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City of Hell IV

「City of Hell IV: Zak'o'Rom's Return」

By monkeyboy15

Gameplay
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This is pretty much like any other RPG map i suppose. So it's pretty simple but fun.

Zak’o’Rom has escaped hell and is angry. He has invaded and destroyed the capital of Frostbourne. He plans to get revenge against the people of Frostbourne.

Gather your allies and kill this fierce evil being from the world!

Screenshots
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Features
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12 Selectable Heroes
Craftable Items
Item Classification System
Tough Bosses
Quests

Credits
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Warcraft 3 World Editor
Blizzard
Acehart for the save/load system
Vengeancekael for the map description generator
NFWar
Static
Mc !

Beta Testers
TC_Firestar (BNET)
frozen_hell (BNET)
killalle (BNET)
Wark (BNET)

Changelog
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Release Date 6-8-13

Release: 6-10-13
- Added 5 new quests
- Improved some monster abilities
- Nerfed life steal on the ancient items
- Improved some of the higher level rings to make them appeal better
- More starter items for new heroes

Release: 6-13-13
- Improved hero abilities
- Added new items
- Added new hero, the vampire
- Changed item stats
- Improved damage values

Release: 6-16-13
- Added new craftable ancient items
- Warrior's Strike Through ability is now an active ability
- Witch Doctor's Spirit Link replaced with Sentinel Ward
- Buffed bosses
- Small camp made outside the Shadow Temple (Yellow Way Point)
- Decreased gold gain from monsters
- Added new pack horses: Chaos Boar
- Fixed shadows
- Some cooldown lowered
- Map Preview image added

Release: 11-28-13
- Fixed some monsters being on the wrong team
- New final boss
- New recipes
- New dungeon
- Hero models changed
- New pack horses

Release: 12-3-13
- New icons for epic weapons
- A hero has been removed
- Blue Crystals have been added
- Minor UI changes
- Some ability changes

Release: 1-8-16
- Reterrianed the whole map
- New high tier items
Map Description Generator 「By Vengeancekael」

Keywords:
war. craft, warcraft, city, hell, hero, demon, fire, ice[/tr][/tr][/tr][/tr][/tr]
Contents

City of Hell IV (Map)

Reviews
Orcnet11:36, 11th June 2013 Map Approved City of Hell IV (No Version/s Stated ) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

Moderator

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Moderator


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Orcnet11:36, 11th June 2013

Comment

Review

Map Approved
City of Hell IV (No Version/s Stated )


Rate
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5/591-100A

Rate
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4/581-90%B

Rate
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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"City of Hell IV" is a Role Playing Game(RPG) map

"Game play is cool but I don't like the idea of quests looking like chores for the players, anyhow needs more items and rpg specs but still good to play."

Terrain

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"Terrain is decent but I was expecting it would be chaotic based on game title, I suggest if your going to redo the whole terrain make it look like a ruin city of some sort, darker or burning-like."

Management

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"To my conclusion, maps seems alright to play as a RPG game."

Total Score:


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9/1580%C
 
Level 1
Joined
Mar 16, 2013
Messages
1
Could you add shared gold (like shared exp) coz of greedy allies who wanna killsteal all gold loots. I really like your map, as you can see I like small maps, rly small maps... since my internet speed's slow -_-
 
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Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
Hello,

I tested your map. It's quite good! Here are my thoughts:

  • Communicating with NPCs is a bit uncomfortable. You have it set so that standing close to them talks to them, but I think you could improve this by either changing the event to register when a player clicks the NPC while standing close by, or at least change the game constant "follow distance" so that if I right click an NPC I get close enough to speak to them.
  • The game is very unintuitive for beginners, and managing your quests is sort of annoying. Right off the bat you get access to three quests which essentially amount to just killing something for gold and experience. That part is not so bad, but maybe enable just 1-2 quests at a time so players don't acquire 20 quests at once, only 1-2 of which they are capable of completing.
  • I walked by miner willy and he didn't warn me that the units ahead would kill me in 1 hint (nor did he speak to me at all) Perhaps you should use messages like "Now entering zone xyz" as they do in Diablo, to warn players that they are at least in a new region with different foes.
  • The necromancer "Raise Skeletons" ability should warn the user that he can have a maximum number of 2 skeletons. No such information is included in the tooltip.
  • You should use pathing (sight) blockers to prevent things like this from happening: http://i.imgur.com/rbzvwEV.jpg It's really distracting to the immersion of the story
  • You should use the unit name field, or some floating text to describe waypoint destinations. At level 1, there is no explanation of the navigable regions and essentially players are forced to waste time exploring a bunch of ares that offer them nothing
  • You should include a backpack system, or some way of taking items with the intention of selling them. Not being able to pick up 2 armors is annoying.
  • After killing a unit from a quest, the quest description never updates the "0/x monsters slain"
  • I found my hero (necromancer)'s abilities just a little bit on the mundane side. I'd love to make you a new ultimate ability, or ability to replace decripify (if you're interested)
  • I think you could make the game feel a bit less mundane by making quest rewards include a mana/health replenishment. Walking to a fountain is so tedious and just slows the game down
  • Some spawned units have huge guard radii. I was chased by a dire mammath all the way to the waypoint you spawn at at level 1.
  • Luring units to town guards is an easy way to get free experience and complete quests. You should fix that.

All in all it's a nice map with good content, good visuals and tooltips, and good terrain, but it mostly feels generic and mundane. There is no grasping story or unusual abilities, as far as I can see after about an hour of play.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Playing this on single player, and I have a few issues (some of them the same as above).

* Respawn is problematic in higher-tier areas, you can't get out and you can't go any further because the creeps take so long to kill (and in one case, they respawned right on top of me). Perhaps you could pause respawn for an area while your units are still in it.
* Abilities don't really scale well with dungeons or monsters: either they're so broken it's hilarious, or they might as well be level 1 for all the good they do. The Necromancer's skeleton is a good example of overpowered at first, and then underpowered by the time you get to the skeleton cave.
* Some discrepancies with the text: the quest giver asks you to kill Adult Ice Spiders, but they're called Giant Icy Spiders. The Poison Bolt also says it does damage over time, as opposed to seconds.
* Some hint as to which quest giver does what would be nice. I'm assuming Willy the miner and Giacinto the Paladin have quests to give, but thus far they haven't responded.
* Units have trouble with the way gates; they'll head for one, enter another, and give up and walk the long way to their destination.
* I didn't have many problems with creeps chasing for long distances (if anything, I was trying to get them to tail me so they could get slaughtered by the town guard), the problem is from how far away they get reinforcements. It took me five tries just to kill the front guards at the southeast city because the hydras keep showing up and summoning dragons as well.
* Serious imbalance in the creep difficulty and reward: Starter creeps take a few seconds to kill and give 10 gold, while that giant pink Faceless One took multiple attempts to get its so-high-it's-invisible HP down, for a reward of... 47 gold. I get that you're supposed to get money from selling equipment, but that's just ridiculous.
* You should add more levels to the regular abilities, ten empty levels is just weird.
* Found the corpse item... what do I do with it?
* A bug with the Skeletons: at some point trying to summon higher-levels failed, and I had to get it killed to be able to summon them correctly.

More as I come across, but thus far far it's been quite enjoyable.
 
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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
-the scarab looking amulet's description is broken; it's out of its box
-50 gold for a 2k HP carrying creature? More HP than even the hero has...
-Charm of Web actually throws a net
-quests do not update in the log with the corresponding numbers (eg: 2/5; they always remain 0/number); you can even have 13/12
-quests should be given depending on the hero level not letting heroes acquire a quest meant for level 20
-quests need proper description about where the giver is located and some coordinates for the place where to complete said task
-Paladin's level 2 stomp is too powerful
-Hell Hound's mana burn is useless until level 4 (not really that much of a problem)
-Mana Burn and Curse of the Hound works on the big golems in the cave but not other spells like Red Lightning; Charm of Web also does not work
-not a good idea to have multiple level units in the same cave/area
-respawning could be a bit faster
-potion prices are not balanced
-Large Healing potions do not stack....

2.5/5.
 
Level 3
Joined
Jan 18, 2013
Messages
44
Terrain 2.5/5
Simple, plain but definitely not lacking or anything special.
For example: The starting area. There should have been some board or sign for direction. Some other areas have many doodads standing there out of nowhere.
Game-play 2/5
Fountain everywhere. There were many floating texts at starting area but after that there were much less. For example: at the border between goblin area (level 30+) & ice troll area(level 3+).
Triggers 2/5
I did not see anything special or noticeable. The quest update in F9 was bugged. It did not update quest progressions.
Completion 2/5
The map was not completed. There were many things to fix. Many things were already mentioned by others. The completion of map seemed to be high at the starting area then it quickly decreased when players started to access other areas.

The map itself was acceptable (3/5) since it was playable but it definitely needs a lot of works.
 
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