1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. Travel to distant realms and encounter scenes unknown to the common folk. The Greatest of Adventures is upon us with the 8th Cinematic Contest. Join in on a fun ride.
    Dismiss Notice
  5. The 18th Icon Contest is ON! Choose any ingame unit and give him/her Hero abilities. Good luck to all.
    Dismiss Notice
  6. Contestants are to create a scene set in the Stone Age. Come and see what you can come up with. We wish you the best of luck!
    Dismiss Notice
  7. Colour outside the lines! Techtree Contest #13 is a go. The contest is optionally paired.
    Dismiss Notice
  8. Greetings cerebrates, our Swarm needs new spawners that will have numerous children. Join the HIVE's 31st Modeling Contest - Spawners and Spawned! The contest is optionally paired.
    Dismiss Notice
  9. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Hero Strife TD v1.05

Submitted by Avatars Lord
This bundle is marked as approved. It works and satisfies the submission rules.

[​IMG]
[​IMG]
[​IMG]
- 30 Waves - 8 Races - Single Player Mode
- 16 Players - 4 Teams - Single Team Mode
- Fun Gameplay - Teamwork - Some Thinking
- Challengers - Forests

[​IMG]
Entire Map

[​IMG]

Gameplay

[​IMG]
[​IMG]
[​IMG]
[​IMG]
[​IMG]

[​IMG]

    • Bribe: Damage Detection System, Unit Indexer.

  • Special thanks to AmethystTower / Killera.

[​IMG]



    • The map has been made.
    03/07/2019

    • Removed the "1" message.
    04/07/2019

    • Tried to make the game smoother.
    • Fixed an Arena bug which caused to give a wrong team the award.
    04/07/2019

    • Fixed the bug where Shadow Master lost his vision after being reincarnated.
    04/07/2019

    • Now, melee heroes can attack air without the orb.
    • Decreased the cost of Ring of Arcane by 100 gold.
    • Undead: Buffed Crypt Fiend's attack damage.
    • Undead: Increased the cost of Frost Wyrm by 200.
    • Undead: Dreadlord: Nerfed Vampiric Aura.
    • Shadow: Decreased Archer's attack damage.
    • Shadow: Decreased Demon's attack damage.
    • Orc: Increased Grunt's attack damage.
    • Naga: Increased Mur'gul Reaver's attack damage.

    05/07/2019

    • Orc: Fixed where Kodo could attack air.
    • Arcane: Archmage: Reduced Empower Water's cooldown by 30.
    • Increased the maximum level of Mana Replenish by 10.
    • Fixed castle despawning when the owning player leaves the game.
    • Added Light Mode.
    08/07/2019

[​IMG]
I will be rapidly adding more races as soon as I balance the current ones.

Q: Why do heroes have standard abilities?
A: I'll rework the heroes throughout the updates when I feel like they could be better. For now, standard abilities are fine.
Q: No custom skins/models etc., why?
A: I wanted the map to be pretty in Reforged too.
Q: Why are the Forests small?
A: For more PvP engagement and to make the forest chaotic.
Q: Some abilities have Unlimited Range, why?
A: Before the forests and arena I felt like there should be some Hero PvP. If it feels good enough without Unlimited Range I'll remove that feature.



DUE TO NOT HAVING ENOUGH PLAYERS, I COULDN'T TEST THIS BEYOND 3vs3vs3. PLEASE REPORT IF YOU'VE ENCOUNTERED ANY BUGS / LAGS.
Contents

Hero Strife TD v1.05 (Map)

Reviews
deepstrasz
Well done map. Like the thread presentation as well. Abilities could use detailed descriptions in the learn menu: Tooltip Tutorial Creating Good Descriptions Thinking whether items should require lumber instead of gold. Why don't heroes revive...
  1. pick-a-chew

    pick-a-chew

    Joined:
    Jul 15, 2007
    Messages:
    691
    Resources:
    4
    Icons:
    2
    Maps:
    2
    Resources:
    4
    The map lags a bit and there's a "1" message being repeatedly broadcoast to all players.
     
  2. Avatars Lord

    Avatars Lord

    Joined:
    Apr 2, 2014
    Messages:
    149
    Resources:
    8
    Skins:
    2
    Maps:
    6
    Resources:
    8
    silly me, forgot about that "1" thing (>ლ). Also how many players did you play it with?
     
    Last edited: Jul 4, 2019
  3. pick-a-chew

    pick-a-chew

    Joined:
    Jul 15, 2007
    Messages:
    691
    Resources:
    4
    Icons:
    2
    Maps:
    2
    Resources:
    4
    16, though 2 teams died pretty quickly, and once that happened the lag stopped happening.

    There was a bug with the shadow race Akama hero where after he reincarnates he loses his vision, and so can't go to the jungle to farm creeps properly.
     
  4. Avatars Lord

    Avatars Lord

    Joined:
    Apr 2, 2014
    Messages:
    149
    Resources:
    8
    Skins:
    2
    Maps:
    6
    Resources:
    8
    16*40 = 640 is pretty many units I guess ._. I hope the lag didn't make it unplayable...

    I thought I fixed that vision bug but I guess not... I will look into it, thanks ^^
    edit: (I hope this does it)
     
    Last edited: Jul 4, 2019
  5. pick-a-chew

    pick-a-chew

    Joined:
    Jul 15, 2007
    Messages:
    691
    Resources:
    4
    Icons:
    2
    Maps:
    2
    Resources:
    4
    Thought I'd drop by with some more feedback (on latest version):
    • Game still chokes with lag at the start. Some people left because of this (16 players).
    • When the owner of the castles leave the game, they despawn. This prevents teams from losing.
    • The whole mana fountain / income system feels very slow. I think you should add more levels to the mana regeneration upgrade.
    • Someone mentioned they had an unkillable phoenix (probably the infamous dead-but-alive bug).
     
  6. Avatars Lord

    Avatars Lord

    Joined:
    Apr 2, 2014
    Messages:
    149
    Resources:
    8
    Skins:
    2
    Maps:
    6
    Resources:
    8
    First of all, thank you for playing my map and giving me these feedbacks. I really appreciate it ^^.

    2. Fixed it.
    3. Agreed, increased by 10 levels.
    4. I couldn't recreate the bug.
    1. After hours of trial and error, I've come to the conclusion that I can't really make the lag/spike go away 100%. I've made new Mode called Light Mode which activates when there are more than 9 players. In my testings, that really helped the lags but when multiple units leak to the base or if multiple (~30) units die at the same time, it still spikes.
    Light Mode disables Multiboard's Alive(Maze) and Alive(Base) rows. Also, kills will be shown at the end of the wave. And you have to write "first" when you clear the creeps in your wave.
    Last resort is to make an option to reduce the amount of spawned creeps at the start of the game.
     
  7. pick-a-chew

    pick-a-chew

    Joined:
    Jul 15, 2007
    Messages:
    691
    Resources:
    4
    Icons:
    2
    Maps:
    2
    Resources:
    4
    Nice to see some updates. I'll get my gang to play it again soon!

    Regarding the lag, it could be because of Bribe's Damage Engine (i have a similar problem with this). Basically, because your TD has quite a lot of units at any given point, the lag could purely be because of the multitude of damage instances that are occurring and any damage events this may activate. The spiking you describe when multiple units die at the same time is a symptom of this i think. Make sure you've kept the number of damage events to the minimum (having 1 fat damage engine trigger/code is much less laggy compared to having 10 smaller ones).
     
  8. Bribe

    Bribe

    Joined:
    Sep 26, 2009
    Messages:
    8,007
    Resources:
    25
    Maps:
    3
    Spells:
    10
    Tutorials:
    3
    JASS:
    9
    Resources:
    25
    How many units are getting damaged how many times per second may have an impact, but it should be a steady impact and not something that has actual spikes.

    Any on-death spikes must be associated with something other than damage engine. Like if they don't leave any corpses (ie. their death time is very low, or the gameplay constant for death time is set very low) I can see that the unit cleanup process of WarCraft 3 could cause a lot of overhead (as unit creation and removal is very taxing on the CPU).
     
  9. pick-a-chew

    pick-a-chew

    Joined:
    Jul 15, 2007
    Messages:
    691
    Resources:
    4
    Icons:
    2
    Maps:
    2
    Resources:
    4
    From my testing and experience, that depends. For examples sake, lets imagine 100 instances of damage occur per second. If those occur spread out during a second (e.g. 1 instance per 0.01 sec) then yeah everything is smooth as silk. If they happen all at once, you definitely get noticeable lag spikes.

    In the Damage Engine test map, for example, surround an Infernal with 100 footmen, with its permanent immolation having enough AoE to hit them all. You get noticeable performance issues. If you set the periodicity for its immolation to 0.1 seconds, the test map basically seizes up.

    I mention on-death effects being a symptom of the damage engine choking as that's generally when you realize a damage source has simultaneously killed a bunch of units. My original query to AvatarsLord was basically checking if he had any tower or hero abilities that were causing excessive simultaneous damage instances either all at once or over a short period of time. Some of the TD waves have like ~30 units per player, that's 480 units getting pounded on by towers, and then you have the Hero Defense aspect occurring at the same time, which is probably more. Thus in a map like this Damage Engine should be used cautiously to avoid performance issues. My suspicion was that the game gets less laggy with less players because the strain on the system is much less.
     
  10. Bribe

    Bribe

    Joined:
    Sep 26, 2009
    Messages:
    8,007
    Resources:
    25
    Maps:
    3
    Spells:
    10
    Tutorials:
    3
    JASS:
    9
    Resources:
    25
    Yes that's a reasonable point about Immolation damage. I actually have been working on a script over the past couple of days that will speed up the user triggers in Lua Damage Engine to make them run 17 times faster than they did before. Unfortunately, this does not work for vJass Damage Engine, but this is why I'm also rewriting my scripts to all use or include Lua syntax. Knockback 2.5D is almost ready - it's all converted to Lua and I'm just about to enter the in-game tests & troubleshooting which is the most frustrating part of these conversions.
     
  11. Avatars Lord

    Avatars Lord

    Joined:
    Apr 2, 2014
    Messages:
    149
    Resources:
    8
    Skins:
    2
    Maps:
    6
    Resources:
    8
    Fat Trigger Code is really not pretty to work with... Some towers have DDS featured spells but they are T5, T6 towers. So the lags are not solely caused by DDS but as Bribe said removal and creation of the unit might be one of the reasons ( I have a trigger that removes the dead unit in 3 seconds )(And a trigger that creates a unit after two units die in the maze). Also, IDK why but changing multiple values in multi-board also causes lag which is odd IMO.

    I'll wait till the DDS and Unit Indexer is converted to LUA, to see if it helps with the lag. If not then fatty is the way to go.
     
  12. Bribe

    Bribe

    Joined:
    Sep 26, 2009
    Messages:
    8,007
    Resources:
    25
    Maps:
    3
    Spells:
    10
    Tutorials:
    3
    JASS:
    9
    Resources:
    25
    Good news is you don't have to wait - Damage Engine is already converted to Lua as well as Unit Indexer. Check the demo map (link to damage engine in ny sig).

    The demo map also features Lua scripts to do things like speed up event execution (as said previously - 17 times faster if both conditions and actions are used) as well as turn Waits into perfectly accurately-timed functions by using Lua coroutines and WC3 timers).
     
  13. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    10,101
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Well done map. Like the thread presentation as well.
    1. Abilities could use detailed descriptions in the learn menu:
      Tooltip Tutorial
      Creating Good Descriptions
    2. Thinking whether items should require lumber instead of gold.
    3. Why don't heroes revive automatically?
    Approved.



    If you want more reviews, you should participate in the The Grand Review Exchange!

    R U L E S

    Site Rules
    Map Submission Rules


    M A P - D E S C R I P T I O N
    Details
    BB CODES
    BB Codes | HIVE

    MELEE MAPS
    Description Guide - Melee Maps
    Describing Your Melee Map
    Melee Map Description Generator v1.3


    MAPS IN GENERAL
    The importance of a Description
    Description Guide - Maps
    Map Thread Guide
    Map Description Making: Good & Bad
    Map Description - Templates
    Map Description Generator [1.2]

    How to Add a Screenshot to your Map Description


    ADDITIONAL NECESSARY INFORMATION
    • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
    • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
    • Map thread tags are important. Please use those that fit and not more or none.

    If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
    Paillan
    twojstaryjakcie
    Daffa the Mage
    https://www.hiveworkshop.com/forums/staff-contact.692/
     
  14. Eat_Bacon_Daily

    Eat_Bacon_Daily

    Joined:
    Jan 4, 2014
    Messages:
    453
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Hey man, I really like your map. It’s really something special! I like how you incentivize people to build towers, by increasing the gold bounty in the tower zone. I love how the fountain/wood system and the forest farming gives continuous macro elements to the game. I think the weakest part of your map is the hero abilities, some of them are really not satisfying to play.

    Overall i’m definitely a fan. I look forward to your next versions!