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Xylom: Hero Defence v.15c

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Maker: Mtg22 (Myself Alone)

Credit for Model's/Icons: Hiveworkshop.com

Other Sites: Epicwar.com

Helpers/Idea Givers: LordForcystus, Don-Para-, Pandamanana, and Quack_Kills.

Testers: Mordacity, Cwas, Julian., Zanmatozashi, Glycine, Don-Para-, LordForcystus and Pandamanana.

Xylom Series: Footies and Hero Defense (I plan to have a series of maps starting with Xylom that will have all the same items, heroes, and more just so that its easier to plan on all maps and you can almost do the same strategy all the time. Xylom is irrelevant it is just a word i randomly typed in.)

Description: In this hero defense you are defending a castle against waves of units. There are 11 Levels to this map each 3 minutes long non stop spawning. There are intervals between the levels. This hero defense is extremely hard and requires a lot of teamwork i do plan to make it easier on some of the easier difficulties but i really haven't thought of something to good so any ideas I'm willing to take. Also there are 41 Heroes in the game also 24 Melee and 17 Fully Custom made myself. Not all melee heroes are the same though i have removed useless spells and tweaked more "worse" spells. Also all normal abilities go 5 levels, attribute bonus goes 82 levels and finals go 3 levels. Max hero level is 100. Almost everything in the map can be upgraded which includes heroes and summons. One of the most newly added parts to the map is the Recipes which there are 5 at the moment, in version .16 I plan to at least have the first 3 forges fully ready with items. There are also 2 game modes at the time that the map can be played on. (ar, and ap). Lastly any questions on what the modes are and some of the ingame commands check quests in game.

Keywords:
Hero, Defence, Xylom, Defense
Contents

Xylom: Hero Defence v.15c (Map)

Reviews
23:24, 18th Jul 2009 ap0calypse: Rejected (until further notice). Basically: The overall map quality was pretty low, the triggers leaked and were inefficient, the terrain variation was bad, most items were standard and not original, the...

Moderator

M

Moderator

23:24, 18th Jul 2009
ap0calypse: Rejected (until further notice).

Basically:
The overall map quality was pretty low, the triggers leaked and were inefficient, the terrain variation was bad, most items were standard and not original, the spells/heroes weren't original and weren't really customized.

The file-size is a bit high for this map as well, try to limit the imported material and/or decrease the size of the preview screen (set it to 512x512, with 70-80% quality).

To see the full review, read the first post.
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Review:


General

General: (Rating: 2/5).
  • Unprotected maps are the best kind (you could optimize it... but it isn't necessary).
  • I didn't read the messages at first, because they didn't stand out (in every game, red messages are overused, causing me to ignore them partially :s).
  • The description at the hive contains most information, BUT: the hive workshop did not create those icons/models (I hope you get my point) and it isn't appealing, don't be afraid to use headers, lists and bold text.
  • The description in-game could've added more info and yet again, the credits weren't complete.

Gameplay:(Rating: 4/10)
  • The game doesn't keep the amount of active players in mind (you can't always play full house...).
  • I doubt if "Expert" is possible (even with a team of supreme players), by which I mean: it's relatively impossible.
  • It's always the same: monsters spawn from the bottom, you try to stop them... there's no variation.
Terrain/Objects

Terrain: (rating: 2/10)
  • The waterfall looks really good, but there shouldn't be a waterfall there... it makes no sense.
  • The terrain is plain grass with some dirt 'spots' (random) on it, which isn't really what people mean with "tile variation".
  • The terrain height is avarage... you could've done it a bit more, though (and smoothen it up afterwards).
  • I don't like stacked trees and the cityscape tree walls are very bad for forest-like terrains (if you don't use imported trees, use ashenvale/felwood/L.S. Trees - all of them).
    To make it more realistic, leave some open spaces between trees, place dead trees and environmental doodads and props.
  • This isn't possible anymore (afaik), but when creating a map, choose "Shallow Water" as initial water level, then you can lower the terrain to create puddles (it's also effective for creating more realistic rivers).

Objects: (Rating: 3/10
  • I am a real fan of keyboard-based hotkeys (so it's easier to use them, otherwise hotkeys are useless).
  • The items/heroes were all standard, but with changed data, customizing it would be nice.
  • I'll be harsh now: I don't like the spell-tooltip. The colors are too flashy for me ^^ (might be personal, so I will not count this).
  • The spells weren't really customized... there were some triggers for them, but it doesn't show that it's custom.
  • The Ancient Warrior (Thrall)'s Reincarnation still has "Tauren Chieftain" in the tooltip.
  • No items/heroes were original.
  • There weren't enough upgrades.
Triggers

Triggers: (Rating: 4/10)
  • No leaks have been fixed (causing lag)
  • The triggers are hardly efficient, you didn't use loops for example (e.g.: the trigger "Inferno" could be lot easier).
  • Some triggers were overdone (most of the time because of the lack of loops), like "Create Multiboard".
  • The overall GUI-level was pretty low-avarage.
Overall

It's a standard defense-game and I must say: I love defense-games, I've started making one, but quitted (I don't make maps anymore and that project was way too big).
This one, however had a few flaws and I'm pretty harsh when it comes to flaws.

Add the credits!

The triggers: (recommended to read a tutorial for efficiency and leaks)
Remove the leaks of your triggers, all of them.
Improve the efficiency of your triggers by adding loops and combining triggers, this will make the code look more complicated, but when you know what you are doing, it's a lot easier to find your way through the triggers.

The terrain:
Just change the tileset, make the tree's more realistic, add some doodads and it should be okay.

To vary the gameplay, you could add triggered boss-levels (so the bosses are a smart NPC), add some mini-games, create more strategical items/heroes, add more upgrades.

Rating: 1.5/5, rated up to 2/5.

Rejected

You can always try to defend your map... perhaps I change my rating if I have overlooked something, but as far as I know, this is the rating it deserves.
In any case, do not take my review as offensive.
 
Level 2
Joined
Jul 17, 2009
Messages
3
Alright thanks man i knew this needed a lot of work and a lot of leaks are on map I'm not going to lie the base "triggers" are about 2 to 3 years old lol and the reason it is unprotected is ever since blizzard released the new update for the game i try to use most updated optimizer it works but in game i open the folder its in and nothing is there so i have to deal with it unprotected. Also i do know the harder modes are impossible i do want to fix that. Another thing is with the icons and some of the custom models i used that i got from here a whiles back i couldn't find them again to give the right person credit. I will look again though but thanks for telling me. With making the game more out there then other hero defenses I don't really know but I will throw in boss levels. And to not make it need full house every time ill edit the spawning triggers and amount of spawns to adjust to the amount of players. Now terrain yes i agree with you i did just put spots every Yes ill fix that up also with the terrain height i don't really see the need to have it vary all that much so any other ideas on terrain please suggest. But thank you for the feedback I shall try and get another version ready to go and I hope to post it up eventually.
 
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