• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

RofL Tri-AoS 1.32

Overview
Hello 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:

(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.

The circular Isle

(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 :

Example of tier 2 item : Loki's Lamp

(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.

Enel "Thunder Rolling" over trees

(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).

The Witch Hunter channeling the Portal Spell

(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.

A fed Gazlowe with his gadgets

(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.

Marne taking over the obelisk

(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)...

A nerubian hero summing Annie's Tibbers

(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.

The same tower attacking a hero and a unit



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.

Screenshots

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-



###############
## Heroes #####
###############

- New Heroes : Hel the Frost Maiden, Voljin the Poison Doctor
- Heroes removed : Hydra
- Roschach revamped : his locust spell was replaced by a MS increasing spell
- Gwylym reworked: His passive now allows him to deal free magic damage without any mana cost
- Geysir nerfed: his tentacles now deal less damage and have less AS. His passive Rupture now triggers on every 4th attack on level 5
- Kosmo buffed: His Q now scales with Phantasy Upgrade

###############
### Items #####
###############

- New Items: Wirt's Leg, Radagast's Twisted Sceptre
- Items nerfed: Large Sceptre, Aang's Windsword, Arion's Cane, Divine Sphere, Pendant of Ages, Time Twister
- Wards buffed: they now last 5 minutes

###############
### Gameplay ##
###############

- Ambassador creeps added as new gameplay element. Each team has an ambassador creep that is at the opposite side of the map. Ambassador creeps are neutral, hostile and grand 175 gold to each member when killed. If a team manages to kill its own ambassador creep, it will upgrade all their creeps that spawn regularly.



###############
## Heroes #####
###############

- New Hero: Vladimir - The Hemomancer
- Heroes reworked : Cosmo Krank (changed his passive), Enel (renaimed to Raiden and Q Spell slightly reworked), Kairos
- Enel renamed in Raiden (Japanese God of thunder)
- Cairos/Kairos renamed in Skeiron (Greek god of north-eastern winds)
- Visual aspects changed: A lot of Raiden's (formerly Enel's) spells are visually upgraded, Nightmare's hero model changed and Sigurd changed his colour

###############
### Items #####
###############

- Nosferatur's Chalice nerfed: Mana and HP reg down to 3 from 7 /sec
- Item removed: Jungle Drums

###############
### Gameplay ##s
###############

- Added emblems to enhance gameplay
- Nerfed the main buildings by reducing their attack speed
- Portal now costs Gold to cast
- Killing Ursa now improves creeps of the killing hero's alliance



###############
## Heroes #####
###############

- New Heroes : Tufang - The Earth's Champion, Geysir - The Lord of the Kraken
- Hydra reworked : Ultimate, Passive and Q-Skill replaced with new spells
- Heroes buffed : Gaia (ultimate now has scaling cast range), Gul'dan (mana costs down and base attack damage up)

###############
### Items #####
###############

- Items reworked: Baal's Legacy, Chillax, Theoden's Command
- Receipt changed for Eye of Re
- Neptune's Heart nerfed: receipt costs up from 800 to 1400

###############
### Gameplay ##
###############

- Heroes now have 10% innate magic resistance
- Mana gain per intelligence up to 15


###############
## Heroes #####
###############

- New Heroes: Roschach - The Forsaken Assassin, Gul'dan - The Destroyer of Dreams
- Corrected a bug on all heroes using death upgrade (Shinigami's Bone Harp): the upgrades of Shinigami's Boneharp wouldn't grant the upgrade

###############
### Items #####
###############

- Time Twister nerfed: Cooldown up to 320 seconds from 90 seconds
- Monopoly Hat: corrected a bug where monopoly hat could instakill Ursa and changed the gold gain mechanism

###############
### Gameplay ##
###############

- none


###############
## Heroes #####
###############

- Leviathan - The Etheral Drake removed from the game
- New Hero: Daidarabotchi the Grove Giant
- Hydra nerfed: slime bags now grant 10/18/22/30% slows
- Rune Giant nerfed: str gain per lvl down from 4.25 to 2.60
- Norsmen's Anchor nerfed: his E doesnt make him invul anymore, E spell now only deals 10 base damage per 0.2 seconds

###############
### Items #####
###############

- New Item : Baal's Legacy
- Horn of Doom nerfed: Recipe costs increased by 600 gold, temporary damage bonus down to 20 from 50, temporary lifesteal down to 35% from 70%
- Mjöllnir's receipt changed : now includes monopoly hat as ingredient
- Monopoly Hat buffed: receipt costs down to 100 from 800 and cooldown down to 50 from 90 seconds
- Shinigami's Boneharp can be upgraded twice now to improve stats and units invoked

###############
### Gameplay ##
###############

- Hitpoints per strength point up from 21 to 25
- Bounty for melee units down from 24 to 18
- Creeps now deal double damage to heroes
- 1 armor bonus per 10 points in agility


###############
## Heroes #####
###############

- New Hero: Prometheus the Lightbringer
- Caelia nerfed: int gain down from 3.6 per lvl to 1.7, Ultimate now only burns 15/25/35% of maximum mana and does silence anymore (now gives a 20/30/40% chance to miss attacks), Moonshine %-mana based damage now caps at 200/300/400/500, her passive skill now grants 1/1.5/2 mps reg, mana costs of magic cool increased to 170 on all levels, reduced her starting mana by 200s
- Gaia nerfed: ulti's range down from global to 2500
- Shinigame nerfed: Scythe's velocity down, Reaper's scythe's aether damaged down to 75% agi (before it used to be 250%), start agi down to 12 from 23
- Gwylym buffed:
- Ultimate: mana cost down to 100/150/200, Aether ugrade: % based int damage up to 105%
- Exhaust: Now aether upgrade and considerably stronger
- Cyclone: mana cost down to 70/80/90/100
- Tauren Chieftain: corrected a bug that prevented him from using Portal when being under his passive buff

###############
### Items #####
###############

- Imperial boots: now grant 250 hp instead of 150

###############
### Gameplay ##
###############

- Minimum move speed of units fixed to 1
- Maximum move speed of units fixed to 522
- Golde income per wave increased from 5 to 10
- Increased the move speed from creeps to accelerate gameplay
- Increased the life of siege unit to accelerate gameplay
- Increased time spent death by 1 second per level to accelerate gameplay
- Siege units now start spawning after delay of some minutes
- HP gain per 1 str increased from 17.50 to 20
- Corrected a but that made Ancient Turrets stronger than the others
- Ice walls are now invulnerable


###############
## Heroes #####
###############

- New Hero: Razel - the Purifier (anti carry)
- Ganondorf buffed: +140 default life and +1 strength per level gain
- Holyn buffed: now 3.5 agi gain per level
- Toy Maker buffed: now has 560 default mana and increased base damage from 17 to 25
- All heroes now have a 1.5 mana per second regeneration
- Azaka: the upgraded version of his ultimate now has a 1300 cast range instead of 800

###############
### Items #####
###############

- none

###############
### Gameplay ##
###############

- Removed Obelisk
- Changed landscape
- Added mid lane
- Reduced tower stack damage to 35 per stack
- Gold Loss on death reduced to 10%
- Total gold lost is now displayed (as lumber)
- Replacement of Obelisk with Boss Creep (Ursa that spawns after 15 minutes)
- Modified bounty: 15 for ranged, 25 for melee and 45 for siege creeps



###############
## Heroes #####
###############

- New Hero: Lir the Hydromental (Agi - Assassin)
- Gwylym: Slighty revamped his summoning spell

###############
### Items #####
###############

- none

###############
### Gameplay ##
###############

- Heroes are now regrouped in role categories and not in stat categories anymore
- Changed Tower Aggro System. They now focus creeps primarily unless an enemy hero is nearby.
- A new store was added next to the obelisk and the obelisk does not sell items anymore



###############
## Heroes #####
###############

- Gwylym: Slighty revamped his summoning spell

###############
### Items #####
###############

- none

###############
### Gameplay ##
###############

- Changed Tower Aggro System. They now focus creeps primarily unless an enemy hero is nearby



###############
## Heroes #####
###############

- New Heros: Gwylym - The Glade Spirit, Kheper - The Dung Scarab
- Holyn: corrected a typo
- Swapped Ganondorf from Strength to Agility and adapted stat gain

###############
### Items #####
###############

- Time Twister, Divine Sphere and Neptunes Heart now all require items that you need to purchase at the obelisk

###############
### Gameplay ##
###############

- Obelisk now sells "mandatory" items
- Removed the non-base fountains
- Slightly changed the landscape and many visual upgrades
- Fixed a bug that made the obelisk disappear
- Reduced the obelisk shield from 300 seconds to 240

###############
## Heroes #####
###############

-New Hero: Holyn - The Fire Myrmidon
- Toy Maker: Nerfed the aether upgrade of his Q (from 20% to 15% mana based damage)
- Marne: Nerfed his base life (From 540 to 140) and his ult now only slows instead of stunning
- Mercury: Nerfed his passive (now only triggers when denying a unit) and his Golden Shield (base shield reduced from 300/400/500/600 to 150/200/250/300)
- Mercury Revamped: his ultimate now scales with mana and deals chaos damage
- Artemis : Most item orb stacking problems solved with her

###############
### Items #####
###############

- New Item: Soul of Searinox
- Some items got a visual upgrade
- Merlins Ring nerfed: now only restores 300 base mana and mana is lost after 8 seconds
- New Items: Philosophers Stone, Chillax, Aangs Windsword
- Desolator revamped and now with visual effect for each ranged unit
- Deatheaters Boots revamped

###############
### Gameplay ##
###############

- New Upgrade: Avatar Upgrade
- Tibbers (Toy Maker) and Clockwork Scorpion (Ultimate Engineer) are now mechanical units


###############
## Heroes #####
###############

- New Hero: Cosmo Krank - The Toy Maker
- Ganondorf: Corrected the damage ratio of his ultimate. It said 80% but in reality, it was much more.
- Tempomancer: Reduced the bonus damage given to Time Shift by Ice Upgrade
- Celsius: Ultimate spell can now be upgraded with Archmagic Upgrade
- Enel: Ultimate spell aether upgraded nerfed (from 100/150/200 to 50/75/150) and added an archmagic upgraded to it
- Phoenix King: Ultimate spell aether upgrade replaced with Archmagic Upgrade

###############
### Items #####
###############

- Loki's Lamp's active ability revamped : It now is a silence and damage reduction ability (soulburn)
- New Items: Solomon's Grimoire, Monopoly Hat, Large Sceptre, Eluna's Sceptre, Deatheater's Boots
- Vajra: reduced recipe costs from 1600 to 1000
- Arion's Cane reworked. It now grants a new upgrade: Archmagic Upgrade
- Annie's Teddy Bear removed and replaced with Merlin's Ring
- Divine Sphere : Removed the orb ability and replaced with a slow aura
- New Consumable Item: Shimi Berry

###############
### Gameplay ##
###############

- New Store: Antiques
- Creep waves now spawn 5 melee and 1 ranged units instead of 4 melee and 2 ranged
- New Upgrade: Archmagic Upgrade (Grants a strong effect only to the ultimate of affected heroes)
- The command "-build" is temporarly deactivated
- Slighty changed the creep camps
- New Concept: Premium Use of Consumable Items (Purchasing a consumable item while having a full inventory without the purchased consumable in your item will instantly trigger the effect, provided you have twice as much gold)



###############
## Heroes #####
###############

- New Hero: Ganondorf - The Dark Lord
- Voodoo Boy: Buffed his ultimate's damage and upgraded damage
- Aurifier: Golden Shield now cosumes 10/15/20/25 + 10% of your current gold
- Tempomancer's Mechanics slightly changed: Air Vortex now disspells after having travelled 500 range; Global Tempest now grants vision over area for cycloned heroes and automatically selects cycloned heroes for their respective owners once they fall down
- Artemis buffed: her agi gain per level increased from 2.8 to 3.8
- Nightare reworked: His E now gives bonus damage and life steal instead of attack and damage speed
- Leviathan: Overcharge now does not recharge his ultimate anymore

###############
### Items #####
###############

- Eye of Re nerfed: Total costs increased from 2700 to 3200 (recipe costs from 300 to 800), damage per stack decreased from 80 to 50
- Nether Orb nerfed: his active now lasts only 2.5 seconds (from 4), consumes 250 mana (125), has 120 seconds cooldown (90) and does not slow anymore; recipe costs increased from 400 to 700 (total costs now 3600)

###############
### Gameplay ##
###############

- New multiplayer command: -build (shows a hero build for your hero)
- Neutral creeps now respawn after 40 seconds (down from 65)
- Creep waves now spawn one additional ranged creep
- Destroying two sanctums of an enemy base will improve your creeps


#############
## Heroes #####
#############

- New Hero: Leviathan - the Etheral Drake

#############
### Items #####
#############

-

#############
### Gameplay ##
#############

- Players now get 100 bonus gold when picking a random hero
- Default bounty of heroes reduced to 300
- Minimum bounty of heroes set to 150
- towers now give 275 gold

###############
## Heroes #####
###############

- New Fun Hero: Marluk the Voodoo Doll
- Witch Hunter nerfed: his Silver Bullets now only deal 20/30/40/50 flat mana burn plus 3/5/7/9% of the current mana of the attacked unit; his base life was reduced by 125hp
- Tempomancer: fixed a bug with his Alter Time ability. However, I had to modify its effect...

###############
### Items #####
###############

- Auto-Completion of items is now possible, provided you have enough gold
- Obsidian Rapier and Injustice Smasher renamed and revamped
- Recipe costs of the Juggnernaut considerably reduced
- Unholy Shield removed and remplaced by Chitin Carapace

###############
### Gameplay ##
###############

-n/a


#############
## Heroes #####
#############

- New Hero: Uriel - The Archangel
- Gaia: buffed the death upgrade given to his E (now grants lifesteal plus additional damage)
- Baal: Buffed his E (Rune of Desolation) by reducing its mana costs and increasing its buff duration.
- Nerfed Ozai: Ultimate damage lowered, Less hitpoints, less damage on his Q and less damage on his passive
- Nerfed Cesius: Less damage on his ultimate, less hitpoints, less damage on his w and w upgrade
- Nerfed Gazlowe: Less hitpoints
- Buffed Ra: +100 damage on his ultimate's first level
- Witch Hunter / Ozai / Marne : fixed their E spells (that were all exclusively based on the berserk ability) in order to fix a shortcut bug. Due to this change, their spells' effects slightly changed as well.
- Marne: changed his passive

#############
### Items #####
#############

- Annie's Teddy Bear nerfed: Tibbers now deals only 25 base normal damage to buildings (instead of 75 chaos damage)
- Windrunner'S Boots: -600 gold recipe costs, corrected a typo that said +20 move speed (it should have said +25)
- Crafted items are now invulnerable and thus can not be destroyed when attacked. However, base items can still be destroyed
- Imperial Boots: -100 hitpoints, -2 armor, nerfed the active effect
- Rune Bottle: Fixed a bug that allowed you to get bottle effects when your dropped them
- Druid's boots buffed: reduced recipe costs by 600 gold
- Eye of Re buffed: 10 stacks required for full damage and 80 damage per stack
- Lokis Lamp: reduced recipe costs and fixed a gold abuse bug
- Shinigami's Boneharp: reduced recipe costs
- Time Twister and Nether Orn: completely changed their ingredient items

#############
### Gameplay ##
#############

- Creeps now give +5 more gold
- Creeps now spawn ever 40 seconds instead of 45 seconds
- Increased the unit collision for all creeps
- Slightly modified the terrain at some points
- Portal ability changed: +20 seconds cooldown and no more mana required (older version of this spell benefited to caster heroes but mana lacking heroes like tanks had a considerable disadvantage early game because of this.)


###############
## Heroes #######
###############

- New Hero: Ra - The Desert Deity (Mage, Jungler)
- Terraformer completely removed from the game because he did not fit the meta anymore and was buggy
- Ultimate Engineer revamped (in version 1.12)
- Sigurd: Buffed the aether upgrade from Mediate(from 10/20/30/40% to 100/200/300/400%)

###############
### Items #######
###############

- Annie'S Teddy Bear: Recipe costs reduced from 800 to 200
- Jungle Claws removed from the game
- New Items: Rune Bottle, Jungle Drums

##############
### Gameplay ####
##############

- New rune system: all old runes were removed and replaced by the following: Rune of Water (+18 mana per second regeneration during 2 minutes), Rune of Earth (Heals 60% of life), Rune of Fire (Double damage for two minutes), Rune of Darkness (Refreshes all cooldowns) and Rune of Air (invisibility for 2 minutes). Furthermore, runes can be stored now in rune bottles in order to be used later.


-release of official version


###################
##### Heroes ######
###################

- 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

###################
##### Items ######
###################

- 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

###################
#### Gameplay #####
###################

- 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



####################
# #
# Heroes #
# #
####################

- 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

####################
# #
# Items #
# #
####################

- 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

####################
# #
# Gameplay #
# #
####################

- 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


#############################
#
# Heroes
#
#############################

- 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.

#############################
#
# Gameplay
#
#############################

- 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%

#############################
#
# Items
#
#############################

- 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


#######################
#
# Heroes
#
#######################

- 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

#######################
#
# Gameplay
#
#######################

- 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

#######################
#
# Items
#
#######################

- 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

#######################
#
# Bounty System (NEW)
#
#######################

- 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

######################
#
# Single Player
#
######################

- 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


Keywords:
AoS, RofL, Retun of forgotten Legends, GLB, Heroes, Dota, your mama
Contents

RofL Tri-AoS 1.32 (Map)

Reviews
19:40, 12th May 2014 Orcnet: Map approved

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Nice work here. Great terrain, cool spells, good choice of models and a very polished look. Decent inscription. I really like how the photos stay small but then show the Hi Res version once you click on them. 5/5 + Rep

Hej,

thanks a lot! +Rep :D

Btw, what do I have to do to get my map approved? Are the admins busy at the moment?

Cya
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Ya, sometimes it takes a while. A few weeks even. Just be patient. I looks really good. I'm sure they are just working on the older ones first.

Okay, I'll be patient. Guess, I have no other choice.

In the meantime, voilà a new version. To make it short, here a summary of the major changes
- Nerfed Heroes (Ozai, Celsius)
- Buffed Heroes (Nightmare, Witch Hunter)
- Reworked the recipe items required for some items in the caster shop
- Considerably reduced some recipes
- Fixed a lot of bugs (especially those linked to runes and abilities based on the berserk ability)

Hope you'll all have fun.

Cya
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Hej,

I promise I'll remake a new map description because the current one is out of date compared to things that have been implemented into RofL.

Anyway, here is a new version with a major improvement: ITEM AUTO COMPLETION
This means that you can automatically autocomplete an item even though you do not dispose of all required items, provided you have the remaining gold.

So if for example you want to craft a War Hammer:
- Normal Build: Iron Sword (600) + Iron Sword (600) + Recipe (200) = War Hammer (1400)
- Autocompletion : Iron Sword (600) + Recipe (200) + Remaining Gold (600) = War Hammer (1400)

Building items is now much more intuitive and simple than it used to be.

Cya
 

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
"RofL"? Rofl.

:p

Also, your uploaded-image is an upside-down stylized Legend-of-Zelda-style Triforce. Can't decide if awexome or derivative...

~~~

Most importantly, I noticed on one of your screenshots a model whose companion has been missing for some time. You wouldn't happen to have it, would you? (the "GoblinFireMachine", not the Fel Goblin thingie).
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
"RofL"? Rofl.

:p

Also, your uploaded-image is an upside-down stylized Legend-of-Zelda-style Triforce. Can't decide if awexome or derivative...

~~~

Most importantly, I noticed on one of your screenshots a model whose companion has been missing for some time. You wouldn't happen to have it, would you? (the "GoblinFireMachine", not the Fel Goblin thingie).

Hej,

I know that this a legend of zelda image but you know, I am not an artist. If I were able to draw nice pics my-self, I would. Nonetheless, I took this image and turned it up-side-down because it perfectly fit the map: Green top left corner (Ancients), Blue top right corner (Naga) and Red Bot (Human).

For the model, argh yes I had it and stumbled over it a few months ago. I am 100% positive that is on wc3c.net.

Cya!
 

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
Hej,

I know that this a legend of zelda image but you know, I am not an artist. If I were able to draw nice pics my-self, I would. Nonetheless, I took this image and turned it up-side-down because it perfectly fit the map: Green top left corner (Ancients), Blue top right corner (Naga) and Red Bot (Human).
Note I didn't have so much of a problem with it (I'm no hot artist either :p); just thought it was worth mentioning.

GLB said:
For the model, argh yes I had it and stumbled over it a few months ago. I am 100% positive that is on wc3c.net.
Yeah, I know it's on Wc3C; that's the exact site I linked to you (& even the exact page where it is to be found). However, that DL link does not work & has not for some time... So I was wondering if you physically had the model. If you do, it would be of great benefit to upload it back on Wc3C for the rest of humanity, since we don't.

(Note: I'm not talking about the "Goblin in flying mech chair", which was the 'summon' that came after killing the main bot; I'm talking about the main-Goblin-mech himself ("GoblinFireMachine.mdx"). That is the one that doesn't/hasn't worked; the "Flying-Chair-dude" I have and the DL link does work.)

*crossing fingers*
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Note I didn't have so much of a problem with it (I'm no hot artist either :p); just thought it was worth mentioning.


Yeah, I know it's on Wc3C; that's the exact site I linked to you (& even the exact page where it is to be found). However, that DL link does not work & has not for some time... So I was wondering if you physically had the model. If you do, it would be of great benefit to upload it back on Wc3C for the rest of humanity, since we don't.

(Note: I'm not talking about the "Goblin in flying mech chair", which was the 'summon' that came after killing the main bot; I'm talking about the main-Goblin-mech himself ("GoblinFireMachine.mdx"). That is the one that doesn't/hasn't worked; the "Flying-Chair-dude" I have and the DL link does work.)

*crossing fingers*

Ah ok I missunderstood that. I had the red/fire version of the Goblin Flying Chair but not the main one. But either way, I do not have neiter. Sorry. Hope you will find it. :/
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Oh boy, sorry that it took me so long to release a new version. I have so much trouble in RL now because of university..

So here we go. New version new hero: Ganondorf - The Dark Lord makes his entrance into the world of RofL.

Most important change: destroying sanctums now improve your creeps!

Cya
 
Level 12
Joined
Nov 3, 2013
Messages
989
I hope you've removed the miss chance attacking uphill and that you won't get increased vision from high ground considering that the naga have their base one level below and the others one level above.
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
I hope you've removed the miss chance attacking uphill and that you won't get increased vision from high ground considering that the naga have their base one level below and the others one level above.

You bet your a*s I did :D i even put dummies uphill in front of each entrance in the naga base so naga have vision even from a downhill position.
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Hi,

i can't test it! It has no AI to test it alone. And in the Bnet i don't get it full. There're to many bots. I have no chance :/

Please add an AI for your map so ppl can test it alone or with 1-2 friends...

Hej,

I regularly play with friends of mine and we host the map on battle.net from time to time. So if you want, you and your are friends are welcomed!

AI is not my priority and I actually believe I do not have the necessary competencies to make and AI.

Cya!
 
Level 26
Joined
Aug 18, 2009
Messages
4,097
The style is relatively nice. For once the world looks coherent and not too mundane, yet easy to grasp. Alternative minions, the three team constellation, the no middle lane, Obelisk, items enhancing abilities etc. grant some uniqueness.

Yet it needs a lot of polishing. We only tested it 1on1on1 but the lanes were far too narrow and the minions blocked a good part of it. The abilities do not offer enough flexibility, especially before upgrading them. Often enough and here again, it happens that one side can poke the other too well, preferably with unavoidable auto-attacks and therefore shuts him off from the minion stream, taking all the loot with little to no risk. That snowballed so hard with items that it did not take too long before my opponent had to switch the lane completely. The player should always be able to make a difference by skill than rather than by sheer stats and usually each hero possesses situations which he is good at and has ways to drag the game into those moments.

Despite having said that no middle lane is an interesting approach, it also means there is less of a fallback method and alternative to engage one team. The creeps and goods in the center are one possibility but ultimately you must push one of the single lanes to the enemy teams, which are also far apart. I think the Teleport spell is a good choice, yet the targets are a bit lacking. In most aos games it's frustrating to run hence and forth.

The graphics for the abilities are partly customized and yet are still very simple and lacking gameplay visualization and/or look ordinary.

The overlord creep and minion buff from the Obelisk are way too heavy to the point that they overthrow towers on their own/you cannot push against it. The spawn rate is high, which also benefits minion stacking/escalation.

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.

How is that positive? That means who plays well will get punished. We know this from Warlock games where the early game winner gets targeted and this desire holds longer than until the advance has been reverted because the other players do not care to constantly check the board.

The items for the recipes are very easy to spot since those are mostly low level and they are used in multiple recipes. That's one point that really frustrates me in checking out new aos maps, when there are like tier 4 items that require tier 1, tier 2, tier 3 items, so you practically have to know the whole sortiment in order to keep up, spending eternities to search for the right items and neglecting your lane. Plus the bonuses get too big but really +400 damage items? That's beyond snowballing, that's Everest avalanche. Damage is a too direct attribute the way it is. We just played your other map "Dungeon Lords" and I literally dealt no damage with "Hell Doctor" and was like completely useless and fragile until skeleton spamming in late game. And here I justs stack damage on a Tempomancer, which seems like a hybrid of int and agi and get primivitely away with it.

Misc:
-the hero icons on the minimap are hardly visible nor identifyable as such. They look like the Circles of Power
-the ability cooldown display is not really advantageous in doing its job by only displaying a small clock
-mana regeneration is very low, the fun part in handling heroes is applying their abilities, aos maps already possess hardly any micro controlling
-the towers are not quite symmetric, the Corrupted Ancient Protectors look bigger/their pathing is worse recognizable and some towers are next to the tree wall, some in the middle of the lane, this makes some places particularly narrow
-further asymmetries like the naga base is the only one that has lowered terrain instead of elevated, which makes a different in gameplay sight
-I had somehow permanently destroyed the Obelisk (probably when it was supposed to have a shield/on cooldown), therefore I was granted the bonuses from it until the end of the match
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
The style is relatively nice. For once the world looks coherent and not too mundane, yet easy to grasp. Alternative minions, the three team constellation, the no middle lane, Obelisk, items enhancing abilities etc. grant some uniqueness.

Yet it needs a lot of polishing. We only tested it 1on1on1 but the lanes were far too narrow and the minions blocked a good part of it. The abilities do not offer enough flexibility, especially before upgrading them. Often enough and here again, it happens that one side can poke the other too well, preferably with unavoidable auto-attacks and therefore shuts him off from the minion stream, taking all the loot with little to no risk. That snowballed so hard with items that it did not take too long before my opponent had to switch the lane completely. The player should always be able to make a difference by skill than rather than by sheer stats and usually each hero possesses situations which he is good at and has ways to drag the game into those moments.

Despite having said that no middle lane is an interesting approach, it also means there is less of a fallback method and alternative to engage one team. The creeps and goods in the center are one possibility but ultimately you must push one of the single lanes to the enemy teams, which are also far apart. I think the Teleport spell is a good choice, yet the targets are a bit lacking. In most aos games it's frustrating to run hence and forth.

The graphics for the abilities are partly customized and yet are still very simple and lacking gameplay visualization and/or look ordinary.

The overlord creep and minion buff from the Obelisk are way too heavy to the point that they overthrow towers on their own/you cannot push against it. The spawn rate is high, which also benefits minion stacking/escalation.



How is that positive? That means who plays well will get punished. We know this from Warlock games where the early game winner gets targeted and this desire holds longer than until the advance has been reverted because the other players do not care to constantly check the board.

The items for the recipes are very easy to spot since those are mostly low level and they are used in multiple recipes. That's one point that really frustrates me in checking out new aos maps, when there are like tier 4 items that require tier 1, tier 2, tier 3 items, so you practically have to know the whole sortiment in order to keep up, spending eternities to search for the right items and neglecting your lane. Plus the bonuses get too big but really +400 damage items? That's beyond snowballing, that's Everest avalanche. Damage is a too direct attribute the way it is. We just played your other map "Dungeon Lords" and I literally dealt no damage with "Hell Doctor" and was like completely useless and fragile until skeleton spamming in late game. And here I justs stack damage on a Tempomancer, which seems like a hybrid of int and agi and get primivitely away with it.

Misc:
-the hero icons on the minimap are hardly visible nor identifyable as such. They look like the Circles of Power
-the ability cooldown display is not really advantageous in doing its job by only displaying a small clock
-mana regeneration is very low, the fun part in handling heroes is applying their abilities, aos maps already possess hardly any micro controlling
-the towers are not quite symmetric, the Corrupted Ancient Protectors look bigger/their pathing is worse recognizable and some towers are next to the tree wall, some in the middle of the lane, this makes some places particularly narrow
-further asymmetries like the naga base is the only one that has lowered terrain instead of elevated, which makes a different in gameplay sight
-I had somehow permanently destroyed the Obelisk (probably when it was supposed to have a shield/on cooldown), therefore I was granted the bonuses from it until the end of the match

Hello,

I am really sorry for this belated reply but master thesis and work really took my time away for the last months. I keep working on the project but not at that weekly update pace anymore.

Thank you for your review. Though I completely agree with you on that pushing back and foreward inconvenience of RofL and on some other points, I do not see some aspects the same way as you do:
- The naga assymetry is no real problem since all critical points are covered with dummy units granting visibility to the naga team. Uphill fail chance is deactivted btw.
- You are right about the "extreme snowball" effect that is ridiculous. I already downsized many heroes to prevent that incredible snoball effect some heroes had in earlier versions. Nonetheless, I played this map multiple times with friends (3v3v3, 1v1v1, 2v2v1, etc.) and I never experienced that warlock effect you are talking about. Most of the time, the game is pretty balanced in that aspect.
- +400 damage item? Wtf, there is no item that grants that much damage. Multiple items may grant that much damage, but in return your hero gets squeeshy as hell or does not get the crucial spell upgrades he needs to be efficient.

Thank you again. If you want, we can play RofL together with your and my friends to get a 3v3v3 :D cya
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Minor detail, but you left in extra players as "Spieler #".

The spell upgrades could use a better in-game explanation, I still have no idea how you're supposed to get them.

I would suggest making the ice walls untargetable if you can't use them to go around.

Other that that, a very well-made map in its current state.
 
Level 1
Joined
Sep 17, 2014
Messages
3
Hi there!

First, as you can see, I'm not a native english speaker, so plz forgive me for my sucking english :)).

For past few week, I've downloaded many maps from this site n' epic war. And right now, I can say that your map is the best of them. I just played one time in single mode (its 2am now in my home so I cant find anyone to play with :D ) n' I totally love it from very begining. After first game, I've login to this and reply to u. I've never done this before, well done u there.

Here are my suggestions and questions:
The gate to the jungle have 2 towers but only one in each lane. I think you should reduce tower to the jungle or just increase 1 more in lane.
The buffs from Obelisk are too strong. I think we just need one of those: Stronger unit or Attack increse aura. And another suggestion is the Obelisk will be unvulreable for few minutes to be sure the effect have enough time to make different sittuation.
Do you think the jungle creeps are too strong? I don't check it correctly but I feel like that when I use Holyn (lv8) with >90% of HP but almost die when I clear 2 camp.
What happen to the first team destroyed? They have to wait? If the game go on longer for >10 minutes, it's would be a problem. I was think about ask my friends test with me but I affaid they would deny if they know they have to wait other to play another game. I think you should add some abilility for those're defeated. Not affect too much to game but still can hold them until the game totally end.
Beside tower and main tower, other structures are useless (not mention gold). I think you should add some buff for creeps if they can destroy some structures behind the tower.
The hero skill's cooldown are too long for what it's effect. It make the hero depent on stats and item much more, this could make the game less of fighting, harassing and more farming. Which make the game quickly bored.
Final, I just can find one place that rune appear at bottom hill, where are the other?


Here are pros about your map, I think:
Good terreain and graphic.
The skill upgrade system is amazing.
Portal skill and 5 skill set are excellents. Have high potential to make many ways of playing in the furture.


I think your map have very high potential to have it own large players and fans community (Maybe, just maybe, someday it will replace DotA and even we will have new Online Game like Dota 2, LoL...). I am a new map maker (almost dont know anything :D ) and ussually find good map to study how they make trigger and skill work correctly. Your map now is the best after dota. Although I know I will regret this, but I would protect this map perfectly if I was you. Maybe someday there will be someone steal your ideas or project. If that so, its would be very sad for you and your fans, including me.

Final words, plz keep it up, I will follow your map changelog :)). Now you know that you have another fan!
 
  • Like
Reactions: GLB

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Hello,

thank you richard and cleavinghammer for your feedback. Constructive, critical and positive feedback is always appreciated since it motivates me to keep on working on RofL.

richardfoxxvn said:
Minor detail, but you left in extra players as "Spieler #".

The spell upgrades could use a better in-game explanation, I still have no idea how you're supposed to get them.

I would suggest making the ice walls untargetable if you can't use them to go around.

Other that that, a very well-made map in its current state.

Oh.. yeah I will fix that with the Spieler thingy. Probably happened because I switched from german to french version... meh.

I will try to catch somebody who is good at painting to make me a nice loadingscreen that sums up all critical information and explanations. FYI, spell upgrades are granted via items. It works the same way as Aghanim's Sceptre in Dota. Upgrades do not stack with them-selves but ofc, they stack with each-other (meaning having a blood and aether upgrades is ok but having two items granting blood upgrade does not stack.)

Here are my suggestions and questions:
The gate to the jungle have 2 towers but only one in each lane. I think you should reduce tower to the jungle or just increase 1 more in lane.
The buffs from Obelisk are too strong. I think we just need one of those: Stronger unit or Attack increse aura. And another suggestion is the Obelisk will be unvulreable for few minutes to be sure the effect have enough time to make different sittuation.
Do you think the jungle creeps are too strong? I don't check it correctly but I feel like that when I use Holyn (lv8) with >90% of HP but almost die when I clear 2 camp.
What happen to the first team destroyed? They have to wait? If the game go on longer for >10 minutes, it's would be a problem. I was think about ask my friends test with me but I affaid they would deny if they know they have to wait other to play another game. I think you should add some abilility for those're defeated. Not affect too much to game but still can hold them until the game totally end.
Beside tower and main tower, other structures are useless (not mention gold). I think you should add some buff for creeps if they can destroy some structures behind the tower.
The hero skill's cooldown are too long for what it's effect. It make the hero depent on stats and item much more, this could make the game less of fighting, harassing and more farming. Which make the game quickly bored.
Final, I just can find one place that rune appear at bottom hill, where are the other?

- The next update will completely modify the gameplay. I will remove the obelisk, add a middle lane where all three forces conjoin and replace the obelisk with a boss like creature (cf. Roshan in Dota or Baron Nashor in LoL). I am a bit ... disappointed by myself (yeah let's put it like that) ... that I have to replace some fundamental aspects from RofL with some basic aspects you can find in any other AoS (tri-lane, boss, etc.) but after playing many many many games with my friends, I figured out that RofL gets extremely boring past the 30 minutes mark since all you do is push your one lane, defend your other lane and try to conquer obelisk as soon as the shield disappears. Once I figured that out, I changed everything. I personnally prefer this gameplay. Well, you will see next patch.

- Jungle creeps are not too strong. They are just fine though they get suprisingly tanky and powerful late game (but you too). Anyhow, Holyn is currently completely underpowered and unfortunately does not fulfil his role as a carry (the same applies to Ganondorf). I will buff them once I got some time to review them.

- The elimination of a team really is tricky issue I have not tackled at the moment. I usually play just one or two games with my friends but yes, when one team is eliminated, they change to spectator mode, granting them visibility over the whole map. This is critical twofold: (1) they can communicate to existing teams (and this way they might help an other team to win by communicating important information) and (2) they have to wait if they want to play a nother game. I see your point here but to be honnest, RofL is a fun map and in this aspect, I consider this "drawback" as a perverse side effect of the tri-force system and therefore, I do not give priority to it.

- Concernint the structures, you are unfortunately wrong. If you destroy two structures of an enemy team, the creep waves of the opposite lane will be turned into super creeps (they even change their look). This is, however, not enhanced enough and will be fixed and improved in the next patch. As you said, they are going to be 3 sanctums, one for each lane. Destroying one sanctum will improve the lanes of your creeps.

- A good friend of mine who is also a very good DotA player told me the same thing concerning the cooldowns of heroes. Ehhhhhhh I will have a look and try to balance that.

I think your map have very high potential to have it own large players and fans community (Maybe, just maybe, someday it will replace DotA and even we will have new Online Game like Dota 2, LoL...). I am a new map maker (almost dont know anything :D ) and ussually find good map to study how they make trigger and skill work correctly. Your map now is the best after dota. Although I know I will regret this, but I would protect this map perfectly if I was you. Maybe someday there will be someone steal your ideas or project. If that so, its would be very sad for you and your fans, including me.

Final words, plz keep it up, I will follow your map changelog :)). Now you know that you have another fan!

- Thank you! positive feedback is always appreciated


Thanks again to you both. Have a nice day.

Cya
 
Level 1
Joined
Sep 17, 2014
Messages
3
Hey, it's me again.

After played this map, I've too excited and try other map you have created. So I've played Dungeon Lords and I'm totally amazing how you change hero atributte. As I posted yesterday, I'm a new map maker and almost dont know any things. I just wonder can you teach me how to change hero atributte please? I have to use main option or create triggers? My idea is one hero have 5 atributtes (too much do you think?):

Strengh: Increase basic damage and HP-regen.
Health: Increase HP bar and armor.
Intelligent: Increase Magic resist and MP-regen.
Power: Increase MP bar and many spell effect (like AP point in LoL).
Agility: Increase attack/movement speed.

It's a plessing for me if you can show me how to do that. But if you couldn't, I be sure I understand :).

About this map (Rofl AoS), I suggest you should have another blog (you can easily do that by using google blogspot) for me and other player can follow changelog easier. I've play many AoS maps and MOBA games for long times so I've little experiment, so if maybe I'll create some heroes guides and can you check it for me?

Anyway, I will appreciated for your feedback as soon as possible. thank a lots!
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
Your map is amazing having it circular and some skill upgrades,I remember playing dominion in LOL. 5/5 can you add AI cuz this rocks.
 
Last edited:

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Hej everyone,

Thanks for the nice and motivational words. I just started a new work and therefore now have much less time to keep on working on it but I will continue. I will finalise the next version this saturday.

@CleavingHammer: The new version will have major gameplay changes. A message will indicate that your creeps are going to be upgraded.

@richardfoxxxn: I will pm you an unprotected version of Dungeon Lords where you can see what I did to modify main stats. However, having more than 3 main stats is impossible in WC3 unless you hard code them and then things get pretty complicated. From my long experience as WC3 player and mapper (roughly 10 years...) I can tell you that almost all maps with revamped stats where extremely unbalanced (like dungeon lords) and did not function well. But you will see by your own :)

Cya
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Hello. Here is the new version!

Change Log

###############
## Heroes #####
###############

- New Hero: Prometheus the Lightbringer
- Caelia nerfed: int gain down from 3.6 per lvl to 1.7, Ultimate now only burns 15/25/35% of maximum mana and does silence anymore (now gives a 20/30/40% chance to miss attacks), Moonshine %-mana based damage now caps at 200/300/400/500, her passive skill now grants 1/1.5/2 mps reg, mana costs of magic cool increased to 170 on all levels, reduced her starting mana by 200s
- Gaia nerfed: ulti's range down from global to 2500
- Shinigame nerfed: Scythe's velocity down, Reaper's scythe's aether damaged down to 75% agi (before it used to be 250%), start agi down to 12 from 23
- Gwylym buffed:
- Ultimate: mana cost down to 100/150/200, Aether ugrade: % based int damage up to 105%
- Exhaust: Now aether upgrade and considerably stronger
- Cyclone: mana cost down to 70/80/90/100
- Tauren Chieftain: corrected a bug that prevented him from using Portal when being under his passive buff

###############
### Items #####
###############

- Imperial boots: now grant 250 hp instead of 150

###############
### Gameplay ##
###############

- Minimum move speed of units fixed to 1
- Maximum move speed of units fixed to 522
- Golde income per wave increased from 5 to 10
- Increased the move speed from creeps to accelerate gameplay
- Increased the life of siege unit to accelerate gameplay
- Increased time spent death by 1 second per level to accelerate gameplay
- Siege units now start spawning after delay of some minutes
- HP gain per 1 str increased from 17.50 to 20
- Corrected a but that made Ancient Turrets stronger than the others
- Ice walls are now invulnerable
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
From own experience I would not suggest to have minimum movement speed that low, more like 50-100. Else path finding gets a bit ugly and slows just stack too much.

Hey, I see what you mean. I'll still keep it in for testing and see what'll happen. But I gues I'll have to downsize Hydra a bit because she's the only hero capable of slowing a unit by up to 90%.

By the way, I watched your game with Bhusta and Frotty. Pretty funny. Hydra was actually designed to be countered by Caelia. Hydra's passive (when less than 60% HP, Hydra restores 11%% of missing HP as mana) triggers Caelia's Mana Freeze (Mana reg is frozen and actual mana gained is instantly burned and dealt as magic damage).



Can You Please Add AI ? So I Can Test It Alone ! BTW The Map Looks Good ! Good Work

Thanks a lot! But unfortunately I have to tell you that AI is not my priority.
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Hej

Here is a new version. Have fun :)

###############
## Heroes #####
###############

- Leviathan - The Etheral Drake removed from the game
- New Hero: Daidarabotchi the Grove Giant
- Hydra nerfed: slime bags now grant 10/18/22/30% slows
- Rune Giant nerfed: str gain per lvl down from 4.25 to 2.60
- Norsmen's Anchor nerfed: his E doesnt make him invul anymore, E spell now only deals 10 base damage per 0.2 seconds

###############
### Items #####
###############

- New Item : Baal's Legacy
- Horn of Doom nerfed: Recipe costs increased by 600 gold, temporary damage bonus down to 20 from 50, temporary lifesteal

down to 35% from 70%
- Mjöllnir's receipt changed : now includes monopoly hat as ingredient
- Monopoly Hat buffed: receipt costs down to 100 from 800 and cooldown down to 50 from 90 seconds
- Shinigami's Boneharp can be upgraded twice now to improve stats and units invoked

###############
### Gameplay ##
###############

- Hitpoints per strength point up from 21 to 25
- Bounty for melee units down from 24 to 18
- Creeps now deal double damage to heroes
- 1 armor bonus per 10 points in agility
 

GLB

GLB

Level 8
Joined
Jan 30, 2009
Messages
233
Hello Ladies and Gents,

Here is the new version. I corrected a lot of bugs (that aren't mentionned below) and I have some nice ideas to improve general gameplay (which will be released in upcoming versions, not in this one)

###############
## Heroes #####
###############

- New Heroes : Tufang - The Earth's Champion, Geysir - The Lord of the Kraken
- Hydra reworked : Ultimate, Passive and Q-Skill replaced with new spells
- Heroes buffed : Gaia (ultimate now has scaling cast range), Gul'dan (mana costs down and base attack damage up)

###############
### Items #####
###############

- Items reworked: Baal's Legacy, Chillax, Theoden's Command
- Receipt changed for Eye of Re
- Neptune's Heart nerfed: receipt costs up from 800 to 1400

###############
### Gameplay ##
###############

- Heroes now have 10% innate magic resistance
- Mana gain per intelligence up to 15
 

Deleted member 247165

D

Deleted member 247165

Your map is maybe the best trio aos ever! I for one played it since appeared on epicwar.I really liked the gameplay and the heroes,and I am sure you play league of legends that inspired you a little with the portal systems.Anyway RofL its really good ....keep working.I am a map designer too.Here is the latest project of mine posted on hive,waiting to get approved.Try it if you want http://www.hiveworkshop.com/forums/maps-564/war-sanctity-272635/#post2756502
 
  • Like
Reactions: GLB

Deleted member 247165

D

Deleted member 247165

Since i played it many times and I liked it, my friends too, I happily rate it 5/5! ^_^
 
Level 9
Joined
Nov 24, 2013
Messages
521
Well it did not work this time around, will the author remade it again? for patch 1.30.3.
 
Top