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Abandon Hope! v2.7b

This bundle is marked as high quality. It exceeds standards and is highly desirable.
You want to get out? Then...
Abandon Hope! v2.7b

A map with an awkward sense of humor

maxresdefault.jpg


(The map works only with patch 1.29 and later versions)
87748d1281896144-need-pictures-your-map-description-come-here-assassinate-mi.png


A challenging dungeon crawl/roguelike with the most important element of randomness.
Can be played alone or in a team up to 6 players. Includes 5 levels with 5 rooms each. Different levels contain monsters, bosses, puzzles, traps, and gifts. After every level, there is a boss fight.
Abandon Hope also offers a variety of not mandatory secret bosses and mini-games.
This map is stuffed with hundreds of different cultural references to different games, books, myths, tales, and many other things.

Author: MailsPR

87747d1281896144-need-pictures-your-map-description-come-here-assassinate-f.png
-Replayability and random generation of everything (heroes, items, enemies, events, bosses)
-9 heroes, 250 different enemies, including 80 bosses, a great variety of trap-rooms (more than 25)
-Around 250 incredibly hilarious, dangerous and sophisticated items
-Play alone or with your friends - difficulty adjusts to the number of players
-Restart option is always available
-Elective fun mini-games (TD, AoS, Survival, Hero Defence, Boss Arena, Maze Escape, Race and WC3 History Quiz)
-Multiple game endings
-Awesome custom music for every level
-Hundreds of cultural references (starting from ancient Japanese fairytales and Footman's Frenzy to the House of Cards and Golden Axe)
-Traps and Easter eggs are hidden all over the place!
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Average playtime:
A full run (that is, no game overs) varies depending on participation in mini-games.
It takes around 50-60 minutes without them, around 90 minutes with them.

TIP: 3 Main rules
1) ALWAYS READ descriptions
2) NEVER be TOO SURE of yourself
3) Be PATIENT

87746d1281896144-need-pictures-your-map-description-come-here-assassinate-c.png


Plot excerpt: Long time ago the most tainted and vicious villains have been sentenced by the Archangels themselves to spend the rest of their lives in misery in a fortress called "Abandon Hope". This eternal imprisonment for centuries seemed to have no end. However, today they had a chance to escape. A stranger comes out of thin air, destroying magical barriers surrounding them. Now the criminals have to survive threats from different worlds of Terra, Limb, Purgatorio, Inferno, and Paradiso...

This map is a short prequel to my other project, Die Hard.


Special Credits:

Nemesis4322
Paladon
judash
JetFangInferno
WILL THE ALMIGHTY

abcdefghstuvwxy
Tenebis
Nasrudin
Callahan
Eupion29
Lavey
Pyritie
Callahan
General Frank
Daelin
HappyTauren
Pyritie
Grendel
Champara Bros
exfyre
Kuhneghetz
Tranquil
JesusHipster
nGy
UgoUgo
HerrDave
RavenBlackbird
Rubellu Sidus
KrewL RaiN
AGD
Tasyen
KILLCIDE

If you are not included, do please not hesitate to contact me.

87752d1281896430-need-pictures-your-map-description-come-here-assassinate-cl.png
Changelog v2.7b


-A series of major bugs preventing different endings was fixed
-Allegedly fixed the Sloth boss bug, when portals become your enemies; (Please, report this, if it reoccurs!)
-As well as the fact that the ending does not show any cinematic
(I need someone to test this for me too, please!)




Changelog v2.7 +2.7a
-An additional ending opportunity and final boss introduced based on the result of discovering some invisible easter eggs with Shinansha
-15 new items (include class items for every single hero now - can be used only by them)
-Mobs for levels 3 to 5 have been made a bit more powerful
-Several bosses got additional spells and passives (e.g. - Dark vision for Envy, DMG based on your money for Greed, etc.)
-Item bugs fixed (e.g. Candlemaker's Wish, Chaos Emerald)
-Coronavirus is less likely to appear and now and is less powerful
-Certain items have only several charges now (i.e. super-sheep avatar, Face of Dorian Grey)
-This version has been tested and is now playable in Reforged with some minor music lags (even though I personally despise Blizzard for this horrendous modification and will never open my map in Reforged WE ever)
-Obviously, Coronavirus puns are introduced! (several new items, and coronavirus itself)
-Mobs, especially, at levels 4 and 5 have been strengthened by new abilities
-Bosses, supper-bosses, and mini-bosses of later stages got new abilities (which are also tied down to the number of players) - debuffs are a significant part of those
-More and more enemy spell levels are tied down to the number of players in the game now (around 40%)
(I.e. A couple of new hexes and manaburning spells will cause way more pain in your butts now at later stages)
-Textual corrections




Challenge v2.6

-New long effect-curses are introduced (dispelling is very important now)
-Buff shop is introduced (Naga Siren)
-10 new items
-Level bosses also have mobs to help them like mini-bosses when there are 5 or 6 players
-Dr. Eggman and Chai have been granted special skills when there are 5 or 6 players
-Balance adjustments to the bosses of 1, 3, and 4 levels
-Shinansha is fixed (AoE increased from 150 to 1800), an extra invisible Easter Egg added as well as an extra boss
-Textual corrections


Changelog v2.5
-20 New items and 3 new secret crafts
-The resurection item sold at the Shopkeeper is now not used automatically (which should prevent the non-resurection bug)
-Most of the cooldowns for the items at the Shopkeeper are much longer now to prevent people from "long-wait-game" scenarios
-Level 4 bosses and mini-bosses were made stronger and their AI is a bit smarter now
-Some of the old items were changed/renamed (incl. Chaos Emerald, secret items, etc)
-When entering the Black Portal there is a 50% chance to end up in the Super Secret Shop
-Minor textual corrections, etc.



Changelog 2.4
-The map is updated for patches 1.29 and 1.30 respectively
-A normal ending now has a boss-fight with Horadrim
-Cinematics introduced for both normal and true endings
-10 more items
-4 more new traps and events
-Balance changes in the boss fights, some of the bugged spells were removed
-Now there is a super-secret shop with super-secret items!
-Introduced a blood bank and explosive barrels
-Introduced keys and magical chests
-Level 5 mobs were made significantly stronger
-Decoration corpses ^___^
The bug with crazy enemy AI is fixed for the new game versions



Changelog 2.3b
-The filter bug is now finally solved
-Most of the dummies do not cause multiple door openings anymore
-Maze bugs fixed (with doodads blocking the doors)
-7 New items and 1 new secret craft
-New music for Apocalypse riders to distinguish them from bosses/mini-bosses
-Boss fixes and rebalanced (mana issues solved with many bosses, more powerful Dracula and Heaven guards, etc.)
-Item bug fixes (some items not appearing, number of charges, etc.)
-Textual and graphical corrections


Changelog v2.3a
-A bunch of new spells for bosses was introduced as well as some AI improved and balance corrections
-Maze mini-game has been made more difficult (hp and time cuts, as well as the random generation of possible exits)
-Levels of mini-bosses fixed (cannot be influenced by negative spells like Polymorph now, etc.)
-5 new items
-Portal bugs fixed (all buildings owned by players are removed after the boss-fight in the squared arena)
-The lever in the secret room is more accessible now
-Keys of the Apostol are removed from the start
-Units in Vampirism balanced
-Textual and graphical corrections

Changelog v2.3
-A new secret location - HUUUGE
-10 more items
-Added Atalai's altars and a gladiator-fight event connected with them
-A new possible bonus effect added to destructibles when destroying them (Healing Wave)
-Redesigned the racing track
-A couple of items and enemies redesigned
-Different bug fixes (quiz, Sparrow tongue, Claws of Strengths, Killshots of the Archer, etc.)


Changelog v2.2 (including 2.1a/b/c)
-Added 10 new items; a couple of items redesigned
-New invisible easter egg units (and a new item to find them)
-Now shopkeepers can resurrect people for money
-Rune of Mana and Health are removed; Runes of Restorations are added
-Wrath, Oni, and Bloodthirsty Deity got new spells and were rebalanced
-Summoning sins and getting lots of golems does not affect your income anymore
-Quiz bug fixes, once again
-The introduction was amended and expanded
-The TD Easter Egg bug with not giving you a present is fixed :p
-Now quiz participants can move only during the last question (as a means of possible debugging)
=============================
-A short selectable introduction for beginners mode at the start was introduced
-A bug with the game being paused after one of the heroes dies in the second or first type of mini-games, that is:
-AoS
-Boss-fight
-TD
-A new event (fountain of regeneration was introduced)
-Freedom of movement during the quiz was restricted up until the last question
-Golems have proper eyesight now
-All golems (except the siege one) are Undead now as well as Sinodai (for the sake of Satanistic Pokeball!)
-All golems (except the siege one) have a "Slow" ability now
-Sharazar portal/experience bug fixed
-Imperius does not get stuck in the walls during the fight (as he used to do for a couple of seconds)
-Gold Dice range increased from 1:1000 to 1:2000
-Sharazar death gives experience now
-Decoration walkability was fixed, some new decorations added as well
-Mana capacity for most of the bosses in Level 4 has been increased significantly
-Icon and textual fixes (e.g., ultimate of the Dictator)


Changelog v2.1
-Shopkeeper has some new stuff again, check it out
-Golems cannot change their allegiance many times now
-The quiz game is optimized and is a bit faster now
-Free movement and an option to commit suicide during the quiz were introduced
-Levels of all bosses in the first zone have been set to 5
-More adjustments of difficulties for bosses (Behemoth, Nihaltak, and Famine have been made stronger and smarter, Pestilence has been nerfed)
-Some decorative changes
-Textual corrections once again

Changelog v2.0
The Beta version is finally finished! The map is now totally playable and most of the major bugs have been removed.
======================================
-Added 10 more new items, including 4 new combinations
-Fixed the bug with Vampirism and TD units lacking behind after the game was finished
-Fixed the bug with mobs movement in the TD
-Fixed the bug with a player leaving during the quiz
-Fixed the Auriel bug during the Final boss - she does not disappear anymore
-Fixed the bug with the secret TD boss triggering a new level
-Fixed Tree summoning abilities for Yggdrasil
-Made Thoth a more interesting and challenging boss
-A couple of items not randomly generating have been brought back
-Fixed a minor bug with the Blacksmith in the Vampirism mini-game
-Added new sound effects to encourage you :p
-Fixed some icon and textual bugs (e.g., like with the King's second ability)
-Changed a couple of models for enemies

Changelog v1.9 (including 1.8a/b/c)
-Added 15 more items (and 1 combination)
-Redesigned several items as well (to commemorate certain maps :p)
-Shopkeeper sells some new stuff now :) Check it out
-The Landless King is a bit more powerful now (his 1st skill got improved, 2nd one was replaced with a new one)
-Envy got a new skill and is even smarter now
-Level 1 bosses are more balanced now and a bit stronger (Paladin's Aura bug is fixed)
-A bug with the Skull of Guldan shifting bosses creation is fixed
-An enormous bug is fixed with many of available items (around 20 of them!) not spawning in random generation
-Fixed the bug with mobs entering the post-super boss portal multiple times
-Bug-fix with the quiz (once again!)
-Fixed the bug with the Maze enemies disappearing
-Several mini-bosses skills not working have been fixed (such as Howl of Terror, certain summons, etc.)
-Some Towers and Mobs in the TD are rebalanced
-TD track is shorter now, mobs are a bit smarter (e.g., the blinking wave)
-A new Easter Egg with the TD added
-Frigates are less powerful in the TD
-The Race has more obstacles now
-Minotaur, Caiman, and Beelzebub (mini-bosses) are harder now
-Added some new features for a couple of items (e.g., see Duriel's Claw, etc.)
-Some balance changes in all levels (traps and events are more likely now)
-Removed the book that was not supposed to be at the very start xD
-Life Drain ability is changed a bit (makes less noise, costs less mana)
-Textual corrections

Changelog v1.8 (including 1.7a/b)
-Angela quest is harder now, mobs are really trying to kill her
-Tower Defense has been sped up significantly
-Mini-bosses in the 2nd, 3rd and 4th zone have become smarter and more balanced now with most of their spells adjusting to the level of difficulty as well
-Its design has been changed completely as well
-Added 8 more items and 1 combination
-Envy (Boss) does not attack but uses only spells now
-Text corrections
-A couple of decorative changes
-Locust spells cannot spawn ghosts and coins anymore
-Fixed the bug with obstacles during the race, which do not hinder you
-Fixed the illusion bug with the spirits (no more do they spawn billions of coins and runes)
-Fixed the icon bug for Ressurection
-Fixed the Parasitic blade bug

Changelog v1.7 (including 1.6a/b/c)
Gameplay bugfixes:
-Added 8 more items
-Added Spirits (if you kill an enemy, there is a small chance that it will return back to life as a vengeful spirit)
-Fixed the hallucinations bug (filter is removed)
-Fixed the bug when you refuse Angela's quest and get teleported to Level 4
-Changed the obstacles to races
-Fixed the bug with the Retired Executioner (she cannot kill bosses with her passive skill anymore)
-A crucial with the dialogue window in the first mini-game
-The Skull of Guldan works properly now and affects the difficulty of the game
-Bug fixes with the leave system at the very beginning
-Survival bug fixed (you can play it many times now, not getting stuck in the first room)
-Flame Towers cannot kill allies anymore
-The amount of time for the race has been decreased to 90 seconds
-A couple of items got changed due to the bugs of many channeling spells not being by the World Editor system
-Some of the bosses have regained back their HP regeneration, which was turned off for some reason xD

Changelog v1.6
-Introduced a new mini-game (Hero Defence)
-Major bug fixes with kick system, several items (such as the Skull of Guldan), other mini-games (such as cars getting stuck, not being teleported after losing in vampirism, etc.)
-Mr. Anomaly cannot die because of the "Pain" ability anymore
-Added 5 more items
-Introduced QWE for most mini-games

Changelog v1.5
-Introduced an AP-mode
-Fixed bugs with several items, including The Burden (slows you down now)
-Fixed the bug with the Apocalypse boss
-Fixed the bug with some of the traps (including some Mobs and Runes spawning)
-Added 10 more items
-Fixed passive abilities granted by Claws
-Changed several mobs and bosses (e.g., Beelzebub, Northwind, etc.)
-Rebalanced some of the traps

Changelog v1.4
-Fixed the Quiz bugs
-Fixed the TD bug
-Fixed the endless stun bug with Hades
-Added 1 more mini-game
-Added 5 more events and traps
-Added Apocalypse portals on every level
-Added 5 more items

Changelog v1.3
-Three new heroes
-Added 15 more items, which are trickier than ever
-More (+3) traps/events
-Mini-games mode included! After the 2nd and 4th Super-Bosses, you can play mini-games for getting more bonuses (6 mini-games in total - AoS, TD, Survival, Maze escape, Boss-fight, Quiz)
-Rebalanced some of the bosses/mobs (many mobs have "Spikes" and "Dispel" now)
-Fixed reported bugs

Changelog v1.2
-Fixed the bug with the Hades's nova
-Fixed the portal bug
-Added 20 new tricky items
-Added 6 more mini-bosses
-Added 6 more events/traps
-Balance changed with some mobs/bosses

87750d1281896230-need-pictures-your-map-description-come-here-assassinate-s.png

See Screenshots attached.

Video:
How one SHOULD play this map (play-through by xWizard)
Single player play-through:

Available at the following link on BiliBili (a Chinese streaming website).

Abandon Hope playthrough by wtii
Playthrough by 2kxaoc (in Russian)
Playthrough by DoomThaEvil
Contents

Abandon Hope v2.7b (Map)

Level 6
Joined
Sep 15, 2015
Messages
211
Excellent work! I like it. You are very creative at making items. :)
4/5 +rep

It would be better to make a way to revive friendly heroes.
Or make the AI for it.

Anyway it is really good for first version.

Edit: It is getting better and I'm really enjoying it. 5/5 +rep
 
Last edited:
Level 6
Joined
Jan 26, 2012
Messages
230
Nice map! I found a (possible) bug.

I entered a room with crates that had all kinds of traps in them. I destroyed the crates and the monsters that spawnd. Then the doors didn't open...

I destroyed the crates with my summoned gollem, maybe that was a factor. Would be cool to give people the choice for heroes, or at least show the skills of all heroes here.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Reminds of Smash TV.

1. Not sure if intended or not but after you restart using the dialog box, a lot of rooms are visible under fog of war, some like the one with the Siege Golem are totally visible.
2. Why not make the Shopkeeper invulnerable instead of having to see the Spell Immunity ability among the items?
3. I guess, the Book of the Dead's cooldown should be increased? On second thought, on intel heroes it's very protective, so I guess it should stay like this. I think it should cost mana.
4. Would be nice to have an option to choose your hero; are hero spells also random generated?
5. I've reached a room where the door opened before the enemies were destroyed probably because the trigger did not detected the corrupted tree as alive or in the region as it teleported.
6. Well, terrain is not really nice, it's flat and there's one tile per room.
7. What if the demon summoning item is a rune so you don't have to drop an item every time?
8. Spell descriptions could be detailed: stun duration etcetera not only damage.
9. Not sure if start spinning meant not even a 180 degree walk around the Spirit of Hades, but it died.
10. Zeal switches icon places with The Rack.
11. Angels deal too much DPS. Some of them even kill you in one shot/spell.
12. While fighting Imperius, the portals become enemy and almost get destroyed.
13. I don't know if it's fit to the overall thematic for the shadowy creature to be saying words like: "it's me bitches".
14. Honestly speaking, I have no idea how to challenge the guardians.

Overall it's a game based on luck.

Approved.

========================================================

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These will help make a better description:


A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

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Level 5
Joined
May 26, 2017
Messages
43
Nice map! I found a (possible) bug.

I entered a room with crates that had all kinds of traps in them. I destroyed the crates and the monsters that spawnd. Then the doors didn't open...

I destroyed the crates with my summoned gollem, maybe that was a factor. Would be cool to give people the choice for heroes, or at least show the skills of all heroes here.
Thank you! Do you happen to have a replay or something? I wonder what that was.

Reminds of Smash TV.

1. Not sure if intended or not but after you restart using the dialog box, a lot of rooms are visible under fog of war, some like the one with the Siege Golem are totally visible.
2. Why not make the Shopkeeper invulnerable instead of having to see the Spell Immunity ability among the items?
3. I guess, the Book of the Dead's cooldown should be increased? On second thought, on intel heroes it's very protective, so I guess it should stay like this. I think it should cost mana.
4. Would be nice to have an option to choose your hero; are hero spells also random generated?
5. I've reached a room where the door opened before the enemies were destroyed probably because the trigger did not detected the corrupted tree as alive or in the region as it teleported.
6. Well, terrain is not really nice, it's flat and there's one tile per room.
7. What if the demon summoning item is a rune so you don't have to drop an item every time?
8. Spell descriptions could be detailed: stun duration etcetera not only damage.
9. Not sure if start spinning meant not even a 180 degree walk around the Spirit of Hades, but it died.
10. Zeal switches icon places with The Rack.
11. Angels deal too much DPS. Some of them even kill you in one shot/spell.
12. While fighting Imperius, the portals become enemy and almost get destroyed.
13. I don't know if it's fit to the overall thematic for the shadowy creature to be saying words like: "it's me bitches".
14. Honestly speaking, I have no idea how to challenge the guardians.

Overall it's a game based on luck.

Approved.

========================================================
1. It was intended, but I decided to better remove it now.
2. This has its reasons :p You might probably guess one day
3. Um, yeah, I forgot to add mana, did that~
4. Well, I was considering it. But random is random. There is now an item, however, which allows you to steal other people's heroes ^^
5. I wish I could have a replay. Was it a tree belonging to Neutral hostile?
6. >_> Yeah, I am not really good at terraining and decorating, unfortunately. Alas, I heed a helping hand here.
7. Good idea! Done that~
8. Would gladly add the needed descriptions, if you name the ones needed
9. It's a bug :D Fixed it
10. It doesn't happen in my case. That's really weird. Maybe it's because of the fact that Zeal is placed on "Abilities" position (1:3)?
11. Well... That's true, especially in regards to Imperius/Auriel >_> On the other hand, there are a lot of items decreaing DMG/AS. But I nerfed them a bit.
12. O_O That's really weird, since it happened in the previous 1.0 version, but I thought it stopped now. I'll upload 1.2 that I tested alone, where such a bug has never occurred. Would be grateful for a replay though.
13. ^_^'"
14. ^_^"""

Version 1.2 is out~
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
5. I wish I could have a replay. Was it a tree belonging to Neutral hostile?
Yes, a purple protector, the Corrupted Ancient Protector model.
10. It doesn't happen in my case. That's really weird. Maybe it's because of the fact that Zeal is placed on "Abilities" position (1:3)?
They are either on the same position or one pushes the other. It happens when you load the game.
14. ^_^"""
What does that mean? How do you challenge them?
 
Level 5
Joined
May 26, 2017
Messages
43
Yes, a purple protector, the Corrupted Ancient Protector model.

They are either on the same position or one pushes the other. It happens when you load the game.

What does that mean? How do you challenge them?
The thing is that Neutral hostile do not really count as enemies. As soon as you have slain all the jailors in the room, the doors open. Neutral hostile mobs spawn from traps.

Oh, when it comes to loading, weird things tend to happen. I have no idea how to fix that, since the icons are okay in the editor

And what Guardians did you mean? The Super-Bosses?
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Neutral hostile mobs spawn from traps.
Oh no, that treant appeared with the other units. It did not came from a cage/barrel/whatever.
And what Guardians did you mean? The Super-Bosses?
The ones the game mentions that you have to defeat before the end of the game.
after every boss battle , u can pick between 2 portals , choose the secret one every time .
I did. Didn't realize those were THE guardians.
 
Level 5
Joined
May 26, 2017
Messages
43
Oh no, that treant appeared with the other units. It did not came from a cage/barrel/whatever.

The ones the game mentions that you have to defeat before the end of the game.

I did. Didn't realize those were THE guardians.
Right, if you kills of the super-bosses, then you get to the Final boss.

But then that bug with the treant disturbs me ._. If you ever try the map, may I ask you to save replays?~ It's easier to trace the bugs like that.
 
Level 5
Joined
May 26, 2017
Messages
43
Edit: It is getting better and I'm really enjoying it. 5/5 +rep
:D Thank you! I'm glad! I hope this will be the final version for the moment with all the key bug-fixes
Oh, man, I died at the final! Hahaha

But, anyway, really good map! I could play it everyday XD

Very funny map, loved it!
Now there is a resurrection opportunity! :p
 
Level 2
Joined
Dec 22, 2017
Messages
6
Hey! I really enjoyed this map! Your sense of humor and popular references is great.

I have some bugs to report, unfortunately.

For some reason, game messages don't always pop up. For instance, Imperius' line in the screenshot never appeared and whenever Hades pops up with his ice wheel of death, there's no game message either! Sadly because of this, we couldn't do the trivia mini-game and just kept getting dialog boxes of the answers but no question. Got any ideas?
 
Level 5
Joined
May 26, 2017
Messages
43
Hey! I really enjoyed this map! Your sense of humor and popular references is great.

I have some bugs to report, unfortunately.

For some reason, game messages don't always pop up. For instance, Imperius' line in the screenshot never appeared and whenever Hades pops up with his ice wheel of death, there's no game message either! Sadly because of this, we couldn't do the trivia mini-game and just kept getting dialog boxes of the answers but no question. Got any ideas?
Dear Escence,
It is not a bug, fortunately. The problem is that you did not turn on the subtitles in the Settings (Video). Therefore, you cannot see what the characters say. This can be easily fixed by putting a tick in the relevant section.
 
Level 2
Joined
Dec 22, 2017
Messages
6
Dear Escence,
It is not a bug, fortunately. The problem is that you did not turn on the subtitles in the Settings (Video). Therefore, you cannot see what the characters say. This can be easily fixed by putting a tick in the relevant section.
What!? I never knew about this! How much have I missed in the past decade?! Thank you for enlightening me!
 
Level 3
Joined
Jan 21, 2012
Messages
45
Pretty fun was able to beat it solo without too much difficulty. I randomed the archer character. I got the lifesteal + dmg item (small chance to die when picking it up) + 250% attack speed item + -75 att, 130 dmg + 10 life regen item + 1k hp + 10 life regen shield + 100% evade + another damage item. I was pretty much unstoppable aside from some spells. I was close to dying a few times but generally i killed the bosses with ease since the bosses couldn't hurt me with normal attacks and I had a lot of dmg and lifesteal.
 
Level 5
Joined
May 26, 2017
Messages
43
Pretty fun was able to beat it solo without too much difficulty. I randomed the archer character. I got the lifesteal + dmg item (small chance to die when picking it up) + 250% attack speed item + -75 att, 130 dmg + 10 life regen item + 1k hp + 10 life regen shield + 100% evade + another damage item. I was pretty much unstoppable aside from some spells. I was close to dying a few times but generally i killed the bosses with ease since the bosses couldn't hurt me with normal attacks and I had a lot of dmg and lifesteal.
Indeed, in this map a lot of things depend on your luck when it comes to items. I am glad that you have enjoyed playing it.
 

Deleted member 247165

D

Deleted member 247165

Funny and very entertaining map. 5/5
 
Level 1
Joined
Apr 11, 2018
Messages
4
Hello, this map's author, recently I was honored to play the map. I think this is a very interesting map and even hit the final enemy with my friends. However, due to language problems, it is very difficult for us to play the game. , But I think this is a map that is so playful. So, I specially apply for an account. Can you give me an unencrypted map and let me translate? I want to make people who love Warcraft 3 more play to your map. looking forward to your reply:p
 
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Hello, this map's author, recently I was honored to play the map. I think this is a very interesting map and even hit the final enemy with my friends. However, due to language problems, it is very difficult for us to play the game. , But I think this is a map that is so playful. So, I specially apply for an account. Can you give me an unencrypted map and let me translate? I want to make people who love Warcraft 3 more play to your map. looking forward to your reply:p
Hello, Aster! Thank you for your kind words. I am currently still working on the project, making more additions to it, so I don't think it would be wise enough to make you translate every version that is published. However, I will consider your proposal in the future perspective, when I finish the project!
 
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Hello, Aster! Thank you for your kind words. I am currently still working on the project, making more additions to it, so I don't think it would be wise enough to make you translate every version that is published. However, I will consider your proposal in the future perspective, when I finish the project!
I'm very sorry now just reply, after reading I also ask my friends, they and you are the same.:(
But we still look forward to the completion of your project!:)
 
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Dec 26, 2014
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Hey there! Today I enjoyed this map with some strangers (playing with stragers requires a lot of patience, I felt like a mom telling children to play safe really :p) and we quickly agreed that waiting for a hero who is low on hp to regenerate is very annoying and often it's impossible to proceed without waiting. And they were strangers, so they just dropped off the game...

I thought of modding an out-of-combat heal feature into the map and hosting it just to play and have more fun, of course without claiming it and sending the modded map to you instead. But I see you protect your work :D I'm not going to try and deprotect it.

My idea is: add a spell to all heroes
  • Channel for a couple seconds, say 4s
  • Scan for enemies in the current room, cancel if enemies are detected
  • Cancel when teleported or upon taking damage
  • When channel is completed restore health to full
What do you think? My opinion is that it would make gameplay much more convenient and fluid. I believe you'll consider the suggestion (that is, if it fits within your idea of the game) and I'll be glad to help you by creating this feature for you if you like it. :)

Or maybe it might just autoheal after clearing a room...
 
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Level 1
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Apr 11, 2018
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Hey there! Today I enjoyed this map with some strangers (playing with stragers requires a lot of patience, I felt like a mom telling children to play safe really :p) and we quickly agreed that waiting for a hero who is low on hp to regenerate is very annoying and often it's impossible to proceed without waiting. And they were strangers, so they just dropped off the game...

I thought of modding an out-of-combat heal feature into the map and hosting it just to play and have more fun, of course without claiming it and sending the modded map to you instead. But I see you protect your work :D I'm not going to try and deprotect it.

My idea is: add a spell to all heroes
  • Channel for a couple seconds, say 4s
  • Scan for enemies in the current room, cancel if enemies are detected
  • Cancel when teleported or upon taking damage
  • When channel is completed restore health to full
What do you think? My opinion is that it would make gameplay much more convenient and fluid. I believe you'll consider the suggestion (that is, if it fits within your idea of the game) and I'll be glad to help you by creating this feature for you if you like it. :)
I consulted with my friend for a while and we felt that there was no need to set up this function because we usually die very quickly or do not die. We think that the most interesting thing about this project is randomness and teamwork. If it is added, it will reduce a lot of fun for this project.
After experiencing the new version, we feel that the probability of equipment is low, either good or bad. It cannot be allocated when there are many people. It may be easier to allocate equipment when there are few people.
And sometimes there will be problems, such as the summoned Hellfire can directly let the hero into other rooms, and sometimes not get into the boss room, but allowed to enter again after a period of time, occasionally from the next room to attack.
After many attempts, we feel that the more difficult it is for people, the more difficult it is for the final clearance space to be able to avoid boss skills, and the portals that suddenly appear when there are lots of people. We suddenly entered another room. Even if we were not ready, everyone had very low blood volume and entered other rooms, causing everyone to die. As well as medical waves, we are not quite sure whether it is a monomer or a group. It is not the same as the scope of the lightning chain...
Oh, yes, there's a hard game behind it, such as TD, it's too hard! !
Therefore, I suggest to check the trigger and the position of the portal (this is very important! It's too annoying!), the terrain of the last boss.:)
 
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A very fun map, me and another friend manged to get to the very end of the true ending twice only to fail at that part. While playing a few times occasionally, I notice; not sure if it is a bug or not. Sometimes, the portal would not let go to the next room, or it for some strange reason; becomes a enemy preventing us from entering to the next room. I just wanted to know whether or not this was intentional as according to the above poster or is it actually a bug.

Unfortunately, this supposed "bug" forced us to restart every time it happens.
 
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Level 5
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May 26, 2017
Messages
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After experiencing the new version, we feel that the probability of equipment is low, either good or bad. It cannot be allocated when there are many people. It may be easier to allocate equipment when there are few people.
And sometimes there will be problems, such as the summoned Hellfire can directly let the hero into other rooms, and sometimes not get into the boss room, but allowed to enter again after a period of time, occasionally from the next room to attack.
I take your point about allocating the items. The issue is, however, that increasing the probability of item drop from enemies will result in massive over-empowerment of heroes, as I see it. I might look into other possibilities of increasing the item chances, so as to make it easier.

Could you please tell me what Hellfire are you talking about? I will try to fix the issue, if possible.

After many attempts, we feel that the more difficult it is for people, the more difficult it is for the final clearance space to be able to avoid boss skills, and the portals that suddenly appear when there are lots of people. We suddenly entered another room. Even if we were not ready, everyone had very low blood volume and entered other rooms, causing everyone to die. As well as medical waves, we are not quite sure whether it is a monomer or a group. It is not the same as the scope of the lightning chain...
Oh, yes, there's a hard game behind it, such as TD, it's too hard! !
Therefore, I suggest to check the trigger and the position of the portal (this is very important! It's too annoying!), the terrain of the last boss.:)
I will make the AoE of the healing waves bigger, that is a fair point.

What about the TD though? How hard do you find it and what would you suggest to change? Because, judging from earlier versions, it was to easy and boring (especially, if you look at the video of wtii)

I did not really get your last sentence, what exact portal were you talking about? Because there is supposed to be no portal at the location of the last boss.

A very fun map, me and another friend manged to get to the very end of the true ending twice only to fail at that part. While playing a few times occasionally, I notice; not sure if it is a bug or not. Sometimes, the portal will not let us go to the portal, or it for some strange reason; becomes a enemy preventing us from entering to the next room. I just wanted to know whether or not this was intentional as according to the above poster or is it actually a bug.

Unfortunately, this supposed "bug" forced us to restart every time it happens.

Thank you for your kind words, Clanzion.

Alas, it is a known issue, that is apparently caused by some weird Blizzard AI logic. The only pattern I've noticed so far is that if there is a building that belongs to you or your active allies (or, maybe, a unit) in the area you are teleporting to, your unit will try to walk away, instead of using the portal. I am not sure how to fix it, although I admit that this is very frustrating. I would appreciate comments from some WC3 WE experts in that regards.
 
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Apr 11, 2018
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I take your point about allocating the items. The issue is, however, that increasing the probability of item drop from enemies will result in massive over-empowerment of heroes, as I see it. I might look into other possibilities of increasing the item chances, so as to make it easier.

Could you please tell me what Hellfire are you talking about? I will try to fix the issue, if possible.


I will make the AoE of the healing waves bigger, that is a fair point.

What about the TD though? How hard do you find it and what would you suggest to change? Because, judging from earlier versions, it was to easy and boring (especially, if you look at the video of wtii)

I did not really get your last sentence, what exact portal were you talking about? Because there is supposed to be no portal at the location of the last boss.



Thank you for your kind words, Clanzion.

Alas, it is a known issue, that is apparently caused by some weird Blizzard AI logic. The only pattern I've noticed so far is that if there is a building that belongs to you or your active allies (or, maybe, a unit) in the area you are teleporting to, your unit will try to walk away, instead of using the portal. I am not sure how to fix it, although I admit that this is very frustrating. I would appreciate comments from some WC3 WE experts in that regards.
The first is the skill of a hero, second, the sudden door to the next room.
 
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Apr 24, 2017
Messages
103
This map is so good! i play like 20 times and just keep dying haha
soo awesomee still updated this map and fixed bugs just 5/5 for dat
awesome work dood and have a good day/night :)
 
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Aug 16, 2018
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Hey there, me and my buddy had a lot of interest in trying this map out, but for some reason it causes the game to just crash without an error message at all while trying to start the game regardless of single player, LAN or Bnet. Haven't had this problem aside from this map so I was curious if you knew what could potentially be causing this problem. Made an account to just to see.
Thanks in advance for any assistance with this issue you can give, I look forward to trying out the map!
 
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Level 5
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May 26, 2017
Messages
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Hey there, me and my buddy had a lot of interest in trying this map out, but for some reason it causes the game to just crash without an error message at all while trying to start the game regardless of single player, LAN or Bnet. Haven't had this problem aside from this map so I was curious if you knew what could potentially be causing this problem. Made an account to just to see.
Thanks in advance for any assistance with this issue you can give, I look forward to trying out the map!
Dear Dchase92, it is very sad to hear that! I have just checked the map to make sure that the Optimizer has not destroyed it while decreasing its size and it seems to be working. I suspect that it might have something to do with the fact that you are using 1.29... (if you are)

It is ever more suspicious that there are no error messages.
 
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Not on 1.29, im on 1.3. Yea thats the thing thats been confusing me, nothing pops up or anything, the game just closes. Ill continue to see if I can figure it out, thanks for the checking.
 
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Dec 22, 2017
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Hey! This game is a ton of fun, mainly due to its high replay-ability!

We ran into an issue on version 2.3b where buying Mortui Vivos Docent didn't seem to work. We only had one player dead but the multiple purchases we made of the item did not revive them!
 
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Hey! This game is a ton of fun, mainly due to its high replay-ability!

We ran into an issue on version 2.3b where buying Mortui Vivos Docent didn't seem to work. We only had one player dead but the multiple purchases we made of the item did not revive them!
Hello there, Escence! I am very sorry for my late answer. Do you happen to remember the exact circumstances of that player's death? The issue might be solved in the new version.
Not on 1.29, im on 1.3. Yea thats the thing thats been confusing me, nothing pops up or anything, the game just closes. Ill continue to see if I can figure it out, thanks for the checking.
I have finally managed to update the map in 1.29. Please, check out the new version and tell me whether there are still problems with launching it.
 
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Feb 26, 2019
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Hello. In the latest version, 2.4, Imperius attacks you when he shows up to give his little speech on the first floors. That means instant death :p. A quick fix is needed!
Otherwise, the map is great fun. Been playing it since it was first uploaded here. Keep up the good work!
 
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Feb 26, 2019
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Zeforas, you're right that the current version is nearly impossible to play, but that is unintended! For some reason the shopkeeper and archangel are hostile. They are not meant to be.
The game is fully playable solo, I have completed it many times in past versions. But this version needs to be fixed.
 
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I will give it a try again once the next version is released, then.

More than half of what i wrote was kinda out of anger, and god know how dumb some people are when they are angry, so sorry about that. I love rogue-like game, but when luck decide that i will have a bad day, it will make sure i'll have a bad day. ( the many boss on room-1 thingy, and almost every barrel being an explosive. Pretty unlucky. )

Anyway, good luck on your work.

Edit : i've removed my previous comment so that you don't get a "fake" negative reaction. I've re-read myself, i was really being a bag of salt and anger. Holy hell.
 
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Zeforas, you're right that the current version is nearly impossible to play, but that is unintended! For some reason the shopkeeper and archangel are hostile. They are not meant to be.
The game is fully playable solo, I have completed it many times in past versions. But this version needs to be fixed.


I will give it a try again once the next version is released, then.

More than half of what i wrote was kinda out of anger, and god know how dumb some people are when they are angry, so sorry about that. I love rogue-like game, but when luck decide that i will have a bad day, it will make sure i'll have a bad day. ( the many boss on room-1 thingy, and almost every barrel being an explosive. Pretty unlucky. )

Anyway, good luck on your work.

Edit : i've removed my previous comment so that you don't get a "fake" negative reaction. I've re-read myself, i was really being a bag of salt and anger. Holy hell.
Dear Zeforas,
Dear Glass House,

I checked the version myself and indeed, you are both right. It seems that the file compiler completely destroyed the map system (I do not know why, probably because it was intended for map of the 1.28 and earlier). I have reuploaded the original version, which is heavier, but must be playable.

Thank you so much for your quick feedback. It was instrumental in removing the bug quickly. I hope you will enjoy the playable version. So sorry for the problems you had to experience.
 
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I think the bug such as Imperius, the shopkeeper and other bosses in the boss container room attack us because their team got changed from neutral to enemy

this maybe a hard bug to fix but hey, the game is still solo-able even if they kill you and attack you

also i have no luck to find that Wirt's leg (the one that have buff) and Heimdaar challenge is the hardest Warcraft quiz i have ever done
 
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I think the bug such as Imperius, the shopkeeper and other bosses in the boss container room attack us because their team got changed from neutral to enemy

this maybe a hard bug to fix but hey, the game is still solo-able even if they kill you and attack you

also i have no luck to find that Wirt's leg (the one that have buff) and Heimdaar challenge is the hardest Warcraft quiz i have ever done
Dear SausaInMyPasta,

Thank you for your kind feedback! Please try downloading the fixed version now, I hope you will enjoy it.
 
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Mails_PR you can pass me the link for pm to the 2.3b plz i dont like 1.29 and new updates...
I play 1.26 nothing more :") plzz o upload to the epicmap
THANKS!
THE MAP IS THE MORE AWESOME MAP i rating 5 stars! you deserver muche more!!
PD: PLZ upload 2.3b
 
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Mails_PR you can pass me the link for pm to the 2.3b plz i dont like 1.29 and new updates...
I play 1.26 nothing more :") plzz o upload to the epicmap
THANKS!
THE MAP IS THE MORE AWESOME MAP i rating 5 stars! you deserver muche more!!
PD: PLZ upload 2.3b
Dear Sirmarkis29,

Hope all is well with you! Sorry for taking so much time to respond, I had some private issues and could not work on the map. If you wave already installed 1.30 or newer patches, please check out the new versions. If not, you can find 2.3b on EpicWar under this link: Abandon Hope v2.3b - Warcraft 3 Maps - Epic War.com
 
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