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Phantom Dungeon v0.90

Phantom Dungeon: Trappers vs. Explorers

"In the past month, many people of the nearby villages have been cursed with nightmares of a phantom. Many have died in that time. Several Brave explorers wish to save the villagers, though they must enter the Phantom Ruins and defeat the Phantom King..."

The Explorers have to work as a team to reach the end of the dungeon and defeat the Phantom King. They do this first by exploring the Dungeon and completing each level/room's task. On the way, they will face various challenges, hordes of enemies, and several boss-battles. The Explorers win once they defeat the Phantom King.

The Trappers work for the Phantom King, and are a group of specialized assassins who excel in planting traps of various natures. Trappers have to strategically place their traps, and using teamwork, cunning, and wits, leer the explorers to their traps and try to kill them. The Trappers win if all the Explorers die on one challenge/level.

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Phantom Dungeon is very unique, and I highly doubt there's any other Warcraft III map like it.
Unlike most "Adventure" games, Phantom Dungeon offers non-linear play as the Dungeon changes depending on what the Trappers choose to do.

Features:
• Player Balancing - The game adjusts depending on the number of players on each team (Up to four Explorers and six Trappers)
• Single-Player or Co-op gameplay supported (Explorers only)
• 12 unique bosses
• Over 20 different traps, and a unique trap system
• Over 60 custom items
• Lots of unique features like fake explorers, fake items, etc.
• A lot more stuff that I'm too lazy to type up.

Estimated Playing Time: 1-3 hours


The reason why it's left as v0.90 is because in the future, I plan to add more rooms and stuff, and more bosses; however, I don't have enough time to get around to that.


General Overview:

Explorers:
Explorers will usually only win through cooperation and teamwork. Allied Sight is limited, so Explorers will need to maintain good communication and constantly ping each other where they are, to avoid being separated and being picked off individually one-by-one.

Explorers begin as heroes that can invest skill points in various Techs. Each tech goes up to level 5, with the first 4 levels each learning 2 new abilities, and the 5th level learning an ultimate skill.

Human Tech
The Human Tech is a summoning based tech, with several summoning skills learned early on. Great for support and tanking, as the summons will be able to tank enemy attacks. The human tech can also help heal units survive, learning Holy Light as an Ultimate...
- Level 1 - Frost Bolt and Divine Shield
- Level 2 - Summon Spirit Wolf and Invisibility
- Level 3 - Summon Footmen Defenders and Slow
- Level 4 - Frost Nova and Reveal
- Level 5 - Holy Light

Elven Tech
The Elven Tech is a support-offensive tech. The Elven Tech is adept at disabling enemies and their traps, as well as dealing lots of damage with Flamestrike. The Elves have one of the most vital skills in the game - they can Heal allied units at level 2.
- Level 1 - Flamestrike and Spell Steal
- Level 2 - Cyclone and Heal
- Level 3 - Stasis Trap and Banish
- Level 4 - Cloud and Inner Fire
- Level 5 - Phoenix

Goblin Tech
The Goblin Tech is very much an offensive-tanking tech. The Goblins learn several summoning skills early on; great for tanking, scouting, and dealing extra damage. They also learn very useful offensive skills such as Bloodlust. And of course, the Goblins will have mastery over their classic Landmines, which shouldn't be underestimated by any means...
- Level 1 - Land Mines and Bloodlust
- Level 2 - Electrifying Net (Entangling Roots) and Clockwerk Sentry
- Level 3 - Summon Clockwerk Defenders and Summon Defender Golem
- Level 4 - Rocket Clusters and Mana Shield
- Level 5 – Goblin Mirror (Illusion that deals 40% damage and takes 250% damage)

Dwarven Tech
The Dwarven Tech is a brute-offensive tech. Bringing their trove of knowledge of Dwarven Technology, the Dwarven Tech will make an explorer that can summon tanks to tank, and throw heavy damage-dealing bombs at their enemies. Watch out though, the high area-of-effect damage of Dwarven bombs will hurt friend and foe indiscriminately!
- Level 1 - Dwarven Bomb and Flare
- Level 2 - Bolting Hammer and Summon Mini Firing Tank
- Level 3 - Dwarven Red Bomb and Chain Blast (Chain Lightning)
- Level 4 - Phase Shift and Summon Barrage Tank
- Level 5 - Avatar


Allied sight amongst Explorers is not shared. This makes it more challenging to stay together as a team, for Explorers. It also adds to the suspense for players, not only because of mazelike nature of some rooms, but also because there is the omnipresent threat of Trapper-controlled fake Explorers…



Trappers:
Trappers win the game when all the Explorers have died in one room/challenge.

Trappers' primary offensive strategy is to either build many traps, or summon many units. Traps can be of various natures, with fake items, coins, and runes that are activated upon being picked up, or the more inconspicuous trap circles, which are activated upon being stepped on.

Trappers can also summon units through portals, to be used for fighting, annoying, or even baiting traps.

A Trapper should seek to discover the different strategies/combinations of units and traps that will most effectively bring victory against the chosen skillsets of the Explorers. Units and Traps require energy to create, and power to sustain. Power generators can be built to increase power supply, thus allowing more units to be created.

Trappers have two forms - Builder Form and Shade Form.

Builder Form
The Trappers' primary form is builder form, in which they can build various traps. This form is very basic, and vulnerable to Explorers attacks. This form nevertheless remains an essential, as along with building traps and creating portals, they can place land mines and have other special abilities.

Shade Form
The Trappers' alternative form is the Shade Form. In this Form, Trappers have increased movement speed and hit point and mana regeneration, and also invisibility. This form is great for fast movement, spying, and escape.
The best part about Shade Form is its special abilities - A Trapper in Shade Form and transform into a fake Explorer. Since allied sight amongst Explorers is limited, a Trapper can transform into a fake Explorer, and lead the real Explorers into the Trapper's devices...


• Voidwalker - A small, simple light ranged unit that consumes no power. Can only deal minor damage; best for annoying or distracting trappers. Voidlwalkers are very weak and can be dealt with very easily.

• Scorpion - Light melee unit with a poisonous attack. Capable of burrowing undergroup. Effective if grouped in a large, burrowed ambush party strategically placed to trap an unsuspecting stray explorer. Scorpions are fairly weak, and large numbers of them can be effectively stopped with area of effect spells.

• Nether Dragon Whelp - Light ranged unit that cannot actually fly. does not have any abilities, but when grouped together, can form effective hit-and-run parties given their excellent moving speed. As they lack in any special abilities Nether Dragon Whelps can be taken out easily with a group of summoned units.

• Ghost - Light ranged unit capable of draining mana. Effective at annoying or luring trappers into traps with their siphon mana skill. Also, mana can be siphoned into allied units; ghosts can be an effective mana stream to fuel Eidolons' demand for mana. Ghosts are fairly brittle, and can easily be taken out in one-on-one combat.

• Soul Guard - Medium melee unit capable of soaking up lots of damage. Effective in large groups, with death coil to heal one another, or to concentrate-fire on an enemy. Soul Guards are best dealt with in melee combat with summoned units.

• Phantom Guard - Moderate melee unit slightly stronger than Soul Guards. Effective at one-on-one combat against an unprepared opponent. Phantom Guards can easily be overwhelmed by a large number of summoned units.

• Temptress - Medium ranged unit capable of drawing enemy units to her. Effective at drawing unwary Explorers to gauntlets of traps. Temptresses are fairly weak in combat though, and are best backed with a group of Soul Guards to take damage. Temptresses can be taken out easily with a large group of summoned units.

• Monstrosity - Moderate melee unit that splits into minor versions of itself upon death. Effective at soaking up damage with its minor forms and high rate of regeneration. Monstrosities are best dealt with using summoned units and single combat to take out the main form, and area-of-effect spells to take out the weaker versions.

• Burning Soul - Heavy melee unit excellent at single combat. The passive fire damage is also very effective at dealing with large groups of weak summoned units. Burning Souls are best dealt with by a combination of a large group of strong summoned units and spells.

• Eidolon - Heavy ranged unit with a corrupting attack that constantly drains mana. Eidolong can also devour magic, which makes them very effective at restoring their mana supply, and killing summoned units. However, as Eidolon are almost beings of pure energy, they suffer increased damage from spell attacks. Eidolon are best taken out by casting plenty of offensive spells.

• Doom Guard - Heavy melee unit capable of taking up a lot of damage. Very effective at one-on-one combat, and can easily take out an unprepared Explorer in solo combat. Doom Guards, however, lack any abilities, and can be easily massed by large groups of summoned units.




• Fake Coin - Trappers can create fake gold coins that will deal moderate damage to all units in a small area of effect when picked up. Fake coins can be very effective early on in the game, but once Explorers learn not to pick up these counterfeits, they are almost useless.

• Fake Rune - Along with fake coins, Trappers can also create fake runes. When picked up, the rune will combust and burst with dark magic, burning the mana of nearby enemy units and dealing damage to summoned units. As with fake coins, they are very effective early on in the game, but lose their usefulness when the Explorers grow more prudent.

• Fake Item - The last kind of counterfeits; when picked up, the fake item will become a Mimic, and start attacking the Explorers. Like fake coins and runes, fake items lose their usefulness to trappers later on in the game. However, building too many of these can sometimes be advantageous to Explorers, as they can systematically activate one fake item at a time, and kill the Mimics one by one for experience and gold.




Trap circles, along with units, are the Trappers' most effective method of killing Explorers. Trap circles are divided into two categories, Permanent/Persistent Trap Circles, and Single-Use Trap Circles. Permanent trap circles can keep casting their abilities until destroyed, whereas Single-Use trap circles disappear after activation, but are often much more powerful. No one kind is specifically more powerful than the other; a perfect combination of the both is needed to ensure victory.

Permanent/Persistent Trap Circles

• Spike Trap - A basic spiked trap that unleashes a set of spikes to impale the enemy; deals high damage with a chance to stun.

• Water Trap - A trap that floods the area around it with water, rapidly dealing minor damage over time and slowing any enemies' movement.

• Poison Trap - What kind of dungeon doesn’t have these? Fires a poisonous arrow at the person who steps on it, dealing damage periodically.

• Frost Trap - A trap that when activated, can quickly reduce the air temperature around it, chilling enemy units near it and slowing their attack and movement speed greatly.

• Ensnare Trap - A small trap that throws a net at a triggering enemy, binding them to the ground for a short period of time. Can be very effective when combined with other traps.

• Sleeper Trap - A trap that fires a tranquilizing dart at a triggering enemy that puts them to sleep for a short period of time.

• Disarm Trap - A trap that disarms an enemy, preventing them from casting spells and reducing their attack damage for a short period.

Single-Use Trap Circles
• Curse Trap - A minor trap that throws a random curse on a triggering enemy.

• Flame Trap - A trap that unleashes a pillar of flame once activated. Every unit in that flame will take major damage, and subsequently take minor damage. The trap disappears when activated.

• Peasant Trap - A pesky trap that summons a bunch of mini peasants that surround and annoy the triggering unit. Effective at annoying and keeping Explorers occupied for a little bit, or even massing them when combined with other units.

• Burning Image Trap - A trap that unleashes burning images that wander around and burn enemy units that get to close to them.

• Essence Trap - A trap that burns the mana of all units around it when triggered. Also deals damage to summoned units.

• Summoning Trap - A summoning circle that once activated, creates a creep the same level of the triggering unit owner's hero.

• Explosive Trap - A trap that ignites a fuse to an explosive payload when activated. The explosion deals siege damage in an area of effect; be careful, it will destroy your own traps and damage your allies if placed improperly. Effective at destroying those annoying fortified-amour dwarven tanks.

• Tower Trap - A circle that summons a high-damage dealing tower that fires high-damage projectiles once summoned; however, the projectiles can be dodged and the tower is quite brittle.

• Nexus Trap - A trap circle that drags the triggering unit to an alternate dimension for a short period of time, during which they can take a lot of damage.





There's a lot more stuff to it, including custom boss battles and stuff that I'm too lazy to type the specifics about. Plus, that would give away the surprises, right?


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Credits:

Original Creator: MapWarrior@USWest

Original map (v0.70/0.80) by MapWarrior (circa 2003??)
0.75-0.90 by VestriDeus (December 2009)


Sound credits:
Legend of Zelda Dungeon song - origin and version unknown
Boss battle song - "Ice Boss" - origin unknown

Loading Screen: The Abbey in the Oakwood - Caspar David Friedrich
Minimap Preview Screen: Original source unknown

Mimic/Fake Item Model: Source unknown
Skeleton Blademaster Model: http://www.hiveworkshop.com/forums/models-530/skeleton-49070/?prev=search%3Dskeleton%2520blademaster%26d%3Dlist%26r%3D20




Keywords:
Phantom Dungeon, Trapper, Explorer, Dungeon, MapWarrior, VestriDeus, Adventure, Trap, Explore, Phantom, Boss Battle,
Contents

Phantom Dungeon v0.90 (Map)

Reviews
14:58, 13th Aug 2010 ap0calypse: Approved
Level 16
Joined
Jan 31, 2009
Messages
1,792
*If this looks like a double post to you, I think its the hive's fault because there should be a post above this*

VestriDeus check if its tga. And reupload. If doesn't work try deleting from hive(If you want or else I do not know what else to do, prob hive's problem so don't worry)
 
Level 5
Joined
May 31, 2009
Messages
122
*If this looks like a double post to you, I think its the hive's fault because there should be a post above this*

VestriDeus check if its tga. And reupload. If doesn't work try deleting from hive(If you want or else I do not know what else to do, prob hive's problem so don't worry)

thanks but it fixed itself. I think hive's website is a bit slow for these things; and it was my first time posting a map so i didnt know what to expect.
 
hm, i was just passing through and took a look of the tech and i don't understand why you use exploring "reveal" spells, for what should it be good?... also you could reveal some outside map, like ground? But perhaps you could reveal what awaits you, like if it is safe to go now or to regenerate hp and mana...
btw, the explorers just went on a suicide mission :)
+rep
also i hope the lazy admins and approvers (no offence) will approve it!
 
Level 5
Joined
May 31, 2009
Messages
122
hm, i was just passing through and took a look of the tech and i don't understand why you use exploring "reveal" spells, for what should it be good?... also you could reveal some outside map, like ground? But perhaps you could reveal what awaits you, like if it is safe to go now or to regenerate hp and mana...
btw, the explorers just went on a suicide mission :)
+rep
also i hope the lazy admins and approvers (no offence) will approve it!

Oh lol, when you're playing with trappers (it's 10x more fun when you have trappers; the co-op was just for testing and if you liked boss-battles), they can build traps and stuff, which are invisible, and reveal becomes essential so you don't end up walking into a gauntlet that kills you.

Thanks man!
 
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