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Plague 1 : The East V2.5a6

Plague 1 : The East

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PLAGUE 1: THE EAST

SUMMARY :


Plague 1 : The East is a dark fantasy world driven PvE survival/kingdom defense map where you are locked into all out war with an insurmountable undead force. Choose one of 6 custom factions and play alone or with up to 8 friends against an adaptive AI that will keep you on your toes.

THIS MAP IS IN PROGRESS OF AN OVERHAUL, SLOWLY.

For now; join our discord :

Discord link for plague maps!





Future of Development

This map is currently having a performance overhaul, and is in the process of receiving final content additions! Thank you guys for playing and making this a worthwhile project. Happy to say I have another dev working on this, Talemba (He goes by many names), and he has been a gigantic help with bringing the FPS to playable levels.




2.5a6 Changelog​

Content​


Undead
  • Added the Creeper to teal spawns
  • Added a market to Kentbridge

Balance

Defense

  • Titanium Greatshield Mana% reduction changed to 20%/15%/10% from 30%/25%/20%
  • Levy Crossbowman base damage increased to 300 from 250

Dark Crusade
  • Greylight Spire health increased to 3000 from 1200
  • Greylight Spire armor increased to 10 from 5

Border Guard
  • Ranger attack speed changed to 1.5 from 1.8

Rapid Response
  • Blacksteel Lance mana cost reduced to 15 from 25
  • Increased Stormcharge tertiary damage to 400/500/600 from 250/300/350

Paladin
  • Safeguard mana cost reduced to 200 from 500
  • Solace mana cost reduced to 500 from 1000
  • Sanctify mana cost reduced to 500 from 1000

Palonian
  • Golems will no longer remain at the location on death
  • Mage Golem gold cost reduced to 800 from 1500
  • Mage Golem training time reduced to 60 from 90
  • Battle Golem gold cost reduced to 800 from 1500
  • Battle Golem training time reduced to 60 from 90
  • Shadow Prodigy train time reduced to 30 from 45
  • Shadow Prodigy food cost reduced to 6 from 8
  • Dark Intuition base gold cost reduced to 600 from 1000
  • Dark Intuition base lumber cost reduced to 300 from 500
  • Dark Intuition base research time reduced to 60 from 90

Items
  • Undead Reaper will now restore 50 health on killing undead
  • Undead Cleaver will now restore 100 health on killing undead
  • Iron Maul attack speed reduction reduced to -30% from -50%
  • Field Marshall’s Helm aura radius increased to 250 from 200

Undead
  • Acid Sprayer range reduced to 800 from 1200
  • Corrupted Ranger range reduced to 800 from 1000
  • Skeletal Warlock range reduced to 800 from 1000
  • Insectoid Crowdmelter range increased to 1200 from 1000
  • Insectoid Crowdmelter health increased to 3000 from 2400
  • Infernal Cultist damage scaling reduced to 6 from 10
  • Night Stalker health reduced to 4000 from 6350
  • Zombie base armor reduced to 4 from 6
  • Mutated Zombie base armor reduced to 8 from 10
  • Altered the variance of boss spawning

Bugs/QoL/Performance
  • Fixed a bug where Shrine of Conviction wouldn’t automatically cast Sanctify
  • Gethis should no longer be invulnerable forever at his nest
  • Dracul should no longer get stuck and will use Rain of Fire
  • Fixed issues with Valiths tactical retreat and demon summoning
  • Re-optimized cavalry passive
  • Re-optimized On-the-Run
  • Grognaw should no longer get stuck
  • Detection for bosses regarding 0 damage events should be fixed
  • Improved detection against magic immunity for certain ranges
  • Hylexxan should no longer get stuck
  • Fixed a bug where Hallowed was never triggering
  • Fixed a bug where red fog over valith portals wouldn’t disappear on death
  • Fixed a bug where on leaving the game Hero downed effects would linger
  • Fixed a bug where heroes killed by spell damage may not have been downed
  • Fixed an issue where some items would only check the count of the first item in the recipe for crafting (Bonesire Gauntlets)
  • Fixed an issue where Undead Cleaver couldn’t be crafted
  • Fixed a bug where Iron Battleaxe wouldn’t reduce armor
  • Fixed an issue where Acid Sprayers wouldn’t spawn for teal
  • Fixed a bug where Man the Battlements! Would trigger an upgrade level lower than intended
  • Fixed a bug where the Defensive Tacticians aura wouldn’t increase in level from upgrades
  • Fixed a bug where Iron Core Strategems would provide their effect when doubled up
  • Fixed a bug where Titanium Reinforcement was required for Man the Battlements! to trigger
  • Changed the priority of certain units so they appear first in the unit cards






2.5a4 Changelog


Content

  • Revamped Defense Mastery
  • Variety of changes to each mastery
  • New defensive functionality for each mastery

Balance

General

  • Tower range reduced to 800 from 1000

Defense
  • Tactician training time increased to 60 from 20
  • Tactician food cost increased to 5 from 2
  • Tactician lumber cost increased to 450 from 250
  • Levy Crossbowman lumber cost increased to 150 from 50
  • Survival Instincts/Dogged Fighter damage reduction reduced to 20/25/30 from 20/30/40
  • Survival Instincts/Dogged Fighter can no longer reduce damage below 10
  • Unleash Volley damage and AoE has been reduced
  • Defensive Hold health regen reduced to 3/4/5 from 5/7.5/0
  • Hold Ranks damage reduction reduced to 30/35/40% from 40/50/60%
  • Core Discipline mana percent bonus reduced to 12% per level from 20%
  • Stratagem : Indomitable health boost reduced to 15% from 20%
  • Stratagem : Annihilation attack speed boost reduced to 20% from 25%
  • Iron Core Captain (Shield) mana reduced to 2000 from 3000
  • Iron Core Captain (Shield) base damage reduced to 600 from 800
  • Iron Core Captain (Shield) mitigation from shield changed to 30/25/20% from 15/10/5%
  • Iron Core Captain (Shield) bash AoE reduced to 150 from 200
  • Iron Core Captain (Shield) base AoE reduced to 100 from 150
  • Iron Core Captain (Shield) mana regen reduced to -75 from -50
  • Iron Core Captain (Shield) damage upgrade amount reduced to 50 from 150
  • Iron Core Captain (Shield) armor reduced to 28 from 32
  • Hold the Line! Life regen reduced to 50/75/100 from 100/150/200
  • Iron Core Captain (Sword) mana reduced to 2000 from 2500
  • Iron Core Captain (Sword) mana regen reduced to -75 from -50
  • Iron Core Captain (Sword) damage upgrade amount reduced to 50 from 200
  • Iron Core Captain (Sword) Breaker attack speed decay rate increased slightly
  • Iron Core Pikeman Impale can no longer hit more than one target
  • Man the Battlements! Attack speed bonus reduced to 10% per level from 25%
  • Titanium Plating reduced all damage by 10% from 30%
  • Titanium Plating health increase reduced to 10% per level from 15%
  • Iron Core Garrison attack range reduced to 800 from 1200

Dark Crusade
  • Greylight Aura efficiency decreased to 50/45/40% from 50/35/20%
  • Greylight Champion attack speed reduced to 1.8 from 1.3
  • Greylight Champion damage reduced to 1500 from 1800
  • Greylight Champion upgrade bonus reduced to 150 from 250
  • Greylight Champion mana per upgrade decreased to 10% from 20%
  • Greylight Champion mana reduced to 1200 from 1500
  • Cyrus’ Blade now costs 200 Blessing mana from 100

Border Guard
  • Ranger attack speed reduced to 1.8 from 1.4
  • Multishot damage reduced to 300/350/400 from 300/400/500
  • Marshal Tactics bonus damage reduced to 10/15/20% from 30/35/40%
  • Rallying Cry damage bonus reduced to 30/35/40% from 30/40/60%

Paladin
  • Safeguard healing per second reduced to 30/40/50 from 100/150/200
  • Safeguard armor reduced to 10/12/14 from 10/15/20
  • Bishop health reduced to 1400 from 1800
  • Bishop mana reduced to 2000 from 4000
  • Bishop mana regen reduced to 3 from 5
  • Solace mana regen reduced to 20/25/30 from 30/40/50
  • Hallowed Bells and Bishop fear AoE reduced to 200 from 300
  • Restoration mana cost reduced to 100 from 150
  • Reduce Warrus’ Blessing armor bonus to 6/8/10 from 5/10/15

Palonian
  • Fire Mage base damage reduced to 200 from 250
  • Fire Mage upgrade amount reduced to 20 from 25
  • Fire Blast radius decreased to 200/150/100 from 250/150/100
  • Fire Blast damage bonus reduced to 100/125/150 from 150/200/250
  • Black Inception damage over time base damage reduced to 50/75/100 from 100/150/200

Rapid Response
  • Sharpshooter damage reduced to 200 from 250
  • Incendiary Bolts damage reduced to 200/250/300 from 300/400/500
  • Incendiary Bolts AoE factor reduced to 1.0/0.5/0.2 from 1.0/0.7/0.4
  • Arrow Trap no longer shoots faster from upgrades
  • Arrow Trap armor reduced to 2 from 8
  • Stun Trap armor reduced to 8 from 16
  • Stun Trap attack speed reduced to 5 from 3

Undead
  • Bosses will now spawn faster initially on higher difficulties
  • Undead will now individually have their damage scaled from difficulty, rather than a blanket of 10 for lesser and 20 for greater
  • Lesser undead will now gain 200 health per difficulty level from 130
  • Minibosses will now get 20% bonus health from 1500 per difficulty
  • Greater Undead will now gain 10% max health per difficulty from 260
  • Zombie health increased to 1400 from 1150
  • Zombie defense increased to 6 from 2
  • Zombie damage increased to 100 from 80
  • Acid Sprayer range increased to 1200 from 800
  • Acid Sprayer health increased to 800 from 630
  • Corrupted Ranger damage increased to 80 from 52
  • Human Tracker health increased to 3000 from 1230
  • Human Tracker armor increased to 8 from 0
  • Infected Human damage increased to 80 from 64
  • Infected Human defense increased to 6 from 0
  • Infected Human defense per difficulty increased to 2 from 1
  • Swarming creature armor increased to 4 from 0
  • Swarming Creature damage increased to 100 from 41
  • Undead Warrior defense increased to 8 from 5
  • Undead Warrior damage increased to 150 from 100
  • Mutated Zombie changed to 3 food from 2
  • Mutated Zombie health increased to 3000 from 1700
  • Mutated zombie armor increased to 10 from 6
  • Mutated Zombie can now bash
  • Risen Rider health increased to 1800 from 1600
  • Spectre food cost increased to 3 from 2
  • Spectre health increased to 2800 from 2400
  • Blood Crazed Zombie level increased to 5 from 2
  • Gave Blood Crazed Zombie a Frenzy ability
  • Corpse Knight health increased to 3200 from 2750
  • Tormented Soul range increase to 700 from 550
  • Burning Soul range increased to 700 from 550
  • Undead Mage food cost reduced to 3 from 4
  • Undead Mage health increased to 800 from 650
  • Hatespark mana cost reduced to 15 from 30
  • Death Knight food cost increased to 5 from 4
  • Death knight health increased to 4200 from 3650
  • Gut Wrencher food cost increased to 5 from 3
  • Gut Wrencher base health increased to 3000 from 2300
  • Gut Wrencher will now get a basic “Acid Bomb” type ability
  • Diseased Horror food cost increased to 4 from 3
  • Diseased Horror health increased to 4500 from 3120
  • Diseased Horror damage increased to 240 from 165
  • Diseased Horror attack type changed to normal from siege
  • Feral Monstrosity food cost increased to 4 from 3
  • Night Stalker damage reduced to 300 from 450
  • Night Stalker health reduced to 6500 from 9350
  • Insectoid Broodlord base health and armor increased
  • Insectoid Broodlord base damage increased
  • Insectoid egg maturity time reduced at the lower end

Bugs/QoL/Performance
  • Fixed a bug where Spellguard would always be level 1 on mage guard
  • Fixed a bug where Defensive Hold could effect structures
  • Fixed a bug where units Unleashing Volley would continue even if the target was dead
  • Fixed a bug where Trebuchet foundation would rotate with the model
  • Fixed a bug where Berdrix would not have a horse
  • Fixed a bug where Plagued Monstrosity would not spawn insectoids
  • Fixed a bug where Cocoons would not form from Dischargers and Drones
  • Reduced possible drone count significantly
  • Fixed issues where Armor penetration wasn’t working properly










2.36b1

2.36b1 Changelog​

Content

Undead

  • Gethis has been given additional mechanics, altered cooldowns, and a revised AI
  • Added a new sewer undead variant

Balance

General

  • When players leave, they will now split resources and effect spawnrate before the game starts, while their units will be removed

Heroes
  • Many single target abilities can now target structures
  • Most hero AoE abilities can now target air units and structures
  • Indanith “Wrath of the Border Guard” changed name to “Fire Flurry”
  • Fire Flurry damage increased to 500/600/700/800 from 150/200/250/300
  • Fire Flurry range decreased to 500 from 1000
  • Fire Flurry max targets of 20 added
  • Aimed Shot damage increased to 800/1200/1600/2000 from 500/600/700/800

Dark Crusade
  • Banisher health increased to 1400 from 1045
  • Arcessitor health increased to 1200 from 890
  • Arcessitor food cost reduced to 3 from 4

Border Guard
  • Ranger defense increased to 5 from 2

Paladin
  • Squire - Whiteblade - Healing reduced to 50/75 from 100/150. Mana cost increased to 20 from 15

Palonian
  • Fire Mage health increased to 1250 from 1150
  • Fire Mage armor increased to 5 from 0
  • Fire Mage armor type changed to Medium from unarmored
  • Fire Blade damage bonus increased to 20/25/30% from 10/15/20%
  • Fire Blade duration reduced to 30 seconds from 60 seconds.
  • Frost Mage health increased to 1350 from 950
  • Frost Mage armor increased to 4/6/8 from 4/5/6
  • Frost Armor bonus armor increased to 8 from 4
  • Arcane Mage health increased to 1000 from 750
  • Arcane Mage armor increased to 4 from 2
  • Councilor armor increased to 8 from 5

Rapid Response
  • Sharpshooter health increased to 1500 from 1300
  • Sharpshooter armor increased to 7 from 5

Undead
  • Sewers now have a reduced spawn, especially when left open for too long
  • Sewers can no longer spawn plagued monstrosities
  • Plagueling AoE death damage reduced to 150/300 from 150/500
  • Collossus Garg will now spawn always on worst nightmare or later

Bosses
  • Gethis Death and Decay can no longer target objectives
  • Increased Rain of Fire cast time between waves for Valith and Enforcer to 1.5/2.0 seconds from 1
  • Reduced the number of waves in Valiths rain of fire to 3 from 6

Items
  • Pendant of Palonia effect changed to “Resets the Cooldown of last cast ability”
  • Pendant of Palonia will now grant 20% Cooldown Reduction and Spellpower
  • Harvesting Staff base spellpower reduced to 30% from 50%
  • Harvesting Staff will now decay souls in it’s boosted form slower
  • Spellflow Robes will now grant +2 Mana Regen
  • Magister Robes now grant 20% spellpower from 10%
  • Greylight Fullplate now grants +3 mana regen from +2
  • Greylight Fullplate properly increases health and mana according to tooltip
  • Soulblight Staff now has an ability which will restore mana and shield the hero
  • Fixed an issue where Undead Cleaver required 2 marrowpearls
  • Iron Battleaxe damage increased to 400 from 250
  • Undead Reaper damage increased to 150 from 50, now grants 10% attack speed
  • Undead Cleaver damage increased to 300 from 100, now grants 25% attack speed


Bugs/QoL/Performance
  • Fixed a variety of bugs involved with Gethis, such as not rebuilding his nest, having a lot of downtime, running excessively







2.36

2.36 Changelog​

Content​


Undead
  • Added Grognaw Boss
  • Added Gethis Boss
  • Added the Plagueling and Corpse Artillery undead
  • Sewers will now spawn undead differently and are no longer pre timed

Items
  • Added Grognaw’s Puncturer
  • Added Tormented Souls
  • Added a market by the church

Environment
  • Changed Terrain around the map

Balance

General

  • Heroic attack type now does 75% reduced damage to structures from 50%

Border Guard
  • Swordmaster - Veterancy scaling decreased to 3% from 5%
  • Ranger - Veterancy scaling increased to 3% from 2%

Paladin
  • Inquisitor - Judgement of The Inquisitor - Range Increased to 200/250 from 200/200
  • Defender - Whiteburn Shield - Damage increased to 100/150 from 75/125. Damage reduction reduced to 70/75% from 80/90%
  • Squire - Whiteblade - Healing reduced to 50/100 from 100/150
  • Squires Remembrance
    • Hit points increased to 4200 from 2500
    • Damage increased to 312 from 152
    • On death heal increased to 1000 from 500
    • Range increased to 500 from 300
    • Defense increase to 10 from 5
  • Defender’s Remembrance
    • Hit points increased to 6200 from 4000
    • Armor increased to 12 from 5
    • Range increased to 800 from 300
    • Damage increased to 500 from 250
  • Battle Chaplain Remembrance
    • Can cast 8 healing waves from 4 before disappearing
  • Judicators Remembrance
    • Max health increased to 12200 from 9500

Palonian
  • Fire Mage
    • Base damage increased to 250 from 200
    • Fire Blast - Damage bonus increased to 150/200/250 from 100/125/150
    • Fire Blast - AoE factor increased to 0.4/0.7 from 0.2/0.4
    • Fire Blast - AoE increased to 250 from 200

Minibosses
  • Collossus Garg’s now gain 4 armor per difficulty level from 2

Bosses
  • Infernal Gateway health increased to 15000 from 8000
  • Hylexxan can now be damaged while the hitbox for Unleash Torment is active
  • Dracul’s Attack Damage has been increased to 700 from 500
  • Dracul Armor reduction while stunned reduced to -10 from -20
  • Bone Lich attack speed increased to 1.5 from 2.0
  • Bone Guard silence radius increased to 100 from 50
  • Bone Guard silence duration increased to 2.0/3.0 from 1.0/2.0

Items
  • Bosses will now drop slightly more crafting materials on average
  • Minibosses will now only have a chance to drop boss materials
  • Captains Helm healing amount reduced to 1500 from 2000
  • Captains Helm duration reduced to 10 seconds from 20 seconds
  • Captains Helm radius reduced to 400 from 600
  • Royal Shield of the East damage reduction reduced to 30% from 50%
  • Tome of Divinity mana cost increased to 300 from 200
  • Tome of Divinity cooldown increased to 120 from 90
  • Thorium Mage blade will now grant 15% attack speed
  • Mage Court Spellblade now grants 25% Attack speed and 20% cooldown reduction
  • Spellflow Robes cooldown reduction decreased to 30% from 50%

Other
  • Undead graveyard spawns will now be combined with the southeastern pass; this area will be pooled with the other side attacks

Bugs/QoL/Performance
  • Fixed locations where pathing would exist causing inaccessible spawns for Bone Lich and Hylexxan
  • Fixed various other bugs, such as decaying movement speed, lingering dummies, etc




2.35a8 Changelog​

Content​

Items
  • Added a new Staff recipe to the Palonian vendor
  • Added a Dark Crusade and Defense mastery shop to the map


Balance

General

  • Increased Archer Tower health to 2500 from 1500
  • Archer tower upgrades now give 25 damage from 10

Ranger General
  • Reduced White Arrow mana cost to 15/15 from 30/40
  • Reduced Aimed Shot mana cost to 50 from 75

Border Guard
  • Swordmaster Circle Cut AoE increased to 250 from 200
  • Swordmasters will now scale with 5% veterancy instead of 2%
  • Swordmaster base armor increased to 15 from 12
  • Veteran base damage increased to 285 from 265

Dark Crusade
  • Reduced Greylight Spire lumber cost to 100 from 300
  • Reduced Greylight Spire Gold Cost to 100 from 150
  • Reduced Greylight Spire build time to 20 from 35
  • Increased Blackburning Rage cast range to 500 from 300
  • Increased Zealot damage to 150 from 125
  • Increased Zealot armor to 12 from 10
  • Increased Zealot health to 1800 from 1600
  • Litany of Resolution will now grant health

Paladin
  • Squire gold cost reduced to 150 from 225
  • Squire armor increased to 15 from 12
  • Veracity Defender gold cost reduced to 200 from 300
  • Veracity Defender Lumber cost reduced to 75 from 150
  • Veracity Defender armor increased to 20 from 15
  • Veracity Defender damage increased to 300 from 250
  • Inquisitor gold cost reduced to 400 from 500
  • Inquisitor hit points increased to 3150 from 2450
  • Inquisitor damage increased to 325 from 275
  • Inquisitor mana pool increased to 500 from 350
  • Paladin armor increased to 14 from 10
  • Paladin mana pool increased to 1200 from 700
  • Judicator mana regen increased to 3 from 2
  • Judicator mana maximum increased to 1000 from 400
  • Judicator damage increased to 675 from 375
  • Judicator Holy Lance can now be used on Bosses
  • Judicator’s Remembrance damage increased to 1000 from 500
  • Battle Chaplain health increased to 1050 from 525
  • Battle Chaplain mana max increased to 750 from 300
  • Battle Chaplain damage increased to 120 from 65

Palonian
  • Arcane Mage food cost reduced to 2 from 3
  • Fire Mage gold cost reduced to 300 from 400
  • Fire Mage lumber cost reduced to 100 from 200
  • Fire Mage base damage increased to 200 from 140
  • Frost Mage gold cost reduced to 250 from 325
  • Frost Mage lumber cost reduced to 100 from 150

Defense
  • Royal Guardsman gold cost reduced to 150 from 240
  • Royal Guardsman damage increased to 150 from 135

Rapid Response
  • Roundsman Ensare mana cost increased to 50 from 25
  • Roundsman Ensnare duration on heroes decreased to 2 from 7/6/5
  • Stormrider health increased to 2900 from 2600
  • Stormrider damage increased to 230 from 190
  • Destroyer damage increased to 525 from 425
  • Champion health increased to 3600 from 2950

Minibosses
  • Removed Critical Strike from Risen Reynold and Barristan

Bosses
  • Black Riders no longer have resistant skin
  • Black Rider upgrade damage amount reduced to 25 from 50
  • Dracul Immolation radius decreased to 200 from 225
  • Dracul Portal immolation radius decreased to 100 from 150
  • Dracul Infernal immolation radius decreased to 150 from 220
  • Bone Guard silence radius decreased to 50 from 200
  • Bone Guard silence duration reduced to 1.0/2.0 from 2.0/5.0
  • Reduced Bone Lich regeneration rate to 0.5% per second from 2%
  • Reduced Hylexxan regeneration rate to 0.5% per second from 1%

Items
  • Field Marshall’s Helm aura will now effect the hero as well
  • Dracul’s Worldbreaker attack speed reduction changed to -75% from -100%
  • Hylexxan’s Corpsemaker attack speed reduction changed to -50% from -75%
  • Soulblight Staff mana cost reduced to 25% from 100%
  • Pendant of Palonia mana cost reduced to 50% from 200%
  • Harvesting Staff base/floor spellpower increased to 30% from 25%
  • Harvesting Staff will now heal the caster on kills
  • Skeletal Vestments mana regeneration increased to 5 from 2
  • Reduced Item mana costs across the board
  • Increased Battle Mage Amulet stat bonuses to 50 str+Int from 20
  • Battle Mage Amulet now requires a Hellscorched Remnant as opposed to a Mage Court Lockbox
  • Increased Captain Helm cooldown to 45 seconds from 30 seconds
  • Soulforged Armor reduction increased to 30% from 20%
  • Soulforged Armor mana gain reduced to 10% from 20% of hit
  • Eye of Terror stat bonus increased to +50 all from +25 all

Other
  • The Elderwood Tree will now have a different and more clear splash attack


Bugs/QoL/Performance

  • Fixed the Darklight Cleave ability
  • Fixed the Darklight Cleaver item
  • Darklight Staff will now properly assign the stats listed
  • Field Marshall helm will no longer effect enemies
  • Fixed a few tooltips
  • The bear will now only spawn from cubs in her den dying
  • Dark Crusade workers will now turn on death
  • Added a hotkey for Reinforcing towns
  • Fixed Bonesire Gauntlets incorrect crafting recipe
  • Fixed a bug where Tome of Divinity was causing damage from buffed units to be 0 (lol)
  • Various performance fixes/adjustments courtesy of Talemba/Umbra





Balance

Igrathil

  • Igrathil attack speed decreased to 2 from 1
  • Skeletal Boneguard armor decreased to 20 from 35
  • Skeletal Warrior armor decreased to 20 from 35
  • Skeletal Warrior armor upgrade bonus decreased to 2 from 5
Other
  • The Elderwood Tree will now have a different and more clear splash attack
Bugs/QoL
  • Fixed a bug where Bone Storm would move at half the intended speed
  • Slightly increased event radius detection for structures
  • Greylight Catalyst will now benefit from upgrades, tooltip will now reflect actual damage output
  • Fixed the Whiteblade tooltip to properly show the new healing values





2.35a5 Changelog​

Content​

  • Added a new captain for the Palonian strike group and a raised equivalent miniboss

Balance

Dark Crusade

  • Increased Dark Crusader armor to 22 from 20
  • Increased Dark Berserker armor to 20 from 18

Paladin
  • Increased Veracity Defender armor to 20 from 15
  • Increased Squire Whiteblade healing to 100/150 from 25/50
  • Rite : Magic Ward reduction increased to 20/30/40% reduction from 20/25/30%

Minibosses
  • Increased miniboss lethality and loot tables

Hylexxan
  • Hylexxan base melee damage decreased to 600 from 1200
  • Hylexxan difficulty adjustment melee damage decreased to 150 from 275 per level

Valith
  • Increased Infernal Gateway health to 8000 from 6000
  • Infernal Gateways will now drop an Infernal Essence

Dracul
  • Infernal armor type changed to Heavy from Fortified
  • Infernal duration decreased to 60 from 360 seconds
  • Dracul downtime when reduced to 0 mana increased to 30 seconds from 10 seconds
  • Dracul armor reduction when downed increased to -20 from -10

Items
  • Improved the droprate of certain items
  • Altered the loot table of the small mountain palonian camp

Bugs/QoL
  • Fixed a bug where Allied Defenders would never attack the Hive Mind
  • Reduced Bone Lich bone storm period to trigger 5 times a second from 10
  • The Infernal Gateway will now properly gain stats from difficulty
  • Fixed a bug where certain stackable items no longer stacked automatically
  • Fixed a bug where Demonic Ripper would require a marrowpearl instead of Ironblood Ore
  • Fixed a bug where Level 3 of Rite : Magic Ward didn’t have a hotkey
  • Fixed a bug where “Drop Dagger” would appear on interacting with a dagger item
  • You can now attack unimportant units owned by brown





  • Undead spawn count now will be based off of player count, spawnrate will be adjusted by player count and added to from difficulty
  • Nerfed Dracul healing, minion damage, health, portal strength, damage
  • Nerfed Valith portal health by around 50%. Further nerfed Valith damage, health, portal health was based off Hive Mind increases making them WAY too tanky
  • Nerfed Bone lich skeleton ranged damage by about 50% and reduced Igrathil damage
  • Limited bone lich skeletons to 30
  • A few bugfixes scattered around




2.35 Changelog​

Content​

  • Revamped itemization system. New merchants, vendor recipes, crafting items, drops, and more.
  • Demon Lord Valith, Overlord Dracul, Bone Lich Igrathil, and Hylexxan have been revamped
  • Grognaw and Gethis have been temporarily taken out until reworked properly

Balance
  • Increased the collision size of the Trebuchet, Leyline, and Logistic Depot
  • Changed the Logistic Depot armor type to Small from Fortified
  • Changed the Triage Center armor type to Small from Fortified
  • Changed the Leyline armor type to Large from Fortified
  • The defense bonus per Agility point has been reduced to 0.033 from .1
  • Nathan the Shadow Critical strike changed to 15/20/25/30% chance from 15/20/25/25
  • Nathan the Shadow Critical strike changed to 1.75/2.0/2.25/2.5x damage from 2.0/2.5/3.0/3.5
  • Nathan the Shadow Bladed Cloak armor bonus changed to 4/6 from 10/15
  • John the Swift Inner Fire changed to 2x damage from 3x damage


Bugs/QoL

  • Fixed some defense mastery abilities and upgrades
  • Fixed a bug where Field Marshal was receiving double stats from Veterancy
  • Removed the excessive healing effects from the Logistic Depot/Triage Tent




2.32b2 ChangelogContent
  • Added a few new challenges for undead
Balance
  • Amplify magic damage increase reduced to 20% from 50%
  • Frost Nova single target damage decreased to 150/200/250 from 200/300/400
  • Frost Nova duration decreased to 6 from 15
  • Ether Recycle mana restored decreased to 30/40/50 from 50/65/80
  • Guard Caste training now provides a flat 100 health instead of 10% max

  • Darklight Cleave damage reduced to 200/250/300 from 300/400/500
  • Shadowstorm Leap damage decreased to 400/500/600 from 600/800/1000
  • Shadowstorm Leap execute damage rate decreased vs bosses
  • Vengeance of the West damage reduced to 60/70/80 from 100/130/160
  • Cavalry First strike bonus decreased to 180/195/210/225 from 175/200/225/250

  • Certain stuns will no longer effect bosses

  • Added Broken Blowing Horn to the loot tables
Bugs/QoL
  • Fixed some defense mastery abilities and upgrades
2.32b3 Changelog
  • Palonian Councilor food cost reduced to 5 from 7
  • Loot table fixes
  • Minor description fix





Balance
  • Arcane Mage food cost increased to 3 from 2
  • Ether Recycle mana restore changed to 50/65/80 from 50/75/100
  • Ether Recycle damage changed to 200/225/250 from 200/250/300
  • Mana Shield reduction changed to 1.5/2.0/2.5 from 2.0/2.5/3.0
  • Councilor food cost increased to 7 from 4
  • Arcane Incineration damage changed to 100/125/150 from 100/150/200
  • Arcane Incineration secondary damage changed to 50/65/80 from 50/75/100
  • Arcane Incineration area reduced to 200 from 250
  • Summon Golems amount reduced to 1/2/3 from 2/3/4
  • Palonian Frostmage food cost increased to 3 from 2
  • Palonian Frostmage damage increased to 92 from 75
  • Frost Nova cast range increased to 1000 from 800
  • Arcane Slash damage reduced to 150/175/200 from 150/200/250
  • Spellguard Shield damage reduction reduced to 10/15/20% from 20/25/30
  • Mass Teleport cooldown increased to 40 from 20 seconds

  • Champion food cost increased to 6 from 5
  • Champion gold cost increased to 525/300 from 425/150
  • Decreased Border Guard Legendary Veterancy scaling
  • Increased Border Guard Veteran base damage to 265 from 218
  • Circle Cut mana cost reduced to 15 from 30

  • Vengeance of the West damage changed to 100/130/160 from 50/65/80
  • Vengeance of the West missile rate changed to 0.2 from 0.1
  • Cyrus’ Vengeance damage decreased to 200/250/300 from 200/300/400
  • Dark Crusader food cost changed to 9 from 8
  • Dark Berserker food cost changed to 8 from 7
  • Banisher food cost increased to 4 from 3

  • Paladin armor type changed to Medium from Large
  • Paladin armor reduced to 10 from 12
  • Inquisitor cost changed to 500/250 from 600/300
  • Bulwark of Faith mana regeneration changed to 10/15 from 15/30
  • Bulwark of Faith will now also affect the Judicator
  • Holy Lance cast time changed to 2 seconds from 5 seconds
  • Holy Lance can no longer target bosses
  • Rite : Magic Ward magic resistance changed to 20/25/30 from 35/60
  • Holy Spire cost changed to 200/300 from 400/600

  • Changed the collision on various structures to prevent them from being stacked so easily

  • The Broodlord and Insect nest have gotten adjustments to spawning
  • Seperated the spawn rate from the spawn timing on difficulty levels
  • Added a final stat raise for Hell/God Mode difficulty
  • Buffed various undead character minibosses
Bugs/QoL
  • Fixed Ebb and Flow tooltip
  • Iron Core Plate is now functioning properly
  • Fixed a bug where difficulty selection would always go to the hardest







Attack.jpg


Arrows.jpg


Calvary.jpg


EPIC1.jpg


EPIC2.jpg


Warren.jpg






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Human Archer
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by General Frank

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By Elenai

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by Anachron

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by xXm0RpH3usXx

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by Daelin

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By Mephestrial

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By Alastor

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By DonDustin

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By Dan van Ohllus

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by Kitabatake

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by Armel

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Wizard's Tower
By Mr. Bob

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by CloudWolf

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Summary:

The Plague 1: The East is the Prequel to the Plague 1. It is a hybrid Offense/Defense game involving intense combat between your forces and the forces of the Undead. The objective of the game is to destroy the Hive Mind of the Undead, located at the top left corner of the map. On the contrary, your king is located at the southern capital of Ironstead. If your king is killed, you will be defeated.

It is one year after the initial infection, and the West lies in ruins. The survivors of the plague flee to the east, hoping to find refuge behind it's borders. The eastern nation still stands tall, although its king, Theseus Glacus, has only recently been notified of the impending undead invasion. He sends out messengers to all guilds and nations, desperately crying out for help. The undead are rapidly mutating to become smarter, faster, and stronger. Massive hideous creatures are beginning to appear wreaking havoc on the armies of humanity.

All while this is happening, the Palonians, a race of magic users that have long neighbored the east, has put aside its differences with the humans and has allies the east. Past tensions between humans and palonians have always been a wall between an alliance, but since the undead have appeared, the two have finally joined forces.



This game contains 6 races overall, and 2 paths. At the start of the game you must choose 1 out of 2 paths, either East or west. There are 3 Masteries per Path.

The Eastern Nation is currently the largest organized human civilization still standing, if not the only one. It's armies consist of large numbers of well trained soldiers. Choose this if you want to spread out across the battlefield while still maintaining strength.

Once a shunned nation, the Palonians are a group of powerful spellcasters. They can unleash massive damage from a range AND in close combat. A well rounded race, good for beginners.

palonians.jpg




Defense Mastery is pretty self explanatory. The powerful structure upgrades make your bases resilient, and the units are all adept at holding the line. Choose this if you want to defend your cities.

defenseMaster.jpg




Rapid response mastery is the perfect fast attack race. All of its units are fast moving, and you are given the unique ability of mounting up some units. Although hard to play at some times, use this mastery if you want to traverse the map to get to positions quickly.

Rapidresponse.jpg






The remnants of the Western Nation are a shaken but still proud people. The infection started inside of the west, so the west was hit hard. Choose this path if you want powerful elite veteran units.

The elite Border Guard have once again come to defend humanity. Although their numbers are limited, the Border Guard can easily defend or attack any position. Choose this mastery if you want overall powerful units that can excel in any situation.

BorderGuard.jpg




The offense mastery excels at dealing damage and killing undead before they can kill you. Although hard to play, at some times the offensive players can be pivotal to success or failure. Choose this if you want to kill the Hive mind fast, but beware of their weak defense.

offenseMastery-1.jpg




The paladins of the west have been long revered as the defenders of the weak. This mastery is extremely useful for its massive healing, and not to mention its powerful Inquisitors. Choose Paladin Mastery if you want to support other defenders.

paladins.jpg








There are 6 levels of difficulty in the Plague 1: the east, all of which can be chosen at the start of the game.

EASY This Difficulty is chosen by typing nothing.

MEDIUM Type -medium at the start of the game

HARD Type -hard at the start of the game

NIGHTMARE Type -Nightmare at the start of the game. This difficulty is where it gets really hard. I've beaten this once.

WORST NIGHTMARE Type -Worst Nightmare at the start of the game. Choose this if you want an EXTREME challenge. I haven't beat this yet, if you beat it, please tell.

HELL Type -hell at the start of the game. Beat this, your a god. Tell me PLEASE if you beat this.



In this game, there are several towns that may be taken by undead. Losing a town is overall a terrible blow against you. Towns give money periodically to all players, and when taken the towns will spawn unique and powerful undead units. Retake the town by destroying the necropolis that spawns once the town is lost.


Scattered throughout the towns are sewers. Shortly after the invasion begins, Sewer Dwelling zombies will spawn periodically at sewers. If you do not defend the sewers, it is more than likely that the town will be taken over.
There is also a graveyard which will spawn undead. You must hold this as well.


On the edges of the map there are roads leading out to other nations. After a period of time after the initial undead attacks, they will spawn large undead armies periodically. It is essential to victory for you to hold these towns.


Bosses will spawn after some time. These powerful undead units are able to wreak havoc among all humans, and it is pivotal that you destroy bosses as soon as possible. Bosses also drop valuable loot that can turn your heroes into powerful defenders.







It has been a while, and I apologize for leaving any of those who wanted an update sooner in the dark, but I had some serious personal issues that came up that required me to delay Warcraft 3 map making indefinitely.

The update isn't nearly as large as I said it would be, but it still is the biggest update yet.

Once again I am sorry for not keeping up with my responsibilities.

Expect this to be the last update.


CONTENT

-Added Zealot to Paladin mastery
-Added Defensive Spearman to Defense Mastery
-Added Offensive Maceman to Offense Mastery
-Added Border Guard Captain to Border Guard Mastery
-Added Palonian Councilor to Palonian Mastery
-Rapid Response Masteryalready has a plethora of units, so I didn't see a purpose in
adding another

-Added Beacon building to Rapid Response Mastery
-Added Watch Tower building to Border Guard Mastery
-Added Holy Spire to Paladin Mastery
-Added Forward Barrack to Offense Mastery
-Added Leyline to Palonian Mastery
-Defense Mastery already has their racial building, so they did not get one

-Added 2 new bosses with new items

-Added many new skills for units

BALANCE CHANGES

-Completely redid damage tables for a more clear view of counters
-All heroes are now roughly twice as powerful in early levels
-There are no longer farms. Food is provided from towns, and the food limit is 60
-Heroes can now use up to 3 rare or higher items
-Many units have had their damage/health/armor changed
-Bosses now come quicker
-Demon Lord Valith now has a new ability
-Single Target spells such as invoke flames have been nearly doubled in power.
-I'm sure I've done more, but I don't have the memory to list them

BUG FIX

-Finally fixed Berdrix's ult
-The Palonian Strike force now actually attacks the hive mind











-Streamlined hero hotkeys to 'qwer'
-Increased the stat gain on Halithen's ultimate to 20/30
-Changed the hard cap system in place for many units







-Added a survival game type







-Added a bunch of new random items
-Added A new "God Mode" Difficulty
-Added abilities to the Palonian Mage and Apprentice
-Buffed the Offensive mastery overall
-Changed around an event so that it is more balanced
-Buffed Heavy Axemen
-The Defensive Tactician now can be made at Tier 2, he is also more powerful







-Increased the size of walls around the capital
-Added new random item drops.. including one that is a MUST see. Keep farming.. when it drops you'll know!







-Hotfixed Item drops
-Added Reinforcements in towns
-Added rare undead
-Added tower upgrades for defense mastery








-Hotfixed all scaling abilities (Anguish, Invoke Flames, Lance, etc.)
-Added a rare, epic, and an artifact to random drops. Keep farming!






-2 New heroes, 1 for the east, and 1 for the west
-Changes in balance for many masteries and races
-A new boss for the undead
-Randomized loot from undead
-Several Bug fixes.
-Increased the food limit to 60





Release Edition





There may not be any more versions, but if I plan on adding more it will go here.







I hardly play Warcraft 3 anymore, but in the rare case that I am online, message Cazeoj on Azeroth (US East).







Keywords:
Cazeoj,Plague,Zombies,East,Epic,Fun,Undead,Defense,Offense,Humans,Game,Zombie Game,War
Contents

Plague 1: The East2.5a6 (Map)

Reviews
20:56, 13th Aug 2010 ap0calypse: Approved
I'm rather disappointed with the community of this website. Not one comment relates to the map at all.

Well, I'll change that right now!

Positive Points:

•The first time I played this map, I was a bit skeptical about how the undead could possibly overrun all of these strong bases with tough units. Then when the undead attacked, that definitely changed. <_< >_> I liked that aspect of it. You feel in control in the beginning, until you soon realize just how much of a threat the undead are. Watching your bases go down one by one. It's a nice change from the usual scenario of undead already being in control.

•The AI of your NPC allies was surprisingly helpful. In fact, they were the reason we won in the end. Early on they heavily weakened the Hive Mind, which allowed our heroes stacked with powerful items to take it down in the end. Another great point of the map.

•The customization was also nice to have, rather than everyone building the same set of units and running around with the same hero. It gave people different roles and a more unique feeling to each player.

Negative Points:

•The main negative that comes to mind was the futility of recapturing towns. Sure, it was nice to slightly lessen the numbers of undead from time to time. Though unless a hefty defense was placed immediately, it would soon be recaptured by the undead, making the effort pointless. Maybe respawn a few NPC reinforcements to guard the outpost every time you recaptured it? It would give a greater sense of accomplishment and more of an incentive to reclaim them.

Rating: All and all, I really enjoyed playing this map. I'm used to maps like Dawn of the Dead and Night of the Dead on Warcraft, so this was a nice spin on the zombie apocalypse genre of maps. I give it a 4.5/5.0. Keep up the good work!
 
I'm rather disappointed with the community of this website. Not one comment relates to the map at all.

Well, I'll change that right now!

Positive Points:

•The first time I played this map, I was a bit skeptical about how the undead could possibly overrun all of these strong bases with tough units. Then when the undead attacked, that definitely changed. <_< >_> I liked that aspect of it. You feel in control in the beginning, until you soon realize just how much of a threat the undead are. Watching your bases go down one by one. It's a nice change from the usual scenario of undead already being in control.

•The AI of your NPC allies was surprisingly helpful. In fact, they were the reason we won in the end. Early on they heavily weakened the Hive Mind, which allowed our heroes stacked with powerful items to take it down in the end. Another great point of the map.

•The customization was also nice to have, rather than everyone building the same set of units and running around with the same hero. It gave people different roles and a more unique feeling to each player.

Negative Points:

•The main negative that comes to mind was the futility of recapturing towns. Sure, it was nice to slightly lessen the numbers of undead from time to time. Though unless a hefty defense was placed immediately, it would soon be recaptured by the undead, making the effort pointless. Maybe respawn a few NPC reinforcements to guard the outpost every time you recaptured it? It would give a greater sense of accomplishment and more of an incentive to reclaim them.

Rating: All and all, I really enjoyed playing this map. I'm used to maps like Dawn of the Dead and Night of the Dead on Warcraft, so this was a nice spin on the zombie apocalypse genre of maps. I give it a 4.5/5.0. Keep up the good work!


Finally! A good response! Thanks for the review man, it really made my day.

That sounds like a good idea, NPC guards that spawn would help the town out alot.

Once again, you have my gratitude for actually posting something useful! Let s hope for more replies like this.
 
Finally! A good response! Thanks for the review man, it really made my day.

That sounds like a good idea, NPC guards that spawn would help the town out alot.

Once again, you have my gratitude for actually posting something useful! Let s hope for more replies like this.

I agree with him as well. I found myself getting annoyed and not seeing a point to capturing a town. They fall again right away and we cant get enough units to defend everywhere. I suggest you also raise the food cap more for all races.

Overall I do like the map thought the population cap seems little low.

For the defense path I think another upgrade to the normal tower would be great ideal. Also walls for all races/paths would also be useful. I like your maps and enjoy playing them. This one just need little more something to it
 
I agree with him as well. I found myself getting annoyed and not seeing a point to capturing a town. They fall again right away and we cant get enough units to defend everywhere. I suggest you also raise the food cap more for all races.

Overall I do like the map thought the population cap seems little low.

For the defense path I think another upgrade to the normal tower would be great ideal. Also walls for all races/paths would also be useful. I like your maps and enjoy playing them. This one just need little more something to it

The towns give you iron periodically, not to mention they ward off attacks on the capital. I guess I should make the purpose of towns more obvious in the future.

The food cap already went up to 60, I already have one out of every three people in my game lag. Its meant to be strategic, not a spamfest.

The tower upgrade is a great idea, but walls are something I'm not going to add. There is no fool-proof method for adding walls, they can always be abused, and they are almost always buggy. The game loses its desperation when your hiding behind a fort with the undead staring down your archers because they can't find out how to attack walls.

I'm sorry you feel that way about this map, I actually thought it had something more over my other maps. If you feel its missing something then please, do tell.
 
Uhhm 1 question.Can i play it with Al? Because our country gamers dont like play this kind of map
 
My friends and me are playing this all the time on garena so we want some new things.

-raise the level cap or make you level slower its annoying when your the top level in one minute.

-we want a new race with new masteries like friendly orcs with like berserker mastery.
 
My friends and me are playing this all the time on garena so we want some new things.

-raise the level cap or make you level slower its annoying when your the top level in one minute.

-we want a new race with new masteries like friendly orcs with like berserker mastery.

I guess I could make heroes level slower, but don't expect any new races. the file size already is gigantic.
 
Testing

Ok, i am gonna test this with my buddy, il see how much players we can get into doing this. Il post a review later after i test it!
 
Amazing

Post opinions, suggestions, ratings, etc. Thank you.

Opinion: I LOVE this map. I had a lot of fun playing it, me and my friend 2 manned it and had a BLAST. I love the idea of holding the line at the mountain pass, while also having to watch the villages and West and East lanes. I think that the sheer vastness of what is going on is what really does it for me.

The units are great, there is a HUGE variety, all well suited for different play styles. I certainly enjoyed blowing things up with the Arcane Golem.

The terrain is nice, it deff feels like you put some time into it. The one thing that sometimes bothers me is how the (Realistic, which is a plus) GIGANTIC trees will obstruct my view. I can pan the camera, but it still irks me sometimes, just my 2 cents.


Suggestions:
Now, despite the awesomeness of this map, it does have a few areas where i feel it is lacking.

The scope: I haven't played with a full house, which is why I want to join up with your clan ( :P ), but the map has so much going on, I feel as if me and my friends are unable to completely watch over the land. If we spread ourselves too thin, they break through the pass and ruin us, but if we just sort of let the towns and cities fall, the king gets overrun, and we end up retreating anyway.. I actually don't have any suggestion here, because this is part of the "Desperation" feel of the game. Next.

The units: For some races, it feels like the units are weak as hell. The Offensive race, can jump into the fray, for about 4 seconds, because if they don't retreat, they get wrecked and come back as enemy fodder. The Border Guard seem to be FAR too few in number, even if they do have the Dark Crusaders (Who pwn btw).

Ranged: It seems like ranged are really half-assed in this game. The Palonians are badass, yes, but there really isn't a whole lot going on otherwise. The palonian spellcasters (or S.I.N.O.) don't actually have, any spells. I suggest putting in some more ranged units, and actually giving the spellcasters, spells.

Levels:I think, as mentioned above, that heroes should level a bit slower, Not a lot. Because that would be bad.. But. I also think the level cap should be raised a tad, even if it doesn't offer any new abilities, your heroes seem to be very weak in stats, unless you are intentionally doing that, in favour of more of an itemization approach.

Late Game: There is inevitabley going to be a lot of massing late game, from both Zombies and Players. However, this causes latency problems, and worse yet, due to Warcraft 3 being old as piss, the units start taking turns moving, and at that point, if you aren't ranged, you are boned. I suggest making Zombies in late game, incredibley strong, (As you said, they are getting more intelligent, stronger, ect.) rather than massing 1412513613267136161 of them.

Weather Effect: It would cause more lag, but I feel it should be raining, just a thought.

___________________

Rating: 5/5, and it isn't even done.



Hit me up man, Psycho_Saber on East. I've been chilling in your Clan Channel for a little while, i'd love to test for you.:spell_breaker:



Edit: consider my rating a placeholder. I just remade an account, last one, i lost email privs to.
 
Last edited by a moderator:
Thanks

I appreciate the review. First off the heroes are in fact shitty without items so you need to get items either from drops or from buying them. Whats the point of having a unit you dont have to do anything with but send in and rape. You first need to put some work into it before doing that. As for the races such as border guard and offense, they are rediculously effective with healers. With paladins and healing waves, you can fend off an army twice the size of yours. There low health is easily made up for with heals causing massive rapage for the zombies. This is why there health is low, to increase teamwork in the game mostly. Together with 2 or 3 armies of border guard, you can hold any position. Thanks for the great review. Ill definitely consider what you said.
 
This map is very unique, and that's a damn good reason to work on it and make it better. First of all, I think you should remove that win condition with Hive Mind (and remove it also), and add some survival time countdown or something like that. Second, you really need to add more units, upgrades, masteries etc. And, of course, the map should have been much better with more space and 11 or 10 players. Anyway, congrats for the ideea, I was looking for something like this.
 
This map is very unique, and that's a damn good reason to work on it and make it better. First of all, I think you should remove that win condition with Hive Mind (and remove it also), and add some survival time countdown or something like that. Second, you really need to add more units, upgrades, masteries etc. And, of course, the map should have been much better with more space and 11 or 10 players. Anyway, congrats for the idea, I was looking for something like this.

Ok. First of all, removing the win condition removes a common goal. I've tried it like this and overall more people enjoyed the hive mind more than survival, although I will add a choice to use "Survival Mode" next patch.

Second, I can't really respond to this. Your really the first person to complain about having not enough content in this game, I really don't see it as a problem considering how there are at least 3 units per mastery. Given that there are 6 masteries, thats a total of 18 units to choose from, not adding up loose ends and base units. Honestly, the file size is already gigantic, I wouldn't want to kill DL time more than I already have.

Furthermore, there are at least 4 upgrades for each mastery, plus base upgrades. Please, PLEASE tell me of one game that has 4 upgrades at the least added to a mastery. I'm sorry, but any more upgrades would make units near invulnerable.

I am also deeply sorry the max map size for Blizzard is 255x255. Please, don't complain about things I can't change.

Thanks anyway for the comment.
 
Hive mind is kind of a problem... I've played several games and found that from easy-nightmare mode. It is very easy to simply rush the hive mind at the beginning of the game when the power level of the undead are weak.

If, however you fail to rush the Hive mind and because zombies tend to become stronger as the game goes on, it becomes virtually impossible to attack hive mind and all you can really do is turtle and wait for your doom (when undead becomes strong enough to take down your defense)

In the end, the only choices are to rush at the beginning when the undead are weak, turtle until undead becomes strong enough to overrun you, or somehow attack undead at a later time while your upgrades are able to keep up with the undead and before you reach your upgrade cap when the undead can simply grow stronger and stronger while your power stays idle.

So main problem in this game, i think is that the players have an upgrade cap where their units simply can't become better after a certain point while the undeads are able to increase in power beyond this point where the players are capped at.

This problem can be fixed with survival where theres a time limit to survive... or a better upgrade and undead power increase system.
 
Hive mind is kind of a problem... I've played several games and found that from easy-nightmare mode. It is very easy to simply rush the hive mind at the beginning of the game when the power level of the undead are weak.

If, however you fail to rush the Hive mind and because zombies tend to become stronger as the game goes on, it becomes virtually impossible to attack hive mind and all you can really do is turtle and wait for your doom (when undead becomes strong enough to take down your defense)

In the end, the only choices are to rush at the beginning when the undead are weak, turtle until undead becomes strong enough to overrun you, or somehow attack undead at a later time while your upgrades are able to keep up with the undead and before you reach your upgrade cap when the undead can simply grow stronger and stronger while your power stays idle.

So main problem in this game, i think is that the players have an upgrade cap where their units simply can't become better after a certain point while the undeads are able to increase in power beyond this point where the players are capped at.

This problem can be fixed with survival where theres a time limit to survive... or a better upgrade and undead power increase system.

First off, read the patch preview. It should make you happy =).

And there are certain intervals between undead attacks which give an opening to attack. This can happen any time in the game, its just that when the front line gets overrun it tends to become difficult. Bottom line, in the offense/defense game mode you need to hold the front for a solid chance at victory.

I can't really fix the rushing tactic, its the players, not me.
 
Is survival mode added ?

I was really surprised by this map. Terrain is really cool, your customs walls are really nice, same for the fortress and all the stuff. Just the mountain don't feel like mountain, and there is(for me) a lack of city in the middle east of the map.
Terrain deserves a 4,5/5

I haven't tested all your heros, but i played some and they seem enough fun and balanced. 1 or 2 custom abilyties should be great, but it's fine actually.
4/5

Units and buildings: Differents technologies and units, for 6 orientations, and all are pretty fun. I just noticied that Palonians are mages but they have only 1 autocast spellcaster. I think it's not enough. It's a bit boring to cast firebolt manually, and the magic immune unit is just an upgraded footman. Their golems are stay cool =p.
-->4,5/5

Gameplay : Gameplay.... It's like plague 1 but better. Great gameplay, but saddly the best way to win actually is to rush, and it's pretty boring, and ridiculously easy. (i played in medium with 3 good friends and 1 beginners, and 3 of us were beginners on this map) We arrived at the conclusion that boss should defend the hive mind (together ) before attacking one by one
4/5

And i rated the map 5/5, because i love it :p
 
Is survival mode added ?

I was really surprised by this map. Terrain is really cool, your customs walls are really nice, same for the fortress and all the stuff. Just the mountain don't feel like mountain, and there is(for me) a lack of city in the middle east of the map.
Terrain deserves a 4,5/5

I haven't tested all your heros, but i played some and they seem enough fun and balanced. 1 or 2 custom abilyties should be great, but it's fine actually.
4/5

Units and buildings: Differents technologies and units, for 6 orientations, and all are pretty fun. I just noticied that Palonians are mages but they have only 1 autocast spellcaster. I think it's not enough. It's a bit boring to cast firebolt manually, and the magic immune unit is just an upgraded footman. Their golems are stay cool =p.
-->4,5/5

Gameplay : Gameplay.... It's like plague 1 but better. Great gameplay, but saddly the best way to win actually is to rush, and it's pretty boring, and ridiculously easy. (i played in medium with 3 good friends and 1 beginners, and 3 of us were beginners on this map) We arrived at the conclusion that boss should defend the hive mind (together ) before attacking one by one
4/5

And i rated the map 5/5, because i love it :p

Thanks for the review, I couldn't agree more.

And yes, survival is currently in the game, I wouldn't recommend it though because I'm still working out the pathing and such for it.
 
Very good map, I like it.
There is some suggestions:
1) I like big maps but in this map very hard too protect all in time, maybe you can create some Teleports or item thats increase speed of heroes.
2) First time i play with my friend and we win too fast. Maybe Increase dmg and hp of tentacles tower?
3) When i start Survival mode reinforcements of ai go in point of hive mind, maybe switch them off or just redirect them to defense towns.
4) When Inquisitors use stun, all players having lags.
5) Decrease size of trees please.

You say thats you don't do walls, but i can just build farms walls or another buildings.
Sorry for my bad english))
 
I give it a 4/5. The issue with this map is that it crashes players a lot, not sure exactly what it is. Triggers, maybe? I crashed when using the Arthas /w Frostmourne model's stomp but it worked without crashing beforehand. (Only thing different was it was level 5 then).
The map shouldn't get bigger with more stuff, as long as it doesn't involve custom models. However, a big map size for this map is actually quite fitting and you quite enjoy being stared down upon.
The spawning of the Zombies when they attack seem.. odd to me. They don't spawn in front of the towers, on the top part of the map. Instead, they spawn to the left of them, and en masse.
The only issue I've discovered is the lag my friends get on -god mode, you clear memory leaks, yes?
The Arthas Model hero's heal does not heal allies and can only be used on enemies.
I'd love a higher max level but this is merely a request with no reason to put on it other than "You get there too fast".
However, with my criticizing side put aside, it's a very good map that is quite interesting to play. Unique, heroes are worth something without being able to take on armies and like others have said you feel in control, "Ha, nothings getting through that barricade" then moments later you shit yourself at the approaching horde.
Edit: You should try to find a better name. No offense or all, but it's weird to try and find a good hosting name and it's hard to reference it other then "Plague". If no name comes to mind, it's fine.
Edit2: Nothing important, but your description for difficulties lacks -god mode
Edit3: Illuminate on the Border Guard Crusader heals the X% before thespell is cast. Change the event you used for the trigger.
Edit4: You missed the pathing of a mountain, East of the Goldmine North East of the King.
Edit5: About the walls, creeps will automatically attack them if walls attack, so I'd suggest giving them 0-0 damage by setting base as -1 and dice as 1. Could give it multishot to aggro mroe creeps, too.
 
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Edit5: About the walls, creeps will automatically attack them if walls attack, so I'd suggest giving them 0-0 damage by setting base as -1 and dice as 1. Could give it multishot to aggro mroe creeps, too.

this WILL fail if there are units behind the wall, as they will be allways in higher priority (unless they cannot attack (and why would u use units that cant attack as a defense (besides some healers that i might have not checked)?))

caz, i found a ver 2.0 yet this is only 1.8 :/
 
I give it a 4/5. The issue with this map is that it crashes players a lot, not sure exactly what it is. Triggers, maybe? I crashed when using the Arthas /w Frostmourne model's stomp but it worked without crashing beforehand. (Only thing different was it was level 5 then).
The map shouldn't get bigger with more stuff, as long as it doesn't involve custom models. However, a big map size for this map is actually quite fitting and you quite enjoy being stared down upon.
The spawning of the Zombies when they attack seem.. odd to me. They don't spawn in front of the towers, on the top part of the map. Instead, they spawn to the left of them, and en masse.
The only issue I've discovered is the lag my friends get on -god mode, you clear memory leaks, yes?
The Arthas Model hero's heal does not heal allies and can only be used on enemies.
I'd love a higher max level but this is merely a request with no reason to put on it other than "You get there too fast".
However, with my criticizing side put aside, it's a very good map that is quite interesting to play. Unique, heroes are worth something without being able to take on armies and like others have said you feel in control, "Ha, nothings getting through that barricade" then moments later you shit yourself at the approaching horde.
Edit: You should try to find a better name. No offense or all, but it's weird to try and find a good hosting name and it's hard to reference it other then "Plague". If no name comes to mind, it's fine.
Edit2: Nothing important, but your description for difficulties lacks -god mode
Edit3: Illuminate on the Border Guard Crusader heals the X% before thespell is cast. Change the event you used for the trigger.
Edit4: You missed the pathing of a mountain, East of the Goldmine North East of the King.
Edit5: About the walls, creeps will automatically attack them if walls attack, so I'd suggest giving them 0-0 damage by setting base as -1 and dice as 1. Could give it multishot to aggro mroe creeps, too.

Hah, God Mode is near impossible.
 
this WILL fail if there are units behind the wall, as they will be allways in higher priority (unless they cannot attack (and why would u use units that cant attack as a defense (besides some healers that i might have not checked)?))

caz, i found a ver 2.0 yet this is only 1.8 :/

Not particularly. There's a nice object editor thing called "Priority", plus I believe it'd still work a bit. It worked well when I tested it but that was a few versions ago

"Hah, God Mode is near impossible."
We managed to hold out a bit when we made Brown a player VIA Bot and moved him into the corner. It's fun. However, laggy for some.
 
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