Map test - Micro AoS - Request for comments

- Don't die at level 3
- Only die once you know you have the money
- Higher level Heroes means longer waits, which seems somewhat normal

I guess it's possible to get the revival money faster the lower your Hero's level... hm.
 
Here's some thoughts I had.

- Interesting concept trying to make a micro AoS (AoS isn't a genre that tends to lend itself to being very micro intensive). Adding the need for purchasing multiple units (all hero types) is an interesting bent. You're going to have some unique issues to sort out.

- I actually got more the impression that I was playing a blood map more than an AoS. The AoS factor mainly stemming from the fact that I had to buy the units I wanted to control. I assume you're wanting this to be a 4 player FFA. While your intent is for it to be quick games, I don't see this as going to be a quick game at all. The first thing is, you'll notice, the computers will literally just throw themselves at each other in an endless battle that never sees a winner. With players, it's going to be even worse (heck I found that the computers started the game doing this to each other) in that one player may break free and try to attack someone, that person is going to likely recall in to defend, and then you're going to have the 3rd and 4th parties all coming for a nice flank backstab. Attacker is going to recall (or die and have to revive everything), and by then the defender will likely be pushing out as 3rd and 4th party are fighting each other. By the time that is sorted out, 2nd party will be on the attack again and the process begins all over again. Essentially it seems like an endless stalemate.

- Holy Garage Sale Batman. Items litter the land like McDonald's burger wrappers on the side of a highway. I notice that even the items in your inventory will start going randomly crazy if you try to pick up a third item. You'll want to filter what items can be dropped. Gerard's Ledger, Wirt's Leg, Spider Silk Brooch, and Sun Keys just don't do it for me. And mask of death, ankhs, etc. are pretty abusive and reward luck to the first person that can grab them.

- I just couldn't find a use for the crypt units. They cost almost as much (in some cases more) than the heroes in the center tavern, and they don't have abilities, unlike said heroes.

- Those spirit towers are in some serious need of viagra (now I don't know WHY I thought that but there you go)

- I probably don't have to point out the abuse that will occur with the ability to hire multiple heroes of the same type. Hello 10 firelords with incinerate focus fire, and soul burn on entire armies of heroes.

- I'm going to go out on a limb here and say that ranged >>>>>>>> melee and AOE is going to rule all on this map.

- AI on the enemy heroes seemed ok, I couldn't tell if you modified it too much past the default, but the mountain giants were taunting and the enemy heroes seemed to like to put a lot of pressure on my heroes when they got low hp. Though this feature sort of got blotted over when the giant cluster fights occured in the middle.

- Recall needs to go. Having the ability to escape any situation no matter how bad with your dying and almost dead hero will make for frustrating gameplay.

This was entertaining though, just needs some work so that it adheres more to what you intended it to be rather than what it's playing into.
 
Sud, I don't think he meant for it to be very balanced :P It's supposed to be total chaos. And you'll notice a lot of those items that seem to not do anything at all evolve when you pick something else up. :P

Ace: WOW, that was interesting :D

Advise to all: Just get the BeastMaster and try to pick up a lot of mana potions. He's allowed to have more then 1 of each summon. At one point, I was just cranking out armies of Bears, Hawks and Boars over and over again! >D Grroar!

10/10
 
Well if you want to throw balance to the wind why not give the town halls terran nuke silos :P
 
An AoS ffa, very interesting :>) :D |_0|_, I can tell that chaos>balance just by reading the above posts :P

"Don't die at level 3"

"Only die once you know you have the money"

ROFL!~~ :D
 
Just finished playing a game with it :>)

The NE seem to have an advantage with the mountain giants, although I know you couldn't care less about balance. :P

Those heros that kept revivng in the center got really annoying -_- They just pop back up as soon as you kill them, which is frustrating, although you get tons of exp for it :shades:

It is hard to tell when the towers convert to your side, although that is probably intented to add to the chaotic factor (never really saw a warning ping on minimap).

Still, all in all, very ... fun, in a chaotic way :cool:
 
:)


> Make the revive cost 0 at the begining of the game.
> It is not funny to go and die at level 3 and wait unit you have 450 gold... when you only have 200.

Upcoming feature:
You'll get the Gold much faster while still level 3 then being level 10.

> Interesting concept trying to make a micro AoS (AoS isn't a genre that tends to lend itself to being very micro intensive).
> Adding the need for purchasing multiple units (all hero types) is an interesting bent.

Thanks.

> You're going to have some unique issues to sort out.

Oh yes, indeed :)

> I actually got more the impression that I was playing a blood map more than an AoS.

That may well be so, yes ;)
Although I thought that "AoS" meant you control a handful or less units,
and the comp does the rest...
Well :)

> The AoS factor mainly stemming from the fact that I had to buy the units I wanted to control.

Although this sorta happens in ever map...

> I assume you're wanting this to be a 4 player FFA.

It is already.

> While your intent is for it to be quick games, I don't see this as going to be a quick game at all.

I noticed.

> The first thing is, you'll notice, the computers will literally just throw themselves at each other
> in an endless battle that never sees a winner.

Yes. Without a player, this will take... a veeeery loooooong time...

> With players, it's going to be even worse (heck I found that the computers started the game doing this to each other)
> in that one player may break free and try to attack someone,
> that person is going to likely recall in to defend,
> and then you're going to have the 3rd and 4th parties all coming for a nice flank backstab.
> Attacker is going to recall (or die and have to revive everything), and by then the defender will likely
> be pushing out as 3rd and 4th party are fighting each other.
> By the time that is sorted out, 2nd party will be on the attack again and the process begins all over again.

Sounds good to me :)

> Essentially it seems like an endless stalemate.

Difficult to say...
But there are some changes coming up.

> Holy Garage Sale Batman.
> Items litter the land like McDonald's burger wrappers on the side of a highway.
> I notice that even the items in your inventory will start going randomly crazy if you try to pick up a third item.

It's much less random than you think.
But, yes, I do see how that might be confusing...
There's some change there too coming up, which takes some random out of it.

> You'll want to filter what items can be dropped.
> Gerard's Ledger, Wirt's Leg, Spider Silk Brooch, and Sun Keys just don't do it for me.

Works as designed.
There's "Cheese" too :D

> And mask of death, ankhs, etc. are pretty abusive and reward luck to the first person that can grab them.

You got a Mask of Death?
Impossible!
While you might end up with one, it, supposedly, takes "for ever".
If you got one, may I ask as to how long you were playing?

> I just couldn't find a use for the crypt units.
> They cost almost as much (in some cases more) than the heroes in the center tavern,
> and they don't have abilities, unlike said heroes.

Upcoming feature:
Hero cost set to 1000.
Tavern Heroes must be unique.
Pet Heroes get one ability (3 levels), one ultimate (1 level), and a 3 level attribute bonus.

Note to those that didn't notice yet:
Max Hero level is 15, max Pet level is 7.

> Those spirit towers are in some serious need of viagra (now I don't know WHY I thought that but there you go)

Spirit Towers shoot faster than an Ancient Protector.
A Protector does more damage...
But I'm going to run some test "damage over time", and adjust those settings.

> I probably don't have to point out the abuse that will occur with the ability to hire multiple heroes of the same type.
> Hello 10 firelords with incinerate focus fire, and soul burn on entire armies of heroes.

Fixed.

> I'm going to go out on a limb here and say that ranged >>>>>>>> melee and AOE is going to rule all on this map.

Hm...
Who knows? :)

> AI on the enemy heroes seemed ok, I couldn't tell if you modified it too much past the default,
> but the mountain giants were taunting and the enemy heroes seemed to like to put a lot of pressure on
> my heroes when they got low hp.

They do better than I thought they would, yes :)

> Though this feature sort of got blotted over when the giant cluster fights occured in the middle.

That's a feature.

> Recall needs to go.
> Having the ability to escape any situation no matter how bad with your dying and almost dead hero will make
> for frustrating gameplay.

And there I was specifically putting it in so you have a chance to get some help
while that enemy army is in the middle of your town,
and you're on the other side of the map...

> This was entertaining though, just needs some work so that it adheres more to what you intended it to be
> rather than what it's playing into.

Indeed.

> And you'll notice a lot of those items that seem to not do anything at all evolve when you pick something else up

A lot? All!
The trigger will see some change though...

> The NE seem to have an advantage with the mountain giants, although I know you couldn't care less about balance.

The trees go faster with 2 or more NEs... :)
But, hm... they did seem like an interesting unit to have around.
Still, it's perfectly possible to win with any other race.

> Those heros that kept revivng in the center got really annoying.
> They just pop back up as soon as you kill them, which is frustrating, although you get tons of exp for it

Revival time adjusted.

> It is hard to tell when the towers convert to your side, although that is probably intented to add to the chaotic factor
> (never really saw a warning ping on minimap).

12 seconds.
Ping added.
 
is it ok to host this on b.net?
 
ok then ill wait, nonetheless in single player its pretty fun. and it goes faster if you sneak up on the enemies bases when they are in an all out brawl i the middle, and then taketheir tower, kill their base. you have to play it right to make it go fast.

overall, 9/10
 
just a thought...

OK, maybe this would ruin the map entirely, but perhaps you could try putting in a few custom items, abilities etc. Make the abilities go up so ur hero can, per say, get to level 20 and still have abilities.

COMMENTS:-

I LOVE THE TERRAIN!!! excelent! superb! magnificant! though not all that original i love it. I dislike those creatures that u can buy from the crypt, and the items, abilities and selection NEED ALOT of work but the map is cool as a whole.

~metallic_boy

Btw, id give it a 6/10. But thats because 6 is good for a rating by me. The only 10 ive given is to DotA...so, thats not offensive. I just dont give high grades like most. Cheers, keep improving it! its got great potential.
 
> you could try putting in a few custom items

The item "system" is already really weird as it is... :)

> selection NEED ALOT of work

Selection? Ah, yes? In what sense?
 
A small "thank you"

In alphabetical order (I hope):

+5 rep agentpaper
+5 rep alexander
+10 rep metallic_boy
+5 rep phyrex1an
+10 rep shadowyfear
+20 rep sud
 
Thanks for the rep :>)

Gee said:
The trees go faster with 2 or more NEs...
Heh heh, I was playing with 2 NE bases (3, counting my own base) and all of them spawned mountain giants at some time or another --- there were almsot no trees left when the game ended :)

Maybe a 'tree regrow' feature or something could help that.

Does the level of your town hall (or equivelent) contribute to the type of units your base spawns?

Oh, and btw, interesting names for the other (AI) players :D

It only really gets bad with the mountain giants when they get trapped, and then start flooding :P

Pet heroes? I didn't see those when I played :P Oh, wait, they are a new feature, right?
 
What a fun map...very surprising...I was playing with 0ccosin77 and I for one didn't know that if u went into the circle of power...the tower would become yours...and THE TOWER KEPT attacking me.... :rolleyes:

Its very fun...when ppl started coming on bnet...just by the sight of such small amount of players...they left :P

Its a very fun map...I love the recall ability...very useful, though I think it should have a longer cooldown... Also what is great is...its hard to get around when everybody is in the middle...and since items drop very often..it makes it balanced..cuz its hard to get the items when every1 is blocking the way...

Well its a very fun and I enjoyed playing it :D
 
Its original, and new, and strange (not in a bad way :P).

I myself, find it very addicting (dont ask why :P). I hope to get tft on my windows one day, then this would be on my to host list :)

Good Job Ace! The layout is cool and so is the game!

~Jindo
 
Nice

Just played the map, it very fun ^^ but the opponents are dying to quick, i played single player (since we are to wait for the new version for b.net) and i won greatly in the first try, i dunno if thats the way it should be but it seemed kinda 'ruining-single-player-experience-in-this-map''ish ;)

Maybe u could add some kind of hint on the items so u get an idea of what u need to make a better item? this would create a little hunt for specific items, and since its so hard to get around in the little map, it would just add to the chaos i think :)

Nice map though :)
 
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