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Legendary Heroes

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Level 5
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Nov 14, 2009
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191
At last I decided to submit my project to map development forum.

Legendary Heroes is RPG style map where you team up with your friends and fight against various monsters and bosses.
The game focuses on teamwork, of course you can't defeat bosses alone.
Don't try single player to win the game, it's impossible (without cheats), meaningless and not fun.
Please don't be confused, this is not ORPG, so there is no save and load system.

Features

-Choose hero from three taverns and fight through the map, defeating monsters and bosses.
-Each hero has 4 skills, three normal skills and one ultimate. Also 15 levels of stat bonus.
-You earn gold only from killing monsters and bosses.
-Items are available at shops near starting area.
-There are 20 heroes now. Bosses' skills will be added in the future.
Caution: Heroes can not be revived!!! and it's supposed to be like this (not a bug)


You can view credits in-game at Map Info by pressing F9.
If I forget to mention someone in credits, please let me know.

Critics, suggestions and comments are welcome :grin:
I know this map NEEDS tons of work, so I need a lot of feedback and ideas to improve it.

-Removed 8 following heroes due to lack of unique skills
Shade Assassin, Dwarven Gunner, Mystical Treant, Beast Warrior, Stone Golem, Voodoo Caster, Spell Breaker and Warlock
-Slightly changed terrain
-Deleted some useless data (0.01 MB saved -.-)
-Spirit Skeleton's skills replaced
Grim Spike replaced with Voodoo Chain
Spell Craft replaced with Soul Burn
-Increased both scaling value and selection scale of Spirit Skeleton to 1.35
-Changed hotkeys for Voodoo Chain, Soul Burn and Demon Curse
-Balanced Evil Blast and Demon Curse
-Reduced damage for Fan of Knives from 50/100/150/200 to 60/90/120/150
-Reduced numbers of locust summoned by Locust Swarm from 60 to 40, but increased its damage from 30 to 45 and attacks/moves faster.
-Reduced duration of Locust Swarm form 60 to 45 and cooldown from 130 to 125
-Fixed Cyclone Shooter to work and damage properly
-Corrected tooltip for Cyclone Shooter
-Fixed some typos
-Improved and updated Map Info


-4 players available
-Added more doodads and greatly improved terrain
-Added more monsters
-New monsters Golem, Skeleton Archer, Plague Treant, Watery Minion, Snow Pandaren and Ice Troll Priest
-New bosses "Magnataur" and "Ancient Naga"
-All bosses are now heroes
-Increased starting gold from 450 to 550
-Removed more useless data
-Improved and added more information on heroes' tooltips
-Fixed some typos in Map Info
-Turned gold bounty on
-Reduced scaling value for Light Archmage from 1.30 to 1.10
-Reduced cast range for Axe Pulverize from 1100 to 900
-Decreased distance for Evil Blast from 1400 to 1200
-Decreased mana cost for Evil Blast from 150/180/210/240 to 140/170/200/230
-Increased AoE for Axe Pulverize from 250 to 275
-Increased damage/(heal) for Vampiric Blade from 20(15)/40(30)/60(45)/80(60) to 25(20)/50(40)/75(60)/100(80)
-Increased cooldown for Cyclone Shooter from 15 to 17
-Increased mana cost for Chemical Rage from 80/110/140/170 to 95/130/165/200
-Increased mana cost for Acid Bomb from 100/135/170/205 to 115/150/185/220
-Increased mana cost for Cyclone Shooter from 150/160/170/180 to 150/170/190/210
-Decreased cooldown for Toxic Splash from 80 to 75
-Decreased amount of mana burn by Mana Break from 25/50/75/100 to 20/40/60/80
-Decreased mana cost for Ninja Speed from 600 to 500, duration from 30 to 15 and cooldown from 95 to 70
-Ninja Speed is now no longer increases 100 agi, but gains 400% attack rate instead.
-Removed Frost Tower from the game
-Fixed Warden Helmet to merge properly
-Reduced mana regen bonus for 3 following items
Mana Booster from 100% to 80%
Moon Scepter from 120% to 100%
Sapphire Necklace from 140% to 125%
-Increased str per level for Frozen Witch from 1.60 to 1.65
-Increased drop item range from 100 to 150
-Changed time
Dawn from 6 to 8
Dusk from 18 to 16
-Increased gold bounty for 11 following monsters
Venolia from 10 to 15
Giant Mantis from 15 to 20
Giant Spider from 15 to 20
Elder Jungle Stalker from 50 to 75
Kobold Worker from 20 to 25
Orc Warrior from 20 to 30
Wild Beast from 25 to 35
Cerrion Crow from 5 to 10
Ghoul from 30 to 65
Nerubian Lord from 480 to 800
Orc Leader from 800 to 850
-Increased hitpoint for 6 following bosses
Orc Leader from 12000 to 16000
Frost Dragoon from 20000 to 23000
Nether Mage from 33000 to 40000
Nerubian Lord from 10700 to 13500
Venom Widow from 7900 to 10575
Butcher from 15800 to 18250
-Changed gold bounty for 2 following buildings
Crypt from 0 to 350
Graveyard from 130 to 280
-Poison Spear can not target and damage allies anymore.
-Player 3 (Teal) can now pick hero from wisdom tavern.
-Player 4 (Purple) can now pick hero from speed tavern.


-Removed more useless data (almost 1 MB saved!)
-Added pathing blockers around tavern area
-Added more monsters
-New buildings Fortress and Watch Tower
-New monsters Orc Predator, Meat Wagon and Nerubian Beetle
-Monsters and bosses can now attack Fairy Owl
-Increased attack damage for Ice Troll Priest and Snow Pandaren
-Changed name of Voodoo Chain to Nether Bolt
-Changed icons for the following spells
Nether Bolt
Acid Bomb
-Changed animation when cast Nether Bolt
-Switched Nether Bolt and Demon Curse hotkeys
-Increased Tinker base damage by 9
-Decreased Holy Guardian base damage by 11
-Lowered Alchemist attack cooldown from 2.4 to 2.3
-Lowered Tinker attack cooldown from 2 to 1.9
-Lowered Spirit Skeleton attack cooldown from 2.1 to 1.9
-Lowered Dark Ranger attack cooldown from 2.3 to 2.1
-Increased Tinker attack range from 600 to 650
-Increased 10 damage to Cluster Rockets for all levels
-Decreased mana cost for Mine Field form 350 to 300
-Replaced High Voltage with Sweeping Laser
-Reduced cooldown for Death Army from 40 to 35
-Reduced cooldown for Bladestorm from 30 to 25
-Reduced cooldown for Divine Glory from 75 to 50
-Reduced cooldown for Thousand Concasse from 100 to 95
-Changed the duration of Pyro Shock from 6/8/10/12 to 12 for all levels
-Increased mana cost for Cyclone Shooter from 150/170/190/210 to 180/200/220/240
-Increased mana cost for Acid Bomb from 115/150/185/220 to 135/170/205/240
-Increased mana cost for Transmute from 45 to 80
-Increased damage for Ion Flare from 1000 to 1500
-Decreased damage for Holy Wrath from 1500 to 1200
-Decreased damage for Bladestorm from 150/250/350/450 to 100/175/250/325
-Decreased AoE of Bladestorm from 400 to 350
-Increased mana loss from Electric Satellite from 200 to 350
-Hex duration on bosses is reduced by half
-Reworked and balanced Chemical Rage
-Reworked on Thousand Concasse (now deals 700 damage instead of random damage between 600-650 and smoother effects)
-Fixed 4 following spells
Electric Satellite (can not cast on allies, wards and trees)
Demon Curse (can not cast on allies)
Ice Shock (can not cast and damage on allies)
Cyclone Shooter (doesn't effect on building)
-Reduced Tornado Missile's effects
-Added ultimate skill to Nether Mage "Reverse Dejavu"
-Glyph of Doom has 3 second cooldown and lasts 25 seconds (10 sec for last version and no cooldown)
-3 new items
Magic Wand
Steel Sword
Shadow Ivory
-Added hotkey in item descriptions
-Changed item position in Goblin Shop
-Added Spell Shield (Passive) to Warden Helmet
-Increased gold cost for Moon Scepter Recipe from 1800 to 2050
-Decreased gold cost for Emerald Scepter Recipe from 800 to 150
-Magic Wand is used in Moon Scepter Recipe instead of Mana Booster (also used in Emerald Scepter Recipe)
-Moon Scepter gives Refresh (Active) and 25 intelligence instead of Refresh (Active), +500 mana, +100% mana regen and 15 intelligence
-Removed Phoenix Orb and firehand Gauntlets from game
-General minor changes on doodads, terrain and descriptions
-Increased hp for following monsters and bosses
Plague Treant from 920 to 1000
Orc Warrior from 930 to 1050
Wild Beast from 1065 to 1145
Ghoul from 1190 to 1290
Snow Pandaren from 2000 to 2350
Orc Leader from 16000 to 18500
Butcher from 18250 to 20250
Frost Dragoon from 23000 to 27000
Nether Mage from 40000 to 45000


Current bugs
Thousand Concasse (dead units can get slashed)
Sweeping Laser (sometime doesn't show effects and deals same damage with all levels)


Map is Protected
 

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  • Legendary Heroes Beta 17c.w3x
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pkw

pkw

Level 9
Joined
May 28, 2008
Messages
455
Some feedbacks :)

Good points:
1. The quest is really full with infos o.o gj on this one.
2. Balancing work good XD

Bugs:
1. is it just me or, i can't revive.
2. I can't get warden helmet recipe working o_O
3. Some typos :) like Strenght from axemasters o.o its strength .

Suggestions
1. Make more player available o.o 4-6 would be good though. 3 isn't really enough :D
2. Some hero tooltip's are so empty compare to others =\
3. Maybe implement a damage show system?
4. Some heroes' skill like Axemaster's Pulverize are too crazy O.O the casting range over high. looks like hes flying.\

Overall is quite good for a beta =) good job.
 
Level 5
Joined
Nov 14, 2009
Messages
191
THX for feedbacks XD +rep

about bugs
1. Heroes can not be revived at any cost. I want to make this map hard and challenging.
2. I will check it again :) EDIT: yes you were right! It doesn't work and I also forgot to fix it, so maybe next version.
3. Oops I might be half awake while I was typing that. EDIT: FIXED XD

your suggestions
1. I'm not sure for this one. Yes, if you play alone, it isn't fun and too hard.
I might make 4 available players, but 5 or more is just too many. Don't forget when you play as a team of 3 and your level reaches 30 or 40, there is almost nothing can stand in your way.
2. It seems like I'm running out of ideas, but I will try my best to finish it :D
3. I might do that.
4. What do you want me to adjust damage, casting range or the height?
 
Last edited:
Level 5
Joined
Nov 14, 2009
Messages
191
ok next version I will fix warden helmet recipe and reduce cast range of Axe Pulverize as you mentioned.

Does someone have any feedbacks after testing? I really need them now :)

EDIT: I'm now working on the new version with 4 players available and gold bounty is turned on!
Cast range of Axe Pulverize is reduced and Warden Helmet is fixed as well, many thanks to pkw :)
Also work on balance issues (stats, skills, items and amount of gold bounty)
 
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Level 4
Joined
Jul 18, 2008
Messages
76
lol got scared like shit when i saw this, been working ages on my own map called Legendary Heroes too, (well working on Legendary Heroes 2 atm)..
LoL
 
Level 5
Joined
Nov 14, 2009
Messages
191
lol got scared like shit when i saw this, been working ages on my own map called Legendary Heroes too, (well working on Legendary Heroes 2 atm)..
LoL


^^ Good luck and have fun with your map :grin:

Map is updated into beta 16! See the new changelog below the old one.

EDIT: The bugs that are found previously have been fixed!
-Poison Spear can target and damage allies.
-Player 3 (Teal) can not pick hero from wisdom tavern.
-Player 4 (Purple) can not pick hero from speed tavern.

EDIT2: I've found more bugs while I was testing the map!
-Electric Satellite can cast on allies and damage them.
-Demon Curse can target allies.
-Ice Shock can target and damage allies.

These bugs will be fixed soon as well as some changes in spell balance.
 
Last edited:
Level 15
Joined
Sep 17, 2010
Messages
1,449
Just popped out here, and i seem to like the start. Downlading and testing immediately.

[+] Good selection of heroes.
[+] Good spells/skills.
[+] Good choice of items.
[+] Personally i like the difficulty.
[+] Has very much potential.
[=] I played a map called by this name.
[=] Flame boulder, when it reaches the target, the target takes no aggro, and i can just keep spamming the spell untill the target dies.
[=] Improve some of the spells description.
[=] Quests could improve gameplay, not only that they will make the map more interesting and popular.
[=] I think Blademasters Bladestorm is too overpowered, try making it, 75/150/225/300 instead of 150/250/350/450. Wjen you use the bladestorm and run away at the same time, you can kill enemies being unharmed, lower the range.
[=] Paladins retaliate spell ( cant remember name) is over powered. Make it less like 15/30/45/60 or 20/40/60/80 instead of 25/50/75/100
[=] Adding a fourth basic spell wont hurt.
[=] Blademaster has 2 passives what leaves to 2 actives, and that makes his gameplay boring.
[-] Solo is very hard.
[-] Not bad terrain, but not good either, improvements needs to be made.
[-] Not many mid-class items, such as 10 str and 3 agi. Was always like, take either str or agi, cant get both.
[-] Low choice of enemies.
[-] First intelligence items are pretty expensive.

Untill now i tried four heroes, Wind Ranger, Paladin, Blademaster, Flame Wizard. All solo, tomorrow hoping for a party.
 
Last edited:
Level 5
Joined
Nov 14, 2009
Messages
191
Just popped out here, and i seem to like the start. Downlading and testing immediately.

[+] Good selection of heroes.
[+] Good spells/skills.
[+] Good choice of items.
[+] Personally i like the difficulty.
[+] Has very much potential.
[=] I played a map called by this name.
[=] Flame boulder, when it reaches the target, the target takes no aggro, and i can just keep spamming the spell untill the target dies.
[=] Improve some of the spells description.
[=] Quests could improve gameplay, not only that they will make the map more interesting and popular.
[=] I think Blademasters Bladestorm is too overpowered, try making it, 75/150/225/300 instead of 150/250/350/450. Wjen you use the bladestorm and run away at the same time, you can kill enemies being unharmed, lower the range.
[=] Paladins retaliate spell ( cant remember name) is over powered. Make it less like 15/30/45/60 or 20/40/60/80 instead of 25/50/75/100
[=] Adding a fourth basic spell wont hurt.
[=] Blademaster has 2 passives what leaves to 2 actives, and that makes his gameplay boring.
[-] Solo is very hard.
[-] Not bad terrain, but not good either, improvements needs to be made.
[-] Not many mid-class items, such as 10 str and 3 agi. Was always like, take either str or agi, cant get both.
[-] Low choice of enemies.
[-] First intelligence items are pretty expensive.

Untill now i tried four heroes, Wind Ranger, Paladin, Blademaster, Flame Wizard. All solo, tomorrow hoping for a party.


Hi Eldubs Thanks for your comment!
I have been waiting for feedback :)

1. More heroes will be added.
2. Thanks to spell makers on hive
3. More items will be added and some inbalance items will be removed.
4. Me too
5. :)
6. I'll try to think of better name.
7. I'll see what I can do.
8. Which one?
9. indeed
10. I'm going to balance damage and cooldown.
11. Same as above
12. ?
13. try Demon Hunter! He is even worse.
14. This map is supposed to be played in multiplayers.
15. I will try my best.
16. Same as 3
17. More various enemies have been added in next version.
18. I will create more int items.

I'm currently working on next version beta 17. Here is changelog!
-Removed more useless data
-Added pathing blockers around tavern area
-Added more monsters
-New monsters Orc Predator, Meat Wagon and Nerubian Beetle
-Monsters and bosses can now attack Fairy Owl
-Increased attack damage for Ice Troll Priest and Snow Pandaren
-Changed name of Voodoo Chain to Nether Bolt
-Changed icons for the following spells
Nether Bolt
Acid Bomb
-Changed animation when cast Nether Bolt
-Switched Nether Bolt and Demon Curse hotkeys
-Increased Tinker base damage by 9
-Lowered Alchemist attack cooldown from 2.4 to 2.3
-Lowered Tinker attack cooldown from 2 to 1.9
-Increased Tinker attack range from 600 to 650
-Increased 10 damage to Cluster Rockets for all levels
-Decreased mana cost for Mine Field form 350 to 300
-Replaced High Voltage with Sweeping Laser
-Reduced cooldown for Death Army from 40 to 35
-Changed the duration of Pyro Shock from 6/8/10/12 to 12 for all levels
-Increased mana cost for Cyclone Shooter from 150/170/190/210 to 180/200/220/240
-Increased mana cost for Acid Bomb from 115/150/185/220 to 135/170/205/240
-Increased mana cost for Transmute from 45 to 80
-Hex duration on bosses is reduced by half
-Reworked and balanced Chemical Rage
-Fixed 3 following spells
Electric Satellite (can not cast on allies, wards and trees)
Demon Curse (can not cast on allies)
Ice Shock (can not cast and damage on allies)
-Reduced Tornado Missile's effects
-Added ultimate skill to Nether Mage "Reverse Dejavu"
-Glyph of Doom has 3 second cooldown and lasts 25 seconds (10 sec for last version and no cooldown)
 
Last edited:
Level 5
Joined
Nov 14, 2009
Messages
191
Beta 17 is not complete yet. Things on the list (changelog) are already done, but there will be more changes made in this version.

1. fixed
2. I will leave it that way until I can find another good spell to replace it.
3. base damage reduced
 
Level 15
Joined
Sep 17, 2010
Messages
1,449
[=] White archmages bird spell is too imba, in the start you can use them and afk at the base, but you still get exp no matter how far they are. This can be fixed by lovering experience gain range, from the advanced gameplay constants.
[=] The mana shield was a little too OP, Light Archmage could easily tank, also if he had a few of those cooldown staffs he could of easily tanked all bosses. Bad for a intelligence hero.
[-] I thought he is a healer altho he was just a random, bad dps and bad support.
 
Level 15
Joined
Sep 17, 2010
Messages
1,449
More feedback on your map. My first online game with a full party.

I was the wind archer.

#1: The tornado spell is pretty much too good. When you got a full party you can just keep use of the tornado so the bosses cant attack anybody. Reduce duration and raise the damage a little, overall make it worse.
#2: Overall the game play was a little too easy, you better make the enemies health 20% better, that would improve difficulty.
#3: When defeating the second boss (above the grassland in the cobold/golem area) We were all ranged and we were just attacking the boss fro the top of the hill and we were receiving no damage because he was trapped. Making a hill between this or something could fix the problem.
#4: Adding some abilities to bosses would also make the gameplay very good, as i said before this map has potential.
#5: We reached the snow area and there was lag. After the snow boss one of us died because the lag was umbearable. This is probably because there is some leaks or something?

Here is more stuff you can work on.
 
Level 5
Joined
Nov 14, 2009
Messages
191
@Elbuds thanks for more feedback :)
1. I will check.
2. some monsters and bosses hp increased!
3. fixed
4. I will try to add them as soon as possible.
5. probably because of wind ranger's spells, I will reduce effects and fix some triggers.

@scorpion
The game will be very easy if heroes can be revived (means you can not lose)
Maybe I have to change defeat condition to balance this issue, but now I have no idea.
 
Last edited:
Level 5
Joined
Nov 14, 2009
Messages
191
So its more hard.

Also about beta 17, good updates, going to download and try to give more feedback. About the lag in later stages, did you reduce the leaks?

I think the main problem comes from wind ranger's abilities between cyclone shooter and tornado missile (maybe both), but when I played on single player mode, it was completely fine. I need more work on this, lots of things to be added, fixed and improved before official release.
I would like to thank for your support so far :)
 
Level 5
Joined
Nov 14, 2009
Messages
191
Ok, I haven't been working on it for a while, maybe I need something to inspire me?
I will stop working on new heroes and spell balance then start fixing some bugs and implement more systems.

Any comment on how to improve terrain? It's not attractive and lacks the feeling of RPG.
 
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