- Joined
- Jun 11, 2007
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- 969
Hello!
I am going to give you some tips on how to make an interesting, correct and fun to play Hero!
What I mean is that few Warcraft 3 maps doesn't have heroes, since WC3 is built that way.
Not only is a Hero fun to play, it can have many more different abilites than a normal unit, and it brings more Roleplay-factor to the game.
Also, a Hero can be more important than a unit, since you can make it much more unique than a unit.
For a usual map such as DotA etc, you can use simplier stories;
"-Hero Name- 'Kelorg' Spinebreaker, an excellent fighter and a master of weapons, capable of bringing entire partys down by himself. Has abilites such as Critical Strike, Windwalk, Mirror Image and Bladestorm"
That is a simple story, which can be used for AoS maps and similiar. What you shouldn't do, is this;
"EPICC hero Haz SUper higH attack speed loooollooks funny when he fights XPXPXD"
It's obvious that isn't a nice story, but I have seen it in too many maps to belive it.
For a more advanced story, in Campaigns and RPGs, work like this;
"-Hero Name- 'Kelorg' grew up in a small village in the middle of the desert. Always being attacked by bandit partys, Kelorgs father taught him how to master combat.
Kelorg was weak and a coward, until one day bandits came and and raided his village. Kelorg saw through his window how his father was overwhelmed and defeated. A bandit lord broke the door into his familys house. Kelorgs mother tryed to defend anything they had of worth in their house, but with no succes. The bandit pushed her to the floor, and put'd his hands against her neck, strangling her. Screaming and crying, Kelorg ran out with two axes in his hands. With inhuman strength he swung his axe towards the bandit, which in the last second blocked the axe. Once again Kelorg swung his other axe, which the bandit couldn't block.
Still crying, he ran out of the house and killed the other bandits, one by one. Noone could stand a chance against this childs strength. He was later known as 'The Spinebreaker'"
But as said, you usually don't need to go this advanced.
Custom made spells by GUI and JASS is very recommended, if you know how to do so. Otherwise, try using some spells that can be found here on the site.
Yo can ofcoarse use spells found in the game, with some stat changes and a new tooltip, and other effects. But i strongly suggest you just don't pick some random spells inside the game and add them to the Hero.
Think about what kind of spells you add. Usually you add spells like this;
Defensive - Defensive spells or passive spells, such as the Paladins Divine Shield, or the Demon Hunters chance to dodge.
Offensive - Offensive spells, such as the Tauren Chieftains Shockwave, or the Mountain Kings Storm Bolt.
Misc - Miscellenius spells, such as the Blood Mages Banish, or the Far Seers Shadow Wolf.
Ultimate - The Ultimate spells which are accuired at level 6, such as the Blademasters Bladestorm, or the Lichs Death and Decay, or the Mountain Kings Avatar.
There are also different kinds of these spells. I would say these are the kind of spells;
Aura - Passive spells that affect and help multi-friendly targets in range, as Paladins Devotion Aura, or Tauren Chieftains Endurance Aura.
Summon - Summoning spells which form a new unit, as the Crypt Fiends Beatle spell, or the Archmages Water Elemental.
Stun - Stunning/Incapacitating spells, such as the Mountain Kings Storm Bolt or Bash, or the Blood Mages Banish.
Multi-target - A spell that affects multiple Enemy units, such as the Far Seers Chain Lightning or the Wardens Fan of Knives.
AoE(Area of Effect - Spells which are targeted in an area, which will damage all units within the selected area, like the Archmages Blizzard or the Lichs Death and Decay.
Damage - A damaging spell, like the Dreadlords Carrion Swarm or various poison abilities.
Buff - A buffing spell, like the (Unit) Shamans Bloodlust.
Healing - A healing spells, like the Paladins Holy Light or the Guardian of Natures ultimate ability which restores heath to all friendly units in an area.
There are probably even more than these, but these are the basic ones.
I suggest you use the ones listed high above, and pick which one you like from these right above.
Try to make interesting and unique spell/spell setup. Some Heroes might not even have damaging spells, but instead focuses on summoning spells and passive spells, or healing spells.
For the tooltips, you can do in atleast two ways.
Either you can do how Blizzard designed theirs, like this;
Which turns out like this;
Or you can do in your own way (This is how I made);
This is all up to you. The second one requires a bit more effort.
Some tips;
-'|n' jumps to the next line, as if you press 'Enter' on your keyboard.
-|cffffcc00|r Is a color code. There are several programs you can make your own color code in.
This tutorial is WIP! I will update it later on!
I am going to give you some tips on how to make an interesting, correct and fun to play Hero!
Introduction
Heroes is a key unit in Warcraft 3; The melee games relies much on them, the campaigns, custom maps such as DotA, HoSK, HLW etc.What I mean is that few Warcraft 3 maps doesn't have heroes, since WC3 is built that way.
Not only is a Hero fun to play, it can have many more different abilites than a normal unit, and it brings more Roleplay-factor to the game.
Also, a Hero can be more important than a unit, since you can make it much more unique than a unit.
Background Story
A background story is important, atleast for campaigns and RPGs.For a usual map such as DotA etc, you can use simplier stories;
"-Hero Name- 'Kelorg' Spinebreaker, an excellent fighter and a master of weapons, capable of bringing entire partys down by himself. Has abilites such as Critical Strike, Windwalk, Mirror Image and Bladestorm"
That is a simple story, which can be used for AoS maps and similiar. What you shouldn't do, is this;
"EPICC hero Haz SUper higH attack speed loooollooks funny when he fights XPXPXD"
It's obvious that isn't a nice story, but I have seen it in too many maps to belive it.
For a more advanced story, in Campaigns and RPGs, work like this;
"-Hero Name- 'Kelorg' grew up in a small village in the middle of the desert. Always being attacked by bandit partys, Kelorgs father taught him how to master combat.
Kelorg was weak and a coward, until one day bandits came and and raided his village. Kelorg saw through his window how his father was overwhelmed and defeated. A bandit lord broke the door into his familys house. Kelorgs mother tryed to defend anything they had of worth in their house, but with no succes. The bandit pushed her to the floor, and put'd his hands against her neck, strangling her. Screaming and crying, Kelorg ran out with two axes in his hands. With inhuman strength he swung his axe towards the bandit, which in the last second blocked the axe. Once again Kelorg swung his other axe, which the bandit couldn't block.
Still crying, he ran out of the house and killed the other bandits, one by one. Noone could stand a chance against this childs strength. He was later known as 'The Spinebreaker'"
But as said, you usually don't need to go this advanced.
Model
To make the Hero look more interesting, perhaps you would want to import a custom model. But you should never rely on importing models in a map, remember you can make a great map without importing a single model, skin what so ever, and there are plenty of nice models in-game already.Spells and Abilities
These are, in AoS's and RPG, what makes the Hero interesting.Custom made spells by GUI and JASS is very recommended, if you know how to do so. Otherwise, try using some spells that can be found here on the site.
Yo can ofcoarse use spells found in the game, with some stat changes and a new tooltip, and other effects. But i strongly suggest you just don't pick some random spells inside the game and add them to the Hero.
Think about what kind of spells you add. Usually you add spells like this;
Defensive - Defensive spells or passive spells, such as the Paladins Divine Shield, or the Demon Hunters chance to dodge.
Offensive - Offensive spells, such as the Tauren Chieftains Shockwave, or the Mountain Kings Storm Bolt.
Misc - Miscellenius spells, such as the Blood Mages Banish, or the Far Seers Shadow Wolf.
Ultimate - The Ultimate spells which are accuired at level 6, such as the Blademasters Bladestorm, or the Lichs Death and Decay, or the Mountain Kings Avatar.
There are also different kinds of these spells. I would say these are the kind of spells;
Aura - Passive spells that affect and help multi-friendly targets in range, as Paladins Devotion Aura, or Tauren Chieftains Endurance Aura.
Summon - Summoning spells which form a new unit, as the Crypt Fiends Beatle spell, or the Archmages Water Elemental.
Stun - Stunning/Incapacitating spells, such as the Mountain Kings Storm Bolt or Bash, or the Blood Mages Banish.
Multi-target - A spell that affects multiple Enemy units, such as the Far Seers Chain Lightning or the Wardens Fan of Knives.
AoE(Area of Effect - Spells which are targeted in an area, which will damage all units within the selected area, like the Archmages Blizzard or the Lichs Death and Decay.
Damage - A damaging spell, like the Dreadlords Carrion Swarm or various poison abilities.
Buff - A buffing spell, like the (Unit) Shamans Bloodlust.
Healing - A healing spells, like the Paladins Holy Light or the Guardian of Natures ultimate ability which restores heath to all friendly units in an area.
There are probably even more than these, but these are the basic ones.
I suggest you use the ones listed high above, and pick which one you like from these right above.
Try to make interesting and unique spell/spell setup. Some Heroes might not even have damaging spells, but instead focuses on summoning spells and passive spells, or healing spells.
Tooltips and Icons
These ARE important. For a fire spell icon, you can't use a Ice-looking spell icon (Obviously).For the tooltips, you can do in atleast two ways.
Either you can do how Blizzard designed theirs, like this;
Calls down waves of freezing ice shards that damage units in a target area. |n|n|cffffcc00Level 1|r - <AHbz,DataA1> waves at <AHbz,DataB1> damage each. |n|cffffcc00Level 2|r - <AHbz,DataA2> waves at <AHbz,DataB2> damage each. |n|cffffcc00Level 3|r - <AHbz,DataA3> waves at <AHbz,DataB3> damage each.
Which turns out like this;
Code:
Calls down waves of freezing ice shards that damage units in a target area.
[COLOR="DarkOrange"][Level 1][/COLOR] - 6 waves at 30 damage each.
[COLOR="darkorange"][Level 2][/COLOR] - 8 waves at 40 damage each.
[COLOR="darkorange"][Level 3][/COLOR] - 10 waves at 50 damage each.
Or you can do in your own way (This is how I made);
|cffffcc00Spell Type|r: Activated Passive[Self] seconds|n|cffffcc00Cooldown|r: 6 seconds|n|cffffcc00Mana Cost|r: 25|n|cffffcc00Chance to Reflect|r: 50/60/70/80%|n|cffffcc00Damage Taken/Damage Done|r: 30/40/50/60%|nEric forms a divine shield around himself, reducing damage taken and gives a chance to reflect certain attacks. The concetration needed reduces the damage done by Eric also.
Code:
[COLOR="DeepSkyBlue"]Spell Type[/COLOR]: Activated Passive[Self] seconds
[COLOR="deepskyblue"]Cooldown[/COLOR]: 6 seconds
[COLOR="deepskyblue"]Mana Cost[/COLOR]: 25
[COLOR="deepskyblue"]Chance to Reflect[/COLOR]: 50/60/70/80%
[COLOR="deepskyblue"]Damage Taken/Damage Done[/COLOR]: 30/40/50/60%
Eric forms a divine shield around himself, reducing damage taken and gives a chance to reflect certain attacks. The concetration needed reduces the damage done by Eric also.
This is all up to you. The second one requires a bit more effort.
Some tips;
-'|n' jumps to the next line, as if you press 'Enter' on your keyboard.
-|cffffcc00|r Is a color code. There are several programs you can make your own color code in.
This tutorial is WIP! I will update it later on!
Last edited: