lumber to 1
      • Player - Set Player 5 (Yellow) Current lumber to 1
      • Player - Set Player 6 (Orange) Current lumber to 1
      • Player - Set Player 8 (Pink) Current lumber to 1
      • Player - Set Player 9 (Gray) Current lumber to 1
      • Player - Set Player 10 (Light Blue) Current lumber to 1
      • Player - Set Player 11 (Dark Green) Current lumber to 1
      • Player - Set Player 12 (Brown) Current lumber to 1

3. There are location leaks in some of your triggers. Read this: http://www.hiveworkshop.com/forums/triggers-scripts-269/things-leak-35124/

4. Replace this trigger:

  • creep revival
    • Events
      • Unit - A unit owned by Neutral Hostile Dies
    • Conditions
    • Actions
      • Wait 90.00 seconds
      • Unit - Replace (Triggering unit) with a (Unit-type of (Triggering unit)) using The new unit's default life and mana

With these:

Trigger 1

  • INIT Store Creeps
    • Events
      • Map initialization
      • Time - Elapsed game time is 2.00 seconds
    • Conditions
    • Actions
      • Set Loop = 0
      • Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
        • Loop - Actions
          • Set Creep_Type[Loop] = (Unit-type of (Picked unit))
          • Set Creep_Position[Loop] = (Position of (Picked unit))
          • Unit - Set the custom value of (Picked unit) to Loop
          • Set Loop = (Loop + 1)
      • Destructible - Pick every destructible in (Playable map area) and do (Actions)
        • Loop - Actions
          • Destructible - Open All walls of (Picked destructible)

Trigger 2

JASS:
function Trig_Revive_Creeps_Actions takes nothing returns nothing
    local integer CUSTOM
    set CUSTOM = GetUnitUserData(GetDyingUnit())
    call TriggerSleepAction( 60.00 )
    call CreateNUnitsAtLoc( 1, udg_Creep_Type[CUSTOM], Player(PLAYER_NEUTRAL_AGGRESSIVE), udg_Creep_Position[CUSTOM], bj_UNIT_FACING )
    call SetUnitUserData( GetLastCreatedUnit(), CUSTOM )
endfunction

//===========================================================================
function InitTrig_Revive_Creeps takes nothing returns nothing
    set gg_trg_Revive_Creeps = CreateTrigger(  )
    call TriggerRegisterPlayerUnitEventSimple( gg_trg_Revive_Creeps, Player(PLAYER_NEUTRAL_AGGRESSIVE), EVENT_PLAYER_UNIT_DEATH )
    call TriggerAddAction( gg_trg_Revive_Creeps, function Trig_Revive_Creeps_Actions )
endfunction

Give credits to SDRyoko if you use the triggers above.

5. If you want some hero revivals go here: http://world-editor-tutorials.thehelper.net/revive.php

6. Terrain is flat in many areas. I can see no critters here.

7. This map takes too much time to load. At least in my winxp. Maybe you can do something about this.
 
Level 3
Joined
Jun 27, 2010
Messages
10
OK, thanks for the feedback so far guys, I managed to add LOAD of new things and fix so many issues though I'm having a tough time with a repick command, nonetheless I added screenshots though they don't quite represent the map all that well and I tried to fix some terrain and doodads but to be frank I'm bad in that area.

The map also loads a bit faster and is less prone to crashes.

I hope you enjoy and let me know what to fix next :D
 
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