sentrywiz
New Member
- Reaction score
- 25
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
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
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 /!\