Hero Line Wars 4 vs 4 - Team hero survival - Take control of a hero and fend off units spawned by the enemy team, while trying to overpower them with your spawns!
Description:
Hero Line Wars is a game where you pick one of several heroes, and hold the line against incoming enemy units. You have several powerful abilities at your disposal, and many unique items to help you survive. The catch is that these units aren't just a set of predictable waves, but are sent by the enemy team of players. Likewise, you'll also be sending in spawns to assault the enemy base. Eventually, either your team or the enemy will be overwhelmed. You just need to make sure that it's not your team who falls first.
First you'll choose a hero, and then you'll have the option to spawn a selection of units. You can only create weak units to begin with, but each unit you summon will permanently increase your income. Over time, you will build your income and your hero and eventually overwhelm the enemy team!
I want to stress the "in development" part. No, really, this map is aggressively unrefined and I'm currently in the process of changing that!
There's a whole lot about this map that I'm not happy with at the moment! I've never made a real hero map before, and there's some learning to be done. It's pretty much in a constant state of flux at the moment while I get the heroes and items into a fun state. I'm probably going to redo the spawn system I have in place too.
Still, enjoy the read if it's to your fancy, and thanks for reading!
before playing it, just from your screen shots and description; this feels like "summoners" without the hero vs hero, and allowing players to pick from a long list of units; rather than a short list per hero. The rest seems similar.
I think "rich get richer" is not a bad choice; so long as there is some median of exchange. A big thing in the wc3 system of "rich get richer" was that to get richer; you could give up defending. Often, constant spawning lead to getting exceptionally richer than your opponents. With your "army building" spawning system, and no reward for kills; I feel as though you have largely eliminated the problem right there alone. It may be nice in the future, to at least add an option for income from spawning, and income from killing. Or a selection for each player on the start, to focus on offense or defense (rewarding income based on their kills or summoning, respectively).
I think you should really look at reviews for "the summoners" to get more ideas of what could go better here. The minor things that kept that on page 5, are the same things that will keep this game from page 1 consistently.
Look at Warships as an example for what people want in hero games; because it is technically a hero game. try to incorporate as much as you can from warships into this, and I am sure you can make a great game.
I am gonna go give this a shot a few times over, and will give you much better feedback after a game or two; then after a dozen or so; if it is fun enough to make it that far ^_^.
Yeah nothing is set in stone. To be brutally honest, I'm not happy with any of it. I'm currently redesigning every hero. I plan to redesign the terrain to be closer to the wc3 version. I also have a different spawning system that I'm going to swap with, that is a bit of a mix between my spawn system and the wc3 version. I'm likely going to look into a different income and experience mechanic.
Yeah nothing is set in stone. To be brutally honest, I'm not happy with any of it. I'm currently redesigning every hero. I plan to redesign the terrain to be closer to the wc3 version. I also have a different spawning system that I'm going to swap with, that is a bit of a mix between my spawn system and the wc3 version. I'm likely going to look into a different income and experience mechanic.
I actually like your terrain, it is similar to "enfos" which was a nice hero line survival/wars game. I wouldnt suggest putting too much pressure on yourself with terrain; in the end it comes down to heroes killing summons.
With spawning, there was a very unique "hero line wars" game which had a "single unit spawn selection". Say you spawned a "roach" then every interval, a roach would spawn for you, and you would get income for it. You could only have 1 summon per player though (it summoned 1 for every player on the other team). I think if you combined that concept with you "build an army" concept, that could be unique and a happy medium. If players could only have like 3-5 summons; then you have to remove one to get a new one once you reach the cap.
I think having a constant XP and income rate is good for new players; however there has to be more on top of that which rewards good players. If you cut the value from summoners by 3, and used kill EXP (which can still be 30% shared or something) it would allow better players to do better. Giving all players an equal base all game does not make them all equal. A good player is gonna be dragged down by his weaker/newer/dumber team no matter what. If you allow that player to do better than his weaker allies; he may be able to make up the difference.
You should put this on NA servers as well, I had to log into euro to try it; and I could not for the life of me get anyone to join (I am sure timezones are a thing).
I too am working on a hero line wars, as part of my conglomerate hero game. The line wars and line survival (for less competitive play) are gonna be the first ones completed. I still have a lot of ability work to be done before it can be tested at all; but hopefully you will have a chance to see it before the end of time ^_^.
I actually like your terrain, it is similar to "enfos" which was a nice hero line survival/wars game. I wouldnt suggest putting too much pressure on yourself with terrain; in the end it comes down to heroes killing summons.
I disagree and would recommend putting more effort into the aesthetical dimension of the project. While it is not crucial to the game experience, it significantly compliments the overall impression, and it costs a relatively low amount of time to produce good, performance minded terrain. A good terrain shapes a live atmosphere that fits the game, while at the same time improving the clarity of the gameplay.
I disagree and would recommend putting more effort into the aesthetical dimension of the project. While it is not crucial to the game experience, it significantly compliments the overall impression, and it costs a relatively low amount of time to produce good, performance minded terrain. A good terrain shapes a live atmosphere that fits the game, while at the same time improving the clarity of the gameplay.
I shall clarify then. I did not mean it like "Do not make a pretty terrain" it was more a suggestion about terrain layout. One lane vs two, or three; hills, high ground, ect. Some thinking behind it (after playing the game a bit)
the way it is setup, all players sit at the first road combo, right in front of the spawns. Then, the creeps cross paths in an X pattern, the ones which spawn up top, go the bottom route; and the bottom ones go the top route. This will almost always force the team to sit at their respawn circle and fight as a team if they lose the front lines. The middle ground is unused.
The current may layout is and will be continued to be played as though it is just a single lane.
With 2 long lanes, you will have players split initially, near the furthest forward "bridge to the other side" until they become overwhelmed and are pushed back to fight as 1 near their base.
In an open field concept, you will at least cause players to scatter a bit; but again, when it becomes overwhelming, they will simple camp out near their base, where all the creeps will be easier to round up as a team.
You can make it as pretty as you'd like, but it will always be played in a line.
A few SEVERE gameplay comments:
Creep movement speed is entirely too fast. In the time it takes to respawn, a wave of units is knocking down your door, and it is game over.
Maruaders slow wins every time without fail, no questions asked.
Once you die at the front, the game is over. There is absolutely nothing that can be done to stop from losing the second a hero dies. Respawning at all is silly, because you will revive and be fighting the same creeps as before, at the same rate, and nothing at all will have changed between A and B.
the game needs to be adjusted based on player count. If the game is 1v2, or 2v3, or anything uneven, your "everyone is always balanced" concept instantly declares a winning team. Make it team based, team 1 and 2 get X amount of exp, split by players, X amount of income, X amount of summoning cash.
Heroes gain nothing when they level, a level 10 hero has barely anymore power than a level 1 hero; except a level 10 hero is fighting off much stronger units. Zero hero progression other than skill getting 5% stronger every other level; still not really a hero.
Rory can build endless amount of his ultimate artillery turret.
Map is published as private on NA.
Lifesteal heals you only when you do damage via your weapon? Does it have a cooldown to it? When I maxed life steal from items + multiattack it felt pretty underwhelming (as in I couldn't tell if it did anything), especially with all the insane D3 level life regen you've got going on in there.
Edit: Fat units often clump with each other around beacon, creating a circle barrier preventing each other and any other units from entering it.
Redesign each hero based on a familiar WarCraft 3 base, though their abilities are modified to make sure they work in a StarCraft setting.
Increase total hero count from 13 to 21. This includes all WarCraft 3 heroes except Firelord, Beastmaster and Brewmaster, which will come in a future update. All heroes use StarCraft models for now.
Increase variety of abilities available for use, opening up new roles such as focusing on crowd controlling enemies (hex) or weakening them for your allies (banish).
Redesign ability costs to make choosing which ability to upgrade is always a difficult choice.
Add auto-cast for nearly all abilities. The AI is not perfect and it's intended to be that way, but it's sufficient for quick AFKs.
Reduce base stats of heroes, but added stat gain from leveling.
Items have been generally doubled in power.
The remakes are pretty loose and a lot of abilities had to be redesigned in some way. This mostly means that they hit multiple targets. Of course, some abilities had to be replaced wholesale, like Far Sight which would just be redundant in a map like this. Others, like Thorns Aura, are impossible to remake cleanly in this engine as %-based damage return can only be accomplished by intensive triggers!
The general theme of the heroes is still intact though. The hero based on the paladin still has a heal, an invulnerability shield and a defensive aura, while being able to resurrect allies. Just updated.
I'm pretty committed to pushing this to the same level of polish as my Desert Strike HotS map. I intend to do a spawn system update and then a terrain update to try to better capture the feel of the WarCraft 3 version, while making use of all the new features of the StarCraft engine.
All these assets are in a neat mod file and once my heroes are rock solid I'll start producing more WarCraft 3 maps using this shared and frequently updated mod file. The Summoners was testing the water with a relatively unknown map. Hero Line Wars is something a little more serious to really get the ball rolling!
Hero update is live. Still needs some polish, but we're getting there.
I've fixed what bugs I knew of, and it's now live on all servers!
Moving on to the terrain now. This update will change the terrain to be more akin to the wc3 format. Nice and open. It'll come with a reduction in spawn movement speed.
I've took this map down for now. I'm repurposing it to be a more faithful remake of the WarCraft 3 version.
If you're into WarCraft 3 Hero Line Wars and fancy your hand at making sure that the StarCraft 2 version hits all the right spots, then I'd like to get in touch with you. PM me here or email me at [email protected]!
One thing that wc3 has that stands alone is the movement physics and such. turn rates, attack backswings, acceleration, ect. I am not sure if that would be entirely too much work for you, but getting anything decent along the lines of "units dont accelerate, turn, and attack instantly" would be cool; kiting is/was a big thing is wc3, which took a lot more skill on both sides than in sc2; I think you can add a lot of depth with minor changes in that area.
Oh yeah. This is one of the kinks that I need to iron out. Kiting is not just easier in sc2, but pretty much broken! Having no punishment for ranged heroes perpetually stutter-stepping feels really bad compared to the choice-driven style of WC3 kiting. I have some work to do to make sure it's punishing, yet still fluid.
Patch notes as if this were an update from the wc3 version (specifically, Lition's). Anything that isn't listed here has been carefully preserved. Everything from the tiny damage over time effect from the Sword of Poison, to the Magic Shrine and associated abilities. All icons and such are also preserved. Nothing is set in stone and the entire map is built on a mod file to ensure that anything can be easily swapped around, replaced or removed.
CHANGES FROM WC3 VERSION (LITION)
ATTRIBUTE CHANGES
- Items and tomes now grant stats directly (eg, 1 strength tome gives +life, +life regen and +damage).
- All tomes now grant bonus weapon damage. (Heroes do not have a primary attribute anymore).
- Tome of Intellect now increases ability damage by 5% per point instead of providing energy regen.
- Rings that grant Intellect now instead increase weapon damage and ability damage instead.
- Armor from items has been toned down a lot. End-game heroes should now be killable.
ITEM CHANGES
- Sword of Poison renamed to Assassin's Blade.
- Sword of Lightning renamed to Stormherald.
- Sword of Fire renamed to Firebrand.
- Spear of Longinus renamed to Ice Barbed Spear.
- Enchanted Shield renamed to Ironplate Buckler.
- Shield of Honor renamed to Bloodforged Shield.
- Shield of Lightning renamed to Energetic Barrier.
- Rings rebalanced for new attribute system.
- Added a 3rd tier of rings.
- Ring of Protection +60 removed.
- Spear of Longinus (Ice Barbed Spear) now prodives less armor, but also costs less.
- That potion who's name will probably get my map removed from bnet renamed to Swiftness Potion.
- Vampiric Potion now provides +25% weapon speed instead of +20 weapon damage.
- Tome shop removed. Tomes can be purchased directly from your hero instead. Tome chat commands still work.
- All potions now stack to 99.
- Secret shop removed. Did this have a point? Let me know and I'll add what I need to.
CREEP CHANGES
- None. All creeps are strictly identical in terms of cost, weapon, speed, abilities and stats.
OTHER
- Gold cap removed. You may now have up to several billion gold at once. Please don't!
- There is a weapon speed cap of +400%. This was a hidden part of WC3 too but it deserves a mention.
Updated the links in the OP too. Map has changed a lot since the OP was written. It's now a remake rather than a redesign, and is a lot closer to the WarCraft 3 version!
Map is currently on page 1 on EU for anyone wanting to give it a spin. It's still very much in production but it fully works and is completely playable.
Still waiting on WarCraft 3 models to fill the last gaps in it.
Hero Line Wars
4 vs 4 - Team hero survival - Take control of a hero and fend off units spawned by the enemy team, while trying to overpower them with your spawns!
Genre: Team Survival
Players: Even Teams
US starcraft://map/1/253710
EU starcraft://map/2/177608
KR starcraft://map/3/93214
SEA starcraft://map/6/23262
Description:
Hero Line Wars is a game where you pick one of several heroes, and hold the line against incoming enemy units. You have several powerful abilities at your disposal, and many unique items to help you survive. The catch is that these units aren't just a set of predictable waves, but are sent by the enemy team of players. Likewise, you'll also be sending in spawns to assault the enemy base. Eventually, either your team or the enemy will be overwhelmed. You just need to make sure that it's not your team who falls first.
First you'll choose a hero, and then you'll have the option to spawn a selection of units. You can only create weak units to begin with, but each unit you summon will permanently increase your income. Over time, you will build your income and your hero and eventually overwhelm the enemy team!
Forum:
http://desertstrike.freeforums.org/hero-line-wars-f21.html
I want to stress the "in development" part. No, really, this map is aggressively unrefined and I'm currently in the process of changing that!
There's a whole lot about this map that I'm not happy with at the moment! I've never made a real hero map before, and there's some learning to be done. It's pretty much in a constant state of flux at the moment while I get the heroes and items into a fun state. I'm probably going to redo the spawn system I have in place too.
Still, enjoy the read if it's to your fancy, and thanks for reading!
before playing it, just from your screen shots and description; this feels like "summoners" without the hero vs hero, and allowing players to pick from a long list of units; rather than a short list per hero. The rest seems similar.
I think "rich get richer" is not a bad choice; so long as there is some median of exchange. A big thing in the wc3 system of "rich get richer" was that to get richer; you could give up defending. Often, constant spawning lead to getting exceptionally richer than your opponents. With your "army building" spawning system, and no reward for kills; I feel as though you have largely eliminated the problem right there alone. It may be nice in the future, to at least add an option for income from spawning, and income from killing. Or a selection for each player on the start, to focus on offense or defense (rewarding income based on their kills or summoning, respectively).
I think you should really look at reviews for "the summoners" to get more ideas of what could go better here. The minor things that kept that on page 5, are the same things that will keep this game from page 1 consistently.
Look at Warships as an example for what people want in hero games; because it is technically a hero game. try to incorporate as much as you can from warships into this, and I am sure you can make a great game.
I am gonna go give this a shot a few times over, and will give you much better feedback after a game or two; then after a dozen or so; if it is fun enough to make it that far ^_^.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Yeah nothing is set in stone. To be brutally honest, I'm not happy with any of it. I'm currently redesigning every hero. I plan to redesign the terrain to be closer to the wc3 version. I also have a different spawning system that I'm going to swap with, that is a bit of a mix between my spawn system and the wc3 version. I'm likely going to look into a different income and experience mechanic.
Looks really cool, looking forward to try this out with a couple of friends once it's in a more refined state.
I actually like your terrain, it is similar to "enfos" which was a nice hero line survival/wars game. I wouldnt suggest putting too much pressure on yourself with terrain; in the end it comes down to heroes killing summons.
With spawning, there was a very unique "hero line wars" game which had a "single unit spawn selection". Say you spawned a "roach" then every interval, a roach would spawn for you, and you would get income for it. You could only have 1 summon per player though (it summoned 1 for every player on the other team). I think if you combined that concept with you "build an army" concept, that could be unique and a happy medium. If players could only have like 3-5 summons; then you have to remove one to get a new one once you reach the cap.
I think having a constant XP and income rate is good for new players; however there has to be more on top of that which rewards good players. If you cut the value from summoners by 3, and used kill EXP (which can still be 30% shared or something) it would allow better players to do better. Giving all players an equal base all game does not make them all equal. A good player is gonna be dragged down by his weaker/newer/dumber team no matter what. If you allow that player to do better than his weaker allies; he may be able to make up the difference.
You should put this on NA servers as well, I had to log into euro to try it; and I could not for the life of me get anyone to join (I am sure timezones are a thing).
I too am working on a hero line wars, as part of my conglomerate hero game. The line wars and line survival (for less competitive play) are gonna be the first ones completed. I still have a lot of ability work to be done before it can be tested at all; but hopefully you will have a chance to see it before the end of time ^_^.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I disagree and would recommend putting more effort into the aesthetical dimension of the project. While it is not crucial to the game experience, it significantly compliments the overall impression, and it costs a relatively low amount of time to produce good, performance minded terrain. A good terrain shapes a live atmosphere that fits the game, while at the same time improving the clarity of the gameplay.
I shall clarify then. I did not mean it like "Do not make a pretty terrain" it was more a suggestion about terrain layout. One lane vs two, or three; hills, high ground, ect. Some thinking behind it (after playing the game a bit)
the way it is setup, all players sit at the first road combo, right in front of the spawns. Then, the creeps cross paths in an X pattern, the ones which spawn up top, go the bottom route; and the bottom ones go the top route. This will almost always force the team to sit at their respawn circle and fight as a team if they lose the front lines. The middle ground is unused.
The current may layout is and will be continued to be played as though it is just a single lane.
With 2 long lanes, you will have players split initially, near the furthest forward "bridge to the other side" until they become overwhelmed and are pushed back to fight as 1 near their base.
In an open field concept, you will at least cause players to scatter a bit; but again, when it becomes overwhelming, they will simple camp out near their base, where all the creeps will be easier to round up as a team.
You can make it as pretty as you'd like, but it will always be played in a line.
A few SEVERE gameplay comments:
Creep movement speed is entirely too fast. In the time it takes to respawn, a wave of units is knocking down your door, and it is game over.
Maruaders slow wins every time without fail, no questions asked.
Once you die at the front, the game is over. There is absolutely nothing that can be done to stop from losing the second a hero dies. Respawning at all is silly, because you will revive and be fighting the same creeps as before, at the same rate, and nothing at all will have changed between A and B.
the game needs to be adjusted based on player count. If the game is 1v2, or 2v3, or anything uneven, your "everyone is always balanced" concept instantly declares a winning team. Make it team based, team 1 and 2 get X amount of exp, split by players, X amount of income, X amount of summoning cash.
Heroes gain nothing when they level, a level 10 hero has barely anymore power than a level 1 hero; except a level 10 hero is fighting off much stronger units. Zero hero progression other than skill getting 5% stronger every other level; still not really a hero.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Rory can build endless amount of his ultimate artillery turret.
Map is published as private on NA.
Lifesteal heals you only when you do damage via your weapon? Does it have a cooldown to it? When I maxed life steal from items + multiattack it felt pretty underwhelming (as in I couldn't tell if it did anything), especially with all the insane D3 level life regen you've got going on in there.
Edit: Fat units often clump with each other around beacon, creating a circle barrier preventing each other and any other units from entering it.
Hero update is nearly complete. This update will;
The remakes are pretty loose and a lot of abilities had to be redesigned in some way. This mostly means that they hit multiple targets. Of course, some abilities had to be replaced wholesale, like Far Sight which would just be redundant in a map like this. Others, like Thorns Aura, are impossible to remake cleanly in this engine as %-based damage return can only be accomplished by intensive triggers!
The general theme of the heroes is still intact though. The hero based on the paladin still has a heal, an invulnerability shield and a defensive aura, while being able to resurrect allies. Just updated.
I'm pretty committed to pushing this to the same level of polish as my Desert Strike HotS map. I intend to do a spawn system update and then a terrain update to try to better capture the feel of the WarCraft 3 version, while making use of all the new features of the StarCraft engine.
All these assets are in a neat mod file and once my heroes are rock solid I'll start producing more WarCraft 3 maps using this shared and frequently updated mod file. The Summoners was testing the water with a relatively unknown map. Hero Line Wars is something a little more serious to really get the ball rolling!
Hero update is live. Still needs some polish, but we're getting there.
I've fixed what bugs I knew of, and it's now live on all servers!
Moving on to the terrain now. This update will change the terrain to be more akin to the wc3 format. Nice and open. It'll come with a reduction in spawn movement speed.
I've took this map down for now. I'm repurposing it to be a more faithful remake of the WarCraft 3 version.
If you're into WarCraft 3 Hero Line Wars and fancy your hand at making sure that the StarCraft 2 version hits all the right spots, then I'd like to get in touch with you. PM me here or email me at [email protected]!
Nearing completion of the update. Everything is brought over from the wc3 version, from creeps and their abilities, to the items and mechanics.
@TyaArcade: Go
ohhhhh NICE!!! Loving the design when is this update ready for test!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
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This is awesome!
One thing that wc3 has that stands alone is the movement physics and such. turn rates, attack backswings, acceleration, ect. I am not sure if that would be entirely too much work for you, but getting anything decent along the lines of "units dont accelerate, turn, and attack instantly" would be cool; kiting is/was a big thing is wc3, which took a lot more skill on both sides than in sc2; I think you can add a lot of depth with minor changes in that area.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
@wargirlwargirl: Go
Sooooon! All the hard work is done. Just sorting stuff out right now, and then balancing it all.
@GlornII: Go
Oh yeah. This is one of the kinks that I need to iron out. Kiting is not just easier in sc2, but pretty much broken! Having no punishment for ranged heroes perpetually stutter-stepping feels really bad compared to the choice-driven style of WC3 kiting. I have some work to do to make sure it's punishing, yet still fluid.
Patch notes as if this were an update from the wc3 version (specifically, Lition's). Anything that isn't listed here has been carefully preserved. Everything from the tiny damage over time effect from the Sword of Poison, to the Magic Shrine and associated abilities. All icons and such are also preserved. Nothing is set in stone and the entire map is built on a mod file to ensure that anything can be easily swapped around, replaced or removed.
CHANGES FROM WC3 VERSION (LITION)
ATTRIBUTE CHANGES
- Items and tomes now grant stats directly (eg, 1 strength tome gives +life, +life regen and +damage).
- All tomes now grant bonus weapon damage. (Heroes do not have a primary attribute anymore).
- Tome of Intellect now increases ability damage by 5% per point instead of providing energy regen.
- Rings that grant Intellect now instead increase weapon damage and ability damage instead.
- Armor from items has been toned down a lot. End-game heroes should now be killable.
ITEM CHANGES
- Sword of Poison renamed to Assassin's Blade.
- Sword of Lightning renamed to Stormherald.
- Sword of Fire renamed to Firebrand.
- Spear of Longinus renamed to Ice Barbed Spear.
- Enchanted Shield renamed to Ironplate Buckler.
- Shield of Honor renamed to Bloodforged Shield.
- Shield of Lightning renamed to Energetic Barrier.
- Rings rebalanced for new attribute system.
- Added a 3rd tier of rings.
- Ring of Protection +60 removed.
- Spear of Longinus (Ice Barbed Spear) now prodives less armor, but also costs less.
- That potion who's name will probably get my map removed from bnet renamed to Swiftness Potion.
- Vampiric Potion now provides +25% weapon speed instead of +20 weapon damage.
- Tome shop removed. Tomes can be purchased directly from your hero instead. Tome chat commands still work.
- All potions now stack to 99.
- Secret shop removed. Did this have a point? Let me know and I'll add what I need to.
CREEP CHANGES
- None. All creeps are strictly identical in terms of cost, weapon, speed, abilities and stats.
OTHER
- Gold cap removed. You may now have up to several billion gold at once. Please don't!
- There is a weapon speed cap of +400%. This was a hidden part of WC3 too but it deserves a mention.
Map is mostly complete with a few minor things I want to add.
I plan to make a big deal out of this once the War3 assets are here.
Still, it's now fully playable. Map links below for anyone curious;
US starcraft://map/1/253710
EU starcraft://map/2/177608
KR starcraft://map/3/93214
SEA starcraft://map/6/23262
Updated the links in the OP too. Map has changed a lot since the OP was written. It's now a remake rather than a redesign, and is a lot closer to the WarCraft 3 version!
I'll re-write the OP at some point.
Map is currently on page 1 on EU for anyone wanting to give it a spin. It's still very much in production but it fully works and is completely playable.
Still waiting on WarCraft 3 models to fill the last gaps in it.
NEW HERO: DIABOLIST
- Micro-intensive hero
- Spawns locust nests which produce locust minions.
- Can use Blood Boil to buff allied heroes or allied creeps.
- Can call Void Zones to take out unattentive enemy heroes.
- Can give his weapon to another unit.
GENERAL
- Tier 2 creep upgrade cost reduced from 30,000 to 10,000.
BALANCE
- Increased Mirror Image cooldown from 5 to 20 seconds.
- Reduced Mirror Image damage from 50% to 25%.
- Reduced Mirror Image energy cost from 125 to 50.
MAP LINKS (copy/paste your region into a web browser to open sc2 and then the map)
- US starcraft://map/1/253710
- EU starcraft://map/2/177608
- KR starcraft://map/3/93214
- SEA starcraft://map/6/23262