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Dalaran Caves Alpha Version 13.0c

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Dalaran Caves

by ChubbyQuiche
Dalaran caves is a custom Warcraft III mode. Dalaran caves is a 3v3, one-laned MOBA, where Southern team faces Northern team. The goal of this game is to destroy a final tower of your enemies.

The strategy of this game isn't just planning of teamfights or attempting to counter your opponents. In Dalaran caves, you have the option to summon creeps of various kinds (little auras, mass and burst). You can call them when casting special items in conquered caves. There are also Dark Priest's pits near the map. Killing one of them provides high bounty rewards.


Legends
Choose your legend when the game starts, and fight with it. There are 3 kinds of legends:
  1. Warrior - a legend that specializes in protecting of his team and / or getting close to the enemy team. Most of them have a crowd control spell. Their uniqueness is a Blink spell, that allows them to blink far away. Spooky Shade is one of the simplest warriors, while Military Builder is a warrior with interesting, but hard-to-learn gameplay.
  2. Marksman - a long-ranged legend that deals most of the team's damage. Marksmen' uniqueness is Workmanship, that resets Marksmen' spell cooldowns when he kills an enemy legend.
  3. Wizard - a legend that specializes in poking enemies and protecting of Marksman. Wizards have usually a heal or a long-ranged abilities that are great for the early. Wizards can keep themselves in a fight longer by their Mana shield, that converts damage taken into decreasing of mana.

  • One-laned MOBA with secret patch, dark priest pit and several little corridors between them
  • Option to call custom creeps when casting "MOB" items in conquered caves. There are 10 caves in the map.
  • 21 playable legends customizable to 38 items of various type and 18+1 "MOB" (cave-call) items
  • Unique pushing system - it's like capturing. Destroying one of enemy towers creates a camp for your team where the tower was destroyed, also it captures the most nearby cave, so your team will be able to summon creeps there. Enemies have to destroy camps in order to strike towers.
  • Dark Priests - jungle camps that provide high bounty rewards. Standard Dark Priests spawn on 5 minute, they don't have any HP regeneration and provide 3 level-ups when killed, as well as 500 gold for their slayer. Each of them can respawn up to two times within a match. Damned dark priest provides global 2500 gold for his slayers and buffs their final tower. His respawns aren't limited.
  • Free HP potions in each tower and camp, but it takes 30 seconds to replenish them.

Check out our wiki for more information.

Gameplay (by Rathammer)

7.0c

11.1b

--Changelog (outdated!)--

  • Space Guardian causes hard lags
  • Box Shop can rarely give 2 items
  • Archmage's missile of wishes isn't fired properly

Credits:
  • Acutesharpness - many useful tips
  • Rathammer - game suggestions and improve ideas
  • apheraz_lucent - many useful tips
  • Artists and Custom Spell Creators - Chaosy, Blizzard Entertainmet, Meatmuffin, AbstractCreativity, General Frank, NFWar, PROXY, Grendel, Kangyun, Sellenisko, Tank-Commander, Ujimasa Hojo, JakeZinc, DarkHunter 1357, kuhneghetz, RavenBlackbird, D4RK_G4ND4LF
Previews
Contents

Dalaran Caves Alpha Version 13.0c (Map)

Reviews
Rufus
Some changes have been made. This is now defenitely a playable map. I'll leave the rest to the users. :) Approved.
Level 23
Joined
Oct 12, 2008
Messages
1,783
Love this map is concept, in execution it is very rough.
Very few maps are really worthy of the "Needs Fix" status, this one is an exception.

I love the single lane + the focus on powerful summoned creeps.
It very much feels like a race to amass gold to summon ever bigger monsters to smash the enemy base.
However there are some really glaring issue as of now.

- The terrain. Doesn't have to look amazing, but current the lane is so small that just summoning a few bonus creeps causes pathing issues, the ramp areas especially so. I believe that the map would benefit from having wider lanes, and also removing the noise terrain effect would make the terrain much less awful to look at.

- The base creeps are very imbalanced. I get that you were going for a more creep combat centric map, however the creeps seem to much a glass cannon. They kill each other almost instantly and are killed by towers instantly. As of now its a no brainer to only defend under your tower and any point you take will inevitably be taken back as the creeps can destroy it faster than another wave can appear to even offer a fighting chance.

- The whole "Dark Priest" mini-boss seems very poorly set up. The message that "you are entering" the BOSS pit keeps popping up, since the entrance to his arena is technically part of the lane and so keeps playing as you move up and down the lanes. You could fix this by simply making the boss arena actually a pit and terrain it to look like a boss arena. As of now it nothing terrain wise to suggest that part of the map is a bonus objective.

- The whole summoning system is more convoluted than it needs to be. Since the only place you can buy creeps is near an allied cave, I don't see why you need to buy an item and then use it if the game is going to limit the item's activation to next to the shop anyways.
You can technically argue that it allows you to load up on creeps and then summon them further up the lane, but ask yourself is the extra convolution worth it?

- Proper formatting for summoned creep tool-tips would also go a long way to make it more understandable.
 
Level 3
Joined
Oct 28, 2016
Messages
22
I agree with you in a lot of things. The summon tooltips are kinda weird because most of them were created before testing, i'm not focusing on fixing them atm. Ye, the base creeps are kinda annoying. Their powerful autoattacks made this game too fast. The terrain is becomin wider and wider in every patch. 8.0 contains many terrain changes, the new Southern part looks cool ;3 There's also a cemetery near the dark priest.

For the creep summoning, the decision of choosing a cave to summon creeps is really important. The base minions are faster than summoned ones, so it's good if a player tries to unite the army of creeps and the army of summoned creeps. That's also one of the reasons for the "burstness" of the charmed and grenade towers. It's a pity when they hit the base minion, if there are some better ones near it.

But anyways, ty for your reply ;) it's nice to see some replies here ;)
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
The things that Kino have pointed out still applies to this map.
Except for the things he said, I can also say that many items were unbalanced, and some of them didn't even give the proper bonuses, as they said they would.
Hero abilities were pretty underwhelming and not very interesting either. The hero I chose had two passive abilities granting minor health regen and a damage bonus.

There are still a lot of things to polish in the map. Begin with the things Kino and I already pointed out, and then I can check it again.
Good luck! :)
 
Level 3
Joined
Oct 28, 2016
Messages
22
The things that Kino have pointed out still applies to this map.
Except for the things he said, I can also say that many items were unbalanced, and some of them didn't even give the proper bonuses, as they said they would.
Hero abilities were pretty underwhelming and not very interesting either. The hero I chose had two passive abilities granting minor health regen and a damage bonus.

There are still a lot of things to polish in the map. Begin with the things Kino and I already pointed out, and then I can check it again.
Good luck! :)

Hi, I've just released a new version, which contains many item balances or tooltip fixes. Also, I reworked the champion you played (he's so fun-to-play now xD), and I'm planning several reworks of another boring chmapions. I hope you will enjoy it now :p
 
Level 10
Joined
May 28, 2011
Messages
455
This is the Grand Review Exchange.

Gameplay
MOBA with one terrain. The first impression I had was it is not going to be easy to balance. Yes it is. I don't think the layout, heroes, laning, and secret path are properly designed. Many things that other MOBAs had learned are appearing in this map. I am quite upset to be honest. However, I suggest you to emphasize the feature of the cave spawning. It is very good and highly potential. Design it properly and I can guarantee this map uniqueness. Heroes are boring. You can also design something that makes hero to specialized in various aspects of your game.

In summary, many things need to learn from other MOBAs. You can search MOBA maps in hive and look at the changelogs. Emphasize the uniqueness of yours. 2/5

Aesthatic
This map requires many things to do with its terrain. It is dull. Poor choices of using model, placing doodads, and matching theme. Things that devs nowadays should have avoided. I suggest you to see pictures of cave or underground so that you will get the feel of how the environment should be. Regarding your presentation, I love video though. It is a plus you have that. Thumbs up. Others seems okey so far. I can update more about this.

In summary, find the feel of terraining. 2/5

Bugs
None so far. I thought no victory when I reached at the other force's cave. But, it is delay or I don't know. Looks weird. I will continue to play your map though. 4/5

Conclusion
Good map that need you to polish it up. Well, it is an alpha version. Keep up and I am anticipating great changes from you. Total of 8/15.
 
Level 3
Joined
Oct 28, 2016
Messages
22
This is the Grand Review Exchange.

Gameplay
MOBA with one terrain. The first impression I had was it is not going to be easy to balance. Yes it is. I don't think the layout, heroes, laning, and secret path are properly designed. Many things that other MOBAs had learned are appearing in this map. I am quite upset to be honest. However, I suggest you to emphasize the feature of the cave spawning. It is very good and highly potential. Design it properly and I can guarantee this map uniqueness. Heroes are boring. You can also design something that makes hero to specialized in various aspects of your game.

In summary, many things need to learn from other MOBAs. You can search MOBA maps in hive and look at the changelogs. Emphasize the uniqueness of yours. 2/5

Aesthatic
This map requires many things to do with its terrain. It is dull. Poor choices of using model, placing doodads, and matching theme. Things that devs nowadays should have avoided. I suggest you to see pictures of cave or underground so that you will get the feel of how the environment should be. Regarding your presentation, I love video though. It is a plus you have that. Thumbs up. Others seems okey so far. I can update more about this.

In summary, find the feel of terraining. 2/5

Bugs
None so far. I thought no victory when I reached at the other force's cave. But, it is delay or I don't know. Looks weird. I will continue to play your map though. 4/5

Conclusion
Good map that need you to polish it up. Well, it is an alpha version. Keep up and I am anticipating great changes from you. Total of 8/15.

Hi, ty for your review. I'll give you my review soon, most likely tomorrow.

I agree with you in a lot of things. The game was originally meant to be a hero defense, but then I decided to make it MOBA during few days. I know that many heroes aren't well designed, especially the first 10 ones. I'm trying to rework the poor ones, and research the terrain in every patch, but I'll make a big one path now :) But, can you please say me, which heroes seemed too boring for you?

For the victory, it may be due to short-lasting tooltip "game ends in 30s", or none countdown timer xD I'll change it too.

Ty for your tips :) I'll surely use them in near future :) Have a nice day :p
 
Level 15
Joined
Aug 14, 2007
Messages
936
Below will be my map review for Review Exchange topic as @ChubbyQuiche gave me a review so I must reply with one.

Review of Dalaran Caves :

I had played a few games with you, watched the latest video of your game-play. It seems like the game was intended to be very fast paced hero defense game. I truly understand now, why you insist on making the game pace fast, the learning curve is definitely very high. For a new player it becomes stressful to keep up but as an experienced player, it becomes a race to fight for and this is the aspect that will entertain players. Only one major complain though, I am having problems dealing with lane minions when being pushed. It seems like once you lost the wave your bound to be destroyed, this doom feeling can be dangerous from a game's stand-point. However, this is Alpha so I hope somethings can be addressed :)

Map:

Starting off with the map, it is packed with a brief design along with a medium to small size package. The two bases are fought with a small team of three on each of their sides. The movement through the terrain is relatively quick and as I had said above, the game is really fast. It wastes no time in painting what knowledge you would be shown upon a limited time period. I feel the terrain is really well done however, the map a little too small. 3.75/5

Hero:

I had glimpses of many heroes and I have to say that they are some advanced things that would entertain both players and mappers alike. Those abilities are well crafted with a difficulty level that is far from a new mapper. However, I do hope that they are all fixed from memory jams, I do believe you done that. For example, an epic ability filled with wonderful graphic is bound to overloading graphics since warcraft 3 engine has the dummy unit tradition among mappers. By summoning that much unit, it then triggers more network work which is the cause of disconnect. Therefore it is more safe to limit those summons and focus on the trigger aspect, however, that would also eat up network. It really depend on the priority but I do believe those graphics are entertaining. 4.5/5

Game:

The game is, once again, really fast paced. I enjoy every moment it has to offer, however, the pace challenges players on top of already existing pressure to counter-play the opponent. This is the real definition of a real time strategy game as opposed to board games which goes by turns. It is both exciting and extremely difficult to master. The fatigue you get from serving the game however, is a minor down side. Once the player get the hold of the game, it starts to become more fun. 3.5/5

Total: 4/5
 
Level 3
Joined
Oct 28, 2016
Messages
22
There is a bug where dummy leave the starting region before game start. Minor one.

Ty for the report, @Heaven Editor . It will be fixed soon :)

Review of Dalaran Caves :

I had played a few games with you, watched the latest video of your game-play. It seems like the game was intended to be very fast paced hero defense game. I truly understand now, why you insist on making the game pace fast, the learning curve is definitely very high. For a new player it becomes stressful to keep up but as an experienced player, it becomes a race to fight for and this is the aspect that will entertain players. Only one major complain though, I am having problems dealing with lane minions when being pushed. It seems like once you lost the wave your bound to be destroyed, this doom feeling can be dangerous from a game's stand-point. However, this is Alpha so I hope somethings can be addressed :)

Map:

Starting off with the map, it is packed with a brief design along with a medium to small size package. The two bases are fought with a small team of three on each of their sides. The movement through the terrain is relatively quick and as I had said above, the game is really fast. It wastes no time in painting what knowledge you would be shown upon a limited time period. I feel the terrain is really well done however, the map a little too small. 3.75/5

Hero:

I had glimpses of many heroes and I have to say that they are some advanced things that would entertain both players and mappers alike. Those abilities are well crafted with a difficulty level that is far from a new mapper. However, I do hope that they are all fixed from memory jams, I do believe you done that. For example, an epic ability filled with wonderful graphic is bound to overloading graphics since warcraft 3 engine has the dummy unit tradition among mappers. By summoning that much unit, it then triggers more network work which is the cause of disconnect. Therefore it is more safe to limit those summons and focus on the trigger aspect, however, that would also eat up network. It really depend on the priority but I do believe those graphics are entertaining. 4.5/5

Game:

The game is, once again, really fast paced. I enjoy every moment it has to offer, however, the pace challenges players on top of already existing pressure to counter-play the opponent. This is the real definition of a real time strategy game as opposed to board games which goes by turns. It is both exciting and extremely difficult to master. The fatigue you get from serving the game however, is a minor down side. Once the player get the hold of the game, it starts to become more fun. 3.5/5

Ty for you review, @Destiny.Knight . As you said, this game is meant to be a very quick. And I agree that a little mistake can cause destruction of 4 allied towers, so yes, it will be kinda changed in future. :)

Have a nice day, both of you :)
 

Deleted member 247165

D

Deleted member 247165

I was looking for such entertainment! Played just 2 times and enjoyed it for sure! Except for the terrain which looks strange, the map really has a cool gameplay. I will give you 5/5! Good job :)
 
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