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Ultimate War

Plasma Boy Presents
Plasma Boy Presents

140361-albums6230-picture76429.png
Created by Plasma Boy

Map Info

A map similar to an AoS, in which I have worked on for a few years, and I finally decided to release it here.



About the game:

*This is not a competitive AoS where one team of players has to defeat another team of players, all players are in the same team and they have to defeat the evil team, which in some ways is far more powerful than your team. To win you will have to learn the basic game dynamics and use your intelligence and a good use of the elements at your disposal, to get ahead in the war and defeat the enemy faction.

*The objective of the game is to; gain advantage in the war until you are capable of destroying the enemy defenses and destroy the enemy base before they summon their god boss, but if they do, you will have to defeat him in order to win, but also keep your advantage on the battlefield and don't let the enemy get too much advantage and stop powerful enemy threats, to avoid getting crushed by them.

*Like in any AoS you will have to push through the lanes to let your faction's army reach the enemy base, destroy their defenses and then destroy the enemy base, but you will also have to fight powerful enemies that are spawned from time to time in order to keep your dominion on the battlefield and prevent your base from being destroyed, so it requires both defensive and offensive tactics in order to survive and be able to win as well.

*As a special aspect of this game, each faction has an amount of divine power that increases over time (it is displayed in the the multiboard) and when it reaches 7500, the Faction that reaches the maximum divine power will summon its main God at the central lane and in order to win, the other faction will have to defeat it rather than destroy the main base. You can make your faction’s divine power increase faster by conquering the “Obelisks” on the map, which makes the divine power of your faction increase faster as long as your faction controls them, and will grant your faction’s army some benefits.

*Is very important to know what are the abilities of your hero (each hero has at least 16 abilities) and the resources at your disposal (items, merecenaries, upgrades), because this is what will grant you tactical advantage in the battlefield to overcome and defeat the enemy faction.

*The game has some random situations that may vary from game to game, making it easier or harder each time is played, although some people might find it hard, due to some of its complex dynamics, specially in terms of gameplay, since it has elements of AoS maps, defense/survival maps and some elements of RTS games, but is meant to be a war game unique on its own, rather than another exemplar of the well known genres, that have being consolidated in warcraft through out the years.

In this game I wanted to combine some aspects of epicness and dynamics of some games such Rise of Legends, Battle for Middle Earth and Magic the Gathering (among others), in terms of mechanics, pushing some of warcraft’s basic aspects and dynamic to the limit, therefore there are some elements people will find exaggerated, like spells that wipe out entire armies or enemies able to defeat endless waves of opponents, but I have tested it extensively and most of the things in the games are balanced (in terms that the game is not too easy, but is not impossible) and even though there are moments in the game where you reach a point where everything is completely screwed, there is always a way to prevent reaching to that point and a way to overcome all the game challenges.

Game Features

Heroes

Elite Enemy Units

Neutral Bases and Enemy Structures

Unexpected tab 4

Shops and Allied Buildings

Hero Weapons

Mercenaries

The Great War

Upgrades and Special Powers

Additional Information

Choose a hero between 36 available heroes, where you will find popular characters of games, movies, series and myths, as well as unique heroes of the game. Depending on the hero you choose the game will be harder or easier, also the amount of experience gained by your hero is proportional to its power and versatility. Stronger heroes will level up slower than other ones. It’s also easier to win the game if the number of players is more than 1, but you can play it solo and still beat the game. There are also 6 special AI heroes referred as light champions, that will spawn if an allied player slot is filled with a computer before the game starts.

Besides the abilities your hero gain by leveling, there is a special set of abilities your hero can learn after buying a certain “glyph of knowledge” sold at your base, to display this abilities click the icon with the image of a book that appears as one of your hero’s abilities. Buying glyphs of knowledge will also unlock some special abilities of the main building at your base no matter which player buys the glyph. These abilities can be used by any allied player by selecting the main building and using its abilities as if it was your unit even though the building is owned by the computer. Those abilities have powerful effects and most of them can be casted, anywhere on the map.
You will be warned when a dangerous enemy is spawned most of the time, but if not, most dangerous enemies can be recognized because they are way bigger than normal units or they have the words; “siege”, “immortal” or “doom” in their names, but you will find out as you play the game.


*Enemy Bosses: there are powerful enemy bosses you will encounter during the game. These bosses have huge stats and are very dangerous. You must kill them as fast as posible to avoid getting destroyed. Many of them have teal team color and can be seen on the map as teal dots.

*Demonic Idols: there are powerful magical wards known as "Idols" that are summoned by the enemy from time to time which have powerful global effects like enhancing all enemy troops or decreasing the armor of your towers. After 300 seconds they also gain a special catastrophic effect which will cause your faction great harm. You must destroy this wards as fast as posible to keep your advantage in the war and avoid being utterly destroyed. They have teal team color and can be seen on the map as teal dots.

*Magical Monsters: you will encounter powerful enemies that cast powerful enhancing spells, upon other units and themselves, if you see an enemy that is almost invincible and has a radiant green glow or flame on it, is because you have to dispel that buff in order to defeat it. Every hero in the game has an ability capable of removing buffs in its basic skills, which you can find by clicking the spellbook icon, in your hero's "basic abilities".
Also the enemies that cast spells that makes them immortal or makes other units immortal are: "Spawn of Typhon", "Queen of Terror", "Elder Warlock", "Archlord of Carnage", "Herald of Damnation", "Medusa" and "Avatar of Doom".


*Regeneration Fiends: some elite enemy units regenerate their life quite fast, making them really hard to kill, so to defeat them, they have to be attacked simultaneously by several attackers, or by using a spells or an item that allows you to kill them with a single blow, like the "Rocket Launcher", an item sold at the "Chaos Laboratory".

*Immortals: in the game you might encounter enemies with the word "immortal" in their names, these enemies are highly resistant to attack damage so most of them have to be killed using spells. The only exception is the "Immortal Archfiend", which can only be killed, attacking it while wielding the item "mystical sword", sold at the blacksmith, or attacking it with the "Mystical Fire Hawk" or the "Sky Dragon", which are mercenary units that you can hire at the mercenary camp found at your base.

*Siege Monsters: in the game you will encounter enemies with the word "Siege" in their names, these enemies deal extreme damage to buildings. There are some siege monsters that do not have the word "Siege" in their names are: "Infernal Colossus", "Doom Drake", "Doom Dragon" and "Bane of Civilization".

*Demon Summoners: there are some special enemy units capable of summoning endless hordes of demons to attack your base, summoning more powerful demons the longer they remain on the battlefield, to the point they can overrun you, you must kill them quickly to avoid this. They are the "Demon Beacon" and the "Swarm Dragon".
*There are several neutral bases scattered throughout the battlefield that you can conquer to increase the amount of gold and magical runes given to you every 57 seconds. Among the neutral bases you can conquer, you will find normal neutral bases, that you can conquer to increase your income and will also send reinforcements to fight in the war.

*There are other types of neutral bases named "obelisks" that you can conquer to increase your divine power faster, so you can summon your faction's god before the enemy does. If the enemy conquers an obelisk, their divine power will increase faster.

*The towers at the enemy base are quite powerful, but in the game, heroes (in high levels and using powerful items) and elite enemies are strong enough to deal with them. Also if the attacking army is big enough, towers won't be able to resist for too long. There are many towers at the enemy base enhanced with wards that increases their attack, their damage or their life regeneration, so you better destroy those wards first in order to weaken them enough to destroy them faster, this wards are found near the enemy towers, and they can enhance several towers in a small area around them. You can also buy items at your base that allows you to place similar wards near the towers of your faction, to enhance them.


*There is an invisible enemy shrine in the map that allows your opponent's towers to deal double damage, before launching an attack against their base you must find and destroy it, otherwise you'll have a hard time trying to pierce through your enemy's defenses. The Shrine is located outside the enemy base and is not found at any of the principal lanes.
All heroes have an ability that allows them to detect invisible units, which can be unlocked, buying the "Glyph of Knowledge Level B" at the "Sacred Statue of Divinity".

Also, as long as it remains on the battlefield your enemy's "Divine Power" will increase faster than yours.
[
Things to know about shops:


*The "Blacksmith" sells items to boost your heroes attributes.

*The "Magic Shop" sells consumable items used to boost your hero, as well as other items that grants permanent bonusses.

*The "Chaos Laboratory" sells items used for tactical purposes, and it sells wards that you can use to enhance the towers at your base and other wards that serve as towers.

*The "Vault of Relics" sells powerful items that can change the course of war.

*The "Sacred Satue of Divinity", sells several upgrades and powerful items that you can use to nuke enemies from any distance.

*The "Idol of War" allows you to hire troops controlled by the computer to battle and conquer bases.

*The "Mercenary Camp" allows you to hire powerful units that can grant you tactical advantage.
*You can buy the "Rocket Launcher" at the "Chaos Laboratory", which you can use to deal great damage or destroy enemy units, structures and wards from a long range.

*You can also buy the "Staff of the Storms" at the "Sacred Statue of Divinity", to do the same thing, with the difference that it can be cast anywhere on the map, from any distance.

*You can buy the "Incendiary Bomb" at "Chaos Laboratory", which you can use to deal great damage to structures, wards and small groups of enemies.

*You can also buy the "Scepter of Judgement", sold at the "Sacred Statue of Divinity", which deals massive AOE damage and can also be casted anywhere on the map.
You can hire powerful mercenary units at the mercenary camp found at your base, use them to conquer neutral bases or to deal with bosses and armies. Even though, heroes are extremely powerful, some mercenaries will grant you great tactical advantage and some of them will allow you to deal with enemies your hero won't be able to kill with ease, like the "Mystical Fire Hawk" and the "Sky Dragon", which are mercenary units you can hire at your base, whose attack is capable of killing "immortals", which are very hard to kill.
Every 1300 seconds, a great battle will take place at the center of the battlefield, where both factions will summon great armies to fight. The power of each army depends on the number of neutral bases controlled by each faction. The time remaining for the "Great War" will be displayed on a window.
You can buy "Glyphs of Knowledge" to unlock special abilities of your hero, and special powers of the Shinning Palace that is the main building found at your base. All players share control of this structure and it has a special set of abilities you can use, by selecting it and making click on the avaible spell you want to use. The spells of the Shinning Palace can be casted at any point on the map or they have extreme long cast ranges and they have very powerful effects.
*If you play it in single player, the game will show 4 difficulties to choose from and if you are playing it in multiplayer, the game will adjust the difficulty according to the number of players, but you can also make click into the icon that says "Easy Mode" found among the abilities and commands of your wisp at the beginning of the game, to play in easy mode in multiplayer. I added different difficulties, due to the fact that some people have told me it is too hard.

*You will find many tips in the quest menu about the game, as well as the credits for the resources used in this map. After choosing your hero, you will get an item called the "Book of War", which contains many tips about the game as well.
[TR][TD]

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Screenshots
Change Log
Credits


Image Description:
Avaible Heroes.

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Image Description:
Full map view.

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Image Description:
At the base.

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Image Description:
A hero casting a spell.

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Image Description:
Another spell.

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Image Description:
Your allies attacking a neutral base.

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Image Description:
Battle Scene 1.

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Image Description:
Battle Scene 2.

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Image Description:
Great War Scene 1.

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Image Description:
Great War Scene 2.

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Changes:
None since is the first version I uploaded here.



Changes:
*Reduced the file size.
*Reduced the number of units spawned during each wave.
*Changed some of the spells of "Arcanis the Omnipotent".
*Reduced the health of towers.
*Removed "Bowser", as a boss.
*Fixed a few things that were not working.
*Increased the movement speed and attack speed of all normal units, in order to make battles faster and avoid lag.



Changes:
*If you play it in single player the game will let you choose a level of difficulty to play (easy, normal, hard, insane), that in past versions would be "hard" by default.
*Enhanced the attack speed of normal enemy units.
*Fixed some issues.



Changes:
*Balanced some stuff.
*Fixed a trigger, that caused two heroes to be created at the moment of choosing a certain hero.



Changes:
*Reduced the health of towers and neutral bases, for a more offensive gameplay.
*Changed some fx.
*Optimized the map to reduce size and lag when loading.



Changes:
*Balanced some stuff.
*Fixed some descriptions and removed some upgrades from units that don't use them.
*Made easy mode and normal mode, easier than before.
*Added more detailed information about some aspects of the game, now all heroes will be given an item called the "book of war" once they are chosen, which contains several useful tips about some strategic elements of the game and how to deal with some powerful enemy threats.



Changes:
*Fixed some descriptions and issues of the "book of war" and added 2 new tips.
*Changed the tooltips of almost all units in the game for tooltips that really fits them.



Changes:
*Changed some hero spells and enhanced many of the current hero spells through triggers, to make them much more unique and cooler.
*Added icons to many spells that didn't showed their icon after being learned, even though its effect remained active.
*Added hotkeys to the heroes "basic skills" for faster access.
*Improved the description of the "book of war".
*Fixed many tooltips and improved some descriptions.
*In the description of each hero displayed at the beginning, it will be displayed if the hero is a divine being.
*Changed the model of the "Lord of the Elements".
*Added some new spell icons.



Changes:
*Changed a few spells and some fx.
*Improved terrain.
*Now the light forces will send a powerful giant elite unit every 900 seconds to attack the enemy base.
*Added "Summon Emerald Dragon" to the Idol of War, which you can buy to make the light forces to send a mighty dragon at the central lane, to attack the enemy base, also merged "Obelisk Conquerors" with "Tactical Squad", into "Tactical Attack Force" which you can buy at the Idol of War to send a special squad of allied units that will go to conquer all neutral bases.
*Improved a few descriptions.
*Changed some hotkeys.
*Added some "Rare" items that are dropped by powerful elite enemies, which can be used by all types of heroes and they have no classification.



Changes:
*Fixed some issues of version 2.4, as well as a bug that could cause the game to crash.



Changes:
*Fixed the hero spell "Lightning Bolt", now it will have its proper effect.



Changes:
*Fixed a bug related to the item "Frostmourne".
*Fixed the description of Mario.
*Changed the trading constants from 200 and 100, to 500 and 20 for easier trading.



Changes:
*Fixed some tooltips.
*Reduced the damage dealt to structures by enemy elite siege units.
*Reduced the areas affected by meteor showers.



Changes:
*Fixed some tooltips and some bugs.
*Disabled a special set of cheats I use for testing purposes.
*Reduced the damage dealt by Mystical Guard Towers, since they were too overpowered.
*Increased the difficulty for multiplayer by enhacing some events within the game according to the number of players, specially the great war.
*Replaced some spells of the heroes; "Predator", "Gnaraya", "Ripster" and "Donkey Kong". Also reduced the damage done by many hero spells, as well as the cooldowns of those spells, but increased their mana costs.
*Reduced the cost of several items and removed some old items.
*Reduced the mana regeneration gained per intelligence point.
*Replaced the "Gravity Bomb" sold at the "Chaos Laboratory" by the "Scroll of the Death Tower".
*Replaced the "Divine Amulet of Protection" sold at the "Magic Shop", by the "Talisman of the Archmagi".
*Replaced some of the models of the units in game and the models of some heroes; "Arcanis the Omnipotent", "Aurok the Elemental Lord", "Thanok, God of Death", "Sharuk, Warrior Demigod" and "Hyperion Lord of the Infinite Fire".
*Removed two divine heroes; "Ares" and "Bahamut" and added 6 new normal heroes, 4 of them can be selected by clicking the icon of the hero that appears within the wisp's abilities of each player. "Ares" and "Bahamut", can be summoned through some special items for a period of time, each one with some new abilities and high stats.
*Removed several items from the "Vault of Relics" and replaced them with new ones and added the item "Relic of the Gods", which replaces "Necronomicon", "Eye of Khronos", and "Heart of Oblivion". If you buy the "Relic of the Gods" you will get one of those items at random, or two new other items. The new characteristic of this items is that all of them are artifacts that grants your hero some powerful pasive abilities and allows it to transform into a godly creature for a period of time.
*Removed the "unique status" of two items sold at the "Vault of Relics", those items will be consider rare items, which divine heroes can use.
*Added two new events to the game; one is the "Chaos Boss", which occurs in the late game and consists in the summoning of a powerful chaos entity that has abilites with global effects that harms both factions equally, I got the idea from Hell_Master but until now I didn't knew how to put it into the game. The other event is the "Demonic Idol", that consist in a ward that is summoned by the enemy, which has a passive global effect that grants a boost to all enemy units on the map or cripples and harm the units of your faction, I added a detailed description of this in the "Book of War", which is given to each hero at the beginning of the game.



Changes:
*Fixed some descriptions.
*Enhanced Doctor Doom to make him more challenging.
*Now the Swarm Dragon, which only spawns in multiplayer or insane mode, wil spawn in hard mode once.
*Added a set of special bosses that will spawn if the number of players is greater than 4.
*Now, every 500 seconds your faction will send a squad of elite units at one of the lanes to attack the enemy base.
*Fixed an issue that will prevent Gnaraya from wielding unique items.



Changes:
*New preview image and loading screen to make them more unique.
*Fixed a bug related to the Sacred Necklace of the Titans.
*Fixed a bug related to Pikachu's ability "Lightning Attack" that will cause to reduce to the life of the targeted unit by 80% rather than 8%.
*Make the game easier if you play with only two players.
*Made esay mode for multiplayer easier and instead of entering a message in the chat box, you can click an icon among your wisp's abilities that says Easy Mode to change the difficulty to easy for multiplayer.
*Nerfed some of the spells of the new heroes, and changed many abilities based on command aura from giving flat bonuses to percentage bonusses, due to the fact that there is a warcraft bug that causes sometimes that the flat bonuses of auras to become percentage bonusses, granting huge bonusses to attack damage.
*Increased the power of serpent wards and obelisk guardians due to the fact that against some units they will deal almost no damage.
*Now if the player count is greater than 2, the Alliance won't send elite squads to attack the enemy base.
*Reduced the life of chaos bosses and removed some spells that would make them extremely consistent against waves of enemies, in order to make them weaker, but also increased the global damage done to buildings, in order to make them more dangerous the longer they stay alive, aslo added a message when they are spawned, that informs the players about its global impact, in order to avoid it getting overlooked since its a chaos unit.
*Added a new divine artifact called "Gauntlet of Olympus", which can be given at random when you buy the "Relic of the Gods", and allows your hero to transform into the mighty Zeus for 65 seconds.
*Fixed an issue that will cause Nix Grul's Siege Hounds, to get stuck after blinking to attack the Chimaera Roost.



Changes:
*Fixed a bug related to the "Sky Orb" that will leave the hero unable to pick unique items if he got the "Sky Orb" while wielding another item.
*Fixed a pathing problem.



Changes:
*Reduced the damage dealt by serpent wards and obelisk guardians.
*Added a special ability to the "Light Enforcer" and the "Mortar Team" to make them more powerful.
*Replaced the item "Scroll of the Death Tower" sold at the "Chaos Laboratory", by the "Incendiary Bomb" for more versatility.
*Fixed a couple of bugs.



Changes:
*Reduced the damage dealt by serpent wards and obelisk guardians again, since some people told me it was too much.
*Fixed an issue related to the "Incendiary Bomb".
*Reduced the life of the "Chaos Bosses" to make them weaker.



Changes:
*Fixed a bug that will cause players that selected "Krux" as their hero, to play with "Krux" but with another model rather than the one shown at the hero selection zone.
*Reduced the power of "Chaos Bosses" even more, to make them more easy to kill, now they won't counter spells that targets them the first time.



Changes:
*Fixed some description errors.
*Changed the remaining flat bonuses of auras based in command aura to percentage bonuses, to avoid the blizzard bug that causes flat values to be taken as percentage values, which makes units get huge bonuses.
*Nerfed some of the abilities of some heroes introduced in version 2.7, since they were too overpowered.
*Reduced the cost of many items and mercenaries to increase the versatility in the early game.
*Changed some of the tips of the "Book of War".
*Nerfed a set of special bosses known as "Archons". Also, they won't spawn before the second "Great War".
*Replaced the "Stone of Summoning" sold at the "Chaos Laboratory" by the "Scroll of Recall", which allows a player to summon up to 12 units controlled by that player in any part of the map to the position of the hero, to make the mobility of mercenaries in the map easier.
*Now the "Avatar of Doom" won't spawn in "Insane" mode since its too damn hard to kill in single player.



Changes:
*Fixed some tooltips and added a missing research icon to "Protection Ward", an ability of Narya.



Changes:
*Fixed some tooltips and some typos of ingame text.



Changes:
*Changed several models ingame. Changed the model of Sharuk, Warrior Demigod.
*Reduced the health and armor of all towers for faster gameplay.
*Nerfed several hero spells and drastically reduced the cooldown of many of them, now almost all heroes have at least a fast spell, even divine heroes.
*Changed some hero spells.
*Changed the effects of many items and replaced some old ones by new ones.
*Added a new villain called; Gothmog, Lord of Balrogs, which replaces the Cyclops.
*Now, to make villains more epic, Doctor Doom, the Lich King and Gothmog will spawn enemy minions across the battlefield each time they cast a spell. Also every 300 seconds, as long as they remain alive, they will unleash a powerful spell that can cause your faction great harm, to punish players if they let villains to stay alive for too long.
*Now each time a chaos boss/chaos god, casts a spell it will spawn chaos minions all over the battlefield.
*Turn the chaos god summoning event into a probability event so it might not happen during the game, to increase the feeling of been associated with chaos.
*Removed Archons and added a set of new enemy monsters referred as "Dark Champions" that work like enemy heroes. For each active player at the beginning of the game a dark champion will be summoned. These enemy heroes will push the lanes, attack mercenary bases and escape from the battle when they are heavily injured. After being slain another dark champion will be spawned after 270 seconds, it can also be the same dark champion. Enemy champions become stronger as the game progresses.
*Added a special set of AI allied heroes referred as "Light Champions" that behave similar to "Dark Champions". This allied AI "heroes" will be spawned if you fill an empty slot of an allied player with a computer before starting the game, and it will be controlled by that computer. They respawn if they are killed just like regular heroes do.
*Added a new mode called "Full House", that can be activated by clicking an icon with the same name, found among the abilities of your wisp at the beginning of the game. Activating full house will cause the enemy to spawn the maximum number of dark champions that is six, and will spawn a light champion for each allied player left unused at the beginning of the game, to have a game of 6 vs 6 heroes.
*Increased the overall spawn rate of minion waves and reduced the time that takes for some ingame events to happen for a faster gameplay.
*Now the "Great War" event occurs every 1200 seconds, 100 seconds less than before, and every time that the countdown timer for the great war reaches 600, each faction will send a set of powerful minions to clash at the central lane.
*Now in the "Clash of the Titans" event, the three main titans of your faction will display an aura that covers a great area, which increases the armor of nearby heros by 200 and their life regeneration by 100, in order for heroes to be more resistant so they can have a more active role in battle when the clash of the titans occurs.



Changes:
*Fixed a couple of bugs.
*Now as long as the guardian of an obelisk is alive, the obelisk will regenerate with tremendous speed, so it will be very hard to conquer it if the guardian is not slain.
*Nerfed dark champions a little bit.
*Changed some of the spells of the Shinning Palace.
*Made the minions spawned by villains and chaos gods slightly weaker and decreased their spawning rate.
*Now there is a chance for the army of darkness to summon a very powerful titan known as "Archon of Destruction", when they are in a dire situation, if this happens most special enemy minions will cease to spawn for the next 1000 seconds.
*Altered some events if Full House Mode is activated in normal difficulty, to make it easier to win.
*Now in the "Clash of the Titans" event, the three main titans of your faction will display an aura that covers a great area, which increases the armor of nearby heros by 400 and their life regeneration by 300, in order for heroes to be more resistant so they can have a more active role in battle when the clash of the titans occurs.
*Decreased the cost of several items, the time they take to be replenished and also increased the amount of avaible items in stock for some items.
*Decreased the replenish interval for some mercenary units.
*Now as long as the Demon Shrine remains on the battlefield all enemy structures will regenerate 160 life each second.
*Now the Shield Generator provide more armor to nearby structures and the Power Generator make structures regenerate even faster.
*Changed some spells of Ares the God of War.



*-Kobas- for his great map description template, which I took as a reference point, although now is quite different.

*Masokist91 and Claw, for their advices, since they were vital to improve the game.

*SeedinAethyr, for testing the game and giving valuable feedback to improve the game.




*Credits for the models, skins and icons to:


Callahan
General Frank/Frankster
Zerox
Alien Ant Farm
Kuegukecku
assasin_lord
DonDustin
WILL THE ALL MIGHTY
Hanza-Ru
JetFangInferno
Elenai
Dan van Ohllus



Ikillforeyou
Shamanyouranus
Marcelo Hossomi
Dark Hunter1357
Afronight_76
Radagast
Ampharos_222/-Grendel
Jigrael
Alastor
Champara Bros
Judash137
Varsaigen



Gottfrei
Cavman
Takakenji
Nasrudin
sPy
Vestras
Anarchianbedlam
alfredx_sotn
ironmaiden
Lord-T-Rex
donut3.5
Thrikodius



Aznwhore
Venom
ElectricSaiyan
RTG
Fantoche
Kkqqpp
l0w_kwaliti
Juice_F
RetroSexual
WhiteDeath
JesusHipster
UgoUgo



-Berz-
CRAZYRUSSIAN
Palaslayer
M0rbid
nGy
PROXY
Sin'dorei300
Kitabatake
Ironmaiden
Kenntaur
Tr!KzZ
67chrome



icewolf055
kellym0
Misha
SuPa-
Sellenisko.


*Credits for the spells and systems to:


Paladon (Knockback Spell System and Shockwave), nerovesper (Berserker Barrage and Hyper Charge).

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Author's notes


Some of the icons were made by me and some models were downloaded from asian and russian sites, so I don't know exactly who are their authors, since I don't speak the language of those sites, any other material is not created by me and if I'm missing anyone in the credits, you can tell me and I will fix that.

Keywords:
AoS, Epic, Defense, RTS, Outland, War, Battle.
Contents

Ultimate War (Map)

Reviews
15:47, 3rd Apr 2013 Orcnet: map has a lot of heroes to choose from and those events kinda gave way to a competitive match, map approved

Moderator

M

Moderator

15:47, 3rd Apr 2013
Orcnet: map has a lot of heroes to choose from and those events kinda gave way to a competitive match, map approved
 
Level 4
Joined
Mar 12, 2012
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good map excesive use of effects wich can cause lag too many units spawning in the same time sometimes you cannot do nothing just wait that big time for the units to kill your towers wich are way too high on hp...there are some more other flaws...the main problem is the map gets crowded with units and this causes lag...

Tips: make the gameplay and fighting more accelerated add some movement so the dieing units will remove faster and yet causing less lag,recruit some terrainer to make it even cooler,reduce the un-necesary models to make the map smaller yet more playable on platforms like garena,bnet etc.

The heroes are cool like the most epic heroes brought in one map but you need to work more on them . The map is pretty cool yet kinda unplayable in full ! Anyway its cool 5/5
 
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Thanks for your comment, much appreciated!
Yeah I still have a problem with the amount of units spawned, I'll try to balance that more. I will also check the effects, I have being trying depurate that aspect, but still there is much work to do.
I'll see if I can recruit a terrainer to improve the the terrain, since I made it all by myself, but my terraining skills are at a medium level.
I'll try to make things faster to avoid lag, reduce the hp of the towers and cut some of the models to reduce size.
 
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In which way? what do you mean exactly?

Because, if it's due to the fact that is not quite an AoS, is because it is not a regular AoS, I didn't make it to fit in a specific genre, I just created a war map, with different features of games I like, as well as mechanics proper of the map itself, but is meant to be a game unique on its own, rather than a recreation of the original AoS/Dota games.

If you say it because of the heroes, well I wanted to have all those heroes in the same map, even though they don't belong to similar fantasy universes.
 
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Did you downloaded the new version? because I reduced the lag a lot (I have tested the new version and it runs smoothly almost all the time and my computer is kind of old), althoug I will keep working on the lag problem. The only heavy lag is related to the "Great War" event and it happens mostly in the fourth "Great War". The first version was too laggy due to the number of units spawned in each wave and some other creeps, who had abilities that spawned excesive minions, but I already fixed that.
 
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Like in my Battle for Souls map, it's really good crossover idea for champions from different known dimensions. I very like it!
Also, you picked good models for your champions (some of that models, too, used in my project).
I think, map has some problems with optimization. Big time after choosing the map into the list of maps, big time of loading. Also big part of spells are too simple for 2013 year. That way, i will rate that 4/5 now, but, i repeat, idea is wonderful and it some be 5/5 with good realization and some improved spells.

Grow up!
 
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Thanks a lot for your comment! is great to have constructive criticism.
I'll see if I can improve the loading time, but I don't really know if it has something to do with a trigger or if its due to the amount of custom models in the map and I don't know why it happens when you are going to select it from the list of maps, that is odd too, but I'll see what I can do.
About the spells, you are probably right. I'll put more custom triggered spells, I guess I'll play your map and some other AoS and Defense maps here at the hive, to get ideas for triggered spells.
 
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Oh, thank you, I'll do that.
I tested my map, deleting all doodad, units, triggers and object data, and it seems the thing that causes more lag is the amount of data in the object editor. I think I might have many things I don't use, but still there is a lot of things I use.
I think I will use your method, to improve it and see what things in the object editor that I'm using right now, can be removed to reduce the lag in the map selection list and when loading the game.
 
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Thanks for all!!!
No problems :wink: Thanks for +rep.

About ideas of spells, you can check it, of course, yes, in my map (i try to collect all best ideas from MOBA games and add my interesting ideas) and also here - it's my collection of hero suggestion's threads and sites.
On my "forum" (it isn't forum because he is closed, it's just like blog without comments), thread's names has Russian letters, but it's not problem: most information after clicking on links in that threads on English (it's links on PlayDotA, HoN Dream and many other places with hero suggestions. And, I repeat, most of them are on English. It's just my collection of links on interesting hero ideas. Maybe it can help. And I still update it now)
 

SeedinAethyr

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Hello Plasma Boy, I absolutely love your map, Ultimate War. I like how you made it possible to do singleplayer and still have a chance. I also love your backstory, and the loading screen really fit that story. The amount of heroes the player could choose from was amazing, and you gave each of them a very generous amount of abilities. I also like how the more powerful heroes got experience slower. That was a very nice touch. I also like how you combined heroes from popular games with your own heroes. One other thing I liked about the heroes is that the player got a small backround of the hero as well as his abilities. Onto your gameplay. Once I chose my hero, I was transported to the base. I was overwhelmed by the amount of shops you had. I had a lot of money, and no idea what item to choose! I'll probably come up with ideas of what item to buy first, but people who join this game will likely be inexperienced and will have no idea how to play. They'll then stare at the monsterous amount of items you've created for about two minutes, choose some random stuff, and then jump into the battle which started two minutes ago. (I do applaud you for the amount of items you've made. It must have taken a long time to finish all of those.) Maybe you can think of a way to show novices that you should "buy THESE items first" and "buy THESE items later." Because I had no idea what to buy at the start! Actually, maybe you could make a command for red to start the war. The allies and enemies start sending troops out rather quickly, and if the players don't choose a hero and some items fast, they'll be missing out on gold and experience, as well as possibly getting a hero that doesn't fit their play style, and items that don't fit the hero. I believe players should have enough time to browse over the shops and heroes before starting. There is, after all, no players on the opposing team. I also liked how you made a balanced looking AoS into a one team game. No more raging at the other team for being unfair! Often, if an AoS has only one team with players, the attackers have an extreme base with godly towers, or no base at all, with just spawns coming out of predesignated points. In Ultimate War, you've made two pretty much identical bases, which I really like for no particular reason. Another thing I liked about the bases was the variety of the towers all in one spot. There wasn't one generic tower for the base, and there also wasn't a "Level 1 Spirit Tower" and a "Level 2 Spirit Tower" and a "Supreme Spirit Tower" all at different points. I also like how you implemented "improving your spawns" into your game. You did it in a very original way though. Instead of going to the team mercenary camp and "buying" the units into the spawns, you've made different camps, each guarded with a Serpent Ward, scattered around the battlefield. When you destroy one, it converts to your side and you get spawns from it. The Great War was also a very nice idea. Who doesn't love an absolutely huge battle? Another thing I loved was the variety of the units in the different waves. Both sides, good and evil, had a huge arensal of units. This certainly contributed to the backstory of beings all around the multiverse coming together. (In many other games, it's only the evil who gets the huge variety of units, and it is also the evil who gets the epic units. Allied units are normally crap in seiges and other survival genres.) Another thing I'd like to say I liked was the Divine Power. Each side (not just the evil) had a super powerful god that would be summoned when the side got enough Divine Power. Divine Power was automatically gained, and could be gained faster by the capturing of the Obelisks. This was a really original thing about the game, and I've never seen an AoS incorporate such a thing. How much time did you spend on this? This is absolutely amazing!
I give you a +rep and a
5/5
EDIT: Also, I've found a text bug. The Helm Of The Warlord says it is an Accessory, but the text at the bottom says "You cannot carry more than 1 Armor at a time." Which classification is it?
 
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Oh dude, what a nice surprise, an epic comment of constructive criticism!
This reminds me why I created this map, I created this map for people like you.

I created this map trying to make map that would have a sense of epicness, in which two superpowers collide, and that would have the normal aspects of a frantic battle game, removing all waiting time for battle, and focusing on the role of the hero that with intelligence can overcome threats greater than he/she, also I wanted battles to be more epic with gods and enemies that will make normal enemies look like ants, like you can see in games like rise of legends and others, but at the same time make it as balanced and possible and challenging.

It took me five years to develop this map, because I was a total noob when I began at warcraft and I don't study something related to programming, so it took me a long time to figure out many things of the editor and about game dynamics, I am a slow learner. It was also really hard to balance the game while keeping some aspects of its epicness intact and adding features to make it more unique, without making it overwhelmingly complex. Ultimately is meant to be a fun game rather than hyper challenging game.

To make this game I took ideas of games such as; Rise of Legends, Battle for Middle Earth, Age of Mythology, many AoS games, and Magic the Gathering, trying to combine them in a unique game of frantic battle.

About the items, I don't know if you read the "game info" menu, but you can find more information about items there, but still you are pointing up an issue; I should give more information about the items, since that is a feature that is more complex in this map than in other games.

There is no right item to start, because in this game unlike in other AoS, there are many items that are not there to enhance the power of your hero, there are many items that serve a tactical function. Some items like the wards, serve as towers or they can boost the towers at your base, other items like the "rocket launcher", the "Staff of the Storms" and the "Scepter of Judgement" are there to make easier to deal with powerful enemy threats or for tactical purposes, while the "lightning greaves" and the "staff of teleportation" enables you to have easier field control by allowing you to jump from one place of the map to another, so you can respond quickly to dangerous situations or go back to the base and heal yourself.

Perhaps the most important items to buy are the glyphs of knowledge, since they unlock the powers of your hero, as well as the powers of the shinning palace, which is the huge castle at the center of your base. The shinning palace is a unit controlled by all players in your faction that has godly powers that you can cast, most of them anywhere on the map, they are meant to be like the god powers in age of mythology.

But if you play it in easy you'll find all those upgrades researched, I did that for beginners to be able to screw around, without worrying about money so much.

I guess that you can buy the cheapest armor, weapon and accesories at the beginning to give your hero a little boost, or you could wait to gain more resources and buy some armor or even wait to buy a glyph of knowledge. The only thing I tell you is that godly the heroes are weak at the beginning, so you should buy them cheap armor and something to boost their life, since this heroes lose resources when they die and they take more time to be revived.

Taking your comment into consideration, I'll make a fully detailed description of important items that I will include in the described features that you find in the "game info" menu, which Is the quest menu in normal warcraft games and is the one where you can find vital information about the game features and its dynamics.

Since I created my items focusing more on their tactical potential, rather than their suitability for heroes, you'll find that most items are suitable for every hero and that a certain combination of items will grant you a different tactical advantage, there are no wrong items, but their are items you can use to compensate for the hero's weaknesses, like having low health or low armor. All items can be sold to any shop for half the price in gold.

In terms of shops:
*The "Blacksmith" sells things to boost your heroes attributes.
*The "Magic Shop" sells consumable items used to boost your hero, as well as other permanent boost items.
*The "Chaos Laboratory" sells items used for tactical purposes.
*The "Vault of Relics" sells items with the most powerful game breaking effects ever.
*The "Sacred Satue of Divinity", sells several upgrades and the most powerful instant damage dealing, omnicastable items in the game.
*The "Idol of War" allows you to hire troops controlled by the computer to battle and conquer bases.
*The "Mercenary Camp" allows you to hire powerful units that can grant tactical advantage.

Thank you for the bug report about the description, I will fix that. In the past the "helm of warlord" was an armor piece, but since you can only carry one piece of armor, and there were other items with better defensive capabilities, I turned it into an accesory since you can have two accesories, rather than 1, that is why the description is messed up.

If you wan't more information about the game, or if you have any; question, doubt, suggestion or request, you can send me a private message if you want.
 
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To me there is no need to put AI allied players, because the difficulty of the game adjusts itself to the number of actual players and in single player you can even choose a difficulty to play.

The other reason is that to due the complexity of some of the game situations, it would be really hard for me to script an efficient AI, because unlike other games, it wouldn't be enough to have a computer player that buys items and push the lanes, there are several situations in which the course of action requires careful consideration and intelligence, so it wouldn't be a very efficient AI, although I think an AI could be scripted to do basic things like buying items, push the lanes and attack neutral bases, but even though, it might not be a great help.

Either way, I'll give it a thought, but unless I'm able to create a good AI, I won't implement it into the game.
 

SeedinAethyr

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Hello again Plasma Boy. I just played quite a long game of Ultimate War. It was awesome and I saw a myraid of enemy and allied units. However, my allies had some complaints about "OP" monsters, the most complained about was none other than the Immortal Archfiend mentioned in the quests. Although we did kill it, it was only after we had surrounded it with many allied units, including a Golden Dragon. Since my hero and my allies' heroes seemed to have no effect on it, may I inquire: How do I beat the damn monster?
(Also, when my ally raised its corpse, the Immortal Archfiend seemed to die rather qquickly to the enemies. Can you explain this?

Actually, in my opinion, I liked all the immortal and godly units. Although we got totally butchered by them, I think units such as dragons and giant demons are underrated in maps. They SHOULD be army killing juggernauts only defeatable with a huge effort.
EDIT: I've found a couple (possible) bugs while playing Ultimate War more. First, Thanok does not have Divine Armor, even though he is a Divine Being. Is this intentional? A minor aesthetic bug is that Skeleton Mage has Unholy Strength and Unholy Armor upgrades next to its attack and armor values. A suggestion I'd like to make is to make Darth Revan stronger or give him a ranged attack. He has 625 health, and a slow melee attack that does about the same damage as any other hero. One last thing I'd like to suggest is to make the game slightly easier. Only slightly. I've played about twelve games of this and have not won any single one. About nine of those games were in singleplayer with Easy mode on.
Thanks in advance.
 
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Hello again Plasma Boy. I just played quite a long game of Ultimate War. It was awesome and I saw a myraid of enemy and allied units. However, my allies had some complaints about "OP" monsters, the most complained about was none other than the Immortal Archfiend mentioned in the quests. Although we did kill it, it was only after we had surrounded it with many allied units, including a Golden Dragon. Since my hero and my allies' heroes seemed to have no effect on it, may I inquire: How do I beat the damn monster?
(Also, when my ally raised its corpse, the Immortal Archfiend seemed to die rather qquickly to the enemies. Can you explain this?

Actually, in my opinion, I liked all the immortal and godly units. Although we got totally butchered by them, I think units such as dragons and giant demons are underrated in maps. They SHOULD be army killing juggernauts only defeatable with a huge effort.
EDIT: I've found a couple (possible) bugs while playing Ultimate War more. First, Thanok does not have Divine Armor, even though he is a Divine Being. Is this intentional? A minor aesthetic bug is that Skeleton Mage has Unholy Strength and Unholy Armor upgrades next to its attack and armor values. A suggestion I'd like to make is to make Darth Revan stronger or give him a ranged attack. He has 625 health, and a slow melee attack that does about the same damage as any other hero. One last thing I'd like to suggest is to make the game slightly easier. Only slightly. I've played about twelve games of this and have not won any single one. About nine of those games were in singleplayer with Easy mode on.
Thanks in advance.

Oh hey, sorry for my late response but I've been busy with my studies.
1.Well about the freaking "immortal archfiend", that creep is a special minion that has spell immunity and it absorbs almost all physical damage, in the "game info"/"quests" menu, I said that to deal with "immortals" you should hire the "mystical fire hawk" at your base, or attack him while wielding the "mystical sword" sold at the "blacskmith".

The immortal archfiend is vulnerable to: mystical fire hawk's attack (mercenary that you can hire at the mercenary camp at your base), the Sky Dragon's attack (other mercenary that you can hire at the mercenary camp at your base), attacking it while wielding the "mystical sword", the hero "Predator - Alien Hunter" can kill him with ease after learning "energy blade", the hero "Avatar of Wrath - Zhaggad" after learning "Lightning Claws" and there are some ultimate spells that can also damage him. When the immortal archfiend's corpse is raised, it is raised without his abilities that is why it can be killed easily when its reanimated.

2.Thanok doesn't have divine armor because it made him to damn powerful, the same thing goes for Hyperion, although they both have the ability power shield which makes them tougher than most heroes with divine armor. Not all divine beings have divine armor, I created that classification for heroes that were too powerful, but not all of them have divine armor.

3.Oh yes the upgrades, I think I have some units with that thing, I'll fix that.

4.Darth Revan is a tough hero to handle, but from my experience you can beat the game with him using items that increase his max life (periapt of vitality, amulet of the ancients, mighty armor), to make him tougher, invulnerability potions, to confront bosses and once he learns "Master of the Force", he doubles all attack damage, making all attack boosting items grant him their bonus doubled (as Demon Axe increases the attack by 400 with "Master of the Force" it would allow him to deal 800 extra damage). The "Master of the Force" ability also reduces the damage of ranged attacks greatly, as well as the damage of some spells. But since this is achieved after reaching high levels, I'll see what I can do to improve him.


You were not able to win? that is fucked up, specially in easy mode, I'll have to do something about that.
Ok one of the things is that I will make easy mode even easier for people to learn how everything works and get a grip of the game and probably I will include a spellbook with info about some bosses and how to defeat them that I will give to each player when they choose their hero, I'll update the game with those changes soon. I will also add you to the credits, since your insights about the game are very helpful to me, because I have been the one testing the game from the beginning, but since I know every aspect of it, is hard for me to tell how difficult it is for the average player and what elements might be to complex or annoying in the game.

I'll be looking forward for more suggestions and critics to improve the game.

Another thing; you got to tell me what are the things that you sense that got you screwed in the game.


In the mean time, I'll give you hints to get advantage in the game:

1. Mercenary units are very important in this game, use them to conquer neutral bases and to help you to deal with bosses and armies, here comes some tips about them:

*"Mortar Team", it has siege attack and is able to attack mercenary bases and "magic/serpent wards" without being attacked by them.
*"Light Enforcer" powerful verstile unit, with the demolish ability and very resistant in combat.
*"Dark Steel Guardian", highly resistant unit use i as a tank to absorb damage, when playing with a hero that is too weak in it's first levels.
*"Mystical Fire Hawk", attacks from a very long distance and has fast movement speed. It can kill all "immortal" units just attacking them.
*"Crystal Magus" it can attack 9 enemy units at once, good to deal with armies.
*"Sky Dragon" powerful merc able to kill "immortals" with its attack and has 2 AOE damage spells that damages all type of units (units, wards, buildings). It also has the spell "Destruction Sphere" which deals 12000 damage to structures.

2.You have to be very aware of the battlefield, because beside normal units, there are many units that will tear you down if you don't pay attention to them. Here comes a few thing:
*"Siege Units" all enemy units with the word siege on their names deal extreme damage to structures, you have kill them as fast as posible or they will tear your defenses fast. The "Infernal Colossus" and the "Bane of Civilization" are also siege units, although they don't have the word siege in their names.
*Look out for teal dots on the map, almost all those units are boss units and they focuse on attacking/conquering neutral bases and once their done with them, they will come to tear your base.

3.To deal with bosses:
*After researching glyphs of knowledege a b c d (in easy mode is done), click on the the shinning palace, it has two abilities that can help you to kill powerful units, one is "divine punishment" which deals damage over time, but it can be dispelled, although not by the afflicted unit, since it wont be able to cast spells. The other spell is "magical meteor", this one is the best to deal with bosses since it deals 13000 damage and paralizes them for 40 seconds, it can also be cast on wards and structures. To cast this spells click on the "shinning palace", then click on the spell, then click on the minimap to find the unit you want to kill and then just click on that unit. Also to use the spells of the shinning palace can grant you a great advantage in the war.
*Also to deal with bosses or giant armies you can buy the "Scepter of Judgement" at the "sacred statue of divinity", it will create a massive explosion that will deal 15000 damage to all units caught in the blast.
*"immortal" units have the common trait that they are hyper resistant to attack damage so most of them have to be killed using spells, exept for the Immortal Archfiend which can only be killed using the special means I described above.
*Beware of units that cast spells that puts them a shinny green glow on them, they have the ability "Unholy Might" which enhances their attack greatly and speeds up their life regeneration significantly, to defeat them you have to dispel that buff in order to kill them.

4. Neutral bases are really important, don't let the enemy conquer to much, specially if the great war is aproaching, beacuse if the enemy conquers 6 or more bases for the moment of the great war, probably you will get trampled, since the amount of neutral bases controlled by a faction determines, the power of the armies summoned by that faction during the "great war". You have to take it into account specially for the fourth "great war", since is the most definning great war of all, because there is where the the "Clash of the Titans" takes place.
*To fight against the titans use the "Scepter of Judgement" and invulnerability potions and abilities at your disposal.

5. Also to attack the enemy base, before attacking the towers, you should destroy the wards that enhance them. The wards are those crystal thingies you find near the towers at the the enemy base and your own base, you cand do that using invulnerability potions or "the rocket launcher" item sold at the chaos laboratory.

6. One thing to keep in mind, is that almost all hero spells and items, where the hero hurls a rocket, rock, energy sphere or any other kind of missile can be used on enemy; units, structures and wards. Also many spells of divine beings can be casted anywhere on the map no matter the distance, for example the dispel magic/absorb magic of divine beings can be casted form any distance (I don't remember if I put that in the tool tips but I will check it).

Ok that is everything for now, thank you for the feedback. I'll keep working on the game to make it more balanced and player friendly.
 
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SeedinAethyr

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Wow, you put a lot of words into that comment.
Thanks for the tips and everything!
Also, do the Obelisks count for extra troops in Ultimate War?
 

SeedinAethyr

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Wow... my name in the credits of a map as awesome as this. I feel so honored...
Okay, time for my test of Ultimate War 2.1. I shall see if I can beat it!
(Also, I'm curious. Did you ever beat it on Easy in version 2.0? Maybe I was just doing badly.)

EDIT: Okay, the difficulty is certainly easier in this version. I also really like the Book Of War. In fast paced games like this, I often don't have enough time to go to Quests. Thanks for making it easier for me (and others)! There was a slight aesthetic error in the book. Magical Monsters was dimmed out because I apparently did not have the Storm Hammers upgrade. lol. I could still read it though, it was just like "You need this upgrade to use this ability" dimmed out, which didn't matter. Also, the grammar in the book wasn't perfect. There were a couple capitalization errors. I also have a suggestion that would make your map look more polished, but it would take a lot of time. Because it is possible to raise units from the dead and summon units and such, I'd like a semi-decent tooltip for the units. I think while playing the game one of my allies raised an Alien. He then gave me control so I could see it. I then read the Alien's tooltip. "Basic attack unit and lumber harvester. Can learn Cannibalize and Ghoul Frenzy." That certainly sounds like an Alien. It isn't necessary to put tooltips, but they add surprises to the game. Players will read quests, read item descriptions, and read unit tooltips when bored, a.k.a. dead, and seeing a tooltip that relates to the actual game they are playing is actually quite fun.
 
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Yeah I was able to beat it in easy. Actually most of the times I play it in hard and I have beat the game several times, but since I am the author, I know everything about it.

O thanks for the bug reports, I'm checking the grammar and yes there is a lot of errors I will fix that soon (I wrote the book hastily because I had to leave), oh the tooltips are a nice idea, I'll probably do that when I find the time.
 

SeedinAethyr

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Hello Plasma Boy, do you mind if I send version 2.2 to a hosting site? I really want to play this with my friends and I'm not sure how to host in Battle Net on my own, so I use hosting sites. I felt like I needed to ask your permission before I upload the map. It is after all, your map.
 
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The map is very fun,addictive game play
BTW,can you please give Lord of Elements another different Avatar,rather than Template Swap.???

And also add shortcut keys to extra abilities for quick access
 
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Thanks for your comment!

I'll see if I can change the avatar/model of the Lord of Elements but I haven't seen a unit model that fits it good, since I want it to be a unit that hovers/floats, but I'll see what I can do.

I'll incorporate shortcut keys to the extra abilities in the next version.
 
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And also I realized that the book guide item would bugged if you move it from the original spot.

Also realized alot of spells is being re-used in basic abilities,which is fine but...
If possible,try diversify and differentiate it from the skills.
Like Bahamut's Orb of Destruction and Lightning Orb almost the same stuff (I was expecting something cool but =w=||||)

Also,it's better to include in the glyphs information of whether the hero is Divine or not,would've been better.

I do like the concept of Unique and Rare items can't be acquired by Divine Heroes,but still would it be better if we introduce some items that is EXCLUSIVE yet DIFFICULT TO OBTAIN FOR DIVINE BEINGS ONLY?

Cause starter items is too weak....and too unreliable as the game rapidly progresses...
Except that if you can add more items,or item merger recipe...
My point here is that,add more items or diversify them.

And also maybe try make 1st skill of all heroes had short CD and yet able to damage alot of mobs simultaneuously for free,or single target...
Doesn't matter,as long as its free and low CD I'd be happy,cause this is war and I wanna wreck CHAOS.
(Preferably AoE,but oh well single target also would do,would be nifty against bosses.)

When possible,state the CD of every castable active skills(very important at times) even items should be included.

Just my honest few cents.
 
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I'll check what you mention about the book, but I tested and I had no problem with it.

1. Yes, I know there are several spells that are reused or similar, I will se how to diversify them (in terms of adding extra effects), but the thing is that I put those spells like that, more for strategy than anything.
The thing with those single target spells is that most of them can be casted from long distances, so they can be used to stun a powerful enemy casting a spell like stampede or rain of fire, so its a way of stopping powerful enemies of casting devastating spells and due to its long cast range you can also use it to destroy wards that enhance enemy towers or kill an specific enemy unit, if there is a heated battle, without getting in the middle of the fire, and most of this spells can be casted upon units, structures and wards, which makes them very useful, in terms of strategy, they are also the spells that have the fastest cooldowns and highest damage, in a way is like a super attack and for melee heroes is a good way to get rid of tricky ranged attackers or to kill units without getting in the middle of a dangerous battle.
And if you check Bahamut's level orb of destruction to its max level it ends up doing somthing like 6000 damage, which is brutal, since it can casted on everything.

Part of the the difficulty of asigning spells in a game like this is that I have to give the heroes spells responding to tactical problems and to allow them to respond the different chalenges the game has offer. In most AoS you don't have to care about things like that because almost everything revolves around player versus player combat, and spells are not so powerful. Also I have tried my heroes many times with different arrangement of spells, the reason they end up with similar spells in way was because of what I said above.

2. I don't understand the comment about the glyphs, you will have to elaborate that idea a bit more.

3. From my experience, divine bengs are very powerful and some of them excessively broken, like "Arcanis the Omnipotent" and "Doctor Manhattan", but since I wanted this game to be a fun game rather than something super competitive and super balanced, I allow such heroes to exist. That is the reason why I don't allow divine beings to use unique items and due to the fact that after testing divine beings using unique items, the result was that they became to overpowered and made things a bit boring, and even with the current items some of them become too powerful.

But your idea is nice perhaps I will include powerful items that divine beings can carry, but they won't be sold, they will be rarely dropped by bosses, as one of the random features of the game.

4. I know that starter items are weak but they are only 4 and they are really cheap so there shouldn't be too much problem with that.

5. I won't create item recipes, I don't like that mechanic, that is why I created my unique items, so instead of spending lots of money in a bunch of items that you buy mostly to merge them into one super item, you can spend a huge ton of money in an item that turns your hero into a total powerhouse.

I'll consider if there is need for more items, the reason why heroes have so many abilities, is to make them less dependent on items, since some of those abilities are passive abilities, that in a way plays the role of items with the advantage that they don't take a slot in the inventory. Some of those abilities are shared by several heroes, and some them are even exclusive of a particular hero.

The issue with the items is the same that with the spells, they serve a tactical pupose and their main purpose is to fill out the weaknesses of heroes and grant them some advantages, with the exception of the crazy unique items, that sometimes I think they are too exaggerated, in terms of their effects.

6. Well about the abilities with short cooldown; you won't find that in divine beings, part of the mechanic of divine beings is that their spells are brutally powerful but they have huge cooldowns specially in higher levels, this prevents them of being extremely broken, since they also end up with very high attack damage. With normal heroes you will find spells with shorter cooldowns if you see the hulk's "hurl boulder", Radix - chaos mage's "firebolt", Pikachu's "Lightning Attack" as well as; "meteor strike" (in falcon and others), "blink and strike", "flashing strike", they all have short cooldowns (between 6 - 20 sec CD tops).

Some other heroes end up with huge attack damage in the high levels like the "avatar of wrath", so giving them a spell to cast with short cooldown that in a way ends up being as another attack would be pointless.

I'll consider your suggestion for some of the normal heroes and I know what you mean, beacuse in games like HoN and LoL heroes have spells with 1 second cooldown, that end up being as a secondary attack that deals a bit more damage, but in my game heroes rather have a powerful attack, or a spell that makes their attack so powerful that is like casting a damage spell on each attack.

7. I'll consider the thing about adding information about the cooldown, but since there are spells with 16 levels or similar, it is something very annoying to do, due to the fact that the cooldown of most hero spells varies with each level.

Anyway thank you for you comment, if I implement changes derived from your suggestions, you will probably see them in the next version of my map.
 
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Level 2
Joined
Sep 8, 2011
Messages
27
Point One:Ah,don't worry bout it,but it just bugs me when most heroes that are recruited from MultiVerse uses almost the same-set abilities LOL.

(Blame me for playing alot of RPG sterotype games XDD,but I do expect something new here and there whenever I use different heroes).
Just try your best okay...its just some ideas I had while playing.
Invul,Tele,Meteor Strike,Ress is fine by me...

Point 2:The Glyphs I meant was the glyphs that was in hero picker,where once you hover over it,it'll tell what kind of heroes is that and stuff(aka Lore).Can you please include in the info whether its Divine or not?Would've been better.

Point 3:Seems fine with me either way.Eventhough Im aware of how broken a Divine can be(but still you can't expect a Divine to do well in beginning..)

Point 4,5,6 are legitably listed out....so Im fine with it.
(PS:I know how it feels,buying and wasting alot of time,you had me there.I respect that :D)

Especially the Divine mechanics,but still I wanna wreck stuff badly in en masse wars.

Anyway,I won't be expecting that you can do this in a flash so I can wait :D

PS:Some bugs aside from the book :
Some passives didnt show up after learning(like Death's Passive Spirit strike).
 
Level 6
Joined
Nov 16, 2007
Messages
174
1. I understand what you say about heroes with similar sets of spells and I will try to spice it up, by adding more effects or giving them a spell that won't leave the hero with a tactical disadvantage.

2. Ok, it will be done in the next version.

3 Yes I know, that is part of the divine mechanic they are not so strong in early levels, but I have tested them, buying cheap weapons and armor at the beginning and they do well, I also buy "books of experience" at the sacred statue of divinity to make them level faster and I have beat the game in hard mode.

I'll see what I can do about quick spells, but I promise nothing. The thing is that if you have a quick spell that does AoE damage and it proves to be effective during the "great war" for example, it will to broken in other moments of the game, but I'll consider it.

No is not a bug, is an ability that has an invisible icon and the icon never appears, but the skill remains active, but thanks for pointing it out.

Thanks for the feedback!
 
Level 6
Joined
May 23, 2011
Messages
295
Sure everyone said this but its way too laggy
I think it needs better terrain tho but i really liked this map and perhaps you should add some good A.I for testing reasons
 
Level 6
Joined
Nov 16, 2007
Messages
174
Thanks for your comment and thanks for rating the map!
I'll try to improve the lag problem, but it will be useful if you tell me, in which moments you find important lag for me to work on the specific issue.
I opened a thread to recruit a terrainer for the map, because I consider that my terraining skills are not bad, but I know the terrain could be better, although who knows if someone will come up to help, due to my level of reputation.
I'll see if I can make a descent AI, maybe for a future version, when I find the time.
 
Level 6
Joined
Nov 16, 2007
Messages
174
Weee...just as Im bored,here comes the next version...GONNA TEST EM OUT!

Hope you enjoy it, I haven't found a good way to implement what you told me about short CD AoE damage spells, since in most heroes I would have to remove a powerful AoE damage spell, to avoid them become too unbalanced.

Anyway, thanks for your observations, they were helpful to improve the game.
 

SeedinAethyr

Spam Moderator
Level 11
Joined
Dec 2, 2012
Messages
168
another aos with an overly obnoxious title and little to offer to the modding community

maybe next christmas will be better

You better be joking!


Also, Plasma Boy. I finally beat it (on Easy) with Sharuk!
I'm so happy!
I didn't get to see the Light God though because the Titans destroyed the base while the Light Power was at 6900.
What is the Light God and what kind of abilities does it have?
EDIT: Nevermind, I saw her! Dang, she was powerful.
 
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Level 6
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Nov 16, 2007
Messages
174
You better be joking!


Also, Plasma Boy. I finally beat it (on Easy) with Sharuk!
I'm so happy!
I didn't get to see the Light God though because the Titans destroyed the base while the Light Power was at 6900.
What is the Light God and what kind of abilities does it have?
EDIT: Nevermind, I saw her! Dang, she was powerful.

Hey those are great news! finally someone that was able to beat it, yes the titans can be of great help, to win the war, I'm glad you made it.
The Light God, actually the "GODDESS OF LIGHT", have powerful summoning spells that can create great field advantage and powerful AoE damage spells, that can destroy an entire army, it also boosts the armor of all nearby allied units by 20.

I wouldn't mind about Wazzz's comment, he seems to be one of the many AoS haters that are around the block. Hateful statements are made by angry/frustrated people that need to express their anger in order to feel relieved, empowered or righteous, or they are used by trolls to breed discussions or heat them up.

Anyway, I don't expect all the people to like my map, everyone has a particular taste for things and everyone is entitled to their opinion. Like for example I don't like arena maps too much, but I don't go around saying... oh arena maps suck! they are swarming the warcraft community with trash!... The fact is that I don't have too much affinity for those kind of games, but I bet there are great arena maps, that people enjoy very much, even though I might not like them.
 
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