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Plague 1:The East V2.01 (Prot)

CHARGE.jpg


THE PLAGUE 1: THE EAST



Attack.jpg


Arrows.jpg


Calvary.jpg


EPIC1.jpg


EPIC2.jpg


Warren.jpg






LOADING SCREEN BY FORGE-T on Deviantart.com

Human Archer
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Blood Elf Swordsman
Blood Elven Arch Cleric
By Elenai

Bloody Zombie
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Holy Spiral
by Daelin

Knight Unmounted
By Mephestrial

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By shamanyouranus

HeroDeathKnight
By Alastor

IceNova
By DonDustin

Bandit Mage on Foot
Arthas' Riderless Horse
By Dan van Ohllus

Encampment
by Kitabatake

Footman Garithos
by Armel

Greek/Roman Temple
Wizard's Tower
By Mr. Bob

Holy Smite
By Tranquil

WC2 Church
By Ket

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by CloudWolf

IronOre
by Ergius


Summary:

The Plague 1: The East is the Prequel to the Plague 1. It is a hybrid Offense/Defense game involving intense combat between your forces and the forces of the Undead. The objective of the game is to destroy the Hive Mind of the Undead, located at the top left corner of the map. On the contrary, your king is located at the southern capital of Ironstead. If your king is killed, you will be defeated.

It is one year after the initial infection, and the West lies in ruins. The survivors of the plague flee to the east, hoping to find refuge behind it's borders. The eastern nation still stands tall, although its king, Theseus Glacus, has only recently been notified of the impending undead invasion. He sends out messengers to all guilds and nations, desperately crying out for help. The undead are rapidly mutating to become smarter, faster, and stronger. Massive hideous creatures are beginning to appear wreaking havoc on the armies of humanity.

All while this is happening, the Palonians, a race of magic users that have long neighbored the east, has put aside its differences with the humans and has allies the east. Past tensions between humans and palonians have always been a wall between an alliance, but since the undead have appeared, the two have finally joined forces.


This game contains 6 races overall, and 2 paths. At the start of the game you must choose 1 out of 2 paths, either East or west. There are 3 Masteries per Path.

The Eastern Nation is currently the largest organized human civilization still standing, if not the only one. It's armies consist of large numbers of well trained soldiers. Choose this if you want to spread out across the battlefield while still maintaining strength.

Once a shunned nation, the Palonians are a group of powerful spellcasters. They can unleash massive damage from a range AND in close combat. A well rounded race, good for beginners.

palonians.jpg




Defense Mastery is pretty self explanatory. The powerful structure upgrades make your bases resilient, and the units are all adept at holding the line. Choose this if you want to defend your cities.

defenseMaster.jpg




Rapid response mastery is the perfect fast attack race. All of its units are fast moving, and you are given the unique ability of mounting up some units. Although hard to play at some times, use this mastery if you want to traverse the map to get to positions quickly.

Rapidresponse.jpg






The remnants of the Western Nation are a shaken but still proud people. The infection started inside of the west, so the west was hit hard. Choose this path if you want powerful elite veteran units.

The elite Border Guard have once again come to defend humanity. Although their numbers are limited, the Border Guard can easily defend or attack any position. Choose this mastery if you want overall powerful units that can excel in any situation.

BorderGuard.jpg




The offense mastery excels at dealing damage and killing undead before they can kill you. Although hard to play, at some times the offensive players can be pivotal to success or failure. Choose this if you want to kill the Hive mind fast, but beware of their weak defense.

offenseMastery-1.jpg




The paladins of the west have been long revered as the defenders of the weak. This mastery is extremely useful for its massive healing, and not to mention its powerful Inquisitors. Choose Paladin Mastery if you want to support other defenders.

paladins.jpg








There are 6 levels of difficulty in the Plague 1: the east, all of which can be chosen at the start of the game.

EASY This Difficulty is chosen by typing nothing.

MEDIUM Type -medium at the start of the game

HARD Type -hard at the start of the game

NIGHTMARE Type -Nightmare at the start of the game. This difficulty is where it gets really hard. I've beaten this once.

WORST NIGHTMARE Type -Worst Nightmare at the start of the game. Choose this if you want an EXTREME challenge. I haven't beat this yet, if you beat it, please tell.

HELL Type -hell at the start of the game. Beat this, your a god. Tell me PLEASE if you beat this.



In this game, there are several towns that may be taken by undead. Losing a town is overall a terrible blow against you. Towns give money periodically to all players, and when taken the towns will spawn unique and powerful undead units. Retake the town by destroying the necropolis that spawns once the town is lost.


Scattered throughout the towns are sewers. Shortly after the invasion begins, Sewer Dwelling zombies will spawn periodically at sewers. If you do not defend the sewers, it is more than likely that the town will be taken over.
There is also a graveyard which will spawn undead. You must hold this as well.


On the edges of the map there are roads leading out to other nations. After a period of time after the initial undead attacks, they will spawn large undead armies periodically. It is essential to victory for you to hold these towns.


Bosses will spawn after some time. These powerful undead units are able to wreak havoc among all humans, and it is pivotal that you destroy bosses as soon as possible. Bosses also drop valuable loot that can turn your heroes into powerful defenders.







It has been a while, and I apologize for leaving any of those who wanted an update sooner in the dark, but I had some serious personal issues that came up that required me to delay Warcraft 3 map making indefinitely.

The update isn't nearly as large as I said it would be, but it still is the biggest update yet.

Once again I am sorry for not keeping up with my responsibilities.

Expect this to be the last update.


CONTENT

-Added Zealot to Paladin mastery
-Added Defensive Spearman to Defense Mastery
-Added Offensive Maceman to Offense Mastery
-Added Border Guard Captain to Border Guard Mastery
-Added Palonian Councilor to Palonian Mastery
-Rapid Response Masteryalready has a plethora of units, so I didn't see a purpose in
adding another

-Added Beacon building to Rapid Response Mastery
-Added Watch Tower building to Border Guard Mastery
-Added Holy Spire to Paladin Mastery
-Added Forward Barrack to Offense Mastery
-Added Leyline to Palonian Mastery
-Defense Mastery already has their racial building, so they did not get one

-Added 2 new bosses with new items

-Added many new skills for units

BALANCE CHANGES

-Completely redid damage tables for a more clear view of counters
-All heroes are now roughly twice as powerful in early levels
-There are no longer farms. Food is provided from towns, and the food limit is 60
-Heroes can now use up to 3 rare or higher items
-Many units have had their damage/health/armor changed
-Bosses now come quicker
-Demon Lord Valith now has a new ability
-Single Target spells such as invoke flames have been nearly doubled in power.
-I'm sure I've done more, but I don't have the memory to list them

BUG FIX

-Finally fixed Berdrix's ult
-The Palonian Strike force now actually attacks the hive mind










-Streamlined hero hotkeys to 'qwer'
-Increased the stat gain on Halithen's ultimate to 20/30
-Changed the hard cap system in place for many units







-Added a survival game type







-Added a bunch of new random items
-Added A new "God Mode" Difficulty
-Added abilities to the Palonian Mage and Apprentice
-Buffed the Offensive mastery overall
-Changed around an event so that it is more balanced
-Buffed Heavy Axemen
-The Defensive Tactician now can be made at Tier 2, he is also more powerful







-Increased the size of walls around the capital
-Added new random item drops.. including one that is a MUST see. Keep farming.. when it drops you'll know!







-Hotfixed Item drops
-Added Reinforcements in towns
-Added rare undead
-Added tower upgrades for defense mastery







-Hotfixed all scaling abilities (Anguish, Invoke Flames, Lance, etc.)
-Added a rare, epic, and an artifact to random drops. Keep farming!






-2 New heroes, 1 for the east, and 1 for the west
-Changes in balance for many masteries and races
-A new boss for the undead
-Randomized loot from undead
-Several Bug fixes.
-Increased the food limit to 60





Release Edition





There may not be any more versions, but if I plan on adding more it will go here.






I hardly play Warcraft 3 anymore, but in the rare case that I am online, message Cazeoj on Azeroth (US East).




Keywords:
Cazeoj,Plague,Zombies,East,Epic,Fun,Undead,Defense,Offense,Humans,Game,Zombie Game,War
Contents

Plague 1:The East V2.01 (Prot) (Map)

Reviews
20:56, 13th Aug 2010 ap0calypse: Approved
Level 10
Joined
Mar 9, 2008
Messages
219
It amazes me that I have 2 comments, but not one of them talk about the actual map.

I know how to use the edit button by the way, it just seemed like an off topic addition to my comment.

Please post info about the map.... don't just post pointless spam.
 
Last edited:
Level 3
Joined
Oct 23, 2009
Messages
31
I'm rather disappointed with the community of this website. Not one comment relates to the map at all.

Well, I'll change that right now!

Positive Points:

•The first time I played this map, I was a bit skeptical about how the undead could possibly overrun all of these strong bases with tough units. Then when the undead attacked, that definitely changed. <_< >_> I liked that aspect of it. You feel in control in the beginning, until you soon realize just how much of a threat the undead are. Watching your bases go down one by one. It's a nice change from the usual scenario of undead already being in control.

•The AI of your NPC allies was surprisingly helpful. In fact, they were the reason we won in the end. Early on they heavily weakened the Hive Mind, which allowed our heroes stacked with powerful items to take it down in the end. Another great point of the map.

•The customization was also nice to have, rather than everyone building the same set of units and running around with the same hero. It gave people different roles and a more unique feeling to each player.

Negative Points:

•The main negative that comes to mind was the futility of recapturing towns. Sure, it was nice to slightly lessen the numbers of undead from time to time. Though unless a hefty defense was placed immediately, it would soon be recaptured by the undead, making the effort pointless. Maybe respawn a few NPC reinforcements to guard the outpost every time you recaptured it? It would give a greater sense of accomplishment and more of an incentive to reclaim them.

Rating: All and all, I really enjoyed playing this map. I'm used to maps like Dawn of the Dead and Night of the Dead on Warcraft, so this was a nice spin on the zombie apocalypse genre of maps. I give it a 4.5/5.0. Keep up the good work!
 
Level 10
Joined
Mar 9, 2008
Messages
219
I'm rather disappointed with the community of this website. Not one comment relates to the map at all.

Well, I'll change that right now!

Positive Points:

•The first time I played this map, I was a bit skeptical about how the undead could possibly overrun all of these strong bases with tough units. Then when the undead attacked, that definitely changed. <_< >_> I liked that aspect of it. You feel in control in the beginning, until you soon realize just how much of a threat the undead are. Watching your bases go down one by one. It's a nice change from the usual scenario of undead already being in control.

•The AI of your NPC allies was surprisingly helpful. In fact, they were the reason we won in the end. Early on they heavily weakened the Hive Mind, which allowed our heroes stacked with powerful items to take it down in the end. Another great point of the map.

•The customization was also nice to have, rather than everyone building the same set of units and running around with the same hero. It gave people different roles and a more unique feeling to each player.

Negative Points:

•The main negative that comes to mind was the futility of recapturing towns. Sure, it was nice to slightly lessen the numbers of undead from time to time. Though unless a hefty defense was placed immediately, it would soon be recaptured by the undead, making the effort pointless. Maybe respawn a few NPC reinforcements to guard the outpost every time you recaptured it? It would give a greater sense of accomplishment and more of an incentive to reclaim them.

Rating: All and all, I really enjoyed playing this map. I'm used to maps like Dawn of the Dead and Night of the Dead on Warcraft, so this was a nice spin on the zombie apocalypse genre of maps. I give it a 4.5/5.0. Keep up the good work!


Finally! A good response! Thanks for the review man, it really made my day.

That sounds like a good idea, NPC guards that spawn would help the town out alot.

Once again, you have my gratitude for actually posting something useful! Let s hope for more replies like this.
 
Level 2
Joined
Apr 9, 2008
Messages
22
Finally! A good response! Thanks for the review man, it really made my day.

That sounds like a good idea, NPC guards that spawn would help the town out alot.

Once again, you have my gratitude for actually posting something useful! Let s hope for more replies like this.

I agree with him as well. I found myself getting annoyed and not seeing a point to capturing a town. They fall again right away and we cant get enough units to defend everywhere. I suggest you also raise the food cap more for all races.

Overall I do like the map thought the population cap seems little low.

For the defense path I think another upgrade to the normal tower would be great ideal. Also walls for all races/paths would also be useful. I like your maps and enjoy playing them. This one just need little more something to it
 
Level 10
Joined
Mar 9, 2008
Messages
219
I agree with him as well. I found myself getting annoyed and not seeing a point to capturing a town. They fall again right away and we cant get enough units to defend everywhere. I suggest you also raise the food cap more for all races.

Overall I do like the map thought the population cap seems little low.

For the defense path I think another upgrade to the normal tower would be great ideal. Also walls for all races/paths would also be useful. I like your maps and enjoy playing them. This one just need little more something to it

The towns give you iron periodically, not to mention they ward off attacks on the capital. I guess I should make the purpose of towns more obvious in the future.

The food cap already went up to 60, I already have one out of every three people in my game lag. Its meant to be strategic, not a spamfest.

The tower upgrade is a great idea, but walls are something I'm not going to add. There is no fool-proof method for adding walls, they can always be abused, and they are almost always buggy. The game loses its desperation when your hiding behind a fort with the undead staring down your archers because they can't find out how to attack walls.

I'm sorry you feel that way about this map, I actually thought it had something more over my other maps. If you feel its missing something then please, do tell.
 
Level 3
Joined
Sep 10, 2009
Messages
55
Uhhm 1 question.Can i play it with Al? Because our country gamers dont like play this kind of map
 
Level 3
Joined
Dec 11, 2006
Messages
76
My friends and me are playing this all the time on garena so we want some new things.

-raise the level cap or make you level slower its annoying when your the top level in one minute.

-we want a new race with new masteries like friendly orcs with like berserker mastery.
 
Level 10
Joined
Mar 9, 2008
Messages
219
My friends and me are playing this all the time on garena so we want some new things.

-raise the level cap or make you level slower its annoying when your the top level in one minute.

-we want a new race with new masteries like friendly orcs with like berserker mastery.

I guess I could make heroes level slower, but don't expect any new races. the file size already is gigantic.
 
Level 2
Joined
Sep 11, 2009
Messages
29
Testing

Ok, i am gonna test this with my buddy, il see how much players we can get into doing this. Il post a review later after i test it!
 
Level 1
Joined
Jan 10, 2010
Messages
4
Amazing

Post opinions, suggestions, ratings, etc. Thank you.

Opinion: I LOVE this map. I had a lot of fun playing it, me and my friend 2 manned it and had a BLAST. I love the idea of holding the line at the mountain pass, while also having to watch the villages and West and East lanes. I think that the sheer vastness of what is going on is what really does it for me.

The units are great, there is a HUGE variety, all well suited for different play styles. I certainly enjoyed blowing things up with the Arcane Golem.

The terrain is nice, it deff feels like you put some time into it. The one thing that sometimes bothers me is how the (Realistic, which is a plus) GIGANTIC trees will obstruct my view. I can pan the camera, but it still irks me sometimes, just my 2 cents.


Suggestions:
Now, despite the awesomeness of this map, it does have a few areas where i feel it is lacking.

The scope: I haven't played with a full house, which is why I want to join up with your clan ( :p ), but the map has so much going on, I feel as if me and my friends are unable to completely watch over the land. If we spread ourselves too thin, they break through the pass and ruin us, but if we just sort of let the towns and cities fall, the king gets overrun, and we end up retreating anyway.. I actually don't have any suggestion here, because this is part of the "Desperation" feel of the game. Next.

The units: For some races, it feels like the units are weak as hell. The Offensive race, can jump into the fray, for about 4 seconds, because if they don't retreat, they get wrecked and come back as enemy fodder. The Border Guard seem to be FAR too few in number, even if they do have the Dark Crusaders (Who pwn btw).

Ranged: It seems like ranged are really half-assed in this game. The Palonians are badass, yes, but there really isn't a whole lot going on otherwise. The palonian spellcasters (or S.I.N.O.) don't actually have, any spells. I suggest putting in some more ranged units, and actually giving the spellcasters, spells.

Levels:I think, as mentioned above, that heroes should level a bit slower, Not a lot. Because that would be bad.. But. I also think the level cap should be raised a tad, even if it doesn't offer any new abilities, your heroes seem to be very weak in stats, unless you are intentionally doing that, in favour of more of an itemization approach.

Late Game: There is inevitabley going to be a lot of massing late game, from both Zombies and Players. However, this causes latency problems, and worse yet, due to Warcraft 3 being old as piss, the units start taking turns moving, and at that point, if you aren't ranged, you are boned. I suggest making Zombies in late game, incredibley strong, (As you said, they are getting more intelligent, stronger, ect.) rather than massing 1412513613267136161 of them.

Weather Effect: It would cause more lag, but I feel it should be raining, just a thought.

___________________

Rating: 5/5, and it isn't even done.



Hit me up man, Psycho_Saber on East. I've been chilling in your Clan Channel for a little while, i'd love to test for you.:spell_breaker:



Edit: consider my rating a placeholder. I just remade an account, last one, i lost email privs to.
 
Last edited:
Level 10
Joined
Mar 9, 2008
Messages
219
Thanks

I appreciate the review. First off the heroes are in fact shitty without items so you need to get items either from drops or from buying them. Whats the point of having a unit you dont have to do anything with but send in and rape. You first need to put some work into it before doing that. As for the races such as border guard and offense, they are rediculously effective with healers. With paladins and healing waves, you can fend off an army twice the size of yours. There low health is easily made up for with heals causing massive rapage for the zombies. This is why there health is low, to increase teamwork in the game mostly. Together with 2 or 3 armies of border guard, you can hold any position. Thanks for the great review. Ill definitely consider what you said.
 
Level 7
Joined
Aug 14, 2009
Messages
121
This map is very unique, and that's a damn good reason to work on it and make it better. First of all, I think you should remove that win condition with Hive Mind (and remove it also), and add some survival time countdown or something like that. Second, you really need to add more units, upgrades, masteries etc. And, of course, the map should have been much better with more space and 11 or 10 players. Anyway, congrats for the ideea, I was looking for something like this.
 
Level 10
Joined
Mar 9, 2008
Messages
219
This map is very unique, and that's a damn good reason to work on it and make it better. First of all, I think you should remove that win condition with Hive Mind (and remove it also), and add some survival time countdown or something like that. Second, you really need to add more units, upgrades, masteries etc. And, of course, the map should have been much better with more space and 11 or 10 players. Anyway, congrats for the idea, I was looking for something like this.

Ok. First of all, removing the win condition removes a common goal. I've tried it like this and overall more people enjoyed the hive mind more than survival, although I will add a choice to use "Survival Mode" next patch.

Second, I can't really respond to this. Your really the first person to complain about having not enough content in this game, I really don't see it as a problem considering how there are at least 3 units per mastery. Given that there are 6 masteries, thats a total of 18 units to choose from, not adding up loose ends and base units. Honestly, the file size is already gigantic, I wouldn't want to kill DL time more than I already have.

Furthermore, there are at least 4 upgrades for each mastery, plus base upgrades. Please, PLEASE tell me of one game that has 4 upgrades at the least added to a mastery. I'm sorry, but any more upgrades would make units near invulnerable.

I am also deeply sorry the max map size for Blizzard is 255x255. Please, don't complain about things I can't change.

Thanks anyway for the comment.
 
Level 2
Joined
Feb 15, 2010
Messages
20
Hive mind is kind of a problem... I've played several games and found that from easy-nightmare mode. It is very easy to simply rush the hive mind at the beginning of the game when the power level of the undead are weak.

If, however you fail to rush the Hive mind and because zombies tend to become stronger as the game goes on, it becomes virtually impossible to attack hive mind and all you can really do is turtle and wait for your doom (when undead becomes strong enough to take down your defense)

In the end, the only choices are to rush at the beginning when the undead are weak, turtle until undead becomes strong enough to overrun you, or somehow attack undead at a later time while your upgrades are able to keep up with the undead and before you reach your upgrade cap when the undead can simply grow stronger and stronger while your power stays idle.

So main problem in this game, i think is that the players have an upgrade cap where their units simply can't become better after a certain point while the undeads are able to increase in power beyond this point where the players are capped at.

This problem can be fixed with survival where theres a time limit to survive... or a better upgrade and undead power increase system.
 
Level 10
Joined
Mar 9, 2008
Messages
219
Hive mind is kind of a problem... I've played several games and found that from easy-nightmare mode. It is very easy to simply rush the hive mind at the beginning of the game when the power level of the undead are weak.

If, however you fail to rush the Hive mind and because zombies tend to become stronger as the game goes on, it becomes virtually impossible to attack hive mind and all you can really do is turtle and wait for your doom (when undead becomes strong enough to take down your defense)

In the end, the only choices are to rush at the beginning when the undead are weak, turtle until undead becomes strong enough to overrun you, or somehow attack undead at a later time while your upgrades are able to keep up with the undead and before you reach your upgrade cap when the undead can simply grow stronger and stronger while your power stays idle.

So main problem in this game, i think is that the players have an upgrade cap where their units simply can't become better after a certain point while the undeads are able to increase in power beyond this point where the players are capped at.

This problem can be fixed with survival where theres a time limit to survive... or a better upgrade and undead power increase system.

First off, read the patch preview. It should make you happy =).

And there are certain intervals between undead attacks which give an opening to attack. This can happen any time in the game, its just that when the front line gets overrun it tends to become difficult. Bottom line, in the offense/defense game mode you need to hold the front for a solid chance at victory.

I can't really fix the rushing tactic, its the players, not me.
 
Level 4
Joined
May 1, 2008
Messages
80
Is survival mode added ?

I was really surprised by this map. Terrain is really cool, your customs walls are really nice, same for the fortress and all the stuff. Just the mountain don't feel like mountain, and there is(for me) a lack of city in the middle east of the map.
Terrain deserves a 4,5/5

I haven't tested all your heros, but i played some and they seem enough fun and balanced. 1 or 2 custom abilyties should be great, but it's fine actually.
4/5

Units and buildings: Differents technologies and units, for 6 orientations, and all are pretty fun. I just noticied that Palonians are mages but they have only 1 autocast spellcaster. I think it's not enough. It's a bit boring to cast firebolt manually, and the magic immune unit is just an upgraded footman. Their golems are stay cool =p.
-->4,5/5

Gameplay : Gameplay.... It's like plague 1 but better. Great gameplay, but saddly the best way to win actually is to rush, and it's pretty boring, and ridiculously easy. (i played in medium with 3 good friends and 1 beginners, and 3 of us were beginners on this map) We arrived at the conclusion that boss should defend the hive mind (together ) before attacking one by one
4/5

And i rated the map 5/5, because i love it :p
 
Level 10
Joined
Mar 9, 2008
Messages
219
Is survival mode added ?

I was really surprised by this map. Terrain is really cool, your customs walls are really nice, same for the fortress and all the stuff. Just the mountain don't feel like mountain, and there is(for me) a lack of city in the middle east of the map.
Terrain deserves a 4,5/5

I haven't tested all your heros, but i played some and they seem enough fun and balanced. 1 or 2 custom abilyties should be great, but it's fine actually.
4/5

Units and buildings: Differents technologies and units, for 6 orientations, and all are pretty fun. I just noticied that Palonians are mages but they have only 1 autocast spellcaster. I think it's not enough. It's a bit boring to cast firebolt manually, and the magic immune unit is just an upgraded footman. Their golems are stay cool =p.
-->4,5/5

Gameplay : Gameplay.... It's like plague 1 but better. Great gameplay, but saddly the best way to win actually is to rush, and it's pretty boring, and ridiculously easy. (i played in medium with 3 good friends and 1 beginners, and 3 of us were beginners on this map) We arrived at the conclusion that boss should defend the hive mind (together ) before attacking one by one
4/5

And i rated the map 5/5, because i love it :p

Thanks for the review, I couldn't agree more.

And yes, survival is currently in the game, I wouldn't recommend it though because I'm still working out the pathing and such for it.
 
Level 1
Joined
Jul 25, 2010
Messages
1
Very good map, I like it.
There is some suggestions:
1) I like big maps but in this map very hard too protect all in time, maybe you can create some Teleports or item thats increase speed of heroes.
2) First time i play with my friend and we win too fast. Maybe Increase dmg and hp of tentacles tower?
3) When i start Survival mode reinforcements of ai go in point of hive mind, maybe switch them off or just redirect them to defense towns.
4) When Inquisitors use stun, all players having lags.
5) Decrease size of trees please.

You say thats you don't do walls, but i can just build farms walls or another buildings.
Sorry for my bad english))
 
Level 3
Joined
May 1, 2010
Messages
54
I give it a 4/5. The issue with this map is that it crashes players a lot, not sure exactly what it is. Triggers, maybe? I crashed when using the Arthas /w Frostmourne model's stomp but it worked without crashing beforehand. (Only thing different was it was level 5 then).
The map shouldn't get bigger with more stuff, as long as it doesn't involve custom models. However, a big map size for this map is actually quite fitting and you quite enjoy being stared down upon.
The spawning of the Zombies when they attack seem.. odd to me. They don't spawn in front of the towers, on the top part of the map. Instead, they spawn to the left of them, and en masse.
The only issue I've discovered is the lag my friends get on -god mode, you clear memory leaks, yes?
The Arthas Model hero's heal does not heal allies and can only be used on enemies.
I'd love a higher max level but this is merely a request with no reason to put on it other than "You get there too fast".
However, with my criticizing side put aside, it's a very good map that is quite interesting to play. Unique, heroes are worth something without being able to take on armies and like others have said you feel in control, "Ha, nothings getting through that barricade" then moments later you shit yourself at the approaching horde.
Edit: You should try to find a better name. No offense or all, but it's weird to try and find a good hosting name and it's hard to reference it other then "Plague". If no name comes to mind, it's fine.
Edit2: Nothing important, but your description for difficulties lacks -god mode
Edit3: Illuminate on the Border Guard Crusader heals the X% before thespell is cast. Change the event you used for the trigger.
Edit4: You missed the pathing of a mountain, East of the Goldmine North East of the King.
Edit5: About the walls, creeps will automatically attack them if walls attack, so I'd suggest giving them 0-0 damage by setting base as -1 and dice as 1. Could give it multishot to aggro mroe creeps, too.
 
Last edited:
Level 5
Joined
Apr 19, 2009
Messages
165
Edit5: About the walls, creeps will automatically attack them if walls attack, so I'd suggest giving them 0-0 damage by setting base as -1 and dice as 1. Could give it multishot to aggro mroe creeps, too.

this WILL fail if there are units behind the wall, as they will be allways in higher priority (unless they cannot attack (and why would u use units that cant attack as a defense (besides some healers that i might have not checked)?))

caz, i found a ver 2.0 yet this is only 1.8 :/
 
Level 10
Joined
Mar 9, 2008
Messages
219
I give it a 4/5. The issue with this map is that it crashes players a lot, not sure exactly what it is. Triggers, maybe? I crashed when using the Arthas /w Frostmourne model's stomp but it worked without crashing beforehand. (Only thing different was it was level 5 then).
The map shouldn't get bigger with more stuff, as long as it doesn't involve custom models. However, a big map size for this map is actually quite fitting and you quite enjoy being stared down upon.
The spawning of the Zombies when they attack seem.. odd to me. They don't spawn in front of the towers, on the top part of the map. Instead, they spawn to the left of them, and en masse.
The only issue I've discovered is the lag my friends get on -god mode, you clear memory leaks, yes?
The Arthas Model hero's heal does not heal allies and can only be used on enemies.
I'd love a higher max level but this is merely a request with no reason to put on it other than "You get there too fast".
However, with my criticizing side put aside, it's a very good map that is quite interesting to play. Unique, heroes are worth something without being able to take on armies and like others have said you feel in control, "Ha, nothings getting through that barricade" then moments later you shit yourself at the approaching horde.
Edit: You should try to find a better name. No offense or all, but it's weird to try and find a good hosting name and it's hard to reference it other then "Plague". If no name comes to mind, it's fine.
Edit2: Nothing important, but your description for difficulties lacks -god mode
Edit3: Illuminate on the Border Guard Crusader heals the X% before thespell is cast. Change the event you used for the trigger.
Edit4: You missed the pathing of a mountain, East of the Goldmine North East of the King.
Edit5: About the walls, creeps will automatically attack them if walls attack, so I'd suggest giving them 0-0 damage by setting base as -1 and dice as 1. Could give it multishot to aggro mroe creeps, too.

Hah, God Mode is near impossible.
 
Level 3
Joined
May 1, 2010
Messages
54
this WILL fail if there are units behind the wall, as they will be allways in higher priority (unless they cannot attack (and why would u use units that cant attack as a defense (besides some healers that i might have not checked)?))

caz, i found a ver 2.0 yet this is only 1.8 :/

Not particularly. There's a nice object editor thing called "Priority", plus I believe it'd still work a bit. It worked well when I tested it but that was a few versions ago

"Hah, God Mode is near impossible."
We managed to hold out a bit when we made Brown a player VIA Bot and moved him into the corner. It's fun. However, laggy for some.
 
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