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Dungeon Heroes v2.0

Dungeon Heroes is a 1-4 player dungeon crawler, inspired by the classic map WarChasers (by Blizzard). Choose one of 8 heroes to play through a long and dangerous quest to destroy the evil Baron Warholm whom plagues the lands.

Made By Creative.S
([email protected])

-One of my first, to be proud of, map projects I've single handedly created over the last couple of years. Using no imported materials at all to keep it as 'original' as possible. Hope people who enjoyed playing WarChasers, enjoys this map as well.

Please do not edit this map without my permission. Have any questions, or wish to report bugs or glitches; PM me, or contact by E-mail:

[email protected]

Thank you:)


*Uploaded newest verson of the map, fixing the earlyer problem with the Blue Dragon Turtle not aggroing correctly, and other small bugs.
Also added some new items for shops, much cleaner menu of whats in stock.
Added one more hidden Crate.
New super ability for the Beastmaster, Feral Spirit.

*Tweaked the difficulty towards the end, and fixed Baron's spawning behaviour. Should make things bit more challenging.

*Reduced general stats gained by heroes to avoid over powered heroes.
Added 2 earnable titles unlocked by destroying crates. Titles are required to purchase certain items.
More general balancing with difficulty.


This should be the final verson for now, untill the hero expantion, Unless major bugs appears. So please if you experience any bugs or glitches, let me know, and I will get right on fixing it:)

Thanks for playing:)

Keywords:
Dungeon, Hero, Heroes, Multiplayer, Warchasers, Creative.S, Map, Crawler, Dungeon Crawler, Baron, Warholm, Heat Lotion.
Contents

Dungeon Heroes v2.0 (Map)

Reviews
Vengeancekael - [Contact] Date: 2012/Jun/15 21:46:55 Reasons: Other: Missing custom preview image: To add a preview image, resize the image to 256x256 or 128x128 using gimp and save it as .tga. Import the image and change its path to...

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Vengeancekael - [Contact]
Date: 2012/Jun/15 21:46:55

Reasons:

Other:
Missing custom preview image: To add a preview image, resize the image to 256x256 or 128x128 using gimp and save it as .tga. Import the image and change its path to 'war3mapPreview.tga'.


Comment: [Approved]
While not exactly featuring anything new, it still does feel nostalgic and can be fun to play.

Resource Moderation - Rules
 
Level 4
Joined
Nov 14, 2005
Messages
64
Like you said, it's like the WarChasers map.

I liked the terrain and not-so crowded places.

Couldn't get to finish the map because I got stucked at the ''Ruined Stone Door'' (A hint says you need the Ruined Stone Key to open the gate). I guess the giant dragon turtle inside the cave drops it, but I can't reach it nor it will come attack me because it's a bit too far from range.
 
Level 4
Joined
Dec 15, 2007
Messages
96
That is correct. The Blue Dragon Turtle does drop the key, and I see now that I have by mistake set its Target Acquisition Range to Camp:(200).

Most of the heroes has one ranged ability which can be used to pull the turtle out from its cave, but I did not think about the paladin and the blademaster. I will get this fixed ASAP. Many thanks for commenting this so that I can get this fixed!

*Blue Dragon Turtle is fixed, and should now attack all heroes properly.

Thanks alot for playing, and I'm so sorry you had to experience this bug.
 
Last edited:
Level 3
Joined
Jan 9, 2008
Messages
35
This map is a great find! Brilliant choice to just use the Blizzard-made models that come with the editor, and great work with striking the balance between having a simple terrain, but awesomely detailed and never boring. The themes of each new region you get to is so thoroughly made, and it genuinely feels like that the further you delve into the map, the more ideas come at you. Or, to put it another way, the amount of ideas and detail each region and theme has, would be enough for an entire map with the same.

You definitively get rewarded for playing with other persons in this map, but it's still quite fun to do alone! It has difficulties design to scale along with how many players there are, and there's even puzzles at one part of the map. A certain one of these you'd think you would need two persons to get by, but it's quite doable by several means, it turns out. I don't doubt this is intention design at all, though!

I do love all the randomly generated drop-items and variety of enemies, and how the difficulty-curve builds up the farther you progress, as it should! And the secret areas, all the details found outside the main-game's path, and never feeling like – to me, at least! - you're stuck somewhere, or don't get what you should do next. Argh, there's so many great bits in this map that I've yet to mention, but I don't want to spoil all of it!

Great fun, awesome terrain and detail! Fun map, def'ntly worth checking out.

5/5!
 
Level 3
Joined
Nov 20, 2008
Messages
66
You did a good job in making an old school, enjoyable dungeon crawler. Here are some advices that you might want to consider to solve some issues and to balance out characters:

Heroes:
- Panda’s healing wave seems to heal enemies as well as allies.

- Paladin’s holy light is close to useless throughout the whole dungeon. I suggest you make it 100 hp at level 1 and add at least 100 hp per level instead of 50.

- All dungeon crawlers require a proper healer. Perhaps adding a priest with some offensive/support spells could be a nice addition to the map and would make your map more enjoyable, so that players won’t have to go back and forth to healing stones all the time.

- Another good idea would be to add a backpack for each hero. Stopping to go back and sell the garbage items really takes away the momentum.

Map:

- I haven’t found any glitch or bug so far. The only suggestion I might make is to add one, maybe two healing stones in the early part of the map. One good spot could be the first shop, possibly close to the second resurrection stone. You really have to go a long way before seeing the second healing stone.

- I don’t understand why you can’t resurrect at the stone unless all players are dead.

Creeps:
- I like the job you did in putting diversified groups of creeps throughout the different areas of the map. The only remark I could make is that undead groups are REALLY powerful, you might want to tune them down a bit, possibly reducing the dps done by venom.

I am still playing the map with a friend. I’ll update this comment once we are done.
This said I’ll give you a provisional 4/5, that could easily become 5/5 in future versions.
 
Level 4
Joined
Dec 15, 2007
Messages
96
Thank you for the feedback Kiamarti, it's always great to hear from people playing the map, and these are great points I will take a better look into, and get to fixing.

-I have been trying to experiment with the panda's Healing Spray ability, but had no success in having it heal friendly targets only.

-Paladin's Holy Light will have his healing amount increased the next verson.

-More heroes will come the next verson aswell, and there will be a proper healing hero coming, aswell as a proper tank.

-Packing mules will also be available for hire.

The whole idea of the resurrection stone is to give heroes a second chance, instead of a "Game Over", but it's understandable how it can be inconvenient. I might make some changes to the trigger after some more experimenting with it.

Thanks again:)
 
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