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

Hero Strife TD v1.30

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

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  • [​IMG]
    Try to survive the 30 waves. In this game type, you advance to the next level altogether. When a team clears a wave first they will get a reward and will start the bolster timer which will make all of the wave units attacks and move faster once it expires. Arenas are enabled in this type.

  • [​IMG]
    Be the first team to win the 30th wave. In this game type, there are no pauses during the waves. When you kill all of the units that spawn in the maze (Sent Creeps does not count), your team will instantly advance to the next wave. When you finish a wave first you will get a reward. Arenas are disabled in this type.

  • [​IMG]
    Try to survive the 30 waves. This game type is classic with a twist: the wave starts in one maze per team and after that, instead of going to the base it goes to the next maze of the team. Finally, when it has traveled all the mazes, it goes to the base. Maze needs a minimum of value requirement for units to travel [players can see the minimum limit by writing -svalue X, X being the wave level]. For each player in the team the unit spawn amount increases by 50% [1 Player 40, 2 Players 60, 3 Players 80 …]. Maze gold is shared between the players but additional gold will be given to the builders.

[​IMG]
- 30 Waves - 22 Races - Single Player Mode
- 16 Players - 4 Teams - Single Team Mode
- Fun Gameplay - Teamwork - Game Types
- 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]


  • Balance Changes

    • Arachnid: Brood Mother: Increased damage by ~13%. (I: [1125-1358] -> [1325-1558])
    • Arachnid: Spitting Spider: Increased damage by ~36%. (I: [72-89] -> [85-102])
    • Beast: Frog: Increased damage by ~13%. (I: [49-86] -> [58-95])
    • Corrupted: Tree of Corruption: Decreased damage by ~40%. (I: [687-734] -> [967-1014])
    • Demon: Infernal Juggarnaut: Hound: Increased damage by ~33%. (I: [120] -> [160])
    • Demon: Nightmare Drake: Increased damage by ~48%. (I: [257-332] -> [427-502])
    • Demon: Terrorbearer: Decreased damage by ~36%. (I: [127-149] -> [87-109])
    • Demon: Vile Tormentor: Decreased damage by ~13%. (I: [30-40] -> [35-45])
    • Dragon: Black Dragon Whelp: Increased attack damage by ~9%. (I: [247-302] -> [272-327])
    • Dragon: Black Dragon: Increased attack damage by ~40%. (I: [850-1125] -> [1250-1525])
    • Dragon: Bronze Dragon Whelp: Increased damage by ~11%. (I: [150-160] -> [169-179])
    • Dragon: Green Drake: Emerald Blast: Increased damage by 50%. (I: [80] -> [120])
    • Dragon: Red Dragon: Increased damage by 40%. (I: [250] -> [350])
    • Elemental: Reef Elemental: Increased damage by 18%. (I: [1112-1212] -> [1322-1422])
    • Elemental: Rock Golem: Increased damage by 30%. (I: [145-180] -> [195-230])
    • High Guard: Esoteric Mage: Increased damage by 35%. (I: [269-304] -> [369-404])
    • High Guard: Explosive Team: Increased damage by 10%. (I: [123-154] -> [137-168])
    • Kogoll: Gnoll Nighthunter: Increased attack speed by ~16. (I: [0.90] -> [0.75])
    • Kogoll: Kobold Luckneeder: Increased damage by ~13%. (I: [553-803] -> [653-903])
    • Mech: Battle Golem: Increased attack damage by ~6%. (I: [100-116] -> [106-122])
    • Mech: Crazy Engineer: Increased damage by ~41%. (I: [73-103] -> [119-149])
    • Mech: Rifleman: Increased damage by 20%. (I: [20-28] -> [25-33])
    • Murloc: Seaguard: Increased damage by ~12%. (I: [26-33] -> [29-36])
    • Naga: Snap Dragon: Increased damage by ~18%. (I: [67-82] -> [78-93])
    • Nature: Ancient of Lore: Increased attack damage by ~10%. (I: [911-1102] -> [1008-1199])
    • Nature: Ancient of Protector: Increased attack damage by ~5%. (I: [90-140] -> [95-145])
    • Nature: Elite Ancient of Wind: Wind: Increased damage by ~38%. ([130] -> [160])
    • Night Elf: Chimaera: Increased damage by ~25%. (I: [968-1173] -> [1285-1423])
    • Night Elf: Druid of a Talon: Increased damage by ~16. (I: [355-510] -> [425-580])
    • Night Elf: Glaive Thrower: Increased damage by ~30. (I: [277-370] -> [377-480])
    • Night Elf: Guard: Increased damage by ~17%. (I: [48-58] -> [57-67])
    • Orc: Demolisher: Increased damage by ~40%. (I: [2077-2887] -> [3077-3887])
    • Orc: Headhunter: Increased damage by ~25%. (I: [100-140] -> [130-170])
    • Outlaw: Dragonhawk Rider: Increased damage by ~17. (I: [312-337] -> [364-389])
    • Outlaw: Elite Laughing Sister: Morning Laugh: Increased attack speed bonus by ~33% and duration by ~33%. [(30%)->(40%)][(15)->(20)]
    • Outlaw: Hippogryph Rider: Increased damage by ~13%. (I: [14-19] -> [17-22])
    • Outlaw: Laughing Sister: Increased damage by ~16%. (I: [135-185] -> [163-213])
    • Outlaw: Spirit Walker: Increased damage by ~25%. (I: [645-770] -> [825-950])
    • Shadow: Archer: Increased attack damage by ~15%. (I: [12-15] -> [14-17])
    • Shadow: Darkslayer: Increased damage by ~16%. (I: [72-72] -> [88-88])
    • Shadow: Demon: Increased damage by ~74%. (I: [1002-1326] -> [1865-2189])
    • Tower: Boulder Tower: Increased attack damage by ~25%. (I: [95-145] -> [129-179])
    • Tower: Cold Tower: Increased damage by ~40%. (I: [122-217] -> [192-287])
    • Tower: Guard Tower: Increased damage by ~20%. (I: [21-25] -> [25-29])
    • Tower: Sky-Fury Tower: Increased damage by 18%. (I: [137-188] -> [167-218])
    • Undead: Acolyte: Increased attack damage by ~22%.(I: [21-28]->[27-34])
    • Undead: Necromancer: Raise Dead: Increased damage by ~35%. (I: [37-38] -> [50])

    • Now islands in the mazes will give a bonus 30% attack speed to towers on it.
    • Item: Claws of Attack: Increased cost by 20%.
    05/06/2020

    • New Feature: Castle Aegis: "Makes the units which came from the enemy maze, spawn in your maze instead of your base"
    • Challenger: The Treants: Decreased the reward to 30 lumber for each.
    • Added more challengers.
    25/05/2020

    • Added a new Tavern of Challenge
    • Now only air towers can attack challengers as well.
    • Moved Altar to middle right( left for team 2 and 4) side of the maze.
    • Game Mode: TM: Now properly mirrors the races.
    • Decreased the forest kill gold bounty by 25%.
    • Decreased heroes' starting attack damage by ~10%
    • Dark Ranger: Shadow: Increased cooldown by ~50%.
    • Naga: Deepsea Lord: Increased cooldown by ~20%.
    • Elemental: Fire Lord: Soul Burn: Increased cooldown by ~50% but the cooldown decreases if used on non-hero.
    • Undead: Dreadlord: Sleep: Increased cooldown by ~40% but the cooldown decreases if used on non-hero.
    • Outlaw: Shadow Hunter: Hex: Increased duration against heroes by 40%.
    • Tower: Peasant: Increased the Basic Abilities' mana cost by ~20% and reduced the towers health by 10%.
    • Murloc: Increased Murlocs' base health regeneration by 100% and increment by ~50%.
    • Item: Tome of Strength, Agility, Intelligence: Increased their cost by ~8-10%
    • Demon: Voidswayer: Influence: Fixed the bug where it had unlimited duration.
    • 21/05/2020
    • This is a beta version; there may be more bugs than usual :)

    • New Races.
    • More Tower Defense gameplay to even out the hero gameplay


[​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.



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Contents

Hero Strife TD v1.30 (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...