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MTG Magus v.1.30

Submitted by Blood_Knight
This bundle is marked as approved. It works and satisfies the submission rules.
---------- User who uploaded map Presents ----------

MTG Magus
Created by Blood_Knight

Map Info:

MTG: Magus v1.30

UMS mini game strategy style map. Anyone familiar with Magic the Gathering will catch on very quickly, At this point I am still updating the map. All critiques welcome.


Features:

Magic the Gathering consists of 5 primary colors; White, Blue, Black, Red, Green.

Each color has its own unique attributes and effects. White is the color of holy law and grace. Blue is the color of illusions, and wisdom. Black is the color for death, and ambition. Red is the color of fire, and courage. Green is the color for life, and creation.

There was a map called MTG Magus back in the starcraft 1 days that proved to be very successful. I have devoted some time in re-creating the such in the War 3 world. If you were fortunate enough to try MTG Magus in those SC days... You will fall in love immediately. If you are new to this custom map it will prove to be a different kind of challenge.

This map is comprised of a unique spell casting system which is designed to create a unique form of strategy and game play. This map has a lot to take in, so I have created an in game index that should hopefully help clarify confusions, or remind even the experienced players of a particular units' functions. To view the index at anytime time type: -index




Map Details Fully Explained:

Click for full tutorial

Map Explained:
  • Welcome to MTG Magus. MTG is the acronym for Magic the Gathering. Magic the Gathering is a table top card game that was introduced to the world in the early 1990's by Richard Garfield. This man's invention took the world by storm and rose to become an instant phenom on this planet. Until today this game continues to dominate the table top card gaming world. Although Mr. Garfield decided to sell his rights to Wizards of the West Coast a few years back. And now wizards has taken it to whole another level. To see what the card game is all about visit www.wizards.com

    ***Quick note about MTG***

    The original MTG card game is a turn based table top format game where each player will follow a sequence of phases during their turn to play their individual cards. Then passing their turn, and it continues until a player is defeated. Each player has a total of 20 life points, and you must use your constructed deck to beat your opponent's life total down to 0. There are other misc ways of winning, although I will leave the in depth ruling of the actual game up to you to research if you become interested.

    Unfortunately true MTG fans will find the nature of the War 3 world and MTG world are different. This map does not follow the same protocol. War 3 is designed to be a multiplayer live action game which makes things difficult to follow the nature of a turn based game like MTG. Can an MTG map be created in the War 3 world that follows a turn based protocol? Well yes, but the programmer(s) will have a full plate of work, and will likely want to get paid... So instead of a turn based format, this map utilizes the magical effects, and different kinds of creatures that originally spawn from the table top card game to create a unique format of strategy and game play in this mini map UMS war 3 game.

    On with the Map...

    ***INITIALIZATION & HOME BASE***

    At map initialization the hosting player will be given a brief moment to select AP (all pick mode) or AR (all random mode). Each active player will then choose their color and the screen will center on your home base area and main HERO unit(urza battlemage). Your main hero unit is your only life line and is also the key to using your home base functions.
    If this unit dies, you are defeated.

    Each home base area is comprised of a few different structures that allows this map's unique game style and strategy to take action. Each structure has a nearby circle of power which your main HERO unit(urza battlemage) must stand on to open the functions of that particular structure.

    (Special) Base Flag - Each home base area has a flag which provides basic spells that are very important to over all strategy, be sure to check your flag asap.

    (A) The Spell Book - Each color has a unique spell book comprised of spells that identify with the nature of your chosen color. To open your spell book, move your main hero unit to the nearby circle of power and the book will become active. At that point you can review all of your potential spells and their respective costs. I have also included a brief instructions for spell casting in the book as well.

    (B) The Summoning Structure - Each color has a unique (barracks like) structure with many different creatures. To activate this structure move your main hero unit to the nearby circle of power and the structure will then become active. As you review each summon you will see their respective costs, and different abilities they carry. Most units build very quickly, although you will have to watch your food limit, and units can only be summoned while this structure is active. These units are considered *summons*

    (C) Enchantments - Each color has a unique structure that allows the creation of a continual magical effect called an enchantment. To review your enchantments bring your main hero unit to the nearby circle of power. Enchantments are very powerful and offer important leverage to overall strategy. Although each player may only control 1 enchantment at anytime, and the structure representing an active enchantment is placed just inside the casting players home base leaving it slightly more susceptible to enemy ambush. An enchantment's effect will only continue as long as it remains intact. If it is destroyed, its effect will diminish with it.

    ***side note on enchantments***
    I hope to add more enchantments (but the map is already littered with a lot to take in)

    (D) Planeswalkers - Additional hero units with extraordinary power, they consume a lot of food but if given the opportunity to level, these units can easily rival an enemy battlemage. This additional hero summoning structure is always active and does not require the use of a circle of power.

    (E) Urza's Incubator - Each player has an additonal structure that will auto activate after a certain game time has passed. This structure will add a small amount of resources at timed intervals. It also offers a few basic items to amplify hero units. If your incubator is destroyed it will leave you heavily handicapped for the remainder of the battle, but it does not mean that your are defeated. This unit will require some attention, and is also primary target structure for the more veteran players. If this structure is destroyed it can not be replaced.

    (F) Urza's Scope - An important structure that offers a free area of effect detection every 30 seconds. Allows you to see enemy invisible units, or spy on a target destination briefly. Another primary target structure for veteran players. If this structure is destroyed it can not be replaced.

    ***TIMERS***

    At this point you should have an idea of what each home base is made up of. Although, you will notice a few different timers. These timers indicate 2 different things.

    (A) Autospawn timers - Autospawns are standard units that will spawn at timed intervals. You will notice 3 timers (on the multiboard) representing levels 1 thru 3. Lvl 1's will always spawn and have no requirement. (Lvl 1's can also be absorbed for mana, review your Flag for basic spell Absorb at your home base) Lvl 2's will require you to have 5000 or greater gold in order to spawn. If your total is less then 5k, they will not spawn regardless of the timer reaching 0. Lvl 3's will require you to have 15000 or greater gold in order to spawn. If your total is less then 15k, they will not spawn regardless of the timer reaching 0. There are a few spells & effects that can and will manipulate player timers.

    (B) Spell cooldown timer - This timer I am hoping is fairly straight forward... If you cast a spell from your spellbook, this timer will appear and begin. Another spell can not be cast until the this timer once again reaches 0 and disappears. There are a few misc ways of manipulating this timer as well.

    Now we have hopefully covered the home base area, and the visible timers. Again any of this info can be reviewed in game by following the glossary index. At anytime type: -index

    ***MIDDLE AREA & ARTIFACTS***

    The middle area offers a very hot spot of action and requires immediate and constant attention. It is comprised of the special unique shop that offers a very powerful inventory of weapons and armor to amplify the hero units. This area can be controlled by any player (but only after it becomes active after a few mins of game time) While a player controls this area, it offers bonus food supply, bonus resources at timed intervals, along with free experience for any hero units you may control. It will also amplify certain spells from each color's spell book, and enable each players MEGA spell while they control it. Control for this area can, and will change frequently throughout gameplay. And take note, many spells are directly designed to manipulate this area. For example: Each player has a mid destruction spell that pretty much eliminates most units occuyping the mid area. Although this area requires your attention, too much attention could result in your defeat...

    Artifacts are comprised of 2 seperate categories;

    (A) Artifacts - Are neutral structures that offer a continual effect as long as they are active and intact. They are similar to enchantments in the aspect that each player can only control 1 at anytime, and they are placed in the middle area outside of the controllers home base leaving them very suseptible to enemy ambush. Each player has access to all 16 different artifacts at anytime. These structures will play a very important part to overall game strategy. These structues are designed to have a tremendous impact and may cause opposing players to gang up on you if you summon one. To review any artifacts information just click on the structure. These units are located at the top right area of the map.

    (B) Artifact Creatures - Powerful neutral warriors that each player has access to. These units offer a wide variety of abilities that most normal summons do not contain. These units are designed to help balance a battlefield where your color may lack in ability these units will easily make up for. To check an artifact creatures costs and abilties, just click on it. These units are located near the upper left area of the map.


    ***INCOME***

    Gold is classified as MANA in this map. A leaderboard will always display each players current total of resources. The primary way to gather resources is by making kills. The more aggressive player may reap the reward of a brimming resource total. But the veteran player may punish the aggressive player by countering an attack using units that easily kill large numbers of weak ones. Stronger units are worth a higher total of income than weaker ones.

    Income is also manipulated by many other misc factors. Unfortunately this is where the inexperience will bleed a new player. But like any game, it must be learned before it is mastered. Many different spells may effect a players mana total, along with artifacts, artifact creatures, and even enchantments will disrupt a players mana total. To make things as brief as I can... Know that your mana total is never safe. If you have a strategy in mind, or you just want to mass summons, then do it. Or a more veteran player will take advantage of your lack of mana usage.


    ***INDEX***

    I have already mentioned an index above. To access the index just type: -index
    Some of the things that the index will cover are the following:
    (i) Resources
    (ii) Autospawns
    (iii) Timers
    (iv) Camera
    (v) The Middle
    (vi) Artifacts & artifact creatures
    (vii) Mass Attack


    ***SUMMARY***

    Hopefully I have covered the basics of what this map entails. I will leave it to you gamers at this point to find your strategies... your favourties... and anything that will improve your odds against the opposing players. The basic fundamental is protect your main hero unit(urza battlemage) at all costs. Defeat the other enemy urza battlemages, and try using your different spells and/or options to bring about your opponents defeat. It will take some time to learn about all of the available options, so if you are new to this battlefield... Don't fret... you will probably be defeated and quite easily at that. Get up, dust yourself off, and try again, or maybe even another color.

    I wish you all good luck, thank you kindly for trying my map, and if anyone that has gone through this breifing still feels something needs further explaining, do not hesitate to ask.
    I hope to have a forum up, with screen shots and full descriptions soon.




Change Log:

Full


1.26
-----
- Terrain modified
- Removed another 500 doodads to reduce more game lag
- Removed many models & skins to reduce map size
- Reduced the max number of autospawns for each player
- Removed the mana blasters at the middle area
- Each Urza Hero was nerfed to create better balance for the early game
- Reduced map size to hopefully improve with DL and LAG
-----

1.26a
-----
- Removed some more doodads
- Removed a few more models & skins to reduce map size
- Incubator mana generation rate increased to push action
- Blue Urza Hero nerfed to create better balance for the early game
- Red summon Keldon Warlord replaced with Moutain Ogre unit
- Red planeswalker Chandra nerfed slightly
- Removed some abilities and triggers to reduce map size
-----

1.26b
-----
- Artifact creature Clockwork gnome nerfed and cost increase
- Fixed a bug with White Enchantment Field of Souls
- Urza Incubator & Urza Scope hit points doubled
-----

1.26c
-----
- Artifact Winter Orb amped up to deplete mana faster
- Low lvl summon units' costs increased slightly
- Green Summon Dryad's Healing wave spell now auto-casts
-----

1.27
-----
- Each Urza's movement speed greatly reduced
(speed reduced to replicate the SC MTG main hero movement)
- Handicapped main hero units to force other early strategies
- Added Urza gear; Cape, Gloves, Boots. Found in the Incubator
- New items greatly enhance main hero for powerful later game
- Reanimate ability cooldown +5 secs
- Phoenix Egg re-hatch +5 secs
- Increased the movement speed of every unit, excluding heroes
- Black Summon Sacromancer re-animate is now re-incarnate
- Black Summon Endrek removed; Plague Rats added
- Autospawn timers reduced by 5 secs to push action
- Autospawn locations moved to push action
- Terrain modified, to enlarge green, black and white bases
- Modifed some of the summons costs
-----

1.27a
-----
- Red Spell Lava Spike damage +500
- Blue Spell Reality Twist grabs 10 units from each player instead of 7
- Rebalanced many artifacts
- Rebalanced many summons; (especially the hit points for gold cost ratio)
- Autospawn units hit points increased
- Removed angel magic from Serra Angel
- Rebalanced some of the summons' abilities
-----

1.27b
-----
- Rebalanced the enchantment costs
- Black enchantment contamination depletes 750 minerals instead of 500
- Green summon Llanowar Elf adds 10 mana every 6 secs instead of 10 secs
- Green spell fog gives a 50% chance to miss instead of 66%
- White perimeter defense castle's now have the ensnare ability
- Blue perimeter defense towers now have evasion & slow aura
- Blue spell Brainstorm decreased chance to roll stronger summons
- Rebalanced some of the artifact creatures costs, hit points, and damage
- Artifacts; Obelisk & Dungeon costs both reduced by 5k for playability
- Artifact Dungeon now adds 500 damage to enemy Urza's every 15 secs
-----

1.27c
-----
- Rebalanced the autospawns and increased their movement speed
- Increased the gold bounty for all units to help push mana totals
- Fixed a few texts on different abilities that were not up to date
- Rebalanced artifacts reducing HP and armor. they die easier now
-----

1.27d
-----
- Red enchantment; Mana Flare cost redcued to 9k
- Red enchantment; Orcish Oriflamme cost increased to 12.5k
- Red enchantment; Orcish Oriflamme now boosts all red units immediately
- Green enchantment; Roots of Life cost reduced to 10.5k
- Green enchantment; Doubling Season reduced to 15k
- Black enchantment; Gloom now depletes green & white by 75 mana instead of 50
- White enchantment; Circle of Protection's range increased
- Rebalanced the armor for every non hero unit, everything dies faster
- Reduced food cap to 45 and increased food cost for many units
- Red Spell; Earthquake cost increased to 12k
- Increased the spell cool down time for many spells
-----

1.27e
-----
- Artifact; Cursed Rack mana depletion is now 3500 instead of 2500
- Removed another skin to reduce map size
- Added Green Enchantment; Wanderlust
- Wanderlust damages enemy heroes that leave their home base areas
-----

1.27f
-----
- Fixed a bug that left dummy casters on the map after initialization
-----

1.27g
-----
- Fixed a bug with artifact Cursed Rack
- Red enchantment; Mana Flare now costs 7k instead of 9k
- Red spell; Forced March was changed; Summos kobolds to attack middle now
- Red summon; Ghitu Slinger replaced with Dwarven Miner (credit to Radagash for model)
-----

1.27h
-----
- Changed the defeat trigger to prevent game disconnection if a hosting player dies
- If your Urza hero is killed you can still stay in the game to learn & use the -index
- Single player mode can be used for learning, game will not end like previous versions
- Changed and added some texts in the Quest Log (F9)
- Changed and added some new victory triggers
- Hero Urza ability; Teleport Home casting time is now 5 secs instead of 6
- Added a banish option to remove a defeated player if they become annoying
To use banish type: -banish & the color of player (white, green, black, red, blue)
Example: -banish white OR -banish red
A player can only be banished after their Urza hero has been killed
-----

1.27i
-----
- Fixed item Urza's Cape so the blink ability works fine now
-----

1.27j
-----
- Increased the costs on some of the items at the middle shop
- Black enchantment; Contamination depletes 1000 mana instead of 750
- Black spell; Raise Dead cost increase to 7500 and a 60 sec cooldown
- Black enchantment; Recurring Nightmare changed and cost reduced to 7k
- Recurring Nightmare now creates invisible ghost assassins near enemy heroes
- New icon for Green enchantment; Wanderlust
- Added black enchantment; Infernal Darkness
- Infernal Darkness causes the game day time to always be night, auto triggers
the shadow ability for many black units, boosts all black units movement speed
and HP regen, and reduces all enemy units armor by 5 (most units have armor 3)
-----

1.27k
-----
- Few minor balances
- Fixed icon for green enchantment; Wanderlust
- Fixed victory triggers
-----

1.28
-----
- Emerald Dragon's Shroud removed for Emerald Scales ability
- Shivan & Emerald Dragon abilities now use mana
- Arch Angel's HP lowered from 3500 to 3000
- Fixed spell book activation triggers to hopefully be more stable
- Added to the Quest Log (F9) and added a new log that covers spell casting
- Black Spell; Dark Ritual cost is now 350 instead of 500
- Red Spell; Relentless Assault improved, also adds all koblds now as well
- Red spell Forced March removed, added new red spell; Mana Clash
- Mana Clash is a randomized spell that either adds mana or damages your hero
- Added white enchantment; Land Tax
- Land Tax adds 150 mana at 15 sec timed intervals, and steals 2500 mana
from the player who controls the middle area every 45 secs.
-----

1.29
-----
- Previous casting system removed (players having to type out text)
- New casting system added; click icon to cast it (user friendly ;))
- Basic Spells can now be found in the Home Base Flags
- Fixed a few minor leaks that I missed
- Removed the 'Earthquake' red spell for the new red spell 'Shatter'
- Black Spell Death Pact changed to reduce % life instead of damage
- Improved descriptions and tutorials
- Enchantment Land Tax modified due to glitching
- Dialog button windows added to simplify spells that target specific colors
- Middle destruction spells changed, they no longer cause instant death
(hoping to add to a longer gameplay with this mod)
----

1.29a
-----
- Few minor balances
- Fixed a leak I missed
- Improved descriptions
----

1.29b
-----
- Fixed a glitch with Blue Urza's ability Evacuation
- Fixed a glitch with Red Spell Mana Clash, and added text for each roll
----

1.30
-----
- Reworked all of the items in the Arena Shop; middle area special shop
- Removed all the staffs; replaced them with the ever so popular 'Swords' equipment
----



Credits:


Also thanks to

Models:
  • callahan, bloody turds, pyramidhe@d, Ampharos_222, Kuhneghetz, HappyTauren, Cavman, Tranquil, Forgotten_Warlord, Pyritie, donut3.5, Wraithling, Tarrasque, eXciTe, EziKieIth, shockwave, Dionesiist, Mc !, frankster, ironmaiden, Stanakin Skywalker, RED BARON, May Shadow, sPy, Champara Bros, Shamanyouranus, JetFangInferno, DonDustin, Radagash

Icons:
  • CRAZYRUSSIAN, WILL THE ALMIGHTY, dionesiist, 67chrome, Discipline, 4eNNightmare, Mr.Goblin, Stanakin Skywalker, HappyTauren, antihero, Marcos DAB, NFWar, Tarrasque, ExN, bigapple90, Destructor [DoR], PeeKay, Elainiel, viiva, MC !, Anachron, War_Golum, Devine, CloudWolf, KelThuzad, Palaslayer, Orthon, -Stygian-, frIkY, The_Silent, freezer, Hellx-Magnus, Golden-Drake, Dmazzz, Big Dub, ZolfKimbley.BG, Kola, 0123456789, OgeRfaCes, ike_ike, Blizzard Entertainment


Attachments:
  • Sunchips, paladinjst, Pretor, Usedwell, Thrikodious, Truth Troll UA




Author's notes:

The map has begun to find a nice balance, although it is a lot to take in. I advise running the map in single player mode to read & learn about all of the different options you can pull on with each color. I am looking forward to any and all feedback that any players are willing to provide to help improve this battlefield.

Trigger notes, bugs, leaks...

I believe I have 95% - 99% covered and there shoudn't be any problems. But if you come across any issues, please let me know so I can fix them. The map is protected at this point, it took far too much time to put this together, although I am willing to share the unprotected version with other mappers that are interested in helping to improve this map. Would love to hear from a good terrainer if they would like to amp things up.





Map Description Template Created by -Kobas-
Find more here: Map Description - Templates



Keywords:
mini-game, arena, strategy, MTG, magic the gethering, Red, Blue, Black, Green, White
Contents

MTG Magus v.1.30 (Map)

Reviews
Moderator
Vengeancekael: Private Message Date: 2012/Feb/18 13:55:29 Reasons: Other: Check out the tutorials section: Tutorials Check out the Map Development Section: Map Development Section Check out the World Editor Help Zone (Trigger issues, object...
  1. Rufus

    Rufus

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    I tryed to launch the the game but then warcraft froze and were turn off :(
     
  2. Blood_Knight

    Blood_Knight

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    Launch problem?

    Rufus, I am not sure why you would have difficulty launching the map... I have tested it many times, and the only time I have ever had difficulty launching a war 3 map is while using a computer that does not meet the games minimal requirements... Is anyone else having a similar problem, please let me know asap. Meantime I am re-terraining the map right now and continuing to work on balance as well. Will have a much better version up soon. Am also working on a ROC version as well for the TFT haters:goblin_jawdrop:
     
  3. Blood_Knight

    Blood_Knight

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    Updated 1.11

    I have updated the map.

    Better balance
    Major terrain changes
    fixed a couple of trigs
    few other minor details
     
  4. Blood_Knight

    Blood_Knight

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    Updated v1.12

    I have once again updated the map.

    - Many balance changes
    - Added a mass attack
    - Fixed many loose triggers... and I will probably find more...:goblin_cry:

    If anyone is taking an interest, I am still looking for testers and other areas where I could improve the map
     
  5. Blood_Knight

    Blood_Knight

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    Update 1.14

    Updated a couple more times

    -more balance
    -new trigs

    still looking for some testers to help me out
     
  6. Blood_Knight

    Blood_Knight

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    Update 1.15

    If you downloaded 1.14... apologies... two major errors in it... I guess player 1 would enjoy that maxed out Red Urza Hero....:eekani:

    1.14 is no good ... do not play :thumbs_down:

    ***1.15 update***

    white has a new enchantment
     
  7. Blood_Knight

    Blood_Knight

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    update coming soon

    I am working on v.1.16...

    Putting a lot of work into all of the hero units, adding custom spells and balancing their abilities according to colors.

    ***Off topic***

    I was fortunate and very shocked when I stumbled upon Grey Archon's version of Sc MTG. It generated quite the popularity, and it was very well done. Good terrain, well executed triggers, and a bit of customized spells to give it the extra flavour. The only dissapointment from my point of view, was the lack of options, and no matter how many times you run it... It always seems to play out very similar. Not to mention I was surprised to see so little in the map... Only 4 artifacts, only a few spells for each color... and not much thought put into the main Wizard unit... being they were all the same... for the exception of one basic ability that differed them. Many of the primary spells from the SC version didnt even make his version... None the less, Grey Archon's map is still quite good, and if you are reading this you may want to check out his map as well. (MTG sc)

    This map I am working on is similar, although with many, many more options. In my version, I have stayed a but truer to the SC version by including very critical spells that forced players to make risky choices in the moment. For example the middle destruction spell, which will end many games for some. Not to mention the ever important Urza's incubator which adds mana, and will offer a wide variety of items to amplify the hero units. Also, I have included 16 artifacts, 10 artifact creatures, and each color has many enchantments as well. My spell casting system is a little different that Grey Archon's version, and I have also added a middle element, which creates a high priority spot, and forces constant split focus from each active player.

    The downside to this project, I am still learning the war 3 editor, and my current skills at this time are inferior to that of what Grey Archon has displayed. Although I continue to work at this project, and I hope by version 1.30 it will find stable ground, nice finished terrain, and give each player a unique gaming experience. At that point and time, I hope to put together a forum with screen shots explaing each gaming aspect of each color.

    If you were a fan of Grey Archon's version, I am sure you will be a fan of this one as well.

    Cheers
     
  8. Blood_Knight

    Blood_Knight

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    Update 1.16

    Took me a little while to get this update...

    Every hero unit has been given some new custom abilities
    (more to come)

    Green has a new enchantment

    fixed another error
     
  9. Vengeancekael

    Vengeancekael

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    I suggest you find a terrainer to improve the terrain a little bit.
    Also how about you put all of those timers in a multiboard.

    Approved.
     
  10. Blood_Knight

    Blood_Knight

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    Hey Vengeancekael,

    Thank you kindly for approving the map, I have requested for a terrainer and some other help already... Although my lack of rep I suppose has really left any support thus far fairly static. So now that the map is approved I hope to find some assistance. I am still looking for someone to assist with the terrain, if anyone is up for the challenge. I am also open for idea changes, and still need testers (although I am struggling with hosting on TFT ever since my new modem came in... I can host on ROC but not TFT... wonder why...?) to hopefully assist in finding a good balance. I will look into multiboarding the different timers and the mana total for each player. (still kind of new to advanced triggering) I will also add a few more game modes soon as well. Options to void the middle area, or just the shop perhaps, double mana mode, triple mana mode, slow experience mode, some other kinds of handicap modes as well, any feedback is more then welcome.

    Cheers,

    Blood
     
  11. Tutnitweh

    Tutnitweh

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    I found a bug: when you summon bloodknight with red he cant leave the area because there are too many obstacles ;)
     
  12. jxtranghero

    jxtranghero

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    very nice map 5/5
     
  13. Wazzz

    Wazzz

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    your description relies on people knowing what you're talking about when you refer to the starcraft 1 map

    i almost thought you were catering to people who haven't played this map when you said 'if you haven't played this map in starcraft' but then you diverted to something along the lines of 'well there's tutorials so good luck'

    screenshots are also very nice
     
  14. Blood_Knight

    Blood_Knight

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    If there is any misunderstanding I will glady clear it up to the best of my ability. I will add a more in depth break down for newer players explaing the basic map fundamentals. It will be up in the next 24 hours, keep an eye out for that. Regarding screen shots, and a detailed forum I am still in the process of compiling the such, and I hope to have all of that ready in the near future.
     
  15. Blood_Knight

    Blood_Knight

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    Hmmm... lol... my terraining skills shine once again...

    More space added surronding the red summoning structure (v1.18)
     
    Last edited: Feb 25, 2012
  16. Blood_Knight

    Blood_Knight

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    Full map tutorial now available
     
  17. CafeSaiGon

    CafeSaiGon

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    Can update screenshot
     
  18. emmanuel

    emmanuel

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    i'm using mac and i launch the map , and it crash , i need to force quit the game , you have some problem with this map , because i cant play it on mac