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Dark Ritual: Westfall 1.24

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Dark Ritual: Westfall
(formerly known as Westfall: Apocalypse)

A cat vs mouse game where humans must use upgraded units and heroes with powerful items to vanquish the forces of evil.


Patch 1.22:
  • Hopeful Initiate is now trained at the farmhouse to make it the most obvious
  • Goblin shredder is now trained at the Lumber Mill to free up space at the farmhouse
  • When a Farmer dies, he can now be ressurected at the Farmhouse. It does not mean defeat.
  • The humans have a new unit: The Druid of Hope. This ranged spellcaster can use Faerie Fire to weaken and spot Evil, can use Sun Fury to melt down hordes of enemies at once, and can transform into the powerful Angel Form with a bouncing glaive attack and Rejuvenation. An alternate healer to the Priest.
Patch 1.22:
  • Hopeful Initiate is now trained at the barracks to reduce confusion
  • New Death hero: Blood Warrior. The Blood Warrior is an axe-wielding mauler capable of healing himself in battle, blood striking to teleport using pools of blood, and can animate fallen enemies for a short time with Ritual of Blood
Patch 1.19:
  • Humans now start with the hero named 'Hopeful Initiate'. At level 3, the initiate upgrades into one of three heroes: Paladin, Templar, or Archangel.
  • The paladin is a defensive healing hero who can protect your army and ressurect your fallen troops
  • The templar is a blade-mastery hero who can bash, heal your troops in battle, and bladestorm in a vicious tornado of destruction
  • The archangel is a holy magic hero who can cast flash fire for large damage in an AOE, Prayer of Faith to make all allied troops invulnerable for a short time, and who can resurrect the souls of fallen troops into explosive Angelfire
Patch 1.18:
  • Sorceress now have Summon Sea Elemental instead of Polymorph
  • Rangers now have elemental arrows (upgrade) and owl scout
  • Footmen and knights now have the Holyfire Blades upgrade available which adds explosive fire damage to attacks
  • The bands of rogues now properly patrol the map
  • Changed the model for paladins
Patch 1.17:
  • Added periodic bands of Rogues that spawn randomly across the map as an extra source of gold for all players
  • Removed "Markets" and crop-farming as they were under-utilized, confusing, and tedious
  • Added a new item shop to the bottom of the map with a new aura-granting item, Anti-Magic potions and Dragon Eggs for humans
  • Reduced gold cost of the Paladin Hero significantly
  • Increased food that farms provide from 5 to 8
  • Increased the lumber harvest speed of the Shredder from 5 to 10
  • Added a new troops building for humans: the Arcane Sanctum
  • Added teleport gateways around the center of the map. These need to be activated by Paladins before they can be used.

Patch 1.16:
  • Increased the cost of Tomes
  • Increased the cost of Artifacts available to Death
  • Increased the cost of Dark Fortifications

Patch 1.15:
  • The Death Knight hero has a new ability, Dominate Mind
  • Humans have a new building, the Goblin Laboratory, where cunning Goblin Sappers and Ogre Magi can be recruited to help drive back Death
  • Footmen now cost 50% more gold
  • Scout Towers now take 3x longer to build


Patch 1.14:
  • No longer able to purchase items from enemy shops
  • Added more detail to the map
  • Increased range for harvesting sheep/pigs
  • Archers now have an upgrade called Serrated Arrows for added damage and range
  • Farmhand has a different model


A new spin on Vampirism, a band of peasants must create hidden bases on a flat farmland. There are no good bases to wall off, so luckily the Death (Vampires) start the game very weak. The Death players must kill creeps and critters scattered around the map to gain experience to reach level 6. Once they do, they can Evolve into an all-powerful Demi-god, and choose from one of 6 unique custom heroes.

By the time the Death heroes arrive, the humans should have harvested enough trees and critters (harvesting critters gives gold) in order to build a small defense perimeter with towers and archers. Some may be able to hold off Death but others will fall. As the humans grow stronger, so too does Death.

Before the time limit ends, the Humans must destroy the Death Pits in the center of the map, the altar that allows the Death to infinitely respawn when killed. If the Humans can destroy this in time, they are victorious. If the time limit to apocalypse is reached or all the humans are eradicated, Death is victorious.


-- Background Story --

A strange cloud looms over Westfall. The farmers have heard rumors that a horrible demon camp lie somewhere near the Howling Mines, and it has rumored that some of the neighboring peasants have gone mad. Distrust spreads through Westfall, evil is here.
Contents

Dark Ritual: Westfall 1.24 (Map)

Reviews
deepstrasz
That's great. Approved.

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,798
  1. It's a nice touch on hybridizing vampirism with other types of maps like Founders of the North. However, I feel it's missing some things. Maybe you could learn and implement more from those types of maps and others.
  2. Animals might appear between trees where you can't reach them.
  3. You can buy items from the Death shops with the farmers if you're fast enough (using hotkeys). Maybe, you should use different players for shops which are allied with each faction separately. The other way around too.
  4. Farmer's units are pretty much Warcraft III material. A bit more variety/difference would not hurt. Try not using the exact same Warcraft units. Even items are regular ones.
  5. Maybe you should use a different model for farmhands or the farmer hero.
  6. Terrain is totally flat by the way.
  7. Not sure there should be spaces between trees for units to move through, heroes included.
Awaiting Update.


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EDIT:
for some reason the map is not being seen by the game both in 1.30.4 and 1.31.1.

EDIIT2:
Same issue as above.
What game/patch version did you save this on?
 
Last edited:
Level 3
Joined
Dec 12, 2018
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