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(10) Golemz - Version 2

11-12-2006, 09:27 PM#1
WILL THE ALMIGHTY
GOLEMZ 2


This map has been submitted here before. It has been enhanced quite a lot. Recently it was in the map testing, the new version is here.

After playing a few AoS', I've seen many themes that keep coming back: its always Alliance vs. Hord or Humans vs. Undead or Humans vs. Orcs. I've seen a version of Humans vs. Orcs that said it was Dark elves vs. Naga but it was only 3/4 changed. It still had the "humans vs. Orcs" screen too. Then there's the really original ones like Battleships or... um... yeah Battleships.

GENERAL GAMEPLAY

This is an AoS. There are 14 heroes, all custom. Each has three normal abilities with 5 levels, and one ultimate, plus one innate passive. Maximum 10 players. no red and blue players. It is supposed to be simpler then others, but still feel apreciable and polished.
How it has been enhanced: at first I had what? 8 heroes?, no items, no battle, no random events, a hell of a lot of bugs. Now there are 14 heroes, no bugs that I know of and much more.

The lanes here are smaller then other AoS'. If this bugs you simply buy a rune of teleportation. VERY useful. Items are bought at the fort.

Instead of a fountain, there is a healing circle, if you are hurt it will heal you completly. I always found the fountain too slow. If you don,t like it, I'm sorry but this will always stay.

One kill = one gold. One hero kill = 3 gold. You get paychecks every few minutes. With this you can buy items, like compact towers and tomes (no, they don't screw up balance) or mercenaries.

If your hero dies, which will have to happen someday, and that enough game time has passed, your golem's spirit will leave its body and respawn in the center of the map. The spirit gives you simple abilities to help your teammates or slow down enemies. But, you have to buy the abilities first at your vault of spells, located inside the graveyard.
At least now you have something to do after you die.

FEATURES
14 heroes:
-12 regular heroes: Flesh, Sphinx, Corrupted, Mechanical, Steel, Arcane, Coral, Lava, Rock, Chaos, Frost, Death
-2 sercret only heroes: Nature, Lightning
-random events like creeps damaging you or secret quests.
-final hero battle after 30 minutes of normal fighting
-custom models, all made by me. The most noticeable ones are the teamcolored golems, the arcane golem and arcane burn, the rocket model, golem missiles (for sphinx, fire, lightning and nature), frostgolem, deathgolem
-Graveyard and spirit system. 7 abilities to buy and use.

UPDATE 2.1
-new random events
-fixed certain bugs
-new spells for spirit system. I can't add anymore, its full :)

UPDATE 2.3
-removed senseless events
-new golems!
-blacked out the terrain

UPDATE 2.11
-minor tweaks.

UPDATE 2.13
-Death golem abilities fixed
-Lots of minor fixed
-new units
-new shop
-etc...

BE sure to leave a comment after playing.

By the way, there are no JASS abilities, I don't do that unfortunatly. But honestly, I wouldn't have done it anyway, this map is simple.
And I've worked on this map for a pretty long time and I fail to see what I could add. Of course, go ahead and point out bugs, give suggestions and I'll think about putting them in. This only means I've temporarily run out of ideas. I'm also thinking of making a CTF.

PS: filesize is getting bigger then ever, and all those custom models are needed... I'll see what I can do.
Attached Images
File type: jpgFinalScreenshot01.jpg (154.7 KB)
File type: jpgGOLEMZ screen 01.jpg (59.3 KB)
File type: jpgGOLEMZ screen 02.jpg (52.1 KB)
File type: jpgGOLEMZ screen 03.jpg (62.0 KB)
File type: jpgGOLEMZ screen 04.jpg (31.5 KB)
File type: jpgGOLEMZ screen 05.jpg (47.9 KB)
File type: jpgGOLEMZ screen 06.jpg (48.6 KB)
File type: jpgGOLEMZ screen 07.jpg (61.4 KB)
File type: jpgGOLEMZ screen 08.jpg (60.0 KB)
Attached Files
File type: w3x(10)Golemz.w3x (575.0 KB)
11-12-2006, 09:31 PM#2
ragingspeedhorn
You need to include how many players the map is meant for in the name of the thread.
11-12-2006, 11:15 PM#3
WILL THE ALMIGHTY
done. I know the screenshot isn't all that good, I would put another up but I really dont want to upload all the others after, that would be long.
11-13-2006, 04:36 AM#4
darkwulfv
Maybe its just the screen shots, but I'm hoping the golems dont have the name Granis Darkhammer? Maybe custom names? Idk I have to get the map. This looks pretty cool actually.
11-13-2006, 11:41 AM#5
Anitarf
The map is still severly unpolished. There are hotkey conflicts, golems have the hero names of paladins, some abilities don't use custom buffs, the icon positions of abilities appear to be entirely random, the pathing map is wrong so that units can walk through doodads...

The idea of golems is fascinating and could be the basis for a great map, but this isn't it. The abilities are uninspired, I saw nothing new here, the heroes are just boring.
11-13-2006, 02:50 PM#6
WILL THE ALMIGHTY
I never had enough ideas to change hero names... guess I'll have to work it out. I'll see what else I can fix.
11-13-2006, 03:44 PM#7
ragingspeedhorn
No need for briliant names, just having it as the generic hero names of a paladin sucks.
11-13-2006, 06:57 PM#8
WILL THE ALMIGHTY
I'll be asking you to be patient, because I'll be implementing a new gameplay element and fixing the comments I have had so far on the same version. It'll take hardly more then a day. Maybe I'll upload it today, depends on how much the new concept works... and how long it takes for me to add some spells.
11-13-2006, 08:46 PM#9
Daxtreme
With the comments brought to you by Anitarf, fixing this should take more than 1 day imo :P
11-14-2006, 01:56 AM#10
WILL THE ALMIGHTY
HA, only took me 3 hours... 3 very long hours. Changes:

-New graveyard and spirit system. Gives you something to do while you're dead.
-New names.
-Some new abilities.
-pathing map fixed.
-SCREENSHOTS UPDATED!
11-15-2006, 12:11 AM#11
WILL THE ALMIGHTY
*cough* bump *more cough*

Updated to version 2.1, added a few things, completed the spirit system, new random events, all those things.
11-15-2006, 03:06 AM#12
Daxtreme
I'm really curious to why the playable map area takes up only half of the entire map. Why so? You can resize a map you know... And it looks really bad.
11-15-2006, 01:17 PM#13
WILL THE ALMIGHTY
originally there was a huge final battle scene under the actualy battleground. this was removed. I guess I'll just resize the map, I forgot, my problem.

and, the "And it looks really bad" was about the map itself or just the playable map is uselessly big?
11-15-2006, 08:07 PM#14
Captain Griffen
Disapproved

Some good ideas, but implementation is very much lacking in some areas.

- Messed up tooltips; they disagreed, and were the same from level 3 on?
- My hero had an ultimate of resistant skin. Resistant skin on a hero does a great big overpowering nothing.
- Leaving the arena results in random death. This is, quite frankly, an abysmal solution. Boundary the terrain you don't want people to go in, rather than punishing them for your mistake.
- Random events taking place with no apparent reason or gameplay value.
- Not very exciting abilities.
11-15-2006, 08:46 PM#15
Daxtreme
Quote:
Originally Posted by WILL THE ALMIGHTY
originally there was a huge final battle scene under the actualy battleground. this was removed. I guess I'll just resize the map, I forgot, my problem.

and, the "And it looks really bad" was about the map itself or just the playable map is uselessly big?

The combination of the 2. The fact that the playable map area doesn't take up almost all of the map makes it look bad.