@Spellbound this looks great keep up the good work! Maybe I think if I could add a lite version of this in Gui/Jass so that we actually could use it in the map. What do you used for the borders of the indicator mask?
I would like to use some indicators for the skills position and progress...
I thought about the base that is stays much about the same size so you just upgread the tents in usefull buildings how pick-a-chew already described but you should be able to defend it with walls and towers. I also thought about a awarness system of course the enemies don't like it when a big base is build just next to them and the heros of the base slauter their way through their friends.
So awarness is influensed with the progress of the base and the progress of the dungeon. It could be also a skill of the dungeonmaster to send a wave to the base with a long cooldown and as longer he waits to activate as more enemy will attack...
Ps: I sneaked some update to the map because no one was claiming to work next.
-added a more multieplayer friendly way of the townscroll to the map but doesen't changed the one from pick-a-chew if people like this more...
-added the herospecific soulstone system
-orderd and reworked some triggers with fokus of removing leaks, optimisation and creating standards for development(but will work more on it)
forgot last to mention:
-added the -kill comand, it kills the selected unit to test the soulstone system.
If someone has some ideas for the role of the dungeonmaster or the indication system please let me know here in the thread or via PM.
also opend a discord server for this thread nothing in the rules speaks againsed it but wait for a official aprove from a mod to share the link so we can talk and chatt a bit more easy.