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Lumberbrawl 0.13

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Lumberbrawl is a project me and a friend did for school. The map pits two teams of up to ten players against each other in a battle for dominance. This map was created for several reasons, but mostly because we wanted to contribute to the awesome, long lasting game that is Warcraft III.
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Resources
A single type of resource is used in this game, namely lumber (whoa...!). Lumber is used to purchase upgrades, which must be done if you want to stay on top of the game and come out victorious.

Victory Condition
In order to win the game, you must destroy your opponents main tower, which is either the Big Watch Tower if you're Alliance, or the Grand Guard Tower if you've sided with the Horde.

Each teams tower is located just outside their base, unreachable by heroes. What this means is that towers can only be damaged by special creeps periodically sent out to attack the towers. So in order to influence the length of the game, you can help your creeps on their way to victory by either purchasing special upgrades, like extra damage and armor for your creeps or extra spawned creeps.

Hero kills also deal 100 damage to the opposings teams tower.

The towers have 10000 health each.

Additional Information
Heroes may access the battleground from their base by using a teleport. After having teleported to the battleground, they're in there until death.

Items are currently not used in this game, and will probably never be.

There are currently eleven heroes avalible, but more are planned. Every hero can be leveled to level 30, either by killing heroes or waiting 30 minutes (every sixty seconds every hero is granted one levelup).
All heroes have four spells, three normal and an ultimate avalible at levels 6, 11, 16 and 21. Heroes are designed with four roles in mind, namely Healer, Tank, Damage Dealer and Crowd Controller.

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Yeah, I really need some better screenshots.

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GrandGuard.png

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Code:
======================== Lumberbrawl - v0.13 ========================

Hey, this is a really small patch fixing some really small bugs. 
Have fun!

[HEROES]

//--------------The Retaliator

-	Fixed a minor tooltip bug with Guilt.


[MAP AND TERRAIN]

-	Fixed a bug causing the text warning you of your tower dropping
	low to now only report once.

-	Rewrote the end of game text to something more exciting, fixing
	a bug in the process.

-	Added some color to the text displayed when purchasing creep
	upgrades.

-	Added some color to the text warning you of tower health.

-	The multiboard is now forcefully maximized when the game ends.

======================== Lumberbrawl - v0.13 ========================

======================== Lumberbrawl - v0.12 ========================

Hey! This is another huge patch, and this one is quite important!
Several gamebreaking bugs are fixed, heroes are remade and a hero is
added. Several balance fixes and tons of bug fixes! I've also added
a multiboard that displays important or semi-important information
about the game! I hope you all enjoy this update, and expect more
in the future!

[HEROES]

//--------------The Retaliator

-	Hero scale has been increased from 1.0 to 1.1, and selection
	scale from 1.0 to 1.2.

-	Frostshroud rebalanced. It now lasts 4 seconds, down from 5.
	Cooldown is 20/18/16/14/12, from 30/25/20/15/10.

-	Frostshroud tooltip fixed; it said wrong values for pretty much
	everything.

-	Rebalanaced/fixed Guilt. The current version of Guilt didn't actually
	work, and decided after awhile that there would be too many
	problems with the current version. So, Guilt has been reworked
	and now does 60/100/140/180/220 magic damage to the target of guilt
	if the target of guilt casts a spell. The debuff is still removed upon
	casting a spell. Slow is now also 12/16/20/24/28%.

-	Stalking Blade rebalanced. It now deals 80/130/180/230/280 physical damage,
	down from 100/150/200/250/300 physical damage. It now also increases
	movement speed by 5% at all levels.

-	Rage now passively increases damage by 20/30/40/50, up from 10/20/30/40.

//--------------Splashling

-	Fixed the tooltip of Mending Waves displaying the wrong manacost.

-	Mana Drain now drains/gives 40/50/60/70/80 mana per second, up from
	20/25/30/35/40.

//--------------Lord of Flames

-	Main attribute is now properly set to Intelligence.

-	Fiery Flaming Fiends now have a collision size of 1, down from 16.

-	Great Balls of Fire remade, it is now Great Ball of Fire.

	On activation, send out a great ball of fire that travels 2400 units
	towards the targeted direction. If it comes in contact with an enemy
	target, that target takes 325/425/525/625 magic damage and is stunned
	up to five seconds depending on the distance the ball has traveled. 
	The ball explodes scorching the ground around it for 5 seconds, causing enemy
	heroes who stand in the radius to take 20/30/40/50 magic damage per
	second.

-	Unclear Clarity rebalanced. It now increases mana regeneration by
	1/2/3/4/5, up from 1/1.5/2/2.5/3 and the amount of spawned Fiery
	Flaming Fiends is now 1/1/2/2/3, up from 1/1/1/1/2. Fiery Flaming
	Fiends now deal 25 hero damage, up from 15 piercing, and their
	movement speed is 375, up from 330. They now last 6 seconds, down
	from 20/25/30/35/40. Their attackspeed is now 1.5, up from 1.

//--------------Princess

-	Effect added by Incarcerate is now more visible.

-	Fixed the tooltip on The Kings Army. It said "of" instead
	of "to".

-	Hero scale reduced to 1.0, from 1.1.

-	The Knights spawned from The Kings Army has had their scale
	increased from 0.9 to 1.0

//--------------Shadow Priest

-	Fixed all tooltip inconsistensies and bugs I could find.

-	Primary attribute is now correctly Intelligence.

-	Voodoo tooltip changed to not be so wrong.

//--------------Gargoyle

-	Fixed all tooltip inconsistensies and bugs I could find.

//--------------Earthen Spirit

-	Fixed all tooltip inconsistensies and bugs I could find.

-	Earthen Protection now lasts 2/2.75/3.5/4.25/5 seconds,
	up from 1/2/3/4/5.

-	Rock Slam now deals 50/70/90/110/130 damage with each damage
	source, meaning it deals 260 physical damage to the targeted target.

-	Rock Slam slow now slows by 35/40/45/50/55%, from 50% at all levels.
	(Tooltip said completely wrong numbers, but that is now fixed)

-	Shock and Awe now applies the same slow applied by Rock Slam, depending
	on Rock Slams level.

-	Demoralizing Roar remade, it is now Taunting Roar. Taunting Roar
	is a no target ability that when activated applies an aura for 2/2.5/3/3.5/4
	seconds that affects enemies in a 450 radius around the Earthen Spirit.
	The aura reduces armor by 4/5/6/7/8 and forces the affected targets
	to attack the Earthen Spirit.

//--------------Fel Beast

-	Fearless Roar now increases attackspeed by 40/60/80/100%, up from
	30/50/70/90%.

-	Fearless Roar manacost is now 125 at all levels.

//--------------Kodo Rider

-	Rush slightly rebalanced: the buff Rush now slows attackspeed by 75%,
	while the buff Tired has been renamed to Slow and Steady and it now
	increases attackspeed by 60/70/80/90/100% instead of slowing it.

-	The knockback on the kodos spawned by Rampage now deals 50 magic
	damage at all levels.

//--------------Shaman

-	Almost completely remade! "Fun" fact, this is probably the third
	iteration of this hero. Hopefully this one will last!

	First skill is now Storm! It is basically the same as the last
	skill, except it travels further and faster and deals more damage.
	However, the damage dealt is reduced by 10% for every enemy
	it hits.

	Second skill is now Earth! It is a AoE target point stun.
	You select a target area and after 0.75 seconds enemy heroes inside
	that area will take magic damage and be stunned.

	Third skill is Fire! Fire is a no target ability that when activated
	will search for a random enemy hero in radius every 0.75 seconds,
	and deal magic damage to that target and slow it heavily for 0.5 seconds.

	Fourth skill, the ultimate is Heed My Call! It is a target point
	ability that sends forth a wave of storm, earth and fire energy
	that travels very far and very quickly. If the wave hits an enemy,
	that enemy will take magic damage, be slowed and take extra magic
	damage over time and the Shaman will teleport to that target.

//--------------Tauren Warrior

-	A new hero has been introduced! This mighty tauren is not afraid to
	smash things up with his overly large totem. Has the abilities
	Raging Bull, Calm Bull, Totem Trample and Hoof Stomp!


[GAMEPLAY]

-	Killing a hero now grants 50 lumber, up from 10.

-	Killing a hero now deals 100 damage to the opposing teams tower,	
	up from 50.

-	A new upgrade has been added: Siege Weapons! You may now spend
	800 lumber to add one siege weapon to be spawned for your team.
	You can add upp to five siege weapons total.

	Siege Weapons have 350 health, 2.0 attack cooldown and deal
	50 siege damage. They benefit from your creep auras.

-	The amount of mana given by intelligence is now 22, up from 20.

-	The amount of mana regen given by intelligence is now 0, down
	from 0.05.

-	All heroes base mana has been increased by 100.

-	All heroes base mana regeneration is now 5, up from 0.01.

-	The amount of health given by Strength is now 25, up from 23.

-	Capturing a Capture Point now provides a 4% max mana/second
	regeneration effect around it (500 AoE) for you and your allies.

-	The game no longer continues to spawn creeps and count time
	after the game is over.

-	Dummy units used in spells now have 400 sight range.

-	Teleporting to the arena now has a special effect. Purely cosmetical.

-	Fixed the code of a few heroes who rely on xecollider so that
	their spells reach their actual range, not further or shorter.

-	Fixed a bug causing a captured point to not be able to be captured
	by the opposing team.

-	If an enemy hero interrupts the capturing of a point, the timer
	will be reset to zero but start counting again directly after
	the enemy hero leaves the area, without you having to enter
	the capture zone again.

-	Fixed the test command -up so that it now works for more than the
	first player to enter it.

-	Capture points now display a text that tells you how far you
	are in capturing them.


[MAP AND TERRAIN]

-	Greatly improved the hero death announcing text, it's now over
	9000% more awesome. Yeah, I went there.

	Alright, some real description is in order. Previously, kills
	were displayed in a real boring manner. I've now made it so
	that kills are announced more awesomely (with color! wow!).
	It's hard to describe.
	
	Also, if you get three kills in a row you will begin to see
	each kill be announced with even more awesomeness! This however,
	resets if you die (meaning if you lose your killstreak!).

-	Fixed a bug causing the end of game text to not be displayed.

-	A multiboard showing various stats have been added!
	Please comment on what you think is missing on this board,
	and if you find any bugs please notify me of them.

-	The text announcing that the test mode has been enabled is
	now displayed to all players.

-	The text announcing that a player has picked a hero now
	says the players name instead of the players number.

-	Added a small effect to your Private Blacksmith that only
	shows up for you, making it easier for you to quickly
	distinguish which Private Blacksmith is yours.

======================== Lumberbrawl - v0.12 ========================

======================== Lumberbrawl - v0.11 ========================

Hey, this patch is a big one! I've made a new hero, completely remade
two skills, fixed a ton of bugs and made various adjustments that I
consider necessary. I hope you will all enjoy this update!


[HEROES]

//--------------Shadow Priest

-	Fixed the tooltip of Soul Blast display incorrect values.

-	Increased cooldown on Soul Blast by one second.

-	Manacost of Soul Blast is now properly set to 40.

-	Radius of Soul Blast is now correctly 250.

-	Improved the speed of the Soul Blast projectile.

-	Increased the attack point slightly.

-	Fixed the tooltip of Voodoo to display the correct cooldown
	and manacost values.

-	Fixed a bug causing his ultimate to last 6 seconds at every
	level.

-	Voodoo improved, it now jumps to a random target in a 250
	radius after 2 seconds. It can do these jumps 0/1/2/3/4 times,
	meaning it wont jump the first level. The jumps will be cancelled
	if no target cannot be found.

//--------------Kodo Rider

-	Kodo Ball removed. It had too many issues with being able to
	enter areas that were not meant to be reachable, and was prone
	to bug causing Kodo Rider to be locked in a paused state forever.
	
	However, it has been replaced with Rampage!

	Rampage is a area of effect targeted ability that summons kodos
	that charge, smash and bash enemies in the targeted area.

-	Changed the slow mechanics on War Drums to be completely triggered.

-	Increased the amount of damage added by War Drums to 12/19/26/33/40 %
	up from 11/15/19/23/27 %.

-	Improved attack cooldown from 1.7 to 1.4.

-	Improved base damage from 25 to 30.

-	Increased base agility from 20 to 23.

-	Increased agility gain per level from 1.9 to 2.4.

-	Rush now also increases attackspeed by 50/75/100/125/150%, and slows by
	50% when Rush is over.

-	Rush has been rewritten to properly apply it's slow only after 6 seconds
	have passed.
	
//--------------Lord of Flames

-	Hazing Blaze now uses GetSpellTargetX/Y instead of locations.
	Nothing special...

-	The DOT part of Fiery Breath and Hazing Blaze (Bad Combination)
	now deals 15/20/25/30/35 magic damage per second, up from
	10/12/14/16/18 magic damage per second.

-	Now has a proper voice.

-	Great Balls of Fire tooltip fixed.

//--------------Fel Beast

-	Lashing Strikes now correctly gains in power when leveled.

-	Lashing Strikes now have a proper icon placement.

-	Impale changed. It now no longer lags.

-	Impale now deals 50/100/150/200/250 damage in a 275 AoE.

-	Reckless Charge cast range increased from 800 to 1050 to reflect
	the actual charge range.

-	Damage range reduced a bit, and as a result base damage has been
	reduced.

//--------------Gargoyle

-	Resilience of the Dead removed. It didn't work at all and was
	kinda boring.

	However, it has been replaced with Feed!

	Feed is an no target area of effect lifedrain, which follows
	the Gargoyle around. It drains life from enemies in radius,
	and when the lifedrain is over it heals allies in radius for
	the amount drained.

-	Now has a proper voice.

-	Screech manacost increased from 50 at all levels, to 50/75/100/125/150.

-	Screech tooltip fixed.

-	Stoneform tooltip fixed.

-	Stoneform now increases health regen by 10 at all levels, up from 2/4/6/8.

//--------------Earthen Spirit

-	Shock and Awe now has a cooldown of 21/19/17/15 seconds, up from
	8.

-	Shock and Awe redesigned. It now deals 325/425/525/625 physical damage
	and pulls all targets hit towards the shockwave.

-	Shock and Awe range increased to 850, up from 700.

-	Added preloading to Rock Slam.

-	Changed the slow mechanics on Rock Slam to be completely triggered.

-	Rock Slam damage increased from 40/50/60/70/80 to 50/60/70/80/90 
	(total damage for the targeted target is now 180 physical damage at
	max level).

-	Rock Slam now deals physical damage.

-	Added some effects to Earthen Protection.

//--------------The Retaliator

-	Improved his hero description.

-	Hero has been almost completely remade!

-	Stalking Blade now lasts 4 seconds at all levels, with a cooldown of
	8/7.5/7/6.5/6 and the bonus damage is now 100/150/200/250/300.

-	Guilt has been rebalanced and now has a 100% chance of backfiring
	a spell, but only one spell may be backfired. It also now slows movement
	speed by 10/13/15/17/20%. 20 second cooldown at all levels.

-	The Path of Frost is now Frostshroud. It no longer increases movement speed,
	but increases evasion and magic resistance by 50% for 5 seconds at all levels.
	Cooldown of 30/25/20/15/10.

-	Rage has been completely redesigned. It now passively increases your damage 
	by 10/20/30/40 and mana regeneration by 2/4/6/8.
	Activating the ability causes you to be granted maxmimum movement speed, 25
	health regeneration and 20/30/40/50 damage for 7/8/9/10 seconds. 60/50/40/30
	second cooldown.

//--------------The Hassassin

-	The Path of Shadows now increases movement speed by 25% at all levels,
	instead of reducing it by 10%.

-	The Path of Shadows now deals 60/95/130/165/200 physical bonus damage,
	up from 50/75/100/125/150.

-	The Path of Shadows now lasts 10 seconds at all levels.

-	The Path of Shadows now has a 15 second cooldown at all levels.

-	The Path of Shadows tooltip has been updated a bit.

-	Flurry of Knives is now appropriately named so when learning it, instead
	of Tricks of the Trade.

-	Updated the tooltip of Envenomed Spear to properly state the duration of
	the debuff (10 seconds, it said 6).

-	Hassassin's Mark now reduces armor by 5/6/7/8, down from 4/8/12/16.

-	Hassassin's Mark now lasts 20 seconds, down from 30.

-	The buff Determination, granted by Hassassin's Mark now increases attackspeed
	by 60/70/80/90%, down from 50/70/90/110%.

-	Manacost of Hassassin's Mark increased from 50 at all levels, to 50/70/90/110.


[GAMEPLAY]

-	Finally fixed a bug causing both auras to not grant their bonuses
	at maximum level.

-	Private Blacksmith is now properly set as a building, and as
	a result the annoying healthbar is now removed.

-	Cooldown on leveling up auras is now 0.5 seconds.

-	Both teams fountains are now always visible to their respective team.

-	Fountain regen code has been rewritten to vJASS. It was GUI and, well,
	ugly.

-	All heroes base movement speed is now 350.

-	Finally fixed all bugs I could find with hero respawning.

-	Armor gained per point of agility decreased from 0.3 to 0.2.

-	Improved all heroes base armor a bit.

-	Increased the amount of health gained by strength points from 20 to 23.

-	The test command "-dummyhero" is now "-dummyhero xx", where xx is the level
	you want the spawned dummy to be.


[MAP AND TERRAIN]

-	Yet again improved the look of the arena slightly.

-	Added a special effect when you capture a capture point.

-	Added special effects ontop of the towers surrounding the
	capture points. These effects differ from Alliance to Horde
	and only show up on captured points.

-	Changed the -test mode text around a bit.

======================== Lumberbrawl - v0.11 ========================

======================== Lumberbrawl - v0.10 ========================

Sorry, no Princess yet again! However, I've added her to the tavern
(no, you cannot pick her) as a way of teasing her and her abilities.

The last patch broke some things which needed fixing, and yet again 
I found some old but noticable bugs. Many of the changes in this 
patch are purely cosmetical, though!

[HEROES]

//--------------Shaman

-	Fixed the tooltip for Shamans Lightning Row not changing
	when being leveled.

//--------------Earthen Spirit

-	Fixed a typo in the buff granted by his third spell.

-	Rockslam renamed to Rock Slam.

//--------------Splashling

-	Fixed an error in his description.

//--------------The Hassassin

-	Removed the evasion component of his second ability.

-	Greatly changed and improved the description of all his
	abilities.


[GAMEPLAY]

-	Increased the healthpoints of Footmen and Grunts by 100.

-	Swapped the places from where each teams portal leads to.

-	Fixed a bug with the max level of Command Aura.

-	Fixed a bug causing the levelup text of auras to only be shown to
	the Good team.

-	Changed the text notifying you of an aura being max level to
	show which aura it means.

-	Removed all shortcuts when selecting a hero, since they were
	not stated and I want to prevent accidental hero picks.

-	Creeps now begin spawning when the game starts instead of
	30 seconds after.

-	The gold meter now showns time in seconds. It firsts counts down
	from 60, then begins counting up.

-	Added preloading to some abilities that didn't have it, should reduce
	"first time use lag". Please notify me if there are still some lagging
	abilities.

-	Portals now do not activate until the game has started, thereby
	preventing access to the battlefield until the game has started.

-	Fixed a bug causing your hero to be reset to full life and mana
	whenever the respawn trigger ran.

-	You can no longer attack your allies, under any circumstances.

-	Units are now stopped when they use the teleporters, fixing the bug
	where they run off after being teleported.

-	Good guys have been changed to "The Alliance" and Evil guys have been
	changed to "The Horde".


[MAP AND TERRAIN]

-	Greatly improved the way the bases look. They should now look more
	like fortresses and less like oversized camps!

-	Changed and improved the way the tavern area looks.

-	Fortress and Great Castle are now both invulnerable, as they need
	not be otherwise.

-	Rotated a few buildings and towers around so they look like they
	could fit their purpose a bit better.

-	Removed a whole bunch of useless/unusued objects.

-	Removed an annoying doodad that added a sometimes visible dust
	cloud at the Good base. It was never meant to be there.

-	Changed the map description a little bit.

======================== Lumberbrawl - v0.10 ========================

======================== Lumberbrawl - v0.09 ========================

Sorry, no Princess yet. Quick bugfix patch!

[HEROES]

//--------------Kodo Rider

-	The tooltip for Drums of War now correctly describes the duration
	of the applied debuff. The attackspeed slow is now correctly
	described as a percentage.

//--------------The Retaliator

-	Fixed the disabled learn icon for his ultimate to actually show up.


[MAP AND TERRAIN]

-	Fixed a bug causing heroes to not respawn at all.

-	Added a new -test command, -kill. Using it will kill any hero
	unit you have selected.

-	Added a note pointing to lumberbrawlcontact at gmail dot com
	in the quest description ingame.

-	Cleaned up hero selection triggers and fixed some bugs.

-	Hero death messages are now displayed to all players.

-	Heroes are now pinged when they respawn.

======================== Lumberbrawl - v0.09 ========================

======================== Lumberbrawl - v0.08 ========================

The Princess is due to the next patch. I felt the need release these bugfixes
and changes first.

[HEROES]

//--------------Shadow Priest

-	Fixed the tooltip for Shadow Shock, it now accurately describes
	the spell.

-	Reduced the hero scale. He was a little too big, wasn't he?

//--------------Splashling

-	Can now be accessed when using -ar or -random. Silly me.

//--------------Shaman

-	Breath of Fire now actually has a cooldown.


[MAP AND TERRAIN]

-	Creep auras no longer give their level one bonuses unless leveled.

-	Fixed a bug allowing players to pick multiple heroes even when -up
	wasn't enabled.

-	Recoded the heropicking system. It's now in full vJASS glory.
	However, due to problems (that existed earlier) and a design
	choice, -repick has been removed. The avalible commands are now
	-ar (before 15 seconds have passed, only red may enter it),
	-random (after 15 seconds and if -ar hasn't been entered).

-	Rewrote most existing GUI triggers to vJASS.

-	"Hero Selector" renamed to "Private Blacksmith", to better reflect
	it's purpose in the game.

-	Rocks now rotate a little nicer around the edges. Should look better.

-	The cosmetic summoners are now unclickable and their healthbars are 
	no longer shown.

-	The True Sight dummies no longer have any sight range.

======================== Lumberbrawl - v0.08 ========================

======================== Lumberbrawl - v0.07 ========================

[HEROES]

//--------------Fel Beast

-	Lashing Strikes changed. On hit, stuns for 1.5 seconds and deals 20/
	40/60/80/100 magic damage. 13/12/11/10/9 seconds cooldown.

-	Fixed a disabled icon to actually show up.

//--------------The Retaliator

-	Fixed a disabled icon to actually show up.

//--------------Lord of Flames

-	Fixed a disabled icon to actually show up.


[MAP AND TERRAIN]

-	Removed the weird shadow added by the True Sight dummy-buildings in
	the last patch.

-	Removed an unused model, further reducing the size of the map.

======================== Lumberbrawl - v0.07 ========================

======================== Lumberbrawl - v0.06 ========================

Major cleanup. Removed alot of old and unused data, such as spells and icons.
Loading screen image removed. As a result of all this, filesize should decrease.


[MAP AND TERRAIN]

-	A ton of rocks added to rocky surfaces. Purely visual.

-	The control points now have a 150 radius True Sight attached to them.

======================== Lumberbrawl - v0.06 ========================

======================== Lumberbrawl - v0.05 ========================

[HEROES]

//--------------Gargoyle

-	Hero description, skill description and statgrowth added.


//--------------Shaman

-	Now done. Skill description and statgrowth added.


//--------------Shadow Priest

-	Hero description, skill description and statgrowth added.


//--------------Earthen Spirit

-	Hero description, skill description and statgrowth added.


//--------------Kodo Rider

-	Proper name and statgrowth added.


//--------------Hassassin

-	Proper name and statgrowth added.


//--------------Lord of Flames

-	Proper name and statgrowth added.


[MAP AND TERRAIN]

-	Several minor inconsistensies and bugs fixed.

-	Map preview icon added.

-	Map loading image changed.

======================== Lumberbrawl - v0.05 ========================

======================== Lumberbrawl - v0.03 ========================

[HEROES]

//--------------Gargoyle

-	New hero. Has Soundwave, Screech, Resilience of the Dead and Stoneform.


//--------------Shaman

-	All abilities scrapped, two currently done.


//--------------Shadow Priest

-	Two skills replaced. Now has Voodoo, Shadowshock, Soulburst and Brainstorm.


[MAP AND TERRAIN]

-	Terrain slightly changed. Removed ramps leading up to either bases.

-	Creepspawns completely changed. Creeps now spawn at a Circle of Power 
	located a few yards away from each teams new Grand Tower / Big Guard Tower.
	Destroy the opposing teams grand / big tower now results in victory.

-	Creeps can now be buffed by spending Lumber on upgrades. The upgrades will upgrade
	an aura located on each teams Castle / Fortress. Global range on aura. Current auras are
	Devotion (Armor) and Command (Damage).

-	-cm (Creep Mode) mode disabled. Will most likely be completely removed in future updates.

-	Text explaining how to play the game has been added to the Quests menu.

-	Introductory text has been added that now shows shortly after the game has started.

-	The test commands are now activated by typing -test before 60 seconds have passed.

-	Heroes now periodically level up (every 60 seconds after the game has started).

-	Dead heroes are now ressurected every thirty seconds (after the game has started).

-	Only hero kills grant lumber now, not creeps (you're not supposed to be able
	to kill creeps anyway).

-	Every time a hero dies the dying hero's teams tower takes 50 damage. This damage
	cannot destroy the tower (it is direct HP removal through triggers).

-	Several minor inconsistensies and bugs fixed.

======================== Lumberbrawl - v0.03 ========================

======================== Lumberbrawl - v0.02 ========================

[HEROES]

//--------------Lord of Flames

-	Added hero description.


//--------------Hassassin

-	Added hero description.


//--------------Kodo Rider

-	Added hero description.


//--------------Splashling

-	Added hero description.

-	Added new icon for Water Shield.

-	Added new icon for Mending Waves.

-	Added ability descriptions.


//--------------Shaman

-	Added hero description.

-	Added new icon for Totems.

-	Added new icon for Spring Totem.

-	Added new icon for Earthbind Totem.

-	Added new icon for Magma Totem.

-	Added new icon for Feral Spirits.

-	Feral Roar removed.

-	Added Magma Burst, a single target DoT.

-	Lightning Burst changed to a no-target AoE heal.


// --------------The Retaliator

-	Added hero description.

-	Added ability descriptions.


//--------------Fel Beast

-	Added hero description.

-	Added ability descriptions.


//--------------Shadow Priest

-	New hero in the works.


//--------------Gargoyle

-	New hero in the works.


//--------------Pandaren Brawler

-	New hero in the works.


[MAP AND TERRAIN]

-	Terrain massively improved. Various visual areas were added.

-	Code added to handle single-player testing. Avalible commands are
	-up, -setlevel, -dummy.

-	-cm (Creep Mode) mode added. Players must defeat three waves of creeps
	before they can move into the battle area.

-	-ms command added. Displays the all your units movement speed.

======================== Lumberbrawl - v0.02 ========================

======================== Lumberbrawl - v0.01 ========================

[HEROES]

//--------------Kobold Firedude

- 	Changed how Hazing Blaze works by using xecast. This however 
	seems to be hindered by a bug in the xecast module.

-	Corrected tooltip typo on Hazing Blaze.


//--------------Shaman

- 	Added totem ability which lets you cast three totems.
	These totems are Spring Totem, Earthbind Totem and Magma Totem.

	Spring Totem increases health and mana regeneration for friendly
	units in range.

	Earthbind Totem slows enemy units in range for 15/20/25/30/35%.

	Magma Totem deals 20/30/40/50/60 magic damage every 2 seconds to
	enemy units in range.

-	Added Feral Roar, an ability which gives you and your summons +30%
	attack speed and +20% movement speed.

-	Added Burst of Lightning, a single target ability that heals
	friendly units around the targeted unit.

-	Added Feral Spirits, an ultimate that summons two spirit wolves
	to fight for you for 15 seconds.


//--------------The Retaliator

-	Minor change to Guilt to make it actually work. Untested though,
	but my logic tells me it SHOULD work.


[STUFF TO DO]

	Finish terrain.
	Work on system for base capture and winning conditions.
	Rebalance heroes.
	Finish Shaman. //Partly Done.
	Start on new heroes.

======================== Lumberbrawl - v0.01 ========================
I hope you enjoy this map, and if you want to comment on anything, whether you've just found a bug or you just want to critize our map, please do! We can be reached at either Hiveworkshop or by mail at lumberbrawlcontact [at] gmail [dot] com.

PigmassacreLogo25percent.png

pigmassacre @ 2010

Several icons have been taken from the WoW-icons section at wowwiki.com. Some icons have been made by using those icons. The model for The Retaliator is made by jigrael, additional credit to Moyack and 3dmaxhy.

Keywords:
lumber, brawl, lumberbrawl, pigmassacre, pigma, dr0lle, 1.24, jass, vjass, arena, fun, short, lan, local, area, network
Contents

Lumberbrawl 0.13 (Map)

Reviews
18:53, 11th Aug 2010 ap0calypse: Approved
Level 6
Joined
May 9, 2010
Messages
127
no items, fight till death, arena, team play, what are we waiting for? Let's all download it.
I will for my part and see what's it like.

I wasn't being sarcastic, I really love no items game, it makes your character less of a
puzzle with missing pieces.

Edit:
Just tested it with Splashing
I liked the terrain, not too obstacled, I don't get why you'd want to capture points unless
it gives you more wood. But though, I think the points should look like Wood gathering.
You can add that only by making Lumbermill and peasants gathering wood from eternal
trees. And what about you can train some peasants with gold and if you lose the point
then the enemy team has everything you have invested in it and there your main
goal would be to retake it. Having no items is mostly a plus to me, I like it that way
as long as your heroes are balanced. I hope some of your heroes don't have cloak or
shadowmeld and still can cap the points. (I haven't tested it myself).
Make sure you don't have that rigged hero with all the good skills or at least make all
hero on that pattern.

Splashing looked cool but I had no targets to use its spells so I couldn't test it right.
I liked the way he was presented, all the spells are related to water and their icons
are all blue, there's no red and green that doesn't fit in. The map is a tad big to dl
online, I'd like you to reduce it like a lot, at least to half of its size unless it's totally
impossible without removing everything you put in.

To play on the internet you need two things, fast download and quick joining.
I for myself am never interested in joining a game with 5 ppl waiting to download
and it takes too long.

To brief this all, I give a 4/5 to this map, I like it. I'd like to play with more ppl.
We should do an Arena Party someday, pretty sure we'd have plenty of good times.

Druu
 
Level 3
Joined
Jun 20, 2009
Messages
26
Druu, thanks so much for your feedback! I very, very much like your idea about making the capture points look more like places where lumber is gathered... I'll make sure to do something about it in the next update! Your point about making the points stronger is a really good one, I'll try to work it in. Could be awesome.
(Also yes, capture points do provide wood at the moment, the more points you have captured the more wood you get.)

I haven't added it yet, but I plan to make the capture points reveal invisible heroes that are in the circles of power.

I'll see if I can do something about the size of the map, I could probably bring it down abit by reducing the quality of some images. Should work fine.

Also, for single players testing you can type the command "-test". (The command is disabled if you don't type it in before the game begins, though).
It unlocks a few options, such as:
-respawn,
-dummy (spawns a dummy with 10000 health in the middle of your base),
-setlevel xx (where xx is the number you want all your heroes level set to)
-up (allows you to pick an unlimited number of heroes)
And when you press Escape your cooldowns are reset and life/mana is set to 100%.

A command that's always avalible is -ms, which shows your hero(es) movement speed.

Thanks again for your feedback, and yeah it would be great if we could gather some people together and play arena maps!
 
Level 3
Joined
Jun 20, 2009
Messages
26
Well I would like some more info since I cannot seem to reproduce the issue... How many players were there? What playercolor were you? Are you absolutely sure noone typed "-test"? That command currently works in multiplayer too, just for testing purposes.

I'm not able to access the code at the moment but perhaps I've forgotten to disable multiple heroes for everyone but blue... Could be, could be.
 
Level 3
Joined
Aug 11, 2008
Messages
41
LOL.............. i have to say this about the damn trailer. Although its pure "lame" and doesn't describe much about the gameplay and stuff, IT IS SIMPLE AND IT ROCKS!
Not only the description of the game was great, it is defintely absolute in being the best trailer in attracting someone to play this game. Although I ain't a fan of hero arena etc etc, only interested in different cool gameplays.... like your cruiser command, i reckon this would be a fun map to play with for everyone else! MUST TRY:mwahaha:
 
Level 3
Joined
Jun 20, 2009
Messages
26
LOL.............. i have to say this about the damn trailer. Although its pure "lame" and doesn't describe much about the gameplay and stuff, IT IS SIMPLE AND IT ROCKS!
Not only the description of the game was great, it is defintely absolute in being the best trailer in attracting someone to play this game. Although I ain't a fan of hero arena etc etc, only interested in different cool gameplays.... like your cruiser command, i reckon this would be a fun map to play with for everyone else! MUST TRY:mwahaha:

Hahaha thank you, I'm glad you liked it! :D
 
Level 3
Joined
Jun 20, 2009
Messages
26
Aboce all if you update all those flaws your map should be approved soon

Which flaws do you mean exactly? :)

Alright, just a heads up for anyone who care. The next version will most likely include a new hero (something slightly pink... don't ask me why!) and I will rewrite the whole heropicking system. It's currently a mix of GUI/vJASS from when I didn't know JASS and when I learned it, so a major cleanup is in order! There will also ofcourse be bugfixes and small stuff that I'm bothered by, typos and such.

well it happened even in multi player

Aight, found the bug and squashed it. Pretty silly reason why it ever occured, but oh well! :)
 
Last edited:
Level 3
Joined
Jun 20, 2009
Messages
26
Looks cool :D Thumbs Up! Did you use ''Capture Control Point System 1.0'' by LSI.Foley ?
Or did you do the ''Control system'' all by your self. If you did use that give credit

Thanks for the good word and the thumbs up, I really appreciate it! :)

And no, I did not use that system. I coded it all by myself, it was kinda my own challenge to see if I could accomplish it. When I began working on the map my JASS / vJASS knowledge was basically zero, but over a few months I managed to learn it and it all came down to what's in this map. If you want to see the code I'll be happy to provide it, just ask! :)

The only systems I'm using are Vexorians xe-system and modules, Rising_Dusk's knockback system, JST by emjlr3, Table, TerrainPathability, UnitIndexingUtils, GroupUtils, LastOrder, BoundSentinel and TimerUtils. Most of them are only needed for the knockback system, but oh well! :)

yay =) ill try new ver
Edit: i still dont respawn if i die =\ could it be cause there was more than 1 person was dead at one time??

:S I'll check it out. Wow, lol. I found the problem. I was creating a new variable to store the trigger in, when what I really wanted was to store it to an already created variable.

Alright, finally fixed it. Fixing it also brought up a ton of bugs and errors that had been made earlier, and they have now been corrected. See changelog for details!

Edit: Meh, seems like there's a bug with the levels on the Command and Devotion auras. They're easy to fix but I'm going to bed now, I'll fix them tomorrow.

Alright, version 0.10 is up!

Edit yet again!:

0.11 is soon to be released, it's pretty huge. I found a TON of gamebreaking bugs and less gamebreaking ones while building this patch, and I've graduated from school so that's why I've not been more active. However, expect 0.11 sometime this week.

Some changes made in 0.11: Remade abilities, buffs and nerfs, a new hero (Princess!) and overall improvements.
 
Last edited:
Level 2
Joined
May 21, 2010
Messages
15
you know.... it's really hurting to me that there's no creeping,farming,items, just upgrades and capturing?..... You Dun wanna know how I'm hurt
 
Level 6
Joined
May 9, 2010
Messages
127
Hey dude, I REALLLY like Pink the princess! wow, she rocks so much. Yet I only tested 2
heroes and I LOVE this map. This truely deserve 5 thumps up.

Some minor things are to improve though.
I'm sure that in a multiplayer map the mana is a real problem, you don't want to use that
mana too quickly so you end up doing mostly nothing. The fun factor is reduced by the
lack of mana regen. I suggest you to either reduce the mana cost of your heroes OR to
increase the mana regen on the heroes. If you have one of them with brilliance aura.
Don't worry about BOOSTING it so it really recharges the mana VERY quickly. You might
say this would lead to imbalance, right? Well, not really because it is an aura. In fact, to
use that aura, the members would need to ball and stay together leaving 3 shrines
unprotected.

That's my point of view because I saw Pink which is an healer/support hero having that
ultimate eating half of her energy. I don't know if you play or know about Magic: the
gathering. But if you do, check what the highest player plays. They usually go for the
low cost cards with mederate power rather than having those uber cards with way too
much mana cost.

Oh and, you didn't add the lumber mill + peasants yet, I'm still waiting to see that ;)
 
Level 3
Joined
Jun 20, 2009
Messages
26
You make a good point about mana. I did increase the amount of mana given by Intelligence I believe this patch, or maybe it was a few patches ago. Anywho, yes, I agree that it sucks when you run out of mana too fast. I will make some changes in regards to this (probably increase the amount of mana regen added by intelligence and/or increase the amount of base mana).

About the brilliance aura, maybe I could make Lord of Flames's passive affect allies too? Because right now it's a brilliance aura that affects only him. I will think about it.

Thank you for your kind words about the Princess! I'm so glad you like her, I have to say I am quite pleased with how she came to be. :p

Also, don't worry, the next patch (0.12) will be a simple bugfix/small additions patch but for the patch after that I have a big, big change planned. So yes, you will most likely see the lumber mill and peasants make an appearance. :)

Another idea I just got that might be interesting: control points provide small area of effect bonuses? Like one control point granting manaregen, one granting damage, one armor and so on? Might be interesting, might be worthless. I might try it out.
 
Level 6
Joined
May 9, 2010
Messages
127
Another idea I just got that might be interesting: control points provide small area of effect bonuses? Like one control point granting manaregen, one granting damage, one armor and so on? Might be interesting, might be worthless. I might try it out.

I though about it, but it should be like this. One point should give Command Aura
or maybe just attack speed and the other side gives some Defense to "counter"
the damage buff.

On the other sides, they should grant the same effect like Mana Regen so they
won't stack and won't give a big advantage to the other team.
 
Level 3
Joined
Jun 20, 2009
Messages
26
I like that idea. I like it alot. I have increased the amount of mana given by intelligence and the amount of mana regen, while greatly increasing the amount of base mana and mana regen every hero has. I've fiddled with this abit and found a good ground that I like.

I will implement your suggestions for the next patch, which will probably go up sometime tomorrow. Most likely.
 
Level 6
Joined
May 9, 2010
Messages
127
I have been so impressed with 2 heroes yet that I need to see them all now ;) I'm trying
them and I'll tell you what I think of 'em.

Looks strong, I like the offensive spells he has, Runs in by doing damage, then
exploses the hell out of everyone and starts attacking. (I don't know if the main attack is
pulverise or Bash, but I'd suggest you to use Pulverize. You'd lose the stun effect but gain
a AoE damage effect)


I found a bug, when you're checking the Abilities, they have the description of being
used this way Q, Q, W, R but when learning, they are well describe which is QWER. As for
the skills, isn't brainstorming dealing damage to himself and allies? For sure 6 seconds
stun would be OP if your team mates wouldn't be, but what if they don't receive damage
and they get healed instead? Wouldn't that be better. He's already a support caster
with 2 nukes (which I can't see in action because of no opponent). I think the heal could
be less then 50 but it'd be still pretty good.
I found another bug with that hero, brainstorm is lasting indefinately [as a buff only] when
used.
Bug found, the Random creeps actually bounces back to the previous target.


Wow, what a great support hero again, it steals life and give it back and also
support heal with petrified. The only thing I think is wrong is Deaf = Silence. No matter
what, I LIKE the silence effect, but I think it is the buff name that is wrong, maybe
it could deaf people out creating "Confusion" which leads to disrupting the casting.
All in all, I like it, your heroes seems to follow this pattern. 2 Nukes which one is powerful
and the other one is afflicting a condition like stun, poison, slows, silence. 1 Support/heal
and 1 random depending on the character. That's epic ;)
Bug found, all Gargoyle's spell description says W to activate spells.


is just perfect. He IS the signification of an Assassin, he truely passionnate
for torture. And with everything he has in his bags, he still is able to support and nuke.
[By the way, I tested the stealth and capping and it worked, I don't know if you want
to do something about it except for putting detection to towers]


has some abilities that aren't synergizing, I like the "I'm gonna rush" for that
fleeing unit and net it until your allies come but it should then last longer or it should be
like they can't attack/cast while they are in there and when they get out they are still
somewhat slowed down. This is what I think, compared to other spells I've seen, it is not
THAT strong and THAT supportive. Rush is cool but again, I'll let you see it from another
point of view. I see it more that way, when the Kodo is rushing, the orc should be holding
tight for not to fall, so his attack speed should be slow down. When the kodo is tired,
they both are in a situation where they are vulnerable so the orc would have more
adrenaline, increasing its attack speed by 50%. So Rush would be Increase movement
speed by X and decreases attack speed by 50%. Tired being 50% decreased movement
speed and 50% increased attack speed. Now there would be some synergy between
rush and net. You'd rush to the target, net it wait until your kodo is tired and shoot the
axes out of him "procing" your drums of war effect faster. Rampage is a good idea but it
could be synergizing with the other spells. I still say it's a good mechanic though the
poping units knocking them away. That has to be something to see in an Arena match!


At first I was like, what the hell is he spec in. Well, a good debuff applier but
it requires people to stand in mobs, the only thing I'd fear with this guy is to have the
enemies spread across de map giving the pandaren nothing to do except for trying to
solo some units with not so much damage but a formidable tanking ability. I really like
the way you planned it. I think you should make something like this, when he does that
frightening scream. Every enemy heroes should aim for him, like a taunt but it's so easy
for a player to just switch target back so here's the trick. Either you piss yourself trying
to make a trigger that will force opponent to attack him or!! you make a dummy cast
the Invulnerable Shield the troll has in the orc race at the position of Pendaren so all
allies [except for pendaren] are invulnerable.
Here's bug, Earthen Protection descriptions says to learn it is Q but it works on E


has some superb mechanic but I fear it to be OP with 50 evasion, 50 reduced
damage against magic and that ultimate that regens him so fast. I absolutely love Guit
but I think that one thing is wrong about it and I don't know if you thought that this could
be wrong. I noticed that most of your heroes use "non-targeting" spells making the lich
guy useless against those heroes.


has 1 good mechanic and I think you didn't used it at its best. Here's the
deal, you can't target with your orb of lightning, you have to place yourself truely well.
I think you should do the exact same thing with the fire breath. Purge is a very good
skill when used in an arena and hero including battles. But here you should change that
skill to something "synergizing" with other spells. Drunken thingy that is used with fire
breath should be something to use. [You can still use that Purge ability but add the
drunken into it.] The wolf form comes out of nowhere I like the fact that you used the
wolf he has on his head but I'm sure you can find a better spell to fit this ultimate or
maybe add something unique to the wolf like companions or maybe just get the skill to
do different actions depending of your target. Lightning and Fire oriented spell would be
required as that's what you used in the first 3 spells.


I just saw the text I wrote above within this hero. I think this one should
be merged with the shaman. Just use its ultimate on the shaman and you have one
impressive hero. Also, the summons at level 5 are so usable to just surround an ennemy
hero and make it impossible for him to escape. You should fix this.


the most excellent support healer. He can spec in shut down or in support mana
or in protection and finally OR in healing, I really like it so much. Splash's shield spell has
a glitch where it doesn't show the shield's effect.


So this is my review of your heroes.

Have a good day!
Druu
 
Level 3
Joined
Jun 20, 2009
Messages
26
Thanks for the feedback on all heroes! I'll begin by answering them in order.

I have been so impressed with 2 heroes yet that I need to see them all now ;) I'm trying
them and I'll tell you what I think of 'em.

Looks strong, I like the offensive spells he has, Runs in by doing damage, then
exploses the hell out of everyone and starts attacking. (I don't know if the main attack is
pulverise or Bash, but I'd suggest you to use Pulverize. You'd lose the stun effect but gain
a AoE damage effect)

Hmm, yes, that does sound like a good idea. I will probably do that for the next patch. (Pulverize)

I found a bug, when you're checking the Abilities, they have the description of being
used this way Q, Q, W, R but when learning, they are well describe which is QWER. As for
the skills, isn't brainstorming dealing damage to himself and allies? For sure 6 seconds
stun would be OP if your team mates wouldn't be, but what if they don't receive damage
and they get healed instead? Wouldn't that be better. He's already a support caster
with 2 nukes (which I can't see in action because of no opponent). I think the heal could
be less then 50 but it'd be still pretty good.
I found another bug with that hero, brainstorm is lasting indefinately [as a buff only] when
used.
Bug found, the Random creeps actually bounces back to the previous target.

The tooltip bug (all tooltip bugs I can find) will be fixed for next patch. Also yes, Brainstorm does target allied heroes too. The point of it is to provide some thinking time for everyone, and deal some damage too. I might reduce the amount of damage done and make it a damage for enemies and heal for allies. I'll fix the debuff bug.

Also yes, I should probably reword the tooltip or make it so it doesn't, but as for now the spell does work as planned. All the tooltip really means now is that a target cannot be the target of the directly adjacent hex. But if two people stand next to each other they're meant to be disabled like what happens currently.

Wow, what a great support hero again, it steals life and give it back and also
support heal with petrified. The only thing I think is wrong is Deaf = Silence. No matter
what, I LIKE the silence effect, but I think it is the buff name that is wrong, maybe
it could deaf people out creating "Confusion" which leads to disrupting the casting.
All in all, I like it, your heroes seems to follow this pattern. 2 Nukes which one is powerful
and the other one is afflicting a condition like stun, poison, slows, silence. 1 Support/heal
and 1 random depending on the character. That's epic ;)
Bug found, all Gargoyle's spell description says W to activate spells.

Good point about the silence buff name, I will reconsider it. I'll also fix the tooltip bug, ofcourse. :D

is just perfect. He IS the signification of an Assassin, he truely passionnate
for torture. And with everything he has in his bags, he still is able to support and nuke.
[By the way, I tested the stealth and capping and it worked, I don't know if you want
to do something about it except for putting detection to towers]

Ah yes, maybe I should make it more clear. He might stay invisible when in a circle of power, but he is clearly visible for everyone. I have two invisible true sight units, one for each team, at each circle of power. I'm not sure about the AoE but I think it's like 250, 300. So you will see invisible opponents trying to capture a point.

has some abilities that aren't synergizing, I like the "I'm gonna rush" for that
fleeing unit and net it until your allies come but it should then last longer or it should be
like they can't attack/cast while they are in there and when they get out they are still
somewhat slowed down. This is what I think, compared to other spells I've seen, it is not
THAT strong and THAT supportive. Rush is cool but again, I'll let you see it from another
point of view. I see it more that way, when the Kodo is rushing, the orc should be holding
tight for not to fall, so his attack speed should be slow down. When the kodo is tired,
they both are in a situation where they are vulnerable so the orc would have more
adrenaline, increasing its attack speed by 50%. So Rush would be Increase movement
speed by X and decreases attack speed by 50%. Tired being 50% decreased movement
speed and 50% increased attack speed. Now there would be some synergy between
rush and net. You'd rush to the target, net it wait until your kodo is tired and shoot the
axes out of him "procing" your drums of war effect faster. Rampage is a good idea but it
could be synergizing with the other spells. I still say it's a good mechanic though the
poping units knocking them away. That has to be something to see in an Arena match!

I totally agree with you on the Net skill. Funny thing, that skill was actually designed when Lumberbrawl wasn't called Lumberbrawl and this was supposed to be an AoS. I'll see if I can improve it so it's more fitting and fun.

And wow, thanks so much for the idea about Rush! I actually totally agree, that makes way more sense.

Yeah, I'll wait and see what/if something should be done about Rampage until there's been some games going.

At first I was like, what the hell is he spec in. Well, a good debuff applier but
it requires people to stand in mobs, the only thing I'd fear with this guy is to have the
enemies spread across de map giving the pandaren nothing to do except for trying to
solo some units with not so much damage but a formidable tanking ability. I really like
the way you planned it. I think you should make something like this, when he does that
frightening scream. Every enemy heroes should aim for him, like a taunt but it's so easy
for a player to just switch target back so here's the trick. Either you piss yourself trying
to make a trigger that will force opponent to attack him or!! you make a dummy cast
the Invulnerable Shield the troll has in the orc race at the position of Pendaren so all
allies [except for pendaren] are invulnerable.
Here's bug, Earthen Protection descriptions says to learn it is Q but it works on E

I'll fix the bug.

Yes, I really agree with you on how he does seem a little lackluster. Maybe I could do something like increase the effect on his aoe debuff and make it do the opposite effect on allies in radius? And well, perhaps I could even make it so it instead of just applying the effects they follow the panda around, making him an annoying tank that needs to be focused?

Either that or a direct taunt. I'll see what I will do. Thank you so much for the feedback!

has some superb mechanic but I fear it to be OP with 50 evasion, 50 reduced
damage against magic and that ultimate that regens him so fast. I absolutely love Guit
but I think that one thing is wrong about it and I don't know if you thought that this could
be wrong. I noticed that most of your heroes use "non-targeting" spells making the lich
guy useless against those heroes.

Hmm yes, maybe I should scale his Frostshroud a little bit? Maybe make it 20/25/30/35/40 Evasion and 20/25/30/35/40 Magic Resistance? And reduce the awesome cooldown scaling so he doesn't have these effects every 5 seconds.

About Guilt, yes, I understand that's a problem. Currently though, the trigger works so that if a spell is a "non-targeting" spell, it does cast that spell anyway. So say I Guilt Princess and she casts her ultimate to get rid of it, suddenly there's a another set of Knights running around at the Retaliators location. However, the drawbacks of this skill are pretty obvious when you target a Kodo Rider with it and he just pops rush, runs away and Guilt did nothing (except for have a useless dummy unit with Rush on it...).

I'll see what can/should be done. I'd like to see it ingame first.

has 1 good mechanic and I think you didn't used it at its best. Here's the
deal, you can't target with your orb of lightning, you have to place yourself truely well.
I think you should do the exact same thing with the fire breath. Purge is a very good
skill when used in an arena and hero including battles. But here you should change that
skill to something "synergizing" with other spells. Drunken thingy that is used with fire
breath should be something to use. [You can still use that Purge ability but add the
drunken into it.] The wolf form comes out of nowhere I like the fact that you used the
wolf he has on his head but I'm sure you can find a better spell to fit this ultimate or
maybe add something unique to the wolf like companions or maybe just get the skill to
do different actions depending of your target. Lightning and Fire oriented spell would be
required as that's what you used in the first 3 spells.

Ah, I agree with everything here. See, the problem I had with this hero was that I kinda ran out of ideas. I just didn't know what to do with him, and he is a hero that has been through like four different stages. I am just never happy with how he turns out!
My plan though, is to remake him for the next patch, but it might wait for the patch after that if it takes too long.

I will probably think of the lines of Storm, Earth and Fire and see where I end up. I'll probably keep Lightning Row.

I just saw the text I wrote above within this hero. I think this one should
be merged with the shaman. Just use its ultimate on the shaman and you have one
impressive hero. Also, the summons at level 5 are so usable to just surround an ennemy
hero and make it impossible for him to escape. You should fix this.

I will probably reduce the collision size of his minions, maybe make them have no collision.

I do kinda agree with you on the ultimate. Although I really like the effect it has and how it fits with this hero, it's kinda way too strong and I feel he would be better off with a more directly damaging, unit-targeting spell. I'll see what I can do.

the most excellent support healer. He can spec in shut down or in support mana
or in protection and finally OR in healing, I really like it so much. Splash's shield spell has
a glitch where it doesn't show the shield's effect.

Thank you! I also really like how he turned out, he is actually one of my favorites. I'll make sure to fix the bug although I have to say I haven't seen it yet.

So this is my review of your heroes.

Have a good day!
Druu

Thank you soooo much! This has all been really, really helpful and this is exactly the kind of feedback I need and really want!

Also, there is a VERY useful command for solo testing that I should probably notify everyone on in the front page. It's called -test, and it unlocks a few options that are really useful for testing.

-test MUST be entered before I believe 30 seconds have passed. Be wary of that.

Some of them are:
-dummy which spawns an unkillable, unmoveable enemy hero in the base.
-dummyhero xx which spawns a level xx enemy hero in your base.
-setlevel xx which sets the level of all your current heroes to xx.
-up which allows you to pick an unlimited number of heroes!

and you can also press Escape which will reset all your current heroes mana and health to 100% and reset their cooldowns.

Again, thank you so much!
 
Level 6
Joined
May 9, 2010
Messages
127
I tried -test after something like 5 games. So I add to get all the heroes I already
has tested and test their spells again. I might have some ideas for you for your
Pandaren hero. I'll write them to you into a PM.

Also, I used esc to test some ultimate like the pandaren's one.
When I used it twice in a row, the dummies bugged and they all stacked
in one spot while their "skin" didn't move. You'd need to test it to see what I
mean. Just press escape and spam it.

Also, here's a test for you to do. The reason why you shouldn't use Q as a spell
activation is the follow. Go ingame and hold ALT [Which shows the health bars]
and then press Q to target someone. You'll see why Q is wrong.
I know the good players don't hold alt as they just display the health bar in the
options. But you know, that's the good players...
 
Level 3
Joined
Jun 20, 2009
Messages
26
Urgh, right. ALT+QQ. :/

That's a real bummer, to be honest. I guess I could shift the hotkeys to WERT or ASDF... Darn engine and your silly shortcuts! :D

Yeah I also got that bug, I'll see what I can do about it. Perhaps I could make the ultimate just nudge enemies towards the edge of the ultimate instead? Either that or give affected units zero collision for a few seconds, like 1-2 and see if that helps.
 
Level 3
Joined
Jun 20, 2009
Messages
26
Alright, time for a little "whats going on" update. The next version turned out to be a bit bigger than I expected, so you can expect som fun stuff in a few days.

Things like a hero rework, a new hero, tons of bugfixes (yet again!), gameplay/map tweaks, a multiboard and a few hero/ability tweaks.

I'm currently feeling pretty good about where the map is headed, and I still love working on it so expect more and more updates as time comes. This map is my little baby and will probably be a for a long time coming.
 
Level 6
Joined
May 9, 2010
Messages
127
it has my name! :D

There is still a typo in your villager hero/skeletal lancer, it says E twice I think
even for the third ability.

Other than that, good job, I was loving this map already, now it is nearly perfect.
You still need to add those peasants to the fray.

One more thing, I tried to cheat with the shaman, and good job, it didn't work.
I used his 2 abilities that shoot straight and far and I couldn't kill the units attacking
my tower.

When do we test this online? Shotgun on me! :D haha
 
Level 3
Joined
Jun 20, 2009
Messages
26
Hehe awesome, thanks for the good words! I'll be sure to tell you when I'll get around to hosting it, should be soon as I'm officially free until monday.

Alright, updated the map. This is a REALLY small update, nothing to cheer about. However it fixes the bug you mentioned and some other things that I find needed to be changed to provide the sense of quality I want.
 
Level 3
Joined
Jun 20, 2009
Messages
26
Alright, I feel it's time to give a little "what's going on?" report. Lumberbrawl 0.14 is coming along nicely, with several already implemented or planned features, such as:

Atleast two new heroes.

Several spell remakes or rebalances.

Major cleanups and fixes, some that you won't notice (old triggers/variables that were still in the data) and some you will notice.

However, one of the major things is the complete remake of the terrain!
The old terrain was a result of squeezing together an AoS map and patching it up here and there to "make it work". I felt there was a need for a complete cleanup, and it is on the way!

Lumber is now a team-shared resource.
This change is, I feel, one of the more important ones regarding gameplay.

A -newbie command!
This command turns on periodic Did you Know? hints, as well as notifying the player when something big happens, like a point being captured. I hope this will help accomodate new players into the game.

I also have things like new upgrades, tons of cosmetic changes and other improvements in order!

I obviously still love feedback! ;)
 
Level 22
Joined
Feb 3, 2009
Messages
3,292
Information:


As a Reviewer of the Map Reviewers Group, I joined the THW Cleaning Event.
I
end up writing a fast review, or just posting the end state of the map, rating is not always included!


Current State for this map: Approved


I will contact the moderator to Approve/Reject the map, depending on what you recieved.

 
Level 2
Joined
Mar 20, 2010
Messages
14
i found a possible bug. the siege engine has fortified armor and the demolisher only has heavy armor. i also find armor upgrade better then damage upgrade armor should cost a bit more..
 
Level 3
Joined
Jun 20, 2009
Messages
26
@ Barathrum: awesome! Just the incentive I need to finish 0.14.

@ thundrag: Yes, a bug. Will fix!
Your other issue is an issue of balance, and that could be argued. Perhaps you're right! Do you have a replay of the times you've played Lumberbrawl? If anyone has a replay playing Lumberbrawl, I would be overjoyed if I could take a look at it! It could help immensely with balance changes/bug fixes!
 
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