Pro War (Pro Vojna) Talk Section

sentrywiz

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Final Pro Preview.jpg



Pro War V1.3 Talk Section

I dedicate this section to discuss anything about my map, Pro War. Those who don't know what map am I talking about, go here to check it out. D/l, play and feeback

http://www.thehelper.net/forums/showthread.php?t=159793

Comments welcomed here. Share whatever you like about it, only as it is constructive and useful. Random lines aren't gonna be put into guide :p



Contents:

1 -> Map Information
2 -> Hero Information
3 -> Items Information
4 -> AI Information
5 -> Tips, Hints
6 -> Builds
7 -> Teamwork





1. Map Information


Map Size: 64x64
Suggested Players: 2 - 10
Terrain: Cityscape
Map Version: 1.3


overview.jpg

overview2.jpg


Overview

A map with many corridors on open terrain. Players have two ways of reaching their base but many others to escape or catch an enemy. In the center of the map there is a fountain, obelisks, houses and other doodads that can be used to kite melee adversaries or escape ranged hitters. Creep respawns are placed in two parallel corner spots and near point locations. The map is surrounded by water from all sides and impassible walls. The Hero selection is placed on an island little away from the upper left creep spawn.

Both teams have a two way limited base of operations. Each base includes four npc vendors, replenishing fountain and the team's leader who serves as a guardian if an enemy would traverse into the base. There aren't other npc vendors on the map, and everything bought by one team can be bought by another.

This map is made in symmetrical order even if some doodads are randomly placed.



2. Hero Information

Overview
Players are selecting heroes at the start of the game. After Player 1 picks the number of kills, players can click once on a hero to see some "suck-explanation" and double click to select. No hero can be chosen more than once, this means only one player can control one hero type on the map (no mirror matching)

Warrior
Role: Damage Tank
Attribute: Strength

Thief
Role: Damage Melee
Attribute: Agility

Magician
Role: Damage Ranged
Attribute: Intelligence

Doctor
Role: Support Healer
Attribute: Intelligence

Villain
Role: Support Tank
Attribute: Strength

Heretic
Role: Support Ranged
Attribute: Intelligence

Gravedigger
Role: Damage Ranged
Attribute: Intelligence

Jailor
Role: Support Tank
Attribute: Strength

Spy
Role: Damage Support
Attribute: Agility

Trainer
Role: Damage Support
Attribute: Agility

Knight
Role: Damage Tank
Attribute: Strength

Engineer
Role: Damage Ranged
Attribute: Intelligence

Farmer
Role: Damage Melee
Attribute: Agility

Samurai
Role: Damage Melee
Attribute: Agility

Vampire
Role: Damage Support
Attribute: Agility

Guard
Role: Tank Support
Attribute: Strength

Archer
Role: Damage Ranged
Attribute: Agility

Saint
Role: Support Ranged
Attribute: Intelligence

Alchemist
Role: Support Ranged
Attribute: Intelligence

Fanatic
Role: Support Ranged
Attribute: Intelligence

Ninja
Role: Tank Ranged
Attribute: Strength

Pyromaniac
Role: Damage Ranged
Attribute: Intelligence

Beast
Role: Damage Melee
Attribute: Agility

Marine
Role: Damage Support
Attribute: Agility

Devil
Role: Damage Ranged
Attribute: Intelligence

Titan
Role: Damage Tank
Attribute: Strength

Phantom
Role: Damage Melee
Attribute: Agility

Shaman
Role: Support Ranged
Attribute: Intelligence

Total Heroes: 28



3. Item Information

Overview
All items can be bought at the bases. There are currently four vendors selling items, and none out of the base meaning there is no secret forest vendor selling you epix crap you can't get anywhere else. There are also no recipes, you buy what you can afford. The items are classified as Normal, Unique and Epic. There are two type of consumable items

Mage Pants
Cost: 200
Gives: +1 Intelligence

Gladiator
Cost: 225
Gives: +1 Strength

Kitchen Knife
Cost: 175
Gives: +1 Agility

Branch
Cost: 115
Gives: +1 Damage

Ring of Armor
Cost: 100
Gives: +1 Armor

Goggles
Cost: 650
Gives: +1 All Stats / +1 Damage / +1 Armor

Golden Platemail
Cost: 850
Gives: +1 All Stats / +1 HP Regeneration

Bastard Sword
Cost: 750
Gives: (Aura) All allies around get 10% bonus damage

Wizard's Cane
Cost: 750
Gives: (Aura) All allies around get 75% bonus Mana Regeneration

Wooden Mace
Cost: 600
Gives: +3 Damage

Health Potion
Cost: 150
Gives: Heals for 100 health
Special: Consumable

Mana Potion
Cost: 150
Gives: Regains 100 mana
Special: Consumable

Speed Boot
Cost: 600
Gives: 50% Move Speed

Golden Blade
Cost: 1025
Gives: +2 Damage / Each kill gives you bonus 15 gold

Crossbow
Cost: 1250
Gives: +3 Agility / +3 Intelligence

Steel Sword
Cost: 1700
Gives: +3 Agility / +3 Strength

Master's Cane
Cost: 1500
Gives: +3 Strength / +3 Intelligence

Magical Orb
Cost: 2250
Gives: +2 HP Regeneration / +100% Mana Regeneration

Adidas
Cost: 1900
Gives: +65% Move Speed / +20% Attack Speed

Leather Cape
Cost: 1300
Gives: +2 All Stats

Bloodlust
Cost: 2000
Gives: (Aura) All melee allies heal 13% of damage they deal per hit

Pendant of Healing
Cost: 1800
Gives: (Aura) All allies get +3 HP Regeneration and +7% Move Speed

Ring of Health
Cost: 2500
Gives: +150 Health / +4 Armor

Ring of Mana
Cost: 2500
Gives: +150 Mana / +4 Armor

Lantern
Cost: 1000
Gives: Stealth Detection
Special: Drops on death

Staff of Healing
Cost: 4000
Gives: +200 Health / +200 Mana / Each spell has a 50% chance to heal allies around the user for 30 health and 10 mana

Fiery Mantle
Cost: 4000
Gives: +5 All Stats / -20% Spell Damage / Each second nearby enemies are burned for 6 damage

Bloodrazor
Cost: 4000
Gives: +6 Agility / +4 Intelligence / Each attack deals bonus damage equal to 4% of target's total health

Butcher
Cost: 4000
Gives: +300 Health / +2 HP Regeneration / Each attack deals bonus damage equal to 2% of your total health

Magical Scimitar
Cost: 4000
Gives: +6 Intelligence / +4 Strength / Each attack burns up to 3 mana from the enemy and deals that much damage

Facebuster
Cost: 4000
Gives: +6 Strength / +4 Agility / (Aura) Allies around gain bonus 2 armor while enemies have their armor reduced by 2

Godsword
Cost: 4000
Gives: +15 Damage / Each attack has a 15% chance to deal bonus 200% damage

Ninja Mask
Cost: 4000
Gives: +3 All Stats / +3 Armor / +3 Damage / Attacks against you have 13% miss chance

Holy Orb
Cost: 4000
Gives: +4 HP Regeneration / +200% Mana Regeneration

Flaming Edge
Cost: 4000
Gives: +9 Damage / Each attack reduces the enemy armor by 5 for 3 seconds

Spirit Edge
Cost: 4000
Gives: +5 Damage / Each attack has a 10% chance to deal bonus 150% damage / (Aura) All allies gain 20% Move and Attack Speed

4. AI Information

Overview
All computer selected slots will be activated when the Red Player picks the number of kills. Once triggers run, players have around 30-35 seconds to choose their hero before the AI picks it. The AI always picks randomly

Game
The AI acts according to their role in the team. This means, they act in a certain way rather than just run around and attack. The AI has two phases: farming and fighting. Initialy each AI will go to some location to farm for gold and engage in team battle or solo battle the enemy team. The three hero types determine how the AI will act:

Tank-> The tanky AI will preferably either farm heavy on start and engage as little as possible or charge into battle early on. Either way the tank is usually the hero who can eat as much damage before healing/retreating to base, and the AI is aggressive, especially when his team mates are in danger.

Support-> Supporting heroes are more or less, the life savers of the party. In this state, the AI pretty much uses all his abilities to disengage the enemy team and heal/buff allies, keeping them alive. Farming is usually last on his list and his damage output is either short burst or constant low damage.

Damage-> These bad asses are your team's carry mid-late game. If you ask what is a carry, carry is someone who is really dependant on items and gold early on, as he sucks so when he buys a lot of damage late game, he can be unstoppable. The damage AI is highly aggressive, and in most cases - stupid. Mainly farming is his option or stunning/slowing and eventually killing the enemy. Bots will try to kill everything that moves, without much concern.

Hybrid-> Although this is not a hero type, many of the heroes are hybrids between the three. Tank Damage heroes are able to high damage enemies while retaining most of their high armor, health or resistance. Tank Support is maybe a much better tank than one who does damage. His abilities will allow him to buff/heal himself and his stats will keep him alive even against multiple enemies at once. And Damage Support classes are probably not as good as the pure damage dealers, but they tend to get more in map control, disable effects. Maybe late game they cannot match the power of pure hack-n-slash class, yet their effectiveness is seen in team battle rather than in solo killing.

/!\ UNDER CONSTRUCTION :D /!\
 

sentrywiz

New Member
Reaction score
25
Should get some bot to host :rolleyes:

You know what I most like about my map? That I can play anytime and have a random experience. Bots are really, fun to play with. Sure they are a bunch of code, but each game random heroes are chosen, random battles are played. I just love random-ness. You can never get bored with it.
 
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