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Inflicted Random Arena 2.3.3

Each player has a random champion spawned that will fight in a random arena. Every time a player is killed a new hero will be spawned for that player. Players fight until a predetermined kill limit is reached.

This is an old map of mine which I would like to update, I am currently looking for ideas, bugs and suggestions.

All forms of feedback are appreciated.

Best played with 3+ or larger groups.
Requires at least 2 players.
Contains basic AI

Every time you are killed, after a 5 second penalty, you shall be respawned with a new random hero (out of 100) until a kill limit is reached.



-Flame Lord and his Minions are now immune to lava damage while walking on lava terrain in the fire arena.
-Now declares if died on ice.
-Weaver and Magnatuar size reduced.
-Succubus Howling Scream cooldown increased slightly, on killing an enemy Howling Scream's cooldown is halved for 2 seconds.
-Medusa stats adjusted. Physical damage and lightning damage reduced, movement and attack speed increased. Now gains 4 mana on a kill, has a mana shield which blocks 1 for 1 damage (cap of 20). Has no regen other than kills.
-Faceless Void's Advanced Bash now upgrades as per every second kill (first upgrade only requiring one kill). Boosting stats such as chance, stun duration and bonus damage.
-Faceless Void's Step Through jump ability now slows movement speed by 45% and attack speed by 80% (from 45% a/s and m/s).
-Shadow Shaman now has Shackles ability, a channeling skill which holds an enemy ground or land unit still for up to 4 seconds, dealing 2 damage per second (cd: 6)
-Furion's Force of Nature Treant's will evolve if they kill an enemy into an Elder Treant with 2 additional damage, double the attack speed and 8 additional max hit points. This will also reset the lifetime counter to 14 seconds. Elder Treant's contain all attributes of their sub-treants, including their poison slowing attack.
-Doom Guard's Doom now increases damage by 0.25 per second on each kill (starting from 3.75; max 6 d.p.s).
-Wisp's Teleporting Blast now has a 3.2 second channel time (from 4s) and a 8s cd (from 10s).
-Kael's Ability damage reduced and adjusted: Blizzard damage reduced to 3-11 (from 3-19), Flame Strike changed to 9-13 (from 8-15) and Phoenix to [3-4]-[6-7] (from [7-10]-[13-16])
-Reduced Ghoul's Lifesteal by 35%
-Seagul and Faerie no longer are burned on lava.
-Chain Frost no longer bounces to invisible or unseen enemies.



- Medusa no longer gains excess mana from attacks
- Added Acolyte
- Reduced Vampire's hp gain on kill to 8 over 2 seconds (from 15 instantly)
- Reduced Vampire's hp gain on attack to 2 + 10% of missing hp (from 2 + 20%)
- Increased Vampire's attack speed by 30%
- Nightcrawler's effect is now abit more responsive to when he becomes invisible initially
- No longer shows hp gain on Pit Lord's Azgalors Fury Passive when he is dead, nor always showing to all
- Fixed a bug when Tinker was stunned or the Arena was changing, to prevent him from changing back
- Fixed Alchemist's Goblin's Greed passive, allowing for every second kill to gain an additional kill. Kills by the Alchemist now display a gold coin effect
- HUD Gold/Lumber now correctly displays Kills/Deaths and detects when a player has won more accurately
- Priestess of the Moon attack speed drastically increased
- Chimera Roost hit points reduced to 30 (from 35)
- Troll Headhunter's attack and cast animations are shorter to account for faster attacks from his Beserker's Blood passive. General attacks and play are smoother
- Added Necromancer
- Stealth Assassin will start attacking the enemy instantly after blinking behind it
- Stealth Assassin attack speed reduced by 0.15 and animations shorter
- Stealth Assassin's Smoke Screen now properly reduces movement speed by 55%
- Stealth Assassin's Smoke Screen now tints him black while within the Smoke, and increasing movement speed by 30
- Stealth Assassin's Backstab now deals 6 damage (from 8) but deals 8 damage when in the Smoke
- Stealth Assassin's hit points reduced to 14 (from 18) but regeneration increased
- Far Seer's Chain Lightning now costs 1 mana, from a total mana source of 4 (regen at 0.2) but cooldown reduced to 0.4 to allow for more spammage at a good timing due to the long regen cooldown. Damage adjusted to 4 (from 8) and bounces to 6 (from 4)
- Added Forest/Spider arena (contains neutrals)



- Stealth Assassin's Blink Strike damage reduced to 3 (from 9)
- Phantom Shade no longer being killed by Lava/Ice
- Spawning Bugs fixed on Forest/Spider Arena
- Spider Eggs no longer being carried through to other arena's
- Changed some functions in killspree's that will reduce occurances of displays such as Neutral killsprees
- Nightcrawler's Envenomed Claws poison slow increased to 60% (from 40%)
- Archmonde's Hell Frenzy duration reduced to 6 seconds (from 10)
- Puck's Dream Coil now deals 4 + 60% of missing hit points on break (from 15 flat)
- Puck's Dream Coil now drains 2 mana per second if enemies are standing within the Coil
- Puck's Dream Coil effect has been changed, and break time is much more responsive
- Starfall can now be channeled up to 10 seconds (from 6)
- Pit Lord now has an ability called "Grave Uprising" causing untargetable graves to form in a circle at a target location. No units can pass through these graves for 5 seconds
- Pit Lord's Firestorm damage reduced to 4 (from 6) and dps duration to 6 (from 8)
- Ballista's 'Fire!' ability channel time reduced to 1.2s (from 1.5)
- Furion's Treant's damage reduced to 3-4 (from 4-5) and Elder Treant's damage to 4-5 (from 6-7)
- Medusa's attack speed decreased by approx. 20% and Forked Lightning area reduced drastically
- Dryad's attack damage reduced by 1 point, attack speed increased by approx. 25%
- Dryad's slow poison on attack now slows for 80% (from 60%)
- Dryad's Bush Trap remade, now after cast automatically reveals and deals 6 damage per second in blasts in a 200 aoe (no longer stuns), this trap can sustain up to 3 hits, cooldown reduced to 0.8 seconds and traps last 4 seconds after being revealed
- Improved Naga Myrmidon's Sprint and Bash buff visuals
- Marine's Reload ability now has a reduced cast time of 0.4 seconds (from 1s)
- Warden's Shadow Strike damage reduced to 2 initially (from 6) and 1 per half second (from 3)
- Warden's Movement Speed reduced to 200 (from 240). Blinking towards an enemy increases movement speed by 120 for 1.5 seconds
- Warden's Aid now additionally grants 1 bonus damage every 2.5 seconds (max: 10), losing 2 damage per attack
- Warden's Aid now additionally grants a 2% chance to crit for 2x but if the enemy has the Shadow Strikes debuff, this damage is amplified by 10x.
- Gyrocopter's attack speed reduced by approx. 30%
- Gyrocopter now has an ability called Cluster Rockets which deals damage to all nearby enemies for 4 seconds (deals 2 dmg, 3 times per second; cd: 6.5s)
- BloodFiend's Storm Bolt now deals 4 damage (from 9) and stuns for 0.5 second (from 1.5) but has a 1.2 second cooldown (from 3s)
- Swordsman has a new ability which allows him to charge at a target, increasing movement speed by 100 points, but silencing and reducing damage by 50% for the duration. Charge lasts 1.5 seconds and the unit is forced towards the selected target
- Fixed a bug with Trolls Vampiric Claws healing on an earlier level than it should have
- Teleporting blast can now be cast on its current position instead of the minimum distance it had before
- Fixed a bug causing Hydralisk's Poison Flare to deal twice as much damage as it should
- Fixed alot of units attack animations and speeds
- Changed alot of Hotkeys to [Q][W][E][R]
- Medusa's Forked Lightning and Vampire's Undying Rage no longer cast if silenced or doomed
- Tiny's passive remade to Rocky Exterior, enemies will have a 70% chance to be stunned before attacking the Stone Giant. Causing damage and stun to be dealt depending on the distance from him. Closer enemies receive more damage (2-4) and further enemies are stunned for longer (0.5-3)
- Grom Hellscream's Beserker's Call now reduces heal effectiveness by 20% per cast, this is gradually regained if the ability is not cast for 6 seconds
- Butcher's Meat Hook, no longer hooks Buildings, Magic Immune or Dummy units
- Butcher's Abilities now have new hotkeys, and better Icon's to allow for smoother and easier play, hand placement and it is now easier to see if Rot is enabled or Disabled; Exhume Corpses now has a passive icon
- Fixed a bug if initially spawned the Child, that a Burning Wildkin would not be spawned
- Added an option to select the time between arena's
- Changed Cinematic to spawn random units that will fight
- Fixed some bugs with the scoreboard
- Added more Spiders Nests and Tree's to the Spider/Forest Arena
- Added Basic AI with multiple ability casts which mainly trigger on attack, but many are activated situationally, not all enemies are completely functional with AI, this will be improved in future versions



-Fixed carrying of spiders eggs
-Spiders no longer give gold on death
-Spider Eggs can now be targeted by spells and magic damage, and every instance of damage taken spawns a spider accordingly (the same method as with attacks previously)
-Spiders move about 25% slower (all types)
-Ghoul and Grizzly Bear added to the list of disablable superpowered units
-Pitlord's Graves abilities no longer have the same ID and proc each other incorrectly
-Pitlord's Grave's no longer die on lava/ice spamming mass units for the player
-Fixed some bugs with Stone Gian'ts Rocky Exterior, chance reduced to 60% (from 70%)
-Nerubian Weaver's Germinate attack now deals the correct amount of damage
-Fixed a bug causing killed enemies by the innocent to still gain the buff and visual
-Starcaller's Starfall now deals 4.5 damage (from 3.5) and requires only 8 mana (from 10) with an increased mana regeneration rate of 1.2 (from 0.8)
-Jugganaut's Bladestorm damage reduced to 2.5 (from 4) but now increases by 20% per enemy hit per strike) until the spin ends
-Medusa's attack speed reduced by approximately 15%
-Fixed a bug causing Puck's Dream Coil not to show the break range correctly to enemies
-Fixed a bug causing Dark Ranger's Silence now prevents melee attacks (from 80% miss chance on both melee and ranged enemies). This still causes ranged attacks to have an 80% miss chance
-Dark Ranger now has faster cast and attack animations
-Dark Ranger's Deadly Strike chance reduced to 12% (from 15%)
-Dark Ranger's general speed and effectiveness increased
-The child takes slightly more damage from magic attacks and spells
-Archimonde's Hell Frenzy now only lasts 4 seconds (from 10) but has a reduced cooldown of 10 seconds (from 25)
-Fixed a bug causing players to be able to view all the arenas at the beginning in the first arena
-Fixed the Raider and Medivh having the wrong soundset
-More abilities have been set to Q/W/E/R
-AI now evades Dryad's Bushes more effectively.




-Fixed incorrect hotkeys: (Faerie Dragon, Bane, Rock Golem, Lightning Rev, Sorcerress, Alchemist, Earthshaker etc)
-Fixed furions skills having the same ID's
-Starcaller can correctly cast her ability now
-Crypt Lord base damage reduced (by 2)
-Phantom Shade can now see invisible units
-Vengeful Spirit now has Howl of Terror: deals 4 damage and reduces affected targets damage by 40% and armor by 10 in a line for 4 seconds

-Players do not spawn outside of arena on Forest Arena



-Many units now do not attack air
-Sorceress damage reduced from 3-4 to 1-1
-Sorceress attack speed increased by approx. 175%
-Attacks against hexed targets by the Sorceress deal 4 bonus magic damage
-Kael's hotkeys are set to Q/W from F/G
-Dryad's Bush Trap hotkey changed to W from T
-Shade's Phantom Change hotkey changed to W from C
-Lots of animation changes
-Fixed the bug with the multiple starting units
-Changed spawning area for forest arena
-Gyrocopter is no longer mechanical and can be targeted by most spells
-Phantom Shade is no longer damaged by lava/ice
-Child no longer takes damage from lava/ice
-Riki can now hit within his cloud
-Faerie Dragon's (Puck) Dream Coil now breaks slightly shorter (break range reduced to 380 from 400)
Jakiro abilities remake:
-Now has passive "Liquid Fire" which causes attacks to deal a burning dps on enemies (2 damage per second over 4 seconds) does not stack.
-Dual Breath's first cone (fire) applies the Liquid Fire buff to all affected targets. The second cone (frost) slows hit enemies movement speed by 60% for 3 seconds. Both cones have their damage reduced (from 8 to 6)
-Now has a new active ability "Frost Wall" (W) which creates a wall of ice, freezing any enemies that run into it





-Bounty Hunter's Shuriken no longer hits Faerie Dragon (Puck) in her phase shift.
-Nightcrawler no longer has passive regeneration (3.25 -> 0) but now regenerates 4 hit points per second while invisible in Fade.
-Fixed Earthshaker's Fissure to no longer be walk-throughable in some instances
-Earthshaker now has a new passive ability "Pulverize": casts stun nearby enemies and deal 4 damage
-Changes to Earthshaker's Fissure ability, after killing an enemy, the next Fissure will contain magma chunks which do a burning 3 aoe damage to any enemy touching the magma wall
-Small changes to Skeleton Archer
-Fixed a bug with Furion's cast ID's
-Fixed a bug with the Furion AI bot
-Fixed a bug with Pitlord's cast ID's
-Pitlord's Grave's formation looks a little better
-Lich Hotkeys changed to Q/R from R/C
-Medusa damage reduced to 2-2 (from 3-4)
-Medusa Forked Lightning damage reduced to 4 (from 6)
-Medusa attack speed increased by approx. 40%
-Doom now has a new ability "Scorched Earth", which creates a flaming circle around him and two outter circles with smaller gaps, when an enemy runs over these flames they take 4 damage for each second
-Furion's Sprout tree area abit wider, allowing more units to be trapped within and more circular look
-Paladin's bash changed, no longer 12% chance. Instantly mini-stuns targets on attack, 1.5 second cd
-Paladin now has a slowing passive aura, units near him have 40% reduced movement speed (200 aoe)
-Satyr Hellcaller no longer has original purge.
-Satyr Hellcaller now has ability "Purged Direction": creates 2 walls along side target location for 6 seconds
-Satyr Hellcaller now has ability "Soul Nullification": channels a glowing orb for 2 seconds, then fires in a line dealing 20 damage
-Gyrocopter and Seagul now have 10 hit points (from 20)
-Dreadlord now has 3 additional items: Boots of Speed (90 ms), Potion of Healing (Full heal, one usage), Structure Slicer (Deal double damage against buildings)
-Dreadlord can now no longer be given a second lifesteal item
-Hydralisk's Poison Flare now deals 3 damage per second over 7 seconds, but does not kill enemies. (from 12 flat burst damage)
-Renamed to "Inflicted Random Arena"
-Many other small changes.



Lich's Frost Armor hotkey changed to W
Deceptionist's Mirror Image hotkey changed to Q
Admiral's Torrent hotkey changed to Q
Scarab's Locust damage reduced to 2-3 (from 4-5) but attack speed increased by 25%
Scarab's Locust Swarm area increased to 1000 aoe (from 450)
Scarab's Locust Swarm now creates 20 locusts (from 10)
Scarab's Carrion Swarm now no longer deals 12 flat damage but deals 3 damage per second over 6 seconds. Locusts that attack affected enemies will deal 3 bonus damage
Admiral's Torrent now knocks them up and they fall down much quicker, damage reduced to 15 (from 16)
Necrolyte Death Pulse range decreased to 475 (from 550)
Necrolyte Death Pulse heal on cast reduced to 2 (from 4)
Necrolyte Sadist ability remake, no longer heals 80% of missing hit points on kill. Kills now heal 35% of killed enemies maximum hit points and cause the next Death Pulse to move slower but deal 50% additional damage. (9 dmg)
Fixed a bug causing units to spawn on/in walls on one of the arenas
Dryad's Bush Trap no longer targetable for attacks or spells
Nightcrawler's Envenomed Claws now reduces movement speed by 60% (from 40%)
Nightcrawler's damage reduced to 3-4 (from 6-7) but attack speed increased by 120%
Gnoll Warden's Lightning Shield duration increased to 14 (from 12) and damage area of effect increased slightly to 180 (from 160)
Vampire's damage reduced to 2-3 (from 5-7) and attack speed increased by approx. 50%
Banshee damage reduced to 1-2 (from 4-5) and attack speed increased by approx. 200%
Fixed a huge bug on Banshee's Possess not casting or causing duplicate units
Fixed a bug causing Banshee's Banishment not to work
Wisp Hotkeys changed to Q/W
Increased casting speed of Magnataur
Siege Engine's Cluster Rockets now deal 3.5 damage per rocket (from 4.5)
Stone Giant (Tiny) Avalanche Duration decreased slightly (from 2 to 1.5)
Stone Giant's Rocky Exterior chance reduced to 40% (from 60%)
Huntress damage reduced to 2-3 (from 5-6) and attack speed increased by 50% (to approx. 3.5 attacks per second)
Huntress's Moon Gliave now heals 1 hit point per enemy hit, this affect proc's on every bounce
Troll Beserker's "Troll's Fury" now deals 1.2 damage per 2 missing hit points (from 1.5 per 2)
Troll Headhunter's attack speed increased by approx. 90%
Flame Lord and his Flame Minions take double damage when walking on icy terrain in the ice/frost arena
Fixed a bug causing Satyr Hellcaller's Soul Nullification to not hit enemies standing directly infront of him
Cannon Tower when in 'Upgraded Cannon Tower' form has the ability to repair all missing hit points, requires 8 second channel time while being unable to attack
Kael's Flame Strike casting time reduced by about 50%
Chimaera now regenerates hit points
Acolyte attacks properly
Fixed a bug causing Earthshaker's Fissure to create a magma line when it shouldn't have
Added Beachfront arena, contains no obstacles, when in shallow water movement speed is reduced by 20% but regenerates 20% of maximum mana per second in additional regen
Added Water and Ice arena, small arena with many patches of water, good for skill shots and jumps
Remade the kill display system. Now displays killing sprees in the same line as the awarding of kills (multikills are however on a seperate line)
Additionally the display kill type is randomized, eg: one kill might say "Player 1 slaughtered Player 2" and the next may say "Player 2 has decimated Player 1"
Killing sprees are displayed like this now, for example: "Player 1 has killed Player 2 and is on a Killing Spree!"
Added unique kill type displays, currently only features Firelord who mentions that he icinerates and melts his opposition
Lots of smaller internal organization



Now includes Team Deathmatch! Fight with other players in teams of 2, 3, 4 or 5! Game continues till a team kill total is reached, same default spawn layout and gameplay except with allied players. AI completely compatible with this mode.


Naga M's Naga Bash armor reduction buff fixed
Zeus's Lightning bolt deals 6 damage (from 8) but has a greater reduced cd of 2.5s (from 6)
Zeus's Mana regeneration increased to 2.5 (from 1.5)
Zeus' Thundergod’s Wrath cooldown reduced to 15s (from 25)
Necromancer attack speed increased by approx. 50%
Troll Beserker attack damage reduced to 2-3 (from 4-5)
Beastmaster's Stampede now creates 12 beasts per second (from 8) stilll dealing 4 damage each
Pit Lord's Firestorm no longer hurts himself
Cannon Tower can no longer attack while repairing
Fixed a bug where the Satyr Hellcaller's Soul Nullification was spawning under him instead of infront of him
Fixed a bug where the Satyr Hellcaller's Soul Nullification could hit units and not damage them, it now deals damage and hits all targets properly
Satyr Hellcaller's Soul Nullification can now only be cast to the maximum range (instead of global cast distance) and shall run to an appropriate range before casting
Satyr Hellcaller's Unholy Aura range reduced to 275 (still slows by 75%)
Stone Giant's Toss has been fixed, this now properly throws the random nearby target to the position instead of just knocking them up.
Stone Giant's Toss range has been increased to 1200 and now all units and the landing position have their movement speed reduced by 60% for 3 seconds
Rifleman's Snipe hotkey changed to Q
Speed Archer's Speed Drain hotkey changed to Q
Faceless Void's Step Through hotkey change to Q
Priestess of the Moon's Elune's Arrow damage now depends on distance traveled. Dealing between 3-21 depending on the distance (from a flat 12)
Priestess of the Moon's Elune's Arrow now causes attacks against stunned enemies by the arrow to deal 3 additional magic damage
Priestess of the Moon's Leap now increases her attack speed by 90% for 2.5 seconds (from 35%)
Archmage's Water Elementals can now walk across icy terrain without taking damage or being slowed
Fixed a bug where Siege Engine's Cluster Rockets were doing no damage
Siege Engine's Cluster Rockets now only release 14 rockets (from 20) but still deal 3.5 damage per rocket and stun for 0.5 seconds each
Fixed a bug causing Necrolyte's Death Pulse to not be upgraded if he was on full hit points
Necrolyte's Death Pulse now increases its range by 150 points for the one cast of the Sadist Passive (625 aoe from 475)
Faerie Dragon's (Puck) Phase Shift now creates two of the same effect in a nearby location to attempt to confuse enemies, lasts for 2 seconds
Fixed Wisp's Revert Damage not functioning properly
Added new hero: Tormented Soul
. Light Expulsion - Releases many orbs of light around him at random locations over 2 seconds. Contact by any of these orbs with enemies will each release a blast of lightning dealing 4 damage. (Cooldown 4 seconds)
Added new hero: Ancient Protector
. Overgrowth - Releases roots from the earth below holding nearby enemies in place and dealing 8 damage over 4 seconds. (Cooldown 10 seconds)

Need ideas for Keeper of the Grove hero, creating some sort of tree creation blast but need ideas on if it should damage/heal and what the second ability should be. Considering another tree circle forming around him or something to that effect

Fixed bugs with scoreboard
Some bug fixes and improvements to AI, especially the bugs where the AI couldn't handle new heros

Beach Arena now contains "kindof beach-like" trees.
Beach Arena now slows attack speed by 40% and does no longer slow movement speed.

Creates set spawn points on some arenas to prevent spawning on immovable or damaging locations (lava, ice, rectangular, forest/spider, ice+water final)

Added more unique killtype displays:
Bounty Hunter (slice, cut down, cut in half, shred)
Butcher/Pudge/Abomination (mutated, defiled, hooked)
Centaur (stomped)
Earthshaker/Tauren (slammed, crushed)
Panda (endangered, extincted, offered his last round to)
Riki/Stealth Assassin (assassinated)
Satyr Hellcaller (purged)
Wisp (relocated)
Zeus (zapped, electrocuted)

Unique sound events on multikills




Players can now no longer select Team Deathmatch if there aren't a balanced amount of players. (Cannot have: Less than 4; 5, 7 or 11 players)
Fixed a bug causing Medusa's Forked Lightning to give her mana for her shield
Demon Hunter's Evasion (33%) now increases to 100% for 2 seconds when he kills an enemy
Night Watcher (Templar Assassin) Base damage decreased to 3-4 from 12-13
Night Watcher's Shadowmeld remade: every 10 seconds a circle will form around her. While she remains within this circle, her movement speed is doubled and her first attack will instantly kill the attacked target. If she leaves the circle or attacks an enemy, she will lose this effect for 10 seconds. She still has the default effects of shadowmeld, allowing her to become invisible while standing still, fade time remains one second. Changed some visuals
Night Watcher's Shadowmeld now has a secondary ability displaying the cooldown of the Shadowmeld damage proc being added
Lich King can now walk over frozen terrain without being affected
Lich King now has a unique kill text display (frozen, chilled)
Rock Golem damage reduced to 6-7 (from 14-16)
Rock Golem's Hardened Shell now has another active effect. Every instance of damage taken increases his next attack by 2 points (stacks with no limit). Damage is lost after one attack. This effect works on Ghost Golems, on death stacks are not lost and Ghost Golem attacks do not reduce the damage but deal the bonus.
Archmage's Summon Water Elemental Hotkey changed to Q
Fixed Bristleback's Viscous Nasal Goo buff
Dreadlord's items no longer show item sell prices
Fixed a bug where Necrolyte's Death Pulse was not gaining a range increase when Sadist activated
Silencer can has no affect from walking over any of the different terrain types
Structures are no longer affected by different terrain types
Fixed some incorrect soundsets

Changes in Team DeathMatch mode:
Beastmasters Stampede no longer hurts allies
Lich King's Frost Nova no longer hurts allies
Nightcrawler's Envenomed Claws area damage no longer hurts allies
Fire Lord's Volcano no longer hurts allies
Doom Guard's Doom can no longer target allies (can still target self)
Doom Guard's Scorched Earth no longer hurts allies
Rifleman's Snipe can no longer target allies
Tidehunter's Gush can no longer target allies
Tidehunter's Ravage no longer damages or knocks up/stuns allies
Skeleton Archer's Tainting of the Bones effect no longer applies on allies
Dark Ranger's Frost Arrows can no longer be cast on allies, allowing for her to unfairly attack allied units
Dark Ranger's Silence no longer affects allies
Troll Headhunter's Searing Arrows can no longer be cast on allies, allowing for attacking allied units
Bounty Hunter's Boomerang no longer hurts allies
Bristleback's Viscous Nasal Goo can no longer target allies
Alchemist's Transmute can no longer be cast on allies
Ballista's Fire! no longer hurts allies
Crypt Lord's Impale no longer hurts allies
Scorpion's Impale Strike no longer hurts allies (in need of a rework)
Demon Witch's Impale no longer hurts allies
Demon Witch's Finger of Death no longer hurts allies or himself
Succubus's Howling Scream no longer hurts allies
Succubus's Blink no longer hurts allies
Necrolyte's Death Pulse no longer hurts allies
Stealth Assassin's Smoke Screen no longer affects allies
Ogre Magi's Firebolt can no longer target allies
Spirit Breaker's Charge of Darkness can no longer target allies, allowing for attacking allied units
Stone Giant's Avalanche no longer hurts or stuns allies
Demon Hunter's Permanent Immolation no longer hurts allies
Earthshaker's Lava Fissure no longer hurts allies
Child/Wildkin's Permanent Immolation no longer hurts allies
Treant Ancient's Overgrowth no longer hurts or entangles allies
Wisp's Teleporting Blast no longer kills allies
Zeus's Lightning Bolt can no longer target allies
Zeus's Thundergod's Wrath no longer targets allies
Acolyte's Debirth can no longer be cast on allies, may still cast on self
Starcaller's Starfall no longer targets allies
Lightning Revenant's Enraged Lightning can no longer target allies
Warlock's Death Touch can no longer cast on allies
Warlock's Summon Inferno initial crash no longer damages or stuns allies
Bloodfiend's Stormbolt can no longer be cast on allies
Priest's Demobilise can no longer be cast on allies
Priest's unHealing Wave can no longer target allies and does not bounce to allies
Speedy Archer's Speed Drain can no longer be cast on allies
Sorceress's Hex can no longer be cast on allies
Silencer's Global Silence no longer affects allies
Jugganaut's Bladespin no longer hurts allies
Bane Elemental's Sleep can no longer be cast on allies
Banshee can no longer possess allies
Far Seer's Chain Lightning can no longer be cast on, and no longer bounces to allies
Faerie Dragon's (Puck) Dream Coil no longer affects allies

Butcher's Black Hook is still able to hook allies, but no longer deals damage to allies if hooked
Butcher's Rot no longer hurts allies, but still hurts himself
Priestess of the Moon's Leap increases nearby allies movement and attack speed as well as her own on activation

Most frost abilities and effects now slow attack speed by 50% (from default 25%)
10th Arena created; unholy theme with regions containing pentagrams which hex units that walk over it
Fixed a bug on the Beach and Icicle (Small Ice/Water) Stage where if you ran near the edge it would pull you to the center
Arenas (except the first) now have a randomized order



Main noticable changes in the previous versions:
Stone Giant
Priestess of the Moon
Tormented Soul
Ancient Protector
Kill displays and killing spree display
Sounds on multikills
Team Deathmatch mode

Main noticable changes in the current version:
Night Watcher (Templar Assassin)
Rock Golem
New arenas
Arenas randomized order
Bug fixes

Sorry fixed that bug where Player 1 could not attack Player 2.

Looking for suggestions for other hero's or modes. Appreciate all testing, and credit shall be given.

Keywords:
Mini-game, Minigame, Random, Arena, Inflicted, Inflicted Random Arena, Madness, Slaughter, Awesomeness
Contents

Inflicted Random Arena 2.3.3 (Map)

Reviews
16:00, 3rd Apr 2013 Orcnet: map approved
Level 3
Joined
Mar 3, 2012
Messages
73
Add some kind of blocker in the beach arena (some player run to corner and got teleported to middle because of "you cant leave the arena"), i recommend tree (and also maybe some doodads because the arena seems too empty)
and IMO the shallow water shouldnt slow but give some chance of miss
make units dont auto attack the spider egg (especially annoying if you got cannon tower near spider egg)
Cannon tower can attack while repairing
Pit Lord can suicide with its own meteor rain
Invis unit can pass pit lord trap
also few death message suggestion:
Pudge: hooked
unit with thunder: zapped
 
Level 4
Joined
Dec 14, 2011
Messages
61
ta! many thanks for the feedback, will get working at that right away.

Add some kind of blocker in the beach arena (some player run to corner and got teleported to middle because of "you cant leave the arena"), i recommend tree (and also maybe some doodads because the arena seems too empty)
Done, trees added. Thanks

and IMO the shallow water shouldnt slow but give some chance of miss
Changed, not entirely sure how to add dodge chance without making unneccessary lag or complex systems. So instead, I've removed the movement slow and added a 40% attack speed slow. In effect that will kindof have a similar end result.

make units dont auto attack the spider egg (especially annoying if you got cannon tower near spider egg)
Many players have complained about this, I will shorten the default autoattack range. And for the next version spawns in that arena are more controlled and you should not spawn next to an egg.

Cannon tower can attack while repairing
Fixed, now can be cancelled easilier; only attacks when not repairing and functions properly. Looking for more ideas for the Cannon Tower

Pit Lord can suicide with its own meteor rain
No longer hurts himself, only hurts enemies

Invis unit can pass pit lord trap
Invisible units generally walk through units, not entirely sure this can be avoided

also few death message suggestion:
Pudge: hooked
unit with thunder: zapped
Added, if you have any more ideas. Don't hesitate to mention.



Many thanks to everyone who gave ideas and suggestions, I will add you guys into some sort of display at the end of the game.
 
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Level 4
Joined
Dec 14, 2011
Messages
61
Version 2.2 completed: http://www.hiveworkshop.com/forums/...8ae67cb430f39108cee9c4f43&dateline=1370295129

Changelog:


Now includes Team Deathmatch! Fight with other players in teams of 2, 3, 4 or 5! Game continues till a team kill total is reached, same default spawn layout and gameplay except with allied players. AI completely compatible with this mode.


Naga M's Naga Bash armor reduction buff fixed
Zeus's Lightning bolt deals 6 damage (from 8) but has a greater reduced cd of 2.5s (from 6)
Zeus's Mana regeneration increased to 2.5 (from 1.5)
Zeus' Thundergod’s Wrath cooldown reduced to 15s (from 25)
Necromancer attack speed increased by approx. 50%
Troll Beserker attack damage reduced to 2-3 (from 4-5)
Beastmaster's Stampede now creates 12 beasts per second (from 8) stilll dealing 4 damage each
Pit Lord's Firestorm no longer hurts himself
Cannon Tower can no longer attack while repairing
Fixed a bug where the Satyr Hellcaller's Soul Nullification was spawning under him instead of infront of him
Fixed a bug where the Satyr Hellcaller's Soul Nullification could hit units and not damage them, it now deals damage and hits all targets properly
Satyr Hellcaller's Soul Nullification can now only be cast to the maximum range (instead of global cast distance) and shall run to an appropriate range before casting
Satyr Hellcaller's Unholy Aura range reduced to 275 (still slows by 75%)
Stone Giant's Toss has been fixed, this now properly throws the random nearby target to the position instead of just knocking them up.
Stone Giant's Toss range has been increased to 1200 and now all units and the landing position have their movement speed reduced by 60% for 3 seconds
Rifleman's Snipe hotkey changed to Q
Speed Archer's Speed Drain hotkey changed to Q
Faceless Void's Step Through hotkey change to Q
Priestess of the Moon's Elune's Arrow damage now depends on distance traveled. Dealing between 3-21 depending on the distance (from a flat 12)
Priestess of the Moon's Elune's Arrow now causes attacks against stunned enemies by the arrow to deal 3 additional magic damage
Priestess of the Moon's Leap now increases her attack speed by 90% for 2.5 seconds (from 35%)
Archmage's Water Elementals can now walk across icy terrain without taking damage or being slowed
Fixed a bug where Siege Engine's Cluster Rockets were doing no damage
Siege Engine's Cluster Rockets now only release 14 rockets (from 20) but still deal 3.5 damage per rocket and stun for 0.5 seconds each
Fixed a bug causing Necrolyte's Death Pulse to not be upgraded if he was on full hit points
Necrolyte's Death Pulse now increases its range by 150 points for the one cast of the Sadist Passive (625 aoe from 475)
Faerie Dragon's (Puck) Phase Shift now creates two of the same effect in a nearby location to attempt to confuse enemies, lasts for 2 seconds
Fixed Wisp's Revert Damage not functioning properly
Added new hero: Tormented Soul
. Light Expulsion - Releases many orbs of light around him at random locations over 2 seconds. Contact by any of these orbs with enemies will each release a blast of lightning dealing 4 damage. (Cooldown 4 seconds)
Added new hero: Ancient Protector
. Overgrowth - Releases roots from the earth below holding nearby enemies in place and dealing 8 damage over 4 seconds. (Cooldown 10 seconds)

Need ideas for Keeper of the Grove hero, creating some sort of tree creation blast but need ideas on if it should damage/heal and what the second ability should be. Considering another tree circle forming around him or something to that effect

Fixed bugs with scoreboard
Some bug fixes and improvements to AI, especially the bugs where the AI couldn't handle new heros

Beach Arena now contains "kindof beach-like" trees.
Beach Arena now slows attack speed by 40% and does no longer slow movement speed.

Creates set spawn points on some arenas to prevent spawning on immovable or damaging locations (lava, ice, rectangular, forest/spider, ice+water final)

Added more unique killtype displays:
Bounty Hunter (slice, cut down, cut in half, shred)
Butcher/Pudge/Abomination (mutated, defiled, hooked)
Centaur (stomped)
Earthshaker/Tauren (slammed, crushed)
Panda (endangered, extincted, offered his last round to)
Riki/Stealth Assassin (assassinated)
Satyr Hellcaller (purged)
Wisp (relocated)
Zeus (zapped, electrocuted)

Unique sound events on multikills
 
Level 4
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Dec 14, 2011
Messages
61
Huge new content and bug fix patch, with only a minor increase in size of 20kb!
Please give feedback on the new version when able, thanks to those who have currently given suggestions and brought bugs to my attention.

A small way to thank you all for your help, is that I have included your user names in the final display at the end of the game. Many thanks
 
Level 3
Joined
Mar 3, 2012
Messages
73
My friend ask for "Make the arena is randomized too (not cycled) but balanced"
Incase you dont understand:
Lets say We have 5 arenas, the 5 arenas are randomed
lets say arena 5 is first after randoming
and then arena 3 is chosen
and then arena 2
and then got arena 5 again, this is re-randomed because not all arenas have been played
after re random, this got 4
and since 1 is the only one that is not chosen, any other number is re randomed until 1 is selected
 
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Level 5
Joined
Jul 12, 2011
Messages
118
Unit suggestions :

1. The Magician
Damage : 3-5
Attack speed : 1.75s
HP : 10
Skill : Mind Read

Mind Read : Copies the target's skills. If there are other copied abilities when this skill is cast, the abilities are deleted. 15 sec. cd.

2. Nature Mutant
Damage : 2-4
Attack speed : 0.75s
HP : 15
Skills : Tree Tragedy, Venomous

Tree Tragedy : Plants a tree on target ground. If an enemy hero walks near the tree, The tree will break and spawn a Tree Mutant (same stats w/o Tree Tragedy, has Venomous). Planted trees have 3 sec. before becoming active. If Nature Mutant is killed, spawned Tree Mutants will also die. 9 sec. cd.

Venomous : Attacks slow target by 15% for 3 sec and deals 1 damage per sec.
 
Level 4
Joined
Dec 14, 2011
Messages
61
My friend ask for "Make the arena is randomized too (not cycled) but balanced"
Incase you dont understand:
Lets say We have 5 arenas, the 5 arenas are randomed
lets say arena 5 is first after randoming
and then arena 3 is chosen
and then arena 2
and then got arena 5 again, this is re-randomed because not all arenas have been played
after re random, this got 4
and since 1 is the only one that is not chosen, any other number is re randomed until 1 is selected

I understand what you mean, this is a good idea and I shall try implement it in the next version.


i've put it on makemehost to try it soon

Thanks, I asked to have it uploaded when I first released this version.

Unit suggestions :

1. The Magician
Damage : 3-5
Attack speed : 1.75s
HP : 10
Skill : Mind Read

Mind Read : Copies the target's skills. If there are other copied abilities when this skill is cast, the abilities are deleted. 15 sec. cd.

2. Nature Mutant
Damage : 2-4
Attack speed : 0.75s
HP : 15
Skills : Tree Tragedy, Venomous

Tree Tragedy : Plants a tree on target ground. If an enemy hero walks near the tree, The tree will break and spawn a Tree Mutant (same stats w/o Tree Tragedy, has Venomous). Planted trees have 3 sec. before becoming active. If Nature Mutant is killed, spawned Tree Mutants will also die. 9 sec. cd.

Venomous : Attacks slow target by 15% for 3 sec and deals 1 damage per sec.

Nice ideas, I am most probably going to use your second suggestion with the Keeper of the Grove model.

Will let you guys know how the progress of the next version is as soon as I have accomplished some decent progress.
 
Level 4
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Dec 14, 2011
Messages
61
Is the Rubick model file used in dota uploaded here on the site?

I'm considering remaking the Medivh hero, and allowing him to cast the spell steal ability while in Human Form but still gain the passives while in Crow.

Otherwise I will make a completely different hero using this model:
http://www.hiveworkshop.com/forums/models-530/scourgemage-149997/?prev=t=2&r=20&d=list&page=17

Any ideas?

Also, should I add hero glow onto the units that do not have it? Or would this be abit unnecessary?


EDIT:
Comment moved to bottom.
 
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Level 3
Joined
Mar 3, 2012
Messages
73
Chimaera Roost unit suggestion:
Train Wisp
This Wisp Will Repair your chimaera roost, also have dispel
Train time: 10s
Skill:
Repair:1 HP / 2 s

Train Aura Master
This unit will support your army with auras
Train time: 60s
Skill:
Devotion aura, +2 Armor
Battle aura, + 5% AS, + 10% MS
Thorn aura, 10% of received damage will be given back to melee attacker
(I dont know how far are ranges in warcraft so no suggestion for aura range)
 
Level 3
Joined
Mar 3, 2012
Messages
73
Tried TDM today, horrible
Many unit can use his spells to allies
Few example:
BeastMaster stampede
Lich king frost nova

Some more bugs
Silencer get slowed on ice(IMO there should be damage but no slow)
puck can be impaled in phase shift
Chimaera roost can be damaged by ice/lava (unfair since it cant move nor repair itself)
 
Level 1
Joined
Sep 18, 2012
Messages
7
Unit Suggestions

1. Peon
Attack Damage: 2-3
Attack Speed : 1
HP: 20
Skills : Build

Build: Build Burrow, Build Watch Tower

Burrow
Requires 3 seconds to build
Can load the peon in and can attack when peon is inside
Damage : 7-11
Attack Speed : 1.25
HP : 15
Skills: Load, Spiked Baricade

Load : Loads the peon inside the burrow
Spiked Baricade: Returns 100% of the damage taken to the attacker

Watch Tower
Requires 5 seconds to build
Damage : 1-2
Attack Speed : 0.75
HP : 25
Skills : True Sight : Reveals invisible units

2. Peasant
Attack Damage: 1-2
Attack Speed: 2
HP: 15
Skill: Arm

Arm: Turns the peasant into a militia needs 2 seconds to arm (Channeling). Last 10 Seconds. Cooldown 20

Militia
Attack Damage: 10-15
Attack Speed: 0.75
HP: 25
Skills: Unarm

Unarm turns the militia instantly into a peasant, takes 2 seconds to unarm, lowers arm cooldown by 5 seconds

And for puck, you should make it invulnerable when it's in phase shift
 
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Level 3
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Mar 3, 2012
Messages
73
Suggestion:
Catapult "Fire!" should be damaging allies (its pretty imba if it dont hit ally)
Tiny Toss can throw ally and damage it, but ally still immune if it is not the one thrown.
Archmage's Water elemental should get buff in water at beach arena
Increase some spell cooldown that can perma lock someone to death (sorceress hex, SK impale, etc)

Allow denying of allies, only by attack (and spell that can hurt allies ofc) when allies HP is equal or less than 15% (except spell, spell can hurt at any health point)

New Arena:
Sewer
Arenas with some corpses, etc, shallow water in the most part of the arena (green/blackish color if possible), and poison (slow MS and dps) when crossing the water, and parasite source got advantages here (immune to poison, get buff in the sewer water instead, etc)

Unit:
Gambler
Damage : Normal, 1-50
Armor: 0, Light Armor
Model: (No idea)
Skill:
Lucky Hit
The gambler have 10% chance to deal 4x critical (Capped at 50% by improved luck)
Lucky Evasion
The gambler have 5% chance to dodge incoming attack (capped at 25% by improved luck)
Improved Luck
When the gambler kills an unit, it will get a better luck. every 2 times he kills an unit, his Lucky Hit and dodge chance improved by 5%, and he also get a small stats (0.5 armor and 3 damage per 2 kill), Current kill: X/2
 
Level 4
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Dec 14, 2011
Messages
61
Thanks funAlways for your many suggestions, I have just finished a version.
Mainly focusing on the skills hurting allies and some small adjustments.

The next version shall be focused on fixing old units, creating or changing abilities for existing units and adding more units to the game.

At the moment my thoughts are that the Bandit Lord and Bear need to be changed or removed.

Many thanks for all the suggestions and I shall try implement them in the next version. What model do you suggest used for the Gambler?
 
Level 4
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Dec 14, 2011
Messages
61
Version 2.3 released: http://www.hiveworkshop.com/forums/...1af62906be46ebc3c909c5535&dateline=1371483933

Changelog:

Players can now no longer select Team Deathmatch if there aren't a balanced amount of players. (Cannot have: Less than 4; 5, 7 or 11 players)
Fixed a bug causing Medusa's Forked Lightning to give her mana for her shield
Demon Hunter's Evasion (33%) now increases to 100% for 2 seconds when he kills an enemy
Night Watcher (Templar Assassin) Base damage decreased to 3-4 from 12-13
Night Watcher's Shadowmeld remade: every 10 seconds a circle will form around her. While she remains within this circle, her movement speed is doubled and her first attack will instantly kill the attacked target. If she leaves the circle or attacks an enemy, she will lose this effect for 10 seconds. She still has the default effects of shadowmeld, allowing her to become invisible while standing still, fade time remains one second. Changed some visuals
Night Watcher's Shadowmeld now has a secondary ability displaying the cooldown of the Shadowmeld damage proc being added
Lich King can now walk over frozen terrain without being affected
Lich King now has a unique kill text display (frozen, chilled)
Rock Golem damage reduced to 6-7 (from 14-16)
Rock Golem's Hardened Shell now has another active effect. Every instance of damage taken increases his next attack by 2 points (stacks with no limit). Damage is lost after one attack. This effect works on Ghost Golems, on death stacks are not lost and Ghost Golem attacks do not reduce the damage but deal the bonus.
Archmage's Summon Water Elemental Hotkey changed to Q
Fixed Bristleback's Viscous Nasal Goo buff
Dreadlord's items no longer show item sell prices
Fixed a bug where Necrolyte's Death Pulse was not gaining a range increase when Sadist activated
Silencer can has no affect from walking over any of the different terrain types
Structures are no longer affected by different terrain types
Fixed some incorrect soundsets

Changes in Team DeathMatch mode:
Beastmasters Stampede no longer hurts allies
Lich King's Frost Nova no longer hurts allies
Nightcrawler's Envenomed Claws area damage no longer hurts allies
Fire Lord's Volcano no longer hurts allies
Doom Guard's Doom can no longer target allies (can still target self)
Doom Guard's Scorched Earth no longer hurts allies
Rifleman's Snipe can no longer target allies
Tidehunter's Gush can no longer target allies
Tidehunter's Ravage no longer damages or knocks up/stuns allies
Skeleton Archer's Tainting of the Bones effect no longer applies on allies
Dark Ranger's Frost Arrows can no longer be cast on allies, allowing for her to unfairly attack allied units
Dark Ranger's Silence no longer affects allies
Troll Headhunter's Searing Arrows can no longer be cast on allies, allowing for attacking allied units
Bounty Hunter's Boomerang no longer hurts allies
Bristleback's Viscous Nasal Goo can no longer target allies
Alchemist's Transmute can no longer be cast on allies
Ballista's Fire! no longer hurts allies
Crypt Lord's Impale no longer hurts allies
Scorpion's Impale Strike no longer hurts allies (in need of a rework)
Demon Witch's Impale no longer hurts allies
Demon Witch's Finger of Death no longer hurts allies or himself
Succubus's Howling Scream no longer hurts allies
Succubus's Blink no longer hurts allies
Necrolyte's Death Pulse no longer hurts allies
Stealth Assassin's Smoke Screen no longer affects allies
Ogre Magi's Firebolt can no longer target allies
Spirit Breaker's Charge of Darkness can no longer target allies, allowing for attacking allied units
Stone Giant's Avalanche no longer hurts or stuns allies
Demon Hunter's Permanent Immolation no longer hurts allies
Earthshaker's Lava Fissure no longer hurts allies
Child/Wildkin's Permanent Immolation no longer hurts allies
Treant Ancient's Overgrowth no longer hurts or entangles allies
Wisp's Teleporting Blast no longer kills allies
Zeus's Lightning Bolt can no longer target allies
Zeus's Thundergod's Wrath no longer targets allies
Acolyte's Debirth can no longer be cast on allies, may still cast on self
Starcaller's Starfall no longer targets allies
Lightning Revenant's Enraged Lightning can no longer target allies
Warlock's Death Touch can no longer cast on allies
Warlock's Summon Inferno initial crash no longer damages or stuns allies
Bloodfiend's Stormbolt can no longer be cast on allies
Priest's Demobilise can no longer be cast on allies
Priest's unHealing Wave can no longer target allies and does not bounce to allies
Speedy Archer's Speed Drain can no longer be cast on allies
Sorceress's Hex can no longer be cast on allies
Silencer's Global Silence no longer affects allies
Jugganaut's Bladespin no longer hurts allies
Bane Elemental's Sleep can no longer be cast on allies
Banshee can no longer possess allies
Far Seer's Chain Lightning can no longer be cast on, and no longer bounces to allies
Faerie Dragon's (Puck) Dream Coil no longer affects allies

Butcher's Black Hook is still able to hook allies, but no longer deals damage to allies if hooked
Butcher's Rot no longer hurts allies, but still hurts himself
Priestess of the Moon's Leap increases nearby allies movement and attack speed as well as her own on activation

Most frost abilities and effects now slow attack speed by 50% (from default 25%)
10th Arena created; unholy theme with regions containing pentagrams which hex units that walk over it
Fixed a bug on the Beach and Icicle (Small Ice/Water) Stage where if you ran near the edge it would pull you to the center
Arenas (except the first) now have a randomized order


Magnataur Warrior's Slam still stuns allies on both slams
Tiny's Toss slows and damages allies
Centaur's Hoof Stomp affects allies
Naga Myrmidon's Slam affects allies

Vengeful Spirit's Magic Missle hits allies
Medivh's Firebolt hits allies
Seagul's castable Seaugul attack hits allies
Necromancer's skills (Cripple and Purge) can be cast on allies
 
Level 3
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Mar 3, 2012
Messages
73
As for model, im not good with it nor find anything that fit with the theme of gambling
projectile model problably coin
For bear, perhaps make it to use the war3 Devour instead? ( Devour for 5s or something,if success, bear will get additionnal Max HP and fully healed)
Bandit lord, i dont know which unit is it, problably i rarely get it
Also, satyr spell (the one that shoot lightning orb thingy) still continue even when the satyr is stunned/killed last time i tried it
 
Level 3
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Mar 3, 2012
Messages
73
Moar report
i was playing with 2 people, im red and he is blue, selected FFA, kills, time, and when the game start, it bugs
For me, blue is an ally and therefore i cant hit him, meanwhile for him, i am enemy and i can be hit without able to fight back (tested 2 time, 90 and 10 kills, same result)
Raider can ensnare his ally
Raider cant hit his ally, but the trigger for lifesteal can, and therefore ally still got damaged (this also allow raider to spam Attack and got free lifesteal to enemy without even hitting the enemy)
 
Level 1
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Sep 18, 2012
Messages
7
Suggestion
Bandit Lord
Damage Change To 5-7
Skills : Charge
Charge : Charges towards the target (ground not unit) Dealing 10 + 50% enemy missing HP
Range : 700
Cooldown : 5
Charge rate : 1050 ms

And i found a bug in the new version that player 1 is allied to player 2 maybe it's due to the testing skills to an allied unit after. Maybe you haven't changed it
 
Level 4
Joined
Dec 14, 2011
Messages
61
As for model, im not good with it nor find anything that fit with the theme of gambling
projectile model problably coin
For bear, perhaps make it to use the war3 Devour instead? ( Devour for 5s or something,if success, bear will get additionnal Max HP and fully healed)
Bandit lord, i dont know which unit is it, problably i rarely get it
Also, satyr spell (the one that shoot lightning orb thingy) still continue even when the satyr is stunned/killed last time i tried it
Yeah, I'll keep looking for an appropriate model. The bear's current ability doesn't fit, contains many animation bugs. I originally had an idea of a sleep ability in which he can go to sleep and restore a % of his hp, gaining additional regeneration the longer he sleeps for. Devour is a decent idea, will the unit be freed if the bear is interupted? What do you think is an appropriate max hp increase? Something like 4 or 5?
I'll look at the Satyr, the ability is cast by a dummy unit that is why it is not affected by stuns. I will fix this.

I have been watching this for a while. Though hast made thy proud, with such a neat arena!
Thank you very much, glad to hear you are enjoying playing it.


Raider can ensnare his ally
Raider cant hit his ally, but the trigger for lifesteal can, and therefore ally still got damaged (this also allow raider to spam Attack and got free lifesteal to enemy without even hitting the enemy)
Okay, it's on the attack command and not on actual attack. I can fix this, thank you.

Suggestion
Bandit Lord
Damage Change To 5-7
Skills : Charge
Charge : Charges towards the target (ground not unit) Dealing 10 + 50% enemy missing HP
Range : 700
Cooldown : 5
Charge rate : 1050 ms
Perhaps, I was also considering something regarding somehow using the Bandit/Theives as kindof a swarm or something. But still gathering ideas on this one. Thanks

Moar report
i was playing with 2 people, im red and he is blue, selected FFA, kills, time, and when the game start, it bugs
For me, blue is an ally and therefore i cant hit him, meanwhile for him, i am enemy and i can be hit without able to fight back (tested 2 time, 90 and 10 kills, same result)

And i found a bug in the new version that player 1 is allied to player 2 maybe it's due to the testing skills to an allied unit after. Maybe you haven't changed it

Thanks, yes this was another silly mistake in which I was testing which skills work on allies and which don't. I will fix this and release a 2.3.2 version asap
 
Level 4
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Messages
61
Released 2.3.2 as a quick bug fix for that embarressing testing mistake.

This version additionally contains fixes for:
Vengeful Spirit's Magic Missle hits allies
Medivh's Firebolt hits allies
Seagul's castable Seaugul attack hits allies
Necromancer's skills (Cripple and Purge) can be cast on allies
Raider's Ensnare can be cast on allies

Sadly another mistake in 2.3.2, fixed in 2.3.3. Additionally contain these changes:

Chimaera Roost contains new units, therefore old units are being adjusted:
Quilbeast
build time reduced to 3 from 5
attack damage reduced to 1-2 from 2-3
hp reduced to 6 from 8

Wolf
build time reduced to 5 from 6
attack reduced to 2-4 from 4-6
hp reduced to 12 from 16
crit increased to 35% (from 25%) to deal 3x

Tauren Cheiftain
build time reduced to 12 from 14
attack reduced to 6-8 from 12-14
hp reduced to 18 from 30


Added 'Tiny Builder' who repairs the structure at no cost (has only 2 hp)
Added 'Kodo Beast' who contains many auras. Such as: Devotion (2), Endurance (10% a/s and m/s), Vampiric (20% - melee), Thorns (10%) - all auras have 600 range

The other units have been reduced accordingly to allow the Kodo Beast to not make them overly powerful.
Taurent Cheiftain, Tiny Builder and Kodo Beast will only be available after the Chimaera Roost has survived 20 seconds
I liked adding the Kodo Beast, as the aura's are applied on nearby allies too. Adding a potential for more lethal combinations in Team Deathmatch and more strategic play.
Thanks to funAlways for these ideas.
 
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Level 9
Joined
May 14, 2008
Messages
576
do not hesitate to delay the time where u upload the new changes (besides the bugs fixes) so u get new visibility on hive page :p

Also, i played 2.2 (the one on mmhost) and it was funnier than before, the arenas weren't killing u, new units etc...

The Butcher was a bit OP but he could be killed, btw at first kill i almost got 60 hp o_0

Could u make the black sheep attack to be avoidable ? (maybe not a good idea)


A super idea i just had : add 2 sec invulnerability and 2 sec silence on spells and attack everytime u get a new hero, 2 sec invul for towers and no attack too
Because i got many new units i couldn't read their abilities and got killed instantly by someone appearing with high dmg -_-'

Can u upgrade the dmg of the priestess spear or/and its speed ? (a little both)
Or reduce further more its cooldown

The banshee is awesome, it swaps control of units thats much better than just taking the other unit.

Really, this funny map with all those funny spells needs a BATTLE ROYALE mode !!
Shorts rounds everyone has a random unit with one life (maybe make the units pop not near eachother) so you must use its full abilities to steal kills or just survive. After 2 min or more some areas becomes plagued and then u need to go to the center and fight.

And in the end i saw my name, lol ty but you could make something funny to credit those you want (and yourself), just name one unit after the people who supported you ! We could even suggest a unit and this unit gets our name (just for fun in public games ^^) btw i didn't start to think of a unit yet, i'm waiting for the mode i claim for days :p
 
Level 4
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Dec 14, 2011
Messages
61
The Butcher was a bit OP but he could be killed, btw at first kill i almost got 60 hp o_0
I will look into this bug.

Could u make the black sheep attack to be avoidable ? (maybe not a good idea)
And in the end i saw my name, lol ty but you could make something funny to credit those you want (and yourself), just name one unit after the people who supported you ! We could even suggest a unit and this unit gets our name (just for fun in public games ^^) btw i didn't start to think of a unit yet, i'm waiting for the mode i claim for days :p
Possibly splash? lol, that was just a random idea by a player in the earlier phases of the game. His account name was "sheep5" so I named it after him, if there is a related name that kindof fits then I can do so. Until a few versions back the Rabbits were named "LunaVista's Bunny Rabbit", but I changed this back as it was too long. If there is a fitting situation, I can definately do this.

A super idea i just had : add 2 sec invulnerability and 2 sec silence on spells and attack everytime u get a new hero, 2 sec invul for towers and no attack too
Because i got many new units i couldn't read their abilities and got killed instantly by someone appearing with high dmg -_-'
Yes, this is possible.

Can u upgrade the dmg of the priestess spear or/and its speed ? (a little both)
Or reduce further more its cooldown
Will mess around with the numbers abit. The spear damage scales on the distance, heavily. So if you hit a shot from almost maximum range you can kill them instantly or stun them for 5 seconds, where as a shot from point blanc only deals 3 damage and ministuns for 0.5 seconds. I can adjust these figures or add another ability, I had ideas for possibly somehow implementing some sort of Starfall effect or attacking stunned units will deal bonus damage, like the Sorceress. Perhaps if the cooldown is reduced, will try change values in upcoming versions appropriately.

The banshee is awesome, it swaps control of units thats much better than just taking the other unit.
Yeah, I think I remade this skill about 4 times, due to the massive amount of bugs it was causing. But I found that instead of killing the unit, just switching them has fixed most of the problems. And still gives the other player a chance, and even an opportunity to switch back. The only issues I've seen so far are that some units which arent the hero unit can be possessed, causing double units and not respawning. However I am working on fixing this. And if you are playing with AI, the names of the bots are not changed when control is changed. Eg if a bot possessed another unit/player, it is still called Banshee Bot (X) until it dies.

Really, this funny map with all those funny spells needs a BATTLE ROYALE mode !!
Shorts rounds everyone has a random unit with one life (maybe make the units pop not near eachother) so you must use its full abilities to steal kills or just survive. After 2 min or more some areas becomes plagued and then u need to go to the center and fight.


Thanks, I am planning on adding more modes in the future.


EDIT:

Another comment on the naming of heros/units after Players, if you have an idea and have provided some form of feedback or support. When I came over this idea, I immediately created the seagul unit, based on my original local account name, however that unit still feels abit rushed and needs to be fixed, but yes it can be done. Drop me a PM or comment below with your idea, please keep it appropriate.
 
Level 9
Joined
May 14, 2008
Messages
576
ah ok about the priestess spear, didn't know that (didn't read)
Ah yeah about that, maybe you could add something like 1 death = -1 point and 1 kill = 2 points, it could be another mode.
Lol i'm saying that but I ALWAYS had the most deaths ingame (but almost always first too)
Last time i Had 80 deaths and one player had 35 xD i dunno how i do

i'll try to find a new unit idea,
 
Level 1
Joined
Sep 18, 2012
Messages
7
About the idea of the bandit lord i gave you, maybe you can use the skill to the knight model and for the bandit lord i have another idea

Knight
HP 30
Attack 5-7
Attack speed 0.75
SKills : Charge, Pierce
Charge : Change damage into 5 + 50% missing hp. Cooldown 5 sec. Charge rate change to 700
Pierce(Active) : For the next 2 seconds the knight will attack the enemy while charging, dealing 1.5x his attack damage the charge will also be twice as fast. Cooldown 13 Seconds

Bandit Lord
HP 20
Attack 5-6
Attack speed : 1.5
Skill : Summon Bandit, Bandit Lord
Summon Bandit : Summons a Bandit for 10 seconds Cooldown 14 sec The bandit will become permanent if it kills an enemy
Bandit Lord : For each bandit he has in command, he gets 3 attack damage, 15 attack speed and 40 movement speed

Bandit
HP : 15
Attack 1-3
Attack speed 1
 
Last edited:
Level 4
Joined
Dec 14, 2011
Messages
61
ah ok about the priestess spear, didn't know that (didn't read)
Ah yeah about that, maybe you could add something like 1 death = -1 point and 1 kill = 2 points, it could be another mode.
Lol i'm saying that but I ALWAYS had the most deaths ingame (but almost always first too)
Last time i Had 80 deaths and one player had 35 xD i dunno how i do

i'll try to find a new unit idea,

Yeah, it's not a bad idea. Or a mode where each player has X amount of lives. Kindof like a tournament mode.

Thanks AbnerA and others for the ideas.
 
Level 9
Joined
May 14, 2008
Messages
576
if you could upload your map on makemehost, that could be cool, because when i wanna do it i must wait 3-5 days for the map to be added
while if it's you, then it's faster (thats what it says if ur a mapmaker u can do this by contacting them http://makemehost.com/suggest-map.php)


BUGS :


In 2.2 still, some units got stuck in the forest on north east.

The tower often appears in a corner where nobody is, so i say -debug cause it's boring to wait lol

When the arena changes, the seagul attacks units automatically while the victim can't do anything, same if your unit just resurect at the same time the arena change, you can kill the others frozen units.

The butcher just poped up for me and instantly gained HP so he had 60 hp instantly (dunno why)
The grovekeeper/druid could have treants summoned even after his death.

--------------

Suggestions



About another new mode, the Target Mode :
Player only win points if he kills his target, +1 for each kill and the first to 30 wins for example
Will be fun to see people focusing on one target and trying to avoid the others.
And i bet it's really easy to add ^^


About new units, i thought of some :

1) the Two Lovers

The wife has 15 hp, 3dmg, 10 mana and low regen. She is fast/normal. Can heal 5Hp for 1 mana, with no CD. Can rez his husband if she's near him (maybe use a spell near him)
The husbad : 20hp, 4dmg, no regen. Normal speed. Can jump toward enemy and deal 4dmg (little aoe) 3-5 sec CD. If his wife dies, he becomes enraged and gains +4 dmg and he is very fast, (maybe he becomes computer controled ?)

2) Mirage

18 Hp but pretty fast regen and fast movement speed.
Each time this unit is hit, it makes an illusion of itself.
Can also go invis for 1 sec every 8 sec (to confuse enemy in illusions)

3) Tentacle

20 Hp with building armor. Melee attack or range <200 deals 3dmg but very fast No regen
Can replicate in a line to up to 5 tentacles lasting 5 sec. When doing this the casting unit disappears. Between the 5 tentacles, one is randomly chosen to be the new main tentacle which can replicate itself into 5 tentacles again.
Eachtime the player does this the new tentacles have -1hp (but can't go under 1 hp so players need to kill it).
The first tentacle is not a timed summoned unit, you can read the spell before using it, then you need to find the new tentacle each time to replicate again.


Ok i got 2 others ideas for units but they are not "finished" so if u like those tell me and i'll explain the others.
 
Level 5
Joined
Jul 12, 2011
Messages
118
I intend to re-continue this project, and if anyone could test it and give me some feedback that would be much appreciated.

Although I would LOVE to test your map, I am currently very busy. Sorry!
That aside, I do hope you will implement my suggestion on the Keeper of the Grove hero I submitted last year (on page 4) and it would be nice if you add some music to the map, especially on winning (winning feels really bland).
 
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