• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Warchasers II Beta v1.11a

  • Like
Reactions: Lew
Yes! We are finally in Beta!

Massive thanks to everyone that helped me come up with ideas for this map, you have been a great help one and all!

Difficulty Modes Available
-Easy
-Normal
-Hard
-Extreme (New!)

Check quests for credits and other interesting tidbits about the game.

Please watch for updates in the near future, We're not done yet!

-Recent updates-

Added a new healer hero! Griever, the Cultist is a dark and powerful healer who's spells take a toll on their targets even if they're your allies!

Extreme mode has been finally enabled, and with it, I have also added new enemies and increased the destructive power of the Dark Generators.

Fixed a glaring bug with wildvines, the debug text will no longer appear when Arudal is attacked.

The Tank/Healer Arudal has had a skill change, Overgrowth, an AoE damage spell has been replaced with Wildvines, an evasion type passive skill.

Added a new hero, Zarek the Forgotten Avatar, a mighty hero based on the story of Gilgamesh the God King.

Fixed a major glitch with the new secret agility hero

Potions of Recovery now restore 100 mana.

Keywords:
Warchasers
Contents

Warchasers II Beta v1.11a (Map)

Reviews
12:20, 11th Jul 2009 Linaze: hvo-busterkomo suggested this map for approval, I took a quick look to confirm his review, and yeah, the map is good enough, even though there is room for improvement.

Moderator

M

Moderator

12:20, 11th Jul 2009
Linaze: hvo-busterkomo suggested this map for approval, I took a quick look to confirm his review, and yeah, the map is good enough, even though there is room for improvement.
 
Level 2
Joined
Dec 26, 2008
Messages
12
Very nice, but the soling value isn't very playable (without cheating XP ) even when using the easy setting the fighting is difficult to manage numbers and regeneration times are horrid. Why do some fo the mage calsses have their mana regen set to .01?

I personally don't believe in level capping. Some of the puzzles weren't quite puzzles, maybe a 'hint' trigger isn't tripping, but the foot buttons puzzle does not make any since and has no available ques as to how to solve it.

I would rate it 3/4 However, its open to public modification, not a locked map, so that earns you an extra point! Opensorce is the best, 4/5 looks good but has room for improvement.

The editior is very well organized, all of the main heros are under one race, makes it really easy to add personal tweeks, and the Trigger tables are manageable.

PS, the special hero is cool, but the "Mind control" ability needs a longer range, I often have about 1/3 of the little guys wasted.
 
Level 3
Joined
Jan 14, 2009
Messages
54
hmmmm so a sequel to warchasers? well hopefuly you will add lots of uniqe heros to this one unlike the other warchasers that just has run of the mill heros in it
 
Level 17
Joined
Jun 17, 2007
Messages
1,433
Warchasers II is map that strives to be fill the role of a sequel to Blizzard's original WC.

The terrain was average, and really felt like a continuation of Warchasers. However, that's not necessarily a good thing. Custom models weren't really necessary, as all they did was increase the size of the map. It would have been much easier to gather players if the size was lower. The leaderboard wasn't quite strange. While it kept score perfectly, I never truly understood what 'points' were. After taking a look through the Quests, I remained puzzled.

The gameplay saw many improvements over the original Warchasers. First of all, the frustrating camera angle is no longer present. The amount of players felt perfect for this dungeon crawling map. The use of custom abilities was done decently. The main problem I have is items, because it seemed the tomes of intelligence spawned significantly more than any other type. I actually had to re-play the map to verify this. I was playing a strength based hero, one who didn't have much of a need for intelligence. If I'd been playing solo, it would have rendered the tomes useless.

Rating: 2.8

Recommended for approval.
 
Level 3
Joined
Sep 11, 2004
Messages
63
So I am de-lurking again to comment on this one ;)

This is an overall good map, but the classes seem to be pretty imba,we(2 players) tried several combos but didn't make it to the fountain in easy difficulty..later we tried the ol' good agility melee(Blademaster so most EHP healed from spells..)+healer(The priest thingy) and it worked out.

The spells seem to be standard melee spells with modified special effects, so all mage-alike will be unable to kill or stay alive because monsters become much more beefy in late areas..

There ain't any good items to buy from shops,the aura/evasion items are way too expensive and worthless.For example 10% bonus to attack from that drum doesn't make a difference to a hero's damage output,probably a claw+6 has better damage boost than that overpriced junk.The only useful items are the tomes,but the cooldown is too long..

*Some spoilers*
The final boss is a bit hard and annoying,it has way too much HP and it constantly spawns minions,there is no way to make it stop spawning new minions,unlike the huts or whatever you encountered in WarChaser-like maps,so we ended up running in circle kiting the minions and used ultimate to clear them periodically,with over 3k HP and all boss-dropped items on Blademaster,it took about 10 mins to finish the kiting..

*Possible bug*
The druid's healing spirit doesn't seem to do anything except consumes 75 mana..
 
Level 6
Joined
Aug 29, 2007
Messages
41
Thank you for the reviews, I appreciate critisism for my work.

This map is designed for four players, It's almost impossible to play without a full party, I will be working on a way to fix this very soon.

Some of the problems you mentioned, ACDS2 are mostly due to the fact that you only had two players, making it twice as hard as it normally is.

The druid's healing spirit summons tiny wisps that cast a modified "heal" the amount of spirits summoned is increased with levels.
 
Level 5
Joined
Sep 22, 2008
Messages
37
Overall this is a good map. There are just a few things i find strange/anoying/bad:

- Some of the custom models is kinda useless in my opinion, like the Healer. Why couldn't you just use a regular Priest model or something, that would save some kilobytes.

- I think the map were getting boring after playing throught half the map. The only thing you do is to enter a room, slay all creeps inside, pick up the items and then go to the next room. Sometimes there was a boss or a minigame or whatever you wanna call it but I think they where to easy as well ^^ I would rather see some unique bosses that gives you more resistance. A tip could be to have some inspiration from one of the zelda games :D

- Some items is kinda useless and far too expensive! Some items where fine but you really need to work on the items you buy and the items the creeps drops.

- I think the map was far too easy on hard. Me and my friends beated it on the first try on hard. We expected more resistance. PLz fix the extreme mode for us :D
 
Level 3
Joined
Dec 23, 2008
Messages
23
The map is good and there is a nice synergy between the heroes, naturally some comboes will always work better than others. You usually do better if you have a hero with some tanking capability and a hero with some healing capability, but other than that you are pretty free to pick the hero you prefer, if playing the map with a 4 player group. I haven't played it all the way through with all heroes in multi-player mode, but I did play all heroes in single-played mode, just modified the map by adding a few power-up tomes in the start to be able to beat the map.

I do have a bit of nitpicks, hopefully you'll take this as the constructive criticism that it is.

- The psychic has a wonky short-cut key. The C key, which is supposed to activate Psionic Blastwave instead activates Kinesis. Couldn't find any shortcut key for Psionic Blastwave.

- Use the same formatting for different abilities. In some abilities you have the shortcut key noted after the ability in brackets, like this:

Innate Ability - Kinesis [X]

Other have standard WC3 formatting, where the shortcut key is denoted by having a single letter made yellow, like this:

Mind Virus - [Level 1]

I would suggest that you change it to use the same formatting across the board.

- While it is always good to include a few puzzles, I gotta admit that I got really tired of the maze that acts as a second half of unlocking a door in one part of the dungeon. The areas that you can walk in without getting ported back don't seem to be precisely the areas marked by the terrain, so you kinda need to "know" the course to walk it without getting ported. It hurts replayability when you need to do that course every time you want to play the map again.

The puzzle with the four activatable squares is another example, it doesn't have any appearant system to it. I even experienced when playing solo with the Hellios hero that it gave some message: "Your powers do no align with...". I couldn't get any further, tried the squares 5-6 times in random order and never managed to get past it. Had to quit in the end.

- In the beginning there seems to be a theme to most monster packs (like the wasps or the undead packs), just like there was in the original battlechasers, but later on you seem to skip the themes and the monster packs are mostly just seemingly random monsters piled together. It would be really nice if you could keep to a theme throughout the map. There is not really any system or sense in the monsters later on, it just seems like a random bunch of monsters that you have already used that get put in together.

- It doesn't seem like all heroes are even in regards to power level. I played all of them, and found some of them to be a bit lacking in regards to relative power, both solo and in group. The voodoo hero seems a bit lacking in regards to power, he seems to loose out in debuffing capacity to a hero like the necromancer, and his offensive "omph" seems to be quite lower than the other heroes too. The assassin also seems a bit weak, the poison is really weak and cumbersome to use. Even if you target every mob and poison them one at the time (which means tons of microing), it still causes far less damage than other damage abilities.

Some of the heroes are also a little bit wonky in regards to theme. The base heroes are actually really good, I liked the theme and feel of all of the base heroes, but the secret heroes seem peculiar. The psychic doesn't really "feel" like a psychic, it feels like just another mage hero, only power it has that feels psychic is the mind-control thing. The Gilgamesh hero is also a bit wonky, I like the chieftain and blade berserker heroes a lot more, it just doesn't seem like the Gilgamesh hero has much sense to his powers. A melee hero with some form of chain lightning?

- Bit more fountains would be great. I hate when you have to just.. leave your computer for 5 minutes because you need to fight a boss, and you need max health / mana before you go. Avoid these long breaks, it won't ruin the gameplay to have more fountains in-game.

Anyways, I loved the map, many good ideas in it and some heroes I really liked. Thats why I have so many things to comment on, because I played it so relatively many times :)

I loved the Hellios hero in particular, but also the Templar and Elemental Caster heroes are on my top list. I give this map a 4/5 grade.
 
Level 3
Joined
Dec 23, 2008
Messages
23
Oh, and there is a minor bug with Arudal. If you summon his tree and take a portal while the tree is still active, then Arudal will become "grounded" once he arrives in the other end, as if he was a building. It usually goes away after a while, but its quite a while it takes (bit annoying when you take the portal to a bossfight).
 
Level 2
Joined
Feb 5, 2010
Messages
18
Love this map! It has HUGE difference from original warchasers! And love your heroes and difficulty level system. Also spells are pretty cool...i bet i took pretty much time to make this one
 
Level 6
Joined
Jan 13, 2013
Messages
129
Pretty fun game, 4 mages on hard mode made the game pretty easy. Strange difficulty spike for the final boss but still not that much of a threat. I'd give it a 3.5 if I could but I'll just throw a 4 on instead.
 
Level 2
Joined
Apr 21, 2014
Messages
4
Fun map finished on extreme with some others but one point is that the end cinematic was a bit annoying as 3 of the 4 heroes died during it. We had ankhs but should make everything freeze when it goes on
 

Lew

Lew

Level 2
Joined
Oct 21, 2023
Messages
4
I played it with my brother in Medium difficulty. it was tough, but we managed to beat it first try. Its fun and the heroes are ok.
I think that the creep placement could be better, sometimes you are in an advanced area and still finding lvl 1 monsters.

Fun!
8/10
 
Top