- Joined
- May 14, 2018
- Messages
- 27
Folks, my first renewed interest in WC3 mapping since the old days. I took Bribe's 'remastered' Warchasers and tweaked it a bit more to my liking. I wanted to keep the spirit and idea of the original, and just build on it a little more, and fix some minor annoyances along the way.
I tried balancing the heroes by giving them all at least 1 summoning ability (aka "meat shields") and rejiggering some other abilities. In the standard 25-level hero scheme, you get your 3 "standard" abilities at 5 levels each, plus a 3-level ultimate and the attribute-bonus to fill out the rest. I also made some edits to the item-drops and even added just a couple custom ones for fun. And I kept all the ability hotkeys on the left side of the keyboard.
Most importantly, I used up all that empty space to add two whole new expansion areas with big bad creeps (complete with auto-spawners) to get your grind on! The problem here is that the creep-camps are so close to each other, they often "call for help" across the wall, despite the obscene amount of LOS-Blockers I put up. So hopefully someone has some ideas on how I might prevent that. Tank-run also replaced with more mobs and auto-spawners.
I'm very open to suggestions and feedback, especially about hero /item /creep balancing. I left some of the testing triggers enabled in case that's helpful. Big thanks to Blizzard for the original, and to Bribe's remaster. This ain't much, but it was a fun little project and learning experience. Fellow mappers, please feel free to use it and edit it yourselves!
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UPDATE: v0.9997 - HUGE thanks to you guys for feedback! Difficulty settings implemented with dynamic scaling for # of players and voting system for base setting. See latest thread post for other updates. I've still left a LOT of the debug-messages enabled (displayed) so don't panic when you see a wall of text -- it's just triggers showing what they're doing. Before the next release I will turn those off. Reduced damage-increase factor for difficulty ratings per suggestion, and implemented "every 100 kills - Rank up" where it adds a slight HP increase to monsters.
I tried balancing the heroes by giving them all at least 1 summoning ability (aka "meat shields") and rejiggering some other abilities. In the standard 25-level hero scheme, you get your 3 "standard" abilities at 5 levels each, plus a 3-level ultimate and the attribute-bonus to fill out the rest. I also made some edits to the item-drops and even added just a couple custom ones for fun. And I kept all the ability hotkeys on the left side of the keyboard.
Most importantly, I used up all that empty space to add two whole new expansion areas with big bad creeps (complete with auto-spawners) to get your grind on! The problem here is that the creep-camps are so close to each other, they often "call for help" across the wall, despite the obscene amount of LOS-Blockers I put up. So hopefully someone has some ideas on how I might prevent that. Tank-run also replaced with more mobs and auto-spawners.
I'm very open to suggestions and feedback, especially about hero /item /creep balancing. I left some of the testing triggers enabled in case that's helpful. Big thanks to Blizzard for the original, and to Bribe's remaster. This ain't much, but it was a fun little project and learning experience. Fellow mappers, please feel free to use it and edit it yourselves!
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UPDATE: v0.9997 - HUGE thanks to you guys for feedback! Difficulty settings implemented with dynamic scaling for # of players and voting system for base setting. See latest thread post for other updates. I've still left a LOT of the debug-messages enabled (displayed) so don't panic when you see a wall of text -- it's just triggers showing what they're doing. Before the next release I will turn those off. Reduced damage-increase factor for difficulty ratings per suggestion, and implemented "every 100 kills - Rank up" where it adds a slight HP increase to monsters.
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