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Kill Katydma 0.2.1




Kill Katydma

A map by Cokemonkey11

Contents
* Introduction
* Screenshots
* Abilities
* Version Control
* Changelog
* Credits

Introduction

Kill Katydma is a boss fight and mini Action RPG.

Wield the power of Sylvanas' brute force ranger skills, comprising both archer and rogue
abilities. Kill Katydma has a fast-paced gameplay style with flashy abilities, low
cooldowns, and no mana costs.

Screenshots




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Abilities



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Sylvanas the Ranger -- a kind of archer/rogue/survivalist
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Attack (Archer): Loose an arrow in the target direction.
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Flurry: Looses a flurry of arrows in every direction, each dealing damage based on
Ranger's attack power.
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Saggitus Argentus: For 5 seconds, magically plates arrows with silver, dealing
bonus damage to undead units and preventing slain ones from reanimating. Sylvanas also
reloads basic attacks more swiftly.
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Volley: Fires arrows in the target direction while channeling. Attack rate
increases dramatically as the channel continues.
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Rogue Abilities / Archer Abilities: Switch abilities and hotkeys to Sylvanas' melee
rogue/ranged archer abilities.
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Attack (Rogue): Whirl and slash adjacent enemies. Dashes forwards slightly. Can be
multi-cast up to three times for combos.
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Magic Blade: Sylvanas' blade seeks to cull the weak. Dashes to the target unit and
strikes it. If the target is slain, Magic Blade's cooldown resets.
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Bloodbath: After channeling briefly, all rogue attacks have significant life steal
for a time, and enemies are mutilated; they cannot reanimate. Cooldown resets after
slaying 10 enemies.
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Determination: Attacks the target unit rapidly, up to 15 times in 1 second. If the
target is slain, attacks continue on adjacent enemies until there are none left or all 15
attacks are attempted.

Version Control



All iterations of this map are maintained in a public git repository at
https://bitbucket.org/Cokemonkey11/kill-katydma/

Changelog



0.2.1 9 May 2023:
  • You no longer drop items on death. The old item-dropping behavior is now enabled in
    "-hard" mode.
  • reduced screen shake.
  • reduced zombie spawn rate.
  • Fat zombies now move slower.
  • Reduced hit points of regular zombies.
  • Katydma now recovers some hitpoints if heavily wounded in the first arena.
  • Fixed a minor visual bug where Katydma would appear to teleport multiple times to the
    second arena.

0.2.0 3 May 2023:
  • Reworked zombie spawning for a more natural flow and dynamic play experience.
  • Zombie spawn rate now increases as you progress.
  • Occasionally, strong zombies may spawn.
  • Improved the vfx for zombies.
  • Increased base melee damage from 60 to 65.
  • Fixed a minor bug where the bow sound would play at map start.
  • Adjusted the bow sound to be quieter and better emulate 3D.

0.1.3 5 February 2023:
  • Fixed a bug where Katydma would attack whilst retreating just when reaching the door
    and before teleporting.
  • Fixed a bug where "how to open gate" messages would appear when a zombie reached a
    gate rather than the player.
  • Ranged attack now plays an arrow-loose sound.
  • Fixed a metadata bug where the map recommended to play with 6 players.

0.1.2 6 Oct 2022:
  • Fixed a bug where a wurst stacktrace would sometimes appear, related to delayed sound
    processing.
  • Fixed a bug where the player loses visibility of Katydma after he is slain.

0.1.1 20 Aug 2022:
  • Rain of Corpses now spawns more corpses.
  • Raining Blood and Bullet Hell are used more often.
  • Dodge now has a cooldown.
  • Added a feedback sound when trying to attack shielded Katydma without silver bolts.
  • Improved zombie spawn behavior to reduce lag.
  • Fixed a bug where a waypoint would become active when a zombie walked on it.
  • Added hints when stepping on footswitches.
  • Added hints when reaching locked gates.

0.1.0 8 Oct 2021:
  • Second phase katydma now casts bullet hell abilities.
  • Final contest submission.

0.0.1 3 Oct 2021:
  • You can now fight Katydma.
  • Addressed feedback from play-tester.

0.0.0 2 Oct 2021:
  • Initial release.

Credits

peq, Frotty, WaterKnight, Overkane, 00110000 / Qormagg, Blizzard North, Blizzard
Entertainment, alfredx_sotn, hiveworkshop, General Frank, Mythic, Darkfang, GooS,
Zephyrius2412, NFWar, The Panda, PeeKay, JollyD, Solu9
Contents

Kill Katydma 0.2.1 (Map)

Reviews
deepstrasz
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site. This helps you with the...
The credits list was added. Approved!
Level 2
Joined
Oct 20, 2016
Messages
13
on hard mode zombies stay on really low hp from doing melee aaaq combo, which is really annoying, you should either disable hp regen for them or up melee damage by a bit
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,708
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Kill Katydma 0.1.0

Also, you might want to update based on contest reviews: Mini-Mapping Contest #19 - Results

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

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


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.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Wazzz
Alexen
https://www.hiveworkshop.com/forums/staff-contact.692/
 
I found this just watching recent posts and gave it a play through. Had not even realized it was a part of some contest! I'll have to look into other entries.

Anyway it would not hurt to make this map more friendly to beginners in their first few seconds of play, but admittedly after about a minute I was going at it and had a good time. I did not understand the waypoint system so I restarted the map after the first time I died, after that I ended up using mainly the bow and discarding the melee combat and fighting zombies until I eventually killed the Katydma at 22 minutes and 45ish seconds ( I forget the exact value ).

Again I didn't play any of the other contest entries yet because I hadn't realized there had been a contest, but I enjoyed the opportunity to play this map. Although simple, it was quite literally simple fun once I got the hang of it, and I had a good time playing it. The only thing that threw me off initially was that I hadn't realized there was no auto attack for the first few seconds, but that was pretty easy to figure out once I got used to it.

I did not play the hard mode and I only stacked bow damage with items, and by the time I reached Katydma my silver arrows did 500 damage per arrow. I don't know if that was scripted to always do that much or if it was the result of all those bow damage items, but it made for a pretty well balanced boss battle. I died once to the bullet hell mechanics but I felt like that was my own fault, and I thought it was really cool that there was a revive system and it wasn't over for me and I got to continue and finish killing Katydma, because he was almost dead at that point.

All in all I just wanted to say thanks for a fun experience and take care and chill! The terrain work on this was really cool :D
 
Level 22
Joined
Jun 11, 2017
Messages
626
Played it and found that Katydma. Don't defeat it. Liked it:
  • So after receiving 5+ lvl I can freely skip those zombies as they won't drop any valuable loot? Maybe I shouldn't, but game doesn't punish me for that, so…
  • What's sound source for "Q" ability in rogue mode? I think thats from Diablo 2 or Dialog 1, because it sounded a little bit weird >_>
  • Also for some strange reasons I got cooldowns on my rogue attack button when I don't press it. Also hitboxes are weird - sometimes I can hit with my slice or arrow, sometimes I don't deal any damage even when I nearby zombie.
  • How I can defeat boss?
Also attaching my replay - it would be helpful to analize how others playes Your map.
Nice map, felt relaxed a bit :D
 

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Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
Played it and found that Katydma. Don't defeat it. Liked it:
  • So after receiving 5+ lvl I can freely skip those zombies as they won't drop any valuable loot? Maybe I shouldn't, but game doesn't punish me for that, so…
  • What's sound source for "Q" ability in rogue mode? I think thats from Diablo 2 or Dialog 1, because it sounded a little bit weird >_>
  • Also for some strange reasons I got cooldowns on my rogue attack button when I don't press it. Also hitboxes are weird - sometimes I can hit with my slice or arrow, sometimes I don't deal any damage even when I nearby zombie.
  • How I can defeat boss?
Also attaching my replay - it would be helpful to analize how others playes Your map.
Nice map, felt relaxed a bit :D

Thanks for looking

Your replay doesn't work for me -- I guess you're not using the latest patch

So after receiving 5+ lvl I can freely skip those zombies as they won't drop any valuable loot? Maybe I shouldn't, but game doesn't punish me for that, so…

Not quite -- loot drop rate reduces after each loot drop, it's not based on level.

Zombies also have a function in this game other than acting as enemies

What's sound source for "Q" ability in rogue mode? I think thats from Diablo 2 or Dialog 1, because it sounded a little bit weird >_>

You can see this in the code -- it's jainaOnFootDeath1 Bitbucket

Also for some strange reasons I got cooldowns on my rogue attack button when I don't press it. Also hitboxes are weird - sometimes I can hit with my slice or arrow, sometimes I don't deal any damage even when I nearby zombie.

This is described in the ability tooltip


How I can defeat boss?

This is answered in the quests menu Bitbucket
 
Level 22
Joined
Jun 11, 2017
Messages
626
Thanks for looking

Your replay doesn't work for me -- I guess you're not using the latest patch



Not quite -- loot drop rate reduces after each loot drop, it's not based on level.

Zombies also have a function in this game other than acting as enemies



You can see this in the code -- it's jainaOnFootDeath1 Bitbucket



This is described in the ability tooltip




This is answered in the quests menu Bitbucket
  • No problem!
  • Strange, I was playing on latest WC3:R patch...
  • Okay, actually I mean that after reaching some hero lvl, I don't have much need in item drops due to already satisfying damage, maybe it's need more item progression or adding some temporary bonuses like damage runes etc;
  • Oh… Never thought about that. Thanks for answer;
  • Nvm, I'm dumb :D
  • Thanks for answer!
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
  • No problem!
  • Strange, I was playing on latest WC3:R patch...
  • Okay, actually I mean that after reaching some hero lvl, I don't have much need in item drops due to already satisfying damage, maybe it's need more item progression or adding some temporary bonuses like damage runes etc;
  • Oh… Never thought about that. Thanks for answer;
  • Nvm, I'm dumb :D
  • Thanks for answer!
I managed to watch your replay!

One thing that could have saved you some frustration is that when you reached Katydma you could have enabled the waypoint. Then there's no need to grind through zombies to get back to the boss fight if you die.

I don't have much need in item drops due to already satisfying damage

Yes, that makes more sense. I think it depends how you want to play the game. I can see this going one of ~3 ways:

  • You collect rogue items so that you can heal faster and always one-shot with magic blade
  • You collect archer items to kill Katydma faster
  • You collect a mix of both

If you want to do a speed run of the map, the best thing to do is just pick up a mix of both types and selecting for stronger items in general.

To answer your question though: to be clear, there is value to collecting stronger items even if you can already one-shot zombies. Because bows kill the boss faster, and melee weapons enable you to heal faster.

I have a <6 minute victory replay here in case you'd prefer to watch rather than play again.

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Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
Today I released a small bug fix release which mainly focuses on eliminating the printed debug message that appears in-game sometimes. Please tell me if you have played the latest version and the bug is still not fixed!

Special thanks once again to @Frotty who helped me find the source of this bug
 
Level 12
Joined
Mar 4, 2014
Messages
204
Hello, i played the map for a few minutes, on the latest version of War3.

The gameplay can be super fun but it can also get super boring and monotonous pretty fast, the abilities are interesting, i mostly used the archer ones since i think those are superior being able to kill the zombies from a distance.

The main problem i noticed with this were the zombies, there were just too many of them and they kept spawning, i eventually got killed when i got lvl 6 and it seems i got revived from where i started, but i didn't feel like continuing the game since it wasn't that fun, just killing the same old zombies stopped being fun, also the items dropped on the ground and i didn't feel like going all the way to get them back.:hohum:

I like that they dropped weapons to increase the dmg of the spells, but i think they should have a chance to drop some healing runes or something heal related as well, and to make the game interesting there should be no revive, since being able to revive every time you die isn't fun, is lame, there is no stake, i noticed u can just keep running while the zombies keep spawning from the corpses and they don't attack you immediately, so you can get past them that way.

I gave the game another shot, this time i went with the rogue spells, after you get some dmg items for the rogue spells it does become stronger than the archr one, but not by much, the main aspect of the rogue spells is the ability to heal but thats it, anyway, after i run around the map i finally got to the boss, but to my surprise even tho i attacked him multiple times i dealt 0 dmg to him and he just killed me with a few swings of his attacks of wich i had no way of dodging, yea...

Suggestions:

- It seems each time you run with the hero zombies just keep spawning even tho you went already a certain way, i think they shouldn't be able to spawn like that, wherever you go, once you went a certain route they shouldn't be able to spawn again on that route i feel like, the game just isn't fun enough to keep killing them, you just give up on that and the only goal is to get the hell out of this infinite zm spawning area and get to the end.

- Not sure what was with the boss and me not doing dmg to him, i only attacked him with the rogue attacks tho, but still, it would be dumb to not dmg him at all with the rogue attacks.

- The boss attacks should be able to be seen by the player so the player has a chance to avoid them.

- Increase the variety of zombies, you can also implement mini bosses as zombies that can drop stronger items, killing the same type of zombies gets boring fast.
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
Hi @Blasterixx

Thank you very much for the thorough review. Although some of your issues have been discussed already, I take it as feedback and signal nonetheless towards the game's design. For me the main takeaways are:

  • the zombie spawn system is too monotonous
  • the item spawn system is too monotonous
  • it's not clear enough how to damage/hurt the boss
  • it's not clear enough how zombie re-spawning works

I added some issues to my issue tracker with some further notes if you're interested:



  • the game should rapidly get to the point where you plow through the zomibes once you have a few items. The initial grind stage should take less than 5 minutes with practice (and win the game in less than 10). But I will think about how to make it less monotonous.
  • it is intentional that the game's only healing mechanic is in rogue mode. I consider it to be critical to the ranger's design that the player should be forced to use both rogue and archer mode to win the game. But I will think about how to add more healing.
  • rogue attacks cannot damage the boss. Only silver bolts can damage the boss. I will think how to make this clearer.
  • the way zombie spawning works is that zombies can spawn on pre-passed routes but only at lower rates. And dead zombies can also respawn but only if you don't kill them with silver bolts or mutilate them with the healing ability. I will think how to make this clearer.
  • the boss's melee attack is unavaoidable if you are close. it's supposed to force you to use ranger stance. I'll think about how to make this more clear.
  • I agree there needs more zombie variety and some kind of mini-bosses. Thank you again for your input.
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,516
Today I've released the first minor version change of Kill K

I'm excited to announce a completely reworked zombie spawning subsystem that now utilises @Glint 's Noise library for more natural zombie spawning behavior.

As part of this I've also added a number of other quality of life improvements to hopefully make the early part of the game less monotonous.

Zombies now spawn with a bit more variety than before, and zombie vfx should be a little more immersive.

Your continued feedback has been much appreciated and valuable for prioritising this work and I hope to attract new players and hear about your experiences!
 
Level 12
Joined
Mar 4, 2014
Messages
204
Did a quick test run, the screen keeps shacking, it stops for a few sec and then it starts shacking again... i think it is a bug, either way it ruins the map.
Also i think the melee spells are somehow worse? the cooldown is too big and the hp regen is too low from the spell.
 
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