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Labyrinth of Slyness v.1.4

Labyrinth of Slyness

Description

One king has decided to clear his kingdom from all the representatives of all the unworthy professions. Such as assassins, thieves and etc.
And immediately started to drive them out. Decapitating seemed the best way for driving out.
There was a great progress; by the time being there was only one "unworthy" guild left. They also had to be decapitated, still, due to his only son's birthday, king decided to create an entertaining game.
Rules are simple: find 6 treasures in a gloomy underground ruins, kill your colleagues and buy a ticket for your freedom. Of course, only few could return alive from this game. It's more entertaining that way!



Gameplay


The underground consists of game arena and safe zone. You will respawn in safe zone; you can also buy a ticket for freedom and something else there.
Most of the game you'll spend fighting at the arena.

You have a ninja to begin with. Ninja (Treasure hunter) has a lot of various abilities and 2 starting treasures. You can spend treasures, still it's better not wasting them. Because each treasure is your right to respawn; you will lose if you die with 0 treasures left. You can find additional treasures at the arena or by killing enemies. When you have 6 treasures and enough frags (1 per 2 players in game), you can buy a ticket that gives you freedom and victory.
If there's less than 6 treasures available at the arena, than it's defeat for everyone.

You can also type "-dm" to activate deathmatch mode. Set alliances before game started to have a team matches! Many abilities do not affect your allies.


Character


A lot of various abilities? What exactly?

Abilities, which have 3 levels of mastery: master, advanced and basic. Level is chosen at the beginning of the game. You can choose 3 out of 4, 1 master, 1 advanced, 1 basic.

1) Attack
Character attacks the enemy before him.
Basic: fast dagger attack, deals not very much damage though.
Advanced: medium-speed katana attack, deals medium damage and range is slightly better.
Master: lightning-speed rushing attack. After hero stops movement, enemies find out the fact that they're severely wounded.

Basic and advanced level attacks require no mana and cooldown is fast, so it would be wise to use them in a fast close-range skirmish. Master-level attack is ultimately strong and should be used wisely.


2) Ranged attack

Throws shuriken towards the target location.
Basic: one shuriken
Advanced: 3 shurikens
Master: a deadly barrage of shurikens


Basic level is not very useful; though you might finish somebody with it. Advanced - deals quite a damage.
Master - an inaccurate enemy would be an easy frag with this ability.


3) Spike-throwing ("Dragon Teeth")
not the best translation, I guess... :confused:

Throws a handful of sharp spikes at the target area. Has a decent slowing effect.
Basic: not many spikes, some slowing effect.
Advanced: even more slowing, deals some damage.
Master: wide area, slows greatly, mincemeat machine effect. Causes some lags. =\

Useful in narrow corridors. Advanced and basic levels can be good for pursuit/pursuit breaking. Master level can be thrown in the source of battle. Profit!

Oh, also, don't try throwing under your feet - every unit is affected with this ability.


4) Hook

Throws a chained hook towards target location. Drags struck enemy unit to you. Deals some damage.
Basic: medium range, small damage, medium speed.
Advanced: faster, longer, stronger!
Master: faster, longer, stronger, penetrates a group of enemies!

Can drag back a blink-escaper. Bounces from walls, so master-level can bring you a bunch of half-dead enemies in the corridor (impact deals enough damage to make them half-dead). So it would be nice to meet them with a freezing trap; even if it damages you, enemies should be dead. Combo!

Also, shurikens and chains are flying in 3d.


5) Illuminating crystal
Turns on/off an illuminating crystal.

Underground ruins are kinda dark, you know? Also helps you to detect traps. But enemy players can see you well with such a device activated. Use it or not - it's for you to decide.


6) Blink
Blinks to the target location with some flashy effect and marks on the ground.

Simple escape tool. Also your hero moves through arena very fast with using this ability. Can be used for a basic combat means - blink closer and land a powerful attack.


7) Surprise blink
Blink is slightly slower, costs more mana and leaves a nice surprise behind (chosen at the beginning):
- Simple bomb surprise (kaboom!)
- Fragmentation surprise (random-fragmentation kaboom!)
- Poisonous surprise (kaboom with a nice aromatherapy effect)

Cool, huh? Such an escape tool can grant you an easy kill. Just make sure to "escape" before enemy realizes what's going on.


8) Grenade
3 types of grenades (chosen at the beginning):
- Smoke grenade (turns invisible everyone covered with cloud)
- Paralyzing grenade (slows and forbids from using skills for a while)
- Converting grenade (drains mana from affected units and turns all affected traps to your control).

Smoke grenade can cause a nice chaos in the middle of battle. Invisible units can be hit as usual, they just can't be seen.
Paralyzing grenade gives you a great advantage if used wisely.
Converting grenade might really surprise your enemies. Especially the trap-creator. Not AI, of course. =)


9) Disarm traps
Traps are very dangerous. So we have to disarm them! Any trap in the target location will be removed.

Can also disarm your own trap. Disarming a trap will show a game-message to trap owner, do not forget it.




You have to select 4 traps to begin with. Trapping-combos are the main point of this game. You can spend 1-2 treasures to purchase an additional slot for trap. You place trap at the target point, after some time it becomes active. Enemy that comes close to your trap will trigger it. Oh, and explosion can affect you too, so be sure to not kill yourself.

First 4 traps are of the "tactic-type", so they do not deal damage directly. They displayed as a "black" rune which is hard to be seen in the darkness.

1) Knockbacking trap
Knockbacks all affected units. Activates faster, so can be used to stop a pursuit.


2) Magnetic trap
Reacts from wider area and sucks all affected units into its epicenter. Can be used to trigger another traps, making it a deadly combo.


3) Teleporting trap
You can place only 2 traps of that type. Immediately teleports triggering unit at the location of another teleporting trap. Can be used to teleport enemy in 3 or 4 another direct-type traps, making it a painful instant death.


4) Exhausting trap
Such trap requires some strategy. It decreases movement speed of affected units, drains all mana and stops mana regeneration for a while.



Direct-type traps. Are used to kill enemies. Displayed as a glowing red rune, which can be seen even in the darkness.


5) Fragmentation trap
Works just like fragmentation bomb - releases a lot of damaging fragments to the random directions. Enemy standing close can be literally "torn apart" with a single explosion (though it's random!). So it's best to combine it with a teleporting trap.


6) Gas trap
Works just like poison surprise. But has a much stronger effect and can kill enemies.


7) Fire trap
As usual, a great fiery KABOOM! Deals instant damage, burns and leaves a burning fire at the epicenter. Combine with magnetic trap and...profit!


8) Ice trap
Requires some tactic. Or can be placed to empower combo-trap. Deals some instant damage, has some frost effect (dps and slows), freezes depending of how close to the epicenter affected unit is.


9) Electric trap
Has a more random and wide effect. All randoms is in the same proportion.
Random-sized explosion, deals random damage, and charge can jump to an unaffected unit standing close to an affected one and deal lesser random damage.

Guess that's all! Tnx to hive modellers.
Most work was done by me, Cera Ralaz helped a lot with ideas, testing (terrain :p).
Map is protected. AI available, 3 levels of skill (skill!).

+Improved skill description, tips added.
Update: fixed untranslated "Treasure" description, improved map description a little.

Keywords:
Labyrinth, Slyness, Ninja, Treasure, Hunter, Traps, Sly, Cunning, Mines, Assassin, Deathmatch
Contents

Labyrinth of Slyness v.1.4 (Map)

Reviews
23:00, 27th Mar 2010 ap0calypse: approved
Level 18
Joined
Feb 28, 2009
Messages
1,970
It`s a really nice and original map. The terrain is really good, the traps works well, the effects are really nice. The only bad thing is that the gold giving item hasn`t got it`s name and description in English.
Otherwise the map has good gameplay with really big fun factor.

3/5 and vote for approval.
 
Level 4
Joined
May 1, 2008
Messages
80
seems nice =D, i will test it soon.

Edit : Wow ! Your terrain is really darky ! wearing a globe of light make you a perfect target for other :p

+ Good terrain
+ Many spells with working hotkeys
+ Nice trap

~ You should add "extra lives (2 or 3)" that allow the player to resurect when he have 0 gold.
~ Trap are really deadly, it's frustrating to be killed by a trap. You should Decrease trap dmg to make them only usefull in combo or in support.
~ Fight are really fast ! i never had enough time to use a grenade

- Your arena is too big ! i spend 3/4 of the game time walking in corridors and blinking and disarming traps

4/5, one of my favorite map now.

Edit 2 : One Piece RulezZ ! =D
 
Last edited:
Level 2
Joined
Feb 22, 2010
Messages
14
On the mini-map, you should remove those colored circles (if possible) so that players will be harder to locate and chance of assassinating, my opinion.

4/5 Approval.
 
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