Cloud_FF
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NEW THREAD (FINAL): http://www.thehelper.net/forums/showthread.php?t=94487
And here I am finally with a working map. Due to the fact that I couldn't upload it in the http://world-editor-tutorials.thehelper.net/ (it said there was no map there) I uploaded it here: http://files.filefront.com/War+of+the+Spells+v010Ptw3m/;10432185;/fileinfo.html
Enjoy. This is a 10 player defence map in Beta stage so tell me if you find errors. :thup:
P.S. On the link, a bit lower there is a "+Show Details''. And the map is protected
"War of the Spells: Ruiner's Siege" is a hero defence map unlike any other. It requires a lot of teamwork and you must also rely on your allies. The heroes defend many points in attempt to protect the Library where all non shadow spell knowledge is held.
The map also has items, item combinations, very carefully designed custom terrain and has been under development for more than 6 months, during which I've tested and balanced the spells and abilities. Many initial abilities didn't make it trough but new and better ones came. Also the map has Item Drops, from all mobs, and uses a Gold/Sun-Kissed Sapphires as trading items for buying and selling.
All attackers follow the curves of the roads and will press on until all Spell Centres are destroyed. After that they attack the Library with more strength and abilities than before. The map CAN NOT be soloed and need 10 players to finish. You win after 60 minutes, and loose if the Library is destroyed. In addition if you Spell Centre is destroyed stronger attackers will come and target a new Spell Centres, and you will LOOSE your spell trainer.
The map presents a story line. In patches (or versions) the story will be showed, explained and understood. At the end you will have to deal with the Ruiner himself. Untill then two new Spell Types are going to be presented: Conjuring and Chaos! Also soon there will be Mine Fields, Jem Vendors,
The map also has unique jewellery which imbues the heroes with very powerful abilities, which do not interact with the heroes' abilities.
Now here is some Spell Type information:
Air
The Air Spell Type revolves around using the weather and the power of the winds to increase the attack speed of the hero and her allies.
Hero Spells:
Spell Book Spells:
Pros:
*The heroine can move very fast.
*The heroine can attack fast and with items she can deal excessive amounts of damage.
*The heroine has AoE spells.
Cons:
*The heroine has very little armor protection and relies on distance to kill her enemies.
Earth
The Earthen Spell Type revolves around attacks which do AoE damage and on the strength of the Earthen Units. The spells imbue the hero with armor, skills and protection.
Hero Spells:
Spell Book Spells:
Pros:
*The hero has heavy armor protection and can stand on melee attacks.
*The hero has AoE and summons.
Cons:
*The hero has little crowd control.
*The Earthen Spell Centre is very vulnerable and hard to protect.
Fire
The fire spells revolves around the slow aftermath of the fire and on the molten furies in the planet.
Hero Spells:
Spell Book Spells:
Pros:
*The hero has many summons.
*All summons do AoE on death.
Cons:
*The hero has little melee protection.
Frost
The heroine uses the might of the winter for her advantage.
Hero Spells:
Spell Book Spells:
Pros:
*The heroine has the best AoE and CC in game.
* Summons powerful entities.
Cons:
*The weakest unit against melee attacks.
Life:
The hero uses the power of life to defend his enemies. Most of his learned abilities increase the potential of his plants, he becomes a greater herbalist.
Hero Spells:
Spell Book Spells:
Pros:
*This hero has the most available summoned units.
*The hero has greater life regeneration.
*The hero has CC.
Cons:
*The hero can't stand on melee attacks.
Light:
Light uses illusions mainly to fight. This involves affecting it's enemies.
Hero Spells:
Spell Book Spells:
Pros:
*The heroine can heal herself and has increased mana regeneration.
*Has CC and summons.
Cons:
*Has little AoE.
*Can't stand on melee damage.
Water:
The hero uses the might of the seas to his aid.
Hero Spells:
Spell Book Spells:
Pros:
*Summons powerful allies.
*Can do AoE.
Cons:
*No CC.
*Can't stand on Melee attacks.
P.S.
I'd like feedback. Any feedback If you can't send a message to me write at [email protected]
Also the map should be under 4 MBs, but File Front sais that it's a few bites over 4 MB. Windows says it,s 3.85 MB...if it's over 4 please tell me so that I can redice the size of the map.
NEW THREAD (FINAL): http://www.thehelper.net/forums/showthread.php?p=765145#post765145
And here I am finally with a working map. Due to the fact that I couldn't upload it in the http://world-editor-tutorials.thehelper.net/ (it said there was no map there) I uploaded it here: http://files.filefront.com/War+of+the+Spells+v010Ptw3m/;10432185;/fileinfo.html
Enjoy. This is a 10 player defence map in Beta stage so tell me if you find errors. :thup:
P.S. On the link, a bit lower there is a "+Show Details''. And the map is protected
"War of the Spells: Ruiner's Siege" is a hero defence map unlike any other. It requires a lot of teamwork and you must also rely on your allies. The heroes defend many points in attempt to protect the Library where all non shadow spell knowledge is held.
The map also has items, item combinations, very carefully designed custom terrain and has been under development for more than 6 months, during which I've tested and balanced the spells and abilities. Many initial abilities didn't make it trough but new and better ones came. Also the map has Item Drops, from all mobs, and uses a Gold/Sun-Kissed Sapphires as trading items for buying and selling.
All attackers follow the curves of the roads and will press on until all Spell Centres are destroyed. After that they attack the Library with more strength and abilities than before. The map CAN NOT be soloed and need 10 players to finish. You win after 60 minutes, and loose if the Library is destroyed. In addition if you Spell Centre is destroyed stronger attackers will come and target a new Spell Centres, and you will LOOSE your spell trainer.
The map presents a story line. In patches (or versions) the story will be showed, explained and understood. At the end you will have to deal with the Ruiner himself. Untill then two new Spell Types are going to be presented: Conjuring and Chaos! Also soon there will be Mine Fields, Jem Vendors,
The map also has unique jewellery which imbues the heroes with very powerful abilities, which do not interact with the heroes' abilities.
Now here is some Spell Type information:
Air
The Air Spell Type revolves around using the weather and the power of the winds to increase the attack speed of the hero and her allies.
Hero Spells:
*Lightning Wrath - The heroine discharges a lot of electric power at nearby enemies.
*Storm's Fury - Throws a lightning at a target and it jumps to nearby enemies dealing damage to them.
*Sonic Blast - The heroine sends a sonic weave at her enemies and blasts them hard.
*Lightning Reflexes - Increases the attack speed and movement speed of the heroine.
*Wind Walk - The heroine walks in the air and becomes invisible. Her next attack does extra damage.
*Storm's Fury - Throws a lightning at a target and it jumps to nearby enemies dealing damage to them.
*Sonic Blast - The heroine sends a sonic weave at her enemies and blasts them hard.
*Lightning Reflexes - Increases the attack speed and movement speed of the heroine.
*Wind Walk - The heroine walks in the air and becomes invisible. Her next attack does extra damage.
Spell Book Spells:
*Twisting Wind - When the heroine hits a target she slows it's attack speed, movement speed and damage done.
*Thunder Blast - The heroine blasts all nearby enemies with lightning energy.
*Monsoon - Calls a hurricane that shoots down damaging bolts of lightning.
*Lightning Storm - The heroine lets loose lightnings that feed her with the life force of her enemies.
*Wind Wink - Blink.
*Air Shells - The heroine shoots a volley of Air Shells that stun and do AoE damage.
*Touch of the Storm - The heroine touches an enemy unit and does a lot of damage to it, slows it and if the unit is summoned, does extra damage to it.
*Thunder Blast - The heroine blasts all nearby enemies with lightning energy.
*Monsoon - Calls a hurricane that shoots down damaging bolts of lightning.
*Lightning Storm - The heroine lets loose lightnings that feed her with the life force of her enemies.
*Wind Wink - Blink.
*Air Shells - The heroine shoots a volley of Air Shells that stun and do AoE damage.
*Touch of the Storm - The heroine touches an enemy unit and does a lot of damage to it, slows it and if the unit is summoned, does extra damage to it.
Pros:
*The heroine can move very fast.
*The heroine can attack fast and with items she can deal excessive amounts of damage.
*The heroine has AoE spells.
Cons:
*The heroine has very little armor protection and relies on distance to kill her enemies.
Earth
The Earthen Spell Type revolves around attacks which do AoE damage and on the strength of the Earthen Units. The spells imbue the hero with armor, skills and protection.
Hero Spells:
*Earth Bind - Binds all unit around a targeted one to the earth and slows them down dramatically.
*Earth Spikes - Summons spikes which erupt from the earth and throw enemies in the air.
*Summon Earth Elemental - Summons an earthen elemental. From Mud Elemental to Crystal Elemental.
*Thunder Slam - Slams the ground and dazes all near by enemies.
*Earth Spikes - Summons spikes which erupt from the earth and throw enemies in the air.
*Summon Earth Elemental - Summons an earthen elemental. From Mud Elemental to Crystal Elemental.
*Thunder Slam - Slams the ground and dazes all near by enemies.
Spell Book Spells:
*Falling Skies - The hero attracts meteors from the space and makes them fall on the heads of his enemies.
*Shattering Blows - The hero's attack have a chance to affect many enemies.
*Blessing of the Rock - Increases the target's armor and damage done.
*Earthquake - Makes an earthquake which slows and dazes enemies.
*Stone Strength - The hero can hit critically.
*Muddy Earth (Applies to the summons too) - Makes the ground under the feet of an enemy muddy and slows them down.
*Rock Volley - Periodically shoots rocks at nearby eneimes.
*Rockslide - The hero forices rocks to start sliding and as they do so they crash into enemies crushing them.
*Shattering Blows - The hero's attack have a chance to affect many enemies.
*Blessing of the Rock - Increases the target's armor and damage done.
*Earthquake - Makes an earthquake which slows and dazes enemies.
*Stone Strength - The hero can hit critically.
*Muddy Earth (Applies to the summons too) - Makes the ground under the feet of an enemy muddy and slows them down.
*Rock Volley - Periodically shoots rocks at nearby eneimes.
*Rockslide - The hero forices rocks to start sliding and as they do so they crash into enemies crushing them.
Pros:
*The hero has heavy armor protection and can stand on melee attacks.
*The hero has AoE and summons.
Cons:
*The hero has little crowd control.
*The Earthen Spell Centre is very vulnerable and hard to protect.
Fire
The fire spells revolves around the slow aftermath of the fire and on the molten furies in the planet.
Hero Spells:
*Burn to Ashes - The hero's attacks are imbued with living flames whih explode when the target dies.
*Soul Burn - Ignites the soul of an enemy and slowly kills it.
*Flaming Arrow - The arrows that hero uses spawn Magma Elements if the unit dies from them.
*Phoenix - Summons 3 phoenixes.
*Summon Magma Elemental - Summons magma elemental of different ranks. Rank 10 is a permanent elemental and has special abilities: It can blast eneimes, breath fire out and Incinerate.
*Soul Burn - Ignites the soul of an enemy and slowly kills it.
*Flaming Arrow - The arrows that hero uses spawn Magma Elements if the unit dies from them.
*Phoenix - Summons 3 phoenixes.
*Summon Magma Elemental - Summons magma elemental of different ranks. Rank 10 is a permanent elemental and has special abilities: It can blast eneimes, breath fire out and Incinerate.
Spell Book Spells:
*Heated Shots - The hero's attacks do AoE.
*Phoenix Fire - The hero summons the might of the phoenix's fire and rains it over his enemies. The heat stuns.
*Mind Sear - Sears the minds of the hero's enemies and silences them.
*Incinerate - Heals a friendly fiery unit or damages an enemy non-fiery unit, some summons have this ability too.
*Blazing Armor - Summons a fiery armor which damages nearby enemies.
*Breath of Fire - Breaths out fire.
*Flame Strike - Summons a pillar of fire under the hero's enemies.
*Rain of Fire - Calls upon the might of the sun and rains molten meteors over an area.
*Phoenix Fire - The hero summons the might of the phoenix's fire and rains it over his enemies. The heat stuns.
*Mind Sear - Sears the minds of the hero's enemies and silences them.
*Incinerate - Heals a friendly fiery unit or damages an enemy non-fiery unit, some summons have this ability too.
*Blazing Armor - Summons a fiery armor which damages nearby enemies.
*Breath of Fire - Breaths out fire.
*Flame Strike - Summons a pillar of fire under the hero's enemies.
*Rain of Fire - Calls upon the might of the sun and rains molten meteors over an area.
Pros:
*The hero has many summons.
*All summons do AoE on death.
Cons:
*The hero has little melee protection.
Frost
The heroine uses the might of the winter for her advantage.
Hero Spells:
*Ice Chains - Freezes a target solid.
*Volatile Snow - The heroine summons snow that explodes violently under it's enemies.
*Frost Nova - The heroine freezes nearby enemies.
*Piercing Precision - The heroine can hit critically.
*Winter's Spirit - The heroine summons the spirit of the Winter. The spirit can attack up to 12 units at a time and upon death explodes doing violent frost damage.
*Volatile Snow - The heroine summons snow that explodes violently under it's enemies.
*Frost Nova - The heroine freezes nearby enemies.
*Piercing Precision - The heroine can hit critically.
*Winter's Spirit - The heroine summons the spirit of the Winter. The spirit can attack up to 12 units at a time and upon death explodes doing violent frost damage.
Spell Book Spells:
*Creeping Frost - Increases the attack speed and movement speed of the heroine and her allies.
*Chilling Touch - Has a chance to freeze the heroine's enemies on hit.
*Summon Frozen Elemental - Summons a very strong elemental. It can do "Frost Breath, Frost Armor and Shatter (breaks itself and 4 small minions appear on the elemental place).
*Frost Armor - Surround the unit with chilling armor which gives protection and slows the melee attacks against it.
*Blizzard - Calls upon the winter and throws volleys of snow over an area.
*Biting Winds - The unit's attacks slow it's enemies.
*Frozen Swiftness - Further increases the attack speed of the hero.
*Glacial Image - Creates glacial copies of the hero.
*Chilling Touch - Has a chance to freeze the heroine's enemies on hit.
*Summon Frozen Elemental - Summons a very strong elemental. It can do "Frost Breath, Frost Armor and Shatter (breaks itself and 4 small minions appear on the elemental place).
*Frost Armor - Surround the unit with chilling armor which gives protection and slows the melee attacks against it.
*Blizzard - Calls upon the winter and throws volleys of snow over an area.
*Biting Winds - The unit's attacks slow it's enemies.
*Frozen Swiftness - Further increases the attack speed of the hero.
*Glacial Image - Creates glacial copies of the hero.
Pros:
*The heroine has the best AoE and CC in game.
* Summons powerful entities.
Cons:
*The weakest unit against melee attacks.
Life:
The hero uses the power of life to defend his enemies. Most of his learned abilities increase the potential of his plants, he becomes a greater herbalist.
Hero Spells:
*Natural Restoration - The hero bestows a natural aura that increases health regeneration.
*Grow: Parasitic Plant - The hero grows a plant that infests the corpses of dead enemies and parasites spawn from them.
*Grow: Poison Ivy - The hero grows a poison ivy bush that can lash enemies and poison them, slowing their speed.
Summon Life Elemental - Summons different life elemental. They have abilities such as Poisoning Attacks, Parasite Infestation, Entangling Roots.
Hibernation - Puts all nearby enemies in hibernation.
*Grow: Parasitic Plant - The hero grows a plant that infests the corpses of dead enemies and parasites spawn from them.
*Grow: Poison Ivy - The hero grows a poison ivy bush that can lash enemies and poison them, slowing their speed.
Summon Life Elemental - Summons different life elemental. They have abilities such as Poisoning Attacks, Parasite Infestation, Entangling Roots.
Hibernation - Puts all nearby enemies in hibernation.
Spell Book Spells:
*Grow: Vicious Cactus - Grows a vicious cactus which stuns it's enemies.
*Grow: Nightmare Vine - Grows a deadly vine which has slowing attacks and grants regeneration.
*Grow: Angry Tree - Grows an angry tree that does siege damage.
*Grow: Venolia - Grows a flower-like pant which can entangle enemies and does poison attacks.
*Grow: Dark Venolia - Grows a flower-like plant which can entangle enemies, do poison attacks and infest it's enemies with parasites.
*Grow: Devouring Weed - Grows a weed that can taunt and devour the flesh of its enemies.
*Grow: Entangling Vines - Grows entangling vines which grab all enemies nearby and grabs their hands, rendering them helpless. When the vine dies all it's enemies are released.
Poisoning Hits - The hero can do poisonous attacks.
*Grow: Nightmare Vine - Grows a deadly vine which has slowing attacks and grants regeneration.
*Grow: Angry Tree - Grows an angry tree that does siege damage.
*Grow: Venolia - Grows a flower-like pant which can entangle enemies and does poison attacks.
*Grow: Dark Venolia - Grows a flower-like plant which can entangle enemies, do poison attacks and infest it's enemies with parasites.
*Grow: Devouring Weed - Grows a weed that can taunt and devour the flesh of its enemies.
*Grow: Entangling Vines - Grows entangling vines which grab all enemies nearby and grabs their hands, rendering them helpless. When the vine dies all it's enemies are released.
Poisoning Hits - The hero can do poisonous attacks.
Pros:
*This hero has the most available summoned units.
*The hero has greater life regeneration.
*The hero has CC.
Cons:
*The hero can't stand on melee attacks.
Light:
Light uses illusions mainly to fight. This involves affecting it's enemies.
Hero Spells:
*Holy Light - The hero heals a target.
*Illumination Aura - Increases mana regeneration for the hero and her allies.
*Master of Illusions - The heroine makes illusions of herself to confuse her enemies.
*River of light - Summons a stream of light that flows trough enemies and damages them.
*Summon Illusions - Summons illusionary beings that are immune to every attack type except Shadow (Chaos)
*Illumination Aura - Increases mana regeneration for the hero and her allies.
*Master of Illusions - The heroine makes illusions of herself to confuse her enemies.
*River of light - Summons a stream of light that flows trough enemies and damages them.
*Summon Illusions - Summons illusionary beings that are immune to every attack type except Shadow (Chaos)
Spell Book Spells:
*Light Sundering - The heroine creates an illusionary field over an area which does percentage damage to enemies.
*The Light Within - The heroine finds the light within an enemies and it burns it's soul.
*Chains of Light - The heroine and some of her minions create illusionary chains of light which slow their enemies.
*Brilliant Arrows - Imbues the arrows of the heroine with light magic and if a unit dies from the arrows a Brilliant Being is summoned.
*Serenity - The heroine surrounds herself with light that protects her from all damage and harm.
*Visual Mastery - Uncovers an area (currently useless).
*Shifting Sight - The heroine makes a permanent aura around herself that makes her look out of focus and enemies can miss her. Also she can deal critical damage.
*Misshaping Illusion - The heroine and some of her minions create an illusion around an enemy unit which makes it look like and makes it believe that it is a critter.
*The Light Within - The heroine finds the light within an enemies and it burns it's soul.
*Chains of Light - The heroine and some of her minions create illusionary chains of light which slow their enemies.
*Brilliant Arrows - Imbues the arrows of the heroine with light magic and if a unit dies from the arrows a Brilliant Being is summoned.
*Serenity - The heroine surrounds herself with light that protects her from all damage and harm.
*Visual Mastery - Uncovers an area (currently useless).
*Shifting Sight - The heroine makes a permanent aura around herself that makes her look out of focus and enemies can miss her. Also she can deal critical damage.
*Misshaping Illusion - The heroine and some of her minions create an illusion around an enemy unit which makes it look like and makes it believe that it is a critter.
Pros:
*The heroine can heal herself and has increased mana regeneration.
*Has CC and summons.
Cons:
*Has little AoE.
*Can't stand on melee damage.
Water:
The hero uses the might of the seas to his aid.
Hero Spells:
*Sea Storm - Summons a storm that feeds the hero with the life of his enemies.
*Jumping Water - The hero throws water against an enemy and it jumps to another dealing damage.
*Water Fury - The hero picks up the water inside his enemies and starts throwing it out.
*Summon Oceanic Spirits - The hero summons the spirits of the oceans.
*Shell Armor - The hero gains shell armor aura which all allies and the hero can use.
*Jumping Water - The hero throws water against an enemy and it jumps to another dealing damage.
*Water Fury - The hero picks up the water inside his enemies and starts throwing it out.
*Summon Oceanic Spirits - The hero summons the spirits of the oceans.
*Shell Armor - The hero gains shell armor aura which all allies and the hero can use.
Spell Book Spells:
*Sea's Rage - The hero agitates water and shoot lightings towards his enemies.
*Drawn - Drawns a target (doesn't work as intended).
*Crushing Weave - The hero and the oceanic spirits can summon a violent wave that crushes its targets.
*Water Shield - The hero surrounds himself with a water shield which uses mana instead of life.
*Water Mastery - The hero bestows his allies with increased attack and movement speed when this spell is activated.
*Summon Leviathan - The hero summons an ancient leviathan with its tentacles. It has a lot of life, it can steal life and taunt.
*Watery Rejuventaion - The hero restores his life and mana (not working yet).
*Ritual of the Naga - The hero summons nagas by usung the remains of his enemies.
*Water Cascade - The hero shoots water at nearby eneimies which makes them bleed for a while.
*Drawn - Drawns a target (doesn't work as intended).
*Crushing Weave - The hero and the oceanic spirits can summon a violent wave that crushes its targets.
*Water Shield - The hero surrounds himself with a water shield which uses mana instead of life.
*Water Mastery - The hero bestows his allies with increased attack and movement speed when this spell is activated.
*Summon Leviathan - The hero summons an ancient leviathan with its tentacles. It has a lot of life, it can steal life and taunt.
*Watery Rejuventaion - The hero restores his life and mana (not working yet).
*Ritual of the Naga - The hero summons nagas by usung the remains of his enemies.
*Water Cascade - The hero shoots water at nearby eneimies which makes them bleed for a while.
Pros:
*Summons powerful allies.
*Can do AoE.
Cons:
*No CC.
*Can't stand on Melee attacks.
P.S.
I'd like feedback. Any feedback If you can't send a message to me write at [email protected]
Also the map should be under 4 MBs, but File Front sais that it's a few bites over 4 MB. Windows says it,s 3.85 MB...if it's over 4 please tell me so that I can redice the size of the map.
NEW THREAD (FINAL): http://www.thehelper.net/forums/showthread.php?p=765145#post765145