Master Arena

Level 21
Joined
Nov 14, 2008
Messages
3,256
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Information

Yes some of you might seen this game in the map section or epicwar. Now it has reached the map development section! All the info you need about the map you can find below the database or at Map search Fixed

You can also check out the website! Link to site

This is updated more or less when I got the time as I paused WC3 Bloons TD. I might pause this when I will go trigger Bloons but for now this is my project.

Please check out the massive Map Database inside the Database :D Contains loads of versions of old Master Arenas!

Enjoy future releases!




Cunning Hero, adept at ranged combat.
Beginner Hero: Easy to use
WARNING: No Multi-shot.
Ranged

Primary Attribute: Agility


Range Bonus

Grants +75 Range

Scatter Shot - Q (Passive)

Grants a chance to fire an arrow filled with shrapnel.
Creates 4 shards, each dealing 75 damage.
Level 1 - 15% chance
Level 2 - 30% chance
Level 3 - 45% chance
Level 4 - 60% chance

Bow of Shadows - W (No Target)

The skill of the Archery Master allows her to ambush her enemies dealing bonus damage.
The Archery Master becomes invisible for an amount of time. When the Archery Master attacks a unit to break invisibility, she will deal bonus damage.
Level 1 - 30 damage, 10 seconds
Level 2 - 60 damage, 15 seconds
Level 3 - 90 damage, 20 seconds
Level 4 - 120 damage, 25 seconds

Arrow of Grace - E (Passive)

Grants the fabled Arrows of Grace.
Gives a 11% chance to do critical damage on attack and grants bonus agility.
Level 1 - 1.01x damage, 3 agility
Level 2 - 1.11x damage, 6 agility
Level 3 - 1.22x damage, 9 agility
Level 4 - 1.33x damage, 12 agility

Rain of Arrows - R

Fires a fire arrow into the sky which explodes and scatters at the center of the point target, showering the target area. Deals amount of damage each.
Has a minimum range of 300!

Level 1 - 55 damage for each arrow.
Level 2 - 66 damage for each arrow.
Level 3 - 77 damage for each arrow.






Mystical Hero, adept at ultra long ranged combat.
Intermediate Hero: Slighty difficult to use.
Ranged

Primary Attribute: Intelligence



Magic Rounds - D (Auto Skill)

Adds 25 bonus damage to the Master's attack.

Mortar Rounds - Q

Fires a high explosive round at the target location.
Also stuns for .1 seconds. 125 area of effect. 1000 range. 1 second cast time.
Level 1 - 125 damage
Level 2 - 175 damage
Level 3 - 225 damage
Level 4 - 275 damage

Molotov Rounds - W (Passive)

Adds a flamable oil to the ammo of the Master.
Drenches the ammo in burning oil, causing them to light the ground on fire and burn enemy units. 100 area of effect. Lasts 3 seconds.
Level 1 - 12 dps
Level 2 - 20 dps
Level 3 - 28 dps
Level 4 - 36 dps

Barrage - E (Passive)

Grants a chance to an fire extra Mortar Round.
Also increases the number of mortars per wave during a Mortar Strike
Level 1 - 25% chance for an extra round, and a chance for 1 extra mortar per wave.
Level 2 - 50% chance for an extra round, and a chance for 2 extra mortars per wave.
Level 3 - 75% chance for an extra round, and a chance for 3 extra mortars per wave.
Level 4 - 100% chance for an extra round, and a chance for 4 extra mortars per wave.

Mortar Strike - R (Channeling AoE)

Fires 6 waves of Mortars Rounds in quick succession.
1 second cast time, 1000 range, 500 area of effect. Channels.
Level 1 - 1 round per wave
Level 2 - 2 rounds per wave
Level 3 - 3 rounds per wave





Mystic Hero, adept at area of effect attacks.
Beginner Hero: Easy to use.
Ranged

Primary Attribute: Intelligence


Multi-Shot

Fire 3 Missiles at once.

Elven Pain
- Q (Small AoE, Target Ground, Long Range)

Causes a wave of force to ripple out from the Master, dealing damage to all those in it's path.
700 range, 100 area of effect.
Level 1 - 75 damage
Level 2 - 125 damage
Level 3 - 175 damage
Level 4 - 225 damage

Elven Rage - W (Small AoE, Target Ground, Short Range)

Causes a blast of force to ripple out from the Master, dealing damage to all those in it's path.
200 range, 200 area of effect.
Level 1 - 75 damage
Level 2 - 125 damage
Level 3 - 175 damage
Level 4 - 225 damage

Cloak of Magi - E (Passive)

Shrouds the Master in protective magics.
Causes a percentage of the Master's Mana to be dealt back to attacking units as damage.
Level 1 - 3% current mana returned
Level 2 - 4% current mana returned
Level 3 - 5% current mana returned
Level 4 - 6% current mana returned

Meteor Shower - R (Big AoE)

Calls down a wave of meteors that damage enemy units in the target area.
500 area of effect.
Level 1 - 225 damage
Level 2 - 300 damage
Level 3 - 375 damage





Cunning Hero, exceptional at creating and destroying buildings.
Intermediate Hero: Slighty difficult to use.
WARNING: No Cleaving Attack.
Melee

Primary Attribute: Agility



Discover Weakness - Q (Passive)

Gives a chance to deal massive damage to buildings.
Damage increases by 400%.
Level 1 - 10% chance
Level 2 - 15% chance
Level 3 - 20% chance
Level 4 - 25% chance

Repair - W (Own building target)

Repairs mechanical units and structures.
Repair speed increases with level. Repair rate is given as a multiple of build rate.
Level 1 - 0.25x build speed
Level 2 - 0.5x build speed
Level 3 - 1x build speed
Level 4 - 2x build speed

Engineering Marvel - E (Active)

Grants a cleaving, transmuting mega attack!
Each time the Master attacks he converts nearby creeps into gold. 75 range. Costs an amount of mana per attack.
Level 1 - 175 mana
Level 2 - 150 mana
Level 3 - 125 mana
Level 4 - 100 mana

Lumber Drop - R (No Target)

Lumber from the heavens!
Exchanges mana for lumber.
Level 1 - 2 lumber
Level 2 - 4 lumber
Level 3 - 6 lumber





Cunning Hero, exceptional at creating illusions of herself and other units.
Expert Hero: Difficult to use.
WARNING: No Multi-shot.
Ranged


Illusion Info

Illusions last 15 seconds with exception of Simple Illusion. They deal 5% damage and take 200% damage compared with what they were copied from.

Duplicate - Q (No Target)

The Illusion Master steals a small amount of life force from each dying foe.
Every unit killed gives one charge. The Master can then release the charges to create multiple illusions of herself.
Level 1 - 4 max charges
Level 2 - 8 max charges
Level 3 - 12 max charges
Level 4 - 16 max charges

Morphic Field - W (Passive)

Creates a field of unstable magic around the Master.
Every time a unit attacks nearby the Master there is a chance that an illusion of that unit will be generated. Can trigger from illusions, but illusions dont have this ability. 400 range.
Level 1 - 3% chance
Level 2 - 4% chance
Level 3 - 5% chance
Level 4 - 6% chance

Actuality - E (Unit Target)

The Master takes the position of any illusion on the map.
Mana cost and cooldown decrease with level.
Level 1 - 48 second cooldown
Level 2 - 40 second cooldown
Level 3 - 32 second cooldown
Level 4 - 24 second cooldown

Substance - R (No Target)

Illusions deal bonus damage for a period of time.
Lasts 5 seconds. Bonus damage does not harm buildings.
Level 1 - 5 bonus damage
Level 2 - 10 bonus damage
Level 3 - 15 bonus damage





Warrior Hero, exceptional at moving enemy units around the map.
Expert Hero: Difficult to use.
Melee

Primary Attribute: Strength


Cleaving Attack

The unit strikes with such force that 75% of their damage strikes through to enemies near the primary attacked unit.

Abusive Rage
- Q (Passive)

Sends the Master into a fit of rage after each time he Batters or Belts.
During the rage the Master moves more quickly, but takes 20% more damage. Lasts 5 seconds.
Level 1 - +10% speed
Level 2 - +20% speed
Level 3 - +30% speed
Level 4 - +40% speed

Batter - W (Passive)

Grants a chance to knock attacked units away.
Also deals bonus damage
Level 1 - 10% chance, 25 damage
Level 2 - 15% chance, 35 damage
Level 3 - 20% chance, 45 damage
Level 4 - 25% chance, 55 damage

Belt - E (Unit Target)

Belts a target unit with the Master's club, knocking them off into the distance.
Target unit is silenced, has chance to miss attacks and is slowed. Lasts 5 seconds.
Level 1 - 20% miss, 15% slowed
Level 2 - 30% miss, 25% slowed
Level 3 - 40% miss, 35% slowed
Level 4 - 50% miss, 45% slowed

Incendiary Tar Ball - R (Summon)

Summons a ball of thick black tar.
What would happen if you Belted the ball with your club?
Level 1 - 150 dps burning, lasts 9 seconds.
Level 2 - 200 dps burning, lasts 18 seconds.
Level 3 - 300 dps burning, lasts 27 seconds.




Cunning Hero, adept at manipulating the flows of mana.
Expert Hero: Difficult to use.
WARNING: No Multi-shot.
Ranged

Primary Attribute: Intelligence (Fixed in version 3.3)


Range Bonus

Grants +75 Bonus Range

Mana Shield - Q (Active)

Creates a shield that absorbs damage by using the Master's mana.
1.5 damage per point of mana. The percentage of damage abosrbed increases with level.
Level 1 - 25% absorbed
Level 2 - 50% absorbed
Level 3 - 75% absorbed
Level 4 - 100% absorbed

Transmission - W (Unit Target)

Drains the mana of enemies or gives mana to allies.
Can grant bonus mana greater than your usual maximum. Lasts 6 seconds. Channels.
Level 1 - 30 mana per second
Level 2 - 45 mana per second
Level 3 - 60 mana per second
Level 4 - 75 mana per second

Sever - E (Unit Target)

Breaks the target unit's connect from the flows of magic, stunning them temporarily.
Stun duration depends on the amount of mana missing from the target.
Level 1 - 1 second per 500 mana
Level 2 - 2 seconds per 500 mana
Level 3 - 3 seconds per 500 mana
Level 4 - 4 second per 500 mana

Arcania Zero - R (Unit Target)

The mana master casts a mighty curse upon a unit, which drags nearby enemies to this unit. On collision the dragged units lose mana and takes some damage.
Dragged units get damaged during the drag too.

Level 1 - Deals 35 damage per second to dragged units. 50 Collision damage and same amount of burnt mana.
Level 2 - Deals 45 damage per second to dragged units. 60 Collision damage and same amount of burnt mana.
Level 3 - Deals 55 damage per second to dragged units. 70 Collision damage and same amount of burnt mana.

Lasts 5/6/7 seconds.





Cunning Hero, adept at dealing damage over time.
Beginner Hero: Easy to use
WARNING: No Multi-shot.
Ranged

Primary Attribute: Agility


Range Bonus

Grants +75 Range

Poison Strike - Q (Unit Target)

Hurls a bolt of poison which deals large initial damage, and then deals damage over time.
The poisoned unit has it's speed slowed for a short duration. Lasts 8 seconds.
Level 1 - 70 initial damage, 7.5 dps, 20% slow
Level 2 - 95 initial damage, 12.5 dps, 30% slow
Level 3 - 120 initial damage, 17.5 dps, 40% slow
Level 4 - 145 initial damage, 22.5 dps, 50% slow

Poison Breath - W (Unit Target, Small AoE)

Send a projectile of pure poison at the target.
Damages the primary target, and deals half as much damage to all enemy units around the target. Decreases armour of all effected units. 200 area of effect. Lasts 10 seconds.
Level 1 - 10 dps, -2 armour
Level 2 - 15 dps, -3 armour
Level 3 - 20 dps, -4 armour
Level 4 - 25 dps, -5 armour

Blood Poison - E (Passive)

The Master uses the blood of enemy units to increase her own potential.
Each time the Master attacks she gains attack speed. Lasts 8 seconds, stacks with itself.
Level 1 - +5% attack speed
Level 2 - +7% attack speed
Level 3 - +9% attack speed
Level 4 - +11% attack speed

Aggresive Infection - R (Unit Target, Bounce)

The Poison Master sends out an epidemic virus, which infects nearby enemy units around the target.

Level 1 - 75 damage per second.
Level 2 - 110 damage per second.
Level 3 - 145 damage per second.





Warrior Hero, exceptional at speedy hit-and-run tatics.
Intermediate Hero: Slighty difficult to use.
Melee

Primary Attribute: Strength


Cleaving Attack

The unit strikes with such force that 75% of their damage strikes through to enemies near the primary attacked unit.

Hammer Throw - Q (No Target, Small AoE)

The Master hurls heavy hammers at all nearby enemies, dealing damage.
300 range.
Level 1 - 75 damage
Level 2 - 120 damage
Level 3 - 165 damage
Level 4 - 210 damage

Trample - W (Unit Target)

The Master's horse kicks the targeted unit.
Target unit is stunned, duration increases with level.
Level 1 - 1 second stun
Level 2 - 1.75 second stun
Level 3 - 2.5 second stun
Level 4 - 3.25 second stun

Swift Passage - E (No Target)

The Master readies for charging the enemy, moving more quickly, however he can no longer attack.
Lasts 10 seconds at all levels.
Level 1 - +15% movespeed
Level 2 - +25% movespeed
Level 3 - +35% movespeed
Level 4 - +45% movespeed

Charge! - R (Unit Target)

Charges into the target unit dealing damage based on the Master's current speed.
Units within 150 range of the target are slowed for 5 seconds. The charged unit is then skewered by the lance of the Master and dragged about for 3 seconds.
Level 1 - Deals 0.8x movespeed
Level 2 - Deals 1.2x movespeed
Level 3 - Deals 1.6x movespeed




Warrior Hero, exceptional at summoning units to aide his team.
Intermediate Hero: Slighty difficult to use.
Melee

Primary Attribute: Strength


Cleaving Attack

The unit strikes with such force that 75% of their damage strikes through to enemies near the primary attacked unit.

Wolf Bait - D

Makes the target unit the first target for the wolf pack.

Summon Wolf Pack - Q (Summon Units)

Summons a pack of wolves that move-attack to the position of the targeted unit.
The pack is not controllable. If a unit is wolf baited the wolves will attack that unit instead.
Level 1 - 4 wolves, last 10 seconds
Level 2 - 6 wolves, last 14 seconds
Level 3 - 8 wolves, last 18 seconds
Level 4 - 10 wolves, last 22 seconds

Summon Spitting Spider - W (Summon Unit)

Summons a powerful Spitting Spider to slow your enemies.
Spitting Spider is player controllable. Lasts 12 seconds

Summoner's Boon - E (Passive)

Grants an aura which increases the potential of the Master's summons.
Increases the attack damage of summoned units and creeps.
Level 1 - +10% damage
Level 2 - +20% damage
Level 3 - +30% damage
Level 4 - +40% damage

Summon Familiar - R (Summon Unit)


Summons a dragon to aid you.
Dragon familiar is permanent, magic immune, and not player controllable.
Level 1 - Dragon has 500 hp, 40 magic damage
Level 2 - Dragon has 700 hp, 60 magic damage
Level 3 - Dragon has 900 hp, 80 magic damage





Cunning Hero, exceptional at creating traps.
Intermediate Hero: Slighty difficult to use.
Ranged

Primary Attribute: Agility


Multi-Shot

Fire 3 Missiles at once.

Mine Field - Q (Summon Units)

Creates a field of mines in the target area.
Mines have random positions. Number of mines and mine damage increase with level. Mines take 10 seconds to activate.
Level 1 - 4 mines, 100 damage
Level 2 - 5 mines, 150 damage
Level 3 - 6 mines, 200 damage
Level 4 - 7 mines, 250 damage

Timed Explosive - W (Unit Target)

Throws a timed explosive device at the target.
The device does nothing for 10 seconds and then explodes, dealing physical damage to all units within 250 range.
Damages friendly units.
Level 1 - 100 damage
Level 2 - 150 damage
Level 3 - 200 damage
Level 4 - 250 damage

Spike Trap - E (Summon Trap)

Creates a spike trap at the target location.
Spike traps deal damage and slow units who stand on them. Lasts 60 seconds. 60% speed reduction.
Level 1 - 25 dps
Level 2 - 50 dps
Level 3 - 75 dps
Level 4 - 100 dps

Vine Trap - R (Summon Trap)

Creates a Vine trap at the target location.
Enemy heroes that come within 300 range of the trap may become entangled for 3 seconds. Entangled units are dealt damage. Lasts 40 seconds.
Level 1 - 75 dps
Level 2 - 125 dps
Level 3 - 175 dps





Mystical Hero, adept at mystic spells.
Beginner Hero: Easy to use
Warning! No Multishot Ability.
Ranged


Range Bonus

Grants +75 Range

Disturbed Voodoo Power - Q (Unit Target)

The voodoo master uses his dark magic to lift up the enemy in the air. As the fore swirls, every unit hit by it will be knock backed for a distance between 100 and 350. When gravity serves its purpose and drags the unit down to the ground it will deal the foes movement speed reduced by X. Also the fore will be confused of the lift and will have a 50% change to miss its targets for 3 seconds.

Level 1 - Targets movementspeed -150
Level 2 - Targets movementspeed -120
Level 3 - Targets movementspeed -90
Level 4 - Targets movementspeed -60

Soul Shatter - W (Point Target, AoE)

The voodoo master calls forth a dark rift of voodoo magic that will eat flesh and tear apart the souls of enemies hit by this powerfull magic.
The shards of the souls hit will return to Zul'abar healing him depending on their former owners max life.
Level 1 - 125 damage, 2% of max life.
Level 2 - 160 damage, 3% of max life.
Level 3 - 195 damage, 4% of max life.
Level 4 - 230 damage, 5% of max life.

Ad'Hex Death - E (Passive)

Gives a small mana regen to nearby units and also when killing heroes, nearby enemy heroes get their mana destroyed according too Voodoo Masters Mana.
300 AOE manaregen.
Level 1 - 10%
Level 2 - 20%
Level 3 - 25%
Level 4 - 30%

Spirit Lightnings - R (Unit Target, AoE Bounce)

Hurls a bolt of damaging lightning at a target enemy that jumps to nearby enemies. When firing, additional X lightnings will be hurled from the hero at different enemies. Each lightning deals more damage in percent value. Units can be hit by multiple Lightnings.
CAUTION! Electric lightnings on its way!

Level 1 - 1 Additional lightning, 50 damage base value, 5% damage increase, 5 bounces.
Level 2 - 2 Additional lightnings, 60 damage base value, 7% damage increase, 7 bounces.
Level 3 - 3 Additional lightnings, 70 damage base value, 9% damage increase, 9 bounces.




Warrior Hero, exceptional at augmenting nearby friendly troops.
Intermediate Hero: Slighty difficult to use.
Melee


Cleaving Attack

The unit strikes with such force that 75% of their damage strikes through to enemies near the primary attacked unit.

Armor Aura - Q (Passive)

Gives additional armor to nearby friendly units.
400 Range
Level 1 - 3 bonus armor
Level 2 - 5 bonus armor
Level 3 - 7 bonus armor
Level 4 - 9 bonus armor

Weakness Aura - W (Passive)


Reduces the armour of nearby enemy units.
400 area of effect.
Level 1 - 2 armour reduction
Level 2 - 4 armour reduction
Level 3 - 6 armour reduction
Level 4 - 8 armour reduction

Haste Aura - E (Passive)

Increases the attack rate of nearby friendly units.
400 Range.
Level 1 - +15% IAS
Level 2 - +25% IAS
Level 3 - +35% IAS
Level 4 - +45% IAS

Slow Aura - R (Passive)


Decreases the movement rate of nearby enemy units.
300 area of effect.
Level 1 - -25% movement speed
Level 2 - -35% movement speed
Level 3 - -45% movement speed





Warrior Hero, adept at umm.. going baaaa. Use if it is your lucky day.
Intermediate Hero: Slighty difficult to use.
WARNING: No Multi-shot.
Ranged


Information comming soon!




Mystical Hero, exceptional at supporting nearby friendly troops.
Intermediate Hero: Slighty difficult to use.
Ranged


Information comming soon!




Mystical Hero, exceptional at raising nearby corpses.
Intermediate Hero: Slighty difficult to use.
Ranged


Information comming soon!




Dusty hero, causes your enemies to rethink when buying the water bottle.
Intermediate Hero: Slighty difficult to use.
Melee


Information comming soon!




Cunning Hero, exceptional at not moving, and dying alot.
WARNING: This hero CANNOT move in the regular way, and must teleport short distances to get around. He is VERY hard to use so it is suggested that new players do not use this hero, he cannot use boots of any type.
Shadow Master does not move to attack units out of his range.

Ranged


Information comming soon!




Cunning Hero, exceptional at close range stuns.
Expert Hero: Difficult to use.
Melee


Information comming soon!




Mystical Hero, exceptional at sinlge target nukes.
Beginner Hero: Easy to use.
Ranged

Primary Attribute: Intelligence


Information comming soon!




Cunning Hero, exceptional at ambushing enemy heros.
Intermediate Hero: Slighty difficult to use.
Melee

Primary Attribute: Agility


Information comming soon!




Warrior Hero, adept at taking damage.
Intermediate Hero: Slighty difficult to use.
Melee

Primary Attribute: Strength


Information comming soon!




Mystical Hero, exceptional changing the form of himself and those around him.
Expert Hero: Difficult to use.
Ranged

Primary Attribute: Intelligence


Information comming soon!




Mystical Hero, exceptional changing the form of himself and those around him.
Expert Hero: Difficult to use.
Ranged

Primary Attribute: Agility

Information comming soon!




Mystical Hero, exceptional at creating wards to help his team.
Intermediate Hero: Slighty difficult to use.
Ranged

Primary Attribute: Intelligence

Information comming soon!







Editors Note

New information, as I am currently remaking the AI with more features and ultimate gameplay, I've made one change so far (big change), that is when the AI is spawning, they spawn with intervals, reducing the laggs. But this have a bug (not a bug but a little misstake). The Alliance side AI will spawn faster and will gain a head start of a 100-300 range (not much but still). I want you to notify this as it isn't a bug, it's like that for now. Will be changed that they spawn 2,2,2 , one at the alliance and one at the horde side.

Yes now I'm in charge of this map, I took it over from CHA_Owner now so credit to him for keeping it up. For this new versions in the 3 series (and 4) there will usally be lots of performance upgrades and not so much focusing on the heroes. Of couse balance is a must but for the first version I haven't added any new hero but you can expect it in the future!

Also I've protected the map for many reasons but mostly for optimization purposes and gameplay increasing. If you want to know something "how did you do that" or "what is that" I will gladly respond to your questions.

Enjoy the new version of the map and happy gameplay!

regards

~baassee
Version v3.3c

Select a Master and destroy your enemies! Inspired by Mini Dota and other fast AoS comes Master Arena, a fast paced Hero Defense/Arena. Your objective is simple; Pick a Master, kill your enemies and destroy their base, fast!
Background

Are you sick of 3 hour Dota matches or TD's that take half a day? Then Master Arena is for you! Master Arena aims to create a fast gaming environment where fun is more important than victory.
Every Hero is fun to play, with ultimates that actually feel ULTIMATE!
Who want to sit in a lane slowly farming creep kills? In Master Arena you might kill 1000 creeps in a single game, not 200!
Sick of timing last hit denies? Don't bother! Master Arena punishes you for trying!
Features

- 26 Heroes, each with 5 customized abilities
- Each Hero has a different theme; try the Stealth Master, the Ward Master or the Tank Master
- 40 Custom Items and numerous recipes
- Hordes of creeps to kill in one of three lanes
- The obligatory all random mode.
- Teleport behind your enemies with lane to lane teleporters allowing super fast ganking
- Spawned creeps get more and more powerful as the game goes on... eventually Siege units appear, and then Golems so your game doesn't drag on all day
- You can also purchase extra creeps to defend the lanes, including the ultra powerful Incursion tank, and the Defender of the Crypt.
- Concise tooltips for abilities and items, including item recommendations for each hero. Master Arena is easy to pick up with all of the important locations in your base labeled.
- More then one of each hero available to each team.
Commands


Pre-game commands:
- Host can set the Xp rate of heroes with "-setrate XXXX". The default setting is 80, but you can have anything from 1 to 9999. The gives control of the exactly what level your heroes will be when the game ending Golems appear.
- Sick of being ganked? Red can turn off the teleporters with "-nt".
- Enable random master mode with "-ar".
- Enable Mid only with "-om".

In-game commands:
- Type "-master" for tips on how you play your Hero
- Move to a larger field of view with "-zoom out".
- Move to a smaller field of view with "-zoom in".
- Use "-unstuck" in the unlikely event of being unable to move.
- "-ms" shows movespeed.. obviously
- "-repick" to choose a different hero within the first 5 minutes.
- "-clear" clears all on screen text messages
- "-reset" resets the cameras -zoom command
- "-time" reveals how long you have played the game
I have used a number of other peoples models and a couple of icons, all of which are fully credited in-game, but here they are again;


Originally by Jabberwocky/Oddsocks

INV_Weapon_Bow_09 by Hiveworkshop Spell_Shadow_AntiShadow by Hiveworkshop BTNSpell_Holy_SenseUndead by Hiveworkshop
RunicSword by Hiveworkshop
Misc_fish_04 by Hiveworkshop
CRFrostShock By CRAZYRUSSIAN

Ballista v1by Kitabatake
CloudOfFog by JetFangInferno
Oblivion Aura by Vestras
Panther by Dan van Ohllus
BloodElementalMisile by DevineArmy
OrbFireX by General Frank
Human Selection Aura by s4nji
Goblin Engineer By T-Revellion-T
Fishing Hat By MeteORA
piratehat01 By Chriz
Military Hat By Fingolfin
WizardsHat by -SkatinG_CoW-
GroundExplosion by Willalmighty
TimeAura by Mc!

BloodElfSorceress by Tiki.
Revanant by ike_ike.

Knockback system by Paladon
Health Reserve System by hell gate and Deaod
Item Combine System by Dark_Dragon
Bound Sentinel by Vexorian
TimerUtils by Vexorian
SimError by Vexorian
Mainfunctions by Hanky
Parabolic Function by Moyack & Spec
GroupUtils by Risen Dusk
Bonus Mod by Earth-Fury
AutoIndex by grim001
Unit Max State by Earth-Fury
Unit Max State bonus by Earth-Fury
RegenBonuses by Earth-Fury
Movement Bonus by Earth-Fury
Vector by Anitarf
Heights by Cedi
IsTerrainWalkable by Anitarf
Xe&Modules by Vexorian
Cosmic Twist by Rmx
Soul Shatter by Yearight
Endless Chain System by Paladon
Rain of Arrows by scorpion182
Dark Torture by Hanky
Aggresive Infection by Hanky
Guardian Angel by scorpion182
Arcania Zero by Cedi
Sandman by Jesus4Lyf
KeyTimers2 by Jesus4Lyf
GetHost by Tennis, special thanks to RagingSpeedHorn
Splitting Boulder by Paladon
IsDestTree by PitzerMike
Jade Shield by Hanky
Bloody Run by Hanky

Optimizer by Vexorian

If any of these people ever need any favors in return don't hesitate to ask.




- The Map size dropped 29% during optimization!

BUGS

-Fixed Fluke Master's Random Ultimate. Now it can choose Tank Master's Tank Up!
-Fixed Fluke Master's Random Ultimate. Now it can choose Healing Master's Guardian Angel
-Now when repicking the items will be moved to the position of your stash.

General

-Fixed the information log in-game (F9). Now say The Host instead of player red.
-Added Ice Master! A slowing maniac that will stalk you.
Desolate Hero, master of slow. Freezes everything that comes near.
Intermediate Hero: Slighty difficult to use.
Ranged
-Ice Master has 350 range, multishot, Ice Lance, Frozen Shield, Icey Spine and Phantomer



Ice Lance - Q
The Master summons a icey spear towards targeted point, damaging and slowing everything in its way.
Has a total range of 600 and slows the movement speed of enemies by 35%.
Level 1 - 80 damage
Level 2 - 110 damage
Level 3 - 140 damage
Level 4 - 170 damage


Frozen Shield - W
Turns on a frozen shield around the caster, draining mana and deal damage to nearby units. If units have Ice Lance buff then the shield does double damage.
350 AoE

Level 1 - 10 + 0.3x intelligence damage per sec.
Level 2 - 20 + 0.6x intelligence damage per sec.
Level 3 - 30 + 0.9x intelligence damage per sec.
Level 4 - 40 + 1.2x intelligence damage per sec.


Icey Spine - E
When hit by melee attackers they will feel a freezing chill crawling up on their spine! Has a chance to inflict AoE damage that deals 150 damage.
Has a 400 AoE and a 1500 damage limit (ten targets max, chosen at random)
Level 1 - 5%
Level 2 - 8%
Level 3 - 11%
Level 4 - 14%


Phantomer - R
The Ice Master merges with the forces of ice, creating an arrow of frost traveling towards target unit. When reaching the target unit the ice master appears, dealing damage + 50% of traveled distance. Also on hit it will reduce target's armor and slow it.
Casting range is 600/700/800
Level 1 - 50 damage, 5 armor reduce, 15% slow.
Level 2 - 75 damage, 6 armor reduce, 20% slow.
Level 3 - 100 damage, 7 armor reduce, 25% slow.


Triggers

-Added Spell Master to the AI
-Added Slam Master to the AI







BUGS

-Fixed Fluke Master's Random Ultimate. Now it can choose Tank Master's Tank Up!
-Fixed Fluke Master's Random Ultimate. Now it can choose Healing Master's Guardian Angel
-Now when repicking the items will be moved to the position of your stash.

General

-Fixed the information log in-game (F9). Now say The Host instead of player red.
-Added Ice Master! A slowing maniac that will stalk you.
Desolate Hero, master of slow. Freezes everything that comes near.
Intermediate Hero: Slighty difficult to use.
Ranged
-Ice Master has 350 range, multishot, Ice Lance, Frozen Shield, Icey Spine and Phantomer



Ice Lance - Q
The Master summons a icey spear towards targeted point, damaging and slowing everything in its way.
Has a total range of 600 and slows the movement speed of enemies by 35%.
Level 1 - 80 damage
Level 2 - 110 damage
Level 3 - 140 damage
Level 4 - 170 damage


Frozen Shield - W
Turns on a frozen shield around the caster, draining mana and deal damage to nearby units. If units have Ice Lance buff then the shield does double damage.
350 AoE

Level 1 - 10 + 0.3x intelligence damage per sec.
Level 2 - 20 + 0.6x intelligence damage per sec.
Level 3 - 30 + 0.9x intelligence damage per sec.
Level 4 - 40 + 1.2x intelligence damage per sec.


Icey Spine - E
When hit by melee attackers they will feel a freezing chill crawling up on their spine! Has a chance to inflict AoE damage that deals 150 damage.
Has a 400 AoE and a 1500 damage limit (ten targets max, chosen at random)
Level 1 - 5%
Level 2 - 8%
Level 3 - 11%
Level 4 - 14%


Phantomer - R
The Ice Master merges with the forces of ice, creating an arrow of frost traveling towards target unit. When reaching the target unit the ice master appears, dealing damage + 50% of traveled distance. Also on hit it will reduce target's armor and slow it.
Casting range is 600/700/800
Level 1 - 50 damage, 5 armor reduce, 15% slow.
Level 2 - 75 damage, 6 armor reduce, 20% slow.
Level 3 - 100 damage, 7 armor reduce, 25% slow.


Triggers

-Added Spell Master to the AI
-Added Slam Master to the AI





BUGS

-Fixed a bug with Healing Master's passive ressurection having global range, now have 400 aoe as said in the ability tooltip.
-Batter wont trigger in a greater range than the melee range.

General



Triggers

-Added a simple tree revival system
-Tarball knockback trigger aint on all the time now.





- The Map size dropped 29% during optimization!

BUGS

-Fixed Abusive Rage and Batter Clashing hotkeys.
-Fixed a bug with Arcania Zero
-Fixed Arcania Zero Cooldown
-Fixed Take Flight. Now MUI
-Fixed Rock Slide. Now MUI
-Fixed Dark Torture bug. Now the scale of the units wont change.
-Now AI got the same amount of gold as the players.
-AI, Voodoo Master now learns its spells automaticlly.
-AI, Mana Master now learns its spells automaticlly.
-AI, Stealth Master now learns its spells automaticlly.
-AI, Ward Master now learns its spells automaticlly.
-AI, Trap Master now learns its spells automaticlly.
-Fixed a rare crash caused when AI learning spells it dont have.

General

-Healing Master got its ultimate replaced!
-Arcania Zero got less AoE now
-Fixed Arrow of Grace Tooltip
-Fixed a spelling snippet at loading screen
-Now when a shadow master buys boots, it wont be removed. Instead it will be moved to the location of your stash and from there you can sell it to regain your money.
-Increased damage of conjuration master's ultimate, now it does 300/375/450 damage instead of 225/300/375.
-Remade Spell Master's Imbue Gems (Ultimate). Now it can be activated to recieve the chance and turned off.
-Fixed typo in the game interface
-Fixed version in Game Interface
-Holy Light now heals the correct amount, 120/170/220/270.
-Fixed Spelling Error in Armor Aura

Triggers

-Thanks to PurgeandFire111 for the PollWait recycling part.
-Removed some more unnecessary variables.
-Now scars armor check isnt on until someone learns the spell.
-Now the Skewer loop is off at ini.
-Removed debug messages appearing when setting the rate.
-Removed scale changing in Dark Torture as it 'causes bugs when it goes back to normal.
-The Alliance dont have the advanatage with AI anymore in the start.
-Now AI learns spells more effiencient (doesnt loop actions, instead comparing conditions).





BUGS

-Fixed Critcal bug that you couldnt win in OM because the main building was invulnerable.
-Fixed bug with Dust To Dust, now slow and miss values are correct for each level.

General



Triggers







- The Map size dropped 29% during optimization!

BUGS

-Fixed Substance. Now MUI.
-Fixed Charge's Skewer. Now MUI.
-Small fix that made termites less laggy.
-Fixed holy light, now damage is correct.
-Fixed preloading with Dark Power
-Fixed preloading Vine Trap
-Fixed All Random can now random all heroes.
-Fixed a bug causing Blood Poison not to work properly
-Fixed a few flaws about Mortar Rounds.
-Small fix with maim, now it can't trigger at a greater range than the melee range.

General

-Added the commands at the beginning.
-Slam Master's Wam now knockbacks units.
-Fixed Typo in Rocky Hide
-Added Voodoo, Trap, Ward, Stealth and Mana Master to the AI

-New Master, The Sand Master

Description:
Dusty hero, causes your enemies to rethink when buying the water bottle.
Intermediate Hero: Slighty difficult to use.
Melee




Throws a brutal rock that splits into pieces after travelling a distance of 300, dealing damage to enemies. Every piece travels additionally a distance of 300 before splitting again. Every split deals less damage in less AoE.
Take cover!
Level 1 - 85 initial damage.
Level 2 - 170 initial damage.
Level 3 - 255 initial damage.
Level 4 - 340 initial damage.




Summons a dust cloud at target area, 'causing all enemy units to miss their attack and get their attack- and movement speed reduced.
You got sand in your eyes? Here have some more!
Lasts 6 seconds at all levels.
Level 1 - 20% miss chance, 25% attack and movement reduce.
Level 2 - 30% miss chance, 30% attack and movement reduce.
Level 3 - 40% miss chance, 35% attack and movement reduce.
Level 4 - 60% miss chance, 40% attack and movement reduce.





As the desert surrounds the master, damage taken will gather the sand around him. At a number of damage taken, a few sands spirits will spawn nearby, walking towards him and heal him for an amount of damage.
Also restores a small amount of mana and increases armor.
Level 1 - 1000 damage taken, heal total 100, 1 spirit.
Level 2 - 900 damage taken, heal total 200, 2 spirits.
Level 3 - 800 damage taken, heal total 300, 3 spirits.
Level 4 - 700 damage taken, heal total 400, 4 spirits.




The Sand Master summons its ancient companion, the sand man that will guard the sand master and slam nearby enemies.
The Sand Man tranforms to a hammer when slamming. Water please!
Level 1 - Lasts 5 seconds, deals 100 damage each slam.
Level 2 - Lasts 9 seconds, deals 200 damage each slam.
Level 3 - Lasts 13 seconds, deals 300 damage each slam.





Triggers

-Added GetHost Function by Tennis & ragingspeedhorn.
-Fixed triggers now according to the host.
-Added a function that finds if it is a single player game.
-Increased performance of Illusion Master.
-Increased performance of Riding Master.
-Increased performance of Poison Master.
-Increased performance of Artillary Master.
-Increased performance of Vampire Master.
-Increased performance of Random Master.
-Increased performance of Healing Master.
-Remade Wolfpack.
-Removed lots variables and replaced them with one single variable.





BUGS

-You cant buy voodoo master now when you already have a hero.
-Fixed disable in tavern.
-Scatter Shot can no longer proc on buildings.

General

-Fixed Hotkey of Scatter Shot
-Fixed position of Rain of Arrow Tooltip

-Mana master got a new ultimate, former ultimate was Empower.

Arcania Zero by Cedi


The mana master casts a mighty curse upon a unit, which drags nearby enemies to this unit. On collision the dragged units lose mana and takes some damage.
Dragged units get damaged during the drag too.

Level 1 - Deals 35 damage per second to dragged units. 50 Collision damage and same amount of burnt mana.
Level 2 - Deals 45 damage per second to dragged units. 60 Collision damage and same amount of burnt mana.
Level 3 - Deals 55 damage per second to dragged units. 70 Collision damage and same amount of burnt mana.

Lasts 5/6/7 seconds.


Triggers

-Changed spelling in blue AI's name.
-Added more stuff to the preloading part.
-Changed AI spawning, reducing a bit of the lagg.





- The Map size dropped 27% during optimization!

BUGS

General

Triggers

-Another small code snippet about the -om feature.
-Fixed a group leak about illusions.





BUGS

-Now during OM the first towers at bottom and top lane are invulnerable too.

General

-Corrected Disturbed Voodoo Power's tooltip, now shows proper knockback range.
-Corrected Voodoo Master's tooltip, now shows that it doesnt have multishot and is no longer melee as the tooltip states but ranged.
-Changed attack range of voodoo master to 350 from 700.
-Added Range Bonus to Voodoo Master (5th Ability).
-Corrected Voodoo Master's projectile speed to 850 from 3000
-Castle and Necropolis damage increases from 70 to 110 (it is quite defense less with out creeps)

-Tank Master got its ultimate remaked, same name.


Uses his tank up skills, he slams the ground in anger, stunning nearby units for 1 second. As his fierce anger boosts him up, making him almost immune to psysical damage and also increases his life regenation.
Gains 1000+ armor and 100 life regenation.
Level 1 - Lasts 2 seconds.
Level 2 - Lasts 4 seconds.
Level 3 - Lasts 6 seconds.


Triggers

-Fixed a small code snippet where scars was preloaded uncorrectly, now doesnt have learning delay.
-Small fix in OM mod.



BUGS

-Fixed Belt so now you can't target yourself (well yes you still can but if you cast it on yourself it wont trigger and you wont waste cooldown nor mana), will show an error on cast

General

-Tarball now lasts 9/18/27 instead of 12.5/25/37.5
-Small Terrain Fix
-Increased all towers range from 500 to 700 so both towers can attack at the same time (as in middle)
-Income rate decreased to 2 seconds, before 4 seconds
-The second tower in the northern and the southern lane are now invurnable at all time and will be vurnable when the first tower in the lane is killed
-Now barracks can't be killed unless the two towers that is infront of it are destroyed, same goes with crypts
-Fixed hotkey of Bow of shadows
-Fixed hotkey of abusive rage
-Added Poison Master to the AI
-New Master, Voodoo Master!
Voodoo master uses mystical magic to overcome its victims!


The voodoo master uses his dark magic to lift up the enemy in the air. As the fore swirls, every unit hit by it will be knock backed for a distance between 100 and 350. When gravity serves its purpose and drags the unit down to the ground it will deal the foes movement speed reduced by X. Also the fore will be confused of the lift and will have a 50% change to miss its targets for 3 seconds.

Level 1 - Targets movementspeed -150
Level 2 - Targets movementspeed -120
Level 3 - Targets movementspeed -90
Level 4 - Targets movementspeed -60



The voodoo master calls forth a dark rift of voodoo magic that will eat flesh and tear apart the souls of enemies hit by this powerfull magic.
The shards of the souls hit will return to Zul'abar healing him depending on their former owners max life.
Level 1 - 125 damage, 2% of max life.
Level 2 - 160 damage, 3% of max life.
Level 3 - 195 damage, 4% of max life.
Level 4 - 230 damage, 5% of max life.



Gives a small mana regen to nearby units and also when killing heroes, nearby enemy heroes get their mana destroyed according too Voodoo Masters Mana.
300 AOE manaregen.
Level 1 - 10%
Level 2 - 20%
Level 3 - 25%
Level 4 - 30%



Hurls a bolt of damaging lightning at a target enemy that jumps to nearby enemies. When firing, additional X lightnings will be hurled from the hero at different enemies. Each lightning deals more damage in percent value. Units can be hit by multiple Lightnings.
CAUTION! Electric lightnings on its way!

Level 1 - 1 Additional lightning, 50 damage base value, 5% damage increase, 5 bounces.
Level 2 - 2 Additional lightnings, 60 damage base value, 7% damage increase, 7 bounces.
Level 3 - 3 Additional lightnings, 70 damage base value, 9% damage increase, 9 bounces.



Changed Poison Masters Ultimate, from Slow poison to Aggresive Infection by Hanky

The Poison Master sends out an epidemic virus, which infects nearby enemy units around the target.

Level 1 - 75 damage per second. Lasts 15 seconds.
Level 2 - 110 damage per second. Lasts 20 seconds.
Level 3 - 145 damage per second. Lasts 25 seconds.


Changed Reanimation Masters ultimate, from corp. reanimation to Dark Torture by Hanky

Make the targeted unit bigger and bigger and because of the hard deformation of the body the unit get every second some damage.

Level 1 - 105 damage per second
Level 2 - 120 damage per second
Level 3 - 135 damage per second


Changed Archery Masters ultimate, removed void arrow (will be a remaked soon) arrow of grace (former ultimate) will replace void arrow and the new ultimate is Rain of Arrows by Scorpion182

Fires a fire arrow into the sky which explodes and scatters at the center of the point target, showering the target area. Deals amount of damage each.
Has a minimum range of 300!
Level 1 - 55 damage for each arrow. 14 Arrows.
Level 2 - 66 damage for each arrow. 16 Arrows.
Level 3 - 77 damage for each arrow. 18 Arrows.


Level 1 - 1.01x damage, 3 agility
Level 2 - 1.11x damage, 6 agility
Level 3 - 1.22x damage, 9 agility
Level 4 - 1.33x damage, 12 agility


Triggers

-Small fix with Maim
-Now when casting blink strike you will be closer to the target and also facing the target, special effect added.
-Added Endless Chain system made by Paladon
-Added Health Reserve System by hell gate and Deaod
-Added Bound Sentinel by Vexorian
-Added Dark_Dragons item system
-Changed Item system to the one above
-More Systems added can you find in the info (F9) or in the credits at this page.




-Also the map is a little bit bigger cause of some new imports! They are not in Use yet but will when Ice Master is comming online so I wont credit until I actually use it :)

BUGS

-Now Artillary Masters Mortar Strike is fully MUI and more then one player at the time can cast it.
-Actuallity is now MUI
-Fixed a small crash caused by wrong custom script, destroying something completly else.
-Time Masters "Time Swap" is now fully MUI
-Timed explosive is now MUI
-Blood Poison is now not Bugable

General
-Tar Ball ultimate duration has been increased to 12.5/25/37.5 seconds instead of 20 seconds overall, with this it will travel longer each level
-Fixed Bow of Shadows tooltip, now shows the proper damage
-Timed explosive now got the correct time (10 seconds)
-Added Ice Master as a replacement for time master, when time master is back, a new tavern will be created instead of removing ice master. But as it isn't totally functionall I disabled Ice Master too (need to fix a few stuff)

Triggers

-Small Special Effect leak fixed.
-Fixed Vine Trap Trigger
-Small fix on Actuallity trigger
-Removed some unused variables
-Fixed Shadow Veils leak.
-Huge change in the AI
-Massive Preload To reduce the in-game lagg greatly





BUGS

-Fixed the terrain on the alliance side so now engineer master can actaully build towers there ...

General

-Reshadowed the map

Triggers

-Fixed a few leak triggers which leaked about 70 leaks every sec and they were on all the time!




BUGS

-Fixed Repick, now works for normal mode too.
-Fixed when you bought the other teams spawns it gave you an item, this item is now auto removed. (Fixing it complete is in the current state 80% done)

General

-

Triggers

-




BUGS

-Fixed so you can't buy the other teams spawn units (when you buy them, they wont spawn just waste of money, will fix for next version so you can't buy them at all)
-Fixed units movement on the top lane and bottom lane so they actually continue to move against the fortresses instead of just returning.

General

-Fixed typos in Rock Slide
-Fixed typos in Sever
-Randomizing can't cause you choosing time master neither for you or AI
-Movement speed is now shown as an integer and not a real (no more .000)

Triggers

-Fixed leaks in Rock Slide Trigger
-Fixed Maim trigger so it can't be abused anymore


-Fixed huge amount of Point leaks.
-Fixed Most Integer A's and replaced them with a custom integer.
-Removed Useless command "Do Nothing"
-Fixed some useless variables
-Fixed huge amount of Special Effect leaks
-Fixed a very few spell item bugs.
-Fixed some useless actions
-Remade Blink Strike Ability, now more efficient then never before
-Fixed many events with "Unit Begins Casting An Ability
-Fixed the Major bugs of creeps on the top and bottom lane wont walk where they should.
-Time Master is currently disabled due the bug spree it caused, will be remaked for further versions.
-Remade Two of Knockback Masters Spells in the trigger, now fully MUI and also you cant bug batter anymore.
-Batter got totally remade (triggers)
-Belt got totally remade (triggers)
-Damage type of Knockback Masters Batter isn't hero damage anymore, changed to spell damage.
-Added a new knockback system which got greater performance and is MUI to the map (Credit to Paladon for making this)
-Removed Some variables and replaced them with one single (mostly temporary point variables)


- Added Jabberwocky's credit to more places on the map
- Reworked the Engineering Master for the last time
- Fixed ally trading system
- Completely reworked and updated computer AI
- Changed alot of heros attack ranges
- Heal Master's ability greatly weakened
- Uped the cost of purchasable siege golems to 150 gold and 2 lumber
- Uped the health of all units a little bit
- Cleaned up some more triggers
- Fixed the last of the tooltips
- Gameplay slightly changed since before you can kill your enemies main base building all 3 spawn buildings must be destroyed first.
- Fixed a glitch with AI trying to target the Future Time Master
- Added a new custom cooldown ui


- Changed "-zoom" command into "-zoom out"
- Added new command "-zoom in"
- Changed the "food" text/icon to match the game
- Changed the time of day to 24:00 for different lighting
- Made spirit towers have the same armor as cannon towers
- Fixed boots glitch with Shadow Master
- Buffed the engineers towers a little bit
- Changed the "time" text to better match the game
- Cleaned up a monstrous amount of leaks
- Added 2 new random weather effects
- Greatly Updated the computer AI


- Greatly updated the computer AI
- Fixed the damage for the hordes base building
- Disabled 2 minimap buttons
- Creeps no longer show up on minimap
- Disabled ally trading for multiple reasons
- Fixed a few more trigger leaks
- Fixed the tool tips to a few more abilities


- Updated quests section
- Added my name to the map {CHA_Owner(NAMM)} ^^
- Buffed cannon towers to have 10 armor (up from 4)
- Added -clear command to clear text messages
- Added -reset to reset the cameras -zoom command
- Cleaned up some trigger leaks
- Added -time command to display how long you have played
- Fixed the quest dialog text (F9)
- Fixed a few tooltip descriptions
- Gave credit to Jabberwocky/Oddsocks <<< original map maker


- Fixed some bugs with Abuse Rage.

This will be my last official release as I have abandoned the project.



- Fixed up the Multiboard, now scales dynamically, etc
- Increased the Horde Melee bonus to 15%
- Horde and Alliance Hero Kill Gold and Lumber is now distributed to allied players
- Changed the Tinting on Poison Master so that team colour is visible
- Buffed the base stats of the Riding Master
- Fixed Swift Passage so that it lasts the correct amount of time.
- Added a couple of passive icons that should have been done ages ago.



- Increased the effectiveness of Rite of the Damned
- Nerfed Fires of the Pit (decreased AoE, Damage)
- Reduced the damage to mana ratio on Mana Shield (now 1.5)
- Increased the Mana cost of Empower at level 16
- Added Warning about Orb Stacking
- Decreased the Illusion creation time on Duplicate. It is now 5 per second.
- Nerfed Minefield by 50 damage.
- Nerfed the slow on the Poison Master's Ult by 2%
- Buffed Spitting Spider. Now lasts 25 seconds at all levels
- Holy Word now drains the target for a small amount of health and gives that health to an allied hero
- Nerfed the stats of the Slam Master making him less tanky.
- Sword of Armageddon now 5k cheaper.

- Added 2 new joke items

- Remade the Archery Master. She now has Scattershot, Bow of Shadows, Void Arrow, with Arrow of Grace being the ultimate.


- A number of small fixes for balance.
- Added shop description text
- Fixed Bear Form on the Fluke Master.


- New Preview picture
- Replaced Reanimation with Rite of the Damned
- Nerfed Fast Wards
- Nerfed Vampiric Aura
- Nerfed Disruption Aura
- Fixed the list of available ults for the Fluke Master
- New Items Icons!
- Nerfed the Flaming Stick of Hitting.
- Improved the Ult of the Heal Master.
- Decreased the Duration of Vine Trap.
- A number of Hero stat changes for balance.
- Changed the Mana cost of Empower to keep the Mana Master balanced.
- A couple of graphical fixes for Heroes.


- Decc Time field now deals the correct damage.
- Fixed the issues that arose from changing the game data set


- Fixed repick in AR
- Mana Master has been tweaked a bit.


- Added the Mana Master - A late game carry, early game irritation
- Various balance changes, code fixes, etc
- Barricades now have 250 HP

 
Last edited:
Level 15
Joined
Dec 18, 2007
Messages
1,098
The map is simply lovely. I've been playing it since about 2.5, when the previous author was still working on the map.

I simply love all the changes you made to the old heroes, so they become more fun to use. I also love the new heroes that you added to give the players more choices. The fast pace of the game is still preserved, which I simply love. However, I would like to suggest some small changes.

The Healing Master, he needs a change. He has a skill that has a chance to revive dying creeps or something, right? It makes the game reaaaaally long and boring, since the creeps just refuse to die. One on each team and you have a very long game incoming. Other than that skill, he seems fine :D

The Transformation Master is really weird. He's a spellcaster + fighter + tank? His spells just don't seem to synergise too well.
Bear Form and Rock Circle thing? Doesn't work well, unless you trap yourself and the enemy inside.
Rock Circle and Panther? Pretty good, disables them without allowing them to run far, but you won't be able to hit them much, either.
Critter Shield? Just there for survival, feels like a filler ability.
Generally, the skills don't synergise much. I would like to see a small change on Critter Shield, which seems completely out of place in his synergy. I like the concept of transformation, so let's do something like that.
Critter Field- Passively creates a magical field around the hero, which turns random enemies around you into critters. A random enemy hero is turned into a critter every second, with a cooldown of 10 seconds for each hero (you must wait 10 seconds for the same enemy to be turned into a Critter again).

Fun ways to use it: Panther yourself, and run at the enemy. It auto-hexes the enemy and you start hitting them when Panther ends.

Love the map, please continue :D
 
Level 21
Joined
Nov 14, 2008
Messages
3,256
This will be reply to all your posts :D

1. The map is simply lovely. I've been playing it since about 2.5, when the previous author was still working on the map.

2. I simply love all the changes you made to the old heroes, so they become more fun to use. I also love the new heroes that you added to give the players more choices. The fast pace of the game is still preserved, which I simply love. However, I would like to suggest some small changes.

3. The Healing Master, he needs a change. He has a skill that has a chance to revive dying creeps or something, right? It makes the game reaaaaally long and boring, since the creeps just refuse to die. One on each team and you have a very long game incoming. Other than that skill, he seems fine :D

4. The Transformation Master is really weird. He's a spellcaster + fighter + tank? His spells just don't seem to synergise too well.
Bear Form and Rock Circle thing? Doesn't work well, unless you trap yourself and the enemy inside.
Rock Circle and Panther? Pretty good, disables them without allowing them to run far, but you won't be able to hit them much, either.
Critter Shield? Just there for survival, feels like a filler ability.
Generally, the skills don't synergise much. I would like to see a small change on Critter Shield, which seems completely out of place in his synergy. I like the concept of transformation, so let's do something like that.

5. Critter Field- Passively creates a magical field around the hero, which turns random enemies around you into critters. A random enemy hero is turned into a critter every second, with a cooldown of 10 seconds for each hero (you must wait 10 seconds for the same enemy to be turned into a Critter again).

Fun ways to use it: Panther yourself, and run at the enemy. It auto-hexes the enemy and you start hitting them when Panther ends.

Love the map, please continue :D

I will answer these in the correct order.

1. Hi there! :D Thank you very much, yeah I have been playing this for a while too (very early versions when jabber joined thw and uploaded this)
It had some potential back then and now well I can do the changes ^^

2. Yeah most changed are the ultimates. Still I had to keep the feeling of being "Ultimate"

3. heh recently checked that one as I found it too in that way. The bug about that one is that it has wide range over the whole map. It can basiclly revive any unit dying whatever lane you are going. Ultimate pushing and defing ftw ...

I will probably keep it the way it is though just add a simple condition with an maximum AoE, as for now you can push all 3 lanes standing in your base.

4. Haha I never thought it that way. This is one of those heroes I actually never play, if I get it, I repick :p I rather think this one is boring as it lacks damage spells as you say, it has some heavy disables (heavy ...). I will probably fix this hero in some way :p You'll see.

5. You can see that one as a change for sure! Probably some minor changes but the fun part was kind a cool way to play the hero!

Thanks for playing :D

i really like the idea with the "masters".
thats really innovative, good job !!

Haha well I am the third author so it wasn't my idea from the start :p But I try to keep the theme when I add masters and remakes.

Thanks for comment :D

I have to reinstall wc3 before I can play online, my main priorities are map making right now.

Haha you dont have to play this online. It contains a normal AI (not to complicated) :p

i've played it before and all i can say is good work :)

Thank you :)

Played it since Jabberwocky's last version and loved it. Maybe you should perfect the code of the notorious Time Master and re-insert him. :D

Well there are some actuall changes I've made but I keep that to myself :)

I will probably invent him in 3.3 (the version now worked on) + Ice Master should be finished.

Thanks for playing :)

Thanks all for your comments, if there are any more questions or suggestions please post it in this thread :D (Doesnt matter really but as I use this thread for it ^^)

regards

~baassee
 
Last edited:
Level 21
Joined
Nov 14, 2008
Messages
3,256
Just to update you about the process.

Found bugs with Arcania Zero, Dark Torture and Aggresive Infection. All these will be fixed in one way or another.

Sever will be fixed for next version.

Ultimate of Spell Master will be remade (actually just making it able to turn it off and on).

When I'm already on it there will be added an ability that can transfer the items you have in the stash right to the hero (if you stand it X range)

More fix with the AI and a slight remake of Vampire Master's Take Flight

These are those on my list for the moment + the healing master and transformation master.
 
Level 21
Joined
Nov 14, 2008
Messages
3,256
lol there are so many changes with each update, i guess it will take some time to make the map stable enough :p Also, is it normal that the AI starts with more Gold than the player? :/

heh yeah there are many cause I found so many :p

I can release a version now if you want 3.3 but it doesnt have any new hero

Yeah the AI really dont use the gold anyways ;) not yet atleast, after that I fixed the AI I will change the gold
 
Level 21
Joined
Nov 14, 2008
Messages
3,256
Incoming update

As I am updating this to version 3.3 I issued a big problem that slowed the process. As I coded alot, changed a lot of the code (mostly the vJass parts) and imported a new system, when I saved, it couldnt compile correct :/

So I went threw every single shit I've changed, disabled and checked. Yet it was the new system so I removed it (nothing big really).

At the moment the changelog looks like this!

BUGS

-Fixed Abusive Rage and Batter Clashing hotkeys.
-Fixed a bug with Arcania Zero
-Fixed Arcania Zero Cooldown
-Fixed Take Flight. Now MUI
-Fixed Rock Slide. Now MUI
-Fixed Dark Torture bug. Now the scale of the units wont change.

General

-Healing Master got its ultimate replaced!
-Arcania Zero got less AoE now
-Fixed Arrow of Grace Tooltip
-Fixed a spelling snippet at loading screen
-Now when a shadow master buys boots, it wont be removed. Instead it will be moved to the location of your stash and from there you can sell it to regain your money.
-Increased damage of conjuration master's ultimate, now it does 300/375/450 damage instead of 225/300/375.
-Remade Spell Master's Imbue Gems (Ultimate). Now it can be activated to recieve the chance and turned off.
-Fixed typo in the game interface
-Fixed version in Game Interface
-Holy Light now heals the correct amount, 120/170/220/270.
-Fixed Spelling Error in Armor Aura

Triggers

-Thanks to PurgeandFire111 for the PollWait recycling part.
-Removed some more unnecessary variables.
-Now scars armor check isnt on until someone learns the spell.
-Now the Skewer loop is off at ini.
-Removed debug messages appearing when setting the rate.
-Removed scale changing in Dark Torture as it 'causes bugs when it goes back to normal.

Now I will fix the AI that the left side got first min advantage.

I'll keep you updated!
 
Level 21
Joined
Nov 14, 2008
Messages
3,256
Map got updated! Now version 3.3

Check the changelog for more information about the update!



- The Map size dropped 29% during optimization!

BUGS

-Fixed Abusive Rage and Batter Clashing hotkeys.
-Fixed a bug with Arcania Zero
-Fixed Arcania Zero Cooldown
-Fixed Take Flight. Now MUI
-Fixed Rock Slide. Now MUI
-Fixed Dark Torture bug. Now the scale of the units wont change.
-Now AI got the same amount of gold as the players.
-AI, Voodoo Master now learns its spells automaticlly.
-AI, Mana Master now learns its spells automaticlly.
-AI, Stealth Master now learns its spells automaticlly.
-AI, Ward Master now learns its spells automaticlly.
-AI, Trap Master now learns its spells automaticlly.
-Fixed a rare crash caused when AI learning spells it dont have.

General

-Healing Master got its ultimate replaced!
-Arcania Zero got less AoE now
-Fixed Arrow of Grace Tooltip
-Fixed a spelling snippet at loading screen
-Now when a shadow master buys boots, it wont be removed. Instead it will be moved to the location of your stash and from there you can sell it to regain your money.
-Increased damage of conjuration master's ultimate, now it does 300/375/450 damage instead of 225/300/375.
-Remade Spell Master's Imbue Gems (Ultimate). Now it can be activated to recieve the chance and turned off.
-Fixed typo in the game interface
-Fixed version in Game Interface
-Holy Light now heals the correct amount, 120/170/220/270.
-Fixed Spelling Error in Armor Aura

Triggers

-Thanks to PurgeandFire111 for the PollWait recycling part.
-Removed some more unnecessary variables.
-Now scars armor check isnt on until someone learns the spell.
-Now the Skewer loop is off at ini.
-Removed debug messages appearing when setting the rate.
-Removed scale changing in Dark Torture as it 'causes bugs when it goes back to normal.
-The Alliance dont have the advanatage with AI anymore in the start.
-Now AI learns spells more effiencient (doesnt loop actions, instead comparing conditions).

 
Level 21
Joined
Nov 14, 2008
Messages
3,256
Sorry for this kind of necroposting and double post but it's about the update.

Version 3.4 will be the last version for a while. After this version is out (and maybe some small minor adjustments versions after) I will start work on Bloons TD again.

The new version will have 3 new heroes, got one complete and 2 half. New spells ofc, bug fixes and ALOT of gameplay issues such as armor types and armor values. The triggers have been adjusted with a new dummy system by me. Basiclly it's like xecast but uses only 1 dummy for all (some spells have their own dummies as they got a minor casting time).
 
Level 21
Joined
Nov 14, 2008
Messages
3,256
Map have been updated to 3.4a, as 3.4 got corrupted because UnitAlive native didnt work out with the optimizer.



- The Map size dropped 33.6% during optimization!

BUGS

-Changed the code for tormenter to make vex optimizer work.

General

-Fixed Torment Tooltip
-Killme command now only shows for your allies. (Wonder who would use it)
-Movement speed command now shows an error message if you haven't picked a hero.
-Added the command -dmgtaken . it shows the total damage your hero has taken during the game. Will be reseted when repicking.
-Added the command -dmgdealt, it shows the total damage dealt by your hero during the game. Will be reseted when repicking.
-Added the command -commands, shows in-game commands.
-Small game-interface issue fixed.
-Changed mana cost of Telekinesis. Now 180 from 100.

Triggers

-Added the "-master" command to the new heroes, ice-, psychic-, light- and firemaster.
-Fixed Slam Masters AI, now it learns its spells.
-Fixed Spell Masters AI, now it learns its spells.
-Improved the winning conditions triggers and winning triggers.
-Fixed my function library, now it is even better than before.
-Fixed a few triggers which werent ran at ini.
-Added a text generator which will create floating texts, whenever a hero deals or takes damage. Works with illusions too for Illusion Master.

 
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