Power of Corruption is a melee style map which features two customized races: The Naga and the Demons. This project was previously known as Naga Wars, where you played only the Naga race. Due to some request and suggestions from the staff in that time, I decided to do a whole race from scratch in order to put more innovation, replayability and challenge to the Naga which are overpowered in comparison with the standard races. Time has passed and the map has been improved in many ways, now it's 99% vJASS and it features nice spells, abilities and characteristics which, hopefully, will give to the melee style game a new fresh air.
Features
A new resource: Devotion points. It can be obtained when you kill enemies from normal players (creeping doesn't give devotion points) This resource can be exchanged by gold or lumber, or saved to get a super unit at your command.
Transport units. This feature has been available through neutral buildings, but now this units will be trained by player. They not only serve as transport, they can improve a lot the micro management because they can be used to protect vulnerable units taking in advantage its high resistance against attacks.
Item forgers. These special units will be trained by each player. They will have the ability to cast portable shops with items designed to improve temporary the hero units, or units in an area of effect. There are two kind of forgers, magical and weaponry. Magical ones creates items focused in weak armies and the weaponries are focused in improve the Heroes damage and armor.
Semihero units. These special units are the gift that you obtain from you god Sargeras for having a good and efficient army. They are called semiheroes for its skills (strength + useful abilities) and they are summoned when you reach 1000 devotion points. The Nagas obtain a Naga Royal Guard and the Demons obtain a Doom Guard. Initially they have the standard abilities, but the idea is to make custom ones for them.
Race Attributes. (new feature) Each race will have a common passive ability for all the organic units. In the Naga race, the ability is called Water Essence, which gives to the Naga the ability to increase their hitpoints regeneration when they are on water; and the Demons have the Corrupted Entity ability, which gives to the demons a chance to explode and produce lesser beasts from its bodies if they reach a 10% of its max hitpoints.
Beta Testing, ideas, contribution and credits
- Moyack
- Av3n
- RedDragon (AKA Dragon9087)
- Jigrael
- JetFangInferno
- Red-Bones Ghoul (ideas for Lord of Darkness abilities)
New Double Attack ability: Now the Succubus jumps to catch the enemies
Added a new unit: Burning Beast. Based on Zalamanders, those ranged units comes to balance the lack of ranged units on tier 1.
Diabolics Now have implemented the Treacheous Attack ability, which allows them to move very quickly towards a nearby enemy unit, dealing 100 unfair damage.
Improved Lightning Trap Ability: Now this trap deals minor damage to nearby allied units of the trapped ones, and an improved eyecady.
Improved AI: Definitely this is not the final (or the best) AI, but enough to have a good time if you play alone.
Fix the pathability blocker for the BloodFiend Barracks -Fixed-
Adding the race upgrades (Healing on water for Naga and Endurance for summoned units in Demons) Incomplete
Improve the units and buiding names of this units: Demon Soldier, Sludge Slave, Sea Drake, Shrine of the Dead -Fixed-
Improve Naga heroes descriptions -Fixed-
Crushing tide ability sometimes don't stop the unit. Check the projectile engine. -Fixed, requires further testing-
When a player lose its townhall, the message only show the unit rawcode instead of the unit's name. -Fixed-
Added missed credits to Phoenix IV, General Frank and Whitehorn for some resources and ideas. -Fixed-
Change the terrain a little bit, in order to reduce bottle necks when units are attacked in some places. -Fixed-
Added to the Water Essence the ability water corpse which allow him to avoid 50% of the attacks dealt to it. -Fixed-
Brutal Lord's ultimate ability don't affect units very near to him (Thanks to Jigrael's second replay I found the bug) Changing the ability, not working ATM :(
Balance Soul Control in Naga Enchantress, it will have mana drain proportional to the controlled unit level. -Fixed-
Improve the smooth motion engine -Fixed-
Add some abililites to the normal Naga units and demons. Incomplete
The Altar of Sargeras is an ancient building where rest one of the most powerful energies that the world has known. The location of this place has been a secret until now. Two of the follower races of the fallen god Sargeras want to control this astonishing energies.
Fight for the control of this temple, destroy your enemies, and the power of your god will be yours.
Power of Corruption is a super improvement of my original map called Naga Wars.
Quote:
Originally Posted by NAGA WARS description
Players: 2 to 4
Objective: You must defeat your opponents to achieve the victory, that's all.
Main Characteristics:[indent]
Now you play the NAGA Race.
Four custom naga Heroes.
Naga War Queen: Abilities: Fire trap, Watery minions, Weakness Aura and Murloc Slayer. Main Ability: Intelligence
Terror King: Abilities: Mortal Knife, Panic, Terror Aura and Eye of Destruction. Main Ability: Agility
Naga Enchantress: Abilities: Confusion, Soul Control, Dark Mana and Betrayal. Main Ability: Intelligence
Naga Imperial Warrior: Abilities: Crushing wave, Summon sea elemental, Frost Bolt, and Supreme Warrior. Main Ability: Strength
Every enemy killed by you will give devotion points. With them, you can have avaliability for buying units in the sargeras altars (but first you must slay the guardians near to those altar).
Multiboard to track your buildings, kills and devotion points.
Naga race has Upgrades for Temple of Tides and Tidal Guardians, also can reseach buildings upgrades.
Some features that will have in the new version:
Improved AI: Computer players will have 5 random strategies per race.
New units and upgrades: Besides the new whole race to fight, Naga will have 2 new units, Murgul Wizard (support caster) and Naga Hydra (ultimate unit) both with custom abilities. With the new units there are new upgrades too.
Devotion Points: They will be gained only if you kill enemy players, not creeps. They will be used to trade for gold or lumber, or, if you acumulate 2000, will raise a semi hero (Naga race: Naga Royal Guard, Demon Race: Demon Guard).
Items: items will be now customized to the races.
Tranport units: Now each race will have a flier (Mechanical) and land transport unit, and two custom units per race avaliable at Sargeras Tribute buildings.
One of the most important improvements to this map is the development of a new race focused in fighting the improved naga race.
The questions is: Which race???? the answer is: The Demons.
With this post I want to show a preview of the units, buildings and abilities that I've implemented in the new race. The idea is to receive some feedback and possibly, some new ideas.
I will begin with the Buildings.
Buildings:
Demon Hall:
Unit Type: building, Main hall Hitpoints: 2100 / 2700 / 3200 Mana Points: 0 / 0 / 0 Abilities and Upgrades: Primary structure, used to train Slave Sludges, Satyrs, and receive gathered resources. Can be upgraded to High Demon Hall and then Supreme Demon Hall to enable the production of additional types of structures and units. It has the Fire Protection, Satanic Strength, Satanic Armor and Shadow Portal upgrades. Has the Fire Protection Ability.
Heretic Burrow:
Unit Type: building Hitpoints: 600 Mana Points: 300 Abilities and Upgrades: Provides food, which increases the maximum number of units that can be trained. Can create Lesser Beast from nearby corpses. Has the Fire Protection Ability.
Altar of Evil:
Unit Type: building Hitpoints: 1500 Mana Points: 0 Abilities and Upgrades: Summons Heroes. Revives slain Heroes. Has the Fire Protection Ability.
Cursed Camp:
Unit Type: building Hitpoints: 1800 Mana Points: 0 Abilities and Upgrades: Primary troop production building. Trains Succubus, Infernal Contraptions, Satyr Rogues and BloodFiends. Also contains the Double Attack improvement for Succubus, Overheated Engine for Infernal Contraptions, Satyr Rage for Satyrs and Bloodfiend's Cleaving Attack upgrades. Has the Fire Protection. ability.
Shrine of Dead:
Unit Type: building Hitpoints: 700 Mana Points: 0 Abilities and Upgrades: Creates a shop with purchasable items. Serves as a drop-off point for harvested lumber and trades devotion points. It has the Fire Protection upgrade.
Temple of Corruption:
Unit Type: building Hitpoints: 1800 Mana Points: 0 Abilities and Upgrades: Trains Vile Tormentors, Overlords and Nether Drakes. Also contains spell upgrades for Vile Tormentors and Overlords and the Magnetic Attraction ability for the Nether Drakes. Has Fire Protection Ability.
Demonic Tower:
Unit Type: building Hitpoints: 500 / 500 Mana Points: 300 / 300 Abilities and Upgrades: Fires bolts of deadly energy. Excellent at dealing massive damage to everything. Can cast Burning Eye, which shoot a fire flare on enemy units, blinding it making it to miss 50% of its attacks. Immune to magic. Attacks land and air units. it can be upgraded to Advanced Demonic Tower. Has Fire Protection Ability.
the cursed camp's units sure do have many upgrades. Will you add more upgrades to balance out the Naga? Also, wouldn't it look weird if different buildings have different building animations?
Also I like what you did with their "farm" building and the tower, keep up the good work!
(P.S. thanks for checking up on that tidal thingy .)
the cursed camp's units sure do have many upgrades. Will you add more upgrades to balance out the Naga? Also, wouldn't it look weird if different buildings have different building animations?
Also I like what you did with their "farm" building and the tower, keep up the good work!
(P.S. thanks for checking up on that tidal thingy .)
Thanks for your comments :)
Of course they will have their respectives upgrades, you can train 4 different units with their respective upgrades. BTW, I have to make another thread to show the new naga units, GUAUUU, a lot of work to do :P
About the animations, yes, probably it doesn't look so great, but it's the price to keep the map small as possible. (for example, altar of evil doesn't have birth animation, and the same with demonic burrow) but I know that is something "acceptable".
Nether Drakes arent really demons though, they are Deathwings attempt to create a new Black Dragon Flight (I think). And no upgrades for them?
Really?? I didn't know that. I'm using that unit because it looks great with the demon race, besides, I need the counterpart for the coualt. And yes!!! it has an upgrade (I don't know why I forgot to put it :P) it's called Magnetic attraction, the nether dragon boost a magnetic field over a unit dealing 60 damage, paralizing it for 30 seconds. If the target enemy unit is a flying one it deals 120 damage, stuns the unit on the ground dealing 60 damage to nearby enemy units.
I've been busy since the last month (work, spell constest 7, Vex JASS programming, giving some help to the Kam's project Orcs & Humans)... Damn it!! it seems like I don't have life
I've decided to put my map in testing. I don't want to use the BETA TESTING section because I want to know who is testing (in order to add in the map credits). So if you want to test my map, Post here and I'll send the link via PM.