Defense of Khaz Modan

johnnyfire

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This is the Defense of Khaz Modan.
version 1.0b

DOWNLOAD HERE

Description:
The scourge has taken Lordaeron and now their endless armies are moving south to take the dwarven kingdom of Khaz Modan. Thus far, Alliance forces have been unable to halt the undead advance, but now the forces of Khaz Modan and the remnants of the Alliance are ready to make their stand at Ironforge.

Terrain:
Dalaran Ruins tileset modified to include leaves and red brick tiles, 3 lanes,
it may not look like it but I started the terrain from scratch... it just ended up looking similar the dota terrain (SUCK)... hmmm maybe i'll try to remake the terrain again but without overthinking much.

Features:
Points - Points are dropped when you kill a hero and you get one free point after 5 minutes. These can be used to buy various items, stat upgrades, and gold for your hero. The shop to redeem points is the goblin salesman.

Bodyguards - Bodyguards are created for free according to a dialog that appears after you pick your hero. You may choose ranged, melee, or none. They respawn at the hero spawn point as soon as they die. There are a total of 12 different bodyguard types.
range types:troll bodyguard, dwarf bodyguard, dalaran bodyguard, skeleton bodyguard, night elf bodyguard, blood elf bodyguard.
melee types:golem bodyguard, human bodyguard, demon bodyguard, undead bodyguard, orc bodyguard, treant bodyguard.

Mercenaries - These may be bought for 450 gold at the Mercenary Captain and are assigned to lanes. You don't control these. Purpose is to defend against annoying creep rushes where no hero is present and you need to focus on something else.

Heroes - These are the 16 basic heroes from the regular game but with 25 levels. Basically the melee ones with the melee abilities... (the thought of making even more is daunting, i'm waiting for summer vacation) Orc and Undead are the Scourge heroes. Human and Night Elf are the alliance heroes.

Taunts - These display floating text at the location of a hero's death.

Game modes - all pick, all random, super creeps, no mercenaries

Items - DotA like but there are a few unique ones (I didn't think of them but looked at idea threads), Firebreather for example

Just check the map info section for more details.
AFTER you've played it, tell me what you think.

Problems I am aware of:
Axemen attachment points are all located at the weapon (fixed)
Melee heroes suck (will change in a few weeks)
Terrain still looks like dota (will change in a few weeks)
Needs more items (will change in a few weeks)
Bodyguard respawn is inconvenient (should i add a system like this?)
 

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denmax

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I thought Khaz Modan was the land of Dwarves, while also Ironforge was their Capital..

Anyway, I'll play it later, I havta play WoW TBC...
 
M

MapMaker

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Maybe you could tell what the heroes are, and their abilities,


PS: did you use my hero suggestion?
 

johnnyfire

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I didn't do anything really to heroes yet... srry. but i do still have the hero ideas i liked in a word document and will add them when school's out.
 

johnnyfire

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Yeah i tried to redo the terrain but after an hour it still looked like dota... so i kinda gave in and continued anyway.
 

Tonks

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You really ought to give it your own thought and style. Basing it off other peoples' maps doesn't make it yours, it just adds to theirs.

For example, I'm being pressured to make a new minigame-style map by my friends. We had the idea all worked out, but then I sorta quit Wc3. Right now they're telling me to do this map for them, and if I do, I'm going to make it from scratch, using my own ideas, methods, and gameplay. I'm not going to go open Uther Party and build from that, because that doesn't make a map.
 

johnnyfire

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Ok i just wanted to make a hero defense map... and dota is the best hero defense map... the most basic and best ideas of hero defense have been tested and proven in dota... I did not open dota allstars and just copy off it.

My map is based on the dota template which is an aos base map... the terrain has been redone, it just by subconscious thought ended up looking like dota still, the heroes are based on melee and i added 4 new features: points, bodyguards, mercs, and rank.

This brings me to my next question, have you played the map? It is quite different from dota except the 3 lanes and about 2/3 of the items.

PS - i am working on a unique never been done in wc3 map, its in the [idea] squads thread. the defense of khaz modan map is about formulaic originality... following a proven formula except working to make it your own.
 

denmax

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The only thing many people play DotA is because many people don't make maps.. That's why you think that it is the best Hero Defense or AoS but it is not. Most of their abilities aren't as hard as you think it would. They're also famous because DotA is from RoC and was a little known in RoC.

Just that DotA's not much fun for me..

Anyway, your map really almost the same as DotA.. :( Disadvantage..
 

johnnyfire

New Member
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Well I ain't denying it, i'm just hoping the parts i added make up for it... maybe somebody sees it thinks just that one idea is good and puts it in their map... i ain't expecting my map to be anywhere near the popularity of dota,

but i am also hoping that my map is sufficiently different so that people will say "looks like he got the idea from dota" and not "he just copied dota", which i did not!
 

johnnyfire

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Bring
Up
My
Post

cuz i've got an idea, (check the link in the problems section and give your suggestions)
srry for double posting...
 

SerraAvenger

Cuz I can
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This brings me to my next question, have you played the map? It is quite different from dota except the 3 lanes and about 2/3 of the items.
Havent played yet, but what would you think of a mountain system?
one third of the map are mountains with dwarfish villages. The other 2/3 are hill and plains with the multiple lanes on which the enemies approach.
All the lanes gather in one place: Ironforge. You can hire units in the dwarfish villages, buy items there and perhaps even recruit dwarves.
And you might add build abilities to the units, to build barrikades and towers (or bridges, but do not know if this will work how it should... )
The dwarvish mercenaries then are better protected.
You could be able to destroy bridges and repair them. Optional quests could be to flee and call for help from the elves who live in a forest on the 2/3 part of the map...
and so on^^

To summarize:
- Make different levels that should be defended for diverse boni
- Make units be able to build defencive fortifications ( mines, towers, barrikades , ... )
- Make terrain interaction possible ( different heighs have a significant implications on damage and hit probability , Bridges can be destroyed or repaired, strong use of shadows to make ambushs easier, small passages are good to stop huge armies with only few soldiers, different movespeed and health regen depending on terrain, move stones to detroy pathes, etc etc )
-Make an recruit system?
So units are adde to your quad when you attack them, but you only can control a certain number of units ( depending on your "Command" ability )
-Subquests?

Greetings Serra
 

johnnyfire

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Recruit system? Command System? Bridges? Genious, but i would need to start a new map, mebbe i will!
 
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