Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
This map is still in its beta phase, and I need your help!
Everytime you finish this map with your friends (a party greater than 3),
I need you to type “-dmg”, open the Multiboard and send me a PM or e-mail (serbianbeasthotmail.com) with the data you see there.
It needs to contain Class, Level, Build (Str/Agi/Int) and % damage done.
Example
1. DK Level 10 Str 25%
2. ES Level 9 Agi 22%
3. CR Level 8 Int 20%
4. CH Level 7 Str 18%
5. ES Level 5 Str 15%
This is the first part of the epic World of Ancients saga and takes place in the deserts of Zulanni.
A group of heroes are sent out to eliminate the Trolls of Zul'Terrak and all of their leaders in order to prevent them from bringing havoc to the world.
Map site: www.worldofancientssaga.webs.com
Features
Fully scripted Bosses and Encounters
World of Ancients has fully scripted Bosses and Encounters, so a full dungeon raid will be well worth your time as no encounter will be the same!
For more details go to this page.
Custom Combat and Stats System
World of Ancients features a brand new Combat System, based on a custom made Stats System; this allows players to play Warcraft in a way that’s never been possible before!
Talent Tree System
World of Ancients also features a Talent Tree, which allows you as a player to design your character into the hero you want to play.
Inventory System
Instead of using standard Warcraft 6-slot inventory, WoA uses inventory system that supports 11 slots for equipped items and 10 extra slots for carrying items, as well as standard 6 slots for potions and usable items.
Spell Packs
All heroes in World of Ancients are granted three Spell Packs from start. All these Spell Packs consists of four spells you can use at start and the player will unlock more spells as the game progresses.
Fast and Exiting Gameplay
- - - - -
Save/Load System
In World of Ancients, you’re able to Save and Load your hero and also able to Load them in the upcoming campaigns!
Heroes
Name: Champion Main Roles: Tanking and Damage Spell Packs: Protection, Assassination and Destroyer
Brutal warrior, capable of taking great amounts of damage, rushing into combat and tearing his enemies apart.
Name: Protection Function: Tank and Damage Based on: Strength
Name: Thunder Clap
Spell damage
Slams the ground, dealing 150% weapon damage + your total strength to nearby enemy land units and slowing their movement by 45% and attack rate by 45% for 3 seconds.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Taunt
Causes 10 closest enemies to attack the champion. In addition, your armor and spell resistance is increased by up to 50 (2 x hero level is max). Everytime you take damage this bonus is reduced by 2.
11 seconds cooldown.
Name: Retaliation
Physical Damage
Next 4 attacks or spells used against you within 4 seconds will deal as much damage to the attacker as they do to you.
This spell cannot crit.
This spell is not affected by armor, spell resistance or any other damage reducing property.
8 seconds cooldown.
Name: Living Fortress
Passive
Increases your strength by 35%. In addition, reduces damage taken by 15% - 60%, and gives a 10% chance on taking damage to increase damage done by next normal attack by amount equal to damage taken.
Name: Counter Attack
Spell damage
Every attack or spell made against you within 10 seconds has a 33% chance to cause you to deal 125% weapon damage + your total strength to enemies within 200 AOE. Cannot occur more than once every 0.25 seconds.
This spell's chance to crit is determined by spell critical chance.
30 seconds cooldown.
Name: Assassination Function: Damage Based on: Agility
Name: Mortal Strike
Physical Damage
Deals 150% weapon damage to the target and causes it to bleed for 15 seconds. Bleeding deals 75% of your total agility as damage per second, slows the target down by 15% and reduces healing on that target by 50%.
This spell's chance to crit is determined by physical critical chance.
10 seconds cooldown.
Name: Open Wound
Your next normal attack made within 4 seconds will deal 60% more damage. If the target is bleeding this effect will be increased by 50% and your attack will be a critical strike.
6 seconds cooldown.
Name: Rampage
Physical Damage
Increases your attack speed by 30% and weapon damage by 15%. In addition, if the target is bleeding your attacks will deal bonus damage per second for next 6 seconds. First attack will deal 50% of agility per second, second will deal 60%, third 70% etc. Duration of this effect will prevail even if the target is no longer affected by bleed. Lasts 16 seconds.
25 seconds cooldown.
Name: Hunger for Blood
Passive
Increases your strength by 40% of your total agility. In addition critical strikes made against a bleeding target have a 30% chance to cause it to bleed for 60% agility per second for 10 seconds. If this effect occurs within these 10 seconds it will renew the effect and deal additional damage on that attack equal to your total agility.
Name: Bloodthirst
Physical Damage
Deals 120% weapon damage + your total agility to target. Deals 30% bonus damage to bleeding units and restores hit points equal to 15% of damage done. In addition, next 18 damage over time ticks will deal 60% bonus damage on that target.
This spell's chance to crit is determined by physical critical chance.
6 seconds cooldown.
Name: Destroyer Function: Damage Based on: Strength or Agility
Name: Charge
Spell damage
Can't be cast if the target is within 200 AOE
Hero rushes towards the target dealing 150% weapon damage + his strength and agility to it and stunning it for 2 seconds.
This spell's chance to crit is determined by spell critical chance.
14 seconds cooldown.
Name: Crippling Strike
Spell damage
Hero crushes the target, dealing 150% weapon damage + total strength and agility and reducing it's movement and attack speed by 35% for 4 seconds.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Exaust
Spell damage
A strike that cuts throught target and reaches it's soul, dealing 150% weapon damage + strength and agility and burns 30% of target's current mana. Mana burned combusts, dealing damage to the target. Critical strikes will burn double amount of mana.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Endure Magic
While active, increases your spell resistance by 10x your level. In addition increases your attack rate and movement speed by 30% and causes your destroyer abilities to deal bonus damage equal to 10% of enemy's total mana.
Lasts 15 seconds.
30 seconds cooldown.
Name: Pummel
Spell damage
Hero slams the target, dealing 150% weapon damage + total strength and agility and making it unable to cast spells for 2.5 seconds.
This spell's chance to crit is determined by spell critical chance.
8 seconds cooldown.
Name: Earthshaker Main Roles: Support and Damage Spell Packs: Earth, Fire and Storm
Shamanistic hero, master of the elements. Can cause earthquakes, incinerate enemies and call upon thunderstorms.
Name: Earth Function: Damage and Support Based on: Strength
Name: Quake Strike
Spell damage
Deals 150% weapon damage + your total strength to enemy units in 245 AOE.
This spell's chance to crit is determined by spell critical chance.
4 seconds cooldown.
Name: Tectonic Strike
Spell damage
Deals 150% weapon damage + your total strength to units within 300 AOE around hero.
This spell's chance to crit is determined by spell critical chance.|
4 seconds cooldown.
Name: Seismic Slam
Spell damage
Deals 150% weapon damage + your total strength to enemy units in line.
This spell's chance to crit is determined by spell critical chance.
6 seconds cooldown.
Name: Earthen Power
Passive
Increases your weapon damage by 70% of your strength. In addition every enemy killed increases hit points regeneration of friendly units within 900 AOE by 8 for per second, and fades to 0 over 8 seconds (stackable).
Name: Focus Tremble
While active, your 3 next quake or tectonic strikes will deal 100% more damage if there is only one target in AOE, 50% more damage if there are 2 targets, 33.3% more damage for 3 targets, etc. In addition, increases your weapon damage by 20% and spell critical strike chance by 5% for 10 seconds.
9 seconds cooldown.
Name: Fire Function: Damage Based on: Agility
Name: Flame Strike
Spell damage
Deals 150% weapon damage + your total agility to the target, and additional 600% of your agility over 6 seconds. In addition, if the target is affected by soul burn, this spell will deal 50% more damage.
This spell's chance to crit is determined by physical critical chance.
6 seconds cooldown.
Name: Soul Burn
Spell damage
Deals 125% weapon damage + your agility to the target, silences it and slows its movement speed by 45% for 2 seconds.
This spell's chance to crit is determined by physical critical chance.
8 seconds cooldown.
Name: Infernal Rage
Spell damage
Hero deals 200% weapon damage + 2 x agility to all enemies within 350 AOE and additional 600% of agility over 6 seconds. In addition, for next 16 seconds your abilities will deal 200% damage (does not apply to duration damage) but your attack speed will be reduced by 40%.
This spell's chance to crit is determined by physical critical chance.
20 seconds cooldown.
Name: Firestorm
Spell damage
Renders earthshaker immune to spells and deals 75% weapon damage per 0.5 seconds to nearby enemy units for 6 seconds. In addition, every time this spell hits an enemy it causes him to burn for 18% agility damage per second for 6 seconds (stackable).
This spell cannot crit.
1 minute cooldown.
Name: Searing Weapons
Passive
Increases your weapon damage by 100% of your agility and your damage over time effects of your abilities by 40%. In addition, removes casting time on your Infernal Rage ability and causes it not to decrease your attack speed.
Name: Storm Function: Damage Based on: Intelligence
Name: Primal Strike
Extra attack
Instantly strikes the enemies in front of Earthshaker, hitting each of them with a single normal attack. In addition, your spell critical strike chance is increased by 9% on this attack.
3.75 seconds cooldown.
Name: Stormseeker
Increases your movement speed by 15%, your attack rate by 25% for 60 seconds and adds 33% of your spell critical strike chance to critical strike chance. In addition, your normal attacks have a 33% chance to deal bonus damage equal to 40% weapon damage + your total intelligence and increase attack speed of friendly units within 900 AOE by 20% for 6 seconds.
5 seconds cooldown.
Name: Maelstrom Aura
Passive
Increases weapon damage of friendly units within 900 AOE by 15% and spell critical strike chance by 5%.
Name: Tornado of Strikes
Passive
Increases your weapon damage by 70% of your intelligence. In addition every attack has a chance equal to half of spell critical strike chance to gain an extra attack. This spell can proc itself.
2.5 seconds cooldown.
Name: Wind Shear
Healing spell
Heals target friendly unit for 300% weapon damage + 3x total intelligence over 20 seconds. In addition, your normal attacks heal the target for 10% of damage done, and critical strikes heal the target for 50% damage done and increase duration of this spell by 1 second (maximum is 120 seconds).
20 seconds cooldown.
Name: Cleric Main Roles: Tanking, Support and Healing Spell Packs: Protection, Divine and Holy
Noble fighter, capable of taking great amounts of damage, healing and aiding friendly units.
Name: Protection Function: Tanking Based on: Strength
Name: Heroic Strike
Spell damage
Deals 150% weapon damage + your total strength to the target, and increases your armor and spell resistance by 2. Stacks up to 15 times. In addition this spell has a 20% chance of healing you by 10 + your total strength. Bonus armor and spell resistance will rapidly decay after 12 seconds.
This spell's chance to crit is determined by spell critical chance.
4 seconds cooldown.
Name: Revenge
Spell damage
Whenever Cleric dodges/parries or completely blocks an incoming attack, he gains 50% of his total strength as heal, and he can deal 100% of his weapon damage + 0.8 x strength to that target.
This spell's chance to crit is determined by spell critical chance.
1 second cooldown.
Name: Divine Vengeance
Increases your next attack or spell by 170% of your strength + 60% weapon damage and causes it to heal you for the 40% of damage it deals.
4.25 seconds cooldown.
Name: Divine Shield
Creates inpenetrable shield around the Cleric that absorbs damage 70% of incoming damage. Absorbs damage equal to 80% of Cleric's total hit points. Casting shield again will renew the effect.
18 seconds cooldown.
Name: Beacon of Light
Spell damage
Causes 10 closest enemies to attack the cleric. In addition, next 10 times you take damage, you deal your weapon damage to the attacker.
11 seconds cooldown.
Name: Divine Function: Damage and Support Based on: Agility
Name: Divine Strikes
While active increases your weapon damage by 20%, your chance to score a critical hit by 10% and reduces chance your attacks will be dodged or parried by 5%. In addition your critical strikes deal 10% more damage and increase your attack speed by 30% for 5 seconds.
Name: Spiritual Weapon
Increases your weapon damage by 75% of your agility and causes your critical strikes to restore mana to friendly units within 900 AOE equal to 4% of damage done. In addition, your normal attacks have a chance equal to half of your physical critical strike chance to deal bonus damage equal to your total agility.
Lasts 60 seconds.
5 seconds cooldown.
Name: Bless Weapon
Decreases chance your attacks will be dodged or parried by 15%, increases your physical critical strike chance by 15% and your critical strike multiplier by 0.5. In addition, your attacks have a 15% chance to deal bonus damage equal to 30% of your weapon damage + 110% of your total agility.
Lasts 60 seconds.
5 seconds cooldown.
Name: Devotion Aura
Passive
Slightly increases mana regeneration of friendly units within 900 AOE, increases their physical critical strike chance by 3% and reduces chance their attacks will be dodged or parried by 3%. In addition, your critical strikes restore 25% more percent mana while spritiual weapons is active.
Name: Divine Judgement
Your next normal attack made within 3 seconds deals bonus damage equal to your total agility + 105% weapon damage, and has it's critical strike chance increased by 35%. In addition, next 6 attacks or spells made against that target will have their critical strike chance increased by 30% on first attack, 25% on second, etc. Only critical strikes will decrease this effect.
12 seconds cooldown.
Name: Holy Function: Healing Based on: Intelligence
Name: Holy Light
Healing spell
Heals target for 150% weapon damage + your total intelligence. In addition, if this spell scores a critical healing, it will heal the target for as much over 9 seconds.
This spell's chance to crit is determined by spell critical chance.
9 seconds cooldown.
Name: Holy Shock
Spell damage/Healing spell
Heals target for 110% weapon damage + 80% of your total intelligence or deals 45% more damage to targeted enemy unit. In addition, if this spell scores a critical healing on friendly unit, it will heall all friendly units with Divine Power buff for 25% of healing done, and if it scores a critical strike on enemy unit it will deal 90% of the damage done to nearby enemy units.
This spell's chance to crit is determined by spell critical chance.
4 seconds cooldown.
Name: Inner Fire
Increases a target friendly unit's weapon damage by 20% and armor by 15 for 60 seconds. In additon every holy light or holy shock cast on that target will cause 80% healing as damage to units surrounding the target.
0.5 seconds cooldown.
Name: Divine Power
Passive
Increases armor of friendly units within 900 AOE by 3, spell critical strike chance by 6% and causes your heals to heal those units by 10% of your weapon damage + 20% of your intelligence. In addition, this aura increases your weapon damage by 30% of your intelligence, and every heal cast will increase your attack speed by 4% and weapon damage by 5% of your total intelligence for 60 seconds. Stacks up to 20 times.
Name: Holy Storm
Spell damage/Healing spell
Causes 150% weapon damage + your total intelligence spell damage to enemies within 300 AOE, and heals allied units within 300 AOE for same amount. In addition, increases attack speed by 20% and causes normal attacks to deal bonus spell damage equal to 80% of total intelligence.
This spell's chance to crit is determined by spell critical chance.
10 seconds cooldown.
Name: Dreadknight Main Roles: Support and Damage Spell Packs: Frost, Blood and Death
Demonic magic user, adept at frost, dark and unholy magic. Can freeze enemies, make them take more damage and can summon minions.
Name: Frost Function: Damage and Support Based on: Strength
Name: Frost Strike
Spell damage
Deals 150% weapon damage to the target and slows its movement speed by 40% and attack speed by 20% for 4 seconds (Frost debuff).
This spell's chance to crit is determined by spell critical chance.
2.5 seconds cooldown.
Name:Icy Touch
Spell damage
Deals 150% weapon damage to the target. If the target is effected by Frost, Icy Touch will deal 20% more damage and stun the target for 1 second.
his spell's chance to crit is determined by spell critical chance.
9 seconds cooldown.
Name: Frost Rage
Spell damage
While active increases your attack speed by 45% for 12 seconds and causes your attacks to restore mana based on your total strength. Every frost strike cast within these 12 seconds will, after this buff expires, incrase damage of friendly units within 500 AOE by 4%, deal spell damage equal to 25% of weapon damage to enemy units within 500 AOE and stun all enemy units currently affected by Frost for 1 second.
This spell cannot crit.
25 seconds cooldown.
Name: Icy Weapons
Passive
Increases your weapon damage by 20% of your strength and gives your normal attacks a 20% chance to deal 30% bonus damage, stun the target for 1 second and slow target for 4 seconds (Frost debuff). In addition your Frost Strike and Icy Touch deal 20% more damage to units affected by frost.
Name: Frost Armor
Spell damage
Increases target's armor by 10 and spell resistance by 50 for 60 seconds. In addition, everytime target takes damage your hero deals 50% weapon damage as spell damage to the attacker and slows them for 2.5 seconds (Frost debuff).
This spell's chance to crit is determined by spell critical chance.
0.5 seconds cooldown.
Name: Blood Function: Damage Based on: Agility
Name: Blood Strike
Spell damage
Deals 150% weapon damage + your total agility to the target and causes critical strikes against that target to deal 25% more damage.
Lasts 12 seconds.
This spell's chance to crit is determined by physical critical chance.
5 seconds cooldown.
Name: Demonic Blood
Increases attack rate of a target unit by 60% and causes the target to heal itself by 3% damage it deals, but at a cost of 2% life per second.Lasts 18 seconds.
0.5 seconds cooldown.
Name: Blood Frenzy
Increases your attack speed by 45%, your weapon damage by 30% and your chance to score a critical strike by 15% for 12 seconds.
25 seconds cooldown.
Name: Boiling Blood
Passive
Increases your weapon damage by 70% of your agility. In addition your critical strikes deal 15% more damage and have a chance to increase your next blood strike damage by 115%.
Name: Blood Craze
Increases your movement speed by 15%, weapon damage by 30% of your agility and gives your normal critical strikes a 20% chance to deal bonus damage equal to your agility. In addition, increases damage of your blood strike by 10% + your total agility and increases your healthsteal provided by demonic blood by 5%.
Lasts 60 seconds.
5 seconds cooldown.
Name: Death Function: Damage and Support Based on: Intelligence
Name: Death Strike
Spell damage
Deals 150% weapon damage + your total intelligence and increases your attack damage by 15% of your intelligence that fades away over 15 seconds (stackable). If the target is affected by Death Mark, this ability will heal friendly units within 900 AOE by 40% of the damage done.
This spell's chance to crit is determined by spell critical chance.
3 seconds cooldown.
Name: Dark Pulse
Spell damage
Sends out a wave of dark energy that shatters on nearby enemies, creating other waves that deal 40% of your weapon damage + 55% of your intelligence.
7 seconds cooldown.
Name: Dark Shadows
Summoning spell
Summons 3 shadows to fight for you for 60 seconds. Each shadow deals 10 - 15 + 8% of your weapon damage as spell damage on each attack. Shadows recieve 50 hit points for every 200 Dreadknight's hit points and gain 50% of your dodge, parry, resilience, precision, expertize, spell resistance, spell penetration and spell critical strike chance. Upon death, dark shadows return to the master and restore 4 mana for each hit they had made.
45 seconds cooldown.
Name: Death Mark
Spell damage
Deals 600% weapon damage + 6 x Dreadknight's intelligence over 30 seconds. In addition target will take 10% - 30% bonus damage.
This spell cannot crit.
9 seconds cooldown.
Name: Sacrifice
Spell damage
Sacrifices a dark shadow, dealing 200% weapon damage + 2x of your total intelligence to nearby enemy units within 250 AOE of the dark shadow, and applies frost debuff to them for 8 seconds. In addition, you gain shield that absorbs 70% of incoming damage, up to equal to sacrificed dark shadow's maximum hit points + your total intelligence points of damage.
This spell's chance to crit is determined by spell critical chance.
20 seconds cooldown.
Screenshots
Change Log
Version 0.19 (0714201114)
Bug fixes:
-Quest requirement that concerns killing Hakrash will be marked as completed after you killed him instead of at the begininning of the fight (lol @ me).
-Fixed a bug which caused a player to pass on an item he has recently needed or greeded on if that player pressed ESC afterwards.
-Pressing ESC while watching at some item's stats will properly show current multiboard.
-Cooldown on Mortal Strike reduced to 10 seconds (as it was intented before).
Improvements:
-Improved item system so that it support item sets.
-Changed blue items with "wind", "desert" and "scorcher" attributes to sets of 7 items (head, neck, chest, belt, charm, boots and gloves).
Visuals:
-Improved how Dreadknight holds shields.
-Dropped items that are same as your currently equipped items will be marked as "same as currently equipped".
Balance:
-Bosses cannot be stunned anymore.
-Zul'terrak Executors gained "Berserk" ability which increases their attack speed by 50% for 12 seconds (30 seconds cooldown).
-Slightly increased weapon damage of Hakrash, Desert Scorcher, Zul'kis and Zul'rajas.
-Changed damage increase of mobs per player from 0/30/60/90/120/150% to 0/30/50/65/80%.
-Damage bonus to mobs in heroic mode increased from 130% to 180%.
-Zul'rajas' spells stolen from players now deal damage based on his weapon damage, and 500% damage/healing if used in blue phase.
-Reduced maximum mana of Zul'rajas from 1100 to 600, but increased mana regeneration rate to 4/sec (each of his spells costs 30 mana).
-Lengthened evocation timer from first to second boss by 20 seconds.
-Heroes and mobs will lose benefits of Out of combat and Out of casting states instantly when entering combat/casting instead of after 2 seconds.
I made this map from scratch. Everything you see is made by me, except for icons (thanks to CRAZYRUSSIAN) and models (Blizzard Entertainment).
If you are not in credits list and you recognize a model or icon of yours, please let me know.
Map is still in beta phase and everything you see can be changed.
Map is protected.
Tactics for bosses can be found here: Desert Winds: Tactics
Keywords:
This, Is, Still, A, Beta, So, Don't, Expect, Too, Much, rpg, serbianbeast, horde, wow, diablo, warcraft, dungeon, trolls, orcs.
woo good game, the bosses are alittle easy, i soloed the wind boss, with little effort, and taking less then 200 dmg the whole time, i used no cheats...
i have a few suggestions, i would like to see more playable classes....
mostly ranged classes, and mayb a few more healing ones mayb, make the bosses harder would be cool aswell....
i am writing this as i am playing, so see you i wanna play it more!
seeing as its still in beta, i wont rate it on imbalances, which most of its not
balanced 3/5
overall hardness 3/5
items 3/5 -
-most the items had the same amount of damage
-few differant stat changes
amount of time it took me to kill all bosses 60 mins
and actual rating would be 4/5
with the overall look of the game, its badass
but other then that needs work,
all the spells i found to be ineresting,
but please make more ^^
since its a fun game, still in its beta....
keep working on it, since i like it ^^
Earthshaker
>><> Fire <><<
this spec, i am assuming is going to be the high damage single target spec
if u can combo the abilities right, you will become almost completly unstopable, you should hit for around 2-300 dmg on your flame strike spell, and thats your weakest one....
his ult is a High damage AOE -bladestorm spell-
-this spell should be subjected to balance, if i do say so, since my damage is 1000, every hit that lands
-if used in sync, with his Third, rage ability
his ult has the potential to nock down bosses,
hitting for 200% damage, you can easily do 4000 - 5000 in under 6 secounds
dmg with it alone...
i have downd the lizard withing 6 secounds, ither the bosses need buffed or the Bladestorm needs nerfed, however, its an awsome game
Well I will wait few new update to write full review!
I really liked models, abilities, descriptions, how you created stats system, minimap picture, terrain is good, attachment system etc etc!
You know all that already
But I don't like icons (blizzard ones with custom imported was bad choice this time because of 2 different art stiles)
Game interface isn't changed at all, this one need even new UI!
Also one last thing map is 2 small, maybe will you create next level in form of new map, maybe will you just resize this one who knows but I will like to see huge map with large number of enemies (you can reduce damage hp etc of created trolls and increase their number )! I don't know but main problem with this one will be small size, sooner or latter!
This game was fun. (4/5) My suggestions are: - Make more items drops
- some spots are empty
- Orc interface fits this theme better
-please fix the trouble with the stacked doodas (brown walls) and mention that the map is protected
Could you share the custom combat system with us? l'm very interested in it.
it's made so that it works only with these spells/heroes and it's not very flexible, but when I decide to release unprotected versions, I will do that...
I think you need to add 1 more hero or delete 1 slot!
We need 1 hero who is based just on healing spells!Because when I played cleric my mates died, I was alone I just changed my class and tanked him and killed him!
Or add that we cant change our class when we are in combat and I dont get talent tree.I dont know when I take that talent.For me talent tree was easier in you first map !
Hey, this map is amazing, even better than Growling winds I gotta say.
Although, there are few things (Yes, I know the work is in progress and the map is already amazing ;D!) That could be added. I know you're a human not a robot and you can't do everything so fast although I'd like to suggest some things:
-As everyone already said - More classes
-The Growling Winds have been kinda abandoned in the half, why did you leave the Growling winds instead of fusing these two maps? There was a lot of terrain added, you could've made a troll dungeon there, give those 4 brand new classes, make some quests Really think about it , if you'd fuse Growling Winds with Desert Winds it'd be an awesom RPG not a dungeon crawler!
This was just my suggestions, I know they might take a lot of work but well
Besides, the whole map is just f****ng amazing, I've also used to play WoW a lot and I find it ultra similar that's why I like it a lot Really great job, you're amazing 5/5
-Also, the charge spell of the 1st class (Destroyer?) is bugged - When you use it you get teleported around the middle of the map and there are many trolls and you get killed.
-The codes are easily hackable - my friend instead of "D" wrote "d" and instead 30 str he had 102.
-Is level 9 the maximum? We got with 3 friends to level 9, can't get further and it's too hard to kill any boss - help!.
I know the game is still in progress, don't get mad that there are so many suggestions, but just want you to know my ideas Really big thanks for creating such a great map so I am not getting bored to hell at warcraft 3 !
P.S:
Custom models are f***ing win best armors from WoW ! The spells are also great looking Also, do not share ( as one guy suggested) your ultra great battle system and spells etc. and do not ever unprotect this map!! Because people will steal it like noobs and make lame maps all over the place and almost no one will know that you are the great guy who created all this nice stuff
Well, fusing those 2 maps would be tremendous amount of work, and they're way different maps. So that's out, for now...
As for more classes thing, I might add some more classes later on, but right now there's not really a big need for a new class since current classes can do everything you need them to do: tank, heal and deal damage. Another class would only bring up to variety of playstyle, and there's already a lot of work to be done besides that.
I will look into that charge spell, even tho I've hoped that the thing you mentioned would not happen again...
Hacking save code is easy, I admit it, but there's not much I can do about it, it's already encrypted and changing of various letters/numbers can lead to unpredictable results (not even I know what can happen).
Yes, level 9 is maximum on this map, next map in series will be for levels 9 - 19.
Speaking of which, I'm currently fixing some minor issues with this map and making new one (but every change on first map has to be done on the second aswell, so the process is really slow), and I will keep you informed about the progress every day.
Oh, and btw Freelancah, tnx for the review and support +rep
My friend said -load FUCK YOU and it gave him a level 60 champion, not a lie either.
Also Desert Scorcher doesn't reset u can't fight him more than once if u fail the first time. [ I only played the map once however so something else might have caused this ]
Yup, what xzero said is approved - same happens to me.
Also a small suggestion once again - a "-roll" command would be very usefull when two holy paladins see a Axe with + int they fight for it like dogs who weren't fed for a week
Besides, I think i didn't manage to find any other bugs - I'd like to add that I really love the stats that items give cos it all really works the spell power etc.! Man, you had to work on that for ages^^
Big bravo once again for creating such a nice map
Don't give up! I'll be testing every version and post my reviews so you won't miss any little bug !
Have a nice day
The boss not resetting seems to happen on the last boss as well as the last boss didn't reset after I fought him once and wiped <.<.
The bosses not resetting doesn't happen all the time but this needs to be fixed.
Also what does ESC do it just makes u enter cinematic mode then zooms out then back in once you turn it off <.<
Speaking of zooming out I would really love different camera options that zoom out farther that really helps a lot in boss fights!
A ranger and rogue type class would be nice if you haven't added any of them yet as well as more mage type classes.
Class trainer should reset your attributes as well as your talents because why would u switch to heal build if you don't have any int and I can't find the class trainer in this version or did you not add him yet?
Edit: You can change spellpacks every like 20 seconds not 60 seconds the ` thingy's mana regen is super fast so you can run around without getting hit and change spellpacks pretty fast.
Very low chance blue drops from trash monsters would be nice too. [Edit]: Wait they do drop, and they are very VERY low.
You say the first map is easy in the questlog and it is pretty easy, except the last and fire lord boss their nukes deal WAY too much damage and spell resist doesn't seem to help that much even though I only have 9 <.<.
Yeah, agreed with xzero, although I think now let's stop posting any comments as Serbianbeast surely has a lot of work on him atm.
I just hope you won't leave the map in the middle of it's work as often people do with good maps(Esepcially such amazing as this one!!)
You say the first map is easy in the questlog and it is pretty easy, except the last and fire lord boss their nukes deal WAY too much damage and spell resist doesn't seem to help that much even though I only have 9 <.<.
Both of those nukes can be avoided, flame wreath by not moving and fire explosion (the one he casts when he yells You will BURN!) by moving away from him, so the point is to focus, not gain as much as possible spell resistance.
Esc command is still test command and it's a subject to change in future versions.
As for the rest, I'll start working on it right away, just gotten back from work.
And yes, class trainers will provide you an opportunity to swap stats along with talents.
Repick is meant for "-load" errors, not for choosing another class...
As for boss resets, that's the most touchy thing, it sometimes occur, sometimes not and I have no damn idea why :/ working on it...
Edit: oh and yes, trash mobs do drop blues, just not so often as other items...
Xzero wrote : "Hm you should add a way to repick cause I see people choosing heroes by acident a lot."
My response to that:
Well, I think that this map is actually hard to understand for people who don't know English and usually play games about just running around and killing aimlessly because the system is quite ENORMOUS and it's taken from WoW.If you're so retarted that you pick a class too fast then you surelly won't understand the game , even though, a repick option would be nice although i'd save it DEFINITELY for later.
Wow on the poison troll boss the boss' scorpion add destroys the item most of the time for some reason once he dies his aoe spit hits the item and destroys it.
Make the boss that absorbs the blue orbs faster movement cause its hard to dodge the big blue orb with him walking so slow or at least a bit faster.
Firestorm is broken, the weapon damage bonus accumulates [ My Guess ] and can go up to 1000+ damage you can solo most bosses with just spamming firestorm its damage increases with each use.
Why no armor items not even a helmet, you should change the potion slot with helmet or chest armor and just add a seperate potion backpack that doesn't save.
Also if you use fire earthshakers soulburn on the desert scorcher it causes him to do a huge 6000 damage aoe wiping the entire group for some reason.
My friend suggested you should add talent trees for just the individual classes and not for every class so they'd be more unique. Idk that might take too much work...
Also when the last boss goes poison form he dies super fast cause his own poison hurts him I think.
Why no armor items not even a helmet, you should change the potion slot with helmet or chest armor and just add a seperate potion backpack that doesn't save.
My friend suggested you should add talent trees for just the individual classes and not for every class so they'd be more unique. Idk that might take too much work...
You don't need to have the armor change how it looks on your hero.... the heroes look cool enough! But seriously how is a tank gonna tank without a chest plate? My friend suggested you could just have a normal wc3 special affect around your chest area like shadows around your chest with some shadow armor but that sounds a little dumb in my opinion.
Champions charge also can teleport you across the barrier so he can get in during the boss fight.
Weird the last boss dies SUPER fast like hes taking 1000+ damage from the poison theres no way it isn't him hurting himself you must have overlooked something.
If you send ghouls without anyone in there to a boss and they die it will lock every boss forever =/.
You can also send ghouls to the boss by summoning it next to the barrier if theres one barrier but when theres two like on the last boss it doesn't work but of course the dreadknight can't get in but the ghouls can teleport through if you're next to the barrier.
Could you give the normal monsters a chance to drop a shield? I mean most of them have shields and theres a big lack of shields in this map.
Also shield hand orbs for casters = GOOD IDEA!
Items really need a higher drop rate off the normal monsters, I rarely see potions drop hell I've only seen 2 potions ever drop and I've played the map over 5 times.
Instead of full armor sets(tho that is possible I will explain how) you can add Shoulders. I'm almost sure you're using WoW models(correct me if you're not) and they have attachment points for shoulders so its doable.
The full armor sets way is actually using DUSC(Dynamic Unit Skin Changer, you can find it at wc3c.net) which allows you to change a units skin ingame(quite awesome yeah). So all you need is a different skin for the different armor sets and you're good to go with that way.
Really good map so far but a bit too small in my point of view. Hope you will enlarge it.
The one things that should be improved i think:
-I had really low item drops, got only like 3-4 items in the whole map.
-Maybe i was just noob, but i died at the second enemy, so it was impossible to do alone (dreadknight, the unholy or what skills)
Havent tried all classes yet, so cant tell balance problems or anything with it.
I am looking forvard the next version, and before i forget: welcome back to map developing!
Instead of full armor sets(tho that is possible I will explain how) you can add Shoulders. I'm almost sure you're using WoW models(correct me if you're not) and they have attachment points for shoulders so its doable.
The full armor sets way is actually using DUSC(Dynamic Unit Skin Changer, you can find it at wc3c.net) which allows you to change a units skin ingame(quite awesome yeah). So all you need is a different skin for the different armor sets and you're good to go with that way.
You're right about that, but yet again... I can't export models myself, and that would require even more space than it does now so you know... I'll think about it.
• Why doesn't the weapon/shield non-epic from the last boss not give any damage I think its suppose to show damage as the epic from him shows damage I think this may be a bug.
I was playing this map yesterday and I found 2 bugs.
1.We attacked boss troll with blink, tornado, poison, 66k hp,etc..First time he killed us, and second time when we came to attack him he was bugged (invulnerable,champion used hamstring-like spell(that buff was on him all the time)).We killed all other bosses, then we returned to him again.We was able to attack him, but he didnt attack us.Later when he used blink in the middle of the arena 2 tornadoes was around him!
2.When I used to load my hero, he came, but with items from Cleric(I was champion tank. he was cleric healer) !
P.S. Champion (tank ofc) PWN !
Edit: I need your help. Every time you finish this map with your friends (3 or more players) i need you to type "-dmg", look at that table and tell me (in a PM here on hive or through email: [email protected]) the stats. It's important to say what class the player is, what level, what build (str/agi/int) and how much percent damage he has done. PM/mail example:
1. DK lvl 10 str 25%
2. ES lvl 9 agi 22%
3. CR lvl 8 int 20%
4. CH lvl 7 str 18%
5. ES lvl 5 str 15%
This will help me balance classes.
Yeap. Lots of PvP only maps... But there's still a lot of work to be done before I can get to developing PvP maps...
Speaking of which, from level 30 and on (so basically end of the 3rd map in series) players will start getting PvP gear with bonus hit points, critical resilience, armor, spell resistance, hit points and damage, and there will be separated maps in which players will be able to fight from 1v1 to 5v5 (AOS, arena, capture the flag and other pvp oriented types of maps).
Serbian - That's fucking ultra - People will stop whining that WoW is payable and will play one for free! Man you've done shit loads of fucking WIN! work
P.S:
Talking bout the PVP stats - Spell Penetration and Armor penetration could be nice, tho not necessary - just saying in case you might be looking for sumthin' like that
Also - Gemming items would be fucking sweet !
Serbian - That's fucking ultra - People will stop whining that WoW is payable and will play one for free! Man you've done shit loads of fucking WIN! work
I wanted to say ( That was a quite easy sentence but I'll simplify it to your low English level?) that his maps and system are ultra, and that his plans are ultra ( Ultra - cool, Plans = Things he will do in the future) And that people will stop whining that WoW is pay 2 play (Yeah payable was a bad adjective INDEED, whining - complaining.. oh that's also a hard word...) Because the map is VERY VERY VERY VERY similar ( similar - almost the same as) WoW and that it's free. ( free = you don't have to pay..)
I understand what you wanted to say first time, just wanted to know why you used word FU so many times
Also about map, it is great but just like Serbianbeast said, it need to be improved even more! I will wait for few new versions and leave review after!
I'm sorry, but as you just said that you don't understand what I wanted to say. I didn't know you meant all that "fu...'s" that I used as an adjective of greatness .
By the way - If any of you is playing on Europe, and wants to test Desert Winds ( You need to have a host :/ ) Then tell me and I shall contact you ASAP in game.
{EDIT}
I was fighting the fire boss with my mate and while we were "climbing" up destroying the coming trolls, the boss went down and we killed him on the road. Because of that, it didn't actually count as we killed him and there are those force barriers to every boss etc.
Also - I just noticed that every class has the same tree - Will that stay forever? A frost DK has just 1 talent from the tank tree that is usefull for his DPS and all the other ones are for tanking - a FROST DK doesn't have a taunt spell so this has kinda no point unless you'll give a taunt ability to every meele class like in WoW (Warrior,Pala,DK no matter if healer or stuff they have taunt) So it will have some sense.Otherwise, I'd suggest the STR tree change maybe? The agility one is quite nice for Frost DK dps but not the greatest possible.
Besides, I'll repeat myself again - everything is amazing
Thanks for creating the map, I can't wait for the new parts!
P.S:
One handers, shields and especially my favourite weapon type - dual wield, would be veeeeeryyyy welcoooomeeee
Frost DK and Earth ES are strength based DPS classes, they require no taunt or anything similar, they're made to make the life easier for group. Frost DK can increase armor of tank (thus dealing more damage) and can slow and stun enemies, reducing their damage output by great amount. Earth ES is the best AOE damage dealer and he's vital for some situations to come in further maps. They're not tanks, and that's why they wouldn't be getting any taunts or similar spells.
As for the rest, it will be taken in consideration.
Yeah, but the STR talent tree grants them - Bonus spell resistance, bonus armor, bonus HP - Is that a DPS stat? Frost DK and Earth ES are way better in the AGI tree(Bonus att speed ,crit multiplier etc.) which actually makes a bit not much sense as the STR tree is really good only for Tanking as a champion or for some PVP build with HP and armor increase - Making it like in Growling Winds - every class different 3 talent trees ( or like in WoW tbh.) Would be nice, unless the str tree is supposed to be made bad for DPS.
Have you tried to take int talents for them? Remember that changenote: -Swapped Arcane Intellect and Arcane Power talent positions so that players could make more efficient hybrid builds.
and -Swapped Evocation and Empowered Weapons in caster talent tree so non-intelligence casters could make more appropriate talent builds.?
Well they make ES and DK way better DPS classes than any of those agi ones.
Yeah, indeed was just wondering
Also, I still think that the talents are nice although they are general upgrades - not spell improvements like in Growling Winds - I think that making different talent trees for every class would actually give more PVP and Balance possibilites.
Why? PVP would be pointless when 2 guys fight because they have the same talent possibilities that are good for pvp whileas when you'd have each class a different group of talent trees it'd make every class good in pvp as something else, Not like PVP will be just about adding those talents that give shit loads of HP and Resistances and HP
It's definitely your choice, although I think that it'd be a nice idea to ask the general public what they think about making a different tree for every class
Besides - I think there are no more bugs so I think that after 0.09 you can go for the next part of the map with a "clear thought"
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