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LLS v0.22b beta

Submitted by xenoche
This bundle is marked as approved. It works and satisfies the submission rules.
Lights Last Stand

Created by xenOChe
Map Status: Beta Testing


Lights Last Stand is a hero based defence map where you play the role of a hero defending the Gaian Heart from the evil horde, who wants to snuff out its light and anyone who stands in thier way.


Map features
- 24 heroes currently with a range of customized abilities inwhich to defeat the agressors.
- 109 items ranging from the lowly 'Ordinary' to the powerful Ultimus item class inwhich to aid your hero in battle.
- 9 Levels, each consisting of 5 waves, swarm, ranged, special, heavy and a full assault wave, consisting of a mix of the first 4 waves finishing with the spawning of the levels boss.
- Gold vault that allows you to gain interest on stored gold.
- Achievements that reward the players for achieving specific goals
- Demonic Events that trigger when gaian energy (displayed as lumber) is depleted and increase in severity as the game progresses.
- When the defending players perform poorly gaian energy is reduced faster increasing the frequency of demonic events


Any and all ideas for heroes, items, events, or anything you feel would make it better would be appreciated. If your feeling especially enthused you could post a replay of a game you had that I could analyze to help iron out bugs and tweak map balance (or to compare scores :cool:).

Credits
Thanks to psn_KINGSLVRD42, moleman, Ayraclus, Scribbles, Chrexis, billy4, equal., mkubasa and vlad770 for alpha and beta testing.

Thanks to the following wc3 mod makers for there much appreciated efforts:

Tranquil: Carpet model, Lightning effect, Window model, Lighting effects, snipe target effect.
SantoRayo[iP]: Gem model
Carrington2k: Black Hole model
!!GORO!!: Bag model
Dionesiist: Demon hunter skin
Krysis: Boots of Medivh
0123456789: Goblin boots
Kallimachos: Allure icon
rednek: Castle cliff tile
tomv8: Meteorite
WILLTHEALMIGHTY: Explosion Effects
Daelin: Mana tap, Ignis, Frozen shell and Cold auras, Pedistal models
JetFangInferno: Blood, Holy bomb and Enchantment effects
levigeorge1617: Shock Aura
EdwardSwolenToe: Eye of Saregas missile
Dan van Ohllus: Love buff
Ergius: Gold Ore model
EvilCryptLord: Infernal machine missile
Illidan(Evil)X: Ion beam model
anarchianbedlam: Plasma mortar effect
BlackDoom: Medalion Icon
AkolytOr: Ring Icon
frEAk49: Shimmer Orb Icon
IIILSDIII: Tome Icon
Mc!: Wand Icon
CRAZYRUSSIAN: Light armor and helm Icons



Any ideas, suggestions, head over to the LLS development thread.
> Lights Last Stand Development Thread < Map Status: Beta Testing

v.22b changelog
-Fixed guide texts.
-Added another tier in demonic construction.
-Many abilities tweaked /balanced.
-Fixed a problem where creeps would always spawn from the same side.
-Tomes no longer share cooldown.
-Balanced mana costs of all hero abilities.
-Buffed the demonic summon, Soul Reaper.
-Made the enemy forces red for ease of minimap usage.
-Demonic buildings are know pinged, so you always know where they are.
-Difficulty now effects the death penelty severity.
-Removed annoying pauses on channel based skills.
-Bank is now much easier to access (press Esc, press again to reselect your hero).
-Heroes are now invulnerable for 5 seconds upon resurrection.
-Level cap increased to 30.

Keywords:
defence, castle, heroes, demons
Contents

LLS v0.22b beta (Map)

Reviews
Moderator
00:17, 28th Mar 2009 by bounty hunter2: This isn't a full review, since we didn't put this map on a testing session. However I'm sure we will in the future, and you will get more reviews. This one is only for the cause of approval. My apologies,...
  1. Sgt. Johnson

    Sgt. Johnson

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    Ok something else, me and my friend were playing 2 player, we were owning for awhile, I was using golem as usual, he had lady of the lake, after a bit we were just raping everything. Until we got to level 5... the Ancient of War wave, wave 4 I believe, completely raped us, their damage says 200-220 or something like that, but they were hitting my golem upwards of 400-600 a hit, I dropped in about 10 seconds. Friend with the lady got 2 shotted. Then they preceded to kill the shrine in about 5 seconds, then the altar in about 10 seconds or so after that (It was bout half health from bosses that of course pushed toward the heart and we couldn't stop them)

    We both had died from that wave and before we even respawned the ancients pushed to the heart and killed it in that time.
     

    Attached Files:

    Last edited: Mar 30, 2009
  2. xenoche

    xenoche

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    That could possibly be linked to another problem someone was experiencing with the demonic pheonixes. They both have an ability that adds damage equal to 30% of their current hitpoints. I'll either nerf or replace the ability next version as its FAR too strong.

    Thanks that helped alot.

    EDIT: I just watched your replay, much thanks. I found about half a page of things that need nerfing, buffing, tweeking, fixing, I'm gonna be busy tonight...
     
    Last edited: Mar 30, 2009
  3. Sgt. Johnson

    Sgt. Johnson

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    Also we think there may be a problem with the gaian energy, it continues to deplete even when a level is cleared =/ and doesn't seem to reset till some random occurence (haven't figured out what)

    Also maybe have the altars despawn at the end of a round if the players didn't kill them that level? Or maybe since it does just give a bonus, maybe make the Altar temporary, cause almost every game if the people on the lane with an altar cannot immediatly push and kill the altar, its pretty much GG because within a few minutes all hell breaks loose from the gaian energy depleting. And only a few classes are actually strong enough to push too *cough* Golem *cough*

    The gaian spirit thing you were talking about that can be used to run back and forth for items seems to also be way to squishy, maybe buff it a lil bit.
     
  4. herro_master

    herro_master

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    damn fine if i may say so

    Me n my buddies like this map and finding it on friday brightened mny day i told my buddy to host it and lo and behold after hosting he played it again and wanted to continue but couldent thats somthing for mah friends so good job Xenoche good freaking job


    and DAMN FINE
     
  5. xenoche

    xenoche

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    Press f9 during play brings up alot of info, including how gaian energy works, but I'll post a brief summary here.

    Gaian energy depletes periodically begining at 360 (-50 for each destroyed shrine). Destroying demonic energies and altars replenishes it. If gaian energy reaches 0, a random demonic event occurs. Demonic altars, energies, hero deaths all contribute to decrease gaian energy.

    Altars, if left unchecked will eventually upgrade to a demon Portal that summons a level 8 demonic wave whenever gaian energy reaches 0. If you have to, destroy altars in the time between levels before they get a chance to upgrade.

    The Gaian support unit (GSU) has a mana shield that obsorbs all damage (until its mana pool of 1000 goes to 0 anyway). So GSU's are tough enough, not that they should be in the heat of battle anyway (I'll think about a buff, mabee to mana regen).

    Once the heroes have been properly balanced the 'cant destroy altar' problem should also be resolved.

    xenO.
     
  6. BlackCat500

    BlackCat500

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    Hello xenoche.

    I've played this map with a few friends of mine a few times and although I might be repeating some things from the previous posts I'll just mention everything I found odd. Here we go:

    Aether Drakes owned everything in one shot. I don't know what's up with it.

    The East side is heavily disadvantaging for ranged people because you have to shoot up to a higher area from the shrine, which often causes the enemy to dodge your attacks.

    I'd recommend you to fix some spelling mistakes in the map (for example the word recommend in the loading screen) just to improve the map a bit more. It's pretty much awesome though, thumbs up.

    Some heroes are very weak from the beginning, or even useless..some abilities are becoming useless later on. How about you base some of the spells on attributes? It sure would help the survival a lot.

    I'd like to see a higher buying range of shops or an increase of the time in between the rounds.

    An easy difficulty and for all difficulties a scaled amount of gaian energy maximum and minimum, as well as scaled starting gold

    Gaian Heart buff in health (I read that's going to be done, no complaints here then)

    Weaken the dragon boss a slight bit (the rush attack is kind of strong, it killed our fighter in one shot all the time)

    I was actually fine with the golem, though I believe if his strength was placed onto other heroes he wouldn't need to be that strong. The Magnataur seemed totally useless because of the single-targeting. The health he has doesn't really make up for it.

    Well..that's all I can remember for now. It's a really great map..the over all design is great and the fun factor is high. Good job!
     
  7. Sgt. Johnson

    Sgt. Johnson

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    Kk, I still stand on the idea of having altars despawn at the end of a level, that would make it so if players didn't kill it during the level they would miss out on the bonus gold.

    And I believe the energy was depleting even between waves without an altar up, because we were waiting for the next level and suddenly started getting barrages one game.


    Also maybe you should rework the Psychic Bomb occurence, instead of a base ammount of damage have it deal say 75% of the heroes life, cause the damage Psychic Bomb does is ridiculous, if it happens to hit a caster there is an extremely high chance that the hero will die instantly.

    --------------------

    As for those positive effects for performing well, I have some suggestions.

    - Bounty Increase, if the players are performing well the bounty on killing enemies is increased by a %.

    - Grand Life Regeneration Aura, if players are performing exceptionally well the AoE range of the life regeneration auras of the Shrines and the Gaian Heart are greatly increased.

    - Movement Reduction Aura, of players are performing well enemies will have their movement speed reduced by a %.

    None of those would buff the players by to much, at most the grand life regen aura would be a nice buff, but if the creeps remain at current strength it will be enough to give the players a slight advantage but enough that players can still take damage.
     
  8. xenoche

    xenoche

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    Thx for the feedback blackcat500

    I haven't got to much time to chat, but I'll quickly run through and reply.

     
  9. Vaarj

    Vaarj

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    Aether Drakes owned everything in one shot. I don't know what's up with it.
    Great that you found out what was causing that bug, sorry i couldn't give you a replay, my friends weren't up to playing it..

    Just wondering, any ETA on the new version? I'm really looking forward to it :)
     
  10. xenoche

    xenoche

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    Even without the replay Vaarj, your posts have helped alot.

    Working on LLS as I post this, after grueling through my 2 pages of 'to-do list' over the last few days, I've got about a quarter of a page left. My best guess, 0.21 will be ready either tonight, or tomorrow morning.
     
  11. herro_master

    herro_master

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    cool cuz me and my buddies like this and would like to see it completed or at least more finished to us its a way to be entertained while keeping us on the edge of our seats

    ps. the mortar team is pretty damn strong if you can get the mage crit orb

    -herro
     
  12. Sgt. Johnson

    Sgt. Johnson

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    New version has a few issues it seems.

    So may wanna check out level 1 creeps and the phoenixes.

    Putting up a replay of last game.
     

    Attached Files:

  13. xenoche

    xenoche

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    Darn, well I'll view your replay ASAP.

    I would advise nobody to download 0.21, it seems I stuffed one of the triggers up. I'll fix and upload 0.21a as soon as its done. Thanks Sgt. Johnson, somehow I didn't pick that up while testing myself (possibly a discrepancy that only effects non-solo games).

    EDIT: I watched the replay, I'm so sorry :[ , I'll fix it asap.
     
    Last edited: Apr 2, 2009
  14. Vaarj

    Vaarj

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    Just played 0.21 solo and it seems to work fine, got farther then i've ever come before i think..too bad i got an fatal error when i accidentally bought a tome with the item-buyer -.-
     
  15. CloudMax

    CloudMax

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    It doesnt work fine if you get fatal error.
     
  16. T-s-G

    T-s-G

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  17. Dezedor

    Dezedor

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    Well this map certainly deserves to be developted even further, so im gonna share my experience of it aswell.

    Firstly: I'm not a Heroic guy normally. I prefer strategy maps, were i control the men in line of fire, instead of being them. That being said, this map just might convert me to play more Hero defences.
    I only played it single player and only made it to lvl 3. So thats all i can comment.

    There was a lot of great things in this map.
    1. The looks and feels of the map, was fantastic. Great terrain (Can't be said to often), Nice lightning effects, good use of sound, appropiate models, fine icons and so on. It somehow makes the map more pleasant, without messing with the atmopherer of approching danger. And the way the lighting turns red near the end: Nice though.
    2. The gameplay is simply fun. Nice banking system, a well working item system and nice details. Good random events which always means +1 points in my book.
    I like the Gaiin Energy concept. A LOT! Also the feeling of relief when the Guardians appered for the first time, was indescribable. (I spelled that wrong, right?)
    And the creeps! The main reason i stop caring in about ten waves, in normal hero maps is the creeps. Theyre ALWAYS boring as hell.
    Until this map came along. Nice variation in skills, playstyle and so on.

    To sum it all up:
    The gameplay and presentation, aswell as the sounds (loved the tracks) is great. A major problem is balance between heroes. (In my experience Mortar Team is to weak. That may be due to single play but still a lot weaker than the Battle Maiden, for example.) Fix that, and you've made one of the best Hero Defence maps ever.

    Well at least thats my opponion.
    I rate this 3.5/5 so far, simply because it was enjoyable. Even the defeat screen, doesn't seem as annoying as in most maps.
    However i will hold my final rating, till the hero balance is better, and i've play it in multiplayer. Until then keep up the good... no, Great work, and thx for a nice experience.
     
  18. Vaarj

    Vaarj

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    Played it solo once again, this time i'm attaching a replay, since there's still some things that need to be fixed..
     

    Attached Files:

  19. xenoche

    xenoche

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    v.21a Released

    Finally finished re-furbishing all creep stats, what an epic mission.
    Thanks for the replays guys, they help so much that every time I watch them I get at least another half a page of ideas and fixes.

    So here it is, in all its glory, v.21a.

    v.21a changelog
    -Re-evaluated all creep statistics and reconstructed the difficulty settings.
    -Gaian Conduct actually works now.
    -Fixed a bug where a demonic event would fail to occur.
    -Nerfed Gold Vault interest to 4% after the addition of the 'Double Interest' ability.
    -Standardized hero hitpoints, giving more survivability to casters and priests.
    -Stone bomb no longer damages structures.
    -Gaian Support unit no longer crashes the game when buying tomes.
    -Various creep ability buffs and nerfs.
     
    Last edited: Apr 3, 2009
  20. Sgt. Johnson

    Sgt. Johnson

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    :( now I'm a sad panda, you nerfed the Golem so much man, the AoE for the one rock ability being nerfed was big enough since I pretty much only used it for a quick stun and minor damage. But now your nerfing Stone Bomb even more than before? :( it was so nice being able to drop an altar quickly and get out before the shrine got swarmed lol.