Arena Havok

Tom_Kazansky

--- wraith it ! ---
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157
HAVOK
¯¯¯¯¯¯

Tremble, mortals ! Nobody's perfect but the strongest will stand forever. Join, conquer and pwn !!!
An epic battle between special Heroes who each owns a unique power to claim the ultimate.


◊ TERRAIN

I'm not good at terraining so the terrain is NOT awesome but I think it's ok. (it still need more decoration though :D)
here is a shot of entire map view :)
havokarena.jpg

◊ GAME MODE

The map currently has:
  • -ar: all random mode
  • -ap: all pick mode

  • -tk: take and hold (EDIT: the game will auto-chose this mode)
    There are five "Altar of Power" (which looks like Circle of Power) on the map (somehow you know where they are after see the entire map view, right ?). Use "Power Channeler" (trained at your Circle of Power) to take control of all five Altar of Power for victory.
  • -cf: capture the flag
    Capture enemy's flag and reach the flag limit
  • -dm: death match
    Kill enemy heroes and reach the kill limit

  • -ei: extend inventory system
    Each hero will have 10 slots of inventory instead of 6.
    (A "inventory switch" button is used.)

In the first 15s of the game, type these command to chose the game mode.
If you want All Pick + Extend Inventory, type -apei.
If you want All Pick + Extend Inventory + Captue the Flag, type -apeicf
Remember that the if none of the there game mode: -tk, -cf, -dm are chosen, the game will auto-chose -tk

◊ ELEMENT SYSTEM

Currently there are 7 elements: Fire, Cold, Nature, Earth, Holy, Shadow, Arcane

  • Damaging Influence (should I use another word :( )
    • Fire deals 50% extra damage to Cold and vice versa
    • Nature deals 50% extra damage to Earth and vice versa
    • Holy deals 50% extra damage to Shadow and vice versa

    • Cold deals 25% less damage to Nature
    • Nature deals 25% less damage to Fire
    • Fire deals 25% less damage to Earth
  • Healing Influence
    • Nature takes 50% extra healing from Cold
    • Fire takes 50% extra healing from Nature
    • Earth takes 50% extra healing from Fire

    • Fire takes 25% less healing fromCold and vice versa
    • Nature takes 25% less healing fromEarth and vice versa
    • Holy takes 25% less healing fromShadow and vice versa

Each hero will be given a random element among: Fire, Cold, Nature, Earth, Holy, Shadow

Element will be shown as a buff

◊ HEROES

  • Attributes added some extra features to hero's attributes
    • Strength
      • Each point increases hit point by 20
      • Each point increases chance to parry
      • Each point increases hit point regeneration
    • Agility
      • Each point increases attack speed by 1%
      • Each point increases chance to vital strike
      • Each 10 points increases armor by 1
    • Intelligence
      • Each point increases mana by 15
      • Each point increases chance to spell crit
      • Each point increases mana regeneration
  • Skills Each hero has 5 skills:
    • Three skills with 4 levels, learnable at level 1.
    • One ultimate with 3 level, learnable at level 6.
    • One extra (or "ultra") with 1 level, learnable at level 15.

Currently, there are total of 16 heroes, 8 for each team.

◊ ITEMS

The current items system is a bit... messy, and the number of items is not many.

The items have classes: weapon, shield, helm, armor, gloves, boots, accessory, misc, charged

Can equip only ONE weapon, shield, helm, armor, gloves, boots; TWO accessory; misc and charged are not limited.

if you already have one weapon and you pick the second one, the second one will be muted, if you put the second one to a higher slot than the first one, the first one will be muted instead.

◊ CREEPS

There are three... "level" of creep:
  • Weak: they are low level creeps
  • Strong: "higher" level creeps
  • Unique: some high level creep with attribute ( I will explain this "attribute" later )

Also there are four "raid". Yes, you go in there, kill bosses to get items. But there aren't many valuable items because the item system isn't complete :p

I think I will end the introduction here
◊-◊-◊-◊-◊​

◊ CREDIT

  • Code resources: Vexorian, Cohadar, Artificial, Rising_Dusk, emjlr3, Flare
  • Model, Icons, Textures resources: General Frank, unwirklich, Black Stan, CRAZYRUSSIAN, jigrael, Thrikodius, Kitabatake, JetFangInferno, republicola, Daelin, Champara Bros, Tenebis

  • Also thanks to: Zekareisoujin, RexAnthony (Rommel), WolfieNoCT, sjakie, ogrolove

Sorry that I can't credit in detail, maybe later :D

Also if you see any of your resources in my map without your credit, please PM me so I can credit for you, thanks

◊ SIDE NOTE

  • The map can only be played with patch 1.24
  • The Heroes Selection System, I got the idea from Zekareisoujin's EWA (though there is a bit different), I didn't offically ask him about this but I think it's ok if I credit for him :) (he is my friend, though)
  • The extra feature: Intelligence: Each point increases chance to spell crit is still on experiment, well, the most difficult part is how (when, where) to show the critical number <- this gives me a headache :banghead:. I decide to show the critical number on the caster when the spell hit its target but I still don't feel satisfied.
    And... should I increase the spell crit chance ? for testing only :confused:
  • Please test in mode -ei, I want to get rid of all the bugs in this mode asap. If can, please send me a replay and tell me when the bug occur.
  • My map has some unusual systems so with a-not-strong-enough computer, you would get lag.
  • For more information, please see Map Info

  • If you wonder what does "HAVOK" mean, you can assume its meaning as HAVOC, anyways, it's just a name :D


◊ Change Log

  • beta.b
    • fix pathing at the bridges

    • fix some item bugs
    • reduce the Strength bonus when active Demonic Axe by 10.
    • new icon for Demonic Axe
    • change icon of Serathil

    • fix some spell bugs
    • increase spell crit chance with Intelligence
    • add 4 new heroes

    • Rune Knight:
      + add new icon to Rune Strike and add visual effect.
      + Rune Strike now counts Auras also and increases cooldown to 10

    • Nature Guardian: change model to Keeper of the Grove (ranged)

    • Tundra Templar
      + increase cooldown of Icy Touch to 25
      + reduce damage reduction of Icebound Fortitude to 30% and duration to 10/12.5/15 seconds.

    • Shadow Warlock: change model to Purple Eradar

    • poison damage are now physical nature damage (previously it's magical nature damage)
    • add more informations to the Quest Log
    • add -tips command
  • beta
    Initial Release​

---------------
You can email me at [email protected]

Any comments, suggestions, bug reports or critics are wellcome :)

Enjoy and have fun ! :thup:

EDIT: remove spoiler in the 'Game Mode'
EDIT2: update some information about Game Mode
EDIT3: update version beta.b
 

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  • HAVOK Arena (beta.b).w3x
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Tom_Kazansky

--- wraith it ! ---
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157
are there too many colors ? :eek:
if you find it hard to read the post, please tell me, I will remove them
 

Daskunk

SC2 Forum MVP - TheSkunk #386
Reaction score
186
I tried out this map. It was 2vs2 both times I played it.

The first time it server split; wether it was the maps fualt or mine I do not know, as it didn't happen again when my friend hosted instead of me.

One horrible bug that stuck out a lot and kinda ruined the game, was that sometimes for long periods of time we could not cast OR learn spells, no matter how many times we clicked them. A while later, they would become un-stuck and then stuck again later. Horribly annoying.

A question: Do you HAVE to chose tk\dm\cf modes? I did ap and friend did normal, and it auto-chose tk in addition for both of us.

I admit I didn't have time to test it in depth.. But it seems like a pretty nice game.
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
The first time it server split; wether it was the maps fualt or mine I do not know, as it didn't happen again when my friend hosted instead of me.

this should be tested more.

One horrible bug that stuck out a lot and kinda ruined the game, was that sometimes for long periods of time we could not cast OR learn spells, no matter how many times we clicked them. A while later, they would become un-stuck and then stuck again later. Horribly annoying.

oh my god, how did that happen :eek:

anyone know anything about the above bug ? :(

A question: Do you HAVE to chose tk\dm\cf modes? I did ap and friend did normal, and it auto-chose tk in addition for both of us

oh, I forgot to mention that the game will auto-chose tk mode
err... should I remove this (auto-chose) feature ?

I admit I didn't have time to test it in depth.. But it seems like a pretty nice game.

thank you :)
 

Daskunk

SC2 Forum MVP - TheSkunk #386
Reaction score
186
oh, I forgot to mention that the game will auto-chose tk mode
err... should I remove this (auto-chose) feature ?
It doesn't need to be removed, just make it more clear you must chose one of them.

That brings up another fualt of the game, no information at all. We're thrown into a map with no clue what to do. We don't even know what the map IS.

It would help if you made the modes chosable by dialog buttons so they had to chose a mode, and don't shorten the names - leave them as Capture the flag, death match, ect. instead of cf and dm so they can tell what the modes do by guessing from what its called.

I suggest:
More info in quests log.
-Tips command
Information on loading screen


Were ARE the alters you're suppose to take and hold, anyways?
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
That brings up another fualt of the game, no information at all. We're thrown into a map with no clue what to do. We don't even know what the map IS.

my bad, so I guess informations in Quest Log are not enough :(

It would help if you made the modes chosable by dialog buttons so they had to chose a mode, and don't shorten the names - leave them as Capture the flag, death match, ect. instead of cf and dm so they can tell what the modes do by guessing from what its called.

dialog is more... informative but if someone want -apeicf (all pick + extended inventory + capture the flag), how should the dialog be ? I mean the buttons :confused:

Were ARE the alters you're suppose to take and hold, anyways?

well, yeah, I have mentioned that in the first post, in the spoiler for the -tk
I removed the spoiler

More info in quests log.
-Tips command
Information on loading screen

ok.
 

Daskunk

SC2 Forum MVP - TheSkunk #386
Reaction score
186
my bad, so I guess informations in Quest Log are not enough :(
The gameplay commands aren't explained enough, and the element thing isn't explained, but you did pretty good there.
dialog is more... informative but if someone want -apeicf (all pick + extended inventory + capture the flag), how should the dialog be ? I mean the buttons :confused:
Well, it might not be best to use dialog buttons, it was just a suggestion. I would do it like this:
First dialog list: Choose Deathmatch\capture the flag\take and hold
Second dialog list: Choose AP\AR\EI


well, yeah, I have mentioned that in the first post, in the spoiler for the -tk
I found them adventually. They weren't easy to find: For one, I didn't know it auto-picked that mode, so I wasn't even aware I was suppose to look for them. Secondly, they didn't appear on the minimap. Last of all, they looked like circle of powers, and I though they were alters. Besides, the point was that the players might not have read the post on this site. I would make the alters appear as a neutral building icon on the mini-map, if I were you.
 

Tom_Kazansky

--- wraith it ! ---
Reaction score
157
Update version beta.b

Change Log:

  • fix pathing at the bridges

  • fix some item bugs
  • reduce the Strength bonus when active Demonic Axe by 10.
  • new icon for Demonic Axe
  • change icon of Serathil

  • fix some spell bugs
  • increase spell crit chance with Intelligence
  • add 4 new heroes

  • Rune Knight:
    + add new icon to Rune Strike and add visual effect.
    + Rune Strike now counts Auras also and increases cooldown to 10

  • Nature Guardian: change model to Keeper of the Grove (ranged)

  • Tundra Templar
    + increase cooldown of Icy Touch to 25
    + reduce damage reduction of Icebound Fortitude to 30% and duration to 10/12.5/15 seconds.

  • Shadow Warlock: change model to Purple Eradar

  • poison damage are now physical nature damage (previously it's magical nature damage)
  • add more informations to the Quest Log
  • add -tips command
 
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