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Invocations - v.2.10

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Gameplay:

Heroes can invocate units with items which will help them fight their enemies.
There are enough items to be gained by killing creeps, random drop at the center of the map or trade.

But when depending on your invocations you should keep in mind that your help only stays for a short period of time
and then disappears whether you're still fighting or not.
It is up to you to time your invocations so that you won't run out of units at any time.


Invocations:

- By now 44 different items are to use
- They differ in number, size, type, range and attack
- Each invocation has unique abilities (passive, active, aura, damage, support etc)
- All items are always random (drop, trade)

- There is a limit of total invocations at the same time
- Your current level increases when summoning and decreases when pausing
- If you exceed your limit your item will be taken and dropped randomly


Features:

- 14 new heroes are implemented
- Each player has one tower where he can upgrade strength, range, health and armor of all of his invocations and another for items
- There are two shops where you can exchange one item with another
- The teleporter in the center allows you to retreat to your own base
- The AI is working without any further changes, difficulty can be changed ingame
- Change of weather has strong effects on your units
- And many more features hidden ...to be revealed

Keywords:
altered, melee, hero, summon
Contents

Invocations - v.2.10 (Map)

Reviews
ap0calypse: Rejected 21:33, 12th Sep 2010 ap0calypse: Rejected (until updated)

Moderator

M

Moderator

ap0calypse: Rejected

21:33, 12th Sep 2010
ap0calypse: Rejected (until updated)
 
Level 2
Joined
Aug 27, 2010
Messages
5
There may be many hostile creeps but as you probably experienced: it is easy to deal with them due to your items. It's to show on the one hand that it's necessary to summon help and on the other hand to earn more items. I cannot just place them anywhere... Creeping or avoiding them allows in addition more tactics which varies the gameplay.
 
Level 6
Joined
Oct 21, 2009
Messages
298
Even melee maps can have awesome description. Let me find one for you.

EDIT: Icecrown Glacier (by Rui)
The description there may seem short, but its better than the norm. If a melee map's description can be that good, I bet an altered melee will have more to talk about.
 
Level 7
Joined
Aug 21, 2010
Messages
283
Melee maps are only for the good terrainers.

In all seriousness, what are first time map makers supposed to make then? If you say melee maps are only for good terrainers, what are new map makers supposed to create? What I've heard is the new map makers should start out making melee maps. Maybe that was wrong then.
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
In all seriousness, what are first time map makers supposed to make then? If you say melee maps are only for good terrainers, what are new map makers supposed to create? What I've heard is the new map makers should start out making melee maps. Maybe that was wrong then.
It was semi-wrong.
New mappers can make anything they want to: melee-maps, TD's, RPG's or whatever.
The problem here is that they can't just upload those maps anywhere they want.

Mappers learn mapping because they're using the WE, because they're triggering, because they're creating objects and they will also learn from comments of others (such as members on a modding community).
The proper way of doing this, however, is the map development section, or going the World Editor Help Zone for questions - not uploading the map in the actual resource section (which is bound by rules).

Edit:

Triggers:
  • Remove all "Do Nothing"s (it just doesn't do anything, but any program that isn't ordered anything will do nothing automatically, thus it's useless).
  • Remove the leaks (find a tutorial for memory leaks).
  • Learn how to use loops (for each integer X from Y to Z do).
  • You can combine all triggers that are specific for each player (combine triggers such as [Triggername] Red, [Triggername] Blue etc).

Terrain:
  • Use a lot more tilesets.
  • Don't use blizzard cliffs that often.
  • Place a lot more doodads (environmental doodads such as rocks, shrubs, ...).
  • Use the raise/lower-tool to create wavy patterns (watch out: don't make spikes, make it smooth).
  • Try not to make blocks of trees, make them appear more natural.
  • Warning: do not use cinematic doodads (I know you didn't, but this is a premature warning).

Objects:
  • Balance the creep camps more (don't mass a few units, choose the units you want - those units should fit together as well).
  • Pick item drops with more care (now you just gave some units a few item drops and that's completely imbalanced).
  • Learn more about the object editor (you should at least know how the damage formula works and how to make objects appear more customized).


English only!
Never upload a non-English map here, nor are you allowed to talk German (or any other language that isn't English) in the public forum.
 
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