But this time, it isn't about them! It's time to get classic. Behold, the top 100 most popular maps in Warcraft 3, no matter the quality. Data concluded together by sourcing from: 1 - Battle.net observations. 2 - Hive Workshop downloads. 3 - EpicWar downloads. 4 - MakeMeHost host count. 5 - ENT host count. 6 - Various WC3 forums, social medias.

Custom Hero Arena 3D - As the name states, this is a Custom Hero Arena; it is intended to be a multiplayer game.Heroes:- There are 84 heroes to pick from, their base stats and stat gains are listed. They are balanced through YEARS of testing.- You then pick 5 skills for your hero, each from a different category.- Offensive: Abilities that deal damage.

Generally a farming or PvP skill.- Defensive: While these can be semi-offensive, they are generally geared around your survival.- Misc: These skills generally go both ways, and are more versatile.- Innate: A simple ability that automatically levels every 10 levels- Ultimate: These can be of any nature, but are generally much more powerful than other skills and have longer cooldowns, usually.- On game start, player 1 can select from a variety of different game types, and modes that work with those game types. After you pick your main game type, you are given more options shops for options available to that specific game type.- Normal Mode: There are duels every 4ish minutes in which an equal random number of players from each team compete in an arena fight to the death. When not fighting, they are in the 'field' where there are various creep camps to kill for gold and experience. Of course, you can also PVP outside of duels. You win by reaching a kill count.

You can also enable 'Kill Ragnarok' mode, from within this mode; Where to win, you complete various minor quests and have to go through boss fights and kill the final boss. There are still duels and PVP though.- Team Brawl Mode: There are no creeps. A large area of the map is blocked off and teams are forced to fight in the area. The only way to get back to base is to die. Game is won by hitting a kill count.- Gladiator Mode: There are no creeps. This is a FFA mode where all the players duke it out in a large arena in a series of rounds. Whoever wins 10 rounds, wins.- Capture The Flag Mode: Everyone knows what CTF is.

There are few creeps in this mode. The flags spawn behind team bases and slow whoever is carrying them. Also, units with a flag cannot become invisible. You return your opponents flag to your base to score a point.

You cannot enter your base with a flag if an opponent has your teams flag. Flags cannot be dropped unless you die. X number of flag captures wins the game.- King of the Hill Mode: Again, a classic.

Few creeps spawn. There are 5 hills on the map, which ping every 2 seconds in the color of their owners. You capture hills by standing on them for 15 seconds if neutral, 30 if owned by the other team. You gain points for every hill you have every second. You gain additional points for every hero your team has on a hill every second. More players on a hill, the faster the hill caps.- Plant the Bomb Mode: Few creeps spawn.

A bomb spawns in the center of the map, players must attempt to take it either to the front door, or back of their opponents base, and detonate it. You must stand on the circle with the bomb for 15 seconds to detonate it. Units with the bombs cannot become invisible, have no mana, and are slowed.Side Notes:- There are hundreds of items in the game, all of which are balanced around their price.

The more expensive an item, the less stats you gain per gold spent. There are no overpowered items.- Despite the reputation that all 'Custom Hero' games have; passives do not always win. Skills in this game are balanced heavily around various parts of the game. Strength, Agility, and Int heroes are all equally usable.- There is a huge learning curve to this game, like other games.

Good players take uphill/downhill into account, attack animation canceling, spell animation canceling, kiting to win, ect.- There are over 1,000,000,000 possible builds. There are about 100 unique builds.

There is no best build. No build can win hands down. There aren't even 10 best builds.- This map has been in the works for 2 years. In that time there has been about 50 beta edits. There have been 4000 testers, and easily 50,000 hours of testing.Credits:- A list of credits are in the map, so I don't know them all off hand; the credits list was made a good year ago.- Slayerdragon: His old CHA map inspired me to recreate the entire thing from a blank slate.

Gams license file crack. I made it pretty colors for those of your with short attention spans.I took some screen shots, but really, there isn't much to be seen that cannot be seen by simply booting up the game.The map (hopefully the newest edit) is hosted on the user 'v-bot' pretty much all day, on east and west servers. It occasionally goes down for a few hours a week.

However, if you are looking to play it with a group of people, just do a /whois for v-bot. On Euro servers, TNP-Bot hosts it.sometimes, but has had problems lately. It is also hosted on Garena a fair bit. So; it shouldn't be too difficult to test in multiplayer. I use both the widgetizer and optomizer.All of the heroes, items, variables, and abilities are pre-loaded into the map though.

If you go through the load (50 seconds for me, 300 seconds is the longest I have ever seen from anyone) you will see that there are a lot of heroes, items, and abilities. The abilities alone add about 15 seconds onto my load time.

I am at 35 seconds without them. However, that causes lag spikes when units learn their ability or cast it for the first time. The preloaded heroes are about 5-7 seconds of load time, but without them loaded, it causes lag spikes when you pick your hero.

And the items. There are a couple hundred items preloaded; or else it will lag when someone picks up an item for the first time.With no preloading at all, my 50 second load time is around 17-20, however, there are so many lag spikes it makes the game unplayable.Better to have a good map with a long load, than a short load and a laggy map. Isn't waiting 15 seconds the same as waiting 15 seconds? It takes the same time to load either way. I used to have a long intro, and pre-loaded during it.

Everyone complained that waiting for the intro was annoying. Either way, people will be waiting the same amount of time in the long run. The downside I found, above all else, with using a short animation, is that it will still lag players while the stuff is preloading; except in that case, the box will pop up saying that a player is lagging, and asking if you want to drop them. This angers players more than saying, 'I will make some tea while this map loads. And maybe mow the lawn.' .It takes the same amount of time to preload during map init as it does to do it when the game starts, right?

Warcraft

I preload about 600 things; and unless I use wait timers every 10 actions or so, the actions go to fast and cause people to sit there lagging (so the triggers stop during lag) every other second; which ends up taking more time.Is there a 'Best' way to preload? Maybe I can enhance the way in which I do it to cut an extra 5 seconds off? Preloading as said is basically just to increase in-game performance. Usually all complain about the long loading time instead but if you didn't preload and they actually had to try out without preload they would shit themselves.I have no idea, maybe if you do it in intervals (not with map ini event), without waits, with timers, the process would focus on the current thing maybe decrease the lagg and the 'drop' chance (I know what you are talking about, had the same problem once). Cheat engine middle earth shadow of war.

But in normal terms, the longer intervals, the less lagg would be provided I think.I made a little performance test myself, I preloaded all 'dummy abilities' that were going to be add after 5 seconds (was about 50 of them). I didn't notice anything, no lagg at all. So maybe you can preload the simple stuff afterwards like 'dummy abilities' as an example although I recommend preloading model strings in the map init.Best way to preload? Nah, you really have to play with it alot, the bigger the map is, the more play it will be. I actually load a bunch into a region; maybe 30, then remove them all at once; to cut down on triggers.With items, I add them to the heroes, then remove them; I believe 1 at a time though. My plan is to add them to the heroes before the heroes are removed; so it all goes away with 1 trigger. Havent gotten around to it yet though.

Tested your map so far.got to admit, its very good! Long time ago that ive tested such a good custom arena style map.pros:-lots of custom spells-lots of heroes to choose from-lots of custom items-lots of funcons:-doesnt seem to have a votekick-wrong description of the -switch command ( 'switch a player from the smaller team to the bigger team'.you probably mean the opposite)- '-switch' command doesnt let you choose who will be switched- critmaster skill actually works somehow like a orb effect(other orb effects wont work once this skill is learned).and it doesnt stack with death strike (dunno if it stacks with drunken brawler).

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