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Scars of War 1.0c

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Chose one of 35 unique, well balanced and new-themed heroes, pick up your weapons and get ready to dance in the swirling gaze of war. Cause devastation within the enemies, destroy their outposts, dare to challenge extreme Bosses, lay a hand on power-ups and pick several of many various items to complete your fighting absence. With your dying breath, drive the achievements to your own side while preventing the enemies to do that first, and then crush their base to stop their economy progresses. And for the grand finale: Do it as you wish, because this map contains various customizations that will allow you and your friends to change almost every aspect of the game, in order to create your visions of perfect balance!



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-Achievements;
-Two bases for each faction;
-Three side bosses;
-Outposts instead of single towers;
-Custom and personalized waves;
-Game aspects customization;
-Incoming system;
-Waves upgrade system;
-Item Recipe system;
-Item Set system;
-Item Evolution system;
-Item stack and split systems;
-Runes and Power-Ups systems;
and more...


Create your own balance for the game!

Customize many aspects of the map to the way you want. Scars of War allows you to change several game aspects, such as, experience rate, damage of the waves, level cap of power-ups, turn off the achievements and more.

You can make it easier, harder, faster, customize for 2 players only or play with the default values.

-achi/-achievements: Turns on/off the achievements.
-sb/-subbase: Turns on/off the Secondary Bases. If turned off, the bases will remain invulnerable for the rest of the game.
-wu: Turns on/off the level upgrade of the waves.
-wd#: Sets the level of the damage upgrade of the waves. # is a number from 0 to 25.
-wl#: Sets the level of the waves. # is a number from 1 to 3.
-sw: Turns on/off the Super Waves at game start.
-sx#: Sets the percentage of experience gained by the heroes. # is a number from 1 to 100. Default is 65.
-npu: Turns on/off the Power-Ups.
-pu#: Sets the level limit of the Power-Ups. # is a number from 1 to 10.
-wt#: Sets the delay time between the spawn of the waves. # is a number from 20 to 50. Default is 35 seconds.
-speed#: Increases the movement speed and/or attack speed of everything on the map (heroes, units, buildings, neutral creeps, etc). # is a number from 1 to 3.
-ban: Allows the host to ban up to 5 heroes.

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The map includes more than 10 Achievements. Some are individual, to one player only, others affect the entire team. Each one are vital and can make a huge difference. Try to complete them before the other team and recieve unique rewards.
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Pick up Power-Ups that may drop every time a player kills an enemy wave unit. They can increase primary attribute, gold income and even decrease how long it takes to resurrect your hero, but be carefull, because if your hero dies, it will lose all the collected power-ups.
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Each faction has 2 bases, a main and a secondary. Protect the secondary base of yours while you try to destroy the enemy's one. These bases provide the gold used to upgrade the waves units and your free income. If your faction loses the secondary base, its waves will upgrade slower and you will lose your free gold income giving a great advantage to the other team.
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The damage of the waves upgrades automaticaly every 10 minutes, but you can increase their level buying upgrades on the market in your main base. Use it to your advantage by upgrading the waves before your opponents and make pressure on the other team.
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Fight against powerfull bosses that require team work to be defeated and gain powerfull items.
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Each lane has a themed wave and outpost. Instead of a single tower in the middle of a lane, you will fight amid more elaborated outposts, each one with a theme and its own pros and cons.
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Beatiful and strategic terrain with various fog points, hidden passages between the forests and tall grass that blocks the line of sight, resulting in many points to ambush your enemies or flee.
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Very detailed tooltips for all skills, allowing you to know every single detail and take maximum advantage of them.
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A complete in-game manual(F9) with valuable information.
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The host has 20 seconds to select the mode, if no command is inserted after 10 seconds a table will appear with the game modes. If nothing is selected the Normal Mode will be activated.

Normal Mode: each player can pick heroes only from their faction.

-allpick/-ap: all players can pick any hero.

-allrandom/-ar: all players will get a random hero.

-deathmatch/-dm: all players can pick any hero and will start with 10250 of gold.

Sub-modes:

-1x1: allows 1x1 games. The waves will spawn only in the middle lane.

-cm: allows multiple picks of the same hero.

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Tired of heroes with 4 or 5 skills all the time?

If your answer is yes, you will find in this map some heroes with a lot more than just 4 skills.

But if your answer is no, this is still a map for you, because there are heroes with the good old 4 skills formula.
The map has 35 heroes with different gameplays from the normal ones that everybody knows from other AoS maps to heroes with a more complex style. Play with heroes with the old 4 skills formula, heroes with more than 10 skills, heroes with no ultimates, heroes with 3 ultimates and many more, each one with its own and unique theme. And all carefully balanced.

Use the spells wisely, find combos to increase their effects and cause massive damage. Try combos with other heroes, some of them has good synergies with others and can be very dangerous together.
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After picking a hero, it is time to choose how you want to customize it with the array of item types the map offers. Each one with its own caracteristics, pros and cons.
They are divided in the markets by "function", for example: starting items are all placed in the same market, the same with the items that increases attack damage, armor, consumables, evolution, etc.

There are 5 different kinds of items, check the in game menu (F9) for a more detailed description:

Commons: the normal ones. No secrets here. They are cheap, but not that powerfull, however some of them have useful abilities.

Recipes: the same of others AoS maps, just buy all the listed items and they will form a new one. Recipes are supportive items and can help a lot.

Sets: buy all the listed items to form the whole set and recieve additional bonus. Check the base's fountains for the lists of the sets with the full description. They may be expensive, but a sure of power. They are very powerfull and have unique effects, however they will take some space in your inventory.

Evolutions: fight for your item. You buy a weak one, then, if you fulfill the evolve condition, it will become a more powerfull one, but every time you die, they lose a part of its evolutional condition and some of them may drop! Click one of these items to display its information. Not recomended for beginners.

Cursed: they are powerfull, but... cursed. At the same time they boosts your hero, they will decrease something. Cheap, but dangerous... Use at your own risk.

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If you have any sugestions, criticism, found a bug or the map contain something done by you but your name is not in the in-game credit list please contact me or post in my Idea Thread. =)



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General

-Units from the first bottom outposts of Alliance now respawn correctly;
-The secondary bases now becomes vulnerable correctly. First the towers, then everything else except the center and the gold mine, then the center and at last the gold mine;
-Upgrades purchased on the enemy market will now count for them instead of your team.
Heroes

Barbarian

-Decreased the damage of Leap Attack from 60/100/150/200 to 60/100/140/180.


General

-Fixed the new multiboard text.
Heroes

Warden

-Decreased the mana cost of Hand of Justice 80/90/100/120 to 70/80/90/90;
-Fixed the hotkey tooltip of Blink.
Emerald Dragon

-Fast Growth now increases hit points regeneration by 1;
-Fixed a bug with item returning while evolving.
Trap Masters

-Reduced the area of effect of Napalm Grenade from 200/250/300/350 to 200/200/200/200;
-Reduced the main damage of Napalm Grenade from 50/80/110/140 to 30/60/90/120 and the explosion damage from 25/35/45/55 to 20/30/40/50;
-Reduced the damage of Lightning Trap from 85/180/275/370 to 70/135/200/265;
-Reduced the damage reduction of Lightning Trap from 20% to 40% per jump;
-Reduced the area of activation of Lightning Trap from 200 to 175.
Shaman

-Reduced the duration of Fire Trail from 10 seconds to 8 seconds;
-Reduced the range of Fire Trail from 800 to 600;
-Reduced the damage of Lightning Fury from 65/80/105/130 to 35/60/85/110;
-Reduced the percentage chance of Fire + Lightning fusion to release fire bursts from 2.5 + 1.5 per level to 1 per level;
-Reduced the visual effect lag of Fire + Lightning fusion;
-Reduced the damage of the fire bursts release by the Fire + Lightning fusion from 15 per level to 5 per level.
Alchemist

-He now starts the game with 1 Basic Mix;
-Fixed the hotkey tooltip of Aroeira Berries;
-Fixed the hotkey tooltip of Nasirus Roots;
-Reduced the mana cost of Basic Mix from 10 to 0;
-Changed the position of Faerie Mixture and Blood Residuum, meaning that now Faerie Mixture is aquired at level 6 and Blood Residuum at level 12.
Death Knight

-Changed the armor type of Ghouls and Zombies from unarmored to light, and their attack type from normal to pierce;
-Increased the attack speed of Ghouls from 1.0 to 1.2;
-Reduced the percentage of life steal from Cannibalize from 45/55/65 to 30/35/40.
Puppet Master

-Exchange of the Spirit no longer targets anything;
-Reduced the cast range of Exchange of the Spirit from 100/1500/2000/2500 to 700/1000/1300/1600.
DNA Manipulator

-Reduced the mana cost of Sasquash Champion Form, Satyr Shadowstalker Form and Revenant Hellcaster Form from 25 to 20.
Items

-Power-Ups now disappear after 20 seconds.


General

-New multiboard added at the game start to help new hosts (visible to host only);
-Lots of new doodads;
-Few terrain changes.
Heroes

Alchemist

-New hero added to the Horde side.
Marine

-Fixed tavern description;
-Fixed Gauss Rifle icon.
Holy Knight

-Fixed tavern description;
-Ethereal Shield now has the correct amount of hit points;
-Seal of Silver Hand can no longer be used on enemies;
-Seal of Silver Hand effect disappears if the caster or the target dies.
Shaman

-Reduced the percentage chance of Fire + Lightning fusion to release fire bursts from 2.5 + 2.5 per level to 2.5 + 1.5 per level.


General

-Increased the time to select the game mode before the table appears from 10 to 12 seconds.
Heroes

Sea Elemental

-Water Meld now active when under the effect of Shaman's Storm Rage, even if he is on the enemy team.
Marine

-Stimpack can no longer kills the caster and does not count as damage taken anymore;
-Rocket Launch replaced with Gauss Rifle.
Holy Knight

-Fist of Heavens replaced with Seal of Silver Hand;
-Holy Field is now his ultimate;
-Increased the cooldown of Holy Field from 25/25/25 to 60/60/60 seconds.
Priestess of the Moon

-Starfall now pulls nearby enemies to the center of the vortex.
Shaman

-Fixed the amount of evasion given by Storm Rage + Fire Trail fusion;
-Storm Rage + Fire Trail fusion now target the right units when used on the Horde side.


General

-Rewrited all tooltips from all skills.
Heroes

Sea Elemental

-Decreased damage of Aqua Stream and Giga Aqua Stream from 25/50/75/100 to 20/40/60/80;
-Decreased the mana cost of Aqua Stream from 100/140/180/180 to 80/100/120/120;
-Decreased the mana cost of Giga Aqua Stream from 90/130/165/165 to 70/85/100/100;
-Increased the cooldown of Crushing Wave from 8/10/12/12 to 10/12/14/16;
-Water Meld now works properly inside the Alliance base.
Phoenix

-Increased the mana cost of Overheat from 25/25/25/25 to 50/50/50/50;
-Volatile Body no longer damage structures.
Templar Mage

-Increased the mana cost of each Psy Sphere from 1 every 3 seconds to 1 every 2 seconds.
Sorceress

-Teleknesis now works properly on Wood Bow, Iron Club, Burning Heart, Storm Heart and all Power-Ups.
Marine

-Reduced the damage of Rocket Launch from 60/110/160/210 to 60/100/140/180.
Archmage

-Increased the mana cost of Teleport from 150/115/80 to 150/150/150.
Paladin

-Increased the area of effect of Fist of Judgement from 200/200/200/200 to 250/250/250/250;
-Increased the cooldown of Divine Shield from 60/60/60 to 300/300/300.
Mountain King

-Reduced the damage of Thunder Wave from 50/100/150/200 to 50/90/130/170.
Dragon Turtle

-Decreased the cooldown of Hydrojet from 40/40 to 10/12 seconds;
-Decreased the cooldown of Body Slam from 60 to 20 seconds;
-Decreased the amount of damage needed to activate the Thorny Shell effect from 220 to 210.
Emerald Dragon

-Decreased the damage per second of Tail Swing from 5/10/15/20 to 3/6/9/12.
Beastmaster

-Reduced the damage of Charge from 50/100/150/200 to 60/100/140/180.
Shadow Ninja

-Increased the cooldown of Silent Murder from 80/80/80 to 100/90/80.
Shadow Hunter

-Increased the cooldown of Big Bad Voodoo from 160/160/160 to 200/200/200.
Trap Master

-Reduced the damage of Napalm Grenade from 45/90/135/180 to 50/80/110/140;
-Reduced the damage of Napalm Grenade explosions from 50/75/100/125 to 25/35/45/55;
-Increased the cooldown of Napalm Grenade from 9/10/11/12 to 10/12/14/16;
-Increased the cooldown of Blow it! BLOW IT! from 300/270/240 to 300/300/300.
Nerubian Guardian

-Increased the hit points regeneration bonus of Burrow from 1 to 2 per second;
-Increased the movement speed reduction of Paralysing Venom from 2%/4%/6%/8% to 3%/6%/9%/12%.
Death Knight

-Increased the mana cost of Death Pact from 50/75/100/100 to 65/90/115/115;
-Decreased the percentage of hit points converted of Death Pact from 37/75/112/150 to 20/40/60/80.
Dreadlord

-Decreased the damage of Carrion Swarm from 65/110/155/200 to 65/105/145/185;
-Carrion Swarm cannot damage more than 5 units;
-Increased the percentage of damage dealt by Spirit Disruption from 50/50/50/50 to 50/55/60/65.
Lich

-Increased the area of effect damage of Frost Nova from 25/50/75/100 to 40/60/85/100;
-Decreased the target damage of Frost Nova from 40/60/85/105 to 25/40/65/80;
-Decreased the area of effect of the slow effect of Chilling Obelisk from 400/500/600/700 to 300/400/500/600.
Dark Ranger

-Decreased the duration of the units summoned by Black Arrow from 80/80/80/80 to 40/40/40/40.


Gameplay

-Fixed the starting gold of all players;
-Fixed the lag of some spells.


Gameplay

-New game mode: -cm, wich allows multiple picks of the same hero.
Heroes

Archmage

-Removed Blizzard spell;
-Added Arcane Dome spell.
Glaive Mistress

-Removed Glaive Throw spell;
-Added Glaive Saw spell.
Emerald Dragon

-Fixed the bug issue when he uses the Darskou Ripper's mirror effect.
Shaman

-Completely reworked his 4 spells. Now he has 4 normal spells, no ultimate, and can fuse his spells to create new ones.
Nerubian Guardian

-Removed Poison Sting spell;
-Added Acid Rush spell.


Heroes

Phoenix

-He can now be randomized.
Warden

-Decreased the maximum size of the chain from Hand of Justice from 200 to 150.
Items

-Removed the Rune of Shielding;
-Reduced the gold cost of Sword of Swiftness, Hintrou Lance, Lunarspire and Hirota Flammun.


Gameplay

-New command: -ban, wich allows the host bans up to 5 heroes;
-New customization command: -wt#, wich allows the host chooses the time between the spawn of the waves;
-New customization command: -speed#, wich increases the movement speed and/or attack speed of everything on the map (heroes, units, buildings, neutral creeps, etc);
General

-Reduced the attack damage of the Ancient Guardian by 15;
-Reduced the attack damage of the Spirit Tower by 15.
Heroes

-New Alliance hero: Daiamaros, the Phoenix.
Emerald Dragon

-Fixed the button position of the Emerald Dragon on the tavern.
Templar Mage

-Fixed the duration of the extra damage effect from Psionic Storm.
Items

-New item: Burning Heart. Drops from the Bosses on the up-left corner of the map;
-New item: Storm Heart. Drops from the Bosses on the up-right corner of the map;
-New recipe item: Heruzen;
-New recipe item: Shirizen;
-Reworked the Caos Emerald;
-New Evolution item: Iron Club;
-New evolution item: Wood Bow;
-Removed 3 items from Weapon Seller: Claws of Attack, Rusty Spear and Small Axe;
-Reduced the gold cost of Dranzer, Eagle Bracer, Eon Mystic Staff, Sword of Swiftness and Chitinous Blades.


Gameplay

-Added the Power Ups;
-Changed the model and colors of all runes;
-Fixed the -achi command. It now turns off the Achievements correctly.
Heroes

-New Alliance hero: Iraneth, the Emerald Dragon.
Bloodmage

-Completely reworked all his spells and stats.
Warden

-Increased the armor reduction of Sharp Blade from 1/2/3/4 to 1.5/3/4.5/6.
Sorceress

-Enchanted Staff no longer close the spellbooks.
Soul Hunter

-Increased duration of Curse of Darkness from 5/5/5/5 seconds to 10/10/10/10 seconds;
-Increased the cooldown of Curse of Darkness from 9/11/13/13 to 12/14/16/16;
-Decreased the Cast range of Curse of Darkness from 600/600/600/600 to 500/500/500/500;
-Decreased damage of Curse of Darkness from 10/20/30/40 to 5/10/15/20 per second.


Gameplay

-Added the map customization commands;
-Added the Achievements;
-Reduced the ressurection time of the heroes by 10 seconds;
-Reworked the terrain;
-Added a Loadscreen (finaly =P).
Heroes

Paladin

-Removed Holy Light;
-Added Friend Area:

Calls down a blast of holy energy that heals a target friend unit and deals half damage to nearby enemies, also heals/deals 10 extra damage for each buff on the affected units.

Templar Mage

-Psy Sphere now deals damage equal to this formula: (Intelligence of the caster / 2) + (10 * level of Psy Sphere);
-Changed Psionic Storm status:

-Increased Area of Effect from 400/400/450/500 to 450/500/550/600;
-Increased duration from 8/8/8/8 seconds to 8/10/12/14 seconds;
-Decreased damage per second from 20/25/30/38 to 7/8/9/10.

-Reworked Psychic Distortion;

Creates an illusion around the targeted unit for a short time making it see its allies as enemies and its enemies as allies, also all its allies will see it as an enemy.

Warden

-Reduced damage of Prison of Agony from 320/440/552 to 280/352/424.
-Removed Shadow Strike skill;
-Removed Mark of Prey skill;
-Blink is now her second skill;
-Added Hand of Justice skill:

Chains the unit into an iron ball for 5 seconds, slowing it down and dealing damage every time the unit moves draging the iron ball. If the unit teleports or the ball get stucked the chain will break dealing damage.

-Added Sharp Glaive skill:

Gives a chance on each attack to make the unit bleeds for 6 seconds, taking damage per second and leaving a track of blood. If you attack the unit from behind, the chance will doubled up.

D.N.A. manipulator

-Reduced damage of Ground Smash from 50/100/150/200 to 60/90/120/150;


Gameplay

-Increased the time interval of free gold income from 1 second to 1.5 seconds;
-Increased the starting gold from 750 to 800;
-Changed the gold income for killing the wave's units from 40-43 to 37-47;
-Increased the hit points of all barricades from 100 to 200;
-Added the secondary bases;
-Reduced the ammount of mana points gained per Intelligence point from 14 to 13;
Heroes

-Changed the hotkey of Attributes Bonus from A to Z.
Dragon Turtle

-Reduced minor damage of Torrent from 2/5/8/11 to 2/4/7/10;
-Reduced the percentage of energy absorbed of Energy Store from 10/20/30/40 to 10/15/20/25.
Warden

-Increased the mana cost of Blink from 50/25/10/10 to 25/40/55/70;
-Increased the cooldown of Prison of Agony from 120/120/120 to 200/180/160.
Dark General

-Increased the mana cost of the Unbridled Revenge from 60/80/100/100 to 75/90/105/105;
-Decreased the cast range of Unbridled Revenge from 1500/1500/1500/1500 to 1000/1100/1200/1300.
Holy Knight

-Reduced damage of Holy Field from 75/125/175/225 to 50/100/150/200 per second;
-Holy Field now destroys illusions instantly.
Shadow Ninja

-Reduced damage of Kunay Flurry from 60/120/180/240 to 45/90/135/180;
-The instant kill effect of Silent Murder can no longer be reflected back.
Puppet Master

-Increased the duration of Inner Demon from 18/21/24/27 to 19/23/27/31 seconds;
-Increased the duration of Slam from the Flesh Golem summoned by Summon Flesh Golem from 2/2/2 to 3/3/3 seconds;
-Increased the chance of Bash from the Flesh Golem summoned by Summon Flesh Golem from 15%/25% to 25%/35%.
D.N.A. manipulator

-Reduced damage of Ground Smash from 55/110/165/220 to 50/100/150/200.
-Reduced damage of Darkness Strike from 45/90/135/180 to 45/80/115/150;
-Reduced damage of Spectral Fluid from 50/100/150 to 50/75/100.
Trap Master

-Reduced the Intelligence gained per level from 2.85 to 2.4;
-Increased damage of Blow it! BLOW IT! from 300/600/900 to 400/650/900.
Items

-Completly reworked all the evolutions items, giving them 1 or 2 extra evolution stages;
-Reduced the movement speed of the Boots of Quel'Thalas from 90 to 70;
-Reduced the gold cost of the Boots of Quel'Thalas from 2000 to 1800;
-Increased the gold cost of the Ragtaros Broach from 1500 to 1800.


Gameplay

-New Alliance Hero: Garon Shellshocker, the Dragon Turtle;
-Random command no longer gives repeated heroes;
-Changed the taverns;
-Increased the size of the barricades in Undead Outopost 2;
-Removed 1 ranged creep from the starting waves;
-Increased armor and damage of Stronghold and Flame Tower;
-Some tooltips fixes.
Heroes

Sea Elemental

-Reduced damage of Crushing Wave from 60/110/160/220 to 50/95/140/185;
-Reduced damage of Tsunami from 60/120/180/240 to 50/100/150/200;
-Reduced duration of Water Prison and Drow Prison from 2/2.5/3/4 to 1.5/2/2.5/3.5 seconds;
-Water Prison and Drow Prison can no longer target Night Elves structures.
Elunes Spirit

-Changed the visual effect of Elunes Touch;
-Added a floating text showing the damage dealt by Elunes Touch;
-Added a visual effect on Elunes Grace during the night.
Warden

-Decreased damage of Shadow Strike from 50/100/150/200 to 50/90/130/170;
-Increased cooldown of Shadow Strike from 8/10/12/12 to 10/13/15/15 seconds.
Holy Knigth

-Increased the duration of Ethereal Shield by 2 seconds in all levels.
Paladin

-Increased damage of Fist of Judgement from 35/70/105/140 to 40/80/120/160.
Nerubian Guardian

-Increased strength gained per level of Nerubian Guardian from 2.0 to 2.3;
-Reduced the mana cost of Burrow from 65 to 50.
Trap Masters

-Fixed the suicidal issues when they kill other hero using Lightning Trap or Napalm Grenade;
-Reduced damage from Napalm Grenade from 60/110/160/210 to 45/90/135/180.
-Reduced damage of Blow it! BLOW IT!! to 300/600/900;
Dreadlord

-Increased the movement speed from 280 to 290;
-Increased the duration of Hunger from 12/12/12 to 12/14/16 seconds.
Pit Lord

-Increased the number of tentacles of Tentacles.
Dark Ranger

-Reduced damage of Black Arrow from 50/100/150/200 to 50/95/140/185.
D.N.A. Manipulator

-Reduced Strength gained per level by 0.1;
-Reduced damage of Sasquash Champion Form's Ground Smash from 60/120/180/240 to 55/110/165/220;
-Increased mana cost of Revenant Hellcaster Form's Spectral Fuild.
Shadow Hunter

-Reduced movement speed from 300 to 280;
-Reduced Strength gained per level from 2.0 to 1.85;
-Reduced initial Agility from 20 to 19;
-Reduced Agility gained per level from 1.5 to 1.25;
-Reduced Intelligence gained per level from 2.5 to 2.20;
-Reduced Hex's cast range from 800 to 550;
-Increased Hex's cooldown from 7/9/12/13 to 7/10/15/15 seconds;
-Increased Big Bad Voodoo's cooldown from 150/130/120 to 160/160/160 seconds.
Lich

-Chilling Obelisk is no longer targeted as air unit.
Beastmaster

-Reduced damage of Stampede from 25/30/35/40 to 15/20/25/30 and area of effect from 800/875/950/1050 to 800/850/900/950;
-Fixed the knock back of Fury Unleashed.
Items

-Fixed the movement speed reduction of the Sturdy Armor of Weakness;
-Replaced the icons of all the set lists on both fountains;
-Replaced the icon of the Hands of Dexterity;
-Replaced the icon of the Massive Bow of Fragility;
-Removed the Reincarnation ability from Immortal King set;
-Increased the gold cost of Krenhir Short Blade;
-Arcing Slayer can no longer target allies and yourself.
Miscelaneous

-Added a timer to show when game starts;
-Added a single player mode with codes to allow players to test the map or be familiarize with it.


-Finished the new map terrain. The Bases, main lanes and advanced defenses were redesigned;
-Changed the position of the taverns on the map;
-Killing messages now inform the correct level of the killing hero, assists and streak;
-Added multiple kill functions;
-Added income for killing streak and breaking a streak;
-Added first blood;
-Added camera smoothing
-Reduced damage, area of effect and duration of Barbarian's Leap Attack;
-Reduced strength gains per level of Barbarian by 0.1;
-Reduced damage of Mountain King's Storm Bolt;
-Fixed an exploit on Shadow Hunter's Voodoo Wave;
-Fixed an exploit on Marine's Radar;
-Elunes Spirit's Elunes Grace now works properly;
-Fixed the Floating Text when you complete the Shade Lurker set;
-Lowered the attribute reduction of the Beginners Cap of Learning to -5;
-Reduced lag from Sorceress' Cold Nova;
-Galvron can no longer attack air units;
-Added a special effect on Lich's Chilling Obelisk;
-Reduced the evolution time of the Boots of Speed to 10 minutes;
-Removed the loss of performance when a terrain deformation appeared;
-Some tooltips fixes.

147037-albums3763-picture34811.png
A special thanks to these guys who help me a lot with ideias, beta tests, alpha tests, translations, etc:
Nerd, Trogdor (Marn, M-2, etc...), Hans, Firejorgp, Guerra, Runaway, Pepi, CvS, R00da, Florzinha, Rholle, John, AxelTH, MogulKahn, Vardix, -Kobas-, Usagilly~ and Apheraz Lucent.

Models:
JetFangInferno: Aqua Spike (Aqua Stream/Giga Aqua Stream)
SantoRayo[iP]: Gem (Caos Emerald)
shamanyouranus: Chemical Embers (Dragon Breath small fires)
EvilCryptLord: ElitePlagueCloud (Poison Gas)
Dan van Ohllus: Marine Portrait

Icons:

GooS: Lightning Storm / Cursed Cap
KelThuzad: Holy Field / Soul Depleter
X.e.r.e.X: Water Prison / Drow Prison / Hydro Jet
WILLTHEALMIGHTY: Static Field
Kimberly: Phoenix Strike / Inner Demon
Deathclaw24: Rain of Arrows
ragingspeedhorn: Infusioned Magic
CloudWolf: Hessan Blade
Dodys: Fire Tree / Lightning Tree / Ice Tree
Technomancer: Ember Defender
Elfsilver_Lord: Reborn from the Ashes
The_Silent: Positron Laser / Ninja Train / Plasma Gun
FlaReoN: Volatile Body
HappyCockroach: Demonic Presence
Mr.Goblin: Thorny Shell
Xezko: Earth Colapse
Anachron: Glaivestorm / Storm Rage
bigapple90: Jaged Axe of Mercenary (off) / The Orion Smasher / Torrent / Sharp Glaive
Joels: Burrow / Unburrow / Speed Boost
exN: Feather Dance
graystuff111: Boneflecher
dansaDisco: Giga Stream / Aqua Stream
-Stygian-: Feedback
Crazyrussian: Leap Attack / Cold Nova / Spirit Disruption / Elune's Arrows / Reanimation / Sturdy Armor of Weakness / Unbridled Revenge / Dagger of Jild / Fist of Judgement / Scalerar Head Spliter / Warmth / Sphere Release / Psy Sphere / Arcin Slayer / Shield Bash
Chaos: Halluccination
Darkfang: Psionic Storm
minidreschi: Soul Exchange
Palaslayer: Absorption
Juice_F: Energy Store
NFWar: Massive Bow of Fragility
Garthok: Hydrastorm
kola: Recipe List / Fire + Lightning Fusion / Flamethrower
Boris_Spider: Flame Blocker
LiOness: Evolution
Infinitynexus: Dragon Breath
Kimberly: Bite / Rought Skin
INSEKT: Void Seeker
Hellx-Magnus: Lightning Fury
Hellx-Magnus: Fire Trail
L_Lawliet: Earth Shield / Earth + Fire Fusion / Earth + Storm Fusion
Yearight: Earth + Lightning Fusion
M0rbid: Sniper Shot
Huinipachutli: Tracker Dart
4eNNightmare: Gauss Rifle

I also thank everyone else who help with tests, reports and sugestions ^^.

Keywords:
AoS, Scars of War, Scar of War, Skar of War, Alliance, Horde, Achievement, Customize, Customization, Power-Up, Quest
Contents

Scars of War 1.0c (Map)

Reviews
20:11, 20th Jun 2011 -Kobas-: Status: Approved Highly Recommend from now on.

3LF

3LF

Level 2
Joined
Dec 31, 2008
Messages
27
Okay, I do like this map... quite a lot, actually, but it has serious balance issues. A lot of heroes are on the weak side, though not disgustingly so - no, it's the top end that is scary. Shaman is absolutely ridiculous. Not only does Rank 2 Lightning + Fire instantly gib Galvanoth (or whatever his name was) along with absolutely anything else hit by it, but almost everything he does causes unbelievable graphical lag. I love Shaman and his concept, but at the minute he's just busted in all ways possible.
 
Level 1
Joined
Mar 30, 2009
Messages
2
Wow, have you seriously been working and editing this map for almost one year? If so, then you either have quite a lot of free-time, or have a massive amount of devotion. Either way, kudos on making a pretty interesting map. I'm fond of maps that are original, and this is one of the few I play quite often. Thanks for putting the time and effort into it.
 
Level 5
Joined
Apr 17, 2008
Messages
112
Okay, I do like this map... quite a lot, actually, but it has serious balance issues. A lot of heroes are on the weak side, though not disgustingly so - no, it's the top end that is scary. Shaman is absolutely ridiculous. Not only does Rank 2 Lightning + Fire instantly gib Galvanoth (or whatever his name was) along with absolutely anything else hit by it, but almost everything he does causes unbelievable graphical lag. I love Shaman and his concept, but at the minute he's just busted in all ways possible.
Thanks for the feedback 3LF. It's look like I miscalculated the Fire + Lightning damage formula, I gonna check that. About the graphical lag, I would like to ask about the configuration of your computer, because in my old computer (that not even have a video board), the only spell that causes lag is the fire + lightning fusion, wich I will have to reduce the amount of effects.

If you don't mind, I would be glad if you make me a list of the OP heroes and the heroes on the weak side.

Wow, have you seriously been working and editing this map for almost one year? If so, then you either have quite a lot of free-time, or have a massive amount of devotion. Either way, kudos on making a pretty interesting map. I'm fond of maps that are original, and this is one of the few I play quite often. Thanks for putting the time and effort into it.
Thanks jjenova. At start I had a lot of free time, but now it's more for the devotion, but this 1 year is just the release time, I've working on this map for 3 years. ^^
 

3LF

3LF

Level 2
Joined
Dec 31, 2008
Messages
27
Well, the computer is quite good, more than capable of playing newer games at higher settings - the person I was playing with commented as well. The fire+lightning fusion froze us up for pretty much the entire duration. The other case where the graphical lag became too much was using the earth+anything fusions at higher ranks, where the 5 rocks covered in fire/lightning/water make things slow to a crawl.

I'll play the map quite a bit more with a friend and try to get a complete list of heroes that are abnormally weak/strong. The only gross exception to balance I've seen was the Shaman though, the weaker heroes aren't massively so. The shaman's fire+lightning fusion, however, obliterated everything instantly.
 

3LF

3LF

Level 2
Joined
Dec 31, 2008
Messages
27
DNA Manipulator: I kind of get what he's supposed to be, but he takes too long to switch between forms, and for too much mana, to justify the weakness of his spells. Ultimate Form and Sasquatch Form are the only ones that are worth using, the Satyr and Reaver forms don't have much of a purpose. I could see stunning in reaver and then using satyr to blinkstrike to them, then swapping to either ultimate or sasquatch if form reversion didn't have a cooldown and the shapeshift didn't have a delay. If you don't want him to be able to swap between all of his forms and cast all of his abilities very fast for high burst damage, maybe it'd make more sense to make all of them metamorphoses like Ultimate and making them more useful? I understand that the point of the cooldown, cost, and shapeshift cast time was to keep him from using all of them at once and make him pick the right one for the job, but they're all really subpar at the minute.

Templar Mage - He's fun to use and really not that badly off compared to a few other heroes, but he's far from powerful and the orbs feel like they should do something while they're out, instead of just picking them up and tossing them constantly.

Puppet Master - Okay, going back and looking at him again, he's a bit of a mess. His reanimated units don't do a whole lot and his swap isn't very strong - or it wouldn't be if it worked like the tooltip said. You can swap with *anything* but allies. Enemy heroes, enemy BUILDINGS... if he were just fixed so that his swap wasn't bugged though, he'd be competing with Manipulator for weakest hero. Just seems like maybe his aura should be better? I like all of his abilities, his reanimation just doesn't seem to help much. The inner demon is awesome though.

Shadow Ninja - The bonus agility should probably cap somewhere along the line.

Alchemist - Probably my favorite hero if shaman isn't, but he's very painful to play for the first 15 levels. All I can say is that it'd be great if his fire bombs did more damage, or allow him to hit himself with his buffs. I know he's more supportive, I just wish the earlier levels were a little less painful.

Death Knight - Didn't get a chance to look at this guy until recently... he's not as bad as shaman was, but his death coil is very long-range, easy to time, and does great healing/damage for its' cost. His ult is potentially insane, the summons hit like mack trucks and get great lifesteal at higher ranks.

Elune's Spectre - Well, this is more of a personal preference, but I always hate playing heroes in AoS maps which are useless all day and beasts at night. I respect that some people like this kind of hero though. If a hero is based on a day/night mechanic, it's more interesting to me if they change roles from day to night instead of becoming a wimp. Really just mentioning this as an afterthought, because it'd require a lot of work and a completely new ult...
 
Level 5
Joined
Apr 17, 2008
Messages
112
DNA Manipulator: I kind of get what he's supposed to be, but he takes too long to switch between forms, and for too much mana, to justify the weakness of his spells. Ultimate Form and Sasquatch Form are the only ones that are worth using, the Satyr and Reaver forms don't have much of a purpose. I could see stunning in reaver and then using satyr to blinkstrike to them, then swapping to either ultimate or sasquatch if form reversion didn't have a cooldown and the shapeshift didn't have a delay. If you don't want him to be able to swap between all of his forms and cast all of his abilities very fast for high burst damage, maybe it'd make more sense to make all of them metamorphoses like Ultimate and making them more useful? I understand that the point of the cooldown, cost, and shapeshift cast time was to keep him from using all of them at once and make him pick the right one for the job, but they're all really subpar at the minute.
Ok, did you try playing against someone using the Revenant form? Try that before saying this form don't worth, I am sure you will chance your mind. I agree with you about the Satyr, I don't like him either and he is in my to do list.

The DNA was built to use only 2 forms per time, not all 4. That's why he can combo in pairs, like Sashquach + Satyr, Reaver + Sasquatch, etc.

Templar Mage - He's fun to use and really not that badly off compared to a few other heroes, but he's far from powerful and the orbs feel like they should do something while they're out, instead of just picking them up and tossing them constantly.
The orbs are meant to be just a visual effect, but if you think they should do something else, feel free to post ideas in my idea thread. =)

Puppet Master - Okay, going back and looking at him again, he's a bit of a mess. His reanimated units don't do a whole lot and his swap isn't very strong - or it wouldn't be if it worked like the tooltip said. You can swap with *anything* but allies. Enemy heroes, enemy BUILDINGS... if he were just fixed so that his swap wasn't bugged though, he'd be competing with Manipulator for weakest hero. Just seems like maybe his aura should be better? I like all of his abilities, his reanimation just doesn't seem to help much. The inner demon is awesome though.
Yeah, the Exchange of the Spirit wasn't supposed to target anything, somehow a trigger wasn't working correctly. Fixed. About its utility, the Puppet Master is fragile hero, he can't stand against other heroes and that's why he has 700 attack range and this spell.

Exchange of the Spirit is a "flee spell", just to take you out of combat, or in if you want, and has the additional bomb effect.

About the Reanimation, its a good spell to create push or to force the other team to retreat a little. Specially if you upgrade your waves, use summoning items and complete the Base Reapers achievement.

This hero is a trick one to use and requires more than just the hero itself.

Shadow Ninja - The bonus agility should probably cap somewhere along the line.
Maybe you are right here, but is not that easy to reach a high amount of agility, most of the time it happens the game is almost over.

Alchemist - Probably my favorite hero if shaman isn't, but he's very painful to play for the first 15 levels. All I can say is that it'd be great if his fire bombs did more damage, or allow him to hit himself with his buffs. I know he's more supportive, I just wish the earlier levels were a little less painful.
Ok, now you are saying that the only potions that worth are the Hallucinogen Compound, Mute Solution and Death Potion? He was meant to be strong only after level 6, but all the potion you gain at level 12 are strong. I already chance the position of Faerie Mixture and Blood Residuum, but I am pretty sure that the Punisher Composition and Sorrow Formula are very dangerous if you use it correctly.

Death Knight - Didn't get a chance to look at this guy until recently... he's not as bad as shaman was, but his death coil is very long-range, easy to time, and does great healing/damage for its' cost. His ult is potentially insane, the summons hit like mack trucks and get great lifesteal at higher ranks.
Easy to time in static targets, at long range you need lucky to hit another player, but even with the Death Coil, he can't do a lot since he is not a strong hero, and has low mana.

I will take a look in his ultimate.

Elune's Spectre - Well, this is more of a personal preference, but I always hate playing heroes in AoS maps which are useless all day and beasts at night. I respect that some people like this kind of hero though. If a hero is based on a day/night mechanic, it's more interesting to me if they change roles from day to night instead of becoming a wimp. Really just mentioning this as an afterthought, because it'd require a lot of work and a completely new ult...

Elunes Spirit is in my to do list too. I don't like her two first spells. Again, if you have any ideas, go to the SoW Idea Thread. =)


Anyway, thanks for such a feedback, I hope you can bring more. +rep
 

3LF

3LF

Level 2
Joined
Dec 31, 2008
Messages
27
I did try him in revenant, it seemed weaker than sasquatch to me but maybe I was using him wrong. The problem I had was that his spells were short-range, didn't make a whole lot of sense for it to be his long range form...

I wasn't saying that his L12 potions aren't useful, only that on their own they aren't much of a threat, this was a 1v1 game so it'd probably be a lot more useful if I had another hero to support with them. The main thing was that the potion he starts with, which is his only *real* offense until 16, is much weaker than it really needs to be.

I'll throw some ideas out in that thread though. Thanks for reading.
 
Level 5
Joined
Apr 17, 2008
Messages
112
Version 1.0b

New version full of balances and fixes, thanks to 3LF for most of them. Here is the changelog:


General

-Fixed the new multiboard text.
Heroes

Warden

-Decreased the mana cost of Hand of Justice 80/90/100/120 to 70/80/90/90;
-Fixed the hotkey tooltip of Blink.
Emerald Dragon

-Fast Growth now increases hit points regeneration by 1;
-Fixed a bug with item returning while evolving.
Trap Masters

-Reduced the area of effect of Napalm Grenade from 200/250/300/350 to 200/200/200/200;
-Reduced the main damage of Napalm Grenade from 50/80/110/140 to 30/60/90/120 and the explosion damage from 25/35/45/55 to 20/30/40/50;
-Reduced the damage of Lightning Trap from 85/180/275/370 to 70/135/200/265;
-Reduced the damage reduction of Lighting Trap from 20% to 40% per jump;
-Reduced the area of activation of Lightning Trap from 200 to 175.
Shaman

-Reduced the duration of Fire Trail from 10 seconds to 8 seconds;
-Reduced the range of Fire Trail from 800 to 600;
-Reduced the damage of Lightning Fury from 65/80/105/130 to 35/60/85/110;
-Reduced the percentage chance of Fire + Lightning fusion to release fire bursts from 2.5 + 1.5 per level to 1 per level;
-Reduced the visual effect lag of Fire + Lightning fusion;
-Reduced the damage of the fire bursts release by the Fire + Lightning fusion from 15 per level to 5 per level.
Alchemist

-He now starts the game with 1 Basic Mix;
-Fixed the hotkey tooltip of Aroeira Berries;
-Fixed the hotkey tooltip of Nasirus Roots;
-Reduced the mana cost of Basic Mix from 10 to 0;
-Changed the position of Faerie Mixture and Blood Residuum, meaning that now Faerie Mixture is aquired at level 6 and Blood Residuum at level 12.
Death Knight

-Changed the armor type of Ghouls and Zombies from unarmored to light, and their attack type from normal to pierce;
-Increased the attack speed of Ghouls from 1.0 to 1.2;
-Reduced the percentage of life steal from Cannibalize from 45/55/65 to 30/35/40.
Puppet Master

-Exchange of the Spirit no longer targets anything;
-Reduced the cast range of Exchange of the Spirit from 100/1500/2000/2500 to 700/1000/1300/1600.
DNA Manipulator

-Reduced the mana cost of Sasquash Champion Form, Satyr Shadowstalker Form and Revenant Hellcaster Form from 25 to 20.
Items

-Power-Ups now disappear after 20 seconds.
 

3LF

3LF

Level 2
Joined
Dec 31, 2008
Messages
27
Shaman is way less crazy now. Still potent, which is good, but the lightning+fire fusion went from being "what the f**k just hit me" to "standing on the bright red death trail hurts". Still experiencing some graphical lag when summoning rocks... and it gets very bad when using L4 rocks with any other elements. The person I play with is getting it as well. It seems to be largely due to the additional rocks though, at lower ranks it doesn't create problems. When you drop a firetrail, a storm, zap it, and then summon rocks... it gets to be out of control. So while he is imbalanced, he still creates graphical lag issues.

I played against Manipulator again, and even the little changes to his shifts helped him a lot.

Still need to try Alch and Death Knight again. Great changes though. Shaman is a lot of fun to play now, even if he can't quite go all-out yet without making the lag unmanageable.
 
Level 1
Joined
Nov 27, 2009
Messages
9
Hi.

Skar I´ve got to say that your map has really great potential and you seem to be updating it from time to time. I find it enjoyable to play with friends.

I won´t go into heroes because my main concern are your achievements. They tend to mess up constantly in each and every game, but the idea is good. Some achievements work just fine, the ones you get for reaching lvl X first etc. The hassle are the ones that make spawns stronger, because in each game I´ve played so far they can happen anywhere from 1 to 15 times or so for one team. Considering an average at 5 or so, the army gets way to strong for the "lucky" team and they win in no time after that.

I havn´t read all previous comments so I don´t know if this has been brought up before, but if im not mistaken the lower lane for the "good" side doesnt have any protective units(the 3 units that respawn after being killed next to towers) at their first tower, which is a great advantage for the "evil" team.

Good luck and keep going.
 
Level 5
Joined
Apr 17, 2008
Messages
112
@3LF

I know that if you fuse all his spells it still lags, it's because I tryed to create some nice visual effects for him. About the Earth Shield fusions, I think the only way to remove its graphical lag is removing some visual effects.

@Maartz

Wich version did you play? I noticed the achievement bug in version 1.0 and tryed to fix it in this version.

About the outposts units you are right, somehow they are not respawing.

@blek121

Thanks dude. =)
 
Level 2
Joined
Apr 25, 2010
Messages
14
Wow, Finally version 1.0 O /

The New hero is a Alchemist...Cool!

I Dont Have Time, but I Will Test new version of your map still this Year xD

Continue with Good Job O/
 
Level 5
Joined
Apr 17, 2008
Messages
112
Version 1.0c

Another version to fixe some bugs. Sorry for releasing 3 versions in a row, but I simple could not let those things in my map.

Anyway, here is the changelog:


General

-Units from the first bottom outposts of Alliance now respawn correctly;
-The secondary bases now becomes vulnerable correctly. First the towers, then everything else except the center and the gold mine, then the center and at last the gold mine;
-Upgrades purchased on the enemy market will now count for them instead of your team.
Heroes

Barbarian

-Decreased the damage of Leap Attack from 60/100/150/200 to 60/100/140/180.
 
Level 2
Joined
Apr 25, 2010
Messages
14
Great, New version :D

Corrected most errors, Cool... But, What you decreased the Leap Attack of Barbarian o_O?

Anyway, Continue with Good job.
 

xFx

xFx

Level 2
Joined
Aug 5, 2011
Messages
11
mmm, very nice AOS.

perhaps needs to be a little lighter. there are some units on the map that are unnecessarily and create more weight when the map is running, or perhaps i need a Core i-3.
 

Deleted member 247165

D

Deleted member 247165

Man, this AoS has the most heroes I have EVER seen in an AoS XD (I don't play DotA). This map is very good, I found a couple spelling errors in the hero descriptions. I have to question the default abilities and also, I like that you have the auto-random. I hate it when u gotta pick hero and then timer runs out and thats it.

The Errors I found are:

Undead Tavern-Pit Lord-> I think the skill said Deonic Pressure, did you mean Demonic?

Human Tavern-Sorceress-> Is she supposed to not have an ultimate?

I found that many of th heroes had default abiities in green. Are they balanced for the non-default ability heroes?

This part isn't an error, just a question. The Arch Mage, Why is his ultimate Teleport, how would that help?

Ideas: 5/5 --> I am a big fan of AoS style maps, though i usually go for the more themed ones like Naruto or Bleach. But I do like this AoS it looks/sounds/IS great.

Description 4.9/5 --> The only part i didn't like was a loading screen description. I know many people don't read them, but those who do read them probably know more than those that don't, even if the ones that read are newbs.

Terrain 5/5 --> I am judgeing this one lightly because I didn't look through the terrain as heavily as the tavern heroes and some of the items. It looks good, the top and bottom lanes I like because they don't connect and fight at a curve. I'm more of a person that likes to fight on straight ground because it can help level the playing field a bit.

Game Play 5/5 --> This AoS is great, its a bit more in-depth than other AoS style maps, I look foward to future versions to play with other people.

Total: 6/5 --> Keep up the Awsum Werk!!!! :thumbs_up: :thumbs_up:

:mwahaha: :mwahaha: :mwahaha: :mwahaha: :mwahaha: :mwahaha: :mwahaha: :mwahaha: :mwahaha: :mwahaha: :mwahaha: :mwahaha:

"the most awesome heroes" ? have you tried the heroes in my game War of Sanctity? i think you didn't
Anyway Scars of War is awesome, items and skills are well made and overall seems to be balanced, i give you 5/5! GOOD JOB!
 
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