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Warcraft Royale v0.69a

Submitted by Nudl9
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

Description:
Warcraft Royale is a take on the popular genre Battle Royale, but with RTS elements. It has all the familiar Warcraft elements mixed together. You control a hero, build an army, kill creeps for resources and fight for space as the circle shrinks. You can employ a variety of strategies such chasing supply drops, going with farm heavy builds, go for hero kills, creepjack from players, building a fortress in the center or you know just hide until the end. If your hero dies, you may attempt to revive as a "hero creep" for another shot at winning.



Discord:
Discord - Free voice and text chat for gamers
Join our community to find players and arrange games.



Media


Official Trailer:


Grubby plays Duo Squads:

Grubby: Twitch and Youtube.

WTii plays FFA:

WTii: Twitch and Youtube.




Changelog


v0.69


Gameplay:
-Rekindle: Hero creeps have 3 inventory slots.
-Made some shops more exposed so that they become harder to miss.
-Reworked terrain near center, making lots of new paths and opening up the map.
-Reworked terrain near fallen village, removing high ground and making it more open.
-Ping <shop> command can be written in all lower case now.

Paladin:
-Ressurection: Reduced cooldown from 240 to 180.
-Devotion Aura: Increased bonus armor from 2/3.5/5 to 2/4/6.

Mountain King:
-Storm Bolt: -Increased manacost from 75 to 80.

Blood Mage

-Phoenix: Reduced cooldown from 180 to 150.
(Phoenix dies very easily due to nature of the map, getting egged out of circle or lack of space to move around. Compared to Infernal which almost has 100% uptime and can bodyblock.)

Ranger:
-Long Shot: Reduced minimum cast range from 1000 to 900.

Blademaster:
-Wind Walk: Reduced mana cost from 100/90/80 to 95/85/75.
(Small buff to compensate for tome nerfs.)

Tauren Chieftan:
-Increased War Stomp cooldown from 6 to 6.5.
(Gives units a small window of time to avoid a chained stunlock.)

Battlemage:
-Removed innate +135 hit points, added +2 strength. Base armor increased to 0 from -1.
-Shrink: Removed all cooldown. Adjusted mana cost from 60 to 70/60/50.

Skeleton Lord:
-Increased base armor from 1 to 2.
-Scapegoat: Can now be dispelled.

Demon Hunter:
-Immolation: Reduced mana drained per second from 7 to 6. Increased damage from 12/16/20 to 12/18/24.


v0.69a

Druid of Talon:

-Cyclone: Reduced duration on heroes from 6 to 4. Reduced mana cost from 150 to 140.

Shadow Hunter:
Hex: Increased mana cost from 70 to 75.

Pyromancer:
-Firebolt: Reduced damage from 90 to 60. Adjusted stun duration from 0.75/2 to 1/2 (hero/unit). Manacost increased from 90 to 100. Cast range reduced from 800 to 700.
(You can still spam them, but it's not going that effective anymore.)

Bugs:
-Fixed a bug where attempting to enchant nothing would give lumber.
-Fixed Shrink tooltip.



v0.68



Gameplay:
-Reduced enchant lumber cost from 150 to 100.
(In consistency with lumber nerf.)
-Nerfed zoom command from from 1200-3000 to 1650 to 2300.
-Just typing "-zoom" will give max view.
(Zoom increases reaction time significantly and no player should be capable of mitigating it completely. How you position your camera should matter. It also comes down to aestethics.)

Sea Captain:

-Increased movement speed from 310 to 320.
(High movement speed is neccessary for his crushing blow to work, as getting in range of the target can be difficult sometimes.)

Sshrati Spearman:
-Increased gold cost from 180 to 190.
-New skill: Regrowth: If this unit takes over 20 damage it's hit point regeneration rate is boosted by 10 for 5 seconds. Has 18 seconds cooldown.
(This makes it a great self-sustaining poke unit against mid-tier units. Should be extremely effective when microed well.)

Dino Rider:
-Renamed Land Strider
-Reduced movement speed from 350 to 270.
-New skill: Fleetfeet: Passively gains 70% movement speed while on land.

Creeps:
-Added Scourge bone chime to creep drop table.
-Added Wither Staff to creep drop table.
(Gets people familiar with the mechanics of the item and start using it. Will be removed in the future in favour of having stat items in pool.)




Credits:

Protector of the Pine (Skin) - Erwtenpeller
Cho'Gall (Model) - Tauer
Cho'Gall (Icon) by Scias
Meat (Model) - Mc!
Aura of Frost (Model) - levigeorge1617
Runical Aura (Model) - Norinrad
Shrink (Icon) - Shiv
Hero Glow (Model) - assasin_lord
Hero Glow Modified (Model) - Warseeker
Owlbear/Archdruid Revamp (Model) - Dmitry Rommel
Petal (Model) - Chriz.
Rain Weather SFX(Model) - kellym0
Puddle of Water(Model) - kellym0
Red Flowers (Model) - kellym0
Giant Bat (Model) - Em!
Bloodpool Demons (Model) - -Grendel
Mass Illusion(Icon) - Crazyrussian
Misfortune(Icon) - SexYFrostWyrM
Amaducias: -Grendel
Whirlpool (Model) - Mc!
Orc Necromagus (Model, Icon) - -Grendel
Customizeable Effect (Model) - JesusHipster + Retera
Wildth Growth (Model) - Champara Bros
Fountain Statue (Model) - Hexus
Lamp (Model) - Hexus
Force Field (Model) - epsilon
Force Shield (Model) - ApeJI
Nightprowler (Model) - PROXY
Frozen Fountain (Model) - Elenai
BloodSpray (Icon) - The Panda
AbyssShade (Model) - EvilCryptLord
Epic Owl (Model) - Darkfang
Black Sun Elementalist (Model) - Himperion
HigherElfPriestess (Icon) - Sin'dorei300
NatureCancel (Icon) - Pyritie
Goblin Steamboat (Model) - kellym0 + MiniMage
Admiral (Icon) - Murlocologist
Cauldron over the Fire (Model) - MiniMage
Shiphull (Icon) - NFWar
BatSight (Icon) - Stanakin
Whirlpool (Icon) - Chucky
WaterMagic (Icon) - HappyCockroach
CRPush2 (Icon) - CRAZYRUSSIAN
Seed Missile (Model) - Deolrin
Juicy Fruit (Icon) - lelyanra
Chakra (Icon) - ~Nightmare
Elder Shadow Dragon (Model) - Thrikodius
CarrionSwarm (Icon) - -Berz-
WispExplode (Model) - JetFangInferno
DrainLife (Icon) - Muoteck
Bleed (Model) - Callahan
PurpleRoar (Model) - JetFangInferno
Fatal Wound (Model) - cotd333
Ram Skull Projectile (Model) - Infrisios
Fall in Love buff (Model) - Kuhneghetz
BreathOfFireDamage (Model) - JetFangInferno
Ostarion, Skeleton King (Model) - -Grendel
RoarCaster (Model) - DarkEvil
Brutal Execution (Model) - Champara Bros
BTNredskull (Model) - Fjury
BTNBlink (Icon) - Darkfang
Arcanic Pulse v2 (Model) - NightSkyAurora
Fireworks (Model) 8uY_YoU
BTNIceBlock (Icon) - NFWar
Aura of Death (Model) - Kuhneghetz
MagicLightning_Aura (Model) - sPy
GoldeGearShield (Model) - Szythe
Guardian Wisp (Model) - JesusHipster
HealingWisps (Model) - JetFangInferno
Elite Siege Engine (Model) - deolrin
Sentrygun (Model) - Domokun
BTNSentrygun (Icon) - Domokun
BTNEliteSeigeTank (Icon) - Mr.Goblin
NuclearExplosion (Model) - WILL THE ALMIGHTY
BTNEliteSeigeTankHero (Icon) - Mr.Goblin
BTNNukeBomb (Icon) - Mc !
Nuke Aura of Pwn (Model) General Frank
CloudOfFog (Model) - Callahan
Mist Aura (Model) - Pyritie
WateryFog (Model) - WaremDarkslayer
Inferno Armor (Model) - Power
BTNGeneratorBlue (Icon) - Xifos
BTNLigtntingShockWave (Icon) - Praytic
BTNFirewall (Icon) - BeTaGod-
Voodoo Lounge and Derivatives (Model) - Blizzard Entertainment, Ujimasa Hojo
BTNTreasureChest (Icon) - PeeKay
BTNFlameStorm (Icon) - The Panda
Elf Magi (Model) - Direfury
Fire Blink (Icon) - Pyritie
BTNMurlocHut (Icon) - Kenito
BTNMurlocHut1 (Icon) - Blizzard Entertainment, genin32
BTNUnderworldGrasp (Icon) - Nightmare
Earth Split (Model) - Power
BTNLobsterAttack (Icon) - Marcos DAB
BTNPhaseShiftMurloc (Icon) - Marcos DAB
OrbOfSeas (Model) - UgoUgo
Serpent Knight (Model) - Gluma
BTNDeepseaMurloc (Icon) - M0rbid
BTNShark (Icon) - NFWar
Sharks (Model) - olofmoleman
AnimatedEnviromentalEffectRainCv002 (Model) - kellym0
BTNLightningBolt (Icon) -The Panda
PeeKay's Lightning Sphere (Model) - PeeKay
BTNFade (Icon) - 4eNNightmare
Runic Aura (Model) - Direfury
DarkElfAura (Model) - Sellenisko
Freezing breath portrait (Model) -epsilon
BTNPoisonPotion (Icon) - Mr.Goblin
VoodooAura (Model) - JetFangInferno
Naga Royal Vault (Model) - AndrewOverload519
Turtle Caravan (Model) - AndrewOverload519
Lizard Spearman (Model) - Gluma
Lizard Assasin 2.0 (Model) - Gluma
Lizardman Worker (Model) - Gluma
Rat Person (Model) - Gluma
Warplock Jezzail (Model) - Gluma
Lizardman Shaman (Model) - Gluma
Hero Lizard Witch (Model) - Gluma
Lizard Pyromancer (Model) - Gluma
Gnoll Battle Arena (Model) - Direfury
Hot Pot (Icon) - stein123
Slime (Icon) - Marcos DAB
BTNReplicate (Icon) - 4eNNightmare
BTNMissile2 (Icon) - darkdeathknight
BTNSoulBinding (Icon) - The Panda
GreatElderHydraLightningOrbV.107 (Model) - kellym0
BTNMagicShield1Small (Icon) - Marenko
Evil Eye (Model) - Direfury
FeatherMissile (Model) - Callahan
MonsterLure (Model) - JetFangInferno
SlowTarget (Model) - JetFangInferno
BTNEvadeNE (Icon) - lelyanra
HellFire (Model) - SnaKy
SpiritLinkTarget (Model) - JetFangInferno
Jaina.blp (Skin+Icon) - CloudWolf
BloodySplat Missile (Model) - NewbieMapper
Treasury of the Tides (Model) - Retera
DefendCasters (Model) - JetFangInferno
PriestMissile (Model) - JetFangInferno
Red Life Drain (Texture) - Claw
Orbeartht (Model) - Bloodslaughter
VampiricAuraTarget (Model) - JetFangInferno
EvilWave_Effect (Model) - sPy
Teamcolored Kodo (Model) - HerrDave
Light Nova (Model) - JetFangInferno
BTN.Orb1 (Icon) - OgeRfaCes
Evil Wisp (Model) - Em!
Sabre-Toothed Cat (Model) - Kuhneghetz
Sabre-Toothed Cat (Variation 2) (Model) - Kuhneghetz
BTNPantherStrike (Icon) - BLazeKraze
Hero Ranger (Model) - Kuhneghetz
BTNSackOGold (Icon) - KelThuzad
BTNGraveCall (Icon) - Darkfang
ManaWard (Model) - PrMosquito
Creep Slime (Model) - Direfury
BTNZangarmarshBrewers (Icon) - HappyCockroach
Zangarmarsh Brewers (Model) - HappyCockroach
Herald of the Deep Mother (Model) - 4eNNightmare, HappyCockroach
Misfortune (Model) - HappyCockroach
BTNSpellBook (Icon) - The_Silent
BTNLobsterAttack
Unused, but DL:
Windfury (Model) - JesusHipster
BubblesBuff (Model) - MajorSonnwaitts
Leaves Weather Effect Fixed (Model) - JesusHipster
Nerubian Arbalest (Model) - -Grendel
BTNMurksnapper (Model) - -Grendel
Murk Snapper (Model) - -Grendel
CommandAura (Model) - JetFangInferno
Shockwave (Model) - nGy
HeroDemonHunter (Model) - JetFangInferno
Raven (Model) - Kuhneghetz
BTNSpiritHawk (Icon) - BLazeKraze
Aura of Death (Model) - Kuhneghetz
BTNNECatTransform (Icon) - BLazeKraze
Fire Mephit (Icon) - Kuhneghetz
Retribution (Model) - Kuhneghetz
BTNScaledEgg (Icon) - Marcos DAB
webward (Model) - RightField
BTN Bad Omen (Icon) - BLazeKraze
BTNEyes (Icon) - Big Dub
CloudOfFog (Model) - Callahan
BTNTakeAim (Icon) - D.ee
Empathic Bond (Model) - Blizzard Entertainment, Hermit
BTNMurlocAmulet (Icon) - Maxwell
Whirlpool (Model) - Mc!
Simple Orc Ram (Model) - Hayate
Ancient Wisp (Teamcolor Edit) - 00110000
CuteBlueMissile (Model) - Titaniav
Direhorn / Triceratops (Model) - Hayate
Deadeye (Model) -
BTNDeadeye (Icon) - Pyritie
WagonTCGlow (Model) - epsilon
Team Glow Aura (Model) - Hayate
Cold Buff (Model) - dhguardianes
BTNDragonFire (Icon) - 67chrome
Treant and Derivatives (Model) - Ujimasa Hojo
FrostElemental (Model) - Mc !
RuinedCurvedWall (Model) - Sin'dorei300
Arcane Flame (Model) - The_Spellweaver
Revenant (Model) - Metal_Sonic
Poison Elemental (Model) - Kuhneghetz
IceSlam (Model) - valkemiere
BTNEarthShield (Icon) - Darkfang
blue thunder clap (Model) - DCrimson
BTNTreantHeroAbility1 (Icon) - Marcos DAB
BTNCombat (Icon) - SkriK
BTNWoodcutting (Icon) - Blood Raven
Shell_recover (Model) - Daelin
Leaves Weather Effect Fixed (Model) - JesusHipster
BTNLust (Icon) - Sin'dorei300
BTNhypno (Icon) - PeeKay
Toon Bash (Model) - Gamegear
GlimpseofMaddness (Model) -JesusHipster
Rigtheousness_recover (Model) - Daelin
BTNLightningBolt2 (Icon) - The Panda
BTNcrGlimpseofMadness (Icon) - CRAZYRUSSIAN
SkullTrap (Icon) - Em!
FrozenOrb (Icon) - Em!
Hornet (Model) - Em!
BTNCRHammerar (Icon) - CRAZYRUSSIAN
BTNLightningboltcontest (Icon) - kola
Phaseling and Phasebat (Model) - Dionesiist
Thunderload (or Forked Lightning) (Icon) - Darkfang
LightningArrow (Model) - JesusHipster
BTNUndeadHandUpdateFinal (Icon) - I3lackDeath, morbent
BTNFireSpin (Icon) - Nightmare
BTNChaosGeneral (Icon) - Scias
BTNNecromancy (Icon) -viiva
Dalaran Brilliance (Model) - CeDiL
Darknova (Model) - marcus158
Frost Spirit Owl (Model) - The_Spellweaver
BTNManaVortex (Icon) - Windrunner29
Fireflies (Model) - Em!
Web (Model) -Lender
Encampment (Model) - Mr.Bob
Thunderload (Icon) - Darkfang
BTNForestCreature (Icon) - Sin'dorei300
Flower Dryad (Model) - Hexus
Flower Dryad Missile (Model) - Hexus
Drillmo (Model) - Callahan
BTNGoblinDrillWalker (Model) - Sin'dorei300
[/tab][/tabs][/center][/hidden]
Contents

Warcraft Royale v0.69a (Map)

Reviews
The Panda
Guess you beat me too it, but im still creating my version of a royale. Add some screenshots and some more information in description would help out a little bit.
deepstrasz
That description is well uninviting. A bit too random I guess especially concerning hero balance. Maybe you could make the danger zone more representative somehow; the border at least. The map edges are kind of useless when the zone shrinks and you...
  1. The Panda

    The Panda

    Icon Reviewer

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    Guess you beat me too it, but im still creating my version of a royale. Add some screenshots and some more information in description would help out a little bit.
     
  2. Nudl9

    Nudl9

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    I'll add more screenshots from playtests very soon.
     
  3. deepstrasz

    deepstrasz

    Map Reviewer

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    That description is well uninviting.

    1. A bit too random I guess especially concerning hero balance.
    2. Maybe you could make the danger zone more representative somehow; the border at least.
    3. The map edges are kind of useless when the zone shrinks and you can't really access it all in the early game because there are many strong creatures there too. I guess you gotta make a run to the roosts with a strong unit.
    4. Did you make the terrain too?
    5. The neutral buildings are not random?
    Overall, well used Warcraft III resources; creative.

    Approved.



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  4. Nudl9

    Nudl9

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    I'll improve descriptions.
    I'm a bit curious why you came to the conclusion that the balance is random?
    All heroes share some usefullness in the earlier or later parts of the game.
    Every single unit and item is available in the game, which allows for enough counterplay.
    It's not like i even changed much from normal ladder, which is fairly balanced.
     
  5. deepstrasz

    deepstrasz

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    I'm mostly referring to hero vs hero on this one. For instance Priestess of the Moon vs Blademaster.
    Still have to answer to:
     
  6. Nudl9

    Nudl9

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    Ah i see, well think of it like this. You're not supposed to win that 1v1 fight. The idea of being able to "outplay" is an idealized concept thats impossible to realize in any asymmetric game. Since it's a bad matchup so you want to dodge it as much as possible and let other better equipped heroes deal with him, such as Demon Hunter. However if he keeps bullying you, you can level up scout so that you have the vision to avoid him, a spell that also has true sight btw or you can buy sorcs to slow him or invis yourself. You can also investing in armor through ring of protection or priests inner fire ability, so crit. doesn't deal ridicolous damage. Think of it like a game of rock paper scissor.

    Yes i made the terrain.

    You're not supposed to be able to purchase strong creatures such as dragons early, theres a reason they're gated behind strong creeps. The circle basicly sets the premise for what you can and can't buy on the map and every game's different. The idea is that you have to deal with the cards you're dealt with.
     
  7. deepstrasz

    deepstrasz

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    I know most of those but I'm just saying, maybe someone follows your wisp and gets blademaster and you priestess. Even if you escape, you'll lose precious time.

    Hmm, would you randomize the neutral buildings a bit? That would create more flavour for the game. Say, not always the frost wyrm roost in the northeast but maybe it can be instead of the roost in the southwest and so on.
     
  8. Perfeks

    Perfeks

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    I kind of agree with deepstrasz on the hero balancing issue. You can't just put melee heroes and think it is balanced. Even in melee, some heroes aren't suitable as a first hero and act more as a support. You'd probably have to boost some heroes (compared to melee), especially all heroes that are unit-dependent (auras, heals...), because most of the time you have way less units than in melee. I understand that you can somehow counterplay, but some players will have a way harder game than others. I like to have some randomness and "deal with what you have", but it seems that the random hero selection has too much influence.

    Furthermore, you are given the choice to choose your race. I think it's kind of pointless, since the only true decision would be to just compute your probabilities of getting a good hero in the category. I would rather classify the different heroes in categories like :
    • "assassin" (strong 1v1 offensive capabilities, wins by picking off the right opponents)
    • "escapist" (invisibility, movespeed, ranged+slow..., wins by avoiding fights and ultimately engaging harmed enemies)
    • "survivor" (so tanky that most people won't want to waste time to 1v1 him, and he might even win in the long term, but he has no direct impact on the game as he has very few offensive capabilities, wins by just trying to hold the center)
    • ...
    This way, people wouldn't get frustrated and can choose a hero to suit their playstyle. Because I don't think people actually care to just be "human" or "orc". But again, to reach balance, you'd really have to change some stats and maybe change some spells.

    As for the shops, I think you shouldn't randomize them, because it looks like knowing where is what is key to success in this game. Randomizing them would just turn the game to more luck by just finding what you need by chance. But I agree that you should do something about the creeps. Red creeps in the borders are useless. You should even make them from easy to hard from border to center. That would make people go gradually towards the center without even needing the zone and that would prevent players to bunker the center from the beginning. By the way, I know the circle is not supposed to shrink exactly to the center, but it will inevitably roughly tend to.
     
    Last edited: Sep 27, 2018
  9. BlueSaint

    BlueSaint

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    played once, this is the pinnacle of wc3 modding and paragon we creation 5/5 vote for dc

    bm gun' run after i slap sum boots on dat potm aaass
     
  10. deepstrasz

    deepstrasz

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    Buh dat taigah!
    I was me amazed myself too.
     
  11. Nudl9

    Nudl9

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    People have trouble finding the right things and getting familiar with the layout, do you think this would help in that regard?
    Randomness will just ruins the competitive aspect of the game.

    Thats kind of the whole point.
    Lets say you want to play Demon Hunter for some reason, then you can say goodbye to some starting gold for a better probability.
    Or if you really hate playing pit lord, you can just pick a random ranged hero.
    The less random the more expensive it will be basicly.
     
  12. deepstrasz

    deepstrasz

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    Well, a dragon is still a dragon. I mean I'm not saying you should make a building either appear as a shop or a roost but saying that you could make a set of random buildings (the ? marked ones in the editor) from dragon roosts, shops, tier 1 units barracks etc. It was just an idea. I mean you could explore, experiment more with game modes.

    I agree with Perfeks that the hero choice is awkward. You could make a game mode where you are able to choose whatever hero you want (+/-copies for other players).
     
  13. Nudl9

    Nudl9

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    Having forced random makes the game a lot better though. What do you think would happen if i let players pick exactly the hero they want? Players would never try new things and would pick the same hero or the hero that they think is the most broken. Probably leaning towards the less micro intensive heroes such as BM. The meta would get stale really fast. So randoming keeps the game fresh because players are forced to adapt. Personally i really hate true randomness, so for purely strategical reasons i added the feature to random from certain hero pools.

    About "class" like hero pools, a hero pool like "assassin" could mean a lot don't you think? Most heroes with the right combination of items or units can fit this description.
    I'd rather not impose players with ideas of how to play their hero and let them figure it out themselves. This is going to be a poor example, but let's say you want to random "assassin" and you get Lich and then you don't understand why he fits the role. You're going to get mad because you got him and you don't think he fits into that role. Thats why i only have hero pools with tags that are considered concice. For example, theres no doubt about what would be considered a "ranged" hero.
     
  14. deepstrasz

    deepstrasz

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    Yeah but you could make game modes: choose hero, random hero etc. Problem is that even so, the chance of playing a hero would be thin or you might get to play one hero more than others if even at all. But I guess that's why you made it group random, race/faction based to increase the chance. So, I agree.
     
  15. Nudl9

    Nudl9

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    This is personal belief, but i really dislike the idea of players handling how they want to experience "products". I'd rather just make a complete package that satisfies their whims. It's sort of like, if you've had beef, pineapple and barbeque sauce on a pizza. Now you might not like pineapple, but it's part of that "package" and synergises really well with the other ingredients. So by refusing to have pineapple on that pizza you're losing out on the experience the chef wants you to have. Simply because you're refusing to try new things. To relate this back to my map, letting players choose AP or AR gamemode would not be healthy for the gameplay and overall i haven't had any complaints about AR being the only mode. Which probably means that it just works so well that people don't pay attention to it.
     
  16. deepstrasz

    deepstrasz

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    How many people you say plyted your map? You've just released it. I doubt you actually have a statistic.
    But if you're allergic to pineapples, you know what that means, you don't eat at all or try to take it out of the pizza because you can't choose not to have it since it comes with the whole package :p

    EDIT: also reading your description again, PUBG is just a Battle Royale clone/rip-off.
     
  17. Nudl9

    Nudl9

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    I playtest it every day with multiple people and my friends.
    People are usually very honest when playing maps in the presence of the creator.
    So i do get all the feedback, good or bad.
    People can get rude sometimes even.

    PUBG is just more well known than Battle Royale, it's just more relateable.
    Besides Royale is already in the title, i just want people to get the gist of it.
     
  18. pick-a-chew

    pick-a-chew

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    I played this once with you earlier, and found it to be quite fun.

    Obviously it bugged out with the leaver and i never saw the end of the game, but is it round based?

    My other thoughts:
    • I see in the screenshots there's a visual effect for the circle, i couldn't see any effect but i'm guessing it's a 1.30.1 issue.
    • The circle shrinks on a long timer, have you considered having it shrink very slowly every second?
    • Feels a bit cheesy because some heroes are quite fragile, you can burst them down and eliminate them very quickly (single target spells and command flying units). Felt a bit anti-climatic.
    • Game is more fun at the start, and becomes less fun as you have 1 or 2 armies to move around.
    • Would be better if heroes had a bit more emphasis in the game (in terms of how powerful and durable they are) whilst units are less.
    • A mode where people you kill are revived for your killer's team. I won in the game so didn't get to experience the "AFK and watch" part, but can't imagine it is fun! Just a wild idea.
    Keep up the good work!
     
  19. Nudl9

    Nudl9

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    I changed a lot of the main mechanics in v0.16, there are things i simply can't test alone and ENT hosting has been down the whole weekend so i haven't been able to proofcheck things.
    I will smooth out errors in the following days.
    • -Leavers are kind of bugged atm, i will get on it as soon as possible.
    • -The circle does have visual effects, as seen on screenshot. Though the circle might less visible when it's really large. It's a bit of a balance problem between looking good/lagg from SFX.
    • -There are indeed very fragile heroes. Lich comes to mind. While fragile heroes (typically INT) might suffer lategame, they usually compensate by great earlygame. For example Far Seer has one of the best creep camp clear speeds, while Lich for example can really fuck up peoples farm effiency by using Frost Nova on weak targets. Also if you've played more experienced players, people usually carry anti-burst mitigation. Invulnerability pots, anti-magic shield, invisibility all go a long way. If not items, then you can buy units like sorcs, banshees or use priests inner fire which gives massive armor boost.
    • -I'm not sure what or when you mean the game becomes less fun? The game basicly transitions from PvE to PvP over the state of the game, which means more interactions and overall fun. If you're not really a competitive person and prefer to avoid conflict though i can fully understand.
    • -I don't think you understand the consequence of making this game hero focused. Having units be a bigger focus is better, because it adds more skill and depth. What i think is a major point is that you also have tangible resources you can destroy. What would happen if this was a true hero arena and you lost a fight? Everyone would just go back and regen without any major losses. Games that don't punish bad plays just aren't fun in my opinion. If all you have to do is control one hero then it becomes too easy.
    • -If you die you spawn as a ghost that can possess a unit. So you can to some degree interact and have an impact when dead. It's somewhat restrictive, since i don't want good players to feel punished after having played really well or just for upsetting several players.