• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

[Defense / Survival] Hero Siege RPG

Status
Not open for further replies.
Level 12
Joined
Jan 4, 2014
Messages
543

kIF4FLY.png


Features
-5 unique heroes
-6 abilities per hero
-5 completely unique hero evolutions
-Custom items
-Custom item classes (common, uncommon, rare, epic, legendary)
-Scripted Boss Battles
-Custom waves
-No Grind
-Mazes
-Puzzles
-Tower Defenses
-Secret Rooms
-At least 4 ultimate style spells per hero
-Dungeons
-Unique environments for each Chapter
-and much much more!

ArthasAbilities
nbIc3po.png

93886-0a41231c67b034aab795ae3c9d6a3036.jpg
Bless (Q): Damages and heals Nearby
icons_15942_btn.jpg
Guards (W): Summons a Minion
100770-fc417b896db9a55a1f58136fc86f3398.jpg
Defensive Stance (E): Periodically Heals
106663-f2caf5ef7c177e41abc4f161ce527a4e.jpg
Retribution Aura: Grants Bonus Armor

mDGfkH2.png

icons_15025_btn.jpg
Curse (D): Deals Damage and Heals Nearby
icons_7485_btn.jpg
Damned Servant (Q): Summons a Minion
icons_7550_btn.jpg
Unending Servitude (W): Periodically Heals
icons_17044_btn.jpg
Resiliance Aura: Grants Bonus Armor
icons_15628_btn.jpg
Wrath of the Lich King (R): Grants and Deals Damage


SylvanasAbilities
fNk7uv7.png

BTNCharm.png
Resolve (D): Grants immunity and attack speed.
90291-a94984610298433580eecc57da44f808.jpg
Virtuous Arrow (Q): Deals damage in a line
89496-ecff2cd213844b0ff0abf8ee9cfb5d62.jpg
Orb of Annihilation (W): Grants damage and splash
BTNCriticalStrike.png
Critical Strike: Gives a chance to multiply damage


MxvKh1Q.png


icons_4602_btn.jpg
Vengeance (D): Grants immunity and attack speed
74799-063400c51b87f9b5e34a255ad21dd0fa.jpg
Malice (Q): Deals damage in a line
icons_12584_btn.jpg
Banshee Arrow (W): Grants Bonus attack and Splash
icons_12518_btn.jpg
Echoing Strike: Gives a Chance to multiply damage
icons_16437_btn.jpg
Forsaken Fury (R): Summons ghosts of Sylvanas to fight


GromAbilities
Lf5gREz.png

icons_16254_btn.jpg
Furylust (D): Grants splash damage
BTNWarStomp.png
War Stomp (Q): Damages and stuns nearby enemies
icons_11888_btn.jpg
Cry of the Hoard (W): Damages and slows nearby enemies
PASBTNBash.png
Bash: Grants a chance to stun enemies


33gShor.png


icons_18074_btn.jpg
Chaotic Rage (D): Grants temporary splash and damage
icons_13974_btn.jpg
Warsong Warcry (Q): Stuns, slows and damages enemies
icons_13130_btn.jpg
Dreadful Echoes (W): Weakens and damages enemies
icons_11715_pas.jpg
Crushing Blow: Gives a chance to stun increase damage
70951-a7d5f7af77f634a1423511677e28b02e.jpg
Reign of Chaos (R): Teleports and damages around Grom


MalfurionAbilities
Q9UywUU.png

98571-9654e4180302241bce4864ba1be55820.jpg
Remorse (D): Damages and stuns a target

icons_10763_btn.jpg
Overgrowth (Q): Slows, damages and buffs an area
icons_12236_btn.jpg
Imbue (W): Heals multiple allies
71460-8654feba39f124232b73377e893cd1f9.jpg
Essence Aura: Grants mana regeneration


riExu9B.png


98575-3bc35f0aa5aa44b5b9e41816988fc110.jpg
Sorrow (D): Deals damage and stuns
icons_6859_btn.jpg
Dawnwing (Q): Summons a hawk with passive benefits
82181-eb5655a87c5399abbc4b523c2bcf7015.jpg
Blessing of the Wild (W): Heals multiple allies
icons_6632_pas.jpg
Wisdom: Grants various permanent bonuses
72229-2ce46cb03ec12e4cda51b8caf045b23d.jpg
Emerald Dream (R): Creates illusions of a target


JainaAbilities
uDExI3b.jpg

103308-79df3e980fc0759fb2773b35244e46c4.jpg
Empower (D): Empowers the next ability cast

79582-43e5faea7b06232c25bbd015ba2b2948.jpg
Arcane Missiles (Q): Damages 4 random nearby enemies
110952-5c050c65fd7125c1c0c31c641fb18e39.jpg
Mystic Barrier (W): Heals allies and stuns enemies
80630-5e9eccedbcb5db8b197ad37b5781a38d.jpg
Dimensional Step (E): Teleports a short distance and grants mana on spellcast


cxJElX6.jpg


94342-393eaf4edeeb08f4f4fafbe12682a604.jpg
Magic Surge (D): Summons a minion on spellcast
100419-c57a82383f3fce64bd14262d8dd4d2a1.jpg
Arcane Barrage (Q): Deals massive damge to nearby foes
100169-c6b7b182fbf51459325a771fd5267f00_tn2.jpg
Arcane Field (W): Heals allies, damages and stuns foes
86850-728148ef210b41f795934a8b7e4b1b07_tn2.jpg
Reality Bend (E): Teleports a short distance and refunds mana
99767-89182f2af9ddb2174a0141bf0010c425.jpg
Mirror Entity (R): Summons an image that casts spells when you do


IllidanAbilities
NcljHvx.png

icons_17534_pas.jpg
Hatred: Grants stacking damage bonus
BTNEntanglingRoots.png
Entangling Roots (Q): Immobilizes and damages target
84986-3aa0f4baea7c9b345d0a1c5fff83a30e.jpg
Immolation (W): Damages nearby units periodically
109540-757900ba156eb9b3d40768ad325c2296.jpg
Abhorrence Aura: Grants melee lifesteal



CdL4nQI.png


icons_8885_pas.jpg
Festering Hatred: Grants stacking damage bonus
icons_12481_btn.jpg
Demonic Grasp (Q): Jumps to target, while immobilizing it
105822-d453bf7c00213057048dfd545c00b1fa_tn2.jpg
Eternal Blaze (W): Deals periodic damage nearby
icons_553_btn.jpg
Magic Thirst (E): Grants temporary damage and life steal
108821-58ec3a8d4a425274d5e4683808d5510a_tn2.jpg
Metamorphosis (R): Grants range, damage and stats




E0ZT6KK.png


nj9btKg.png


71BrKpR.png




8M9IcQN.png


7aPXH85.png

E0yLxgx.png


2XvBxF0.png


PiI5I5p.png


nxbRXkr.png


TqJz3vY.png


gZFRDXf.png





oQOEZnn.png


LguHBnJ.png


B0KLw5Y.png


Fgt7V3q.png


p4wf2Fe.png


e0vGsfd.png





pzo0WqU.png


4wRee1h.png


Vddynzt.png


FeydDVI.png


lDa1CGc.png


3axT68o.png


cKQ9RvT.png





zB5qnwp.png


W4nO4GI.png


qqxukzQ.png


jkaQFDo.png


FcAQQoo.png





MEDIA


DEVELOPPER INSIGHT
Subject
Discussion
Suggested Players
My intentions in making this map was to have a Hero Siege/Dungeon Crawler to play with my friends on Skype or on a Lan Party. Due to this mindset, the map requires a full house to be properly played. I have no intentions in going into tedious balancing for reduced player groups, though I have seen some people make it particularly far as a group of 4. That being said, I added a special item that spawns when the game is played in single player. The purpose of this item is for lone players to test out some features. It is important to note that single player gaming does not reflect the full house experience. If you are looking for more people to play with, try hosting this game on MakeMeHost. I always upload the latest versions there and enough people play it that you should be able to get a full house rather quickly.
Gameplay and Inspiration
This map is a hero defense/dungeon crawler, which combines elements from my favorite maps. The idea of each hero having a specific role and being color assigned came from Illidan's 7 Demon Hunters. This setup also allows players to setup a strategy in the lobby and discuss their roles. The waves in the early zone are also similar to 7 Demon Hunters, as each wave uses different combinations of the same units to provide variety and uniqueness throughout the fights. The idea of dungeons came loosely from X Hero Siege, as one of my favorite parts of that map was when you and your group are transport into a different zone to partake in unique challenges. Having your heroes evolve visually and ability-wise throughout the game came from DBZ Tribute. Having your initial hero change visually always felt exciting in DBZ tribute, plus it allowes you to change your ability setup to fill any gaps your party might have as they face new threats.
Items
Special Events and Minigames
Throughout the game there will be minigames and special types of challenges that diverge from the classic Hero Siege/Survival concept. I added these to the game so that players can have a small breather once in a while. These such events range from Mazes to Tower Defenses. I made sure that these parts of the game are somewhat easy, meaning that you likely wont lose as a result of being unable to beat a minigame. My thought process here was that, if you spent the whole game upgrading and shaping your hero, you should only be able to lose in parts directly involving your hero. It would be pretty lame if you lost a game because you couldn't solve a puzzle even though your hero can take down bosses with ease.
Heroes and Story The story of this game is loosely based on the Warcraft III campaign. Basically you will be facing the same big characters you saw in the campaign. The heroes also follow the Warcraft III campaign. I feel like the stories Warcraft custom games that are completely original often get ignored, except by hardcore fans. So despite this game not really having a story, it is pretty easy to follow what is going on as these are characters we all know and love. Plus I feel like it's cool to somewhat relive the fantasy of being Arthas, grabbing Frostmourne, murdering your father and turning from a Paladin into a Death Knight. I am also pretty proud to have seem some people really get sucked into their characters while playing. I have even had games where some people spontaneously role play once they get their evolved character (I'm not making this up, I have really seen it!). I also like the idea of people calling each other by their character's name as opposed to by their color (I.E Yo Illidan grab that item. as opposed to, Yo Yellow Grab that item.)
AbilitiesI'm probably not going to win any awards for most original abilities here, most of them are simple edits of already existing abilities and some are pretty much the normal abilities with some simple added eye candy, especially for the base forms of all heroes. Though you may not agree with me here, I enjoy simple straight forward abilities. When starting a new game I really hate reading all the custom abilities that are so overly complicated. (When cast your Hero turns into a cucumber that deals X damage based on your enemies hps + the STR of your grandmothers age divided by a random number from 23 to your base agility + 16.). My abilities are usually very simple to understand and when you evolve and get a whole new set of spells, each new spell has the same basic concept as your old ones. But I feel like I was still able to keep abilities fun and special by allowing you to unlock new abilities through items later on and by adding special bonus effects when you maxe out your spells. This means that despite some heroes feeling like they are getting weaker as the game progresses, they will likely hit a pretty large power spike when they unlock a new spell or when they max out their already existing spells.
Items come in two forms in this game, the first is the classic dropped loot, meaning killing stuff will drop powerful items that you can equip. These items are classified in power from Common to Legendary . Such items can be found in secrets all over the maps, by killing bosses or simply by killing regular foes. The second form of item progression comes through recipes (OMG how original.....). I struggled with the idea of recipes because, I feel that no one likes looking through 10 different shops looking for some random item who's name doesn't always match the icon. (Hmmm, i need Claws of Justice to finish this recipe. Let me just look through all these goddamn shops, including secret shops for an icon that looks like a claw and hope it is the item i'm looking for.). So I decided to make a fairly simple shop setup. The recipes are in the starting castle and all required components are in a single shop. The component items have the same icon/names as the normal Warcraft III items (I.E Robe of Magi, Claws of Attack ect...) and the recipe progression is fairly obvious when looking at the items sold in the castle. Furthermore, to add a little bit of fun, the final form of all recipes require a single item that can only be obtained by finding in secret zones.

Anachron
Mr.Goblin
I3lackDeath
BLazeKraze
Elfsilver Lord
Sellenisko
JollyD
Big Dub
Devine
Darkfang
Hellx-Magnus
4eNNightmare
PeeKay
RightField
JetFangInferno
Tranquil
Kwaliti
Ujimasa Hojo
DarkFang
Kimbo
13lackdeath
Callahan
Darkranger002
Henry
Kimbo
Sin'dorei300
CRAZYRUSSIAN
Hellx-Magnus
zbc
NFWar
-Berz-
morbent
67chrome
sPy
SAN
Tranquil
Tauer
RightField
Darkholme
JollyD
4eNNightmare
WILL THE ALMIGHTY
NFWar
~Nightmare
Spellbound
Anachron
Golden-Drake

And a huge thanks to testers
Apheraz_Lucent
WrathfulZombie
Pat1487
Popartica
namnume123
FFslayer
Olonavy
Hspence21190


 
Last edited:
Level 21
Joined
Jul 6, 2014
Messages
6,791
Illidan's hidden tag is also called Malfurion
Other than that,the map sounds interesting and ill gladly test and review it for you if you want
 
Level 12
Joined
Jan 4, 2014
Messages
543
Such a map sounds inherently quite long to play. A big problem I always had online was getting dedicated enough players to stay for the entire duration of a hero siege as usually I end up solo shortly before the end.
It is long and i fully understand what you mean, but i *hopefully* built it in a way to make people stay. There is pretty much no grind in the game, and your are always hit in the face with new eye-candy and challenges. And so far from my experiences hosting it people dont usually leave.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,198
It is long and i fully understand what you mean, but i *hopefully* built it in a way to make people stay. There is pretty much no grind in the game, and your are always hit in the face with new eye-candy and challenges. And so far from my experiences hosting it people dont usually leave.
Too bad most of todays players do not have time to spend more than 1 hour odd on a session. You should design sessions to last around 30-60 minutes for this reason. The exception are sessions of open ended games (RPGs etc) where there is no limit to how long people can play but they should be able to resume where they left off.
 
Level 12
Joined
Mar 13, 2012
Messages
1,121
I agree with DSG that nowadays the sweet spot is 30-60 min. You could keep it that short but increase replayability by e.g. hidden content unlocked after playthrough or settings at the start of the map.
It's your map however and you can do what you want.

Another thing would be the ground textures/doodads. Don't get me wrong, from the screenshots your terrain seems to be well done. It's just after having played hundreds of custom maps that I know every pixel of the standard terrain/doodads and it's hard to get the feeling of playing something special on such maps.
 
Level 12
Joined
Jan 4, 2014
Messages
543
I had tested the game the mechanics are certainly interesting as to spending gold for a temporary ward, well I shouldn't spoil it here. It's a good game but I assume you have made it only possible to survive in multi player. Please make it possible to play it solo!

Thank you so much for your comment and suggestion! I will absolutely look to adding a single player possibility in my next version. Except it might still be incredibly difficult to play because the way the maps is built. For example in the third dungeon, you must defend a point while completing mini-games, which might bad extra hard to accomplish alone! But if you have access to Battle.net, hosting with entbots will grant you full house in 1-2 minutes. Although sometimes the bots in the channel dont recognize my map, so for the best experiance you should make an account on their website and host through there, heres a link https://entgaming.net/link/host.php .
Please leave me any other comments, suggestions and concerns! Also hit my up on USeast, my name is Eat_Bacon_Daily :D.

Too bad most of todays players do not have time to spend more than 1 hour odd on a session. You should design sessions to last around 30-60 minutes for this reason. The exception are sessions of open ended games (RPGs etc) where there is no limit to how long people can play but they should be able to resume where they left off.

I know what you mean, but i usually host the game with Hero Siege in the title so people know how long to expect the game to go. Also ive hosted it a bunch and i'd say the leave rate is only around 20%, which is really fine. Completing my map should only take around 1 hour and a half, which i believe to be fair, if someone is playing at the end of the day, but i will definitely take your comment in to consideration and try and shorten it.

Another thing would be the ground textures/doodads. Don't get me wrong, from the screenshots your terrain seems to be well done. It's just after having played hundreds of custom maps that I know every pixel of the standard terrain/doodads and it's hard to get the feeling of playing something special on such maps.

Hahaha, i know what you mean, i am using an aesthetic similar to what blizzard has done in their maps and campaigns. Unfortunately i will likely be limited to that since i have just on the edge of the maxiumum doodad limit on the editor and i prioritize amazing skins for the player characters over environment aesthetic, which eats up most of my map size, so i think will be stuck with the basic doodads. Although your comment does inspire me to try different types of decorations, i'll see what i can do :p
P.S Your profile icon is beast.




I have hopefull also fixed the inflated icons on the main thread post. Not sure why the hero ability icons keep bloating up 10 minutes after i fix them.
 
Last edited:
Level 12
Joined
Jan 4, 2014
Messages
543
Well me and my friends got stuck after TD scene , also i havent found Malfurion evolution.

HOLY CRAP, SOMEONE ACTUALLY POSTED HERE!
Thanks a bunch for testing my map man, it means the world to me :)
If you have proof of you making it there ill add you to credits! Although your description makes it somewhat obvious that you did make it to the end, so i'll prob end up adding you anyways.

As for being stuck after the TD part, i'm super sorry about that, but that's pretty much where the game ends in that version. It's still in ALPHA, meaning the game is not fully playable yet. All hero evolutions are complete though and my newer version should grant access to evolved Malfurion and Illidan. I hope you had fun though :) .
Also might i ask how you guys played my game? Got it off epicwar.com or entbot?


Also updated screenshots, if anyone is actually looking at this thread at all :p
 
Last edited:
Level 12
Joined
Jan 4, 2014
Messages
543
You know Bacon... I have been keeping my eye on this, glad your still working on it. Haven't seen you in a while, it's Tal0n. Good work so far, will test again some time soon or so I hope.

Forgive me for not posting anything sooner, hope we can try your map together sometime. =)

Thanks man! It really does mean a lot to em that you are keepin an eye on my project. I didn't know you are actually active on Hive :D . We def need to play together as soon as possible! Do you still getton Bnet? Did you change your username, i gatta add ya :D
 
Level 2
Joined
Sep 13, 2013
Messages
23
Also might i ask how you guys played my game? Got it off epicwar.com or entbot?
I've found your map on epic war , in a sunny borring day :D.No need for credits , was our pleasure to test a great map.
 
Level 12
Joined
Jan 4, 2014
Messages
543
I like, Illidan is great with his evolution. :)
this is gonna be be exciting..
Hahahah, thanks for the kind words! It really motivates me. Illidan IS going to be awesome! He's my favorite Warcraft III character!

I've found your map on epic war , in a sunny borring day :D.No need for credits , was our pleasure to test a great map.
Dood, I can't thank you enough for playing my map and posting it here, it really made me wanna continue working on it, plus it let me know that the map is actually playable even when i'm not in the game! (added you to tester credits :) )




On a side note, new version is out today, i'm playing around with a werewolf + who is the killer themed room. Might even promote it to a full dungeon themed around that concept. Just trying to figure out how it could be done, so non-english speakers can play it without trouble.
 
Level 2
Joined
Sep 13, 2013
Messages
23
Btw i try your new version 0.15 , and we kinda get pwned in act 4 when those demons came , dunno maybe someday ill find other 2 ppl to finish it.
 
Level 12
Joined
Jan 4, 2014
Messages
543
Holy crap, are you guys playing with only 3 people, because that would be INSANE! It's already incredibly difficult with 5 people. You guys must have some insane teamwork! And also i know what you mean about act 4 being incredibly difficult. My concept for that part was extremely high damage monsters who have only a little HPS, but i think i may have gone overboard with it. I will definitely weaken the monsters, since they kill most groups of players. Also i've been adding special items for people in credits, so maybe ull get surprise in a coming version, but i need to make sure your warcraft III username is namnume123.

BTW, if you are looking for some random people to play the game with, you can use Makemehost.com, if all your friends also have access to Battle net. There's always a buncha people willing to play, plus i upload advanced versions of my map on makemehost.com, before i do it on epicwar.com
 
Level 2
Joined
Sep 13, 2013
Messages
23
We are playing on garena , btw my username is Abyzzzou and my other friend name SkyDeath20 .
The team was malf , arthras and the archer .
We played always visible map , i found some treasures around that fountain / elfcastle , i crack 2 of them with malf (D) , and one more thing change units in rat labyrinth from minigames even if those huntress attack is melee its doen't :D.
Instead of that priest put a totem or something else taller , is kinda hard to find him when crowed hordes came and you can't click him =)).
Looking forward for a newer version .
 
Level 12
Joined
Jan 4, 2014
Messages
543
We are playing on garena , btw my username is Abyzzzou and my other friend name SkyDeath20 .
I added you too to the credits bonus, expect a special surprise at the start of the game.

We played always visible map , i found some treasures around that fountain / elfcastle , i crack 2 of them with malf (D)
Hhahah you shouldn't play with always visible, youll end up seeing too much unfinished stuff, like those chests.

and one more thing change units in rat labyrinth from minigames even if those huntress attack is melee its doen't :D.
The huntress is melee, it's just that her attack activates slowly, so you can still run even though you are already dead.

Instead of that priest put a totem or something else taller , is kinda hard to find him when crowed hordes came and you can't click him =)).
Looking forward for a newer version .
I know what you mean, i'm not sure what i'm going to do about this, but for now the priests size is slightly larger, which should make it a little easier to clic.

Good luck on my new version, and keep giving me feedback if you can, it is always appreciated! :D
 
Level 2
Joined
Oct 16, 2015
Messages
14
Just played this Game Today with Eat_Bacon_Daily, we got to the last boss in the map.

It's a good map well thought out, unique, had several different interesting and one of a kind type things in it.

Game kind of reminds me of 7 illidans with a twist. Beware of the last bosses's skeles they are really hard to kill. We got the last boss to about 5% and died.

It's a hard game which is good, but if you get any noob on your team watch out.

Nice job on making the Map Eat_Bacon_Daily I'm definitely a fan.
 
Level 12
Joined
Jan 4, 2014
Messages
543
Sup dood, thanks for posting! I really appreciate your kind words :D . I added you to credits, so expect a surprise in the upcomming version 0.17. I was also planning on updating the screenshots with our game screenshots, but i accidentally overwrote it. You can find the upcomming version on Makemhost.com :D
 
Level 1
Joined
Oct 22, 2015
Messages
1
Hey Eat_Bacon_Daily,


I will be testing the map tonight with my friends and I will let you know the feedback on it.
 
Level 12
Joined
Jan 4, 2014
Messages
543
Thanks @Souza! I'll be excited to hear what you have to say! I'll also add you to thread credits and give you access to special contributors item in the next version once you write your review! Unfortunately, my next version may be a small while away, because i am currently in Switzerland for a while, but rest assured i will add you in the upcoming version.

Thanks a bunch for posting man, it really means a lot to me :)
 
Level 1
Joined
Jan 12, 2016
Messages
1
Hi Eat Bacon Daily, I like your map I have only played solo so far as Arthas and Illidan, its a very enjoyable map with nice items I just saw that you recently release .18 so I am looking forward to testing the new version.

As I have only played solo I'll give some slight feedback on that part difficulty as far as Ive been able to get is nice for the first part as Illidan I have been able to clear the first dungeon and get to the second part as playing solo that presented a hurdle that I can not see a way around solo due to the entangling roots causing me to be unable to protect the base due to immobility which caused me to lose, I don't know if you are planning on this map being solo viable at all or not but a suggestion if you are is maybe either disable roots when only 1 player is playing or replace with a nuke that just does damage to provide a different sort of challenge for the solo player. As far as Arthas goes I was able to get to the first dungeon and almost complete.

I enjoy your map and am looking forward to trying the new version and seeing where this map goes. Going to also try and get a group online to play on Ent to see how multiplayer feels and when I do I will come back with feedback on that also.
 
Level 12
Joined
Jan 4, 2014
Messages
543
Hello Kandayu1990!
Thank you so much for your feedback! It is incredibly appreciated :D . I have heard a few people mention how entangling roots ruins the single player experience. For version .18 i greatly reduced its cool down and duration, so it should be doable. The single player is not meant to be perfectly balanced, especially when you make it to the third dungeon. If you have any other feedback, feel free to post it hear. It is really a joy to read people's opinions on my map. I will also be adding you to credits, for your feedback, meaning you will receive a special item when you play in version .19 . :)
 
Level 30
Joined
Jan 31, 2010
Messages
3,551
I've got a thing to mention tho: Having specific characters on specific playerslots limits the map in two ways: number of playable characters, and order of evolution.
It would be nice if you're planning to add more characters (I'd die just to see Jaina), that you instead convert this system to something like 12-char Tavern. Evolution of these chars could instead be seen in a very short cinematic, and would be in random order every game.

But, if you don't plan to add more chars, it could still work up. I just hate begging peps to swap me to purple all the time x)
 
Level 30
Joined
Jan 31, 2010
Messages
3,551
I've just spent some time playing the map. Had five runs where most of 'em ended at third checkpoint. I always go for Furion, as I enjoy support classes the most, and because when others pick Furion, we usually die much sooner x)

Map is very hard indeed, I haven't managed to win it so far. The most far I've got is the Pit Lord boss, where we died from Doom Guards due to no AoE control (We had all players by that point, except Grom (Ironically, it was his evolution and he died at Water Elemental boss)). When he got low on HP and spammed the portals, we didn't manage to kill them that fast and they soon overwhelmed us, killing first me, then Sylvanas, and then Arthas. They really hit hard. Illidan managed to escape through the portal, but, he died from the first wave of Fel Orcs x)

As I've said, I really enjoy the concept, and minigames sure do offer some fun and break from boredom - but we got stuck at Cenarius with two games: wisp maze, and memory game (guess we all suck at memory lol). Wisp maze made it hard until we noticed the patterns (Spoiler! Huntresses move in straight line, Archers always come in pair and circle, Dryads are insanely fast) and with a bit of luck, we won that, but I think you should simplify those two just a little bit.

I've noticed that I've got a special contributor item if I join the game, and I'd like to thank you, made me feel special.

Things that could use some nerfing are exactly what others mentioned, enemies really do hit hard. First "problem" is the Ancient of Lore boss, which we won only by having him stuck and kiting with Sylvanas and Furion from the other side on where's he. He hits really hard, managing to get Sylvanas from 100% of HP to 10% in one hit. Also, if Furion dies, is it permanent end? Players never get to revive? It's a shame. I think that after every completed chapter, players get a chance to fight again. The loss of XP and gold enough from being dead will be punishing itself. There's few more things to note: the Arcane Staff from second boss has got a typo in it's name (Staffl), Furion's heal recharges too slowly to be effective as it should be, and his Overgrowth isn't that dandy skill to compliment his support role. Perhaps swap it with huge movement slow if enemy stands on it and damage only? It would allow him to trap some bosses and make the game just a bit easier. The first wave's skeleton's chain lightning causes too much visual spam when there's a lot of them - I recommend to either use a custom lightning texture to make it less visually impairing, or reduce it's opacity. Some text tooltips also use way too dark colors, Furion's class name and name being an example, making it very very hard to read. Some items, such as first boss drop (Will) also got the same issue. You can also rename the auras - they're all of default names and icons - Furion's brilliance could instead be "Soul of the Oak" with same effects, while Devotion Aura could be "Defensive Stance". You did the names of other spells really nicely, why would you cut short on those? :)
Oh, and secret bread item is really not worth it. Attack damage doesn't compensate for attack speed loss, where most chars have surpassed the 100 damage of base, making it not worth it to have. The HP loss itself is very punishing.

That's all I can remember for now, will post more if I recall something else :)
 
Level 12
Joined
Jan 4, 2014
Messages
543
@Apheraz_Lucent

Thank you so much for your constructive comment, you have no idea how incredibly helpful you are, i think maybe i will have to add more than just a special item for you ;). I have taken all your comments into account and will add the necessary changes. It may take some time, because right now i'm serving in the Swiss Army, but future versions will hopefully have everything you want in a hero survival map :D. I also have the replay of us playing it together that one time (I saved it because it was one of the runs where i made it the furthest) and will likely add some extra screenshots with us playing it to the thread soon :D

I've got a thing to mention tho: Having specific characters on specific playerslots limits the map in two ways: number of playable characters, and order of evolution.
It would be nice if you're planning to add more characters (I'd die just to see Jaina), that you instead convert this system to something like 12-char Tavern. Evolution of these chars could instead be seen in a very short cinematic, and would be in random order every game.

But, if you don't plan to add more chars, it could still work up. I just hate begging peps to swap me to purple all the time x)
I have toyed a lot with the idea of adding additional characters. Maybe each colour getting the option of like 2 heroes with similar roles, but since i started this map a long time ago, my initial triggering is very simple and built around the preset characters. It would take a buttload of work. But i definitely have plans to add additional characters, but it will only be once the game is fully complete or at least in BETA.

I've just spent some time playing the map. Had five runs where most of 'em ended at third checkpoint. I always go for Furion, as I enjoy support classes the most, and because when others pick Furion, we usually die much sooner x)
Hahahah, thank you so much for playing :D. And i know what you mean, a competent Furion is required to do good in the map, which is definitely a flaw that i am investigating, but have no clear solutions as of yet. The most recent thing i did to help alleviate the necessity of Furion was to give Arthas a small heal, but I know that isn't enough.


Map is very hard indeed, I haven't managed to win it so far. The most far I've got is the Pit Lord boss, where we died from Doom Guards due to no AoE control (We had all players by that point, except Grom (Ironically, it was his evolution and he died at Water Elemental boss)). When he got low on HP and spammed the portals, we didn't manage to kill them that fast and they soon overwhelmed us, killing first me, then Sylvanas, and then Arthas. They really hit hard. Illidan managed to escape through the portal, but, he died from the first wave of Fel Orcs x)
Yeah the Mannoroth boss has a strange issue. It is normally somewhat reasonably difficult, but once players allow 4 or more doom guards to warp in, it becomes almost impossible to comeback. I will probably limit the amount of doomguards that can be on the field at a single time.


As I've said, I really enjoy the concept, and minigames sure do offer some fun and break from boredom - but we got stuck at Cenarius with two games: wisp maze, and memory game (guess we all suck at memory lol). Wisp maze made it hard until we noticed the patterns (Spoiler! Huntresses move in straight line, Archers always come in pair and circle, Dryads are insanely fast) and with a bit of luck, we won that, but I think you should simplify those two just a little bit.
Hahahah you found the patterns of the maze minigame. I totally agree with you, that those two minigames are too hard, for the maze minigame, i will likely reduce the speed of all the units, to give an opportunity for non-mazers to get through it. As for the memory minigame i will either reduce the area size by like 1/4 or add a slight color tint to the safe tiles (Also you don't have bad memory if you find that game difficult lol. I had to cheat the first couple of times i did it, because i didn't realize how hard it was until i tested it and by then i was too lazy to make it easier lol). What did you think of the other minigames? Was the mouse one too hard?


I've noticed that I've got a special contributor item if I join the game, and I'd like to thank you, made me feel special.
No problem bro, your kind words and your review made me so happy :).

Things that could use some nerfing are exactly what others mentioned, enemies really do hit hard. First "problem" is the Ancient of Lore boss, which we won only by having him stuck and kiting with Sylvanas and Furion from the other side on where's he. He hits really hard, managing to get Sylvanas from 100% of HP to 10% in one hit.
I disagree with nerfing the Ancient of Lore. Although i agree he is a difficult boss, i have rarely had groups die there. There are many ways to play around his insane damage, because his attack speed is so slow. In most cases the Arthas summon can tank the boss for over 50% of his hps, also the little treants that appear drop heals+stuns for the boss. You just really need to coordination and descent allies in my opinion.


Also, if Furion dies, is it permanent end? Players never get to revive? It's a shame. I think that after every completed chapter, players get a chance to fight again. The loss of XP and gold enough from being dead will be punishing itself
I 100% agree with you. Checkpoints at the end of dungeons will surely be added in upcoming versions.


There's few more things to note: the Arcane Staff from second boss has got a typo in it's name (Staffl)
Hahahah, this is what happens when you copy and paste all your color codes. Thanks for the info. Will fix asap.


Furion's heal recharges too slowly to be effective as it should be, and his Overgrowth isn't that dandy skill to compliment his support role. Perhaps swap it with huge movement slow if enemy stands on it and damage only? It would allow him to trap some bosses and make the game just a bit easier.
I know what you mean about the heal, but it is a somewhat a no-win situation. If i make the heal reacharge faster, than as long as allied heroes don't die in one hit, they don't really have to worry about dying, because they have a constant source of health (Especially since mana stops being an issue for malfurion later on). If i make the heal weaker, then malfurion will feel like a useless support. I'm kinda stuck at keeping the heal at its current state. With regards to the overgrowth, i will definitely look into doing something more with it. It's really weak right now, because it was one of the first custom spells i made for the game and i was not really sure what level of difficulty i was aiming for at that point, so i made it as weak as possible, but it is pretty clearly outdated right now. I like your idea about the slow, i might add that, but then i would probably have to reduce its duration and play around with its other stats to make it fair.

The first wave's skeleton's chain lightning causes too much visual spam when there's a lot of them - I recommend to either use a custom lightning texture to make it less visually impairing, or reduce it's opacity.
I will look into this, i think you are right, especially with the last wave of skele mages, where there is about 25 mages.

Some text tooltips also use way too dark colors, Furion's class name and name being an example, making it very very hard to read. Some items, such as first boss drop (Will) also got the same issue.
I will also look into this, i basically just copied pasted colour codes i found on google. I will maybe read how they work and increase the brightness.


You can also rename the auras - they're all of default names and icons - Furion's brilliance could instead be "Soul of the Oak" with same effects, while Devotion Aura could be "Defensive Stance". You did the names of other spells really nicely, why would you cut short on those? :)
Hahahaha, i just got lazy there, i will likely rename the ability names, when i rework the entire ability tooltips, but that will be later on. And thanks for saying i named the nicely :D, i did put in effort to come up with nice names for those abilities.


Oh, and secret bread item is really not worth it. Attack damage doesn't compensate for attack speed loss, where most chars have surpassed the 100 damage of base, making it not worth it to have. The HP loss itself is very punishing.
Hahahah, that item was made initially as a joke, i was thinking of maybe allow it to be combined with Ethereal Stone (The secret item that completes recipes) to remove all its negative effects, but for now i am still not sure what to do with it.





@qq694284743
Thank you :)
 
Level 30
Joined
Jan 31, 2010
Messages
3,551
Glad to hear from you! And I hope you're having a good time there, if nothing else :)
Being a former army-lady myself, I know it's a bit hard and you miss literally everything, but it shapes one's character really nicely. Anyways.

It wouldn't take a lot of time to implement a new system for extra characters - but it would require brainstorming about char evolution. My suggestion is to add a tavern with characters, and make evolution take place for a random character whenever a chapter is completed. That way, there will be just enough of the luck factor to get important evolution first. And, you can add very short cinematic about each character, tho it could have gaps in the story, for an example, if Sylvanas goes evolved before Arthas. Therefore, I suggest to make the evolutions non-related to each other - why wouldn't Sylvanas sacrifice herself - she's willing to pay any price just to win the war. But, that's entirely up to you. But, some characters you should definitively consider trying to get are Maiev and Jaina - people love those.

Apart from Furion, you can't do much in terms of healing in the dungeons and that's where people die - one by one. You could add some self-sustainability to the characters by making tanks having something that can very lightly heal themselves - like Arthas could get HP whenever he's casted a spell upon. That could be a side effect of Devotion Aura, maybe? 4 Doom Guards max seems reasonable tho, we had about 20 when we got slain - and they're tanky and do a lot of damage, so it's a nice amount.

For mini games, instead of simplifying them instantly, you could make a dummy unit with slow aura, and have it increase in power by 7% every time the game is failed. That will make the game progressive for players of any expertise in the minigame. For memory game, just shrink the field a bit, it'd be enough. Three rows would be more than enough I think.

On a side note, the bosses should spawn distant to you - I'm pretty much sure I died because I spawned directly on Ancient. Could you look it up for me?

For Furion's new spell: I suggest "Blooming Growth" - Envelops an area with a field of thorns, passively decreasing movement of enemy units in it while it lasts, and giving allied units increased armor in it.
This would double as a spell to stop enemies and run away, but when it's not needed for that, you can use it to make your tanks a bit tankier. So it becomes a versatile, universal spell for any situation.

Oh, I use this little pretty program ever since it's released, and it's just plain wonderful. It allows you to use it both externally, or to tick the option which will add the colorpicker mini-program to every tooltip edit field in the WE itself. I myself use the first option, as I find it a bit tricky to navigate (10+ years of mapping and I really got stubborn to have old tooltip fields lol), but you'll see what works best for you. It even got a preview and gradient colors! Find it here (direct download): http://www.wc3c.net/showthread.php?t=101859
attachment.php


Enjoy the day, and I'll hear from ya again soon I hope :)
 
Level 12
Joined
Jan 4, 2014
Messages
543
@Apheraz_Lucent

Glad to hear from you! And I hope you're having a good time there, if nothing else :)
Being a former army-lady myself, I know it's a bit hard and you miss literally everything, but it shapes one's character really nicely. Anyways.
Cool! A fellow comrade! I am having a nice time, i'm not from Switzerland so serving has really given me a chance to see another culture. How was the army life for you, if you don't mind my asking?

It wouldn't take a lot of time to implement a new system for extra characters - but it would require brainstorming about char evolution. My suggestion is to add a tavern with characters, and make evolution take place for a random character whenever a chapter is completed. That way, there will be just enough of the luck factor to get important evolution first. And, you can add very short cinematic about each character, tho it could have gaps in the story, for an example, if Sylvanas goes evolved before Arthas. Therefore, I suggest to make the evolutions non-related to each other - why wouldn't Sylvanas sacrifice herself - she's willing to pay any price just to win the war. But, that's entirely up to you. But, some characters you should definitively consider trying to get are Maiev and Jaina - people love those.
That sounds like an incredible idea. It would be so fun to have to have randomized evolutions and tons of choices. Hahhaha, unfortunately it would take major restructuring from the core of the map and i can't imagine taking on such a massive chance alone. I balanced it a way that the earlier heroes who evolve are weaker, but still get several power spikes along the way to keep up with others. Although i did toy around with the idea of simultaneous evolutions or multiple evolutions, to keep things spicy, but i elected against it, because it was becoming a headache.

I don't know if you noticed this while playing my map, but I am not a particularly good coder. Most of my triggers are tedious and simple, which makes adding major changes very difficult for me. That is also a reason i wouldn't be able to add the random evolutions :(.

Apart from Furion, you can't do much in terms of healing in the dungeons and that's where people die - one by one. You could add some self-sustainability to the characters by making tanks having something that can very lightly heal themselves - like Arthas could get HP whenever he's casted a spell upon. That could be a side effect of Devotion Aura, maybe? 4 Doom Guards max seems reasonable tho, we had about 20 when we got slain - and they're tanky and do a lot of damage, so it's a nice amount.
I very much like this idea. I already gave Arthas the ability to heal everyone around him with his (W) spell and with his (D) spell, but your comment makes me realize it would be better if all heroes had some sort of self sustain.

For mini games, instead of simplifying them instantly, you could make a dummy unit with slow aura, and have it increase in power by 7% every time the game is failed. That will make the game progressive for players of any expertise in the minigame. For memory game, just shrink the field a bit, it'd be enough. Three rows would be more than enough I think.
Another great idea, i will definitely implement this!

On a side note, the bosses should spawn distant to you - I'm pretty much sure I died because I spawned directly on Ancient. Could you look it up for me?
I looked into this and what i think happened, is you might have accidentally walked to close to the wall that blocks the ancient. Although he is melee, he is able to attack through those short distances. That is my theory, but i will keep an eye on that.

For Furion's new spell: I suggest "Blooming Growth" - Envelops an area with a field of thorns, passively decreasing movement of enemy units in it while it lasts, and giving allied units increased armor in it.
This would double as a spell to stop enemies and run away, but when it's not needed for that, you can use it to make your tanks a bit tankier. So it becomes a versatile, universal spell for any situation
Hahahha, yet another great idea. I especially like the idea in regards to the slow, because right now the spell honestly doesn't feel satisfying to use. I will have to decrease the duration though. But thanks for the idea :D.

Oh, I use this little pretty program ever since it's released, and it's just plain wonderful. It allows you to use it both externally, or to tick the option which will add the colorpicker mini-program to every tooltip edit field in the WE itself. I myself use the first option, as I find it a bit tricky to navigate (10+ years of mapping and I really got stubborn to have old tooltip fields lol), but you'll see what works best for you. It even got a preview and gradient colors! Find it here (direct download): http://www.wc3c.net/showthread.php?t=101859
That sounds amazingly convinient. I'll give it a download soon as i have real time to work on my map.


Enjoy the day, and I'll hear from ya again soon I hope :)
Thank you so much :D. And of course thank you once again for your great feedback! It always warms my heart to have such kind words and great suggestions to read about my map. Cheers and have a great day :D
 
Level 2
Joined
Oct 16, 2015
Messages
14
Still playin?

Hey bacon I'm still playing your map, are you still editing it? let me know if you still get on and if you are us west or east I wanna play with you sometime bud. I like the updates since the beta.
 
Level 12
Joined
Jan 4, 2014
Messages
543
Hai hspence! I'm supa glad to hear you are still playing!! How far did you get? I would absolutely love to play with you, but these days i can only play on weekends and my time is pretty limited. I am also continuously editing the map, but as you can see i have slowed down as of late. Worry not though, because it is not from a lack of interest, but simply because I started i big life project which is eating up most of my time. This life project will be done in a few months though and i will continue to power through my map and make more updates. Im currently working on a way to implement more heroes, but it is a long way from being realised. Anyways, i am really glad to hear from you buddy and knowing you are still enjoying the map despite the slower updates makes me super happy :D
 
Level 12
Joined
Jan 4, 2014
Messages
543
I thought since we got an updated hive website, i would update my thread. You can see the new map preview and all the abilities for evolutions on the original post. These are certainly not final changes as i feel some heroes don't feel as fun as i would like.

I am still working on the map, at a very slow pace as i still do not have so much time.

So far i am only aware of one instance in which people have made it to the current end of the game, but it was done by veteran players. If anyone else has made it there, please post a screenshot and i will add you and your group to credits :).

Please keep leaving comments and feedback, it is what keeps me motivated to continue this map and it just really makes me happy :D
 
Level 1
Joined
Aug 14, 2016
Messages
8
A really awesome hero siege map with great custom skills, well done. Can't wait to play an even better version of it
 
Status
Not open for further replies.
Top