Created by hoihoi8, Briza187, Bond009, CDR ; Uploaded by: hoihoi8
Information
Uploaded:
04:46, 31st Oct 2008
Last Updated:
22:34, 10th Feb 2009
Type:
Defense / Survival
Category:
Miscellanous / Other
Map Size:
128x128
Playable Map Size:
114x94
Suggested Players:
2-12
Tileset:
Dalaran
Rating by users:
3.80 (5 votes)
Hits:
13882
(Hover and click)
Details
New! Forums:
http://hoihoi8.proboards.com/
There are lots of hacked versions on battle.net. Make sure you get the latest version from here.
Special thanks to Airandius from the HiveWorkShop.com forums for converting the load screen to a smaller size.
PLEASE RATE, POST IDEAS, BUGS, AND BALANCE ISSUES
for older versions, visit http://www.nibbits.com/wc3/maps/
- All Minor Skills Upgrade To Level 20-
- All Ultimate Skills Upgrade To Level 3-
- Players Will Receive 300 Gold and 200 Lumber Between Each Wave.
- All Players Have 7 Skill Slots So Choose Wisely.
- Original Map By Briza187, fsmc07a, CDRbaby
- Based off Custom Hero Survival 8.0
fixes for 1.21 2/10/08
- Nerubian Seer no longer has melee damage upgrade
- text fixed for skills command: Rain of Chaos and Essance of Blight work properly.
- you can get Rain of Choas on random now.
- You can no longer get chemical rage on random which causes a crash
- Health potion cost reduced. Mana poition cost reduced. All potions contain 4 charges.
- New Items: Helm of Valor, Hood of Cunning, Medallion of Courage
- only 1 dood man final boss spawns no matter how many players. His stats were boosted slightly. Game ends when he dies or timer runs out.
- Spells added to enemies
- Most spells have mana cost increased to minimum of 50 at higher levels
- Summon Hawk lvls 1-9 spawn a hawk that does damage
- Item: Spell shield removed from Heart of the Wizard Lord Zy
- Added feature: Random hero
- Spirit Walker lost Corporeal Form ability
- non-melee heros have range modified. In general, chaos range heroes have range of 550, normal & hero type 600, and all others 650
KNOWN BUGS IN 1.21
-None
Favorite Builds
MY FAVORITE BUILDS: (note-I usually buy a skill up to lvl 20 before getting the next skill)
Build Name: Lightning Shield Fun
Hero: Str Hero (seige Panda has most HP)
Items: Items: 6 Dark Elven Guantlets
Items Late: 6 Arthus Armor
Tomes: All STR
Skills in order bought: Finger of Death lvl 1, Lightning Shield, War Stomp, Holy Light, Divine Shield, Drunken Haze, Unholy Aura, Finger of Death
Build Name: Summoner
Hero: Ranged Agility Hero
Items: 1 Striker Star (for aura), 4 Arthus Armor, 1 Tri-Mage's Orb of DragonKind
Tomes: All Manual of Health
Skills in order bought: Lava Spawn, Phoenix, Infernal, Tranquility, Summon Hawk, Avatar of Vengence, Doom
Build Name: Critical Striker
Hero: Melee agility hero
Items mid game: Anhk, Mask of Death, 2 Agility Sword, rest gloves of haste
Items late game: 1 Tentacle Whip, 5 ultimate cleavers
Tomes: Most AGI, some Manual of Health
Skills in order bought: Melee Aura, Drunken Brawler, Holy Light, Cleave, Critical Strike, Roar, Reincarnation, Reincarnation
Build Name: AOE Paladin
Hero: Melee Strength Hero. I like Earth Panda, since he gets more STR overall
Items mid game: Anhk, 5 Dark Elven Guantlets
Items late game: 1 Silencer, 5 Arthus Armors
Tomes: All STR
Skills in order bought: Blizzard, Divine Shield, Holy Light, War Stomp, Rain of Fire, Evasion, Reincarnation
Build Name: Exploding Melee
Hero: Melee agility hero
Items mid game: maybe an Agility Sword
Items late game: 1 Silencer, 5 Tentacle Whip
Tomes: Mostly AGI, some Manual of Health
Skills in order bought: Melee Aura, Vampiric Aura, Incinerate, Cleave, Holy Light, Pulverize, Critical Strike
Build Name: Heavy Damage Caster
Hero: Melee intelligence hero
Items game: 6 Heart of the Wizard Lord Zy
Tomes: All INT
Skills in order bought: Shockwave, War Stomp, Mana Shield, Fan of Knives, Thunder Clap, Carrion Swarm, Immolation
More builds to come
CHANGE LOGS:
CHANGE LOG:
V1.00 10/30/08
-All spells rebalanced. In general AOE was nerfed, single target buffed.
-New spells added: Resurrection, Shockwave, Inferno, Cluster Rockets, Soul Burn
fixes for V1.01 11/02/08
-All spells: Most spells rebalanced. Instant win spells nerfed. Underpowered and underused spells buffed
-Fixes: resurrection works properly
-New spell: defend, pulverize
-Removed spell: battle roar
-New individual bosses after group bosses. Have a single target spell ready.
-Almost all tool tips updated and are more helpful
-The hard chaos enemies can't spawn in rounds 1-3
-Final level summons received chaos damage
Fixes for V1.02 11/04/08
-More spell and skill balancing
-Spell added: Dispel Magic
-More enemy types. Went from 33 to over 100
-Ness can use barrage now
-Force of Nature - since there are only 4 trees in arena, final level summons 4 trees. Thorns aura added
-Carion Beetles - skeletal mages removed from final level
Fixes for V1.03 11/12/08
-More spell balance
-Spells added: Feedback, Ensnare, Raise Dead, Envenomed Spears
-Removed repick cheats
-Changes a few hero models
Fixes for V1.04 11/14/08
-More spell balance
-Number is units between levels is based off of round number instead of hero level
-Firebolt removed from Salamanders
-Spells Added - Rejuvenation
-16 more enemy units added
-Item: Tri-Mage's Orb of DragonKind - Frost Wurm attack and defense now updrade with creeps, attack speed increased, attack increased, HP increased
-Tooltips now include ability incompatabilities
Fixes for V1.05 11/18/08
-More spell balance
-Spell Added - Charm (Note: On a rare occasion, if you charm the final enemy of the wave, you may have to kill him to trigger the round over.)
-All showroom heroes are now level 10
-Number of skills is really capped at 7 now. You can no longer buy passive skills and have them work if you already have 7 skills.
-Resurrenction and Infernal give back the right ammount of wood when retrained
-jumbled text fixed
Fixes for V1.05a 11/18/08
-added more conditions to the round ending code. Shouldn't get stuck anymore.
Fixes for V1.06 11/19/20
-Bugs Fixed: Charm (and all the bugs it caused like getting stuck after a round)
-Spell added: Roar
-Regular summoned units now get small attack upgrades. (less than half of enemy and ultimate summons)
Fixed for 1.07 11/20/08
-Spell Balance
-Spell added: Faerie Fire
-Bugs Fixed: fixed a bug where skills wouldn't level up if you had 7 skills
-All enemy units have at least 200 mana. Some spells added to enemies.
-Bug fixes: Frost armor now autocasts.
Fixes for 1.08 11/21/08
-spells progression evened out some
-Spell Added: Pocket Factory
-enemies between rounds removed except for bosses
-all boss except giant wolf have spell shield
-spell immunity removed from rock golem and war golem. Now have spell shield
-added attack sfx to heros without them
Fixes for 1.08a 11/21/08
-Hydra can not spawn randomly before lvl 40
Fixes for 1.09 11/22/08
-Death Coil fixed
-Avatar of Vengence Fixed
-Spells Added: Acid Bomb
-Siege Heroes got additional primary stat bonuses
-XP gained by heroes upped by 5%
-Enemy damage increases decreased slightly
Fixes for 1.10 11/23/08
-difficulty slightly decreased: Enemies only upgrade once at 15 instead of twice. XP gained increased slightly.
-upgrade for enemy attack speed accidently was 10x the correct ammount. Attack speed now only goes up 20% per upgrade instead of 200%
-Vampiric Aura now works on all enemies
Fixes for 1.10a 11/23/08
-Vampiric Aura fixed
Fixes for 1.11
-Difficulty increased, last version was to easy
-Spells nerfed: banish, divine shield, Stomp
-Spells buffed: wind walk
-Consumable items and starter items repriced. Tome of Knowledge added.
-All bugs with retrain should be FIXED
Fixes for 1.12 11/24/08
-Magic attack removed from all enemies
-Spells added to enemies
-Spells nerfed: Mana shield, spiked carpace, thorns aura
-Spells buffed: Barrage
-Tome price raised 10%
Fixes for 1.12a 11/25/08
-Players 2-12 tp back to the shop area after rounds
Fixes for 1.13 12/07/08
-Spell rebalance
-Spells fixed: Healing Wave now heals targets past 1st target.
-War Stomp, Fan of Knives, and Thunder Clap now all effect mechanical enemies
-Major overhaul of damage system. Enemies now only gain 6 armor per tier instead of 50. Enemy HP increased per tier. Melee enemies gained a Melee Evasion skill so they aren't pushovers.
-Life steal percentages dropped to accomodate more damage being dealt per hit due to lower armor.
-Agility Heros: Agility per level decreased. Str per level increased. Attack speed per agi point decreased. Armor per agi point decreased.
-Str Heroes: HP regen per str slightly increased. Agi per level increased.
-Seige enemies: splash damage removed. Minimum attack range removed.
Fixes for 1.14 12/10/08
- Heroes that are undead are now tagged Undead. Use Death Coil as a heal spell instead of Holy Light. Both these spells work correctly now.
- good riddens transmutate. We have to wait no more.
- New Spells: Devour Magic, Lightning Shield
Fixes for 1.15 12/19/08
- more spell balance
- Howl of Terror stats fixed
- New items and some item re balance
- XP gained increased slightly
- Melee evasion slightly decreased
- All enemies have 1500 mana to make Mana Burn and Feedback useful spells
- more Incompatibilities added to spells
- Incinerate tooltip fixed.
Fixes for 1.16 12/21/08
- Due to popular request Evasion removed from all enemies. Enemy HP adjusted to compensate.
- New scoring system.
- 2nd through 12th now receive some gold depending on your place finished.
Fixes for 1.16a
- Scoring for 6 through 12 now works correctly
- Impale stun reduced to 5
Fixes for 1.17
- Spells Added: Spirit Link, Bloodlust, Hardened Skin, Invisibility, Disease Cloud, Steal Spell, Pillage, Elune's Grace
- Spell balanced: lower levels of blink nerfed, AOE of Devour Magic made smaller, Stun of Infernal reduced, Pulverize buffed, final level Treant had HP increased, Berserk damage taken increased, Life Drain and Mana Siphon buffed
- Only 1 of final boss summons, regardless of number of players. Final Boss slightly easier.
- XP gained slightly increased
- Mana of Faceless One Terror reduced
- attack range of Maiden of Pain and Fel Orc Kodo reduced
- Bosses between rounds now have a 5 second spawn delay
- All Heros have the same animation length (set them all equal to just below Demon Hunters default)
- New terrain in bottom right corner of the arena's. No more teleporting pads.
Fixes for 1.18
- NEW: Random spell option! If you choose random spells you get 300 extra gold per round.
- More Spell balance
- New Spells: Firebolt, Cloud, Web
- Range and melee enemies now have seperate damage upgrades. Melee now does more damage per upgrade. Collision size of melee creeps increased and set back to default.
- Several enemies received fortified armor
- Final Dood Man boss and attack cut in 1/2. Hp reduced 25%.
- A few heroes got Fortified armor. A few get increased stats, but get heavy armor.
- Elune's Grace bug fixed. Hero attacks now deal 100% damage instead of 0%
Fixes for 1.19a
- The game doesn't end before the final boss
Fixes for 1.19
- Charm buff - Charmed units now give gold and xp in addition to being charmed
- Spells added: Stasis Trap, Essense of Blight
- More spell balance
- 40 damage per second added to earthquake.
- When picking random spells, melee heroes can't get Frost Arrows, Trueshot, or barrage. Range heroes can not get Melee Aura, Cleave, or Vampiric Aura, pulverize
- Doom guard summon's attack upgrades now
- Mirror image bug where all enemy units would explode should be fixed
- Game ends properly if you survive the final boss, but do not defeat him.
- Load screen added and preview screen to match
- New command: -skills <player number>. For example to see player 1's skills type -skills 1
Fixes for 1.20
- Locust swarm tooltip fixed
- Spell balance: Animate Dead nerfed, Stampede AOE reduced, bash buffed, Siphon Mana buffed, Heal buffed, Voodoo now makes caster invulnerable also (length nerfed),
earthquake slightly buffed, Fighter's Fury buffed, healing wave buffed, Wind Walk damage buffed, dark ritual buffed, death coil buffed, orb of annihilation buffed, treant HP buffed, Searing Arrows buffed, Charm buffed, Life drain buffed, Disease cloud buffed, Elune's Grace buffed, Pulverize buffed, essance of blight buffed, Drunken Haze nerfed, Finger of Death buffed, Tornado buffed & no longer channelling,
Cloud nerfed,
- Melee heroes can't get Orb of Annihilation, Black Arrows or Searing Arrows on random
- No hero can get Dark Ritual or Death Pact on random
- Draenei Seer enemy replaced by Furbolg Ursa Warrior
- Range enemy attack slightly decreased
- New Item: Arthus Armor
- small thorns aura added to Plague Treant
- Hopfully the gold specs all over the ground that cause lag have been removed
- These single target and utility spells now only cost 75 wood per level: Firebolt, web, slow, fairie fire, curse, spell steal, entangling roots, hex, ensnare, shadow strike, storm bolt, sleep, dispell magic, devour magic, mana burn
- Skills command now gives the spell level and says "(random)" if the player chose random
- Removed disabled triggers from the map to save space
- INT heroes with lower HP got increased INT progression
- New Spell: Rain of Choas
-Banshee and Lobster hero switched out
-All enemies now have 0% hp regen
Upcoming for V1.22
-More map balance
-Your ideas and balance issues!
Moderator Comments (Not Rated)
08:54, 3rd Feb 2009
MasterHaosis: Approved. I like your huge map description. Huge to read, but useful. Map is nice and fun, lot of Hero skills, more balanced than in previous version. Good job.
please put the appropriate credits for the original creators or this will be acknowledged as a major ripoff since you also put your name infront of the map
Nice Work on the map so far, but you should consider buffing the summons, they are not useful at all past lvl 10 and even a summoner build with supporting skills or auras won't help them.
Some other issues:
- weapons shouldn't have critical, because it diminishes the use of the skill
- passives and auras in general are too good throughout the whole game
- int & str heros are too weak compared to agi, because of armor and atk.speed
- it would nice to see some sort of team-mode (2v2v2v2v2)
Ok i think thats it for now, just keep updating the map, you've done a fantastic job so far.
i agree with Bane229 since many weps and auras are getting rid of the use of the spells themselves, but nice work so far once agi heroes are balanced out this game can actually compare with dota ( in about 2 years, no insult intended )
Your name should be in the credits and not in the maps name , this makes the make messy and less people wants to play it because most people judge the map by it's name . Anyway , keep up the good work !!!
Hii.. i played your map and it was great. But i found 1 error that the stats skills gives 50stats bonus rather than giving 60stats bonus.. can you correct it??
First of all let me say that I really like this map, and what I'm about to say is based on like the 20+ times I've played it (version 1.15).
Anyway, here is a list of thing I think need balancing, starting with the most general:
-Summons are currently way too strong. You can simply get 4 summon skill (doesn't matter which) and 3 auras and completely dominate everything but the last boss without even trying. I get that you try to scale them by giving them armor/damage as the game progresses, but it is just too much and they can just be re-summoned when they die. The best way to balance this to add some kind of aoe/cleave to certain enemies so the summoner player actually has to think (or get a heal like chain heal or healing spray).
-Low level spells are useless. At level 1 most spells aside from certain auras do absolutely nothing and cost large amounts of mana (eg. Wind Walk lasts for 0 seconds, inner fire lasts 5 seconds and gives +1% damage). Currently the only useful way to level skills is to get one to level 20 before getting the next. This lowers the amount of options you have early. It would be more fun if you could balance several low level skills early to do well. Also, mana cost shouldn't decrease every level. Most level 20 spells cost like 20 mana which is pretty much free and makes mana pointless to get.
-Heroes are completely unbalanced. "Normal" is clearly the best damage type as it does extra damage to medium, but gets no damage penalties. Heroes with siege damage that rely on physical attacks get totally screwed on levels they are weak against. Also, heroes with higher base attack speed scale much better with level than those with lower attack. Some heroes just have terrible stats (compare the sleepless one to the demon hunter). I think the only way to balance this is to make everyone do chaos damage and have the same base attack and average stat growth. I know it makes heroes too similar, but currently there is no point in picking most of the heroes.
-Certain spells are useless, while others are too cheap. Why would anyone use healing spray or tranquility? Whats the point of curse, slow, frost arrows, etc? On the cheap side there is: summons, animate dead, wind walk / divine shield (if you have both, you can't lose), heals (holy light/rejouv), melee aura /trueshot (are better than all other damage bonuses. Compare 150% melee aura to roar which adds the same amount but has to be cast and can be dispelled). I haven't tried every single skill combination, but just by looking at the skills it is obvious which will be completely useless (look at starfall/ground spikes/volcano which do pretty much nothing past lev 10).
-Certain mobs are much stronger than other. If you randomly get a ranged enemy that deal chaos damage, and you're a melee that depends on life leech to survive, you are almost guaranteed to die against chaos kodos (unless you have the cheap wind walk/divine shield combo)
-There are a lot more things I can add, but I shouldn't waste any more of your time. For a last point, I don't understand why bosses appear outside of your box. There is a time limit in which you have to kill them, and certain builds just can't do it. Also, the last boss can't be beat by any build within 2 min (you can do well with bash, but you do too little damage to win in time).
Anyway, keep up the good work since I really like this map.
Hi
it would be better if you gave a little more time before the bosses pop in the center. right after you finish round 9, the bosses pop out and you arent even healed yet and this makes it really easy to die even if you can beat the boss. also when they pop out so early, they all aim fo red becasue he is the first one there so that is kinda messed up.
also when the bosses are done too your skills dont refresh, so you to heal everyone and refresh all the skills because that wolf is hard too
there are too many useless spells: like earthquake which does 0 damage, blink, ensnare, dispel magic when there is devour magic.....
also lots of skills need to be rebalanced, thunder clap does less damage than war stomp and war stomp stuns the creeps. maybe it needs to be switched around.
forked lightning does 530 damage and hits 11 units when chain lightning does 1000 damage and hits 11 units too it should be a little more even.
death pact and dark ritual need to apply to all units becuase there arent that many undead summons
cluster rockets says it does 160 damage......
maybe u could make roar work with divine shield on or something too
thanks great game
Hi
it would be better if you gave a little more time before the bosses pop in the center. right after you finish round 9, the bosses pop out and you arent even healed yet and this makes it really easy to die even if you can beat the boss. also when they pop out so early, they all aim fo red becasue he is the first one there so that is kinda messed up.
also when the bosses are done too your skills dont refresh, so you to heal everyone and refresh all the skills because that wolf is hard too
I'll look into that one.
Quote:
there are too many useless spells: like earthquake which does 0 damage, blink, ensnare, dispel magic when there is devour magic.....
No reason to take away options. Use earthquake when you cast a bunch of range summons vs melee units. The earthquake will slow the melee enemies while your ranged units attack them. Blink is great.. just blink up onto the ledge and you are invicible vs melee units. Ensnare is great early and vs boss if you are ranged vs melee. Just ensnare them and fire from a distance (you can always retrain when it's useless later). Dispell Magic does double damage to summons, so you only need to use it once vs some enemies. Every spell has a niche.
Quote:
also lots of skills need to be rebalanced, thunder clap does less damage than war stomp and war stomp stuns the creeps. maybe it needs to be switched around.
forked lightning does 530 damage and hits 11 units when chain lightning does 1000 damage and hits 11 units too it should be a little more even.
Thunder clap has half the cool down as war stomp. It's very useful. Chain lightning does 15% less damage to each target. It's pretty even once you do the math.
Quote:
death pact and dark ritual need to apply to all units becuase there arent that many undead summons
Good idea
Quote:
cluster rockets says it does 160 damage......
doesn't it say per rocket?
Quote:
maybe u could make roar work with divine shield on or something too
thanks great game
hi
so i stil l think earthquake and tornado should do some damage maybe like 100 damage per second or something
when you blink onto the ledge itll teleport you back down and you can blink back up but what is the point in leveling it up past like level 3. itll be cooled down before u are teleported down. other than manacost theres no real reason so maybe add some effect to blink.
also when you are on the ledge and the round is over. you will teleport back to town and then you will teleport back into the arena place.
the rockets do 640 damage or something like that so you should just put that because 24x160 isnt 640 its like 3000. and it doesnt depend on how many rockets hit you becasue everyone in the aoe gets hurt 640 about. i dont think the rockets stun them for 3 seconds either. its more like 1.5 seconds
thanks
how come some games that are completely remade from the origonal map, almost to point where it barely resembles it are rejected for "being stolen" when maps like this one are still allowed?
I've seen 20 different versions of this very same map and they're all almost exactly the same and poorly made.
Change the terrain, throw in some sort of sense of balance, heck, just make your own map instead of barely editing someone elses.