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Nerugia v1.6 - Lost Secrets

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Reactions: deepstrasz
Hello,
coming with another update, now featuring PvP mode! As a matter of fact, i'm working on another map, which will be Nerugia in the past. A lot of cool stuff to be done there!
The map currently features:
> 3 Game modes: Protection (protect inhabitants of Nerugia with a chosen hero - protector), Purification (take care of Nerugian World Tree, don't let it die! Kill Wooderlock and Lord Infermus before they destroy Nerugia!) and Invasion (PvP mode - 1 evil against 1-6 Nerugian Protectors, the goals are pretty much the same as in Purification)
> 20 custom heroes - each representing an element (fire, water, etc)
> A handful of trigger-enhanced spells
> Over 100 items to collect
> A dungeon recommended for level 10+ heroes (the goal of first part of Purification game mode)
> Crafting! Upgrade items that you find into better ones, and then combine them to create various elemental orbs to match your hero's element! (interactions will happen :p)
> Life at sea: purchase battleships and fight ghost ships that carry valuable loot...
> Lore was updated at this version, each hero has a story now!
> Beautiful scenery of a Frozen Land with interesting places to visit
> Many secrets to be found!
> Multiplayer-friendly: playing this map alone might be a little dissatisfying, bring your friends to help you!

I accept suggestions that you guys can provide me. If you are interested in it, be sure to provide me some feedback and perhaps what should be changed and i could make it happen. We can even play together! ^_^ You can join my public Discord about the map: Discord - Free voice and text chat for gamers

  • 1.2.1
    > Lot of bugfixes (special thanks for 3ICE)
    > Added mining! (near Corrupted Forest)
    > Melee Mode now disables most of extra content such as dungeon, crafting or God of Construction
    > Trap Damage in Dungeon dramatically increased
    > Wondrous Infernal is now timed (180 seconds)
    > Wondrous spells: increased mana costs
  • 1.2.2
    > More bugfixes
    > Read Quest Log for more information!
    > Updated tooltips
    > Archimonde now also sends his Doomguards to make your life DOOMED!
  • 1.2.3
    > Fixed Doomguard's stats
    > Infernals/Doomguards in RPG should now have more proper AI regarding attacking players, thus spawning interval has been increased (less mobs spawning)
    > Infernals/Doomguards won't spawn in water anymore
    > Nerfed Infernals' Damage
    > Protect Mode: Added random events!
    > Following heroes have updated spells: Atlantis, Atlantica, Ignis - more are coming in next update!
  • 1.3
    > Nerfed starting stats and stats per level for each RPG hero.
    > Added more negative ??? books (All stats -10 alert!)
    > Added new heroes: Terrazergen the Earth Golem and Deradrich the Demon Chicken!
    > Added new items: Orb of Earth, Orb of Chaos
    > These heroes have received spell update: Illumina, Atlantis, Hollow, Gaia, Thunderwing, Ignis
    > Protect mode was changed
    > Attack and armor types were overhauled
    > Melee Mode has been removed (it just doesn't make sense to hold it there anymore)
    > Costs of receipts were dramatically increased
    > Slightly nerfed overall gold income
    > Devil's Playground created (lower side of map)
    > Sobi Mask: cost 800 -> 850, Mana regen 50% -> 40%
    > Crown of Kings: All stats +7 -> All stats +6
    > Random Hero option added
  • 1.3.1
    > Bugfixes
    > Added a new event to Protect Mode
    > Melee Units now take increased damage only from Magic attacks and Spells (not from Piercing attacks anymore)
  • 1.3.2
    > Gaia and Terrazergen have now Taunt ability
    > Added a new event to Protect Mode
    > Archimonde's servants now destroy items when they stand near them for some time
  • 1.3.3
    > Bugfixes
    > Illidan (Evil) was replaced with Mannoroth
    > Added 2 huge waves to Protect mode
    > Nerfed: Gaia (STR per level), Ignis (Q and R damage down)
    > Buffed: Deradrich: range 100 -> 300, Base Armor 0 -> 3, E - clones now deal damage and are more durable, Dia De Fermond: Base Armor 0 -> 3
    > Removed books that reduced stats by 10
  • 1.3.4
    > Bugfixes
    > Nerfed: Ignis - reduced attack speed
    > Buffed: Illumina - increased attack speed, Q damage and healing up, Thunderwing - increased attack speed
    > Increased Level cap to 30, increased XP gained
    > Argos has been reworked
    > Protect mode - Defeat condition was changed: Now if the FIRST/MAIN Town Hall dies, you lose
    > God of Construction can now build the Tower of Gods
    > Added Singleplayer bonus
  • 1.4 - Armies of Hell
    > Prepare for the invasion from Hell! New enemies, bosses, items and more!
    > Prices of Trade Packs were increased
    > Ranged Mages had their stats reworked
    > ??? books are now Snowflowers of Knowledge
    > Crafting was overhauled - look into Quest Log -> Commands!
    > Both game modes were changed
    > Added -roll command, decide who gets what!
    > Added -clear command to clear your chat messages
    > Added a new world boss - the Spirit Wyvern, it spawns in late game!
    > Improved AI of most enemies
    > Added damage indicator (and healing for some spells)
    > Added a new hero - Noctess the Moon Owl!
    > Changed some interactions with orbs
    > God of Construction is a hero with unique spells now and his name is Ellion!
  • 1.5 - Plagued
    > Added new heroes: Florianda the Flower Dryad, Tywind the God of Wind, Trinia the Crystal Guardian and Ama'Rah the Sand Wraith!
    > Hero Revive is now free and timed, but it drains HP from Nerugian World Tree!
    > Added -reroll command! You can now reroll heroes!
    > Added commands for Player 1 only, check them in quest log
    > Added new Legendary items!
    > Some items were renamed
    > Ellion's defense system has been reworked
    > You can now upgrade Owl Courrier's movement speed in Storage!
    > Some heroes received an update
  • 1.5.1 - Plagued
    > Ellion has been reworked - he can now be selected as a hero in Protect mode for one player
    > Added new heroes: Heller Garth the Bloody Necromancer, Solaris the Sun Shard and Athanos the God of Life!
    > Deradrich's special interaction has been changed
    > Orb of Blood's active ability has been changed
    > Ignis' E was changed
    > Sentry Wards are now invulnerable and last forever. You can teleport on them.
    > Goblin Zeppelin: Increased HP and Movement speed, Decreased Gold Cost
    > Decreased stock replenish interval of Owl Courriers
    > Atlantis/Atlantica: Dissolve - increased HP and MP regen (added MP regen for Atlantis)
    > Removed XP tomes and Level Up Snowflower of Knowledge
    > Atlantica's special interaction was changed
    > Reduced all heroes' non-primary stats per level to 0 and primary/hybrid stats to 1 per level
    > Removed negative Snowflowers of Knowledge
  • 1.5.2 - Plagued
    > Reduced mana costs for most melee heroes.
    > Added a "Sense Spirits" ability for Nerugian World Tree
    > Added difficulty voting: Easy, Medium and Hard
    > Some items can now stack!
    > Atlantica's, Argos' and Gaia's special interactions were changed
  • 1.5.3 - Plagued
    > Added an awesome loading screen! By Shandris
    > Leavers' heroes now drop their items and get removed. Dropped items are teleported to the Nerugian World Tree
    > Added new marketplace on the west
    > Hollow: Carrion Swarm [Q]: Reduced Range from 600 to 500, Wave of Souls [R]: Increased Range from 400-600 to 600-900
    > Storages can no longer use items
  • 1.6 - Lost Secrets
    > Atlantis: Quick Water [E] - now resets the cooldown of only basic abilities. Whirlpool [R] - reduced mana cost 250/400/600 -> 200/300/400
    > Added a new Wooderlock's Plague event!
    > Added new items: Enchanted Armor, Rune of Might, Rune of Fortitude, Rune of Deity
    > Greatly reduced timers of boss waves during protecting the Nerugian Tree
    > Protect mode: Losing a Nerugian structure now deals damage to the Nerugian Tree rather than the Tree of Life
    > Nerugian World Tree and Nerugian Royal Advisor are now Neutral Passive (not owned by Player 1 anymore)
    > Reroll command removed due to bugs
    > Added new lore for each hero! Visit interesting places to learn more about them!
    > Added Frost Volcano - Guardian Serpent's new spawning place
    > Added new hero: Glacien the God of Ice!
    > Random Hero Select now doesn't choose heroes which have already been taken
    > Reduced number of max players 9 -> 6
    > Fixed a bug where Argos' Q lost its skill points upon death while flying
    > Ward place range decreased 500 -> 100
    > Hollow has been reworked, try him out!
    > Added 4 global auras depending on which heroes were chosen
    > Flying heroes had their armor types improved
    > Added a new interaction for Terrazergen
    > Florianda: Interaction was changed, Poisonous Flower [Q] - increased attack range of flowers from 500 at all levels -> 500/550/600/650/700 and decreased HP from 500/600/700/800/900 -> 400/450/500/550/600, Expert Archery [R] - decreased total levels from 5 -> 3
    > Heller Garth: Raise Dead [E] - increased duration from 20 at all levels -> 20/25/30/35/40, Life Drain [D] - increased range from 700 at all levels -> 800 at all levels
    > Melee Class Upgrade: Movement speed replaced with armor +5
    > Ranged Class Upgrade: Attack Damage 10 -> 20, Life Steal removed
    > Storage can use items once again
    > Guardian Serpent: Frost Breath [E] - decreased damage from 110/190/240/300/380 -> 95/170/215/260/335
    > Illumina: Movement speed reduced from 350-> 330
    > Added new game mode: Invasion
    > Most of Night Elf models were changed. Functionaility remains unchanged.
    > Ghost Ship periodic damage reduced from 160 -> 130
    > Human Frigate: Lumber Cost reduced from 50 -> 0
    > Human Battleship Lumber Cost reduced from 150 -> 0, Gold Cost increased from 350 -> 500
    > Game modes were renamed: RPG Mode -> Purification, Protect Mode -> Protection
    > Lobby Image changed, also made by Shandris
WaterTempleKeeper by icewolf055, CrystalInfernal and BTNCrystalInfernal by Dark Hunter1357, Rain of Crystal by bisnar13, Dark Ancient by Direfury, Sea Aura by
JetFangInferno, Frozen Orb by Daelin, Comet by WILL THE ALMIGHTY, EnergyShield by
CreatorD3292, Whirlpool by Mc !, Deathwing and Guardian Serpent (God) are from chaosrealm.info but i can't mention authors because i don't have access to the models - i got these two from my friend, BTNwaterelemental3 by D.ee, BTNVolatile Waters by Darkfang, BTNHydroPump by Hemske, NagaBirth (Healing Water) by JetFangInferno, and more - they should all be mentioned in View Resources In Use tab under the map file.
Spells: Fire Disc by xD.Schurke, Elemental Spellpack by Zack1996, Bouncing Energy by Meatmuffin, Demon Slash by The_Witcher, Multi Shock by Septimus, Taste of Death by -Berz-, Wave of Souls by HammerFist132, Dune Worm by TriggerHappy
Contents

Nerugia v1.6 - Lost Secrets (Map)

Reviews
3ICE
EDIT: My actual review is a few posts below! Please click: #post-3283640 or hiveworkshop.com/threads/nerugia-v1-2.307695/#post-3283640 or Nerugia v1.2 Hi, Tried playing it but unfortunately crashes at around 50% on the loading screen. With no message...
3ICE
Edit: TONS of screenshots warning!!! Hope doing this is okay. — I played for a few hours, fun map. Here are my findings. Rate: 4/5. Can't give 5 because of all the bugs below... A total of 26 items, with 23 images, and no, I will not put them in...
deepstrasz
1. Once you reset the camera, how do you put it back up? 2. This is in no way melee but altered melee (tag). 3. Hero abilities are Warcraft III ones but renamed and different looking. 4. How am I supposed to defend my ally's base with the hero when I...
deepstrasz
Yet to fix the neutral hostile attacking the starting bases: Yet to fix creep exploiting: Put some doodads or cliffs to block vision or something. Or make those creeps be able to swim/reach the hero (at least by ranged attack). Holy water still...
deepstrasz
It's better... Approved.
Level 5
Joined
Jul 4, 2007
Messages
84
EDIT: My actual review is a few posts below! Please click: #post-3283640 or
hiveworkshop.com/threads/nerugia-v1-2.307695/#post-3283640 or
Nerugia v1.2
Hi,

Tried playing it but unfortunately crashes at around 50% on the loading screen. With no message or details. I wish I could help more by pinpointing the reason, but alas... My C:\Warcraft III\Errors\ folder remains empty after the crash.

MPQ editor can open it fine, and so can World Editor. (I tried re-saving with my patch version, still crashes.)

By the way I too use the Crystal Infernal model in a TD of mine. Cool! But what'd you do about the death animation bug? (Massive explosion of black spikes hiding most of the screen) I remove the unit as soon as it dies. Looks a bit weird as it pops out of existence, but better than the giant black triangles visual glitch.

--3ICE

Edit: Even C:\Users\Daniel3ICE\Documents\Warcraft III\Replay\TempReplay.w3g is blank.

Edit 2: Found it! I was looking for /Errors/ elsewhere, in the old place I guess. New patch has moved errors in documents, for example here's my latest: C:\Users\Daniel3ICE\Documents\Warcraft III\Errors\2018-08-07 08.50.25\War3.dmp


Here's the crash log, .excr, and !analyze -v
Code:
Microsoft (R) Windows Debugger Version 10.0.17712.1000 X86
Copyright (c) Microsoft Corporation. All rights reserved.


Loading Dump File [C:\Users\Daniel3ICE\Documents\Warcraft III\Errors\2018-08-07 08.50.25\War3.dmp]
WARNING: Minidump contains unknown stream type 0x1000
User Mini Dump File: Only registers, stack and portions of memory are available


************* Path validation summary **************
Response                         Time (ms)     Location
Deferred                                       srv*
Symbol search path is: srv*
Executable search path is:
Windows 10 Version 17134 MP (4 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS
17134.1.x86fre.rs4_release.180410-1804
Machine Name: 3ICE
Debug session time: Tue Aug  7 08:50:25.000 2018 (UTC + 2:00)
System Uptime: 48 days 8:44:43.817
Process Uptime: 0 days 0:00:15.000
................................................................
...................................
This dump file has an exception of interest stored in it.
The stored exception information can be accessed via .ecxr.
(31c.51b8): Access violation - code c0000005 (first/second chance not available)
eax=00000000 ebx=003ae944 ecx=e64ea4f7 edx=00000000 esi=00000000 edi=0000230c
eip=7744952c esp=003a96f0 ebp=003a9760 iopl=0         nv up ei pl nz ac pe nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00000216
ntdll!NtWaitForSingleObject+0xc:
7744952c c20c00          ret     0Ch


0:000> .ecxr
eax=00000000 ebx=19917908 ecx=e64ea4f7 edx=00000000 esi=00000000 edi=1863c05c
eip=00dad83e esp=003aeda4 ebp=003aedb0 iopl=0         nv up ei pl zr na pe nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00010246
Warcraft_III+0x55d83e:
00dad83e ff7620          push    dword ptr [esi+20h]  ds:002b:00000020=????????


0:000> lmvm Warcraft_III
Browse full module list
start    end        module name
00850000 0170b000   Warcraft_III   (no symbols)


0:000> !analyze -v
*******************************************************************************
*                                                                             *
*                        Exception Analysis                                   *
*                                                                             *
*******************************************************************************

*** ERROR: Symbol file could not be found.  Defaulted to export symbols for nvd3dum.dll -  nvumdshim.dll - Mss32.dll
GetUrlPageData2 (WinHttp) failed: 12002.

KEY_VALUES_STRING: 1


STACKHASH_ANALYSIS: 1

TIMELINE_ANALYSIS: 1

Timeline: !analyze.Start
    Name: <blank>
    Time: 2018-08-07T06:51:52.164Z
    Diff: 87164 mSec

Timeline: Dump.Current
    Name: <blank>
    Time: 2018-08-07T06:50:25.0Z
    Diff: 0 mSec

Timeline: Process.Start
    Name: <blank>
    Time: 2018-08-07T06:50:10.0Z
    Diff: 15000 mSec

Timeline: OS.Boot
    Name: <blank>
    Time: 2018-06-19T22:05:42.0Z
    Diff: -116284296 mSec


DUMP_CLASS: 2

DUMP_QUALIFIER: 400

Resetting default scope

FAULTING_IP:
Warcraft_III+55d83e
00dad83e ff7620          push    dword ptr [esi+20h]

EXCEPTION_RECORD:  (.exr -1)
ExceptionAddress: 00dad83e (Warcraft_III+0x0055d83e)
   ExceptionCode: c0000005 (Access violation)
  ExceptionFlags: 00000000
NumberParameters: 2
   Parameter[0]: 00000000
   Parameter[1]: 00000020
Attempt to read from address 00000020

DEFAULT_BUCKET_ID:  NULL_CLASS_PTR_READ

FOLLOWUP_IP:
Warcraft_III+55d83e
00dad83e ff7620          push    dword ptr [esi+20h]

READ_ADDRESS:  00000020
ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at 0x%p referenced memory at 0x%p. The memory could not be %s.
EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at 0x%p referenced memory at 0x%p. The memory could not be %s.
EXCEPTION_CODE_STR:  c0000005
EXCEPTION_PARAMETER1:  00000000
EXCEPTION_PARAMETER2:  00000020
WATSON_BKT_PROCSTAMP:  5ae8f617
WATSON_BKT_PROCVER:  1.29.2.9231
PROCESS_VER_PRODUCT:  Warcraft III
WATSON_BKT_MODULE:  Warcraft III.exe
WATSON_BKT_MODSTAMP:  5ae8f617
WATSON_BKT_MODOFFSET:  55d83e
WATSON_BKT_MODVER:  1.29.2.9231
MODULE_VER_PRODUCT:  Warcraft III
BUILD_VERSION_STRING:  17134.1.x86fre.rs4_release.180410-1804
MODLIST_WITH_TSCHKSUM_HASH:  cceb6f9b9a14a93a591fa8879c8fc7bac1f6bcd5
MODLIST_SHA1_HASH:  683f779f0eeb5b58befe4311f9f5629cc9f8828a
PRODUCT_TYPE:  1
SUITE_MASK:  272
DUMP_FLAGS:  8
DUMP_TYPE:  1
PROCESS_NAME:  unknown
ANALYSIS_SESSION_HOST:  3ICE
ANALYSIS_SESSION_TIME:  08-07-2018 08:51:52.0164
ANALYSIS_VERSION: 10.0.17712.1000 x86fre
THREAD_ATTRIBUTES:
BUGCHECK_STR:  APPLICATION_FAULT_NULL_CLASS_PTR_READ_INVALID_POINTER_READ
PRIMARY_PROBLEM_CLASS:  APPLICATION_FAULT
PROBLEM_CLASSES:

    ID:     [0n313]
    Type:   [@ACCESS_VIOLATION]
    Class:  Addendum
    Scope:  BUCKET_ID
    Name:   Omit
    Data:   Omit
    PID:    [Unspecified]
    TID:    [0x51b8]
    Frame:  [0] : Warcraft_III

    ID:     [0n285]
    Type:   [INVALID_POINTER_READ]
    Class:  Primary
    Scope:  BUCKET_ID
    Name:   Add
    Data:   Omit
    PID:    [Unspecified]
    TID:    [0x51b8]
    Frame:  [0] : Warcraft_III

    ID:     [0n310]
    Type:   [NULL_CLASS_PTR_READ]
    Class:  Primary
    Scope:  DEFAULT_BUCKET_ID (Failure Bucket ID prefix)
            BUCKET_ID
    Name:   Add
    Data:   Omit
    PID:    [0x31c]
    TID:    [0x51b8]
    Frame:  [0] : Warcraft_III

LAST_CONTROL_TRANSFER:  from 00affacd to 00dad83e

STACK_TEXT:
WARNING: Stack unwind information not available.
003afa00 740c8484 005ce000 740c8460 9331cee6 Warcraft_III+0x657425
003afa14 77442ec0 005ce000 90683072 00000000 kernel32!BaseThreadInitThunk+0x24
003afa5c 77442e90 ffffffff 7745dec9 00000000 ntdll!__RtlUserThreadStart+0x2f
003afa6c 00000000 00ea74bc 005ce000 00000000 ntdll!_RtlUserThreadStart+0x1b


THREAD_SHA1_HASH_MOD_FUNC:  8a3666e61f0da6f9e269070762e3b9cfa67a731c
THREAD_SHA1_HASH_MOD_FUNC_OFFSET:  297d09b0520616f739fd7336adfa008a5ca9da02
THREAD_SHA1_HASH_MOD:  cd1534140c19ed770ab47488c1b6f63382e3b092
FAULT_INSTR_CODE:  e82076ff
SYMBOL_STACK_INDEX:  0
SYMBOL_NAME:  Warcraft_III+55d83e
FOLLOWUP_NAME:  MachineOwner
MODULE_NAME: Warcraft_III
IMAGE_NAME:  Warcraft_III.exe
DEBUG_FLR_IMAGE_TIMESTAMP:  5ae8f617
STACK_COMMAND:  ~0s ; .ecxr ; kb
FAILURE_BUCKET_ID:  NULL_CLASS_PTR_READ_c0000005_Warcraft_III.exe!Unknown
BUCKET_ID:  APPLICATION_FAULT_NULL_CLASS_PTR_READ_INVALID_POINTER_READ_Warcraft_III+55d83e
FAILURE_EXCEPTION_CODE:  c0000005
FAILURE_IMAGE_NAME:  Warcraft_III.exe
BUCKET_ID_IMAGE_STR:  Warcraft_III.exe
FAILURE_MODULE_NAME:  Warcraft_III
BUCKET_ID_MODULE_STR:  Warcraft_III
FAILURE_FUNCTION_NAME:  Unknown
BUCKET_ID_FUNCTION_STR:  Unknown
BUCKET_ID_OFFSET:  55d83e
BUCKET_ID_MODTIMEDATESTAMP:  5ae8f617
BUCKET_ID_MODCHECKSUM:  e3929d
BUCKET_ID_MODVER_STR:  1.29.2.9231
BUCKET_ID_PREFIX_STR:  APPLICATION_FAULT_NULL_CLASS_PTR_READ_INVALID_POINTER_READ_
FAILURE_PROBLEM_CLASS:  APPLICATION_FAULT
FAILURE_SYMBOL_NAME:  Warcraft_III.exe!Unknown
WATSON_STAGEONE_URL:  -
TARGET_TIME:  2018-08-07T06:50:25.000Z
OSBUILD:  17134
OSSERVICEPACK:  1
SERVICEPACK_NUMBER: 0
OS_REVISION: 0
OSPLATFORM_TYPE:  x86
OSNAME:  Windows 10
OSEDITION:  Windows 10 WinNt SingleUserTS
OS_LOCALE:
USER_LCID:  0
OSBUILD_TIMESTAMP:  unknown_date
BUILDDATESTAMP_STR:  180410-1804
BUILDLAB_STR:  rs4_release
BUILDOSVER_STR:  10.0.17134.1.x86fre.rs4_release.180410-1804
ANALYSIS_SESSION_ELAPSED_TIME:  13e87
ANALYSIS_SOURCE:  UM
FAILURE_ID_HASH_STRING:  um:null_class_ptr_read_c0000005_warcraft_iii.exe!unknown
FAILURE_ID_HASH:  {1443b233-0266-66a0-91b9-81efcdccc454}
Followup:     MachineOwner
---------
 
Last edited:
Level 2
Joined
Aug 17, 2016
Messages
12
Hi,

Tried playing it but unfortunately crashes at around 50% on the loading screen. With no message or details. I wish I could help more by pinpointing the reason, but alas... My C:\Warcraft III\Errors\ folder remains empty after the crash.

MPQ editor can open it fine, and so can World Editor. (I tried re-saving with my patch version, still crashes.)

By the way I too use the Crystal Infernal model in a TD of mine. Cool! But what'd you do about the death animation bug? (Massive explosion of black spikes hiding most of the screen) I remove the unit as soon as it dies. Looks a bit weird as it pops out of existence, but better than the giant black triangles visual glitch.

--3ICE

Edit: Even C:\Users\Daniel3ICE\Documents\Warcraft III\Replay\TempReplay.w3g is blank.

Edit 2: Found it! I was looking for /Errors/ elsewhere, in the old place I guess. New patch has moved errors in documents, for example here's my latest: C:\Users\Daniel3ICE\Documents\Warcraft III\Errors\2018-08-07 08.50.25\War3.dmp


Here's the crash log, .excr, and !analyze -v
Code:
Microsoft (R) Windows Debugger Version 10.0.17712.1000 X86
Copyright (c) Microsoft Corporation. All rights reserved.


Loading Dump File [C:\Users\Daniel3ICE\Documents\Warcraft III\Errors\2018-08-07 08.50.25\War3.dmp]
WARNING: Minidump contains unknown stream type 0x1000
User Mini Dump File: Only registers, stack and portions of memory are available


************* Path validation summary **************
Response                         Time (ms)     Location
Deferred                                       srv*
Symbol search path is: srv*
Executable search path is:
Windows 10 Version 17134 MP (4 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS
17134.1.x86fre.rs4_release.180410-1804
Machine Name: 3ICE
Debug session time: Tue Aug  7 08:50:25.000 2018 (UTC + 2:00)
System Uptime: 48 days 8:44:43.817
Process Uptime: 0 days 0:00:15.000
................................................................
...................................
This dump file has an exception of interest stored in it.
The stored exception information can be accessed via .ecxr.
(31c.51b8): Access violation - code c0000005 (first/second chance not available)
eax=00000000 ebx=003ae944 ecx=e64ea4f7 edx=00000000 esi=00000000 edi=0000230c
eip=7744952c esp=003a96f0 ebp=003a9760 iopl=0         nv up ei pl nz ac pe nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00000216
ntdll!NtWaitForSingleObject+0xc:
7744952c c20c00          ret     0Ch


0:000> .ecxr
eax=00000000 ebx=19917908 ecx=e64ea4f7 edx=00000000 esi=00000000 edi=1863c05c
eip=00dad83e esp=003aeda4 ebp=003aedb0 iopl=0         nv up ei pl zr na pe nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00010246
Warcraft_III+0x55d83e:
00dad83e ff7620          push    dword ptr [esi+20h]  ds:002b:00000020=????????


0:000> lmvm Warcraft_III
Browse full module list
start    end        module name
00850000 0170b000   Warcraft_III   (no symbols)


0:000> !analyze -v
*******************************************************************************
*                                                                             *
*                        Exception Analysis                                   *
*                                                                             *
*******************************************************************************

*** ERROR: Symbol file could not be found.  Defaulted to export symbols for nvd3dum.dll -  nvumdshim.dll - Mss32.dll
GetUrlPageData2 (WinHttp) failed: 12002.

KEY_VALUES_STRING: 1


STACKHASH_ANALYSIS: 1

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Timeline: !analyze.Start
    Name: <blank>
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Timeline: Process.Start
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Timeline: OS.Boot
    Name: <blank>
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    Diff: -116284296 mSec


DUMP_CLASS: 2

DUMP_QUALIFIER: 400

Resetting default scope

FAULTING_IP:
Warcraft_III+55d83e
00dad83e ff7620          push    dword ptr [esi+20h]

EXCEPTION_RECORD:  (.exr -1)
ExceptionAddress: 00dad83e (Warcraft_III+0x0055d83e)
   ExceptionCode: c0000005 (Access violation)
  ExceptionFlags: 00000000
NumberParameters: 2
   Parameter[0]: 00000000
   Parameter[1]: 00000020
Attempt to read from address 00000020

DEFAULT_BUCKET_ID:  NULL_CLASS_PTR_READ

FOLLOWUP_IP:
Warcraft_III+55d83e
00dad83e ff7620          push    dword ptr [esi+20h]

READ_ADDRESS:  00000020
ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at 0x%p referenced memory at 0x%p. The memory could not be %s.
EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at 0x%p referenced memory at 0x%p. The memory could not be %s.
EXCEPTION_CODE_STR:  c0000005
EXCEPTION_PARAMETER1:  00000000
EXCEPTION_PARAMETER2:  00000020
WATSON_BKT_PROCSTAMP:  5ae8f617
WATSON_BKT_PROCVER:  1.29.2.9231
PROCESS_VER_PRODUCT:  Warcraft III
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MODLIST_SHA1_HASH:  683f779f0eeb5b58befe4311f9f5629cc9f8828a
PRODUCT_TYPE:  1
SUITE_MASK:  272
DUMP_FLAGS:  8
DUMP_TYPE:  1
PROCESS_NAME:  unknown
ANALYSIS_SESSION_HOST:  3ICE
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ANALYSIS_VERSION: 10.0.17712.1000 x86fre
THREAD_ATTRIBUTES:
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PRIMARY_PROBLEM_CLASS:  APPLICATION_FAULT
PROBLEM_CLASSES:

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            BUCKET_ID
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    PID:    [0x31c]
    TID:    [0x51b8]
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LAST_CONTROL_TRANSFER:  from 00affacd to 00dad83e

STACK_TEXT:
WARNING: Stack unwind information not available.
003afa00 740c8484 005ce000 740c8460 9331cee6 Warcraft_III+0x657425
003afa14 77442ec0 005ce000 90683072 00000000 kernel32!BaseThreadInitThunk+0x24
003afa5c 77442e90 ffffffff 7745dec9 00000000 ntdll!__RtlUserThreadStart+0x2f
003afa6c 00000000 00ea74bc 005ce000 00000000 ntdll!_RtlUserThreadStart+0x1b


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Followup:     MachineOwner
---------

Hi,
wow i haven't ever seen that error.. i was playing it with my friends and everything worked just fine, i can't understand what was going on for you... I'm sorry :/
Regarding that Crystal Infernal, i haven't experienced any glitch like that either...
 
Level 5
Joined
Jul 4, 2007
Messages
84
Hi,

Two pieces of good news;
1) I redownloaded the map and it no longer crashes. I do not believe that — in today's day and age — a download can be "corrupt". So what the hell gives? TCP/IP, full network stack, CRC, md5 checksum, multithreaded downloads, download accelerators, verify, are all technologies in use today to protect against downloads getting corrupt data. No way... A single damaged byte could prevent not just the game, but mpq editors, and the world editor itself from opening the map. I tested it in all three for that very reason! It wasn't corrupt. Why did it crash, I don't know. Will investigate if only to satisfy my own curiosity. I hope I can successfully undelete the originally downloaded version and compare it against this magical, non-crashing one.

2) I also tested the crystal infernal hero, died with it once, and there was no visual glitch. Will try a few more times to be 100% sure. But probably will not be an issue in this map. It takes multiple copies of the same model, dying next to each other, more or less at once, to trigger the bug in a more serious way. One heroic death is probably nothing.

Side note: That crash log comes from debugging (windbg analyze) the memory dump file that warcraft produces whenever crashing. Look in your documents/war3/errors folder to see if you have any.

--3ICE

Edit: +rep for the quick reply.
 
Level 2
Joined
Aug 17, 2016
Messages
12
Hi,

Two pieces of good news;
1) I redownloaded the map and it no longer crashes. I do not believe that — in today's day and age — a download can be "corrupt". So what the hell gives? TCP/IP, full network stack, CRC, md5 checksum, multithreaded downloads, download accelerators, verify, are all technologies in use today to protect against downloads getting corrupt data. No way... A single damaged byte could prevent not just the game, but mpq editors, and the world editor itself from opening the map. I tested it in all three for that very reason! It wasn't corrupt. Why did it crash, I don't know. Will investigate if only to satisfy my own curiosity. I hope I can successfully undelete the originally downloaded version and compare it against this magical, non-crashing one.

2) I also tested the crystal infernal hero, died with it once, and there was no visual glitch. Will try a few more times to be 100% sure. But probably will not be an issue in this map. It takes multiple copies of the same model, dying next to each other, more or less at once, to trigger the bug in a more serious way. One heroic death is probably nothing.

Side note: That crash log comes from debugging (windbg analyze) the memory dump file that warcraft produces whenever crashing. Look in your documents/war3/errors folder to see if you have any.

--3ICE

Edit: +rep for the quick reply.

Hey,
so i'm glad that everything worked out well in the end :) yeah i know where the errors are stored but i couldn't figure out what that one was saying :D i had just one game-breaking issue with a trigger that was triggered once a player typed in a command to summon a hero - it instantly kicked all the players from the game... really strange, but i didnt have any more errors. Be sure to tell me about your experience with the map then ^^ and thanks for the rep!
 
Level 5
Joined
Jul 4, 2007
Messages
84
Edit: TONS of screenshots warning!!! Hope doing this is okay. —
I played for a few hours, fun map. Here are my findings. Rate: 4/5. Can't give 5 because of all the bugs below... A total of 26 items, with 23 images, and no, I will not put them in spoiler tags. Nobody clicks these tiny
upload_2018-8-7_14-1-8.png upload_2018-8-7_14-5-20.png upload_2018-8-7_14-14-14.png upload_2018-8-7_14-15-20.png upload_2018-8-7_14-28-47.png upload_2018-8-7_15-4-13.png upload_2018-8-7_15-4-40.png upload_2018-8-7_15-4-59.png upload_2018-8-7_15-7-21.png upload_2018-8-7_15-25-36.png upload_2018-8-7_15-40-20.png upload_2018-8-7_17-12-59.png upload_2018-8-7_17-22-21.png upload_2018-8-7_17-26-54.png upload_2018-8-7_17-32-52.png upload_2018-8-7_17-37-53.png upload_2018-8-7_17-48-13.png upload_2018-8-7_17-53-55.png upload_2018-8-7_17-56-54.png upload_2018-8-7_18-0-3.png upload_2018-8-7_18-2-14.png upload_2018-8-7_18-5-12.png upload_2018-8-7_18-13-41.png
buttons... (Okay fine you just did it. Point proven.)
Hi,

That's because I use a custom toolset to analyze the crashes. Not warcraft 3's error reporter. Windbg is probably not any more helpful than what's in the basic txt files that war3 generates, but I'm used to windbg... I also edited the crash log output substantially. Key takeaway is "null pointer exception" or
APPLICATION_FAULT_NULL_CLASS_PTR_READ_INVALID_POINTER_READ_Warcraft_III+55d83e

Very nice! What you're describing is a desync, my favorite kind of game breaking bug. No crash log, so can't debug. Read and re-read the triggers until you spot the call that leads to desync (GetLocalPlayer() blocks should NOT contain unit creation / gamestate-modifying code.)

Edit 2: Remind me to +rep you again, in 16 hours. (there's a cooldown even though I only used 1 out of my 4 points that may be given at once)

Well, you asked for it, haha. Here goes:

Difficult to navigate forest path (units get stuck, turn around, walk forward and then back, refuse to walk properly in file, etc:
upload_2018-8-7_14-1-8.png


Broken tooltip for improved masonry level 1, 2, 3 research:
upload_2018-8-7_14-5-20.png


And building armor tooltip displays no upgrade name either, just level "Upgrade: - level 3". That "-" should be "improved masonry":
upload_2018-8-7_14-15-20.png


Normal melee mode, eh? Haha. Shipped this guy over all the way from the bottom right corner.
upload_2018-8-7_14-14-14.png


Also; Wondrous inferno uses two food, and does not ever expire. Possible to go over food cap with it.


Mass teleported myself in here. "Normal melee mode" :p
upload_2018-8-7_14-28-47.png


Mask of Death doesn't change my projectile into the lifestealing one. It is the first and only orb-like item in my inventory.

I got stuck. My heroes easily walked in, but not out:
upload_2018-8-7_15-4-13.png


Wide open exit, but MK refuses to step through:
upload_2018-8-7_15-4-40.png



Avatar just makes him fatter :)
upload_2018-8-7_15-4-59.png


Entering an area with my army: Spam...
upload_2018-8-7_15-7-21.png


Picked up a ??? tome with my courier. 1 HP no more:
upload_2018-8-7_15-25-36.png


Now it has 101 HP.

I hope -5AGI tomes and the like don't crash the game! (Edit: Courier picks up a ??? tome, → it rolls negative five agility, → game tries to change the courier's agility, → but it has no hero stats, → null pointer error, → game crash) Unless you check for it beforehand with a trigger condition.

What a ridiculously OP scout by the way. For 300 gold. Right click enemy hero, can't do anything about it. Follow forever. (Edit: Going through SOME waygates breaks the follow.)

Courier should have 0 (or 1 or 5) visibility radius instead of 600 or 800.

There's two versions of the same sobi mask in this here shoppe. One with a colorful name, the other white. Both are named Epic:
upload_2018-8-7_15-40-20.png


Edited screenshot to show both at once. Compare left side vs right side of the same screenshot.
(Edit: Happens with other items too.)


Hunting tomes from eggs was fun - many dropped:
upload_2018-8-7_17-12-59.png

(got a -5 INT one unfortunately — still worth it overall)

Lots of pathing traps here, tight corridors. These infernals are stuck:
upload_2018-8-7_17-22-21.png


They can't even go through the second door by the way. Too tight pathing blockers. I had to summon new ones once I got deeper inside.

Found myself outside the map:
upload_2018-8-7_17-26-54.png


Edit: I set all rally points on my hero, but not even flying units can get inside the dungeon. I had to manually shift right click them to set up a path of flags for them to follow.

Both treasure maps (I hunted down all elite ships) lead to the same spot. But thankfully the second treasure map also dropped similar items so at least it works :)

No screenshot here, because it would spoil the location of the treasure for others. Hunting coordinates was fun! Do it yourself, dear reader. (Grab the Compass from a shop.)

This here Fire trap shows up on the minimap as a green (easy) creep camp. Shouldn't be neutral hostile if it's invulnerable. Or is it because it's level 1? Anyway, a permanently stuck fake creepable spot...
upload_2018-8-7_17-32-52.png


Also RIP my framerate. Chopped in half from all the fire effects. And I'm playing on low graphics settings. Try hiding/unhiding them as units leave/enter the region, instead of always shown. And please reduce their prevalence a bit! No need for 20+ fires, 2-3 can get the point across just fine. Scale them up instead.)

This dude is flying over water:
upload_2018-8-7_17-37-53.png


Oh no! Archimonde can kill my invulnerable couriers. So much for my aura bus idea...
upload_2018-8-7_17-48-13.png


I'm over the food cap by 12 food. Plus flying units path a little weird. Can only fly over the walls or something:
upload_2018-8-7_17-53-55.png

Edit: I manually right clicked them onto open ground, but they prefer to fly inside the walls...

Cheaty win #1:
upload_2018-8-7_17-56-54.png


Edit: I didn't understand this message. Something more powerful is out there? I found nothing.

And finally eliminating blue:
upload_2018-8-7_18-0-3.png


gg
upload_2018-8-7_18-2-14.png


This guy is my MVP. I call it "Aura Bus Mk II.". Mark 2 because the Mk I. (101 HP) model died to Archimonde...
Just look at all the auras on Mountain King! One of everything. (+ Trueshot aura not shown because of his melee range.)
upload_2018-8-7_18-5-12.png


Also dropped all my epic items (+7 crown, +5 ring, crafted stuff, spell shield, stun hammer, crit spear, evade talisman, haste boots, etc.) and four of the most fancy looking orbs to show off. Army composition also visible on the side: Pure 3/3 Gryphons for DPS and free (100 mana) nfinite duration (bugged) /Wondrous/ Infernals for tanking.

Gameplay duration: 4 hours (Not including pauses, so more like 6 hours.)
upload_2018-8-7_18-13-41.png


All 4 pages of scores edited into one picture of course.

Writing this and editing the screenshots must have taken a pretty long time, also. Is "hefty duration" a legitimate expression?

Edit: Bonus "bug": The boss fight music looped several times before I managed to defeat Archimonde... Got old very quick. Maybe it should only play while we're engaged in combat. Not while I'm reviving heroes, resummoning infernals, and retraining my really dead army. (Gryphons fell like flies to the blue fire wall. Even with tranquility ult spam.)

--3ICE
 
Last edited:
Level 2
Joined
Aug 17, 2016
Messages
12
Edit: TONS of screenshots warning!!! Hope doing this is okay. —
I played for a few hours, fun map. Here are my findings. Rate: 4/5. Can't give 5 because of all the bugs below... A total of 26 items, with 23 images, and no, I will not put them in spoiler tags. Nobody clicks these tiny buttons... (Okay fine you just did it. Point proven.)
Hi,

That's because I use a custom toolset to analyze the crashes. Not warcraft 3's error reporter. Windbg is probably not any more helpful than what's in the basic txt files that war3 generates, but I'm used to windbg... I also edited the crash log output substantially. Key takeaway is "null pointer exception" or
APPLICATION_FAULT_NULL_CLASS_PTR_READ_INVALID_POINTER_READ_Warcraft_III+55d83e

Very nice! What you're describing is a desync, my favorite kind of game breaking bug. No crash log, so can't debug. Read and re-read the triggers until you spot the call that leads to desync (GetLocalPlayer() blocks should NOT contain unit creation / gamestate-modifying code.)

Edit 2: Remind me to +rep you again, in 16 hours. (there's a cooldown even though I only used 1 out of my 4 points that may be given at once)

Well, you asked for it, haha. Here goes:

Difficult to navigate forest path (units get stuck, turn around, walk forward and then back, refuse to walk properly in file, etc:
View attachment 303991

Broken tooltip for improved masonry level 1, 2, 3 research:
View attachment 303992

And building armor tooltip displays no upgrade name either, just level "Upgrade: - level 3". That "-" should be "improved masonry":
View attachment 303994

Normal melee mode, eh? Haha. Shipped this guy over all the way from the bottom right corner.
View attachment 303993

Also; Wondrous inferno uses two food, and does not ever expire. Possible to go over food cap with it.


Mass teleported myself in here. "Normal melee mode" :p
View attachment 303995

Mask of Death doesn't change my projectile into the lifestealing one. It is the first and only orb-like item in my inventory.

I got stuck. My heroes easily walked in, but not out:
View attachment 303998

Wide open exit, but MK refuses to step through:
View attachment 303999


Avatar just makes him fatter :)
View attachment 304000

Entering an area with my army: Spam...
View attachment 304001

Picked up a ??? tome with my courier. 1 HP no more:
View attachment 304004

Now it has 101 HP.

I hope -5AGI tomes and the like don't crash the game! (Edit: Courier picks up a ??? tome, → it rolls negative five agility, → game tries to change the courier's agility, → but it has no hero stats, → null pointer error, → game crash) Unless you check for it beforehand with a trigger condition.

What a ridiculously OP scout by the way. For 300 gold. Right click enemy hero, can't do anything about it. Follow forever. (Edit: Going through SOME waygates breaks the follow.)

Courier should have 0 (or 1 or 5) visibility radius instead of 600 or 800.

There's two versions of the same sobi mask in this here shoppe. One with a colorful name, the other white. Both are named Epic:
View attachment 304005

Edited screenshot to show both at once. Compare left side vs right side of the same screenshot.
(Edit: Happens with other items too.)


Hunting tomes from eggs was fun - many dropped:
View attachment 304012
(got a -5 INT one unfortunately — still worth it overall)

Lots of pathing traps here, tight corridors. These infernals are stuck:
View attachment 304013

They can't even go through the second door by the way. Too tight pathing blockers. I had to summon new ones once I got deeper inside.

Found myself outside the map:
View attachment 304014

Edit: I set all rally points on my hero, but not even flying units can get inside the dungeon. I had to manually shift right click them to set up a path of flags for them to follow.

Both treasure maps (I hunted down all elite ships) lead to the same spot. But thankfully the second treasure map also dropped similar items so at least it works :)

No screenshot here, because it would spoil the location of the treasure for others. Hunting coordinates was fun! Do it yourself, dear reader. (Grab the Compass from a shop.)

This here Fire trap shows up on the minimap as a green (easy) creep camp. Shouldn't be neutral hostile if it's invulnerable. Or is it because it's level 1? Anyway, a permanently stuck fake creepable spot...
View attachment 304015

Also RIP my framerate. Chopped in half from all the fire effects. And I'm playing on low graphics settings. Try hiding/unhiding them as units leave/enter the region, instead of always shown. And please reduce their prevalence a bit! No need for 20+ fires, 2-3 can get the point across just fine. Scale them up instead.)

This dude is flying over water:
View attachment 304016

Oh no! Archimonde can kill my invulnerable couriers. So much for my aura bus idea...
View attachment 304019

I'm over the food cap by 12 food. Plus flying units path a little weird. Can only fly over the walls or something:
View attachment 304021
Edit: I manually right clicked them onto open ground, but they prefer to fly inside the walls...

Cheaty win #1:
View attachment 304022

Edit: I didn't understand this message. Something more powerful is out there? I found nothing.

And finally eliminating blue:
View attachment 304023

gg
View attachment 304024

This guy is my MVP. I call it "Aura Bus Mk II.". Mark 2 because the Mk I. (101 HP) model died to Archimonde...
Just look at all the auras on Mountain King! One of everything. (+ Trueshot aura not shown because of his melee range.)
View attachment 304025

Also dropped all my epic items (+7 crown, +5 ring, crafted stuff, spell shield, stun hammer, crit spear, evade talisman, haste boots, etc.) and four of the most fancy looking orbs to show off. Army composition also visible on the side: Pure 3/3 Gryphons for DPS and free (100 mana) nfinite duration (bugged) /Wondrous/ Infernals for tanking.

Gameplay duration: 4 hours (Not including pauses, so more like 6 hours.)
View attachment 304026

All 4 pages of scores edited into one picture of course.

Writing this and editing the screenshots must have taken a pretty long time, also. Is "hefty duration" a legitimate expression?

Edit: Bonus "bug": The boss fight music looped several times before I managed to defeat Archimonde... Got old very quick. Maybe it should only play while we're engaged in combat. Not while I'm reviving heroes, resummoning infernals, and retraining my really dead army. (Gryphons fell like flies to the blue fire wall. Even with tranquility ult spam.)

--3ICE

Hey man,
and let me express my honest amazement that you provided such a huge piece of feedback, just incredible :D now let me say something about these bugs or non-bugs...

Most of the bonus content that doesn't belong to Melee Mode is created to serve a purpose in Protect/RPG mode where you don't have too much resources and an army. Those two modes are played just with a single hero (one from 10 custom ones - they are stronger than normal ones to compensate), thus you wouldn't have to bother with stuff like moving through the dungeon, rebuilding an army etc... This map really isn't focused on Melee mode, i just put it there to have more options for others. So i didn't really focus on testing Melee mode (but thank you for doing that!).
Screenshot #1: Well, i changed the collision size of all units to 16-20, so there shouldn't be a problem with moving through the trees... should i lower it more? Plus, there are paths designed for army movement :p the trees are just to create an environment and to hide the ??? tomes you have already come accross.
Screenshot #2,3: I haven't done anything with those tooltips o_O gotta fix that.
Screenshot #4: Yes this builder isn't designed for Melee mode, gotta demolish his home once Melee is selected.
Screenshot #5: Only 2 Legendary Items are currently available to drop from a mini-boss neutral, the rest is craftable (although not all materials are available in Melee Mode!)
The Mask of Death is intended not to change your projectile, because it would be strange for any non-agility hero to shoot some kind of strange wave instead of his magical missile (eg. Archmage)
Screenshot #6,7,8: Really strange, but you wouldn't really have a reason to go in such place :D
Screenshot #9: Such areas aren't intended to be visited in melee as well... So I didn't really think about that, sorry XD gotta fix that
Screenshot #10: Another thing that isn't created for Melee :D, yes i know about that crash, but you really don't have a reason to pick up a ??? tome with the Owl... i could try to fix that as well. And once melee mode is chosen, I'll try to remove it from the shop.
Screenshot #11: Yes, it's because the colorful one is set to be sold by the Marketplace, and the white one is just an item from a random pool of items that the Marketplace sells. I still haven't figured out where it takes those items from, I would like to change the item pool...
Screenshot #12: Happy easter egg hunt!! XD
Screenshot #13: How the hell did they get there?! xD But yeah, the dungeon contains a lot of pathing blockers, mainly for flying units (yes there are also flying heroes), because if they were able to fly over walls, the whole dungeon would be broken, and it's another place where you shouldn't go on Melee Mode (gotta fix that as well...)
Screenshot #14: That's not the end of map, you can see the sea over there, but i haven't had an inspiration what to put around the dungeon yet :D
As i have mentioned above, there is a lot of pathing blockers (plus the boundaries around it), thus pathing is a little weird inside the dungeon
For treasure maps: at the start of the game, a trigger creates a random point, then all the maps show coordinates of that one point... i will try to make it more random. (I didn't really have the time and energy to hunt for a second map in Protect/RPG mode xD)
Screenshot #15: Gotta fix that.
Screenshot #16: Yeah i made them Amphibious cause i haven't figured out how to spawn them in a region but not in water :D (blame me for non-professionality)
Screenshot #17: It's because Archimonde boss room (particularly the blue pentagram) and the traps in Trap Hall deal damage by triggers, thus even invulnerable units die to them, but i'm gonna leave it as it is to make it harder.
Screenshot #20: That is a spoiler for an upcoming update :D That's why there is the green message after the red one, always believe the green one :D
I know about the boss music, i just can't figure out how to play it only when in combat with Archimonde...

I really appreciate that you provided me such a great feedback with screenshots, i didn't really expect that one :D As a mark of gratitude, i could make a custom hero just for you <3 if you are really interested in the map (but i guess you had fun given you played such a long period of time :3). And i'm sorry you've had such an experience because this map is not really designed to be played melee as i have already said.. :D you should try protect/rpg mode (but be careful, dying is not really profitable :p) Thank you for the rating as well! To be honest, it's not my first map, but on the other hand it's my first map made public on Hive. You can also contact me on Discord (mentioned in the description) if you want me to respond faster :p.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. Once you reset the camera, how do you put it back up?
2. This is in no way melee but altered melee (tag).
3. Hero abilities are Warcraft III ones but renamed and different looking.
4. How am I supposed to defend my ally's base with the hero when I am almost stranded on an island having to little by little eliminate yellow-red camps to get a ship and reach the other side of the map through ships defending the way?
5. Guardian Serpent does not have a DISBTN. The icon looks green on pause/F10. You can learn how to add or make one:
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon
also use the first program to turn icons to look passive like the Water Aura.
6. Some heroes have more advantages like being able to move over water. The water elemental is ranged and can kill units without being hit.
7. No explanation of the game modes in the quest log or somewhere in the game.
8. Some items don't have precise descriptions. Receipt bla bla which doesn't say what it gives. You are supposed to know the result items beforehand. I advise on reading about tooltips"
Tooltip Tutorial
Creating Good Descriptions
9. Infernals in water which can only attack units if they get too close to them and those units need to be able to move over water:
NerugiaInfernalBug.png Those Infernals have no team, at least not visibly.
10. Is there a way to know how to enter the demon zone or am I to blindly kill everything on the map until I realize how?
11. Infernals are spammed all over. What about varied unit types?
12. Holy Water says it's for friendly units but the hero can cast it on its self.

Most stuff is recycled Warcraft III material (spells, items, units). There isn't really any novelty except for some bits here and there.

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
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 2
Joined
Aug 17, 2016
Messages
12
1. Once you reset the camera, how do you put it back up?
2. This is in no way melee but altered melee (tag).
3. Hero abilities are Warcraft III ones but renamed and different looking.
4. How am I supposed to defend my ally's base with the hero when I am almost stranded on an island having to little by little eliminate yellow-red camps to get a ship and reach the other side of the map through ships defending the way?
5. Guardian Serpent does not have a DISBTN. The icon looks green on pause/F10. You can learn how to add or make one:
Button Manager v1.8.2
BLP Lab v0.5.0
Complete Icon Tutorial - All About Icons
How to Make an Icon
also use the first program to turn icons to look passive like the Water Aura.
6. Some heroes have more advantages like being able to move over water. The water elemental is ranged and can kill units without being hit.
7. No explanation of the game modes in the quest log or somewhere in the game.
8. Some items don't have precise descriptions. Receipt bla bla which doesn't say what it gives. You are supposed to know the result items beforehand. I advise on reading about tooltips"
Tooltip Tutorial
Creating Good Descriptions
9. Infernals in water which can only attack units if they get too close to them and those units need to be able to move over water:
View attachment 304081 Those Infernals have no team, at least not visibly.
10. Is there a way to know how to enter the demon zone or am I to blindly kill everything on the map until I realize how?
11. Infernals are spammed all over. What about varied unit types?
12. Holy Water says it's for friendly units but the hero can cast it on its self.

Most stuff is recycled Warcraft III material (spells, items, units). There isn't really any novelty except for some bits here and there.

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
https://www.hiveworkshop.com/forums/staff-contact.692/

Greetings,

Thank you for the review, and sorry for the amount of bugs you have encountered :X Apparently just one person isn't enough for testing... (nor when he is the mapmaker :D) Now let me say something to your points
1. There is the command -camera i just forgot to let people know about it >_< i know, terrible. (fixed)
2. I was considering which one to choose cause i didn't know exactly what "altered" means :D gotta change it
3. Does it really matter? If you mean i should make trigger ones, well I'm not that experienced to make such spells yet... maybe in the future?
4. I don't understand this point, every hero spawn location is connected to the main island where players have their bases. If you just spawn far away from your ally, that doesn't matter, you gotta level up and then come to him or teleport.
5. Didn't know about that, thanks for letting me know! (fixed)
6. Honestly, there are only 2 heroes whose movement type is "Foot", the others are Flying or Amphibious, that's because of their nature (Water Elemental should be able to walk on water), yes they have such advantages but Foot heroes have stronger spells to compensate.
7. It was in map description, but you are right it should be in-game too (fixed)
8. Updated!
9. I don't really know how to spawn mobs on a random point in a region but not to be it on water.. i have added a trigger to move them somewhere else if they are on water but that doesn't solve to problem if they spawn on water again.. any solution? ;_; They are Player 24 but he isn't added in the player list, intentionally.
10. Now approaching the dungeon gate without the Corrupted Key (which is dropped from Corrupted Tree of Eternity in the Corrupted Forest) gives a little hint where to find it. (fixed)
11. Okay, i have added Doomguards as well.
12. Almost all supportive spells are self-castable (except those in Melee)
I thought making custom heroes and extra content such as the Dungeon is something new, isn't it? I don't want to import too much custom models into the map, as I don't want it to be too huge (could make it crash or something else..), so i use the models from Warcraft (does it matter anyway?).

Anyways, I'm glad that you found some time to play my map and that you let me know about those bugs! I've updated the map with bugfixes.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
3. Does it really matter? If you mean i should make trigger ones, well I'm not that experienced to make such spells yet... maybe in the future?
Spells | HIVE
6. Honestly, there are only 2 heroes whose movement type is "Foot", the others are Flying or Amphibious, that's because of their nature (Water Elemental should be able to walk on water), yes they have such advantages but Foot heroes have stronger spells to compensate.
Yeah but when it comes to hero vs hero, it's really a painful stretch to attack air/amphibious heroes with on foot melee ones...
9. I don't really know how to spawn mobs on a random point in a region but not to be it on water.. i have added a trigger to move them somewhere else if they are on water but that doesn't solve to problem if they spawn on water again.. any solution? ;_; They are Player 24 but he isn't added in the player list, intentionally.
Don't put any regions on those places and create regions only on soil. Then, set each region as a variable and use a random number between 1 and the last number of regions for soil terrain integer which is set each time before spawning a unit. Say if the number is equal to 1 then the Infernal will spawn (create Infernal at region) in region 1 and so on.
I thought making custom heroes and extra content such as the Dungeon is something new, isn't it? I don't want to import too much custom models into the map, as I don't want it to be too huge (could make it crash or something else..), so i use the models from Warcraft (does it matter anyway?)
It's not the custom models and skins, it's the units in general. Don't just use Warcraft III units and buff their damage, HP and whatnot. Play with armour types and spells too.

I'd like you to improve the RPG and ally defense modes further. That would really make the map much better.
 
Level 2
Joined
Aug 17, 2016
Messages
12
Spells | HIVE

Yeah but when it comes to hero vs hero, it's really a painful stretch to attack air/amphibious heroes with on foot melee ones...

Don't put any regions on those places and create regions only on soil. Then, set each region as a variable and use a random number between 1 and the last number of regions for soil terrain integer which is set each time before spawning a unit. Say if the number is equal to 1 then the Infernal will spawn (create Infernal at region) in region 1 and so on.

It's not the custom models and skins, it's the units in general. Don't just use Warcraft III units and buff their damage, HP and whatnot. Play with armour types and spells too.

I'd like you to improve the RPG and ally defense modes further. That would really make the map much better.
Hello,

As you can see, i have updated the map a lot since your last review. I have uploaded the last version for now as i have paused further development. Is there anything else that should be done to make the map Approved?
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Yet to fix the neutral hostile attacking the starting bases:
nerugia01.png
Yet to fix creep exploiting:
nerugia02.png Put some doodads or cliffs to block vision or something. Or make those creeps be able to swim/reach the hero (at least by ranged attack).

  1. Holy water still says it heals friendly targets but the hero can cast it on the self too.
  2. Elder Voidwalkers are running around instead of engaging the enemy. OK... that one specifically went to a player's Town Hall to attack it.
  3. There's no difference between the enemy red Abominatons and the undead Abominations but the colour. Oh... they died!?
  4. Neutral Hostile units engage the demons. I guess that should not be because of less creeping for players. Sure, the xp can be gained from the demons but not all players are equally attacked or at the same time.
  5. So, why are there two Illidans and why are the good heroes enemies?
  6. Demon attack are totally random. Sometimes they just run around throughout the map, sometimes they attack a building but start moving somewhere else before the building is destroyed. They don't prioritize, they may even attack a farm when there's an army hunting them...
  7. Looks like the northern players are more often attacked by the demons than the others, especially the southern ones.
  8. As far as I'm concerned this mode is pretty much broken with everyone (including allied AIs and players) running around like on drugs.
  9. Some heroes like Deradrich don't have hero glow, you could add some: How to add Hero Glow without Modeling


All in all, you need to polish it a bit more.

Awaiting Update.

Also, the same goal for both modes? I mean why not diversify it a little more? Protection mode maybe should have nothing to do with the dungeon?
 
Level 2
Joined
Aug 17, 2016
Messages
12
Yet to fix the neutral hostile attacking the starting bases:
View attachment 306154
Yet to fix creep exploiting:
View attachment 306158 Put some doodads or cliffs to block vision or something. Or make those creeps be able to swim/reach the hero (at least by ranged attack).

  1. Holy water still says it heals friendly targets but the hero can cast it on the self too.
  2. Elder Voidwalkers are running around instead of engaging the enemy. OK... that one specifically went to a player's Town Hall to attack it.
  3. There's no difference between the enemy red Abominatons and the undead Abominations but the colour. Oh... they died!?
  4. Neutral Hostile units engage the demons. I guess that should not be because of less creeping for players. Sure, the xp can be gained from the demons but not all players are equally attacked or at the same time.
  5. So, why are there two Illidans and why are the good heroes enemies?
  6. Demon attack are totally random. Sometimes they just run around throughout the map, sometimes they attack a building but start moving somewhere else before the building is destroyed. They don't prioritize, they may even attack a farm when there's an army hunting them...
  7. Looks like the northern players are more often attacked by the demons than the others, especially the southern ones.
  8. As far as I'm concerned this mode is pretty much broken with everyone (including allied AIs and players) running around like on drugs.
  9. Some heroes like Deradrich don't have hero glow, you could add some: How to add Hero Glow without Modeling


All in all, you need to polish it a bit more.

Awaiting Update.

Also, the same goal for both modes? I mean why not diversify it a little more? Protection mode maybe should have nothing to do with the dungeon?
Screenshot #1: should be fixed now
Screenshot #2: ok, i made the murlocs be able to swim, but exploiting with flying units is unfixable, let's say it will stay like that as their advantage (they are squishy anyway)
1. tooltip updated, but friendly target includes also the hero itself because it's friendly... :D
2. i have updated the AI, it should work now properly
3. you mean the abominations in dungeon? they were resurrected by the revenants, they do it just for fun xD and it's ok to have the same stats, i just used the corpses of default abominations..
4. i found out that they CAN be allied! so fixed :D
5. good point, the evil one was replaced :D well, their original Warcraft names have nothing to do with my map... they shouldn't be considered as characters from Warcraft universe. I just wanted to put some original heroes in there... (tbh, i was too lazy to make 8 custom heroes just for neutrals :p)
6. as mentioned in point 2, this should be fixed
7. the spawn locations are throughout the whole map.. it's totally random where they spawn
8. Protect mode is designed to be played only with one bot, fortunately i have found out that i can spawn starting units only for that one bot, which solves this problem ^^
9. i have added the glows but some heroes don't seem to keep their color when they switch forms (like Atlantis or Atlantica), will try to find a fix...
Archimonde will now spawn in elapsed game time of 1 hour during Protect mode (also Magtheridon on 30th minute), and will attack along with his servants on Inhabitants... killing him results in victory.

so... i hope you won't find any more bugs now :X i have an idea to make more content but wanna move that to version 1.4..
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
ok, i made the murlocs be able to swim, but exploiting with flying units is unfixable, let's say it will stay like that as their advantage (they are squishy anyway)
Maybe add more ranged units in between (balance the neutral groups everywhere on the map) to ensure less exploit possibilities.
8. Protect mode is designed to be played only with one bot, fortunately i have found out that i can spawn starting units only for that one bot, which solves this problem ^^
That's too bad. It would be better in full house too.

Will edit later notifying about the map's status.
 
Level 2
Joined
Aug 17, 2016
Messages
12
Maybe add more ranged units in between (balance the neutral groups everywhere on the map) to ensure less exploit possibilities.

That's too bad. It would be better in full house too.
Yeah there are more ranged units, it should be balanced... and i meant it should be played with 1 bot and up to 9 players of course... more bots would only cause it to be harder and chaotic... well i will think about that option in the future.
 
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