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Hero Contest #6 - Results

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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!



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Orcnet_Hero.jpg



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



Orcnet_Spell1.jpg

Orcnet_Spell2.jpg

Orcnet_Spell3.jpg

Orcnet_SpellUlt.jpg

Orcnet_Spells.jpg

Orcnet_Tooltip.jpg





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)
Anachron said:
The heroes concept is interesting and has some fresh touch.
What is missing is some overall idea behind the behinding of more strength and the Skin Walk change.
-1 point for too much strength. Reduce it to a maximum of 700hp for int heroes.
-1 point for mixing combat/fighter with range/caster.
-1 point for missing connection between Skin Walk and the other spells.
Else, the hero fits to the contest and is well thought.




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)
Anachron said:
There is not much coding involved here.
-1 point for using expiration timers instead of instant cast for dummies.
-1 point for not storing last_created_unit (dummy) into a variable.




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.)
Anachron said:
The first spell is going well with the ultimate. The second spell fits into the theme too, but not as strong.
The Wild Skin ability is a try to make it an allrounder, sadly also breaks the mage into two different play types.
-2 points for the break of synergy caused by Wild Skin.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
4/7(imbalance/usefulness)
Anachron said:
The attributes and the first spell are balanced.
The 2nd spell is way too weak. Either make it AOE or add a lot more time to it. (Like one minute, like banish, invisibility or any other default wc3 spell)
-2 points for too weak spells 2+ulti.
-1 point for unbalanced Wild Skin spell.




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)
Anachron said:
Tooltips, icons, models and effects are well, the spell icons look good and fit together. No problems here.




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
Anachron said:
I would have replaced the ultimate with Wild Skin and not add movespeed but instead add another spell that improves the other spells for a short time.
OVerall I like this hero, with a little bit of work it can be something fun and interesting to play.





Lourax_Hero.jpg



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



Lourax_Spell1.jpg

Lourax_Spell3.jpg

Lourax_SpellUlt.jpg

Lourax_Spells.jpg

Lourax_Tooltip.jpg





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)
Anachron said:
The concept of the hero is flawless, a new frost caster with AOE and slow spells.
All spells seem to belong to the hero and his handling feels completely and natural.
The passive spell is useless without the other spells, so it kind of seperates normal warcraft 3 heroes with this one, but not in a bad way.
I don't see any other flaws and this flaw is too small for a point decrease.
The only problem it has is
-3 points because the hero does not fit to the theme of the contest.




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)
Anachron said:
There is a lot of coding code, all in vJASS.
So far I haven't seen any bugs.
The code is also well commented, has required credits for external libraries and is configureable.




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.)
Anachron said:
All spells work flawlessly together, the ultimate and passive even enhance the other spells, perfect.
-1 point for the passive being useless as first skill.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
5/7(imbalance/usefulness)
Anachron said:
Hero attributes are well balanced.
-1 point because the Icebreaker is too powerful in the beginning. I went to the enemy base and killed all peasants by a 30 mana spell. Either improve mana cost or decrease effect (I suggest mana cost increase).
-1 point for the Hailstorm because it somehow feels weak compared to other skills like this, for example Blizzard, Firerain and stuff like this.




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)
Anachron said:
The icons fit to the spells and to the hero and theme. The tooltips are also properly written and give detailed information.




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
Anachron said:
This hero is nicely done and executed, well thought and a joy to work with.





Adiktuz_Hero.jpg



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



Adiktuz_Spell1.jpg

Adiktuz_Spell2.jpg

Adiktuz_Spell3.jpg

Adiktuz_Spells.jpg

Adiktuz_Tooltip.jpg





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)
Anachron said:
This hero is thought to be an aggressive mage, with a teleport spell, impale and some sort of frost nova in his hands.
You can use it to turn battles around and to kill a big amount of units. This concept is good, but does not perfectly fit to the scenario (contest).
-1 for the problem of frost defending the undeads. Normally frost is a force of the dark.




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)
Anachron said:
The spells are configureable and indented properly, however, none of the code is commented.
-3 for missing documentation/comments in the spells.
+1 for putting the code to generate those required objects into the map.
-1 for the bug of the appearing empty healthbar on the first spell.
Adiktuz_FirstSpell_Bug.jpg




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.)
Anachron said:
The teleport spell somehow feels out of place, even though it can be combined with the impale spell.
The ultimate is an improvement of all other spells and binds the hero in its strengths.
-1 for blink on a caster that is dealing with frost. This is some kind of not required, he can already deal mass AOE dmg.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
4/7(imbalance/usefulness)
Anachron said:
Biggest problem with the hero: It's unbalanced. While the first skill is balanced, the following problems appear:
-1 for Trempling Frost, because in the end it does 250dmg in 800 AOE plus blinks. Too powerful.
-2 for Phasing Frost dealing even more damage without any bonuses, such as items or auras. Either decrease AOE or the damage.




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)
Anachron said:
All spells have properly description and the icons and appearance fits perfectly together.




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
Anachron said:
The hero was good, even when it was not perfectly complete when it comes to synergy and concept.
With a little bit of work it can become a great alternative to the BloodMage.





JakeKessler_Hero.jpg



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



JakeKessler_Spell2.jpg

JakeKessler_Spell3.jpg

JakeKessler_SpellUlt.jpg

JakeKessler_Spells.jpg

JakeKessler_Tooltip.jpg





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)
Anachron said:
The hero is a melee troll fighter, but I did not really see the main purpose of the hero.
He can revive trolls, summons trolls, deal damage to the target and even create a big naga unit on his ultimate.
But how is this supposed to fit together?
-2 points for concept having flaws in it.
-2 points as well because it does not fit to the contest theme.




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)
Anachron said:
The coding was done in GUI, no comments, no leak removing, bugs (using waits smaller than 0.30, such as 0.10 is impossible) and abuseable stuff (An unit is being attack event being used, use a damage detection engine instead) and all this kind of things.
-2 points for using an abuseable event.
-2 points for leaks. (Put locations into a variable and destroy them after usage)
-1 point for bug with bat trolls not being able to be controlled or seen as picture below shows.
-1 point for the same bug with the ultimate, where I got selected two units. (Sadly, no screenshot)
JakeKessler_Spell1Bug.jpg




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.)
Anachron said:
The spells don't really fit together. The ultimate does not belong to the other spells. This hero is melee, but is more like a caster. But for a caster he is too offensive.
-2 points for the ultimate not belonging to the other spells.
-1 point for the damage spell because it neither fits to the type of mage nor to the small part of melee fighter this hero is.
-1 point for spawning massive runes with all the spells. It's way too many.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
2/7(imbalance/usefulness)
Anachron said:
The heroes attributes are kinda okay.
This hero spells are unbalanced. While the 2nd spell is too weak (improve the damage and shorten the time) the ultimate just kills everything.
I cant talk about the first spell since it's bugged and the 3rd spell (revive) seems to be okay or maybe a little bit overpowered.
-3 for the insane ultimate spell.
-2 for the weak spell 2.




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)
Anachron said:
The icons mostly fit together, just the ultimate (naga) does not fit into.
Also tooltips could need some work, like which spells the unit has and that the hero will disappear etc.
-2 points for break with ultimate (naga in a troll hero?).




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
Anachron said:
I think this hero should be overworked, starting from the concept.
It is not clear whether its intended to be a fighter or a caster, and the spells don't really get into the normal melee game when you play him in an army.





Kobas_Hero.jpg



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



Kobas_Spell1.jpg

Kobas_Spell2.jpg

Kobas_Spell3.jpg

Kobas_SpellUlti.jpg

Kobas_Spells.jpg

Kobas_Tooltip.jpg





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)
Anachron said:
The hero is a ranged mage with a flee spell. All spells are chosen thoughtfully and I don't see any problems in him.
Also this is one of those hero who fit the contest theme (perfectly), so no bad point to say about him here.




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)
Anachron said:
The coding was done in vJASS, however, some stuff I have noticed:
-1 point for no comments in your code. It's your code, how can we know what "wi, ri" and all these static variables are?
-1 point for no clear structure of code. Use more lines, seperate locals declination with settings and then calls and then leak removing.
-1 point for no configuration method of the spells values. You should make functions like GetDamage and stuff like that.
-1 point for posting all spells in a single "trigger", this is not common and removes positive vJASS aspects, such as clear seperation of resouces and spells.
-2 points for the pathing problem with spell one, check screenshot below.
Kobas_Spell1Problem.jpg




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.)
Anachron said:
All the spells fit to the hero perfectly, full score here!




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
6/7(imbalance/usefulness)
Anachron said:
The 1st spell and 3rd spell is balanced, the 2nd spell is too weak in the beginning, improve base damage, put it to 150 and add 85dmg per level.
-1 point for spell 2 weakness.




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)
Anachron said:
The heroes icons and tooltips are alright, just remove the "3 of" (3/) symbol at the tooltips for the learned spells.
-1 for small redundancy.




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
Anachron said:
I really liked this hero, even though he didn't amaze me.





Lordkoon_Hero.jpg



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



Lordkoon_Spell1.jpg

Lordkoon_Spell2.jpg

Lordkoon_Spell3.jpg

Lordkoon_SpellUlti.jpg

Lordkoon_Spells.jpg

Lordkoon_Tooltip.jpg





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)
Anachron said:
The hero has an excellent concept as healer and does very good in so.
This also fits to the contest theme so there is no point to loose here.




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)
Anachron said:
Sadly, I was not able to open the map. There was a function missing. Since I am using the latest JNGP, you either broke/protected the map or used another editor.
-7 points for not being able to see your coding (it seems bugless/flawless/fast, that's why -7 and not -10).




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.)
Anachron said:
Spells do work very well together and fit to the hero, no synergy problems.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
3/7(imbalance/usefulness)
Anachron said:
The hero has some major flaws in this area.
-2 points in being able to cast the ultimative spell on enemy and doing nothing (Or if this was not intented, should go to coding section).
-1 point for 2nd spell being too cheap and too useless. Improve the damage and improve the manacost.
-1 for making the hero a little bit too much invulnerable at the 2nd spell.




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)
Anachron said:
All icons fit well to the hero. Just the extra space on some tooltips can be removed.
-1 point for the extra space on bottom.




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
Anachron said:
This hero was nice, fun to play, a good supporter and "belongs" into this contest.





Garfield1337_Hero.jpg



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



Garfield1337_Spell1.jpg

Garfield1337_Spell2and3.jpg

Garfield1337_Ulti.jpg

Garfield1337_Spells.jpg

Garfield1337_Tooltip.jpg





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)
Anachron said:
The heroes concept is quite unique and flawless, the spells have a good synergy and are supporting an already existing army (no single fighter!).
I haven't seen such an unique combination of spells and ideas yet so I give you 2 points for play style and 3 points for flawless concept.
This is also excellent for the Hero Contest defending against the dark forces, which have powerful spells (healing deers) and powerful units (crow).
So, full 5/5 for fitting to the contest theme.




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)
Anachron said:
I did not find any bugs, whether I tried or not (Killing the "grabbed unit" while spell is casted, trying to spam or something like that).
Additionally, it all runs smoothly and there was no performance decrease on spamming (at least, not noticeable on this level).
Now for the coding: It has comments, it's well intented, separated and has dependencies.
However, For the II Library: This has been done like a lot of times before and I wish you could use any public library put already. I agree that it does what it should but I am tired of seeing people rewriting this resource again and again. This is not vJASS.
Same for the Z Library.
-2 points for not using libraries that already exist in a lot of different flavours.




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.)
Anachron said:
The spells work well together,
-1 point for: The deers should be deselected and get locust when the disappear (which quite takes some time and you can't use them).
All level one spells are useful, so no point decrease in that.
The Crow Grab/Drop does not perfectly fit to the hero, I would have loved to see a crow that is always flying around the hero and you can instantly push and drop an unit by casting the spell.
Also, I would make the learned spell passive and replace the grab spell with the drop spell so the drop cant be triggered before grabbing an unit.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
5/7(imbalance/usefulness)
Anachron said:
The attributes are really balanced, no problems in that.
-1 point because the Falcon Grab should not damage friendly unit.
-1 point because the Wolf seems to be a bit too weak. (Compare to Water Elemental for example, which you can have about 3 at the same time)
The ultimative is good and is balanced




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)
Anachron said:
Yes, the hero model, icon and sound fit together.
The spells also fit together and effects look good, even though basic wc3 effects.
The tooltips could need some work, for example the user doesn't know how long the deers last and how long to wait for wolfs to revive.
-1 point because the tooltips could need some work.




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
Anachron said:
I enjoyed this hero and I think it's an hero which fits to the contest very well.





Xilinger_Hero.jpg



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



Xilinger_Spell1.jpg

Xilinger_Spell2.jpg

Xilinger_Spell3.jpg

Xilinger_Ulti.jpg

Xilinger_Icons.jpg

Xilinger_Tooltip.jpg





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)
Anachron said:
The hero is quite interesting with the mix of active spells, the concept blends well together with all 3 elements and give a good contrast to this single hero AOE kill monster.
As for the contest, a lightning soldier is most likely (if ever) possible as a hired soldier from a merchant. So, I will give -2 points for that.




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)
Anachron said:
This hero is only bugfree because you pause him whenever he casts spells. Why? Proper programming could make his spells cancelable without causing bugs. -1 point.
The spells are all lagfree and did not cause any framedrops. (However, mass casting not possible)
The spells is not commented, indention is okay, too much spaces, dependencies are present, however, many self written libraries without any comments why or how is really bad. -3 points.




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.)
Anachron said:
Since the spells do replace each other (while casting the storm and you cast another spell it will stop) or the problem with ultimate interfering with firestorm I will give you -1 point.
As for the level 1 spells, they are all quite useful in the beginning and in the end.
The spells do really fit to the hero, the only drawback is that the lightning and dragging does not really fit in my eyes.
Lightning is shocking, massive, loud and smashing things. That this is exactly the thing that grabs units isn't fitting. -1 point for that.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
5/7(imbalance/usefulness)
Anachron said:
As for the stat balance, there is no problem with him. His attributes fit well to the normal wc3 placement.
The firestorm is kind of "imba" with no cooldown and no activation mana cost. -1 point for this.
The first spell seems kinda weak for me, it should do something else too (slow unit, drain armor, something like that). -1 point.
The other spell (rock) is nice and not too heavy or weak.




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)
Anachron said:
What did you do with the weapon sound? A lightning would never make so loud sounds dying at the enemies hero. -1 point.
The hero icons are well chosen and fit to the theme.
All tooltips are also nicely done, however, I give you -1 point because I miss the information about level specific data and a clearer overview of
how much the improvement is exactly.




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
Anachron said:
With some work this hero can become something good.
However, as for a lightning elemental, this is not the firs thero you would expect in an alliance battle.




Chaosy_Hero.jpg



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



Chaosy_Spell1.jpg

Chaosy_Spell2.jpg

Passive skill

Chaosy_Ulti.jpg

Chaosy_Icons.jpg

Chaosy_Tooltip.jpg





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)
Anachron said:
The concept is okay, but I don't like the Cleanse Wounds spell, it destroys every possible synergy he could need with an army. -1 point for that.
This is a major flaw in the concept and gives -1 point.
Also, the hero is damage dealer and healer, which makes him fit well to the contest and can give strong defense against the horde.




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)
Anachron said:
You can easily bug the spells by targeting the selectable dummies, cast spells on them and more. Sadly, -3 points because:
- No locust on dummies.
- No invulnerable on dummies.
- Abuseable coding. (Cast spells on dummies)
About lagfree: You never remove the values that you store in the hashtable. So it's possible to create an overflow. Also, you never destroy the locations in AS loop or anywhere else.
Also you need to store LastCreatedUnit in a variable if you use it more than once in the same trigger. -2 points for missing leak cleaning.
The code works, but not commented, the variables are properly named, seperated and more. So only for no comments -1 point.
About the object editor work: The ultimative has a too small range (100 is unuseable). -1 point.




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.)
Anachron said:
The spells work together very well (or at least, they would).
The passive level 1 spell (Wounds) is kinda bad on first level. -1 point for that.
Ultimative does not fit to the hero, it's a bladestorm (same like blademaster, an horde hero) so -2 points for that.




Hero attributes are balanced
2/3(base, lvlup, etc.)

Spells are balanced
4/7(imbalance/usefulness)
Anachron said:
Actually the attributes are kinda balanced (because they are default). -1 for taking default ones. (Lack of creativity or investigation) (How much mana/hp does my hero need?)
The spells are either too weak (ultimative, spell1 and spell2) or too strong (passive one). -4 points.




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)
Anachron said:
Chaosy_DisabledIcons.jpg

The disabled icons have not been imported, the rest is fine. Still -1 point for that.
The icons do fit together.
Tooltips are short, actually some are default and don't tell what's going on with the spell. Also the passive spell tooltip is kinda short and not nice to read. -2 points.




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
Anachron said:
This hero needs a lot of work to get somewhere near the place to be a good defender.





Radamantus_Hero.jpg



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



Radamantus_Spell1.jpg

Radamantus_Spell2.jpg

Radamantus_Spell3.jpg

Radamantus_Ulti.jpg

Radamantus_Icons.jpg

Radamantus_Tooltip.jpg





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)
Anachron said:
The skills are quite cool, very unique and so the hero is fun to play.
The main problem with this hero is that the skills either push or pull, for example when I use my stones and then turn on the lightning my stones will be useless because the units get pushed away from my hero, making attacking or getting hit from lightning impossible.
This is a major flaw in the concept and leads to -2 points.
As this hero is nature and uses forces of nature to fight against the enemies, it's a perfect hero for defending the alliance so it fits to the contest.




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)
Anachron said:
I never got the tornados to push or pull any units, so sadly, there seems to be a bug in it. -1 point.
It's lagfree and even spamming spells does not make a difference.
It's also very well written, commented, separated and thoughtfully programmed.




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.)
Anachron said:
About the spells, they don't seem to work together. It's a mix between pushing and pulling and makes it hard to find a proper way how to slaughter enemies. -2 points.
All level 1 spells do their work, so there is no useless spell on level 1.
I am not sure the spells fit to the hero. After all, the hero is a druid with healing powers and the only thing he can do is massive damage. -2 points for not taking care of the history of druids.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
2/7(imbalance/usefulness)
Anachron said:
The hero attributes are in fact balanced.
About the spells balance, they are not. They can be cast instantly, have no mana cost, the rock spell is too weak (just like the ultimate).
I have to admit I only tested level 1 spells until level 3 and ultimate on level 1.
Why do you break the theme and give him so much level for abilities?
-5 points for weakness of spell 1 and ultimate.




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)
Anachron said:
The hero is good looking and has no problem with icon or sound.
Also the spell icons fit very well together, even though they are default.
I don't like the tooltips. You don't use proper English, you don't use proper spacing (Use a space between symbols and also for shortkeys and more).
-2 points for tooltips that are hard to read.




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
Anachron said:
With some work this hero can be definitely a choice of hero, but for now, he is not ready to take part in such a battle.





Mephestrial_Hero.jpg



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



Mephestrial_Spell1.jpg

Mephestrial_Spell2.jpg

Mephestrial_Spell3.jpg

Mephestrial_Ulti.jpg

Mephestrial_Icons.jpg

Mephestrial_Tooltip.jpg





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)
Anachron said:
The hero is a dark magic warrior who uses the mystery energies of the cosmos and phyiscs to dominate the world he fights in.
The idea itself is pretty cool, however, I am not sure a warrior should have so many "caster" spells.
What I mean with caster spells: He has a passive who supports the army with attack damage, which is okay. His jump is useful for him and gives some advantage points for joining a fight.
However, the orb effect and the ultimate is kinda overpowered and make him fight all units alone. It was possible with only him and a bear to get along very good.
The hero sadly is using dark energies and a dark model so it really doesn't fit to the alliance.
These flaws will give you a total of 4 points in the hero concept.




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)
Anachron said:
The coding uses "A unit is being attacked" event and this is abuseable. Also the spells are MPI, not MUI, due to a laziness of the coder.
All spells are lagfree and run smoothly. Sadly there are no comments and it's hard to get what you are trying to do in some spells.




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.)
Anachron said:
The spells do not really feel like they are fitting together. However, since they all act pretty cool in a battle with the hero, it's not that bad.
All level 1 spells are useful, but the passive is a little bit weak in the beginning for a small army.
The spells do fit to the hero and the theme, but the blink doesn't feel "right" with the other spells.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
3/7(imbalance/usefulness)
Anachron said:
The hero attributes are well and there is no problem in his attributes.
The first spell is fine as it is. The 2nd spell however is kind of overpowered and killed an army of units within short time.
The ultimate is also very, very, very strong and removed many units in like 5 seconds (30-35 units?!).




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)
Anachron said:
The hero model, icon and sound fit together.
Just as well as the icons and the tooltip are short, but descriptive.




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
Anachron said:
This hero could never win the contest due to the massive theme abusing, however, it could be something nice to play with if you tweak one and another problem.





WerePhoenix_Hero.jpg



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



WerePhoenix_Spell1.jpg

WerePhoenix_Spell2.jpg

WerePhoenix_Ulti.jpg

WerePhoenix_Icons.jpg

WerePhoenix_Tooltip.jpg





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)
Anachron said:
The concept of a melee sleep master is kinda interesting, the spells are all targeted at slowing / sleeping enemy units and can be combined together.
However, I am not quite sure the concept is flawless, since you need a massive amount of spell spamming to make the mana useful.
About the contest theme, it's a demon, so I think it's out of question why it doesn't belong to it.




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)
Anachron said:
You use the "A unit is being attacked" event which can be abused. Also you never check for existing running of triggers (Trigger - Turn On XY).
Yes the code is lag free, as long as you don't spam with fake attacks. Also, the disabling trigger doesn't work:
(sleeping_units is empty) Equals To False (Turn Off Stuff). This should be the other way, shouldn't it?
About being well written: You don't store Attacked/Attacking unit and always use GetAttackingUnit() instead of saving them into a local variable.




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.)
Anachron said:
The spells should be working together, but sadly the passive spell is useless on level 1.
Also the hero seems to be very fitting to the spells, no problem in there.
The only problem I see is the melee part and spamming sleep on enemy units to become better.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
3/7(imbalance/usefulness)
Anachron said:
The hero is as strong as a normal hero unit in wc3, no problem with balancing here.
However, the spells are way to weak. If you plant some soldier on the map and try the spells it will give you the idea
that you are not meant to use this hero as battle leader, more like a supporter.




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)
Anachron said:
There is no problem in the heroes image. The icon and sound also fits.
The icons do not perfectly fit together, the first blade does not really fit the purpose of the spell and was just used for the greenish style.
The tooltips however are small and useful.




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
Anachron said:
This hero should be overworked a little, rebalance it and give the passive some cool effect without the other spells too.





Christers_Hero.jpg



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



Christers_Spell1.jpg

Christers_Spell2.jpg

Christers_Spell3.jpg

Christers_Ulti.jpg

Christers_Icons.jpg

Christers_Tooltip.jpg





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)
Anachron said:
The hero is not really creative and because it uses the most used human strategy: Build towers + upgrade them.
Though I have to admit there are not much heroes doing this, there is also a point for it:
Towers are static, units can walk. Upgrading towers that are static is only good in a limited amount of games.
The hero is a dwarven, however, I am missing the point where it connects with the alliance. Something like "Good Will" or "Hope" would be much better starters for a spell(+name).
While this may be good in tower and castle defense, a normal wc3 melee map hero is definitely not what you play here.




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)
Anachron said:
The code is buggy, because its using Waits and upgrades that can't be reverted.
Though I have to admit it's lag free, because the code of the spells are not too heavy.
But still it will cause much memory leaks, like groups and locations that are never cleared.
Sadly it neither has comments nor has it any reasonable explonation why things are like they are:
No local variables, no leak cleaning, no comments, nothing to understand what's going on.
The only thing that keeps the 1 point is the naming of the triggers.
Oh and by the way, I found this bug just the 2nd time I opened the spellbook of spell 3:
Christers_Spell3Bug.jpg




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.)
Anachron said:
The spells sadly don't work together. You can heal your units with the medikit (Spell 3) and your ultimate makes you immune to magic,
so you can't heal yourself any more. However, I have to admit all level 1 spells are pretty useful.
Also, the spells don't fit to the hero. It's a dwarven team, having a big mortar.
And all you do is create towers and not make usage of their big and main weapon?
A peasant as hero model, icon and sound would be be more fitting.




Hero attributes are balanced
2/3(base, lvlup, etc.)

Spells are balanced
4/7(imbalance/usefulness)
Anachron said:
The hero is a caster now, because he has more manapoints than life.
I don't see any problem in that, just unsure someone would want that with a dwarven, since they are fighters?
Also I don't see any real balance in here. The 600dmg mine is way too strong and the other 150dmg mine of the tower is too weak.
The medikit is kinda weak for any real battle and the towers are the only balanced thing, if their gold and wood cost would actually be balanced.




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)
Anachron said:
The hero model, icon and sound fit, however, not to the spells. As for the icons, they also fit, no problem in there,
nice to see some basic wc3 units getting a new job. The tooltips are also pretty fine, they are short but have everything included.




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
Anachron said:
I don't think this hero can be a good supporter, simply because there is too much lacking on this.
Where is this hero going, he is creating a lot of towers. Yes that's a support too, but it's only fitting to the contest (Help alliance by more towers to defend), not in the general concept of the hero.

 


Kyrbi0_Hero.jpg



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



Kyrbi0_Spell1.jpg

Kyrbi0_Spell2.jpg

Kyrbi0_Ulti.jpg

Kyrbi0_Icons.jpg

Kyrbi0_Tooltip.jpg





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)
Anachron said:
The hero is some type of melee attacker that can fastly turn into a battle maker by using his spells.
While the hero itself does not need other units to fight, it's highly recomment to do so because of the passive.
This encourages users to build an army around to distract normal units while fighting with the hero against enemy heroes or spell casters.
This hero is not good against strong units because it's lacking of a special skill that slows or weakens enemy units.
Sadly this hero is a Werewolf and thus belonging to the dark side. In every movie or theme Werewolfs are dark creatures that become alive at night and become animalistic,
which speaks against the natural concept of the alliance, to be in control of power and forces.




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)
Anachron said:
Sadly the author is using "A unit is being attacked" event which is highly abuseable. Use a damage detection engine instead.
The spell is lagfree, because there is not much code to be run and the small handles that are generated are cleaned.
The code also seems to be well-written, but since you put the Animation inside a trigger instead of putting it into the spell animation parameters I have to substract 1 point.




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.)
Anachron said:
All the spells work pretty well together, there is no real problem in synergy and also all level 1 spells are kinda good,
even though the passive could be more useful, because it's very weak in the beginning.
I am kinda surprised about the passive spell. It does not fit to the hero at all. A werewolf blocks an enemy attack compared to the amount of allied units around? That's not fitting to the heroes concept at all.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
6/7(imbalance/usefulness)
Anachron said:
The hero attributes are fine, in early as well as in the lategame.
The first spell (AOE dmg) is too weak, the others are fine.




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)
Anachron said:
The hero uses excellent model, icon, sound, icons, effects and tooltips.
However, some tooltips have wrong data. You should fix it. (For example damage amount of first spell)




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
Anachron said:
This hero has a quite cool concept, too bad it's not fitting to the hero contest.





RedBaron_Hero.jpg



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



RedBaron_Spell1.jpg

RedBaron_Spell2.jpg

RedBaron_Ulti.jpg

RedBaron_Icons.jpg

RedBaron_Tooltip.jpg





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)
Anachron said:
The hero has a unique set of skills, a firefighter with spells that are uncommon for warcraft 3.
Sadly I think the concept has a few missing points:
How are the spells connected to each other?
Why is this ultimate chosen? It's not making perfect sense, not even after second thought.
This hero is a firefighter, so it somehow fits to the alliance, but not into a default melee wc3 map.




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)
Anachron said:
The code doesn't have bugs, also it's rather simple.
You could have done some better stuff with leaks, for example the Summon staff:
Why not replace the 3 group pickings with one and check for the unit type in IF-Conditions?
That would have been much smarter (and faster).
Sadly the code is not commented.




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.)
Anachron said:
The spells do not really work together, they are all to be seen as single spell.
Also all spells have an effect on level 1, the passive one is kinda useless on that level.
The passive spell doesn't fit perfectly to a firefighter, because he is still getting damage from his own spells,
even though he has a proven immunity against it.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
4/7(imbalance/usefulness)
Anachron said:
The hero is balanced in attributes.
The spells are very unbalanced.
The ultimative is kinda insane with attackcooldown of 0,15 (imagine orb of lighting on him) and the water elementals are too weak in the end.




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)
Anachron said:
The hero model, icon and sound fit together. However, it doesn't fit to warcraft 3.
Spell icons fit together. Tooltips could need a lot of work. You never know how strong the spells are.
Neither while learning nor while hero has them.




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
Anachron said:
This hero is an unique idea, but the execution is not well enough and the synergy could be better.




Juno_Hero.jpg



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



Juno_Spell1.jpg

Juno_Spell2.jpg

Juno_Spell3.jpg

Juno_Ulti.jpg

Juno_Icons.jpg

Juno_Tooltip.jpg





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)
Anachron said:
This hero is designed to be an excellent supporter and not a single fighter. The theme is chosen very nicely, the spells are all unique
and powerful. The first spell is targeting a big enemy group and entangle them, so you can come with your army and surround them.
The aura is a pretty good support for defense and the heal spell is kinda nice to recreate/rebase your army in the battlefield.
Finally the ultimate spell is a good tank and defense, making it the killer machine itself. While this is kinda cool, it also leads to
forget the hero and primary attack with that unit, since it's stronger than the hero. The concept therefor is flawless, even though
some topics (like hero/ultimate focus change) could be different. The hero itself also fits to the theme of the contest, since it's
about alliance defense and this hero is pretty good in defending with the natural forces of the forest.




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)
Anachron said:
The spells are coded mostly in GUI, only the Damage Detection Engine is JASS. Even though GUI codes may not be as efficent, the code is flawless
and there are no noticeable abuses and flaws visible and createable. Also everything is written in an efficent way and there is no flaw in
spell code design. The only part that could be improved are comments in spell code.




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.)
Anachron said:
All spells work very well together, the entangle can be used to stun an enemy group and then cast ultimate,
taunt them and kill them with the tank. The aura and heal is pretty useful to improve your army and can turn the battle around.
All level 1 spells are pretty neat and useful, though the aura is a bit weak on first level on a single unit.
The overgrowth, heal and aura really fit to the hero, just the ultimate seems a bit off.
This is a Drayd, it's an unit that has mastery in natural forces (mostly in defense and healing) and I would have done something else,
like a big shield for your units that can absorb damage and then depending on how much damage all units got they get bonus regeneration.




Hero attributes are balanced
2/3(base, lvlup, etc.)

Spells are balanced
3/7(imbalance/usefulness)
Anachron said:
The hero is a little bit weak on level 10, the hitpoints are really, really less.
The ultimate spell is way too powerful and way too long lasting. The morph is kinda cool, but even that unit is too powerful.
I suggest checking a few blizzard made spells like Infernal.




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)
Anachron said:
The hero has excellent appearence, in spells visuals, hero visuals and tooltips.




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
Anachron said:
This hero is a powerful protector against the dark forces, it's fun to play and nice to have.





MrBean_Hero.jpg



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



MrBean_Spell1.jpg

MrBean_Spell2.jpg

MrBean_Spell3.jpg

MrBean_Ulti.jpg

MrBean_Icons.jpg

MrBean_Tooltip.jpg





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)
Anachron said:
This hero is a paladin, strong supporter of allied forces by powerful healing forces and some damage against the horde.
The spells do a pretty good job in healing and are unique, making him interesting and fun to play. I can't see any flaws in the concept.
The hero as well fits to the hero contest theme, because it's a big alliance hero (Arthas) and one of the biggest defenders of the light that
has ever occured in the warcraft 3 story.




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)
Anachron said:
The code is bugfree and lagfree, even when casted multiple times.
About the writing: It's in vJASS, and sadly you used features of Cohodars JassHelper which is not yet as stable as Vexorians one.
The "For x In Y" is less to write, but it can cause bugs. Even though its well intented and written, there are no comments.




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.)
Anachron said:
There are two AOE heal spells (one being dmg as well). The aura is pretty nice heal too and the
ultimate improves the hero by a lot in a big battle, too bad it's only for a really short time. All together they work pretty well
together. Though the level 1 aura could be a bit more useful. The only thing that does not really fit to the hero is the ultimate,
which gets increased by a group of allied units. Arthas is always strong alone and this does not fit to the story.




Hero attributes are balanced
2/3(base, lvlup, etc.)

Spells are balanced
4/7(imbalance/usefulness)
Anachron said:
Attributes are pretty well balanced, not to less and not too much hp/mana/armor.
The healing aura is a little bit weak. The two other level 1 spells are well balanced.
The ultimate is too short and does no really improve the fight because the main power of bonus dmg
can be easily ignored by stunning/ensnaring/entangling unit for a short time.




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)
Anachron said:
I can't see any problems in models, icons, sounds, spell effects and more. Everything is flawless here.




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
Anachron said:
I really enjoyed this hero, kinda cool hero, one of the big competitors.





EnTropy_Hero.jpg



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



EnTropy_Spell1.jpg

EnTropy_Spell3.jpg

EnTropy_Ulti.jpg

EnTropy_Icons.jpg

EnTropy_Tooltip.jpg





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)
Anachron said:
This hero is unique and has spells that are rather aggressive than passive or defensive. The main strategy for this hero
is run and kill, means there is not much room for other units and heroes. The main problem lies within the spells: There is no
synergy between them, making him rather hard to play. The hero is a nightelf and fits to the contest theme, however, the spells
only partially fit to the theme. Saws that cut enemies and dark shockwaves for a nightelf hero? Not fitting at all.




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)
Anachron said:
The code uses "A unit is being attacked" event and this is highly abuseable. The other spells are fine.
The spells don't lagg, don't leak, so there is no problem in this area. The code itself is fine written, but sadly not commented.




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.)
Anachron said:
The first spell is AOE mass damage, including buildings. The second spell only improves the other spells.
The 3rd spell is creating some melee attackers and the final spell is highly aggressive. Where is the synergy?
The first spell is used to deal some AOE dmg, the owl spell is improving army and the ultimate is doing insane
AOE dmg. Sadly the passive spell does not do anything on level 1, so it's useless on the beginning. The spells do
not fit to the hero. It's a nightelf, mastered in hiding, healing, curses, pain, poison and creatures.
While the owl spell could be fitting, the AOE dmg and ultimate is completely out of the nightelf world.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
3/7(imbalance/usefulness)
Anachron said:
The attributes are balanced, but the spells are not. The 1st spell is too weak, the passive one is not doing much,
the owls are too weak too and the ultimate differs from useful to useless. Somehow it does massive damage vs units and
like not much vs buildings. I was looking at tons of blades flying into a building and not doing much.




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)
Anachron said:
The hero model, icon and sound fit together. The icons don't really follow a theme, even though they fit to the spells,
they don't follow an overall theme. The tooltips are good, using proper English and informative.




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
Anachron said:
This hero needs a lot of work. The spells are making it hard to find a strategy how to use/handle him.




McKill_Hero.jpg



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



McKill_Spell1.jpg

McKill_Spell2.jpg

McKill_Ulti.jpg

McKill_Icons.jpg

McKill_Tooltip.jpg





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)
Anachron said:
Playing this hero is a unique new experience, it comes Archmage (Blizzard) / Tinker (Cluster Rockets), Pudge (From DotA, AOE dmg)
and the ulti is really unique. The main concept of this hero is to weaken enemy army and deal massive amount of damage.
What I am sadly missing is slow, because frost always comes with some great effects like that. The naga, as water race, would have
been perfect weakened for these type of spells. The hero model and icon may fit to the contest, but as a frost mage, especially
specialized in damage and viruses is non-fitting as alliance defender.




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)
Anachron said:
The spells are coded very well, bugfree and lagfree. The only problem I have is that the spells are not commented.




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.)
Anachron said:
All spells work very well together, they may not improve each other, but definitely fit well.
No spell is useless or weak as first spell chosen, so full points here too.
As for the hero/model, I can see an human with a frost staff, so there should be no problems here either.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
4/7(imbalance/usefulness)
Anachron said:
The hero is balanced in attributes.
The frost waves are sadly a little bit too weak, improve them by 15 dmg on default and reduce amount of waves in total.
Crystal blades are a little bit too weak, the fluenza virus is fine. The ultimative didn't do much for me,




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)
Anachron said:
The hero looks excellent in model, icons, spells and effects.
Tooltips are nice and informative too.




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
Anachron said:
This hero is cool, a little bit more work can make him a good fighter, sadly no option for alliance.





Zenonoth_Hero.jpg



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



Zenonoth_Spell1.jpg

Zenonoth_Spell2.jpg

Zenonoth_Spell3.jpg

Zenonoth_Ulti.jpg

Zenonoth_Icons.jpg

Zenonoth_Tooltip.jpg





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)
Anachron said:
This dragon is a monster of an hero. Sadly the skills do not all approve of his existence as dragon. This hero feels weird.
It has offensive spells, such as the breath, then the worldbreaker, which is unique, but doesn't make sense.
(Fireelementals that die when being touched? It should be the other way!)
The hero is a doombringer, which is exactly the opposite of the contest theme.




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)
Anachron said:
The spells are done in GUI and are using "An unit is being attacked" horribly often, which is abuseable.
You should rather use a damage detection engine.
The leaks are not cleaned, there are no variables used and multiple triggers instead of a single if/then/else structure.
You use waits which break MUI, use timers instead. The code is non-commented and not thought trough.




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.)
Anachron said:
None of these spells are working together. The first spell, the breath, makes AOE dmg, so it's kinda agressive.
The fire elementals are more defensive because you should spawn them somewhere. The ultimate is starfall and thus
aggressive, but not making use of the fact that you have a dragon. What about a big fire breath that burns the ground
and deals firedamage, based on the distance the units have to the dragon? That would have been cool and fitting.
EVen better if the ultimate would activate that from the first spell, make the elementals even more burning.
Good is that all level 1 spells are more (or less) useful. They also fit to the hero, since they bring doom and fire.
But they don't make use of the model, which is bad.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
5/7(imbalance/usefulness)
Anachron said:
The hero attributes are very well balanced, no problem there.
The spells are okay balanced. (Though most of them still have blizzards values!)




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)
Anachron said:
The hero has a fitting icon, sound and model, the spell icons do also fit. The tooltips are useful and fine too.




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
Anachron said:
This hero needs a lot of work and can never be used for an alliance defender.





Meepo_Hero.jpg



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



Meepo_Spell1.jpg

Meepo_Spell2.jpg

Meepo_%C3%9Blti.jpg

Meepo_Icons.jpg

Meepo_Tooltip.jpg





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)
Anachron said:
The hero as a stone giant has a tank skilling, allowing him to support an big army to slaughter the battlefield
while the hero works as damage taker and stunner. Other than that, there is not much left to do with him.
Sadly the concept has a few flaws, beginning with no target spell (Shockwave or something like that, since he is big and has strong entitites)
and finishing that the ultimate is just a little addon to his enourmous power already.
Since this hero is using a neutral race it also mostly fits to the contest.




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)
Anachron said:
The code is full of bugs. In your StonIncarnationProvoke there is a trigger to attack all Stone Incarnations every 0.50 seconds.
What if the attack animation requires 0.50 or even more to finish? Then those units will always be busy playing animations.
GeoCrush is using waits and this will break MUIness of the spell. Use timers instead. The GeoCrush Damage is another example
or destroying MUI spells by creating a single sized variable that holds specific data for later iterations. Same for StoneAnger.
The code is also full of possible laggs. There is no Group, Location and effect cleanup.
There are also no comments and its hard to find out whats going on in it.




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.)
Anachron said:
The spells do not perfectly fit together. When casting the stun spells and then stone incarnations there may
be a little synergy, and also that the ultimate improves the other 2 spells is good. But nonetheless the spells
could be more combined. I was thinking of a spell that smashes the ground infront of the hero, slowing them (compared on
how much they are away from him) and another spell who slams the ground and deals damage and bonus damage for those
who are already slowed by the other spell. As for the level 1 spells, its pretty obvious all spells are useful when
being chosen as level 1.
Since all spells have to do with stone and/or earth and power, they all fit to the hero.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
4/7(imbalance/usefulness)
Anachron said:
The attributes are well balanced.
The StoneIncarnations are too weak just like the skin, the ultimate is okay.




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)
Anachron said:
As for the model, icon and sound: Good use of existing icon and sound.
Also the icons fit together. The tooltips are also okay.




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
Anachron said:
I didn't like this hero because none of the spells is using target system and you have a powerful hero where you really want to destroy target stuff with.

 


AdityaHedge_Hero.jpg



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



AdityaHedge_Spell1.jpg

AdityaHedge_Spell2.jpg

AdityaHedge_Spell3.jpg

AdityaHedge_Ulti.jpg

AdityaHedge_Icons.jpg

AdityaHedge_Tooltip.jpg





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)
Anachron said:
This hero definitely has style, the spells are all interesting, if not new. The main reason for him being fun
are the 2 active spells. There are a lot of combinations possible and the hero fits well to the contest.
The only negative point is that the hero is melee and doesn't use his staff, even though he has weapon switch.




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)
Anachron said:
The code is in vJASS. There were no bugs that I found yet and the spells run very smoothly and laggfree.
The main problem I see here is that you are not using Vexorians JassHelper which threw me a lot of errors.
Also you saved this map in debug mode so I got spammed with a lot of text while testing.
I am not too familiar with Cohadors JassHelper, but I think just writing the function name is a bad style.
Also, there are no comments in your code, neither in the BUFFS, imported / created libraries nor in the spells itself.




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.)
Anachron said:
The spells work perfectly well together.
All spells are also good on level 1, except the weapons which are kinda weak when chosen as first spell.
While they work pretty well together and seem to fit, the weapon switch could be improve a little bit.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
5/7(imbalance/usefulness)
Anachron said:
The hero has pretty much hitpoints on level 10, however, since he is a melee and kinda tank thats fine.
The spells also seem to be balanced, they didn't feel to good or too weak. The only problem is the weapons on level
one which are kinda useless.




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)
Anachron said:
Aesthetics are excellent on this hero, everything fits well.




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
Anachron said:
This hero is quite nice and can be even better by improving him a little.





KyousukeImadori_Hero.jpg



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



KyousukeImadori_Spell1.jpg

KyousukeImadori_Spell2.jpg

KyousukeImadori_Spell3.jpg

KyousukeImadori_Icons.jpg

KyousukeImadori_Tooltip.jpg





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)
Anachron said:
This hero is quite interesting to play and brings some new mechanics to the map.
The spells are all quite unique and give him a lot of room for strategics.
Since goblins are neutral and friendly to those who help them, they can also be used in the protection of the alliance.
However, since they join any force, it will not fit perfectly to the contest.




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)
Anachron said:
The coding is very well made in GUI, there were no bugs or glitches. The code also runs smooth and well.
Just the commenting could be improved, especially in the TrapLoop I wish to see some comments.




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.)
Anachron said:
The spells all work perfectly well together and have a great synergy. All spells on level 1 are quite useful.
Since they follow the theme of engineering and the goblin is one, there are no problems whether the spells fit to the hero or not.




Hero attributes are balanced
3/3(base, lvlup, etc.)

Spells are balanced
5/7(imbalance/usefulness)
Anachron said:
The hero is quite well on level 10, not too strong and not too weak.
About the spells:
Jaws: The damage and stun balance is just perfect.
Spring: A little bit too powerful on level 3.
Lumberjack: Very good balance, feels just right.
Masterpiece: Good ultimate with a good balance.




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)
Anachron said:
Everything if flawless. Just check the screenshots.




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
Anachron said:
Pretty great hero, I really enjoyed playing him.





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.




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.




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.




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.




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.




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.




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.




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.




The Purifier, Dath'Remar Sunstriderhttp://www.hiveworkshop.com/forums/2250012-post308.html § 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.





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.




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.




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.




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.

 

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.




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.




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.




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.




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.




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.




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".





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.




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.




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.

 


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

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.

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.

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.

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)

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.

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

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

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




160036-albums4747-picture66118.png
160036-albums4747-picture66119.png
160036-albums4747-picture66120.png



Poll | Contest
 
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:
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.
 
Level 33
Joined
Apr 24, 2012
Messages
5,113
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!
 

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
I think it's interesting how different the results would have been if the user poll was not included in the scoring.
I was about to do a tally... What are the results?

Of course. Most users on wc3 have a bad taste.
Not exactly. Most people just voted on looks, or a cool screenshot or whatever. Not many (maybe a handful?) actually checked a majority of the heroes before voting, and those that weren't obligated to give any reason for their vote. No accountability = no responsibility, in this case.

Over at Wc3C, the voting system is a lot tighter. If you don't give adequate reasons for your vote, it can be deleted. Also, not voting for someone didn't mean you didn't like them & thus wouldn't affect their standing. Finally, Schulze Method > everything else. :p

/gripe

So what's the count? :p
 
Level 4
Joined
Jan 28, 2013
Messages
74
I was about to do a tally... What are the results?
The results without the voters input would have been
1) Luorax:(76/90)
2) Garfeles (ex. Garfield1337):(75/90)
3) Mr_Bean:(72/90)
4) -Kobas-:(72/90)
5) mckill2009:(71/90)
6) AdityaHedge:(71/90)
7) Orcnet:(68/90)
8) Adiktuz:(66/90)
9) Kyousuke Imadori:(66/90)
10) Kyousuke Imadori:(66/90)
11) juno:(65/90)
12) Kyrbi0:(62/90)
13) Freyleyes (ex. Xiliger):(59/90)
14) Almia (ex. Radamantus):(58/90)
15) Lordkoon:(57/90)
16) En_Tropy:(57/90)
17) Mephestrial:(56/90)
18) WerePhoenix:(55/90)
19) RED BARON:(52/90)
20) Meepo-:(50/90)
21) Jake Kessler:(47/90)
22) Christers:(46/90)
23) Zenonoth:(45/90)
24) Chaosy:(41/90)
 
Level 14
Joined
Oct 6, 2008
Messages
759
I did consult with Pharaoh a long time ago and he said he will inform the judges about it. And I used JNGP. I don't even have the UMSWE
I was surprised that noone else can open it. Even now I try and still manage to do so without problems.
 
Cool... I just never knew that the code needs to be commented... next time I'll make sure to do that (though IDK when, I currently have a super busy life)

Anyway, Congrats to all the winners especially to -Kobas- (though I kinda expected that right from the start)... :)

Luorax said:
Most users didn't even check the entries/didn't vote based on the entries, but their owners. But that's a quite common.
Really common... especially as a lot doesn't have time to open each map to check... I for one would probably vote -Kobas- entry right away if I cannot check the entries...

what if we separate the awards? one for people's choice and the other one is judges choice?
 
Level 35
Joined
Oct 9, 2006
Messages
6,392
Nice judgments and sorry for noticing this a bit late (I became aware when Pharaoh_ gave out awards).

I really like the detail that have gone into the judgment and can only wholeheartedly agree with the judgment to mine. It shows that it was a last minute solution, due to my original animations and model failing - But glad to see that both of you had some fun with it (Which was the intention).

(As for Maker: If I had the original model it would have been an elf, however this is just a re-skinned skeleton mage :grin:).

Anyway thanks a ton for the judgment and the good hints I got (Decay to avoid those pesky models staying after death and the kill destination - The other stuff was primarily lack of time and laziness on my part).

PS. Weren't aware of comments in the code, but makes sense as I would have done so had I been programming in C++ or similar, I'll keep it in mind for another time - Where I hopefully also have more than 1 day to do it in :smile:
 
Level 17
Joined
Feb 11, 2011
Messages
1,860
Wow, 4th place! Never expected that to happen :D

Thanks to the judges for all their hard work in all the reviews!

Maker said:
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.

Unfortunately I don't know the story; I just went ahead and made a hero :p
 
Unfortunately I don't know the story; I just went ahead and made a hero :p

For future reference, you should. :)

It's been years since we began modding WarCraft3. The contests must become a bit more demanding, there are guides everywhere and unlike older contests, every system is allowed to be used, so I expect greater performance in terms of ideas and efficiency.

Contests with a special background, such as the current one, require a little more delving into things, because the Theme is highly affected by any mishaps in the concept.
 

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
Alright, finally found some time. A few thoughts for Anachron and Maker (thanks again for judging).


Anachron said:
Sadly this hero is a Werewolf and thus belonging to the dark side. In every movie or theme Werewolfs are dark creatures that become alive at night and become animalistic, which speaks against the natural concept of the alliance, to be in control of power and forces.
While I don't normally turn to WoW for justification, how do you feel about the Worgen being involved with the Alliance? Or perhaps Werewolves as they are presented in Stephanie Meyer's Twilight? :p

Basically, though, I would've appreciated a little more open-mindedness when it comes to an admittedly-restrictive Concept for a Contest (I mean, it was basically "Night Elves or Bust"). There are plenty of examples of when good becomes evil, and evil becomes good; moreover, I specifically wrote about this seeming-discrepancy in my original "here's my entry" post:

Kyrbi0 said:
The Night Elves have always been the first to call upon the spirits of nature to aid them in times of dire need. However, the Elves also know too well the ferocity and malevolence that those same spirits can be capable of. Nowhere else is such savagery epitomized than in the Nightwalker.

Powerful, rippling muscles covered with dense, shaggy fur, the Nightwalker is both a vicious hunter and dominant pack-leader. Well-suited to the guerrilla tactics of the Night Elves, the Nightwalker stalks his foes from the depths of the forests, ...

Now granted, this post was understandably lost amidst all the other posts. But still.

Anachron said:
The code also seems to be well-written, but since you put the Animation inside a trigger instead of putting it into the spell animation parameters I have to substract 1 point.
I can understand this normally. Believe me, though, I always look for an in-game/Object Editor solution, and I could not for the life of me get this to work (putting the anim's keyword in the spell itself). Weird.

Anachron said:
Sadly the author is using "A unit is being attacked" event which is highly abuseable. Use a damage detection engine instead.
I prefer not to use outside systems; I like my creations to be as streamlined (at least in terms of triggers) as possible.
In what way is "A unit being attacked" abusable? Like attack-canceling?

Anachron said:
even though the passive could be more useful, because it's very weak in the beginning.
I am kinda surprised about the passive spell. It does not fit to the hero at all. A werewolf blocks an enemy attack compared to the amount of allied units around? That's not fitting to the heroes concept at all.
It's a bit of a stretch, but it's based off a skill made for a "Captain of the Army"-type hero; basically "Look Out, Sir!", where the army of an individual would warn him of incoming attacks while his back was turned, thus granting him a sort of Evasion (based on the number of nearby units).
Same principle here; just with sort of a "wolfish" take on it. As the "Leader of the Pack", the Werewolf gets a supernatural sense of incoming attacks from his nearby warriors.

And yes, it was a little weak. Unfortunately that was the only way to make the leveling consistent (4% Evasion for each unit; lower and the max is too low, higher and he can never be hit :p).

~~~

Overall some excellent points. It was done in a bit of rush; I'd like to take more time to tweak both the abilities (damage of "Claw Swipe" and evasion of "Pack Mentality") and the hero itself. Thanks.



Maker - Concept said:
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.
- Exactly! Tamed, or whatever. :p

- I agree, for the most part. I rather think Shapeshift was just beautiful to watch & use, though.

- Speaking of Ultimate's, I'll get to this later. Mind-blowing point.

Maker - Balance said:
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.
- Yeah, I'm not really that well-versed in balancing hero stats. Thanks for the tip; Armor is something I don't always think about.

- More on Ultimates later.

Maker Coding said:
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.
- Leaks, really? Hum. Guess I was too lazy to fix that; I'm aware of leaks. Does nesting control statements really help speed things up, though?

- Yeah, I had a hard time with this (see below). I realized I couldn't adequately/quickly code a true "transformation of buffed unit", so I went with a cheap alternative. :<

Maker - Synergy said:
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.
- Originally, the damage-dealing ability was supposed to "weaken" the target unit, making it so that additional attacks against the "weakened" unit would deal bonus damage (= more synergy with "the Pack"). Didn't end up implementing it, though.
I think sometimes, though, we get so caught up in hero-design and making cool, unique abilities, that we forget just how common straight up "Direct Damage" (many with no additional effects) abilities there are in melee TFT. I mean, just looking at the 4 races, each have up to 4-5 DD abilities. That's more than 1 per hero! Just a thought.

- Blah blah, see below. :)

Maker - Aesthetics said:
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.
- You can thank WhiteDeath for that; it was actually his model alone that got me making this whole thing.

- Gah, tooltip error!? I'm usually so fastidious... Thanks. :<

- Yeah, my jimmy-rigged Object Editor solutions didn't always mesh well with the anims. Gotta fix that.

- How do you mean, 'growls when using abilities'? I didn't really have control over the model's 'object sound' thingies... Or just playing them via triggers?

Ultimates:
Maker said:
The ultimate could have benefited from better design and execution.
...
The ultimate is a bit underwhelming. It should be more powerful. There isn't that great feeling of getting to cast it.
...
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.
...
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.
I had to sit and ponder this for a while, what exactly went wrong with this ability. In a "local variable/relative minimum" sense, I realized this hero failed to deliver; he had an awexome model, a different take, simple, elegant abilities (In My Humble Opinion, lol), and then... Nothing. An ultimate with a cool name that it didn't live up to. Basically just a minorly-modded, melee-range Parasite; didn't even deal damage, just slowed down. And all it made was a dinky wolf-buddy (good for the Passive, but still).

This guy is so visceral and powerful and heroic-looking, that he needed something interesting for the ultimate. For that, I apologize.

However, I realized something else; part of what made me pick this ultimate (because I did put a deal of thought into this, surprisingly :p) is part of a mental mindset or philosophy regarding Hero Ultimates that I have sickeningly nurtured and kept alive for months now, which is evidenced in several other places. I love making Heroes and at this point, consider myself at least 'decent' at doing so. However, this lesson escaped me, in a more "global variable/absolute minimum" sense... A deeper poison had taken root in my modding practices.

Basically, when one looks at the regular Heroes and their ultimates (Resurrection & Mass Teleport; Reincarnation & Earthquake; Death and Decay & Inferno; Tranquility & Metamorphosis; etc), there's a lot of diversity. Some deal damage, some affect large groups, others affect merely one individual... But across the board, they are all AMAZING! Like you said, they make you excited to reach Level 6 and use the ability. Even among the Neutral heroes, the standard applies. Things are flashy, things are exciting, things are ULTIMATE!

In order to make heroes that fit in with standard heroes (my usual goal with my projects), I of course couldn't use anything they already had. I, however, thought to make things different & thought myself better for not "giving in" to the idea of flashy spells & such. Several times I would have a spell for an Ultimate and think "OK, this isn't that powerful or flashy, but it has a lower cooldown than most... It's meant to be utility!... It has lots of potential!..." and other such rationalizations. Rationalizations on the path down to modding hell, more like it. :p

Your comments sparked my thoughts. Get this:


Resurrection
Mass Teleport
*@Avatar
*#Phoenix
-
Bladestorm
Earthquake
*@Reincarnation
Big Bad Voodoo
-
Animate Dead
Death and Decay
*#Inferno
Locust Swarm
-
Starfall
Tranquility
*@Metamorphosis
*#Vengeance
-
*Charm
*Doom
*#Storm, Earth, Fire
Stampede
*#Tornado
*@Robo-Goblin
*Transmute
Volcano

  • In regular TFT warcraft, there are a total of 24 Heroes (4 in each race, and 8 Neutral Tavern heroes)
  • Thus there are 24 Ultimate abilities.
  • Out of those 24 Ultimates, 12 (only 1/2) don't involve more than one unit (i.e. AoE-type abilities)
  • Out of those 12, 5 of them are Summon abilities (Phoenix; Inferno; Vengeance; Storm, Earth, Fire; Tornado), which usually end up affecting units in an AoE anyway.
  • Also out of those 12, 4 of them are "Self-Enhancing" abilities (Avatar, Reincarnation, Metamorphosis, Robo-Goblin).
  • That leaves 3 (Charm, Doom, Transmute; all Tavern abilities, interestingly) which affect specifically One Unit Only (not AoE).
  • Thusly, not counting "Self-Enhancing" Ultimates, a mere 1/8th (3/24) of all Ultimates in the game affect only one unit.

And guess what! All of them result in the unit's (immediate/eventual (but certain) demise! That's right, whether it's "kill-summon a demon" or "kill-take control" or "kill-get gold", all of them Kill. Which means if you're making an ultimate, and it affects only one unit (and that unit isn't itself)... You better be serious about it.
(note: I believe this is due to Wc3 being a "soft counter" with a definite focus on smaller, squad-like armies; as opposed to a larger-army, "hard counter" game like Red Alert 2 or Age of Empires or what-have-you. In those games, killing a unit (instantly) isn't really a big deal; in Wc3 it's huge.)

Thusly, I come to "Sign of the Bloodmoon"; what is it? An autocastable, single-target Ultimate. What does it do? Not even damage... Just an intense slow. And like you said, while it's obvious the player will focus-fire that guy, it's possible nothing will even happen! And when it does, all they get is a paltry wolf (Doom Guard, anyone?).

Anyway, I say this all to say: Thanks. I am taking a long look at some my most long-standing Hero designs and tweaking them to come to this realization; my project(s) will be all the stronger for it.

~~~

Thanks again for the detailed review; I especially appreciate that you pointed out things that went well. :p


Thanks again to the judges!

//EDIT - Faulty theorycrafting; Sea Witch's "Tornado" is a summoning Ultimate.
 
Last edited:

Kyrbi0

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Messages
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"In what way is "A unit being attacked" abusable? Like attack-canceling?"
-> I think that is the most common way (and only way so far that I know of) of abusing that event...
True, but that's actually not a problem with this spell (technically, that's more of a help than a hurt). Allow me to explain.

The spell & trigger works to update every time someone is attacked; anytime the Event flares up, it checks to see if the Attacked unit has the ability "Pack Mentality" (group-based Evasion) and then updates the ability accordingly. This is a much better method than doing Loops or Periodic Timers, so far as I can tell.

This is bad when the ability is dependent on or related to the attack in some way (i.e. attack-enhancing triggers). But if someone 'attack-cancels' with this ability and the trigger still fires, all the better; the ability updates appropriately & no (incorrectly-adjusted) attack came through.

In fact, if that had been their problem with my spell (that it requires attacks to update, doesn't dynamically do so & could thus be "wrong" at a crucial moment), I would've been understanding. But 'attack-cancelling' actually helps this particular spell.

:<
 
It's more of the "can be abused" event existing rather than whether its bad or not for the spell...

If there's an event like "A unit is attacked", you'll most likely get that comment from someone...

At least that's how I've seen it in lots of resources and other contests (including those that I've judged myself)...

BTW, I haven't seen the code...
 
Level 5
Joined
Aug 27, 2010
Messages
79
Results are out?? Finally :)


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.

Ah i forgot all about race!!!

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.

I am not that good at coming up with names.

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.

To be honest, i didnt spend a lot of time at balancing.

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

I have just started learning indexing, extending array and stuff. So i have no clue what "indexing error" is :(

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

Ah. Bad copy paste :( Ulti has the right event. You meant "Starts the effect of ability" right??

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.

As i said i have just started learning indexing, so have to understand the existing one to use it (i have to understand something completely before using it).

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.

Oh!! i didnt know that. Thank you....

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.

Damn...i need to test more thoroughly...

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.

I didnt spend a lot of time on aesthetics...i have very less skill in making something "look good".





The code is in vJASS. There were no bugs that I found yet and the spells run very smoothly and laggfree.
The main problem I see here is that you are not using Vexorians JassHelper which threw me a lot of errors.
Also you saved this map in debug mode so I got spammed with a lot of text while testing.

JassHelper ?!? it is enabled...doesnt it run when saved?!? didnt give any error for me...i am using Vexorians JassHelper...

I use DisplayTextToPlayer without check for debug mode...missed some of them while submiting...

I am not too familiar with Cohadors JassHelper, but I think just writing the function name is a bad style.

just writing the function name?!? you mean static methods used within a struct?? well such coding standards are hard to know... :)

Also, there are no comments in your code, neither in the BUFFS, imported / created libraries nor in the spells itself.

lol... thats a problem i face in any language... i dont feel like spending time on writing comments...

All spells are also good on level 1, except the weapons which are kinda weak when chosen as first spell.
While they work pretty well together and seem to fit, the weapon switch could be improve a little bit.

I never balanced them based on a flexible skill build but on a rigid build. Thank you for this, will consider this when balancing further works...

The hero has pretty much hitpoints on level 10, however, since he is a melee and kinda tank thats fine.
The spells also seem to be balanced, they didn't feel to good or too weak. The only problem is the weapons on level
one which are kinda useless.

Ya... i always took aura 1st... so i missed on that piece of balancing...

Aesthetics are excellent on this hero, everything fits well.

Thank you :) I am a bit surprised, Aesthetics are not my cup of tea :)



Thank you for your judging. Definitely learnt a lot.

I am really happy with the results of my 1st contest!!!
 
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Really common... especially as a lot doesn't have time to open each map to check... I for one would probably vote -Kobas- entry right away if I cannot check the entries...

Why vote at all if you did not check the entries. It's not a requirement to vote... I didn't even participate, but I would be upset if I had lost a contest because people voted for someone due to popularity without looking at the maps at all.
 
Why vote at all if you did not check the entries. It's not a requirement to vote... I didn't even participate, but I would be upset if I had lost a contest because people voted for someone due to popularity without looking at the maps at all.

This issue is inevitable; it has always been. We can't control or fix the reasons behind someone's vote nor we can actually be certain of biases towards certain entries. This is a reason why public's score weighs less than the judge's.
 

Kyrbi0

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Why vote at all if you did not check the entries. It's not a requirement to vote... I didn't even participate, but I would be upset if I had lost a contest because people voted for someone due to popularity without looking at the maps at all.
QFT.

Pharaoh said:
This issue is inevitable; it has always been. We can't control or fix the reasons behind someone's vote nor we can actually be certain of biases towards certain entries. This is a reason why public's score weighs less than the judge's.
Pharaoh, I think we all recognize that people are biased, lazy, or whatever. And while we can't fix 'the natural man', we can take steps to counteract it's influence. Things like preferential voting (Schulze or otherwise; keeps the negative impact on non-voted entries down), requiring voters to DL (if that's possible), requiring the reasons in the vote (easy; delete votes if the voter doesn't post reasons), removing "pointless" votes (votes for everyone, votes for no one, etc)... Those are all methods that would reduce the impact of what you describe. Weighting the judges scores is also a nice step; but alone, I fear it may not be enough.

//EDIT - I also realize(d), with the sheer number of entries, this may have made it "too difficult" for people to check them all & vote appropriately. I understand this (and in fact, this pretty much happened to me; I didn't have enough time. Only, I then decided not to vote, instead of voting randomly :<. ). Perhaps in a case like this, the contestants can be broken up into brackets, subdividing the contest up & allowing for more reasonable testing time. Who knows? But I'm sure someone in the world has thought of something.
 
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removing "pointless" votes (votes for everyone, votes for no one, etc)



I agree completely, but don't understand what the quoted message means. Vote for everyone is actually like having no vote at all - increasing all votes by 1 is the same as decreasing them with 1 - no diffrence.

Votes for no one? How does one make a pointless vote if he didn't vote for anyone :ogre_haosis:

I am not sure if people read other people's answers but the logic of some is absent. ^^
 
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