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Legendary War by Apheraz

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Created by: Apheraz

3 v 3


186519-albums5031-picture51383.png


"Join the battle where only true heroes can rise up to stand the chalenge. Help your allies to swirl a war dance in an unique and amusing battle, where one single strike can mean the difference between victory or defeat!"

Map Info:
Legendary War is a game where, by playing a single hero, you have to fight your way through endless waves of enemies and allies. Objective of the game is to push the waves towards the enemy's Fortress, and to burn it to ashes, while avoiding yours to get demolished.

*World Editor Overview*
186519-albums5031-picture51386.jpg


Features:

22 Unique Heroes:
Currently, Legendary War has two taverns of unique heroes. There is a hero for everyone, from supports to hard gankers and spellcasters, over universal heroes and tankers. Each hero has three basic abilities and one ultimate, acquired at levels 6, 11 and 16. Heroes also have Attribute Bonus and can reach level 25.

Altar of Elders
BTNWarden2.png
BTNArthas.png
BTNDruidOfTheClaw.png
BTNPandarenBrewmaster.png
BTNJaina.png
BTNSpiritWyvern.png
firelord.jpg
BTNSorceress.png
BTNHuntress.png
BTNBanditSpearThrower.png
BTNBronzeDragon.png
PASBTNStatUp.png

Altar of Depths
BTNKoboldGeomancer.png
BTNAvengingWatcher.png
BTNBLoodMage2.png
BTNKelThuzad.png
BTNDeepLordRevenant.png
BTNBlueDemoness.png
BTNSeaElemental.png
BTNNagaMyrmidon.png
BTNHeroBlademaster.png
BTNBansheeRanger.png
BTNSatyrTrickster.png
PASBTNStatUp.png


Over 90 Custom Items:
Whenever you seek something to become fast, strong, fierce, wild or crazy, there are 90+ items to choose from! You can fuse several items into one new via Recipes. What makes the items in this map particular, is that nearly everything can be upgraded higher. Items are what makes a hero, and Legendary War has quite good new user friendly items, with fully informative tooltips, unlike other AoS maps. Additionally, to ease access to items you seek, they are splitted in four shops: Offensive, Defensive, Spellcasting, Miscelanous Items.

What makes us different:
The difference between Legendary War and other AoS-es is that LW is a map designed for community, meaning that it has incredibly low map size of around 300kbs, which is ideal for online gaming! Also, LW doesn't take time to learn the game; everything, from items to systems, is listed as new user friendly. Since LW is a community map, every suggestion and comment is taken seriously, and these things, among others, make us different from generic AoS-es.

Change Log:
First of new series of upcoming LW updates released.


Miscelanous:

You can download it here: http://www.hiveworkshop.com/forums/2011492-post187.html



LW searches for:
Reviewers and BETA testers. If you are interested in helping LW get better with your suggestions, write a post in here. Reviewers should also write their reviews here. Also, if you got a catchy photographer's eye, screenshots of direct battle and LW are appreciated, too.

Support us!
You can contribute to Legendary War via your signature. If there is enough space, you can add link to LW in there, or use presets I created.
It looks like this:
The code is:
[URL="http://www.hiveworkshop.com/forums/map-development-202/legendary-war-apheraz-181100"][IMG]http://www.hiveworkshop.com/forums/members/186519-albums5031-picture51384.png[/IMG][/URL]
It looks like this:
The code is:
[URL="http://www.hiveworkshop.com/forums/map-development-202/legendary-war-apheraz-181100"][IMG]http://www.hiveworkshop.com/forums/members/186519-albums5031-picture51385.png[/IMG][/URL]


 
Last edited:
Level 9
Joined
Aug 21, 2010
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AoS? you're making this on your own? I could help you if you want to,is there my character :p *giggles* kidding,the theme is boring,i guess you could spice it up a little,the bases look like dota's i guess,you could keep it that way but it's just too way plain,the terrain is way to random...when is beta open?
 
Some hero ideas:
1. Vile Spirit
Spells:
1. Shadow Sneak
- The Vile Spirit transforms himself into a shadow, making him unseen by nearby enemies even when attacking. Lasts for a few seconds.
2. Torment
- Casts a curse upon an enemy hero, dealing an amount of damage per second.
3. Sin
- Creates a giant ball of negative energy and hurls it into a target location. Destroys anything nearby the the ball.
4. Soul Rip
- Runs past through an enemy hero, and takes hold of that heroes soul. Instantly kills the hero.
 
Last edited:
Level 13
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Mar 13, 2010
Messages
1,172
Will there be some ultamate boss thing like Roshan from DotA?
Coz it would be somthing extra for your hero to do if you're winning. And a good way to recieve lots of money quickly, if you're a high enough level anyway :p
 
Level 30
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Oh, I need a spell idea. My hero has 128 melee range, uses the model of Maiev, it's agility and has following spells:

1. Execute
Stuns for a long duration at melee range, deals damage equal to your agility.
2. Shadow Raze
Like Leap from DotA's priestess - travels at high speed for short range towards her facing. Deals damage to nearby enemies.
3. Deep Wound
A passive skill that will slow enemies she attacks by 50% for a short duration, triggers on some attacks (chance).
4 ?
???

She is a hero to fear, she can catch up anyone she wants, she is a melee fighter. I tried with Doom as her ultimate, but it's not fitting, any ideas?

Sorry for double post.
 
Level 13
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-A big fan nova type thing? Like this: Fan-of-Knives
-If shes like an assasin hero, try permenent invisablity.
-critacle strike and evasion in one ability (I forgot what its called)
-An extreme attack speed increase, temporarily. Like the Windrunners Ultamate from DotA.
-A aura kinda thing like this: Assasins-Aid
 
Pretty neat looking map. I would love to see how it turns out.

As for the hero's Ultimate, perhaps you could try some kind of "finishing move" skill.
Assasinate- Causes the hero to attack the target ruthlessly for a few seconds. The hero gains large amounts of attack speed during this time and becomes immune to damage and spells. If the hero does not kill the target before the spell expires, she is greatly slowed.

Or perhaps some kind of skill that has a long range
Black Dagger- Sends an evil dagger at the target. The dagger does damage on impact and reduces the armour of the target.
 
Level 13
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Messages
1,172
Oh sorry, I forgot about the review.

This is definitly one of the most quality AOS maps that I've ever played. Its very simple, nicely made, and fun. All you need now, is more heros and more items.

You could also make special runes or somthing in the forest at gives your hero a temporary power up, like from DotA.

And there still needs to be a creep respawn system, obviously ^^

I haven't found any real bugs yet, so good job. I would say its almost ready to upload :)
 
Level 30
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Messages
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Ideas are always welcome! As well as suggestions, bugg reports, etc...
Also, if you find a link to creep respawn system - i will be happy to get you involved in special credits.
Oh, Titania, Zealon and Zack1996 - you are already in Special Thanks :)

@Zack1996
Hm, any ideas for his ultimate?

Two new heroes are added in here. Magebane, and Tidal Ranger.
As well as items: War Drums, Serathil's Bash and Shield of Honor.

I was thinking, should I call him: Magebane / Spellbane / Mage Breaker / Spell breaker?
 
Level 13
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Aw, thanks, i'll try to find you a good creep-respawn system tomorrow.

The new items/heros sound cool. For the hero, here are some ideas: Spellmaster / Bane mage / Mana breaker / Banebreaker / Shadow caster
 
Level 30
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Messages
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Okay, here is changelog that will be in the next version:

Legendary War by Apheraz v1.1

Added a new Hero: Lady Aphera, the Naga Ranger
Added a new Hero: Nephtys, the Magebane

Gryphon Charger:
Chain Lightning from 10 to 8 targets
Static Discharge damage increased from 25/50/75/100 to 50/100/150/200
Static Discharge cooldown from 6 to 9/8/7/6
Electric Crush mana cost increased by 10
Base Strength increased by 1

Executor:
Execute Cooldown from 10/10/10/9 to 10/10/9/9
Shadow Raze mana cost increased from 100 to 100/105/110/115
Deep Wound duration decreased from 3 to 2.5
Twilight Break (Improved) duration from 12 to 13
Diane’s Soul effects changed

Wind Dancer:
Mirror Image duration from 20 to 25
Tornado cooldown from 140 to 110
Tornado (Improved) cooldown from 90 to 60

Naga Royalist:
Recall cooldown from 30/26/22/18 to 27/24/21/18
Pestilence Aura armor reduction from 5/10/15 to 5/9/13

Skirmisher:
Slow Poison slow from 10% to 12%
Trueshot Aura range from 900 to 800
Precision Agility gain from 13/26/39 to 13/25/37

Crystal Spirit:
Sheer Cold stun from 2 to 1/1.5/2/2.5 seconds
Sheer Cold stun effect changed.



Of course, balancement is primary in this version.
 
There's a tutorial teaching you how to create a simple creep revival system.
http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=55581

As for the Blademaster's Ultimate, I don't think it should be another skill to make him do more damage. He already does quite a lot of damage with illusions + Critical Strike. It would be nice if he had a way to get right next to his target and start slashing it down.

Cyclone Step- The Blademaster moves extremely quickly for a short time, becoming able to pass through units. All enemies behind him are thrown into the air for a short time.

This skill would allow him to run straight for his target and disable enemies that try to stop him. Another idea would be:

Gust of Wind- The Blademaster moves quickly to the target point and increases the movement speed of nearby allies. A random nearby unit (excluding the Blademaster's illusions) is teleported.
You could choose to use this to escape, help an ally escape, or get close to the enemy. You can also use this to get a lone enemy into your allies (or illusions), so that you can gank them :p
 
Level 30
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What about this:
Cycloidal Warp
Endures the Wind Dancer and his illusions with cyclonic powers, making each of them move at maximum movement speed for a short duration. While it lasts, the Wind Dancer conjures a gust of winds beneath him, reducing move speed of any enemy that steps on it to zero.
 
What about this:
Cycloidal Warp
Endures the Wind Dancer and his illusions with cyclonic powers, making each of them move at maximum movement speed for a short duration. While it lasts, the Wind Dancer conjures a gust of winds beneath him, reducing move speed of any enemy that steps on it to zero.
I don't think it should reduce their movement speed to zero. This would make his first skill useless while he has this ability activated.

So unless you're planning on tweaking the first ability as well, I don't really think 2 slows (one absolute slow) would work too great on a hero. It would feel like bad synergy.

Although I completely support the max movement speed :D

EDIT: However, it would be really fun if you could chain slow the target for a super long time (eg. Wind Dance -> Cycloidal Warp -> Wind Dance)
 
Hm... Well, what about maximum movement speed and invisibility that will not broke when attack or spell is used?
I think you just got yourself a new ultimate :D
That sounds like it could be a pretty interesting skill. You can use it to confuse the enemies and it really helps to make sure your illusions don't die too fast.
 
Level 30
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Messages
3,552
Hm, okay the stats and name will be:

Cycloidal Rush (R)
Covers the Wind Dancer with impenetrable gusts of winds, empowering him with maximum movement speed for a short duration. While it lasts, Yozshura Jubei will get invisibility which will not break upon attack or casting of spells.

Level 1: Lasts for 4 (*5) seconds.
Level 2: Lasts for 6 (*7) seconds.
Level 3: Lasts for 8 (*9) seconds.

Mana Cost: ?, ?, ?
Cooldown: 95 (*60, 55, 50)

*Diane's Soul Upgradeable: Affects your illusions as well, slightly increases duration, lowers cooldown.
 
Level 13
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Messages
1,172
hmm, you should ask someone to make you an advertizing sig. Try Dragonson in his signature thread, he makes the most epic ones, and his waiting list is smaller then ever so its a good time to request one. It might take from about a week to a month till its ready, but its sure worth it in the end ;)

http://www.hiveworkshop.com/forums/requests-341/bladetitan-signatures-167115/

and here is his waiting list, don't be shocked, he makes then quite fast, it just takes a while before you're next in line ^^
The names in black, are people who have requested their sig, but havn't been active or arn't interested in a sig anymore. So he skips them until they respond to his VM.

http://omegacoders.webs.com/
 
Level 25
Joined
Mar 23, 2008
Messages
1,813
Seems interesting. I'll watch this.

Just one idea. (Haven't tried the alpha/beta yet)
But what do you think about the ability to send different creeps with the waves. Sort of like supercreeps. Costs mana on a house you control (like in enfo if you have played it, otherwise I'll evaluate this) or costs gold.
A map like this tend to be quite plain after a while with just the same normal creeps spawning, especially when there is only one lane.

And maybe you should add events/key points that gives different bonuses to team creeps/heroes.

Things to make the gameplay more active and fast.

Just sprouting ideas :)
 
Level 30
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Jan 31, 2010
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Hm... Elainel, you just gave me an awesome idea! The ,,Trials"!
There will be several of them at the beginning, but I will add more and more as time passes by. Examples:

Trial of Reaper's Contract
Don't die for five minutes.
Reward: +300 gold

Trial of Bloody Mess
Kill more than 30 units for four minutes.
Reward: +500 xp

So... What you think?
 
Level 25
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Messages
1,813
Huge wall of text incoming. Just tested it out with three mates.

Overall I found the map amusing and fun. Lack of items and heroes, but as it is currently only in BETAstate this will get fixed I suppose ;). My friends enjoyed it as well. Interesting and exciting. The gameplay was easy to learn if you are a common AOS player, but a bit different, so guess you could say; Easy to learn, difficult to master.

Things we/I noticed that needs to be fixed:
-The hero Crystal spirit's Crystaline wave deals damage to buildings.
-The hero executor's shadow raze deals damage to buildings.
-You can deny your team's heroes, without them even having a DoT on themself. Just when they are low on hp (maybe it is supposed to be but sounds weird, since morons will teamkill you all the time)
-When I left (player 1) the player in the other team (first player in orcs) gained control of my hero.
-Neutral creeps are hunting you quite far, it is very easy to creeppull your creepwaves into the forest.
-Sentinel Guardians are very hard to target.
-When you have bought lifesteal on a ranged hero and are attacking wind dancer's illusions your shots becomes normal, and you only have lifestealshots when shooting on the real one, making it very easy to find the real one.
-Pink player has no circle of power, it belongs to the orcs.

Suggestions:
-You should make hp and mana pots stack on eachother, or you cant buy more then a couple and your whole inventory is filled.
-You should add different colors on the icons that can indicate if your atkspeed/movementspeed/stats-boots (can't remember what their name was) are on strength, agility or intelligence.
-You should write on the recipe for the lifesteal/aura-item that it does only work for meleeheroes, it doesn't say that before you've already bought it.

Other:
-You maybe should consider adding tpscrolls, even if it is a small map, because it takes some time to get down to the lane.
-Executor's synergy seems a bit weird, one meleestun, one initiation/escape/jumpspell, one passive carryspell, all these three are great, but the ultimate is doom. It doesn't stack at all with the kind of hero or her spells to be honest, and it is a very unoriginal spell as well, your map deserve better ;).
A suggestion on another ulti is (take it or leave it):

???
Links the executor with the target hero, surging its lifewill slowly and transfers it to the Executor.
Drains x % attack- and movementspeed every second over x seconds from the target and gives it to the Executor.
The link breakes if the affected moves too far away from each other.
And some fancy linkeffect between the affected units.
Target Unit spell.
Just an Idea :)

-Skirmishers passive poison is quite overpowered compared to the shadowstrike, the shadowstrik costs mana and has cooldown and deals 40 damage on ticks at max level, and the passive deals 26 per second, it is barely even worth picking the shadowstrike. And shadowstrike is quite lame and unoriginal spell as well.
Suggestion on fix/change:

Toxic molotov
The Skirmisher throws a bottle full of toxin at the target area, it explodes, applying slow and damage over time to all units that are hit.
Deals x damage per second and slows x % over x seconds.
Slow shouldn't be too much. maybe 15-25% or something.
Target area spell.

-What about first blood/double kill/killing spree sounds etc? I love those, and I missed it when I killed both my friends :D. Do you plan to add them? Just out of curiousity. Sounds like that can give the gameplay a little more "life".
-You are able to kill all towers, including the last base, without even kill the outer towers first. Is it supposed to be like this? It is quite easy to backdoor.
-The wind dancers images was incredibly good att killing towers, maybe you should make the towers deal extra damage to them, he could solo the last base and towers without any problems at all.
-The griphon hero's stun had 6 seconds cd, was AOE, and lasted for 4 seconds. That gives the enemy heroes around 3-4 seconds to react before they are stunned once again, and he has bash as well, so perma stun aint hard to manage. You should increase the cd on it.
-You got quite little money, since there is only one lane and three heroes, sharing regular (as much as you gain in dota) gold. Makes you very poor :(.
-You got quite little exp as well, you might want to increase the gain of it in order to make the gameplay faster. After all, it is a quite small map, maps like this should have intense and fastpaced battles and gameplay.

And that is about it, Awaiting a new version to test :)
 
Level 30
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Elainiel, I had to rep you again. That is the kind of review I was looking. Straight and clean.

Thanks to Elainiel, in the v1.1 (next to original balancement changelog), you will also find these:
Faye's Crystaline wave will no more damage mechanical units.
Shannequa's Shadow Raze will no more damage mechanical units.
You are unable to deny an allied Hero if it hasn't got Shadow Strike on it.
Fixed the control of leaving players.
Neutral's aggression range has been modified, as well as adding of respawn system.
Model and name of Sentinel Guardians changed to Spirit Bear and the Bear model.
Lunar Claws life-steal tooltip: +15% Melee lifesteal.
Circles of power modified completely.
Illusions now bestow auras, life-steal and take regular damage from Magic attacks.
Stackable potions.
New items: Dust of Appearance, Scroll of Town Portal, Observer Wards, Chipped Emerald (small version of Healing Salve, 3 charges)
Invulnerability to towers until their previous' are demolished.
Altar of Elders is auto-selected for every player on the beginning.
Upon back-door, towers will regenerate life.
Gryphon Rider's Static Discharge damage increased from 50/100/150/200 to 70/140/210/280, cooldown from 9/8/7/6 to constant 9.
Beginning gold is now 2600, equal split between players.


Thanks for contributing. I will check upon new balancements and Elainiel's skill suggestions.
 
Level 12
Joined
Apr 16, 2010
Messages
584
Tested the map and my first impression was, yep another DotA)) But i like this map, seriously. And while playing i noticed some bugs and have know something that you should improve.
Ok lets start:
- what is that dummy at the altar of heroes, i can select him, add locust to him;
- make towers by levels: 1, 2, and 3;
- was loosing the game too my friend and noticed that when i defend my base (Tree of Eternity) i really get beat up there, and then i must go to fountain to heal myself, so my point is that you should make teleports for every team from fountain to main structure;
- also place the main structure a little to the center by 200-300 range, because when you defend it, sometimes there might be a lot of creeps and they will round you and you won't be able to come out;
- terrain is to flat, make the part where are trees upper;
- i noticed some water but i don't see anything there, hmmm, is there going to be "Roshan"?, also add more waterfalls there, and where waterfalls starts add rocks or something so we couldn't see those waterfall angles;
- neutrals creeps don't revive, but i think you didn't do it yet;
- places where map bounds come the end Black Mask and terrain collides, add some Shrub or Grass to those places;
- don't forget to add multiboard, and change the food thing near gold to info or something like that.
And i guess that's all, btw i will play your map again, because me and my friends like to play DotA 1vs1 or 2vs2 or 3vs3 but we hate the 3 lines sometimes, so when you will release a full working version of it we will play it again.
Anyway i really like this map. +rep
 
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