• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Realm of Kings v1.84

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The self-proclaimed funkiest three-way chaos AoS crossover extraordinaire.

In a realm on the edge of existence three powerful kings have waged war with one another for eons, yet still no victor has been found. That ends today. The kings have decided to finish their struggle once and for all with one final battle and have called upon various heroes from other worlds and times to help them. You are one of those mighty heroes and there's only one thing you can do to asure victory for your king: Kick. Some. Ass.

"The ultimate showdown of ultimate destiny"
- satisfied customer.

Choose a Game Mode. Choose a hero. Kill enemies to earn gold and experience. Buy items to get stronger. Destroy enemy bases. Be the last team left standing to win.
Recommended Players: 3v3v3 or more (but playable with whatever)

Realm of Kings is a three-way AoS, featuring a varied mix of exotic characters both original and from popular culture, such as Gandalf, Chuck Norris, Naruto and a guy named Børge Bent Larsen. The map is centered around standard AoS gameplay with three teams sending out minions and players controlling heroes, leveling and buying items to get stronger and ultimately trying to destroy each other's bases.

Game Modes:
  • Standard: The main game mode of Realm of Kings which the map is balanced around. Standard AoS gameplay, 4 tiers of items, map consists of the inner triangle.
  • All-Mid: The outer lanes are closed. Chaotic gameplay with all the action centered in the middle. Definitely not balanced.
  • Full Mode: Expanded mode with more RPG like elements such as Essence Bosses and Unique Items. The outer reaches of the map and a 5th ultimate item tier is unlocked.
Amazing Features:
  • Highly varied heroes ranging from an army commander that takes control of allied minions, to an alchemist gathering materials and brewing potions, to a dinosaur that just wants everybody to dance.
  • The Stranger: A mysterious hero that gets a random combination of abilities from unpicked heroes.
  • 4-5 tiers of funky recipe items with unique never before seen effects (you won't believe your eyes).
  • Recipe items have an auto-complete system that buys the missing componenets and completes the item for you.
  • Controllable Kings for base defense with powerful last resort abilities.
  • Forests with creeps and bosses that grow stronger with each defeat.
  • Optional Duels that randomizes between 1v1v1, Team Duels or FREE FOR ALL.
  • Impeccable balance (work in progress)
  • Weekly games every Monday at 19:30 CET (Join our discord!)
Latest character trailers:

Note: The following is an "artistic rendition" of our roster as of v1.4
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Patch 1.84
  • You can now sell items to your base
  • Owl Couriers now have a Return to Base ability that orders them to move to the base
  • Chuck Norris:
    • Fixed a bug where Flying Roundhouse Kick dealt significantly less AoE damage than intended
    • Reduced the cast time and increased the flying speed of Flying Roundhouse Kick
  • Beserker:
    • Fixed a bug where Axe Toss did not apply bleed
  • Naruto:
    • Added a maximum follow range on Rasenshuriken

Patch 1.83

  • Items:
    • Reduced the damage of Primordial Paw’s Elements Unleashed spell from 300 per level to 250 per level
  • Monique
    • Poisonous Glaive is now a skillshot that hits the first target it collides with
    • Fixed a bug where the plague on Vile Swarm granted vision and would sometimes not deal damage
    • Rebalancing of many of Monique’s combo effects
  • Chuck Norris:
    • Flying Roundhouse Kick is now a skillshot that will deal AoE damage around the kicked target rather than Chuck himself
  • Beserker:
    • Axe Toss is now a skillshot that will hit the first three targets it collides with
  • Naruto:
    • Rasengan now targets a small area instead of a target unit; Rasenshuriken still homes in on a chosen target
  • Mikasa:
    • The damage of Slayer of Napes on heroic units and powerful summons has been reduced from 15 % in max level to 12.5 %
  • Rock Lee:
    • Reduced the evasion of Drunken Fist from 1 % per 10 movement speed to 1 % per 15 movement speed.
  • Vox:
    • Increased the cooldown of Mana Burn from 6 to 7 seconds
  • Light Yagami:
    • Ryuk now recovers a % of his mana when he or Light kills enemy units


Patch 1.82

  • Items:
    • Fixed a bug where Celestial Sphere novas still dealt 1000 damage even though the tooltip said 750
  • Rock Lee:
    • Traning Weight’s agility increase has been reduced from 9-18 % to 6-15 % but it now also adds an equal percentage of movement speed
    • Eight Gates now only adds 50 movement speed down from 75-125, but the splash it adds has been increased from 50 to 50-100
    • Rock Lee can now use Hidden Lotus in Eight Gates which deals high single-target damage but will end Eight Gates immediately afterwards
    • The Exhaustion debuff gained after Eight Gates now decreases your attack speed by 100 % up from 50 %
    • Drunken Fist has been reworked to an active with up to 50 second duration but the longer you have it active the larger your chance of falling asleep
  • Light Yagami:
    • Fixed a bug where Ryuk’s health woiuld sometimes become lower than it started after I’m Gonna Take A Potato Chip
    • Fixed a bug where Orb of Blood and Critical Strike effects didn’t apply to Ryuk
  • Beserker:
    • Axe Storm’s starting damage has been increased from 75 to 100 per second but its self-damage has also been increased from 4 % to 5 % of your current health
    • Axe Storm cooldown now activates after you finish it
  • Gheed:
    • Reduced the cooldown of Throw Lightning Rod from 11 to 9 seconds

Patch 1.81

  • Fixed several bugs related to choosing random in 1.8
  • Other bug fixes
  • Computer players added in the lobby now counts as players that have left and therefore increase the income of team mates
  • Børge and Light can now see the respawn timer of Bo and Ryuk as cooldown their selection ability
  • Items:
  • Shield of Lightning has been redesigned and now reflects 15 % of high damage amounts onto nearby enemies
  • The shockwave of Sundering Claws now has 5 seconds more cooldown across all levels
  • The faerie dragons of Ethereal Tome now deal 50 damage per level down from 60
  • Reduced the mana regen amount on a number of items
  • Reduced the cost of some items that give armor (Ring of Protection, Beast Hide, Helmet of Power)
  • Fixed a bug where Staff of Renewal healed more than intended
  • Fixed a bug where Gem of Wisdom still gave mana regen on top of its max mana increase
  • Fixed a bug where the atk damage increase of Gem of Wisdom’s Mass Inner Fire was applied twice, but it now gives 15 % up from 10 %

Patch 1.8

  • Two new heroes added: Geralt of Rivia and Light Yagami
  • Reduced default hp regen before stats from 2 to 1 per second
  • Increased hp regen from strength from 0.075 to 0.083
  • Increased mana regen from intelligence from 0.075 to 0.083
  • Børge and Bo:
    • Increased the range from which Bo can charge after a HEDGEHOG!
    • Increased the damage of Bo’s Devour from 10 to 25 per second
    • Increased the healing of Bo’s Consume Corpse from 15 to 50 per second
    • Bo’s Eat Trees now heals 250 over 10 seconds instead of 300 over 30 seconds
    • Increased the respawn time of Bo the Bear from 20 to 30 seconds
    • Fixed a bug where Infinite Dimension clones took more damage than intended but reduced their damage from 40 % to 35 % of Børge and Bo’s regular damage
  • Alan:
    • The potion duration increase of Alchemic Mastery has been decreased from 30 % to 25 %
    • Enemies affected by Gold Rush now take 20 % increased damage
    • The slow of Gold Frenzy has been changed from 70 % to 50 (+ 0.1 % per Ability Power) %.
  • Darth Vader:
    • I Am Your Father can now also take over bosses
    • Increased the duration of I Am Your Father when successfully taking over enemies from 15 to 20 seconds.
  • Lloyd Irving:
    • Reduced the cooldown of Demon Fang from 5 to 3 seconds
    • Increased the area of effect on the second part of Falcon’s Crest
  • Josephine
    • Decreased the damage of Holy Spirit in max level from 105 to 100 but it now also heals allies for the same amount
    • Decreased the health of Holy Spirit by ~10 %

  • Rock Lee:
    • Reduced the cast time of Hidden Leaf Hurricane but increased the cooldown from 8 to 9 seconds.
  • Ivan:
    • Blood Golems now have 3 armor across all levels instead of scaling from 1 to 3 armor
  • Ole The Sleeper:
    • Yggdrasil now has Tree Bash which gives a 100 % chance to stun for 1 second on attacks
  • Batman:
    • Increased the damage of I’m Batman from 150 to 250
  • Chell:
    • Decreased the health of Sentry Turrets by ~10 %
    • Increased the damage of Portal to Space from 50 per second to 75 per second
  • Mewtwo:
    • Increased the damage of Hyper Beam from 1000 to 1150
  • Gandalf:
    • Increased the area of effect on YOU SHALL NOT PASS!!!
  • T-rex:
    • Consume now scales with Ability Power instead of max health

Patch 1.77

  • You now start the game with 3 health and mana potions (Rock Lee and the Beserker start with 5 health potions)
  • Players now recieve 25 % increased XP for every 10 % they are behind the average hero level
  • Increaased XP gain slightly at higher levels
  • Increased the cooldown reduction gained from Intelligence to 1 % per 15 points instead of 1 % per 20 points
  • The gold gained by allies when your team defeats an enemy minion with no one nearby has been increased from 5 % of normal bounty to 10 % of normal bounty
  • Gold gains in All Mid are now 25 % higher than Standard down from 33 %
  • Divine Ascension now increases all mana costs by the same amount as its damage increase
  • Reduced the range of shockwave abilities to better match the cast range
  • Items:
    • Bloodlust on Mighty War Horn now gives 50 % attack speed and 10 % movement speed (used to be 40 % and 20 %)
    • Increased the missile speed of the Spear of Plague active effect and increased the damage from 300 to 500
    • Reduced the life regen on Lion's Ring from +15 to +10
    • Fixed a major bug related to Shield of Lightning
  • Fiyahlord:
    • Damage from Fiyah It Up! now triggers every 1.5 seconds instead of every 2 seconds
    • Decreased the cooldown of Smouldering Embers from 15 to 5 seconds
  • Kenpachi:
    • Decreased the cast range of Shogekiha from 700 to 600
  • Josephine:
    • Increased the duration of Inner Fire from 30 to 60 seconds

Patch 1.76

  • Changed the base health of various traps from 100 to 250
  • Increased the base movement speed of Owl Couriers from 300 to 350
  • Items:
    • Increased the range of Spirit Siphon on Siphoning Wand from 500 to 600
    • Increased the damage of Arcane Spear slightly and the mana burn at level 5 and higher significantly
    • Increased the cooldown of Wind Walk on Winged Boots from 60 to 90
  • Kelvin the Fiyahlord:
    • Fixed a bug where Fiyah Wave could only be leveled every 10 levels
    • Increased the damage of Fiyah It Up! to distant enemies
  • Mikasa:
    • Adjusted the Mobility Gear chain range to match the cast range
    • Mobility Gear stun duration changed from 0.25-2.5 to 0.7-2.5

Patch 1.75

  • Protection of the Gods now applies when you are 15 % or more behind the average level instead of 20 % or more
  • Fixed a bug where Protection of the Gods did not grant the +5 magical armor it was supposed to
  • Items:
    • Changed the recipes for Staff of Herding and Blessed Moonstone
  • Roronoa Zoro:
    • Flying Dragon Blaze has been redesigned as a skill shot
  • Kenpachi:
    • Reduced the duration of Kenpachi’s Remove Eye Patch from 10/25/40 to 7/14/20
  • Zeratul:
    • Reduced the duration of Void Prison from 3/4/5 to 2.5/3.25/4

Patch 1.74

  • Increased XP gains at higher levels
  • Chell:
    • When going over the Sentry Turret limit the oldest one is now destroyed
    • Slightly increased the damage of Combustible Lemon
    • Put Down now instantly sets down the unit where it currently is
    • Fixed a bug where Pick Up could not be used on allied Heroes
  • Kenpachi:
    • Fixed a bug where Remove Eye Patch did not increase strength as intended
  • Børge Bent Larsen:
    • Has been given an instant ability to add Bo the Bear to the current unit selection

Patch 1.73

  • Reworked the XP System
  • Reduced the level cap from 300 to 250
  • Significantly reduced XP gains from hero kills
  • When respawning heroes are now granted a 20 % movement speed boost that lasts until the next time they deal or take damage (doesn’t apply in duels)
  • Creeps and bosses in the outer areas now only spawn once the areas have opened up
  • Roronoa Zoro:
    • Fixed a bug where Flying Dragon Blaze dealt significantly more damage than intended
  • Gandalf:
    • The rocks created from You Shall Not Pass can now be destroyed by Gandalf using an ability on the rocks
  • Kenpachi:
    • Slightly reduced the cast time of Two Hand Attack
  • Lloyd Irving:
    • Slightly reduced the cast time of Falcon’s Crest
  • Carsten:
    • Redcued the damage of Curse of the Wicked at higher levels (~12 % in max level)
  • Mewtwo:
    • Reduced the damage of Confusion at higher levels (~7 % in max level)
  • Darth Vader:
    • Reduced the damage of Force Choke at higher levels (~10 % in max level)
  • Chuck Norris:
    • Reduced the damage of Roundhouse Kick on the main target at higher levels (~10 % in max level)
  • Kelvin the Fiyahlord:
    • Fixed a bug where Fiyah it Up would sometimes heal instead of deal damage

Patch 1.72
  • Ilyana the Huntress:
    • A Thousand Cuts (Glaive Mastery) now adds 2 to maximum glaive bounces on top of its previous effect
    • Killing your Hunting Target for The Hunt is On now gives full stacks instantly
    • There's now a 30 second delay after a Hunting Target dies before a new one is assigned
  • Mikasa:
    • Thunder Spear now deals friendly fire
    • Devil Mode now increases movement speed by 20 % down from 30 %
  • T-Rex:
    • Units affected by Everybody Walk the Dinosaur are no longer stunned and can move around slowly while hexed
  • Roronora Zoro:
    • Reduced the damage of Flying Dragon Blaze by ~5 %

Patch 1.71

  • Buildings now take 20 % reduced damage from all damage types other than Siege, instead of taking 25 % reduced damage from minions only
  • Critical Strikes can now trigger on buildings
  • Kelvin the Fiyahlord:
    • Increased the damage of Smoldering Embers by ~20 % and reduced the cooldown from 25 to 5 seconds
    • Fixed an issue where Fiyah Wave continued into boundary areas
    • Phoenix Strike now only deals half damage to structures
  • Mikasa:
    • Reduced the stun of Mobility Gear from 0.75-3 seconds to 0.25-2.5 seconds
  • Ilyana the Huntress:
    • The target of The Hunt Is On now has a visual indicator
  • T-Rex:
    • Reduced the duration of Dinosaur Stampede from 20 to 15 seconds

Patch 1.7

  • Three new heroes added: Ilyana the Huntress, Kelvin the Fiyahlord and Mikasa Ackermann
  • Regular abilities can now only be levelled up every 3 levels instead of every 2 levels
  • Adjusted all experience gains resulting in slightly slower levelling; particularly in lower levels
  • Greatly reduced the vision granted by Stampede effects
  • Fixed a bug that limited the range of ranged forest bosses to 200
  • Wolverine:
    • Reduced X-Attack damage by ~5 % and increased the cooldown from 7 to 10 seconds
    • Reduced the movement speed increase from Berserker’s Rage from 35 % to 25 %
  • T-Rex:
    • Reduced the healing of ‘Consume’ from 26-35 % to 21-30 %
  • Chell:
    • Fixed a bug where the Weighted Companion Cube had 1 HP (whoops)
  • Børge Bent Larsen:
    • Bo the Bear now gets +10 splash every 10 levels
  • Severus Snape:
    • Sectumsempra now levels like a regular ability
  • Moving Mountain:
    • Might of the Mountain now scales like a regular ability
  • And various bug fixes

Patch 1.65
  • Increased the health and damage of most summons from abilities by around 10 % (again)
  • Increased the damage of most summon abilities
  • Børge Bent Larsen:
    • Fixed a bug where 'Throw Dirty Sock' dealt significantly more impact damage than intended
    • Increased the attack and movement speed slow of 'Hedgehog!' from 25 % to 33 %
  • Chell:
    • Increased the duration and cooldown of 'Weighted Companion Cube' from 15 and 25 seconds respectively, to 20 and 30 seconds
  • Vox:
    • Increased the cooldown of 'Amass Energy' from 150 to 200 seconds
  • T-Rex:
    • Increased the cooldown of 'Dinosaur Stampede' from 90 to 100 seconds
  • Chuck Norris:
    • Slightly increased the mana cost of 'Flying Roundhouse Kick'

Patch 1.64
  • Increased the health and damage of most summons from abilities by around 10 %
  • Summon's Magical Armor is now equal to half of their regular armor up from 25 %
  • Increased the damage of many abilities at low levels (max level damage remains the same):
    • Exis' ‘Rapid Fire’
    • Lloyd's ‘Demon Fang’ and ‘Beast’
    • Kenpachi's ‘Extreme Spirit Pressure’
    • The Rolling Stone's ‘Fire Trail’
    • Chuck Norris' ‘Flying Round house Kick’
    • Børge Bent Larsen's ‘Throw Dirty Sock’ and ‘HEDGEHOG!’
    • Naruto's ‘Rasengan’
    • Ivan's ‘Blood Boil’
  • Wolverine:
    • Decreased the regen of ‘Healing Factor’ from 3.5 % of Wolverine's missing health in max level to 3 %
    • Decreased the duration of 'Beserker's Rage' from 35 to 30 seconds

Patch 1.63
  • Health regen per Strength reduced from 0.15 to 0.1
  • Various bug fixes
  • Ole the Sleeper:
    • Significantly reduced the cast time of 'The Bear Within'
    • Increased the duration and cooldown of 'The Bear Within' to 20 and 40 seconds respectively, up from 15 and 30
    • Increased the damage of Entangling Roots from 80 per second to 100 per sceond in max level
    • Increased the stat boost of the Well Rested buff from 'Hibernate' to 8/16/24 % up from 7/14/21 %
  • Items:
    • Mighty War Horn now gives 2500 health down from 3000

Patch 1.62
  • Various bug fixes
  • Darth Vader:
    • Reduced the damage of 'Force Choke' by ~17 %
  • Josephine:
    • Disciple's ‘Divine Shackles’ now can't be used again on the same target for 15 seconds up from 10 seconds.

Patch 1.61
  • Fixed a bug where players leaving while dead would sometimes crash the game
  • Chell:
    • Increased the cooldown on 'Place Blue Portal' and 'Place Orange Portal' from 5 to 8 seconds
  • Santa Claus:
    • Fixed a bug where healing and damage from Santa's List would last forever
Patch 1.6
  • Two new Heroes added: Chell and the Rolling Stone
  • All heroes start with a higher amount of base stats
  • Major rework to spell scaling:
    • Abilities on heroes now scale with ’Ability Power’ instead of scaling directly with main stat. You get one ’Ability Power’ per main stat but it can also be affected separately from items, etc.
    • Base damage of all damage abilities has been modified and starts higher
    • Summons will now also scale with Ability Power rather than hero level
    • All spell damage is now modified by ’Magical Armor’ instead of regular armor. Magical Armor is equal to a fraction of your regular armor plus bonuses from items, buffs or abilities
    • Various late game items effects that dealt spell damage have been reduced to compensate
  • Changes to hero stats:
    • Each point in Intelligence now adds 0.05 % Cooldown Reduction (50 % cap)
    • Each point in Strength now adds 0.2 splash
    • Attack speed per Agility reduced from 1 % to 0.7 %
    • Armor per Agility increased from 0.08 to 0.083
    • Mana regen per Intelligence increased from 0.05 to 0.75
    • Hit points per Strength reduced from 35 to 30
    • Health regen per Strength increased from 0.1 to 0.15
  • Major item rework and rebalancing:
    • Many new stats can be found on items: Ability Power, Magical Armor, + X Hardened Skin, + X % Healing Done, etc.
    • Orb of Blood now restores a flat amount of health per hit instead of a percentage of damage dealt
  • You can now write ” -s/-stats” in the chat to see a list of your hero’s hidden stats such as movement speed, attack speed, attack damage including multipliers etc.
  • New chat commands for single-player: ”-gold”, ”-reset”, ”-restore” and ”-vision”
  • New Unique item added for Ability Power: Ethereal Tome
  • Splash is now a stat that can be stacked from different sources (abilities, items, base splash from Strength) to increase the radius of full damage (caps at 300). Diminishing damage is dealt in a small area around the Attack Splash radius (requires at least 20 splash to trigger).
  • The Mana cost of all abilities has been increased, but the scaling from level 1 to 10 is lower than before
  • Respawn times are now equal to your hero level up to a maximum of 60
  • Each of the final tier of forest bosses now grants a powerful buff for 90 seconds to the one that defeats them and any nearby allies
  • When a player leaves their items are now auto-sold and their hero is removed. Part of their gold and future income is still split among allies.
  • When your team defeats enemy minions without any allied heroes nearby all team members will now receive 5 % of the normal bounty
  • Rebalanced Towers and Bases and increased the gold reward of all Towers
  • Minions now only take 25 % increased damage from Towers down from 50 % and they deal 75 % damage up from 50 %
  • Higher level minions and creeps yield more XP and gold than before
  • Various changes to Full Mode creeps and bosses
  • Divine Ascension has been reduced from + 10 % damage per level to + 5 % damage per level
  • Increased the splash of Kings and Extreme Towers and added minor splash to Super Towers
  • Reduced most percentage-based movement speed buffs
  • Increased the cooldown on most CC abilities (~10-33 %)
  • Increased the cooldown on many level 35 abilities (~10-33 %)
  • Nerfed many attack damage increasing and critical strike abilities (~10-20 %)
  • Critical strike stacking has been modified so crit effect no longer roll individually (meaning that having multiple of the same critical strike effect no longer increases the odds)
  • Børge Bent Larsen:
    • The base movement speed of Bo has been lowered from 325 to 300, but he now gets +1 movement speed with each hero level
    • Bo the Bear now gets a small increase to armor and attack speed every 10 levels
    • The respawn time of Bo is once again a flat 20 seconds instead of scaling with hero level
    • ‘Throw Dirty Sock’ now creates an item that only Børge can pick up instead of being picked up by standing in the center of the cloud
  • Josephine:
    • Divine Shackles on Disciples is now much shorter but can also be used on Heroes, however it cannot be used on the same target for 10 seconds after it ends.
  • Darth Vader:
    • ’Force Choke’ no longer has increased duration on non-heroic units, but also has slightly less cooldown (18 down from 20)
    • ’Imperial March’ now decreases movement speed by 20 % and attack speed by 30 % at max level instead of 25 % for both
  • Roronoa Zoro:
    • ’Nine Sword Style: Asura’ no longer pauses and makes the target invulnerable for the duration
  • Gandalf:
    • Reduced the cast time of “YOU SHALL NOT PASS!!!”
  • Kenpachi:
    • Nerfed ‘Extreme Toughness’ to ignore damage equal to 2 % of your max health at max level down from 2.5 %
  • Batman:
    • ’Bat Swarm’ now heals less but deals more damage
  • Vox:
    • Reduced the duration of ’Silence the Defilers’ by 1 second across all levels
    • Increased the cooldown on ’Anti-Spell Shield’ from 18 to 25 and reduced the shield amount
  • Seto Kaiba:
    • Reduced the effect of ’IT'S TIME TO DU-DU-DU-DU-DU-DU-DU-DU-DU-DUEL!’ from 15 % to 12 % and increased the cooldown from 150-105 seconds to 195-150 seconds
  • Mewtwo:
    • Reduced the duration of ’Light Screen’ by 1 second across all levels
  • Snape:
    • Reduced the duration of ’Expelliarmus’ from 4-7 to 3-5
  • Naruto:
    • Reduced the amount of clones in ’Shadow Clone Jutsu’ from 25 to 20 in max level and increased the cooldown from 30 seconds to 40 seconds

Patch 1.55
  • Significant changes to the layout of the forests and some creep camps
  • Added an ability to select your team's king from the base
  • (Standard) Reduced the damage of the king's Storm Bolt ability from 5000 to 3500 and the damage of their Thunder Clap ability from 3000 to 2500
  • (Full Mode) Significantly increased the strength of bases, kings and inner towers. Outer towers have also been given more health, but their damage remains similar.
  • Fixed a bug where some summon spells did not scale with Hero Levels as intended
  • Fixed a bug where towers did not reward increased gold in All Mid like everything else. They now reward 50 % more gold than in Standard
  • Added a few cheats that can be used when playing the map in single-player and a Commands tab under the Quest Log where all commands can be viewed
  • Items:
    • Reduced the mana cost of Primordial Paw
    • Significantly buffed the summons that Primordial Paw creates from level 5 and up
    • The number of Arcane Missiles created from Arcane Spear now scales from 3 to 7 instead of 3 to 5
  • Ole the Sleeper:
    • Protectors of the Forest can now be used to actively summon a Dryad every 90 seconds in addition to its passive effect
  • Ivan:
    • The base armor of Blood Golems now scales from 1 to 3 with the level of the ability
  • Børge Bent Larsen:
    • Increased the maximum range from which Bo the Bear will charge at a ‘HEDGEHOG!’

Patch 1.54
  • A series of changes have been made to make All Mid a faster game mode compared to Standard
    • Starting gold is now 3000 up from 1000
    • Income is 50 % higher than in Standard
    • All other gold gains are 33 % higher than in standard
    • Minion Evolutions happen every 9 minutes instead of every 12 minutes
  • Added a Supporters tab under Credits in the quest log
  • (Full Mode) Increased the health of bases from 90k to 100k
  • Significantly increased the area of effect of Thunder Clap on all Kings
  • Seto Kaiba:
    • Has been given our first ever custom voice pack!
    • 'IT'S TIME TO DU-DU-DU-DU-DU-DU-DU-DU-DU-DUEL!' no longer increases your stats in the duel arena. Instead it causes Kaiba and his summons to deal more and take less damage by a percentage
    • Increased the cooldown of 'IT'S TIME TO DU-DU-DU-DU-DU-DU-DU-DU-DU-DUEL!' by 15 seconds across all levels
  • Rock Lee:
    • Decreased the attack damage boost of Eight Gates from 40/60/80 % to 30/45/60 %
    • Decreased the damage multiplier of Drunken Brawler crits from 6x to 5x
  • Beserker:
    • Blood Frenzy now increases your attack damage by twice as much against non-heroic units
    • Beserk no longer increases your attack damage by twice as much against non-heroic units
  • Pedro the Commander:
    • Call of Duty now has a 3 second cast time. It will only go on cooldown if you successfully finish casting it
  • Josephine:
    • Slightly increased the area of effect of Holy Spirit's damage nova
  • Roronoa Zoro:
    • Onigiri now stuns enemies hit instead of pausing them

Patch 1.53
  • Duel Handicaps introduced: Players that are 20 % or more behind the average level of all heroes in a duel will now get a buff that increases all damage they deal and decreases all damage they take by 10 %. Players that are 20 % or more ahead of the average level will recieve a debuff with the opposite effect.
  • You can no longer buy a Unique Item when you already have one in your inventory
  • Late game lag should be reduced
  • Items:
    • Orb of Fire effects now cap at 10 stacks, but stacks from different characters will now stack together
    • Helm of Battlethirst now increases damage taken by 30 % down from 35 %
    • Staff of Herding no longer reduces non-spell damage by 15 % and instead grants 1000 health. Also fixed a bug where the tooltip stated it gave 1000 mana when it really gives 1250
    • The mana cost of Spirit Plating's ‘Magical Shroud’ has been reduced from 30 per level to 20 per level and the damage of its novas have been increased from 200 per level to 250 per level
    • (Full Mode) Dragon Spirit now makes your summons apply your current Orb Effect regardless of which one it is
  • Exis:
    • Aura of Accuracy has been redesigned. It now makes the ranged attacks of Exis and other nearby allies deal more damage based on the distance to the target
    • Piercing Arrows has been redesigned. It now causes your attacks to pierce through all enemies in a line, but will only ignore 20 armor down from the previous 25
    • Archer's Mark now has triple effect on non-heroic units
    • Mount Up now increases attack range by 100/150/200 in addition to it's other effects
  • Wolverine:
    • The damage of X-attack has been lowered by ~5 %
    • The duration of Beserker Rage has been reduced from 45 to 35
  • Ole the Sleeper:
    • The damage of Entangling Roots has been increased by ~20 %
    • The attack damage increase from The Bear Within has been increased across all levels (from 40 % to 50 % in max level)
  • Josephine:
    • The cooldown of Inner Fire has been lowered from 5 to 3 seconds and it now adds more attack damage in lower levels
  • Ivan:
    • The base armor of Blood Golems has been increased from 0 to 1

Patch 1.52
  • Hero respawn timers now scale from 5 to 45 instead of 15 to 45. They still max out at level 60 (90 in Full Mode)
  • The item sell rate has been increased back the original 75 % from 66,7 %
  • All gold gained by allies that have left the game is now reduced by 50 % when split to allies, like income
  • Rebalanced the scaling of forest creeps and added a sixth tier
  • Fixed a bug where items dropped from forest creeps still became Soulbound when picked up
  • Fixed a bug where Personal Stashes had only been removed from the Northern Kingdom (whoops)
  • Wolverine:
    • Reduced the health regen of Healing Factor in higher levels (from 4 % to 3.5 % of his missing health in max level)
    • If the target of Impale is knocked away the ability is now interrupted
    • The Strength scaling of Adamantium Skeleton has been reduced from 0.03 to 0.025
    • Beserker Rage now reduces the target's armor by 3 per attack down from 4
  • Ivan:
    • Ivan now has a Panic Button which he can use to order all his Blood Golems to sacrifice themselves
    • Reduced the cooldown of Summon Blood Golem from 8 to 5 seconds
    • Fixed a bug where spell damage recieved by Blood Golems was converted to non-spell damage when transfered to Ivan
  • Gheed:
    • Increased the cooldown of Slot Machine Relapse from 54 to 77.7 seconds

Patch 1.51
  • All non-consumable items bought from shops are now soulbound to the player who buys them, meaning that other players cannot pick up or be given that item
  • Personal Stashes have been removed as they were now redundant. Owl Couriers are now bought from your base
  • All heroes and bosses have been increased slightly in size (around 10 % for most)
  • Created a work-around for a native bug where units would ignore command for a brief time after exiting most Metamorphosis-based abilities
  • Fixed a bug where mana regen from items did not stack
  • Ole the Sleeper:
    • Fixed a bug where the Awaken Yggdrasil earthquake did not deal damage
    • Increased the movement speed of Yggdrasil from 100 to 150
  • Ivan the Bloodmancer:
    • Increased the movement speed of Blood Golems from 240 to 270
  • Børge Bent Larsen:
    • Increased the movement speed of Bo the Bear from 300 to 325
  • Berserker:
    • Increased the area of effect on Axe Storm

Patch 1.5
  • A new type of item added: Unique Items. There are 8 different ones focused on various attributes. You can only have one of these at a time and they can be upgraded within the shop where you buy them for additional gold
  • Whenever an enemy unit or boss is killed half the gold reward is now split among any nearby allies of the killing unit (this is also true for units killed by allied minions)
  • Gold bounties for both unit and hero kills have been reduced by around 20 %
  • Two new Heroes added: Ivan the Bloodmancer and Wolverine
  • The amount of XP required to level up and the amount gained now scale more steeply with levels
  • Starting gold has been increased from 750 to 1000
  • Income now starts at 500 down from 750 and will increase with a flat 500 every time instead of a steadily increasing amount
  • You now get both a Potion of Healing and a Potion of Mana when choosing random in All Pick, instead of only the former.
  • Siege Minions now deal twice as much damage against units, but their armor has been decreased from 10 to 5
  • Kings should now properly hold position when there are no enemies within their movement range
  • Added an -itemguide command that gives new players a brief guide on what to buy
  • Items:
    • Siphoning Wand now steal 5 % of the targets max mana per second instead of a flat 125
  • Ole the Sleeper:
    • Duration of the Bear Within has been increased from 12 to 15 seconds
    • Entangling Roots now starts with a slighly larger area
    • The buff you gain when interrupted during Hibernate now increases your attack and movement speed by 25/5075 % up from 20/35/50 %
    • The buff you gain from completing Hibernation now increases your stats by 7/14/21 % up from 5/10/15 %
  • Gheed:
    • The success ratios of Slot Machine Relapse have been reduced across all three levels
  • Gandalf:
    • Reduced the amount of increased spell damage gained from Return of the Gandalf to 5/20/35 % down from 10/30/50 % and it now stacks additively instead of multiplicatively with other spell damage increasing effects
  • XT-8000:
    • Reduced the range of XT-8000 in Siege Mode from 1200 to 1100
  • And various bug fixes

Patch 1.48
  • Fixed a bug where Strength no longer increased your health regen after the last patch
  • Health regen per Strength reduced from 0.15 to 0.1
  • Mana regen per Intelligence reduced from 0.06 to 0.05
  • When trying to auto-complete an item that you can't afford the error message now tells you how much gold the item requires to complete

Patch 1.47
  • Rebalanced various abilities for the forest bosses.
  • Josephine:
    • Fixed a bug where Alleviation no longer worked.

Past patch notes can be found here

Map Authors:
Map Design by StangtennisGuru & Ballonskipper
Map Development by StangtennisGuru

Unit Models (Many with matching icons):
North King: Sellenisko
West King: Tranquil
East King: zeshuri
Tehlu (Archangel): Expresso
Rock Lee: NNK Team
Batman: Reek, Toma, Dennis Herrmann
T-Rex: Olof Moleman, Rao Dao Zao
Naruto (base): NeilC, Shin-Orojin
Naruto Bijuu Mode: NeilC
Darth Vader & Yoda: Olof Moleman
Kenpachi Zaraki: Gothar_esp, Tobi-boy
Seto Kaiba: KONAMI, Anomaru, Zerox, Raging Chaos, Uoyalz
XT-8000 (Warlord Heavy Tank): General Frank
Gandalf: Jhotam
Zeratul: Rebellu Sidusn
Mewtwo: Zerox, OrganizationAllNoob, StangtennisGuru
Legolas: Pike
Santa Claus: Hayate
Frosty the Snowman: Thrikodius
Vegeta: ESF Team, Fantoche, EbonyStallion, Toma, The10th-X
Diablo: Dan van Ohllus
Sauron & Nazgul Rider: Olof Moleman
Batmobile: General Frank
Gamabunta: One Ming One
Panther: Dan van Ohllus
Mûmakil: HerrDave
Hedgehog: Stanakin
Blue Eyes White Dragon: KONAMI, Roxas358, solff, Uoyalz
Obelisk the Tormentor: metaldodomon, Raging Chaos
Eye of Sauron & Uruk-hai: Jhotham

Icons for items, abilities, etc:
Winged Boots: Nudl9
Dwarven Boots: JollyD
Boots of Evasion: NFWar
Heavy Boots: PeeKay
Toxic Trinket: PeeKay
Reinforced Bracers: NFWar
Bloodsoaked Morning Star & Bleed: Sin'dorei300
Shield of Frost: Darkfang
Spellbinding/Stabilizing Boots: Juan_ann
Boots of Spacebending: PeeKay
Phoenix Guardian: Maxwell
Cosmic Scepter: Direfury, KILLCIDE
Conqueror's Shield: Darkfang
Eternal Blade: Darkfang
Demonic Faceguard: UgoUgo
Soulsplitter Gauntlet: Marcos DAB
Dragon Spirit: Crowolf
Wings of Purging: Paladon
Chaos Orb: Darkfang
Christmas Present: ~Nightmare
Demonic Ritual: anath3ma
Eye of Sauron: Olof Moleman
Water Potion: Static
Earth Potion: Macros DAB
Air Potion: Raging Ent
Aether Potion: ChevronSeven

SFX models, missiles attatchments, etc:
Hero Glow: assassin_lord
Cosmic Scepter: Arthur12A2
Blazing Battleaxe: Blood Raven
Conqueror's Shield: l3lack Death
Eternal Blade: Mythic
Demonic Faceguard: Usedwell
Soulsplitter Gauntlet: Suselishe
Dragon Spirit: Tr!KzZ
Wings of Purging: UgoUgo
Lightsaber: Illidan(Evil)X
Elemental Novas: JetFangInferno
SaiyanAura: Judash, Toma
Sage Mode Aura: 5mal1
Clone Poof: Valemiere
BladestormFX: Donut 3.5, Waldbear
Nuclear Explosion: WILL THE ALMIGHTY
Bijuu Bomb Explosion: ddahe
Batarang: solff
Black Hole: Fingolfin
Blood Explosion: Judash
"Burner Eruption": JetFangInferno
Ascension Energy Burst: UgoUgo
Lightning Aura: Spy
Massive Explosion: WILL THE ALMIGHTY
Present Missile: Hayate
Flame Burst: Judash
Bloom Missile: Thrikodius
Warglaives of Azzinoth: FrlkY, Deolrin
Warglaive (missile): xyzier_24
Sauron's Mace: Olof Moleman
Contents

Realm of Kings v1.84 (Map)

Reviews
deepstrasz
The terrain is rather flat and monotonous looking. The learn ability descriptions don't say how many levels they have. Archimonde's Infernals can't attack. Terror of the Night doesn't seem to add damage bonus (maybe a level 3 bug?). Shouldn't the game...
I tried out your map and played the Seto Kaiba hero. He's really hilarious! The abilities are just perfect. :wthumbsup: The duels are a very nice addition as well to make an AoS more interesting.

What I find strange, though, is that the name of the map invokes a low fantasy setting like Game of Thrones or something similar, but it's an over-the-top pop culture mashup map. I think the map could benefit from a rebranding :).
 
Level 7
Joined
Jun 19, 2017
Messages
143
First of all greetings fellow MOBA modders and keep it going. :thumbs_up:
I played a single player game with the Stranger (A hero who gets random abilities from unpicked heroes). It's an interesting idea for a hero, however I got Avatar as one of his spells, which bugged at some point during the game and fixed upon death. Everything else other than that seemed ok.
The second game was more intersting because we played multiplayer with you and other people and it was fun.
I played as "Carsten" the evil acolyte. From my perspective the gameplay was pretty straight forward, I maxed his W and E, which are his damaging abilities, then his Q (aura) and lastly I used his ultimate on CD. It was pretty easy for me to kill people in early game (2,3 shots) which diminished throughout the game, but he was still viable even in late game.

1. Terrain 1/5 - Is pretty simple and straight forward, I assume it was made a hurry and from that comes it's lack of life-like feel. I think this part needs a lot of improvement.
2.
Heroes 4/5 - Seem interesting, however what made an impression on me is that the balance highly depends on level and item advantage, this field could be improved.
3. Items 5/5 - Are really interesting and impactful, it was quite easy for me to understand what to build for my hero, and my build turned out pretty good (imo). :grin:
4. Gameplay 3/5 - Is quite straight forward as well. Towers are way too strong at damage output and they tend to focus heroes (you can die easily, if you don't pay attention). The teams' bases need much improvement, because in late game it was easier to prioritize backdooring instead of regular push->overcome->win. The pve mode that includes the 3 hostile bosses probably needs a lot of improvement to blend in with the rest of the gameplay as well. Gameplay is overall more action than strategy.
5. Concept 3/5 - The idea of a pop-culture mash-up is a bit meh for me, because it pretty much closes the door for a genuine in-depth storyline. However, it adds an element of humor and parody, which some may find cool. Overall the idea looks more casual and has a "for-fun" approach.
Final words: I like the project, it was fun to play and I recommend it to AoS/Moba players who want to have fun. :infl_thumbs_up:
 
Last edited:
Level 6
Joined
May 5, 2021
Messages
28
First of all greetings fellow MOBA modders and keep it going. :thumbs_up:
I played a single player game with the Stranger (A hero who gets random abilities from unpicked heroes). It's an interesting idea for a hero, however I got Avatar as one of his spells, which bugged at some point during the game and fixed upon death. Everything else other than that seemed ok.
The second game was more intersting because we played multiplayer with you and other people and it was fun.
I played as "Carsten" the evil acolyte. From my perspective the gameplay was pretty straight forward, I maxed his W and E, which are his damaging abilities, then his Q (aura) and lastly I used his ultimate on CD. It was pretty easy for me to kill people in early game (2,3 shots) which diminished throughout the game, but he was still viable even in late game.

1. Terrain 1/5 - Is pretty simple and straight forward, I assume it was made a hurry and from that comes it's lack of life-like feel. I think this part needs a lot of improvement.
2.
Heroes 4/5 - Seem interesting, however what made an impression on me is that the balance highly depends on level and item advantage, this field could be improved.
3. Items 5/5 - Are really interesting and impactful, it was quite easy for me to understand what to build for my hero, and my build turned out pretty good (imo). :grin:
4. Gameplay 3/5 - Is quite straight forward as well. Towers are way too strong at damage output and they tend to focus heroes (you can die easily, if you don't pay attention). The teams' bases need much improvement, because in late game it was easier to prioritize backdooring instead of regular push->overcome->win. The pve mode that includes the 3 hostile bosses probably needs a lot of improvement to blend in with the rest of the gameplay as well. Gameplay is overall more action than strategy.
5. Concept 3/5 - The idea of a pop-culture mash-up is a bit meh for me, because it pretty much closes the door for unique ideas and a genuine in-depth storyline. However, it adds an element of humor and parody, which some may find cool. Overall the idea looks more casual and has a more "for-fun" approach.
Final words: I like the project, it was fun to play and I recommend it to AoS/Moba players who want to have fun. :infl_thumbs_up:
Hey thanks for the review!

Sometimes abilities work strangely with the Stranger so thank you for letting us know. The terrain has as you guessed not been a big priority for us but maybe we should make it one. Glad you like the heroes and items which definetily have been our core focus. I agree the gameplay especially in later stages could be improved but we are having a bit of troubble figuring out how to do so with the three-team style and since we rarely play with full teams and therefore don't fully know the dynamics. In terms of the concept i guess it is to each their own, our goal is mostly to create a fun map that we like to play and since we are inspired both by AoS and hero arena maps it has a bit of the chaotic action packed appproach of the Hero arenas which is also why we like the three teams for the extra chaos in the middle and in duels even though this hurts the AoS aspects a bit in the later stages.

I also wrote you on discord but i will repeat it here for all to see: Feel free to join our monday games any time!
 
Level 7
Joined
Feb 13, 2022
Messages
87
Review Time Baby!
Quick Summary: This game feels like a frankstein of Angel Arena, Chaos Survival, and Classic Dota. The mechanics and gameplay are simple, yet eloquent. They run smoothly and are as complicated as they need to be. Most new games feel overwhelming with how different each of them are. This game thrives on being new exciting and different, yet it still holds onto that comforting familiar feeling that the classic custom warcraft maps have.
This game has great bones and a lot of potential to become a new classic. It just needs some tiny bugs fixed, some character balancing, and maybe some new mechanics added. Overall I would give this map 4.25 Stars out of 5 with the potential to maybe become a 5 star map!
Here are the details of my experiences playing your game and specific feedback I have:

Map Design and Terrain: The game map is extremely cool and satisficing how well done the geometric design is made. As for the close up terrain, I'm neutral on it. This map is lacking the finer details that the forest biomes call for (like shrubs, bushes, flowers, random rocks, rubble, and etc). Add some details to all of your terrain and it will pay off greatly for you.

Lobby: The Map Description is straight forward and yet it gets the players excited for the game.
-I think this map has too many player slots. It is pretty difficult to get a full lobby or even a semi full lobby. I would recommend removing one player slot for each team, or add a another bot on each team that is a random hero. I think both or just one of them would help with this problem. :)

Shops: Such a slick and easy layout for each shop. I was left with no questions with where to find each type of items and how to craft better items. Good job not making this area of your game not too complicated!
-Maybe consider lowering the price slightly for each tome.
-Consider adding a secret or teleporting shop in the creep area in between the lanes.


Gameplay:
-Maybe make it so heroes have their hero abilities cooldowns refresh/reset when the duels start.
-I would make the income timer hidden or have it in your scoreboard since you want to try and make the players screens as open as possible.
-You should totally add some music to this game and maybe add some more in-game sound effects.
-It could be cool to have a gamemode for a quick gameplay experience. Where all the towers have less hp and deal slightly less damage, since the games run a tad long.
-Consider adding random global events. For example every 9 minutes one of five different events takes place that affects all players the same way whether it is good or bad.

Heroes:

Sleeper (Ole)- He has a cool and unique design, his playstyle requires a moderate amount of strategy which I had found engaging. His overall power seems weaker than the rest of the other heroes.

Batman-
Starts overpowered and curves and balances out fairly against the other heroes in the late game. He seems to have a visual glitch when you use the Batmobile attack, where he goes full blacked out after the attack is carried out. The Batmobile is nice for farming creeps with low risk. Try to give his passive aura power a more simple and clear description of what the power does. Consider slightly nerfing him, but job well done on this hero, he has a versatile move set that is fun to use!

Exis-
DONT CHANGE ANYTHING with this hero. Everything was balanced perfectly with her. The mount is my favorite power of this entire game (so far), I love how this character plays as a glass-canon.
 

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,719
The terrain is rather flat and monotonous looking.
The learn ability descriptions don't say how many levels they have.
Archimonde's Infernals can't attack.
Terror of the Night doesn't seem to add damage bonus (maybe a level 3 bug?).
Shouldn't the game end if both enemy castles are destroyed?
Inner Fire doesn't give bonus damage. Same Aura of Accuracy, unless this bonus damage is not shown on the hero as a buff or as damage bonus.

The gameplay seems slow paced compared to most AoS.
A lovely threesome AoS, generally.

Approved.


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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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Level 8
Joined
Aug 16, 2019
Messages
76
The terrain is rather flat and monotonous looking.
The learn ability descriptions don't say how many levels they have.
Archimonde's Infernals can't attack.
Terror of the Night doesn't seem to add damage bonus (maybe a level 3 bug?).
Shouldn't the game end if both enemy castles are destroyed?
Inner Fire doesn't give bonus damage. Same Aura of Accuracy, unless this bonus damage is not shown on the hero as a buff or as damage bonus.

The gameplay seems slow paced compared to most AoS.
A lovely threesome AoS, generally.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
Glad to be approved and thanks for the feedback.

Some notes:
  • There is a Victory/Defeat message when the castles are destroyed, just not a dialogue popup as we had problems with "continue game" not working.
  • All % attack damage modifiers are not shown in the unit bar, but do function. We should probably make a tip that says that.
  • The infernal thing is probably a real bug, I was testing something and was certain I had changed it back... but apparently not (sigh). So thanks for letting us know.
 
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Heroes:
⭐⭐⭐⭐⭐
There are a large number of heroes coming from many different franchises. The heroes are well-executed, with great attention to detail, and a good portion of humor. Many of the heroes also break away from the overdone "nuke spell, disable, passive, ultimate" template and have more variety in playstyle.

While the ability tooltips are humorous, I often wish for them to be at least a bit more descriptive so that I know what spending a skill point in one ability will get me before I do so.

Gameplay:
⭐⭐⭐⭐
The gameplay is fast-paced with a low time-to-kill. Downtime is low and there is always action going on. The spells, especially the ultimates, are very flashy and often require skill to use effectively. The duels are a nice touch, bringing some variety to the gameplay. I think another cool way to mix up the gameplay would be to add rare boss spawns that give such powerful rewards that all teams want to fight over who gets to kill them.

Realm of Kings has the problem of the game not coming to a close although the outcome has already been decided for ten or fifteen minutes. There should either be more comeback mechanics, the snowball-effect in the early game reduced, or the static defenses reduced in power. Maybe even a combination of all those three.

Items:
⭐⭐⭐⭐⭐

The item system is well-made. There is a good variety of items for different playstyles, multiple recipes to build each of the lower tier items into, and the end game items feel very powerful and rewarding to get.

My two small gripes with the item system are that, while it is easy to see which item you need to build towards a certain endgame item, it's hard to see what you can build an item you already have into, and the fact that armor also reduces magic damage taken does not seem to be advertised anywhere.

Balance:
⭐⭐⭐

While Realm of Kings is well-balanced overall, there are a few minor to major issues. Because of the large snowball-effect, early-game advantages of some heroes quickly translate into an insurmountable lead. Heroes with good AoE abilities seem to outfarm those without them. But this problem is only limited to a few evildoers and probably not as big of deal in a full game, because you cannot hop between lanes to get all the xp and gold.

A good overall change I think would be though to somehow add diminishing returns to xp and gold gain in the early game, so that smaller balance issues don't get maximized by the snowball effect just as much.

Terrain:
⭐⭐

The terrain quality is not on par with the rest of the map. The main fighting area is just a simple plateau of dirt. A few additions like a cobble path through the lanes, some more doodads in the forests, or height variations would go a long way in making the terrain more presentable.

However, I think long-term, a complete reimagining of the terrain would be a good idea, with a more focused approach to convey a specific theme. Currently, it's not really clear where we are. I envision a park inside a ruined city or a flying palace with a skysphere and alpha-tiles around the main area.

Summary:
⭐⭐⭐⭐

A fast-paced AoS map with lots of humor and creativity. Highly recommended for anyone who likes over-the-top pop culture mashups! (but improve the terrain, guys! :plol:)
 
Level 6
Joined
May 5, 2021
Messages
28
Yo yo yo people of the Hive. It has been a while since the last major patch for RoK but the time of waiting is over! Introducing patch 1.5 which is probably the biggest content patch that has been introduced to the map in years. This patch will introduce:

-New class of items
-New bounty system
-Two new heroes

-Balance changes and bugfixes

For the full patch notes go see the changelog, here I will outline the new things.

New item class: Unique items

With this patch we are introducing a new class of permanent items which are the unique items. There are 8 different unique items each focusing on a specific stat (str, int, agi, all stats, attack damage, armor, health and mana (you gotta spend mana to earn money!)). As these items are highly focused on the stat they provide players will only be able to have one equipped at any time.
Apart from the stat boost each item will have a strong unique special effect. Unique items are able to be levelled by buying an upgrade in the unique item shop, they will have 5 levels in standard (and all mid) and 10 in full mode with lvl 5 and 10 roughly equaling tier 4 and 5 item in power.

New bounty system:

Since the beginning of time all gold of the victim has been awarded the killer but is this really fair? In the new patch the bounty of team minions and neutral creeps will be split into two pools. 50% of the bounty will still be awarded the last-hitter while the other 50% is split between allies within xp-range. This means you will still get the full bounty if you are last hitting minions in a solo lane but only 75% if another ally is present (ally gets 25%). It also means you will get awarded some gold when your allied team (minions, towers and the king) get the last hit which should hopefully help out characters with less AoE potential. Player kills still give the full reward to the killer.

New heroes:
As always when doing a major patch we chip a little away on our ever growing backlog of hero ideas. As such we introduce two new heroes.

Wolverine:
Everybody’s favorite X-man will join the battle for the realm. As X-men is no longer the main Marvel franchise Wolverine is looking for new sources of revenue and is bringing his tanky abilities to the Realm of Kings.

Bloodmancer:
An intelligent hero with an unquenchable thirst for blood. The bloodmancer has dived deeply into the taboo arts of blood manipulation which provides him with immense power, but at what cost?

That’s it folks, join us for the first playthrough on tonights Monday game or download the patch and play it on your own time. If you have the time consider giving us a rating or joining our discord which is linked in the main description
 
Level 6
Joined
May 5, 2021
Messages
28
After doing a poll in our discord the weekly games have been moved to 19.30 CEST on mondays. If this time suits you better or if this is the first time you hear of the amazing idea that is a weekly game of Realm of Kings with a fast filling lobby and friendly players go join our discord and come join us!
 
Last edited:
Level 5
Joined
Feb 12, 2015
Messages
16
General

An interesting concept - a three-way MOBA - like with any game with 3 opposing teams/players, the entertainment could be huge or missing for some players. The map offers great opportunities for massive-sized battles with apparent element of surprise, thanks to the forests, the exits of which lead to key points on the trays. There are a lot of items, which can boost your hero and at the same time have the potential to lose your money if you don't analyze the combinations beforehand. It seems like the develpoers have been in good mood, while creating the map, because you can find funny messages, heroes or descriptions everywhere. An unique feature for this MOBA is the boss king, who stays besides each castle and has the potential to wipe all enemies around. The heroes have distinctive gameplays and there is something for each taste. 3 game modes are available, so players can choose how fast they want to end the game.


Imperfections

  • I don't seem to see the point of tomes, which give double stats for double cost;
  • All the shop labels give information what to expect seeing in them, except 2: Marketplace and Goblin Merchant;
  • After defeating the bottom left player, a demolisher controlled by bottom right player turned back after entering the defeated player region, while the other units continued correctly;
  • As I see the file size is over 15 MB. If that is really so, I don't see the reason;
  • Killing a mob gives more XP than killing a tower;
  • The terrain isn't balanced for all players. There is bigger motivation to make ambush from the woods in some places, than to stay in the tray;
  • It is questionable wether my team could lose if we go for the bosses in Full mode. They seem too far away from the action;
  • While I don't have the knowledge wether it is balanced with other stats or not, the items giving spell damage cost more for what they give compared to the items giving attack damage. Potion of Magic is one such item. I am not sure if it is taken into account that the auto attack is done much more often than a spell cast;
  • There are typos here and there. The ones I detected are: "Agillity" instead of "Agility" in some item descriptions and "Competetive" instead of "Competitive" in the quest log.

Recommendations

  • I accidently bought 2 recipes of an item, but didn't have the total gold. Buying the recipe and carrying it around seems like an unnecessary complication for me. It would make more sense to be able to buy it only if you have the gold/items;
  • I think the inner towers should be invulnerable before destroying outer ones. If somehow my team manages to destroy a middle tower, then we will surely destroy the outer one, along with the enemy heroes there, in no time;
  • Having a crazy king besides the target building to destroy seems off. I also had an idea for a map to make similar kings in both ends. I would recommend to make the kings AI controlled bosses, who cast complicated and interesting spells (dungeon-like) and remove the castles;
  • Items and spells are quite simple and most of the spells have no triggers involved. There would be nice if you make custom spells and more active item spells in order to diversify the gameplay as the game advances;
  • A common problem with learning random spells to a hero is when 2 or more abilities with the same orderID are learned. Then both of them are cast simultaneously. Check if that is possible with the Stranger hero;
  • Put some randomly spawned powerups on the map to surprisingly break the balance in a situation;
  • When the opposing factions are odd number, the chance of someone being discriminated is big. To counter the issue you could make the king to give some bonus (in the same style as the king gives away gold) to the faction, being beaten up by the other 2 factions;


Overall rating: 4/5.
 
Level 6
Joined
May 5, 2021
Messages
28
Hey thanks for your review!

We will think about most of the things you suggested but i also have some comments to some of the recommendations:

Recipes: I get what you are saying but the map has a autocomplete system were you can complete the recipe by clicking it in your inventory and it will consume and discount the items you have if you have Gold enough for the remaining items.

Spells and items: This one i don’t really understand. In general i think we have quite cool items even tho they might not be complex. For hero spells we have quite a lot of triggered spells and i wonder which hero you played to get the idea that the spells are just standard untriggered spells
 
Level 5
Joined
Feb 12, 2015
Messages
16
Recipes: I get what you are saying but the map has a autocomplete system were you can complete the recipe by clicking it in your inventory and it will consume and discount the items you have if you have Gold enough for the remaining items.
I understand what that and is a cool. In my opinion the only practical advantage of bringing the recipe with me is to hope an ingredient drops from a creep, so I can finish the item crafting while I am not in the base. If you think it is a necessity, then you may limit carrying only 1 for an given item at a time to prevent double buying.

Spells and items: This one i don’t really understand. In general i think we have quite cool items even tho they might not be complex. For hero spells we have quite a lot of triggered spells and i wonder which hero you played to get the idea that the spells are just standard untriggered spells
The items are great. It is just that there aren't that many items, which are customizing my gameplay as the game goes (Active spells, which do some action and not just boosting hero stats). The Unique shop has many good items, but I am limited to carrying only 1 of them at once, and if I decide to spend gold upgrading it, then I would be stuck with the same spell until the end. There are other items with good abilities, but they are mostly end game ones. I think it would be epic if you add active spells to more items, which are ingredients for recipes and upgrade those spells with each tier. The spell upgrade doesn't just increases damage or healing or stat bonus, but is a more advanced spell, which derives the previous one. I will take the Shadow Lord's Totem for example: it has a wonderful active ability, which summons 3 serpent wards. It can be changed, so that it summons 1 weak serpent ward and be given to a tier 1 item. The next tier item, which has the weaker item as ingredient would have a spell that summon a Voidwalker, who can move and eventually has som minor protection skill. The next tier could summon a Red Dragon, who has an ability to deal fire damage in a cone or scare the creeps. The next tier would be to summon multiple infernals and so on. There could also be spell fusions between items with different spells. Sky is the limit for making wonderful combinations.
As for the hero abilities, I have created and imported hundreds of spells and it may be just me, but I am not really excited when I cast most of the spells. The special effects play a huge role in making people impatient to cast it again. I tried many heroes, but I will give concrete example with the Sleeper and Chuck Norris. The Moving Mountain is mostly seemed pretty much like the classic Mountain Giant and I generally restarted the game. The Sleeper has an ability to root enemies at a target point - it has a good effect, but visually it just makes roots at the targets. It would be much more impressive if you put a special effect centered at the target point within radius of the area, or separate quick effects at each of the affected unit, so it is clear something magical happened. Chuck Norris on the other hand has the ability Flying Roundhouse Kick and it is really amazing, just make every hero to have at least 1 or 2 such amazing looking spells, so that particular hero finds its place in the player's brain.
 
General:

  • I love the three lane setup
  • Pacing of wave forces is exciting
  • This is a strong base for what could be an interesting take on the genre.

Recommendations:

  • Rename the Quests menu to Info, Game Info, or there abouts.
  • The terrain needs work. This could be highly detailed map given the combat area is focused. One suggestion I have is to use the new SD assets in 1.33, and theme each force as one of the large factions (Silvermoon, Dalaran, Stratholme). I am happy to provide guidance here.
  • Theme the overall forces, shops, wave units, etc. to be visually distinct.
  • Place floating text for shop names overhead of the shop, and use a color that is easy to read.
  • Item selection is bland, but gets better in recipe shops three and four. I suggest designing around 48 unique, or at least heavily updated, items for the shops.
  • Gold costs don't need to be so high, it becomes a bit difficult to track.
  • When a team is killed:
    • Teleport all friendly assaulting units back to the center
    • Destroy their shops
    • Create a new objective or point of interest at the dead base, maybe a Roshan style super boss or special shop with uber-items.
  • Make the tower range indicator a full circle.
  • It might be interesting to provide losing players a role of sorts. Perhaps control of special creep units, I'm not sure. This is highly experimental though.

Bugs:
  • X
Rating

  • 3.5 / 5
 
Level 8
Joined
Aug 16, 2019
Messages
76
General:

  • I love the three lane setup
  • Pacing of wave forces is exciting
  • This is a strong base for what could be an interesting take on the genre.

Recommendations:

  • Rename the Quests menu to Info, Game Info, or there abouts.
  • The terrain needs work. This could be highly detailed map given the combat area is focused. One suggestion I have is to use the new SD assets in 1.33, and theme each force as one of the large factions (Silvermoon, Dalaran, Stratholme). I am happy to provide guidance here.
  • Theme the overall forces, shops, wave units, etc. to be visually distinct.
  • Place floating text for shop names overhead of the shop, and use a color that is easy to read.
  • Item selection is bland, but gets better in recipe shops three and four. I suggest designing around 48 unique, or at least heavily updated, items for the shops.
  • Gold costs don't need to be so high, it becomes a bit difficult to track.
  • When a team is killed:
    • Teleport all friendly assaulting units back to the center
    • Destroy their shops
    • Create a new objective or point of interest at the dead base, maybe a Roshan style super boss or special shop with uber-items.
  • Make the tower range indicator a full circle.
  • It might be interesting to provide losing players a role of sorts. Perhaps control of special creep units, I'm not sure. This is highly experimental though.

Bugs:
  • X
Rating

  • 3.5 / 5
Thanks for the review. One thingh though: we already have floating text above our shops. Do you perhaps mean that it's not easy to read with its current color or did you play an older version that didn't have it?
 
Level 6
Joined
May 5, 2021
Messages
28
General:

  • I love the three lane setup
  • Pacing of wave forces is exciting
  • This is a strong base for what could be an interesting take on the genre.

Recommendations:

  • Rename the Quests menu to Info, Game Info, or there abouts.
  • The terrain needs work. This could be highly detailed map given the combat area is focused. One suggestion I have is to use the new SD assets in 1.33, and theme each force as one of the large factions (Silvermoon, Dalaran, Stratholme). I am happy to provide guidance here.
  • Theme the overall forces, shops, wave units, etc. to be visually distinct.
  • Place floating text for shop names overhead of the shop, and use a color that is easy to read.
  • Item selection is bland, but gets better in recipe shops three and four. I suggest designing around 48 unique, or at least heavily updated, items for the shops.
  • Gold costs don't need to be so high, it becomes a bit difficult to track.
  • When a team is killed:
    • Teleport all friendly assaulting units back to the center
    • Destroy their shops
    • Create a new objective or point of interest at the dead base, maybe a Roshan style super boss or special shop with uber-items.
  • Make the tower range indicator a full circle.
  • It might be interesting to provide losing players a role of sorts. Perhaps control of special creep units, I'm not sure. This is highly experimental though.

Bugs:
  • X
Rating

  • 3.5 / 5

Hi thank you for the review!

We are aware that the terrain is quite bare-bones and recently had a test version with a major overhaul. The feedback from our discord was mostly indifference so we pulled the version due to some issues but at some point I will try my hand at some smaller scale changes again. The terrain changes would of course have the largest effect on new players and not our more "hardcore" following. It will be a while tho before anything happens there but thank you for the model suggestions.

I was little surprised with your comment on item selection but it makes sense for the earlier shops as it is intended that everything gets wilder as the game progresses until everybody runs around as gods. We are however continously reworking less used or boring items when we come up with effects that we want to add. In addition to this I get the comment about gold cost as large numbers lose there meaning when you are trying to relate (one of my biggest gripes with newer arpgs). However it is nice in shop 4 (and 5 in full mode) that the relative gold difference between items are pretty low such that you can go for an item that fits your build instead of the most expensive one. The high costs are also a consequence of the incredibly high scaling in RoK

I quite like your suggestions around the defeated team and it could be fun to brainstorm some form of objective there, even though it would sadly be a time before we got to it due to an abundance of features we want to implement/experiment with.

Thank you for trying out our map and just for fun can I ask which character you played?
 
Level 8
Joined
Aug 16, 2019
Messages
76
Today we released the massive Patch 1.6, our most ambitious patch since v1.0 for sure. I even threw together a patch trailer for the first time ever, check it out up above.
Describing all the contents of the patch would be quite the task (the patch notes are almost 3 times longer than Patch 1.5, despite the fact that I'm sure I forgot to include a thing or two in there), but I'll try to give a short summary here of the biggest changes:

New Heroes:
The patch introduces two new heroes, Chell from Portal who brings along her trusty Companion Cube and even a few Sentry Turrets to take on enemies, and the Rolling Stone, probably our strangest hero yet who damages and knocks around enemies by rolling into them.
Chell and her Sentry Turrets were models we comissioned specifically for the map, made by Stefan K. and with his blessing we've also uploaded them here on Hive for the greater warcraft community to use as well: Chell and Turret

New Stats:
We've made a major rework to how spells scale in our map, instead of scaling directly with your main stat they'll now scale with 'Ability Power' which you get from your main stat as well as from items. The scaling of abilities has also become more universal with most spells that scale getting + 1 % per Ability Power. At the same time we've split Armor into regular and Magical Armor, where regular armor affects attacks and Magical Armor affects spells, giving some opportunities to specialize your defense.
We've also turned Cooldown Reduction and Splash which were one-of effects before into stackable stats that are gained from Intelligence and Strength respectively as well as other sources.

Balancing and Adjustments:
There are too many things to mention in this category, but to put it in short terms:
  • Heroes start out stronger
  • Respawn times start lower but go up to 60 seconds instead of 45
  • Attack damage scaling is less intense than before
  • Gold gains have generally been increased
  • Bases and inner towers have been nerfed
  • Divine Ascension (universal level 50+ damage buff) has been nerfed
  • You and your nearby allies now get a powerful buff from defeating level 70 bosses
I'll leave it at that for now, hope you like what you've heard and that we'll see you on the battlefield!
 
Level 6
Joined
May 5, 2021
Messages
28
Yo our country just changed from summer time (CEST) to standard time (CET) which means the weekly monday games are an hour later for anyone in countries that don’t chance their time

Monday game time is mover from

19.30 gmt+1 to 19.30 gmt+2

Aka 18.30 (UTC)
 
Level 10
Joined
Jun 15, 2022
Messages
94
I think this is a good map with a good main concept!
What I liked about this map:
-Having three teams that fight each other.
-Lots of crafting items
-There are several game modes, I played on normal
-Many different interesting abilities of heroes
-There are duels between heroes, and duels of different types.
-Evolution of creeps, each time they become stronger and each time new units appear.
-Each team has a king that you can control, but he cannot leave the base
What I didn't like:
-Lots of different timers that load your interface.
-Duels start too abruptly, I didn’t pay attention to the timer, as I was carried away by the game. I would add a reminder for a minute and 15 seconds!
-Even though there are many item recipes, they are too confusing... You spend a lot of time trying to figure out what item you need to craft. I need to make 2 recipe items and buy 2 more common items to get the final item, from which I then need to get another item, and so on ad infinitum... How would I do this - items in the regular store can be used for 1st class items, items 1st class are needed for second class, etc., constantly switching between different stores is tiring for a beginner...
-This is a matter of taste, but I didn’t understand the presence of goofy ahh and weeb heroes on this map, the map should be more serious, I played on different maps, but here I didn’t understand this content, although this did not stop me from reaching the end, maybe, it's not very noticeable. (not a minus for map)
-The map is extremely laggy on weak hardware, as I understand it, due to custom abilities and a huge number of triggers, for example, pop-up text with damage, sometimes it’s too much for me...
-Descriptions of abilities should be more informative!

So in total, its good map, i can see a lot of work, but there is room for improvement...
4/5
 
Last edited:
Level 6
Joined
May 5, 2021
Messages
28
Hey it was nice to have you join the weekly game!

The map is prone to lag on older hardware especially later in the game and with more players, it is pretty sad we try our best to optimize it, but it is hard with the amount of chaos we want to have happening in the later stages of the game. I agree to some degree with the timers and you are right about the abruptness of duels (we often have people in voice yelling noooo when the duels start). I don't know how to fix that tho as people do not read text you put on the screen...

For instance it is said at the bottom of every single recipe that we have an autocomplete system for the items which should make buying items a lot less time consuming for new players but most never read it. Of course a map like this with so many items to buy is overwhelming the first few times to play. This is what we really want to combat with the auto-complete such that a new player can find a cool item in a tier, buy the recipe and just finish it at once when they have the gold.

Anyway thanks for playing and thank you for your feedback!

Feel free to join another time:plol:
 
Level 10
Joined
Aug 24, 2022
Messages
328
Summary of Notes
Items: 5/5
Neutral Creeps: 5/5
Courier: 2/5
Heroes: 5/5
Gameplay: 4/5
Concept: 4/5
Terrain: 2/5


Overall Rating 3.85/5: In my particular opinion, I like it. I enjoyed while I was playing. After some time, I undestood how the game works, which items to buy, that sort of thing. I've played with the Malevolent Cultist, and I didn't like his "sacrifice" ability. Summoned units are very weak, comppared to other creatures. There is nothing to change, it is just a particular opinion. After that, I've played with the Moving Mountain. I liked how the hero works and what role he's supposed to fullfil. I also enjoyed the hero changes. I've played with Legolas, then Santa Klaus, then Vegeta, and last with Diablo. I liked everyone. Nothing to declare. From my perspective, the project is good. I'll play it more times, and I'd play it more times if I see it hosted.

I've played a total of 2 games, on single player, each one with 2 hours average duration, searching and exploring things. I didn't play it on multiplayer, and didn't test the duel system. My review, wrote below, was wrote with a professional view (or, at least, I tried). I tried to remove things from my particular taste, and write things that works as a Game Designer. I'd like to remember that, before taking any decision, valuate everything that is wrote. If it fits the project or not; If it makes sense, or not. In the end, it is up to you.

Mechanics

Items 5/5: It's easy to understand what each item is, and what role they play. It could be very hard to buy each item, and merge them, but the automatic system that buys every item needed to finish the recipe, if you have enough gold, is awesome. About "stones" from bonuses heroes scattered around the map, it took me by surprise when my hero got changed to that boss that I defeated. Maybe a warning, saying that our hero will be replaced, could be good. Also, a good addition, could be a personal stash, to store items, instead of leaving them dropped or selling them.

Neutral Creeps 5/5: Neutrals are a good source of income, and bosses spice up things. Everything was working correctly, and bosses at early game can be a bit challenging.

Courier 2/5: My impression about the courier, is that he's still in development. He is very slow. I didn't test if movement speed bonus items can change that, but if yes, so It takes a free slot in his inventory, and burns money from the player, just to make him faster. Courier could have abilities (like in DOTA), that increase his movement speed to maximum, give temporary invulnerability, and others. One good thing to do with it, is to make him a "Peasant". If this resource is not used in this project, there will be always a portrait for fast selecting him. You can make him spawn with our hero, so We don't need to look for it (For me, took a long time to notice that we can have a courier).

Dynamics

Heroes 5/5: There is a lot of options for us to choose. From normal heroes to "comic" heroes (like Batman, that feels that he just don't fit in that scenario). Also, we can change our chosen hero to a new one, after we defeat it as a boss and use the stone they drop. Everything worked properly as I kept testing, and didn't find any kind of bug, so, nothing more to say.

Gameplay 4/5: Pacing is good. I undestood well in which part of the game I was while playing, which type of item I need to buy and when. Playing only mid, caused a total mayhem on the battlefield, but objectives were still there. Bonuses forces when playing Full Mode (Diablo, Sauron and Illidan) made a good addition, as a "common" enemy between players forces. Game itself change when those forces comes to play, and it took me by surprise. I felt like I was playing an Angel Arena like map, because my interest went to those bonus forces, instead of the real objetive. My complaint about the gameplay itself, is just the overall gameplay time. For me, it took a lot of time. Unless you are a player that knows almost everything the project, you spend some time exploring.

Aesthetics

Concept 4/5: This "all in" concept, with different "worlds" all in the same place, is creative. Forces using the same models for lane creeps, but they change as the level up, is good to see. It's pleasurable. Also, creeps change as the game itself level up. My complaint is about the King's invulnerability. I didn't understand what is the purpose of this, if it could be good to have him as the last defense line to the objetive. The king can respawn if killed, and he can help protecting if there is no enemy players nearby. It's a dynamic to valuate.

Terrain 2/5: The terrain is already well defined; Where each thing will be when we play; Where everything goes; Which locations we need to control or explore. The problem is: There are some errors related to the landscape, and, the terrain itself is tedious. I don't know in which step the project is, and if or when you are going to change that, but I'll note things below:

1- About the center triangle, where bases and lanes are: Things are tight, and they don't have life. Trees are just there, placed symmetrically just to block path. If creeps accumulate in the lanes, they squeeze themselves, looking for a way to reach their target. As well, our hero, that sometimes, just can't find a proper way, and just keep walking from one side to another.

How this could be improved? First of all, space; Increase everything. Make each side of the creep camps, themed. Use the same theme used by the bonus forces, like the snow one for Sauron at the south, a dry or sand one for the Diablo's side, and a tropical and river one for the Illidan's side, and then, decorate it more. Make lanes larger, so they can hold more creeps at once.

2- About the outer triangles, that keeps Diablo, Sauron and Illidan: They are all the same. Do they have different themes? Yes, and this is good. But the landscape, looks like it is still a placeholder. Things are placed here randomly, just to occupy space. Also, these areas are huge, comparing to the center triangle, but they are empty at all. At the center triangle, we have the boss areas, creep areas, lanes, defensive towers, and bases, all well placed. Inside the outer triangles, we have the boss areas defined, and nothing else. Creeps spawns randomly through the terrain, and the bonus bosses areas like Santa Klaus or Vegeta, are just a circle at the tip. Sauron's base is good: Things are scattered, looks like a great graveyard; Illidan's base can be improved... Looks like it is missing something; Diablo's base needs a rework. Diablo's base looks like it is still a placeholder.

How this could be improved? As the outer triangles looks like their objetive is exploration, turn each into a dungeon. Insert creep camps, as the ones inside the center triangle, but mix up things. Create paths, decorate them, make them look like a dungeon, but keep them open. As you already defined the theme for each one, just keep going. For optional bosses like Yoda, create an entire place, notable even with fog when you are just seeing the minimap, just to make players curious. Make the lane for the lane creeps a bit smaller, and insert a gate behind the spawn region. Make a message appear to all players if someone breaks into the Boss Dungeon, to make players fight each other. Don't let players break buildings; This make the terrain flatier and more dead. Where bosses stay (Diablo, Sauron and Illidan), really create a dungeon. Make a path to be passed, until the player reach the Boss Lair. Initiate with weak creeps, and next to the boss, the stronger ones. If players are not strong enough, they'll just die. Enable a portal that teleport players to their base, when they defeat an optional boss (even with the ESC option). Enjoy that the project uses a lot of custom features, and import some models to decorate the scenario. It can be incredible.

Bugs and Related

- Potions tooltip says that they have cooldown, but when used, they get consumed;

- That Red Shield from Shop 5 (I don't remember the name); We can click on it as an usable item, but it does nothing. It's just an aesthetic thing.

- Legolas powershot (that channeling one), wasn't piercing enemies, as said in the tooltip. It was just damaging the targeted enemy.
 
Level 8
Joined
Aug 16, 2019
Messages
76
Summary of Notes
Items: 5/5
Neutral Creeps: 5/5
Courier: 2/5
Heroes: 5/5
Gameplay: 4/5
Concept: 4/5
Terrain: 2/5


Overall Rating 3.85/5: In my particular opinion, I like it. I enjoyed while I was playing. After some time, I undestood how the game works, which items to buy, that sort of thing. I've played with the Malevolent Cultist, and I didn't like his "sacrifice" ability. Summoned units are very weak, comppared to other creatures. There is nothing to change, it is just a particular opinion. After that, I've played with the Moving Mountain. I liked how the hero works and what role he's supposed to fullfil. I also enjoyed the hero changes. I've played with Legolas, then Santa Klaus, then Vegeta, and last with Diablo. I liked everyone. Nothing to declare. From my perspective, the project is good. I'll play it more times, and I'd play it more times if I see it hosted.

I've played a total of 2 games, on single player, each one with 2 hours average duration, searching and exploring things. I didn't play it on multiplayer, and didn't test the duel system. My review, wrote below, was wrote with a professional view (or, at least, I tried). I tried to remove things from my particular taste, and write things that works as a Game Designer. I'd like to remember that, before taking any decision, valuate everything that is wrote. If it fits the project or not; If it makes sense, or not. In the end, it is up to you.

Mechanics

Items 5/5: It's easy to understand what each item is, and what role they play. It could be very hard to buy each item, and merge them, but the automatic system that buys every item needed to finish the recipe, if you have enough gold, is awesome. About "stones" from bonuses heroes scattered around the map, it took me by surprise when my hero got changed to that boss that I defeated. Maybe a warning, saying that our hero will be replaced, could be good. Also, a good addition, could be a personal stash, to store items, instead of leaving them dropped or selling them.

Neutral Creeps 5/5: Neutrals are a good source of income, and bosses spice up things. Everything was working correctly, and bosses at early game can be a bit challenging.

Courier 2/5: My impression about the courier, is that he's still in development. He is very slow. I didn't test if movement speed bonus items can change that, but if yes, so It takes a free slot in his inventory, and burns money from the player, just to make him faster. Courier could have abilities (like in DOTA), that increase his movement speed to maximum, give temporary invulnerability, and others. One good thing to do with it, is to make him a "Peasant". If this resource is not used in this project, there will be always a portrait for fast selecting him. You can make him spawn with our hero, so We don't need to look for it (For me, took a long time to notice that we can have a courier).

Dynamics

Heroes 5/5: There is a lot of options for us to choose. From normal heroes to "comic" heroes (like Batman, that feels that he just don't fit in that scenario). Also, we can change our chosen hero to a new one, after we defeat it as a boss and use the stone they drop. Everything worked properly as I kept testing, and didn't find any kind of bug, so, nothing more to say.

Gameplay 4/5: Pacing is good. I undestood well in which part of the game I was while playing, which type of item I need to buy and when. Playing only mid, caused a total mayhem on the battlefield, but objectives were still there. Bonuses forces when playing Full Mode (Diablo, Sauron and Illidan) made a good addition, as a "common" enemy between players forces. Game itself change when those forces comes to play, and it took me by surprise. I felt like I was playing an Angel Arena like map, because my interest went to those bonus forces, instead of the real objetive. My complaint about the gameplay itself, is just the overall gameplay time. For me, it took a lot of time. Unless you are a player that knows almost everything the project, you spend some time exploring.

Aesthetics

Concept 4/5: This "all in" concept, with different "worlds" all in the same place, is creative. Forces using the same models for lane creeps, but they change as the level up, is good to see. It's pleasurable. Also, creeps change as the game itself level up. My complaint is about the King's invulnerability. I didn't understand what is the purpose of this, if it could be good to have him as the last defense line to the objetive. The king can respawn if killed, and he can help protecting if there is no enemy players nearby. It's a dynamic to valuate.

Terrain 2/5: The terrain is already well defined; Where each thing will be when we play; Where everything goes; Which locations we need to control or explore. The problem is: There are some errors related to the landscape, and, the terrain itself is tedious. I don't know in which step the project is, and if or when you are going to change that, but I'll note things below:

1- About the center triangle, where bases and lanes are: Things are tight, and they don't have life. Trees are just there, placed symmetrically just to block path. If creeps accumulate in the lanes, they squeeze themselves, looking for a way to reach their target. As well, our hero, that sometimes, just can't find a proper way, and just keep walking from one side to another.

How this could be improved? First of all, space; Increase everything. Make each side of the creep camps, themed. Use the same theme used by the bonus forces, like the snow one for Sauron at the south, a dry or sand one for the Diablo's side, and a tropical and river one for the Illidan's side, and then, decorate it more. Make lanes larger, so they can hold more creeps at once.

2- About the outer triangles, that keeps Diablo, Sauron and Illidan: They are all the same. Do they have different themes? Yes, and this is good. But the landscape, looks like it is still a placeholder. Things are placed here randomly, just to occupy space. Also, these areas are huge, comparing to the center triangle, but they are empty at all. At the center triangle, we have the boss areas, creep areas, lanes, defensive towers, and bases, all well placed. Inside the outer triangles, we have the boss areas defined, and nothing else. Creeps spawns randomly through the terrain, and the bonus bosses areas like Santa Klaus or Vegeta, are just a circle at the tip. Sauron's base is good: Things are scattered, looks like a great graveyard; Illidan's base can be improved... Looks like it is missing something; Diablo's base needs a rework. Diablo's base looks like it is still a placeholder.

How this could be improved? As the outer triangles looks like their objetive is exploration, turn each into a dungeon. Insert creep camps, as the ones inside the center triangle, but mix up things. Create paths, decorate them, make them look like a dungeon, but keep them open. As you already defined the theme for each one, just keep going. For optional bosses like Yoda, create an entire place, notable even with fog when you are just seeing the minimap, just to make players curious. Make the lane for the lane creeps a bit smaller, and insert a gate behind the spawn region. Make a message appear to all players if someone breaks into the Boss Dungeon, to make players fight each other. Don't let players break buildings; This make the terrain flatier and more dead. Where bosses stay (Diablo, Sauron and Illidan), really create a dungeon. Make a path to be passed, until the player reach the Boss Lair. Initiate with weak creeps, and next to the boss, the stronger ones. If players are not strong enough, they'll just die. Enable a portal that teleport players to their base, when they defeat an optional boss (even with the ESC option). Enjoy that the project uses a lot of custom features, and import some models to decorate the scenario. It can be incredible.

Bugs and Related

- Potions tooltip says that they have cooldown, but when used, they get consumed;

- That Red Shield from Shop 5 (I don't remember the name); We can click on it as an usable item, but it does nothing. It's just an aesthetic thing.

- Legolas powershot (that channeling one), wasn't piercing enemies, as said in the tooltip. It was just damaging the targeted enemy.
Thanks for the review!

To answer the bugs:
  • The potion cooldown is the cooldown between using multiple of the same potion (they can stack)
  • You're right about the red shield. Not a huge deal but I'll go ahead and fix it ofc
  • Legolas' Snipe only damages the main target but stuns all enemies it passes through. That's what the tooltip says as well.
Also you might be right about Couriers being a bit slow, they used to be extremely fast and invulnerable, but then we simplified them a lot. Might increase their speed in a future patch.
 
Level 7
Joined
Aug 19, 2010
Messages
170
A very ambitious 3 way Dota with a plethora of heroes from real life pop culture.

I had the benefit of playing with someone who has an intimate knowledge of the map and was able to better navigate the plethora of shops from where you can get items.

Had I entered the game by myself, I probably would have struggled with choosing items that complement my build because I chose Vader and it made me feel like I needed to invest in both Str and Int so I can guarantee I have as much mana as possible to wombo combo my skills.

This map has very complex interactions which require multiple playthrough to understand.

The major downside is that you need a high number of players to get the most out of this fun.

The major upside of this map is that you can see very early just how strong the early game item recipes are, resulting in fast paced and explosive gameplay.

I would recommend this map happily to any moba player.
 
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