Version 1.5 has been published. It includes some balance changes and a few new features. Here is a list of some of the changes:
Added text tags saying ‘Buy Items Here’ directly over the shops because some people couldn’t figure out where to buy items despite the fact that it tells you in the loading screen and the help section.
You can now buy tomes at the beacon. Tomes are similar to WC3, they give your hero a permanent stat boost and do not take up inventory space. However, they are not very cost efficient, so you should max out items before purchasing tomes. The purpose of the tomes is to give players something to spend minerals on after they have maxed out on items.
The beacon now has an attack, similar to the main building’s attack.
The main buildings deal slightly less damage but have a faster attack speed. The purpose of this is to make the main building’s attack more effective against marines because the marine hero’s ultimate ‘calldown reinforcements’ was too powerful when used on the enemy team’s main building.
The overlord hero has a slightly longer attack speed but deals more damage.
The overlord hero’s spells have been changed. Ventral sacs is now the hero’s ultimate and generate creep is no longer the hero’s ultimate. Generate creep now deals damage to nearby enemy units and buildings at levels 2 and 3. Hopefully this should make the overlord hero stronger.
Ultimate abilities that allow your hero to fly (like the phoenix hero’s ultimate, the banshee hero’s ultimate and ventral sacs) now cost 1.5 energy per second instead of 1 energy per second.
The duration of forcefield has been reduced from 15 seconds to 10 seconds.
Fixed a bug where zerg heroes could not buy items while burrowed.
The command center no longer burns down.
Readded the hold fire ability to the ghost hero and the dark templar hero because someone requested it.
Made the randomization algorithm for the siege tank hero’s ultimate ‘artillery barrage’ significantly more efficient.
Added a leaver system where if the teams are not even then the heroes on the team with less players will receive a bonus so that they are stronger (this bonus depends on how many players are on each team). This should give the team with less players a chance to win. However, this is completely untested (since testing it involves people leaving the game in multiplayer) so if it has any bugs please tell me.
Added a trigger that prevents computer controlled units from becoming idle after they are stunned.
Irradiate now reveals invisible units.
Various other minor changes and tweaks that aren’t really worth mentioning.
Notes: I do not do beta tests, so hopefully there are no bugs in this version. I was going to add more levels to heroes but because several people have requested that I stick with the 10 level system I will stick with the 10 level system at least until after version 2.0 is done. This will probably be the last version before version 2.0 unless bugs are found (or bugs are created when blizzard releases patch 1.2 similar to how bugs were created when blizzard released patch 1.1). Version 2.0 should be released in either January or February (but don’t take my word on that). At the moment, the heroes seem fairly balanced, the game appears relatively bug free and there seems to be a lot of options and play styles available to players, so I would like to thank everyone who has helped me playtest Hero Attack.
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Version 1.4 has been published. It includes a few minor bug fixes and balance changed based on some of the feedback that I have received. Rather than give a video of version 1.4, I will simply give a list of some of the changes:
Hero Hotkeys have been standardized to QWERT, so that they are easier to remember.
In general, disable abilities (void prison, nightmare, graviton beam, etc.) are slightly weaker.
Some AOE abilities (like plague, ensnare and maelstrom) no longer affect allied units.
The zergling and baneling heroes now have a shared experience system.
Fixed a bug where the baneling heroes would lose items when they both died at the same time while next to each other.
Fixed a bug where zergling and baneling heroes would only get a 50% refund for selling items.
Fixed a bug involving the dark templar hero’s void prison actor.
Hold fire has been removed from the ghost hero and the dark templar hero’s command card since the ability was not used much.
The beacon at each base now heals at a more continuous rate.
Fixed a bug where the beacon would not heal a nearby hero’s energy if the hero already had maximum shields and life.
Terran bunkers no longer burn down, this change was done for balance purposes.
The thor hero now attacks quicker (though attack speed remains unchanged), so it should be easier to micro the thor hero.
The stalker hero’s dps has been increased because the hero was a bit too weak.
The zealot hero now has more energy because the hero was a bit too weak.
The spine crawler hero and the spore crawler hero now have +2 range, so the drone hero should be stronger.
The mothership’s movement speed has been increased slightly.
The reaper hero’s d8 charge spell is a bit stronger and now has a cursor splat actor to show the AOE radius.
The hardened shields item is now less effective when used on the dark archon hero.
Neural parasite has been changed somewhat. There is no longer a limit to how many units you can have neural parasite at once. Instead, neural parasite has an energy cost and has shorter cooldown.
Neural parasite units gain a small life regeneration bonus and are issued the order to follow the caster when the behaviour is applied (this is done because neural parasited units often die shortly after they are neural parasited).
The mutalisk hero’s summon mutalisks spell has been changed somewhat. The spell spawns several mutalisks at once (rather than one at a time) but mutalisks now have a timed life. Also, spawned mutalisks are immediately added to the currently selected units, so a player no longer has to select mutalisks after they are spawned.
Changed a large number of trigger variables and made some triggers more efficient in preparation for version 2.0.
Various other minor changes and tweaks that I have forgotten about.
Notes: Version 1.4 is completely untested, so hopefully I haven’t created any bugs that did not exist in version 1.3. Originally I intended to add more levels to heroes (so heroes can go past level 10), however I haven’t gotten around to it and some people have told me that they prefer the 10 level system. Please tell me if you would prefer a 10 level hero system or a 20 level hero system. I’ll try to get version 1.5 done either in late December or early January and will try to fit in some features such as a leaver system and a way to spend minerals after your hero is maxed out on items.
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Hello everyone,
Hero Attack version 1.3 was released on December 11, 2010. It features 6 new heroes, bringing the total number of heroes to 36.
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Hero Attack version 1.2 was released on November 20, 2010. It has bug fixes, balance changes and twice as many items. Please try it out!
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Hero Attack version 1.1 has been released. It features 12 new heroes such as the reaver hero, the defiler hero and more! If you like AOS style maps, if you miss some SC1 units or if you would just like to play something different then I recommend that you try Hero Attack.
Here are some videos of Hero Attack version 1.1:
(There is a section of part 1 where the sound quality isn't very good. I have added subtitles for that section so that you can still follow along.)
What is Hero Attack?
Hero attack is an MOBA style map similar to dota. Players work in teams, control heroes and their goal is to destroy the enemy team's main building. Heroes can gain experience, buy items and learn special abilities.
However, this is not a dota clone. There are many differences between hero attack and dota. Most noticeably each team must pick a race (Terran, Protoss or Zerg) before the game starts, and each race has a unique set of items, heroes and units. All heroes and items are based on sc2 units and abilities so it should be fairly strait forward how to use each hero. The map layout is different from the dota one (the map has 4 lanes instead of 3) and every 5 minutes new unit producing buildings will be created for each team. The computer player on each team harvests minerals and vespene gas from its base and gives it to the allied players on its team. There are also neutral hostile critters that you can kill for additional minerals and experience.
Unfortunately I only have access to the North American server at this point in time. Which is too bad because alot of the people who want to play Hero Attack are on the European server.
For those on the North American server, I will be releasing Hero Attack version 1.1 on Saturday at noon EST. Look for the map then.
Unfortunatly it is near impossible to find Hero Attack even with show new only. I'll try to boost it's popularity by playing 5 minute games so it is easier to find.
I'm going to try again at 1:00 EST so every one please join then. Until then I would appreciate it if you could boost it's popularity just a bit so we can get a game going at 1:00.
I would just like to thank everyone who played Hero Attack today. I had a lot of fun and the feedback that I got was really helpful. Despites the fact that I couldn't get a full game and mostly played 2v2's and 3v3's, today's gameplay gave me an idea of the general feel of Hero Attack and what aspects of Hero Attack need improvement. So again, I am very grateful to those who played Hero Attack, especially the handful of players that played for several rounds.
I do realize there are some general areas that need improvement such as heroes leveling to quickly, players receiving too many minerals, the fact that there are not enough items and ways to spend minerals (unless your team is protoss in which case you can mass obelisks), and there was also the occasional bug. I'll try to focus on these issues in the next version. Also, the game did seem a bit too chaotic (though admitedly the chaos sort of made it fun) so I will see what I can do about that as well.
For those who still want to play Hero Attack, it's on the second page if you filter for custom games and click show new only. However, just don't expect to play full games (unless you join with a lot of friends) because even I could only get half full games at best. Also, please give me feedback in the forums because I will read your posts and take them into consideration. If you are one of the players that gave me feedback online then I would like to ask you to summarize your suggestions in the forums so I do not forget what you told me.
Version 1.2 will be released tomorrow at noon. I updated the original post to provide more information.
Sorry it took so long to finish version 1.2. I was really busy with university the past few weeks.
Sorry I didn't respond to this earlier. The reason the terrain looks so bland is because terrain isn't a priority for me right now, so I haven't spent much time on it. Right now I'm concentrating on gameplay to make sure that there is plenty of hero/item selection and that things are balanced and fun. However, I do have lots of plans for terrain and things will become a lot better in the future. Most likely I will focus my full attention on terrain after I release version 1.3.
Version 1.2 has been uploaded. You can find it by filtering for custom games and clicking the show more maps button 5 times. I will be waiting in the lobby for people to join.
Edit: :( Noone is joining, is anyone having difficulty finding the map? I boost the map's popularity over the next few minutes and will try to get a game going at 1 pm. So please join then.
Version 1.5 has been published. It includes some balance changes and a few new features. Here is a list of some of the changes:
Notes: I do not do beta tests, so hopefully there are no bugs in this version. I was going to add more levels to heroes but because several people have requested that I stick with the 10 level system I will stick with the 10 level system at least until after version 2.0 is done. This will probably be the last version before version 2.0 unless bugs are found (or bugs are created when blizzard releases patch 1.2 similar to how bugs were created when blizzard released patch 1.1). Version 2.0 should be released in either January or February (but don’t take my word on that). At the moment, the heroes seem fairly balanced, the game appears relatively bug free and there seems to be a lot of options and play styles available to players, so I would like to thank everyone who has helped me playtest Hero Attack.
- - - - - - - - - -
Version 1.4 has been published. It includes a few minor bug fixes and balance changed based on some of the feedback that I have received. Rather than give a video of version 1.4, I will simply give a list of some of the changes:
Notes: Version 1.4 is completely untested, so hopefully I haven’t created any bugs that did not exist in version 1.3. Originally I intended to add more levels to heroes (so heroes can go past level 10), however I haven’t gotten around to it and some people have told me that they prefer the 10 level system. Please tell me if you would prefer a 10 level hero system or a 20 level hero system. I’ll try to get version 1.5 done either in late December or early January and will try to fit in some features such as a leaver system and a way to spend minerals after your hero is maxed out on items.
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Hello everyone,
Hero Attack version 1.3 was released on December 11, 2010. It features 6 new heroes, bringing the total number of heroes to 36.
- - - - - - - - - -
Hero Attack version 1.2 was released on November 20, 2010. It has bug fixes, balance changes and twice as many items. Please try it out!
- - - - - - - - - -
Hero Attack version 1.1 has been released. It features 12 new heroes such as the reaver hero, the defiler hero and more! If you like AOS style maps, if you miss some SC1 units or if you would just like to play something different then I recommend that you try Hero Attack.
Here are some videos of Hero Attack version 1.1:
(There is a section of part 1 where the sound quality isn't very good. I have added subtitles for that section so that you can still follow along.)
What is Hero Attack?
Hero attack is an MOBA style map similar to dota. Players work in teams, control heroes and their goal is to destroy the enemy team's main building. Heroes can gain experience, buy items and learn special abilities.
However, this is not a dota clone. There are many differences between hero attack and dota. Most noticeably each team must pick a race (Terran, Protoss or Zerg) before the game starts, and each race has a unique set of items, heroes and units. All heroes and items are based on sc2 units and abilities so it should be fairly strait forward how to use each hero. The map layout is different from the dota one (the map has 4 lanes instead of 3) and every 5 minutes new unit producing buildings will be created for each team. The computer player on each team harvests minerals and vespene gas from its base and gives it to the allied players on its team. There are also neutral hostile critters that you can kill for additional minerals and experience.
Currently this map has:
Here are some videos of Hero Attack version 1.0:
There is a segment of the first video where the sound quality isn't very good. I have added subtitles for this segment of the video.
This does look quite fascinating, quite a good variation to Dota, but can i ask is this released on EU? I would love to see how it works.
Unfortunately I only have access to the North American server at this point in time. Which is too bad because alot of the people who want to play Hero Attack are on the European server.
For those on the North American server, I will be releasing Hero Attack version 1.1 on Saturday at noon EST. Look for the map then.
1 hour until release!
I'm going to publish the map now. Look for it under new maps.
Unfortunatly it is near impossible to find Hero Attack even with show new only. I'll try to boost it's popularity by playing 5 minute games so it is easier to find.
I'm going to try again at 1:00 EST so every one please join then. Until then I would appreciate it if you could boost it's popularity just a bit so we can get a game going at 1:00.
Sorry for the inconvenience.
I'm currently hosting a game, you can join it by clicking show new only, show custom only and clicking show more 9 times.
There are currently 4 people in the lobby. Please join Hero Attack so we can get a game started!
@iiequalsexpipi: Go
....why is the map not textured?
What do you mean by not textured?
@iiequalsexpipi: Go
He means there is no variation in your texture work. its either grass or dirt, nothing else. No gradients or 75% of this and 25% of that.
Hi everyone,
I would just like to thank everyone who played Hero Attack today. I had a lot of fun and the feedback that I got was really helpful. Despites the fact that I couldn't get a full game and mostly played 2v2's and 3v3's, today's gameplay gave me an idea of the general feel of Hero Attack and what aspects of Hero Attack need improvement. So again, I am very grateful to those who played Hero Attack, especially the handful of players that played for several rounds.
I do realize there are some general areas that need improvement such as heroes leveling to quickly, players receiving too many minerals, the fact that there are not enough items and ways to spend minerals (unless your team is protoss in which case you can mass obelisks), and there was also the occasional bug. I'll try to focus on these issues in the next version. Also, the game did seem a bit too chaotic (though admitedly the chaos sort of made it fun) so I will see what I can do about that as well.
For those who still want to play Hero Attack, it's on the second page if you filter for custom games and click show new only. However, just don't expect to play full games (unless you join with a lot of friends) because even I could only get half full games at best. Also, please give me feedback in the forums because I will read your posts and take them into consideration. If you are one of the players that gave me feedback online then I would like to ask you to summarize your suggestions in the forums so I do not forget what you told me.
Version 1.2 will be released tomorrow at noon. I updated the original post to provide more information. Sorry it took so long to finish version 1.2. I was really busy with university the past few weeks.
"....why is the map not textured?"
Sorry I didn't respond to this earlier. The reason the terrain looks so bland is because terrain isn't a priority for me right now, so I haven't spent much time on it. Right now I'm concentrating on gameplay to make sure that there is plenty of hero/item selection and that things are balanced and fun. However, I do have lots of plans for terrain and things will become a lot better in the future. Most likely I will focus my full attention on terrain after I release version 1.3.
Version 1.2 will be released in one hour. I'll try to boost the map until then so it is easier to find.
Version 1.2 has been uploaded. You can find it by filtering for custom games and clicking the show more maps button 5 times. I will be waiting in the lobby for people to join.
Edit: :( Noone is joining, is anyone having difficulty finding the map? I boost the map's popularity over the next few minutes and will try to get a game going at 1 pm. So please join then.
Version 1.3 will be released on December 11, 2010. It will feature 6 new heroes. I am currently uploading a video of it.
This is just a reminder that I'm releasing version 1.3 tomorrow on the North American server. I'll release it at noon EST.
Edit: due to technical difficulties the release of the map will be delayed by a few hours. Sorry for the inconvenience.
Version 1.3 has been uploaded to the North American server. Please check it out.