Hero Line War: Final Cut

If you, much like me, like the basic concept of Hero Line War, but feel the maps that people play are generally all flawed in one way or a...


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If you, much like me, like the basic concept of Hero Line War, but feel the maps that people play are generally all flawed in one way or another; maybe that it generally becommes very repetative with all the summoning and mindless tome massing...

This map just might be for you! ; Easier summoning, FAR less tome massing and general game balance!

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Download 'herolinewarfc100.w3x' (816KB)

Hi, I'm Petter Rudebrg, AKA Cho_Gal and proud maker of the 'Hero Line War: Final Cut' map.
As it is 'merely' a map it hardly requires any 'installation instructions',
but here is an overall description of the map, particularly compard to other,
commonly hosted maps of the same  type. 
( below I'll add an optional description of HLW in general )
The map also includes two different tutorial modes,
that 'forces' players to read some advice before the game starts.

Finally a Hero line war map that aspires to be balanced, at every aspect of the game 
( Creeps, Heores, skills, items, spell shrines....)  
While also bringing ground breaking innovations such as the mass summoning,
spell damage that is linked to hero attributes and team income compare & penalty function 
( to end games that arn't remotely close a bit quicker ) ... Not only this,
but also including stuff seen in earlier hero line war maps ; great but rare features
such as player controllable creeps ( 'hero creeps' ) and +x life pr. attack life steal items
( for reasonable early - mid game lifesteal that does not become imbalanced
when combined with heavy attack damage, does work with ranged, and is stackable. )
And of course, the abiility to summon heroes to attack in the end-game.
Easy to learn, difficult to master! Don't let the 'low' number of playable heroes fool you;
general game balance is the single best ingredient for good replayability.

Optional general description of Hero Line War:
The idea is to have two teams of one to five players in each,
that get to choose one hero each to defend vs attacking creeps.
what differentiates this map style compared to many others,
is that the players ACTIVELY must make the action happen,
through summoning creeps against the opposing team
( not only is this how they win, but summoning creeps also provides gold income
which is required for decent enought gear on the heroes, to stay alive, later in the game)

Mail : petter_rudberg AT hotmail DOT com

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Registered 15th December 2006

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