Hero Strife TD v2.4.1

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Hero Strife TD is a map where two genres meet: Hero Defense and Tower Defense. There are races to choose from and each race has its own heroes. Make your decision and start executing your strategy. You can send units against the enemy teams to make them struggle and by doing that you gain income. There are 30 waves to defend your castle from.
There are 4 teams, each team has 4 mazes for each player and a base. Your heroes are in the base protecting the castle from creeps. Killing 2 creeps in the maze creates a unit to a random opposing team. But your leaked creeps will be directly going to your base.

Classic

Timeless

Snake


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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 attack and move faster once it expires. Arenas are enabled in this type.

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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.

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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.


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- 30 Waves- 24 Races
- 16 Players- 4 Teams
- Fun Gameplay- Teamwork
- Challengers- Forests
- Single Player Mode - Single Team Mode - Game Types Arena
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Miscellaneous

Also


  • Bribe: Item Cleanup.

Special thanks to AmethystTower / Killera.
Thanks to:
Slavonomo for beta testing.

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v2.4.1

v2.4.0

v2.3.7

v2.3.6

v2.3.3

v2.3.2

v2.3.1

v2.3.0

v2.2.0

v2.1.1

v2.1.0

v2.0.0

v1.33

v1.32.2

v1.32.1

v1.32

v1.31

v1.30

v1.29

v1.28b


  • Desync fixing experiments as usual.

02/07/2021

  • Builder: Added "Empower Wave" ability.
  • Orc: Blademaster: Windwalk: Fixed the bug where it didn't teleport to target.
  • Mercenary: Marksman: Can attack air.
  • Desync fixing experiments as usual.

01/07/2021

  • Desync fix experiment.

30/06/2021

  • Mercenary: Dark Wizard: Vortex: Made it less laggy.

28/06/2021

  • I've added error printing on some functions. When you get an error message, please report it to me.

24/06/2021

  • Fixed the bug where the forest didn't give gold nor xp.

22/06/2021

  • Removed Damage Detection System by Bribe and returned to natives.
  • Forsaken: Has proper information about the towers & information in choose part.

21/06/2021

  • New Race: Forsaken.
  • Kogoll: Alchemist: Gamble: Permanent death is fixed.

20/06/2021

  • New Race: Mercenary.
  • HRM: Rerolls everyone before the arena.

17/06/2021

  • Elemental: Mountain Giant: Crush: Fixed infinite use when mixed with orbs.
  • Kogoll: Gnoll Purger: Storm: Increased lightning's AOE by 30% and lightning strike count by 32%.
  • Mech: Flying Machine: Mana is restored upon kill.
  • Outlaw: Hippogryph Rider: Added "Camp Hunt" passive.
  • Night Elf: Guard: Added "Night Sentry" passive.
  • Some system improvements.

10/06/2021

Thought I fixed the desync but unfortunately not. But it seems like it happens rarer than v2.0.0.

09/06/2021


I have completely re-written the whole map in Typescript from GUI.
I have removed the Timeless & Snake game type temporarily. Will add them in the following versions.
  • New loading screen.
  • Base pause healing covers all of it.
  • Bolster affects camp units as well.
  • Camp creeps have a wave limit.
  • Difficulty affects creeps and forest units as well.
  • Disabled gold & lumber sharing through the F11 tab.
  • Forest experience gets reduced depending on how far away your hero level is from the current wave.
  • Heroes have a minimum movement speed of 50.
  • Higher difficulty increases end wave gold by x2 the increase. (125% increases by 50%, etc.)
  • HR changes heroes too.
  • If a teammate leaves, other team players will get bonus experience and gold.
  • Items have wave requirements now and enemy heroes can't buy from allied shops.
  • Murloc heroes and flag heroes restore less hp to enemy units that killed them.
  • New command: -gg XXX. Players can share the gold with this command. It has a gold limit that changes every five waves.
  • New game modes: Hybrid Random Mirror, All Hybrid Mirror
  • New setting: Spawn Rate(x0.5,x1,x1.5,x2)
  • Reduced bolster attack & movement speed increase by 50%.[50%->25%]
  • Reduced forest aggro range to 400 to 300.
  • Towers can display kill & total damage amount.
  • 20+ wave units' health and damage by 25-35%

  • Notifies your teammates when your hero is trained.
  • Notifies when your castle is attacked.
  • Decreased mana replenish research time by 33%.[30->20]
  • Decreased mana pool research time by 25%.[20->15]
  • Decreased overflow research time by 25%.[60->45]
  • Camp Creep: Ghoul: Regen reduced by 20%. Flesheater Aura: Movement speed reduced to 7.5% attack speed to 10%.
  • Camp Creep: Footman: Devotion Aura: Reduced by 1.
  • Item: Scroll of Charge: Has a time limit of 30 seconds.
  • Item: Orb of Frost & Corruption doesn't work on player heroes.
  • Arcane: Archmage: Empower Elemental: Fully restores the health of the water elemental upon cast.
  • Elemental: Mountain Giant: Changed Hardened Rock to the old version.
  • Naga: Sea Witch: Enchanted Deep Sea: Resets Forked Lightning on the cast.
  • Nature: Treant: Growth: Increased attack bonus percentage by 50%.
  • Shadow: Ranger: Silence: Increased skeleton spawn to 3-8.
  • Warrior: Divine General: Divine Hand: Increased duration to 3.2 seconds.
  • Dragon: Nether Dragon: Dragon Blood: Loses 25% of the current life.
  • Fel Orc: Warrior: Battlemaster: Spawns near the rune and moves towards the castle.
  • Kogoll: Gnoll Purger: Lightning Wave: Increased chance to 20%
  • Demon: Voidswayer: Bloodlust: increased health restoration to 20% on hero kills, 5% on unit kills.
New version ordering: "a.b.c". changes when an absolutely big overhaul happens. b changes when new content has implemented such as a new race, items, and stuff. c is for quick fixes and small balance changes.

08/06/2021


  • Troll: Warlord: Skull loss on death is reduced to 25. Skull gain on kill is increased by 20%. Decreased skull cost on abilities by 30-40%.
  • Troll Warlord: Regeneration: Won't dispell on the attack now.
  • Troll: Warlord: Dual Glaive: Cooldown resets if it kills an enemy.
  • Troll: Ice Troll Priest: Inner Ice: Increased cost by 60%.
  • Creep: Makrura Sneaky Prawn: Reduced armor to 0.
  • Tower: Peasant: Fixed the bug where towers sometimes gained more than 1 mana when he attacks.
  • Frozen: Tuskarr Trapper: Frost Trap: Decreased root duration by 1.
08/04/2021


  • Troll: Batrider: Liquid Fire: Increased dealt damage by 400% (8->32). Fixed the bug where it didn't slow the movement speed but attack speed.
  • Troll: Shaman: Healing Totem: Decreased healing by 50%.
  • Troll: Shaman: Sentry Totem: Decreased damage by 25%.
  • Troll: Shaman: Sentry Totem: Now it properly levels.
  • Frozen: Elite Tuskarr Fighter: Removed bounce ability but increased damage by 55%.
01/04/2021


  • Troll: Penguin Hunter II: Has correct health now.
  • Sending Creeps: Now takes 100% of the damage inside the maze.
  • Neutral Weak Camp: 2. and 3. row has delay now.
  • Item: Orbs: increased cost by 20%
  • Challengers: Fixed The Treant & Wisp starting together.
30/03/2021


  • New Race: Troll.
  • Frozen: Magnataur Destroyer: Snowy Skin: Reduced heal amount to half of the damage.
  • Frozen: Magnataur Destroyer: Stomp: Fixed where the level 1 damage was better than level 2. Reduced stun duration by 1.
  • Frozen: Tuskarr Trapper: Frost Trap: Cooldown increases if the target is hero now.
  • Corrupted: Ancient Protector: Poison Cloud: Doesn't damage neutral anymore.
  • Type: Snake: Wave duration is decreased by 30 seconds.
  • Fountain of Mana: Increased base mana regeneration by 150%. (0.20 -> 0.50)
  • Fountain of Mana: Mana Replenish: Increased bonus by 25% (0.20 -> 0.25)
  • Fountain of Mana: Overflow: Decreased bonus by 6% (4.8 -> 4.5) but has 2 levels now. Decreased lumber cost by 50% (1000 -> 500).
  • Fountain of Mana: Mana Pool: Increased cost by 150% (10 -> 25) and time by 66% ( 12 -> 20) but increased bonus maximum mana by 200% (50 -> 150)
  • Tavern of Challenge: Moved lumber challenges to the first tavern. Added 3 new challenges.
  • Outlaw: Shadow Hunter: Voodoo: Decreased cooldown by 20% (500->400)
30/03/2021


  • New Race: Frozen
  • Demon: Voidswayer: Influence: Units won't get influenced twice
24/03/2021



  • 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 :)



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Contents

Hero Strife TD v1.33 (Map)

Hero Strife TD v2.4.1 (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...
Level 13
Joined
Jul 15, 2007
Messages
759
silly me, forgot about that "1" thing (>ლ). Also how many players did you play it with?

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.
 
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.

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:
Level 13
Joined
Jul 15, 2007
Messages
759
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).
 
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).

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.
 
Level 13
Joined
Jul 15, 2007
Messages
759
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).
 
Level 37
Joined
Sep 26, 2009
Messages
8,447
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).
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).
 
Level 13
Joined
Jul 15, 2007
Messages
759
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).

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.
 
Level 37
Joined
Sep 26, 2009
Messages
8,447
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.

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.
 
Nice to see some updates. I'll get my gang to play it again soon!

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).

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.

(as unit creation and removal is very taxing on the CPU)

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.
 
Level 37
Joined
Sep 26, 2009
Messages
8,447
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).
 

deepstrasz

Map Reviewer
Level 54
Joined
Jun 4, 2009
Messages
15,765
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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Level 10
Joined
Jan 4, 2014
Messages
503
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!
 
Level 3
Joined
Oct 8, 2019
Messages
22
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
 
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

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.
 
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]

Yes, I have fixed that bug in v1.07. Really nice gameplay even though my bug made it really unfair...
 
Level 3
Joined
Oct 8, 2019
Messages
22
Hey thanks man !
I didnt realize that you updated the map so fast, I was using the 1.05 ahah

It seem way better but i'm not done testing it out !

Keep up the good work
 
Level 3
Joined
Oct 8, 2019
Messages
22
Hey, one thing that could be improved is the camera when arena start...
We loose the previous zoom we had and we get stuck on the boss. Honestly just a pan to the arena keeping the current camera zoom that everyone picked seem good enough.
 
Level 3
Joined
Oct 8, 2019
Messages
22
You're updating so quickly! That's so great
Tested the version 1.11 yesterday hosting on Bnet, I really liked the All Hybrid mode ! Also tested All Random, but I was wondering, for this two modes, is there a possibility to reroll ?
I had couple of players that didnt like their heroes/towers and left.
Couldnt try all new items and heroes yet but cant wait to do so !

Thanks for your hard work :)
 
You're updating so quickly! That's so great
Tested the version 1.11 yesterday hosting on Bnet, I really liked the All Hybrid mode ! Also tested All Random, but I was wondering, for this two modes, is there a possibility to reroll ?
I had couple of players that didnt like their heroes/towers and left.
Couldnt try all new items and heroes yet but cant wait to do so !

Thanks for your hard work :)

I thought of Reroll when I made the commands but then said to myself that leavers are still gonna leave until they get their "perfect" roll. In my opinion, the point of random is to be able to work what you get, not the have the roll you wanted to. Otherwise, it is just going to be All Pick with extra steps.

But I feel the frustration that you have when the players cry quit because of their roles.

In conclusion, I might add it but with a cost of gold.

Thanks
 
Level 1
Joined
Oct 30, 2019
Messages
1
Hey mate! Love the game. Just had to make an account to hop in the comments for one thing. Can you make it so that the game doesn't actually end once all teams except the last team are defeated? It would be nice to see how far we can get! Typically the troll batrider level get's people. Aside from that, everything is great!
 
Hey mate! Love the game. Just had to make an account to hop in the comments for one thing. Can you make it so that the game doesn't actually end once all teams except the last team are defeated? It would be nice to see how far we can get! Typically the troll batrider level get's people. Aside from that, everything is great!

Thank you for playing ^^.

Good idea. I added it.
 
Level 7
Joined
Mar 4, 2014
Messages
116
~Small review~
~Negatives~

- I like the idea of the forest like a bonus place to lvl up and make gold but i got a few problems with it:
- Why do i need to attack the mobs before they become my enemies? is pretty annoying having to always A + click every mob.
- I feel like in late game there needs to be either a harder arena for higher levels or just make that stronger mobs appear in the late game that give more money or even bosses would be also cool.

- The mobs in the forest for some reason run in the corners and on the sides of the zone and is hard to hit them because of the trees and the circles, even after i attack them they still run away from me in the corners.
And also you can manipulate them by attacking them with air units, making them run nonstop and not fight back, another reason to make them all not allies, but enemies from start.

- In a multiplayer game after only 1 team remains alive it would be much better if the game didn't end and continued untill the last castle of the last team is destroyed, the main reason is the fact that even tho the last team "won" the game by beeing the last team alive, it still feels like they lost since they didn't get the chance to get to the end of the game.

- The arena bosses seem a bit weak, especially the last one, i suggest buffing their dmg and giving them some spells as well, they are kinda boring. (i think all 3 of them had only 1 weak spell, which was pretty lame).

- Would be nice to have a higher variety of items to choose from, basically all the items are pretty useless once u get in the late game, maybe some recipes as well would be nice, similar to dota maps,horde vs alliance,etc.

- I didn't encounter other massive bugs, besides i guess the fact that at the beginning of the game it lags a bit when people choose their heroes.

~

- I really liked the map, played it in multiplayer but i only finished it so far by playing it solo on normal, it seems going only for the hero and income and skipping the towers is the way to go, but is possible with towers as well, its just harder to do.
 
~Small review~
~Negatives~

- I like the idea of the forest like a bonus place to lvl up and make gold but i got a few problems with it:
- Why do i need to attack the mobs before they become my enemies? is pretty annoying having to always A + click every mob.
- I feel like in late game there needs to be either a harder arena for higher levels or just make that stronger mobs appear in the late game that give more money or even bosses would be also cool.

- The mobs in the forest for some reason run in the corners and on the sides of the zone and is hard to hit them because of the trees and the circles, even after i attack them they still run away from me in the corners.
And also you can manipulate them by attacking them with air units, making them run nonstop and not fight back, another reason to make them all not allies, but enemies from start.

- In a multiplayer game after only 1 team remains alive it would be much better if the game didn't end and continued untill the last castle of the last team is destroyed, the main reason is the fact that even tho the last team "won" the game by beeing the last team alive, it still feels like they lost since they didn't get the chance to get to the end of the game.

- The arena bosses seem a bit weak, especially the last one, i suggest buffing their dmg and giving them some spells as well, they are kinda boring. (i think all 3 of them had only 1 weak spell, which was pretty lame).

- Would be nice to have a higher variety of items to choose from, basically all the items are pretty useless once u get in the late game, maybe some recipes as well would be nice, similar to dota maps,horde vs alliance,etc.

- I didn't encounter other massive bugs, besides i guess the fact that at the beginning of the game it lags a bit when people choose their heroes.

~

- I really liked the map, played it in multiplayer but i only finished it so far by playing it solo on normal, it seems going only for the hero and income and skipping the towers is the way to go, but is possible with towers as well, its just harder to do.

Really nice review, thank you ^^

  • Originally they all were hostile and there was a problem that when you attack one 10 hostile aggro's towards you. But I can understand the exhaustion on higher levels when you are op to the forest. [For the solution check the second line.]
  • The mobs actually get stronger when they get killed but as we have seen it isn't enough... Maybe I could change the forests at the end of Arena's... hmm... Will improve the forest...[Boss also sounds good]
  • Mobs running to the corners is the weird bug I haven't able to understand yet, lol. Will investigate it further ._.
  • I added that feature in v13 but today I've realized it has a small bug, I will fix that in the next update hopefully.
  • Arena bosses are random so I don't know which ones you are referring too but I can agree on the Arena bosses being a bit dull. Will rework their abilities.
  • More items... Will think about it.

Do you mind if I ask about what race and hero did you pick when you played solo?
 
Level 7
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Mar 4, 2014
Messages
116
Do you mind if I ask about what race and hero did you pick when you played solo?
I played with the Female ranger that has owls and multi shot active spell, i got so overpowered i was killing the mobs in 1 shot, i had like 1000+ base dmg + 700 dmg from the aura :grin:. I think the ranger is the strongest hero in the game, but i didn't test them all.
 
Level 3
Joined
Oct 8, 2019
Messages
22
Hey, me again.
I hosted many games on Bnet and would like to give you my honest thoughts on balancing (I requests nerf on towers/heroes I am playing)
Sorry I dont remember the exact names of units

Nerfs:
- Wyrm tower: Splash/crazy damage and cost "only" 2600, some end game towers are more expensive and are less effective
- Maiden hero: I won and seen win many times players that invested a lot in her, her ultimate is very very strong and her passive too
- Huntress tower: It doesn't attack air but will keep you ahead of the game for so long with just one tower

Buffs:
- Rock Giant hero: His ultimate based on his death isnt rewarding enough. His rolling stone ability is strong but a lot of units seem to not get damaged
- Space marine hero: His ultimate is really useless. His passive headshot should have increased chances every level of skill, but nerf the stun duration to 0.5s
- Tinker Hero: He's decent actually, I just believe his Ultimate could be reworked, I'd rather use my rockets than my ult.
- Tower with ability "Roar": We have to cast roar manually, could be better if we can set it to auto
- Golden Knight : His charge ability cost too much mana and is melee range, with a name like Charge you expect to be able to target from afar.
- Far seer: I believe his ultimate is a canalisation, maybe make it instant so he can attack as the ultimate goes
- Naga deepsea lord: His ultimate need to be changed, it's way too specific, you might use it in a game once or twice, completely useless against waves.
- Priestess of the moon: Shes very balanced my only concern is the owl ability, sometimes shoot a different place that I am aiming for. Also if you could lower the owl to the ground so it's easier to see where it sould touch?
- Basic archer tower: I can't seem to find this tower in any race builder but it keep appearing with hybrid builder. This tower with a huge range has a very low attack speed, very low attack and still cost 50. I believe you could put the cost to 30-35 or change the attack rate/damage or the crit passive chances
- Brood mother tower: The spiderlings are completely useless

Bugs:
- A lot of builders dont auto build
- The space marine: His shoting trough doesnt seem to do any damage with orbs (not even main target)
- Sorceress tower: Upgrade has the same damage on ability as the previous one. No visual effects for the attack
- Far seer: The summon ability doesnt show all levels to upgrade
- Naga deepsea lord: His cleave attack doesnt seem to cleave at some upgrade levels
- Dark ranger: Black arrow doesnt have the health of the skeletons on every upgrades (some people told me their skeleton got less hp than previous updates)
- Glaive thrower tower: is marker ground and air but doesnt attack air
- Keeper of the grove: The summon ability doesnt show all levels to upgrade


Thanks for reading all this :)
 
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Hey, me again.
I hosted many games on Bnet and would like to give you my honest thoughts on balancing (I requests nerf on towers/heroes I am playing)
Sorry I dont remember the exact names of units

Nerfs:
- Wyrm tower: Splash/crazy damage and cost "only" 2600, some end game towers are more expensive and are less effective
- Maiden hero: I won and seen win many times players that invested a lot in her, her ultimate is very very strong and her passive too
- Huntress tower: It doesn't attack air but will keep you ahead of the game for so long with just one tower

Buffs:
- Rock Giant hero: His ultimate based on his death isnt rewarding enough. His rolling stone ability is strong but a lot of units seem to not get damaged
- Space marine hero: His ultimate is really useless. His passive headshot should have increased chances every level of skill, but nerf the stun duration to 0.5s
- Tinker Hero: He's decent actually, I just believe his Ultimate could be reworked, I'd rather use my rockets than my ult.
- Tower with ability "Roar": We have to cast roar manually, could be better if we can set it to auto
- Golden Knight : His charge ability cost too much mana and is melee range, with a name like Charge you expect to be able to target from afar.
- Far seer: I believe his ultimate is a canalisation, maybe make it instant so he can attack as the ultimate goes
- Naga deepsea lord: His ultimate need to be changed, it's way too specific, you might use it in a game once or twice, completely useless against waves.
- Priestess of the moon: Shes very balanced my only concern is the owl ability, sometimes shoot a different place that I am aiming for. Also if you could lower the owl to the ground so it's easier to see where it sould touch?
- Basic archer tower: I can't seem to find this tower in any race builder but it keep appearing with hybrid builder. This tower with a huge range has a very low attack speed, very low attack and still cost 50. I believe you could put the cost to 30-35 or change the attack rate/damage or the crit passive chances
- Brood mother tower: The spiderlings are completely useless

Bugs:
- A lot of builders dont auto build
- The space marine: His shoting trough doesnt seem to do any damage with orbs (not even main target)
- Sorceress tower: Upgrade has the same damage on ability as the previous one. No visual effects for the attack
- Far seer: The summon ability doesnt show all levels to upgrade
- Naga deepsea lord: His cleave attack doesnt seem to cleave at some upgrade levels
- Dark ranger: Black arrow doesnt have the health of the skeletons on every upgrades (some people told me their skeleton got less hp than previous updates)
- Glaive thrower tower: is marker ground and air but doesnt attack air
- Keeper of the grove: The summon ability doesnt show all levels to upgrade


Thanks for reading all this :)

  • Agreed.
  • Agreed.
  • Agreed. I nerfed her a lot but she still is op lol.

  • Most of the abilities have max damage of 10 times of the spell damage, therefore, only be able to damage ~10 units. About his Ulti, agreed ._.
  • Is it though? By killing one hero on the enemy team, it should harden the wave for the team. I will test it to see if it is really useless. About the passive: if I increase the chance it would be really op considering space marine has really high speed.
  • Will buff it up to see if it can be good, otherwise, I will rework.
  • I think the roar is a really powerful ability, having to cast manual IMO gives it a bit of balance.
  • The name is now the best one fitting the spell but it's like horse stomping the unit so having small range makes sense if you think like that, About the mana since it can be cast non-stop if you kill the enemy I think it is fair to have a bit high mana. However, I might decrease the mana a little bit.
  • What do you mean? His ultimate is an instant cast spell. It damages and slows the enemy around him for a duration.
  • Hmmm... Will think about it.
  • About the owl thing, I really don't know why it doesn't follow the path really. I am investigating it further.
  • It is from Shadow Race, due to the long-range she has low attack damage. I don't think the tower is bad because my mate @Killera goes with only archer strategy and he barely leaks with it. The thing about high range units is that you have to control the towers pretty much most of the time.
  • I will look into it.

  • It is intended.
  • Yea Piercing Ammo doesn't work with orbs. [I should write it on the ability]
  • Upgrade has the same damage but with faster attack speed but I should keep the attack speed and increase the damage instead.
  • Will fix it.
  • The cleave AOE on lower levels are low you have to get closer to the enemy.
  • By update, you mean ability level increase? If that the case, I must say that it is a weird bug. Will try to find it.
  • Will fix it.
  • Will fix it.

Thank YOU for writing all of this ^-^ . Feedback is always welcomed.[/hidden]
 
Level 3
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Oct 8, 2019
Messages
22
Is it though? By killing one hero on the enemy team, it should harden the wave for the team. I will test it to see if it is really useless. About the passive: if I increase the chance it would be really op considering space marine has really high speed.
From what I remember it doesnt have unlimited range, so you can't kill other teams trying to defend if thats what you were talking about. For the passive, I think he really need more dps, if you compare with other agility based heroes he seem to do very low damage. That's why I believe chances should increase with ability level, maybe nerfing the crit damage and obviously the stun.

Will buff it up to see if it can be good, otherwise, I will rework.
It is a canalisation, you can't cast other spells while its on, so just making it instant and keep going when you do other stuffs might be alright or unlimited range?

What do you mean? His ultimate is an instant cast spell. It damages and slows the enemy around him for a duration.
I haven't played him since very long, but I rarely see anyone cast the ultimate. Currently can you cast the ultimate and run while it keep slowing ?

By update, you mean ability level increase? If that the case, I must say that it is a weird bug. Will try to find it.
Yes ability levels, the amount of hp they will get is not displayed. But I tried checking in a game it seemed alright for their max hp increasing.
 
From what I remember it doesnt have unlimited range, so you can't kill other teams trying to defend if thats what you were talking about. For the passive, I think he really need more dps, if you compare with other agility based heroes he seem to do very low damage. That's why I believe chances should increase with ability level, maybe nerfing the crit damage and obviously the stun.


It is a canalisation, you can't cast other spells while its on, so just making it instant and keep going when you do other stuffs might be alright or unlimited range?


I haven't played him since very long, but I rarely see anyone cast the ultimate. Currently can you cast the ultimate and run while it keep slowing ?


Yes ability levels, the amount of hp they will get is not displayed. But I tried checking in a game it seemed alright for their max hp increasing.

Snipe has unlimited range, otherwise, as you said, it would be totally useless. I will test him then and if that's the case I will reduce his attack speed (increase attack damage) then I could make the headshot chance increase as the levels go.

Particle Cannon has unlimited range also.

Yes, it is basically like immolation with a slow aura.

For me, it did seem fine too, weird. If they have replay I can check it :)
 
Level 3
Joined
Oct 8, 2019
Messages
22
Thanks for the last update man.

I garantee you your map is getting more and more popular. 90% on people I played with were so happy to discover it and played many rm afterwards.
Tried to explain to most people in the room what it was about using macros hopefully you would agree they are accurate:

It's half TD half hero defense. What your towers leak, your hero will defend.
Towers give 3x more gold than hero kills and every 2 kills will send 1 unit to enemy team.
You have a mana fountain, that mana can be converted to wood to send units and gain income. You can put it on AUTO ON at start.
You can choose to go jungle with a hero, to gain extra XP (a teleport stone is in your castle).
I play in mode ALL HYBRID, you can reroll your towers and heroes for 50g at start before building anything.

It is the only map I host now, and I can't have enough ahah
 
Thanks for the last update man.

I garantee you your map is getting more and more popular. 90% on people I played with were so happy to discover it and played many rm afterwards.
Tried to explain to most people in the room what it was about using macros hopefully you would agree they are accurate:

It's half TD half hero defense. What your towers leak, your hero will defend.
Towers give 3x more gold than hero kills and every 2 kills will send 1 unit to enemy team.
You have a mana fountain, that mana can be converted to wood to send units and gain income. You can put it on AUTO ON at start.
You can choose to go jungle with a hero, to gain extra XP (a teleport stone is in your castle).
I play in mode ALL HYBRID, you can reroll your towers and heroes for 50g at start before building anything.

It is the only map I host now, and I can't have enough ahah

those words are extremely nice to hear man :).

Towers give 4x more gold* but the rest is correct.
 
Level 1
Joined
Nov 14, 2019
Messages
1
Hey, nice map but found a bug on blood mage's phoenix where it didn't die. I think it happens when u level up phoenix skill and phoenix is still alive and get the skill upgrade. Hope to see new versions its a nice concept, keep up the good work!
pd: Also T1 and T2 mid range towers should be buffed a bit as low range ones seems to deal way more dps as the waves keep coming and they can hit for more time, also sorceress as 400 g for a 90 dmg cone doesnt seems worth and not sure if upgraded sorceress has any benefit as spell tooltip doesnt change.
 
Level 3
Joined
Oct 8, 2019
Messages
22
@Gloane The bloodmage bug is apparently not related to the map but directly to the game.
Sorceress tower is actually one of the strongest in my opinion.

@Avatars Lord I am writing a Google spreadsheet for the towers and would like to know if you have a list of all the towers somewhere or if I keep writing it manually from the game. Thanks
Edit: Scratch that, I'm almost done

Do you think you could add a votekick feature ?
 
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Hey, nice map but found a bug on blood mage's phoenix where it didn't die. I think it happens when u level up phoenix skill and phoenix is still alive and get the skill upgrade. Hope to see new versions its a nice concept, keep up the good work!
pd: Also T1 and T2 mid range towers should be buffed a bit as low range ones seems to deal way more dps as the waves keep coming and they can hit for more time, also sorceress as 400 g for a 90 dmg cone doesnt seems worth and not sure if upgraded sorceress has any benefit as spell tooltip doesnt change.

Hi! As HoNoRoW said, it is a game bug AFAIK.

About the range imbalance, I will look into it. Sorceress II upgrade HAS a better upgrade but the description is bugged. I will fix that in the next version.

@Gloane The bloodmage bug is apparently not related to the map but directly to the game.
Sorceress tower is actually one of the strongest in my opinion.

@Avatars Lord I am writing a Google spreadsheet for the towers and would like to know if you have a list of all the towers somewhere or if I keep writing it manually from the game. Thanks
Edit: Scratch that, I'm almost done

Do you think you could add a votekick feature ?

I didn't have one .__. Only from the editor.

I waited for Blizzard to implement the votekick feature. I guess they won't add it anytime soon. I think it has become a must because of the afk players at the start of the game. I will implement it in the next version hopefully.
 
Level 3
Joined
Oct 8, 2019
Messages
22
The google sheet is not finished completely but I will post it here and in game.
tiny.cc/herostrife
If you make changes on towers on next update could you tell me wich ? Also if you have suggestions for the sheet
 
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The google sheet is not finished completely but I will post it here and in game.
tiny.cc/herostrife
If you make changes on towers on next update could you tell me which ? Also if you have suggestions for the sheet

I'll write all of the tower changes in the changelog ^^. Not a suggestion but curiosity: why did you choose number "2400" to divide the range in "DPS with Range Value"? Also nice work, man. Looks nice
 
Level 3
Joined
Oct 8, 2019
Messages
22
I picked this number because it seem to be the range a tower would need to attack the whole maze area, but I'm really not sure (I did the sheet at work lol)

Also, again about this Blood Mage bug, do you think you could do a hotfix of the current version just removing his ult or something ? I know it's not from your map, but playing in AH it really ruin the game when sometone has a invincible pheonix...
 
I picked this number because it seem to be the range a tower would need to attack the whole maze area, but I'm really not sure (I did the sheet at work lol)

Also, again about this Blood Mage bug, do you think you could do a hotfix of the current version just removing his ult or something ? I know it's not from your map, but playing in AH it really ruin the game when sometone has a invincible pheonix...

You're right. I will remove the egg ability until Blizz fixes it. I am currently busy so the hotfix will probably come out tomorrow afternoon.

BTW, I now know why Huntress is op. I had a mistake in my calculation .-.
 
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Level 3
Joined
Oct 8, 2019
Messages
22
Thank you so much for the fix for Blood Mage so quick, also for the kick feature but I don't see any info about the command.
Cool preview picture!
Thanks for the sorceress fix on visual and on upgrade it looks great.

Not sure if doable, but could you add a display, like a range display around the hero fountain where hero can regen after each waves ? Would be cool if the display can show that it is for regen purpose like some + or green icons..

Another take on reroll, I got a lot of people asking for reroll to not disappear after choosing a hero or building.
Maybe you could just increase the cost by A LOT on the second (maybe 250 and add some wood to it 100 maybe) and next ones but keep the first at 50 ? If players didnt use the first at 50 before building then it goes directly to the second expensive one.
 
Thank you so much for the fix for Blood Mage so quick, also for the kick feature but I don't see any info about the command.
Cool preview picture!
Thanks for the sorceress fix on visual and on upgrade it looks great.

Not sure if doable, but could you add a display, like a range display around the hero fountain where hero can regen after each waves ? Would be cool if the display can show that it is for regen purpose like some + or green icons..

Another take on reroll, I got a lot of people asking for reroll to not disappear after choosing a hero or building.
Maybe you could just increase the cost by A LOT on the second (maybe 250 and add some wood to it 100 maybe) and next ones but keep the first at 50 ? If players didnt use the first at 50 before building then it goes directly to the second expensive one.

Thanks^^

I made a different section for the Votekick system. Scroll down the lefts side of quests and you will see it

Actually Castle and Fountain have the healing aura during the pause ._. I will see what can be done to visualize healing taking effect maybe

Then it would technically mean that you get a second builder which is a huge advantage and 250 gold 100 lumber won't cut it. I would probably cost more than 1500 gold and 1000 lumber. Also if the prophet has that kind of possibility to change his rolls then the other races will have a possibility to change race too. And for now, I am not comfortable with this feature I am afraid

Edit: btw I think I forgot to remove the egg even though I said I did it... I'll fix that in the next patch
 
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Level 3
Joined
Oct 8, 2019
Messages
22
Yes I noticed the egg was still there I figured the fix was something else, but yeah sometimes the phoenix was still bugged.

Noticed the votekick now, my bad I must have overlooked a bit.

I meant the permanent reroll to stay within the AH mode only. The purpose of this reroll would be for players that can't catch up with their towers but with the price that you mentionned they would never be able to afford it but the players ahead would.

I keep thinking about the nerf of Ranger who is honestly way too strong. Her ult is never used because her multishot is too strong.
I was thinking of having her ult with unlimited range with a circle zone to target, so she can use it on enemy teams and her multishot, either nerf the time or the amount of arrows shot, or reworking it making it a passive with chances to add arrows to auto attacks +1 in the beginning (from 5% chances to 30% maybe) and at the very end of the ability level, +2 arrows (starting from 15% chances)

I take back what I said about Space Marine ult, it can be useful, keep it as is.

Other players told me about the cleave on Naga, really some levels don't have any, like the first one. The difference between rank 1 & 2 is minimal but on the same creeps when you upgrade it you suddenly see the difference.

I think the Blood mage would need some love, honestly his AoE should hit air targets, not the fire on the ground afterwards, but at least the first impact. His firebolt could so some AoE too, but stunning only the main target.

The two hero that are perfectly balanced and I have fun playing them everytime are : Priestess of the Moon and The Lich. Gratz on them (still have some issues with potm owl, but still fun. Does this ability has a max unit to hit?)
 
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Yes I noticed the egg was still there I figured the fix was something else, but yeah sometimes the phoenix was still bugged.

Noticed the votekick now, my bad I must have overlooked a bit.

I meant the permanent reroll to stay within the AH mode only. The purpose of this reroll would be for players that can't catch up with their towers but with the price that you mentionned they would never be able to afford it but the players ahead would.

I keep thinking about the nerf of Ranger who is honestly way too strong. Her ult is never used because her multishot is too strong.
I was thinking of having her ult with unlimited range with a circle zone to target, so she can use it on enemy teams and her multishot, either nerf the time or the amount of arrows shot, or reworking it making it a passive with chances to add arrows to auto attacks +1 in the beginning (from 5% chances to 30% maybe) and at the very end of the ability level, +2 arrows (starting from 15% chances)

I take back what I said about Space Marine ult, it can be useful, keep it as is.

Other players told me about the cleave on Naga, really some levels don't have any, like the first one. The difference between rank 1 & 2 is minimal but on the same creeps when you upgrade it you suddenly see the difference.

I think the Blood mage would need some love, honestly his AoE should hit air targets, not the fire on the ground afterwards, but at least the first impact. His firebolt could so some AoE too, but stunning only the main target.

The two hero that are perfectly balanced and I have fun playing them everytime are : Priestess of the Moon and The Lich. Gratz on them (still have some issues with potm owl, but still fun. Does this ability has a max unit to hit?)


I added it for only AH mode with reasonable price ofcourse.

Her ult is strong also. Reduced the cooldown and duration. Let's see how it does.

If they get closer to the enemy unit they would see the cleave in level 1 & 2.

Love will come. Soon :)

Yes, majority of the spells have max unit/damage. The owl going to the wrong issue is related with game boundaries. If your owl's final distance is out of the boundary, it will act weird. No possible solutions for now.


Edit: I will drop a hotfix today fixing some of the bugs in v1.17

EDIT 2: NIGHT ELF IS BUGGED DONT CHOOSE IT IN 1.17 AND 1.17.2! FIX COMING SOON

EDIT 3: fixed. I hope there is no game-breaking bugs anymore..
 
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Oct 8, 2019
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Thanks for the hotfixes, I dont think I experienced any of these, but the Gryphin fron the high gards have his ability requiring something, if that's intended idk how to activate it
 
Thanks for the hotfixes, I dont think I experienced any of these, but the Gryphin fron the high gards have his ability requiring something, if that's intended idk how to activate it

Oh, yea that one... a friend told me about that and I completely forgot about it. It should've been removed. Since it doesn't oppose some issues I will remove that in the next update ^^
 
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