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Legends

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Legends Dev't Thread @ TheHelper.net
http://www.thehelper.net/forums/showthread.php?t=146237

Legends Dev't Thread @ TheHiveWorkshop
http://www.hiveworkshop.com/forums/map-development-202/legends-183482

Legends @ TheHiveWorkshop Map Database
http://www.hiveworkshop.com/forums/maps-564/legends-beta-182952/

Trailer
http://www.youtube.com/watch?v=mLpqTdisJPc

Screenshots

legendspromo6.png

legendspromo5.png

legendspromo4.png

legendspromo3.png

legendspromo2.png

legendspromo1.png



Code:
Increased per-level damage of towers to heroes.
Increased XP gain.
Lowered damage of Runekeepers.
Lowered HP of Runekeepers.

New Spell Resist Stat
Will of the Ancient Hydra : Grants 10 hp regen per second and increases spell resistance by 20%.

New Damage Application Heirarchy:
Physical Evasion
Physical Critical
Spell Resistance (already includes natureal reduction/amp by INT or STR)
Natural STR and INT Reduction/Amplification for Physical.
Ability Attack Effects
Buff Based Attack Effects.

Fixes
Bug on Lich's Chain of Agony cooldown when reduced.

Misc

-damagetext shows/hides damage by non-hero units.
Damage text shouldnt display in non-visible areas and units.

Repositioned ability buttons.
Hints redone.
Statboard redone.
HP and Mana bars now lower opacity when in range of a unit.

The goal of this map is to present a new, better, and more dynamic
hero system/engine different from most of the popular maps.


Legends’ game play revolves mainly on an evolved idea of the ‘Heroes’. Collectively, each hero has its role in team battles but also individually, each hero has different possibilities. It’s like having two or more heroes in one. Each player can develop an own style for a hero.

< Ability Mastery >
-each hero has 5 abilities with 7 levels each, but the level cap is only until level 25.
-this set-up makes for a more strategic perspective in hero play, you must choose which abilities to maximize or leave weakened and develop your own style for your hero to fit among different roles in battle

More Dynamic Ability Mechanics
-there's more to 'deal x damage and apply debuff'...
-some abilities power up with different fields and situations.
-i.e. some abilities can crit like normal attacks, apply 'orb effects', some abilities increase in damage or duration with Spell Power., some fire on critical trikes, etc.
-abilities will always improve with your hero's items and stats.
-there is also a distinction between Physical and Spell damage.​

< Advanced Stats / Attributes >
Strength – Increases HP, HP Regen and Critical.
- resistance to physical damage, increased damage from magic.
Agility – Increases Attackspeed, Movespeed, Armor and Evasion
Intelligence – Increases Mana, Mana Regen and Spell Power
- resistance to magic damage, increased damage from physical.

< Build Specializations >
-every hero has not only one specialization.
-every hero has a potential in two or more fields/roles in battle.
-try different builds and find what fits you best!
-in addition, you spend 30 points in the beginning of each game to pick bonus stats / specializations.

< Runes >
-Powerful magic that can turn the tides of battle to your side.
-Accordingly, the monsters who keep them are also powerful.
Mark of the Howling Moon : Increases movement speed by 35% and increases attackspeed by 20%.
Ogre's Rune of Retribution : Increases armor by 20, returns 15% damage received to attacker.
Caustic Arachnathid Venom : Increases attack damage by 25. Each attack will reduced the target's armor by 3 for 4 seconds.
Infinite Mana Flux : Grants 15 mana regen per second and reduces ability cooldowns by 5 seconds.
Crimson Dragonfire : Increases Spell Power by 100. Every 5 seconds the Hero's attack will deal 120 splash magic damage.
Will of the Ancient Hydra : Grants 10 hp regen per second and increases spell resistance by 20%​
-All Runes will last 2:30 after they are acquired.
-Slaying a Hero still enchanted with Runes will steal the bonuses and reset the timer.
-Multiple Runes can stack.


< Adjustable Game Camera >
-a set of commands to adjust the game camera to your liking.
- "-camd x" Set your camera-distance-to-target to x.
- "-cama x" Set your camera-angle-of-attack to x.
- "-caml" Toggle camera-lock on/off to your hero.
*default –caml looks like an online mmorpg camera.

< XP per hit >
< Battle Strafing >
< HP/Mana/Gold Drops >
< Floating HP/Mana Bars >
< Modified Fog Vision >


To Do List
Sidequests (Dark Brood and Pirates)
Items
Dark Archon Remake
Soulslayer Remake (Probable)​

Credits
Code:
Jesus4Lyf's Systems : AIDS, BuffStruct, Status, Damage
Vexorian's CasterSystem, XE
Romek's UnitAuraControl
Kenny's KnockBackSystem.

HP Bar  and Mana Bar (Models) - Hatebreeder.
Draenei Paladin (Model) - AnemicRoyalty
Terraining (Doodads) - iPeez

13lade619
Witch King (Skin)
Akama (Skin)
Effect Models
Icons

*Special Effect Models  from TheHiveworkshop.com
(Thrikodius, WILL THE ALMIGHTY, JetFangInferno, shamanyouranus)

*Spell and Item Icons from TheHiveworkshop.com
(Kola, CRAZYRUSSIAN)

*Spell and Item Icons from World of Warcraft
 

Attachments

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Last edited:
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so I'll be using this thread for development discussion such as polls instead of the map thread on the database..

Poll:

Is it better to have both 'Spell Armor' and derive 'Spell Resistance' from it as a percentage
(just like Damage Reduction derived from Armor)?

or just have the Spell Resistance a direct percentage? (current setup)
 
Level 5
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QUESTION:

The new sidequests will involve capture points (buildings). Once you capture them your team will gain access to a global AoE skill
(there are 2 buildings actually, so you have 2 globals..).
What would be the best option to cast it?

A. Buyable Item - requires 1 item slot though..,
B. Buyable Skill from building - requires 1 hero to stand by the building.
C. Casted by building - though you have to select the building first.
D. Other options?
 
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