Develop maps closed
. If you want to be my successor, I can send you a map of where nearly a four new hero. Good-bye, you will not soon see me.
Hello everyone. Version 1.05 is out. You can download map here.
Changelog:
- Added two heroes: Marauder, High Templar.
- Implemented wc3 armor system.
- You can use minimap to use Scroll of TP.
- Cooldowns of abilities now works correct.
- Blocking Sphere of Dark Templar now have Silence.
- New towers.
- Some gameplay and animation improvements.
I published map on Europe with new name Defence of the Universe. You can find this map if pick show new only. I hope someone will play it
.
I implemented warcraft 3 armor system in starcraft 2. It’s in development currently. But i hope i realize this in next version of my map. You can get additional information and download map here.
Change log:
- New relief of map(made from scratch).
- Area of map reduced by 25%(omg^^).
- Many decoration and gameplay improvements.
- Dark templar now can blink into fog of war.
You can download map here.
New version of map released.
Change log:
- New hero – Ultralisk.
- Fixed small animation bugs (denied creeps, command -ms).
- New item – Scroll of TP.
- Reworked leaderboard.
- You can play now any mode (5v5, 4v4, 3v3, 2v2, 1v1, 2v1 and so on), just choose your faction in lobby.
You can download map here.
Hello everyone. Version 1.0 is out. I have published map on Europe server with name [DotU], you can find them if you choose normal speed. You can publish map on other servers if you want.
I recorded video, which shows the lighting system, which is used in the game. Day in the video lasts 50 seconds, I made it to quickly see the result. In the game day will last 900 seconds and of course the change of day and night will be smooth.
In this article I talk about my new system of ranking players. The rating takes into account the player total number of kills, the number of killed heroes, the number of deaths, the level of the hero, the number of denied creeps. Firstly, calculate the average value among all players in each of the above parameters. After this, rating is calculated for each player. For a basis of calculation takes the ratio of the current parameter player to average value of the parameter. All the expressions are multiplied. Also in the rating of each player takes into account the total number of kills of his faction, Paradise or Hell. That is, if the total number of kills of Paradise was small compared with the total number of dead units, the rating of each player’s Paradise will be low and vice versa. Also calculates average rating faction, Paradise and Hell and the average rating of the game. I modeled in excel all these parameters, which are obtained by chance in a given range. According to my calculations and analysis turned out that the average player rating hovers around 1. You can see and feel all the formulas in attached file. But as I physically could not test this system in the game, absolutely unknown, what will happen in reality. Finally, add that the rating of players can not be identical from game to game, because number of combinations is very large. Furthermore game rating indicates the average level and average rating of the side the average rating of each player in this side.
I will implement a new system of gaining experience. The experience of the dead unit will be divided evenly among all the heroes in a radius of 10. Also, for 1 point of the damage and the damage dealt hero will receive 0.1 experience, where the hero fights with the creep and 0.2 experience, where the hero fights with the hero. So, when you’re fighting with the unit you’ll get experience during battle, which is much closer to reality than just getting experience for the murder. When you kill the hero, who with each new level will increase the number of health and damage, respectively, you’ll get more experience for his murder. At present, the experience system is not working correctly because of flaws in the map editor. The hero receives experience for allied units.