by Abiyahh (Azeroth East) SHORT DESCRIPTION: Factions is a Hero-based action/rpg instance with auto-cam and custom tiles -- each team must try to overthrow the king then keep crown for 1 minute. 1222.5 16837.5 MEDIUM (in-map) DESCRIPTION: Hero-based action-rpg instance now with camera modes and custom tiles -- each team must try to overthrow Sothis then keep crown until end. That is the "normal" ending, and there are also special ending events for when the ending isn't "normal". LOADING SCREEN: |cffb14d50|r|cffcd232f|r|cff84c7ed|r|cff3f51ffEach faction must try to overthrow the tyrant and survive. There is automatic creep respawn and max level 99. You will be revived at the starting area when you die unless the ending winner defense timer has started.|r |cff84c7ed|r|cffcd232f|r|cffab7676Remember to click here to continue if your keyboard has lost focus!|r |cff4fb14d|r|cff84c7ed|r|cffcd232f|r|cffab7676Based on one of my previous maps and formerly called Assassins. expertmultimedia.com/protoarmor|r FULL WEB DESCRIPTION: Factions is a Hero-based action/rpg instance with auto-cam and custom SANDSTONE tiles -- each team must try to overthrow the king then keep crown for 1 minute. There is creep respawn and a max hero level of 99. This is based on one of my previous maps. If you make a mod, branch by naming with extra version dot i.e. 1.21.1 and so on, and notify and credit author. If you want to try the map as single-player, you'll probably want give yourself and other team comps. -KotH (hold crown for enough time to win) -Uprising minigame and other creep events -Hero pick system: Fighter, Amazon, Heavenly Messenger, Maverick, Ranger, Marine, Inuit, Hunter -You will be revived at base or safe zone when you die unless the KotH countdown has started. When the KotH countdown has started, death is permanent and Victory is at end of countdown for the last holder of crown. -I have done mild customization and retouching of hero and ability icons and names to fit the feel of the map. There are also ability triggers for high-level heroes to have better healing. -Delete "Circle of Power (Teleporter, white) ____" in versions above 1.22: Shorhand used below: e.g. 0u[2] is Team 0 Up to Floor 2, 1d[2] Team 1 Down to Floor 2 Team 0 Team 1 F3 F4 F4 F3 0338(0u4) 0360(0d3) 0050(1d3) 0047(1u4) F3: 0316(0d2) 0048(1d2) F2: 0315(0u3) 0045(1u3) F2 (from F1; keep) F1 (keep, outdoor) 0052(0&1d4) 0051(0&1u5) (OLD:used by ENABLE F5 Teleporter Normal trigger [sets it to regionF5]) -break barricade instead Known Issues: -Others: Message me through besidethevoid.com if bugs are discovered! -Save/load may not be perfect -- Vars to check:bPicking unitgroupChoosers icreepeventlevel unitgrouparrTeam unitgroupAllPLAYERHEROES; other TODO:remove chooser, save gold, save lumber, save items, whether summoner lurker of team dungeon entrance was killed, add creep spawn from summoner lurker if hasn't been attacked in ten secs limited using a unitgroup count & do same for bosses creating boss for each floor as needed, 1.27 -Sothis is now a hero, so level can really be set in the function where it was attempted in previous version. -Fixed bug where specialfxCrown variable was set to last created effect (in PreInit) before creating it in PostInit (possibly resulting in crown not being removed from Sothis after defeating him). -Set Level cap to 99 so that Sothis' level can be increased beyond 20 (and because it's more fun) -Created line of pathing blockers across entire map at top of "overworld" area, to try to fix pathing glitch where units would get stuck at north side of overworld (seems to be fixed--The Uprising climax works now). -Fixed bug where camera was panned for no players, because was using "Picked Player" instead of Player(Integer A) -Fixed bug in "Ending Crown Stealer or Uprising" (fireworks) where camera should be panned to regionF7 but was panned to Center of Playable Map Area -Make F4 boss barricade vulnerable before kill&remove, to try to fix bug where after defeating F5 boss they stay (& you can target them) though you can walk through them. 1.26 -Remove "camera" help tip and intro screen instructions (command was already removed in a previous version) -Moved cameras from roof (where throne room used to be) to inner chamber area -Made more space around throne -Increased custom map preview to 256x256 resolution -Blocked area between farm and upper area, to fix pathing issue where units went there when trying to get to inner chamber (after getting F5 shortcut) -Made Sothis easier to reach -To balance Sothis being accessible to regular attacks, upon reaching Sothis, his level is set to combined level of all heroes on largest team, +1. --doesn't really work yet since he is a Unit not a hero. 1.25 -Fixed possible mapcrashed (never happened (?)) by increasing all player arrays to 17 (since player indeces can go up to 16 in TFT -Hero must enter final area before summoned units attack final boss (fixed bug where only owl scout was disallowed; now checks by "Is a Summoned Unit") -fixed BIG bug where during pick, chooser movement is redirected to seemingly random hero, because game thought it was a hero going to a teleporter in the dungeon (was using old UNUSED Chooser as unit comparison type for preventing redirect) -added new "-load game" and "-save game" commands (mostly working) -changed my handle to BesideTheVoid and my website to besidethevoid.com -new fork of 1.22 since 1.23-1.24 unprotected versions were lost. Sorry! I no longer believe map protection is a good idea, which intentionally damages map and is always reversable (at least JASS script which I don't need to invest my time on), so don't worry about it happening again. 1.21 -Texture & Icon tweaks -Smaller file -Nerfed Medic attack (vs Undead) & new special effect -Camera mode dialog & camera modes 1.20 -Four new heroes making now eight total, and a hero pick system -Lots of tweaking for the new heroes and their ability sets -Some new/modified icons here and there -Custom tileset replacing cityscape brick to a pyramid sandstone texture 1.15 -Camera: rotation zones with option to turn off. -Endings: Fully implemented alternate endings (4, slightly different) depending on outcome of endgame timer round--all outcomes now posted to the quest log. -AI: Better pathing and worked out all remaining bugs in trigger-based AI (now comps attack barrels at Floor 4 boss etc). -Quest Log: updates for creep camps discovered, bosses defeated, and current winner unit and status of end round. -Tweaks: Hero balancing, change Orc attrib to Strength, and numerous minor changes. 1.14 -New pyramid layout with separate paths for each team until Floor 4 boss -Improved terrain, now 160x160 and separate initial creep areas for teams. -Prevent double portal looping caused by clicking on wrong place/portal -Complete Comp Player Trigger-based AI 1.13 -Fully-functional bases -Entrance creeps nerfed -Cinematic minimized -Bases and creep respawn areas revealed on map 1.12 -Auto-respawn of creeps -Higher bounty for creeps, and team bounty for floor bosses -Better healing items -Team play and bases -Shortcut portal created after entering Floor 7 -Lumber is for buying Mercenary critters in south region -Many more tweaks www.besidethevoid.com