Deleted member 247165
D
Deleted member 247165
What's the difference between this and the default Lost Temple ?
(5 ratings)
![]() | Mini units extension NE's wisp can upgrade to mini wisp which can build mini army as an extension. |
![]() | Archmage Previously add a new ability to pause time. Now added two new time control abilities so it become a true time lord. |
Travel Back in Time A future self comes back in time. When it dies it will set the current version HP to same level (which makes sense with time). ![]() | Travel Into Future Transfer nearby army into future in the same place. ![]() |
![]() | Footman is THE most useless level 1 unit after 5 min of game. Now it can transform into a super defence unit with minimum attack. | ![]() | Knight should be able to split into horse and swordsman, period. |
![]() | Can transform into a unit with fastest attack speed. Stronger with attack augment abilities. | ![]() | Can combine with Flying Machine to fly for some time. |
![]() | When built can be instantly transferred to hero. | ![]() | Peasant is one of the major weakness of Human. Now it can speed up once for some time. |
![]() | War Golem The more gets killed, the stronger they become. Can harvest lumber and repair (stronger). | ![]() | Hydromancer The first timed unit with strong status. Spell costs gold. |
![]() | Jailor Kassan The only level 1 magic attack type unit. Can absorb hit points and attack points from other Jailor Kassans. | ![]() | Can attack while moving. Super slow turning speed. |
![]() | Can only be built once. Crushes everything below. | ![]() | Strong repair unit. Can revive single unit. |
![]() | Fully customizable unit. Can assign attack, defence, HP and range points freely. Can absorb other units to enhance itself. | ![]() | Can block ways (so nothing can go into your base). |
![]() | Change attack type of surround units to Chaos. Can revive hero. Can build units. | ![]() | Strong DPS unit. Takes damage when attacking. Smallest collision. |
![]() | Manual control unit - Manual attack and defence. | ![]() | Attack reduce maximum HP of enemy. Hero under attack won't gain exp. |
![]() | Only one of them can be damaged at a time. Longest range melee attack. Can evolve when SP reaches maximum. | ![]() |
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added/modified skills, units and heros. Almost every hero and unit has modified/added skills, while player can still choose to use original units/heroes. Base can upgrade to l4/l5, neutral will spread across map after events, etc.What's the difference between this and the default Lost Temple ?
@deepstrasz would you please re-review this ?I just updated the version with all text translated using Google, added memory leak handling, and added some new features.
There are plenty altered melee maps around with fun and creative ideas and that don't clutter the gameplay.However, I don't quite understand the comment of "not quite creative, original", can you please maybe suggest some example of what is not creative and original?
New game mechanics that go differently from the original or triggered things is what shows effort and creativity. New races too if they are made in a unique way.Sorry I really don't understand, I downloaded and tried lots of altered maps everywhere, they have new races, new models, but almost 99% skilks are about how damages are dealt differently. Is there any fun/creative ideas that I fail to notice? Will you please just mention something in your mind that count as creative?
It goes without saying that something like this should never be allowed as it's immoral. You don't need rules for this, you need to have good character.Wasn't aware that doing so is not allowed.
You are the one not being polite at all by now justifying wrongdoing by account of others doing the same which is illogical. We have shown you the rules that you should have read and respected and yet you still want to come out as not guilty.Man I was trying to be polite here, I don't really understand your problems with me.
Sorry, but your comment made me very funny. Advice from a random person who is not a "professional player" if that even exists today in a title that is dead competitively speaking.Man I was trying to be polite here, I don't really understand your problems with me. I'm just trying to share something I enjoy and play myself everyday here. I completely don't understand the saying on "It goes without saying that something like this should never be allowed as it's immoral. You don't need rules for this, you need to have good character.", people doing that all the time on everywhere like amazon, and I just used one account to rate it because my current account keeps preventing me doing so.
About Alexen's comment of "Instead of doing that, you could work on your map to improve it. About your previous reply regarding creativity in other melees. They are not 99% about damage. Playing a melee map generally requires a solid strategy to beat your opponents, wise use of the units and heroes your race offers, attacking during key moments and so on. And when something doesnt offer much, you cant really call it an altered melee. Try to improve it. Giving up isn't an option!", I don't know if you guys ever play melee, ever looked into my map's details, and how you come up with the opinion. I didn't want to interfere with your review so didn't mention other people's thoughts on this, but here's what Mafe said:
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Hello, so I took a quick.
First of all, I do not want to interfere with reviews from other reviewers. I also have nearly 0 experience with playing other altered melee, so I cannot really judge if it is true that (like the other reviewers suggest) the map is less creative than "normal" altered melee maps.
In my personal opinion, the map has a lot of fun ideas. I can see how this map presents one possible evolution from wc3 to wc4. For me it is no problem that much of it is based on standard wc3 assets, and there are a few really interesting abilites, like for example the base defense, the units which deal %-based damage.
But I also have a few problems with the map:
1. There are probably a lot of bugs, for example when nightelves upgrade to tier 4, the mine is no longer entangled so they cannot earn gold.
2. More units/abilities make the game more complicated, but they do not automatically make it more challenging or entertaining, for several reasons:
-Think about chess: The rules are very simple, but they create incredibly deep gameplay. A game with complicated rules can still make for shallow gameplay.
-For example, a race in a strategy game can have 25 different units to chose from, but it might not matter if in practice the gameplay works in such a way that only 4 units are used most of the time.
-In a game like wc3, for me the beauty (and sometimes controversy) comes from the fact that the races are different, and they are different because each race has a limited set of units/abilities/heroes... to chose from. Not every race can use their workers/buildings to creep. Races are forced to play around different "power spike" timings. Not every race can fastexpand (well, maybe only orcs not cannot) and so on. If you give more stuff to each race, the chances are high that (even if you didnt intend it) the races become more similar to play. Which imho would be less fun.
-Also, if there are many units/etc... the game becomes less accessible for newer players/viewers of pro games, since it takes longer to understand the basic mechanics of the game.
3. I agree with the other reviewers that the map appears chaotic. Even if the ideas are good, it is hard to see if you have to do not know what the abilities are doing.
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Here's what RoboGoblin on Discord said:
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Wow, you are a very talented developer. You have done a great and very cool job.but unfortunately this map is not suitable for our competition on several points at once. https://goodgame.ru/cups/map-contest-3457 ->> Requirements for MAPs: 1. there is a very very global balance change on the map. this means adding something small, for example 1-2 new items, or for example a shop where you can change resources to buy wood for gold (as is done in your main building). but not more. This visually should remain WCIII v1.32 melee. 4. The map must be new. This is visually almost a standard LT. We are looking for maps that are new in terms of landscape and design. New combinations of tiles, new combinations of decorations, and so on. I'm very impressed, I like a lot of the mechanics you made. can I ask you for help to create triggers in the future?![]()
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I also fixed all the tooltips, languages things you guys so concerned about but no veil. You don't recoginize the creativity in the map, so I give up, bye!
The intention of the changes to be scattered is that I tried to interfere as less as possible with existing melee play. So at least when I play, I use same strategies as I do on any other melee maps, occationally discovering new abilities to use and to try new strategies. I believe it's hard to learn basically anything new for a melee player, no one wants to including me. That's also the reason I avoid creating new race or so which is never going to happen in next Warcraft or DLC. But point taken that there can be more indications.The implementation of these changes seems quite scattered and it takes dedication to learn which things have been changed as the indication of things having been changed is lacking.
I agree on this one. To me this is just one of the features I created for this map which I don't want to spend too much effort to optimize. I guess this is the delima this map is in that there are so many features that if no one is going to appreciate it why should it be perfected? If it's no perfert why should some one play it?why exactly does the farm have race-specific researches available from every race? Overall the custom changes that lack indication and good design logic give the player an unfinished and confused impression.
I guess what I'm trying to do here is that if there's no such message, no one would know that you can 1) build your own race 2) share units with ally 3) set initial resources etc. But showing it for too long would impact melee game. So I made the choice of showing it for only seconds.A prime example of lack if visual clarity is the opening message of the map that consists of around eight lines of text, including text commands and what they do - but all that text disappears in a few seconds and there's no time to read that message.
I try to avoid custom icons and models for several reasons 1) It's a melee map don't want to add addtional resources. 2) Warcraft already has tons of resources that a normal melee player never seen in melee maps, and that's also one of the main purposes of this map. Again, a melee player will never care reading any tips or instructions but follow whatever has been there for melee, it just to me makes more sense for them to discover new ideas/features during normal game play. For example, Blizzard introduced the new Prioritize skill for StoneGargoyle, and I don't even need to read anything but know that what it does after trying.Design could also be improved greatly by usage of custom icons and models as right now
It's the idea that I want to create a unit that 1) can revive infinitely as long as one of them exist 2) can purchase other units, both of which do not exist today. Same thought process for other abilities as well. And Nether Drake looks like an ordinary Nether Drake because it's Nether Drake, and normal melee players don't use it today.a lot of changes have been crammed into seemingly everything without really clear indication of what the goal of said changes: why can Nightelves train Nether Drakes, and why do the Nether Drake look like an ordinary Nether Drake, while they are not ordinary Nether Drake?
Two goals here - 1) the alternation is meant to create something doesn't exist today. For example, a hero with all auras. I admit it might be unbalanced or so, but it will create more strategy for melee and more fun to play. 2) It just makes sense to a normal melee player. For example, huntress is known for being weak for longer play, so you can now combine them.Even if the design clarity and readability are disregarded it is hard to see the desired goals of the alterations.
What I am trying to highlight with this example is, that you've made design choices that are not always exactly the best - even for the result you wish to achieve. Take the opening message for example - rather than showing it for a few seconds (which is way too little as it doesn't remain to be displayed anywhere), you could change the message type of it, so it's stored in the Game Log or make it a Quest Message so players can return to it. Additionally you could make the message disappear per player when they start doing something (engage in the melee gameplay - as obviously a wall of text that is not normally shown is something that they will focus on first, so detect the moment they no longer wish to engage with it).I guess what I'm trying to do here is that if there's no such message, no one would know that you can 1) build your own race 2) share units with ally 3) set initial resources etc. But showing it for too long would impact melee game. So I made the choice of showing it for only seconds.
I understand that it is your design philosophy which I respect. Still, my point stands that using appropriate icons is part of visual readability, so when you choose not to use custom icons (or models) you need to make sure that visual clarity and readability are on point in other ways.I try to avoid custom icons and models for several reasons 1) It's a melee map don't want to add addtional resources. 2) Warcraft already has tons of resources that a normal melee player never seen in melee maps, and that's also one of the main purposes of this map.
I don't think anyone will understand this key point you're trying to achieve only from reading the map description or loading screen for now. So I'd encourage you to think how you can better explain that it's a normal melee, but some aspects of it have been enhanced (though it has many aspects). You could compare this to the altered melee maps that introduce boats and Computer AI capable of handling naval units - that's a distinct area of gameplay that is being focused on and enhanced, and thus, easier to explain....to me makes more sense for them to discover new ideas/features during normal game play.
I understand the idea of having the unit and it is actually a very nice concept. I tested it in-game and it was even hard for me (the controller of said units) to know what is going on. I have to disagree with normal melee players being engaged with Nether Drakes as they are represented in some tilesets and modern melee creators tend to have interest in including unusual things, such as Nether Drakes, in their maps. That being so, I think melee players do have an idea of what Nether Drake is. Nevertheless, the visual clarity example applies here too: there could be an indication when the Nether Drake can spawn another one (perhaps you should, instead of removing the revive ability, just disable it, so the player can still read it). There could be visual indicator of this too - perhaps the number of nearby Nether Drakes could be indicated by the Sphere ability (the one that makes particles float around the unit), adding a sphere for each nearby Nether Drake, possibly changing their color if the unit can cast the ability (not on cooldown). The model of Nether Drake is also hard to read (whether it is channeling or just flying still for it is missing a proper looping channel animation).It's the idea that I want to create a unit that 1) can revive infinitely as long as one of them exist 2) can purchase other units, both of which do not exist today. Same thought process for other abilities as well. And Nether Drake looks like an ordinary Nether Drake because it's Nether Drake, and normal melee players don't use it today.
I am personally not super active player of altered melee, so I cannot really give you a comprehensive answer to that, but I know that Maxwell is working on his own vision of Warcraft IV. So that one you might want to check out, and if you want a completely overhauled game experience with custom everything I'd recommend Kam's Beyond the Throne project that he has developed for many years.I'm also curious about other alternative melee maps if someone can answer me.
Good comments, points taken. I know it's not easy to make everyone happy, even I don't actually play the games but just check what units do when I try other people's maps. Anyways I like play it so I will continue to build this. Actually now I'm doing what I always wanted to add, a new superhero race where there's no hero and you can only build a unit once, pretty fun at early stage.It's alright, but I feel a lack of cohesion between the abilities, and some are implemented in a clunky way. Of course, some of my earlier maps have a similar clunkiness.
Units killing/absorbing others for stat upgrades is rather janky with what looks to be some sort of item or aura buff? I've found it a lot cleaner to do so using triggers to directly edit unit properties.
Heroes aren't well rounded, Arthas just has 3 cone AOE damage spells? I also don't see the point of changing the main heroes to get their Ulti at 7 to give them new spells. Let a few of your new heroes shine with a balance of all custom abilities, and make sure they're all actually filled out. As for attribute bonus, removing the level skip might be good, otherwise at higher levels heroes end up with a bunch of un-spendable points.
Increasing upgrades beyond level 3 is also one of my first intuitions in a custom map, although outside of testing, you start to realize the research time starts to become abysmally long. While I do still let the upgrades go to 15 for variety, I make a secondary set of upgrades that once again just tells some triggers to increase the damage/health/armor of units.
T4/5 producing all workers and being the same for all races feels like a cop out, and a few tech tree requirements are busted by it(in particular I think there was something from orc?). Can't open the map in the editor for some reason, but maybe open the game constants if you haven't set a higher XP rate for higher tiers, thats always fun.
Ignoring the actual ease of use, the style of map this is appeals to me, but ultimately, I don't think the novelty changes things up in a meaningful way. It's interesting, but I probably won't be trying it again.
You guys are right on these, I just implemented whatever ways I found simpliest.Units killing/absorbing others for stat upgrades is rather janky with what looks to be some sort of item or aura buff? I've found it a lot cleaner to do so using triggers to directly edit unit properties.
That's actually the point. Have you ever played anything like this in any games? I played it many times and it's strong and fun, and that's why it's a L4 hero.Arthas just has 3 cone AOE damage spells?
I just added too many abilities for them so manually add original L6 abilities when they reach 7. They still can use original version though. Those newly added abilities are what melee players might want to try always. For example, undead is strong at instantKill, what if we give them banish? I know it might be unbalanced, but balance can always be adjusted in other ways.I also don't see the point of changing the main heroes to get their Ulti at 7 to give them new spells.
Couple reasons for this - 1) There are so many creeps melee players don't use so L4/L5 give them chance to use them. 2) Long melee games can last 1h or more, but in later game there's nothing to research anymore. 3) easy to implement.Increasing upgrades beyond level 3 is also one of my first intuitions in a custom map, although outside of testing, you start to realize the research time starts to become abysmally long
It's hard, I tried it many times also. Now you can only manually add ydwe to Jasshelper to open the map.Can't open the map in the editor for some reason
Yeah L4/L5 have higher exp gaining rate and more food.but maybe open the game constants if you haven't set a higher XP rate for higher tiers, thats always fun.