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Return of forgotten Legends (RofL) (3vs3vs3)
Project Overview
Language: Jass (~95%)
Players: 3 vs 3 vs 3
Genre: AoS
Development Phase: advanced beta (fully playable)
Current Version:
RofL v111 beta Download on Epic War
Project SummaryHello Ladies and Gents, I am pleased to present you a little project I have been working on for the past months. It is a simple AoS map in a circulair shape where three parties battle each-other mercilessly to acheive total dominance. The game basically has the following features, that might differentiate it from other AoE-ish maps:
What will come:
(1) Three forces: Felwood Legion, Abyssal Guard and Human Realm. The map is shaped in a circular form, with lanes at the periphery of the isle, linking the three camps with each-other. There are no "mid-lanes" or what-so-ever. However, each camp has three gates: one for each lane and one for the jungle.
(2) Hero spells can be upgraded via Spell Upgrades granted by some items. Each hero spell is affected by at least one of these upgrades. Some upgrades simply improve the spell's stats (for example, more damage, more range or less cooldown), whereas some other upgrades add more effects (for example, a damage spell may get an additional blink or mana burn effect). Though there are no rules for what kind of effect is granted by what upgrade element, there are some features that are more commonly granted by some upgrades than by others. At the moment, there are seven different upgrade elements:
Blood (cheapest upgrade that grants minor stat improvements or effects. E.g.: "+50 damage" or "Heals your hero by 90 hp"),
Death (most expensive upgrade that usually grants massive stat upgrades. E.g.: "+300 damage" or "+400 mana burn"),
Ice (medium upgrade that grants minor stat upgrades. If the hero is an ice themede hero, the ice upgrade actually may grant stronger stat upgrades. E.g: "+150 damage"),
Nature (medium upgrade that grants minor stat or effect upgrades. Usually attack damage oriented and nature themed heroes benefit from the nature upgrade. E.g.: "+90 damage" or "Heals your hero"),
Aether (expensive upgrade that usually grants scaling stat upgrades linked to your hero's stats. E.g.: "Increases damage dealt by 150% of your hero's intelligence")
Fire (medium upgrade that grants medium stat upgrades or strong stat upgrades if the hero is fire themed. E.g: "+180 damage").
Aoen (medium upgrade that reduces spell cooldowns and improves spell effect durations. E.g.: "Reduces the cooldown of this spell by 15 seconds" or "Increases buff duration by 5 seconds")
For further clarification, see the example below :
(3) Diverse systems : Knockback, Crafted Items, Ally-Denial, Tree-Revival (I use Spinnaker's tree revival system), Tree Destruction, scripted Mana-Burn, HP-Removal, Item-Stacking, Item Ownership Restriction, a.s.o. ... I know that these systems aren't something unique or exceptional, but I just wanted to mention that they exist and are applied in this map.
(4) All heroes have a standard ability called "Portal" that functions pretty much like the "Portal Roll" in DotA, mixed with some features from the "Recall" system in LoL. If you select your hero or the ground next to your hero, your hero teleports back to their base. If you select an ally structure or non-hero unit, your hero teleports to that target. However, if your hero takes damage whilst channeling, the effect will be interrupted (like in LoL).
(5) The game is very accelerated (or at least, is supposed to be ... ) and heroes snowball way harder and faster than you might be used to from other aos maps. This is some experimental aspect I am really willing to enhance further. Since the game is a 3vs3vs3 map, having a perfectly well balanced game play might freeze the game and end in a stand-still. Heroes and items are designed in way, that they can completely snowball out of control. This will eventually ( ... hopefully ... ) force the two remaining forces to team up against the dominating force. Again, as I am saying, this is some experimental aspect.
(6) The jungle takes a major role in this map and is the third lane. Killing jungle creeps will give gold to your whole team - and not just to you. The centre of the jungle is adumbrated by an obelisk that you can take over by destroying it. The oblisk grants the occupying force a considerable short-term advantage: more gold income, a global damage aura for the creeps of the occupying force and one overlord creep that spawns regularly. The overlord creeps are way stronger than the regular creeps and have the "Destroyer" ability allowing them to deal 160% damage to buildings. The obelisk is invulnerable during the first 12 minutes of the game. After that time, you can take over the control of the obelisk. Once you took it over, it gets a shield turning it invulnerable during 5 minutes.
(7) You might already have figured it out: the map's name "Return of forgotten Legends" was picked as a reference to the different names used in the game. In fact, many items, units and heroes got their name from some mythic, fantastic or real god, person or character. Items like Eye of Re (Egyptian God), Annie's Teddy Bear (Character in LoL) or Vajra (Mythic sword in the Indian Buddhist religion) are perfect examples. I try, nonetheless, to avoid too many mainstream names (e.g. Thor)...
(8) Since version 1.05beta, towers have stacking damage on heroes, increasing this way damage dealt to heroes on consecutive attacks. This bonus starts from the second attack on and stacks by 100 pure damage to eventually cap at +300 chaos damage per attack. This means that even late-game towers still can do considerable damage to heroes. This was done to prevent some heroes from destroying towers early game on their own. Nonetheless, to help players differentiate tower attacks on heroes from tower attacks on units, the missle animation changes when attacking a hero.
- Game Modes (maybe all random and king of the hill ? )
If you have any comments, suggestions or bug reports, don't hesitate to send me a private message or post a comment in this thread. Have a nice day.
Development Overview
Kenntaur (Celsius Model), CRAZYRUSSIAN, ratamahatta (Nightmare Model), Daelin, Freddyk (Gunslinger Officier Model), FrIkY (Archemonde Ice Skin), UgoUgo (Meteor Model), sPy (Evil Wave Model), HappyTauren (Cooldown Indicator), Nightcrime (lifebar skin), Frankster, Kwaliti, Blizzard Entertainment, Mr. Goblin, Serbianbeast, Darkfang, -Berz-
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##### Heroes ######
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- Two New Heroes: Hydra - The Fury Beast and Azaka - The Voodoo Priest
- Fixed a bug that prevented Artemis from using Timer Twister's active ability
- Shinigami buffed: all spells buffed (all mana costs reduced, the cooldown of his Q massively reduced and all his stats improved)
- Aurifier completely reworked to adapt to new meta
- Geomancer: nerfed his orb ability but reset its cooldown from 2 to 0 seconds
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##### Items ######
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- Eye of Re nerfed: damage ratio per int point down from 66& to 33% and fixed a bug that could be abused for gold gain
- Divine Sphere buffed: reduced recipe costs and buffed +on all stats from 25 to 27
- Lich King's Crown completely reworked
- Dark Ice Shard replaced by utility item Majora's Mask
- All boots completely reworked
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#### Gameplay #####
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- All base buildings are now invulnerable from the beginning on and become vulnerable once all towers of a given lane were destroyed (like the main building currently does)
- A visual effect now displays when a hero channels 'Portal' on the obelisk
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# Heroes #
# #
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- New Hero: Artemis - The Ancient Hunteress
- Shinigami buffed: His ultimate now deploys way faster and the hitbox of his scythe is now at the end point of the scythe. His scythe now moves faster and its aether upgrade increases damage dealt equal to 250% of Shinigami's agility
- Gaia: his orb now deals physical damage instead of mixed damage and the mana costs of the orb ability were increased from 25/30/35/40 to 35/40/45/50
- Ozai: his ultimate was buffed (more damage, better upgrades, aoen upgrade)
- Sigurd nerfed: His Spinning Blade's cooldown increased from 25/20/15/10 to 25 on all levels
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# Items #
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- Vajra: fixed a bug that prevented Vajra's passive to trigger
- Theoden's Plate Armor nerfed: removed the active ability. it is not replaced and reduced the hp gain from 1000 to 500. In exchange for the massive nerf, the total recipe costs were reduced
- Annie's Teddy Bear buffed: increased the intelligence ratio from 25% to 66%
- Arion's Cane total recipe cost increased from 400 to 1700
- Injustice Smasher nerfed: cleave reduced from 45% to 15%
- Netherorb : Buffed the intelligence, but removed the slow and the damage bonus. The active ability was changed, too, and now grants the "Banish" ability
- Removed the active ability from Druid's Boots and replaced by "Spell Eat"
- Magni's Root Sword: The spell upgrade was removed from this item and given to Druid's Boots
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# Gameplay #
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- Rearranged the shop area
- Portal Ability now teleports your hero to the fountain instead of the townhall
- Obelisk buffed: its hitpoints and damage now scale by 40 hp and by 5 damage
- Denying a tower will now deal 2000 damage via hp-removal to all non-hero units within a very large area around the denied tower
- Due to the shop re-arrangement, the former shops are now strategic buildings called "sanctums" that give 455 gold to all players of the team that destroys it
- Fixed a bug where you could deny your own base
- Increased the area between towers
- Towers' stack damage now scales by 60 per attack and caps at +500
- Gold income per wave decreased from 30 to 1
- Gold from melee units decreased from 30-48 to 20-38
- Gold from ranged units decreased from 20-38 to 10-28
- You now lose 30% of your gold when you die. This gold loss caps at 500 gold
- Hero Bounty changed: Default 400 Gold, Minimum 200 Gold, Variation on Kill/Death 50 Gold
- Starting gold decreased from 850 to 600
- Added first blood (200 gold)
- Players are not dismissed after their base is destroyed. They gain vision over the map and may remain in game
- A message now displays when a player leaves the game. The control over their units is given to their allies
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# Heroes
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- New Hero: Shinigami - The Grim Reaper (agility)
- Celsius: all his spells can now be reset by Time Twister
- Nightmare: nerfed his E (attack speed down from 75/100/125/150% to 60/70/80/90% and buffed his ultimate (does not consume hitpoints anymore)
- Sigurd: Buffed his ultimate (attack speed up from 50/80/110% to 80/130/180%
- Terraformer reworked: His ulti now includes an area damage spell with an additional spellvamp effect and his passive skill was completely replaced.
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# Gameplay
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- Wards and other types of ward like units can now be targeted with "Portal" ability in order to teleport your hero to their position
- There is no more 25% chance to miss attacks when attacking uphill a cliff
- Hero's experience reduced from originally 200% to 175%
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# Items
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- New Spell Upgrade: Phantasy Upgrade. This spell upgrade is obtained by acquiring Annie's Teddy Bear. It allows the hero to make a spell summon units or to improved spells that already do summon units
- Annie's Teddy Bear buffed : Heroes respawn with full mana when carrying ATB
- Vajra Buffed: Killing a hero now restores 20% of your hero's total mana and increases intelligence by 6; Damage increased from +50 to +65
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# Heroes
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- New Hero: Celsius - The Dual Invoker
- Fixed a bug with triggered spells that did deal physical damage instead of magic damage (except those that explicitely deal physical damage)
- Ozai: His Q buffed (no damage cap and AoE increased from 120 to 180)
- Tempomancer: His W damage granted by aether upgrade increased to 150/300/450/600
- Changed damage ratio for magic damage and spell damage to heroes (now 100%) (--> buy magic resistence you lazy arses)
- Witch Hunter: Slightly improved the performance of his ult and his E
- Fixed a bug where heroes could revive after their townhall was destroyed
- Anansi: His Q was buffed (stack damage increased to 60/100/140/180)
- Gaia: his orb ability (W) buffed by decreasing the mana cost to 20/25/30/40
- Heroe respawn time per level reduced from 3 to 2 seconds
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# Gameplay
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- New Jungle Runes: Rune of Divinity, Rune of Inner Fire, Rune of Invisibility, Rune of Invocation
- Rune of Power removed from the game because it caused critical errors when picked up by Gazlowe's Scorpion
- Obelisk Upgrade nerfed: damage from 5 to 3 and hp from 50 to 15
- Unit Upgrade nerfed: From +1 upgrade level per 90 seconds to 120 seconds
- Decreased the bounty given by the "Obelisk Protectors" spawned by the obelisk
- Obelisk Protectors now have the "Destroyer" ability allowing them to deal 160% damage to buildings
- Tomes now have 0 seconds refresh cooldown on purchase
- Added a bounty system ( see below )
- Fixed a bug where you could deny the obelisk to restore its life and to get the gold
- Towers stack damage now deal chaos damage instead of HP Removal. But in exchange for the nerf, the damage
cap is increased to 400
- Townhalls now have the unhide ability and stacking damage when attacking heroes
- Added multiboard
- Gold gain per creep wave spawn is reduced to 30, but in exchange players get 1 gold per second (and the players who control the obelisk
get 1 gold per second)
- The obelisk now is invulnerable during the first 12 minutes of the game, but in exchange, the Obelisk Protectors
became stronger (life up to 1000 hp)
- All three bases were changed: the mana reg and the life reg are now centralized in a fountain that is a bit "outside" the base
- Increased the obelisk invulnerability time after taking over control from 180 to 300 seconds
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# Items
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- Corrected a recurrent typo in item recipes ("receipts")
- Nerfed Druid's Boots (total cost up from 1150 to 1500 gold and armor bonus down from 2 to 1 second)
- Corrected a missleading tool tip for "Wooden Shield" (it said +2 armor but it gave +1)
- Corrected a missleading tool tip for "Injustice Hammer" (it said Warhammer (Base items ) )
- Fixed a bug with Vajra that could have caused a critical error when Gazlowe's scorpion did the killing blow on a hero
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# Bounty System (NEW)
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- The default bounty for all heroes is 300 gold
- On a hero kill, the killer's bounty is increased by 150 and the victim's bounty decreased by 150
- The maximum bounty is 900 gold and the minim bounty is 50 gold
- If a hero is killed by a neutral unit, nothing happens and his bounty will not be affected
- If, however, a hero is killed by a non-Player non-neutral unit (the creeps and towers of your force), his bounty will be decreased and split among all
players from the killing force
- If a hero with a bounty higher than 300 gold is killed, the bounty is paid and reset to 300
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# Single Player
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- Added the "-Corn Dolly" function allowing to create an immobilie footman that you can attack and deal damage to. Displays the damage dealt to him
Heroes:
- Nightmare: Fixed a bug with his W spell, preventing enemies from attacking instead of causing them to miss attacks at 25% chance
Gameplay:
- Base-Towers now are invulnerable and become vulnerable once the corresponding lane tower was destroyed
- Consecutive tower attacks increase damage dealt to heroes by 100 pure damage (via hp removal) on each attack from the second attack on, stacking at +300 pure bonus damage. The "buff" duration is 3 seconds and resets on each new attack
- A new neutral creep camp added near the Felwood Legion base
Misc:
- Trees in Human Realm Base are now destroyable
Gameplay
- Winning Condition added (only the basic "destroy all enemies")
- Gold income per creep wave increased from 50 to 65 gold (this equals ~86 gold per minute)
- Turrets now unhide nearby hidden units (900 aoe)
Heroes
- New Hero: Nightmare - Soul Edge Demon
- Terraformer's Q now gives visibility over the area
- Witch Hunter: Ulti tooltip now indicates that the bullet only explodes on hit with non-neutral units
- Caelia: Bug fixed. When Caelia now drops Shinigami's, her Q gets downgraded
- Enel: ulti buffed (from 40/25/15 seconds cooldown to 15/10/5 seconds cooldown)
Items
- 3 new consumable items: Tomes of Intelligence, Tome of Agility, Tome of Strength (for end game purposes and stronger snowballing)
- Eye of Re Mechanics rework: damage now stacks when spells are casted for a cap damage of 700 (this was made to tailor Eye of Re to casters)
- Injustice Smasher's Mechanics rework: grants now 45% cleave instead of stomp
- Annie's Teddy Bear: Tibbers' stats now scale with hero level (hp and dmg increase)
- New Spell Upgrade Element: Aoen Upgrade (granted by Time Twister to only some few heroes: Aurifier, Chieftain, Geomancer, Soulreaver)
Misc
- Corrected a type in the map description- New Heroes: Fairy Queen (Nuker,Mage,Support,Antimage), Terraformer (offtank)
- Lord of Flames revamped partially: Q-Skill revamped, Ulti's name and hero's name changed
- Ultimate Engineer revamped partially: Q-Skill buffed (death upgrade now grantes stronger crit dmg), R-Skill completely remade
- General map performance improved (by matching heroes to their spells instead of using 'When a unit cast' events)
- New consumable items (ward, vamp potion, potion of omniscience)
- Two bugs related to Rune Giant fixed: Q-Skill now stacks with other bash abilities (jungle claws, Root Sword), the visual shield effect of his R-Skill now disappears when the effect is removed prematurely.
- Second Hero Page for Hero selection added
- "-random" hero selection added
- Witch Hunter Buff: Silver Bullets now deal chaos damage to illusions and summoned units
- Main stat of Enel changed from intelligence to agility
-Release of beta version
Older VersionsDownload Link for "RofL Version 1.02beta" on Epic War
Download Link for "RofL Version 1.03beta" on Epic War
Download Link for "RofL Version 1.04beta" on Epic War
Download Link for "RofL Version 1.05beta" on Epic War
Download Link for "RofL Version 1.07 beta" on Epic War
Download Link for "RofL Version 1.08 beta" on Epic War
Download Link for "RofL Version 1.10 beta" on Epic War
Download Link for "RofL Version 1.11 beta" on Epic War
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