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    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.2 has been released. It includes mostly balance changes and a few bug fixes. I would like to thank those who have played games with me over the past week because their advice definitely influenced the content of this patch. Here is a changelog:

    • Reaper Hero no longer has the Stimpack ability. Instead the Reaper Hero has a new ability called Berserk. Berserk is a spell that causes the Reaper Hero’s attack speed to drastically increase for a short period of time. Also, while the Reaper Hero goes berserk you lose control over the reaper hero and the reaper hero attacks any nearby enemies so be careful with this ability.
    • Reaper Hero’s Jet Pack ability has been improved. In addition to providing passive cliff jumping you can now actively use this ability (hotkey T) to jump to a nearby point within a radius of 5. You can use this ability to jump over units, buildings or cliffs so it is very useful if you get surrounded.
    • Similar to the Reaper Hero, the Zergling Hero’s wings ability can also be used to jump to a nearby location in addition to providing passive cliff jumping.
    • The Colossus Hero’s cliff walk ability now provides a small movement speed increase (10%) in addition to providing cliff walking.
    • Hopefully fixed an issue where the reaper hero’s actor would sometimes disappear when the reaper hero jumps over a cliff leaving the reaper invisible. (this was caused by patch 1.2)
    • Fixed an issue where the medic hero would sometimes heal at a rate of over 100 life per second with her heal ability.
    • The medic hero’s heal ability and the scv hero’s repair ability now cost slightly more energy.
    • The medic hero now deals 20% more damage had has a slightly increased movement speed.
    • Fixed an issue where the medic hero would sometimes not play her attack animation. (this was caused by patch 1.2)
    • The rate at which the team’s beacon heals nearby heroes has been doubled.
    • The high templar hero’s psionic storm ability no longer affects allied units and its AOE has been increased significantly.
    • The defiler hero’s dark swarm ability only provides a 95% damage reduction from ranged damage rather than a 100% damage reduction from ranged damage because it was a bit over powered.
    • Fixed an issue where the queen hero could not unburrow.
    • Fixed an actor issue where the Thor Hero’s actor would not be created if the Thor Hero uses immortality protocol. (again, caused by patch 1.2)
    • The Baneling Hero’s quick death ability has been decreased to a 75% reduction in respawn time rather than a 100% reduction.
    • The energy cost of the probe hero’s photon cannon ability has been increased by 33% for balance purposes.
    • The SCV hero’s missile turrets now provide detection at levels 1 and 2.
    • Fixed an issue where the Ursadak Critters would get stuck on the fire map.
    • Critters now provide 25% more experience and minerals so hopefully killing critters is more worth while.
    • Fixed an issue where the Nydus Worm’s Leap ability would damage units before impact. The Nydus Worm Hero now has a slightly increased movement speed to make this hero stronger.
    • The detection range of sensor towers have been increased significantly from 12 to 20. Hopefully this makes it easier to detect enemies as terran.
    • The cost of the overseer has been decreased to 35 minerals from 50. This is to make it easier for the zerg team to detect enemies.
    • Reduced the ‘Leaver Bonus’ to a value halfway between version 2.0 and version 2.1. In the last version the team with less players generally had a slight advantage so hopefully things are more balanced now.
    • Added text messages that indicate that when a player leaves the game and the teams become even then no team benefits from the leaver bonus.
    • Increased the amount of time players have to vote on the game settings.
    • Removed parts of my triggers on items that become obsolete since patch 1.2 fixed a bug where heroes would drop items on death. Items are no longer randomly permutated when a Hero respawns as a result!
    • Various other changes that I have forgot to add.
    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Hello everyone, Sorry that I have not updated hero attack in nearly a month, I promise I will be much more frequent with my updates from now on. Version 2.1 has been released on the North American server. It includes a number of changes that hopefully makes things better. Here is a changelog:

    • The lighting has been changed and each of the 4 maps has a different lighting setting. A few people suggested that I change the lighting a bit, so hopefully things look better.
    • The sizes of some dialogs such as the in game timer and the periodic message that have been reduced so that they take up less space. This was done because some people complained that the dialogs objects were too large.
    • Removed a large number of triggers that were made obsolete by patch 1.2. As a result the file size for hero attack is significantly smaller.
    • The ‘leaver bonus’ or bonus that a team with less players receives when someone leavers the game has been significantly increased. Hopefully the result is that a team with less players still has a very good chance to win the game.
    • Units spawned by the computer now deal 50% less damage to heroes. This was done partly because the units did a bit too much damage to heroes and partly because I want to make melee heroes like the zealot hero or the zergling heroes more viable.
    • Players now have push priority over the computer player, so you can now push aside computer controlled units with your hero.
    • The vitalities of the main buildings (command center, nexus, hatchery) have been increased to 2000 so that it is harder to sneak into the enemy team’s base and kill it.
    • Changed the victory conditions slightly so that if the enemy team has 0 human players left (i.e. they all left) then your team wins and you don’t have to kill the enemy team’s main building.
    • Made it so that your screen moves to the location of your hero whenever your hero respawns. However, I have intentionally made it so that this does not work if you have either the zergling heroes or the baneling heroes (since you may be busy controlling your one hero when the other respawns).
    • Increased the energy cost and cooldown of the mutalisks hero’s summon mutalisks ability by 33%. This was done because the ability was too strong.
    • Fixed a really annoying actor bug that was caused by patch 1.2 and prevented the zergling hero from playing his cliff jumping animation properly. Also fixed actor bugs for the spine crawler and the spore crawler that were caused by patch 1.2.
    • You can no longer use a teleport item (Nydus worm, drop pod, warp out) if you have taken damage in the past 2 seconds. This was added to prevent abuse of teleport items.
    • The computer controlled marauders that are in the computer controlled bunkers no longer attack the enemy base when the bunker dies and instead they hold their position.
    • The Nydus canal item now costs 25% less minerals and can be casted with a range of 12. This item wasn’t used very much so it needed a buff.
    • Fixed an Issue where ursadak sounds would play from half way across the map if someone is killing an ursadak.
    • The siege tank hero now takes 20% less time to siege and unsiege and has 1 more range in siege mode. This was done because the siege tank hero was a bit weak.
    • The spore crawler hero now has less life but more armor (so has the same amount as the spine crawler hero), to compensate the spore crawler always has detection.
    • Added range actors to the spore crawler hero and the spine crawler hero similar to how the siege tank hero has range actors to indicate its attack range.
    • Hopefully fixed an issue where tomes sometimes do not work.
    • Tinted the defiler hero buttons because someone requested that I tint them. If you prefer them un tinted or would like me to tint other buttons imported from SC1 please let me know.
    • Several other minor changes that are not worth mentioning.
    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Hello everyone,

    After version 2.0 pretty much completely failed to attract enough players to gain enough popularity for Hero Attack to be playable (i.e. it is still impossible to get enough players to get a game going at any given time), I have taken a short break from map making. I needed a break because it is extremely frustrating to continuously work on a map and to continuously fail to get results despite attempt after attempt. Anyway, I'm going to continue developing Hero Attack and will try to update Hero Attack every week (starting next weekend). I'll also try to buy a new computer this month as well as start a website for Hero Attack.

    As for the 8 texture set limitation, I think that I am going to keep the current 4 maps (as bland as they are) and wait/hope that blizzard makes changes that allows me to either increase the number of textures or change the texture set with triggers.

    "I would like to get this on EU too. I'm looking for someone on the EU server who is willing to publish Hero Attack. If anyone is interested please let me know."

    Again, if anyone on the European server wants to play this and is willing to publish it please message me and I will be happy to send you the map file so that Europeans can play it.

    Posted in: Project Workplace
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    posted a message on Maximum map size

    I tried to do this and there isn't a work around. :( Maximum size is 256x256. In my custom map, Hero Attack, players can choose from 4 128x128 maps at the beginning of the game and I would like to add more but I cannot. Also there are no triggers to generate terrain so that work around doesn't work.

    Anyway, another major limitation is that you are limited to 8 textures and there is no way to increase this number or change the texture set in game. So even if you could increase the size you would still have problems with textures.

    Another problem is doodads. If you place too many doodads on your map it will crash while loading.

    So yeah, your idea as awesome as it is has way too many artificial limitations that blizzard created for your map to be successful. My advice is to complain to blizzard and tell them to fix these issues.

    Posted in: Terrain
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    posted a message on HERO ATTACK version 2.29 has been released

    "I want to play this but i am on EU"

    I would like to get this on EU too. I'm looking for someone on the EU server who is willing to publish Hero Attack. If anyone is interested please let me know.

    "Many are not going to want to watch a 'documentary' video of you explaining the stuff. Make it brief, explaining parts of everything in 3-4 minutes."

    Yeah, this is true. If I make another video I'll definately include that.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    "In your video, you showed us 4 unique terrains that have a different playground(mud,icy ground, etc) which makes it interesting, but what you should have also shown us are the abilities that the 36 heroes have, explaining the purpose of their creation. If you can do that, it will draw more attention to the dota players."

    Check the other videos on my account. I go over the heroes and the items thoroughly.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Wait, jinx are you incinerate? Why the different username for sc2mapster?

    "i can see you put most of your work into creating stuff, and made each of the terrains in like 1 hour."

    While it is true that I have spent far more time creating stuff than working on terrain, I haven't created any heroes or items since late November. For the past month I've been working on terrain (as well as performing balance changes, bug fixes and adding various minor features). Though I think most of the effort has gone into things like trying to make the maps have an interesting lane setup, making sure all the space is utilized on the map, thinking if adding a cliff in a certain location would allow for some strategic types fo play or if a certain location would be good for a xel'naga watch tower or critter spawn point, adding special types of terrain, etc.. Plus I had to make triggers to generate all the buildings, spawn locations, the path in which the computer controlled units travel, etc. (which is difficult since each team can be one of three races). Actually, if you measure the length of all the lanes for every single map you will find out that it is roughly the same (I assume you this was not coincidence).

    Also, as mentioned above the texture limitation and doodad limitationseriously affect my ability to improve the terrain, so I'm going to have to consider if removing a map is worth the gain I would get by having more textures and doodads to work with. But I definately agree that the terrain is sub par.

    "could change the starting level of heroes to 1 so you can learn an ability right away."

    I'm considering that. But from my experience with playing dota and other games of this genre if you give heroes a starting level (as well as starting gold) then new players will often sit in base reading everything rather than laning and as a result miss out on gaining experience and minerals.

    "that dialog counting down elasped game time is wayyyyyyyyyy to big."

    Okay, I'll make it smaller in the next version.

    "3 levels alone of abilties might hurt"

    I'm probably going to add more levels at some point, or even add a 5th ability to each hero to make them more unique.

    "Ingame messages saying "you have received gold from player 1 every few seconds, you could change that to a simple +400!! and have it fade out"

    Alright, I'll try to make this message smaller and less annoying.

    "Other than that, i gave it a try, and i was impressed by some of the hero abilties"

    If you have any questions with some of the hero abilities just ask.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Thanks for the advice zeldarules and kueken. I agree that I should record the video in better graphics settings and that I should use things like in game cameras and triggers. I'll definately do that when I make another video.

    ""

    Awesome video zeldarules, but I just wanted to make one comment. The text at the beginning was really slow, speed it up next time.

    "As you said, there is no workaround for the textures currently. But honestly; I would rather have 2 nice, good looking and somewhat refined maps than 4 quite crappy maps."

    I'm definately considering that. What I will probably do is work on other things related to the map that also need work and then come back to terrain when I've had more time to consider the best path of action. Hopefully blizzard at some point allows map makers to change the textures with triggers.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    I remade the video in medium settings (using the same laptop).

    Embed Removed: https://www.youtube.com/v/rZkINtczHF0?fs=1

    What do you think?

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    "In my opinion, there should be at least some limitation to the usage of teleporting right out of combat, seeing as I would find it extremely annoying to have a instant button that if you have nearly no delay and sufficient reflexes, and are not being stunned by a Terran's attack or an ability, then you are impossible to kill for a small money cost in cash, then it seems over powered to me."

    Yeah, you are right. I'll make it so that you cannot use the item if you have taken damage within the past X seconds.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    "That seriously looks really great."

    Thank you. :)

    "I think the recall items shouldn't be able to be used in combat, at least make you wait 5 seconds, and all of the heroes should have push priority over creeps."

    Good ideas. I will definately try to add those in the next version. Though a few people have objected to adding a timer to the teleport items because they like to use them to escape combat.

    "I would definitely ask someone to record some high quality video footage of your map and re-do the promotion video using this material."

    I'm definately considering redoing the video because the footage wasn't very good. Unfortunately my laptop cannot handle anything over lowest. I am planning to get a new computer soon so I could wait till then... or I could get someone to record the footage for me.

    Also, what do people think of the video itself (with the exception of the poor gameplay footage). This was my first attempt at an 'artistic' video so hopefully the presentation game out okay.

    "You could have a look here"

    I looked in the thread but there doesn't seem to be a comment there since October. :(

    "Also, even on high settings, the terrain does not look very appealing. You might want to refine it a little or "hire" someone to improve it."

    Yeah I agree that the terrain isn't spectacular (though hopefully it is an improvement from earlier versions). I should probably explain some of the limitations that I am working with to give people a better understanding of some of the problems I am facing with respect to terrain.

    Okay, the first limitation is that sc2map files can only have 8 textures at any given time and there does not seem to be a way to increase this number or change the textures or texture sets using triggers (please correct me if I am mistaken). And since I have 4 maps in hero attack this basically means I have an average of 2 textures per map. I am using 2 grass textures, agria dirt, char dirt, 1 tile texture, a snow texture, an ice texture and a mud texture, which is 8 textures in total. So I cannot really make the map look any nicer by adding more textures until blizzard adds a way to either add more textures or change textures using triggers.

    I tried my best to mitigate this problem using a combination of cliffs, water, lava, roads and mass doodads. However that can only do so much and I have hit the maximum number of doodads that the map will allow without crashing. In fact I had to remove several doodads before I released 2.0 because it kept crashing as a result of several doodads. So while I would like to improve the terrain, I cannot really increase the number of textures or add more doodads. My options are very limited: either remove one of the 4 maps so I can have more doodads and textures for the other 3 or find a way to somehow improve the terrain while avoiding the 2 limitations I mentioned above. If anyone has any advice on how I can improve the terrain while avoiding these problems please let me know.

    "I would highly recommend making a video by using in-game cameras, triggers, and video editing."

    I would probably need to get a better computer to do that though.

    Also, Hero Attack is only available on the North American server. However, I would really like to get Hero Attack onto the European server so that Europeans may play it. I'm looking for someone who is willing to publish Hero Attack on the European server (preferably someone who is willing to try to get games played on the European server as well). If anyone is interested please pm me.

    Posted in: Project Workplace
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    posted a message on [New video] Debates: Patch 1.2

    awesome video.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    I have uploaded the video to youtube.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Edit: You can now play this on the EU server!

    [Note: versions 2.1 - 2.29 have been released. See the change logs in this thread.]

    Hello everyone,

    Hero Attack version 2.0 has been released! It is available on the North American server and the European server. Here is a video of version 2.0:

    Embed Removed: https://www.youtube.com/v/HHigg3MFqy4?fs=1

    What is Hero Attack?

    Hero attack is an MOBA or AOS style game 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 and there are a number of features that make Hero Attack unique from other games of this genre. Most noticeably each team chooses a race (Terran, Protoss or Zerg), and each race has a unique set of items, heroes and units. There are also 4 playable maps that players can choose from by voting at the start of the game and each map is very different. Some of the maps have special types of terrain such as mud (which reduces the movement speed of ground units by 50%), ice (which is slippery and prevents ground units from turning or slowing down) and lava (which damages ground units periodically). All heroes and items are based on sc2 units and abilities so it should be fairly strait forward how to use each hero. Each team has computer player that harvests minerals and vespene gas from its base and gives it to the allied players on its team. The computer player builds workers and constructs buildings throughout the game and as the game progresses additional unit producing structures will be constructed that will bring additional units and unit types to the lanes. There are also neutral hostile critters that you can kill for additional minerals and experience.

    Currently Hero Attack has:

    • 3 playable races.
    • 4 playable maps.
    • 45 playable heroes.
    • Over 100 items.
    • Team ugprades.
    • Over 200 different abilities.

    That is a ridiculously large amount of content and far more than other SC2 custom games of this genre.

    If you want to play Hero Attack, but have difficulty finding players, please join the chat channel “Hero Attack” or check out the website www.heroattack.net .

    Posted in: Project Workplace
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    posted a message on [Dota] Hero Attack v1.5 has been released

    Version 1.5 has been published. See the first post for more details.

    Posted in: Project Workplace
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