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Daring Dungeoneers 0.2e

Daring Dungeoneers

Created by Spiridon

Introduction:

Gather your most trust worthy companions and navigate your way through a dangerous dungeon, fight menacing monsters, defeat epic bosses, find rare treasures and reveal the secrets of this long forgotten place.


The objective of this map is to navigate through a randomly generated dungeon and kill the boss at the end. Once you cleared the dungeon you will advance to the next stage, keeping all the loot you got from the previous stage. Each stage the difficulty of the encounters in the dungeon increases. If you manage to clear a dungeon in the given time limit you will receive bonus rewards in form of hero experience and rare items. If you run out of time you can still complete the dungeon normally, but you won't get any additional rewards. Can you make it till the end?



Map Features:

  1. Randomized Stages: Every stage is randomly generated, meaning that each time the player plays this map he will encounter a different combination of enemies, bosses, traps and secrets. The path to the final room is also different each time as a random pattern of gates will unlock every stage making the player navigate through a maze like labyrinth. This way each playthrough feels fresh and exciting as the player never knows what lurks around the next corner.
  2. Scaling Difficulty: You prefer playing as a group of 3 or 4? Or maybe just two friends playing together? Or are you perhaps a solo player? No matter your preference you can beat the map as the difficulty scales with the number of players present.
  3. Hero Customization: The way your hero plays is entirely in your hands. You start by picking your primary attribute. After that every third level you get to choose between 11 spells. With each new level you get to distribute 3 stats points as you wish. This system allows for 330 unique combinations. Play as a sword swinging warrior, a spell casting mage or anything in between. The choice is yours.
  4. Equipment System: Daring Dungeoneers uses a custom RPG equipment system that forces the players to make meaningful choices when itemizing their heroes. There are 6 types of items that your hero can wear and they all can vary in rarity. Your hero can wear only one item per type. The sole exception to this rule are trinkets.
  5. Scripted Boss Fights: The boss fights in Daring Dungeoneers are challenging and have unique mechanics that require skill, strategy and teamwork to overcome.

Map creator: Spiridon
Beta testers: ILIANZO, Nik2b

The custom models of following modelers have been used in this map:
.KC (Villager with 40 animations)
General Frank (Final Boss)
Chriz (Chest model)
Kitabatake (Key)

Weapon models by:
Blood Raven, Sunchips, Sin'dorei300, Kitabatake, ikillforeyou, imforfun, Dionesiist, Astaroth Zion, sunwarrior25, KayS, Chriz.



v0.2d
Uploaded on Hiveworkshop

v0.2e
Changes:
Reduced the damage blocked by shields by 2 every hero level.
Reduced the range and aoe of Succubuses life drain ability.
Fallen Champion's warbanner no longer drops loot.

Bug Fixes:
Fixed a bug where Shadowstep would move the caster to a random location instead of the position of the targeted unit.
Fixed a bug where the Elder Voidwalker boss would sometimes crash the game.
Fixed a bug where when playing on battlenet you could pick mutiple heroes at once.
Previews
Contents

Daring Dungeoneers 0.2e (Map)

Reviews
deepstrasz
Be sure to credit everyone: Resources in Use by Daring Dungeoneers 0.2e | HIVE If you decided to use normal Warcraft III icons why use Unholy Frenzy for Taunt instead of using the one for Taunt? Magic Attack (from the scepter/item) does not have a...
Level 5
Joined
Apr 17, 2009
Messages
18
red player have two heroes

What the... how did you manage to do this?

Edit: Ok so I figured it out. Apparently if you click on the button to chose your character multiple times fast before it disappears instead of once it can chose multiple characters. However you can't really abuse this bug since it looks like you lose control over them, so no need to hot fix it. But bug is noted thanks for reporting it FlySheep. I will make sure to fix it for the next version.
 
Last edited:
Level 1
Joined
Mar 11, 2019
Messages
1
How to break Treasure Box? )
I enjoi the map!
Very fresh and interesting gameplay, thanks for develop and waiting for update!
play it with my friends soon

will there be a backpack for storing extra items ?

Stenght + Fury + Triumph = very strong combination, play in solo , mb elite mobs must have more damage
 
Last edited:
Level 5
Joined
Apr 17, 2009
Messages
18
Alright, guys I made a quick updated version addressing all of the bugs people found while playing the map. If anyone finds something else please don't hesitate to report it to me! I will be glad to fix any major bugs as soon as possible.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Be sure to credit everyone: Resources in Use by Daring Dungeoneers 0.2e | HIVE

  1. If you decided to use normal Warcraft III icons why use Unholy Frenzy for Taunt instead of using the one for Taunt?
  2. Magic Attack (from the scepter/item) does not have a DISBTN. It looks like a green square on F10/game pause. Learn about icons and how to properly import them; you can easily make one DISBTN if the original icons hasn't got one.
    Button Manager v1.8.2
    BLP Lab v0.5.0
    Complete Icon Tutorial - All About Icons
    How to Make an Icon
  3. Maybe make the hotkey letters yellow or another colour than white like the rest of the text.
    Tooltip Tutorial
    Creating Good Descriptions
  4. Sometimes you can have two weapons at a time sometimes you can't. I had Mending Scepter and Hand-made Sword. You can do this with other weapons and to do it you have to left click the main or off-hand first, then pick the other type otherwise the one you have in the inventory will be replaced with the one you pick.
  5. Gates open and close but sometimes they close and you can get through them.
  6. Magic Attack from the scepter doesn't say what range it has/gives.
  7. In singleplayer, it's pretty much impossible. Too many Wisps, no way to regenerate unless you choose a spell for it which might not be enough overall since the boss has plenty of HP and DPS until it dies. And without bonuses it gets harder and harder.
  8. Maybe more terrain variation. The same tile is tiring.
Approved.


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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 9
Joined
Nov 24, 2013
Messages
521
Okay this map is fun and all, but why bothering giving the Spirit Wolf such a long duration but has a very low cooldown? Just make it permanent or reducing the duration is both fine by me.
 
Level 1
Joined
Feb 8, 2018
Messages
8
0.2e
1、No place to spend money。Recommended store to sell rare items。
2、Monster experience has not changed。Recommended for association with the dungeon stages。
3、Equipment staff and bows will automatically move forward when attacking。

I will always pay attention to your map and keep in touch.
 
Level 5
Joined
Apr 17, 2009
Messages
18
Be sure to credit everyone: Resources in Use by Daring Dungeoneers 0.2e | HIVE

  1. If you decided to use normal Warcraft III icons why use Unholy Frenzy for Taunt instead of using the one for Taunt?
  2. Magic Attack (from the scepter/item) does not have a DISBTN. It looks like a green square on F10/game pause. Learn about icons and how to properly import them; you can easily make one DISBTN if the original icons hasn't got one.
    Button Manager v1.8.2
    BLP Lab v0.5.0
    Complete Icon Tutorial - All About Icons
    How to Make an Icon
  3. Maybe make the hotkey letters yellow or another colour than white like the rest of the text.
    Tooltip Tutorial
    Creating Good Descriptions
  4. Sometimes you can have two weapons at a time sometimes you can't. I had Mending Scepter and Hand-made Sword. You can do this with other weapons and to do it you have to left click the main or off-hand first, then pick the other type otherwise the one you have in the inventory will be replaced with the one you pick.
  5. Gates open and close but sometimes they close and you can get through them.
  6. Magic Attack from the scepter doesn't say what range it has/gives.
  7. In singleplayer, it's pretty much impossible. Too many Wisps, no way to regenerate unless you choose a spell for it which might not be enough overall since the boss has plenty of HP and DPS until it dies. And without bonuses it gets harder and harder.
  8. Maybe more terrain variation. The same tile is tiring.

First of all thank you for reviewing and approving my map! I would just like to clarify some things concerning your review if you don't mind.

1. - I chose this icon since I found it more fitting than the face of the mountain giant given that the heroes you play are all humans.
2. and 3. - Noted. It's going to be fixed in the next version.
4. I am not sure what the issue is here. Mending Scepter and Hand-made Sword are both one handed weapons, so it is possible for a hero to have both if you switch Hand-made Sword to your off-hand.
5. Gates are meant to be opened just with dungeon keys and nothing else. You can't destroy a gate. This is intentional.
6. Noted. Will be added in next version.
7. I have to admit that I haven't beat the entire map in single player myself so I can't guarantee that it's perfectly balanced but it is entirely possible to make progress. I have gotten to stage 8 solo with a not so very well thought out build. So I guess with the right build you would be able to beat it somehow since units and bosses are significantly weaker. Though it's definitely tougher than multiplayer no matter how easy I make the stages, simply because of the fact that playing with more people grants you access to more abilities at once and dying is less of a punishment since your team mates can resurrect you.
8. Good point. Although it's not my first priority I will definitely change that some time in the future.


1、No place to spend money。Recommended store to sell rare items。
2、Monster experience has not changed。Recommended for association with the dungeon stages。
3、Equipment staff and bows will automatically move forward when attacking。

Thanks for commenting and leaving feedback! I am glad you like my map so much!

1. I am aware of this issue. Shops become pretty much useless after around stage 10-15 (Depending on how many players you play with.) I will definitely think of more options to spend your gold later in the game in future versions.
2. My idea was that the higher level your hero is the harder it is to reach the next level. This is how most RPGs work. Besides I think you get more than enough experience to reach the maximum level even if you don't always get the bonus reward at the end of the stage.
3. Yeah, well this is how Warcraft 3 works unfortunately. Since ranged heroes are technically not using their real attack but spells for attacking they sometimes move forward between their attacks if they don't receive other orders. That being said I am actively working on improving this system every new version. So I might find a way in the future to prevent this from happening.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
4. I am not sure what the issue is here. Mending Scepter and Hand-made Sword are both one handed weapons, so it is possible for a hero to have both if you switch Hand-made Sword to your off-hand.
Just that sometimes one is replaced by the other instead of both being kept in the inventory.
5. Gates are meant to be opened just with dungeon keys and nothing else. You can't destroy a gate. This is intentional.
I had no idea I even got any dungeon keys. I thought the gates were opening when nearby enemy units got close or something.
 
Level 13
Joined
Jul 15, 2007
Messages
763
This is quite a fun map.

Here's some feedback (2 players, 1 strength + 1 intelligence).

  • The item pool is a bit small. You see multiple of the same items drop. There's definitely potential to make it much more diverse and interesting (hint: stack sticks are usually bland, items with effects are much cooler).
  • The staff with the immolation effect is overpowered. IMO it's the best staff in the game, maybe only bested by the legendary CD reset one. Not only is 100 damage in an area per second amazing, it also pulls things to you and can kill through walls. As cool as it is, it's just too good and makes epic/legendary staves feel meh (plot twist: turn it into an epic or legendary staff).
  • 20 Stages is a bit much. It took us 150 minutes to get to 18/20 and it was starting to drag.
  • The level cap denies the feeling of hero progression. We capped level 30 at around stage ~13. Beyond then it was kind of meh doing a boss in time and it felt like we had reached a power ceiling, except my friend who had the ring which had a chance to give stats from nearby dying enemies (which was a cool item by the way).
  • Crowd control is quite powerful, the area stuns are probably too good (on Miracle and the R Lightning Bolt ability).
  • Tips about bonfires reviving allies would have been nice!
  • The succubus boss stun is irritating, we didn't really figure out how it worked but my theory was if you face away you resist it (?). The boss looks like it could be out ranged (it didn't like to move), allowing me to kill it from a distance after my strength friend died.
  • It was kind of disappointing to see the same set of bosses again. Also, some, such as the Fire Lord, are quite boring and easy.
  • The same terrain over and over again, whilst resourceful, is kind of boring. Since you operate the whole experience in black mask, you could easily make alternate zones which are also randomized after each boss.
  • The magic attack mechanic is VERY clunky. Half the time it doesn't work, the rest of the time it works but will stop sometimes. I would rather staves were left as melee items; maybe keep wands but i would advise improving this mechanic or removing it.
Something very important:

  • The color changing void-walker boss crashed the game for my friend and lagged me to death on stage 18 (the 2nd time we encountered). It was a shame as we got so far and spent so much time.
  • Treasure Chests can be exploited by rapidly clicking on them to spawn tens of items. You need to prevent a chest from creating more items once it already has done so (tip: some people run background programs that can click X amount of times at once - this is likely how people can create more than 1 hero by clicking the starting dialog multiple times simultaneously).
Attached the replay if you want to observe the lag/performance issue caused by the boss.

Anyways, good job! You should consider setting up a discord because this map has some great potential.
 

Attachments

  • lag crash.w3g
    10.1 MB · Views: 138
This map has great potential, but it needs some improvements. Very enjoyable otherwise though.

The Staff of Spellflurry doesn't seem to work on all spells. I saw the reset effect go off on my Fireball spell, but it never gets reset. Works fine on serpent ward, but it's the only one it seemed to work on out of my spells.

As others have said the ranged and magic attacks seem to be bugged; it significantly slows your attack speed to turn into ranged.

There's a sore lack of variety in this; it felt so repetitive after the 10th stage. We need more lategame items, purple items shouldn't just automatically be BiS. Would be solved with more purple items. There also needs to be more mob/elite variety; also the bosses should never repeat themselves, I fought so many bosses twice by the time I was at stage 17.

The Ring of Thousand Sins is so op, it should have a downside since you are making a shady deal with a shady man to get it. Also don't get why it can't be droppable.

There should be more uses to gold lategame, but I guess having more item variety should fix that.

Serpent Ward hp should scale with int; the mobs like to focus them and with 75 hp they just die when they're summoned basically. They're also not spell immune so boss spells just blow them up.

Gamble also doesn't seem to grant armor when you roll a 4.
 
Level 2
Joined
Dec 28, 2017
Messages
7
That ending wasnt what i was expecting,i was hoping for a boss fight with the Chaos ruler but the game just ended there..but everything else was fun
 
Level 5
Joined
Apr 17, 2009
Messages
18
This is quite a fun map.

Here's some feedback (2 players, 1 strength + 1 intelligence).

  • The item pool is a bit small. You see multiple of the same items drop. There's definitely potential to make it much more diverse and interesting (hint: stack sticks are usually bland, items with effects are much cooler).
  • The staff with the immolation effect is overpowered. IMO it's the best staff in the game, maybe only bested by the legendary CD reset one. Not only is 100 damage in an area per second amazing, it also pulls things to you and can kill through walls. As cool as it is, it's just too good and makes epic/legendary staves feel meh (plot twist: turn it into an epic or legendary staff).
  • 20 Stages is a bit much. It took us 150 minutes to get to 18/20 and it was starting to drag.
  • The level cap denies the feeling of hero progression. We capped level 30 at around stage ~13. Beyond then it was kind of meh doing a boss in time and it felt like we had reached a power ceiling, except my friend who had the ring which had a chance to give stats from nearby dying enemies (which was a cool item by the way).
  • Crowd control is quite powerful, the area stuns are probably too good (on Miracle and the R Lightning Bolt ability).
  • Tips about bonfires reviving allies would have been nice!
  • The succubus boss stun is irritating, we didn't really figure out how it worked but my theory was if you face away you resist it (?). The boss looks like it could be out ranged (it didn't like to move), allowing me to kill it from a distance after my strength friend died.
  • It was kind of disappointing to see the same set of bosses again. Also, some, such as the Fire Lord, are quite boring and easy.
  • The same terrain over and over again, whilst resourceful, is kind of boring. Since you operate the whole experience in black mask, you could easily make alternate zones which are also randomized after each boss.
  • The magic attack mechanic is VERY clunky. Half the time it doesn't work, the rest of the time it works but will stop sometimes. I would rather staves were left as melee items; maybe keep wands but i would advise improving this mechanic or removing it.
Something very important:

  • The color changing void-walker boss crashed the game for my friend and lagged me to death on stage 18 (the 2nd time we encountered). It was a shame as we got so far and spent so much time.
  • Treasure Chests can be exploited by rapidly clicking on them to spawn tens of items. You need to prevent a chest from creating more items once it already has done so (tip: some people run background programs that can click X amount of times at once - this is likely how people can create more than 1 hero by clicking the starting dialog multiple times simultaneously).
Attached the replay if you want to observe the lag/performance issue caused by the boss.

Anyways, good job! You should consider setting up a discord because this map has some great potential.

Thanks a lot for your comment and feedback! I am very flattered that the creator of Orc Gladiators likes my map! I know that's a silly thing to say but it really feels great when the creator of such a successful map compliments your project. That being said let me respond to your suggestions/thoughts.

1. One of my top priorities is to add more items in the future versions, so don't worry. Even though it may not seem like it there are quite a lot of items in the game right now. I just thought they are enough for the first official version of the map. But as the map grows so will the item pool. As for the effects my general rule is that an item has to be at least rare quality or higher to have a unique effect. There are exceptions of course.
2. A lot of the feedback I was getting on the staff was that the effect is too weak, so I might have overbuffed it a bit. Later I realized that its power can vary depending on how many players you play with since the monsters health changes drastically. So yeah, I can imagine that if you play as 2 it's quite powerful. I am not sure yet what my plans are for it.
3. Yeah the map can feel pretty long especially when you are playing solo or just with 2, because you as you said you get to the end of your progression very quickly and there is nothing exciting to look forward to except beating the map. In full house you need a lot more stages to reach maximum level and get everyone geared.
4. The balance of the hero abilities is something that definitely needs more work. Again I thought it was balanced enough for the first version. I will try to make improvements in the upcoming versions.
5. Wow, now that I think about it there are no tips for bonfires at all. I don't know how I missed that. I will fix that.
6. You are absolutely right about the Succubus. If you face away you resist the charm. It's as simple as that! As for the bug you mentioned I guess I will give her some attack command after she finishes her charm to make sure she is always attacking someone.
7. The original plan was to have at least 20 bosses. It turned out to be to much work. But this is also very high on my priority list. I will add more in the future.
8. Originally my idea for this map was that every stage was going to be a different maze. After giving it a thought I created the whole dungeon gate/key system to save time and effort. Though it is true that the original plan offered more diversity.
9. Thanks for the tip about the treasure boxes. I will make sure to fix the so it can't be abused.

General response about the crashes:
I know its very frustrating especially if you made if very far into the map. I am actively working on removing all possibilities of that happening. Most of the issues are very rare so it's extremely hard to pint point what exactly its causing a crash. I've simulated the Voidwalker fight, which seems to be the most common issue, many times and not only am I failing to find the problem but I can't even recreate the crash. I have no doubt that in time I will find what's causing it, but until then every bit of information helps.


This post is getting quite long so I will respond to a few more things that I find interesting but not everything. (I still read everything though.)

The Ring of Thousand Sins is so op, it should have a downside since you are making a shady deal with a shady man to get it. Also don't get why it can't be droppable.

It does have a huge down side if you reach the final boss. If you are playing solo it's even fatal.

That ending wasnt what i was expecting,i was hoping for a boss fight with the Chaos ruler but the game just ended there..but everything else was fun

You do get to fight him. But if you play solo and sell out your soul by accepting his gift its game over since there is no one that can save you. This is maybe a bit anticlimactic I know. :D There are 3 possible endings you can get. Maybe I should work on that one a bit more.

Lost in the 21st stage

Uhm stage 21? But there are only 20 stages... Or do you mean the final boss? Anyways congratulations on getting so far!
Edit: I'm sorry I can't watch your replay because you use an older version of Warcraft 3.
 
Last edited:
Level 2
Joined
Dec 28, 2017
Messages
7
Shouldnt the dmg done from the mosters' abilties be based on the stage the player or group is on currentl?Cause some spells like forked lightning and life drain can be very devastating on early stages.
 
Level 7
Joined
Jun 27, 2014
Messages
227
Okay, first off - Amazing map, it truly allows one to have fun with friends for hours, to which I have to say it's worth five stars! But there are a few things you should know.

The game is easily beaten if everyone goes STR and pushes for Fury, Healing Wards, Heroic Throw, and Chemical Rage. Specifically, if there are at least 3 STR heroes, the results are perma-stunned bosses and wards regenerating both hp and mp. What's more - the effects of wards stack, meaning these hulks will keep stunning the bosses without any means of retaliation. Even the spells easily overwhelm them. Personally, it takes anywhere from 1-3 minutes to kill a boss in this way.

3 people (myself included), managed to kill the final boss as a result of abusing this. The two died in the battle when the boss was on low HP due to a plethora of spells - but had all of us held onto our shields as offhand items, nobody would've died.

As a result, I'm here to suggest several things!
-Make bosses immune to perma-stun, make a trigger that makes them immune to stun for at least 3-5 seconds after being affected.
-Remove ward effects being stacked. It really destroys the dynamic of gameplay.
-Add a difficulty command to beef-up the scales (but as a result, add higher chances of rare/legendary loot as a form of reward?)
-Fix desync, had things gone to plan, we would've had 5 STR-based heroes fighting the bosses, pushing down the need of 1-3 minutes to a permanent 1. It also may result in losing a player with the best gear (Had it happen twice already when playing normal setups).
-Fix death after killing bosses, we had this happen when we killed Final Boss. Not sure if it spans towards all of them, but it's worth looking into (May force players to play with one less person on the next dungeon stage after all.)
-Add more ways to use gold, we had 30k each at the end. Maybe make items cost a lot more or add a victory condition of also collecting a set amount of coins?
-Perhaps add more bonus modifiers, for example, beating a boss in under a minute, challenging a boss within a certain time-frame bonus, no-deaths bonus / no wounds bonus (above 75% hp for all party members), No critical injury bonus (Nobody went under 25%). All of this would heat up the gameplay and bring about a bigger challenge for everyone to face.
-Perhaps add weapon durability to really make things challenging. Using gold for maintaining your equipment would be a great thing, plus it gives everyone a need to find the mysterious man's shop.
-Add the ability to set how many stages you wish to face.

Overall, the final boss is pretty weak, needs buffing... but that can be the perma-stun talking.

Proof of subjugation and death bug shall be shown here: Imgur
 
Last edited:
Level 2
Joined
Oct 21, 2019
Messages
11
The stages are repetitive and once you reach level 30 it feels like you've hit a power cap and there's no real progress after that. I managed to get to the final stage with a friend, only because I got the legendary staff which seems absolutely broken. (30% on cast to reset all CDs+ regain mana)

The summons don't scale with intelligence as you've described by instructions. Health and armor seems to work alright, damage doesn't.

The map was fun for a bit but most of the time it wasn't. At one point we were just running through the stages to get to the final boss.
 
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