Available on Europe, North America, Taiwan and South-east Asia servers. Search "aeon" then look for the map Aeon of Chaos.
Gameplay:
Allied computer troops spawn every 30 seconds.
Control your hero to help your computer alliance to destroy enemy's towers and bases.
Maximum hero level is 10.
Each time the hero level, he will gain a ability point which can be used to learn / upgrade abilities.
Buy items / upgrade your hero / hire bodyguards at the Xel'Naga Shrine of your base. (A dialog box will show up at the left end of your screen.)
The side that destroy all three enemy bases first wins.
Features:
Additional mercenaries will spawn every 60 seconds once the hero reaches level 3. You can control their attack path with the dialog box at top left of the screen.
Computer troops spawn for each paths are different. Plan your attack tactfully!
Every time a computer base is destroyed, the remaining computer bases of that computer force will produce more units or stronger units.
Game Modes:
Normal Mode:
- 5 vs 5 (can be changed to others)
- Normal amount of maximum life for computer units.
- Full number of towers.
- Laser drill doing full damage.
Quick mode:
- Player number is limited to 2 vs 2.
- Computer unit's life is reduced by 50%.
- Number of initial towers is reduced by 50%.
- Base Laser Drill damage is reduced by 90%.
Known issues (please tell me if you know how to fix!):
Sniper's Penetrator Round is based on that of Raynor. However, the red laser indicator is designed for single player map and is buggy if applied to multiplayer. Therefore, I removed the indicator althogether.
Mimic life and energy reset when it changes form, due to that life and energy modifying behaviors (Strength, Psi-Power) not compatible with the morph type abilities. I used some trigger to fix the final life and energy but there is a split second that wrong life and energy is displayed.
Credits:
Thanks everyone at Sc2mapster and Goblin Academy who helped me! Without your help, I would not be able to complete this map!
Heroes information:
All heroes have three attributes that determine their damage, maximum life, maximum energy and movement speed: - Strength: Each point of strength increases melee damage by 5% and maximum life by 20. - Agility: Each point of agility increases ranged and splash damage by 5% and movement speed by 0.1. - Psi-Power: Each point of psionic power increases spell damage by 5% and maximum energy by 20.
Most heroes (except Mimic) have three basic abilities, each of them have three levels. All hero have one ultimate ability that can be learned at hero level 6.
- Spinning Strike 75 energy, CD 15s: 25/50/75 Splash Damage to all enemy units near the Shadow Hunter. Affected units are stunned for 3 seconds. - Blink 50/40/30 energy, CD 10/8/6s: Teleport to target location. Range 8/10/12 - Chrono Trap 50/40/30 energy, CD 15/12/9s: Creates a Chrono Trap. All units caught within the trap have reduced movement and attack speed. Time Scale: Unit: 0.2; Missiles: 0.15; Last for 13/19.5/26s - Permanently Cloaked
Psionic Master:
Psionic Power Based Hero
Level 1:
Shield: 100, Life: 280, Energy 390
Damage: 28.8, Range 6, Weapon Speed: 1.25, Air & Ground
Armor: 0, Speed: 1.91
Strength 9 Agility 9 Psionic Power 12
Level 10:
Shield: 100, Life: 460, Energy 750
Damage: 45, Range 6, Weapon Speed: 1.25, Air & Ground
Armor: 0, Speed: 2.83
Strength 18 Agility 18 Psionic Power 30
- Psi Storm 75 energy, CD 15s: AoE Spell Damage 6/12/18x6; Range 2 - Empowered Hallucination 75 energy, CD 30s: Summons 1/2/3 hallucinations of the Psionic Master, which deal 10% damage; Last for 30s - Light of Hope 50 energy, CD 5s: Restores life and energy of target friendly unit by 25/50/75. - Guardian Realm 100 energy: Creates a Guardian Realm around the Psionic Master. Friendly units within the realm have all damage reduced by 5; Shield, life and energy regeneration increases by 5; Enemy units within the realm have shield, life and energy regeneration reduces by 5.
- Penetrator Round 50 energy, CD 10s: damage all enemy units in a 13 long straight line. 30/60/90+bonus Ranged Damage. - Grenade Launcher 50 energy, CD 10s: damage all enemy units within a 1.5 diameter. 30/60/90+bonus Splash Damage, 60/120/180+bonus to Structure. - Eagle Eye Protocol: +10/20/30% Ranged Damage Aura; Aura Range: 5 - Stimpack Extra 100 energy: Weapon Speed: +50%; Speed: +50%; Additional bonus agility stacks up to 50. Lasts 15 seconds.
- Napalm Burninator 50 energy, CD 10s: 6/12/18x6 Splash Damage to enemy units in front of the B.O.T. - T82 Missile Pod 50 energy, CD 10s: 5/10/15x8 Ranged Damage (10/20/30x8 to Armored); Range 9. - Defensive Matrix 50 energy, 20s CD: 100/200/300 Shield; Last for 20 seconds. - Nuclear Strike 100 energy: 300 Splash Damage; Need 10 seconds to prepare.
- Poison Cloud 75 energy, CD 7s: Casts a cloud of poison around the Plague Bearer, dealing 6/12/18x7 Spell Damage to all enemy units; Range 2 - Trail of Plague: leaves a trail of plagued area behind the path of the Plague Bearer. Enemy units on the plagued area suffer 5/10/15x3 Spell Damage - Infectious Claws: Base weapon damage becomes 25/35/45 Melee Damage; Convert 30% of the Plague Bearer's melee damage to life; Also leaves a debuff on target that deals 8/16/24x5 Spell Damage. - Mutant Rage 100 energy: The Plague Bearer charge forward for 2.5 seconds. Any units on its way are thrown to the air and suffers 150 melee damage on landing; The Plague Bearer also regenerates 30% life.
Mimic can gain the abilities to disguise as Marine, Zealot and Zergling. - Confusion 100 energy: Causes confusion to all units within target area. Confused units will attack unit closest to it regardless of the aspects of alliance. Lasts for 5s
v1.17
- The host can choose quick mode(default) or normal mode at the lobby. Please see Game Mode Tips for differences of the two modes.
- All heroes now have a four slot equipment bag by default. Equipment such as Titanium Shield can only be placed in equipment bag.
- Added many new items and equipment: Dynamic Warp Device, Personal Shield Generator, Neutralizing Charge, B10 Compact Dimensional Transporter, Spiked Carapace, Neural Implant, Psi-wave Amplifier, Ancient Xel'Naga Relic and Nitro Boosts.
- Added a timer for the mercenary.
- Slightly modified damage, life and energy upgrade's cost and effect.
v1.16
- Reduced the energy cost of Mimic's Stimpack and Charge to 50.
- Reduced the level required to learn Stimpack, Charge and Burrow.
- Charge's strength bonus is changed to 50%/100% damage bonus for all types of damage.
- Reduced Stimpack attack speed bonus to 25%/50%.
- Simplified the hotkeys of Mimic's abilities. It is now much easier to cast Stimpack Charge combo with hotkeys.
- Mimic now has increased life and energy regeneration in Mimic form.
- Fixed a bug that reset Mimic life and energy when using Burrow level 2.
- Further reduced Plague Bearer's Trail of Plague damage.
- Fixed a bug that caused Trail of Plague to persist after hero died.
- Fixed a bug that caused Poison Cloud to stun the target.
v1.15
- Resource gained by computer alliances will now be distributed to all the active players. You should now have more Vespene Gas to buy advanced items and upgrade your hero!
- Adjusted the kill experience and resource of some units.
- Reduced the damage of Plague Bearer's Trail of Plague and Infectious Claws. Increased the amount of life leeched by Infectious Claws.
- Changed the outlook of the leaderboard.
- Inactive players will be marked on the leaderboard.
- Gravity Bomb now has a 20 seconds cooldown.
v1.14
- Fixed a bug that may prevent heroes to resurrect properly if the killer died early.
- Fixed a bug that mercenary path message is not displayed properly.
v1.13
- Modified the own base movement speed bonus. Now that it lasts for 5 seconds after visiting Xel'Naga Shrine.
- Changed the hotkeys of several abilities.
v1.12
- Everytime the hero dies, the player lost 30% minerals and gas.
- Heroes gain speed bonus when in their own base.
- Changed Napalm Burnimator damage and model.
- Changed healing potions' icon.
v1.11
- Medkit, Khaydarin Amulet, Titanium Shield and Heart of the Swarm are now unique (can only have one copy per hero).
- All healing potions' cooldowns are now linked.
- All energy crystal's cooldowns are now linked.
- All healing potions and energy crystal's cooldowns are increased to 5 seconds.
- Corrected Minor Healing Potion and Minor Energy Crystal tooltips typos.
- Added an icon to Xel'Naga Shrine, indicating items can be refunded at the Shrine.
v1.10
- Khaydarin Amulet, Titanium Shield and Heart of the Swarm are now bind on pickup.
Not sure at the moment. I only uploaded it to NA and SEA servers yesterday but if the map is successful, I'll definitely find someone to help me to upload it to other servers!
Btw, due to the stupid popularity system, it maybe difficult to find other players to play. Feel free to play it as single player. Even single player vs computer is quite challenging as I put some powerful defense mechanism at the enemy bases!
Well. I searched for like hours and finally found it haha. I played it singleplayer of course and it was interesting. I thought it was a really unique take on dota.
I really only have 2 pieces of feedback. I wasn't a fan of the Lasers one shotting me in the base. Luckily I went the dark templar so I could blink away if I saw them target me, but it would probably really suck for other classes.
Secondly, if you move armor around in your inventory it will heal you. Quite the exploit.
It's my intention to make the final base fight a bit tricky by adding that laser. Dark templar (or the Shadow Hunter) can avoid it more easily but other heroes can still avoid it by walking away immediately until the laser choose another target. Well, maybe taking a few hit in the process. :P
Thanks a lot for pointing out the armor exploit! From the look of it, it is probably something similar to the problem I mentioned above that Mimic reset life and energy when it changes form. I'll see if I can find a solution when back home.
Alright, it seems that if the item's behavior modify life or energy (probably shield as well), the respective attribute will be reset. Couldn't find any field that can fix this, so I changed Khaydarin Amulet, Titanium Shield and Heart of the Swarm, which are all supposed to be some kind of equipment/artifact, to bind on pickup.
Thanks alectwin. I will find someone to help me uploading it to EU eventually. However, with the current stupid popularity system, it will be a hard job for the uploader to bump the map to the first few pages. Therefore, I would like to make sure the map is getting certain degree of fame (and it certainly will because its quality is better than many maps on the popularity first page) before I release it to other servers.
By the way, just found out another pathetic issue. People on NA and SEA who want to play the map, DON'T search for "aeon of chaos" as this will give you a long list of maps with the word "of" in their names! Just search "aeon"!
I tried and am trying out your map, but I was wondering how to get more vespene. I had managed to kill every defensive building and couldn't get anymore vespene until I win. Is it possible that you can create some "minibosses" that give you vespene? I would be very appreciated. :D
I intended to make vespene gas harder to get than minerals. Actually you get vespene as well when you kill enemy player's heroes. Unfortunately that it is hard to find someone to play against at this point. It would be great if you have a few friends to try the map together and see if the vespene gas is adequate. So far I'm only able to test 1 vs 1 with my friend.... :P So please create games of my map for at least five mins when you have time to help bump up this map! :D
Eventually, if it turns out that it is still not enough vespene in a 5v5 game, I may consider adding other sources.
I used a new model for Napalm Burninator. Due to some strange bug I needed to create multiple copies of the model to make it works, so please tell me if you find that makes the graphic laggy.
I used Perdition Turret's attack as the Napalm Burninator's model. However, for some strange reason it does not display the fire occasionally even the target is damaged. This usually happens in the first few casts, then it works fine for a long time, then the fire may randomly disappear again. Spended a whole day to try to find out the cause, replaced a few model, tested changing a lot of field but no effect. Finally I used a work around by hooking the actor to another effect so that it is called multiple times everytime Napalm Burninator is cast.
I used Hellion attack in the original version but the weak thin line of fire just doesn't match the heavy look of the B.O.T. (i.e. the A.R.E.S. in the campaign secret mission). Anyway, the ability works well now. The only concern is I need to know whether drawing multiple copies of the fire in small time intervals would cause lag on some slower machines.
Available on Europe, North America, Taiwan and South-east Asia servers. Search "aeon" then look for the map Aeon of Chaos.
Gameplay: Allied computer troops spawn every 30 seconds. Control your hero to help your computer alliance to destroy enemy's towers and bases. Maximum hero level is 10. Each time the hero level, he will gain a ability point which can be used to learn / upgrade abilities. Buy items / upgrade your hero / hire bodyguards at the Xel'Naga Shrine of your base. (A dialog box will show up at the left end of your screen.) The side that destroy all three enemy bases first wins.
Features: Additional mercenaries will spawn every 60 seconds once the hero reaches level 3. You can control their attack path with the dialog box at top left of the screen. Computer troops spawn for each paths are different. Plan your attack tactfully! Every time a computer base is destroyed, the remaining computer bases of that computer force will produce more units or stronger units.
Game Modes: Normal Mode: - 5 vs 5 (can be changed to others) - Normal amount of maximum life for computer units. - Full number of towers. - Laser drill doing full damage.
Quick mode: - Player number is limited to 2 vs 2. - Computer unit's life is reduced by 50%. - Number of initial towers is reduced by 50%. - Base Laser Drill damage is reduced by 90%.
Known issues (please tell me if you know how to fix!): Sniper's Penetrator Round is based on that of Raynor. However, the red laser indicator is designed for single player map and is buggy if applied to multiplayer. Therefore, I removed the indicator althogether. Mimic life and energy reset when it changes form, due to that life and energy modifying behaviors (Strength, Psi-Power) not compatible with the morph type abilities. I used some trigger to fix the final life and energy but there is a split second that wrong life and energy is displayed.
Credits: Thanks everyone at Sc2mapster and Goblin Academy who helped me! Without your help, I would not be able to complete this map!
Video:
Heroes information:
All heroes have three attributes that determine their damage, maximum life, maximum energy and movement speed:
- Strength: Each point of strength increases melee damage by 5% and maximum life by 20.
- Agility: Each point of agility increases ranged and splash damage by 5% and movement speed by 0.1.
- Psi-Power: Each point of psionic power increases spell damage by 5% and maximum energy by 20.
Most heroes (except Mimic) have three basic abilities, each of them have three levels. All hero have one ultimate ability that can be learned at hero level 6.
Shadow Hunter:
Strength Based Hero
Level 1:
Shield: 100, Life: 540, Energy: 210
Damage: 48, vs Armored 64 Melee, Weapon Speed: 1.69, Ground
Armor: 2, Speed: 2.02
Strength 12 Agility 10 Psionic Power 8
Level 10:
Shield: 100, Life: 900, Energy: 440
Damage: 75, vs Armored 100 Melee, Weapon Speed: 1.69, Ground
Armor: 2, Speed: 2.93
Strength 30 Agility 19 Psionic Power 17
- Spinning Strike 75 energy, CD 15s: 25/50/75 Splash Damage to all enemy units near the Shadow Hunter. Affected units are stunned for 3 seconds.
- Blink 50/40/30 energy, CD 10/8/6s: Teleport to target location. Range 8/10/12
- Chrono Trap 50/40/30 energy, CD 15/12/9s: Creates a Chrono Trap. All units caught within the trap have reduced movement and attack speed. Time Scale: Unit: 0.2; Missiles: 0.15; Last for 13/19.5/26s
- Permanently Cloaked
Psionic Master:
Psionic Power Based Hero
Level 1:
Shield: 100, Life: 280, Energy 390
Damage: 28.8, Range 6, Weapon Speed: 1.25, Air & Ground
Armor: 0, Speed: 1.91
Strength 9 Agility 9 Psionic Power 12
Level 10:
Shield: 100, Life: 460, Energy 750
Damage: 45, Range 6, Weapon Speed: 1.25, Air & Ground
Armor: 0, Speed: 2.83
Strength 18 Agility 18 Psionic Power 30
- Psi Storm 75 energy, CD 15s: AoE Spell Damage 6/12/18x6; Range 2
- Empowered Hallucination 75 energy, CD 30s: Summons 1/2/3 hallucinations of the Psionic Master, which deal 10% damage; Last for 30s
- Light of Hope 50 energy, CD 5s: Restores life and energy of target friendly unit by 25/50/75.
- Guardian Realm 100 energy: Creates a Guardian Realm around the Psionic Master. Friendly units within the realm have all damage reduced by 5; Shield, life and energy regeneration increases by 5; Enemy units within the realm have shield, life and energy regeneration reduces by 5.
Sniper:
Agility Based Hero
Level 1:
Life: 400, Energy: 260
Damage: 30, Range: 5, Weapon Speed: 1.5, Air & Ground
Armor: 1, Speed: 2.22
Strength 10 Agility 12 Psionic Power 8
Level 10:
Life: 580, Energy: 440
Damage: 50, Range: 5, Weapon Speed: 1.5, Air & Ground
Armor: 1, Speed: 4.05
Strength 19 Agility 30 Psionic Power 17
- Penetrator Round 50 energy, CD 10s: damage all enemy units in a 13 long straight line. 30/60/90+bonus Ranged Damage.
- Grenade Launcher 50 energy, CD 10s: damage all enemy units within a 1.5 diameter. 30/60/90+bonus Splash Damage, 60/120/180+bonus to Structure.
- Eagle Eye Protocol: +10/20/30% Ranged Damage Aura; Aura Range: 5
- Stimpack Extra 100 energy: Weapon Speed: +50%; Speed: +50%; Additional bonus agility stacks up to 50. Lasts 15 seconds.
B.O.T.:
Agility Based Hero
Level 1:
Life: 500, Energy: 210
Damage: 16.5, Range: 3, Weapon Speed: 0.8, Air & Ground
Armor: 1, Speed: 2.22
Strength 10 Agility 12 Psionic Power 8
Level 10:
Life: 680, Energy: 390
Damage: 27.5, Range: 3, Weapon Speed: 0.8, Air & Ground
Armor: 1, Speed: 4.05
Strength 19 Agility 30 Psionic Power 17
- Napalm Burninator 50 energy, CD 10s: 6/12/18x6 Splash Damage to enemy units in front of the B.O.T.
- T82 Missile Pod 50 energy, CD 10s: 5/10/15x8 Ranged Damage (10/20/30x8 to Armored); Range 9.
- Defensive Matrix 50 energy, 20s CD: 100/200/300 Shield; Last for 20 seconds.
- Nuclear Strike 100 energy: 300 Splash Damage; Need 10 seconds to prepare.
Plague Bearer:
Psionic Power Based Hero
Level 1:
Life: 480, Energy: 340
Damage: 36.7, Melee, Weapon Speed: 1.2, Ground
Armor: 1, Speed: 1.91
Strength 9 Agility 9 Psionic Power 12
Level 10:
Life: 660, Energy: 700
Damage: 62.5, Melee, Weapon Speed: 1.2, Ground
Armor: 1, Speed: 2.83
Strength 18 Agility 18 Psionic Power 30
- Poison Cloud 75 energy, CD 7s: Casts a cloud of poison around the Plague Bearer, dealing 6/12/18x7 Spell Damage to all enemy units; Range 2
- Trail of Plague: leaves a trail of plagued area behind the path of the Plague Bearer. Enemy units on the plagued area suffer 5/10/15x3 Spell Damage
- Infectious Claws: Base weapon damage becomes 25/35/45 Melee Damage; Convert 30% of the Plague Bearer's melee damage to life; Also leaves a debuff on target that deals 8/16/24x5 Spell Damage.
- Mutant Rage 100 energy: The Plague Bearer charge forward for 2.5 seconds. Any units on its way are thrown to the air and suffers 150 melee damage on landing; The Plague Bearer also regenerates 30% life.
Mimic:
Strength Based Hero
Level 1:
Life: 540, Energy: 210
Armor: 0, Speed: 2.02
Strength 12 Agility 10 Psionic Power 8
Level 10:
Life: 900, Energy: 440
Armor: 0, Speed: 2.93
Strength 30 Agility 19 Psionic Power 17
- Confusion 100 energy: Causes confusion to all units within target area. Confused units will attack unit closest to it regardless of the aspects of alliance. Lasts for 5s
Marine form:
Level 1:
Life: 540, Energy: 210
Damage: 15, Range: 5, Weapon Speed: 0.85, Air & Ground
Armor: 0, Speed: 2.02
Level 10:
Life: 900, Energy: 390
Damage: 25, Range: 5, Weapon Speed: 0.85, Air & Ground
Armor: 0, Speed: 2.93
- Stimpack 75 energy, CD 15s: Attack Speed +50%; Speed +50%
Zealot form:
Level 1:
Shield: 100, Life: 540, Energy: 210
Damage: 32, Melee, Weapon Speed: 1.2, Ground
Armor: 2, Speed: 2.02
Level 10:
Shield: 100, Life: 900, Energy: 390
Damage: 50, Melee, Weapon Speed: 1.2, Ground
Armor: 2, Speed: 2.93
- Charge 75 energy, CD 10s: Charges to target unit, then increases strength by 10/20 for 10 seconds.
Zergling form:
Level 1:
Life: 540, Energy: 210
Damage: 22, Melee, Weapon Speed: 0.7, Ground
Armor: 0, Speed: 3.02
Level 10:
Life: 900, Energy: 390
Damage: 25, Melee, Weapon Speed: 0.7, Ground
Armor: 0, Speed: 3.93
- Burrow: Level 1: burrow and become invisible; Level 2: can move when burrowed
Update:
v1.17
- The host can choose quick mode(default) or normal mode at the lobby. Please see Game Mode Tips for differences of the two modes.
- All heroes now have a four slot equipment bag by default. Equipment such as Titanium Shield can only be placed in equipment bag.
- Added many new items and equipment: Dynamic Warp Device, Personal Shield Generator, Neutralizing Charge, B10 Compact Dimensional Transporter, Spiked Carapace, Neural Implant, Psi-wave Amplifier, Ancient Xel'Naga Relic and Nitro Boosts.
- Added a timer for the mercenary.
- Slightly modified damage, life and energy upgrade's cost and effect.
v1.16
- Reduced the energy cost of Mimic's Stimpack and Charge to 50.
- Reduced the level required to learn Stimpack, Charge and Burrow.
- Charge's strength bonus is changed to 50%/100% damage bonus for all types of damage.
- Reduced Stimpack attack speed bonus to 25%/50%.
- Simplified the hotkeys of Mimic's abilities. It is now much easier to cast Stimpack Charge combo with hotkeys.
- Mimic now has increased life and energy regeneration in Mimic form.
- Fixed a bug that reset Mimic life and energy when using Burrow level 2.
- Further reduced Plague Bearer's Trail of Plague damage.
- Fixed a bug that caused Trail of Plague to persist after hero died.
- Fixed a bug that caused Poison Cloud to stun the target.
v1.15
- Resource gained by computer alliances will now be distributed to all the active players. You should now have more Vespene Gas to buy advanced items and upgrade your hero!
- Adjusted the kill experience and resource of some units.
- Reduced the damage of Plague Bearer's Trail of Plague and Infectious Claws. Increased the amount of life leeched by Infectious Claws.
- Changed the outlook of the leaderboard.
- Inactive players will be marked on the leaderboard.
- Gravity Bomb now has a 20 seconds cooldown.
v1.14
- Fixed a bug that may prevent heroes to resurrect properly if the killer died early.
- Fixed a bug that mercenary path message is not displayed properly.
v1.13
- Modified the own base movement speed bonus. Now that it lasts for 5 seconds after visiting Xel'Naga Shrine.
- Changed the hotkeys of several abilities.
v1.12
- Everytime the hero dies, the player lost 30% minerals and gas.
- Heroes gain speed bonus when in their own base.
- Changed Napalm Burnimator damage and model.
- Changed healing potions' icon.
v1.11
- Medkit, Khaydarin Amulet, Titanium Shield and Heart of the Swarm are now unique (can only have one copy per hero).
- All healing potions' cooldowns are now linked.
- All energy crystal's cooldowns are now linked.
- All healing potions and energy crystal's cooldowns are increased to 5 seconds.
- Corrected Minor Healing Potion and Minor Energy Crystal tooltips typos.
- Added an icon to Xel'Naga Shrine, indicating items can be refunded at the Shrine.
v1.10
- Khaydarin Amulet, Titanium Shield and Heart of the Swarm are now bind on pickup.
When is it gona be available in EU?
@BloodyOrange: Go
Not sure at the moment. I only uploaded it to NA and SEA servers yesterday but if the map is successful, I'll definitely find someone to help me to upload it to other servers!
Btw, due to the stupid popularity system, it maybe difficult to find other players to play. Feel free to play it as single player. Even single player vs computer is quite challenging as I put some powerful defense mechanism at the enemy bases!
Updated Hero information! Please check the third post!
Well. I searched for like hours and finally found it haha. I played it singleplayer of course and it was interesting. I thought it was a really unique take on dota.
I really only have 2 pieces of feedback. I wasn't a fan of the Lasers one shotting me in the base. Luckily I went the dark templar so I could blink away if I saw them target me, but it would probably really suck for other classes.
Secondly, if you move armor around in your inventory it will heal you. Quite the exploit.
Thanks for the feedback!
It's my intention to make the final base fight a bit tricky by adding that laser. Dark templar (or the Shadow Hunter) can avoid it more easily but other heroes can still avoid it by walking away immediately until the laser choose another target. Well, maybe taking a few hit in the process. :P
Thanks a lot for pointing out the armor exploit! From the look of it, it is probably something similar to the problem I mentioned above that Mimic reset life and energy when it changes form. I'll see if I can find a solution when back home.
Alright, it seems that if the item's behavior modify life or energy (probably shield as well), the respective attribute will be reset. Couldn't find any field that can fix this, so I changed Khaydarin Amulet, Titanium Shield and Heart of the Swarm, which are all supposed to be some kind of equipment/artifact, to bind on pickup.
Update v1.11 now! Made a few changes to some items for balance reason. Please check the third post for details!
I'm also going to add some resource penalty to hero death. How about -30% minerals and gas everytime the hero dies?
I would to try this map, but i'm in the europe zone...
please release this map in EU...
Thanks alectwin. I will find someone to help me uploading it to EU eventually. However, with the current stupid popularity system, it will be a hard job for the uploader to bump the map to the first few pages. Therefore, I would like to make sure the map is getting certain degree of fame (and it certainly will because its quality is better than many maps on the popularity first page) before I release it to other servers.
By the way, just found out another pathetic issue. People on NA and SEA who want to play the map, DON'T search for "aeon of chaos" as this will give you a long list of maps with the word "of" in their names! Just search "aeon"!
I tried and am trying out your map, but I was wondering how to get more vespene. I had managed to kill every defensive building and couldn't get anymore vespene until I win. Is it possible that you can create some "minibosses" that give you vespene? I would be very appreciated. :D
@yukaboy: Go
Thanks for the feedback!
I intended to make vespene gas harder to get than minerals. Actually you get vespene as well when you kill enemy player's heroes. Unfortunately that it is hard to find someone to play against at this point. It would be great if you have a few friends to try the map together and see if the vespene gas is adequate. So far I'm only able to test 1 vs 1 with my friend.... :P So please create games of my map for at least five mins when you have time to help bump up this map! :D
Eventually, if it turns out that it is still not enough vespene in a 5v5 game, I may consider adding other sources.
Updated again.
I used a new model for Napalm Burninator. Due to some strange bug I needed to create multiple copies of the model to make it works, so please tell me if you find that makes the graphic laggy.
What's the issue with it?
I used Perdition Turret's attack as the Napalm Burninator's model. However, for some strange reason it does not display the fire occasionally even the target is damaged. This usually happens in the first few casts, then it works fine for a long time, then the fire may randomly disappear again. Spended a whole day to try to find out the cause, replaced a few model, tested changing a lot of field but no effect. Finally I used a work around by hooking the actor to another effect so that it is called multiple times everytime Napalm Burninator is cast.
Yep. It's the firebat attack. It just doesn't play sometimes. I'd suggest using the Hellion attack instead, it doesn't bug out.
I used Hellion attack in the original version but the weak thin line of fire just doesn't match the heavy look of the B.O.T. (i.e. the A.R.E.S. in the campaign secret mission). Anyway, the ability works well now. The only concern is I need to know whether drawing multiple copies of the fire in small time intervals would cause lag on some slower machines.
This map looks like a lot of fun. I'll try to bump it up when I have time and I hope others can do the same =)