• 🏆 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!

Burning Skies 1.4 [Patch 1.31+]

Burning Skies

Story
"After Arthas and Kel'thuzad manages to defeat Antonidas and stole the Book of Medivh, they prepared to summon Archimonde, but the Kirin Tor will not give up without a fight, so Arthas decides to protect Kel'thuzad while he breaks the chains between both worlds to summon the Demon Lord."

Unique Features
[1] Dalaran-ish Terrain
[2] More Variation of Troops for Both Sides
[3] Different Scales of Difficulty
[4] Additional Quests
[5] New Skills and Heroes
[6] 3 Players Gameplay
[7] Endless Mode, show your best abilities to fulfill the task from the great Lord Archimonde


Play-style
Same as original, the duration however, can be chosen by the player in the highest slot in slot order (from P4 to P5 to P6), same as difficulty.
Easy, Normal, and Hard Difficulty are now altered to fit the 3 player system.
There's also an Endless Mode to test your talent, care to survive for hours against the human resistance and keep defending Kel'thuzad?


Undead AI Notes
[1] AI isn't really well made at the moment
[2] AI won't be much of help exceeding 30-45 minutes, they're mostly crippled by then
[3] AI don't use Heroes to Max, they did use them for bolstering defenses however.



Changelog

Battle Aura renamed into Destruction Aura
Destruction Aura increases 40% damage, up from 20%
Destruction Aura is now part of Falric ultimate
Death Strike now has 20% chance, up from 5/10/15%
Leech now has 3 levels, up from 2.
Captain Falric now has Flight of the Dead, a mass summon ability that summons 20 giant skeletons
Renamed Norn to Master Norn
Added more enemy building for Arthas side
Increased Castle food provided to 100 from 50
New Advanced Combat upgrade for Gargoyle
Gargoyle now has Slam and Ricochet, unlocked from Advanced Combat upgrade
Daffa the Mage position is now slightly more forward during initial push
Daffa the Mage and Archmages now has Water Rush ability that deals heavy channeled damage in waves
Added another altar for the enemy spawns
Death Guard now requires Black Citadel, down from Darkness Citadel
Falric now start with an additional Death Guard
Fixed AI heroes not using their abilities properly
Hard now starts with level 1 Power of the Scourge
Some tiles near the base are now possible to be engulfed with blight
Turn all enemy gold mines to 'infinite' amount of gold
Reduces initial pressure on Arthas' base
Added one Cold Tower to enemy left and right bases
Skeleton Elite Archer now has Precision upgrade that increases damage by 12
Enhanced Survivalism total upgrade level reduced from 100 to 20
Spectre now has Shadow Aim upgrade that increases damage by 4 and range by 400
Reduced Spectre's health from 100 to 75
Reduced Frost Wyrm's food cost from 6 to 5
Enemy heroes now learn skills as they level up
Enemy heroes no longer get potion of healing and invulnerability, instead they get random consumables each attack
Moved computer initialization to after difficulty selection from Map Init
Recreate now has 600 seconds cooldown, increased from 300
Soul Hunger attack speed bonus reduced from 100% to 80%
Changed Final Push codes



New selection and health bars!
Falric tech tree : Abomination -> Death Guard
Ghoul now Leech from attacks
Increase Ghoul's health from 330 to 350
Ghoul automatically has Cannibalize
Moved Cannibalize to Slaughterhouse for Arthas, removed for Falric and Norn
Ghoul now has Leech
New upgrade for Ghoul : Cannibal Power
Reduced final rush assaults
Gives proper sound for Falric
Improves enemy units
Increase Skeleton Champion health by 100
Increase Crypt Fiend health by 50
New special enemy heroes!
Increase Meat Wagon damage against building by 200
Remove Fel Beast
Improves Skeleton Champion's mana pool and regen
Gives Recreate to Skeleton Champion
Gargoyle HP increased from 410 to 425
Doubles the main gold mines amount
Increased mana regen of Necromancer and Banshee Towers
Removed Cripple from Necromancer Tower
Added Unholy Aura for Necromancer Tower
Added Trueshot Aura for Banshee Tower
Changed Wave of Death Coils to Coil Wave




REQUIRES PATCH 1.29+
New enemy hero : Arch Priest
New icons for command card by The Panda

FIXED A MAJOR BUG WITH UNIT MOVE RANDOMLY
Norn now properly has Leech Aura
Norn's Cursed Staff tooltip fixed
Rush Archmages now gets Potion of Invulnerability instead of Stone Token
Giant Skeleton Warriors now has Recreate
Falric's Wave of Death Coils tooltip fixed
Enemy rush heroes now gain all mana upon revival
West Archmage now has Endurance Aura on Hard difficulty
Norn's Skeleton Warriors now replaced with Giant Skeleton Warrior on all levels

Increased Death Bolt damage from 50 to 80
Increased Player 10's bonus gold from 1000-2000 to 2000-3000
Increased Norn's Cursed Staff's mana gain from 1/2/3 to 2/4/6
Increase Rush Archmages revive time from 60 to 240 seconds

Decreased Empower the Scourge mana cost from 150/187/234 to 140/170/200
Decreased Black Citadel build time from 140 to 120
Decreased Footman HP from 420 to 350
Decreased Knight HP from 800 to 700
Decreased Assault speed from 15 to 30 seconds interval


AI now start with level 5 Power of the Scourge upgrade
Increased Necromancer Tower's Death Bolt cooldown from 1 to 3 seconds
Fixes a bug with AI stop attacking randomly
Fixes aesthetic of Skeleton Elite Archer
Reposition one of Falric's Ziggurats and replace it with Spirit Tower
Banshee Tower and Necromancer Tower now requires Black Citadel
Changed Footman model back to default
Greatly improves Captain and Adv. Cold Tower stats
Added additional Captains and Adv. Cold Towers around Dalaran
Removes Food Max from all difficulties
Replaces Norn's Aura of Blight with Leech Aura
Increases Death Sentence duration from 15 (7) to 30 (15) seconds
KNOWN BUG : Acolytes and Ghouls were taken from their resource gathering activity near Kel'Thuzad when he was attacked by Footmen


Credits
Spellbound [Hive Workshop] for Voidspawn UI
The Panda [Hive Workshop] for Purple Command Buttons
Falric Model by Alastor [Hive Workshop]
Darkness Citadel by Frankster [Hive Workshop] [Removed on 0.2.0]
PlatedFootman by HappyTauren [Hive Workshop] [Removed on 0.1.3]
Parachute by Bisnar13 [Hive Workshop]
Diablo I - Archbishop Lazarus, the Corrupted Advocate by Rubellu Sidus [Hive Workshop]
Beta Footman by Blizzard Entertainment [Warcraft 3 Beta]
Necropolis 4 Tier by Ujimasa Hojo [Hive Workshop]
Necromancer by Direfury [Hive Workshop]
Reincarnate (Raise Dead) by 00110000 [Hive Workshop]
Arcane Barrack by Ujimasa Hojo [Hive Workshop]
Human Lumber Mill by Ujimasa Hojo [Hive Workshop]
PASTier3 by HappyTauren [Hive Workshop] [Removed on 0.2.0]
Diablo I - Archbishop Lazarus, the Corrupted Advocate by Rubellu Sidus [Hive Workshop]
Alternate Halls of the Dead by Ujimasa Hojo [Hive Workshop] [Removed On 0.2.0]
Alternate Black Citadel by Ujimasa Hojo [Hive Workshop]
Table by Bribe [Hive Workshop]
Memory Leak Destroyer by MapperMalte [Hive Workshop]
CSS by Doomlord [Hive Workshop]
Parachute System by Haley [Hive Workshop]
Hell_Master [Hive Workshop] aka Allain55X [Garena]
UndeadImmortal [Hive Workshop] aka The_Optimizer [Garena]
BreathingAcid [Hive Workshop] aka NeroisHere [Garena]
ILH [Hive Workshop] aka ILHKevin [Garena]
Rheiko [Hive Workshop/Garena]
Hell_Master [Hive Workshop] aka Allain55X [Garena]
Forsaken [Hive Workshop]
Sylvie [Hive Workshop]
LegendzKing [Hive Workshop]
Corruption Blade by Hemske [Hive Workshop]


Media
"Let the images do the talks"

143508d1424333382-under-burning-sky-remake-war3-2015-02-19-21-01-39-40.jpg

143509d1424333382-under-burning-sky-remake-war3-2015-02-19-21-16-19-92.jpg

143510d1424333382-under-burning-sky-remake-war3-2015-02-19-21-16-24-31.jpg

143511d1424333382-under-burning-sky-remake-war3-2015-02-19-21-16-28-60.jpg


DEVELOPMENT THREAD : [Defense / Survival] - Burning Skies


Contents

Burning Skies 1.4 [1.31+] (Map)

Reviews
deepstrasz
1. There are green squares as icons for T10 something in the Quest Log on the Optional Quests section. They only have numbers: 1. 2. 3. etc. as a description. 2. So, yeah some icons don't have DISBTN. Learn about them here: Button Manager v1.8.2 BLP...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. There are green squares as icons for T10 something in the Quest Log on the Optional Quests section. They only have numbers: 1. 2. 3. etc. as a description.
2. So, yeah some icons don't have DISBTN. Learn about them here:
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon
3. Would be useful to know what every difficulty offers. Same with the game duration. What does it mean that you play 15 minutes. Is every enemy attack condensed or you lose content if you only play 15 minutes?
4. Maybe, you could create more optional quests as some sort of achievements with rewards. Example: don't lose any buildings in the first 10 minutes or destroy particular enemy buildings/units, something like that.
5. I'm not sure about enemy unit variation. Maybe, there should be more kinds? I also mean, that every base has the same hero: the Archmage.
6. The Footman doesn't have a portrait for some reason. You might have used another model. The original one is fine.
7. Footmen paratroopers!? :rolleyes:
8. Some of the units that come through the Dalaran portal remain near the gates or somewhere on the way if they are attacked during their path towards the player bases. Actually this also happens with units that come from the other bases (example the eastern one) without them being attacked/hit on their way.
9. For some reason... (playing with Arthas/purple), my Acolytes and Ghouls were taken from their resource gathering activity near Kel'Thuzad when he was attacked by Footmen...
10. Some units like the Skeleton Elite Archer have their selection scale too big.
11. Wave of Death Coils says it stuns for 0 seconds. Also, try not using the same icon for different spells.
12. Corruption Blow, you can turn the icon to passive looking with the program I've mentioned above (same with Death Strike).
13. If you cannot choose when to release the spells of Falric's ultimate, at least make some sort of indicator over his head or somewhere to know when the explosion is approaching.

This is fun in multiplayer.

Approved.

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

Always check/recheck the Map Submission Rules! (Map Submission Rules)

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

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

If you want more reviews, come here:
The Grand Review Exchange!
 
1. There are green squares as icons for T10 something in the Quest Log on the Optional Quests section. They only have numbers: 1. 2. 3. etc. as a description.
2. So, yeah some icons don't have DISBTN. Learn about them here:
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon
3. Would be useful to know what every difficulty offers. Same with the game duration. What does it mean that you play 15 minutes. Is every enemy attack condensed or you lose content if you only play 15 minutes?
4. Maybe, you could create more optional quests as some sort of achievements with rewards. Example: don't lose any buildings in the first 10 minutes or destroy particular enemy buildings/units, something like that.
5. I'm not sure about enemy unit variation. Maybe, there should be more kinds? I also mean, that every base has the same hero: the Archmage.
6. The Footman doesn't have a portrait for some reason. You might have used another model. The original one is fine.
7. Footmen paratroopers!? :rolleyes:
8. Some of the units that come through the Dalaran portal remain near the gates or somewhere on the way if they are attacked during their path towards the player bases. Actually this also happens with units that come from the other bases (example the eastern one) without them being attacked/hit on their way.
9. For some reason... (playing with Arthas/purple), my Acolytes and Ghouls were taken from their resource gathering activity near Kel'Thuzad when he was attacked by Footmen...
10. Some units like the Skeleton Elite Archer have their selection scale too big.
11. Wave of Death Coils says it stuns for 0 seconds. Also, try not using the same icon for different spells.
12. Corruption Blow, you can turn the icon to passive looking with the program I've mentioned above (same with Death Strike).
13. If you cannot choose when to release the spells of Falric's ultimate, at least make some sort of indicator over his head or somewhere to know when the explosion is approaching.

This is fun in multiplayer.
1. It was a left-over from 0.1.3 development, I will fix it
2. Interesting, I'll take a look
3. Mostly the amount of enemy that attacks and some handicapping
4. Nice idea, I'll consider it
5. Well, it's Dalaran :D blame Blizz for using Archmage a lot there :p
I'll consider having heroes that constantly attack, unique from these Archmage parade
6. Kind of liked the Beta, but whatever. Too lazy for portrait, so changing it back
7. Well, since teleport is SO OVER USED :D
8. Interesting, I think I should use unit groups
9. That's odd, I'll take a look on the matter
10. And here I thought that unit has proper scaling
11. Must've been a tooltip error. I'll find another icon
12. Will change the latter, fix the former
13. Now that you mention it, that would be a nice idea. Need to dig the old code though :D
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
6. Kind of liked the Beta, but whatever. Too lazy for portrait, so changing it back
Maybe you could just put the Footman portrait or request someone to make one for that model? (Requests)
8. Interesting, I think I should use unit groups
Or just have regions with periodic events that force them to move.

Forgot to mention the Necromancer and Banshee-like upgrades for the Ziggurat. I'm not sure they look too good or are such a nice idea. Maybe, use other models for towers (also search: Models | HIVE). I'd try to make them as distinct from other existing units/gameplay objects in general (basically if you have Banshees that do what they do, there's no need for a tower to do almost the same).
You could even create special upgrades (damage, HP etc., abilities, whatnot) for towers especially for harder difficulties.
 
9. For some reason... (playing with Arthas/purple), my Acolytes and Ghouls were taken from their resource gathering activity near Kel'Thuzad when he was attacked by Footmen...
I noticed this in one of my tests too and having a hard time narrowing it down to the trigger source. I will list this as known bugs in the next release.

Thank you for the praise! It's an honor.
 
Top