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[Hero Arena] - Templar Arena

03-02-2009, 10:00 AM#1
Anachron
Notice


Well, I've made a new Arena (the last) and it will be my biggest project.
I've also posted this project on HWS, where it got alot of positive feedback.

What I am trying to do is making an new arena with new features which does
not suck in any way. It should make fun, and ofcourse it needs to balanced.
New heroes and new items and a new kind of gameplay should underline
a new terrain and new enviroment systems aswell.

I look forward for feedback.

I am planning the first version to the 1st of April. And no, it is NOT a joke.



Templar Arena

Overview

  • General Information
  • Advanced Information
  • Step to Step Tutorial
  • Gameplay
  • Heroes
  • Terrain
  • Systems
  • Uniques
  • Ranking
  • Other features

General Information

Introduction
Gamestart!

Welcome to Templar Arena!

Thanks all for reading and/or downloading this map, I am glad you are interested in it.

First of all we want to learn the basic of this gigantic map.

There are the modes which are divined into the following types:
TheModes!


Game Type (Arena[default]):

Chooses the arena gametype to play. There is no other option until yet, but I am sure I will add some more options sooner or later.

Hero Chosing (Pick[default], Build):
Chooses the hero chosing mode. This does NOT affect the kind of getting an hero. With picking Pick you will be able to select the hero from a row of heroes, including my Hero.

Hero Selection (Allpick[default], Allrandom):

This chooses the hero selection, if you select allpick you can choose your hero, else you get a random hero.

PLEASE CARE THAT THIS COMBINES WITH HERO CHOSING.

If you select Herochosing=Pick and Heroselection=allrandom you get an random hero with his normal spells. If you choose Herochosing=build and heroselection=allpick you are able to build your hero with the spells you want.

HeroBounty (Creep[default], Hero[default], Intervall)

Here you can choose in which kill situation you get Gold. Please care that the bountys stack. (You can select multiples)

HeroExperience (Creep[default], Hero[default], Intervall)

Here you can choose in which kill situation you get Experience. Please care that the bountys stack. (You can select multiples)


Ok now we know what the modes are and do, so we jump to the chosing:
ModeChosing!


ModeChosing:

Well at start Player1 has an group of units in a small area. Those units are clickable. There are flying texts around the area, where each unit has its text under it. The text says the mode what you choose with it.

You select a mode with selecting the unit and then clicking the dialog button you want of the uppopping dialog.

When you have chosen all modes you click on the unit with the text "Start Game". Then the modes will be initialized and the game will start.

This might lagg a few seconds because the systems are loaded after choosing the modes, so please care about some delays in the first three seconds after modechoosing.




InGame!


Well now you have started the game, did select a hero and aswell the game started. But what to do now? Here are a few checkpoints you should care about:

Items


Buy items for your hero, combinine them, use them, share them for a better hero. Items are quite required in my arena so take a look at each item. Each item is worth its price and can be sold for 75% of the original price.


Ganging


In my arena a kill is really much worth, it can change the priority of the heroes aswell as counting for the soul increaser, meaning ganging is a really cool idea for getting fastly an herosould. Do not try to creep the whole time alone.


Creeping


Also take a look at Ganging.

Creeping is good, but not a must in my arena. Take also a look at systems to make sure to don't get a bad surprise while creeping.




Advanced Information

Advanced Information!


Basic Game Information:
General Information:
Mapname: Templar Arena
Genre: Hero Arena
Suggested Players: 8
Mapsize: Medium
Modes: 4(ar, ap, hb, hc)
Current Version: 1.08A (Alpha)

Object Information:
Units
All Sunken Ruins critters,
all standart heroes,
a few own heroes,
Sunken Ruins creeps
Destructables/Doodads
Some from UTM 3.0
Some from HWS.
Most from Wc3 Sunken Ruins
Spells
Only vJASS selfmade spells
on own heroes, the others
are standart spells.
Effects
Most effects are from wc3.
However, there are still a few
imported effects.
Sounds
A few killing sounds imported.

Trigger Information:
TriggerLanguage
vJASS (with LHV until yet)
Condingstyle

Systembased
( Systems which do work without
each others, but need to be handled
by an extra system. Advantage is
the easy import & export of those
systems. Also I can restore previous
versions of my systems quite simple with
that)

Additional Information:
Codetime:
1400 hours (until yet)
Testplays by WE:
1235x
Release date of Beta (hopefully):
01.04.2009
Amount of testers (hopefully):
15
Process:
75%
New heroes on release:
4 (3 made yet)
New items on release:
48 (42 made yet)
Own rating for current state:
82 % / 100


Step2Step Tutorial

Here is it, the Step to Step tutorial:


  1. Modes
  2. Aim
  3. Aim Value
  4. System Loading
  5. Hero Chosing
  6. Selecting Skills


Step 1:

A
So now after loading, the Modes appear.
The host is automaticly detected and is available to select
the units to chose the modes. CLICK ONLY ONCE. It does not
bug but it saves data written to your pc.


Attachment 48480

B

With clicking on the unit left up you can select the gametype.
Until yet I only made Hero Arena. So nothing to do here.


Attachment 48481

C

Select if you want to build your own hero or if you want to
choose an hero from the custom ones.


Attachment 48482

D

Select the options where you want to get bounty. I would like
to see this unchanged. But its up to you. Things in white are enabled.


Attachment 48483

E

Select the options where you want to get Experience. I would like
to see this unchanged. But its up to you. Things in white are enabled.


Attachment 48484

F

Select the mode of the herochosing. Stacks with the herobuilding and hero chosing. If you choose hero building at first and then allrandom, you get a
random hero with random skills.


Attachment 48485

G

Click on the start game unit to select the modes chosen. You can't get back up from there. Everything will be saved then.

Attachment 48486

Step 2:

A
Choose the aimtype. This will select when the game will finish.
Just go to the glow with the text of the aim you want to choose.


Attachment 48487

Step 3:

A
Choose now the amount of the aim, for example the value of killed heroes to win the game.

Attachment 48488


Step 4:

A
Now the game will process the modes and will load system for system. Please have patience.

Attachment 48489

Step 5:

A
(This will look diffrent whatever you choose): In my situation just use the spell chose hero on a hero unit and then you got the hero instantly.

Attachment 48490

Step 6:

A
Now you just have to select the heroskills and voila, you're ready to battle! Gl Hf all :)

Attachment 48491




Gameplay
GamePlay!

Aim
Aim!


The aim of the game is to collect as much herosouls as possible.

You will be able to choose time mode (Select a time and kill as much units you can) or choose the limited number (reach score X as the first team).

Scripting
Scripting!


Well this map is good scripted, meaning if there is any big bug it will display what happened. Please tell me those bugs which appear.



Heroes
Heroes!


The map contains the standart heroes aswell
as my own heroes. The following 2 cathegories will
explain it detailed.
Standard Heroes!


The map includes all standart heroes, so it has:
+4 Human Heroes
+4 Nightelf Heroes
+4 Orc Heroes
+4 Undead Heroes
+8 Neutral Heroes


Custom Heroes!


The map also includes my new Heroes, which are:
Neutral

Void Walker



Name:Void Walker
Primary Attribute: Intelligence
Dmg: 28
Startattri.: 14 / 15 / 24
Attri.perLevel: 1 / 2,5 / 2,5
Attacktype: Ranged

Spells!



Rejuvinating Bubbles


Describtion:
Cast this spell on a unit to heal it. After healing you have increased speed for a few seconds.




Flood


Describtion:
Stomps the ground, lowering the whole area, forcing water to fill the hole. While this units have reduced speed and have decreased mana regeneration.



Water Strike


Describtion:
Adds a chance with unit killing to trigger an hidden strengh in your hero, adding additionall magic to your attack. With hitting a target with the magic the target will get slowed and looses lifes over time.



Meteor Rain


Describtion:
Casts meteors from the heaven. Each meteor has a chance to create a small water elemental while exploding.






Lord of Frost



Name:Lord of Frost
Primary Attribute: Intelligence
Dmg: 29
Startattri.: * / * / *
Attri.perLevel: * / * / *
Attacktype: Ranged

Spells!



Shield of Frost


Describtion:
Each time your hero takes damage, it is reduced for a few amount of damage
when the hitpoints of the hero are less then x %.
Attachment 46962




Frost Revange


Describtion:
Creates pulses of frost energies, which deal ranged damage to the target area.
If an unit dies in one of the pulses, it will deal a frost nova to an nearby
random enemy unit next pulse.
Attachment 46961



Ward of Frost


Describtion:
A ward of frost which slows enemy units around, and drains their mana when
they cast spells via abilities or items.
Attachment 46963



UNKNOWN


Describtion:
Not made yet







Orc


Taur



Name:Taur
Primary Attribute: Strengh
Dmg: 25
Startattri.: 20 STR / 15 AGY / 18 INT
Attri.perLevel: 3 / 1 / 2
Attacktype: Melee

Spells!



Taur Envry


Describtion:
Each attack has a chance to call a shockwave in the direct line to the enemy, dealing damage to all units touching the wave.



Taur Berserk


Describtion:
With giving the taur berserker strengh he will knockback the next attacktarget, dealing additional damage to her and smashing her backwards.
Attachment 45965




Taur Stomp


Describtion:
Stompts the ground, creating stones around the hero, caging all units around in the stone circle.
Attachment 45967



Taur Smash


Describtion:
While smashing the target unit, it will fly instantly upward, until it goes upward, dealing massive damage to all enemy units around, even to itself.
Attachment 45966








Terrain

Screenshots
Ingame Screenshots



Old


Please look at the new ones since the old ones are deleted.







About Terrain!


Well the terrain is an arena-alike Temple,
you can see that I used naga-structures.

Well the columns and the rocks, the bushes
and plants will tell you that its a fallen temple,
too.

Well the arena has 2 perfect copied sides,
which means fairness and also increases the
gamefun. In the middle there is a place of
big creeps and can be used for large battles.

If you want to creep a bit, use the corners,
left up, left down, right up and/or right down.

There will be also some
Weather Effects!


Coming ...


so it will look fantastic.

Animals


Coming ...


will also increase the game experience.



Systems
Systems!

Well the following system have been included into the map,
(de)activateable if I see what the players like:

PetSystem!


[DEACTIVATED YET]
Currently I have a petsystem. All players get pets equal
to their races. Each pet has 1 ability and is strong enough to survive
some time on the battlefield.

Pets do not have inventory slots yet.

For reviving your pet you must go back to your circle in
the shop area and go on it.



Hero Duell


[NOT MADE YET]
The Duellsystem allows your hero to battle any hero of the arena,
excluding the fighting ones. Heroes must have atleast 75% of their
life and be out of battle for asking for duell.



Active Attacking


[NOT MADE YET]
Heroes will need at least 1 attack triggered from you to attack the target,
they will not attack targets attacking them and/or coming into their range.

After attacking once, the unit gets angry and is able to autoattack as long
as you don't give her any other order, meaning move, patroling, stopping and/or holding position.



Creep System


[HALF DONE]
The creep have an auto strengh increasement, which means
their hitpointregeneration, their armor, their speed and their
hitpoints grow proportional to the heroes.


Uniques

Ranking

Other Features

[Currently remaking this, please wait...]
Attached Images
File type: jpgInfernalMonkeyGolem.JPG (56.5 KB)
File type: jpgtimbrespetit.jpg (386.3 KB)
Attached Files
File type: zipInfernalMonkey.zip (15.3 KB)
03-05-2009, 12:05 AM#2
Kyrbi0
Your Void Walker has all Watery abilities (except for Meteor Strike?...). I would highly suggest a Theme change to, like, a Tidal Lord or something (*cough* jigrael's model for the 2nd Hero contest?... *cough*)

I haven't checked it out, but it looks like you've put a lot of work into this. Kudos. :P
03-09-2009, 08:34 AM#3
Anachron
Hmm you are right, maybe I should use another hero.

And yupp, I've done alot of work into this.

You can also check my original Thread on Hive with MUCH more information.
(Which can be opened here)
03-10-2009, 07:50 AM#4
Pyrogasm
A quick look at your Active Attacking system makes this spring to mind: I believe that if you give all of the heroes an acquisition range of 0 (or add the "Cargo Hold" ability to them), they will not autoattack at all.
03-10-2009, 08:23 AM#5
Anachron
But that wouldn't make them attack in range coming enemies once the hero attacked. Also the attack system is connected to other systems, which makes my method preferable.