Warcraft III resources & community, 2003–2006 · archived

Mini Aos Hero concepts

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Submitted by Drain PipeTrigger Enhanced265 downloads1.8 MB
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Contains 4 fully functional heroes and 1 3/4 done. Most of the abilities are triggered in one way or another. Most concepts are new. 2 of the 5 are completely new heroes.
File Name
Newer DPMAOS.w3x
Author
Drain Pipe
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22
well it'ds officially tomorrow and i haven't seen anything...oh well. Enjoy holidays.
Ill send it to you later today im got alot to do i got 2 other projects RDZ Industries and Enigma.
I figure right in the middle for hero selection. And as for spawns, each side will have different ones. Middle will be stronger and higher hp brutes. The foresty area will have high output fast damaging and ranged units with lower hp, and top will have overall medium units with rounded stats. The towers will also be different, this will even further work for and agaist certain heroes.

As for the traps they will generally be random and not always be activate but there will be many and they will serve to deter low hp units such as ranged and assaine type because only the units and high hp heroes can withstand the trap damage (they will have much higher life)

However we have to way till friday so i can see and fix up the map with all the heroes that we have so far.

(update) I resumbmitted the map with a few leak fixups and i added the models that i'm currently using. It's a big dl but if you wanna see hoew they look with the right models, dl the update. Sorry but most of the size comes form the improted models :( .
:? If you really want, i can set up some of the spawns using that system that i posted..
It has no leaks i think... (funny how ur idea of the three melee and 2 ranged units was used in my map a way before yours... *Oh well, ill probably come up with new ideas for spawns.)

i would just need to implement the handle vars and then the system and then make some easy triggers. You could probably do it yourself... Its really easy..

:wink: Suggestion: For the terrain having several different traps... you might want to just have a trigger to create units randomly in the center region.. And the units should be the trap units. For instance, you can create a mine randomly in that region.

Edit: Also make sure you decide on a place for the hero selection.
if you can send via e-mail. Just check my profile and it should be there. I'm currently redoing all the spells as to save each hero as a variable instead and add stopping at death and such and etc. This way it'll be less work when i trasnfer
Ok works for me. Just warning you I have 1 lane almost done.
Hrmmmm... Well i don't think i should touch the tiles= heights seeing as i lack all ability to make a decent terrain. But send me what you have and i'll transfer all the files that i need (hero stuff and such; that'll take some time to reconfigure at this moment anyways. I don't wanna touch the terrain since i suck at all terraining... but yeah; what are you sending it by?
So Drain Pipe ill send you the map on friday (When i leave). When im gone can you finish the tile heights and then i will go back and do the tile arrangement and doodading then it be done! :D
We'll have to see. I have to keep some stuff to my map though, otherwise it kind of ruins the purpose of having an origional map since anyone could now replicate everything on the map. I'll keep posting until i get my terrain however so i'll probably get one more hero concept in before then, or at least finish/fix/replace the panda's abilities. Then i'll probably stop afterwards since i don't want to give away the terrain nor do i wanna waste a ton of time making heroes on a seperate "test map", then transfer everything. If there's enough of a demand from a spell however after the beta is posted, then we'll see., i might post triggers or explain how to get the effect.
Even though your making that map, i was wondering.. Are you still going to update this and release some of your spells to the public so that we can see if the spells are balanced or give ideas to help balance/reduce lag on these spells or whtever about them?
Well the map is bigger than I imagined its a 148 by 148 :( . It will still be good and you will not need a teleport system. I've put about 1.5 hours into it. Im going on vacation next week so I won't be able to work on it. So drain pipe Ill send it to you before i leave at the hubb work on it until i get back (1 week). Ill get as far as i can.
sounds good. I look forward to seeing it. Perhaps once you've finshed that you can help me with hero testing and balances once i can get a hero slection system going.
Works for me give me although 5 lanes in a small size map doesn't seem very good cramed with 2 extra bases. Im thinking about going with a ToB map size like there 148 - 116 which is there map size. Now for the tile set i think you mentions an anchient city, Seaish lane and a forest so im going with Sunken ruins to incorperate both. Im not going to make th espawnies but ill do there triggers and use footman and stuff. Give me a week or less to do this.
Ok i want a map that's about 20% smaller than most aos maps (like BNB). I want each side to have a main base. and have 2 outside bases positioned in a similar fashion to TOB, 1 side having an advantage over the other.

Now i want the terrain split into 5 areas.

Main bases at both sides are big cities so whatever inspires you.

The top lane is Sea-ish with shallow water and beach tileset. Not really a path per say but a wide open area with some nice doodads once in a while. This area will have enemy spawns (enemy neutral naga hostile that is) coming from the see every third wave. They will fight both sides and are meant to make this area more hostile.

-The far bottom is rich forest with narrower paths with openeings similar to that of BNB. Here there will be an abundance of trees and critters will spawn everywhere once in a while to add to scenery.

-Now the middle is the most important spot; it's pretty much like an ancient ruined city. There will be secret paths and a main area for fighting. However, there will also be traps placed too to make this area tricky to stay in.

The spawns spawn at the base and two expansions. Base has twice as many units sent down the middle and both sides send out 5 units each every 25-30 seconds; 3 footmen and 2 archers (double the number for the base).

Basically this terrain will have more dynamic to it, changing playing style depending on where you fight. Certain terrains will help some heroes bettehr than others will some will hinder. The trick is to make a balanced team so that you can effectively defend all the three areas.

Wide open range will help the casters an work agaist tanks and assasines as it ewill have lots of space to move; nowhere to hide and plety of units to die by.

Trapped area will favor tanks as they have lots of life and can easily withstand a few hundred points of damage while others won't be able to.

Narrow paths will favor assain/agility heroes as they work by chaisng down heroes and one-on-one combat.

Think you can do that?

As for ranged heroes, only casters will be since they will be far weaker health and speed wise as other heroes. If you haven't noticed, melee heroes don't have many ranged attacks although some do (but they won't even come near the range that catsers will have)

The way i've set this up is like this

Melee STR have high hp (1400-1700) (roughly 600-800 more than agility with medium attacks and strong melee/spawn tackeling abilities. However their speed is much slower than others and they fall to focus fire. They are more adept during seiges though. However in 1v1 combat, they are more adpet at absorbing damage than dishing it out. However they can ususally resist agility but catsers have more potent spells that take better effect against them.

Melee Agility have medium health and higher defense (roughly 800-1000 hp) with higher damage attacks and abilites to help dodge damage and dish it out more concentrated than most. Have fastest attack and movement speeds speeds and ususally have ranged abilites to help hunt. However, these heroes much use full extent off all of their abilties in order to be effective. They're best used against fleeing heroes or casters but aren't as effective against tanks.

Intel based heroes have roughly the same hp (700-800) as agility, except lower armor (usueally 1 or less). However they have ranged attacks which are stronger in the end and have potent spells earlier on. They only fight well when accompaied by another tank hero or spawns. Their dmaaging spells are higher output and more over time as well as channeled. However they are impressive at supporting untis and aiding heroes. Only casters can heal other units(the only exception is the hill giant which has a self heal because he has relatively low armor in his case and has a slower attack than most tanks ususally do). While agility is able to eaisly oddge caster attacks, tanks are less fortuanate (again the goblin crypt machine pilot has an ultimate that makes his incredibly quick and agilty, turning him into a deadly anti-hero tank) and often will take the full brunt of caster spells.

This is basically the setup i want to make. Hope this helps you out. With this is mind i'll your help balancing this out.
You know, i found a cool pathing system for spawns, and i started an aeon for myself.. and im thinking of using the pathing system... i'll give you a link here: http://www.wc3campaigns.com/thread_view.php?t=76470 (Ya, i know its in JASS, but i am somewhat fluent in the understanding of JASS, and i could easily figure it out..)

Edit: ya, i work alone on an aoen, and its fine, it just takes a lot longer, and i don't have anyone messing with things they don't understand...(Thats one good thing about working alone..lol)

Edit: Oh ya, i dunno but the way u seem to do wind tunnel abillity sounds very hard, and maybe its possible to add old units to a group for removal from group and removal from game, and then at the end of the abillity clear the group... i'm really not sure about this, because i only had a chance to glance at the trigger and read your post.
Ill make you a terrain and some triggers tell me what tileset and what theme example: Cityscape, destroyed city. How many lanes and how many spwanies. Im getting very bored since its summer so if you need me to help then I will i've noticed that you have NO ranged hero concepts. I was bored and played around with some.
I am making an Aos (one hero at a time). I had started one other but it fell apart due to lack of team memebr coordiation (i ended up doing evrerything myself anyways) but if you can make me the terrain and spawn trggers i'd be garteful thanks. That would save me a lot of time.

As for other questions to be answered:

I didn't give wind tunnel the locust ability because then the detecting procees to make sure they don't overlap and making sure the aura doesn't last a few seconds after leaving the area doesn't work properly. The unit can't have locust for this to work, unfortuantely so i tried hiding them the best way i could. Selecting them shouldn;'t be too bad since it automatcally deselects them anyways and ususally if you sleect your hero they don't show up with it.

The aura thing i'll see what i can do; it wasn't working before plus i only want it to affect a number of corpses. Perhaps you can help me with that. The draining effect could be done better i'll admit. I'll work on that.

The Goblin Blademaster is extremely hard to pilot. Lots of times you might miss if you don't know how to use it. It won't fire if you don't cast in front of where he's facing because he can't turn around to cast. When casting always cast ahead of him and don't wait till he starts falling down as there's a short delay and a higher chance to miss. I can get it most every time but that's just me.

As for the priestess; you've gotta be kidding me...She's meant as a hunter but her spawning abilities can allow her to hold her own in battle. Granted her health is low, her abilites cater more to assine style than anything else. In fact, one is designated soleley for chasing and finishing off heroes. Her invul is only short lived since it would be imba otherwise. it's meant in case you have to rush through spawns so that you don't take damage plsu it helps if you want to hold the lines long enough for some hero support. Her ultimate only increases her efficiency making her capable to dealing higher amounts of damage with more accuracy. Plus she becomes more battle worthy with the bonus attributes but her boosts mainly helps her kill heroes. Not to mention Grand Cross: it's pretty much guaranteed to dela at least 170 damage and has low cooldown and can work as a teleport; very powerful skill) She could easily take on the goblin blademaster because she's aswsome as 1v1 combat and while he's adept at dodging, her abilities are quite strong enough to kill him regardless, like most other heroes. If you pit her against any other hero on the map, she pretty much owns but since her health is low, she's best suited for finishing blows and chaisng (her grand cross also acts like a mini teleport.) She'd crumble to focus fire. However, in most games you can get items to balacne out heroes and make them more well rounded. She'd easily gain from a health boosting item. (however items in my map will have less/more effect depending on hero type)

As for the goblin baldemaster; i'm going to have to increase his other ability cooldowns by a few seconds since they are quite strong and increase his dodgin one too (maybe but it to 6 or 7 seconds cooldown).

As for the spirit, don't worry about the reviving hero becuase she's stotred as a variable. I did that so that i could eaisly revive her plus i wanted a quicker way to inctrease her life without adding on more health boosting skills.

Hopefully this covers everything. I still have bugs to fix no doubt but it's getting better. I'll work on the aura. Thanks for the comments.
One thing i noticed, is you don't need that corpse location variable to place the effect on the corpses for the corpse aura, because you can attach it to the picked unit's origin and its fine. Also that aura effect, is way laggy, and i used a different effect..
Another thing, why didn't u give the wind tunnel units the locust abillity, so they can't be selected.. its annoying selecting them, and then they say in an peasant voice: yes?
The goblin hero seems to be extremely hard to use to jump and throw the shirkens while in the air.
The warden was pretty good, but her skills didn't work well enough for her to survive a lot in combat...
Also why didn't you make the warden's shadow thing a hero? that usually interferes with triggers and stuff (revive hero triggers) You should make the shadow a starting summoning skill, which creates the shadow and set the life of the shadow to (level of the caster) x (a value like 100) to get the shadow's life.

Other then those, i think all the rest of the spells are great, and that the triggers are pretty well made (no leaking that i saw)... Good job, i think i might use some of these spells in my map... :arrow: if rating existed... 4.5/5 With minor flaws fixed, it will be great.
Drain why don't you make an Aos instead of sitting around the B&B forums all day. If you need a map with some basic Spawn triggers and some terrain I'd be happy do it for you. :D
Good to hear. It took longer than i had expected. But seriously, the triggering to setup all the things and prevent bugs was pretty damn long and confusing. If you look at the triggers there's lots of erasing and moving and setup just at the start of casting. It took quite a while to setup. Grand Cross was preobably the longest.
Love these spells, going to test the new version now :D

Edit : Played it, see the Bug with Wind Tunnel is fixed :) And i like spirit cross the most from the spells :D
This is an update. I've finished another hero concept. This one's kinda cool i think. Anyways it's basically a hero who has a guardian spirrit who follows and protects her.

Here's a quick rundown of the abilities:

Vengeance: gets the spirit to chase and damage a targeted enemy. Used as a finishing spell.

*When she's in her ultimate form then she'll chase down the target herself.*

Grand Cross: Runs in a line dmaaging all units who cross her. If her spirirt is alive when she casts, then it will run perpendicular to her path, amking an "x" pattern.

*in her ultimate mode she runs but deals double what she'd normally do.*

Ethreal Guard: Makes the spirirt invulnerable and makes the hero invulnerable. The spirit takes 200% damage from units and if it dies then she loses invulnerability and the spirit will revive in 10 seconds. Used to help her break through seiges.

Spirit Bond: Her and her spirit Bond together and act as one unit. Basically it's a speed, attack, defense, and health boost (pretty much like the Dwarf guys ultimate) but the cool thing is they perform mostly the same animations (then run at the same time and attack together.)

Hope you like it and any comments are welcome. Sorry bout this but for some reaosn i can't just update it anymore.