With the return of Scourgey comes an updated version of his crowd-pleasing Eternal Guardians map! Although there are no new heros introduced in this version, there are quite a few balance changes, particularly towards end game balance. This well-liked download is based on the popular Aeon of strife style games with humans against the undead, there are several important key features of this map that set it apart from others.
Some features to be found are: Each hero has an innate ability and 5 hero abilities. Each hero ability has four levels. The maximum level for each hero is level 20. There are no passive abilities, and very few channelling spells.
Daytime and nighttime bring more differences then just the obvious, there is a definate swing in balance when it turns between night and day, during night time the undead necromancers gain healing powers and lose it during the day, for the human priests, the opposite is true. And how are you going to fund you Cyber-space battles? No need to worry, not only do you gain gold by fighting, but you also gain gold according to your level. Periodically you will gain some gold throughout the game.
Some changes in this version include:
- All buildings now only have 400 sight range. Towers, troop production buildings have true sight but at reduced range (300 range).
- Altered terrain a bit Gave a height advantage to people defending the middle towers.
- Moved positions where it rallies troops a bit fruther back behind towers.
- Level gain is faster.
- Enchanted sword cost 1400->1500
- Enchanted Sword Damage 35->30
- Masterwork Battle axe Damage 25->20
- Specter of war damage 15->10
- Storm hammer damage 25->20
- hex wand - No longer costs mana to cast, cost 1000 -> 2000 gold
Refer to the readme for more information.
Eternal guardians is a map based upon the popular Aeon of strife style games with humans against the undead, there are several important key features of this map that set it apart from others. Daytime and night-time, there is a definate swing in balance when it turns between night and day, during night time the undead necromancers gain healing powers and lose it during the day, for the human priests, vice versa is true. Not only do you gain gold by fighting, but you also gain gold by your level. Periodically you will gain some gold. Each hero has an innate ability and 5 hero abilities. Each hero ability has four levels. The maximum level for each hero is level 20. There are no passive abilities, and very few channelling spells, this makes the map faster paced and playing each hero requires full attention in battle. There are plenty of custom abilities in this map, and not all are related to pure damage. ------Updates------ Map -All buildings now only have 400 sight range. Towers, troop production buildings have true sight but at reduced range (300 range). -Added more trees to bases. -AI Less likely to be stuck -Altered terrain a bit Gave a height advantage to people defending the middle towers. -Moved positions where it rallies troops a bit fruther back behind towers. -Whenever a tier 1 tower is destroyed, the enemy team earns 200 gold, whenever a tier 2 tower is destroyed, enemy earns 300 gold. -All ranged and magic heroes damage converted to Hero damage. Melee heroes remain the same. -Level gain is faster --Items Book of living/Dead, 1 charge per 200 gold. -enchanted sword cost 1400->1500 -Enchanted Sword Damage 35->30 -Masterwork Battle axe Damage 25->20 -Long Spear Damage 20->15 -Long sword damage 15->10 -Vorpal blade critical strike chance 20%->10% -Specter of war damage 15->10 -Storm hammer damage 25->20 -Periapt of Vitality cost 525->1250 + moved to travelling sales man -Khadgar's Gem of Health 1100->2500 + moved to travelling sales man -hex wand - No longer costs mana to cast, cost 1000 -> 2000 gold +All basic level armour items now give a +2 bonus to armour. -pack horse, can be bought from travelling sales man for 150 gold. --Multiboard -Fix for when creeps kills players, it no longer screws up the board. -----HUMAN HEROES----- --Earth Shaman -The Synergy hp bonus from Golem Wall to Rock Golem decreased from 100->75 -golem wall negative regen increased from -13 to -20 --Dakkon - Mage armour mana decrease from 100->90 -Zerthimon's balance casting time upped to 0.5 seconds -ball lightning projectile speed from 1100 to 1500 --Enchanter -Sleep stun duration increased from 0.1 to 0.5 seconds. --Thief -Gem of switching - 45/32/7/9 second cooldown changed to 45/32/18/9 second cooldown (Bug fix) --Invoker -Minor Dispel Magic Renamed to Expel Magic, Hotkey is now X -casting time on lightning bolt 0 -> 0.5 seconds -ice dagger damage 100 -> 75 damage decrease + mana increase from 45 -> 60 -lightning bolt - Mana increase from 160->170 -chain lightning -> 10 less damage on all levels. -Chain lightning level increase from 5->6 --Druid - -Creeping doom damage is now fixed, no loser causes instant death at low hitpoints. -Creeping doom mana cost 280->240 -heal 50->45 hitpoints per cast -Creeping Doom negative regen from -3 to -10 + movement speed change from 340 -> 280 -Call lightning time between bolts 1.0->1.5 seconds. (still 10 bolts per cast). cooldown 27.5->30 -Heart of wolverine - attack speed aura change from 30/45/60/75->30/40/50/60 --Barbarian - Cleave damage upped from 20/30/40/50% to 25/40/55/70 -Find potion casting time decreased from 2 -> 1 --Rune Mage -Rune of lightning (Direct) - damage 100/140/180/220-> 100/150/200/250 -Rune of lightning (on minor rune) - damage 150/200/250/300-> 150/225/300/375 -Rune of lightning (on major rune) - rearranged positions of forks -increase aoe for lightning runes. -rune of light - cooldown 19->16 -rune of light (on major rune) - healing from 20/40/60/80-> 20/30/40/50 -Defensive rune life drain will stick on target until it dies or runs out of range. -if you cast defensive runes on an invalid target, it will now give mana back and a warning message. -rune of flame (on major rune) - now does 200->350 damage per second. -rune of flame - now less gfx intensive -Max casting range for rune of flame spell increased --Enchanter -now gives correct mana back for failed empowered spells --conjurer -new innate - Sun burst, makes daylight fill the battlefield for 15 seconds. --Mentalist -Power spike - cooldown 12->14 -power spike - duration 7 -> 6 -Power spike - if it triggers, it will now drain a bonus 50/100/150/200 mana . Can now affect heroes in the middle of casting spells when power spike is cast -power spike - Mana cost increase 100->120 --Paladin -hp increase on spirit of guardian from 175/350/525/700 -> 200/400/600/800% -bless heals from 70/90/110/130 -> 100/150/200/250 --Greater Dryad -oak sage 2/4/6/8 -> 3/6/9/12 + mana increase from 100->175 -Summoned Spiders - damage is increased by 3 per level from level 10 onwards. -----UNDEAD HEROES----- --Master of Blades -Concentration Mana increase from 110->150 -Omni Slash - Cooldown increase from 40 -> 50 seconds. + Mana increase from 150->165 mana --Lord of bones -Bone Shaker - mana scales up with level, it is now. 200/215/230/245 -Bone Shaker - Damage decreased from 150/250/350/450 to 100/200/300/400. -death nova - damage decreased from 300/450/600/750 -> 300/400/500/600 + mana increased from 75->90 -bone wave - mana Increased 65 to 75 -Bone storm - mana decrease from 400->375 --Lich -Blade storm - Time between spikes decreased from 0.6/0.55/0.5/0.45 -> 0.5/0.45/0.4/0.35 -Doom Blast - cooldown decreased from 10 seconds to 8 seconds. -Create major undead life drain will stick on target until it dies or runs out of range. --Banshee -Evil Mercy - Cooldown decreased from 20 seconds to 10 seconds. -Evil mercy now triggers at < 50% life + AOE increased from 300->400. + cast range increased from 650->700 --Death Knight -Balance of Pain - Cooldown increased from 80/40/20/5 -> 80/40/20/10. -Balance of Pain - Deals an additional 0/50/100/150 damage after life has been balanced, if the target is an enemy unit. --Shadow Lord -Negative Energy strike - Cooldown increased from 6 seconds to 9 seond.s -Shadow Rift - Costs changed from 60->0 mana -Positive Energy Drain - balls move speed increased from 400 to 500 -Shadow strike - duration is 450->300 -Shadows (all 4 tiers) - reduced collision size. -Whenever a shadow dies, the shadow lord takes 30/60/90/120 spell damage. depending on level of shadow. (Remember spell damage is reduced by 25% against heroes) -Shadow meld isn't instant for shadow lord anymore, same as shadows -Tooltip fix on shadow strike buff --Giant War Beetle -Fire Breath - Damage decreased from 300/400/500/600 -> 250/325/400/475 -Impale - Mana increase from 75->85 -Battle Roar - Mana increase from 80->140 -Howl of Terror - Mana increase from 85->100 --Ignus -Ingus Fury does 2/3 damage to buildings to what it used to. -Seeking flames damage increased from 75->85 per ball + mana from 100->130 --Necromancer -Circle of death - units die from 600/700/800/900 ->450/600/750/900 -heal 50->45 hitpoints per cast --Ignus -meteor shower damage decrease to 400->350 damage per meteor -meteor shower stun time from 4secs/2secs heroes -> 2 secs/0.5 sec hero -fix fire shield bug, it was cancelling armour item effects sometimes -ignus fury damage 100/133/166/200 -> 133/166/200/233 --Ghouls, wights, vampires, + ghosts no longer have bash, Bash was previously only working on ghouls anyway. ------------------- To play the map, copy to your warcraft III\maps directory and play away! To contact me, email Scourgey@yahoo.co.uk or simply contact me directly (my account name is Scourgey) on Northrend (europe realm) when I am online.
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