Early Game Hero Siege Basic V0.X.1
This is more of a playable blueprint for some ideas I've been cooking up. I love early melee creeping and hero sieges, so I thought I'd mix them together. It's intended to be played with Four (4) players, but I have only tested it alone with some cheats. It's ostensibly a 4-player Hero Siege style map. That's it, nice and simple, with balance that is intended to feel more Melee than Custom. If you like the early game Melee gameplay, I hope this does it for you.
TEST CODES:
- Type "Help Me 112233" for a batch of dudes and heroes for solo testing
- Type "Send Dudes 112233" for a bunch of dudes but no heroes
- Only for Player 1 (Red) cuz doing it for everyone is silly it's not a mechanic it's a tool.
V0.x1.5 (PlatW27, Apr 19/26)
- I removed the extra ability point from heroes at startup, it seemed a lot more chill to play.
- I was gone for awhile and will be gone again soon, but I'd like to leave this map in a fully playable and technically complete state
V0.x1.4 (PlatW26, Apr 12/26)
- Many fixes and improvements to the triggering and general flow of the game
- New custom hero
- Heroes reworked
- Creep areas given a quick once over mostly on the back end
- Many updates to the map mostly for appearance sake
- Other stuff, i forgot all of it tbh
V0.x1.3 (PlatW22, Apr 9/26)
- New Creeping area, all four corners have unique creep set and aesthetic (not pretty, functional and on theme more or less)
- New creep spawn method because making systems work more efficiently is so much fun
V0.x1.2 (PlatW21, Apr 9/26)
- Plenty of testing and corrections done to all the work previously "finished"
- Reworked the creep spawn system to theme the creeps for the creeping areas
- More item behind the scenes work
- BRAND NEW CREEPING AREA FINISHED
- Map improvements because it's fun to do and to look at
V0.x1.1 (PlatW18, Apr 9/26)
- Polished the item drop system with some balance
- Polished some heroes that had issues mostly with custom abilities being unfinished oops
- Behind the scenes trigger stuff that will make the game run more smoothly and fix some issues that popped up all the time and make the game more consistent
V0.x.9 (PlatW16, Apr 9/26)
- All heroes have a fifth ability, some more interesting than others
- A handful of behind the scenes shifts
- Some heroes reworked
- Some new units types for players to use
- Updated the testing triggers so I can survive the map longer and learn more about what to do next
V0.x.8 (PlatW14, Apr 8/26)
- I may already have uploaded the new creeping area but I didn't write it down so, second creeping area is open and ready for FIGHTING SMALL GROUPS OF ENEMIES WITH SMALL PARTIES HELL YEAH
- Scaled experience gain to keep early game moving somewhat quickly but prevent late game from overscaling
- Added simple consumable item drops to the creep camps, heroes that creep will tend to farm up a bit stronger
- Polished and updated some heroes
- More stuff, nothing too interesting, it is to me I suppose
- Did some triggering, some of it won't make a difference in the game to anyone playing, cleaned things
V0.X.7 (PlatW13)
- Made a new creeping area
- nothing else but Hive doesn't make this a bullet point if it has only one entry
V0.X.6
- Added a hero selection system, the random hero thing was a short term solution for the problem of having NO SPACE ON THE MAP, which is fixed
- More behind the scenes stuff mostly with the items, not much
- I'm not sure if it's too hard, it certainly is playing alone
V0.X.5
- More heroes have a fifth ability
- Expanded the map into one full creeping area
- Plenty of backend screwing around with systems to make them more efficient
V0.X.4
- More heroes with a fifth ability
- Retooled the items system to make it more fun
- Retooled the creeps to keep things somewhat interesting
- Did some fixing
- Did some other stuff I don't remember
V0.X.3
- whole lot of stuff went down, mostly behind the scenes for how creeps spawn/items appear/etc
- more heroes have a fifth ability now
- some slightly heavier waves to mix things up
V0.X.2
- Many heroes have a fifth ability, some more work to do still, not particularly creative and intended more as a "simple options" path.
V0.X.1
The map is extremely simple in execution:
- Random heroes
- 4 players
- waves of enemies and creep camps in the corner
- survive as long as you can
- slowed levelling to ensure some challenge
- enemies get more powerful as you do
- random items and mercs available in the shops, also basic melee units available in one of the camps at all times
- no custom heroes yet and I imagine when there are they will be simple remixes, we want GAMEPLAY UP IN THIS MAP, aesthetic must serve the gameplay and not the other way around.