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Orc Gladiators: Revenge 1.69f

Orc Gladiators: Revenge (Discord)

A modern remake and take on the old Orc Gladiators map. The game is very recognisable, but brings in new weapons, skills, monsters, items and a talent-point system to make the game more interesting.

Wait, what? Skills scale off of attributes?

Yep. Tired in old OG versions where your Druid ends up being pretty useless at the last half of the game? In this version, all of your spells, including summons, scale directly off of your primary stat.

That's cool. But like, spamming the same spell all game is boring.

That's why in this version you can modify your spells with Talents. The effects of talents vary. Some are quite simple, such as reducing the cooldown, whereas some may transform it completely, such as make it passive or change what it does.

Ohh.. and i heard rumors EXP gains are less retarded?

Yep. Don't fret about being in range of EXP, EXP range is global, and the best part, you still get EXP if you're dead, meaning you wont fall behind in power and become useless (ahem, original orc gladiators).

And gold? Will i be starved of gold all game because i'm not a DPSer?

Your main income is from completing waves. Most of it is from beating the wave itself, and you get extra gold depending on how fast you cleared the wave (faster = more gold).

Great. But what about camping the same spot all game long?

Holding the same spot will eventually cause the audience to become bored, which will prevent your team from receiving weapon upgrades (which grant a generous power spike for your team). It is a part of the game to rotate around the map. Keeping the audience entertained rewards you Enchants and accelerates your acquisition towards future upgrades.

OK. Anything else i need to know?

The game starts off easy but gets progressively harder. Teamwork is essential.

By the way, is there any way to meet other people interested in this map?

Discord community has grown and stays strong - join us, meet the usuals, plan the games, participate in discussions, suggest your own ideas, or even try yourself in occcasional contests related to map in some way.

Features

Screenshots

Changelog

Credits

Authors Notes

Unprotected Version



3 Game Modes possible
  • Normal - Standard difficulty. Learn, fight, die and repeat, until you and your teammates are able to conquer any obstacle standing in your way
  • Nightmare - Enemies are stronger and more challenging, and so are bosses. Plan, strategise and do your best, otherwise only death awaits you.
  • Hell - Challenge above any other. Only best gladiators can stand against unique challenges offered by the arena on this mode.
25 weapons total to choose from
  • Each with their own unique abilities and various playstyles.
54 different waves
  • Defeat 20 waves to win the game
  • Each wave is randomized, from a possible choice of 3
  • The game starts of easy but gets progressively harder
Bosses
  • Each level has a boss with its own unique abilities
  • Some require you to dodge their abilities
  • Some require you to stand in their abilities
  • Some summon things that go boom if you don't kill them!
Shops
  • Organised shops that allow you to build and play in many ways.
Informative multi-board
  • Have stats like healing done clearly visible to you.




Due to the size of changelogs, they are posted on the Discord. Changelogs are pasted here upon request only.



Map Creator:

pick-a-chew (Ratman#1430)


Original "Orc Gladiators" Concept:

PlagueBringerX (classic versions)
Balduras and OGem (reiterated versions)


Special Mentions:

Sewers (Feedback & Discord organization)
Tutko (Feedback & Discord organization)
BaronF4 (Map Preview Screen)


Systems

Damage Engine (Bribe)
Item Cleanup (Bribe)
Lightning Strike (Paladon)
Jump System (Paladon)


Models (ordered by name):

Alchemical Aura (pick-a-chew), created via War3 Model Editor (Magos)
Alchemy Missile (pick-a-chew), created via War3 Model Editor (Magos)
Animates Sword (Nasrudin)
BlackChakraExplosion (JetFangInferno)
RunningFlameAura (sPy), edited via War3 Model Editor (Magos)
Double Blades v3 (Tr!KzZ)
DruidStaff (Truth Troll UA)
EmpathicBond2 (Hermit), edited via War3 Model Editor (Magos)
Encourage (PrMosquito)
FourLeafClover (Mythic)
GeneralHeroGlow (assasin_lord)
GoldClaw (Darkwind)
GrnVortexAura (UgoUgo)
HammerTime (Blood Raven)
Haste (JetFangInferno)
HauntedSword (Jesus Hipster)
Hordebow (Forgotten_Warlord)
Katana (Kitabatake)
Mindstaff (Thrikodius)
MusicTarget (JetFangInferno)
NSRPG_shield_burningskullshield (N00byStance)
NagaTrident (Uncle Fester)
OakAura (unknown)
OrcRanged (unknown), edited by Tutko
Pickaxe (PROXY)
PinkMagicShield (Haistrah)
Pistol (Chriz.)
Plank Shield (Blood Raven)
ProteicAura (unknown)
Radioactivecloud (Callahan)
RedDawn (Deolrin)
ResistanceAura10 (pick-a-chew), created via War3 Model Editor (Magos)
RevolverProjectile (pick-a-chew), created via War3 Model Editor (Magos)
Serpent Wand (Uncle Fester)
ShadowAssault (Ugo Ugo)
ShockAura (marcus158)
ShortAxe (Lord_T)
Soul Harvester Scythe (Blood Raven)
SoulArmor (JesusHipster)
SpinFX2 (Waldbaer)
Stone Shield (JesusHipster)
TakeAim (pick-a-chew), created via War3 Model Editor (Magos)
VoodooMask (Forgotten_Warlord)
War Drums (Sunchips)
WhiteChakraExplosion (JetFangInferno)
WildAura (unknown)
WolfCap-2 (Sunchips)
orc (unknown)


Models with Unknown authorship yield no valid search results when using Hive's search function. This is likely because the model's file name is vastly different from its bundle name. If any of these belong to you, get in touch, and I will update the credits.

Icons (ordered by appearance in import manager):

Flare (Blizzard Entertainment)*

Orb of Venom (Blizzard Entertainment)*

Skeleton Mage (Blizzard Entertainment)*

Thick Fur (Blizzard Entertainment)*
Bull Rush (Blizzard Entertainment)*
Rogue Sprint (Blizzard Entertainment)
Warrior War Cry (Blizzard Entertainment)
Ancient Katana (PrinceOfFame)
Arrow Shower (The Panda)
Astral Blessing (PeeKay)
Bash (The Panda)
Blizzard Boots (Blizzard Entertainment, Gwen Stefani)
Bloodlust Amulet (The Panda)
Boots Up 1 (inhuman89)
CR Warcry (CRAZYRUSSIAN)
Ceremonial Locket (BlackDoom)
Clover Magic (JollyD)
Diamond Pickaxe (Praytic)
Druid Staff Nature Earth (Blizzard Entertainment, Gwen Stefani)
Frostmourne2 (stefanstan95)
HailOfBullets (Blizzard Entertainment)*
Hammer2 (kola)
Healing Drums (Blizzard Entertainment)
Inventory Belt 03 (Blizzard Entertainment)
Inventory Boots 03 (Blizzard Entertainment)
Inventory Boots 07 (Blizzard Entertainment)
Inventory Boots Fabric 01 (Blizzard Entertainment)
Inventory Boots Plate 03 (Blizzard Entertainment)
Inventory Boots Plate 05 (Blizzard Entertainment)
Inventory Boots Plate 09 (Blizzard Entertainment)
Inventory Hammer 17 (Blizzard Entertainment)
Inventory Jewelry Necklace 04 (Blizzard Entertainment)
Inventory Misc Pocket Watch 01 (Blizzard Entertainment)
Inventory Misc Stone Tablet 05 (Blizzard Entertainment)
Inventory Potion 10 (Blizzard Entertainment)
Inventory Sword 11 (Blizzard Entertainment)
Japanese Sword (Mc !)
Mad Mask (PeeKay)
Magic Bullet (~Nightmare), edited via Warcraft III Viewer (n/a)
Mastercraft Shield (PrinceYaser)
Moon Staff Grace of Air Totem (Blizzard Entertainment)
Multi Arrow (The Panda)
P's Angel Wings (Paladon)
Pathfinder 01 (PeeKay)
Rain of Fire (Mr.Goblin)
Scout Two (Blizzard Entertainment)
Scythe of Elune (TheRanmar)
Snowy Glaive (Hemske)
Soul Rune (PeeKay)
Soul Harvester Scythe (Blood Raven)
Spell Fire Fireball 02 (Blizzard Entertainment)
Spell Fire Seal of Fire (Blizzard Entertainment)
Spell Nature Agitating Totem (Blizzard Entertainment)
Spell Nature Astral Recall Group (Blizzard Entertainment)
Sunlight (TESCAO)
Winds Boots (Mc !)
crVeeR5 (CRAZYRUSSIAN)
Advanced Creature Carapace*
Anger (Ginufe)
Arcane Blast (Blizzard Entertainment)*
Big Bad Voodoo (Blizzard Entertainment)*
Blood Signet (KelThuzad)
Blood Spray (The Panda)
Charm (Blizzard Entertainment)*
Drain (Blizzard Entertainment)*
Forge (Blizzard Entertainment)*
Frost Ring (Blizzard Entertainment)*
Howl of Terror (Blizzard Entertainment)*
Inventory Misc Organ 01 (Blizzard Entertainment)*
Orb of Lightning (Blizzard Entertainment)*
Orc Tower (Blizzard Entertainment)*
Scroll of Haste (Blizzard Entertainment)*
Select Hero On (Blizzard Entertainment)*
Shaman Master (Blizzard Entertainment)*
Skeleton Longevity (Blizzard Entertainment)*
Spell Fire Fireball (Blizzard Entertainment)*
Spell Frost Wizard Mark (Blizzard Entertainment)*
Spiked Barricades (Blizzard Entertainment)*
Tornado (Blizzard Entertainment)*
Totem (The Leader)
Vial Full (Blizzard Entertainment)*
Spirit Wolf 64 (PeeKay)


*These are mostly default WC3 icons that have been extracted via Model Editor and then edited via Button Manager (Shadow Daemon) to create passive versions. If the icon has a link, this means it's a World of Warcraft icon that has been edited instead.

Early Developmental Help

Hive Workshop (forum discussions)
Discord (communication)
BaronF4 (feedback)
Rayess (feedback)



Latest discussion and development can be found on the discord server.


The map is routinely optimized to reduce its size and loading time. Much of OG:R's development has been possible due to learning off of unoptimized and unprotected maps. To continue this spirit, I am willing to provide unoptimized versions. Please PM me for one. Note I will only provide an older version as I am still developing Orc Gladiators: Revenge, thus it is important for me to retain developmental integrity.

Contents

Orc Gladiators: Revenge 1.69f (Map)

Reviews
deepstrasz
1. Avoid playing music through the sound channel; use the other Play Music trigger. 2. Should rename the Idle Workers ("~" for talents) to something fitting. 3. Did you credit the original creator ingame/in the quest log as in the map thread...
Level 2
Joined
Nov 5, 2009
Messages
20
Different but balanced heroes with unique and tasty skills. Spells and summons grows stronger with heroes stats. This version of Orc Gladitors is much more friendly to players than old ones and have good balance.
I like it!

2A.png
 
Level 3
Joined
Jan 17, 2017
Messages
45
Can you give a explain to each weaponds. This map, we have 20 weaponds. So what are they, what is the different? Something like that.
 
Level 13
Joined
Jul 15, 2007
Messages
763
Can you give a explain to each weaponds. This map, we have 20 weaponds. So what are they, what is the different? Something like that.

I'll update the description. I wont go into detail because each weapon is pretty in-depth and can be specialized to a certain role based on what talents you get, and the only way to really find out what they're like is to play them.
 
Level 3
Joined
Jan 17, 2017
Messages
45
I'll update the description. I wont go into detail because each weapon is pretty in-depth and can be specialized to a certain role based on what talents you get, and the only way to really find out what they're like is to play them.
Well, a detail description would consider spoiler, but some thing like what are those weapons, and what are those weapons's attribute are would be better.
 
Level 2
Joined
Aug 6, 2010
Messages
15
It's a fun map and alot more fun that the old one (From what I remember of the older one)

The difficulty spikes are well placed, as just when you get a hang of what your role is with your weapon the real dangerous waves come. The bosses felt abit lack luster but also felt balanced enough since you have to fight a wave of mobs at the same time.

I do think the last boss is abit boring and could use some adding of spells or something.

Overall I think it's a very fun map and look forward to playing it some more!
 
Level 13
Joined
Jul 15, 2007
Messages
763
It's a fun map and alot more fun that the old one (From what I remember of the older one)

The difficulty spikes are well placed, as just when you get a hang of what your role is with your weapon the real dangerous waves come. The bosses felt abit lack luster but also felt balanced enough since you have to fight a wave of mobs at the same time.

I do think the last boss is abit boring and could use some adding of spells or something.

Overall I think it's a very fun map and look forward to playing it some more!

Glad you liked it!

Last boss is something i've continued to change and i do have plans for new abilities for him.

The wave bosses are pretty boring. The only fun one is the giant scorpion because his impales can wreck people. I will plan to add 1 more spell to each boss to help make things harder. Like you said though, if people start dying before the boss even spawns, the boss will make easy work of the rest of the group.
 
Level 3
Joined
Jan 17, 2017
Messages
45
I have tried your map. Nice map, some what better than the old verison. Here is some ideas of mine.
1/Give weapons an increase in stats when player lv up or do something, like killing an amount of creeps, taking sufficent damage or cast enough spell. Just like profficent.
2/I saw that with each weapon, you can learn up to 6 spells. How about add type of orc, differtent type of orc recieve different trait (passive) in the final skill slot.
3/Some secret heroes will make the game better and more challenging. Add difficulty for more challenging game.
ps: sorry for any grammars and volcapulary mistake there.
 
Level 13
Joined
Jul 15, 2007
Messages
763
I have tried your map. Nice map, some what better than the old verison. Here is some ideas of mine.
1/Give weapons an increase in stats when player lv up or do something, like killing an amount of creeps, taking sufficent damage or cast enough spell. Just like profficent.
2/I saw that with each weapon, you can learn up to 6 spells. How about add type of orc, differtent type of orc recieve different trait (passive) in the final skill slot.
3/Some secret heroes will make the game better and more challenging. Add difficulty for more challenging game.
ps: sorry for any grammars and volcapulary mistake there.

1. Is an interesting idea, but with talents, seems a bit unnecessary, and may change how people play the game (e.g. last hitting, taking more damage than necessary, spamming spells when not needed).
2. Two weapons require 7 spells. The last skill slot may be used to an extra ability to the other weapons.
3. I have thought about adding a random-only hero. Maybe it'll be added in the future.

Thanks for the feedback!
 
Level 3
Joined
Jan 17, 2017
Messages
45
1. Is an interesting idea, but with talents, seems a bit unnecessary, and may change how people play the game (e.g. last hitting, taking more damage than necessary, spamming spells when not needed).
2. Two weapons require 7 spells. The last skill slot may be used to an extra ability to the other weapons.
3. I have thought about adding a random-only hero. Maybe it'll be added in the future.

Thanks for the feedback!

1/What I mean is, each weapon can increase in stats or performance, maybe based on player's lever or performance.
2/Oh sorry, I didn't check all the weapons yet. Sorry, my bad.
3/ I think that there is lack of range dps and range caster.
 
Last edited:
Level 3
Joined
Jul 13, 2016
Messages
48
I have tragically never played the original orc gladiator map in my many years of being a warcraft lover, but I have played and am possesion of this "life of gladiator" map which is very similar and also insanely unbalanced. I'm glad to say that I fucking loved this map, and I think its very clean in alot of aspects, all the abilities work as stated, the descriptions are mostly clear and the fact that you can see all the damage is amazing. The hero, ability, and talent variety all make this game very fresh, and each of the weapon type fulfills their role perfectly. I am absolutely 100% sure that this map is going to be approved in no time, and that people are going to love it just as much as me. I have 4 minor issues though, that even though you are essentially done making the map, I think deserve mentioning:

1. The tool tip for the Great Axe stomp talent is HIGHLY misleading in my opinion, I believe that it directly implies that the second stomp does 1.5x strength, but instead the damage is split amongst the stomps so that there is no damage increase
2. I completely disagree with the insane amount of RNG involving the stat rolls after each round, and it would warm my heart if you could consider doing preselected rewards or at least remove the rewards that are BLATANTLY worse than others, like i think it's absurd that the 1 to all stats reward exists because it is singlehandedly better than all other pure stat awards, and sometimes the exp and gold awards are just clearly half of what they are sometimes.
3. I'd consider implementing a difficulty system, and maybe combination items, and just a couple more items in general.
4. This is like the lowest priority but I do believe that it's actually physically impossible to solo with Pickaxe, because the first wave with a low stat character is very tough, even when i RANDOMED him i still found it completely impossible due to me only having a shitty physical attack.

This Custom Game handily gets a 5/5 from me!
 
Level 13
Joined
Jul 15, 2007
Messages
763
I have tragically never played the original orc gladiator map in my many years of being a warcraft lover, but I have played and am possesion of this "life of gladiator" map which is very similar and also insanely unbalanced. I'm glad to say that I fucking loved this map, and I think its very clean in alot of aspects, all the abilities work as stated, the descriptions are mostly clear and the fact that you can see all the damage is amazing. The hero, ability, and talent variety all make this game very fresh, and each of the weapon type fulfills their role perfectly. I am absolutely 100% sure that this map is going to be approved in no time, and that people are going to love it just as much as me. I have 4 minor issues though, that even though you are essentially done making the map, I think deserve mentioning:

1. The tool tip for the Great Axe stomp talent is HIGHLY misleading in my opinion, I believe that it directly implies that the second stomp does 1.5x strength, but instead the damage is split amongst the stomps so that there is no damage increase
2. I completely disagree with the insane amount of RNG involving the stat rolls after each round, and it would warm my heart if you could consider doing preselected rewards or at least remove the rewards that are BLATANTLY worse than others, like i think it's absurd that the 1 to all stats reward exists because it is singlehandedly better than all other pure stat awards, and sometimes the exp and gold awards are just clearly half of what they are sometimes.
3. I'd consider implementing a difficulty system, and maybe combination items, and just a couple more items in general.
4. This is like the lowest priority but I do believe that it's actually physically impossible to solo with Pickaxe, because the first wave with a low stat character is very tough, even when i RANDOMED him i still found it completely impossible due to me only having a shitty physical attack.

This Custom Game handily gets a 5/5 from me!

1. I just checked the triggers for War Stomp; there shouldn't be a damage decrease because it either deals 3.0x or 1.5x depending on the unit-type of the casting unit (orc or dummy). I'll investigate though to see if i can find the bug.
2. Well, it can feel like RNG, especially if you get choices that are useless to you, BUT, they allow you to build towards a certain playstyle. E.g. +1 stats is overbudgeted, but +2 primary stat is better for pure damage, and +200 EXP will help you rack up talent points quicker. Other than +1 stats and +25 gold (+25 gold will become +25 gold & +100 EXP when i get round to it), they should be all fairly balanced. I could add a static option to help lessen the effects of bad RNG, e.g. option 4 is always +1 your primary stat (which has less value, but is always useful).
3. Yes to all of those! It's just a matter of finding the time to do it :p
4. Yeah; level 1 he's pretty powerless. On solo mode you will probably die horribly. I could let him build towers off from the start. It's something i'll think about.

Glad you liked it! thanks for your excellent feedback
 
Level 3
Joined
Jul 13, 2016
Messages
48
1. I just checked the triggers for War Stomp; there shouldn't be a damage decrease because it either deals 3.0x or 1.5x depending on the unit-type of the casting unit (orc or dummy). I'll investigate though to see if i can find the bug.
2. Well, it can feel like RNG, especially if you get choices that are useless to you, BUT, they allow you to build towards a certain playstyle. E.g. +1 stats is overbudgeted, but +2 primary stat is better for pure damage, and +200 EXP will help you rack up talent points quicker. Other than +1 stats and +25 gold (+25 gold will become +25 gold & +100 EXP when i get round to it), they should be all fairly balanced. I could add a static option to help lessen the effects of bad RNG, e.g. option 4 is always +1 your primary stat (which has less value, but is always useful).
3. Yes to all of those! It's just a matter of finding the time to do it :p
4. Yeah; level 1 he's pretty powerless. On solo mode you will probably die horribly. I could let him build towers off from the start. It's something i'll think about.

Glad you liked it! thanks for your excellent feedback

Oh, I just checked, though I did believe you about the triggers, the stomp does full damage! In that case the tooltip for the talent is perfect, but the tooltip your NEW stomp ability gets is incorrect, it still says it does 2x strength, so thats a pretty easy fix. Also as far as RNG and money, I still believe that options like +1 agi and +1 int, or any option where you get one in two seperate stats are directly worse than +1 to all stats, but just doing the static option would be amazing! But one issue I forgot to mention is the spoils, I think that RNG there should be entirely scrapped because round one RNG determines whether you get one gold piece, or enough spoil drops to double your money and allow early items FAR faster, I think that if Crowd's favor is that expensive, gold is important enough that it shouldn't be completely random whether a creep drops spoils, and then the amount that it gives is also random. Wouldn't it be easier and better just to have like certain preset creeps, like casters and bosses to drop coins with static amounts? Also on the topic of spoils, another piece of bitching about the pickaxe guy, I think his income talent should be COMPLETELY reworked perhaps into something like 50 gold a round which would still take a while to pay itself off, because I think even in a large multiplayer game where ALL the other players EXPLICITLY agree to let only him pick up coins, I'm pretty sure that talent could never pay itself off, using basic math, if we assume that the value of a talent is 400 gold (price to buy). It would take the Pickaxe picking up EIGHTY gold pieces just to have the talent pay itself off, without having provided ANY tangible benefit, I find this especially true because the first talent takes a good while to unlock. Speaking of which, I think you should quickly include somewhere as a disclaimer that you don't get talents past level 20, and that level 30 is the max level.
 
Level 13
Joined
Jul 15, 2007
Messages
763
The gold bonus from the pickaxe skill is fully passive and its effects are team-wide. That is, anyone who picks up a coin with a level 7 pickaxe in the team, will get spoils worth 5 gold more (per pickaxe). And it stacks. The idea of that talent is to get it on level 8, so your team feels the full effects of it throughout the whole game. The later you pick the talent, the more useless it will be, but in the early game it is very powerful (obviously the pickaxe has to sacrifice getting that over any of his other talents). If you have 10 pickaxes in your team, coins will be worth 50+ gold. If they take the talent, then 100+ gold. It is actually pretty powerful, especially if you have 2/3 pickaxes on your team (which is a viable strategy). I'm slightly inclined to nerf it because it is powerful if stacked.

It has been reworked before :p, i may just change it into +gold per round (for every player or maybe just himself). I'm not sure yet...

I have had mixed feelings about gold drops for a while. I only put it in because in the old OG, getting the last hit on creeps was really the only way to get a good amount of gold. Last hitting is a very archaic mechanic, and the next best thing i thought as a bonus would be coins. Obviously coins drop on the front line, so your ranged people are missing out on drops and gold. My current future rework would be something like this: every round, 3 coins will drop per player, and the drop chance is much higher (say 10%), so drops are random, but limited, and coins give less gold, but give gold to all players, and despawn after 10 seconds if not picked up (so clicking them is still important).

Probably is a tooltip error, there's so many to track :(, if i change numbers in the triggers, i might forget to update any affected tooltips! That talent was buffed in the past so it makes sense i forgot to update it.
 
Level 3
Joined
Jul 13, 2016
Messages
48
The gold bonus from the pickaxe skill is fully passive and its effects are team-wide. That is, anyone who picks up a coin with a level 7 pickaxe in the team, will get spoils worth 5 gold more (per pickaxe). And it stacks. The idea of that talent is to get it on level 8, so your team feels the full effects of it throughout the whole game. The later you pick the talent, the more useless it will be, but in the early game it is very powerful (obviously the pickaxe has to sacrifice getting that over any of his other talents). If you have 10 pickaxes in your team, coins will be worth 50+ gold. If they take the talent, then 100+ gold. It is actually pretty powerful, especially if you have 2/3 pickaxes on your team (which is a viable strategy). I'm slightly inclined to nerf it because it is powerful if stacked.

It has been reworked before :p, i may just change it into +gold per round (for every player or maybe just himself). I'm not sure yet...

I have had mixed feelings about gold drops for a while. I only put it in because in the old OG, getting the last hit on creeps was really the only way to get a good amount of gold. Last hitting is a very archaic mechanic, and the next best thing i thought as a bonus would be coins. Obviously coins drop on the front line, so your ranged people are missing out on drops and gold. My current future rework would be something like this: every round, 3 coins will drop per player, and the drop chance is much higher (say 10%), so drops are random, but limited, and coins give less gold, but give gold to all players, and despawn after 10 seconds if not picked up (so clicking them is still important).

Probably is a tooltip error, there's so many to track :(, if i change numbers in the triggers, i might forget to update any affected tooltips! That talent was buffed in the past so it makes sense i forgot to update it.

I agree, last hitting is pretty archaic, and makes money grabbing and greedy playing a part of what is supposed to be a co-op and or team game. There are actually a couple of other tooltips errors I found, a couple of them in the auras of the wardrums charachter, where the aura description in the selection screen wouldn't match the aura description when it is equipped, this issue came up for thorns aura, and i believe Vampiric if i'm not mistaken. Also does vampiric aura work like it did in original warcraft, as in is it melee only or does it afffect ranged units?
 
Level 13
Joined
Jul 15, 2007
Messages
763
I think thats right, i've nerfed vamp aura and thorns aura recently.

Vampiric Aura is triggered; it leeches melee and ranged. It used to leech from melee, ranged and spell damage but the code for that ended looking really ugly (because when spell dummies deal damage, i have to let the game know that actually the hero did the damage, not the dummy), so i just simplified it to physical damage only.
 
Level 13
Joined
Jul 15, 2007
Messages
763
I have posted an updated version. Many of the changes that have been added were requested; and although there's more i'd like to do, there's a lot in this version that needs to be publicly played to make sure it functions as intended. Changes are:

- Reward will now always offer +1 to your primary stat (as bad luck protection).
- Big summons can now taunt.
- Various tooltip fixes.
- Scavenger changed again: get bonus gold at end of round (similar to Crowd's Favour).
- Changes to a few waves.
- New item shop: Enchants
- New item shop: Player Relics
- Old item shop Relics renamed to Support Relics
- Several new items
- Gold coins no longer drop. Instead, you get extra gold from Grade.
 
Level 3
Joined
Jul 13, 2016
Messages
48
I have posted an updated version. Many of the changes that have been added were requested; and although there's more i'd like to do, there's a lot in this version that needs to be publicly played to make sure it functions as intended. Changes are:

- Reward will now always offer +1 to your primary stat (as bad luck protection).
- Big summons can now taunt.
- Various tooltip fixes.
- Scavenger changed again: get bonus gold at end of round (similar to Crowd's Favour).
- Changes to a few waves.
- New item shop: Enchants
- New item shop: Player Relics
- Old item shop Relics renamed to Support Relics
- Several new items
- Gold coins no longer drop. Instead, you get extra gold from Grade.
Oh man, these changes are AMAZING, the new shops are so cool, and add so much spice and new build options to the game, thank you so much for considering some of my ideas! I'm sure that this game is gonna rack up a shitload of downloads and 5-star ratings!
 
Level 13
Joined
Jul 15, 2007
Messages
763
Oh man, these changes are AMAZING, the new shops are so cool, and add so much spice and new build options to the game, thank you so much for considering some of my ideas! I'm sure that this game is gonna rack up a shitload of downloads and 5-star ratings!

Glad you like them :p

I just pushed out a quick hotfix version for a -repick bug (couldn't ignore it). I also took the liberty of nerfing a few items. Because Grade gives gold, players are getting more gold overall, so the prices of epic potions, most relics and EXP/hexes has gone up. Goldstrike was a bit OP with spamming +1000 EXP, and ring of superiority is just too powerful, so i nerfed their level-up effects in half. Overall the game has become a bit easier, but the next thing i want to do is implement a Hard mode and increase the overall complexity/difficulty of the game in the process.
 
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14
Found a Few mistakes in the game:

1. Boots of learning do not say you cannot stack with other exp items, however arena guide does... and when i get both of them 1/2 of the rounds they both pop up at the end with 100 exp, and the other half only one does.... IDK if it's supposed to stack or not

2. On the katana guy when you use the ability that gives mana and crit, and then you use the mirror image ability right afterwards, you lose the mana/crit ability buff

3. When you purchase a stackable item with a full inventory they go on the ground and when u pick them up you can no longer stack them the most you can have is +1, so then you are forced to sell them all for 1/2 price and repurchase
 
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Level 2
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Oct 16, 2015
Messages
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Also I'm wondering if it's possible to get above a G on the last round? Considering there's a cinematic, and an entire round of mobs before basically 2 fights grouped into one letter Grade, and I'm not sure if every Rounds grades are the same amount of time? If so I don't think it's possible

and make healers ranged so they're not so in the way? with lower attack speed or dmg or something so it's not op they're just way too in the way if you have a melee heavy grp
 
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Level 13
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Jul 15, 2007
Messages
763
Found a Few mistakes in the game:

1. Boots of learning do not say you cannot stack with other exp items, however arena guide does... and when i get both of them 1/2 of the rounds they both pop up at the end with 100 exp, and the other half only one does.... IDK if it's supposed to stack or not

2. On the katana guy when you use the ability that gives mana and crit, and then you use the mirror image ability right afterwards, you lose the mana/crit ability buff

3. When you purchase a stackable item with a full inventory they go on the ground and when u pick them up you can no longer stack them the most you can have is +1, so then you are forced to sell them all for 1/2 price and repurchase

1. I have seen this myself with some end-of-round events not triggering properly. I will rewrite it so that the triggering is a lot better. All EXP items stack with each other (intended: you can have an arena guide, book of power, boots of learning) but not themselves (2 arena guides don't stack). I'll try to make this more explicit in their tooltips.

2. Killing Machine is indeed dispelled by Mirror Image. The only way for this to be fixed is for me to code the Killing Machine ability (which is based off a normal Wc3 ability). Though, this is low priority, so for now just avoid using Mirror Image after Killing Machine (and instead cast the other way around).

3. I intend to make Level 1 stackables sell for their full value in case you make this mistake (i have seen it happen a few times).

4. You are right in that the last round will always be scored badly. I will aim to increase the grade boundaries for it; or stop the grade count after the minions are defeated so the boss is ungraded.

5. I might make Druid's ranged, i have seen the complaint a lot.

Thanks for raising these issues!
 
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Sounds good pick-a-chew, also I don't really ever repick but I came across it today when we were trying to set up a good comp, first we were all randoming to try and get our character and if that didn't work we would repick to get the right chars and we ran out of time because we couldn't repick once the gates were open maybe allow a little longer to repick - like allthroughout first round idk
 
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Level 1
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May 7, 2015
Messages
2
was trying to send a message to you because we beat this map

but i cant do that, the system said i'm sending a spam-like post, weird

gQVYP8q.jpg

here is our screenshot because it's rank C
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
1. Avoid playing music through the sound channel; use the other Play Music trigger.
2. Should rename the Idle Workers ("~" for talents) to something fitting.
3. Did you credit the original creator ingame/in the quest log as in the map thread description?
4. If you die in singleplayer, you don't revive?
5. After defeating the ogres, among other rewards, I could either choose +1 or +2 agility :p
6. I really think you should teleport the gladiators to the fountain after a round ends as you teleport them to the arena when a round begins.

Oh my, couldn't get past the centaurs as they were too fast and didn't leave me reprieve for regeneration. I played with the bow. I first tried the double blade but didn't even get past the first challenge :D

All in all, it's a good remake surely best played with more people.

Approved.

===============================

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Screenshots could attract more players to download your work. Make the best of them.

A credits list 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.

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

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Level 13
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Thanks Deepstrasz,

Good points with 1 & 2.

3. Credits are a bit outdated. I do intend to credit PlagueBringerX for the original OG concept (and perhaps Ogem and Balduras for keeping the game alive)
4. If you all die, you don't revive. The game doesn't end as it allows people to discuss making remakes or whatever.
5. +1 primary stat is bad luck protection (e.g. you're an agility hero and you get +2 strength, +2 intelligence, +1 strength & + intelligence), it's underbudgeted on purpose
6. maybe, but gladiators should be fit and not lazy ;)

The game definitely has become more unfriendly for fewer players. I am yet to implement anything that makes the experience better 1-3 people.
 
Level 2
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Messages
14
Got 3 more things i was thinking about pick-a-chew:

1. There has been a lot of people not wanting to play healers aka druid recently... I never play it so I cannot say IDK why, but maybe there should be some incentive to play it. We were talking in one of our groups today maybe a best heals per round gold incentive like tank and dmg and a healing meter to make people actively like it more? idk

2. Also I was playing scythe today in a good group and I had a lot of trouble around round 5-14 with my skeletons, and by that I mean I could summon way better ones but unfortunately I couldn't pick which ones I wanted to die IDK if it's randomly picking one to kill. But they come from stats so i want the weakest one to die first to optimize dps. IDK how to fix this, maybe an ability they have suicide on them, or when u summon a new necroskele the old one with the lowest stats auto dies first.

3. Also there's a Bug where when the round ends people are not getting rezzed. I've seen it happen on the blizzard round quite a few times just cost us literally the best run we have had... kind of sad right now, but I believe it happens in the A- run I sent you
 
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Level 13
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Jul 15, 2007
Messages
763
Got 3 more things i was thinking about pick-a-chew:

1. There has been a lot of people not wanting to play healers aka druid recently... I never play it so I cannot say IDK why, but maybe there should be some incentive to play it. We were talking in one of our groups today maybe a best heals per round gold incentive like tank and dmg and a healing meter to make people actively like it more? idk

2. Also I was playing scythe today in a good group and I had a lot of trouble around round 5-14 with my skeletons, and by that I mean I could summon way better ones but unfortunately I couldn't pick which ones I wanted to die IDK if it's randomly picking one to kill. But they come from stats so i want the weakest one to die first to optimize dps. IDK how to fix this, maybe an ability they have suicide on them, or when u summon a new necroskele the old one with the lowest stats auto dies first.

3. Also there's a Bug where when the round ends people are not getting rezzed. I've seen it happen on the blizzard round quite a few times just cost us literally the best run we have had... kind of sad right now, but I believe it happens in the A- run I sent you

1. This would be hard for me to implement. I may add a somewhat OK system to deal with it for the upcoming version, but it wont handle healing but rather support activity. The amount of gold you get from best DMG and Tanking would have to go down as a result.

2. It's based on the Raise Dead (necro) skill, so i -think- it always kills your oldest skeleton, but that might a be a lie. I will add a self-destruct button though for the next ver seeing as Drums can make you churn out better skeletons for a while.

3. I believe that people do res, but get killed by Blizzard again straight away. I can't send out a hotfix version because i'm in the middle of implementing a difficutly system. The best thing to do, is if you have dead people, kite the boss away from corpses, or use res items/abilities afterwards.
 
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NK73079.jpg

Actually we did beat boss with Grade B. I was using Druid and I think Druid is actually good because during some rounds I have the highest damage and tank.
Most players here were playing this map for the first time though.
 
Level 2
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1. This would be hard for me to implement. I may add a somewhat OK system to deal with it for the upcoming version, but it wont handle healing but rather support activity. The amount of gold you get from best DMG and Tanking would have to go down as a result.

2. It's based on the Raise Dead (necro) skill, so i -think- it always kills your oldest skeleton, but that might a be a lie. I will add a self-destruct button though for the next ver seeing as Drums can make you churn out better skeletons for a while.

3. I believe that people do res, but get killed by Blizzard again straight away. I can't send out a hotfix version because i'm in the middle of implementing a difficutly system. The best thing to do, is if you have dead people, kite the boss away from corpses, or use res items/abilities afterwards.
XD take money from the randoms, it's impossible to make a comp because everyone randoms anyways
 
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XD take money from the randoms, it's impossible to make a comp because everyone randoms anyways

Are you finding that an issue? I have thought about reducing the random gold bonus.

BUT i have made random so that it never gives duplicate heroes; so it sort of makes sure you have a good comp. The only time you get the same heroes is if someone randoms, AND THEN, someone picks whatever the other person just randomed.
 
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TBH i ONLY random because of the huge gold bonus, but the problem with that pick-a-chew is because people random druid and then just -repick right after lmao so it doesnt matter, even in our comps we use random to get good characters for the gold bonus and then just repick if we are not the right one for that chance u know


There definitely needs to be some kind of incentive to play healer I cannot think of it though because it's an issue for sure

Also I was thinking about since this game has become mostly about trying to speed run and be in the hall of fame for the hardcore runners, maybe a breakdown of how many seconds is A+ - A - A- - B+ guide in the quest log at the top, as well as a countdown / up timer somewhere so we were more aware of our time on the round to better works towards that A+ we're so close!!!

As well as maybe a taunt for the warhammer? seems like he's missing one being the tank
 
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Level 3
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Jan 17, 2017
Messages
45
NK73079.jpg

Actually we did beat boss with Grade B. I was using Druid and I think Druid is actually good because during some rounds I have the highest damage and tank.
Most players here were playing this map for the first time though.
Well actually, druid can be quit a tanker with his summon and healing. I not really sure, but maybe the damage count on damage that your force have taken, not only just your hero. So summoner heroes can be quite tanky. When I played it with my friend, I was using druid, and most of the rounds, I was the best tank
 
Level 13
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Well actually, druid can be quit a tanker with his summon and healing. I not really sure, but maybe the damage count on damage that your force have taken, not only just your hero. So summoner heroes can be quite tanky. When I played it with my friend, I was using druid, and most of the rounds, I was the best tank

Yep, whenever one of your units takes damage (summons, illusions, heroes), it counts toward your tanking score. Scythe is very good at tanking at the moment and might see a minor nerf.
 
Level 13
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TBH i ONLY random because of the huge gold bonus, but the problem with that pick-a-chew is because people random druid and then just -repick right after lmao so it doesnt matter, even in our comps we use random to get good characters for the gold bonus and then just repick if we are not the right one for that chance u know


There definitely needs to be some kind of incentive to play healer I cannot think of it though because it's an issue for sure

Also I was thinking about since this game has become mostly about trying to speed run and be in the hall of fame for the hardcore runners, maybe a breakdown of how many seconds is A+ - A - A- - B+ guide in the quest log at the top, as well as a countdown / up timer somewhere so we were more aware of our time on the round to better works towards that A+ we're so close!!!

As well as maybe a taunt for the warhammer? seems like he's missing one being the tank

I am thinking about adding a penalty to if you -repick something you random, or to disallow you from -repicking if you random (but that would be bad if your comp gets screwed over). Games like DotA carry a gold penalty if you repick, and Enfos prohibits repicking. I agree that, if you random, and then can repick into anything without drawback, it sort of makes random a riskfree gamble. I will aim to do something for the next version.

I personally feel like that playing as healer/support, you are the god of your group, because Drums/Druids are very important to a successful group.

I can do the quest-log thing. I could perhaps add another row to the multiboard that displays current overall grade/current grade for wave, but i would need to sit down and think about how to code that properly :p

I may let the end-game report say your overall score as well as grade, so you can check yourself how far you from a certain grade.

Adding a 7th skill to all classes is still on the wishlist. War Hammer would get a taunt if i get round to it. Alternatively, i have thought about adding an item that gives you Taunt.
 
Level 3
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I have a question. Are the damage and tank numbers on the board before or after the calculation of damage mitigation? It might make more sense if it is before.
 
Level 13
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763
I have a question. Are the damage and tank numbers on the board before or after the calculation of damage mitigation? It might make more sense if it is before.

Originally, the tanking score was done by damage taken (after mitigation) but, now, it is calculated by the number of hits taken, which i think is the best model. So that number on the multiboard is how many hits each player has tanked (by all of their units that they have ever had).

The damage is the -actual- damage done (so after mitigation), e.g., you hit for 100 damage but the target has 20% armour, so you do 80 damage. That 80 damage text that pops up and floats away is the number that's also added to your damage total. The system isn't perfect, as it takes into account overkill damage, e.g. if there was a 1 HP critter and you did 1000 damage to it, you'd see and have 1000 added to your total. But i expect overkill damage to make up no more than 10% of a player's total, if even that.
 
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this map is amazing improving some good thing to the old classic orc gladiators.
Thanks for bring back this amazing map deserve more love is just so simple and fun!
5/5 from just for nostalgic, still need some improvent in the arena,the AI and some other things like new modes,etc
and the place down left needs two exits as the other places of the arena top ,right center etc(I do not know if I can explain myself)
Nice work :goblin_good_job::goblin_yeah::thumbs_up::infl_thumbs_up:
 
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