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The Ashenvale Tournament

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Level 20
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Hence, there shouldn't be a duel system ;)
And yes it's supposed to feel like a team duel; more action less grinding!
I dont think he means duel. He means like arena.

Unlikely in this map you can just roam around and stack and then some heroes can just easily escape and heal to full. But in "arena" there would be no healing or shops and shopping would be done between rounds.
 
Level 17
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So, after releasing 1.02b I took a look at the current heroes of TAT and found 13 of the 30 in need of a better theme or some other abilities,
so here are 14 hero suggestions for you to rate:

Yes 14, one is a new addition thanks to Kino and one of our hero's previous abilities

Hero Remake Suggestions

- Static Pulse
Deals 80/160/240/320 damage and pulls target enemy unit 50% towards you.
- Electric Charge
Deals 35/70/105/140 damage to the first enemy unit that comes in close range.
- Magnetic Aura
Slows nearby enemy units' movement speed by 15%/20%/25%/30%.
- [Magnetic Field]
Creates a aura at a target location, enemy units can not get out and take 60/120 damage per second.



- Throw Rock
Deals 50/100/150/200 + "Level"x4/8/12/16 damage and stuns for 1 to 4 seconds.
- Ancient Spirits
Creates up to 2/3/4/5 Spirits the Treant Protector can teleport to, Spirits have a 25dps immolation.
- Barkskin
Every time you get attacked, your armor increases by 1 up to 4/8/12/16 for 12 seconds.
- [Barkfist]
Deals 150/300 damage to the next enemy unit you attack and spawns 5 trees behind it.



- Invigorating Roots
Heals a friendly unit, or damages a enemy unit for 80/160/240/320 hitpoints.
- Nature's Armor
Increases the armor of nearby friendly units by 3/6/9/12 for 10 seconds.
- Teleportation
Teleports the Soul Of Nature to a target position, has a 60/50/40/30 seconds cooldown.
- [Nature's Grace]
Deals 300/600 damage to all enemy units nearby, and heals nearby allies for 150/300 hitpoints.



- Frost Arrows
Adds slow effect to your attacks, slowing enemy units' attack rate and movement speed.
- Ice Image
Creates a illusion of the Frost Archer, while the Frost Archer goes invisible for 4/8/12/16 seconds.
- Frozen Support
Every time a nearby friendly unit casts a ability targeting a enemy unit, you deal 30/60/90/120 damage to that unit.
- [Frozen Spear]
Fires a frozen spear, dealing 250/500 damage to the first enemy hero it hits, slowing it for 25%.



- Godspeed
Blesses a friendly unit, granting them +5%/10%/15%/20% movement speed, while slowing nearby enemy units and damaging them.
-Holy Burst
Damages nearby enemy units for 90/150/210/270 damage and heals the Paladin for the same ammount.
- Paladin's Aura
Increases nearby friendly units' armor by 3/6/9/12 or decreases nearby enemy units' armor by 3/6/9/12.
- [Holy Armor]
Increases the armor of a friendly unit by 13/26 and gives them a 50/100dps immolation for 15 seconds.



- Carrion Swarm
Deals 120/180/240/300 damage to enemy units in a cone.
- Unholy Prison
Fires a bolt, chaining the first enemy unit it hits, causing it to stand still and take damage over time.
- Unholy Support
Every time you cast a ability, you create a Skeleton minion that lasts for 4/6/8/10 seconds.
- [Wraith Form]
Causes you to gain increased movement speed and fire projectiles every second for 20/40 seconds.



- Electro Transportation Pulse
Fires a pulse that the Golem Knight can teleport to, dealing damage and slowing enemies close to the pulse.
- Taunt
Forces nearby enemy units to attack the Golem Knight for 2/3/4/5 seconds, decreasing their armor by 4/8/12/16.
- Metal Knight
Increases the Metal Knight's armor and causes it to deal 50 damage every 5/4/3/2 seconds.
- [Iron Pit]
Creates a huge standard at a target point, forcing nearby enemy units to attack it and take 30/75 damage per second for 5 seconds.



- Shockwave
Deals 150/225/300/375 to enemy units in a cone.
- Ogre Smash
Deals 5%/10%/15%/20% of your maximum hitpoints as damage to target enemy and yourself.
- Eat Meat
Gives a chunky piece of meat to a friendly unit, restoring it's hitpoints by 200/300/400/500 over 5 seconds.
- [Ogre Strength]
Grants the Ogre Lord +25/+50 to it's Strength.



- Pillar Of Flames
Creates a pillar of Flames at a target location, dealing 40/60/80/100 damage to enemy units in a large aoe and 80/160/240/360 damage to enemies in a small aoe.
- Ember Leap
Jump to a target location, dealing 60/90/120/150 damage to all enemy units near your impact.
- Flaming Hands
Every time you attack, your damage increases by 1 up to 4/8/12/16 for 12 seconds.
- [Flying Embers]
Gives the Shadow Of Fire 3 flying embers, the embers can be fired individually, dealing 80/180 damage each.



- Charge!
Rushes towards a enemy unit, dealing 60/120/180/240 damage to it when you hit, and decreases their movement speed by 25%.
- Sturdy Blow
Deals 2x/3x/4x/5x your Strength as damage to a enemy unit.
- Retribution
Every time you are attacked, you deal 22/33/44/55 damage to the attacker.
- [For Glory!]
Increases your Strength by 30/60, your armor by 10/20 and grants maximum movement speed for 5 seconds.



- Crow Bite
Sends a crow that deals minor damage and stuns a enemy unit, after which the crow bounces to another enemy unit.
- Black Curse
Deals 5/10/15/20 damage per second to a target enemy unit while granting sight of them.
- Bloodlust
Pings the minimap at the location of every enemy hero below 100/200/300/400 hitpoints.
- [Murder]
Calls upon 6/12 crows to peck at your enemies, while causing you to become a flying unit.



- Cluster Wards
Creates 2/2/3/4 Serpent Wards at a target location.
- Curse: Stun
Stuns a target enemy unit for 5/6/7/8 seconds. Attacking the stunned unit dispels it.
- Hex Master
Every time you cast a ability, you replenish 45/70/95/120 mana and 60/120/180/240 hit points.
- [Area of Hex]
Causes all nearby enemy units to turn into a random critter for 4/8 seconds.



- Shadowpath
Teleports to a target unit, dealing 80/140/200/260 damage to it if the target was a enemy.
- Armor Of Shades
Increases your armor by 2/4/6/8/10 and your agility by 3/6/9/12 for 10 seconds.
- Living Shadows
Every time a enemy unit dies, you spawn a Shadow Servant that lasts for 5/10/15/20 seconds.
- [Growing Shadow]
Every time a enemy unit dies, you gain +2/+4 Agility.



- Charge
Charge forward, dealing damage per second to all enemy units in your wake.
- War Stomp
Stuns nearby enemy units for 1.75 seconds and deals 75/150/225/300 damage to them.
- Heavy Blows
Every time you attack, you deal 10%/20%/30%/40% of your Strength as bonus damage.
- [Warbeast]
Lowers the manacost of Charge by 50, increases the damage of War Stomp by 60 and grants you +15/+30 Strength.


Edit: I know Golem Knight will have 2 taunts, but the interval of both taunts will be different causing Golem Knight to be able to 'Tauntlock'.
 
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Level 5
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162
Ogre Lord:

For Shockwave to be more synergistic with Ogre Strength, why not make the damage it deals a factor of Ogre Lord's strength? ( X + Y% of Ogre Lord's strength, for example). Figuring out the balanced numbers for this could take a while, but I think it's worth the effort. Let me know if you think this idea is worth implementing, and I can help with the numbers.

Remaking Eat Meat was a spectacular change. It will be so much more useful for team-mates. Very good job here. There were so many times when I wanted to heal an ally with the Ogre Lord -.-

I think Ogre Smash is definitely a more relevant spell for Ogre Lord than Bloodlust, so this remake is a step in the right direction. If Ogre Magi casts Ogre Smash when he has less than the threshold HP, will that be considered a suicide (therefore denying the enemy exp).

I was going to say that Ogre Strength is a rather dull spell; static attribute bonuses as ultimates are never exciting. But considering this is Ogre Lord's only passive, I think it's okay.

Overall, awesome remake for Ogre Lord!
 
Level 17
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Hmm I think that'd make Ogre to much of a '% health' hero.
While he should be a manly shockwave finisher. :p
Anyway, Leak- wanna take a look at some of the items?
I removed some and made 2 new items, need opinion on cost.
(Also reduced cost of almost every item (all relics are 600g now))

Don't host that version though!
 
Level 5
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162
sure. just make sure you get me the version that you wanted to play on friday by early thursday latest
 
Level 5
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Oct 20, 2010
Messages
71
*Thumbs up* :D

I've been keeping an eye on this map for quite a while now...looks really great :). I really like the terrain - it was very attractive in the first version which you lost, and the second map looks just as attractive. :)

One thing tho - the gold system you have implemented makes the map snowball a fair amount. If a player gets a kill AND gets MORE gold per second - on top of the dying player dying and getting LESS gold per second - then the map outcome should already be visible in the early stages of the game, after one team gets a few kills ahead of the other team, surely?

That's just a friendly bit of constructive criticism. Keep up the good work :D

Another thing: the loading screen is AWESOME :D - perhaps make the font fit in with the style of the art though? Its a bit too plain in comparison.

Keen :D
 
Level 17
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I've been keeping an eye on this map for quite a while now...looks really great :). I really like the terrain - it was very attractive in the first version which you lost, and the second map looks just as attractive. :)

One thing tho - the gold system you have implemented makes the map snowball a fair amount. If a player gets a kill AND gets MORE gold per second - on top of the dying player dying and getting LESS gold per second - then the map outcome should already be visible in the early stages of the game, after one team gets a few kills ahead of the other team, surely?

That's just a friendly bit of constructive criticism. Keep up the good work :D

Another thing: the loading screen is AWESOME :D - perhaps make the font fit in with the style of the art though? Its a bit too plain in comparison.

Keen :D

Thanks for the remarks regarding the terrain, no one actually commented the new one so I feared no one really liked it - good to see otherwise!

And yes, the gold system is kind of snowbally (<-- not a real word)..
We've been noticing that the first few versions so I'm thinking up a new one (maybe a regular one, but that'd be boring huh).

The loadscreen is thanks to Hiveworkshop's CRAZYRUSSIAN, and we love him for it (Let's hope he doesn't read this).

Anyway, thanks for the comment - I hope you will continue liking TAT!
 
Level 5
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Okay here's it!


Players get 1 gold ever 1.99 seconds.
After 10 minutes, players will start getting 1 gold every 1.44 seconds.
After 20 minutes, players will get 1 gold ever 0.99 seconds.

This will make core items more important, and remove the snowball effect
Double Win

Thats suitable, but not very interesting. Here's another idea, closer to your first idea (I haven't actually played your map multiplayer, just run around in single to check it out, so the original system might have worked this way anyhow, but I didn't glean that from your description of it).

*Players get 10 gold every 10 seconds.
*Every time a player gets a kill, this amount increases by 1, or perhaps more (playtest to get the number - 2, 4, 5, 6 maybe).
*Every time a player dies, this amount will be decreased by the increment number, but not below the initial amount of 10.
*At the start of every new round, the amount of gold each player gets every 10 seconds is reset to 10.

Alternatively, whenever a player dies the gold they get can be reset to 10, thus enabling a "killing spree" of gold increase.

This system can be made quite powerful if you make it so players don't get ANY gold for PVP kills - instead they get a gold rate increase. If you combine this with players having their gold rate reset each time they die, you completely eliminate suicide runs "just to get a kill" as the player only gets rewarded for a kill if they manage to survive for a time afterwards. I think that system is pretty damn schweet.

Alternatively, you can put a "max gold per 10 seconds" limit on of, say 20. When a player gets 20 gold each 10 seconds, additional kills will not increase this.

Alternatively, you can say that when a player hits the "max gold per second" they have their gold per second reset on their next kill. This I don't recommend as it forces a player to perhaps "not get a kill" in favour of keeping their high gold and giving ht kill instead to a teamie. This does encourage teamplay somewhat but is a rather clunky way of doing so. Just a thought. :)

Alternatively, you can put in a timing system that makes it that whenever they get a kill, they get +1 gold increase every 10 seconds for the next 60 seconds only, then that +1 gets removed. You can combine this with the "reset" dying system for some fun results.

These still snowball slightly but don't harm the dying player as much as the old system, and adds in a different element to the map. What are your thoughts?

Try some of them, gimme feedback? I might even try some of them in my map... :)
 
Level 17
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Events ruin the competitive idea of TAT.
But I might create a 'party mode' later on that causes events etc.

Anyway, for the fans:
The new hero's Ember Leap and Flying Embers
Note: this hero will replace Nomad, 2 new heroes will be added in 1.03
 

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Level 17
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Oh you'll love it,the casting animation is it's death animation.
Thus it kinda looks like the fire part of the fire lord ditches it's armor, jumps and then regains it's armor and stands up (because it's still in death animation which cancels when you move again).


EDIT:
All the hero upadtes are done!
Going to add 2 new heroes and the new version is finished!
 
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Level 17
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Warlock
Corrupt Armor
Corrupts a target enemy unit's armor. It's armor decreases by 1 every second. Lasts for 4/8/12/16 seconds.
Chains Of Despair
Creates a rift into the netherworld, causing demon chains to appear and chaining enemy units so that they cannot move and take 25/50/75/100 damage per second for 3 seconds.
Hatred Spikes
Summons 1/2/3/4 nether spikes that fly at target enemy unit, dealing 60 physical damage each.
Summon Darkness
Summons a Darkness creature that you control for 15/25 seconds.
 

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Level 5
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Will try, by the way I've noticed you can make AI?
If you want you can make and update a AI version of TAT? :O

Sort of... its not AI so much as its just making triggered events that only manipulate computer players. Not hard to do at all, just needs a few test runs to make them go to the right places at the right time etc.

The AI works well on my map because there are specific points/regions that are of importance that the AI can be sent to at certain events.

I'm fairly busy at the moment, but I might be able to rough up some AI in my limited spare time (I can't put a date on that though).

If you want to make the AI yourself, just add in a few triggers that say something along the lines of "For each computer player, create one random hero" and "Every 15 seconds, pick every unit controlled by a computer player and get them to attack move to a random point in the map" - make regions on your map that represent key areas that you can cycle through for bots to go to. Add in a trigger to turn these triggers off if there are no computer players present, as this will free up memory for human vs human games. Add in a trigger that says something like "If a computer player is attacked, make all allies attack move to that point, and if it is outnumbered or on low HP make it run to the closest ally".

All good? I hate to say this, but if u want me to make AI for your map I'll have to be given access to an un-optimized aka world editor friendly version of your map, which you probably aren't keen on giving anyone. I know I wouldn't be.

AI really isn't that hard - goodluck!
 
Level 17
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I know it isn't that hard, but I tried it and they attacked certain points (the actual -zoneinfo points, that's why those were added in he first place).
But they were ordered to go back on low hp and re-attackmove but they didn't.

Now, you can make a AI version of 1.03 when it comes out, I mean DotA's AI version isn't made by Icefrog himself either. And really if you 'steal' TAT and make it totally different it's up to you, as long as I know I'm making the official - lol.
 
Level 17
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Sea Behemoth
Impale
Stomp on the ground, causing a wave of spikes to shoot outwards towards target point, dealing 60/120/180/240 damage and stunning enemy units that are hit for 2 seconds.
Kraken Stomp
Stomp the ground around you, causing nearby enemy unit's armor to shatter. Dealing 70/140/210/280 damage and decreasing armor by 2/4/6/8 for 10 seconds.
Behemoth Aura
The overwhelming presence of the Sea Behemoth causes nearby enemy units to deal 10%/15%/20%/25% less damage on attacks.
Whirlpool
Spawns a whirlpool at your location and one at target location, after 3 seconds all enemy units that are inside of the second whirlpool get sucked to the first one and take 200/400 damage.
 
Level 5
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AI

I know it isn't that hard, but I tried it and they attacked certain points (the actual -zoneinfo points, that's why those were added in he first place).
But they were ordered to go back on low hp and re-attackmove but they didn't.

Now, you can make a AI version of 1.03 when it comes out, I mean DotA's AI version isn't made by Icefrog himself either. And really if you 'steal' TAT and make it totally different it's up to you, as long as I know I'm making the official - lol.

Hmmm....

University term has started and I'm a bit too overloaded to work on AI for your map (I did say I'm probably too busy). The reason I made AI for my map is to help people learn how to play it - its a new/alternate genre and can be confusing for first timers. Your map, on the other hand, is - gameplay structure wise - straightforward (i.e. "Kill the other team"). What I'm saying is that you don't need AI for the same reason I made AI. Still, AI is fun for a jam every now and then.

That's just an "aside" for why I made AI - I wouldn't under normal circumstances.

What I can do for you is let you look at some of my "AI" triggers, and perhaps give you some pseudocode for the more complex things you'll be needing that I haven't implemented in my own AI.

I really must stress though - my AI isn't intelligent and really isn't good for anything other than simply playing the game in a structured way and very much to the "rules".

What I'm saying is that I suggest you implement the AI yourself - I'm happy to guide you though if you have any questions, but I'm by no means a master of it. Its quite rewarding seeing the AI run around how you intended it to when you get the triggers right - it takes a bit of trial and error.

Starting with your low HP thing, I'm not sure how your trigger worked, but here's how I would do it:

Trigger 1: Whenever a bot has less than 300 HP, make them move to their "fountain".

Trigger 2: every 5 seconds, select every bot at each fountain that is at full/ above 85% HP and make them attack move to a random point on the map.

That should work fine? You can get more creative and make the bots seek out allies when they are on low HP etc... can get quite intense.

I've revamped my AI quite a lot over the various versions of my map. The absolute BEST thing to do is to KEEP IT SIMPLE. Don't make few but fancy triggers. Rather make more triggers, but each one must issue a very simple set of commands. Make sure to not have triggers that issue orders contradictory to other triggers - ie all triggers must only work for "bots on >300 HP", so that your "run-to-fountain" trigger isn't interrupted by others.

Hope that's a help? :)
 
Level 17
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I need opinions, would you guys prefer non-blizzard cliffs over blizzard cliffs?

Non-blizzard cliffs provides a better overall look and possibly give players more kiting possibilities.

Blizzard cliffs provide better line of sight control but look horrid.



For you who don't know the difference, check the attachment
 

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Level 17
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Never mind, sticking to old terrain - just redoing some doodads and tiles.

Anyway!

Heroes

Mounted Commander
Skills

- Throw Mallet
Deals X damage and stuns for X seconds (higher stun duration if nearby, more damage if far away).
- Stand As One
Increases armor and life regeneration by X for X seconds.
- Commanding Pressence
Grants X% lifesteal to nearby melee units.
- Allied Charge
Creates X illusions that attack target unit.
Tuskarr Mage
Skills

- Frost Bolt
Deals X damage and stuns for X seconds.
- Frozen Prison
Slows for 75% and deals X damage per second.
- Soul of Ice
Reduces nearby enemy mana regeneration.
- Icy Spikes
Deals "X x units in area" damage and blocks.
Fiery Knight
Skills

- Fiery Chains
Chains target unit to the ground, unit cannot escape and takes X damage per second.
- Craft Flames
Increases armor and strength by X for X seconds.
- Burning Skin
Deals X damage to nearby enemy units and yourself.
- Rampage
Dashes forward, deals X damage and slows for 25% in a line.
Chanter of the Trees
Skills

- Calling of the Wild
Summons X treants that last X seconds.
- Invigoring Chant
Heals X hp per second, but drains X mana per second.
- Grace of Night
Summons X additional treant at night.
- Tree of Trees
Creates a Ancient Tree that spawns 1 treant every X seconds.
Illusion Archer
Skills

- Illusion Arrow
Deals X damage and stuns for X seconds in line.
- Rapid Fire
Increases attack rate for X seconds.
- Blessing of Elune
Increases damage by X in a small area.
- Illusion Volley
Deals X damage and decreases armor by X per hit for X hits.
 
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