Starlite Hero Defense

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Starlite

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Well I've been thinking to make this hero defense for awhile, but the more i try at terraining the worse i think i am. So im looking for someone who can terrain a map from their imagination with the guidelines, "nightsky" and "star light". If someone could do this id be so happy. Thanks :)
 
I guess I could do it, but I need more details about the map. In fact I need way more details. How big? How many Bases and so on. But I should have it done in no time.
 
Okey! Well, its going to be a hero defense, they have to try to keep the middle building alive. Up to the terrainer what its going to be. And like I said, the terrainer only has 2 guidelines, I want the terrain to look kinda like night, or I want it to look like space. So pretty much the map design and the story of the map is up to you. And what other kind of information could you use? I'll post more if you need it. :)
 
KK, but if u need me to import custom tiles and other things i cant do it. No matter how many tutorials i do, i cannot import stuff at all.period. So if u need me to do it, i will but i cant import stuff.

Also how many lanes to the main building, and do u want mini games?
 
No need for imported files, all maps can be made good using just the in-game stuff. Every blizzard non-meele map, uses in-game everything, and just look how good they make theres. So no imported files at all.
 
Okey dokey, i'll get started right away. Do i have to meet a deadline, cause i dont have much free time. Probably i cud do it in a week
 
No deadline, id work on a map for a year if it was just to make it good. So nope no deadline at all.
 
Okay, thinking ahead for my map im planning.
I could use some hero names, hero abilitys, and if the ability would require a trigger, a little example of that trigger.
 
Feel free to use my Earth Elemental, edit however much you like, just edit the boulderbash (dummy) for boulder toss damage effects. (Not designed for more than 1 Eath Elemental!)

Note his ultimate doesnt do anything useful, so you will need something for that :P
 
Do u want ur hero select to be from taverns (Like DOTA) or circles of power (X HERO SIEGE)? And do u want mini games?
 
I'm done. Change ANYTHING that isn't right to you. I did loading screen text and stuff but change it if you don't like it. If there is anything else you want me to do leave a post and I'll upload it with the new stuff. It's been a pleasure to make, and I think I pulled off the NIGHT theme pretty well.

Hope you like it! Need any help with anything else just ask.
 
Everyone else who is thinking of making a Hero Defence, you can all feel free to download this, edit it as you want, but not have to worry about making a basic template, that's why I'm bumping this thread.
 
thanks alot skinny :D school started for me, its extremely hard doing 8th grade math at 7th grade... and tons of homework and soccer going on in my life, sorry about taking so long. Love it.
 
One question.... how can you make someone miss around 15% of the time? Because i dont want every hero to miss just one...
 
Starlite said:
One question.... how can you make someone miss around 15% of the time? Because i dont want every hero to miss just one...
Either cast Curse on every unit or give every unit Evasion...
 
how would i make curse stay on him permanetly?

oh and... is there a maximum amount of screen a multiboard can take up?
 
Starlite said:
how would i make curse stay on him permanetly?
Try setting the duration to 0. But it could still be dispelled.

Starlite said:
oh and... is there a maximum amount of screen a multiboard can take up?
Try it and see.
 
lol okey dokey! and im not thinking about adding a dispel into my map.

oh, and tell me if this is a bad list of heros:

Ranger
Firebat
Sniper
Monk
Star Mage
Necromancer
Knight
Paladin
with a random option.

uhmm... any idea how these triggers work?
Code:
Spawn Units
    Events
    Conditions
    Actions
        Set INT_CurrentLevel = (INT_CurrentLevel + 1)
        If (INT_CurrentLevel Greater than 40) then do (Set INT_CurrentLevel = 40) else do (Do nothing)
        Unit - Create 1 UNITTYPE_Monsters[INT_CurrentLevel] for Neutral Passive at (Center of (Playable map area)) facing Default building facing degrees
        Set TEMP_Unit = (Last created unit)
        Unit - Make (Last created unit) Invulnerable
        Unit - Pause (Last created unit)
        Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
        Custom script:   call UnitAddAbilityBJ( 'Aloc', GetLastCreatedUnit() )
        Game - Display to (All players) the text: (Round  + ((String(INT_CurrentLevel)) +  has begun!))
        Player Group - Pick every player in (All players) and do (Player - Add (INT_CurrentLevel x 250) to (Picked player) Current gold)
        For each (Integer i) from 1 to INT_Waves, do (Actions)
            Loop - Actions
                If (FLAG_Victory Equal to True) then do (Skip remaining actions) else do (Do nothing)
                Trigger - Run Spawn Team 1 <gen> (checking conditions)
                Trigger - Run Spawn Team 2 <gen> (checking conditions)
                Wait 5.00 game-time seconds
        Wait 2.50 game-time seconds
        Unit - Explode TEMP_Unit
        Trigger - Run Spawn Check West <gen> (checking conditions)
        Trigger - Run Spawn Check East <gen> (checking conditions)
        Wait 2.50 game-time seconds
        Trigger - Run Spawn Check West Left <gen> (checking conditions)
        Trigger - Run Spawn Check East Left <gen> (checking conditions)
        Wait 2.50 game-time seconds
        Trigger - Run Spawn Check West Right <gen> (checking conditions)
        Trigger - Run Spawn Check East Right <gen> (checking conditions)
        Wait 2.50 game-time seconds
        Trigger - Run (This trigger) (checking conditions)
Code:
Spawn Team 1
    Events
    Conditions
        FLAG_Playing[1] Equal to True
    Actions
        Custom script:   call IssuePointOrder( CreateUnit( Player(10), GetUnitTypeId(udg_TEMP_Unit), -8444, 6656, 270 ), "attack", -6400, -3072 )
        Custom script:   call IssuePointOrder( CreateUnit( Player(11), GetUnitTypeId(udg_TEMP_Unit), -4352, 6656, 270 ), "attack", -6400, -3072 )
        Set INT_Monsters[1] = (INT_Monsters[1] + 1)
        Set INT_Monsters[2] = (INT_Monsters[2] + 1)
        Wait 1.00 seconds
        Custom script:   call IssuePointOrder( CreateUnit( Player(10), GetUnitTypeId(udg_TEMP_Unit), -8444, 6656, 270 ), "attack", -6400, -3072 )
        Custom script:   call IssuePointOrder( CreateUnit( Player(11), GetUnitTypeId(udg_TEMP_Unit), -4352, 6656, 270 ), "attack", -6400, -3072 )
        Set INT_Monsters[1] = (INT_Monsters[1] + 1)
        Set INT_Monsters[2] = (INT_Monsters[2] + 1)
        Wait 1.00 seconds
        Custom script:   call IssuePointOrder( CreateUnit( Player(10), GetUnitTypeId(udg_TEMP_Unit), -8444, 6656, 270 ), "attack", -6400, -3072 )
        Custom script:   call IssuePointOrder( CreateUnit( Player(11), GetUnitTypeId(udg_TEMP_Unit), -4352, 6656, 270 ), "attack", -6400, -3072 )
        Set INT_Monsters[1] = (INT_Monsters[1] + 1)
        Set INT_Monsters[2] = (INT_Monsters[2] + 1)
because this is how enfos runs... and i see nothing i understand..
 
They make some sense, considering I'm not seeing much of them. But I'd suggest rolling your own... those are highly specific for Enfo's.
 
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