Arena My yet-unnamed Hero Arena

TheAbyss

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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.
 

esb

Because none of us are as cruel as all of us.
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It be nice if there was an actual map to comment on, not a wall of text.
 

TomTTT

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Nice xD

Sounds like an awsome idea :thup:
As for spells i dont have any idea, but in a short map i did a few days ago when i was bored i did a hero that's like Abomination, with Disease cloud and stuff just upgradeable with ability points. I would also suggest to simply remove Keeper of the Grove, because, as you said, 2 of it's skills are not good for the map. So maybe you can just create a new custom hero? Anyways, i would love to see that map :p
Name suggestion: Leveling up of the ancients? nah just kiddin'. I dont know. :banghead:
 

TheAbyss

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Sounds like an awsome idea :thup:
As for spells i dont have any idea, but in a short map i did a few days ago when i was bored i did a hero that's like Abomination, with Disease cloud and stuff just upgradeable with ability points. I would also suggest to simply remove Keeper of the Grove, because, as you said, 2 of it's skills are not good for the map. So maybe you can just create a new custom hero? Anyways, i would love to see that map :p
Name suggestion: Leveling up of the ancients? nah just kiddin'. I dont know. :banghead:
Hello, and welcome to thehelper. (mod impression ftw XD(I'm totally going to get burned for that :()) Anyways, thanks for the reply. I've considered getting rid of KotG, but I've used all the other melee game heroes, and besides, I'm really just not in the mood to make an entirely new hero right now. I'm thinking I might just make Force of Nature a regular summoning ability, but I'm totally clueless as to his Ulti (maybe I'll make it a passive that boosts his HP Regen to retarded levels XD) I wish I could upload my map, but, ever since I moved, my retarded computer can't upload files to the internet for some reason.

as for the name suggestion... LOL. There's no way in hell, but it would be hilarious :p
 

Zack1996

Working on a Map
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The duel bugs if one of the participants are dead :(

Pretty fun map so far, although I don't get why you have an item carrier thing before the game is actually started. If you try to get a hero before then, you get stuck.
 

TheAbyss

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Sorry for the late reply.
For the duel bug... did you try the -ddb command that I put up there?
As for the carriers, I've noticed that too. I've been trying to make them non-colliding, but I can't... If I use the trigger, they can go through walls, and if I use flying, you can steal items from other player's storage areas.

Finally, I'm STILL clueless about abilities. Right now I'm playing through some video games to see if I get some ideas (that's how I replaced Archmage's Mass teleport :p)
 

-OverpoweR-

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Hey there :) , as for abilities,

Keeper of the Grove

Instead of Force of Nature, are u familiar with the Feral Spirit ability ? To summon 2 Wolves? :) , well use that spell, but change what it summons and its name ofc :), you can choose what to summon and their duration ect ect :) so trees wont be needed ;D

as for Tranquility , how about giving him a mass dps spell ? for like Burning Field or what was the Bloodmages spell called,that burns a certain area and damages everything within it, you can choose how much damage to deal,and how much damage to deal per second while being within that area

ps. this was a totally just an idea that i thought that you might use :D,i had to express it :p,best of luck with ur map

pps. Name Suggestion : War Evolution ? perhaps..no ?.. ok :p just said it
 

TheAbyss

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Thanks for the input. I've been thinking of that idea for Force of Nature for a while, and I decided I'd wait until I thought of an ulti for him first. As for the ulti idea, I suppose something along those lines could work, but Flame Strike itself wouldn't... fire isn't exactly KotG's style XD. There just aren't enough nature-based abilities to get inspiration from in the game...

Oh, and I've been working on Paladin. I thought up one ability for him, called Shining Wave (totally stolen from Dissidia :p). I based it off of Impale, removed the air time, gave it Holy Light's graphics, lowered the AoE (so more light pillars appear ^-^) and slowed it down (It looks better slowed down). For his other ability, I'm thinking of something along the lines of an Arrow ability (like Searing Arrows) that adds holy damage and an effect that I haven't thought of yet. Or maybe I'll just give him Bash...
 

TheAbyss

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overdue bump.

Figured out how to fix the storage thing. I made two different types of storage unit, and the main area one is flying, but the room one is not.

Have an idea of how I might fix the duel glitch: I'll tell the game to revive the unit in the arena.

By the way, any updates listed in the comments won't be in the downloadable map until I say "Download Updated." At that time, I'll list any major updates in the original post.

Maybe I should list some of the attacks I've changed. -_-
 

TheAbyss

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Bump + Update. Custom Hero abilities + changed abilities are now included.

EDIT: What do you guys think of this for KotG's Ulti? I was thinking maybe I'd do a mass hp drain spell. Thing is, I'm not sure how I could make it nature-orientated, and it might end up kind of OP (he already has his Thorns Aura, which is just kinda rigged :/)

EDIT 2: LOL. What if I did locust swarm with wisps? That could totally work!
 

TheAbyss

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Bump. Come on guys. Anything?

Made ability for Shadow Hunter. It's called Boomerang Glaive. It's based off of Shockwave, and when he casts it, a dummy casts it back at him so it looks like the glaive is bouncing back.
 

TheAbyss

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This makes my fifth post in a row. Does ANYONE have anything to say? By the way, I'm pretty much done with abilities, so I'll update that shortly, and start working on items next. I think all that's left for me to make is attack speed increasing items. I might also make an easier way to make the True Ether Orb, because combining to make it is a pain (requires 6 items that are combinations of two items each), and you need it to make all of the best items in the game (there's even a sword that requires 2 of them.) Maybe I should update with a combination table soon. By the way, I still haven't updated to include all my new abilities yet. I'll try to do that ASAP, but my computer can't upload files so it'll take a while...
 

TheAbyss

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Once again, bump. A little overdue because of halloween. Should I just stop bumping this? It doesn't seem like anyone's interested...
 

TheAbyss

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Well, I've come far enough in the map that it would be stupid to stop now. I recently finished the items (unless I decide to make boss drops) and hero abilities (except my secret hero's ulti). so just creep upgrades and a few triggers are left. Map update hopefully coming soon.
 

TheAbyss

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Late bump again. My computer is really slow so none of my posts are coming through. It's a little hard to work on this because it doesn't really seem like anybody's going to play it when it's done.

I'm working on an expiremental "Player Shop" function. The idea is that each player has a shop that can hold up to 6 items where they can put their items. They can choose the price of the item, and when another player buys an item, the owner of the shop gains any income from the sale. I know you can already use the resource trader, but I was bored. So far, I've programmed putting items into the shop and taking them out. Now all I need is to program the actual buying of the items. My original idea was to make a dialog box appear showing the item's name, price, and owner and asking whether the player is sure they want to buy it, but then I realized that in order to prevent bugs, I would need to program 72 different dialog boxes (6 items x 12 players) and 144 different dialog buttons (72 x 2.) So, I'm just going to add another thing to the shops that allows the player to see these things before they buy the item.
 

Whoareyou.

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Late bump again. My computer is really slow so none of my posts are coming through. It's a little hard to work on this because it doesn't really seem like anybody's going to play it when it's done.

I'm working on an expiremental "Player Shop" function. The idea is that each player has a shop that can hold up to 6 items where they can put their items. They can choose the price of the item, and when another player buys an item, the owner of the shop gains any income from the sale. I know you can already use the resource trader, but I was bored. So far, I've programmed putting items into the shop and taking them out. Now all I need is to program the actual buying of the items. My original idea was to make a dialog box appear showing the item's name, price, and owner and asking whether the player is sure they want to buy it, but then I realized that in order to prevent bugs, I would need to program 72 different dialog boxes (6 items x 12 players) and 144 different dialog buttons (72 x 2.) So, I'm just going to add another thing to the shops that allows the player to see these things before they buy the item.

Player Storage?
 
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