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Hack and Heal v.1.19

Welcome to Hack and Heal. In this game you, and another 4 team members must use whatever fightning and magic skills (as well as items) to stop endless hordes of zombies and defeat the attacking bosses. The game auto-adapts to the number of players. Extra special thanks to BwS.XelNecra for the basic concept of the map and inspiration. The map is protected. (If you need any question regarding the map send them to the e-mail adress located into "contact" part of quest menu)

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New Version - v1.11
--------------------------------------
-Nerfed Final Boss. He was sure too extreme in last version.
-Added Admin Items.
-Added Armor Battery and Armor Battery XTREME.
-Added a secret function for the pickaxe.
-I got multiple reports of Final Boss being defeated before v1.10. Beware, next version will contain the secret hero. His extremeness will surpass even that of v1.10's Final Boss.
-No new abilities added, im sorry but i just struggle on one and the same ability all the time without success...

New Version - v1.12
--------------------------------------
-New ability added: "Summon Mana"
-Fixed a rare bug that caused later Artillery Rounds to skip levels.
-Added Hall of Fame for players who managed to beat the Last Boss!
-Added Minibosses.
-Yes, the secret boss is out there!!! Find a way to him if you dare to.
*I gave up on the fricken blue ability i planned to add and implemented another one instead. Report any bugs you find to me!

New Version - v1.13
--------------------------------------
*I finnaly found the map again after the computer formation*
-Bank system added! All players now receive same amount of gold.
-Now you can finnaly unlearn your spells with the help of tome of forgetfulness!
-Deadly Minibosses now nerfed. They have more HP but no more dreaded damage of instant killing doom.
-Potions now cost alot less gold.
-Armor batteries cost less and absorb waay more blows.
-Bosses now drop unique items.
-Added another encounter.
-Kaede now has an animation for her final struggle.

New Version - v1.14
--------------------------------------
-The map now has loading screen (thanks to Phoenix_Flame) and a minimap preview.
-Fixed tons of little annoying bugs.
-Peasant Level is now viewable in the multiboard.
-Real Kaede is now easier to spot.
-Now, while the bosses spawn, all other units get freezed.
-Buffed the HP of Summoned Mana.
-Damage dealt to castle during the final boss fight is now displayed correctly.
-Colorized several messages so to make them easier to spot.
-Fixed many tooltips and also changed some of them.
-Players can now type -zoom to zoom the camera.
-Minibosses tweaked and weakened.
-Final Pick-Axe now displays the cooldown.
-Armor Batteries now absorb x2.5 more blows.

New Version - v1.15
--------------------------------------
-Castle HP now visible on the multiboard.
-Removed the model of the tomes to remove some lagg.
-Castle now once again takes tremendous damage through the final battle.
-Kaede is now again harder to spot, but switches less.
-Reduced the laywer special to 100% life steal due to the reintroduction, change and sequent buffing of minibosses. (Its no fun fighting versus a fool with fricken 200% life steal)
-Celestial Chain no longer sometimes jumps off to the center of the map. As for Fire Blast glitch, it's still existing, but rare.
-Added 3 new "Meta spells" which use combinations of different color magic.
-The new NIGHTMARE MODE is added. In this extended mode enemies always get specials, sometimes even several of them and the game gets additional 10 waves and the ultimate boss who will test all your skill and resolve.

Nightmare mode can be voted for by typing -nm. It cannot be activated if the level 5 already started.
-Now while in spawn area, heroes are invulnerable.
-Added several items, and made armor batteries even cheaper.

New Version - v1.16
--------------------------------------
-Terrain v1.0 added!
-Drastically changed the player number difficulty system. Now when a player leaves, the changes in difficulty are immediate.
-Flame Ring now doesn't deal x2 of normal damage (1x of which also damaged allies).
-Added different enemy types.
-Third boss changed to something very different, have fun!
-You can now learn max, up to 4 spells.
-Dimension Slash is now easier to aim and is no longer overlaped by Warp.
-Changed the way Force Support works.
-Fixed more typoes.
-Added several combination items.

New Version - v1.16b
--------------------------------------
*Hotfix version*
-Balanced and changed the unit stats to prevent players from getting Curbstomped by zombies and second boss.
-Also, while at it fixed some minor things, notably Mana Elemental now has 25 armor to help it live longer.

New Version - v1.17
--------------------------------------
Boy, lots of new things.

-Terrain V 2.0. Kickass incarnate, thanks to Ham Ham.
-More music! Again, thanks to Ham Ham.
-Siege enemies now use the grenades! Credit to Ham Ham.
-Map size decreased by roughly over 50%!(!!!) Thank Ham Ham.
-Also lots of little bugs and exploit possibilities removed.
-Flame Blast removed, do never ask me to implement it back. May this little piece of bugged spell disappear wherever it came from. I hate this spell, hate it, hate, hate it. My sanity will never suffer from working on it anymore. Replacement spell will be out next version.
-Enemies no longer automaticly target heroes, since most players prefer to defend at the castle anyway.
-Removed large memory leak, making the map lagg much less at later levels.

New Version - v1.18
--------------------------------------
*sigh*
-After venturing deep in all what i can, i finally fixed Flame Blast. Yep, after over 12 versions, it is now officially FIXED and returns in it's full ...glory. I still hate it though.
-Rebalanced the zombies yet again, removing the now obsolete Difficulty Aura. (Solo now harder, 5 player easier)
-Added two new combination items.
-Kaede made a little bit easier.
-Heroes now express their emotions in form of text.
-Peasant made a bit sturdier.

New Version - v1.19
--------------------------------------

- Map actually works now lol.
- Some other stuff I've done years ago but was too lazy to document.
- Few optimization tricks.

Keywords:
Defense, Survival, Boss fight.
Contents

Hack and Heal v1.19 (Map)

Reviews
15:06, 16th May 2008 Firelord213: [+]The map is yours so no need for any permissions or any credits to anyone else. [+]The map is protected and you give information about it. [+]The map is in English. [+]No signs of any crashes or bugs...

Moderator

M

Moderator

15:06, 16th May 2008
Firelord213:
[+]The map is yours so no need for any permissions or any credits to anyone else.
[+]The map is protected and you give information about it.
[+]The map is in English.
[+]No signs of any crashes or bugs.
-------------------------------------------
[+]It's a fun map and I like the custom events like when bosses come.

*Approved*
 
Level 2
Joined
May 9, 2008
Messages
13
Really enjoyed it, it needs more though. Also the White Magic ability, Holy Wave, is really powerful. Possibly tone that down a bit. As for more stuff, maybe more items. A piece of armor that levels up the more you get hit?

Maybe an item to drop all spells so you can pick new ones? Or possibly not since putting all points into Blue Magic and then wanting to get White magic abilities doesn't really do you any good.

The Red Magic summon wolf ability, I think the wolves attack speed is a little bit too high. He alone destroyed both (was playing 2 player) wave 30 bosses.

The bosses are definitely fun though. =D Especially wave 20 and wave 30. I like hard but final boss was nuts, I went up against him with 4500 HP and 1000+ dmg, and lost. Killed me almost instantly with his flamestrike spell.

Other then that, maybe some other items to drop. Potions, although rare and best saved for boss fights. Just something to keep it a little bit more entertaining. Can't think of anything right now, but needs more replay value. More spells? Different types of weapons that can level up?

Before I finish off this long post, I have one bug report and question. Bug being, the revive timer stays on screen after revival. And question, does dig do anything?
 
Level 7
Joined
Aug 31, 2006
Messages
132
Well first to answer: No. Dig, is only intended for fun yet. Maybe it will get an function in the future.
Also i already got the revival timer bug in earlier versions but thought that i fixed it.
Yes, in the next version i will add many new things like new spells, new items, potions and special encounters that may or may not take place in the game. Also i already decided to reduce the range of holy wave and warp.
Stay tuned for v.1.0.7 :D.
 
Level 2
Joined
May 9, 2008
Messages
13
Oh cool, that makes me happy. =D I love survival maps.

Maybe I've just been playing wrong or just need more players, but blue magic doesn't seem to be a good way to go for me.

Warp I liked, but it seems to have a minimum range on it which made it hard to use effectively after getting surrounded, unless thats intended.

Lightning didn't seem to work well either, had to right click an enemy I wanted to attack with range, maybe just make it give the player range? Maybe 3xBlue Magic is amount of range player gains.

But I just couldn't get kills with blue magic, so I couldn't get any stronger with it. Who knows, could be me. =P
 
Level 7
Joined
Aug 31, 2006
Messages
132
All 3 magics are expert in their way:

White magic is healing supportive and may get dominant with strong holy wave.
Red magic is damaging and gives full potential in additional high damage.
Blue magic is place and crowd controlling magic that may get dominant with strong warp.

Additionally white give lots of hp making that player a tank, red magic adds mellee damage making player executor and blue magic gives lots of mana making the player a spellcaster.

There is no way to win the game if your team is not balanced in those elements.
(Its widely known between the beta-testers that red magic may make you kill lots of zombies and compensate low hp by high vamipiric hp gain, but last boss will still kill you really fast if you have no decent hp)
 
Level 2
Joined
May 9, 2008
Messages
13
Think there's a bug with the new version. Say I get the special: Steroids, well all units that were still fighting from a normal round, also get Steroids. And say the units have Lawyer status then Steroids will be added on, and then eventually replace Lawyer.
 
Level 7
Joined
Aug 31, 2006
Messages
132
Its no bug. Special round means that the effect affects every enemy on the field for the duration of the current round. When the round changes and another effect comes, it will replace another bonus affecting every enemy unit on the map.
 
Level 2
Joined
May 9, 2008
Messages
13
Oh, heh. Guess I just never noticed that happen in the previous version.
 
Level 17
Joined
Apr 13, 2008
Messages
1,597
Well, the boss fights are very imaginative (is that the right word?) and that music is fun, hehe, but anything between bossfights is a bit dull.
I think you should add more items and more spells because right now you just attack move between boss fights and sometimes cast a spell.
Maybe you should lessen the number of zombies and make them stronger the closer they are to their spawn points and make them give more bounty the closer they are to their spawn points.
Dig is annoying :p Every time you dig you hope something will pop up from the ground but no, meh :S
 
Level 7
Joined
Aug 31, 2006
Messages
132
Dig has no function right now. (It never intended to have any, even Xel protested versus adding a fenction to it) Also the zombies are REALLY hard if you are not good. I played in lots of h&h where the players were not able to stop those and over rounds the zombie lot got bigger and bigger eventually massively damaging the castle. This got even more harder after i removed armor and changed fat mutant into commander in later levels. So if you manage to kill everything then ure just good.

Also for the spells: I intend to add alot of them. Right now i plan to add 3 spells per several versions, and i also have no forum or anything else where people can post spell/other things ideas. Right now i have only 3 ideas for spells in next version -

Ban
Fire blast
Hope

Stay tuned for those. (As well as other implementations)
 
Level 17
Joined
Apr 13, 2008
Messages
1,597
Well, I'm yet to beat the game, I don't want to be rude but at least 2 of our 5 man team is always a retard who gets killed by half dozen zombies (not kidding) so we always fail at the phoenix boss. :(
What do you mean my words really make do it harder? Sorry, language gap here :p
 
Level 7
Joined
Aug 31, 2006
Messages
132
My bad. I mean that its my system: If i notice that someone has it too easy i make it harder. Same with the last boss - every time i notice that too many people beat him i make him more challenging. Thats the way i keep the map challenging.
 
Level 3
Joined
Jul 2, 2008
Messages
27
Well the boss is still fairly easy to beat cause Flame Wolf is way to overpowered. You just summon it, run away, wait until cooldown is over and repeat. In singleplayer you beat him that way in 3 runs. Unless your unlucky and get hit by his stampede-like attack too often. Armor Battery Extreme is underpowered. It catches the same damage as the normal (double armor, half durability) but it costs twice as much. I still just make Pickaxe/Lawyer Staff/4 Attackspeed Gloves and focus red magic or Lawyer Staff/5x Gloves, but since I know ~Spoiler intentionally removed~ Im not going to do it. This map isn't updated for a while, will it go on or is it stuck?
 
Level 7
Joined
Aug 31, 2006
Messages
132
Well, my apologies, but my comp got formated because of too many script kiddies making too many viruses...

If i ever manage to find a unprotected version of 1.12 (I think i have one somewhere) i will continue.
 
Level 7
Joined
Aug 31, 2006
Messages
132
YES! SUCCESS!! FINNALY!!!

After going all like Indiana Jones and searching for relict dusty CDs, going through the labyrinth of places and fighting off hundreds of wrong files i finnaly found the unprotected H&H 1.12 in all it's glory right where i left it last!!!

H&H 1.13 is on it's way with ALOT of changes.

Stay tuned for things people wanted for so long:

-Equal gold gaining for all players.
-Possibility of untraining of spells.
-Balances of useless items.
-Replacement of "Summon Mana" with the old spell i wanted to add. (Now i have skill to)
-More things!

If you're just as hyped as i am right now, then go and play some wc3, because i won't for a long time.
 
Level 1
Joined
Jul 14, 2008
Messages
539
uhm i played this map several times and i think that the last boss is way too uber D=
his aoes are too big(im especially talking about that flamestrike...)
oh and btw...there was a bug why we died...
yellow left the game but his hero still remained at the ressurection spot so the last boss always went there and killed him with his aoes...due to that,some of us also died cause they ressed directly in the aoe with no chance to dodge
that respawning area should have one of those black walls...or at least...make the heroes invulnerable in this area =/
 
Level 19
Joined
Oct 1, 2008
Messages
1,668
Hmmm, while this is a reasonably well made map, it lacks variation.
The zombies were very samey, you should add more types of attackers.
The corpsetosser was a nice addition, but the bosses were just insane, you should make them smaller, and make their attacks less... well, retarded :p
The samey-ness is increased by the small amount of items, you should make the pickaxe upgrade more often, and give less of a bonus when it does.
Finally, the terrain really needs some reworking, with doodads, height variation and possibly cliffs.
3/5 No vote
 
Level 7
Joined
Aug 31, 2006
Messages
132
Well, that it lacks variation on enemies is the core of it's triggering, I could add more variety of creeps, but that would take a long, long time.
That terrain sucks is a known fact to me because i do suck at terraining. Were I to reterrain it, it would just look even more gross.
Also the amount of items is gonna increase in 1.15, along with invulnerablity in the spawn area and many other things.
As for final boss, he is not uber, he is just very, very, very hard. I saw people beating him with castle being nearly 95% hp. That why he also gets even harder in 1.15.
And for all those people who yet had not enough torture and bragged to me how they soloed, killed without a single death and simple owned final boss, I added the NIGHTMARE MODE, which purpose is to be almost impossible to finish. I won't answer to any calls to nerf it, ever.

Just stay tuned, because the map is still kinda young^^. Alot of stuff is yet to be added and i definitely wont stop until every spell shop is full with spells and at least 3-4 normal shops are full with items.
 
Level 1
Joined
Jul 14, 2008
Messages
539
As for final boss, he is not uber, he is just very, very, very hard. I saw people beating him with castle being nearly 95% hp.
he IS uber combined with that bug i already told about -.-

That why he also gets even harder in 1.15.
thats ridiculous-.-
just because someone killed him u want to buff him AGAIN? geez
make at least a mode system like easy-normal-hard-insane etc.
it has nothing to do with fun anymore if u cant dodge his aoes and die nearly instantly ffs
 
Level 7
Joined
Aug 31, 2006
Messages
132
1. He is really not uber. Get lots of hp and run out of his attacks. If you have good reaction you loose only up to 3k hp which are by far easily healed (If you have a white mage, he can heal up to 10k HP with a single cast).

2. Warp and Sanctruary interrupt him, making it easy to stop his meteor rain, flamestrike and fire stampede.

3. People abuse flame wolf to make it attack Final Boss and meanwhile run away. This way they prevent his enrage and heal MP/HP at fountain.

I tested him over and over. Right now he is very hard, but not impossible, unlike the NM Final Boss who will drive people insane.

Bottomline, don't blame the difficulty if you're not adapted to it. I know new people have a habit of running inside of flamestrikes and making castle die, but like in every game its trial and error on the road to become better.
 
Level 3
Joined
Feb 21, 2009
Messages
8
I didn't really read trough posts for any answers but I have a suggestion.
I played to wave 30 or so....and all that time I could not manage to store any gold in bank for intrest..add a quest or something telling how to add gold to bank please?

Consept: 4/5
Enjoyable 3/5
Fun 4/5
Terrain 1/5
Orginality: 2/5

My rating of this map 3.5/5

btw.... how did I add gold to bank :p!?
 
Level 10
Joined
Oct 2, 2006
Messages
1,317
HACK N' HEAL
My full revision
This revision will judge the game field-by-field and be rated from a range that goes from 1 (wich is the worst) to 5 (wich is the best). If there are very good features, the map will earn bonus points at the end of revision.

Triggering\Gameplay: 3/5
Game is well balanced, and dificulty is compatible to number of players.
The ability to fully customize your hero is very cool. But there are lots of bugs that annoys me.
The enemmies sometimes stuck, and just stop moving. To fix it, I suggest you split the enemy units in 2 or 3 computer players instead of 1.
When the Boss shows up and Nightwish's song starts, the ingame background music dont stops. Use the following trigger to fix it:

Actions
Sound - Play Music (Your music)
Sound - Clear the music list
Sound - Set the music list to (Last played music), starting with song 0

Terrain: 1/5
Just dirt, elevation and trees? Where are the rocks, plants, etc?


Visual\Special Effects\Use of Imports: 3/5
The Boss fights are awesome, althrough, the normal game starts to get boring for some time. (like 3 or 4 waves before the Boss)
It also miss some imported models.
And, by the size of the map, I presume you imported the song with raw size, without compressing it! Thats a very bad thing! You can compress the song down to a rate of 64kbps or 32kbps, and still keep a good sound quality. If you dont know how to do it, send me the song via e-mail ([email protected]) and I'll compress it for you.


Bonus Points
Very original map, with funny tooltips. (+1)
High replay value. (+1)

Total Bonus Points: 2


Time to judge!
3+1+3+2 = 9/3 = 3

OVERHALL: A 3/5 map. Very funny, recomendable, but has lot of things to be fixed as I mentioned above.








That concludes my revision, now, lets go to suggestions:
--- For Zombies with bombs, what about making them throw their bombs from a range like 600 or 700, then going up as normal zombies?
To make this, give those zombies a ranged siege attack. Make it 3x stronger than a normal zombie attack, but with slow projectile speed like 300 or 400, so players can evade it. Make the following trigger.

Events:
Unit - A unit is attacked

Conditions:
Unit Type of Attacking unit equal to Zombie (With Bombs)

Actions:
Wait 0.50 seconds
Unit- Replace Attacking unit with a Zombie (Nomral) using Old Unit's relative life and mana.


--- Wait a little more time before sending those bigger zombie variations. Like:
1st and 2nd waves: normal zombies
3rd and 4th waves: normal zombies, siege zombies
5rd and 6th waves: normal zombies, siege zombies, ice zombies
etc...


--- Add more models to Hackers. Well, since they are all the same, what about adding more variation?
 
Level 2
Joined
May 21, 2009
Messages
33
I have a question!!
Actually i found a VERY TINY granite golem on the corner on the map while a level at the other side of the map.When i select it.The granite golem suddenly disappeared and the lever was suddenly pulled.I don't know what exactly does it do!
I wonder if this is a secret???
 
Level 7
Joined
Aug 31, 2006
Messages
132
I already gave em credits o.o. Its in "Credits" in quests.
Btw, yep working. Ill have to remove 1 of the new musics and rework the boss music back to sound, because as music it gets quieter during the cinematic boss apperance and lessers the impact on the player. Also the second music is actually louder than it o.o thats one of reasons why it has to go. The grenade function for siege zombies will be implemented, but really nerfed, because 200 dmg at lvl 1-10 is waaay too imba^^. Also the Fire Blast spell, that bugged piece of ... ...well, lets just say that it drove me insane enough times and will GO, to hell if possible. Ill replace it. Also noticed some bugs/abuse points at third boss, which need care. After some rebalance and addition of several more combo items i will release 1.17. Stay tuned :D.

AlexMdle
 
Level 7
Joined
Aug 31, 2006
Messages
132
Sorry for the long abscence, hell, I doubt anybody cares by this point, but due to that one patch that added/altered some JASS functions, the map can no longer be played. The friend I send the copy to fix never replied and I am now officially hopeless. :/

Sorry.

If anybody is willing to help me fix it, I would really appreciate that.
 
Level 7
Joined
Aug 31, 2006
Messages
132
Uh, in all actuality, just a little while after writing off all hope (Sort of the same way as it went with the Flame Blast spell) I managed to find Arkless and he happened to still have unprotected 1.18 on his computer.

Even better, removing the bugged hashtable actually allowed the map to run again, with the only downside being a small glitch in enemy behaviour.

So, yes. Right now I'm working on a new loading screen and am ironing out a few issues.

Then 1.19 comes out :3
 
Level 10
Joined
Oct 2, 2006
Messages
1,317
Sorry for the long abscence, hell, I doubt anybody cares by this point, but due to that one patch that added/altered some JASS functions, the map can no longer be played. The friend I send the copy to fix never replied and I am now officially hopeless. :/

Sorry.

If anybody is willing to help me fix it, I would really appreciate that.

Hey Alex, I still have that last unprotected version you sent me in June 2009 to improve terrain/add music. Are you still working on this map? If yes, I can send it to you.
 
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