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Sanctum (v1.0.0g)

Join my discord channel for my maps at https://discord.gg/Y6yzmJuwrp to find people to play with.


Sanctum
[v1.00g]

description

Sanctum is a short campaign type of map, with night elf theme, in which you are given the right to pick one hero out of 12 available. There are many creeps, 4 bosses and three shops with shop system/categories. The map can be played solo, or with one or two friends. The handicap of the creeps scale with the number of players. (1/1.75/2.5 * 0.8/0.9/1/1.2/1.5/1.8/2)% The host can choose the difficulty, that determines what damage and armor the creeps will have. You start in a 'sanctum' area with a shop and the quest giver 'Ghost from the past'. You will meet him again at the end of your journey. Some of the heroes are custom, with custom or default abilities. The abilities are bound to QWER hotkeys.

The host can use the command -difficulty X (where X is 1-7) to change the difficulty after it has been already set. This is limited to once per game. (this is useful if a player leaves)

Heroes:

  1. Assassin (Agi) - Paralyze, Ancient Fury, Wind Armor, Shadow Avenger
  2. Warden (Agi) - Arcane Prison, Shadow Strike, Mirror Image, Shadow Curse
  3. Dryad (Int) - Slow Poison, Mana Burn, Mana Shield, Hex
  4. Conjurer (Int) - Banish, Flame Strike, Animate Dead, Summon Voidwalker
  5. Priest (Int) - Holy Light, Angel of Death, Inner Fire, Holy Wave
  6. Blademaster (Agi) - Critical Strike, Bladestorm, Battle Shout, Sparring,
  7. Rogue (Agi) - Wind Walk, Shadow Strikes, Slow Poison, Fan of Knives
  8. Ancient (Str) - Eat Tree, Immolation, War Stomp, Force of Nature
  9. Druid (Int) - Tranquility, Rejuvenation, Entangling Roots, Moon Fury
  10. Druidess (Int) - Bear Form, Wrath, Cyclone, Revitalize
  11. Moonkin (Str) - Starfall, Elune's Grace, Barkskin, Sunfire
  12. Archer (Agi) - Cold Arrows, Black Arrow, Rapid Fire, Goblin Mine

Play Time: ~50 minutes
Protected: No




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Models:
Demoness by WildCat
Flower Dryad by Hexus
Force Field (Team Color) by ApeJI
Conjurer by Gottfrei
Night Elf Blademaster by Ket
Archer by Nasrudin
Charred Ancient by -Grendel
Archdruid by Dmitry Rommel
Nightelf Druidess by darklord_avalon
Holy Nova by Champara Bros

Skins:
NightElfPriest by The D3ath

Icons:
BTNNightElfPriest by The D3ath
BTNNE_WarMage by Kuhneghetz
BTNSpellHolyHolyNova by Blizzard Entertainment
BTNMaievMirrorImage by BLazeKraze
BTNDruidess by Leopard
BTNArrowShower by The Panda
BTNAthelas by Palaslayer

Spells and Systems:
Tree Revival 1.2.3.1 by Bannar
Physical Damage Detection for GUI v1.3.0.0 by looking_for_help

The Hive Wroskshop (c)





Changed some units to balance the game; changed some items sold by the vendors; Fixed some spells and their tips; Changed some heroes stats to balance them;





-please remove the light on/off when a hero is selected/unselected...
-where is the description in the loading screen?
-the Corrupted Protector always had a glitched animation - Maybe it's because he is clumsy? However, I changed his run animation speed.
-please remove the light on/off when a hero is selected/unselected...
-the Dryad has unarmoured type of armour

-map has linearity
-level 3 Entangling Roots lasts 36 seconds...
-the hero in Bear Form has the name Default string
-the Dryad has a small selection circle
-Great Ancient of Wonders has two Tomes of Strength +3...
-the Demon Lord quest has the same icon as the one with the fisherman

-the gate near the demon lord closes and some heroes might remain outside...
-the druid in Bear Form has no hero glow - it's supposed to be like this so you can't escape the boss?
-Entangling Roots on aerial units... Bear Form can attack air units... - the units are not aerial, but hovering.
-why does the bear have armour and attack slots for upgrades?
-the Druid's spells change places on load game


21 july 2016
Updated/map version 620

Fixed items in shop 2 and 3
Fixed some heroes' defense type
Made the moonstones to appear as lazy peons in order to free slot in the inventory
Removed animate dead drop from fisherman



Fixed the trigger msitake where moonstones are not handles properly
Activated the trigger for Wild Growth. It was disabled...
Blademaster has batttle shout istead of command aura
Renamed wild dryad to corrupted dryad
Removes Fisherman's raise dead and added sleep



Version 662
1. Wild Growth remade. No longer needs trigger.
2. Fury road renamed to Ancient Fury. Model of buff and icon changed.
3. Put 1000 mana on Mannoroth and 10 mana regen
4. Created a dialog for kick command
5. Ghost of the past's health points and mana are hidden
6. Warden(boss) has 1000 mana.
7. All bosses are heroes.
8. Warden instead of Fan pf Knives it has Shadow Curse
9. Wind Shield renamed to Wind Armor
10. Heavily edited the items in the shops
11. Included a trigger that prevents you from picking Somebody else's item.
12. Added description to the loading screen.
13. There is only one type of Ancient of Wonders now
14. Made a shop system. The shop has different sections with lot of items.
15. Fixed wild growth's requirment for level 6! Duh!
16. Fixed the problem with lives for player 2 and 3



Version 717
1. The generator is invulnerable until you kill the last corrupted dryad
2. after you kill the generator a new sanctumm will be created
3. Invulnerability will be triggered when you approach a sanctum rather than entering multiple regions
4. Increased the range of Shadow Strike
5. Increased the damge of Holy Nova
6. Fixed the tip of ancient fury
7. Included in the description of every hero his role and main attribute
8. Included taunt on the tanks
9. Fixed tips of the custom potions in shop
10. Put powerup drops on some enemy unit since they didnt have like the rest
11. In previous update I forgot to add dropped items to bosses so now there you have them
12. Fixed wind armor to return damage
13. fixed the delay when you pick sub category in shop
14. Increased the interval between next minion summon in the portal of boss to 30 seconds(was 20)
15. increased the range of Dryad's Mana burn to 700 and increased damage
16. Moonkin changed to strength and tank
17. The three sanctum areas have different colors
18. Removed Holy Nova From Priest adn added Holy Wave



Build 722
Fixes:
removed isibility triggers
fixed 2 units'owner
fixed the trigger where when dryad die to unlock the generator!
[



*Fixed the gate to open after you kill the magnataur.
*Made corrections on the loading screen text.
*increased dryad's walk animation rate
*added short camera pan effects that show where is the object that you unlocked in order to proceed
*modified the final quest that instructs you to reach the ghost of the past and must kill the 2 groups of creeps before you can unlock the rollings stone gates
*Wild growth's cooldown reduced from 60 to 30 secodns
*Bolgos(Pit Lord)'s attack is attack 1 not 2, and when you kill him the portal will close.
*Now the minions of the demon lord will rush to attack you
*Wisp renamed to Suicidal Chaos Wisp
*added aura to the Sanctum Bubble
*now a message is shown for every unlocked resurrection stone
* Zombie Boss fixed toi be player 4, not neutral hostile
* Fixed teh spelling mistake in Assassin's name
* fixed the bug with soulbound items



(2021)
changelog 1.0.0b:

- Bosses will not chase you beyond their area
- The sanctum bubble N4 will no longer make you permanently invulnerable
- potentially fixed a bug with the moonstonees
- added a message warning if you have only 1 life left
- added low life warning floating text or your character
- added floating text for when you pick a moonstone
- the difficulty now also includes armor reduction/increase




(2021)
1.0.0c

- Difficulty now also sets the enemy handicap - 80/90/100/120/150/180/200 + variable[player count]
- attempt to fix the counting of moonstones
- floatign text for low life and bonus life are now showed only to the player
- armor difficulty's radius fixed for all levels, so now it will be applied to all creeps
- icons of difficulty are changed
- added some more rocks and pathing blockers on certain places to avoid potential 'eat tree' cheating
- added new thing on the map: magical fire that can be extinguished only with magical water
- added some new creeps on the map...
abilities:
- holy heal now targets friendly units as intended
- war stomp damage set to 100/250/400
- stomp dps set to 10/25/40
- Sparring now does 20/30/40% healing (depower)
- Bladestorm damage set to 250/s
- Slow Poison damage set to `0/25/40
- Druid now has Tranquility and Moon Fury
- Archer ultimate is now goblin Mine
- Dryad has Hex instead of wild growth
- Entangling roots lasts 10/15/25 seconds now (depower)
- Druidess has Cyclone instead of wild growth and wrath instead of entangling roots and Revitalize instead of Rejuvenation
- Moonkin now has Elune's Grace instead of Rejuvenation
Item:
- lowered teh cot of Serathil, Frostguard and Searing Blade
- updated item drops from bosses: 1 tome of _ for each class, and 3 items each for one class
- 4th boss now also drops items
- some items dropped by bosses are custom-made
Bosses:
boss 4's hit points increased by 20k
edited the abilities of all bosses to make them harder
removed some requirements that prevented buying heroes


15dec 2021:
- another attempt to fix the moonstones. this time, they are created slower, but guarantee to be 5!
- removed the temporary(mistake) calc message for handicap
- the ownership system is removed
- now everyone will get a message when you run out of lives
- removed the ability from magical fire (unintended)
- updated the trigger that handles leaving players
- added hint message fpr how to extinguish the fire
- added more stones and trees at various places
- added villagers in the 2nd group area and when you defeat the monsters, a message is shown
Abilities & Heroes:
- War stomp description in learn fixed and depowered to 75/200/325
- holy wave healing incraesed to 100/215/330
- Immolation's description fixed
- Force of nature treants now have attack 40 (increase)
- Conjurer's voidwalkers now have an attack 25/40/80]
- Shadow Curse damage increased to 10/20/30
- Arcane Prison damage/s increased t0 50
- wind walk's damage set to 50/125/200 and fixed descritpion
- Dryad's mana burn replaced with Searing Arrows and description updated
- Wrath's damage decresed to 100/215/330
- Priest's description updated
- Flame Strike damage set to 150/300/450 for whole duration, interval to 0.25 and duration to 3 seconds
- Black Arrow damage and description updated. Healing effect removed.
- Cold Arrows Description updated
- Bladestorm description updated
- Elune's Grace's icon in learn fixed
- Moonkin's initial hit points increased by 200 and defense by 3
- Eat tree learn tooltip fixed
- Taunt's icon changed

Items:
Replenish interval on all tomes set to 0


Heroes:
Prist has now hero defense (fix)

abilities:
- inner fire's tooltip fix
- Rejuvenation's healings increased by 100 per level
- Holy Wave is remade,because it was based on teh wrong spell and now works properly
- Goblin Mine's learn icon fixed and activation delay set to 0, mana to 200 and cd to 5s
game:
- villagers in the village are now invulnerable
- put more crates on th map and all crates have hidden loot now
- the names of the players no have a space between the name and the class
- Mountain Giant's targets allowed includes enemy and heroes now
- Put creeps infront of the second sanctum
- Skeleton ambusher now has +10 attack and Diseas Cloud
- Terrain edits
- added fafe out/in effect when you destroy the generator
Bosses:
- increased Cylista's damage to 250 minimum
- all bosses now have hero defense
- The minions of Boss 3 will now also stop chasing after they cross the gate
Items:
- AmaAazing Axe's illusion now has cooldown of 60


added a command for the host -difficulty N where N is the number (1-7 allowed)

Creeps:

added nether drakes in the infernal zone
Increased hit points of boss 1, 2 and 3
increased the skeleton creeps' cooldown for wind walk

Abilities:
fixed normal description of holy wave
The druidess's bear form - removed creep abilities from it and added the same as the druidess form
druidess - updated tooltip
Taunt ability now uses its active icon instead of passive(fix)
cyclone typo fix
Revitalize learn position fix
all voidwalkers now have Taunt
Now lesser voidwalker can be healed by holy light

Terrain:
widened a ramp
added rocks around boss 2
added an archway on the way to boss 4
terrain edits in the zone of the spiders



Kelen's dagger of escape remade into Kelen's Dagger that has no blink, but gives +3 damage and +1 stats. (to avoid cheating)
all tooltips of the heroes remade to look nicer.
screen effect after you destroy the generator is removed




Keywords:
Sanctum, night elf, campaign, heroes, run, escape, quest, boss, bosses, fast, 3 players, 3, stan0033,
Contents

Sanctum (Map)

Reviews
Next Review: [2016-06-21] Rufus Moderation Note Notes: A pretty simple dungeon crawler type of map. While being somewhat entertaining in the beginning, it lacked good advancing. The creeps didn't do many new special things and very few new items...

Moderator

M

Moderator

Next Review: [2016-06-21]
Rufus Moderation Note

storywritingart.gif
Notes:
A pretty simple dungeon crawler type of map.
While being somewhat entertaining in the beginning, it lacked good advancing. The creeps didn't do many new special things and very few new items could be found. T

here was a lot of items dropping from creeps, which made it more interesting. Especially all the tomes, which made the hero grow in a rapid fashion, which was fun.

The creeps weren't very consitant though. All the way until the magnataurs was simple and not at all challenging. The boss magnataur was ok in strength, but then the three reavers by the gate... Htey had me permanently stunned with their icebolts and they dealt as much damage (if not more) as the magnataur boss. This is where I lost interest, cause the game is clearly not balanced enough yet.

The item shop could be expanded aswell.
There were very few items you could get, and you got more gold than you could spend there. I saw there was a shop at a later occasion, but it was pretty far away.

The aesthetics of the map can be improved, but it isn't that bad either. I do however question the choices of metal pipes in the middle of a forest. :)

The heroes is ok, but not very unqiue as their abilities are mostly standard abilities, or simple edits of them. I din't feel really excited in my hero, I had to position myself good, rather than rely on the abilities.

I think you should post this in map development instead, as it has many other factors that need to be improved before it can be approved.

Map status set to awaiting update.
 
Level 26
Joined
Oct 2, 2011
Messages
2,482
Next Review: [2016-06-21]
Rufus Moderation Note

storywritingart.gif
Notes:
A pretty simple dungeon crawler type of map.
While being somewhat entertaining in the beginning, it lacked good advancing. The creeps didn't do many new special things and very few new items could be found. T

here was a lot of items dropping from creeps, which made it more interesting. Especially all the tomes, which made the hero grow in a rapid fashion, which was fun.

The creeps weren't very consitant though. All the way until the magnataurs was simple and not at all challenging. The boss magnataur was ok in strength, but then the three reavers by the gate... Htey had me permanently stunned with their icebolts and they dealt as much damage (if not more) as the magnataur boss. This is where I lost interest, cause the game is clearly not balanced enough yet.

The item shop could be expanded aswell.
There were very few items you could get, and you got more gold than you could spend there. I saw there was a shop at a later occasion, but it was pretty far away.

The aesthetics of the map can be improved, but it isn't that bad either. I do however question the choices of metal pipes in the middle of a forest. :)

The heroes is ok, but not very unqiue as their abilities are mostly standard abilities, or simple edits of them. I din't feel really excited in my hero, I had to position myself good, rather than rely on the abilities.

I think you should post this in map development instead, as it has many other factors that need to be improved before it can be approved.

Map status set to awaiting update.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
-where is the description in the loading screen?
-the Corrupted Protector always had a glitched animation
-please remove the light on/off when a hero is selected/unselected...
-the Dryad has unarmoured type of armour
-map has linearity
-level 3 Entangling Roots lasts 36 seconds...
-the hero in Bear Form has the name Default string
-the Dryad has a small selection circle
-Great Ancient of Wonders has two Tomes of Strength +3...
-the Demon Lord quest has the same icon as the one with the fisherman
-the gate near the demon lord closes and some heroes might remain outside...
-the druid in Bear Form has no hero glow
-Entangling Roots on aerial units... Bear Form can attack air units...
-why does the bear have armour and attack slots for upgrades?
-the Druid's spells change places on load game

There is room for improvement.
2.5/5.

EDIT (response to your message):
Well after you load a game, Entangling Roots or some other ability swaps places with other of the druid's abilities instead of remaining on the same place/square/position.

About the light. When a hero is selected there's a light turning on on his position and ranges towards the maximum point of the hero's visibility (I think). When I selected my friend's hero the light from my hero turned off. When I selected my hero again, the light turned on again and so on.
 
Last edited:
Level 23
Joined
Oct 12, 2008
Messages
1,783
Of the many things I could pick out of this map
  • The hero skillsets are poor to functional. I don't mind that you use default skills so long as you adapt them to the map. Currently it’s a mixed bag, some heroes like the Druid have default skills but they are well balanced numerically to fit a Dungeon Crawl, hence I do not mind. However there are other heroes like the Blademaster that have 1 active skill outside their ultimate.
  • Repeated skills are very hard to justify when you have “only” 12 classes.
  • It is never explained why there are Night Elf enemies when you are supposed to helping the Night Elf forest.
  • Tome drops are sporadic. The first few packs and the last few packs drop tons, the mid game is almost bare however. Same applies to most rewards, some of the larger packs have none, some of the smaller packs have a ton.
  • Most bosses have little to no abilities
  • Hero model sizes are incredibly varied, the Shadow Assassin is huge compared to most others.
  • Your quest displays run 2 twice
  • The combat can be unbearably slow at times

Now, this is the part of the review where I ignore all of that and say I enjoyed the map anyway.
Because despite all these glaring flaws, this map does 2 things well I believe are the most important to a Dungeon Crawl.
  • 1) It has variety in combat. As much as this map uses default assets and units, it uses them well; most packs are set up with tactical pulling and focus fire in mind. Having played a summoner class the first time round, I found myself planning fights around the fact that some monsters can nuke summons with their dispels.
  • 2) Areas look distinct. Despite the whole map being a forest; there were distinct areas in the forest, such as the river segment with its own look and monster variety.
As bare bone as this map is in many areas, it is still a perfectly serviceable Dungeon Crawl and is enjoyable in those areas that do work. It got me thinking about strategy in a map that is basically an open world with mostly generic monsters on it. I don’t know how much of this is purely chance or well thought out level design, it was engaging most of the way through.
Perhaps this is the Warchasers formula; (interesting zones, varied approaches to monster packs and some item rewards.)
Nothing else matters apparently.

TLDR Version
– Probably the most barebones yet fun/interesting dungeon crawl
- Combat can be frustratingly slow in some segments
- Flawed but fun map

~ Map Approved
 
Level 14
Joined
Dec 24, 2008
Messages
2,126
I would suggest you show up some other heroes in your screenshots rather than multiple screenshots using a single hero, you said there are 12 avaliable ones to pick, so at least 1 screenshot with each hero could make the map more interesting to download.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Ghost keeper at the beginning shows up as an enemy.

Dropped items can't be picked up, it just gives a message that you can't use them. Even if you bought the item in the first place, and even in single player.

Killing the Magnataur boss didn't open the gate. I had flame strike and Kelen's dagger so it didn't matter, but...

On singleplayer, I reached level 10 long before the end of the map.
 
Last edited:
Level 11
Joined
Sep 12, 2015
Messages
649
THE REVIEW:

Good Points:
- The map really feels like an RPG
- It is a nice map for multiplayer
- The difficulties are done well
- The spells are different and I like them
- I liked the looking of the map

Bad Points:

- When I've picked the assassin hero, the speech of the Ghost of the Past had a voice acting, which is good, but it was said 2 times
- I saw a grammar mistake in the Hero spell Wind Armor, below you can see this
- I couldn't continue the game further as the Gate didn't open, below you can see this too

Suggestions:
- You can add some more custom stuff, like icons for items etc...
- You can also make something more exciting, like some creatures, like waves are attacking the Heroes

Well, that's it for now. I will give you 4/5, and when you update the mistakes 5/5.


All the best from Svetli. :)
 

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Level 4
Joined
Sep 25, 2015
Messages
53
OPPA STAN

with another pve map (Soylent / Dzolo here from GR)

- If the game tracks Damage Done, then so it deserves to track Healing Done and Damage Absorbed.
This way, the healers and tanks get some love as well, not just DPS dudes.

- Also its *"Assassin" not "Assasin".

Edit: Im awaiting your WoW Arena update.
 
Last edited:
Level 5
Joined
Sep 16, 2019
Messages
80
Now if you are right, this about magnataur is big problem

The thing about items must br fixed too. Other things do no bother me
I played blademaster and it didnt open also. I got blink so i moved on but blinking around i found out that you can blink straight to the end which i didnt want and i actually didnt want but when the gate didnt open i thought there should be another way... Eventually something is going wrong
 
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