Map RofL Tri-AoS v1.32 - roflroflv1.32opt.w3x Created by GLB
It is a simple AoS map in a circulair shape where three parties battle each-other mercilessly to acheive total dominance. The game basically has the following features, that might differentiate it from other AoE-ish maps:
(1) Three forces: Felwood Legion, Abyssal Guard and Human Realm. The map is shaped in a circular form, with lanes at the periphery of the isle, linking the three camps with each-other. There are no "mid-lanes" or what-so-ever. However, each camp has three gates: one for each lane and one for the jungle.
Download: roflv1.32opt.w3x
The circular Isle
(2) Hero spells can be upgraded via Spell Upgrades granted by some items. Each hero spell is affected by at least one of these upgrades. Some upgrades simply improve the spell's stats (for example, more damage, more range or less cooldown), whereas some other upgrades add more effects (for example, a damage spell may get an additional blink or mana burn effect). Though there are no rules for what kind of effect is granted by what upgrade element, there are some features that are more commonly granted by some upgrades than by others. At the moment, there are seven different upgrade elements:
Blood (cheapest upgrade that grants minor stat improvements or effects. E.g.: "+50 damage" or "Heals your hero by 90 hp"),
Death (most expensive upgrade that usually grants massive stat upgrades. E.g.: "+300 damage" or "+400 mana burn"),
Ice (medium upgrade that grants minor stat upgrades. If the hero is an ice themede hero, the ice upgrade actually may grant stronger stat upgrades. E.g: "+150 damage"),
Nature (medium upgrade that grants minor stat or effect upgrades. Usually attack damage oriented and nature themed heroes benefit from the nature upgrade. E.g.: "+90 damage" or "Heals your hero"),
Aether (expensive upgrade that usually grants scaling stat upgrades linked to your hero's stats. E.g.: "Increases damage dealt by 150% of your hero's intelligence")
Fire (medium upgrade that grants medium stat upgrades or strong stat upgrades if the hero is fire themed. E.g: "+180 damage").
Aoen (medium upgrade that reduces spell cooldowns and improves spell effect durations. E.g.: "Reduces the cooldown of this spell by 15 seconds" or "Increases buff duration by 5 seconds")
For further clarification, see the example below :
Example of tier 2 item : Loki's Lamp
(3) Diverse systems : Knockback, Crafted Items, Ally-Denial, Tree-Revival (I use Spinnaker's tree revival system), Tree Destruction, scripted Mana-Burn, HP-Removal, Item-Stacking, Item Ownership Restriction, a.s.o. ... I know that these systems aren't something unique or exceptional, but I just wanted to mention that they exist and are applied in this map.
Enel "Thunder Rolling" over trees
(4) All heroes have a standard ability called "Portal" that functions pretty much like the "Portal Roll" in DotA, mixed with some features from the "Recall" system in LoL. If you select your hero or the ground next to your hero, your hero teleports back to their base. If you select an ally structure or non-hero unit, your hero teleports to that target. However, if your hero takes damage whilst channeling, the effect will be interrupted (like in LoL).
The Witch Hunter channeling the Portal Spell
(5) The game is very accelerated (or at least, is supposed to be ... ) and heroes snowball way harder and faster than you might be used to from other aos maps. This is some experimental aspect I am really willing to enhance further. Since the game is a 3vs3vs3 map, having a perfectly well balanced game play might freeze the game and end in a stand-still. Heroes and items are designed in way, that they can completely snowball out of control. This will eventually ( ... hopefully ... ) force the two remaining forces to team up against the dominating force. Again, as I am saying, this is some experimental aspect.
A fed Gazlowe with his gadgets
(6) The jungle takes a major role in this map and is the third lane. Killing jungle creeps will give gold to your whole team - and not just to you. The centre of the jungle is adumbrated by an obelisk that you can take over by destroying it. The oblisk grants the occupying force a considerable short-term advantage: more gold income, a global damage aura for the creeps of the occupying force and one overlord creep that spawns regularly. The overlord creeps are way stronger than the regular creeps and have the "Destroyer" ability allowing them to deal 160% damage to buildings. The obelisk is invulnerable during the first 12 minutes of the game. After that time, you can take over the control of the obelisk. Once you took it over, it gets a shield turning it invulnerable during 5 minutes.
Marne taking over the obelisk
(7) You might already have figured it out: the map's name "Return of forgotten Legends" was picked as a reference to the different names used in the game. In fact, many items, units and heroes got their name from some mythic, fantastic or real god, person or character. Items like Eye of Re (Egyptian God), Annie's Teddy Bear (Character in LoL) or Vajra (Mythic sword in the Indian Buddhist religion) are perfect examples. I try, nonetheless, to avoid too many mainstream names (e.g. Thor)...
A nerubian hero summing Annie's Tibbers
(8) Since version 1.05beta, towers have stacking damage on heroes, increasing this way damage dealt to heroes on consecutive attacks. This bonus starts from the second attack on and stacks by 100 pure damage to eventually cap at +300 chaos damage per attack. This means that even late-game towers still can do considerable damage to heroes. This was done to prevent some heroes from destroying towers early game on their own. Nonetheless, to help players differentiate tower attacks on heroes from tower attacks on units, the missle animation changes when attacking a hero.
The same tower attacking a hero and a unit
Download: roflv1.32opt.w3x
The circular Isle
(2) Hero spells can be upgraded via Spell Upgrades granted by some items. Each hero spell is affected by at least one of these upgrades. Some upgrades simply improve the spell's stats (for example, more damage, more range or less cooldown), whereas some other upgrades add more effects (for example, a damage spell may get an additional blink or mana burn effect). Though there are no rules for what kind of effect is granted by what upgrade element, there are some features that are more commonly granted by some upgrades than by others. At the moment, there are seven different upgrade elements:
Blood (cheapest upgrade that grants minor stat improvements or effects. E.g.: "+50 damage" or "Heals your hero by 90 hp"),
Death (most expensive upgrade that usually grants massive stat upgrades. E.g.: "+300 damage" or "+400 mana burn"),
Ice (medium upgrade that grants minor stat upgrades. If the hero is an ice themede hero, the ice upgrade actually may grant stronger stat upgrades. E.g: "+150 damage"),
Nature (medium upgrade that grants minor stat or effect upgrades. Usually attack damage oriented and nature themed heroes benefit from the nature upgrade. E.g.: "+90 damage" or "Heals your hero"),
Aether (expensive upgrade that usually grants scaling stat upgrades linked to your hero's stats. E.g.: "Increases damage dealt by 150% of your hero's intelligence")
Fire (medium upgrade that grants medium stat upgrades or strong stat upgrades if the hero is fire themed. E.g: "+180 damage").
Aoen (medium upgrade that reduces spell cooldowns and improves spell effect durations. E.g.: "Reduces the cooldown of this spell by 15 seconds" or "Increases buff duration by 5 seconds")
For further clarification, see the example below :
Example of tier 2 item : Loki's Lamp
(3) Diverse systems : Knockback, Crafted Items, Ally-Denial, Tree-Revival (I use Spinnaker's tree revival system), Tree Destruction, scripted Mana-Burn, HP-Removal, Item-Stacking, Item Ownership Restriction, a.s.o. ... I know that these systems aren't something unique or exceptional, but I just wanted to mention that they exist and are applied in this map.
Enel "Thunder Rolling" over trees
(4) All heroes have a standard ability called "Portal" that functions pretty much like the "Portal Roll" in DotA, mixed with some features from the "Recall" system in LoL. If you select your hero or the ground next to your hero, your hero teleports back to their base. If you select an ally structure or non-hero unit, your hero teleports to that target. However, if your hero takes damage whilst channeling, the effect will be interrupted (like in LoL).
The Witch Hunter channeling the Portal Spell
(5) The game is very accelerated (or at least, is supposed to be ... ) and heroes snowball way harder and faster than you might be used to from other aos maps. This is some experimental aspect I am really willing to enhance further. Since the game is a 3vs3vs3 map, having a perfectly well balanced game play might freeze the game and end in a stand-still. Heroes and items are designed in way, that they can completely snowball out of control. This will eventually ( ... hopefully ... ) force the two remaining forces to team up against the dominating force. Again, as I am saying, this is some experimental aspect.
A fed Gazlowe with his gadgets
(6) The jungle takes a major role in this map and is the third lane. Killing jungle creeps will give gold to your whole team - and not just to you. The centre of the jungle is adumbrated by an obelisk that you can take over by destroying it. The oblisk grants the occupying force a considerable short-term advantage: more gold income, a global damage aura for the creeps of the occupying force and one overlord creep that spawns regularly. The overlord creeps are way stronger than the regular creeps and have the "Destroyer" ability allowing them to deal 160% damage to buildings. The obelisk is invulnerable during the first 12 minutes of the game. After that time, you can take over the control of the obelisk. Once you took it over, it gets a shield turning it invulnerable during 5 minutes.
Marne taking over the obelisk
(7) You might already have figured it out: the map's name "Return of forgotten Legends" was picked as a reference to the different names used in the game. In fact, many items, units and heroes got their name from some mythic, fantastic or real god, person or character. Items like Eye of Re (Egyptian God), Annie's Teddy Bear (Character in LoL) or Vajra (Mythic sword in the Indian Buddhist religion) are perfect examples. I try, nonetheless, to avoid too many mainstream names (e.g. Thor)...
A nerubian hero summing Annie's Tibbers
(8) Since version 1.05beta, towers have stacking damage on heroes, increasing this way damage dealt to heroes on consecutive attacks. This bonus starts from the second attack on and stacks by 100 pure damage to eventually cap at +300 chaos damage per attack. This means that even late-game towers still can do considerable damage to heroes. This was done to prevent some heroes from destroying towers early game on their own. Nonetheless, to help players differentiate tower attacks on heroes from tower attacks on units, the missle animation changes when attacking a hero.
The same tower attacking a hero and a unit
Download: roflv1.32opt.w3x
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