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Invasion of the Soul Keeper

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The Soul Keeper and his minions have amassed, preparing to attack the last bastion of hope. Heroes of various backgrounds have been chosen by the goddess Azura to stop him. Imbuned with the Heroic Soul, you must now stop him.

Invasion of the Soul Keeper is an hero arena co-op defense where you face off waves of the Soul Keeper's forces, using a variety of heroes and items in order to fight them off.

The Mechanics

The Heroes

Unexpected tab 3

Screen Shots

Thank Yous

Changelog


Difficulty

Gold

Souls

The Waves

The Backpack and Potions

Runes

The Jungle

At the start of the match, each player can vote for what difficulty the game mode will play out as. Currently, there are 3 difficulty settings available, and more are planned in the future.
Easy : The waves are lessened a bit, you can hold 50 potions, and waves are completely under your control.
Normal : The waves play out as normal, and the new wave begins 30 second after defeating it.
Hard : All non-boss monsters in the Soulless Invaders gain 150 health and 15 attack damage. Also, runes will not spawn on the death of said enemies.

One thing to note is that enemies get stronger with the more allies you bring. This also applies to bosses as well
Gold is gained by killing monsters, be it from the Soulless Legion or from the monsters in the wilds. Ether way, when a monster is slain, each player will acquire a certain amount of gold, determined by the roll of a die. Once you have enough gold, you can use it to buy items or potions.
Souls are also gained upon killing an enemy, but unlike gold, you can only gain 1 soul from an enemy (5 from bosses). With these souls you accumulate, you can use them for one of two things. You can go to the Empowerer and use them on permanent stat increases, or you can use your Soul Crucible to upgrade your heroes abilities. Each of the heroes' abilities can be upgraded to level 5, and will cost 50 extra souls per level (50 souls for level 1 to level 2, 100 souls for level 2 to level 3, etc.) Be warned that if your hero dies, they'll respawn in the shopping area and all of their souls will be encased in a Soul Orb. Die again, and those souls are lost forever.
There are 50 waves in total, with every 10 waves being a boss of some sort. When you enter the battle arena, you will notice a castle sitting near the way gate. That castle is what you must protect. If that castle dies, it's game over. You will also notice a lever near the castle. When this lever is pulled, the wave will begin, sending out the monsters of that wave.
On Easy Mode : Once the wave has been defeated, the lever will be revived and ready to be pulled again.
On Normal & Hard Mode : Once the wave has been defeated, the new wave will begin after 30 seconds.
It should be noted that the more people you have on your team, the stronger the monsters will be within the waves.
When you pick your hero, you will also notice a 2nd hero along with it, with an icon of a backpack. That's your backpack, which gives your hero an extra 4 item slots, but be warned that backpacks cannot use the items it holds. It also has 3 abilities, with icons of potions. This is how your hero will drink any potions they are carrying, which you can see with a multi-board in the upper right-hand corner. You can only hold a maximum of 20 health potions (50 on easy mode). Upon using one of the abilities, provided you have at least 1 of the chosen potion, one of the following will happen:
  • Health Potion : 50% of your health is renewed
  • Mana Potion : 50% of your mana is renewed
  • Rejuvenation Potion : 50% of your health and mana are renewed
If you lack any potions and you attempt to use a potion, a message will pop up to inform you that you do not have enough potions.
If you've played DotA 2, the runes in this will be similar in nature. Within two marked areas in the battle arena, 2 randomly selected runes will spawn, provided no rune exists currently. Runes will also randomly appear when killing the Soulless Legion, unless Hard Mode is active. The runes are as followed:
Bounty Rune : Gives all players 50 gold, and the player who aquired it an extra 50.
Double Damage Rune : Doubles the damage of the hero who picks it up.
Regeneration : Renews 60 health and 40 mana per second.
Illusions : Creates 2 illusions of the hero who touches it. The illusions deal 50% less damage and take 50% more damage then the initial hero.
Haste : Doubles the movement and attack speed of the hero who acquires it.
Invisibility : Makes the hero who acquires it invisible. Upon attacking an enemy, you will gain instant critical hit, but lose invisibly.
It should be noted at all runes (except Bounty) last for 60 seconds.
The jungle is filled with monsters of various types that have a differing alliance to the Soulless Legion, but are hostile to the heroes nonetheless. They are significantly tougher then the Soulless Legion, but offer more gold. They also have a chance of dropping a Bounty Rune, even when Hard Mode is active. The deeper you get into the jungle, the tougher the camps will be, even with it's own boss, Hermione the Dire.

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Sliph-M for the venders like The Bard, The Alchemist, and The Blacksmith
JetFangInferno for the effect of Bard's Song, Frozen Hold, Ward of Ice's aura, Healing Bomb lingering, Earthly Roar's caster, Psyic Scream's effects and Wolf's Howl's effect
WhiteDeath for the Frozen Heart's model
olofmoleman for the Coven Witch's skin
Sunchips for the Coven Witch's hat
MrHoon for the Beast Caviler model
Denu for Pheonix Lord's skin
jatter2 for the Pheonix Lord's staff
AndrewOverload519 for the Dark Assassin model
GeneralFrank for Lost Souls model
marcus158 for the Overclock effect
Weep for the Frostbolt missile model
dhguardianes for the Frostbolt buff model
Vortigon for the Ward of Ice model
alfredx_sotn for the Flame Elemental model
Metal_Sonic for the Rejuvenating Light's effect model
JesusHipster for the Healing Bomb and Acidic Bomb missle
CoffinPuppet for the Mountain Spike ability model
Pyritie for the Earthly Roar and Lash of Pain buff model
MaxShadow for the Toxic Gas model
Thrikodius for the Soul Ravage missle
Chriz. for the Dynomyte missle
AndrewOverload519 for the Hollow Archer's model
atlyre for the Skeletal Samurai's model
Ujimasa Hojo for the Hollowed Swordsman and Constructor models
supertoinkz for the Soulbound Spellcasters' model
-Grendel for Revenant of Justice model
Grey Knight for the runes models
Kuhneghetz for the Elder Cleric's model
Lordaeron Creator for the Elder Cleric's skin
Kitabatake for the Knighted Wolf's sword
Champara Bros for the Holy Nova effect model
to JesusHipster "the Armor of Light effect model"
Tranquil for the Spirit of Azura model
Direfury for Trandrel & Drim's seperate models after using Last Resort
HerrDave for the Frag Shell missle
stonneash for the Frag Shell explosion effect
s4nji for the Wilderness Aura effect


Blizzard Entertainment for a variety of different icons seen within this map
-Berz- for the Strength, Agility, and Intellect icons
UgoUgo for the Frozen Heart's icon
Dr.BUG for the art used for Coven Witch's icon
loktar for the Beast Caviler icon
CloudWolf for the Pheonix Lord's icon
AndrewOverload519 for the Dark Assassin's icon
GooS for the Potion icons
Darkfang for the Bard's Song icon
Golden-Drake for the Thunderstrike icon
Hellx-Magnus for the Charged Attack icon
CRAZYRUSSIAN for the Cleaving Strike icon
Juice_F for the Blade Dance icon
SuPa- for the Flame Elemental icon
JesusHipster for the the potion related icons for Coven Witch
Juan_Ann for the Mountain Spike icon
Mr.Goblin for the Jagged Rocks and Mjolnir the Destructive icon
The Panda for Pheonix Charge's icon
M0rbid for the Fire Bomb icon
Sopho for the Poisoned Blades icon
Sin'dorei300 for the Lash of Pain icon
T4COBELL for the Soothing Kiss icon
The Panda for the Repair icon
PeeKay for the Toxic Gas and Gloves of the Expert icon
Mc ! for the Irontide Shield and Aura and icons
NFWar for the Cloak of the Mage icon
TurtleRacingCar for the Swift Katana icon
Lordaeron Creator for the Elder Cleric's icon
Kuhneghetz for the Knighted Wolf's icon
PeeKay for the Last Resort icon
Eagle XI for the Trandrel & Drim unit icon
Coinblin for the Explosive Missle icon
KelThuzad for the Sweeping Strike icon
Kimbo for the Leap icon
D.ee for the Headshot icon


leonguyen112 for the Projectile System used with several abilities
nerovesper for the Pheonix Charge ability and functions
G00dG4m3 for the Leap ability

Released Version

Beta Versions


*The stating stats are now have their titles color coded
*Waves now end when all Soulless in it are slain (For Easy Mode, the level will immidently re-activate. For Normal and Hard Mode, the next wave will begin after 30 seconds.)
*Changed the effect model for Overclock
*All recipes have had their icon's changed to the item they craft into
*Sif's description now tells what her stating attributes are
*Rune of Invisibility has been reworked

+Added new heroes: Sif the Knighted Wolf, Trandrel & Drim the Dwarven Cannonneers, and Father Ambury the Elder Cleric
+Added the Stormbringer Hammer, Chestpiece of Bristles, Swift Katana, and Mjolnir the Destructive items
+Buffed the damage of Frozen Heart
+Frostbolt's damage has been increased from [100/125/150/200/250] to [150/200/250/300/350]
+Damage dealt by Ice Rain increaded from [20/35/50/65/80] to [25/40/55/70/85]
+Added a special shop in the jungle
-Items have had their prices raised and altered
-Increased the Souls cost of Ability upgrades from [25/50/75/100] to [50/100/150/200]
*Reworked the starting area, made it smaller
*Added an Easy Mode, made it so Normal and Hard modes start waves after 30 seconds.
*Fixed recipe text issues
*All Heroes now have their own Proper Names tied to their character.
*The Gold Gain formula has now been altered, you gain more gold as each wave passes.
*There is now a 50% chance to face a different boss for waves 20 and 30

[Hotfix on 9/14/18]
-Stone Guardians no longer have mana
*floating text appears when you kill a monster, telling you how much gold you gained
*Fixed Hotkey issues (namely the Construct Base Tower and Earth Spike ones)
*Fixed issue with creep camps where several would needlessly spawn
*Added hero glow to heroes who lacked one
*Added an additional space in front of the "X second cooldown" of spell tooltips
[Hotfix on 9/27/18]
*Fixed Targeting issue with Ravage Soul
*Fixed Bug where waves wouldn't start after killing the current wave

+Armor of Necromagus's Skeletal Guardians increased by 1
+Increased the casting range of Flametrail from 900 to 1000
+Flametrail now travels the full casting range rather then to the point of casting
+Added Emerald Ring, Blademail, and Wand of Azura
+Increased the Attack Bonus from Inversed Emeald to 6
-Buffed Hermione the Dire's damage to 41 - 55, health to 3000
-Buffed Soul Keeper's health to 7500
-Increased mana cost of healing bomb from 75 to 100
-Recduced the projectile speed of Flametrail
*Reworked Healing Bomb, is now an AoE HoT
*Reworked Frostbolt, no longer just Shadow Strike
*Made it so you can craft the higher tiered belts, bracers, cloaks, and gloves by combining two to four of the tier ones
*Fixed issue where crafting Baron's Blade and Robes of the Violet Ring would send a message to all players rather then just the owning player
*Fixed Issue where players could kill Soul Keeper before his half-health event
*Dying and Soul lost system replaced with Soul Orb system
*Removed "Call vote for Hard Mode ability", players now vote for difficulty at the beginning of the game
*Added Menu at the start of the game, giving players the ability to vote on Normal or Hard Mode

+Increased the duration of Witch's Hex from [3/3.5/4/4.5/5] seconds to [3/4/5/6/7] seconds
*Fixed issue with preview image
*Fixed bug where using Militia Mode as Constructor resets your ability's levels
*Fixed bug where Coven Witch can't attack level

-Careful Parry can now only be used on melee monsters
*Skeletal Samurai will use Blade Dance when 50% or lower health
*Redid Wave Triggers
*Creeps are now treat as Computer rather then Neutral

+ Increased the Attack Damage bonus of Steady Shot from (12/18/24/30/36)% to (20/40/60/80/100)%
-Increased the Attack Speed Reduction from 10% to 12%
*Fixed Bug with towers where upgrading the towers prevents you from building more

Map Released

8/9/2018 - Fixed issues with tower (Blast Tower costs 100 lumber, build times of Blast and Magi towers weren't altered)


Contents

Invasion of the Soul Keeper (Map)

Reviews
deepstrasz
All in all a nice map but with some quality of life issues. Awaiting Update. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES...
deepstrasz
Changes made, Approved.

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. Please use some text to differentiate the text on hero descriptions:
Tooltip Tutorial
Creating Good Descriptions
2. Some heroes like Galatron have a smaller selection circle than the model edges. Also, many heroes don't have hero glow; you could add one for them: How to add Hero Glow without Modeling or request somebody to do it for you manually (by editing the models) or to remove it from those which have it.
3. The lumber/wood icon doesn't look like the one for Souls (undead/Shade True Sight). It's still the tree.
4. Mace and Sword have the same cost but the first reduces attack speed and the difference of damage/attack between them is mere so the Sword is the obvious choice (cost-efficiency).
5. Recipe icons are horrible. You have to make them look like the final item icon not like a letter. I think blank is pretty much obvious so you don't have to write that.
6. Combinations are pretty meh; basically the same thing over and over but at higher attributes. At least, the first shop has that.
7. You could change the hue for the attribute giving rune icons:
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon
8. You could make gold/resources appear when a creep is killed, like bounty on neutral hostile.
9. Terrain is not that nice with trees being placed artificially in a line. A lot of space hasn't been used. I hope you will add stuff in later versions otherwise it doesn't make sense.
10. Creep positioning is weird, besides so many being in one place, some are unreachable behind trees.
11. Neat that you made Easy even easier by letting the player decide when the waves to come.
12. I don't understand why it's important to show the number of potions a player has in the board instead of things like deaths, kills, or any other information that might be more important.
13. Intended or not, heroes can go and heal in the base while others protect the base until they return.
14. Rune of Invisibility is pretty useless when you can go to the base and get back anyway.
15. Would be nice for the bag to be able to put items in the cube.
16. The vault doesn't know that you've got three items of the same type. You have to put them on specific slots...
17. Why 4 Strong Belts for Belt of the Gladiator and not 3 Warrior Belts? Waste of resources and space... and counterintuitive too.
18. Buff/FX attachement points on Galatron seem weird or it's because the Rune of Haste is on the origin? But it should have a wider FX like that of an aura if the origin is used...
19. IotSCreeps.png What the heck is that? I suggest making it look normal/better by creating stronger creeps instead of millions of lesser ones... Those higher level ones would give more bounty, simple. They reappear faster than you're able to kill them...
20. Shouldn't the lever be enabled to be pulled after a wave is dealt with and not after a certain time?
21. The wolf does not reappear? I thought maybe some stronger creep bosses will come one after the other.
22. If you use hero models on normal units, their bodies will remain on the ground.
23. Shouldn't the Beast Cavalier's summons be temporary? I see the Fire Elemental is autodestructing, slowly.
24. Why does the Stone Guardian have mana?
25. Earth Spike says Q as the hotkey instead of W. W does not work.
26. Q from Construct Base Tower does not work.
All in all a nice map but with some quality of life issues.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 11
Joined
Dec 31, 2012
Messages
167
1. Please use some text to differentiate the text on hero descriptions:
Tooltip Tutorial
Creating Good Descriptions
2. Some heroes like Galatron have a smaller selection circle than the model edges. Also, many heroes don't have hero glow; you could add one for them: How to add Hero Glow without Modeling or request somebody to do it for you manually (by editing the models) or to remove it from those which have it.
3. The lumber/wood icon doesn't look like the one for Souls (undead/Shade True Sight). It's still the tree.
4. Mace and Sword have the same cost but the first reduces attack speed and the difference of damage/attack between them is mere so the Sword is the obvious choice (cost-efficiency).
5. Recipe icons are horrible. You have to make them look like the final item icon not like a letter. I think blank is pretty much obvious so you don't have to write that.
6. Combinations are pretty meh; basically the same thing over and over but at higher attributes. At least, the first shop has that.
7. You could change the hue for the attribute giving rune icons:
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon
8. You could make gold/resources appear when a creep is killed, like bounty on neutral hostile.
9. Terrain is not that nice with trees being placed artificially in a line. A lot of space hasn't been used. I hope you will add stuff in later versions otherwise it doesn't make sense.
10. Creep positioning is weird, besides so many being in one place, some are unreachable behind trees.
11. Neat that you made Easy even easier by letting the player decide when the waves to come.
12. I don't understand why it's important to show the number of potions a player has in the board instead of things like deaths, kills, or any other information that might be more important.
13. Intended or not, heroes can go and heal in the base while others protect the base until they return.
14. Rune of Invisibility is pretty useless when you can go to the base and get back anyway.
15. Would be nice for the bag to be able to put items in the cube.
16. The vault doesn't know that you've got three items of the same type. You have to put them on specific slots...
17. Why 4 Strong Belts for Belt of the Gladiator and not 3 Warrior Belts? Waste of resources and space... and counterintuitive too.
18. Buff/FX attachement points on Galatron seem weird or it's because the Rune of Haste is on the origin? But it should have a wider FX like that of an aura if the origin is used...
19. View attachment 306534 What the heck is that? I suggest making it look normal/better by creating stronger creeps instead of millions of lesser ones... Those higher level ones would give more bounty, simple. They reappear faster than you're able to kill them...
20. Shouldn't the lever be enabled to be pulled after a wave is dealt with and not after a certain time?
21. The wolf does not reappear? I thought maybe some stronger creep bosses will come one after the other.
22. If you use hero models on normal units, their bodies will remain on the ground.
23. Shouldn't the Beast Cavalier's summons be temporary? I see the Fire Elemental is autodestructing, slowly.
24. Why does the Stone Guardian have mana?
25. Earth Spike says Q as the hotkey instead of W. W does not work.
26. Q from Construct Base Tower does not work.
All in all a nice map but with some quality of life issues.

Awaiting Update.

1. Are we talking general play style or should I add more detail to the lore bits?
2. Done
3. I'm planning to fix this, but need to find information (such as how big the icon itself is). I do, however, have this complain in mind.
4. Their suppose to be a tri-fecta of weapons, along side the aze: ones slower but deals more damage, one's faster but deals less, and ones balanced.
5. Noted
6. I won't deny that. All I'll say is that there are 3 other books for recipes.
7. ...Why? What's wrong with them?
8. Done
9. I do plan on adding more things later to, hopefully, take up space. Right now, however, I feel like things should be balanced around the main mode first.
10. That shouldn't be the case, the creep camps should be placed in specific locations and have ease of access to all heroes.
11. That was what it was like in the olden days.
12. Because I couldn't think of a better way to display that information, and didn't think to use something like a passive ability to do so.
13. Okay. And?
14. Yeah, but I can't think of too many ways to make the Invisiblity Rune worthwhile. I might change it to something else.
15. It can...
16. Yes...?
17. Because the Belt of the Gladiator is worth 4x the gold and is 4x as strong as a Might Belt. I fail to see how it's "a waste of resources and space and conterintuitive."
18. Noted
19. Fixed. Thank fuck, because that's not suppose to happen. AT ALL!
20. True, and will the changed to Normal and Hard mode, it wouldn't be a bad idea to try and implement that. Noted.
21. Fixed
22. I don't know how to fix that... sorry.
23. No.
24. That's a good question. That's why it's fixed now.
25 and 26. Fixed
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. Are we talking general play style or should I add more detail to the lore bits?
Colours and such, sorry, I've miswritten.
3. I'm planning to fix this, but need to find information (such as how big the icon itself is). I do, however, have this complain in mind.
I think you should open it up with blp lab, export it as .jpg and see the size.
6. I won't deny that. All I'll say is that there are 3 other books for recipes.
I've obviously mentioned that just that the first one is pretty much the same.
7. ...Why? What's wrong with them?
For differentiation. It's just a suggestion...
11. That was what it was like in the olden days.
What do you mean? It's like it's now.
13. Okay. And?
Well, I mean, there are runes, healers (probably), potions etc. If you can fight and go to your base at the same time, well. Of course, this doesn't matter anymore when waves are always coming as opposed to Easy.
14. Yeah, but I can't think of too many ways to make the Invisiblity Rune worthwhile. I might change it to something else.
Make it actually give Wind Walk if possible, that means you'll get an attack bonus when coming out of the spell. Plus, it increases movement speed and you could potentially run to the base, heal/buy and come back.
15. It can...
I tried with Galactron and nothing happened. I was as close as possible to the cube.
Well, yes, it's bad that items have to be placed in a specific order. I suggest figuring out another way to make the game less annoying.
22. I don't know how to fix that... sorry.
By not using hero models on units which are not heroes or by making those units actually heroes...

Anyways, waiting for better descriptions (heroes and recipes).
 
Level 11
Joined
Dec 31, 2012
Messages
167
Level 1
Joined
Jul 25, 2018
Messages
4
We spent about 15 minutes playing this map just me and a friend on easy and realized that there wasn't anymore than the jungle area to explore? If I had to guess the lever that started the wave was supposed to reset so we could start the next wave. Map is 10x bigger than what is needed especially if you can't get a carrier to do the recipes without needing your hero to walk around at a slow pace in the item area. Pretty sure the entirety of the map could fit in the area where the castle is... This is the kind of map you *could* spend hours on trying to beat however only to realize you spent most of it crafting items that craft into more items making it a huge waste of time. Crafting item recipes is nice but when you make it back and forth and have to press an ability it's back-ass-backwards of the type of gamemode this is. This isn't an RPG so the item mechanics should represent that.
 
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