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Doomed Realm -Hero Survival- v2.1

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Hallo everyone!

Welcome to my first map ever uploaded to The Hive Workshop.

This is a Co-op Hero survival where you can play up to 8 players. Red will pick the settings, choosing between playing 100, 40 or 20 waves (exp and gold will depend on that), choose between 5 difficulties and enable a bonus event that will arrive to gain an extra lumber!

Every player will pick 1 hero that is specialized in a class, Bruiser, Mage, and Sharpshooter. Melee heroes will have 5 base armor while ranged will have 0 base armor.

Choose between 50 different heroes each with 5 abilities.
(Max hero level is 120, 20 for spell, 3 for ultimates)


Fight against waves of zombies, heroes and bosses.
There is 50+ different enemy types, including:
4 Bosses.
4 Heroes.
3(4) Rare enemies.
1 Neutral Hostile to farm.
6 Enemy types for special event.
22 Normal Wave enemy types.
3 Elite enemy types.

With 114+ Different items to buy and/or combine to get you thought the waves.

Includes a resurrection system to revive your fallen allies within waves! (you wall automatically be revived after each wave, but gain extra gold for surviving a wave)

You can use the Quest menu ingame to get more information about enemy types, items, recipes, bosses, and tips.

If you have any suggestions, positive/negative feedback, found a bug, other information for me, please contact me at [email protected] For the fastest and easiest way for me to see and respond.

Map Created by ToggleModGoat
Alias: Zergcrafter, Hustus, Kosmos, Zergy OwO, Kosahrimos

Resources used that I did not create/own.
-
assasin_lord - HeroGlow
-




Due to a game breaking bug, some forgotten triggers i will already update it with some changes.

BUGS n other stuff:
- Removed some of the resources that never was in use...
- Completely removed lava spawn/changeling due to a massive bug.
- Fixed Boss 3 dummies not spawning on short gamemode.

BALANCE CHANGES:
- Bandit Lords healing wave cooldown increased from 9 -> 14 seconds, this should ensure you will be able to kill him even with lower damage heroes.
- Able to buy healing potions from shop.
- Warlock can no longer ult Bosses, but heroes instead.



Didn't find game breaking bugs this time but a very nice touch to make it easier to combine items, i made a little pack horse to store items + some other stuff.

BUGS:
- Boss 3 Earthquakes doesn't duplicate.
- Divine shield item fixed.
- Players who leave will be removed from player group and have their units removed from unit group, and from the game.
- Fixed some units spawned stuck, very rarely.

BALANCE CHANGES:
- Reduced the duration of Ogre Magi's Global silence from 8 -> 4 seconds, and now it only silences, but gives a 25% chance to miss attacks for the duration.

FEATURES:
- You now spawn with a backpack horse to store some items!



BUGS:
- Satanic can be activated now.
- Shops show up properly on the minimap.
- Fixed some minor texts.
- Fixed the AI would randomly go to a certain position even when in sight of you or your friends. I have Disabled the running AI, but kept it in, for future researching.
- Blacksmith Molten Core, makes Sentry unavailable for the duration.
- Fixed some sound issues.
- Fixed Bladedancer getting stuck in Ult trigger.

BALANCE CHANGES:
- Satanic changed (see item)
- Bounty Hunter's Attack missile speed increased from 1200 -> 2400. Shadow Strike range increased from 300 -> 1000.
- Sheepilicious' Reincarnation cooldown halfed all levels.
- Final Boss mana regen increased from 250 p/s -> 500 p/s.
- Lich Unholy Aura AoE decreased from 700 -> 600.
- Fel Mage, Fel lightning AoE damage decreased from 15% str+int -> 5% str+int.
- Fel Mage can now use Dark Ritual on some enemies.
- Bladedancer Boss, Bladestorm damage per sec, reduced from 160 -> 120.
- Ice Revenant's Slow Ward collision decreased from 16 -> 6.
- Blacksmith's Sentry, healing decreased from 0.1 per level -> 0.25 at all levels. + it should get more aggro now.
- Added a Dummy for Mortar Team's Flare.

FEATURES:
- Locked Camera is now optional. type "-lock cam" or "-unlock cam" to lock and unlock the camera over your hero.
- 4 Minigames are added.
- An Arcane Vault randomly spawns where you can buy risks to get items.
- Made it a little easier and better to see what items you need for recipes.



While it is some time since my last update, and this is kinda a small update, it still is relevant imo. The cause to the wait is my study + work busying up the time I have in my life.

BUGS:
- Fixed Buying Random items with Backpack, causing a crash.
- Few minigame bugs.
- Other few crash and trigger bugs fixed.

BALANCE CHANGES:
- Bounty Hunter Missile speed reduce from 2400 -> 2000.
- Brutalizer fire AoE damage increased from 5 -> 12.
- Units in dodgeball minigame are not invis anymore.

FEATURES:
- Added Hero Glow to units that doesn't have it as a basis.
- Added 3 type of Elite enemies that will spawn after first boss, if enabled.
- Redone Attack animations to better match the damage point.



BUGS:
- Hero auto attack and armor sound now match their proper materiel.
- Fixed several sound bugs.
- Should now make the last unit invul in the dodgeball minigame so you don't die when you win.
- Fixed several hero spell icons.
- Wendigo hard hitter attack now procs properly.
- Fixed Wisp tooltips
- Fixed Mortar Team W not casting.

BALANCE CHANGES:
- Hero auto and spell animation speeds are now set to match their normal one. making it harder to kite.
- Boss 1 mirror image damage taken increased from 800% -> 1600.
- Siege tank ult buffed from 10% chance per level -> 20% chance per level (max from 30% -> 60%).
- Elementalist base damage increased from 1 -> 25.

FEATURES:
- Recipes is a little better to see, and all tier items is now in a chosen color to fit their tier, also size.
- added 2 greed items (1 bought in tomes shop and 1 upgraded from the first).
- Changed Preserver visual to a captain instead of an ent.



BUGS:
- Fixed Multiple Backpack exploits.
- Dryad can now heal herself.
- Defeat scenario with leavers should now work properly.
- Shops should now have proper voices.
- Hero glow fixed.

BALANCE CHANGES:
- Changed Headhunters Frenzy to Unholy Frenzy.
- Headhunters Rejuvenation can now heal allies.
- Preserver Heartstop Aura mana used increased from 35 -> 50 and changed the effect.

FEATURES:
- Minigame is off as default now.
- Introduced a -Kick system, only for red, for now.
- Minigames now spawn your unit and lets you get ready for it before it starts.
- Created a new locked hero - Paladin.
- Increased buy range from shops.



BUGS:
- Dodgeball minigame likely fixed.
- Camera resetting all the time likely fixed SO NO MORE SICKNESS.
- Fixed a bug where Shredders Engineering Upgrade did more damage than intended (5xLevel -> 5+1xLevel)
- Some item colors was the wrong color.
- Fixed some Buffs tooltips.
- Fixed few visuals.

BALANCE CHANGES:
- Boss 1 Armor reduced from 25 -> 5.
- Boss 2 Armor reduced from 35 -> 10.
- Boss 3 Armor reduced from 40 -> 15.
- Boss 1, 2, and 3 Magic resistance reduced from 50% -> 25%.
- Comment: This is a small tweak to make sure spell using heroes still do some damage when they run out of mana.
- Changed Horse blink from W - Q hotkey.

FEATURES:
- Removed all buying hero hotkeys.
- You cannot attack friendly units anymore (no teamkilling)
- Added 2 new heroes, Firelord and Huntress.
- Added Wave Modifiers for more difficulties.




BUGS:
- Blademaster Clone not dropping item likely fixed.
- Enemy change targets trigger increased from each 5.25 -> 30 seconds.
- Not getting items after minigame fixed.

BALANCE CHANGES:
- Boss 4 mana regen increased from 500 -> 1000 per second.
- Boss 3 Armor increased from 15 -> 35 (After boss 2 auto attack heroes seems to get alot stronger)
- Shaman Slow ward cast range increased from 500 -> 900, Healing wave cast range increased from 700 -> 900 and heal increased from 10+2xlevel -> 10+5xlevel, Earthshake Totem cast range increased from 500 -> 900.
- Critter Hitter chance to drop item increased from 1/25 -> 1/20.
- Demon Portal Health decreased from 10000 -> 7500.
- Bosses and the Infernal should now not get stunlocked.
- Demon Hunter Assassinate cast range increased from 400+10xlevel -> 600 all levels.
- Elementalist base damage decreased from 25 -> 15.

FEATURES:
- Enemy Burning archer added, Long range artillery.
- Added a leaderboard showing kill count.




BUGS:
- Minigame Blink Abuse fixed.
- Player Text and Multiboard fixed.
- Huntress Thorn Attack fixed.
- Murloc Parasite fixed.
- Bosses sometimes going for backpack horses fixed.
- Some ability tooltips fixed.
- Minigame Text fixed?
- Gib Monster AI fixed.
- Berserker, Brawler Stance, Dualist Dance, changed name. Effects fixed. Animation Fixed.
- AI sometimes targeted the Infernal fixed.
- Added proper dummy caster to Fierce ability.
- Preloading some abilities to reduce lag ingame, at the cost of longer load time.

BALANCE CHANGES:
- Vision on units increased from 1800 -> 2200.
- Risk Nerfed, last 2 Changed respectively, 1500 -> 3000 and 2000 -> 6000.
- Bandit Assassin, Poison Javalin on hit damage halved on all levels from 5 -> 2.5 per level.
- Blacksmith molten core friendly fire removed.
- Tauren minigame coins changes from 5/25/125 -> 15/25/50, respectively. and now spawns 1 less tauren.
- Critter Hitter minigame chance increased from 1/20 -> 1/18.
- Wisp Bind cooldown decreased from 20 -> 18 - 0.5 per level.
- Burning Archer damage increased by 50.

FEATURES:
- Removed lower tier health bar on enemies.
- Changed Shadows on units to match their proper size.
- Blue, green and red colors is less stingy.
- All gold income is now with a "+" infront.
- Terrain Bounds changed
- Infernal now sleeps, until attacked.
- Color on Leaderboard and chat added/ fixed.
- Added vision on Mystic Owl and Power Pylon.
- Power Pylon, owl and tree of knowledge starts later to not overwhelm the minimap for new players.
- Added Minigame Scores.
- Added Hero Shops Floating Text.
- Added 3 new minigames.
- New Loading Screen and minimap!




BUGS:
- 2 AI as enemy to try help reduce the lag with many players.
- Faerie Dragon Safeguard not working fixed.
- Changed Infernal AI to return faster if players is fleeing.
- Fixed walking animation speed on Demons.

BALANCE CHANGES:
- Enemy Heroes now have 25% Magic Resist.
- Difficulties changed from Hard 5% -> 10% bonus damage. Insane 15% -> 20% bonus damage. Impossible 30% -> 50% bonus damage.
- Bosses now harder per player. +50% damage, +100% armor. +100 hp/regen. per player.
- Enemy from demon wave gives no gold.
- Treasure Chest spawn chance changed from (NumberOfPlayers/8) -> 20%.
- Heart of Raxxnogoth health bonus decreased from 800 -> 600.
- Item sell return rate increased from 80% -> 100%.
- Changed Stone of annihilation is now bought from Mystic Owl and cost 1 wood instead.
- Changed minigame size to be able to see it in one screen.
- Turtles Super Shell reset time changed from 1 second per level -> 2 + 0.5 seconds per level.
- Pheonix ignition tick rate decreased from (full damage) once per 0.1 -> 0.5 seconds. (half damage) once per 0.2 -> 1 seconds.
- Mana regeneration per intelligence increased from 0.01 -> 0.03.
- Mountain Giant changed to be un-reviveable.
- Demon Lord health reduced from 3000 -> 2000, Health regen from 30 -> 20 per second, attack interval from 0.85 -> 1.25.
- Final Boss Breath of fire damage increased from 25 -> 500. Boss health increased from 10000 -> 25000. Boss starts with 10% mana per player.

FEATURES:
- Added 2 new wood items for mages to have synergy with.
- Added Storm Bolt to most minigames.
- Tome of retraining added.
- Tomes are more spammable now.
- 20 Wave mode added, for players who wants a faster game, (Decreased times before minigame starts, time in minigames, time between waves).
- Minigames now ends if all players are dead.



BUGS:
- Animations fixed.
- Infernal Size growth.
- Demon Hunter R lost damage fix.
- Morph dependencies.
- Scoreboard Remaining monster fixed.
- Death Score fixed.
- Fixed a bug where spawning way too many enemy on Long mode.
- Fixed loading codes.
- Fixed some Typos.
- Fixed a spot enemy could get stuck.
- Fixed Packhorse being able to pick up tomes.
- Spellbreaker spell resist icon fixed.
- Clone Mastery Redone.
- Fixed Reforged breaking music triggers.
- Fixed some minigame stuff.
- Fixed Rifleman Take Aim missing.

BALANCE CHANGES:
- Demon Enslaver spawn every 7 -> 14 second.
- Demon Sager spawn every 20 -> 30 second.
- Demon Lord spawn every 40 -> 60 second.
- Demon Portal health reduced from 7500 -> 5000.
- Boss 4 Armor reduced from 250 -> 50.
- Boss 4 Finger of Death cast time removed.
- Firelord R cast time from 3 -> 1.5.
- Archmage Staff targets from 2 -> 4 but half the damage.
- Minigame stun reduces from 2 -> 1.
- Can now sell to the Arcane Vault.
- Boss 4 Infernals now spawn within larger area.
- Engineering Upgrade changed from every 15 attack -> 6% per attack.


FEATURES:
- Changed alot of Collisions to be a little bigger.
- Added health bars to all again and resize on smaller enemy.
- Camera distance changed from 3000 -> 2500.
- Terrain Updated.
- Unit size scaled for Reforged.
- Blacksmith can now destroy his own barricades.
- Waves can now spawn female Specimen.
- Removed most imports.
- Removed WTii' greed.
- Changed "Zombies" -> "Monsters".
- Added a day-night cycle.
- Added Alchemist hero.
- Added Death Lord hero.





Reason for a HD and a SD version is Reforged broke half the game and is needed to have 2 versions. HD is only playable in Reforged graphics and SD only in classic graphics. Until Blizzard fixes the game.
Contents

Doomed Realm -Hero Survival- v2.1 (Map)

Reviews
deepstrasz
For some reason the map loads slowly in the custom games menu. The map loads slowly. You should make the shops visible on the minimap and to notify players, where weapons are, where potions are etc. Actually, it would be better if the were all in...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
For some reason the map loads slowly in the custom games menu.
The map loads slowly.

  1. You should make the shops visible on the minimap and to notify players, where weapons are, where potions are etc. Actually, it would be better if the were all in one place since you can't send the horse to them because the camera is locked and you can't access the minimap.
  2. It takes a million years to kill a boss especially with mirror image.
It's a nice map that could use more content to diversify the gameplay. Right now, it's pretty much the same thing over and over.

Approved.


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Level 13
Joined
Jul 15, 2007
Messages
763
Well, i'm pretty sure it was 2 people left standing (me versus another guy), i decided to die voluntarily because it was taking too long to finish. After that was when the game stalled and we all left. Though, i suppose some evil bastard could have been hiding/AFK all along as there was no way to tell.
 
Level 1
Joined
Jul 25, 2018
Messages
4
Hey ToggleModGoat,
Me and a friend just got done playing on easy 100 waves, no minigames. We really enjoyed it, however we couldn't get the load code to work when we remade the game.
Also found a few things that would have been nice:
-skip which would go to the next round instead of waiting a minute each time.
And perhaps a zombie compressor, it was spawning maybe 400-600 low hp zombies at a time and would lag the game like crazy. The rounds weren't getting challenging and almost crashed the game a few times.
Bosses seem like they are 10x hack and slash compared to the mobs which gets redundant.
Let me know if these are things that can be improved, I really like how the map is setup and can see it have more potential.

So I exported the JASS code from the map and was able to find the unlock codes, turns out when you beat the map it shows "-Load <CODE_HERE>" but is actually "-<CODE_HERE>" if I didn't learn how to open the map's internal code I would have never knew this.
 
Last edited:
Level 4
Joined
Jan 19, 2019
Messages
23
Hey ToggleModGoat,
Me and a friend just got done playing on easy 100 waves, no minigames. We really enjoyed it, however we couldn't get the load code to work when we remade the game.
Also found a few things that would have been nice:
-skip which would go to the next round instead of waiting a minute each time.
And perhaps a zombie compressor, it was spawning maybe 400-600 low hp zombies at a time and would lag the game like crazy. The rounds weren't getting challenging and almost crashed the game a few times.
Bosses seem like they are 10x hack and slash compared to the mobs which gets redundant.
Let me know if these are things that can be improved, I really like how the map is setup and can see it have more potential.

So I exported the JASS code from the map and was able to find the unlock codes, turns out when you beat the map it shows "-Load <CODE_HERE>" but is actually "-<CODE_HERE>" if I didn't learn how to open the map's internal code I would have never knew this.

Thank you for the feedback. :)
The thing about spawning 400-600 enemy units is not on purpose, and should be considered a bug. It should always spawn a maximum of ~130 at any given time. I will look into it.
Also thanks for stating the loading code issue. I thought I already changed it. I have maybe overlooked it.

I have also by myself found some bugs that I need to fix for next update.
 
Level 1
Joined
Jul 25, 2018
Messages
4
Thank you for the feedback. :)
The thing about spawning 400-600 enemy units is not on purpose, and should be considered a bug. It should always spawn a maximum of ~130 at any given time. I will look into it.
Also thanks for stating the loading code issue. I thought I already changed it. I have maybe overlooked it.

I have also by myself found some bugs that I need to fix for next update.
A few things I noticed also:
1. Headhunter has the pillage ability and multi-shot, however I'm not sure if it's intentional but pillage only triggers on the first attack and all units cost 85 gold to produce, so why not just add a damage system and allow all additional attacks to gain gold and make the ability show how much gold is expected per level. Actually would be better balanced to have it instead give gold on kill instead of attack to avoid people from massing attack speed and wtii's greed to reduce damage etc getting more attacks per unit.
2. Durdle is kind of misleading ability with the armor stacking, I assumed it was 2 or so seconds after each attack it removes part of the buff, but instead you get attacked 50x in a second the next second that bonus disappears and could cause you to die if you're not aware of the armor reset time. Also his breath of fire is useless, takes a while to cast and isn't worth casting since your auto attack is faster and does a ton more damage.
4. The pylon teleportation is kind of annoying, rather than having it pick a random spot it should find a random spot within a distance of the old spot, just super annoying to run around the map the entire game.
5. The wandering tree shop needs to stay rooted for longer or something, it's insanely frustrating trying to read a recipe just to have the tree uproot and slowly move over the span of a couple minutes just so you can finish reading the requirements.
6. Like I said before a vote-to-skip would be insanely nice to have instead of doing nothing for 120 seconds.
7. Theres still a stuck spot where zombies can spawn and wiggle a bit next to the throne on the hill. One of left sides of the ramps is the spot.
7a. Some of the stuck triggers hit units passing through part of the map making them teleport even though they were passing through normally. (Maybe disable the teleport triggers after spawning?)
8. The team kill stuff screws over Blacksmith, he can spawn barricades but no one can destroy them so it makes him able to trap others.
9. The Father Earth hero can spawn trees that never go away meaning you can spawn them on other players and only Father Earth can remove them or another hero with attacks that destroy trees.
10. Summons begin to be useless because there's no way to increase their survivability and just die in a few seconds on the later rounds. Would be nice if the recipe shop was else where and the tree is the one that sound summonable upgrades to increase hp/armor/damage etc.
11. Pheonix damage shield thing is cool but at this point would probably be easier to just give it reincarnation or something like it's Summon Pheonix ability that turns into an egg (which could have high defence or something).
 
Level 4
Joined
Jan 19, 2019
Messages
23

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
hats funny. Because I do give credit to the only resource I use, which is Hero glow. The rest of the resources is removed from the map and the feature is just bugged. I have also never even downloaded the "dragon loading screen" which gives it out that the "feature" is even more bugged or broken.
Thank you. No system is perfect, I guess.
 
Level 4
Joined
Jan 19, 2019
Messages
23
Thank you. No system is perfect, I guess.

Well I don't know the system works, but I know that I had some of the resources it says in earlier versions of the map, but with the update removed them from imports and don't use them in my map anymore. I don't know If I am supposed to remove them somewhere else than in imports. If there is anything I can do, teach me.
 
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