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[hero defence] Lights Last Stand

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Level 5
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[hero defense] Lights Last Stand

Lights Last Stand

Created by xenOChe
Map Status: Beta Testing


Lights Last Stand is a hero based defence map where you play the role of a hero defending the Gaian Heart from the evil horde, who wants to snuff out its light and anyone who stands in thier way.


Map features
- 24 heroes currently with a range of customized abilities inwhich to defeat the agressors.
- 109 items ranging from the lowly 'Ordinary' to the powerful Ultimus item class inwhich to aid your hero in battle.
- 9 Levels, each consisting of 5 waves, swarm, ranged, special, heavy and a full assault wave, consisting of a mix of the first 4 waves finishing with the spawning of the levels boss.
- Gold vault that allows you to gain interest on stored gold.
- Achievements that reward the players for achieving specific goals
- Demonic Events that trigger when gaian energy (displayed as lumber) is depleted and increase in severity as the game progresses.
- When the defending players perform poorly gaian energy is reduced faster increasing the frequency of demonic events.


Any and all ideas for heroes, items, events, or anything you feel would make it better would be appreciated. If your feeling especially enthused you could post a replay of a game you had that I could analyze to help iron out bugs and tweak map balance (or to compare scores :cool:).

Thanks to psn_KINGSLVRD42, moleman, Ayraclus, Scribbles, Chrexis, billy4, equal., mkubasa and vlad770 for alpha and beta testing.

Thanks to the following wc3 mod makers for there much appreciated efforts:

Tranquil: Carpet model, Lightning effect, Window model, Lighting effects, snipe target effect.
SantoRayo[iP]: Gem model
Carrington2k: Black Hole model
!!GORO!!: Bag model
Dionesiist: Demon hunter skin
Krysis: Boots of Medivh
0123456789: Goblin boots
Kallimachos: Allure icon
rednek: Castle cliff tile
tomv8: Meteorite
WILLTHEALMIGHTY: Explosion Effects
Daelin: Mana tap, Ignis, Frozen shell and Cold auras, Pedistal models
JetFangInferno: Blood, Holy bomb and Enchantment effects
levigeorge1617: Shock Aura
EdwardSwolenToe: Eye of Saregas missile
Dan van Ohllus: Love buff
Ergius: Gold Ore model
EvilCryptLord: Infernal machine missile
Illidan(Evil)X: Ion beam model
anarchianbedlam: Plasma mortar effect
BlackDoom: Medalion Icon
AkolytOr: Ring Icon
frEAk49: Shimmer Orb Icon
IIILSDIII: Tome Icon
Mc!: Wand Icon
CRAZYRUSSIAN: Light armor and helm Icons



v.22b changelog
-Fixed guide texts.
-Added another tier in demonic construction.
-Many abilities tweaked /balanced.
-Fixed a problem where creeps would always spawn from the same side.
-Tomes no longer share cooldown.
-Balanced mana costs of all hero abilities.
-Buffed the demonic summon, Soul Reaper.
-Made the enemy forces red for ease of minimap usage.
-Demonic buildings are know pinged, so you always know where they are.
-Difficulty now effects the death penelty severity.
-Removed annoying pauses on channel based skills.
-Bank is now much easier to access (press Esc, press again to reselect your hero).
-Heroes are now invulnerable for 5 seconds upon resurrection.
-Level cap increased to 30.

Whats Up Next?
-The replacement of the Gaian support units with pets. Purchasable units , like the GSU's that grow in power the longer it lives, each with different skill sets suited for particular needs.
-Bosses will become more intelligent and I'm also hoping to add 1 or 2 new skills to each.
-The addition of random missions, for example: Escort a wagon from point X to the heart, and other missions to that effect.

As always I'm more than grateful for the multitudes of ideas and tips either while testing or on these forums. With all your help it makes it easier to keep the map fresh and brimming with new ideas, thanks to all.

Download LLS Here
 

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Level 15
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Dec 18, 2007
Messages
1,098
I really liked the map. Although it is quite difficult (you need really good teamwork), I really enjoyed it.
I played the map once earlier today and liked it quite a bit. Then I suggested to my brother that the two of us played it together. And the both of us enjoyed it quite a lot.
The wave units are quite strong... I can barely take on the Bone Weaver things alone and most of the time, a shrine would be destroyed by the time we finished a level.
I also noticed that caster heroes die in 2 hits by the first boss, thats insane. I used the Troll Witchdoctor guy and got owned super quickly.
A quick rebalance is to make the units and the boss weaker, or make the heroes stronger (a slight increase in stats is good).

Finally, I would suggest that you make some way to regenerate your Gaia Energy (I believe you can't regenerate it at this point of time). Maybe you will regenerate some Gaia Energy when you destroy the Altar or when you destroy those Wisp things.
A last note before I stop. I realsed that there are some items on the ground here and there, do creeps drop them? If so, maybe bosses should have a 100% chance to drop a weak item and a chance to drop a slightly more powerful item, just a suggestion :)

PS: Make a Deposit Option called "Deposit All" so the player can deposit all his gold at once. Making a "Withdraw All" would also be good :)
 
Level 5
Joined
May 11, 2005
Messages
89
Good ideas Zack.
I'll reply to your ideas on a one by one basis.

-Units too strong
Yes, at this point in time units (bosses especially) are a bit too hard. I will be remedying this in the next version, as the map stands atm, it is impossible to beat. I was gonna weaken the units abit, but I think a buff to the heroes is in order, so I'll be working on re-balancing stat gains in v0.16.

-Casters die in two hits
Bosses in LLS are extremely aggressive as it is (in yo face aggressive), so i'll definitely be toning down their stat gains and base damages in v0.16.

-I would suggest that you make some way to regenerate your Gaia Energy

I really like your idea of gaining back gaian energy when you destroy altars, I think that creates a kind of urgency that's needed of them. Random players tend to completely ignore them at first and don't realize how important it is to destroy them until it upgrades to a demon portal (by that stage its to late, demons early on are insanely hard to deal with). Awesome idea Zack.

I realsed that there are some items on the ground here and there
Yes, creeps do drop items. I even added an effect when they drop to make them more noticeable, obviously i still need to work on that. As for boss drops, I had that written down somewhere and simply never got around to giving bosses a definite drop, thanks for the reminder.

Make a Deposit Option called "Deposit All" so the player can deposit all his gold at once. Making a "Withdraw All" would also be good :)
I cant believe I didn't think of that, such a simple addition, but so useful (especially when ya got like 30k in the vault :xxd:).

Glad you enjoyed it Zack, and thanks for all those awesome ideas (I cant believe I didn't think of adding a withdraw/deposit all button). +rep

Version v0.16 is nearly ready, and I'll update here ASAP after the above changes are made.
 
Level 5
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Map Update

v.16
-Rebalanced creep and boss hit points, armors and damage.
-Buffed hero stat gains and tweaked base damages.
-Destroying demonic Altars now restores gaian energy.
-Demonic energies, when destroyed, spawn a green wisp. When the wisp reaches the heart it replenishes the hearts hit points and gaian energy.
-Added 'deposit and withdraw all' functions at the Gold Vault.
-Added Cleansing Light ability to Tomes of fortis grade and higher.
-Fixed Amplio battle horn, it now gives the appropriate amount of strength.
-Added combo criticals. A consecutive critical attack will increase your critical multiplier for the next attack.


Thanks for the kind words bounty hunter2, however, It would be nice to get some feed back from you, being the map moderator and all. I've been working on this on and off for the last 9 months or so (finding time is difficult), so any and all feedback is appreciated.

polish it as much as possible
Any ideas for polish. Ive done alot of polishing, it's handy to find out from another set of eyes where they believe polish should be (especially after looking at the same map for a while, my eyes start messing with me).
 
Level 31
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May 3, 2008
Messages
3,154
bounty and me usually only view complete work. Work hard in this map and try to make it as balance as possible with constant testing, do not rely on other user to tell you what is balance and what is not. As a author, you should know the balance much better than any other people since it was your work.

It have a high potential for 4/5 and 5/5 rating, keep it up.
 
Level 5
Joined
May 11, 2005
Messages
89
bounty and me usually only view complete work. Work hard in this map and try to make it as balance as possible with constant testing, do not rely on other user to tell you what is balance and what is not. As a author, you should know the balance much better than any other people since it was your work.

It have a high potential for 4/5 and 5/5 rating, keep it up.

If he (or you) don't want to tell me where I can improve, that is fine, there is no obligation for you (or anyone really) to do so. You are correct that balance is solely my responsibility, however, being a map development forum, this seems like the right place to ask seasoned veterans like yourself who have a wealth of information and experience in map design.

Don't worry, I will continue to balance LLS to the best of my ability.
 
Level 31
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May 3, 2008
Messages
3,154
If he (or you) don't want to tell me where I can improve,

I already mention where is wrong, did't I?

Error such as grammar error, hotkey, missing icon, bug that cause lag/crash warcraft 3 and etc etc; we as user could mention it since it was rather easier to be distinguish.

However, making a map with reasonable balance are different case, considering that the balance would be too easy for those with skill, too hard for those who started it. The balance rely heavily on which user are playing it.

As the author of the map, you know perfectly well of the unit armor point, armor type, damage, damage type, hitpoint, mana, speed and regeneration and so on. That is why the best user for this subject would be the author itself and none the other.

Some map took over a year or longer just to make it reasonably balance by the author. Those map take over thousand of non-stop testing by the author in order to achieve a good balance for newbie and expert user.

Veteran user could point out how to make it balance, but it would never be more accurate than the author itself in term of reasonably balance.

The user could guide you in better map making, but it was up to the author itself to do it. :D
 
Level 5
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May 11, 2005
Messages
89
Update

v.16b
-Rebalance and tweaks to boss difficulty.
-Reduced gaian energy degeneration (2 every 3 seconds, instead of 1 every second).

No stress Septimus, stress is the bane of making maps (for me anyway).:pal:
The hotkeys are fixed now Septimus, thanks.
After some more testing the bosses seemed to be a wee bit too tough (understatement), so I've toned them down. Also, demonic events were becoming far to frequent, so I've reduced gaian energy degeneration (better now that you can gain the energy back by destroying altars).
 
Level 1
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Mar 19, 2009
Messages
3
got to wave 6 solo as the tauren captain, the boss of wave 6's thorns aura one shot me o_O, I had about 10k hp and over 200 armor... On a side note, this map can be easily broken by simply kiting the first boss around for a long period of time until your gold in the bank gets so much interest that you can just by all items (I did not do this to get to W6). I would suggest putting in an internal timer of like 2 minutes from boss spawn till next attack timer starts anyways. Also, the attack wave 4, group 2 hex mobs are officially BS as they permahex even with the 3 second spell shield on solo. The only solution i found was to begin casting my aoe stomp before the first group got to me, get hexed, kill first group. once the second arrived, i let them chain hex me as I kited away, once out of distance, i began channeleing again. repeat. same issue with the root mobs in wave 6, but not as bad.

biggest issue is that you can kite the boss forever for infinite gold via interest. highly recommend fixing.
 
Level 5
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Update coming shortly

Thanks for the feedback opbacklash.

I to noticed that 'infinite interest' issue that shouldn't occur since the spawn timer should have stopped while the boss is alive (could be the root of some other issues that I've had problems fixing aswell, so a good bug find) after last nights huge testing effort as well as many other balance issues. The perma-hexing is a big problem which I'm attempting to address by reducing the hex duration and buffing amulets since a spell shield with a cool down of 20 seconds or more is pretty hopeless:
Ordinary: 10 sec spell shield
Fortis 6 sec spell shield
Amplio: 3 sec spell shield
Potens: 2 sec spell shield
Ultimus: 1 sec spell shield

Thanks for the feedback, and be assured that tomorrow (since its my gf's birthday party tonight) I will have the map updated.
 
Level 5
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May 11, 2005
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New Version

v.20
-Fixed major Gold Vault bug
-Reduce polymorph duration.
-Buffed all spell shields.
-Slight boss nerf when playing with 2+ players.
-Added better descriptions of events.
-Fixed the spawn description bug when playing with 8 players.
-Battle Maiden's 'Into the Fray' skill has increased in range.
-Added the Master potion vendor. Sells Poten's potions and other previously drop only items (there's still many drop only items to be found).
-When demonic energy reaches the heart they now deal more damage and reduce Gaian energy severely.
-Added a taunt effect on the Martialists 'Viper Form'.
-Nerfed the creep skill ignite ( no more insta-gibs, haha)
-Fixed a bug that occurred in the north lanes where Altars wouldn't spawn on the map, making them impossible to kill.
-The Gaian heart and Shrines now have increased self hit point regeneration.
-Buffed Elite Rangers 'Terminal Force" skill.
-Demonic Altars are now 25% tougher.
-Fixed boss drops (yay, they actually drop items now).
-Added a screenie of the hero selection area (more screen shots to come).
 
Level 1
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Mar 25, 2009
Messages
2
I've registered on this site just to tell you how great this map is. Congrats, really, it looks so sophisticated, terrain is sophisticated, just the style is sophisticated. Skills scaling off stats, yay! Maybe a few more items, but really, I'm going to play this map a LOT :D
 
Level 2
Joined
Jan 16, 2008
Messages
30
Really fun map, played with some buddies the other night, i don't really have any complaints except that the fact that one later wave instagibbed everyone, i think they were named Aether drakes or something, and despite the fact that one of us had 11k hp and around 80% damage reduction he too got instagibbed, so i asked around if anyone had any spell-resistance, and one of us had 25% spell-resistance and pretty hefty hp too..

Maybe you could look into that if you find the wave i mean, forgot to save a replay of it though..
 
Level 5
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May 11, 2005
Messages
89
Really fun map, played with some buddies the other night, i don't really have any complaints except that the fact that one later wave instagibbed everyone, i think they were named Aether drakes or something, and despite the fact that one of us had 11k hp and around 80% damage reduction he too got instagibbed, so i asked around if anyone had any spell-resistance, and one of us had 25% spell-resistance and pretty hefty hp too..

Maybe you could look into that if you find the wave i mean, forgot to save a replay of it though..

Damn, that sounds pretty bad, wish you had that replay, alas. I will look into the Aether drakes (or were they force chimeras, they seem to receive a lot of hate from the games I've played).

Thanks for the info, i'll definatly look into it.
 
Level 2
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Jan 16, 2008
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Just played it again solo, even though i didn't get to the mobs we were instagibbed by i can atleast confirm that it wasn't the force chimeras, if i remember right they looked like phoenixes..

Hope that helps..
 
Level 5
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May 11, 2005
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89
Phoenixes? Did you make it to level 9? Were they spawned by a demonic event? Did they spawn from a demonic portal? It is feasible that you faced them at level 2 (had you not destroyed any demonic altars on level 1 and also got extraordinarily unlucky). Obviously, facing level 9 demonic creeps at level 2 would insta-gib you pretty well (wish you had that replay in any case, then I could see exactly what the problem is).

Thanks for pointing out a possible imbalance.
 
Level 2
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Maybe it wasn't phoenixes then, some kind of flying atleast, i don't remember which level or wave it was but it was atleast some wave later then the Force Chimeras, and i'm pretty sure they were not from a demonic altar as we always destroyed those right away..

I'll try to get another game going as soon as possible and save the replay..
 
Level 5
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Maybe it wasn't phoenixes then, some kind of flying atleast, i don't remember which level or wave it was but it was atleast some wave later then the Force Chimeras, and i'm pretty sure they were not from a demonic altar as we always destroyed those right away..

I'll try to get another game going as soon as possible and save the replay..

That would be awesome.

Working hard on balancing at the moment, so getting that replay would be a great help, thanks.
 
Level 5
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May 11, 2005
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UPDATE v0.21

v.21 changelog
-Added runic item vendor that specializes in various damage items.
-Added special abilities to the gaian heart that can be activated by using your gaian energy.
-Re-Balance of boss abilities.
-Psycic Bomb now deals damage equal to 75% of the targets hitpoints.
-Various spelling errors fixed (if anyone finds anymore, dont hesitate to inform me).
-Shop buy range increased to 2000.
-Gaian Guardians now spawn when shrines hit 50% hitpoints and 4 are spawned when the heart hits 10% hitpoints.
-Buffed/Nerfed a range of hero abilities especially in regard to aoe damage abilities.
-Gold Vault can now be used from anywhere n the map.
-A few tweaks to terrain.
-Fixed Call of the Void and The Great Summons, now they spawn the correct units.
 
Level 5
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89
v.21a Released

v.21a changelog
-Re-evaluated all creep statistics and reconstructed the difficulty settings.
-Gaian Conduct actually works now.
-Fixed a bug where a demonic event would fail to occur.
-Nerfed Gold Vault interest to 4% after the addition of the 'Double Interest' ability.
-Standardized hero hitpoints, giving more survivability to casters and priests.
-Stone bomb no longer damages structures.
-Gaian Support unit no longer crashes the game when buying tomes.
-Various creep ability buffs and nerfs.
 
Level 3
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Dec 20, 2007
Messages
44
just played a game of the new version... still seems rather difficult, particularly the spells. Specifically chain sheeping, the damage when casting (particularly since it procs off using potions and does a ton of damage, as well as being up the entire round) and the hellfire or w/e (the ground target aoe dot, does a ton of damage). Couple other suggestions:
- make each wave last longer, give the game more time to scale up
- more time in between each round, give some down time to figure out what to buy, coordinate etc
- make the items scale more, atm I find it silly to not save up for the best in each category as it doesn't make THAT much of a difference, and the gold you'd lose from selling the item back and not getting interest really adds up. So like double the price of the best of the best, increase their stats some. Or maybe scale them a tish and add 2 more in each category (as there are empty spaces that could filled atm)

Overall, we love the mod, just needs more tweaking/balancing to be truly great, as I'm sure you know. Keep up the good work! (see if you can get a new version by monday, that's our lan night :p )

{EDIT}
Also, the Icey Bane ability of the Magnataur seems to be working wrong, sometimes it deals damage when cast, sometimes not, and doesn't deal aoe damage either way.

And the tri-star attack usually, but not always, only throws 2 stars, sometimes one, and only sometimes hits the targetted unit -.-
 
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Level 5
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May 11, 2005
Messages
89
DanThanh
Well, lag hasn't been a problem as far as I've noticed while testing. In the game where you experienced lag, which hero/es were picked? Did it lag all the time? or just sometimes, because if there is lag, as you describe, I would like to fix it.

Yes, I use the 'Takes damage' event, there's no other way to do it really.

Josemite
The damage you experience when using pots is only if your in range of creeps that have the mind sap ability. Its fine, and can be countered by, not casting, increasing your hit points and/or regeneration. Yes it is annoying, yes it is damaging, but like flying waves of a TD you have to be prepared.

The chaos barrage is devastating, I am thinking of making it last a shorter period of time.

I'm not sure of making the levels longer, but I do think I need to add a wee bit more time between levels to buy/sell ect.

I am going re balance items severely next version, as of now, its abit silly. I am thinking of removing all items from the high tier items (amplio/potens/ultimus) until later. For example: Amplio will be available after completing level 2, Potens will be available after completing level 4, and Ultimus after completing level 6. Prices will increase among amplio/potens/ultimus items as well.

I'm in the process of adding a system that allows you to upgrade your items eg, from ordinary --> fortis --> ampio --> potens. I'll also be adding the ability to bind an item to your hero. A bound item cannot be dropped (can still be upgraded) and allows you to add additional effects to gear (a long drawn out process that wont be completed for at least a few versions).

Magnatuar is fixed, and so is iron breakers crash bug (me being a clown and not stopping a pretty obvious infinate loop). Tri-star throw giving you problems? I'll look into it.

Thanks guys for the feedback, back to work for me.
 
Level 8
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Apr 2, 2009
Messages
250
-I see you use a lot of advanced system, well, the map is leak after a bout 10 mins playing. I suspect the event "unit take damage" causes this as i have used this function for my spells/critical hits before.
-Also, i think you should remove the green fog, maybe give us a in-game command.
-Well, i love the items, too. what would you say if i want to help you with some more classes/spells ?
-The default camera is adjusted for a better look but people can reset if they scroll they mouse, so just keep it as normal and edit the terrain as you see fit.
 
Level 5
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May 11, 2005
Messages
89
v.21b changelog
-Fixed critical bug when using Iron Breakers Ultimate
-Magnataur's Icey Bane skill now works.
-Decreased Chaos barrage duration.
-Increased time between waves.
-Tweaked many item costs.

-I see you use a lot of advanced system, well, the map is leak after a bout 10 mins playing. I suspect the event "unit take damage" causes this as i have used this function for my spells/critical hits before.

I'm a very tidy mapper, so I ensure I clean every leak as I code. You, being the first to comment on lag is rather strange. :bored:

EDIT: I, as well as any players out there, are probably fed up with all these damn bugs, SO, before releasing 0.21c I'm going to test this tonight, all night, to ensure minimal issues. Anyone that's on US east at the time feel free to come and join in the festivities as I iron out the bugs of LLS.

{EDIT 1}
Well, after last nights lengthily testing schedule, I managed to re-tweak the entire creep line up from level 1-9 (including the insane drakes).

Tonight I'm going to host another round of testing 0.21c to finalize creep balance (and hopefully ,for the first time, finish the game). Obviously after finalizing creep balance I can more accurately balance hero skills (not that I haven't tried).

If all goes well tonight (after last nights success, I don't see why not), i'll release 0.21c tomorrow. If you happen to be on US east come and test it out (note for those in different time zones, testing will begin in about 6 hours).

EDIT: Last night was a so quiet the idea of doing testing as laughable. I managed to get ONE 2v game going, which was fine and did help somewhat, but not enough to do any adequate testing. If all else fails tonight, I just test it myself.

{EDIT 2}
I did some testing of the randomicalisticality of the random feature. Here are my results of the two samples I conducted in the order they were picked:

Sample 1:
Dreanei Stalker - Magnataur Reaver - Battle Maiden - Battle Maiden - Dreanei Stalker - Battle Maiden - Battle Maiden - Panda Brawler - Arcanic Sorceress - Dwarven Hunter - Troll Visionary - Lady of the Lake - Dwarven Hunter - Volcarian Warchief - Storm Seer - Magnataur Reaver - Battle Maiden - Lady of the Lake

Sample 2:
Winter Maiden - Holy Warrior - Lore Caster - Iron Breaker - Battle Maiden - Battle Maiden - The Chosen - Battle Maiden - Battle Maiden - Battle Maiden - Volcarian Warchief - Battle Maiden - Battle Maiden - Demolition Duo - Storm Seer - Battle Maiden - Battle Maiden - Magnatuar Reaver

The results speak for themselves really. Battle Maiden is "randomly" picked 38% more than any other hero. This is a small sample, but thats a very large margin. To top it off, theres nothing I can find that would make any sense as to why she gets picked so much :bored:. The best I can do for now is add a feature that makes sure you cant random the same hero twice.

If anyone has any ideas as to why this is happening, that would be fantastic.
 
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Level 5
Joined
May 11, 2005
Messages
89
I think you should use Unit Pool instead, there will be never a chance for a Hero to be picked twice !

Code:
RandomPick
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        And - All (Conditions) are true
            Conditions
                (Ability being cast) Equal to Random Pick 
                (Unit-type of (Triggering unit)) Equal to Chooser of Heroes
    Actions
        Set TEMP_unitGroup = (Units in HeroPickArea <gen> matching ((((Matching unit) is A Hero) Equal to True) and ((Custom value of (Matching unit)) Equal to 0)))
        Unit Group - Pick every unit in (Random 1 units from TEMP_unitGroup) and do (Actions)
            Loop - Actions
                Unit - Order (Triggering unit) to Undead Banshee - Curse (Picked unit)
        Custom script:   call DestroyGroup (udg_TEMP_unitGroup)

As you can see, I am using a unit group and it doesnt seem to help :bored:.
 
Level 3
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Dec 20, 2007
Messages
44
hrm, not really sure, never trusted those Pick Random Unit(s) functions, but there is a Unit - Random Unit From Group function that might work better...

An even more accurate way imo would be to add each unit from the group to a unit array, and then pick a random index to use as the hero:

  • RandomPick
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Random Pick
          • (Unit-type of (Triggering unit)) Equal to Chooser of Heroes
    • Actions
      • Set TEMP_integer = 1
      • Set TEMP_unitGroup = (Units in HeroPickArea <gen> matching ((((Matching unit) is A Hero) Equal to True) and ((Custom value of (Matching unit)) Equal to 0)))
      • Unit Group - Pick every unit in (TEMP_unitGroup) and do (Actions)
        • Loop - Actions
          • Set TEMP_unitArray[TEMP_Integer] = (Picked Unit)
          • Set TEMP_integer = TEMP_integer + 1
      • Unit - Order (Triggering unit) to Undead Banshee - Curse (TEMP_unitArray[Random Integer From 1 to (TEMP_integer-1)])
      • Custom script: call DestroyGroup (udg_TEMP_unitGroup)
The syntax might be a bit off, but you can probably get the general idea of how it works.
 
Level 5
Joined
May 11, 2005
Messages
89
The 'random the same hero twice' problem has been resolved in the next version, but the problem remains that Blade Maiden gets randomed much more than any other hero, it simply makes no sense to me (why the preference is Blade Maiden).
 
Level 5
Joined
May 11, 2005
Messages
89
His system looks good, there are problems however. I don't know jass and the system I'm using at the moment does all I want it to. His system requires that ALL damage is dealt via triggers with the exception of unit attacks. This in itself isn't a problem, but the shear amount of work involved in the conversion would be monumentous for an increase in efficiency of what I see as a small degree.
 
Level 5
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May 11, 2005
Messages
89
Kinda strange that a games company such as blizzard wouldn't implement a working randomization system :bored:

I have another long list of fixes, tweaks, buffs, nerfs and new ideas, thanks to players I've met with online, replays sent to me, and of course, these forums which make it all possible.
 
Level 3
Joined
Mar 25, 2009
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dont you guys know anything about blizzard their freaking motto might as well be its coming soon they might be a multibillion dollar corperation but they have no idea as to what their doing their best mapmakers are kids from the streets i mean their map making contest it draws from the populus of the mapping community

-herro
 
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Dec 16, 2003
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75
last wave is still imbalanced due to the blue mobs who stunlock (not sure if anti magic potion works against the stun but if it did it would just make things 2 easy) my friend and i tried the best combo that we knew, and even got the 50% lifesteal,
we might have made it except that when i tried to use gaian conduct nothing happened except a treasure box with that named fell on the ground.
 
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