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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.



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. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

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    Please don't double post. I think emerald gardens would actually be better. In IceCrown you can't do a fair FFA.

    Keeper of the Grove should stay as the melee one. Bear is already Rexxar's thing, and keep the druid of the claw as it was in melee also.
     
  2. map designer

    map designer

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    Sorry!


    you mean I shouldnt add for him the ability to raise trees back like cenarius? why, it shouldnt be that strong ability compared to the other heroes.
    and when I said bear with night elves, all i meant is druid of the claw (they r also bears)


    so what I thought is that I should make another druid of claw hero who can recruit druids of the claw.
    ------------------
    Edit
    Ok guys,
    I quite close to finish the update. Just a last check on triggers maybe and I'll do quick changes to the game play constants to make the battle look cooler with the corpses staying longer
    Hopefully it will be uploaded by tommorrow
    Edit:
    Here goes the Corrupted Night elf and the Demon gate updates. I hope you guys like it :)
    Demon Gate: This buildings link this world with the twisting nether. Summons a chaotic unique Demon unit every 100 seconds.

    and I apologize for the bad quality models of corrupted Night elves. I will have to find fitting skins and model. I think you will notice that ancient protector and tree of life attacking animations are not that good
     
    Last edited: Jul 7, 2013
  3. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

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    I am very exited for the next update, but you double posted again -_-

    I couldve sworn that keeper of the grove already has that spell (eh I never play NE)

    Time to wreck the enemies with my burning legion :3
     
  4. map designer

    map designer

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    That was already 25 hour, aint counted double post (not just 5 or 10 minuts or one hour whatever

    oh, you thought keeper of the grove already raise broken or eaten or destroyed trees from the ground? :) no, its just that cenarius revived the land when we were doing campaign with orc and grom shredded the whole night elf land and cut down almost all trees. So cenarius revived them.

    Good, I hope you enjoy it!
    --------
    As for the update, I have just fixed a couple of stuff in this update:
    -void walker now require halls of the dead as well as grave
    -fixed timer window issues so no multiple windows show when another demon gate is destroyed
    -limited number of gates to build to 1
    -set gate to not be able to be built on other structures or on unblighted ground. I.e., Buidling now requires buildable ground and is prevented by unblighted land, in object editor settings
    -Deleted a couple of broken old triggers

    Will add this to description... sometime

    Edit: and most importantly, I fixed the warchief AI not running (because I had delete it for somereason and then reimport it but i forgot to reimport)
    Lucky I am that I wanted to test pitlord against the warchief and so I spotted that.

    By the way, there is a command,"-who?", that displays the player names for all players. You can use this if you want to specifically know your opponent in 1v1 (i.e. you wanted to play against warchief like me). You're not supposed to use that in multiplayer if one of your enemies is a human player, cuz thats cheating. but you can use it if you and one of your friends wanted to play against certian AI

    Regarding my test, I just tried the updated with pitlord vs warchief and ummm pitlord seems quite strong to me. But I also found the insane AI very challenging that he didnt give me any little chance to creep the ogres until so late.
    -----------
    Edit: I just had a look on emerald gardens.
    It was pretty cool map
    So, what I will do is basically changing all mercenary camps to alternate between bandit and ogre camps. the fountain of mana will be replaced with furbolg camp and goblin labs will become ogre camps.
    what do you think?
    I will bring it on tomorrow I hope, or sometime soon
     
    Last edited: Jul 8, 2013
  5. Daffa the Mage

    Daffa the Mage

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    Daffa the Mage
    Date: 7/8/2013 (10:58:02 AM)

    Useful Links:
    -> Need help with triggers/memory leaks? Make a thread in the Triggers & Scripts Section.
    Personal Comment:
    -> well, I think a review will be nice :)
    first, check the critical error listed, the code, to be honest, aren't optimized, why? because the disabled functions aren't removed from the trigger, also,some minor leaks I found inside as well, mainly the command one.
    the only problem I encounter :
    The New Corrupted Ancient Race can't upgrade their weapon and their item tech beyond level one
    well, this is a partial review, but I will extend or make another if I have time and on mood to play :)


    (3/5) Acceptable
     
    Last edited: Jul 8, 2013
  6. Orcnet

    Orcnet

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    Map approved, see moderator comment on top. +3 as reward.
     
  7. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    now that's a pure approval :)
     
  8. matisko666

    matisko666

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    Downloaded, tested aaand... Since I don't like melee maps because I don't know how to play them (build an army, get destroyed, build an army again, still loosing...) I'd like to argue a bit about restrictions you made... Now, your attitude to melee maps is basically and almost the same as mine but there's no ground-breaking anything in this map, sure it's simplified (I still lose to Normal computer, yes, because they make alliance against me all the freakin' time!) but if I were a pro-player who uses all things the standard melee map offers to win and be shortened by one Hero only and it's related units only I wouldn't like it too... When I hovered over your map at the map selection menu it was saying that I can choose whatever race I want but not Night Elves, why is that? Because they are not finished? But what if I want to choose Random race and get Night Elves (as of the first attempt I really got them :D)? In any case, according to HWS rules you cannot get an unfinished map approved, correct me if Night Elves are working but still, change the description... A little detail, I played as Human and check the Barracks and was like "cool, you can train Archers or Marksmen or whatever, I'm wondering what does their model look like" besides their low damage and everything it's apparently a reskinned Night Elf Archer model and some things about it stay the same: When they die, they scream like female Archers lol :D Also a little issues with Gyrocopters, I couldn't upgrade their damage because of Hero restrictions or just missing Black Powder upgrade. So, basically what you offer in this map is an imbalance OR linearity when it comes to choosing your Hero. Once you picked one and only Hero, you can train his special units so it's all left to spam special units and that's it, I don't see any fun in this only simplicity... Call me angry or stupid but 2/5 is what you get, better luck next time and looking forward to what's next from you!
     
  9. map designer

    map designer

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    1-What critical errors? and whats optimizations? These are quite awkward vocabulary for me D:
    and leaving some triggers are just that they might be useful sometime in future as I just decided to abbandon the idea sometime, and might probably come back to it.
    To be honest, I never really cared that much about leaks, especially in the beginning, as long as the AI works and the leak isn't huge (but i might make one without knowing how huge it is). I just started to occasionally delete some leaks here and there recently


    2-Okay I just fixed the tech problem. I also balanced the cost of corrupted trees and other corrupted buildings. Furthermore, I fixed few issues with colours of dark wisps, making both them the demon hunter look purple just after the demon hunter comes. Lastly, I made well spring upgrade for all non-corrupted night elf heroes (warden, priestess, keeper)


    3-I will be looking forward for your extended review then! Thank you for this one.

    ummm, so what would you probably like to see? and sorry that my AI is quite hard sometimes, but making AI is time-consuming. You can perhaps make AI have 70% hp handicap if you wish for it to be easier, because easy AI doesn't really behave much different than normal AI except for targetting heroes. I sometimes see how the AI hard myself, although I nearly mastered the map.
    ummm, night elves are working okay, but I they still do not seem as cool as I want in my eye.. like... particularly in the warden and keeper of the grove I believe are not that much of fun. But Priestess of the Moon, Deformed Demon Hunter, Naga Sea Witch are just fine

    Okay, if you mean the high elf archer, it is made by warcraft three, and it is a female and it looks pretty much like that of night elves (reskinned). If you mean the Paladin rookie archer, it also is reskinned archer downloaded from here somehwere and it sounds badly when it dies :/.


    Black Gun Powder is meant to be only for the Mountain king and dwarf's race. Other Heroes who can train Gyrocopters are just for balancing purposes: scouting invisible units, basic anti-air units, and so on. Dwarves can have the maximum power of dwarven units. It is quite semilar with the undead, as the Death Knight is able to build crypt fiends, but only the Crypt Lord is able to upgrade them to imporved and then advanced creature attack and creature carapace

    oh well, you're not, you can have your opinion anyway, although it might not seem very nice in my eye
    ------------------------------------------------------------
    Guys, I must admit that Nestharus and Imp Midna have helped me in the last triggers (some custom scripts that ididnt know and stuff)
     
    Last edited: Jul 9, 2013
  10. Daffa the Mage

    Daffa the Mage

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    I see, well, that's what I meant, those disabled triggers and the memory leaks.
    Please, never ignore leaks, even simple ones because later it can destroy the game :/

    I'll just make another review after update, just PM me.
     
  11. map designer

    map designer

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    ummmm, disabled triggers dont leak, do they?
     
  12. Daffa the Mage

    Daffa the Mage

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    They don't [I think, but since it's not used, I think so] but I spot one leak [AFAIR] in the share/unshare [forgot which one] trigger, maybe some other but I can't recall the rest.

    Anyway, good luck on updating the map ;)
     
  13. map designer

    map designer

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    Okay I just fixed a couple of bugs with the night elves wisps and gold mine
     
  14. map designer

    map designer

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    Minor update:
    fixed some wisp issues with entagled gold mine
    removed mana shield from archmage
    added summon fire elemental for archmage and mud golem
    thats what i recall for now
    I will do some other updates soon

    Edit: also fixe some leaks :)
     
    Last edited: Jul 15, 2013
  15. StoPCampinGn00b

    StoPCampinGn00b

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    Major Update:

    Emerald Gardens SBG has been released and ready to download in the Project Development section.
     
  16. map designer

    map designer

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    Indeed
    Here it is
    Gotta admit that your choice of emerald gardens is good, I think its better than gold rush
     
  17. StoPCampinGn00b

    StoPCampinGn00b

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    Well thank you, tip on this map, don't let grass and water be mixed. The 'holes' of water are drowning grass.
     
  18. Daffa the Mage

    Daffa the Mage

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    I heard you made 12 player edition, I recommend you to upload it to map section as well.
     
  19. map designer

    map designer

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    Yes Daffa, I will upload, I just want to make it neat enough to be uploaded. I need to test it just a little bit more before I upload it.
    -------------------------------
    Minor updates and major bug fixes 2.04n
    1. Fire elemental changed to water elemental ability for the archmage (I did all i intended but i fogot to change fire elemental back to water elemental so archmage would, in the old version, have 2 fire elemental units to summon)
    2. Added goblin land mines to the goblin merchant
    3. Added new trigger that when heroes unelearn their abilities using tome of retraining, the new abilities asociated with the hero abilities will unlearned as well. One example is Warchief's plates of war: it will be unlearned when Guardianship is unlearned
    4. Added Spell Block ability for Bloodmage; Blood mage will get it when Siphon mana is level 3
    5. Fixed another bug with Warchief that when golden Armor is researched while he is dead, he will not get the upgraded Armor ability: Golden Plates of Ear. Now if it is researched while he is dead, he will still get the ability when he is revived. I always thought of this bug but never fixed it and it would rarely happen I think, but it still could happen sometimes.
    6. Fixed where Icons of Hydromancer should appear, as well as the tool tips of it. Also fixed where the Icons of Blood Fiend and Fel Stalker appear in Sloughter house (they dont change now, they used to changed because all of them are in one posistion and Blood Fiend training is limited to 6)
    7. Fixed some leak issues in some triggers. Thank Daffa for pointing some, now I regularly fix leaks whenever I see some while look through my trigger
    8. Lastly, Deleted grass in water, thanks to StoPCampinGn00b for pointing out
    --------------------------------------------
    There is one thing I forgotten to do, but I hope I will remember it tommorow,
    Also, I want to give roar ability to beast master
    and I want to make etheral units able to move through other units, just like wind walk
    and I will take a look if I can make blood mage not be able to use his Spell Block ability
    As for keeper of the grove raising trees, I will look at the not any time soon, as I yet have no idea from where to begin. I have read thread somewhere sometime about raising trees, but I'm not gonna bother looking for it as of yet
    Edit: and also paladins attacking undead more strongly (I know I have been saying this since long ago :/)
    Edit: and dread lord killing peasants and peons to zombies, as well as viligers
    ______________________________________________________________________
    Post Merged:
    Ok fixed bug with demon gates
    How it used to be

    all demon gates would spawn a demon when any timer expire
    Now: only one does, the one for which the timer started
     
    Last edited: Dec 3, 2014
  20. leventopoulo

    leventopoulo

    Joined:
    Mar 17, 2009
    Messages:
    58
    Resources:
    1
    Maps:
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    Resources:
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    Very nice map. I like the idea of hero based units. Originality is the key that is why you deserve a 5/5

    Here is what i would like to see in the future:
    -Better AI, very important!
    -Bigger map 12v12, because many teams are going to be needed to fill the gap created by the absence of some units!
    good job