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Vampirism Zero VZP v4.2

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Vampirism Zero VZP

Everything copied from ClanVZP.forumotion.com with admin and map maker permission.

Updated Vampirism Zero VZP version to 4.2
-Fixed Holy Aura which was reducing allies movement speed as well
-All other invis spells than Shadowrun have a slight movement speed increase of 0.2% per level
-Cosmetic tooltip improvements
-Fixed burn animation which was occasionally granted to both Vampires
-Fixes in Dwarf Defender ultimate


As in every Vampirism map you control either a builder and protect yourself by building a base or a Vampire with your goal to kill anything that is alive. This is an ultimate Vampirism turning simple building and item buying into a constant battlefiend providing lot more than just buying items and watching things happening around.

What's different here to other Vampirism Zero maps:


-Rebalanced terrain, single attack spots are provided only at solo spots, two people spots or at weak three people spots.
-Only one lumber base with fair prices which provides balance by not having far too much wood.
-All tomes were moved to ultimate shop which disallows humans just to pump one hero in the beginning of the game (in other versions this is the easiest way of winning for humans, as with massive amount of wood hero is lot stronger than strongest defence).
-Added lots of items with various abilities to provide countless tactics for both humans and vampires.
-Opened gold arena during day and night for both humans and vampires.
-Provide soloing players with solo bonus of +40% damage.
-Gold Income Upgrade availible for Vampires.
-More than one hero class
-Possibility to choose abilities as a Vampire
-Vampires are provided with ultimate spells as soon as they reach 41 lvl.
-Vampires are provided with Vampire Reincarnation with 300 seconds cooldown.
-Voting system (-votefeed and -votekick)
-Proper trading system (-gg -gl)
-New, very useful party playing with -as command autosending all resources to target player
-Vampire minion has been replaced with Vanquished Builder
-Vanquished Builder is being reshuffled between players once his owner leaves the game

Differences between other Vampirism maps:


-Lumber bases (no lumberjacks) which are clearly indicating for how many players base is made for (many other vampirisms can be misused by players when they build in far too many people in one place).
-Humans main resource is lumber but to tech up they need gold. Gold can be only gained by destroying gold supplier. This requires having heroes, and those if killed are providing killing vampire with +1 wood, which for vampires is necessary to buy better items, this is one of the main aspects of the Vampirism Zero, as Vampire here isn't completely connected to feed, because as much as Humans need gold, Vampires needs gold and wood.
-Killed humans doesn't become a Vampire minion, in here he becomes a Vanquished Builder who is a neutral unit and can help both humans and Vampires by using his special abilities.
-Allowed resource trading - Trade is a key to victory!
-Having a hero is a must, as having a gold from gold deposit is a must.
-Constant gold and experience growth for Vampire, thanks to this game will never stuck, unless Vampire made too many mistakes.



For now there is a number of heroes availble for humans. I shall write a few things about them in here.

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Mistress;
Agility based hero. She is actually a link between all classes using her banish skill. Learns Evasion, Banish and Critical Strike. Using her banish skill she can enable humans to deal extra damage to Vampire or to give him a possibility to use current banishment to heal himself with a lot larger power. Any time Mistress banishes a Vampire, everyone else should use his own spells on the Vampire. She can also combinate a speedtowers Fiery Powder upgrade changing damage type from chaos into magic, which will enable magic attacks to deal double damage.

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Guardian;
Strength based hero. Casts slow, Lightning Shield and Fist of Heavens. Lightning Shield when casted on a hero unit next to banished Vampire will deal a massive amount of damage to him. His slow spell is quite good to slow Vampire down, but useless during a siege because it doesn't slow down the attack speed. Fist of Heavens, his ultimate skill deals a huge amount of damage - equal to 25% of Vampire hitpoints which can also be increased if casted on banished Vampire.

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Knight;
Strength based hero. Casts Entangling Roots, uses Thorns Aura and Bash. Most important skill obviously is Entangling Roots, once casted on banished Vampire will deal a proper damage and also immobilizes Vampire for a short period of time which means, if casted on Vampire in gold arena it will make him to suffer extra damage from arena itself. Aura has range of 300 and s quite useful for everyone. Because of aura Knight should always stay in the middle of the party. Bash is a quite important skill because with a decent attack speed he can be a very hard enemy to kill.

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Inquisitor;
Intelligence based hero. Casts Mana Blast, Mana Shield and Silence. You believe it or not, it's harder to kill him than it looks like. Once leveled enough, to like 20 level using his mana shield ability it's a nightmare to kill him. Especially if loaded with some intelligence bonus items. His Mana Blast spell is quite good to slow Vampires down which also deals some damage and can be combinated with banish and also his Silence ability once casted in a right moment can make them do eventually die once were trying to heal in arena.

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Raven;
Agility based hero. Casts Spirit Link, Shadow Strike and uses Deadly Strike. Spirit Link is a quite rescue skill to be used to either save somebody's life or to spread damage in the very early stages of the combat. Shadow Strike deals magic damage which can be combinated with banish will deal some extra damage and slow Vampire down. Deadly Strike provides her with a 1% chance to instantly kill the Vampire. This should be constantly used whenever chance araises, blink to the Vampire, hit few times, run away. Who knows...

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Zealot;
Agility based hero. Casts Net, Dodge and uses Holy Dust. Net works like an Entangling Roots, but doesn't deal damage and Vampire can still attack, instead holds Vampire a bit longer. Net can be dispeled with Vampire Soulstone. Dodge can be used to shift out of existance and remain untargettable for a short period of time. Ultimate skill, Holy Dust works like immolation dealing 3% damage to the Vampire which also can be increased if combinated with Banish.

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Elementalist;
Intelligence based hero. Casts Frost Nova, Mirage and Fire Devastation. Frost Nova is able to deal good amount of damage and also slows Vampire using cold effect for as long as ability lasts. Can be combinated with Banish to deal more damage. Mirage can be used on self or friendy hero to dramatically increase it's armor. Fire Devastation can deal a massive amount of damage on a well pumped Elementalist. It will costs his entire mana to deal damage equal to half of mana amount, which can also be increased to deal deadly damage once combinated with Banish. Ability won't work if Elementalist isn't on 100% mana. This hero is a very easy target to kill.

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Shadow Priestess;
Once a Mistress, but bitten as a Vampire became a hybrid which is a very powerful hero in this battle. Intelligence based hero, casts Blind Vision, Deadly Link and Vampiric Comparison. Blind Vision is both defensive and offensive spell, temporaily provides her with Vampire vision and increases her movement speed by 40% and stops all Vampire actions. Deadly Link deals magic damage with a very long range which can deal a proper amount of damage and also stops all Vampire actions. Vampiric Comparison creates a link with Vampire and swaps her hitpoints with him. Amount of hitpoints won't reach over her maximum hitpoints, though this spell will be deadly if casted in any arena on a very low hitpoints amount.

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Viking;
Strength based hero, casts Seamans Will, uses Round Shield and Ivory Wave. Seamans Will is a very good offensive spell, deals some damage and slows Vampire's movement down, what's most important, this spell will also make all Vampires to hold position for as long, as Vampire player will notice that he is actually holding position. Round Shield is a passive ability that periodically can block a Soul Corruption. Ivory Wave is a very powerful spell which makes Viking literally unattackable as long as buff lasts, but has one weakness as well, once Viking is hit with Soul Corruption which isn't blocked by Round Shield, Ivory Wave effect is lost.

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Nomad;
Strength based hero. Uses Cursed Shield, casts Sandstorm and morphs into a Scorpion. Cursed Shield once maxed provides Nomad with possibility to deal extra magic damage equal to 15% of Vampire hitpoints. This can be increased with loads of luck when Vampire has Unholy Shield, is standing next to Nomad with Banish. Two attacks returned can kill him instantly. Sandstorm is a quite good offensive spell just because it ignores magic shield and cannot be dispeled, but due to this adventage casting range is reduced to 400. His ultimate is very strong - morphs into a Scorpion with magic damage, ultimate speed and ultimate attack speed. Once mixed with banished Vampire is a guaranteed death, but will not attack Vampire with Magic Shield. This lasts only 10 seconds so must be used wise as well.

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Pikeman;
Strength based hero. Uses Vortex Shield which can be loaded with many charges capable blocking enemy attacks. Number of charges cannot extend level of Pikeman. Ethereal Force can be mixed with Banish to deal extra damage and also slows down Vampires. Ethereal Force slow cannot be removed and will ignore Magic Shield. His ultimate will kill Vampire instantly if his soul is protected by Reincarnation. This is very important spell, makes Vampire to instantly lose his protection.

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Storm Shaman;
Intelligence based hero. Uses tornado which can make him a hard target to kill due to 75% evasion, his chain Lightning Skill damage can be increased using Mistress's Banish. Chain Lightning hits three targets, but will hit third unit only if it's revealed. His Ultimate skill, Lightning Storm is very powerful as it increases his movement speed by 35% and for 20 seconds deals 1000 magic damage to all enemies in range of 800. Using Banish is highly recommended as well as using Magic Shield on Vampires.

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Firelord;
Intelligence based hero. Transforms using Pyro, casts Firebolt and Meteor. Transforming into Pyro will cause Vampire to take 25 magic damage for each second of burn duration, but every attack on Firelord transformed into pyro will make him burn for three seconds. Firebolt deals magic damage and extends burn duration by five seconds. Meteor deals a base damage of 10% hitpoints and 0.5% for each second of burn remaining. Great mix with Banish.

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Gnome Technician;
Intelligence based hero. Plants Mines, Statis Traps and a Motion Controller. Mines deal magic damage equal to a percent of target hero and can be easily avoided by having a magic shield activated. Statis Trap creates electro shock which will slow down any units in range of 400. Statis trap have 1 second effect delay. Motion Controller disallows target Vampire to move away from the device up to range of 300. Motion Controller can be destroyed with five attacks.

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Witch;
Intelligence based hero. Casts Frog Transformation, Envenomed Dart and Spiritual Wall. Using her frog transformation skill she can transform herself into a frog gaining great movement speed bonus and possibility to ignore all obstacles but also loses possibility to attack and cast spells. Envenomed Dart is a very powerful offensive spell due to the poison which slows down Vampire movement speed by 75% for a short period of time. Deals no damage. Spiritual Wall is created around witch in range of 300 which disallows any enemy to get closer to the Witch. Once her soul is corrupted wall is destroyed.

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Hunter;
Agility based hero. Uses Claw Block, throws Shuriken and casts Vicious Strike. His claw block is a great defensive passive skill which provides him with a chance to return 100% damage back to the Vampire and taking no damage instead. Shuriken can make him able to immobilize and disarm target for a short period of time. His ultimate skill gives him a chance to deal damage equal to hitpoints which differs him from full hitpoints.

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Crusader;
Agility based hero. Casts Destinction, uses Enlight and Avander. Destinction can be cast upon any ally unit to make it temporairly invulnerable but for this price to lose it's ability to attack for as long as buff lasts. Enlight enlights Vampire which deals some damage to him and deals extra damage depending on how long is Vampire enlighted, and due to this fact can be blocked with Magic Shield. Avander is a passive ability which gives possibility to immobilize and disarm Vampire for 1 second with 65% chance. Can be blocked with Talisman of Damage.

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Templar;
Strehgth based hero, uses Holy Aura, cast Holy Spiral and Beaming Glare. Holy aura is very useful deffensive and offensive spell, reduced movement speed of all affected enemies by 3% per level which in any arena is a great impact. Holy Spiral passes through enemies and can deal damage to both of them, also can be mixed with Banish as it's magic damage. Beaming Glare is a very powerful spell. Deals 50 damage on first attack and doubles with each next attack. Spell ends if Templar lost the target or Vampire run away in the distance longer than 500. Can be mixed with Banish.

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Dwarf Defender;
Strength based hero. Casts Thunder Clap, Storm Bolt and Ancestral Power. Thunder Clap is a great defensive spell, reduces enemy movement speed by 60% for 0.1 second for each 1% of his hitpoints lost + 1 second base. With 99% hitpoints lost, duration of 10.9 second and a cooldown of 10 seconds it's a great defensive spell. Storm Bolt deals magic damage and can be very well mixed with Banish. Ancestral Power creates a wave of 5 Thunder Claps which are dealing magic damage equal to 10% of target's hitpoints. Well aimed can damage Vampire for up to 50% his hitpoints. Can be mixed with Banish.

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Vanquished Builder;
Though this unit isn't a hero his importance in game is very high. His abilities are bringing a lot of randomness into a battlefield. All his abilities can be used for both Vampires and Humans depending on which side Vanq is operating. As a unit he is being shuffled between players once his owner is leaving the game. As a factor of 50% chance per team and then shuffle between players provides each team with exactly the same chance to be granted control over him. A little bit more about him: 700 hitpoints makes him an easy target to be killed with one shot using Ultimate Soul Corruption. Low hitpoints regeneration and slow movement speed is making him even weaker. About skills;

Ethreal Comparison;
Brings Gold Deposit to it's 50% hitpoits. Way of use is simple, either help yourself on Human or make Humans suffer if controling it as a Vampire. This spell reveals Vanq for 5 seconds.

Unitary Glory;

It's basicly a praying skill that can be casted upon one of the monuments in the middle of the map. Due to balance issues Vampires must keep Vanq within flowers by their monument and Vanq can be killed himself once is a target of Sprite Explosion. In the other hand, humans usually have absolutely no chances defending Vanq, that is why Vanq is allowed to leave place of pray until that one is finished or can risk being shot by staying to the right side from the monument where Vampires are unable to hit him with a melee attack. He still can be damaged with Immolation generated by Unholy Shield.

Neverending Sadness;

This spell can work either as a curse or a healing spell, depending on the way of use as it brings all heroes on the map to the state of 50% of their total hitpoints. Humans should keep this spell to lower Vampire's hitpoints once he's attacking a base or entering one of arenas, and Vampires to drop slayers' hitpoits just before visiting them in one of arenas.

Eternal Oblivion;

In case of that one Vampires have much more room than humans simply because it's reseting all ability cooldowns including Vampire Reincarnation. Way of use is actually lot wider, using this Vampires can deal lot higher amount of damage with their Soul Corruption (350 * 4 or even 700 * 4). Meanwhile humans aren't completely powerless, imagine a moment when you are positive you are late for your level-up. Simply reset your blink, and get level you really want. This spell also resets ability cooldowns on items.

Unavailible Salvation;

This spell is basicly a pain in the arse, but at some point is pretty successful. Vampires should use this spell to make humans to lose levels when are staying in arena, best to use just before level-up time, and even better when combinated with an attack on the base. That will take some concentration and in the very end, probably some levels. Humans can use this spell to make Vampire to lose the target for a second which will make him to look dizzy for a second giving them a certain time to settle down a bit. Spell would work the best if Vampire is attacking a main wall using Blood Potion, that will cost him few very important second/s. Is also good for humans to use it when gold deposit is on the very low hitpoints to do the last hit with builder.

Wrath of Unknown;
This spell summons a Corrupted Merchant on a random location of the map. Merchant is selling quite few good items for a pretty decent price. Both sides can buy some extra resources and few good items which will be very good in-use on the battlefield.

Make note! All those spells apart from Unitary Glory are revealing Vanquished Builder for 20 seconds. Unitary Glory reveals for 60 seconds on Humans and as long as pray lasts on Vampires. Also all 5 minutes cooldown spell provide Vanquished Builder with a +10 life bonus.

There is a number of items added in VZP which enables humans and vampires to support a constant battlefield on the map. I shall write a bit more about items.
I shall begin with Vampires:

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Dracula Secret Talisman;
A Major Vampire Boost. Boosts basicly everything a mid-game Vampire needs, +50 movement speed, 40% attack speed, 40 hitpoint regeneration and a True Strike ability that makes his attacks to never miss.

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Vampire Fang;
This item even if doesn't look like is very important. Slayers with a high levels are very hard to kill, and if a chance arises it's usually one of arenas. Vampire will need a lifesteal to help him battle his way through to survive in arena, and especially if combinated with Talisman of Damage this lifesteal is a pain in the arse. Apart from 15% lifesteal also provides 20 hitpoint regeneration, +50 damage and boosts attack speed by 50%.

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Talisman of Damage;
With it's Magic Shield ability is one of the main items. 30 seconds effect time and 60 seconds cooldown. Provides 180 damage, 35 armor and 20 hitpoints regeneration. Good to use against spells and magic damage. Very good if someone researched Fiery Powder on his Speed Towers. All potions can be used upon Magic Shield. Magic Shield's duration will be decreased by a half of it's remaining duration if attacker is holding a Lightning Orb.

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Soul Ring;
This item is finding himself the best against a massive amount of towers. If Vampires are sharing responsibilities it's obviously item for a tank, not for damage dealer as it provides a chance to evade 15% attacks. Also provides 20 hitpoints regeneration and 35 armor.

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Claws of Fury;
15% chance to deal 3x normal damage. Best to use this weapon together with high damage impact, critical strike might be deadly. Good combination with Potion of Damage and Rock Smasher. Apart from Critical Strike privodes +100 damage and 20 hitpoints regeneration.

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Shadow Wand;
This is an ultimate anti-speed tower item. With only one cast you can disable them all for 10 seconds. Casting range is 1000 and area of effect is 350. With a proper damage impact many walls can be down by this time. Include some Blood Potions to increase the loses on enemy side. Also adds +80 damage, +30 damage and boosts mana regeneration by 200%.

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Vampire soulstone;
Same stuff like Ultimate Zero Stone, but... This one instead of boost of 5000 hitpoints is loaded with Dispel ability costing 50 mana per buff removed. Doesn't remove Entangling Roots and Silence. Also provides +360 damage, 100 hitpoints regeneration and +95 armor.

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Talisman of Lost Hope;
Very good item, loads stronger than Vampire Soulstone, loaded with Finger of Death dealing 500 damage in range of 1000. Apart from that provides +1000 damage, 200 armor and 10000 hitpoints. That is a proper siege item, as each visit in both Slayer or Gold arena makes him to lose same percent of hitpoints anyway, and rescue healing might provide even less effect than before.

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Soul of the Vampire King;
This is an Ultimate Item. Many people believe this item means game over for humans. That is basicly wrong. With only this item very well loaded Slayer can easily cope, easily enough means 5 Heaven Keys and a Frostguard. Item is loaded with +5000 to all stats, Spell Immunity and a Silence ability that silences every enemy in area of effect of 3000 with casting range of 2500. Lasts 55 seconds and have 60 seconds cooldown. Very not recommended to visit slayers in gold or slayer arena with this item, as on this point of the game they are probably wearing Frostguards and if Knights, then have Bash. 10% hitpoits a second might be very deadly.

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Potion of Damage;
Increases base damage by 500% for 30 seconds, can be dispeled with Lightning Orb. Very useful item if mixed with Blood Potion and/or Potion of Armor.

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Potion of Armor;
Increases armor of the Vampire by 200 for 30 seconds. Very good item even in late game for main tank when amount of armor isn't enough and a Lightning Orb carried has been Disarmed. This also can be dispeled by an attack of unit carrying Lightning Orb.

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Blood Potion;
Once used provides Vampire with invunerablity which can be well combinated with other potions. There is no way to remove invunerablity but Mysterious Herbs can make Vampire to drop and have one potion destroyed.


Humans:

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Holy Water Orbs;
Very powerful buffers. Reducing Vampire armor by 33, 66 or 132 depending on what orb is a carrier manipulating. Armor doesn't affect Vampires health penalty in Slayer or Gold arena, but makes him to suffer higher damage from all tower and hero attacks. It's very good to put one of those in Zero Tower to make Vampire to take damage from the very early stage of the siege.

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Lightning Orb;
Looks crappy, but apart from the look and price this is probably the most important item humans can buy. Dispels a number of buffs Vampire would be very keen to have. It is highly recommended to hold this item on builder only, as any other attacks, either from a Mega Wall or Zero Tower are magic attacks and those can be blocked by Magic Shield from Talisman of Damage, and Vampire may use this leak in defence with no mercy.

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Garlic Orb;
Slows Vampire's movement speed by 25% and attack speed by 45%. It's a good idea to put this orb into a Zero Tower, to again, make Vampire to suffer from the very beginning of the siege.

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Frost Orb;
Slows Vampire's movement speed by 45% and attack speed by 25%. Yet again it's a good idea to put this orb into a Zero Tower, to yet again, make Vampire to suffer from the very beginning of the siege.

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Mysterious Herbs;
Provides really powerful ability to destroy one of Blood Potions Vampire is carrying. Once bought contains three charges. Spell has casting range of 1000.

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Northern Blessing;
Actually an a anti-tank item. If you control a base with a massive amount of towers, and a damage dealer is happily owning your walls perhaps consider having this item, as it switches all towers to attack targeted Vampire. Manual switching of a very high number of towers might take far too long, and counting that a tank will sooner or later will lose his all health may doom you. Has casting range of 1000.

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Spider Ring;
Provides Wind Walk ability that makes hero invisible for 15 seconds with 60 seconds cooldown. Needs 150 mana to cast. Very good item if you want to buy some extra seconds to level hero up, and/or to run away nearly dead.

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Bracelett of Power;
Provides Avatar ability making you immune to spells for 10 seconds with 60 seconds cooldown. There is a wide range of ways to use this item. Is undroppable during cooldown.

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Ghostly Helm;
Creates one image of a hero that takes normal damage but deals no damage. Image lasts 25 seconds. Requires 50 mana to cast. Very good skill to fool the Vampire. On a high level games everyone should wear one in case slayers are attacked in one of arenas.

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Wand of Holy Light;
This is actually an anti siege item. Once casted on Vampire makes him to miss 50% of his attacks for 10 seconds. Has casting range of 1000 and 30 seconds cooldown.

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Heavens Key;
Major Slayer Boost, provides with +380 damage, +95 armor, 5000 health bonus and a 65 hitpoints regeneration. Stack of 5 is nearly guarantees unownable hero.

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Frostguard;
A legendary sword that provides 10% chance to stun a Vampire for one second. Also provides +300 damage bonus. This item is a must in late game if you aren't controlling a Knight.

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Anger of Gods;
Vampirism Zero VZP said:
The most powerful weapon the world has ever known and a weapon no Vampire can ever challenge.
Ultimate weapon that provides ultimate skills. Ultimate Speed, Power of Heaven - a Critical Strike with a 50% chance to deal 10x normal damage, if Mistress is carrying, Critical Strike is disabled. In addition, provides +25000 damage. Just to make things clear, better get more hitpoints to follow with this item or at least a Bracelett of Power. At this stage of the game when you can afford this item, Vampire's ultimate stun (soul corruption or corrupting stomp) will give him more than enough time to own you with even 6 of them.

Neutral

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Rock Smasher;
This item is availible for both Humans and Vampires from Corrupted Merchant which can be summoned for 20 seconds by Vanquished Builder. Rock Smasher have only one ability, Rock Smash which enables caster to deal 2x normal damage to fortified armor for 20 seconds with 60 seconds cooldown. Is undroppable during cooldown.

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Ventegeful Staff;
Provides Taunt ability which is just great for few heroes. Especially tanks should carry this item to save int's lives, but Vampires might take an opportinity having this item as well. Item itself casts upon 450 range and has 60 seconds cooldown.

Vampires should always share responsibilities, it is a huge and a common mistake, to equip both Vampires with the same items, making them an universal one. Those doesn't exist. This is vital, to make one Vampire a damage dealer when another one is tanking for him. Through the game Vampires will must hunt human heroes not only for wood, but must also be aware of a fact, that a neglect to hunt them, is equal to feeding humans. Yes, this is actually feeding them, as:

-stronger slayers gather gold faster
-faster gold means teching up
-teching up is no good if Vampires are thinking of victory

There is a number of core items for both Vampires, like Boots of Speed and Talisman of Damage. This second is provided with Magic Shield ability which blocks most of negative spells. Slayers gain levels in slayer arena periodically, every 30 seconds. This can be easily blocked by a human builder literally buying their slayers a possibility to gain few levels in early game. Block in late game is actually useless, as walls undefended won't stop Vampire for long, in the other hand, investing in a defence in slayer arena is a waste of time, too many walls are to be used overthere, and there is no lumber base spot overthere. This base will always fall sooner or later. Builder standing in arena with either Frost or Garlic Orb is a good harassment for Vampires in early game, but Vampires have a Lost Soul, which are invisible scout units, but still capable casting offensive spells like Disarm, which makes Builder to lose his ranged attack for a few seconds. This will provide Vampires with a chance to destroy few walls, and wait for slayers. This is vital to visit slayer arena like one hour before a night, this means there will be no slayers overthere which could try to stop Vampires destroying wall defence.



Credits to all used resources in F9.
Have fun playing it.


1.2

- Added new spot
- Rebalanced item's speed bonus
- Rebalanced Lost Souls Vampire can hire
- Fixed hero spawn glitch that used to cause errors

1.3

- Fixed leaking resource of Unitary Glory
- Fixed cinematic pinging for all players
- Vanquished Builder is no longer a hero unit
- Fixed Rock Smasher ability

1.4

- Fixed mutliboard glitches
- New human hero class
- Minor building price fixes
- Improved solo spots

1.5

- Multiboard is remade once -share is finished
- Fixed level 1 Soul Corruption target
- Vanquished Builder will be killed once hit by Sprite Explosion
- Increased altar's size (probably a cause of fatal errors during slayer revival)
- Fixed Guardian's Slow tooltip
- Potion or Armor and Potion of Damage can now be used in cooperation with all items

1.6

- Two heroes: Int based Inquisitor and Agi based Raven
- Fixed critical errors that used to be periodically caused by -share command
- Few minor tooltip fixes
- Fixed building critical strike
- Anger of Gods can now be carried by Hero units only
- New item in cheap shop, Mysterious Herbs providing ability that makes Vampire to drop all blood potions
- Blood Potions cannot be picked up by any human unit

1.7
- One new hero, Str based Zealot
- Minor price fixes
- Few tooltip fixes
- Added sound effects
- Set up a default loading screen saving loads of map size due to removing previous, high quality one
- Blood potions can now be picked by any human unit
- Mysterious Herbs are now destroying Blood Potions instead of making a Vampire to drop them on the ground

1.8
- One new hero, Int based Elementalist
- Fixed multiboard hiding red's resources
- Talisman of three moons now reduces magic damage by 50%
- Extended Spirit Link time
- Increased Shadow Strike damage
- Few tooltip fixes
- One rebalanced spot
- Thunder Clap now ignores Magic Shield
- Increased building prizes

1.9
- Increased Slayer's collision size to 32
- Elementalist's Cyclone spell has been replaced with Mirage
- Altar's collision size increased (could have been a cause of a few critical errors)
- New Vampire skin
- Few basic improvements in mutliboard
- Few new sounds

2.0
- Three new heroes (Str based Nomad and Viking and Int based Shadow Priestess)
- Vampire's stats have been slightly increased
- For now each hero can be picked only once
- When casting Disarm Lost Soul becomes Visible for 5 seconds
- New reserve command made to reserve a hero
- Few minor tooltip fixes
- Fist of Heavens and Fire Devastation can no longer be casted upon a Vampire with activated Magic Shield

2.1
- Fixed Nomad's ultimate spell that was removing Eye of Gods and Power of Heaven once morphed
- Increased altar and tech center size to their originals
- Fixed Raven (-r) reserve command
- Few minor tooltip fixes
- Terrain around Tavern is no longer revealed, only Tavern is visible

2.2
- Few new icons
- Altar has been completely removed
- Automated slayer revival system next to tavern using system (base 15 seconds + 1 second per hero level)
- Few minor tooltip fixes
- Inquisitor's Thunder Clap has been replaced with Mana Blast (same effect with increased damage)
- Fixed Elementalist's Mirage timing
- Thanks to removed altar shops are no longer upgradeable, those are availible to be built instead
- Two new items, one in cheap shop, one in expensive
- Slayers no longer gain levels after few seconds after death
- Fixed bug preventing Viking to revive without full mana
- General cleaning up in Upgrade Center
- Inquisitor's Silence has 30 seconds cooldown

2.3
- Tiara of Nobility has been replaced with Sacrificial Skull
- Autorevived slayers are now set to hold position and are invunerable until given any other order
- Fixed Ultimate Shadow Strike hotkey
- Fixed Headshot trigger
- Fixed shuffle trigger which was removing all resources from alive Vampire when his ally died
- Fixed critical strike on Claws of Fury which was dealing x2 damage to buildings instead of x3
- Fixed Potion of Speed which at some point of the game wasn't increasing attack speed anymore

2.4
- Fixed Soul Ring which wasn't giving +50 armor
- Boosted Wand of Regeneration hitpoints regeneration rate from +75 to +100
- Autorevived heroes cannot attack until are unmuted by giving an order
- Few minor tooltip fixes

2.5
- Fixed Anger of Gods skill which wasn't appearing for hero unit
- Few minor terrain changes
- One tooltip change in Ultimate Breath of Frost
- Eye of Gods is no longer a hero spell but Sprite's
- Redone -gg and -gl command
- Fixed a bug where Muted slayers have been following a targeted Vampire

2.6
- Increased constant experience growth for Vampire from 90 to 100 every 5 seconds
- Icon changing in multiboard directly related to chosen hero
- Dracula Secret Talisman is now loaded with True Strike ability making Vampire to never miss, mana regeneration has been removed
- Ultimate Shadowrun is now infinite until Vampire attacks or casts a spell and has 20 seconds cooldown
- Redone Bloodlines healing spell*
- Added feature for Vampire to constantly tell what is the current Reincarnation cooldown
- One three player spot redone
- Fixed little bug in -gg command
- Fixed wrong tooltip when Builder was destroying Gold Deposit

*Previous Bloodlines were based on Shadow Hunter's healing wave. It was a common problem when Vampire was healing and animation worked but he just died before spell actually healed him. This wasn't a map problem but a default warcraft spell problem. This has now been redone to have a self cast healing and heals every ally in range of 800. There are adventages and disadventages:

Pros:
- No need to click anything apart from hotkey
- No jump penalty
- No casting time

Cons:
- Can misjudge the distance of 800

2.7
- Fixed critical bug with Reincarnation cooldown

2.8
- Fixed -votefeed command
- Lightning Orb is no longer instantly removing Anti Magic Shield but is dropping it's remaining effect time by a half
- Reincarnation cooldown timer is shown to the Vampires only
- Fixed a bug with all Reserve Buffs disappearing after red player left the game
- Few minor changes in action messages

2.9
- Reincarnation cooldown fixed, shows current time only when Vampire is not visible or not fogged
- Elementalist's Breath of Frost has been replaced with Frost Nova
- Banish no longer multiplies damage and healing by x5, from now on x4
- Few cosmetic improvements in mutliboard and messages
- New features in -votefeed command
- Special effects on Bloodlines caster
- Vampire who left the game no longer shows two messages
- Lumber from killed / leaver Vampire is also given to Vampire still in game
- Zealot's Holy Dust deals 3% hp per second instead of 2%
- Guardian's Fist of Heavens deals 25% hp instead of 20%

2.9a
- Fixed general bug with Frost Nova
- Fixed Multiboard bug which wasn't loaded on initialization
- During protection process Mistress' model was broken, also fixed

3.0
- One new hero, Str based Pikeman
- More features in -votefeed
- One new item with Taunt ability - Ventageful Staff availible in Corrupted Merchant
- Frost Nova can now be casted on friendly units as well
- New anti-maphack feature (still in beta state)
- Fixed Viking Seaman's Will spell which was dealing far too much damage

3.1
- Mastered anti-maphack test
- Pikeman's Lance Stab has been replaced with Ethereal Force
- Repaired Raven's Shadow Strike
- Few minor buff and tooltip fixes

3.2
- Added slow effect to Pikeman's Ethereal Force
- Vanquished Builder now recieves +10 max hitpoints for casting main spells
- Builders that accessed Gold Arena can now blink
- Zealots' dodge if activated will now autocast even if targeted by a spell
- Inquisitor's Silence duration is now 10 second and a cooldown of 25 seconds
- Vampire Soulstone now debuffs for 50 mana per buff
- More features in -votekick system
- Wand of Holy Light now provides a chance to miss of 50%

3.3
- Fixed little bug with Blind Vision, Sandstorm and Ethereal Force due to wait function
- Added one new tower (lightning tower)
- General cosmetic improvements
- Improved -votekick command
- Interface changes

3.4
- Fixes in Lightning Tower
- Knight's Thorns aura is now in use for all units in range of 300
- All spell's descriptions has been made and new hotkeys applied (Q, W, E, R for all abilities from left to right for both Slayers and Vampires)
- Changed upgrade hotkey for Arrow tower, as before A was overriding attack. A is still in use to build it

3.5
- New message features
- Interface changes
- Tooltip fixes
- Vanquished Builder can no loger pray invisible

3.6
- New message features
- Vampire killing streak feature
- Few new nice effects around the map
- Fixed Unitary Glory spell for both Humans and Vampires
- Fixes in Vampire Soulstone dispel animation
- Few minor tooltip fixes
- New Vampire cursor
- Polishing interface changes

3.7
- Four new heroes (All int based = Gnome Technician, Storm Shaman, Firelord and a Witch)
- Improved Pikeman's Vortex Shield
- Possibility for Vampires to chose skills

3.8
- New completely innovative tavern system
- Reserved hero appears in main tavern
- Slayers are unavailable to buy for Vampires
- Fixed spell selection for Vampires
- Fixed Witch Frog Transformation spell
- Fixed Storm Shaman's Tornado and Lightning Storm

3.9
- Vanquished Builder is now targetable by Death Coil
- New agi based hero, Hunter
- Balances in item prices
- Dropped Veins of Blood healing power to 600hp/s
- Few fixes in Vampire cash refund
- Storm Shamans tornado now provides him with 95% evasion

4.0
- Fixed Veins of Blood
- Redone Shuriken
- Redone Envenomed Dart
- Firelord's Pyro will deal 60 damage for second burn
- Reincarnation Timer will not show during Spiritual Walk
- Spiritual Walk will steal 15% mana +2% x ability level
- Builders will be invulnerable in the start of the game until ordered an action
- Statis Trap range has been increased to 200
- Mine will deal 0.5% damage per level of ability
- Ultimate Mine will deal 7% damage and have it's range doubled
- Fixed Frog Transformation preventing Witch to gain levels when transformed
- Fixed Potion of Damage which wasn't boosting damage when mixed with Blood Potion
- Added all the rest buffs to be removed by Soulstone, for now Entangling Roots, Shuriken, Silence and Electro Shock are irremovable
- New hero, agility based Crusader
- Other Taverns but a main one are no longer clickable
- Two new spells for Vampires, one nuke and one healing spell

4.1
-Fixed Shuriken which wasn't disarming Vampire
-Further changes in Reincarnation Timer
-Some tooltip fixes and cosmetic messages changes
-Two new heroes, both Str based, Templar and Dwarf Defender
-4 new spells for Vampires to choose from: One exploring spell, two invisibility spells and one healing spell
-Spiritual Walk cooldowns have been dropped by approximately a half
-Fixes in builder resource refund
-Further fixes in Builder Motivation which before tend to crash the game


Keywords:
Vampirism, VZP, Zero
Contents

Vampirism Zero VZP v4.2 (Map)

Reviews
00:02, 8th Aug 2010 ap0calypse: Approved
Last Uploaded: 13:45, 5th Jun 2010
Last Updated: 13:45, 5th Jun 2010

(1.67 MB, 11 Downloads) -> So far

Well we can see that map is only uploaded first time here how then it has 10 versions -.^

Already have the map on hive. Also, don't upload other ppl's maps.
Well all seems like resource steal!

Created by Fanny.Shaver ; Uploaded by: happyde

Map Reported
 
Last edited:
Level 4
Joined
Feb 20, 2010
Messages
97
I have a permission to upload this map here. It's owner said he have lost an access to his account and haven't really got a willing to create a new one. If others can be deleted, I will be greatful.

@kobas
First of all, *seems (dictionary is your friend) and second, has many fixes already as perhaps it's also somewhere else?
 
I have a permission to upload this map here. It's owner said he have lost an access to his account and haven't really got a willing to create a new one. If others can be deleted, I will be greatful.

@kobas
First of all, *seems (dictionary is your friend) and second, has many fixes already as perhaps it's also somewhere else?

1st of all you need to read rules before uploading maps here! You will find there that you must write real Author name!

Describe your map and give credit to those who helped you.
If this resource is not yours, mention that too.
So that is your bad not mine!

2nd Thanks for dictionary it was small error it's fixed now!

3th Well if map has earlier versions, you should mention that 2

After all I didn't rate your map just reported to mod so he can check it!

P.S. put change log into hidden tag, and try to improve description, no one what to read all that boring (means without colors, boxes, tables, screenshots etc etc) text! -> Just click on BB Code link in my description, you will find all there!
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Fanny.Shaver is a member on the hive (and I can know, because he/she's had a lot of problems with me).
If (s)he is a member here, why do you have to upload this map?
Well, I know that Fanny.Shaver can't upload it again (would be the 4th multi-upload), but asking me to reset one map back to pending and update it really isn't that hard.

(note to most people: this map is different from the "Vampirism Zero"-map that was still aproved - now rejected though).

Edit: proof shown, map reset to pending.
 
Last edited:
Level 5
Joined
Oct 12, 2007
Messages
159
This is map, this vampirism, is exactly what is the downside of todays Warcraft. Really, ANOTHER vampirism? You didn't think the 3 millions that already exists.. just .. .. wasn't .. enough?

"No, but this one is special, it has one unique thing blah blah blah"

Oh good, point.. Let me think about that.. No wait.. Thats absolute bullshit. I played this map several times, and I'd say its exactly like all the others map, the same thing as all other vampirisms just with new terrain.

Wheres the originality that people actually started playing warcraft for? You know with a very awesome editor like Warcraft has, you'd think people would come up with better stuff than just ANOTHER version of a map made by some OTHER guy. Make something new, for once. Other than that. I'm not really into Vampirism, but i'd say its exactly as good or bad as all other vampirisms. It has some heroes, some items.

"-Killed humans doesn't become a Vampire minion, in here he becomes a Vanquished Builder who is a neutral unit and can help both humans and Vampires by using his special abilities." Im curious about this, wouldnt this mean that the outcome of the game will be decided by the vanquished builder who can pick side? And if you're saying that the vanquished builder doesnt play a big role, then why did you add it?

and imo; this map still shares the problem with the rest of the vampirism maps, humans always seem to win.

also I agree with Kobas, you should make the description easier to read, right now its just a big clump of bullshit.
 
Level 1
Joined
Jun 9, 2010
Messages
1
@up
Oh well, I highly doubt you spent enough time on this one, as once if you would, you wouldn't have said so. Only few changes? Well, I shall try to write a preview of this map which will highlight that whatever you say is completely untrue.

This Vampirism Zero is a great remake (I've heard it's made from a scratch, not just another silly edit) of Vampirism Zero firstly made by Blize88.

Terrain seems quite simple, but after a while of playing it, I noticed that every single square in every single spot is well considered, so basicly, every single move, every structure built counts. This is a great bonus for those who can use space provided wise. Basicly every single base has it's pros and cons, like location on the map, distance to gold deposit, space provided, arms lenght etc. Terrain is also very nice and colorful which makes it nice to play. There are some very nice visual effects all around the map, just a details but quite nice to see.

A guy above me mentioned about how stupid Vanquished Builder (minion) is. Well, this 'stupid unit' can be very important boost unit for both Humans and Vampires, and this one is being reshuffled between players as soon as his owner leaves the game. Well used provides owner with very high bonuses but for this price has no attack and is very vunerable.

There is a special damage bonus (+40%) which is given to soloing players. First time ever I've seen something like this, and most important, quite a lot of spots around the map are made for solo players! That's Great! Thumbs up! Kinda evens chances to survive between soloers and teams.

As it says in map description there is a number of items provided for both Humans and Vampires. Those are very useful, some items can also be used by Zero Towers (good towers with magic damage) and also by mega walls (high level walls) on single spot - again, well done!

Map is very well balanced on many aspects other Vampirism maps are lacking. First of all is trading possibility, provides both teams with some tactics and achieving goals faster. Slayers classes are directly associated to their spells, which is a very good idea, hero who is capable dealing high damage is usually intelligence based, which I guess is good. There aren't many possibilities to Stun Vampires, which I was always saying is a sad idea seeing Vampire being Bashed. There is either a very expensive item or one hero ultimate.

The longer game goes the more dynamic it becomes, it's very nice thing to see, as on some maps it's actually opposite, and after some time it gets even boring, absolutely not in here, unless your enemies are a very bad players.

This map is actually created by a leader of an European clan, and a main adventage of that, it's got a forum, where they really DO listen to what people say, and take every single comment or suggestion under consideration, that is a very important, because many people out there are usually making maps like they make them for themselves, which is a bad idea.

In general:
-Game doesn't happen to end up with critical error, which is a must, no points for that.
-Paid credits for all resources, which is a must in my opinion, no points for that.
-Lots of useful command, not just a silly red or host commands, voting syste is a fair system, +5.
-Terrain, both visual and strategical 5/5.
-Units, 4/5 - why doesn't Shadow Priestess have team color if model on Hive has? - I never found an answer, maybe because she was supposed to be shadow?
-Quite big map size and generally long loading time, probably because of all items and hero preloading, as none of those lag in-game. Still -1.
-No loading screen - well, not really very important thing, but would be nice to see. -1. Saving space?

Overall, it's not just another Vampirism map, this is a real match, and a constant battlefield. I highly recommend testing it, just once for everyone.
 
Level 2
Joined
Jun 14, 2008
Messages
8
Cons:
- 90% of the game vampires do nothing but hunting slayers
- Trading system - You said: -Allowed resource trading - Trade is a key to victory! /// You think sending all resources to one player is Trading? Well try to play solo vamp and destroy triple base which is developing 3x faster than any other base and people loves to call you NOOB when you just can´t destroy their lvl 5 wall at the start.
- Vanquished builders are the biggest problem for the vampire - I refuse to kill builders because I know Vanquished builder makes human overpowered ( You think doubling resources is fair? ).
- Time the game takes is really insane. You just can play one game for 2 hours WTF? I´ll be glad if it takes max 1 hour.
- Ultimate wind walk is the worst ultimate spell! It has insane cooldown and it´s making it very useless. WW on lvl 5 is much more better -.-
- People refuse to play vampires because playing vampire is very boring.
- Nomad slayer is overpowered (if you are lucky like me you´ll kill yourself only by attacking him with lvl 1 shield).
- Slayers are quite unbalanced between each other.

Pros:
- Vampire´s shade is the best ally he can get ( I mean shade for 200 gold not Vanquished ). You can track builders who lost their base while they are moving out - the biggest problem is you get often banned for MH only for using shade (sigh).
- More slayers types (even their skills aren´t balanced)
- Even it has a lot of cons it´s still the most balanced vamprism i played.


And by the way I´m playing vampire so I know what am I talking about -.-
 
Either way, the map was original (I've played DotA before it got popular, so yeah... it really was original and good back then, now it's rather bad, mainly due to the community).
Exactly!
Map is fine and very good but people who play it aren't!
Community is problem not map!
I played Dota each day over 3 years and stopped now because of faculty!
I don't like players that think that they are uber professionals, and at the end they lose game or left same :sad:
Map is better and better with each new update but players become worse and worse, it is sad but on Garena in every 9/10 games that start with 10 players game end with 8 or below!

Maybe you think that I write shit here but you must know a lot about this game to be good at it, not 2 or more heroes and few bad players to learn from! :sad:
 
Level 4
Joined
Feb 20, 2010
Messages
97
@Tuxic

Thank you for your post, I'll answer your Cons.

Con #1

It's not as important to hunt slayers as it might look like. It's quite important to make humans suffer all the time, harassment isn't only limited to slayers, but destroying bases as well. Humans many times concentrated on slayers and their defences are quite often making mistakes in bases, losing resources. Due to slayer watching other Vampire can grab two potions and disarm builder. He was watching slayer, base lost.

Con #2

This map isn't made to be soloed. If you attack any base in two simply sharing damage taken, wall 5 is not a problem.

Con #3

Vanqs are easy to kill, simply cast Eye of Darkness as soon as you have killed someone, +3 wood and a peace of mind. It is a common mistake to kill afkers or as VZP claims (afkers-like) which is a term for a human that wants to die to mix things up. Only kill builder when you are cabable killing Vanq.

Con #4

Proper decent game takes about 2h, yes. Simply play with VZP, you'll see how much different it is from public ones. Everyone have different responsibilities. We were thinking of releasing one single version of 9v2 +1 ref to comment a match. Might happen soon to show people how different that Vampirism is especially when played in a decent line-up.

Con #5

This has been already discussed. Quite agreed.

Con #6

People who don't know how to play Vampire in this zero properly refuse it - that is a fact. On Clan games finding two Vamps is not a problem, things are getting lot more complicated when humans are getting their asses literally raped.

Con #7

At the point of spells and magic damage all heroes could be found imbalanced. At this case there is a Talisman of Damage and it's magic shield ability. Decent Vamp doesn't even visit any arena without it, as yes, good humans, or even more, pro humans will own him on literally one combo combinated with Mistress' banish. They only wait for such mistake - a Vamp without shield on.

Con #8

Go into the details what you find imbalanced regarding slayers and perhaps you will help in map developing. There were no signs regarding slayers' skills before. Share your opinion. Any details held different to just a brainless "BULLSHIT" spam are important.

@Everyone else.
Please don't go into Dota topic just because of Arcisal's post. If that were on a level decent enough, simply meaning, diserving commenting I'd have done that long time ago.
 
Level 2
Joined
Jun 14, 2008
Messages
8
Ok here are some suggestions.


Well the biggest problem is the merchant spawns at random location which makes it unreachable for vampires. Can´t Vanquished builder spawn it near its own location?



Defensive skill - 50% of the game you know where are vampires located - they absolutely lose possibility to surprise humans. For me this is the best basic ability from among slayers.
Offensive skill - Worst nuke spell ever. Absolutely useless, better invest skill points to All stat ability.
Ultimate - For me one of the most powerful Ultimates in game. When a player´s base, Gold deposit or slayer´s lvl pool is under siege just use it and lower vampire´s HP from 12 000 to 1700 hit points then he does´t have much chances - you think it´s fair?
Shadow priestess is one of the best vampire slayers because her Defensive skill is just too overpowered and when she reaches Ultimate skill than it´s GG. I think she needs a bit of balance - boost her Offensive skill and give some nerf to her defensive skill (for example don´t make it global)



Defensive skill - I just hate those abilities which aren´t about skill but only about luck. It can do anything all the game or it can simply kill vampire even it´s on lvl 1. 40% of noob vampires were killed in the fist 10 minutes only thanks this ability.
Offensive skill - There are few problems. 1st cast range is only 400. 2nd AoE is small. 3rd casting time is about 0,7 sec which makes it more useless thanks it´s low cast range and AoE.
Ultimate - I have never reached nomad´s lvl so far to get his ultimate and I have never seen anybody use it.
His defensive skill makes him very powerful in early and mid game, but without mistress, luck and disables he´s very bad in late game. I think he can handle some boost in his offensive skill.


The rest things I´ll make fast:


Lightning Shield - I´m not sure if it is fixed, but it´s killing both vampires and alies. Oh and one more thing. Is possible to shield buildings too? If not make it possible and u will see :)



Silence - Really bad ultimate. I know there are situations when it can become deadly but from among of ultimates it´s one of the worst. I think if it disables attack too, than it can be more useful.
NOTE: I only don´t understand why Silence has Inquisitor (defensive ultimate) and why Guardian has Fist of Heaven (offensive ultimate).



The most problematic slayer in the game. Problematic I mean fact, that without her all other slayers are useless and with her all other slayers are overpowered. For example Priestes´s nuke for 500 deals 2000 to banished units and knight´s roots are dealing 1400 dmg for 2,5 sec which is total of 4200 damage. Thats not funny. I think removing banish skill from the game and making all nukes more effective should be better for the game.


Oh, and one more thing. I know you want to create team game, but slayers should be possible to make some action on they own and still every slayer has his own good abilities which can help the whole team. I think it´s better when power is in team not when power lies only in one slayer (i mean mistress and her banish). I have some ideas how to replace mistress´s banish and still keep her like the main captain of the slayers. Please don´t regret it, think about it and if you are interested just write me.
 
Last edited:
Level 4
Joined
Feb 20, 2010
Messages
97
First of all, I am not a maker. I am just a wise shaman from the VZP clan. That is why I have a quite a lot info about the map, and I know a lot about how the clan games and entire VZP gaming look like.

Corrupted Merchant is reachable by Vampires. What people do is cutting a map into four squares, and picking one each, going Shadowrun and hoping for luck. That is why it's more reachable for humans, as Vampire in early game with few Boots of Quel'Thalas is actually a game over. You will NEVER see Corrupted Merchant summoned by Humans on Clan games, believe me...

Thing with Shadow Priestess is, that she's the most vunerable hero in game. First about ulti; I have never personally seen her having 50 level. Just a fact of being such a crap Vampire to allow that is a massively bad skill impact. You say using this is a game over, no, it isn't. This skill isn't kiling, swaps hit points. In addition to other ultimates you still have a chance to heal, and a fact of how easy she is to be killed that allowing her to reach 50 level is just bad, so if you let her to get 50 level, feel the pain. She is mainly the first slayer to be killed from all availible out there. There are few ways to count her Blind Vision spell, simply by leaving a Lost Soul in slayer arena, wait for the spell, and then strike. And her nuke, here you are completely mistaken. Due to the range of the spell this is one of the most important nukes out there. Vampires in 90% situations are attacking slayers with either a Blood Potions or at least Magic Shield of Soulstone. This enables her to mix the damage with possible banish.

I don't understand the problem with Nomad's ulti. Grab a Talisman of Damage and problem is gone. His offensive skill is actually a best slow spell in entire game due to the fact, that cannot be counted in NO WAY. That is why it's that diserable. It's Nomad's ultimate that is probably the most powerful spell in game, in Gold arena with just one Frostguard it's nearly a guaranteed permastun, if combinated with banish is just bad.

Lightning Shield is meant to damage both Slayers and Vampires simply because it is the most powerful nuke, 5 seconds time and 400 dmg per second and a very slow cooldown. With banish = frag. Fact of casting banish on buildings have already been discussed. Conclusion been made not to.

Inquisitor is the mostly picked hero, here's my guarantee. Each Clan game in the beginning there is an -i spam. And why, simply, because of an ultimate and a Mana Shield. Due to the Mana Shield he's quite hard to kill, and ultimate is making a badass situations in a core game actions. Inquisitor is usually carrying few infinite blinks on himself. Problem with Inquisitor is, that you must be a very good Vampire to use him wise, simply expect actions as if you were a Vampire and silence just before Vampire will need his ability to cast spells at most. Inquisitor is actually the easiest slayer to reach 50 level, and if used wise it's him that brings Vampires down at most.

Mistress is a link between all slayers. Due to the fact of her banish skill and evasion she shouldn't have any fighting abilities. Problem is, that in early game making spells even more effective and making everyone to cast a nukes would bring a Vampire down even stronger than it does with Banish. Banish also has a main disadventage, Vampire with Bloodlines 2 will top himself to the top of hitpoints. Good Vampires (especially now with no casting time bloodlines and selfcast) are always using this to heal lot stronger than usual. So simply, in VERY MOST cases this spell is making lot more harm to the humans than Vampires. And because of her banish skills Mistress have no strong combat abilities untill she reaches 50 level. I must also comment damage on banish you mentioned about. Main thing about Shadow Priestess' Deadly Link is a fact that it stops Vampire actions. Happens very often with Shadow Priestess in a wise hands that it saves slayer's life when they are nearly lost. Vampire will usually swap the target if he wants it or not. It's also a fact that Magic Shield will completely block Entangling Roots and Deadly Link, but will not block the STOP effect on Deadly Link, which makes Shadow Priestess quite effective slayer even fighting Vampire with Magic Shield.
 
Level 2
Joined
Jun 14, 2008
Messages
8
You said
Vampire in early game with few Boots of Quel'Thalas is actually a game over. You will NEVER see Corrupted Merchant summoned by Humans on Clan games, believe me...
I say
In "early game" only idiotic human casts corrupted merchant. There´s one rule - don´t cast it when u dont have gold for items. And believe me, slayers with some mega boost make much more mess than vampire. And if u refuse summoning corrupted merchant for humans, than it´s your wrong not mine :D

You said
Thing with Shadow Priestess is, that she's the most vunerable hero in game.
I say
Yes she is paper, but if u keep casting Blind vision, then it´s impossible to get her, try to surprise someone who knows where are u heading. In my hands it´s only possible to kill her when I´m building my base with 15 000 saved wood :D

You said
You say using this is a game over, no, it isn't. This skill isn't kiling, swaps hit points. In addition to other ultimates you still have a chance to heal
I say
Well I´m using her ulti only when vampires used his heal, so I prevent their possibility to survive. Trust me - her ulti is GG.

You said
And her nuke, here you are completely mistaken. Due to the range of the spell this is one of the most important nukes out there. Vampires in 90% situations are attacking slayers with either a Blood Potions or at least Magic Shield of Soulstone. This enables her to mix the damage with possible banish.
I say
Every spell with banish is deadly, BUT each other spell is more effective than Shadow link - atleast they disable vampire and only this makes them good enough, even they aren´t casted on banished one.

You said
I don't understand the problem with Nomad's ulti. Grab a Talisman of Damage and problem is gone. His offensive skill is actually a best slow spell in entire game due to the fact, that cannot be counted in NO WAY. That is why it's that diserable. It's Nomad's ultimate that is probably the most powerful spell in game, in Gold arena with just one Frostguard it's nearly a guaranteed permastun, if combinated with banish is just bad.
I say
Well I was talking about nomad´s Cursed shield not about his ultimate, I told you I have never seen his ultimate yet :D And his nuke? I never seen its MEGA slow effect because vampire always ran out from its "gigantic" AoE.

You said
Lightning Shield is meant to damage both Slayers and Vampires simply because it is the most powerful nuke, 5 seconds time and 400 dmg per second and a very slow cooldown. With banish = frag. Fact of casting banish on buildings have already been discussed. Conclusion been made not to.
I say
Guardian should guard his teamnates and his lightning shield should say something like "if you try to fight with this hero, you will get burned" not "everybody run away I´m gonna kill you all". I always laugh when I see heavily damaged slayers only thx to their "guardian" and I just last hit them. Oh and one more thing - people love to burn their teamnates and this gives them this possibility. They just love to damage their temnates and what is even worse, they love to burn BUILDER to death just for fun! -.-

You said
Inquisitor is the mostly picked hero, here's my guarantee. Each Clan game in the beginning there is an -i spam. And why, simply, because of an ultimate and a Mana Shield.
I say
Well I´m not playing your Clan games (and I´d love to), but I know that even he has mana shield he´s easy to be killed in early game. 1 hit and u lack mana for blink, but without shield 1 hit and you lie. I have no problems with killing Inquisitors. And in public games you see "-z" spam because it´s hard to kill Zealot and he has good dissable as a good bonus.

You said
Main thing about Shadow Priestess' Deadly Link is a fact that it stops Vampire actions.
I say
If I well remember, than it´s Blind Vision what stops vampire´s action, I´m sure of that.

You said
Mistress is a link between all slayers.
I say
No she isn´t link between slayers. She just boost all nuke spells and it makes all nuke spells weak, because they can´t just be stronger (Map maker can´t boost damage of any spell because it will make it too strong against banished vampires). And don´t tell me you are banishing vampires when they aren´t in CD with Blood lines :)
 
Level 2
Joined
Jun 14, 2008
Messages
8
Oh and one more thing. I´m playing public games so I have different experience with this game. Don´t forget that gamestyle in public and Clan games could be different. Maybe we aren´t playing like professionals in Clan games but still we have our own strategies how to win.
 
Level 4
Joined
Feb 20, 2010
Messages
97
Again, I have never ever seen a Shadow Priestess with level even close to 50. Any Vampire knowing the risk and somehow allowed her to reach the level can only blame himself.

Casting banish is a problem, sometimes you have to and team mates can nuke, but good Vampire will just go E and solve his problem. You can't just wait for the Vampire to lose his healing and then cast it if there are usually two Vampires in arena, as only an idiot is attacking on his own.

I don't play publics often, but if I do slayers aren't usually reaching levels higher than 20. I don't like pubs as it's simply, no fun.

Regarding Nomad again, I never had any problems aiming Sandstorm. Cast it when Vampire is busy, and problem solved.

Both Shadow Priestess spells stop Vampire actions.

What you mean Gurdian can burn Builder? I am 100% sure he can't kill a builder :)
 
This map doesn't need any improvements. It's simply the best tag game ever made.
Well there is no map on this world that don't need improvements!
I checked it this morning and I have to say some good and bad things about it!

185870-albums3216-picture31869.jpg

185870-albums3216-picture31868.jpg


Vampirism Zero VZP v3.1
Created by Fanny.Shaver ; Uploaded by: happyde
Map size:
2.41 MB

185870-albums3216-picture31865.jpg


2nd - Triggers
3th - Gameplay

185870-albums3216-picture31866.jpg


1st - Terrain

185870-albums3216-picture31867.jpg




Idea:

We saw 2 many maps like this one, bad or good ones so there is nothing special about it!

Map description:

Well your map description is ok, but you should try to improve it even more (tables, boxes, resized and recolored text)!
Create Credit list at first place!
Add some screenshots or maybe even video!
Here check this one:
The importance of a Description [09 May 2009 17:41]ap0calypse
BB Code List: Click
Color List: Click
Map Description Templates
Need pictures for your map Description? - Come here!


Updated Vampirism Zero VZP version to 3.1
- Mastered anti-maphack test
- Pikeman's Lance Stab has been replaced with Ethereal Force
- Repaired Raven's Shadow Strike
- Few minor buff and tooltip fixes


As in every Vampirism map you control either a builder and protect yourself by building a base or a Vampire with your goal to kill anything that is alive. This is an ultimate Vampirism turning simple building and item buying into a constant constant battlefiend providing lot more than just buying items and watching things happening around.



What's different here to other Vampirism Zero maps:

-Rebalanced terrain, single attack spots are provided only at solo spots, two people spots or at weak three people spots.

-Only one lumber base with fair prices which provides balance by not having far too much wood.
-All tomes were moved to ultimate shop which disallows humans just to pump one hero in the beginning of the game (in other versions this is the easiest way of winning for humans, as with massive amount of wood hero is lot stronger than strongest defence).
-Added lots of items with various abilities to provide countless tactics for both humans and vampires.
-Opened gold arena during day and night for both humans and vampires.
-Provide soloing players with solo bonus of +40% damage.
-Gold Income Upgrade availible for Vampires.
-More than one hero class
-Vampires are provided with ultimate spells as soon as they reach 41 lvl.
-Vampires are provided with Vampire Reincarnation with 300 seconds cooldown.
-Voting system (-votefeed and -votekick)
-Proper trading system (-gg -gl)
-New, very useful party playing with -as command autosending all resources to target player
-Vampire minion has been replaced with Vanquished Builder
-Vanquished Builder is being reshuffled between players once his owner leaves the game


...


Ingame description / Custom GI:

Look good, lumber and food icon changed into nice ones to fit your map!
But you still miss some hints or help messages ingame!
Quest log is nice btw!

Multiboard can be edited a little more! (all that gold icons and empty spots are ugly :sad:)

About GI (Game interface) Simple undead UI is a little boring, why not to change it! With nice programs 5 images can take less than 0.5 MB!

Abilities descriptions are horrible!
I mean wtf with:

Ability name - Level 1

Description xxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxx

Level 1 - xxxxxxxxxxx
Level 10 - xxxxxxxxxxx


Should I write that ultimate don't even have level descriptions :sad:

Make something like:

Ability name - Level 1/10

Description xxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxx

Level 1 - xxxxxxxxxxx
Level 2 - xxxxxxxxxxx
... <- Really means ... not that you should write Level 3, Level 4 and so on!
Level 10 - xxxxxxxxxxx

Aoe: (number or /)
Type: (Instant, target, aoe etc)
Target: (enemy, area, player unit etc)
Cooldown: (number seconds or / for aura or passive ones*)


*some passive spells can have cooldown (maybe the best example Counter Helix, Axe hero, Dota (I hope that 50% of community know this one so I pick it for my example)

Here check this link, maybe will you learn some new stuff...
Polishing Your Game [24 May 2010 15:55]N1ghthawk

Terrain:

Terrain is good!
Because of this kind of map type!

Nice tiles on ground force me to give you 3/5 for this one :D

But still you miss:

-Special effect doodads to improve it even more (I saw only few, like blue and normal fire at some places :D)

-Cliff is horrible, please edit texture and replace grass cliff with it :D

Here are some links again:

Beginners F.A.Q To Terraining [22 May 2009 21:18]iPeez
Creating a Dungeon Entrance [07 Oct 2009 14:07]X-OMG-X
Creating Rivers with Rolling Shores [31 Dec 2006 21:56]1337D00D
Editing Cliff Skins [02 Jan 2009 20:17]Argus
How to Make Easy Waterfalls [10 Nov 2009 08:38]RoboHippo
How to make good looking lava in WE [03 Feb 2010 13:50]Piwlady
How to remove Blight's green clouds [26 Oct 2009 04:11]Stathisdjs
iPeez's Complete Terraing Tutorial v1.0 [18 Jan 2009 18:38]iPeez
Natural Environments [30 Aug 2008 21:42]~Void~
Pathing - Everything about it [01 Jan 2010 18:33]Dr. Boom
Playable Terrain: Islands [06 Sep 2008 08:41]Belgarath
Playable Terrain: Overgrown Forests [03 May 2008 01:27]Belgarath
Polishing Your Game [25 May 2010 00:55]N1ghthawk
Terrain Overgoes - a small guide [28 Sep 2009 04:33]Belgarath
Terrain: Advanced Lighting [13 Feb 2008 05:41]~Void~
Terrain: Forest Cliffs [06 May 2007 11:48]Jattenalle
Terraining - Path by the Sea [16 Feb 2008 02:23]Belgarath
Terraining Tut. - Forests [04 Dec 2006 03:52]HernanG
The Ultimate Beginners Terrain Tutorial [12 Jun 2007 13:31]HermanTheGibbon
Various Terraining Tips! [17 Sep 2009 21:59]Revolve

Well I attached links to few tut here on THW and to their Authors!
Some are easy some are for advanced users!

Some have little to do with terrain some much more!
Pls at least scroll down each one just to check pictures!

If you really want to learn how to terrain, check also other sites like
http://world-editor-tutorials.thehelper.net/
http://www.wc3c.net/
and others...

open maps, check terrain contest etc etc, check terrain board and people showcases, explore user albums, search Hive... You can always ask some user for help, join to Chat room sometimes (http://www.hiveworkshop.com/forums/apps.php?p=gochat)

:razz: 2 Much work to do right...


Triggers:

Map is protected but all spells worked fine so I guess that trigger are done good!

I will still attach links to GUI tutorials so maybe some new users can check:

2D Array Tutorial [10 Aug 2008 11:13]TriggerHappy
A Collection of GUI Systems > Basic to Advanced (Incomplete) [27 Aug 2008 19:36]Kwah
Advanced votekick tutorial just 6 triggers needed [06 Jan 2008 02:46]marcotjuhhhh
Aquiring Abilities with Items [09 Dec 2007 11:29]PiCkstix
Array Tutorial [13 May 2005 15:10]Draqz
Arrow Key Movement / Camera System [14 Nov 2007 22:32]OneEight7even
Basic Memory Leaks [03 Jan 2006 07:48]Ralle
Basic Triggering [03 Jan 2006 07:11]Ralle
Basics of a Cinematic [28 Aug 2006 09:02]Archian
Basics of a Dialog [06 Mar 2007 17:09]Orc_Tamer
Basics of Trigger Enhancing Spells [26 Nov 2006 07:53]Daelin
Basics of Triggers [03 Apr 2007 14:40]Archian
Buying abilitys [08 Aug 2007 14:55]Parrothead
Chapter 1 - Static shapes (GUI) [26 Nov 2006 08:16]Daelin
Chapter 2 - Dynamic Effects (GUI) [26 Nov 2006 08:05]Daelin
Coloured Names [26 Dec 2009 23:20]sPy
Complete and Concise GUI Tutorial [27 Dec 2008 16:56]Zypher
Complete GUI Trigger Index/List [20 Oct 2006 09:17]Knights
Create a sucessfull timer with window (reuploaded) [07 Sep 2008 09:05]Cheezeman
Create precise timing cinematic using real variable [22 Apr 2009 21:54]Septimus
Creating a First Person Camera [06 Aug 2008 06:58]Magamdy
Creating a Hero Pick System: The Easier Way. [30 Dec 2007 11:51]Shantari
Creating a Votekick System [07 Nov 2007 21:34]1)ark_NiTe
Creating Easy Multi-User Quests [15 Aug 2007 10:02]The_Big_S
Creating Enterable/Exitable Houses [25 Feb 2008 19:49]Tekal
Creating some basic abilities [22 Apr 2007 04:45]paskovich
Creep Respawn (GUI) [13 Apr 2008 16:05]SkriK
Difficulty System - The Easy Way [05 Jun 2009 16:39]hunalexnl
Dynamic Values Storage [25 Mar 2009 12:28]Kingz
Essentials Tutorial [22 Aug 2009 06:25]Deuterium
Exploration of Vertex Coloring [20 Jan 2007 11:45]chovynz
Flexible Arrow Key Movement System [23 Apr 2010 16:03]RazorbladeRay
Full Menus and Buttons Toturial [15 Apr 2008 05:57]xXCRIMINALXx
Game Caches [18 Mar 2006 06:18]Bob27
Gamespeed Keys [04 Oct 2007 14:22]Saitek009
GUI - Hero Click-Selection (Advanced) [04 Oct 2007 13:27]Fulla
Hashtables and MUI [26 Jun 2009 11:54]wyrmlord
Hero Defense Template [25 Jan 2008 23:02]vnakira
Hero Selection Systems [20 Aug 2007 06:33]Eleandor
Hero Selection Systems [23 Mar 2007 15:03]Tonks
How to begin in triggering, for the complete noob [24 Jan 2009 12:45]hawk_767
How to make a Chain spell (GUI Version) [13 Aug 2006 12:09]Daelin
How to make a Find that Person Quest. [11 Apr 2008 11:27]Dark Hunter1357
How to Make Buildable Gates [20 Apr 2008 16:48]Mashintao
How To Make Item Recipes [16 May 2007 09:29]Tooolbox
How to make Professions [14 Sep 2008 06:59]Airandius
How to make slow motion special effects [28 Nov 2007 15:27]nathanman
How to trigger Auto-cast (Arrow) Abilities [26 Apr 2010 14:05]Stonebludgeon
IDS (Infinite Number of Item Classes) [29 Mar 2010 06:59]-Kobas-
Introduction To Trigger-Enhancing Spells [27 Jul 2004 13:32]whitenights
Item-drop-system [06 Mar 2009 11:05]SlayerII
Leaderboards [10 Aug 2006 06:18]Archian
Lumber/Food Clock [25 Oct 2009 06:44]Arowanna92
Making a full TD [Reviewed: Ralle] [27 Jun 2008 12:51]Ostaph13
Making a Grenade Type Spell [14 Jul 2008 20:07]PrisonLove
Making a Maze [11 Feb 2009 11:40]DarkLordX
Making an Open Rpg [12 Jan 2006 01:43]Ralle
Making any Spell Autocasting [15 Mar 2006 13:49]Ralle
Making Elevators [25 Nov 2008 06:58]cool_is_i
Multi-Instancible GUI Spell Making [26 May 2007 11:56]wyrmlord
Multiboard Counter [30 Dec 2008 09:30]Squiggy
Multiboards [11 Apr 2006 04:41]Bob27
Multiple Creep Spawn System [12 Apr 2007 07:05]DoOs_101
Off-site Tutorials [14 Sep 2009 12:52]Pyritie
Point To Point Unit System [25 Jan 2009 22:59]rover2341
PSN Hero Selection [23 Nov 2007 06:52]Kieve
Quests [22 Feb 2006 23:15]Bob27
RDZ's Incredible Item Stacking System of Doom [05 Oct 2005 12:28]Rao Dao Zao
Reviving Heroes at a Changeable Region [23 Mar 2010 00:35]dOT145
Save/Load Compression [28 Aug 2008 08:02]Hoernchen
Simple Triggered Hero Artificial Intelligence in GUI [02 May 2007 03:38]DenZel94
Spells - Frequently Asked Questions (FAQ) [25 Jul 2004 13:27]The_Raven
Spells Importing Tutorial [26 Nov 2006 07:58]Daelin
Stacking Items [21 Dec 2007 11:36]DigitalDemon
Starting with GUI [21 Mar 2008 06:51]Lord_of_sausage
TaaZ's Item System [26 Jul 2005 21:08]TaaZ
The mysteries of the Spellbook [27 Apr 2007 13:36]Diablo-dk
Torch System [25 Jan 2009 15:27]Belgarath
Variables [03 Jan 2006 08:37]Ralle
[GUI] Efficient Arrays - Multiinstanceabilty for Timers, Custom Values, and more [27 Aug 2008 12:04]PurplePoot
[Reviewed: BlinkBoy] Understanding triggers and creating them. [20 Aug 2008 15:52]Zypher
Off Topic :D said:
I want to say that I posted only GUI tutorials that can be found on THW you can also visit many other sites like wc3c or the helper net etc etc...
Why GUI, well I know Jass a little, I can understand but I can't explain it, so I posted only stuff that I can help you with!
Also if someone see that some new tutorials are uploaded or maybe deleted tell me so I can fix list, thanks!


Memory Leaks:

--------------------------------------------------
------------ MAP IS PROTECTED ------------
--------------------------------------------------

How you used Import Manager:


--------------------------------------------------
------------ MAP IS PROTECTED ------------
--------------------------------------------------

How you used Object Editor:

--------------------------------------------------
------------ MAP IS PROTECTED ------------
--------------------------------------------------

How you used Sound Editor:

--------------------------------------------------
------------ MAP IS PROTECTED ------------
--------------------------------------------------

Gameplay:

Gameplay is nice and can be fun!
Large number of combinations and heroes, items, abilities make this one awesome team play game!

Still your map need:
  1. Game Modes
  2. More Events like:
    -Neutral forces summoned each 300 sec on some random place
    -Each x seconds random shit happen for Vamp and Hum like:
    • Rain with fog or something like that -> Reduce visibility for all
    • Earthquake -> Deal damage to buildings and slow units
      (can be whole map or some random place)
    • Hell Lord Blessing -> Vamp get bonus stats for some time etc etc
    • Power ups maybe

    This can be added as mode to turn it off and on at game start!
  3. Statues near Vamp starting place should be BUILDINGS, that way you will remove bothering hit point bar above them!
  4. More hints, how to play etc etc
  5. Change damage, armor icons etc

This map is nice and can be fun, but I don't like few things about it:
Terrain, Descriptions, GI! So I will rate it with 3/5 mark!
Also I will give rep to dude who uploaded this map because I like how he edited each hero (Both Vampire Slayer and Vampires) for team play! Also some spells look very nice!

And for the end my last words:

The Hive includes many talented Warcraft III modders of all skill levels among its users. New members (especially friendly ones) are always welcome. Take a look around and enjoy your stay, may it be long and productive!

Some good places to start include:
Searching the site using the above link always helps, you can learn a lot that way: just reading and learning is usually the best place to start, especially if one feels overwhelmed.

Likewise, the tutorials can really teach ALL of us a thing or two.
The chat room is cool: lots of people can answer questions there.

A few other tips that might help too:
-Always search first! Did I already mention THAT?
-When creating a new thread, make the title VERY specific: so the site's search engine (and we users) can easily understand just what the thread contains.
-Post your new threads in the proper forum: read the descriptions of each one so that you know what to post there.
-If all else fails, just send me a private message! I'll try to do whatever I can to help.

For new users:
If map isn't finished jet, use Map Development forum for that! You can make thread there upload your map so people can tell you what they think just like here! Also for any help with triggers or how to clean memory leaks post triggers and create threads here Triggers & Scripts! Btw if you need any help with WE we have World Editor Help Zone here on THW! And at the end if you need any resource from icons to loading screens check this out Requests!

I hope that my comment helps even a little so you can improve your map, if you want to know more, or just simple ask for something else I will try to help for sure!

Final mark:
185870-albums3216-picture31870.jpg

185870-albums3216-picture31876.jpg

 
Level 4
Joined
Feb 20, 2010
Messages
97
Map is protected for a clear reason. Once released without protection there would be hundreds of edited versions, with most (if not all) of them far below any decent level. Monuments used to be a buildings but for now it was discussed to make them units for Vampires, so they can Shadowrun into them to prevent Human controlled Vanquished Builder from praying. Neutral forces aren't a bad idea, as if bounties were triggered there were no gold/wood conflict, in the other hand, if any mob would have destroyed my lumber base as have spawned next to it or kill my builder I went mental. Playing Vampire is everyone's personal preference, basics are written in F9, rest is up for each player.
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Maps can be just as easily deprotected.
May I remind you that map stealers don't mind protected maps? In fact: they will prefer protected maps over unprotected, as it's more of a challenge.
Also, if you make the map unprotected and leave some clear signs that it is yours (anything would do: from keeping an early version on your PC to adding a secret file with the author's name on it in the map), you can always prove it is yours.

Stolen maps never get far nowadays, especially not if you've got an entire clan to back you up.
Protecting the map only disables others from learning, moderators from moderating and yourself for having to protect the map every time a new version is up.
 
Level 4
Joined
Feb 20, 2010
Messages
97
There is a massive difference between a skilled person who can steal map and an unskilled noob making just a next completely brainless edit. Vampirism scene is loaded with loads of such things, and that is why map is protected. Anyway, we're playing now, game hosted by ClanVZP.Bot - Vampirism Zero VZP #5
 
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