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Scourge Invasion V1.01c

induwer who uploaded this Presents

Scourge Invasion
Created by induwer

Map Info:

Scourge dominated all territory and wiped out local farms, now the only living farmer needs to survive against this plague.

Features:

It starts with a villager and needs to build structures, towers and troops to keep alive from a great invasion of undeads that happens every night and by day they burn with the light, giving the breath to stay alive.

If all heroes villager heroes of the players die the game is over, but if only one dies and other players are alive, there is hope of resurrecting them with cures.

There are 5 difficulties: Easy / Normal / Hard / Insane / Wrath of the Lich King.
The game suits the number of players, both for spawn of undeads, limits of undeads alives by the map, chance of drop of item and others.

Screenshots and Videos:



Image Description:
Conflict

91frjIZ.jpg


Image Description:
Dawning

Xme3NpX.jpg


Image Description:
Conflict 2

unknown.png


Image Description:
Boss attack

unknown.png





Change Log:




Added:
Posted on Hivesworkshop


Added:
Lantern lights now is unfogged
added guide
added more tiles
added level for molotov of stupid brewer based on attack upgrade
added level for pummel of stupid brewer based on attack upgrade
added some terrain textures
fixed drunken haze tooltip abilitie
fixed Blood Fruit description
fixed feedback tooltip upgrade
fixed mason tooltip
fixed several tooltips
fixed giant worm gets stuck
removed ziggurat camera that gives desync
fixed kobolt spawn
fixed windmill tower bug animation
fixed must memory leaks
changed mana gained of Replenish mana and life to 0.25 (was 0.50)
light tower's replenish now scale with upgrade unit resistence
now shows mana gained fit supplies
decreased attack range of golem with tree hand 250 to 190
FIXED item Infernal KEYSTONE now starts event
added goblin tower item/trigger used item/ trigger used unlearn recipe.
fixed item unlearn recipe
remove trees resets cooldown if dont find tree
added text unique epic building Tavern
fixed lichking incoming
essence of light drop chance 0,33% to 2%
removed skill sun opression when lich king appears
blood rune drop chance 1% to 2%
changed name rune blade to blood blade
added item Essence of Undead
added item plague rune
Sun opressions now no affects mechanicals
Tormented Soul now haves evasion 25% and skill last hits
added item heroism rune
reduced time speed 95% to 90% (nerf)
count enemys now shows limits


Added:
fixed carrion beetles triggers was causes fatal error
reduced drop chance of essence of undead
increased drop chances of essence of light
added grass doodads
incresed drop chance of plague rune


Added:
now sends a message when the player leaves the game
fixed bug clockwerk was not being rescued when received all gears
changed clockwerk explosion effect
cluster of rockets of Goblin tower now reduces 2 armor per lvl, was 1 armor per lvl
now exchange lumber and gold of market cooldown is reduced and max stacks increase by 10, was 5
fit suplements now is based on "upgrade unit resistence"
merchant wagon now haves 2 minutes time if he stucks
giant worm now drops random boss item
fixed the bug that Giant worm could be revived by the necromancer
last hits now gives double damage
fixed bug goblin tower did not lower armor any more by ability level
fixed bug goblin tower first missel did not reduce armor
corrupted energy tower REWORKED
reduced armor of eye tentacle by 1
reduced life of tentacle to 100, was 125
now old god and ziggurat's event haves chance to appears only after 200 game progress
fixed that the light pole was not turning on the light
fixed necromancer ressuction in day now gets sun
now giant flesh have chance to appears only after 100 game progress
now sun opression triggers every second on day
now Frostwyrm chance appears only 200 round in woftlk dificulty
now valkyrie chance appears only 300 round in woftlk dificulty
general vezax now have 1250 life. was 1500
faceless one now have 275 life, was 300
ADDED 3 new towers
increased cooldown of tormented soul of Soul Shredder by 20, was 10
Soul Shredder now not affected by sun opression
Soul Shredder now have 80 life, was 75
fixed bug that when highhome dies the church persist to build
now damage of infernal meteor gives 20 damage per level (max 12). was 25
fixed bug that when drops to a weapon reset status
fixed bug that was infinite lumber in Goldmine
now heroism rune have chance to spawn in children's invetory, 10% chance
fixed several memory leaks causing disconnect



Credits:


Models:
Skins:
Icons:


Contents

Scourge Invasion V1.01c (Map)

Reviews
deepstrasz
Alright, some changes made. Approved. (previous comments: Scourge Invasion V1.01b)
NOTICE: It's invaders.. not invasors

Hello, just tested the map..here's my review:

Pros:
- Awesome map idea
- Great custom imports
- Helpful tooltips
- A variety of buildings you can build
- Good description
- A variety of custom units that you can upgrade
- Fun to play in multiplayer

Cons:
- Ingame map presentation is poor, you didn't give much help about how to play the game through tips or by giving a starter guide, I was prompted to explore/figure out every single detail myself and try the map many times to understand what I am supposed to do/what's the right strategy.
- Terrain is poor but I think it's intended

I'm rating this map 4/5 Vote for approval, you can also tell me if you're dissatisfied with my rating/review and I'll gladly remove it from your map's page since it's yours in the first place.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. Isn't there a way to barricade units, at least workers?
2. The terrain is flat and plain with little to no doodads. The map size is also very small for this sort of genre.
3. I think there are ways to exploit the darkness using video options tricks.
4. Some info about the gameplay in the Q-log wouldn't hurt.
5. Some info about the four corners and their use?
6. The camera doesn't autoreset after getting out of the Spirit Tower zone (southwest) as it does when leaving the mine (southeast).
7. I see trees regrow after a while. Hmm... I thought the player would need to move for resources from a place to another. That's one hard thing to implement since you leave your buildings behind and can only construct a number of towers.
8. My eyes kind of hurt after playing this for some time, but might not be a problem for everybody.

Make the terrain pretty. It has only one tile now and no height variation.
Other than that, the gameplay is filled with fun quality.

Awaiting Update
.

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

Always check/recheck the Map Submission Rules! (Map Submission Rules)

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

If you want more reviews, come here:
The Grand Review Exchange!
 
Last edited:
Level 4
Joined
Feb 18, 2017
Messages
99
Perhaps you should make all epic buildings buildable.I also suggest decreasing the size of the gathredal.
Does the whrath of the lich king difficulty hide something special for players ???
What's the purpose of the forgotten one or the ohter neutral buildings ???
 
Level 3
Joined
May 7, 2009
Messages
52
Can I ask where that Merchant Wagon model is from? I desperately need something like that for my maps but I can't find a model like it on the Hive.
 
Level 13
Joined
Jan 25, 2011
Messages
39
1. Isn't there a way to barricade units, at least workers?
2. The terrain is flat and plain with little to no doodads. The map size is also very small for this sort of genre.
3. I think there are ways to exploit the darkness using video options tricks.
4. Some info about the gameplay in the Q-log wouldn't hurt.
5. Some info about the four corners and their use?
6. The camera doesn't autoreset after getting out of the Spirit Tower zone (southwest) as it does when leaving the mine (southeast).
7. I see trees regrow after a while. Hmm... I thought the player would need to move for resources from a place to another. That's one hard thing to implement since you leave your buildings behind and can only construct a number of towers.
8. My eyes kind of hurt after playing this for some time, but might not be a problem for everybody.

Make the terrain pretty. It has only one tile now and no height variation.
Other than that, the gameplay is filled with fun quality.

Awaiting Update
.

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

Always check/recheck the Map Submission Rules! (Map Submission Rules)

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

If you want more reviews, come here:
The Grand Review Exchange!
Hi, thanks for review.

1. Only masons can build walls, but worker can help finish to construct
2. Unfortunately I noticed after many tests that it was small, still this is in the limit of acceptable size, but if it was bigger would be better :piru:
3. With the new updates of warcraft 3 I believe that it has no more
4. Already added in version 1.01a
5. The four corners was to be something secret, so I did a little summary in the guide
6. The camera I corrected, however had to remove, because it was causing desync by using "Target Current Camera"
7. The defenders run far behind the trees, but one must choose a good place to build the base with an acceptable number of trees
8. I adjusted the time it gets dark during part of the day, maybe this helps a little ;)

I update to the new version, awaiting your review.

Before I have a doubt ... should I update the same post? or open a new one with the updated map? Sorry, I'm new to this. :(

Thanks for the advice. :)
 
Last edited:
Level 13
Joined
Jan 25, 2011
Messages
39
NOTICE: It's invaders.. not invasors

Hello, just tested the map..here's my review:

Pros:
- Awesome map idea
- Great custom imports
- Helpful tooltips
- A variety of buildings you can build
- Good description
- A variety of custom units that you can upgrade
- Fun to play in multiplayer

Cons:
- Ingame map presentation is poor, you didn't give much help about how to play the game through tips or by giving a starter guide, I was prompted to explore/figure out every single detail myself and try the map many times to understand what I am supposed to do/what's the right strategy.
- Terrain is poor but I think it's intended

I'm rating this map 4/5 Vote for approval, you can also tell me if you're dissatisfied with my rating/review and I'll gladly remove it from your map's page since it's yours in the first place.
Hi, thanks for review.

Game presentation now has a small guide in the quest log on this new update, maybe this will help.
The terrain is supposed to be that way, but I agree that it was quite the same, so I added some more textures, I intend to think of something else in the future to add on the terrain.

Enjoy.
 
Level 13
Joined
Jan 25, 2011
Messages
39
Edit this map thread as seen in the picture:

Did you make the terrain look better? From what I wrote it was not only flat and mostly one tile but had little to no doodads.

I forgot to talk, i added a kind of tile in 1.01a, also some simple dodadds and a part where I build the structures still remains flat for reasons of how the structures are, it is necessary that it be flat even, but on the edges I put some high ones getting cooler the visual.

Thanks, the map is already updated.
 
Level 3
Joined
Apr 22, 2015
Messages
10
Hi, I tested the map. It is super awesome for such genre and I'm very hype for it to be completed.
The boss from The Forgotten One (General S...) is kinda imba and unbeatable, the boss itself is not affected by Mana Burn, also comes with super high dmg and health (as towers deal very little dmg to him)
The Faceless Voids are OP,
Tentacle can kill my Worker/Masons while repairing (if it is night 1->3 or even more, idk)
Is it because of my strategy or can you review the boss please?
 
Level 1
Joined
May 16, 2019
Messages
1
Tested the map with my friends in almost all difficulties... just wanted to say, the map is AWESOME, but it is impossible, a lot of bugs and framerate drops... Please fix this as soon as possible. I think there is an unbalance between the towers, the guard and arcane towers are useless in the WOTLK difficulty.
The troops even with all the upgrades die so fast that is almost impossible to send them outside of the base, and the darkness... i get headaches after some time playing, but, we had a lot of fun playing your map! (The Lich King at the end was a nice surprise, but, he is so small that it is almost impossible to see him :()
Keep up the good work! :):)
 
Level 1
Joined
May 16, 2019
Messages
1
really cool Concept i really enjoyed this map. ive only played it solo so far. would imagine this would be even more fun online.
It took me about 10 games to suvive the first 2 nights. since i had no idea what to do. but after the 10th time i made it really far! even build the cathedral.

I think you should explain / give tips on how to suvive the first nights.. Getting the Mason ASAP is really important if you wnna suvive 3+ nights.. maby you should make this more clear to new players?

Anyways very nice idea and i hope to see more maps with this gamestyle!!
 
Level 13
Joined
Jan 25, 2011
Messages
39
Hi, I tested the map. It is super awesome for such genre and I'm very hype for it to be completed.
The boss from The Forgotten One (General S...) is kinda imba and unbeatable, the boss itself is not affected by Mana Burn, also comes with super high dmg and health (as towers deal very little dmg to him)
The Faceless Voids are OP,
Tentacle can kill my Worker/Masons while repairing (if it is night 1->3 or even more, idk)
Is it because of my strategy or can you review the boss please?
Hi, I'm glad you liked it. Actually there is OP General Vezax of the Old God event, I've already set up a good part of the event and nerfed the Old God units, and now he only has a chance to happen only after 200 game progress. But remembering that the units of the Old Gods are also enemies of the Scourge, staying a little far and letting them fight among themselves is easier for you to finish them.

Mana burn do you say Feedback skill? If it is, I reviewed it here and it is affected by the skill, but his mana regen was high, so it was not noticed (I think that's it). Some strong units sometimes do not always have abilities, but I put mana in them to make it more useful to Arcane Tower in those moments, because there will be additional damage for destroying mana.

The tentacles were being born too and the amount is based on how many players have playing, I reduced the respawn time and the time they stay alive. They will only stop being born if they kill the Forgotten One (but I'm reviewing the new update).

Update will be out soon

Enjoy :grin:
 
Level 3
Joined
Apr 22, 2015
Messages
10
Hi, I'm glad you liked it. Actually there is OP General Vezax of the Old God event, I've already set up a good part of the event and nerfed the Old God units, and now he only has a chance to happen only after 200 game progress. But remembering that the units of the Old Gods are also enemies of the Scourge, staying a little far and letting them fight among themselves is easier for you to finish them.

Mana burn do you say Feedback skill? If it is, I reviewed it here and it is affected by the skill, but his mana regen was high, so it was not noticed (I think that's it). Some strong units sometimes do not always have abilities, but I put mana in them to make it more useful to Arcane Tower in those moments, because there will be additional damage for destroying mana.

The tentacles were being born too and the amount is based on how many players have playing, I reduced the respawn time and the time they stay alive. They will only stop being born if they kill the Forgotten One (but I'm reviewing the new update).

Update will be out soon

Enjoy :grin:
Thank you! I'm so excited for the update!
 
Level 3
Joined
Apr 22, 2015
Messages
10
Hi, its me again.
This time we managed not to spawn the General but something else happened.
When I was building my Cathedral and the Rain of Infernos came, it hit my Worker twice (first time almost killed my worker) and the second time it crashed my game. Like literally crashed it. Everything was normal until the inferno dropped right ontop of my cathedral (with my Worker standing closely to it).
And also, there is a bug place for unlimited lumber farm near the mine, I can't recreate this again but can you check the mine (bottom right) again? I lost the replay due to an attempt of recreating the incidents (which was unsuccesful).
 
Level 13
Joined
Jan 25, 2011
Messages
39
Hi, its me again.
This time we managed not to spawn the General but something else happened.
When I was building my Cathedral and the Rain of Infernos came, it hit my Worker twice (first time almost killed my worker) and the second time it crashed my game. Like literally crashed it. Everything was normal until the inferno dropped right ontop of my cathedral (with my Worker standing closely to it).
And also, there is a bug place for unlimited lumber farm near the mine, I can't recreate this again but can you check the mine (bottom right) again? I lost the replay due to an attempt of recreating the incidents (which was unsuccesful).
Hi, i checked the Goldmine in bottom right corner and i was surprised by the bug, thank you even for letting me know, I already adjusted.

Now in the cathedral issue, in case I believe it may have been the meteors that may have caused the crash, have you tested it solo? or with friends? I'm checking where this crash might be.

New version 1.01c released.
 
Level 3
Joined
Apr 22, 2015
Messages
10
Now in the cathedral issue, in case I believe it may have been the meteors that may have caused the crash, have you tested it solo? or with friends? I'm checking where this crash might be.
I played with a friend that time. When the second meteor hit me and my cathedral our game crashed (both me and my friend)
 
Level 13
Joined
Jan 25, 2011
Messages
39
I played with a friend that time. When the second meteor hit me and my cathedral our game crashed (both me and my friend)
Got it. if the crash persists in this version, I'll have to remove the shake camera from the fall of the meteors, which uses a trigger that I discovered a short time ago that has the potential to cause dsync or crash, which is Target of Current Camera View.
 
Level 2
Joined
Feb 27, 2015
Messages
8
Thanks for the great map! My friend and I play it frequently since I found it. The map is very fun to play.

Bugs:
  1. War3 crashed when I tried to drop the torch in 1.01b and 1.01c. Pick up another weapon does not crash the game.
  2. In 1.01c (normal difficulty), sunlight debuff persists during night.
Questions:
  1. Any reward for completing the Infernal Stone event? Or is it just a challenge? Also, infernals don't attack buildings, is this a bug or feature?
  2. Some items says it can be used in recipes but we can't find one in the blacksmith for it.
  3. How can we fix the robots in the farm? Putting gears on them doesn't work
Suggestions:
  1. Add a tip when weather changes (unexpected plague weather can be fatal)
  2. Add a tip about the boss' abilities when they came out
  3. Preparation time seems too short in lower difficulty. My friend is a novice RTS player, he can't finish all the walls before first night. This alone is not a severe problem, but the screen turns all dark at night, making it very difficult to build walls at night. Also, see next issue
  4. Building shapes are too irregular. I'm fine with this, but my novice friend finds it hard to fully wall in his base (especially with rocks and diagonal walls, at night) and avoid blocking himself inside his base.
  5. I think Valkyries shouldn't be able to mind-control unique units (mages, paladins, death knights, ..), but I'm fine if you call this a feature:)
  6. Adding some spell-casting units would be fun. The Dalaran tower is pretty useless now
  7. The recipes in blacksmith seems useless. It's hard to collect all the ingredients, and the weapons are too weak to be worth the efforts. Also, only the Survivors can use items, and they are too fragile to use in combat
  8. Final boss seems too powerful (AOEs with heavy damage, AOE attack, global plague). We can only beat him in brute-force ways: surrounding him with endless units hired from the Cathedral, or use the water tower. Both methods feels too monotonic
 
Level 13
Joined
Jan 25, 2011
Messages
39
Thanks for the great map! My friend and I play it frequently since I found it. The map is very fun to play.
I'm glad you liked it, with this new update of war3 I was unable to update or modify something on the map because of the bug that corrupts the map string, but I have already seen some details that I can already pass on to you.


Bugs:

  1. War3 crashed when I tried to drop the torch in 1.01b and 1.01c. Pick up another weapon does not crash the game.
  2. In 1.01c (normal difficulty), sunlight debuff persists during night.
1. Happened to me too, I am aware and I believe that I already know the reason for the possible trigger that causes the crash and I will adjust in the next version.
2. I did not think of that possibility hehe, I will correct it in the next version. thank you.


Questions:

  1. Any reward for completing the Infernal Stone event? Or is it just a challenge? Also, infernals don't attack buildings, is this a bug or feature?
  2. Some items says it can be used in recipes but we can't find one in the blacksmith for it.
  3. How can we fix the robots in the farm? Putting gears on them doesn't work

1.This item was made to use in cases where you no longer have defense and need to combat somehow the scourge and moments the infernal stone is useful ... but in this version is only an event to be well used, but if it is poorly used it's death right. Maybe I'll think about putting some gain at the end of the event or item drop from hell.
2.Oops this is a mistake I made in this version, I realized that I forgot to put some recipes and some materials still do not have what to craft
3.You need to put bolt, gears, spring and nut. I have corrected the text of the debuff that was informing wrong of how to only repair with gear. Apologies. :oops:


Suggestions:

  1. Add a tip when weather changes (unexpected plague weather can be fatal)
  2. Add a tip about the boss' abilities when they came out
  3. Preparation time seems too short in lower difficulty. My friend is a novice RTS player, he can't finish all the walls before first night. This alone is not a severe problem, but the screen turns all dark at night, making it very difficult to build walls at night. Also, see next issue
  4. Building shapes are too irregular. I'm fine with this, but my novice friend finds it hard to fully wall in his base (especially with rocks and diagonal walls, at night) and avoid blocking himself inside his base.
  5. I think Valkyries shouldn't be able to mind-control unique units (mages, paladins, death knights, ..), but I'm fine if you call this a feature:)
  6. Adding some spell-casting units would be fun. The Dalaran tower is pretty useless now
  7. The recipes in blacksmith seems useless. It's hard to collect all the ingredients, and the weapons are too weak to be worth the efforts. Also, only the Survivors can use items, and they are too fragile to use in combat
  8. Final boss seems too powerful (AOEs with heavy damage, AOE attack, global plague). We can only beat him in brute-force ways: surrounding him with endless units hired from the Cathedral, or use the water tower. Both methods feels too monotonic

1.Really, the players complains a lot of the plague hehe, I'll add a tip and maybe I'll create another type of wheater event
2.I'll think about it ;)
3.The time of preparation of the difficulties are the same, what changes is how much begins of wood, what makes all the difference for the beginning of the constructions.
4.The structures have been made so that the difficulty is also in the way you build them, if it is done poorly the flow of units can not flow between the structures so that it can not repair and finish wipe. I think for new RTS players it gets kind of hard with your friend hehe
5.That was not really supposed to be happening. But it is easy to fix and will be updated in the next version. thanks
6.I thought I'd put the cast bar because I like it, but then I came back because there's so much going on that I think the cast bars will go unnoticed
Oh do not say that, I love my dalaran tower hehehe :rolleyes:. It can attack in any distance of the map, this is good against the final bosses. But why do you see it useless now?
7.Yes really. I was reviewing the items and in fact they were done for another option of game mode, the tag mode, but this is not done yet and the items got a little weak, I will give an updated in the recipes.
8.It was adjusting the fight of the boss, now in the new version the final boss continues with wave of undeads, but specific undeads, the plague was removed from Thaddius and added in another new boss.
 
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