The Summoners 3 vs 3 - Team hero arena - A loose remake of the classic WarCraft 3 map by the same name! Use abilities and summon units to overpower the enemy base.
Pick a hero, learn an ability, and use a combination of spells and summoned units to overpower the enemy base.
Screenshots
Map layout.
A Blizzard spell rains down on what remains of a Terran army.
I don't usually advertise my stuff on forums, but as you can see I've been around in the mapmaking community for a fair while. I'd love to hear your advice on what I should include to persuade you to give my stuff a try, or of course, feedback on the map itself.
There's lots newbies who just stand there doesn't know what to do though. If they have simple command card turned on, they won't be able to see the command card buttons unless its all on the 3rd bottom row. So they just stand there unable to learn new skills or move.
BUG FIXES
- The "Simple Command Cad" option has been forced off, as it was causing some players to be unable to learn new abilities.
- Brakk's Flamestrike now has a hotkey.
- The "Random" button during hero selection now has a hotkey.
Your maps are as alwais too addicting to me, i spent so much times on DS HotS (So much better of that mess of DS 1338), Zerg Defence and this new map "Summoner"
So here for you some suggestions/ideas/feedback:
Stetmann is totally Useless... I lost all games with a stetmann with me and won all games against a stetmann...
1ST Problem) He can heal only allied heroes or your own units but NOT allied units...
2ND Problem) He doesn't do any dps, Hellbats are raped on few seconds and medics are not that usefull on with all that AoE stuff going on.
Suggestion: Add to the medics and stetmann a "negative healing ray" that deals damage on the enemies...
Tychus is dat good, the Warhounds and siege tanks simple kicks ass
If you have the 6 slots full you shouldn't able to pay any other item... But the first time i wasted a ton of money on an item that i can't even have because my item slots were full. So when you have your 6 item you should be able to buy and PAY no items until you free a slot.
The Heroes are not much visible, what about using the HP Bar of HotS with the name of the hero? This could make them more easy to spot?
How you in the hell your maps are so slim?? Even on the biggest of the battles the lag is minimal... Polite design of maps and no use of custom assets? What is your damned secret???
The queen hero is imho underpowered, the death coil doesn't help so much on late game, but it could be just myself that doesn't understood how to use this hero.
Sugestion: differenciate a bit the terrain so we can clearly say that "we are on the enemy mid"... Not really so important but could be a nice addition
I should have the next patch ready in a day or so, complete with a few balance changes, spell updates and shifting to classic WC3 sounds for the abilities. Pretty nice idea with the inventory thing, I'll include that too!
I dare say that I got pretty good at optimising large battles after DS-HotS. Still though, I use a few tricks;
No doodads in places where battles will take place. Doodads aren't that laggy, but they do lower fps for no real benefit. Some simple, unobtrusive terrain is all that's really needed anyway.
Low trigger usage. I try to avoid triggers whenever possible. These things can really bog down a map when too many are in use.
Low behavior usage. Believe it or not, but behaviors do actually cause fps drops. Somehow. Stick 10,000 behaviors onto a marine and watch the game stutter. Of course, 10,000 is much more than would ever see play, but in DS-HotS for example, there's a good 200-500 units on the map at any one time. Keeping the number of behaviors that are on each unit to a minimum does have some effect.
ITEMS
- If your inventory is full, buying a potion will use it instantly.
- Salve of Clarity: Restores life and energy but ends if the caster takes damage.
- Energy Potion cost buffed from 50 to 45.
- Greater Energy Potion cost buffed from 100 to 90.
- All items with Life Regen have had the amount halved.
- All items with Lifesteal have had the amount halved.
- Blackrock Buckler now has Siegebreaker; reduces weapon speed of enemy mechanical units.
BALANCE
- All heroes have had their life, energy and move speed varied a little.
- Base hero life regen increased from 1 to 1.25 per sec.
- Stetmann's Hellbats buffed from 3 per wave to 4.
- Stetmann's Healing Wave energy cost buffed from 90 to 75.
- Tychus' Widow Mines buffed from 3 per wave to 4.
- Stukov's Acid Rain damage nerfed from 30 per wave to 20.
- Stukov's Acid Rain debuff duration buffed from 5 to 6.
- Swann's Rain of Fire damage buffed from 15 per wave to 20.
- Artanis' Ball Lightning's attack nerfed from range 10 to range 4.
- Artanis' Ball Lightning's cooldown nerfed from 10 to 20.
- Artanis' Ball Lightning's minimum damage nerfed from 10 to 1.
- Artanis' Ball Lightning's cost buffed from 125 to 100.
- Zagara's Death Coil redesigned. Now deals damage and heals allies in an area.
BUG FIXES
- Units should now be more intelligent about which lane they move down.
- It is no longer possible to buy non-consumable items while having a full inventory.
- Basic Items menu hotkey changed to "B" to avoid hotkey conflicts.
- Consumable Items menu hotkey changed to "C" to avoid hotkey conflicts.
FLUFF
- You may now move around before learning an ability.
- Many hero abilities have had their sound files changed to match their WarCraft 3 version.
- Added descriptions to each hero when their wireframe is moused over, like regular units have.
- Buying a potion will display the proper number of potions bought in the "item purchased" alert.
- Fixed a bug causing Marauders to be immune to spells.
NEW
– Item stats now apply to all units immediately (except weapon speed; will be updated soon).
– Life stat changed to be percentage based. 100 life = 10% now.
– All in-game tooltips should now display the correct values.
BALANCE
- Flamestrike damage buffed from 100 to 150.
- Flamestrike cost buffed from 100 to 75.
- Stetmann's Medics replaced with Wraiths.
- Healing Wave redesigned (buffed);
- Cost reduced from 75 to 35.
- Cooldown reduced from 15 to 10.
- Amount healed reduced from 200 to 100.
- Wave jump distance doubled.
- May now be auto-cast.
- Entangling Roots now slows heroic units instead of rooting them.
- Leviathan's Bio-plasmid Discharge damage nerfed from 500 to 300.
- Leviathan's Bio-plasmid Discharge cost buffed from 75 to 50.
- Leviathan's Bio-plasmid Discharge cooldown nerfed from 10 to 15.
ITEMS
- All items that provided max energy have now been split to provide less energy, but also energy regen.
- Fel Reaver Plating: Added Spellshield effect; reducing the damage your hero takes from abilities.
- Blackrock Buckler: Siegebreaker effect now increases in radius each time the item is upgraded.
- Mooncloth: Added move speed.
GENERAL
- Greatly improved the trigger which decides which lane a unit should take.
BALANCE
- Chain Lightning jump distance greatly increased.
- Aberration move speed nerfed from 2.95 to 2.25.
- Salve of Clarity heal buffed from 600 to 750.
- Salve of Clarity energy restore buffed from 150 to 300.
- Heroic units are now immune to the root effect of Fungal Growth.
UPGRADES REVIEWED
- Artanis learns Charge at level 3 (was 4).
- Raynor learns Combat Shield at level 3 (was 4).
- Raynor learns Stim at level 5 (was 8).
- Raynor learns Yamato Cannon at level 8 (was 12).
- Nova learns Combat Shield at level 3 (was 4).
- Nova learns Stim at level 5 (was 8).
- Artanis learns Extended Thermal Lance at level 8 (was 12).
- Kerrigan learns Chitinous Plating at level 9 (was 12).
- Kerrigan learns Adrenal Glands at level 7 (was 8).
- Kerrigan learns Metabolic Boost at level 3 (was 4).
- Stetmann learns Durable Materials at level 7 (was 12).
- Stukov learns Neural Parasite at level 10 (was 12).
- Sarah learns Adrenal Glands at level 7 (was 8).
- Sarah learns Metabolic Boost at level 3 (was 4).
- Tosh learns Yamato Cannon at level 8 (was 12).
UPGRADES ADDED
- Stetmann learns Infernal Pre-Igniter at level 5.
- Stetmann learns Hi-Sec Auto-tracking at level 8.
- Stetmann learns Structure Armor at level 9.
- Stukov learns Enduring Locusts at level 5.
- Swann learns Concussive Shells at level 5.
- Tassadar learns Graviton Catapult at level 9.
- Zeratul learns Anion Pulse-Crystals at level 7.
FLUFF
- Added graphics and sound to Energy Potions.
- Made Salve of Clarity graphic more obvious.
Hmm, I have played a few games of this and my only thought is that it is really easy to overwhelm the opponents base early game. Have you considered strengthening defensive structures, or allowing for defenses to be upgraded/repaired?
To me, it seems as though investing in experience is aces, because it allows you to get more units, which swarm faster and take out structures in seconds. The hero AoE attacks are a good combative to the blob of doom; but in the time it takes my hero to run from my side to the other, i have summoned 3 times and roll all the way to the opponents base like an unstoppable wave (unless an opponents hero starts spamming an AoE on me)
Overall, a pretty decent game though; I am not really a follower of your games, but I am a little surprised this game doesn't have more momentum on NA servers.
Hmm, I have played a few games of this and my only thought is that it is really easy to overwhelm the opponents base early game.Have you considered strengthening defensive structures, or allowing for defenses to be upgraded/repaired?
To me, it seems as though investing in experience is aces, because it allows you to get more units, which swarm faster and take out structures in seconds.The hero AoE attacks are a good combative to the blob of doom; but in the time it takes my hero to run from my side to the other, i have summoned 3 times and roll all the way to the opponents base like an unstoppable wave (unless an opponents hero starts spamming an AoE on me)
Overall, a pretty decent game though; I am not really a follower of your games, but I am a little surprised this game doesn't have more momentum on NA servers.
Game length is probably the biggest complaint I see. I set out to make this a very short game from the outset, so a lot of the experience balancing (in terms of how many units I can get on one map before the sc2 pathing system starts to die) and the gold income rate around this short game length. Might look into slowing the game down in future, but mostly it's something I'll keep in mind for future projects.
As for not doing so well in NA, well, I think it's very hard to get a player vs player map off the ground. I definitely should've added some solo/co-op content.
You should add a feature that force the players to can't choose the same hero choosen by an ally... One time i had two stetmann... Ragequit imeditate
Mmm, something that bothers me in other hero-battle type games is when someone takes the hero I wanted. I'm pretty happy with duplicate heroes!
With that said, Stetmann could definitely use some love. Having a dedicated heal as a hero ability didn't pan out to be quite as fun as I thought it'd be.
The Summoners
3 vs 3 - Team hero arena - A loose remake of the classic WarCraft 3 map by the same name! Use abilities and summon units to overpower the enemy base.
Pick a hero, learn an ability, and use a combination of spells and summoned units to overpower the enemy base.
Screenshots
Map layout.
A Blizzard spell rains down on what remains of a Terran army.
WarCraft 3 inspired items.
My other maps (also includes map links)
http://desertstrike.freeforums.org/tya-s-maps-t103.html
I don't usually advertise my stuff on forums, but as you can see I've been around in the mapmaking community for a fair while. I'd love to hear your advice on what I should include to persuade you to give my stuff a try, or of course, feedback on the map itself.
[email protected]
Congrats with new game.
I have a question.
Why do you periodically change your nickname?
I wanted a name that would still work outside of SC2. TyaStarcraft making Dota custom games would be a bit weird.
Edit: Not that I plan to jump ship, but it never hurts to be prepared, and LotV is a pretty good time to make sure everything is set up properly.
@TyaArcade: Go
Fun map.
There's lots newbies who just stand there doesn't know what to do though. If they have simple command card turned on, they won't be able to see the command card buttons unless its all on the 3rd bottom row. So they just stand there unable to learn new skills or move.
Oh wow, that's a pretty big oversight. Fixed it now. Thanks for the report!
BUG FIXES
- The "Simple Command Cad" option has been forced off, as it was causing some players to be unable to learn new abilities.
- Brakk's Flamestrike now has a hotkey.
- The "Random" button during hero selection now has a hotkey.
Your maps are as alwais too addicting to me, i spent so much times on DS HotS (So much better of that mess of DS 1338), Zerg Defence and this new map "Summoner"
Hah, thank you!
I should have the next patch ready in a day or so, complete with a few balance changes, spell updates and shifting to classic WC3 sounds for the abilities. Pretty nice idea with the inventory thing, I'll include that too!
I dare say that I got pretty good at optimising large battles after DS-HotS. Still though, I use a few tricks;
THE SUMMONERS patch 2
ITEMS
- If your inventory is full, buying a potion will use it instantly.
- Salve of Clarity: Restores life and energy but ends if the caster takes damage.
- Energy Potion cost buffed from 50 to 45.
- Greater Energy Potion cost buffed from 100 to 90.
- All items with Life Regen have had the amount halved.
- All items with Lifesteal have had the amount halved.
- Blackrock Buckler now has Siegebreaker; reduces weapon speed of enemy mechanical units.
BALANCE
- All heroes have had their life, energy and move speed varied a little.
- Base hero life regen increased from 1 to 1.25 per sec.
- Stetmann's Hellbats buffed from 3 per wave to 4.
- Stetmann's Healing Wave energy cost buffed from 90 to 75.
- Tychus' Widow Mines buffed from 3 per wave to 4.
- Stukov's Acid Rain damage nerfed from 30 per wave to 20.
- Stukov's Acid Rain debuff duration buffed from 5 to 6.
- Swann's Rain of Fire damage buffed from 15 per wave to 20.
- Artanis' Ball Lightning's attack nerfed from range 10 to range 4.
- Artanis' Ball Lightning's cooldown nerfed from 10 to 20.
- Artanis' Ball Lightning's minimum damage nerfed from 10 to 1.
- Artanis' Ball Lightning's cost buffed from 125 to 100.
- Zagara's Death Coil redesigned. Now deals damage and heals allies in an area.
BUG FIXES
- Units should now be more intelligent about which lane they move down.
- It is no longer possible to buy non-consumable items while having a full inventory.
- Basic Items menu hotkey changed to "B" to avoid hotkey conflicts.
- Consumable Items menu hotkey changed to "C" to avoid hotkey conflicts.
FLUFF
- You may now move around before learning an ability.
- Many hero abilities have had their sound files changed to match their WarCraft 3 version.
- Added descriptions to each hero when their wireframe is moused over, like regular units have.
- Buying a potion will display the proper number of potions bought in the "item purchased" alert.
- Fixed a bug causing Marauders to be immune to spells.
The Summoners v1.6
NEW
– Item stats now apply to all units immediately (except weapon speed; will be updated soon).
– Life stat changed to be percentage based. 100 life = 10% now.
– All in-game tooltips should now display the correct values.
OTHER
– Removed Drums of Battle.
The Summoners v1.8
BALANCE
- Flamestrike damage buffed from 100 to 150.
- Flamestrike cost buffed from 100 to 75.
- Stetmann's Medics replaced with Wraiths.
- Healing Wave redesigned (buffed);
- Cost reduced from 75 to 35.
- Cooldown reduced from 15 to 10.
- Amount healed reduced from 200 to 100.
- Wave jump distance doubled.
- May now be auto-cast.
- Entangling Roots now slows heroic units instead of rooting them.
- Leviathan's Bio-plasmid Discharge damage nerfed from 500 to 300.
- Leviathan's Bio-plasmid Discharge cost buffed from 75 to 50.
- Leviathan's Bio-plasmid Discharge cooldown nerfed from 10 to 15.
ITEMS
- All items that provided max energy have now been split to provide less energy, but also energy regen.
- Fel Reaver Plating: Added Spellshield effect; reducing the damage your hero takes from abilities.
- Blackrock Buckler: Siegebreaker effect now increases in radius each time the item is upgraded.
- Mooncloth: Added move speed.
Is this playable ?
Yep it's live on all servers, and currently on page 1 on EU servers. Takes about 20 seconds to get a game going!
The Summoners v1.9
BALANCE
- Tychus' Widow Mine count nerfed from 4 to 3.
- Psionic Shot energy restore nerfed from 2 to 1.
ITEMS
- Energy regen on items reduced by 20%.
- Stormscale Trident now provides bonus Weapon Damage instead of bonus all Damage.
FLUFF
- Updated unit animations.
The Summoners v1.10
GENERAL
- Greatly improved the trigger which decides which lane a unit should take.
BALANCE
- Chain Lightning jump distance greatly increased.
- Aberration move speed nerfed from 2.95 to 2.25.
- Salve of Clarity heal buffed from 600 to 750.
- Salve of Clarity energy restore buffed from 150 to 300.
- Heroic units are now immune to the root effect of Fungal Growth.
UPGRADES REVIEWED
- Artanis learns Charge at level 3 (was 4).
- Raynor learns Combat Shield at level 3 (was 4).
- Raynor learns Stim at level 5 (was 8).
- Raynor learns Yamato Cannon at level 8 (was 12).
- Nova learns Combat Shield at level 3 (was 4).
- Nova learns Stim at level 5 (was 8).
- Artanis learns Extended Thermal Lance at level 8 (was 12).
- Kerrigan learns Chitinous Plating at level 9 (was 12).
- Kerrigan learns Adrenal Glands at level 7 (was 8).
- Kerrigan learns Metabolic Boost at level 3 (was 4).
- Stetmann learns Durable Materials at level 7 (was 12).
- Stukov learns Neural Parasite at level 10 (was 12).
- Sarah learns Adrenal Glands at level 7 (was 8).
- Sarah learns Metabolic Boost at level 3 (was 4).
- Tosh learns Yamato Cannon at level 8 (was 12).
UPGRADES ADDED
- Stetmann learns Infernal Pre-Igniter at level 5.
- Stetmann learns Hi-Sec Auto-tracking at level 8.
- Stetmann learns Structure Armor at level 9.
- Stukov learns Enduring Locusts at level 5.
- Swann learns Concussive Shells at level 5.
- Tassadar learns Graviton Catapult at level 9.
- Zeratul learns Anion Pulse-Crystals at level 7.
FLUFF
- Added graphics and sound to Energy Potions.
- Made Salve of Clarity graphic more obvious.
Hmm, I have played a few games of this and my only thought is that it is really easy to overwhelm the opponents base early game. Have you considered strengthening defensive structures, or allowing for defenses to be upgraded/repaired?
To me, it seems as though investing in experience is aces, because it allows you to get more units, which swarm faster and take out structures in seconds. The hero AoE attacks are a good combative to the blob of doom; but in the time it takes my hero to run from my side to the other, i have summoned 3 times and roll all the way to the opponents base like an unstoppable wave (unless an opponents hero starts spamming an AoE on me)
Overall, a pretty decent game though; I am not really a follower of your games, but I am a little surprised this game doesn't have more momentum on NA servers.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
You should add a feature that force the players to can't choose the same hero choosen by an ally... One time i had two stetmann... Ragequit imeditate
Game length is probably the biggest complaint I see. I set out to make this a very short game from the outset, so a lot of the experience balancing (in terms of how many units I can get on one map before the sc2 pathing system starts to die) and the gold income rate around this short game length. Might look into slowing the game down in future, but mostly it's something I'll keep in mind for future projects.
As for not doing so well in NA, well, I think it's very hard to get a player vs player map off the ground. I definitely should've added some solo/co-op content.
And thanks! I had great fun with it myself too!
Edit: May I ask what kind of maps you're into?
Mmm, something that bothers me in other hero-battle type games is when someone takes the hero I wanted. I'm pretty happy with duplicate heroes!
With that said, Stetmann could definitely use some love. Having a dedicated heal as a hero ability didn't pan out to be quite as fun as I thought it'd be.
Checked new Stetmann... Gj!