Aeon of Storms has been released! It is available on the North American server and the European server. Here is a video of the game:
What is Aeon of Storms?
Aeon of Storms is a custom UMS for the Blizzard product Starcraft 2. Designed around the traditional MOBA architecture, AoS attempts to bring hero-based gameplay into the World of Starcraft, while maintaining the world-class visual presentation that Blizzard's Havok engine provides. From there, you'll be able to experience SC2 DotA first-hand with many popular characters like Nova, Raynor, Tosh, Tychus, Tauren Marine, Kerrigan, Queen, Zeratul, Tassadar, and much...much more!
Currently AoS has: - 3 different set of Talents for Hero Customization. (Offense/Defense/Utility) - 38+ playable Heroes. - Over 100 items to use to your advantage. - 200+ Unique-Stylish Abilities
Here's an image of the Character Select screen:
This has been developed for about 2 years; it has a ridiculous amount of content-far more than any other SC2 custom games of this genre. I encourage everyone to give this game a try. If you're interested in making ideas for Heroes, please send us suggestions!
If you want to play Aeon of Storms, but have difficulty finding players, please join the chat channel “Aeon of Storms” or check out the website: www.AeonofStorms.com
You should try to present you game's advantages over others mobas, it just seems a moba atm & who is willing to learn so many new characters when there are already dota2 & lol? It seems very well created but as any moba you have to learn all items/heroes before really getting into it. You should really promote your game in a more detailed way. I will try it more to see if it hooks me or not.
It's difficult to learn a bunch of items in any MOBA game. However, I don't think you're really required to learn too much about the items here in Aeon of Storms; we have a custom Shop UI with neat features that can help you buy items without needing to memorize them. That way, new players coming to the game will feel comfortable and may adapt to the game quickly.
We're actively balancing to make a fair and competitive game. So if you have any concerns/balance issues, please let us know and give a brief explanation to why it is. We'll definitely take a look at it.
Item Database and Icon Pack for v1.111 is attached below. Posted Image
Player Rankings - Added player ranking badges (will be further tweaked in a future patch).
Leaderboard - Fixed player creep kill counters.
Zeal - Now grants +0.5 Movement Speed when you are below 35% Health.
Recover - Cooldown increased to 5 minutes, up from 3.
Wealth - Mineral bonus decreased to 200, down from 250.
All Heroes - Base Spell Resist decreased to 18%, down from 20%.
Shadow.Geminus - The Shadow Walk now acts as a full blind. Allies do not share vision in the cloud and have their sight radius reduced to 0. - The Shadow Walk Time Scale bonus increased to 15/30/45%, up from 15/20/25%. - Stepping strikes now passively grants +0.1/0.2/0.3/0.4 Movement Speed. - Fixed motion glitches on Stepping Strikes. - Base Weapon Damage increased by 10.
Nova/Darpa/Kerrigan/Vespus - Base Weapon Damage reduced by 15-18.
EnTaro.Tassadar - Astral Projection no longer reduces Tassadar's Weapon Damage, and deals the same damage as Tassadar. - Astral Projection no longer procs additional income Uniques.
Subterran.Unix - Brain Sap duration is now a maximum of 5 seconds. - Brain Sap now Stuns the target for the duration of the channel. - Brain Sap Cooldown increased to 70/60/50 seconds, up from 20.
Is the used video footage old or are the heroes' custom life bars still layered above the UI elemets like the minimap (as seen in the video)?
You can add a custom UI layout file in the UI editor, add a UnitStatusFrame containing an AttachPointFrame anchoring the parent frame. Then you add everything you want in the UnitStatusFrame. There are elements that work properly like the life bar (try to play "Temple Siege 2" [vs AI for example] and you can see those on nearly every hero). The unit actor needs to reference that layoutname/UnitStatusFrameName to work.
You can grab the frame via triggers, too. Then you can edit it and add everything you want to it and update them like the triggered bars I see there. In case you are doing that already, you might not have set the frame's render mode to HDR. The HDR channel is always below the LDR channel on the screen.