Warcraft III resources & community, 2003–2006 · archived

Megalith - V1.5

4.5 / 5 (18)
Submitted by ArchaelNAOS4,109 downloads4.0 KB
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The evil that overtook the rivals of the Æsyr now intends to finish the conflict that was started. Whose side are you on?

Made by Archael.
File Name
Megalith - V1.5.w3x
Map Author
Archael
Suggested Players
10
Difficulty
224
Number of Missions
212
Type
.w3x
Tileset
Felwood
Playable Map Size
212 x 212
Map Size
224 x 224
Cameras
4
Doodads
2914
Variables
428

WARNING: This map has been damaged by a 3rd party application. People call this protecting the map.

Download

Comments

61
Ok, I've got a few suggestions...

First off, Astral Paragon's Astral Projections's spell, Astral Fire (or something) is still called Faerie Fire. I think it also has the same icon and description too.

Second, I think the games take a little TOO long. I like a long game, but there isn't much to do later on in the game. If you could add some stuff later in the game to do, that'd be cool.

Not sure if there is this, but I'd like to see how long I have to wait before my hero revives, when he dies.

Also, I don't think assigning the camera to Escape was a good idea. I like having the ability to toggle camera views, but I use escape for cancelling when I'm casting a spell or learning abilities or something. Maybe put it on Tab? Or something...

If the intent for the cave was that you have to fight through the creeps to get to Lazrus (or whatever his name was...L something, Paladin model, the Enchanter or something), then perhaps itd be better to make sure the Blue Dragonspawns block the path. I know the Hydras do, but I can walk around the Dragonspawns at night.

It might be a good idea, in the beginning, to make it possible to see what abilities each hero has and what their effects are before you choose (NO idea if this is at all possible.) I THINK (emphasis on think) I may have seen this in Kingdom Purge but I'm not sure.

Does anyone have Wind Walk (or something like it) :P ? I'm seriously obsessed with that move.


That's all I can think of. Although, I do have a question...How did you make the AI heroes actually do stuff?

EDIT: Another question...does it work if you set computers in the spaces for players? As in, will they actually do stuff?
Is it just me or did you take out that costum tree model? I know that was probably done for file size reasons, but I think the terrain kind of suffered because of that. I like how you made the new camera toggle option!
-VGsatomi
Suggestions...

-In the beginning i didn't get the way the towers were placed.., i see the pattern now ;)
it's just that i'm used to that the towers r placed symmetrical, but this might just work, i just wanna find out if one of the types can b much more effective... for.ex. the valkyrs often stay behind shooting at the scourge towers, while the
rest of the forces move on, without a valuable backup... but, i kinda like it this way, and it would b a shame if u had to make any more big changes to the beautiful terrain ;)

Oh, and i see u haven't done anything with the corrupted well thing :) i played for 20 mins, and the CW had only 700 hp,
other well was 100%...


-Necra Ruia is my favourite hero for now :) VERY nice spells! but, i think u sould at least rework the fallen obelisk spell. Allthough i love it, i think it's imba... with the spell at lvl 1 and hero lvl 4 i destroyed a tower in one push, the tower was at full health... :/
And when u follow the mid road a bit beyond the tower, there's a small passage, where u can use the obelisk to block the enemy hero, n finish him off... :/

I don't have so much time to play anymore, but i'll test another hero time by time n post some suggestions now and then...
btw, there r some pics i would like to add and talk about, but i can't seem to figure out how u do it..,
someone plz help me! :S

Btw, is there anything u could do, like making a new link or whatever to make all these old posts go away?.. i hate w8ing
for the forum on this map :S

Well, that's all for now, cu soon...
First of all, two errors due to wc3sear.ch bugs. The map cover picture DOES work, only now it's indexed, and takes up 64 KB instead of 256 KB. Wc3sear.ch apparently can't read indexed .TGA's, so it displays as (?). The map size is 1.03 MB, not 4 KB, yet another site error. Seriously, darky28 has to come fix some things. : )

V1.5 is done. ALOT of good fixes that will make the map alot more pub-friendly. 2 new heros, and more.

V1.5 Patchlist:
- Two NEW heros. Wyrm Maiden and Gravel Titan
- Re-worked feedback art on Energy Scarabs so that it is displayed properly
- Map size is now 1.03 MB. Not 1.30, 1.03.
- Map loads faster.
- Fixed a glitch when using Vexorian's optimizer, caused some abilities to not work properly.
- Fixed Necra's Steed of Bast ability integer bug
- # of trigger dropped from 175 to 160 triggers
- Triune Badge tooltip error fixed
- Nerfed Mark of Time slightly
- Nerfed Sepulchral Warlock's Negation Aura and his Intelligence per level
- Fixed Sepulclarity so that it works even if someone else has the buff already
- Added more unique items to the 2nd unique item shop
- Fixed Radiance Bolt damage bug
- Made Hamedo a passive, no longer pauses the Nerevar.
- Power Deflection doesn't pause the hero anymore.
- Made all Hero Summons player-controlled. (Infernal and Daughter of Cenarius will remain computer controlled.)
- Nerfed the size of some trees.
- Nerfed Blashyrk Assassin over-all, less int, less damage, fixed Open Wounds.
- Nerfed Petrify
- Gave Astral Paragon Starfall as an ult for the time being. Meteor will be alot of work, but it'll look awesome.
- Cleaned up ALL special effect leaks.
- Increased global experience rate by 60%
- Enchanced hero NPC AI
- NPC kills give 200 gold instead of 100
- Naga NPC AI bugs fixed
- Daedric Witch NPC AI bugs fixed
- Poaching boots now gives the correct movement speed bonus.
- Removed Goblin Alchemist shop, his potions are now sold at right lane Goblin Shop
- New hidden unique item shop with 2 very powerful uniques.
- Lots of small misc. bugs / leaks patched up
- Fixed the FPS Camera turning itself on when you revive.
- Map runs smoother now, even with a full-house game.
- More ultimates deal damage to buildings now.
- Many more changes which I can't remember

This is a very pub friendly map now, so feel free to host.

Enjoy!
hmm good changes arch! :o
Ok, I read your suggestions, I will reply on what will actually change.
1) Hero cap will go to lvl 15 in the future.
2) All AI bugs have been fixed.
3) It's true, Aesyr have to go through rock throwers to get to Goblin shop, but seriously, rocks do 20 dmg, IF they hit? Aesyr have the advantage in other places.
4) NPC's still need Ultimates.
5) If Forest Spirits are invuln, that lane won't be fun. It's fun to interrupt them and compete with other heros.
6) I agree, Goblin Alchemist should stop his animation every once in awhile, or not play it at all.

V1.5 Information:

Completed:
- Shrine of Destruction's Summon Infernal replaced with Summon GREATER Infernal, a yellowish Infernal with 2500 hp, spell immun, 20 dmg immo with new graphics, and ~80 damage. This change is to balance the Mork summon with the Aesyr's Daughter of Cenarius.
- Fixed all naga AI bugs.
- Minus 20 custom objects (less load time)
- Removed unnecessary custom icons (hand of chaos, hero's bane, golden armor, open wounds, trance, and others which could just as well use normal icons)
- Optimized ALL skins for slightly lower size
- Map size 1.05 MB
- Removed Revenge Arrows for Ranger, replaced with Evasion Aura. 8%/12%/16%
- Armorer now has same model for both sides (Spirit Walker)
- Accessorizer now has same model for both sides (Troll witch doctor)
- Aesyr merchant = naga siren, Mork Merchant = Necromancer
- Both racial merchants have new items to sell:
- Added items for Mork: Ring of Fury (+3 dmg, 75g), Mageslayer's Plate (-20% spell dmg, +6 agi, +2 life regen, 1200g)
- Added items for Aesyr: Amulet of Vigor (+5 life regen, 900g), Dragonhide Armor (-35% piercing, +15 fire dmg, +4 armor, +50% mana regen, 1300g), Hand of Ragnaros (+5 all stats, Blaze Aura: 70 damage to nearby enemies every 10 seconds, 1400)
- Aesyr items are designated as such and are colored teal
- Morkefolk items are designated as such and are colored purple
- Sepulclarity no longer displays an icon when you have it on you, it only displays buff
- Trance no longer displays icon when you have it on you, it only displays buff
- Experience RATE for ALL HEROS increased by 60%. Level up much faster now.
- Added a new item to goblin shop, Goblin Scope, +3 int, 5 charges of reveal, 400g.
- Nefarious Soul had his proper ultimate assigned to him. Same name, but it increases his move speed by 70, mana regen by 50%, and makes him ethereal.

Working On:
- Meteor Ultimate for Astral Paragon. This will probably be the biggest spell in the game, with the highest damage. Bigger than both Sphere and Terra Flare.
- Some new low cost + stat items.
- Inspirit on Nefarious Soul will double as a DOT spell. On allies, it'll regen mana, on enemies, it'll cause life degeneration. It costs 135 mana though, but the damage will be big (-11 life regen at lvl3)
- Stances
- Weaker towers
- Perma invis armor with drawbacks
- 2 new heros (one deals in camo and invisible traps, the other in pure tanking)
- One entire new Unique item shop. Unsure of where to put it.
- New creeps in the caverns, must fight to get to Larzuk.
Thx for all the answers :)

* About the rockthrowers, i'm srry i didn't see that, but, The Mørkefolk still gotta go past the throwers to get to Rùnner&Rikket...
or through the caves, but it still gives the Æsyr an advantage.

* Oh, and there was something i forgot to say in the last comment.
i was wondering if u could do something about the goblin alchemist?..
at first, he was VERY funny :lol: and the effects r very nice! maybe it's just me,
but i think he gets VERY annoying after a while
with the soundeffects n the shimmering lights...

* Might have a sollution to the Treefolk-problem... would it be possible to make the spirits invu, untill the protector is built?.. then both shrines would be dmg, but u could raise their hp-regen a bit. the effect of this change:
if u play long enough, then both shrines will get destroyed (if syncronised good enough) and suddenly both teams will get
another way of pushing the other team, without having tried it at all...
OR u could drop the spirits, and just let protectors spawn right awaym if that is possible...
anyway, just consider these options =)


* When it comes to the heroes, i'll stop this nonsence now :P i guess it was stupid of me to bring it up in the first place,
games aren't funny anymore if they're all the same... so, i apologise :)

But, u still have some balancing and fixing to do with those heroes. One thing i've noticed, having played the map a few times
is that sometimes the Witch goes mid lane along with Anetheron, and the Sorceress pushes alone...
This affects the game alot, coz the two of them manage to push Silverblade back all the time, so he doesn't get an xp-advantage either...

And did i mention before that Maytalus often get's lost walking around the map n stuff?.. and when The Mørkefolk's first tower
is down, and he reaches the other, he often walks right into their base and dies, while trying to fall back or something...
he also got stuck once, in the water where he tp's back to base...

About the lvl, is the lvl cap gonna stay on lvl 10?.. coz that's kinda boring... :cry:

i'll keep testing the map and give u feedback. if u wanna, i'll suggest some
balance-changes n stuff like that later on, but if u don't want me to, i'll stay to this.

(i just wish i could host so that i could make this
game better known on b.net... i don't even know what i gotta do to be able to host :oops: )

well, cya soon. *prays to the mighty gods of warcraft that v1.5 will come soon...* :D
1)I don't like the way Tirendris' spells r made. I think u could make it more like a duration instead of % chance to hit. u could have duration between each strike so that the duration between the strikes would decrease as u lvl up the spell, if u know what i mean... btw, any ulti coming for him?.. srry, haven't really thought this out very well ...


Yes, there is an Ultimate coming for him. Tirendris was a hero designed by a friend of mine, and I think he did an excellent job. He's a very unique hero, using Masteries as skills instead of leveling actual spells. He is a very different hero, and because of his uniqueness I won't do anything that would water him down.

2) For some reason, the Æsyr always manage to dmg the corrupted treefolks shrine more than they get in return.


I don't know why this happens. However, it is probably a side-effect of the non-symmetrical terrain.
They are even in stats... so it shouldn't be much of a problem in a real game.


3) I don't understand why the Mørkefolk has to go past the rockthrowers to get to Larzuk, and the Æsyr don't...


They don't. Look again. There's 2 entrances to the cavern! Also, creeps will go in that cavern for v1.5

4) I'm still hoping u could make the hero-system somewhat more like in BotG... it's just so boring when the comp has the same heroes all the time, and he get's SO PWNED! and it's more fun when u can shoose urself how many heroes u wanna have in the game.


Those are the NPC's I created for the bases. They are PART of the lanes. I guess I could add more heros, but I don't see the point. Playing alongside an NPC is alot of fun.

About the NPC's being weak late-game, yes. They don't buy items on their own. Getting items for them (Example, mana regen on Anetheron the Pitlord) is an awesome strategy, however. Keep in mind that NO NPC's HAVE ULTIMATES at the moment, and when they do, you will find them useful late-game. :D
The update is great! i love the new path n items! Still don't like the way the heroes work though,
but that might just be me...
well, anyway, i just wanna say some things that would make ME enjoy the game more
(not necessaryly others, i know, i'm a selfish bastard :) ) so this isn't excactly important changes :D
(so far i haven't tried out all the heroes, but this is the conclusions i've come to so far.)

anyway.., i would like to hear ur oppinion on these matters:

1)I don't like the way Tirendris' spells r made. I think u could make it more like a duration instead of % chance to hit. u could have duration between each strike so that the duration between the strikes would decrease as u lvl up the spell, if u know what i mean... btw, any ulti coming for him?.. srry, haven't really thought this out very well :? ...

2) For some reason, the Æsyr always manage to dmg the corrupted treefolks shrine more than they get in return.

3) I don't understand why the Mørkefolk has to go past the rockthrowers to get to Larzuk, and the Æsyr don't...

4) I'm still hoping u could make the hero-system somewhat more like in BotG... it's just so boring when the comp has the same heroes all the time,
and he get's SO PWNED! ;) and it's more fun when u can shoose urself how many heroes u wanna have in the game.

I guess u've put a lot of work into these heroes, and it would be a shame if they just dissapeared,
but they kinda imbalance the game... late game they r easy too kill, they just run in front n die, especially mid.

So instead, would it be possible to make them into super-creeps instead of heroes?..
there could be a nice price of money or something to kill them, coz they r hard to kill because of the tp abilities,
but it would stop beeing an easy way to get charms n stuff... So, these guys could be like pushers,
that u can coose to try to kill to get xp n some money,
or u can just ignore them and push on instead, without wasting any hp and mana on them...
If u don't wanna make any of these changes, at least balance the heroes better; an example:
Anetheron ALWAYS pushs better than Silverblade on middle lane. He also destroys tower alot easier with his spell.
So if those two guys r left alone and u just push on other lanes, the Mørkefolk will get the advantage...
Silveblade is also easier to kill because he doesn't get as much str as Aneth.

Anyway, i would really appreciate it if u could find some kind of sollution to this that would please everyone :)

Oh and plz, if u r just dead tired of listening to this whinig about the Al's over and over again, and u wont even consider doing
anything about it, just say the word n i'll stfu :D

Well, now u've heard a few propositions from a nobody.., if u don't do any of these changes, i hope it was good for something anyway... *hope there not too much errors in this comment...
Think i'll stop writing now, coz it already takes FOREVER to load this forum :(

U'll prob hear from me in the near future

Great admirerer and fan of ur work ArchaelN, keep it up!
Alright, V1.4 is here. Took alot of work, but it's done. Here's the change-list.


- Reduced size from 1.61 MB to 1.49 MB.

- Added smart function to Megara. Right-Clicking an enemy will order her Dragon to attack, just like using a normal attack.

- Fixed some AI bugs, AI is improved. They will dance damage better and will survive longer.

- Removed Astral Paragon's ultimate. He will get a new, really nice Ult soon.

- Nerfed Lightning Enchanced a little more, fixed a display error.

- Added several in-game sounds to many abilities.

- Map load time reduced. V1.4 doesn't use widgetizer, because of several bugs me and Ryude discovered with the program.
Once the new version of Widgetizer is out, expect the map to load in less than 10 seconds.

- Greatly increased performance speed. I have played V1.4 on 3 medium-end computers, and it has virtually no stress whatsoever.

- Reduced number of triggers from 600+ to 263. Big thanks to 1)ragonspawn who helped with like 200 of those.

- Oblivion Spirit (Firelord) has a new spell called Molten Boulder, which knocksback, burns, stuns, and deals damage to units.
It basically launches a rolling fiery boulder which does all this. The boulder will bounce off cliffs and obstacles
(doodads, rocks, barricades, etc), will drop down from cliffs (if it can) and will sink in deep water. It is also capable of
hitting more than once, since it basically pushes / knocks back any unit it hits. It deals low damage per hit, but if it hits
more than once, added to the burning, it's a strong spell. Oh, it also deals 5 times normal damage if it hits a building.
(YOU WANTED SEIGE!?)

- Added a new award system. The awards are: Double Kill, Triple Kill, Killtacular, Killing Spree, and Running Riot. (Halo Style)
Each time a player gets an award, the announcer will yell it. Props to Eul for extracting the sound files from Halo for me.
Double Kill: Kill 2 heros within 10 seconds of eachother. 200 bonus gold.
Triple Kill: Kill 3 heros within 10 secs of eachother. 400 gold + 1 spirit charm.
Killtacular: Kill 4 within 10 secs of eachother. 600 gold + 2 spirit charms.
Killing Spree: Kill 5 heros without dying. +300 gold.
Running Riot: Kill 10 heros without dying. +600 gold.

- New hero selection system. Click a hero once to see a short description, click it again to select.
If you are curious as to where the heros came from, check them out.

- New, more efficient FPS camera system. Use ESC key to turn it on, instead of Up Arrow.

- When you select your hero, view will stay in overhead. FPS camera won't come in at all until you press ESC.

- Fixed many many misc. reported bugs.

- Reduced tax income from CPU players from 20% to 10%.

- Remember the cavern/waterfall part of the bottom lane? You no longer need to go through it to play there.
A new path has been opened up, and this is the new bottom lane. All spawns / NPC's who normally went through the cavern will now take this new route. This was done so that people having problems with FPS camera (the only view
you can use in the cavern) can play bottom lane.
This is what it looks like:

http://img12.exs.cx/img12/709/newright1ui.jpg


- But this new lane is not without dangers. 2 Mountain Golems lurk above the valley pass, and they will regularly throw
rolling boulders down at passing units.

http://img135.exs.cx/img135/2338/rock13pb.jpg

http://img202.exs.cx/img202/8600/rock22qv.jpg

^ Boulders deal 20 dmg per hit.

- Moved Larzuk (Unique item shop) to the caverns in bottom lane.

- Removed the Mask of Truth Unique Item.

- Added Golden Armor, the most powerful armor in the game, to Larzuk shop.

- Added 1 race-specific shop to each base.These shops sell various items, but most importantly, they carry a tome of Town Portal
that has 2 charges, and can be used to teleport back to the Megalith or a friendly Forest Shrine.

- Flamebellow now casts Sear instead of Inferno. Sear deals 150 damage to the target and stuns it for 3(1) seconds.

- Hero's Bane stats changed to +5 All Stats, -30 Exp Per hit, +50% dmg heros, -50% dmg units & buildings.

- Reduced / Adjusted prices of alot of items.

- Added a Goblin Alchemist shop next to Big Lou, where Larzuk used to be. Sells % heal potions. Placeholder for more alchemy items.

- Added Hell's Embrace potion, Elder Unær Blade, Tome of Town Portal, Leather Patch, Honey Herb, Venom Darts, and Shadow Bow
racial items to their respective shops in the 2 bases.

- Map is once again revealed to all players, Megalith style.

- Stances will be back for V1.5, I am still thinking of ways to make them useful / fitting with the gameplay.

- Enjoy V1.4! :)
Nantuko_Husk: chill dude icon_smile.gif there was nothing of importance in what i wrote in norwegian to ArchaelN. u could say i was testing him icon_wink.gif i wont start jabbing on in norwegian in the near future, it was just this one time... if u have to know, all i said in norwegian that could maybe be of ure interest was that i encouraged ArchaelN to give the Al some kind of advantage, so that it wouldn't be so damn easy to kill them late game, when everyone else has got items n stuff...


Yea okay but.. were i wrong that thought that norway speaks english mean is their 1st language...[/code]

EDIT:As about joey i dnt think that placing everything on 1 jass trigger would be better, it would be called so oftern and the problem on megalith is not that triggers increase map size, its that arch needs less triggers he has placed lots of them for no reason. what i say arch and Dspawn proved total amount of trigs initially about 605 now with Dspawn help decreased to 350. and less triggers would cause less leaks because less events will fire and the machine will have less work at a time.
Nantuko_Husk: chill dude :) there was nothing of importance in what i wrote in norwegian to ArchaelN. u could say i was testing him :wink: i wont start jabbing on in norwegian in the near future, it was just this one time... if u have to know, all i said in norwegian that could maybe be of ure interest was that i encouraged ArchaelN to give the Al some kind of advantage, so that it wouldn't be so damn easy to kill them late game, when everyone else has got items n stuff...
ArchaelN, I really liked this map, but why are you so concious about adding '10 more triggers,' It's not like triggers take much more space, at all!
Anyway, it's very easy to turn GUI Triggers into JASS, and putting them *all* inside one trigger. If you want to know how, if you don't already, PM me. It also helps remove Memory Leaks if you change your GUI Triggers into JASS, as easy as a click of a button :P
A very good map ArchaelN. 5/5. I hope u wont get tired of working on it,
coz it's heading in the rigth direction
i'm just wondering, the map has got unique items n all, but r u gonna add something that gives it more variety,
like recipies, or non-stackable items, or item-sets or something like that?
forresten, kult å se en god map-maker fra norge for en gangs skyld. skjønte liksom at d måtte vere norsk når jeg så The Mørkefolk og The Æsyr men, angående AI-ene, du hadde ikke greidd å fått d til litt mer som i battle of the gods lr no sånt da? d som er så fint der er at for hver slot som blir fylt, forsvinner en hero, de er random, og heroene får items etterhvert også, så de ikke blir fullstendig eid! så, uanz hva du gjør, så ville d vert fint om du ihvertfall gjorde noe som gjør at heroene får en fordel også senere ut i kampen, som gjør opp for d dårlige gameplayet velvel, uanz, kan ikke vente på 1.4! keep up the inceredible good work!

* Norwegian and proud of it!*


Yes yes.. all we know... to be proud of our country etc etc.But coludnt u write in english so we can understand that 2.
W8 wtf doesnt norway speak english??? :?
A very good map ArchaelN. 5/5. I hope u wont get tired of working on it,
coz it's heading in the rigth direction :wink:
i'm just wondering, the map has got unique items n all, but r u gonna add something that gives it more variety,
like recipies, or non-stackable items, or item-sets or something like that?
forresten, kult å se en god map-maker fra norge for en gangs skyld. skjønte liksom at d måtte vere norsk når jeg så The Mørkefolk og The Æsyr :D men, angående AI-ene, du hadde ikke greidd å fått d til litt mer som i battle of the gods lr no sånt da? d som er så fint der er at for hver slot som blir fylt, forsvinner en hero, de er random, og heroene får items etterhvert også, så de ikke blir fullstendig eid! :) så, uanz hva du gjør, så ville d vert fint om du ihvertfall gjorde noe som gjør at heroene får en fordel også senere ut i kampen, som gjør opp for d dårlige gameplayet :P velvel, uanz, kan ikke vente på 1.4! keep up the inceredible good work!

* Norwegian and proud of it!*
and i know much better ways to use stances.... if u want i can PM you the ideas i have about how to make them work...


Sure thing! I'm always open for suggestions.

Here is an update to what has been going on with V1.4.

Me and 1)ragonspawn tested Blong's camera system on Megalith last night...

Wow, it looked terrible. It works fine on smaller, simpler maps, but in Megalith, it just went crazy. Absolutely NO. Anyway, the reason stances were removed was because they were too many triggers, but now they can be made into ONE.

Bottomline: 99% chance that v1.4 won't use Blong's camera system. No offense intended, it just didn't work out.

About Stances: War stance should have been stronger. 50% Evasion (for example) would be good, because you can't attack while using it. Dream stance (regen) was always useful, and mirror stance (spell damage) needed more -% spell damage, around -40%.

Bottomline: If I can find a way to make all the stances for all heros in less than 10 triggers, they will go back in for V1.4, and will be much better.

On the FPS camera, if I leave it in, the places where you DO need to use it (cave and morkefolk tunnel) will be made much wider. I'm still looking for a way to make doodads transparent for specific players, but it looks like it will be much more work than it is worth. Having these places become wider will give more freedom of movement, similar to the out-door areas of the map. Also, I will try to make the camera smoother, and 1)ragonspawn will try to make it in even less triggers. So basically, it will be much easier to see and turn your character around once you're inside these indoor places. If THAT doesn't help, the cave / tunnel doodads will be removed completely.

Bottomline: Giving FPS one last chance, and trying to improve in-door areas.
First, I never said I would be bringing stances back for sure. It was always a MAYBE.

Second, you under-estimate me. There's many better ways to do stances other than arrow-keys. Just wait and see, ok?

Patience is a virtue.



Ow... now you uner-estimate me okay i just made that question since stances used arrows. You NEVER said that might be an alternative way to use them. :D
and i know much better ways to use stances.... if u want i can PM you the ideas i have about how to make them work... :)
Well archael i think u will have a problem.
How will bring back the stances if u use blongs camera sys????? eh? hoW???


First, I never said I would be bringing stances back for sure. It was always a MAYBE.

Second, you under-estimate me. There's many better ways to do stances other than arrow-keys. Just wait and see, ok?

Patience is a virtue.
Well archael i think u will have a problem.
How will bring back the stances if u use blongs camera sys????? :?: eh? hoW???
Archael, perhaps instead of a book/staff of teleport, you could have something so you pay a certain amount of gold to teleport to any allied building, that way you don't need an item to get that far (This idea was already used by DarnYak in EotA, just to warn you). I liked the map when I played it (older version), it was just too huge.
Also when you are on the lower path in the cave tunnel that you have..you have to be in close up third person view and you can not see anything in the tunnel if you are turned. Especially if you are fighting.

Check out this camera system I made
http://www.wc3sear.ch/?p=Spells&ID=876


Yes you are very right. I checked out your camera system. It is easy to use, and looks great, especially the close up with down arrow. I'll think about implementing it, and consider the benefits / disadvantages.

As of now, people complaing because the camera twitches when the hero is fighting and changing directions, but if I add your camera, they will complain that they have to use the arrow keys all the time. (Impossible to make everyone happy.) But I'll consider it for v1.4. The map DEFFINATELY needs a better camera system, and yours might be it.

Thanks for your suggestions, that system is great. : ) Enjoy the map.
Hello
I think your map has awesome terrain but...
The camera view.. I don't like at all.. no offense.
The camera is fixed behind the hero and it rotates to facing angle of the hero. When you fight and your hero turns to attack all over...headache.

Also when you are on the lower path in the cave tunnel that you have..you have to be in close up third person view and you can not see anything in the tunnel if you are turned. Especially if you are fighting.

Check out this camera system I made
<a href>http://www.wc3sear.ch/?p=Spells&ID=876</a>

One more thing. When you play as that naga who can go under water, and he has that water elemental summon that splits into little ones, I suggest you make them controllable by the user. One reason because when you go under water and they follow you and split up, you get surrounded by your own summons and then you're stuck until your summons die. Just a suggestion. Anyways awesome map. Keep up the good work.
...

How come I didn't think of that. Great idea with the book of tele. Maybe I'll put in something similar for 1.4. Thank you. Enjoy the map. :)
your terrain is one of the best i see and i realy like the 6 comp hero, they fight very well for comp hero. great hero, skill, skin, but i think some of them need to be rebalanced. i found some little bug, only small thing like: i buy an item 'dont remember the name' icon sobi mask, the one who add int and mana regen and 10 charge of reveal, on the description it say 15 charge but there is only 10.

i think you can add staff of teleportation or something like it, the map i huge and when your town need help, its always to late when you arive. i see something great about this, in the map Kingdom purge, you can buy a 2 charge book of teleportation, thats great because you cant abuse it but its enough to tp in town for heal an tp back. think about it :D
For v1.14 there will be an option at game start to turn fog of war on or off, that way you can play how you like.

The stances MIGHT be added back in, but only if a friend of mine can turn them all into a single JASS trigger. :) We'll see.

I know fog of war affects gameplay, but for some reason people did not even notice having it back in. Maybe because they used FPS? I don't know. Point is, you will be able to turn it on and off at the start of every game, so that should help.

Thank you for feedback, as always.
Eh? Fog of war doesnt effect gameplay? It effects EVERYTHING!

Fog of war: You can get ambushed/suprise attacked, you and your enemies can sneak around and attack unguarded/weak areas easier.

Wihout fog of war: Enemies can anticipate eachother, can coordinate attacks against eachother easier, in respoinse to eachother's actions, leading to larger fights.

Depends on how you want to play. I prefer the larger fights. And I really liked the stance system, and I cant really tell any diff in map lag with or without it, but if you say its less stressful, then I'll believe you.
-VGsatomi
I dont really like the new changes...I'm gonna stick with your older version...
-VGsatomi


Ouch! :)

The map's triggers need optimizing, I'll see if I can put the Megalith flavor back in for v1.4. The fog of war is the only major change, that will probably go back in as well, since it didn't affect gameplay much.
I dont really like the new changes...I'm gonna stick with your older version...
-VGsatomi
Second that skin of the whats its name the Demon Hunter(mot euronymnous the other is veryyyyyyyy bad 0/5 from me for that skin.)
And a last thing HEY GUYS what its over the interest for this map??? i see no more comments or new ratings.Come on!!!


Hehe the skin fits his concept... So until I can find better, it'll stay. Maybe look for a better one and mssg me?

And yes... people don't rate the map anymore... or have anything to say! What's wrong? WAKE UP! :)
Hmm... archael okay the stances wew stupid and should be removed.
why didnt you upgrade them. mean make them better add sthing more original.
Second that skin of the whats its name the Demon Hunter(mot euronymnous the other is veryyyyyyyy bad 0/5 from me for that skin.)
And a last thing HEY GUYS what its over the interest for this map??? i see no more comments or new ratings.Come on!!! 8)
This is very stupid action...


No it wasn't. It wasn't adding anything to the map, because no one used them. It just added memory stress and more triggers / variables / spells. If you think it is stupid, go ahead and make a stance system on your own map. If you want to use stances play V1.2.

Removed the Stances System completely, along with it's triggers, reducing map stress. Sorry guys, it was a good idea, but you never used them.

This is very stupid action... :(
Big changes with 1.3. Quickfix, and filesize displays correctly now.
Megalith V1.3 Changes:

- Nerevarine's model changed, he looks more like a Night Elf now.
- Nerevarine's Wave Blade replaced with Quick Attack. Deals x2, x3, x4 your agility in damage, and increases attack and movement speeds by 25% for 10 sec. if it hits.
- Added 2 New heros, the Mjolnir Zealot for Aesyr, and the Nefarious Soul for Morkefolk

- Nerfed Ederyn Demon's Lightning Enchanced Passive. It used to OWN crowds before. Now it deals less dmg per bolt and has a target cap.
- Removed the Stances System completely, along with it's triggers, reducing map stress. Sorry guys, it was a good idea, but you never used them.
- Total triggers reduced from 652 to 502.
- Added Fog of War and Black Mask to the map. Important areas like waygate nodes and the waygates are still visible.
- Removed Volcano for the Oblivion Spirit. He will get a new spell to replace it soon.
- Added new Icons for Necra as well as for her abilities.
- Nerfed the Executor's Unær's Wind from 100 / 150 / 200 % mana and life regen to 50 / 100 / 150 %'s.
- Morkefolk NPC Daedric Knight has a new skin, by Egg.
- Wight's Extremities got a duration buff (50 to 60 seconds) and now are 85 mana instead of 95.
- Wight has a new ultimate, Summon Wight Queen. Summos a huge underground monster that spits out acid. 1500 hp, 5 armor, 49-60 chaos dmg, 1000 range.
- CPU player shared gold factor changed from 25% to 20%. It is not so easy to get gold now.
- Fixed Megara's (Dragon Maiden) problem of recieving 2 spirit charms for every 1 she picked up.
Am i right Archaeln?


Yes. Like I said, if there's anything anyone needs to know how to do... just ask here. Or through AIM: ArchaelN or MSN: [email protected]

Also, yes, you are right, I protected it for more reasons besides saving space. It took a great amount of work and a whole year of my life to make that map, I really would hate for someone to pull an Allstars on it. Enjoy the map.

Yeah! Now you are right. I do understand you it took a lot of time and when the map is unprotected and people copy and paste your triigers into their maps they have the job done and you... worked a lot of time for making them...
Am i right Archaeln? :D
Tell me about this comment please about protection. what is this i think people should say the truth as it is for ex. I protected the map because i X and cause Y so why it got protected and try not to lie. Okay this map is really great!


Thanks, this is a much better suggestion than before. I might add commands to remove the NPC's... it's not a bad idea for people who want a less crowded / 5v5 game.

Also, yes, you are right, I protected it for more reasons besides saving space. It took a great amount of work and a whole year of my life to make that map, I really would hate for someone to pull an Allstars on it. Enjoy the map. :)

Any suggestions or balance changes / ideas posted here will be considered... It's still in beta!
This goes 2 Canny:
Look man these NPCs dont use to be fools i think Archaeln should have them with a command because it has to be with the ones that are playing the game ex. they want a clear 5v5 with only human players and the NPCs go everywhere and mess up with human players.

Second i have quoted this again but see it once more:


If you want to know how I did something, just ask, I am happy to tell. The reason it is "protected" is because I used Vexorian's to compress it (it's a big map) and accidentally hit select all options...

Which, btw has saved me more space, and that is the most important thing in my opinion, filesize.


Tell me about this comment please about protection. what is this i think people should say the truth as it is for ex. I protected the map because i X and cause Y so why it got protected and try not to lie. Okay this map is really great! :D
i tried the new vesion,the creep is too much strong without good rewards,i try to kill the 2 dragon turnle,after battle,my mage hero only stay with 1/5 hp(of course i didn't carry the life-stealing and recovery item).in dota,creep-farming is another way of easy money-earn.i suggest to reduce the strength of the creep.


i don't like the mapset of the sommering unit.they are set to be ally of the hero,so only to prevent player making money;and often crowded with the hero,
makeing us hard to move,or even being traped somewhere.(some of them owen great lasting time,like we of the naja warrior-skin hero,my pity time!) the AI of them let them move when hero move-------they can't to be cannon.they often get much too close to the hero so that the tower's area atk can hit them all-----they can't be tank.if the author don't want the sommering unit to be controlled by the player to keep the balance,just improve the AI.I suggest AI in the map"diablo2 aos".


for stances,it works only good for 3d camera....it has conflicts with the hot-key of common set.and it's may need channeling,so you can not atk while stances....

finally,i want to check about the dragonspawn boss beside the man named "cid".its intensity was.......besides the stats,the skill was:
600mana burn,sommering 2 little dragon spawn,hit back,ultimate:a sun for 1500 damge,consider as physical atk;
one guy with full-equipment can't damage 1/5 hp of it,
and i tried with partes with my friends,3 heros can't down its half hp,the healer oom in 10s(2 mb);god,i thinks only one hero with same ultimates as the boss and a percentage damageing aoe can realy damage it,there may be a little chance.so i doubt about its intensity,is there a common way to defeat it?




a advice:give the common unit skills so that they won't be easy money!

Spawns won't get skills. Currently they have defend / taunt / cast animations, but I'm not giving spells to spawns. That's what heros are for. Also, they are supposed to be easy money.
a advice:give the common unit skills so that they won't be easy money!
UPDATE: Megalith - Beta V1.2. Lots of changes / additions:

- Map is 7 KB smaller (From 1.51 MB to 1.50 MB. Don't ask me why, it has more things now yet it's smaller.)

- Added 3 waygates to each base, tested them, waygates fully functional with any and every hero. Waygates will take you to bottom, middle, and top lane respectively, from left to right.

- Added a whole new creep respawn system, as well as alot of new creeps accessible to both sides, some easier to reach for each team. Beware! Some creeps are worth alot of gold but they put up a fight. Some creeps take longer to respawn, and some will even emerge out of lakes / water when they respawn.
Some of the new creeps include:
1) Furbolg Chargers (Tough guys who charge you, resistant to physical.)
2) Dragon Turtles (Fire attack and fire spells.)
3) Elder Voidwalkers in the haunted forest with mana burn and CL.
4) Small Murloc camp with some special magic / attacks.

- Nerfed Penumbral Knight so he must manage his mana better, he has less armor and agility overall (to balance his blocking), and his Armor Break is less effective, costing 75 from 65 mana and reducing 4/8/12 armor from 5/10/15.

- Sanctum Knight has whole new ultimate which is deadly if enemies don't get out of the way quick enough, Holy Explosion. Props to 1)ragonspawn for idea / trigger / FX.

- 20% Of your CPU's gold income is shared with the players. So if you are aesyr, and the aesyr kill a unit, everyone gets a little but of gold. Kind of like DOTA but with a smaller / slower gold gain.


-All hero priorities (including NPC's) changed to 10.

to Nantuko_Husk:
1.the map is huge,but there were bridge only worked when you are closed in the middle road to save your time;

2.if you think the npc heros are fool,go to kick the boss(i think it is too strong for a single hero to kill,100more dps,fast speed,knockback atk type,mana burn your whole mana in one shot)--don't tell me you can't find it.

3.for stances,i agree with you,when you are fight,you must move,and usually one of my hand is on the mouse,another on the hot key,no way for the anrrow key.....i only use it for early recovery.....

4.i want the ai to be more offence,now they are only good at fleeing;and more strong creep for money; :P
This has to be one of the most incredible maps I've ever played. Lovely terrain, atmospheric, AI heroes... By the by, is there anywhere I can get an unprotected version to find out how you made the AI heroes work?
Anonymus

I was answering at puffindapenguin and not to u.
He told me that pressing the arrows while ur hero is fighting is too complicated for me.

Why u get messed up
this is one of the funest aos maps iv ever palyed but what i would like to know is how did u get the cpu to use the heros and revive them
:?: :?: :?:

4) NPC you should make them only for SP they get messeed up in MP with other heroes people wnat duels against other players and not against those fool npcs that dont use abilities.


They do use abilities. You're just mad because a computer is smarter than you



5) Heineken nice beer but you get drunk too fast why ui didnt insert sthing to eat a cake for ex.


I can tell you're fun at parties already.


1) Stances what the f%%k are they you will press the arrows like a fool up n down instead of figting.


... please explain to me how your lack of attention span is something wrong with this map? Pressing buttons while fighting... is... too complicated?
I must say I was quite amazed when I played this. The map is huge, with expert level of detail along every inch of the way. Flawless camera motions, creative heroes, brilliant AI, chaotic action, plenty of options and strategies, and a unique block/offense ability which can be activated by arrow keys. It is quite incredible. I played for a long time, and even with the countless special effects and spawns there was absolutely no lag/memory leakage or anything that runis this game's experience. By far the best AoS map I've played since Kingdom Purge. Has a few slight bugs, but nothing worth low-rating this map. 5/5 and a Director's Choice Award from me.
-VGsatomi
The reason it is "protected" is because I used Vexorian's to compress it (it's a big map) and accidentally hit select all options...

Which, btw has saved me more space, and that is the most important thing in my opinion, filesize.

this is ur comment right.

What the hell are u saying you hit accidentally all options and got protected. you think that people are fool and you can lie like this to them??? let us suppose that you did it accidentally u saw that was protected coulnt you make the optimization again
or u now see the protection why dont u resubmit it unprotected and tell no more shits with file size because you are a liar and answer to these comments if u CAN :evil: :evil: :evil: :evil: :evil:
this map sucks the only good thing is the terrain wich is made up nice
look why this thing is shity.
1) Stances what the f%%k are they you will press the arrows like a fool up n down instead of figting.

2) Map Size until u go up to the enemys base it will have passed 23556 days and 465365575 minutes.

3) Dragon maiden, ArchaelN nice sorc but coundnt we see (if u want to be less Noob) the damage???

4) NPC you should make them only for SP they get messeed up in MP with other heroes people wnat duels against other players and not against those fool npcs that get messed up with players everywhere
5) Heineken nice beer but you get drunk too fast why ui didnt insert sthing to eat a cake for ex.

6) Heroes: why are these fools alone more heroes would be good idea.

7)What more u want me to say wasnt this enough.

8) when i will spot more shits on this sucking thing the more comments await u.
About the place where we can't see anything you can make a trigger who make doodad transparent
some triggle making skill killing the enemy but the hero got no gold.....and a old problem..skill made by ball can't stack with the life-stealling item......
very good skin........but i hated that the author force us to use the 3d camera without a keyboard control-set(in normal camera you can see nothing in someplace).......but after all,it's a very nice map :P
I did a skin for it too dreka. Much h8. MUCH. ^^
For all who understand german, my critics about this map (first answer)

http://warcraftforum.ingame.de/warcraft/showthread.php?s=&threadid=86081
Something good with dragon maiden it's we can do stance and the dragon still attacking units
Thx for comments. :D
If you want to know how I did something, just ask, I am happy to tell. The reason it is "protected" is because I used Vexorian's to compress it (it's a big map) and accidentally hit select all options...

Which, btw has saved me more space, and that is the most important thing in my opinion, filesize.
Not that I know exactly but I believe that the skins were done by Archael himself, Psylisia Dragoon, and Skalm (I believe he did some of the Nerevarine touchups?). I'm not really sure though. ^_^

This is definately the most unique AoSes I have ever seen/played. I've seen some of the production of this map (through screenshots) and poked Arch with a long stick to get it done. Hell, the first couple sets of screenshots I thought the game was an RPG. It wasn't until later when Arch enlightened me to the idea of it being an AoS :P.

What this map does is break the standard 'rules' for an AoS set by the old RoC DotA. The Camera is just one of the many innovatives ideas Arch came up with to redefine what everyone calls an "AoS"
Wow... Great map, very fun, and good terrain...

Couldnt you add more cams. since a cam like the one in "war-chasers" would be good.

Needs more extra missions, since they make the game a lot more fun :P

A shame its protected since there are many triggers i wanted to see how you did :'(

Could you perhaps write who made wich skin, since i need the "black knigt" (i cant remember the full name)...

5/5 no matter that it is protected (since that usaully sink the rating by my standards)... This is the best AoS map i've ever tried... Keep up the good work :P

Thanks. Dragon Maiden attack works different... sometimes he takes longer to reach his target or resond... it has something to do with AI.

I think she's still very good, because she can attack while moving, and using stance. 8)
Theres a bug on dragon maiden. When u tell atjar to attack at some point he will just stand still and wont move anymore or listen and just attack wat is next to himm
A pretty good mapping