Awesome, good to hear. Cardinal uploaded his hero to the DLDB and though it has a handful of bugs, it's good to see some more progress on this project.
Aalleecc248 started working on that for me. I THINK the initial idea he took was from one of the MOBA threads. But it was my bad for literally suggesting the same hero (Elemental Archon) for the MOBA and for the Arena. I think that version that's in the DLDB is for the MOBA. I'll message Aalleecc and ask, because I would quite like to create my own guy 100% for this Arena... purely so I know how imba he will be!
(ALSO, it is fucking shit that I won't be able to play this... since you're all E-Merikans)...
I did notice one thing, though, that should probably be addressed. Is this going to be an arena where the heroes just have their spells and go at it, or are the spells supposed to level up. I was under the impression that the heroes didn't level up (since almost all the arenas don't have neutral units to kill), so we wouldn't need to worry about that. if that's not the case, however, I need to do a lot more work on my hero.
I think some sort of Level-Up would be good. Maybe something really simple and not even in the Beta/Alpha builds of the map - as in, added later if we can be bothered.
I was thinking like, it would be pretty boring if you and 4 other players enter the map, pick your heroes, and then just battle it out. That sort of version will pretty much have very little replay value unless we are all master-craftsmen at creating fucking awesome units (Which I don't think we are)...
It would also bring a level of skill and strategy, in knowing your own hero, and knowing your enemy hero's and seeing what skills they choose to have. And then picking a skill set or strategy which will defend or counter their choices...
My basic idea for this is that each player has his own timer, and every 45, 60, 120, 180 seconds of real time (people can vote on this duration) you gain a level and a skill point.
Getting a 'Hero Kill' reduces your own timer by 5, 10, 20 and 30 seconds, depending on what time setting was chosen.
So, this way, everyone sort of levels up together. Sure, if you're godlike and kill 5 hero's in the first minute of the game play, you'll only be 1 or 2 levels higher than your opponents which isn't much of a difference.
We could also (maybe) implement that if you get killed, 5, 10, 20 or 30 seconds are added to your timer, and maybe you can get 'set back a level'. If, for example the Time to Level up is on 60 seconds, but you die 3 times very quickly, your timer will get +20 seconds, +20 seconds, +20 seconds (so if you die 3 times in less than a minute), you lose a level.
This will make diplomacy and strategic ganking of the strongest player a viable strategy to put yourself back into the game.
Then we could have Victory Conditions such as First Player to Reach level 10. Or, first to 20 kills, etc. etc. etc.
None.