I'm lazy, so I just copy-pasted from Wc3c.
As I said in the other thread, I cannot make a preview. At the site where I'm hosted, there's a logo contest going on though, and it's going pretty good.
What? - AoS map genre.
When? - Now, duh.
How? - JASS
Who? - Vestras (Me)
New features.
Heroes
The Desert Ranger and Behemoth Rider, which were the two heroes the Griffen and Dusk played, is currently being overwrited by other, more fun and complex hero, so please, for your own sake, don't play those.
Since there's new terrain, new heroes and people didn't think Intro Cinematics were needed, I have quit those.
In version 0.36 there's four new heroes though, that I will explain a little about now.
I am always open for hero ideas, as long as they follow the map's balance.
The Special Spawning System
Actually, the SSS (Special Spawning System) isn't that complex. What it does, is that it, every two spawns, creates special units. This makes the map, in my opinion, more exciting. There will be spawned one extra special melee unit, and one extra special range unit. This makes 6 units spawn.
Items
I tried to make the items as balanced as I could, but there is of course always room for more balance. If you think one items is just waaay to imbalanced, please tell me.
I am always open for item ideas, as long as they follow the map's balance.
More rationalisation
As Dusk (and maybe Griffen too, can't remember) said in the other thread, the lanes were too small, and the creeps clumped together. This aren't happening in the new version, because the lanes about five times as big.
Now, if you wanted to change lane in the earlier versions, you had to walk all the way back to your base and start from there. That's a no-go in the new version.
Now there's Way Gates, and alooot of escape paths you can take to get back to another base.
I suggest you to pick the middle lane if you want action, since that is the lane with a Way Gate, so that the creeps fast gets there. Else, there's the other lanes
Download
Epicwar Download: AKoA_0.37(p)
I attached the map to the post.
Screenshots
I will attach screenshots later.
Bugs or comments?
You can report bugs or comments, of course here, or at GameModding.org.
Thank you.
I hope you enjoy playing the map.
A Kingdom of Apocalypse
Since the last thread was a failure, due to me, I pm'ed Dusk to ask if I could create a new thread. Well, obviusly, as you can see, the answer was yes.As I said in the other thread, I cannot make a preview. At the site where I'm hosted, there's a logo contest going on though, and it's going pretty good.
What? - AoS map genre.
When? - Now, duh.
How? - JASS
Who? - Vestras (Me)
New features.
- New terrain
- Less forces, now only Human (Elves) and Undead
- More rationalisation
- Bigger lanes
- Special spawning system (more about this later)
- More items (as Dusk suggested)
- And the list could go on.
Heroes
The Desert Ranger and Behemoth Rider, which were the two heroes the Griffen and Dusk played, is currently being overwrited by other, more fun and complex hero, so please, for your own sake, don't play those.
Since there's new terrain, new heroes and people didn't think Intro Cinematics were needed, I have quit those.
In version 0.36 there's four new heroes though, that I will explain a little about now.
Hiish Magre, the Time Assasin
Initial spell.
Time Punish
Turns a non-mechanical unit etheral and slows its movement speed by 0.50 percent. In the day, the target is healed. In the night, the target is damaged.
Spell 1.
Time Travel
The Assasin jumps up in the air, and when he has reached a certain point, he disappears, and teleports himself down to the target location. When he lands, he damages all enemies.
Spell 2.
Time Delay
The Assasin teleports himself around in an AoE. He will not damage them, but he will attack all nearby enemies. Between each teleport there is a minor delay.
Spell 3.
Persistance Aura
Increases the movement speed and attack speed of the Assasin.
Level 1 - 0.10 movement, 0.10 attack.
Level 2 - 0.15 movement, 0.15 attack.
Level 3 - 0.20 movement, 0.20 attack.
Level 4 - 0.25 movement, 0.25 attack.
Level 5 - 0.30 movement, 0.30 attack.
Ultimate spell.
Apocalypse Dance
The Assasin runs around in a circle, damaging all nearby enemies. Sometimes, the Human Assasin runs into the center of the circle, slashing a random nearby enemy.
----
Ciirs Sabletooth, the Blood Guardian
Initial spell.
Blood Fountain
Ciirs sprays the target area with blood, and every unit inside the area is damaged. If the units that were sprayed with blood dies within a time of 20 seconds, they explode, dealing damage to all units.
Spell 1.
Blood Aura
When a unit in a range of 900 around Ciirs die, the corpse of the dying unit explode, dealing damage to all units nearby it. Deals 30 times the level of this skill in damage.
Spell 2.
Blood Enhancement
Gives nearby friendly units bonus to attack damage and defense. If a non-hero unit dies with the buff, it will corpse explode and deal damage to enemies and allies.
Spell 3.
Blood Strike
Ciirs creates a fireball, which has corpses in it. The fireball travels over the landscape, and when it hits a unit, enemy or ally, it knockbacks that unit, damaging it, gives a minor explosion and dies. When the fireball die, it gives an explosion to damage all enemies and allies.
Ultimate spell.
Turns all friendly units invulnerable in an area around Ciirs. If Ciirs moves, the invulnerable status is destroyed. Ciirs does not turn invulnerable.
----
Ram'Tar Ismar, the Universe Magician
Unfinished hero.
Initial spell.
None
None
Spell 1.
Meteor Strike
The Universe Magician shoots out a flaming, bouncing ball from a random point near him. The ball bounces towards the ground, and when it explodes, all enemies near the ball are damaged. All enemy units that gets inside the ball, is damaged. How much bounce is depending on the height of the ground the Universe Magician is standing on. The speed of the flaming ball increases every time this spell is casted.
Spell 2.
None
None
Spell 3.
None
None
Ultimate spell.
Universal Apocalypse
The Universe Magician channels for 7 seconds, and in the time where he channels, flaming balls rain down over an AoE. The first flaming balls doesn't hit the ground and doesn't explode, but the later ones explodes into smaller balls which explodes on the ground, which damages all enemies in the AoE.
----
Inti Satsuke, the Hakataki Ninja
Initial spell.
Phoenix Strike
Itsi Satsuke jumps to the target location, and when he jumps he sets fire to his blade. When he lands, he slams the sword into the ground, and an explosion occur.
Spell 1.
Hakataki Strike
Inti Satsuke slams his sword into the ground, creating an earthshake, dealing 30 times the level of this ability in damage to all nearby enemies. (Looks alooooooot better ingame :emote_grin: )
Spell 2.
Stealth Strike
Inti Satsuke goes into stealth, and runs extremely fast towards the target. When he arrives, he slashes the unit, damaging it.
Spell 3.
Swift Strike
Inti Satsuke runs in zig-zag to the target location, and slashes every enemy unit that gets nearby him with a deadly strike, dealing damage.
Ultimate spell.
Fist of Hakataki
Itsi Satsuke has been in the Hakataki clan for 20 years, and has learned to master the Fist of Hakataki. Everytime Itsi attacks, he has a chance to deal much more damage than his normal damage, and if he doesn't, the chance stacks.
Initial spell.
Time Punish
Turns a non-mechanical unit etheral and slows its movement speed by 0.50 percent. In the day, the target is healed. In the night, the target is damaged.
Spell 1.
Time Travel
The Assasin jumps up in the air, and when he has reached a certain point, he disappears, and teleports himself down to the target location. When he lands, he damages all enemies.
Spell 2.
Time Delay
The Assasin teleports himself around in an AoE. He will not damage them, but he will attack all nearby enemies. Between each teleport there is a minor delay.
Spell 3.
Persistance Aura
Increases the movement speed and attack speed of the Assasin.
Level 1 - 0.10 movement, 0.10 attack.
Level 2 - 0.15 movement, 0.15 attack.
Level 3 - 0.20 movement, 0.20 attack.
Level 4 - 0.25 movement, 0.25 attack.
Level 5 - 0.30 movement, 0.30 attack.
Ultimate spell.
Apocalypse Dance
The Assasin runs around in a circle, damaging all nearby enemies. Sometimes, the Human Assasin runs into the center of the circle, slashing a random nearby enemy.
----
Ciirs Sabletooth, the Blood Guardian
Initial spell.
Blood Fountain
Ciirs sprays the target area with blood, and every unit inside the area is damaged. If the units that were sprayed with blood dies within a time of 20 seconds, they explode, dealing damage to all units.
Spell 1.
Blood Aura
When a unit in a range of 900 around Ciirs die, the corpse of the dying unit explode, dealing damage to all units nearby it. Deals 30 times the level of this skill in damage.
Spell 2.
Blood Enhancement
Gives nearby friendly units bonus to attack damage and defense. If a non-hero unit dies with the buff, it will corpse explode and deal damage to enemies and allies.
Spell 3.
Blood Strike
Ciirs creates a fireball, which has corpses in it. The fireball travels over the landscape, and when it hits a unit, enemy or ally, it knockbacks that unit, damaging it, gives a minor explosion and dies. When the fireball die, it gives an explosion to damage all enemies and allies.
Ultimate spell.
Turns all friendly units invulnerable in an area around Ciirs. If Ciirs moves, the invulnerable status is destroyed. Ciirs does not turn invulnerable.
----
Ram'Tar Ismar, the Universe Magician
Unfinished hero.
Initial spell.
None
None
Spell 1.
Meteor Strike
The Universe Magician shoots out a flaming, bouncing ball from a random point near him. The ball bounces towards the ground, and when it explodes, all enemies near the ball are damaged. All enemy units that gets inside the ball, is damaged. How much bounce is depending on the height of the ground the Universe Magician is standing on. The speed of the flaming ball increases every time this spell is casted.
Spell 2.
None
None
Spell 3.
None
None
Ultimate spell.
Universal Apocalypse
The Universe Magician channels for 7 seconds, and in the time where he channels, flaming balls rain down over an AoE. The first flaming balls doesn't hit the ground and doesn't explode, but the later ones explodes into smaller balls which explodes on the ground, which damages all enemies in the AoE.
----
Inti Satsuke, the Hakataki Ninja
Initial spell.
Phoenix Strike
Itsi Satsuke jumps to the target location, and when he jumps he sets fire to his blade. When he lands, he slams the sword into the ground, and an explosion occur.
Spell 1.
Hakataki Strike
Inti Satsuke slams his sword into the ground, creating an earthshake, dealing 30 times the level of this ability in damage to all nearby enemies. (Looks alooooooot better ingame :emote_grin: )
Spell 2.
Stealth Strike
Inti Satsuke goes into stealth, and runs extremely fast towards the target. When he arrives, he slashes the unit, damaging it.
Spell 3.
Swift Strike
Inti Satsuke runs in zig-zag to the target location, and slashes every enemy unit that gets nearby him with a deadly strike, dealing damage.
Ultimate spell.
Fist of Hakataki
Itsi Satsuke has been in the Hakataki clan for 20 years, and has learned to master the Fist of Hakataki. Everytime Itsi attacks, he has a chance to deal much more damage than his normal damage, and if he doesn't, the chance stacks.
I am always open for hero ideas, as long as they follow the map's balance.
The Special Spawning System
Actually, the SSS (Special Spawning System) isn't that complex. What it does, is that it, every two spawns, creates special units. This makes the map, in my opinion, more exciting. There will be spawned one extra special melee unit, and one extra special range unit. This makes 6 units spawn.
Items
I tried to make the items as balanced as I could, but there is of course always room for more balance. If you think one items is just waaay to imbalanced, please tell me.
I am always open for item ideas, as long as they follow the map's balance.
More rationalisation
As Dusk (and maybe Griffen too, can't remember) said in the other thread, the lanes were too small, and the creeps clumped together. This aren't happening in the new version, because the lanes about five times as big.
Now, if you wanted to change lane in the earlier versions, you had to walk all the way back to your base and start from there. That's a no-go in the new version.
Now there's Way Gates, and alooot of escape paths you can take to get back to another base.
I suggest you to pick the middle lane if you want action, since that is the lane with a Way Gate, so that the creeps fast gets there. Else, there's the other lanes
Download
Epicwar Download: AKoA_0.37(p)
I attached the map to the post.
Screenshots
I will attach screenshots later.
Bugs or comments?
You can report bugs or comments, of course here, or at GameModding.org.
Thank you.
I hope you enjoy playing the map.