Hero Line War: Final Cut

Cho_Gal is back with the newest version of his super popular cutthroat multiplayer custom map for WarCraft III: The Frozen Throne! T...

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Cho_Gal is back with the newest version of his super popular cutthroat multiplayer custom map for WarCraft III: The Frozen Throne! This is a fast paced competitive team game of an accelerating nature with team 'realms' largely separated from each other; to gain an advantage teams must use their assets more effectively, without much direct interaction with the enemy team. However, the indirect interaction is ever-present.. Additionally, the direct interaction that does happen gets all the more exciting with the build up and surrounding circumstances.

The idea of Hero Line War: Final Cut 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 whitch is required for to get decent enough gear on the heroes, to stay alive, later in the game.)

Some changes included in this version are:

  • Attack damage has been balanced compared to spell damage
  • Items have been partially reworked to provide maximum usefulness
  • The way the endgame plays out got reworked to increase emphasis on Hero vs Hero battles
  • ...And more!

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Download 'mp_hero_line_war_final_cut_v106.zip' (2.31MB)

Readme
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 becomes very repetitive with all the summoning
and mindless tome massing...  

this map just might be for you!  - Easier summoning no early/mid-game tome massing
and general game balance!

Finally a Hero line war map that aspires to be balanced, at every aspect of the game 
(Creeps, Heroes, 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 arnt 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 par 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 ability to summon heroes to attack in the end-game.
Easy to learn, difficult to master! dont let the 'low' number of 9 playable heroes fool you;
general game balance and a fast paced fun game, is the best ingredients for good replayability.

Optional general description of Hero Line War:

A fast paced competitive team game of an accelerating nature. Team "realms" largely separated from each other; to gain an advantage teams must use their assets more effectively, without much DIRECT interaction with the enemy team. However, the INdirect interaction is ever-present.. Additionally, the direct interaction that does happen gets all the more exciting with the build up and surrounding circumstances.

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
witch is required for decent enough gear on the heroes, to stay alive, later in the game)

Much changed from 1.04 to 1.06 but most of us is beneath the surface...  Most notably, all kinds of attack damage has been balanced compared to spell damage, items got partially reworked as to ensure they all kinds have a use every step of the way. Finally the way the endgame plays out got reworked to increase emphasis on Hero vs Hero battles....  And too many greater and lesser balance & system changes to mention.

petter_rudbergAThotmailDOTcom

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Cho_Gal


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Registered 15th December 2006

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