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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Hero Strife TD v1.15

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

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- 30 Waves - 13 Races - Single Player Mode
- 16 Players - 4 Teams - Single Team Mode
- Fun Gameplay - Teamwork - Some Thinking
- Challengers - Forests Arena

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Entire Map

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Gameplay

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    • Bribe: Damage Detection System, Unit Indexer and Item Cleanup.

  • 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

    • Added Auto Hero Reviving System and Difficulty Options.
    • Added Tomes.
    • Attacks against an ally player is greatly reduced.
    • Reworked Arena and there is the third arena now.
    • Added game timer [Food].
    • Shadow: Archer: Decreased attack damage by 3(All Levels).
    • Shadow: Demon: Decreased attack damage by 100.
    • Mech: Space Marine: Headshot: Reduced chance from 10% to 8%

    25/09/2019

  • Balance Changes

    • Arcane: Apprentice Priest: Decreased Attack Damage.
    • Arcane: Master Mage: Decreased Attack Damage.
    • Arcane: Medivh: Decreased Attack Rate.

    • Elemental: Reef Elemental: Increased Attack Damage.
    • Elemental: Rock Golem: Decreased Attack Damage.

    • Mech: Battle Golem: Decreased Attack Damage but Increased Attack Rate.
    • Mech: Crazy Engineer: Decreased Attack Damage and Attack Rate.
    • Mech: Flying Machine: Decreased Attack Damage.
    • Mech: Gobling Blaster: Decreased Attack Damage and Attack Rate.
    • Mech: Rifleman: Decreased Attack Damage and Attack Rate.

    • Naga: Ancient of Hydra: Decreased Attack Rate.
    • Naga: Naga Aide: Decreased Attack Damage.
    • Naga: Naga Siren: Decreased Attack Damage.
    • Naga: Snap Dragon: Decreased Attack Damage.

    • Nature: Ancient of Lore: Decreased Attack Damage.
    • Nature: Ancient of Wind: Decreased Attack Damage.
    • Nature: Ancient of Wonders: Decreased Attack Damage.
    • Nature: Treant: Increased Attack Damage.

    • Orc: Demolisher: Decreased Attack Damage.
    • Orc: Grunt: Increased Attack Damage.
    • Orc: Kodo Beast: Decreased Attack Damage.
    • Orc: Shaman: Decreased Mana.
    • Orc: Tauren: Increased Pulverize Damage.

    • Shadow: Archer: Decreased Attack Damage.
    • Shadow: Avatar of Vengeance: Increased Shadow Strike Initial Damage.
    • Shadow: Darkslayer: Decreased Attack Damage but Increased Attack Rate.
    • Shadow: Demon: Decreased Attack Damage.
    • Shadow: Spirit of Vengeance: Increased Attack Damage.

    • Undead: Abomination: Decreased Attack Damage but Increased Disease Cloud's Duration and Damage.
    • Undead: Acolyte: Decreased Attack Damage.
    • Undead: Crypt Fiend: Decreased Attack Damage.
    • Undead: Ghoul: Increased Attack Damage but Decreased Attack Rate.
    • Undead: Necromancer: Decreased Attack Damage.

    • Warrior: Admiral Proudmoore: Decreased Attack Damage.
    • Warrior: Footman: Increased Attack Damage and Attack Range.
    • Warrior: Lieutenant: Can't Attack Air.
    • Warrior: Militia: Increased Attack Damage.
    • Warrior: Swordsman: Increased Attack Damage but Can't Attack Air.

    • Decreased Challengers' health regeneration.
    • Balanced out all of the towers.
    • New Race: Elemental.
    • New boss for the arena: Illusionist.
    • Fixed many bugs.
    • Heroes' abilities' learn tooltip has changed.
    • Warrior: Difficulty changed to Very Hard.
    • Wave: Deeplord Revenant: Replaced frost armor with frost attack.
    • Wave: Hydralisk: Now Hydralisks will respawn with more health and attack damage.
    29/09/2019

    • New Races: Beast and Hybrid.
    • Shortened heroes' revival time by 20%.
    • Arena: Illusionist: Fixed where his abilities wouldn't level up.
    • Increased Tome of Agility's cost by 10.
    • Increased the starting gold to 400.
    • Decreased challengers' cooldown to 10 min from 12 min.
    • Each primary attribute gives only 0.20 attack damage.
    • Heroes have a new attack damage bonus system.
    • Summons get buffed exponentially rather than linearly.
    • Shadow: Dark Ranger: Silence: Now will spawn a random amount of skeleton upon cast.
    • Nature: KotM: Fixed the bug where units would move to the castle after entangling roots.
    • Undead: Dreadlord: Fixed the bug where you would get 0 attack damage after the ultimate.
    05/10/2019

  • Summon Balance Changes

    • Shadow: Dark Ranger: Increased Dark Minion's health.
    • Elemental: Firelord: Increased Lava Spawn's health and attack damage.
    • Arcane: Blood Mage: Increased Phoenix's attack damage.
    • Arcane: Ghostly Archmage: Increased Water Elemental's attack damage and health.
    • Beast: Beastmaster: Increased Bear's, Hawk's and Quillbeast's attack damage and health.
    • Nature: Keeper of The Grove: Decreased Treant's health but increased its attack damage.
    • Orc: Far Seer: Decreased Shadow Wolf's health but increased attack damage.


    • Heroes' abilities' level increased to 12 for normal 6 for ultimate.
    • Now when heroes revive they restore mana according to its intelligence amount.
    • Added Neutral Powerful Camp.
    • Now, races have one of their towers to be upgraded to the elite towers.
    • Beast: Sheep: MeEeEe ability can only teleport a unit 5 times total.
    • Creep: Knight: Added Bash ability.

    11/10/2019

    • Updated DDS to the latest patch.
    • Added Item Cleanup by Bribe.
    • Increased Mask of Death's cost to 900 gold.
    • Increased Axe of Chaos's cost to 600 gold.
    • Added a new creep.
    • Wave: 29: Buffed Crushing Wave's damage to 450.
    13/10/2019

    • Beast: Brewmaster: Healing Brew: Removed invulnerable effect.
    • Increased the cooldown of all ultimates by 100%.
    • Decreased the health upgrade percentage of summons' to 20% from 25%.
    • Decreased armor bonus per agility to 0.25 from 0.30.
    • Added 2 new items.
    • Added 5 new creeps.
    16/10/2019

    • Creep: Ogre Lord: Nerfed his abilities.
    • Creep: Zergling: Increased attack damage by 200.
    • Added four new commands.
    • Naga: Hydra: Triple Head: Now each head has its own attack type.
    • Now when a player leaves, enemies in the leaver's maze will get removed.
    • Creep: Spell Breaker: Increased feedback's mana burn to 240.
    • Wave: 25: Buffed bash ability.
    • Wave 26: Buffed envenomed weapon ability.
    • Arena: Illusionist: His mirrors will take 400% damage instead of 300%.
    • Added a new Arena Boss: Captain.
    17/10/2019

    • Warrior: Ranger: Trueshot: Nerfed.
    • Now heroes will get less experience in the forest depending on their decimal level.
    • Now other teams' heroes won't get experience when you get killed by the non-player unit.
    • If you kill an enemy hero you will get experience.
    • If your hero gets killed by a non-player unit, 10 non-player units nearby the killer will restore 20% health.
    • Added a new shop with new 6 items.
    • Decreased the cost of Periapt of Vitality and Pendant of Energy.
    • Nerfed Mask of Death's recover percentage to 12% but decreased the cost by 100.
    • New command "-random".
    • Fixed a bug where a player's hero wouldn't get removed when he leaves the game.
    • Fixed the unkillable phoenix bug.
    21/10/2019

    • Some bug fixes.
    • Added Anti-Stuck.
    21/10/2019

    • New Race: Arachnid.
    • Added 6 game modes: -ap , -ar , -ah, -as , -ts , -tm.
    • Bug fixes.
    26/10/2019

    • Increased Mana Pool's maximum mana increase to 50 but also increased the cost to 15 gold and 15 lumber.
    • Many bug fixes.
    28/10/2019

    • Now if the castle's missing health is less than 1000 when you repair, you will get refunded the excess gold.
    • New Race: Night Elf.
    • New Item.
    • Added Reroll to hybrid and random mode.
    • Now the winning team can choose to continue the game.
    01/11/2019

    • Bugs fixes.
    • Night Elf: PotM: Changed her ultimate to "Blessing of the Moon".
    • Increased the cost of orbs.
    • New Item.
    • Increased replenish interval of the tomes.
    02/11/2019

    • Changed Forests' terrain. Also, The Forests change after the 15th wave.
    • New Item: Zeus' Thunder.
    • Arena: Sea Turtle: Replaced Taunt with Howl of Terror.
    06/11/2019

    • Arachnid: Brood Mother: Spiderlings: Increased max spiderling per unit to 15.
    • Arachnid: Crypt Lord: Spiked Carapace: Nerfed returned damage factor.
    • Creep: Sludge Minion: Increased health regen to 20.
    • Creep: Zombie: Changed Vampiric Aura to Meatlust Aura.
    • Elemental: Mountain Giant: Avenging Rock: Increased revival time reduction.
    • Forest mobs give less gold.
    • Item: Zeus Thunder: now the effect gets removed when you drop the item.
    • Made the Owl shop bigger.
    • Mech: Space Marine: Snipe: Increased its damage and reduced casting time to 1.
    • Naga: Deepsea Lord. Sea's Balance: Decreased casting time.
    • Nature: Tree of Eternity: Thorns Aura: Nerfed.
    • Night Elf: Huntress: Decreased attack damage.
    • Night Elf: Warden: Guardian's Fury: decreased the max stack to 6.
    • Night Elf: Warden: Night's Terror: Increased Illusion's damage taken to 50%.
    • Now, spells that have summon have a proper learn tooltip.
    • Shadow: Dark Ranger: Black Arrow: Now works on units above level 5.
    • The 2. forest mobs will inherit the increased health & damage of the one they are replacing by 50%.
    • Undead: Frost Wyrm: Increased cost to 3200.
    • Undead: Dreadlord: Vampiric Aura: Nerfed.
    • Warrior: Ranger: Trueshot Aura: Nerfed.
    • Wave: 25: Increased movement speed to 300.
    09/11/2019

    • New Races.
    • New Arena Bosses.
    • Sent Creep Rebalancing.

[​IMG]

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 v1.15 (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

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    The map lags a bit and there's a "1" message being repeatedly broadcoast to all players.
     
  2. Avatars Lord

    Avatars Lord

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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.



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  14. Eat_Bacon_Daily

    Eat_Bacon_Daily

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    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!
     
  15. Eat_Bacon_Daily

    Eat_Bacon_Daily

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    New version!
    I can't wait to play it!
     
  16. HoNoRoW

    HoNoRoW

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    Hi, I really enjoy your map, there is plenty to do, however I think it still need some balance/modifications.
    - Some heroes are not fun, casters specially, I think you need more end game items for spell power or cdr
    - Towers are a bit too repetitive, we need more towers for each race and with more accessible prices to have variations from every new game.
    - Mana fountain AUTO transfer doesn't match the max mana of the fountain, it will always transfer at 50.
    - Decrease the lifesteal aura from the dreadlord maybe? I had a game the guy was alone we were two against him and we couldn't kill him (he told us he had a bug his ultimate was up constantly, idk if it was true, maybe something to look into)
    - Units to send with wood seem too weak, you have 3 taverns but only 2 different. We need really end game bosses maybe with decrease healing aura, stun chances or reflect physical damage.
    -Better description like Pro/Cons when race picking

    From the top of my head that's all I remember. Also a personal preference would be to be able to maze instead of having the towers on the side of the path

    Thank you so much for creating this map it's really fun. I just created my account for two maps that I'm really exited about,it's one of them hehe
     
  17. Avatars Lord

    Avatars Lord

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    Hey,
    • I've increased abilities' levels. Also, I will add a new shop soon.
    • Yeah, that is intended. If I make it match the max mana, the cost of conversion will increase aswell. So it wouldn't useful.
    • I fixed that bug in v1.07. Nerfed the aura in v1.08.
    • Added a new neutral camp with 6 creeps and will add more in the following updates.
    • Noted.
    Thank you for your suggestions ^^ I hope it stays as one of the maps you are excited about.
     
  18. micca

    micca

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    I've had a bug with dreadlord's ultimate where its sets my dmg to 0. It was on version 1.05, don't if you fixed, but I'd forgoten about it, so I'm reporting it now. :d
    Here's video with the bug happening:
    [\spoiler]
     
  19. Avatars Lord

    Avatars Lord

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    Yes, I have fixed that bug in v1.07. Really nice gameplay even though my bug made it really unfair...