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:
Archer:
Mountain Giant Lord:
Naga Brute:
Necromancer:
Pyromancer:
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.