1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Find your way through the deepest dungeon in the 18th Mini Mapping Contest Poll.
    Dismiss Notice
  3. A brave new world lies beyond the seven seas. Join the 34th Modeling Contest today!
    Dismiss Notice
  4. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
Hive 3 Remoosed BETA - NOW LIVE. Go check it out at BETA Hive Workshop! Post your feedback in this new forum BETA Feedback.
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Steel, Blood, and Glory v2.04o

Submitted by Map Designer
This bundle is marked as approved. It works and satisfies the submission rules.
---------- map designer Presents ----------

Steel, Blood, and Glory
Created by map designer

The Vision behind its existance


  1. I did not like how the melee system is a bit complicated ... millions of flyers and mages that are hardly controlled... and three heroes!! one hero should be enough, one leader.
  2. I found the campaign first chapters fun to play, especially ROC, when there were some units available only: Human chapter 5, Undead chapter 3~5, Orcs chapter 3~5, and a little bit Night elves chapter 3.
  3. I like lord Garithos and his knights( not his personality). In my first version, I just added him to a map and played against normal AI, building only knights and footmen (no triggers).
  4. I like "logic" in the map, and I can never sacrifice it for the sake of balance.

*any further points referring to the philosophy will be coloured lime
I will tell you the story of me making the map at the end>>

Features:


  1. One hero is allowed
  2. Different units and upgrade are available to different heroes, few of which are made and do not exist on the normal melee maps. each has his speciality, and has his own men and followers.
  3. Few heroes are added to each race
  4. Ogre Mercenary camp guarded by ogres. Only BeastMaster can recruit ogres, and only when he defeat their lord.

    • Philosophy: since the BeastMaster is half ogre and half orc, he may negotiate with ogres. They only accept to aid him and none else: he is the only one that may be worthy, if he have slain the ogre lord.
  5. Bandits Mercenary camp guarded by Bandits. Only Warcheif can recruit bandits, and only when he defeat their leader.

    • Philosophy: Bandits may only help humans, and he must be one with pride in battle, like the Warcheif. They only help if Bandit Lord was slain.
    • Philosophy:How come a paladin hires mercenary bandits!! HE CANNOT ABANDON HIS VIRTUES.
    • Philosophy:Maybe I make Dark Ranger hire both ogres and bandits if she controlled their lord...maybe
  6. Huge Fish Camp near fountain of health
  7. Some Heroes get abilities upon leveling up, or learning a skill, and under certain conditions: refer to the trigger, hints, or tool tip description of each hero
  8. Slightly different items in the goblin Marchant shop, non of which is super or very strong, and slight changes overall, to states of some heroes and units (regeneration, armor, abilites)


Some else stuff about map:

Heroes gathered their men and followers and set their camps. Who proves to be the best? who is catching the honour and pride? Plan your strategy, gather your forces, and win the glorious battle.



Screenshots:

Hero-Army Screenshots

Image Description:
Human Army


[​IMG]
!
Image Description
Orcish Army


[​IMG]

Image Description:
Undead Army



[​IMG]


Image Description:
Night Elven Army


[​IMG]

Camps Screenshots


Image Description:
Bandits' camp

[​IMG]

Image Description:
Ogres' camp

[​IMG]

Image Description:
Goblins lab

[​IMG]


Advice is welcome specifically for
  1. Siege weapons balance. I intend to make it ogre stone thrower, an ogre from Hive, for the Beastmaster.
  2. Human towers prices, since I made Human's guard tower fortified.
  3. New units stats, including HP, Mana, damage, armor,food, and price.
  4. Attributes of Ranger General, Dark Ranger, and Priestess of the Moon.
  5. Night Elven Armies: which units for which heroes
Current bugs and problems

  1. Naga: old workers do not build and player be revealed.[*]sound set of Ranger General is bad for now. I basically want just to rearrange the sound from the original sound set of Sylvanus Windrunner, but I could not do this without importing, and thus making the map filesize huge. For that, I just stuck to old sound set of Sylvanus.
  2. I want paladin hero to have shining light when he casts spell, like his sub-ordinates young paladins.
  3. I want the paladin to be able to train knights, but this may unbalance the game....you know that silver hand should have knights,right?
  4. Game Interface sometimes Change!!
  5. Description of some units/buildings/etc.. needs to be improved.

Current Plan, in the order of priority, is:


  1. Improving AI so that it chooses random hero rather than specific one, blade master in the orc case. I will also improve AI difficulty. This will hopfully enable real fun even in single player mode :)
  2. Changing the terrain, probably making new map for 8~12 players (what do you think?)
Change Log:

Change Log


Version 2.00

uploaded


Version 2.01

Added:
  • Night Elven AI: Priestess of the Moon


Version 2.01>> 2.02g

Added:


  • Fixed some hot keys and writings
  • Scrolls of mana are 1 and no longer 5 scrolls in the merchant shop
  • Silverhand Paladinsnow have resistant skin ability. This makes them un-digestable or charmable or controlable by banshees.
  • Warlocks, blood fiends, and fel hounds now also use the upgrade of back pack
  • Warchief has 10% chance to bash for 2 seconds instead of 20% to bash for 2.5 seconds
  • reworked plates of war damage reudction to be 3.5 for iron plates and 7 for golden plates instead 7, 11









Version 2.03

Version 2.03a

Added:
  • Modified item drops for the big neutral camps
  • Demon Hunter no longer can play the Night elves; instead, it has naga army and has model file of illidan(Evil)
  • Redistributed the naga army between Demon Hunter and Naga Sea Witch: The hunter takes Myrmidon and Naga Royal Guard, limited to 4, 1, repectively, while the Sea Witch takes the siren and Couatl, as well as the associated upgrades of ensnarre, abolish magic, and siren master training.
  • Warchief: Rebalanced Plates of War, making it only blocks ranged attackes (7, 11)
  • Warcheif: Rebalanced shield of Honour, making it block 18% of melee attacks instead of 15%
  • Warcheif: Rebalanced intellegence growth, making it semilar to that of the Tauren Cheiftan instead of 1 starting int and 0 growth. This only makes the warchief vulnerable to mana burn and man siphon spells, as he never uses his mana.
  • Ranger General starting agility increased from 19 to 21, making it equal to that of the Dark Ranger
  • Demon Hunter's model file has changed to that of Illidan (Evil)
  • Movement Type of Demon Hunter and Naga Sea Witch has changed to Amphibious, enabling them to walk on water.
  • Rearranged Night Elf army: Mountain Giant has moved from demon hunter to Warden, while Druids of the claw has moved to Keeper of the Gorve. Huntressess has been removed from Keeper of the Grove. Keeper of the Grove also can no longer upgrade archers.
  • Added Furbolgs camp to the north of the map
  • Priestess of the Moon can now recruit Furbolgs up the death of Furbolg Champion


Version 2.03b

Added:
  • Fixed the Green icons of Plates of War and Golden Armour when f10 is pressed


Version 2.03c

  • Fixed Hotkey of Comradeship
  • Fixed the some tool tips


Version 2.03c>>2.03k

  • Rebalanced warcheifs shield of honour: 18% to block 65 damage
  • Fixed the tooltips of the Warcheif as well as other units
  • warlocks of the blade master are now unarmored
  • fixed bug that warcheif can train unlimited amount of captains instead of not being able to build them: Warchief can no longer train any captain after golden armour upgrade
  • Ranger General now have Frost Arrows, just like the Naga sea Witch, instead of Cold arrows.
  • Crypt Lord now have burrow ability when he has burrow upgrade. His model need to be fix though... :/ and tool tip I think
  • Fixed the bug that Keeper of the grove cannot recruit bears



Version 2.03l

  • Fixed the bug that demon hunter cannot recruit Naga royal guard. I apologize for this and the bears' bug.
  • Rebalanced Furlbolgs gold and lumber costs.
  • AddedFurbolg Elder Shaman Briliance Aura.





Version 2.03q

  • Replaced Goblin's lab with Fountain of Health
  • Added some Doodads near Bandits camp


Version 2.03s

  • Added "-unshare", "-share", and "-fullshare" commands, to change controlabitly of Ally AI



Version 2.04

Version 2.04b

Added:


  • Added Corrupted Night elves race to the night elves. They follow the ordinary, and not the winged, demon hunter
  • Added new building to pitlord: Demon Gate. This building summons a power Demon from the burning legion in the nether world every 100 seconds
  • Added void walker for the pitlord, as basic archer unit
  • Removed Gargoyles from the pitlord special units. Now only the dread lord can train Gargoyles.
  • Extended Flesh Decay Time from 2.00 seconds to 60 seconds. This will make it look more realistic that the corpses stay for longer and decay slowly as in real battle.


Version 2.04c

Added:

  • Void walker now requires halls of the dead
  • fixed few timer window issues appearing multiple times when more a second and third demon gate is summoned
  • limited number of Demon Gates to 1 per player. It did not really change how it functions
  • Buidling Demon Gate now requires buildable ground and is prevented by unblighted land, in object editor settings
  • Deleted a couple of broken old triggers
  • Fixed bug that warchief AI not running in v2.04b




Version 2.04e

Added:

  • Fixed bug that corrupted night elf players cannot upgrade there unit's Attack and Defense
  • Rebalanced the prices of corrupted trees, of Life, of Ages, and of Eternity




Version 2.04f

Added:

  • Fixed bug that Keeper of the Grove Night elf players do not have well spring upgrade.




Version 2.04i

Added:

  • Fixed bug that Night elf players do not have Well Spring upgrade for Warden and Priestess of the Moon



Version 2.04l

Added:

  • Fixed a couple of bugs with wisps issues of night elves. Now both night elves and corrupted night elves have same wisps. The corrupted night elves' wisps look purple while the pure ones look blue
  • Removed mana shield from archmage
  • Added summon fire elemental for archmage and mud golem
    thats what i recall for now
  • Fixed some leaks :)


Version 2.04n

Added:

  • Replaced Summon Fire Elemental Hero Ability of Archmage with summon Water Elemental. Sorry that I forgot to do it before!



Credits:

Special Thanks:

These two have helped me with their excellent triggering skills greatly!
Also, thanks to:

Models:


Icons:

Tutorials/Systems:

Loading Screen/Map Preview Image:
  • Gamer_David has made fascinating terrain for army screenshots
  • defskull has greatly helped me with the screenshot triggers

Other:



Author's notes:

Here, I will tell you the story of this map's creation.

My start was just placing lord Garithos, which has same model as warchief, at like 2010~2011, few months before I join. I placed him in the middle of Plunder Isles. I had put my own roles, to me and to those friends who play with me. It was basically cancelling some units, but then, when I played vs the orcs and found there heroes un-crushable by an army of footmen, I added one hero rule.

After I found the AI too easy for me, I started searching here and there. I found orc master AI, made by blizzard. I imported it and then played. I found easy as well, with the times passing.

Then I moved to DragonFire map, playing vs 2 orcmaster AI's, making sure I am in their middle that they attack from all the sides. After that, I made the human AI, so the game will be 2 human vs 4 orcs. I bit I could win after too tough fights.

-This is why I joined hive btw: to help me first run my AI to all the 6 players in the map players, then to help me with the map. You can see that in my first posts.-

And then, after a while, I sought a map with good, fitting terrain, and I selected Gold shire. I still think it is decent, though a map with more players would be better.

Demonstration Video:




Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
steel, blood, and glory, glory, altered melee, melee, altered, high elf, blood elf, warcheif, zalbag, naga,
Contents

Steel, Blood, and Glory v2.04o (Map)

Reviews
Moderator
[img][c]Orcnet[c]18:10, 8th July 2013 Map Approved Steel, Blood, and Glory (Version 2.04e) Rate[c]Score[c]Percent[c]Letter [r][img][img][img][img][img][c]5/5[c]91-100[c]A Rate[c]Score[c]Percent[c]Letter...
  1. Map Designer

    Map Designer

    Joined:
    May 2, 2011
    Messages:
    1,258
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    Thank you very much, sir!
    I will look into these grammar mistakes in next version.
    Edit: it really helps if you guys point out because its nearly impossible to catch all the errors. I do have text file and I write any mistake I see while I play, but I dont play all with all the techs so some might slip by
    Edit: Regard the golden armor, its not meant to be pure gold armor, but a little bit of gold added ( a mixture), but ummmm, maybe I should rethink if that really is used to enhance the armor or not.


    Also, here is a test version of the dark ranger being able to control the mercenaries. Not so sure if its balanced well, so I didnt upload it.

    Please share your ideas
     

    Attached Files:

    Last edited: Jun 11, 2013
  2. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

    Joined:
    Apr 2, 2013
    Messages:
    2,462
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Full Review Later.

    I really like the map, I agree with you on how Blizzard's strategy game style is complicated and such. One thing, some races don't have healing units, so you need to create a fountain or something.

    I was also surprised at how the AI was kind of hard to fight against.
     
  3. MushiKeewi

    MushiKeewi

    Joined:
    May 10, 2013
    Messages:
    19
    Resources:
    0
    Resources:
    0
    Nice map! I like the hero system. Very creative.
    Though, when I played with an ally, it got glitchy My ally's hero showed it was mine and when he upgraded, it showed as my upgrade on my screen.
    Please fix, and it will be *****(5 stars if you cant see it)
    ***(3 stars if you cant see that)
     
  4. Map Designer

    Map Designer

    Joined:
    May 2, 2011
    Messages:
    1,258
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    alright,

    my next updates will concentrate on making proper AI's for most of the heroes and ummm, that will be after I solve little problems with demon hunter and night elves.

    I guess I make another normal demon hunter so it will be like

    Demon hunter : will have corrupted ancients and corrupted moon well, as will as archer and corrupted treants and some satyrs and finally (thats fine composition I hope, though might not be so... ummm, so united and team-working composition)

    Deformed Demon hunter: this will take the Naga guys ( like this current one)

    Druid of Claw hero: I find keeper of the groves army a bit too strong and thus I am thinking of taking the bears to a new hero, but this needs concentrated thinking


    and after these I will make the AI, or maybe find if someone is willing to do it.
    and thanks :)

    Thank you!

    you being able to control your allied hero is because of the shared unit, but this next version I will put a command to share and unshare,

    I hope the thing you said about the upgrades is not a bug and that YOU still CANNOT make the units/upgrades that your ally can, am I corrected, or is it a bug that enable you to make both your special units and ur ally's special units?
     
  5. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

    Joined:
    Apr 2, 2013
    Messages:
    2,462
    Resources:
    1
    Maps:
    1
    Resources:
    1
    I'll answer that for my brother, keewi...

    No, I believe it does not give the upgrades to your partner, it just shows on the screen "upgrade complete" which is only probably a minor bug.

    Healing units without any heal from anywhere (except potions/items) is a pain. Please add a fountain of health, which I think will be much easier than different heal abilities/units for each sub-race.

    I don't know if you can fix this, (ofcourse you can make maps larger) but one large rush can wipe out your enemy so fast. Trust me, it happened.

    Will you make other maps with this system? My friends really liked playing this, we had a couple rounds.

    Summary: Heal problem, minor bugs.
    Requests: More maps :)
     
  6. Map Designer

    Map Designer

    Joined:
    May 2, 2011
    Messages:
    1,258
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    hi guys
    im sorry to say that i wont make update the ai for the next few weeks.... unliss maybe i find someone to do it for me. I think i should first finish thetge night elf updates.

    as for the fountain, i might make a test version tomorrow or the day after.
     
  7. Map Designer

    Map Designer

    Joined:
    May 2, 2011
    Messages:
    1,258
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    ok, I just updated, removing the goblin lab and replacing it with fountain, and fish camp
     
  8. King Konrad

    King Konrad

    Joined:
    Jun 12, 2011
    Messages:
    17
    Resources:
    0
    Resources:
    0
    You can, instead of making a fountain, put somre kind of Static area healing item/build for each faction, thus removing the need of a neutral building( maybe making it so that each player can only place 1 at a time/build only 1).
     
  9. Map Designer

    Map Designer

    Joined:
    May 2, 2011
    Messages:
    1,258
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    What do you guys think of the new doodads for the bandit camp? :)
    Have a look Please

    [​IMG]


    Edit:
    ok, I just added -share, -fullshare, and -unshare commands. -share is probably always better than -unshare as it both does't get the battle messy nor completely unshare

    next commands are probably of the camera control.
    What other commands you'd like to see and feel are useful?

    Im also thinking of making corpses and bodies stay for a little longer as it seem to make the match look pretty realistic (imagine you see foot man lying and not just vanishing in 2 seconds OMG)
     

    Attached Files:

    Last edited: Jul 4, 2013
  10. Daffa

    Daffa

    Joined:
    Jan 30, 2013
    Messages:
    8,215
    Resources:
    31
    Packs:
    1
    Maps:
    9
    Spells:
    18
    Tutorials:
    3
    Resources:
    31
    Well, I play older version before and it's amazing, I love it 4/5 :)
    Also, about the corpse, don't do that, it will become annoying especially for Undead.
     
  11. Map Designer

    Map Designer

    Joined:
    May 2, 2011
    Messages:
    1,258
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    why? Undead can raise as soon as the unit dies. thus, it does not depend on the decay time, it only depends on the death time set for the unit, which is fairly close to the death animation time of the unit, and it cannot be set to more than.

    When a necromancer raises a decaying unit, the body immediately vanishes regardless of the decay time. that what i just tested.

    Ummm you still dont like it?
     
  12. Daffa

    Daffa

    Joined:
    Jan 30, 2013
    Messages:
    8,215
    Resources:
    31
    Packs:
    1
    Maps:
    9
    Spells:
    18
    Tutorials:
    3
    Resources:
    31
    Hmm... Good point, that should do, no problem ;)
     
  13. Map Designer

    Map Designer

    Joined:
    May 2, 2011
    Messages:
    1,258
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    I think a fountain is fine. initially I though its imbalacing the mages, as the mage heal ability is nearly useless, but then I thought that mages are already over powered when they mass slow or mass inner fire or blood lust etc and there is SHOULD be no problem adding a fountain to balance that.

    regarding building healing structure, I think it isnt really that necesary, at least for now; it seem to be a little bit complicated solution and fountain of health is good enough. though I might do an alternative later

    Thank you for your suggestion

    Edit:
    ok guys, next update version 2.04 will be about demon hunter... ummm
    for now having that satyr that can cast curse and one that can cast blood lust and archers and corrupted treant and will have dark wisp as his worker... what else?

    also, it seems that unit composition isnt that good for, so do you guys have any suggestion for better unit composition for the demon hunter?
     
    Last edited: Jul 4, 2013
  14. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

    Joined:
    Apr 2, 2013
    Messages:
    2,462
    Resources:
    1
    Maps:
    1
    Resources:
    1
    night elf problems still huh?

    Fountain is alright, but a small base heal area would be cool if you want it. I like the ideas of the dead bodies.

    Keep working :D
     
  15. SeedinAethyr

    SeedinAethyr

    Spam Moderator

    Joined:
    Dec 2, 2012
    Messages:
    141
    Resources:
    0
    Resources:
    0
    map designer, at your request, I am reviewing your map Steel, Blood, and Glory. My first impressions were good, as you had a nice looking description on the Hive with good use of BBCodes, although there were a few grammatical errors. I also didn't get exactly how you modified this map. I'd like you to be a bit more specific in some sentences such as "Different items in the neutral shops and slight changes overall" or "goblins near the lab". I wasn't really sure if I was getting slightly customized races with new heroes and a new unit to help the hero or a tiny techtree of specialized units for the hero. When I began the map, I made my Altar of Kings, Farm, and Barracks immediatly, and once the Altar of Kings was done I saw the new heroes you made for the Alliance. You had nice, long tooltips with color. That's good! I chose Archmage. I'm curious, why did you change Water Elemental to Fire Elemental? Did you want to demonstrate the Archmage's prowess over the magic by giving him an ice spell, a fire spell, and arcane spells? The reason I'm asking is because Fire Elemental doesn't seem to synergize with the rest of the spells. I liked the little hint you placed in the game that said I would get Mana Shield if I upgraded Brilliance Aura. I'm guessing all the other heroes have something the same, and it's really cool how you customized the races to fit the heroes. You also have a nice AI that works well. I couldn't find any bugs besides the ones you already have stated (and most of those aren't actually bugs, just preferences). The idea is pretty original and I think it was pulled off well.
    I'm going to give you rep and your map a
    4/5
    (I'm sorry my review wasn't very long. I didn't feel like writing a lot this morning.)
     
  16. Daffa

    Daffa

    Joined:
    Jan 30, 2013
    Messages:
    8,215
    Resources:
    31
    Packs:
    1
    Maps:
    9
    Spells:
    18
    Tutorials:
    3
    Resources:
    31
    Lol, you can use some rest for reviewing too much :p

    Also, the siggy xD
    Still remember that day.

    On Topic :
    I recommend a set for DemonHunter Hero.
    I think Satyrs will do for this tho, with the set as you stated before.
    Also, a new 8 or 12 player of this map would nice, like you said on 1st post [the map description] :)
     
  17. Map Designer

    Map Designer

    Joined:
    May 2, 2011
    Messages:
    1,258
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    Thank you!

    Feel free to point ANY out, at any time. I do fix any errors I pass by, but I might not be able to pass by all the errors, in the game and the description all by myself. Pointing the small errors is good enough, so, YES, BE PICKY on that!


    I just meant that they are not very significant, as what are all the items I have put in the shop. In fact it was just scrol of mana, as I can recall, which did not exist on normal melee maps. slight changes overall are also insignificant and include stats of some heroes, the fire elemental of the archmage, and the some abilities added to SOME of the heroes upon leveling, which are too much, for the reader, to state in the description. Now I replaced point 8 of the features with

    Now replaced point 6 of the features with:
    as there is no longer lab or goblins camp, but rather replaced with fish (I cant say fishes :p)

    Added to Feature, point 2:
    Thanks ^_^


    • To make him distinct from the Hydromancers (or the rookie mages): I gave them summoning tiny water elementals, and he, to be different, summons fire elemental.
    • I saw archmage's attack shooting fireballs, but did not really like that he has no fire spell
    • I think it would be fairly good to give archmage some additional magic attacks
    • I actually want to change the summon fire elemental animation of the archmage to the attack animation, where fire surrounds his staff instead of the water appearing
    Hmmm, why do you think it doesnt synergize with the other abilites? Also, I just had the thought of giving him quite a few summons at level 10, MIGHT include water elemental, fire elemental, golem, mud golem, and ice elemental, but no storm elemental as it is for orcish shaman. That wouldnt really change the tide of the game because summons become less useful later of the game, when the armies are masses. for that i might take away mana shield.

    No, not all heroes are the same. for now, only human Warchief (probably excesively), and human archmage. For the future, some mana blocking spell for the Bloodmage, having that cool kael item, some, probably roar, for Beastmaster, some spell for keeper of the Grove, and finally passive abilities for the archers' league: Ranger General, Dark Ranger, and Priestess of the Moon.

    Good! I plan to update that to be more fun of all the heroes, but I just need to deal with some game play stuff before D:
    Don't worry, I'm glad to see reviews and comments about my map :D
    Thank you!

    Edit: oh you said it wasnt very long, lol I have read the other way around!
    Now back to mapping

    Merged post:
    the one who does blood lust is satyr hell caller which should be limited to 1 in total, cuz he has animated dead. The animated dead differ from that of the death night that the units can be attacked and not invulnerable.

    as for the 8 players, I have one but... it isnt really neat or anything: it just doesnt fit the standards of hive yet.
     
    Last edited: Jul 1, 2013
  18. Map Designer

    Map Designer

    Joined:
    May 2, 2011
    Messages:
    1,258
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    Ok and I just got the idea to give pit lord demon gate which summons random demon monster every now and then (demon being fel stalker, infernal, or doom guard) Just one demon gate is allowed
     
  19. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

    Joined:
    Apr 2, 2013
    Messages:
    2,462
    Resources:
    1
    Maps:
    1
    Resources:
    1
    The clan I am in will really love to play this, but there are like 40 of em, and this is 4 players.

    Like I said before, a different maps with much more players would really be fun.

    Im thinking of moving all of your unit systems into some of blizzards melee map so the clan could play >_>

    Yeah, that badly map designer :D. Wanna play this map tomorrow like you asked?

    Keep improving.
     
  20. Map Designer

    Map Designer

    Joined:
    May 2, 2011
    Messages:
    1,258
    Resources:
    2
    Maps:
    1
    Spells:
    1
    Resources:
    2
    Ok, I cant deny your request any longer. Here you go!

    as for taking the map data into another terrain*, I dont mind that at all.

    the 12 player map IceCrownGlacier or something should be good, as it has fountains (of health I hope) on its own, and its of 12 players. Would like me to do that as well? I just am quite close of finishing the demon hunter stuff

    and.. tommorrow. well Im fine, though I might not be free all the time. Just stick around in hive chat and we'll sort it together.

    Edit:
    Hmmm

    Just finished the test of the demon hunter with corrupted elves. I am nearly done, and I was inspired to make keeper of the grove have some treants for training, because demon hunter had corrupted treants. This should be the main tanking unit instead of the bear. The bear units should be moved for the new Elite druid of the claw hero.

    So, what are your ideas guys for the bear hero? I am thinking of an ability, be it ultimate or not, that transforms him to bear, but... the other spells? It should come from him in the begining, like... the keeper of the grove is binded with nature, and his spells are entangle roots, summon trees, and making units spiky as natural plants, and the last one I dont really know. so what do you guys think?

    Also, I just now remember that cenarius has revived the land: Keeper of the grove spell will be just reviving dead trees ;)
     
    Last edited: Jul 4, 2013