TheAbyss
New Member
- Reaction score
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Alright, this is my first time posting in member's projects, so I hope I'm doing it right...
This is a map I've been working on for quite a while now. I haven't come up with a name for it yet, but here's how the game plays out...
Gamplay: The host (red) will start the game by typing in a number from 10 to 100. This number becomes the goal of the game, however; this number is not the amount of kills needed. Instead, whoever gets their hero to this LEVEL is the winner (this is a FFA map). I hope this hasn't been done before.
Progress:
Heroes: 99.5%
Creeps: 85%
Items: 100% Will add more if I think of any.
Triggers: 90%
Abilities: 98%
Terrain: 100%, but if I end up making later versions, I'm going to need to completely re-terrain the map.
Heroes and Abilities:
The heroes are the 16 melee game heroes, along with Dark Ranger, Naga Sea Witch, 6 custom heroes (Ninja, Archer, Pyromancer, Necromancer, Naga Brute, Mountain Giant Lord) and one secret random-only hero. I've had to replace a LOT of abilities (which all have 6 levels, 3 for ultis)
I'm thinking of changing Naga Sea Witch's Mana Shield, but I might leave it because her ulti sucks.
Custom Hero Attacks: (Template ==> Name: Effect)
Ninja:
Shadow Cloak: Wind Walk
Speed Aura: Endurance Aura
Vital Strike: Critical Strike
ULTI - Ninja Rage: Kinda like Metamorphosis, only with slightly different effects. Effects are Increased Health + Armour, Increased Attack Speed at lvl 2, and Permanent Invisibility at lvl 3. It it currently overpowered and in need of tweaking.
Archer:
Searing Arrows: D'uh.
Precision Shot: Storm Bolt that fires an arrow.
Trueshot Aura: D'uh.
ULTI - Multishot: Fire 3/4/5 arrows on every attack.
Mountain Giant Lord:
Call Lackeys: Summon some mountain giants.
Rock Smash: Storm Bolt that fires a rock.
Bash: D'uh.
ULTI - Rockfall: Starfall + Stun + Rock Model.
Necromancer:
Raise Dead: Based off of regular Necromancer ability.
Dark Bolts: Black Arrow with Shadow Orb model.
Dark Restoration: Chain Healing that can't target self. Finger of Death model.
ULTI - Animate Dead: D'uh.
Pyromancer:
Flame Pillar: Flame Strike
Flame Spread: Breath of Fire
Permanent Immolation: I'm evil aren't I.
ULTI - Inferno: D'uh
Naga Brute:
Cleaving Attack: Whee.
War Stomp: D'uh.
Mana Shield: I don't even know why anymore.
ULTI - Tsunami - Stampede with wave model. Each hit does much less damage, but there are way more of them.
Changed Abilities: (Template ==> Hero - Original Ability - New Ability - Notes)
Paladin - Holy Light - Shining Wave - Fires a line of light pillars at the enemy that damages and stuns.
Paladin - Divine Shield - Bash - Still open to suggestions!
Archmage - Mass Teleport - Activate Auto Magic - For the next 60 seconds, the Archmage automatically fires off magical pellets at nearby enemies.
Far Seer - Far Sight - Fire Spread - Same as Pyromancer's. Can I still call him the Far Seer if I took away his Far Sight?
Shadow Hunter - Healing Wave - Boomerang Glaive - Throws a glaive which travels a distance and then travels back.
Shadow Hunter - Big Bad Voodoo - Voodoo Spirits - For those of you that don't know, it's basically Locust Swarm.
Death Knight - Death Coil - Dark Wave - Cluster Rockets with Orb of Darkness model.
Death Knight - Death Pact - Soul Eater - Sacrifices 20% of Max Health to drastically increase attack speed for a short time.
Lich - Dark Ritual - Icy Renewal - Heals all nearby enemies of Slowed status, restoring mana to the Lich per unit healed.
Priestess of the Moon - Scout - Rain of Arrows - Cluster Rockets with high arc and arrow model.
Keeper of the Grove - Force of Nature - Force of Nature - No longer requires trees.
Keeper of the Grove - Tranquility - Nature Spirits - Wisp Locust Swarm. Still open to suggestions.
Warden - Blink - Betrayal - Summons 5 minions that know Kaboom!. More fun than it sounds.
Finally, I need this next ability for my secret hero; it's his ulti:
Spell Type: Needs to be MUI
Spell Name: Flare, but tooltip changes according to level, Flare for level 1, MegaFlare for 2 and GigaFlare for 3.
Description: Traps the target unit in a star of 5 unselectable fireball minions. Flame Strike is then casted on the target unit. The minions have immolation for extra over-time damage, and 2.5 seconds after the spell is casted, the minions all cast Breath of Fire on the target unit. 5 seconds after the spell is casted, the minions all explode.
Damage: 600/1200/1800*
Cooldown: 180 seconds.
Levels: 3 (Available at 6, 11, and 16)
Other Remarks: The damage needs to be distributed over the different parts of the spell. The flame strike should last 5 seconds and do a total of 140/280/420 damage + the minor damage afterwards, the immolation should do a total of 60/120/180 damage before the explosion, the Breath of Fire should do a total damage of 100/200/300 (20/40/60 each) and the explosion should do 300/600/900 total (60/120/180 each). It can do splash damage, but it should only trap in the target unit. I'd like to be able to edit the damage for balance later, in case it ends up too strong or too weak.
I posted this in Glenphir's spell request thread, but Glenphir was too busy so the thread died. Oh well, it's not too complicated anyways.
Items:
Since this is my map's first draft, I'm not going to go TOO crazy with the items. I still need to trigger some of the combinations, and problably add some stuff to increase attack speed (Gloves of Haste, Katana and Masamune, Problably,) but other than that, I'm completely done with this part.
Creeps:
This part isn't very far because I need to upgrade the creeps in the later areas to be much stronger and give more gold/EXP (and maybe I'll add some drops), and possibly add some bosses.
Triggers:
I have a lot of unfinished triggers, and I need to remove the triggers I'm using for testing help, and finish my AI triggers.
Map:
Here's the map so far. Please note the following:
-This map is unfinished and is NOT to be released yet.
-I changed the way computers work. Now all you have to do is set a player to be a computer before starting the game, and they will automatically random.
-The -return command currently has no delay time. I'll change that later.
-Here are some commands you should know:
-game xxx: Sets the win level to xxx.
-dirt x: Sends player x to the most basic area.
-lvl x yyy: Sets hero x to level yyy.
-ddb: If, when a duel starts, one player is not in the arena, wait until they revive and automatically go to the dirt area, then type this.
-start: if you are not a duel participant, type this to make one participant attack the other.
-return: returns you to the main area.
-duel: allows you to be randomed for the duel.
-noduel: disables -duel.
-cduel xxx: set player xxx to duel.Type "-cduel all" to set all computers to duel.
-cnoduel: disables -cduel.
Finally, here's the map:
Original upload: http://www.sendspace.com/file/qvgz3m
Latest Map: http://www.sendspace.com/file/vkv5dm
So tell me what you think of my map, and, if you have any input, It'd be greatly appreciated. Open to name suggestions too! I'm thinking maybe I'll call it Abyssal Arena, but that would make it AA, and there's already Angel Arena, which my map will NEVER stand up to in popularity.
This is a map I've been working on for quite a while now. I haven't come up with a name for it yet, but here's how the game plays out...
Gamplay: The host (red) will start the game by typing in a number from 10 to 100. This number becomes the goal of the game, however; this number is not the amount of kills needed. Instead, whoever gets their hero to this LEVEL is the winner (this is a FFA map). I hope this hasn't been done before.
Progress:
Heroes: 99.5%
Creeps: 85%
Items: 100% Will add more if I think of any.
Triggers: 90%
Abilities: 98%
Terrain: 100%, but if I end up making later versions, I'm going to need to completely re-terrain the map.
Heroes and Abilities:
The heroes are the 16 melee game heroes, along with Dark Ranger, Naga Sea Witch, 6 custom heroes (Ninja, Archer, Pyromancer, Necromancer, Naga Brute, Mountain Giant Lord) and one secret random-only hero. I've had to replace a LOT of abilities (which all have 6 levels, 3 for ultis)
I'm thinking of changing Naga Sea Witch's Mana Shield, but I might leave it because her ulti sucks.
Custom Hero Attacks: (Template ==> Name: Effect)
Ninja:
Shadow Cloak: Wind Walk
Speed Aura: Endurance Aura
Vital Strike: Critical Strike
ULTI - Ninja Rage: Kinda like Metamorphosis, only with slightly different effects. Effects are Increased Health + Armour, Increased Attack Speed at lvl 2, and Permanent Invisibility at lvl 3. It it currently overpowered and in need of tweaking.
Archer:
Searing Arrows: D'uh.
Precision Shot: Storm Bolt that fires an arrow.
Trueshot Aura: D'uh.
ULTI - Multishot: Fire 3/4/5 arrows on every attack.
Mountain Giant Lord:
Call Lackeys: Summon some mountain giants.
Rock Smash: Storm Bolt that fires a rock.
Bash: D'uh.
ULTI - Rockfall: Starfall + Stun + Rock Model.
Necromancer:
Raise Dead: Based off of regular Necromancer ability.
Dark Bolts: Black Arrow with Shadow Orb model.
Dark Restoration: Chain Healing that can't target self. Finger of Death model.
ULTI - Animate Dead: D'uh.
Pyromancer:
Flame Pillar: Flame Strike
Flame Spread: Breath of Fire
Permanent Immolation: I'm evil aren't I.
ULTI - Inferno: D'uh
Naga Brute:
Cleaving Attack: Whee.
War Stomp: D'uh.
Mana Shield: I don't even know why anymore.
ULTI - Tsunami - Stampede with wave model. Each hit does much less damage, but there are way more of them.
Changed Abilities: (Template ==> Hero - Original Ability - New Ability - Notes)
Paladin - Holy Light - Shining Wave - Fires a line of light pillars at the enemy that damages and stuns.
Paladin - Divine Shield - Bash - Still open to suggestions!
Archmage - Mass Teleport - Activate Auto Magic - For the next 60 seconds, the Archmage automatically fires off magical pellets at nearby enemies.
Far Seer - Far Sight - Fire Spread - Same as Pyromancer's. Can I still call him the Far Seer if I took away his Far Sight?
Shadow Hunter - Healing Wave - Boomerang Glaive - Throws a glaive which travels a distance and then travels back.
Shadow Hunter - Big Bad Voodoo - Voodoo Spirits - For those of you that don't know, it's basically Locust Swarm.
Death Knight - Death Coil - Dark Wave - Cluster Rockets with Orb of Darkness model.
Death Knight - Death Pact - Soul Eater - Sacrifices 20% of Max Health to drastically increase attack speed for a short time.
Lich - Dark Ritual - Icy Renewal - Heals all nearby enemies of Slowed status, restoring mana to the Lich per unit healed.
Priestess of the Moon - Scout - Rain of Arrows - Cluster Rockets with high arc and arrow model.
Keeper of the Grove - Force of Nature - Force of Nature - No longer requires trees.
Keeper of the Grove - Tranquility - Nature Spirits - Wisp Locust Swarm. Still open to suggestions.
Warden - Blink - Betrayal - Summons 5 minions that know Kaboom!. More fun than it sounds.
Finally, I need this next ability for my secret hero; it's his ulti:
Spell Type: Needs to be MUI
Spell Name: Flare, but tooltip changes according to level, Flare for level 1, MegaFlare for 2 and GigaFlare for 3.
Description: Traps the target unit in a star of 5 unselectable fireball minions. Flame Strike is then casted on the target unit. The minions have immolation for extra over-time damage, and 2.5 seconds after the spell is casted, the minions all cast Breath of Fire on the target unit. 5 seconds after the spell is casted, the minions all explode.
Damage: 600/1200/1800*
Cooldown: 180 seconds.
Levels: 3 (Available at 6, 11, and 16)
Other Remarks: The damage needs to be distributed over the different parts of the spell. The flame strike should last 5 seconds and do a total of 140/280/420 damage + the minor damage afterwards, the immolation should do a total of 60/120/180 damage before the explosion, the Breath of Fire should do a total damage of 100/200/300 (20/40/60 each) and the explosion should do 300/600/900 total (60/120/180 each). It can do splash damage, but it should only trap in the target unit. I'd like to be able to edit the damage for balance later, in case it ends up too strong or too weak.
I posted this in Glenphir's spell request thread, but Glenphir was too busy so the thread died. Oh well, it's not too complicated anyways.
Items:
Since this is my map's first draft, I'm not going to go TOO crazy with the items. I still need to trigger some of the combinations, and problably add some stuff to increase attack speed (Gloves of Haste, Katana and Masamune, Problably,) but other than that, I'm completely done with this part.
Creeps:
This part isn't very far because I need to upgrade the creeps in the later areas to be much stronger and give more gold/EXP (and maybe I'll add some drops), and possibly add some bosses.
Triggers:
I have a lot of unfinished triggers, and I need to remove the triggers I'm using for testing help, and finish my AI triggers.
Map:
Here's the map so far. Please note the following:
-This map is unfinished and is NOT to be released yet.
-I changed the way computers work. Now all you have to do is set a player to be a computer before starting the game, and they will automatically random.
-The -return command currently has no delay time. I'll change that later.
-Here are some commands you should know:
-game xxx: Sets the win level to xxx.
-dirt x: Sends player x to the most basic area.
-lvl x yyy: Sets hero x to level yyy.
-ddb: If, when a duel starts, one player is not in the arena, wait until they revive and automatically go to the dirt area, then type this.
-start: if you are not a duel participant, type this to make one participant attack the other.
-return: returns you to the main area.
-duel: allows you to be randomed for the duel.
-noduel: disables -duel.
-cduel xxx: set player xxx to duel.Type "-cduel all" to set all computers to duel.
-cnoduel: disables -cduel.
Finally, here's the map:
Original upload: http://www.sendspace.com/file/qvgz3m
Latest Map: http://www.sendspace.com/file/vkv5dm
So tell me what you think of my map, and, if you have any input, It'd be greatly appreciated. Open to name suggestions too! I'm thinking maybe I'll call it Abyssal Arena, but that would make it AA, and there's already Angel Arena, which my map will NEVER stand up to in popularity.