Arena Abyssal Arena

TheAbyss

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This is a map that I finished a long time ago, and I feel like picking it up again and updating it. Here we go...
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).

Progress:
The map is done, but for the next update, I have a lot of things to work on. Here's my current checklist, and I'm open to suggestions for other changes:
-Complete terrain overhaul
-More items and recipes
-A way for players to discover said recipes
-Creep item drops, and an incorporation of these into the recipes
-More heroes
-REBALANCING!
-Abilities need changing.
-Considering adding extremely strong ablilities learned at level 50 that can compete with heroes that late in the game.
-Stronger creeps for leveling late game.
-Improved dueling system.
-Improved monster respawn system.
-Additions to the AI. Nothing too complicated, but I think they should have a way to get items.
-Mode select windows?
-The terrain overhaul will make the -return command unnessessary.

Heroes:
For heroes, I used the 16 melee game heroes, as well as Naga Sea Witch, Dark Ranger, and 6 others I created myself:

Ninja:
Summary: Agility-based. The ninja is incredibly fast, but not very durable. He never really gains much HP, but he's particularily good at dishing out damage. Can walk on water.
Abilities:
Shadow Cloak: Same as Wind Walk.
Speed Aura: Same as Endurance Aura.
Vital Strike: Same as 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.
Other Notes: The Ninja is currently very overpowered and is in desperate need of rebalancing.
Archer:
Summary: Agility-based. She's basically the obligatory multi-shot hero.
Abilites:
Searing Arrows: Same as PotM's.
Precision Shot: Storm Bolt that fires an arrow.
Trueshot Aura: Same as PotM's.
ULTI - Multishot: Fire 3/4/5 arrows on every attack.
Other Notes: Despite Multishot, relatively balanced.
Mountain Giant Lord:
Summary: Strength-based. Ranged with splash, but tankish, slow, and his attacks can hurt himself.
Abilites:
Call Lackeys: Summon some mountain giants.
Rock Smash: Storm Bolt that fires a rock.
Bash: Same as Mountain King's.
ULTI - Rockfall: Starfall + Stun + Rock Model.
Other Notes: The stun-heavy heroes all need some rebalancing... also, I should reconsider the way Call Lackeys works, as Level 4 is better than 5 and 2 is better than 3.
Naga Brute:
Summary: Strength-based. Attacks extremely slowly, but high damage. Low Intelligence leaves him without much Mana for his abilities.
Abilites:
Cleaving Attack: Same as Pit Lord's.
War Stomp: Same as Tauren Chieftain's.
Mana Shield: Same as Naga Sea Witch's.
ULTI - Tsunami: Stampede with wave model. Each hit does much less damage, but there are way more of them.
Other Notes: His attack speed is a little TOO slow. Also, Cleave needs some rebalancing (it's too weak early-game and too strong late-game) and Mana Shield just doesn't suit him.
Necromancer:
Summary: Intelligence-based. Slightly sub-par power himself, but he can easily summon an undead army to help him.
Abilites:
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: Same as Death Knight's.
Other Notes: Fairly balanced, but Dark Restoration needs to be replaced; it can still bounce back to heal him.

Pyromancer:
Summary: Melee, Intelligence-based hero.
Abilites:
Flame Pillar: Flame Strike
Flame Spread: Breath of Fire
Permanent Immolation: I'm evil aren't I.
ULTI - Inferno: Same as Dreadlord's.
Other Notes: Stats may be a little too high.
I also have a secret, random-only hero that I'm considering making selectable.
Also, I'm currently thinking of ideas for new heroes. Input is appreciated. I'm trying to keep an equal amount of Str, Agi, and Int heroes.
Current Ideas for new heroes:
-Pirate?

Abilities:
Some heroes had to have their abilities changed. Here's that list:
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!
Paladin: Resurrection ==> Judgement - Basically, holy Starfall.
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.
I've noticed some other abilities that also need to be replaced:
Most Stun abilities: They need to be toned down, particularily Bash.
Naga Sea Witch/Naga Brute - Mana Shield: Doesn't suite Naga Brute, OP on Naga Sea Witch.
Immobilizing Buffs: Hex, Sleep, etc. They're just too potent, especially in relation to their cooldowns.
Death Knight: Unholy Aura: It's two benefits are pretty useless to him.
If you find any others, please point them out.

Items:
I need more items and recipes. I should also incorporate creep drops. Finally, I need to make a way for people to find out the combinations.

Creeps:
With the terrain overhaul, I'll need to redo the creeps, too.


Triggers:
If I'm struggling with any, I'll post them here.

Map:
Here it is! Check the F9 menu for controls.
http://www.mediafire.com/?f6s95q5oljpnyyx

Other Remarks:
I'm going to try to post often, but with the Wc3 community dying down because of Sc2, it's sometimes hard to find motivation. Also, my computer's a piece of crap, and I can't upload files or make big posts; I have to do that from someone else's computer, so I can't do so as often as I would like to.

Anyways, tell me what you think of my map, and, if you have any input, It'd be greatly appreciated.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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1). Not sure about human players, but AIs tend to get a bit boring after a while. Gameplay is far too monotonous.

2). About the Naga Brute, attack speed is too slow. Maybe Mana Shield could be replaced with some sort of ability that changes health into mana, so that he can cast War Stomp more often (so far, I managed an average of 1 cast per return).

3). Abilities are too boring - modifying ladder skills makes it a cheap imitation. Heroes need changing too.

More feedback if I get to play more :)
 

TheAbyss

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Thanks for the input.
1). The AI is mostly there to help test it, but, yeah, the game was meant for PvP. I'll definately be enhancing the AI though, with items and visiting more than one area. I also think that the new terrain will help matters when it's finally done, I'm planning on making stronger late-game enemies and maybe even bosses.

2). Yeah, his attack speed is definately going to be upgraded. As for the ability, low Mana was meant to be one of his main disadvantages, and as he levels, it really stops being an issue. I do like the idea of an HP sacrificing ability though... Maybe an arrow ability that increases the power of his attacks at the cost of his HP rather than MP? Hmmmm...

3). Looking back, I am sort of disappointed at how many of my abilities are defined as "same as XXX," especially since a lot of the heroes share two of the same abilities with a ladder hero. Some aren't that bad since the stats are different enough, but some have the same stats and/or kinda make their ladder equivalents obselete. I'll try to differentiate them more, but it's pretty frustrating to have to redo a hero that you've already finished once... oh well.

In any case, as much as I'd like to solve these issues, my first order of business is making the new terrain, considering I've already wiped out the entire original terrain XD. Heroes are definately next on my to-do list though.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
612
I've posted multiple threads looking for hero ideas, you could look through some of those. Alternatively the Spell Idea Threads are very useful if you're only looking to replace one skill.

EDIT: And another thing. The camera should be moved to the hero's position when it is first picked, as well as after returning to base and reviving. It gets very annoying to have to portrait every time.
 

TheAbyss

New Member
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Thanks. I'll try to come up with most of them on my own, but that should really help.

As for the camera thing, I literally facepalmed when I read that. How did I not think of that? XD
 
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