- Joined
- Nov 6, 2008
- Messages
- 8,316
Animalistic Nature
Contestants were supposed to create a hero with a concept linked with the world of animals. The hero should possess the basics of an animal and combine the key of human nature with the one of animal instincts.
InfinateAnswers:
Concept: 8/10
It was sort of interesting playing with your hero.
His abilities can be exploited (in a good way) to create
amazing 'escape' scenarios
Coding: 4/10
Well, your code could've been better...
You repeated stuff like Triggering Unit instead of setting them inside variables
You used indexing when it wasn't required (An instant spell)
You used (Owner of Triggering Unit) when you could've used (Triggering Player)
You used (Ability Being Cast).... No comment..
You're indexing isn't dynamic at all.. You'd be looping through dead instances all the time..
Also, that would cause your map to lag like hell after a few hundred casts, and it would crash after 8191 casts... (Bad)
You had tons of leaks...
Synergy: 8/10
Well, the abilities were ok.. The only problem is that they could'nt be combined together to create
some sort of tactic.. Well, except for the Movement speed bonus and the Soar ability. You could use
the soar ability to escape, and the more movement speed you have, the better ^^
I had to give you points for that :/
Balance: 6/10
Well, the thing that made him too imbalanced was the cooldown of his Soar ability.. Same for the manacost.
If you could time it right, you could be invulnerable for a very long time.
Aesthetics: 4/5
Your tooltips were self-explanatory, except for the Eagle Warrior's ultimate ability.
You never mentioned that the effects occur when the Eagle Warrior dies.
Also, your hero looks pretty good and the icons are quite good :3
Total: 30/45
Champara Bros:
Concept: 9/10
Playing with a hero based on 'Damage Per Second' is pretty fun :>
I loved the concept and I loved some of the spell effects ^^
Coding: 3/10
lol at the 1-liner
Use (Triggering Unit) instead of (Casting Unit)
Don't repeat stuff like (Last Created Unit), use variables instead.
You have lots of leaks (Way too many to count)
Don't use Custom Values....
You're using Custom scripts, so why don't you use the natives directly instead of the BJs??
Also, Snake Reflexes has the potential to bug.. What if you suddenly teleported to the top of a hill and
you're suddenly stuck..
Synergy: 9/10
Well, the abilities could be combined to create some awesome tactics ^^
Activate the Poison blades, attack the enemy hero, trap him with Snake Spit,
Then use Serpent Dance and Poison Accumulation and you're good to go
Balance: 8/10
Snake Reflexes shouldn't give you the ability to teleport behind your enemy because that would
cause you to lose control and if there are too many units in range,
it could allow your enemy to escape by placing you behind a huge bunch of units.
Other than that, your hero seems balanced..
Aesthetics: 5/5
Your hero looks good, the tooltips were self-explanatory, and the icons were quite relevant to the abilities.
Total: 34/45
Jazztastic:
Concept: 8/10
The concept of a hero that gets strongger as the battle goes on is an excellent concept, although, this really affected
your score in the "Balance" field.
Coding: 6.5/10
I'm slightly disappointed at the fact that you used TriggerSleepAction.. That's a big No-No..
Also, in your "Feral Strike Cast" trigger, why are you using a local for one of your configurables >.<
And since you're using custom scripts, why are you using BJs instead of natives -.-
Finally, you should stop repeating stuff like (Last Created Unit) and just use a variable instead..
Synergy: 8.5/10
Drunken Haze and Tauren Smash could be used together to wound and disable an enemy hero.
Panther Instincts and Animal Rage go good together too ^^
Balance: 5/10
Unfortunately, your hero imbalanced.. He gains strength when he's attacked, so you'd actually require a huge amount of units to affect him...
Aesthetics: 4/5
Everything was perfect except for your the Drunken Haze icon..
Total: 32/45
emjlr3:
Concept: 9/10
Excellent Concept. It was pretty interesting to play with your hero.
Coding: 9/10
Your coding is excellent, but it wasn't perfect
- You used TriggerSleepAction
- You repeated a non-Handle-Var-returning function instead of declaring a local variable and using that.
- You could've used "exitwhen not UnitAlive(...) and not UnitAlive(...) instead of having that 2-liner.
Still, your coding was quite impressive, so I had to give you a high score over here
Synergy: 10/10
The abilities could be combined together to create some nice playing tactics, for example, use Mahalleinir on
your current position when you're attacked by melee units, then use feral and attack those melee units, or you could
assemble a pack of 3 wolves and let them 'tank' you while you deal damage to the enemy ^^
Balance: 9/10
Your hero is quite balanced.. He's very similar to the Melee heroes (In theory)..
Aesthetics: 4/5
Icons -> Excellent
Tooltips -> Excellent
Model -> Could be improved
Total: 41/45
Ahimtar:
Concept: 7/10
Well, the concept was ok.. I neither loved nor hated it :/
Coding: 3/10
- Just enumerate a group with those conditions instead of using those huge if/then/else blocks.
- You have lots and lots of leaks.
- Deal damage based on a formula, you don't need those if/then/else blocks at all...
- You're using waits...
- You're indexing is bad..
etc..
Synergy: 8/10
Well, his first ability is the kind of ability that no one would want to use due to the fact that
you could easily die sometimes.. His other abilities work well together though ^^
Balance: 7/10
He was only slightly imbalanced because you can spawn a huge amount of spiders and trap an enemy hero,
but since that doesn't occur too frequently, you're ok
Oh and because his first ability can literally kill him if he casts it thrice at level 1, I'm going to have to
take out a point
Aesthetics: 4/5
Well, the model could've been approved and the icon of his second ability should be changed to show that it can
be automatically cast.
Total: 29/45
Orcnet:
Concept: 7/10
The concept wasn't soooo interesting, but it was ok.. *sigh*
Coding: 2/10
3 of the spells were simple object editor work.
The triggered spell wasn't MUI and it used waits.
But, on the bright side, you had no leaks ^^
Also, one of your triggers is refferencing a null object editor object :/
Synergy: 8/10
Here's a possible tactic:
Use your first ability to teleport to an enemy unit, stun him with your second ability and
use your ultimate ability.. He's dead
Balance: 9/10
Your hero is quite balanced.
Aesthetics: 3/5
What forced me to give you a 3 instead of a 5 was the fact that all the icons were pink when your
hero was based on "Brute Force" and "Endurance" o.o
Total: 29/45
Xiliger:
Concept: 9/10
Kinda familiar
I still loved it though ^^
Coding: 5/10
A great contradiction arose here..
How could you know vJass when you used waits in your Cleave spell
Also, when you want to stun a unit, you shouldn't pause them..
It bugged when I charged a unit and killed it immediately.
You had no leaks in your GUI triggers.
Your vJass code needs an improvement though.
- The Actions function doesn't need those locals,
- You dont need to register an action for the trigger, you could simply register a condition
and use an if/then/endif block and return false at the end.
- You could omit the super slow SquareRoot function by comparing with 14400 instead of 120
- You need to check if the unit's life is less than 0.405 to see if it's dead.. not 0
- Don't use "WEAPON_TYPE_WHOKNOWS", just use "null".
- You aren't nulling Handle Vars.
Synergy: 8.5/10
The abilities could be used together to totally isolate and kill an enemy hero easily.
None of them were random and they were quite relevant to each other, so I'm giving you a high score
Balance: 7.5/10
He's really overpowered. You could deal huge amounts of damage and disable enemy heroes easily.
Still, he is pretty easy to beat with some teamwork.. I'd give you a 7.5
Aesthetics: 5/5
The icons were quite relevant, the model was good, and the tooltips were decent :3
Total: 35/45
Spinnaker:
Concept: 9.5/10
Such an amazing hero.. I'm speechless.
Coding: 9/10
The only negatives I saw in your code were occasions were you used useless locals and the fact that you
actually used TriggerRegisterTimerEvent when you could've used timers.
Synergy: 9/10
Try using Shadow Bite then Howl of Fear to force enemies to run away and you'll know why I'm giving you a good score
You could also use Shadow Bite and force your enemies to stay around you just so they don't move, giving you the chance to kill them easily!
Your Wolfs Adaptation ability helps here too
Balance: 9.5/10
He may have powerful abilities, but he's still vulnerable, making him very balanced
Aesthetics: 4/5
Everything was perfect.. Except for those errors in the tooltips..
Total: 41.5/45
BrambleClaw:
Concept: 8.5/10
Pretty good concept
Coding: 3.5/10
1- Way too simple
2- Using waits
3- Some things could be shortened by using loops
Synergy: 8/10
The abilities were very related to eachother which is quite good
Balance: 9.5/10
Your hero is quite balanced when it comes to his stats.
His abilities were also quite balanced too
Aesthetics: 5/5
The tooltips were good, the icons fit, and the model was great.
Total: 34.5/45
Blood Raven:
Concept: 8.5/10
Your concept was quite good
Coding: 0/10
No code... Only simple object editor work...
Synergy: 8.5/10
The abilities go great together
You could web an enemy unit and keep it in range of the Swarm. The poison arrows could help keep that unit closer to Swarm by
decreasing the movement speed of enemy units, etc..
Balance: 9/10
Your hero's vulnerability is balanced by her powerful abilities.
Aesthetics: 4.5/5
The icon of "Poison Arrows" needs to be changed to show that it could be cast automatically.
Total: 30.5/45
Zeatherann:
Concept: 7.5/10
The concept was ok..
Coding: 9/10
If you:
- Omitted those 2 redundant lines in function FN_BeastsEnum (set x=GetUnitX(..), set y=GetUnitY(..))
- Registered conditions instead of actions
- Used GetSpellTargetX and GetSpellTargetY instead of the locations
- Used a global dummy for tree detection
You would've gotten a 10 :3
Synergy: 9/10
Together the abilities could be used to:
- Trap enemy units (Wrath of Nature)
- Give your team an advantage (Red Moss)
- Give the enemies a disadvantage (Green Moss)
Balance: 9/10
Your hero is almost perfectly balanced
Aesthetics: 5/5
Model -> Good
Icons -> Good
Tooltips -> Good
Total: 39.5/45
Mckill2009:
Concept: 7.5/10
It was ok.. Though, it's not so clear that the hero is animalistic, the theme was presented ... well..
Coding: 9.5/10
The code was excellent, but in one of the functions, you actually repeated GetTriggerUnit() about 5 times.
Also, I don't see why you don't insist on using T32
Synergy: 5/10
The abilities didnt really go together well :/
(Other than the passive ability that strengthened your first ability)
Balance: 8/10
Your hero needs to be a 'bit' stronger, but she was still ok :S
Aesthetics: 5/5
Perfect icons, model, and tooltips
Total: 35/45
Gunslinger21:
Side Note: Next time, make sure you give a good testmap.. I had to write my own -.-
Concept: 8/10
The concept was good..
Coding: 4/10
- You're using waits
- You're repeating functions instead of storing them in variables
- You used (Casting Unit) once instead of (Triggering Unit)
- You used (Ability Being Cast) in the code...
Synergy: 9/10
The hero's ultimate ability strengthens his other abilities and his "Blue Howl" can help the wolves deal
more damage to enemy units.
Balance: 8.5/10
Your hero is quite balanced according to my tests
Aesthetics: 3.5/5
Your tooltips have errors, and one of your icons isn't correctly implemented
Total: 33/45
Bugz:
Concept: 9/10
The concept of a shaman who transforms to a dragon is quite interesting if you ask me.
Coding: 0/10
What is this I don't even..
Synergy: 3/10
The abilities couldn't be used together strategically, but they fit the theme.. well, 3 of them did..
Balance: 6.5/10
He needs a bit of balancing :/
A 60% Attack rate bonus is way too much >.<
Aesthetics: 3/5
The tooltips need some work..
The icons are ok, and the models are excellent.
Total: 21.5/45
Concept: 8/10
It was sort of interesting playing with your hero.
His abilities can be exploited (in a good way) to create
amazing 'escape' scenarios
Coding: 4/10
Well, your code could've been better...
You repeated stuff like Triggering Unit instead of setting them inside variables
You used indexing when it wasn't required (An instant spell)
You used (Owner of Triggering Unit) when you could've used (Triggering Player)
You used (Ability Being Cast).... No comment..
You're indexing isn't dynamic at all.. You'd be looping through dead instances all the time..
Also, that would cause your map to lag like hell after a few hundred casts, and it would crash after 8191 casts... (Bad)
You had tons of leaks...
Synergy: 8/10
Well, the abilities were ok.. The only problem is that they could'nt be combined together to create
some sort of tactic.. Well, except for the Movement speed bonus and the Soar ability. You could use
the soar ability to escape, and the more movement speed you have, the better ^^
I had to give you points for that :/
Balance: 6/10
Well, the thing that made him too imbalanced was the cooldown of his Soar ability.. Same for the manacost.
If you could time it right, you could be invulnerable for a very long time.
Aesthetics: 4/5
Your tooltips were self-explanatory, except for the Eagle Warrior's ultimate ability.
You never mentioned that the effects occur when the Eagle Warrior dies.
Also, your hero looks pretty good and the icons are quite good :3
Total: 30/45
Champara Bros:
Concept: 9/10
Playing with a hero based on 'Damage Per Second' is pretty fun :>
I loved the concept and I loved some of the spell effects ^^
Coding: 3/10
lol at the 1-liner
Use (Triggering Unit) instead of (Casting Unit)
Don't repeat stuff like (Last Created Unit), use variables instead.
You have lots of leaks (Way too many to count)
Don't use Custom Values....
You're using Custom scripts, so why don't you use the natives directly instead of the BJs??
Also, Snake Reflexes has the potential to bug.. What if you suddenly teleported to the top of a hill and
you're suddenly stuck..
Synergy: 9/10
Well, the abilities could be combined to create some awesome tactics ^^
Activate the Poison blades, attack the enemy hero, trap him with Snake Spit,
Then use Serpent Dance and Poison Accumulation and you're good to go
Balance: 8/10
Snake Reflexes shouldn't give you the ability to teleport behind your enemy because that would
cause you to lose control and if there are too many units in range,
it could allow your enemy to escape by placing you behind a huge bunch of units.
Other than that, your hero seems balanced..
Aesthetics: 5/5
Your hero looks good, the tooltips were self-explanatory, and the icons were quite relevant to the abilities.
Total: 34/45
Jazztastic:
Concept: 8/10
The concept of a hero that gets strongger as the battle goes on is an excellent concept, although, this really affected
your score in the "Balance" field.
Coding: 6.5/10
I'm slightly disappointed at the fact that you used TriggerSleepAction.. That's a big No-No..
Also, in your "Feral Strike Cast" trigger, why are you using a local for one of your configurables >.<
And since you're using custom scripts, why are you using BJs instead of natives -.-
Finally, you should stop repeating stuff like (Last Created Unit) and just use a variable instead..
Synergy: 8.5/10
Drunken Haze and Tauren Smash could be used together to wound and disable an enemy hero.
Panther Instincts and Animal Rage go good together too ^^
Balance: 5/10
Unfortunately, your hero imbalanced.. He gains strength when he's attacked, so you'd actually require a huge amount of units to affect him...
Aesthetics: 4/5
Everything was perfect except for your the Drunken Haze icon..
Total: 32/45
emjlr3:
Concept: 9/10
Excellent Concept. It was pretty interesting to play with your hero.
Coding: 9/10
Your coding is excellent, but it wasn't perfect
- You used TriggerSleepAction
- You repeated a non-Handle-Var-returning function instead of declaring a local variable and using that.
- You could've used "exitwhen not UnitAlive(...) and not UnitAlive(...) instead of having that 2-liner.
Still, your coding was quite impressive, so I had to give you a high score over here
Synergy: 10/10
The abilities could be combined together to create some nice playing tactics, for example, use Mahalleinir on
your current position when you're attacked by melee units, then use feral and attack those melee units, or you could
assemble a pack of 3 wolves and let them 'tank' you while you deal damage to the enemy ^^
Balance: 9/10
Your hero is quite balanced.. He's very similar to the Melee heroes (In theory)..
Aesthetics: 4/5
Icons -> Excellent
Tooltips -> Excellent
Model -> Could be improved
Total: 41/45
Ahimtar:
Concept: 7/10
Well, the concept was ok.. I neither loved nor hated it :/
Coding: 3/10
- Just enumerate a group with those conditions instead of using those huge if/then/else blocks.
- You have lots and lots of leaks.
- Deal damage based on a formula, you don't need those if/then/else blocks at all...
- You're using waits...
- You're indexing is bad..
etc..
Synergy: 8/10
Well, his first ability is the kind of ability that no one would want to use due to the fact that
you could easily die sometimes.. His other abilities work well together though ^^
Balance: 7/10
He was only slightly imbalanced because you can spawn a huge amount of spiders and trap an enemy hero,
but since that doesn't occur too frequently, you're ok
Oh and because his first ability can literally kill him if he casts it thrice at level 1, I'm going to have to
take out a point
Aesthetics: 4/5
Well, the model could've been approved and the icon of his second ability should be changed to show that it can
be automatically cast.
Total: 29/45
Orcnet:
Concept: 7/10
The concept wasn't soooo interesting, but it was ok.. *sigh*
Coding: 2/10
3 of the spells were simple object editor work.
The triggered spell wasn't MUI and it used waits.
But, on the bright side, you had no leaks ^^
Also, one of your triggers is refferencing a null object editor object :/
Synergy: 8/10
Here's a possible tactic:
Use your first ability to teleport to an enemy unit, stun him with your second ability and
use your ultimate ability.. He's dead
Balance: 9/10
Your hero is quite balanced.
Aesthetics: 3/5
What forced me to give you a 3 instead of a 5 was the fact that all the icons were pink when your
hero was based on "Brute Force" and "Endurance" o.o
Total: 29/45
Xiliger:
Concept: 9/10
Kinda familiar
I still loved it though ^^
Coding: 5/10
A great contradiction arose here..
How could you know vJass when you used waits in your Cleave spell
Also, when you want to stun a unit, you shouldn't pause them..
It bugged when I charged a unit and killed it immediately.
You had no leaks in your GUI triggers.
Your vJass code needs an improvement though.
- The Actions function doesn't need those locals,
- You dont need to register an action for the trigger, you could simply register a condition
and use an if/then/endif block and return false at the end.
- You could omit the super slow SquareRoot function by comparing with 14400 instead of 120
- You need to check if the unit's life is less than 0.405 to see if it's dead.. not 0
- Don't use "WEAPON_TYPE_WHOKNOWS", just use "null".
- You aren't nulling Handle Vars.
Synergy: 8.5/10
The abilities could be used together to totally isolate and kill an enemy hero easily.
None of them were random and they were quite relevant to each other, so I'm giving you a high score
Balance: 7.5/10
He's really overpowered. You could deal huge amounts of damage and disable enemy heroes easily.
Still, he is pretty easy to beat with some teamwork.. I'd give you a 7.5
Aesthetics: 5/5
The icons were quite relevant, the model was good, and the tooltips were decent :3
Total: 35/45
Spinnaker:
Concept: 9.5/10
Such an amazing hero.. I'm speechless.
Coding: 9/10
The only negatives I saw in your code were occasions were you used useless locals and the fact that you
actually used TriggerRegisterTimerEvent when you could've used timers.
Synergy: 9/10
Try using Shadow Bite then Howl of Fear to force enemies to run away and you'll know why I'm giving you a good score
You could also use Shadow Bite and force your enemies to stay around you just so they don't move, giving you the chance to kill them easily!
Your Wolfs Adaptation ability helps here too
Balance: 9.5/10
He may have powerful abilities, but he's still vulnerable, making him very balanced
Aesthetics: 4/5
Everything was perfect.. Except for those errors in the tooltips..
Total: 41.5/45
BrambleClaw:
Concept: 8.5/10
Pretty good concept
Coding: 3.5/10
1- Way too simple
2- Using waits
3- Some things could be shortened by using loops
Synergy: 8/10
The abilities were very related to eachother which is quite good
Balance: 9.5/10
Your hero is quite balanced when it comes to his stats.
His abilities were also quite balanced too
Aesthetics: 5/5
The tooltips were good, the icons fit, and the model was great.
Total: 34.5/45
Blood Raven:
Concept: 8.5/10
Your concept was quite good
Coding: 0/10
No code... Only simple object editor work...
Synergy: 8.5/10
The abilities go great together
You could web an enemy unit and keep it in range of the Swarm. The poison arrows could help keep that unit closer to Swarm by
decreasing the movement speed of enemy units, etc..
Balance: 9/10
Your hero's vulnerability is balanced by her powerful abilities.
Aesthetics: 4.5/5
The icon of "Poison Arrows" needs to be changed to show that it could be cast automatically.
Total: 30.5/45
Zeatherann:
Concept: 7.5/10
The concept was ok..
Coding: 9/10
If you:
- Omitted those 2 redundant lines in function FN_BeastsEnum (set x=GetUnitX(..), set y=GetUnitY(..))
- Registered conditions instead of actions
- Used GetSpellTargetX and GetSpellTargetY instead of the locations
- Used a global dummy for tree detection
You would've gotten a 10 :3
Synergy: 9/10
Together the abilities could be used to:
- Trap enemy units (Wrath of Nature)
- Give your team an advantage (Red Moss)
- Give the enemies a disadvantage (Green Moss)
Balance: 9/10
Your hero is almost perfectly balanced
Aesthetics: 5/5
Model -> Good
Icons -> Good
Tooltips -> Good
Total: 39.5/45
Mckill2009:
Concept: 7.5/10
It was ok.. Though, it's not so clear that the hero is animalistic, the theme was presented ... well..
Coding: 9.5/10
The code was excellent, but in one of the functions, you actually repeated GetTriggerUnit() about 5 times.
Also, I don't see why you don't insist on using T32
Synergy: 5/10
The abilities didnt really go together well :/
(Other than the passive ability that strengthened your first ability)
Balance: 8/10
Your hero needs to be a 'bit' stronger, but she was still ok :S
Aesthetics: 5/5
Perfect icons, model, and tooltips
Total: 35/45
Gunslinger21:
Side Note: Next time, make sure you give a good testmap.. I had to write my own -.-
Concept: 8/10
The concept was good..
Coding: 4/10
- You're using waits
- You're repeating functions instead of storing them in variables
- You used (Casting Unit) once instead of (Triggering Unit)
- You used (Ability Being Cast) in the code...
Synergy: 9/10
The hero's ultimate ability strengthens his other abilities and his "Blue Howl" can help the wolves deal
more damage to enemy units.
Balance: 8.5/10
Your hero is quite balanced according to my tests
Aesthetics: 3.5/5
Your tooltips have errors, and one of your icons isn't correctly implemented
Total: 33/45
Bugz:
Concept: 9/10
The concept of a shaman who transforms to a dragon is quite interesting if you ask me.
Coding: 0/10
What is this I don't even..
Synergy: 3/10
The abilities couldn't be used together strategically, but they fit the theme.. well, 3 of them did..
Balance: 6.5/10
He needs a bit of balancing :/
A 60% Attack rate bonus is way too much >.<
Aesthetics: 3/5
The tooltips need some work..
The icons are ok, and the models are excellent.
Total: 21.5/45
Ahimtar - THE BROODFATHER
BloodRaven - Kashaya
Brambleclaw - The Fallen
Bugz - Zuluhed the Whacked
Champara Bros - Nagini-The Serpent Dancer
emjlr3 - Perrin Goldeneyes, the Wolfbrother
Gunslinger21 - Nightmare
Infinite Answers - Eagle Warrior
Jazztastic - Beast Kin Berzerker
mckill2009 - Jastra, the dark elf
Orcnet - Tikbalang
Spinnaker - Narght the Night Stalker
Xiliger - Garruk
Zeatherann - Father Nature
Concept:
8/10
-The idea is nice, though not that original.
Coding:
1/10
-Uses Waits (LOTS OF THEM)
-You could have compressed the AoE damage into just one action, and used a formula 125 + 75*Level of blahblah
-You leak locations on the VenomBolt AoE trigger
-The region was useless, you should have just used, Units within range
-I don't see the point of doing the VenomBolt AoE damage inside a player group loop (it will actually result to the damage being dealt more than once (it will hit once per player that is an enemy of the caster), and you didn't even used the player)
-Not sure if its MUI but at least, the trigger will stop once the variables reach the max value possible
-The other spells could bug if there is more than one Broodfather
-The create corpse trigger also leaks a lot of locations
Synergy:
9.5/10
-The abilities work good with each other and fit the broodfather theme
-Though why does spiders always have to be combined with poison?
Balance:
7/10
-I suggest increasing the mana cost of Summon Spiders a bit.
-He was not as OP as I initially thought as I realized the spiders were an easy money source if you have
someone like the dreadlord.
-Though early game, he would be a good creep killer.
-Maybe you could nerf the bonuses of True Form a bit.
Aesthetics:
3/5
-The hotkey of Summon Spider is S which collides with the hotkey of Stop thus rendering the hotkey of Summon Spider unusable.
-True Form could have used another icon as it looks the same as the SS skill.
-And maybe try to find a better model, I don't kinda like the Archimonde thing.
Overall
28.5/45
-I liked the idea but this needs a LOT of OPTIMIZATION AND CLEANING... ^_^
BloodRaven - Kashaya
Concept:
7/10
-The idea was just fine, though not that original and fun
Coding:
3/10
-Lack of proper setting of data on the OE (evident on the tooltip problems)
-Lack of a bit of imagination
-You did not even bothered to make custom buffs for Spawn and Web when it just takes a few clicks to do that
Synergy:
6/10
-The abilities fit the theme, but it does not work good with each other
Balance:
6/10
-Basing Spawn on Doom I think is a bit OP for a normal skill
Aesthetics:
.5/5
-The tooltips of the 2nd and third skills doesn't show level
-You don't play an animation when using the ultimate
-Change the icon of the ultimate
-Web says that it binds a unit for 0 seconds
-You should mention that PA reduces speed
-The tooltips give wrong data, like for the ulti it says 60 damage while on the OE the damage was set to only 50 etc.
-Something tells me that you didn't even bothered to check the tooltips in-game
Overall
22.5/45
-Needs to be reworked, and put more effort into it... ^_^
Brambleclaw - The Fallen
Concept:
5/10
-The idea really was not good
Coding:
1.5/10
-Spells are not MUI
-Uses useless (and highly unoptimized) WEU-only add-ons (like Set Hero Str which can be done via Hero - Modify Attributes)
-Uses lots of Waits
-Uses arrays when they aren't needed (Several variables are better than using an array in which you only use about 2 indexes)
-Uses the event Begins Casting which should be replaced by Starts the Effect
Synergy:
4/10
-I dont see synergy on his abilities and to the hero, and they make the theme vague
Balance:
4/10
-The set-up was towards an OP one, especially that instant kill on low level creeps
-And you actually have 5 abilities by default, while you were only supposed to have only 4 default abilities by the rules
Aesthetics:
.25/5
-Icons have no DISBTN
-Tooltips need to reworked as they are hard to read right now
-Use the normal hotkey color for the hotkeys
-The icons were a bit too random
-The positioning of the 2nd and 3rd skill is swapped
Overall
14.75/45
-Of all the entries, this one seems to have the least effort spent (or if effort is not the right word, seriousness)... ^_^
Bugz - Zuluhed the Whacked
Concept:
6/10
-Well, he was just a dragon warrior
Coding:
4/10
-Poor OE work, simple edits and still has errors
Synergy:
5/10
-An AS aura doesn't seem to fit an intelligence hero
-His abilities doesn't really have synergy (well maybe aside from the 3rd and ulti) though its not that good too, considering that he was an INT hero and has a low HP
Balance:
5/10
-Pretty weak
-I wasn't able to check ray as it doesn't allow self target and the only enemy was non undead
Aesthetics:
1/5
-The icons don't have DISBTN
-The tooltips could be improved a bit
-The tooltips for the first skill don't match, learn is Dragons breath, but skill is Healing Ray
-The hotkeys also don't work
Overall
21/45
-Yeah, its a WIP... ^_^
Champara Bros - Nagini-The Serpent Dancer
Concept:
9.5/10
-This hero concept is cool and its also fun to use.
-Though it might have been better to make it an agility hero.
Coding:
2/10
-Use Starts the effect of an ability rather than begins casting.
-I suggest using a generic dummy caster rather than a creating and hiding a peasant, and lower the timed-life.
-You leak unit group and locations on the PA trigger (and absolutely no effort done to remove leaks).
-I will always prefer a DDS than using the event Unit - A unit is attacked for spell triggers.
-Also, the spells are not MUI (I believe they should be MUI).
-And you also leak a lot on the Wait alternative trigger (again no efforts to clear leaks).
Synergy:
9.5/10
-Nagini's abilities all enhance his capability to kill units while also giving him the capability to escape dire situations.
-Though maybe a bit too close ranged for an intelligence hero.
Balance:
8/10
-Well, the hero was a bit over-powered
Aesthetics:
4.9/5
-The model used was good and so are the icons and are fitting for the concept.
-The tooltips are also good.
-You could have changed the 1st skill's hotkey to E, and the second one's to T to make them a bit closer on most keyboards.
Overall
33.9/45
I really liked using the hero, but it will need a bit of balancing and lots of cleaning on the triggers. ^_^
emjlr3 - Perrin Goldeneyes, the Wolfbrother
Concept:
8/10
-I liked the idea of a hammer wielding wolfmaster which can turn into a wolf for a bit, and it kinda reminded me of the pack master of Battle Realms.
Coding:
6.5/10
-you could have used module initializers for a bit of optimization
-you could have added some configuration vars like for the raw codes
-I believe its better if you detect it too if he attacks (for the battlelust), since on the current set-up he won't be considered on battle if he for some reason gained invulnerablity
-I think you could have merged the actions for Feral (the separate actions if he has thrown the hammer or not etc) for a shorter code or at least modified the if-then-elses a bit for optimization (and put them inside the first if-then block, which will enable you to remove some of the boolean checks).
-Since you have imported TimerUtils, why not utilize it like replacing ALL CreateTimer with NewTimer?
-and its a bit of searching thru the whole codes if someone wants to modify and use your ideas... ^_^
-And read Maggy's judging as I believe its more detailed... ^_^
Synergy:
8/10
-no matter how I look at it, this hero is focused on mashing his enemies.
Balance:
8/10
-The hero for me has a fine sense of balance. Its not strong and not weak either.
Aesthetics:
3/5
-the icons and the unit is fine.
-the tooltips could have been improved, especially for the third one and the ultimate (you could have written down the amount of bonuses that they give).
Overall
33.5/45
-Overall, I liked the concept and the execution of the idea... ^_^
Gunslinger21 - Nightmare
Concept:
8/10
-The concept was nice
Coding:
4.5/10
-Don't use waits
-Lower the life timer of dummy casters
-An error message for a failed SW will be nice
-The ultimate is a bit non-MUI, if at least one Nightmare learns the ultimate, they will all gain some of its bonuses like the removal of the HP price of SW
-Instead of creating a dummy unit to deal the price of SW, just reduce the triggering unit's hit point.
-TriggeringUnit is faster than casting unit, and you might want to save TU first into a variable if ur using it a lot
Synergy:
6/10
-His abilities seem to synergize a bit but not that good
Balance:
8/10
-He seems to be balanced just fine
Aesthetics:
3/5
-The icons are fitting
-Blue howl doesn't have a DISBTN
-The additional ability given by your 2nd skill interferes with the positioning of the other abilities
Overall
29.5/45
-Its nice but needs a bit of work for fixing and stuff. ^_^
Infinite Answers - Eagle Warrior
Concept:
7/10
Well, I kinda liked the concept of the hero
Coding:
2/10
-The recycling for Soar Index when someone casts Dive is wrong, and will result to a lot of bugs. I believed you used indexing to try to make it MUI, but on your current set-up, it won't be MUI (I won't elaborate more on this as it won't matter anymore because of the next comment).
-For the Dive skill, it would have been better if you reduce his height gradually until he hits the ground (which means a total redo of the Dive Trigger).
-You could also have made him play an animation upon his impact on the ground.
-For the FW MS buff, I would prefer the use of a hidden spellbook rather than a dummy which is moved every .1 second as using the hidden spellbook method will reduce the number of actions run by the engine (since you will only need to run triggers when you learn and level the skill)... It will also remove the need for those array variables and remove the need for a dummy per hero... Therefore will result to a better performance.
-I don't see the point of using Arrays for the Demoralizing Screech ability as it was an instant effect...
-Also, you leak locations for the Demoralizing SScreech ability as you have wrongly placed the RemoveLocation call (the removal of the FearPoint should be inside the group loop, and you also forgot to Remove the FearedUnit[] location.. I would also be better if you removed the DS_Point right after you used it)...
-It would also have been better if they run off based on the angle between you and them so that they will always run away from you, because right now, if the unit is facing away from you, he will actually walk towards you rather than away from you...
-You could have also increased the fear distance a bit
-For swift assault, the location will leak, why?
For example we use SA_Index = 1
You set SA_Index to SA_Index + 1 ==> SA_Index is now 2
then you set SA_Point[SA_Index] ==> SA_Point[2]
then you set SA_Index to SA_Index - 1 ==> SA_Index is now 1
then you call RemoveLocation(SA_Point[SA_Index]) ==> which removes SA_Point[1], but the location you used was saved on SA_Point[2]
-And Again I don't see the point of using arrays as the effect was instant
-For Terrifying Screech, the same comments as that on Demoralizing Screech...
Synergy:
4/10
-I don't kinda get a good synergy from his skills
-Well, FW and Screech has a bit of it especially if the run issue is fixed
-Also, seeing that he is a strength hero, the skills are kinda not that fitting (the evasion for example has a very low chance, and could have been replaced by a damage reducing ability instead as its more fitting for a Strength hero)
-And the only useful thing about his ultimate was the screech ability of the bird which can disarm for 2 seconds (though I cannot consider this much for synergy as the original hero is already dead)
Balance:
8/10
-The hero I think was a bit moderate, though some of his abilities can be easily countered (the fear part of DS for example, can be countered easily if the enemy always issues orders on their units)
Aesthetics:
4.75/5
-You should have indicated on the tooltip of his ultimate that it is activated upon death.
Overall
25.75/45
I liked the idea when I saw it, but after testing and checking the editor, this needs to be reworked (especially on the triggering side). ^_^
Jazztastic - Beast Kin Berzerker
Concept:
5/10
-Well the concept is not that new, and its just like those same old barbarians
Coding:
4/10
-local units/locations etc should be nulled at the end.
-you should avoid usage of WAITS as much as possible.
-You never used the locaiton saved on CASTERLOC and also never destroyed it = leak.
-Also, you can merge the local part and the set part (like local unit LS_CASTER = GetTriggerUnit()).
-And since you used Custom script, might as well change that SetUnitVertexColorBJ to its native.
-You might want to set Last Created Unit into a variable
-On your hashtable saving, You can actually remove the variables and just put the formula/value directly on the saving part.
-For his ulti, use the native functions rather than that SetUnitAbilityLevelSwapped and GetUnitAbilityLevelSwapped which are BJs.
Synergy:
9.5/10
-The synergy of the abilities are kinda good, the third one and the ulti for fighting, while a combo of the first and second is a good initializer
Balance:
6/10
-The third skill is overpowered, 30% recovery upon creep kill and perma strength per hero kill is too much for a melee hero specially combined with his ultimate which gives him +2 str per hit.
Aesthetics:
1/5
-The tooltips of the first and second skill says Drunken Haze and War Stomp (which pretty much shows lack of effort to check a bit).
-The tooltip of PI learn and the actual PI does not match, the learn says he gains 1 strength per hero kill while the actual tooltip scales it by the level of PI
-You could also organize them a bit.
Overall
25.5/45
-I did not liked the hero that much, maybe because the idea was too common (as its just like those barbarians from a lot of games)
mckill2009 - Jastra, the dark elf
Concept:
7/10
-The concept was fine though not that much fun
Coding:
5/10
-use module initializer for LR
-you might need to null the local timer on the create method of LR
-since DATA is already of the type thistype, there isn't a need for a local thistype anymore (though not much diff I guess, and I know you used thistype this = DATA since its faster to type .blahblah than DATA.blahblah)
-Locustcount should be a struct member as right now, it would get affected by all Jastra's on the map causing a possible bug
-I think you could settle for just 1 hashtable for all spells since you just use the handleid of timers (which are specific per instance) for the parent key and 1 for childkey, so you could just use the childkeys 1 for LR, 2 for TW and 3 for FW.
-You might want to use TimerUtils and Bribe's Table for this
-The ulti is cancelled even if only one of the beasts die
-The can control part of the 1st skill doesn't seem to work
Synergy:
4/10
-I don't see much synergy with them (or none at all)
-I can't seem to decipher the relationship of them to the hero theme too
Balance:
5/10
-Seems a bit weak
-Its not a good idea to have an ability which only affects 1 of the others (talking about the 3rd skill)
Aesthetics:
3/5
-The DE theme wasn't that much established aside from the unit model itself
-I suggest a change of the ulti's icon too
Overall
24/45
-This hero needs work especially in establishing its chosen theme... ^_^
Orcnet - Tikbalang
Concept:
9/10
-Really nice concept taken from folklore. ^_^
Coding:
4/10
-Abyssal is not MUI and uses waits (and on this case is much useless as you already have a periodic trigger, you could have placed the actions after the wait into the part where the periodic loop is turned off)
-The OE work was just basic and not much manipulation has been done.
Synergy:
9/10
-1st, then 2nd then Ultimate would be a nice combo unless they have a stunner
-I suggest a bit of replacement for the third skill, maybe slow rather than armor reduction, as it would work better for his abilities
Balance:
4/10
-Lower the range of the 1st skill
-I cannot test it out very well as you did not place enemies on the test map so for me, that would be equal to low score (by reading the criteria you should have at least sensed a need for putting enemies as the balance part says: "How balanced the hero is? Is it extremely weak to own or extremely hard to face?")
Aesthetics:
2.5/5
-The icons look nice and fits with each other
-The tooltips can use a bit of simplification, like merging the damage data into the main text for the actual tooltips
-And some errors in the wordings like "Deals 250 of damage" for your first skill
-The model is also fine
-The hotkeys could have been fit into the ability names just like the default blizz ones (suggestion only)
-The buff tooltips could have a bit of work (for crumble, I think, hit by crumble is better as its not the unit that is crumbled, and for the gloom, in the presence of the Tikbalang)
Overall
28.5/45
-The hero was fine on first look, but it needs a bit of work
Spinnaker - Narght the Night Stalker
Concept:
9/10
-I really liked the idea of this hero
Coding:
5/10
-Instead of if not (GetWidgetLife < .405), just use if GetWidgetLife >= .405
-Combine your init functions for the LOTP skill (and the other skills too, coz your current set-up is already a waste of triggs)
-Use ModuleInits instead of your trigger inits
-Conditions are better to use than Actions as they are run before actions
-Combine the ability conds and actions into the conds
-You could have combined LOTP and RemoveWolf into one
-Instead of functions for attack type and damage type, just use globals
Synergy:
7.5/10
-His abilities seems to work fine with each other and with the theme of the hero
Balance:
7/10
-Balance seems fine
Aesthetics:
4.5/5
-Almost everything is fine and fitting
-I suggest a change of the ulti's icon (its an owl right?)
-And the shadow cloud around you when you use Howl stays a bit longer than the duration of the spell
Overall
33/45
-Idea and execution was fine, just needs a bit more work... ^_^
Xiliger - Garruk
Concept:
7/10
-The concept was just like same old barbarians but with a bit of twists
Coding:
7/10
-I suggest usage of module initializers
-You should combine the condition and actions (for the JASS scripts)
-local units should be nulled, and also the usage of the local units on the initial actions part of the charge is useless as you only use them once
-I don't suggest using pause unit for stuns
-And don't use waits
Synergy:
9/10
-His abilities seem to fit the concept and to help each other out
Balance:
8/10
-Overall, he seems to be somehow balanced though a bit leaning towards OP; I suggest a bit of increase in the mana cost of his abilities
Aesthetics:
4.5/5
-The model, icons and tooltip are good
-Though some of the tooltips can be simplified a bit
-I was just thinking that maybe you could replace the third skills icon as the current one was a troll
Overall
35.5/45
-Overall, the idea is good, and the execution was also good... ^_^
Zeatherann - Father Nature
Concept:
7/10
-The idea was fine
Coding:
2/10
-The variable setting for the ability rawcodes for FN_Spells_Main should only be done once and not for every run of that skill
-Use Conditions rather than Actions as they are run first
-It would be better to add some spaces or comments around your code, as they are a bit too clamped together
-The summons of your 2nd skill are created on the lower left part of the map and not on the target area
-WoN lvl3 doesn't have a cooldown
-Its also a bad idea to combine all of them into one trigger (on the TE)
Synergy:
7/10
-His 2nd,3rd and ulti has a fine synergy as far as I'm concerned
Balance:
5/10
-Since some of the spells did not work correctly, the balance was hard to figure out
-But on the point were the spells are all usable (on the lower left of the map), he seems to be a bit OP
Aesthetics:
3/5
-You could have chosen better icons especially for green and red moss
-He shows death anim when transforming
Overall
24/45
-This needs work... ^_^
((Votes / Total votes) * 30) + ((Judge 1 + Judge 2) * (70 / 90))
Ahimtar: 45,111832
Blood Raven: 46,287157
Brambleclaw: 39,084775
Bugz: 35,0036
Champara Bros: 54,7591
emjlr3: 59,8924
GunSlinger21: 50,16955
InfinateAnswers: 47,6468
Jazztastic: 45,1118
mckill2009: 46,2784
Orcnet: 48,6182
Spinnaker: 63,78859
Xiliger: 55,6125
Zeatherann: 50,1681
1) Spinnaker
2) emjlr3
3) Xiliger
4) Champara Bros
5) GunSlinger21
6) Zeatherann
7) Orcnet
8) InfinateAnswers
9) Blood Raven
10) mckill2009
11) Ahimtar & Jazztastic
12) Brambleclaw
13) Bugz
2) emjlr3
3) Xiliger
4) Champara Bros
5) GunSlinger21
6) Zeatherann
7) Orcnet
8) InfinateAnswers
9) Blood Raven
10) mckill2009
11) Ahimtar & Jazztastic
12) Brambleclaw
13) Bugz
Contest | Poll
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