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Slashcraft 2.1.9

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Slashcraft 2.1.9

Game style:
  • 2D fighting

Map info:
  • This is the first fighting game styled Warcraft 3 map.
  • It was mostly influenced by Mortal Kombat and KwonHo.

Features:
  • 10 champions
  • in-game hotkey list (accessible even while fighting)
  • champion descriptions (replacing quests)
  • several game modes and further options
  • game settings displayed in a multiboard (if the text 'Settings' flashes, P1 is checking the options)
  • unique champion selection with a difficulty meter for new players
  • an AI (playing as Morse Explorer, one of the champions) to test it in single player mode

Interface:
  • time and wins are displayed at the top
  • buttons indicate hotkeys (players are supposed to use only the keyboard)
  • visible buttons indicate cooldown
  • cooldown of the invisible button (which is made visible by a normal attack) is indicated by a small light
  • colored health bars indicating the players' health with their own color, and the enemies' health with a small line

Moves:
  • every champion has a normal attack, two special moves and one unique ability (these are different for each champion)
  • jump - enables the champion to evade attacks (some attacks can't be evaded)
  • block - if timed well, blocks half of the incoming damage

Hotkeys and cooldowns:
  • Q Attack - 0.5s
  • W Special 1 - 2.5s
  • Q+W Special 2 - 2.0s
  • E Unique - 25.0s

  • UP Jump - 2.0s
  • DOWN Block - 3.0s

Settings:
  • arena can be picked
  • game mode can be chosen
  • damage output can be increased or decreased
  • collision can be turned on and off

Game modes:
  • Pirate Assault - every few seconds the ship in the background fires its cannon targeting a random point in the arena
  • Scorching Sun - the sun is so hot that the champions are burned red and eventually die if they don't cool themselves with the water that randomly comes up from the ground

  • Acid Rain - decreases the life of every champion each second
  • Tempest - everything turns dark, the only time you are able to see your enemy is when a lightning illuminates the area

  • Lambageddon - every few seconds a sheep falls down from the sky, dealing damage to nearby champions

Background Music:
  • KwonHo battle song

Additional information
2.0.3
initial upload

2.0.4
camera shakes when damage is dealt
changed Banshee's name to Spirit Adept
added Enchanted Moth as an availible champion
the attack sound delay got shorter when Forsaken Assassin attacks
once a champion dies, the victorious champion will immediately face the camera
fixed a bug where an additional spell would pop up if you immediately toggled Special 2 after jumping

2.0.5
changed the Enchanted Moth's Unique
added a short description about every champion
made the text on the loading screen somewhat shorter
jump time has been decreased, animation remains the same
added the hotkeys to the buttons as well, as people refuse to read the tutorial for some reason

2.0.6
minor modifications in the interface
moved the hotkey description to a different location
changed High Tide Ripper's S2 when he has his servitor fighting
fixed a bug in the High Tide Ripper's movement with his servitor
the champion controllers are initially selected, so you have more time to get to know the controls

2.0.7
created custom buttos
changed Player 1's color to yellow
added Stormy Invader as an availible champion
Enchanted Moth's orbs are now invisible, S2's damage is decreased
fixed a bug where players would be able to start moves before the game started
decreased the amount of time the victorious champion waits before facing the camera

2.0.8
created three game modes
added Magmatic Ursidae as an avilible champion
the time a unit is considered jumping has been decreased
fixed a bug where Stormy Invader was able to teleport out of the arena
increased Stormy Invader's ultimate's damage, and decreased its duration
decreased the delay between the laying of Raging Brand's S1 and the actual explosion

2.0.9
added Maverick Automaton as an avilible champion
replaced the champion labels with a difficulty meter
Magmatic Ursidae's S1 sphere is removed when a champion dies
enabled rotation to every direction from first champion at champion selection
modified the order of champions in the descriptions to fit the champion selection

2.1.0
added a new game mode
added the ability to block
increased Morse Explorer's S2's damage
Enchanted Moth's S2 has a short casting time
changed the special effect on Magmatic Ursidae's S1
Stormy Invader's and High Tide Ripper's S1 and S2 moves have been switched
Maverick Automaton is now slowed while launching S2 when its Unique is active
S2 is no longer triggered by pressing the down arrow key, now you have to combine attack with S1

2.1.1
High Tide Ripper's S2 damages jumping units as well
Raging Brand's S2 no longer damages him if he's at or below 3 health
enabled players to test the map in single player mode against the Morse Explorer

2.1.2
the AI's name is now Morse Explorer
changed Shepherd of Fall's S1 to a heal
Forsaken Assassin's S1 now turns him invisible
Magmatic Ursidae's unique only deals half the damage to him
Morse Explorer's unique no longer stuns, it makes the enemy unable to move instead
reduced cooldowns and players don't have to wait as long as earlier before moving after an attack
P1's life bar is on the left, and P2' life bar is on the right side, indicating their own and the enemy's health

2.1.3
champion slots have been reduced to 10
reduced High Tide Ripper's unique's duration
the AI no longer tries to evade invisible things
fixed the bug that made people unable to play the map online
once a champion dies, the victorious champion can no longer receive damage from moves like Morse Explorer's S1
extended the block time to one second, reduced its cooldown and fixed the bug when you died even though you blocked enough damage to stay alive

2.1.4
enabled blocking while jumping
added the ability to restart the game
reduced High Tide Ripper's S2's damage
changed the order of the champion descriptions
replaced the Enchanted Moth with Engulfing Matter
redesigned game mode selection and added further game settings

2.1.5
jumps take longer
changed descriptions
reduced block's cooldown
set Forsaken Assassin's difficulty to 3
changed Raging Brand's S2 and unique
decreased the number of spectators to one
replaced High Tide Ripper with Sanctified Panda
slightly increased Spirit Adept's unique's damage
slowed the basic attack to make it easier to cast S2
Morse Explorer's unique is now his S2, he has a new unique
Morse Explorer's S1 now targets the ground in front of the enemy
damage 'amplifier' is now 'output' and its values are 50% - 100% - 150%
movement speeds are now added and substracted instead of set to a value
Forsaken Assassin's S2 is now able to immediately deal damage if it's layed close to the enemy
fixed the bug where Player 2's camera was initially pointed at the second champion instead of the sixth
created a new system to hinder collision, if both champions are jumping, they will collide with each other

2.1.6
added background music
changed the order of champions
changed Forsaken Assassin's unique
movement speed is increased while jumping
fixed the bug in Spirit Adept's unique's slow
fixed a minor bug in Morse Explorer's S2's slow
changed the 'Spectators' force name to 'Spectator'
champions can no longer be teleported out of the arena
Sanctified Panda's unique no longer gets the AI bugged
fixed the bug where Tempest mode didn't restart each round

2.1.7
added a new arena
removed the spectator
changed the background music
every arena will have 2 unique game modes
Shepherd of Fall has a completely new skill set
slightly decreased Forsaken Assassin's unique's delay
Forsaken Assassin's S1 now doesn't add speed, it sets it to a value
disabled the Lambageddon game mode until the release of a third arena, but created two new ones for the latest one
once a new round starts and a champion casts a spell, it'll no longer start walking if the player hasn't pressed either left or right

2.1.8
changed Raging Brand's unique
Raging Brand's difficulty went up to 4
removed the glow and orb from Raging Brand's model

2.1.9
added shadows
enhanced the collision system
changed champion description order
replaced Maverick Automaton with Floral Trainee
replaced Magmatic Ursidae with High Tide Ripper
fixed a damage related bug in Engulfing Matter's S2
reduced the casting time of Engulfing Matter's Unique
changed Engulfing Matter's model and a minor special effect
changed Shepherd of Fall's Unique's system to make it work while having shadows
Keywords:
Slashcraft Fighting Game Mortal Kombat Street Fighter
Contents

Slashcraft 2.1.9 (Map)

Reviews
10:45, 23rd Jul 2011 -Kobas-: Status: Approved Comment
Well controls can do some work to be a little bit more sensitive when jumping for example.
Terrain was just F'in amazing! [crowd pleaser]
The idea is original and since it's not a finished map it has allot of potential.
There is some blue text next to the hp of the players you might want to change that a little bit lighter color cause it's difficult to read it out with that dark background.
I can't give any more suggestions for now cause I see in the description area what you plan to do so keep working on this.
Overall 4/5 (for now) but since it's not finished and you will update it I give it 5/5 :thumbs_up:
 
Level 4
Joined
Jan 29, 2010
Messages
112
Age of Myths(an AoS) has a similar hero selection system that you want. You could contact the creator and ask for some help.

EDIT: It's not the Age of Myths on the hive. It's this one, but I don't know if this is the latest version of the map, nor do I know if you can find how to contact the creator from this. This link is just to identify the real Age of Myths map I'm talking about. http://www.epicwar.com/maps/77706/
 
Level 36
Joined
Feb 5, 2009
Messages
4,603
Waa, waa, it's not finished! Waa, waa!
lol, jk, this map is looking to be one awesome project, keep it up =D

One thing I would like to know is what other characters you plan on creating (providing you're willing to give away such information, of course :p). Also, even though this is just a beta, perhaps you could still add the option for choosing characters to play as anyway? I recall a demo fighter I used to play back on PS that only allowed two characters to be played, but you still got to choose them from the list anyway :p

Additionally, I'm guessing you haven't done the 'U' attack yet? I ask because I thought you said these were complete, yet I didn't see an attack there. It is possible that I missed something in my brief playtest, though, perhaps something like a special requirement which must be met to unlock the attack? That sounds feasable, and would explain the 'U' ('U' is for 'Ultimate' =D) :p
 
Level 9
Joined
Jun 1, 2008
Messages
180
Thanks for all the feedback so far! I've read throught them and updated the following things:
- Controls: Changed it so when you stop with your character, it automatically faces the enemy.
- Energy: Its color was changed to a lighter color.
- Ultimate: Sorry, I accidentally typed 'U' instead of 'D' in the description of the characters. Ultimate attacks can be launched with the 'D' key when your energy is at 100%.

Requests:
- More stages: Won't add any for quite a long time, maybe there will never be any others. Don't know that yet.
- Character plans: Will add them to the long description at the top.
- Character selection: Don't know how that'll look like, so that's why I haven't added it yet.

I've asked the creator of AoM how it is done, and sadly, I had to realize that I'm unable to create that system, as it requires model/animation editing. Need to figure out a different hero selection - which is nothing like the one in the previous version.

Something else I did was making the abilities somewhat faster. You don't have to wait so much between different skills.
 
Level 36
Joined
Feb 5, 2009
Messages
4,603
To save you *some* time and because I love your project idea and how it looks atm, here's some suggestions on character selection options:

1) Dialog buttons could be used. These won't display the actual combatant, however, so this is not what I would call a great suggestion. Still one worth considering, though.

2) Dummy units can be used like in Azeroth Grand Prix. Basically have some abilities that flick through the Dummy Units of each character, and when they hit the 'Select' button, it chooses that fighter for them.

As for other stages, I would suggest making at least a couple.

Also, I notice you seem to have this planned out for 8 players. Perhaps allowing the players to move around as the characters they choose and then enter a 'tournament' or a 'duel' could be an idea?

Anyway, this is all big picture shit, so for now just get the character creation done and out of the way and consider your possibilities later.
Good luck =D
 
Level 9
Joined
Jun 1, 2008
Messages
180
@Wazzz:
I guess you have never played the earlier version of Slashcraft. In that one, I did what you suggested (suggestion no. 2, dummy units). You had to use the arrows back then to move/select (left and right are obvious, up was used to select).
I don't want to do that again, because it seemed a bit lame - in that style. But I might simply set down all the characters and add arrows above their heads. Red for P1, blue or green for P2 (or I might just decide to use black and grey).
I think I forgot to mention that multiple heroes of the same kind will not exist in one game. If the other player chose your favorite character, then you'll have to pick a different one.

@Tutnitweh:
I've added the basic idea of heroes to the description. Other arenas won't be made for a very long time - I have no idea what they should be like + I'm too damn lazy to make the terrain (and I also suck at it).
 
Level 4
Joined
Dec 11, 2008
Messages
104
Played your map today and it was cool although it could use a replay function.
Also maybe a tournament option would be nice so that you can play with more than 2.

Offtopic, If your amnael you should get ur ass back on garena >.< :cute:
 
Level 9
Joined
Jun 1, 2008
Messages
180
Played your map today and it was cool although it could use a replay function.
Also maybe a tournament option would be nice so that you can play with more than 2.

Offtopic, If your amnael you should get ur ass back on garena >.< :cute:

It definitely is me. ;D
There's no point in getting on Garena, as I get blue screens after playing W3 for more than 5 minutes or so... I got quite a few blue screens while testing my map too lol. To me, editing maps is more fun than actually playing. ><

I'll add several modes to the map, one of which is pretty similar to what you have suggested - so keep checking back every now and then!
 
Level 5
Joined
Aug 30, 2009
Messages
138
Make Blademaster Character. Ability: Blade storm (ultimate) and Slah (basic ability). Blade storm dealing 5% damage per second last 1-3 sekond. Slah dealing 1-5% and teleport caster for short distance. It would be pretty interesting character.
 
Level 9
Joined
Jun 1, 2008
Messages
180
Make Blademaster Character. Ability: Blade storm (ultimate) and Slah (basic ability). Blade storm dealing 5% damage per second last 1-3 sekond. Slah dealing 1-5% and teleport caster for short distance. It would be pretty interesting character.

I've been thinking about the same while being under the shower. But I want the Blademaster to be a frog... Maybe the modified version of the original. And I'd also like to use this as the ultimate, but I'm not sure it'd work properly, if it wasn't added to the original model to begin with (like in Blademaster's original model).
 
Level 4
Joined
Jan 29, 2010
Messages
112
IMO the summoner hero is a bad idea. The user either has to control each individual summon with the same key settings as their hero, or let the summons just auto attack. Either way, it's too hard for the user to use, or it defeats the purpose because all they'd have to do is summon and watch the enemy take damage.

Hero idea: Crypt Lord
-can place an exploding locust above him in the air, which explodes upon contact with the opponent and causing damage. The locust doesn't move.
-can use impale, which fires a line of spikes and launches the enemy into the air, causing damage and a short stun.

Ultimate: A earthquake spell that deals DoT to anything in an AoE around the Crypt Lord for a period of time. DoT only affects the enemy when the enemy is on the ground.

This way, when the Crypt Lord sets 1 or several locusts, the Crypt Lord's other skills have the ability to manipulate the opponent by forcing them into the air to take damage from the locusts, or making the choice of either taking damage from the earthquake or the locusts.
 
Level 5
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Dec 3, 2009
Messages
192
oldmilk i see "elemental" summoner which summons elements like fire to fight
i gonna test this map today if im on mood
 
Level 36
Joined
Feb 5, 2009
Messages
4,603
@Wazzz:
I guess you have never played the earlier version of Slashcraft. In that one, I did what you suggested (suggestion no. 2, dummy units). You had to use the arrows back then to move/select (left and right are obvious, up was used to select).
I don't want to do that again, because it seemed a bit lame - in that style. But I might simply set down all the characters and add arrows above their heads. Red for P1, blue or green for P2 (or I might just decide to use black and grey).
I think I forgot to mention that multiple heroes of the same kind will not exist in one game. If the other player chose your favorite character, then you'll have to pick a different one.

Nope, I haven't played a previous version of this mod :p
Ahk, your idea is much better :3
 
Level 9
Joined
Jun 1, 2008
Messages
180
My idea of Elemental Summoner was this: a character that can summon stuff like a Phoenix and Water Elemental for a short time. These units don't move on their own or anything, they are simply forced to launch an attack by a trigger. They wouldn't even have the ability to attack, it's just animations and special effects. If you guys still think this is a bad idea, tell me so.

By the way, how the hell do you make that hide/show stuff that can be seen in other map descriptions? It'd be awesome if someone gave me the "code" for that or whatever... ;D
 
Level 5
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Aug 30, 2009
Messages
138
Summoner

All the same, summoner is not a good idea. It is better to remove the water elemental, and add any attack magic. For example a pillar of fire. Ulta and Phoenix. However, it's your choice. good luck.
PC
in the shower?) frog?) O_O
 
Level 1
Joined
Sep 6, 2009
Messages
1
hey I'd recommend some abilities to the "dark character". So I think the simple attack "A" could be a regular meele hit which doesn't do much damage at first but it gives a "curse" that makes the enemy lose some hp over time.A-A could be a small ranged attack which drains some hp and adds it to your's if you manage to land a successful hit. I'm not sure what "S" should be, probably a long range shot with fairly big damage and no special stuff on it. A-S could be a skill that covers 3/4 of the place in black mist or smoke which gives cripple aura to the enemy in it. I'm thinking about the ultimate skill but I don't have any idea yet.
 
Level 5
Joined
Dec 3, 2009
Messages
192
Hmm when i played my friend made the ultimate to kill and when we reselected our heroes the ultimate still made me some damage and let me 93%...
Also the soul harvester or how its called a+s only make a life drain chain on feet and does nothing
 
Level 9
Joined
Jun 1, 2008
Messages
180
Hmm when i played my friend made the ultimate to kill and when we reselected our heroes the ultimate still made me some damage and let me 93%...
Also the soul harvester or how its called a+s only make a life drain chain on feet and does nothing

I'll fix the problem with the ultimate thing, thanks for pointing it out.
Soul Harvester's A-S makes your opponent walk towards you. Your enemy has no control of his unit while doing that. This way, you can kinda force him to walk right into your ultimate ability, as that one takes quite long to complete.
 
Level 6
Joined
Mar 12, 2008
Messages
270
Hmmm... maybe instead of the summoner summoning creatures with auto-attack/trigger-attack, make them cast some ability? Like if he summoned some ice elemental, make it so that the summoned creature would like shoot an ice bolt or do some ice-spray-like thing where if the enemy is in range/does not dodge it, it will stun, daze, or force em so that they cant jump for a bit? Then after they do their little thing they dissapear/die.

Lol and his ultimate could be like, summoning a giant dragon that just burns the crap out of the battlefield.... I like fire...
 
Level 9
Joined
Jun 1, 2008
Messages
180
Hmmm... maybe instead of the summoner summoning creatures with auto-attack/trigger-attack, make them cast some ability? Like if he summoned some ice elemental, make it so that the summoned creature would like shoot an ice bolt or do some ice-spray-like thing where if the enemy is in range/does not dodge it, it will stun, daze, or force em so that they cant jump for a bit? Then after they do their little thing they dissapear/die.

Lol and his ultimate could be like, summoning a giant dragon that just burns the crap out of the battlefield.... I like fire...

Yea, that's the way I imagined it as well, but actually it'd just take away abilities from other characters... And it's a bit too random as well, so guess I'll drop the idea.

By the way, does any of you guys want me to change the A-S ability of Soul Harvester? I know it's a bit lame, so if anyone of you came up with a decent idea, I'd be happy to modify it.
 
Level 3
Joined
May 12, 2010
Messages
35
I suggest u make more fighting places not just one its gets boring just fighting at the one same place all the time

make a beach for a example or a forest or why not hell itself

also have u ever thought u could make that volcano (or is it a mountain?) in the background from time to time have a eruption and launch fire rocks all over the place and when the rocks hits the players it dmgs them or u could have the ship launching its cannons at the players too

also u could make a timer which ends the match after xXx seconds and have the players choice if they want to have long or short matches and obviously the one with most % hp left wins

also what about team games? for example 2 vs 2 it will still be 1 vs 1 but the ppl can swift out with their partner with t.ex button f so when one click on it one will disappear and ones team mate come out insteed

btw what about computer players couldnt u make computer players have a ai which controlls them think about it some ppl maybe wants to play against computers so for a example a dude create game offline he pick to be red and makes blue a computer(hard) and then starts game he pick a char and after that the comp picks a random char and then they fight and cuz comp is on hard mode it plays on hard mode nice right?

and u could have a dungeon mode where u have to fight throught alot of Monsters(AIs) to eventualy come to boss and fight him and win
 
Level 9
Joined
Jun 1, 2008
Messages
180
I suggest u make more fighting places not just one its gets boring just fighting at the one same place all the time

make a beach for a example or a forest or why not hell itself

also have u ever thought u could make that volcano (or is it a mountain?) in the background from time to time have a eruption and launch fire rocks all over the place and when the rocks hits the players it dmgs them or u could have the ship launching its cannons at the players too

also u could make a timer which ends the match after xXx seconds and have the players choice if they want to have long or short matches and obviously the one with most % hp left wins

also what about team games? for example 2 vs 2 it will still be 1 vs 1 but the ppl can swift out with their partner with t.ex button f so when one click on it one will disappear and ones team mate come out insteed

btw what about computer players couldnt u make computer players have a ai which controlls them think about it some ppl maybe wants to play against computers so for a example a dude create game offline he pick to be red and makes blue a computer(hard) and then starts game he pick a char and after that the comp picks a random char and then they fight and cuz comp is on hard mode it plays on hard mode nice right?

and u could have a dungeon mode where u have to fight throught alot of Monsters(AIs) to eventualy come to boss and fight him and win

It's pretty crazy, cuz... I thought about ALL of this actually. The main problem is that I don't see the point in this map anymore. When I host it, most people leave cuz they think it sucks. I think I'll abandon this project once more. Maybe I'll add 1 or 2 more heroes, delete the save system, and let people just have fun with a few characters... Now that I think about it, the save system isn't necessary at all.
 
Level 3
Joined
May 12, 2010
Messages
35
theres always gonna be ppl who gonna like this and then there is also those who doesnt like things to be how do I say to diffirent from usual wc3 maps

this map clearly breaks the standard norm of all wc3 map and dat will say point to move system, this uses arrows which some ppl might find good or bad its all about taste
 
Level 9
Joined
Jun 1, 2008
Messages
180
Uhh i'm pretty sure i had commented this map before, where are my comments? Did you just re-upload it instead of updating, or something?

Yup, I restarted the whole map and reuploaded it. Before creating the new map, I ran through the previous one's comments to see what people would like to have in this. I remember you were really helpful back then, thanks again for that. ;)
 
rather than more units, it would be nice to add more abilitys, am i correct to asume that everything has a cast time? and most spells inturupt the other players cast time? because that would really increase strategy...
(should i click the fast jab, that inturupts, or the power shot that deals alot of damage, or the longer range hit, because hees likely to back up..

me and a friend were actually planning on doing a map similar to this, and i wish i still had the terrain, it was pretty nice, and i wouldnt mind giving it to you, as thats about as far as we got..

aka fast heros, strong heros.., and mixed heros

each unit should have atleast 10 skills to really maximize the games micro potential, although the tooltips should be basic and precise, and inform the user of:
Dmg
Cast time
range
Inturupts others attacks or not
any recoil effects (maybe a casting grace period after casting the spell, or self stun for .5 secs, after attack)
and lastly, any other special effect it may do, like DOT, or slowing an enemys cast rate for xx duration

You probably cant get away with much more than 10, still expecting the users to know them all, and use them effectivly.., aditionally, each skill should look differently, especially at the start of the skill, when its critical, to counter if aplicable.

and ofcourse you are aware that this game will probably never reach full potential on b.net XD
 
Level 9
Joined
Jun 7, 2007
Messages
195
Prehaps you could use health bars instead of percentage numbers.
Like this:
||||||||||
||||||||||
...and you could put the lives somewhere in the multiboard too, so there won't be 2 separate boards.
Oh! And you could also use floating texts or something as cool effects for combos or ultimate attacks ect.
 
Level 12
Joined
Oct 16, 2008
Messages
514
I second the thing with floating text displaying the casted spell's name, it could be really neat. Like "Meteor Storm!" (or w/e) in red flashing above the caster's head for a second.
It could be applied only to ultimates, or have different colors for different spell importances.
 
Level 3
Joined
May 12, 2010
Messages
35
hey isnt there a way to make a icon flash red u could make two instant spells which activates same effect but got two diffirent icon one red one normal

then u could simple make so when player is able to use it it will change from red to normal and vice verse until player isnt able to use it t.ex when player doesnt have enough energy/mana aka a flashing icon button

does this work?
 
Level 2
Joined
Apr 6, 2008
Messages
6
- Dialog at the beginning - I'd make it so that everyone starts as a fighter, and if you type '-spec', you'll have your lives set to 0 and participate only as a spectator for the rest of the game.
Please do, me and my friends played it and half of us got stuck as spectator, I dunno if it was a bug or something because I didn't see a choosing screen ever.
 
Level 1
Joined
Jul 3, 2010
Messages
4
Awesome map. The only thing that bugs me about this map is the jumping, they jump up and levitate, an arc sort of aspect would really add some flair to the game.
 
Level 7
Joined
Dec 23, 2009
Messages
1,434
Well, I couldn't get to play this map cuz I couldn't go online with my Warcraft3 (And btw. it's deleted (o_O)) but i see from the clip it's cool looking. You definitely should add more stages. If you need help with the terrain, feel free to ask. I'll do them for y'a ;)
693407.gif
 
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