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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.
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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
Level 6
Joined
Nov 16, 2007
Messages
174
Yes I did, I used Paladon's knockback system to add the knocback effect to several normal spells, I adapted his simple melee knockback spell through triggers to add the knockback effect to spells where a missile is launched at an enemy unit and I also combined some of his KN spells with other triggered spells to enhance them, like in Minion's "Brutal Charge", so after he finishes his move, he knocks back the units caught in the charge for a cooler effect. In other cases I used his spells in their original form, like in Hulk's "Shockwave".
 
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Ok, I wish your still taking reviews for your game. Here is a short review about the game:

Ultimate War Review 2.3

[+] Good Points
-Terrain is decent
-Love the random spawns of units of Chaos makes the game more livelier!
-An AOS map that also looks like a full war map that makes it epic and also for players to enjoy it.

[-] Bad Points
-Terrain is decent and still open for improvements. Firstly, your terrain look really empty. I dont see much that doodads that can fill up and make the terrain good. I usggest adding more. Second, the terrain in some points is somehow flat. I suggest using Raise/Lower Tools to make different variations in the ground.

[-] Suggestions
- I really love the Chaos units randomly spawning to ruin the great battle of the two forces so I suggest also add some events into it. Like a Chaos Boss spawning that needs to be killed like that....
-Your main priority of course, to improve the terrain because that's the only thing I can find for improvements. Take the tips in mind and apply it.
The game is quite nice overall. I like that this game has random Chaos units spawning at the Battlefield stopping the the two Forces' battle and also the way you make the AOS into a full flegde war. Hoping for more updates, I would rate this 4/5 and a +2 REP!
 
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Try using his system in bridges/gates/structures.

Do you mean to knock back, bridges and structures? I'm not sure to understand what you said.


Ok, I wish your still taking reviews for your game. Here is a short review about the game:

Ultimate War Review 2.3

[+] Good Points
-Terrain is decent
-Love the random spawns of units of Chaos makes the game more livelier!
-An AOS map that also looks like a full war map that makes it epic and also for players to enjoy it.

[-] Bad Points
-Terrain is decent and still open for improvements. Firstly, your terrain look really empty. I dont see much that doodads that can fill up and make the terrain good. I usggest adding more. Second, the terrain in some points is somehow flat. I suggest using Raise/Lower Tools to make different variations in the ground.

[-] Suggestions
- I really love the Chaos units randomly spawning to ruin the great battle of the two forces so I suggest also add some events into it. Like a Chaos Boss spawning that needs to be killed like that....
-Your main priority of course, to improve the terrain because that's the only thing I can find for improvements. Take the tips in mind and apply it.
The game is quite nice overall. I like that this game has random Chaos units spawning at the Battlefield stopping the the two Forces' battle and also the way you make the AOS into a full flegde war. Hoping for more updates, I would rate this 4/5 and a +2 REP!


Of course I still take reviews, is always good to have another perspective.

Yeah the terrain. It has been a pain in the ass for me, is pretty hard to make a good terrain and the outland theme makes it more difficult. Thanks, for your observations about the terrain, I'll try to add more height variations, to make it look less flat and I'll try to put more doodads into it. I guess I'll check some terrain galleries to get inspired.

The idea of the chaos boss is nice, I'll see if I can develop that idea in a good way.

Thanks; for your review, for rating the map and for +rep!
 
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I think that destroying trees, bridges and gates, when knocked back units collide on them, will make it more realistic or cooler, but destroying many of them would be troublesome, since it will make harder to move through some places on the map, so I don't know how to implement that idea, avoiding the mobility issue.
 
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Yes I know, and I disabled that because it was destroying the ramps on the map, which makes more difficult to move around some areas and when it destroyed some specific ramps near the entrances of the player's base, it made some enemy units behave stupidly going back and forth sometimes endlessly, due to some towers attacking them from a higher ground.
 
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well i never had trouble with the ramps (sure i blowed up some of them) only 1 or 3 times but not a major problem from my point of view:ogre_icwydt:
 
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Yes I know not all of them are vital, but it makes the mobility through some areas more difficult and I say it from my testing experience. Also, I have seen that in the lower entrance of the player's base, when the ramp that allows units to go to the upper ground is destroyed, some enemies with long acquisition range will go back to get to the upper ground and attack some of that towers that due to their long attack range are able to attack them, but since there is an event tied to a region nearby, that makes them move forward, they will go forward again, then the tower in the upperground attacks them triggering the same behavior and creating a movement loop that never ends.

By the way, which spell did you used when you destroyed the ramps? because at the beginning of the game I turn all doodads invulnerable, so something has to be wrong, with the triggers or the spells.
 

SeedinAethyr

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I want some more "powerful" Light units. They only have the Spectral Avengers, the Phoenixes, the Archangels, the Light Commanders, the Avatars of Vengeance, the Siege Titans, the Sky Dragon, all the Titans, and the Goddess of Light. All the rest have like less than 7000 hp and kind of suck. Not all of the other light units suck, for example, although Golden Dragons and Siege Golems are pretty good, they aren't that good compared to what the evil guys get. (This is from what I've seen.) I want more awesome light units. They don't have to appear much, but I'd really like a gigantic "Blue Dragon" or a titanic "Mountain Giant" to appear when the light forces are winning the war or something.
 
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Dude, I'll see what I can do, but the fact is that heroes are to damn powerful and there are very powerful mercs you can hire, I can't give light forces something like the "Immortal Archfiend" or the "Infernal Colossus" automatically. To be truthful at the beginning, the only ubber powerful units were the enemy bosses summoned under the control of player 3 (Teal) (Spawn Of Typhon, Siege Behemoth, Dr Doom, Lich King, Cyclops... those guys), the others were the godly units that are summoned at clash of the titans, and in the great war if you control plenty of bases any faction summons powerful units as well, but since heroes were so powerful and is hard to compete against human intelligence, I beat the crap of this guys and won the game with ease, so to increase the challenge I added a diversity of bosses that appear at random. One thing I'm going to implement in the next version is the posibility of reducing the difficulty of the game in multiplayer, by entering a command that any players can enter in the first 30 seconds of the game, that will reduce the amount of elite units faced in multiplayer. Also the Shinning Palace has 3 abilities that summon ubber units to fight for the forces of light. The only way to implement what you ask me, would be by allowing to hire the ubber unit at the "Idol of War" and if its too powerful it would have to be with a time limit, all this at the expense of player resources, or something like that. It can't be for free and it has to be something with a low frecuency (Long Cooldown or too hard to achieve), because otherwise it will make the game extremely easy, because if I alone can beat the current game in hard mode (not with all heroes and not always), if the light forces begin summoning ubber units periodically that match the units summoned by the other faction it would break the game dynamicss, in fact some heroes like the "avatar of wrath" or the "primeval titan" in high levels end up being much more powerful than almost all elite enemy units with the exception of ubber elite units, and they are not only statistically better, all of them are revived, some of them have reincarnation and they are controlled by a human intelligence, that is an advantage your enemy don't have.

Anyway, I'll see if I can implement a mechanic where you can pay for the light forces to send some sort of titan to attack and perhaps adding a few more medium ubber units that are rarely spawned. The purpose of the diversity of units spawned by the enemy, is to create diverse challenges for the players, the other thing is that to me, the heroes and the mercs you hire, are part of the diversity and the power of the light forces, with several heroes, specially divine beings, that end up being ubber powerful.
 

SeedinAethyr

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Plasma Boy, I see what you're saying, and I understand completely. Feel free to discard my idea; it will not offend me.
However, here's some quick thinking that could possibly balance my idea. How about whenever a powerful Light unit appears, a Darkness unit appears in the same lane. The players are notified that this event has occured. Both units would be pretty powerful and more damaging than a regular unit if they reached the opposing base. The thing that would balance my idea is that the Darkness unit would always have a counter to the Light unit (so the Darkness unit could win). That way, the heroes would have to abandon their lane and assist the Light unit so the Alliance base isn't severly hurt. If they reacted quickly and killed the Darkness unit before the Light unit gets hurt too much, the Light unit might do some damage to an enemy tower. Also, I'm not sure if you knew this, but I'm not talking about 80000 health units here, I'm just saying something with like 30000 health, maybe even less.
I've cooked up some possible "Colossal Clashes" in my head, using units I've made up.
Example: Mountain Giant versus Plated Dark Scorpion. The Mountain Giant would have high health, high damage with a bit of area of effect, slow attack speed, decent armor, a command aura, 4 times damage Demolish, and something like a "reduces damage by 1350, but not under 250" resistant skin ability. The Scorpion would have slightly less health than the Mountain Giant, low damage (200), a very fast attack speed, decent armor, quick movespeed, 4 times demolish, an impale ability, and the same sort of resistant skin as the Mountain Giant. The Scorpion (I think) would win because the Mountain Giant's resistant skin would be helpless to the low damaging but quick attacks of the Scorpion and the Mountain Giant's attacks wouldn't do much damage to the Scorpion because its high damage would be reduced by a lot. Both units would be deadly if they reached the opposing base and so the players would want the Mountain Giant to win and would help it, both to damage the enemy base and to protect their own. From what I think, this would increase the difficulty of the game because it would force some players to abandon their lanes to assist the powerful unit.
Remember, you can reject this part of my idea or the whole thing. I will not be offended.
(I've come up with a couple more scenarios if you are interested in hearing them.)
 
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Plasma Boy, I see what you're saying, and I understand completely. Feel free to discard my idea; it will not offend me.
However, here's some quick thinking that could possibly balance my idea. How about whenever a powerful Light unit appears, a Darkness unit appears in the same lane. The players are notified that this event has occured. Both units would be pretty powerful and more damaging than a regular unit if they reached the opposing base. The thing that would balance my idea is that the Darkness unit would always have a counter to the Light unit (so the Darkness unit could win). That way, the heroes would have to abandon their lane and assist the Light unit so the Alliance base isn't severly hurt. If they reacted quickly and killed the Darkness unit before the Light unit gets hurt too much, the Light unit might do some damage to an enemy tower. Also, I'm not sure if you knew this, but I'm not talking about 80000 health units here, I'm just saying something with like 30000 health, maybe even less.
I've cooked up some possible "Colossal Clashes" in my head, using units I've made up.
Example: Mountain Giant versus Plated Dark Scorpion. The Mountain Giant would have high health, high damage with a bit of area of effect, slow attack speed, decent armor, a command aura, 4 times damage Demolish, and something like a "reduces damage by 1350, but not under 250" resistant skin ability. The Scorpion would have slightly less health than the Mountain Giant, low damage (200), a very fast attack speed, decent armor, quick movespeed, 4 times demolish, an impale ability, and the same sort of resistant skin as the Mountain Giant. The Scorpion (I think) would win because the Mountain Giant's resistant skin would be helpless to the low damaging but quick attacks of the Scorpion and the Mountain Giant's attacks wouldn't do much damage to the Scorpion because its high damage would be reduced by a lot. Both units would be deadly if they reached the opposing base and so the players would want the Mountain Giant to win and would help it, both to damage the enemy base and to protect their own. From what I think, this would increase the difficulty of the game because it would force some players to abandon their lanes to assist the powerful unit.
Remember, you can reject this part of my idea or the whole thing. I will not be offended.
(I've come up with a couple more scenarios if you are interested in hearing them.)

Actually I thought about that thing of making small clashes between powerful units before, but that happens at the great war and there is a periodic event where the light forces will summon a powerful ubber unit (Archangel, Siege Titan, Phoenix) against an enemy ubber unit (Lord of the Plague, Balrog, Lord of Witchcraft, Nether Dragon), so I won't do that, but I gave a thought to your idea and I tell you that in the next version, that I hope to be able to release soon, I will add 3 ubber random units for the light forces that will be spawned periodically (800 - 1000 secs), they will be more powerful than the Archangels and its buddies, as well as their counterparts, but they wont have the devastating effects of some of the enemies ubber bosses because that willl ruin the game, you can expect to see an enormous mountain giant trashing the enemy troops in the next version, one of those units would act as a tank, the other as a damage dealer and another one will be a support unit with the bonus that they will all have titanic power.

I will also add a supreme ubber unit that can be hired at the "Idol of War" by expending a ton of money, all for the sake of crazy fun.
 
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Map Updated.... ver 2.4
*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.
 
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Weird, I have an Increase Damage aura and bought a mortar team.

Later, I just found out they have huge + damage compared to other peeps.
I've also noticed they all have same buffs but the mortar guys have the most damage
(More than 1000000+ damage) and it just literally destroyed a neutral base.
Seems a bug that needs to be fix?

Anyways great map!
 
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Weird, I have an Increase Damage aura and bought a mortar team.

Later, I just found out they have huge + damage compared to other peeps.
I've also noticed they all have same buffs but the mortar guys have the most damage
(More than 1000000+ damage) and it just literally destroyed a neutral base.
Seems a bug that needs to be fix?

Anyways great map!

Yes that is certainly a bug, I will look into it to solve it, can you tell me with what hero were you playing. Thanks for reporting it and thanks for your comment.
EDIT: now that I remember I saw this bug in the past but it has something to do with blizzard's aura abilities that sometimes causes units to get huge attacks, beacuse I tested all aura abilities and they seem to be fine, but it doesn't happen all the time. Also I found a bug in the spell "Lightning Bolt" of Arcanis the Omnipotent, so I will update the map with that issue fixed.
 
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SeedinAethyr

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Okay, just played 2.51 on Normal with Ripster. I had a great time, managed to get the Aegis Shield (then got a ridiculously high amount of resources and decided to sell it for the Necronomicon), saw some of your cool new units (Scourge of the Heavens, Exalt of War, Mountain Giant, Emerald Dragon), and also saw some rare items such as the Runed Bracer and Frostmourne. The question I had was with Frostmourne. Because it is considered a Rare Weapon, does it not conflict with the rule that the player can only carry one weapon? I was carrying a Demon Axe and Frostmourne at the same time.
I think I'm really getting better at this now (unless it's getting easier). I've beat Normal!
Keep up the great work Plasma Boy!
(I'm curious, what's your favorite hero(es)?)
 
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Thank you for your comment and for your support all this time!

Yes you are right about frostmourne, is supposed to be counted as a weapon, now I see It was among the unique item limitation system before, but I forgot to implement it in the weapon limitation system, I will fix that for the next version.

You are probably getting better since you have being playing for a while, but the game now is also slightly easier due to incorporation of the Exarch of War, the Scourge of the Heavens and the Mountani Giant, but I like to give preponderance to fun over difficulty and competitiveness.


About the heroes, well I have my favorites, but it depends on the feeling I want to have while I'm playing.

-Playing with Doctor Manhattan and Arcanis the Omnipotent, gives me the feeling of being in absolute control of everything, their teleport ability with short cooldown in high levels makes them almost omnipresent and they have abilites that allows them to face almost every kind of challenge on their own.

-When I want to feel like playing with the alpha dog, I like to play with the Avatar of Wrath, because once he reaches level 40 with all his abilities, his stats end up being almost as high as the stats of a balrog and he can beat on his own countless armies and kill immortals with ease, just attacking.

-I like to play with the Chaos Mage and the Trickster to mess with the enemies, because they are focused on devious tactics, they can transform a balrog into a frog, make enemies go crazy, making them shift from side to side and when you learn World at Chaos, with the Chaos Mage and you cast it, you can see a bunch of whacky stuff happening all over the map.

-If you play with the Lord of Darkness or with Barthok, God of beasts; is cool because it gives you the feeling of commanding endless hordes of minions.

-If I want to crush enemies with brutal strength, I like to play with the; Hulk, Donkey Kong, Captain Falcon, God of Thunder, or the Primeval Titan.

-And if I want to get the feeling of anihilating the enemy like if they were ants, I like to play with Thanok or Hyperion.
Thanok's spell "Mega Death" kills all normal enemies on the map which is pretty wicked, and his spell Damnation allows him to do massive damage to units with huge life, like the Titans or Nix Grul, while Hyperions ultimate spells makes him a brutal engine of destruction, specially "Avatar of Flames" since it makes normal enemy units that comes close to Hyperion explode into flames and it gives Hyperion a huge boost to his attack allowing him to kill elite units and conquer bases with ease.

There are others and more things I could say about them, but I'm not gonna go any further.

Perhaps the most emblematic hero to me is Arcanis the Omnipotent, because he can do almost anything you can imagine; manipulating life, controlling minds, creating stuff, wiping out entire armies and killing homungus creatures with ease, and is even capable of messing with time and space (Temporal Paradox, Teleport, Spaceshift), he embodies the sense of immense power and epicness that I wanted to put in this game. I also think he is the most broken character in the game.
 
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SeedinAethyr

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I know how to see if I'm getting better...
Try out 2.0 on Normal Difficulty!
My favorites are Ripster because although he is quite weak early in the game, he can get so powerful late game with his Tsunami spell and Maniacal Rage. I like Thurandar because he is very hard to kill and has some very awesome spells. I'm a fan of Minion because he has those super long range attacks that can do lots of damage. I like Cenarius because of his awesome ability Tranquility and his ability to summon permanent Treants from corpses.
I also have found a spelling error for Mario. When you get his description, it says Marrio. I also have a suggestion for you. Can you change the gameplay constants for gold and lumber trading to 500 and 20, respectively? Here's the two backstories behind my suggestion: When I was playing a game with my friends, one was saving up for The One Ring. I had about 46000 and although I wanted to buy something, I decided to give it to him. It took me about 15 seconds of mouse scrolling to get to 46000 and trade it to him.
(I was also holding control down.) The other story was: My friend had asked for 30 Runes. I had around 90. I couldn't give less than 90 to him because the limit is 100, and although he gave the change back, I'd just like a smaller amount for Rune trading. You should also make creeps give experience after the heroes get to level 5.
I'm getting a bit pissed as to where those meteor showers are falling. For example, I was seiging the Chimera Roost with an Elvish Champion, Mario, and an Enforcer of Light. My Elvish Champion is getting low on health, so I pull him back. Then a Meteor Shower falls on my Enforcer of Light, which happens to be right where my Champion is going. (Out of the range of one of the Serpent Wards.) My Elvish Champion, already low on health, dies. So I'm forced to pull my Enforcer back too. As she waits at the spot out of range of the two Serpent Wards, another Meteor Shower falls on her. She dies. Then my hero Mario, still attacking the Roost, gets hit with a THIRD meteor shower. He dies. Why does the game hate me so?
 
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Yeah, those heroes are cool!

Ok I'll correct Mario's description error and change the trading constants to 500 and 20 respectively, about the meteor showers, I can't do much, they are there to avoid or make harder for units and players to stall in an specific place and make things more chaotic, but they are also there to cleanse the battlefield from time to time reducing the amount of units on the map. They trigger erratically responding to the position of random units on the map (from any faction including chaos units), they tend to take place mostly on the lanes on the map, but if those are empty, they will take place elsewhere, wherever there are units, and due to the distribution of the elements that control these meteor showers, there are some specific places of convergence on the map, where multiple meteor showers might take place, the region near the Chimaera Roost is one of them.

Maybe I'll see if I can reduce the amount of elements controlling the meteor showers, ergo reduce the number of meteor showers that can take place at a given moment on the map.

EDIT: I checked the elements that generate meteor showers on the map and there are only 6, it means there can only be 6 meteor showers at the same time, so it means that you were hit by half the meteor showers that might take place for a given moment. I guess you had really bad luck.
 
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Found this map by luck...was looking for a something new.

After reading that description and having a go at it a few times with some friends we really liked it.

Good heroes with their own roles clearly defined and not too overpowering that you can solo the entire map.

We had tons of fun,thanks for the great map.
 
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Found this map by luck...was looking for a something new.

After reading that description and having a go at it a few times with some friends we really liked it.

Good heroes with their own roles clearly defined and not too overpowering that you can solo the entire map.

We had tons of fun,thanks for the great map.

Thank you very much for your comment and for rating the map. I'm glad that people appreciate the effort that I have put into the map and even more that they enjoy it.
 
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Yeah there is a big update coming this month with some new things and several important changes, I nerfed many hero spells reduced their cooldowns removed 2 divine heroes but added 6 new heroes, I will release the new version as soon as I finish testing some things and implementing a few more tweaks into the game.
 
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Map updated, finally version 2.7 is here!


Changes:

*Fixed some tooltips and some bugs.
*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" 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 they all of them are artifacts that gives your 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.
 
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Map Updated to version 2.71, due to the fact there were some things that needed to be fixed, but I also took the oportunity to make some small improvements.

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.
 
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The Hive Workshop Official
mr_design_mapreview.jpg


Map Reviewer: Hell_Master
Map Name: Ultimate War v2.7
Map Author: Plasma Boy


mr_design_mapaspects.jpg


Originality

This map is a kind of an AOS that is something more! There are lots of unexpected and cool events happening in-game which makes this a lot more challenging even in Easy which is cool actually. Other contents of the map looks original also from units, bosses, buildings, items and upgrades. This deserves high points for sure.

Score: 70/100



Presentation

Very good presentation, informative, neat and well-arranged. Though it would be better if you would do something more of a change to the Template used to be original. Remember it is good to explore more in the arts of making Map Templates. Still, I give you some points because of the very good presentation.

Score: 67/100



Design

Map preview and load screen looks much awesome but dont' you think this are DotA Fanmade screenies? i am not sure but its quite not original and has been overused at some maps I saw. Tooltips looks decent, quest menu is informative enough, no error or problems in icons such as broken icons or green icons, and great models for each hero fits well.

Score: 59/100



Terrain

I dont know when is the last time I reviewed your map but I can view your terrain now as good though still improvable. Your terrain resembles like of a Wasteland which is prefect for this type of map, I like the wise placement of decorations (doodads,destructibles). Not much flat also which is good and overall great though can still be improved by some experimentation on what works well or not. But I liked the terrain's simplicity if you ask me, without much or no imports at terran decors, you are able to create a neat and quite detailed terrain!

Score: 66/100



Triggers

I can't open the map to see through the triggers and I understand that you protected the map so I will just maybe judge it on how I see your trigger through playing the map. I like the awesome events you made happening raandomly at game at random period of time which I know is triggered, it is quite cool and also the stronger unit spawns and such. Also, the spells of the heroes that are custom are well-done and cool. Most likely, I can see that you put so much effort into working them though quite laggy at some points when this events occurs or spells are cast but not much lag just for like some second.

Score: 72/100



Object Data

Didnt check much on the Weapon sounds so I might consider when I played next time. Unit's size in-game looks perfectly fine, creeps looks decent and fitting incases of looks. Spells for units and heroes fits them and stats looks quite big though is balanced.

Score: 60/100



Gameplay

Overall, gameplay looks awesome. As I said, this is an AOS map which is something more than DotA and some copies of it, lots of possibilities to happen at this map which you will not expect such as events that occurs. Heroes are few though well-made with fitting spells and spellbook spells, items are few though useful at battle but I dont like how the weapons with mana capacity reduction works such as the very first weapon that adds 200 damage I think but redcues almost of your mana. I guess you should lessen some reduction or either raise the damage because I can fine some imbalances in here.

Score: 72/100



mr_design_suggestions.jpg

Hive Description or Presentation can still be improved with more BB Code usage or unique way of template.
Map Preview and Load Screen are quite overused, its better to choose another one which really best fits your map and is not that much overused most likey if its being used already.
Terrain can still be improved by means of experimenting on what works or not.
Some balancing in items such as the items that reduce mana capacity, it is quite big, the mana reduction.


mr_design_finalresult.jpg


Final Score: 66.571/100
3/5 Vote for Approval

mr_user_Hell_Master.jpg

Contact: (Visitor Message) / (Private Message) / (Map Reviewers)

This is a re-review for I feel like my previous review looks awkward and rushed. :)
 
Level 1
Joined
Nov 9, 2013
Messages
1
some stuff need to be fixed

Well when me and my friends are playing it we kinda enjoyed it in the early we are enjoying it very much then me and my friends realised there are some skills that make the games sucks like dis
1.God of the beast stampede duration from 11s turn to like 5s maybe because leveling up?
2.God of the best summon cooldown is too long i mean dude he got to be the best summoner that can spam a lot of units =='
3.Pikachu 1st skill makes his entire mana depleted
4.My friend use pikachu and abusing animation canceling so he can spam thunderbolt without cooldown and his mana goes to 0
5.Drek thar level 27 and 40 skill cant be used because the skill bar is full already coz of that 2 summon thingy ( immune beast and that high resist guy? )

well its the only bugs / glitch that i found with my friends hope u fix it :D
its a great game
 
Level 6
Joined
Nov 16, 2007
Messages
174
The Hive Workshop Official
mr_design_mapreview.jpg


Map Reviewer: Hell_Master
Map Name: Ultimate War v2.7
Map Author: Plasma Boy


mr_design_mapaspects.jpg


Originality

This map is a kind of an AOS that is something more! There are lots of unexpected and cool events happening in-game which makes this a lot more challenging even in Easy which is cool actually. Other contents of the map looks original also from units, bosses, buildings, items and upgrades. This deserves high points for sure.

Score: 70/100



Presentation

Very good presentation, informative, neat and well-arranged. Though it would be better if you would do something more of a change to the Template used to be original. Remember it is good to explore more in the arts of making Map Templates. Still, I give you some points because of the very good presentation.

Score: 67/100



Design

Map preview and load screen looks much awesome but dont' you think this are DotA Fanmade screenies? i am not sure but its quite not original and has been overused at some maps I saw. Tooltips looks decent, quest menu is informative enough, no error or problems in icons such as broken icons or green icons, and great models for each hero fits well.

Score: 59/100



Terrain

I dont know when is the last time I reviewed your map but I can view your terrain now as good though still improvable. Your terrain resembles like of a Wasteland which is prefect for this type of map, I like the wise placement of decorations (doodads,destructibles). Not much flat also which is good and overall great though can still be improved by some experimentation on what works well or not. But I liked the terrain's simplicity if you ask me, without much or no imports at terran decors, you are able to create a neat and quite detailed terrain!

Score: 66/100



Triggers

I can't open the map to see through the triggers and I understand that you protected the map so I will just maybe judge it on how I see your trigger through playing the map. I like the awesome events you made happening raandomly at game at random period of time which I know is triggered, it is quite cool and also the stronger unit spawns and such. Also, the spells of the heroes that are custom are well-done and cool. Most likely, I can see that you put so much effort into working them though quite laggy at some points when this events occurs or spells are cast but not much lag just for like some second.

Score: 72/100



Object Data

Didnt check much on the Weapon sounds so I might consider when I played next time. Unit's size in-game looks perfectly fine, creeps looks decent and fitting incases of looks. Spells for units and heroes fits them and stats looks quite big though is balanced.

Score: 60/100



Gameplay

Overall, gameplay looks awesome. As I said, this is an AOS map which is something more than DotA and some copies of it, lots of possibilities to happen at this map which you will not expect such as events that occurs. Heroes are few though well-made with fitting spells and spellbook spells, items are few though useful at battle but I dont like how the weapons with mana capacity reduction works such as the very first weapon that adds 200 damage I think but redcues almost of your mana. I guess you should lessen some reduction or either raise the damage because I can fine some imbalances in here.

Score: 72/100



mr_design_suggestions.jpg

Hive Description or Presentation can still be improved with more BB Code usage or unique way of template.
Map Preview and Load Screen are quite overused, its better to choose another one which really best fits your map and is not that much overused most likey if its being used already.
Terrain can still be improved by means of experimenting on what works or not.
Some balancing in items such as the items that reduce mana capacity, it is quite big, the mana reduction.


mr_design_finalresult.jpg


Final Score: 66.571/100
3/5 Vote for Approval

mr_user_Hell_Master.jpg

Contact: (Visitor Message) / (Private Message) / (Map Reviewers)

This is a re-review for I feel like my previous review looks awkward and rushed. :)

Wow what a great review, thanks for taking your time to make it. There are many important things you are pointing out:

*I never thought about the map template too much maybe I'll see if I can improve that in the future.

*About the map preview and load screen, you are right, but unfortunately, is hard to find images that capture the essence of the map and those Dota fan art images, fit very well, although I'll see if I can find something not related to Dota.

*I'll see if I can improve the terrain a bit more, even though it has been very difficult to me to create a good terrain, It would be cool if you could point me to a map with outstanding terrain, to see if I can get some ideas about terraining and perhaps improve my skills a bit more.

*The map is protected not because I want to protect it but because I needed to reduce the filesize which is bigger than 8MB. There is some lag in some triggered spells, but there is lag in some default warcraft spells that I never managed to solve because I don't really know why they lag and this map sometimes reaches points where it becomes a bit laggy because there are many things going on at the same time.

*About the item you mention that reduces your mana capacity, there are only two the Demon Axe and the World Slayer, the Demon Axe is no meant to be used by all heroes there are some heroes that end up with a lot of mana in high levels and they can use it without getting to much harm form the mana reduction, so the thing for the Demon Axe is that it grants you high attack (the highest among normal weapons, not 200 is 400 damage), but it punishes the hero for using it, so you either have to use with a hero that has a lot of mana, or buy items that increase your mana capacity to counter the negative effect, but is meant to be that way even if people find it unpleasant.

*I would like to know why in terms of "Object Data" you only gave the map 60 out of 100, just to know about what could be improved in that field, for you didn't gave me any hints about what can be done better in that field, but I'll understand if it has something to do with a matter of taste.


Anyway, thank you very much for the great review and for pointing out the things that can be improved.
 
Last edited:
Level 6
Joined
Nov 16, 2007
Messages
174
Well when me and my friends are playing it we kinda enjoyed it in the early we are enjoying it very much then me and my friends realised there are some skills that make the games sucks like dis
1.God of the beast stampede duration from 11s turn to like 5s maybe because leveling up?
2.God of the best summon cooldown is too long i mean dude he got to be the best summoner that can spam a lot of units =='
3.Pikachu 1st skill makes his entire mana depleted
4.My friend use pikachu and abusing animation canceling so he can spam thunderbolt without cooldown and his mana goes to 0
5.Drek thar level 27 and 40 skill cant be used because the skill bar is full already coz of that 2 summon thingy ( immune beast and that high resist guy? )

well its the only bugs / glitch that i found with my friends hope u fix it :D
its a great game


Well thanks for your comment, but I have some things to point out:


1. The stampede duration is always 11 seconds, but if you give Barthok another order while he is channelling the spell or if he gets stunned he will stop casting it, therefore it won't last what is suposed to last.

2. Barthok is a divine being, the thing about divine units is huge cooldowns, this is because otherwise there abilities, which have very powerful effects will ruin the game, so I won't reduce their cooldown and that goes specially for those abilities that summon creatures that do not have expiration timer, because if the player is clever he can store them to build up huge armies to go and conquer all neutral bases quickly, or overrun the enemy base, I know that because I have tested the map extensively. Also divine beings don't work as Dota heroes, the thing about divine heroes is about knowing when to use their spells to get greatest adavantage posible, if you don't like that you can still play with a normal hero.

3 and 4. I forgot to put it in the tooltip but it was meant to be that way (reduce the mana to zero), but I think I'll remove that for the next version.

5. Dude, you didn't read the tooltip of the Drek'thars level 27 skill neither got to level 40 with Drek'thar, if you read the tooltip of the skill "Black Magic" it says "This skill remains active, even though its icon is not shown among the abilities of your hero.", that said it is a passive skill that has no icon, once you learn it you'll see Drek'thar begins hurling some sort of bats at nearby enemy units automatically and periodically. Also, there is no problem with the skill learned at level 40 because once you get to level 40 and learn it, the button that you used to access the hero skills that you could learn, will disappear and will be replaced by the level 40 ability icon, this happens due to the fact that level 40 is the maximum level and that ability is the last one you learn, so there is no problems with his skills.


I hope I have clarified some things and thanks again for your comment.
 
Level 1
Joined
Sep 18, 2012
Messages
7
Esra, esra you got it wrong, pikachu's 2nd and 3rd skill can be cancel with the effect still going, the trigger comes to fast. Then pikachu's 1st skill, it reduce the max hp by about 60% instead of 8% according to the tooltip. And only thunderbolt decreases the mana to 0. By the way you miss spelled it thuderbolt
 
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