• 🏆 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!

Descend v1.3.2

This bundle is marked as high quality. It exceeds standards and is highly desirable.

DESCEND
Descend is a Singleplayer/Co-Op Roguelike dungeon crawler. It features randomly generated dungeon levels with a plethora of bosses, traps, and enemies to encounter. Choose from a pool of unique heroes and battle your way through to defeat the Lich!

Trailers



Heroes
Descend offers a large array of fun and unique heroes to play, with the primary roles being bruisers, tanks, assassins, mages, and supports.

Tanks/Bruisers (Usually Strength)
Typically, in team-based gameplay, bruisers and tanks are heroes that are capable of self-sustaining and holding off enemies to make room for assassins and mages to nuke enemies down. As a result of these factors, Tanks/Bruisers often lack effective mobility, which makes it difficult for them to dodge attacks and escape from groups of enemies.


253721-0e09dacc11345e3c9f03aebaabeb10f4.png


Assassins (Usually Agility)
Assassins are heroes who can deal high damage all while having a lot of escape options and mobility. As a downside, they typically have lower health and struggle earlier in the game.


253722-659b01e92e2d3de473fe9ed130c819f5.png


Mages (Usually Intelligence)
Mages are heroes that excel at dealing massive damage at the expense of often limited mobility and a low health pool. Their damage is substantial early on, however later into the game, mages tend to be surpassed by the damage of assassins and some bruisers.


253723-63d11d926a2a2d93b8b8f6e758878e4c.png


Supports (Any Attribute)
Supports are heroes that are responsible for providing unique assistance and utility to their team that falls outside of the responsibilities of regular heroes. Some support heroes can heal, provide mana, steal gold from enemies, grant their teammates invisibility, remove negative effects and more.

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General Overview
Your goal in Descend is to traverse through randomly generated dungeon levels and defeat bosses to progress to new areas. Defeating a boss provides a new merchant, which you are able to trade with whenever you come across a merchant room. Your hero can be customized in a wide variety of ways, to accommodate for weaknesses, amplify strengths, or to completely redefine your hero's playstyle.

While there is plenty of rooms filled with enemies and minibosses for combat, many rooms also require problem solving and key decision making in order to be passed through effectively. You may come across a demonic ritual, an offer from a spirit, a cheeky troll, a sleeping ogre, and so much more!

Please feel free to provide feedback in the discussion below or join our discord and post anything Descend related there!


https://discord.com/invite/fmnNaV5T9p




Patch Notes (V1.3.2)


V1.3.2
GAME
Bug Fixes/Tweaks ---

  • XP/Gold through using spells has been fixed for Reforged on version 1.3.1+
V1.3.1
GAME
Content ---

  • Added new item drops from Minibosses: Rogue Daggers, Helm of Cinder, Jotunn Skull, Spiked Breastplate, and Shattered Heirloom.
  • Added new basic item: Large Rock.
Performance ---
  • Frog King's Chain Toad optimized.
Bug Fixes/Tweaks ---
  • Leviathan and Eels are now considered ground units and can be rooted.
  • Shark Boss should properly drop targets grabbed that fall below 10% health.
  • Frog King effects updated.
  • Pharaoh will now have proper damage on Reforged.
  • Disruptive Shield will no longer teleport to the middle of the map if the shielded target dies to a unique mechanic like Coldheart Yoggy execution.
  • Coldheart Yoggy Execution now has an overhead effect when it occurs.
  • Bolt will now receive the correct amount of scrap if scrapping items that contain multiple charges.
  • Void Eye no longer vanishes when picking up a second void eye while already holding one.
  • Fixed bug preventing you from unlocking "Disassemble" for Bolt if you haven't levelled an ability and have already started the game.
  • Bolt can no longer supercharge Neutral units.
  • New Dwarvish Might now correctly applies bonus damage to enemies hit by the cleave.
  • Turbo mode on Reforged no longer gives absurd amounts of experience from higher level enemies (was capping at around 800% more experience in some cases.
  • Adventure Mode on non-reforged mode no longer grants 30% more experience when you aren't on Turbo.
  • Rally Rune will now spawn with nearby rocks removed.
  • Dragon Pendant now activates on abilities with a cooldown >= 2 seconds rather than > 2 seconds.
  • Updated Torrent Room effects.
  • Dagon now has a cooldown displayed on his Tunnel tooltip.
  • Golden Necklace can no longer kill you, and when used below 15% health/mana will heal the target for whatever percentage you have left and put you 1 health/mana.
  • When the Crab Boss lands in the ground, he will stay lodged into the ground for slightly longer before jumping again.
  • Halved the stacking damage resistance provided by Dark Shroud Heart and Elemental Convergence.
  • Fixed Gold and Experience being granted to players on Reforged if the players didn't kill the enemy. For example if all the Eels in the Eel Room died, gold and experience was being granted for every Eel that died.
  • Fixed Skeleton Rod tooltip.
  • Path of Priest healing increased from 100 to 150.
  • "-stats" window updated to include bonuses from several missing paths and items.
  • Bongo of Valour now provides the correct movement speed rather than 10.
  • Owlbear Hunter's Soar can now rotate as soon as it's being casted.
  • Owlbear Wind Aura now has a proper animation and better effect.
  • Updated item tooltips that mention movement speed to also mention that they are not stackable forms of speed.
  • Gold Gladiatorial Helm Strength damage bonus increased from 50% of Strength to 60%.
  • Rhan's area lightning circles delay increased.
  • Alistair now cant go above 50 stacks when using Profane Display on bosses.
  • Fixed bug causing Crab Jump damage indicator to linger if the Crab dies in midair.
  • Nazeem, the Cursed Storm can no longer damage Champions of Rammore with Chain Lightning.
  • Adjusted Select Hero tooltip to no longer mention that selecting a hero is permanent and now mentions the repick command in the tooltip.
  • Randoming a hero now grants you a free item and you can no longer repick after doing this.
  • Increased Golem meteor size and damage area but reduced number of meteors by 50%.
  • Added floating text and an effect when a Coldheart Yoggy executes you.
  • Dracolich damage increased from 600 to 900.
  • Fixed an issue causing Drenbar's Divine Storm to heal for 50% of the intended amount.
  • Divine Storm now has an effect to indicate whether or not you're being healed/enemies are being damaged by it.
  • Players who leave will no longer have gold split to them in shops.
  • Bog Wand no longer shares a cooldown with Ring of Giants.
  • Updated various effects for different heroes.
  • Updated Castinius and Scrapper hero icons.
  • Fixed an issue causing Reforged settings to occasionally break ability loops.
  • Groundshock no longer damages bosses excessively.
  • Ayleth the Huntress model changed.
  • Frostheart Rune now shows up guaranteed before the Spider Boss on Turbo.
  • Updated Huntress model and effects.
  • Demon Lord Boss fireball area reduced.
  • Pharaohs now continue to summon mummies after fighting the Pharaoh at least once.
  • Fixed various paths/abilities not working on heroes when they switch forms (Rusty, Troll King etc.)
HEROES

Simon, the Warrior of Ironforge

  • Tough damage resistance increased from 15% to 20%.
Bolt, the Scrapper
  • Bonk percentage damage increased from 2/4/6/8/10% to 3/6/9/12/15%.
  • Base attack time reduced from 2.5 to 2.2.
Nazeem, the Cursed Storm
  • Chain Lightning bounce range reduced by 50%.
"Feathers", the Owlbear Mother
  • Hunter's Soar now causes the Owlbear Mother to smash the ground at the end of the flight, stunning and damaging all nearby enemies.
Mirdon, the Old World Wizard
  • Explosio now destroys terrain.
  • Enemies thrown away by Explosio now break terrain upon landing, preventing them from getting stuck.
  • Avalanche of Inconvenience now creates proper terrain rather than rocks that were Invulnerable units with health bars.
  • Avalanche of Inconvenience cooldown increased from 15 to 19/18/17/16/15.
Uba, the Frog King
  • Ability Artifact bonus also grants frogs maximum movement speed.

V1.3.0
GAME

Content ---

  • Added new Agility Bruiser: Goat, the Chosen of Rammore!
  • Added new Intelligence Mage: Alistair, the Dark Architect!
  • Added new Intelligence Support: Bolt, the Scrapper!
  • Added new Strength Bruiser: "Feathers", the Owlbear Mother!

  • King Gnolliver now drops King Gnolliver's Snot.
  • Added Tome of Death.
  • Broof has a new ability, Groundshock.
Performance ---
  • Optimized Flame Prophet's Flame Wave.
  • Optimized Garrison's ultimate.
  • Optimized all Folstagg abilities.
  • Optimized Huntress abilities.
  • Optimized Simon's abilities.
  • Optimized Troll Hunter again.
  • Removed unused effects/models/spells.
Bug Fixes/Tweaks ---
  • Path of the Gluttonous gold gain from attacks no longer works on Stormbreaker Groon.
  • Blood Talisman no longer lowers your damage and requires you to pick up items again to reset the lowered damage.
  • Simon's ultimate with an Ability Artifact no longer causes the same issue as Blood Talisman.
  • Bog Wand no longer has a buy limit.
  • "-panning" has been added to the command help menu. When enabled, will pan the camera when your hero is moved against their will across the map.
  • Weaver of Wisdom passive now works with Path of Priest healing passive. It technically costs mana!
  • Corrected damage dealt by flame wave.
  • Updated Grahka Ability Artifact description.
  • The Crab Boss will no longer jump at such short distances and will now jump slightly slower.
  • Lavaspine Salamandar duration increased from 10 to 20 seconds.
  • Elemental Convergence now has a damage resistance limit.
  • Lowered Lich chaos projectile damage.
  • Rex now properly pushes you again.
  • Shady trader model changed to accommodate new model for Alistair.
  • Umibozu the Depth Giant now has the proper manacost in his tooltip for Ship Sinker.
  • Dark Scroll now works properly.
  • Updated Garrison's hero icon.
  • Fixed some items being able to be destroyed easily.
  • Updated incorrect information in Splash Potion tooltip for Jax and Mog.
  • Kharjo's green sword effect now goes away after he uses his ultimate.
  • Helm of Souls now has a 20% chance to activate rather than every hit, deals 4x the damage, and heals the attacker for 85 health on activation.
  • Mimir's Arcane Eruption no longer randomly makes bosses move towards him.
  • Shrub now creates a small amount of grass when using his ultimate.
  • Black Lotus life purchase reduced from 2400 to 2000.
  • Shark Boss will now drop grabbed targets that drop to less than 10% health.
  • Fixed issue where Lord of Shells attack indicator persisted after death.
  • Fixed Grog's Rageful Imbuement not working.
  • Fixed Gruff scaling issues.
  • Some abilities that throw or move enemies now break terrain upon landing to prevent enemies/players getting stuck.
  • Taking any of Tollgate Tims tolls now grants experience (1 level to each hero alive).
  • Life Toll now only provides 1 extra life.
  • Troll/Slippery Slark will now drop gold as you deal damage.
  • Pepperbox now grants charges for nearby deaths, not kills.
  • Redacted Troll Hunter ultimate changes from previous update to avoid issues for now.
  • Fixed Paths occasionally removing the bonuses during the match when picking up an item that provides a similar bonus.
  • Hand of Helios is no longer named "dummy".
  • Singed Claws Strength increased from 25 to 30.
  • Helm of Souls Strength reduced from 25 to 20.
  • Singed Claws movement speed tooltip corrected.
  • Rhan no longer gets 1000% more health with Tome of Promise and now correctly gets 10%. Oopsie!
  • Changed Trawler blade effect.
  • Disconnected players will no longer drop Paths or Unusable Item Slots. Cursed Items will still be dropped, however to remedy this items will now be dispersed randomly so accidentally picking up a cursed item is less likely.
  • Sorcerer's Relic name and icon changed so it doesn't copy the Ability Artifact icon.
  • Fixed Paths not reducing in charges when clicking the Turbo dialogue button after another player has already chosen a path.
  • Level Voting can now be enabled in the first room.
  • Level Voting is now a dialog option at the beginning of the game. It can still be toggled with chat commands however.
  • You can now get the Cursed Knight achievements on Turbo.
  • Meteors type abilities no longer flash a health bar for a split second.
HEROES

Castinius, the Goblin Warlock

  • Increase Begone cooldown to 14/13/12/11/10.
Rha'shuu, the Troll Hunter
  • Killshot can now hit Immovable enemies such as bosses, however it will not push them. Non-Immovable enemy units can now also be pinned to Immovable enemies.
  • Hunter's Boon no longer spawns a fiery explosion on contact. Instead, causes attacks to deal 50/100/150 bonus damage to the target, and burn the target for 5 seconds, dealing 40/80/120 damage per second and slowing attack and movement speed by 20/30/40%. The burn damage stacks with multiple sources of Hunter's Boon.
Slarhees, the Nightscale Assassin
  • Added a slight sound effect to blade dance if it misses.
Garrison, the General of Nothing
  • To reduce Garrison's usage of dummy units, his Repel ability has been reworked. Instead of sending out stunning projectiles, now invokes a fiery nova infront of him when damaged from the front. The Nova deals 1/2/3/4/5% of his maximum health as spell damage in an area.
Kenshi, the Blade of Shai
  • Dark Flurry bonus damage reduced from 15/30/45/60/75% of Agility to 12/24/36/48/60% of Agility.
  • Lowered Shade invulnerability duration from 0.15 seconds to 0.1 seconds.
  • Shade manacost increased from 25 at all levels to 30/35/40/45/50.
Wolfheart Skullcrusher, the Orc Raider
  • Spinning Blade manacost increased from 20/25/30/35/40 to 30/35/40/45/50.
Folstagg, the Northern Nomad
  • Ice Surf no longer stuns enemies during the surf.
  • Ice Smash Strength scaling increased from 1.25/1.75/2.25/2.75/3.25x Strength to 1.75/2.25/2.75/3.25/4.75x Strength.
  • Storm of Deepfrost now heals you for 4/6/8% of your maximum health per second while near the storm.
  • Deepfrost Bolt no longer causes Ice Spike or Iceberg Smash to deal double damage on impact. Now Deepfrost bolt scales in damage bonus, causing Iceberg Smash and Ice Spike to deal 15/30/45/60/75% bonus damage, with Ice Spike dealing double of this amount.
  • Fixed Ice Spike damage not scaling correctly.
Mimir, the Apprentice Wizard
  • Arcane Focus can now be targeted on allies to make it follow them instead.
  • Arcane Focus will now follow enemies or allies directly over their head, not next to them.
  • Vortexual Mastery now also deals damage and stuns when pulling enemies in only.
Shrub, the Guardian of the Forest
  • Saplings now last a maximum of 160 seconds.
  • Artifact Bonus now also grants 50% damage resistance to Saplings with the Comfort buff.
Broof, the Barbarian
  • Rupture has been replaced with Groundshock: smashes the ground and sends out a shockwave which damages enemies and sends them flying backwards.
Kharjo, the Unholy Warrior
  • Ability Artifact now grants ghouls a 30% chance 2.5x damage crit and 30% bonus damage to Ghouls across the board.
Vladd, the Vampire Lord
  • Servants of the Dark Lord Artifact Bonus increased from double health and damage to triple.
Ursidaeus, the Shifter
  • Artifact Bonus now also causes Grizzly Fury to heal for 5% of damage dealt.
Ayleth, the Huntress
  • Ability Artifact changed: now causes Fleet Foot to cause Ayleth to attack all nearby enemies instantly at the end of the dash.
  • Scatter Arrow now causes attacks to damage up to 3/4/5/6/7 extra targets and deal 20/40/60/80/100 bonus damage for 3 seconds. Attacks can activate attack modifiers and Sacred Arrow.
Gruff, the Minotaur Guardian
  • Guardian's Gift healing adjusted at earlier levels, increased from 1/2/3/4/5% per hero to 3/3.5/4/4.5/5% per hero and 0.5/0.75/1/1.25/1.5% per unit increased to 0.8/1/1.2/1.4/1.6% per unit. Attack speed increased from 10/15/20/25/30% to 20/25/30/35/40%.
Simon, the Warrior of Ironforge
  • Dwarvish Might no longer stuns in an area, now causes all attacks for the duration to stun enemies hit for 0.25 seconds, dealing 25/50/75/100/125 bonus damage and cleaving in an area for 60/70/80/90/100% damage dealt, allowing for unique modifiers to be applied in an area around the target.
  • Artifact Bonus changed: now causes Dwarven Grudge to grant 150 bonus damage, Immovable, and Spell Immunity for the duration.
Cricket, the Aspiring Shopkeeper
  • Cricket's Cane after the duration ends will now heal you to the relative health you had while using the item.


Credits
These individuals are extremely talented and I want to thank them for all the amazing assets they provide on Hiveworkshop!

ICONS ---
Sin'dorei300 - Black Wizard
8512590215848 - Book with Fire Spells
KelThuzad - BTNArcaneBlast
The Panda - BTNArcaneShower
Darkfang - BTNBlackLotus
ChevronSeven - BTNBreathOfFireNew
zbc - BTNBurningDagger
BLazeKraze - BTNDeathCurse
~Nightmare - BTNDemonicSword
8512590215848 - BTNDoombringer
Darkfang - BTNEarthShield
PrinceYaser - BTNEmpoweredHammer
8512590215848 - BTNExecut
Hellx-Magnus - BTNEyeOfShadows
8512590215848 - BTNFireBoot
D.ee - BTNGoldenBoneStaff
Marcos DAB - BTNGreatMountainKing
8512590215848 - BTNHolyArmor
8512590215848 - BTNHolyCrest
Darkfang - BTNHolyNote
NFWar - BTNIceWand
Blizzard Entertainment, Darkfang - BTNIncome
Blizzard Entertainment - BTNINV_Food_Egg_03
8512590215848 - BTNJarOfPower
jigrael - BTNLightingElemental
FrIkY - BTNMagharShaman
Marcos DAB - BTNPhaseShiftMurloc
KelThuzad - BTNScytheBackstab
-Berz- - BTNSkullSpirits
Blizzard Entertainment - BTNSpell_Fire_Fireball02
Blizzard Entertainment - BTNSpell_Shadow_SummonVoidWalker
8512590215848 - BTNSphereOfNature
Darkfang - BTNWaterOrb
Darkfang - BTNWateryShield
Gluma - Ratling Gunner
Darkfang - Chain Lightning
Edge45 - Fire Crystal Element
Blizzard Entertainment, Darkfang - Fire Nova icon
Gluma - Lizard Assasin 2.0
Darkfang - Mage Orb
Darkfang - Magocracy Crown
Ceterai - The Revenant Covenant
Darkfang - Vampiric Bat Swarm
Darkfang - Wrathwave Axe Garithos
Chaosy - Stone Tablet Blood
8512590215848 - Mecha Mace
The Panda - BTNReapersWeapon
Mc ! - BTNSoulSword
Darkfang - Damned Fire
The Panda - BTNBlueElectro
-Berz- - BTNAvalanche
Darkfang - BTNPoisoningShield
jj84 - Orb of Chaos
EternalOne - Liberty
Blizzard Entertainment, bakuma - Ritual Dagger (from Patch 1.31.1)
NFWar - BTNIceBlock
Darkfang - Ice Impale
CRAZYRUSSIAN - BTNCRGreenAcopy
Antares A - BTNLightningSphereRed
Darkfang - Hunter Mark
Darkfang - BTNDemoniacalAttack
Darkfang - BTNEssenceOfCelerity
Darkfang - BTNRuneoftheDeath
Villagerino - Wight Icon Pack
Darkfang - Void Curse
8512590215848 - BTNSphereOfDarkness
8512590215848 - BTNLawOfBloodScroll
Golden-Drake - BTNBearPawBlue
Blizzard Entertainment - BTNINV_Misc_Gem_Ruby_02
8512590215848 - BTNColdFireRing
8512590215848 - Dagger
Paladon - BTNPincantateGhost
CRAZYRUSSIAN - BTNSEA_Hook
Darkfang - Elemental Convergence
BTNSteelAxe - PrinceYaser
BTNWaterStorm - NFWar
BTNWaterElemental - Marcos DAB
PowerOfWater - Praytic
BTNWaterMissle - Static
BTNWaterRoundShield - 8512590215848
Diadem - 8512590215848
Book with Water Spells - 8512590215848
BTNTouchOfDarkness - Xetanth87
BTNEnergyPotion - PrinceYaser
BTNDepthsBlade - The Panda
Soothing Money - Darkfang
VerdantSpheres Item - Darkfang
SilithidScarab - Immolthar
Bloodstone Orb - Darkfang
BTNDragonskin - Diegoit
BTNShockShiv - The Panda
BTNArcaneRessurection - The Panda
BTNSonicWave - The Panda
BTNWindOrb - The Panda
Nerubian / Arachnathid / Spider Stinger - Darkfang
BTNWildkinFerocity - BLazeKraze
BTNWingProtection - 8512590215848
BTNStaticShock - Blizzard Entertainment
Empty Orb (Onyx Orb) - Darkfang
Ball Lightning - Sun gate
BTNGDWrench - Golden-Drake
BTNINV_Misc_Gear_05 - Blizzard Entertainment
BTNDarkChampionby67chrome - 67chrome
BTNDarkWave - Elven_God
BTNSpell_Shadow_BurningSpirit - Blizzard Entertainment
BTNArcaneBlast - Darkfang
BTNElderForm - morbent
BTNSpell_Shadow_ChillTouch - Blizzard Entertainment
BTNDarkPulse - The Panda
BTNINV_Stone_13 - Blizzard Entertainment
BTNBrokenAmulet - inhuman89
BTNSpikedArmor - 8512590215848
BTNSkullTreasure - PrinceYaser
BTNFireHornedHelmet - 8512590215848
BTNToxicDagger - NFWar
Cloak of Demon - Blizzard Entertainment
BTNGoblinBruiser - Sin'dorei300

MODELS ---
Callahan - Archeologist
Vinz - Armor Penetration
~Nightmare - Ascension Blade Serpent
johnwar - Bandit Enforcer (Re-Classic)
-Grendel - Black Mage
Vinz - Blink Vol. I
JesusHipster - Bone Impale
Tarrasque - Brutal Lord
Vinz - Burning Rage
Vinz - Call of Dread
Shardeth - Canon Turret
Direfury - Captain Falric
Vinz - Conflagrate
Vinz - Coup de Grace
Blood Raven - Cowboy Hat
-Grendel - Crossbowman
JetFangInferno - Dark Nova
handclaw - Day Laborer
Direfury - Dire Grunts
-Grendel - Dire Troll Tyrant
WILL THE ALMIGHTY - Dirt Explosion
Vinz - Disarm
Villagerino - Divine Golem (variative)
Explobomb - Djinn/Genie
Gluma - Dragon Priest
Direfury - Dwarf Baron
JetFangInferno - Earth Nova
Explobomb - Efreet
Vinz - Ember
GoldenEggCN - Energy Focus
Vinz - Empheral Cut
Vinz - Empheral Slash
Darkfang - Epic Jaina
cotd333 - Fatal Wound
Deleted Member 126647 - Fill-Me-Up Treasure Chest
Kuhneghetz - Fire Mephit
Vinz - Fire Missiles
Vinz - Fire Nova
Vinz - Firebolt
Darkfang - Fireking Crown
Vinz - Flamestrike
Yours Truly - Forest Blessing
xw1995327www - Fortitude Rune Aura
Vinz - Frost Arrows
Yours Truly - Gatekeepers Pact
General Frank - Gem - Jade
HerrDave - Giant Spider Pack
Freddyk - Goblin Bookworm
tillinghast - Goblin Emperor
tillinghast - Goblin warlock
HerrDave - Gold Pile
Vinz - Heal
Villagerino - Hellstone Golem
4eNNightmare, HappyCockroach - Herald of the Deep Mother
Kuhneghetz - Hero Ranger
Vinz - Holy Light
Kenathorn - Icons to Models Pack
CreatorD3292 - Infernal Bullet
Yours Truly - Infernal Bulwark
WyrmSlayer - Infinite Slashes
Tr!KzZ - GoldCoins
Murlocologist - Judgement Paladin
Vinz - Kingdom Come
Hayate - Lava Pit
Vinz - Liberty
Champara Bros - Lightning Bolt
Tarrasque - Lightning Elemental
Gluma - Lizard Assassin 2.0
Gluma - Lizardman Warlord 2.0
BoatyMcBoatface300 - Lootbox
Stefan.K - Lord Garithos
FrIkY - Mag'har Orc, Shaman
sPy - MagicLightning_Aura
JesusHipster - MagicShield
SuPa- - Magma Elemental
Vinz - Malevolence Aura
Vinz - Mana/Sacred Storm
67chrome - Mummy
WILL THE ALMIGHTY - Nebula
Direfury - Necromancers
Vinz - Nether Blast
Navys - Nhallish
HerrDave - Oil Barrel
Explobomb - Old God Pack
Shido - Oni - The Reddish Ogre
General Frank - Orb of Lightning
-Grendel - Orc Necromagus
frostwhisper - Orcish Runes
Alpain - Pharaoh
Vinz - Pillar of Flame
Gluma - Plate Armor Knight
Cherrymage - Prism Ray
Vinz - Radiance
Gluma - Ratling Gunner
Direfury - Runic Aura
Mike - Safe
Freddyk - Sea Druid
Gluma - Serpent Knight
nGy - Shockwave
JetFangInferno - ShockwaveMissile
Vinz - Shots II
Vinz - Singularity Vol II
HappyTauren - Skeleton FireMage
Villagerino - Skeleton Warriors
Vinz - Smite
Tranquil - Snipe Target Green
Vinz - Soul Armour
Vinz - Soul Beam
Vinz - Soul Bow Enchantments
Vinz - Soul Discharge
Vinz - Spell Markers
nGy - Stomp
Remixer - Stone Coffin
JesusHipster - Stone Shield
Vinz - Stormfall
Vinz - Sweep Attachments
diosilva16 - Treasure Guardian
johnwar - Troll Master Witch Doctor
Callahan - Turtle fisher
Hayate - Tyrannosaurus Rex
Vinz - Ubershield
WILL THE ALMIGHTY - Ultimate Explosion
-Grendel - Undead Fire Mage
ironmaiden - UndeadBloodElf
Gluma - Ungor with spear
Vinz - Valiant Charge
Blood Raven - Veoviss Dagger
Vinz - Void Disc
Vinz - Void Missiles
Lichkings slave - VoidWalker Aura
Grey Knight - Wandering Swordman
JetFangInferno - WarStompCaster
Villagerino - Wight & spells
Vinz - Windwalk
JetFangInferno - WispExplode
terrio - item models
EvilCryptLord - ElitePlagueCloud
67chrome - ReturnedArcher
Gluma - Lizardman Warrior
johnwar - Shadow Soldiers (Pack)
Tauer - Khadgar
doom_sheep - Affliction
Vinz - Athelas
General Frank - Potion Pack
chopinski - Blessed Field
ThompZon - Target Indicator TC Vfx
frostwhisper - Aqir
Nature Regen Buff - doom_sheep
Bombard - Em!
Watcher in the Water - Vinz
Legendary Chest - 00110000
Light Feather - Kuhneghetz
SuperLightningBall - GoldenEggCN
Very Generic Shield with TC - BoatyMcBoatface300
Chain Grenade - Vinz
Nazrook Geargrind - DwarfZealot
Damage Aura 3 - Vadim 647
Mythic Storms - Vinz
Providence Aura - Vinz
Void Rifts - Vinz
Damnation - Vinz
Climax (1.32) - Vinz
Blue Bloodlust - doom_sheep
Elven Step - doom_sheep
Gors - Gluma
Horn gor - Gluma
Alleria Windrunner - Tauer

SPELLS
looking_for_help - Physical Damage Detection Engine GUI v 1.3.0.0
Paladon - Jump n´ Dash System v.0.90

MUSIC/SOUND
dancewiththedead - Music
Age of Mythology - Sounds
Runescape - Music
God of War Deliverance by Bear McCreary
Will You Snail - Music
Ark Survival Evolved - Music
Dusk, Andrew Hulshult - Music
Dauntless - Music
Divinity Original Sin 2 - Music
Epic Mickey 2, Jim Dooley - Music
Hank and Jed - Sound
Total War: WARHAMMER II

Previews
Contents

Descend v1.3.2 (Map)

Reviews
deepstrasz
Definitely an addictive game, offering multiplayer, randomized rooms and a variety of heroes to choose from. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules...
Level 9
Joined
Nov 24, 2013
Messages
521
Holy hell a nice Roguelike map man. I'm just wondering, can you make it so you can teleport your summons whenever you move to a new room? I feel like it's kind of a waste making your summons dissapear and you have to wait for the cooldown in next room just to summon them again (for example Star Knight's Ult). But overall really good map.
 
Level 9
Joined
Jul 2, 2016
Messages
56
Holy hell a nice Roguelike map man. I'm just wondering, can you make it so you can teleport your summons whenever you move to a new room? I feel like it's kind of a waste making your summons dissapear and you have to wait for the cooldown in next room just to summon them again (for example Star Knight's Ult). But overall really good map.
Thank you so much, I'm so glad you're enjoying it!

That is a very good suggestion. It makes sense for your summons to come with you, along with your heroes. Generally speaking by the time you've cleared a room with a summoning item it's cooldown should have ended before the next room, or close to it, but in the case of the Star Knight's ultimate, I agree that Nebula should follow you through since the cooldown is fairly long. I'll be sure to include this in the next update!
 
Level 3
Joined
Jan 24, 2014
Messages
24
Having played hundreds of games through the development stage with Vladd, I can say this has to be my favourite and most-played WC3 custom map hands down.
  • Superb re-playability.
  • Challenging gameplay.
  • Well optimized and polished.
  • Extensive range of custom items and drops.
  • Impressive hero and ability lineup.
It's an absolute blast all around.
Congratulations on the release, and I look forward to seeing the feedback from the Hive Community!
 
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Level 14
Joined
Jan 16, 2009
Messages
716
Played it for around 2 hours. Overall it was a fun experience that needs a bit of tuning, especially for the pacing which I feel is too slow.
In single player, I had to get heroes with sustain (though I only tried 3) or sustain items which contributed to the slowness of the map since as the floors got harder, they took longer and longer.

I Tried Sandor, Grog and Vladd. I liked Vladd the most. Though, I wish he had some synergetic class ability instead of his current summon one.

I would like to see more ways for the player to make unique "builds". In a traditional ARPG, to build your character you would often spend hours grinding - more often for simple numerical upgrades instead of cool build enabling items. Whereas in roguelikes, the player is granted powers at an accelerated rate which allows for creating unique characters rapidly and have fun with them until they reach their goal or die.
I feel like this map should try to play more into the roguelike aspect than its RPG one. It could do that by having more impactful and synergistic powers and less generic RPG stuff like +5 stats. I also think having more opportunity for decision making would help a lot too.

Here are the notes I took while playing.
  • Sandor's Bloodlust buff has no UI feedback.
  • Would be interesting for the door/direction choice to be meaningful.
  • I like the chest icon on the minimap.
  • I feel there is too many chests for the amount of keys you get.
  • I like that units have their quirks to them (auras, summoners, etc) and and not just stats bag - which makes for interesting encounter. Though, later on the scaling kinda turns them into huge stats bag.
  • Liked the true sight mechanic though I hope more to it will be added in later updates.
  • It would be nice to have the cooldown of items displayed in their description.
  • I like that there is more than just "combat" rooms.
  • Shouldn't be able to kill yourself with Sandor.
  • Item dropped pool seems too small - got a runt pickaxe almost everytime in the starting floors.
  • Too many crates and always a rune inside of them.
  • The modifiers on units are cool, especially the gold one. Need more of those!
  • Can abuse aggro range on the "tentacle" event.
  • Keys should stack - overall I was always lacking inventory space in single player and I felt it did more to prevent me having fun than creating interesting choices (which tbh sometimes it did). I understand it might be a lot better in multiplayer when all the items are shared.
  • Weird class passive on vladd? Feels like a remnant of an old design.
  • Fought king gnoll 2 times in a row (2 rooms in a row).
  • You don't get blood orb charges when killing units using the dash. The shadow of the charge items can be seen on the ground and can be selected using drag select.
  • Emerald room doesn't scale with difficulty so you will receive the same reward early or late (well there is that one version with the hounds).
  • Goblin trader doesn't scale either.
  • Vladd E doesn't work on most bosses but he will still cast it.
  • The skeleton chest events doesn't scale.
  • Sphynx ring still describes it as a "pouch".
 
Level 9
Joined
Jul 2, 2016
Messages
56
Played it for around 2 hours. Overall it was a fun experience that needs a bit of tuning, especially for the pacing which I feel is too slow.
In single player, I had to get heroes with sustain (though I only tried 3) or sustain items which contributed to the slowness of the map since as the floors got harder, they took longer and longer.

I Tried Sandor, Grog and Vladd. I liked Vladd the most. Though, I wish he had some synergetic class ability instead of his current summon one.

I would like to see more ways for the player to make unique "builds". In a traditional ARPG, to build your character you would often spend hours grinding - more often for simple numerical upgrades instead of cool build enabling items. Whereas in roguelikes, the player is granted powers at an accelerated rate which allows for creating unique characters rapidly and have fun with them until they reach their goal or die.
I feel like this map should try to play more into the roguelike aspect than its RPG one. It could do that by having more impactful and synergistic powers and less generic RPG stuff like +5 stats. I also think having more opportunity for decision making would help a lot too.

Here are the notes I took while playing.
  • Sandor's Bloodlust buff has no UI feedback.
  • Would be interesting for the door/direction choice to be meaningful.
  • I like the chest icon on the minimap.
  • I feel there is too many chests for the amount of keys you get.
  • I like that units have their quirks to them (auras, summoners, etc) and and not just stats bag - which makes for interesting encounter. Though, later on the scaling kinda turns them into huge stats bag.
  • Liked the true sight mechanic though I hope more to it will be added in later updates.
  • It would be nice to have the cooldown of items displayed in their description.
  • I like that there is more than just "combat" rooms.
  • Shouldn't be able to kill yourself with Sandor.
  • Item dropped pool seems too small - got a runt pickaxe almost everytime in the starting floors.
  • Too many crates and always a rune inside of them.
  • The modifiers on units are cool, especially the gold one. Need more of those!
  • Can abuse aggro range on the "tentacle" event.
  • Keys should stack - overall I was always lacking inventory space in single player and I felt it did more to prevent me having fun than creating interesting choices (which tbh sometimes it did). I understand it might be a lot better in multiplayer when all the items are shared.
  • Weird class passive on vladd? Feels like a remnant of an old design.
  • Fought king gnoll 2 times in a row (2 rooms in a row).
  • You don't get blood orb charges when killing units using the dash. The shadow of the charge items can be seen on the ground and can be selected using drag select.
  • Emerald room doesn't scale with difficulty so you will receive the same reward early or late (well there is that one version with the hounds).
  • Goblin trader doesn't scale either.
  • Vladd E doesn't work on most bosses but he will still cast it.
  • The skeleton chest events doesn't scale.
  • Sphynx ring still describes it as a "pouch".
I'm so glad you enjoyed it! In regards to the changes you recommended, I'm very grateful for the information and I will be addressing many of these points in the next update.

For the pacing of the map, I'll definitely ponder some ideas around that, especially in singleplayer. In a team, the pacing generally feels very good, however I do understand that in singleplayer particular heroes such as Vladd or Grog have great survivability but lack significant late game damage to get through levels at a faster pace.

I've tried to strike a balance between items that simply amplify the power of your character and items that change playstyles with unique abilities and effects. But I do agree that some items are more RPG-like and I plan to add more items in the future that gravitate towards enabling even more unique playstyles.

Thank you so much for the suggestion regarding Vladd's passive! He's a hero I made quite early in the map's development and went through many iterations and redesigns as I couldn't get him to feel quite right. I'm so happy to hear you enjoyed him, and I think it's definitely a good idea to rework his passive in the next patch to make it synergize better with his own abilities.

For all the other points, you'll find the next patch should hopefully solve many of these issues. Thanks for the feedback!
 
Level 11
Joined
May 29, 2008
Messages
132
I've had fun playing the game, but it seems like the damage on mobs in version 1.0 doesn't scale at all. All the mobs just have 7 or 10 damage on attack, even when we're many levels deep on nightmare difficulty. Tooltips that say 'damage on summon scales with X' doesn't change the damage of the summon at all. This might be a bug?
 
Level 9
Joined
Jul 2, 2016
Messages
56
I've had fun playing the game, but it seems like the damage on mobs in version 1.0 doesn't scale at all. All the mobs just have 7 or 10 damage on attack, even when we're many levels deep on nightmare difficulty. Tooltips that say 'damage on summon scales with X' doesn't change the damage of the summon at all. This might be a bug?
Hi there! Thank you for the feedback, would you mind explaining what mobs/summons in particular you are referring to?
 
Level 9
Joined
Jul 2, 2016
Messages
56
None of the mobs and summons had scaled attacks. All of them were 7 or 10, even as we were over a hundred feet deep. It felt like it was really easy. I was playing with a group of 3 people.
That is very odd. Unfortunately I'm unable to replicate this issue, are you playing on an older version of WC3 perhaps? Anything above version 1.29 should work. From the sounds of it, especially if the heroes are working fine, it sounds as though the GUI trigger "Set Base Damage of Last Created Unit ..." isn't working for you.

EDIT: Are you perhaps using Patch 1.31? There is a post here detailing how Blizzard broke this trigger for this specific patch in the past.
There might be a solution which I'll see if I can implement in the next patch or the patch after that will make it work regardless. (Supposedly something to do with Blizzard changing the indexes for 1.31 only)
 
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Level 12
Joined
Jan 4, 2014
Messages
543
Hey I tried one run with a couple of friends, really is a wonderful map and concept with tons of room to grow. I really love it. The bosses were great and it was always fun discovering new room types and new bosses with great mechanics!
I love the map, but here is some constructive feedback.
-I took the troll hunter hero and his kit very unsatisfying, I barely used any of his abilities because they are super situational, even his (Q) feels very unsatisfying to use since it disrupts the fight by tossing the enemy away.
-I don't remember how deep we got, but I wish there were some visual or gameplay impact to depth, seems like just a number in this current state.
-The regular skeleton rooms were visually a bit unappealing, it's hard to tell what is what or what is going on
-Would be cool if the defeat UI showed how deep you got.

Great game overall will def keep playing it :)
 
Level 3
Joined
Jan 24, 2014
Messages
24
I am playing in 1.31. That bug you linked might be the problem? Seems like a likely source. You could simply just set the damage for indexes 0, 1, and 2 (if you don't use the second attack slot on mobs) to cover your bases :)
I believe Vladd had that same idea for the fix. Should have an update out soon :thumbs_up:
 
Level 9
Joined
Jul 2, 2016
Messages
56
Hey I tried one run with a couple of friends, really is a wonderful map and concept with tons of room to grow. I really love it. The bosses were great and it was always fun discovering new room types and new bosses with great mechanics!
I love the map, but here is some constructive feedback.
-I took the troll hunter hero and his kit very unsatisfying, I barely used any of his abilities because they are super situational, even his (Q) feels very unsatisfying to use since it disrupts the fight by tossing the enemy away.
-I don't remember how deep we got, but I wish there were some visual or gameplay impact to depth, seems like just a number in this current state.
-The regular skeleton rooms were visually a bit unappealing, it's hard to tell what is what or what is going on
-Would be cool if the defeat UI showed how deep you got.

Great game overall will def keep playing it :)
Thank you so much! It's awesome you're enjoying it. For the defeat UI, that's a good idea, I've added that in the next patch :) Currently the only functionality depth has is a visual representation of difficulty level, which causes enemies to scale in health and damage, but I'll ponder some ways to make this more interesting! For the Troll Hunter, he is intentionally quite challenging to play and get value out of, but I do agree some of his abilities, especially "Cleanse" is far too situational. I'll be tweaking some aspects of him in the patch after the one coming out today, but his ultimate did get a change this patch. Thanks for the feedback!

I am playing in 1.31. That bug you linked might be the problem? Seems like a likely source. You could simply just set the damage for indexes 0, 1, and 2 (if you don't use the second attack slot on mobs) to cover your bases :)
I thought you might be! I have done just that for the patch coming out later today, please let me know if it works! I don't have patch 1.31 so I'm currently unable to test it. Thanks for the communication :)
 
Level 2
Joined
Feb 3, 2023
Messages
3
I'm quite enjoying this map, its got some good replayability and varied heroes. But I've noticed that whenever I get a last hit with any ability/spell there is no exp or gold given. e.g. Slar'hees q and e do not grant gold or exp on kill, as well as Sneed's barrels. Attached image is of me having killed every enemy in the first room and having no exp or bonus gold aside from 2 gold pickups.
 

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Level 9
Joined
Jul 2, 2016
Messages
56
I'm quite enjoying this map, its got some good replayability and varied heroes. But I've noticed that whenever I get a last hit with any ability/spell there is no exp or gold given. e.g. Slar'hees q and e do not grant gold or exp on kill, as well as Sneed's barrels. Attached image is of me having killed every enemy in the first room and having no exp or bonus gold aside from 2 gold pickups.
Hi there! Thanks for the feedback, I'm glad you're enjoying the map regardless. I'm afraid I can't seem to replicate this issue, Slar'hees grants gold and XP when killing enemies with his Q and E when I test it, same with Sleed. Are you perhaps using an older or modified version of Warcraft? Your game looks significantly different to most versions of Warcraft.
 
Level 2
Joined
Feb 3, 2023
Messages
3
Hi there! Thanks for the feedback, I'm glad you're enjoying the map regardless. I'm afraid I can't seem to replicate this issue, Slar'hees grants gold and XP when killing enemies with his Q and E when I test it, same with Sleed. Are you perhaps using an older or modified version of Warcraft? Your game looks significantly different to most versions of Warcraft.
I'm using classic warcraft 3 patch 1.35, I had a feeling it might just be a version problem
 
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Level 12
Joined
Jan 4, 2014
Messages
543
Hey played a few runs.
I think the map gets better and better every playthrough. The items are a lot of fun and unique and the boss battles are very creative. I also like the optional bosses. Is there a reason to re-do the optional bosses? The fire elemental dropped an item the first time, but after that stopped dropping and the frost wyrm never dropped anything. The fights were fun regardless and we had a blast fighting the void monster. We kept laughing in voice chat about how we made a mistake summoning it.
I wonder about your reasoning for splitting gold at the shop floors. It kinda works in the earlier floors, but once you hit floors where items cost 5.5k it's very awkward as if you saved to buy those items, you lose it once you reach the shop and you have to beg your teammates to give it back.
I also have a question about the gates, is there any impact on which gate you pick? If you wanna add some choice maybe you can imply that some gates give different power-ups or challenges, like in rogue-like games such as ember knights.
Anyway, I really love the map, the challenges, the decision making and especially items!
 
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Level 9
Joined
Jul 2, 2016
Messages
56
Hey played a few runs.
I think the map gets better and better every playthrough. The items are a lot of fun and unique and the boss battles are very creative. I also like the optional bosses. Is there a reason to re-do the optional bosses? The fire elemental dropped an item the first time, but after that stopped dropping and the frost wyrm never dropped anything. The fights were fun regardless and we had a blast fighting the void monster. We kept laughing in voice chat about how we made a mistake summoning it.
I wonder about your reasoning for splitting gold at the shop floors. It kinda works in the earlier floors, but once you hit floors where items cost 5.5k it's very awkward as if you saved to buy those items, you lose it once you reach the shop and you have to beg your teammates to give it back.
I also have a question about the gates, is there any impact on which gate you pick? If you wanna add some choice maybe you can imply that some gates give different power-ups or challenges, like in rogue-like games such as ember knights.
Anyway, I really love the map, the challenges, the decision making and especially items!
Hey there, so happy to hear you're enjoying it!

Currently it depends on the boss, but usually redoing an optional boss will only grant you gold and experience. So the Fire Elemental and Frost Wyrm boss both drop a random fire and ice item respectively (the Frost Wyrm should be dropping a random ice item, I'll look into that!). However, doing these bosses again only yields gold and experience. This is to prevent the player from gaining too many powerful items too quickly without spending gold. The same goes for the Demon General. Asiak (the void boss) will always drop the Voidborn Plate Helm, and the Pharaoh will always drop a gold key.

Splitting gold was to encourage team play and discourage selfish hoarding (supports and tanks generally won't be getting a majority of the kills). It is in the best interest of your team to win, so you need to work together! You can of course send your gold to other players, should they need it for an important item. There is also a command which I actually have forgotten to mention in the map, but the command is "-pool", which will pool all the gold your team possesses to you if you all agree that you need a specific item. But I could definitely see the gold splitting system being frustrating, especially if you're playing with players who don't have mics or aren't communicating. I might add a feature that allows Player 1 to decide whether or not to have gold splitting at the start of the game in a future patch.

I definitely love your idea in relation to picking gates. I do plan to add a feature along those lines in the future :)

Thanks for the feedback! Glad to hear you're enjoying the items, there's a lot more coming in the next update!

If somebody leaves before picking a character you can't start the game. Also add a leaver message so you know if somebody left without checking F11 menu.

Thanks for spotting that! A fix is coming in the next patch.
 
Level 2
Joined
Feb 7, 2023
Messages
2
ok so i've been playing your game for the last few days and i'd love for you to allow a SINGLE healer to scale to the end of the game with a healing ability, i would like to suggest AGNI the support character. my friends and i came up with .6/.8/1/1.2/1.4xint on the healing side of his ability called "Flame Wave" if the hero was able to have this scaling on the healing side of his spell. the damage wouldn't get outa control as he isn't a dmg character really, and he would actually be able to heal a tank late game unlike any other healer in the game ...... i enjoy playing your map, but healers are what im into, and not a single one can do anything past the death knight boss to keep a tank up. Anyway we have a bunch of toons in our discord who would love to help play test this map for you as we play nearly every day. Please feel free to join our discord voice chat any night of the week and talk with us, we have a lot of fair development ideas to help you. Join the Warcraft/Starcraft Custom Gamers And Friends Discord Server!
 
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Level 2
Joined
Feb 7, 2023
Messages
2
Also I would love the keeper of the grove hero’s life saving ability he starts with to have the cooldown reduction upon successful cast and life save; that the text says it has… as the ability is not reducing the cooldown by 10 seconds if you do it correctly…
 
Level 9
Joined
Jul 2, 2016
Messages
56
ok so i've been playing your game for the last few days and i'd love for you to allow a SINGLE healer to scale to the end of the game with a healing ability, i would like to suggest AGNI the support character. my friends and i came up with .6/.8/1/1.2/1.4xint on the healing side of his ability called "Flame Wave" if the hero was able to have this scaling on the healing side of his spell. the damage wouldn't get outa control as he isn't a dmg character really, and he would actually be able to heal a tank late game unlike any other healer in the game ...... i enjoy playing your map, but healers are what im into, and not a single one can do anything past the death knight boss to keep a tank up. Anyway we have a bunch of toons in our discord who would love to help play test this map for you as we play nearly every day. Please feel free to join our discord voice chat any night of the week and talk with us, we have a lot of fair development ideas to help you. Join the Warcraft/Starcraft Custom Gamers And Friends Discord Server!
Hi there, thanks for the feedback!

Generally speaking, every support has different strengths and weaknesses. Agni in particular has powerful auras, can grant his allies bonus speed and damage amplification, can do a small amount of healing, and can summon skeletons to hold the line temporarily. By design, he isn't intended to be a healer, he's intended to be a support that brings a wide array of utility to the fight. He is capable of healing, but if his healing was much higher, he likely would overshadow other supports who sacrifice utility for healing. If you're looking for a support who can heal tanks late game, the Troll Hunter and the Ice Warden both have percentage healing. You could also buy a Scroll of Vitality, Hand of Helios, or a Gold Necklace for percentage healing late game. Watcher's Eye even scales its healing amount with your maximum mana, if a scaling healing ability is something you need.

Thanks so much for the invite! I'd be keen to jump in and have a chat from time to time :)
 
Level 3
Joined
Nov 23, 2014
Messages
4
First of all - the map is great, music is nice, heroes and spells are superb. Plenty of replayability.
I want to write down my feedback with some of the bugs I've encountered and my personal impressions and suggestions.


In my limited playtime I've found few bugs:

Uba(Frog King) - doubling his frogs create them with 1-1 atk instead of the correct values(I don't know if this is intentional, but it is sure do not feel like it is),

Dagon(Sunken Warlord) - sometimes he takes damage in his underground form while invulnerable,

Grog(Troll King) - his heal stays 14s cd while it's description shows that it should be 14s/13s/12s/11s/10s, as well as it seems like his passive that increases the damage that he takes is active even in his tanky form(I was taking a lot of damage even from the smallest of skeletons, they were a real threat to me that I had to kite and wait for my heal cd and stun cd, I've played with a friend of mine who chose Vladd(Vampire Lord) and was able to tank any mob as good as my Grog with plenty of armor/str items(if not even better), while being in his ranged form),

Jyzargo(Dragon Priest) - enemies killed with his spell "Dragon's Gift" don't give any gold or exp,

I've played with other heroes as well, but those runs were somewhat bug-free.


As for my impressions of the selected characters that I played:

Dagon(Sunken Warlord) - his armor reduction is nice if we have phys dps in a party, but his personal damage is somewhat low, murlocs scaling is pretty bad at 15+40%INT as a form of his main damage source, at boss enemies he doesn't provide any value as armor reduction don't work, and one single murloc from his skill don't do any damage. Health regeneration in underground form is useless, at max lvl it's 15 hp per second while spending 5% max mp per second, in total that's 270 health regenerated for 90% of mana, so it's mainly used as a tool for crowd control and escaping. His tentacle wall is fine, unless mobs start zigzaging from it and jumping chaotically, but I guess that's other side of the coin. Ultimate - if I could guess that's intended to be his trump card, as the damage isn't even that big, but CC it provides helps a lot(when changing rooms and being surrounded by crowd of enemies or saving a teammate from group of mobs etc.),

Grog(Troll King) - he got this one big problem - spell casting animations, they lock him into one place and give an opportunity for enemies to strike him down, every spell casted feels like Grog is stunned for 1s or so, can't evade boss attacks, mob spells, environment effects. Trying to evade those "slowing lane attacks"(frost wyrm, lich, death knight etc.) is nerve-racking. Those constant stunlocks make this character completely unplayable for me, as I value fluidity in gameplay(not the biggest issue, considering I still haven't played all the available heroes after all).

And some thoughts not related to particular heroes:

For some reason it doesn't feel that items that give speed actually do something, with +190 speed combined I move as fast as my teammate without any speed items, that's just strange(I need to double check on this, but I'll write it down anyway),

Lack of shops and random merchants(inside rooms) later in the game, as well as they barely give any valuable items later in the game, would be cool to have analogues to frozen/lava shopkeepers but with their own set of items, also lack of items from shady dealer and lack of cursed items overall.


After I'll play more of the map there will be more to say, but it seems that's all from me, for now.

p.s. I play on the latest battle.net WC3R version 1.35.
 
Level 9
Joined
Jul 2, 2016
Messages
56
First of all - the map is great, music is nice, heroes and spells are superb. Plenty of replayability.
I want to write down my feedback with some of the bugs I've encountered and my personal impressions and suggestions.


In my limited playtime I've found few bugs:

Uba(Frog King) - doubling his frogs create them with 1-1 atk instead of the correct values(I don't know if this is intentional, but it is sure do not feel like it is),

Dagon(Sunken Warlord) - sometimes he takes damage in his underground form while invulnerable,

Grog(Troll King) - his heal stays 14s cd while it's description shows that it should be 14s/13s/12s/11s/10s, as well as it seems like his passive that increases the damage that he takes is active even in his tanky form(I was taking a lot of damage even from the smallest of skeletons, they were a real threat to me that I had to kite and wait for my heal cd and stun cd, I've played with a friend of mine who chose Vladd(Vampire Lord) and was able to tank any mob as good as my Grog with plenty of armor/str items(if not even better), while being in his ranged form),

Jyzargo(Dragon Priest) - enemies killed with his spell "Dragon's Gift" don't give any gold or exp,

I've played with other heroes as well, but those runs were somewhat bug-free.


As for my impressions of the selected characters that I played:

Dagon(Sunken Warlord) - his armor reduction is nice if we have phys dps in a party, but his personal damage is somewhat low, murlocs scaling is pretty bad at 15+40%INT as a form of his main damage source, at boss enemies he doesn't provide any value as armor reduction don't work, and one single murloc from his skill don't do any damage. Health regeneration in underground form is useless, at max lvl it's 15 hp per second while spending 5% max mp per second, in total that's 270 health regenerated for 90% of mana, so it's mainly used as a tool for crowd control and escaping. His tentacle wall is fine, unless mobs start zigzaging from it and jumping chaotically, but I guess that's other side of the coin. Ultimate - if I could guess that's intended to be his trump card, as the damage isn't even that big, but CC it provides helps a lot(when changing rooms and being surrounded by crowd of enemies or saving a teammate from group of mobs etc.),

Grog(Troll King) - he got this one big problem - spell casting animations, they lock him into one place and give an opportunity for enemies to strike him down, every spell casted feels like Grog is stunned for 1s or so, can't evade boss attacks, mob spells, environment effects. Trying to evade those "slowing lane attacks"(frost wyrm, lich, death knight etc.) is nerve-racking. Those constant stunlocks make this character completely unplayable for me, as I value fluidity in gameplay(not the biggest issue, considering I still haven't played all the available heroes after all).

And some thoughts not related to particular heroes:

For some reason it doesn't feel that items that give speed actually do something, with +190 speed combined I move as fast as my teammate without any speed items, that's just strange(I need to double check on this, but I'll write it down anyway),

Lack of shops and random merchants(inside rooms) later in the game, as well as they barely give any valuable items later in the game, would be cool to have analogues to frozen/lava shopkeepers but with their own set of items, also lack of items from shady dealer and lack of cursed items overall.


After I'll play more of the map there will be more to say, but it seems that's all from me, for now.

p.s. I play on the latest battle.net WC3R version 1.35.
Thank you so much for the awesome feedback!

I've fixed the Frog King issue, thanks for pointing that out :) It'll be in the next update.

Unfortunately, I've been unable to replicate the Dagon issue with his burrow, but I'll definitely look into it! I think Dagon might be due for a small rework in some areas, I agree that the regeneration is underwhelming. I do think that the hero is fairly powerful at all stages of the game however, based upon my own testing with friends. He is particularly powerful against large groups of enemies, which is intended to be where he excels.

J'zargo's Dragon's Gift seems to work fine on my version. You may have a similar issue to ExaltedHound, where Blizzard seems to have bugged the experience and bounty systems. Unfortunately there seems to be no fix for this on my end that I'm aware of.

As for Grog, I have fixed his cooldown issue. His animation cast time is longer than most heroes. This is because he is a very powerful hero designed around choosing your abilities wisely, as he has a lot of them and can reset their cooldowns by switching forms. The longer animations make deciding on an action more of a commitment which in turn allows for his abilities to be impactful without being overpowered.

The 3 traders are getting a bunch of new items in the next update!

Also I would love the keeper of the grove hero’s life saving ability he starts with to have the cooldown reduction upon successful cast and life save; that the text says it has… as the ability is not reducing the cooldown by 10 seconds if you do it correctly…

Sorry about the confusion, I've added a slight tooltip change in this update to make it less confusing. The cooldown does decrease, it's just the tooltip doesn't update with the new cooldown.
 
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Level 12
Joined
Jan 4, 2014
Messages
543
Hey I just wanted to pitch a fun idea for a room. If it's not your vibe, feel free to totally ignore this message 😅

The room suggestion would be a recurring gambling room, much like the cursed item room. You get to play one of 3 random generated games of chance. The games could like Russian roulette for gold, or re-rolling a chest-type to get a better chest-type or get nothing. The room would also contain a goblin NPC that runs the games, you have to interact with him to play. The goblin NPC would have some floating text lines saying shady gambler stuff and you could chose to play his games or ignore the room and move on.
So my idea, in much in the same vein as your Gnolliver II scroll, you could have a scroll drop that reveals that under certain conditions you can turn the goblin NPC into a boss you can fight, thus permanently removing the room from reappearing, but you get a good item. My suggestion for activating the boss battle would be to sell the goblin NPC a gold bag with a specific number of stacks, like 17 or something. That way you can't activate the boss battle too early and even if you play the map again, you can't immediately activate the boss.
I think it would make a fun recurring character that players would get familiar with before killing and it would give the players some additional decision making.

Anyway, feel free to ignore this, I just felt like posting it hahaha.
 
Level 3
Joined
Nov 23, 2014
Messages
4
I did some additional extensive testing on getting gold and exp when defeating enemies with spells, it appears to significantly affect the gameplay of the map, as with any team combination that has spells as main source of damage - they simply can't progress, I had games where we couldn't reach lvl 3 before the first boss. No gold to buy items as well. Maybe there's a workaround for this bug? Instead of awarding gold/exp to the player who defeated an enemy - split gold and exp between all the players? Or give gold and exp rewards after clearing the room?
 
Level 9
Joined
Jul 2, 2016
Messages
56
I did some additional extensive testing on getting gold and exp when defeating enemies with spells, it appears to significantly affect the gameplay of the map, as with any team combination that has spells as main source of damage - they simply can't progress, I had games where we couldn't reach lvl 3 before the first boss. No gold to buy items as well. Maybe there's a workaround for this bug? Instead of awarding gold/exp to the player who defeated an enemy - split gold and exp between all the players? Or give gold and exp rewards after clearing the room?
There are a few solutions that would require extensive testing and be very time consuming to implement, but I will look into it. The unfortunate part is that spells are such a significant component of Warcraft 3. If Blizzard has made it you can no longer get experience or gold from using them, that is a big issue for them to fix. Regardless I will look into it and see what I can do :)

Hey I just wanted to pitch a fun idea for a room. If it's not your vibe, feel free to totally ignore this message 😅

The room suggestion would be a recurring gambling room, much like the cursed item room. You get to play one of 3 random generated games of chance. The games could like Russian roulette for gold, or re-rolling a chest-type to get a better chest-type or get nothing. The room would also contain a goblin NPC that runs the games, you have to interact with him to play. The goblin NPC would have some floating text lines saying shady gambler stuff and you could chose to play his games or ignore the room and move on.
So my idea, in much in the same vein as your Gnolliver II scroll, you could have a scroll drop that reveals that under certain conditions you can turn the goblin NPC into a boss you can fight, thus permanently removing the room from reappearing, but you get a good item. My suggestion for activating the boss battle would be to sell the goblin NPC a gold bag with a specific number of stacks, like 17 or something. That way you can't activate the boss battle too early and even if you play the map again, you can't immediately activate the boss.
I think it would make a fun recurring character that players would get familiar with before killing and it would give the players some additional decision making.

Anyway, feel free to ignore this, I just felt like posting it hahaha.
Hi there, thanks for the feedback!

That's a really cool idea, I really like the concept of a gambling room. Perhaps you could even find rigged cards that increased your odds of winning in invisible stashes in other rooms or something. I'll definitely experiment with implementing something like that.

A scroll giving information as to how to go about summoning the boss is really cool. Perhaps to avoid players who have already discovered this scroll from no longer needing it in future runs, the charges required in the pouch could be randomly generated, and the item description therefore randomly generated also, so you realistically have to find the scroll first.

Overall, really awesome idea! :)
 
Level 12
Joined
Mar 4, 2014
Messages
204
Heyoo! I played this map more than a few times and i can say with absolute confidence that this map is a certified hood classic! :ogre_datass:
I played it on the latest version of War3.
I played mostly solo and eventually finished it solo! took me 2 hours and a half but i did it baby! :cool:2

My thoughts while playing the map:

- The Pepperbox item doesn't count the kills when you kill units using spells, is that intended? if yes you should specify that only kills using physical dmg counts. (there are some exceptions, for example spells that do physical dmg do work in getting stacks when you kill with them, like the aoe spell from Kenshi)

- I feel like mobs should drop more keys, i see so many chests and yet no keys to open them.

- The map is really fun to play! the replayability is indeed high.

- Some heroes are much weaker than others, based on my gameplay so far, Lord Garithos and Kenshi are the strongest heroes by far, not even close, for soloing that is.

- Pets don't come with the hero when you move to another room, i think they should.

- There are some spells that don't give xp when you kill creeps with them, making the heros useless, not able to lvl up: Water Nova spell from Dagon, Fire breath spell from Dragon Priest, The Vhoosh spell from Goblin Warlock, Flame Wave from Prophet of Flame and there are probably more but i haven't tested them all.

- A big problem is with the shops! i feel like there should be a shop in almost every room, that way we are able to sell items when we have the inventory full, every god damn time i needed an item from the shops they were nowehere to be found :cry:, but when i didn't have money or when i didn't need items i saw plenty of them :slp: this is super annoying! Especially in the later levels, it feels like the chance of spawning shops in rooms is super low.

- There needs to be a backpack! i know we can buy the horse that can carry items but, my man... that 15% chance to eat the item doesn't sound that great :sad: he also has only 3 slots.

We should be able to buy an upgrade for the horse, that increases the inventory space to 6 and removes his ability to eat items, The item should only show up in the shops after you bought the horse, the item should be called "A Magical Hay Bag" Description: This magical hay bag seems to have an infinite amount of hay inside, i guess our horse will love this more than just eating some random items" :xxd:

- The locked icy safe doesn't open even with 6 keys, same with the fire one, how do you open those? it doesn't say anywhere. (now that i think about it, i remember seeing a key from the fireshop guy, i guess using that "fire" key will unluck the fire safe and the icy key from the icy shop? meh can't remember, anyway, i did end up putting 6 normal keys inside one of those icy/fire safe and i lost them all cuz it didn't open :sad:, maybe the fire/ice safe should drop the normal keys out similar to how it drops out any other item you try to put inside that isn't a key? that way you don't lose normal keys).

- I have a suggestion, what if when u get 2 of the same items, they combine into 1 stronger item, this might help with the space issues.

- There was this Gnoll scroll that dropped in the early levels, was i supposed to do something with that item? cuz i have no idea.




~Possitives

- I really love the map, mainly because it's difficult but not impossible to beat, especially as a solo player, i love maps that can be played and finished solo!

- Lots of unique and interesting creeps and mini-bosses and bosses, with cool spells, loved them.

You did a great job with changing the gameplay by making the bosses attack in certain areas which they indicate on the ground, a very cool use of this mechanic, replacing the "normal" way a unit attacks, that made the boss fights that much more interesting and fun to play, having to always move and dodge all their attacks, i can say with confidence your boss fights are one of the the best i've seen! :spell_breaker:

- I really liked the rogue like / darkest dungeon aspect of the game, with different strange and random rooms you can get into! loved the survival/traps room as well!

- So many heroes to pick from and i can't believe this but all of them got unique and new spells that i haven't seen before, which is amazing! :wink:

There were some heroes that were really funny like the Frog King and the Goblin worker (i do believe you should buff the goblin hero tho, he is too weak to play him solo, i feel like he has insane potential, maybe give him more int so you can use more spells and be able to clear the first rooms so you can progress solo).

- The items! huge variety of items to choose from, once again most of them unique with interesting spells, no idea how you managed to come up with so many new items and spells idea, but well done with that sir!

- I almost forgot, the skins were also awesome, but..... my favorite skin.... and THE BEST SKIN i have ever seen in any War3 Custom map! is this beauty:
best.png
Trully majestic!:goblin_yeah: I wish there was a hero with that skin! :grin:




After over 20 tries i finally managed to finish the map solo, i did it with Kenshi (fav hero) the main reason i choose this hero is because of the passive lifesteal and the windwalk that can get you out of trouble so you are able to survive and defeat any enemy! The ultimate is pretty strong as well, you can use the 2 clones to attack the bosses while you run around the boss and dodge his spells :xxd: Teamplay!

Here is a picture with the final result:
final result.png



My rating for this splendid map is nothing but an S Tier with 99 out of 100 points! :infl_thumbs_up:



P.S. It seems i played this map on the version 1.0.1, i downloaded the map a few days ago, and you must have updated it by then to 1.0.2, just pointing this out just in case you maybe solved some issues, anyway, bye!
 
Last edited:
Level 9
Joined
Jul 2, 2016
Messages
56
Heyoo! I played this map more than a few times and i can say with absolute confidence that this map is a certified hood classic! :ogre_datass:
I played it on the latest version of War3.
I played mostly solo and eventually finished it solo! took me 2 hours and a half but i did it baby! :cool:2

My thoughts while playing the map:

- The Pepperbox item doesn't count the kills when you kill units using spells, is that intended? if yes you should specify that only kills using physical dmg counts. (there are some exceptions, for example spells that do physical dmg do work in getting stacks when you kill with them, like the aoe spell from Kenshi)

- I feel like mobs should drop more keys, i see so many chests and yet no keys to open them.

- The map is really fun to play! the replayability is indeed high.

- Some heroes are much weaker than others, based on my gameplay so far, Lord Garithos and Kenshi are the strongest heroes by far, not even close, for soloing that is.

- Pets don't come with the hero when you move to another room, i think they should.

- There are some spells that don't give xp when you kill creeps with them, making the heros useless, not able to lvl up: Water Nova spell from Dagon, Fire breath spell from Dragon Priest, The Vhoosh spell from Goblin Warlock, Flame Wave from Prophet of Flame and there are probably more but i haven't tested them all.

- A big problem is with the shops! i feel like there should be a shop in almost every room, that way we are able to sell items when we have the inventory full, every god damn time i needed an item from the shops they were nowehere to be found :cry:, but when i didn't have money or when i didn't need items i saw plenty of them :slp: this is super annoying! Especially in the later levels, it feels like the chance of spawning shops in rooms is super low.

- There needs to be a backpack! i know we can buy the horse that can carry items but, my man... that 15% chance to eat the item doesn't sound that great :sad: he also has only 3 slots.

We should be able to buy an upgrade for the horse, that increases the inventory space to 6 and removes his ability to eat items, The item should only show up in the shops after you bought the horse, the item should be called "A Magical Hay Bag" Description: This magical hay bag seems to have an infinite amount of hay inside, i guess our horse will love this more than just eating some random items" :xxd:

- The locked icy safe doesn't open even with 6 keys, same with the fire one, how do you open those? it doesn't say anywhere. (now that i think about it, i remember seeing a key from the fireshop guy, i guess using that "fire" key will unluck the fire safe and the icy key from the icy shop? meh can't remember, anyway, i did end up putting 6 normal keys inside one of those icy/fire safe and i lost them all cuz it didn't open :sad:, maybe the fire/ice safe should drop the normal keys out similar to how it drops out any other item you try to put inside that isn't a key? that way you don't lose normal keys).

- I have a suggestion, what if when u get 2 of the same items, they combine into 1 stronger item, this might help with the space issues.

- There was this Gnoll scroll that dropped in the early levels, was i supposed to do something with that item? cuz i have no idea.




~Possitives

- I really love the map, mainly because it's difficult but not impossible to beat, especially as a solo player, i love maps that can be played and finished solo!

- Lots of unique and interesting creeps and mini-bosses and bosses, with cool spells, loved them.

You did a great job with changing the gameplay by making the bosses attack in certain areas which they indicate on the ground, a very cool use of this mechanic, replacing the "normal" way a unit attacks, that made the boss fights that much more interesting and fun to play, having to always move and dodge all their attacks, i can say with confidence your boss fights are one of the the best i've seen! :spell_breaker:

- I really liked the rogue like / darkest dungeon aspect of the game, with different strange and random rooms you can get into! loved the survival/traps room as well!

- So many heroes to pick from and i can't believe this but all of them got unique and new spells that i haven't seen before, which is amazing! :wink:

There were some heroes that were really funny like the Frog King and the Goblin worker (i do believe you should buff the goblin hero tho, he is too weak to play him solo, i feel like he has insane potential, maybe give him more int so you can use more spells and be able to clear the first rooms so you can progress solo).

- The items! huge variety of items to choose from, once again most of them unique with interesting spells, no idea how you managed to come up with so many new items and spells idea, but well done with that sir!

- I almost forgot, the skins were also awesome, but..... my favorite skin.... and THE BEST SKIN i have ever seen in any War3 Custom map! is this beauty:
Trully majestic!:goblin_yeah: I wish there was a hero with that skin! :grin:




After over 20 tries i finally managed to finish the map solo, i did it with Kenshi (fav hero) the main reason i choose this hero is because of the passive lifesteal and the windwalk that can get you out of trouble so you are able to survive and defeat any enemy! The ultimate is pretty strong as well, you can use the 2 clones to attack the bosses while you run around the boss and dodge his spells :xxd: Teamplay!

Here is a picture with the final result:



My rating for this splendid map is nothing but an S Tier with 99 out of 100 points! :infl_thumbs_up:



P.S. It seems i played this map on the version 1.0.1, i downloaded the map a few days ago, and you must have updated it by then to 1.0.2, just pointing this out just in case you maybe solved some issues, anyway, bye!
Well done on finishing it! I'm so glad you enjoyed it! :grin: Also thank you so much for the awesome feedback.

In regards to gold and experience not being rewarded for some spells, it seems the latest version of Warcraft has bugged the experience and bounty system. I have developed a potential fix for this which will be coming out in the next update. I'll be mentioning this in the patch notes also, but for anyone using the latest version of reforged you can enable this fix using "-xpgoldfix". (It isn't enabled by default as I'm unsure as to whether or not it will work, since I don't have the latest version to test it with, but I'm confident it will fix a lot of the issues) This will likely be the causation of the Pepperbox not working consistently also.

Shops and items are particularly difficult to manage solo, since there is only one of you. Your horse idea is definitely very funny, I may add something along these lines for Singleplayer runs as managing your inventory can get very tedious with only one player.

Icy and Infernal Safes are unlocked with Ember Keys, as Ember Keys will unlock anything in the game. I'll definitely make it so you can't put regular keys in them, thanks for catching that!

I'm so happy to hear you enjoyed the map and thank you for your comments on the bosses :) I really wanted to make it feel like you were having an epic battle with them rather than simply kiting them while they tried to run up to you and hit you with basic attacks.
 
Level 1
Joined
Feb 19, 2023
Messages
1
Awesome fun! Heaps of replayability. Good range of items and scaling. Plenty of heros to explore. Quality game build.

Could use some Shrek movie taunts
 
Level 9
Joined
Jul 2, 2016
Messages
56
Hi everyone!

A new update has just been released that fixes a ton of issues, adds lots of new content, and also includes a new experimental feature to amend the bug in later versions of Warcraft that prevents spells from granting gold or experience. To enable this, Player 1 must type "-xpgoldfix" (without the quotations).

There are plenty of more features on the way! Please feel free to provide any feedback from the new update :)
 
Level 2
Joined
Feb 20, 2023
Messages
1
Hi! I was playing solo, i used the xpgoldfix and it works fine, except for a little bug where enemy abilities give gold and exp, including trap rooms.

Here is a little clip i got while playing.

The map is really cool, looking forward to playing more :3
 
Level 9
Joined
Jul 2, 2016
Messages
56
Hi! I was playing solo, i used the xpgoldfix and it works fine, except for a little bug where enemy abilities give gold and exp, including trap rooms.

Here is a little clip i got while playing.

The map is really cool, looking forward to playing more :3
Thanks for catching that! I've just fixed this now, I'll release it in the next update:grin:

There will be a few kinks to it, if you find any more let me know. Essentially the feature just removes bounty and experience entirely, and instead all enemies are triggered to give gold and experience to overcome the issue. I would highly recommend using version 1.29 to overcome the issue entirely though! (If you have it)

Just tried the latest patch and the -xpgoldfix seems to work, Thank you very much for fixing this

So happy to hear it's working! Thanks for letting me know :)
 
Level 9
Joined
Jul 2, 2016
Messages
56
Hi! I was playing solo, i used the xpgoldfix and it works fine, except for a little bug where enemy abilities give gold and exp, including trap rooms.

Here is a little clip i got while playing.

The map is really cool, looking forward to playing more :3
Just released a small update now, please let me know if you encounter any more problems!
 
Level 21
Joined
Dec 4, 2007
Messages
1,478
Just played it with some folks, pretty lovely experience, until...

The Death Knight had enough and fired his multiple death coils, which was our party's kryptonite (all slow moving: frog king, corrupted ent etc).

Will know better for next time!
 
Last edited:
Level 9
Joined
Jul 2, 2016
Messages
56
Just played it with some folks, pretty lovely experience, until...

The Death Knight had enough and fired his multiple death coils, which was our partie's kryptonite (all slow moving: frog king, corrupted ent etc).

Will know better for next time!
That's amazing lol, so glad you had fun! When me and my friends do hardcore playthroughs, we often find that the Death Knight claims a lot of our lives too. He's very tricky!
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,876
Definitely an addictive game, offering multiplayer, randomized rooms and a variety of heroes to choose from.

Approved.


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Level 2
Joined
Apr 14, 2023
Messages
2
amazing map, one of the best. really fun.
i do feel it needs a little more variety to achieve its full potential.
some issues:
pegasus heart says it gives 300 speed, but doesnt specify if it's attack or move speed. it was movespeed....
barkbeard's description calls him mirdon. there are some other typos, i remember one ability, but not which, looked like its description was cutoff.
enemies that spawn from imprisoned enemy crates often have only 7 attack damage, not sure if that's intentional.
 
Last edited:
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