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Hero Contest #6 - Results

Discussion in 'Contest Archive' started by Pharaoh_, Feb 20, 2013.

Thread Status:
Not open for further replies.
  1. Pharaoh_

    Pharaoh_

    Joined:
    Nov 6, 2008
    Messages:
    8,127
    Resources:
    11
    Icons:
    3
    Skins:
    1
    Spells:
    6
    Tutorials:
    1
    Resources:
    11
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]




    The First Invasion

    ..."Sargeras gathered his vast Burning Legion and made his way towards the unsuspecting world of Azeroth. The Legion was composed of a million screaming demons, all ripped from the far corners of the universe, and the demons hungered for conquest. (...) Sargeras began his catastrophic invasion of Azeroth. The warrior-demons of the Burning Legion stormed into the world through the Well of Eternity and laid siege to the night elves' sleeping cities..."

    Your city is under attack by the Burning Legion! Knowing the story of the Burning Legion and the abilities of its high grade commanders, create a hero that will help with the defenses of your city!




    [​IMG]

    Reviews by Anachron
    Natures Raiment (by Orcnet)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 1/2 (spells, tastics, etc.)
    Overall concept is flawless 1/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 5/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 3/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 2/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 1/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 1/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 4/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 7/10
    Coding Is the hero bug and lag free? How well was the coding executed? 8/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 8/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 7/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 35/45




    Frost Herald (by Lourax)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 3/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 2/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 3/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 4/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 5/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 5/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 7/10
    Coding Is the hero bug and lag free? How well was the coding executed? 10/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 9/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 8/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 39/45




    Jack Frost (by Adiktuz)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 3/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 4/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 2/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 2/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 4/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 4/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 9/10
    Coding Is the hero bug and lag free? How well was the coding executed? 7/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 9/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 7/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 37/45




    Death Speaker (by JakeKessler)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 1/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 3/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 1/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 2/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 1/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 1/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 3/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 2/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 1/2 (good theme, same icon style)
    Tooltips are well written 1/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 6/10
    Coding Is the hero bug and lag free? How well was the coding executed? 4/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 6/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 5/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 3/5
    Complete 24/45




    Pristess of the Moonlight (by Kobas-)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 3/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 5/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 1/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 0/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 5/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 6/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 1/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 10/10
    Coding Is the hero bug and lag free? How well was the coding executed? 4/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 10/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 9/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 4/5
    Complete 37/45




    Bishop (by Lordkoon)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 3/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 5/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 3/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 0/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 0/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 5/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 3/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 1/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 10/10
    Coding Is the hero bug and lag free? How well was the coding executed? 3/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 10/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 6/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 4/5
    Complete 33/45




    Feral Master (by Garfield1337)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2+3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 3/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 5/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 3/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 2/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 1/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 4/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 5/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 1/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 10/10
    Coding Is the hero bug and lag free? How well was the coding executed? 8/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 8/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 8/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 4/5
    Complete 38/45




    Incarnation of Storm (by Xilinger)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 3/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 3/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 2/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 1/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 1/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 4/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 5/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 0/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 1/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 8/10
    Coding Is the hero bug and lag free? How well was the coding executed? 6/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 8/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 8/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 3/5
    Complete 33/45



    RED (by Chaosy)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    Passive skill

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 1/2 (spells, tastics, etc.)
    Overall concept is flawless 2/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 5/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 0/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 1/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 2/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 3/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 2/3 (base, lvlup, etc.)
    Spells are balanced 4/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 0/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 0/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 8/10
    Coding Is the hero bug and lag free? How well was the coding executed? 3/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 7/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 6/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 2/5
    Complete 26/45




    Druid of the Ages (by Adamantus)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 1/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 5/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 2/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 4/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 0/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 3/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 2/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 0/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 8/10
    Coding Is the hero bug and lag free? How well was the coding executed? 9/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 6/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 5/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 3/5
    Complete 31/45




    Shadow Warrior (by Mephestrial)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 2/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 0/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 1/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 2/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 2/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 1/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 4/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 3/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 4/10
    Coding Is the hero bug and lag free? How well was the coding executed? 5/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 7/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 6/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 27/45




    Lieutenant of the Green Dragonflight (by WerePhoenix)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 2/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 0/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 1/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 2/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 2/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 4/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 3/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 1/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 4/10
    Coding Is the hero bug and lag free? How well was the coding executed? 5/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 8/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 6/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 4/5
    Complete 27/45




    Dwarven Engineers (by Christers)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 1/2 (spells, tastics, etc.)
    Overall concept is flawless 1/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 3/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 1/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 1/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 1/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 0/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 1/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 2/3 (base, lvlup, etc.)
    Spells are balanced 4/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 5/10
    Coding Is the hero bug and lag free? How well was the coding executed? 3/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 4/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 6/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 23/45


     
  2. Pharaoh_

    Pharaoh_

    Joined:
    Nov 6, 2008
    Messages:
    8,127
    Resources:
    11
    Icons:
    3
    Skins:
    1
    Spells:
    6
    Tutorials:
    1
    Resources:
    11
    Reviews By Anachron Part 2
    Nightwalker (by Kyrbi0)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 3/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 0/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 1/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 3/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 4/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 6/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 1/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 5/10
    Coding Is the hero bug and lag free? How well was the coding executed? 7/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 8/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 9/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 4/5
    Complete 33/45




    FireFighter (by Red-Baron)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 2/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 2/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 3/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 2/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 3/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 0/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 3/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 4/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 1/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 6/10
    Coding Is the hero bug and lag free? How well was the coding executed? 8/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 5/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 7/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 4/5
    Complete 30/45



    Flower Dryad (by Juno)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 3/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 5/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 3/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 3/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 3/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 2/3 (base, lvlup, etc.)
    Spells are balanced 3/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 10/10
    Coding Is the hero bug and lag free? How well was the coding executed? 9/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 7/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 5/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 36/45




    Holy Paladin (by Mr_Bean987)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 3/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 5/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 3/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 2/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 4/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 2/3 (base, lvlup, etc.)
    Spells are balanced 4/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 10/10
    Coding Is the hero bug and lag free? How well was the coding executed? 8/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 8/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 6/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 36/45




    Arcane Priestess (by En_Tropy)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 1/2 (spells, tastics, etc.)
    Overall concept is flawless 2/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 3/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 2/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 3/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 0/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 2/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 3/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 0/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 6/10
    Coding Is the hero bug and lag free? How well was the coding executed? 8/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 4/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 6/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 3/5
    Complete 27/45



    Frost Sorceress (by Mckill2009)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 2/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 1/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 3/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 3/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 5/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 4/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 5/10
    Coding Is the hero bug and lag free? How well was the coding executed? 9/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 10/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 7/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 36/45




    Dragon Aspect (by Zenonoth)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 1/2 (spells, tastics, etc.)
    Overall concept is flawless 1/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 0/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 0/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 0/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 1/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 0/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 3/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 5/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 2/10
    Coding Is the hero bug and lag free? How well was the coding executed? 1/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 6/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 8/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 22/45




    Ancient of Stone (by Meepo)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 1/2 (spells, tastics, etc.)
    Overall concept is flawless 2/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 4/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 0/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 0/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 0/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 1/2 (spells, tastics)
    All level 1 spells are useful 3/3 (passive ability may be useless)
    Fit to the hero 5/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 4/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 7/10
    Coding Is the hero bug and lag free? How well was the coding executed? 0/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 9/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 7/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 28/45


     
  3. Pharaoh_

    Pharaoh_

    Joined:
    Nov 6, 2008
    Messages:
    8,127
    Resources:
    11
    Icons:
    3
    Skins:
    1
    Spells:
    6
    Tutorials:
    1
    Resources:
    11
    Reviews by Anachron Part 3
    ThePurifier (by AdityaHedge)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Ultimate
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 2/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 5/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 3/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 0/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 4/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 5/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 9/10
    Coding Is the hero bug and lag free? How well was the coding executed? 6/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 8/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 8/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 36/45




    TrapMaster (by KyousukeImadori)


    [​IMG]

    Judging

    +: Good.
    -: Bad.
    ?: Question.
    !: Hint / Problem.


    Images

    Spell1
    [​IMG]

    Spell2
    [​IMG]

    Spell3
    [​IMG]

    Icons
    [​IMG]

    Tooltip
    [​IMG]



    Concept

    Interesting to play 2/2 (spells, tastics, etc.)
    Overall concept is flawless 3/3 (melee + caster, ranged + stunner, etc.)
    Fits to contest theme 3/5 (nightelf/human/elf/etc, belongs to alliance)



    Coding

    Bugfree 3/3 (non-abuseable, no glitches, no crashes, etc.)
    Lagfree 3/3 (runs smoothly, no avoidable memory leaks)
    Wellwritten 2/4 (commented, well indented, separated, dependencies)



    Synergy

    Working together 2/2 (spells, tastics)
    All level 1 spells are useful 2/3 (passive ability may be useless)
    Fit to the hero 5/5 (frost spells on fire mage, etc.)



    Balance

    Hero attributes are balanced 3/3 (base, lvlup, etc.)
    Spells are balanced 5/7 (imbalance/usefulness)



    Aesthetics

    Hero model, icon and sound fit together 1/1 (as described)
    Hero spell(icon)s fit together 2/2 (good theme, same icon style)
    Tooltips are well written 2/2 (clear, no redundancy, detailed, english)



    Result

    Concept How interesting is the hero to play with? How well does it bind with the contest's theme? 8/10
    Coding Is the hero bug and lag free? How well was the coding executed? 8/10
    Synergy How well do the abilities work with each other? Do they fit with the theme of the hero? 9/10
    Balance How balanced the hero is? Is it extremely weak to own or extremely hard to face? 8/10
    Aesthetics How good-looking the hero is? How well their appearance is fitting with the icons? Are the tooltips self-explanatory? 5/5
    Complete 38/45




    Maker's Reviews

    Jake Kessler

    The Troll Deathspeaker § Jake Kessler § 23/45

    CONCEPT - 5/10

    The hero is more of orcish or troll origin and not completely chosen according to the contest's theme. There is no record of trolls fighting against the Burning Legion in the First Invasion. The Night Elves had decimated the troll civilization with the powers gained from The Well of Eternity. I doubt the trolls would have helped the Night Elves.

    Having a naga-like unit as the ultimate summon is questionable as nagas only came into existence after The First Invasion.

    There is something fascinating about the hero but the execution of the abilities is lacking, decreasing the score.


    BALANCE - 6/10

    Melee damage-wise this hero is a powerhouse, but that is compensated by the low hit points. Stats are in good balance.

    Summons Bats ability didn't work for me, I only saw the shadows on units. As the hero has only three working abilities, it is at a disadvantage.

    Blood Runes could be better if enemies could not pick them up. They can turn the tide of the battle.


    CODING - 2/10

    The if/then/else in Blood Runes should be nested and the trigger leaks unit group and locations. Bat Death has the same flaws and as a bonus, it is not MUI.

    Blood Pact leaks and is not MUI.

    When the ultimate is cast, a placeholder unit is created and selected automatically. You can see its shadow and order it to move. When the naga unit dies, the hero should reappear immediately.


    SYNERGY - 7/10

    It is too bad that the one ability dodn't work. You have quite useful set of abilities there. The hero and his entourage can gain the momentum of a battle if there are runes to feed them. The hero can stay alive pretty well by using the ultimate, heling with runes and if the summon ability worked as intended.


    AESTHETICS - 3/5

    The model is awesome, one of the best ones in the contest. I wasn't too fond of the icons but they do their job. Some of the tooltips are listing wrong hotkeys, other than that, the tooltips are fine.



    En_Tropy

    Cyrisse Moongrove, Arcane Priestess § En_Tropy § 30/45

    CONCEPT - 8/10

    A nice model with abilities that are suitable for the hero. I can easily see this kind of hero battling the Burning Legion during The First Invasion.

    Everything with this hero felt good, it melded right in there while playing the map. It could have been a standard hero as far as I can tell, ecxept for some minor details. The hero has pretty good gameplay, I just hoped the passive would do something else than just buff the other abilities.


    BALANCE - 8/10

    The hero is balanced, though it is quite powerful in combat with no spells. It might have 4-6 attribute points too many.

    Playing through the map, I found out that the abilities did not make the unit too powerful, but they were useful and felt effective.


    CODING - 3/10

    Arcane Blast is MPI but not MUI. In Arcane Blast, you could have looped from 0 to 19 to avoid the -24 offset part on the angle calculation. The dummy unit getting the credit from kills is a small issue. This ability does not need array variables to be MUI. Do not remove the dummy that was created last, expiration timer is enough.

    Sanity Edge will not work with pre-placed units. Pausing units should be avoided. The ability is not MUI or MPI, and there are location- and unit group leaks in the looping trigger.

    Dummies should be set to Can't raise, does not decay.


    SYNERGY - 7/10

    The passive could have a function of its own, not just buffing the other abilities. This would have made it more interesting. Synergy is not just about an ability buffing other abilities, it is how the abilities work together in combat, how they help the hero to gain advantage and define the role and personality of the hero.

    Arcane Blast is nicely bound to the hero's theme as it is an Arcane Priestess, the staff looks very arcane with its effect and the projectile of the basic attack has the same theme.

    There could have been some other model for the glaives, those are not that good, they feel slightly out of place.


    AESTHETICS - 4/5

    The hero is quite solid aesthetically. Everything seems to be in order. Sounds, tooltips and effects are all chosen to fit the hero.

    You have some unneeded empty lines in the learn tooltip of Arcane Blast and the glaives of the ultimate ability are clipping with ground. The learn tooltip of the passive ability should be the active version.



    Kyrbi0

    The Nightwalker § Kyrbi0 § 29/45

    CONCEPT - 8/10

    A werewolf fighting on the side of the Night Elves, seems plausible. It could be tamed or under a spell.

    I really like your theme, the hero is interesting, and the abilities are alright. I hope you would have executed the abilites a bit better certain sexyness is missing. The ultimate could have benefited from better design and execution. Dire Claw could have been improved also, mostly the timing of the effect.

    When playing the map, I felt the hero fit right in there and I enjoyed playing with it. The high attack speed complements the hero. I hoped for a bit faster move speed, but you can not have everything to keep it in balance. You get move speed from shapeshift, it was a nice touch to add such ability.


    BALANCE - 6/10

    I think the hero has too much armor. It beats all standard Blizzard heroes in a combat where no abilities are used, and is left with over 10% hit points. High agility heroes like yours shouldn't have 2 base armor.

    The ultimate is a bit underwhelming. It should be more powerful. There isn't that great feeling of getting to cast it.


    CODING - 4/10

    Pack mentality leaks unit groups and location. It does too many checks the if-then-elses should be nested. You could compresss the trigger by using an equation for the radius.

    Sign of the Bloodmoon spawns a unit that is not positioned where the victim died, and it does not look like the victim actually became a worgen.


    SYNERGY - 8/10

    You did a pretty good job with the choise of abilities. None of them are out of place with a Werewolf hero.

    Dire Claw could have some added benefit in addition to just dealing damage. The ultimate is very useful for crippling tough enemies but as units are not guaranteed to die while the buff lasts, part of its usefulness can be wasted.


    AESTHETICS - 3/5

    Cool model with great animations and well made tooltips, but the level 3 of Dire Claw lists too low damage. The passive ability should have a passive version of the tooltip. The sounset has some horse hoof sounds, which do not fit a werewolf.

    The shapesifting could have a sound effect, and the Dire Claws effect shows up a bit too late compared to the attack animation.

    I would have loved to hear more growls when using abilities.



    Mephestrial

    The Shadow Warrior § Mephestrial § 29/45

    CONCEPT - 8/10

    Your concept has lots of good in it. The hero is suitable for the contest's theme and there are abilities with interesting twists.

    The teleportation ability can be troublesome if you accidentally teleport into a place where you can't walk out of. You can run out of mana and it does not regenerate unless the hero is attacking or attacked.


    BALANCE - 3/10

    The ultimate is overpowered as it devours unlimited anount of units, including heroes. You could have changed the mechanic somehow, like undevouring heroes.

    Blade of Darkness does way too much damage, it could have cooldown. Against a large group of enemies, the unit can become invincible as units get damaged and etherealed before they can damage the hero, and you gain mana really fast making you able to autocast all the time.

    The hero is stonger than any default hero in combat where abilities are not included. It bests even the Tauren Chieftain with 12% hit points left after the dust settles. A slight retuning is required.


    CODING - 5/10

    Preplaced units will not gain rage. You could have removed the TrainShadowWarrior trigger and used unit type or an ability condition in RageSystemAttacks trigger. The mana gain triggers could have been combined.

    Blade of Darkness is MPI and not MUI. Making abilities work for more than one unit per player is required.

    BladeOfDarknessAutocast can leak the target location and the caster location removal action should be after the unit group loop.

    The rage system is an interesting spin on the unit, but the mechanism, mainly degeneration and gain rate could have needed more honing.


    SYNERGY - 8/10

    The passive has pretty good design as it feeds the hero with mana and gives a bonus on top of that. There's some efficient crowd control going on with Shadow Step and Blade of Darkness helping the hero to survive.


    AESTHETICS - 5/5

    The sound set is a perfect match for the unit and I really like the icons, very shadowy theme.

    Great job with the tooltips, good grammar, conscise, overall very nice.

    Sounds and effects in general are well chosen and fitting for the hero and abilities.

    The spin animation of the autocast ability is perhaps a bit superfluous. Something more subtle would have been in order.



    Adiktuz

    Jack Frost, Guardian of Ice § Adiktuz § 29/45

    CONCEPT - 6/10

    It is a human hero and the First Invasion is not really about humans. Humans did not know much about magic at that time and they did not fight against the Burning Legion.

    The abilties look good when casted and they work smoothly, it is a pleasure to use them.


    BALANCE - 3/10

    The hero has about five too much of each stat. That is like having Crown of Kings that does not take up an inventory slot. It beats all other heroes in a combat when abilities are not taken into account.

    The damage of the abilities is much too great, there is no getting around that fact. And you have three of damage abilties and a hefty mana pool allowing the unit to do insane burst damage. The unit can kill a pack of Knights in an instant. I could kill a level 10 Paladin that had level 3 Devotion Aura in about 6 seconds.


    CODING - 9/10

    The coding is top notch, good use of libraries, nice indexing and overall efficient work.

    The death type of DummyXe should be set to Can't raise, does not decay. The dummy units pile up quickly when using the abilities.

    Tri Frost is set to use Spell Channel animation, but the hero does not have that animation.

    Damage type cold is basically the same as Damage type magic, magic is the main category. I recommend using magic instead of cold/fire/poison etc. They're all the same. It makes no difference functionally.

    You are using magic attack type with all your spells. I think you should use spells attack type,
    ATTACK_TYPE_NORMAL
    . Magic attack type bypasses spell resistance, spells attack type does not.


    SYNERGY - 7/10

    You can damage units, damage units some more and stun them, and damage units once more with teleporting. The ultimate boosting the other abilities is not too original but acceptable. Personally I would have left the passive boosting role to slot 3 ability, and made ultimate more impressive.


    AESTHETICS - 4/5

    The sound set does not fit particularly well since some of the sounds have the horse making noises.

    With Tri-Frost and Phasing Frost would be more impressive if you used sound effects.

    The tooltips are well done. Icons used are nice and I was not left missing custom ones.

    Special effects used with the abilities are cool, pardon the pun. Not over the top but still flashy enough.



    Mr_Bean

    Serengale, The Holy Paladin § Mr_Bean § 36/45

    CONCEPT - 6/10

    It is the default Paladin of Human race. It does not fit right in with The First Invasion. Humans did not really participate in the war, they fled instead and they did not know magic that well if at all.

    Healer Paladin is a bit of a cliché, but I have to admit you did a very good job executing the idea. The spells are fun to cast, well done and they feel smooth. Playing this hero was pleasing and it was one on my favourites.


    BALANCE - 8/10

    The stats of this hero are that of the default Paladin hero, one can not get much more balanced than that.

    Penance and Purging Bolt amplified by Cleansing Presence are a very deadly (or lively) combo. You can keep your troops buffed and at good health for a long time. They are a bit overpowering, even though the mana costs are not low. If you give this unit some mana regeneraton items such as the Sobi Mask, I think there is no stopping him.


    CODING - 9/10

    Instead of
    CountUnitsInGroup
    you could use an integer to keep track of the number of units in the group.

    Cleansing Presence will not work if the hero has the ability learned in the editor. The ability will be active even if the unit is dead.

    Purging Bolt will not consider the highest buff level.

    The follow through time of all your abilities should be longer.

    Your coding is solid, nice use of external libraries.


    SYNERGY - 9/10

    Serengale is one powerhouse healer. It can keep units alive with ease by having three healing abilities. Each of the abilities also deal damage so he is quite versatile. You can also buff the damage and armor of allies, this hero is very useful in big battles.


    AESTHETICS - 4/5

    The effects you use are sweet and they have the holy vibe on them.

    The Text data fields for your hero are not properly edited, summon and revive texts are lacking and the description is the same as for the default Paladin.

    Divine Field would be more impressive if it had more potent sound effect(s), it is a bit lackluster in that department. It does look mighty fine.

    As a downside, it is the Arthas paladin model which is one of the most commonly used hero unit. It is really difficult to make something interesting about that. I personally would not have used Holy Light icon, as it has been seen many times over.



    Chaosy

    Doradin § Chaosy § 15/45

    CONCEPT - 3/10

    The hero is not the best fit for this particular theme. Dwarves did not take part in The First Invasion, and they were more stone-like back then.

    The concept of the hero is a bit undefined, it looks like an unfinished product. Rough around the edges, lacks smoothness and polish. Every area would have needed extra attention. Maybe you ran out of time or interest. Hopefully next time you can polish your hero more.


    BALANCE - 6/10

    My observations tell me the hero has slightly too much int. Dropping it by about 4 would make the hero more in line with other heroes.

    Having a passive that heals 3% of maximum hit points per second makes the hero a bit too powerful.

    The Axe Slam ability damaging allies is a bit of a problem here.


    CODING - 3/10

    Heal trigger could use a group you never destroy, add units with the ability into it.

    Your looping triggers are on even when there are no units to loop through. Turn them off.

    Axe Slam spell leaks locations and you don't flush the hashtable. Holy Storm loop leaks a unit group and a location.

    Damaging cicular area damages friendlies and neutrals along with enemies.

    In BL loop you have the location removal lines multiple times there, you only need one of each. Place them out of the if-then-else.

    The dummies use upgrades, give lots of vision and have unneeded abilities.


    SYNERGY - 2/10

    The severely lacking tooltips make this harder to judge because I had to constantly switch to the editor to check the triggers to reming me what the abilities do.

    Blessed by light did not seem to do anything. The regeneration passive was decent. The other two were basically Bladestorm and Storm Bolt. The Baldestorm did not seem to be a right type of ability for a dwarf.


    AESTHETICS - 1/5

    The model looks great but it has no portrait. You are missing passive icon for the hero and abilities.

    One of the abilities has the default Storm Bolt tooltip. The learn/learned command card positons for ability icons are colliding with each other. You do not list the hotkeys for your abilities and the passive ability has passive learn icon.

    The buff from the passive ability says it is Endurance Aura.

    It looks really unfinished in this category.

    The effects you chose look smooth, but the projectile handling could be better as now the movement is looking dull.



    Orcnet

    Nature's Raiment § Orcnet § 33/45

    CONCEPT - 8/10

    A Night Elf druid hero with nature oriented abilities, what could go wrong.

    The abilities are object editor work only and it was easy to figure out the base abilities and that lessened the exitment of casting them for me.

    The skill set was nicely thought out and they complemented the hero being useful abilities.


    BALANCE - 9/10

    Everything about this hero screams balance. Stats and abilities are all on par with default heroes.

    Resolute is maybe a bit high in terms of mana cost as you can't cast it that often, and it does not heal much per target. That is compensated a bit with the number of bounces.


    CODING - 4/10

    Resolute could be made to not be able to cast on units with full hp, as it does not bounce from them wasting the cast.

    You could have used only one dummy unit type instead of separate one for Resolute and World Roots. The Animation - Cast point should be set to 0 for dummy casters to achieve instant casting.

    In First spell trigger, actions that are the same in "then" an "else" should be taken out of the if/then/else.

    In Third Spell trigger, you refer to Last created unit, but that can be null. You propably meant to use Triggering unit. Also the sound played is the same regardless of the ability level, so the if/then/else is unnecessary. The Do Nothing function call can be removed.

    The dummy caster gets the credit for kills from the ultimate spell, and that is not the favorable solution, the hero should get the credit.


    SYNERGY - 8/10

    The hero is quite versatile, it is a supportive unit with a somewhat potent heal and an ability that can cripple any single threat considerably. It can also gain some ground relatively fast with the Skin Walk ability, and the ultimate works as a crowd control ability. Quite versatile and interesting selection of abilities.


    AESTHETICS - 4/5

    Good job with the tooltips, they are to the point and quite clear. Nice selection of icons except the Skin Walk one separates itself from others in artistical style. The grey "Active" text is not needed since we can see that from the command card icon.

    Lightnings in WC3 have ugly triangle shaped ends, which makes Resolute look less than desireable.

    The walking speed effect of Skin Walk could be worded more clearly, at first I thought you would be moving at triple speed, but it increases the speed to 300 distance units per second.

    The sounds used are on a good level of quality, except that I didn't any sound when casting Resolute.



    AdityaHegde

    The Purifier, Dath'Remar Sunstrider § AdityaHegde § 35/45

    CONCEPT - 7/10

    You followed the theme vaguely. The hero's race is set to human so the hero is more like a Blood Elf than a Night Elf. Blood elves did not exist during The First Invasion.

    You might have gone overboard with the word "purify" in your abilities. However you managed to create an iteresting hero, that I found fun and original. The passive aura was cool though the constant buff sound effect can get on one's nerves if there are a lot of units around.


    BALANCE - 8/10

    When taking abilities out of the picture, the hero is in balance. It has a hefty health pool and does admirable damage per hit, but has a bit tardy arms as the attack speed is low and his armor is average. It all evens out and leads to balance.

    Weapon of Purification and Purification aura make the hero a bit too powerful, he can pump out some seriuos damage with his entourage and debuff enemies.


    CODING - 8/10

    Test of Purification caused Table to throw indexing error messages, so does the aura.

    You should have used
    EVENT_PLAYER_UNIT_SPELL_EFFECT
    event for Test of Purification, now I can cast the ability and order the unit to stop. Mana cost and cooldown won't apply, but I get the benefits of the ability.

    You are using your own indexing system that sets the custom value of units. You could have used some widely used unit indexer instead of your own. This won't affect the score however.

    Usually auras do not apply to Neutral Passive units, but your aura does. Neutral Passive units could have been handled in your code, now you just test if units are allies.

    Some of your structs, methods and struct memebrs should have
    private
    keyword.

    Weapon of Purification can be abused by rapidly clicking the ability icon, it will then apply the wrong buff to units, armor instead of damage, and damage instead of armor.

    There are plenty of configuration options and lots of libraries used to keep your code short.


    SYNERGY - 8/10

    The abilities you chose for the hero are fitting. Each of them revolves around purification. With the way you coded them, they enhance each other.


    AESTHETICS - 4/5

    The tooltips are quite fine, but the wording could be improved. Try to avoid using brackets in tooltips (like this for example). The icons differ in style from each other, the ultimate is more defined whereas the aura one is more blurry.

    The aura ability could have a special effect attached to the hero.

    The damage from Test of Purification is applied too early compared to the special effect. You should have increased the follow thorugh time of this ability.




    Garfield1337

    Feral Master, Fraxineus § Garfield1337 § 37/45

    CONCEPT - 9/10

    The hero is well suited for the theme. This one felt like it was one of the most polished and well though out heroes.

    There is quite a bit of originality in Falcon Grab and the healing deer, and I had fun playing with the hero.


    BALANCE - 7/10

    The hero is just terrible in ability-stripped combat. Every other caster hero has about third of their hit points left when your hero dies.

    The lack of straight up damage is compensated by the wolf companion. Still a Far Seer can pump out more damage with his wolves.

    Falcon Grab can be used on allies and that can cause miscliks, you can also drop units into places they can't get out of. This is especially dramatic balance issue on heroes.

    With all things considered, the unit can pump out decent damage if Falcon Grab is used a lot. I wonder if Falcon Grab is a bit too powerful with only 80 mana cost. It also damages allies.


    CODING - 8/10

    The dummy gives lots of vision and you could remove the upgrades used.

    The wolf auto-attacks sleeping units which can be an annoyance.

    In my opinion you should filter out allies from being damged by Falcon Grab. The ability also doesn't reset the flying height of units such as the Lich hero correctly. The drop ability isn't added to units that are placed in the editor and given the ability there. Aborting Falcon Grab could be done when you issue the order and not when the unit begins casting the ability.

    You can manipulate maximum life with just one ability. Set level one bonus to 0, and level two bonus to -180. Add the ability, set the level to 2 and remove it immediately. The unit will gain 180 hit points every time.

    Overall I would say your coding is on a good level. Good job.


    SYNERGY - 8/10

    You chose your abilities well. It is a complete nature-themed hero and the abilities support that. You have some tanking and healing going on which is always nice.

    The ultimate boosts the other abilities, but I would have wanted to see it do something on its own.


    AESTHETICS - 5/5

    Tooltips, sounds, icons, effects are all fine. I can't find many flaws here. One thing that is missing is the level text from tooltips, I can't tell which level of the ability I'm using unless I check which level is to be learned next.

    The hero also gets the Enraged buff, telling that the unit is enraged, which is not really the case. Choosing the colour that you did could be a bit risky choise but it works and supports the theme.

    There isn't anything spectacular going on, but things are smooth and it just works.



    Meepo-

    Ancient of Stone § Meepo- § 22/45

    CONCEPT - 6/10

    I could see a golem summoned to fight alongside the Night Elves. You got that part right.

    The spells could be more interesting as I wasn't too exited about casting them. With better effects and triggering the ideas could be fleshed out. Having two standard Blizzard abilities lowers the score.

    The hero has two abilities that cost 200 mana. With 465 max mana pool and 31 intelligence, it could be troublesome to be able to cast these often.

    It seems you lack a bit of modding experience, but do not worry, it will come in time. Pratice makes perfet and I hope you take part in the next contest, I'm sure you are already better.


    BALANCE - 6/10

    Stone Incarnation doesn't do much damage and it is difficult to get it to hit enemies. It comes with downsides as it blocks vision and pathing. The mana cost and damage of Geo Crush would require more thinking.

    Not counting spells, the unit is in balance. It is slightly underpowered since it doesn't have much strength which is the main attribute, affecting damage and health. The damage reduction ability helps a lot and is especially useful against units with low damage.


    CODING - 2/10

    The spells are not MUI and they leak locations, special effects and unit groups. Take a look at some tutorials to improve your basic triggering skills.

    Geo Crush does not use proper tree detection and there is an extra AND condition.

    You could reduce the amount of function calls by using variables and turn off periodic triggers when there is no need for them to be on.

    Dummy units do not need invulnerability ability if they have Locust.


    SYNERGY - 6/10

    You did alright in this category. The spells are fitting for the hero and they serve a different role. The lacking execution and originality of the abilities does not help to boost the score.

    I wished Stone Incarnation would be more useful as it does not seem to do anything.


    AESTHETICS - 2/5

    The model looks formidable, but it could have used some extra animations. The icons are decent but nothing special.

    Geo Crush should have longer follow through time so the cast animation would be finished.

    Being a very large unit, the attack range, selections circle and collision size should be increased.

    Instantly moving units to the caster doesn't look smooth as there is no effect attached to the targets.

    The terrain deformation time could be reduced and the effect changed as it is too smooth and wide.



    Kyousuke Imadori

    The Trapmaster, Fakker Plug § Kyousuke Imadori § 28/45

    CONCEPT - 5/10

    A mechanical gnome-like unit is not something I would expect to see during The First Invasion.

    You tried to do something original with the abilities, and managed quite well, but the abilities aren't that useful and the hero requires too much petting.


    BALANCE - 5/10

    The stats of the hero are balanced. The movement speed you get from the ultimate is a bit over the top.

    Getting caught in your own traps goes against the logic of Warcraft melee maps, and that can be frustrating and annoying.

    I think the spells are underpowered. They have short cooldown and mana cost, meaning you will be at max mana often. The hero requires a lot of managment to get the most out of it, perhaps even too much as it can distract you from other areas.

    Magtroller is an interesting idea, but it also requires a lot of time and leaves the hero defensless.

    You could have increase the mana costs and made the abilities more potent.

    The spring can launch units into places they can't get out out. Units can get stuck in the middle of trees, on top of cliffs and between buildings.


    CODING - 8/10

    You are leaking player groups in Begins Casting trigger. In the same trigger, you could have used Skip remaining actions at least, and not set any variables if the ability being cast is not one of those four abilities.

    In Beartrap Ability trigger, TrapLevel trigger is integer, but you only need the values as a real. You convert it four times. You could have made the variable a real in the first place.

    Commenting your code would have made it easier to interpret it.

    Destroying all destructables can cause bridges and other destructables to be destroyed. You could have had some options there or used a proper tree detection.

    You need not to test if a group is empty 33 times per second.

    The abilities are MUI and leakless so bonus points for that.


    SYNERGY - 7/10

    The abilities share a common theme and fit the hero. However there isn't much stategic aspect between them. The masterpiece boosts the other abilities but is not that insipirational.


    AESTHETICS - 3/5

    All black and white icons is an interesting choise, and it does not look bad at all. The hero icon is quite undefined, a more defined and sharper icon could be better.

    I don't favor the x/y/z style listing in tooltips, the standard Blizzard way is better.

    There is no sounds when you place the traps, those would have enhanced the hero.

    Thunderclap effect when hitting the ground might not be the best choise, I would have liked to see some other effect there.



    Juno

    Flower Dryad, Diana Windwood § Juno § 29/45

    CONCEPT - 8/10

    This is a nice hero with a bit of originality. It fits the theme in many ways. The model just could no be any better. Running about with the hero is great, the model is so sweet.

    Using the abilities is pleasant and the hero feels very natural, even if the ultimate summon is basically a huge building.


    BALANCE - 3/10

    The hero does very high damage with great attack speed. It wipes the floor with other casters in combat without spells, and even bests a Paladin for example. The hero also moves faster than any other hero and possesses a vast mana pool. It has low hit points to compensate.

    Overgrowth is overpowered since it is as potent as the default Entangling Roots, but this one can root upto 4 targets. Nature's Blessing is also too strong, even the armor bonus is greater than a Devotion Aura's armor bonus. You get considerable damage and some healing on top of that. The ultimate is quite powerful also, and you can keep the summon there the whole time due to matching expiration time on the unit and cooldown for the ability.


    CODING - 5/10

    I recommend using
    set bj_wantDestroyGroup = true
    for unit groups you just loop once and then destroy, over using a variable for them.

    The armor bonus for Nature's Blessing won't work if the unit already has the ability when the map begins. Natures Blessing Learn Effect trigger is not MUI, neither is Overgrowth.

    Overgrowth can pick the same enemy multiple times and the trigger can leak.

    Maul Units shouldn't be on all the time and the trigger leaks.

    Nature's Blessing gives the unit two buffs which is not an optimal solution.

    You could have used less dummy unit types, use the same for all abilities. Dummies should have Can't raise, does not decay as their death type.


    SYNERGY - 9/10

    The hero is very diverse packed with all kinds of beneficial abilities. Versatility is the name of the game. You can tank, buff and heal others, snare enemies and can escape fairly well. A complete package.

    All the other abilities go well with the theme of the hero, except Energy Convertion which is more general-themed ability, but it does not feel to be out of place.


    AESTHETICS - 4/5

    The model is delightful, I really liked it a lot. The chosen effects are sweet. Tooltips do their job.

    The transformation ability of the summoned unit could have used some special effect to mask the fact that there is no transform animation.

    The extra passive icon is nice for backstory, but reserves a command card slot.

     
  4. Pharaoh_

    Pharaoh_

    Joined:
    Nov 6, 2008
    Messages:
    8,127
    Resources:
    11
    Icons:
    3
    Skins:
    1
    Spells:
    6
    Tutorials:
    1
    Resources:
    11
    Reviews By Maker Part 2
    Christers

    The Dwarven Engineers § Christers § 23/45

    CONCEPT - 6/10

    Dwarves like the hero you chose, were not around until about 8000 years after The First Invasion. They were more stone-like back then.

    The hero is well fit for bolstering the defenses of a city. This hero is all about defence.

    However it didn't stand out as an interesting or memorable. The gameplay feels slightly clunky and overall I would have wanted more smoothness. Perhaps the long casting times played a part in this.

    The gameplay is not that great since you can only place stationary objects and the towers take a long time to build.


    BALANCE - 5/10

    The hero has low hit points, low armor, it moves at average speed and has the lowest attack speed of all entries. It can't run away from enemies but won't be killing much either. Siege attack type hurts, and a fully upgraded mortar team does 20% more damage per hit and it can do extra damage on unarmored and medium armored units.

    This hero relies on the towers it builds making it solely a defensive unit. When attacking, it can't build the towers fast enough or deal adequate supportive damage otherwise. Placing towers with an AoE circle can result in inaccurate placements.

    One of the tower upgrades requires food to build, not sure if this is intentional but it feels weird.

    Magic Centre is a bit overpowered with the healing.


    CODING - 2/10

    There are many basic issues here like leaks, spells not being MUI and too many function calls.

    Using upgrades doesn't allow heroes to unlearn abilities. Using Juggernaut removes the abilities from Improved Schematics and there could be an error message when trying to build too many towers. I was left wondering why I couldn't build more.

    The hero doesn't get credit from the kills of the towers and mines, which can be a problem in custom maps.


    SYNERGY - 8/10

    Synergy I found to be the decent part of this entry. The abilities work well together and add to the defensive, supportive feel of the hero.

    The hero could benefit from having some mobility ability or some crowd conrtol. If the hero get into a tight spot, it can't get out and is done for. It needs to be accompanied by other units or be close to the towers.


    AESTHETICS - 2/5

    The hero has limited animations and would need some kind of channel animation when placing traps and towers. Perhaps some other model had been the better choise. Improved Schematics icon differs from the others quite a bit with its non black background.

    The tooltips are well done. The transformation spell could have used a sound effect.



    WerePhoenix

    Wyronus, the Lieutenant of the Green Dragonflight § WerePhoenix § 28/45

    CONCEPT - 7/10

    Lore-wise the hero aligns with the theme perfectly. Dragonflights were summoned to the aid of the Night Elves.

    The race of the hero is set to human in the object editor, that could have been changed.

    Damage based on mana is somewhat original, but the execution is lacking. The hero could have more maximum mana and more ways to gain mana.

    The overall impression to me is that you should have taken a bit more time considering the role of the hero on the battlefield and fleshing out your ideas. The abilities could be more impressive aesthetically and the mana mechanism is not honed enough to excel.


    BALANCE - 7/10

    Blood Thirst is quite a lot underpowered at level 1, and slightly underpowered at level 3. Decreasing the cooldown and/or increasing the damage is encouraged.

    With mana regeneration abilities the unit will never run out of mana.

    Melee combat capabilities are very balanced. The hero has decent damage, lots of health but not extremely high armor.


    CODING - 4/10

    You are leaking unit groups and locations in Cleave trigger, and there is an extra AND condition used. You could have used variable more to cut down the amount of function calls there.

    Duration trigger uses the current level of the ability for the caster, not the level at the time of casting the ability.

    When you create a dummies in cast and loop triggers, you leak two locations every time.

    Damage trigger leaks unit group, location and has extra AND condition.

    You wouldn't have needed three abilities affecting max mana, only one. Give the ability four levels, level 0 having 0 bonus, the others -25, -50 and -75. Add ability, set level, remove ability and you gain max mana.

    The dummy unit should have Locust, but not invulneravbility ability. The death type should be Can't raise, does not decay. It should not give vision.


    SYNERGY - 7/10

    The bonus damage from Sleep doesn't work with Energy Thirst, which I found dissapointing.

    The hero has some crowd control, damage and defensive boosts and single target debuff, so it has some tactical use.


    AESTHETICS - 3/5

    The model looks great, but it has no portrait.

    The Sleep icon stands out negatively from the rest.

    Energy Thirst and Might of Ysera share the same learn hotkey. Other than that, the tooltips are good.

    Some blood effect could have made Blood Thirst more impressive.

    There could be some more interesting name for Sleep ability, as Sleep already exists as an ability of the Dreadlord. Sleep doesn't have a sound effect, and the bonus damage is applied when the unit is attacked, I would have preferred it to happen when taking damage.



    mckill2009

    Frost Sorceress § mckill2009 § 35/45

    CONCEPT - 8/10

    The hero is of human race according to object editor, but it looks to be of elven origin with the pointy ears and all. I'm guessing you just forgot to change the race.

    The hero has some cool abilities. You made them well, they are fun to use.

    The ultimate and Frost Waves are quite similar, they do low damage on large area and force the enemy to move or deal the consequences. Perhaps the ultimate could have been something slightly different.


    BALANCE - 7/10

    The ultimate ability can be learned at level 1. Ultimates should be available at hero level 6.

    Frost Waves can be a bit underpowered as it does very low damage per hit and lasts a long time. If units take the full damage, then the ability is fine. I don't think that will happen that often though.

    The ultimate is underpowered. It took me about 45 seconds to kill a pack of seven footmen with full armor upgrades, compared to Starfall's under 20 seconds.

    Influenza can be too strong as it spreads fast and increases damage intake considerably. It lasts a long time and can be a pain in the butt to get rid of.

    Stat wise the hero is in balance.


    CODING - 9/10

    The ultimate ability causes FPS drop, it is too effect heavy. Especially if there are two units casting it at the same time.

    Regarding damage types, cold, fire, poison etc. are all of the same main category, magical. I recommend using
    DAMAGE_TYPE_MAGIC
    , but it works just the same as cold. Spell damage reduction ability won't work with
    ATTACK_TYPE_MAGIC
    that you used, I would have considered
    ATTACK_TYPE_NORMAL
    as generally melee hero abilities can be resisted with spell damage reduction.

    The Knockback3D could use tree detection or some kind of destructable filter as it destroys all kinds of destructables.

    I like your coding, well done.

    Your dummy units use upgrades and give quite a lot of vision.


    SYNERGY - 8/10

    As I mentioned Frost Waves and the ultimate are a bit similar. Crystal Blades offers good protection against melee threats. Influenza can cause a lot of grey hair to yur opponent, as it requires micro-management to get rid of it as units need to be placed apart for the debuff to go away.


    AESTHETICS - 3/5

    Influenza has passive learn icon. The Influenza buff icon is a passive one, it should be active version.

    The tooltips are pretty compact, informative and clear, but I am not a fan of using that many colours.

    I'm not sure why Frost Waves has AoE indicator as it does not affect only the indicated area. The area of effect indicator showed that I would damage a unit, but the spell did not reach there so it is misleading. The nova special effect is too large as it hits units but they take no damage.

    There are some grammatical errors in the tooltips.

    The effects you use are well chosen.



    Red Baron

    Firefighter William § RED BARON § 22/45

    CONCEPT - 5/10

    This defender seems to be more about fun than taking itself seriously. Firefighters are easily associated with city "defences" however I wonder what role they have against the Burning Legion. Pouring water on the flames of the demons will make them hurt less would be my educated guess. The humans did not take part in The First Invasion.

    The spells lack visual and audial treats and the ability set is a mix of standard Blizzard abilties with some twists thrown in.

    The hero could not excite me into wanting to cast the spells over and over again, however I appreciate the effects and custom models that fit the hero well, even if they are a bit unpolished. The spells are quite fitting with each other except the metamorphosis.


    BALANCE - 6/10

    Firefighter William has normal attack type, which sets it apart frm other heroes. I would have preferred hero attack type.

    The morphed form can easily defeat morphed Demon Hunter, the attack speed bonus makes the ability overpowered.

    Water Bucket damage is in line with Flame Strike and stat wise the hero is on par with others, maybe having a slight edge. This hero is tough to be killed due to the metamorphosis, the summon and high hit point pool.


    CODING - 3/10

    Dummy units don't need invulnerability ability as they have locust which makes them invulnerable. The dummy for Water Bucket gets the credit from kills with that ability, you should have made the caster deal the damage.

    The summon trigger is unefficient, it does potentionally unneeded unit group picks, it is on all the time and leaks locations. Do nothing function calls should be removed.

    The abilities could have been enhanced with triggering a bit more. For example the Bucket is just a dummy casted Flame Strike with different effect, which is not that exciting.


    SYNERGY - 6/10

    In some sense, the abilities feel like they are just randomly selected, the cohesion is missing a bit. The hero has pretty good damage dealing options with the morphing, Water Bucket and the summon. The summon helps the hero to survive, as it can be left as a decoy to draw the attention of enemies and blocking their path.


    AESTHETICS - 2/5

    Overall the aesthetics would have needed a bit more work. Missing portrait, passive ability having active icon and too early damage point tell the tale of an unfinished hero.

    The model comes with a bit blurry and undetailed skin and it doesn't have many animations that would fit the abilities. Some of the ability models look out of place and they disappear abrubtly making it an unpleasant experience visually.

    The extremely fast attack speed of the ultimate looks more silly than practical. The animations can't keep up.

    The tooltips are informative, but they could list the damage, area of effect and duration of the abilities.

    As with many other entries, I found the lack of sound effects to hurt the score quite a bit.



    Lordkoon

    The Archbishop § Lordkoon § 24/45

    CONCEPT - 6/10

    The First Invasion is mostly about Night Elves battling the Burning Legion. A human arch priest might not fit into the picture that well as human did not take part in the invasion and they didn not know magic back then.

    The spells were quite interesting and I was eagerly waiting for them to be off cooldown so I could cast them again. You executed the hero quite well in that department.


    BALANCE - 3/10

    The hero is slightly heavy on the sum of hit points, mana, strength, intelligence and agility. Only just a bit. It can beat every standard caster hero in a combat where no spells are used, with having about 250 hit points left on average.

    Looking at the spells and testing them, it feels like the hero is slightly too strong. It can heal a lot and become very tough to kill.

    The abilities can be abused to have no mana cost or cooldown, and that is a huge issue on balance.


    CODING - 3/10

    I could not open the map in JNGP or the normal World Editor. I had to open it in World Editor Unlimited. This was due to the IsUnitOwnerByPlayer WEU add in custom function. I deleted it and recreated the condition in JNGP.

    Light Well is not MUI. You could have used only one dummy unit type for it, and given the dummy an ability with levels. The dummy ability could be leveled based on the caster's ability level. Light Well expires trigger leaks a location.

    Blining Light is not MUI either. You coul have done the same thing here with the dummy and the dummy's ability as with Light Well. This would cut down the amount of object editor data. All the actions that you do regardless of the ability level should not be in the if/then/else.

    Hope buff trigger should test for alliance status, not if the owner is neutral hostile.

    All the abilities that have "Begins casting an ability" event, should use "Starts the effect of an ability". Now you can abuse the event with stop order, you get the benefits of the spell but suffer no cooldown or mana drain.

    Some of the damage is dealt by dummy units, all the damage hould be dealt by the caster so it gets credit from kills.

    Your dummies have structures built, use upgrades, give too much vision, are not set to not decay and not raise, have shadow image and do not instantly cast abilities.

    Being able to walk through buildings, trees, cliffs can cause the hero to be trapped, you could have used some pathing detection.


    SYNERGY - 8/10

    There's lots of strategy to experience with this hero. Damage boosting and self preservation abilities are there. The hero is tough to kill due to his abilities, and it can cast a great boost on an ally unit so he can use some other unit to tank for him.


    AESTHETICS - 4/5

    Tooltips, sounds, effects are all of good quality. This is one of the better entries in this category.



    Luorax

    Arrynok Frostglance, the Frost Herald § Luorax § 37/45

    CONCEPT - 6/10

    The race of your hero is Blood Elf. Blood Elves were basically High Elves only renamed due to the events in the time during The Third War. The events are told in the Warcraft 3 camapaign. Blood Elves did not exist during The First Invasion. Therefore the score is not as high as it could be.

    Your abilities were wery smooth looking and they worked well. The double casting of Hailstorm was not bugless and I did not find it very enjoyable mechanic.

    There is creativity to be found in the abilities of this hero.


    BALANCE - 9/10

    The hero is on par with strength and agility based heroes in ability stripped combat. It trashes intelligence based heroes, like it should.

    You chose to use
    ATTACK_TYPE_MAGIC
    with all your spells that deal damage, all three of them. MAGIC ignores items that give spell damage reduction and abilities.
    ATTACK_TYPE_NORMAL
    is spell damage, and used with many standard BLizzard abilities. It think this is a slight balance issue.

    The mana costs, cooldowns and damage amounts seem to be fine. I found nothing to complain about so that tells me you did a great job in balancing the abilities.


    CODING - 8/10

    Dummy units do not need invlunerability ability if they have Locust, Locust grants invulnerability. The Dummy Caster uses Ultravision upgrade.

    Units with Locust ability will not get picked by
    GroupEnumUnitsInRange
    so you do not need to filter out units with that ability.

    If Hailstorm is accidentally clicked, it can not be cancelled anymore. If you have two of the same heroes selected and you use Hailstrom, it can lead into a loop of forcing hotkeys. If one tries to cast the secondary Hailstorm ability too far away, the hero will stop channeling, but still expect you to click somewhere to cast the spell. That can cause the projectiles not to appear.

    DAMAGE_TYPE_COLD
    is the same as
    DAMAGE_TYPE_MAGIC
    , they function the same way. I recommend using MAGIC since it is the base type and COLD has no extra benefits.

    Overfreeze could support multiple terrain types for the extra proc.

    I wonder why you use
    SetUnitPosition
    in Overfreeze and in Remorseless Winter in periodic methods. That one does pathing checks. Your dummy ignores pathing, using
    SetUnitX
    and
    SetUnitY
    is the better solution, and requires MUCH less effort from your computer.

    Your coding is great, perhaps the best in the contest.


    SYNERGY - 9/10

    You chose an icy theme for the hero, and everything about him relfects that, from the tooltips to special effects.

    Many entries just made the ultimate boost the other abilities, but you made the ultimate have a cool effect of its own.

    You could have made the hero be able to convert even more terrain to ice or snow to gain the upper hand in combat.


    AESTHETICS - 5/5

    The model is quite nice, it fits right in there with other melee heroes. Though it is just a slightly modified Spell Breaker.

    The tooltips are well done, maybe a tad too long. I'm not a fan of listing the effects like x/y/z. I prefer the standard Blizzard way.

    Overall I enjoyed the visual and audial quality of the hero.



    Kobas

    Priestess of the Moonlight § Kobas § 35/45

    CONCEPT - 8/10

    Good choise of the hero and ability selection, you nailed the theme.

    The functionalities of the abilities leaves a bit to be desired. Turning day into night is a cool ability, but it is found as a standard item ability, which makes it less impressive. Being an ultimate and being useful only half the time, it could have some additional perk(s).


    BALANCE - 8/10

    Removing pathing completely can get the hero stuck. In my opinion the unit could have had additional triggered pathing added, where the movement of the hero is monitored and controlled.

    Stat wise the balance is there, it is as any standard hero, and that is a good thing.

    The ultimate being quite modest and the passive being beneficial only half the time, excluding the effect from the ultimate, makes me wonder if this hero is a bit underwhelming in terms of abilities.

    I don't think anyone will get tired of casting Star Beam, good job with that exciting spell.


    CODING - 7/10

    Then night time parameters sohuld be configurable as one can alter them in gameplay constants even though in standard melee games they are not altered.

    In checkTime function you could remove the parts where you just return as you are not practically skipping any actions with that method. In the first part test if [0] != null then loop, no need for else. In the second part there's no need for the else part. Or you could have used exitwhen u = null.

    There is an event for checking when time of the day becomes certain value, how about using that instead of a periodic timer to detect day/night.

    The attack and damage types in Lunar Blessing could be configurable, and the ability leaks timers. So does Shadow Walk. You should null the indexes of destroyed effects.

    There is some potential risk in abusing "A unit is attacked" event of Lunar Blessing, but with the configured values it is not beneficial to try that.

    In Star Beam you could have used a single enumeration group that you never destroy.

    Your spell strcuts should be private as one can manipulate your wi and ri indexing variables from outside the structs.

    The death type of dummies should be set to Can't raise, does not decay.

    The hero requires a keep and a castle and does not use Ultravision upgrade, though it is a Night Elf.

    It is good that you used SpellEffectEvent.


    SYNERGY - 8/10

    There's a practical escape ability and some bonus damage, crowd control, mana regeneration and AoE damage. Pretty good selection of perks. Being able to control the time of day to your advantage is a bonus.


    AESTHETICS - 4/5

    The model is cool, I love the details of the skin. There could be another attack animation. The chosen soundset is that of the Night Elf hero that rides a tiger. One of the move order sound responses has the tiger roar, so do some of the selection responses, which sounds out of place.

    The tooltips are very well done, one of the best in the contest. Short enough, descriptive, it is all there. The icons are of nice quality and detail, they suit the hero and share a common theme.

    The Shadow Walk buff could tell the effect of the ability. The ability doesn't have learn hotkey. Eclipse has the wrong letter highlighted in learn tooltip and lists no hotkey when learned.

    Start Beam is arguably the best looking spell of the whole contest. It could have been even better if there was a sound effect when the beams have converged and an explosion happens.

    Lunar Blessing says "start" but you propably meant "star".




    Zenonoth

    Deathwing, Aspect of Death § Zenonoth § 23/45

    CONCEPT - 6/10

    Deathwing, carrying the name Neltharion, fought alongside Night Elves during the first invasion. Though he had his own motives and killed a vast number of elves when battling the Burning Legion. After a big fight Neltharion transformed into Deathwing making him look like he does currently. Before he looked like a normal dragon. Taking that into account, the Neltharion form would have suited the theme even better.

    With all of the abilities, I could tell the base ability right away. The same goes for the stats, when looking at the hero the first time, I almost immediately exited the map and placed a Paladin next to it and tested the map again. Sure enough, most of the stats were the same. I wish there was more effort and modifications done in masking the base objects, to increase immersion.

    The abilities lacked a bit of the chaos feeling and viscerality one could expect from such a great model and formidable character of the Warcraft lore. Choosing a character like this, you really need to deliver. You did alright, but fell a bit short.


    BALANCE - 8/10

    World Breaker has quite a long cooldown making it a bit underpowered since it does average damage. Ignoring abilities, the hero is about 20% stronger than a Paladin in melee combat.

    The abilities are mostly object editor work and you didn't modify the values too much, so they are as balanced as default Blizzard abilities.

    You could have combined the respawn ability with the damage reflecting ability to save one command card slot. The respawned unit is still quite powerful and can eradicate several weaker enemies before dying.


    CODING - 2/10

    There are location-, unit group- and special effect leaks and some triggers are not MUI.

    You can abuse the abilties, cast them without mana cost and no cooldown. You should have used "Starts the effect of an ability" event to prevent that.

    Damaging cicular area causes friendlies and neutrals to take damage, a unit group loop would have worked better there.

    Life becoming less than 0.75 does not equal death. There is a chance the hero can recover from that, thus you may end up having the original Deathwing and the golem.

    Periodic triggers like Deathwing Dmg should be turned off when there are no use for the trigger, in this case no units of that type to pick in the map.

    With these very basic issues in triggering, the score can't be very high. Bonus point for trying to enhance the hero with triggers and sound effects.


    SYNERGY - 4/10

    None of the abilities apply status effects on the hero or enemy units. They all just deal damage. The only synergy is that the abilities share a common theme. You could have been more a bit more creative in defining the role of this hero and creating interesting gameplay mechanics.


    AESTHETICS - 3/5

    The icons are fantastic with lots of detail and fit the hero exceptionally well. The model itself is outstanding. The quality of tooltips is well above average. Molten arnaments has one type and one grammatical error.

    Pandemonium and World Breaker share the same hotkey.

    I think the Searing Flames effect could have been more impressive and the meteors of Pandemonium would be more menacing if there was a sound effect on impact. Using a custom sound set is admireable, but I found the quality to fall short just a little bit. The World Breaker sound is not fitting for this particular hero. When you die and respawn as a molten golem, the animation speed makes it not look serious and not fitting for Deathwing.



    Xiliger

    Incarnation of Elements § Xiliger § 26/45

    CONCEPT - 6/10

    Pandas were not around during the First Invasion. They were more of an easter egg kind of race until WoW : Mists of Pandaria.

    This is another hero with all out damage ability set-up. It does not sport any exceptional or overly tactical executions, but isn't lackluster either.

    The Incarnation of Elements lives upto his name by utilising the elements in different ways.


    BALANCE - 5/10

    Fists of Thunder has too wide AoE making it potentially affect enemies you don't want it to. It drags enemies you can't see, especially at night.

    In ability stripped combat it sits right in there with standard units. With the abilities, one can do a lot of burst damage.

    Because you are using Replace unit function with the abilities, balance goes down the drain as the cooldowns are re-set.


    CODING - 6/10

    Fists of Thunder can leave affected units clumped together which doesn't look professional.

    Channel ability should not be set to disable other abilities as there is not reason to do that, your abilities don't require it and abilities in WC3 do not work like that. Dummy units should be set to can't raise, does not decay in object editor so they are removed earlier from the game.

    You are leaking some timer references here and there. Nulling them is needed. Your UnitTag functions could do without the i variable. The whole UnitTag library seems redundant to me as the native hashtable syntax is not that complex.

    Replacing a unit should be avoided since that created a completely new unit. The handle id of the unit will be different, and that can mess up systems using hashtables and unit indexers. Using a transform ability is the preferred method over replacing a unit.

    0.405 is the limit for hit points of a dead unit, not 0.

    Thunder grip could calculate Cos(a) and Sin(a) in create to avoid unnecessary math operations.

    You have an incomplete, unused IsUnitMoving library in the systems.

    The Easy Damage library could have been improved by using proper tree detection method and making attack-, damage-, and weapon types configurable.

    When you return booleans, you do not need to use
    == false
    or
    == true
    , you can leave those out.

    Elemental Fury Fire Loop is on all the time even if there are no units to loop through. The ability could have separete timer for each cast so the effects wouldn't be synchronized for all heroes.

    The death type of dummies should be Can't raise, does not decay.


    SYNERGY - 6/10

    You can catch escaping heroes with Fists of Thunder and that can be very handy. The effects of the ultimate depending on the element of the hero is a nice touch.

    The Rock ability could be less random, it could guarantee some rocks hitting close range, some medium an some long. Not it is possible to miss enemies completely on several casts in a row without being able to do anything about it, and that can be frustrating.


    AESTHETICS - 3/5

    The tooltips are very nice, not too long, they are clear and informative. You messed up with the hotkeys badly. The icons are very pleasing to the eye.

    The hero has too small selecton circle and no death animation.

    You could have used a hidden spell book to hide the ability icons of the Firestorm bonus abilities. The Bladestorm effect of Firestorm is not centered on the hero.

    Elemental Fury has no sound effect which is perplexing to me. It looks very good goo and it is a shame the sounds do not reflect that. The rock attack ability is name the same as the ultimate in the tooltip. The rock attack ability would be more impressive if it had a sound effect when the hero slams the ground.



    Almia

    Rovlen, Druid of the Ages § Almia § 27/45

    CONCEPT - 7/10

    The First Invasion had the Night Elves battling the Burning Legion, making the choise of the hero model and theme sound.

    Spirit of the Wind could have had larger AoE on the tornadoes to make them hit enemies more easily. The first time I used the spell on a group of enemies consisting of 3 ogres, the spell didn't affecy any of them and I thought it was bugged. The movement of tornadoes could be a bit more random.

    The spells are quite fun to cast and you can deal a lot of damage with them.


    BALANCE - 3/10

    The hero has too much base damage making it overpowering.

    The damage of the abilities is somewhat in balance, but you their mana cost and cooldowns are 0. This causes great imbalance. The abilities should have cooldowns and mana costs adjusted to a level that you see fit. Thunderstorm does too much damage as it can kill units with 1000 hit points at ability level 3.


    CODING - 8/10

    Coding seems to be your forte in your entry. Great and easy configurability, MUI abilities and leakless triggering are the cornerstones of good triggering.

    I recommend using variables for abilities and unit types, this way there is no need to edit other than the setup triggers. Turning on a unit group that loops through created units should be done only once per cast, not after creating each dummy in AP cast trigger.

    Testing if a unit group is empty should be done after you remove a unit from a group. Now you are doing it 33 times per second. "Is unit group empty" is a non-optimal function, and could be replace with an integer that keeps track of the dummy unit count.

    I recommend using
    set bj_wantDestroyGroup
    for groups you only use once like for damaging units in AP Loop trigger. It is more efficient and using a unit group variable and destroying it with
    DestroyGroup
    still leaks a tiny bit as you don't null the unit group variable.

    There's an extra AND in one of the conditions in RA Loop trigger. Conditions are automatically handled with AND logic, you should remove the AND and place the conditions directly under the "conditions" text.

    In TS Loop and RA Loop you load values from hashtable before testing if the unit is alive. If the unit is not alive, you don't need the values and have thuis strained your computer (an mine!) for nothing.

    Dummy units should be set to not decay, not raise in object editor. They give lots of vision and use upgrades, which is careless modding.


    SYNERGY - 6/10

    All the abilities have very naturish theme to them, making me believe a Druid can master them. All of them deal damage, which you could have reconsidered to achieve more originality. The ultimate provides some healing extending the role of the caster and making the player to really think when and where it is the most optimal to cast it. The lightning storm ability provides some protection as it knocks back enemies allowing you to escape from sticky situations.


    AESTHETICS - 3/5

    With the tooltips, you could have used a space between spell names and the hotkey brackets. The damage and such stats could be listed like in standard Blizzard spells and not just as values separated with "/". You are missing spaces after you end sentences. Ancient of Power ability decription has the other spell's name at the end. The desriptions are descriptive and not too long. They give the required information. Some of the learned tooltips say "Learn <ability name>".

    The model and icons are in-game resources and as such, of adequate quality.

    Not using follow through time correctly with Channel based abilities makes some of the casting animations to end abrubtly.

    The sounds and effects you used are pleasing, but lacking the finesse and quality to receive extra score. A visit to the model database could have benefited your entry, for example the basic Thunderclap effect is a bit of a cliché.

     
  5. Pharaoh_

    Pharaoh_

    Joined:
    Nov 6, 2008
    Messages:
    8,127
    Resources:
    11
    Icons:
    3
    Skins:
    1
    Spells:
    6
    Tutorials:
    1
    Resources:
    11



    Makers FAQ
    Here's a small list of explanations of the most common mistakes. They were found in many entries and I might not have explained them in detail in the reviews since I didn't want to write the same things ten times over.
    FAQ


    Faq
    contents

    Follow through time
    Dummy unit
    Kill credit
    Leaks
    MUI
    Tooltips
    Turning triggers off
    AND
    Sounds
    If-then-else
    Choosing correct event for spells
    Destroying trees
    Pause unit


    [point]Follow through time[/point]
    Follow through time

    Follow through time can be adjusted only with the Channel ability. Follow through time determines how long the caster keeps the casting order and for how long it plays the cast animation. If the time is too hort, the casting animation will stop too early and that doesn't look good. Try to adjust it so that the animation goes through once and not more if it is not an ability that channels for several seconds. Setting it to 1.00 is a good starting point, adjust from there.


    [point]Dummy unit[/point]
    Dummy unit

    Give the unit Locust ability. Locust makes the unit unselectable, invulnerable and it is not picked by GroupEnumUnitsInRange, or Pick units in range in GUI.

    Don't give the dummies vision, or if you have to, only little.

    Art - Death Time is the time between the unit dying and it starting the decaying process. The time is reserved basically for the unit to play death animation.

    After death time is over, decaying begins. By default, flesh decay time is 2 seconds and bone decay is 88 seconds.

    The decaying process can be skipped by setting death type to can't raise does not decay.

    Basically death time doesn't matter much since it is low anyway. But there is no sense having dummy units linger there for 90 seconds (decay process time).

    Set Art - Animation - Cast Point of dummy units to 0.000 if you want them to cast spells instantly.


    [point]Kill credit[/point]
    Kill credit

    I don't advice making abilities cast by dummy units to do damage. You want the hero to be the killing unit, not the dummy.



    Leaks

    Leaks can cause degraded performance and eventually a crash. Read more about leaks here: Things that leak



    MUI

    Abilities need to work correctly when cast on more than one unit at the same time. That is called Multi-Unit Instanceability.
    Making spells MUI can be usually achieved with hashtables or array indexing.
    Hashtables and MUI
    Dynamic indexing template
    If your spell does not do things over time, it most likely doesn't need hashtables or indexing.



    Tooltips

    Good tooltips seem to be difficult to make. Look for standard Blizzard tooltips for reference.

    Don't use too many colours. Make sure hotkeys don't collide. List the bonuses in the learn tooltip for each level, not with x/y/z style but with
    Level 1: 3 damage
    Level 2: 5 damage

    use proper grammar. Don't make the tooltip text too long, try to keep it short but informative. No need to write a novel or a poem.


    [point]Turning triggers off[/point]
    Turning triggers off

    Often abilities rely on trigger that have some events that run all the time. Like a periodic trigger that runs every x seconds. Turn off those triggers when they are not needed.



    And

    Conditions are automatically handled with AND logic.
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • And - All (Conditions) are true
          • Conditions
            • ((Triggering unit) is A structure) Equal to True
            • ((Triggering unit) is A Hero) Equal to False
      • Then - Actions
      • Else - Actions

    ->
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • ((Triggering unit) is A structure) Equal to True
        • ((Triggering unit) is A Hero) Equal to False
      • Then - Actions
      • Else - Actions




    Sounds

    Test your hero and spells with sounds enabled. Sounds can enhance gaming experience just as much as visual effects. Try to find fitting sounds for your spells and make sure they play on time.



    If-then-else

    All actions that are both in then and else branches should be moved after the if-then-else
    • Set point = (Position of (Triggering unit))
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • ((Triggering unit) is alive) Equal to True
      • Then - Actions
        • Unit - Move (Triggering unit) instantly to point
        • Custom script: call RemoveLocation(udg_point)
      • Else - Actions
        • Hero - Instantly revive (Triggering unit) at point, Hide revival graphics
        • Custom script: call RemoveLocation(udg_point)

    ->
    • Set point = (Position of (Triggering unit))
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • ((Triggering unit) is alive) Equal to True
      • Then - Actions
        • Unit - Move (Triggering unit) instantly to point
      • Else - Actions
        • Hero - Instantly revive (Triggering unit) at point, Hide revival graphics
    • Custom script: call RemoveLocation(udg_point)



    [point]Choosing correct event for spells[/point]
    Choosing correct event for spells

    Begins casting of the ability can be abused by quickly pressing stop. If you use this event and quickly give stop order, the spell will work but no mana cost or cooldown is applied. More often than not, you should be using Starts the effect of an ability event.

    Begins casting of an ability event is not bugged in any way, you can use it safely if you know what you are doing.

    Begins casting runs first. After the time defined in Art - Animation - Cast Point for the unit, Starts the effect of an ability runs, and that is when mana cost and cooldown take place.


    [point]Destroying trees[/point]
    Destroying trees

    If you just pick all destructables in a circle or region, you can ptentially destroy bridges, walls and other destructables that should not be destroyed.
    Destroy only trees


    [point]Pause unit[/point]
    Pause unit

    Do not use this function with spells. It is not meant for them. Pausing units pauses buffs and can screw up the death animation if the unit dies while paused. Use some other method instead, like manipulating prop window, turn speed, casting Silence or adding modified burrow ability for example.








    Calculation Formula: ((Poll Votes / Total Poll Votes) * 30) + ((Judges' Results)/90) * 70))

    • -Kobas-: ((26/63) * 30) + ((72/90) * 70)) = 68,38
    • Adiktuz: ((10/63) * 30) + ((66/90) * 70)) = 56,09
    • AdityaHedge: ((6/63) * 30) + ((71/90) * 70)) = 58,07
    • Almia (ex. Radamantus): ((10/63) * 30) + ((58/90) * 70)) = 49,87
    • Chaosy: ((9/63) * 30) + ((41/90) * 70)) = 36,16
    • Christers: ((8/63) * 30) + ((46/90) * 70)) = 39,57
    • En_Tropy: ((12/63) * 30) + ((57/90) * 70)) = 50,04
    • Freyleyes (ex. Xiliger): ((10/63) * 30) + ((59/90) * 70)) = 50,64
    • Garfeles (ex. Garfield1337): ((10/63) * 30) + ((75/90) * 70)) = 63,09
    • Jake Kessler: ((8/63) * 30) + ((47/90) * 70)) = 40,35
    • juno: ((13/63) * 30) + ((65/90) * 70)) = 56,74
    • Kyousuke Imadori: ((10/63) * 30) + ((66/90) * 70)) = 56,09
    • Kyrbi0: ((8/63) * 30) + ((62/90) * 70)) = 52,02
    • Lordkoon: ((9/63) * 30) + ((57/90) * 70)) = 48,61
    • Luorax: ((15/63) * 30) + ((76/90) * 70)) = 66,25
    • mckill2009: ((9/63) * 30) + ((71/90) * 70)) = 59,5
    • Meepo-: ((12/63) * 30) + ((50/90) * 70)) = 44,6
    • Mephestrial: ((6/63) * 30) + ((56/90) * 70)) = 46,4
    • Mr_Bean: ((12/63) * 30) + ((72/90) * 70)) = 61,71
    • Orcnet: ((12/63) * 30) + ((68/90) * 70)) = 58,6
    • RED BARON: ((10/63) * 30) + ((52/90) * 70)) = 45,2
    • WerePhoenix: ((6/63) * 30) + ((55/90) * 70)) = 45,62
    • Zenonoth: ((6/63) * 30) + ((45/90) * 70)) = 37,85

    Placements
    1) -Kobas-
    2) Luorax
    3) Garfeles
    4) Mr_Bean
    5) mckill2009
    6) Orcnet
    7) AdityaHedge
    8) juno
    9) Adiktuz
    10) Kyousuke Imadori
    11) Kyrbi0
    12) Freyleyes
    13) En_Tropy
    14) Almia
    15) Lordkoon
    16) Mephestrial
    17) WerePhoenix
    18) RED BARON
    19) Meepo-
    20) Jake Kessler
    21) Christers
    22) Zenonoth
    23) Chaosy





    [​IMG] [​IMG] [​IMG]




    Poll | Contest
     
  6. Pharaoh_

    Pharaoh_

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    Phew, this must have been the most arduous results' handling! Thank you everyone for participating and thank you a lot to our judges, who did an amazing job.

    Congratulations!

    P.S. I divided the thread into posts, because of the characters per post limit.
     
  7. Maker

    Maker

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    Yay!

    Good job, Pharaoh_, Anachron and all the contestants! Congratulations to the top three!

    If you felt like I was too harsh of a judge, you can rip through my not so serious "entry" -> Hero Contest 6 entry by Maker
     
  8. I3lackDeath

    I3lackDeath

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    Congratulations to the participants, winners, judges and the host, for succeeding in this herculean task.

    Edit [22nd of March, 2013]: This somewhat feels right.
    [​IMG]
     
    Last edited: Mar 22, 2013
  9. Almia

    Almia

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    haha
    congrats to us
     
  10. Chaosy

    Chaosy

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    Bah, knew I spent too little time on it, but I didnt think I was that useless Im really feeling useless atm.
    Congrats anyway!
     
  11. Anachron

    Anachron

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    Wow finally, it's there!
    Congratulation for every winner and thanks all for participating!

    I am sorry for using so much images, I just thought it would be great to show the participants what I saw and experienced! :)

    Edit:
    I have to admit this is my first contest judging, so I was kinda nice to all contestants.
    However, in the next contents I will not do this again and will be more harsh and detailed.
    There was a lot of small stuff that I did not take into account, simply because I didn't have experience with this before.
    Now I know exactly what is important and what not so the next reviews will be even clearer and to the point.
     
    Last edited: Feb 20, 2013
  12. Maker

    Maker

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    Don't feel useless. If you had spent more time on your hero, you would have easily gained another 10 points from me. There will be the next contest to take part to and come back stronger.
     
  13. Luorax

    Luorax

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    I shall go and perform a harakiri.

    It makes me sort of satisfied that I got the highest score based on TWO judges' reviews.
     
  14. Codric

    Codric

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    Good Job, guys!
     
  15. GreeN!X

    GreeN!X

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    Weee~~~~ 8th place!! Though it took quite a while to load the images.. I'm pretty happy with my review..


    GJ to all he contestants.. :D
     
  16. Kyrbi0

    Kyrbi0

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    Hum. Well, congratulations to all who entered, and especially the winners. Was hoping to do better in judging, but the poll had a lot of weight. Meh.

    I'll have to sit down and go through the reviews eventually. Thanks Maker & Anachron. : )
     
  17. Mephestrial

    Mephestrial

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    I did better than I expected I would, especially since I usually stick to modeling. Though, it appears that I need to learn some more triggers and scripting. My entry would probably have been balanced better if I'd have joined the contest when it started instead of half-way through. Definately some good judging though, Said pretty much what I thought it would about my hero.
     
  18. Mythic

    Mythic

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    I feel so.. ashamed of my Hero. Will get revenge.
     
  19. Almia

    Almia

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    Too bad Kobas dropped the coding :(

    @Anachron
    Adamantus eh(seems like the metal from X-Men,Adamantum XD)

    @Pharaoh
    You have so the error of Anachron yet you typed Adamantus :((

    @Anachron Again
    Why did you expect your reviews not short?Because you have Screenies LOL

    If the last HC#5 is held November(i guess) 2011 and HC#6 is held December 2012,then the HC#7 is..........................OMG!
     
  20. -Kobas-

    -Kobas-

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    Thank you all for support, you just gave me devotion to maybe join another contest in near future... I still have Jass New Gen both 5d and 5e version so I can't say I 100% quit wc3 modding :)

    EDIT:

    Please: [​IMG] :)
     
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