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Purpleshine 1.5

Join my discord channel for my maps at https://discord.gg/Y6yzmJuwrp to find people to play with.



Purpleshine

Purpleshine is a huge dungeon for 5 people that contains:
  • 10 bosses
  • some minibosses
  • Shops with items in different places in the map
  • 36 heroes in 3 categories - Strength, Agility, Intelligence
  • A riddle/secret dungeon
  • Some quests
You must work as a team to complete the dungeon! There could be:
3 dps, 1 healer and 1 tank!


StrengthAgilityIntelligence
Shadow LordDrunken MasterDark Image
ArbiterMarksmanBattle Priest
Bad DevilGem MasterEverburning
Tidal LordThiefFlaming Raven
AvengerFrost AssassinWarlock
Storm KnightSkeleton LordSpirit Mage
WishmasterLightbringerDeadhead
Ghost WarriorJokerNaga Enchantress
VrykulTime WarperRegulator
DragonkinPhantom BladeTreant Protector
GeneralGenieLightbinder
Stone OgreSpirit MasterStorm Caller

BossClassAbilitiesRequirments/Obstacles
1DaregyrDemonSleep, Curse, Critical StrikeFirst kill all creeps in the city
2Archmage SyniusMageFrost Attack, Arcane Banish, Arcane Bomb, Critical Strike, Nightmare(late)1. Get the key from boss 1 to unlock the village, then get the key for the city from General to unlock the city 2.Destroy the two power generators to disble the magic walls
3Tribe Chief BuzugWarriorFear, Bloodlust, Critical StrikeKill boss 2 to have access to him.
4RaridosGladiatorBash, Bloodlust, Critical Strike1. Get the talisman of illusion from boss 3 2. Use it to reach the lieutenant unnoticed and kill him 3. Kill the nether deceiver 4. Kill the gunshooter, the Old Fiendslayer, and the two horrors to unlock the gates 5. after killing the boss free the keymaker to unlock the gate for you
5Lady SurijaszSerpent QueenFrosst Attack, Frost Arrows, Mana Shield(late), Chain Lightning(with lightning rods), Critical Strike1.Kill the gatekeepers to unlock the gates that lead to the 3 power generators 2.destroy the power generators 3. activate the switch for the main gate
6AsyryxDragonFlamestrike, Critical StrikeGather liquid fire from fire elementals and use it to destroy the crystal prison and free the dragon
7MargaBattle MageFrost Attack, Entangling Roots, Summon Undead Mages, Critical StrikeKill Flesh Golem.
8SargerasWarlockWar Stomp, Slow, Critical StrikeAsk Jaina to teleport you to his dimention.
9Brasus DeathbringerDeeplord RevenantSummon Zombies,Frost Armor, Critical StrikeComplete the quest to protect the sorcerer while he disables the magic barrier.
10Kil JaedenDemonPermament Immolation, War Stomp, Inferno, Sleep, Critical StrikeWhen you kill boss 9 the gateway for Kill Jaeden will be activated. After you kill him deliver a proof to archmage to complete the map.

EasyNoCan be played by 2 players, but will take long time.
Normal+20% attack speed, +50% attack damageCan be played by 2 players with effort, but will take longer time.
Hard+50% hit point, +30% attack speed, +100% attack damagePlay 5 players!
Insane+100% hit point, +40% attack speed, +150% attack damage5 players will take longer time, with effort.

[TD]Difficulty[/TD][TD]Scale[/TD][TD]Comment[/TD]

Shop Name/TypeSells ItemsLocation(s)
MarketplaceRunes with unique benefits. Limited 1 per player.Starting area
Magic VaultBasic Items.Starting area, Dream Island
JewelerUpgradeable rings(10 levels only).Starting area, one per zone, Dream Island
TinkerItems with small and unique bonuses; 1-charge-only items.Starting area, one per zone, Dream Island/td]
BookshelfTomes with permanent upgrades.More than one per zone, Dream Island
Alchemy LabPotions bought with orbs of power, expensive items with unique bonuses.More than one per zone, Dream Island

NameWhat it doesAuthor
Damage Detection systemStops, increases or decreases damagelooking_for_help
Two bags systemAllows you to switch between two inventories at all times.fthyk
Unique Item SystemA hero cannot have more than one of item-type declred as unique.Unknown
Disabled the 'esc'button while cinematic is playingUnknown

Disable 'esc' button script.[/td]

Map-Specific Systems/Functions created by meWhat it does
Healer HelperIndicates when a hero is on low HP.
Hero Buy SystemManages how you buy a hero.
Unique Runes SystemAllows you to buy one rune and supports in throughout the whole game.
Levelling Normal AbilitiesIncreases the level of your non-hero abilities when your hero gains a level.
DifficultyProvides bonuses to the attributes of the enemy according to picked difficulty.
Ankh SystemRepresents lives. They can be lost or bought. When your hero dies he will be resurrected.
Ring Upgrades(Up to 10)Combining a ring with an upgrade, upgrades the ring.
Note : Some people ask how to level up. You only level up when you kill a boss.

Play time: ~2 hours

Protected: No

It is made for multiplayer, you can't play it single player without cheats.

Did you know?
I first began working on this map in september 2014, but greatly delayed progression. In late summer of 2015 I began hosting it for bugs. A player named Darkness who is also on the Hive wanted to co-work with me and so a few months later the terrain and gameplay became better, but he went away. Now, I upload it for all to see it. It's inspired by WarChasers and Sunken City.
Changelog:
Version 1.0 / 03.07.16
Version 1.1 / 18.07.16 Changelog
1.1a
1.1b
1.1c
1.1d
1.1e
version 1.2 / 26.07.16 Changelog
Version 1.3 / 20.08.16 Changelog

1.3a (Fixes based on Remixer's comment)
1.3b / 16.10.16 (see changelog)
1.4 / 29.10.16 Changelog
1.5 / 10.11.16 Changelog
Contents

Purpleshine 1.4 (Map)

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,954
Seems unfinished. The map has various typos and mistakes, including but not limited to false tooltips, missing descriptions, terraining errors, unpolished terrain and unit managing along with ridiculous "Hint" messages. These minor errors are nothing compared to the unbalance of the map and missing plot - the map has literally no balance - stacking armor is superior as can be and the enemies do not scale at all (they start with low damage and after first 10 minutes every single unit has around 100 attack damage (not that the damage mattered anyway, since your armor reduces all the basic attack damage by roughly 85%). By missing plot I mean that the game never really tells you what you are doing - sure you have missions but their motive and results are never revealed "kill some one" is not very good initiative for a quest.

Some of the game mechanics are also broken - you can summon through walls to access areas not meant to be accessed or access areas before you should be able to. Regardless of the flaws and bugs the game is somewhat enjoyable - kind of the feeling with Warchasers, but without the feel of danger or achievement - the map is way too easy and it gives no variation: every single fight is just an autoattack spam, since they scale unlike the spells. (Here I must remember and notify you that I played it solo - on easy). Getting 2 additional attack damage per primary attribute would not be a big problem if getting it was hard. However the map gives players way too much Orbs of Power (at least when playing solo). Maybe not when you are playing as a team, but if playing Solo is more superior it tells that team work is not required or it is so marginal (as a map's level) that something has been done wrong. Also, is it intended that Superior Naga Royal Myrmidons give the killer 300 Orbs of Power? That equals to 600 attack damage, which is... a lot. (Not to mention there is 3 of them) = 1800 attack damage. More than a spell.

Like I said the combat is very boring - it is just a meat-slaughter-slash-flash-smashing basic attack thing, there is not very many combat mechanics required - usually using smaller numbers is good (starting with 50 attack damage and 1000 hit points, why?). This also includes boss fights. They are pretty dull... they use no interesting abilities (they're more frustrating e.g. 2 second stun every 5 seconds?), also very big flaws e.g. Archmage Syniys "sent me to nightmare" (which was cool) but it failed as I got teleported back and he had disappeared (he tried to follow me and had left the arena via the teleport).

I'd recommend you checking out how the stats and items scale, maybe you could drop specifically Orb of Agility etc. to force specific heroes to take them, and if played solo, they would not be so over powered. Then again, gold is also broken - buying 50 damage (+25 attribute) for 2000 gold is pretty cheap. Also, why isn't the gain gold distributed? Healers and characters in minor damage roles won't get any gold, right?

Terrain is rather odd - it works but it makes no sense: why would you use Dungeon tileset if your maps theme is Elves? And bigger part of the map is Nagas and Fire, than dungeon. Makes no sense to me - and the other half is filled with houses? Different places on the map have no connection either - why is there a fiery place of destruction after a water calm naga temple? Which by the way comes after some bandits? It makes no sense! There is also huge amounts of floating rocks (the floating fountain was cool by the way) and misplaced bridges and ramps - I'd suggest you to fix all those errors.

Also, figure out to fix the game mechanics like the summoning - and also the false vision. (E.g. you can see the Goblin Libraries from behind walls and purchase items. Also fix the bug that Bookshelves are not visible after you leave the place - makes it look stupid when they just appear out of nowhere.

You should check the ability tooltips and pretty much everything for mistakes for example the Spirit Master has false tool tip on his Chain Lightning (wrong damage on the learn tool tip) and also, his Bloodlust ability swaps from spot (0,2) to (2,2) when you enable autocast. Also, I never really understood why his name is Spirit Master? The only reason is the wolves? Really? Most annoying part I think is the fact that you can cast his Bloodlust on enemies >,<' Why on earth? Same thing occurs with the "Liquid Fire", what happens if you toss a few bottles on the creeps? You get stuck? Forever?

I never finished the map since it got bugged - the part where I was supposed to protect the Elven Priest while he drained the generators mana. I just killed the generator and the loop never ended around 200 skeletons kept spawning and nothing happened - I gave up.



Well I guess that is enough of flaws and stuff for now. I think you got the point - there is a lot of things to fix.


Now it has some good sides as well.
I like the fact that there is a lot I mean A LOT of heroes you can choose from, but try to make each of them interesting in their own way. The descriptions are also very clear and simple but they could be more accurate and informative e.g. include the cooldown of the spell (before you learn them).

Another really nice thing is the fact that you made the Orbs of Power - really good idea I think, just scales insanely (too overpowered). The fact that you get level only from Bosses is also nice in my opinion, however I thought the map was bugged before the first boss, maybe add a message about it somewhere.

The item upgrading part is also sweet, though really simple and not balanced - getting 10 hp per second is very op at start.

I like that the enemies have different variations (names) but it's sadly only names and +-2 damage. Why not make them more unique? It kinda lacked in the map - it was really dull to kill 200 "Murloc Reavers" at one point, nothing else but them.

For now I'd expect you to keep working on the map and polish the things I mention - and more. I only played with one hero, and I expect the others have similar issues as well.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
-vrykul's bash says it does 300 damage at level one but in the level up description it says 150 damage for level 1
-allies can't be waken from the sleep spell because they cannot be attacked
-frozen orb gives a buff called tornado
-skeletal mages are too weak compared to other units before them
-if the player presses ESC during the riddle question of the ghost, how can the player read the riddle again?
-make tomes to have 0 cooldown
-prisoners give more gold than lieutenants and they're so much weaker; the latter don't even at least give orbs
-disease is devastating... it even kills the heroes, not leave them with 1 HP like in Warcraft; for strength heroes it's not such a big deal but for agility and intelligence based ones, it's damage spree
-the door was already opened; the keymaster just disappears at the entrance; it would've been nice to have to protect him while opening the door or on the way to it
-the circles of power near the naga and the resurrection stone do not teleport both ways
-some murlocs might not be able to be reached by melee heroes
-there's a bug with the orbs; after 65 or so I could just press ESC and choose innumerable attributes; somehow player 1 got 300 and something orbs (lumber) and can use them; somehow they became 500 and something either when killing an enemy or when player two picked one orb up
-player two has just had the number from 65 or so increased to 80 and so orbs by just one click of an attribute point; the problem is that it's just a text glitch while the above mentioned bug is real; player two started having the same problem after a while
-lady snakeshername can be killed with magic without destroying any generators, at least until she puts the mana shield on
-liquid fire works even on the dragon
-orbs are too powerful in that two players become very strong quite fast; plus tomes
-shops don't change items; they're the same as in the beginning
-somehow player 1 got 25/1 runes/food
-make hotkeys for items/tomes
-arcane sanctum has a unit, a skeleton with missing tooltip
-what's the point of being able to return as a nether dragon at an infinite rate until the portal closes?
-scrolling in the portal with voidwalkers zone makes the camera go to show the ground; it cannot be put back up unless the dragon dies
-after the portal's energy is 0%, players can summon for free nether dragons from Jaina to help them
-demonic rune has a 1 but it is not consumable
-the blood elf sorcerer damages the generator but the players can also? The magic barrier does not disappear if the heroes destroy the generator; the skeletons still spawn through the red runes, however
-it kind of started going in frames at this point of the level
-the heroes can pass through the fire in a place
-it seems 216 agility isn't enough to get to very fast attack
-Kil'Jaeden appears and disappears in his own cinematic scene
-many parts of the terrain especially towards the end look unpolished

3/5. It could use more gameplay variation.
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  • The Burning Prison Coral immolate the other fellow naga units. Write "iseedeadpeople" to see this from the start of the map.
  • You've destroyed/changed the lava zone where the dragon and elementals were... It looked better before.
  • There are some neutral bandits somewhere in the zone where Marga is that attack enemy bandits and patrol.
  • You've changed the blight zone into a city and modified the naga one to look better.
  • I guess the quest with the voidwalkers was changed too.
  • The place where Kil'jaeden is looks kind of bland. I get it that it needs to be wide to let the heroes have space but at least some varied tiles?
I guess, overall, better changes.
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,954
Check deepstrasz's comment.

I played it again for a while and the orb of power system seems more balanced now. A few things still: some of your triggers/actions seem unnecessary. For example, there is no need to kill a destructible at time 0.00, when you can just set its health to 0 in the editor.

Also, a few location triggers seem to leak, might want to check them, I don't bother since they are not so "major" in this map.

I tried a couple of other heroes as well but did not succeed at all - every time I got raped so hard, so it seems only certain heroes work, such as the Spirit Master I played with first time.

I also figured out why, his level 1 summons have 900 hit points and higher damage than the heroes themselves, making it practically the hero + 4 other heroes. You need to check such balance issues out. In addition, try to make the ability descriptions more informative and similar to each other. For example, the Spirit Master hero has 2 abilities with format:

"This reads: throws a rock there and deals damage, stunning the unit for a year.
Level 1 - Information
Level 2 - Information
Level 3 - Information"

But then he has abilities with only this:
"This reads: throws a rock there and deals damage, stunning the unit for a year."
And it's not very pleasing to my eyes as certain descriptions differ from the others. Also, the map seemed a bit laggy to load, any idea why? I recall it would have loaded smoother before, did you edit/add some heavy trigger or effects?
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,954
I feel like more people should play this, I already gave my insights on the balance and it definitely it's a lot harder than it was before. A few words still - the level 1 summons seem pretty strong still, for example the Raven has a lot more hit points than the hero itself, even though the Raven is also ranged unit. It being ranged, it allows you to walk next to the Bandit's jails, and attack them through the gate (the triggering does not take it into account (the gate won't open until hero approaches), might want to fix this). Also, make sure none of the extra units you get costs food, since it bugs up the Rune Boost calculator - for example Raven does cost food, making it impossible to get the rune upgrade.

I'll approve the map, I'd require companion to play with to get a full in-depth review, but I think other people will give you that.
 
Level 7
Joined
Dec 19, 2014
Messages
300
I tested the map now, very good units and models, nice items, good abiities. Terrain is ok, some places look alright, some are a bit poor. But it's ok. There could be some more traps and riddles. The boss fights and gameplay is nice, it is similar to my own map. You get now 3.5/5
 
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