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Neatherland Conflict

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Level 7
Joined
Oct 21, 2008
Messages
234
Neatherland Conflict v0.14d
Rise of the Shadows

Hi!

After 4 months and approx. 150h work, i´d like to present you my map, Neatherland Conflict, an AoS-type map.
Main aim was to create a map faster than normal AoS, offering unique hero-abilities and itemtypes which should provide a tactical ambitious gameyplay in a well balanced game-environment.

Version 0.06 has a completly new terrain, as well as a new gameplay feature:
Outpost can now be captured by standing near. That should boost up game speed
;)

Provides:
  • 28 well built heros (i focus more on well built heros then on masses of boring ones) with
  • 112 different 5 ary abilities
  • 79 unique items
  • 4 captureable flags with teleporterstation

Some more detailed information:
  • there are 4 flags on the lanes, which can be captured (like UT-domination), providing additional income and teleporter
  • several areas filled with neutral creeps, 2 bosses
  • newly developed item-recipe-system (you can finish a recipe without having a free slot in your inventory)
  • many hero- and item-abilities where programmed in jass, therefore they are unique and tactical ambitious
  • newly developed internal delay damage/delay effect system supporting the map with incredible effects (test e.g. The Oracle to get an example ;) )

Progress:

Heros
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Items
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Balance
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Terrain
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Itemsystem
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Gametriggers
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Current version:
Neatherland Conflict - The Hive Workshop > Maps

Enought words, finally screenshots to satisfy your hunger:


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40903d1225034706-teo-epic-ones-wc3scrnshot_102608_160319_15.jpg


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40900d1225034706-teo-epic-ones-wc3scrnshot_102608_153917_10.jpg


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40897d1225034706-teo-epic-ones-wc3scrnshot_102108_223732_02.jpg



After this, feel free to test the map and dont forget to report back :wink:


Changelog:

Changelog v0.15
New:
- saved ~100kb filesize
- Item: Dragonhands
- Item: Siege Blade
- Item: Dawnstaff
- Item: The Staff of the Horizont Guard (casts Evil Nova)
- Hero: Lightning Gnoll
- starting location is now at the taverns (just for cam)
- increased buy range of vendors
- Game reports if player left, declares victory when all players of one side left
Fixed:
- Tooltip fixed: Touch of the dead, Holy Bolt
- Sand Vortex will now stop when the mummy dies
- Heros can now be selected only once
- Repicking heros is now disabled after 60sec
- Cloak of Flames will now work correctly
- Tal should now work correctly
- Firestalker won´t target flags anymore
- Suicide wont give bounty
Balance:
- One point STR will now give 22 HP (instead of 18)
- Torrid Claws: will now give 40% attack speed bonus
- Firebomb: Changed effect, decreased dmg to 12/16/20/24/28
- Inflame: decreased dmg to 40/60/80/100/120
- Immortal Soul: fragments now visible for dying player
- Carrion Swarm: increased dmg (120/150/180/210/240)
- Holy Bolt: decreased prim dmg to [120+AGIx2/180+AGIx2/240+AGIx2/300+AGIx2/360+AGIx2], sec. dmg to [60+AGI/80+AGI/100+AGI/120+AGI/140+AGI]
- Firestalker: decreased speed and duration
- Holy Light will now heal [INTx8] or damage [INTx4]
- Lobbying: increased cooldown (100/95/90/85/80)
- Iron Helmet: decreased armor to 2
- Steel Helmet: decreased armor to 4
- Great Helmet: decreased armor to 6
- Unholy Helmet: decreased armor to 7
- Blood Amor: decreased armor to 8
- Holy Plate: decreased armor to 10
- Blue Steel Mail: decreased armor to 13
- Force will gain 30hp per ugrade

Changelog v0.14d
Fixed:
- Smoke Explosion mana cost
- Mighty apperiance icon
- Fixed cooldown of Hades, Hephaistos, Zeus
- Poison, Terror buff tooltip
- Crown of the archimage tooltip
- repick disabled after 60 seconds
Balance:
- Decreased life regeneration of all heros (0.03hp/str)
- Towers will now give bounty
- Bloodwind: decreased healed life/s, increased cooldown
- Increased speed of dark shell
- Transform blood will now last 3 seconds and leech less life per target
- Master of Fire: decreased duration, dmg and hp of Firedevils
- Increased cooldown of Firewave
- Increased mana usage and cooldown of Firebolt
- Increased mana usage of Badchain, decreased channeling time, improved tooltip
- Decreased damage of Daemonic curse
-immortal machine: increased hp of fragments (100/125/150/175/200)

Changelog v0.14c
New:
- changed model of bad sides warrior
Fixed:
- Pile In works now correctly
- Explosion of Transform Blood is now displayed correctly
- removed debug msg when activating Immortal Machine
- improved performance of Bane, Whirlwind
- fixed some tooltips
- removed warcry buff when casting Pain Nova
- heros cant be choose twice anymore
Balance:
- weaked Smoke Explosion
- increased cooldown and mana useage of Frost Fault, slightly decreased dmg
- decreased dmg of glue chain
- upgrade cap for force improvements decreased to 6
- increased speed of bane protectile
- added a scaling component in Bane, decreased casting time
- halved the scling component of Whirlwind
- increased healed life and mana of Heal and Alchemist (professions)
- increased movement speed of forces

Changelog v0.14b
New:
- prim attri. of Black Mage changed to INT
- fixed aging
- tooltip of Transmutation
- Hostile Takeover won´t affect heros anymore
- Life leech scales now by agility
- Defend hotkey fixed
- fixed some typos
- Transform Blood won't affect buildings anymore
- Explosion of Transform Blood will spawn at current position of the caster
- Bad Chain should work better now
Balance:
- increased dmg of aging
- decreased cost of transmutation
- increased dmg of Crippling Bite
- increased strength of Mummy
- increased attack rate of Vampire
- reduced initial speed of spearmaster

Changelog v0.14
New:
- new Hero: Vampire
- new Hero: Black Mage
- new Hero: Golden Golem
- added profession trainer in town
- command "-cm" will lock your camera to your hero
Fixed:
- fixed some typos, tooltips
- fixed bug on item recipes
- fixed armor of archers
- fixed holy bolt, improved performance
Balance:
- increased duration of Burning Soul (13s), also reduced mana cost
- increased initial damage and stun duration, decreased manacost and cooldown of Black Nova
- increased intitial dmg, decreased scaling of Holy Bolt

Changelog v0.13b
Fixed:
- FIXED MAJOR BUG WHEN KILLING HEROS (lost gold)
- removed numbers, spawning in the centre of the map ^^
- Bloodwind won´t heal enemies anymore
- Sand Vortex will now decrease mana of enemies
- fixed tooltip of Steal Soul
- fixed Firestalker
- fixed Skeleton Bomb cooldown
Balance:
- lowered the statsboni of all +life items

Changelog v0.13
New:
- warlock got a new ability: Terror
- killing a hero will be rewarded with 75% of his gold lost
Fixed:
- Daemon attack fixed
- fixed collision of walls
- Fire Eye should now work correctly
- Rush will now stop when sth. blocks
- heros will spawn between the vendors
- Neather Strike won´t affect friendly units anymore
- Removed debug-msg when activating black hole generator
- wall are now unpasssable
- fixed buff tooltip of Bane
- icon of Astral
- Deep wound won´t work on buildings and dead units anymore
- castle will now get vulnerable when all barracks have been destroyed
- Mana Flush (Chest of the archimage) will now work correctly
- fixed Stock exchange
- fixed Oil Tower
- improved performance of Stockbroker spells
Balance:
- decreased lifebonus per strength point
- decreased movement speed bonus per agility point
- weaked stomp
- creep armor won´t suffer 150% damage throught normal attacks anymore
- weaked Nail Up
- increased dmg of Hephaistos
- Zeus will now stun longer and deal more dmg
- weaked Godlike
- reduced dmg of Towers by 10
- doubled xp bounty for killing heros
- weaked Firewave (80+INT / 120+INT / 160+INT / 200+INT / 240+INT)
- increased cooldown of Throw hammer (30s)
- increased attackrate of chaosdragon
- changed distribution of Chaos' meteors
- decreased value of healed life of Blessing, also increased cooldown
- Orbiting Hammer will now hit with higher accuracy
- weaked Painnova by ~50%
- towers won't regenerate hp anymore
- decreased armor of castles (20)
- weaked Lobbying (6/8/10/12/14s)

Changelog v0.12
New:
- redesigned the city, broaden paths and reskinned buildings
- optimized filesize
- new abilities for Bloodmage: Blood Wind and Transform Blood
- Life Leech (Bloodmage) is now scaled
- new abilities for Taur: Stomp and Nail Up
- new ability for Lich: Frost Fault
- Hades will now summon a daemon (additionally)
Fixed:
- tooltip of Place Rune, Lifechain
- increased cast speed of Place Spell, changed tooltip
- removed the debug msgs
- improved performance of Hammer, Black Hole Generator, Sand Vortex
- improved performance of Orbiting Hammer, it also orbits nearer to the Paladin
- Iglu is now invulnerable
- Hammer´s cooldown will now owrk correctly
- Shortcuts: Q-W-E-R for normal abilities; D for de 5th ability (e.g. Holy Light of Battlemage) and F for Profession
- icon of Skeleton Bomb will now displayed correctly
- fixed a bug in the clean up process of effects
- fixed tooltip of ripping sword
Balance:
- increased dmg of Bad Chain
- increased dmg and mana useage of Ice Bolt
- decreased mana usage of Orbiting Hammer
- decreased attack speed bonus of Berserk
- Firewall lasts now 5 seconds (instead of 3)
- decreased mana cost of Place Rune
- halved costs of profession
- weaked Hammer dmg, increased cooldown
- weaked Throw Hammer dmg
- increased dmg of The Power of the Lich
- decreased gold lost on death
- decreased creep dmg and armor on upgrade
- slightly increased duration of Contaminate
- Radioactive Aura will now start with a better chance of getting anomalies (8/12/16/20/24)
- moved two flags, creeps should get their simultaneously
- Skeleton Bomb will start with more dmg, scaling weaked
- lowered mana cost of Frost Nova
- weaked Tentacle (less hp, less dmg)
- weaked Felhound (less hp)
- reduced effect of Slow by ~50%
- decreased cooldown and dmg of Skewering
- Sandstorm will now deal scaled dmg, as well as stun units
- increased effect of Sand Vortex
- scaled Carrion Swarm
- prim stat of Mummy changed to STR
- Skeleton Bomb moved to Skeleton King
- Skeleton Warrior is taken from the game (will be redone)

Changelog v0.11
New:
- changed models/color of bad force
- rescaled captain
- max lvl 22
- decreased file size
Fixed:
- fixed tooltips: Scout training, Survivalist training, Adept of Ether training, Call Deer, Leaf Wave, Thorns Aura, Berserk, Holy Light, Lifeleech, Winter
- Thorns Aura will now work at all levels
- Morph won't be available before lvl6 anymore
- spiders will now spawn at statue
- firestalker won't remove targets after 6sec
- corpse explosion won't silence anymore
- both forces will now upgrade identical
- units will pause on victory
- hero kills will now be displayed correctly (also when scoreboard is open)
- frost nova now adds the right buff
- fixed some problems with Oracle
Balance:
- towers will now get less dmg on upgrade
- decreased cooldown of Bad Chain
- Morph will now increase movement speed
- increased cooldown of Call Deer
- increased gold income by 50%
- creep update cap lowered to 10
- increased duration and cooldown of Berserk
- Oracle's runes are now invisible
- Firestalker will now search for a target in 500aoe (instead of 300aoe)
- increased cooldown and mana useage of Lifeleech
- life useage of Bloodrage decreased to 1% per second
- number of creeps of type sorceress and archer is now limited to 1
- soldier cap decreased to 6
- soldier number will increase after 700 seconds (instead of 600)

v0.10b
New:
- new victory condition: hold all flags for 6 minutes to win the battle
Fixed:
- icon of dawnblade fixed
- issue with frost damage combined with epic stun ^^
Balance:
- instead of healer, a sourceress will spawn (to prevent abuse of healers and speed up fights)
- increased force armor bonus over time
- added a trigger to increase the number of creeps over time
- decreased dmg of Shadow Strike
- weaked holy light of Battlemage

v0.10
New:
- new hero: Lich
- new hero: Oracle. Carefully triggered, full scaled, but maybe a little hard to play. Anyway, she's just awesome...
- improved terrain/weather
- added several torches on the lanes which will give sight on the path (if the flag of the lane is captured by the team)
- several improvements to delay effect/delay damage system
Fixed:
- removed/improved leaking codeparts
- undead units can now use professions
- all random will now work fine when lich is selected
- improved several triggers (performance, leaks)
- left teleporter will now work correctly
Balance:
- Flag defenders: increased armor (4) and attack damage (40)
- decreased gold penalty on death by ~25%

v0.09
New:
- Skeleton Warrior does now have a new ability: Skeleton Bomb
- new effect for dark nova
- purchaseable abilities: professions. the can be upgraded twice and grant several usefull abilities. currently there are 5 professions availiable at neutral shops
- item: dawnblade
- item: the frost hammer
- item: jack frost
- hero: Warlock
Fixed:
- bone theft wont show numbers anymore
Balance:
- weaked crown of the damn
- raise dead wont summon invulnerable creatures anymore, instead the will keep their upgrades
- decreased duration of bonedivison (30/35/40/45/50)
- towers will now reveal invisible units

v0.08
New:
- brand new bases
- replaced soldier model of shadows
- Main boss changed (lvl20)
- 2 new bosses (lvl15)
- new creeps (ice spiders, lvl12) spawning at ice spider statue (walk past them)
- remade bad chain effects
- renewed Gayas mage
- updated the terrain
- Item: The Mage Blade
- Item: Torrid Claws
- Item: The Mage Blade
- Item: Ripping Sword
- renewed Scepter of Light
Fixed bugs:
- chest of the archimage wont drop on death anymore
- slightly changed the upper lane, creeps wont walk pass the enemy anymore
- magnataur units do now have only 1 attack
- slightly changed some item recipe ingredients
Balance:
- blessed blade weaked (8/12/16/20/24% chance to crit)
- weaked chainlightning (140/180/220/260/300dmg)

v0.07
Fixed:
- Priests will spawn simultanously with archer
- appearance of damage aura (target only)
- flag defenders will give correct bounty
- removed barrack on the lower lane
- its now possible to repick all heros
- fixed Bad Chain
- fixed Black Nova, Chaos and Hellfire damage behavior
Balance:
- Tauren hero now has 2 new abilities: Fury and Pulverize
- flag defenders will now have 0 defense (5) and 900hp (650) and will upgrade as all other soldiers
- changed price of wizards ring (200), wizard bracers (300), wizards runebracers (500)
- wizard bracers do now add 8 INT
- weaked Glue Chain (30/35/40/45/50 dmg/s)
- weaked Firerain 4/5/6/7/8 waves á 40/45/50/55/60 dmg
- weaked Firebolt (150/200/250/300/350 dmg), decreased mana usage
- increased mana usage of Fire Eye
- weaked Burning Soul, Unholy Aura, Fear
- increased cooldown of Chaos

v0.06
The whole map is redone, as well as the gameplay. Its much faster and includes new AoS conzepts (e.g. outpost can be captured by standing next to them). Anyway here were all changes on heros etc:
Fixed bugs:
- several item/ability texts
Balance:
- decreased range of Immolation (Bloodmage)
- all creeps of both forces will give equal xp
- increased xp-bounty from creeps
- orbiting hammer will now hit much better

v0.05
Fixed bugs:
- anomalies cant be shot by archers and towers anymore
- hammer ability will now shift enemies (more) physical correct
- bloody dispatch wont stun forever
- decreased armor of heavy tower to 14 (formerly 20)
- reset creep upgrade to a 400 second period
- painnova´s creeps cant be resurrected anymore, they also will attack only near units from now
Balance:
- weaked burning anomaly
- whirlwind will now do 25% damage to buildings
- whirlwinds damage is now scaled to AGI (75+AGI/90+AGI/105+AGI/120+AGI/135+AGI/)
- hero level limit: 20
- Firewave is now scaled to int (100+INTx1.5/150+INTx1.5/200+INTx1.5/250+INTx1.5/300+INTx1.5)
- weaked Lifechain (redistributed damage: 25/35/45/55/65%)
- weaked Dark Shell (160/240/320/400/480) also increased mana usage (80/100/120/140/160)

v0.04c
Fixed bugs:
- Loading screen text
- Bane wont show dmg-text anymore
- Rush will now work for all players
- Bane wont affect buildings any more
- Astral soul wont affect buildings any more
- Moved spawn-area of bandits in village
- Left Tower will now unlock teleporter correctly
- help texts are now colored yellow/white
- corrected some item/ability tooltips
- hawk is now in the right team
- item recipes should work now fine
- display "channeling" in all channelling spell tooltips
- rush wont have a cooldown of 0 seconds on small distances any more ^^
- corrected cooldown and mana values of orbiting hammer o level 1
Balance:
- Bane will now cost 100/125/150/175/200 mana
- Painnova´s spiders: decreased aim range
- weaked Skeleton King´s summoning
- weaked Crown of the Damn to +6,9,12,15,18 to all attributes
- raise dead will now last 30,33,36,39,42 seconds
- decrease battle mages Scroll of War
- weaked whirlwind
- mana cost of hammer ability chaged to 80/95/110/125/140
- dmg of hammer ability changed to 100/150/150+2xSTR/150+3xSTR/150+4xSTR
- forces will now upgrade (+dmg/+armor) every 6 minutes
- holy scroll wont affect heros anymore
- weaked steely aura (+2/4/6/8/10 armor)
- weaked rush (100+2xSTR,150+2xSTR,200+2xSTR,250+2xSTR,300+2xSTR)

v0.04b
Fixed bugs:
-Mutation-bug
-fire-sound in wood
-Sandstorm tooltip
-Touch of the dead tooltip
-Sand Vortex now deals damage
-Constrict tooltip
-Battlemage description
-Rock Golem tooltip
-Hotkeys (QWER-A)
-Huntress Slow-trap now affects only enemies
Balance:
-Soldiers do now have normal armor (instead of heavy)
-Burning Anomaly now deals less dmg
-Contaminate now deals less dmg
-Inflame now deals less dmg
-Improved Bad Chain, it will deal damage
-Constrict cooldown increased
-Battlemage´s spells now need less mana
-Scroll of Haste´s cooldown and effect decreased
-Creepspawn-period decreased by 30%
-Firebolt now takes more mana and has increased cooldown
-Firewave deals now more dmg
 

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Last edited:
Level 7
Joined
Oct 21, 2008
Messages
234
I see, after 10 posts negative critique, i will change the name, just give me a few days - any suggestions welcome.

DotA is the mother of all AoS, its impossible to make a map thats not similarly to the main ideas.
But please do me a favour - download the map, play it and then judge, its not 100% DotA, its not a simple clone.

Anyway thx for comments.
 
Level 4
Joined
Oct 17, 2008
Messages
123
I find AoSs fun, and the only thing more fun than AoSs is a well balanced AoS. As such, I hate DotA. Having 70%+ of your heroes/items useless and calling it a 'balanced' map to the point where people want to random characters just so people won't keep picking the unbalanced ones.... is dumb.

Anyway, anyway.

I've played through this and 2 things struck out at me: The EXP needs to be like 20-40% faster. Its kinda slow right now. The archer is semi overpowered with the damage the explosive arrow does BUT the marine is WOEEEEEFULLY overpowered.
 
Level 31
Joined
May 3, 2008
Messages
3,154
I see, after 10 posts negative critique, i will change the name, just give me a few days - any suggestions welcome.

DotA is the mother of all AoS, its impossible to make a map thats not similarly to the main ideas.
But please do me a favour - download the map, play it and then judge, its not 100% DotA, its not a simple clone.

Anyway thx for comments.

WRONG.

AOS or shall we called is Aeon Of Strife, was a map created for Starcraft game which brought to the wc3 community. So, it was AOS is the mother of all dota, smota and whatever *ota is...

There is already a existance of dota map before the apperance of frozen throne version. All Icefrog did was just create another version of it for frozen throne version.

And yeah, the name need to be change.
 
Level 13
Joined
Jun 5, 2008
Messages
504
I see, after 10 posts negative critique, i will change the name, just give me a few days - any suggestions welcome.

DotA is the mother of all AoS, its impossible to make a map thats not similarly to the main ideas.
But please do me a favour - download the map, play it and then judge, its not 100% DotA, its not a simple clone.

Anyway thx for comments.

It just aint the name that bothers. You just stated that you make copy for dota that aint 100% like dota. Doesnt that sound just plain stupid?

Anyway. I suggest making naruto map/naruto aos, thats a genre that always seems to have fans and Is still lacking a good maps. So there would be more potential.
 
Last edited by a moderator:
Level 7
Joined
Oct 21, 2008
Messages
234
@Septimus, yeah i´ve heard that, but the mass is considering DotA as THE AoS map. Thanks anyway.

Anyway. I suggest making naruto map/naruto aos, thats a genre that always seems to have fans and Is still lacking a good maps. So there would be more potential.
You mean a manga-style map? Sry thats not the type of maps i like, even if they have more fans. I´m not working on a map that stills the need of the mass, i´m working on a nice map with my ideas, based on AoS.

sounds crap
Ok, thats a point. Please be so kindly to exemplify which sounds.

make the quests/bosses just give money because no one is going to learn elite recipes
Giving money for a quest that can be done once, as the quest can only be done once its (imho) wont be worth triggering it. Could increase startmoney rather than that.

I've played through this and 2 things struck out at me: The EXP needs to be like 20-40% faster. Its kinda slow right now. The archer is semi overpowered with the damage the explosive arrow does BUT the marine is WOEEEEEFULLY overpowered.
I will put the balancing-notes into the first Post, thx for this and the other post in the map section. Again THX!

naming the map, oh my god i should employ someone for that :D i´ll try to link the name with the map which is... mostly green and filled with epic heros...
1. GHC - Green Hill Crusade (is that correct english? would rather choose Crusade of the greenhills, but CotG is just....yuck)
2. AOE - Arrival of the epic ones (sounds like age of empires ^^)
3. Paradise' Conquer
GHC just sounds fine....

Critics, here we go...
 
Level 6
Joined
Sep 13, 2004
Messages
173
The critic is not to your map specific.
It's to everyone (including you) that keeps making AoS maps when we already have the perfect one, why do we need more?
We'll probably play those new AoS, 2, 3, maybe 4 times, or 0, and all your work will result in NOTHING.
 
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The critic is not to your map specific.
It's to everyone (including you) that keeps making AoS maps when we already have the perfect one, why do we need more?
We'll probably play those new AoS, 2, 3, maybe 4 times, or 0, and all your work will result in NOTHING.
Do not "accuse" me of making an AoS map...

Let me show you some mistakes in your ideology, i try to give some examples:
  • DotA is not perfect, otherwise no one would try out other AoS maps; WC3 is as perfect as DotA, but there will be a WC4 too... so why? because blizzard thinks the could do it better - i agree with them
  • Play my map 2 times, play it 3 times, even 4 - you will recognize a simple difference between a 100% DotA clone and this map - it is simply not DOtA - because i think i can do it better
  • the result of my map is not a better world, not a Audi R8 at the front of my hopefully soon built 54-million-dollar-mansion - there isnt any "result", there is just a map and some guys who like to play it AND finally there is me, just a prospective quantum physician in austria, creating a map, because he thinks it makes fun
so now, tell me again, do you think i need to break DotA down from its immortal throne? Well.... your choice
 
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Well i dont think Dota is that good ... I eman its fun and all but dont you think if you play APEm or RD or any mode taht you choose you never choose a hero that " sucks " as the most of the community says ...
Like you will never choose a hero that dies easaly ... Like think about how much heroes are un-used in dota .... Like mayby 4/5 of all the heroes are unused ... And its because they are with " noob spells " or " fu*in noob HP "
My point is that you shouldnt judge the map because the name sounds like a fart
( which is not my opinion ) Ill give it a try once i finish my project :D
now for the rest good luck getting it better :)

Oh yeah and 1 last thing - I dont think taht Naruto maps are so adored as AOS maps ...
Maybe cos many ppl love Naruto ( and me 2 ) but im statisfied with the actual Shinoni Wars and other NAruto maps :)
 
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Do not "accuse" me of making an AoS map...

Let me show you some mistakes in your ideology, i try to give some examples:
  • DotA is not perfect, otherwise no one would try out other AoS maps; WC3 is as perfect as DotA, but there will be a WC4 too... so why? because blizzard thinks the could do it better - i agree with them
  • Play my map 2 times, play it 3 times, even 4 - you will recognize a simple difference between a 100% DotA clone and this map - it is simply not DOtA - because i think i can do it better
  • the result of my map is not a better world, not a Audi R8 at the front of my hopefully soon built 54-million-dollar-mansion - there isnt any "result", there is just a map and some guys who like to play it AND finally there is me, just a prospective quantum physician in austria, creating a map, because he thinks it makes fun
so now, tell me again, do you think i need to break DotA down from its immortal throne? Well.... your choice
You say DotA isn't perfect, but say that to the 2/4 of players in B.net that LOVES DotA and tell them to try your map...

But as I see, fame doesn't include on your objective list with this map, so all I can say now to you is good luck.
 
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well , actually , the genre of AoS is rly recognised by "oh man , another dota clon" , just as happened with "Divine Eternity" , but anyways...

i think you can maybe change the map form , cuz the way you done it (as it appears on the screenchots) is very dota like ... just that , i didnt see the heroes so i cant say anithing about them , except that:

that gnome was a battlemage , possibly , a lil similar to Zeus , anyways , im waiting for you to tell me more about the heroes lul.
 
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well , actually , the genre of AoS is rly recognised by "oh man , another dota clon" , just as happened with "Divine Eternity" , but anyways...

i think you can maybe change the map form , cuz the way you done it (as it appears on the screenchots) is very dota like ... just that , i didnt see the heroes so i cant say anithing about them , except that:

that gnome was a battlemage , possibly , a lil similar to Zeus , anyways , im waiting for you to tell me more about the heroes lul.

Sry for taking me so long replying this msg.
Anyway, i added some Screenshots showing some heros in action. I didn´t like the DotA-Terrain, its green and black - that was it. I tried to combine 5 terrain-types in my map giving more variety during the game to avoid eyesore :wink:

I changed the name to TEO - the epic ones, hope the admins will change the thread title soon. Anyway maybe its a "simple" name, but actually it fits well, considering the strong focus on heros.

I also updated the map, version 0.04b, i fixed all reported bugs and balancing issues. Version 0.04c should be online in the next days.
Btw i rendered a new loading screen, please give me feedback. Thx.
 
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Commander = Uber pwn lol... rly like the charge , deals huge damage. great tank.

BUG: when you use charge in like 200 range or so , it doesnt get Cooldown , so , its more than uber pwn lol.

Battle Mage = the ultimate is rly imba , if the heroes are well selected , you get pwned...

anyways , the lowland forces are quite balanced to each other... lol xD...

hope that help a lil
 
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Hey nice map i had ago of it, it wasn't that bad i would play it but like most people i have to agree the name needs to be changed lol
 
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Ok so, played a few more games with this.

The paladin's ultimate is really cool, doesn't hit people in melee with you, and overall is a very nice skill.

What I fear howevever is the stun+ultimate+hammer hit. It basically obliterates people.

I recommend toning down and adding a scaling component of the stun+damage abilities. The fire mage also with a 650 damage ability at level 9 if he puts all his points into it can 1 shot many heroes at that time. I suggest you tone down the damage on all of these abilities but add a scaling component, such as like:

100 damage, 150 damage, 150 damage and 2x int. Then 150 damage and 3x int, then 150 damage and 4x int. (Int for fire mage, strength for paladin.)

This would allow it to do a lot of damage still but it would be lowered by a bit in the early game so you couldn't just rush for this skill at level 9 and just have a free win against everyone. It would allow it to reach that damage later in the game when people have the health and items to withstand such attacks. Remember, its not JUST the fireball they have to take, its multiple heroes with multiple attacks and even if it's one hero he still has different attacks and auto hits.

BTW, those numbers are pretty solid and fair and would allow the spell to keep scaling, I suggest you use those. Because remember: You aren't JUST using the fireball to kill people. On top of that 650 damage you have your auto attacks and other abilities. If the fireball was doing 150+4x int (maybe 370 damage) then its still doing over 50% of a person's life and stunning them, it won't gimp the spell but rather tone them down. My level 9 battle mage with decent items had 900 life, my level 13 battle mage with a +15 strenght item had ~1500 life. A 650 damage firebolt still does nearly 1/2 his life at that stage. From there though he keeps gaining life and the firebolt doesn't scale which is why I recommend the scaling component to keep the spell viable.

On to another note: The angel guy's whirlwind does full damage to buildings. He blows away towers in no time.

ANOTHER NOTE: Creeps should definitely spawn faster and uprade. Maybe make it so at 5 minutes they spawn 20% faster, 10 minutes 30% faster, 15 minutes they get 1 health attack and damage upgrade, at 20 minutes they get another health attack and damage upgrade. They start off strong, don't become weak... but then you can start to afford the good weapons and they get kinda pushed to the side and ignored.


Last note: I do suggest a scaling component to all damage spells. Your game doesn't allow you to gear up extremely fast by any perspective but by ~14 levels in you start to see the health start pulling away from spell damage and the melee heroes or ones with scaling spells start to pull away. Scaling allows the casters to stay in the game after this point by scaling their spells. (The battle with with his +90% damage for example became just killer pulling off 200+ damage hits which weren't very comparable to casters.)
 
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Thanks monchopim and Hashinshin!
The new version 0.04c fixes all reported bugs/issues and includes some ideas you mentioned.

Scaling firebolt:
Only self-triggered abilities can be scaled by attributes, it would take weeks to scale all dmg-abilities, just to point that out. The firebolt is a special case too, because its really hard to implement scaled damage on abilities with protectiles, as in this case. Even if it works, there would always be a chance for a bug - that should be avoided as good as possible.

But it is possible to implement a special "effect", increasing magical damage by items or abilities - thats planned, but will be implemented later.

Maybe try:
Tale of War
Clash of Factions
?
Thanks for some sugestions.
Clash of Factions - there is no focus on factions (both forces are human.... well.... no comment :gg: )
Tale of War - sounds better...
 
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Hrm, I suppose I wasn't very clear here.

I meant that whirlwind was doing 100% of it's damage to buildings and was capable of walking up to towers and leveling them in nothing flat. I really was suggesting that specific ability to do 1/2 damage to buildings.

I'll play through though and see if it's use now.

Also, whirlwind seems like another one of those needs-to-scale abilities. Since you need to be in melee to use it and it takes away from your auto attacks it slowely becomes weaker then useless (well not useless in any realistic time frame but you know what I mean.)

If I keep talking about scaling its cause too many AoS games have super ultimate OMG-INSTA-GIB items that ruin the game and cause it to be an attack move and all abilities useless.

Oh, oh oh oh oh before I forget. The marine with his burning anomoly I think its called, the invulnerable one with the AoE damage, that thing needs it's damage tuned down by 1/3 probably. It holds up entire fronts single handedly and no heroes can survive in there for any reasonable time length.
 
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well , actually i would like to nerf the Battlemage a lil , is uber pwn lol...

also , do you fixed the Cooldown error with charge of Commander ? , that skill is VERY strong...

i also agree with hashinshin that casters blows away melee or ranged units in just a few minutes...
 
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Hrm, I suppose I wasn't very clear here.

I meant that whirlwind was doing 100% of it's damage to buildings and was capable of walking up to towers and leveling them in nothing flat. I really was suggesting that specific ability to do 1/2 damage to buildings.

I'll play through though and see if it's use now.

Also, whirlwind seems like another one of those needs-to-scale abilities. Since you need to be in melee to use it and it takes away from your auto attacks it slowely becomes weaker then useless (well not useless in any realistic time frame but you know what I mean.)
Ok i see, will have to trigger it manually (shouldn´t be a problem so far) to differentiate between structure and unit as well as scaling the damage by an attribute.

If I keep talking about scaling its cause too many AoS games have super ultimate OMG-INSTA-GIB items that ruin the game and cause it to be an attack move and all abilities useless.
I try to prevent that, but it should always be possible to turn the tide with good items. I also want items to influence the gameplay, playing a hero two times should not bore so - that can be prevented by good item combinations (imho), inspiring the player to experminet different combinations.

Oh, oh oh oh oh before I forget. The marine with his burning anomoly I think its called, the invulnerable one with the AoE damage, that thing needs it's damage tuned down by 1/3 probably. It holds up entire fronts single handedly and no heroes can survive in there for any reasonable time length.
All anomalies are invulnerable ;)
Damage will be reduced to 14 (formerly 20) in the next version.


well , actually i would like to nerf the Battlemage a lil , is uber pwn lol...
I weaked his Scroll of War ability, it now increases damage by 65% (max). Scroll of Haste has been decreased in the last update. Holy scroll wont affect heros anymore - thats hard i know, but otherwhise its imba.
also , do you fixed the Cooldown error with charge of Commander ? , that skill is VERY strong...
Yes, i fixed it. I also weaked it a little bit.
i also agree with hashinshin that casters blows away melee or ranged units in just a few minutes...
Some specific heros...? I guess you think of the firebolt ;)

All changes were recorded in the changelog -> see first post (at the end) ;)

Btw:
Thx to all testers, its an honor to get so many feedbacks.
Please report any item recipe issue, i renewed the trigger in version 0.04d, hope it works fine.
 
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Oh god, more issues.

Satyr's level 5 stun lasts 0 seconds. AKA: It never ever ever ever ever EVER ends.

The Mistress of pain (the avatar of woe model) her ultimate...or stun or whatever, whatever she HAS can be compoed to just DESTROY you.

The firemage has significant scaling issues. His health doesn't scale well, his damage doesn't scale at all.

The game feelss... ehhh... kinda slow. It starts off good but then the game starts to drag on, it takes a very long time to amass gold for upgrades and the game isn't making much progress.

I suggest you lower the defensive power of base towers. The game with full heroes all fighting often runs into a stalemate or who can ninja in more hits on towers until they win. Not a very productive feeling. The base base towers BTW, the ones surrounding your castle. Its grusome trying to push in and typically relies on enemy heroes quitting.

I think the upgrades on spawns is very nice, however I still think the waves should be maybe 20% faster. Also, the upgrades should be once every 7 minutes, whilst hosting I had a lot of complaints that creeps were getting too strong. Towers don't scale at all but they still held off infantry at 18 upgrades.

The gold on death needs to gooooooooooooooooo or be SIGNIFICANTLY toned down. Losing 800 gold a death turned the game into an all out annoyance really. Everytime you died it was like ARGLEGARGLE!! At 2 hours in there were only like 2 epic items.

I don't like the gold flow TBH. I know it'd be a lot of work but I think it'd be better if each time somebody died every hero in a 1000 radius got 10 gold and killing rewarded no gold. A lot of people at the end of the game were just spamming abilities on creeps trying to gib their gold away form teammates. Again, wasn't being very productive and felt like a grinding experience over fun. This would also allow us to have more gold, which I think needs to be done. I was at 1 epic and half way to my second getting pooled gold and at the 2 hours mark. They still weren't strong enough to make spells worthless. I couldn't afford +armor though and the gold flow just wasn't there.

I do think a level cap and creep upgrade cap is in order. Something like level cap at 20 and creep cap of 15 upgrades. Anything beyond that starts to get ridiculous, it doesn't even happen in anything less than ridiculous games anyway. I don't think you were aiming at 2 hour grudge fests.

But hey, at least all the MAJOR imbalances are out that the late game can be reached.
 
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Oh god, more issues.
Satyr's level 5 stun lasts 0 seconds. AKA: It never ever ever ever ever EVER ends.
The Mistress of pain (the avatar of woe model) her ultimate...or stun or whatever, whatever she HAS can be compoed to just DESTROY you.
The firemage has significant scaling issues. His health doesn't scale well, his damage doesn't scale at all.
WIll be fixed/rebalanced with the next update.
The game feelss... ehhh... kinda slow. It starts off good but then the game starts to drag on, it takes a very long time to amass gold for upgrades and the game isn't making much progress.
try -sm or -us (+200%, +300% gold income). maybe i should increase it in the standart mode...
I suggest you lower the defensive power of base towers. The game with full heroes all fighting often runs into a stalemate or who can ninja in more hits on towers until they win. Not a very productive feeling. The base base towers BTW, the ones surrounding your castle. Its grusome trying to push in and typically relies on enemy heroes quitting.
All towers are the same, anyway i decreased the armor of the heavy towers. I´ll probably a workaround to balance that.
I think the upgrades on spawns is very nice, however I still think the waves should be maybe 20% faster. Also, the upgrades should be once every 7 minutes, whilst hosting I had a lot of complaints that creeps were getting too strong. Towers don't scale at all but they still held off infantry at 18 upgrades.
but it was already 400 seconds before the last update, till so suggested to make it faster :p i will set it back....
The gold on death needs to gooooooooooooooooo or be SIGNIFICANTLY toned down. Losing 800 gold a death turned the game into an all out annoyance really. Everytime you died it was like ARGLEGARGLE!! At 2 hours in there were only like 2 epic items.
Try stay alive, dying should cost gold, otherwhise you would just ran into the base till you´re dead, retrying that till you win.
I don't like the gold flow TBH. I know it'd be a lot of work but I think it'd be better if each time somebody died every hero in a 1000 radius got 10 gold and killing rewarded no gold. A lot of people at the end of the game were just spamming abilities on creeps trying to gib their gold away form teammates. Again, wasn't being very productive and felt like a grinding experience over fun. This would also allow us to have more gold, which I think needs to be done. I was at 1 epic and half way to my second getting pooled gold and at the 2 hours mark. They still weren't strong enough to make spells worthless. I couldn't afford +armor though and the gold flow just wasn't there.
There are masses of neutral creeps to gather gold....?
Maybe i should lower the costs of items.
I do think a level cap and creep upgrade cap is in order. Something like level cap at 20 and creep cap of 15 upgrades. Anything beyond that starts to get ridiculous, it doesn't even happen in anything less than ridiculous games anyway. I don't think you were aiming at 2 hour grudge fests.
Ok that is a good idea, but a creepcap is already implemented (20 afaik). But will limit the hero level.
 
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Life Chain - Uber Spell , i lovet

Chaos Dragon - First Skill of chaos dragon is rly overpower , it deals tons of damage , the one that sends like a slow shadow , then , its better than his ultimate , or so...
 
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Ok, I think the hammer ability feels a little weak now. I think it should go 3 4 5 strength at 3 4 5 levels. Then see how that feels. I'd say the scaling pretty good now but it falls just a bit short later on. Paladin feels pretty fleshed out though.

My last suggestions for paladin is that the throw 2 hammer ability (the ultimate) should be reduced in cost by maybe 30-40%. I stopped leveling it as of the latest build since it often doesn't hit (harder to target) but costs enourmous mana. It'd be nice if the final rank of his holy light ability attached some scaling component. All through the game it heals full to half life depending on if you level it but then it (like all non scaling abilities) starts to feel meh. I can understand either way if you want it to scale or not.

The caster killing people so easy is cause of level 9. At level 9 they get level 5 in a static damage skill (firebolt) that does its max damage for the rest o the game at that level. Level 9 ? 650 damage against targets with 650 life. Level 20 ? 650 damage against targets with 2000 life.

I know one AoS scaled nearly every ability, is there no work around to scaling firebolt's damage such that it does less damage at level 9 than level 20 ?
 
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btw , you can survive the "caster siege lol" with a supporter , i resisted Firebolt with Lifechain , but anyways , it isnt the same , for the mage is just a lil game , thats why its hard...
 
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Ok, I think the hammer ability feels a little weak now. I think it should go 3 4 5 strength at 3 4 5 levels. Then see how that feels. I'd say the scaling pretty good now but it falls just a bit short later on. Paladin feels pretty fleshed out though.
Will check that out, notice that pushing so away can be really usefull to flee, so it shouldn't be overpowered...
My last suggestions for paladin is that the throw 2 hammer ability (the ultimate) should be reduced in cost by maybe 30-40%. I stopped leveling it as of the latest build since it often doesn't hit (harder to target) but costs enourmous mana.
It'd be nice if the final rank of his holy light ability attached some scaling component. All through the game it heals full to half life depending on if you level it but then it (like all non scaling abilities) starts to feel meh. I can understand either way if you want it to scale or not.
Will take a note of this.
The caster killing people so easy is cause of level 9. At level 9 they get level 5 in a static damage skill (firebolt) that does its max damage for the rest o the game at that level. Level 9 ? 650 damage against targets with 650 life. Level 20 ? 650 damage against targets with 2000 life.
I know one AoS scaled nearly every ability, is there no work around to scaling firebolt's damage such that it does less damage at level 9 than level 20 ?
I'll try scaling that. Anyway, scaling one ability takes up to 3 hours, so please be patient.

Referring to your (and others) critique about the "slow" gameplay (or too large map):
This is the last update on this terrain, the whole map/gameplay will be redone. The terrain is too.... well "soft". So i will give it a new name, a "rought" terrain and a new system concerning the outposts. The concept is nearly finished and should boost up gamespeed and fun-factor greatly.

Just give me some time. Till then i would be glad reading more comments on balancing. If you keep testing like this, i will add your name in the credits - just as a sign of gratitude.
 
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NOTE: My intentions (at least) are to tell ya how to balance the map , not to pressure you.

Issues:

Some heroes are just useless , i dun remember then name of them , i will update this post once in home , cuz its rly a pity that some heroes are like overnerfed and some other overpowered (yet).

btw , the hole light ability can may include a chances to cast Santified Spirit on target.

Sanctified Spirit = Increase hero Inteligence and Strenght by 12 (may be changed).
 
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NOTE: My intentions (at least) are to tell ya how to balance the map , not to pressure you.

Issues:

Some heroes are just useless , i dun remember then name of them , i will update this post once in home , cuz its rly a pity that some heroes are like overnerfed and some other overpowered (yet).

btw , the hole light ability can may include a chances to cast Santified Spirit on target.

Sanctified Spirit = Increase hero Inteligence and Strenght by 12 (may be changed).

I don't feel like i'm pressurized :wink:
Regarding the holy light: World of Warcraft hu? :pal: But its not a bad idea...
 
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I don't feel like i'm pressurized :wink:
Regarding the holy light: World of Warcraft hu? :pal: But its not a bad idea...

do an ability in wow have the name Sanctified Spirit ? , lol , if it is , change it... if you wont , i didnt know...

or , we can do this (with the Holy Light):

CHANCES 20%

Lighted Spirit (lol i had to change it xD): Increase your HP regen and MP regen for 5 seconds (Medium increase).
 
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do an ability in wow have the name Sanctified Spirit ? , lol , if it is , change it... if you wont , i didnt know...

or , we can do this (with the Holy Light):

CHANCES 20%

Lighted Spirit (lol i had to change it xD): Increase your HP regen and MP regen for 5 seconds (Medium increase).

Chance of 20% to cast inner frustration: -80% attackspeed, -40% move, -50 to all stats and a free glass of beer. :grin:
K i will reconsider that, but now my main aim is to create the terrain.

Uploaded a screenshot (see attachment), hope you'll taste blood... :cool:
 

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you changed the name of it :D , and there is a new version... i will test it when im home , im not in home right now lol...
 
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you know what , you can change the effect of dark nova , because its like lol , it does not have anithing of dark nova...

NOTE: there is a rly good effect on the download model section of the hive , search: "Nova" and there you will found it... give credits to the modeler if necesary.
 
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