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Strife of the Elves V2.14

Choose one of 13 unique characters armed with an array of potent abilities and battle your way through a beautiful and stunning environment in a campaign to destroy your enemy's Demi-God. Upgrade your troops, buy items and recipies, customize your hero, learn and use skills with spectacular effects, complete quests, fight mobs with unique abilities, and combat enemy characters.


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Community
Author's Note
(5-30-2010) - V2.14 is here and includes some important bug fixes, several new items, and a new hero stat. Please report any problems you may have and enjoy <(^-^)^

(5-26-2010) - I am in the process of re-creating Strife of the Elves. When I first started this project I was much less skilled then I am now and therefore the base of this game is not made well while the rest is. The new version (that will come somewhere between this weekend and the next) will include all the same heroes and items (most likely I will even add a few) and have the same general set-up. It will, however, have completely re-done coding (in order to maximize efficiency and take away some of the problems people have been having) and terrain (in order to make the map more even and balanced between the two sides).

The following is a list of resources or general help needed for the project (rep and credit will be given):
- An icon for the Shadowmistress
- A more detailed icon for the Phoenix Marksman
- A more war3-looking icon for the Archangel
- Specific help balancing heroes
- Error and glitch reports
- Any cool screenshots or videos you may take

General FaQ

Q: Which of my spells can crit?

A: Any spell that deals damage or heal is capable of a critical strike

Q: One of my spells is a damage over time, can it crit?

A: Yes! The die are rolled for each time damage is dealt. Additionally, crit die are rolled for each unit affected by an AoE ability.

Q: How is spellpower added to my abilities and how do I get it?

A: Spellpower is simply added to direct-damage/heal spells (i.e. a spell that normally deals 40 damage is being used by a hero with 18 spellpower so the spell will actually deal 58 damage). If the spell is a DoT ability, then spellpower is divided by the number of times damage or healing will be dealt and added each time. Spellpower can be obtained through items or abilities.

Q: Are items effected by my spellpower and crit?

A: Yes! Any non-consumable item with a usable ability is modified by both the users spellpower and critical strike rating.

Q: How is magic defense calculated into abilities and how do I get it?

A: Magic defense operates pretty much the opposite of spellpower. The damage of any ability cast agaisn't you will be reduced by your magic defense. If it is a 12-second dot spell, then, just like spellpower, it will be reduced each tick but also divided by the number of ticks. You can get magic defense via items or abilities.

Q: I am playing the Death Guard, and I am curious if my Dark Empowerment ability will adapt to fit any health I obtain while it is active.

A: Negative, the 30% health increase obtained from Dark Empowerement is simply added and then subtracted after the time is up.

Q: I find this game boring and think it is alot like DotA and other generic AoS-type maps.

A: You're doing it wrong

Special Thanks
- Naro (for continued feedback and support)
- JetfangInferno (for the many effects of his that have been used in this project)




Your primary objective is to slay your enemy's Demi-God. The Demi-God is kept in a deep slumber in which they cannot attack and are invulnerable. In order to awaken the Demi-God you must slaughter each of the 4 warlocks surrounding him. The 4 warlocks can be attacked after all the towers have been destroyed on any of the 3 paths leading to your enemies base.



Sanctuaries
If you destroy your enemy's sanctuary on either the top or bottom path, a guardian will spawn on that path for the rest of the game. Guardians are powerful entish-warriors that deal chaos damage and cannot be upgraded. Most spells that refer to "creeps" exclude guardians from there respective effects

Wells
There are 2 magic wells located in each base. If the enemy team destroys both wells, your team will lose access to creep upgrades and the tranquility ability

Nodes
Nodes are capturable buildings located in the center of the map. If captured, nodes will give stat bonuses to your team. Nodes are VITAL to winning a match and should not be ignored. There is a "no node" option for those who do not wish to play a node match.

Node bonuses are as follows:
Graveyard - 10% damage increase
Sacrificial Alter - 150% mana regeneration boost
Spirit Tree - 4 armor increase
Moonwell - Notable health regeneration and movement speed bonus



Ranging from slaughtering enemy creeps to venturing to the hostile murloc village, 7 quests are available in the Strife of the Elves.

Quests do not need to be picked up by a player, however they must be turned into their respective NPC. Walking near a quest NPC will trigger text that gives a quest description, requirement, and reward.

Rewards vary and include:
- Gold
- Insignias
- Experience
- Items



Demi-Gods are the main focus of this game. In order to win, you must slay the enemy factions Demi-God. This is made difficult by the fact that Cenarius and Martok have high armor, health, and mana and furthermore have abilities that display unprecendented power.
Cenarius (NE)
Gift of Cenarius: Sanctifies an area with holy magic. After a short period, all friendly units within the area will receive a large heal

Demi-Cleave: Cenarius's attacks cleave enemy units, allowing him to deal damage to multiple creeps at once.

Starfall: Calls down a flurry of stars at a random point around the Demi-God, dealing high damage to enemy units nearby the barraged point.


Martok (DE)
Reign of Fire: Encases the area around Martok in fire, causing nearby units to be trapped with Martok and keeping units outside the circle out.

Demi-Cleave: Martok's attacks cleave enemy units, allowing him to deal damage to multiple creeps at once.

Wrath: Conjures a fiery eruption at a random point around the Demi-God, dealing high damage to enemy units nearby.



Upgrades are available at your circle of power (located within the Sanctuary). If you level an upgrade it will automatically level for all other players on your team. Upgrades are a vital part of game-play and should not be ignored. AI players will choose one of 3 random upgrades to purchase every few levels. Upgrades can be purchased 5-10 times depending on which.



Insignias are small trinkets that can be used to purchase special items/bonuses from the insignia vendor within the Sanctuary.

Insignias are obtained by:
- killing enemy heroes
- completing quests
- slaying creep bosses (only 1 currently)

Insignias can be used to purchase:
- Permanent state bonuses (str, int, agi, health, etc)
- Bonus experience
- Bonus levels
- An Ankh
- Or traded in for gold





Icons
Kola - Bulwark of Titans, Elven Warblade, Virtuous Haste
Anachron - Strength/Agility/Intelligence, Nemesis, Elemental Precision, Mana Tide
bigapple90 - Bonecrusher, Hero Attack. Maelstrom
Krysis - Weightless Boots
Gwen Stefani - Moonglow Lantern, Druidic Staff
KelThuzad - Mongoose Dagger, Riptide, Tidal Focus
X.e.r.e.X - Fleshgrinder, Zin'kalon, Shamanism
FrIkY - Ancient Glaive, Flimsy Pandaren Armor, Pandaren Armor, Reinforced Pandaren Armor, Barbarian, Counterattack, Presence of the Scourge
Paladon - Hero Armor, Voodoo
BananaHUNT - Attack, Move, Patrol, Hold, Stop
Army-of-Pandas - Flask of BLood, Flask of Earth, Flask of Mystic Waters
Palaslayer - Moonglaive, Archangel, Lava Burst
NFWar - Rogues Blade, Haunt
-BerZeker- - Mysterious Amulet, Axe Throw, Invoke,
Narandza - Lulu's Bear
CRAZYRUSSIAN - Healing Salve, Mana Draught, Goblin Flaming Tequila, Lash of Pain, Dark Plague, Drow Blade, Shadowfury, Dark Empowerment
Happycockroach - Elemental Split
Mr. Goblin - Combat Experience, Death Coil
LiOneSS - Phoenix Marksman
Skrik - Beast Within
Elenai - Full Moon
Dan Van Ohllus - Worgen
Kimberly - Ferocity
4eNNightmare - Curse of Agony
Cloudwolf - Death Guard
Stefanstan95 - Souledge
Blizzard Entertainment - Blood Craze, Succubus, Holy Nova, Guidance

Artwork
Blizzard Entertainment - Loading Screen
Blizzard Entertainment - Map Preview

Sounds
Unreal Tournament - Countdown, Killing Spree-related Sounds

Models
Hexus: Elven bench/bed, Fountain Statue, Elven Bridge
Tiki: Maiden
General Frank - Orb of Light, Orb of Mana, Phoenix Marksman, Worgen
donut3.5 - Wicked Faerie
WILL THE ALMIGHTY - Ancient Turtle
Suselishe - Guardian
Wingednosering: Elven Ranger
GreyArchon - Warden Statue
Inico - Sacrificial Altar
Happytauren - Thick-leaf Plant
Tranquil - Mirror, Archangel
Expresso - Archangel
Lord_T - Throwing Axe
Dixunder - Succubus

Skins
Cloudwolf - Dark Ranger, Death Guard
Mr. Goblin - Barbarian
Red Shift - Shadow Priestess, DE Demigod

Effects
JetFangInferno - Virtuous Haste (NE), Virtuous Haste (DE), Environment Particles, Music Notes, Redemption, Holy Nova, Succubus Summon, Haunt, Maelstrom
Pyritie - Starfall
WILL THE ALMIGHTY - Ancient (death animation)
Inico - Bestial Wrath
SpY - Souledge
Shamanyouranus - Dark Corruption
EdwardSwolenToe - Bulwark of Titans Effect

Concepts/Ideas
Situ - Energy Ramp, Magic Ground, Tree Effects





BETA V1.2 Update (4-8-2010)

Additions:
- New Hero is available: Dark Knight (melee, offensive)
- New A.I. Hero is available: Dark Knight (melee, offensive)
- New Item is available: Talisman of the Wayward Rogue (+6% evasion, +12 agility, +8 stats, +5 damage)
- New Item is available: Rusty Mining Pick (+16 strength, +10 stamina, +2 armor, Use - summons 3 miners to fight for you for 15 seconds (90 sec. CD)
- New Item is available: Royal Glaive of the Naga Lord (+30 strength, +30 damage, +250 health, 15% chance to stun for 2 seconds and deal 30 bonus dmg)
- New Item is available: Chocobo (has 6-slot inventory and the sprint ability)
- New Boss Creep is available: Naga Lord
- New Quest is available: Lord of the Tides (Objective: slay the Naga Lord, Reward: 2000 xp and the legendary Royal Glaive of the Naga Lord)
- New Award is available: Tidal Lord (awarded for slaying the Lord of the Tides)
- New Jass-Based Charge System is available (will combine charged items with more ease and without glitches)
- New PvP Awards are available: Double/Triple kills (with sounds)
- New Runic Portal function is available: Revive Hero Instantly (pay a fee to revive your hero before the timer is up)
- New In-game MUltiboard system is implemented which will only add players to the multiboard if their slot is active
- New Tree-Regrowth system is implemented: will regrow trees 30 seconds after their death
- New A.I. Combat Checker System is implemented. It is designed to keep the A.I. heroes in combat and prevent them from getting "stuck"

Fixes:
- Creep Pathing calculations have been optimized and should work well to reduce lag
- Several effect and unit group leaks have been patched up and should help to alleviate end-game lag
- Heroes will no longer recieve xp while dead (this should also prevent items from being dropped on the ground when a dead A.I. hero levels)
- The Orb of Healing has a new effect
- Moonwell now gives +attack speed in place of +health regen (movement speed bonus remains the same)
- Quad DMG rune now gives +150% bonus damage (down from +400%)
- Loading Screen has undergone minor changes
- The Gladiators Net ensare ability is now properly castable on heroes
- The Battle Priest Holy Nova effect is now properly linear
- A glitch involving the Guardian's Holy Light effect has been fixed (I think)



BETA V1.21 Update (4-9-2010)

- Major glitch fixed which disabled Player 1's able to rezzurect his hero
- Chocobo will now properly become invuln while in the Sanctuary
- The Guardians Holy Light ability now has the proper effect



BETA V1.25 Update (4-10-2010)

- Fixed multiboard issue which incorrectly displayed each player's battle stats
- Patched over 96 point and effect leaks (will continue to patch for future updates)
- Demigods can no longer be kited to friendly towers
- The Ancient of Lore's tranquility special has a new special effect
- The area of effect of the Demigod's respective flamestrike and starfall abilities is now 1200 (down from 1500)
- Minor environmental update



BETA V1.26 Update (4-10-2010)

- More leaks have been patched
- Minor environmental update
- Several glitches fixed



BETA V2.0 Update (5-1-2010)

Hero Changes
- Deleted all old heroes and implemented 10 brand-new heroes with 50 new shiny abilities
- Heroes now start with a base ability that cannot be leveled in addition to their normal abilities
- All heroes are now built on the V2.0 standard which ensures that each ability has obvious and evident synergy with other abilities in order to both improve gameplay and better facilitate player customization
- Critical Strike chance has been expanded to effect ANY spell that deals damage or heals
- A new stat called spellpower has been implemented which allows players to buff the damage or healing power of their spells
- Abilities that deal damage or heal now do it in varying amounts (i.e. 50-110 damage instead of just 80 damage)
- Strength now gives 8 hit points per point (down from 15)
- Primary attribute points now give 1 damage per point (up from .8)

Item Changes
- Additional items now give critical strike rating
- Many old items have been deleted and a multitude of new ones have been introduced
- Items are now more balanced (both in terms of cost and potency)
- Item recipies now display their total cost and the cost and location of their ingrediants
- Items now have 4 "quality levels" which are determined by their potency and displayed next to their name
- Mageweave bag and its associated items have been removed

Automated Intelligence Changes
- The AI calc has been improved and optimized
- AI Heroes will now retreat under less stressful conditions than before

Code Changes
- Triggering has been optimized and no longer contains any un-polled waits
- An issue involving network desyncs has been solved
- The last of the notable leaks have been mopped up and beaten to a pulp

Gameplay Changes
- Players may now make use of the (-emote) command to play special hero animations
- The research time of upgrades is now 5 seconds (down from 10)
- A new loading screen and map preview are in use

Nodes
- Nodes no longer deal damage and instead have two invulnerable towers that protect them
- Nodes and their protective towers now start the game in a much weaker state but upgrade over time

Multiboard
- The level of each hero will now be shown in the multiboard
- If a hero is dead, the amount of time left until his ressurection will be shown in the multiboard

Environment
- Tons of purty effects have been added
- Pathing blockers have been added in many key areas where units were travelling through trees or being covered by them
- "Mystic mirrors" are now in each faction base and depict the enemy Demigod



BETA Patch 2.01 (5-4-2010)

- Decreased size of multiboard
- Nerfed the health and damage of titans
- Nerfed the health and damage of Demigods
- Buffed the cleave of Demigods
- Nerfed the health of basic faction creeps
- Each hero now starts out with +20 base damage
- Changed Archangel's soundset and icon
- Fixed Worgen's Beast Within glitch
- Heroes now start out with 200 additional health
- Heroes now recieve 10 health from strength (up from 8)
- Rajooki's Quest and Rajooki's Burden will now properly display in the quest log
- A few minor environmental changes have occured
- Creeps travelling along the northern path should no longer be hidden by trees
- Heroes will now start out with two healing salves, a mana draught, a goblin flame tequila, and a scroll of portals
- The Blacksmith is now a unit and sells trade-ins for insignias
- Subsequently, the insignia vendor is now recipe vendor 1 and recipe vendor 1 has been removed
- Archers now cast an ability that deals 40 damage in a cone shape and has a 20 sec. CD
- New special buildings have been added to improve gameplay
- The damage dealt or amount healed by abilities is now shown above effected units
- A few minor glitches and errors have been fixed



Patch 2.12
- Re-did item area
- Added several items
- Re-did some of the environment
- Fixed several spells which were not calculating spellpower/crit correctly
- Fixed several tooltips, etc.
- Changed name
- Updated AI



Patch 2.13
- Added 3 new heroes
- Added 14+ new items
- Fixed some serious hero problems with the Shaman and Worgen
- Tweaked AI
- Took away unit abilities
- Reduced lag by taking away some effects



Patch 2.14 (5-30-2010)
- Added 5 new items
- Implemented new hero stat - magic defense, which reduces spell damage done to your hero
- Q's Sphere now gives 25 magic defense instead of 20% spell reduction
- The Bulwark of the Titan's usable ability now has a new buff model
- The Maiden's "natures gift" ability now heals for 15 (down from 30)
- Rangers now have 280 health (down from 32)
- Rangers now deal 26 damage (down from 28)
- Base melee creeps now have 330 health (down from 380)
- Base melee creeps now deal 20 damage (down from 25)
- Special caster creeps now have 230 health (down from 250)
- Special caster creeps now deal 30 damage (down from 32)
- Tower regeneration has been removed and is now an available game mode
- Towers now regenerate (if activated) based on a percent of their max health instead of a base real
- Minor environmental changes (specifically to the shops area)




Keywords:
strife of the elves, aos, strife, elves, n1ghthawk, warcraft, epic, arena, dota, warcraft, hero, insane, pvp
Contents

Strife of the Elves V2.14 (Map)

Reviews
11:08, 27th Mar 2010 ap0calypse: Approved
Level 10
Joined
Oct 31, 2009
Messages
352
I tried your map.Its very good.U played with magnataur.I dont get it?All his spells are based on 2nd spell?

His Brawn spell will help him in other ways too but essentially yes. He's special in that way, you won't find another hero like him in the map.

Also you might have found that the cleave ability isn't too good in the beginning but if you stack strength items and build him correctly the spell will dominate end-game.
 
Level 17
Joined
Jul 15, 2009
Messages
632
His Brawn spell will help him in other ways too but essentially yes. He's special in that way, you won't find another hero like him in the map.

Also you might have found that the cleave ability isn't too good in the beginning but if you stack strength items and build him correctly the spell will dominate end-game.

Hey N1ght where do you play and test? I could help testing if you need someone, just saying.
 
Level 1
Joined
Apr 9, 2010
Messages
5
I'm having the same issue as Benzas. Although I'm not playing on a official battle.net server (while I do own a valid pair of cdkeys, whatever), it desynchs about half players into a different game state (hosted with latest ghost CB). Hope you fix that one as the map looks very good to me. Can't play it with friends until then.
 
Level 10
Joined
Oct 31, 2009
Messages
352
I'm having the same issue as Benzas. Although I'm not playing on a official battle.net server (while I do own a valid pair of cdkeys, whatever), it desynchs about half players into a different game state (hosted with latest ghost CB). Hope you fix that one as the map looks very good to me. Can't play it with friends until then.

I've looked through the coding several times to try and find what could be causing the problem and I have unfortunately found nothing :(. I was going to test it last weekend over B-net and ghost but ended up rescheduling it for this coming weekend.

I am also working on:
- Changing spell effects to make them look prettier
- Balancing some of the heroes
- A "how to" video for this game
 
Level 6
Joined
Aug 21, 2009
Messages
306
I like it :D. But I think that you should bring some of the heroes from KOD into this. Like Violet Jadefire.
 
Level 10
Joined
Oct 31, 2009
Messages
352
In the words of Hubert Farnsworth, "Good news everyone!"

I have started to develop a new hero system that will revolutionize Demi-god gameplay. The changes will include the following:

- New heroes will become available
- Faction-specific hero selections might be implemented (with the option for free-pick)
- Every hero will now have 1 unique base ability that they start out with and is un-levelable
- All heroes will have evident synergy between spells (spells that go well together, support eachother, or do well when used in a chain)
- Spell effects will all be re-done and hopefully will even be more impressive and notable than the terrain


Also, I would just like to update and say I have not forgotten about this ghost error and have done some research. Please make sure nobody you are playing with is:

- using an outdated version of warcraft 3
- using any kind of cheats/hacks
- has any problems with their W3 installation

While I still encourage you to check the above, since multiple players have reported this problem I believe it is a problem with the coding in my map. I am currently in the process of researching what functions can cause desyncs.




EDIT - I now know more about de-syncs then I ever wanted to. I'm scouring through my initial triggers ATM and will update in a few minutes.

EDIT - If any of you who are experiencing this glitch could please inform me of at what exact moment did the desyncs occur (after you had chosen game modes and such, after you picked heroes, etc.) it would help me alot.
 
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Mkay review coming up soon.
Review

Map Name: Demigod (Beta)

Creator: N1ghthawk

Information: Demigod is an aos with some new elements, but still has the classic features as well.
-------------------
Terrain:

The Terrain is beautiful, however there are just too many effects in the map, maybe reduce it. There's not much to say, the terrain is completely fine, no bad points.

Gameplay:

The Game is fun, the AI is ok i guess, although they always die to enemy creeps. However, balance is a big issue, intelligence heroes have maybe 300hp, but for example strength heroes have 900hp and so, the int heroes die with just a few hits. The Abilities are also annoying, because one of your first spells has a 140 second cooldown. But the game is fun for a while and the ability effects are well chosen.

Bugs/lag:

Well as far as i know, i didn't encounter any bugs and nor was there any lag with a lot of effects in the map and with AI Players.


Items:

There are alot of items to choose from and there is a big variety of items.

Imports:

There were a lot of custom models and effects making the map more attractive.

Description:

The description is well made, there is even a gameplay video included.

Overall:

It's a nice map, has some nice features, a nice terrain and some good and bad heroes, but it still needs a lot of improvements. But i think you are constantly working on it. 3/5

Other:

•There are weird sounds in the beginning.
•Towers have HP regeneration, annoying.
•There's so much text in the screen.
 
Last edited:
Level 10
Joined
Oct 31, 2009
Messages
352
Balance should be much less of an issue with the changes to the hero system in the next patch. All strength heroes will be obtaining 50% as much health from strength and since the spells will all be triggered and spellpower will be available the caster characters will have the ability to buff their own spells.

I'll look into the sounds, text, etc. Not sure how much I can do about the txt though.

Thanks for the detailed review mate, +rep
 
Level 10
Joined
Oct 31, 2009
Messages
352
Incase some of you were wondering why I haven't released any updates lately, it is because I have working on a fairly substancial patch that will re-work heroes and items and also introduce some new systems.

The patch will either come late today (the 18th) or mid next week, depending on when I have time to work on it.
 
Level 16
Joined
Jan 31, 2009
Messages
1,792
Testing map now... review will come shortly.

REVIEW
The loading screen is really nice. The terrain is nicely made. Gameplay is quite boring though throughout the entire game. The starting area/ Items Shops is quite confusing and isn't that noob friendly. I find that the towers are badly placed and creeps are too strong at the beginning to get gold from. Those ancient turtles are too imbalanced as they can push an entire lane to the last tower with ease. Although the tooltips and hero descriptions are very well made. Spells are quite orginal with custom icons.
Overall I find this map quite boring but has some nice terrain and originality.
RATING: 3/5 AVERAGE
 
Level 1
Joined
Oct 16, 2009
Messages
4
Hi I really like your map, especially that AI players are available.
Found a bug with Worgen's movement speed and the ar and ms increase skill.
I think first level gives 100% faster ms instead of 10%:
260 native speed is boosted to 450 with skill level1.
At higher levels it drops down to 150.
One time I even got an overflow, with skill maxed, boots and buffed it went negative.

Keep on with this nice map :)
Thanks
 
Level 15
Joined
Sep 24, 2009
Messages
1,523
I tried your new version of the map!I love your new skins and models!But I don like some things.
1.Barbarian-1. skill is Far Sight !HAHHAHAHA Man that spell sucks in normal wc3 melee maps, in AOS map.....(its better as item);
2.Your icons for some heroes are bad as Shadow Misterss or Archangel(you have on Model and Icon request icon for Archangel);
3.You have few same spell icons!
4.I think you can change skin and models from creeps like Archer or Dark Elf archer or that Fairy into normal wc3 models, because you have only 10 heroes and map is way to much with KB!
5.You can change voice from Archangel (spell braker) into Uthers voice("Do not fear","For the light", "The Light is with us")!
6.Pandaren Brewmaster have almost all same spell.First skill is new but others are old!Change it !
Thats all, I will tell you if I find any more "bad things"!
EDIT:I found icon for Archangel http://www.hiveworkshop.com/forums/requests-341/model-icon-mart-159913/
 
Level 10
Joined
Oct 31, 2009
Messages
352
Well the far-sight was meant to compliment the axe throw spell in that it allows you to see where your throwing; but I agree, if I think of something new i'll switch it out.

Well the icon stuff is all a work-in-progress unfortunately as I like to have icons that sort of "go together" but resources are limited. Thanks for the link to the archangel icon, i'll switch it out next version.

Tested Uthers voice and your right its much better - will change for next version.

I'll think about some new abilities for the Pandaren Brewmaster - but I like him the way he is so i'm not promising anything unless I have a revelation.

_______________________________________________

Thanks for the feedback and support mate, +rep
 
Level 10
Joined
Oct 31, 2009
Messages
352
Unless I think of a good ability that goes well with his others, i'm not changing it. But ofcourse if I do have some sort of epiphany resulting in a very cool ability coming to light for the Barbarian, I would likely replace it and turn the ability into an item.



WTB morz commentz
 
Last edited:
Level 17
Joined
Jul 15, 2009
Messages
632
Okay, another thing :

1) Something feels wrong about a strength hero having around 700 hp on level 15 while creeps have 440.

2) The fact they do, makes this AoS a more push-based than arena-based AoS, which brings us to the : no pusher heroes, there are healers.. but no summons (even 1 boar can make a difference).

3) Shop area is funny, but most of the time people won't bother checking it out and fight without items, maybe make a command that gives new players some starter stuff (they would still cost money ofcourse) or make something shiny to draw attention too the shops.

4 ) There seems to be a bug with Riptide, I casted on a ally but it damaged, and overall I wouldn't want to play a supportive caster with only 2 active abilities, too much luck based to support well.

5) Even though there's alot of doodads and details in the terrain, it's lacking for a fast paced aos, there is little room for high density skill throwing and line of sight tactics, as a pushing based aos that's fine I suppose, but it gets tedious.

6 ) What's up with the -emote? Are we playing a mmo or a aos, no just kidding it's funny but useless.

EDIT:

this stuff was written on 2.0, I've just downloaded 2.1 and noticed some potions when you pick a hero, a good start but I'll leave point 3 there :p
 
Level 10
Joined
Oct 31, 2009
Messages
352
@Junpei

The you-tube video works fine for me :0


@Naro

6 ) What's up with the -emote? Are we playing a mmo or a aos, no just kidding it's funny but useless.

I like the -emote :*(


I am going to be giving str heroes slightly more health next patch (not by much) and i've been looking for a new hero idea so maybe i'll make it a summoning hero.

I will check out the riptide thing but the shaman is built with only 2 active spells for a reason and he can still be very useful on the field.

I am considering re-working the neutral area (though I don't know how)

Thanks for the post mate, i'll work some of this stuff into the next patch :)
 
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Level 17
Joined
Jul 15, 2009
Messages
632
Fine, I was gonna make this for you, but I'll leave you to it:

Feel free to edit the numbers to make it balanced.

Chrime Maneclaw
--- Strength Hero---

Model : Bear (Level 1), Bear (Level 2)..

Skill [Base] :
Feral Link
Shares 25% of the damage done to you or your Boar for 20 seconds.

Skill 1 :
Summon Boar
(Summon Misha)
Model : Quillboar or whatever it's called.

Boar level 1: Rage
Boar level 2: Envenomed Qualls
Boar level 3: Windwalk
Boar level 4: Shamanic Return (See Skill 4)


Skill 2 :
Battle Cry
(Roar)
Increases the damage you and your boar do by 12 / 18 / 24 / 30% for 14 seconds.

Skill 3 :
Shared Strength
(Endurance Aura)
Increases the attack and movement speed of you and your boar by 8 / 12 / 16 / 20%

Skill 4 :
Shamanic Return
(Any dummy ability)
Teleports you to your boar (or your boar to you) and deal 80 / 110 / 140 damage in 180 aoe at your departing and arriving point.

EDIT : It's pretty simple but simple heroes give players a easy way to get to know the game.
 
Level 17
Joined
Jul 15, 2009
Messages
632
I don't care what it is, I just feld like mentioning it.

By the way, I don't like you hero idea, it copies too much from DotA's Syllabear, as well as Meepo 'Poof' ability.

Aww well that hurts my feelings, because basically every idea (good and bad *Slark*) have been implented into dota, so coming up with something entirely new and still being good deserves a award.

Anyway, it's not a copy so "I don't care what it is".
 
Level 19
Joined
Feb 25, 2009
Messages
2,004
Mm yeah, its not a copy - its a ALMOST a copy.
Excuse me.

because basically every idea (good and bad *Slark*) have been implented into dota,

If you ever had made a little research a look at playdota and dota-allstars forums, as well as the thousand of blogs and community sites (like dota-utilities) you'll see that there's a thousands of ideas for a heroes/items/etc. but, noone of them are or will be implemented soon.

So better, cut it now before some mod w***e report the posts.
 
Level 17
Joined
Jul 15, 2009
Messages
632
Lol you're pretty damn hilarious, you know?
So far this hero uses 7 abilities, 6 are basic warcraft 3 abilities and 1 is custom which HAPPENS to look like meepo's poof.
And you're saying it's a copy?
Considering there are only so much ways to combine normal warcraft 3 abilities to synergize, making a easily created hero that has no features from any hero in any other map, is close to impossible, and yes I've seen the suggestions.. what's your point?
 
Level 10
Joined
Oct 31, 2009
Messages
352
I actually just had a few ideas that i'm going to spend tonight implementing before I put in a new hero regardless.

I'm going to make it so if a unit takes spell damage the damage is displayed above the unit in orange text.

I'm also going to make it so each hero has a "trainer" in the shops area where he can get upgrades to his abilities, attributes, and stats. I'll most likely use insignias to purchase the abilities which will now be given each level and will not be used to purchase things from the insignia vendor.

On a side note:
"You're doing it wrong".

fixed, thx mate
 
Level 17
Joined
Jul 15, 2009
Messages
632
I actually just had a few ideas that i'm going to spend tonight implementing before I put in a new hero regardless.

I'm going to make it so if a unit takes spell damage the damage is displayed above the unit in orange text.

I'm also going to make it so each hero has a "trainer" in the shops area where he can get upgrades to his abilities, attributes, and stats. I'll most likely use insignias to purchase the abilities which will now be given each level and will not be used to purchase things from the insignia vendor.

On a side note:


fixed, thx mate

Keep adding stuff and making it more complicated >.<
 
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