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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
[tr]
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
12:30, 20th May 2014
Orcnet: Map approved, can be acceptable
 
This is the revised edition fixed with a new description and more functional triggers and map details.
 
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: https://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.
 
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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