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

Brutillus' Betrayal

Recently, the dreadlord's have betrayed the pitlord-in-command Brutillus.
YOU and other 4 fel generals were put to the charge of the attacks.
The game is a 5 hero siege in an alternative name.

- Fast and action gameplay
- Each color has different fel hero
- Hire fel warriors from the barracks
- Buy or obtain various items trough the gameplay
- Destroy the dreadlords at all costs!
- No revive! Try to stay alive :D
- Earn gold per death enemy

v5
Added arena, more dodads, new secret level (timmy), balance
v6
New abillity for each hero (lvl13)
v7
Abillities have now 4 levels, some ultimates have 2.
2 New heroes to play with.
Added another base.
v8.2
bugs fixed
v8.3
new area to creep and earn gold
v8.4
bug fix
v8.5
now Brutillus respond to 2 items, Mogran Report and Dreadlords Document
new area to explore
v8.6
3 new areas to explore!
new enemies to be found and killed!

v9
2 new area to explore
propably last ver, have fun :)


Old version gameplay:


Tips to win:
- Buy staff of teleport!!! it only costs 100gold
- Play safe, the enemy towers will always try to kill you!
- Play all 5 together, do not split up, you will die!
- Try to buy heal pot, ankh
- Kill timmy to unlock a secret level where u earn gold

Credits:

Doom Emperor
Chaos Tauren
Arch Doomguard made by Kitabatake
Chaos General
Doom Emperor
Previews
Contents

Brutillus' Betrayal (Map)

Reviews
Daffa
Approvable. Anyway, here's a list of recommendation for future work: More item shop. Current one gives only a slight variety of strategies. Do note, not item shop which gives a similar effect to existing ones, but ones that co-operate with the...
Level 5
Joined
May 23, 2015
Messages
142
I like the concept, and love demon/legion maps, BUT the fact that heroes don't revive makes this really hard, too many choke points where getting stuck is too easy and often, I like don't die maps, but there should be an escape alternative.

Perhaps it is because I tested it solo, made too hard, but tried the 3 and even the tankiest is very weak to tank head on, until you get mask of death, but even after that too many chances to get stuck.
 
Level 5
Joined
Jun 24, 2015
Messages
52
I like the concept, and love demon/legion maps, BUT the fact that heroes don't revive makes this really hard, too many choke points where getting stuck is too easy and often, I like don't die maps, but there should be an escape alternative.

Perhaps it is because I tested it solo, made too hard, but tried the 3 and even the tankiest is very weak to tank head on, until you get mask of death, but even after that too many chances to get stuck.

I was thinking about the reviving system but you must agree with me that it would make the game too easy, and I dont want to let that happen :D

edit: thanks for the rating!
 
Level 5
Joined
May 23, 2015
Messages
142
I was thinking about the reviving system but you must agree with me that it would make the game too easy, and I dont want to let that happen :D

edit: thanks for the rating!
Well yeah it would be too easy, I just finished the map, had some very lucky escapes from getting locked in both armies, and the choke points make it for the armies to clog the passage, had to kill a bunch of allied units to be able to get to enemy army.

Hope you make more maps with this theme, but more room would be nice.
 
MAJOR
  1. There's a lack of variety in custom materials, even the spells are the default ones.
  2. Level progress feels nonexistent once the player hits level 10.
MINOR
  1. Some people would be very annoyed by the fact that the slot decides the hero. Would be nice to have some information for which slot is whom in the hive or map description.
  2. Taunt and Howl of Terror uses the same hotkey.
  3. There seems to be a lack of usable space for building Watch Towers in the main base.
  4. For some reason, the Skull Shield dropped twice.
  5. Kazzak's Doom's Doom Guard has Dispel Magic, while normal ones don't.
  6. Tooltips need some updating (Kazzak's Cleaving Attack says 'Pit Lord' for example).

VERDICT
AWAITING UPDATE
ALL MAJOR POINTS MUST BE FIXED
 
Level 5
Joined
Jun 24, 2015
Messages
52
MAJOR
  1. There's a lack of variety in custom materials, even the spells are the default ones.
  2. Level progress feels nonexistent once the player hits level 10.
MINOR
  1. Some people would be very annoyed by the fact that the slot decides the hero. Would be nice to have some information for which slot is whom in the hive or map description.
  2. Taunt and Howl of Terror uses the same hotkey.
  3. There seems to be a lack of usable space for building Watch Towers in the main base.
  4. For some reason, the Skull Shield dropped twice.
  5. Kazzak's Doom's Doom Guard has Dispel Magic, while normal ones don't.
  6. Tooltips need some updating (Kazzak's Cleaving Attack says 'Pit Lord' for example).

VERDICT
AWAITING UPDATE
ALL MAJOR POINTS MUST BE FIXED

I have added 1 new abillity for each hero, however I cannot add more (limit)
Lack of variety in custom materials? I agree, but there are not necessary need more custom models or anything, everything fits perfectly in my opinion :)
 
Perhaps you can resort to item build or somewhat of army build? It would be nice to have the ability to keep progressing even after abilities are completed. Alternatively, expand the level of the abilities further. I can see this barely approvable, but I prefer to have the standard raised so it's not lost in the depths of approved maps.
 
Level 5
Joined
Jun 24, 2015
Messages
52
Perhaps you can resort to item build or somewhat of army build? It would be nice to have the ability to keep progressing even after abilities are completed. Alternatively, expand the level of the abilities further. I can see this barely approvable, but I prefer to have the standard raised so it's not lost in the depths of approved maps.

I have added 2 new heroes to the game to play as, and all abilities were raised to have 4lvls.
 
Level 5
Joined
May 23, 2015
Messages
142
I like the new version, finished it solo with Doom Emperor, but got 2 issues, first and most sad is timmy, his event where u gota kill a couple archmages not that hard, but it automatically teleport you out, after I killed the mage I was looking around for secrets, specially wanted to kill the wagons for loot, but then got tele out and did not get the Archmage tome, wich I guess is something like tome of knoledge.

Second issue is similar to last version, narrow corridor in the end, when you about to get to last dreadlord he stop spawning units but both ally bases keep it up, near his death towers the ally creeps stoped going up so they got clogged in the narrow passage, was not much of an issue as I got good items and max level, so soloing the last boss was not so bad, just killed his friends and drawn him to the mass ally units clogged, to hel bring his life down.

Still fun update and nice side mission, but I have no idea what for is the scroll that talks about the Dreadlords Alliance I get from the mages south east.

Please bring more demon maps!
 
Approvable. Anyway, here's a list of recommendation for future work:
  1. More item shop. Current one gives only a slight variety of strategies. Do note, not item shop which gives a similar effect to existing ones, but ones that co-operate with the effects of existing ones (like say, spell resistances, health bonus, etc)
  2. Allow players to actually see where the shops are. Firstcomers suffers from lack of information where the shops are (even the fact of barrack type buildings are shops)
  3. Make the game less dependable on auto-income. A simple one would be to allow money earning via killing, you can arrange the gold to be of a small amount, but help player to get the needed items faster.
  4. Check and re-check the tooltip. I discover one of Azazel's abilities missing the damage value information (firebolt) and the learn for spirit beast says Akama.
  5. Add some towers for players to build. Cannon, Ice, Death, Demonic, Burst and so on. This makes workers more viable.
  6. Give upgrades for purchasable units to make them more useful for their cost comparison.
  7. Add more variations to the enemies.
  8. A difficulty system would be nice.

Approved. Not rated.

Note to the players: This map is more enjoyable with more players, and thus, not your best pick for singleplayer.

***

If anyone is displeased with my verdict, feel free to message me via my Visitor Message or Private Message. Do give a good explanation on why you reject this verdict to help me understand with your complaint.
 
Last edited:
Level 5
Joined
May 23, 2015
Messages
142
Oh and I came with an idea while trying to host it on Bnet: so many slots in Dreadlords team you could make a new map but this time an AoS (like Dota), where the other team we play the Dreadlords.
 
Level 5
Joined
Jun 24, 2015
Messages
52
Oh and I came with an idea while trying to host it on Bnet: so many slots in Dreadlords team you could make a new map but this time an AoS (like Dota), where the other team we play the Dreadlords.

The map itself would became a little unbalanced in my opinion :D and I have fixed the bug where the units would not go to last dreadlord. Also added +15seconds to the timmy lvl :D

Barely approvable. I recommend this if you are keen on playing on the simpler side of Warcraft III.
these words hurt :(
 
Last edited by a moderator:
Top