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Against the Darkness: 3.1.3

Submitted by 1)ark_NiTe
This bundle is marked as approved. It works and satisfies the submission rules.
Host map Arrange game
Against the Darkness 3.0 has been released! This is by far the biggest, baddest, and most exciting version ever released and contains Death Knight AI, multiple new and reworked abilities, and over 30 additional updates. Check out the AtD forums for more information.



Version 3.1.3 (08/28/2016)
1. Fix: "Feast" ability cancellation exploit patched
2. Fix: Item bonuses removed after an Elite item is removed due to item restrictions
3. Fix: Death Knight will show up in all victory cinematics
4. Fix: Orc Death Knight should face correct direction in victory cinematics
5. Balancing: Cost of all Elite items set to 850 gold
6. Balancing: Frost Guard Evasion reduced from 25% to 20%
7. Balancing: Storm Guard Critical Strike bonus reduced from 4x to 3x.
8. General: Elite Items can now be dropped after they are purchased.


Version 3.1.2 (01/09/2016)
1. Fix: Can no longer spam cast Frozen Blast
2. Fix: Village Porter will no longer run through trees, out of bounds, and into water.
3. Fix: Nature's Protection tree orb effect granting true sight has been restored.
4. Fix: Swift Shot will not trigger additional damage when Iced Arrow is cast.
5. Items: Staff of Silence cost increased to 60 gold (from 40)
6. Items: Crumbling Figurine cost reduced to 50 gold (from 85), Agility boost increased by 1, and armor boost increased by 2.

Version 3.1.1 (05/11/2015)
1.Bug fixes for bugs introduced in 3.1.0

Version 3.1.0 (04/27/2015)
1. Code: Replaced all "wait actions" with Vexorians "TimerUtils" handles and structs. This results in exceptionally accurate delays/waits, smoother-looking spells, less lag, and also decreases the chance of desyncs. You will notice the difference.
2. Ability Buff: Warden Sorceress "Incarcerate" duration increased to 10.0 seconds, mana cost reduced to 120, cooldown reduced to 60.0 seconds.
3. Ability Nerf: Nature Mage "Nature's Protection" duration changed to 6.0 seconds at every level, healing percentage now scales to 30/40/50/60% of intelligence every 0.5 seconds.
5. Quests: Lost Beetles Quest: Staff of Location hint changed to be more helpful.
6. Quests: New Quest, Zombie Exorcist. Help the Village Hero save the souls of those who have returned from the dead. Requires 1,000 AtD points.
7. Units: Militiaman lumber cost increased to 25, gold cost to 10
8. Units: Rifleman lumber cost increased to 50, gold cost to 15
9. Units: Catapult Defense lumber cost increased to 10
10. Units: Hover-Gunner Defense lumber cost increased to 25
11. Units: White Magic Defense lumber cost increased to 40
12. Fix: AI Death Knight should no longer randomly attack The Seafarer
13. Fix: AI Death Knight will now seek out Death Hunters when there are no more creeps left on the map
14. Fix: Medicine Doctor: Aura of Regeneration Icon corrected
15. Fix: Medicine Doctor: Lunar Owls tooltip title corrected
16. Fix: AI Death Knight occasionally becoming permanently invisible after casting Ghost Walk has been fixed.
17. Balancing: XP is no longer given for critter kills

3.0.3 changelogs
Version 3.0.32 (12/30/2014)

1. Removed some AI debug messages that escaped my attention in 3.0.31
2. Fixed bug where a second victory cinematic when the Doom Timer ended and victory had already occurred
3. Minor changes to AI Death Knight flee behavior

Version 3.0.31 (12/21/2014)

-New Ability: Architect's Bravery Aura replaced with Leadership
-Units: Wheat Storage is now Wheat Farm with new model. Hitpoints increased from 100 to 125. Collision and pathing size increased.
-Units: House of Knowledge now requires a Trading Outpost instead of a Recruitment Lodge
-Units: Catapult Defense System now only requires a Harvesting Center
-Units: Hover-Gunner Defense System now requires a Harvesting Center, College of Research, and Trading Outpost.
-Units: White Magic Defense System now requires a House of Knowledge instead of a Recruitment Lodge
-Items: All Gold Coins removed from map
-Item Nerf: Staff of Nature's Might damage bonus decreased from 30 to 25.
-Item Nerf: Sacred Force Blade damage bonus decreased from 45 to 40.
-Items: Tiny White Magic Defense System added to creep drop and now purchasable by the Death Knight
-Gameplay: Normal Mode Hero Respawn extended to cover the duration of game time until Doom initiates.
-Gameplay: Hints have been shortened to be less distracting.
-Fix: Infernal Strike tooltip fixed
-Fix: AI Death Knight will use all healing items more intelligently
-Fix: Fixed/Updated Architect's tooltip when clicked for information during Hero Selection
-Code: Minor improvements to conditional logic for several spells (replaced == false with return not)


3.0.2 changelogs
Version 3.0.2c (09/25/2014)

1. Bug Fix: AI Death Knight should no longer stall for long periods of time. This bug was due to the Hero attempting to attack invisible units under the shadow meld affect.
2. Bug Fix: Great Cleave will no longer trigger for units out of melee range. This prevents the spell proceeding for units that are spirit-linked or hit by Arcane Thunder Clash
3. Bug Fix: DK should now always be visible in his winning cinematic
4. Bug Fix: AI Doom Reinforcements will no longer stall out
5. Balancing: Fisher's Net ability duration reduced from 4.0 to 3.0 seconds.
6. Balancing: Immolation removed from Fyre-Storm's blade.
7. Balancing: Shared Vision no longer given to Death Knight in Doom
8. Terrain: Modified terrain in Forest of Deception
9. Units: Changed model of Deceiver Shop of Goods

Version 3.0.2b

1. Bug Fix: Remedied massive lag spikes when a Hero with the Sacred Force Blade attacks Necrofiends that are under the effect of Spirit Link.
2. Fix: Updated text that is displayed when the incorrect answer is chosen during the Game Keeper's Challenge.

Version 3.0.2

1. Fix: AI Death Knight will now use healing wards more intelligently
2. Fix: AI Death Knight will no longer travel further than 1500.0 to pick up a dropped item
3. Fix: AI Death Knight will now always attempt to shop when in range of a shop
4. Fix: AI Fenris Killgore will once again utilize Selectable Teleport to escape battle
5. Fix: Blue Albatross will no longer drop key after quest is complete.
6. Balancing: AI Fenris Killgore base armor increased to 4 from 2
7. Balancing: Fenris Killgore base armor increased to 2 from 0


3.0.1 changelogs
Version 3.0.1d

1. Fixed condition that was preventing the AI Death Knight from fleeing effectively.

Version 3.0.1c

1. Fixed a critical bug that caused Player 11 to desync whenever the Drunken Rocket ability was cast.

Version 3.0.1

1. Updated the Death Knight flee system to take into account multiple nearby Heroes, available resources, flee destinations, and many other conditions. Basically, the Death Knight AI works whole lot better now!


3.0 changelog
Version 3.0
1. AI: Added Death Knight AI. Now you can play alone offline or with a small group of friends against an
intelligent, CPU controlled Death Knight!
2. Victory conditions changed slightly. If time expires in Doom, the Death Knight now wins the game.
3. Balancing: Nether Spire hit points reduced from 1000 to 650.
4. Balancing: Nether Portal hit points reduced from 5000 to 4500.
5. Balancing: Taunt removed from Frost Wolf and Forest Wolf, replaced with Frost Claws and Envenomed Claws.
6. New Quest: Game Keeper's Challenge
7. Reworked Quest: Ancient Mariner's Stolen Key
8. Reworked Quest: Farseer's Lost Wolf
9. Reworked Quest: Sickly Pig Farmer's Cure
10. New Ability: Incarcerate, Warden Sorceress. Replaces Justice.
11. New Ability: Infernal Strike, Tauren (Ancestral Call). Replaces Pulverize and Bash.
12. New Ability: Wrath of Midas, Architect. Replaces Archichaos.
13. Ability Rebuild: Elune's Pact, Warden Sorceress. Previously 'Betray'.
14. Ability Rebuild: Nether Prison, Death Knight Level 13 Ultimate.
15. Ability Buff: Assassin's Strike minimum range reduced to 50.0 from 200.0
16. Ability Buff: Leech now damages for 2.5/3/3.5/4 times Intelligence. Self heal reduced from 100% to 75% of total damage.
17. Ability Buff: Lunar Owls now has a 5% chance to heal the damage dealt from an owl back to the Nature Mage.
18. Ability Buff: Storm Ward lightning damage increased to 20/30/40/50 per level.
19. Abiliy Buff: Vampire Bat cooldown reduced to 180 seconds from 220.
20. Ability Buff: Echo Location recoded and text warning to Death Hunters removed
21. Ability Nerf: Iced Arrow freeze duration reduced from 1/2/3/4s to 0.5/1.0/1.5/2.0s and removed temporary invulnerability.
22. Ability Nerf: Nature's Protection duration reduced by 5 seconds at all levels to 5/10/15/20 and cooldown decreased from 120s to 70s.
23. Ability Nerf: Ghost Walk level 4 duruation reduced from 60 to 50 seconds.
24. Item Nerf: Sacred Force Blade "Energy Pulse" chance reduced from 20% to 15%.
25. Item Nerf: Glaive Shard hitpoint regeneration reduced from 6 to 4.
26. Item Nerf: Glaive Shard heal reduced from 50% to 33% of damage dealt.
27. Item Nerf: Sacred Force Blade Energy Pulse range reduced from 850 to 650.
28. Icon Change: Swift Shot
29. Icon Change: Vanish
30. Icon Change: Cursed Tonic
31. Unit Change: Nether Walker changed to Nether Demon to save map kb space
32. Alternate entrance created to the Forest of Deception
33. Fix: Elixer of the Mountain Giant tooltip corrected
34. Fix: Swift Shot tooltip corrected
35. Fix: Ghost Tauren hit point regeneration removed and tooltip corrected
36. Fix: Lunar Owls will no longer trigger unit replacement from forbidden areas


Report any bugs to 1)ark_NiTe@USEast or to the Against the Darkness forums at www.hiveworkshop.com.

Check out the Bug Report Thread for found bugs, or if you have one to report yourself.

Contents:

I.About the Game
II. Doom
III. Influences
IV. Game Systems
V. Heroes
VI. Shops
VII. Quests
VIII. Game Modes
IX. Items

I. About the Game
Against the Darkness is a Hunter vs. Hunted Survival game. A Player may choose to be part of a team of Death Hunters or play alone as the Death Knight. The primary goal of the hunters is to defeat the Death Knight before he is able to reign Doom upon Azeroth. This can only be achieved by working together to quest, creep, and limit the knight's opportunities until the team is strong enough to destroy him. The Death Knight need only survive until the Nether Portal is secured and Doom is completed to win the game. However, his survival can only be guaranteed with a swift eradication of those who have been sent to stop him.


II. Doom
Doom will initiate at the end of the 23 minutes standard game time if the Death Knight is still alive and has not yet killed all of the Death Hunters. This phase of the game provides the Death Knight several regiments of Necrofiends led by Nether Demons. Each regiment is strategically spread throughout the map, allowing the Death Knight to cordon off specific areas to trap and finally defeat the Hunters once and for all. Although this will give the Death Knight a heavy advantage, it does not guarantee victory.

Doom is a challenge that can be overcome by a strong group of allied Death Hunters. Hunters that have leveled sufficiently and collected powerful items to aid them in battle will find this to be true. If the Death Knight outlasts the additional 7 minutes of Doom or defeats all of the Death Hunters, that Player wins the game. At any time in the game the Death Knight is killed or if the Nether Portal is destroyed, the entire force of Death Hunters wins the game.


III. Influences
The game is influenced by several styles of maps, one being the RPG. There are a few areas of the map where your Hero must be a certain level to enter. These areas have higher level creeps that drop better treasures and give more expensive bounties but in turn are very powerful. One of these areas is the Forest of Deception which requires your hero to be at least level 4 and another is the Sunchief's Camp which includes the heaviest creep camp in the game. You must be level 7 or higher to enter here, but the reward beyond this Razormane creep camp is far beyond worth the risk of getting there. These level-specific areas are intended to serve as bonus area that still present a challenge to experienced players.

AtD also draws influence from the Hunter vs. Hunted genre, including maps like Vampirism and Island Defense. Whereas the 'Vampire' or the 'Titan' are the ultimate evil force in these two types of maps, the Death Knight is the antagonist that players battle in Against the Darkness. He is very powerful and can withstand prolonged attacks from ill-equipped or low-level Death Hunters. The Death Hunters are a team devoted to stopping this ultimate evil Hero from his destiny. The Hunters have been dispatched to a small village to prevent the Death Knight from opening a demonic portal and will do so at any cost, even if it means sacrificing themselves to ensure their victory.


IV. Game Systems
Introduced in Version 2.67 is a Spectator System that allows for players who's Hero has been defeated in Death Match mode to continue to watch the rest of the game. The system does not allow the Observer to type, but does allow them to scroll through living Heroes by pressing the right arrow key. This system was designed to provide a way for defeated Players to be able to view the game without cheating through whispers or chat messages while waiting for a remake.

Respawn System: If you are killed by Neutral Hostile creeps any time before Doom arrives, you will respawn at 3/4 health after a 30 second wait. This applies for both the Death Knight and Death Hunters. If you die to your opposing team, however, you are dead for the entire game.

Creep Respawning: An older system that has been around for a while in Against the Darkness is a creep respawn system, which respawns creeps across the map at pre-determined time intervals. This system is 100% leakless and lagless, efficiently redistributing creeps into the game without causing any disruptions to the gameplay.


V. Heroes
At the beginning of the game, the Death Hunters are able to choose from 8 Heroes, while the Death Knight is, by default, given to the Death Knight. The Death Hunter Heroes include an Architect, Nature Mage, Frozen Archer, Scientist, Medicine Doctor, Battle Mage, Hunter, and Warden Sorceress, each having their own set of specific abilities and traits. The maximum level for Heroes in the game is level 13, and only the Death Knight has 2 Ultimate Abilities. Each Player controls one (1) Hero for the entire game, but is also able to buy mercenaries and Architects can even train units to fight for them. If the Player's Hero is killed outside of the 8 minute respawn time window, or by the opposing team, the game is over for them and they are only able to stay and watch the rest of the game. Death Hunter Heroes and Death Knight Heroes


VI. Shops
There are various shops for the Death Hunters in different locations around the map, one being the Dragon Merchant in the swamps, and another is the Totem of Riches which also regenerates mana. A Mercenary Chapel can be found in the middle of the town center which can be used by both sides, and also gives off a healing aura. The Death Knight's shop is the Obelisk of the Damned at the top left of the town center, and is invisible to all but the Death Knight. There are also two other shops located in other positions in the map that can be used by both sides as well--the Deceiver Shop of Goods and the Merchant Ship of Treasures (Ultimate and Elite items only.)


VII. Quests
There are several quests to be explored in Against the Darkness. Each is unique and challenging in its own way, requiring a different set of skills to complete. Quests can be discovered by walking up to NPC units with exclamation units over their head. Upon completion, each Quest will reward the Player with experience and gold. These rewards may often by very advantageous to the Player, particularly in tightly contested games when little creeps remain available. Go talk to the Elder Farseer or Ancient Mariner to get started!


VIII. Game Modes
In Version 2.5, Against the Darkness branched out and implemented two new types of game modes, All Random (AR) and Death Match (DM), on top of the already popular Players Choose Heroes (PCH) mode. In All Random mode, the gameplay is exactly the same as in PCH spare the fact that Death Hunters will not get to choose their Heroes but instead will be randomly assigned them.

In DM mode, the Death Hunters have been lured to the village under false pretenses. Rather than a Death Knight, they soon find that the other Hunters are the true enemy. No one can be trusted. Death Hunters have to fight in a Free For All battle against one another for 27 minutes of game play, being able to choose to have either a Half-Game or Full-Game respawn time for dying to another Death Hunter. At the end of the 27 minutes game time, the Death Hunters are all transported into a Battle Arena where they must fight each other to the death. There can be only one victor.


IX. Items Click the Items link to be redirected to the Complete Against the Darkness Item List.

More video previews:



[This Map is Optimized (Protected)]

Keywords:
Against the Darkness, AtD, Against, Darkness, Hunter vs. Hunted, Evil, Death Match, Death Knight, DM, All Random, Points, Hero Survival
Contents

Against the Darkness: 3.1.3 (Map)

Reviews
Moderator
21:45, 4th May 2008 Dr Super Good: One of our very good hosted projects. This map is sure to keep you entertained for atleast a few games if not more.
  1. 21:45, 4th May 2008
    Dr Super Good:
    One of our very good hosted projects. This map is sure to keep you entertained for atleast a few games if not more.
     
  2. Wolverabid

    Wolverabid
    Joined:
    Oct 23, 2006
    Messages:
    8,302
    (!!!) I really need to check this out and I'm going to do so RIGHT NOW! Congratulations to the Against the Darkness team!
     
  3. Chaos

    Chaos
    Joined:
    Jan 19, 2007
    Messages:
    400
    Checked it quickly, nothing bad at all, just a bad preview Image ?
     
  4. HappyTauren

    HappyTauren
    Joined:
    Nov 3, 2006
    Messages:
    7,772
    YaY!! :) Finnaly relased! Terrain is very noce thing there, and heroes really fit good and are balanced :)
     
  5. 1)ark_NiTe

    1)ark_NiTe
    Joined:
    Nov 1, 2006
    Messages:
    1,652
    There was no team, Wolve! Just me, 1)ark_NiTe
     
  6. PureThought

    PureThought
    Joined:
    Mar 16, 2007
    Messages:
    2
    Very nice job, 1)ark_NiTe! You are owed alot of respect for completing this by yourself.
     
  7. Christers

    Christers
    Joined:
    Aug 14, 2006
    Messages:
    115
    Incrediable, the map is great.
     
  8. The_wand_mirror

    The_wand_mirror
    Joined:
    Sep 24, 2006
    Messages:
    4,270
    Seems like an ok map to me, i will fully play/host it on b.net so i can get the point .. because i dont get why this took you 7 months (no time?)
     
  9. Shadowz123

    Shadowz123
    Joined:
    Feb 3, 2006
    Messages:
    305
    8/10 1)ark

    Few minor bugs, but overall a very enjoyable map!
     
  10. 1)ark_NiTe

    1)ark_NiTe
    Joined:
    Nov 1, 2006
    Messages:
    1,652
    Thank you all for the feedback. It was a little bit of a challenge completing it by myself, but I don't like sharing credit :p so it was worth it :p. I am planning on getting all of the bugs worked out of this, and then once that is done optimizing and protecting the map which will bring the size down dramatically, and then releasing Against the Darkness: LiTe which would be much more easily hosted on Battle.net
     
  11. The_Man

    The_Man
    Joined:
    Nov 7, 2004
    Messages:
    3
    A little off-topic. There should be a way that when ever a map is updated it should be back to the top list in recent maps, that would stop many reupload of different versions. The date of this map is still 14 Mar 2007, that should change to the date of upload/reupload.
     
  12. 1)ark_NiTe

    1)ark_NiTe
    Joined:
    Nov 1, 2006
    Messages:
    1,652
    I released AtD to EpicWar last night and I've had 615 downloads there in one night. That is insane! Thanks to everyone who supports this map!
     
  13. darkblade65

    darkblade65
    Joined:
    Jan 22, 2006
    Messages:
    15
    lol awesome map, wonder if you remember me 1)ark :p (D]A-DarkBlade) anyway nice job on the map, still pretty cool, /w Fire_N0va if u ever wanna play or sumtin

    awesome icons and items etc btw ;)
     
  14. 1)ark_NiTe

    1)ark_NiTe
    Joined:
    Nov 1, 2006
    Messages:
    1,652
    To all: The preview image has been fixed. I originally had it 128x128, which saves room, but realized though that many people would like to see a better quality preview image. So, here it is!
     
  15. UchihaSasuke.gr

    UchihaSasuke.gr
    Joined:
    Mar 11, 2007
    Messages:
    2,882
    The map is great.Just that.I have played it on B.net with full house 3 times and people playing it where amazed!!!GREAT MAP!!!
     
  16. Kixer

    Kixer
    Joined:
    Jul 27, 2006
    Messages:
    737
    Why did you have to make such a good map |)ark! U make the rest of us look bad!
    Very nicely done hope this map lasts as long as wc3!
    Rated : 8
     
  17. FinalAbyss

    FinalAbyss
    Joined:
    Apr 2, 2007
    Messages:
    26
    Played it with my friends, great job, though there are some balance issues in this map. 9/10.
     
  18. DoOs_101

    DoOs_101
    Joined:
    Aug 7, 2004
    Messages:
    835
    A suggestion, please change that map preview picture :D.
     
  19. 1)ark_NiTe

    1)ark_NiTe
    Joined:
    Nov 1, 2006
    Messages:
    1,652
    FinalAbyss; Thank you! I PMd you about balance issues, could you write back?

    DoOs_101 What is wrong with the preview pic? I think it's really good, and it was custom drawn for my project!