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Against the Darkness: 3.1.3

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
IMPORTANT NOTICE: Patch 1.31 has introduced an issue where the game will desync randomly. I am currently researching a fix for this. In the meantime, it appears AtD is not consistently playable.

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

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)


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


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!


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

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.


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.


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.


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.


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


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.)


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!


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
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.
Level 18
Joined
Nov 1, 2006
Messages
1,612
Bulle-Fighter I'm not quite sure what you mean, but if I understood correctly then you are trying to launch the game but it will not start. Keep in mind the Death Knight slot must be filled with either a Player or Computer in order to launch the game. Furthermore there is no Single-Player mode, it is only a Team game. All you can do in Single Player mode is explore the map but not play against the Death Knight. I hope this helps.
 
Level 11
Joined
May 11, 2008
Messages
830
What he means Dark is that when he goes in Single Player custom maps bla bla bla.... he sets up a computer slot.

When he hits Start Game, it will just send him back to the Download Folder or where ever he placed your map.

I had that happen with SupCom, there wasn't a solution for that since it was a major JASS error thanks to patch 1.24.
 
Level 18
Joined
Nov 1, 2006
Messages
1,612
I've checked 2.91 under 1.24 and 1.24b and the patches did not break any of my coding in the map. I've also hosted numerous games on b.net today and people were able to play without any errors.

I think he is just having a problem with launching it, not it closing b.net and sending him to his maps folder. Thanks for your help though Tau Empire.
 
Level 1
Joined
Sep 2, 2009
Messages
1
Doesn't work for me

Great map and interesting game play. :thumbs_up: I read the description and it seems very interesting game however I can't open it in world editor did u make it so u can't open it in world editor?

Could u make a compatible version with world editor. It says there is a problem loading the map and has to abort the process because it couldn't load something.

Other maps work but this one says :
This application has encountered a critical error:

Not enough storage is available to process this command (I have alot of storage)

Program: D:\Warcraft iii\worldedit.exe
Object: WERandomGroupSet (.?AUWERandomGroupSet@@)


Press OK to Terminate the application

Thanks!!! Great map :mwahaha: !
 
Level 18
Joined
Nov 1, 2006
Messages
1,612
Great map and interesting game play. :thumbs_up: I read the description and it seems very interesting game however I can't open it in world editor did u make it so u can't open it in world editor?

Thanks I'm glad you like it. The map cannot be opened in World Editor because it is optimized. I will not release a version that can be either, sorry.

why issit when i hosted, everyone got kicked when the game started

This is not a problem with the map but was probably a problem with your connection or the server split. Try again and let me know how it goes.
 
Level 13
Joined
Oct 31, 2009
Messages
1,481
Well, this is by far the best hunter vs. hunted map I've played. Great abilities; good balance; good terrain; very distinct heroes; many items... The list goes on.

The only thing I found lacking is the lack of choice when playing Death Knight, there's only one hero. 5/5 anyway.

EDIT: After playing deathmatch a few more times I found that some of the heroes are too powerful in deathmatch, namely frozen archer and medicine doctor.
 
Last edited:
Level 18
Joined
Nov 1, 2006
Messages
1,612
Twisted, thanks for your comment. I'm glad you enjoy the game. There has long been talk about expanding the Death Knights abilities so that you could choose them at the beginning of the game and that may well happen once I get time to work on the map again.

In response to your Death Match comments, what do you think is too powerful about them? Let me have some details so I can look into it. There has been countless hours spent trying to make the game as balanced as possible and that is the primary concern I have with the map.
 
Level 13
Joined
Oct 31, 2009
Messages
1,481
Well, the archer can spam Boots of Dath'remar. Having six of those you can outrun anyone, plus you deal +150 damage at an insane attack speed.

The medicine doctor can simply heal too much. With his leech ability he's extremely hard to kill and can heal to pretty much max HP against 1 enemy.

Then again the lack of proper competition might be causing this too D:
 
Level 3
Joined
Jan 3, 2010
Messages
53
1)ark_NiTe i have a big problem. If you could help me with it, if you have any ideas as to why this might be happenning i will be really glad.

The problem is that even though i save my AtD points when there are other players ingame, everytime i create a game and try to load my points, regardless of wheter i play DK or not, as soon as i load my code everyone ingame instantly drops out of the game. I play your latest version and also use 1.24c patch. Also tried 1.24b, only to fail miserably.

I recently found out about your map and am hosting it on Garena, trying to get a fan base to your map over there; but not being able to load my AtD points really discourages me to keep hosting (playing) this map. Please help me cause i really love your map and i wanna keep playing it :/
 
Level 18
Joined
Nov 1, 2006
Messages
1,612
This is the first time I've become aware of any problems with the save/load system.

Everyone else seems to have no problem with it. However, if the game crashes whenever you load that is obviously a problem. You are playing 2.92b. Did you have a problem with saving/loading before this version? And is it only you who can't load or NOBODY can load without it crashing? If it's just you, give me your b.net name because that could somehow be the problem.

Furthermore, Naro when do you see the |r? After letters or numbers? I'll look into it but once again after playing hundreds of times since the save/load has been created no one has reported these problems in game.

I'll try hard to find the problem, I just need more information from you guys.
 
Level 3
Joined
Jan 3, 2010
Messages
53
Thank you for replying.

First of all i'm playing "Against the Darkness 2.92b-opt.w3x" version and i only played this version since i've found out about this map recently.

Secondly, i just realized that this problem is not only happening in your map, but it also is happening with various other orpg's with save/load systems. This only seems to be happening to me, since i've never encountered anyone else with the same problem.

It is not computer related, i've tried it on 2 different computers in 2 seperate locations.

Also i realized that it doesn't only happen when i host, it also happens when i join a game. If i hosted a game when i load everyone else drops; and if i was in someone elses game, when i load only i drop from the game.

I do not play on b.net, i play on garena btw. I think i might have found the problem causing this issue but to be sure i need verification from a map maker who knows their save/load system.

I thought about how some orpgs made solely for b.net do not let garena players who play with color coded nicks to load, since b.net doesn't support color coded names. Might it be that a similiar issue is happening with my nick since it contains special characters ?

My nick is "MM||DamneD". Maybe those 2 special characters are causing the problem since your save/load system doesn't support them. 6 months ago, before i created my clan, i was playing with my other nick "DamneD."; and i never had such a problem.

If you could please verify this, i will be really glad. I don't wanna change my nick again over a hunch. Thank you very much for taking the time to ready my long post and good luck with your map.
 
Level 18
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Nov 1, 2006
Messages
1,612
I thought about how some orpgs made solely for b.net do not let garena players who play with color coded nicks to load, since b.net doesn't support color coded names.

...

My nick is "MM||DamneD". Maybe those 2 special characters are causing the problem since your save/load system doesn't support them.

I am almost certain that this is the problem. My save/load system uses the first and third characters of the player's name as part of the security feature in the code. B.net does not support | and neither does Against the Darkness. I am 90% sure that if you change your name so that the first 3 characters are legal characters the problem will be solved.

Otherwise it is possible the color-code could be the problem but try my suggestion first.
 
Level 3
Joined
Jan 3, 2010
Messages
53
Thanks a lot mate. That's all i needed, verification from a map maker. I will change my nickname. I will loose all my loads (chars) from a lot of orpg's that i've played over the period of last month; but atleast from now on i will be able to play other maps where i couldn't have loaded before, such as your map :)
 
Level 3
Joined
Jan 3, 2010
Messages
53
Yeah exactly, to be on the safe side i just took DamneDD as my nickname with all valid chars :) Thanks again
 
Level 3
Joined
Jan 3, 2010
Messages
53
nah mate it's windows XP actually, and as we've expected it was the nickname what was causing the problem. It's fixed now :)
 
Level 2
Joined
Mar 16, 2006
Messages
19
Hahah one more time, there's no team :p Dark_Nite all the way thru :)

Turns out I do have a HiveWorkshop account, Nite. I've been hosting it a bit on Northrend, will check on Azeroth later if you're on any.

At midnight GMT I have a schedulet game tho so I'll be on Northrend again :p

Laters!
 
Level 17
Joined
Jul 15, 2009
Messages
632
For one, I disagree, it's on the same level as other DC maps.

And here's some reasons :
Terraining is focused on smooth performance over looks, but still looks charming.

Abilities and items are so balanced it's smooth like a baby's butt.

The idea is a nice twist of the usual survival and arena maps.

This with the nicely perfect quests for a survival / arena map, loads of sounds that really enhance the whole gameplay, updates every month or sooner, makes it one of the best maps in it's category.

To be honest, I would never bother playing a survival or a arena map even once, and I love atd :)

There you have it.
 
Level 30
Joined
Jul 23, 2009
Messages
1,029
For one, I disagree, it's on the same level as other DC maps.

And here's some reasons :
Terraining is focused on smooth performance over looks, but still looks charming.

Abilities and items are so balanced it's smooth like a baby's butt.

The idea is a nice twist of the usual survival and arena maps.

This with the nicely perfect quests for a survival / arena map, loads of sounds that really enhance the whole gameplay, updates every month or sooner, makes it one of the best maps in it's category.

To be honest, I would never bother playing a survival or a arena map even once, and I love atd :)

There you have it.

I would class a map better if it's worth playing and maps that have nice terrain or good gameplay makes you want to play it. There might be hard work behind the map but it's nothing I would play for more than 5 minutes im afraid and therefore I wouldn't give it DC.
 
Level 17
Joined
Jul 15, 2009
Messages
632
You.. would play.
And the fact you don't like gameplay or terrain is really your opinion.
I am just stating that, using popular maps as examples, the terrain is effective like DotA's, while keeping some nice doodad etc usage.
Can't expect players to play a intense arena with a terrain that looks like D3W or TKoK.

And gameplay, well it's balanced and not as idiotic like some other arena's.
(Yeah 1 hit with Finger of Death is so cool )
 
Level 18
Joined
Nov 1, 2006
Messages
1,612
I played for 3 mins with my brother

Which is why you don't have much to say about it. How could you play something for 3 minutes and determine whether it's a good map or not? I hope you played with more than just you and your bro, because that is not a game of AtD. A game is 5-9 players and is much longer than 3 minutes.

If you don't like the type of map, I understand completely. But to say it's not a good map because you didn't like it after 3 minutes of playing is not really a valid reason. 3 minutes is not enough time to judge the gameplay, the balance, the items, the quests and the fun. I encourage you to play a few games online and see for yourself why the map is rated highly and so many people enjoy it.
 
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